Jump to content

Justice League of America (Silver Age)


Cassandra

Recommended Posts

  • Replies 76
  • Created
  • Last Reply

Top Posters In This Topic

The Green Arrow

 

The Green Arrow

 

Val Char Cost

20 STR 10

20 DEX 30

18 CON 16

11 BODY 2

18 INT 8

14 EGO 8

20 PRE 10

16 COM 3

8 PD 4

6 ED 2

4 SPD 10

8 REC 0

40 END 0

30 STUN 0

Total Characteristics Cost: 103

 

Cost Skills

3 Acrobatics 13-

3 Breakfall 13-

2 CK: Star City 11-

9 CSL: Multipower [Longbow] +3

3 Conversation 13-

3 Fast Draw 13-

3 High Society 13-

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

10 Money: Wealthy

5 Offensive Strike

2 PS: Newspaper Columnist 11-

3 Shadowing 13-

10 SL: Overall +1

3 Stealth 13-

3 Streetwise 13-

3 Weaponsmith 13-

Total Skills Cost: 83

 

Cost Powers

16 Armor +8 PD +8 ED, OIF: Costume (-1/2)

10 Multipower (15 Points) OIF: Vehicles (-1/2)

1 u) Flight 5", Variable Advantages (+1/2), OIF: Arrowplane (-1/2)

1 u) Running 16x NCM, OAF: Arrowcar (-1/2)

30 Multipower (40 Points) No Range Modifier (+1/2), OAF: Longbow (-1)

1 u) EB 8d6, [16c] (-0), OAF: Boxing Glove Arrows (-1)

1 u) Entangle 4d6, DEF 4, [16c] (-0), OAF: Net Arrows (-1)

1 u) Flash to Sight 4d6, [16c] (-0), OAF: Flash Arrows (-1)

1 u) RKA 2 1/2d6, [16c] (-0), OAF: Drill Arrows (-1)

2 Running +1"

Total Powers Cost: 64

 

Total Cost: 250

 

150+ Disadvantages

5 DNPC: Speedy [Roy Harper] (Slightly Less Powerful) 8-

10 Hunted: Enemies of The Green Arrow (As Powerful) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Against Killing (Common/Total)

20 PsyL: Dedicted to Crime Fighting (Common/Total)

10 PsyL: In Love with Black Canary (Uncommon/Strong)

15 SocL: Secret Identity [Oliver Queen] (Frequently/Major)

Total Disadvantages Cost: 250

Link to comment
Share on other sites

Re: Justice League of America (Silver Age)

 

OK, so my favorite character finaly gets the 250 treatment from Cassandra, you know I am going to tear him apart

 

Regarding Green Arrow, early GA used mostly the following 4 arrows, based off Showcase: The Green Arrow

 

Boxing glove (check)

Net Arrow (Check)

Drill Arrow (RKA maybe with AP or Pen), used against non human targets (Ships and robots mainly)

and Firecracker Arrow (An Image to Sight/sound or a flash)

 

KO Gas was not seem much (If at all)

 

I also question wether or not the No Range Mod advantage is a good idea, and you usualy have better luck puting advantages on the slots of a mp and just increasing the pool cost, it has to do with the math when advantages stack up. Personaly I would go with a different method, either RSL's or RMA. But if you want to go with the advantage method also consider Ae: Accurate

 

Okay, now onto the part I had a problem with, that of the vehicle MP (nice idea BTW), but the way you have it built you cannot use the armor while using any of the movement powers, was this intentional? also the limitation MEgascale or 1/2 endurance is really questionable IMO (Variable LImitation has a option to reduce the advantage by a 1/4 lim, this is different than a limitation), however it would not change the cost. I would also consider addign the lim Bulky to the foci, as well as a custom lim of can only change in the "arrow cave"...god I wish I was making that up...

