Justice League (DCAU)

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SUPERMAN
Heat vision 3
Kryptonian 2 (reroll: faster than a speeding bullet; change die to 5: more powerful than a locomotive)
Invulnerability 1 (Effect 2: Man of Steel)
Weaknesses: Kryptonite, magic, powered by yellow sun

Ironically, Clark’s invulnerability makes him prone to all sorts or stunning and uncommon attacks. The “kryptonian” ability encompasses all other powers, except for the heat vision, which is saved for really dramatic moments.

An opponent who exploits your weakness gets to roll +1d6, but you earn a Hero point.

BATMAN
Utility belt 3 (Effect 2: explosive Batarang)
Body and mind training 2 (reroll: elusive move)
Detective 1 (change die to 5: intrusion)

This version reflects Bruce’s displays of skill in both the JL and JLU series.

WONDER WOMAN
Lasso of Truth 3 (change die to 5: lasso hurl)
Amazon gifts 2 (reroll: “Hera, give me strength!”)
Bracelets of Submission 1 (Effect 2: deflect anything)

It’s worth noting that the truth revealing powers of Diana’s lasso are used only once during the entire series.

MARTIAN MANHUNTER
Shapeshifting 3 (change one die to 5: beast form)
Martian powers 2 (Effect 2: intangibility)
Telepathy 1 (reroll: mind probe)
Weakness: fire

Although J’onn is one of the most powerful telepaths in Earth, he often suffers some kind of backlash from using such ability.

FLASH
Tap the Speed Force 3 (reroll: vibrating)
Superspeed 2 (change die to 5: create hurricanes; Effect 2: a hundred punches)
Fast running 1

All of Wally’s abilities are manifestations of the same power — superspeed. The fast running ability kind of reflects his weak spot (make him trip or don’t let him run).

GREEN LANTERN
Indomitable will 3 (change die to 5: “There’s more to me than just a fancy ring”)
Power ring 2 (reroll: force field)
Military training 1 (Effect 2: direct approach)

When John can’t count on his ring, he becomes a badass normal: Indomitable will 2 (change die to 5: “There’s more to me than just a fancy ring”); Military training 1 (Effect 2: direct approach); spending a Hero point gives +1d6 to roll.

HAWKGIRL
Nth Metal mace 3 (reroll: disrupt magic; Effect 2: electric charge)
Thanagarian agent 2
Wings 1 (change die to 5: dive attack)
Weakness: claustrophobic

The level-2 ability encompasses both Shayera’s training and superior physique. The wings (and an impulsive attitude) make her an easier target.