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Ultimate Six (Con Game II)


Eyendasky80

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These are my write-ups for Norman Osborn and his cell-mates featured in the mini-series Ultimate Six. The surprise sixth member who participated in the assault on the White House was Spider-Man himself, forced to follow Osborn who threatened to kill his loved ones if he didn't. This time around, he's not falling in line so there's actually only five members of the six, but I'm playing around with adding another out of Spidey's enemies.

 

These are the "Ultimate" versions of the villains.

 

If you plan on participating in this game at KublaCon, you may want to consider not reading this thread. It's okay if you do, but I'll be a little suspicious if you start reading off their disadvantages from your notebook. Anyone familar with the comics would know them anyway, so it's no big deal if you peek.

 

As I mentioned in my earlier thread, Norman Osborn has come out of the coma The Ultimates put him in and he's escaped The Triskellion. On his way out the door, he loosed every major threat housed there. He's teamed up with Magneto and it's up to Spider-Man and the X-Men to track them down and thwart their evil plan.

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Re: Ultimate Six (Con Game II)

 

Norman Osborn

 

Player: Villain

 

Val** Char*** Cost
8** STR -2
10** DEX 0
11** CON 2
10** BODY 0
20** INT 10
14** EGO 8
23** PRE 13
12** COM 1
*
3** PD 1
2** ED 0
2** SPD 0
4** REC 0
22** END 0
20** STUN 0
*6"**RUN02"**SWIM01 1/2"**LEAP0Characteristics Cost: 33

 

Cost** Power END
106** Green Goblin: Multiform (532 Character Points in the most expensive form)*
Powers Cost: 106

 

 

Cost** Skill
10** +1 Overall*
5** Bribery 15-*
7** Bureaucratics 16-*
3** Concealment 13-*
3** Conversation 14-*
3** Interrogation 14-*
3** High Society 14-*
5** Inventor 14-*
3** Oratory 14-*
3** Persuasion 14-*
3** Streetwise 14-*
2** Language: Cantonese (fluent conversation)*
3** Language: German (completely fluent)*
4** Language: Japanese (idiomatic)*
3** Scientist*
2** 1) SS: Chemistry (INT-based) (3 Active Points) 13-*
2** 2) SS: Sociology (INT-based) (3 Active Points) 13-*
3** 3) SS: Genetics (INT-based) (4 Active Points) 14-*
2** 4) SS: Mathematics (INT-based) (3 Active Points) 13-*
Skills Cost: 69

 

Cost** Perk
5** Contact (Contact has access to major institutions, Contact has: extremely useful Skills or resources) 8-*
10** Favor*
10** Money: Wealthy*
50** Vehicles & Bases (x64, 100 Base, 0 Disad)*
Perks Cost: 75

 

 

 

Total Character Cost: 283

 

Val** Disadvantages
15** Dependent NPC: Harry Osborn 11- (Normal)*
5** Distinctive Features: Altered Genetics (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Genetic Scan)*
25** Hunted: S.H.I.E.L.D. 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)*
20** Hunted: The Ultimates 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)*
20** Psychological Limitation: Fixated on Spider-Man (Common; Total)*
10** Psychological Limitation: Hates Nick Fury (Uncommon; Strong)*
20** Social Limitation: High Profile Fugitive (Frequently; Severe)*

Disadvantage Points: 115

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Ultimate Six (Con Game II)

 

Green Goblin

 

Player: Villain

 

Val Char Cost
50 STR 40
20 DEX 30
38 CON 56
30 BODY 40
20 INT 10
20 EGO 20
30 PRE 20
4 COM -3
30 PD 20
26 ED 18
4 SPD 10
18 REC 0
80 END 2
80 STUN 6
9" RUN62" SWIM030" LEAP0Characteristics Cost: 275

 

Cost Power END
14 Thick Skin: Damage Resistance (8 PD/15 ED), Hardened (+1/4) (14 Active Points)
6 Strong Willed: +6 Mental Defense (10 points total)
11 He always comes back: Regeneration 3 BODY (Resurrection) (50 Active Points); Extra Time (Regeneration-Only) 1 Week (-3), Self Only (-1/2) 5
40 Fireballs: Energy Blast 8d6 (vs. ED), Reduced Endurance 1/2 END (+1/4) (50 Active Points); Range Based On Strength (-1/4) 2
39 Leaping +20" (30" forward, 15" upward) (Accurate, x4 Noncombat), Reduced Endurance 1/2 END (+1/4) (39 Active Points) 1
9 Life Support , Extended Breathing, Safe in High Pressure, Safe in High Radiation, Safe in Intense Heat
8 Telescopic +5 to PER Rolls (only to offset the Range Modifier) (Sight Group)
Powers Cost: 127

