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Eyendasky80

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Posts posted by Eyendasky80

  1. Re: Ultimate Six (Con Game II)

     

    He operates the attachments and controls them. Also, as often as the arms have operated by themselves, I've never seen them utilize the gadget pool.

     

    And a VPP on a follower seems pretty cheeseball to me.

  2. Re: Clix mod challenge

     

    Does anyone have a good formula for any of these characters:

    Ultimate Nightcrawler

    Ultimate Angel

    Ultimate Kitty Pryde (I think she goes by Shadowcat)

    Ultimate Toad

     

    I'll think of more prolly, if you need pictures I can provide them. I can probaly put something together for Angel, but the other three are stumping me. There's got to be a teenager looking fig in a short skirt I can make into Kitty. Or a thug with long curly hair and a do-rag I can turn into Toad. But I am clueless what to do with Nightcrawler. Friggin' Heroclix had to make him the most coveted fig ever. I'm not paying fifty bucks plus to play choppy choppy.

  3. Re: Ultimate Six (Con Game II)

     

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

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

     

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

     

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

  4. Re: Ultimate Six (Con Game II)

     

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

     

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

     

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

     

    Thanks!

  5. Re: Ultimate Six (Con Game II)

     

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

     

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

     

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

     

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

  6. Re: Ultimate Six (Con Game II)

     

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

    AFAIK you cannot use a transform on yourself.

     

    D.

     

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

     

    It's just cosmetic. SFX and all.

  7. Re: Ultimate Six (Con Game II)

     

    Sandman

     

    Player: Villain

     

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

     

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

     

     

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

     

     

     

     

    Total Character Cost: 405

     

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

    Disadvantage Points: 150

     

    Base Points: 200

    Experience Required: 55

    Total Experience Available: 55

    Experience Unspent: 0

  8. Re: Ultimate Six (Con Game II)

     

    Kraven the Hunter

     

    Player:

     

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

     

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

     

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

     

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

     

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

     

    Cost Talent
    3 Bump Of Direction
    Talents Cost: 3

     

     

    Total Character Cost: 330

     

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

    Disadvantage Points: 130

     

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  9. Re: Ultimate Six (Con Game II)

     

    Electro

     

    Player: Villain

     

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

     

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

     

     

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

     

     

     

     

    Total Character Cost: 390

     

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

    Disadvantage Points: 150

     

    Base Points: 200

    Experience Required: 40

    Total Experience Available: 40

    Experience Unspent: 0

  10. Re: Ultimate Six (Con Game II)

     

    Doctor Octopus' Arms

     

    Player: Justin

     

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

     

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

     

     

     

     

     

     

    Total Character Cost: 319

     

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

    Disadvantage Points: 40

     

    Base Points: 279

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

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

  11. Re: Ultimate Six (Con Game II)

     

    Doctor Octopus

     

    Player: Justin

     

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

     

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

     

     

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

     

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

     

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

     

     

    Total Character Cost: 333

     

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

    Disadvantage Points: 150

     

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  12. Re: Ultimate Six (Con Game II)

     

    Green Goblin

     

    Player: Villain

     

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

     

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

     

     

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

     

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

     

     

     

    Total Character Cost: 522

     

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

    Disadvantage Points: 150

     

    Base Points: 200

    Experience Required: 172

    Total Experience Available: 172

    Experience Unspent: 0

  13. Re: Ultimate Six (Con Game II)

     

    Norman Osborn

     

    Player: Villain

     

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

     

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

     

     

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

     

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

     

     

     

    Total Character Cost: 283

     

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

    Disadvantage Points: 115

     

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

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

     

    These are the "Ultimate" versions of the villains.

     

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

     

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

  15. Re: The Con Game

     

    Sounds like a fun con game. You have some interesting builds.

     

    I don't know much about Xmen ultimates, but I have two thoughts about Wolverine based on old and general knowledge.

     

    First, I have always liked to give Wolverine armor with the sfx superfast healing. Therefore, he gets bloody and the uniform gets torn but heals the damage superfast. In game terms he does not take the damage at all.

     

    Second, I have previously done claws of the "cut through anything variety" with HKA AVLD (Combat Luck or "unbreakable armor", etc.), does body. Add martial arts and DCs and all of sudden you have all sorts of nastiness.

     

    Keep up the good work.

     

    I've also seen that build before, I'll definitely think about incorporating that.

     

    HKA AVLD is a little too powerful for my taste, I don't want him mowing my big guns down with little trouble.

  16. Re: The Con Game

     

    I used some Birthday gift cards to pick up Ultimate X-Men Vol. 1. Wolverine can regenerate from Death as indicated by his captors in the comic. You should bump up Regeneration to Res level.

     

    I guess you could go Res and have his final death be total immolation.

     

    Says I have to spread it around before I rep you, so how about a thank you instead.

  17. Re: The Con Game

     

    It's not that I'm going to allow it, it's more like whoever wrote Wolverine one-shot killing Sabretooth was allowing hit location. I'm sure he won't be as lethal in my game, but I'm willing to accept that for game balance. He'll be able to go toe-to-toe with most people and break them, but he's not going to be mowing everyone down without pause.

     

    Whatabout that AID to speed? You had an issue with it?

  18. Re: The Con Game

     

    The claws build doesn't make sense to me as it is worded. But either way, it should still need to be higher than 3D6 total since he needs enough body to drop a decent mook(who would have a couple extra body) right off the bat. Also, regardless of whether they are a natural weapon or not, you are still capped at double the DCs of the original attack and the AP Penetrating reduce how much extra he would get from his STR, so if he has 1D6 base, he would only have 1D6+1 before martial arts which could add, at most , 2DCs(martial attacks that add 10 STR only add 1DC to killing attacks). At MOST, he could have 2D6 with everything added in with the current build. Finally, martial arts add damage, but they do NOT add to the base. So if the base is 1D6, the most he can EVER do, is 2D6 no matter how many different thing he has that add to the damage.

     

     

    I was doing some more thinking on the claws bit and I decided that 3d6 is plenty as a lot of Wolverine's most brutal attacks are obviosly called shots such as decapitating Sabretooth or "disARMing" a brotherhood mook holding a bomb detonator. I may or may not elimnate the DC levels from the total, I'd like to hear more opinions on the legality and (more importantly) how accurately if reflects Wolverine's fighting style. To me, it seems he's more technique than brute force.

  19. Re: The Con Game

     

    I'd actually go further. It isn't really strictly rules-koesher, but....

     

    Buy Cyc a 0-end, continuous blast in his multipower, then give him "always on" as a 4th option.

    This way he can just open his eyes and fire out a low intensity blast forever.

     

    The only way I'd be willing to do that is to reduce the disad to -0 since he can close his eyes anytime he wants, effectively eliminating the always on disad. So it's kind of superfluous to this version.

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