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Another Take on the Animated Justice League


JMHammer

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The attached file is a zip archive of seven Hero Designer 2.0 files of the seven original members of the animated Justice League. I was inspired to do this by these two older threads:

http://herogames.com/forums/showthread.php?t=4075

http://herogames.com/forums/showthread.php?t=21754

especially the constructs of Superman and Wonder Woman by JmOz, and motivated to get it done by my recent purchase of the Hero Designer software.

 

The next seven messages will be the characters in the simple HTML export format from Hero Designer, along with the stream-of-consciousness notes I made while creating each one.

 

I consider these writeups to be very much a first draft. All comments and criticisms are welcome.

 

John H

 

edit: Odd, that code looks perfect when I preview it in a browser window but has a huge number of extra line feeds when posted. Hopefully someone can give me a hint as to what to do and I will correct these entries.

edit2: OK, I used the wrong export template. I'll fix these later today. Apologies to all who are reading this in the meanwhile.

edit3: I have repaired the seven entries using the correct export template (Hero Boards instead of Barebones HTML) and so all those extra linefeeds are gone. Happy reading!

 

Where are the latest versions of all these characters?

Right here.

 

Note that the files attached to this message below are early drafts of the AJL7. Go here for the latest versions.

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Superman

 

AJL Superman

 

Player:

 

Val** Char*** Cost
25/75** STR 15
20/26** DEX 30
25** CON 30
20** BODY 20
15** INT 5
14** EGO 8
20** PRE 10
16** COM 3
*
10/60** PD 5
10/20** ED 5
4/6** SPD 10
10/20** REC 0
50** END 0
55/80** STUN 9
*6"**RUN02"**SWIM05"/15"**LEAP0Characteristics Cost: 150

 

Cost** Power END
** Kryptonion Powers, all slots Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)*
50** 1) Superstrength: +50 STR, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 2
24** 2) Superspeed: Flight 10", Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 3
14** 3) Superspeed: +6 DEX (18 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)*
16** 4) Superspeed: +2 SPD (20 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)*
8** 5) Invulnerability: +10 ED (10 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)*
16** 6) Invulnerability: Damage Resistance (20 PD/20 ED) (20 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0
21** 7) Invulnerability: Armor (20 PD/0 ED), Hardened (+1/4) (37 Active Points); Not vs magic-based attacks (-1/2), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0
29** 8) Invulnerability: Force Field (20 PD), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1) (65 Active Points); Only vs attacks that cannot do body damage at their theoretical maximum without regard to this increased defense (-1/2), Not vs magic-based attacks (-1/2), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0
10** 9) Invulnerability: Life Support (Extended Breathing: 1 END per 5 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (12 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0
20** 10) Kryptonion Resiliency: +20 REC (40 Active Points); Only for Recoveries taken as a full-phase action and for long-term healing (-3/4), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)*
10** 11) Super Senses: +4 PER with all Sense Groups (12 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0
5** 12) Telescopic Vision: +4 versus Range Modifier for Sight Group (6 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0
12** 13) Microscopic Vision: Microscopic (x1,000) with Sight Group (15 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0
6** 14) X-Ray Vision: N-Ray Perception (Sight Group) (10 Active Points); Costs Endurance (-1/2), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 1
5** 15) Telescopic Hearing: +4 versus Range Modifier for Hearing Group (6 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0
2** 16) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0
37** Kryptonion Power Tricks: Multipower, 75-point reserve, (75 Active Points); all slots Increased Endurance Cost (x2 END; -1/2), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4), Concentration (1/2 DCV; -1/4)*
3u** 1) Heat Vision: Killing Attack - Ranged 3d6+1, Armor Piercing (+1/2) (75 Active Points); Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4), No Knockback (-1/4), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 14
2u** 2) Super Breath: Energy Blast 6d6, Does x1 1/2 Knockback (+1/2), Area Of Effect (10" Cone; +1) (75 Active Points); No Range (-1/2), Increased Endurance Cost (x2 END; -1/2), Reduced Penetration (-1/4), Incantations (-1/4), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4), Concentration (1/2 DCV; -1/4)* 14
4u** 3) Super Drilling: Tunneling 10" through 18 DEF material (74 Active Points); Increased Endurance Cost (x2 END; -1/2), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4), Concentration (1/2 DCV; -1/4)* 14
2u** 4) Too Fast To See: Invisibility to Sight, Hearing, Radio and Smell/Taste Groups, Danger Sense, Combat Sense and Spatial Awareness , No Fringe (56 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Increased Endurance Cost (x2 END; -1/2), Linked to Flight (Superspeed; -1/4), Not when attacking (-1/4), Others with superspeed are immune (-1/4), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 12
8** JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF Durable Expendable (Easy to obtain new Focus; Earpiece Transceiver; -1/4)* 0
Powers Cost: 304

 

 

Cost** Skill
3** Deduction 12-*
1** Streetwise 8-*
3** PS: Reporter (INT-based) 12-*
2** CK: Metropolis 11-*
3** Bureaucratics 13-*
3** Conversation 13-*
1** PS: Farmer 8-*
2** AK: Rural Kansas 11-*
1** TF: JL "Javelins" and related craft*
10** +1 Overall*
2** Penalty Skill Levels: +1 vs. Range Modifier with Heat Vision*
Skills Cost: 31

 

Cost** Perk
1** Fringe Benefit: Press Pass*
5** Fringe Benefit: Membership in the JL*
9** Reputation (A large group) 14-, +3/+3d6*
10** Base (50 Base, 50 Disad)*
3** Well-Connected*
3** 1) Contact: Metropolis PD (Contact has useful Skills or resources, Good relationship with Contact) (4 Active Points) 11-*
1** 2) Contact: Star Labs (Contact has useful Skills or resources) (2 Active Points) 8-*
4** 3) Contact: United Nations (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 11-*
4** 4) Contact: White House (Contact has significant Contacts of his own, Very Good relationship with Contact) (5 Active Points) 11-*
Perks Cost: 40

 

 

 

Total Character Cost: 525

 

Val** Disadvantages
15** Dependent NPC: Lois Lane 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)*
15** Dependent NPC: Jimmy Olsen 8- (Normal; Unaware of character's adventuring career/Secret ID)*
15** Hunted: Lex Luthor 11- (Less Pow, NCI, Harshly Punish)*
20** Hunted: Darkseid 8- (Mo Pow, NCI, Harshly Punish)*
10** Hunted: Superman Rogue Gallery 8- (As Pow, Harshly Punish)*
5** Physical Limitation: Invulnerability makes such things as surgery and hypodermic injections difficult (Infrequently, Slightly Impairing)*
20** Psychological Limitation: Code Versus Killing (Common, Total)*
15** Psychological Limitation: Protective of Innocents (Common, Strong)*
10** Reputation: The Big Blue Boyscout, 11-*
15** Social Limitation: Secret Identity (Frequently, Major)*
25** Susceptibility: Presence of Kryptonite (4"), 3d6 damage per Phase (Uncommon)*
10** Vulnerability: 2 x Effect Magic-based Attacks vs Power Defense (Uncommon)*

Disadvantage Points: 175

 

Base Points: 200

Experience Required: 150

Total Experience Available: 150

Experience Unspent: 0

 

 

My Notes:

1- This is my take on Superman as represented in the animated Justice League, with major cues from JmOz. My goal was to represent him as closely as possible rather than to demonstrate the ability to build him with 350 points. Some of the character's stats and abilities are based on the earlier Superman animated adventures by the same production group.

2- The Kryptonion Resiliency bonus is my attempt to represent Superman healing very quickly without resorting to an overt regeneration power. He also seems to bounce back from stunning damage pretty quickly and this is the way I chose to represent that.

3- I'm sure many people who read this will object to the 60 PD. It's important to read his Invulnerability (8) power carefully as it will not apply against larger attacks. One of the things I insisted on with this build was to make Superman really invulnerable to goons with guns and dorks with baseball bats, as well as resistant to most types of NND attacks (the latter led to him buying his PD as Damage Resistance, Armor, and Force Field). The extra 20 PD takes effect only when his other defenses would prevent him from taking Body damage from an attack; if an attack can – at its theoretical maximum – do Body damage to him through his other defenses, regardless of whether it actually does do Body damage in that particular instance, he does not get the benefit of the extra 20 PD. Therefore, he will often have only 40 PD which, while large, is not outrageous. His ED remains 20 regardless, and physical magic-based attacks only have to deal with a 20 PD.

4- I balked at first about applying a -1/4 Limitation to his Red Sun Radiation and Kryptonite power-loss issues. I mean, how common is either on Earth? But on the show, every other villain - and Batman, too! – seems to have a lump of Kryptonite handy and every megavillain and organization, from STAR Labs to the Thanagarians, seems to have no trouble generating red solar rays. On the other hand, if this is worth -1/4, is Hawkgirl's mace at -1 and Green Lantern's ring at -1/2 (and another -1/4 for the recharge and yellow issues) too much? Should they be reduced?

5- Superman seems to lose his powers immediately when bathed in red solar radiation, and to then regain them gradually when the red solar radiation is removed (they seem to return faster if he is outdoors and in sunlight). Conversely, his powers seem to fade gradually when exposed to Kryptonite (the rate of fade inversely proportional to the distance to the Kryptonite) but appear to return almost immediately when he is no longer exposed to the Kryptonite. This is something the GM should adjudicate as needed for good story-telling purposes.