 

 

Cost Skill
10 +2 with HTH Combat
10 +1 Overall
5 Bribery 16-
3 Concealment 13-
3 Conversation 15-
3 Interrogation 15-
5 Inventor 14-
3 Oratory 15-
3 Persuasion 15-
3 Streetwise 15-
2 Language: Cantonese (fluent conversation)
3 Language: German (completely fluent)
4 Language: Japanese (idiomatic)
4 SS: Genetics (INT-based) 14-
3 SS: Chemistry (INT-based) 13-
3 SS: Sociology (INT-based) 13-
3 SS: Mathematics (INT-based) 13-
Skills Cost: 70

 

Cost Perk
50 Vehicles & Bases (x64, 100 Base, 0 Disad)
Perks Cost: 50

 

 

 

Total Character Cost: 522

 

Val Disadvantages
15 Dependent NPC: Harry Osborn 11- (Normal)
5 Distinctive Features: Altered Genetics (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Genetic Scan)
25 Berserk: Takes 20 Body (Uncommon), go 11-, recover 11-, Berserk
25 Hunted: S.H.I.E.L.D. 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Hunted: Ultimates 8- (Mo Pow; Harshly Punish)
20 Psychological Limitation: Fixated on Spider-Man (Common; Total)
10 Psychological Limitation: Hates Nick Fury (Uncommon; Strong)
15 Psychological Limitation: Hears voices (Very Common; Moderate)
20 Social Limitation: High Profile Fugitive (Frequently; Severe)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 172

Total Experience Available: 172

Experience Unspent: 0

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Re: Ultimate Six (Con Game II)

 

Doctor Octopus

 

Player: Justin

 

Val Char Cost
8 STR -2
11 DEX 3
10 CON 0
9 BODY -2
25 INT 15
18 EGO 16
20 PRE 10
8 COM -1
2/12 PD 0
2/12 ED 0
3 SPD 9
4 REC 0
20 END 0
20/50 STUN 2
5" RUN-22" SWIM01 1/2" LEAP0Characteristics Cost: 48

 

Cost Power END
15 I can feel them: Mind Link (Arms), Any distance, Psychic Bond
Arms, all slots: Restrainable (-1/2)
18 1) Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); OIF: Arms (-1/2)
15 2) Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF: Arms (-1/2)
15 3) Physical Damage Reduction, Resistant, 50% (30 Active Points); OIF: Arms (-1/2)
11 4) Missile Deflection (Bullets & Shrapnel), Ranged Adjacent Hex (+1/2) (22 Active Points); OIF: Arms (-1/2)
6 5) Increased Arc Of Perception (360-Degree) (Sight Group) (10 Active Points); IIF: Arms (-1/4)
15 6) +30 STUN (30 Active Points); OIF (-1/2)
10 7) +4 with DCV (20 Active Points); OIF (-1/2)
51 Attachments: Variable Power Pool, 41 base + 10 control cost (62 Active Points); VPP Can Only Be Changed Between Adventures (-1/2), OIF:Arms (-1/2)
0 1) Flame Thrower: Energy Blast 8d6 (vs. ED) (40 Active Points); 12 Charges (-1/4), Beam (-1/4), Activation Roll 14-, Burnout (-1/4) Real Cost: 23
0 2) Buzz Saw: Killing Attack - Hand-To-Hand 1d6 (vs. PD), Reduced Endurance 0 END (+1/2), Armor Piercing x2 (+1) (37 Active Points); No STR Bonus (-1/2), Extra Time Extra Segment (-1/2) Real Cost: 18
Powers Cost: 156

 

 

