xpower
the 10 most powerful of both teams are the following.all were at once a part of the team.
x-men
professor x = Fighting: Good
Agility: Feeble
Strength: Good
Endurance: Good
Reason: Remarkable
Intuition: Excellent
Psyche: Monstrous
Telepathy: Unearthly
Mind Probe: Monstrous
Project Thought: Monstrous
Mental command: Amazing
Mental bolts: Monstrous
Psionic Detection: Monstrous
x-man =Fighting: Excellent
Agility: Excellent
Strength: Good
Endurance: Incredible
Reason: Good
Intuition: Incredible
Psyche: Amazing
Known Powers:
Mental Powers: Nate Grey is a powerful mutant with mental powers that has great potential for even greater powers. Nate Grey has psionic abilities that he normally has at these levels.
Postcognition: Incredible
Precognition: Good rank and is usually accidently triggered.
Telekinesis: Incredible
Force Bolt: Incredible
Force-Field: Incredible
Flight: Incredible
Telepathy: Incredible
Mental Probe: Incredible
Psi-Screen: Incredible
Psychic Detection: Incredible
Psychic Invisibility: Incredible
Mind Control: Excellent
Mind Wipe: Excellent
Mind Blast: Incredible
Exo-Skeleton: Incredible, this also raises his strength two rank levels.
Ability Boost: Nate Grey is potentially the most powerful, mutant mind on Earth. Unfortunatly for Nate his body has yet to grow into his mental abilities. All of Nate's In ranked abilities are actually at the Unearthly level but he is forced to limit them in order to protect himself from injuring himself. Nate Grey can boost his mental abilities to Am at no cost. If he boosts them further he takes some backlash damage and suffers a karma loss. at Monstrous level he suffers Feeble damage, and uses 5 Karma, at Un levels he suffers Poor damage and costs him 10 Karma. He can also really boost his abilities to Shift-X levels but this costs him 10 health, 25 karma, and requires a Psyche FEAT every round that he uses those levels or he falls unconscious for 1-10 hour. When Nate uses his powers at boosted levels he usually gets nose bleeds.
phonenix jean=not dark phonenix cuss she was never and x-men
Fighting: Excellent
Agility: Excellent
Strength: Good
Endurance: Incredible
Reason: Good
Intuition: Incredible
Psyche: Amazing
Telekinesis: Amazing
Mental Force Shield of Amazing strength
Amazing Force Bolts
Move objects with Amazing strength
Flight: Remarkable airspeed. With 10 others, speed is Good
Telepathy: Amazing
Mind Probe: Amazing
Thought projection: Monstrous
Mental command: Amazing
Mental bolt: Amazing
juggernaut=
Known PowerFighting: Remarkable
Agility: Poor
Strength: Unearthly
Endurance: Unearthly
Reason: Typical
Intuition: Poor
Psyche: Good s:
Invulnerability: The Juggernaut has body armor that gives Unearthly protection and a Cl3000 force field covering his entire body that protects against physical and energy attacks, radiation, toxins, corrosives, cold, heat, and gases. It provides Monstrous protection vs. magical attacks but none against psionic attacks. Juggernaut wears an Unearthly material helmet and skullcap of mystic material, these provide Unearthly protection against psionic attacks.
Self Sustenance: No need to eat, breathe or drink and he is unaffected by disease.
Regeneration: Juggernaut can recover 100 points of health but only in a round he is not injured again.
Movement: Juggernaut can move 2 areas/round and he should be treated as CL1000 material to be stopped. He pays no attention to force field or objects of less than Incredible strength. Those of greater force will slow him down to 1 area/round.
magneto=Fighting: Good
Agility: Remarkable
Sstrength: Good
Endurance: Amazing
Reason: Incredible
Intuition: Excellent
Known Powers:
Magnetic Control: Shift-X (all power stunts)
-Electro-Magnetic Pulse: Magneto was able to send an EM-Pulse of Shift-X intensity over the whole world. This shorted out all sorts of electrical equipment and did Unearthly damage to all electronically based heroes.
Force Field: Unearthly, -1CS per area. It also stops mental attacks, including possesion.
Flight: Remarkable
Energy Control: Monstrous Energy, 20 areas or Unearthly damage on touch.
Magnetic Detection: Detect teleporting, invisible or illusions with a Yellow FEAT.
Telepathic Projection: Good
Astral Projection: Typical
thunderbird III=Fighting: Good
Agility: Excellent
Strength: Good
Endurance: Remarkable
Reason: Good
Intuition: Typical
Psyche: Typical
Known Powers:
Plasma Generation: Thunderbird is able to generate solar plasma with Unearthly ability, calling down the fury of the sun itself for defense and offense. He has so far demonstrated the following power stunts:
Energy Sheath: Incredible protection from physical attacks. Anyone attempting to grapple him while his powers are active takes Am heat damage.
Flight: Excellent airspeed
Plasma Projection: A jet of plasma which can inflict up Incredible damage
storm=Fighting: Remarkable
Agility: Remarkable
Strength: Typical
Endurance: Amazing
Reason: Good
Intuition: Remarkable
Psyche: Remarkable
Known Powers:
Weather Control: Monstrous
Flight: Excellent, up to 5 passengers
Protection from the weather: Amazing
Weather Prediction: Amazing
Create fog: Amazing intensity & thickness
Lightning Bolts: Monstrous
Create Amazing strength winds, cyclones etc.
