Tuesday, February 11, 2014

Write Ups: THE JUSTICE LEAGUE!


I am watching the animated Justice League and Justice League Unlimited. I love the Bruce Timm character designs and the iconic approach to the characters and their powers in these cartoons. If only the New 52 had been under Paul Dini and Bruce Timm's editorial direction! 

Anyway, here is the Justice League's big 7, animated DCU style.


BATMAN
DEX
10
STR
5
BODY
6
Alter Ego
INT
12
WILL
12
MIND
12
Bruce Wayne
INFL
10
AURA
10
SPIRIT
10
Motivation
INIT
36
WEALTH
20
HP
150
Seeking Justice
SKILLS (All Linked)
Acrobatics: 10*, Charisma: 10*, Detective: 12*, Gadgetry: 12*, Martial Artist: 10*, Military Science: 12*, Scientist: 12*, Spy: 12*, Thief: 10*, Vehicles: 10*, Weaponry: 10*
ADVANTAGES
Area Knowledge (Gotham City), Buddy (Alfred Pennyworth), Connoisseur, Genius, Expansive Headquarters (The Batcave: Lab: 15, Security: 12), Intensive Training, Iron Nerves, Leadership, Lightning Reflexes, Scholar (Psychology), Sharp Eye, Vehicle Specialization (Batmobile), Weapon Specialization (Batarang)
CONNECTIONS
High- Arkham Asylum, Justice League, Catwoman, Superman, Commissioner Gordon, Batman Family, Gotham City PD, Gotham State Prison, Wayne Industries, Street
Low- Gotham Medical, High Society
DRAWBACKS
Arch Enemy (the Joker), Catastrophic Irrational Attraction to Justice, Media Bias, Secret Identity, Traumatic Flashbacks (in Crime Alley of his parents’ murder)
EQUIPMENT
BATCOMPUTER [BODY: 6, INT: 6, WILL: 12, MIND: 10, Detective: 6, Gadgetry: 6, Medicine (Forensics, Medical Treatment): 6, Military Science: 6, Scientist: 6, Radio Communications: 18, Recall: 18, Split: 5, R#2]
BATMOBILE [STR: 7, BODY: 9, Running: 7 (Can be increased to Running 8, but has a Catastrophic Power Burn Out while doing so), Vehicles (Land, Exotic): 5, Thief (Stealth): 8, Skin Armor: 5 (Can only be activated when the Batmobile is parked to cover it in armor and keep out intruders), Flame Immunity: 8, Fog: 7, Slick: 6, Claws: 1, Projectile Weapons: 7 (Serious Power Burnout), Sealed Systems: 8, Radio Communications: 12 (Allows the Batmobile to operate a Split of the Batcomputer), Hardened Defenses, R#2]
BATBOAT [STR: 7, BODY: 9, Swimming: 6, Water Freedom: 5, Vehicles (Water, Exotic): 5, Thief (Stealth): 4, Skin Armor: 1, Projectile Weapons: 6 (Serious Power Burnout), Sealed Systems: 15, Sonar: 12, Radio Communications: 12 (Allows the Batboat to operate a Split of the Batcomputer), Hardened Defenses, R#2]
BATCYCLE [STR: 4, BODY: 7, Running: 6, Radio Communications: 18, Projectile Weapons: 5 (Serious Power Burnout), R#2]
BATWING [STR: 8, BODY: 10, Flight: 11, Vehicles (Air, Exotic): 5, Thief (Stealth): 8, Projectile Weapons: 7 (Serious Power Burnout), Sealed Systems: 14, Radar Sense: 20,  Radio Communications: 12 (Allows the Batwing to operate a Split of the Batcomputer), Hardened Defenses, R#2]
GLIDER HARNESS [STR: 3, BODY: 4, Gliding: 8]

