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The Con Game


Eyendasky80

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These are the write-ups I'll be using at Kubla Con. I actually volunteered to run this twice. Once with the following write-ups and again with Sidekick rules in the Young Players section. Any suggestions for improvement would be helpful.

 

I got a lot of good ideas from Allendral's write-ups and I cleared it with him before I swiped'em. So to give credit where credits due, the really good stuff is his.

 

So the game's set in Marvel's Ultimate Universe and the basic premise is that on the same weekend Spidey is visiting his friends at Xavier's School, Normon Osborn comes out of his Coma and springs Magneto from his cell in the Triskellion. So I'm teaming up to seven X-Men with Spider-Man to take on Magneto and the Brotherhood and Osborn's six.

 

If you aren't familar with the six they are actually only five, Spidey was Osborn's last accomplice to make an even six. He coerced him into attacking the white house with him, Doc Ock, Sandman, Electro and Kraven. All of these guys will make at least a cameo appearance. Magneto's Brotherhood will consist of Blob, Mastermind, Toad and Taskmaster. The role of "Horde of Goons" will be played by Multiple Man.

 

So I'll start with X-Men. I have to put my daughter to bed soon, so I might have to finish this up later.

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Re: The Con Game

 

Wolverine

 

Player:

 

Val** Char*** Cost
20** STR 10
21** DEX 33
30** CON 40
25** BODY 30
13** INT 3
20** EGO 20
23** PRE 13
10** COM 0
*
8/16** PD 4
8/16** ED 2
4** SPD 9
15** REC 10
60** END 0
50** STUN 0
*8"**RUN42"**SWIM04"**LEAP0Characteristics Cost: 178

 

Cost** Power END
30** Claws: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD), Penetrating (+1/2), Reduced Endurance 0 END (+1/2), Armor Piercing x2 (+1) (45 Active Points); Restrainable (-1/2) [Notes: When adding damage, Wolverine's claws count as unarmed attacks. His extra damage classes from Martial Arts give him a base damage of 5 Damage classes (2d6-1) before adding his STR. TOTAL: 9 DC with STR (3D6).]*
20** Unbreakable Admantium-laced Skeleton: Physical Damage Reduction, Resistant, 50% (30 Active Points); BODY Only (-1/2)*
22** Mutant Healing Factor: Regeneration 3 BODY, Reduced Endurance 0 END (+1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)*
14** Berserker Rage: Aid: SPD 4d6, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (50 Active Points); Limited Power Only when enraged. (-2), Self Only (-1/2)*
** Animal Senses*
9** 1) Enhanced Perception (+3 to PER Rolls for All Sense Groups)*
5** 2) Discriminatory Sense (Normal Smell)*
5** 3) Tracking (Normal Smell)*
6** Weapon X Mental Training: +6 Mental Defense (10 points total)*
16** Weapon X Thought Shielding: Mental Damage Reduction, 75% (40 Active Points); Limited Power Only vs. Telepathy (-1 1/2)*
12** X-Men Kevlar Uniform: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 14- (-1/2), OIF (-1/2)*
Powers Cost: 139

 

Cost** Martial Arts Maneuver
8** +2 HTH Damage Class(es)*
4** Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6*
4** Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort*
4** Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +25 STR vs. Grabs*
4** Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +4d6 Strike*
4** Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND*
5** Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +6d6 Strike*
Martial Arts Cost: 33

 

Cost** Skill
10** +1 Overall*
15** +3 with HTH Combat*
3** Breakfall 13-*
3** Climbing 13-*
3** Combat Driving 13-*
5** Defense Maneuver: I-II *
3** Mechanics 12-*
3** Security Systems 12-*
3** Shadowing 12-*
5** Stealth 14-*
3** Streetwise 14-*
12** Survival (Arctic/Subarctic, Desert, Mountain, Temperate/Subtropical, Tropical, Urban) 12-*
3** Teamwork 13-*
3** Tracking 12-*
2** TF: Combat Aircraft, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles*
10** Two-Weapon Fighting (HTH) *
4** Language: Japanese (idiomatic)*
4** Language: Vietnamese (idiomatic)*
Skills Cost: 94

 

Cost** Perk
6** Nick Fury (Contact has access to major institutions, Contact has: extremely useful Skills or resources) 8-*
2** Reputation: Ruthless Killer (known to black ops and mutant communities; 11-) +2/+2d6*
4** Reputation: Super Hero (known to general public; 11-) +2/+2d6*
Perks Cost: 12

 

Cost** Talent
3** Bump Of Direction*
17** Combat Sense (Sense) 12-*
3** Lightning Reflexes: +2 DEX to act first with All Actions*
Talents Cost: 23

 

 

Total Character Cost: 479

 

Val** Disadvantages
5** Distinctive Features: Mutant (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Genetic Scans)*
15** Enraged: When Angered (Common), go 8-, recover 11-*
15** Hunted: Former Weapon X Operatives 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)*
20** Hunted: S.H.I.E.L.D. 11- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)*
10** Hunted: The Brotherhood 8- (As Pow; Harshly Punish)*
10** Physical Limitation: No memory of life before Weapon X (Frequently; Slightly Impairing)*
15** Psychological Limitation: In love with Marvel Girl (Common; Strong)*
10** Reputation: Ruthless Killer 11- (Extreme (Known Only To A Small Group))*
10** Rivalry: Romantic, Cyclops and Wolverine both vie for Marvel Girl's affection., Rival is Less Powerful, Wolverine Seeks to Harm or Kill Cyclops, Cyclops is Aware of Rivalry, Rival is a Player Character*
15** Social Limitation: Mutant (Frequently; Major)*
15** Social Limitation: Public ID (Frequently; Major)*
10** Vulnerability: 2 x Effect Magnetic Effects (Uncommon)*

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 129

Total Experience Available: 129

Experience Unspent: 0

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Re: The Con Game

 

Nightcrawler

 

Player:

 

Val** Char*** Cost
15** STR 5
27** DEX 51
18** CON 16
16** BODY 12
13** INT 3
14** EGO 8
15** PRE 5
10** COM 0
*
13/21** PD 7
10/18** ED 3
6** SPD 23
9** REC 4
60** END 12
40** STUN 7
*8"**RUN42"**SWIM03"**LEAP0Characteristics Cost: 160

