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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

 

...

 

Hmm... Interesting that there isn't a teaching skill in Champions is there?

 

Actually there is, it's just not in the core rulebook.

 

3 I Can Teach Anyone Self Defense!: Instructor 11-

Notes: Instructor - (The Ultimate Skill, page 362) This Intellect Skill represents a character's ability to convey information to others in an efficient manner that makes it as easy to learn as possible -- in short, his skill as a teacher. A character with Instructor knows about different methods of teaching people.

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Re: The Classic Justice League starting members on 350 points

 

Here is a very rough draft of Red Tornado (no disads) based in large part on the ideas behind ERG-9 and his Containment Suit designed by our own Killer Shrike.

 

Comments welcome

 

(Part 1)

The Wind Spirit

Val Char Cost Roll Notes

0 STR -10 9- Lift 25.0kg; 0d6

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

10 CON 0 11-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

10 COM 0 11-

10 PD 2 Total: 10 PD (8 rPD)

10 ED 0 Total: 10 ED (8 rED)

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

2 REC 0

0 END -10

20 STUN 5

Total Characteristic Cost: 20

 

Movement:

Flight: 15"/30"

 

Cost Powers END

2 Control Android Body: Mind Link , Human class of minds, One Specific Mind (5 Active Points); Only With Others Who Have Mind Link (-1), No Range (-1/2)

 

45 Air Elemental Form: Life Support (Eating: Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep), Inherent (+1/4) (56 Active Points); Visible (He's A Freakin' Tornado!; -1/4)

 

45 Air Elemental Form: Elemental Control, 90-point powers

22 1) Desolidification , Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Always On (-1/2), Cannot Pass Through Solid Objects (-1/2)

49 2) Dispel Fire 5d6, any [FLAME special effect] power one at a time (+1/4), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Cumulative (120 points; +1), Continuous (+1), Affects Physical World (+2) (94 Active Points)

34 3) Flight 15", Position Shift, Inherent (+1/4), Variable Advantage (+1/4 Advantages; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (96 Active Points); Always On (-1/2)

30 4) Force Field (8 PD/8 ED/8 Mental Defense/8 Power Defense/8 Flash Defense: Sight Group), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Always On (-1/2)

35 5) Killing Attack - Ranged 1d6, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Penetrating (+1/2), Damage Shield (Offensive; +3/4), Continuous (+1), Affects Physical World (+2) (97 Active Points); Always On (-1/2)

 

Perks

57 The Android Body: Follower

Skills

10 +1 Overall Level

1 TF: Anthropomorphic Mecha

 

Total Powers & Skill Cost: 330

Total Cost: 350

 

200+ Disadvantages

 

Total Disadvantage Points: 350

 

---------------------------------------------------------------------

 

(Part 2)

The Android Body

Val Char Cost Roll Notes

50 STR 40 19- Lift 25.6tons; 10d6 [5]

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

10 BODY 0 11-

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

Total Characteristic Cost: 105

 

Movement:

Running: 6"/12"

Flight: 10"/20"

 

Cost Powers END

Android Body

5 1) Extra Limbs (2 Arms 2 Legs) (4)

11 2) Hardened (+1/4) (11 Active Points) applied to DEF

9 3) Healing BODY 0 1/2d6 (standard effect: 1 point), Can Heal Limbs, Resurrection, Decreased Re-use Duration (6 Hours; +1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); Extra Time (6 Hours, -3 1/2), Self Only (-1/2), Restrainable (Only by means other than Grabs and Entangles; Keep Part Separate; -1/4), Does Not Work On Some Damage One Type of Damage (Alien Super Tech (ex: Brainiac); -1/4)

 

Android Senses

3 1) Absolute Range Sense

3 2) Absolute Time Sense

3 3) Bump Of Direction

5 4) Eidetic Memory

5 5) Infrared Perception (Sight Group)

