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shaunclinton

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Everything posted by shaunclinton

  1. Re: Character to Critique - Savage! I guess part of it is that his powered-form is different from who he really is. Much as I'd love to have super-powers I wouldn't keep them on constantly at the cost of not being entirely me. Thus several of his psych lims are meant to be more prominent when in hero-form. I guess I can see the problems with the focus thing. Although I do anticipate him running into people fairly frequently who have the power to take it as I said, so I guess that will be limiting enough as it's obvious that is where the power emanates from. I'll most likely remove Independent from the TK and reduce it's strength to keep the points total roughly similar... which takes him down to STR 70 TK, bizarrely enough what I first started him off with! I used the leftover point to whack into his Archaelogy skill. No range is still appropriate for the TK as otherwise he could still 'hold' the amulet at range and manipulate it. The affects whole object is harder to justify, so I may yet reconsider that one! I'll work on him a bit more tomorrow and put up the modified version!
  2. Re: Lookin' for Darkseid in all the wrong places How about the following: Homing: This +3/4 Advantage allows a power to follow a target from phase to phase, using the attackers SPD, DEX and OCV values. The power has Flight in inches equal to Active Points x5 and cannot travel slower than that or at non-combat velocities. If the power has Megascaled range then it applies to the Flight and the power travels to a point where the target is less than 1 increment away before dropping to the slower speed. The power homes in on the target even if they move out of LOS of the attacker, the power is assumed to have the same senses as the attacker for purposes of tracking the target. If the power does not have some of the targets senses then that is worth a -1/4 modifier. If the power cannot track targets out of LOS of the attacker then that is worth a -1/2 modifier. The power is inherently indestructible, but still vulnerable to suppress, dispel, etc. If the power is destructible that is worth -1/4 modifier and it has DCV based on it's velocity. The power is assumed to have DEF equal to Active Points / 10 and any hit exceeding this destroys it. Initially the power will track the target for 1 phase, this time can be moved further down the Time Chart for +1/4 advantage per increment. Without this advantage additional END must be paid for each phase the power is to operate for similar to Uncontrolled. If the power has charges then it must be decided whether to use 1 charge per phase or to buy the power with continuing charges, which last for the time indicated. The default power with this advantage will go-off when it hits any object, so if the target dodges and the power collides with another object it detonates on that. To create a power which will only go-off when it hits the target is an additional +1/4 advantage. To give the power the ability to punch through material on the way to it's intended target is a further +1/4, use the powers effect to see if it punctures the material. To create a power which can pass through anything on the way to its target apply a further +1/2 advantage. This power can be stopped by anything with the Affects Desolid modifier. How does all that sound?
  3. Re: Lookin' for Darkseid in all the wrong places END Costs should certainly be very high as Darkseid uses them sparingly and has trouble using them after being knocked out, as the 'Omega Force needs time to replenish itself.'
  4. Re: Lookin' for Darkseid in all the wrong places Hmmm, although maybe the mind scan should be some sort of continuing physical effect as I recall Superman dodging around it for some time... and there have been numerous examples of people flying behind things/dodging at the last second or suchlike in order to hit Darkseid or whatever else they fancy. Maybe a summon, construct a 'creature' which has scads of flight, automaton with tons of DEF and plenty of levels with flight, etc. and then make the power it's 'keyed' with trigger automatically when it touches something. This way Speedsters and the like could manage the tricks shown in the comics... although the effects above are fairly valid. Maybe give the 'Omega Beam' the mind-scan, that prevents Darkseid getting the knowledge. The ultimate mega-range and transdimensional and the like it to represent the fact that Darkseid has fired them from Apokolips to Earth... and depending on who you listen to Apokolips is either outside the known Universe, somewhere in it very far away or in another dimension altogether!
