Old School Justice: Golden Age JSA pt. 1
#OSJ001 Rookie The Flash
Real Name: Jay Garrick
Team: Justice Society
Range: 0
Keywords: All Star Squadron, Justice Society, Keystone City, Past, Scientist, Speedster
Faster Than the Eye Can See: Improved Movement: Ignores Characters
The First Speedster: When The Flash begins a turn with no action tokens, he does not modify his attack by -2 when using the Move and Attack ability.
Society Teamwork: The Flash can use Super Senses. When a character uses the JSA team ability to replace its defense value with The Flash's, that character can use Super Senses but only evades on a 6.
#OSJ002 Rookie Green Lantern
Real Name: Alan Scott
Team: Justice Society
Range: 7
Keywords: All Star Squardron, Gotham City, Justice Society, Mystical, Past
Light the Darkness: Improved Targeting: Ignores Hindering Terrain
The First Green Lantern: When Green Lantern begins a turn with no action tokens, he can use Barrier as a free action, but only to place 2 blocking terrain markers.
Society Teamwork: Green Lantern can use Energy Shield/Deflection. When a character uses the JSA team ability to replace its defense value with Green Lantern's, that character modifies their defense value against ranged attacks by +1.
#OSJ003 Rookie Hawkman
Real Name: Carter Hall
Team: Justice Society
Range: 0
Keywords: All Star Squadron, Justice Society, Past, Scientist, Warrior
Society Teamwork: Hawkman can use Toughness. When a character uses the JSA team ability to replace its defense value with Hawkman's, that character modifies their defense value against close attacks by +1.
#OSJ004a Rookie Sandman
Real Name: Wesley Dodds
Team: Justice Society
Range: 5
Keywords: All Star Squadron, Detective, Justice Society, Past
Gas Gun: Sandman can use Smoke Cloud and ignores hindering terrain markers on line of fire. Sandman can use Incapacitate, but only to target characters occupying hindering terrain markers he placed this turn as a free action.
Society Teamwork: Sandman can use Combat Reflexes. When a character uses the JSA team ability to replace its defense value with Sandman's, that character can use Probability Control, but only to reroll opposing characters' attack rolls that include a 6.
#OSJ004b Prime Sandman (Sandman Mystery Theater)
Real Name: Wesley Dodds
Team: None
Range: 6
Keywords: Detective, Scientist, Past
Gas Mask and Gas Gun: Sandman can use Smoke Cloud and ignores the effects of hindering terrain on line of fire. Sandman can use Smoke Cloud as a free action, but only to place 2 hindering terrain markers.
Prophetic Dreams: When an opposing character makes a successful attack roll, place a Prophecy token on Sandman's card. Once on each opponents' turn, you may remove a Prophecy token from Sandman's card and Sandman can use Probability Control this turn.
#OSJ005 Unique The Spectre
Real Name: Jim Corrigan
Team: Justice Society/Mystics/Quintessence
Range: 8
Keywords: All Star Squardron, Detective, Herald, Justice Society, Mystical, Police, Past
Avenging Spirit: Improved Movement: Ignores Blocking Terrain
Spirit of Justice: When The Spectre would KO an opposing character, if that character has not targeted a friendly character this game, it is instead turned to its last non-KO click.
Judgment is Upon You: The Spectre can use Precision Strike, Pulse Wave and Steal Energy.
Society Teamwork: The Spectre can use Impervious. When a character uses the JSA team ability to replace its defense value with The Spectre's, that character can use Super Senses but only evades on a 6.
OSJ006 Rookie Dr. Fate
Real Name: Kent Nelson
Team: Justice Society/Mystics
Range: 8
Keywords: All Star Squadron, Justice Society, Mystical, Past
Society Teamwork: Dr. Fate can use Energy Shield/Deflection. When a character uses the JSA team ability to replace its defense value with Dr. Fate's, that character can use Probability Control, but only to reroll opposing characters' attack rolls that include a 6.
Agent of Order: Dr. Fate can use Probability Control. If Dr. Fate has not used Probability Control since the beginning of your last turn, opposing characters cannot use Probability Control.
