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Allandrel

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Posts posted by Allandrel

  1. Originally posted by SomeAsianKid

    What I don't understand about Prof. X is that a normal human who sets up in a sniper position could kill Xavier. He doesn't wear X armor and he doesn't have a force field. You would think a man with as many enemies as he does would do something to protect himself.

     

    He would detect the sniper and shut him down telepathically.

     

    Patrick J McGraw

  2. I'd buy them as two separate powers. The arrows have an extra limitation in that they require a bow, while the bow has an extra limitation in that it requires arrows. Use the power appropriate to the ammunition being used (the bow for normal arrows, the arrows when they are used).

     

    I'd only made the limtation (Conditional Power) worth 1/4, or nothing if bows and arrows are easy to come by. (I live in Columbus, OH, and you can get them in any department store with a sporting goods section here.)

     

    Patrick J McGraw

  3. Originally posted by SomeAsianKid

    Don't forget that he was able to boost rogue's stolen tk powers 50 times over to contain the nuclear blast

     

    Using Aid with the special effect of "telepathically boosting someone's power to its full potential" should cover that. Remember, Marvel writers justify virtually anything with telepathy or telekinesis - which is why I made Xavier's telepathy a VPP.

     

    Patrick J McGraw

  4. Standard Opening: I’m preparing to run a game set in Marvel’s Ultimate Universe. I’ve been roleplaying for ten years, but I’m new to the Hero System. To help prepare for my game, and more importantly to help learn the ins and outs of the system, I’m statting up the entire Ultimate Universe. What I’m looking for here is feedback and suggestions on how to get the effects I want using the Hero system, rather than precisely replicating the abilities of the characters (though I’d like to do that, too).

     

    (In addition, whenever I lack information about a character’s abilities, I’m going to fall back on the assumption that they’re pretty much the same as their Marvel Universe counterpart.)

     

    Regarding point ranges: I’m building Professor X as a Cosmically Powerful Superheroic character. For my Ultimate Universe, Legendary Physical Primary Characteristics go from 18-25, with 26+ as superhuman. Legendary Mental Characteristics go from 21-30, with 31+ as superhuman.

     

    The following Profile represents Professor X when the X-Men leave on their world tour, prior to their confrontation with Proteus (that is, issue #13).

     

    PROFESSOR CHARLES FRANCIS XAVIER

     

    STR 10 (Roll 11-, Lift 100 kg; 2d6 damage) (0 points)

    DEX 11 (Roll 11-, OCV: 4/DCV: 4) (3 points)

    CON 15 (Roll 12-) (10 points)

    BODY 12 (Roll 11-) (4 points)

    INT 25 (Roll 14-, PER Roll 14-) (15 points)

    EGO 40 (Roll 17-, ECV: 13) (60 points)

    PRE 30 (Roll 15-, PRE Attack: 6d6) (20 points)

    COM 12 (Roll 11-) (1 point)

     

    PD 3 (Total: 3 PD, 0 rPD) (1 point)

    ED 4 (Total: 4 ED, 0 rED) (1 points)

    SPD 4 (Phases: 3, 6, 9, 12) (19 points)

    REC 8 (6 points)

    END 50 (10 points)

    STUN 25 (0 points)

     

    Total Characteristic Cost: 150

     

    Running: 0â€/4â€

    Jumping: 0â€

    Swimming: 1â€

     

    POWERS

     

    Levitation: Flight 1†(2 Active Points); Increased Endurance (x4 END, -1 ½), No Noncombat Movement (-1/4) (1 point)

    Powerful Mind: Mental Defense 20 (12 Active Points) (12 points)

    Telekinesis: TK (STR 10), Fine Manipulation (40 Active Points); Increased Endurance (x3 END, -1) (20 points)

    Brainstorming: Variable Power Pool (10 point pool), Control Cost 5 (15 Active Points); Linked to Mind Scan (-1/4), VPP Mimics target’s Skills (user’s choice, -1), Skill Rolls may only be as high as Target’s Rolls (-1/2) (12 points)

    Telepathic Powers: Variable Power Pool (200 point pool) Control Cost 100, Powers Can Be Changed as a Half-Phase Action (+1), No Skill Roll Required (+1) (500 Active Points), Telepathy-Effect Powers Only (-1/4) (400 points)

     

    Sample Telepathic Powers:

    1) Mass Hallucination: Mental Illusion 15d6, Area Effect (radius, +1), MegaArea (1†= 1 km, +1/4) (191 Active Points); Concentration (1/2 DCV, -1/4), Power Stops Working if Mentalist is Stunned (-1/2) (109 Real Points)

