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The Classic Justice League starting members on 350 points


Hyper-Man

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Re: The Classic Justice League starting members on 350 points

 

Normal Characteristic Maxima (Bruce is' date=' after all, a non-powered highly trained normal. Yes, he reaches (or exceeds) many standards. But that is why he is such a hero...because he does so by sheer force of will, not biologic mutation or such).[/quote']

 

Oh no, not again! :rolleyes:

 

Basically, if you give Bruce NCM, you need to give it to most of the rest of the Justice League as well, and adjust the overall power level of the setting accordingly.

 

Bruce is smarter, faster, stronger, scarier and more resistant to damage than most other superheroes, and there is no sane reason for charging him extra points for this.

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Re: The Classic Justice League starting members on 350 points

 

I will not be using the NCM Disadvantage for any character.

 

However, I did purposely define Flash's base characteristics and the bonuses he gained to them from his powers (with no Limitations unlike Aquaman, MM, Supes and WW). This was to make it easier to deal with if the team ever faces a plot-device level 'super-power removal effect' in the future. If that ever happens, Batman then becomes the highest DEX character (above Flash and Wonder Woman).

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Re: The Classic Justice League starting members on 350 points

 

I think you overestimated Aquaman's water-powered strength some. I would have held him to +25 or +30' date=' especially if Diana is a 55 STR.[/quote']

 

Actually, I have updated Wonder Woman to a 65 but just haven't posted it yet. I am trying to be very mindful of relative strength levels between all the major players.

 

so far everyone's maximum STR is:

 

75 Superman

70 Martian Manhunter

65 Wonder Woman

60 Aquaman

60 Green Lantern (Telekinesis)

20 Flash

20 Batman

 

all except Superman, Martian Manhunter and Green Lantern also have Martial Arts as well.

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Re: The Classic Justice League starting members on 350 points

 

If you are amenable' date=' i would be privileged to host these on my site.[/quote']

 

When I'm done getting them all finalized that would be awesome.

 

I'm considering adding Green Arrow and Black Canary to the mix as well. I'm just not sure how well they'll fit with such a 'rookie' level Batman.

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Re: The Classic Justice League starting members on 350 points

 

Hawkgirl or Hawkman?

 

I can't seem to find a good Alex Ross version of the former.

 

I have located individual pics of all the characters in this poster so I am leaning towards using it as the final lineup.

 

Alex_Ross_Montage_2.jpg

 

Here's another that has both plus the Big Red Cheese and Plastic Man:

 

JLAbyAlexRoss02.jpg

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Re: The Classic Justice League starting members on 350 points

 

Just a suggestion' date=' but shouldn't GL's ring have Universal Translator? He can talk with just about anyone in the galaxy with it... :)[/quote']

 

 

I considered buying it as a separate ability but as a GM I would allow the VPP to be used to that end instead.

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Re: The Classic Justice League starting members on 350 points

 

I would love to see your take on Hawkgirl from the DC Animated JLU. :)

 

 

For teh benneh...

 

Here' an incomplete draft:

 

The Winged Angel

Val Char Cost Roll Notes

25/45 STR 15 14- / 18- Lift 800.0kg/12.8tons; 5d6/9d6 [2]

20 DEX 30 13- OCV: 7/DCV: 7

25 CON 30 14-

14 BODY 8 12-

13 INT 3 12- PER Roll 13-

15 EGO 10 12- ECV: 5

15 PRE 5 12- PRE Attack: 3d6

18 COM 4 13-

16/25 PD 5 Total: 16/25 PD (6 rPD)

16/25 ED 5 Total: 16/25 ED (6 rED)

4 SPD 10 Phases: 3, 6, 9, 12

10/14 REC 0

50 END 0

40/50 STUN 0

Total Characteristic Cost: 125

 

Movement:

Running: 6"/12"

Flight: 20"/40"

Gliding: 30"/60"

Leaping: 5"/10"

Swimming: 2"/4"

 

Cost Powers END

9 Thanagarian Mental Resistance: Mental Defense (10 points total), Inherent (+1/4) (9 Active Points)

 

Thanagarian Police Nth Metal Harness, all slots IIF (-1/4)

24 1) +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points)

4 2) +5 PD (5 Active Points)

7 3) +9 ED (9 Active Points)

13 4) Healing BODY 1d6+1 (standard effect: 4 points), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Decreased Re-use Duration (1 Turn; +1 1/2) (45 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2), Always On (-1/2)

2 5) +1 PER with all Sense Groups (3 Active Points)

2 6) +2 versus Range Modifier for Sight Group (3 Active Points)

4 7) Nightvision (5 Active Points)

1 8) Life Support (Safe Environment: Zero Gravity)

 

22 Thanagarian Police Wings: Multipower, 45-point reserve, (45 Active Points); all slots OIF (-1/2), Restrainable (-1/2)

2u 1) Flight 20", Position Shift (45 Active Points) 4

2u 2) Gliding 30", Variable Advantage (+1/4 Advantages; Limited Group of Advantages; No Turn Mode, Megascale; +1/2) (45 Active Points)

 

38 Nth Metal Mighty Mace of Power: Multipower, 76-point reserve, (76 Active Points); all slots OAF (-1)

3u 1) Smash: Hand-To-Hand Attack +5d6, Indirect (Same origin, always fired away from attacker; Can't Be Blocked; +1/4), Armor Piercing (+1/2), Penetrating (+1/2), Double Knockback (+3/4) (75 Active Points); Hand-To-Hand Attack (-1/2) 7

Notes: 10d6 w/STR. 12d6 w/Martial Strike. Passing Strike adds +1 DC/15" movement.

