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The Classic Justice League starting members on 350 points


Hyper-Man

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Rather than start a new thread for each character I am consolidating them all to this new thread.

 

These builds are heavily influenced by the JL:Animated series but not limited to just that source of info. I am attempting to strike a balance where the characters could be played as solo heroes as well as members of a new League of Justice when faced with threats too powerful for any one of them to face alone.

 

I will post my versions of the following as beginning heroes:

 

Superman

Wonder Woman

Flash

Green Lantern

Martian Manhunter

Aquaman ?!

Batman ?!

 

Here are the HDC files for what I've done so far:

 

(note that the most current HDC files are all on Killer Shrike's site. see link in sig below)

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Re: The Classic Justice League starting members on 350 points

 

The Man of Steel

Val Char Cost Roll Notes

15/45 STR 5 12- / 18- Lift 200.0kg/12.8tons; 3d6/9d6 [1/2]

15/20 DEX 15 12- / 13- OCV: 5/7/DCV: 5/7

13/30 CON 6 12- / 15-

11 BODY 2 11-

13 INT 3 12- PER Roll 14-

10 EGO 0 11- ECV: 3

15 PRE 5 12- PRE Attack: 3d6

16 COM 3 12-

9/25 PD 6 Total: 9/25 PD (9/20 rPD)

9/25 ED 6 Total: 9/25 ED (9/20 rED)

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

6/15 REC 0

26/60 END 0

26/50 STUN 0

Total Characteristic Cost: 66

 

Movement:

Running: 6"/26"/24"/104"

Flight: 20"/40"

Leaping: 3"/24"/6"/48"

Swimming: 2"/4"

Teleportation: 8"/32"

Tunneling: 3"/6"

 

 

Cost Powers END

 

Kryptonian Physiology, all slots Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4)

3 1) Tireless: Reduced Endurance (1/2 END; +1/4) for up to 15 Active Points of base STR (4 Active Points)

30 2) Able to bend steel with his bare hands: +30 STR, Reduced Endurance (1/2 END; +1/4) (37 Active Points) 1

8 3) +5 DEX (15 Active Points); No Figured Characteristics (-1/2)

27 4) +17 CON (34 Active Points)

2 5) +3 ED (3 Active Points)

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

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

10 8) Regeneration: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Does Not Work On Some Damage Two or More Types of Damage (Magic, Alien diseases, etc..; -1/2), Always On (-1/2), Self Only (-1/2)

27 9) Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 5 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (34 Active Points)

 

Kryptonian Senses, all slots Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4)

5 1) +2 PER with all Sense Groups (6 Active Points)

8 2) Telescopic Vision: MegaScale (1" = 1 km; +1/4) for up to 45 Active Points of Normal Sight and Hearing, Reduced Endurance (0 END; +1/2) (16 Active Points); Requires An INT Roll ("Is that Lois screaming?"; -3/4)

Notes: This power is not persistant by default.

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

4 4) Microscopic ( x100) with Sight Group (10 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1)

5 5) Rapid ( x10) with Normal Sight and Normal Hearing (6 Active Points)

2 6) Ultrasonic Perception (Hearing Group) (3 Active Points)

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

7 8) X-Ray Vision: N-Ray Perception (Sight Group), Discriminatory (15 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1)

 

60 Strange Visitor... with powers and abilities far beyond those of mortal men: Multipower, 90-point reserve, (90 Active Points); all slots Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4)

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

2u 2) ...than a...: Teleportation 5", Invisible to Sight Group, SFX Only (+1/4), Area Of Effect Accurate (One Hex; Only to determine OCV of Selective; +1/2), Usable As Attack (+1), Area Of Effect (8" Any Area; +1 1/2), Selective (+1/4) (45 Active Points); Limited Power Only To Disarm/Grab Objects (-1), Must Pass Through Intervening Space (-1/4) 4

3u 3) ...speeding...: Running +20" (6"/26" total), x4 Noncombat (45 Active Points) 4

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

3u 5) More powerfull than a locamotive: Density Increase (6,400 kg mass, +30 STR, +6 PD/ED, -6" KB), Reduced Endurance (0 END; +1/2) (45 Active Points)

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

3u 6) Able to leap tall buildings in a single bound: Leaping +21" (3"/30" forward, 1 1/2"/15" upward), combat acceleration/deceleration (+1/4), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Megascale, No Gravity Penalty, Reduced END; +3/4) (45 Active Points) 4

Notes: Advantages apply to base STR.