Reduce weather effects with Amazing abilities, faliure will mean effects will increase
Known Powers:
Flight: Remarkable
Body Resistance: Amazing
Resistance: Amazing vs. drugs & disease
Danger Sense: Incredible
Power Absorbtion: Unearthly on physical contact. If Rogue has contact with her target for a round, she gains the targets' memories, powers, abilities & talents for 6-60 rounds. target falls unconscious
Machines & Energy beings are immune
If target's ranks are Shift-Y or higher, she must make an end FEAT. vs. stuns & slams
If any absorbed abilities are Mn or higher, she must make a Psyche FEAT. or overcome that person's personality
If Rogue is in contact for more than 1 round, She must make a Psyche FEAT or permanently take over the powers with a loss of 1 rank of psyche
rogue=Fighting: Excellent
Agility: Excellent
Strength: Amazing
Endurance: Amazing
Reason: Typical
Intuition: Good
Psyche: Typical
Known Powers:
Flight: Remarkable
Body Resistance: Amazing
Resistance: Amazing vs. drugs & disease
Danger Sense: Incredible
Power Absorbtion: Unearthly on physical contact. If Rogue has contact with her target for a round, she gains the targets' memories, powers, abilities & talents for 6-60 rounds. target falls unconscious
Machines & Energy beings are immune
If target's ranks are Shift-Y or higher, she must make an end FEAT. vs. stuns & slams
If any absorbed abilities are Mn or higher, she must make a Psyche FEAT. or overcome that person's personality
If Rogue is in contact for more than 1 round, She must make a Psyche FEAT or permanently take over the powers with a loss of 1 rank of psyche
colossus=Fighting: Excellent
Agility: Good
Strength: Unearthly
Endurance: Amazing
Reason: Typical
Intuition: Typical
Psyche: Excellent
Known Powers:
Organic Steel form: Colossus can change into an armored organic steel form with the following abilities:
Body Armor: Amazing vs Physical & Energy,
Resistances:
Monstrous vs Heat & Cold
Remarkable vs Electrical
Excellent vs Corrosives
Damage suffered in this form will be healed when he reverts to his true form unless his health has decreased below 70.
Alter Ego: Piotr has Excellent Strength and Endurance and 70 health when not "armored up".
wolv
Known Powers:
Claws: Logan is able to inflict Excellent damage with his claws. Made from CL1000 pure Adamantium they ignore physical armor of less that material strength. The claws do not ignore Force Fields but may still damage the field for the purposes of overloading.
Regeneration: Unearthly
Recovery: Unearthly
Resist Poisons: Unearthly
Animal Empathy: Amazing
Enhanced Senses: Monstrous smell and Incredible hearing
Tracking: Monstrous
Berserker: Ignore stuns & Unearthly resistance to mind control. A successful Psyche FEAT must be made to come out of it.
Now 4 the jla
superman=
wolverine=
Superman=Fighting: Incredible
Agility: Monstrous
Strength: Unearthly
Endurance: Shift-Y
Reason: Remarkable
Intuition: Remarkable
Psyche: Amazing Known Powers:
Kryptonian Physiology: Class 3000 Solar Absorption and Storage that provides Superman with the Agility, Strength, and Endurance Ranks listed under statistics. He also uses this energy to recover lost Endurance Ranks, though he does not have a Healing Factor. He may also direct this stored energy to enhance the following abilities:
Heat Emmision-Eyes: Superman can emit his body's stores of solar radiation through his eyes causing Unearthly Heat damage with a 10 area range.
Recovery: Superman's body continues absorbing solar radiation even after death. This energy may eventually return him to life making it virtually impossible to kill him.
Power Boost: Superman can direct his bodies energies into his Strength, Flight or Speed, raising them as high as +2CS. It is an instantaneous boost and will be used when the challenge calls for it. He would normally raise +1CS, then +2CS if the initial boost is ineffective. He can boost immediately to Shift-Y if he needs too.
This power gives him freedom over Earth's gravity and permits him to subconsciously direct his energies as to manifest themselves in the following ways:
Invulnerabilities: Superman has Cl1000 resistance to Heat, Cold, Disease, Corrosives, Toxins and Radiation. His body's cells protect him internally as well so even his insides wouldn't be melted by drinking a vial of acid.
Body Resistance: Superman's dense Kryptonian body provides him with Unearthly protection from physical and Energy attacks.
True Flight: Superman is able to defy gravity and fly at Unearthly airspeeds in atmosphere whilst at CL3000 speed in space.
Hyper Speed: Superman is fast. He possesses hyperspeed at Amazing rank.
Hyper Breath: Amazing Cold within 1 area
Superhuman Senses: Superman heightened senses as below:
Enhanced Hearing: Unearthly
Microscopic Vision: Amazing
Telescopic Vision: Good
Penetration Vision-Xrays: Unearthly
lobo=Fighting: Unearthly
Agility: Incredible
Strength: Unearthly
Endurance: Unearthly
Reason: Incredible
Intuition: Incredible
Psyche: Unearthly Known Powers:
He's as indestructible as you can get, and an astoundingly efficient brawler and street fighter. Simply put, he's a juggernaut of wanton destruction and ultra-violent rampage, who can probably beat up anything this side of Darkseid.
