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Animated JLA, 6th Edition


JmOz

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So to start, there are some rules I am following on this project, first the JLA will be based on 400 points. Inspired by this thread http://www.herogames.com/forums/showthread.php/4075-Building-the-Animated-Justice-League/page13?highlight=Animated

 

To start Here is the man from Krypton, the one, the only

Superman

Clark Kent

 

VAL CHA Cost Roll Notes

40 STR -5 17- HTH Damage 8d6 END [4]

13 DEX 6 12-

25 CON 2 14-

18 INT 8 13- PER Roll 13-

13 EGO 3 12-

20 PRE 10 13- PRE Attack: 4d6

12 OCV 10

10 DCV 5

3 OMCV 0

5 DMCV 6

4 SPD 0 Phases: 3, 6, 9, 12

20 PD 3 20/40 PD (0/20 rPD)

20 ED 3 20/40 ED (0/20 rED)

20 REC 1

50 END 1

15 BODY 5

50 STUN 5

 

Movement Cost Meters Notes

RUNNING 0 12m/24m END [1]

SWIMMING 0 30m/120m END [3]

LEAPING 0 4m 4m forward, 2m upward

FLIGHT 30m/60m

 

 

TUNNELING 6m/12m

 

Characteristics Total: 63

 

Cost Powers

5 JL Earpiece: High Range Radio Perception (Radio Group) (12 Active Points); Non Directional (-1/2), IIF (-1/4), Sense Affected As Radio, Hearing [any other Sense] (-1/4), Hearing Only (-1/4) - END=0

 

Kyrptonian Powers, all slots Kryptonian Powers (-1/4), Unified Power (-1/4) - END=

23 1) Bend Steel: +35 STR (35 Active Points); Kryptonian Powers (-1/4), Unified Power (-1/4) - END=3

9 2) More Powerful: +13 CON (13 Active Points); Kryptonian Powers (-1/4), Unified Power (-1/4) - END=

23 3) +7 OCV (35 Active Points); Kryptonian Powers (-1/4), Unified Power (-1/4) - END=

 

13 4) +2 SPD (20 Active Points); Kryptonian Powers (-1/4), Unified Power (-1/4) - END=

10 5) +15 PD (15 Active Points); Kryptonian Powers (-1/4), Unified Power (-1/4) - END=

10 6) +15 ED (15 Active Points); Kryptonian Powers (-1/4), Unified Power (-1/4) - END=

 

10 7) +15 REC (15 Active Points); Kryptonian Powers (-1/4), Unified Power (-1/4) - END=

3 8) +25 END (5 Active Points); Kryptonian Powers (-1/4), Unified Power (-1/4) - END=

7 9) +20 STUN (10 Active Points); Kryptonian Powers (-1/4), Unified Power (-1/4) - END=

 

25 10) Resistant Protection (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Kryptonian Powers (-1/4), Unified Power (-1/4) - END=0

7 11) Flight 10m (10 Active Points); Kryptonian Powers (-1/4), Unified Power (-1/4) - END=1

7 12) Life Support (Extended Breathing: 1 END per Minute; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (11 Active Points); Kryptonian Powers (-1/4), Unified Power (-1/4) - END=0

 

2 13) Ultrasonic Perception (Hearing Group) (3 Active Points); Kryptonian Powers (-1/4), Unified Power (-1/4) - END=0

 

 

80 Kryptonain Powers: Multipower, 120-point reserve, (120 Active Points); all slots Kryptonain (-1/4), Unified Power (-1/4) - END=

2f 1) Kryptonian Defences: Resistant Protection (5 PD/5 ED), Hardened (x2; +1/2), Impenetrable (+1/2) (30 Active Points); Kryptonain (-1/4), Unified Power (-1/4) - END=0

2f 2) Kryptonain Defences: Resistant Protection (10 PD/10 ED) (30 Active Points); Kryptonain (-1/4), Unified Power (-1/4) - END=0

2f 3) Kryptonain Defences: Physical Damage Reduction, Resistant, 50% (30 Active Points); Kryptonain (-1/4), Unified Power (-1/4) - END=0

 

2f 4) Kryptonian Defences: Energy Damage Reduction, Resistant, 50% (30 Active Points); Kryptonain (-1/4), Unified Power (-1/4) - END=0

2f 5) Kryptonian Defences: (Total: 30 Active Cost, 20 Real Cost) Physical Damage Reduction, Resistant, 25% (15 Active Points); Kryptonain (-1/4), Unified Power (-1/4) (Real Cost: 8) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); Kryptonain (-1/4), Unified Power (-1/4) (Real Cost: 8) - END=0

2f 6) Kryptonain Defences: Damage Negation (-3 DCs Physical, -3 DCs Energy) (30 Active Points); Kryptonain (-1/4), Unified Power (-1/4) - END=0

 

2f 7) Faster than...: +15 DEX (30 Active Points); Kryptonain (-1/4), Unified Power (-1/4) - END=

2f 8) ...A Speeding Bullet: +6 DCV (30 Active Points); Kryptonain (-1/4), Unified Power (-1/4) - END=

2f 9) Super Speed: +3 SPD (30 Active Points); Kryptonain (-1/4), Unified Power (-1/4) - END=

