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JMHammer

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Everything posted by JMHammer

  1. Re: 6-2 Stun Multiplier Method Kevin, How did you determine the average Stun Multiplier for the Hit Location Table? There is only a 1 in 216 of rolling a 3 on 3d6, but a far greater chance of rolling a 10 on 3d6. If you didn't take this into account, the average Stun Multiplier from this method will probably be smaller than you had calculated. But perhaps you did work this into your equations, and if so: Please ignore. Best wishes, John H
  2. Since 5ER will be in stores any time now, I was wondering: Will all the page references provided as answers to questions apply to the new book? If not, will the rules FAQ be revised so that dual reference pages will be noted? Thanks, John H
  3. Re: Fate systems I've used an adaptation of the MEGS Hero Point system for several of the games I've run. Instead of giving out Experience Points, I distribute Hero Points. 10 HPs can be exchanged for 1 EP at any time. This alone has several benefits in that I can set rewards for specific actions or positive play in smaller increments than an entire Experience Point. A player who is present at the game, and only a player character whose player is physically present, can use 1 HP to re-roll any die roll their character made or that another character made against them. For 2 HP, a character can force a re-roll of any die roll at all, even one that does not relate to their character in any way. For +1 HP, the player may "keep" whichever of the two rolls he prefers; this must be expended before the re-roll is made. A player can re-roll more than once if they care to spend additional HP to do so; if +1 HP is spent, it only must be spent once and the player may choose whichever of the rolls he wishes to "keep". The "physically present" rule prevents other players from blowing your experience if you miss a game, and encourages attendance. Naturally, it can be dropped or adapted for PBEM or telephone/chat network games. The "player characters only" rule insures that the characters of the players have a central important role and prevents the GM and a player from getting into HP auctions. In those games where I tried this system, I also adapted the Luck rules. A character with positive Luck rolls his dice, counts the "Stun" pips, and gets to apply that many Hero Points during the adventure (naturally, he does not get to exchange any of these Hero Points for Experience Points). Similarly, Unluck dice are rolled, the "Stun" pips counted, and the GM gets to apply these Hero Points against the character during the course of the adventure. HPs from Luck and Unluck can be expended as an exception to the "player characters only" and "physically present" rules. Best wishes, John H
  4. Re: Magic Missile My Way I think it really depends on how important you feel the "always hits" feature is to the spell. D&D had rules that were, essentially, made up on the fly for each individual spell, monster, and character class. There were many examples of "never misses" or "100% immunity" or game mechanics made up just to get something to work in one specific case. Remember that "never misses" or "always hits" needs some further definition. Do you need line of sight to fire? Does the missile travel in a straight line or will it veer around obstacles? Does it ignore armor (zips in through your armor's armpit joint maybe)? Even with "no, yes, yes" as the answers to the preceding, doesn't the target still get to Dive for Cover to avoid it? I think you'd be better off just making your RKA with No Range Modifier. Add Line of Sight if you don't want to worry about the maximum range of the spell based on its active points. Add a bunch of built-in OCV levels if you want to improve your chance to hit, the number of such levels being entirely dependent on how sure you want to be that you'll hit. If this is for a fantasy game, and your spell caster has a base OCV of 5, +10 OCV (with no range modifier) will all but gaurantee a hit unless the target successfully Dives for Cover or is protected by a Force Wall or something similar. Best wishes, John H
  5. Re: Another Take on the Animated Justice League I have the second draft of these characters ready to post except for the Disadvantages for some. I would appreciate any suggestions for additional Disadvantages; please look at the first draft characters posted on the first page of this thread and offer your ideas for Disads for any character that doesn't have at least 150 points already listed. TIA, John H
  6. For Freedom! The Minuteman Rap For your listening pleasure: http://www.georgeledoux.com/sounds/freedom_force/for_freedom.mp3 "Frrreeeeedom Force! Daaaaanger!" -Mentor Man, I hope that the sequal Irrational Games is developing will be ported to the Mac as well as the original game was... John H
  7. Re: Another Take on the Animated Justice League Yogzilla wrote: O yes! Something like that will definitely be in the second draft. I'll probably use +Str with no figured characteristics and one or a few continuing charges instead of Aid. Wow, what a great idea! Cardinal wrote: Well, Hawkgirl has been seen to fly as fast as jets and, when in her winged spacesuit (!), fly around on the equivalent of the moon. I've also seen her explode into the air when immersed in water up to her neck, so I bet she can zip around underwater if she wants to. My gut says that she can't make the 9,300mph speeds that Superman can, but the Megascale advantage doesn't have enough granularity to represent that. And maybe she can... As for combat speed, she has 30" of Gliding which she should be able to use to great effect once she has attained some altitude and has a little maneuvering room. Cardinal wrote: Well, Superman does 15d6 normally and 19d6 with a Haymaker; Wonder Woman gets 12d6-16d6 as you pointed out, and Green lantern has 13d6 but with up to +1/2 of Variable Advantage he can make it Armor Piercing so that's the equivalent of 19d6 against