21 de octubre de 2014

Green Lantern Corps



El Universo DC es vasto y mucho más cuando nos referimos a héroes de características cósmicas y que a su vez pertenecen a un grupo, como el caso de Green Lantern.

Green Lantern es el nombre de varios héroes de la tierra (Hal Jordan, John Stewart, Kyle Rayner, Simon Baz) a su vez que es el nombre que lleva la Corporación Green Lantern, una fuerza armada y entrenada para vigilar toda la galaxia.

Por ello anexamos esta página para ser utilizada como un recurso de apoyo en quienes deseen ampliar la información de los Green Lantern





29 de julio de 2014

Con la visión del juego#1



Ya hemos colocado las fichas de los miembros fundadores de la JLA


Dicen que nada como la muestra así que decidimos intentar explicar por este medio como sería una escena dentro del DC Universe con el DC Adventures.

Tomaremos el siguiente ejemplo:




Batman, Linterna Verde y Superman en Justice League War.
Si bien JL War se encuentra dentro del universo de los New 52 las estadísticas nos permiten de cualquier manera explicar perfectamente el sistema.

Superman utiliza su super velocidad [acción de movimiento] realizando una tirada de ataque para agarrar a Batman. [acción standard] Superman debe igualar o superar una DC 24 (10+ Parry de Batman) el equivalente a 13 o más en un resultado del d20. El resultado es precisamente 24 sin embargo Batman realiza su tirada regular para evitar el Grab, enfrentando la fuerza del hombre de Krypton (19) vs el Dodge (14) de Bruce.
El resultado: Superman 24, Batman 25. El murciélago se libra rápidamente ayudado de su batarang. 

En la acción de Batman, este realiza una esquiva, dando una acrobacia ( +15) y lanzando sus Smoke Bombs (Cloud Area Visual Concealment Attack 4) y volviéndose a mover [Move by Action], buscando refugio.

Batman utiliza un rebreather [Quick Draw] mientras el humo lo cubre, pero Superman utiliza sus Super Senses (Infravision, Vision Penetrates Concealment (except lead)) El hombre de acero retiene su acción mientras Batman usa su Grapnel Gun  y arroja su batarang explosivo.

Superman dispara su Heat Vision (Heat Vision +10 Ranged, Damage 15) fallándole a Batman. Mientras el hombre murciélago intenta electrocutar al kryptoniano. (gasta un hero point ya que no posee el taser en el equipo) Superman  vuelve a usar su visión, fallando de nuevo. Batman por su parte realiza otro gasto de hero point lanzando un gadget que parece retener al hombre de acero  (Affliction que coloca staggered, imparied  save vs Fortitude) , sin embargo de última instancia el hijo adoptivo de los Kent avanza, salvándose y destruyendo el gadget.  

Llega Linterna Verde atacando con las cadenas realizadas con el poder del anillo (Power Ring +10 Ranged,  Mobile Constructs: Create 12, Movable, Dynamic ) Considerando los resultados de las tiradas el narrador determina que, además del daño recibido, se realiza el Knockback. 


Mitad del Video.

Eso es, a groso modo, como explicaríamos con el sistema lo que vemos en pantalla (o una hoja de cómic)

¿Crees tu poder aplicar las acciones, maniobras, skills, ventajas y poderes que se utilizan por el resto de duración del video? 
Recuerda que las ficha de Superman, Batman y Linterna Verde están en este mismo blog.

Si aún no puedes o no te estás seguro, no te preocupes que seguiremos poniendo ejemplos en el futuro en todas las entradas con la etiqueta: "Con la visión del juego"

Si tienes alguna pregunta o sugerencia, solo déjala en los comentarios.





15 de noviembre de 2013

Superman


El último hijo de Krypton, el orgullo de Kansas...

