JmOz Posted December 17, 2004 Report Share Posted December 17, 2004 Re: Building the Animated Justice League I think I can help you out AngryBug, Any advantages bought on HA's affect an equal amount of active points of STR for free. If you have a 5d6 HA (25 active points) and add Armor Piercing only to the HA active points: [25 active *(+1.5 for AP)/(-1.5 for HA) = 25 real points] you can use up to 25 STR and have a 10d6 AP punch but if you happen to have a higher STR you lose the AP advantage unless you buy it for the STR as well. I only really got this recently after Gary explained it to me as well. HM Hyperman has it right, except for one detail, you can limit yourself to the appropriate str (In his example 25) so if you had 30 Str you could still do a 10d6 AP attack With the AF Each punch is an 8d6 It would cost a total of 20 End as I understand it [5*(2 + 2)], However the rules for Str and AF confuse me at times, so it is possible that it would actualy be 12 (I beleive you are to charge for END on Str for each use of AF) Quote Link to comment Share on other sites More sharing options...
AngryBug Posted December 18, 2004 Report Share Posted December 18, 2004 Re: Building the Animated Justice League With the AF Each punch is an 8d6 It would cost a total of 20 End as I understand it [5*(2 + 2)], However the rules for Str and AF confuse me at times, so it is possible that it would actualy be 12 (I beleive you are to charge for END on Str for each use of AF) So with the HA bought to 0 END, the END cost would be 10 (5 shots x 2)? Or - wait a minute! - does the Any advantages bought on HA's affect an equal amount of active points of STR for free.rule apply to Reduced END? It must, if it's an Advantage, right? Five 8d6 Strikes at 0 END? Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted December 18, 2004 Report Share Posted December 18, 2004 Re: Building the Animated Justice League So with the HA bought to 0 END, the END cost would be 10 (5 shots x 2)? Or - wait a minute! - does the rule apply to Reduced END? It must, if it's an Advantage, right? Five 8d6 Strikes at 0 END? Actually, Reduced End is the lone exception to the rule regarding Advantaged HA's. according to the FAQ: http://www.herogames.com/SupportFAQs/rules/POWERS.htm Q: Does a character who has Reduced Endurance (0 END) on his Hand-To-Hand Attack have to pay END for the STR he uses with it? A: Yes. HM Quote Link to comment Share on other sites More sharing options...
CDad Posted December 18, 2004 Report Share Posted December 18, 2004 Re: Building the Animated Justice League JmOz, Any chance you could post the Batman .hdc? Quote Link to comment Share on other sites More sharing options...
JmOz Posted December 18, 2004 Report Share Posted December 18, 2004 Re: Building the Animated Justice League Merry Christmas Quote Link to comment Share on other sites More sharing options...
input.jack Posted May 14, 2005 Report Share Posted May 14, 2005 Re: Building the Animated Justice League JmOz, Im very impressed with these write-ups. I know that you occasionally had to "cut some corners" to get people in "on points" (as you mentioned with Batman), but overall the work is -really- impressive. I had been thinking of running a DC/WB campaign, myself, and while I had balked at the idea of having to write up the JLU.....youve really saved me alot of work, here Seriously, thank you from all of us out in the Reffing trenches. This is exactly the kind of stuff that makes a thread like this a goldmine to come across! *raises Dr. Pepper can* I salute you! Quote Link to comment Share on other sites More sharing options...
JmOz Posted May 14, 2005 Report Share Posted May 14, 2005 Re: Building the Animated Justice League Thank you, I'm glad you like them. However in some ways it really was a team effect, many of the other posters here helped me to concrete my thinking on the characters. Enjoy using them. By the way there is another thread around here where someone posted his version, but with out point caps... Quote Link to comment Share on other sites More sharing options...
CrosshairCollie Posted May 15, 2005 Report Share Posted May 15, 2005 Re: Building the Animated Justice League I supply thanks as well ... I'll definitely be using these as a good basis for the Council of Seven (as it were). Many thanks. Quote Link to comment Share on other sites More sharing options...