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Wonder Woman

 

AJL Wonder Woman

 

Player:

 

Val Char Cost
60 STR 50
27 DEX 51
30 CON 40
17 BODY 14
13 INT 3
12 EGO 4
15 PRE 5
22 COM 6
15/27 PD 3
15/27 ED 9
5 SPD 13
20 REC 4
50 END -5
75 STUN 13
7" RUN23" SWIM112" LEAP0Characteristics Cost: 213

 

Cost Power END
30 Amazonion Gliding: Flight 10", Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points) 3
45 Magic Lasso: Multipower, 90-point reserve, (90 Active Points); all slots OAF Durable (-1)
3u 1) Ensnare: Stretching 12", Reduced Endurance (0 END; +1/2) (90 Active Points); OAF Durable (-1), No Velocity Damage (-1/4), Limited Manipulation (-1/4), Damage must follow a Grab (-1/4) 0
2u 2) Capture: Entangle 6d6, 6 DEF, Takes No Damage From Attacks (All Attacks) (+1/2) (90 Active Points); 1 Recoverable Charge (-1 1/4), OAF Durable (-1), Lockout (-1/2), Cannot Form Barriers (-1/4) [1 rc]
18 Magic Bracelets: Armor (12 PD/12 ED), Hardened (x2; +1/2) (54 Active Points); Attack must be small enough to deflect with bracelets (-1), Must be aware of incoming attack (-1/2), Restrainable (-1/2) 0
40 Bullets and Bracelets: Multipower, 60-point reserve, (60 Active Points); all slots Restrainable (-1/2)
4u 1) Deflecting Bullets: Missile Deflection (Any Ranged Attack), +20 to Missile Deflection (60 Active Points); Restrainable (-1/2) 0
4u 2) Reflecting Bullets: Missile Deflection (Any Ranged Attack), +5 to Missile Reflection, Missile Reflection, Reflect At Any Target (60 Active Points); Restrainable (-1/2) 0
8 JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF Durable Expendable (Easy to obtain new Focus; Earpiece Transceiver; -1/4) 0
Powers Cost: 154

 

Cost Martial Arts Maneuver
Amazonion Battle Training
5 Probe: 1/2 Phase, +1 OCV, +3 DCV, 12d6 Strike
4 Attack: 1/2 Phase, +0 OCV, +2 DCV, 14d6 Strike
5 Assault: 1/2 Phase, +1 OCV, -2 DCV, 16d6 Strike
3 Throw: 1/2 Phase, +0 OCV, +1 DCV, 12d6 +v/5, Target Falls
3 Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 70 STR for holding on
4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 14d6 Strike, Must Follow Block
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
7 Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Bracelets, Clubs, Lariots, Polearms and Spears, Staffs
Martial Arts Cost: 39

 

Cost Skill
6 Animal Handler (Bovines, Canines, Equines, Felines, Raptors) 12-
3 Breakfall 14-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
8 +1 with All Combat
5 +1 with HTH Combat
4 +2 with Block
1 High Society 8-
2 KS: Greek Mythology 11-
2 KS: Ancient Greece 11-
5 Language: Ancient Greek (idiomatic; literate)
2 Language: Greek (fluent conversation)
3 Navigation (Air, Marine) 12-
3 Oratory 12-
3 Power: Strength Tricks 11-
4 PS: Soldier 13-
5 Rapid Attack (HTH)
3 Riding 14-
2 Survival (Temperate/Subtropical) 12-
3 Tactics 12-
3 Tracking 12-
2 TF: Science Fiction & Space Vehicles, Chariots, Combat Aircraft, Equines
6 WF: Common Melee Weapons, Common Missile Weapons, Lariots, Staffs
Skills Cost: 84

 

Cost Perk
1 Contact: Hephaestus, Armorer of the Gods 8-
2 Contact: Princess Audrey of Kasnia (Good relationship with Contact) 8-
5 Fringe Benefit: Membership in the JL
2 Fringe Benefit: Member of the Lower Nobility (Princess of Themyscara)
10 Invisible Plane (50 Base, 50 Disad)
Perks Cost: 20

 

Cost Talent
15 Combat Sense 12-
Talents Cost: 15

 

 

Total Character Cost: 525

 

Val Disadvantages
25 Hunted: Ares, Greek God of War 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: Fury 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Psychological Limitation: Code of the Amazon (Common, Total)
15 Psychological Limitation: Overconfident (Very Common, Moderate)
15 Physical Limitation: Naive (Frequently, Greatly Impairing)
15 Physical Limitation: Cannot break free when bound by a man with her own magic lasso (Infrequently, Fully Impairing)
30 Dependent NPC: Amazons 8- (Slightly Less Powerful than the PC; Group DNPC: x32 DNPCs)
0 Dependent NPC: Mother (Hippolyte, Queens of the Amazons) 8- (As powerful as the PC; Useful Noncombat Position or Skills)
15 Social Limitation: Public Identity (Frequently, Major)
10 Social Limitation: Exiled (Occasionally, Severe, Not Limiting In Some Cultures)

Disadvantage Points: 165

 

Base Points: 200

Experience Required: 160

Total Experience Available: 160

Experience Unspent: 0

 

 

My Notes:

1- Here is my second attempt at adapting one of JmOz's creations to my conception of the character. Again, I was far less interested in the point value than in representing my take on the character as presented in the animated Justice League television series. I'm going to try to keep all seven original AJL members as close to each other as possible, and in fact Superman and Wonder Woman came out to 525 each with very little conscious effort to make that happen.

2- Wonder Woman's biggest weakness is probably her Endurance. She does not have reduced endurance on her high Strength and her Endurance stat was bought down a little to pay for a bit more Stun. The evidence for this comes mostly from her battle with Mongol: She seems to be exhausting herself on him pretty quickly, enough so that she goes running through the Fortress of Solitude looking for a weapon rather than continuing to launch her own Strength-based attacks. In most situations she'll take a Recovery phase or two, but Mongol wasn't giving her any respite for a breather like that.

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Hawkgirl

 

AJL Hawkgirl

 

Player:

 

Val Char Cost
25 STR 15
25 DEX 45
25 CON 30
14 BODY 8
12 INT 2
13 EGO 6
18 PRE 8
18 COM 4
15/20 PD 10
10/15 ED 5
5 SPD 15
10 REC 0
50 END 0
60 STUN 20
6" RUN02" SWIM05" LEAP0Characteristics Cost: 168

 

Cost Power END
4 Wings: Extra Limbs (2) (5 Active Points); No fine manipulation (-1/4) 0
20 Wings: Multipower, 30-point reserve, (30 Active Points); all slots Restrainable (-1/2)
2u 1) Flying: Flight 10", Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points); Restrainable (-1/2) 3
2u 2) Combat Maneuvers: Flight 15" (30 Active Points); Restrainable (-1/2) 3
2u 3) Cruising: Gliding 30" (30 Active Points); Restrainable (-1/2) 0
11 Energy Mace Basics: Multipower, 22-point reserve, (22 Active Points); all slots OAF Unbreakable (-1) [Notes: Anyone who picks up the mace can use the basic +3d6 to hand-to-hand attacks or throw it for 3d6 of damage. Of course, most characters will suffer OCV penalties unless they have an appropriate weapon familiarity.]
1u 1) Physical Attack: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2) 0
1u 2) Energy Attack: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2) 0
1u 3) Thrown Weapon: Energy Blast (PD) 3d6 (15 Active Points); 1 Recoverable Charge (-1 1/4), OAF Unbreakable (-1), Lockout (-1/2) [1 rc]
1u 4) Thrown Weapon: Energy Blast (ED) 3d6 (15 Active Points); 1 Recoverable Charge (-1 1/4), OAF Unbreakable (-1), Lockout (-1/2) [1 rc]
40 Energy Mace Arcana: Multipower, 60-point reserve, (60 Active Points); all slots OAF Unbreakable (-1/2) [Notes: 1- Only a character with Thanagarian weapon familiarity (i.e. other members of the Thanagarian military or police) can use the "Arcana" multipower. Only Hawkgirl herself can use the Defensive Posture and Weapon Weaving slots. 2- The OAF portion of this Multipower has been given only a -1/2 Limitation because while Hawkgirl can lose it in combat as any other OAF she seems able to get it back very easily; even when captured or imprisoned it's never far away. Is there a psychic link or is it just luck?]
6m 1) Defensive Posture: Missile Deflection (Any Ranged Attack), +5 to Missile Reflection, Missile Reflection, Reflect At Any Target (60 Active Points); Costs Endurance (-1/2), OAF Unbreakable (-1/2) 6
6m 2) Weapon Weaving: +12 with HTH Combat (60 Active Points); Costs Endurance (-1/2), OAF Unbreakable (-1/2) 6
6m 3) Physical Attack: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2), OAF Unbreakable (-1/2) 6
6m 4) Energy Attack: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2), OAF Unbreakable (-1/2) 6
2u 5) Thrown Weapon: Energy Blast (PD) 12d6 (60 Active Points); 1 Recoverable Charge (-1 1/4), Costs Endurance (-1/2), Lockout (-1/2), OAF Unbreakable (-1/2) 6
2u 6) Thrown Weapon: Energy Blast (ED) 12d6 (60 Active Points); 1 Recoverable Charge (-1 1/4), Costs Endurance (-1/2), Lockout (-1/2), OAF Unbreakable (-1/2) 6
50 Exploit Your Flaws: Find Weakness 15- with All Attacks 0
19 Knock You Flat: Double Knockback (+3/4) for up to 25 Active Points of Strength (19 Active Points) 2
7 Thanagarian Toughness: +10 PD (10 Active Points); Only vs full-body impacts (falls, tackles, knockback, move throughs, area effect concussion, etc.) (-1/2)
12 Costume: Armor (5 PD/5 ED) (15 Active Points); IIF Durable Expendable (Easy to obtain new Focus; -1/4) 0
8 JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF Durable Expendable (Easy to obtain new Focus; Earpiece Transceiver; -1/4) 0
Powers Cost: 209