 

Cost** Power END
20** Teleport Powers: Elemental Control, 40-point powers*
34** 1) Bamf: Teleportation 10", x16 Increased Mass: 1.6 tons, x8 Noncombat, Safe Blind Teleport (+1/4) (62 Active Points); Limited Power Extra Mass (-1/4)* 6
24** 2) Quicker Than the Eye: Energy Blast 5d6 (vs. PD), Area Of Effect (3" Radius; +1), Selective Target (+1/4) (56 Active Points); Increased Endurance Cost 2x END (-1/2)* 12
20** 3) Bamf II: +8 with DCV, Usable Simultaneously (+1/2) (60 Active Points); Costs Endurance Costs END Every Phase (-1/2), Increased Endurance Cost 2x END (-1/2)* 12
16** 4) Sucker Punch: Hand-To-Hand Attack +5d6, Indirect Any origin, any direction (+3/4) (44 Active Points); Hand-To-Hand Attack (-1/2)* 4
11** 5) Leap of Faith: Missile Deflection (Any Ranged Attack), Ranged Full Range (+1) (40 Active Points); Increased Endurance Cost 2x END (-1/2), Costs Endurance Only Costs END to Activate (-1/4)* 8
5** Prehensile Tail: Extra Limbs , Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4)*
8** Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4)*
7** Weapon X Mental Defense: +7 Mental Defense (10 points total)*
4** Weapon X Thought Shielding: Mental Damage Reduction, 25% (10 Active Points); Limited Power Only vs. Telepathy (-1 1/2)*
12** X-Men Kevlar Uniform: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Activation Roll 14- (-1/2)*
Powers Cost: 161

 

Cost** Martial Arts Maneuver
4** Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike*
5** Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take weapon away*
3** Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on*
1** Weapon Element: Blades*
Martial Arts Cost: 13

 

Cost** Skill
7** Acrobatics 16-*
3** Acting 12-*
3** Breakfall 14-*
3** Climbing 14-*
3** Combat Driving 14-*
3** Demolitions 12-*
3** Language: English (German is native) (completely fluent)*
3** Power (INT-based) 12-*
3** Security Systems 12-*
3** Stealth 14-*
3** Teamwork 14-*
2** KS: Mutant Affairs: Mutant Affairs 11-*
2** KS: Mutant Powers: Mutant Powers 11-*
2** KS: Fencing 11-*
Skills Cost: 43

 

Cost** Perk
2** Reputation: Mutant Super Hero (Geral Public; 11-) +1/+1d6*
Perks Cost: 2

 

Cost** Talent
9** Ambidexterity (Eliminate Off Hand Penalty entirely)*
6** Combat Luck (3 PD/3 ED)*
Talents Cost: 15

 

 

Total Character Cost: 394

 

Val** Disadvantages
25** Distinctive Features: Devilish Appearance (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)*
5** Distinctive Features: Mutant (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Genetic Scans)*
15** Hunted: The Brotherhood 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)*
20** Hunted: S.H.I.E.L.D. 11- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)*
20** Psychological Limitation: Code Vs. Killing (Common; Total)*
10** Psychological Limitation: Selfless (Uncommon; Strong)*
15** Psychological Limitation: Cavelier (Common; Strong)*
25** Social Limitation: Mutant (obvious) (Very Frequently; Severe)*
15** Social Limitation: Public ID (Frequently; Major)*

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 44

Total Experience Available: 44

Experience Unspent: 0

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Re: The Con Game

 

I have LOTS of problems with this write up. Of course, I think the X-Men and Spidey are toast if you run this right since Mags has taken on a full X-Men team by himself before.

 

Wolvie should not have the SPD aid.

 

Needs equivalent energy reduction.

 

Needs LS: reduced aging and immune to most poisons.

 

Don't build his claws illegally. Just give him 2 1/2 D6 HKA and then buy a naked power advantage(AP x 2 on STR) so that his STR adds 1 for 1 to the damage. That would give him 4D6 or so which is a bit closer to reality. Wolive kills trained fighters on one hit all the time(e.g. - Hand Ninjas) - so he needs to be doing at least 14 BODY per shot.

 

Add WF: Common Melee, Common Martial Arts, WE: blades WF: Small Arms

 

Add Lang. : Russian, German, French

 

And the rivalry isn't built right. Wolvie wouldn't kill Cyclops to get Jean, and not just because he knows it wouldn't work.

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Re: The Con Game

 

Marvel Girl

 

Player:

 

Val Char Cost
13 STR 3
18 DEX 24
15 CON 10
10 BODY 0
18 INT 8
26 EGO 32
20 PRE 10
18 COM 4
4/20 PD 1
5/21 ED 2
4 SPD 12
8 REC 4
40 END 5
30 STUN 5
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 120

 

Cost Power END
50 Telepathic Powers: Multipower, 75-point reserve, all slots: Concentration 1/2 DCV (-1/4), Extra Time Delayed Phase (-1/4)
5u 1) Telepathy 12d6, Reduced Endurance 1/2 END (+1/4) (75 Active Points) 3
1u 2) Retrocognitive Clairsentience (Sight And Hearing Groups), 0 END (+1/2); 5 Min (-2), Retro Only (-1), Only person assoc. with Foci (-1), OAF: Object (-1), Time Mod. (-1/2)
5u 3) Ego Attack 6d6, 1/2 END (+1/4) 3
4u 4) Mental Illusions 12d6, 1/2 END (+1/4); Stops If Knocked Out (-1/4) 3
3u 5) Mind Scan 10d6, +5 ECV, 1/2 END (+1/4); Character nor Target Can Attack (-1) 3
4u 6) Mind Control 12d6, Telepathic (+1/4); Stops If Knocked Out (-1/4) 7
75 Telekinetic Powers: Multipower, 75-point reserve
10m 1) Flight 12", x4 Noncom, Use Underwater (+1/4), 0 END (+1/2)
9m 2) Force Field (8 PD/8 ED) (Protect Items), Hardened (+1/4), 0 END (+1/2)
4u 3) Life Support , High Pressure, High Radiation, Low Pressure/Vacuum, Self-Contained Breathing, AoE (24" Radius; +2)
7u 4) Delicate TK: Telekinesis (25 STR), Fine Manip., 0 END (+1/2)
7u 5) Brute TK: Telekinesis (40 STR), 1/2 END (+1/4) 3
7u 6) Force Wall (12 PD/12 ED), 1/2 END (+1/4) 3
15 +15 Mental Defense (20 points total)
12 X-Men Kevlar Armor: Armor (8 PD/8 ED); Activation Roll 14- (-1/2), OIF (-1/2)
Powers Cost: 218