heavy defenses. Hawkgirl's 20d6 attack (24d6 with a Haymaker and perhaps 26d6 with Flying Strike) is 5d6 better than Superman's attack but at 8 Endurance per phase not counting any movement or other Endurance expenditures she's not going to keep that up very long. I could see making the last 5d6 cost extra Endurance but I'm not convinced it's necessary. Consider also that she'll often have quite a bit of the Energy Mace Arcana Multipower set to Weapon Weaving (which costs Endurance) for some extra levels, most likely for DCV since she should be doing what she can to avoid getting hit. Cardinal wrote: 12d6 is the same as his higher-powered melee attack and the Batarang is already defined as No Knockback. I didn't want to make them killing attacks because they're usually used to bonk people on the head, not slice off their arms or cut their throats. I agree he should be able to use them for ranged disarms and to trip fleeing felons, and I had some ranged martial arts to assist with those maneuvers but cut them to try to get his points down. He can still use them to disarm, and his +6 Overall Skill Levels will make that easier than it would be for most people even without the benefit of a special maneuver. If I can stomach making him more expensive, I'll put those martial maneuvers back in. Cardinal wrote: You're right; that would make more sense and be easier to write up and describe. Hopefully more palatable for Metaphysican, too. Hmm... Yes, I think I'm going to do it that way for the second draft. Thanks for all your insightful comments and suggestions! Metaphysician wrote: I've seen all the AJL episodes including all of this new season of JLU. I do wish I had kept them in my TiVo! I'll keep an eye out for repeats. Best wishes, John H
  8. Re: Another Take on the Animated Justice League Metaphysician, Thanks for taking the time to critique these builds! Superman -I haven't seen him lifting any ocean liners. I've only seen a very few episodes of the earlier animated Superman series but I don't think 75 is the wrong range for him as demonstrated in this incarnation. -He has Flight with Megascale when he needs it. He can apply +1/4 of whatever Advantage he wants to his Flight. -"He is Superman, after all." That was the reasoning I used for bringing it to 20! He has a big Reputation bonus to add to it in common situations. -I thought of adding the Power Skill, and I'm still on the fence about it. I'm not sure a player needs access to more than is available through straight applications of his defined powers. -I was considering knocking out all the bases and vehicles. For Superman, the Fortress of Solitude doesn't provide any real capability in the context of a game. On the other hand, plenty of benefit inures to Batman from the resources of the Batcave and his various vehicles. So this bears some consideration. Wonder Woman -I think her Strength is about right, again from what I've seen her exhibit on the show. -Hmm... Yes, she probably does need more non-resistant PD. I agree that a 1/4 non-resistant Physical Damage Reduction could do the job, too. Hawkgirl -Other than the rare force field, has there been anything that she hasn't been able to smash through with that mace? She does alright with fisticuffs, too. That's why I gave her such a good Find Weakness. Find Weakness is a power that some GMs don't like at all and if I heard that someone was playing this adaptation of the character with that power removed or reduced, it wouldn't bother me. -Her Combat Skill Levels represent most of her "martial arts" because I didn't want her performing martial maneuvers due to their lower knockback for the same number of damage dice. -Dispel vs Magic: I wrestled with this for a while and eventually decided that Dr. Fate's and (unspellable)'s magic have the Limitation: Treat dice of damage from Thanagarian energy weapons as dice of Dispel. This would be an easy thing to add, however, if we had seen her doing this against any other magical opponents. Green Lantern -Speed in general: I think this is going to depend a lot on how you might set speed levels for your campaigns. Players like to push their speeds as high as possible and this tends to make everything else speed up as the GM tries to compensate. I prefer to limit Speed and reserve the higher levels so that superspeeders have that difference as their most obvious advantage. One of the first things I do when adapting published Hero characters is to bump speed down by at least 1 point in most cases. Speed is relative, so if your typical speedster is 7, "enhanced reflex guys" are 6, Batman is 5, most highly-skilled combatants are 4, and your typical bank robber and police officer are 2, things work out just as well as adding +1 to all those categories. My campaigns tend to have a lower average speed, both among the PCs, major NPCs, and grunts, than do others. 4 is the normal maximum for a normal person: In my games, 5 is the highest a player can attain without a "darn good reason" such as superspeed. I wanted to show some variation among the Leaguers, so GL and J'onn are 4; WW, Hawkgirl, and Batman are 5; Superman is 6; and Flash is 7. GL is a very skilled combatant, but I saw nothing to indicate he is superhuman - or even at max human - in this regard. -The size of the real point pool of the VPP will have to be determined by creating some sample powers. 