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JMHammer

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Everything posted by JMHammer

  1. AJL Booster Gold "first draft" Booster Gold Player: Val** Char*** Cost 15/30** STR 5 15/17** DEX 15 15** CON 10 13** BODY 6 10** INT 0 10** EGO 0 10/15** PRE 0 18** COM 4 * 7/20** PD 4 5/15** ED 2 3/4** SPD 5 6/9** REC 0 30/60** END 0 30/50** STUN 1 *6"**RUN02"**SWIM03"/6"**LEAP0Characteristics Cost: 52 Cost** Power END ** Battlesuit, all slots IIF (-1/4)* 24** 1) Flight 10", Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points); IIF (-1/4)* 3 24** 2) Armor (10 PD/10 ED) (30 Active Points); IIF (-1/4)* 0 15** 3) +15 STR, Reduced Endurance (1/2 END; +1/4) (19 Active Points); IIF (-1/4)* 1 3** 4) 1/2 END on Base Strength of 15 (4 Active Points); IIF (-1/4)* 0 3** 5) +2 DEX (6 Active Points); No Figured Characteristics (-1/2), IIF (-1/4)* 8** 6) +1 SPD (10 Active Points); IIF (-1/4)* 12** 7) +30 END (15 Active Points); IIF (-1/4)* 10** 8) +12 STUN (12 Active Points); IIF (-1/4)* ** * 15** Protective Field: Life Support (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), Usable Simultaneously (up to 2 people at once; +1/2) (30 Active Points); Costs Endurance (-1/2), OIF (Battlesuit; -1/2)* 3 ** * 33** Energy Direction: Multipower, 50-point reserve, (50 Active Points); all slots OIF (Battlesuit; -1/2)* 3u** 1) Wrist Blasters: Energy Blast 10d6 (50 Active Points); OIF (Battlesuit; -1/2)* 5 3u** 2) Energy Disruption Blast: Drain END 3d6+1, Ranged (+1/2) (49 Active Points); OIF (Battlesuit; -1/2)* 5 3u** 3) Energy Field: (Total: 49 Active Cost, 29 Real Cost) +15 STR, Reduced Endurance (1/2 END; +1/4) (19 Active Points); No Figured Characteristics (-1/2), OIF (Battlesuit; -1/2) (Real Cost: 9) plus Force Field (10 PD/10 ED) (Protect Carried Items) (30 Active Points); OIF (Battlesuit; -1/2) (Real Cost: 20)* 4 ** * 3** Big Yellow Glasses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (Goggles; -1/2)* 0 ** * 2** Bravery: +5 PRE (5 Active Points); Only for defense for purposes of representing courage in the face of danger (-1)* ** * 6** JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing Group (-1/2), IIF (Earpiece Transceiver; -1/4)* 0 Powers Cost: 167 Cost** Skill 6** +2 with Energy Direction Multipower* 2** Familiarity with Common "Future" Gadgets (future cars, future phones, future ATMs, etc.) * 2** KS: Future "History" 11-* 1** SS: Time Travel 8-* Skills Cost: 11 Cost** Perk 5** Fringe Benefit: Membership in the JL* 5** Money: Well Off* 9** Skeets* Perks Cost: 19 Total Character Cost: 249 Val** Disadvantages 5** Distinctive Features: Often mistaken for Green Lantern (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 15** Hunted: The Time Police 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Capture)* 20** Psychological Limitation: Code vs Killing (Common, Total)* 10** Psychological Limitation: Easily Discouraged, A "Quitter" (Common, Moderate)* 10** Psychological Limitation: Easily Distracted (Common, Moderate)* 5** Psychological Limitation: Babehound (Uncommon, Moderate)* 5** Psychological Limitation: Lusts for Fame and Fortune (Uncommon, Moderate)* 5** Reputation: Doofus Superhero, 8-* 10** Social Limitation: Public ID (Frequently, Minor)* Disadvantage Points: 85 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 My Notes: -We learn from the Booster Gold episode that he can fly, can take a hit, has superstrength, and can shoot energy blasts. I stopped reading comics not long after Booster was introduced as a character but I remember he had a Legion of Super-Heroes Flight Ring, Braniac 5's Force Field Belt, and maybe a few other specific gadgets in addition to his costume. There was no evidence for any of this stuff on the show so I'm assuming that all the powers run through the battlesuit. I added the Energy Dispruption Blast not because of any evidence for it on the show or any memory of something like it from the comics but to give him an interesting ability for a player to use instead of pure brute force. -I considered making Skeets a DNPC but Skeets is always with Booster and, while not a significant combatant, has a multitude of helpful abilities. Therefore, Skeets has been purchased by Booster as a Follower. See Skeets's own character sheet for his information. -While not specifically mentioned on the show, in the comics at least he had stolen all his super-gear before escaping to the past to seek fame and fortune. The Hunted by Time Police Disadvantage is just something I made up. Maybe it's not Time Police but just regular law enforcement from his own time. -With his Energy Field activated his defenses are pretty good, especially for a character built on so few points. I feel this level is justified considering that an animated building stomped on him and he wasn't squished. If you feel his total defenses are excessive, reduce or eliminate the Armor bonus running through the battlesuit.
  2. AJL Captain Atom "first draft" Captain Atom Player: Val** Char*** Cost 35** STR 25 17** DEX 21 23** CON 26 20** BODY 20 10** INT 0 10** EGO 0 15** PRE 5 12** COM 1 * 15/27** PD 0 15/27** ED 2 3** SPD 3 12** REC 0 46** END 0 50** STUN 0 *6"**RUN02"**SWIM07"**LEAP0Characteristics Cost: 103 Cost** Power END 42** Not Really Alive: Life Support (Eating Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 200 Years; 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)* 0 24** Nuclear-Powered Containment Suit: Armor (8 PD/8 ED)* 0 30** Radioactive Immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Nuclear Radiation (-1)* 0 30** Nuclear Propulsion: Flight 10", Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points)* 3 ** * 62** Nuclear Radiation Control: Multipower, 62-point reserve* 5u** 1) Nuclear Blast: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); No Knockback (-1/4)* 2 2u** 2) Nuclear Energy Absorption: Drain 4d6, Limited Range (20") (+1/4), any Nuclear Radiation power one at a time (+1/4) (60 Active Points); Only Nuclear Radiation powers (-1), Increased Endurance Cost (x2 END; -1/2)* 12 3u** 3) Nuclear Energy Conversion: Absorption 6d6 (energy, Nuclear Blast), Can Absorb Maximum Of 38 Points' Worth Of Energy Damage, Absorption As A Defense (x2) (62 Active Points); Limited Phenomena (Nuclear Energy Attacks; -1)* 0 6u** 4) Force Field (12 PD/12 ED), Hardened (x2; +1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points)* 6 ** * 6** JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing Group (-1/2), IIF (Earpiece Transceiver; -1/4)* 0 ** * 64** Containment Suit Rupture: Energy Blast 50d6, Personal Immunity (+1/4), Explosion (-1 DC/3"; +1) (562 Active Points); No Conscious Control (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Nuclear Explosion: Area is irradiated, and Slow Death: Character begins to die (see notes); -2), 1 Charge (-2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), No Range (-1/2) [Notes: Any attack which does Body to the Captain has a chance to trigger a Containment Suit Rupture. Roll on 3d6; a 7 or less roll results in a Containment Suit Rupture. Add 1 to the chance to trigger a Rupture for each Body done in excess of defenses. In addition, any time the Captain's Body is reduced to 0 or below, a Containment Suit Rupture is automatically triggered. 12 seconds/segments after a Rupture is triggered, the explosion occurs. (Captain Atom will, naturally, do what he can to reduce the collateral damage from a Containment Suit Rupture, usually flying at maximum speed up and away to isolate himself as much as possible. Of course, if he's unconscious...) After the explosion, the entire area covered by the explosion is considered a high radiation zone. After the explosion, Captain Atom will be a disembodied energy being who cannot affect the world in any way although he can perceive it and move through it (use his Nuclear Propulsion power to define this). In this disembodied form the Captain cannot be seen by normal senses and can only be affected by things which can affect nuclear radiation. Unless the Captain's energy is collected and put into another containment suit within 24 hours, he will die: His energy will dissipate and can never again be collected. The longer Captain Atom is in this disembodied state, the longer it will take to collect his energies and pump them into a new containment suit.]* [1] Powers Cost: 274 Cost** Skill 3** Bureaucratics 12-* 3** Combat Piloting 12-* 3** +1 with Nuclear Radiation Control Multipower* 2** KS: Radiation 11-* 2** PS: Soldier 11-* 1** PS: Military Officer 8-* 2** SS: Nuclear Physics 11-* 3** Tactics 11-* 0** TF: Combat Aircraft* 3** WF: Small Arms, Vehicle Weapons* Skills Cost: 22 Cost** Perk 5** Fringe Benefit: Membership in the JL* 4** Fringe Benefit: Captain, USAF* Perks Cost: 9 Total Character Cost: 408 Val** Disadvantages 20** Accidental Change: See notes for Containment Suit Rupture power Always (Uncommon)* 10** Distinctive Features: Radioactive (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)* 5** Distinctive Features: Not quite human-looking (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 15** Hunted: Enemies of America 8- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)* 15** Hunted: Random villain who desires to use him as a weapon of mass destruction 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Capture)* 25** Hunted: United States Military 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)* 5** Physical Limitation: Just energy in a containment suit (medical intervention difficult, no genitalia, etc.) (Infrequently, Slightly Impairing)* 10** Physical Limitation: Can only heal Body by changing Containment Suits or repairing his Containments Suit (Infrequently, Greatly Impairing)* 15** Psychological Limitation: Patriotic and Loyal to the USA (Common, Strong)* 10** Psychological Limitation: Follows Orders Readily (Common, Moderate)* 5** Psychological Limitation: Uncomfortable unless there is a clear chain of command (Uncommon, Moderate)* 5** Reputation: Nuclear-Powered hero, 8-* 15** Social Limitation: Subject to Orders (Frequently, Major)* 15** Social Limitation: Public ID (Frequently, Major)* 20** Vulnerability: 2 x Effect Any Negative Alteration Power (Common)* Disadvantage Points: 190 Base Points: 200 Experience Required: 18 Total Experience Available: 18 Experience Unspent: 0 My Notes: -The Captain Atom on the AJL TV show is very different than the Captain Atom from the comics. The AJL version is more like Wildfire from the pre-Crisis Legion of Superheroes: An energy being contained within a special suit. In the two episodes where he saw some action, Captain Atom demonstrated flight, some super strength, an energy blast, an energy drain, ability to take a pretty good hit, special defenses vs radiation, and the ability to survive destruction of his containment suit. -Captain Atom isn't as powerful as his points make him appear. Quite a number of points are sunk into the atomic explosion which occurs when his containment suit ruptures. While it's not impossible that he could use that to his advantage, it's really a big disadvantage in most cases.
