Showing posts with label Justice. Show all posts
Showing posts with label Justice. Show all posts

Wednesday, April 15, 2020

HeroForge 2.0 Color

Crazy busy day today.  This working and school from home has me working more than ever.  Hell of a way to get job security.

I checked my email and I got my early access to the new HeroForge 2.0 with color, and I am happy to say that it really exceeds my expectations.

There are a lot of nice features, not all are in yet, but enough to make very, very happy I backed this Kickstarter and the original HeroForge Kickstarter.

You get a bunch of tools and textures to work with.

There are some pre-configured color themes that can really help get you started.

Not everything is ready just yet.  Likely good or I'd be spending too much money now.  This will likely be good for tattoos and designs.  If we can upload our own designs then I have a few custom tattoos I am going to do.

While there are plenty of colors to work with you can use a standard RGB palette to adjust everything.

Here are a few I made tonight.

My superhero character Justice.

A new version of my iconic witch Larina.  I love the shading on her hat.

Iggwilv and The Simbul from my War of the Witch Queens campaign.

Of course my two favorite witches. You may or may not be able to tell, but even Tara's fingernails and toenails are painted.  That is the level of control you have.

And my two newest characters.

Asabalom and Maryah.  These are my new druid and ranger characters for Old-School Essentials.  They have made appearances in my Pumpkin Spice Witch book, in NIGHT SHIFT and other places.  They have been my playtest characters for other things as well including a couple of Blue Rose adventures I have written.  I am quite happy with how they turned out.

Maryah, in particular, is just fantastic looking.  If you compare her and Justice to Willow, Iggwilv or Larina above you can see she has more musculature. Appropriate for a ranger and superhero respectively.

If you look you can see her eyebrow piercings are different metals, copper and two gold.

The minis are $45 each in the color plastic OR $145 to have someone paint it there.  Frankly, I am not sure how they are going to make money at $145 to paint a mini given the amount they are going to do.

I am going to at least pick up four right away.  Though it will likely be a couple of months before I see them.

Gonna have to sell more books to feed my mini addiction!

Tuesday, March 26, 2019

Justice for Prowlers & Paragons Ultimate Edition

Since I started reading over Prowlers & Paragons Ultimate Edition I have wanted to come back to one of my favorite characters, Astra Kal-El, aka Justice.
I introduced Justice waaay back in 2011 as the daughter of Superman and Wonder Woman. She was inspired by my favorite comic Kingdom Come where Superman and Wonder Woman eventually have children after the death of Lois.

Astra was raised by the Amazons but sent to be fostered by Bruce Wayne where she learns to be the superhero Justice.

Justice by Jacob Blackmon

Edge 10
Health 9
Resolve 4
Hero Points 125

Agility 6d
Intellect 4d
Might 9d
Perception 4d
Toughness 9d
Willpower 3d

Academics 4d (Law, Political Science)
Charm 3d
Command 3d
Covert 4d
Investigation 4d
Medicine 2d
Professional 3d
Science 4d
Streetwise 5d
Survival 4d
Technology 3d
Vehicles 2d

Heat Vision (Blast 3)
Blind Fighting (3)
Flight (9)
Hyper-breath (3)
Resistance (6 ranks)
Super-Senses (Analytic Vision, Enhanced Vision, Telescopic Vision, Thermal Visions)

Contacts 2
Patron (Bruce Wayne)
Resources 2

Alter Ego (Astra Kent, Justice Studies graduate student at Gotham University)
Code Conduct (will not use her heat vision anymore)
Enemy (Iron Maiden, The Refrigerator)

Superhero outfit

Age: 24
Sex: Female
Hair: Black
Eyes: Blue


Bruce Wayne, Foster father
Diana Prince, Wonder Woman, Mother
Barbara Gordon, Mentor

Tuesday, December 5, 2017

Mighty Protectors: Converting* Villains & Vigilantes

Mighty Protectors is billed as Villains & Vigilantes 3.0. For the most part, I am completely fine with that.  The game feels the same and mostly plays the same.  There are differences though.  The differences feel about the same as those say between AD&D 1st Ed and D&D 3.0.
The numbers don't always line up in terms of CPs or BCs, but close enough that you can do what I call "concept-driven conversion".

Concept Driven conversion (for me) is a matter of reading over the character (monster, spell, adventure) and re-casting it in the new rules.  This is different than what I call Numerical Conversion where I can lump the numbers into an Excel sheet and get the proper conversion.

