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JLA: the animated series


Chromatic

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Caveats:

 

1) I have kids that love the show ages 9, 10, 13

2) we've been snow bound for 5 days with no school

3) TiVo rocks, they can watch all the episodes in one sugar-rush induced coma.

4) While we had power the internet connection was down on and off.

5) I got HeroDesigner 2.0 for xmas and was looking for an opportunity to flex it out.

 

So, flame away, but here is my interpretation of the JLA as protrayed by the animated series.

 

Even after watching 18-20 hours of the show this week, its still hard to get a consistent powerlevel. So I started with the extremes (Superman) and scaled from there. 25d6 damage seems to be apropriate. It has the numbers, when combined with the various limitations and such on the characters to be able to be one shoted if the situation dictates, or be able to shrug off the barage of attacks.

 

So without further ado, here are the hdc files for the JLA

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Batman-

Alot of this is speculation based on the other animated series with him in it, as well as information from the web from the series designers.

 

This batman can give the rest of the team a run for their money, but he's not all powerful (within the context of the power level of that campaign)

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Flash

He's kind of one sided (combat oriented twid). The show's designers said, "If he weren't such an idiot, he would be fearsome and could easily take out everyone else on the team." Flash seems to either sit around and make smarmy comments, or run at varying speeds of fast, faster, fastest. He does not seem to have much in the way of useful skills, relying on Bats to talk him through stuff.

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Green Lantern

 

I'm kind of pleased with how he turned out. He's still supremely powerful, but given the lack of limitations I put into the VPP, it's not outrageous for what he can do. I used an EC for the innate powers of the ring, this GL's eyes glow green he has had green energy flow through his veins for so long. I took that to mean that he has some base level of power without resorting to the VPP. I also make the whole 24 hour touch the lantern thing/end reserve simply a Physical limitation. That's about how often he is effected by it (1 half adventure in 4 seasons so far).

 

Again, he is near the top of the power curve in what he can do, and infact could surpass it if he throws everything into an attack. But usually when he has everything in one aspect, its in defense.

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J'onn J'onzz

 

As has been said many many times, he's like Superman with Desolid and telepathic abilities, but maybe just a squeek lower on the power scale. It's also frequently said that he is the world's greatest Telepath. Personally, I think he and GL are actually more powerful than Superman, and either one of them could take out the rest of the team solo.

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Superman -

 

Sure he's super strong, super fast, super invulnerable. He's also the favorite scapegoat of the writers to be taken out easily (to show how tough the villan is). Much is made about his inability to deal with Magic in the series, and he has taken body from attacks the others would have shrugged off.

 

He is also extremely stupid when it comes to tactics and using his powers. I hate that writers think this is an appropriate counter measure to having a powerlevel about 25-30% higher than the rest of the team (except for Bats I guess).

Nonetheless, he is still very, very powerful, and someday his player may wise up and not play him like the one dimensional dork he seems to be. (like the episode where the JLA crosses over and meets their counterparts, that Superman was cool. Had a great costume too)

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It was suggested to me that I post the characters in a board readable format. (And after I go through the trouble of getting caught up on HeroDesigner, sheesh). So following Lemming's practice of double post padding for characters, and granting the request I had, here are the stats in readable form.

 

Flames, comments, apathy; I don't really care, I did this for the exercise in HeroDesigner.

 

Batman

 

Player:

 

Val Char Cost
18 STR 8
33 DEX 69
18 CON 16
22 BODY 24
28 INT 18
28 EGO 36
30/48 PRE 20
14 COM 2
20/40 PD 16
20/40 ED 16
7 SPD 27
12 REC 8
36 END 0
40 STUN 0
6"/11" RUN02" SWIM03 1/2" LEAP0Characteristics Cost: 260

 

