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Another Take on the Animated Justice League


JMHammer

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AJL Skeets "first draft"

 

Skeets

 

Player:

 

Val** Char*** Cost
5** STR -5
10** DEX 0
5** CON -10
5** BODY -10
18** INT 8
10** EGO 0
10** PRE 0
12** COM 1
*
6** PD 1
6** ED 1
2** SPD 0
2** REC 0
10** END 0
15** STUN 4
*0"**RUN-120"**SWIM-20"**LEAP-1Characteristics Cost: -25

 

Cost** Power END
6** Tiny: Penalty Skill Levels: +3 vs. Range Modifier (attacks and perception rolls) with a tight group of attacks*
47** I'm A Machine: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 200 Years; 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; Sleeping Character does not sleep)* 0
12** Metal Body: Armor (4 PD/4 ED)* 0
24** Internal Antigrav: Flight 12"* 2
** *
43** Internal Component Reorganization: Variable Power Pool, 25 base + 18 control cost, Cosmic (+2) (61 Active Points); Only for effects with little impact on combat and which a little robot could reasonably produce ((see examples); -1)*
0** 1) Ego Boost: Aid Presence and Ego (50% each) 2d6, Usable By Other (+1/4) (25 Active Points); Extra Time (Full Phase, -1/2), Incantations (-1/4), Only works on Booster Gold (-1/4) Real Cost: 12* 0
0** 2) 2-D Projector: Sight and Hearing Groups Images Increased Size (4" radius; +1/2) (22 Active Points); Only to create 2-D, TV-like images of stored memories or crafted sequences (-1/2) Real Cost: 15* 2
0** 3) Bio-Scan: N-Ray Perception (Sight Group), Discriminatory, Analyze (20 Active Points); Only to scan and analyze internal structures for damage and function (-1) Real Cost: 10* 0
0** 4) BG's Home Entertainment Center: High Range Radio Perception (Radio Group) (12 Active Points) Real Cost: 12* 0
0** 5) Air Purifier: Change Environment 2" radius, Multiple Combat Effects, Varying Combat Effects (25 Active Points) Real Cost: 25* 2
0** 6) Repair Machines: Healing BODY 2d6, Can Heal Limbs (25 Active Points); Can only repair electronic/mechanical devices (-1/4), Requires replacement parts for major repairs (-1/4) Real Cost: 17* 2
Powers Cost: 132

 

 

Cost** Skill
3** Computer Programming 13-*
3** Electronics 13-*
9** KS: General Knowledge 18-*
3** Oratory 11-*
3** Paramedics 13-*
3** Security Systems 13-*
3** Systems Operation 13-*
Skills Cost: 27

 

 

Cost** Talent
3** Absolute Time Sense*
5** Eidetic Memory*
3** Lightning Calculator*
6** Speed Reading (x100)*
20** Universal Translator 13-*
Talents Cost: 37

 

 

Total Character Cost: 171

 

Val** Disadvantages
10** Can be affected by anything which "only affects machines" or "only affects computers"*
15** Distinctive Features: Small, Flying Robot (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
20** Physical Limitation: No Limbs (All the Time, Greatly Impairing)*
5** Physical Limitation: Small: +3" Knockback (Infrequently, Slightly Impairing)*
25** Psychological Limitation: Completely Devoted to Booster Gold (Very Common, Total)*
20** Psychological Limitation: Code vs Killing (Common, Total)*
0** Rivalry: Romantic (Anyone who might get between Skeets and Booster; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)*
20** Social Limitation: Not a legal person (Very Frequently, Major)*
10** Vulnerability: 1 1/2 x STUN Electricity (Common)*

Disadvantage Points: 125

 

Base Points: 46

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

 

My Notes:

-Skeets is Booster Gold's robotic pal and majordomo, part best friend and part PR hack. Physically, Skeets is an AI in a small flying pod. Skeets is devoted to Booster, constantly kvelling and propping up BG's ego. Even though Skeets is a machine, Booster has a lot of affection for him and feels very protective of his little buddy, treating him in all ways as a fully sentient being... which he apparently is, in fact. Skeets has no hands, tractor beams, or other manipulatory devices but can "plug into" other computer and electronic systems both directly and remotely.

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AJL Green Arrow "first draft"

 

Here is a very early draft of the Animated Justice League's Green Arrow.

---

 

Green Arrow

 

Player:

 

Val** Char*** Cost
18** STR 8
23** DEX 39
18** CON 16
13** BODY 6
13** INT 3
14** EGO 8
15** PRE 5
18** COM 4
*
8** PD 4
6** ED 2
5** SPD 17
8** REC 0
36** END 0
40** STUN 9
*7"**RUN22"**SWIM03 1/2"**LEAP0Characteristics Cost: 123

 

Cost** Power END
51** Bow and Arrows: Multipower, 76-point reserve, (76 Active Points); OIF (-1/2) [Notes: The quiver of arrows cannot be targeted as a focus during combat. The bow can be targeted as an accessible focus in combat when GA is using it; it is otherwise considered to be inaccessible. Arrows can be used at no range, sometimes with reduced effect at the GM's option, without the bow. The bow can be used as a club even if no arrows are available or if the bowstring has been cut.]*
3u** 1) The Bow as a Club: (Total: 72 Active Cost, 33 Real Cost) Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 12) plus Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); OAF (-1) (Real Cost: 5) plus +4 with All Combat (32 Active Points); OAF (-1) (Real Cost: 16)* 0
3u** 2) Normal Arrows: Killing Attack - Ranged 1 1/2d6, Invisible to Hearing Group (+1/4), Autofire (5 shots; +1/2), Indirect (Can "bounce" arrows off any reasonable surface any reasonable number of times but cannot pass through barriers, and arrows can "arch" over certain obstacles; +1/2), 125 Charges (+3/4) (75 Active Points); OAF (-1), No Knockback (-1/4)* [125]
3u** 3) Counterfire: Missile Deflection (Arrows, Slings, Etc.), +14 to Missile Deflection, Full Range (+1) (76 Active Points); OAF (-1), Each Deflection attempt uses one charge from the Normal Arrows slot (-1/2), Will Not Work Against Heavy Missiles (-1/4)* 0
2u** 4) Pin: Entangle 2d6, 3 DEF, Invisible to Hearing Group (+1/4), Entangle And Character Both Take Damage (+1/4), Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (75 Active Points); Set Effect (Hands Only/Feet Only) (-1), OAF (-1), Each shot uses a charge from the "Normal Arrows" slot (-1/2), Entangle has DEF 0 for anyone other than the target attempting to break the target out of the Entangle (-1/2), Cannot Form Barriers (-1/4), Requires a nearby surface to which to pin the target (-1/4), Can Be Missile Deflected (-1/4)* 0
1u** 5) Line Arrow: Entangle 3d6, 3 DEF, Reduced Endurance (0 END; +1/2), Area Of Effect (18" Line; +1) (75 Active Points); OAF (-1), Only To Form Barriers (-1), Each shot uses one charge from the Normal Arrows slot (-1/2), Barriers formed are only the width of a thin line, would require several shots to block even a narrow passage (-1/2), The entire Entangle is destroyed if any part of the area effect Entangle is destroyed (-1/2), Can Be Missile Deflected (-1/4), Must have anchor points (-1/4)* 0
2u** 6) Attachment Line: Stretching 10", Reduced Endurance (0 END; +1/2) (75 Active Points); OAF (-1), Cannot Do Damage (-1/2), Each use requires one charge from the Normal Arrows slot (-1/2), Can only be used to grab something and hold on or reel it in (-1/2), No Velocity Damage (-1/4), Range Modifier Applies (-1/4), Always Direct (-1/4)* 0
1u** 7) Zip Line: Gliding 30" (30 Active Points); OAF (-1), Gestures, Requires Gestures throughout (-1/2), Only in straight lines between two anchor points (-1/2), Each Zip Line "setup" uses a charge from the Normal Arrows slot (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)* 0
2u** 8) Swing Line: Swinging 30", Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), Each establishment of a swingline attachment point uses a charge from the Normal Arrows slot (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)* 0
2u** 9) Net Arrow: Entangle 4d6, 4 DEF (Larger Wall (+1")), 16 Charges (+0), Area Of Effect (2" radius; +3/4) (73 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), OAF (-1), Can Be Missile Deflected (-1/4)* [16]
3u** 10) Glue Arrow: Entangle 5d6, 5 DEF, 16 Charges (+0), Sticky (+1/2) (75 Active Points); OAF (-1), Can Be Missile Deflected (-1/4)* [16]
3u** 11) Boxing Glove Arrow: Energy Blast 12d6, STUN Only (+0), 12 Recoverable Charges (+1/4) (75 Active Points); OAF (-1), No Knockback (-1/4)* [12 rc]
3u** 12) Drill Arrow: Killing Attack - Ranged 3d6+1, 16 Charges (+0), Armor Piercing (+1/2) (75 Active Points); OAF (-1), No Knockback (-1/4)* [16]
3u** 13) Taser Arrow: Energy Blast 15d6, 16 Charges (+0) (75 Active Points); OAF (-1), No Knockback (-1/4)* [16]
3u** 14) Explosive Arrow: Energy Blast 10d6, 16 Charges (+0), Explosion (+1/2) (75 Active Points); OAF (-1), Can Be Missile Deflected (-1/4)* [16]
3u** 15) Smoke Screen Arrow: Change Environment 8" radius, -2 to Sight Group PER Rolls, -2 OCV, Multiple Combat Effects, Uncontrolled (+1/2), 12 Continuing Charges lasting 1 Minute each (+1/2) (76 Active Points); OAF (-1), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Can Be Missile Deflected (-1/4)* [12 cc]
** *
** Expert Archery [Notes: Expert Archery can add up to +1d6/15 Active Points to any bow and arrow attack except GA's own multipower. Autofire can be applied to a maximum of 30 Active Points, so GA will often not be able to apply both of these modifiers at maximum effect simultaneously. Do not consider Reduced Endurance for purposes of determining the maximum Active Points to which Autofire may be applied.]*
10** 1) Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (Bow and Arrows of Opportunity; -1), Cannot be used with the Bow and Arrows Multipower (-1/4)* 0
13** 2) Naked Modifier: Autofire (5 shots; +1/2) for up to 30 Active Points, Reduced Endurance (0 END; +1) (30 Active Points); OAF (Bow and Arrows of Opportunity; -1), Cannot be used with the Bow and Arrows Multipower (-1/4)* 0
** *
7** Knockout Blow: Hand-To-Hand Attack +2 1/2d6 (13 Active Points); Hand-To-Hand Attack (-1/2), Not vs Resistant PD greater than 6 (-1/4)* 1
** *
6** JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing Group (-1/2), IIF (Earpiece Transceiver; -1/4)* 0
Powers Cost: 124