3u 7) Look! Up in the sky!: Flight 10", Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; Combat Acceleration/Deceleration, Invisible Power Effects, Megascale, No Gravity Penalty, No Turn Mode, Reduced Endurance, Usable As Running or Swimming; +1) (45 Active Points) 2

3u 8) It's a bird. It's a plane. It's...: Flight 20", Position Shift (45 Active Points) 4

3u 9) The man of steel: Force Field (10 PD/10 ED) (Protect Carried Items), Invisible to Sight Group, SFX Only (+1/4), Costs END Only To Activate (+1/4) (45 Active Points) 4

2u 10) Super Digging: Tunneling 3" through 13 DEF material (45 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) 4

2u 11) Superhard Punch: Hand-To-Hand Attack +6d6, Armor Piercing (+1/2) (45 Active Points); Hand-To-Hand Attack (-1/2) 4

2u 12) Superspeed Punch: Hand-To-Hand Attack +6d6, Area Of Effect Accurate (One Hex; +1/2) (45 Active Points); Hand-To-Hand Attack (-1/2) 4

2u 13) Super Breath: Dispel Fire 6d6, Does Knockback (+1/4), Explosion (Cone; -1 DC/2"; +1/2), Double Knockback (+3/4) (45 Active Points); No Range (-1/2) 4

2u 14) Heat Vision: Killing Attack - Ranged 1d6, Penetrating (+1/2), Area Of Effect Accurate (One Hex; +1/2), Continuous (Mobile is not necessary since the AOE 1 Hex is Accurate; +1) (45 Active Points); No Knockback (-1/4), Can Be Missile Deflected (-1/4) 4

Perks

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

1 Fringe Benefit: Press Pass

3 Well-Connected

2 1) Contact, Organization Contact (Daily Planet; x3) (3 Active Points) 8-

Skills

1 Bureaucratics 8-

1 Conversation 8-

3 Concealment 12-

3 Deduction 12-

1 Hoist 8-

1 Streetwise 8-

1 PS: Reporter 8-

1 CK: Metropolis 8-

 

Total Powers & Skill Cost: 284

Total Cost: 350

 

200+ 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)

5 Distinctive Features: Last Son of Krypton (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort; Not Distinctive In Some Cultures)

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

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

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

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

5 Physical Limitation: Kryptonian Physiology Requires Special Medical Care (Infrequently, Slightly Impairing)

Notes: If injured (takes BODY) by something his Regeneration can't heal doctors usually need a small amount of kryptonite to do simple tasks like give an IV.

15 Reputation: Alien background information given to public from first interview with Daily Planet reporter, 14-

15 Social Limitation: Secret Identity: Clark Kent (Frequently, Major)

15 Susceptibility: Whenever near Kryptonite 1d6 damage per Phase (Uncommon)

Notes: Also takes a one time loss of 24 STUN due to losing powers. (Works just like a Suppress STUN).

 

Total Disadvantage Points: 350

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Re: The Classic Justice League starting members on 350 points

 

edit

here is a link to an update to the version below from post 49 of this thread.

 

The Amazon

Val Char Cost Roll Notes

25/55 STR 5 14- / 20- Lift 800.0kg/51.2tons; 5d6/11d6 [2/5]

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

18/30 CON 16 13- / 15-

17 BODY 14 12-

18 INT 8 13- PER Roll 13-

14 EGO 8 12- ECV: 5

15 PRE 5 12- PRE Attack: 3d6

32 COM 11 15-

21/27 PD 10 Total: 21/27 PD (6 rPD)

19/21 ED 9 Total: 19/21 ED (6 rED)

3 SPD 2 Phases: 4, 8, 12

9/17 REC 0

36/60 END 0

39/60 STUN 0

Total Characteristic Cost: 112

 

Movement:

Running: 6"/12"

Flight: 10"/20"

Leaping: 5"/10"

Swimming: 2"/4"

 

Cost Powers END

Strength of Heracles

10 1) +10 STR 1

5 2) Life Support (Longevity: 200 Years; Safe in Intense Cold; Safe in Intense Heat)

 

Wisdom of Athena

5 1) Power Defense (5 points)

7 2) Universal Translator 13- (20 Active Points); No Conscious Control (-2)

 

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

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

 

11 The Golden Lasso: Elemental Control, 50-point powers, (25 Active Points); all slots OAF (Lasso; -1), Gestures (-1/4)

7 1) Stretching 10" (50 Active Points); Limited Power Only for Grabs and Throws (-1), Always Direct (-1/4), Limited Body Parts (-1/4) 5

8 2) Area Of Effect (up to 2" radius; +3/4) for up to 55 Active Points of STR, Reduced Endurance (1/2 END; +1/4) (51 Active Points); Limited Power Only for Grabs and Throws (-1) 2

 

19 The Fires of Hestia: Multipower, 56-point reserve, (56 Active Points); all slots OAF (Golden Lasso; -1), Conditional Power Only usable vs. target(s) grabbed using Golden Lasso (-1)

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

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

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

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

 

Golden Belt of Atlas, all slots IIF (-1/4)

24 1) +30 STR (30 Active Points) 3

19 2) +12 CON (24 Active Points)

 

Sandals of Hermes, all slots IIF (-1/4)

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

 

24 Sandals of Hermes: Multipower, 30-point reserve, (30 Active Points); all slots IIF Unbreakable (-1/4)

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

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

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

Themysciran Martial Arts

Maneuver OCV DCV Notes

8 +2 HTH Damage Class(es)

4 Martial Block +2 +2 Block, Abort

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

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

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

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

Perks

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

Talents

12 Combat Luck (6 PD/6 ED)

Skills

3 Breakfall 13- (14-)

2 CK: Themyscira 11-

3 Concealment 13-

3 Conversation 12-

1 Deduction 8-

1 High Society 8-

1 Hoist 8-

3 Linguist

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

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

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

1 Paramedics 8-

3 Stealth 13- (14-)

1 Survival 8-

1 Tracking 8-

3 +1 with Martial Maneuvers

 