 

Also the Arrowcar has "Catapulting Seats" that would "Throw the Battling Bowmen into the hear of battle" some kind of leaping power in the MP I would say

 

His costume was not armored, just cloth, some combat luck however would be appropriate

 

Skills, well The MA package should be droped, ollie was not much of a HtH guy back then, maybe a Ranged package (especialy things like defensive shot, or some of the long range/accuracy type things)

 

well that is at a glance, hope it helps

Link to comment
Share on other sites

Re: Justice League of America (Silver Age)

 

This must actually be an early '70's GA, as he is In Love with Black Canary, but retains his DNPC Speedy. But by that time, wasn't he the Bearded Bowman, the Super fighting for the little guy, rather than wealthy playboy Oliver Queen, which would remove the vehicles?

Link to comment
Share on other sites

Re: Justice League of America (Silver Age)

 

This must actually be an early '70's GA' date=' as he is In Love with Black Canary, but retains his DNPC Speedy. But by that time, wasn't he the Bearded Bowman, the Super fighting for the little guy, rather than wealthy playboy Oliver Queen, which would remove the vehicles?[/quote']

 

Good catch

Link to comment
Share on other sites

Re: Justice League of America (Silver Age)

 

This must actually be an early '70's GA' date=' as he is In Love with Black Canary, but retains his DNPC Speedy. But by that time, wasn't he the Bearded Bowman, the Super fighting for the little guy, rather than wealthy playboy Oliver Queen, which would remove the vehicles?[/quote']

 

Giving up the vehicles was just an excuse to ride behind Black Canary on her motorcycle. :ugly:

Link to comment
Share on other sites

Re: Justice League of America (Silver Age)

 

And sometimes Black Canary rode the purple arrow...

 

(from Justice League of America, vol. 1, #219)

Black Canary: It's about this (holds hands 9 or 10 inches apart) long and as big around as a marking pen.

Power Girl: Tell Oliver I'm impressed Dinah.... I didn't think you could make an arrow that big, let alone fire it.

Link to comment
Share on other sites

Re: Justice League of America (Silver Age)

 

OK, so my favorite character finaly gets the 250 treatment from Cassandra, you know I am going to tear him apart

 

Regarding Green Arrow, early GA used mostly the following 4 arrows, based off Showcase: The Green Arrow

 

Boxing glove (check)

Net Arrow (Check)

Drill Arrow (RKA maybe with AP or Pen), used against non human targets (Ships and robots mainly)

and Firecracker Arrow (An Image to Sight/sound or a flash)

 

Ive modified the Multipower along these lines.

 

KO Gas was not seem much (If at all)

 

KO Gas is now gone.

 

I also question wether or not the No Range Mod advantage is a good idea, and you usualy have better luck puting advantages on the slots of a mp and just increasing the pool cost, it has to do with the math when advantages stack up. Personaly I would go with a different method, either RSL's or RMA. But if you want to go with the advantage method also consider Ae: Accurate

 

The no range modifier is his expertise with his bow and arrow, a simple way to showing it without spending points on CSLs.

 

 

Okay, now onto the part I had a problem with, that of the vehicle MP (nice idea BTW), but the way you have it built you cannot use the armor while using any of the movement powers, was this intentional? also the limitation MEgascale or 1/2 endurance is really questionable IMO (Variable LImitation has a option to reduce the advantage by a 1/4 lim, this is different than a limitation), however it would not change the cost. I would also consider addign the lim Bulky to the foci, as well as a custom lim of can only change in the "arrow cave"...god I wish I was making that up...

 

The modes of movement, flight and running in the vehicle multipower cost 15 points each with the limitations. The Armor is 15 points, and can be used with either.

 

Also the Arrowcar has "Catapulting Seats" that would "Throw the Battling Bowmen into the hear of battle" some kind of leaping power in the MP I would say

 

 

His costume was not armored, just cloth, some combat luck however would be appropriate

 

Consider the armor his ability to avoid damage while in costume.