 

Cost** Martial Arts Maneuver
** Super-Archery*
8** 1) +2 Ranged Damage Class(es)*
4** 2) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +4 DC*
4** 3) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +6 DC*
5** 4) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike +2 DC , +1 Segment*
5** 5) Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +2 DC +v/5, Target Falls*
4** 6) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 43 STR to Disarm*
Martial Arts Cost: 30

 

Cost** Skill
5** Accurate Sprayfire*
5** Concentrated Sprayfire*
5** Rapid Autofire*
5** Skipover Sprayfire*
3** Climbing 14-*
18** +6 with Bow and Arrows ranged attacks*
6** +2 with Dodge, Dive For Cover, and Roll with the Blow*
3** Concealment 12-*
3** Conversation 12-*
3** Deduction 12-*
1** High Society 8-*
3** Inventor 12-*
2** KS: Archers and Archery 11-*
2** KS: Chili Recipes 11-*
3** Paramedics 12-*
16** Penalty Skill Levels: +8 vs. Hit Location modifiers with Bow and Arrows*
20** Penalty Skill Levels: +10 vs. Range Modifier with Bow and Arrows*
15** Power: Bow and Arrows 17-*
2** PS: Short-Order Cook 11-*
5** Rapid Attack (Ranged) *
3** Shadowing 12-*
3** Stealth 14-*
3** Streetwise 12-*
1** Survival 8-*
3** Tracking 12-*
2** WF: Common Missile Weapons*
3** Weaponsmith (Arrows, Bolts, And Darts, Muscle-Powered Ranged) 12-*
Skills Cost: 143

 

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

 

Cost** Talent
3** Absolute Range Sense*
8** Combat Archery*
4** Rapid Archery*
Talents Cost: 15

 

 

Total Character Cost: 445

 

Val** Disadvantages
20** Dependent NPC: To Be Defined Later 8- (Incompetent; Unaware of character's adventuring career/Secret ID)*
15** Hunted: To Be Defined Later 11- (As Pow, Harshly Punish)*
15** Psychological Limitation: Code vs Killing (Common, Strong)*
10** Psychological Limitation: "Robin Hood" Complex- The rich and powerful don't deserve his protection (Common, Moderate)*
5** Psychological Limitation: Unusually strong attraction to Black Canary (Uncommon, Moderate)*
15** Social Limitation: Secret ID (Frequently, Major)*

Disadvantage Points: 80

 

Base Points: 200

Experience Required: 165

Total Experience Available: 165

Experience Unspent: 0

 

 

My Notes:

-It would certainly be easy to add some additional trick arrows to GA's quiver. It would be just as fair to reduce the number of charges of his various trick arrows. The Drill Arrow, Glue Arrow, and Taser Arrow have not appeared on the show but were added to give Green Arrow more options. All the other arrow types listed were seen in use on the show or are reasonable alternate uses of arrow types used in the show. I know that carrying 229 arrows in a quiver is far more than any archer would normally tote around. 229 arrows would be very bulky and have some weight to them. In competition, for instance, I usually had less than a dozen at a time and most often a lot less. It wasn't just that more were unnecessary, but it's difficult to pick an arrow out of a quiver stuffed with other arrows without popping out some of those other arrows, especially if you're trying to do it quickly. Of course, we didn't use "quivers" at all except in certain oddball contests, and combat archers usually put their arrows into the ground in front of them before battle. Anyway... Personally, I find it no harder to suspend disbelief about this than I do with Batman's utility belt or Superman's ability to fly; but if it bothers you, reduce the number of charges on all his multipower slots.

-I didn't buy any HTH martial arts for Green Arrow, but note his Knockout Blow and The Bow as a Club slot of his Bow and Arrows Multipower. With the bow, he can do a 10d6 "punch" and without it he can perform a 6d6 punch.

-I'm not sure it's worth keeping the Rapid Archery talent but I'll leave it in for now. I suppose it will be of some use if he picks up some random bow. It will be easy to delete if it proves to be worthless in combination with his other skills and abilities.

-Very fragile, with no resistant defenses at all and, for a superhero, low normal defenses, too. As is The Batman, he is a normal guy with exceptional skills; but he's certainly not in Bats's league. Against mooks, he should dodge, dive for cover, and roll with the blow frequently to save his delicate person from mortal harm. If you don't like this fragility, add armor through a focus (his costume). But making him bulletproof obviates the entire point of him being a relatively "normal" person among a group of characters with abilities which range up to the nearly god-like. I'm still on the fence about his Speed; I've defined it as 5 for now but possibly 4 would be better relative to the other JL characters I've put together.

-We haven't seen any of Ollie's off-duty life yet. However, I'm assuming this Oliver Queens is past his destitute days and has some dough because in the Supergirl/Question team-up episode, Ollie buys a plane ticket and vacation for a security guard so he can take the guard's place and infiltrate Power Girl's base. I put in the cooking and the chili recipe know-how because it was a central part of GA's Secret ID from the comics I read 20+ years ago which covered his financially strained period.

-Green Arrow needs more Disadvantages and needs the existing DNPC and Hunted defined.

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Stats

 

JMHammer, thank you so much for writing up Supergirl & Captain Atom. I really liked those two. I especially liked the stats because they were put in some form of concrete stats that I could use to model my own version of Supergirl. Kudos.

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Re: Another Take on the Animated Justice League

 

-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' date=' 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.[/quote']

 

Im the same, though I generally dont alter published characters to suit. I encourage characters without a SFX justification for high SPD to keep their SPD between 3 and 5. Scrappy types like MA's or just good rough-knuckled brawlers, genetically engineered types, and similar that are just "better" than normal I try to keep between 5 and 7, and reserve 8+ for Speedsters and other characters with a direct justification for that kind of nearly constant activity.

 

SPD escalation that results in nominally "physically normal" characters needing 6+ SPD just to be competitive is not good for the game in my experience.

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Solomon Grundy "first draft"

 

Presenting The Incredible... whoops, I mean, Presenting Solomon Grundy!

:rolleyes:

 

The Animated Justice League Grundy has so many Hulk-like characterstics I'm surprised that McDuffie et al weren't sued, especially after that "Grundy SMASH!" episode which concluded with his death. (Or did it... Hmm...)

 

Anyway, here's another early draft for comment and review. I'll be posting some of the other AJL villains soon.

-----

 

Solomon Grundy

 

Player:

 

Val** Char*** Cost
75** STR 65
17** DEX 21
60** CON 100
30** BODY 40
7** INT -3
7** EGO -6
20/30** PRE 10
6** COM -2
*
30** PD 15
20** ED 8
4** SPD 13
30** REC 6
100** END -10
100** STUN 2
*6"**RUN02"**SWIM030"**LEAP0Characteristics Cost: 259

 

Cost** Power END
16** Not Completely Alive: Life Support (Eating Character only has to eat once per week; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week)* 0
** *
55** Incredible Undead Toughness: (Total: 70 Active Cost, 55 Real Cost) Damage Resistance (30 PD/20 ED) (Real Cost: 25) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2) (Real Cost: 20) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); STUN Only (-1/2) (Real Cost: 10)* 0
** *
4** Incredibly Heavy: Knockback Resistance -2"* 0
** *
21** Incredible Regeneration: Healing 1 BODY, Can Heal Limbs, Resurrection, Doesn't work or works very slowly vs damage from cosmically powerful magic beings (+0), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 5 Minutes (-1 3/4), Self Only (-1/2)* 0
** *
25** Incredible Leaper: Leaping +15" (30" forward, 15" upward) (x8 Noncombat)* 2
** *
6** Strong Fingers: Clinging (normal STR) (10 Active Points); Restrainable (-1/2), Concentration (1/2 DCV; -1/4)* 0
** *
7** Non-Living Mind: Mental Defense (11 points total) (10 Active Points); Doesn't work vs Magic (-1/2)* 0
4** Mindless Bravery: +10 PRE (10 Active Points); Defense only (-1), Only for purposes of representing courage (-1/4)*
** *
2** Enraged Fury: +5 STR (5 Active Points); Only when Enraged or Berserk (-1), No Figured Characteristics (-1/2)* 1
10** Berserk Fury: (Total: 25 Active Cost, 10 Real Cost) +5 STR (5 Active Points); Only when Berserk (-1 1/2), No Figured Characteristics (-1/2) (Real Cost: 2) plus +10 PD (10 Active Points); Only when Berserk (-1 1/2), Stun only (-1/4) (Real Cost: 4) plus +10 ED (10 Active Points); Only when Berserk (-1 1/2), Stun only (-1/4) (Real Cost: 4)* 1
Powers Cost: 150

