-
Posts
1,317 -
Joined
-
Last visited
Content Type
Profiles
News
Store
Forums
Downloads
Events
Posts posted by Eyendasky80
-
-
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.
-
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.
-
Re: Spider-Man and The Sentinels
Sentinel
Player:
12" RUN00" SWIM-20" LEAP-10Characteristics Cost: 50Val 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
Powers Cost: 349Cost 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
Skills Cost: 21Cost Skill 12 +4 with Palm Blasters, Smash and Grab 9 +3 vs. Range with Palm Blasters
Talents Cost: 9Cost Talent 3 Absolute Range Sense 3 Absolute Time Sense 3 Bump Of Direction 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
-
Re: Spider-Man and The Sentinels
Spider-Man
Player:
10" RUN82" SWIM010" LEAP2Characteristics Cost: 207Val 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
Powers Cost: 129Cost 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)
Skills Cost: 34Cost 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-
Perks Cost: 18Cost 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
Talents Cost: 18Cost Talent 18 Combat Luck (9 PD/9 ED) 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
-
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:
-
Re: The Brotherhood of Mutants (Con Game III)
Magneto
Player: Villain
6" RUN02" SWIM03" LEAP0Characteristics Cost: 229Val 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
Powers Cost: 397Cost 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)
Skills Cost: 165Cost 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-
Perks Cost: 87Cost Perk 60 Follower (x256, 100 Base, 150 Disad) 15 Money: Filthy Rich 12 Reputation (General Population; 14-) +4/+4d6
Talents Cost: 3Cost Talent 3 Bump Of Direction 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
-
Re: The Brotherhood of Mutants (Con Game III)
Juggernaut
Player:
*20"**RUN00"**SWIM-218"**LEAP-10Characteristics Cost: 224Val** 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
Powers Cost: 191Cost** 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)*
Skills Cost: 33Cost** 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-*
Perks Cost: 3Cost** Perk 3** Reputation (A large group; 8-) +3/+3d6* 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.
-
Re: The Brotherhood of Mutants (Con Game III)
Toad
Player: Villain
9" RUN62" SWIM032" LEAP0Characteristics Cost: 167Val 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
Powers Cost: 118Cost 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)
Martial Arts Cost: 29Cost 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
Skills Cost: 67Cost 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-
Talents Cost: 9Cost Talent 9 Ambidexterity (Eliminate Off Hand Penalty entirely) 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
-
Re: The Brotherhood of Mutants (Con Game III)
Mastermind
Player: Villain
6" RUN02" SWIM02" LEAP0Characteristics Cost: 93Val 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
Powers Cost: 252Cost 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)
Skills Cost: 45Cost 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 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
-
Re: The Brotherhood of Mutants (Con Game III)
Blob
Player: Villain
6" RUN02" SWIM011" LEAP0Characteristics Cost: 192Val 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
Powers Cost: 142Cost 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
Skills Cost: 48Cost 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- 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
-
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.
-
Re: Jack-Jack Parr
Levels with throwing.That's what I said.
-
Re: Jack-Jack Parr
The pod counted as an area attack (hit both guards and the gate). So he had to hit a DCV 3 hex.Yes, I know, but he was reaallllly far away.
-
Re: Jack-Jack Parr
The coconut, sure, but he threw that transport pod from far enough away it took about five seconds travelling at a high velocity to reach his target. That was a stupendous shot, wasn't it?
-
Re: Jack-Jack Parr
Whoops, sorry it was dark.
-
Re: Character idea. Help needed
A Bean Nighe is thought to have one nostril' date=' one big protruding tooth, webbed feet and long hanging breasts. A mortal who is bold enough to sneak up to her while she is washing and suck her breast can claim to be her foster-child. The mortal can then gain a wish from her.[/quote']Ewwwwww
-
Re: Jack-Jack Parr
Actually' date=' it came to me just now, when you mentioned anyone noticing it in the film. First thing I thought of.[/quote']It's cool, huh? The way they didn't overtly mention it, but when you go back it's like OH! Very clever.
-
Re: Jack-Jack Parr
Clearest example I can think of is the scene in the bank with Bomb Voyage. He knew there was something wrong and where it was wrong -- he just didn't know what.I missed that one, but yah! I liked how it went off for his wife when she was waiting for him to come home from "bowling."
Oh, Susano, did you pick up on that the first time? Or after you watched the files?
-
Re: Jack-Jack Parr
interesting thought.One of my favorite things about the movie is that neither Mr. Incredible nor Elastigirl are "pure power" characters. Both have skills too. I tried explaining to my wife how few skills there were in the original Champions game. She didn't get it. I wish I could get her to try gaming.
I'm not sure if this is what you meant, but you made me think of Mr. Incredible's +20 w/ thrown objects. He was a crackshot. Can anybody figure out the numbers for the transport into the two guards or small boulder at the guard in the balcony shots? They looked hard to me, but he was just like "zing!"
You guys catch him using his danger sense? I didn't pick up on it until I read the NSA file.
-
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.
-
Re: Dundracon Miniatures
Very nice figs, Elise is a hottie!
-
Re: Request for plot ideas for an Anarchist villain team.
I like that part in Fight Club where they blew up all the buildings to erase everyone's debt. It'd be nice to make your villains sympathetic, to highlight the fact that not only are they anti-government, they're pro-individual. The best villains are the ones you're tempted to root for.
-
Re: Hex Grids/Maps
I'm not smart enough to make hexes like that. But it is cool that you have that much control.
-
Re: Clix mod challenge
There's a really bad "Logan" figure (Where he looks about 4ft tall). I got 1 of these in each of the first 3 boosters I ever bought, so they are fodder for many miniatures. If you have one, consider confiscating his claws and trimming them down in length.I've used them for shoulder spikes on one of my miniatures by trimming them really short.
Logan here
Oh my god, That thing looks ridiculous. I remember when he was running around in that costume. The nineties ruled.
The Brotherhood of Mutants (Con Game III)
in Champions
Posted
Re: The Brotherhood of Mutants (Con Game III)
Yah, formatting problem, he's actually a 15.
That's a good idea. Let me read up on the power and see if it'll do what I want.
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.