Total Powers & Skill Cost: 238

Total Cost: 350

 

200+ Disadvantages

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

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

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

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

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

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

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

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

15 Psychological Limitation: Fearless (Common, Strong)

10 Reputation: Headstrong Superheroine, 11-

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

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

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

 

Total Disadvantage Points: 350

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Re: The Classic Justice League starting members on 350 points

 

The Scarlet Speedster

Val Char Cost Roll Notes

20 STR 5 13- Lift 400.0kg; 4d6 [2]

27 DEX 15 14- OCV: 9/DCV: 9

25 CON 10 14-

12 BODY 4 11-

13 INT 3 12- PER Roll 13-

10 EGO 0 11- ECV: 3

15 PRE 5 12- PRE Attack: 3d6

12 COM 1 11-

11/19 PD 4 Total: 11/19 PD (3/11 rPD)

11/19 ED 3 Total: 11/19 ED (3/11 rED)

6 SPD 15 Phases: 2, 4, 6, 8, 10, 12

12 REC 6

50 END 0

36 STUN 0

Total Characteristic Cost: 71

 

Movement:

Running: 15"/33"/30"/66"

Leaping: 4"/8"

Swimming: 2"/4"

Teleportation: 8"/32"

 

 

Cost Powers END

Superspeed Powers

5 1) +5 STR 1

24 2) +12 DEX (36 Active Points); No Figured Characteristics (-1/2)

20 3) +10 CON

20 4) +2 SPD

3 5) Absolute Time Sense

7 6) Danger Sense (self only, out of combat, Function as a Sense) (22 Active Points); No Conscious Control (-2) 13-/12-

3 7) +1 PER with all Sense Groups

12 8) Rapid ( x100) with Normal Sight and Normal Hearing

13 9) Force Field (8 PD/8 ED), Costs END Only To Activate (+1/4) (20 Active Points); Restrainable (Requires Movement; -1/2) 2

5 10) Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (7 Active Points); Linked (Force Field; -1/2)

25 11) Running +9" (15"/33" total), Reduced Endurance (1/2 END; +1/4) (25 Active Points) 1

Notes: Reduced END affects 6" base.

 

72 Superspeed Tricks: Multipower, 90-point reserve, (90 Active Points); all slots Limited Power Affected by Adjustment powers as an EC (-1/4)

4u 1) Superspeed Running: Running +18" (15"/33" total), Reduced Endurance (1/2 END; +1/4) (45 Active Points) 2

3u 2) Faster than Newton's Laws of Motion: Flight 11", Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Combat Acceleration/Deceleration, Megascale, No Turn Mode, No Gravity Penalty or Reduced End; +3/4) (44 Active Points) 2

Notes: Due to his Psychological Limitation: Fear of Flying, Flash believes that he can't properly "fly" without spining arms or something similar so this operates as if he had taken the "Only In Contact With A Surface" Limitation.

3u 3) Superspeed Molecular Control: (Total: 45 Active Cost, 35 Real Cost) Desolidification (40 Active Points) (Real Cost: 32) plus Power Defense (5 points) (5 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 3) 5

3u 4) Faster than...: Teleportation 8", No Relative Velocity, x2 Increased Mass, x4 Noncombat, Invisible to Sight Group, SFX Only (+1/4) (45 Active Points); Must Pass Through Intervening Space (-1/4), Only When In Contact With The Ground (-1/4) 4

3u 5) ...A speeding bullet: (Total: 45 Active Cost, 30 Real Cost) +3 Overall Skill Levels (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 20) plus Missile Deflection (Bullets & Shrapnel) (15 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 10) 4

3u 6) Superspeed Wind Generation: Dispel Fire 6d6, Does Knockback (+1/4), Explosion (Cone; -1 DC/2"; +1/2), Double Knockback (+3/4) (45 Active Points); No Range (-1/2) 4

1u 7) Superspeed Recovery: Healing BODY 1d6+1 (standard effect: 4 points), [two powers] simultaneously (+1/2), Reduced Endurance (0 END; +1/2), Decreased Re-use Duration (1 Turn; +1 1/2) (45 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2)

3u 8) Superspeed Clothes-Line: Hand-To-Hand Attack +4d6, Indirect (Same origin, always fired away from attacker; +1/4), Area Of Effect (Trail; 12"; +1) (45 Active Points); Hand-To-Hand Attack (-1/2) 4

Notes: +1 DC of damage per velocity divisor x2.25. Passing Strike (8d6 base) gets +1 DC /+11" movement.

3u 9) Superspeed Punch: Hand-To-Hand Attack +4d6, Indirect (Same origin, always fired away from attacker; +1/4), Does x1 1/2 Knockback (+1/2), Penetrating (+1/2) (45 Active Points); Hand-To-Hand Attack (-1/2) 4

Notes: 12d6 total when used with Sacrifice Strike.