Cost Power END
17 Armor: body suit: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2), Activation Roll 15- (-1/4)
10 Mental Defense (16 points total)
6 Power Defense (10 points) (10 Active Points); OIF (-1/2), Activation Roll 15- (-1/4)
6 Lack of Weakness (-10) (10 Active Points); OIF (-1/2), Activation Roll 15- (-1/4)
17 +5 SPD (50 Active Points); 1 Recoverable Continuing Charge lasting 1 Extra Phase (-1), Extra Time: 1 turn (-1)
13 Physical Damage Reduction, Resistant, 50% (30 Active Points); Not versus unknown attacks or area effects (-3/4), Can't roll with blow when used (-1/2)
13 Energy Damage Reduction, Resistant, 50% (30 Active Points); Not versus unknown attacks or area effects (-3/4), can't roll with blow when used (-1/2)
10 Running +5" (6"/11" total) 1
20 Multipower: Bat Cape: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2)
1u 1) Gliding 12" (12 Active Points); OIF (-1/2), No Noncombat Movement (-1/4)
1u 2) +18 PRE (18 Active Points); only to scare (-1/2), OIF (-1/2)
3m 3) Armor: cape: Armor (10 PD/10 ED) (30 Active Points); Activation Roll 14- (-1/2), OIF (-1/2)
3m 4) Swinging 20" (20 Active Points); OIF (-1/2) 2
120 Bat Utility Belt: VPP, 100 base + 20 control cost, (150 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (-1/2), Limited Class Of Powers Available Limited (-1/2); all slots OIF (-1/2)
50 Find Weakness 15- with All Attacks
15 Luck 3d6
Powers Cost: 305

 

Cost Martial Arts Maneuver
Karate
4 1) Punch: 1/2 Phase, +0 OCV, +2 DCV, 13 1/2d6 Strike
5 2) Kick: 1/2 Phase, -2 OCV, +1 DCV, 15 1/2d6 Strike
4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 4) Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 +1
Jiu-Jitsu
3 1) Slam: 1/2 Phase, +0 OCV, +1 DCV, 11 1/2d6 +v/5, Target Falls
4 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 6d6 NND
3 3) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 11 1/2d6 Strike; You Fall, Target Falls
4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 68 STR to Disarm roll
4 5) Escape: 1/2 Phase, +0 OCV, +0 DCV, 73 STR vs. Grabs
32 +8 HTH Damage Class(es)
Martial Arts Cost: 67

 

Cost Skill
3 Linguist
1 1) Language: Afrikaans (Fluent Conversation) (2 Active Points)
1 2) Language: Arabic (Fluent Conversation) (2 Active Points)
2 3) Language: Cambodian (Completely Fluent, w/Accent) (3 Active Points)
2 4) Language: Dutch (Completely Fluent, w/Accent) (3 Active Points)
2 5) Language: French (Completely Fluent, w/Accent) (3 Active Points)
2 6) Language: Fukienese (Completely Fluent, w/Accent) (3 Active Points)
2 7) Language: German (Completely Fluent, w/Accent) (3 Active Points)
3 8) Language: Japanese (Idiomatic, native accent) (4 Active Points)
3 9) Language: Latin (Idiomatic, native accent) (4 Active Points)
2 10) Language: Mandarin (Completely Fluent, w/Accent) (3 Active Points)
2 11) Language: Norwegian (Completely Fluent, w/Accent) (3 Active Points)
2 12) Language: Russian (Completely Fluent, w/Accent) (3 Active Points)
1 13) Language: Serbian (Fluent Conversation) (2 Active Points)
2 14) Language: Spanish (Completely Fluent, w/Accent) (3 Active Points)
2 15) Language: Swahili (Completely Fluent, w/Accent) (3 Active Points)
1 16) Language: Ukranian (Fluent Conversation) (2 Active Points)
3 Scientist
2 1) Aeronautics 15- (3 Active Points)
2 2) Anthropology 15- (3 Active Points)
2 3) Archaeology 15- (3 Active Points)
2 4) Astronomy 15- (3 Active Points)
2 5) Biochemistry 15- (3 Active Points)
2 6) Biophysics 15- (3 Active Points)
2 7) Botany 15- (3 Active Points)
2 8) Chemistry 15- (3 Active Points)
2 9) Computer Science 15- (3 Active Points)
2 10) Cybernetics 15- (3 Active Points)
2 11) Economics 15- (3 Active Points)
2 12) Genetics 15- (3 Active Points)
2 13) Inorganic Chemistry 15- (3 Active Points)
2 14) Linguistics 15- (3 Active Points)
2 15) Medicine 15- (3 Active Points)
2 16) Metallurgy 15- (3 Active Points)
2 17) Microbiology 15- (3 Active Points)
2 18) Nuclear Physics 15- (3 Active Points)
1 19) Occultism 11- (2 Active Points)
2 20) Organic Chemistry 15- (3 Active Points)
1 21) Parapsychology 11- (2 Active Points)
3 22) Pharmacology 16- (4 Active Points)
2 23) Physics 15- (3 Active Points)
2 24) Physiology 15- (3 Active Points)
3 25) Psychology 16- (4 Active Points)
2 26) Sociology 15- (3 Active Points)
2 27) Vehicle Engineer 15- (3 Active Points)
2 28) Virology 15- (3 Active Points)
1 29) Zoology 11- (2 Active Points)
5 Cramming
80 +8 with Overall Level
56 +7 with All Combat
32 +4 with All Ranged Attacks
3 Scholar
24 1) KS: Knowledge Skill: Useful knowledge (25 Active Points) 37-
3 Acrobatics 16-
3 Breakfall 16-
11 Bribery 19- (23-)
3 Bugging 15-
11 Bureaucratics 19- (23-)
3 Climbing 16-
3 Combat Driving 16-
3 Combat Piloting 16-
3 Computer Programming 15-
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Flash