 

4f 10) Super Strong: +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points); Kryptonain (-1/4), Unified Power (-1/4) - END=

4f 11) Strength Tricks: +10 STR (Available on total of STR 50), Variable Advantage (+1/2 Advantages; +1) (60 Active Points); Kryptonain (-1/4), Unified Power (-1/4) - END=6

2f 12) It's a Bird: Flight 20m, Reduced Endurance (0 END; +1/2) (30 Active Points); Kryptonain (-1/4), Unified Power (-1/4) - END=0

 

2f 13) It's a Plane: x128 to Flight (2,560m) (30 Active Points); Kryptonain (-1/4), Unified Power (-1/4) - END=0

1f 14) Swimming +26m (30m total) (x4 Noncombat) (18 Active Points); Kryptonain (-1/4), Unified Power (-1/4) - END=2

1f 15) Superdrill: Tunneling 6m through 12 PD material (30 Active Points); Concentration (0 DCV; -1/2), Kryptonain (-1/4), Unified Power (-1/4) - END=3

 

4f 16) Heat Vision: Killing Attack - Ranged 4d6 (60 Active Points); Kryptonain (-1/4), Unified Power (-1/4) - END=6

1f 17) X-Ray Vision: Penetrative with Sight Group (15 Active Points); Kryptonain (-1/4), Unified Power (-1/4) - END=0

1f 18) Telescopic Vision: +10 versus Range Modifier for Sight Group (15 Active Points); Kryptonain (-1/4), Unified Power (-1/4) - END=0

 

1f 19) Super Hearing: +10 versus Range Modifier for Hearing Group (15 Active Points); Kryptonain (-1/4), Unified Power (-1/4) - END=0

4f 20) Power Tricks: Severe Transform 1d6+1, Variable Healing Method (+1/4), Variable Special Effects (Limited Group of SFX; Must match other powers; +1/4), Area Of Effect (60m Cone Explosion; +1/2), Improved Results Group (+1) (60 Active Points); Kryptonain (-1/4), Unified Power (-1/4) - END=6

3f 21) Super Breath: Blast 6d6, Double Knockback (+1/2), Area Of Effect (60m Cone Explosion; +1/2) (60 Active Points); No Range (-1/2), Kryptonain (-1/4), Unified Power (-1/4) - END=6

 

3f 22) Super Breath: Dispel 10d6, Fire Powers (+1/2), Area Of Effect (60m Cone Explosion; +1/2) (60 Active Points); No Range (-1/2), Kryptonain (-1/4), Unified Power (-1/4) - END=6

3f 23) Super Breath And Heat Vision: Killing Attack - Ranged 2 1/2d6, Penetrating (+1/2) (60 Active Points); Limited Range (60m; -1/4), Kryptonain (-1/4), Unified Power (-1/4) - END=6

 

Powers Total: 286

 

 

Cost Skills

3 Charm 13-

3 Combat Piloting 12-

3 Conversation 13-

1 Criminology 8-

3 Deduction 13-

2 KS: Krypton 11-

3 KS: Super Human World 13-

2 Navigation (Air) 13-

3 PS: Reporter 13-

3 Power 11-

3 Streetwise 13-

3 Teamwork 12-

 

Skills Total: 32

 

Cost Perks

9 Positive Reputation (A large group) 14-, +3/+3d6

10 Vehicles & Bases

 

Perks Total: 19

 

 

Value Complications

10 Dependent NPC: Lois Lane Infrequently (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)

20 Psychological Complication: Code Vs Killing (Common; Total)

20 Susceptibility: 3d6 damage per Turn (Uncommon)

15 Social Complication: Secret ID Frequently, Major

10 Hunted: Rogue Gallery Infrequently (As Pow; Harshly Punish)

 

Complications Points: 75

 

Base Points: 400

Experience: 0

Experience Unspent: 0

Total Character Cost: 400

 

Made some changes

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Re: Animated JLA, 6th Edition

 

so a few things about Superman's design.

 

Inspired by Cassandra (sp) I have put alot of his abilities in a MP, with a base (watereddown) version as a base. Originaly he had 4 multipowers, that I just combined into one, this will let him"Double up" if he needs to, so he could have a bunch of his defence powers if he needs them or a couple of his attacks, etc...

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Re: Animated JLA, 6th Edition

 

so a few things about Superman's design.

 

Inspired by Cassandra (sp) I have put alot of his abilities in a MP, with a base (watereddown) version as a base. Originaly he had 4 multipowers, that I just combined into one, this will let him"Double up" if he needs to, so he could have a bunch of his defence powers if he needs them or a couple of his attacks, etc...

 

Why is he weaker than a normal without his powers?

*giggle* I apparently ask this question a lot.

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Re: Animated JLA, 6th Edition

 

Sorry, should have explained the kryptonian limitation

 

Kryptonian is a short hand for Powers do not work around a red sun or kryptonite. He always seems extremly week around them to me, but I will see about increasing his strength to 10 (or 8 at least)

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Re: Animated JLA, 6th Edition

 

Only a 40 STR or am I missing something? Seems really low.

 

Otherwise very nice design. seems to take advantage of new edition stuff quite well.