Superman P L15


STR 19 STA 14 AGL 2 DEX 2 FGT 8 INT 2 AWE 2 PRE 4



Powers

Flight: Array (30 points)
• Flight 15 (64,000 MPH) • 30 points
• Quickness 7, Stacks with Super-Speed; Speed 15 (64,000 MPH) • 1 point
Movement 1 (Space Travel 1) • 1 point
Heat Vision: Ranged Damage 15 • 30 points
Invulnerability: Protection 4; Impervious Toughness 18; Immunity 5 (Cold, Heat, Pressure, Radiation, Vacuum)• 27 points
Super-Breath: Alternate Effects of Strength Damage (19 points)
Cone Area Affliction 9 (Resisted by Fortitude; Hindered, Immobile, Paralyzed) • 1 point
Cone Area Move Object 9, Close Range, Limited to Pushing and Pulling • 1 point
Super-Senses: Senses 15 (Acute and Extended Hearing, Extended Vision 3, Infravision, Microscopic Vision 4, Ultra- Hearing, Vision Penetrates Concealment (except lead)) • 15 points
Super-Speed: Quickness 8 • 8 points
Super-Strength: Enhanced Strength 4, Limited to Lifting (Lifting Str23; 200,000 tons) • 4 points

Equipment

HQ: Fortress of Solitude • 25 points
Size: Huge Tou: 20 Features: Communications, Computer, Concealed 3 (+20 DC), Defense System, Hanger, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System

Advantages

Connected, Equipment 5, Extraordinary Effort, Inspire 3, Languages (Kryptonian), Leadership, Power Attack, Seize Initiative, Ultimate Effort (Toughness checks)

Skills

Close Combat: Unarmed 3 (+11), Expertise: Farming 4 (+6), Expertise: Krypton 8 (+10), Expertise: Journalism 10 (+12), Perception 8 (+10), Persuasion 8 (+12), Ranged Combat: Heat Vision 8 (+10), Technology 3 (+5)

Offense
Initiative +2
Heat Vision +10 Ranged, Damage 15
Unarmed +11 Close, Damage 19

Defense
Dodge 10 Fortitude 15
Parry 10 Toughness 18
Will 15

Power Points
Abilities 106 Skills 26
Powers 118 Defenses 24
Advantages 15 Total 289


Complications

Power Loss: Superman loses his powers and his Str and Sta are reduced to 3 under a red sun, like that of Krypton, and other effects draining or interfering with the energies of the yellow sun can deprive him of his powers.
Relationships: Superman’s closest relationship is with his wife, Lois Lane. Other important people in his life include his mother, Martha Kent, and friends and co-workers Jimmy Olsen, Perry White and Catherine “Cat” Grant.
Responsibility: Superman feels a strong sense of responsibility to use his powers for the benefit of all.
Secret Identity: Clark Kent, mild-mannered reporter for the Daily Planet.
Vulnerability: Superman is vulnerable to magic. His Toughness is not Impervious against magical attacks.
Weakness: Kryptonite

Kryptonite

Superman’s greatest weakness is the radioactive remains of his home planet Krypton, known as “kryptonite.” It comes in a number of forms:

Green kryptonite is by far the most common. Its radiation saps the Strength and powers of Kryptonians, leaving them impaired, disabled, and eventually debilitated in terms of Strength and power effects. Long-term exposure (usually a matter of minutes, less for a large-enough amount) imposes the dying condition and may lead to death. Green kryptonite radiation has little effect on humans unless they are exposed to it over a long period of time, in which case radiation sickness or related diseases like cancer can result.

Red kryptonite has unpredictable effects on Kryptonians, typically an Affliction, usually with a transformed final result. This can range from making a subject tiny or giant to turning a Kryptonian into an intangible wraith or ant-headed creature. The effects wear off in a day or two.

Gold kryptonite temporarily removes Kryptonian powers and reduces their abilities to normal human levels for time rank 1 (about 15 seconds) or two action rounds. This is often enough time for a foe to take advantage of the momentarily powerless victim.

Blue kryptonite has no effect on anyone other than Bizarros, who become clear-minded, polite and compassionate under its effects.

Black kryptonite splits its subject into two aspects of their personality. For example, it might split Kal-El into his Superman and Clark Kent identities, each a separate individual. It often splits a subject into “good” and “evil” personalities.