 

Cost Martial Arts Maneuver
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
Martial Arts Cost: 12

 

Cost Skill
6 +3 with TK attack
8 +1 with All Combat
3 Combat Piloting 13-
3 Conversation 13-
3 Deduction 13-
2 KS: Mutant Affairs 11-
2 KS: Mutant Powers 11-
3 Mechanics 13-
3 Paramedics 13-
3 Persuasion 13-
3 Security Systems 13-
3 Systems Operation 13-
3 Teamwork 13-
1 TF: Combat Aircraft, Small Motorized Ground Vehicles
Skills Cost: 46

 

Cost Perk
4 Reputation (General Public; 11-) +2/+2d6
Perks Cost: 4

 

 

 

Total Character Cost: 400

 

Val Disadvantages
0 Dependence: Ametriptalyne Incompetence: -1 to Skill Rolls and related rolls per time increment (Common; 1 Day)
5 Distinctive Features: Mutant (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Genetic Scans)
30 Hunted: Hellfire Club 11- (Mo Pow; Use as vessel for The Pheonix; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
20 Hunted: S.H.I.E.L.D. 11- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
10 Hunted: Brotherhood 8- (As Pow; Harshly Punish)
15 Physical Limitation: Migraines (Infrequently; Fully Impairing)
20 Psychological Limitation: Code Vs. Killing (Common; Total)
15 Psychological Limitation: In Love with Cyclops (Common; Strong)
5 Psychological Limitation: In Love with Wolverine (Uncommon; Moderate)
15 Social Limitation: Mutant (Frequently; Major)
15 Social Limitation: Public ID (Frequently; Major)
0 Pheonix Disadvantage

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 50

Total Experience Available: 50

Experience Unspent: 0

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Re: The Con Game

 

I have LOTS of problems with this write up. Of course' date=' I think the X-Men and Spidey are toast if you run this right since Mags has taken on a full X-Men team by himself before.[/quote']

 

Okay, thanks for the constructive criticism. Maybe you're channeling some Simon from the new Idol season? Listen, appreciate the help but if you turn your condescension dial down a couple notches it'll be most appreciated. And if you're kidding me here, throw a couple smilies in so I know, cuz it sort of makes me self-conscious about sharing.

Wolvie should not have the SPD aid.

Why?

Needs equivalent energy reduction.

Negative, I don't see how having unbreakable bones makes you fire proof. And, if you look at issue 44 you'll see that he gets his leg fried right the heck off.

Needs LS: reduced aging and immune to most poisons.

I see your logic here.

Don't build his claws illegally. Just give him 2 1/2 D6 HKA and then buy a naked power advantage(AP x 2 on STR) so that his STR adds 1 for 1 to the damage. That would give him 4D6 or so which is a bit closer to reality. Wolive kills trained fighters on one hit all the time(e.g. - Hand Ninjas) - so he needs to be doing at least 14 BODY per shot.

I cribbed this build of Allendral and I'm not sure where it's illegal. Clarify.

Add WF: Common Melee, Common Martial Arts, WE: blades WF: Small Arms

No, no, no and no. He has not demonstrated any of these abilities. Although he probably does have Small arms and blades at least. Not necessary in a super heroic campaign to buy weapon familiarity, though.

 

Add Lang. : Russian, German, French

I see no reason to.

 

And the rivalry isn't built right. Wolvie wouldn't kill Cyclops to get Jean, and not just because he knows it wouldn't work.

He already tried to kill him once. You realize this is the Ultimate versions of the X-Men, don't you?

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Re: The Con Game

 

Dazzler

 

Player:

 

Val Char Cost
13 STR 3
23 DEX 39
18 CON 16
13 BODY 6
14 INT 4
18 EGO 16
20 PRE 10
12 COM 1
10 PD 1
11 ED 1
5 SPD 17
8 REC 2
60 END 12
40 STUN 11
8" RUN42" SWIM02 1/2" LEAP0Characteristics Cost: 143

 

Cost Power END
82 Light Powers: Multipower, 82-point reserve, all slots: Reduced Endurance 1/2 END (+1/4) (102 Active Points); IIF: Ambient noise of opportunity (-1/4)
7u 1) Lightshow: (Total: 82 Active Cost, 66 Real Cost) Energy Blast 5d6, Attack Versus Limited Defense: Flash Defense (+1 1/2) (62 Active Points) (Real Cost: 62) plus Flash 4d6 (Sight Group) (Real Cost: 20) 4
6u 2) Light Blast: Energy Blast 10d6 (vs. ED), STUN Only (+0), Armor Piercing x1 (+1/2) (75 Active Points) 4
5u 3) Flare: Flash 8d6 (Sight Group), Area Of Effect (9" Cone; +1) (80 Active Points); No Range (-1/2) 4
6u 4) Illuminate: Dispel Darkness Powers 12d6, Cumulative (x1 max.) (+1/2), Expanded Effect Two At A Time (+1/2) (72 Active Points) 4
23 Flashlight: Sight Group Images, +3 to PER Roll, Conforming (+1/2), Reduced Endurance 0 END (+1/2), Increases Size (16" radius; +1) (57 Active Points); Only To Create Light (-1), No Range (-1/2)
6 Mental Training: +6 Mental Defense (10 points total)
13 You call that a light?: Flash Defense (20 points) (Sight Group) (20 Active Points); Limited Power Only vs. Light based Flash (-1/2)
10 Overload: Energy Damage Reduction, 50% (20 Active Points); Only Works Against Sonic/Sound Very Limited Type of Attack (-1)
20 Overload II: Absorption 4d6 (Energy into Light Powers/Light Show), Can Absorb Maximum of 38 Points, Variable Effect Two Powers Simultaneously (+1/2) (40 Active Points); Limited Phenomena: Sonic/Sound (-1)
Powers Cost: 178