  3. AJl Supergirl "first draft" AJL Supergirl Player: Val** Char*** Cost 10/60** STR 0 11/17** DEX 3 15** CON 10 10** BODY 0 10** INT 0 10** EGO 0 13** PRE 3 16** COM 3 * 5/45** PD 3 5/15** ED 2 2/4** SPD 0 5/15** REC 0 30** END 0 25/50** STUN 2 *6"**RUN02"**SWIM02"/12"**LEAP0Characteristics Cost: 26 Cost** Power END ** Kryptonion Powers, all slots Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 50** 1) Superstrength: +50 STR, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 2 24** 2) Superspeed: Flight 10", Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 3 10** 3) Superspeed: +6 DEX (18 Active Points); No Figured Characteristics (-1/2), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 16** 4) Superspeed: +2 SPD (20 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 8** 5) Invulnerability: +10 ED (10 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 12** 6) Invulnerability: Damage Resistance (15 PD/15 ED) (15 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0 16** 7) Invulnerability: Armor (15 PD/0 ED), Hardened (+1/4) (28 Active Points); Not vs magic-based attacks (-1/2), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0 22** 8) Invulnerability: Force Field (15 PD), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1) (49 Active Points); Only vs attacks that cannot do body damage at their theoretical maximum without regard to this increased defense (-1/2), Not vs magic-based attacks (-1/2), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0 10** 9) Invulnerability: Life Support (Extended Breathing: 1 END per 5 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (12 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0 14** 10) Kryptonion Resiliency: +14 REC (28 Active Points); Only for Recoveries taken as a full-phase action and for long-term healing (-3/4), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 10** 11) Super Senses: +4 PER with all Sense Groups (12 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0 5** 12) Telescopic Vision: +4 versus Range Modifier for Sight Group (6 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0 12** 13) Microscopic Vision: Microscopic (x1,000) with Sight Group (15 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0 3** 14) X-Ray Vision: N-Ray Perception (Sight Group) (10 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Costs Endurance (-1/2), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 4 5** 15) Telescopic Hearing: +4 versus Range Modifier for Hearing Group (6 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0 2** 16) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0 ** * 28** Kryptonion Power Tricks: Multipower, 56-point reserve, (56 Active Points); all slots Increased Endurance Cost (x2 END; -1/2), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4), Concentration (1/2 DCV; -1/4)* 2u** 1) Heat Vision: Killing Attack - Ranged 2d6+1, Armor Piercing (+1/2) (52 Active Points); Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4), No Knockback (-1/4), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 10 2u** 2) Super Breath: Energy Blast 4d6+1, Does x1 1/2 Knockback (+1/2), Area Of Effect (8" Cone; +1) (55 Active Points); No Range (-1/2), Increased Endurance Cost (x2 END; -1/2), Reduced Penetration (-1/4), Incantations (-1/4), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4), Concentration (1/2 DCV; -1/4)* 10 3u** 3) Super Drilling: Tunneling 8" through 13 DEF material (55 Active Points); Increased Endurance Cost (x2 END; -1/2), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4), Concentration (1/2 DCV; -1/4)* 10 2u** 4) Too Fast To See: Invisibility to Sight, Hearing, Radio and Smell/Taste Groups, Danger Sense, Combat Sense and Spatial Awareness , No Fringe (56 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Increased Endurance Cost (x2 END; -1/2), Linked to Flight (Superspeed; -1/4), Not when attacking (-1/4), Others with superspeed are immune (-1/4), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 12 ** * 6** JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing Group (-1/2), IIF Durable (Earpiece Transceiver; -1/4)* 0 Powers Cost: 262 Cost** Skill 2** +1 with Punch* 1** KS: Kryptonion History 8-* 2** Penalty Skill Levels: +1 vs. Range Modifier with Heat Vision* 3** Power: Kryptonion Power Tricks 11-* Skills Cost: 8 Cost** Perk 5** Fringe Benefit: Membership in the JL* 2** Reputation (A large group) 11-, +1/+1d6* Perks Cost: 7 Total Character Cost: 303 Val** Disadvantages 15** Dependent NPC: The Kents 8- (Normal; Group DNPC: x2 DNPCs)* 10** Hunted: Lex Luthor 8- (Less Pow, NCI, Harshly Punish)* 10** Hunted: Superman Rogue Gallery 8- (As Pow, Harshly Punish)* 5** Hunted: The Illuminati Society 8- (As Pow, NCI, Watching)* 5** Physical Limitation: Invulnerability makes such things as surgery and hypodermic injections difficult (Infrequently, Slightly Impairing)* 20** Psychological Limitation: Code Versus Killing (Common, Total)* 15** Psychological Limitation: Protective of Innocents (Common, Strong)* 10** Psychological Limitation: Cocky and Careless (Common, Moderate)* 10** Reputation: Superman's Cousin, 11-* 15** Social Limitation: Secret Identity (Frequently, Major)* 25** Susceptibility: Presence of Kryptonite (4"), 3d6 damage per Phase (Uncommon)* 10** Vulnerability: 2 x Effect Magic-based Attacks vs Power Defense (Uncommon)* Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  4. AJL Aquaman "first draft" Aquaman Player: Val** Char*** Cost 55** STR 45 23** DEX 39 35** CON 50 14** BODY 8 10** INT 0 18** EGO 16 23/46** PRE 13 14** COM 2 * 15** PD 4 8** ED 1 5** SPD 17 18** REC 0 70** END 0 60** STUN 0 *7"**RUN225"**SWIM011"**LEAP0Characteristics Cost: 197 Cost** Power END 35** Aqua-Speed: Swimming +23" (25" total) (x4 Noncombat), Reduced Endurance (1/2 END; +1/4) (35 Active Points) [Notes: This is about 170mph at full non-combat speed.]* 1 ** * 14** Strength of The Deep: Reduced Endurance (1/2 END; +1/4) (14 Active Points) applied to STR* ** * 9** King of the Seven Seas: +23 PRE (23 Active Points); Only for Presence Attacks vs Sea Creatures and Amphibians (-1), Provides No Defense (-1/2)* ** * 7** Acclimated to High Pressure: Physical Damage Reduction, 25% (10 Active Points); Only Underwater (-1/2)* 0 15** Dense Body: Physical Damage Reduction, Resistant, 25% [Notes: This provides a total of 25% Resistant Physical Damage Reduction and 50% Non-Resistant Physical Damage Reduction when Underwater.]* 0 15** Dense Body: Energy Damage Reduction, Resistant, 25%* 0 8** Atlantean Physiology: Life Support (Expanded Breathing: Underwater; Safe in High Pressure; Safe in Intense Cold)* 0 ** * ** Hook/Harpoon Hand, all slots OAF (-1) [Notes: When using either of these abilities, Aquaman's hand may be targeted as any other accessible focus.]* 15** 1) Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR), Reduced Endurance (1/2 END; +1/4) (31 Active Points); OAF (-1)* 1 12** 2) Stretching 5", Reduced Endurance (1/2 END; +1/4) (31 Active Points); OAF (-1), Always Direct (-1/4), Can only shoot out his hook hand and reel it back in (-1/4)* 1 Powers Cost: 130 Cost** Martial Arts Maneuver ** Grappling and Wrestling* 4** 1) +1 HTH Damage Class(es)* 3** 2) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 70 STR for holding on* 4** 3) Reversal: var Phase, -1 OCV, -2 DCV, 75 STR to Escape; Grab Two Limbs* 3** 4) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, 14d6 Strike; Target Falls; Must Follow Grab* 4** 5) Crush: 1/2 Phase, +0 OCV, +0 DCV, 16d6 Crush, Must Follow Grab* 5** 6) Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block* 2** 7) Weapon Element: Javelins and Thrown Spears, Polearms and Spears* Martial Arts Cost: 25 Cost** Skill 2** Animal Handler (Aquatic Animals) 14- (18-)* 3** Bureaucratics 14- (18-)* 3** Climbing 14-* 20** +4 with HTH Combat* 7** Defense Maneuver I-IV (10 Active Points); Only Underwater (-1/2) * 3** High Society 14- (18-)* 2** KS: Atlantean Mysticism 11-* 5** KS: The Seven Seas 14-* 2** AK: Atlantis 11-* 2** Navigation (Marine) 11-* 3** Oratory 14- (18-)* 2** PS: Absolute Sovereign 11-* 3** Riding 14-* 13** +2 Overall (20 Active Points); Only Underwater (-1/2)* 2** Survival (Marine) 11-* 3** Tracking 11-* 0** TF: Swimming Beasts* 2** WF: Common Atlantean Weapons* Skills Cost: 77 Cost** Perk 15** Advanced Tech* 35** Fringe Benefit: Diplomatic Immunity, Head of State of a single nation, King, Member of the Aristocracy/Higher Nobility [Notes: This should include all the followers he can manage, plus super-submarines, access to data repositories, etc.]* 15** Money: Filthy Rich* Perks Cost: 65 Cost** Talent 13** Animal Friendship (20 Active Points); Only Aquatic/Amphibious Animals (-1/2)* 10** Beast Speech (15 Active Points); Only Aquatic/Amphibious Animals (-1/2)* 2** Bump Of Direction (3 Active Points); Only Underwater (-1/2)* 3** Environmental Movement (no penalties Underwater)* 3** Rapid Healing (5 Active Points); Only Underwater (-1/2)* Talents Cost: 31 Total Character Cost: 525 Val** Disadvantages 5** Dependence: Immersion in Water -10 Active Points from Strength (Very Common, 1 Hour)* 25** Dependent NPC: Wife and Child 11- (Incompetent; Group DNPC: x2 DNPCs)* 10** Enraged: When his decisions are countermanded or his authority is challenged (Common), go 8-, recover 14-* 15** Hunted: Atlantean Nobility 14- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)* 10** Hunted: Brother and others who wish to usurp his throne 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)* 10** Physical Limitation: Left hand has no fine manipulation (it's a hook/harpoon) (Frequently, Slightly Impairing)* 15** Psychological Limitation: Distrusts everyone from the surface world (Very Common, Moderate)* 20** Psychological Limitation: Fiercely protective of Atlantis (Very Common, Strong)* 15** Psychological Limitation: "I'd rather fight than switch!" (Common, Strong)* 10** Psychological Limitation: Self-Sacrificing (Uncommon, Strong)* 5** Reputation: Indomitable and xenophobic ruler of Atlantis, 8-* 25** Social Limitation: Public ID (Very Frequently, Severe)* Disadvantage Points: 165 Base Points: 200 Experience Required: 160 Total Experience Available: 160 Experience Unspent: 0 My Notes: -He's strong and tough enough to be a match for Wonder Woman, he swims real fast, he can breathe underwater, he has a harpoon-hand, and sea creatures seem inclined to do his bidding. The comics version has mental powers but I haven't seen these demonstrated on the JL TV show, although I have not seen the Aquaman episode of the earlier Superman animated series.
  5. Aquaman, Supergirl, Captain Atom, Booster Gold... and Skeets! I had medical appointments all day and spent most of my time in waiting rooms. Forunately, I had my laptop and Hero Designer with me. Following is the fruit of my day's entrapment in healthcare. Presenting the following adaptations from the Animated Justice League: Aquaman, Supergirl, Captain Atom, Booster Gold... and Skeets! These are all first draft versions of these characters and I greatly welcome all comments and criticisms you can levy. Best wishes, John H
