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garou

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Everything posted by garou

  1. Re: Overwhelming PRE attacks How high a PRE do they have? They should at least be facing -1d6 (Combat), -1d6 to -3d6 (against existing mood) - if they use a power in an extremely violent way, they might cancel that out. Then, against the average goon PRE or EGO of 10, they'd still need to roll a total of 40 in order to get them to surrender. With average rolls, that's something like a PRE of 60! Also, I believe that only the target of the PRE attack takes the full brunt. Others on the same side are effected, but at one level less. You could always start (in addition to introducing automotons, talking with the players, etc) giving the goons two new powers: Armor (just because every goon needs more PD and ED) and then a PRE +30, Only vs PRE attacks, Only when wearing armor (total cost is 13 points or thereabouts)
  2. Re: Character (Powered Armor Brick) for review - advice welcome Okay, I've made a few changes, based on suggestions here and the campaign guidelines: Base pts: 300 Max from disads: 150 Max pts from one disad category: 75 Note: Disads categories are physical, psychological, and social. Total character pts: 450 Characteristic max: 60 SPD range: 4-12 Average/usual NPC SPD: 6 (was 5 before) Max active pts for primary archetype: 540 / SPD Note: 90 active pts with a 6 SPD Max active pts for secondary archetype: 270 / SPD Note: 45 AP with a 6 SPD Note: Effectiveness ceiling on any attack, regardless of extenuating circumstance, will be 540/SPD. OCV/DCV range: 8-14 Skill pt range: 30-90 Note: You must take at least 30 pts of skills. Skill roll maximum: 16- Note: This includes using skill levels. Normal DEF max: 25 Resistant DEF max: 15 And here are the new stats and powers (skills/talents/perks are all unchanged) Val Char Cost 55 STR 5 20 DEX 30 15 CON 10 13 BODY 6 28 INT 18 15 EGO 10 25 PRE 5 12 COM 1 8/24 PD 5 6/20 ED 3 5 SPD 20 10 REC 8 30 END 0 70 STUN 1 6" RUN 0 2" SWIM 0 31" LEAP 0 Cost Power END 40 Battlesuit weaponry: Multipower, 50-point reserve, (50 Active Points); all slots Only In Heroic Identity (Battlesuit; -1/4) 3u 1) Short range blasters: Energy Blast 3d6, Area Of Effect (7" Cone; +1), No Normal Defense ([standard]; Fully insulated or ED FF; +1) (45 Active Points); No Range (-1/2), Only In Heroic Identity (Battlesuit; -1/4) 4 4u 2) Extruded polymer chains: Entangle 5d6, 5 DEF (50 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 5 2u 3) Big iron fists: Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2), Only In Heroic Identity (Battlesuit; -1/4) 0 3u 4) Retractable spikes: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), Reduced Endurance (1/2 END; +1/4) (37 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 1 2u 5) Repulsor beam: Telekinesis (30 STR) (45 Active Points); Reduced By Range (-1/4), Affects Whole Object (-1/4), Beam (-1/4), Only In Heroic Identity (Battlesuit; -1/4) 4 16 Battlesuit Mobility Servos: Multipower, 20-point reserve, (20 Active Points); all slots Only In Heroic Identity (Battlesuit; -1/4) 1u 1) Clinging (normal STR) (10 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0 2u 2) Leaping +10" (31" forward, 15 1/2" upward) (Accurate, x4 Noncombat) (20 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 2 1u 3) Leaping +10" (31" forward, 15 1/2" upward) (Accurate), MegaScale (1" = 1 km; +1/4) (19 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 2 30 Big honkin' plates of ceramoplastic: Armor (16 PD/14 ED) (45 Active Points); Only In Heroic Identity (Battlesuit; -1/4), Visible (-1/4) 0 11 Kinetic Absorbers: +15 CON (30 Active Points); Limited Power Power loses about half of its effectiveness (Only to prevent being Stunned; -1), No Figured Characteristics (-1/2), Only In Heroic Identity (Battlesuit; -1/4) 8 Insulation: Energy Damage Reduction, 25% (10 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0 16 Shock absorbing gel: Physical Damage Reduction, 50% (20 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0 4 Damage Resistance (6 PD/5 ED) (5 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0 17 Endurance Reserve (90 END, 10 REC) Reserve: (19 Active Points); Only In Heroic Identity (-1/4) 0 5 Polarizers: Sight Group Flash Defense (6 points) (6 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0 14 Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (18 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0 4 +10 PRE (10 Active Points); Limited Power Power loses about half of its effectiveness (Only for PRE defence; -1), Only In Heroic Identity (Battlesuit; -1/4) 34 Powerful servos: +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points); No Figured Characteristics (-1/2), Only In Heroic Identity (Battlesuit; -1/4) 32 Kinetic absorbers II: +40 STUN (40 Active Points); Only In Heroic Identity (Battlesuit; -1/4) I'm thinking about changing out the Vuln to Sonics and adding another psych lim. Thanks again to everyone for all your help!