 

 

Cost** Skill
15** +3 with HTH Combat*
6** +3 with Leaping*
** *
3** Climbing 12-*
1** AK: Louisiana Swamps 8-*
1** KS: Gold 8-*
3** Power: Strength Tricks 11-*
2** Stealth 12- (3 Active Points); Only in swamps, sewers, and similar environments (-1/2)*
Skills Cost: 31

 

 

Cost** Talent
10** Resistance (10 points)*
Talents Cost: 10

 

 

Total Character Cost: 450

 

Val** Disadvantages
15** Undead: Affected by things which only affect the dead and undead*
15** Distinctive Features: Undead Albino Giant (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)*
10** Distinctive Features: Rarely uses personal pronouns, refers to himself in the third person, deep and gravelly voice (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
20** Enraged: When tricked or kept from doing what he wants with physical restraint (Common), go 8-, recover 8-*
15** Enraged: When he takes Body damage (Uncommon), go 8-, recover 8-*
15** Enraged: Berserk Roll every post-12 that Grundy is Enraged (Uncommon), go 8-, recover 14- [Notes: Grundy may not attempt to recover from Enraged until he recovers from Berserk, although a roll to recover from Enraged may be made immediately after a successful roll to recover from Berserk.]*
15** Physical Limitation: Big (-2 DCV vs Attack/Perception Range Modifiers) and Heavy (All the Time, Slightly Impairing)*
10** Physical Limitation: Big, Clumsy Hands (Must make a Dex roll to use keyboards, handle a china teacup without breaking it, etc.) (Infrequently, Greatly Impairing)*
5** Physical Limitation: Illiterate (Infrequently, Slightly Impairing)*
20** Psychological Limitation: Lusts for Gold (Very Common, Strong)*
20** Psychological Limitation: Childlike Mind (Very Common, Strong)*
20** Psychological Limitation: Trusting, Easily Manipulated by Others (Very Common, Strong)*
5** Psychological Limitation: Protective of his "friends" (Uncommon, Moderate)*
10** Reputation: Powerful, Destructive Monster, 11-*
5** Social Limitation: Public Identity (Occasionally, Minor)*

Disadvantage Points: 200

 

Base Points: 200

Experience Required: 50

Total Experience Available: 50

Experience Unspent: 0

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Re: Another Take on the Animated Justice League

 

I've been out of the circuit with the Justice League for quite awhile, comicbook-wise. Now, as I recall Grundy's origin from like over 20 years ago, he's not undead. His origin was that he came alive from a mix of chemicals. Has his origin changed? If so, I wouldn't be surprised.

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Re: Another Take on the Animated Justice League

 

Tech said:

I've been out of the circuit with the Justice League for quite awhile, comicbook-wise. Now, as I recall Grundy's origin from like over 20 years ago, he's not undead. His origin was that he came alive from a mix of chemicals. Has his origin changed? If so, I wouldn't be surprised.

In the episode, "The Terror Beyond," what I refer to as the "Grundy SMASH!" episode, we get the big pale guy's complete origin story. Is he undead the way Dracula or The Mummy are undead? Who knows; but that's the way I interpreted it. Anyway, definitely no mix of chemicals. Cyrus Gold was killed and thrown into a swamp, blah-blah-blah nonsense, and rose from the dead as Solomon Grundy. But he was definitely, without a doubt (at least as far as they went in that episode), stone cold dead before getting thrown into the swamp.

 

freakboy6117 said:

And now for a completly different take on the Justice League proudly presenting MY LITTLE JUSTICE LEAGUE

Heh-heh. Very cute.

 

Killer Shrike said:

I'm the same, though I generally don't alter published characters to suit. I encourage characters without a SFX justification for high SPD to keep their SPD between 3 and 5. Scrappy types like MA's or just good rough-knuckled brawlers, genetically engineered types, and similar that are just "better" than normal I try to keep between 5 and 7, and reserve 8+ for Speedsters and other characters with a direct justification for that kind of nearly constant activity.

 

SPD escalation that results in nominally "physically normal" characters needing 6+ SPD just to be competitive is not good for the game in my experience.

Agreed. I just set slightly lower caps for non-speedsters. I particularly like to have all the players use characters with speeds within a fairly narrow range as one of the biggest gripes I've seen from players is having a lower speed (like 3 or 4) when even one other person in the group has a high speed (like 8 or 9). After the bitching during play, this almost always leads to the lower-speed player bumping his speed up, up, up, and then the fastest player bumping his so he can maintain the edge in his special niche. GMs who insist on making all their mooks Speed 4+ with CVs in the 7-9 range when the typical mook should be Speed 2/CV 5 with the high-end soldiers being Speed 3/CV 6 (including Combat Skill Kevels) add to this problem. Keeping the range narrow, letting Normals be normal, and enforcing hard caps based on character concept, heads all that off before it begins. Since the AJL 7 were designed to be played together I kept them within a somewhat narrow range of Speeds 4-7 even though I was tempted with Flash to go for a much higher Speed.

 

Best wishes,

John H

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Star Sapphire "first draft"

 

In most respects, Star Sapphire is a Green Lantern ripoff so she was very easy to do by starting with my Green Lantern file as a template. She's a little weaker in most categories, can't fly as fast out of combat, trades in the Emergency Shield for what amounts to a persistent TK Grab (defined as an Entangle), has a small Force Field instead of GL's minor Armor power, and a slightly more limited VPP. On the other hand, she doesn't have any "recharge" or particular vulnerability issues.

 

As with many of these builds, especially the early drafts, Star needs more disadvantages.

 

Put the image file in the same folder as the .hdc file for the image to display properly if you use Hero Designer 2.

-----

 

Star Sapphire

 

Player:

 

Val** Char*** Cost
10** STR 0
18** DEX 24
13** CON 6
10** BODY 0
10** INT 0
18** EGO 16
15** PRE 5
16** COM 3
*
5/9** PD 3
5/9** ED 2
4** SPD 12
5/15** REC 0
26/52** END 0
26/52** STUN 4
*6"**RUN02"**SWIM02"**LEAP0Characteristics Cost: 75

 

Cost** Power END
33** Force Flight: Flight 10", Position Shift, Variable Advantage (+1/2 Advantages; +1) (50 Active Points); OIF (Gemstone; -1/2)* 5
** *
80** Sapphire Powers Group One: Multipower, 120-point reserve, (120 Active Points); all slots OIF (Gemstone; -1/2)*
16m** 1) Sapphire Blast: Energy Blast 12d6, Variable Advantage (+1/2 Advantages; +1) (120 Active Points); OIF (Gemstone; -1/2)* 12
16m** 2) Force Manipulation: Telekinesis (40 STR), Affects Porous, Fine Manipulation, Variable Advantage (+1/4 Advantages; +1/2) (120 Active Points); OIF (Gemstone; -1/2)* 12
10m** 3) Force Prison: Entangle 5d6, 10 DEF (Stops A Given Sense Mind Scan), Variable Advantage (+1/4 Advantages; +1/2) (120 Active Points); Entangle Has 1 BODY (-1/2), OIF (Gemstone; -1/2), Cannot Form Barriers (-1/4), Loses 1 DEF per hour unless refreshed (-1/4)* 12
16m** 4) Force Shield: Force Wall (12 PD/12 ED; 6" long and 6" tall), Variable Advantage (+1/4 Advantages; +1/2) (120 Active Points); OIF (Gemstone; -1/2)* 12
** *
** Sapphire Powers Group Two, all slots OIF (Gemstone; -1/2)*
15** 1) Protective Screen: Force Field (9 PD/9 ED), Reduced Endurance (1/2 END; +1/4) (22 Active Points); OIF (Gemstone; -1/2)* 1
40** 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), Usable Simultaneously (up to 2 people at once; +1/2), Ranged (+1/2), Area Of Effect (4" Radius; +1) (60 Active Points); OIF (Gemstone; -1/2)* 0
** *
** Sapphire Powers Group Three, all slots IIF (Gemstone; -1/4)*
3** 1) +4 PD (4 Active Points); IIF (Gemstone; -1/4)*
3** 2) +4 ED (4 Active Points); IIF (Gemstone; -1/4)*
16** 3) +10 REC (20 Active Points); IIF (Gemstone; -1/4)*
10** 4) +26 END (13 Active Points); IIF (Gemstone; -1/4)*
21** 5) +26 STUN (26 Active Points); IIF (Gemstone; -1/4)*
** *
29** All the little things: Variable Power Pool, 20 base + 9 control cost, No Skill Roll Required (+1) (40 Active Points); Limited Class Of Powers Available (-1/2); all slots OIF (Gemstone; -1/2), Variable Limitations (requires -1/2 worth of Limitations; -1/4) [Notes: This VPP is for all the little things not covered by the main power descriptions. Star Sapphire cannot use this to extend any of her other powers except in the rare case when she makes an appropriate Power Skill roll in appropriate circumstances. It is designed for such things as instant change of her costume, enhancing her senses and producing various detects, creating light, communicating, etc. similar to a Green Lantern. GMs should create a list of powers for a player who is not familiar with the character. Note that while no skill roll is required to rearrange the VPP, it does require a full phase to do so; it is unlikely that any VPP powers will be used in the heat of combat.]*
Powers Cost: 308