Silver kryptonite  affects Kryptonians like a powerful psychoactive: causing hallucinations, paranoid delusions or similar unbalanced behavior. A second exposure to silver kryptonite can reverse the effects.

9 de noviembre de 2013

Wonder Woman

Diana Prince, mejor conocida como una de las heroínas más famosas de todos los tiempos

Wonder Woman P L15

STR 16 STA 14 AGL 10 DEX 8 FGT 14 INT 2 AWE 4 PRE 6


Powers
Bracelets of Victory: Impervious Toughness 10, Sustained, Removable (–2 points) • 8 points
Magic Lasso: Move Object 16 Linked to Ranged Affliction 16 (Resisted by Will; Vulnerable, Compelled), Limited to Telling the Truth, Limited Degree, Easily Removable (–16 points) • 22 points
Quick Change: Feature 1 (change into Wonder Woman as a free action) • 1 point
Speed of Hermes: Flight 11 (4,000 MPH) • 22 points
Strength of Gaia: Enhanced Strength 6, Limited to Lifting (Lifting Str22; 100,000 tons) • 6 points

Equipment

Vehicle: Invisible Plane • 44 points
Size: Huge Str: 20 Def: 6 Tou: 11 Features: Concealment 2 (visual), Flight 11

Advantages

Animal Empathy, Attractive, Benefit (Ambassador of Themyscira), Equipment 9, Languages 2, Ranged Attack 4, Teamwork

Skills

Acrobatics 6 (+16), Athletics 4 (+20), Expertise: Mythology 8 (+10), Insight 10 (+14), Intimidation 4 (+10), Investigation 6 (+8), Perception 8 (+12), Persuasion 6 (+12), Ranged Combat: Lasso 2 (+14), Vehicles 4 (+12)

Offense

Initiative +10
Lasso +14 Ranged, Move Object 16 (+16 grab bonus)
Unarmed +14 Close, Damage 16
Weapon +14 Close, typically Damage 18-19

Defense

Dodge 16 Fortitude 14
Parry 16 Toughness 14
Will 16

Power Points
Abilities 148 Skills 29
Powers 59 Defenses 20
Advantages 17 Total 273

Complications
Enemies: Circe and the Cheetah.
Power Loss: In her Diana Prince identity, Wonder Woman has no powers and the abilities of an ordinary (if athletic and skilled) woman. Her Str and Sta are 3 and her Dex and Agl are 4.
Responsibility: To Themyscira.
Secret Identity: Diana Prince, agent of the Department of Metahuman Affairs

*Bullets & Bracelets*
Wonder Woman’s Amazon bracelets can casually deflect attacks, providing her with the benefits of Impervious Toughness at the cost of a free action each round. This allows her to largely ignore minor attacks like bullets (even a hail of automatic gunfire, thanks to the Speed of Hermes). Diana’s Toughness is sufficient to shrug off many attacks, but without her bracelets (or the opportunity to use them) she must still make Toughness resistance checks against even ordinary gunshots or weapons, which may damage her.



7 de noviembre de 2013

Aquaman

Orin el Atlante, conocido como Arthur Curry, Rey de la Atlántida

AQUAMAN PL12


STR 10 STA 8 AGL 4 DEX 2 FGT 11 INT 2 AWE 3 PRE 3


POWERS
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation: Aquatic), Senses 1 (Low-Light Vision) • 6 points
Marine Telepathy: Array (57 points)
Summon Marine Life 8 (120 points), Horde, Mental Link, Multiple Minions 2 (4 minions), Variable General Type (Marine Life), Limited to in or near water • 57 points
Summon Marine Life 4 (60 points), Horde, Mental Link, Multiple Minions 4 (16 minions), Variable General Type (Marine Life), Limited to in or near water • 1 point
Comprehend Animals 2, Mental Communication 4, Limited to Marine Life • 1 point
Swimming: Swimming 10 (500 MPH) • 10 points

ADVANTAGES
All-out Attack, Animal Empathy, Benefit 3 (King of Atlantis), Defensive Roll 3, Favored Environment (Aquatic), Improved Initiative, Languages (Atlantean), Power Attack, Precise Attack (Close; Concealment)

