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Thread: [Online Game]New 'Marvel: Next Generation' game

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    Re: [Online Game]New 'Marvel: Next Generation' game

    Quote Originally Posted by Snake Gandhi
    Uh, I have a 75 AP limit?
    In the New Avengers game, the heroes seem to have anywhere from 65-90 points in their primary attack powers, with most floating around 75 AP -- but that limit was never set in stone, we just all sort of gravitated to it.

    And GA... you'll be surprised at how quickly 600 points gets used up, even if you cap your powers at 75.

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    Re: [Online Game]New 'Marvel: Next Generation' game

    Quote Originally Posted by Snake Gandhi
    I felt that that [the Songbird/Quasar] idea was fine.
    Well, I hope you don't mind but I'm going to go in a little bit different direction.

    First, I've always loved the Klaw's powers (as a character he wasn't all that). So I want to stick with Songbird as a mother...

    However, instead of the convoluted triad between Songbird/MACH 1/Quasar I'd like to simplify the theme and create the progeny of Songbird and Genes-Vel based on the ending of the Captain Marvel series and the delirium he had in issue #19 where he hallucinated that Songbird was giving birth to his son.

    I want to make that a reality.


    Basic powers would reflect Songbird... But at 600 points it wouldn't be inconceivable that he was the inheritor of the Nega-Bands and had a small cosmic power EC as well... Perhaps he's also connected in some insidious way to the Negative Zone? Maybe Epoch?

    Echo - The Cosmic Resonance


    Thoughts?
    Last edited by GoldenAge; Dec 2nd, '07 at 10:54 AM.
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    Re: [Online Game]New 'Marvel: Next Generation' game

    Quote Originally Posted by GoldenAge
    Echo - The Cosmic Resonance


    Thoughts?
    Sounds good.
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    Re: [Online Game]New 'Marvel: Next Generation' game

    With the understanding that Players With-Out Games get first dibs on this game, I have a character in mind:

    Dancer -- the 4-armed daughter of Spiral and Cyclops (Scott Summers), conceived as part of a plan by Mojo to create his own versions of the X-Men for the Mojoverse.

    Mojo had Cyclops captured and brought to the Mojoverse, where Mojo compelled him to mate with Spiral, in an episode of Mojovision that sent the ratings through the roof -- even though the episode could only be shown after nine in the evening. Even while Cyclops and Spiral were together, Mojo was already looking up at his screens. Suddenly he crowed to the cameras, "Congratulations, ladies and germs, it's a grrrrl!".

    Cyclops was then stripped of his memories of the incident and returned to Earth, leaving a fiercely resentful Spiral carrying his daughter.

    The child was born four-armed, quick-witted and unruly -- and the Mojoverse viewers loved her! Mojo was delighted with the odd-looking child and named her "Mayhem." Spiral, however, detested the child she'd been forced to bear and was jealous of her, so she arranged to "misplace" her. Banished to Earth, Mayhem was found by Dr. Strange, who took her in as his ward and named her "Harmony."

    Harmony's mother had originally been a human woman, transformed by Mojo's chaos magic. Harmony herself had been conceived and born in the heart of the Mojoverse. Not surprisingly, Harmony's body and soul were saturated with both chaos and magic, as Dr. Strange quickly learned. He resolved to educate the girl about magic, the better to protect her and those around her, and he and Clea devoted particular attention to teaching Harmony control of the chaos energies inside her.

    Harmony proved to be a gifted student in all things magical. However, she was a lively, distractable girl, strong-willed, strong-minded and always thinking about a hundred things at once, and studying anything other than magic quickly bored her.

    Harmony Summers eventually became an enchantress in her own right. Calling herself "Dancer", she uses her powerful magic to fight the mundane evils of the big American cities. Unfortunately Mojo is still interested in her -- or at least the ratings she represents -- and continues to meddle with her life. The last time, he unleashed the chaos magic within Harmony and transformed her into Mayhem, the Lady of Chaos.
    Last edited by Haven Walkur; May 20th, '06 at 09:31 PM.
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    Re: [Online Game]New 'Marvel: Next Generation' game

    Okay... I'm gonna start a movement RIGHT NOW!
    No team members that can become Lady of Chaos!!! (Or Lords for tht matter!)

    jk
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    Re: [Online Game]New 'Marvel: Next Generation' game

    Quote Originally Posted by Agent 13
    Next up, the Son of U.S. 1.
    Now that's just Crazy Talk.
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    Re: [Online Game]New 'Marvel: Next Generation' game

    When do you want completed characters for inspection, Snake?
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    Re: [Online Game]New 'Marvel: Next Generation' game

    Quote Originally Posted by Enforcer84
    Now that's just Crazy Talk.
    You say that now. His support team will be the kids of Team America.
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    Re: [Online Game]New 'Marvel: Next Generation' game

    altered and updated for Non-Avenger Staus.