 

Speedster Martial Arts

Maneuver OCV DCV Notes

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

5 Passing Throw +0 +0 4d6 +v/5; Target Falls; FMove

5 Sacrifice Strike +1 -2 8d6 Strike

5 Passing Strike +1 +0 4d6 +v/5; FMove

5 Passing Disarm -1 -1 Disarm, 30 STR to Disarm; FMove

Perks

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

Talents

6 Combat Luck (3 PD/3 ED)

Skills

3 Breakfall 14-

1 Concealment 8-

1 Navigation 8-

5 Rapid Attack (HTH)

1 Superspeed: Power 8-

 

Total Powers & Skill Cost: 279

Total Cost: 350

 

200+ Disadvantages

15 Dependent NPC: Wife - Linda Park 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)

5 Distinctive Features: Uses "Hip" language (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

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

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

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

20 Psychological Limitation: Code of the Hero (What would Superman do?) (Common, Total)

5 Psychological Limitation: Talkative: This character talks... about anything, everything, and nothing. The character talks without thinking about it. Whether or not the character talks about what is going on or just babbles to hear his own voice is up to the player. At the Moderate level the character can force himself to shut up when he has to. (Uncommon, Moderate)

5 Psychological Limitation: Doesn't believe he can Fly (like Superman) without using arms like propellers. (Uncommon, Moderate)

5 Physical Limitation: Needs to eat frequently (Infrequently, Slightly Impairing)

10 Reputation: Impulsive Hero, Fastest Man Alive!, 11-

5 Rivalry: Professional, Other Speedster, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

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

5 Unluck: 1d6

10 Vulnerability: 1 1/2 x STUN Cold (Common)

10 Vulnerability: 1 1/2 x Effect Cold (Common)

 

Total Disadvantage Points: 350

 

next:

Green Lantern

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Re: The Classic Justice League starting members on 350 points

 

The Scarlet Speedster

...

5 Distinctive Features: Uses "Hip" language (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

 

I'm a little curious about this. It's clearly borrowed from my early Teen Titans version of Wally - but that was a 60s camp-era character, complete with dialogue written by the great Bob Haney.

 

Why do you feel it is appropriate for a more modern version of the character?

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Re: The Classic Justice League starting members on 350 points

 

I'm a little curious about this. It's clearly borrowed from my early Teen Titans version of Wally - but that was a 60s camp-era character, complete with dialogue written by the great Bob Haney.

 

Why do you feel it is appropriate for a more modern version of the character?

 

Yep, I am borrowing from everybody I can since few original thoughts are to be found in my head. :D

 

It just seems appropriate to the JL:Animated version as well which is partly the dynamic I am shooting for. That version of the character just seemed like he thought he sounded cooler than he really was.

 

Any suggestions on what fits that version better?

 

Also, I am leaning towards using Hal Jordan as GL since he was the first JL member.

 

Any thoughts?

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Re: The Classic Justice League starting members on 350 points

 

One problem:There is no way in hell Wonder Woman (Str 55) should be stronger then Superman (Str 45) I'd tone the Amazon's strength down and put the missing points into PRE.

 

Take another look at Superman's multipower.

He can have up to a 75 STR.

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Re: The Classic Justice League starting members on 350 points

 

I'll be interested to see your version of J'Jonn J'Jonzz on 350 points. If you can squeeze all the powers that he has dispayed in both the comics and the cartoons over the last fifty or so years into that score I will be impressed !

 

There's no way I'll be able to squeeze in everything. However, I think something close to the abilities that he has shown on the Justice League Animated Series is possible. I will probably use the same basic 'multipower-template' of Superman.

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Re: The Classic Justice League starting members on 350 points

 

Looking forward to it. Will he be Hal Jordan' date=' John Stewart or....?[/quote']

 

I'm leaning towards Hal Jordan* right now but the 'who' is not quite as important to me as it was with Flash. A Green Lantern Ring is a Green Lantern Ring. It has the same potential and limitations regardless of who is wearing it. That's why I'm building the ring as a computer/follower with a VPP UBO (ring wearer) which makes it easier to do the 'greater willpower = greater ring power' idea independent of who is using it. The final cost works out very similarly to a straight VPP for the player character. The sticking point so far is whether to include some form of RSR or weapon familiarity as well.

 

*The hardest part about Hal is there is not a lot of info available regarding his non-ring related skills besides being a test pilot.

 

Anyway, I'll have something finalized in the next day or so.

:D

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Re: The Classic Justice League starting members on 350 points

 

Here is a 1st draft of Hal Jordan.

I still need to fill out his Hunted's and Psych Lim's.

Any suggestions are welcome since I haven't collected GL comics of any sort for many years.

 

Sector 2814's Green Lantern

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [3]

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

20 CON 20 13-

12 BODY 4 11-

18 INT 8 13- PER Roll 13-

18 EGO 16 13- ECV: 6

15 PRE 5 12- PRE Attack: 3d6

18 COM 4 13-

8/11 PD 5 Total: 8/11 PD (0/3 rPD)

8/11 ED 4 Total: 8/11 ED (0/3 rED)

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

10 REC 6

40 END 0

30 STUN 0

Total Characteristic Cost: 113

 

Movement:

Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Perks

176 The most powerful weapon in the universe: Follower/Computer - Oan Power Ring (220 Active Points); IIF (-1/4)

Notes: See Equipment for abilities.

