Showing posts with label JLA. Show all posts
Showing posts with label JLA. Show all posts

Tuesday, September 25, 2018

Superman - the Last son of Krypton








F EX (20)
A UN (100)
S SHY (150)
E SHY (150)
R GD (10)
I RM (30)
P AM (50)

Health: 420
Karma: 80
Resources: TYP (6)
Popularity: 10


Talents:
Journalism, Trivia: JLA Procedures,
Leadership, Resist: Domination, Multi-Lingual,
History: Earth and Kryptonian, Trivia:
Metropolis

Powers:
LAST SON OF KRYPTON:
As one of the last survivors of Krypton, Superman’s physiology is far different than that of mortal
man. Due to cellular differences, Superman’s body is like a solar collector, allowing him to absorb
and convert solar energy in a variety of ways. Superman’s powers are as follows:
  • True Invulnerability: UN (100) to physical/Energy  Invulnerability: Cl 1000 to Radiation, Terrestrial Disease, Corrosives, Toxins, Heat, Cold
  • Hyper Speed: AM (50)
  • Hyper Intake/Expulsion: AM (50) Super cool breath
  • Heat Vision: UN (100) rank with 10 area range
  • True Flight: UN (100) in Atmosphere, Cl 1000 in space
  • Solar Regeneration: Superman is capable of regenerating through simple exposure to sunlight
  • Hyper Hearing: SHX (150)
  • Telescopic Vision: SHX (150)
  • Microscopic Vision: SHX (150)
  • Penetration Vision: SHX (150)
Contacts:
Superman has a variety of contacts throughout Earth's governments and most superheroes on Earth. In addition, Superman has various contacts throughout the 28 known galaxies and beyond. By the 30th century, Superman has achieved almost mythic status, and has several contacts there as well.


Limitations:
  • Kryptonite: Kryptonite causes his body's cells to deteriorate, similar to radiation poisoning in a human being. Exposure to Kryptonite causes Superman to lose all his powers at -1CS per round. He also loses 1 rank of Strength and Endurance (with its loss of Health) per round until death occurs at Shift-0 Endurance. Removal of the Kryptonite enables Superman's body to regain lost ranks at a rate of one per round.
  • Magic: Superman also has a vulnerability to magic attacks and the effects of magic. Magical attacks directly effect Superman ignoring any resistances or invulnerability. Further more any magical effect is increased +1CS in rank and duration against Superman.
  • Atmospheric Need: Superman needs an Earth like atmosphere to breath in. His Endurance enables him to last for extended period without holding his breath, but in space he will eventually need a space suit. His greater constitution (Endurance) provides little need for sleep, however eventually he will tire and require rest. 
  • Solar Dependant: Superman's powers are based on solar radiation from Earth's yellow sun. Should he be deprived of this radiation for an extended period he will loose all his powers.

Saturday, September 15, 2018

Mera, Queen of Atlantis















(Originally published on CMF on 11/13/2009)
Mera

F: Ex (20)
A: Ex (20)
S: Rm (30)
E: In (40)
R: Gd (10)
I: Rm (30)
P: Rm (30)

Health: 110
Karma: 70
Popularity: 15/50 (On the Surface World/As Queen of Atlantis to Atlanteans)
Resources: Am (50) as Queen of Atlantis

Talents:
Sharp Weapons
Leadership
Underwater Combat*
Knowledge: Atlantean Culture
Knowledge: Atlantean History
Knowledge: Xebel History
Knowledge: Underwater heroes and villains
Thrown Weapons
Royalty*

Powers:
Native of Xebel: As a native of Xebel, Mera is adapted to survive in underwater environments, and possessing the following abilities:
  • Water Breathing
  • Water Freedom
  • Hyper Swimming: Rm (30)
  • Adapted Senses: Ex (20) Adapted Senses
  • Telepathy: Mera can communicate telepathically with Ex (20) ability
  • Body Resistance: Ex (20) vs. Physical, Gd (10) vs. Energy
Water Control: Mera can control water with Am (50) intensity, allowing her to perform many power stunts which over the years have been adapted and changed by writers. As such, some of Mera's more unique uses include:
  • Creating hard water shields which provide Am (50) protection vs. physical attacks
  • Dehydrating opponents (As seen in the old JLA series) at Rm (30).
  • Throwing hard water projectiles of Rm (30) impact damage
  • Dousing an area with Am (50) intensity
  • Gathering water from water vapor (Aquaman, series III)
  • Constructs such as fists or objects which do rank damage.


Contacts:
Aquaman
Tempest
Dolphin
Hila (Twin Sister)
The Royal Court of Atlantis
The Royal Court of Xebel

Limitations:

  • Mentally Unstable: Mera has been prone to periods of mental instability, especially after the death of her son Arthur Jr. As such, Mera's mental instability has been addressed many times by different writers.
  • Dependency on water: While not as severe as the Atlantean need, Mera still requires to be submerged once every six hours to maintain her strength and endurance. For every six hours without water, Mera weakens.

Monday, February 21, 2011

Captain Marvel, SHAZAM!