 

Cost Martial Arts Maneuver
3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
Martial Arts Cost: 10

 

Cost Skill
6 +2 with Light powers
10 +2 with DCV
3 Bribery 13-
3 Combat Driving 14-
3 Oratory 13-
5 Power (INT-based) 13-
1 Seduction 8-
3 Streetwise 13-
3 KS: Punk Rock (INT-based) 12-
2 CuK: Punk Notables 11-
4 PS: Punk Rocker (PRE-based) 14-
3 +1 with KS Punk Rock, CuK Punk Notables, and PS Punk Rocker
Skills Cost: 46

 

Cost Perk
2 Rep: Super Hero (General Public; 11-) +1/+1d6
3 Rep: Member of Dazzler (New York music scene; 14-) +3/+3d6
Perks Cost: 5

 

Cost Talent
3 Perfect Pitch
3 Lightning Reflexes: +3 DEX to act first with Lightshow
12 Combat Luck (6 PD/6 ED)
Talents Cost: 18

 

 

Total Character Cost: 400

 

Val Disadvantages
5 Distinctive Features: Punk =P (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Distinctive Features: Mutant (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Genetic Scan)
10 Enraged: Attacked in the dark (Uncommon), go 11-, recover 14-
15 Hunted: The Brotherhood 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
25 Hunted: S.H.I.E.L.D. 14- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
15 Psychological Limitation: Ill-tempered (Common; Strong)
10 Psychological Limitation: Dislikes Authority (Common; Moderate)
15 Psychological Limitation: Overconfident (Common; Strong)
5 Psychological Limitation: Afraid of the Dark (Uncommon; Moderate)
15 Social Limitation: Mutant (Frequently; Major)
15 Social Limitation: Public ID (Frequently; Major)
5 Social Limitation: Punk (Occasionally; Minor)
10 Vulnerability: 2 x Effect Drains/Transfers (Uncommon)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 50

Total Experience Available: 50

Experience Unspent: 0

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Re: The Con Game

 

Iceman

 

Player:

 

Val Char Cost
10 STR 0
23 DEX 39
16 CON 12
10 BODY 0
13 INT 3
14 EGO 8
15 PRE 5
12 COM 1
4 PD 2
4 ED 1
5 SPD 17
6 REC 2
50 END 9
30 STUN 7
6" RUN02" SWIM02" LEAP0Characteristics Cost: 106

 

Cost Power END
90 Ice attacks: Multipower, 90-point reserve
6u 1) Ice Blast: Energy Blast 10d6 (vs. PD), Reduced Endurance 0 END (+1/2) (75 Active Points); Reduced Penetration (-1/4)
6u 2) Ice Storm: Energy Blast 6d6 (vs. PD), Reduced Endurance 1/2 END (+1/2), Autofire (10 shots; +1) (75 Active Points); Reduced Penetration (-1/4) 3
9u 3) Ice Wave: Energy Blast 9d6 (vs. PD), Area Of Effect (10" Cone; +1) (90 Active Points) 9
6u 4) Ice Spikes: Killing Attack - Ranged 2d6 (vs. PD), Autofire (10 shots; +1) (60 Active Points) 6
6u 5) Ice Block: Entangle 6d6, 6 DEF, Reduced Endurance 0 END (+1/2) (90 Active Points); Vulnerable to Fire (-1/2)
5u 6) Ice Fist: Hand-To-Hand Attack +10d6, Reduced Endurance 0 END (+1/2) (75 Active Points); Hand-To-Hand Attack (-1/2)
30 Sub-Zero Manipulation: Elemental Control, 60-point powers
10 1) Ice Sheath: Armor (20 PD/20 ED) (60 Active Points); Limited Power 10 PD/ED counts against cold based attacks only (-1 1/2), Costs Endurance Only Costs END to Activate (-1/4), Visible (-1/4) 6
64 2) Change Environment 16" radius, -4 Temperature Level Adjustment, -5 Characteristic Roll and all Skill Rolls based on Dex, Reduced Endurance 1/2 END (+1/4), Varying Effect Cold Effects (+1/2) (94 Active Points) 4
21 3) Ice Slides: Flight 20", x8 Noncombat, Reduced Endurance 1/2 END (+1/4) (62 Active Points); Limited Power 12" altitude limit (-1/2) 2
Powers Cost: 253

 

Cost Martial Arts Maneuver
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
Martial Arts Cost: 12

 

Cost Skill
9 +3 with Ice Attacks
10 +2 with DCV
3 Paramedics 12-
3 Teamwork 14-
2 KS:Mutant Affairs 11-
2 KS:Mutant Powers 11-
2 KS:Video Games 11-
Skills Cost: 31

 

Cost Perk
4 Reputation: Super Hero (General Public; 11-) +2/+2d6
Perks Cost: 4

 

Cost Talent
1 Icewalking
Talents Cost: 1

 

 

Total Character Cost: 407

 

Val Disadvantages
20 Dependent NPC: Parents 11- (Normal; Group DNPC: x2 DNPCs)
5 Distinctive Features: Mutant (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Genetic Scans)
20 Hunted: S.H.I.E.L.D. 11- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence)
15 Hunted: Brotherhood 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
20 Psychological Limitation: Code vs. Killing (Common; Total)
20 Psychological Limitation: Freezes in Combat (Very Common; Strong)
15 Psychological Limitation: In love with Kitty and Rogue (Common; Strong)
15 Social Limitation: Mutant (Frequently; Major)
15 Social Limitation: Public ID (Frequently; Major)
5 Social Limitation: Minor (Occasionally; Minor)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 57

Total Experience Available: 57

Experience Unspent: 0

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Re: The Con Game

 

Colossus

 

Player:

 

Val Char Cost
25/80 STR 15
17 DEX 21
20/45 CON 20
20/40 BODY 20
10 INT 0
18 EGO 16
20 PRE 10
16 COM 3
11/30 PD 3
14/29 ED 4
4 SPD 13
9/23 REC 0
50/100 END 5
45/101 STUN 2
6" RUN02" SWIM05"/16" LEAP0Characteristics Cost: 132

 