Cost Skill
7 Combat Driving (15 Active Points); Limited Power Only to pilot arms (-1) 17-
3 Computer Programming 14-
5 Electronics 15-
3 Inventor 14-
3 Power (INT-based) 14-
3 Mechanics 14-
3 Systems Operation 14-
1 KS: Architecture 8-
2 KS: Fine Art 11-
5 Weaponsmith (Arms, Biological Weapons, Chemical Weapons, Energy Weapons) 14-
3 Language: Japanese (completely fluent)
3 Language: Mandarin (completely fluent)
3 Language: French (completely fluent)
3 Scientist
4 1) SS: Genetics (INT-based) (5 Active Points) 16-
3 2) SS: Biochemistry (INT-based) (4 Active Points) 15-
2 3) SS: Chemistry (INT-based) (3 Active Points) 14-
2 4) SS: Mathematics (INT-based) (3 Active Points) 14-
1 5) SS: Physics (2 Active Points) 11-
Skills Cost: 59

 

Cost Perk
66 Arms (x4, 279 Base, 40 Disad)
Perks Cost: 66

 

Cost Talent
4 Speed Reading (x10)
Talents Cost: 4

 

 

Total Character Cost: 333

 

Val Disadvantages
20 Enraged: when mocked (Common), go 11-, recover 11-
20 Hunted: S.H.I.E.L.D. 8- (Mo Pow; Harshly Punish: Incarcerate/Kill; Extensive Non-Combat Influence)
15 Hunted: The Ultimates 8- (Mo Pow; Harshly Punish)
15 Physical Limitation: Sensitive to daylight (-2 OCV w/out sunglasses) (All the Time; Slightly Impairing)
15 Psychological Limitation: Paranoid (Very Common; Moderate)
15 Psychological Limitation: Casual Killer (Common; Strong)
15 Reputation: Supervillain 11- (Extreme)
15 Social Limitation: High-profile fugitive (Frequently; Major)
10 Vulnerability: 2 x Effect Light based sight flash (Uncommon)
10 Unluck: 2d6

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Ultimate Six (Con Game II)

 

Doctor Octopus' Arms

 

Player: Justin

 

Val** Char*** Cost
45** STR 35
24** DEX 42
0** CON -20
25** BODY 30
10** INT 0
0** EGO 0
10** PRE 0
8** COM -1
*
10** PD 21
8** ED 24
4** SPD 6
0** REC -18
0** END 0
*20"**RUN282"**SWIM09"**LEAP0Characteristics Cost: 147

 

Cost** Power END
45** Automaton (Takes No STUN (loses abilities when takes BODY))*
34** Damage Resistance (10 PD/8 ED), Hardened (+1/4) (34 Active Points)*
15** Lack Of Weakness (-5) for Resistant Defenses*
18** Stretching 5", Reduced Endurance 0 END (+1/2) (37 Active Points); OAF: Arms (-1)*
22** Attacks: Multipower, 45-point reserve, all slots: (45 Active Points); OAF (Focus: Arms; -1)*
2u** 1) Hand-To-Hand Attack +6d6, Reduced Endurance 0 END (+1/2) (45 Active Points); Hand-To-Hand Attack (-1/2)*
2u** 2) Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), Reduced Endurance 0 END (+1/2) (45 Active Points)*
2u** 3) Missile Deflection (Bullets & Shrapnel) (45 Active Points)*
22** +0 STR, Reduced Endurance 0 END (+1/2) (22 Active Points) (Modifiers affect Base Characteristic)*
10** Clinging (normal STR)*
Powers Cost: 172

 

 

 

 

 

 

Total Character Cost: 319

 

Val** Disadvantages
15** Physical Limitation: Inoperative if Octavius is Unconscious (Infrequently; Fully Impairing)*
15** Physical Limitation: Cannot Operate Independently of Other Arms (All the Time; Slightly Impairing)*
10** Vulnerability: 2 x BODY Electricity (Uncommon)*

Disadvantage Points: 40

 

Base Points: 279

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

EDIT: Just noticed, Ock's arms don't have extra limbs, I'll fix that.