    Journeyman
    Val Char Cost Roll Notes
    75 STR 40 24- Lift 819.2tons; 15d6 [6]
    21 DEX 33 13- OCV: 7/DCV: 7
    35 CON 50 16-
    20 BODY 20 13-
    18 INT 8 13- PER Roll 13-
    12 EGO 4 11- ECV: 4
    25 PRE 15 14- PRE Attack: 5d6
    14 COM 2 12-

    30/40 PD 15 Total: 30/40 PD (10/20 rPD)
    25/35 ED 18 Total: 25/35 ED (10/20 rED)
    5 SPD 19 Phases: 3, 5, 8, 10, 12
    22 REC 0
    70 END 0
    83 STUN 7 Total Characteristic Cost: 240

    Movement:
    Running: 18"/72"
    Leaping: 25"/50"
    Swimming: 5"/10"


    Cost Powers END
    72 The Enchanted Tool Belt: Variable Power Pool (Mystic Gadget), 60 base + 12 control cost, (90 Active Points); VPP Powers Can Be Changed At Journeyman's Workshop (-1/2); all slots OAF (-1)
    0 1) Geb's Brace: Aid DEF & BODY 4d6 (standard effect: 12 points), DEF & BODY simultaneously (+1/2) (60 Active Points); OAF (-1) Real Cost: 30
    Notes: A Band of Gold that when attached to stone makes it stronger. Can be applied to temporarilty stabalize damaged stone.
    0 2) The Onyx Wand : Energy Blast 8d6, Area Of Effect (One Hex; +1/2) (60 Active Points); OAF (-1), 8 Charges (-1/2) Real Cost: 24 [8]
    Notes: Summons Large Stone Slabs and hurls them at his target.
    0 3) Trickster's Hand: Telekinesis (5 STR), Fine Manipulation (18 Active Points); OAF (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Increased Endurance Cost (x2 END; -1/2) Real Cost: 6 4
    Asgardian Physical Abilities
    23 1) Asgardian Toughness: Life Support (Extended Breathing: 1 END per 5 Minutes; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 800 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)
    4 2) Massive: Knockback Resistance -2"
    10 3) Mystic Resiliance: Power Defense (10 points)
    15 4) Tough Guy: Energy Damage Reduction, Resistant, 25%
    15 5) Tough Guy: Physical Damage Reduction, Resistant, 25%
    10 6) Toughness: Damage Resistance (10 PD/10 ED)
    The Black Mask, all slots OIF Durable (-1/2)
    3 1) I Can See For Miles And Miles: MegaScale (1" = 1 km; +1/4) for Sight (6 Active Points); Costs Endurance (-1/2), OIF Durable (-1/2) 1
    10 2) Inpenetrable Vision Protection: Sight Group Flash Defense (15 points) (15 Active Points); OIF Durable (-1/2)
    10 3) Protected Mind: Mental Defense (17 points total) (15 Active Points); OIF (-1/2)
    3 4) Thermalvision: Infrared Perception (Sight Group) (5 Active Points); OIF Durable (-1/2)
    3 5) UV Vision: Ultraviolet Perception (Sight Group) (5 Active Points); OIF Durable (-1/2)
    6 6) Vision of the Hawk: +6 versus Range Modifier for Sight Group (9 Active Points); OIF Durable (-1/2)
    The Usual
    10 1) Boots of Speed : Leaping +10" (25" forward, 12 1/2" upward) (Accurate) (15 Active Points); OIF (-1/2) 1
    15 2) Boots of Speed: Running +9" (18" total), x4 Noncombat (23 Active Points); OIF (-1/2) 2
    21 3) Bracers of Shiva's Might: +25 STR, Reduced Endurance (1/2 END; +1/4) (31 Active Points); OIF (-1/2) 1
    36 4) Mithril Shirt: Armor (10 PD/10 ED), Hardened (x2; +1/2) (45 Active Points); IIF (Worn under his uniform; -1/4)
    Perks
    10 Forge of Valor: Private Workshop/Safehouse
    Skills
    8 +1 with All Combat
    10 +2 with Hand To Hand
    3 Alchemy 13-
    3 Breakfall 13-
    3 Climbing 13-
    3 Demolitions 13-
    3 Hoist 13-
    3 Interrogation 14-
    3 PS: Blacksmith 12-
    3 Paramedics 13-
    3 Riding 13-
    3 Scholar
    2 1) KS: Alchemy (3 Active Points) 13-
    2 2) KS: Arcane And Occult Lore (3 Active Points) 12-
    4 3) KS: Artifacts & Relics (5 Active Points) 15-
    1 4) KS: Dragons (2 Active Points) 11-
    1 5) KS: The Superhuman World (2 Active Points) 11-
    3 Streetwise 14-
    4 Survival (Desert, Urban) 13-
    3 Systems Operation 13-
    2 TF: Common Motorized Ground Vehicles
    3 Tactics 13-
    3 Teamwork 13-
    2 Weapon Familiarity: Common Melee Weapons
    3 Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 13-