3 6) Lightning Calculator

5 7) Ultraviolet Perception (Sight Group)

 

Android Mind

2 1) Mind Link , Human class of minds, One Specific Mind (5 Active Points); Only With Others Who Have Mind Link (-1), No Range (-1/2)

 

23 Vortex Movement: Flight 10", Variable Advantage (+1/2 Advantages; +1) (40 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; High Winds; -1/2), Restrainable (Only by means other than Grabs and Entangles; Legs; -1/4)

 

68 Vortex Control: Multipower, 137-point reserve, (137 Active Points); all slots Limited Power Affected by Adjustments as an EC (-1/4), Limited Arc Of Fire (180 degrees; -1/4), Side Effects (Side Effect only affects the environment near the character; High Winds; -1/4), Gestures (-1/4)

5u 1) Blast Of Wind: Energy Blast 10d6, Explosion (Cone; -1 DC/2"; +1/2), Reduced Endurance (0 END; +1/2), Does x1 1/2 Knockback (+3/4) (137 Active Points); No Range (-1/2)

5u 2) Vacuum Vortex: Energy Blast 6d6, Reduced Endurance (0 END; +1/2), No Normal Defense ([standard]; +1), Area Of Effect (11" Radius; +1), Continuous (+1) (135 Active Points); No Range (-1/2)

5u 3) Blow Like The Wind: Dispel Fire 12d6, Does Knockback (+1/4), any [FLAME special effect] power one at a time (+1/4), Reduced Endurance (0 END; +1/2), Double Knockback (+3/4), Area Of Effect (21" Cone; +1) (135 Active Points); No Range (-1/2)

5u 4) Control The Wind: Change Environment 8" radius (16" Cone; +0), -2 to Hearing Group PER Rolls, -2 DCV, -3 OCV, -9" of any one mode of Movement, Multiple Combat Effects, Varying Combat Effects, Reduced Endurance (0 END; +1/2) (135 Active Points); No Range (-1/2)

Perks

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

Skills

11 Combat Piloting 17-

2 +1 with Flight

 

Total Powers & Skill Cost: 180

Total Cost: 285

 

0+ Disadvantages

0 Can Only Be Operated Via Mindlink

285 Experience Points

 

Total Disadvantage Points: 285

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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']

 

As it seems unlikely that I will find the inspiration any time soon to finish the several incomplete characters on this thread I would be honored for you to host these creations on your site at your discretion. I would love to see your ideas for completing or changing them as well.

 

HM

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Re: The Classic Justice League starting members on 350 points

 

As it seems unlikely that I will find the inspiration any time soon to finish the several incomplete characters on this thread I would be honored for you to host these creations on your site at your discretion. I would love to see your ideas for completing or changing them as well.

 

HM

 

Sorry, missed this....just email me the hdc's and I'll get it all set up.

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Re: The Classic Justice League starting members on 350 points

 

How about enemies of the Justice League such as Doomsday?

 

 

Well, considering that Superman didn't face Doomsday early in his career there's little point too building him on 350 points. Doomsday is just a plot-device villain brick designed to beat Superman at whatever power level he's at (from XP) when they first meet. The published versions of several Champions Universe bricks could easily fill the role with very little in the way of modifications (see Grond or Ripper).

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  • 9 months later...

Re: The Classic Justice League starting members on 350 points

 

Rise!

 

Here is another candidate to add to the 'classic' lineup.

