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The Brotherhood of Mutants (Con Game III)


Eyendasky80

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Here's my version of the Brotherhood. Magneto has given me the most trouble and I don't doubt there are better ways to do this. But please keep in mind that an "accurate" write-up is not my goal. I'm more interested in a master villain that can be defeated in less than six hours.

 

Also, and I feel like a total wuss saying this, be gentle when you tear poor mags to pieces. He wasn't easy to make.

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Re: The Brotherhood of Mutants (Con Game III)

 

Blob

 

Player: Villain

 

Val Char Cost
55 STR 45
13 DEX 9
35 CON 50
30 BODY 40
18 INT 8
14 EGO 8
15 PRE 5
8 COM -1
15/30 PD 4
10/20 ED 3
3 SPD 7
18 REC 0
70 END 0
90 STUN 14
6" RUN02" SWIM011" LEAP0Characteristics Cost: 192

 

Cost Power END
40 Nothing Can Move The Blob: Knockback Resistance -20"
47 Thick Skin: Armor (15 PD/10 ED), Hardened (+1/4) (47 Active Points)
30 Fat: Physical Damage Reduction, Resistant, 50%
15 Fat II: Energy Damage Reduction, Resistant, 25%
5 No Vitals: Lack Of Weakness (-5) for Normal Defense
5 Insulated: Life Support , Safe in High Pressure, Safe in Intense Cold, Safe in Low Pressure/Vacuum
Powers Cost: 142

 

 

Cost Skill
15 +3 with HTH Combat
4 +2 with Grab
3 Bugging 13-
3 Computer Programming 13-
3 Deduction 13-
3 Demolitions 13-
3 Electronics 13-
3 CuK: The Brotherhood (INT-based) 13-
3 AK: Savage Land: Savage Land (INT-based) 13-
2 KS: Mutant Affairs: Mutant Affairs 11-
3 Security Systems 13-
3 Teamwork 12-
Skills Cost: 48

 

 

 

 

Total Character Cost: 382

 

Val Disadvantages
5 Dependence: Food (In Large Quantities) Incompetence: -1 to Skill Rolls and related rolls per time increment (Very Common; 1 Hour)
5 Distinctive Features: Mutant (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Genetic Scans)
15 Distinctive Features: Extremely Fat (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: S.H.I.E.L.D. 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Hunted: X-Men 11- (As Pow; Harshly Punish)
15 Hunted: The Ultimates 8- (Mo Pow; Harshly Punish)
15 Physical Limitation: Huge (All the Time; Slightly Impairing)
10 Psychological Limitation: Addicted to Internet (Uncommon; Strong)
10 Psychological Limitation: Nervous Eater (Common; Moderate)
15 Reputation: Mutant Terrorist 11- (Extreme)
15 Social Limitation: Public ID (Frequently; Major)
10 Social Limitation: Wanted Felon (Occasionally; Major)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 32

Total Experience Available: 32

Experience Unspent: 0

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Re: The Brotherhood of Mutants (Con Game III)

 

Mastermind

 

Player: Villain

 

Val Char Cost
10 STR 0
18 DEX 24
13 CON 6
10 BODY 0
15 INT 5
23 EGO 26
15 PRE 5
10 COM 0
2/8 PD 0
3/9 ED 0
4 SPD 12
5 REC 0
30 END 2
35 STUN 13
6" RUN02" SWIM02" LEAP0Characteristics Cost: 93

 

Cost Power END
28 Illusionist: Elemental Control, 56-point powers
50 1) It's all in your mind: Mental Illusions 12d6, Reduced Endurance 0 END (+1/2) (90 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4)
62 2) It's in all your minds: Mental Illusions 6d6, Area Of Effect (12" Radius; +1 1/2), Conforming (+1/2) (90 Active Points) 9
29 3) Facade: Shapeshift (Sight Group; Additional Sense Group: Hearing Group, Variety of Shapes: Humanoids), Reduced Endurance 0 END (+1/2), Usable By Other (x8 Number of Targets +1) (57 Active Points)
24 Discern Fear: Telepathy 12d6 (60 Active Points); Limited Power Only to Discover Target's Fears (-1), Receive Only (-1/2) 6
30 Mind Cloak: Invisibility to Sight Group, No Fringe 3
10 Strong Mind: +10 Mental Defense (15 points total)
10 Better to be Lucky: Luck 2d6
9 Kevlar Vest: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 13- (-3/4), IIF (Focus: Coat; -1/4)
Powers Cost: 252