  3. Re: Character (Powered Armor Brick) for review - advice welcome Yeah, but my choices happened to be some of the lower end of the bricks, defense-wise. Still, even the minor modifications I made here had to have helped a bit. Hopefully we won't face any major villains for a few sessions - beating up on thugs for the first adventure to let us learn how to use our new PCs would be helpful (and, coincidentally, start working on improving the weaknesses). I'll have to suggest such to the GM.
  4. Re: Character (Powered Armor Brick) for review - advice welcome Added: I could also reduce the Multipower to 50 pts - the only thing I would have to reduce is the EB Cone. That would allow me to up the Rec to 10 and add more armor.
  5. Re: Character (Powered Armor Brick) for review - advice welcome But the leaping power can come out of the END reserve, correct? Just call him Jumpin Jimmy Cricket. D'oh! My bad - I had the order mixed up. (My other characters never had it, so I wasn't sure when it applied, and I didn't look before posting. Thanks!) Dropping down to 4d6 HA only saves me a point or two. However, I did forget that I could take "Visible" for the armor, which allowed me to raise the Armor and add a small Damage Resistance, which gave me the following: 8/23 PD (5/20 rPD) 6/18 ED (4/16 rED) which should improve my survivability a bit. Yeah, I did look at some established. I ran into two problems: first, the normal powered armor is basically an EP, not a brick, so I had to adapt away. Second, he was based off the "Brains & Will", "Strength Projector" (modified, obviously), and "All Terrain", with the "Technician" skill sets. The extra 50 points went into the skills, mostly, but some had to go into making the suit more of a brick. If you roll a brick by the book, you can have a fairly low PD/ED for someone who is supposed to stand there and take a pounding.
  6. Re: Character (Powered Armor Brick) for review - advice welcome Really? I was thinking that the END reserve would handle most of it (since most powers pull from there). 90 END should get me through almost 18 actions with no recoveries before it becomes a problem. Good point. I don't want him to have much ability with it - it's for holding up falling objects and stopping them landing on innocents. Neither have I. I've tried to figure average attack of 14d6, does approximately 14 body, 42 stun, less 25% should be about 11 Body, 31 stun, so he should take about 11 stun per average hit. Or is my math off? Yeah, I know, but what do I get rid of in order to do that? He does have 2 CSL (with battlesuit), which should help some. I am hoping that we are on a total of 450 pts (base 300 + 150 disads), and then I up the armor, make it resistent, add a flash attack (strobe lights), lack of weakness, up the multipower by 10, possibly up the STR. . . plus all the sensory gear I want. Man, it was easier under pointless Champions. OTOH, a 1-2 XP per session will allow me to at least start making some of the improvements incrimentally.
  7. Re: Character (Powered Armor Brick) for review - advice welcome Right, most of the powered armor stuff uses the suit battery (End reserve, 90 End with 10 Rec). The HA might be too high - it's one of the things I have pegged as a potential problem, depending on the AP limits. 18d6 is probably going to be pushing it, so it might go down to a Ha 4d6. Thanks!
  8. Re: Useful Settings for Hero? PS 238 takes place in an elementary school, but I can't recall any others offhand. Your list looks good, BTW.
