Showing posts with label JLI. Show all posts
Showing posts with label JLI. Show all posts

Green Lantern IV

Green Lantern IV
________________________________
Dex:   7   Str:   5   Body: 12/4
Int:   8   Will: 21   Mind:    8
Infl:  6   Aura:  5   Spirit: 12
Initiative: 21  Hero Points:  50

Skills:
Artist (Painter):  6
Charisma (Persuasion): 6

Advantages:  Connections: Justice League America (High), New Titans (Low), Sentinel (Low); Iron Nerves

Drawbacks: Guilt

Alter Ego: Kyle Rayner

Motivation: Responsibility of Power
Occupation: Artist
Wealth: 5

Equipment:

POWER RING [Body: 21, Int: 10, Comprehend Languages: 20, Flight: 40, Force Manipulation: 21, Invulnerability: 18, Life Sense: 40, Omni-Power: 10, Recall: 20, Regeneration: 4, Sealed Systems: 16, Skin Armor: 4, Spirit Travel: 50, R#: 3*] Limitations: Life Sense can only detect other Green Lanterns. Ring loses 1 AP of Force Manipulation and Omni-Power for each AP of Skin Armor activated. The Ring's Body is only 6 when not being worn. Note: If the Ring fails it's reliability roll, it must be touched against the Power Battery to reactivate it.

Power Battery [Body: 25, Energy Absorption: 18, Invisibility: 15, R#: 2] Limitations: Power Battery can only be used to charge the user Ring for 24 hours. Invisibility only works on Battery, functions per user's will.


Justice League Signal Device [Body: 4, Radio Communications: 25]



Source: Oocities.org




Ed's Notes: 1993 was a busy year for DC, and the 3rd Edition only did a good job covering the Death of Superman, as they included Doomsday and the four Substitutes from Reign of the Superman.  They did NOT cover Knightfall at all but I've added Bane and Azrael myself. (Not Batman II though!) And finally, the last piece of the '93 puzzle, Kyle Rayner, who took on the mantle of Green Lantern following the events of the Emerald Twilight storyline. This writeup has him pretty much benchmarked with John Stewart, just with a slightly lower Will. I could see lowering his Dex and Spirit a smidge (to 5 and 8 respectively?) but that's because I really only read his story at the very beginning. No doubt he came into his own later on, so this adaptation is perfectly fine as well.  And I believe I've take it straight-up, with no changes. But the link is above. (He's Green Lantern V on that page.) There is another writeup that I like however, and I may look at trying to blend the two, or just change over to that one. We'll see.


 And, as with most of the Green Lanterns in the game, he does NOT have:

Advantages:  Connection: Green Lantern Corps (High)

...which is weird, but consistent. (Plus Hal kind of killed them all by the time Kyle was active. I really thought he was going to be OK, once he found out that Carol Survived, but every man has his breaking point and they just HAD to fuck with him.)

First Appearance: Green Lantern Vol 3 #48 (January, 1994)

Typical Rocket Red

Typical Rocket Red
________________________________
Dex:   6   Str:   5   Body:    5
Int:   4   Will:  5   Mind:    4
Infl:  3   Aura:  3   Spirit:  3
Initiative: 13  Hero Points:  40

Skills:
Gadgetry: 4
Military Science: 4
Weaponry: 5

Advantages: Connections: Russia (High)

Alter Ego: varies
Motivation: Responsibility of Power
Occupation: Soldiers
Wealth: 4

Equipment:
ROCKET RED BATTLESUIT [Str: 6, Body: 9, Energy Blast: 10, Flight: 12, Radar Sense: 10, Super Hearing: 12, Super Ventriloquism (radio): 15, Telepathy: 1, R#: 2] Limitations: Telepathy only usable on computers and electronic devices




Source: Atlas of the DC Universe, page 102



Ed's Notes: This is not the Rocket Red, Dmitri Pushkin, but rather his compatriots in the Rocket Red Brigade. The suit is statted out slightly differently, but the two version are basically compatible. Dmitri's is a little stronger, Str: 8, but otherwise they are the same. (And Dmitri also has the Apokolips Battlesuit, which is WAY more powerful.)

