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compiling a DC Justice League event...

compiling a DC Justice League event...

Postby BaronVonStevie » Wed Jun 13, 2012 3:33 pm

based on the first 6 issues, which covers the team being set up and a battle against Darkseid similar to the Breakout event from the Basic Game module. We'll begin with the big guy himself...

DARKSEID

Affiliation: Solo 3d10, Buddy 2d8, Team d6

Distinctions: Arrogant, Lord of Apokolips, Obsessive

New God Physiology: Enhanced Speed d8, Godlike Durability d12, Godlike Stamina d12, Godlike Strength d12
• SFX: Invulnerable. Spend 1d6 from the doom pool to ignore physical stress or trauma unless caused by Radion.
• Limit: Vulnerable. Add 1d6 to the doom pool to step up physical stress inflicted by Radion attacks by +1.

Omega Beams: Mind Control d10, Omega Effect d12, Telepathy d10, Teleport d12, Transmutation d12
• SFX: Afflict. Add a d6 and step up your effect die by +1 when inflicting anti-life complication on a target.
• SFX: Burst. Step up or double a Omega Effect die against a single target. Remove the highest rolling die and add 3 dice for your total.
• SFX: Inerrant Aim. Spend d6 from the doom pool to reroll when using any Omega Beam power.
• SFX: Unleashed. Step up or double any Omega Beams power for one action. If the action fails, step back that power -1. Activate an opportunity to recover.
• Limit: Overload. Shutdown any Omega Beams power and add d6 to the doom pool. Recover power by activating an opportunity or during a Transition Scene.

Specialties: Combat Expert d8, Menace Master d10, Psyche Master d10
Last edited by BaronVonStevie on Thu Jun 14, 2012 4:04 pm, edited 2 times in total.
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Re: compiling a DC Justice League event...

Postby jonesy » Thu Jun 14, 2012 2:03 pm

Are you statting Darkseid's minions?
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Re: compiling a DC Justice League event...

Postby chaosnet » Thu Jun 14, 2012 2:44 pm

I would give his Omega Beams some type of rerolling effect to emulate the fact that they don't (rarely) miss.

So let me see if I have this straight as far as his affiliations:


Affiliation: Solo 3d10, Buddy 2d8, Team d6

This means that if he is Solo he can take basically 3 D12s before he is stressed out. If he is with a buddy, say Grannie Goodness, then he has 2 D10s of stress and if he is with all of his minions (named ones) then he can only suffer a D8?

I gotta be looking at it wrong.
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Parademons

Postby BaronVonStevie » Thu Jun 14, 2012 3:13 pm

The Parademons are, naturally, quite goonish and meant to be thrown at heroes in order to make them look good. These are your classic minions... your foot ninja, your cobra commandos, your flying monkeys, etc.

Parademon Wave

Affiliation: Team 5d6

Distinctions: Animalistic, Shock Troops

Parademon Traits: Blaster d8, Enhanced Strength d8, Flight Pack d8
• Limit: Area Attack. Target multiple opponents. For every additional target, add d6 and keep +1 effect die.
• Limit: Mob Cohesion. Defeat Team dice (with d8 stress) to reduce mob numbers.
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Re: compiling a DC Justice League event...

Postby BaronVonStevie » Thu Jun 14, 2012 3:21 pm

This means that if he is Solo he can take basically 3 D12s before he is stressed out. If he is with a buddy, say Grannie Goodness, then he has 2 D10s of stress and if he is with all of his minions (named ones) then he can only suffer a D8?

I gotta be looking at it wrong


that's how they suggest to write up solo team threats like him. what you're doing is actually lowering his affiliation dice. Extra solo dice for sure... maybe even buddy. No mention of team dice, so I suppose in a team you just use the character as normal.
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The Key

Postby BaronVonStevie » Thu Jun 14, 2012 3:44 pm

The Key! Briefly seen in the latest issue of Justice League, I thought I'd brew him up anyway just because he comes out as a fun villain with lots of options. This guy would fit right into the Breakout Event.

The Key

Affiliation: Solo d8, Buddy d4, Team d6

Distinctions: Cadaverous Appearance, Chemically Altered, Genius

Key Blaster: Weapon d10
• Limit: Gear. Shutdown Key Blaster and add d6 to the doom pool. Take an action vs. the doom pool to recover.

Psycho-Chemical Effects: Enhanced Reflexes d8, Mind Control d10, Superhuman Senses d10
• SFX: Afflict. Add a d6 and step up your effect die by +1 when inflicting mental influence complication on a target.
• SFX: Focus. If a pool includes a Psycho-Chemical Effect power, you may replace two dice of equal size with one die +1 step larger.
• SFX: Illusions. Add a d6 and step up your effect die by +1 when using Psycho-Chemical Effects to create illusionary assets.
• Limit: Growing Dread. Count 1s and 2s on dice as opportunities when using a Psycho-Chemical Effect.
• Limit: Uncontrollable. Change any Psycho-Chemical Effect power into a complication and gain d6 to the doom pool. Activate an opportunity or remove the complication to recover the power.

Specialties: Acrobatic Expert d8, Covert Expert d8, Science Master d10
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Justice League: ORIGIN

Postby BaronVonStevie » Thu Jun 14, 2012 11:47 pm

the name of this event will be Justice League: ORIGIN after the name of the first volume.

paraphrased from the Amazon.com article...

In a world where inexperienced superheroes operate under a cloud of suspicion from the public, the players stumble upon a dark evil that threatens to destroy the earth as we know it. Now, faced with a threat far beyond any one hero, a team must trust one another and band together. Will this combination of heroes be able to put aside their differences and come together to save the world? Or will they destroy each other first?

Event Milestones will be coming soon!
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Re: compiling a DC Justice League event...

Postby jonesy » Thu Aug 30, 2012 9:02 pm

Have you gone any further with this event? And for an upcoming event with Trinity War coming out later this year there's also a new Justice League being formed by Steve Trevor http://www.newsarama.com/comics/new-justice-league-of-america.html
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