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"balanced" Justice League

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  • "balanced" Justice League

    SO I am trying this very overpowered Justice League, but they need to be balanced enough for them to work together in a one shot story AND also kinda different. I shall GM REALLY soon

    Still WIP, misses most of the technical aspects but i need it finished before saturday so i will be editing this post as I get time.

    When giving advice please keep in mind the chars are not necessarily to have all the obscure qualities or complicated advs and such that you get with people that deeply knows this game, etc. They should have enough of stuff to keep em separate from each other. And sometimes the reason one of them dont have X skill even though they should, is cause its kinda more appropiate for the other char in the team.

    I mostly got the most obvious stuff that will be used, so PLEASE get me some input:

    All are pl 15


    Superman

    Stre 19. Stam 14. Agility. 2. Dexterity 2 Fighting 8 Intelect 2 Awareness 2 Presence 4

    Initiative +2

    Offense +11 damage 19 (used for both ranged heat vision or close combat punches and stuff)

    Dodge/parry +12 Toughness +18

    Immunity Life Support

    Impervious toughness 18

    enhanced strength limited to lifting +11

    Senses 15 (Extended hearing , Extended vision, microscopic visin, ultra hearing, vision penetrates concealment.

    Super Breath: Cone Area Affliction 9 (resisted by fortitude; hindered, immobile, Paralize)

    Cone Area Move Objects 9 , limited to pusng or pulling

    Flying 15 (64000 MPH), space travel,

    Skills:
    acrobatics
    athletics

    Insight
    Perception
    Stealth
    Technology
    Vehicles


    Green Lantern

    Initiative +2

    Offense +12 damage 16 (ranged, ring stuff)

    Flying

    Move Objects 20 (or more)

    Create 18

    Dodge/Parry +10 Toughness +13

    Wonder Woman

    Stre 16. Stam 14 Agil 10 Dexter 8. Fightin 14 Intel 2 Aware 4 Prese 6

    Initiative + 10

    Offense +15 damage 15

    Parry/ Dodge 11. Toughness 14

    Fortitude 14. Will 14


    Leaping 13 (250 mph) (a single leap is up to 16 km)

    Move Objects (lasso, number to be determined. Will be BIG)

    Dodge/Parry +15 Toughness +15



    Flash

    Strength. 1 Stamin 3. Agility.4. Dexter3. Fight 4 Intelect 4 Aware 3 Presen 2

    Initiative +44

    Offense +14 damage 2(multiple attack)

    Parry/ Dodge 18 Toughness 8/3

    Fortitude 12. Will 11

    Affliction 10 (this will be robbing someone´s speed thus leaving em stunned )

    Speed 26 ( 125 000 000 MPH) Run on water, Run on walls

    Quickness 22

    Advantages:

    Disarm, move by action, evasion 2, power attack, interpose

    Skills

    acrobatics +8
    athletics +7
    deception +6
    Forensics +8
    Law enforcement +8
    Insight +11
    Perception +7
    investigation +12
    Technology +8


    Aquaman

    Strength. Stamina. Agility. Dexterity. Fighting Intelect Awareness Presence
    13 8 4. 2 11 2 3. 4

    Initiative +8

    Offense +13 damage 14. (Unarmed, close combat)
    Offense +14 damage 15 (close combat, trident)

    Parry/ Dodge 11. Toughness 14

    Fortitude 14. Will 14

    Immunity to drowning, pressure, cold
    Enviromental adaptation- aquatic
    Senses: Low light vision

    Summon Marine Life 8 , horde,mental link, multiple minions 2 (marine life) , limited to in or near water.

    Summon Marine Life 4, Horde, Mental link, Multiple Minions 4(marine life) , limited to in or near water.

    Comprehend Animals 2, mental comunication 4 , limited to marine life

    Leaping 13 (speed 250 MPH) (leaps of up to 16km)

    Swimming 14 (8000 mph)

    Skills:

    acrobatics +8
    athletics +17
    Atlantean Lore +9
    Insight +9
    Perception +8
    Stealth +8
    Technology +8
    Vehicles +5

    Cyborg

    Initiative +7

    Offense +13 damage 10 (ranged. Ranged has sonic descriptor)

    Dodge/parry 13 Toughness 13

    Will. 10 Fortitude 10

    Comprehend 2 (computers)

    Self repair: regeneration 5

    Senses: analytical vision, analytical hearing, dark vision, extended vision, extended hearing, infravision, radio, ultra hearing, ultra vision

    Flying 14 (32 000 MPH)

    Damage: cone area Damage (16 metros)(damage 10) sonic

    Affliction 13 ( sonic bazed)


    Advantages


    Power attack, Jury Rig, Disarm

    Skills:

    acrobatics +4
    Streetwise +8
    Perception +10
    Technology +12
    Vehicles +3
    Last edited by Bobman; 12-14-2017, 12:21 AM.
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