 

Skills, well The MA package should be droped, ollie was not much of a HtH guy back then, maybe a Ranged package (especialy things like defensive shot, or some of the long range/accuracy type things)

 

His MA is a side benefit of his relationship with Black Canary.

 

well that is at a glance, hope it helps

 

 

"Diana is a remarkable woman, she's a valued colleague . . . She's standing right behind me, isn't she?" Batman regarding Wonder Woman.

Link to comment
Share on other sites

The Atom

 

The Atom

 

Val Char Cost

20 STR 10

18 DEX 24

18 CON 16

11 BODY 2

18 INT 8

11 EGO 2

15 PRE 5

16 COM 3

8 PD 4

6 ED 2

4 SPD 12

8 REC 0

36 END 0

30 STUN 0

Total Characteristics Cost: 88

 

Cost Skills

3 Acrobatics 13-

3 Breakfall 13-

2 CK: Ivy Town 11-

3 CSL: Martial Arts +1

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

5 Offensive Strike

2 PS: Physics Professor 11-

4 SS[iNT]: Physics 14-

Total Skills Cost: 37

 

Cost Powers

16 Armor +8 PD +8 ED, OIF: Costume (-1/2)

15 Knockback Resistance -15", Linked to Shrinking (-1/2), Weights 100kg When Using This Power (-0), OIF: Costume (-1/2)

67 Shrinking: Height .064m Weight .0032kg PER -10 DCV +10 KNB +15, No END Persistant (+1), OIF: Costume (-1/2)

27 Teleport 10", No Relative Velocity, Postion Shift, Safe Blind Teleport (+1/4), Variable Advantages (-1/2),

Megascale or 1/2 END Only (-1/4), OIF: Costume (-1/2)

Total Powers Cost: 125

 

Total Cost: 250

 

150+ Disadvantages

5 DNPC: Jean Loring (Normal/Useful Skills) 8-

10 Hunted: Enemies of The Atom (As Powerful) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Against Killing (Common/Total)

20 PsyL: Dedicated to Crime Fighting (Common/Total)

10 PsyL: In Love with Jean Loring (Uncommon/Strong)

15 SocL: Secret Identity [Professor Ray Palmer] (Frequently/Major)

Total Disadvantages Cost: 250

Link to comment
Share on other sites

The Hawkman

 

The Hawkman

 

Val Char Cost

20 STR 10

20 DEX 30

20 CON 20

12 BODY 4

18 INT 8

14 EGO 8

20 PRE 10

16 COM 3

8 PD 4

6 ED 2

4 SPD 10

8 REC 0

40 END 0

32 STUN 0

Total Characteristics Cost: 109

 

Cost Skills

3 Acrobatics 13-

3 Breakfall 13-

2 CK: Midway City 11-

6 Contact: The Justice Society of America 11-

1 Criminology 8-

3 Deduction 13-

1 Disguise 8-

3 High Society 13-

2 KS: Earth 2 11-

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

10 Money: Wealthy

5 Offensive Strike

3 Shadowing 13-

10 SL: Overall +1

3 Stealth 13-

1 Streetwise 8-

Total Skills Cost: 71

 

Cost Powers

16 Armor +8 PD +8 ED, OIF: Costume (-1/2)

25 EB 6d6, 1/2 END (+1/4), OIF: Birds (-1/2)

18 Flight 10", 8x NCM, 1/2 END (+1/4), Restrainable (-1/2), OIF: Wings (-1/2)

10 HA +4d6, HTH Attack (-1/2), 1/2 END (+1/4), OAF: Mace (-1)

1 LS: Longevity [200 Years]

Total Powers Cost: 70

 

Total Cost: 250

 

150+ Disadvantages

5 DNPC: Hawkgirl [shiera Sanders] (Slightly Less Powerful) 8-

10 Hunted: Enemies of The Hawkman (As Powerful) 8-

10 Hunted: Enemies of The Justice Society of America (As Powerful) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Against Killing (Common/Total)

