Jump to content

Spider-Man and The Sentinels


Eyendasky80

Recommended Posts

Strange bedfellows indeed, but they're the odds and ends left over after X-Men, Six, and Brotherhood so they get to be posted together. Yay. This is the end of my Con Game posts, hope you liked them or at least that they didn't make you frothing angry. Please feel free to come to KublaCon and sign up for the game. I've got six spots, but I'm willing to take eight if enough people want in. It just means the game will be faster paced.

 

Well, here's Spidey:

Link to comment
Share on other sites

Re: Spider-Man and The Sentinels

 

Spider-Man

 

Player:

 

Val Char Cost
41 STR 31
30 DEX 60
24 CON 28
18 BODY 16
23 INT 13
14 EGO 8
10 PRE 0
12 COM 1
21 PD 4
19 ED 5
6 SPD 20
16 REC 6
60 END 6
50 STUN -1
10" RUN82" SWIM010" LEAP2Characteristics Cost: 207

 

Cost Power END
50 Webshooters: Multipower, 50-point reserve, all slots: Reduced Endurance 0 END (+1/2) (75 Active Points); IAF (-1/2)
3u 1) Webbed up: Entangle 5d6, 5 DEF (50 Active Points)
2u 2) Webline: Swinging 24" (24 Active Points)
2u 3) Stretching 10" (50 Active Points); Cannot Do Damage (-1/2), Always Direct (-1/4), Limited Body Parts (-1/4), No Noncombat Stretching (-1/4)
25 Spider Sense: Multipower, 25-point reserve
2u 1) Tingling: Danger Sense (Area: Immediate Vicinity, Function as a Sense, Intuitional, Sensitivity: Out of Combat) (25 Active Points) 17-
2u 2) Spider Reflexes: +5 with DCV (25 Active Points)
2u 3) Spastic Dodge: Missile Deflection (Any Ranged Attack) (20 Active Points)
23 Clinging (80 STR)
10 Beginner's Luck: Luck 2d6
5 Quick Healing: Regeneration 1 BODY, Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Day (-2 3/4), Self Only (-1/2)
3 Tough: Damage Resistance (4 PD/2 ED)
Powers Cost: 129

 

 

Cost Skill
3 Acrobatics 15-
3 Breakfall 15-
3 Stealth 15-
3 Computer Programming 14-
3 Electronics 14-
3 Inventor 14-
3 Power (DEX-based) 15-
3 Scientist
2 1) SS: Chemistry (INT-based) (3 Active Points) 14-
2 2) SS: Biology (INT-based) (3 Active Points) 14-
2 3) SS: Physics (INT-based) (3 Active Points) 14-
2 4) SS: Mathematics (INT-based) (3 Active Points) 14-
2 5) SS: Physics (INT-based) (3 Active Points) 14-
Skills Cost: 34

 

Cost Perk
6 Nick Fury (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources) 8-
4 Doctor Curtis Conners (Contact has access to major institutions, Contact has: useful Skills or resources) 11-
6 X-Men (Contact has access to major institutions, Contact has: extremely useful Skills or resources, Good relationship with Contact) 8-
1 Fringe Benefit: Security Clearance
1 Reputation (New Yorkers; 11-) +1/+1d6
Perks Cost: 18

 

Cost Talent
18 Combat Luck (9 PD/9 ED)
Talents Cost: 18

 

 

Total Character Cost: 406

 

Val Disadvantages
25 Dependent NPC: Aunt May 14- (Frequently), Normal, Unaware of character's adventuring career/Secret ID
15 Dependent NPC: Mary Jane 11- (Occasionally), Normal
5 Distinctive Features: Altered Genetics Not Concealable, Noticed and Recognizable, Detectable Only By Unusual Senses
10 Enraged: Innocents Killed Uncommon, go 11-, recover 14-
15 Hunted: Green Goblin 8-, As Powerful, Harshly Punish: Enslave or Kill, Extensive Non-Combat Influence
15 Hunted: Doctor Octopus (Otto Octavius) 8- (Occasionally), As Powerful, Harshly Punish: Kill, Extensive Non-Combat Influence
20 Hunted: Nick Fury (S.H.I.E.L.D.) 11- (Frequently), More Powerful, Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find
10 Psychological Limitation: "Woe is me!" Common, Moderate
5 Reputation: "Menace" Sometimes (8-)
10 Physical Limitation: Runs out of web fluid (Infrequently; Greatly Impairing)
15 Social Limitation: Secret ID (Frequently; Major)
5 Unluck: 1d6