 

 

Cost Skill
10 +2 with DCV
3 Acting 12-
3 Bribery 12-
3 Concealment 12-
3 Conversation 12-
3 Demolitions 12-
3 Disguise 12-
3 AK: Savage Land: Savage Land (INT-based) 12-
3 CuK: The Brotherhood (INT-based) 12-
2 Language: Latin (fluent conversation)
3 Stealth 13-
3 Teamwork 13-
3 WF: Blades, Small Arms
Skills Cost: 45

 

 

 

 

Total Character Cost: 390

 

Val Disadvantages
5 Distinctive Features: Mutant (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Genetic Scans)
15 Hunted: X-Men 11- (As Pow; Harshly Punish)
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 Psychological Limitation: Egotistical (Common; Strong)
15 Psychological Limitation: Overconfident (Common; Strong)
15 Psychological Limitation: Enjoys Fear (Common; Strong)
15 Reputation: Mutant Terrorist 11- (Extreme)
20 Social Limitation: Wanted Terrorist (Frequently; Severe)
15 Social Limitation: Mutant (Frequently; Major)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 40

Total Experience Available: 40

Experience Unspent: 0

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Re: The Brotherhood of Mutants (Con Game III)

 

Toad

 

Player: Villain

 

Val Char Cost
40 STR 5
26 DEX 48
22 CON 24
13 BODY 6
12 INT 2
14 EGO 8
18 PRE 8
7 COM -1
12 PD 9
10 ED 6
6 SPD 24
10 REC 6
50 END 3
45 STUN 13
9" RUN62" SWIM032" LEAP0Characteristics Cost: 167

 

Cost Power END
21 Toad Powers: Elemental Control, 42-point powers
22 1) Hop: Leaping +24" (32" forward, 16" upward) (Accurate), Reduced Endurance 0 END (+1/2) (43 Active Points)
14 2) Tongue: Stretching 6", Reduced Endurance 0 END (+1/2) (45 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), Limited Body Parts (-1/4)
15 3) Jump Kick/Tongue Lash: Hand-To-Hand Attack +7d6, Reduced Endurance 1/2 END (+1/4) (44 Active Points); Hand-To-Hand Attack/ (-1/2) 2
12 Sticky Feet: Clinging (45 STR)
15 Slippery: +25 STR, Reduced Endurance 0 END (+1/2) (37 Active Points); Limited Power Only to Escape Grabs/Physical Entangles (-1), No Figured Characteristics (-1/2)
4 Tough: Damage Resistance (5 PD/3 ED)
15 Super Strong Legs: Physical Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Limited Type Of Attack Move Through/By Backlash (-1)
Powers Cost: 118

 

Cost Martial Arts Maneuver
4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6, Disable
5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +v/5; FMove
5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take weapon away
1 Weapon Element: Tongue
Martial Arts Cost: 29

 

Cost Skill
8 +1 with All Combat
10 +2 with HTH Combat
5 Acrobatics 15-
3 Breakfall 14-
3 Climbing 14-
3 Combat Driving 14-
3 Contortionist 14-
3 Demolitions 11-
2 Gambling (Card Games) 11-
2 AK: Savage Land 11-
2 CuK: The Brotherhood 11-
3 Lockpicking 14-
3 Mechanics 11-
3 Shadowing 11-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 13-
2 Survival (Tropical) 11-
3 Teamwork 14-
Skills Cost: 67

 

 

Cost Talent
9 Ambidexterity (Eliminate Off Hand Penalty entirely)
Talents Cost: 9

 

 

Total Character Cost: 390

 

Val Disadvantages
15 Distinctive Features: Toadlike Skin (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
5 Distinctive Features: Mutant (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Genetic Scans)
15 Hunted: X-Men 11- (As Pow; Harshly Punish)
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)
10 Psychological Limitation: Hates Americans (Common; Moderate)
15 Psychological Limitation: Loyal to Magneto (Common; Strong)
15 Reputation: Mutant Terrorist 11- (Extreme)
10 Rivalry: Quicksilver: Professional, Toad Competes With Quicksilver for Magneto's Esteem, Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Social Limitation: Mutant (obvious) (Frequently; Major)
15 Social Limitation: Wanted Terrorist (Frequently; Major)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 40