20 PsyL: Dedicated to Crime Fighting (Common/Total)

15 SocL: Secret Identity [Carter Hall] (Frequently/Major)

Total Disadvantages Cost: 250

 

 

 

Hawkgirl

 

Val Char Cost

15 STR 5

20 DEX 30

18 CON 16

11 BODY 2

13 INT 3

14 EGO 8

15 PRE 5

18 COM 4

6 PD 3

4 ED 0

4 SPD 10

7 REC 0

36 END 0

28 STUN 0

Total Characteristics Cost: 86

 

Cost Skills

3 Acrobatics 13-

3 Breakfall 13-

2 CK: Midway City 11-

6 Contact: The Justice Society of America 11-

1 Criminology 8-

1 Disguise 8-

3 High Society 12-

2 KS: Earth 2 11-

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

5 Money: Well Off

5 Offensive Strike

3 Shadowing 12-

10 SL: Overall +1

3 Stealth 13-

1 Streetwise 8-

Total Skills Cost: 63

 

Cost Powers

12 Armor +6 PD +6 ED, OIF: Costume (-1/2)

21 EB 5d6, 1/2 END (+1/4), OIF: Birds (-1/2)

12 Flight 7", 8x NCM, Restrainable (-1/2), OIF: Wings (-1/2)

5 HA +3d6, HTH Attack (-1/2), No END (+1/2), OAF: Mace (-1)

1 LS: Longevity [200 Years]

Total Skills Cost: 51

 

Total Cost: 200

 

100+ Disadvantages

10 Hunted: Enemies of Hawkgirl (As Powerful) 8-

15 Hunted: Enemies of The Justice Society of America (More Powerful) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Against Killing (Common/Total)

20 PsyL: Dedicated to Crime Fighting (Common/Total)

15 SocL: Secret Identity [shiera Sanders] (Frequently/Major)

Total Disadvantages Cost: 200

Link to comment
Share on other sites

Black Canary 2

 

Black Canary 2

 

Vall Char Cost

15 STR 5

20 DEX 30

20 CON 20

12 BODY 4

18 INT 8

14 EGO 8

20 PRE 10

18 COM 4

7 PD 4

7 ED 3

4 SPD 10

7 REC 0

40 END 0

30 STUN 0

Total Characteristics Cost: 106

 

Cost Skills

3 Acrobatics 13-

3 Breakfall 13-

2 CK: Star City 11-

3 CSL: Martial Arts +1

3 Criminology 13-

3 Deduction 13-

3 Disguise 13-

2 KS: Earth 2 11-

3 Lockpicking 13-

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

5 Offensive Strike

2 PS: Florist 11-

3 Security Systems 13-

3 Shadowing 13-

10 SL: Overall +1

3 Stealth 13-

3 Streetwise 13-

Total Skills Cost: 69

 

Cost Powers

16 Armor +8 PD +8 ED, OIF: Costume (-1/2)

50 EB 8d6, 1/2 END (+1/4)

2 Running +1"

7 Running 16x NCM, OIF[bulky]: Motorcycle (-1/2)

Total Powers Cost: 75

 

Total Cost: 250

 

150+ Disadvantages

5 DNPC: Black Canary 1 [Dinah Drake] (Slightly Less Powerful) 8-

5 DNPC: Huntress [Helena Wayne] (Slightly Less Powerful) 8-

5 DNPC: Wildcat [Ted Grant] (Slightly Less Powerful) 8-

10 Hunted: Enemies of Black Canary 2 (As Powerful) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Against Killing (Common/Total)

20 PsyL: Dedicated to Crime Fighting (Common/Total)

15 SocL: Secret Identity [Dinah Lance] (Frequently/Major)

Total Disadvantages Cost: 250

 

 

 

Black Canary 1

 