Captain Marvel





The Big Red Cheese, The World’s Mightiest Mortal, SHAZAM!

William Joseph "Billy" Batson
Billy Marvel
Fighting: Poor (4) Mn (75)
Agility: Typ (6) Mn (75)
Strength: Typ (6) Un (100)
Endurance: Typ (6) Un (100)
Reason: Typ (6) Rm (30)
Intuition: Gd (10) Am (50)
Psyche: Gd (10) Am (50)

Health: 22 350
Karma: 26 130
Popularity: 5 50
Resources: Typ (6) Rm (30)

Talents:
Billy has developed several talents during his tenure as Captain Marvel, as well as being a media personality:
Media
Reporter*
Knowledge: Superheroes and Villains
Knowledge: Mystical Threats
Knowledge: Marvel Family and enemies
Aerial Combat
Student*: Although Billy has already developed several talents, he still is in school and continues to benefit from such.
Resist: Domination*

Powers:
The Power of SHAZAM: Billy is empowered by the wizard SHAZAM, and granted great abilities based upon the gods of the ancient world. These Powers include:
S- The Power of Solomon: Granted the wisdom and far reaching sight and awareness of Solomon, Billy can perform the following abilities:
- Total Memory: Un (100)
- Linguistics: Un (100)
- Clairvoyance: Un (100)
- Combat Sense: Am (50)
- Hypnotic Voice: Ex (20) ability to calm or convince people to see the error of their ways.
- Leadership: Marvel can assume leadership when transformed, but often defers to other, more experienced heroes.
H- The Power of Hercules: Billy is granted the great strength of Hercules, and as such has the higher strength score when transformed. Captain Marvel is on league with Superman when it comes to raw strength, and additionally, Marvel only needs to make a Yellow FEAT to push his strength past the normal levels. In addition, Captain Marvel has been shown to have the following:
- Hyper Intake/Expulsion: Mn (75) ability for ‘super breath’
A- The Power of Atlas: Billy has been granted the exceptional endurance of the titan Atlas, and as such has the higher Endurance rate. In addition, the power of Atlas has granted Billy the following:
- Self-Sustenance: Captain Marvel does not need to eat, sleep, or breathe.
- Hyper Endurance: Billy can push his Endurance past the normal rank if the situation calls for by +2cs simply by making a yellow Endurance FEAT.
- Indefinite survival in deep space: Captain Marvel can survive in deep space unaided for an unknown length of time.
Z- The Power of Zeus: Billy has the power of Zeus while transformed, able to call down the mystical bolt of lightning that transform him into Captain Marvel. In addition, the bolts of lightning have other powers and abilities:
- Transformation: When Billy yells ‘Shazam’, he is transformed by mystical lightning into the adult Captain Marvel. The power is considered Alter-Ego, although there is no transformation of consciousness.
- Mystical Lightning: Each bolt called down by SHAZAM is considered to be UN (100) mystical lightning. Marvel has in the past ‘dodged’ the bolt, allowing an individual to be hit with Mn (75) mystical damage.
- Resist: Magic: Billy is resistant to mystical attacks up to Am (50) damage.
A- The Power of Achilles: Billy summons the battle prowess and indestructibility of the mighty warrior Achilles, which grants Billy his increased fighting abilities as well as the following:
- True Invulnerability*: Mn (75): Billy is immune to all physical damage to Mn (75) ability, and is capable of ignoring most other effects.
- Resist: Fear: Billy is unafraid and cannot be attacked by fear based attacks with ability under Am (50) ability.
- Indomitable Will: Billy’s will is considered unbreakable, and his spirit is considered one of the few things of purity in the DCU. As example, when Neron tried to barter his soul, Hell froze from the purity of it. GM’s are suggested to adjust the rank as they see fit. In Kingdom Come it took Lex Luthor a decade to wear Billy down in his human guise to make him his servant, as an FYI.
M- The Power of Mercury: Mercury has granted Captain Marvel several abilities, which include:
- True Flight: Un (100) in Atmosphere, possibly as high as Cl1000 in space.
- Hyper Speed: Mn (75) Hyper-Speed
- Heighted Agility: As seen in stats
- Initiative bonus: Marvel gets an additional +5 in initiative bonus due to his fast thinking and reaction.

Contacts:
Justice League of America
Justice Society of America
Bullet Man
Spy Smasher
Mary Marvel
Captain Marvel Jr.
Uncle Marvel
Tawky Tawny
Superman
The Wizard Shazam

Limitations:
SHAZAM: Billy must say SHAZAM in order to transform into Captain Marvel. If Billy is unable to say the mystical word, he is powerless

Enemies: Billy has a fair number of enemies in his rogues gallery, and a number of them know that Captain Marvel is really young Billy Batson.

Responsibility of power: Billy is very aware of his responsibility, and will do nothing to jeopardize or abuse his power.

Code Vs. Killing: Billy would never take a life, no matter the circumstances.

Awe: Billy is a teen, and as such, is in awe other heroes, often deferring to them or simply unwilling to face them. As such, situations where Billy may know better will occasionally conflict with the chosen course of action.