Greeter Posted January 1, 2008 Report Share Posted January 1, 2008 Re: Building the Animated Justice League Okay everyone the name of the thread is BUILDING The animated Justice League so lets get to building Animated Superman Player: Val** Char*** Cost 25/75** STR 15 23** DEX 39 25** CON 30 15** BODY 10 14** INT 4 14** EGO 8 15** PRE 5 16** COM 3 * 20/30** PD 5 20** ED 5 5** SPD 17 10/20** REC 0 50** END 0 50/75** STUN 9 *6"**RUN02"**SWIM05"/15"**LEAP0Characteristics Cost: 150 Cost** Power END ** Kryptonian Powers, all slots: Not in the pressence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 24** 1) Flight 10", Variable Advantage (+1/4 Advantages +1/2) (30 Active Points)* 3 40** 2) Superstrength: +50 STR (50 Active Points)* 5 21** 3) Invulnerability: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Not Vs Magic (-1/2)* 15** 4) Heat Vision: Killing Attack - Ranged 2d6 (vs. ED) (30 Active Points); Increased Endurance Cost 2x END (-1/2), Concentration 1/2 DCV (-1/4)* 6 6** 5) Super Vision: Enhanced Perception (+4 to PER Rolls for Single Sense Group) (8 Active Points)* 5** 6) Super Vision: Telescopic +4 to PER Rolls (only to offset the Range Modifier) (Sight Group) (6 Active Points)* 3** 7) Super Hearing: Enhanced Perception (+2 to PER Rolls for Single Sense Group) (4 Active Points)* 3** 8) Super Hearing: Telescopic +4 to PER Rolls (only to offset the Range Modifier) (Normal Hearing) (4 Active Points)* 12** 9) Super vision: Microscopic x1000 (Sight Group) (15 Active Points)* 2** 10) Super Hearing: Ultrasonic Perception (3 Active Points)* 3** 11) Megascaled Sight: Megascale on normal sight (1"=1 KM); , Only when Var Advantage is used for Megascale (+0) (6 Active Points); Linked to Flight (-1/2)* 8** 12) X Ray Vision: N-Ray Perception (10 Active Points)* 8** 13) Life Support , Extended Breathing, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat (10 Active Points)* Powers Cost: 150 Cost** Skill 3** Deduction 12-* 1** Streetwise 8-* 3** PS: Reporter (INT-based) 12-* 2** CK: Metropolis 11-* 3** Bureaucratics 12-* 3** Conversation 12-* Skills Cost: 15 Cost** Perk 6** Fringe Benefit: Membership of the JL, Press Pass* 4** Reputation (A large group; 11-) +2/+2d6* 10** Base (50 Base, 50 Disad)* 3** Well-Connected* 1** 1) Contact (Contact has: useful Skills or resources) (2 Active Points) 8-* 3** 2) Contact (Contact has: useful Skills or resources, Good relationship with Contact) (4 Active Points) 11-* 4** 3) Contact (Contact has access to major institutions, Contact has: useful Skills or resources, Good relationship with Contact) (5 Active Points) 11-* 4** 4) Contact (Contact has significant Contacts of his own, Very Good relationship with Contact) (5 Active Points) 11-* Perks Cost: 35 Total Character Cost: 350 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 Luther 11- (Less Pow; Harshly Punish; Extensive Non-Combat Influence)* 20** Hunted: Darkseid 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)* 10** Hunted: Superman Rouge Gallery 8- (As Pow; Harshly Punish)* 25** Susceptibility: Pressence of Kryptonite (4") 3d6 damage, per Phase (Uncommon)* 20** Psychological Limitation: Code Versus Killing Common, Total* 15** Social Limitation: Secret Identity Frequently (11-), Major* 15** Psychological Limitation: Protectve of Innocence (Common; Strong)* Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 My guess is the above is the result of when the boards changed to the new code. Is there a simple way to edit this to make it look right once again? I was thinking of doing having my group meet the animated JLA and would love to use these characters. Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 1, 2008 Report Share Posted January 1, 2008 Re: Building the Animated Justice League 2 ways, copy & Paste it into a wordpad and save it as a .html or if you have hero designer, the 7 files are in the thread for them Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 1, 2008 Report Share Posted January 1, 2008 Re: Building the Animated Justice League Animated Superman Player: Val Char Cost 25/75 STR 15 23 DEX 39 25 CON 30 15 BODY 10 14 INT 4 14 EGO 8 15 PRE 5 16 COM 3 20/30 PD 5 20 ED 5 5 SPD 17 10/20 REC 0 50 END 0 50/75 STUN 9 6" RUN 0 2" SWIM 0 5"/15" LEAP 0 Characteristics Cost: 150 Cost Power Kryptonian Powers, all slots Not in the pressence (4") of Kryptonite or under the radiation of a red sun (-1/4) 24 1) Flight 10", Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points); Not in the pressence (4") of Kryptonite or under the radiation of a red sun (-1/4) 40 2) Superstrength: +50 STR (50 Active Points); Not in the pressence (4") of Kryptonite or under the radiation of a red sun (-1/4) 21 3) Invulnerability: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Not Vs Magic (-1/2), Not in the pressence (4") of Kryptonite or under the radiation of a red sun (-1/4) 15 4) Heat Vision: Killing Attack - Ranged 2d6 (30 Active Points); Increased Endurance Cost (2x END; -1/2), Concentration (1/2 DCV; -1/4), Not in the pressence (4") of Kryptonite or under the radiation of a red sun (-1/4) 3 5) Super Vision: +4 PER with Single Sense Group (4 Active Points); Not in the pressence (4") of Kryptonite or under the radiation of a red sun (-1/4) 5 6) Super Vision: +4 versus Range Modifier for Sight Group (6 Active Points); Not in the pressence (4") of Kryptonite or under the radiation of a red sun (-1/4) 2 7) Super Hearing: +2 PER with Single Sense Group; Not in the pressence (4") of Kryptonite or under the radiation of a red sun (-1/4) 2 8) Super Hearing: +4 versus Range Modifier for Normal Hearing; Not in the pressence (4") of Kryptonite or under the radiation of a red sun (-1/4) 12 9) Super vision: Microscopic ( x1,000) with Sight Group (15 Active Points); Not in the pressence (4") of Kryptonite or under the radiation of a red sun (-1/4) 2 10) Super Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); Not in the pressence (4") of Kryptonite or under the radiation of a red sun (-1/4) 3 11) Megascaled Sight: Megascale on normal sight (1"=1 KM);, Only when Var Advantage is used for Megascale (+0) (6 Active Points); Linked (Flight; -1/2), Not in the pressence (4") of Kryptonite or under the radiation of a red sun (-1/4) 8 12) X Ray Vision: N-Ray Perception (Sight Group) (10 Active Points); Not in the pressence (4") of Kryptonite or under the radiation of a red sun (-1/4) 8 13) 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) (10 Active Points); Not in the pressence (4") of Kryptonite or under the radiation of a red sun (-1/4) Powers Cost: 145 Cost Skill 3 Deduction 12- 1 Streetwise 8- 3 PS: Reporter 12- 2 CK: Metropolis 11- 3 Bureaucratics 12- 3 Conversation 12- Skills Cost: 15 Cost Perk 6 Fringe Benefit: Membership of the JL, Press Pass 4 Reputation (A large group) ; 11-, +2/+2d6 10 Base 3 Well-Connected 4 1) Contact (Contact has significant Contacts of his own, Very Good relationship with Contact) (5 Active Points) 11- 3 2) Contact (Contact has useful Skills or resources, Good relationship with Contact) (4 Active Points) 11- 4 3) Contact (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 11- 1 4) Contact (Contact has useful Skills or resources) (2 Active Points) 8- Perks Cost: 35 Total Character Cost: 345 Pts. Disadvantage 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 Luther 11- (Less Pow, NCI, Harshly Punish) 20 Hunted: Darkseid 8- (Mo Pow, NCI, Harshly Punish) 10 Hunted: Superman Rouge Gallery 8- (As Pow, Harshly Punish) 25 Susceptibility: Pressence of Kryptonite (4"), 3d6 damage per Phase (Uncommon) 20 Psychological Limitation: Code Versus Killing Common, Total 15 Social Limitation: Secret Identity Frequently (11-), Major 15 Psychological Limitation: Protectve of Innocence (Common, Strong) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