Cost Power END
Steel Form
11 1) Organic Steel: Density Increase (500 kg mass, +10 STR, +2 PD/ED, -2" KB), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Side Effect: Gains Vulnerability (x2 effect) to Magnetic Effect, Side Effect occurs automatically whenever Power is used (-1/2), Visible (-1/4)
36 2) Colossusal Strength: +45 STR (45 Active Points); Linked to Organic Steel (-1/4) 4
40 3) Colossusal Constitution: +25 CON (50 Active Points); Linked to Organic Steel (-1/4)
32 4) Colossusal Body: +20 BODY (40 Active Points); Linked to Organic Steel (-1/4)
1 5) +3 PD, Hardened (+1/4) (6 Active Points); Linked to Organic Steel (-1/2) (Modifiers affect Base Characteristic)
3 6) +6 ED, Hardened (+1/4) (9 Active Points); Linked to Organic Steel (-1/2) (Modifiers affect Base Characteristic)
20 7) Damage Resistance (20 PD/20 ED), Hardened (+1/4) (25 Active Points); Linked to Organic Steel (-1/4)
13 8) Very Heavy: Knockback Resistance -10" (20 Active Points); Linked to Organic Steel (-1/2)
4 9) Lack Of Weakness (-5) for Normal Defense, Hardened (+1/4) (6 Active Points); Linked to Organic Steel (-1/2)
36 10) Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character does not sleep (45 Active Points); Linked to Organic Steel (-1/4)
6 Mental Defense Training: +6 Mental Defense (10 points total)
12 X-Men Kevlar Uniform: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Activation Roll 14- (-1/2)
Powers Cost: 214

 

Cost Martial Arts Maneuver
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
Martial Arts Cost: 11

 

Cost Skill
15 +3 with HTH Combat
3 Climbing 12-
3 Conversation 13-
3 Paramedics 11-
3 Streetwise 13-
3 Teamwork 12-
3 Trading 13-
2 TF: Combat Aircraft, Small Motorized Ground Vehicles
2 KS: Mutant Affairs 11-
2 KS: Mutant Powers 11-
4 Language: English, Russian is native (idiomatic with accent)
Skills Cost: 43

 

Cost Perk
2 Reputation: Super Hero (General Public; 11-) +1/+1d6
Perks Cost: 2

 

 

 

Total Character Cost: 402

 

Val Disadvantages
20 Dependent NPC: Family 8- (Normal; Group DNPC: x4 DNPCs)
5 Distinctive Features: Mutant (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Enraged: When teammates are KO'd (Common), go 8-, recover 11-
15 Hunted: Russian Mob 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
20 Hunted: S.H.I.E.L.D. 11- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
10 Hunted: Brotherhood 8- (As Pow; Harshly Punish)
10 Psychological Limitation: Distrusts Xavier (Common; Moderate)
15 Psychological Limitation: In love with Wolverine (Common; Strong)
10 Reputation: Former Criminal 11- (Extreme (Known Only To A Small Group))
15 Social Limitation: Mutant (Frequently; Major)
15 Social Limitation: Public Identity (Frequently; Major)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 52

Total Experience Available: 52

Experience Unspent: 0

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Re: The Con Game

 

Cyclops

 

Player:

 

Val Char Cost
15 STR 5
20 DEX 30
20 CON 20
15 BODY 10
13 INT 3
18 EGO 16
20 PRE 10
14 COM 2
9/17 PD 6
11/19 ED 7
4 SPD 10
10 REC 6
40 END 0
45 STUN 12
8" RUN43" SWIM13" LEAP0Characteristics Cost: 142

 

Cost Power END
100 Optic Blast: Multipower, 150-point reserve, all slots: Limited Power Does not affect ruby quartz (+0) (150 Active Points); Variable Limitations (requires -1 worth of Limitations -1/2) [Notes: Variable Disadvantage must be chosen from

1) OAF (Visor)

2) OAF(Glasses), Restrainable

3) Side Effect: Blind

If deprived of a Focus, Cyclops switches immediately to option #3.]

9u 1) Concussive Blast: Energy Blast 12d6 (vs. ED), Personal Immunity (+1/4), Reduced Endurance 0 END (+1/2), Double Knockback 2x KB (+3/4) (150 Active Points); Reduced By Range (-1/4)
4u 2) Focused Blast: Killing Attack - Ranged 3d6 (vs. ED), Personal Immunity (+1/4), Armor Piercing x1 (+1/2) (79 Active Points); Reduced By Range (-1/4), Beam (-1/4) 8
3u 3) Intercepting Blast: Missile Deflection (Any Ranged Attack), Ranged Full Range (+1) (40 Active Points)
6 Perceptive: Enhanced Perception (+2 to PER Rolls for All Sense Groups)
12 X-Men Kevlar Uniform: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Activation Roll 14- (-1/2)
8 Mental Defense Training: +8 Mental Defense (12 points total)
Powers Cost: 142

 

Cost Martial Arts Maneuver
5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, STR Strike
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
Martial Arts Cost: 17

 

Cost Skill
6 +2 with Optic Blast Powers
6 +2 vs. Range with Optic Blast Powers
8 +1 with All Combat
6 +2 with Deduction, Tactics and Teamwork
3 Breakfall 13-
3 Climbing 13-
3 Combat Driving 13-
3 Combat Piloting 13-
3 Deduction 12-
3 Demolitions 12-
3 Electronics 12-
3 Mechanics 12-
4 Navigation (Air, Land, Marine) 12-
3 Paramedics 12-
2 Survival (Temperate/Subtropical) 12-
3 Systems Operation 12-
3 Tactics 12-
3 Teamwork 13-
3 TF: Common Motorized Ground Vehicles, Combat Aircraft, Small Motorized Boats, Small Planes
3 AK: Savage Land: Savage Land (INT-based) 12-
2 KS: Mutant Affairs: Mutant Affairs 11-
2 KS: Mutant Powers: Mutant Powers 11-
Skills Cost: 78

 

Cost Perk
2 Contact: Toad (Contact has access to the Brotherhood) 8-
2 Reputation: Mutant Super Hero (Geral Public; 11-) +1/+1d6
Perks Cost: 4

 

Cost Talent
5 Resistance (5 points)
Talents Cost: 5

 

 

Total Character Cost: 388

 