Firestorm's addition to the JLA did kind of mark the end of Martian Manhunter's regular membership at the time though (that whole flaming hair thing for some reason :D)

 

Here's my first draft (5er rules):

 

The Nuclear Man

Val Char Cost Roll Notes

13/40 STR 3 12- / 17- Lift 151.6kg/6400.0kg; 2 1/2d6/8d6 [1/4]

15/18 DEX 15 12- / 13- OCV: 5/6/DCV: 5/6

13/25 CON 6 12- / 14-

11 BODY 2 11-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV: 4

15/20 PRE 5 12- / 13- PRE Attack: 3d6/4d6

16 COM 3 12-

8/23 PD 2 Total: 8/23 PD (3/13 rPD)

8/23 ED 2 Total: 8/23 ED (3/13 rED)

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

6/13 REC 0

26/50 END 0

25/45 STUN 0

Total Characteristic Cost: 58

 

Movement:

Running: 6"/12"

Flight: 15"/120"

Leaping: 2"/4"

Swimming: 2"/4"

 

 

Cost Powers END

Nuclear Physiology(list), all slots Only In Heroic Identity (-1/4)

22 1) +27 STR (27 Active Points) 3

5 2) +3 DEX (9 Active Points); No Figured Characteristics (-1/2)

19 3) +12 CON (24 Active Points)

3 4) +5 PRE (5 Active Points); Limited Power Offensive Only (Flaming Hair; -1/4)

2 5) +3 ED (3 Active Points)

24 6) Armor (10 PD/10 ED) (30 Active Points)

20 7) Molecular Vision: Detect A Large Class Of Things 12- (Unusual Group), Discriminatory, Analyze, Range (25 Active Points)

4 8) Infrared Perception (Sight Group) (5 Active Points)

4 9) Ultraviolet Perception (Sight Group) (5 Active Points)

26 10) Life Support (Eating: Character does not eat; Immunity: All terrestrial poisons and chemical warfare agents; 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) (33 Active Points)

4 11) Professor Stein is in his head: Mind Link , One Specific Mind (5 Active Points); Only In Heroic Identity (-1/4)

 

 

133 Nuclear Powers: Variable Power Pool, 80 base + 53 control cost, Cosmic (+2) (200 Active Points); Limited Class Of Powers Available Limited (Personal Control (Flight, Desolidification, Regeneration) Energy Manipulation (EB, RKA & Deflection) and Matter Control (Dispel, Change Environment, Entangle, Transform); -1/2); all slots Limited Power Affected by Adjustments as an EC (now called Unified Power in 6e) (-1/4), Only In Heroic Identity (-1/4), Conditional Power Matter Manipulation only works on Inorganic/non-living material (suffers massive feedback if attempts to manipulate living matter; -1/4)

Notes: The following are just a basic example of the range of various powers Firestorm has access to. He can typically only use 2 distinct abilities at the same time (lesser Flight & Any Other Ability) He can not apply the Affects Solid Advantage to any powers while he is using Desolidification.

0 1) Nuclear Flight: Flight 15", x8 Noncombat, Variable Advantage (+1/2 Advantages; +1) (80 Active Points) Real Cost: 46 8

0 2) Nuclear Phasing: Desolidification , Invisible Power Effects (Fully Invisible; +1) (80 Active Points) Real Cost: 46 8

0 3) Nuclear Self Repair: Healing BODY 3d6 (standard effect: 9 points), Decreased Re-use Duration (1 Turn; +1 1/2) (75 Active Points); Self Only (-1/2) Real Cost: 33 7

0 4) Nuclear Matter Control: Dispel 21d6, Reduced Endurance (1/2 END; +1/4) (79 Active Points); Conditional Power Only vs. non-living material (-1/2) Real Cost: 39 3

0 5) Nuclear Matter Control II: Entangle 8d6, 8 DEF (80 Active Points) Real Cost: 46 8

0 6) Nuclear Matter Control III: Major Transform 5d6+1 (80 Active Points); Conditional Power Not vs. Living Targets (-1) Real Cost: 32 8

0 7) Nuclear Matter Control IV: Change Environment 2" radius (-1 DCV, -1 OCV, Long-Lasting Permanent, Multiple Combat Effects, Varying Combat Effects), Selective Target (+1/2) (75 Active Points) Real Cost: 43 7

0 8) Offensive Nuclear Blast: Energy Blast 16d6 (vs. ED) (80 Active Points) Real Cost: 46 8