3 Member of Green Lantern Corps: Fringe Benefit: Membership

1 It's the Green Lantern!: Reputation (A small to medium sized group) 8-, +1/+1d6

Talents

6 Combat Luck (3 PD/3 ED)

14 Fearless

Notes: FH page 106 - Power Defense 20 + Ego Defense 20 (plus EGO/5) Only To Resist Fear (-2).

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

Skills

1 Bureaucratics 8-

3 Combat Piloting 13-

3 Concealment 13-

1 Parachuting 8-

3 Stealth 13-

20 +2 Overall Levels

3 Power Ring: Power 13-

 

Total Powers & Skill Cost: 237

Total Cost: 350

 

200+ Disadvantages

15 Dependent NPC: Carol Ferris 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)

10 Hunted: Rogues Gallery 8- (As Pow, NCI, Limited Geographical Area, Harshly Punish)

5 Reputation: Space Cop, 8-

120 Experience Points

 

Total Disadvantage Points: 350

 

Equipment END

The most powerful weapon in the universe: Variable Power Pool, 150 base + 180 control cost, Requires A Skill Roll (No Active Point penalty to Skill Roll; Only for any new power build not on character sheet; +0), 1 Continuing Charge lasting 1 Day (Recovers Under Limited Circumstances; Can only be recharged with Power Battery (Lantern); +1/4), Cosmic (+2); all slots Conditional Power All powers have Visible effects - Green Glow (+0) (375 Active Points); Limited Power A single power's maximum Active Points = 5x EGO of Wearer. Total real points usable is still = Base [150] (18 EGO = 90 max active points; -1/4)

[Notes:The example list of powers below is by no means complete. Note that character only has 40 END so use of powers at maximum level without some form of Reduced End will quickly lead to exhaustion and possible loss of STUN.]

1) Energy Blast 12d6, Indirect (Same origin, always fired away from attacker; +1/4), Reduced Endurance (1/2 END; +1/4) (90 Active Points) Real Cost: 90 3

2) Energy Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) Real Cost: 75 3

3) Energy Blast 18d6 (90 Active Points) Real Cost: 90 9

4) Telekinesis (60 STR) (90 Active Points) Real Cost: 90 9

5) Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), Usable Simultaneously (up to 8 people at once; +1) (80 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Visible (-1/4) Real Cost: 53 8

6) Force Wall (14 PD/14 ED; 6" long and 1" tall) (Varying Dimensions) (90 Active Points) Real Cost: 90 9

 

 

Here is an updated Ring as well:

 

Oan Power Ring - The most powerful weapon in the Universe

Val Char Cost Roll Notes

 

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

25 INT 15 14- PER Roll 14-

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

Total Characteristic Cost: 55

 

Movement:

 

Cost Powers END

17 Ring Wearer Communication: Mind Link , Human and Additional Class of Minds classes of minds, Any Willing Target (25 Active Points); No Range (-1/2)

 

10 Bestow use of Oan Green Energy to wearer of ring: Usable By Other (15 Active Points); Conditional Power A single power's maximum Active Points = 5x EGO of Wearer. Usable Real Point total stilll = Base [150] (Use is Subject to Programing* set by Oans. ; -1/4), Visible (All use of powers by the ring wearer have a Green Glow sfx.; -1/4)

 

330 Oan Green Energy: Variable Power Pool (Cosmic), 150 base + 180 control cost, Cosmic (+2) (375 Active Points); 1 Continuing Charge lasting 1 Day (Recovers Under Limited Circumstances; Can only be recharged with Oan Power Battery (Lantern); -1/4)

Notes: Ring's Computer can only use 50 active points in any single power via programs.

Perks

3 Oan Database: Computer Link

1 A Green Lantern Ring!: Reputation (A large group) 8-, +1/+1d6

Talents

3 Absolute Range Sense

3 Absolute Time Sense

3 Bump Of Direction

5 Eidetic Memory

3 Lightning Calculator

3 Lightsleep

4 Speed Reading (x10)

 

Oan Programing

Notes: The ring can use Skills, Talents and the VPP (suggested 40-60 active single powers with 0 END) to complete programs.

1 1) Find Replacement: Program: If assigned welder is killed the ring will use VPP to seek out a suitable (Pure of heart) replacement Green Lantern.

1 2) Failsafe Protections: Program: The ring will use VPP only to protect the wielder from mortal harm. Wearer can bypass to extend 24 hour charge.

1 3) Auto-Safety: Program: The ring will prevent the wielder from using VPP to kill sentient beings.

7 4) Other various basic routines: Program(s) (Custom Adder)

Notes: Green Lantern's inability to use the ring to directly affect against anything colored Yellow could be an Oan failsafe program of sorts.

 

Skills

3 Cryptography 14-

3 Deduction 14-

1 Instructor 8-

3 Navigation 14-

3 Research 14-

3 Systems Operation 14-

3 Security Systems 14-

1 Tracking 8-

30 KS: 10 Various: 1:1 for Programs 14-

 

Total Powers & Skill Cost: 445

Total Cost: 500

 

200+ Disadvantages

150 Custom Disadvantage

150 Experience Points

 

Total Disadvantage Points: 500

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Re: The Classic Justice League starting members on 350 points

 

I'm still playing around with some ideas for GL but here is my first draft of the Martian Manhunter.