OSJ007 Rookie Hourman
Real Name: Rex Tyler
Team: Justice Society
Range: 0
Keywords: All-Star Squadron, Freedom Fighters, Justice Society, Past, Scientist
Miraclo, the Miraculous Vitamin: When Hourman is on click #1, you may give him a free action to turn him to click #2 and place a Miraclo token on his character card. Once per game, give Hourman a free action and remove a Miraclo token from his character card and turn him to click #2.
Society Teamwork: Hourman can use Toughness. When a character uses the JSA team ability to replace its defense value with Hourman's, that character modifies their defense value against close attacks by +1.
Experimental Biochemist: Hourman can use Empower and Support.
OSJ008 Rookie The Atom
Real Name: Albert Pratt
Team: Justice Society
Range: 0
Keywords: All-Star Squadron, Justice Society, Past, Soldier
Radiation Immunity: The Atom ignores the effects of Poison and Energy Explosion.
Society Teamwork: The Atom can use Combat Reflexes. When a character uses the JSA team ability to replace its defense value with The Atom's, that character modifies their defense value against close attacks by +1.
Atomic Punch: The Atom can use Close Combat Expert. When The Atom uses Close Combat Expert to modify his attack value by +2, this attack automatically deals knock back. When The Atom uses Close Combat Expert to modify his damage by +2, deal each opposing character adjacent to a hit target 1 damage.
OSJ009 Unique Johnny Thunder & The Thunderbolt
Real Name: John Thunder & Yz
Team: Justice Society/Mystics
Range: 6
Keywords: All-Star Squadron, Justice Society, Mystical, Past, Soldier
Society Teamwork: Johnny Thunder & The Thunderbolt can use Invincible. When a character uses the JSA team ability to replace its defense value with Johnny Thunder & The Thunderbolt's, that character can use Probability Control, but only to reroll opposing characters' attack rolls that include a 6.
Say, You!: Johnny Thunder & The Thunderbolt can use Outwit and Probability Control, and do not need line of fire for either.
OSJ010 Rookie Dr. Mid-Nite
Real Name: Charles McNider
Team: Justice Society
Range: 5
Keywords: All-Star Squadron, Justice Society, Past, Scientist
At Home in the Dark: Improved Movement: Ignores Hindering Terrain, Improved Targeting: Ignores Hindering Terrain
Blackout Bombs: Dr. Mid-Nite can use Smoke Cloud. Opposing characters occupying squares of hindering terrain placed by Dr. Mid-Nite cannot draw lines of fire and modify their defense values by -1.
Society Teamwork: Dr. Mid-Nite can use Super Senses. When a character uses the JSA team ability to replace its defense value with Dr. Mid-Nite's, that character can use Stealth, but only if they occupy printed hindering terrain.
OSJ011 Rookie Starman
Real Name: Theodore Knight
Team: Justice Society
Range: 7
Keywords: All-Star Squadron, Justice Society, Past, Scientist
Gravity Rod: Starman can use Penetrating/Psychic Blast and Telekinesis.
Society Teamwork: Starman can use Energy Shield/Deflection. When a character uses the JSA team ability to replace its defense value with Starman's, that character modifies their defense value against ranged attacks by +1.
Real Name: Jay Garrick
Team: Justice Society
Range: 0
Keywords: All Star Squadron, Justice Society, Keystone City, Past, Scientist, Speedster
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The First Speedster: When The Flash begins a turn with no action tokens, he does not modify his attack by -2 when using the Move and Attack ability.
Society Teamwork: The Flash can use Super Senses. When a character uses the JSA team ability to replace its defense value with The Flash's, that character can use Super Senses but only evades on a 6.
#OSJ002 Rookie Green Lantern
Real Name: Alan Scott
Team: Justice Society
Range: 7
Keywords: All Star Squardron, Gotham City, Justice Society, Mystical, Past
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The First Green Lantern: When Green Lantern begins a turn with no action tokens, he can use Barrier as a free action, but only to place 2 blocking terrain markers.
Society Teamwork: Green Lantern can use Energy Shield/Deflection. When a character uses the JSA team ability to replace its defense value with Green Lantern's, that character modifies their defense value against ranged attacks by +1.