Greeter Posted January 1, 2008 Report Share Posted January 1, 2008 Re: Building the Animated Justice League Thanks Jm, I didn't see the HD files until you mentioned them. Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 1, 2008 Report Share Posted January 1, 2008 Re: Building the Animated Justice League Animated Wonder Woman Player: Val Char Cost 60 STR 50 25 DEX 45 25 CON 30 17 BODY 14 13 INT 3 12 EGO 4 15 PRE 5 22 COM 6 25 PD 10 20 ED 12 5 SPD 15 20 REC 6 50 END 0 60 STUN 0 6" RUN 0 2" SWIM 0 12" LEAP 0 Characteristics Cost: 200 Cost Power 18 Magic Lasso: Stretching 6", Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 30 Flight: Flight 10", Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points) 27 Enchanted Bracelets: +11 with DCV (55 Active Points); Restrainable (-1/2), May not Attack (-1/2) Powers Cost: 75 Cost Martial Arts Maneuver 4 Punch: 1/2 Phase, +0 OCV, +2 DCV, 14d6 Strike 3 Throw: 1/2 Phase, +0 OCV, +1 DCV, 12d6 +v/5, Target Falls 4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 70 STR for holding on 7 Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Bracelets, Clubs, Lariots, Polearms and Spears, Staffs Martial Arts Cost: 25 Cost Skill 6 Animal Handler (Bovines, Canines, Equines, Felines, Raptors) 12- 3 Climbing 14- 3 Combat Driving 14- 2 KS: Greek Mythology 11- 2 KS: Ancient Greece 11- 4 Language: Ancient Greek (idiomatic) 2 Language: Greek (fluent conversation) 3 Navigation (Air, Marine) 12- 3 Riding 14- 2 Survival (Temperate/Subtropical) 12- 3 Tracking 12- 0 TF: Chariots, Equines 6 WF: Common Melee Weapons, Common Missile Weapons, Lariots, Staffs Skills Cost: 39 Cost Perk 5 Fringe Benefit: Membership in the JL Perks Cost: 5 Cost Talent 6 Combat Luck (3 PD/3 ED) Talents Cost: 6 Total Character Cost: 350 Pts. Disadvantage 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: Naieve (Uncommon, Total) 30 Dependent NPC: Amazons 8- (Slightly Less Powerful than the PC; Group DNPC: x32 DNPCs) 0 Dependent NPC: Mother 8- (As powerful as the PC; Useful noncombat position or skills) 15 Psychological Limitation: Over confident (Very Common, Moderate) 15 Social Limitation: Public Identity Frequently (11-), Major 10 Social Limitation: Exiled (Occasionally, Severe, Not Limiting In Some Cultures) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 1, 2008 Report Share Posted January 1, 2008 Re: Building the Animated Justice League Animated Flash Player: Val Char Cost 20 STR 10 36 DEX 78 20 CON 20 10 BODY 0 13 INT 3 12 EGO 4 13 PRE 3 14 COM 2 10/20 PD 0 10/20 ED 0 7 SPD 24 8 REC 0 40 END 0 30 STUN 0 20"/40" RUN 0 2" SWIM 0 4" LEAP 0 Characteristics Cost: 144 Cost Power 38 Running +14" (20"/40" total), Reduced Endurance (1/2 END; +1/4) (38 Active Points) 20 Protective Field: Armor (10 PD/10 ED) (30 Active Points); Linked (Running; -1/2) 15 Rapid ( x1,000) with Sight Group 15 Rapid ( x1,000) with Hearing Group (And Mouth) 50 Superspeed: Multipower, 50-point reserve 5u 1) Hyper Running I: Running +20" (20"/40" total), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 3u 2) Hand-To-Hand Attack +4d6, Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (50 Active Points); Hand-To-Hand Attack (-1/2) 2u 3) Hyper Running II: Flight 10", Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points); Only In Contact With A Surface (-1/4) 2u 4) Hyper Running III: Flight 10", Megascale (1" = 10 km; +1/2) (30 Active Points); Only In Contact With A Surface (-1/4) 4u 5) Wind Blast: Energy Blast 5d6, Double Knockback (+3/4) (44 Active Points) 3u 6) Wind Blast II: Energy Blast 4d6, Does x1 1/2 Knockback (+1/2), Area Of Effect (7" Cone; +1) (50 Active Points); No Range (-1/2) Powers Cost: 157 Cost Martial Arts Maneuver 5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 30 STR to Disarm roll; 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 Martial Arts Cost: 20 Cost Skill 3 Breakfall 16- 3 Superspeed 16- 3 Sleight Of Hand 16- Skills Cost: 9 Cost Perk 5 Fringe Benefit: Membership: JLA Perks Cost: 5 Cost Talent 12 Combat Luck (6 PD/6 ED) 3 Lightning Calculator Talents Cost: 15 Total Character Cost: 350 Pts. Disadvantage 5 Dependence: Food -10 Active Points from Affected Power (Very Common, 1 Hour) 15 Hunted: Gorilla Grodd 8- (Mo Pow, Harshly Punish) 10 Hunted: Flash Rouge Gallery 8- (As Pow, Harshly Punish) 15 Psychological Limitation: Overconfident (Common, Strong) 