BATMAN’S UTILITY BELT:
Batgrapple with Batline [BODY: 6 (the gun’s BODY, not the line’s), Snare: 7 (No AV), Ammo: 1, R#3] Line is 4 APs long.
Batarang [BODY: 8, Strike: 2 (Diminishing, Half STR), Returns]
Batbola [BODY: 2, Snare: 4 (No AV, Snare Only)] A bola is 0 APs long.
Explosive Batarang [BODY: 5, Bomb: 8 (No AV, Full Force), Gliding: 3 (adds to STR to determine range), Returns, R#2]
Shockerang [BODY: 1, Lightning: 8 (No AV, No Range), Returns, R#2]
Razorwings (x8) [BODY: 6, Claws: 1 (Diminishing, Half STR)] The attack power of this weapon represents throwing multiple weapons at a target. If attacking multiple targets, reduce the attack’s total EV by one for each target and apply the Multi-Attack modifiers.
Batcuffs [STR: 9, BODY: 9] STR is only used to hold targets.
Lock Picks [BODY: 1, Misc. Advantage: -1 CS to OV/RV of lockpicking attempts]
Rebreather [BODY: 1, Sealed Systems: 12 (Provides air only), R#2] Acts as a gas mask and provides air if underwater.
Cutting Torch [BODY: 2, Heat Vision: 9 (No Range- only good for a few inches), R#5]
Mini-Digital Recorder [BODY: 1, Recall: 12 (Audio only for up to 12 APs of time), R#2] Range of 4 APs
Mini-Digital Camera [BODY: 1, Recall: 20 (Visual only), R#2] Range of 9 APs
Infrared Flashlight [BODY: 2, Thermal Vision: 9 (Range of 0 APs), R#2]
Smoke Pellets [BODY: 1, Fog: 5 (Full Force), R#2]
ABD Omni-Gadgets: 10 (x3)
JLA Signal Device [BODY: 4, Radio Communications: 25 (Only used to communicate with other JLA members and the JLA Watchtower)]
 

THE FLASH
DEX
7
STR
4
BODY
5
Alter Ego
INT
5
WILL
5
MIND
6
Wally West
INFL
5
AURA
4
SPIRIT
5
Motivation
INIT
 34 (19)
WEALTH
5
HP
100
Thrill of Adventure
POWERS
Air Control: 8 (Power linked to Superspeed),  Digging: 6 (Power linked to Superspeed), Superspeed: 15 (When it is pushed, Superspeed becomes Fatiguing)
SKILLS
Charisma: 6, Scientist: 5
ADVANTAGES
Area Knowledge (Central City), Gift of Gab, Insta-Change, Iron Nerves, Lightning Reflexes, Popularity
CONNECTIONS
High- JLA, Flash family, Titans, Central City PD, Keystone City PD, Kyle Rayner
DRAWBACKS
Serious Irrational Attraction to eating after using Superspeed, Serious Irrational Attraction to merging with the speed force at speeds greater than 25 APs, Secret Identity, Loss Vulnerability: A wound that incapacitates his legs prevents the Flash from using his Superspeed or any of its related powers
EQUIPMENT
FLASH COSTUME [BODY: 2, Flame Immunity: 7]
JLA Signal Device [BODY: 4, Radio Communications: 25 (Only used to communicate with other JLA members and the JLA Watchtower)]

GREEN LANTERN
DEX
7
STR
4
BODY
12 (4)
Alter Ego
INT
7
WILL
18
MIND
8
John Stewart
INFL
6
AURA
5
SPIRIT
12
Motivation
INIT
22
WEALTH
5
HP
100
Responsibility of Power
SKILLS
Martial Artist: 5, Military Science: 6, Vehicles: 7, Weaponry: 7
ADVANTAGES
Insta-Change, Indestructible Costume, Iron Nerves
CONNECTIONS
High- JLA, Metamorpho, Katma Tui, GL Corps; Low- US Marine Corps
DRAWBACKS
Public Identity
EQUIPMENT
OAN GREEN LANTERN POWER RING [BODY: 25, BODY: 12, INT: 10, Comprehend Languages: 20, Flight: 15, Force Manipulation: 18 (Time Limit with recharge item, 24 hours (15 APs)), Invulnerability: 10, Detect Green Lanterns: 40, Omni-Power: 9, Sealed Systems: 16, Skin Armor: 4 (Each AP of Skin Armor activated reduces Force Manipulation by 1 AP)]
Notes:
*All powers are Power Linked to Force Manipulation. Thus, any limitation that affects Force Manipulation affects all other powers as well.
*Any psychological condition or psycho-affecting power that causes the wearer fear or impede his ability to concentrate will also cause the wearer’s ring to suffer a Catastrophic Power Burnout on all powers. This includes powers like Phobia or Broadcast Empathy, as well as Irrational Fears or even more personal traumas like losing a loved one or failing in a critical situation
Power Battery [BODY: 25, Energy Control: 18 (Only used to recharge the GL ring), Invisibility: 15, R#2]
JLA Signal Device [BODY: 4, Radio Communications: 25 (Only used to communicate with other JLA members and the JLA Watchtower)]