20 isn't a lot, but based on what I've seen he just doesn't make much "creative use" of the ring beyond little Detects, Enhanced Senses, Images (for light), Minor Transforms (for his clothes), and communication (which probably wouldn't be more than 15 active points but can more easily be hand-waved since he has never used it in combat or other high-stress situations). And wouldn't a 53 Strength be enough to handle a Javelin? -I'm curious about what people think of the added stats not relying on the ring being charged. There wasn't any real evidence for it; I did it that way to make the character more functional for a player than to fit the precise mechanics demonstrated on the show. J'onn J'onnz -I reasoned from effect for the two multipowers. I did the same for Batman's utility belt equipment. I can't agree that the multipowers have to be broken into groups by special effect. The issue I have with it is the Mind Scan slots in both Multipowers which are defined as adding to each other, which violates a strict reading of the rules but makes sense in terms of function. -Relative to how I've set Superman and Wonder Woman, I think his Strength is about right. Yes, if you adjust those two upward, then lots of other attacks will have to be adjusted upward including J'onn's. -I don't recall off the top of my head him demonstrating a vulnerability to fire, either. I just figured this was a basic part of being The Martian Manhunter. I don't think we've seen a yellow vulnerability on GL's power ring, either. Batman -Speed: See my reasoning above. I agree with your logic, but I don't like high speeds unless a character has a "darn good reason" for it. -I forgot about the brass knuckles! I think the 30-point gadget pool is enough to cover that, though. There are two different explosive devices in his Utility Belt Multipower, so I think that's covered, too. -Find Weakness might be a good thing to add. The suggestion for limiting it a little from freakboy6117 is probably a good one. -Anything in my writeup of Batman that's worth removing? I had given him some Defense Maneuver, Combat Sense, Ambidexterity, and a few other things but deleted them later to try to get his points down. John H
  9. Batman 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) 0 15 Utility Belt: Grapple and Line: Multipower, 30-point reserve, (30 Active Points); all slots OAF Durable (-1) 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) 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] 4u 4) 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 5) 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 6) 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 7) 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 8) 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 9) 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 10) 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), Jammed (-1/4), Activation Roll 15- (-1/4), Only objects he can build or find (-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.] 8 JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF Durable Expendable (Easy to obtain new Focus; Earpiece Transceiver; -1/4) 0 Powers Cost: 160 Cost Martial Arts Maneuver Results of Obsessive Training 12 +3 HTH Damage Class(es) 4 Charge: 1/2 Phase, +0 OCV, -2 DCV, 10d6 +v/5 Strike, FMove 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 10d6 Strike 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls 5 Disarming Throw: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 45 STR to take weapon away; Target Falls 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 50 STR for holding on 4 Reversal: var Phase, -1 OCV, -2 DCV, 55 STR to Escape; Grab Two Limbs 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Cost: 51 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 2 1) Language: Arabic (completely fluent) (3 Active Points) 2 2) Language: Chinese (completely fluent) (3 Active Points) 3 3) Language: French (idiomatic) (4 Active Points) 3 4) Language: German (idiomatic) (4 Active Points) 2 5) Language: Japanese (completely fluent) (3 Active Points) 3 6) Language: Russian (idiomatic) (4 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: History (2 Active Points) 11- 1 4) KS: Literature (2 Active Points) 11- 1 5) KS: Martial Arts (2 Active Points) 11- 1 6) KS: Organized Crime (2 Active Points) 11- 1 7) KS: Poisons and Antidotes (2 Active Points) 11- 1 8) 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: Chemistry 11- (2 Active Points) 1 4) SS: Pharmocology 11- (2 Active Points) 1 5) SS: Physics 11- (2 Active Points) 1 6) SS: Psychology 11- (2 Active Points) 1 7) 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: 332 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: 828 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: 513 Total Experience Available: 513 Experience Unspent: 0 My Notes: 1- There's a reason I left Batman for last. Let me be real clear that I think Batman is by far the most powerful of the original seven JL team. He has a HUGE assortment of skills many if not most of which are at a VERY high level; an assortment of gadgets; a base (two if you include the Watchtower); multiple vehicles; and so on. Can he stand toe-to-toe with Mongol or Darkseid? No. But if there's one JLer you want on any mission, it would be the Batman. 2- Well, I'm at 512 and haven't sketched out a single Martial Art or Power yet. Sheesh. 3- There is no way I'm going to get Batman into 525 points. Now, I've had no trouble any number of times in the past anywhere from 150 to 400 points when I've designed a character for a player who wanted to play "someone like Batman." But this is Batman himself, and as represented in the JL series and the earlier Batman animated series, there's just too much for him to fit in with the other Leaguers. 4- I didn't purchase Alfred or Batgirl as Followers or DNPCs. Except for Robin, the rest of the Bat-clan is sufficiently independent that they don't qualify and I am assuming Alfred is a Follower/Staff of the Batcave and so was purchased as part of the base. 5- OK, we're now over 800 points and I'm not done with Contacts and nearly all of his Skills are at base levels. Of course, since he has 6 Overall Skill Levels, turning an 11- into a 17-, that's probably good enough anyway. 6- OK, 828 points and we're done except for maybe a little fleshing out of Contacts and a few more 1-point Knowledge, Science, or Professional Skills. That's 303 points more than the rest of the original seven JLers. I've already trimmed out everything that I thought wasn't strictly necessary, and the points spent on bases and vehicles are a total hand wave and likely far too low. Bats needs about 35 more points in Disadvantages.