  5. Re: Lookin' for Darkseid in all the wrong places Continium Control powers? I'm not sure what those are... but assuming that you mean his Omega Beams I'd probably go with something like this. 600 Omega Beam Powers: 600 Point Elemental Control 303 Omega Beam Targetting: 25d6 Mind Scan, +40 ECV, Megascale (100 pentrillion km, +4), 0 End (+1/2), Extradimensional (Related Group of Dimensions, +3/4), Only to Target Omega Beams, Owner gains no actual knowledge of Target's location (-1/2), Always needs EGO+20 (-1/2), Visible (Finder Beams, -1/4) [Active Points 1281] 900 Omega Effect: 16d6 RKA, BOECV (Standard Defences, +1), Armour Piercing (+1/2), Penetrating (+1/2), Affects Desolid (+1/2), Does BODY (+1), Indirect (Fully, +3/4), Reduced END (Half End, +1/4), Extradimensional (Related Group of Dimensions, +3/4) [Active Points 1500] 1310 Omega Transportation: 20" Teleport, x32768 Mass, 1 Fixed Location (In Front of Darksied) [116] and Extradimensional Movement (Any Location, Related Group of Dimensions), x32768 Mass [110 Points] all with Usable as Attack (+1), Ranged (+1/2), BOECV (+1), Affects Desolid (+1/2), Indirect (Fully, +3/4), Extradimensional (Related Group of Dimensions, +3/4) and Variable Megascale for Teleport (Up to 100 pentrillion km, +5 3/4) [Active Points 1910] I'm sure there are other Omega Beam effects, these are about the only ones I remember. There's gotta be more efficient builds for these as well!
  6. Just something that I always look at and was wondering if other people looked at it in the same way. I assume that all Characteristics are equivalent up to normal human maximum, but that beyond that (20 for Primary Characteristics) the Active Points cost determines their 'equivalence' as it were. So for example, I consider a guy with Dex 30, to be as fast as a guy with Str 50 is strong... as both have 30 Active Points over the NCM. I use this reasoning when converting from other game systems and when looking at characters in comics relative to each other. In particular in Marvel Heroes conversions I'd use the STR stat straight out the book, take the Agility and do my 20+((x-20)/3) on it and so on. So if the highest STR in the campaign world is 110, the highest DEX will probably be around 50, CON and BODY around 65 and so on and so forth. Do you guys think my head is whacked or does anyone else share this crazy notion?
  7. Re: Character to Critique - Savage! 1) Well, it's not like most foci, as in he can still wear the focus but be powerless, that's why he has OIHID. 2) As I said, the power of TK pretty much takes up the points saved between OAF and OIF... he will face 100 STR villains on a semi-regular basis so I feel that the power isn't too unbalancing. 3) Maybe, but I feel that the limitations are appropriate as the power is effectively of little or no use to the character and the real points cost should reflect that. 4) It merely means that he doesn't age in hero form, might mean when the character gets older he ends out living his entire life in hero mode!!! 5) The 1 END per 30 AP per Turn doesn't affect the powers in the slots, just the multipower itself. The only real reason for this disadvantage is the fact that the player with this character would get around the "activate 1 power per phase" by walking around with a bunch of permenantly active powers. The fact that the multi costs end per turn to keep active means that long term END comes into the equation is it's kept on indefinitely. A clear disad. 6) As stated, the END on the reserve is a reserve only modifier, it doesn't affect the cost of any of the slots. 7) Hero Designer includes this automatically and it thus seemed appropriate. I'd include it as they are at a disadvantage as opposed to the normal power.
  8. Re: Character to Critique - Savage! One more point... the TK has Independent, the reason for this is that the other powers are actually inherent to the character, although he needs the focus to activate them - which may well be bought off with experience eventually, but the TK is part of the amulet which is unique and can be taken away.