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Re: Animated JLA, 6th Edition

 

Only a 40 STR or am I missing something? Seems really low.

 

Otherwise very nice design. seems to take advantage of new edition stuff quite well.

 

As Hyper said, his multpower adds to it.

 

If he is dedicating all of his strength he can get up to 90 STR (Base 40, +40 Str, +10 Str with Variable Advantage)

 

The MP lets him be as tough or as strong as he needs to be, but still be week at other times

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Re: Animated JLA, 6th Edition

 

Ok, so a few notes to explain some of what I am doing. These characters are based on the team at the end of season 1 of the JL cartoon. The characters are being built on 400 points and using standard super hero guidelines, but only roughly.

 

Now on to BATMAN. Well sacrifices had to be made, and I made them. While it does show most of what he does in the show, he just is not Batman, more like a close copy

 

Batman

Bruce Wayne

 

VAL CHA Cost Roll Notes

20 STR 10 13- HTH Damage 4d6 END [2]

23 DEX 26 14-

20 CON 10 13-

23 INT 13 14- PER Roll 14-

18 EGO 8 13-

20 PRE 10 13- PRE Attack: 4d6

10 OCV 35

10 DCV 35

3 OMCV 0

5 DMCV 6

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

7 PD 5 7 PD (0 rPD)

7 ED 5 7 ED (0 rED)

8 REC 4

40 END 4

15 BODY 5

40 STUN 10

 

Movement Cost Meters Notes

RUNNING 3 15m/30m END [1]

SWIMMING 0 4m/8m END [1]

LEAPING 0 4m 4m forward, 2m upward

 

 

 

 

 

Characteristics Total: 209

 

Cost Powers

5 JL Earpiece: High Range Radio Perception (Radio Group) (12 Active Points); Non Directional (-1/2), IIF (-1/4), Sense Affected As Radio & Hearing [any other Sense] (-1/4), Audio Only (-1/4) - END=0

66 Equipment: Variable Power Pool, 40 base + 30 control cost, Cosmic (+2) (85 Active Points); OIF (-1/2), Must predetermine what is carried, can only change at base (-1/4) - END=

 

Powers Total: 71

 

Cost Martial Arts

4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm

4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike

3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/10, Target Falls

5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike

3 Weapon Element: Blades, Fist-Loads, Karate Weapons

 

Martial Arts Total: 30

 

Cost Skills

3 Acrobatics 14-

3 Acting 13-

3 Breakfall 14-

3 Charm 13-

3 Climbing 14-

3 Combat Driving 14-

3 Combat Piloting 14-

3 Computer Programming 14-

1 Riding 8-

3 Concealment 14-

3 Criminology 14-

3 Deduction 14-

3 High Society 13-

3 Interrogation 13-

3 Language: Japanese (completely fluent)

3 Lockpicking 14-

3 Paramedics 14-

3 Science Skill: Crimnal Psycology 14-

3 Science Skill: Xeno Medicine 14-

3 Stealth 14-

3 Streetwise 13-

3 Systems Operation 14-

4 TF: Camels, Combat Aircraft, Equines, Helicopters, Small Motorized Ground Vehicles, Small Planes, Two-Wheeled Motorized Ground Vehicles

3 Tactics 14-

3 Teamwork 14-

1 WF: Blades

 

Skills Total: 75

 

Cost Perks

15 Money: Filthy Rich

 

Perks Total: 15

 

 

Value Complications

5 Dependent NPC: Alfred Infrequently (Normal; Useful Noncombat Position or Skills)

15 Hunted: Rogue Gallery Frequently (As Pow; Harshly Punish)

20 Psychological Complication: Code vs Killing/hatred of guns (Common; Total)

15 Psychological Complication: Driven to protect Gotham (Common; Strong)

5 Psychological Complication: Secretive (Uncommon; Moderate)

15 Social Complication: Secret ID Frequently, Major

 

Complications Points: 75

 

Base Points: 400

Experience: 0

Experience Unspent: 0

Total Character Cost: 400

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Re: Animated JLA, 6th Edition

 

That's just the base' date=' the multipower has slots that can increase it up to 80+ I believe.[/quote']

 

 

So I was missing something.. sorry

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Re: Animated JLA, 6th Edition

 

So I was missing something.. sorry

 

Don't sweat it, my mind has been racing like quicksilver recently, if I was more even I would have gone into detail on how I imagine the MP working (One Defence, One attack, and either a movement power or a couple senses as a default)

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Re: Animated JLA, 6th Edition

 

Honestly, that's not a bad Batman at all for the points. The only thing that's really missing (off the top of my head) might be some HTH damage classes built into his Martial Arts. I know he tends to bust out some shock-gauntlet/knuckle type things for slugging it out with big guys (so I don't think it's a critical flaw/glaring weakness), but 6d6 feels a little low to me for his default attack. A few CSL's wouldn't kill him, either.

 

All in all, for as much as you did manage to include, very well done.

 

Any way to shave a few points off with a Skills-only VPP, and some Overall skill levels, maybe? He rarely uses all his skills at once, and they seem to be where the biggest points logjam comes up.