  6. Re: The Big Arguments Rube Goldberg: http://www.rube-goldberg.com/ Do you remember the board game Mousetrap?
  7. Re: Passing Strike (martial maneuver) Unbalanced? DoctorIron said: Yet another reason the optional velocity/falling damage system provided in 5th Edition (adopted from an article written by John Kim who, like me, is a physicist by training) is a generally superior replacement for the standard system. John H
  8. Re: Passing Strike (martial maneuver) Unbalanced? DoctorIron, While I can think of a lot of ways to get highly unbalancing amounts of damage from synergized effects, Passing Strike and these other martial maneuvers are not among them. When I play in your game I'll be happy to play with whatever rules you choose to use. However, I think far too much is being made of this. If a player wants to get a lot of damage with full moves, he does not need to use a Passing Strike, Charge, Flying Tackle, or any of the other martial maneuvers. Let's use the character I proposed for your game as an example. I've attached a couple of .hdc files to this message. AviannePSt.hdc represents the character as originally proposed and as I plan to play him regardless of how you choose to adjudicate Passing Strike, Charge, etc. in your game (unless you just outlaw the maneuvers entirely, of course). AvianneMTh.hdc represents the character as I could build him to get better than the same effect for the same points (one less point, actually). I'll also attach these characters to the end of this message so that readers without Hero Designer 2 can follow along. (Apologies to those who don't need all the detail but need to scroll past all that to get to the next message.) In the first case, AviannePSt using a Passing Strike has +1 OCV and at full flying velocity of 22"/phase will do 13d6. In the second case, AvianneMTh using a Move Through (and skill levels set to offset the Move Through penalties so that the total OCV/DCV will be as close as possible to the first case with Passing Strike) will have -1 OCV and at full flying velocity of 22"/phase will do 16d6. Alternatively, he can use a velocity of 10"/phase which will produce +1 OCV and do 12d6. Or, he can really game the maneuver: Use a velocity of 12"/phase which will produce +1 OCV and do 13d6. Hmm... [And don't get me started with comparisons to Move By, since with its fixed OCV/DCV penalties it would be even easier to game this maneuver to produce lots of damage.] Note that AvianneMTh is hardly optimized, partly to make this as fair a comparison as possible and partly because I want to post this and go to bed. I could have easily sleazed the skill levels so that Avianne.MTh would have had better OCV/DCV than AviannePSt, but purchased 3-point levels instead. The reflected damage from the 16d6 isn't going to be an excesively troubling issue with even this character's moderate defenses and I could easily beef up straight PD with the points saved from eliminating the martial maneuvers. (Not to mention that I'm sure you can imagine the usual abusive "PD only for use with reflected Move Through/Move By damage." Or Hand Attack: Only to add damage to "passing" maneuvers.) Frankly, AvianneMTh is a more powerful combat character and, with his higher Strength, can do a larger number of more interesting things as well as have an easier time breaking out of Entangles, etc. And while AviannePSt has some more options in combat, all those combat skill levels at AvianneMTh's disposal provide him with a tremendous amount of flexibility which is not obvious in the extremely simple contrasting example provided above. Best wishes, John H Avianne Player: Val** Char*** Cost 35** STR 25 26** DEX 48 28** CON 36 18** BODY 16 13** INT 3 11** EGO 2 20** PRE 10 22** COM 6 * 20** PD 8 20** ED 9 5** SPD 14 13** REC 0 56** END 0 50** STUN 0 *6"**RUN02"/5"**SWIM07"**LEAP0Characteristics Cost: 177 Cost** Power END 4** Wings and Feet: Extra Limbs (2) (5 Active Points); Prehensile Toes, but Limited Manipulation for Wings (-1/4)* 0 ** * 45** Winged Movement: Multipower, 67-point reserve, (67 Active Points); all slots Restrainable (-1/2)* 4u** 1) Winged Flight: Flight 22", combat acceleration/deceleration (+1/4), Reduced Endurance (1/2 END; +1/4) (66 Active Points); Restrainable (-1/2)* 2 4u** 2) Soaring: Gliding 54", combat acceleration/deceleration (+1/4) (67 Active Points); Restrainable (-1/2)* 0 1u** 3) Water Wings: Swimming +3" (2"/5" total) (3 Active Points); Restrainable (-1/2)* 1 3u** 4) Wind Buffet: Energy Blast (PD) 6d6, Explosion (Cone; -1 DC/2"; +1/2), Double Knockback (+3/4) (67 Active Points); No Range (-1/2), Restrainable (-1/2), Reduced Penetration (-1/4)* 7 ** * 15** Tough Skin: Armor (5 PD/5 ED)* 0 15** Structural Integrity: Physical Damage Reduction, Resistant, 25%* 0 15** Structural Integrity: Energy Damage Reduction, Resistant, 25%* 0 ** * 6** Strong Fingers and Toes: Clinging (normal STR) (10 Active Points); Restrainable (-1/2), Not on completely smooth surfaces with nothing to grasp or hold (-1/4)* 0 ** * 3** Sensitive Ears: Ultrasonic Perception (Hearing Group)* 0 9** Sensory Acuity: +3 PER with all Sense Groups* 0 ** * Powers Cost: 124 Cost** Martial Arts Maneuver ** Hunting Instinct* 8** 1) +2 HTH Damage Class(es)* 5** 2) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 9d6 Strike* 4** 3) Charge: 1/2 Phase, +0 OCV, -2 DCV, 11d6 +v/5 Strike, FMove* 5** 4) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 9d6 +v/5; FMove* 5** 5) Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 55 STR for holding on; FMove* Martial Arts Cost: 27 Cost** Skill 3** Acrobatics 14-* 3** Animal Handler (Birds, Raptors) 13-* 3** Breakfall 14-* 3** +1 with HTH Combat (5 Active Points); Only when attacking ground targets from the air (-1/2)* 3** +1 with DCV (5 Active Points); Only in the air (-1/2)* 1** KS: Birds 8-* 3** +1 with Winged Movement* 3** Tracking 12-* ** * ** 20 Points of Bonus Skills* 3** 1) Bureaucratics 13-* 3** 2) Conversation 13-* 3** 3) Criminology 12-* 2** 4) KS: The Helix Corporation 11-* 1** 5) KS: Police Procedures 8-* 2** 6) PS: Corporate Security 11-* 3** 7) Security Systems 12-* 3** 8) Systems Operation 12-* Skills Cost: 42 Total Character Cost: 370 Val** Disadvantages 10** Can be affected by powers which "only affect birds"* 25** Dependent NPC: Wife, Children, Parents 8- (Normal; Group DNPC: x8 DNPCs)* 10** Distinctive Features: Man with spectacular wings (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 10** Hunted: The Helix Foundation 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching)* 5** Hunted: The Religious Right 8- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)* 5** Hunted: The NRA 8- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)* 20** Hunted: The Zookeeper 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Capture)* 15** Hunted: Mystery Hunted (GM to define) 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)* 5** Physical Limitation: Large wings take up a lot of space, sometimes get in the way (Infrequently, Slightly Impairing)* 15** Psychological Limitation: Code vs Killing (Common, Strong)* 10** Psychological Limitation: Dislikes Guns (Common, Moderate)* 5** Reputation: Angel with healing powers, 8-* 10** Social Limitation: Public Identity (Frequently, Minor)* 5** Vulnerability: 1 1/2 x STUN Sonics (Uncommon)* Disadvantage Points: 150 Base Points: 200 Experience Required: 20 Total Experience Available: 20 Experience Unspent: 0 Avianne Player: Val** Char*** Cost 45** STR 35 26** DEX 48 28** CON 36 18** BODY 16 13** INT 3 11** EGO 2 20** PRE 10 22** COM 6 * 20** PD 6 20** ED 9 5** SPD 14 15** REC 0 56** END 0 55** STUN 0 *6"**RUN02"/5"**SWIM09"**LEAP0Characteristics Cost: 185 Cost** Power END 4** Wings and Feet: Extra Limbs (2) (5 Active Points); Prehensile Toes, but Limited Manipulation for Wings (-1/4)* 0 ** * 45** Winged Movement: Multipower, 67-point reserve, (67 Active Points); all slots Restrainable (-1/2)* 4u** 1) Winged Flight: Flight 22", combat acceleration/deceleration (+1/4), Reduced Endurance (1/2 END; +1/4) (66 Active Points); Restrainable (-1/2)* 2 4u** 2) Soaring: Gliding 54", combat acceleration/deceleration (+1/4) (67 Active Points); Restrainable (-1/2)* 0 1u** 3) Water Wings: Swimming +3" (2"/5" total) (3 Active Points); Restrainable (-1/2)* 1 3u** 4) Wind Buffet: Energy Blast (PD) 6d6, Explosion (Cone; -1 DC/2"; +1/2), Double Knockback (+3/4) (67 Active Points); No Range (-1/2), Restrainable (-1/2), Reduced Penetration (-1/4)* 7 ** * 15** Tough Skin: Armor (5 PD/5 ED)* 0 15** Structural Integrity: Physical Damage Reduction, Resistant, 25%* 0 15** Structural Integrity: Energy Damage Reduction, Resistant, 25%* 0 ** * 6** Strong Fingers and Toes: Clinging (normal STR) (10 Active Points); Restrainable (-1/2), Not on completely smooth surfaces with nothing to grasp or hold (-1/4)* 0 ** * 3** Sensitive Ears: Ultrasonic Perception (Hearing Group)* 0 9** Sensory Acuity: +3 PER with all Sense Groups* 0 ** * Powers Cost: 124 Cost** Skill 3** Acrobatics 14-* 3** Animal Handler (Birds, Raptors) 13-* 3** Breakfall 14-* 3** +1 with HTH Combat (5 Active Points); Only when attacking ground targets from the air (-1/2)* 3** +1 with DCV (5 Active Points); Only in the air (-1/2)* 1** KS: Birds 8-* 3** +1 with Winged Movement* 3** Tracking 12-* ** * ** 20 Points of Bonus Skills* 3** 1) Bureaucratics 13-* 3** 2) Conversation 13-* 3** 3) Criminology 12-* 2** 4) KS: The Helix Corporation 11-* 1** 5) KS: Police Procedures 8-* 2** 6) PS: Corporate Security 11-* 3** 7) Security Systems 12-* 3** 8) Systems Operation 12-* ** * ** The Big Move Bonus* 18** 1) +6 with Move Through, Move By, and Grab By* 1** 2) Some 1-Point Skill to get total points back up to 370 8-* Skills Cost: 61 Total Character Cost: 370 Val** Disadvantages 10** Can be affected by powers which "only affect birds"* 25** Dependent NPC: Wife, Children, Parents 8- (Normal; Group DNPC: x8 DNPCs)* 10** Distinctive Features: Man with spectacular wings (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 10** Hunted: The Helix Foundation 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching)* 5** Hunted: The Religious Right 8- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)* 5** Hunted: The NRA 8- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)* 20** Hunted: The Zookeeper 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Capture)* 15** Hunted: Mystery Hunted (GM to define) 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)* 5** Physical Limitation: Large wings take up a lot of space, sometimes get in the way (Infrequently, Slightly Impairing)* 15** Psychological Limitation: Code vs Killing (Common, Strong)* 10** Psychological Limitation: Dislikes Guns (Common, Moderate)* 5** Reputation: Angel with healing powers, 8-* 10** Social Limitation: Public Identity (Frequently, Minor)* 5** Vulnerability: 1 1/2 x STUN Sonics (Uncommon)* Disadvantage Points: 150 Base Points: 200 Experience Required: 20 Total Experience Available: 20 Experience Unspent: 0