Abdula Jibala

Abdula Jibala
________________________________
Dex:   3   Str:   4   Body:    3
Int:   2   Will:  2   Mind:    2
Infl:  2   Aura:  2   Spirit:  2
Initiative:  7  Hero Points:   5

Skills:
Charisma: 5
Vehicles (Land): 4
Weaponry: 2

Advantages: Area Knowledge (Bialya); Connection: Middle Eastern Governments (High); Gift of Gab; Leadership

Drawbacks: Unluck

Alter Ego: None
Motivation: Power Lust
Occupation: Bureau Chief, Saudi Arabia Embassy
Wealth: 7



Source: Justice League Sourcebook, page 96
affiliation(s): Justice League International



Ed's Notes: If the heroes happen to travel to Saudi Arabia, they may want to hit up AJ and kick it in the glorious JLI Embassy there, one of the grandest buildings in the kingdom.

(Sorry... Can't find a picture!)

Catherine Cobert

Catherine Cobert
________________________________
Dex:   2   Str:   2   Body:    2
Int:   3   Will:  3   Mind:    3
Infl:  3   Aura:  3   Spirit:  3
Initiative:  8  Hero Points:  10

Skills:
Charisma: 4

Advantages: Connections: Justice League International (High); Scholar (business, secretarial work, French language)

Alter Ego: None

Motivation: Upholding the Good
Occupation: Secretary
Wealth: 5



Source: Justice League Sourcebook, page 66


  
Ed's Notes: Served as Maxwell Lord's UN Liaison for the JLI's Embassy in Paris, so "Secretary" is a bit dismissive.


First Appearance: Justice League International #8 (December, 1987)

Sue Dibny

Sue Dibny
________________________________
Dex:   3   Str:   2   Body:    2
Int:   4   Will:  2   Mind:    2
Infl:  3   Aura:  3   Spirit:  3
Initiative: 10  Hero Points:  10

Skills:
Charisma: 4
Gadgetry: 2

Advantages: Connections: Justice League International (High); Rich Family; Scholar (computer science)

Drawbacks: Married

Alter Ego: None
Motivation: Thrill of Adventure
Occupation: Housewife
Wealth: 9


Source: Justice League Sourcebook, page 65


  
Ed's Notes: She's married to Elongated Man and I'm not sure who the "lucky one" is there!  She does some of the IT work for the JLI as well, so "housewife" is pretty dismissive.

Dale Gunn

Dale Gunn
________________________________
Dex:   4   Str:   4   Body:    4
Int:   5   Will:  5   Mind:    4
Infl:  3   Aura:  4   Spirit:  4
Initiative: 14  Hero Points:  15

Skills:
Gadgetry: 6
Martial Artist: 4
Medicine: 3
Vehicles: 5
Weaponry: 4

Advantages: Connections: Justice League of America (High); Scholar (architecture)

Alter Ego: None
Motivation: Upholding the Good
Occupation: Architect
Wealth: 8



Source: Justice League Sourcebook, page 63


  
Ed's Notes: This is the guy who designed and built The Bunker in Detroit for the JLA, and recruited Steel onto the team.

Vibe

Vibe
________________________________
Dex:   6   Str:   3   Body:    4
Int:   5   Will:  5   Mind:    5
Infl:  6   Aura:  5   Spirit:  5
Initiative: 19  Hero Points:  35

Powers:
Vibe: 8


Skills:
Artist (break dancing): 3
Martial Artist: 5
Thief: 6

Advantages: Area Knowledge (Detroit streets); Connections: Justice League of America (High), Street (Low)


Alter Ego: Paco Ramone
Motivation: Thrill of Adventure
Occupation: Former Gang Leader
Wealth: 3

Equipment:

JLA Signal Ring [Body 3, Telepathy: 20, R#: 3] Limitation: Telepathy represents range of its signal

 

Source: Justice League Sourcebook, page 32
See also: Reverb



Ed's Notes: Brother of Reverb. Is "Area Knowledge (Detroit)" REALLY an "Advantage?" (Kidding: I'm from the greater Detroit area.) Also... I know and work with  a lot of Latinos, and "Ramone" is not a Latin surname, as far as I know. (Ramon is a very common FIRST name, of course, but I'm calling Cultural Representation FAIL on DC here, especially in making the first Latino Justice Leaguer a "Former Gang Leader!" REALLY?!)