 

As always, any thoughts and comments are welcome.

:D

 

The Green Alien

Val Char Cost Roll Notes

15/30 STR 5 12- / 15- Lift 200.0kg/1600.0kg; 3d6/6d6 [1/2]

15/20 DEX 15 12- / 13- OCV: 5/7/DCV: 5/7

15/30 CON 10 12- / 15-

13 BODY 6 12-

18 INT 8 13- PER Roll 13-

20 EGO 20 13- ECV: 7

15 PRE 5 12- PRE Attack: 3d6

18 COM 4 13-

10/23 PD 7 Total: 10/23 PD (10 rPD)

10/23 ED 7 Total: 10/23 ED (10 rED)

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

6/12 REC 0

30/60 END 0

29/45 STUN 0

Total Characteristic Cost: 102

 

Movement:

Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

Martian Physiology, all slots Limited Power Not in the presence of Flame (-1/4)

12 1) +15 STR (15 Active Points) 1

8 2) +5 DEX (15 Active Points); No Figured Characteristics (-1/2)

24 3) +15 CON (30 Active Points)

8 4) +10 PD (10 Active Points)

8 5) +10 ED (10 Active Points)

12 6) Damage Resistance (10 PD/10 ED/10 Mental Def.) (15 Active Points)

8 7) Danger Sense (immediate vicinity, out of combat, Function as a Sense) (27 Active Points); No Conscious Control (-2) 13-

9 8) Mental Defense (25 points total) (11 Active Points)

Notes: Only 15 without Force Field.

12 9) Regeneration: Healing BODY 1d6+1 (standard effect: 4 points), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Decreased Re-use Duration (1 Turn; +1 1/2) (45 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Always On (-1/2), Self Only (-1/2)

33 10) Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 1600 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (41 Active Points)

 

67 Green Martians Can Do What?: Multipower, 100-point reserve, (100 Active Points); all slots Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Flame (-1/4)

3u 1) Density Increase (25,600 kg mass, +40 STR, +8 PD/ED, -8" KB), Costs END Only To Activate (+1/4) (50 Active Points) 4

Notes: 70 STR Total.

3u 2) Desolidification , Costs END Only To Activate (+1/4) (50 Active Points) 4

3u 3) Flight 10", Position Shift, Variable Advantage (+1/2 Advantages; +1) (50 Active Points) 5

3u 4) Force Field (10 PD/10 ED/10 Mental Defense) (Protect Carried Items), Costs END Only To Activate (+1/4) (50 Active Points) 4

2u 5) Hand-To-Hand Attack +5d6, No Normal Defense (Density or Desolidification powers; +1) (50 Active Points); Hand-To-Hand Attack (-1/2) 5

3u 6) Invisibility to Sight, Hearing, Radio, Smell/Taste and Touch Groups , No Fringe (50 Active Points) 5

3u 7) Mental Illusions 5d6, Reduced Endurance (1/2 END; +1/4), Cumulative (60 points; +3/4) (50 Active Points) 2

3u 8) Mind Link , Human class of minds, Any Willing Target, Any distance, No LOS Needed, Number of Minds (x16) (50 Active Points)

3u 9) Mind Scan 3d6 (Human class of minds), +5 ECV, Reduced Endurance (1/2 END; +1/4), Cumulative (36 points; +3/4) (50 Active Points) 2

3u 10) Shape Shift (Sight, Hearing, Touch and Smell/Taste Groups, four (max) shapes), Imitation, Makeover, Costs END Only To Change Shape (+1/4) (49 Active Points) 4

2u 11) Stretching 8", Reduced Endurance (1/2 END; +1/4) (50 Active Points); No Velocity Damage (-1/4), no Noncombat Stretching (-1/4) 2

3u 12) Telepathy 5d6, Reduced Endurance (1/2 END; +1/4), Cumulative (60 points; +3/4) (50 Active Points) 2

 

Perks

1 It's the Martian Manhunter!: Reputation (A large group) 8-, +1/+1d6

Skills

3 Concealment 13-

3 Deduction 13-

3 Shadowing 13-

3 Stealth 12- (13-)

 

Total Powers & Skill Cost: 248

Total Cost: 350

 

200+ Disadvantages

10 Accidental Change: Changes to True Martian form when near flame 8- (Common)

5 Distinctive Features: Green Martian (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Hunted: White Martians 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

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

10 Physical Limitation: Ignorant of Earth Society (Infrequently, Greatly Impairing)

5 Physical Limitation: Martian Anatomy (Requires special medical care) (Infrequently, Slightly Impairing)

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

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

15 Psychological Limitation: Emotionaly Distant (Common, Strong)

10 Reputation: It's a Green Martian!, 11-

20 Vulnerability: 2 x Effect Fire (Common)

10 Vulnerability: 2 x Effect Mental Powers invoking his memory of his family (Uncommon)

 

Total Disadvantage Points: 350

 

next up,

Aquaman?!