  10. Flash AJL Flash Player: Val Char Cost 20 STR 10 30 DEX 60 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 30 30 REC 0 40 END 0 40 STUN 9 26" RUN02" SWIM04" LEAP0Characteristics Cost: 149 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 18 Hyperactive Metabolism: +22 REC (44 Active Points); Only to offset Endurance used for movement (-1), 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 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 4u 4) Fist Flurry: (Total: 55 Active Cost, 42 Real Cost) Autofire (5 shots; +1/2) for up to 20 Active Points of Strength, Reduced Endurance (1/2 END; +1/2) (15 Active Points) (Real Cost: 15) 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) 2 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); Power does not work in Common Circumstances (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 20 Missile Deflection (Any Ranged Attack) 0 8 JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF Durable Expendable (Easy to obtain new Focus; Earpiece Transceiver; -1/4) 0 Powers Cost: 222 Cost Martial Arts Maneuver Super-Speed Moves 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike 3 Running Tackle: 1/2 Phase, +0 OCV, -1 DCV, 4d6 +v/5 Strike; You Fall, Target Falls; FMove 5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 +v/5; FMove 5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 4d6 +v/5; Target Falls; FMove 5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 30 STR to Disarm; FMove 5 Running Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 4 Nimble Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Cost: 31 Cost Skill 3 Acrobatics 15- 3 Breakfall 15- 3 Climbing 15- 10 +5 with Dive for Cover 10 +2 with DCV 16 +2 with All Combat 3 Conversation 13- (5 Active Points); Side Effects (Flash is too glib and often gives away as much information as he receives; -1/2) 9 Power: Speed Tricks 14- 5 Rapid Attack (HTH) 3 Sleight Of Hand 15- Skills Cost: 65 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.)) 18 Evasive 3 Lightning Calculator 15 Lightning Reflexes: +10 DEX to act first with All Actions 10 Speed Reading (x10000) Talents Cost: 48 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 Rogue 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) 15 Social Limitation: Secret Identity (Frequently, Major) Disadvantage Points: 66 Base Points: 200 Experience Required: 259 Total Experience Available: 259 Experience Unspent: 0 My Notes: 1- I really wanted to give Flash a Speed of 10, 11, or 12. After all, he's the fastest man alive! However, very great ranges in Speed within a group lead to issues among the gamers, so I chose to just make him one Speed factor faster than his closest colleague among the League's original seven. 2- I need more Disadvantages for Flash. Help! No Unluck, please; there's nothing cosmically wrong with the guy. How could he be that upbeat with Unluck dogging him all the time? 3- If you don't like the Evasive Talent, dump it and give him 9 more points of Dexterity instead. 4- Why does he have a 17 Intelligence when he's argueably the dimmest bulb in the League? Well, first of all, I don't agree that he's dumb. Second, it is supposed to represent the speed with which he thinks, his ingenuity, and problem-solving skills, all of which are enhanced by his super-speed; rather than the score he'd get on the SATs. 5- Definitely quite fragile if he's caught when not moving at some speed. He's pretty hard to hit when he's devoting his attention to avoiding attacks, though. 6- I tried to reconcile the fact that Flash can apparently get out of handcuffs with no trouble at all (see police interrogation scene in BRAVE & BOLD) but seemed completely helpless in a giant block of ice and when tied to the side of a dirigible. My guess is he was enjoying the close confinement with Black Siren in the latter two cases and didn't really want to escape.
  11. J'onn J'onnz 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 65 Power Group One: Multipower, 65-point reserve 6u 1) Soul Searching: Mind Scan 11d6 (Human and Alien classes of minds) (65 Active Points) 6 6u 2) Density Max: (Total: 65 Active Cost, 65 Real Cost) Density Increase (1,600 kg mass, +20 STR, +4 PD/ED, -4" KB) (Real Cost: 20) plus Armor (15 PD/15 ED) (Real Cost: 45) 2 6u 3) Phase: Desolidification (affected by Fire/Intense Heat and Mental Powers), Reduced Endurance (0 END; +1/2) (60 Active Points) 0 3u 4) 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 6u 5) Shape Shift Enhancement: (Total: 65 Active Cost, 65 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 2d6 (4d6 w/STR) (Real Cost: 30) 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.] 6 52 Power Group Two: Multipower, 52-point reserve 5u 1) Soul Searching: Mind Scan 8d6+1 (Human and Alien classes of minds) (52 Active Points) 5 5u 2) Mental Assault: Ego Attack 4d6 (Human and Alien classes of minds) (50 Active Points) 5 5u 3) Mind Probe: Telepathy 8d6+1 (Human and Alien classes of minds) (52 Active Points) 5 5u 4) 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) 5 5u 5) Transparency: Invisibility to Sight Group, Mind Scan, Mental Awareness and Combat Sense , No Fringe, Reduced Endurance (1/2 END; +1/4) (51 Active Points) 2 5u 6) 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 30 Flight: Flight 10", Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points) 3 12 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 8 JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF Durable Expendable (Easy to obtain new Focus; Earpiece Transceiver; -1/4) 0 Powers Cost: 224 Cost Skill 3 Acting 13- 3 Bureaucratics 13- 3 Combat Piloting 13- 4 +2 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: 90 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 My Notes: 1- I've really been looking forward to tackling J'onn as he is my favorite character on the show and his powers are pretty cool, too. I had trouble getting him into 525 that seems to be the range for these characters as I'm adapting them. 2- I'm sure a lot of people will object to how I've put most of his abilities together in a pair of multipowers. I didn't put the individual powers into a particular multipower based on how related they were to each other, i.e. all body control powers in one and all mental powers in another. Instead, I grouped them in such a way that represents what he can and can't use simultaneously as seen in the Justice League series. 3- It's worth noting that no one on the show has ever referred to him as The Martian Manhunter. He is called "Martian" quite often and this seems like a rude way to refer to a colleague. 4- I didn't want to make him cost so much more than the other original seven JL members but he needs a very powerful Mind Scan. So I took a tack which many will probably see as a violation of the rules: I'm sure a good many GMs would not permit slots from two different multipowers to be additive, but that's how I did it. 5- Note that if you handle classes of minds differently (as I do), then J'onn will have extra dice for his Ego Attack, Telepathy, and Mind Scan – without any change in cost. 6- I took a guess at J'onn's age and longevity. Anyone have a better value for this aspect of his Life Support power? Also, his Acting, Contortionist, and Mimicry skills are supposed to represent part of his Shape Shifting power; he should not be able to apply Contortionist or Mimicry if he can't shape-shift for some reason. I did not, however, believe this was worth any Limitation value.