  9. Re: Another Take on the Animated Justice League James Gillen said: Pre-crisis/post-crisis makes no difference here because these characters are based on the Animated Justice League cartoon, not on the comics. (The Animated Justice League / Justice League Unlimited series seems to be in the same continuity as the earlier Superman: The Animated Series and the several Batman animated series from the same production company, and Static Shock seems to be part of this universe, too.) It also therefore makes no difference if the comics version of the "Kyle Rayner GL" has to deal with the yellow issue or not, since (as I understand it) he got his ring after the Green Lantern Corps and the main battery on Oa were destroyed, and that veers so far from the reality presented on the JL series that it can't be used to argue for or against anything we adapt from the show. If you don't want the yellow weakness on GL's ring, take it out and make the "ring must be recharged" issue occur a little more often so that the remaining limitation is still worth about -1/4. I, too, am pretty sure that we didn't see any yellow issues in the JL series (although I'm just as sure we never saw him have to handle anything completely yellow), but I threw it in there anyway. Yes, I pulled a few things from my nearly-visceral memory of older comics such as J'onn J'onnz's susceptibility to fire and the yellow issues for GL, but did so in order to give the characters some more interesting and distintinctive features. I particularly wanted to give each character a critical vulnerability: Superman = Kryptonite and Red Solar Rays, WW = Getting Tied By Her Own Lasso, J'onn = Fire/Heat, Hawkgirl = Not Having Her Mace, GL = Ring Runs Out Of Juice At A Critical Moment/Can't Directly Affect Anything Yellow, with Batman and Flash as minor exceptions. As I've stated several times now, any of these items can be deleted or changed to suit your feel for these characters. Just keep in the forefront of your mind that these are all adaptations from the JL and associated animated TV series, not from any printed source material. And since I did them instead of the great Sam Bell or Mike Surbrook, they sure aren't going to be perfect. Best wishes, John H
  10. Re: Another Take on the Animated Justice League Whitewings said: It's just the name of the power. Her Amazonion Gliding power is built as Flight, not Gliding. If the power name is offensive to you, it's easy enough to change on your copy of the .hdc or .txt/.doc/other file. Is that quote from the Animated Justice League TV show? If not, it doesn't refer to this character and couldn't be used to justify a power or ability. Of course, you are welcome to change these characters in any way you like; they are simply my best attempt to represent the characters as presented on this show. That's why, for instance, Superman has a Strength of 75 instead of the 250 or so that my 1970s-1980s "pre-crisis" comic book reading experience would have liked to assign to him, and also explains why this writeup of Supes has Extended Breathing (1End/5min) instead of Self-Contained Breathing and why this writeup of Flash doesn't have Desolidification or Extra-Dimensional Movement. Best wishes, John H
  11. Re: Alternatives to the Speed Chart from DH Hugh Neilson said: In the case of the 8d6 AP vs 20 Def, the average damage would be 18. [8x3.5=28, 20/2=10, 28-10=18] Your point remains valid. Best wishes, John H
  12. Re: Hey Surbook: Hmm... I thought you were referring to the Bungie game: http://oni.bungie.org/res/
  13. Re: Another Take on the Animated Justice League Mike Basinger said: -"Smoke Screen" Arrow -"Zip Line" Arrow (Perhaps built as Gliding: Only in a straight line) and he might be able to also "swing" from these -Other "line trailing" arrows such as the ones he used to hold up the truck which was falling off the bridge, and I bet he could use them as a basic Entangle, too It would be fair to add a few more trick arrow types over those we've actually seen used since this season's format will never give GA or any other one character enough screen time for any minor character to demonstrate all that he or she can probably do. The bow itself can probably be used as a club, but I don't think we actually saw that in any of the GA episodes so far. John H
  14. Re: Has anyone ever: The link that Edsel provided represents a good way to determine the area of a hexagon and the figure he provides is correct except a 2m hex is not a 6ft hex. 2m > 6ft. The area of a 1"=2m Hero hex is about 37ft^2. When planning exhibitions before good CAD and other software tools became available, I used hex paper and needed to know the area of each hex so I'm familiar with this. John H
  15. A little off topic I have to admit that I hate this show but my nephews and nieces (ages 6-13) love it. The best battle plan the characters come up with seems to be, "Titans: Go!" and the writers can't seem to decide if they want to produce a "cartoon" or something that adults can enjoy for the themes and plots as the style bounces around all over the place from one episode to another and even within individual episodes. The last episode the kids and I watched together involved Robin getting seriously, gruesomely beaten. I mean, really, I have never seen violence like this before in a kiddy cartoon and certainly never before on this show. But the scenes in between the sick beatings included all the usual slapstick exploding heads and flying sweatblobs. It was kind of disturbing... Anyway, given all the cartoony aspects to this program, I'm not sure how one would go about defining power levels and so on. Goodness knows I'm hoping there won't be any JL/TT crossovers as I don't believe JL could stand the strain of the style used on TT especially given the rather dorky "fun" episodes already presented on JL this season. Huh, I thought I had a point to make when I started writing this... John H
  16. AJL Batman "Final" AJL Batman Player: Val** Char*** Cost 25** STR 15 23** DEX 39 23** CON 26 20** BODY 20 23** INT 13 20** EGO 20 35** PRE 25 16** COM 3 * 10/16** PD 5 10/13** ED 5 5** SPD 17 10** REC 0 46** END 0 50** STUN 5 *7"**RUN23"**SWIM15"**LEAP0Characteristics Cost: 196 Cost** Power END ** Cape & Cowl, all slots OIF Durable (-1/2)* 6** 1) Armor (3 PD/3 ED) (9 Active Points); OIF Durable (-1/2)* 0 2** 2) +3 PD (3 Active Points); OIF Durable (-1/2)* 2** 3) Gliding 6" (6 Active Points); Must lose 6" of altitude each phase and max horizontal distance per phase is equal to altitude lost (-1), OIF Durable (-1/2), no Noncombat movement (-1/4), Gestures (-1/4)* 0 ** * 15** Utility Belt: Grapple and Line: Multipower, 30-point reserve, (30 Active Points); all slots OAF Durable (-1) [Notes: Limited Range on those slots to which that Limitation applies is 20".]* 1u** 1) Swinging 20", Reduced Endurance (1/2 END; +1/4), combat acceleration/deceleration (+1/4) (30 Active Points); OAF Durable (-1)* 1 1u** 2) Stretching 6" (30 Active Points); OAF Durable (-1), Cannot Do Damage (-1/2), No Velocity Damage (-1/4), Limited Manipulation (-1/4), Always Direct (-1/4)* 3 1u** 3) Entangle 2d6, 2 DEF, 16 Charges (+0), Takes No Damage From Attacks All Attacks (+1/2) (30 Active Points); OAF Durable (-1), Cannot Form Barriers (-1/4), Limited Range (-1/4), Can Be Missile Deflected (-1/4)* [16] 1u** 4) Killing Attack - Ranged 1d6+1, Reduced Endurance (1/2 END; +1/4), +1 Increased STUN Multiplier (+1/4) (30 Active Points); OAF Durable (-1), Limited Range (-1/4)* 1 ** * 60** Utility Belt: Multipower, 90-point reserve, (90 Active Points); OIF Durable (-1/2)* 3u** 1) Anti-Tamper Tech: Energy Blast (ED) 6d6+1, STUN Only (+0), 8 Continuing Charges lasting 1 Turn each (+0), Trigger (When any attempt is made to access powers by unauthorized person; +1/4), Area Of Effect (One Hex; +1/2), Continuous (+1) (88 Active Points); OAF Durable (-1), No Range (-1/2)* [8 cc] 1u** 2) Self-Destruct: Killing Attack - Ranged 3d6+1, Trigger (When Anti-Tamper Tech is expended or bypassed and another attempt is made to use the utility belt by an unauthorized person; +1/4), Explosion (+1/2) (87 Active Points); 1 Charge which Never Recovers (-4), OAF Durable (-1), No Range (-1/2) [Notes: For the sake of simplicity, assume the utility belt has a Defense of 10 and a Body of 1 for purposes of resisting this attack. If its Body is reduced to 0 by this attack, then it and all its contents are too damaged to function. If its Body is reduced to -1 by this attack, it and all its contents are destroyed beyond recognition or repair.]* [1 nr] 4u** 3) Batarang: Energy Blast (PD) 12d6, 8 Recoverable Charges (+0), Invisible to Hearing Group (+1/4), Autofire (3 shots; +1/4) (90 Active Points); OAF Durable (-1), Range Based On Strength (-1/4), No Knockback (-1/4)* [8 rc] 3u** 4) Entangling Batarang: Entangle 4d6, 8 DEF, Takes No Damage From Attacks All Attacks (+1/2) (90 Active Points); OAF (-1), 8 Charges (-1/2), Cannot Form Barriers (-1/4), Can Be Missile Deflected (-1/4), Range Based On Strength (-1/4)* [8] 4u** 5) Explosive Batarang: Energy Blast (PD) 12d6, 16 Charges (+0), Explosion (+1/2) (90 Active Points); OAF (-1), Range Based On Strength (-1/4)* [16] 2u** 6) Batcuffs: Entangle 4d6, 8 DEF (standard effect: 4 BODY, 8 DEF), 8 Recoverable Charges (+0), Takes No Damage From Attacks All Attacks (+1/2) (90 Active Points); Set Effect (Hands Only/Feet Only) (-1), OAF Durable (-1), No Range (-1/2), Must follow a successul Grab (-1/2), Cannot Form Barriers (-1/4)* [8 rc] 2u** 7) Mini-Laser: Killing Attack - Ranged (ED) 4d6, Armor Piercing (+1/2) (90 Active Points); OAF Durable (-1), -2 Decreased STUN Multiplier (-1/2), Limited Range (-1/4), Beam (-1/4), Concentration (1/2 DCV; -1/4), No Knockback (-1/4), 12 Charges (-1/4)* [12] 2u** 8) Bat Explosives: Killing Attack - Ranged (PD) 3d6+1, Trigger (When timer reaches zero or remote detonator is used; +1/4), Explosion (+1/2) (87 Active Points); OAF Durable (-1), 4 Charges (-1), No Range (-1/2)* [4] 2u** 9) Bat-Flash Grenade: Sight Group Flash 10d6, Area Of Effect Nonselective (5" Radius; +3/4) (87 Active Points); 3 Charges (-1 1/4), OAF Durable (-1), Range Based On Strength (-1/4)* [3] 3u** 10) Bat-Smoke Bomb and Bat-Goggles: Darkness to Sight Group 4" radius, Personal Immunity (+1/4), Uncontrolled (+1/2), Conforming (+1/2) (90 Active Points); OAF Durable (-1), Range Based On Strength (-1/4), Gradual Effect (1 Turn (Post-Segment 12); -1/4), 4 Continuing Charges lasting 1 Minute each (-1/4)* [4 cc] 3u** 11) Bat-Gas Grenade and Bat-Filter: Energy Blast (PD) 3d6+1, Personal Immunity (+1/4), Uncontrolled (+1/2), No Normal Defense (Self-Contained Breathing; +1), Continuous (+1), Area Of Effect (6" Radius; +1), Conforming (+1/2) (89 Active Points); OAF Durable (-1), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Range Based On Strength (-1/4), 4 Continuing Charges lasting 1 Minute each (-1/4)* [4 cc] ** * 37** Utility Belt: I think I have one of those: Variable Power Pool (Gadget Pool), 30 base + 7 control cost, (45 Active Points); OIF Durable (Utility Belt; -1/2), Only objects he can build or find (-1/4), Activation Roll 15- (-1/4), Jammed (-1/4) [Notes: Batman is a master planner and strategist and usually has on hand exactly what he needs. The Activation Roll is needed only to rearrange the VPP and is not a required limitation on powers built with it. If he fails an Activation Roll, Jammed means that he cannot use the VPP to create that specific effect, object, or device for the rest of the adventure (unless there's a "darned good reason" such as being handed what he's looking for by another character or going back to the Batcave or Watchtower) because he just doesn't have it with him. Since Jammed does not apply to the powers created with the VPP, it was given a Limitation value of only -1/4. Out of combat and for fairly typical equipment, such as Bat-binoculars or a Bat-camcorder, don't bother rolling for Activation.]