2u 2) Throw: Energy Blast 10d6, Penetrating (+1/2) (75 Active Points); 1 Recoverable Charge (-1 1/4), Lockout (-1/2), Range Based On Strength (-1/4) [1 rc]

3u 3) Deflect: (Total: 76 Active Cost, 32 Real Cost) Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, Adjacent Hex (+1/2) (60 Active Points); Costs Endurance (-1/2) (Real Cost: 24) plus +2 with All Combat (16 Active Points) (Real Cost: 8) 6

2u 4) Disrupt: Dispel 10d6, any [Magic] power one at a time (+1/4), Variable Special Effects (Limited Group of SFX; vs. Magic or Electronics; +1/4), Penetrating (+1/2), Cumulative (+1/2) (75 Active Points); 1 Recoverable Charge (Recovers Under Limited Circumstances; Only If Thrown; -1/2), Lockout (Only If Thrown; -1/2), Range Based On Strength (-1/4) [1 rc]

 

Hawk-Fu (HTH)

Maneuver OCV DCV Notes

1 Weapon Element: Axes, Maces, Hammers, and Picks

4 Martial Block +2 +2 Block, Abort

5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

4 Martial Strike +0 +2 7d6 / 11d6 Strike

5 Passing Strike +1 +0 5d6 / 9d6 +v/5; FMove

5 Takeaway +0 +0 Grab Weapon, 35 STR / 55 STR to take weapon away

Perks

2 It's Hawkgirl!: Reputation (A large group) 11-, +1/+1d6

Talents

12 Combat Luck (6 PD/6 ED)

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Concealment 12-

5 Rapid Attack (HTH)

3 Stealth 13-

3 Streetwise 12-

1 WF: Axes, Maces, Hammers, and Picks

6 +2 with Martial Maneuvers

20 +2 Overall Skill Levels

 

Total Powers & Skill Cost: 225

Total Cost: 350

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Re: The Classic Justice League starting members on 350 points

 

I took a break from this for a while but here are two new rough draft additions:

 

First up is Plastic Man:

 

The Man of Silly Putty

Val Char Cost Roll Notes

25 STR 15 14- Lift 800.0kg; 5d6 [2]

20 DEX 30 13- OCV: 7/DCV: 7

23 CON 26 14-

20 BODY 20 13-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV: 3

15 PRE 5 12- PRE Attack: 3d6

16 COM 3 12-

15 PD 10 Total: 15 PD (15 rPD)

15 ED 10 Total: 15 ED (15 rED)

4 SPD 10 Phases: 3, 6, 9, 12

10 REC 0

46 END 0

45 STUN 0

Total Characteristic Cost: 132

 

Movement:

Running: 6"/12"

Flight: 19"/38"

Leaping: 5"/10"

Swimming: 2"/4"

 

Cost Powers END

Body of Plastic, all slots Limited Power Affected by Adjustments as an EC (-1/4)

16 1) Physical Damage Reduction, 50% (20 Active Points)

8 2) Energy Damage Reduction, 25% (10 Active Points)

11 3) (Total: 27 Active Cost, 11 Real Cost) Hardened (+1/4) (4 Active Points) applied to PD (Real Cost: 4) plus Hardened (+1/4) (4 Active Points) applied to ED (Real Cost: 4) plus Damage Resistance (15 PD/15 ED), Hardened (+1/4) (19 Active Points); Always On (-1/2) (Real Cost: 11)

8 4) Healing BODY 1d6+1 (standard effect: 4 points), Can Heal Limbs, Reduced Endurance (0 END; +1/2), Decreased Re-use Duration (1 Hour; +1/2), Persistent (+1/2) (45 Active Points); Extra Time (1 Hour, -3), Always On (-1/2), Self Only (-1/2)

4 5) Lack Of Weakness (-5) for Normal Defense (5 Active Points)

22 6) Life Support (Eating: Character does not eat; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (27 Active Points)

3 7) Mental Defense (7 points total), Hardened (+1/4) (7 Active Points); Limited Power Only vs. Mind Control (-1)

 

60 Plastic Powers: Multipower, 75-point reserve, (75 Active Points); all slots Limited Power Affected by Adjustments as an EC (-1/4)

6u 1) Elastic Reach: Stretching 9", x16 Noncombat, Reduced Endurance (1/2 END; +1/4) (75 Active Points) 3

Notes: Stretching momentum can be used to add +1 DC per 3" of stretching to Stretch Fu attacks: 11d6 with Legsweep and 12d6 with Martial Strike.

4u 2) Elastic Wrap: (Total: 75 Active Cost, 41 Real Cost) +35 STR, Costs END Only To Activate (+1/4) (44 Active Points); Limited Power Only For Holding On With Grabs (-1), No Figured Characteristics (-1/2) (Real Cost: 18) plus Costs END Only To Activate (+1/4) for up to 25 Active Points of STR (6 Active Points); Limited Power Only For Holding On With Grabs (-1) (Real Cost: 3) plus Stretching 2", Reduced Endurance (0 END; +1/2) (15 Active Points) (Real Cost: 12) plus Clinging (normal STR) (10 Active Points) (Real Cost: 8) 4

Notes: This can be combined with Martial Grab for a total of 80 STR for holding on and makes it easier to maintain with Costs END Only To Activate.

5u 3) Form of... Trampoline: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, Hardened (+1/4), Full Range (+1) (75 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 7

Notes: Reflection does require an additional attack roll.