  9. Just a few notes about the character: 1) Characters are built on 400 total (base points v. disads are still TBD - so I presumed 150 is disads. If it becomes base 300, with 100 in disads, I'll still keep them but take no points). 2) AP and DC restrictions are still TBD. I don't think anything here is going to be abusive, but if you see anything grossly overpowered, let me know. 3) I don't want the armor to be OIF - I'd rather stick with OIHD. I still expect him to get caught out of it, etc, of course. 4) I realize that the armor has some weaknesses (no flash defence, etc). They're in my list of immediate improvements when we start getting XP. 5) We're trying to keep any overlap between the various Archtypes to a minimum (so, no EPs with 45 STR, no Mentalists who can go toe to toe with Bruce Lee.) While he has EBs, they are no range, AoE, and should meet GM approval. 6) Advice, suggestions, etc are all welcome - I've never run powered armor or a brick before. 8)Edits are in bold GRIZZLY Val Char Cost 15/50 STR 5 Added to show normal, non-suited strength 15 DEX 15 15 CON 10 13 BODY 6 28 INT 18 15 EGO 10 15 PRE 5 12 COM 1 8/25 PD 5 6/20 ED 3 4 SPD 15 10 REC 2 30 END 0 60 STUN 1 6" RUN 0 2" SWIM 0 30" LEAP 0 Characteristics Cost: 102 Cost Power END 30 Big honkin' plates of ceramoplastic: Armor (17 PD/13 ED) (45 Active Points); Only In Heroic Identity (Battlesuit; -1/4), Visible (-1/4) 0 3 Damage resistance (5 PD/4 ED); (4 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0 40 Battlesuit weaponry: Multipower, 50-point reserve, (50 Active Points); all slots Only In Heroic Identity (Battlesuit; -1/4) 3u 1) Short range blasters: Energy Blast 5d6, Area Of Effect (7" Cone; +1) (50 Active Points); No Range (-1/2), Only In Heroic Identity (Battlesuit; -1/4) 5 3u 2) Retractable spikes: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), Reduced Endurance (1/2 END; +1/4) (37 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 1 2u 3) Big iron fists: Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +1/2) (50 Active Points); Hand-To-Hand Attack (-1/2), Only In Heroic Identity (Battlesuit; -1/4) 0 4u 4) Extruded polymer chains: Entangle 5d6, 5 DEF (50 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 5 2u 5) Repulsor beam: Telekinesis (30 STR) (45 Active Points); Reduced By Range (-1/4), Affects Whole Object (-1/4), Beam (-1/4), Only In Heroic Identity (Battlesuit; -1/4) 4 30 Powerful servos: +35 STR, Reduced Endurance (0 END; +1/2) (52 Active Points); No Figured Characteristics (-1/2), Only In Heroic Identity (Battlesuit; -1/4) 17 Endurance Reserve (90 END, 10 REC) Reserve: (19 Active Points); Only In Heroic Identity (-1/4) 0 11 Kinetic Absorbers: +15 CON (30 Active Points); Limited Power Power loses about half of its effectiveness (Only to prevent being Stunned; -1), No Figured Characteristics (-1/2), Only In Heroic Identity (Battlesuit; -1/4) 24 Kinetic absorbers II: +30 STUN (30 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 8 Insulation: Energy Damage Reduction, 25% (10 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0 8 Shock absorbing gel: Physical Damage Reduction, 25% (10 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0 14 Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (18 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0 16 Battlesuit Mobility Servos: Multipower, 20-point reserve, (20 Active Points); all slots Only In Heroic Identity (Battlesuit; -1/4) 1u 1) Clinging (normal STR) (10 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 0 2u 2) Leaping +10" (30" forward, 15" upward) (Accurate, x4 Noncombat) (20 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 2 1u 3) Leaping +10" (30" forward, 15" upward) (Accurate), MegaScale (1" = 1 km; +1/4) (19 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 2 Powers Cost: 219 Cost Skill 3 Armorsmith 12- 2 CK: Millenium City 11- 0 CK: New York 8- 6 +2 with any three maneuvers or a tight group of attacks 3 Computer Programming 15- 3 Cryptography 15- 3 Electronics 15- 3 High Society 12- 3 Inventor 15- 2 CuK: Supervillains 11- 3 Mechanics 15- 3 Scholar 1 1) KS: Big stompy robots in fiction (2 Active Points) 11- 1 2) KS: Electrical theory (2 Active Points) 11- 1 3) KS: Powered armor (2 Active Points) 11- 1 4) KS: Superpowers (2 Active Points) 11- 1 5) KS: The Superhuman World (2 Active Points) 11- 3 Scientist 1 1) SS: Chemistry 11- (2 Active Points) 1 2) SS: Metallurgy 11- (2 Active Points) 1 3) SS: Physics 11- (2 Active Points) 1 4) SS: Powered armor 11- (2 Active Points) 1 5) SS: Robotics 11- (2 Active Points) 3 Security Systems 15- 3 Systems Operation 15- 3 Weaponsmith (Energy Weapons, Firearms) 15- Skills Cost: 56 Cost Perk 5 Money: Well Off Perks Cost: 5 Cost Talent 2 Absolute Range Sense (3 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 2 Absolute Time Sense (3 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 2 Bump Of Direction (3 Active Points); Only In Heroic Identity (Battlesuit; -1/4) 3 Lightning Calculator 4 Speed Reading (x10) 5 Eidetic Memory Talents Cost: 18 Total Character Cost: 400 Val Disadvantages 10 Hunted: Ankylosaur 8- (As Pow, Harshly Punish) 15 Hunted: UNTIL/Primus/etc 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) [Notes: Until, Primus, the police, etc all keep an eye on Grizzly. They;re evaluating combat perfomance, tactics, public appearance, etc. If he fails to live up to their expectations (or his equipment does), then there are repurcussions. ] 10 Physical Limitation: Doesn't know own strength (Frequently, Slightly Impairing) [Notes: Obviously, this will mostly apply when in the powered armor. When out of it, the converse is true - Grizzly grabs things with an insufficient grip and drops them.] 10 Psychological Limitation: Cannot resist tinkering with machines (Common, Moderate) 15 Psychological Limitation: Will never abandon his teammates (Common, Strong) 15 Psychological Limitation: Reluctant to Kill (Common, Strong) 10 Psychological Limitation: Protective of Innocents (Common, Moderate) 5 Rivalry: Professional, Cavalier, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 15 Social Limitation: Public Identity (Very Frequently, Minor) 10 Social Limitation: Held to a higher standard (Frequently, Minor) 15 Social Limitation: Famous (Frequently, Major) 10 Vulnerability: 2 x STUN Sonics (Uncommon) 10 Vulnerability: 2 x BODY Sonics (Uncommon) Disadvantage Points: 150 Base Points: 250 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Background:Timothy Jarrod ("TJ") Grant always had a reputation for tinkering with machines. Even as a small boy, he was forever taking apart his toys, switching wires around, and putting them back together. Sometimes they worked just fine, sometimes they worked differently, and sometimes all the magic smoke escaped and the toy would never work again, it's electronics fused into a solid mass. But through this trial and error, TJ quickly developed some firsthand knowledge of how things worked. He continued his experiments through middle school and even into high school. He didn't neglect athletics or clubs, but tinkering was his real passion. Until he discovered Robotech, Gundam, and all the other stories with big stompy robots. How kewl - TJ started trying to build one his sophmore year in high school, and actually had a scale working prototype done before he graduated a year later. It was only four feet high, and it had to be run with a remote control, but it was strong enough to pick up a small car. Unfortunately, TJ was demonstrating his 'bot (Mechbot Mk III) to some friends when there was a slight . . . malfunction, and the servos overloaded. Instead of merely hoisting the car, MB III threw it twenty feet, simultaneously scrapping it and proving that the car stunts on TV shouldn't be tried at home. This earned TJ a grounding, a hefty legal bill, a scholarship to MIT, and the attention of UNTIL. While at MIT, TJ worked on improving his Mechbot, eventually creating a prototype that could actually fit a pilot. It was during his senior year that his parents were killed. It was one of those things - just a random battle between superheroes and supervillains, with Primus on the scene and lots of collateral damage. TJ didn't blame the Champions for failing to save his parents. They had tried to keep casualties to a minimum, but it was the failure of the Primus agents which allowed his parents to die. And even then, it wasn't the agents' fault; they were just normal people, whose skills, and, more importantly (to TJ) armor wasn't enough to save themselves or many bystanders. Up to this point, TJ has considered his Mechbot a mere hobby; now it was a mission. Within six weeks, he had revamped his current model (the MK VI), adding armor and, for the first time, improving it's feedback loops to the point where it could be worn in combat. Though it lacked an official name, he began showing it to friends and to representatives of law enforcement. It was during one of these dog-and-pony shows that the suit recieved it's semi-official designation. An offier had looked at the MK VI, with its bulbous head, the position of the headlamps, and the lack of fine manipulators (the MK VI had only short numbs for fingers, and was unsuited for fine manipulation), and commented "Ya know, if ya painted it brown and squinted, it'd kinda look like a teddy bear." Thus, the suit went from being Mechbot MKVI