I tried both ways on characters I had been using for Villains & Vigilantes 2.x; Justice and Tarot.
I do want to point out that neither of these characters can be considered "mine".
Justice is derived directly from Superman and Wonder Woman, both owned by DC comics.
Tarot is owned by Jim Balent and Holly Golightly and she is very near and dear to them.

Justice (aka "Justice is Blind Issue 8: Mighty Protectors")
In the case of Justice I went with concept driven conversion since I knew I wanted to recraft her from the ground up as a 200 CP character.
To recap, Justice is also known as Astra Kal'El or Astra Kent.  She is the daughter of Superman and Wonder Woman in the future.  I have toyed with the idea of having her go back in time to stop the death of Lois Lane but that would also erase her problems there, but none that I can't solve really.  I like the idea of a young Kryptonian/Amazon.  True, I get a lot of my Justice fill lately from the Supergirl TV series, but this is still a fun character.

This Mighty Protectors version of her is not as powerful as the Villains & Vigilantes version I made a few years back, but I am much happier with it. She is powerful but still just starting out.

Tarot, Witch of the Black Rose
For Tarot, I wanted to do a more numerical conversion.  She was one of the last characters I stated up for V&V 2.1 and thought she would make a good first character for Mighty Protectors.
Trouble is I didn't like the conversion I came up with.  So I smoothed out some of the edges with some concept-driven ideas and good old-fashioned number juggling.  Comparatively the MP and V&V 2.1 versions are much closer aligned. truth the paper sheet I have is much closer. The Excel sheet shows more of the "smoothing".

From a 13th level character to a 200 point build.  Again I am pretty satisfied with this one but the 2.1 version is just as good to me.  Besides.  Tarot is way too fun NOT to have in a game.

Sunday, January 29, 2017

Lazy Sunday Image Dump

Not much happing today. That is good.  So here are some things that have attracted my attention.

My son has been playing Skyrim since it came out. Well I guess they have a bunch of mods out for it now on the Xbox so he has been playing more.  I told him when I could get a witch hat to let me know.  It came out near the start of the year so this is the character he helped me make.  The "Elder Scrolls" version of Larina.

Not really the most appropriate adventure gear really. This is the "Witch Armor". The tattoos are actually the armor.  I have to admit I like the colors and really dig the pentagrams.   The feathers on the cloak are a nice touch as well.

This image appeared on my Tumblr feed.
It reminded me I need to do more with my own Astra, the superhero known as "Justice".

After all, she really could be called the Girl of the Future considering her dad is the "Man of Tomorrow".  The history of this character though is something of a mystery. You can read the details here,

I should get my supers game going some more to get Justice some more game time.

Wednesday, September 18, 2013

Justice Issue 7: Superbabes

Doing something a bit different from the supernatural characters I wanted to try out my other supers character "Justice".

You can read about the character in my various posts and her introduction here.
Justice is very much a perfect fir for Superbabes.  She is young, good looking and of strong moral fiber.  Where she doesn't fit really is she not really a good candidate for "Good Girl Art" she is more a straight forward super-hero.  Plus she has some angsty background elements (she did nearly kill someone with her heat vision).  But besides all that she was a fun character to stat up.

So continuing the the theme of Justice's posts here being an issue in her comic what does Issue 7 give us?  Well this is the time that Justice had to team up with a bunch of other Superbabes from across the multiverse (Taryn, Tarot,... to stop a threat.   If it is going to be something that requires all these heroes (including a younger version of her own mother) then it would have to been something that had also took out the original Superbabes team.
How about this. The big bad is this fetish dude known as The Refrigerator. He captures women and freezes them.  Plenty of subtle and overt S&M and dominance context that makes this guy a bit creepier than Mr. Freeze or Captain Cold, yet fits rather well in this.  After all the perfect foil for a Good Girl is a creepy misanthrope.  All these heroes are gathered together, kick his ass and rescue the original team.  Yeah it's a bit like the X-Men #1 that introduced us to Wolverine, but that's fine. Or any similarities to this scene are probably totally intentional.

Character: Justice
Secret ID / AKA: Astra Kal-El, Astra Kent
Age: 24   Apparent Age: mid 20s
Origin: Extrateristrial (25cp)  Closest thing really.
25 CPs

Primary Stats
Muscles: 32  Damage: +2d6 Max Press: 3,200
Health: 22 ("Amazon" natch)  Regen, Combat: 1/10rds Regen, At rest: 1pp/1rd  HTK/Day: 3d10
Moves: 51  Bonus to hit: +5 Movement: 11" Hittability: 11 Initiative Bonus: 5
Brains: 16  Mental Attack Bonus: +1 Mental Hittability: 5
Will: 17 ("Driven") Regen Rate: 1pp/4rds HTK Regen/Day: 1d6+2
Personality: 20
Looks: 75
466 CPs

Secondary Stats
PP: 233
HTK: 60
Fame: 8
Bimbo Points: 1
Level: 6
CPs: 32 more to spend (still has some skills to learn but I want to improve her Flight later on).