2u 4) Form of... Wall: Force Wall (12 PD/12 ED; 6" long and 1" tall) (Opaque Normal Sight) (75 Active Points); Feedback (-1), No Range (-1/2), Self Only (-1/2) 7

5u 5) Form of.... Movement: Flight 19", Position Shift, Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Combat Acceleration/Deceleration, Reduced END, Usable as (Gliding, Leaping, Running or Swimming); +3/4) (75 Active Points); Visible (-1/4) 7

4u 6) Form of... Anything: Shape Shift (Sight, Touch, Hearing and Radio Groups, any shape), Imitation, Reduced Endurance (0 END; +1/2) (73 Active Points); Affects Body Only (-1/2), Limited Effect (Can't Change Color.; -1/4)

2u 7) Through the Tiniest of Openings: Desolidification , Costs END Only To Activate (+1/4), Uncontrolled (+1/2) (70 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2) 6

Notes: Allows movement through the tiniest of openings.

4u 8) Hammer Hands: Hand-To-Hand Attack +4d6, Reduced Endurance (1/2 END; +1/4), Indirect (Same origin, always fired away from attacker; +1/4), Does x1 1/2 Knockback (+1/2), Area Of Effect Accurate (One Hex; Only to determine DCV of targets vs. Selective AOE; +1/2), Area Of Effect (4" Any Area; +1), Selective (+1/4) (75 Active Points); Hand-To-Hand Attack (-1/2) 3

Notes: 12d6 with Martial Strike.

 

 

Plastic-Fu

Maneuver OCV DCV Notes

8 +2 HTH Damage Class(es)

3 Legsweep +2 -1 8d6 Strike, Target Falls

Notes: Must be able to lift target with pushed STR to knock target down.

4 Martial Block +2 +2 Block, Abort

3 Martial Grab -1 -1 Grab Two Limbs, 45 STR for holding on

4 Martial Strike +0 +2 9d6 Strike

Perks

2 Reputation: It's Plastic Man! (A large group) 11-, +1/+1d6

Talents

2 Trackless Stride

Notes: The character can move so stealthily and lightly that he leaves no tracks upon the ground (not even on sand or snow), and does not trigger ground-based traps involving pressure.

Skills

0 Acting 8-

0 AK: Native Country 8-

0 Conversation 8-

0 Language: English (Idiomatic, native accent; Custom Adder)

Notes: Native Language

0 Persuasion 8-

0 PS: Player's Choice 8-

0 TF: Custom Adder, Small Motorized Ground Vehicles

Notes: Custom Mod is Everyman Skill

 

3 Concealment 12-

3 Deduction 12-

3 Shadowing 12-

3 Sleight Of Hand 13-

3 Stealth 13-

 

3 +1 With Stretch-Fu

10 +1 Overall Skill Level

 

Total Powers & Skill Cost: 218

Total Cost: 350

 

200+ Disadvantages

10 Physical Limitation: Greatly Reduced Tactile Sense [-2 PER] (Frequently, Slightly Impairing)

10 Distinctive Features: Plastic Features and Costume (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Unluck: 1d6

10 Reputation: Silly Elastic Hero, 11-

115 Experience Points

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Re: The Classic Justice League starting members on 350 points

 

Next, I present Captain Marvel:

 

The Big Red Cheeze

Val Char Cost Roll Notes

8/45 STR -2 11- / 18- Lift 75.8kg/12.8tons; 1 1/2d6/9d6

15/21 DEX 15 12- / 13- OCV: 5/7/DCV: 5/7

13/30 CON 6 12- / 15-

11 BODY 2 11-

13/18 INT 3 12- / 13- PER Roll 12-/13-

14 EGO 8 12- ECV: 5

10/15 PRE 0 11- / 12- PRE Attack: 2d6/3d6

16 COM 3 12-

8/25 PD 6 Total: 8/25 PD (8/20 rPD)

8/25 ED 5 Total: 8/25 ED (8/20 rED)

4 SPD 15 Phases: 3, 6, 9, 12

5/15 REC 0

26/60 END 0

22/50 STUN 0

Total Characteristic Cost: 61

 

Movement:

Running: 6"/12"

Flight: 20"/40"

Leaping: 1"/2"

Swimming: 2"/4"

Teleportation: 8"/32"

Tunneling: 3"/6"

 

Cost Powers END

4 SHAZAM!: Minor Transform 2d6 (into and out of Captain Marvel) (20 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Magic Lightning Bolt; -2), Limited Target (Clothes) ([Very Limited]; -1), No Range (-1/2), Incantations (-1/4) 2

Notes: The Magic Lightning can't be used as an attack (yet). That would require an actual power build (without OIHID).

 

The Wisdom of Solomon, all slots Only In Heroic Identity (-1/4)

4 1) +5 INT (5 Active Points)

4 2) Mental Defense (18 points total) (5 Active Points)

Notes: 8 total without Force Field multipower slot.