Total Experience Available: 40

Experience Unspent: 0

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Re: The Brotherhood of Mutants (Con Game III)

 

Juggernaut

 

Player:

 

Val** Char*** Cost
140** STR 60
16** DEX 18
38** CON 56
30** BODY 40
10** INT 0
14** EGO 8
22** PRE 12
10** COM 0
*
8/28** PD 8
15/35** ED 7
4** SPD 14
8** REC 0
80** END 2
60** STUN 11
*20"**RUN00"**SWIM-218"**LEAP-10Characteristics Cost: 224

 

Cost** Power END
30** Unstoppable: Elemental Control, 60-point powers*
30** 1) Invulnerable: Force Field (15 PD/15 ED), Hardened (x2; +1/2), Reduced Endurance 0 END (+1/2) (60 Active Points)*
31** 2) Charge: (Total: 67 Active Cost, 55 Real Cost) Tunneling 1" through 8 DEF material, Reduced Endurance 0 END (+1/2) (39 Active Points) (Real Cost: 39) plus +14" Running (20" total) (28 Active Points); Increased Endurance Cost 2x END (-1/2), Turn Mode (-1/4) (Real Cost: 16)* 6
37** 3) +70 STR, Reduced Endurance 0 END (+1/2) (140 Active Points); Limited Power Casual Strength Only (35) (-1 1/2), No Figured Characteristics (-1/2) (Modifiers affect Base Characteristic)*
20** Steadfast: Knockback Resistance -10"*
15** Impervious: Life Support , Safe in High Pressure, Safe in High Radiation, Safe in Low Pressure/Vacuum, Self-Contained Breathing*
16** Helmet: Physical Damage Reduction, 75% (40 Active Points); Only Works Against Move Through Backlash/Called Head Shots (-1), OIF (-1/2)*
5** Helmet II: Armor (5 PD/5 ED) (15 Active Points); Activation Roll 10- (-1 1/4), OIF (-1/2)*
7** Visor: Flash Defense (10 points) (Sight Group) (10 Active Points); OIF (-1/2)*
Powers Cost: 191

 

 

Cost** Skill
12** +4 with Move Through, Move By and Strike*
3** Breakfall 12-*
3** Climbing 12-*
3** Combat Driving 12-*
3** Electronics 11-*
2** CuK: The Brotherhood 11-*
1** KS: Weapon X Program 8-*
3** Mechanics 11-*
3** Teamwork 12-*
Skills Cost: 33

 

Cost** Perk
3** Reputation (A large group; 8-) +3/+3d6*
Perks Cost: 3

 

 

 

Total Character Cost: 451

 

Val** Disadvantages
5** Distinctive Features: Mutant (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Genetic Scans)*
10** Distinctive Features: Very Big (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
30** Hunted: S.H.I.E.L.D. 14- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)*
15** Hunted: X-Men 11- (As Pow; Harshly Punish)*
15** Hunted: Ultimates 8- (Mo Pow; Harshly Punish)*
15** Physical Limitation: Very Big (All the Time; Slightly Impairing)*
15** Psychological Limitation: Overconfident (Common; Strong)*
15** Reputation: Mutant Terrorist 11- (Extreme)*
20** Social Limitation: High Profile Felon (Frequently; Severe)*
10** Social Limitation: Mutant (Occasionally; Major)*

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 101

Total Experience Available: 101

Experience Unspent: 0

 

I don't know if anyone else noticed, but I've accidently changed his base STR to no figured characteristics. I'll fix that when I get home.