 

Player:

 

Val Char Cost
15 STR 5
53 DEX 129
18 CON 16
12 BODY 4
13 INT 3
11 EGO 2
20 PRE 10
16 COM 3
15/55 PD 12
15/42 ED 11
12 SPD 57
30 REC 46
36 END 0
29 STUN 0
6" RUN02" SWIM03" LEAP0Characteristics Cost: 298

 

Cost Power END
50 Elemental Control: Super Speed: Elemental Control, 100-point powers
29 1) Armor (40 PD/27 ED) (101 Active Points); Linked (-1/2), Activation Roll 15- (-1/4)
68 2) Flight 40", Improved Noncombat Movement (x8), Reduced Endurance (0 END; +1/2) (135 Active Points); Only In Contact With A Surface (-1/4)
40 3) Flight 10", Position Shift, rapid Noncombat movement (+1/4), MegaScale (1" = 1 billion km; +2 1/2), Can Be Scaled Down 1" = 100m (+1/4) (100 Active Points); Only In Contact With A Surface (-1/4) 10
34 4) Transform: Superspeed disassembly: Cosmetic Transform 9d6, Improved Target Group (+1/4), Cumulative (+1/2), Reduced Endurance (0 END; +1/2) (101 Active Points); Linked (-1/2)
50 5) Change Environment 128" radius, Reduced Endurance (0 END; +1/2), Varying Effect Broad Group (+1) (100 Active Points)
42 6) Missile Deflection (Any Ranged Attack), +24 OVC with Deflection, Adjacent Hex (+1/2) (102 Active Points); Gestures: Instant Power (-1/4)
91 Super Speed tricks: VPP, 50 base + 41 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (112 Active Points); Limited Class Of Powers Available Limited (-1/2)
Powers Cost: 404

 

Cost Martial Arts Maneuver
Comic Book Martial Arts
4 1) Punch: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
5 2) Kick: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 4) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
Martial Arts Cost: 20

 

Cost Skill
32 +4 with All Combat
20 +10 with Flight
3 Acrobatics 20-
3 Combat Piloting 20-
3 Combat Driving 20-
3 Contortionist 20-
3 Conversation 13-
3 Demolitions 12-
3 Oratory 13-
3 Sleight of Hand 20-
3 Streetwise 13-
3 Tactics 12-
3 Acting 13-
Skills Cost: 85

 

Cost Perk
50 Vehicles & Bases
Perks Cost: 50

 

Cost Talent
10 Speed Reading (x10000)
5 Rapid Healing
Talents Cost: 15

 

 

Total Character Cost: 872

 

Val Disadvantages
10 Hungry for food (high metabolism): Frequently, Slightly Impairing
15 Secret Identity: Frequently (11-), Major
10 Unluck: +2d6
15 Overconfidence: Very Common, Moderate
15 Impulsive: Very Common, Moderate
20 Code Against Killing: Common, Total
20 Prankster with the ladies: Common, Total
15 Hunted: 11- (Frequently), As Powerful, Harshly Punish

Disadvantage Points: 120

 

Base Points: 250

Experience Required: 502

Total Experience Available: 500

Experience Unspent: 0

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Green Lantern

 

Player:

 

Val Char Cost
15/35 STR 5
18/28 DEX 24
19/34 CON 18
15 BODY 10
18 INT 8
23 EGO 26
25/55 PRE 15
12 COM 1
6/40 PD 3
6/40 ED 2
6 SPD 32
7 REC 0
38 END 0
40 STUN 7
6" RUN02" SWIM03"/7" LEAP0Characteristics Cost: 151