 

The Strength of Hercules, all slots Only In Heroic Identity (-1/4)

30 1) +37 STR (37 Active Points) 4

9 2) Reduced Endurance (1/2 END; +1/4) for up to 45 Active Points of STR (11 Active Points)

 

The Stamina of Atlas, all slots Only In Heroic Identity (-1/4)

27 1) +17 CON (34 Active Points)

3 2) +4 ED (4 Active Points)

17 3) Armor (10 PD/10 ED) (30 Active Points); Always On (-1/2)

6 4) Damage Resistance (10 PD/10 ED) (10 Active Points); Always On (-1/2)

11 5) Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Always On (-1/2), Self Only (-1/2)

36 6) Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; 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) (45 Active Points)

8 7) Power Defense (10 points) (10 Active Points)

 

The Courage of Achilles, all slots Only In Heroic Identity (-1/4)

4 1) +5 PRE (5 Active Points)

 

The Speed of Mercury, all slots Only In Heroic Identity (-1/4)

10 1) +6 DEX (18 Active Points); No Figured Characteristics (-1/2)

4 2) Rapid ( x10) with Sight Group (5 Active Points)

 

60 The Powers of SHAZAM!: Multipower, 90-point reserve, (90 Active Points); all slots Only In Heroic Identity (-1/4), Limited Power Affected by Adjustments as an EC (-1/4)

3u 1) The Strength of Hercules: Density Increase (6,400 kg mass, +30 STR, +6 PD/ED, -6" KB), Reduced Endurance (0 END; +1/2) (45 Active Points)

Notes: Bonus STR costs normal 3 END. Total END for 75 STR is 5 (2+3).

3u 2) The Stamina of Atlas: Force Field (10 PD/10 ED) (Protect Carried Items), Invisible to Sight Group, SFX Only (+1/4), Costs END Only To Activate (+1/4) (45 Active Points) 4

2u 3) The Power of Zeus: Hand-To-Hand Attack +6d6, Armor Piercing (+1/2) (45 Active Points); Hand-To-Hand Attack (-1/2) 4

2u 4) The Power of Zeus: Hand-To-Hand Attack +6d6, Area Of Effect Accurate (One Hex; +1/2) (45 Active Points); Hand-To-Hand Attack (-1/2) 4

2u 5) The Power of Zeus: Tunneling 3" through 13 DEF material (45 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) 4

3u 6) The Courage of Achilles: Force Field (10 Mental Defense/10 Power Defense) (Protect Carried Items), Invisible to Sight Group, SFX Only (+1/4), Costs END Only To Activate (+1/4) (45 Active Points) 4

3u 7) The Speed of Mercury: Teleportation 8", No Relative Velocity, x2 Increased Mass, x4 Noncombat, Invisible to Sight Group, SFX Only (+1/4) (45 Active Points); Must Pass Through Intervening Space (-1/4) 4

2u 8) The Speed of Mercury: (Total: 45 Active Cost, 25 Real Cost) +3 Overall Skill Levels (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 17) plus Missile Deflection (Bullets & Shrapnel) (15 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 8) 4

3u 9) The Speed of Mercury: Flight 10", Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; Combat Acceleration/Deceleration, Invisible Power Effects, Megascale, No Gravity Penalty, No Turn Mode, Reduced Endurance, Usable As Running or Swimming; +1) (45 Active Points) 2

3u 10) The Speed of Mercury: Flight 20", Position Shift (45 Active Points) 4

 

Perks

2 Reputation: It's Captain Marvel! (A large group) 11-, +1/+1d6

1 Fringe Benefit: Press Pass

3 Contact, Organization Contact (WHIZ Radio; x3) (3 Active Points) 8-

Talents

6 Combat Luck (3 PD/3 ED)

Skills

3 Concealment 12- (13-)

3 Deduction 12- (13-)

1 Hoist 8-

3 Streetwise 11- (12-)

1 CK 8-

3 Power 12- (13-)

 

Total Powers & Skill Cost: 289

Total Cost: 350

 

200+ Disadvantages

15 Dependent NPC: Mary (sister) 11- (Normal)

15 Dependent NPC: Uncle 8- (Incompetent)

15 Hunted: Rogues Gallery 11- (As Pow, NCI, Limited Geographical Area, Harshly Punish)

10 Hunted: Cadmus 14- (Less Pow, NCI, Watching)

20 Psychological Limitation: Code Vs. Killing (Common, Total)

20 Psychological Limitation: Big Boyscout: Obeys the Law (Truth, Justice and ....) (Common, Total)

15 Social Limitation: Secret Identity: Billy Batson (Frequently, Major)

20 Accidental Change: Whenever hit by Magic Lightning Bolt (SHAZAM!) Always (Uncommon)

20 Experience Points

 

Total Disadvantage Points: 350

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Re: The Classic Justice League starting members on 350 points

 

Besides completed Disadvantages for some, all of these write ups need Background details (primarily to be viewable in HTML exports).

 

I welcome anyone's input on such details for all of these characters.

(I suck at writing backgrounds).

 

:D

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Re: The Classic Justice League starting members on 350 points

 

Yesterday was a slow day at work.

 

The resulting concept was an extension of my previous thoughts about Ultra Boy: build Superman as a Multiform character.

 

Give him about 250 points that are common to all versions, and 100 that can be swapped between his different forms.