Val Disadvantages
5 Distinctive Features: Mutant (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Genetic Scans)
5 Distinctive Features: Always wears his Red Shades or Visor (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: The Brotherhood 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
20 Hunted: S.H.I.E.L.D. 11- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
20 Psychological Limitation: Code Vs. Killing (Common; Total)
15 Psychological Limitation: In love with Marvel Girl (Common; Strong)
15 Psychological Limitation: Protective of team (Common; Strong)
10 Reputation: Mutant Terrorist 8- (Extreme)
15 Rivalry: Romantic, Cyclops and Wolverine both vie for Marvel Girl's affection, Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry, Rival is a Player Character
15 Social Limitation: Mutant (Frequently; Major)
15 Social Limitation: Public ID (Frequently; Major)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 38

Total Experience Available: 41

Experience Unspent: 3

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Re: The Con Game

 

Storm

 

Player:

 

Val Char Cost
13 STR 3
20 DEX 30
15 CON 10
13 BODY 6
13 INT 3
18 EGO 16
13 PRE 3
20 COM 5
6/14 PD 3
8/16 ED 5
5 SPD 20
6 REC 0
50 END 10
40 STUN 12
7" RUN22" SWIM02 1/2" LEAP0Characteristics Cost: 128

 

Cost Power END
30 Weather Control: Elemental Control, 60-point powers
16 1) Forecast: Change Environment 1" radius, -3 PER Roll: Normal Sight, 3 Temperature Level Adjustment, Long-Lasting: 1 Hour, Megascale (1" = 1 km; +1/4), Reduced Endurance 1/2 END (+1/4), Any Weather Effect Broad Group (+1) (70 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Side Effects (-1/4) 3
33 2) Wind Rider: Flight 16", x8 Noncombat, Conditional Power Not in vaccum (+0), Reduced Endurance 0 END (+1/2) (63 Active Points)
26 3) Gale Force Winds: Telekinesis (40 STR), Reduced Endurance 1/2 END (+1/4) (75 Active Points); Affects Whole Object (-1/4), Limited Power Cannot Grab (-1/4), Conditional Power Not in vaccum (-1/4) 3
80 4) Nature's Fury: Energy Blast 8d6 (vs. ED), Indirect From the sky (+1/4), Variable Special Effects weather-based effects (+1/4), Reduced Endurance 1/2 END (+1/4), Variable Advantage (+1/2 Advantages +1) (110 Active Points) 5
12 X-Men Kevlar Uniform: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Activation Roll 14- (-1/2)
6 Mental Defense Training: +6 Mental Defense (10 points total)
Powers Cost: 203

 

Cost Martial Arts Maneuver
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
Martial Arts Cost: 12

 

Cost Skill
8 +1 with All Combat
3 +1 with Lockpicking, Security Systems and Streetwise
3 Acrobatics 13-
3 Climbing 13-
3 Concealment 12-
2 KS: Mutant Affairs: Mutant Affairs 11-
2 KS: Mutant Powers: Mutant Powers 11-
4 Language: English (idiomatic)
4 Language: French (Arabic is native) (idiomatic)
3 Lockpicking 13-
3 Mechanics 12-
3 Paramedics 12-
3 Security Systems 12-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 12-
2 Survival (Urban) 12-
3 Teamwork 13-
3 TF: Combat Aircraft, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
Skills Cost: 61

 

Cost Perk
2 Reputation: Mutant Super Hero (Geral Public; 11-) +1/+1d6
Perks Cost: 2

 

 

 

Total Character Cost: 406

 

Val Disadvantages
5 Distinctive Features: Mutant (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Genetic Scans)
10 Distinctive Features: White Hair (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: The Brotherhood 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
25 Hunted: S.H.I.E.L.D. 14- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
15 Hunted: Shadow King 8- (Mo Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find; Limited Geographical Area)
20 Psychological Limitation: Code Vs. Killing (Common; Total)
15 Psychological Limitation: Misses Beast (Common; Strong)
15 Psychological Limitation: In love with Wolverine (Common; Strong)
15 Social Limitation: Mutant (Frequently; Major)
15 Social Limitation: Public ID (Frequently; Major)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 56

Total Experience Available: 56

Experience Unspent: 0

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Re: The Con Game

 

Kitty Pryde

 

Player:

 

Val Char Cost
9 STR -1
13 DEX 9
11 CON 2
10 BODY 0
16 INT 6
14 EGO 8
10 PRE 0
18 COM 4
4/12 PD 2
3/11 ED 1
4 SPD 17
4 REC 0
22 END 0
23 STUN 2
7" RUN22" SWIM01 1/2" LEAP0Characteristics Cost: 52

 

Cost Power END
20 Phasing Power: Elemental Control, 40-point powers
47 1) Phasing: Desolidification , Reduced Endurance 0 END (+1/2), Usable Simultaneously (x2 Number of Targets +3/4) (90 Active Points); Limited Power Must maintain physical contact to phase people/objects (-1/2)
20 2) Improved Sneakiness: Invisibility to Hearing Group, No Fringe, Reduced Endurance 0 END (+1/2), Usable Simultaneously (+1/2) (40 Active Points)
16 3) Gliding: Flight 10", Reduced Endurance 0 END (+1/2), Usable Simultaneously (+1/2) (40 Active Points); Only In Contact With A Physical Object (-1/4)
93 Fizzle: Dispel Tech/Robot Powers 8d6, Reduced Endurance 0 END (+1/2), Cumulative (x1 max.) (+1/2), Damage Shield (+1/2), Offensive (+1/4), Continuous (+1), Expanded Effect All Tech/Robot Powers Simultaneously (+2), Affects Physical World (+2) (186 Active Points); No Range (-1/2), Side Effects, (-1/2) [Notes: Kitty fizzles ANY tech she touches while desolid, she can't turn the power off while phased.]
11 X-Men Kevlar Uniform: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 13- (-3/4), OIF (-1/2)
5 X-Men Mental Training: +5 Mental Defense (8 points total)
Powers Cost: 212

 

Cost Martial Arts Maneuver
5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, STR Strike
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
Martial Arts Cost: 9

 