* ** * 6** JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing Group (-1/2), IIF Durable (Earpiece Transceiver; -1/4)* 0 Powers Cost: 161 Cost** Martial Arts Maneuver ** Results of Obsessive Training* 12** 1) +3 HTH Damage Class(es)* 4** 2) Charge: 1/2 Phase, +0 OCV, -2 DCV, 10d6 +v/5 Strike, FMove* 3** 3) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 10d6 Strike* 5** 4) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike* 3** 5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls* 3** 6) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls* 5** 7) Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 45 STR to take weapon away; Target Falls* 3** 8) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on* 4** 9) Reversal: var Phase, -1 OCV, -2 DCV, 55 STR to Escape; Grab Two Limbs* 5** 10) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort* 4** 11) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* ** * ** Batarang Ballistics* 4** 1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC* 5** 2) Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, + 10 STR to Disarm* 5** 3) Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +v/5, Target Falls* Martial Arts Cost: 65 Cost** Skill 3** Acrobatics 14-* 3** Acting 16-* 9** Animal Handler (Bovines, Camels, Canines, Elephants, Equines, Felines, Raptors, Ursines) 16-* 3** Breakfall 14-* 3** Bribery 16-* 3** Bugging 14-* 3** Bureaucratics 16-* 3** Climbing 14-* 3** Combat Driving 14-* 3** Combat Piloting 14-* 8** Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 14-* 3** Concealment 14-* 3** Contortionist 14-* 3** Conversation 16-* 3** Criminology 14-* 3** Cryptography 14-* 13** Deduction 19-* 3** Demolitions 14-* 3** Disguise 14-* 3** Electronics 14-* 3** Forensic Medicine 14-* 3** High Society 16-* 3** Interrogation 16-* 3** Inventor 14-* 3** Jack of All Trades* 1** 1) PS: Appraiser (2 Active Points) 11-* 1** 2) PS: Chairman/CEO (2 Active Points) 11-* 1** 3) PS: Cook (2 Active Points) 11-* 1** 4) PS: Inventor (2 Active Points) 11-* 1** 5) PS: Investor (2 Active Points) 11-* 1** 6) PS: Performer (2 Active Points) 11-* 1** 7) PS: Scientist (2 Active Points) 11-* 3** Linguist* 3** 1) Language: Arabic (completely fluent; literate) (4 Active Points)* 3** 2) Language: Chinese (completely fluent; literate) (4 Active Points)* 3** 3) Language: French (idiomatic) (4 Active Points)* 3** 4) Language: German (idiomatic) (4 Active Points)* 3** 5) Language: Japanese (completely fluent; literate) (4 Active Points)* 4** 6) Language: Russian (idiomatic; literate) (5 Active Points)* 3** 7) Language: Spanish (idiomatic) (4 Active Points)* 3** Lipreading 14-* 3** Lockpicking 14-* 3** Mechanics 14-* 3** Mimicry 14-* 5** Navigation (Air, Land, Marine, Underground) 14-* 3** Paramedics 14-* 3** Persuasion 16-* 3** Power: Gadgeteering 11- [Notes: This is for making minor modifications to equipment, for instance changing a force field projector to a force beam gun, a microscope into a telescope, or smoke grenades from Darkness (Sight Group) to Darkness (Smell/Taste Group).]* 3** Riding 14-* 3** Scholar* 1** 1) KS: Business (2 Active Points) 11-* 1** 2) KS: Film (2 Active Points) 11-* 1** 3) KS: General Knowledge (2 Active Points) 11-* 1** 4) KS: History (2 Active Points) 11-* 1** 5) KS: Literature (2 Active Points) 11-* 1** 6) KS: Martial Arts (2 Active Points) 11-* 1** 7) KS: Organized Crime (2 Active Points) 11-* 1** 8) KS: Poisons and Antidotes (2 Active Points) 11-* 1** 9) KS: Superheroes (2 Active Points) 11-* 1** 10) KS: Supervillains (2 Active Points) 11-* 3** Scientist* 1** 1) SS: Archeology 11- (2 Active Points)* 1** 2) SS: Biology 11- (2 Active Points)* 1** 3) SS: Botany 11- (2 Active Points)* 1** 4) SS: Chemistry 11- (2 Active Points)* 1** 5) SS: Pharmocology 11- (2 Active Points)* 1** 6) SS: Physics 11- (2 Active Points)* 1** 7) SS: Psychology 11- (2 Active Points)* 1** 8) SS: Sociology 11- (2 Active Points)* 3** Security Systems 14-* 3** Seduction 16-* 3** Shadowing 14-* 60** +6 Overall* 3** Sleight Of Hand 14-* 3** Stealth 14-* 3** Streetwise 16-* 15** Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Desert, Marine Surface, Mountain, Underground, Urban) 14-* 3** Systems Operation 14-* 3** Tactics 14-* 3** Tracking 14-* 21** TF: Common Motorized Ground Vehicles, Riding Animals, Science Fiction & Space Vehicles, Combat Aircraft, Hanggliding, Helicopters, Large Motorized Boats, Large Planes, Large Wind-Powered Boats, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skiing (snow), Skiing (water), Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Snowmobiles, Submarines, Two-Wheeled Motorized Ground Vehicles* 3** Traveler* 1** 1) AK: Gotham City (2 Active Points) 11-* 1** 2) AK: Major Cities of the East Coast (2 Active Points) 11-* 1** 3) AK: Major Cities of the World (2 Active Points) 11-* 1** 4) AK: North America (2 Active Points) 11-* 1** 5) AK: Planet Earth (2 Active Points) 11-* 18** WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Early Firearms, Small Arms, Blowguns, Boomerangs and Throwing Clubs, Grenade Launchers, Nets, Off Hand, Staffs, Three-Section Staff, Vehicle Weapons* 9** Weaponsmith ("Bat" Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Muscle-Powered HTH, Muscle-Powered Ranged) 14-* Skills Cost: 339 Cost** Perk 3** Computer Link: Gotham PD* 4** Computer Link: FBI* 5** Fringe Benefit: Membership in the JL* 15** Money: Filthy Rich* 3** Reputation: The Batman, Scourge of the Underworld (A large group) 14-, +1/+1d6* 20** 8 Assorted Vehicles (50 Base, 50 Disad)* 10** The Batcave (50 Base, 50 Disad)* 3** Well-Connected* 5** 1) Contact: Commisioner Gordon (Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) (6 Active Points) 11-* 4** 2) Contact: Contact 2 (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) (5 Active Points) 8-* 4** 3) Contact: Contact 3 (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) (5 Active Points) 8-* 5** 4) Contact: Contact 4 (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) (6 Active Points) 8-* Perks Cost: 81 Cost** Talent 3** Lightsleep* 5** Resistance (5 points)* Talents Cost: 8 Total Character Cost: 850 Val** Disadvantages 5** Dependent NPC: Robin 8- (Slightly Less Powerful than the PC)* 10** Hunted: Organized Crime 11- (Less Pow, NCI, Limited Geographical Area, Harshly Punish)* 15** Hunted: Batman Rogues Gallery 11- (As Pow, Harshly Punish)* 15** Hunted: The Joker 11- (As Pow, Harshly Punish)* 20** Psychological Limitation: Justice Above Law (Common, Total)* 20** Psychological Limitation: Driven to eradicate crime and protect the innocent (Common, Total)* 5** Reputation: Violent Vigilante, 8-* 5** Reputation: Billionaire Playboy, 8-* 0** Rivalry: Professional (Harvey Bullock; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)* 15** Social Limitation: Secret Identity (Frequently, Major)* 5** Social Limitation: Has many demands on his time (Occasionally, Minor)* Disadvantage Points: 115 Base Points: 200 Experience Required: 535 Total Experience Available: 535 Experience Unspent: 0
  17. AJL Flash "Final" AJL Flash Player: Val** Char*** Cost 20** STR 10 35** DEX 75 20** CON 20 11** BODY 2 17** INT 7 10** EGO 0 13** PRE 3 10** COM 0 * 8/26** PD 4 8/14** ED 4 7** SPD 25 30** REC 0 40** END 0 40** STUN 9 *26"**RUN02"**SWIM04"**LEAP0Characteristics Cost: 159 Cost** Power END 51** Superspeed Movement: Multipower, 51-point reserve* 5u** 1) Super-Running: Running +20" (26" total), Reduced Endurance (1/2 END; +1/4) (50 Active Points)* 2 4u** 2) Trick Running: Flight 12", Variable Advantage (+1/2 Advantages; +1) (48 Active Points); Only In Contact With A Surface (-1/4)* 5 4u** 3) Velocity Max: Flight 6", No Turn Mode (+1/4), Reduced Endurance (1/2 END; +1/4), Noncombat acceleration/deceleration (+1), MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (51 Active Points); Only In Contact With A Surface (-1/4) [Notes: At Flash's Speed of 7, this is just a hair over the speed of light.]* 2 1u** 4) Whirlwind Riding: Flight 25" (50 Active Points); Gestures, Requires Gestures throughout (Requires both hands; -1), Increased Endurance Cost (x3 END; -1), Only 1" of horizontal movement per phase (-1/2)* 15 2u** 5) Spin Tunneling: Tunneling 8" through 8 DEF material, Fill In (50 Active Points); Increased Endurance Cost (x3 END; -1)* 15 ** * 15** Hyperactive Metabolism: +22 REC (44 Active Points); Only to offset Endurance used for movement (-1 1/2), Only works if Flash has eaten a large meal within the last three hours (-1/2)* 20** Superspeed Aura: (Total: 30 Active Cost, 20 Real Cost) +12 PD (12 Active Points); Adds 1 PD for each 1" velocity per phase (-1/2) (Real Cost: 8) plus Armor (6 PD/6 ED) (18 Active Points); Adds 1 PD and 1 ED for each 3" of velocity per phase (-1/2) (Real Cost: 12)* 0 20** Missed Me!: Missile Deflection (Any Ranged Attack)* 0 ** * 60** Speed Tricks: Multipower, 60-point reserve* 5u** 1) Quick Rearrangement: Change Environment 16" radius, Long-Lasting Permanent, Multiple Combat Effects, Varying Combat Effects (60 Active Points); Range Based On Speed (-1/4) [Notes: This represents Flash's ability to do many different things very quickly, such as clean a house or set all the controls all over a base in a certain way.]* 6 4u** 2) Quick Change: Minor Transform 2d6, Variable Special Effects (+1/4), Reduced Endurance (1/2 END; +1/4), Improved Target Group (+1/4), Partial Transform (+1/2), Variable Healing Method (+1/2) (55 Active Points); No Range (-1/2) [Notes: This power not only allows Flash to perform the usual speedster instant clothes change trick, but also to do such things as tie an opponent's shoelaces together, remove the bullets from someone's gun, take apart or put together a machine or parts of a machine quickly, etc.]* 2 4u** 3) Speed Punch: (Total: 60 Active Cost, 45 Real Cost) Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 30) plus +10 PD (Real Cost: 10) plus +1 with DCV (Real Cost: 5)* 0 5u** 4) Fist Flurry: (Total: 60 Active Cost, 47 Real Cost) Autofire (5 shots; +1/2) for up to 20 Active Points of Strength, Reduced Endurance (0 END; +1) (Real Cost: 20) plus Hand-To-Hand Attack +4d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (40 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 27)* 1 3u** 5) Whirlwind: Telekinesis (11 STR), Affects Porous, Area Of Effect (3" Radius; +1), Selective (+1/4) (60 Active Points); No Range (-1/2), Restrainable (-1/2), Affects Whole Object (-1/4)* 6 2u** 6) Air Blast: Telekinesis (33 STR), Affects Porous (60 Active Points); Gestures, Requires Gestures throughout (-1/2), Only to push away (-1/2), Affects Whole Object (-1/4), Limited Range (-1/4)* 6 4u** 7) Let's Go For A Spin: Drain DEX 6d6 (60 Active Points); Only against targets that can be lifted by unpushed Strength (-1/2)* 6 3u** 8) Too Fast To See: Invisibility to Sight, Radio, Smell/Taste and Hearing Groups, Combat Sense, Spatial Awareness and Danger Sense , No Fringe (56 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Not when attacking (-1/4), Others with superspeed are immune (-1/4)* 6 ** * 6** JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing Group (-1/2), IIF Durable (Earpiece Transceiver; -1/4)* 0 Powers Cost: 218 Cost** Martial Arts Maneuver ** Super-Speed Moves* 4** 1) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike* 3** 2) Running Tackle: 1/2 Phase, +0 OCV, -1 DCV, 4d6 +v/5 Strike; You Fall, Target Falls; FMove* 5** 3) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 +v/5; FMove* 5** 4) Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 4d6 +v/5; Target Falls; FMove* 5** 5) Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 30 STR to Disarm; FMove* 5** 6) Running Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove* 4** 7) Nimble Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* Martial Arts Cost: 31 Cost** Skill 3** Acrobatics 16-* 3** Breakfall 16-* 3** Climbing 16-* 16** +8 with Dive for Cover* 10** +2 with DCV* 16** +2 with All Combat* 5** Conversation 14- (7 Active Points); Side Effects (Flash is too glib and often gives away as much information as he receives; -1/2)* 7** Power: Speed Tricks 13-* 5** Rapid Attack (HTH) * 6** +2 with Acrobatics, Breakfall, and Climbing* 3** Sleight Of Hand 16-* Skills Cost: 77 Cost** Perk 5** Fringe Benefit: Membership in the JL* 5** Money: Well Off* Perks Cost: 10 Cost** Talent 2** Environmental Movement (no penalties when moving across unusual surfaces (liquids, sides of buildings, tops of cars, etc.))* 3** Lightning Calculator* 15** Lightning Reflexes: +10 DEX to act first with All Actions* 10** Speed Reading (x10000)* Talents Cost: 30 Total Character Cost: 525 Val** Disadvantages 11** Easily Tripped: When running with Superspeed, he is at -4 DCV against any attempt to trip him (often represented with a Martial Throw)* 5** Dependence: Food, specifically a VERY large meal Weakness: -1 to ALL die rolls every time increment (Common, 3 Hours)* 10** Hunted: Flash Rogues Gallery 8- (As Pow, Harshly Punish)* 10** Hunted: Flash Rogues Gallery 8- (As Pow, Harshly Punish)* 15** Psychological Limitation: Code Versus Killing (Common, Strong)* 10** Psychological Limitation: Goes out of his way to do things in a flashy manner rather than taking the simple, direct course (Common, Moderate)* 10** Psychological Limitation: Overconfident (Common, Moderate)* 5** Psychological Limitation: Speaks His Mind (Uncommon, Moderate)* 15** Social Limitation: Secret Identity (Frequently, Major)* Disadvantage Points: 91 Base Points: 200 Experience Required: 234 Total Experience Available: 234 Experience Unspent: 0