Invulnerabilities: Lobo has Cl1000 resistance to Heat and Cold. Lobo can survive the vacuum of space. He may hold his breathe for days but eventually will need to breath.
Immortality: Lobo cannot permanently be killed because he has been barred from both heaven and hell.
Tracking-Manifests as a scent to him: Lobo has an unerring tracking ability at CL3000 rank. He can track his victims clear across the universe.
Weakness Detection: Unearthly
True Invulnerability: Shift-X
Hyper Leaping: Unearthly
Regeneration: Unearthly regenerative abilities. He has healed himself back from his remaining cells found in carnivorous snail dung.
greenlantern=Fighting: Good
Agility: Excellent
Strength: Good
Endurance: Remarkable
Reason: Typical
Intuition: Remarkable
Psyche: UnearthlyEquipment:
Green Lantern Power Ring: Green Lantern's ring, considered by some to be one of the most powerful weapons in the known universe, has the ability to affect and use fundamental forces of the known universe. including electromagnetic energies such as gravity, radiation, heat, light, and powerful blasts of concussive force.
Material Strength: CL3000
Reason: Incredible
Intuition: Incredible
Psyche: Excellent
Electromagnetic Force Manipulation: The Green Lantern Power Ring has extensive energy manipulation powers able to effect the entire spectrum including gravity, radiation, heat, light at Monstrous ability. Kyle can only create 1 effect per round, but can maintain up to 3 existing effects by making a sucessful psyche FEAT roll. Powers stunts include:
Energy Blasts: Monstrous Energy, 7 areas
Kinetic Blast: Project Monstrous blasts of concussive force.
Force Field: Monstrous rank
Create objects of solid energy: Monstrous
Note: On the creation of solid objects the GM decides which creations are within the power of the ring and assigns a power intensity FEAT: Simple weapons, entrapments devices, common geometric shapes, gigantic hands and simple containers are all powers stunts and are usually Monstrous rank.
The GL ring is also capable of imparting the following extra abilities:
True Flight: Incredible airspeed in Earth's atmosphere, Cl3000 in space
Life Support: The ring provides Cl1000 life support when required.
Energy Sheath: This life sustaining aura protects him from harm. The ring generates a field of life sustaining atmosphere and protection from harmful radiation, even if the wearer is unconscious. It also offers Remarkable defence vs attacks.
Electromagnetic Scanning: The ring has a wide range of detection abilities. If Kyle can conceive of it, he can probably detect it. Most normal electromagnetic phenomena are within the range of the ring, including radio, television, infrared, ultraviolet, and high frequency band communications at Unearthly levels.
Universal Translator: The ring allows Kyle to communicate with anyone, no matter what language is spoken at Amazing rank. The ring allowed for translation as long as the medium for communication was able to be duplicated by the ring, and that the wearer was aware that communication was being attempted.
Regeneration and Recovery: Excellent ability to repair minor injuries in himself or others.
Linguistics: Remarkable
The power ring is also capable of imparting the following powers although Kyle has not yet shown them.
Absorption Unearthly
Invisibility Monstrous
Astral Travel: Excellent
Life Sense: GL "Type" Energy only: Cl1000
Raise Power: Any power or ability of the ring may be temporarily enhanced by a psyche FEAT roll. He must roll with -2CS against Psyche for every +1CS he is hoping for. If he wants to fly at Remarkable he must make a Psyche check at Good. This is why Lanterns can make HUGE energy blasts but have gritted teeth and sweat pouring down their face. The more powerful the blast the harder it is to do.
MORE ON THE GL RING:
All the original power rings wielded by the GLC had to be charged from miniature power batteries once every 24 hours, the Guardians also placed an impurity into the energy supply so that the rings energies would not effect anything yellow. The reason for this was to stop the Lanterns becoming all powerful. The sole existing ring belongs to Kyle Rayner and does not possess the yellow impurity also his battery is formed from a fragment if the original main battery and is the rings sole power source. Recently it was revealed that the last surviving Guardian is able to create more rings (he offered one to Hal Jordan who turned him down realising that you can never turn back) so perhaps the Green Lantern Corps is not gone forever
firestorm=Fighting: Remarkable
Agility: Incredible
Strength: Amazing
Endurance: Amazing
Reason: Good
Intuition: Remarkable
Psyche: Excellent
Known Powers:
Alter Ego:
Fighting: Excellent
Agility: Good
Strength: Good
Endurance: Excellent
Health: 60
Phasing: Firestorm can disperse his own molecular structure in order to pass through solid matter with Monstrous ability
Energy Absorption: Remarkable
Body Resistance: Remarkable
Energy Emmision: Unearthly
True Flight: Unearthly in atmosphere, and Shift-Y in vacuum
Heat Emmision-Eyes: Incredible
Molecular Conversion: Firestorm's unique nuclear-molecular structure allows him control over the structure of matter, allowing him to reshape it into any form desired with Unearthly effect
Elemental Conversion: Monstrous
Regeneration: Excellent
Self Sustenance:
Enhanced Vision: His matter control allows him to "see" patterns in matter, enabling him to perceive heat patterns, as well as see through the use of radio waves and radar.