0 9) Defensive Nuclear Blast: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, No Range Modifier (+1/2), Full Range (+1) (80 Active Points) Real Cost: 46

Perks

2 Reputation: It's Firestorm! (A large group) 14-, +1/+1d6 (3 Active Points); Only In Heroic Identity (-1/4)

10 Professor Stein: Follower

Notes: The Professor will be built with Multiform (into a Computer*) with No Conscious Control (Only when Ronnie initiates the change) and Mind Link (with Ronnie). *His body disappears from its current location and fuses with Ronnies' to become Firestorm.

Talents

6 Combat Luck (3 PD/3 ED)

Skills

Everyman Skills (list)

0 1) Acting 8-

0 2) AK: Native Country 8-

0 3) Climbing 8-

0 4) Concealment 8-

0 5) Conversation 8-

0 6) Deduction 8-

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

Notes: Native Language

0 8) Paramedics 8-

0 9) Persuasion 8-

0 10) PS: Player's Choice 11-

0 11) Shadowing 8-

0 12) Stealth 8-

0 13) TF: Custom Adder, Small Motorized Ground Vehicles

Notes: Custom Mod is Everyman Skill

 

8 Various Other Skills (Ronnie): Custom Skill

 

Total Powers & Skill Cost: 292

Total Cost: 350

 

200+ Disadvantages

 

Total Disadvantage Points: 350

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Re: The Classic Justice League starting members on 350 points

 

Good job on J'onn J'onzz:thumbup: However I beleive that you left out his "superbreath' and "freezebreath" powers and his "martian vision" (which seemed to opperate like Superman's x-Ray vision). Great to see that his "stretching" was remembered; it isn't a power that he has used a lot in recent years. (Of course, I think that he is dead just at the moment so i guess he won't be using it for some time to come either !)

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Re: The Classic Justice League starting members on 350 points

 

Good job on J'onn J'onzz:thumbup: However I beleive that you left out his "superbreath' and "freezebreath" powers and his "martian vision" (which seemed to opperate like Superman's x-Ray vision). Great to see that his "stretching" was remembered; it isn't a power that he has used a lot in recent years. (Of course' date=' I think that he is dead just at the moment so i guess he won't be using it for some time to come either !)[/quote']

 

Glad you liked him.

 

If getting 'all' his abilities were the priority I would have just given him a VPP like I did for Firestorm. Really I was mostly shooting for the abilities he was shown to use on the Justice League Animated tv show. I also was trying to stick to a theme (for all of these characters) that these were the abilities that he started out as a hero with. They are not by any means the full potential of the characters* (every Multipower based character's power could be virtually double with 25-50 xp just increasing the slots from fixed/ultra to multi as well increasing the active points up to the total reserve limit). They are built with room to grow.

 

*Look for threads by Enforcer84 for more fully developed 'high-end' (1000+ point) versions of these characters.

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  • 7 months later...

Re: The Classic Justice League starting members on 350 points

 

Attached is my 400 point 6e take on a beginning version of Superman.

Comments welcome.

 

(an update on this 350 point 5er version)

 

*re: PDF export. I have recently moved and my primary PC is being upgraded/repaired so I don't have access to all the various export formats for the time being.

 

link to latest 400 point version

(the above link is broken pending restoration of HeroCentral)

New

Link to latest update can be found here

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Re: The Classic Justice League starting members on 350 points

 

Nicely done.

 

Thanks. I've been meaning to work on this for a while but just needed some inspiration :D

 

I still feel lost with regard to what good 'default' values should be regarding "the characteristics formerly known as figured" and the new take on defenses in general. I guess I need to pick up the new version of Champions soon.