  18. AJL J'onn J'onnz "Final" AJL J'onn Jonnz Player: Val** Char*** Cost 30/50** STR 20 21** DEX 33 30** CON 40 30** BODY 40 18** INT 8 23** EGO 26 18** PRE 8 10** COM 0 * 11/30** PD 5 11/30** ED 5 4** SPD 9 12** REC 0 60** END 0 60** STUN 0 *6"**RUN02"**SWIM06"/10"**LEAP0Characteristics Cost: 194 Cost** Power END 107** Martian Powers: Multipower, 107-point reserve* 21m** 1) Soul Searching: Mind Scan 19d6+1 (Human and Alien classes of minds) (107 Active Points)* 11 5u** 2) Mind Probe: Telepathy 8d6 (Human and Alien classes of minds) (50 Active Points)* 5 3u** 3) Mind Meld: Mind Link , Human and Alien classes of minds, Any Willing Target, Any distance, Number of Minds (x2) (35 Active Points)* 0 5u** 4) Mental Assault: Ego Attack 4d6 (Human and Alien classes of minds) (50 Active Points)* 5 3u** 5) Reinforced Mental Shields: Mental Defense (25 points total), Hardened (+1/4), Usable Simultaneously (up to 2 people at once; +1/2), Ranged (+1/2) (51 Active Points); Costs Endurance (-1/2)* 5 6u** 6) Density Max: (Total: 65 Active Cost, 65 Real Cost) Density Increase (1,600 kg mass, +20 STR, +4 PD/ED, -4" KB), Cannot be used simultaneously with Transparency, Phase, or Phase Through (+0) (Real Cost: 20) plus Armor (15 PD/15 ED), Cannot be used simultaneously with Transparency, Phase, or Phase Through (+0) (Real Cost: 45)* 2 6u** 7) Transparency: Invisibility to Sight, Mental and Touch Groups, Danger Sense and Combat Sense , No Fringe, Reduced Endurance (1/2 END; +1/4) (57 Active Points)* 2 5u** 8) Phase: Desolidification (affected by Fire/Intense Heat and Mental Powers), Reduced Endurance (1/2 END; +1/4) (50 Active Points)* 2 3u** 9) Phase Through: Hand-To-Hand Attack (PD) +8d6, Doesn't affect things he couldn't pass through with Phase (+0), Reduced Endurance (0 END; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2), No Knockback (-1/4)* 0 5u** 10) Body Manipulation: Shape Shift (Sight, Hearing, Smell/Taste, Touch and Radio Groups, Any Living Thing & Minor Changes to Own Body), Imitation, Costs END Only To Change Shape (+1/4) (52 Active Points)* 4 5u** 11) Shape Shift Enhancement: (Total: 55 Active Cost, 55 Real Cost) Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 400 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide) (Real Cost: 10) plus Shrinking (1 m tall, 12.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +3" KB) (Real Cost: 10) plus Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR) (Real Cost: 20) plus Extra Limbs (6) (Real Cost: 5) plus Stretching 2" (Real Cost: 10) [Notes: This slot is used to represent characteristics of forms assumed with the Body Manipulation power (-0). Since this was not purchased as Linked, any of the powers in this package can be used to represent a change in shape which is still obviously J'onn and therefore does not get the Shape Shift benefits.]* 5 ** * 30** Flight: Flight 10", Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points)* 3 12** Martian Physiology: Life Support (Expanded Breathing: Martian-type atmospheres; Longevity 1600 Years; Safe in Intense Cold; Safe in Low Pressure) [Notes: Safe in Low Pressure does NOT include Safe in Vacuum, and is therefore a 1-point adder for Life Support.]* 0 ** * 6** JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing Group (-1/2), IIF Durable Expendable (Easy to obtain new Focus; Earpiece Transceiver; -1/4)* 0 Powers Cost: 222 Cost** Skill 3** Acting 13-* 3** Bureaucratics 13-* 3** Combat Piloting 13-* 6** +3 with Phase Through* 3** Concealment 13-* 3** Contortionist 13-* 3** Conversation 13-* 1** Language: English (imitate dialects) (5 Active Points) * 3** Forensic Medicine 13-* 2** AK: Mars 11-* 6** Language: Martian (imitate dialects; literate)* 3** Mimicry 13-* 2** Navigation (Space) 13-* 3** Paramedics 13-* 1** PS: Doctor 8-* 2** PS: Guardian 11-* 2** PS: Scientist 11-* 2** SS: Biology 11-* 2** SS: Medicine 11-* 3** Shadowing 13-* 5** +1 with all INT-based, Science, and Knowledge Skills* 8** +1 with all non-combat Skills* 3** Stealth 13-* 4** Survival (Mars-like Environments, Underground) 13-* 8** Systems Operation (Communications Systems, Environmental Systems, Medical Systems, Air/Space Traffic Control Systems, Medical Sensors) 13-* 3** Tracking 13-* 2** TF: Science Fiction & Space Vehicles, Combat Aircraft* 3** WF: Martian Hi-Tech Weapons, Vehicle Weapons* Skills Cost: 92 Cost** Perk 5** Fringe Benefit: Membership in the JL* 3** Anonymity* Perks Cost: 8 Cost** Talent 9** Ambidexterity (no Off Hand penalty)* Talents Cost: 9 Total Character Cost: 525 Val** Disadvantages 20** Accidental Change: Shape Change to natural Martian form when unconscious at Level 4 Always (Uncommon)* 10** Dependent NPC: The Justice League 8- (As powerful as the PC; Useful Noncombat Position or Skills; Group DNPC: x8 DNPCs)* 5** Distinctive Features: Hybrid form causes Major Reaction, natural form causes Extreme Reaction (Easily Concealed; Extreme Reaction; Detectable Only By Technology Or Major Effort)* 20** Hunted: The Dominion 8- (Mo Pow, NCI, Harshly Punish)* 10** Physical Limitation: Really Alien Physiology, makes medical intervention difficult (Infrequently, Greatly Impairing)* 15** Psychological Limitation: Code Versus Killing (Common, Strong)* 25** Susceptibility: Presense of Fire (1") or Temperature over 120ºF, 1d6 damage per Segment (Common)* 30** Vulnerability: 2 x STUN Fire/Heat-based Attacks (Very Common)* 30** Vulnerability: 2 x BODY Fire/Heat-based Attacks (Very Common)* 5** Vulnerability: 1 1/2 x Effect Presence Attacks and Mental effects which exploit his memories of his lost family and culture (Uncommon)* Disadvantage Points: 170 Base Points: 200 Experience Required: 155 Total Experience Available: 155 Experience Unspent: 0
  19. AJL Green Lantern "Final" AJL Green Lantern Player: Val** Char*** Cost 15** STR 5 20** DEX 30 15** CON 10 15** BODY 10 10** INT 0 20** EGO 20 17** PRE 7 14** COM 2 * 6/18** PD 3 6/18** ED 3 4** SPD 10 6/15** REC 0 30/80** END 0 35/60** STUN 4 *6"**RUN02"**SWIM03"**LEAP0Characteristics Cost: 104 Cost** Power END 28** Effortless Flight: Multipower, 50-point reserve, (50 Active Points); all slots OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4)* 3u** 1) Versatile Flight: Flight 10", Position Shift, Variable Advantage (+1/2 Advantages; +1) (50 Active Points); OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4)* 5 3u** 2) Space Travel: Flight 9", MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (49 Active Points); OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4) [Notes: At Green Lantern's Speed of 4, this is just about the speed of light.]* 5 3u** 3) Warp Speed: Faster-Than-Light Travel (2 Light Years/minute) (50 Active Points); OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4)* 0 ** * 86** Ring Powers Group One: Multipower, 150-point reserve, (150 Active Points); all slots OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4)* 17m** 1) The Perfect Weapon: Energy Blast 13d6, Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; +1) (146 Active Points); OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4)* 6 17m** 2) The Perfect Tool: Telekinesis (53 STR), Affects Porous, Fine Manipulation, Variable Advantage (+1/4 Advantages; +1/2) (149 Active Points); OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4)* 15 17m** 3) Power Shield: Force Wall (15 PD/15 ED; 7" long and 7" tall), Variable Advantage (+1/4 Advantages; +1/2) (148 Active Points); OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4)* 15 7u** 4) Emergency Shield: Force Wall (30 PD/30 ED) (150 Active Points); No Range (-1/2), OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4)* 15 ** * ** Ring Powers Group Two, all slots OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4)* 10** 1) Green Glow: Armor (6 PD/6 ED) (18 Active Points); OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4)* 0 34** 2) Sustain Life: Life Support (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), Usable Simultaneously (up to 2 people at once; +1/2), Ranged (+1/2), Area Of Effect (4" Radius; +1) (60 Active Points); OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4)* 0 ** * ** Ring Powers Group Three, all slots IIF Unbreakable (-1/4) [Notes: The ring does not have to be charged for these powers to function; Green Lantern must simply be wearing it.]* 5** 1) +6 PD (6 Active Points); IIF Unbreakable (-1/4)* 5** 2) +6 ED (6 Active Points); IIF Unbreakable (-1/4)* 14** 3) +9 REC (18 Active Points); IIF Unbreakable (-1/4)* 20** 4) +50 END (25 Active Points); IIF Unbreakable (-1/4)* 20** 5) +25 STUN (25 Active Points); IIF Unbreakable (-1/4)* ** * 33** All the little things: Variable Power Pool, 20 base + 13 control cost, Cosmic (+2) (50 Active Points); Limited Class Of Powers Available (-1/2); all slots OIF Unbreakable (-1/2), Ring must be recharged and cannot directly affect anything that is completely yellow (-1/4) [Notes: This VPP is for all the little things not covered by the main power descriptions. Green Lantern cannot use this to extend any of the other ring powers except on a case-by-case basis with a successful Ring Tricks roll. It is designed for such things as instant change of his costume, enhancing his senses and producing various detects, creating light, hiding his power battery (the lantern), boosting his Strength for a "green power punch," communicating, etc. The main limitation on this power is, "Only powers exhibited by Green Lantern." GMs should create a list of powers for a player who is not familiar with the character.]* Powers Cost: 322 Cost** Martial Arts Maneuver ** Commando Training* 4** 1) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1* 4** 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND* 3** 3) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls* Martial Arts Cost: 11 Cost** Skill 3** Bureaucratics 12-* 12** +4 with Ring Powers Group One* 3** Demolitions 11-* 3** Interrogation 12-* 2** KS: Green Lanterns and Oans 11-* 3** AK: The Galaxy 12-* 6** Navigation (Air, Hyperspace, Space) 12-* 3** Paramedics 11-* 9** Power: Ring Tricks 14-* 3** PS: Green Lantern 12-* 2** PS: Soldier 11-* 2** PS: Architect 11-* 3** Streetwise 12-* 10** Survival (Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 11-* 1** Tracking 8-* 3** TF: Science Fiction & Space Vehicles, Combat Aircraft* 2** WF: Small Arms* 1** Weaponsmith (Firearms) 8-* Skills Cost: 71 Cost** Perk 8** Contact: The Guardians of the Universe (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 8-* 3** Contact: US Military (Contact has access to major institutions, Contact has significant Contacts of his own) 8-* 5** Fringe Benefit: Membership in the JL* 1** Reputation (A small to medium sized group) 8-, +1/+1d6* Perks Cost: 17 Total Character Cost: 525 Val** Disadvantages 10** Dependent NPC: His home neighborhood 8- (Normal)* 5** Distinctive Features: Green Eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)* 15** Hunted: Green Lantern Rogues Gallery 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)* 15** Hunted: Sinestro 11- (As Pow, Harshly Punish)* 10** Psychological Limitation: Expects others to follow chain of command... with him at the top of the chain (Common, Moderate)* 15** Psychological Limitation: Jaded, he's seen it all and done it all (Very Common, Moderate)* 5** Rivalry: Professional (The Green Lantern of the next sector over; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)* 10** Social Limitation: Public ID (Frequently, Minor)* 10** Social Limitation: Subject to Orders from Oans (Occasionally, Major)* Disadvantage Points: 95 Base Points: 200 Experience Required: 230 Total Experience Available: 230 Experience Unspent: 0 edit: I did not forget GL's Justice League Earpiece Communicator. It is 10 Active Points and 5 Real points to just zap one up with his ring's VPP whenever he's not using the VPP for anything else. (OK, I did forget. But it's manageable as noted.)