    2) Hormone Control: Mind Control 10d6, Reduced Endurance (0 END, +1/2), Telepathic (+1/4) (87 Active Points); Set Effect: Only to Control Emotions (-1/2) (58 Real Points)

    3) Erase Memories: Minor Transform 8d6 (remove or change target’s memories, requires subconscious-level result with Telepathy to heal), BOECV (+1), Works against EGO, not BODY (+1/4), Reduced Endurance (1/2 END, +1/4) (200 Active Points); Concentration (1/2 DCV, -1/4), Extra Time (Full Turn, -1 ¼) (80 Real Points)

    4) Mass Paralysis: Entangle 5d6, BOECV (+1), Personal Immunity (+1/4), Takes no damage from Physical Attacks (+1/4), Area of Effect (Radius, +1) (175 Active Points); Cannot Form Barriers (-1/4), Stops Functioning if Mentalist is Stunned (-1/2), Concentration (0 DCV, -1/2) (78 Real Points)

     

    Wheelchair: Running 4â€, Reduced Endurance (0 END, +1/2) (12 Active Points); OIF (-1/2), Only on Appropriate Terrain (-1/2) (6 points)

    Cerebro: MegaScale (1†= 1 km) to VPPs, Reduced Endurance (0 END, +1/2) (135 Active Points); OIF (Immobile, -1 ½) (54 points)

     

    Total Power Cost: 505

     

    SKILLS

     

    +5 with Telepathic Powers (15 points)

    +1 Overall Skill Level (10 points)

     

    Analyze: Psionic Abilities 14- (3 points)

    Bureaucratics 15- (3 points)

    Computer Programming 14- (3 points)

    Conversation 15- (3 points)

    Deduction 14- (3 points)

    High Society 15- (3 points)

    Inventor 14- (3 points)

    KS: Mutant Affairs 14- (2 points)

    KS: Mutant Powers 14- (2 points)

    KS: Philosophy 14- (2 points)

    KS: Psionics 14- (2 points)

    Language: Epsilon-Omega (idiomatic, native accent) (English is native) (4 points)

    Oratory 15- (3 points)

    Paramedics 14- (3 points)

    Persuasion 15- (3 points)

    PS: Teacher 14- (3 points)

    SS: Biology 14- (3 points)

    SS: Genetics 14- (3 points)

    Security Systems 14- (3 points)

     

    Scholar (3 points)

    Well-Connected (3 points)

     

    PERKS

     

    Contacts: Many, many contacts of varying influence (30 points)

    Money: Filthy Rich (15 Active Points); Limited: Funding from Hellfire Club sponsors (-1/2) (10 points)

    Reputation: Civil Rights Leader 14- (+4, known to the general public) (9 points)

     

    TALENTS

     

    Eidetic Memory (5 points)

    Speed Reading x100 (6 points)

     

    Total Skill, Perk and Talent Cost: 145 points

    Total Cost: 800

     

    DISADVANTAGES

     

    Distinctive Features: Mutant (Concealable, Major Reaction, Detected only be genetic scan or test) (5 points)

    Hunted: Proteus 8- (More Pow, Limited Area, Professor X has Public Identity, Kill) (15 points)

    Hunted: S.H.I.E.L.D. 14- (More Pow, NCI, Professor X has Public Identity, Watched) (25 points)

    Physical Limitation: Paralyzed below waist (Frequently, Fully) (20 points)

    Psychological Limitation: Code vs. Killing (Common, Total) (20 points)

    Psychological Limitation: Code vs. Violating Free Will (Very Common, Strong) (20 points)

    Psychological Limitation: Driven to pursue his dream at any cost (Common, Total) (20 points)

    Psychological Limitation: Emotionally Detached (Common, Moderate) (10 points)

    Reputation: Telepathic Threat 11- (Extreme) (15 points)

    Social Limitation: Mutant (Frequently, Major) (15 points)

    Social Limitation: Public Identity (Frequently, Severe) (20 points)

    Social Limitation: Hiding Magneto from the world (Occasionally, Severe) (15 points)

     

    Total Disadvantage Points: 200

    Base Points: 600

    Total Points: 800

     

    As one of the five most powerful characters yet detailed in the Ultimate Universe, Professor Xavier has the highest point total I've yet worked with.