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Re: The Brotherhood of Mutants (Con Game III)

 

Magneto

 

Player: Villain

 

Val Char Cost
15 STR 5
21 DEX 33
20 CON 20
14 BODY 8
28 INT 18
24 EGO 28
30 PRE 20
18 COM 4
15/46 PD 12
20/30 ED 16
5 SPD 19
11 REC 8
70 END 15
55 STUN 23
6" RUN02" SWIM03" LEAP0Characteristics Cost: 229

 

Cost Power END
35 Master of Magnetism: Elemental Control, 70-point powers
47 1) Metal Manipulation: Telekinesis (40 STR), Fine Manipulation, Reduced Endurance 0 END (+1/2) (105 Active Points); Only Works On Metal Limited Group of Objects (-1/2)
35 2) Personal Magnetic Field: Force Field (10 PD/10 ED) (Protect Carried Items), Reduced Endurance 1/2 END (+1/4), Hardened (x3; +3/4) (60 Active Points) 3
17 3) Magnetic Shield: Force Field (21 PD) (Protect Carried Items), Reduced Endurance 0 END (+1/2), Hardened (x3; +3/4) (70 Active Points); Limited Power Only V. Metal (-1)
35 4) Magnetic Propulsion: Flight 14", Reduced Endurance 0 END (+1/2) (42 Active Points)
40 5) Magnetic Fields: Change Environment 32" radius, 5 Points of Telekinetic STR to Pull Ferrous Metal Objects Up, Reduced Endurance 0 END (+1/2) (75 Active Points)
70 Magnetic Manipulation : Multipower, 70-point reserve
7u 1) Magnetic Field Manipulation: Telekinesis (40 STR), Fine Manipulation (70 Active Points) 7
3u 2) Scrap Wall: Force Wall (9 PD/9 ED), Reduced Endurance 0 END (+1/2) (67 Active Points); OAF (Focus: Ferrous Metal of Opportunity; -1)
3u 3) Metal Trap: Entangle 6d6, 6 DEF (Stops A Given Sense: Normal Sight) (65 Active Points); OAF: Metal of Opportunity (-1) 6
7u 4) Magnetic Shield: Missile Deflection (Bullets & Shrapnel), Missile Reflection, Ranged Full Range (+1) (70 Active Points)
1u 5) Camera Shy: Invisibility to Unusual Group (CCTV), Reduced Endurance 0 END (+1/2) (15 Active Points); Only When Not Attacking (-1/2)
5u 6) Long Range Flight: Flight 10", x8 Noncombat, Megascale (1" = 1 km; +1/4), Reduced Endurance 0 END (+1/2) (52 Active Points)
32 Metal Detector: Detect Metal 15-, Analyze, Discriminatory, Increased Arc of Perception: 360-Degree, Telescopic (+20) (40 Active Points); Concentration 1/2 DCV (-1/4)
15 Personal Magnetic Field II: Life Support , Safe in High Pressure, Safe in High Radiation, Safe in Low Pressure/Vacuum, Self-Contained Breathing
30 Thought Proof Helmet: Mental Damage Reduction, 75% (60 Active Points); OAF (-1)
15 Strong Will: +15 Mental Defense (20 points total)
Powers Cost: 397

 

 

Cost Skill
15 +5 with Magnetic Powers
24 +3 with all non-combat Skills
3 Acting 15-
3 Bureaucratics 15-
3 Climbing 13-
3 Deduction 15-
3 Electronics 15-
3 High Society 15-
3 Interrogation 15-
3 Inventor 15-
3 CuK: The Brotherhood (INT-based) 15-
3 AK: Savage Land: Savage Land (INT-based) 15-
3 Mechanics 15-
5 Oratory 16-
3 Persuasion 15-
7 Power (INT-based) 17-
3 Security Systems 15-
3 Stealth 13-
3 Systems Operation 15-
3 Tactics 15-
3 Teamwork 13-
3 Linguist
3 1) Language: Mutant (Invented Language (idiomatic) (4 Active Points)
3 2) Language: Cantonese (idiomatic) (4 Active Points)
3 3) Language: English (German is Native) (idiomatic) (4 Active Points)
3 4) Language: French (idiomatic) (4 Active Points)
3 5) Language: Hebrew (idiomatic) (4 Active Points)
3 6) Language: Japanese (idiomatic) (4 Active Points)
2 7) Language: Latin (completely fluent) (3 Active Points)
3 8) Language: Polish (idiomatic) (4 Active Points)
3 9) Language: Russian (idiomatic) (4 Active Points)
3 Scholar
1 1) KS: Mutant Affairs: Mutant Affairs (2 Active Points) 11-
1 2) KS: Mutant Powers: Mutant Powers (2 Active Points) 11-
2 3) KS: Science Fiction (INT-based) (3 Active Points) 15-
2 4) KS: Fine Art (INT-based) (3 Active Points) 15-
2 5) KS: Genetics (INT-based) (3 Active Points) 15-
2 6) KS: Phillosophy (INT-based) (3 Active Points) 15-
2 7) KS: World History (INT-based) (3 Active Points) 15-
3 Scientist
2 1) SS: Archaeology (INT-based) (3 Active Points) 15-
2 2) SS: Astronomy (INT-based) (3 Active Points) 15-
2 3) SS: Chemistry (INT-based) (3 Active Points) 15-
2 4) SS: Genetics (INT-based) (3 Active Points) 15-
2 5) SS: Mathematics (INT-based) (3 Active Points) 15-
2 6) SS: Metallurgy (INT-based) (3 Active Points) 15-
2 7) SS: Robotics (INT-based) (3 Active Points) 15-
2 8) SS: Zoology (INT-based) (3 Active Points) 15-
Skills Cost: 165