  20. AJL Hawkgirl "Final" AJL Hawkgirl Player: Val** Char*** Cost 25** STR 15 25** DEX 45 25** CON 30 14** BODY 8 12** INT 2 13** EGO 6 18** PRE 8 18** COM 4 * 15/20** PD 10 10/15** ED 5 5** SPD 15 10** REC 0 50** END 0 60** STUN 20 *6"**RUN02"**SWIM05"**LEAP0Characteristics Cost: 168 Cost** Power END 4** Wings: Extra Limbs (2) (5 Active Points); No fine manipulation (-1/4)* 0 20** Winged Flight: Multipower, 30-point reserve, (30 Active Points); all slots Restrainable (-1/2)* 2u** 1) Flying: Flight 10", Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points); Restrainable (-1/2)* 3 2u** 2) Combat Maneuvers: Flight 15" (30 Active Points); Restrainable (-1/2)* 3 2u** 3) Cruising: Gliding 30" (30 Active Points); Restrainable (-1/2)* 0 ** * 11** Energy Mace Basics: Multipower, 22-point reserve, (22 Active Points); all slots OAF Unbreakable (-1) [Notes: Anyone who picks up the mace can use the basic +3d6 to hand-to-hand attacks or throw it for 3d6 of damage. Of course, most characters will suffer OCV penalties unless they have an appropriate weapon familiarity.]* 1u** 1) Physical Attack: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2)* 0 1u** 2) Thrown Weapon: Hand-To-Hand Attack (PD) +3d6, Range Based On STR (+1/4) (19 Active Points); 1 Recoverable Charge (-1 1/4), OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2), Lockout (-1/2)* [1 rc] 1u** 3) Energy Attack: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2)* 0 1u** 4) Thrown Weapon: Hand-To-Hand Attack (ED) +3d6, Range Based On STR (+1/4) (19 Active Points); 1 Recoverable Charge (-1 1/4), OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2), Lockout (-1/2)* [1 rc] ** * 40** Energy Mace Arcana: Multipower, 60-point reserve, (60 Active Points); all slots OAF Unbreakable (-1/2) [Notes: 1- Only a character with Thanagarian weapon familiarity (i.e. other members of the Thanagarian military or police) can use the "Arcana" multipower. Only Hawkgirl herself can use the Defensive Posture and Weapon Weaving slots. 2- The OAF portion of this Multipower has been given only a -1/2 Limitation because while Hawkgirl can lose it in combat as any other OAF she seems able to get it back very easily; even when captured or imprisoned it's never far away. Is there a psychic link or is it just luck?]* 6m** 1) Defensive Posture: Missile Deflection (Any Ranged Attack), +5 to Missile Reflection, Missile Reflection, Reflect At Any Target (60 Active Points); Costs Endurance (-1/2), OAF Unbreakable (-1/2)* 6 6m** 2) Weapon Weaving: +12 with HTH Combat (60 Active Points); Costs Endurance (-1/2), OAF Unbreakable (-1/2)* 6 6m** 3) Physical Attack: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2), OAF Unbreakable (-1/2)* 6 1u** 4) Thrown Weapon: Hand-To-Hand Attack (PD) +9d6+1, Range Based On STR (+1/4) (59 Active Points); 1 Recoverable Charge (-1 1/4), Hand-To-Hand Attack (-1/2), Lockout (-1/2), Costs Endurance (-1/2), OAF Unbreakable (-1/2)* 6 6m** 5) Energy Attack: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2), OAF Unbreakable (-1/2)* 6 1u** 6) Thrown Weapon: Hand-To-Hand Attack (ED) +9d6+1, Range Based On STR (+1/4) (59 Active Points); 1 Recoverable Charge (-1 1/4), Hand-To-Hand Attack (-1/2), Costs Endurance (-1/2), Lockout (-1/2), OAF Unbreakable (-1/2)* 6 ** * 50** Exploit Your Flaws: Find Weakness 15- with All Attacks* 0 19** Knock You Flat: Double Knockback (+3/4) for up to 25 Active Points of Strength (19 Active Points)* 2 ** * 7** Thanagarian Toughness: +10 PD (10 Active Points); Only vs full-body impacts (falls, tackles, knockback, move throughs, area effect concussion, etc.) (-1/2)* ** * 12** Costume: Armor (5 PD/5 ED) (15 Active Points); IIF Durable (-1/4)* 0 6** JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing Group (-1/2), IIF Durable (Earpiece Transceiver; -1/4)* 0 Powers Cost: 205 Cost** Martial Arts Maneuver ** Thanagarian Winged Combat* 5** 1) Fast Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove* 4** 2) Nimble Flying Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* 4** 3) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 7d6 Strike* 5** 4) Flying Strike: 1/2 Phase, +1 OCV, +0 DCV, 5d6 +v/5; FMove* 5** 5) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment* 7** 6) Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Clubs, Fist-Loads, Polearms and Spears, Thrown Axes, Maces, Hammers, and Picks, Two-Handed Weapons* Martial Arts Cost: 30 Cost** Skill 3** Acting 13-* 3** Breakfall 14-* 3** Combat Piloting 14-* 16** +2 with All Combat* 20** +4 with HTH Combat* 12** +4 with Energy Mace* 13** +4 with DCV (20 Active Points); Only when airborne (-1/2)* 3** Criminology 11-* 3** Deduction 11-* 1** KS: Thanagar 8-* 1** AK: The Galaxy 8-* 5** Language: Thanagarian (idiomatic; literate)* 3** Navigation (Air, Space) 11-* 2** PS: Soldier 11-* 3** Shadowing 11-* 12** +4 with Winged Flight* 2** TF: Science Fiction & Space Vehicles, Combat Aircraft* 12** WF: Beam Weapons, Common Melee Weapons, Common Missile Weapons, Energy Weapons, Small Arms, Thanagarian Military Weapons* Skills Cost: 117 Cost** Perk 5** Fringe Benefit: Membership in the JL* Perks Cost: 5 Total Character Cost: 525 Val** Disadvantages 15** Distinctive Features: Woman with large wings (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)* 10** Enraged: When a colleague or innocent is seriously injured (Common), go 8-, recover 14-* 5** Hunted: Thanagarian Authorities 8- (Mo Pow, NCI, Limited Geographical Area, Watching)* 15** Hunted: Hawkgirl Rogues Gallery 11- (As Pow, Capture)* 5** Physical Limitation: Wings take up a lot of space and sometimes get in the way (Infrequently, Slightly Impairing)* 15** Psychological Limitation: Extremely Aggressive (Common, Strong)* 20** Psychological Limitation: Overconfident (Very Common, Strong)* 5** Reputation: Alien Invader, 8-* 5** Rivalry: Romantic (Katma Tui; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)* 5** Social Limitation: Public Identity (Occasionally, Minor)* 5** Social Limitation: Exiled (Occasionally, Major, Not Limiting In Some Cultures)* Disadvantage Points: 105 Base Points: 200 Experience Required: 220 Total Experience Available: 220 Experience Unspent: 0
  21. AJL Wonder Woman "Final" AJL Wonder Woman Player: Val** Char*** Cost 60** STR 50 27** DEX 51 30** CON 40 17** BODY 14 13** INT 3 12** EGO 4 15** PRE 5 22** COM 6 * 15/27** PD 3 15/27** ED 9 5** SPD 13 20** REC 4 50** END -5 75** STUN 13 *7"**RUN23"**SWIM112"**LEAP0Characteristics Cost: 213 Cost** Power END 30** Amazonion Gliding: Flight 10", Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points)* 3 ** * 45** Magic Lasso: Multipower, 90-point reserve, (90 Active Points); all slots OAF Durable (-1)* 3u** 1) Ensnare: Stretching 12", Reduced Endurance (0 END; +1/2) (90 Active Points); OAF Durable (-1), No Velocity Damage (-1/4), Limited Manipulation (-1/4), Damage must follow a Grab (-1/4), Always Direct (-1/4)* 0 2u** 2) Capture: Entangle 6d6, 6 DEF, Takes No Damage From Attacks (All Attacks) (+1/2) (90 Active Points); 1 Recoverable Charge (-1 1/4), OAF Durable (-1), Lockout (-1/2), Cannot Form Barriers (-1/4)* [1 rc] ** * 18** Magic Bracelets: Armor (12 PD/12 ED), Hardened (x2; +1/2) (54 Active Points); Attack must be small enough to deflect with bracelets (-1), Must be aware of incoming attack (-1/2), Restrainable (-1/2)* 0 40** Bullets and Bracelets: Multipower, 60-point reserve, (60 Active Points); all slots Restrainable (-1/2)* 4u** 1) Deflecting Bullets: Missile Deflection (Any Ranged Attack), +20 to Missile Deflection (60 Active Points); Restrainable (-1/2)* 0 4u** 2) Reflecting Bullets: Missile Deflection (Any Ranged Attack), +5 to Missile Reflection, Missile Reflection, Reflect At Any Target (60 Active Points); Restrainable (-1/2)* 0 ** * 5** Battle-Hardened: +10 PD (10 Active Points); Only vs attacks which are not affected by Magic Bracelets: Armor (-1)* 2** Battle-Hardened: +5 ED (5 Active Points); Only vs attacks which are not affected by Magic Bracelets: Armor (-1)* ** * 3** Hera, Give Me Strength!: +10 STR (10 Active Points); 2 Continuing Charges lasting 1 Extra Phase each (-1 1/4), No Figured Characteristics (-1/2), Incantations (-1/4)* ** * 6** JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing Group (-1/2), IIF Durable Expendable (Easy to obtain new Focus; Earpiece Transceiver; -1/4)* 0 Powers Cost: 162 Cost** Martial Arts Maneuver ** Amazonion Battle Training* 5** 1) Probe: 1/2 Phase, +1 OCV, +3 DCV, 12d6 Strike* 4** 2) Attack: 1/2 Phase, +0 OCV, +2 DCV, 14d6 Strike* 5** 3) Assault: 1/2 Phase, +1 OCV, -2 DCV, 16d6 Strike* 3** 4) Throw: 1/2 Phase, +0 OCV, +1 DCV, 12d6 +v/5, Target Falls* 3** 5) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 70 STR for holding on* 4** 6) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** 7) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 14d6 Strike, Must Follow Block* 4** 8) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* 7** 9) Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Bracelets, Clubs, Lariots, Polearms and Spears, Staffs* Martial Arts Cost: 39 Cost** Skill 6** Animal Handler (Bovines, Canines, Equines, Felines, Raptors) 12-* 3** Breakfall 14-* 3** Climbing 14-* 3** Combat Driving 14-* 3** Combat Piloting 14-* 8** +1 with All Combat* 5** +1 with HTH Combat* 4** +2 with Block* 1** High Society 8-* 2** KS: Greek Mythology 11-* 2** KS: Ancient Greece 11-* 5** Language: Ancient Greek (idiomatic; literate)* 2** Language: Greek (fluent conversation)* 3** Navigation (Air, Marine) 12-* 3** Oratory 12-* 3** Power: Strength Tricks 11-* 1** PS: Soldier 8-* 3** Riding 14-* 2** Survival (Temperate/Subtropical) 12-* 3** Tactics 12-* 3** Tracking 12-* 2** TF: Science Fiction & Space Vehicles, Chariots, Combat Aircraft, Equines* 6** WF: Common Melee Weapons, Common Missile Weapons, Lariots, Staffs* Skills Cost: 76 Cost** Perk 1** Contact: Hephaestus, Armorer of the Gods 8-* 2** Contact: Princess Audrey of Kasnia (Good relationship with Contact) 8-* 5** Fringe Benefit: Membership in the JL* 2** Fringe Benefit: Member of the Lower Nobility (Princess of Themyscara)* 10** Invisible Plane (50 Base, 50 Disad)* Perks Cost: 20 Cost** Talent 15** Combat Sense 12-* Talents Cost: 15 Total Character Cost: 525 Val** Disadvantages 25** Hunted: Ares, Greek God of War 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)* 20** Hunted: Fury 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)* 20** Psychological Limitation: Code of the Amazon (Common, Total)* 15** Psychological Limitation: Overconfident (Very Common, Moderate)* 15** Physical Limitation: Naive (Frequently, Greatly Impairing)* 15** Physical Limitation: Cannot break free when bound by a man with her own magic lasso (Infrequently, Fully Impairing)* 30** Dependent NPC: Amazons 8- (Slightly Less Powerful than the PC; Group DNPC: x32 DNPCs)* 0** Dependent NPC: Mother (Hippolyte, Queens of the Amazons) 8- (As powerful as the PC; Useful Noncombat Position or Skills)* 15** Social Limitation: Public Identity (Frequently, Major)* 10** Social Limitation: Exiled (Occasionally, Severe, Not Limiting In Some Cultures)* Disadvantage Points: 165 Base Points: 200 Experience Required: 160 Total Experience Available: 160 Experience Unspent: 0 edit: The Magic Lasso Multipower's Entangle power slot (Slot #2) should have Limited Range (-1/4) added to it. This will not change the cost of that slot. The Limited Range is 24".