     

    As ridiculously powerful as I have written Xavier, I still think that I maybe ought ot bring up his VPP further. He can manage the "paralyze all minds within a ten block radius," but not at an appropriate strength level.

     

    Patrick J McGraw

  5. Originally posted by Vanderbilt_Grad Your Artery Pinch needs "Does Body (+1)"

     

    AVLD's only do STUN... rrr. Maybe I'll go back to the Ego Attack that Does BODY.

     

    I havn't commented on your conversions much in general ... but IMO the characteristics have been a bit low for most of them. I also would be surprised if Jean were stronger than Bobby, but you have Iceman with only a 10 str.

     

    Keep in mind that the Ultimate X-Men are a bunch of inexperienced teenagers. I'm also working with a lower range of characteristics than the CU.

     

    As for the STR issue, Bobby is only fifteen and doesn't seem fully developed yet. He has a strictly average physique. Jean has definite muscle tone.

     

    Philosophically I also think that their armor should *not* have the activation roll. Yes it doesn't cover their entire body but that doesn't automatically mean activation roll ... just that a called shot can bypass the armor.

     

    I'm not using the Called Shot rules in my campaign; hence the Activation Rolls.

     

    IMO it also might not be a bad idea to take the flight & force field out of the MP.

     

    She doesn't use them all the time, and appears to drop them when focusing on other things. They seemed appropriate to the MP.

     

    Also wouldn't be out of character to combine both MP pools as one large 'psychic powers' pool. I don't ever really recall her using big TK stuff like the force wall while simultaneously reading someone’s mind. [/b]

     

    I have considered it. I don't like the idea of combining TP and TK into a single framework; Marvel has always made quite a distinction between the two.

     

    On the other hand, I see your point. She usually focuses on just a few things at a time.

     

    Patrick J McGraw

  6. The OHOTMU does indeed mention Bullseye "foregoing a career as a professional baseball player." As for why he would give that up for crime: he's a homicidal maniac, people. He enjoys killing people. The money from being an assassin is just a benefit.

     

    Patrick J McGraw

  7. Standard Opening: I’m preparing to run a game set in Marvel’s Ultimate Universe. I’ve been roleplaying for ten years, but I’m new to the Hero System. To help prepare for my game, and more importantly to help learn the ins and outs of the system, I’m statting up the entire Ultimate Universe. What I’m looking for here is feedback and suggestions on how to get the effects I want using the Hero system, rather than precisely replicating the abilities of the characters (though I’d like to do that, too).

     

    (In addition, whenever I lack information about a character’s abilities, I’m going to fall back on the assumption that they’re pretty much the same as their Marvel Universe counterpart.)

     

    Regarding point ranges: I’m building Marvel Girl as a High Powered Superheroic character. For my Ultimate Universe, Legendary Physical Primary Characteristics go from 18-25, with 26+ as superhuman. Legendary Mental Characteristics go from 21-30, with 31+ as superhuman.

     

    The following Profile represents Marvel Girl when the X-Men leave on their world tour, prior to their confrontation with Proteus (that is, issue #13). At this point, she’s only had Phoenix-related visions, and they are currently suppressed by medication and Xavier’s telepathy. So no massive jump in power from the Phoenix force… yet.

     

    MARVEL GIRL (Jean Grey)

     

    STR 13 (Roll 12-, Lift 150 kg, 2 1/2d6 damage) (3 points)

    DEX 14 (Roll 12-, OCV: 5/DCV: 5) (12 points)

    CON 15 (Roll 12-) (10 points)

    BODY 10 (Roll 11-) (0 points)

    INT 18 (Roll 13-, PER Roll 13-) (3 points)

    EGO 23 (Roll 14-, ECV: 8) (26 points)

    PRE 20 (Roll 13-, PRE Attack: 4d6) (10 points)

    COM 18 (Roll 13-) (4 points)

     

    PD 4 (Total: 12 PD, 8 rPD) (1 point)

    ED 4 (Total: 12 ED, 8 r ED) (1 point)

    SPD 3 (Phases: 4, 8, 12) (6 points)

    REC 8 (4 points)

    END 36 (3 points)

    STUN 25 (0 points)

     

    Total Characteristic Cost: 83

     

    Running: 6â€

    Leaping: 2â€

    Swimming: 2â€

    Flight: 10â€

     

    POWERS

     

    Regarding Mental Powers: Several of the Ultimate Titles (and Marvel Universe titles, for that matter) have made it a point that human minds and mutant minds differ psionically. So, for my Ultimate Universe game, “Human†and “Mutant†are considered two different classes of minds. For balance purposes, humans and mutants can take the “Additional Class of Mind: Human/Mutant†Adder at no cost.