Flight 10 40cp
Don't Breathe III 20cp
Invulnerabilty 12 60cp
Hit Em Harder 2 +2d6 10cp
Blast (Heat Vision) 2d6 12cp
Super Senses
- See Far Away 10cp
- See Through Things 25cp
- Good Hearing 15cp
222 CPs


Melee Weapon (Sword) 10cp
Blind Fighting 25cp
Law Student 20cp
Contacts (Criminal) 20cp (thanks to the Batman)
Contacts (Government) 20cp
Detect & Deactiveate Alarms & Traps 30cp
Streetwise 10cp
Acrobatics 20cp
155 CPs

Character Description
Height: 6'1"
Weight: 135 lbs
Hair: Black
Eyes: Blue (but wears a blindfold)
Skin: Caucasian
Unique Characteristics: Wears a red blindfold.

Ground: 11"
Flight: 40"

Again, I am pretty pleased with this build.  Justice and the build I did for Wonder Woman showed that you can spend the points really fast.

Monday, September 9, 2013

30 Day D&D Challenge, Day 9: Favorite Character I Haven't Played

Day 9: Favorite Character I Haven't Played

That's easy.  My character Astra Kent, aka Justice.
I have stated her up in a number of systems but I have not had the chance to play her at all.  Ok ok. So she is technically not a D&D character.  But she is the one.
I have wanted to play my witch Larina under Pathfinder (closer to D&D) but I have not found a good group for that yet.

Thursday, June 6, 2013

Justice is Blind, Issue 6: Villains & Vigilantes

Today is the Heroes & Villains Blogfest  hosted by Jackie and Dani.  This is Part 2 of my post for that, Part 1 was posted earlier today.

I want to continue talking about Villains & Vigilantes I thought it would be interesting to bring back my superhero character Justice and introduce her new arch nemesis.

To bring everyone up to speed Justice is a character I created for the Mutants & Masterminds RPG for a game we were going to play that day.  Her real name is Astra Ka-el, aka Astra Kent and she is the daughter of Superman and Wonder Woman.  I based her off the last few pages of the comic Kingdom Come, which deals with the superheroes we know in about 20 or so years.  I won't spoil it all for you. Read it, it is fantastic (or watch this fan made trailer). But one of the futures they point to is the possibility of Superman and Wonder Woman having a daughter.  You can read the back story I did for her in "Issue 1: Justice is Blind".  The last time we saw Justice was Issue 5. In Issue 6 I wanted her to go to London where she could potentially run into the legendary, but retired, Acrobatic Flea.  This serves a number of purposes. It gets her to England to meet her new arch-nemesis, it ties in Villains & Vigilantes and it gives a shout out to +Tim Knight (the Flea himself!)  who has been wanting me to do more with V&V forever.

So I introduced my hero.  Here is my villain.