15 Psychological Limitation: Impulsive (Common, Strong) 20 Psychological Limitation: Code vs Killing (Common, Total) 5 Physical Limitation: Clumsy (Infrequently, Slightly Impairing) 5 Rivalry: Professional (Other superfast individuals; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 15 Social Limitation: Secret ID (Frequently, Major) 10 Unluck: 2d6 35 Mystery Disadvantages (Hunteds/DNPC's Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 1, 2008 Report Share Posted January 1, 2008 Re: Building the Animated Justice League Animated Green Lantern Player: Val Char Cost 15 STR 5 23 DEX 39 20 CON 20 12 BODY 4 15 INT 5 23 EGO 26 15 PRE 5 12 COM 1 5/20 PD 2 5/20 ED 1 5 SPD 17 7 REC 0 40 END 0 30 STUN 0 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 125 Cost Power 167 Variable Power Pool, 90 base + 77 control cost, Cosmic (+2) (225 Active Points); all slots OIF (-1/2), Must Be recharged (-1/4) 0 1) Flight: Flight 10", Reduced Endurance (1/2 END; +1/4) (25 Active Points); Ring Limitations (-3/4), OIF (-1/2), Must Be recharged (-1/4) Real Cost: 10 0 2) Green Aura: Armor (15 PD/15 ED) (45 Active Points); Ring Limitations (-3/4), OIF (-1/2), Must Be recharged (-1/4) Real Cost: 18 0 3) Energy Blast Or other Power: Energy Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Ring Limitations (-3/4), OIF (-1/2), Must Be recharged (-1/4) Real Cost: 30 0 4) Green Aura II: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Ring Limitations (-3/4), OIF (-1/2), Must Be recharged (-1/4) Real Cost: 8 Powers Cost: 167 Cost Skill 10 +2 with Ranged Combat 3 Bureaucratics 12- 3 Combat Piloting 14- 3 PS: Soldier 12- 3 Navigation (Land, Space) 12- 3 Paramedics 12- 3 Shadowing 12- 3 Stealth 14- 3 Streetwise 12- 8 Survival (Temperate/Subtropical, Tropical, Desert, Urban) 12- 3 Tactics 12- 3 Teamwork 14- 2 WF: Small Arms Skills Cost: 50 Cost Perk 5 Fringe Benefit: Membership in the JL 3 Fringe Benefit: Membership: GLC Perks Cost: 8 Total Character Cost: 350 Pts. Disadvantage 10 Distinctive Features: Military Demaner (Stick up his uniform) (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Guardians of the Universe 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 15 Hunted: Star Saphire 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 15 Hunted: Sinestro 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 5 Hunted: Katama Tui 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching) 5 Money: Poor 15 Psychological Limitation: Military Mindset (Very Common, Moderate) 15 Psychological Limitation: Protective of Home (Common, Strong) 10 Psychological Limitation: See's self as a Role Model (Common, Moderate) 10 Psychological Limitation: Patriotic (Common, Moderate) 15 Social Limitation: Subject to Orders (Frequently, Major) 10 Social Limitation: Public ID (Occasionally, Major) 5 Social Limitation: Subject to racisim (Occasionally, Minor) 5 Unluck: 1d6 Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 1, 2008 Report Share Posted January 1, 2008 Re: Building the Animated Justice League Thanks Jm' date=' I didn't see the HD files until you mentioned them. [/quote'] Then I will stop posting them Quote Link to comment Share on other sites More sharing options...
Greeter Posted January 1, 2008 Report Share Posted January 1, 2008 Re: Building the Animated Justice League No need to stop. I enjoy being able to see them at a glance. Thank you for redoing them. Quote Link to comment Share on other sites More sharing options...
ScrewySquirrel Posted January 3, 2008 Report Share Posted January 3, 2008 Re: Building the Animated Justice League how about a real challenge? What about the rest of the expanded, JLU? we saw about 20 others: Green Arrow Supergirl Question Huntress Black Canary Wildcat Vigilante Vixen Shining Knight Star Girl S.T.R.I.P.E. Aquaman Mr. Terriffic Captain Marvel Captain Atom The Atom Atom Smasher Steel Fire Hawkman Metamorpho Hawk Dove B'wana Beast Red Tornado Zatanna Booster Gold (with Skeets!) Enlongated Man Quote Link to comment Share on other sites More sharing options...