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Re: Ultimate Six (Con Game II)

 

Electro

 

Player: Villain

 

Val Char Cost
10 STR 0
24 DEX 42
18 CON 16
15 BODY 10
10 INT 0
14 EGO 8
15 PRE 5
8 COM -1
8/18 PD 6
13/28 ED 9
5 SPD 16
8 REC 4
60 END 12
40 STUN 11
6" RUN02" SWIM02" LEAP0Characteristics Cost: 138

 

Cost Power END
18 Electricity Powers: Elemental Control, 36-point powers
32 1) Shocking: Energy Blast 4d6 (vs. ED), Damage Shield (+1/2), Continuous (+1) (50 Active Points) 5
19 2) Force Field (10 PD/15 ED), Reduced Endurance 0 END (+1/2) (37 Active Points)
23 3) Flight 14", Position Shift, Reduced Endurance 1/2 END (+1/4) (41 Active Points) 2
55 4) E-Mail: (Total: 150 Active Cost, 62 Real Cost) Teleportation 10", No Relative Velocity, Megascale (Anywhere on Earth) (1" = 100,000 km; +1 1/2) (75 Active Points); OAF: Computer of Opportunity (-1) (Real Cost: 37) plus Clairsentience (Sight Group), Targeting Sense, Megascale (1" = 100,000 km; +1 1/2) (75 Active Points); Limited Power Only through Computers (-1), OAF: Computer of Opportunity (-1) (Real Cost: 25) 14
62 Electric Attacks: Multipower, 62-point reserve
6u 1) Bolt: Energy Blast 10d6 (vs. ED), Autofire (3 shots; +1/4) (62 Active Points) 6
4u 2) High Voltage: Killing Attack - Ranged 3d6 (vs. ED) (45 Active Points); Reduced By Range (-1/4) 4
4u 3) Arc: Energy Blast 6d6 (vs. ED), Area Of Effect (12" Line; +1) (60 Active Points); Increased Endurance Cost 2x END (-1/2) 12
Powers Cost: 223

 

 

Cost Skill
6 +2 with multipower
3 Combat Driving 14-
5 Defense Maneuver: I-II
3 Electronics 11-
4 Gambling (Card Games, Dice Games) 11-
2 Forgery (Documents) 11-
3 Streetwise 12-
3 Power (DEX-based) 14-
Skills Cost: 29

 

 

 

 

Total Character Cost: 390

 

Val Disadvantages
30 Susceptibility: In or drenched with water 2d6 damage, per Segment (Common)
10 Vulnerability: 2 x STUN Water based attacks (Uncommon)
5 Vulnerability: 1 1/2 x Effect Drains (Uncommon)
5 Distinctive Features: Lightning shaped scars on head (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Distinctive Features: Altered Genetics (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
20 Hunted: S.H.I.E.L.D. 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Hunted: Ultimates 8- (Mo Pow; Harshly Punish)
15 Hunted: Wilson Fisk (Kingpin) 8- (As Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Psychological Limitation: Greedy (Common; Strong)
15 Psychological Limitation: Overconfident (Common; Strong)
15 Social Limitation: High Profile Fugitive (Occasionally; Severe)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 40

Total Experience Available: 40

Experience Unspent: 0

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Re: Ultimate Six (Con Game II)

 

Kraven the Hunter

 

Player:

 

Val Char Cost
18/30 STR 8
15/20 DEX 15
16/20 CON 12
18/23 BODY 16
10 INT 0
14 EGO 8
20 PRE 10
14 COM 2
8/13 PD 4
4/8 ED 1
3/4 SPD 5
7 REC 0
40/60 END 4
35/60 STUN 0
8"/14" RUN44" SWIM24 1/2"/11 1/2" LEAP1Characteristics Cost: 92

 

Cost Power END
7 Beast Form: Transform 2d6: Normal Self to Hairy Self (Cosmetic) (10 Active Points); Limited Target Self (-1/2) 1
Beast Powers, all slots: Only In Beast Identity (-1/4)
7 1) Enhanced Perception (+3 to PER Rolls for All Sense Groups) (9 Active Points)
8 2) Discriminatory Sense (Smell/Taste Group) (10 Active Points)
8 3) Tracking (Smell/Taste Group) (10 Active Points)
7 4) +12 STR (12 Active Points); No Figured Characteristics (-1/2) 1
8 5) +5 DEX (15 Active Points); No Figured Characteristics (-1/2)
4 6) +4 CON (8 Active Points); No Figured Characteristics (-1/2)
6 7) +5 BODY (10 Active Points); No Figured Characteristics (-1/2)
4 8) +5 PD (5 Active Points)
3 9) +4 ED (4 Active Points)
8 10) +1 SPD (10 Active Points)
8 11) +20 END (10 Active Points)
20 12) +25 STUN (25 Active Points)
15 13) Claws: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD) (30 Active Points); Restrainable (-1/2), Reduced Penetration (-1/4) 3
2 14) Tough Hide: Damage Resistance (4 PD/2 ED) (3 Active Points)
10 15) +6" Running (8"/14" total) (12 Active Points) 1
4 16) Leaping +5" (3 1/2"/10 1/2" forward, 1 1/2"/5" upward) (5 Active Points) 1
Powers Cost: 129

