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Building the Animated Justice League


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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)

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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?

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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

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  • 4 months later...

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 :D

 

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!

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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...

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  • 2 years later...

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.

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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

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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

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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

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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

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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

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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!"

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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.

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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.

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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

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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,

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