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Re: The Classic Justice League starting members on 350 points

 

I know, one of my current players has litteraly double the defence of anyone else (highest is 20 except for his 40) but a DCV in the celler (a four, where most characters have 10's). After two sessions it has not been to bad

s

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Re: The Classic Justice League starting members on 350 points

 

I know, one of my current players has litteraly double the defence of anyone else (highest is 20 except for his 40) but a DCV in the celler (a four, where most characters have 10's). After two sessions it has not been to bad

s

 

Stealing this for a new thread...

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  • 1 month later...

Re: The Classic Justice League starting members on 350 points

 

Attached is my 400 point 6e take on a beginning version of Captain Marvel.

Comments welcome.

 

(an update on this 350 point 5er version)

 

Captain Marvel - Billy Batson

 

VAL CHA Cost Total Roll Notes

8 STR -2 8/45 11- / 18- HTH Damage 1 1/2d6/9d6 END [1/5]

13 DEX 6 13/18 12- / 13-

13 CON 3 13/25 12- / 14-

11 BODY 1 11

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

15 EGO 5 15/20 12- / 13-

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

4 OCV 5 4/8

4 DCV 5 4/8

3 OMCV 0 3

3 DMCV 0 3

5 PD 3 5/25 5/25 PD (0/20 rPD)

5 ED 3 5/25 5/25 ED (0/20 rED)

4 SPD 20 4 Phases: 3, 6, 9, 12

4 REC 0 4/15

20 END 0 20/50

20 STUN 0 20/50

12 RUN 0 12m/52m, END [1/5]

4 SWIM 0 4m END [1]

4 LEAP 0 4m 4m forward, 2m upward

 

CHA Cost: 52

 

Cost POWERS

 

The Power of SHAZAM!

20 1) Magic Lightning part 1: Killing Attack - Ranged 2d6-1 (vs. ED), Personal Immunity (+1/4), Indirect (Source Point is the same for every use, path is from Source Point to target; +1/4), Area Of Effect (1m Radius; +1/4), Penetrating (+1/2) (56 Active Points); No Range (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect always occurs whenever the character does some specific act; Activates Transformation between Captain Marvel and Billy Batson; -1/2), Incantations (Must be able to say SHAZAM!; -1/4), No Knockback (-1/4), Extra Time (Delayed Phase, -1/4) - END=6

2 2) Magic Lightning part 2: Custom Power - This is to offset the automatic change from the Magic Lightning so it can be used as an attack on an adjacent target. (5 Active Points); Requires A Roll (Skill roll; Power; -1/2), Restrainable (-1/2)

The Wisdom of Solomon

4 1) +5 INT (5 Active Points); Only In Alternate Identity (-1/4)

4 2) +5 EGO (5 Active Points); Only In Alternate Identity (-1/4)

6 3) Universal Translator 12-/13- (20 Active Points); No Conscious Control (-2), Only In Alternate Identity (-1/4)

The Strength of Hercules

30 1) +37 STR (37 Active Points); Only In Alternate Identity (-1/4) - END=4

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

12 3) +30 STUN (15 Active Points); Only In Alternate Identity (-1/4)

The Stamina of Atlas

10 1) +12 CON (12 Active Points); Only In Alternate Identity (-1/4)

9 2) +11 REC (11 Active Points); Only In Alternate Identity (-1/4)

5 3) +30 END (6 Active Points); Only In Alternate Identity (-1/4)

25 4) Life Support (Eating: Character only has to eat once per week; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (31 Active Points); Only In Alternate Identity (-1/4) - END=0

7 5) Regeneration (1 BODY per 5 Minutes) (12 Active Points); Always On (-1/2), Only In Alternate Identity (-1/4)

The Power of Zeus

34 1) Resistant Protection (20 PD/20 ED) (60 Active Points); Always On (-1/2), Only In Alternate Identity (-1/4)

The Courage of Achilles

4 1) +5 PRE (5 Active Points); Only In Alternate Identity (-1/4)

The Speed of Mercury

8 1) +5 DEX (10 Active Points); Only In Alternate Identity (-1/4)