SKILLS
Acrobatics 4 (+8), Athletics 4 (+14), Close Combat: Unarmed 2 (+13), Expertise: Atlantean Lore 7 (+9), Insight 6 (+9), Intimidation 6 (+9), Perception 5 (+8), Ranged Combat: Throwing 6 (+8), Stealth 4 (+8), Technology 3 (+5), Vehicles 3 (+5)

OFFENSE 


Initiative +8
Unarmed +13 Close, Damage 10

DEFENSE

Dodge 11 Fortitude 11
Parry 11 Toughness 11/8*
Will 11 *Without Defensive Roll.

POWER POINTS

Abilities 86 Skills 25
Powers 75 Defenses 19
Advantages 13 Total 218

COMPLICATIONS
Relationships: Aquaman has a wife, Mera, ties with his former ward, Tempest, and his friends in Atlantis.
Responsibility: As King of Atlantis, Aquaman must attend to the needs of his people and his duty to the Seven Seas, which can occasionally come into conflict with his responsibilities to the JLA.
Temper: Aquaman is known for his fierce temper.
Weakness: Aquaman dehydrates when away from water for an extended period of time, becoming impaired, disabled, and finally incapacitated before his condition becomes life threatening. Immersion in water immediately removes all accumulated conditions.

THE WARRIOR KING



Durante un tiempo, Aquaman perdió su mano izquierda cuando fue privado de sus poderes telepáticos y
atacado por un banco de pirañas. Él reemplazó su mano con un arpón cibernético diseñado en S.T.A.R Labs que contaba con un lanzador de cable retráctil. Además de su prótesis en armas, Aquaman adoptó una apariencia y actitud más guerrera y feroz, vistiendo armaduras, dejándose el pelo y la barba crecer. Este Aquaman se llenó de orgullo y beligerancia, incluso hacia sus amigos.

Harpoon Hand: Strike 2, Strength-based, Elongation 4 (cable, Limited to Harpoon) • 4 points



EL PORTADOR DEL AGUA

La Dama del Lago, más tarde reemplazó la mano de Aquaman con un constructo de agua mística, dotado de diversos poderes mágicos. Ella renombró a Aquaman "el Portador del Agua del Mar Secreto".

Hand of the Water-Bearer: Magical Array (24 points)
Dehydration: Affliction 12 (Resisted by Fortitude; Impaired, Disabled, Incapacitated), Cumulative • 24 points
• Communication: Senses 1 (Communication Link with the Lady of the Lake) • 1 point
Hand Weapons: Strength-based Damage 2 (changing the shape and density of the hand into weapons) • 1 point
• Healing Touch: Healing 12 • 1 point
Mystic Portals: Dimensional Travel 2 (mystic dimensions), Portal • 1 point
Nullify Magic: Nullify Magic 8, Braod Simultaneous • 1 point
Scalding Blast: Ranged Damage 12 (blast of scalding water) • 1 point

31 de octubre de 2013

Martian Manhunter

Uno de los heroes más poderosos del mundo, pero con una debilidad extremadamente común.
Martian Manhunter P L14

STR 16 STA 10 AGL 2 DEX 2 FGT 8 INT 3 AWE 4 PRE 3


Powers
Flight: Flight 13 (16,000 MPH) • 26 points
• Space Flight: Movement 1 (Space Travel 1) • 1 point Martian Durability: Protection 3, Impervious • 6 points
Martian MorphologyArray (20 points), Dynamic
• Intangibility: Insubstantial 4, Dynamic • 21 points
• Density: Protection 2, Impervious Toughness 15, Sustained, Dynamic • 2 points
• Invisibility: Visual Concealment 4, Dynamic • 2 points
• Shapeshifting: Morph (any form) 4, Dynamic • 2 points
Martian Senses: Super-Senses 7 (Extended Vision 2, Mental Awareness, Vision Penetrates Concealment) • 7 points
Martian Strength: Power-lifting 4 (Lifting Str20; 25,000 tons)
• 4 points
Martian Vision: Ranged Damage 11 (force) • 22 points
Telepathy: Mental Communication 5, Mind Reading 11 • 31 points