  9. Background and the like isn't finished yet, thought I'd see what criticisms if any where flying around first. Basically he's a sorta Kazar like figure who's an archaelogist... he finds a mystic amulet in a ruined temple and is imbued with the powers of the Beast-God, when he's in Hero ID he looks fundamentally like himself but his attitudes change somewhat and he grows larger, more muscular and his eyes glow with power. Things that people might note... OIHID with Focus isn't technically very good, but as he always wears the amulet Focus isn't strictly speaking accurate either... as he does have a clear Hero and non-hero ID. So I went with this, because there are times he'll be caught without his powers. The OAF, and then the huge TK STR to keep it seems a bit like cheese. But I wanted a kind of Crimson Ruby of Cytorrak/Onslaught style effect where he has the amulet which to most people is essentially unmoveable, but someone with sufficient strength can rip it free. I was initially tempted by OIF, but went with the OAF and TK as the latter power eats up most (not all) of the points saved in the move from OIF to OAF... so I guess it's sort of a special variant of OIF. Maybe!!! Anyway, let me know what you think. Incidentally, this is the first character I've designed since getting HeroDesigner!!!! Savage Val Char Cost 15/25 STR 5 12/24 DEX 6 12/25 CON 4 12/18 BODY 4 15 INT 5 18/24 EGO 16 20/30 PRE 10 18 COM 4 4/20 PD 1 3/20 ED 1 3/6 SPD 8 5/30 REC 0 26/68 END 1 26/54 STUN 0 8"/14" RUN45"/10" SWIM33"/9" LEAP0Characteristics Cost: 72 Cost Power END 4 Avatar of the Beast-God: Life Support (Immunity: Zootoxins; Longevity: Immortal) (10 Active Points); OAF (-1), Only In Heroic Identity (-1/4) 0 11 Rapid Healing and Tough Skin: Armor (8 PD/8 ED) (24 Active Points); OAF (-1), Only In Heroic Identity (-1/4) 0 15 Blessed In Life: Luck 3d6 0 27 Regeneration: Healing 6d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (130 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OAF (-1), Self Only (-1/2), Does Not Work On Some Damage Two or More Types of Damage (Drains, Transforms and Mental; -1/2), Only In Heroic Identity (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Silver; -1/4) 0 21 Taming the Beasts: Mind Control 10d6, Telepathic (+1/4) (62 Active Points); OAF (-1), Stops Working If Mentalist Is Stunned (-1/2), Does Not Provide Mental Awareness (-1/4), Only In Heroic Identity (-1/4) 6 6 Talks to the Animals: Mind Link , Animal class of minds, Any Willing Target, Number of Minds (x4) (25 Active Points); Feedback STUN Only (-1), OAF (-1), Stops Working If Mentalist Is Stunned (-1/2), Does Not Provide Mental Awareness (-1/4), Only In Heroic Identity (-1/4) 0 43 Amulet's Mystic Bond: Telekinesis (100 STR), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (300 Active Points); Limited Power Power loses almost all of its effectiveness (Only to hold Amulet; -2), Independent (-2), OAF Unbreakable (-1), No Range (-1/2), Affects Whole Object (-1/4), Only In Heroic Identity (-1/4) 0 4 Call Upon The Power of the Beast-God!!!: Cosmetic Transform 2d6 (Clothing into costume and vice-versa) (10 Active Points); OAF (-1), Limited Target Limited (-1/2), Incantations (Roar of the Beast; -1/4) 1 4 Protection of the Beast-God: Power Defense (10 points) (10 Active Points); OAF (-1), Only In Heroic Identity (-1/4) 0 4 Protection of the Beast-God: Mental Defense (14/15 points total) (10 Active Points); OAF (-1), Only In Heroic Identity (-1/4) 0 44 Powers of the Wild: Multipower, 120-point reserve, (120 Active Points); Limited PowerOnly Activate One Power per Phase (Not when Enraged); Power loses about a fourth of its effectiveness (-1/4), Costs 1 END per 30 Active Points per Turn; Power loses about a fourth of its effectiveness (-1/4); all slots OAF (-1), Only