52 coaches online • Server time: 14:30
* * * Did you know? Up until now, 1498473 players have died on the pitch.
Log in
Recent Forum Topics goto Post Quick BBCode sense c...goto Post data on the most use...goto Post Setting up a game wi...
Justice for the Fallen!
Back to Team
Batgirl
#1
Lineman
MA
6
ST
3
AG
3
AV
8
R
11
B
58
P
0
F
1
G
33
Cp
0
In
0
Cs
7
Td
0
Mvp
2
GPP
24
XPP
0
SPP
24
Injuries
n
Skills
Block
Tackle
When Barbara Gordon's parents died in a car wreck, she was shipped off to live with her uncle Jim and aunt Barbara. This would be the event that changed her life forever, and made her become the woman she is today.

One night, Barbara went up to the roof of police headquarters to find Gordon, and, upon opening the door to the roof, found Gordon talking to Batman and Robin. She exchanged a glance with the Boy Wonder, but was quickly ushered downstairs by Gordon.

Shortly afterwards, Barbara was to accompany Jim to a costume party at Wayne Manor. Deciding to wear something that would get under Jim's skin like any teenager, she made a costume similar to that of Batman, and called herself Batgirl. That night, she would become a superhero by coincidence. Barbara arrived at the party without Jim, because he was running late and was supposed to meet her there. The Killer Moth tried to kidnap Bruce Wayne from the party, and Barbara jumped in, disarming the moth and his men and forcing them to flee.

With the thrill of heroing in her veins, Barbara tried to get some help training. She tried the Black Canary, but couldn't get in touch with her. Then Batman and Robin took her to the Batcave. They ran her through tests, through her paces, and after some time, she was taken in as one of the family. Bruce revealed his identity to her, and Barbara spent a few years working with Batman. Barbara met a young police officer named Jason Bard, who was wounded during her early adventures, and the two began a relationship, one that ended in an aborted engagement.

Barbara decided to retire from the super hero life, and she went about living a normal life for a brief time. And then, one day while visiting her father, she opened the door to the apartment. Waiting outside was the Joker, who had decided to kidnap Gordon as leverage against Batman. He looked at Barbara as she stood there, and fired one shot. It severed her spinal column, and she collapsed, crippled from the waist down.

Barbara was not going to let this stop her from living and helping people. With the help of Richard Dragon, she learned to fight using only her upper body and fighting sticks, and focused her intellect and computer skills to work. She became Oracle, the all knowing heroes resource. For a time she worked with the US government and Amanda Waller's Suicide Squad, but eventually she became a free agent again, and began working regularly with Batman again.

Barbara decided she needed to get agents of her own, and recruited Power Girl initially, but after a falling out, she recruited Black Canary, and this time it stuck. They became known as the Birds of Prey; Oracle providing the info, Black Canary carrying out the missions. Throughout these early adventures, Oracle maintained her anonymity. She also became an official member of the JLA.

During the No Man's Land crisis, where Gotham was cut off from the US, Oracle stayed behind and ran a network within the city, coordinating with the remaining members of the GCPD and Batman. One of her runners was a young girl of exceptional fighting skills who she called Cassandra. This girl would become the new Batgirl, who Oracle would watch over and try to teach how to live in the world. Also, the flirtation that had been between Oracle and Dick Grayson, the first Robin and now Nightwing, came into its own, and the two became a couple.

After No Man's Land, some of Barbara's computer machinations caught up to her. Blockbuster, the crime boss of Bludhaven, had heard about her, and sent his agents to kidnap her. In protecting her, Black Canary finally met her face to face, and the two became close friends. Oracle also finally faced her feelings about the Joker during his escape from the Slab, and let go of her anger as best she could.

Recently, Black Canary was kidnapped by the blackmailer Savant, who wanted Oracle to tell him Batman's true identity. To save her, Oracle called on the Huntress. Seeing that they all worked well together, Oracle invited her to become her second full time agent, and the three have been working together well since.