    Total Powers & Skill Cost: 357
    Total Cost: 597


    450+ Disadvantages
    5 Dependent NPC: Alison Camp (Mother) 8- (Normal; Useful Noncombat Position or Skills)
    10 Hunted: Avengers 8- (Occasionally) (Mo Pow, NCI, Watching)
    15 Hunted: Some Treasure Hunter 11- (Frequently) (As Pow, Harshly Punish)
    15 Hunted: The "New Wrecking Crew" 8- (Mo Pow, Harshly Punish)
    5 Physical Limitation: Heavy (x2 Weight) (Infrequently, Slightly Impairing)
    20 Psychological Limitation: Code vs Killing (Common, Total)
    15 Psychological Limitation: Facinated by Magic Common, Strong
    10 Psychological Limitation: Intimidated by established Avengers (Common, Moderate)
    10 Psychological Limitation: Yearns to redeem his father's name (Common, Moderate)
    10 Reputation : Son of Supervillain, Frequently (11-)
    10 Rivalry: Professional (Reformed children of Marvel mastervillains; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
    15 Social Limitation: Public Identity Frequently (11-), Major
    10 Vulnerability: 2 x STUN Asgardian Magic Uncommon

    Total Disadvantage Points: 597



    Background/History: And for a moment, all Brian's confidence and bravado dissipated and he turned away from the door in front of him. Of course, as he began to leave he heard his father's voice; "I was a bum. You, you can make something of yourself. Don't let anyone tell you otherwise, kid. You make me proud."
    Brian Camp turned back to the door. He knocked. A monitor to his right blinked to life. A slightly mechanized, but polite voice answered.
    "Welcome to the Avengers Mansion. Please state your name and your busines."<br>"My name is Brian Camp, you can call me Journeyman. I want to join the Avengers."
    There was a pause.
    "The Avengers are not currently looking for members, Mr. Camp, however thank you for your inquiry."
    "I'm not leaving."
    "Mr. Camp, please, I'd rather not have to activate the security drones."
    "You'll be wasting money if you do. I've seen them and I can honestly tell you I'd destroy them."
    Another pause.
    "You are not related to Henry Camp are you?" The voice inquired.
    "He was my father."
    The door slowly opened.
    "Please go to the office on the left. You're interview will be there."
    "Thank you."

    *****

    Brian Camp, aka Journeyman is the only son of Henry "Hank" Camp, aka Bulldozer of the Wrecking Crew. Bulldozer retired after a long and unsuccessful criminal career with precious little to show for it. Sure, the Crew had a decent reputation with the underworld, and the superhuman vitality and health had allowed him to be active for decades. But in the end he was a twelve time loser, had no friends or family and barely above the poverty line. That was when Alison walked into his life. She wasn't no Spiderwoman or Black Widow, but she was sweet, and she really liked that Hank was such a big, strong guy. While he wasn't a nuclear physicist like Thunderball, Hank was no dummy. He and Alison married and Brian was born two years later. Alison had been a big fan of Thor growing up, and even though they'd tried to kill eachother on more than one occasion, she saw Hank's past as a link to her hero. Her interest in asgardian magic was a little disconcerting, but Hank didn't care, he had finally found what was missing in his life. Sure the Wrecker was pissed off when he tried to summon the Crew for one last mission after Thor had disappeared, and Hank declined, but they didn't even come to blows over it. The only things that mattered to Hank now was Alison and Brian.
    Alison taught Brian all about the Avengers, Thor, and Asgard. Brian ate it all up. He didn't show any signs of his father's physical enhancement growing up, and this pleased Hank to no end.

    Hank Camp died in his sleep one night. His son awoke in the night and raced into his parent's room and couldn't rouse him. It was then that Brian realized he'd spontaneously inherited his father's strength and durability.

    Upon finishing highschool, Brian left to explore the world; he sought news of Asgardian or other magic. He'd successfully found the odd trinket, clue, or book. A few years later he ended his "Alternative Education" and sought to put his abilities and toys to good use by joining the organization his father had respected even when he fought them. The Avengers.
    But fate had other plans. Shortly after the new Generation of Avengers debuted, Brian found himself sitting alone. He had not been chosen. Brian did what he could by himself. He helped where his talents could, and hoped that the Avengers would notice one day. He was surprised to find that someone else had noticed.
    Now, Brian finds himself working with the scions of evil. Young men and women hoping, like Brian, to atone for the acts of their parents. To make a new legacy for their families, they would strike from the skies, and invoke the name of precoursers who'd shed villainy for heroism. The Thunderbolts.