 

Cost Martial Arts Maneuver
Thanagarian Winged Combat
5 Fast Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4 Nimble Flying Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 Flying Strike: 1/2 Phase, +1 OCV, +0 DCV, 5d6 +v/5; FMove
5 Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment
7 Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Clubs, Fist-Loads, Polearms and Spears, Thrown Axes, Maces, Hammers, and Picks, Two-Handed Weapons
Martial Arts Cost: 26

 

Cost Skill
1 AK: The Galaxy 8-
3 Acting 13-
3 Breakfall 14-
3 Combat Piloting 14-
16 +2 with All Combat
15 +3 with HTH Combat
12 +4 with Energy Mace
20 +4 with Flight
3 Criminology 11-
3 Deduction 11-
1 KS: Thanagar 8-
5 Language: Thanagarian (idiomatic; literate)
3 Navigation (Air, Space) 11-
2 PS: Soldier 11-
3 Shadowing 11-
2 TF: Science Fiction & Space Vehicles, Combat Aircraft
12 WF: Beam Weapons, Common Melee Weapons, Common Missile Weapons, Energy Weapons, Small Arms, Thanagarian Military Weapons
Skills Cost: 107

 

Cost Perk
5 Fringe Benefit: Membership in the JL
Perks Cost: 5

 

Cost Talent
10 Follow-Through Attack
Talents Cost: 10

 

 

Total Character Cost: 525

 

Val Disadvantages
15 Distinctive Features: Woman with large wings (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Enraged: When a colleague or innocent is seriously injured (Common), go 8-, recover 14-
5 Hunted: Thanagarian Authorities 8- (Mo Pow, NCI, Limited Geographical Area, Watching)
15 Hunted: Hawkgirl Rogue Gallery 11- (As Pow, Capture)
5 Physical Limitation: Wings take up a lot of space and sometimes get in the way (Infrequently, Slightly Impairing)
15 Psychological Limitation: Extremely Aggressive (Common, Strong)
20 Psychological Limitation: Overconfident (Very Common, Strong)
5 Reputation: Alien Invader, 8-
5 Rivalry: Romantic (Katma Tui; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Social Limitation: Public Identity (Occasionally, Minor)
5 Social Limitation: Exiled (Occasionally, Major, Not Limiting In Some Cultures)

Disadvantage Points: 105

 

Base Points: 200

Experience Required: 220

Total Experience Available: 220

Experience Unspent: 0

 

 

My Notes:

1- This is my first attempt at one of the AJL characters without a template from JmOz. At first I thought she'd come out to have far fewer points than Superman and Wonder Woman; instead she really soaked them up and has the same 525 points. I'd like to give her at least 40 more points of disadvantages but I'm not sure what they should be.

2- In case you don't have Fantasy Hero, her Follow-Through Attack talent allows her to make a second attack in the same phase if the first attack killed, knocked out, or knocked back that attack's target and there is another target in melee range.

3- Yes, I know I have two multipowers with slots that add to slots in the other multipower. I would hope that even strict GMs will allow this one (unlike J'onn J'onnz's additive Mind Scan slots which I understand might be seen as abusive) since the smaller multipower is just an attempt to represent the mace as a more-or-less normal object.

4- Although Cartoon Network's website and some others state that she can communicate with birds, that has never been demonstrated on the show and doesn't really fit with a character whose bird moteif really isn't that heavily pronounced. Therefore, I left that out. It would be very easy to plug it in, though, and if you think she should have this power then go right ahead and add it.

5- My main concern here is that I defined the mace as an OAF, but given that she has never really lost it and even when captured and imprisoned it's not that hard to recover (Ha: In the BRAVE & BOLD episode the super-intelligent gorillas left it in the cell with her!) I'm not sure it's worth a full -1 Limitation value. I gave it only a -1/2 value for her big multipower but left it at -1 for the small one. If you want to reduce or eliminate the Focus value on the mace, get the points by reducing or eliminating her 50-point Find Weakness power; with a 20d6 attack her need for Find Weakness is questionable anyway, although I think it is well-documented in the series.

6- Hawkgirl will often attack at less than her full power as she doesn't have the Endurance to make full power attacks all the time. Once her Find Weakness kicks in, however, she doesn't have to use full power against most opponents to lay a major smackdown on them. I considered giving her double knockback on more than just her bare-handed strength, but her attacks are already very strong.

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Green Lantern

 

AJL Green Lantern

 

Player:

 

Val Char Cost
15 STR 5
20 DEX 30
15 CON 10
15 BODY 10
10 INT 0
20 EGO 20
17 PRE 7
14 COM 2
6/18 PD 3
6/18 ED 3
4 SPD 10
6/15 REC 0
30/80 END 0
35/60 STUN 4
6" RUN02" SWIM03" LEAP0Characteristics Cost: 104

 

Cost Power END
28 Effortless Flight: Multipower, 50-point reserve, (50 Active Points); all slots OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4)
3u 1) Versatile Flight: Flight 10", Position Shift, Variable Advantage (+1/2 Advantages; +1) (50 Active Points); OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4) 5
3u 2) Space Travel: Flight 9", MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (49 Active Points); OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4) [Notes: At Green Lantern's Speed of 4, this is just about the speed of light.] 5
3u 3) Warp Speed: Faster-Than-Light Travel (2 Light Years/minute) (50 Active Points); OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4) 0
86 Ring Powers Group One: Multipower, 150-point reserve, (150 Active Points); all slots OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4)
17m 1) The Perfect Weapon: Energy Blast 13d6, Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; +1) (146 Active Points); OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4) 6
17m 2) The Perfect Tool: Telekinesis (53 STR), Affects Porous, Fine Manipulation, Variable Advantage (+1/4 Advantages; +1/2) (149 Active Points); OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4) 15
17m 3) Power Shield: Force Wall (15 PD/15 ED; 7" long and 7" tall), Variable Advantage (+1/4 Advantages; +1/2) (148 Active Points); OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4) 15
9u 4) Emergency Shield: Force Wall (30 PD/30 ED) (150 Active Points); OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4) 15
Ring Powers Group Two, all slots Ring must be recharged and cannot directly affect anything that is completely yellow (+0); all slots OIF Unbreakable (-1/2)
10 1) Green Glow: Armor (6 PD/6 ED) (18 Active Points); OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4) 0
13 2) Sustain Life: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); OIF Unbreakable (-1/2) 0
20 3) Support Others: Ranged (+1/2), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (up to 2" Radius; +1) for up to 20 Active Points of Life Support (40 Active Points); All others protected by Life Support must be englobed in a Force Wall or must be carried by Telekinesis (-1/2), OIF Unbreakable (-1/2) 4
Ring Powers Group Three, all slots IIF Unbreakable (-1/4) [Notes: The ring does not have to be charged for these powers to function; Green Lantern must simply be wearing it.]
5 1) +6 PD (6 Active Points); IIF Unbreakable (-1/4)
5 2) +6 ED (6 Active Points); IIF Unbreakable (-1/4)
14 3) +9 REC (18 Active Points); IIF Unbreakable (-1/4)
20 4) +50 END (25 Active Points); IIF Unbreakable (-1/4)
20 5) +25 STUN (25 Active Points); IIF Unbreakable (-1/4)
33 All the little things: Variable Power Pool, 20 base + 13 control cost, Cosmic (+2) (50 Active Points); Limited Class Of Powers Available (-1/2); all slots OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4) [Notes: This VPP is for all the little things not covered by the main power descriptions. Green Lantern cannot use this to extend any of the other ring powers except on a case-by-case basis with a successful Ring Tricks roll. It is designed for such things as instant change of his costume, enhancing his senses and producing various detects, creating light, hiding his power battery (the lantern), boosting his Strength for a "green power punch," communicating, etc. The main limitation on this power is, "Only powers exhibited by Green Lantern." GMs should create a list of powers for a player who is not familiar with the character.]
Powers Cost: 323

 

Cost Martial Arts Maneuver
Commando Training
4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
Martial Arts Cost: 11

 

Cost Skill
3 Bureaucratics 12-
15 +3 with Ring Powers Group One
3 Demolitions 11-
3 Interrogation 12-
2 KS: Green Lanterns and Oans 11-
3 AK: The Galaxy 12-
6 Navigation (Air, Hyperspace, Space) 12-
9 Power: Ring Tricks 14-
3 PS: Green Lantern 12-
2 PS: Soldier 11-
2 PS: Architect 11-
3 Streetwise 12-
10 Survival (Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 11-
3 TF: Science Fiction & Space Vehicles, Combat Aircraft
2 WF: Small Arms
1 Weaponsmith (Firearms) 8-
Skills Cost: 70

 

Cost Perk
8 Contact: The Guardians of the Universe (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 8-
3 Contact: US Military (Contact has access to major institutions, Contact has significant Contacts of his own) 8-
5 Fringe Benefit: Membership in the JL
1 Reputation (A small to medium sized group) 8-, +1/+1d6
Perks Cost: 17

 

 

 

Total Character Cost: 525

 

Val Disadvantages
10 Dependent NPC: His home neighborhood 8- (Normal)
5 Distinctive Features: Green Eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Green Lantern Rogues Gallery 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Hunted: Sinestro 11- (As Pow, Harshly Punish)
10 Psychological Limitation: Expects others to follow chain of command... with him at the top of the chain (Common, Moderate)
15 Psychological Limitation: Jaded, he's seen it all and done it all (Very Common, Moderate)
5 Rivalry: Professional (The Green Lantern of the next sector over; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10 Social Limitation: Public ID (Frequently, Minor)
10 Social Limitation: Subject to Orders from Oans (Occasionally, Major)

Disadvantage Points: 95

 

Base Points: 200

Experience Required: 230

Total Experience Available: 230

Experience Unspent: 0

 

 

My Notes:

1- With Green Lantern, I immediately thought of using a Variable Power Pool with appropriate limitations and examples to represent the ring's powers. However, although I am very partial to VPPs in general, it just isn't necessary to represent pretty much everything we've seen in the series. In the end I decided to go with a small VPP for "the little things," like tracking footsteps or revealing invisible items.