UV Vision: Remarkable
Thermal Vision: Remarkable
Microscopic Vision: Excellent
Telescopic Vision: Excellent
martain manhunter=Fighting: Incredible
Agility: Excellent
Strength: Monstrous
Endurance: Monstrous
Reason: Excellent
Intuition: Remarkable
Psyche: IncrediblePowers
Astral Projection: Martian Manhunter can enter the astral plane with Monstrous ability.
Body Resistance: Martian Manhunter's super-tough hide provides Incredible protection against physical and energy damage.
True Flight: Martian Manhunter can attain Shift-X airspeed.
Shapechange: Martian Manhunter can change into the form of other beings, creatures or even inanimate objects with Monstrous ability.
He has developed Amazing Elongation ability as a power stunt.
Phasing: Manhunter has Unearthly rank phasing abilities. This power does not enable J'onn to pass through energy such as force fields.
Invisibility: Martian Manhunter can turn himself invisible with Typical ability.
Hyper Breath: J'onn's Martian breath is rated at Incredible rank.
Mental Probe: Martian Manhunter can probe the thoughts of others with Amazing ability.
Telepathy: In addition to reading a target's surface thoughts, Martian Manhunter can also telepathically link a group of people together. While linked, they do not share Karma Pools, nor do they have Martian Manhunter's Intuition. This power is rated at Amazing level.
Manhunter can project Mental bolts of Incredible intensity.
Hyper Speed: J'onn possesses hyperspeed at Excellent rank.
Superhuman Senses: heightened senses as below:
Telescopic Vision: Typical
Penetration Vision: Remarkable
Heat Vision: Amazing rank heat or force energy
shazam=Fighting: Monstrous
Agility: Amazing
Strength: Unearthly
Endurance: Unearthly
Reason: Good
Intuition: Remarkable
Psyche: Remarkable Known Powers:
William Batson's human body has been super-charged with the magical energy of the Godwave. This grants him the wisdom of Solomon, the strength of Hercules, the stamina of Atlas, the power of Zeus, the courage of Achilles and the speed of Mercury, which also enables flight. S.H.A.Z.A.M. These powers are described below:
Cosmic Awareness: Captain Marvel possesses an Excellent understanding of the divine interactions with the mortal world. He is acting as an emmisary for humanity against entities from magical realms whom are friendly, and a guardian against those who are not.
Total Memory: This represents Captain Marvel's Wisdom of Solomon. With it, he can Recall knowledge and facts that he normally should not and/or would not know with Monstrous ability.
Dimension Travel: This can only be used to travel to the Rock of Eternity at Remarkable rank. The Rock of Eternity is a nexus of power in a nearby realm of existance that channels power to anyone utilizing the power of the wizard Shazam. As to whether he can travel to other dimensions or locations using the Rock is currently unknown.
True Flight: Captain Marvel is able to defy gravity and fly at Unearthly airspeeds.
Hyper Speed: He has the ability to sharpen his awareness and increase his temporal flow at Amazing rank, appearing to move faster than humanly possible.
Self-Sustenance: Captain Marvel is sustained by the magical energies coursing through his body. He does not require air, food or water.
Resist Disease and Toxins: Marvel is highly resistant to the effects of toxins and disease to the point where he is uneffected by anything less than Unearthly intensity.
Body Resistance: When transformed Captain Marvel possesses Monstrous protection from physical and Energy attacks.
Alter Ego: By speaking the magic word, "Shazam," he summons a magical bolt of lightning that supercharges and transforms him. Since the bolt strikes wherever he is standing when he says the word, anyone at ground zero is damaged by Incredible lightning. Billy and Captain Marvel are Immune to any damage from this lightning.
flash=Fighting: Remarkable
Agility: Unearthly
Strength: Good
Endurance: Unearthly
Reason: Excellent
Intuition: Good
Psyche: Good Known Powers:
Hyper Running: Cl5000
Air Walking: up 90ø inclines (I.E. up or down buildings)-Cl1000
Water Walking: Cl1000 Hyper Speed: Cl5000
Deliver 100 "Good" Blows in a round
Resist Cold: Excellent
Create cyclones: Monstrous damage or Shift-Y stunning or slamming
Phasing: Cl1000
Can destroy Cl3000 material by vibrating through it
Invisibility: Cl1000 by moving extremly fast.
Increase speed to 7,500,000 m/ph
During Terminal Velocity, Wally combined Max Mercury's Zen Speed theory with Johnny Quick's speed formula to go faster than light. He esentially existed outside of time. Capable of entering the "Speedforce".
Vibrating Hand: Unearthly
Break Restraint: Shift X ability
Time Travel: On a Red power FEAT Flash may Break the Time Barrier allowing time travel with Cl3000 ability.
Dimension Travel: Wally may also travel ot any dimension he chooses by travelling through the heart of the speedforce at Cl1000 rankEnergy Sheath: Wally projects a "Frictionless Aura" allowing him to ignore the enivromental effects of friction (including sonic booms) enabling him to surpass standard speed constraintsKinetic Generation and Control: Cl1000. Wally's "slipstream" effect allows him to impart and control momentum in other objects.
