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Eyendasky80

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Posts posted by Eyendasky80

  1. Re: The Essential Bad Iron Age

     

     

    Definately stress style over substance...McFairlane once stated in an interview that he drew everything out, arranged the pages as to what 'looked cool', and wrote the dialog around that.

     

    So did Stan Lee, except someone else was drawing then he added the dialog.

  2. Re: Batman vs Midnighter

     

    Yep - it's worth noting that that was when the original creative team bailed, basically saying, "OK, we're done with this storyline now". Since then it's been all downhill (and on a luge, yet).

     

    cheers, Mark

     

    Brubaker's doing a nice job, it's the first time in four or five years I've bothered to buy the book.

  3. Re: Punisher Vs Batman

     

    I don't think much of Garth Ennis' date=' so my opinions might be colored. As for moving the Punisher into his own universe, that seems to be the most sensible decision yet.[/quote']

     

    It's amazing how dramatically it changed the book. I mean, the only thing that changed technically was the inclusion of swearing and nudity, but the whole feel and scope of the book has changed, we still have the same creative team (excepting the rotating artist bit, they've been sticking with one guy for a few arcs now). I have no idea if it's official that the Punisher now exists in some pocket universe, but he's completely isolated from the other aspects of the Marvel U. He was involved in a huge gang war in Hell's Kitchen and DD never showed up.

     

    For some reason, this development has invigiorated Ennis. He's lost his condescending sneer and wink that oozed through his Marvel Knights work, abandoned his formula of The Punisher as a plot device for creative homicide and humorous advisaries. Now he's populating Frank's world with truly scary and formidable villains. Some of which actually manage to survive their fist battle with Frank and return for a rematch. He's really developing Frank's character, adding a depth we haven't seen in a long time. Mother Russia, the arc just finished, was amazing and I hope anyone who ever enjoyed The Punisher or loves action movies will check it out.

  4. Re: Punisher Vs Batman

     

    For the all the complaints about how over-powered/over-done Batman is' date=' I will say the same about the Punisher. He started out as a psycho vigilante who killed criminals, no matter what the crime (IIRC), and has since been turned into some sort of noble anti-hero, fighting a one-man war against organized crime.[/quote']

     

    The episode which depicts Frank as taking a hardline on any crime (even jaywalking) was the result of a writer not liking the character on a personal level. He was appalled at The Punisher's growing popularity and wanted to smear him by making it seem he would murder jaywalkers and litterers as soon as murderers and rapists. But Romita never intended that and no other writer since this forgetable author has inferred anything close to this. Most agree Frank is certifiable, some show him as a sane calculating soldier on a mission, but nearly everyone (excepting the aforementioned) has portrayed Frank as adhering to a strict moral code.

     

    Oh' date=' and now they say he's a master of a stack of martial arts styles?[/quote']

     

    The current writer has only made one mention of a fighting style that I can recollect. I believe it was Splat-Fu.

     

    And hearing about him making characters like Spider-man look like total idiots (because the writer hates costumed heroes) pissed me off to no end. He's no better than characters like the Joker. He's just another sociopathic mass-murderer.

     

    Ennis is also the one who made light of Marvel's costumed heroes (excepting Daredevil). I think Wolverine kind of deserved it. His take on Spider-Man wasn't too mean and very funny. But I thought he was portrayed as way too inept and I didn't think it should have been considered in-continuity with the rest of the MU. I think someone learned from that fiasco, though, because they moved Frank from the MU to his own world in a MAX title and it is by far my favorite book right now. I can't stress enough how the MAX book is %300 better than the Marvel Knights book.

  5. Re: Best way to Build Cap's Shield?

     

    I don't understand what you're asking. You seem very pleased with the build you've got so why are you polling people and deBAITING them? Do you want us to recognize that yours is the perfect build? People would be a lot happier to help you if you thank them for their time, smile and nod.

  6. Re: I Give Up!!!!!!!!!!!!!

     

    I told the player with Independent tonight she had to get rid of it. I said we would grandfather the experience point different and she could pay off the points with a portion of her experience as I am now giving out about 2 more per session on average.

     

     

    Am I to understand you're letting her keep all those powers without the Independent disad? If I was one of your other players I'd be jealous.

     

     

    Let us know how this all turned out.

  7. 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.

  8. 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.

  9. 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.

  10. 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

  11. 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.

  12. 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?

     

    I believe that Ultimate Juggernaut is significantly weaker than 616 Juggernaut. Captain America knocked Ulty unconscious with a good shield bash. Juggy appears to be a super-strong mutant with some invulnerability and special move through power that allows him to smash through barriers easily. That's what I tried to do, anyway.

     

    Ultimate Colossus, however, seems to be much stronger than his 616 counterpart, able to hold off Thor and Iron Man. He actually beat Thor pretty badly. So I think, in a fair fight, Colossus could outmuscle the 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.

     

    It seems likely, to me that if he catches Ultimate Juggy flatfooted and not bracing, Ultimate Cyclops would knock him a stretch. Hopefully we'll learn more about Juggernaut soon as he's slated to appear in Ultimate Spider-Man.

  13. 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.

  14. 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

  15. 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).

  16. 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.

  17. 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.

  18. 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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