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Re: Animated JLA, 6th Edition

 

8d6 Offensive Strike would be his default i imagine. I might go as far as to drop him Martial strike to free up a few points

 

I am not wild about skill based VPP's or MP's, I feel they are a bit to cost effective

 

as you said he can pull out his knucklers for the big fights, bringing him to 14d6 if he really needs it (8d6+6d6 from MP)

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Re: Animated JLA, 6th Edition

 

So the first thing I want to say, is I am enjoying reading your builds. Please keep them coming (I really want to see Martian Manhunter and Hawk Girl)!

 

Now for the things I'm noticing (Superman):

1) Does Red Sunlight or Kryptonite come up enough to be a -1/4? I don't remember it doing that. Maybe that's better off as a physical complication: Powers don't work in X conditions. As a GM I'd never allow that limitation because (much like Foci Man) he's built to either be 100% or 0% effective.

 

2) I don't like the MP build of Superman, because it means he can only do some super stuff at a time. Particularly his defenses (he can't get his PD and ED DR up and attack with anything above a 8d6 attack), although he does have some out of his MP. I would personally move the DR out of it too.

 

3) Speed in an MP will play havoc with your actions, remember that changing speed makes for potential problems.

 

4) Why does he have x128 NCM instead of Mega Scale 1m = 1km? It would be cheaper and just as useful right?

 

5) As mentioned, both Enhanced Senses and Naked Power Advantages in a Framework.

 

I would figure out why you are building him on 400 points. If it is so a player could use him, I would focus on a less "GM can allow" build style. If it is for GMs, I would give him more points. There are lots of point saving methods that I would consider questionable, and the best solution is probably just more points.

 

Batman:

1) He has more Martial Maneuvers than I usually use, but that's not an inherent problem, just a place I would take points out of if I needed them. Examples of this are both Block and Dodge, but no Escape or Flying Dodge. If he had any two defensive maneuvers, I would go with Escape and Flying dodge, so he can avoid being hit by dudes, and escape them when he gets grabbed.

 

2) I also wanted to point out that batman must predefine what he is carrying, and can only change that at bases, yet his pool is cosmic. I think this means when he gets to his base, he can swap all his gear as a 0 phase action. He may want to go with a longer time to change than that, at least a few seconds. I assume this pool is for "just the right solution spray" based powers?

 

3) Plenty of skills is good. Don't really have a problem with that.

 

4) I notice he doesn't have any OSLs, he should probably sell back some of his base OCV/DCV for OSLs. It will greatly increase his skills and be nearly as effective when fighting.

 

5) Maybe his VPP should have 0 END on it so he doesn't pay END for his equipment. That's not a requirement, just a stylistic thing.

 

So that's my review of the characters. Then after reading them, I did some though experiment fights in my head to see how they throw down.

 

Assumptions: 1) They know how each others powers work, (seems reasonable)

2) They fight using their normal tactics, modified based on the opponent (superman will default to melee, and use his eye lasers if that doesn't work. Batman will use his gadgets and martial arts).

3) Superman walks around with his MP on defenses (I'm going with 50% PD, 50% ED, 10rPD/10rED, 5rPD/5rED Hardened etc) when he's not using it to attack.

 

Scenario 1: No Prep Time

 

Superman walks up to Batman and says "Hey, Lex Luthor said he will donate a million dollars to sick orphans if I beat you up."

Batman: "That's stupid. I'll donate two million if you just leave me to brood"

Superman: "Eh, no dice. We kung fu fight now!"

 

Phase 12:

Batman goes first on Dex 23. He makes a tactics roll (14- so we'll say yes); and knows:

1) Superman is faster, so aborting just delays gets his head stomped

2) Superman is basically invincible when not attacking

3) If he gets touched by Superman he is in a world of pain.

 

So Batman decides he needs to wait until superman attacks him, then punch him as hard as he can. Batman holds

 

Superman doesnt' have tactics but does know Batman is delaying. He decides to go with his good old fashion "Bat Crunch". He switches over his DEF slots into "Strength Tricks" with AoE as his advantage, and goes for the grab.

 

At this point they both roll DEX rolls to see who acts first. Superman is a 12-, Batman is a 14-. Even if Batman wins though, he has to hit Superman's DCV (10) with his Offensive Strike (OCV 8), and only does 8d6 damage (average 28 Stun). Superman subtracts 20 from this, and then his DR knocks it down to 4 STUN. If he had left up his DEF, he wouldn't be taking any on average.

 

Conclusion: Batman gets owned hard (as it should be). This will happen nearly 100% of the time if no body messes up and Batman doesn't have anything useful in his pool at the moment.

 

Scenario 2: Prep Time

 

While Superman flies off to go give money to orphans Batman limps over to the Bat Cave or Bat work bench or whatever. Upon arriving at the bench, Batman grabs a Bat Healing Potion and heals to full (this can be increased reuse rate, it's mostly so he can be at full when our narrative continues). Standing tall the Dark Knight looms over the work bench...

 

"I will teach that Boy Scout to abuse -1/4 limitations! And to beat me up. Mostly the limitations thing though."

 

Batman picked up a handful of "Weakness Darts" 6E1 197, and attached a Batsticker to them, turning them into Bat Weakness Darts!