 

Cost Power END
12 Elemental Control: Ring Imbued Powers: Elemental Control, 30-point powers, (15 Active Points); all slots Only in Hero ID (-1/4)
8 1) +10 DEX (30 Active Points); No Figured Characteristics (-1/2), Only in Hero ID (-1/4)
12 1) +24 PD, Hardened (+1/4) (30 Active Points); Only in Hero ID (-1/4)
12 3) +24 ED, Hardened (+1/4) (30 Active Points); Only in Hero ID (-1/4)
8 4) +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points); No Figured Characteristics (-1/2), Only in Hero ID (-1/4)
8 5) +15 CON (30 Active Points); No Figured Characteristics (-1/2), Only in Hero ID (-1/4)
12 5) +30 PRE (30 Active Points); Only in Hero ID (-1/4)
12 7) Armor (10 PD/10 ED) (30 Active Points); Only in Hero ID (-1/4)
14 8) Flight 8", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (32 Active Points); Only in Hero ID (-1/4)
23 9) Telekinesis (10 STR), Fine Manipulation, Usable By Others: Power Lost (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); Only in Hero ID (-1/4)
24 10) Force Wall (6 PD/6 ED), Reduced Endurance (0 END; +1/2) (45 Active Points); Only in Hero ID (-1/4)
30 11) Total Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep), Usable By Others: Simultaneous Use (+1/2) (67 Active Points); Linked (-1/2), Only in Hero ID (-1/4)
108 Multipower: Major Ring Consistent Powers: Multipower, 90-point reserve, all slots Reduced Endurance (0 END; +1/2) (135 Active Points); all slots Only in Hero ID (-1/4)
14m 1) Flight 15", Improved Noncombat Movement (x128), Usable By Others: Simultaneous Use (+1/2) (90 Active Points); Only in Hero ID (-1/4)
14m 2) Energy Blast 18d6 (90 Active Points); Only in Hero ID (-1/4)
14m 3) Force Wall (18 PD/18 ED) (90 Active Points); Only in Hero ID (-1/4)
14m 4) Telekinesis (60 STR) (90 Active Points); Only in Hero ID (-1/4)
240 VPP, 120 base + 120 control cost, Cosmic (+2) (300 Active Points); Limited Class Of Powers Available: Green energy Limited (-1/2)
Powers Cost: 579

 

Cost Martial Arts Maneuver
Commando Training
4 1) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 / 9d6 Strike
3 2) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 / 7d6 +v/5, Target Falls
4 3) Karate Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 / HKA 1d6 +1
4 4) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 5) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR / 45 STR to Disarm roll
4 6) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
Martial Arts Cost: 23

 

Cost Skill
20 +2 with Overall Level
40 +5 with All Combat
25 +5 with Ranged Combat
7 Breakfall 15- (17-)
15 Bureaucratics 20- (26-)
15 Conversation 20- (26-)
3 Criminology 13-
15 Interrogation 20- (26-)
3 Mechanics 13-
6 Navigation (Pick Something) 15-
15 Oratory 20- (26-)
3 Paramedic 13-
2 Professional Skill: Law Enforcement 11-
3 Security Systems 13-
15 Streetwise 20- (26-)
3 Tactics 13-
Skills Cost: 190

 

Cost Perk
5 Fringe Benefit: Intergalactic Police Powers
50 Vehicles & Bases
Perks Cost: 55

 

 

 

Total Character Cost: 998

 

Val Disadvantages
20 Must touch ring to lantern every 24 hours or powers fade: Frequently, Fully Impairing
20 Always Obeys Orders of Superiors: Common, Total
20 Honorable: Common, Total
20 Code Against Killing: Common, Total
15 Public Identity: Frequently (11-), Major
5 Money: Poor
5 Distinctive Features: green glowing eyes: Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
20 Hunted: those robot guys: 11- (Frequently), More Powerful, Harshly Punish
10 Reputation: , Frequently (11-)
5 Watched: Watchers: 8- (Occasionally), More Powerful, Watching

Disadvantage Points: 140

 

Base Points: 250

Experience Required: 608

Total Experience Available: 610

Experience Unspent: 2

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Hawkgirl

 

Player:

 