Maggie "Mags" Shaw nee O'Neill aka "The Iron Maiden"
Maggie O'Neill was a plain, if brilliant girl, who lived in one of the poorest areas in Belfast, Northern Ireland. Maggie hated being poor, she hate being scared all the time (the Troubles were at their height) and she wanted nothing more than to get away.  To her that mean London.  After a car bomb destroyed the bus she was supposed to get on for school that morning (no one was killed) she had haad enough. At age 14 she ran away from home and made her way to London a couple of months later.  The education she had on the road was a hard one, and it hardened her.  When she got to London she was "discovered" by a talent scout looking for young, and maybe disposable, girls for modeling. Mags, as she called herself now, quickly turned a would-be tragic situation to one where she was on the cover of every fashion magazine by 16 and a national and tabloid celebrity by 18.  She used her keen intellect, charisma and complete lack of moral center to get to the top of the heap.  Her looks, while plain as a child, transformed her into "The Face of London".  Her name even became so synonymous with magazine covers that people thought it was a play on words.
In her 20s her career took a dip when she tried acting and was terrible.  Same with pop songs. She quietly completed degrees in mathematics, engineering and robotics while people suspected she was out partying.
At 24 she stunned the world when she married multinational billionaire Halloran Shaw, depiste being nearly 40 years younger.  She took a keen interest in his business and became a full partner and soon rose (by much of the same combination of lack of ethics and keen intelligence) to a position of VP and a seat on the board.  Her enemies begrudged her polished public image and despised her ruthless private one.  When Shaw died he left everything to her including controlling stock in his company, locking out his own grown children.
Mags would have had it all had it not been for a PR stunt gone tragic.
Shaw International was responsible for making high capacity batteries for cell phones and small electronics.  Their factories though were located in India and were the worse sort of sweat shops.  Thousands, cramped into small spaces to build batteries with caustic chemicals.  Ventilation was poor, and deaths were common, but as they were the only employer for hundreds of kilometers she had all the workers she could want.  Protest groups caught news of this and were making a stink.  Mags herself went to the factory to hold a press conference. Most of the employees where cleared out (with out pay) so tours could be given.
In the midst of this pr stunt the factory exploded.   The death toll was high, but would have been much higher had it not been for Justice, who had been near by and heard the explosion with her super hearing.
One person though she didn't save, because she didn't know, was Mags.  Mags watched and Justice saved all these people, while she was pinned under tons of rubble while chemicals and fire burned her skin.
Mags was found, alive, but the damage was too great.  For a year she was in the hospital. She lost her legs, an arm, part of her face, some the fingers on her other hand.  She eventually recovered, but swore she would have her revenge.  The news (thanks to a healthy pay off) made the claim that eco-terrorists caused the explosion, so popular opinion was for the "poor woman" who had "lost everything".
Secretly Mags has built herself a suit of armor that not only keeps her alive, but also enhances all her physical stats.  She has been using it to steal what she can't buy or make herself.  She has killed and seems likely to do so again.  Though no one suspects that the armored thief the tabloids call The Iron Maiden is really Mags Shaw.  And no one know that she is building a weapon to kill Justice!

Here they are in their Villains & Vigilantes glory.  Justice and her arch nemesis The Iron Maiden!

There might be errors here.  It has been years since I played V&V.

See more posts here:

Monday, January 14, 2013

Justice is Returning

I have been really, really negligent in keeping up with posts on my supers character Justice.  In fact it looks like the last time I posted about her was March.

That's just not right.

So I do plan on posting some stats.  But in the mean time here is something to keep you entertained.

A commission from my friend David Reynolds of ShadowGirls fame.

Not sure what the Penguin's name is yet.  But I do know she finds him in her father's Fortress of Solitude.

As for Stats, I am hoping to do some FASERIP/Marvel/4C, Super Babes, Villains & Vigilantes and some Capes, Cowls and Villains Foul.

EDITED TO ADD: David is taking commissions again.

Thursday, March 29, 2012

Justice: Marvel Heroic Roleplaying

Earlier this week I mentioned I spent some time over the last month with Marvel Heroic Roleplaying.  One of the first characters I though about was my paragon character "Justice".

The great thing about Justice is I have a great grasp on who this character is, what motivates her and what she wants to be.  So a game like MHR is really a good fit.  Plus is gives me the chance to compare her "Marvel" universe counterpart with her "DC Universe" counterpart.

For Issue 5 I spoke to my regular GM Greg, the guy likely to be the GM of any supers game I'll play in and my go to guy for Marvel questions, suggested an adventure where Kara travels to Madripoor.  Kara is there as part of a delegation with one of her law professors.  Her role here is of course to be quiet and learn.  Bet you know how that is going to turn out.

Since we are going to focus on the drama here Greg wanted to give her a love interest, one of the local criminals (whose name escapes me at the moment, but I think it was Wolverine's son).

So with out further ado, here is Justice.

Name: Justice
ID: Astra Kal-El / Astra Kent (secret)

Affiliations: Solo d10, Buddy d6, Team d8 (Kara is still trying to figure out who she is and she is doing that on her own.)

Distinctions: Uncompromising (sees the world in mostly black & white; good guys and bad guys)
Heroic Ambition (wants to be a hero)
Struggling with Identity (is she Amazon? Kryptonian? something new? How can she fit into a human world?)

Power Sets
Amazonian Heritage d10
Superhuman Strength d10, Superhuman Durability d10, Superhuman Stamina d10
Limit: Exausting
SFX: Multipower
SFX: Second Chance (reroll)
(she is still coming into her power)

Kryptonian Heritage d8
Superhuman Senses d8, Flight (subsonic) d8, Blast (heat vision) d8
Limit: Kryptonite - Shutdown
SFX: Second Wind (move power up to d10)
SFX: Invulnerable (spend 1pp)

Combat d10 (training from the Amazons and Bruce/Batman)
Cosmic d10
Crime d8
Science d8

Just like Mom and Dad...
1xp You encounter someone that knew your father
3xp You defeat one of your father's or mother's old enemies.
10xp You join or leave a team that your parents were on.