     

    Telepathic Powers: Multipower, 75-point reserve (75 Active Points); Concentration (1/2 DCV, -1/4), Extra Time (Delayed Segment, -1/4) (50 points)

    1) Psychometry: Retrocognitive Clairsentience (Sight and Hearing Groups), Reduced Endurance (0 END, +1/2) (75 Active Points); Concentration (0 DCV throughout use of power, -1), Extra Time (5 minutes, -2), Limited Power: Only to see person associated with Focus (-1), OAF (-1), Retrocognition Only (-1), Time Modifiers (-1/2) (1 point, fixed)

    2) Ego Attack 6d6, Reduced Endurance (1/2 END, +1/4) (75 Active Points); Concentration (1/2 DCV, -1/4), Extra Time (Delayed Phase, -1/4) (5 points, fixed)

    3) Mental Illusions 12d6, Reduced Endurance (1/2 END, +1/4) (75 Active Points); Concentration (1/2 DCV, -1/4), Stops Working if Mentalist is Knocked Out (-1/4), Extra Time: Full Phase (-1/2), Limited Power: 4 dice only to cause target to remember illusion as real (-1 ½) (3 points, fixed)

    4) Mind Scan 10d6, +5 to Attack Roll, Reduced Endurance (1/2 END, +1/4) (75 Active Points); Cannot Attack Through Link (-1), Concentration (1/2 DCV, -1/4), Extra Time (Full Phase, -1/2), Limited Power: 4 dice only to make Mind Scan undetectable by target (-1 ½) (2 points, fixed)

    5) Mind Control 12d6, Telepathic (+1/4) (75 Active Points); Concentration (1/2 DCV, -1/4), Stops Working if Mentalist is Knocked Out (-1/4), Extra Time (Full Phase, -1/2), Limited Power: 4 dice only to make target remember actions as natural (-1 ½) (3 points, fixed)

    6) Telepathy 12d6, Reduced Endurance (1/2 END, +1/4) (75 Active Points); Concentration (1/2 DCV, -1/4), Extra Time (Delayed Segment, -1/4), Limited Power: 4 dice only to make Telepathy undetectable by target (-1 ½) (4 points, fixed)

    Telekinetic Powers: Multipower, 90-point reserve (90 points)

    1) Flight 12â€, 2x Noncombat Movement, Useable Underwater (+1/4) (30 Active Points) (3 points, fixed)

    2) Force Field (7 PD, 7 ED), Protects Carried Items, Reduced Endurance (1/2 END, +1/4) (30 Active Points) (3 points, fixed)

    3) Force Wall (12 PD, 12 ED, 7†size), Reduced Endurance (1/2 END, +1/4) (90 Active Points) (18 points, flexible)

    4) Artery Pinch: Ranged Killing Attack 2d6+1, AVLD (Mental Defense, +1 ½) (87 Active Points); Concentration (1/2 DCV, -1/4), Limited Power: Does No STUN (-3/4) (4 points, fixed)

    5) Telekinetic Bubble: Life Support (Self-Contained Breathing, Safe Environment: Low Pressure/Vacuum, High Pressure, High Radiation), Area Effect (4†Radius, +1) (30 Active Points); Costs Endurance to Activate (-1/4) (2 points, fixed)

    6) Missile Deflection (all ranged attacks), At Range (Adjacent hexes, +1/2) (30 Active Points) (3 points, fixed)

    7) Delicate Telekinesis: Telekinesis (STR 25), Fine Manipulation, Reduced Endurance (1/2 END, +1/4) (59 Active Points); Concentration (1/2 DCV, -1/4) (9 points, flexible)

    8) Brute Telekinesis: Telekinesis (STR 48), Reduced Endurance (1/2 END, +1/4) (90 Active Points); Concentration (1/2 DCV, -1/4) (14 points, flexible)

    Brainstorming: Variable Power Pool (10 point pool), Control Cost 5 (15 Active Points); Linked to Mind Scan (-1/4), VPP Mimics target’s Skills (user’s choice, -1), Skill Rolls may only be as high as Target’s Rolls (-1/2) (12 points)

    Mind Link (any willing target, up to 8 targets), (30 Active Points); Concentration (1/2 DCV, -1/4), Nonpersistent (-1/4), Extra Time (Full Phase, -1/2) (15 points)