Val Char Cost
18 STR 8
23 DEX 39
23 CON 26
14 BODY 8
23 INT 13
17 EGO 14
20 PRE 10
18 COM 4
20/30 PD 16
20/30 ED 15
6 SPD 27
12 REC 6
46 END 0
50 STUN 15
6" RUN02" SWIM03 1/2" LEAP0Characteristics Cost: 201

 

Cost Power END
54 Energy Blast 15d6, Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (150 Active Points); OIF (-1/2), Linked (-1/2), No Range (-1/2), Beam Attack (-1/4)
68 Flight - Wings: Flight 40", Reduced Endurance (0 END; +1/2) (120 Active Points); Limited Power: Seriously (-1/2), No Noncombat Movement (-1/4)
60 Energy Damage Reduction, Resistant, 75%
30 Physical Damage Reduction, Resistant, 50%
15 Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2), Activation (-1/2)
10 Damage Resistance (5 PD/15 ED)
17 Telepathy with Birds: Telepathy 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Works only with avains (-2) 2
8 +8 PER with Normal Sight
Powers Cost: 262

 

Cost Martial Arts Maneuver
ElectroMace Fighting
32 +8 HTH Damage Class(es)
5 1) Jab: 1/2 Phase, +1 OCV, +3 DCV, 11 1/2d6 Strike
5 2) Hook: 1/2 Phase, -2 OCV, +1 DCV, 15 1/2d6 Strike
4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 4) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 5) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 11 1/2d6 +v/5 Strike; You Fall, Target Falls; FMove
Martial Arts Cost: 53

 

Cost Skill
24 +12 with Flight
24 +3 with All Combat
45 +9 with HTH Combat
1 Mace weapon style
3 Aerobatics 14-
3 Breakfall 14-
3 Bureaucratics 13-
3 Combat Piloting 14-
3 Computer Programming 14-
3 Criminology 14-
9 Deduction 17-
3 Forensic Medicine 14-
3 Interrogation 13-
3 Lockpicking 14-
3 Security Systems 14-
3 Seduction 13-
3 Stealth 14-
3 Streetwise 13-
8 Survival (Pick Something) 17-
3 Systems Operation 14-
6 KS: Knowledge Skill: Thanagar 15-
3 Professional Skill: Detective 14-
Skills Cost: 162

 

Cost Perk
2 Fringe Benefit: Private Investigator License
50 Vehicles & Bases
Perks Cost: 52

 

 

 

Total Character Cost: 730

 

Val Disadvantages
20 Fearless: Common, Total
20 Honorable: Common, Total
20 Battlelust: Common, Total
10 Reputation: , Frequently (11-)
15 Secret Identity: Frequently (11-), Major

Disadvantage Points: 85

 

Base Points: 250

Experience Required: 395

Total Experience Available: 400

Experience Unspent: 5

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J'onn J'onzz

 

Player: JLA -The animated series

 

Val Char Cost
100 STR 90
30 DEX 60
40 CON 60
15 BODY 10
23 INT 13
30 EGO 40
20 PRE 10
10 COM 0
30/50 PD 10
30/50 ED 22
7 SPD 30
28 REC 0
80 END 0
85 STUN 0
6" RUN02" SWIM020" LEAP0Characteristics Cost: 345

 

Cost Power END
24 Elemental Control: Body control: Elemental Control, 60-point powers, (30 Active Points); all slots Limited Power: Not vs Intense heat (Fire) (-1/4)
24 1) Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4)
24 2) Armor (20 PD/20 ED) (60 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4)
24 3) Shape Shift (Sight Group, four (max) shapes), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4)
24 4) Stretching 8", Reduced Endurance (0 END; +1/2) (60 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4)
24 5) Physical Damage Reduction, Resistant, 75% (60 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4)
24 6) Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4)
25 1/2 end Strength: Generic Fixed-Cost Power (25 Active Points)
30 Damage Resistance (30 PD/30 ED)
10 Life Support (Self-Contained Breathing)
3 Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum)
2 Life Support: Intense Cold: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); Conditional Power: Sometimes (-3/4)
48 Elemental Control: Telepathic Powers: Elemental Control, 120-point powers, (60 Active Points); all slots Limited Power: Not vs Intense heat (Fire) (-1/4)
48 1) Mental Defense (84 points total), Hardened (+1/2) (120 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4)
48 2) Telepathy 24d6 (120 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4) 12
48 3) Mind Scan 24d6 (120 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4) 12
48 4) Ego Attack 12d6 (120 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4) 12
59 5) Flight 31", Improved Noncombat Movement (x4), Multi-fluidic (+1/2), Reduced Endurance (0 END; +1/2) (134 Active Points); Limited Power: Not vs Intense heat (Fire) (-1/4)
Powers Cost: 537