 

Cost Martial Arts Maneuver
Wrestling
4 1) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 2) Crush: 1/2 Phase, +0 OCV, +0 DCV, STR +4d6 Crush, Must Follow Grab
3 3) Grappling Throw: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike; Target Falls; Must Follow Grab
5 4) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6, Disable
4 5) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
3 6) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
Martial Arts Cost: 23

 

Cost Skill
10 +2 with HTH Combat
8 +1 with All Combat
3 +1 with Tracking, Stealth and Animal Handler
3 Acting 13-
4 Animal Handler (Reptiles & Amphibians) 14-
3 Breakfall 12- (13-)
3 Climbing 12- (13-)
3 Combat Driving 12- (13-)
6 AK: Australian Outback 15-
2 Navigation (Land) 11-
3 Paramedics 11-
3 Persuasion 13-
2 PS: TV Celebrity 11-
3 Riding 12- (13-)
3 Seduction 13-
3 Stealth 12- (13-)
10 Survival (Desert, Mountain, Temperate/Subtropical, Tropical) 12-
7 Tracking 13-
Skills Cost: 79

 

Cost Perk
4 Reputation (A large group; 11-) +2/+2d6
Perks Cost: 4

 

Cost Talent
3 Bump Of Direction
Talents Cost: 3

 

 

Total Character Cost: 330

 

Val Disadvantages
5 Distinctive Features: Altered Genetics (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Genetic Scan)
10 Enraged: Insulted (Uncommon), go 11-, recover 14-
25 Hunted: S.H.I.E.L.D. 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
20 Hunted: Ultimates 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Psychological Limitation: Overconfident (Common; Strong)
15 Psychological Limitation: Hates Spider-Man (Uncommon; Total)
10 Psychological Limitation: Code of Honor (Common; Moderate)
15 Social Limitation: High Profile Felon (Frequently; Major)
15 Unluck: 3d6

Disadvantage Points: 130

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Ultimate Six (Con Game II)

 

Sandman

 

Player: Villain

 

Val Char Cost
30 STR 20
15 DEX 15
23 CON 26
25 BODY 30
10 INT 0
10 EGO 0
15 PRE 5
10 COM 0
20 PD 14
15 ED 10
4 SPD 15
11 REC 0
50 END 2
60 STUN 8
6" RUN02" SWIM06" LEAP0Characteristics Cost: 145

 

Cost Power END
80 Sand Powers: Multipower, 80-point reserve
8u 1) Sandstorm: Energy Blast 8d6 (vs. PD), Area Of Effect (4" Radius; +1) (80 Active Points) 8
2u 2) Sand Blast: Hand-To-Hand Attack +5d6, Area Of Effect (One Hex; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2) 4
3u 3) Sandtrap: Entangle 6d6, 6 DEF, Entangle And Character Both Take Damage (+1/4) (75 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Susceptible Wind Attacks (-1/4) 7
20 Sand Powers: Elemental Control, 40-point powers
20 1) Body of Sand: Desolidification (affected by Heat and Energy), Costs END Only To Activate (+1/4) (50 Active Points); Cannot Pass Through Solid Objects (-1/2) 4
20 2) Seep: Tunneling 8" through 8 DEF material (Fill In Hole) (50 Active Points); Limited Medium Soil/Sand/Gravel (-1/2) 5
20 3) Sandstorm II: Darkness to Sight Group 4" radius (40 Active Points) 4
20 4) Stretching 5", Reduced Endurance 0 END (+1/2) (37 Active Points)
30 Physical Damage Reduction, Resistant, 50%
12 Damage Resistance (10 PD/10 ED), Hardened (+1/4) (12 Active Points)
10 Knockback Resistance -5"
Powers Cost: 245