"Justice will Prevail!"
1xp You save an innocent life
3xp You must make a choice between the Law and Justice
10 xp You choose to see justice done at the expense of your own personal happiness.

I think this describes her rather well to be honest.  And it is something I could use to help drive the character in any other Supers game she might be in.

Tuesday, April 12, 2011

Justice is Blind, Issue 4: Icons

Yesterday I talked about Icons.  Today I want to see how my paragon, Justice would fare.

I have detailed Justice in previous posts.  Her introduction and Mutants and Masterminds 2nd Ed stats, stats for the BASH! RPG and for Mutants and Masterminds 3rd Ed / DC Adventures.  This would be issue #4 of the Justice is Blind comic.  Each issue and each build had a "theme".  Issue 1 of course is her origin story and her current situation, Issue 2 is told in flashbacks with the current tale of her training with the Amazons and her early life.  Issue 3 was more flashbacks though now her training with Bruce.
Issue 4 will be more recent flashbacks, her work with DA Barbara Gordon and her getting into Law School.  I should suppose that here would be the best time to introduce some boy friend for her, but allude that ended really badly, possibly refrigerator badly.
Icons is really about action, so this would be the episode where she gets to conk some heads.

Since one of the things I like most about Icons is the presentation of their character sheets, here is Justice in an Icons style character sheet. Click for larger.

Over all the game reminds me a bit of Bash and M&M. Which should be no surprise.  The one thing we don't have yet is an arch villain for her.   I am going to have to think of something.  Something appropriate to her.  So the archvillain should be someone all about anarchy.  Maybe that is it.  Her nemisis is Anarchy (not Anarky).

Just a thought.

Wednesday, March 2, 2011

Justice is Blind, Issue 3: M&M3 / DCA

I have mentioned before about how pleased I have been that Mutants and Masterminds 3 and DC Adventures share the same system.  Here is one of those reasons.
My latest super-hero character Justice.

Justice, as she is known is a Paragon, of the likes not seen since Superman left he Earth and Wonder Woman retired.   Many know she is the newest force for Truth, Justice and the American Way, but not many know that she shares more with the those paragons of old than a costume design.
Justice is also Astra Kal-El, daughter of Superman (Kal-El) and Wonder Woman, Diana of Themyscira.

I have detailed Justice in previous posts.  Her introduction and Mutants and Masterminds 2nd Ed stats, and stats for the BASH! RPG.

I like her M&M 3.0 stats as well and think this is the best system for her.  Issue 3 of "Justice is Blind" would deal with her current troubles of establishing herself as her own hero with some flashbacks of her time on Themyscira.

Justice - PL 10
Strength 11, Stamina 10, Agility 4, Dexterity 2, Fighting 5, Intellect 3, Awareness 3, Presence 4

All-out Attack, Attractive 2, Benefit, Alternate Identity (Astra Kal-el, Astra Kent), Benefit, Wealth (well-off), Connected (Bruce Wayne), Defensive Attack, Languages 1

Athletics 1 (+12), Close Combat (Grab) 2 (+7), Deception 2 (+6), Expertise (Law) 4 (+7), Insight 1 (+4), Investigation 4 (+7), Perception 3 (+6), Persuasion 2 (+6), Ranged Combat (Heat Vision: Blast 8) 3 (+5), Stealth 4 (+8)

Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)

Heat Vision: Blast 8 (DC 23; Distracting)

   Immunity: Immunity 10 (Life Support)
   Impervious Defense: Impervious Toughness 5
Super Senses: Senses 8 (Acute: Vision, Hearing, Distance Sense, Extended: Vision, Hearing 2 (x100), Penetrates Concealment: Vision; Limited (Lead))
Super Speed: Quickness 4 (Perform routine tasks in -4 time ranks)
Super Strength: Enhanced Strength 2 (+2 STR; Limited (Lifting only))

Initiative +4
Grab, +7 (DC Spec 21)
Heat Vision: Blast 8, +5 (DC 23)
Throw, +2 (DC 26)
Unarmed, +5 (DC 26)

Power Loss: Exposed to Kryptonite
Secret: Is the daughter of Wonder Woman and Superman. Raised by the Batman.
Secret: Secret ID, Astra Kal-El, aka Astra Kent.
Weakness: Magic