 

 

Cost Skill
32 +4 with All Combat
20 +4 with Mental powers
4 Language: English: Martian native (Idiomatic, native accent)
3 Contortionist 15-
9 Deduction 17-
3 Disguise 14-
3 Mimicry 14-
3 Oratory 13-
3 Paramedic 14-
3 Stealth 15-
2 Survival (Pick Something) 14-
3 Ventriloquism 14-
3 Medicine 14-
Skills Cost: 91

 

Cost Perk
50 Base: Watchtower
Perks Cost: 50

 

 

 

Total Character Cost: 1023

 

Val Disadvantages
10 Unfamiliar with Earth cultures: Frequently, Slightly Impairing
5 Money: Poor
10 Hunted: anti-alien organizations: 8- (Occasionally), As Powerful, Harshly Punish
20 Code Against Killing: Common, Total
10 Fear of fire: Uncommon, Strong
10 Facination with quaint human traditions: Uncommon, Strong
15 Distinctive Features: The last of his kind: Easily Concealed, Extreme Reaction, Detectable By Commonly-Used Senses
15 Public Identity: Frequently (11-), Major
10 Vulnerability: Fire: 1 1/2x STUN Common
10 Vulnerability: Fire: 1 1/2x BODY Common
20 Hunted: White Martians: 8- (Occasionally), More Powerful, NCI, Harshly Punish

Disadvantage Points: 135

 

Base Points: 250

Experience Required: 638

Total Experience Available: 700

Experience Unspent: 62

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Superman

 

Player:

 

Val Char Cost
125 STR 115
44 DEX 102
45 CON 70
25 BODY 30
23 INT 13
14 EGO 8
35 PRE 25
20 COM 5
60 PD 35
60 ED 51
10 SPD 46
34 REC 0
90 END 0
111 STUN 0
6"/31" RUN02"/52" SWIM025" LEAP0Characteristics Cost: 500

 

Cost Power END
48 Damage Resistance (60 PD/60 ED) (60 Active Points); less effective vs Magic (-1/4)
48 Physical Damage Reduction, Resistant, 75% (60 Active Points); less effective vs Magic (-1/4)
48 Energy Damage Reduction, Resistant, 75% (60 Active Points); less effective vs Magic (-1/4)
8 Hearing Group Flash Defense (10 points) (10 Active Points); less effective vs Magic (-1/4)
8 Lack of Weakness (-10) (10 Active Points); less effective vs Magic (-1/4)
16 Power Defense (20 points) (20 Active Points); less effective vs Magic (-1/4)
12 Mental Defense (18 points total) (15 Active Points); less effective vs Magic (-1/4)
26 Reduced End Strength: 1/2: Generic Fixed-Cost Power (32 Active Points); less effective vs Magic (-1/4)
100 Multipower: movement and superspeed: Multipower, 125-point reserve, (125 Active Points); all slots less effective vs Magic (-1/4)
20m 1) Flight 50", Reduced Endurance (1/2 END; +1/4) (125 Active Points); less effective vs Magic (-1/4) 5
4u 2) Flight 5", Position Shift, rapid Noncombat movement (+1/4), MegaScale (1" = 100 million km; +2 1/4), Can Be Scaled Down 1" = 1km (+1/4) (56 Active Points); less effective vs Magic (-1/4) 6
4u 3) Swimming +50" (2"/52" total), Reduced Endurance (1/2 END; +1/4) (62 Active Points); Has Turn Mode (-1/4), less effective vs Magic (-1/4) 2
5u 4) Running +25" (6"/31" total), Reduced Endurance (1/2 END; +1/4) (62 Active Points); less effective vs Magic (-1/4) 2
4u 5) Change Environment 16" radius, Reduced Endurance (1/2 END; +1/4), Varying Effect Broad Group (+1) (56 Active Points); less effective vs Magic (-1/4) 2
4u 6) Faster-Than-Light Travel (2 Light Years/minute) (50 Active Points); less effective vs Magic (-1/4)
3u 7) Transform: into dissambled parts of item: Cosmetic Transform 6d6, Improved Target Group (+1) (60 Active Points); Only for items that can be taken apart (-1/2), less effective vs Magic (-1/4) 6
100 Multipower: Senses: Multipower, 125-point reserve, (125 Active Points); all slots less effective vs Magic (-1/4)
20m 1) Killing Attack (RKA): Heat Vision: Killing Attack (RKA) 8d6+1 (125 Active Points); less effective vs Magic (-1/4) 12
14m 2) Super breath (cold): Energy Blast 9d6, Double Knockback (+3/4), Area Effect: Cone (+1) (124 Active Points); No Range (-1/2), less effective vs Magic (-1/4) 12
1u 3) N-Ray Perception (Sight Group) (10 Active Points); less effective vs Magic (-1/4)
1u 4) Radio Perception (8 Active Points); less effective vs Magic (-1/4)
1u 5) Ultrasonic Perception (Hearing Group) (3 Active Points); less effective vs Magic (-1/4)
1u 6) Rapid (x10) with Hearing Group and Sight Group (10 Active Points); less effective vs Magic (-1/4)
4u 7) +10 versus Range Modifier for Hearing Group and Sight Group (45 Active Points); less effective vs Magic (-1/4)
111 Super- powers: VPP, 60 base + 51 control cost, Cosmic (+2) (150 Active Points); Limited Class Of Powers Available Limited (-1/2); all slots less effective vs Magic (-1/4)
Powers Cost: 611