Oracle has a natural photographic memory, as well as excellent intuitive deductive skills. She is trained in many forms of unarmed combat, as well as the use of escrima sticks. Her computer skills are second to none, with no encryption being able to stand against her.
Black Canary
#2
Lineman
MA
6
ST
3
AG
3
AV
8
R
5
B
51
P
0
F
0
G
32
Cp
0
In
0
Cs
2
Td
1
Mvp
3
GPP
22
XPP
0
SPP
22
Injuries
 
Skills
Block
Guard
Trained by the legendary Wildcat, Black Canary adds her training to her ability to produce a “canary scream”—a sort of sonic shockwave that can crumble anything in its path.
 
Aquaman
#3
Lineman
MA
6
ST
3
AG
3
AV
8
R
0
B
38
P
0
F
0
G
31
Cp
0
In
0
Cs
0
Td
0
Mvp
3
GPP
15
XPP
0
SPP
15
Injuries
n
Skills
Block
Not really a member of the Justice League although he's helped twice, Aquaman is not necessarily a team player, even if he rules Atlantis. His interest is only in his kingdom and the sea's well-being, concerns of the surface don't seem to bother him so much. While he appears to be a cold ruler, Aquaman is good to his people and he even has a newborn son he is willing to suffer for and he has. The hook for a hand was the result of cutting off his hand to rescue his son. Aquaman will do anything for his family and his kingdom, no matter the injury to himself. He may seem cold to others, but it's to protect what's dear to him, and his wife, Mera, though kind in comparison to her husband, will always agree with Atlantis's ruler.
Dr. Fate II
#4
Lineman
MA
6
ST
3
AG
3
AV
8
R
0
B
9
P
0
F
0
G
5
Cp
0
In
0
Cs
0
Td
0
Mvp
1
GPP
5
XPP
0
SPP
5
Injuries
 
Skills
 
Batman
#5
Blitzer
MA
7
ST
3
AG
3
AV
8
R
0
B
0
P
0
F
0
G
0
Cp
0
In
0
Cs
0
Td
0
Mvp
0
GPP
0
XPP
0
SPP
0
Injuries
 
Skills
Block
Green Lantern II
#7
Blitzer
MA
7
ST
3
AG
3
AV
8
R
8
B
61
P
0
F
0
G
12
Cp
0
In
0
Cs
1
Td
1
Mvp
0
GPP
5
XPP
0
SPP
5
Injuries
 
Skills
Block
Taking up the ring from the fallen Green Lantern (now an Undead Zombie) Green Lantern II fights for justice against Evil.
 
Spectre IV
#8
Lineman
MA
6
ST
3
AG
4
AV
8
R
15
B
16
P
-2
F
2
G
10
Cp
3
In
0
Cs
1
Td
1
Mvp
2
GPP
18
XPP
0
SPP
18
Injuries
 
Skills
+AG
Sure Hands
The Spectre rises again to serve Vengeance....this his 4th incarnation.
Flash
#9
Catcher
MA
8
ST
2
AG
3
AV
7
R
66
B
3
P
3
F
0
G
33
Cp
3
In
0
Cs
0
Td
6
Mvp
3
GPP
36
XPP
0
SPP
36
Injuries
 
Skills
Catch
Dodge
Block
Side Step
Sure Feet
Young, brash and impulsive, Wally West gained the power of super-speed during a freak electro-chemical accident. Now the fastest man alive, he can run at velocities approaching the speed of light. Even Superman has a hard time keeping up with him. Because of his super-fast metabolism, Wally is constantly hungry.

Also blessed with a quick wit, Wally takes a light-hearted view of saving the universe. He is the comedian of the group, a wise-cracking, easy going slacker who relies on speed, not brains, to get him out of trouble. Unfortunately, this doesn't always work, and his flippant attitude annoys his teammates who take their jobs far more seriously. Often, this over-reliance on speed will get him in over his head, and his teammates will have to catch up to rescue him. For them, there is one thing the Flash cannot do fast enough - grow up.
 
Martian Manhunter
#10
Blitzer
MA
7
ST
3
AG
3
AV
8
R
17
B
60
P
9
F
0
G
31
Cp
1
In
0
Cs
3
Td
5
Mvp
2
GPP
32
XPP
0
SPP
32
Injuries
 
Skills
Block
Dodge
Guard
Tackle

J'onn J'onzz is the last survivor of an ancient Martian race. He is a telepath who can use his uncanny shape-shifting abilities to adapt and blend into any situation. By altering his physical density, he can also become immaterial and pass through solid objects. Because he comes from a cold barren planet, exposure to intense heat can weaken him.