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Re: The Classic Justice League starting members on 350 points

 

Here is (the incomplete) Black Canary:

 

The Song Bird

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 [2]

24 DEX 42 14- OCV: 8/DCV: 8

20 CON 20 13-

15 BODY 10 12-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

26 COM 8 14-

12/17 PD 5 Total: 12/17 PD (3/8 rPD)

12/17 ED 5 Total: 12/17 ED (3/8 rED)

4 SPD 6 Phases: 3, 6, 9, 12

8 REC 0

40 END 0

35 STUN 0

Total Characteristic Cost: 116

 

Movement:

Running: 6"/12"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

7 Costume: Armor (5 PD/5 ED) (15 Active Points); Activation Roll 14- (-1/2), OIF (-1/2)

6 Hearing Group Flash Defense (5 points), Hardened (+1/4) (6 Active Points)

2 Damage Resistance (5 Flash Def.), Hardened (+1/4)

 

67 Canary Cry: Multipower, 150-point reserve, (150 Active Points); all slots No Range (-1/2), Limited Power Affected by adjustment powers as an EC (-1/4), Restrainable (Only by means other than Grabs and Entangles; Must be able 'sing'; -1/4), Concentration (1/2 DCV; -1/4)

7u 1) High Impact Cry: Energy Blast 10d6, Indirect (Same origin, always fired away from attacker; +1/4), Double Knockback (+3/4), Area Of Effect (21" Cone; +1) (150 Active Points) 15

7u 2) Killing Cry: RKA 2d6, Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2), Invisible to Sight Group (+1/2), Double Knockback (+3/4), Area Of Effect (25" Cone; +1), Continuous (+1) (150 Active Points) 7

5u 3) Ultrasonic Cry: EB 5d6, Reduced Endurance (1/2 END; +1/4), Personal Immunity (+1/4), Continuous (+1), Area Of Effect (13" Radius; +1), Invisible Power Effects (Fully Invisible; Except for Ultrasonic Hearing; +1), Attack Versus Limited Defense (Hearing Group Flash Defense; +1 1/2) (150 Active Points); Extra Time (Delayed Phase, Must Take Full Breath; -1/4), Conditional Power Power does not work in Uncommon Circumstances (Not vs. Deaf Targets; -1/4) 7

 

Kung Fu

Maneuver OCV DCV Notes

16 +4 HTH Damage Class(es)

4 Block +2 +2 Block, Abort

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Punch +0 +2 10d6 Strike

5 Kick -2 +1 12d6 Strike

5 Takeaway +0 +0 Grab Weapon, 50 STR to take weapon away

3 Throw +0 +1 8d6 +v/5, Target Falls

Perks

2 Reputation: It's The Black Canary! (A large group) 11-, +1/+1d6

Talents

6 Combat Luck (3 PD/3 ED)

3 Perfect Pitch

Skills

3 Acrobatics 14-

3 Acting 12-

3 Breakfall 14-

3 Climbing 14-

3 Combat Driving 14-

3 Concealment 12-

3 Criminology 12-

3 Deduction 12-

5 Defense Maneuver I-II

Notes: Defense Maneuver I: No attacker is considered to be attacking “from behind”: 3 points. Defense Maneuver II: Eliminates Multiple Attacker Bonuses as to attackers the character can perceive: +2 points.

3 Interrogation 12-

3 Lockpicking 14-

3 Paramedics 12-

5 Rapid Attack (HTH)

3 Security Systems 12-

3 Shadowing 12-

3 Stealth 14-

3 Streetwise 12-

 

20 +2 Overall Skill Levels

6 +2 with Martial Maneuvers

 

Total Powers & Skill Cost: 234

Total Cost: 350

 

200+ Disadvantages

10 Hunted: Rouge Gallery 8- (As Pow, Harshly Punish)

10 Hunted: Gotham PD 8- (Mo Pow, NCI, Watching)

15 Psychological Limitation: Mysterious & Enigmatic (Common, Strong)

20 Psychological Limitation: Code vs Killing (Common, Total)

15 Psychological Limitation: Drivin to protect Gotham City (Common, Strong)

15 Social Limitation: Secret ID (Frequently, Major)

65 Experience Points

 

Total Disadvantage Points: 350

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Re: The Classic Justice League starting members on 350 points

 

And here is (the incomplete) Green Arrow:

 

The Archer

Val Char Cost Roll Notes

25 STR 15 14- Lift 800.0kg; 5d6 [2]

24 DEX 42 14- OCV: 8/DCV: 8

20 CON 20 13-

12 BODY 4 11-

18 INT 8 13- PER Roll 13-

15 EGO 10 12- ECV: 5

15 PRE 5 12- PRE Attack: 3d6

20 COM 5 13-

12/17 PD 4 Total: 12/17 PD (3/8 rPD)

12/17 ED 5 Total: 12/17 ED (3/8 rED)

4 SPD 6 Phases: 3, 6, 9, 12

9 REC 0

40 END 0

35 STUN 0

Total Characteristic Cost: 124

 

Movement:

Running: 6"/12"

Leaping: 5"/10"

Swimming: 2"/4"

Swinging: 0"/3"/0"/6"

 

Cost Powers END

Green Arrow Costume, all slots OIF (-1/2)

7 1) Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2), Activation Roll 14- (-1/2)

3 2) Nightvision (5 Active Points)

3 3) Sight Group Flash Defense (5 points)

3 4) Hearing Group Flash Defense (5 points) (5 Active Points)

 

20 Zen Accuracy: Find Weakness 11- with with Bow & Arrow Attacks

 

24 Bow & Arrows: Multipower, 60-point reserve, (60 Active Points); all slots OAF (Typically Requires 2 Hands (Bow & Arrows); -1), Arrangement (-1/4), Limited Power: Range Based On Strength (Maximum Range = 150") Power loses about a fourth of its effectiveness (Not Applicable to "Club Weapon: Reinforced Long Bow" and "Suction Arrow" Slots; -1/4)

Notes: Total # of arrows carried in quiver = 120. "Zen Archery" manuevers can be used to increase the damage for all the "Standard Arrows". Some of the "Trick Arrows" might still be used for the Ranged Trip or Disarm manuevers . A few "Standard Arrows" are built with the advantage "Autofire" which represents their standard size compared with the rest of the trick arrows. This allows up to 3 arrows of any one standard type to be notched and fired simultaneously (Broad-Head, Flubber-Tipped and Rubber-Tipped). Both the Broad-Head and Rubber-Tipped arrows are also built with the advantage "Invisible Power Effects; Hearing Group" (The Flubber-Tipped one makes a sound similar to a "party-favor" during flight).