#OSJ003 Rookie Hawkman
Real Name: Carter Hall
Team: Justice Society
Range: 0
Keywords: All Star Squadron, Justice Society, Past, Scientist, Warrior
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#OSJ004a Rookie Sandman
Real Name: Wesley Dodds
Team: Justice Society
Range: 5
Keywords: All Star Squadron, Detective, Justice Society, Past
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Society Teamwork: Sandman can use Combat Reflexes. When a character uses the JSA team ability to replace its defense value with Sandman's, that character can use Probability Control, but only to reroll opposing characters' attack rolls that include a 6.
#OSJ004b Prime Sandman (Sandman Mystery Theater)
Real Name: Wesley Dodds
Team: None
Range: 6
Keywords: Detective, Scientist, Past
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Prophetic Dreams: When an opposing character makes a successful attack roll, place a Prophecy token on Sandman's card. Once on each opponents' turn, you may remove a Prophecy token from Sandman's card and Sandman can use Probability Control this turn.
#OSJ005 Unique The Spectre
Real Name: Jim Corrigan
Team: Justice Society/Mystics/Quintessence
Range: 8
Keywords: All Star Squardron, Detective, Herald, Justice Society, Mystical, Police, Past
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Spirit of Justice: When The Spectre would KO an opposing character, if that character has not targeted a friendly character this game, it is instead turned to its last non-KO click.
Judgment is Upon You: The Spectre can use Precision Strike, Pulse Wave and Steal Energy.
Society Teamwork: The Spectre can use Impervious. When a character uses the JSA team ability to replace its defense value with The Spectre's, that character can use Super Senses but only evades on a 6.
OSJ006 Rookie Dr. Fate
Real Name: Kent Nelson
Team: Justice Society/Mystics
Range: 8
Keywords: All Star Squadron, Justice Society, Mystical, Past
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Agent of Order: Dr. Fate can use Probability Control. If Dr. Fate has not used Probability Control since the beginning of your last turn, opposing characters cannot use Probability Control.
OSJ007 Rookie Hourman
Real Name: Rex Tyler
Team: Justice Society
Range: 0
Keywords: All-Star Squadron, Freedom Fighters, Justice Society, Past, Scientist
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Society Teamwork: Hourman can use Toughness. When a character uses the JSA team ability to replace its defense value with Hourman's, that character modifies their defense value against close attacks by +1.
Experimental Biochemist: Hourman can use Empower and Support.
OSJ008 Rookie The Atom
Real Name: Albert Pratt
Team: Justice Society
Range: 0
Keywords: All-Star Squadron, Justice Society, Past, Soldier
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Society Teamwork: The Atom can use Combat Reflexes. When a character uses the JSA team ability to replace its defense value with The Atom's, that character modifies their defense value against close attacks by +1.
Atomic Punch: The Atom can use Close Combat Expert. When The Atom uses Close Combat Expert to modify his attack value by +2, this attack automatically deals knock back. When The Atom uses Close Combat Expert to modify his damage by +2, deal each opposing character adjacent to a hit target 1 damage.
OSJ009 Unique Johnny Thunder & The Thunderbolt
Real Name: John Thunder & Yz
Team: Justice Society/Mystics
Range: 6
Keywords: All-Star Squadron, Justice Society, Mystical, Past, Soldier
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Say, You!: Johnny Thunder & The Thunderbolt can use Outwit and Probability Control, and do not need line of fire for either.
OSJ010 Rookie Dr. Mid-Nite
Real Name: Charles McNider
Team: Justice Society
Range: 5
Keywords: All-Star Squadron, Justice Society, Past, Scientist
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Blackout Bombs: Dr. Mid-Nite can use Smoke Cloud. Opposing characters occupying squares of hindering terrain placed by Dr. Mid-Nite cannot draw lines of fire and modify their defense values by -1.
Society Teamwork: Dr. Mid-Nite can use Super Senses. When a character uses the JSA team ability to replace its defense value with Dr. Mid-Nite's, that character can use Stealth, but only if they occupy printed hindering terrain.
OSJ011 Rookie Starman
Real Name: Theodore Knight
Team: Justice Society
Range: 7
Keywords: All-Star Squadron, Justice Society, Past, Scientist
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Society Teamwork: Starman can use Energy Shield/Deflection. When a character uses the JSA team ability to replace its defense value with Starman's, that character modifies their defense value against ranged attacks by +1.
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