J'onzz came to Earth to warn us of an invasion by the evil race that wiped out his own people on Mars. Although he was met with suspicion and hostility, J'onzz refused to give up, and helped to gather together a group of heroes who could repel the invaders. This group would become the Justice League.

After the invaders were defeated, J'onzz remained on Earth because as the last of his kind, he no longer had a home. The other members of the Justice League try to make him feel welcome, but he always remains aloof, detached and inscrutable.

As an outside observer, J'onzz is fascinated by contradictions of the human race. When he secretly walks among us, he is overwhelmed by the conflict between intellect and emotion he senses within every one of us. Often, it is too much for his alien mind to absorb, so he retreats to the orbiting Justice League Watchtower, where he spends most of his time. Although he is the heart of the Justice League, no one in the universe is more alone than J'onn J'onzz.

Hawkman
#11
Catcher
MA
8
ST
2
AG
3
AV
7
R
50
B
5
P
1
F
0
G
26
Cp
1
In
2
Cs
0
Td
10
Mvp
2
GPP
45
XPP
0
SPP
45
Injuries
 
Skills
Catch
Dodge
Block
Pass Block
Side Step
In preparation for the invasion of Earth by the Alien Alliance, various spies were sent to Earth. One of them was Fel Andar, a Thanagarian who took up the mantle of Hawkman. Claiming to be the son of Carter Hall, he joined the Justice League International along with a human woman, Sharon, who he had taken as his wife and tricked into believing his cover.

When the alien invasion did not succeed, Andar attempted to flee Earth. Sharon, having discovered his scheme, attempted to stop him. Andar killed his former partner and fled Earth, arriving back at Thanagar in time to see the world open up diplomatic relations with Earth through Katar Hol, the new Hawkman.

When Katar Hol returned briefly to Thanagar, he was imprisoned, and Fel Andar was sent by his uncle, Andar Pul, to replace him. Heading to Earth to retrieve the Aonian Voyager, an opponent of Hol’s, Andar was also to eliminate Shayera Thal, Katar Hol’s partner. Katar Hol escaped imprisonment and defeated Andar, sending him back to Thanagar in disgrace, where it is assumed he lives to this day.

Fel Andar had the typical Thanagarian flight harness, allowing him the ability to fly using Nth Metal. He had the knowledge required of a Thangarian police officer, including the use of fire arms. When he posed as Carter Hall Jr., he wore a costume based on that of the original Hawkman, with its ancient weapons.
 
Plasticman
#12
Thrower
MA
6
ST
3
AG
3
AV
8
R
86
B
15
P
16
F
0
G
29
Cp
26
In
0
Cs
2
Td
1
Mvp
1
GPP
38
XPP
0
SPP
38
Injuries
 
Skills
Pass
Sure Hands
Accurate
Dump-Off
Nerves Of Steel
Orphaned from an early age, "Eel" O'Brien was a career criminal. One particular job changed his life forever. Whilst raiding the Crawford Chemical Works, O'Brien's fellow robbers turned on him and shot him. Seeing him fall into a vat of acid they presumed him dead and left him. O'Brien managed to escape the vat and the police. Wandering without truly knowing where he was headed, O'Brien started to walk up a nearby mountainside and collapsed.

The next morning he discovered that he had been taken into care by a secret group of monks who tended his wounds. After he got out of bed he stretched his arms to wake himself up only to discover that they wouldn't stop stretching. He found that he had complete control over the shape of his body. Seeing the advantages in this he decided to pursue his former companions and bring them to justice. After apprehending the criminals he decided on the flip of a coin to continue being a super hero and work on the side of justice.

Plastic Man was joined through many of his early adventures by a sidekick called Woozy Winks. This reformed criminal suited Plastic Man's off the wall attitude to crime fighting and continued to assist Plastic Man through his early career. Woozy had total invulnerability thanks to a gypsy spell although this has since worn off. Plastic Man still visits Woozy, most recently helping him and his sister, Wanda Winks, convince his nephew, Weezer Winks that Santa Claus existed. He suceeded thanks to a surprise appearance by Santa who, unbeknownst to him, was the Martian Manhunter who had been listening in on his attempts.