Val Char Cost

15 STR 5

20 DEX 30

18 CON 16

11 BODY 2

13 INT 3

14 EGO 8

15 PRE 5

16 COM 3

6 PD 3

4 ED 0

4 SPD 10

7 REC 0

36 END 0

28 STUN 0

Total Characteristics Cost: 85

 

Cost Skills

3 Acrobatics 13-

3 Breakfall 13-

2 CK: Gotham City 11-

3 CSL: Martial Arts +1

6 Contact: The Justice Society of America 11-

3 Criminology 12-

3 Deduction 13-

3 Disguise 12-

3 Fast Draw 13-

2 KS: Earth 2 11-

3 Lockpicking 13-

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

5 Offensive Strike

2 PS: Florist 11-

3 Security Systems 12-

3 Shadowing 12-

10 SL: Overall +1

3 Stealth 13-

3 Streetwise 12-

Total Skills Cost: 75

 

Cost Powers

12 Armor +6 PD +6 ED, OIF: Costume (-1/2)

15 EB 3d6, NND (LS: Self Contained) (+1), [16c] (-0), OAF: Tear Gas (-1)

1 LS: Longevity [200 Years]

2 Running +1"

7 Running 16x NCM, OIF[bulky]: Motorcycle (-1)

Total Powers Cost: 37

 

Total Cost: 200

 

100+ Disadvantages

10 Hunted: Enemies of Black Canary 1 (As Powerful) 8-

15 Hunted: Enemies of The Justice Society of America (More Powerful) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Against Killing (Common/Total)

20 PsyL: Dedicated to Crime Fighting (Common/Total)

15 SocL: Secret Identity [Dinah Drake] (Frequently/Major)

Total Disadvantages Cost: 200

Link to comment
Share on other sites

Re: The Hawkman

 

The Hawkman

 

Val Char Cost

20 STR 10

20 DEX 30

20 CON 20

12 BODY 4

18 INT 8

14 EGO 8

20 PRE 10

16 COM 3

8 PD 4

6 ED 2

4 SPD 10

8 REC 0

40 END 0

32 STUN 0

Total Characteristics Cost: 109

 

Cost Skills

3 Acrobatics 13-

3 Breakfall 13-

2 CK: Midway City 11-

6 Contact: The Justice Society of America 11-

1 Criminology 8-

3 Deduction 13-

1 Disguise 8-

3 High Society 13-

2 KS: Earth 2 11-

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

10 Money: Wealthy

5 Offensive Strike

3 Shadowing 13-

10 SL: Overall +1

3 Stealth 13-

1 Streetwise 8-

Total Skills Cost: 71

 

Cost Powers

16 Armor +8 PD +8 ED, OIF: Costume (-1/2)

25 EB 6d6, 1/2 END (+1/4), OIF: Birds (-1/2)

18 Flight 10", 8x NCM, 1/2 END (+1/4), Restrainable (-1/2), OIF: Wings (-1/2)

10 HA +4d6, HTH Attack (-1/2), 1/2 END (+1/4), OAF: Mace (-1)

1 LS: Longevity [200 Years]

Total Powers Cost: 70

 

Total Cost: 250

 

150+ Disadvantages

5 DNPC: Hawkgirl [shiera Sanders] (Slightly Less Powerful) 8-

10 Hunted: Enemies of The Hawkman (As Powerful) 8-

10 Hunted: Enemies of The Justice Society of America (As Powerful) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Against Killing (Common/Total)

20 PsyL: Dedicated to Crime Fighting (Common/Total)

15 SocL: Secret Identity [Carter Hall] (Frequently/Major)

Total Disadvantages Cost: 250

 

 

 

Hawkgirl

 

Val Char Cost

15 STR 5

20 DEX 30

18 CON 16

11 BODY 2

13 INT 3

14 EGO 8

15 PRE 5

18 COM 4

6 PD 3

4 ED 0

4 SPD 10

7 REC 0

36 END 0

28 STUN 0

Total Characteristics Cost: 86

 