  12. Green Lantern 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 9u 4) Emergency Shield: Force Wall (30 PD/30 ED) (150 Active Points); 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 Ring must be recharged and cannot directly affect anything that is completely yellow (+0); all slots OIF Unbreakable (-1/2) 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 13 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) (20 Active Points); OIF Unbreakable (-1/2) 0 20 3) Support Others: Ranged (+1/2), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (up to 2" Radius; +1) for up to 20 Active Points of Life Support (40 Active Points); All others protected by Life Support must be englobed in a Force Wall or must be carried by Telekinesis (-1/2), OIF Unbreakable (-1/2) 4 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: 323 Cost Martial Arts Maneuver Commando Training 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls Martial Arts Cost: 11 Cost Skill 3 Bureaucratics 12- 15 +3 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- 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- 3 TF: Science Fiction & Space Vehicles, Combat Aircraft 2 WF: Small Arms 1 Weaponsmith (Firearms) 8- Skills Cost: 70 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 My Notes: 1- With Green Lantern, I immediately thought of using a Variable Power Pool with appropriate limitations and examples to represent the ring's powers. However, although I am very partial to VPPs in general, it just isn't necessary to represent pretty much everything we've seen in the series. In the end I decided to go with a small VPP for "the little things," like tracking footsteps or revealing invisible items. 2- Note that GL can use part of his Energy Blast's Variable Advantage for Indirect, thus allowing him to shoot through his own Force Walls. Since I saw no evidence of a real Force Field beyond some minimal amount when he has the "green glow" going (which I've represented with Armor), this seems like something he'll do commonly. Anyone think this is a problem? 3- GL needs more Disadvantage points and I'm not entirely happy with some of those already assigned, especially the DNPC. Any ideas? 4- I didn't give any of his powers Variable Special Effect even though Green Lantern can form his green energy into giant hands, or buzzsaws, or a hammer and anvil, etc. (Not that THIS Green Lantern does that very often; John Stewart is a straightforward fellow and his energy blasts usually look like... well, energy blasts.) For the most part, this is purely cosmetic and it didn't seem worthwhile to charge for it. Besides, once you add both Variable Advantage AND Variable Special Effect to a bunch of powers, it's almost always more efficient to just go with an appropriately limited Variable Power Pool instead and I wanted to avoid that if I could. 5- I assigned GL a few martial arts maneuvers of the type that an elite soldier might be trained to perform. Given their power level compared to that of the ring, they won't get used often but should prove helpful in those rare cases when he has to perform without his primary weapon. 6- An argument could be made that Variable Advantage isn't really needed for his Energy Blast, TK, and Force Wall powers. I could buy that, especially since the John Stewart GL tends to use his ring without a lot of flash or variation. See related discussion on VPP option above for my thinking on this.
  13. Hawkgirl 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 Wings: 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) 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 3) Thrown Weapon: Energy Blast (PD) 3d6 (15 Active Points); 1 Recoverable Charge (-1 1/4), OAF Unbreakable (-1), Lockout (-1/2) [1 rc] 1u 4) Thrown Weapon: Energy Blast (ED) 3d6 (15 Active Points); 1 Recoverable Charge (-1 1/4), OAF Unbreakable (-1), 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 6m 4) Energy Attack: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2), OAF Unbreakable (-1/2) 6 2u 5) Thrown Weapon: Energy Blast (PD) 12d6 (60 Active Points); 1 Recoverable Charge (-1 1/4), Costs Endurance (-1/2), Lockout (-1/2), OAF Unbreakable (-1/2) 6 2u 6) Thrown Weapon: Energy Blast (ED) 12d6 (60 Active Points); 1 Recoverable Charge (-1 1/4), 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 Expendable (Easy to obtain new Focus; -1/4) 0 8 JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF Durable Expendable (Easy to obtain new Focus; Earpiece Transceiver; -1/4) 0 Powers Cost: 209 Cost Martial Arts Maneuver Thanagarian Winged Combat 5 Fast Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 4 Nimble Flying Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 Flying Strike: 1/2 Phase, +1 OCV, +0 DCV, 5d6 +v/5; FMove 5 Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment 7 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: 26 Cost Skill 1 AK: The Galaxy 8- 3 Acting 13- 3 Breakfall 14- 3 Combat Piloting 14- 16 +2 with All Combat 15 +3 with HTH Combat 12 +4 with Energy Mace 20 +4 with Flight 3 Criminology 11- 3 Deduction 11- 1 KS: Thanagar 8- 5 Language: Thanagarian (idiomatic; literate) 3 Navigation (Air, Space) 11- 2 PS: Soldier 11- 3 Shadowing 11- 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: 107 Cost Perk 5 Fringe Benefit: Membership in the JL Perks Cost: 5 Cost Talent 10 Follow-Through Attack Talents Cost: 10 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 Rogue 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 My Notes: 1- This is my first attempt at one of the AJL characters without a template from JmOz. At first I thought she'd come out to have far fewer points than Superman and Wonder Woman; instead she really soaked them up and has the same 525 points. I'd like to give her at least 40 more points of disadvantages but I'm not sure what they should be. 2- In case you don't have Fantasy Hero, her Follow-Through Attack talent allows her to make a second attack in the same phase if the first attack killed, knocked out, or knocked back that attack's target and there is another target in melee range. 3- Yes, I know I have two multipowers with slots that add to slots in the other multipower. I would hope that even strict GMs will allow this one (unlike J'onn J'onnz's additive Mind Scan slots which I understand might be seen as abusive) since the smaller multipower is just an attempt to represent the mace as a more-or-less normal object. 4- Although Cartoon Network's website and some others state that she can communicate with birds, that has never been demonstrated on the show and doesn't really fit with a character whose bird moteif really isn't that heavily pronounced. Therefore, I left that out. It would be very easy to plug it in, though, and if you think she should have this power then go right ahead and add it. 5- My main concern here is that I defined the mace as an OAF, but given that she has never really lost it and even when captured and imprisoned it's not that hard to recover (Ha: In the BRAVE & BOLD episode the super-intelligent gorillas left it in the cell with her!) I'm not sure it's worth a full -1 Limitation value. I gave it only a -1/2 value for her big multipower but left it at -1 for the small one. If you want to reduce or eliminate the Focus value on the mace, get the points by reducing or eliminating her 50-point Find Weakness power; with a 20d6 attack her need for Find Weakness is questionable anyway, although I think it is well-documented in the series. 6- Hawkgirl will often attack at less than her full power as she doesn't have the Endurance to make full power attacks all the time. Once her Find Weakness kicks in, however, she doesn't have to use full power against most opponents to lay a major smackdown on them. I considered giving her double knockback on more than just her bare-handed strength, but her attacks are already very strong.