English, Greek

Dodge 4, Parry 5, Fortitude 10, Toughness 10, Will 3

Power Points
Abilities 80 + Powers 49 + Advantages 8 + Skills 13 (26 ranks) + Defenses 0 = 150

What I like about Justice is she has power, she has a pedigree even (daughter of Wonder Woman and Superman, trained by the Batman) but she is still young and she does not always know what she is doing or what she needs to do.  She only knows that she sees injustice and suffering in the world and she needs to do something about it. She is not an brooding, agnsty hero, but she is a dedicated one and maybe even a bit of a naïve one. She just knows she has to do something. No existential struggles with her, just action.

Now here is to seeing if my regular GM will let me use her in one of his adventures one day.

ETA: I updated her based on some conversations

Wednesday, January 26, 2011

Justice is Blind, Issue 2: BASH!

Continuing on my development of a "new" superhero I want to first talk about a few things from my first post on Justice. I see Justice as a very conflicted sort of hero, but not angsty.  She is conflicted because she wants to do good, but is unsure what is the best way to that.  She knows she has a duty because of who her parents are and she has obligation because of who she is.

One thing that Justice is really needs is a nemesis.  All good heroes are defined by their enemies.  For the moment I'll leave that one to my GM.  Though I did just finish Batwoman: Elegy and I am thinking that the best nemesis for her would be her own twin sister.

Justice is sort of my anti-Witch.  She is smart, yes, but she is strong and has no affinity for magic whatsoever.  So this makes for a character that is more physical than I have done in the past.

Since this is a new character I think I need to use the game that was my first new game of 2010, BASH!.

BASH is a pretty simple system.  Basically it is kind of a modified point buy with points determined by the campaign setting.  Pretty common for a supers game.  The mechanic is kind of an odd one with multipliers (but I think it works for supers) and exploding doubles on 2d6, which I admit I like. It also has a cool FASRIP-looking chart for die results, so it gives it an old school feel (something all old school supers games had were charts, lots of them!). I like that the main Abilities have been reduced to just three; reminiscent of Tri-Stat, but these a Brawn, Agility Mind (BAM!).  Everything after that are skills and powers.

It has it's legions of fans and that is cool and I can see why.  I don't know if I'll ever play it myself.  I'll try it out one day to be sure, but if and when I do, I have a character ready to go.

Here is Justice based on a 40 point game.

Name: Justice
Real Name: Astra Kent / Astra Kal-el

Brawn: 4
Agility: 3
Mind: 2

Soak: 9
Defense: 4
Mental Defense: 2

Martial Arts Mastery (Tough, Fast, Wrestling styles) (+2 Brawn, +1 Agility) 2
Flight, 15 squares, 3
Armor, Impervious (+3 Brawn) 3
Super Senses, Vision and Hearing 3
X-Ray vision 3
Keen Senses, Vision
Skillful, +2 to Skills 1
Heat Vision, Special Attack 2
Super Speed

Social/Sci - Law
Social/Sci - History
Athletics - Acrobatics
Athletics - Running
Stealth - Prowl
Investigate - Finding Clues
Security - Surveillance

Never Surrender

Magic Weakness (Negates Armor)

Character Points: 39

Again I like the picture being put together here.
If this was an on going narrative, Issue #1 (Mutants & Masterminds) focuses on her powers and how much she is like her parents.  Issue #2 here (BASH!) then is told in flashbacks to talk about her training as an Amazon and then her later training with Bruce on martial arts and how to be a detective.  Issue #3?  Well not sure yet, either Icons or Villains and Vigilantes.

Either way tune in next time for the exciting new adventures of Justice!

Monday, January 3, 2011

Justice is Blind

One of my favorite comic series is Kingdom Come.  It deals with the future of the DC Universe and the growing violence of the new heroes compared with the older heroes of the past like Superman, Batman and Wonder Woman.  There are a tons of great nods to comics of old and the art is fantastic.  One thing it did though was have a widowed Superman get involved with Wonder Woman at the end of the story.  It was all "off page" but Bruce was able to tell that Wonder Woman was pregnant.  I had often wondered since reading it what would the child of Superman and Wonder Woman be like?  What would she be like if she were raised by Bruce Wayne?  Well last year my normal group got together to make new heroes for a supers game.  One of my fellow players, a fan of the old "Spider-man and his Amazing Friends" cartoon, came up with the son of Firestar and Iceman.  I came up with Astra aka Justice.