 

 

Cost** Skill
9** +3 with Sapphire Powers Group One*
2** +1 with Force Flight*
3** +1 with Pursuasion, Seduction, and Streetwise*
** *
3** Interrogation 12-*
2** KS: Gemstones 11-*
2** KS: Loot and Looting 11-*
5** Navigation (Air, Space) 12-*
3** Persuasion 12-*
5** Power: Star Sapphire Tricks 12-*
2** PS: Super-Criminal 11-*
3** Seduction 12-*
3** Streetwise 12-*
Skills Cost: 42

 

 

 

 

Total Character Cost: 425

 

Val** Disadvantages
5** Hunted: Scotland Yard 8- (Less Pow, Capture)*
10** Hunted: FBI 8- (Less Pow, NCI, Capture)*
10** Hunted: Interpol 8- (As Pow, Capture)*
10** Psychological Limitation: Easily flattered by appeals to her beauty or royalty (Uncommon, Strong)*
15** Psychological Limitation: Greedy (Common, Strong)*
20** Psychological Limitation: Amoral (Very Common, Strong)*
10** Social Limitation: Secret ID (Frequently, Minor)*
10** Vulnerability: 2 x Effect Negative Adjustment Powers which target Endurance (Uncommon)*

Disadvantage Points: 90

 

Base Points: 200

Experience Required: 135

Total Experience Available: 135

Experience Unspent: 0

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AJL Tsukuri "first draft"

 

Tsukuri

 

Player:

 

Val** Char*** Cost
15** STR 5
24** DEX 42
15** CON 10
11** BODY 2
10** INT 0
10** EGO 0
13** PRE 3
12** COM 1
*
7/10** PD 4
3/6** ED 0
5** SPD 16
6** REC 0
30** END 0
35** STUN 8
*7"**RUN22"**SWIM03"**LEAP0Characteristics Cost: 93

 

Cost** Power END
** Tsukuri's Armor, all slots OIF (-1/2)*
4** 1) Costume: Armor (3 PD/3 ED) (9 Active Points); OIF (-1/2), Activation Roll 15- (-1/4), Real Armor (-1/4) [Notes: If using Hit Location rules, this covers Hit Locations 6-18.]* 0
5** 2) Armor Plates: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 9- (-1 1/2), OIF (-1/2), Real Armor (-1/4) [Notes: If using Hit Location rules, this covers Hit Locations 7, 9, 12, 14, 16.]* 0
** *
16** Tsukuri's Sword: Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR), Reduced Endurance (1/2 END; +1/4) (37 Active Points); OAF (-1), Real Weapon (-1/4)* 1
** *
25** Offensive Stance: Killing Attack - Ranged 1 1/2d6, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (75 Active Points); OAF (Requires Tsukuri's Sword or a similar bladed weapon; -1), Must make a normal Attack Roll to hit each attacker (-1/2), Cannot be used with Grab (-1/4), Does not work when Dodging, Diving for Cover, using a Defensive Stance, or performing other defensive actions (-1/4)* 0
** *
7** Defensive Stance I: Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); Requires Tsukuri's Sword or similar weapon of opportunity (-1/2)* 0
7** Defensive Stance II: +2 with DCV (10 Active Points); Does not work when attacking (-1/2)*
** *
53** Tsukuri's Throwing Stars: Multipower, 120-point reserve, (120 Active Points); all slots OIF (-1/2), Restrainable (-1/2), Real Weapon (-1/4)*
1u** 1) Sharp Stars: Killing Attack - Ranged 1/2d6, +1 Increased STUN Multiplier (+1/4), Invisible to Hearing Group (+1/4), 250 Charges (+1), Autofire (20 shots; +1 1/2) (40 Active Points); OIF (-1/2), Restrainable (-1/2), Range Based On Strength (-1/4), No Knockback (-1/4), Real Weapon (-1/4)* [250]
4u** 2) Poison Stars: Drain 2d6, Range Based On STR (+1/4), 32 Charges (+1/4), Delayed Return Rate (points return at the rate of 5 per Hour; +1), Autofire (5 shots; +1 1/2), Str, Dex, Con, Int, Ego, Rec simultaneously (+2) (120 Active Points); No effect if the Poison Star impacts a Hit Location with Resistant PD (-1/2), OIF (-1/2), Restrainable (-1/2), Real Weapon (-1/4)* [32]
3u** 3) Lethal Stars: Killing Attack - Ranged 3d6, 16 Charges (+0), No Normal Defense (Appropriate Life Support Immunity (reduces damage from each hit to 1 Body) or Resistant PD in the location hit or having antidote administered (will prevent further damage from accruing); +1/2), Does BODY (+1) (112 Active Points); Gradual Effect (5 Minutes; -3/4), OIF (-1/2), Restrainable (-1/2), No Knockback (-1/4), -1 Decreased STUN Multiplier (-1/4), Range Based On Strength (-1/4), Real Weapon (-1/4)* [16]
Powers Cost: 125

 

Cost** Martial Arts Maneuver
** Karate and Kendo*
12** 1) +3 HTH Damage Class(es)*
4** 2) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6*
4** 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
4** 4) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm*
4** 5) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort*
4** 6) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike*
3** 7) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls*
5** 8) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike*
4** 9) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 40 STR*
6** 10) Weapon Element: Blades, Empty Hand, Garrote, Karate Weapons, Ninja Weapons, Staffs, Whips*
Martial Arts Cost: 50

 

Cost** Skill
** Assassin's Skills*
6** 1) Penalty Skill Levels: +4 vs. Range Modifier with All Attacks (12 Active Points); Works on unaware targets only (-1)*
3** 2) Penalty Skill Levels: +2 vs. Hit Location Modifiers with All Attacks (6 Active Points); Works on unaware targets only (-1)*
** *
6** +2 with Martial Maneuvers*
10** +2 with Dexterity-based Skills*
** *
3** Acrobatics 14-*
3** Breakfall 14-*
3** Climbing 14-*
3** Contortionist 14-*
10** Defense Maneuver I-IV *
3** Fast Draw 14-*
3** Interrogation 12-*
2** KS: Kendo 11-*
2** KS: Karate 11-*
5** Language: Japanese (idiomatic; literate)*
2** PS: Assassin 11-*
5** Rapid Attack (HTH) *
3** Stealth 14-*
1** TF: Large Planes*
10** WF: Common Melee Weapons, Common Missile Weapons, Blowguns, Garrote, Karate Weapons, Ninja Weapons, Staffs, Whips*
Skills Cost: 83

 

Cost** Perk
5** Money: Well Off*
Perks Cost: 5

 

Cost** Talent
1** Environmental Movement (no penalties on narrow surfaces)*
3** Lightsleep*
Talents Cost: 4

 

 

Total Character Cost: 360

 

Val** Disadvantages
25** Psychological Limitation: Hates men (Very Common, Total)*
20** Psychological Limitation: Loyal to her employer (Common, Total)*
15** Psychological Limitation: Got a problem? Killing somebody is the solution. (Common, Strong)*
15** Psychological Limitation: Honorable, always keeps her word (Common, Strong)*
10** Psychological Limitation: Wants a reason to live; looking for a cause to adopt (Common, Moderate)*
10** Psychological Limitation: Can't resist a challenge to her martial skills (Common, Moderate)*
5** Reputation: Casual Killer, 8-*
15** Social Limitation: Secret ID (Frequently, Major)*

Disadvantage Points: 115

 

Base Points: 200

Experience Required: 45

Total Experience Available: 45

Experience Unspent: 0

 

 

My Notes:

-Tsukuri has serious mental problems. She tends to fixate on a goal or ideal and pursue it to the exclusion of all reason and without regard to her own safety. Tsukuri has absolutely no regard for the lives of anyone who is not part of her current obsession unless she believes an individual can assist her with her goals or is an employer or she is somehow honorbound to leave that person unmolested. Although she prides herself on her ability to kill undetected, she has no qualms about committing a mass slaughter if that's what it takes to get to her target or accomplish some larger goal.

-We didn't see her use any throwing stars in the "Fury" episode, but it seems to be a reasonable thing for a ninja-type assassin to have. It also gave me an opportunity to fluff out her points and design a couple of nasty poison throwing stars in the process.

-Be sure to enforce the Real Weapon/Real Armor Limitations. For example, Tsukuri's Armor will not protect her from falling damage; Tsukuri's Sword will not cut through a stone wall even though it can generate 4d6 of Killing Damage; and the poison on her Throwing Stars will get stale after awhile or wash off in the rain and won't work on robots or plants, etc. On the other hand, be generous with allowing her to pick up and use weapons of opportunity as she has paid for Weapon Familiarities and Weapon Elements.