    Personality/Motivation: Redemption for his father's name and deeds.

    Quote: "Let me fix that."

    Powers/Tactics: Powers: Thanks to his patronage, Journeyman is superhumanly strong. Unaugmented by his Bracers, he can lift "Press" about 10 tons. With the Bracers he is approximately 50 times Stronger. (75 STR)
    He is also is as tough and hardy as an Asgardian that engages in regular exercise.
    In addition to his physical might, Journeyman is very knoweledgeable about magic in general; and artifacts/Relics/Alchemy in particular. He has an arsenal of widgets, wards, wands, objects, and weapons at his disposal and has the ability to create his own. He uses these to fight crime. (A construction and rebuilding theme to counter his father's destrcution theme).

    Campaign Use: Brick Gadgeteer.

    Appearance: Tall and deceptively heavy. Built like Thor or Hercules. Brown hair, blue eyes. He wears a gray bodysuit with dark blue boots, silver bracers, a leather jacket with a stylized hammer on the back, and a "mystical toolbelt" that holds his arsenal.
    Journeyman's boots are dark blue with silver wings etched at the ankles, the boots glow with a silver light when in use. His bracers are silver with gold inlay's depicting the God Shiva. His mask seems to be polished obsidian, laid over soft leather. it is completely opaque.
    Last edited by Enforcer84; May 20th, '06 at 10:39 PM.
    "See it's not that the Democrats are playing checkers and the Republicans are playing chess, it's that the Republicans are playing chess and the Democrats are in the nurse's office because once again they glued their balls to their thighs." - Jon Stewart
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    Re: [Online Game]New 'Marvel: Next Generation' game

    And the updated file
    Attached Files Attached Files
    "See it's not that the Democrats are playing checkers and the Republicans are playing chess, it's that the Republicans are playing chess and the Democrats are in the nurse's office because once again they glued their balls to their thighs." - Jon Stewart
    2009: Else Earth Gods of Olympus
    Project 2006:
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    Project 2004:
    Hero A Day Thread

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    Re: [Online Game]New 'Marvel: Next Generation' game

    Question of propriety:

    I want to add some interest to Echo... I'd like him to be deaf and mute, representing the fact that the Cosmic Choir is always resounding in his ears and should he open his mouth it would rush into the world through him (ala a powerless version of Black Bolt). However, these are just cosmetics. I wouldn't take Disadvantage points for them (They'd be listed, but for zero points) because his communication abilities will be replaced with the Power Cosmic.

    Instead of hearing and voice he'll communicate via a limited telepathy that exactly reproduces the natural abilities of hearing and voice.

    Should I pay for this, or is it enough to write it up as cosmetics.

    As a GM I'd just call it cosmetics and move on... But this is not my game.

    Advice/Ruling?
    Last edited by GoldenAge; May 21st, '06 at 09:05 AM.
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    Re: [Online Game]New 'Marvel: Next Generation' game

    Quote Originally Posted by GoldenAge
    Oh. I'm sure I can do better that that. Any non-Sue ideas on who her mother should be?
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    Re: [Online Game]New 'Marvel: Next Generation' game

    Quote Originally Posted by hooligan x
    Oh. I'm sure I can do better that that. Any non-Sue ideas on who her mother should be?
    Storm. Silver Sable. Callisto. The Enchantress. Madame Masque. Moonstone. Viper. Jessica Drew. Colleen Wing. Vic likes those strong-willed dames. Doom's tried to pass off a clone of himself as his son before, so it could be a gender-switched vatbaby.
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    Re: [Online Game]New 'Marvel: Next Generation' game

    Quote Originally Posted by Agent 13
    When do you want completed characters for inspection, Snake?
    Well, I know 600 point characters can take some work, and some folks are still wrestling with ideas, so lets say by next Saturday. If folks get done early, thats cool.
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    Re: [Online Game]New 'Marvel: Next Generation' game

    Quote Originally Posted by GoldenAge
    Question of propriety:

    I want to add some interest to Echo... I'd like him to be deaf and mute, representing the fact that the Cosmic Choir is always resounding in his ears and should he open his mouth it would rush into the world through him (ala a powerless version of Black Bolt). However, these are just cosmetics. I wouldn't take Disadvantage points for them (They'd be listed, but for zero points) because his communication abilities will be replaced with the Power Cosmic.

    Instead of hearing and voice he'll communicate via a limited telepathy that exactly reproduces the natural abilities of hearing and voice.

    Should I pay for this, or is it enough to write it up as cosmetics.

    As a GM I'd just call it cosmetics and move on... But this is not my game.

    Advice/Ruling?
    I can go with that.
    "Be who you are and say what you feel because those who matter don't mind, and those who mind don't matter"
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