 

 

Cost Skill
6 +2 with Sand Powers
3 Electronics 11-
3 Mechanics 11-
3 Streetwise 12-
Skills Cost: 15

 

 

 

 

Total Character Cost: 405

 

Val Disadvantages
5 Distinctive Features: Altered Genetics (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Genetic Scan)
25 Hunted: S.H.I.E.L.D. 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
20 Hunted: Ultimates 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
5 Hunted: Hammer Industries 8- (Mo Pow; Watching)
15 Physical Limitation: Body Destabilizes When Stressed/Injured (Infrequently; Fully Impairing)
15 Physical Limitation: Super Dense (All the Time; Slightly Impairing)
10 Psychological Limitation: Underconfident (Common; Moderate)
15 Reputation: Super Terrorist 11- (Extreme)
20 Social Limitation: High Profile Fugitive (Frequently; Severe)
20 Vulnerability: 2 x STUN Ego Attack (Common)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 55

Total Experience Available: 55

Experience Unspent: 0

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Re: Ultimate Six (Con Game II)

 

Kraven the Hunter

 

Beast Form: Transform 2d6: Normal Self to Hairy Self (Cosmetic) (10 Active Points); Limited Target Self (-1/2)*

 

Are you sure it should not be a "shapeshift" single form ?? :think:

AFAIK you cannot use a transform on yourself.

 

D.

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Re: Ultimate Six (Con Game II)

 

Are you sure it should not be a "shapeshift" single form ?? :think:

AFAIK you cannot use a transform on yourself.

 

D.

 

That's how you build Instant Change now. He barely changes at all and his entire personality is still intact so I went with the Only in Hero ID and Instant Change as opposed to a complete multiform.

 

It's just cosmetic. SFX and all.

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Re: Ultimate Six (Con Game II)

 

That's how you build Instant Change now. He barely changes at all and his entire personality is still intact so I went with the Only in Hero ID and Instant Change as opposed to a complete multiform.
IIRC (check Rev. Fred) the limitation on Instant Change is "Own clothes only" so it should normally be used only for clothes and the like not for self. I don't know U6 yet (and besides, can Kraven be "reverted" to his human form ? it's a condition for the use of OIHID)
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Re: Ultimate Six (Con Game II)

 

IIRC (check Rev. Fred) the limitation on Instant Change is "Own clothes only" so it should normally be used only for clothes and the like not for self. I don't know U6 yet (and besides' date=' can Kraven be "reverted" to his human form ? it's a condition for the use of OIHID)[/quote']

 

Literally, he grows hair, but it's basically a costume change and SFX is more important than literal interpretation.

 

Yes he can be reverted to his human form. In the Ultimate 'verse, anyone who's genetics shift when they activate their powers (such as Electro, Goblin, Kraven and Sandman) is susceptible to S.H.I.E.L.D. weaponry which zaps them back to normal. Even folk like Spidey who don't have an obvious change occur can have their powers temporarily wammied by S.H.I.E.L.D. I'm not sure about Mutants, they're certainly immune to any weapons designed for humans with altered genetics, but S.H.I.E.L.D. probably has some other doodad for them.

 

I don't have the rule book handy, but I can't see anything wrong with the build. If you change hair to power armor you've got the old standard right there.

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Re: Ultimate Six (Con Game II)

 

If it's just a cosmetic change I don't think you'd need any power representation at all. The "only in beast form" limitation on the power set pretty much implies a change in form, so I'd just leave it at that. Maybe a limited Distinctive Features disad, too. Maybe.

 

EDIT: Forgot to add...nice write-ups!

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Re: Ultimate Six (Con Game II)

 

If it's just a cosmetic change I don't think you'd need any power representation at all. The "only in beast form" limitation on the power set pretty much implies a change in form, so I'd just leave it at that. Maybe a limited Distinctive Features disad, too. Maybe.

 

EDIT: Forgot to add...nice write-ups!

 

You could be right, but he grows his hair pretty fast, shouldn't I have Instant Change to represent that? Like Donald Blake striking his walking stick on the ground?

 

Thanks!

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Re: Ultimate Six (Con Game II)

 

You could be right, but he grows his hair pretty fast, shouldn't I have Instant Change to represent that? Like Donald Blake striking his walking stick on the ground?