The basic idea was to come up with a next generation hero that would be living in Freedom City.  Gotham, Metropolis, Empire City, and all the superhero cities would be there from Marvel, DC and games we had all played in the past.  So it was quite a mash-up.  But we never got to play.  Maybe we will one day.  But in any case here is the introduction to Justice.  I'll have some stats for her soon.

Issue 1, Vol. 1
"Justice is Blind"

When Lois Lane-Kent was murdered not just Metropolis was in shock, but so was the world. Not that anyone was surprised when the Pulitzer Prize winning journalist was targeted for murder, Lois had a way of making enemies, but that Superman, the man who had been a constant at her side since he arrived in Metropolis couldn't save her.

After Lois' funeral Superman met with members of the Justice League and told them that Clark Kent was dead. He would never assume the role of Clark Kent again. He left for the Fortress of Solitude where he spent the next five years in self imposed exile. Over the years various heroes attempted to contact him, even try to go to him. Batman was rebuffed. Steel was sent home with a broken arm. Finally one day Wonder Woman returned from the Fortress saying that Kal-El was leaving Earth, maybe forever.

Nine months later she gave birth to a daughter.

Diana had passed the mantle of Wonder Woman over to her sister Donna, she was now the UN Ambassador of Themyscira. The birth of her daughter made her return home. She named the girl Astra after the Goddess of Justice Dike Astraea, but also for its meaning, from the stars. Astra grew strong, tall and proud like any Amazon. Though it was obvious from the beginning she was not an ordinary Amazon. She was much stronger and faster than her sisters, though unlike them she had difficulty with magical weapons. Even in close proximity to her aunt's Lasso of Truth effected her.

When Astra turned 12 her grandmother Hypolata died in battle. Diana became queen of the Amazons. She decided that her daughter, already finding life among the Amazons difficult, would live among humans to learn their ways. She sent her to the only person she could trust with the thing most precious to her in life. Bruce Wayne.

Bruce accepted Astra Kal-El as she was known and crafted a human name and identity for her, Astra Kent, daughter of the late Clark and Lois Kent. Bruce was a good father and teacher to Astra, teaching her history, civics, law and most importantly justice and the value of a human life. She had received training in various combat styles from the Amazons, but Bruce took it to the next level. He taught her not only to how fight, but how to more effectively use her own powers. Where she excelled though was in her studies of the criminal justice system.

She entered Gotham University as a Justice Studies major with a minor in Ancient History. She graduated and was set to enroll in the prestigious Gotham Center of Legal Studies at GSU to get her degree in law. Bruce even arranged for her to work as an intern with State Attorney General Barbara Gordon. This is when Astra met her destiny.

She had been helping Barbara with a case to put away a known mobster. Carlos "the Shark" Diaz was the leader of Diaz crime cartel in Gotham. To date he had been arrested on hundreds of charges but never had they been able to make any of them stick. Then one night he was in his nightclub when in a fit of bravado he pulled out a chrome .44 and shot randomly into the night. His shot hit and killed a single mother of three coming home from working a double shift at a local drug store. A shift she was not supposed to have been working. The police were all over Carlos in an instant. He had been seen not only by dozens of witnesses, CCTV, his finger-prints were also all over the bullet. When he was let off on yet another technicality, Gotham raged. But Astra knew she had to do more.

She went home and crafted a costume similar to that of her father's and mother's, and with speed born in her Kryptonian blood she went after Carlos. It did not take her long to find his car which she blasted with her heat vision. She tore the car apart with her bare hands to get to Carlos. She grabbed him by the nap of his neck and flew so high ice formed on their skin. She dropped him, only to catch him moments before he hit the ground.

"Please!" the mobster begged. "I'll give you anything you want! Power, money! Please!"

"I want…" Astra began.

"Yes, I'll give it to you!" screamed Carlos.

"I want…I want Juanita Washington's children to have their mother back!" she yelled at him, she pulled him to her face and her eyes began to glow red with heat vision.

"ASTRA!" came a shout. It was Bruce.

"Bruce. I have too. He just keeps getting away. He kills, he murders, he gets kids addicted to drugs. We need justice!" She called back to him, tears in her eyes.

"This is not justice. This is revenge. Do this and you become him." Bruce said quietly.

She looked at the mobster a long time and finally tossing him to the ground, breaking his legs. She took off with such force that the sonic concussion broke windows eight blocks away.

Bruce called the police and returned home.

There he found Astra in the Bat-cave crying.

"I failed you Bruce." She said.