 

Bat Weakness Darts!: 6d6 Drain STR, OIF: Darts (he has unlimited, so you can't disarm him, and he shoots them out of his wrists or something so grabbing him doesn't matter) (-1/2), Range Based on STR (-1/4) [60AP] [34 RP]

 

Batman looks at the remaining 6 points of gear he could take, and grabs some Bat Armor (5 PD, 4ED).

 

Batman then goes to meet the (now) returning Superman.

 

Batman: "Hey Superman, Gorilla Grond says he will donate a million dollars to sick orphans if I beat you up."

Superman: "That sounds incredibly contrived, and like a thinly veiled excuse for another fight"

Batman: "We kung fu fight now!"

 

Phase 12:

Batman decides he should act first and give Superman a dart. He needs to weaken the Man of Steel before he gets beaten like the Martian Manhunter. He attacks with a Dart, sad about the fact that he has no OSLs to apply.

 

Batman OCV 10 vs. Superman DCV 10. 55% of the time Batman hits. When Batman misses, Superman grabs him and see scenario 1. Assuming Batman hits, Superman gets Drained for 6d6 of STR (21 points on average) (designating his Bend Steel as required on 6E1 135) . Superman then proceeds to gloat about his invulnerability

 

Superman: "Is that the best you can do? I'm still as strong as you, plus I have Super Everything!"

Batman: "Not anymore! These generic Weakness Darts taken from the 6th Edition Core Book and slightly modified by addition of the word Bat and removing a few limitations have massively crippled you. How are your much valued Super Senses?

Superman: "Ye gods! My X-ray vision!, my telescopic Vision, my Super Hearing, my Ultrasonic Perception, My Super Swimming, and my Flight have all disappeared! Also my Life Supports and two points of Speed!"

Batman: "Yes, I have carefully studied how your powers work, and I realized that because you use Unified Power on every single one of your abilities, any negative adjustment power that affects one of them affects all of your powers; as described on 6E1 page 395."

 

Batman then PRE attacks, because he's the Batman. 4d6 base - 1d6 in combat +1d6 displaying a power, +1d6 made a social skill roll (he has tons, he will pass this), +1d6 violent action (he did do some damage, since Superman lost 6 Stun), +1d6 good soliloquy. 7d6 = 24.5 PRE. Superman is impressed but not deterred.

 

Superman is now in a bad place. He can feel himself weakening but cannot wait until phase one (after 5 points have returned) to attack, as then Batman will be able to abort to dodge, which will last until Superman's phase 6 and Superman no longer has a Speed advantage. Plus he's rash and headstrong so he might as well go in swinging. Unfortunately he has lost 20 points from Bend Steel, 20 points from Super Strong (13 STR), so he can no longer throw out 16 DC attacks (he's down to 8DC attacks, 1 DC STR, 3 DC Bend Steel, 5 DC Super Strong).

 

At this point Superman has 2 moves. Either attack with his reduced STR (which will still16 Stun on average past batman's defenses (no stunning him) or hit him with a combine attack of Heat Vision and Super Breath And Heat Vision (yes he can fire 2 eye beams at once, don't ask why), doing 2.5d6 RKA + 1.5d6 Penetrating RKA. This on average does 8.75 + 5.25 Body, or 14 Body to Batman. Superman knows that Batman has no resistant defenses normally, but is worried about killing Batman (seeing as this is going to be at least an impairing wound, and leaving him at 1 BODY, while a good damage roll can send him into negative body with a disabling wound. A good roll and a head shot will actually just kill Batman).

 

I'm pretty sure this is where Superman's Code vs. Killing applies, so he make a 7-. Superman generally doesn't feel like giving someone the double laser eye stair of Doom. If he was fighting for his life, he might. If he did, he'd probably win as Batman would be stunned and go down like a punk. He is a little worried about just melting Batman's arm off though. So he goes for the punch.

 

Superman then turns all multi power into various STR powers, hits Batman, (OCV 12 vs. DCV 10), and fails to stun (doing 16 STUN).

 

Post Phase 12: Superman recovers 5 drain

 

Phase 3:

Batman gives Superman another taste of Bat Weakness Darts. Superman feels very bad about this, and loses most of his 30 AP powers (not defensive ones). Superman can go with the double Eye beam thing now, but it's only doing 1.5d6 + 1d6, or 9 Body and 18 stun (using default rules, 27 with hit locations). He probably wants to Eye Beam if he's using hit locations as he won't kill Batman but will stun him. If he's not, he's pretty shafted.

 

Phase 6+

Batman zaps him with a few more darts, Superman gets turned into Really-Sad-That-He-Bought-All-His-Powers-With-Unified-Power Man. Then Batman just beats him up with Martial Arts while Superman has 5 STR and takes it.

 

Conclusion: Batman Can win this one without Kryptonite but it does require 1) He hit Superman on Phase 12, 2) Superman not want to kill him on phase 12. If either of these don't happen, Batman is going back to the Bat Hospital.

 

So yeah, about what I expect. Good Job!

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Re: Animated JLA, 6th Edition

 

So the first thing I want to say, is I am enjoying reading your builds. Please keep them coming (I really want to see Martian Manhunter and Hawk Girl)!