Power Transfer: Wally is able to impart speed to others enabling them to "run" at speeds equal to himself. The recipient must already be moving and must be in contact with Wally to recieve thisbenefit.
Steal Speed: Flash can Neutralize a target/objects kinetic energy forcing the target to immediately stops.
wonder woman=Fighting: Unearthly
Agility: Incredible
Strength: Unearthly
Endurance: Monstrous
Reason: Good
Intuition: Excellent
Psyche: Incredible Known Powers:
True Invulnerability: Diana's heritage offers her Excellent protection against any form of attack or damage.
Hyper Running: Excellent
Enhanced Senses: Excellent level sight, hearing, taste and smell.
Animal Empathy: She has a special rapport with animals and is able to calm and befriend them with Good ability..
True Flight: Amazing Equipment:
Lasso of Truth: Cl1000 material, Monstrous entanglement, if capture, victim must make a Red Psyche FEAT vs. Amazing Mind Probe. The Golden Lasso of Truth made out of an indestructible metal taken from Gaea's girdle. It is 150 feet long and it's controlled telekinetically.
Bracelets: Diana's bracelets were forged by Haephestus and created from Zeus' aegis, an impenetrable shield from the primordial goat-goddess Amaltheia. It was this goddess who wet-nursed Zeus and provided the binding energy which created Mount Olympus. Diana can use her bracelets to deflect up to 90 points of damage by thrown weapons or bullets
Gauntlet of Atlas: This mighty artifact has the power to increase Diana's strength to Shift-Y
Sandals of Hermes: Wonder Woman gains Excellent airspeed by using these sandals.
Tiara: The tiara is golden and has a star engraved on its front. Not evident, but the tiara has other uses than being an ornament; it can also be used as a razor-sharp throwing weapon. Made from Unearthly material capable of inflicting Incredible damage. The tiara also acts as a boomerang
red tornado=Fighting: Remarkable
Agility: Incredible
Strength: Incredible
Endurance: Amazing
Reason: Excellent
Intuition: Good
Psyche: Good Known Powers:
Body Armor: Remarkable
Self Sustenance: As an android he does not eat, breathe or require sleep.
Telescopic Vision: Excellent
Air Control: has Monstrous control over the flow of air and other gases. Power stunts include:
Create Monstrous strength winds, cyclones etc.
Hurricane Area Attack: Unearthly damage to the target area. -1CS each addional area outward.
Hurl mini Tornado's for Amazing force damage (as per kinetic bolt) at a range of 20 areas.
Airshield provides Amazing protection against physical attacks.
Flight: By generating a mini-hurricane around himself he can move at Amazing land speeds
Grappling: By centering a mini hurricane on a target he can "tie them up". This is treated as an Amazing intensity Grapple.
Air Disruption: Flying opponents must make an Agility FEAT roll to remain airborne. Gliding opponents must make a Red FEAT.
Air Constructs: He can solidify gases to create solid constructs such as barriers, cages, rings etc with Incredible material strength. Only 1 effect can be created per round, but he can maintain up to 3 existing effects by making a sucessful psyche FEAT roll.
Implosion: may create a vacuum and force air back in forcing an implosion to occur. This effects an outward virbratory explosion for Amazing damage to everything within the same area. Monstrous damage at the core
batman=Fighting: Amazing
Agility: Incredible
Strength: Good
Endurance: Remarkable
Reason: Incredible
Intuition: Incredible
Psyche: Incredible Uniform:
The Batman costume is made of Nomex fire-resistant material and lined with triple-weave Kevlar. His cape is also made of Nomex and triple-weave Kevlar, and its points are weighted for use as an offensive weapon (Excellent damage). The suit provides: Excellent Body Armor vs. physical attacks Good vs. energy attacks.
Batman's cowl is a Kevlar-lined helmet with aramid-fiber and exotic-metal threads. Built into the cowl in the forehead, between the eyes, and across the throat are trauma plates for extra protection, impact dissipation, and edged weapon attenuation. The suit is electronically cooled and contains:
Starlite nightvision lenses that collects & focuses ambient light, permitting normal vision in any are not completely devoid of light (Remarkable Ultra-vision),
A radio receiver/transceiver,
An audio processor with voice command equipment,
A field of view display projector
An inertial GPS system
The costume also has a taser built into hit, which delivers a Excellent, low-amperage electrical shock to anyone who comes into contact with it. This taser is good for one use before needing recharging.
Utility Belt:
Equipped with eight pockets of varying size. Failsafe in the belt will cause it to explode (Remarkable damage) and be completely destroyed should the buckle or pouches be opened incorrectly.
De-Cel Monofilament Jumpline: Slows user's fall the further he descends. Remarkable strength, supports 400 lbs. indefinitely and 800 lbs. for shorter periods.
Launching Grappling Hook: Fires a hook that snaps open after firing and clamps shut once the button at its joint hits its target. Contains 200 ft. of de-cel cord (above).