  14. Wonder Woman 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) 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 8 JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF Durable Expendable (Easy to obtain new Focus; Earpiece Transceiver; -1/4) 0 Powers Cost: 154 Cost Martial Arts Maneuver Amazonion Battle Training 5 Probe: 1/2 Phase, +1 OCV, +3 DCV, 12d6 Strike 4 Attack: 1/2 Phase, +0 OCV, +2 DCV, 14d6 Strike 5 Assault: 1/2 Phase, +1 OCV, -2 DCV, 16d6 Strike 3 Throw: 1/2 Phase, +0 OCV, +1 DCV, 12d6 +v/5, Target Falls 3 Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 70 STR for holding on 4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 14d6 Strike, Must Follow Block 4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 7 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- 4 PS: Soldier 13- 5 Rapid Attack (HTH) 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: 84 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 My Notes: 1- Here is my second attempt at adapting one of JmOz's creations to my conception of the character. Again, I was far less interested in the point value than in representing my take on the character as presented in the animated Justice League television series. I'm going to try to keep all seven original AJL members as close to each other as possible, and in fact Superman and Wonder Woman came out to 525 each with very little conscious effort to make that happen. 2- Wonder Woman's biggest weakness is probably her Endurance. She does not have reduced endurance on her high Strength and her Endurance stat was bought down a little to pay for a bit more Stun. The evidence for this comes mostly from her battle with Mongol: She seems to be exhausting herself on him pretty quickly, enough so that she goes running through the Fortress of Solitude looking for a weapon rather than continuing to launch her own Strength-based attacks. In most situations she'll take a Recovery phase or two, but Mongol wasn't giving her any respite for a breather like that.
  15. Superman 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 14** 3) Superspeed: +6 DEX (18 Active Points); 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 6** 14) X-Ray Vision: N-Ray Perception (Sight Group) (10 Active Points); Costs Endurance (-1/2), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4)* 1 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 8** JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF Durable Expendable (Easy to obtain new Focus; Earpiece Transceiver; -1/4)* 0 Powers Cost: 304 Cost** Skill 3** Deduction 12-* 1** Streetwise 8-* 3** PS: Reporter (INT-based) 12-* 2** CK: Metropolis 11-* 3** Bureaucratics 13-* 3** Conversation 13-* 1** PS: Farmer 8-* 2** AK: Rural Kansas 11-* 1** TF: JL "Javelins" and related craft* 10** +1 Overall* 2** Penalty Skill Levels: +1 vs. Range Modifier with Heat Vision* Skills Cost: 31 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 My Notes: 1- This is my take on Superman as represented in the animated Justice League, with major cues from JmOz. My goal was to represent him as closely as possible rather than to demonstrate the ability to build him with 350 points. Some of the character's stats and abilities are based on the earlier Superman animated adventures by the same production group. 2- The Kryptonion Resiliency bonus is my attempt to represent Superman healing very quickly without resorting to an overt regeneration power. He also seems to bounce back from stunning damage pretty quickly and this is the way I chose to represent that. 3- I'm sure many people who read this will object to the 60 PD. It's important to read his Invulnerability (8) power carefully as it will not apply against larger attacks. One of the things I insisted on with this build was to make Superman really invulnerable to goons with guns and dorks with baseball bats, as well as resistant to most types of NND attacks (the latter led to him buying his PD as Damage Resistance, Armor, and Force Field). The extra 20 PD takes effect only when his other defenses would prevent him from taking Body damage from an attack; if an attack can – at its theoretical maximum – do Body damage to him through his other defenses, regardless of whether it actually does do Body damage in that particular instance, he does not get the benefit of the extra 20 PD. Therefore, he will often have only 40 PD which, while large, is not outrageous. His ED remains 20 regardless, and physical magic-based attacks only have to deal with a 20 PD. 4- I balked at first about applying a -1/4 Limitation to his Red Sun Radiation and Kryptonite power-loss issues. I mean, how common is either on Earth? But on the show, every other villain - and Batman, too! – seems to have a lump of Kryptonite handy and every megavillain and organization, from STAR Labs to the Thanagarians, seems to have no trouble generating red solar rays. On the other hand, if this is worth -1/4, is Hawkgirl's mace at -1 and Green Lantern's ring at -1/2 (and another -1/4 for the recharge and yellow issues) too much? Should they be reduced? 5- Superman seems to lose his powers immediately when bathed in red solar radiation, and to then regain them gradually when the red solar radiation is removed (they seem to return faster if he is outdoors and in sunlight). Conversely, his powers seem to fade gradually when exposed to Kryptonite (the rate of fade inversely proportional to the distance to the Kryptonite) but appear to return almost immediately when he is no longer exposed to the Kryptonite. This is something the GM should adjudicate as needed for good story-telling purposes.