    Gain Perception: Clairsentience (Sight and Hearing Groups) (30 Active Points); Linked to Mind Link (-1/4), Only to Use Senses of Subject (-1) (13 points)

    Share Perception: Clairsentience (Sight Group and Hearing), Persistent (+1/4), Reduced Endurance (0 END, +1/2), Useable By Other (+1/4) (50 Active Points); Linked to Mind Link (-1/4), Only through Marvel Girl’s Senses (-1) (22 points)

    Mental Defense 20 (15 Active Points) (15 points)

    X-Men Uniform: Armor 16 (8 PD, 8 ED) (24 Active Points); Activation Roll 13- (-3/4), OIF (-1/2) (11 points)

     

    Total Power Cost: 302 points

     

    SKILLS

     

    +3 with Telekinetic Attacks (9 points)

    +1 with All Combat (8 points)

     

    Combat Piloting 12- (3 points)

    Conversation 13- (3 points)

    Deduction 13- (3 points)

    KS: Mutant Affairs 11- (2 points)

    KS: Mutant Powers 11- (2 points)

    Martial Arts: M. Dodge, M. Escape, M. Strike (12 points)

    Mechanics 13- (3 points)

    Paramedics 13- (3 points)

    Persuasion 13- (3 points)

    Security Systems 13- (3 points)

    Systems Operation 13- (3 points)

    Teamwork 12- (3 points)

    TF: Small Motorized Ground Vehicles, Combat Aircraft (1 point)

     

    PERKS

     

    Reputation: Super Hero 11- (+2, known to the general public) (4 points)

     

    Total Skill and Perk Cost: 65 points

    Total Cost: 450 points

     

    DISADVANTAGES

     

    Dependence: Ametriptalyne (must take one pill daily or suffer Incompetence-inducing visions) (Common) (0 points)

    Distinctive Features: Mutant (Concealable, Major Reaction, Only Detected by Genetic Scan or Test) (5 points)

    Hunted: Hellfire Club 11- (More Pow, NCI, Marvel Girl has Public Identity, Use as Vessel for Phoenix Force) (25 points)

    Hunted: S.H.I.E.L.D. 11- (More Pow, NCI, Marvel Girl has Public Identity, Watched) (20 points)

    Hunted: Sinister 8- (More Pow, Marvel Girl has Public Identity, Capture) (20 points)

    Physical Limitation: Migraines (Infrequently, Fully Impairing) (15 points)

    Psychological Limitation: Code vs. Killing (Common, Total) (20 points)

    Psychological Limitation: In Love with Cyclops (Common, Strong) (15 points)

    Social Limitation: Mutant (Frequently, Major) (15 points)

    Social Limitation: Public Identity (Frequently, Major) (15 points)

     

    Total Disadvantage Points: 150

    Base Points: 300

    Total Points: 450

     

    Marvel Girl has fully a hundred more Base Points than her fellow teenagers, and she needed every one of them. Bloody psychics.

     

    Marvel Girl has given me more trouble than... well, anybody else short of Xavier. I'm pretty pleased with what I've managed to develop, with partially-Limited powers that excel at not being detected.

     

    Eventually I'll need to write up a Phoenix version of Jean. I anticipate: "Phoenix Force: 150-point Cosmic VPP."

     

    Patrick J McGraw

  8. Originally posted by WhammeWhamme

    To expand:

     

    Ninja HERO suggested starting off with 100 pt heroic PCs... and letting a Martial Art Villain Person thrash them.

     

    They find the Old Master whcan train them... and power up. It also says it's hard to keep doing this.... unless you don't mind constant power increases. :)

     

    DBZ is *exactly* what that produces.

     

    Saiyajin simply get to shortircuit the 'find a Master' portion after a while. :)

     

    What that makes me think of is how for the first ten or so volumes, people's power levels (CP totals!) are constantly being bandied around, but eventually they get so ridiculously high that nobody bothers trying to measure them. (The GM has stopped keeping track of CP awards.)

     

    Patrick J McGraw

  9. Originally posted by WhammeWhamme

    DBZ isn't spending experience.

     

    What ACTUALLY happens, is the GM read that bit in Ninja Hero about permanently adding 50 points mid way through each arc... and decided that sounded fun.

     

    So, whenever they lose... wo go to 'Wise Old Master' equivalent and add 50 CPs.

     

    I've haven't read Ninja Hero, but I like that rule. :)

     

    Of course, if you're a Saiya-jin you get CPs for getting beaten up, too.