Steel (Hank Heywood III)

Steel (Hank Heywood III)
________________________________
Dex:   6   Str:   9   Body:    7
Int:   5   Will:  6   Mind:    5
Infl:  5   Aura:  4   Spirit:  5
Initiative: 16  Hero Points:  40

Powers:
Density Increase: 1
Extended Hearing: 2
Skin Armor: 3
Thermal Vision: 5

Limitations: Density Increase is Always On, at full AP value.

Advantages: Buddy (Dale Gunn); Connections: Justice League of America (High), US Military (High); RIch Family (Hank Heywood I)

Alter EgoHank Heywood III
Motivation: Unwanted Power
Occupation: Adventurer
Wealth: 6

Equipment:

JLA Signal Ring [Body 3, Telepathy: 20, R#: 3] Limitation: Telepathy represents range of its signal


Source: Justice League Sourcebook, page 30




Ed's Notes: Grandson of the Golden Age Commander Steel and a member of the JLA at its absolute lowest point. (Personally, I count him as a JLI member.)

Rath and Ghast

Abgenazar, Rath & Ghast
________________________________
Dex:   6    Str:   7  Body:   10
Int:   6    Will:  6  Mind:    7
Infl:  7    Aura:  8  Spirit:  6
Initiative: 15  Hero Points:  85

Powers: *Mystic Link
Animate Object: 7*
Awareness: 0
Energy Blast: 8*
Matter Manipulation: 8*
Magic Sense: 5
Sorcery: 9

Skills: 
Occultist: 10

Advantages: Area Knowledge (Hell); Connections: Felix Faust (Low), Hell (Low), Wotan (Low); Iron Nerves; Scholar (demon lore)

Alter Ego: None
Motivation: Nihilist(s)
Occupation: Predead Demons
Wealth: n/a



Source: Who's Who, 3rd Edition; Magic Sourcebook, page 93

alse see: Abgenazar, Rath & Ghast (full trio, full power)

Ed's Notes: This entry represents what happens when one of the Demons Three is killed. (In this case it was Abgenazar, who was killed by Dr. Fate in the comics.)  It's is stunning just how far the other two fall in terms on power level - shells of their former selves, from a trio that could challenge the original Justice League to a pair that could challenge just Batman or Aquaman and probably do no better than a stalemate, on a good day.

Abgenazar, Rath & Ghast

Abgenazar, Rath & Ghast
________________________________
Dex:   7    Str:  13  Body:   16
Int:   9    Will: 10  Mind:   12
Infl: 11    Aura: 15  Spirit: 13
Initiative: 27  Hero Points:  85

Powers: *Mystic Link
Animate Object: 16*
Awareness: 8
Energy Blast: 15*
Matter Manipulation: 18*
Magic Sense: 8
Sorcery: 22

Skills: 
Occultist: 10

Advantages: Area Knowledge (Hell); Connections: Felix Faust (Low), Hell (Low), Wotan (Low); Iron Nerves; Scholar (demon lore)

Alter Ego: None
Motivation: Nihilist(s)
Occupation: Predead Demons
Wealth: n/a

Equipment:
Silver Wheel of Nyorlath [Body: 25, Spitir: 25, Dimension Travel: 65] 
Green Bell of Uthool [Body: 25, Spitir: 25, Dimension Travel: 65]
Red Jar of Calythos [Body: 25, Spirit: 25, Dimension Travel: 65]
* These are magical talismans that allow the demons to return to earth, when used in the appropriate ritual [Dimension Travel 15, Casting Time: 7, Cost: 6, Hero Points: 680] - see Who's Who entry for more information.



Source: Who's Who, 3rd Edition; Justice League Sourcebook, page 83, Magic Sourcebook, page 93

also see: Rath and Gast (2 of the 3)



Ed's Notes: Wow. I can see why Faust wanted to bind these guys. Dang.  Still... 
Powers augmented by Demons... Sounds like there should be a lesson in there somewhere!

The Justice League Source Book rates their Matter Manipulation at 8 and their Magic Sense at 18. I believe that's in error, as the magic sourcebook matches the Who's Who.  The JL Sourcebook is the only one one that give Stats (shown above) for the Talismans.