 

Cost Perk
60 Follower (x256, 100 Base, 150 Disad)
15 Money: Filthy Rich
12 Reputation (General Population; 14-) +4/+4d6
Perks Cost: 87

 

Cost Talent
3 Bump Of Direction
Talents Cost: 3

 

 

Total Character Cost: 881

 

Val Disadvantages
15 Dependent NPC: Children: Wanda and Pietro 11- (Slightly Less Powerful than the PC; Group DNPC: x2 DNPCs)
5 Distinctive Features: Mutant (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Genetic Scans)
15 Distinctive Features: Worldwide Infamy (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)
15 Hunted: The X-Men 14- (Less Pow; Harshly Punish)
30 Hunted: S.H.I.E.L.D. 14- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Hunted: Ultimates 14- (Less Pow; Harshly Punish)
10 Hunted: International Authorities 8- (Less Pow; Harshly Punish; Extensive Non-Combat Influence)
15 Physical Limitation: Loses Powers In Metal Free Environment (Infrequently; Fully Impairing)
20 Psychological Limitation: Meglomania (Common; Total)
20 Psychological Limitation: Overconfident (Common; Total)
10 Psychological Limitation: Code of Honor (Uncommon; Strong)
20 Reputation: Magneto, Public Enemy Number One 14- (Extreme)
20 Social Limitation: Most Wanted Man on the Planet (Frequently; Severe)

Disadvantage Points: 210

 

Base Points: 200

Experience Required: 471

Total Experience Available: 471

Experience Unspent: 0

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Re: The Brotherhood of Mutants (Con Game III)

 

Go job on the various characters. Sounds like it will be a fun game.

 

I had a couple of quick thoughts based on a very quick pass.

 

I have not read the ultimate Xmen, but I agree with the previous poster that 40 str seems off for Toad.

 

One idea for mastermind is to give him Images (only versus sentient beings, -1/4 or -1/2) to replicate the AOE Mental Images.

 

For Magneto, I think the scrap metal of opportunity should be OIF, not OAF... it is more readily accesible than an OAF.

 

As I said, good job!

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Re: The Brotherhood of Mutants (Con Game III)

 

No vulnerabilty for the juggernaut vs mental powers?

 

and the toad is as strong as spider-man? I know I'm not up on my X stuff, but that just seems off...

 

So far, there's no evidence that Juggernaut is invulnerable to mental powers. We may find out different soon, but I'm going to err on the side of not being completely unstoppable since he's on a team of mutants.

 

Toad has plus 25 str v. grabs (slippery skin) this format just adds all the STR together in the characteristics. Not sure if I can fix that, but it prints out okay in different formats. Juggernaut only has a 70 STR too, but he has plus 70 casual STR to represent his ability to walk right through people.

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Re: The Brotherhood of Mutants (Con Game III)

 

Go job on the various characters. Sounds like it will be a fun game.

 

I had a couple of quick thoughts based on a very quick pass.

 

I have not read the ultimate Xmen, but I agree with the previous poster that 40 str seems off for Toad.

 

Yah, formatting problem, he's actually a 15.

 

One idea for mastermind is to give him Images (only versus sentient beings, -1/4 or -1/2) to replicate the AOE Mental Images.

 

That's a good idea. Let me read up on the power and see if it'll do what I want.

 

For Magneto, I think the scrap metal of opportunity should be OIF, not OAF... it is more readily accesible than an OAF.

