Clark Kent, Season 2 (PL 8/142pp)
Trade Off: -1 Attack, +1 DC
Abilities [10pp]: Strength 12/26 (+1/+8), Dexterity 11 (+0), Constitution 12/26 (+1/+8), Intelligence 11 (+0), Wisdom 12 (+1), Charisma 12 (+1)
Saves [6pp]: Toughness +8, Fortitude 0 (+8), Reflexes 2 (+2), Willpower 4 (+5)
Combat [6pp]: Base Attack +3 (+7 Melee), Base Defense +7 (+0 flat), Initiative +0/+20, Grapple +5/+12, Knock Back -4, Hero Points 1
Attack (dc): Unarmed +1/+8, Heat Vision (+6 blast)
Skills [5pp]: Athletics 2 (+3/+10), Bluff 2 (+3), Computer 2 (+2), Diplomacy 2 (+3), Drive 2 (+2), Investigation 1 (+1), Knowledge: Current Events 1 (+1), Languages 1 [English, Kryptonian (read only)], Notice 4 (+5), Profession: Farmer 3 (+4), Search 4 (+4)
Feats [12pp]: Attack Focus (Melee) 4, Attractive 1, Dodge Focus 7
Powers [116pp]:
Kryptonian Physiology 23 [PF: Innate]
· Enhanced Constitution 14 [Extra: Impervious Toughness 8; Flaws: Limited (2 ranks less in darkness)]
· Enhanced Strength 14 [Extra: Penetrating Strength 8; Flaws: Limited (2 ranks less in darkness)]
· Immovability 6 [PF: 1 Alternate Power]
-> Ap: Leaping 6
· Super Strength 6 [PF: 1 Alternate Power; Flaws: Limited (2 ranks less in darkness)]
-> Ap: Heat Vision [Blast 6]
· Regeneration 15 [PF: Die Hard; Recovery Bonus +2, Bruised 6, Injured 2, Staggered 2, Disabled 3]
· Super Senses 4 [X-Ray Vision (lead)]
· Super Speed 5 [Base Array Power: Speed]
· Concealment 2 [Normal Sight; Flaw: Limited (only while running), Partial]
· Immunity 10 [Meteor Induced Powers; Flaw: Limited (½ save)]
Drawbacks [12pp]: Vulnerable [Magical Attacks (minor [+1 dc]), Common] 2pp,
Green Kryptonite
· Power Loss [Green Kryptonite, Power loss while in contact or 5‘ range] 1pp,
· Weakness [Green Kryptonite, bruised damage, every action (with contact)] = 6pp
· Uncontrolled Side Effect (new) [Target is Nauseated within contact or 5' range; Nauseate 10(Extras: Continuous, Flaws: Uncontrolled, Personal)] = 1pp
Red Kryptonite
· Uncontrolled Side Effect (new) [Clark is under the affects of Mental Transformation 10 [Into evil person (4pp/rank); Pf: Subtle 2, Trigger (touching red kryptonite); Extra: Continuous, Insidious; Flaws: Limited (only affects Kryptonians), Uncontrolled, Personal Range] 2pp
Builders Notes:
Here’s the season 2 clark kent, and I added a skill of farming in that I had forgotten to put in before on the season 1 build. Put all his powers in a Kryptonian Container, and tagged innate on them. Red Kryptonite comes into play in this season, and gets dealed as a Complication until I come up with a better explanation for it. Added in some skills that he was missing from his 1st season build. His combat skills upgrade rather nicely into a decent fighter against mundane counterparts. His speed gets changed out slightly, lowering his super speed for a trade off of Linked Speed. This makes him much faster, but slightly lower in the initiative category. I also decided to bump him up to PL 8, cause he is really starting to come into his own here. The Trade Off Remains, because this will be reflected in later seasons. Just at this point he has even outed his combat and damage potentials so far. Green Kryptonite gets a few more Effects in the Drawback department changing Clark's costs. His bruised regeneration gets bumped up, to play an importance with the damaging effects of Kryptonite and his ability to heal superficial wounds rather quickly.
At post 474, i am 26 builds away from my 500th build. At this point i am open to any suggestion, or another crazy amalgam combo for my next build. Also i am really wanting to flex my build skills, by creating a character where the final PP cost can be astronomical. 8) I'm thinking my Index could use a little re-organizing by splitting it up into 4 seperate posts.