 

Now for the things I'm noticing (Superman):

1) Does Red Sunlight or Kryptonite come up enough to be a -1/4? I don't remember it doing that. Maybe that's better off as a physical complication: Powers don't work in X conditions. As a GM I'd never allow that limitation because (much like Foci Man) he's built to either be 100% or 0% effective.

 

I feel that it is at least limiting as other -1/4 limitations, You will notice that I lumped both together as I do not feeleither one is limiting enough but together they are. You are right that he looses alot of functinality while effected, which IMO is appropriate. Also I play with alot of limitations, just how we do things around here

 

2) I don't like the MP build of Superman, because it means he can only do some super stuff at a time. Particularly his defenses (he can't get his PD and ED DR up and attack with anything above a 8d6 attack), although he does have some out of his MP. I would personally move the DR out of it too.

 

 

As imagined his default setting would be one attack (Like +40 STR), One Defence (10/10 armor), and anoth 30 points as needed. Also remember that as this is the animated version his power level seemed to fluctuate alot (do to plot needs) so this helps to explain that.

 

3) Speed in an MP will play havoc with your actions, remember that changing speed makes for potential problems.

 

 

The speed was just something I felt he should have, again it has been said that superman tends to forget about some of his powers, this is an example of it

 

 

4) Why does he have x128 NCM instead of Mega Scale 1m = 1km? It would be cheaper and just as useful right?

I toyed with Megascale, and honestly don't know why I chose the way I did, easily changed however.

 

 

5) As mentioned, both Enhanced Senses and Naked Power Advantages in a Framework.

 

Naked Power Advantages are now allowed in frameworks, but don't remember putting one in

 

I would figure out why you are building him on 400 points. If it is so a player could use him, I would focus on a less "GM can allow" build style. If it is for GMs, I would give him more points. There are lots of point saving methods that I would consider questionable, and the best solution is probably just more points.

 

 

A big part of it is the fun of getting it in on a budget, Funny thing is as a gm I am more likely to give achilies heals to big characters (Like overarching limitations) than when I am making my PC

 

Batman:

1) He has more Martial Maneuvers than I usually use, but that's not an inherent problem, just a place I would take points out of if I needed them. Examples of this are both Block and Dodge, but no Escape or Flying Dodge. If he had any two defensive maneuvers, I would go with Escape and Flying dodge, so he can avoid being hit by dudes, and escape them when he gets grabbed.

 

2) I also wanted to point out that batman must predefine what he is carrying, and can only change that at bases, yet his pool is cosmic. I think this means when he gets to his base, he can swap all his gear as a 0 phase action. He may want to go with a longer time to change than that, at least a few seconds. I assume this pool is for "just the right solution spray" based powers?

 

Ok, the limitation must predifine is key here, he has to decide (based on player/gm) what he is carring but is not restricted to the real points of all items carried, no item can have more than 30 active points, and he can not have more than the 40 real points active at a time however, so some of the items can be visualised as part of his belt, he has them with him but he cannot use them until he has put the item he is using away. I visualise about 10 belt items and maybe some light armor as a good standard

 

3) Plenty of skills is good. Don't really have a problem with that.

 

4) I notice he doesn't have any OSLs, he should probably sell back some of his base OCV/DCV for OSLs. It will greatly increase his skills and be nearly as effective when fighting.

 

5) Maybe his VPP should have 0 END on it so he doesn't pay END for his equipment. That's not a requirement, just a stylistic thing.

 

I feel it is bad form to buy advantages on frameworks (Slots yes, frameworks no). As for OSL's I don't see them the value others do,

So that's my review of the characters. Then after reading them, I did some though experiment fights in my head to see how they throw down.

 

Assumptions: 1) They know how each others powers work, (seems reasonable)

2) They fight using their normal tactics, modified based on the opponent (superman will default to melee, and use his eye lasers if that doesn't work. Batman will use his gadgets and martial arts).

3) Superman walks around with his MP on defenses (I'm going with 50% PD, 50% ED, 10rPD/10rED, 5rPD/5rED Hardened etc) when he's not using it to attack.

 

Scenario 1: No Prep Time

 

Superman walks up to Batman and says "Hey, Lex Luthor said he will donate a million dollars to sick orphans if I beat you up."

Batman: "That's stupid. I'll donate two million if you just leave me to brood"

Superman: "Eh, no dice. We kung fu fight now!"

 

Phase 12:

Batman goes first on Dex 23. He makes a tactics roll (14- so we'll say yes); and knows:

1) Superman is faster, so aborting just delays gets his head stomped

2) Superman is basically invincible when not attacking

3) If he gets touched by Superman he is in a world of pain.

 

So Batman decides he needs to wait until superman attacks him, then punch him as hard as he can. Batman holds

 

Superman doesnt' have tactics but does know Batman is delaying. He decides to go with his good old fashion "Bat Crunch". He switches over his DEF slots into "Strength Tricks" with AoE as his advantage, and goes for the grab.