"No. I failed you. I forgot to teach you that the most important lesson is never too loose yourself. Your mother sent you to me not for my skills as a detective, or our past, but for something I still struggle with."

He looked over her costume. It was crude, but it had a certain style and flair.

"Who are you supposed to be?" he finally asked.

She looked up with an ironic half-smile, "Justice".

Bruce went to her cape and tore off a strip that had come loose. He took the strip and fashioned, not a mask, but a blindfold. He tied it around her eyes.

"Justice is blind." He said. "In the courtroom or the streets you must be fair and impartial. Pursue the guilty, protect the innocent and uphold the law."

After that night Astra packed her bags. Bruce didn't tell her she had to go, but he did not stop her either. She wrote a letter to Attorney General Gordon, apologizing for her actions and submitting a letter of resignation. She dropped out of GSU and by morning had already made arrangements to move to Freedom City. She feared she would not get into FCU so late in the term, but letters from the Gotham Attorney General, the US Ambassador to Themyscira, and not to mention a sizable endowment from Wayne Enterprises with a personal letter from Bruce Wayne brought her in as a mid-semester new grad student.

Astra has spent the last few weeks catching up on her Law School courses making up lost time. But it is rumored that a new hero has been spotted in Freedom City. Her blue, red and gold costume is reminiscent of a Greek tunic, or of superheroes that have not been seen in over two decades.

Though the oppressed, the downtrodden and criminals know…Justice has come to Freedom City!

PL: 10 (150 pp)

ABILITIES: STR: 30 (+10) DEX: 12 (+1) CON: 19 (+4) INT: 16 (+3) WIS: 10 (0) CHA: 16 (+3)

SKILLS: Acrobatics 4 (+5), Bluff 2 (+5), Climb (+10), Computers 4 (+7), Concentration 2 (+2), Diplomacy 4 (+7), Disguise (+3), Escape Artist (+1), Gather Info 4 (+7), Handle Animal (+3), Intimidate 2 (+5), Investigate 4 (+7), Civics 6 (+9), History 6 (+9), Notice 4 (+4), Search 4 (+7), Sense Motive 4 (+4), Stealth 2 (+3), Swim (+10)

FEATS: All-out Attack, Attractive (2), Power Attack, Defensive Attack, Connected, Benefit (1)

POWERS: Enhanced Strength [20], Enhanced Constitution [6], Flight [8], Blast (Distracting) [7], *Super Senses [4], Extending Sight, , Acute Hearing, , Extended Hearing, , X-Ray Vision, , Super Strength [2], Protection [6]

COMBAT: Attack 10 [Unarmed +10 (Bruise)] Defense 10 (10 flat-footed) Init 1

SAVES: Toughness 10 (10 flat-footed) Fortitude 9 Reflex 2 Will 5

DRAWBACKS: Vulnerable: Magic (High Freq, Low Severity) -2, Disability (Total) Kryptonite (Low Freq, High Severity) -3

Abilities 43 + Skills 14 (53 ranks) + Feats 7 + Powers 76 + Combat 4 + Saves 11 – Drawbacks -5 = 150 / 150


I figure the blindfold is cooler than a mask. With her X-Ray vision she could easily see through it. Plus she is 6'2", brunette and looks like a super-model, she is going to need something more than glasses to disguise who she is. Plus it is also used as a reminder to her not to use her heat vision, something she almost killed someone with. That Bruce is a thinker.

I liked the idea of Babs being the AG and Astra working for her.

One of the first things I had to figure out was the compelling reasons for Superman not to be in her life (he is gone) and he never knew she was there. Wonder Woman would see it as it being better with Astra living her life away with mortals. Plus as the new Queen of the Amazons she would be busy. Of course if supes ever found out he had a daughter he would be back on Earth as quickly as he could.

I had Donna Troy become the new Wonder Woman when Astra was born, but that is not to say that Cassie Sandmark is not the Wonder Woman now.

I wanted to remove her from Bruce's influence a little more than just she moves to FC. Nearly killing a mobster in revenge would put a big strain on their relationship.

The Bruce here is more of the Batman Beyond Bruce Wayne than the Kingdom Come one.  We initially thought that this would make Terry McGinnis the current active Batman (though that would make this series sometime after 2040 and I don't think we thought of it that far head).

Her costume looks like the statues of "Blind Justice", the Goddess whose name she shares, with elements of her mother's and father's costumes as well. I figure Supes has been out in space (or wherever he was during the whole DC 1,000,000 series) and would not have been around, Wonder Woman is retired so no one has seen the likes of her for a long time.