to Urban Response SUrvival Unit (or USRUS). The current suit, now several generations removed from its predecessor, in keeping with its size and strength, has been dubbed "Grizzly". (TJ insists that it stands for Ground Response, Intergrated Zeta Logic - prototYpe, but no one really believes him.) TJ continues to work on improving his suit, with plans for a new one (tentatively dubbed "Kodiac"). In the meantime, he has come forward publicly, with the proposition that he will not sell any powered suit technology that he has not personally tested under combat conditions. Several versions of his servomotors and feedback mechanisms have shown up in UNTIL suits (for which TJ was paid a handsome profit), including (much to TJ's disappointment and dismay) the ones in the suit worn by the villain Ankylosaur. On hearing about the recent events in Millenium City, he has decided to come to town and test his current version of his suit against some new foes. Personality/Motivation:As a public hero, TJ is held to a higher standard than many scientists or heroes with secret identities would be. He's listed in the phone book, appears at charity events, and is known to be a contributor to many powered armor technologies. As such, both the media and TJ himself hold him to a high standard. He will never leave a teammate behind, nor allow innocents to come to danger, nor act in a manner which is less than herioc. Doing so would not only compromise his image in the eyes of the public, it would also be a failure to his ideals. TJ does not wear his powered armor everywhere - it's certainly not appropriate for a charity event or a trip to the bank. In those instances, he ensures that the armor is close by, where he can reach it quickly should need arise. It should be noted that, if he were unable to reach the armor, he would still try to protect innocent bystanders and assist his teammates as best as he could under the circumstances. Appearance:TJ has a fairly normal appearance - he might be better looking if he concentrate in choosing decent clothes and getting a good hairbut, but it never occurs to him. Typically, he's dressed in what could be called business casual, though he does wear formal wear when appropriate. He has an athletic build, and works out daily to maintain it. The Grizzly suit increases his height by several inches, and looks much more bulky than it actually is. TJ has practiced maneuvering in it until he can (usally) pick up an egg witthout breaknig it, and he could probably dance as well in it as he could in a tuxedo (which is not well, actually - but you couldn't tell the difference). The suit is predominantly white, with red panels and details.
  10. Re: Help: Mr. I Can Do Anything You Can But Better Man! Well, even having the skills doesn't mean that he has the physical capacity to do them. After all, I can watch an olympic speed skater and figure out how it's done, or watch a professional boxer fight, but it doesn't mean that my body can actually do those things. Also, while he may be able to learn how to pick this particular lock by watching someone do it, that doesn't apply to all locks. So, if you go the VPP or multipower route, there can still be some reasonable limitations.
  11. Re: Champions miniatures Very nicely done. How did you do the waves? Green stuff?
  12. Re: Street Level NYC heros I'd say that only 50-75 is actually very low. If you are talking about the number of low-powered heroes (and talented normal types), then there are probably several hundred, possibly close to a thousand. Spidey can web all over town, and home in on trouble with his Spidey sense, but "Mad Guns Malone" is limited to patrolling twice a week, in his old Chevy, listening to his police scanner and hoping to come across crime. It's times like this that I really feel the need for a massive character archive, with hundreds of characters.
  13. Re: Limitation or Disad? Turn it off? Where's the fun in that?
  14. Re: Limitation or Disad? so yes, his armor will ring when it gets hit, when knocked back there's a "wham", etc. It's something that is always on, and is easily heard/seen. (Needless to say, he has a public ID). I want this to be louder, more visible than normal SFX. I don't think it should be worth many points (DF seemed to be waay too many, but it might do okay as a Phys Lim),, but it will cause more problems than the usual SFX of powers. I guess another example would be the episode of Family Guy where Peter wishes to have his own personal soundtrack. So, when he gets up and walks, there's music, riding on the bus triggers music, etc. While NA doesn't have that (yet, though I have thought about it), it's the same basic concept.