 

 

Cost Skill
50 +5 with Overall Level
20 +10 with Flight
3 Breakfall 18-
3 Bureaucratics 16-
3 Criminology 14-
3 Deduction 14-
3 High Society 16-
3 Inventor 14-
3 Oratory 16-
3 Paramedic 14-
3 Streetwise 16-
4 Professional Skill: Journalist 15-
Skills Cost: 101

 

Cost Perk
65 Vehicles & Bases
Perks Cost: 65

 

 

 

Total Character Cost: 1277

 

Val Disadvantages
15 Secret Identity: Frequently (11-), Major
20 Code Against Killing: Common, Total
20 Honorable: Common, Total
15 Incredibly stupid with powers: Very Common, Moderate
20 Always holds back until losing: Common, Total
15 Reputation: , Almost Always (14-)
20 Vulnerability: Magic: 1 1/2 x STUN Common
10 Vulnerability: Plot defining attacks: 1 1/2 x STUN Uncommon
15 Crumbles into a writhing painfull mass when in the presense of Kryptonite: Infrequently, Fully Impairing
25 Susceptibility: Kryptonite: , 3d6 drain per Phase Uncommon
20 Susceptibility: Kryptonite: , 3d6 damage Instant (Common)

Disadvantage Points: 195

 

Base Points: 250

Experience Required: 832

Total Experience Available: 900

Experience Unspent: 68

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Wonder Woman

 

Player: JLA -The animated series

 

Val Char Cost
85 STR 75
38 DEX 84
35 CON 50
18 BODY 16
18 INT 8
17 EGO 14
25 PRE 15
26 COM 8
30/45 PD 13
30/45 ED 23
6 SPD 12
24 REC 0
70 END 0
79 STUN 0
6" RUN02" SWIM017" LEAP0Characteristics Cost: 318

 

Cost Power END
20 Armor: skimpy costume: Armor (15 PD/15 ED) (45 Active Points); Activation Roll 12- (-3/4), OIF (-1/2)
15 Damage Resistance (15 PD/15 ED)
30 Physical Damage Reduction, Resistant, 50%
30 Energy Damage Reduction, Resistant, 50%
67 Missile Deflection: SIlver Bracelets: Missile Deflection (Any Ranged Attack), +15 OVC with Deflection, Full Range (+1) (100 Active Points); OIF (-1/2)
47 Flight 21", x4 Noncombat 5
125 Multipower: Golden lasso: Multipower, 125-point reserve, all slots Reduced Endurance (0 END; +1/2) (187 Active Points); all slots OIF (-1/2)
5u 1) Entangle 5d6, 5 DEF, Entangle Damage: Entangle Takes no Damage From Attack (+1/2), Continuous (+1) (125 Active Points); Single target at time (-3/4), OIF (-1/2), Reduced Range (-1/4)
9m 2) Stretching 20" (100 Active Points); Only for grab and pull maneuvers (-1/2), OIF (-1/2), No Noncombat Movement (-1/4)
Powers Cost: 348

 