Cost Skills

3 Acrobatics 13-

3 Breakfall 13-

2 CK: Midway City 11-

6 Contact: The Justice Society of America 11-

1 Criminology 8-

1 Disguise 8-

3 High Society 12-

2 KS: Earth 2 11-

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

5 Money: Well Off

5 Offensive Strike

3 Shadowing 12-

10 SL: Overall +1

3 Stealth 13-

1 Streetwise 8-

Total Skills Cost: 63

 

Cost Powers

12 Armor +6 PD +6 ED, OIF: Costume (-1/2)

21 EB 5d6, 1/2 END (+1/4), OIF: Birds (-1/2)

12 Flight 7", 8x NCM, Restrainable (-1/2), OIF: Wings (-1/2)

5 HA +3d6, HTH Attack (-1/2), No END (+1/2), OAF: Mace (-1)

1 LS: Longevity [200 Years]

Total Skills Cost: 51

 

Total Cost: 200

 

100+ Disadvantages

10 Hunted: Enemies of Hawkgirl (As Powerful) 8-

15 Hunted: Enemies of The Justice Society of America (More Powerful) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Against Killing (Common/Total)

20 PsyL: Dedicated to Crime Fighting (Common/Total)

15 SocL: Secret Identity [shiera Sanders] (Frequently/Major)

Total Disadvantages Cost: 200

wasn't the siver age hawkman and hawkgirl thanagarian police officers katar and shayerra hol? carter and shierra hall wore their earthly civillian ids

Link to comment
Share on other sites

The Atom, Hawkman, and Black Canary

 

The Atom was a challenge. His microscopic shrinking is represented by his teleportation. He can travel long distances (Megascale) by hitching a ride on microwave or electronic impulses, and can shrink so small that he can get behind someone. His weight control is reprsented by the KNB Resist.

 

Hawkman and Black Canary have connections to Earth 2. My versions has Hawkman and Hawkgirl coming to Earth 1 about 25 years after starting their careers. Black Canary 1 did the same after the death of her husband, and Black Canary 2 is her daughter, and a member of the Justice League of America.

 

I don't be making any double versions of characters (i.e. No Earth 1 and Earth 2 Superman), but Flash Barry Allen and Jay Garrick will be created.

Link to comment
Share on other sites

Re: Justice League of America (Silver Age)

 

 

clip

 

I also question wether or not the No Range Mod advantage is a good idea, and you usualy have better luck puting advantages on the slots of a mp and just increasing the pool cost, it has to do with the math when advantages stack up. Personaly I would go with a different method, either RSL's or RMA. But if you want to go with the advantage method also consider Ae: Accurate

 

The no range modifier is his expertise with his bow and arrow, a simple way to showing it without spending points on CSLs.

 

Yah, I know what you were going for, the problem is putting it on the MP instead of the slots themselves, or put another way, if you made it a 60 point reserve then put the advantage on the slot (Not the MP) is more effective (Advantage stacking thing)

 

Okay, now onto the part I had a problem with, that of the vehicle MP (nice idea BTW), but the way you have it built you cannot use the armor while using any of the movement powers, was this intentional? also the limitation MEgascale or 1/2 endurance is really questionable IMO (Variable LImitation has a option to reduce the advantage by a 1/4 lim, this is different than a limitation), however it would not change the cost. I would also consider addign the lim Bulky to the foci, as well as a custom lim of can only change in the "arrow cave"...god I wish I was making that up...

 

The modes of movement, flight and running in the vehicle multipower cost 15 points each with the limitations. The Armor is 15 points, and can be used with either.

 

umm, no. On a VPP you would be right, but with a MP you base it on the active points (points before limitations are applied) not the real points (points after limitations) , so you can only use any one of the abilities as you have in it now at a time

 

Also the Arrowcar has "Catapulting Seats" that would "Throw the Battling Bowmen into the hear of battle" some kind of leaping power in the MP I would say

 

 

His costume was not armored, just cloth, some combat luck however would be appropriate

 

Consider the armor his ability to avoid damage while in costume.