 

As I said, good job!

 

It doesn't really matter to me if it's OIF or OAF and I'm not really sure which is more appropriate. I guess OIF makes sense because it's pretty hard to keep cars away from him.

 

Thanks for the help!

 

Does anyone have a comment on his TK powers? Does it make sense? Is it legal to have to separate powers that combine? What I was trying to do is show that he can lift things that aren't metal but he has much greater strength over metal.

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Re: The Brotherhood of Mutants (Con Game III)

 

Yah, formatting problem, he's actually a 15.

 

Ah, that makes much more sense. Sorry I didn't catch that.

 

Does anyone have a comment on his TK powers? Does it make sense? Is it legal to have to separate powers that combine? What I was trying to do is show that he can lift things that aren't metal but he has much greater strength over metal.

 

I see what you are trying to do. Technically (at least in 5E) you cannot add powers between frameworks (5E, p. 203, under General Rules). However, you can have a power in a framework add to one that is outside of a framework.

 

Since I assume you do not care too much about points for a Master Villan, you could eliminate the EC and instead put Drains as an EC (-1/4) lim on each of the current EC slots. Or, you could buy the powers as naked powers outside of either framework.

 

For an example of the latter, check out Gravitar in CKC.

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Re: The Brotherhood of Mutants (Con Game III)

 

A couple of thoughts on Mags.

First, if you're comfortable doing it, make it a VPP. About 150-180 points. Mags is always doing stuff that doesn't fit a basic write up.

 

You might consider using the SUMMON power to represent his "make stuff out of metal" power. Especially if you want it to operate independently(even a little) after he makes it. If you build it as a SUMMON that you can give orders to it works great.

 

And, while villains don't need to be concerned with points. I'd make any "focus of opportunity" equal to a -1/2 OIF, because you can't really take it away easily. Strictly by the rules, an OAF is something that can be targeted with a grab and "taken away" from the character in combat.

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Re: The Brotherhood of Mutants (Con Game III)

 

I think the Blob needs some ground clinging. This version won't be knocked back, but he still could be picked up. As long as he was touching the ground, he was immovable by any means. I like that you're using him, though. I always like the Blob for some reason. :)

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Re: The Brotherhood of Mutants (Con Game III)

 

Ah, that makes much more sense. Sorry I didn't catch that.

 

 

 

I see what you are trying to do. Technically (at least in 5E) you cannot add powers between frameworks (5E, p. 203, under General Rules). However, you can have a power in a framework add to one that is outside of a framework.

 

Since I assume you do not care too much about points for a Master Villan, you could eliminate the EC and instead put Drains as an EC (-1/4) lim on each of the current EC slots. Or, you could buy the powers as naked powers outside of either framework.

 

For an example of the latter, check out Gravitar in CKC.

 

Thanks, I will move the second TK power out of the frameworks. The "Drains as an EC" is also a good idea. I will look into that.

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Re: The Brotherhood of Mutants (Con Game III)

 

A couple of thoughts on Mags.

First, if you're comfortable doing it, make it a VPP. About 150-180 points. Mags is always doing stuff that doesn't fit a basic write up.

 

I prefer it to be more well defined. It's a con game and I don't want to be distracted by improvisation. I seriously considered a VPP, but ultimately decided to keep it simple.

 

You might consider using the SUMMON power to represent his "make stuff out of metal" power. Especially if you want it to operate independently(even a little) after he makes it. If you build it as a SUMMON that you can give orders to it works great.

 

Never considered this and I think it falls into the same category as a VPP, I don't want to complicate combat further. In a campaign setting where the same players would run into Magneto multiple times, this would be very cool.

 

And, while villains don't need to be concerned with points. I'd make any "focus of opportunity" equal to a -1/2 OIF, because you can't really take it away easily. Strictly by the rules, an OAF is something that can be targeted with a grab and "taken away" from the character in combat.

 

I have now decided to do this thanks to the suggestions. It makes more sense.

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Re: The Brotherhood of Mutants (Con Game III)

 

I think the Blob needs some ground clinging. This version won't be knocked back' date=' but he still could be picked up. As long as he was touching the ground, he was immovable by any means. I like that you're using him, though. I always like the Blob for some reason. :)[/quote']

 

I had that in the build at some point, but removed because I thought it was repetitive with the knockback resistance. Then you reminded me about being lifted, will be adding the clinging when I get home.