Cost Martial Arts Maneuver
Amazonian Manbashing
4 1) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 19d6 Strike
3 2) Aikido Throw: 1/2 Phase, +0 OCV, +1 DCV, 17d6 +v/5, Target Falls
4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 4) Karate Chop: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4 5) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 95 STR to Disarm roll
4 7) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
Martial Arts Cost: 27

 

Cost Skill
32 +4 with All Combat
25 +5 with HTH Combat
4 Language: English [Native ancient Greek] (Idiomatic, native accent)
2 Language: French (Fluent Conversation)
1 Language: Croatian (Basic Conversation)
3 Acrobatics 17-
2 Animal Handler (Pick Something)
3 Breakfall 17-
3 Combat Piloting 17-
3 Concealment 13-
3 Conversation 14-
3 High Society 14-
2 Navigation (Pick Something) 13-
3 Paramedic 13-
3 Persuasion 14-
3 Stealth 17-
2 Survival (Pick Something) 13-
3 Tactics 13-
3 Tracking 13-
Skills Cost: 103

 

Cost Perk
50 Vehicles & Bases
Perks Cost: 50

 

 

 

Total Character Cost: 846

 

Val Disadvantages
20 Honorable: Common, Total
20 Aristocrat: Common, Total
10 Haughty: Uncommon, Strong
15 Public Identity: Frequently (11-), Major
20 Hunted: Ares: 8- (Occasionally), More Powerful, NCI, Harshly Punish
20 Hunted: Circe: 8- (Occasionally), More Powerful, NCI, Harshly Punish
10 Hunted: Cheetah: 8- (Occasionally), As Powerful, Harshly Punish

Disadvantage Points: 115

 

Base Points: 250

Experience Required: 481

Total Experience Available: 500

Experience Unspent: 19

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  • 1 month later...

Out of curiousity, what eps ( and season ) have you seen??

 

Season 2 in general has better portrayal; Flash is actually useful, and Superman remembers he has other powers ( including the ability to dodge and recover from hits ). Martian Manhunter also makes much more usage of shapeshifting in combat, almost VPP-ish levels ( I also don't think he's anywhere near as vulnerable to fire as you have him ). Lastly, Hawkgirl's mace apparently has a No Range Dispel vs Magic. . .

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One thing I have noticed is a tendency for people to play on ridiculous power levels and point costs. There is no way that Batman should balance with a 33 DEX, nor does he need a 48 PRE, or even 30 at any time. Check out the modifiers he gets. On a typical Batman move he gets 6 or 7 dice of positive modifiers when you factor in his rep. That's enough to reduce a typical crook to quivering jelly if he starts from a 20(10D6 PRE attack versus a guy with 10-15 PRE means you always get +20 effect). And since when are major supervillains afraid of Bats? Not often. In our campaign the STR chart caps at 80, DEF around 40, and a DEX of 21 will let you go early in the round - and everything balances beautifully. Why does everyone need 1000 points to make established characters? And Diana, 45 DEF PLUS Damage Reduction?! Dear god, could any starting character EVER hurt her, not beat her but hurt her. I mean, you need 14D6 to do 2 points of STUN. These people aren't THAT powerful.

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Originally posted by Mike W

These people aren't THAT powerful.

 

It's all relative. The whole point balance issue depends on what point severybody else is built on.

 

A 300 point version of the Flash is more than enought when the villains are built on 150. A 1000 point Flash might be needed when the same villains are fleshed out to 500 points.

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It is somewhat relative sure, but you also run into situations where things start breaking down. For example, if I want to play a newbie super in the world where all of the JLA people are 900+ points, how many points do I get to start? 550? I would hope to get at least 500. And who wants to roll 25 dice for every brick?

 

Also, in theory you should be able to say, crash a car into most of these people and have it hurt, at least a little, but Flash wouldn't even feel it. And how did he get more DEF than GL anyway?

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A beginning character *shouldn't* be able to compete in the slightest with the JLA/Avengers analogues of their world. Thats kind of the whole point of such a team: the most powerful and/or experienced heroes in the world.

 

And no, characters are *not* arbitrarily powerful. A Flash conversion, for instance, is X points not because his villains are Y points. He is X points because that is the number needed to accurately represent his abilities.

 

Thats not to say these writeups don't have flaws. However, I'm waiting to give specific advice until after the full Batman writeup is posted and Chromatic posts what eps and seasons he's seen.

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