 

Thanks!

 

This isn't how you do it anymore. If you change appearence as part of the SFX of your powers, it's free.

Donald Blake has Only in Hero ID on all his powers & striking his stick on the ground is the way he changes. He does not have to buy a seperate power. Thor, Shazaam, the Power Rangers, etc all get their form changes as part of the SFX of having only in hero ID. The reasoning is that you shouldn't need to buy a power in order to make a disadvantage functional.

 

Instant change is now reserved for people whose powers actually include changing what their cloathing looks like (Power Pack, Venom) or who can change in and out of costume as a free action (The Flash).

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Re: Ultimate Six (Con Game II)

 

This isn't how you do it anymore. If you change appearence as part of the SFX of your powers, it's free.

Donald Blake has Only in Hero ID on all his powers & striking his stick on the ground is the way he changes. He does not have to buy a seperate power. Thor, Shazaam, the Power Rangers, etc all get their form changes as part of the SFX of having only in hero ID. The reasoning is that you shouldn't need to buy a power in order to make a disadvantage functional.

 

Instant change is now reserved for people whose powers actually include changing what their cloathing looks like (Power Pack, Venom) or who can change in and out of costume as a free action (The Flash).

 

Thank you, I didn't know that. I'll ditch the transform, then.

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Re: Ultimate Six (Con Game II)

 

Here are a couple of thoughts, even if late:

 

1. Doctor Octopus

 

I'm not sure that Damage Reduction is appropriate for Doc Ock. Has Doc Ock ever showed that kind of resilience in the Ultimate Universe? His effective PD is better than the Sand Man's, and that doesn't seem right to me. If you want Doc Ock to last longer, you could boost those DCV levels and increase his PD a little.

 

Damage Reduction is very powerful, and I don't see it being right for Doc Ock.

 

You may want to give the tentacles a couple of levels. Those tentacles have a pretty decent chance of hitting Spidey (a little less than 50%) but not infintesimal.

 

Reconsider having the tentacles taking x2 BODY from electricity. I could see Doc Ock taking some extra stun from electricity but those tentacles are tough. Have the tentacles ever gotten melted by electricity?

 

2. Sandman

 

The Sand Man's physical blows nearly took out Iron Man! He should probably do more damage than 11d6.

 

3. Electro

 

Shouldn't Electo have some extra defenses against electricity?

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Re: Ultimate Six (Con Game II)

 

Here are a couple of thoughts, even if late:

 

1. Doctor Octopus

 

I'm not sure that Damage Reduction is appropriate for Doc Ock. Has Doc Ock ever showed that kind of resilience in the Ultimate Universe? His effective PD is better than the Sand Man's, and that doesn't seem right to me. If you want Doc Ock to last longer, you could boost those DCV levels and increase his PD a little.

 

Damage Reduction is very powerful, and I don't see it being right for Doc Ock.

That's reasonable, all I can really say is I intended it to represent that without his tentacles, he's just a regular science nerd. With them, he seems to be able to take a lot of punishment, maybe it would be better to buy his extra defense as a personal forcewall? I'll look him over again.

You may want to give the tentacles a couple of levels. Those tentacles have a pretty decent chance of hitting Spidey (a little less than 50%) but not infintesimal.

Maybe, I guess I could. Originally I was thinking of making the arms a vehicle and Ock the pilot. I thought Combat Driving skill would help with that. But now that it's a follower I guess I should change it.

Reconsider having the tentacles taking x2 BODY from electricity. I could see Doc Ock taking some extra stun from electricity but those tentacles are tough. Have the tentacles ever gotten melted by electricity?

I agree. I'll change that. Doc definitely gets fried when the tentacles get zapped.

2. Sandman

 

The Sand Man's physical blows nearly took out Iron Man! He should probably do more damage than 11d6.

I'd feel better about giving him find weakness for seeping through IM's cracks. (that sounds bad) He doesn't strike me as all that powerful, he just didn't do a whole lot. I'll give him another look.

3. Electro

 

Shouldn't Electo have some extra defenses against electricity?

 

Thor whooped his ass with a lightning bolt, but he could I guess.

 

I very much appreciate your opinion and it's not too late. I'd be happy for as much help as is offered.

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