     

    (Yes, I am seriously considering developing DBZ rules with the Hero System. I've already got a pretty workable MEGS-based set, but I love to tinker.)

     

    Patrick J McGraw

  10. Spider-Man. He's much more capable now than when he was a teenager.

     

    Cable's psionic abilities steadily grew, and eventually he purged the techno-organic virus from his body, opening up the full range of his powers.

     

    Of course, the comic book king of spending experience: any Dragon Ball Z character.

     

    Patrick J McGraw

  11. Originally posted by Lightray

    I'm not too up on the differences of Ultimate Marvel from ordinary Marvel, but...

     

    With all those power stunts in his multipower, a Power Skill would be good for when he wings it with new power uses.

     

    Also, Autofire Skills will make his autofire attacks more useful. Though maybe that will come after more experience.

     

    I usually suggest Entangle to represent making barriers that stay around (ice walls, earth walls, etc), instead of Force Wall. That way he won't have to keep paying END every phase to keep the ice wall around.

     

    Ack! Good point. I suppose I should drop the Ice Wall.

     

    As for the Autofire skills, I somehow put that in Powers rather than skills. He has Accurate Spayfire.

     

    Patrick J McGraw

  12. I haven't posted any of these for a while because I've been working overtime, on the bright side I've made a lot of progress the last few days.

     

    Standard Opening: I’m preparing to run a game set in Marvel’s Ultimate Universe. I’ve been roleplaying for ten years, but I’m new to the Hero System. To help prepare for my game, and more importantly to help learn the ins and outs of the system, I’m statting up the entire Ultimate Universe. What I’m looking for here is feedback and suggestions on how to get the effects I want using the Hero system, rather than precisely replicating the abilities of the characters (though I’d like to do that, too).

     

    (In addition, whenever I lack information about a character’s abilities, I’m going to fall back on the assumption that they’re pretty much the same as their Marvel Universe counterpart.)

     

    Regarding point ranges: I’m building Iceman as a Standard Superheroic character. For my Ultimate Universe, Legendary Physical Primary Characteristics go from 18-25, with 26+ as superhuman. Legendary Mental Primary Characteristics go from 21-30, with 31+ as superhuman.

     

    The following Profile represents Iceman when the X-Men are about to leave on their world tour, prior to their confrontation with Proteus (that is, issue #13).

     

    ICEMAN (Bobby Drake)

     

    STR 10 (Roll 11-, Lift 100 kg, 2d6 damage) (0 points)

    DEX 13 (Roll 12-, OCV: 4/DCV: 4) (9 points)

    CON 13 (Roll 12-) (6 points)

    BODY 10 (Roll 11-) (0 points)

    INT 13 (Roll 12-, PER Roll 12-) (3 points)

    EGO 15 (Roll 13-, ECV: 5) (10 points)

    PRE 15 (Roll 13-, PRE Attack 3d6) (5 points)

    COM 12 (Roll 11-) (1 point)

     

    PD 4 (Total 22/32 PD, 18/28 rPD) (2 points)

    ED 4 (Total 22/32 ED, 18/28 rED) (1 point)

    SPD 3 (Phases: 4, 8, 12) (7 points)

    REC 6 (2 points)

    END 26 (0 points)

    STUN 22 (0 points)

     

    Total Characteristic Cost: 46

     

    Running: 6â€

    Leaping: 2â€

    Swimming: 2â€

    Ice Slides: 20â€

     

    POWERS

     

    Ice Attacks: Multipower, 62-point reserve

    1) Ice Blast: Energy Blast 10d6, Reduced Endurance (1/2 END, +1/4) (62 Active Points); Reduced Penetration (-1/4) (5 points, fixed)

    2) Ice Storm: Energy Blast 5d6, Autofire (10 shots, +1), Reduced Endurance (1/2 END, +1/4) (56 Active Points); (6 points, fixed)

    3) Ice Wave: Energy Blast 6d6, Area Effect (6†Cone, +1), (60 Active Points) (6 points, fixed)

    4) Ice Spikes: Energy Blast 5d6, Autofire (5 shots, +1/2), Reduced Endurance (1/2 END, +1/4), Armor Piercing (+1/2) (56 Active Points) (6 points, fixed)

    5) Ice Block: Entangle 5d6, Reduced Endurance (1/2 END, +1/4) (62 Active Points); Vulnerable to Fire (-1) (3 points, fixed)

    6) Icy Fist: Hand to Hand Attack +10d6, Reduced Endurance (1/2 END, +1/4) (62 Active Points); Hand-to-hand attack (-1/2) (4 points, fixed)