Cost Skill
25 +5 with DCV
3 Breakfall 12-
1 Computer Programming 8-
3 Climbing 12-
1 Combat Piloting 8-
0 TF: Small Planes
9 Stealth 15-
3 Teamwork 12-
1 KS: Mutant Affairs: Mutant Affairs 8-
2 KS: Mutant Powers: Mutant Powers 11-
Skills Cost: 48

 

Cost Perk
2 Reputation: Mutant Super Hero (Geral Public; 11-) +1/+1d6
Perks Cost: 2

 

 

 

Total Character Cost: 323

 

Val Disadvantages
5 Distinctive Features: Mutant (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Genetic Scans)
15 Hunted: The Brotherhood 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
20 Hunted: S.H.I.E.L.D. 11- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
20 Psychological Limitation: Code Vs. Killing (Common; Total)
15 Social Limitation: Mutant (Frequently; Major)
15 Social Limitation: Public ID (Frequently; Major)
10 Psychological Limitation: Crush on Bobby (Common; Moderate)
15 Rivalry: Rogue: Romantic, Rogue and Kitty are both into Bobby, Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry, Rival is a Player Character
10 Dependent NPC: Mom 8- (Normal)

Disadvantage Points: 125

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: The Con Game

 

Angel

 

Player:

 

Val Char Cost
15 STR 5
24 DEX 42
20 CON 20
12 BODY 4
14 INT 4
11 EGO 2
10 PRE 0
30 COM 10
16/24 PD 10
13/21 ED 6
6 SPD 26
12 REC 10
50 END 5
45 STUN 15
6" RUN02" SWIM03" LEAP0Characteristics Cost: 159

 

Cost Power END
33 Wings: Flight 20", Reduced Endurance 1/2 END (+1/4) (50 Active Points); Restrainable (-1/2) 2
30 Soaring: Gliding 40", x4 Noncombat (45 Active Points); Restrainable (-1/2)
5 Wings II: Extra Limbs , Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4)
20 Wing Bash: Hand-To-Hand Attack +4d6, Reduced Endurance 0 END (+1/2) (30 Active Points); Hand-To-Hand Attack (-1/2)
3 Wingtips: Stretching 1", Reduced Endurance 0 END (+1/2) (7 Active Points); Restrainable (-1/2), No Noncombat Stretching (-1/4), Limited Body Parts (-1/4)
3 Mental Training: +3 Mental Defense (5 points total)
11 X-Men Kevlar Uniform: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 13- (-3/4), OIF (-1/2)
Powers Cost: 105

 

Cost Martial Arts Maneuver
3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +v/5; FMove
Martial Arts Cost: 13

 

Cost Skill
15 +3 with DCV
3 +1 with Martial Arts
3 Breakfall 14-
3 High Society 11-
3 Language: French (completely fluent)
3 Paramedics 12-
5 Power (DEX-based) 15-
3 Teamwork 14-
2 KS: Mutant Affairs: Mutant Affairs 11-
2 KS: Mutant Powers: Mutant Powers 11-
Skills Cost: 42

 

Cost Perk
10 Money: Wealthy
2 Reputation: Mutant Super Hero (Geral Public; 11-) +1/+1d6
Perks Cost: 12

 

Cost Talent
4 Combat Luck (3 PD/3 ED) (6 Active Points); Restrainable (-1/2)
Talents Cost: 4

 

 

Total Character Cost: 335

 

Val Disadvantages
5 Distinctive Features: Mutant (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Genetic Scans)
25 Distinctive Features: Angelic Wings/Beauty (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
20 Hunted: S.H.I.E.L.D. 11- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find)
15 Hunted: The Brotherhood 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find)
5 Physical Limitation: Wings are sometimes awkward (Infrequently; Slightly Impairing)
15 Psychological Limitation: Code Vs. Killing (Common; Strong)
10 Psychological Limitation: Underconfident (Common; Moderate)
15 Social Limitation: Mutant (Frequently; Major)
15 Social Limitation: Public ID (Frequently; Major)
10 Vulnerability: 2 x Effect Wind Attacks (Uncommon)

Disadvantage Points: 135

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: The Con Game

 

You may want to reconsider having Kitty Pryde as a possible available character in a convention game. Since the character has essentially no offense, someone playing her might get pretty bored in the game during the fight scenes.

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Re: The Con Game

 

Okay, thanks for the constructive criticism. Maybe you're channeling some Simon from the new Idol season? Listen, appreciate the help but if you turn your condescension dial down a couple notches it'll be most appreciated. And if you're kidding me here, throw a couple smilies in so I know, cuz it sort of makes me self-conscious about sharing.

 

Why?

 

Negative, I don't see how having unbreakable bones makes you fire proof. And, if you look at issue 44 you'll see that he gets his leg fried right the heck off.

 

I see your logic here.

 

I cribbed this build of Allandrel and I'm not sure where it's illegal. Clarify.

 

No, no, no and no. He has not demonstrated any of these abilities. Although he probably does have Small arms and blades at least. Not necessary in a super heroic campaign to buy weapon familiarity, though.

 

I see no reason to.

 

 

He already tried to kill him once. You realize this is the Ultimate versions of the X-Men, don't you?

 

Didn't realize that this was the Ultimate version. I was tired and missed it. And if I came across as cranky I'm sorry it was the end of a bad day.

 

A lot of the other stuff was based on the "standard" universe so, not being an Ultimates guy I'm not sure how much of that he would have to have.

 

WF: You still need to have WF in supers campaigns for anything you didn't pay points for. So Wolvie still has to pay points for WF: Blades to use a sword unless you buy him a sword.

 

The claws build doesn't make sense to me as it is worded. But either way, it should still need to be higher than 3D6 total since he needs enough body to drop a decent mook(who would have a couple extra body) right off the bat. Also, regardless of whether they are a natural weapon or not, you are still capped at double the DCs of the original attack and the AP Penetrating reduce how much extra he would get from his STR, so if he has 1D6 base, he would only have 1D6+1 before martial arts which could add, at most , 2DCs(martial attacks that add 10 STR only add 1DC to killing attacks). At MOST, he could have 2D6 with everything added in with the current build. Finally, martial arts add damage, but they do NOT add to the base. So if the base is 1D6, the most he can EVER do, is 2D6 no matter how many different thing he has that add to the damage.