HAWKGIRL
DEX
8
STR
6
BODY
9
Alter Ego
INT
6
WILL
8
MIND
8
Shayera Hol
INFL
6
AURA
6
SPIRIT
6
Motivation
INIT
24
WEALTH
4
HP
100
Seeking Justice
POWERS
Flight: 12 (Winged)
SKILLS
Charisma: 6, Detective: 6, Martial Artist: 7, Vehicles: 8, Weaponry: 9
ADVANTAGES
Iron Nerves, Lightning Reflexes, Scholar (Chess), Weapon Specialization (Mace)
CONNECTIONS
High- JLA
DRAWBACKS
Altered Biology (Near Human), Dark Secret (Early on- Thanagarian Spy), Guilt (Later on- Over her role in the Thanagarian invasion), Minor Rage, Secret Identity
EQUIPMENT
HELMET [BODY: 9, Telescopic Vision: 4]
Nth Metal Mace [BODY: 13, Strike: 4 (Lethal), Lightning: 11 (No Range, Mystic Link, Power Linked to Strike), -2 CS bonus to OV/RV against magical creatures]
JLA Signal Device [BODY: 4, Radio Communications: 25 (Only used to communicate with other JLA members and the JLA Watchtower)]


MARTIAN MANHUNTER
DEX
7
STR
12
BODY
12
Alter Ego
INT
9
WILL
9
MIND
8
J’onn J’onzz
INFL
7
AURA
7
SPIRIT
6
Motivation
INIT
25
WEALTH
4
HP
100
Upholding the Good
POWERS
Chameleon: 10 (Can be Power Stunted for Shape Change and Stretching), Comprehend Languages: 8, Density increase: 6, Dispersal: 8, Flight: 12, Invisibility: 10 (Power Linked to Dispersal), Invulnerability: 10, Life Sense: 12 (Power Linked to Telepathy), Mind Probe: 8 (No Range, Power Linked to Telepathy), Sealed Systems: 12, Telepathy: 14
SKILLS
Scientist: 9, Vehicles: 7
ADVANTAGES
Insta-Change, Iron Nerves, Leadership, Lightning Reflexes, Longevity, Scholar (Mars), Sharp Eye
CONNECTIONS
High- JLA
DRAWBACKS
Altered Biology (Inhuman), Strange Appearance (avoidable using Chameleon), Attack Vulnerability: -2 CS vs fire
EQUIPMENT
THE JAVELIN [STR: 10, BODY: 10, Flight: 15, Vehicles (Air, Space, Exotic): 5, Thief (Stealth): 8, Sealed Systems: 15, Radar Sense: 20,  Radio Communications: 18 (Allows the Javelin to operate a Split of the Watchtower computer), Hardened Defenses, R#2]
JLA WATCHTOWER SATELLITE [BODY: 30, Flight: 4, Lab: 10, Security: 14. Includes: (JLA COMPUTER [BODY: 8, INT: 6, WILL: 12, MIND: 10, Detective: 6, Gadgetry: 6, Medicine (Forensics, Medical Treatment): 6, Military Science: 6, Scientist: 6, Radio Communications: 18, Telescopic Vision: 25, Radar: 16 (Lidar), Recall: 18, Split: 3, R#2]) and (TELEPORTER [BODY: 8, Teleportation: 25, R#3])]
JLA Signal Device [BODY: 4, Radio Communications: 25 (Only used to communicate with other JLA members and the JLA Watchtower)]