 

Skills, well The MA package should be droped, ollie was not much of a HtH guy back then, maybe a Ranged package (especialy things like defensive shot, or some of the long range/accuracy type things)

 

His MA is a side benefit of his relationship with Black Canary.

 

well that is at a glance, hope it helps

Link to comment
Share on other sites

Re: The Hawkman

 

wasn't the siver age hawkman and hawkgirl thanagarian police officers katar and shayerra hol? carter and shierra hall wore their earthly civillian ids

 

originaly yes, but the whole hawk backstory is very very mixed up because of recons...

Link to comment
Share on other sites

Re: Justice League of America (Silver Age)

 

Yah, I know what you were going for, the problem is putting it on the MP instead of the slots themselves, or put another way, if you made it a 60 point reserve then put the advantage on the slot (Not the MP) is more effective (Advantage stacking thing)

 

 

 

umm, no. On a VPP you would be right, but with a MP you base it on the active points (points before limitations are applied) not the real points (points after limitations) , so you can only use any one of the abilities as you have in it now at a time

 

Now I always thought that the Points in the multipower were the maximum amount a points a power could have. A 60 point multipower means you can have an attack that's 12d6, or 8d6 with AP (+1/2). Now if you take either as a OAF (-1) making the cost 30 active points, you could still use 30 points for other slots.

Link to comment
Share on other sites

Re: Justice League of America (Silver Age)

 

5 th editon (no revised) page 206, first column, under fixed slots "The amount of reserve points which must be put into the slot quals the Active Points in the power in the slot"

 

second column, under Flexible slot has much the same wording, but puts in the word maximum...

 

this is actualy a thing I hope gets changed in 5th edition

Link to comment
Share on other sites

Re: Justice League of America (Silver Age)

 

What does it mean by Reserve? I mean, if a Multipower (60 Points) has one slot as a OAF (-1) and uses 12d6, you pay 3 Points for the slot. That would indicated to me that it's a total of 30 Points being used.

Link to comment
Share on other sites

Re: Justice League of America (Silver Age)

 

Reserve is the amount of the MP, so for example, using your green arrow write up the reserve is 30 points for his vehicle mp

 

Active cost is prior to limitations having been applied (15 for the armor, 30 for running and flight)

 

Real Cost is the cost after limitations have been applied (10 for Armor, 13 for airplaine, and 15 for car)

 

Slot cost is the real cost divided by 10 for ultra/fixed, or 5 for Multi/flexable (all are 1)

 

To use any of the powers as an ultra slot you have to use the active point cost of the power in reserve points, so 15 for the armor, 30 for the running or flight, this is why you get such a savings with multipower, and as I said I am hoping that this changes in sixth (I would like to see the reserve not be allowed to be limited at all, but that the real cost is used instead, seems more appropriate to me)

Link to comment
Share on other sites

Re: Justice League of America (Silver Age)

 

What does it mean by Reserve? I mean' date=' if a Multipower (60 Points) has one slot as a OAF (-1) and uses 12d6, you pay 3 Points for the slot. That would indicated to me that it's a total of 30 Points being used.[/quote']

 

In your example here you are using the real cost, not the active point cost, which for a 12d6 would be 60 points

Link to comment
Share on other sites

Re: Justice League of America (Silver Age)

 

Okay, I just went over what Steve Long had to say about Power Frameworks and my understanding is that the powers in the slots can't exceed the power in the Multipower in real points. I think that means that active points, since they take various disadvantages like a OAF that can be removed, are allowed to exceed the number of real point.

 

Further examples of Utility belts in the Champions 5th edition state that if you lose a slot because of the loss of a OAF, you don't lose the entire Multipower. Plus the Multipower can be a OIF with OAF Slots make me believe that it is allowed.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...