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Re: The Classic Justice League starting members on 350 points

 

Technically they should probably have a bunch of skills that aren't here (KS: Krypton' date=' AK: Paradise Island, things of that nature).[/quote']

 

I'd say it depends on how often they come up. If your group is schlepping off to Themiscyra every other issue, or you have the Bottle-City of Kandor atop your credenza, it might be worth paying for. Otherwise, it's just background flavor.

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Re: The Classic Justice League starting members on 350 points

 

I'd say it depends on how often they come up. If your group is schlepping off to Themiscyra every other issue' date=' or you have the Bottle-City of Kandor atop your credenza, it might be worth paying for. Otherwise, it's just background flavor.[/quote']

 

Bottle-City of Kandor: 2d6 HTH Attack (10 Active Points), HTH Attack (-1/2), OAF Fragile (-1 1/2) (3 Real Cost)

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Re: The Classic Justice League starting members on 350 points

 

I'd say it depends on how often they come up. If your group is schlepping off to Themiscyra every other issue' date=' or you have the Bottle-City of Kandor atop your credenza, it might be worth paying for. Otherwise, it's just background flavor.[/quote']

 

That's essentially what I was thinking as well.

 

I am planning on using these as potential Player Characters in a game I might run at some point. That's part of the reason for the dearth of skills.

 

The idea behind all of these builds was to find a mix of future potential power with simple beginnings. All of these characters are essentially in their own "Year 1" as a hero. Wonder Woman is the only one (so far) with any formal combat training (Martial Arts). Green Lantern has 2 Overall Levels mainly from the concentration needed for being a Test Pilot. All their other abilities (including Superman's, Flash's and Wonder Woman's Overall Levels) are due to their powers.

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Re: The Classic Justice League starting members on 350 points

 

Here's a very rough 1st draft of Aquaman.

 

Any suggestions (especially Disadvantages) are welcome.

The Man from Atlantis

Val Char Cost Roll Notes

25/60 STR 15 14- / 21- Lift 800.0kg/102.4tons; 5d6/12d6 [2/5]

18/23 DEX 24 13- / 14- OCV: 6/8/DCV: 6/8

15/30 CON 10 12- / 15-

13 BODY 6 12-

15 INT 5 12- PER Roll 12-

18 EGO 16 13- ECV: 6

15 PRE 5 12- PRE Attack: 3d6

20 COM 5 13-

9/25 PD 4 Total: 9/25 PD (9 rPD)

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

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

10/20 REC 4

30/60 END 0

34/60 STUN 0

Total Characteristic Cost: 112

 

Movement:

Running: 6"/12"

Leaping: 5"/10"

Swimming: 20"/320"

 

 

Cost Powers END

 

Atlantean Physiology, all slots Limited Power Abilities begin to fade when out of water for more than 1 hour (-1/4)

28 1) +35 STR (35 Active Points) 3

8 2) +5 DEX (15 Active Points); No Figured Characteristics (-1/2)

24 3) +15 CON (30 Active Points)

7 4) +9 PD (9 Active Points)

10 5) +13 ED (13 Active Points)

10 6) Damage Resistance (9 PD/9 ED/9 Mental Def.) (13 Active Points)

7 7) Life Support (Expanded Breathing; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold) (9 Active Points)

5 8) Mental Defense (10 points total) (6 Active Points)

4 9) Nightvision (5 Active Points)

6 10) Ultrasonic Perception (Hearing Group), Increased Arc Of Perception (360 Degrees) (8 Active Points)

 

20 King of the Sea: Elemental Control, 50-point powers, (25 Active Points); all slots Limited Power Abilities begin to fade when out of water for more than 1 hour (-1/4)

14 1) Control Sea Life: Mind Control 10d6 (Animal class of minds) (50 Active Points); Limited Class Of Minds [subset of a class] (Aquatic Life; -1/2) 5

8 2) Regeneration: Healing BODY 1 1/2d6 (standard effect: 4 points), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Decreased Re-use Duration (1 Turn; +1 1/2) (52 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Always On (-1/2), Self Only (-1/2)

15 3) Summon Sea Life: Summon 4 250-point creatures (60 Active Points); Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2) 6

20 4) Swims like a Fish: Swimming +18" (20" total) (x16 Noncombat), combat acceleration/deceleration (+1/4), rapid Noncombat movement (+1/4) (50 Active Points) 5

11 5) Talks to Sea Life: Telepathy 10d6 (Animal class of minds) (50 Active Points); Limited Class Of Minds [subset of a class] (Aquatic Life; -1/2), Empathy All Emotions (-1/2) 5

 

Atlantean Combat Training

Maneuver OCV DCV Notes

4 Charge +0 -2 7d6 / 14d6 +v/5 Strike, FMove

4 Martial Block +2 +2 Block, Abort

4 Martial Strike +0 +2 7d6 / 14d6 Strike

4 Reversal -1 -2 40 STR / 75 STR to Escape; Grab Two Limbs

Perks

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

Talents

6 Combat Luck (3 PD/3 ED)

2 Like a fish to water: Environmental Movement (no penalties underwater)

3 Lightsleep

Skills

3 Concealment 12-

3 Deduction 12-

3 Shadowing 12-

3 Stealth 13- (14-)

 

Total Powers & Skill Cost: 238

Total Cost: 350

 

200+ Disadvantages

20 Hunted: Rogues Gallery 8- (Mo Pow, NCI, Harshly Punish)

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

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

5 Reputation: It's an Atlantean!, 8-

10 Vulnerability: 1 1/2 x STUN Heat (Common)

85 Experience Points

 

Total Disadvantage Points: 350

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Re: The Classic Justice League starting members on 350 points

 

And here's a very rough 1st draft of Batman.