2- Note that GL can use part of his Energy Blast's Variable Advantage for Indirect, thus allowing him to shoot through his own Force Walls. Since I saw no evidence of a real Force Field beyond some minimal amount when he has the "green glow" going (which I've represented with Armor), this seems like something he'll do commonly. Anyone think this is a problem?

3- GL needs more Disadvantage points and I'm not entirely happy with some of those already assigned, especially the DNPC. Any ideas?

4- I didn't give any of his powers Variable Special Effect even though Green Lantern can form his green energy into giant hands, or buzzsaws, or a hammer and anvil, etc. (Not that THIS Green Lantern does that very often; John Stewart is a straightforward fellow and his energy blasts usually look like... well, energy blasts.) For the most part, this is purely cosmetic and it didn't seem worthwhile to charge for it. Besides, once you add both Variable Advantage AND Variable Special Effect to a bunch of powers, it's almost always more efficient to just go with an appropriately limited Variable Power Pool instead and I wanted to avoid that if I could.

5- I assigned GL a few martial arts maneuvers of the type that an elite soldier might be trained to perform. Given their power level compared to that of the ring, they won't get used often but should prove helpful in those rare cases when he has to perform without his primary weapon.

6- An argument could be made that Variable Advantage isn't really needed for his Energy Blast, TK, and Force Wall powers. I could buy that, especially since the John Stewart GL tends to use his ring without a lot of flash or variation. See related discussion on VPP option above for my thinking on this.

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J'onn J'onnz

 

AJL J'onn Jonnz

 

Player:

 

Val Char Cost
30/50 STR 20
21 DEX 33
30 CON 40
30 BODY 40
18 INT 8
23 EGO 26
18 PRE 8
10 COM 0
11/30 PD 5
11/30 ED 5
4 SPD 9
12 REC 0
60 END 0
60 STUN 0
6" RUN02" SWIM06"/10" LEAP0Characteristics Cost: 194

 

Cost Power END
65 Power Group One: Multipower, 65-point reserve
6u 1) Soul Searching: Mind Scan 11d6 (Human and Alien classes of minds) (65 Active Points) 6
6u 2) Density Max: (Total: 65 Active Cost, 65 Real Cost) Density Increase (1,600 kg mass, +20 STR, +4 PD/ED, -4" KB) (Real Cost: 20) plus Armor (15 PD/15 ED) (Real Cost: 45) 2
6u 3) Phase: Desolidification (affected by Fire/Intense Heat and Mental Powers), Reduced Endurance (0 END; +1/2) (60 Active Points) 0
3u 4) Phase Through: Hand-To-Hand Attack (PD) +8d6, Doesn't affect things he couldn't pass through with Phase (+0), Reduced Endurance (0 END; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2), No Knockback (-1/4) 0
6u 5) Shape Shift Enhancement: (Total: 65 Active Cost, 65 Real Cost) Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 400 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide) (Real Cost: 10) plus Shrinking (1 m tall, 12.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +3" KB) (Real Cost: 10) plus Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) (Real Cost: 30) plus Extra Limbs (6) (Real Cost: 5) plus Stretching 2" (Real Cost: 10) [Notes: This slot is used to represent characteristics of forms assumed with the Body Manipulation power (-0). Since this was not purchased as Linked, any of the powers in this package can be used to represent a change in shape which is still obviously J'onn and therefore does not get the Shape Shift benefits.] 6
52 Power Group Two: Multipower, 52-point reserve
5u 1) Soul Searching: Mind Scan 8d6+1 (Human and Alien classes of minds) (52 Active Points) 5
5u 2) Mental Assault: Ego Attack 4d6 (Human and Alien classes of minds) (50 Active Points) 5
5u 3) Mind Probe: Telepathy 8d6+1 (Human and Alien classes of minds) (52 Active Points) 5
5u 4) Reinforced Mental Shields: Mental Defense (25 points total), Hardened (+1/4), Usable Simultaneously (up to 2 people at once; +1/2), Ranged (+1/2) (51 Active Points) 5
5u 5) Transparency: Invisibility to Sight Group, Mind Scan, Mental Awareness and Combat Sense , No Fringe, Reduced Endurance (1/2 END; +1/4) (51 Active Points) 2
5u 6) Body Manipulation: Shape Shift (Sight, Hearing, Smell/Taste, Touch and Radio Groups, Any Living Thing & Minor Changes to Own Body), Imitation, Costs END Only To Change Shape (+1/4) (52 Active Points) 4
30 Flight: Flight 10", Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points) 3
12 Life Support (Expanded Breathing: Martian-type atmospheres; Longevity 1600 Years; Safe in Intense Cold; Safe in Low Pressure) [Notes: Safe in Low Pressure does NOT include Safe in Vacuum, and is therefore a 1-point adder for Life Support.] 0
8 JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF Durable Expendable (Easy to obtain new Focus; Earpiece Transceiver; -1/4) 0
Powers Cost: 224

 

 

Cost Skill
3 Acting 13-
3 Bureaucratics 13-
3 Combat Piloting 13-
4 +2 with Phase Through
3 Concealment 13-
3 Contortionist 13-
3 Conversation 13-
1 Language: English (imitate dialects) (5 Active Points)
3 Forensic Medicine 13-
2 AK: Mars 11-
6 Language: Martian (imitate dialects; literate)
3 Mimicry 13-
2 Navigation (Space) 13-
3 Paramedics 13-
1 PS: Doctor 8-
2 PS: Guardian 11-
2 PS: Scientist 11-
2 SS: Biology 11-
2 SS: Medicine 11-
3 Shadowing 13-
5 +1 with all INT-based, Science, and Knowledge Skills
8 +1 with all non-combat Skills
3 Stealth 13-
4 Survival (Mars-like Environments, Underground) 13-
8 Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Medical Sensors) 13-
3 Tracking 13-
2 TF: Science Fiction & Space Vehicles, Combat Aircraft
3 WF: Martian Hi-Tech Weapons, Vehicle Weapons
Skills Cost: 90

 

Cost Perk
5 Fringe Benefit: Membership in the JL
3 Anonymity
Perks Cost: 8

 

Cost Talent
9 Ambidexterity (no Off Hand penalty)
Talents Cost: 9

 

 

Total Character Cost: 525

 

Val Disadvantages
20 Accidental Change: Shape Change to natural Martian form when unconscious at Level 4 Always (Uncommon)
10 Dependent NPC: The Justice League 8- (As powerful as the PC; Useful Noncombat Position or Skills; Group DNPC: x8 DNPCs)
5 Distinctive Features: Hybrid form causes Major Reaction, natural form causes Extreme Reaction (Easily Concealed; Extreme Reaction; Detectable Only By Technology Or Major Effort)
20 Hunted: The Dominion 8- (Mo Pow, NCI, Harshly Punish)
10 Physical Limitation: Really Alien Physiology, makes medical intervention difficult (Infrequently, Greatly Impairing)
15 Psychological Limitation: Code Versus Killing (Common, Strong)
25 Susceptibility: Presense of Fire (1") or Temperature over 120ºF, 1d6 damage per Segment (Common)
30 Vulnerability: 2 x STUN Fire/Heat-based Attacks (Very Common)
30 Vulnerability: 2 x BODY Fire/Heat-based Attacks (Very Common)
5 Vulnerability: 1 1/2 x Effect Presence attacks and Mental effects which exploit his memories of his lost family and culture (Uncommon)

Disadvantage Points: 170

 

Base Points: 200

Experience Required: 155

Total Experience Available: 155

Experience Unspent: 0

 

 

My Notes:

1- I've really been looking forward to tackling J'onn as he is my favorite character on the show and his powers are pretty cool, too. I had trouble getting him into 525 that seems to be the range for these characters as I'm adapting them.

2- I'm sure a lot of people will object to how I've put most of his abilities together in a pair of multipowers. I didn't put the individual powers into a particular multipower based on how related they were to each other, i.e. all body control powers in one and all mental powers in another. Instead, I grouped them in such a way that represents what he can and can't use simultaneously as seen in the Justice League series.

3- It's worth noting that no one on the show has ever referred to him as The Martian Manhunter. He is called "Martian" quite often and this seems like a rude way to refer to a colleague.

4- I didn't want to make him cost so much more than the other original seven JL members but he needs a very powerful Mind Scan. So I took a tack which many will probably see as a violation of the rules: I'm sure a good many GMs would not permit slots from two different multipowers to be additive, but that's how I did it.

5- Note that if you handle classes of minds differently (as I do), then J'onn will have extra dice for his Ego Attack, Telepathy, and Mind Scan – without any change in cost.

6- I took a guess at J'onn's age and longevity. Anyone have a better value for this aspect of his Life Support power? Also, his Acting, Contortionist, and Mimicry skills are supposed to represent part of his Shape Shifting power; he should not be able to apply Contortionist or Mimicry if he can't shape-shift for some reason. I did not, however, believe this was worth any Limitation value.