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 56

Total Experience Available: 56

Experience Unspent: 0

Link to comment
Share on other sites

Re: Spider-Man and The Sentinels

 

Sentinel

 

Player:

 

Val Char Cost
50 STR 40
11 DEX 3
0 CON -20
30 BODY 40
10 INT 0
0 EGO 0
20 PRE 10
10 COM 0
5 PD 0
3 ED 0
3 SPD 9
0 REC -20
0 END 0
12" RUN00" SWIM-20" LEAP-10Characteristics Cost: 50

 

Cost Power END
45 Automaton (Takes No STUN (loses abilities when takes BODY))
Sensor Array, all slots: Costs Endurance Costs END Every Phase (-1/2)
15 1) Genetic Scan: Detect Mutants 17-, Increased Arc of Perception: 240-Degree, Telescopic (+10), Transmit (23 Active Points) (uses END Reserve) 2
3 2) Increased Arc Of Perception (240-Degree) (Sight Group) (5 Active Points) (uses END Reserve) 1
3 3) Infrared Perception (5 Active Points) (uses END Reserve) 1
7 4) Transmit (Sight Group; Sense Group: Hearing Group) (10 Active Points) (uses END Reserve) 1
5 5) Telescopic +5 to PER Rolls (only to offset the Range Modifier) (Sight Group) (8 Active Points) (uses END Reserve) 1
7 6) Radio Perception/Transmission (10 Active Points) (uses END Reserve) 1
25 Smash: +0 STR, Area Of Effect (One Hex; +1/2) (25 Active Points) (uses END Reserve) (Modifiers affect Base Characteristic) 2
72 Palm Blasters: Energy Blast 12d6 (vs. ED), Area Of Effect (One Hex; +1/2) (90 Active Points); Real Weapon (-1/4) (uses END Reserve) 9
45 Boot Jets: Flight 15", x16 Noncombat (uses END Reserve) 4
48 Armor Plating: Armor (5 PD/10 ED), Hardened (+1/4) (84 Active Points); Ablative BODY Only (-1/2), Real Armor (-1/4)
4 Damage Resistance (5 PD), Hardened (+1/4) (7 Active Points); Ablative BODY Only (-1/2), Real Armor (-1/4)
12 Heavy: Knockback Resistance -2"
46 Main Batteries: Endurance Reserve (400 END, 20 REC) Reserve: (60 Active Points) REC: (20 Active Points); Limited Recovery (-2), Slow Recovery 1 Minute (-1/2)
12 Huge Stride: +6" Running (12" total) (uses END Reserve) 1
Powers Cost: 349

 

 

Cost Skill
12 +4 with Palm Blasters, Smash and Grab
9 +3 vs. Range with Palm Blasters
Skills Cost: 21

 

 

Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
Talents Cost: 9

 

 

Total Character Cost: 429

 

Val Disadvantages
25 Distinctive Features: Giant Killer Robot (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
35 Berserk: Heavily Damaged (60% or more Body lost) (Uncommon), go 14-, recover 8-
20 Physical Limitation: Gigantic Proportions: -3 DCV (All the Time; Greatly Impairing)
20 Reputation: Mutant killing robots 14- (Extreme)
10 Vulnerability: 2 x Effect Magnetic effects (Uncommon)

Disadvantage Points: 110

 

Base Points: 300

Experience Required: 19

Total Experience Available: 19

Experience Unspent: 0

Link to comment
Share on other sites

Re: Spider-Man and The Sentinels

 

I like!

 

But I just want to point out that Spidey has "SS: Physics" twice.

 

I would also have bought something like 2 CSL for Spidey, but I think this is Spidey from the Ultimate Spider-Man series where he is very young, so I can see why he doesn't have any.

Link to comment
Share on other sites

Re: Spider-Man and The Sentinels

 

I like!

 

But I just want to point out that Spidey has "SS: Physics" twice.

 

I would also have bought something like 2 CSL for Spidey, but I think this is Spidey from the Ultimate Spider-Man series where he is very young, so I can see why he doesn't have any.

 

Ummm... He's really good at Physics? No? Okay, I'll fix that. :)

Link to comment
Share on other sites

Re: Spider-Man and The Sentinels

 

A couple of thoughts. For Spider-Man, it seemed a little unusual for the Danger Sense, Levels in DCv and the Missile Deflect to be separate slots in a Multipower. I'm not that familiar with Ultimate Spider-Man but I would think that his DCV wouldn't suffer because his Danger Sense is warning him of danger. Since the Missile Deflect has no corresponding levels, it isn't too useful when compared to +5 DCV.