 

And unless the power levels are radically different in the Ultimatge universe...I still think the X-Men and Spidey are gonna be hard pressed to win. Mags is incredibly scary and to give him enough help that one of the heroes may have to go 1 on 1 with him...Yikes!

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Re: The Con Game

 

You may want to reconsider having Kitty Pryde as a possible available character in a convention game. Since the character has essentially no offense' date=' someone playing her might get pretty bored in the game during the fight scenes.[/quote']

 

She's definitely on the sidelines. Unless someone really wants to play her. Good call, Rune. Ditto for Angel, that guy usually stays in the jet anyway.

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Re: The Con Game

 

Didn't realize that this was the Ultimate version. I was tired and missed it. And if I came across as cranky I'm sorry it was the end of a bad day.

No worries, Friday was hell for me as well. Long story short. My co-workers took off for the bar after a going away party for someone's last day. I was the only one went back to the office after the party and there was a message regarding some paperwork that needed to be filed that day. Apparently, the person assigned to the case hadn't gotten to it all week and now the deadline had come and he had lost the orginal documents. The message didn't have a discernable name or contact number so I had to make like a hundred calls, first to the co-worker to find out what company we were working with... you know this story isn't very short... anyway once I got the company I started calling them, after about half dozen calls found out I had been given the wrong company name, called the right people about a half dozen times to get the original documents faxed again. Processed the paperwork and brought down to the bar to have it signed by the boss. Had a couple beers, mission accomplished. Hopefully, we won't get dinged. During this, my wife called and told me she lost my paycheck on the way to the bank. It turned out she didn't but the added stress was not helpful during the time.

 

A lot of the other stuff was based on the "standard" universe so, not being an Ultimates guy I'm not sure how much of that he would have to have.

Well, for starters he has tried to kill Cyke, twice, I recalled another time. Power set is basically the same, it's background, skills stuff that's different. And appearance, he's quite a bit taller in Ultimate-land.

 

WF: You still need to have WF in supers campaigns for anything you didn't pay points for. So Wolvie still has to pay points for WF: Blades to use a sword unless you buy him a sword.

Noted, sounds good.

 

The claws build doesn't make sense to me as it is worded. But either way, it should still need to be higher than 3D6 total since he needs enough body to drop a decent mook(who would have a couple extra body) right off the bat. Also, regardless of whether they are a natural weapon or not, you are still capped at double the DCs of the original attack and the AP Penetrating reduce how much extra he would get from his STR, so if he has 1D6 base, he would only have 1D6+1 before martial arts which could add, at most , 2DCs(martial attacks that add 10 STR only add 1DC to killing attacks). At MOST, he could have 2D6 with everything added in with the current build. Finally, martial arts add damage, but they do NOT add to the base. So if the base is 1D6, the most he can EVER do, is 2D6 no matter how many different thing he has that add to the damage.

You talk sense, hombre, I think I will do the claws over. I was pretty pleased with Allendral's build, but if it's illegal, then maybe I'll do something else.

Take a look at his Wolverine and tell me if he makes more sense than me.

Wolverine

 

And unless the power levels are radically different in the Ultimatge universe...I still think the X-Men and Spidey are gonna be hard pressed to win. Mags is incredibly scary and to give him enough help that one of the heroes may have to go 1 on 1 with him...Yikes!

Well, I am the GM so I will most assuredly make a foe who is defeatable. Fun is more important than accuracy. I took a more streamlined approach to Jean Grey than Allendral, she may not be able to do everything she's portrayed as doing in the books, but she's less of a headache.

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Re: The Con Game

 

That would be the genius of Allendral. He's pretty slick.

 

 

I'd actually go further. It isn't really strictly rules-koesher, but....

 

Buy Cyc a 0-end, continuous blast in his multipower, then give him "always on" as a 4th option.

This way he can just open his eyes and fire out a low intensity blast forever.

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Re: The Con Game

 

I'd actually go further. It isn't really strictly rules-koesher, but....

 

Buy Cyc a 0-end, continuous blast in his multipower, then give him "always on" as a 4th option.

This way he can just open his eyes and fire out a low intensity blast forever.

 

The only way I'd be willing to do that is to reduce the disad to -0 since he can close his eyes anytime he wants, effectively eliminating the always on disad. So it's kind of superfluous to this version.

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Re: The Con Game

 

The claws build doesn't make sense to me as it is worded. But either way, it should still need to be higher than 3D6 total since he needs enough body to drop a decent mook(who would have a couple extra body) right off the bat. Also, regardless of whether they are a natural weapon or not, you are still capped at double the DCs of the original attack and the AP Penetrating reduce how much extra he would get from his STR, so if he has 1D6 base, he would only have 1D6+1 before martial arts which could add, at most , 2DCs(martial attacks that add 10 STR only add 1DC to killing attacks). At MOST, he could have 2D6 with everything added in with the current build. Finally, martial arts add damage, but they do NOT add to the base. So if the base is 1D6, the most he can EVER do, is 2D6 no matter how many different thing he has that add to the damage.

 

 

I was doing some more thinking on the claws bit and I decided that 3d6 is plenty as a lot of Wolverine's most brutal attacks are obviosly called shots such as decapitating Sabretooth or "disARMing" a brotherhood mook holding a bomb detonator. I may or may not elimnate the DC levels from the total, I'd like to hear more opinions on the legality and (more importantly) how accurately if reflects Wolverine's fighting style. To me, it seems he's more technique than brute force.

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Re: The Con Game

 

Wolvie has always been mor technique than brute force. If you're going to use the hit location tables then 3D6 probably will be enough. I don't know many who use them in a supers game though so I usually base things on them not being in play.

 

Extra DCs can add to a killing attack at the same rate other maneuvers add to killing attack(ie. 2 DCs gives you +1DC killing). It's in the Ultimate Martial Artist.

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Re: The Con Game

 

It's not that I'm going to allow it, it's more like whoever wrote Wolverine one-shot killing Sabretooth was allowing hit location. I'm sure he won't be as lethal in my game, but I'm willing to accept that for game balance. He'll be able to go toe-to-toe with most people and break them, but he's not going to be mowing everyone down without pause.

 

Whatabout that AID to speed? You had an issue with it?

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