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Flash

 

AJL Flash

 

Player:

 

Val Char Cost
20 STR 10
30 DEX 60
20 CON 20
11 BODY 2
17 INT 7
10 EGO 0
13 PRE 3
10 COM 0
8/26 PD 4
8/14 ED 4
7 SPD 30
30 REC 0
40 END 0
40 STUN 9
26" RUN02" SWIM04" LEAP0Characteristics Cost: 149

 

Cost Power END
51 Superspeed Movement: Multipower, 51-point reserve
5u 1) Super-Running: Running +20" (26" total), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2
4u 2) Trick Running: Flight 12", Variable Advantage (+1/2 Advantages; +1) (48 Active Points); Only In Contact With A Surface (-1/4) 5
4u 3) Velocity Max: Flight 6", No Turn Mode (+1/4), Reduced Endurance (1/2 END; +1/4), Noncombat acceleration/deceleration (+1), MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (51 Active Points); Only In Contact With A Surface (-1/4) [Notes: At Flash's Speed of 7, this is just a hair over the speed of light.] 2
1u 4) Whirlwind Riding: Flight 25" (50 Active Points); Gestures, Requires Gestures throughout (Requires both hands; -1), Increased Endurance Cost (x3 END; -1), Only 1" of horizontal movement per phase (-1/2) 15
2u 5) Spin Tunneling: Tunneling 8" through 8 DEF material, Fill In (50 Active Points); Increased Endurance Cost (x3 END; -1) 15
18 Hyperactive Metabolism: +22 REC (44 Active Points); Only to offset Endurance used for movement (-1), Only works if Flash has eaten a large meal within the last three hours (-1/2)
20 Superspeed Aura: (Total: 30 Active Cost, 20 Real Cost) +12 PD (12 Active Points); Adds 1 PD for each 1" velocity per phase (-1/2) (Real Cost: 8) plus Armor (6 PD/6 ED) (18 Active Points); Adds 1 PD and 1 ED for each 3" of velocity per phase (-1/2) (Real Cost: 12) 0
60 Speed Tricks: Multipower, 60-point reserve
5u 1) Quick Rearrangement: Change Environment 16" radius, Long-Lasting Permanent, Multiple Combat Effects, Varying Combat Effects (60 Active Points); Range Based On Speed (-1/4) [Notes: This represents Flash's ability to do many different things very quickly, such as clean a house or set all the controls all over a base in a certain way.] 6
4u 2) Quick Change: Minor Transform 2d6, Variable Special Effects (+1/4), Reduced Endurance (1/2 END; +1/4), Improved Target Group (+1/4), Partial Transform (+1/2), Variable Healing Method (+1/2) (55 Active Points); No Range (-1/2) [Notes: This power not only allows Flash to perform the usual speedster instant clothes change trick, but also to do such things as tie an opponent's shoelaces together, remove the bullets from someone's gun, take apart or put together a machine or parts of a machine quickly, etc.] 2
4u 3) Speed Punch: (Total: 60 Active Cost, 45 Real Cost) Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 30) plus +10 PD (Real Cost: 10) plus +1 with DCV (Real Cost: 5) 0
4u 4) Fist Flurry: (Total: 55 Active Cost, 42 Real Cost) Autofire (5 shots; +1/2) for up to 20 Active Points of Strength, Reduced Endurance (1/2 END; +1/2) (15 Active Points) (Real Cost: 15) plus Hand-To-Hand Attack +4d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (40 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 27) 2
3u 5) Whirlwind: Telekinesis (11 STR), Affects Porous, Area Of Effect (3" Radius; +1), Selective (+1/4) (60 Active Points); No Range (-1/2), Restrainable (-1/2), Affects Whole Object (-1/4) 6
2u 6) Air Blast: Telekinesis (33 STR), Affects Porous (60 Active Points); Gestures, Requires Gestures throughout (-1/2), Only to push away (-1/2), Affects Whole Object (-1/4), Limited Range (-1/4) 6
4u 7) Let's Go For A Spin: Drain DEX 6d6 (60 Active Points); Power does not work in Common Circumstances (Only against targets that can be lifted by unpushed Strength; -1/2) 6
3u 8) Too Fast To See: Invisibility to Sight, Radio, Smell/Taste and Hearing Groups, Combat Sense, Spatial Awareness and Danger Sense , No Fringe (56 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Not when attacking (-1/4), Others with superspeed are immune (-1/4) 6
20 Missile Deflection (Any Ranged Attack) 0
8 JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF Durable Expendable (Easy to obtain new Focus; Earpiece Transceiver; -1/4) 0
Powers Cost: 222

 

Cost Martial Arts Maneuver
Super-Speed Moves
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike
3 Running Tackle: 1/2 Phase, +0 OCV, -1 DCV, 4d6 +v/5 Strike; You Fall, Target Falls; FMove
5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 +v/5; FMove
5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 4d6 +v/5; Target Falls; FMove
5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 30 STR to Disarm; FMove
5 Running Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4 Nimble Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
Martial Arts Cost: 31

 

Cost Skill
3 Acrobatics 15-
3 Breakfall 15-
3 Climbing 15-
10 +5 with Dive for Cover
10 +2 with DCV
16 +2 with All Combat
3 Conversation 13- (5 Active Points); Side Effects (Flash is too glib and often gives away as much information as he receives; -1/2)
9 Power: Speed Tricks 14-
5 Rapid Attack (HTH)
3 Sleight Of Hand 15-
Skills Cost: 65

 

Cost Perk
5 Fringe Benefit: Membership in the JL
5 Money: Well Off
Perks Cost: 10

 

Cost Talent
2 Environmental Movement (no penalties when moving across unusual surfaces (liquids, sides of buildings, tops of cars, etc.))
18 Evasive
3 Lightning Calculator
15 Lightning Reflexes: +10 DEX to act first with All Actions
10 Speed Reading (x10000)
Talents Cost: 48

 

 

Total Character Cost: 525

 

Val Disadvantages
11 Easily Tripped: When running with Superspeed, he is at -4 DCV against any attempt to trip him (often represented with a Martial Throw)
5 Dependence: Food, specifically a VERY large meal Weakness: -1 to ALL die rolls every time increment (Common, 3 Hours)
10 Hunted: Flash Rogue Gallery 8- (As Pow, Harshly Punish)
15 Psychological Limitation: Code Versus Killing (Common, Strong)
10 Psychological Limitation: Goes out of his way to do things in a flashy manner rather than taking the simple, direct course (Common, Moderate)
15 Social Limitation: Secret Identity (Frequently, Major)

Disadvantage Points: 66

 

Base Points: 200

Experience Required: 259

Total Experience Available: 259

Experience Unspent: 0

 

 

My Notes:

1- I really wanted to give Flash a Speed of 10, 11, or 12. After all, he's the fastest man alive! However, very great ranges in Speed within a group lead to issues among the gamers, so I chose to just make him one Speed factor faster than his closest colleague among the League's original seven.

2- I need more Disadvantages for Flash. Help! No Unluck, please; there's nothing cosmically wrong with the guy. How could he be that upbeat with Unluck dogging him all the time?

3- If you don't like the Evasive Talent, dump it and give him 9 more points of Dexterity instead.

4- Why does he have a 17 Intelligence when he's argueably the dimmest bulb in the League? Well, first of all, I don't agree that he's dumb. Second, it is supposed to represent the speed with which he thinks, his ingenuity, and problem-solving skills, all of which are enhanced by his super-speed; rather than the score he'd get on the SATs.

5- Definitely quite fragile if he's caught when not moving at some speed. He's pretty hard to hit when he's devoting his attention to avoiding attacks, though.

6- I tried to reconcile the fact that Flash can apparently get out of handcuffs with no trouble at all (see police interrogation scene in BRAVE & BOLD) but seemed completely helpless in a giant block of ice and when tied to the side of a dirigible. My guess is he was enjoying the close confinement with Black Siren in the latter two cases and didn't really want to escape.

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Batman

 

AJL Batman

 

Player:

 

Val Char Cost
25 STR 15
23 DEX 39
23 CON 26
20 BODY 20
23 INT 13
20 EGO 20
35 PRE 25
16 COM 3
10/16 PD 5
10/13 ED 5
5 SPD 17
10 REC 0
46 END 0
50 STUN 5
7" RUN23" SWIM15" LEAP0Characteristics Cost: 196

 