-Tsukuri could become extremely dangerous (as if she isn't already...) if someone were to equip her with proper "super" equipment to replace her "real" gear. Imagine Tsukuri with decent full-coverage armor or a force field or perhaps an exoskeleton with jump enhancement; a lightsabre-type sword with maybe 3d6 Killing base damage; and explosive throwing stars...

 

edit- Poison Stars should have the Can Be Missile Deflected (-1/4) Limitation. This does not change the cost of that Multipower slot.

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The Shade "first draft"

 

The Shade

 

Player:

 

Val** Char*** Cost
10** STR 0
14** DEX 12
10** CON 0
10** BODY 0
10** INT 0
10** EGO 0
10** PRE 0
10** COM 0
*
5** PD 3
3** ED 1
3** SPD 6
4** REC 0
20** END 0
25** STUN 5
*6"**RUN02"**SWIM02"**LEAP0Characteristics Cost: 27

 

Cost** Power END
14** The Well of Night: Endurance Reserve (210 END, 10 REC) (31 Active Points); OAF Fragile (Nightstick; -1 1/4)* 0
30** Nightstick Powers: Elemental Control, 134-point powers, (67 Active Points); all slots OAF Fragile (-1 1/4) [Notes: All components of the Nightstick Powers Elemental Control draw their Endurance from the Well of Night Endurance Reserve.]*
81** 1) Inky Blackness: Darkness to Sight Group 10" radius, Personal Immunity (+1/4), May apply the Area of Effect in Radius, Cone, or Any Area (+1/4), Conforming (+1/2), Reduced Endurance (0 END; +1/2) (250 Active Points); OAF Fragile (-1 1/4)* 0
32** 2) Touch of Darkness: Telekinesis (40 STR), Affects Porous, Fine Manipulation, Reduced Endurance (1/2 END; +1/4), Area Of Effect Accurate (One Hex; +1/2) (140 Active Points); OAF Fragile (-1 1/4)* 6
33** 3) Shadows of the Night: Force Wall (9 PD/9 ED; 5" long and 5" tall) (Opaque Sight Group), Cannot Be Escaped With Teleportation (+1/4), Costs END Only To Activate (+1/4), Affects Desolidified Any form of Desolidification (+1/2) (142 Active Points); OAF Fragile (-1 1/4)* 12
30** 4) Darkness Blast: Energy Blast 9d6, Reduced Endurance (1/2 END; +1/4), Invisible to Sight Group, Only in Darkness (+1/4), Area Of Effect Accurate (One Hex; +1/2), Affects Desolidified Any form of Desolidification (+1/2), No Range Modifier (+1/2) (135 Active Points); OAF Fragile (-1 1/4)* 6
63** 5) Smothering Shadows: (Total: 307 Active Cost, 80 Real Cost) Entangle 8d6, 0 DEF (Stops A Given Sense Group Sight Group), Area Of Effect Accurate (One Hex; +1/2), Reduced Endurance (0 END; +1/2) (180 Active Points); No Defense (-1 1/2), OAF Fragile (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Susceptible Sight Group Flash or a very bright light (-1/2) (Real Cost: 34) plus Energy Blast 6d6, Reduced Endurance (1/2 END; +1/4), Uncontrolled (+1/2), Area Of Effect Accurate (One Hex; +1/2), No Normal Defense (LS (Self-Contained Breathing); +1), Continuous (+1) (127 Active Points); OAF Fragile (-1 1/4), Immediately stops if the Entangle portion is reduced to 0 Body (-1/2) (Real Cost: 46)* 6
63** 6) Chilling Terrors of the Night: (Total: 307 Active Cost, 80 Real Cost) Entangle 8d6, 0 DEF (Stops A Given Sense Group Sight Group), Reduced Endurance (0 END; +1/2), Area Of Effect Accurate (One Hex; +1/2) (180 Active Points); No Defense (-1 1/2), OAF Fragile (-1 1/4), Does Not Prevent The Use Of Accessible Foci (-1), Susceptible Sight Group Flash or a very bright light (-1/2) (Real Cost: 34) plus Energy Blast 6d6, Reduced Endurance (1/2 END; +1/4), Uncontrolled (+1/2), Area Of Effect Accurate (One Hex; +1/2), No Normal Defense (LS (Intense Cold); +1), Continuous (+1) (127 Active Points); OAF Fragile (-1 1/4), Immediately stops if the Entangle portion is reduced to 0 Body (-1/2) (Real Cost: 46)* 6
45** 7) Shadow Travel: Teleportation 20", x128 Increased Mass, Safe Blind Teleport (+1/4), Ranged (+1/2), Usable Simultaneously (up to 16 people at once; +1 1/4) (225 Active Points); OAF Fragile (-1 1/4), Both the origin and destination must be within his own Inky Blackness (-1/2), Concentration (0 DCV; -1/2), no Noncombat movement (-1/4)* 22
** *
5** Nightstick To Your Ribs: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF Fragile (-1 1/4), Hand-To-Hand Attack (-1/2) [Notes: The ability to wield the Nightstick as a club is the only power of this device that any person other than The Shade himself can use.]* 0
** *
** Dark Glasses*
3** 1) Smoky Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)* 0
18** 2) Spatial Awareness (Sight Group), Discriminatory (27 Active Points); Not through solid objects other than opacities defined as darkness (-1/4), IIF (-1/4) [Notes: Spatial Awareness will not work for anyone other than The Shade himself.]* 0
** *
5** Dark-Adapted Eyes: Nightvision* 0
4** Light-Sensitive Eyes: +3 PER with Sight Group (6 Active Points); Power Only Works In Darkness (-1/2)* 0
20** Shadow Melding: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Power Only Works In Darkness (-1/2)* 0
13** Shadow Control: Sight Group Images Increased Size (8" radius; +3/4), Trigger (+1/2), Reduced Endurance (0 END; +1/2) (27 Active Points); Only to create, remove, or change the appearance of shadows (-1)* 0
30** Shadow Shifting: Change Environment 8" radius, -1 to Sight Group PER Rolls, -1 OCV, Multiple Combat Effects, Reduced Endurance (0 END; +1/2) (45 Active Points); Only in an environment which contains a mix of light and dark areas and therefore has natural shadows (-1/2)* 0
Powers Cost: 489

 

 

Cost** Skill
15** +5 with Nightstick Powers Elemental Control*
10** +5 with Concealment, Shadowing, and Stealth (15 Active Points); Power Only Works In Darkness (-1/2) [Notes: This represents the ability of The Shade to hide things, find things, and slink about in shadows.]*
** *
3** Concealment 11-*
3** Criminology 11-*
3** Deduction 11-*
4** Forgery (Art Objects, Money (Counterfeiting)) 11-*
3** Gambling 11-*
3** High Society 11-*
2** KS: Darkness and Shadows 11-*
3** Power: Darkness Power Tricks 11-*
3** PS: Thief 12-*
2** PS: Super-Criminal 11-*
3** Security Systems 11-*
3** Shadowing 11-*
3** Stealth 12-*
3** Streetwise 11-*
3** Systems Operation 11-*
3** Trading 11-*
2** Weaponsmith (The Shade's Weapons of Darkness) 11-*
Skills Cost: 74

 

 

 

 

Total Character Cost: 590

 

Val** Disadvantages
10** Distinctive Features: Grey Skin, Spooky Black Eyes (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
10** Hunted: The Flash 8- (As Pow, Capture)*
15** Physical Limitation: Blind in full sunlight or equivalent without his Dark Glasses, -3 Sight Perception Rolls in light between twilight and full sunlight without his Dark Glasses (Infrequently, Fully Impairing)*
20** Psychological Limitation: Motivated by Greed (Very Common, Strong)*
10** Psychological Limitation: Does not like bright lights (Common, Moderate)*
10** Social Limitation: Secret ID (unknown) (Occasionally, Major)*
10** Susceptibility: Direct Sunlight, 1d6 damage per 5 Minutes (Very Common)*
10** Vulnerability: 2 x Effect Sight Group Flash when not wearing his Dark Glasses (Uncommon)*
20** Vulnerability: 2 x STUN Light-based attacks (Common)*

Disadvantage Points: 115

 

Base Points: 200

Experience Required: 275

Total Experience Available: 275

Experience Unspent: 0

 

 

My Notes:

-We don't know much about The Shade. (Forget all his printed-comics history as a maybe-undead; this incarnation of the character appears, cosmetics aside, to be entirely different than the comics version.) Fairly powerful but nearly all his powers run through his Nightstick, which is not only an OAF but Fragile as well. (The Shade does seem to be able to replace it quite easily.) His motivations also seem to be very simple: He wants money, and lots of it, and as little trouble as possible. The Shade is not a bloodthirsty killer; quite the contrary, he just wants to grab loot and seems to use only enough force to do that and get away.

-This part I'm entirely making up, but I think it would work well in-game: If The Shade loses his Nightstick or it is destroyed, he can remake it if he has 6 hours and a dark place. He remakes it just by concentrating, then it reforms itself out of the darkness around him. The Nightstick is a Personal Focus: It will not work for anyone else. If The Shade makes a new one, the old one will become completely inert. I don't think this is any worse than a character with an OAF Gun or something who keeps spares at "the base" which he can use to replace his gun between adventures or even during an adventure given enough time. (The Dark Glasses would not be quite so effortless or easy to replace; assume they would require a one-week "ritual" effort or access to proper materials and tools.)