    Sub-Zero Manipulation: Elemental Control, 30-point base

    1) Ice Sheath: Armor (20 PD, 20 ED) (60 Active Points: 30 base + 30 remaining); Visible (-1/4), Costs END to activate (-1/4), Limited Power: 10 PD and ED apply only to cold-based attacks (-1 ½) (15 points)

    2) Chilly: Change Environment 16†radius (cold effects), maximum -4 to temperature level, maximum -4 to Dex Rolls to move, Varying Effect (cold effects, +1/2), Reduced Endurance (1/2 END, +1/4) (75 Active Points: 30 base + 45 remaining); Explosion (-1/4) (36 points)

    3) Ice Slides: Flight 20â€, x8 Noncombat Movement, Reduced Endurance (1/2 END, +1/4) (62 Active Points: 30 base + 32 remaining); Limited Power: Altitude limited to 12†(-1/2) (21 points)

    4) Ice Wall: Force Wall (15 PD, 15 ED), 10†size, Opaque to Sight, Reduced Endurance (1/2 END, +1/4) (112 Active Points: 30 base + 82 remaining); Nonresistant (-1/2), Vulnerable to heat-based attacks (-1) (33 points)

    Hailstorm: Accurate Sprayfire (5 Active Points); Limited Power: Ice Attacks only (-1) (2 points)

    Polar Bear Club: Life Support (Safe Environment: Intense Cold) (2 Active Points) (2 points)

    Psionic Defense Training: Mental Defense 10 (7 Active Points) (7 points)

    X-Men Uniform: Armor (8 PD, 8 ED) (24 Active Points); Activation Roll 14- (-1/2), OIF (-1/2) (12 points)

     

    Total Power Cost: 250

     

    SKILLS

     

    +4 with Ice Attacks (12 points)

    +1 with All Combat (8 points)

    +1 DCV (5 points)

     

    KS: Mutant Affairs 11- (2 points)

    KS: Mutant Powers 11- (2 points)

    KS: Video Games 11- (2 points)

    Martial Arts: M. Block, M. Dodge, M. Strike (12 points)

    Paramedics 12- (3 points)

    Teamwork 12- (3 points)

     

    TALENTS

     

    Icewalking (1 point)

     

    PERKS

     

    Reputation: Super Hero 11- (+2, known to the general public) (4 points)

     

    Total Skill, Talent, and Perk Cost: 54

    Total Cost: 350

     

    DISADVANTAGES

     

    DNPC: Parents 8- (Normal, group of 2 people) (15 points)

    Distinctive Feature: Mutant (Concealable, Major Reaction, Detectable only by genetic scan or test) (5 points)

    Hunted: S.H.I.E.L.D. 11- (More Pow, NCI, Iceman has Public Identity, Watched) (20 points)

    Psychological Limitation: Code vs. Killing (Common, Total) (20 points)

    Psychological Limitation: Freezes in Combat (Very Common, Strong) (20 points)

    Psychological Limitation: In Love with Storm (Common, Strong) (15 points)

    Psychological Limitation: Novice Hero (Very Common, Strong) (20 points)

    Social Limitation: Mutant (Frequently, Major) (15 points)

    Social Limitation: Public Identity (Frequently, Major) (15 points)

    Social Limitation: Minor (Occasionally, Minor) (5 points)

     

    Total Disadvantage Points: 150

    Base Points: 200

    Total Points: 350

     

    Iceman proved to be a bit more difficult than some of the other characters, as he displays a wide range of powers. Finally, I decided that the many, many ways he attacks were best built as a Multipower, with his non-offensive powers in an Elemental Control.

     

    Bobby has probably the least points in Characteristics and Skills of any X-Man, reflecting his comparative youth and inexperience. I had briefly considered building him as a Low-Powered (150-point base) character, but decided to keep him comparable to the other teenage X-Men. While he is younger than the others, his training has been just as extensive - especially since it appeared that Weapon X spent more time training him than simply experimenting on him or torturing him.

     

    Up next will be Marvel Girl; I hope to have her posted early Thursday morning.

     

    Patrick J McGraw

  13. Originally posted by SomeAsianKid

    You're throwing your pc's against Onslaught? That's just downright scary. I would give Onslaught a 150pt cosmic VPP (aka Takophanes effect), and build Onslaught some defensive and passive powers in a psychic elemental control, such as forcefield, Detect Minds/Objects, etc.