  16. The attached file is a zip archive of seven Hero Designer 2.0 files of the seven original members of the animated Justice League. I was inspired to do this by these two older threads: http://herogames.com/forums/showthread.php?t=4075 http://herogames.com/forums/showthread.php?t=21754 especially the constructs of Superman and Wonder Woman by JmOz, and motivated to get it done by my recent purchase of the Hero Designer software. The next seven messages will be the characters in the simple HTML export format from Hero Designer, along with the stream-of-consciousness notes I made while creating each one. I consider these writeups to be very much a first draft. All comments and criticisms are welcome. John H edit: Odd, that code looks perfect when I preview it in a browser window but has a huge number of extra line feeds when posted. Hopefully someone can give me a hint as to what to do and I will correct these entries. edit2: OK, I used the wrong export template. I'll fix these later today. Apologies to all who are reading this in the meanwhile. edit3: I have repaired the seven entries using the correct export template (Hero Boards instead of Barebones HTML) and so all those extra linefeeds are gone. Happy reading! Where are the latest versions of all these characters? Right here. Note that the files attached to this message below are early drafts of the AJL7. Go here for the latest versions.
  17. Re: Two weapon fighting and the Dai-sho I don't think a character should be able to declare a multi-power attack just by dint of having two swords or two guns or two arms. Here's an old thread which went into this in detail: http://herogames.com/forums/showthread.php?t=7203 My take on this, extracted from that thread: --- My TWF houserule To make Two-Weapon Fighting worth its points, I use the rule as written and add the following: 1- If a character with TWF makes a sweep attack composed of exactly two attacks defined as one attack from each of the two weapons in use, and makes both of these attacks against the same target, the character does not suffer any DCV penalty from the sweep. 2- If a character with TWF (HTH) has one valid weapon in each hand, but uses only one of them - or neither of them - to attack, he gains +1 DCV vs HTH attacks and +1 OCV to perform the Block maneuver. This bonus is not cumulative with any DCV bonus that might be provided by the weapon type, such as that provided by a main-gauche. 3- A character with TWF may ready for combat use two weapons already on his person with a single half-phase action unless some other rule or accepted practice allows this to occur more quickly. I don't allow many Multiple Power Attacks, which makes TWF even more valuable in my games. I do allow characters that have, say, both Energy Blast and Flash - defined as different settings on the same weapon or different aspects of their innate ability to zap things out of their own bodies - to define using both as an MPA. Similarly, a character with a no-range Drain can apply that effect plus a punch or other HTH maneuver with the Drain as an MPA in most cases, depending on special effect. However, Tommy Two-Guns can't have a pair of Colt Peacemakers and MPA with them.
  18. Re: Healing Champions If a character has some broad and easily-used healing powers, and is a hero, wouldn't he spend nearly all his time at hospitals? A character with such powers which are public knowledge who then hides at HQ because all those sick and injured people are "bothering" him preventing him from cruising around the city "on patrol" or "fighting evil" needs to question his motivations. Maybe this is the reason to give your players for not taking healing effects like that. It's not a matter of their powers being exposed; it's a matter of whether such a character would choose to "adventure" rather than use his powers in the way which would really benefit people who need him. John H
  19. Re: Healing Champions From this old thread: http://herogames.com/forums/showthread.php?t=7183 Here are my thoughts on this: ----- Tactical Concept: Defeat in Detail I'm not a big fan of things like Combat Luck as it just doesn't feel right to me. If you want to avoid damage, you should avoid the damage with DCV, levels, or whatnot - not by buying damage resistance/reduction with a "Missed me!" special effect. I tend to allow it only for characters who have Super Luck as a power or some precognition, and even then I don't like it very much. Anyway... I've found that access to fairly easy healing makes for a better game, almost without regard to the genre unless I'm simulating "reality" or purposely trying for a more realistic, or at least grittier, game. Easy healing might not make for the best fiction, but players appreciate being able to keep their characters in play. Out-of-battle healing, even if it's not instantaneous, goes a long way toward keeping everyone happy. In-battle healing is OK but tends to make players sloppy and far more reckless than they would be otherwise. In a game, if you know your character will get beaten to a pulp but can be all but raised from the dead you'll go ahead and take the damage in order to accomplish the objective. A person in real life, or a character in fiction, unless totally insensate, at least hesitates before absorbing that kind of punishment even if he knows there will be no long-term consequences. Most fantasy games I've played involve the players defeating the enemy in small groups, rather than taking on every baddy at once. This divide and conquer approach makes sense for small unit tactics as well as big battles. Healing takes the place of reinforcements and permits the story to continue to unfold without undue delay caused by a need to sit around for a month or two while healing naturally. I also like the "paramedic" rule where each character can heal 1 BODY from each wound given a bit of time out of combat to a maximum of REC in BODY per day. John H
  20. Re: Mass Foci Purchase A couple of old threads here: http://herogames.com/forums/showthread.php?t=6298 http://herogames.com/forums/showthread.php?t=6311 http://herogames.com/forums/showthread.php?t=6309 First two are my questions to Steve and his answers. Third is the group discussion. John H