 

Tactically, a Spider-Man character with the current design will keep the Danger Sense active before combat starts and then get the +5 DCV without bothering with the Missile Deflect. My suggestion would be to have the Danger Sense stand alone. Adjust the DCV levels so that Spidey is tough to hit but not impossible, add some levels only when Dodging to represent Spidey being completely defensive and then give Spidey some levels in Missile Deflect so that it makes sense for him to use it.

 

I have no familiarity with Ultimate Sentinels, but -2" KB seems low for a giant robot. On average, a 10d6 EB is going to move it an inch. That doesn't seem right to me. It appears that the Sentinel could be pretty tough to take down depending upon the number of dice people are throwing. Depending upon when it shows up and its programming, its arrival might slow your game's tempo at least until Magneto shows up.

Link to comment
Share on other sites

Re: Spider-Man and The Sentinels

 

A couple of thoughts. For Spider-Man, it seemed a little unusual for the Danger Sense, Levels in DCv and the Missile Deflect to be separate slots in a Multipower. I'm not that familiar with Ultimate Spider-Man but I would think that his DCV wouldn't suffer because his Danger Sense is warning him of danger. Since the Missile Deflect has no corresponding levels, it isn't too useful when compared to +5 DCV.

 

Tactically, a Spider-Man character with the current design will keep the Danger Sense active before combat starts and then get the +5 DCV without bothering with the Missile Deflect. My suggestion would be to have the Danger Sense stand alone. Adjust the DCV levels so that Spidey is tough to hit but not impossible, add some levels only when Dodging to represent Spidey being completely defensive and then give Spidey some levels in Missile Deflect so that it makes sense for him to use it.

 

I've seen his DCV suffer many times because he's paying attention to his spider-sense and thinking "Why is my Spider-Sense tingling?" instead of dodging out of the way. This happens in 616 but more often in USM. For that reason, two separate slots.

 

The missle deflect may be superfluous, but I would sooner add levels with the maneuver than remove it completely. I wanted something to represent a total commitment to getting out of the way. The Dodge combat maneuver would probably be fine. I'm gonna give this some thought.

 

I have no familiarity with Ultimate Sentinels, but -2" KB seems low for a giant robot. On average, a 10d6 EB is going to move it an inch. That doesn't seem right to me. It appears that the Sentinel could be pretty tough to take down depending upon the number of dice people are throwing. Depending upon when it shows up and its programming, its arrival might slow your game's tempo at least until Magneto shows up.

 

I original bought the Sentinel -10" but it was like 100 points because he has automaton powers. Then I put a custom adder that said "I have no idea why knockback resistance should be this expensive" for -4, but changed my mind and decided I just didn't need that much KB resistance. Maybe I will buy him some ground clinging instead. What do you think?

 

About being tough, one Sentinel fought the X-Men to a stand still, killing one of them, in one issue (until Storm went Berserk and fried it) in another, they managed to take down three at once pretty easily. So it varies. This Sentinel is meant to be tough, they'll only be two of them, at the most against 6 to 9 supers.

Link to comment
Share on other sites

Re: Spider-Man and The Sentinels

 

I've seen his DCV suffer many times because he's paying attention to his spider-sense and thinking "Why is my Spider-Sense tingling?" instead of dodging out of the way. This happens in 616 but more often in USM. For that reason, two separate slots.

 

The missle deflect may be superfluous, but I would sooner add levels with the maneuver than remove it completely. I wanted something to represent a total commitment to getting out of the way. The Dodge combat maneuver would probably be fine. I'm gonna give this some thought.

 

Hi, nice characters,

If you want the character to also be able to deal with AOE attacks by way of Dive For Cover with anything better than just his base Dex roll @-1/1" moved, you might want to consider adding a slot specifically for that purpose. Another option to consider is using Overall Levels with a limitation Only Usable For Defensive Actions (-1/2).

 

This is based on the recent discussions in these threads:

Hero System Discussion:

What types of Skill Levels do YOU allow with Dive For Cover?

Hero System 5th Edition Rules Questions:

Dive For Cover Skill Level Question?

 

HM

Link to comment
Share on other sites

Re: Spider-Man and The Sentinels

 

Hi, nice characters,

If you want the character to also be able to deal with AOE attacks by way of Dive For Cover with anything better than just his base Dex roll @-1/1" moved, you might want to consider adding a slot specifically for that purpose. Another option to consider is using Overall Levels with a limitation Only Usable For Defensive Actions (-1/2).