McCoy Posted January 3, 2008 Report Share Posted January 3, 2008 Re: Building the Animated Justice League how about a real challenge? What about the rest of the expanded, JLU? we saw about 20 others: Green Arrow Supergirl Question Huntress Black Canary Wildcat Vigilante Vixen Shining Knight Star Girl S.T.R.I.P.E. Aquaman Mr. Terriffic Captain Marvel Captain Atom The Atom Atom Smasher Steel Fire Hawkman Metamorpho Hawk Dove B'wana Beast Red Tornado Zatanna Booster Gold (with Skeets!) Enlongated Man The Question's main power is the ability to make Bruce Wayne say "Dude, lighten up!" Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 3, 2008 Report Share Posted January 3, 2008 Re: Building the Animated Justice League What Do You Want Me To Do Write Up The Whole Dcua? Quote Link to comment Share on other sites More sharing options...
Lord Liaden Posted January 3, 2008 Report Share Posted January 3, 2008 Re: Building the Animated Justice League A bunch of the writeups from this thread, and others, were transfered to Susano's website, in easy-to-read format: http://surbrook.devermore.net/adaptationscomic/comicchar.html Quote Link to comment Share on other sites More sharing options...
ScrewySquirrel Posted January 3, 2008 Report Share Posted January 3, 2008 Re: Building the Animated Justice League The Question's main power is the ability to make Bruce Wayne say "Dude' date=' lighten up!"[/quote'] What intrigues me is just how many of the characters in the DC universe, unlike Marvel, are truly 'supernormals' no mutant powers, no Magic, no alien tech, just their own wits and skills: Batman (I disagree with ANY writeup that gives Bats any stats over 20) Huntress Question Green Arrow Vigilante Wildcat and arguably Shining Knight Star Girl S.T.R.I.P.E. Quote Link to comment Share on other sites More sharing options...
assault Posted January 3, 2008 Report Share Posted January 3, 2008 Re: Building the Animated Justice League Batman (I disagree with ANY writeup that gives Bats any stats over 20) This is one of our most done to death subjects, incidentally. Basically, there is a long history of characteristic inflation in Champions. Batman's characteristics need to rate him correctly relative to other characters, and allow him to behave in the way he does in the source material. Of course, then you have to choose which source material you are using! (My personal benchmark tends to be early Silver Age, since it was an interesting period, and lots of stuff is available in cheap reprint editions.) If you do go with "no stats over 20", then you need to make sure that all the other characters are built such that they don't have higher stats that aren't justified. After all, Bats is faster, smarter and stronger than most "superhumans", apart from those that specifically have super-speed, super-intelligence and super-strength. Personally, I don't bother with this limit, and actually prohibit the Normal Character Maxima disadvantage in order to discourage this kind of argument. Characters should have what they need to function as they should in the particular campaign they are in. The 20 limit might work in some cases, but is inadequate in others. Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 3, 2008 Report Share Posted January 3, 2008 Re: Building the Animated Justice League This is one of our most done to death subjects, incidentally. Basically, there is a long history of characteristic inflation in Champions. Batman's characteristics need to rate him correctly relative to other characters, and allow him to behave in the way he does in the source material. Of course, then you have to choose which source material you are using! (My personal benchmark tends to be early Silver Age, since it was an interesting period, and lots of stuff is available in cheap reprint editions.) If you do go with "no stats over 20", then you need to make sure that all the other characters are built such that they don't have higher stats that aren't justified. After all, Bats is faster, smarter and stronger than most "superhumans", apart from those that specifically have super-speed, super-intelligence and super-strength. Personally, I don't bother with this limit, and actually prohibit the Normal Character Maxima disadvantage in order to discourage this kind of argument. Characters should have what they need to function as they should in the particular campaign they are in. The 20 limit might work in some cases, but is inadequate in others. Stat inflation is a myth Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 3, 2008 Report Share Posted January 3, 2008 Re: Building the Animated Justice League What intrigues me is just how many of the characters in the DC universe, unlike Marvel, are truly 'supernormals' no mutant powers, no Magic, no alien tech, just their own wits and skills: Batman (I disagree with ANY writeup that gives Bats any stats over 20) Huntress Question Green Arrow Vigilante Wildcat and arguably Shining Knight Star Girl S.T.R.I.P.E. NCM is not the max of human potential, never was ment to be, it is the point of diminishing gains, and that is as written, Quote Link to comment Share on other sites More sharing options...
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