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Re: The Brotherhood of Mutants (Con Game III)

 

So far' date=' there's no evidence that Juggernaut is invulnerable to mental powers. We may find out different soon, but I'm going to err on the side of not being completely unstoppable since he's on a team of mutants...[/quote']

 

 

My question was about a disadvantage. In my limited X-lore I recall the unstoppable one only able to be stopped by knocking off his helmet and having jean grey mess with his head. I'm saying that I think that Juggy should have a vulnerability (not invulnerability) to mental powers.

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Re: The Brotherhood of Mutants (Con Game III)

 

My question was about a disadvantage. In my limited X-lore I recall the unstoppable one only able to be stopped by knocking off his helmet and having jean grey mess with his head. I'm saying that I think that Juggy should have a vulnerability (not invulnerability) to mental powers.

I don't think Cain's really vulnerable to mental attacks ... it's more along the fact that he's invulnerable to everything else and just doesn't have a massive EGO or mental defense to stop mental attacks ...

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Re: The Brotherhood of Mutants (Con Game III)

 

Oh ... and Eyendasky80, great write-ups :) I think there's some tweaks that I'd make if they were going to be full adaptations, but it's a great set of stats for an adventure (Spider Man & the Sentinel thread is also included in this compliment) :D

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Re: The Brotherhood of Mutants (Con Game III)

 

My question was about a disadvantage. In my limited X-lore I recall the unstoppable one only able to be stopped by knocking off his helmet and having jean grey mess with his head. I'm saying that I think that Juggy should have a vulnerability (not invulnerability) to mental powers.

 

I tend to agree with Sketchpad, but if the good guys are having a hard time taking him down... (I might just pretend he does have one).

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Re: The Brotherhood of Mutants (Con Game III)

 

Oh ... and Eyendasky80' date=' great write-ups :) I think there's some tweaks that I'd make if they were going to be full adaptations, but it's a great set of stats for an adventure (Spider Man & the Sentinel thread is also included in this compliment) :D[/quote']

 

Thanks. There's a thread for The Ultimate Sinister Six and The X-Men around here somewhere too if you want to check those out. (Or maybe you have already.

 

The Six

 

X-Men

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Re: The Brotherhood of Mutants (Con Game III)

 

Thanks. There's a thread for The Ultimate Sinister Six and The X-Men around here somewhere too if you want to check those out. (Or maybe you have already.

 

The Six

 

X-Men

Yup ... saw those too :) One of these days, when I have some free time, I'd love to make a fan book on Marvel & DC heroes for Hero sometime :)

 

Oh ... and as for Juggy, that's your best bet ... use fudging if he's that unstoppable :)

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Re: The Brotherhood of Mutants (Con Game III)

 

Roger. Makes sense. Are you going to have the players knock off his helmet in order have him be effected or did that get explained away in some comic that I've never read?

 

In the orginal Marvel Universe, he hasn't been wearing his helmet lately. He's also been an X-Man so it really isn't making a lot of sense. But someone decided that was a bad idea and it was revealed he was only infiltrating the X-Men to set them up for the New Brotherhood of Evil Mutants. Now I don't know what Super-Villain had the brillaint scheme of having the Juggernaut infiltrate the X-Men, but I bet even he was surprised it worked. Of course, how many X-Men villains have joined the team? How many betrayed them later? I can think of Mimic, Magneto, Sabretooth, White Queen, Magneto again and now Juggernaut. Banshee started out as a villain and he sort of betrayed the X-Men when he formed X-Corps by coercing imprisoned mutants.

 

In the Ultimate Universe, he hasn't displayed any of this. But I assume that if it comes to it, I'd let them just blast him. Hopefully, they can take him out without resorting to GM help.

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Re: The Brotherhood of Mutants (Con Game III)

 

I noticed that your writeup of Colossus gave him an 80 STR, but Juggernaut has a 70 STR. Is the Ultimate version of Colossus really stronger than the Ultimate version of Juggernaut?

 

If you kept Cyclops' 12d6 EB with the x2 KB, he is likely to send poor Juggernaut flying unless Juggy uses his STR to brace. Since I'm not familiar with Ultimate Juggernaut, I don't know if that is right or not.

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