Wall Penetrating Grappel: Fires diamond-bit piercing darts that can attach to up to Remarkable materials. Contains 200 ft. of thermoplastic line (Incredible strength, can support up to 600 lbs.).
Multifunction Binoculars: Magnifies up to 60 times. Equipped with infrared and limited ultraviolet imaging (-2 CS to darkness modifiers), as well as frame capture, stop-motion camera, and computer uplink. Can be handheld or attached to Batman's cowl by electrostatic clips.
Fingerlight: Small flashlight that clips onto one finger. Negates all modifiers from darkness. Can project white, red, or infrared light.
Nerveagent Rated Gas Mask: Contains pullout face protector that seals itself over the nose and mouth opening in Batman's cowl. Allows for normal operation when exposed to nuclear, chemical, and biological toxins, and all forms of nerve gas.
Conventional Gas Mask: Allows for freedom of operation under exposure to any airborne noncontact toxins. Normally always carried in magazines of six.
Rebreather: Provides oxygen for 2 hrs.
Explosives:
Pellet Grenades: Can be strung together with bungee-prima cord (below). Can be attached to surfaces with an internal contact cement reservoir or thrown for a 5-sec. delay. Remarkable EA damage, 12-ft. blast radius.
Concussion Grenades: Can be set for explosive or flash-bang detonation and for a delay of 3 sec. to 40 min. Can also be set off by radio remote. Remarkable EA damage, 12 ft. blast radius.
Bungee-Prima Cord: Ropelike explosive normally used to link larger charges. Must be set off by a separate charge. 6 ft. blast radius, Good EA damage.
Universal Tool: Used to aid in electronics work. Tip contains various Phillips and flathead screwdrivers, wrenches, lockpicking device, drill bits, and other implements. Inside the base are full lineman's kit, multiline analyzers, cellphone analyzers, and other electrical analysis gear. Can record and play back audio and video signals. Tool can be safely used as a hammer.
Aerosol Sprays:
Rapid Room-Filling Fogger: Fills an entire area with Remarkable intensity fog for 10 rounds. Single-use only.
Infrared Paint Marker: Contains 8 oz. of paint, virtually invisible unless looked at through infrared optics.
Foaming Explosive: Contains 8 oz., detonates when charged electrically. Incredible Edged Attack damage.
Electronic Device Freezer: Disables electronics for 10 min.
Quick-Acting Knockout: Renders targets unconscious for 3 hrs. and without memory of the 5 min. preceding exposure unless Incredible Endurance FEAT is made
Tracer Devices:
Burr: Just over an inch wide, attached by foil spring snags on each of its four corners. One-month battery life, 1,500-ft. range
Throwing: Less than an inch in diameter, 3-mile range.
Batcuffs: Based on police-issue Ty-Cuffs, these restraint devices are made of sapphire-impregnated nylon with a stranded metal cable center.Considered to have Remarkable material strength.
Batarangs:
Folding Batarang: Good Blunt Throwing damage. Four may be folded and carried in a single belt pouch.
Close-Quarters Impact Batarang: Excellent Blunt Throwing damage, half standard throwing range.
Hard Impact Edge Batarang: Excellent Blunt Throwing damage.
Cutting Edge Batarang: Remarkable Edged Throwing damage.
Radio-Controlled Batarang: Excellent Blunt Throwing damage, can be radio-controlled by device on utility belt (+3 CS to accuracy FEATs).
Mini Computer: 3 1/2 by 4 1/2 in. in size. Operates as a standard personal computer in game terms. Equipped with fax modem, GPS system, and minidisk rewritable drive. Can be used to remote-control the Batmobile.
Capsules:
Knockout Gas: Remarkable intensity, 1-area radius. Those in the affected area must make Endurance FEAT or pass out for 2 hrs. and lose their memory of the 5 min. preceding exposure.
Regurgitive: Excellent intensity, 1-area radius. Those in the affected area must make Endurance FEAT or become violently ill for 10 rounds.
Smoke: Excellent intensity, 1-area radius. All in the affected area at -2 CS to performing actions.
Tear Gas: Excellent intensity, 1-area radius. Must make Endurance FEAT or be unable to perform any action until one round after leaving the affected area or 15 minutes (10 minutes if outdoors or in a windy area), whichever comes first.
Crime Scene Investigation Kit: Contains sample bags, blood-drying bags, fingerprinting kit, odor-analyzing chromatograph, independent detachable video camera. Linked directly to Batman's uniform, the Batmobile, and the Batcave computer.
Taser: Delivers Amazing electrical jolts.
Subsonic Bat Call: Attracts all bats within a 10-mile radius.
Incidentals (normally always carried): Keys, money, lockpicks, first aid kit, mini-cellphone, antitoxin assortment, signal flares, wireless listening devices, small halogen flashlight.
The Batmobile
The current Batmobile uses one of Bruce Wayne's sportscars a a basis and then redesigning it completely. The body is an advanced plastic/polymer composite with Amazing damage resistant properties. The windows are all bulletproof, polarized one-way glass, and the mirrors, headlights, and taillights are all bulletproof. The tires are self-sealing (two turns to seal and re-inflate, five to replace completely). The Batmobile has an internal computer that allows for limited voice-activated controls. It also has an internal navigation system with global positioning system hookup, video and radio receivers/transceivers, scanner set to monitor police, fire, medical, and military emergency frequencies at all times, and a satellite hookup to the mainframe in the Batcave. Room for 1 passenger, 6 cubic feet of cargo capacity, Speed 162 mph.