16 2) +4 OCV (20 Active Points); Only In Alternate Identity (-1/4)

16 3) +4 DCV (20 Active Points); Only In Alternate Identity (-1/4)

4 4) Rapid ( x10) with Sight Group (5 Active Points); Only In Alternate Identity (-1/4)

 

105 The Powers of SHAZAM!: Variable Power Pool (Magic Pool), 60 base + 60 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (150 Active Points); Limited Power Powers of SHAZAM! (Speed, Strength, Toughness, Wisdom, etc..) (Real Cost Maximum=30 per slot, By taking enough additional Limitations (like Increased END or Extra Time) 3 or more Slots of up to 60 active point can be used simultaneously.; -1/2); all slots Unified Power (-1/4), Only In Alternate Identity (-1/4)

0 1) The Wisdom of Solomon: (Total: 45 Active Cost, 30 Real Cost) Damage Negation (-6 DCs Mental) (30 Active Points) (Real Cost: 20) plus Resistant Protection (10 Mental Defense) (15 Active Points) (Real Cost: 10) Real Cost: 30 - END=0

0 2) The Strength of Hercules: (Total: 45 Active Cost, 30 Real Cost) Density Increase (6,400 kg mass, +30 STR, +6 PD/ED, -12m KB), Costs Endurance Only To Activate (+1/4) (30 Active Points) (Real Cost: 20) plus Reduced Endurance (0 END; +1/2) for up to 30 Active Points of Bonus STR from Density Increase (15 Active Points) (Real Cost: 15) Real Cost: 30 - END=2

0 3) The Stamina of Atlas: Damage Negation (-6 DCs Physical, -6 DCs Energy) (60 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) Real Cost: 30 - END=0

0 4) The Power of Zeus: Hand-To-Hand Attack +6d6, Area Of Effect Accurate (1m Radius; 6e damage prorating rules mean that 45 STR adds +6DC. *AOE Accurate can be replaced with any other Advantages adding up to +1/2: Armor Piercing, x2 KB, Reduced END etc.. .; +1/2) (45 Active Points); Hand-To-Hand Attack (-1/4) Real Cost: 26 - END=4

0 5) The Courage of Achilles: (Total: 60 Active Cost, 24 Real Cost) +15 EGO (15 Active Points); Limited Power Only vs. Fear (-1) (Real Cost: 7) plus +15 PRE (15 Active Points); Limited Power Only vs. Fear (-1) (Real Cost: 7) plus Resistant Protection (10 Mental Defense/10 Power Defense) (30 Active Points); Limited Power Only vs. Fear (-1) (Real Cost: 12) Real Cost: 24 - END=0

0 6) The Speed of Mercury/Wisdom of Solomon: +5 Overall (60 Active Points); Costs Endurance (-1/2) Real Cost: 30 - END=6

0 7) The Speed of Mercury: Teleportation 18m, No Relative Velocity, Position Shift, Safe Aquatic Teleport, x2 Increased Mass, x4 Noncombat, Invisible Power Effects (Inobvious to [sight Group]; +1/4) (60 Active Points); Must Pass Through Intervening Space (-1/4), Concentration (1/2 DCV; -1/4) Real Cost: 30 - END=6

0 8) The Speed of Mercury: Running +40m (12m/52m total), x4 Noncombat (45 Active Points) Real Cost: 30 - END=4

0 9) The Speed of Mercury: (Total: 60 Active Cost, 30 Real Cost) Deflection (20 Active Points); Increased Endurance Cost (x2 END; -1/2) (Real Cost: 10) plus Reflection (60 Active Points' worth) (40 Active Points); Increased Endurance Cost (x2 END; -1/2) (Real Cost: 20) Real Cost: 30 - END=12

0 10) The Speed of Mercury: Flight 15m, Variable Advantage (+1 Advantages; Combat Acceleration/Deceleration, Invisible Power Effects, Megascale, No Gravity Penalty, No Turn Mode, Reduced Endurance, Usable As Running or Swimming; +2) (45 Active Points) Real Cost: 30 - END=4