Plastic Man's activities soon gained notice from the United States government and during World War II he became an F.B.I. agent. Whilst in this role he liased between the government and the All Star Squadron. His association with the F.B.I. ended when the government discovered Plastic Man's criminal record.

Plastic Man disappeared from the superhero scene for many years. During this time he had adventures with Wildcat and the Red Bee. His career truly picked up though, when Batman asked him for assistance against the latest incarnation of the Injustice Gang. Having served with honours he accepted full time membership of the Justice League.

Not losing his characteristic outlandish behaviour, Plastic Man has served the League well although at times he has shown a more serious side. When Batman's protocols were stolen by Ra's Al Ghul, Plastic Man was frozen solid and then shattered into pieces. After his reconstruction he felt immense betrayal from Batman. Plastic Man was one of the heroes who voted that Batman be ejected from the League.

When the Cathexis arrived on Earth and split Plastic Man from his alter ego of Eel O'Brien, Eel was the first JLA member to rally the civilian alter egos of the JLA in regaining their powers and status. Eel feared that without his Plastic Man powers he would revert back to a life of crime. The League reformed and defeated Cathexis, reuiniting their alter egos with their super powered bodies

Despite his earlier betrayal, Plastic Man's respect for Batman did not diminish and when his illegitimate son started getting into trouble it was to Batman that Plastic Man turned for help. Thinking the Dark Knight could scare his son into behaving. Batman did this with Plastic Man looking on, posing as Batman's utility belt. Batman advised Plastic Man that he should confront his son and become a part of his life. Plastic Man did just that after he was reassembled having spent 3000 years on the bottom of the ocean during the Obsidian Age.

During his retirement Plastic Man somehow shut out all the memories of his heroic history and concentrated on being a father. When Batman arrived at his doorstep needing his help against Fernus, Plastic man was scared witless. Eventually brought back to his true state of mind Plastic Man was instrumental in fighting Fernus and is once again a permanent JLA member.

Plastic Man possesses total control over the molecules of his body. He can change his shape and size to resemble any object or animal, or to disguise himself. It was long thought that Plastic Man was unable to change colour along with his transformations though this has been later proven false. However, colour changes require immense effort from Plastic Man and so are rarely seen. Subsequently any form which Plastic Man assumes, shows his costume and facial features
Superman
#13
Ogre
MA
5
ST
5
AG
2
AV
9
R
3
B
72
P
0
F
0
G
30
Cp
0
In
0
Cs
9
Td
0
Mvp
1
GPP
23
XPP
0
SPP
23
Injuries
 
Skills
Bone-head
Loner
Mighty Blow
Thick Skull
Throw Team-Mate
Break Tackle
Guard
Living up to being the legendary Superman would be a burden for most men, but Clark Kent's shoulders are more than broad enough to carry the load. While his incredible physical strength comes from his home planet of Krypton, his moral strength comes from his simple Kansas upbringing. But he's no longer the farm boy from Smallville. After seeing more of the universe than any of us can imagine, he maintains a firm sense of right and wrong. he is more complex than his reputation as a big blue Boy Scout. When he talks about Truth, Justice and Freedom, everyone senses his deep commitment to these ideals. The natural leader of the Justice League, Superman leads by example and steadies this volatile group. With so many super-egos involved, there are often major clashes in style. And when clashes inevitably occur, he is often the peacemaker.
 
Supergirl
#14
Catcher
MA
8
ST
2
AG
3
AV
7
R
105
B
6
P
6
F
0
G
26
Cp
1
In
0
Cs
0
Td
11
Mvp
4
GPP
54
XPP
0
SPP
54
Injuries
n
Skills
Catch
Dodge
Block
Jump Up
Pass Block
Side Step
Cousin of Clark Kent, Supergirl is as headstrong as any young superhero, and sometimes makes rash decisions that affect the outcome of the fight. Despite her minor screw-up with Brimstone in Chong-Mi, she is still on-board with the JLA--for now.