The current Batmobile is a low slung two-seater sportscar roughly the size of a .1985 Corvette. The headlights, located in the hood, contain powerful lasers, useful for disabling getaway cars or for vaporizing the occasional road hazzard left by criminals. The body of the automobile and dual-bubble windscreen are coated with a unique bullet-proof ceramic. The exhaust sytem allows for smokescreen generation. A microwave-linked terminal allows Batman access to the Bat-Computer. The batmobile is also capable of off-road movement. Control Speed Body Protection
Remarkable Unearthly Remarkable Remarkable
Abilities:
Smokescreen: (from rear exhaust) of Excellent rank and intensity.
Laser-Beam Headlights: causes Remarkable damage at a 5 area range.
Portable-Lab (in trunk): Allows for Excellent rank chemical analysis.
On-board computer: Excellent infomation storage/analysis/retrieval with satellite linkup to Batcave mainframe .
Radio-Telephone: Excellent range, has direct link-up to Gotham City PD.
Ejection Seats: Allows for Remarkable rank leap.
Snow Tires: allows Remarkable rank traction in snow and ice.
May be self-sealed (security mode) with bands of steel-alloy and wheel-sheaths allowing Amazing rank protection from outside forces.
Self-sealing/inflating tires: two rounds to seal and reinflate in case of a blowout
Limited voice-controlled driving either while in car or via remote
GPS system (+2CS to Navigation)
Bulletproof windows, headlights, taillights, and mirrors
Multi-band scanner
Audio and video transceivers
The Batwing
The current Bat-Wing is the latest in a long line of planes. This one is a customized F-4 Phantom that has VTOL capabilities. It is capable of vertical take off and landing and silent running. In addition to its two man crew, the Bat-Wing can carry 25,000 pounds of ordinance on it's wing pylons. The Bat-wing is armed with various weapondry, making it one of the most formidiable aircraft in the skies. An on-board terminal access the BatComputer via microwave link. Control Speed Body Protection
Remarkable Incredible Remarkable Excellent
Abilities: Missiles- 10 missles (Sin each wing), 20 area range, Incredible explosive damage. Wing-Mounted Machine Guns- 15 area range, causes Remarkable damage.
The Batboat
The Batboat, amodified two seat hydrofoil, is one of the world's fastest small warships, capable of speeds over 100 MPH. Its radar/sonar sytem is state-of-the-art.lt is coated with the same bulletproof ceramic that protects the Batmobile. It also shares the microwave link with the BatComputer. Control
Speed
Body
Protection
Excellent
Remarkable
Excellent
Excellent
Abilities: Bat-Torpedos: 10 area range, Remarkable rank sonar/radar tracking, Incredible explosive damage. Radar/Sonar: Remarkable rank and range. Ejection Seat: allows a Remarkable rank leap.
The Batboat also has full scuba and underwater gear onboard.
The Batcycle
A modified heavy-duty motorcycle capable of high speeds. It also has a microwave link to the BatComputer. Batman sometimes uses this silent-running bike in his missions. Control
Speed
Body
Protection
Excellent
Remarkable
Excellent
Good
Abilities: Snow Tires- alows Remarkable rank traction in snow and ice.
Batman also wears a helmet when riding this cycle that lessens the damage from impacts by -1CS.
Talents:
Martial Arts A,B,C,D,E, Wrestling, Acrobatics, Tumbling, Detective(+3CS), Disquise/Actor, Resist Domination, Marksman, Weaponsmaster, Weapon Specialist: Batweapons, Computers, Forensics, Psychology, Kit bashing, Pilot: Helicopters to Jet Fighters, Horsemanship, Escape Artist, Leadership, Tracking, Medicine, First-Aid, Law, Law-Enforcement, Criminology, Engineering, Biology, Chemistry, Physics, Biochemistry, Computer Engineer, Electronics, Languages: English, French, Spanish, Russian, Japanese, Mandarin, Cantonese, Filipino, Korean, Arabic, Turkish, Polish, German, Latin, Greek, Italian, Portuguese, French, Hebrew, Thai, Vietnamese
once upon a time the spectre was a jla mem but he count cuss way to powerful. he makes dark phoenix look llike shite.
Originally posted by Nataku8188
Except that much force would break his hand, or even liquify it if he hit juggs.
Nah they explained in one comic a while back its like when he gets moving that fast the speed force created a barrior around him, thats why he doesnt always break his hand when he hits people.
I would say that X men would win cause they have a special bond together that no other group has:
They're all mutants!
Ok My favourite group is the Avengers and if you look in comparison, the Avenger, X Men and JLA rota's you'll notice that the X Men rota is shorter than both of them!
I personally love batman but he'll get taken out by Wolverine cause Wolverine has surpassed Bats physical HUMAN perfection because of the X gene! He has Super Human strength while Bats hasn't! They're both experts of EVERY martial arts technique but wait, is Logan constantly healing??? In X Men 2, logan survived a bullet to the brain and got up perfectly fine! What can Bats do to him which can have more force than that?? Plus logan has DECADES more experience so no one say.. "Ohh Batman could use the scenery!" Logan will own Bats.