Cost Power END
Cape & Cowl, all slots OIF Durable (-1/2)
6 1) Armor (3 PD/3 ED) (9 Active Points); OIF Durable (-1/2) 0
2 2) +3 PD (3 Active Points); OIF Durable (-1/2)
2 3) Gliding 6" (6 Active Points); Must lose 6" of altitude each phase and max horizontal distance per phase is equal to altitude lost (-1), OIF Durable (-1/2), no Noncombat movement (-1/4) 0
15 Utility Belt: Grapple and Line: Multipower, 30-point reserve, (30 Active Points); all slots OAF Durable (-1)
1u 1) Swinging 20", Reduced Endurance (1/2 END; +1/4), combat acceleration/deceleration (+1/4) (30 Active Points); OAF Durable (-1) 1
1u 2) Stretching 6" (30 Active Points); OAF Durable (-1), Cannot Do Damage (-1/2), No Velocity Damage (-1/4), Limited Manipulation (-1/4) 3
1u 3) Entangle 2d6, 2 DEF, 16 Charges (+0), Takes No Damage From Attacks All Attacks (+1/2) (30 Active Points); OAF Durable (-1), Cannot Form Barriers (-1/4), Limited Range (-1/4), Can Be Missile Deflected (-1/4) [16]
1u 4) Killing Attack - Ranged 1d6+1, Reduced Endurance (1/2 END; +1/4), +1 Increased STUN Multiplier (+1/4) (30 Active Points); OAF Durable (-1), Limited Range (-1/4) 1
60 Utility Belt: Multipower, 90-point reserve, (90 Active Points); OIF Durable (-1/2)
3u 1) Anti-Tamper Tech: Energy Blast (ED) 6d6+1, STUN Only (+0), 8 Continuing Charges lasting 1 Turn each (+0), Trigger (When any attempt is made to access powers by unauthorized person; +1/4), Area Of Effect (One Hex; +1/2), Continuous (+1) (88 Active Points); OAF Durable (-1), No Range (-1/2) [8 cc]
1u 2) Self-Destruct: Killing Attack - Ranged 3d6+1, Trigger (When Anti-Tamper Tech is expended or bypassed and another attempt is made to use the utility belt by an unauthorized person; +1/4), Explosion (+1/2) (87 Active Points); 1 Charge which Never Recovers (-4), OAF Durable (-1), No Range (-1/2) [Notes: For the sake of simplicity, assume the utility belt has a Defense of 10 and a Body of 1 for purposes of resisting this attack. If its Body is reduced to 0 by this attack, then it and all its contents are too damaged to function. If its Body is reduced to -1 by this attack, it and all its contents are destroyed beyond recognition or repair.] [1 nr]
4u 3) Batarang: Energy Blast (PD) 12d6, 8 Recoverable Charges (+0), Invisible to Hearing Group (+1/4), Autofire (3 shots; +1/4) (90 Active Points); OAF Durable (-1), Range Based On Strength (-1/4), No Knockback (-1/4) [8 rc]
4u 4) Explosive Batarang: Energy Blast (PD) 12d6, 16 Charges (+0), Explosion (+1/2) (90 Active Points); OAF (-1), Range Based On Strength (-1/4) [16]
2u 5) Batcuffs: Entangle 4d6, 8 DEF (standard effect: 4 BODY, 8 DEF), 8 Recoverable Charges (+0), Takes No Damage From Attacks All Attacks (+1/2) (90 Active Points); Set Effect (Hands Only/Feet Only) (-1), OAF Durable (-1), No Range (-1/2), Must follow a successul Grab (-1/2), Cannot Form Barriers (-1/4) [8 rc]
2u 6) Mini-Laser: Killing Attack - Ranged (ED) 4d6, Armor Piercing (+1/2) (90 Active Points); OAF Durable (-1), -2 Decreased STUN Multiplier (-1/2), Limited Range (-1/4), Beam (-1/4), Concentration (1/2 DCV; -1/4), No Knockback (-1/4), 12 Charges (-1/4) [12]
2u 7) Bat Explosives: Killing Attack - Ranged (PD) 3d6+1, Trigger (When timer reaches zero or remote detonator is used; +1/4), Explosion (+1/2) (87 Active Points); OAF Durable (-1), 4 Charges (-1), No Range (-1/2) [4]
2u 8) Bat-Flash Grenade: Sight Group Flash 10d6, Area Of Effect Nonselective (5" Radius; +3/4) (87 Active Points); 3 Charges (-1 1/4), OAF Durable (-1), Range Based On Strength (-1/4) [3]
3u 9) Bat-Smoke Bomb and Bat-Goggles: Darkness to Sight Group 4" radius, Personal Immunity (+1/4), Uncontrolled (+1/2), Conforming (+1/2) (90 Active Points); OAF Durable (-1), Range Based On Strength (-1/4), Gradual Effect (1 Turn (Post-Segment 12); -1/4), 4 Continuing Charges lasting 1 Minute each (-1/4) [4 cc]
3u 10) Bat-Gas Grenade and Bat-Filter: Energy Blast (PD) 3d6+1, Personal Immunity (+1/4), Uncontrolled (+1/2), No Normal Defense (Self-Contained Breathing; +1), Continuous (+1), Area Of Effect (6" Radius; +1), Conforming (+1/2) (89 Active Points); OAF Durable (-1), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Range Based On Strength (-1/4), 4 Continuing Charges lasting 1 Minute each (-1/4) [4 cc]
37 Utility Belt: I think I have one of those: Variable Power Pool (Gadget Pool), 30 base + 7 control cost, (45 Active Points); OIF Durable (Utility Belt; -1/2), Jammed (-1/4), Activation Roll 15- (-1/4), Only objects he can build or find (-1/4) [Notes: Batman is a master planner and strategist and usually has on hand exactly what he needs. The Activation Roll is needed only to rearrange the VPP and is not a required limitation on powers built with it. If he fails an Activation Roll, Jammed means that he cannot use the VPP to create that specific effect, object, or device for the rest of the adventure (unless there's a "darned good reason" such as being handed what he's looking for by another character or going back to the Batcave or Watchtower) because he just doesn't have it with him. Since Jammed does not apply to the powers created with the VPP, it was given a Limitation value of only -1/4. Out of combat and for fairly typical equipment, such as Bat-binoculars or a Bat-camcorder, don't bother rolling for Activation.]
8 JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF Durable Expendable (Easy to obtain new Focus; Earpiece Transceiver; -1/4) 0
Powers Cost: 160

 

Cost Martial Arts Maneuver
Results of Obsessive Training
12 +3 HTH Damage Class(es)
4 Charge: 1/2 Phase, +0 OCV, -2 DCV, 10d6 +v/5 Strike, FMove
3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 10d6 Strike
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike
3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls
5 Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 45 STR to take weapon away; Target Falls
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on
4 Reversal: var Phase, -1 OCV, -2 DCV, 55 STR to Escape; Grab Two Limbs
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
Martial Arts Cost: 51

 

Cost Skill
3 Acrobatics 14-
3 Acting 16-
9 Animal Handler (Bovines, Camels, Canines, Elephants, Equines, Felines, Raptors, Ursines) 16-
3 Breakfall 14-
3 Bribery 16-
3 Bugging 14-
3 Bureaucratics 16-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
8 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 14-
3 Concealment 14-
3 Contortionist 14-
3 Conversation 16-
3 Criminology 14-
3 Cryptography 14-
13 Deduction 19-
3 Demolitions 14-
3 Disguise 14-
3 Electronics 14-
3 Forensic Medicine 14-
3 High Society 16-
3 Interrogation 16-
3 Inventor 14-
3 Jack of All Trades
1 1) PS: Appraiser (2 Active Points) 11-
1 2) PS: Chairman/CEO (2 Active Points) 11-
1 3) PS: Cook (2 Active Points) 11-
1 4) PS: Inventor (2 Active Points) 11-
1 5) PS: Investor (2 Active Points) 11-
1 6) PS: Performer (2 Active Points) 11-
1 7) PS: Scientist (2 Active Points) 11-
3 Linguist
2 1) Language: Arabic (completely fluent) (3 Active Points)
2 2) Language: Chinese (completely fluent) (3 Active Points)
3 3) Language: French (idiomatic) (4 Active Points)
3 4) Language: German (idiomatic) (4 Active Points)
2 5) Language: Japanese (completely fluent) (3 Active Points)
3 6) Language: Russian (idiomatic) (4 Active Points)
3 7) Language: Spanish (idiomatic) (4 Active Points)
3 Lipreading 14-
3 Lockpicking 14-
3 Mechanics 14-
3 Mimicry 14-
5 Navigation (Air, Land, Marine, Underground) 14-
3 Paramedics 14-
3 Persuasion 16-
3 Power: Gadgeteering 11- [Notes: This is for making minor modifications to equipment, for instance changing a force field projector to a force beam gun, a microscope into a telescope, or smoke grenades from Darkness (Sight Group) to Darkness (Smell/Taste Group).]
3 Riding 14-
3 Scholar
1 1) KS: Business (2 Active Points) 11-
1 2) KS: Film (2 Active Points) 11-
1 3) KS: History (2 Active Points) 11-
1 4) KS: Literature (2 Active Points) 11-
1 5) KS: Martial Arts (2 Active Points) 11-
1 6) KS: Organized Crime (2 Active Points) 11-
1 7) KS: Poisons and Antidotes (2 Active Points) 11-
1 8) KS: Supervillains (2 Active Points) 11-
3 Scientist
1 1) SS: Archeology 11- (2 Active Points)
1 2) SS: Biology 11- (2 Active Points)
1 3) SS: Chemistry 11- (2 Active Points)
1 4) SS: Pharmocology 11- (2 Active Points)
1 5) SS: Physics 11- (2 Active Points)
1 6) SS: Psychology 11- (2 Active Points)
1 7) SS: Sociology 11- (2 Active Points)
3 Security Systems 14-
3 Seduction 16-
3 Shadowing 14-
60 +6 Overall
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 16-
15 Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Desert, Marine Surface, Mountain, Underground, Urban) 14-
3 Systems Operation 14-
3 Tactics 14-
3 Tracking 14-
21 TF: Common Motorized Ground Vehicles, Riding Animals, Science Fiction & Space Vehicles, Combat Aircraft, Hanggliding, Helicopters, Large Motorized Boats, Large Planes, Large Wind-Powered Boats, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skiing (snow), Skiing (water), Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Snowmobiles, Submarines, Two-Wheeled Motorized Ground Vehicles
3 Traveler
1 1) AK: Gotham City (2 Active Points) 11-
1 2) AK: Major Cities of the East Coast (2 Active Points) 11-
1 3) AK: Major Cities of the World (2 Active Points) 11-
1 4) AK: North America (2 Active Points) 11-
1 5) AK: Planet Earth (2 Active Points) 11-
18 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Early Firearms, Small Arms, Blowguns, Boomerangs and Throwing Clubs, Grenade Launchers, Nets, Off Hand, Staffs, Three-Section Staff, Vehicle Weapons
9 Weaponsmith ("Bat" Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 14-
Skills Cost: 332