1u 1) Club Weapon: Reinforced Long Bow: (Total: 37 Active Cost, 12 Real Cost) HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 10) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); no Noncombat Stretching (-1/4) (Real Cost: 2)

Notes: 11d6 Total when combined with Karate Punch.

2u 2) Broad-Head Arrow: RKA 3d6-1, Autofire (3 shots; +1/4), Invisible to Hearing Group (+1/4) (60 Active Points); 12 Charges (-1/4), Beam (-1/4) [12]

2u 3) Concussion-Blast Arrow: Touch Group Flash 8d6, Does Knockback (+1/4), Explosion (+1/2), Double Knockback (+3/4) (60 Active Points); Can Be Missile Deflected (-1/4), 12 Charges (-1/4) [12]

2u 4) Diamond-Tipped Arrow: RKA 3d6-1, Armor Piercing (+1/2) (60 Active Points); 12 Charges (-1/4), Beam (-1/4) [12]

Notes: Maximum Damage = 3d6+1 & an additional +2 Body & +6 Stun (Zen Archery's Basic Shot: +4 Damage Classes are halved to +2 DC when applied to killing damage & combat skill levels: +2 Zen Archery and +2 Overal add +1 Body & +3 Stun for each 2 levels applied). Armor Piercing and Zen Accuracy (Find Weakness as high as 13- with +2 Overall levels not counting any extra time spent to increase roll) can make this potentially apply vs. 1/4 or LESS of the target's base resistant physical defenses.

2u 5) Flash-Bang Arrow: Sight and Hearing Groups Flash 5d6, Area Of Effect (3" Radius; +1) (60 Active Points); 12 Charges (-1/4), Can Be Missile Deflected (-1/4) [12]

2u 6) Flubber-Tipped Arrow: EB 6d6, Autofire (3 shots; +1/4), Double Knockback (+3/4) (60 Active Points); 12 Charges (-1/4), Beam (-1/4) [12]

2u 7) High-Explosive Arrow: RKA 3d6-1, Explosion (+1/2) (60 Active Points); 8 Charges (-1/2) [8]

2u 8) Knockout-Gas Arrow: EB 3d6, NND (Life Support: Self Contained Breathing, Life Support: Immunity Chemical Warfare Agents; +1), Area Of Effect (5" Radius; +1), Continuous (+1) (60 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4), Can Be Missile Deflected (-1/4) [6 cc]

2u 9) Micro-Net Arrow: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); 12 Charges (-1/4), Beam (-1/4) [12]

2u 10) Rubber-Tipped Arrow: EB 8d6, Autofire (3 shots; +1/4), Invisible to Hearing Group (+1/4) (60 Active Points); 12 Charges (-1/4), Beam (-1/4) [12]

2u 11) Smoke-Bomb Arrow: Change Environment 4" radius, -8 to Normal Sight PER Rolls, -7 to Normal Smell PER Rolls, Multiple Combat Effects, 12 Continuing Charges lasting 1 Turn each (+1/4) (60 Active Points); Explosion (-1/4) [12 cc]

2u 12) Sonic-Screech Arrow: (Total: 60 Active Cost, 16 Real Cost) Hearing Group Flash 3d6, Explosion (+1/2) (13 Active Points); 3 Charges (-1 1/4), Can Be Missile Deflected (-1/4) (Real Cost: 3) plus EB 2d6, Uncontrolled (+1/2), Explosion (-1 DC/2"; +3/4), Continuous (+1), Attack Versus Limited Defense (Flash Defense Hearing; +1 1/2) (47 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Can Be Missile Deflected (-1/4) (Real Cost: 13) [3]

2u 13) Suction-Cup Arrow: (Total: 60 Active Cost, 20 Real Cost) Clinging (normal STR) (10 Active Points) (Real Cost: 4) plus Stretching 2", x8 Noncombat, 3 Recoverable Continuing Charges lasting 5 Minutes each (+0), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2) (40 Active Points); Limited Body Parts (-1/4), Always Direct (-1/4), Range Modifier Applies (-1/4) (Real Cost: 12) plus Swinging 3", Reduced Endurance (0 END; +1/2) (4 Active Points) (Real Cost: 2) plus +2 Skill Levels with Acrobatics, Breakfall, Climbing (6 Active Points) (Real Cost: 2) [3 rc]

2u 14) Taser-Charged Arrow: EB 3d6, Indirect (Same origin, always fired away from attacker; +1/4), Invisible to Hearing Group, SFX Only (+1/4), Uncontrolled (+1/2), Continuous (+1), No Normal Defense (Power Defense; +1) (60 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2), Beam (-1/4) [4 cc]

 

 

Zen Archery

Maneuver OCV DCV Notes

8 +2 Ranged Damage Classes

4 Basic Shot +0 +0 Strike, +4 DC

4 Ranged Disarm +0 +0 Disarm, +5 DC to Disarm

4 Trip -1 -1 v/5, Target Falls

 

Karate

Maneuver OCV DCV Notes

4 Martial Block +2 +2 Block, Abort

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Punch/Snap Kick +0 +2 7d6 Strike