 

At this point they both roll DEX rolls to see who acts first. Superman is a 12-, Batman is a 14-. Even if Batman wins though, he has to hit Superman's DCV (10) with his Offensive Strike (OCV 8), and only does 8d6 damage (average 28 Stun). Superman subtracts 20 from this, and then his DR knocks it down to 4 STUN. If he had left up his DEF, he wouldn't be taking any on average.

 

Conclusion: Batman gets owned hard (as it should be). This will happen nearly 100% of the time if no body messes up and Batman doesn't have anything useful in his pool at the moment.

 

Scenario 2: Prep Time

 

While Superman flies off to go give money to orphans Batman limps over to the Bat Cave or Bat work bench or whatever. Upon arriving at the bench, Batman grabs a Bat Healing Potion and heals to full (this can be increased reuse rate, it's mostly so he can be at full when our narrative continues). Standing tall the Dark Knight looms over the work bench...

 

"I will teach that Boy Scout to abuse -1/4 limitations! And to beat me up. Mostly the limitations thing though."

 

Batman picked up a handful of "Weakness Darts" 6E1 197, and attached a Batsticker to them, turning them into Bat Weakness Darts!

 

Bat Weakness Darts!: 6d6 Drain STR, OIF: Darts (he has unlimited, so you can't disarm him, and he shoots them out of his wrists or something so grabbing him doesn't matter) (-1/2), Range Based on STR (-1/4) [60AP] [34 RP]

 

Batman looks at the remaining 6 points of gear he could take, and grabs some Bat Armor (5 PD, 4ED).

 

Batman then goes to meet the (now) returning Superman.

 

Batman: "Hey Superman, Gorilla Grond says he will donate a million dollars to sick orphans if I beat you up."

Superman: "That sounds incredibly contrived, and like a thinly veiled excuse for another fight"

Batman: "We kung fu fight now!"

 

Phase 12:

Batman decides he should act first and give Superman a dart. He needs to weaken the Man of Steel before he gets beaten like the Martian Manhunter. He attacks with a Dart, sad about the fact that he has no OSLs to apply.

 

Batman OCV 10 vs. Superman DCV 10. 55% of the time Batman hits. When Batman misses, Superman grabs him and see scenario 1. Assuming Batman hits, Superman gets Drained for 6d6 of STR (21 points on average) (designating his Bend Steel as required on 6E1 135) . Superman then proceeds to gloat about his invulnerability

 

Superman: "Is that the best you can do? I'm still as strong as you, plus I have Super Everything!"

Batman: "Not anymore! These generic Weakness Darts taken from the 6th Edition Core Book and slightly modified by addition of the word Bat and removing a few limitations have massively crippled you. How are your much valued Super Senses?

Superman: "Ye gods! My X-ray vision!, my telescopic Vision, my Super Hearing, my Ultrasonic Perception, My Super Swimming, and my Flight have all disappeared! Also my Life Supports and two points of Speed!"

Batman: "Yes, I have carefully studied how your powers work, and I realized that because you use Unified Power on every single one of your abilities, any negative adjustment power that affects one of them affects all of your powers; as described on 6E1 page 395."

 

Batman then PRE attacks, because he's the Batman. 4d6 base - 1d6 in combat +1d6 displaying a power, +1d6 made a social skill roll (he has tons, he will pass this), +1d6 violent action (he did do some damage, since Superman lost 6 Stun), +1d6 good soliloquy. 7d6 = 24.5 PRE. Superman is impressed but not deterred.

 

Superman is now in a bad place. He can feel himself weakening but cannot wait until phase one (after 5 points have returned) to attack, as then Batman will be able to abort to dodge, which will last until Superman's phase 6 and Superman no longer has a Speed advantage. Plus he's rash and headstrong so he might as well go in swinging. Unfortunately he has lost 20 points from Bend Steel, 20 points from Super Strong (13 STR), so he can no longer throw out 16 DC attacks (he's down to 8DC attacks, 1 DC STR, 3 DC Bend Steel, 5 DC Super Strong).

 

At this point Superman has 2 moves. Either attack with his reduced STR (which will still16 Stun on average past batman's defenses (no stunning him) or hit him with a combine attack of Heat Vision and Super Breath And Heat Vision (yes he can fire 2 eye beams at once, don't ask why), doing 2.5d6 RKA + 1.5d6 Penetrating RKA. This on average does 8.75 + 5.25 Body, or 14 Body to Batman. Superman knows that Batman has no resistant defenses normally, but is worried about killing Batman (seeing as this is going to be at least an impairing wound, and leaving him at 1 BODY, while a good damage roll can send him into negative body with a disabling wound. A good roll and a head shot will actually just kill Batman).

 

I'm pretty sure this is where Superman's Code vs. Killing applies, so he make a 7-. Superman generally doesn't feel like giving someone the double laser eye stair of Doom. If he was fighting for his life, he might. If he did, he'd probably win as Batman would be stunned and go down like a punk. He is a little worried about just melting Batman's arm off though. So he goes for the punch.

 

Superman then turns all multi power into various STR powers, hits Batman, (OCV 12 vs. DCV 10), and fails to stun (doing 16 STUN).