 

This is based on the recent discussions in these threads:

Hero System Discussion:

What types of Skill Levels do YOU allow with Dive For Cover?

Hero System 5th Edition Rules Questions:

Dive For Cover Skill Level Question?

 

HM

 

That's a great idea. I'll definitely read those threads and give it a good thought or two. Thanks

Link to comment
Share on other sites

Re: Spider-Man and The Sentinels

 

I've seen his DCV suffer many times because he's paying attention to his spider-sense and thinking "Why is my Spider-Sense tingling?" instead of dodging out of the way. This happens in 616 but more often in USM. For that reason, two separate slots.

 

The missle deflect may be superfluous, but I would sooner add levels with the maneuver than remove it completely. I wanted something to represent a total commitment to getting out of the way. The Dodge combat maneuver would probably be fine. I'm gonna give this some thought.

 

Hmm. I always thought of that phenomena as more of a special effect for a failed Danger Sense or perhaps Unluck. Spidey's DCV drops and he gets hit because he is to some level or another surprised and not getting the benefit of Danger Sense. I've seen one write up of Spidey where there was a small chance of him ignoring the Spider-Sense and thus not getting the benefit of Danger Sense. It's not a big deal. If the Missile Deflect has levels, then you encourage the player to use it.

 

Clinging will give a ground-bound Sentinel an additional -1" to -6" KB and make it harder to lift. It certainly is a reasonable approach. However, if cost is the only consideration, give the Sentinel the amount of KB Resistance that you feel is appropriate and pay the points. It's a GM character so cost isn't a serious issue.

Link to comment
Share on other sites

Re: Spider-Man and The Sentinels

 

Hi, nice characters,

If you want the character to also be able to deal with AOE attacks by way of Dive For Cover with anything better than just his base Dex roll @-1/1" moved, you might want to consider adding a slot specifically for that purpose. Another option to consider is using Overall Levels with a limitation Only Usable For Defensive Actions (-1/2).

 

This is based on the recent discussions in these threads:

Hero System Discussion:

What types of Skill Levels do YOU allow with Dive For Cover?

Hero System 5th Edition Rules Questions:

Dive For Cover Skill Level Question?

 

HM

 

Or he could just buy Spidey 2 point levels with DFC, and ignore Steve's insane ruling on how to handle his own pet over-powered combat maneuver. ;)

Link to comment
Share on other sites

Re: Spider-Man and The Sentinels

 

Only comment is STR 41. Remember pushing - can Spidey really push to STR 51?

 

In a heroic push situation? Yes, definitely. If Mary Jane was trapped and he needed 50 Str to get her out, he'd do it. I'd almost buy him extra strength for lifting, push style. He's one of those heroes that can reach down deep when you need him. It's my personal theory that Spider-Man is a bit stronger than he thinks he is, but "Puny Parker" memories hold him back.

Link to comment
Share on other sites

Re: Spider-Man and The Sentinels

 

Only comment is STR 41. Remember pushing - can Spidey really push to STR 51?

 

Oh yeah, I forgot to ask you about that one. I remember reading in the old Marvel Universe guide that Spidey could lift ~10 tons (STR 43). Has something changed recently or is this just a reflection of the 'Ultimate' nature of this build?

 

HM

Link to comment
Share on other sites

Re: Spider-Man and The Sentinels

 

Oh yeah, I forgot to ask you about that one. I remember reading in the old Marvel Universe guide that Spidey could lift ~10 tons (STR 43). Has something changed recently or is this just a reflection of the 'Ultimate' nature of this build?

 

HM

 

He's a little weaker I'd say. I'll check this Wizard magazine I have that rates the Ultimate Universe. If anything, I've probably been too generous and he can only do like six tons.

Link to comment
Share on other sites

Re: Spider-Man and The Sentinels

 

In Ultimate Spider-Man, has Spidey ever temporarily blinded someone by shooting web into their face? If so, you may want to give Spider-Man an additional slot in his multipower for a Flash Attack or something similar.

Link to comment
Share on other sites

Re: Spider-Man and The Sentinels

 

In Ultimate Spider-Man' date=' has Spidey ever temporarily blinded someone by shooting web into their face? If so, you may want to give Spider-Man an additional slot in his multipower for a Flash Attack or something similar.[/quote']

 

Probably. It's something to consider. I think he got Doc Ock like that once. I'll have to look through my books.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...