4 Martial Disarm -1 +1 Disarm; 35 STR to Disarm

Perks

2 Reputation: It's the Green Arrow! (A large group) 11-, +1/+1d6

11 Money: Filthy Rich

Talents

3 Absolute Range Sense

6 Combat Luck (3 PD/3 ED)

3 Lightning Reflexes: +2 DEX to act first with All Actions

Skills

Everyman Skills

1 TF: Custom Adder, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

Notes: Custom Mod is Everyman Skill

 

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

3 Concealment 13-

3 Demolitions 13-

3 Inventor 13-

3 Shadowing 13-

3 Stealth 14-

3 Streetwise 12-

3 Survival 13-

2 SS: Chemistry 11-

2 SS: Mechanical Engineering 11-

3 Weaponsmith (Arrows, Bolts, And Darts, Bows) 13-

1 Zen: KS: Philosophy 8-

 

Zen Archery Tricks

3 1) Fast Draw 14-

Notes: (Hero System Fifth Edition Rule Book, page 39-40; Revised, page 59) This Agility Skill represents the ability to ready and use a weapon quickly. A character with Fast Draw can draw a weapon as a Zero-Phase Action instead of the usual Half-Phase Action. Characters must buy Fast Draw separately for each type of weapon they wish to use the Skill with.

5 2) Rapid Attack (Ranged)

Notes: (Hero System Fifth Edition Rule Book, page 47; Revised, page 68) A character with this Combat Skill has a heightened ability to move in combat. Rapid Attack allows a character to make an attack with the Rapid Fire Combat Maneuver, or Autofire Skills as a Half Phase Action.

5 3) Rapid Autofire

Notes: (Hero System Fifth Edition Rule Book, page 33; Revised, page 50-51) A character with this Skill may use Autofire attacks with the Combat Maneuver Rapid Fire (see page 396). He must fire the same number of shots in each burst of Rapid Autofire (i.e., if he fires 3 shots at his first target, he must fire 3 shots at all targets, even if his Autofire could fire up to 5 shots). He suffers Rapid Fire’s cumulative -2 OCV penalty for each burst of Autofire fired after the first, in addition to any standard Autofire penalties.

0 4) Rapid Fire: A Brief Definition (Custom Adder)

Notes: from page 396 5ER:

This (Free but Optional) Manuever allows a character to fire a Ranged attack more than once in a Phase, either at a single target or at multiple targets. Rapid Fire requires a Full Phase and reduces the character to 1/2 DCV. He also suffers a cumulative -2 OCV Penalty for each shot after the first. If he misses any of his Attack Rolls, all remaining shots in that sequence automatically miss also.

 

Zen Combat Levels

6 +2 Combat Skill Levels with Zen Archery

20 +2 Overall Levels

 

 

Total Powers & Skill Cost: 226

Total Cost: 350

 

200+ Disadvantages

5 Distinctive Features: Robin Hood Wannabe (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Enraged: When Children Are Harmed (Uncommon), go 8-, recover 14-

20 Hunted: ?? 14- (Mo Pow, NCI, Watching)

20 Hunted: ?? 11- (As Pow, NCI, Harshly Punish)

10 Psychological Limitation: Code Against Killing (Common, Moderate)

10 Psychological Limitation: Perfectionist (Common, Moderate)

10 Psychological Limitation: Overconfidance (Common, Moderate)

15 Psychological Limitation: Doesnt Hurry (Very Common, Moderate)

10 Reputation: Green Arrow, 11-

15 Social Limitation: Secret Identity Frequently (11-), Major

5 Unluck: 1d6

25 Experience Points

 

Total Disadvantage Points: 350

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Re: The Classic Justice League starting members on 350 points

 

And here is the updated Wonder Woman:

 

The Amazon

Val Char Cost Roll Notes

35/65 STR 10 16- / 22- Lift 3200.0kg/204.8tons; 7d6/13d6 [3/6]

18/24 DEX 24 13- / 14- OCV: 6/8/DCV: 6/8

18/35 CON 16 13- / 16-

19 BODY 18 13-

13 INT 3 12- PER Roll 12-

14 EGO 8 12- ECV: 5

15 PRE 5 12- PRE Attack: 3d6

30 COM 10 15-

19/25 PD 6 Total: 19/25 PD (6 rPD)

19/25 ED 9 Total: 19/25 ED (6 rED)

4 SPD 12 Phases: 3, 6, 9, 12

11/20 REC 0

36/70 END 0

46/70 STUN 0

Total Characteristic Cost: 121

 

Movement:

Running: 6"/12"

Flight: 10"/20"

Leaping: 7"/14"

Swimming: 2"/4"

 

Cost Powers END

Strength of Heracles

15 1) +15 STR 1

6 2) Life Support (Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat)

 

Wisdom of Athena

5 1) Power Defense (5 points)

7 2) Universal Translator 12- (20 Active Points); No Conscious Control (-2)

 

11 Bracelets forged from the Aegis: Missile Deflection (Any Ranged Attack), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Misfire; +3/4) (35 Active Points); OIF (-1/2), Lockout (-1/2), Restrainable (-1/2), Costs Endurance (-1/2), Required Hands One-And-A-Half-Handed (-1 OCV if used 1 Handed; -1/4) 3

Notes: The Trigger allows the Missile Deflection to be used without the normal -2 penalty per deflection attempt. Instead, just use a single roll vs. each common group of attacks (like a group of agents with the same type of gun). Lockout represents that use of this ability still takes an attack action like a normal Block or Missile Deflection roll (still requires an Abort). Misfire on Trigger represents that if used against a large enough barrage of fire the chance of failure can increase (ex: JL:Animated episode where Amazo copies Flash's superspeed and combines it with GL's ring blasts). Every extra 10 attacks per phase require an additional roll with the standard -2 penalty.