Oberon

Oberon
________________________________
Dex:   4   Str:   2   Body:    3
Int:   5   Will:  4   Mind:    3
Infl:  6   Aura:  4   Spirit:  5
Initiative: 17  Hero Points:  20

Skills:
Acrobatics: 2
Charisma: 6
Gadgetry: 4
Martial Artist: 4
Thief: 4

Advantages: Connections: Justice League International (High); Scholar (escapes, promotions)

Drawbacks: Minor Physical Restriction (dwarf)

Alter Ego: None
Motivation: Thrill of Adventure
Occupation: Millionaire, JLI Patron
Wealth: 5

Equipment:
JLI SIGNAL DEVICE [Body: 3, Telepathy: 25] Limitation: Telepathy power represents the range of it's signal




Source: Who's Who 3rd Edition; 2nd Edition Background/Roster Book, page 93; Justice League Sourcebook, page 64



Ed's Notes: Due to his position, w
hen managing the affair of a single hero, gains access to all of their Connections. As aid to Maxwell Lord, can contact the U.N. and use a Wealth rating of 12 for JLI's resources,and a Wealth of 7 when doing business for Miser Miracle. (As with a lot of the notes on the Who's Who, I'm not sure why this isn't just listed above as a Miscellaneous Advantage.)

2nd Edition leaves of the "perks of his position," rates his INT at 3 and leaves off his Martial Artist Skill.


Maxwell Lord

Maxwell Lord
________________________________
Dex:   2   Str:   2   Body:    2
Int:  11   Will:  7   Mind:    5
Infl:  8   Aura:  8   Spirit:  3
Initiative: 21  Hero Points:  45

Powers:
Hypnotism: 15

Skills:
Charisma: 10

Bonuses: Miscellaneous: Can implant hypnotic suggestions, without speaking, over a distance of 15 AP's.

Limitations: Miscellaneous: every time Lord uses his Power, his nose bleeds.

Advantages: Connections: Justice League International (High), United Nations (High); Gift of Gab; Omni-Connection

Alter Ego: None
Motivation: Seeking Justice
Occupation: Millionaire, JLI Patron
Wealth: 13



Source: Who's Who 3rd Edition; 2nd Edition Background/Roster Book, page 93; Justice League Sourcebook, page 64


  
Ed's Notes: Because what the Justice League really needed was better marketing and corporate sponsorship!  I understand that more recently than the early '90's when the game was developed, that this character has gotten rather a bit darker, and seems to have taken a level in badass.  You know.... to THIS guy...




Second Edition rates his Will at 4, Aura at 6 and Mind at 2. And in place of the Hypnotism Power, gives him Telepathy, still rated at 15 AP's. The Who's Who explains that this is tied to actual charecter development in the comics.

Royal Flush Gang

The following characters are members of the the Royal Flush Gang:

Ace
Ace Android
Jack
King
Queen
Ten
...and Mooks

All members have access to the following Equipment: 

FLYING CARD [Body: 5, Flight: 8]

Blaster Pistol [Body: 4, EV: 9, R#: 2]


8 AP ABC Omni-Cards (x2)

Maxima

Maxima
________________________________
Dex:  10   Str:  20   Body:   16
Int:   7   Will: 12   Mind:   10
Infl:  7   Aura:  7   Spirit:  8
Initiative: 24  Hero Points:  75

Powers:
Control: 13
Force Field: 10
Heat Vision: 15
Illusion: 13
Mental Blast: 16
Mental Freeze: 13
Mind Blast: 10
Sealed Systems: 10
Suspension: 10
Telekinesis: 20
Telepathy: 16

Skills:
Charisma: 8
Vehicles (Space): 7
Weaponry: 7

Advantages: Attractive; Connections: Almerac (High),
Justice League International (Low); Insta-Change; Leadership

Drawbacks: Serious Irrational Attraction to Superman; Miscellaneous: Her Str is augmented by her Telekinesis. If this were neutralized, her Str would immediately drop to 5. Cannot use Sealed Systems without using Force Field to create the barrier. Insta-change is likewise dependent on her Illusion Power.

Alter Ego: None
Motivation: Responsibility of Power
Occupation: Heir Apparent
Wealth: 18




Source: Who's Who, 3rd Edition
also see: 2nd Edition, Sazu
foe of: Superman



Ed's Notes: Very different in 2nd Edition. Even apart from the statistical differences, she did a heel-face turn in the comics not too long after the S:MoS Sourebook was printed. I feel like it might be a fun game to have Maxima, Star Sapphire and Talia al-Ghul teaming up and cruising for a piece of Superman, Green Lantern and Batman... No wait, that's not a game, that's a fan-fic. lol


First Appearance: Action Comics #645 (September, 1989)