SUPERMAN
DEX
12
STR
16
BODY
14
Alter Ego
INT
9
WILL
15
MIND
12
Clark Kent/Kal-El
INFL
10
AURA
16
SPIRIT
10
Motivation
INIT
37
WEALTH
5
HP
150
Upholding the Good
POWERS
Directional Hearing: 8, Extended Hearing: 8, Flight: 12, Heat Vision: 12, Invulnerability: 15, Microscopic Vision: 12, Running: 8, Sealed Systems: 11, Solar Sustenance: 11, Super Breath: 10 (Super Cold), Super Hearing: 8, Superspeed: 6, Telescopic Vision: 8, Thermal Vision: 8, X-Ray Vision: 13
SUPERMAN’S POWER STUNTS
Superman can Power Stunt his Strength to create the Shockwave power by stomping his foot or clapping his hands. This costs 1 HP per AP and does not cause a Burnout.
Superman can also Power Stunt Superspeed to create the Digging power by spinning like a drill. This costs 1 HP per AP and does not cause a Burnout.
Superman can Power Stunt his Flight to create the Air Control power. This costs 1 HP per AP and does not cause a Burnout.
SKILLS
Charisma: 10, Detective: 7, Scientist: 10, Vehicles: 7
ADVANTAGES
Area Knowledge (Smallville, Metropolis), Artist (Journalist), Attractive, Expansive Headquarters (The Fortress of Solitude- see below) Free Access (Regular), Insta-Change (Superman changes so quickly it is as good as instant), Iron Nerves, Leadership, Longevity, Sharp Eye
CONNECTIONS
High- JLA, Batman, Superman Family, Daily Planet, Metropolis PD, Metropolis SCU, STAR Labs
Low- US Military, White House
DRAWBACKS
Altered Biology (Near Human), Arch Enemies (Lex Luthor, Brainiac), Minor Irrational Hatred of Darkseid, Catastrophic Irrational Attraction to protecting life, Secret Identity
VULNERABILITIES
Loss Vulnerability (Out of yellow sunlight, Superman returns to his Clark Kent stats)
Attack Vulnerability (-3 CS vs. magic; Conversely, when attacking mystical beings or magical defenses, Superman suffers a +3 CS to all OV/RV)
Attack Vulnerability (-2 vs electricity)
Loss Vulnerability (Within 1 AP of Green Kryptonite, Physical Attributes and all powers are reduced to 1 and Superman suffers agonizing pain so great that he cannot even stand. He may make an action check with his DEX/STR of 1/1 against an OV/RV of 2 to drag himself out of the way or to throw the rock out of distance. HPs cannot be spent on this attempt.)
Fatal Vulnerability (Within 1 AP of Green Kryptonite, It causes 1 AP of killing damage each phase, killing Superman in 6 APs of time. Luckily, he can still spend HPs to heal damage, staving off death)
EQUIPMENT
THE FORTRESS OF SOLITUDE [BODY: 18, Lab: 12, Security: 6]
FORTRESS COMPUTER [BODY: 8, INT: 14, WILL: 10, MIND: 12, Recall: 18, Radio Communications: 24, Scholar (Kryptonian Culture, Geography, History, and Science), Split: 6, R#2]
Phantom Zone Projector [BODY: 18, Dimension Travel: 25 (Power Linked to Warp, Phantom Zone only), Warp: 25, R#2]
JLA Signal Device [BODY: 4, Radio Communications: 25 (Only used to communicate with other JLA members and the JLA Watchtower)]


WONDER WOMAN
DEX
12
STR
16
BODY
14
Alter Ego
INT
7
WILL
13
MIND
13
Princess Diana
INFL
10
AURA
12
SPIRIT
10
Motivation
INIT
33
WEALTH
5
HP
100
Upholding the Good
POWERS
Flight: 12, Invulnerability: 8
SKILLS
Acrobatics: 11, Animal Handling: 8, Charisma: 9, Martial Artist: 10, Military Science: 9, Vehicles: 8, Weaponry: 10
ADVANTAGES
Area Knowledge (Themyscira), Attractive, Immortal, Indestructible Costume, Iron Nerves, Lightning Reflexes, Scholar (Ancient Mythologies, Cultures, and Languages), Weapon Specialization (Lasso of Truth)
CONNECTIONS
High- JLA, Hippolyta, Themyscira
DRAWBACKS
Altered Biology (Mystical), Authority Figure (Diana is a princess of the Amazons), Exile (Forced from Themyscira), Public Identity
EQUIPMENT
Lasso of Truth [BODY: 35, Snare: 12 (No AV, Does not count as BODY, Mystic Link; the target’s DEX/AURA acts as the OV/RV of the snare and the target’s AURA acts as the AV/EV of escape attempts; Hero Points may be spent to increase the length of the Lasso with no upper limit), Compel Truth: 10 (No Range, Mystic Link, Power Linked to Snare)] This weapon cannot be used to cause damage unless it is used to strangle.
AMAZON BRACELETS [BODY: 30] Used to Block with no CS penalties. Roll Martial Arts as AV/EV against an OV/RV equal to the APs of attack
Tiara [BODY: 12, Strike: 1 (Half STR), Gliding: 1 (Added to STR to determine the range), Returns]
INVISIBLE JET [STR: 8, BODY: 13, Flight: 16, Swimming: 12, Vehicles: 5, Invisibility: 10, Sealed Systems: 18, Radar Sense: 20 (Lidar),  Radio Communications: 18, Hardened Defenses]
JLA Signal Device [BODY: 4, Radio Communications: 25 (Only used to communicate with other JLA members and the JLA Watchtower)]



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