-There's just no reason to think The Shade is particularly strong, tough, resilient, or otherwise physically exceptional, so I made him fragile; enough so that Superman would kill him with one punch if he's not careful.

-The Shade will cast his darkness field and then use his attack powers as he deems prudent. He is not stupid enough to put his darkness field where it will impede his own teammates as much as his enemies. The Shade will usually be the first to suggest "the better part of valor" and use his darkness and teleportation abilities to help his comrades and make his own escape.

-GMs should allow both of The Shade's Uncontrolled NND powers to begin doing Body damage at some point if they are not properly dispelled, assuming the powers still have Endurance remaining once their targets are unconscious. This should happen only at The Shade's option at the time he casts the power on a target. This is not recommended if The Shade is to be player-controlled.

-I think the character could be made a bit less expensive by breaking out some of the powers in the Elemental Control. For instance, if the no-defense Entangle which is a part of both NND attacks were made a stand-alone power, and the EB portion of those attacks were placed into a Multipower along with the Darkness Blast with the two NND slots linked to the Entangle, that would probably be much less expensive. But the version presented here represents the character just as well and his point total is only about 12% over that of 6 of the original 7 JLers.

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Re: AJL Tsukuri "first draft"

 

Tsukuri

 

Player:

 

Val** Char*** Cost
15** STR 5
24** DEX 42
15** CON 10
11** BODY 2
10** INT 0
10** EGO 0
13** PRE 3
12** COM 1
*
7/10** PD 4
3/6** ED 0
5** SPD 16
6** REC 0
30** END 0
35** STUN 8
*7"**RUN22"**SWIM03"**LEAP0Characteristics Cost: 93

 

Cost** Power END
** Tsukuri's Armor, all slots OIF (-1/2)*
4** 1) Costume: Armor (3 PD/3 ED) (9 Active Points); OIF (-1/2), Activation Roll 15- (-1/4), Real Armor (-1/4) [Notes: If using Hit Location rules, this covers Hit Locations 6-18.]* 0
5** 2) Armor Plates: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 9- (-1 1/2), OIF (-1/2), Real Armor (-1/4) [Notes: If using Hit Location rules, this covers Hit Locations 7, 9, 12, 14, 16.]* 0
** *
16** Tsukuri's Sword: Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR), Reduced Endurance (1/2 END; +1/4) (37 Active Points); OAF (-1), Real Weapon (-1/4)* 1
** *
25** Offensive Stance: Killing Attack - Ranged 1 1/2d6, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (75 Active Points); OAF (Requires Tsukuri's Sword or a similar bladed weapon; -1), Must make a normal Attack Roll to hit each attacker (-1/2), Cannot be used with Grab (-1/4), Does not work when Dodging, Diving for Cover, using a Defensive Stance, or performing other defensive actions (-1/4)* 0
** *
7** Defensive Stance I: Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); Requires Tsukuri's Sword or similar weapon of opportunity (-1/2)* 0
7** Defensive Stance II: +2 with DCV (10 Active Points); Does not work when attacking (-1/2)*
** *
53** Tsukuri's Throwing Stars: Multipower, 120-point reserve, (120 Active Points); all slots OIF (-1/2), Restrainable (-1/2), Real Weapon (-1/4)*
1u** 1) Sharp Stars: Killing Attack - Ranged 1/2d6, +1 Increased STUN Multiplier (+1/4), Invisible to Hearing Group (+1/4), 250 Charges (+1), Autofire (20 shots; +1 1/2) (40 Active Points); OIF (-1/2), Restrainable (-1/2), Range Based On Strength (-1/4), No Knockback (-1/4), Real Weapon (-1/4)* [250]
4u** 2) Poison Stars: Drain 2d6, Range Based On STR (+1/4), 32 Charges (+1/4), Delayed Return Rate (points return at the rate of 5 per Hour; +1), Autofire (5 shots; +1 1/2), Str, Dex, Con, Int, Ego, Rec simultaneously (+2) (120 Active Points); No effect if the Poison Star impacts a Hit Location with Resistant PD (-1/2), OIF (-1/2), Restrainable (-1/2), Real Weapon (-1/4)* [32]
3u** 3) Lethal Stars: Killing Attack - Ranged 3d6, 16 Charges (+0), No Normal Defense (Appropriate Life Support Immunity (reduces damage from each hit to 1 Body) or Resistant PD in the location hit or having antidote administered (will prevent further damage from accruing); +1/2), Does BODY (+1) (112 Active Points); Gradual Effect (5 Minutes; -3/4), OIF (-1/2), Restrainable (-1/2), No Knockback (-1/4), -1 Decreased STUN Multiplier (-1/4), Range Based On Strength (-1/4), Real Weapon (-1/4)* [16]
Powers Cost: 125

 

Cost** Martial Arts Maneuver
** Karate and Kendo*
12** 1) +3 HTH Damage Class(es)*
4** 2) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6*
4** 3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
4** 4) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm*
4** 5) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort*
4** 6) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike*
3** 7) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls*
5** 8) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike*
4** 9) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 40 STR*
6** 10) Weapon Element: Blades, Empty Hand, Garrote, Karate Weapons, Ninja Weapons, Staffs, Whips*
Martial Arts Cost: 50

 

Cost** Skill
** Assassin's Skills*
6** 1) Penalty Skill Levels: +4 vs. Range Modifier with All Attacks (12 Active Points); Works on unaware targets only (-1)*
3** 2) Penalty Skill Levels: +2 vs. Hit Location Modifiers with All Attacks (6 Active Points); Works on unaware targets only (-1)*
** *
6** +2 with Martial Maneuvers*
10** +2 with Dexterity-based Skills*
** *
3** Acrobatics 14-*
3** Breakfall 14-*
3** Climbing 14-*
3** Contortionist 14-*
10** Defense Maneuver I-IV *
3** Fast Draw 14-*
3** Interrogation 12-*
2** KS: Kendo 11-*
2** KS: Karate 11-*
5** Language: Japanese (idiomatic; literate)*
2** PS: Assassin 11-*
5** Rapid Attack (HTH) *
3** Stealth 14-*
1** TF: Large Planes*
10** WF: Common Melee Weapons, Common Missile Weapons, Blowguns, Garrote, Karate Weapons, Ninja Weapons, Staffs, Whips*
Skills Cost: 83

 

Cost** Perk
5** Money: Well Off*
Perks Cost: 5

 

Cost** Talent
1** Environmental Movement (no penalties on narrow surfaces)*
3** Lightsleep*
Talents Cost: 4

 

 

Total Character Cost: 360

 

Val** Disadvantages
25** Psychological Limitation: Hates men (Very Common, Total)*
20** Psychological Limitation: Loyal to her employer (Common, Total)*
15** Psychological Limitation: Got a problem? Killing somebody is the solution. (Common, Strong)*
15** Psychological Limitation: Honorable, always keeps her word (Common, Strong)*
10** Psychological Limitation: Wants a reason to live; looking for a cause to adopt (Common, Moderate)*
10** Psychological Limitation: Can't resist a challenge to her martial skills (Common, Moderate)*
5** Reputation: Casual Killer, 8-*
15** Social Limitation: Secret ID (Frequently, Major)*

Disadvantage Points: 115

 

Base Points: 200

Experience Required: 45

Total Experience Available: 45

Experience Unspent: 0

 

 

My Notes:

-Tsukuri has serious mental problems. She tends to fixate on a goal or ideal and pursue it to the exclusion of all reason and without regard to her own safety. Tsukuri has absolutely no regard for the lives of anyone who is not part of her current obsession unless she believes an individual can assist her with her goals or is an employer or she is somehow honorbound to leave that person unmolested. Although she prides herself on her ability to kill undetected, she has no qualms about committing a mass slaughter if that's what it takes to get to her target or accomplish some larger goal.

-We didn't see her use any throwing stars in the "Fury" episode, but it seems to be a reasonable thing for a ninja-type assassin to have. It also gave me an opportunity to fluff out her points and design a couple of nasty poison throwing stars in the process.

-Be sure to enforce the Real Weapon/Real Armor Limitations. For example, Tsukuri's Armor will not protect her from falling damage; Tsukuri's Sword will not cut through a stone wall even though it can generate 4d6 of Killing Damage; and the poison on her Throwing Stars will get stale after awhile or wash off in the rain and won't work on robots or plants, etc. On the other hand, be generous with allowing her to pick up and use weapons of opportunity as she has paid for Weapon Familiarities and Weapon Elements.

-Tsukuri could become extremely dangerous (as if she isn't already...) if someone were to equip her with proper "super" equipment to replace her "real" gear. Imagine Tsukuri with decent full-coverage armor or a force field or perhaps an exoskeleton with jump enhancement; a lightsabre-type sword with maybe 3d6 Killing base damage; and explosive throwing stars...

 

edit- Poison Stars should have the Can Be Missile Deflected (-1/4) Limitation. This does not change the cost of that Multipower slot.

 

What effect does "Offensive Stance" produce?

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Re: Another Take on the Animated Justice League

 

Nexus said (in reference to the Tsukuri character):

What effect does "Offensive Stance" produce?