 

Cost Perk
3 Computer Link: Gotham PD
4 Computer Link: FBI
5 Fringe Benefit: Membership in the JL
15 Money: Filthy Rich
3 Reputation: The Batman, Scourge of the Underworld (A large group) 14-, +1/+1d6
20 8 Assorted Vehicles (50 Base, 50 Disad)
10 The Batcave (50 Base, 50 Disad)
3 Well-Connected
5 1) Contact: Commisioner Gordon (Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) (6 Active Points) 11-
4 2) Contact: Contact 2 (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) (5 Active Points) 8-
4 3) Contact: Contact 3 (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) (5 Active Points) 8-
5 4) Contact: Contact 4 (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) (6 Active Points) 8-
Perks Cost: 81

 

Cost Talent
3 Lightsleep
5 Resistance (5 points)
Talents Cost: 8

 

 

Total Character Cost: 828

 

Val Disadvantages
5 Dependent NPC: Robin 8- (Slightly Less Powerful than the PC)
10 Hunted: Organized Crime 11- (Less Pow, NCI, Limited Geographical Area, Harshly Punish)
15 Hunted: Batman Rogues Gallery 11- (As Pow, Harshly Punish)
15 Hunted: The Joker 11- (As Pow, Harshly Punish)
20 Psychological Limitation: Justice Above Law (Common, Total)
20 Psychological Limitation: Driven to eradicate crime and protect the innocent (Common, Total)
5 Reputation: Violent Vigilante, 8-
5 Reputation: Billionaire Playboy, 8-
0 Rivalry: Professional (Harvey Bullock; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Social Limitation: Has many demands on his time (Occasionally, Minor)

Disadvantage Points: 115

 

Base Points: 200

Experience Required: 513

Total Experience Available: 513

Experience Unspent: 0

 

 

My Notes:

1- There's a reason I left Batman for last. Let me be real clear that I think Batman is by far the most powerful of the original seven JL team. He has a HUGE assortment of skills many if not most of which are at a VERY high level; an assortment of gadgets; a base (two if you include the Watchtower); multiple vehicles; and so on. Can he stand toe-to-toe with Mongol or Darkseid? No. But if there's one JLer you want on any mission, it would be the Batman.

2- Well, I'm at 512 and haven't sketched out a single Martial Art or Power yet. Sheesh.

3- There is no way I'm going to get Batman into 525 points. Now, I've had no trouble any number of times in the past anywhere from 150 to 400 points when I've designed a character for a player who wanted to play "someone like Batman." But this is Batman himself, and as represented in the JL series and the earlier Batman animated series, there's just too much for him to fit in with the other Leaguers.

4- I didn't purchase Alfred or Batgirl as Followers or DNPCs. Except for Robin, the rest of the Bat-clan is sufficiently independent that they don't qualify and I am assuming Alfred is a Follower/Staff of the Batcave and so was purchased as part of the base.

5- OK, we're now over 800 points and I'm not done with Contacts and nearly all of his Skills are at base levels. Of course, since he has 6 Overall Skill Levels, turning an 11- into a 17-, that's probably good enough anyway.

6- OK, 828 points and we're done except for maybe a little fleshing out of Contacts and a few more 1-point Knowledge, Science, or Professional Skills. That's 303 points more than the rest of the original seven JLers. I've already trimmed out everything that I thought wasn't strictly necessary, and the points spent on bases and vehicles are a total hand wave and likely far too low. Bats needs about 35 more points in Disadvantages.

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Re: Another Take on the Animated Justice League

 

Re: Superman ( I'm not even trying to quote those )

 

-Too little Strength. Yeah, he sometimes seems to struggle with trucks, but he also regularly does stuff like lifting ocean liners. I'd say 100.

 

-He needs megascale Flight. He's capable of flying all over thr world rapidly and engaging in selfpowered spaceflight, after all

 

-Come on, he's not *that* vulnerable to energy

 

-Higher PRE. He is Superman, after all

 

-He should probably have the Power skill, to cover miscellaneous tricks

 

-The Fortress of Solitude is definitely worth more than 100 points, though if it were up to me, I'd skip Bases and Vehicles at this stage

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Re: Another Take on the Animated Justice League

 

Re: Wonder Woman

 

-Too little strength. If Superman is 100, WW should probably be about 80 or so

 

-Speed should definitely be higher ( if anything, her combat speed is greater than Supes normally ), and probably her Dex as well

 

-While she's easier to hurt than Superman, she's also capable of taking alot of pounding before going down. Damage Reduction, maybe?? Otherwise, her defense seem way low

 

Not much to say otherwise

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Re: Another Take on the Animated Justice League

 

Re: Hawkgirl

 

-I agree, she should probably get fewer disad points on the mace. It seems to be enough of a "signature" item that it is never far

 

-Find Weakness 15- is too high. I'd suggest lowering it

 

-She should probably have a few more MA maneuvers, if only to represent that she's a fairly skilled ground brawler, too

 

-Mental Defense. She needs a fair bit of it, possibly with a linked Mental Damage Shield

 

-The Mace Arcana multipower could use a bigass Dispel vs Magic slot

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Re: Another Take on the Animated Justice League

 

Re: J'onn J'onnz

 

-Sorry, but I'm one of those people. That multipower construct is a mess. I'd *really* suggest breaking it up into multipowers by effect ( one for shapeshifting and density, one for telepathy )

 

-His Strength is a bit low, as is his Speed

 

-Even when not using any other powers, he has better Defense than that

 

-As far as I have seen, J'onn has no vulnerability to fire

 

Yeah, J'onn is going to be higher than 525, but then again, following my suggestions, so will everybody else. . .

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Re: Another Take on the Animated Justice League

 

Re: Flash

 

-Second verse, same as the first. I don't disagree with your logic about placing him at relatively low Speed, especially with those tricks available. However, as I advocate upping the Speed of, well, everybody else you've statted, same here.

 

Thats pretty much it, actually

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Re: Another Take on the Animated Justice League

 

Re: Batman

 

-Too. Little. Speed. Remember, Speed represents combat capability as much as raw velocity, if not moreso.

 

-I'd add some more gadget slots, covering stuff he uses on JL, like those uber explosive batarangs ( 6d6 RKA?? ), and that power knuckle gadget ( +Xd6 HA?? ), but the active points are there

 

-I'd actually give him a bit of Find Weakness. Not too much, though

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Re: Another Take on the Animated Justice League

 

Metaphysician,

 

Thanks for taking the time to critique these builds!

 

Superman

-I haven't seen him lifting any ocean liners. I've only seen a very few episodes of the earlier animated Superman series but I don't think 75 is the wrong range for him as demonstrated in this incarnation.

-He has Flight with Megascale when he needs it. He can apply +1/4 of whatever Advantage he wants to his Flight.

-"He is Superman, after all." That was the reasoning I used for bringing it to 20! He has a big Reputation bonus to add to it in common situations.

-I thought of adding the Power Skill, and I'm still on the fence about it. I'm not sure a player needs access to more than is available through straight applications of his defined powers.

-I was considering knocking out all the bases and vehicles. For Superman, the Fortress of Solitude doesn't provide any real capability in the context of a game. On the other hand, plenty of benefit inures to Batman from the resources of the Batcave and his various vehicles. So this bears some consideration.

 

Wonder Woman

-I think her Strength is about right, again from what I've seen her exhibit on the show.

-Hmm... Yes, she probably does need more non-resistant PD. I agree that a 1/4 non-resistant Physical Damage Reduction could do the job, too.

 

Hawkgirl

-Other than the rare force field, has there been anything that she hasn't been able to smash through with that mace? She does alright with fisticuffs, too. That's why I gave her such a good Find Weakness. Find Weakness is a power that some GMs don't like at all and if I heard that someone was playing this adaptation of the character with that power removed or reduced, it wouldn't bother me.

-Her Combat Skill Levels represent most of her "martial arts" because I didn't want her performing martial maneuvers due to their lower knockback for the same number of damage dice.

-Dispel vs Magic: I wrestled with this for a while and eventually decided that Dr. Fate's and (unspellable)'s magic have the Limitation: Treat dice of damage from Thanagarian energy weapons as dice of Dispel. This would be an easy thing to add, however, if we had seen her doing this against any other magical opponents.

 

Green Lantern

-Speed in general: I think this is going to depend a lot on how you might set speed levels for your campaigns. Players like to push their speeds as high as possible and this tends to make everything else speed up as the GM tries to compensate. I prefer to limit Speed and reserve the higher levels so that superspeeders have that difference as their most obvious advantage. One of the first things I do when adapting published Hero characters is to bump speed down by at least 1 point in most cases. Speed is relative, so if your typical speedster is 7, "enhanced reflex guys" are 6, Batman is 5, most highly-skilled combatants are 4, and your typical bank robber and police officer are 2, things work out just as well as adding +1 to all those categories. My campaigns tend to have a lower average speed, both among the PCs, major NPCs, and grunts, than do others. 4 is the normal maximum for a normal person: In my games, 5 is the highest a player can attain without a "darn good reason" such as superspeed. I wanted to show some variation among the Leaguers, so GL and J'onn are 4; WW, Hawkgirl, and Batman are 5; Superman is 6; and Flash is 7. GL is a very skilled combatant, but I saw nothing to indicate he is superhuman - or even at max human - in this regard.