(with nods to JmOz and others for previous Animated versions of the character).

 

As with Aquaman, suggestions for Disadvantages are welcome.

 

The Dark Knight

Val Char Cost Roll Notes

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

23 DEX 39 14- OCV: 8/DCV: 8

20 CON 20 13-

12 BODY 4 11-

23 INT 13 14- PER Roll 14-

11 EGO 2 11- ECV: 4

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

20 COM 5 13-

11/16 PD 4 Total: 11/16 PD (3/8 rPD)

11/16 ED 4 Total: 11/16 ED (3/8 rED)

4 SPD 7 Phases: 3, 6, 9, 12

8 REC 0

40 END 0

32 STUN 0

Total Characteristic Cost: 115

 

Movement:

Running: 7"/14"

Leaping: 4"/8"

Swimming: 2"/4"

Swinging: 20"/40"

 

 

Cost Powers END

Bat Armor and Cape, all slots OIF (-1/2)

8 1) Armor (5 PD/5 ED) (15 Active Points); Activation Roll 15- (-1/4)

2 2) +1 with DCV (5 Active Points); Restrainable (-1/2)

2 3) +5 PRE (5 Active Points); To Scare Only (-1)

 

42 The Utility Belt: Variable Power Pool, 30 base + 12 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2), No Skill Roll Required (+1) (67 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (Batcave Lab; -1/2), Limited Class Of Powers Available Gadgets (-1/2); all slots Restrainable (-1/2), OIF (-1/2)

 

Bat Fu

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

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

4 Punch +0 +2 6d6 Strike

5 Takeaway +0 +0 Grab Weapon, 30 STR to take weapon away

3 Throw +0 +1 4d6 +v/5, Target Falls

1 Weapon Element: Fist-Loads

 

Batarang Fu

Maneuver OCV DCV Notes

4 Basic Shot +0 +0 Strike, +2 DC

4 Ranged Disarm +0 +0 Disarm, 35 STR

3 Trip -1 +0 Strike +v/5, Target falls

Perks

15 Money: Filthy Rich

2 It's the Batman!: Reputation (A medium-sized group) 14-, +1/+1d6

Talents

6 Combat Luck (3 PD/3 ED)

5 Eidetic Memory

4 Speed Reading (x10)

Skills

3 Acrobatics 14-

3 Acting 12- (13-)

3 Breakfall 14-

3 Bugging 14-

3 Climbing 14-

3 Combat Driving 14-

1 Combat Piloting 8-

5 Cramming

3 Concealment 14-

3 Criminology 14-

5 TF: Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Small Motorized Boats, Small Planes, Two-Wheeled Motorized Ground Vehicles

3 Deduction 14-

10 Defense Maneuver I-IV

1 Demolitions 8-

3 Electronics 14-

3 Forensic Medicine 14-

3 High Society 12- (13-)

3 Interrogation 12- (13-)

3 Inventor 14-

3 Lockpicking 14-

1 Mechanics 8-

3 Paramedics 14-

3 Security Systems 14-

3 Shadowing 14-

3 Stealth 14-

3 Streetwise 12- (13-)

3 Systems Operation 14-

1 Tactics 8-

3 KS: Super Heroes & Villains 14-

3 Scientist

2 1) SS: Criminology 14- (3 Active Points)

2 2) SS: Psychology 14- (3 Active Points)

 

20 +2 Overall Skill Levels

 

Total Powers & Skill Cost: 235

Total Cost: 350

 

200+ Disadvantages

5 Dependent NPC: Alfred 8- (Normal; Useful noncombat position or skills)

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

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

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

15 Social Limitation: Secret ID (Frequently, Major)

5 Vulnerability: 1 1/2 x Effect Mental Attacks that use the memory of his parents (Uncommon)

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Re: The Classic Justice League starting members on 350 points

 

And here's a very rough 1st draft of Batman.

(with nods to JmOz and others for previous Animated versions of the character).

 

The Joker may deserve a special place and his own Hunted entry. He is the most creative, ruthless, cunning and deadly of the Batman's foes. He doesn't just battle the batman -- he hurts him, deeply, where it counts.

 

Coke vs. Killing is very appropriate, because just about any other human being on Earth would not be able to resist an opportunity to put the Joker out of Humanity's misery.

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Re: The Classic Justice League starting members on 350 points

 

And here's a very rough 1st draft of Batman............ suggestions for Disadvantages are welcome.

 

I might add:

 

Vulnerability: Mystic Attacks (I base this on his interactions with Zatanna, etc...).

 

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

 

My $.02US.

 

-Carl-

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