Advantages
Contacts, Great Endurance, Leadership, Power Attack, Teamwork, Trance

Skills
Close Combat: Unarmed 4 (+12), Insight 8 (+12), Intimidation 5 (+8), Investigation 10 (+13), Perception 8
(+12), Persuasion 5 (+8), Ranged Combat: Martian Vision 8 (+10), Stealth 4 (+6), Technology 4 (+7), Vehicles 4 (+6)

Offense
Initiative +2
Martin Vision +10 Ranged, Damage 11
Unarmed +12 Close, Damage 16

Defense
Dodge 12 Fortitude 13
Parry 13 Toughness 13
Will 15

Power Points
Abilities 96 Skills 30
Powers 145 Defenses 29
Advantages 6 Total 306

Complications
Enemy: His brother, Malefic.
Power Loss: Loss of powers and reduction of Str and Sta to 2 when exposed to fire.
Prejudice: Often feels isolated among humans, a “stranger in a strange land.”

28 de octubre de 2013

Green Lantern (Hal Jordan)

Las Green Lantern Corps integran a miles de miembros de una amplia variedad de mundos extraterrestres. Han existido varios Green Lantern de la tierra, pero de los 7, 200 oficiales de los 3, 600 sectores espaciales, ninguno hasta ahora como Hal Jordan.

GREEN LANTERN (HAL JORDAN) PL14
STR 2 STA 2 AGL 2 DEX 3 FGT 5 INT 1 AWE 3 PRE 3


POWERS
Power Ring: 132 points, Removable (–26 points) • 106 points
AI and Database: Features 2 • 2 points
Communication: Senses 1 (Communication Link to Central Power Battery) • 1 point
Flight: Flight 14 (32,000 MPH), Movement 4 (Environmental Adaptation: Zero-G, Space Travel 3) • 36 points
Force Field: Protection 12, Impervious; Immunity 10 (Life Support) • 34 points
Force Manipulation: Array (36 points)
• Force Blast: Ranged Damage 18, Dynamic • 37 points
• Force Bubble: Affects Others, Burst Area, and Ranged on Immunity 10 (Life Support), Dynamic • 2 points
• Force Constructs: Create 18, Dynamic • 2 points
• Lifting: Move Object 18, Dynamic • 2 points
• Mobile Constructs: Create 12, Movable, Dynamic • 2 points
Scanning Beam: Senses 6 (Analytical Auditory, Chemical, and Visual) • 6 points
Universal Translator: Comprehend Languages 4 • 8 points

ADVANTAGES
Fearless, Teamwork, Ultimate Effort (Will)

SKILLS
Athletics 4 (+6), Close Combat: Unarmed 3 (+8), Deception 4 (+7), Expertise: Law Enforcement 8 (+9), Expertise: Military 8 (+9), Insight 8 (+11), Investigation 4 (+5), Perception 4
(+7), Persuasion 4 (+7), Ranged Combat: Power Ring 7 (+10), Vehicles 12 (+15)

OFFENSE 

Initiative +2
Power Ring +10 Ranged, Damage 18
Unarmed +8 Close, Damage 2

DEFENSE
Dodge 12 Fortitude 10
Parry 10 Toughness 14/2*
Will 18 *Without Power Ring Protection.

POWER POINTS
Abilities 42 Skills 33
Powers 106 Defenses 38
Advantages 3 Total 222

COMPLICATIONS
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low.
Reputation: Hal Jordan is a maverick in nearly all aspects of his life and known for having issues with authority.
Responsibility: Hal takes his responsibilities as a ring-slinger very seriously. He also feels responsible for the terrible acts of Parallax while the fear entity controlled him.
Weakness: Green Lantern power rings depend on the willpower of the wearer; the maximum rank of the ring’s effects is equal to the wearer’s Will rank, and moments of self-doubt or hesitation can cause the ring to fail.
Heroes
DC Adventures
DC Adventures







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