  15. Re: Limitation or Disad? Right, that's why I was thinking Distinctive Features (Not Concealable, Notice & Recognizable by Common Senses). Plus, it's going to be on everything, so even if it were a limitation, it would just seem. . . cheap.
  16. Re: Limitation or Disad? Right, but I was thinking that, since this is so much more than the normal sight & sound, that it might have crossed over into Disad territory. A punch might not be heard more than a few hexes away, but a "Ka-pow!" and a musical "Ta-daah!" makes it much more difficult not to attract attention. It's certainly not something even remotely appropriate outside a 4-color game, however.
  17. Okay, here's the question. I am working on a character concept (currently titled as National Anthem, hereafter NA). NA is your typical brick, as far as powers go (strength, strength tricks, jumping, etc), but I want all of his powers to have sound and visual effects, in addition to the normal ones. When NA swings and hits a bad guy, I want people to see a "Pow!" and hear some theme music (or something), kinda like the fight screens from the old Batman TV show. These effects wouldn't have any effect in combat - they wouldn't block LOS, they wouldn't provide cover, they don't blind people, etc. They're just there - and annoying as heck when he teams up with the inevitable Batman or Shadow style character and needs to be stealthy. I'm thinking that the best way to model this is as Distinctive Features, rather than as a Power Limitation. Thoughts?
  18. Re: What kinds of abilities should my charater have?
  19. Re: The Ultimate Steve Long I was able to find Nearsighted and Farsighted as being Physical, Infreq, Greatly (10pts). Needs reading glasses is Physical, Infrequently, Slightly (5pts)* *Master List of Limitations.
  20. Re: Boiling Water Very hot liquids (ie, boiling oil, water, lead) would also need to have Uncontrolled to simulate the duration fo the effect. Hot liquids do damage not just from the initial splash, but also from the continued contact. Perhaps an initial hit of 3d6 ED with Uncontrolled and give it enough END to act for 3-5 phases. Steam is much worse than boiling water - steam has at least the same temperature as boiling water, but has also absorbed all the energy needed to become vapor. And yeah, I too have heard about using broomsticks to check for leaks. You could use your fingers, but only if you weren't concerned about keeping them.
  21. Re: Too much tweaking? Too powerful?
  22. Re: Spiderman vs... Mysterio has blocked it as well, so there is precedent. Heck, Doc Orc broadcast over it in one of the early issues (IIRC). How does Batman learn about it? Easy - the Dark Knight isn't going to face Spidey the second time without doing some prepwork beforehand. Spidey has bragged about it plenty, and it's been mentioned in the Daily Bugle (IIRC). It's not as though it's existence is unknown, just it's function. Deprived of Spidey sense, he's still tough, but Batman is the one who is setting the stage for the second encounter, not Spidey. Bats is going to play a lot of dirty tricks, and we know that there are plenty of conditions under which Spidey can be beat. Batman too - it's really a matter of planning and terrain - unpreprared or in an open space, Spidey has the edge. In a prepared encounter, or in a broom closet, Batman will eat Spidey for lunch. Agent X, Spidey would cheat in the third match, and so it would probably result in a draw. It really comes down to who is writing the cross-oever anyway.
  23. Re: Spiderman vs... I know that Spidey has faced the Hulk before (in the early issues - at least twice before #125, I think), and he does quite well, up until the point where Hulk starts tossing big heavy objects around. Eventually Hulk gets really, really ticked and lands a lucky punch of uses an AoE attack, and Spidey has to retreat. Coincidentally, this is usually when enough heavy artillery arrives to dissuade the Hulk from staying. The first encounter of Spidey v. Batman probably would wind up as Supreme Serpent wrote. The second would go more like this: S: Back for more? For such a great detective, you sure are a slow learner. Thippp Hissss (sound of webbing dissolving) Fwap, fwap, fwap (smoke-releasing batarangs go flying) S: Hah! Smokes won't affect my trusty Spidey-sense. Hey! Where'd you go? I can't sense you in all this smoke. Bamf! Pow! Kablooie! *thump of Spidey hitting the floor, KO'd* B: That's the problem with superpowers. You never learn how to think your way out of a problem. See, Batman cheats. He'd probably lose the first time, and then come up with all sorts of gadgets and gizmos to counteract Spidey's powers.
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