 

11 The Golden Lasso: Elemental Control, 56-point powers, (28 Active Points); all slots OAF (Lasso; -1), Gestures (-1/4), Limited Power Affected by Adjustment powers as an EC (-1/4)

7 1) Stretching 9", Reduced Endurance (1/2 END; +1/4) (56 Active Points); Limited Power Only for Grabs and Throws (-1), Always Direct (-1/4), Limited Body Parts (-1/4) 2

9 2) Area Of Effect (up to 2" radius; +3/4) for up to 75 Active Points of STR (56 Active Points); Limited Power Only for Grabs and Throws (-1) 6

 

17 The Fires of Hestia: Multipower, 56-point reserve, (56 Active Points); all slots OAF (Golden Lasso; -1), Conditional Power Only usable vs. target(s) grabbed using Golden Lasso (-1), Limited Power Affected by Adjustment powers as an EC (-1/4)

1u 1) Drain EGO 1 1/2d6, Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Penetrating (+1/2), Area Of Effect (2" radius; +3/4), Continuous (+1) (56 Active Points); Limited Power Only to force truthful answers from anyone held within the Lasso. (-1) 2

1u 2) Healing 1d6+1 (standard effect: 4 points), any [special effect] power one at a time (+1/4), Reduced Endurance (1/2 END; +1/4), Area Of Effect (2" radius; +3/4), Decreased Re-use Duration (5 Minutes; +1), Continuous (+1) (55 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4) 2

1u 3) Major Transform 1d6, Improved Results Group (+1/4), Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2), Area Of Effect (2" radius; +3/4), Continuous (+1) (56 Active Points); Limited Power Only to Heal other Transforms (-1), No Range (-1/2) 2

1u 4) Dispel 3d6, Reduced Endurance (1/2 END; +1/4), Cumulative (+1/2), Penetrating (+1/2), Area Of Effect (2" radius; +3/4), Continuous (+1), all [special effect] powers simultaneously (+2) (54 Active Points); Limited Power Only to "break" other effects (-1), No Range (-1/2) 2

 

Golden Belt of Atlas, all slots IIF (-1/4), Limited Power Affected by Adjustment powers as an EC (-1/4)

20 1) +30 STR (30 Active Points) 3

23 2) +17 CON (34 Active Points)

2 3) +3 ED (3 Active Points)

 

Sandals of Hermes, all slots IIF (-1/4), Limited Power Affected by Adjustment powers as an EC (-1/4)

9 1) +6 DEX (18 Active Points); No Figured Characteristics (-1/2)

 

20 Sandals of Hermes: Multipower, 30-point reserve, (30 Active Points); all slots IIF Unbreakable (-1/4), Limited Power Affected by Adjustment powers as an EC (-1/4)

2u 1) +3 Overall Levels (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 3

2u 2) Flight 10", Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points) 3

2u 3) Extra-Dimensional Movement - Travel to Paradise Island (Single Dimension), x4 Increased Weight (30 Active Points) 3

 

Themysciran Martial Arts

Maneuver OCV DCV Notes

4 Martial Block +2 +2 Block, Abort

4 Martial Escape +0 +0 50 STR / 80 STR vs. Grabs

3 Martial Grab -1 -1 Grab Two Limbs, 45 STR / 75 STR for holding on

4 Martial Strike +0 +2 9d6 / 15d6 Strike

3 Martial Throw +0 +1 7d6 / 13d6 +v/5, Target Falls

Perks

2 Reputation: It's Wonder Woman! (A large group) 11-, +1/+1d6

Talents

12 Combat Luck (6 PD/6 ED)

Skills

3 Breakfall 13- (14-)

2 CK: Themyscira 11-

3 Concealment 12-

3 Conversation 12-

1 High Society 8-

3 Linguist

1 1) Language: English (fluent conversation) (2 Active Points)

1 2) Language: Greek (Koine) (fluent conversation) (2 Active Points)

0 3) Language: Themysciran (imitate dialects) (5 Active Points)

3 Stealth 13- (14-)

1 Survival 8-

1 Tracking 8-

3 +1 with Martial Maneuvers

 

Total Powers & Skill Cost: 229

Total Cost: 350

 

200+ Disadvantages

10 Dependent NPC: Steve Trevor 11- (Normal; Useful Noncombat Position or Skills)

15 Distinctive Features: Unearthly Beauty (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10 Hunted: Rogues Gallery 11- (As Pow, Limited Geographical Area, Harshly Punish)

10 Hunted: Cadmus 14- (Less Pow, NCI, Watching)

10 Physical Limitation: Limited Understanding of Modern World (Frequently, Slightly Impairing)

10 Psychological Limitation: Aristocratic/Regal Attitude (Common, Moderate)

10 Psychological Limitation: Reluctant to Kill (Common, Moderate)

15 Psychological Limitation: Her Word Is Her Bond (Uncommon, Total)

15 Psychological Limitation: Fearless (Common, Strong)

10 Reputation: Headstrong Superheroine, 11-

15 Social Limitation: Public Identity - Diana, Princess of Themyscira (Frequently, Major)

10 Social Limitation: Obligated to Themyscira (Frequently, Minor)

10 Social Limitation: Relic Of A Bygone Day (Frequently, Minor)

 

Total Disadvantage Points: 350

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