0 11) The Speed of Mercury: Flight 40m, Position Shift (45 Active Points) Real Cost: 30 - END=4

 

POWERS Cost: 330

 

 

Cost SKILLS

3 Concealment 12- (13-)

3 Deduction 12- (13-)

2 Power (INT-based) 10-

2 Stealth 10-

2 Streetwise 10-

 

SKILLS Cost: 12

 

Cost PERKS

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

1 Fringe Benefit: Press Pass

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

 

PERKS Cost: 6

 

Value COMPLICATIONS

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

15 Dependent NPC: Mary (sister) & 'Uncle' Dudley Infrequently (Normal; Group DNPC: x2 DNPCs)

10 Hunted: Rogues Gallery Infrequently (Less Pow; NCI; Harshly Punish)

20 Psychological Complication: Code vs. Killing (Common; Total)

10 Social Complication: Secret Identity: Billy Batson Infrequently, Major

 

COMPLICATIONS Points: 75

 

Base Pts: 400

Exp Required: 0

Total Exp Available: 0

Exp Unspent: 0

Total Character Cost: 400

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Re: The Classic Justice League starting members on 350 points

 

well a few nitpicks, skills in a Framework are questionable (I allow them but others...) I would question the Density Increase instead of strait Str

 

Not sure if I understand Magic Lightning II

 

I cannot remember him ever being able to understand other languages (Usualy it was passed off as a spell cast by the real Shazam)

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Re: The Classic Justice League starting members on 350 points

 

well a few nitpicks, skills in a Framework are questionable (I allow them but others...) I would question the Density Increase instead of strait Str

 

Not sure if I understand Magic Lightning II

 

I cannot remember him ever being able to understand other languages (Usualy it was passed off as a spell cast by the real Shazam)

 

DI vs. straight STR and allowing Skill Levels vs. straight DEX and/or OCV & DCV is really just a matter of for the particular player and/or GM to decide.

Because they are all just builds within a VPP framework different builds can be substituted with no change in points.

 

Magic Lightning II is a naked buy off of the Side Effect Limitation on Magic Lightning I. Without it, he could never use the attack without automatically changing forms.

 

The Universal Translator was from Action Comics #768

768-1.jpg

Lois Lane tries to find out who was responsible for a recent attempt on Superman's life, doesn't get very far and is extremely irritated by the fact that Superman is shadowing her to ensure her safety. Of course, when the two have talked about this and Superman flies off to deal with some trouble elsewhere, Lois gets into trouble herself.

 

The problem Superman must deal with is the two junior members of the Marvel Family gone somewhat loopy in central Metropolis. Mary is acting rather bizarrely, spouting absolute gibberish, and Freddy is experiencing an overload of the speed of Mercury, with which Superman is barely able to keep up. It transpires that the three Captains Marvel were converted to their super-powered state involuntarily, with their powers gone absolutely crazy, particularly Captain Marvel himself, who is left as just a mouth repeating Superman's name over and over again. The three of them then fly to Fawcett City where there is a giant frog causing trouble...

 

Mary appears to be trying to communicate with the men, but has little success until the frog literally cuts her in half. Superman somehow works out that Captain Marvel needs to use his body, as his Kryptonian nature seems to make him invulnerable to the giant frog. When he allows the captain in, he is astounded at the level of his power, so different in nature to his own. They travel inside the frog, which is actually a sort of god called Heqt, protesting at the way frogs and other amphibians are abused by human science. The Captain is able to reason with Heqt and persuade her not to cause more trouble, something Superman acknowledges he would never have been able to do.

 

The incident reaffirms the bond of friendship between Superman and Captain Marvel, and also reminds Superman not to underestimate others' abilities, whether they are a fellow hero or his wife.

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