Superman would get taken out by Rogue EASILY and now I will explain why! I'll say that Supes and rogue are the same power level, both fly and are extremley experienced but Rogue has several advantages:
1: If she fights with her gloves off, she'll be constantly taking supes power, (Her stronger, Him weaker!)
2: While it may not necessarily stop him, if Rogue grips Supes he may pass out (However Juggernant and hulk have resisted so can Supes!)
Actually I remember The Secret Society episode of Justice league!
OK Game over Parasite absorbed Supes power and he isn't nearly as talented as Rogue
The Flash is fast but has been taken out so easily but several ppl!
Bobby Drake will just ice the floor and own him silly!
Martian Manhunter has is a very weak telepath as he is only effective against those who dont possess telepathy themselves!
Jean Gray would easily match him move for move!
GL would pose a threat but I feel that he'll be overpowered by Gambit!
X men hands down!
DC is to overpowered anyway!
are you insanes? since when superman and shazam can take down the phoenix? they can´t, if we took out the telepaths and magneto, JLA wins, otherwise they will loose.
DC characters are stronger at a physical level, but marvel wins big time in telepathy, and i don´t care how strong and fast superman is, agains a telepath like xavier, or cable or phoenix he goes down.
plus if we count phoenix, magneto and cable has x-men, jla doens´t stand much of a chance.
Not that most of us don't agree with you somewhat supervegeta, but comic cartoons and movies hold little water in these threads.
Okay, Superman owned by Rogue: You do realize that Superman can put Rogue down pretty quick right? Rogue's strong, but she's still just below Colossus (if that's changed, someone let me know), and she's no where near Superman's speed. If he chose, he could speedblitz her and that would be that. And Iceman making Flash slip? Pardon me if this sounds like an insult, but you must be smoking, lol. At the speen Flash moves, he may just melt the ice right under him, if he doesn't avoid it all together. And even if Iceman got lucky enough freeze Flash, so? He could easily vibrate out of any block Iceman froze him in, if he even hits him with an icebeam to begin with. Batman and Wolverine, I agree to an extent. Hand-to-hand, Batman has no chance, but, that's not the only way he'd have to win, if he even decides to get his hands dirty in a rumble like this. He could sit on the sidelines workign out strategies on the move. I know you don't wanna hear that, but hell, that's what the bastard does, and he does it well. But, if he so happened to tangle with Logan, he has plenty of toys on that damn belt to keep him busy. Not that he'd win on that alone, but distract him long enough for one of the heavy hitters to put him down. And you greatly underestimate Martian Manhunter, he's a more powerful telepath than you think. I don't know if he's a match for someone like the Professor, Emma, or Jean, but he'd sure give them hell in my opinion. And just how would Gambit overpower a Green Lantern? A GREEN LANTERN!! What could gambit do against a Green Lantern, any of them? Next to Superman, Martian Manhunter, and Flash, they're the biggest threats in the fight. Just one there would be a problem, now if all of them are there, that's a good time to worry. Now I like the X-Men, don't get me wrong, but the JLA's too overpowered for almost any Marvel team. The telepaths would be the only real problem, but any GL other than Kyle is protected from them, and I believe Superman is also, I have to check back on that though.
supervegeta you just lost my respect. How the hell is rogue able to defeat superman. when it comes to strengh rogue is not even on she hulks or colosus let alon superman.superman took out ice ,killerfrost
freez with his heat vision alone in superman/batman comic.in a fight with hulk it took hulk three DAYS to do damage on super.rogue doesn't stand a chance alone even with her power of absorbtion. reason superman has taken out the parasite and his power of absorbtion is deadler then rogues.rogue wont be able to even touch superman seeing how quicksilver makes a fool of the whole team.
this a lil profile on the flash please read and see why ice mans dead before the fight begens Super Speed Running: It appears that the Flash may run at any speed that he thinks is possible, but there may be physical limits to his speed. Theorectically, speeds greater than Mach 10, are dangerous to the people and to the environment. This speed would still be the equivalent to approximately 128 miles per second; allowing him to cross the United States in about 23 seconds, or circle the world in about 3 minutes. The Flash rarely achieves such speed in populated areas due to the effects of sonic disruptions and air displacements. His cruising speeds are probably around 90-150 miles per hour (1.5 - 2.5 miles per second). This is fast enough to move through most cities and around people without causing too much disruption to the population and slow enough for him to register everything he sees clearly. If he choses, Wally can approach the speed of light, and doing so, enters the Speed Force dimension. If he chooses to continue to run at light speed, he can use the Speed Force dimension for a form of haphazard Time Travel.He can also impart molecular energy to a target to increase molecular movement, as he did against the water being called Flow, boiling him into steam for a short time.
HOW IN HELL IS GAMBIT ABLE TO DEFEAT GREEN LANTERN.
PSYKE DONT WORK ON DEFEAT GREEN LANTERN,SUPERMAN,SHAZAM,WONDER WOMAN AND FIRESTORM WHOSE A JLA MEM.