  22. AJL Superman "Final" AJL Superman Player: Val** Char*** Cost 25/75** STR 15 20/26** DEX 30 25** CON 30 20** BODY 20 15** INT 5 14** EGO 8 20** PRE 10 16** COM 3 * 10/60** PD 5 10/20** ED 5 4/6** SPD 10 10/20** REC 0 50** END 0 55/80** STUN 9 *6"**RUN02"**SWIM05"/15"**LEAP0Characteristics Cost: 150 Cost** Power END ** Kryptonion Powers, all slots Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 50** 1) Superstrength: +50 STR, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 2 24** 2) Superspeed: Flight 10", Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 3 10** 3) Superspeed: +6 DEX (18 Active Points); No Figured Characteristics (-1/2), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 16** 4) Superspeed: +2 SPD (20 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 8** 5) Invulnerability: +10 ED (10 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 16** 6) Invulnerability: Damage Resistance (20 PD/20 ED) (20 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0 21** 7) Invulnerability: Armor (20 PD/0 ED), Hardened (+1/4) (37 Active Points); Not vs magic-based attacks (-1/2), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0 29** 8) Invulnerability: Force Field (20 PD), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1) (65 Active Points); Only vs attacks that cannot do body damage at their theoretical maximum without regard to this increased defense (-1/2), Not vs magic-based attacks (-1/2), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0 10** 9) Invulnerability: Life Support (Extended Breathing: 1 END per 5 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (12 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0 20** 10) Kryptonion Resiliency: +20 REC (40 Active Points); Only for Recoveries taken as a full-phase action and for long-term healing (-3/4), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 10** 11) Super Senses: +4 PER with all Sense Groups (12 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0 5** 12) Telescopic Vision: +4 versus Range Modifier for Sight Group (6 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0 12** 13) Microscopic Vision: Microscopic (x1,000) with Sight Group (15 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0 3** 14) X-Ray Vision: N-Ray Perception (Sight Group) (10 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Costs Endurance (-1/2), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 4 5** 15) Telescopic Hearing: +4 versus Range Modifier for Hearing Group (6 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0 2** 16) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 0 ** * 37** Kryptonion Power Tricks: Multipower, 75-point reserve, (75 Active Points); all slots Increased Endurance Cost (x2 END; -1/2), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4), Concentration (1/2 DCV; -1/4)* 3u** 1) Heat Vision: Killing Attack - Ranged 3d6+1, Armor Piercing (+1/2) (75 Active Points); Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4), No Knockback (-1/4), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 14 2u** 2) Super Breath: Energy Blast 6d6, Does x1 1/2 Knockback (+1/2), Area Of Effect (10" Cone; +1) (75 Active Points); No Range (-1/2), Increased Endurance Cost (x2 END; -1/2), Reduced Penetration (-1/4), Incantations (-1/4), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4), Concentration (1/2 DCV; -1/4)* 14 4u** 3) Super Drilling: Tunneling 10" through 18 DEF material (74 Active Points); Increased Endurance Cost (x2 END; -1/2), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4), Concentration (1/2 DCV; -1/4)* 14 2u** 4) Too Fast To See: Invisibility to Sight, Hearing, Radio and Smell/Taste Groups, Danger Sense, Combat Sense and Spatial Awareness , No Fringe (56 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Increased Endurance Cost (x2 END; -1/2), Linked to Flight (Superspeed; -1/4), Not when attacking (-1/4), Others with superspeed are immune (-1/4), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 12 ** * 6** JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing Group (-1/2), IIF Durable (Earpiece Transceiver; -1/4)* 0 Powers Cost: 295 Cost** Skill 3** Bureaucratics 13-* 5** +1 with HTH Combat* 3** Conversation 13-* 3** Deduction 12-* 1** Hoist 8-* 2** CK: Metropolis 11-* 2** AK: Rural Kansas 11-* 2** Penalty Skill Levels: +1 vs. Range Modifier with Heat Vision* 3** Power: Kryptonion Power Tricks 11-* 3** PS: Reporter (INT-based) 12-* 1** PS: Farmer 8-* 10** +1 Overall* 1** Streetwise 8-* 1** TF: JL "Javelins" and related craft* Skills Cost: 40 Cost** Perk 1** Fringe Benefit: Press Pass* 5** Fringe Benefit: Membership in the JL* 9** Reputation (A large group) 14-, +3/+3d6* 10** Base (50 Base, 50 Disad)* 3** Well-Connected* 3** 1) Contact: Metropolis PD (Contact has useful Skills or resources, Good relationship with Contact) (4 Active Points) 11-* 1** 2) Contact: Star Labs (Contact has useful Skills or resources) (2 Active Points) 8-* 4** 3) Contact: United Nations (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 11-* 4** 4) Contact: White House (Contact has significant Contacts of his own, Very Good relationship with Contact) (5 Active Points) 11-* Perks Cost: 40 Total Character Cost: 525 Val** Disadvantages 15** Dependent NPC: Lois Lane 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)* 15** Dependent NPC: Jimmy Olsen 8- (Normal; Unaware of character's adventuring career/Secret ID)* 15** Hunted: Lex Luthor 11- (Less Pow, NCI, Harshly Punish)* 20** Hunted: Darkseid 8- (Mo Pow, NCI, Harshly Punish)* 10** Hunted: Superman Rogue Gallery 8- (As Pow, Harshly Punish)* 5** Physical Limitation: Invulnerability makes such things as surgery and hypodermic injections difficult (Infrequently, Slightly Impairing)* 20** Psychological Limitation: Code Versus Killing (Common, Total)* 15** Psychological Limitation: Protective of Innocents (Common, Strong)* 10** Reputation: The Big Blue Boyscout, 11-* 15** Social Limitation: Secret Identity (Frequently, Major)* 25** Susceptibility: Presence of Kryptonite (4"), 3d6 damage per Phase (Uncommon)* 10** Vulnerability: 2 x Effect Magic-based Attacks vs Power Defense (Uncommon)* Disadvantage Points: 175 Base Points: 200 Experience Required: 150 Total Experience Available: 150 Experience Unspent: 0
  23. Re: Another Take on the Animated Justice League Attached is a .zip archive of Hero Designer 2 files with the "final" versions of the Animated Justice League original 7: Superman, Wonder Woman, Hawkgirl, J'onn J'onnz, Green Lantern, Flash, and Batman. The next seven messages will be each character posted individually. Some of the characters would need some more disadvantages in order to be "balanced" with the others. I also completely hand-waved the costs for vehicles and bases, and did not entirely flesh out contact lists. If you disagree with a character's power level, you should find it easy to adjust. I recommend that you then adjust all the other characters in proportion as they were designed to be used as a team by a group of players. So if you think Superman should have a 100 Strength where I've assigned a 75 Strength, go ahead and give it to him but then increase everyone else's primary attack by about 1/3, also. Alternatively, you could give him +25 Strength "only for lifting and carrying" so that damage figures wouldn't be affected. In the case of Batman, not only is he 325 points more expensive than the other 6 Leaguers; anyone using the character should be welcome to add additional Knowledge, Science, and Professional Skills. Or pretty much anything else you feel might be appropriate, as the Batman in the Animated Justice League and his own, earlier series knows just about everything and can do almost anything within the bounds of human ability and experience. I plan on using Batman as an NPC rather than giving him over to player control as I plan for the other 6 original Leaguers. I began this little project in order to learn Hero Designer and to, perhaps, use these characters for a scenario I am putting together for delivery at conventions. I might subsequently produce a few JL villains and some of the other heroes seen in the series, such as Aquaman or Booster Gold. I doubt I will tackle "background heroes" whose abilities we have not seen in action, such as Captain Marvel or Black Canary. Enjoy! John H
  24. Palm OS Die Roller I've been using Dice Pro for Palm OS for a while. It has all the Hero System die rolls preset for you and is also completely customizable. http://www.rivalgamelabs.com/ Best wishes, John H edit: And it's free.
  25. Re: Passing Strike (martial maneuver) Unbalanced? Consider: -The character has paid points for its Strength, Martial Arts, and Movement. The character could have put all or most of those points into Strength and a few Combat Skill Levels. Does this generate a very different result in terms of damage and OCV/DCV bonuses for the same number of points? -If one uses the optional falling/velocity damage system, the effect of high speed on damage is not as great and produces results, especially from falling damage, which are a better simulation. It is not more difficult to use; it's just a different chart. -Such a character must use maneuver in order to get the best effect from his combination of powers and skills; it can't just go toe-to-toe with opponents. In confined spaces it will have some trouble getting all three elements to synergize. -Shouldn't any "passing" or "flying" maneuver which receives a velocity-based damage bonus score reflected damage on the attacker in the same manner as a Move-By (1/3 damage scored to target)? -One of the issues I've had with Hero for more than 20 years is a lack of zone-of-control. A fast character can move to melee range of another character, then away, then into melee range of another character, then out again, ad infinitum, and unless one of those other characters has a held action the moving character will be unmolested. I won't go into the exact mechanics of how I've house-ruled this, but in general the inactive character has a chance to make an attack at a small OCV penalty against any character moving out of its zone-of-control unless the active character took an action against the inactive character. John H Joining DoctorIron's game tomorrow with a flying character...
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