 

Post Phase 12: Superman recovers 5 drain

 

Phase 3:

Batman gives Superman another taste of Bat Weakness Darts. Superman feels very bad about this, and loses most of his 30 AP powers (not defensive ones). Superman can go with the double Eye beam thing now, but it's only doing 1.5d6 + 1d6, or 9 Body and 18 stun (using default rules, 27 with hit locations). He probably wants to Eye Beam if he's using hit locations as he won't kill Batman but will stun him. If he's not, he's pretty shafted.

 

Phase 6+

Batman zaps him with a few more darts, Superman gets turned into Really-Sad-That-He-Bought-All-His-Powers-With-Unified-Power Man. Then Batman just beats him up with Martial Arts while Superman has 5 STR and takes it.

 

Conclusion: Batman Can win this one without Kryptonite but it does require 1) He hit Superman on Phase 12, 2) Superman not want to kill him on phase 12. If either of these don't happen, Batman is going back to the Bat Hospital.

 

So yeah, about what I expect. Good Job!

 

Funny story, will point out that bats can't do 60 AP from his belt however. Seriously glad you like the write ups

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Re: Animated JLA, 6th Edition

 

66 Equipment: Variable Power Pool' date=' 40 base + 30 control cost, Cosmic (+2) (85 Active Points); OIF (-1/2), Must predetermine what is carried, can only change at base (-1/4)[/quote']

I'd be tempted to call that VPP only mostly cosmic, at a +1.5, with the Skill Roll still being required (Tactics, Science, or whatever skill is most appropriate to the gadget).

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Re: Animated JLA, 6th Edition

 

I'd be tempted to call that VPP only mostly cosmic' date=' at a +1.5, with the Skill Roll still being required (Tactics, Science, or whatever skill is most appropriate to the gadget).[/quote']

 

Nope,

 

See this old thread describing the Utility Belt as a VPP pretending to be a Multipower whose slots, though nearly infinite in variety, are functionally in the range of 8-12 that can actually be carried on an adventure at one time. It's not the typical book-build gadget pool. It's really a Multipower whose slots can be traded out at the Batcave.

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Re: Animated JLA, 6th Edition

 

If I was building a Silver Age version of Superman or Supergirl, I would definitely allow both Not Under A Red Sun and Not In The Presence Of Kryptonite as -1/4 limitations. They both appeared often enough for that to be legit.

 

That said, in the animated JLA, I'm not so sure.

 

Memo to self: get around to building Silver Age Supergirl. A starting Kryptonian on starting points = win.

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Re: Animated JLA, 6th Edition

 

Been thinking about the superman build, and I will be going back to it, removing one of the overall limitations. IMO Kryptonian (meaning affected by red sun and Kryptonite) did happen enough that together they merrit a -1/4. Having said that the Unified power is probably cheese and will be removed. I will probably be depowering him in some areas to make up for it.

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Re: Animated JLA, 6th Edition

 

Been thinking about the superman build' date=' and I will be going back to it, removing one of the overall limitations. IMO Kryptonian (meaning affected by red sun and Kryptonite) did happen enough that together they merrit a -1/4. Having said that the Unified power is probably cheese and will be removed. I will probably be depowering him in some areas to make up for it.[/quote']

 

The value of Limitied Power is just dependent on how common adjustment powers are in the campaign.

The Parasite was a fairly common threat (as common as kryptonite or red solar radiation) for Superman in the animated series universe:

 

I'm changing course here a little bit and working on one of Superman's signature villains and arguably one of the hardest to translate into HERO - The Parasite.

 

Parasitesuperman.PNG

 

Like all of the heroes, I want to build him on 350 points as well. I think this is possible because Superman and all of the other 'naturally powered' heroes (of this thread) abilities have been built using the 'Affected by Adjustments as an EC' Limitation. By building all the heroes with this I avoid having to build Parasite's Drain with the 'All Powers Simultaneously (+2)' level of Variable Effect.

 

With this in mind I would appreciate any feedback regarding the following power set for Parasite:

 

36 Do You Feel Yourself Getting Weaker?: Drain Any Biological SFX Ability 3d6+1 (standard effect: 10 points), any [biological] power one at a time (+1/4), Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per Hour; +1) (82 Active Points); Limited Special Effect Only vs. Biological Abilities (-1/2), Restrainable (-1/2), Limited Power Skin Contact Required (-1/4) 3

 

36 Hurts Doesn't It?: Energy Blast 6d6, Reduced Endurance (0 END; +1/2), Attack Versus Limited Defense (Power Defense; +1 1/2) (90 Active Points); No Range (-1/2), Restrainable (-1/2), Linked (Do You Feel Yourself Getting Weaker?; -1/4), Limited Power Skin Contact Required (-1/4)

 

128 Now I Have Your Powers!: Variable Power Pool, 100 base + 28 control cost, No Skill Roll Required (+1) (200 Active Points); Character Has No Choice Regarding How Powers Change (Also Gains Biological Disadvantages ; -1/2), VPP Powers Can Be Changed Only In Given Circumstance (Linked To Drain; -1/2), Conditional Power Powers Fade At Same Rate As Drain Recovers (-1/2), Limited Class Of Powers Available Limited (-1/2), Limited Power Abilities Gained Proportional ToThose Drained (-1/2)

0 1) Multiform (500 Character Points in the most expensive form) (100 Active Points) Real Cost: 100

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