-The size of the real point pool of the VPP will have to be determined by creating some sample powers. 20 isn't a lot, but based on what I've seen he just doesn't make much "creative use" of the ring beyond little Detects, Enhanced Senses, Images (for light), Minor Transforms (for his clothes), and communication (which probably wouldn't be more than 15 active points but can more easily be hand-waved since he has never used it in combat or other high-stress situations). And wouldn't a 53 Strength be enough to handle a Javelin?

-I'm curious about what people think of the added stats not relying on the ring being charged. There wasn't any real evidence for it; I did it that way to make the character more functional for a player than to fit the precise mechanics demonstrated on the show.

 

J'onn J'onnz

-I reasoned from effect for the two multipowers. I did the same for Batman's utility belt equipment. I can't agree that the multipowers have to be broken into groups by special effect. The issue I have with it is the Mind Scan slots in both Multipowers which are defined as adding to each other, which violates a strict reading of the rules but makes sense in terms of function.

-Relative to how I've set Superman and Wonder Woman, I think his Strength is about right. Yes, if you adjust those two upward, then lots of other attacks will have to be adjusted upward including J'onn's.

-I don't recall off the top of my head him demonstrating a vulnerability to fire, either. I just figured this was a basic part of being The Martian Manhunter. I don't think we've seen a yellow vulnerability on GL's power ring, either.

 

Batman

-Speed: See my reasoning above. I agree with your logic, but I don't like high speeds unless a character has a "darn good reason" for it.

-I forgot about the brass knuckles! I think the 30-point gadget pool is enough to cover that, though. There are two different explosive devices in his Utility Belt Multipower, so I think that's covered, too.

-Find Weakness might be a good thing to add. The suggestion for limiting it a little from freakboy6117 is probably a good one.

-Anything in my writeup of Batman that's worth removing? I had given him some Defense Maneuver, Combat Sense, Ambidexterity, and a few other things but deleted them later to try to get his points down.

 

John H

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Re: Hawkgirl

 

JMHammer -

 

I was interested to read your versions of the animated Justice League (as well as those prepared by JmOz). Kudos to you both for your work.

 

I am still digesting the builds, but had a couple of quick reactions. First, I am not sure that I would agree with the 10" variable flight and 15" combat flight for Hawk Girl. She seems to be by far the quickest of JL flyers in combat movement. As such, I would think she would be around 20"-25" (given the benchmarks set by the others). However, she has not shown any super speed that would be explained by the megascale option on the variable flight. Nor have I seen her flying underwater that would demonstrate the usuable underwater adv. accesible by the variable adv. I would recommend eliminating the flight MP, have it be for more "s and maybe throw on some advantages like 1/2 end or combat acceleration.

 

Second, I was wondering what your damage benchmarks are. It appears that you have Superman throwing 15D6 attacks, WW throwing 12-16D6 punches, and Gl at 13d6. At that range, 20D6 seems a bit high for HG. I would agree that her all out attack is the biggest in the JL (hello honking big mace!), but I would put it closer to 16-18D6, with a huge end cost for the portion above 12-13D6.

 

Third, did you consider ranged martial arts for Batman? I always thought that his batarangs were something closer to a 1D6+1 RKA range based on Str. used with ranged martial arts for things like ranged disarms (knocking guns out of hands, etc.) and ranged trip (to trip fleeing bad guys). As above, 12D6 seems a bit high batarangs if Superman is at 15D6. I do not see people being tossed around with the knockback that a 12D6 attack would cause. That being said, the explosive batarangs look good.

 

Fourth, for JJ did you consider using just one huge MP for all of his powers with the mental slots put on multi rather than ultra? It would eliminate the use of multiple MPs. and allow his flexible access to his huge array of powers.

 

Thank you for your work on these builds. They are a great resource and extremely interesting to read.

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Re: Another Take on the Animated Justice League

 

Yogzilla wrote:

I've always thought that Wonder Woman should definitely have something like the following...

 

Aid - +x to STR, Self Only, Incantations (i.e. "Hera, give me strength!")

 

...which would, of course, answer Hawkgirl's question. :-D

 

O yes! Something like that will definitely be in the second draft. I'll probably use +Str with no figured characteristics and one or a few continuing charges instead of Aid. Wow, what a great idea!

 

Cardinal wrote:

First, I am not sure that I would agree with the 10" variable flight and 15" combat flight for Hawk Girl. She seems to be by far the quickest of JL flyers in combat movement. As such, I would think she would be around 20"-25" (given the benchmarks set by the others). However, she has not shown any super speed that would be explained by the megascale option on the variable flight. Nor have I seen her flying underwater that would demonstrate the usuable underwater adv. accesible by the variable adv. I would recommend eliminating the flight MP, have it be for more "s and maybe throw on some advantages like 1/2 end or combat acceleration.

 

Well, Hawkgirl has been seen to fly as fast as jets and, when in her winged spacesuit (!), fly around on the equivalent of the moon. I've also seen her explode into the air when immersed in water up to her neck, so I bet she can zip around underwater if she wants to. My gut says that she can't make the 9,300mph speeds that Superman can, but the Megascale advantage doesn't have enough granularity to represent that. And maybe she can... As for combat speed, she has 30" of Gliding which she should be able to use to great effect once she has attained some altitude and has a little maneuvering room.

 

Cardinal wrote:

Second, I was wondering what your damage benchmarks are. It appears that you have Superman throwing 15D6 attacks, WW throwing 12-16D6 punches, and Gl at 13d6. At that range, 20D6 seems a bit high for HG. I would agree that her all out attack is the biggest in the JL (hello honking big mace!), but I would put it closer to 16-18D6, with a huge end cost for the portion above 12-13D6.

 

Well, Superman does 15d6 normally and 19d6 with a Haymaker; Wonder Woman gets 12d6-16d6 as you pointed out, and Green lantern has 13d6 but with up to +1/2 of Variable Advantage he can make it Armor Piercing so that's the equivalent of 19d6 against heavy defenses. Hawkgirl's 20d6 attack (24d6 with a Haymaker and perhaps 26d6 with Flying Strike) is 5d6 better than Superman's attack but at 8 Endurance per phase not counting any movement or other Endurance expenditures she's not going to keep that up very long. I could see making the last 5d6 cost extra Endurance but I'm not convinced it's necessary. Consider also that she'll often have quite a bit of the Energy Mace Arcana Multipower set to Weapon Weaving (which costs Endurance) for some extra levels, most likely for DCV since she should be doing what she can to avoid getting hit.

 

Cardinal wrote:

Third, did you consider ranged martial arts for Batman? I always thought that his batarangs were something closer to a 1D6+1 RKA range based on Str. used with ranged martial arts for things like ranged disarms (knocking guns out of hands, etc.) and ranged trip (to trip fleeing bad guys). As above, 12D6 seems a bit high batarangs if Superman is at 15D6. I do not see people being tossed around with the knockback that a 12D6 attack would cause. That being said, the explosive batarangs look good.

 

12d6 is the same as his higher-powered melee attack and the Batarang is already defined as No Knockback. I didn't want to make them killing attacks because they're usually used to bonk people on the head, not slice off their arms or cut their throats. I agree he should be able to use them for ranged disarms and to trip fleeing felons, and I had some ranged martial arts to assist with those maneuvers but cut them to try to get his points down. He can still use them to disarm, and his +6 Overall Skill Levels will make that easier than it would be for most people even without the benefit of a special maneuver. If I can stomach making him more expensive, I'll put those martial maneuvers back in.

 

Cardinal wrote:

Fourth, for JJ did you consider using just one huge MP for all of his powers with the mental slots put on multi rather than ultra? It would eliminate the use of multiple MPs. and allow his flexible access to his huge array of powers.

 

You're right; that would make more sense and be easier to write up and describe. Hopefully more palatable for Metaphysican, too. Hmm... Yes, I think I'm going to do it that way for the second draft.

 

Thanks for all your insightful comments and suggestions!

 

Metaphysician wrote:

Re: Strength, try hunting down more JL eps. There have been several occasions where he's lifted ships or pushed around huge stuff.

 

I've seen all the AJL episodes including all of this new season of JLU. I do wish I had kept them in my TiVo! I'll keep an eye out for repeats.

 

Best wishes,

John H

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  • 2 weeks later...

Re: Another Take on the Animated Justice League

 

I have the second draft of these characters ready to post except for the Disadvantages for some. I would appreciate any suggestions for additional Disadvantages; please look at the first draft characters posted on the first page of this thread and offer your ideas for Disads for any character that doesn't have at least 150 points already listed.

 

TIA,

John H

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Re: Another Take on the Animated Justice League

 

Superman: Maybe an enrage will dealing with Darkseid.

 

Flash: I would give the following disadvantages

Psych Lim: Overconfident (This has been seen in many epidsodes).

Psych Lim: Speaks his mind (On Paradise Island telling the Queen about WW exile, and confronting Goodfrey)

 

J'onn J'onz: On the epiodsode War World, J'onn lost most of his power do to an agent in the air.

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Re: Another Take on the Animated Justice League

 

This is really great. Gary Ciaramella suggested I look at this thread (he's thinking of running a 'DC HEROES' game with Champions) and was gonna make the JLA along these lines, more like 600 pts. (High Powered Superhero)

 

 

There are several areas I could nitpick, but I have to sleep then get ready for work. I'll note this page for later.

 

JG

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