  21. JmOz posted two wonderfully-designed sample characters, O, it must be a year ago now. His Superman and Wonder Woman were terrific adaptations from the Justice League animated series and the discussions that preceded and followed those posts were thought-provoking and fascinating to follow. JmOz: Did you ever complete write-ups of Batman, Hawkgirl, Green Lantern, J'onn J'onnz, and Flash? If so, could you repost all seven here as I've searched but can't find them. If anyone has their own versions of these characters or any others that have appeared on the show, I'd love to see those, too. Apologies to all if this is a dead horse, but I haven't been visiting here regularly for quite some time. John H
  22. Re: Mental Powers: Classes of Mind Question In my interpretation- If you have Mind Control: Plants and want a weeping willow to grab someone, it won't do anything. Weeping willows don't move, except growth, certain responses to light, or in response to external forces such as wind, and the first two cases care very, very slow. If you want normal terretrial plants to be able to properly respond to such commands as "Grab and hold that bank robber," this is probably best handled as an indirect telekinesis or entangle with the limitation that an appropriate plant has to be in the right spot. Remember that with Hero, we model the effect, not the cause. Similarly, if you want to mind control cars then you can start them (maybe) and control a few other things like the radio (depending on whether these things are "computer controlled" or require some physical action), but steering and acceleration are right out. And you probably can't control anything on an Edsel or Model T. Again, instead of mind control use telekinesis that only works on cars and only to make it move in ways that it would move with an operator/passengers or, if you're really only using the cars to smash into targets, it's an energy blast with the indirect advantage and the limitation that there has to be a nearby vehicle and the target has to be in a location that said vehicle can reach. But back to the main topic: I agree strongly with several people in this thread that the classes of mind issue has to be heavily house-ruled in order to properly represent the value of the particular effect that the player or GM wishes to create. The value is very highly dependent on the special-effects and other "narrative" particulars of what the effect is supposed to be able to do and how it is supposed to work and the particulars of the campaign. Mind Control: Animals Only would probably be worth more points to Tarzan than it would be to Captain Kirk. Is your mind control drug-based and delivered with a hypodermic dart? Well, this isn't going to work on ghosts or mechanical robots or The Slime Creature from Outer Space. Is your ability to speak with animals, which you bought as Telepathy, based on you having been raised by dingoes as a baby and just having a deep understanding of animal communication? Well, it's not going to help you to probe the mind of Dr. Demento nor will you be able to communicate with Ice Monster Zero. In one of my typical supers campaigns, to manage a typical super mentalist who just defined his mind control as a generic mental telepathic effect with no special conditions (which, let's face it, is the most common way for a player or a GM to define such a power), then it has full effect on humans; full effect on other "normal" living things such as lions and mosquitos (ability to respond to commands depends on complexity of the command and intelligence of the animal, so good luck getting a dog to "Turn on the computer and send an email to everyone in my contact list"); full effect on human-equivalent intelligences such as most aliens, intelligent robots and other AIs, ghosts, demons, and so forth; but no effect on "truly alien" minds such as Cthulhu or non-AI machines unless each type of such mind is purchased as a separate class or a power tricks skill roll is made for each application of the mental power (no power tricks skill = no chance at all). Just my take on this. John H
  23. It's the AP cap Here's an important metarule: Don't let a rule as written stand in the way of representing your character the way you and your GM want it. The Active Point cap is what prevents small VPPs from being useful in creating effects such as the one Rebar wants for his character. So, house-rule away the Active Point cap. In my games, the VPP represents a pool of real points but the number of real points in the pool does not limit the active points in any one power built with the VPP. If a character is subject to the AP limit specified in the normal rules, that is a -1/4 Limitation on the control cost. Other GMs I know allow a +1/4 Advantage on the control cost to eliminate the AP limit. Yet others allow the AP limit to be doubled for each +1/4 Advantage applied. As another example of that metarule: 5E states that only Images can be used to create light. I can think of many examples of effects where it will be much more functional and sensicle to use Change Environment, and I'd certainly allow a character with a Flash or maybe even an Energy Blast with a reasonable special effect to generate a little light as a power stunt. One more: 5E states that characters that are always tall, short, heavy, etc. must represent this without using Growth, Shrinking, Density Increase, etc. I'd certainly permit a character either way and in fact will generally encourage the use of the Body Manipulation powers to accomplish these effects. It's actually easier for less experienced players using those powers than using a large number of other powers with the special effect that the character is a different size or mass. My Default Magic System ...which uses VPP to get the job done. John H
  24. Naked Advantage Wouldn't the easiest way of doing this be to apply Double Knockback (+3/4) as a Naked Advantage to the character's STR? Therefore, if the character has, for example, an 80 STR, the cost of the advantage will be 20 points. John H
  25. PDF is my preferred format for such products I do think the $12 is a little high for a PDF product of this size. That said... I'm willing to pay the same for a PDF product as I would for a printed product because I find the PDF product so much more convenient. If I need to print a picture from a page to hand out to my players, I can do so without ruining the binding at a photocopier or tearing the book apart completely. I can load it into my Palm and read it on the train. I can flash certain images or text to my players on a video projector from my laptop while we play. No matter how many times I read it or thumb through the virtual pages, it never wears out. I liked Shades of Black very much and I'm looking forward to weaving it into a campaign one of these days. John H
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