If someone attacks her in HTH combat and hits, she gets to make an immediate attack roll to score damage on that attacker.

 

In terms of game mechanics, it's just a Damage Shield. She has to make an attack roll to do damage with it instead of the damage being automatically applied to any attacker which successfully hits her in HTH combat. Plus she can't use it to score damage on her own phase even with a Grab.

 

If that's not clear enough, let me know and I'll explain further.

 

John H

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Re: Another Take on the Animated Justice League

 

About Grundy being undead: In the original Green Lantern comics where he first appeared, Solomon Grundy was indeed a dead man walking. The origin Dr. Fate recounts is the one he was given originally: He's a hyperintelligent zombie (by zombie standards, being able to talk, reason and make bargains *is* hyperintelligent).

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Giganta "first draft"

 

Giganta

 

Player:

 

Val** Char*** Cost
15/60** STR 5
15** DEX 15
15/30** CON 10
10/20** BODY 0
8** INT -2
8** EGO -4
10/25** PRE 0
16** COM 3
*
5/20** PD 2
5/20** ED 2
3** SPD 5
6/12** REC 0
30/60** END 0
30/60** STUN 4
*6"/15"**RUN02"**SWIM03"/12"**LEAP0Characteristics Cost: 40

 

Cost** Power END
** Gigantic Proportions [Notes: Remember to not add her height, weight, etc. from each of the three component powers as shown below; see the Growth chart in the rulebook for values at various total Growth Levels.]*
22** 1) Bigger...: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 800 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Reduced Endurance (0 END; +1/2) (22 Active Points)* 0
19** 2) And Bigger...: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 800 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Reduced Endurance (1/2 END; +1/4) (19 Active Points)* 1
25** 3) And Bigger!: Growth (+50 STR, +10 BODY, +10 STUN, -10" KB, 102,400 kg, -6 DCV, +6 PER Rolls to perceive character, 16 m tall, 8 m wide), Reduced Endurance (1/2 END; +1/4) (62 Active Points); Only +1 Strength per level of Growth (-1 1/2)* 2
** *
** Increased Characteristics Linked To Growth [Notes: Characteristic totals shown above to the right of the slash represent Giganta's stats as she appears using a total of 6 Growth Levels (i.e. Bigger... And Bigger... both at full power).]*
10** 1) +15 STR (15 Active Points); Linked (Bigger...; -1/2) [Notes: This adds 5 additional Strength (10 total) per level of Growth for the first 3 Growth Levels.]* 1
9** 2) +7 CON (14 Active Points); Linked (Bigger...; -1/2) [Notes: This adds 2.5 (round down) additional Constitution per level of Growth for the first 3 Growth Levels.]*
9** 3) +8 CON (16 Active Points); Linked (Bigger...; -1/2), Linked (And Bigger...; -1/4) [Notes: This adds 2.5 (round down) additional Constitution per level of Growth for Growth Levels 4-6.]*
4** 4) +3 BODY (6 Active Points); Linked (Bigger...; -1/2) [Notes: This adds 1 additional Body (2 total) per level of Growth for the first 3 Growth Levels.]*
1** 5) +1 BODY (2 Active Points); Linked (Bigger...; -1/2), Linked (And Bigger...; -1/4) [Notes: This adds 1 additional Body (2 total) for the 4th Growth Level.]*
5** 6) +7 PRE (7 Active Points); Linked (Bigger...; -1/2) [Notes: This adds 2.5 additional Presence (round down) per level of Growth for the first 3 Growth Levels.]*
4** 7) +8 PRE (8 Active Points); Linked (Bigger...; -1/2), Linked (And Bigger...; -1/4) [Notes: This adds 2.5 additional Presence (round down) per level of Growth for Growth Levels 4-6.]*
5** 8) +10 PRE (10 Active Points); Linked (Bigger...; -1/2), Linked (And Bigger...; -1/4), Linked (And Bigger!; -1/4) [Notes: This adds 1 additional Presence per level of Growth for Growth Levels 7-16.]*
4** 9) +6 PD (6 Active Points); Linked (Bigger...; -1/2) [Notes: This adds 2 additional PD per level of Growth for the first 3 Growth Levels.]*
3** 10) +6 PD (6 Active Points); Linked (Bigger...; -1/2), Linked (And Bigger...; -1/4) [Notes: This adds 2 additional PD per level of Growth for Growth Levels 4-6.]*
4** 11) +6 ED (6 Active Points); Linked (Bigger...; -1/2) [Notes: This adds 2 additional ED per level of Growth for the first 3 Growth Levels.]*
3** 12) +6 ED (6 Active Points); Linked (Bigger...; -1/2), Linked (And Bigger...; -1/4) [Notes: This adds 2 additional ED per level of Growth for Growth Levels 4-6.]*
2** 13) +3 STUN (3 Active Points); Linked (Bigger...; -1/2) [Notes: This adds 1 additional Stun (2 total) per level of Growth for the first 3 Growth Levels.]*
1** 14) +1 STUN; Linked (Bigger...; -1/2), Linked (And Bigger...; -1/4) [Notes: This adds 1 additional Stun (2 total) for the 4th Growth Level.]*
20** 15) +40 STUN (40 Active Points); Linked (Bigger...; -1/2), Linked (And Bigger...; -1/4), Linked (And Bigger!; -1/4) [Notes: This adds 4 additional Stun (5 total) per level of Growth for Growth Levels 7-16.]*
6** 16) Running +3" (6"/15" total), Reduced Endurance (0 END; +1/2) (9 Active Points); Linked (Bigger...; -1/2) [Notes: This adds 1" Running per level of Growth for the first 3 Growth Levels.]*
10** 17) Running +6" (6"/15" total), Reduced Endurance (0 END; +1/2) (18 Active Points); Linked (Bigger...; -1/2), Linked (And Bigger...; -1/4) [Notes: This adds 2" Running per level of Growth for Growth Levels 4-6.]*
15** 18) Running 10", Reduced Endurance (0 END; +1/2) (30 Active Points); Linked (Bigger...; -1/2), Linked (And Bigger...; -1/4), Linked (And Bigger!; -1/4) [Notes: This adds 1" Running per level of Growth for Growth Levels 7-16.]*
** *
** Damage Reduction Linked To Growth [Notes: Growth Level 3 = 25% Resistant Physical Damage Reduction / 25% Resistant Energy Damage Reduction. Growth Level 6 = 50% Resistant Physical Damage Reduction / 50% Resistant Energy Damage Reduction. Growth Level 16 = 75% Resistant Physical Damage Reduction / 50% Resistant Energy Damage Reduction.]*
10** 1) Physical Damage Reduction, Resistant, 25% (15 Active Points); Linked (Bigger...; -1/2)* 0
8** 2) Physical Damage Reduction, Resistant, 25% (15 Active Points); Linked (Bigger...; -1/2), Linked (And Bigger...; -1/4)* 0
15** 3) Physical Damage Reduction, Resistant, 50% (30 Active Points); Linked (Bigger...; -1/2), Linked (And Bigger...; -1/4), Linked (And Bigger!; -1/4)* 0
10** 4) Energy Damage Reduction, Resistant, 25% (15 Active Points); Linked (Bigger...; -1/2)* 0
8** 5) Energy Damage Reduction, Resistant, 25% (15 Active Points); Linked (Bigger...; -1/2), Linked (And Bigger...; -1/4)* 0
** *
7** Your Puny Weapons Can't Hurt Me: Damage Resistance (20 PD/10 ED) (15 Active Points); Linked (Bigger...; -1/2), Linked (And Bigger...; -1/4), Linked (And Bigger!; -1/4) [Notes: This makes 2 points of PD and 1 point of ED into Resistant Defense for each level of Growth for Growth Levels 7-16.]* 0
** *
** Gigantic Hands [Notes: At Growth Level 6, Giganta's normal attacks have Area Effect - One Hex. Giganta's normal attacks have Area Effect with a radius of .75" per level (round to nearest whole value) beginning at Growth Level 7 with a maximum of 7".]*
30** 1) Big Fist: Area Of Effect (up to One Hex; +1/2) for up to 70 Active Points of Strength, Reduced Endurance (0 END; +1/2) (52 Active Points); Linked (Bigger...; -1/2), Linked (And Bigger...; -1/4)* 0
52** 2) Really Big Fist: Area Of Effect (up to 7" Radius; +1) for up to 70 Active Points of Strength, Reduced Endurance (0 END; +1/2) (105 Active Points); Linked (Bigger...; -1/2), Linked (And Bigger...; -1/4), Linked (And Bigger!; -1/4)* 0
** *
** Gigantic Limbs [Notes: Giganta gains 1" Stretching per level of Growth beginning with Growth Level 4. Don't forget the Growth Chart in the rulebook which provides a certain amount of extra reach based on the amount of Growth being used; add Stretching to this amount.]*
9** 1) Long Arms: Stretching 3", Reduced Endurance (0 END; +1/2) (22 Active Points); Linked (Bigger...; -1/2), No Velocity Damage (-1/4), no Noncombat Stretching (-1/4), Linked (And Bigger...; -1/4), Always Direct (-1/4)* 0
27** 2) Really Long Arms: Stretching 10", Reduced Endurance (0 END; +1/2) (75 Active Points); Linked (Bigger...; -1/2), No Velocity Damage (-1/4), no Noncombat Stretching (-1/4), Linked (And Bigger...; -1/4), Linked (And Bigger!; -1/4), Always Direct (-1/4)* 0
Powers Cost: 357