     

    Well, this will be AFTER they've faced the likes of Apocalypse and Mephisto. So they should have bulked up a bit.

     

    Patrick J McGraw

  14. Originally posted by SomeAsianKid Downloading skills via telepathy is easy to do. Make a 10pt VPP limited to copying only skills with people you have a mind link with.

     

    I assume you mean Mind Scan (since Mind Link requires LOS to a willing subject). That's how I statted it.

     

    Now the scary thought is, what would Ultimate Onslaught's stats be? [/b]

     

    I'm not looking forward to it, but I do plan to use him in my campaign. And it will be up to my PCs to stop him (BWA HA HA!).

     

    I think I've gotten a pretty good handle on what I'm going to do at this point. Most psions are going to have multipowers, while the obscenely powerful ones (Xavier, Marvel Girl in Phoenix-mode) will have VPPs.

     

    Patrick J McGraw

  15. Originally posted by ZootSoot

    This is the "truth" behind The Strange Case of Dr. Jekyll and Mr. Hyde. Stevenson did not imagine Hyde having superhuman powers, and careful reading should reveal that Jekyll and Hyde had only one mind. It is the ring of Gyges, Jekyll, without the pressure of Victorian society, became a monster because he believed he would never be connected with his crimes.

     

    It's nice to see that someone else got that interpretation. You're only about the tenth person I know of to have realized it. I had to have it pointed out to me, and when I re-read the book I saw just how accurate it was.

     

    Patrick J McGraw

  16. I'm really afraid of what will happen when I stat Cap for my Ultimate Marvel game.

     

    For the record, I'm giving Ultimate Cap STR 25, the limit of "legendary" according to the scale I've established for my campaign.

     

    Patrick J McGraw

  17. Regarding what powers do what:

     

    Mind Control can be made so that the target remembers their actions as being natural. (Marvel telepaths would probably take some extra dice, with the limitation that they only help to cause this effect.)

     

    Mental Illusions can be made so that the target remembers the illusions are "real." (Again, Marvel telepaths would have extra dice dedicated to this effect.)

     

    Transform causes permanent changes. Altering existing memories would be an example of this, and one of the sample Transforms is "Psionic Surgery," used to alter memories.

     

    SPOILERS for Ultimate X-Men

     

     

     

     

     

    What Charles does to Magneto comes in the case of several of these. He uses Mind Control and Ego Attack to neutralize Magneto, an Area Effect Mental Illusions (remembered as "real") to make everyone see Magneto being killed by his own power, and Transform to block off many of Magneto's memories and create a new identity for him. When Prosimian's Brotherhood recovers Magneto, they have some of their own telepaths undo Charles' work (the "healing" method set when the Transform was created.)

     

    I wouldn't use Transform whenever something was difficult. Mainly when something needed a permanent (or rather, permanent until actively reversed) effect.

     

    Patrick J McGraw

  18. Well... "punched Thor into orbit" is hyperbole. We only see them fighting briefly, and Hawkeye notes that Colossus has been "kicking the crap out of Thor for about ten minutes."

     

    Then Hawkeye hits Colossus with a small-scale tactial nuke.

     

    Which stuns him.

     

    So, Ultimate Colossus is a LOT more powerful than Marvel Universe Colossus.

     

    Patrick J McGraw

  19. I'm not yet very familiar with the Champions Universe.

     

    From the Marvel Universe: Scorpion. Definitely Scorpion. He's a distinct kind of imbecile, not brainless but just weird. There was a wonderful issue where he ends up in the wilderness fighting a pack of wild dogs, and the whole time he's pondering the social ambidguities involved in Popeye.

     

    Plus, he has one of my favorite supervillain quotes ever: "Can't think... so angry..."

     

    Patrick J McGraw

  20. Originally posted by Bengal

    He's the brains behind the Wrecking Crew, a foursome of brick supervillains who mainly just rob banks and blow stuff up. Sometimes other people hire them, like in the poorly-conceived early-90's crossover miniseries with Spidey, Darkhawk (ugh) Moon Knight (double-ugh) and Punisher (wha?) versus the Sercret Empire and various goons.

     

    That was the "Round Robin: The Sidekick's Revenge" story arc, in which Moon Knight's old sidekick, left for dead, was rebuilt as a cyborg by the Secret Empire. The Empire didn't hire the whole Wrecking Crew, just Thunderball, and they hired him for his technical expertise, not muscle.

     

    And "poorly conceived" is being generous. The only good thing about that story was Mark Bagley's art.

     

    Patrick J McGraw

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