 

 

Cost** Skill
4** +1 with HTH Combat (5 Active Points); Must be using 3 or more levels of Growth (-1/4)*
3** +1 with HTH Combat (5 Active Points); Must be using 6 or more levels of Growth. (-1/2)*
3** +1 with HTH Combat (5 Active Points); Must be using 9 or more levels of Growth. (-3/4)*
2** +1 with HTH Combat (5 Active Points); Must be using 12 or more levels of Growth. (-1)*
2** +1 with HTH Combat (5 Active Points); Must be using 15 or more levels of Growth. (-1 1/4)*
** *
2** Animal Handler (Primates) 11- (14-)*
3** Climbing 12-*
1** KS: Things that please Grodd 8-*
3** Power: Strength Tricks 11-*
1** PS: Laboratory Animal 8-*
1** Survival 8-*
3** Tracking 11-*
Skills Cost: 28

 

 

 

 

Total Character Cost: 425

 

Val** Disadvantages
10** Distinctive Features: Sometimes acts in a very odd or non-human manner (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
20** Physical Limitation: Was a normal ape most of her life and therefore knows little about humans or the world in general (All the Time, Greatly Impairing)*
10** Physical Limitation: Illiterate (Frequently, Slightly Impairing)*
25** Psychological Limitation: Completely devoted to Grodd (Very Common, Total)*
10** Psychological Limitation: Sometimes acts like a gorilla (Uncommon, Strong)*
5** Psychological Limitation: Loves bananas (Uncommon, Moderate)*
10** Social Limitation: Public ID (Occasionally, Major)*
10** Vulnerability: 2 x STUN From any Strength-based attack created by an active Strength value greater than her current Strength value when she is using 3 or more levels of Growth (Uncommon)*

Disadvantage Points: 100

 

Base Points: 200

Experience Required: 125

Total Experience Available: 125

Experience Unspent: 0

 

 

My Notes:

-I set up the Linked modifiers in a way that definitely violates the strict rules but I think works very well for this character. First, I broke her Growth into three distinct groups. The "Bigger..." power is Growth levels 1-3. "And Bigger..." is Growth levels 4-6. "And Bigger!" is Growth levels 7-16. Each has different modifiers. Naturally, they all add together, and just as naturally, Bigger... has to be used at full power before And Bigger... can be used which has to be used at full power before And Bigger! can be used. Powers Linked to Growth get -1/2 for requiring Bigger..., an additional -1/4 for requiring And Bigger..., and a final additional -1/4 for requiring And Bigger! Relative active points of the two Linked powers and other minutiae are ignored here for the sake of simplicity. I know that a lot of people reading this are going bughouse, but examine the entire character and you might agree this was a better way to represent the additions to powers and characteristics which rely on Growth than strict use of Linked.

-Note also that a slightly different approach was taken with respect to the Skill Levels which rely on various levels of Growth.

-Due to Endurance and Recovery limitations, she can't maintain full size and use her full strength for very long. And her full size is very large indeed - she simply won't have the headroom to get that large in many situations. If you want to make her more powerful, start by giving her additional Recovery and Endurance linked to Growth.

-Don't forget that Giganta is actually an ape that was transformed into a super-powered human by Gorilla Grodd. She speaks English and knows how to comport herself in a reasonably human manner, but has very little normal human experience.

-Considering her powers, she better have underwear with that outfit!

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Re: Another Take on the Animated Justice League

 

Mike Basinger said:

In "Secret Society" didn't Shade say "He improved himself" to Batman, and got into a martial arts stance. You may want to add a martial arts to him.

I remembered that. (See attached image.) But I also remembered Bats kicking his patootie without breaking a sweat. So I figured that The Shade had seen a few too much Power Rangers without learning any fighting techniques that were actually effective.

 

I don't have the "Secret Society" episode on my TiVo anymore but I'll look at this scene more carefully next chance I can. It would certainly be easy to add 2-4 martial maneuvers to his skill list.

 

Best wishes,

John H

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Re: Another Take on the Animated Justice League

 

Mike,

 

Actually, I don't have a sufficiently dirty mind to have thought of this myself. The Shade remarks in "Secret Society" as Giganta does her grow-tall thing for the first time, "This keeps getting better and better," as she looms far over his head. Then my 11-year-old niece laughed and said, "He's looking at her panties!" Made me blush...

 

John H

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Re: Another Take on the Animated Justice League

 

I agree with you 100% on the SPD inflation issue, JMH. In fact "Point Bloat" is a real problem that deserves some attention; maybe a Digital Hero article on how to deal with "Point Bloat" and scale creep?

 

I like your writeups, but I think you could have streamlined the characters a little more. I notice you gave most of them Power Skill, which is great; however, I don't think you use it enough. It can wholly replace some of the other powers you gave them (like GL's small VPP) and maybe reduce the need for some of the slots in some of the MPs. I pretty much conclude, any time I see one of them do something they've never done before and never do again, that the character is demonstrating his Power Skill. Flash is a great candidate for this; to a lesser extent, JJ is as well. In fact, I figure the reason Jon Stewart is so "blah" with his powers is his low Skill Roll...

 

A second point, regarding Bats. I think it's a little unfair to base all these other character writeups on just the AJL series, but to use all three Bats series in order to write him up. Some of the skills you list seem to me to only be evident in the Animated Batman show, and not on JL or JLU; his Contacts and Follower also aren't in evidence in the JL episodes. Then again, I haven't seen them all, so maybe I should just shut my mouth and bow to your greater wisdom...

 

Do you have any energy left to tackle the Animated Teen Titans?

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Re: Another Take on the Animated Justice League

 

For those of you looking for Teen Titans writeups, they are here:

TV Teen Titans Writeups

Be aware that those writeups are not on the same scale as the ones I'm producing in this thread; the adaptors used different criteria for their conversions. So you'd have to make adjustments in one group of characters or the other in order for them to "play" together properly.

 

I won't be doing the Titans unless they appear in one of the other DCAU shows, because:

1- I don't think they're in the same continuity, based on the heavily contrasting animation and writing styles.

2- Because Titans is relatively "cartoony," the abilities of the characters aren't consistent from episode to episode and sometimes not even within the same episode. And far too many liberties are taken with otherwise established physical laws and properties, such as, "There is no air in outer space," except on the Titans, there is air there if the writers want it that way for that particular scene.

3- I don't like the Titans show so I don't watch it except when one of my young nieces or nephews insists. Whereas I think much of the other DCAU shows, even Static, stand right up with any drama or dramady you can find on network prime-time TV, the Titans program appears to me, at best, as just another anime-inspired cartoon for kids and not the best of the bunch at that. (I'm not knocking anyone who enjoys it. Different strokes and all that...)

 

AlHazred said:

I like your writeups, but I think you could have streamlined the characters a little more. [Clipped out comments regarding Power Skills, etc.]

 

I think it's a little unfair to base all these other character writeups on just the AJL series, but to use all three Bats series in order to write him up.

I agree: These characters could be much more heavily streamlined. Take a look at the Superman and Wonder Woman writeups that JmOz did last year (referenced with a link in the first message of this thread) as they are both 350 points. I think JmOz plans to someday complete the AJL7 at 350 points each.

 

I tried to represent the commonly-used abilities and devices of every character, and made some effort to represent logical extensions of those demonstrated abilities. I totally hand-waved the costs of vehicles, bases, and some contacts, but otherwise took some pains to make them comprehensive but playable.

 

Sure, Superman probably used Super-Drilling only once or twice, but as it was just two or a few more points in a multipower slot, and possibly difficult to justify with a use of Power Skill, I threw it in there. I don't see Superman trying to Super-Drill through dirt and failing, do you? Supes could use Power Skill to do a stunt like try to make his Super-Breath a cold blast instead of a Reduced-Penetration/Double-Knockback physical blast, and that's been rare enough that I figured it wasn't worth writing up as a specific power.

 

As for Batman, other than the hand-wavy things like followers, bases, and vehicles, he's demonstrated most of what's on that character sheet during the three seasons of JL shows. Also, I eventually plan to hit the rest of the DCAU characters as I can, including the current Robin (Tim Drake, I think), plus Batgirl, Nightwing (Dick Grayson, right?), Static, and so on. And let's face it: He's BATMAN! Knows all, sees all, does all... within reasonable normal human limits, anyway. Remove his access to the followers, bases, vehicles, and extreme "Bat-resources" and he's usable by a player with the other 6 original AJLers. As it is, and as my stream-of-consciousness notes stated, I'd probably reserve him for use as an NPC if he's to be played with the other 6.

 

Thank you all for your comments!

John H

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Re: Another Take on the Animated Justice League

 

You reminded me of a one session game I played once that was quite fun and showed Batman's versatility. A buddy of mine was a HUGE Batman fan and had written him up in several different systems from Hero to GURPS to V&V and beyond. He had an idea one day to have each member of our group write up a villain of Bat's Rogue Gallery. He played Batman as the NPC, and it was our job to "capture him" or put him out of commission. To make a long story short we didn't succeed, and he had played him exactly as written which I thought was an accurate writeup. Combined we had more points than him, but he still outclassed us. We even were able to use henchmen and set traps. It was big fun.

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