In Heroic Identity (-1/4) 1u 1) Strength of the Bear: +15 STR (15 Active Points); No Figured Characteristics (-1/2) 1 1u 2) Roar of the Lion: +15 PRE (15 Active Points); Limited Power Power loses about half of its effectiveness (Only for Presence Attacks; -1) 1u 3) Jump like a Frog: Leaping 15" (15 Active Points) 1 1u 4) Vanish like the Chameleon: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Limited Power Power loses about half of its effectiveness (Not When Moving Rapidly or > 4"/Turn; -1), Extra Time (Extra Phase, Only to Activate, -1/2) 0 1u 5) Swoop like an Owl: Gliding 15" (15 Active Points) 0 1u 6) Breathes like the Fish: (Total: 15 Active Cost, 6 Real Cost) Life Support (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold) (8 Active Points) (Real Cost: 3) plus Swimming 7" (Real Cost: 7) 1 1u 7) Eyes of the Hawk: (Total: 15 Active Cost, 7 Real Cost) +3 PER with Sight Group (6 Active Points) (Real Cost: 3) plus +6 versus Range Modifier for Sight Group (9 Active Points) (Real Cost: 4) 0 1u 8) Climbs like a Spider: Clinging (30/40 STR) (15 Active Points) 0 1u 9) Squeal of the Bat: Active Sonar (Hearing Group) (15 Active Points) 0 2u 10) Skin of the Rhino: (Total: 39 Active Cost, 18 Real Cost) Armor (8 PD/8 ED) (24 Active Points) (Real Cost: 11) plus Physical Damage Reduction, Resistant, 25% (15 Active Points) (Real Cost: 7) 0 2u 11) Senses of the Wolf: (Total: 40 Active Cost, 16 Real Cost) Tracking with Smell/Taste Group (10 Active Points) (Real Cost: 4) plus Discriminatory with Normal Smell (5 Active Points) (Real Cost: 2) plus Nightvision (5 Active Points) (Real Cost: 2) plus Ultraviolet Perception (Sight Group) (5 Active Points) (Real Cost: 2) plus Ultrasonic Perception (Hearing Group) (3 Active Points) (Real Cost: 1) plus +4 PER with all Sense Groups (12 Active Points) (Real Cost: 5) 0 3m 12) Constitution of an Ox: (Total: 40 Active Cost, 15 Real Cost) +10 CON (20 Active Points); No Figured Characteristics (-1/2) (Real Cost: 13) plus +5 REC (Real Cost: 10) plus +20 END (Real Cost: 10) 0 4m 13) Size of the Mouse: Shrinking (0.125 m tall, 0.0244 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +12" KB) (40 Active Points) 4 4m 14) Speed of the Cheetah: Running + 20" (40 Active Points) 4 4m 15) Claws of the Tiger: Killing Attack - Hand-To-Hand 4d6 (5d6 / 5 1/2d6 w/STR) (60 Active Points); Restrainable (-1/2), Reduced Penetration (-1/4) 6 4m 16) Weight of the Elephant: Density Increase (25,600 kg mass, +40 STR, +8 PD/ED, -8" KB) (40 Active Points) 4 5m 17) Size of the Blue Whale: Growth (+60 STR, +12 BODY, +12 STUN, -12" KB, 409,600 kg, -8 DCV, +8 PER Rolls to perceive character, 32 m tall, 16 m wide) (60 Active Points) 6 5m 18) Fly like the Eagle: Flight 30" (60 Active Points) 6 5m 19) Electricity of the Eel: Energy Blast 4d6, Reduced Endurance (1/2 END; +1/4), Damage Shield (Offensive; +3/4), No Normal Defense (Being Insulated; +1) (60 Active Points) 2 92 Avatar of the Beast-God: (Total: 213 Active Cost, 92 Real Cost) +10 STR (10 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 4) plus +12 DEX (36 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 16) plus +13 CON (26 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 11) plus +6 BODY (12 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 5) plus +6 EGO (12 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 5) plus +10 PRE (10 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 4) plus +6 PD (6 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 3) plus +6 ED (6 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 3) plus +2 SPD (Custom Adder) (16 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 7) plus +20 REC (40 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 18) plus +16 END (8 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 3) plus +10 STUN (10 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 4) plus Running +6" (10"/16" total) (12 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 5) plus Swimming +5" (8"/13" total) (5 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 2) plus Leaping +4" (3"/9" forward, 1 1/2"/4 1/2" upward) (4 Active Points); OAF (-1), Only In Heroic Identity (-1/4) (Real Cost: 2) 4 Powers Cost: 322 Cost Martial Arts Maneuver 4 Bear Hug: 1/2 Phase, +0 OCV, +0 DCV, 7d6 / 9d6 Crush, Must Follow Grab 4 Charge of the Ram: 1/2 Phase, +0 OCV, -2 DCV, 5d6 / 7d6 +v/5 Strike, FMove 4 Viper Strike: 1/2 Phase, +2 OCV, +0 DCV, 5d6 / 7d6 Strike 5 Animal Fury: 1/2 Phase, -2 OCV, +1 DCV, 7d6 / 9d6 Strike Martial Arts Cost: 17 Cost Skill 3 Acrobatics 11- (14-) 16 Animal Handler (Aquatic Animals, Birds, Bovines, Camels, Canines, Elephants, Equines, Felines, Raptors) 16- (18-) 3 Breakfall 11- (14-) 3 Bureaucratics 13- (15-) 3 Climbing 11- (14-) 10 +2 with HTH Combat 3 Cryptography 12- 3 KS 12- 2 Language (fluent conversation) 2 Navigation (Land) 12- 4 SS: Archaeology 13- 3 SS: Zoology 12- 10 +2 with all DEX Skills 3 Tracking 12- Skills Cost: 68 Cost Perk 10 Money: Wealthy 2 Reputation: Daring Archaeologist Hero (A small to medium sized group) 11-, +2/+2d6 Perks Cost: 12 Cost Talent 3 Ambidexterity (-2 Off Hand penalty) 6 Danger Sense (self only, in combat, Function as a Sense, Intuitional) (14 Active Points); OAF (-1), Only In Heroic Identity (-1/4) 14- Talents Cost: 9 Total Character Cost: 500 Val Disadvantages 5 Distinctive Features: Powers granted by ghostly animals (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Accidental Change to Normal Form: When Recovering from Enraged/Berserk 11- (Uncommon) 5 Distinctive Features: Mystic Avatar of the Beast God (Not Concealable; Noticed and Recognizable; Detectable Only By Small Group) 25 Enraged: Berserk BODY Damage or restraint whilst Enraged (Uncommon), go 11-, recover 11- 15 Enraged: BODY Damage over 3 or Silver (Common), go 8-, recover 11- 15 Enraged: Touched by the Blood of an Animal (Uncommon), go 11-, recover 11- 20 Hunted: The Hunter 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Capture) 10 Physical Limitation: Also affected as Animal Class of Minds (Infrequently, Greatly Impairing) 15 Psychological Limitation: Gives Prey A 'Sporting Chance' (Common, Strong) 15 Psychological Limitation: Overconfidence (Common, Strong) 10 Psychological Limitation: Protective of Animals (Uncommon, Strong) 10 Psychological Limitation: Protective of 'Mortals' (Common, Moderate) 15 Psychological Limitation: Thinks & Acts Like an Animal (Common, Strong) 10 Reputation: Savage Beast-Hero, 11- 15 Social Limitation: Public Identity - Wealthy Archaelogist Superhero, Frequently (11-), Major 5 Rivalry: Professional, Jaques Merdsat, French Archaelogist, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 20 Susceptibility: Enviromental Pollution, Toxic Areas, 2d6 damage per Turn (Common) 10 Things Never Go As Planned: 2d6 Unluck 10 Vulnerability: 1 1/2 x STUN From Ultrasonic Attacks (Common) 10 Vulnerability: 2 x BODY From Silver Weapons (Uncommon) Disadvantage Points: 250 Base Points: 250 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  10. Re: O.m.a.c. It just seems like the most ridiculous thing ever. Okay, so Batman's a super-genius. Okay, so they've recently given him more and more abilities in the scientific fields that he didn't used to have. But c'mon... Batman isn't about super-satellites and guys that turn into glowing blue neutralising machines!!! What is it all about, it's sooooo poorly thought out. Although I am kinda enjoying it!
  11. Re: DEX: and the Marvel Universe I would tend to go with something more along these lines... Spider-man DEX 35 (+DCV a plenty, requires Spider-Sense roll) Silver Surfer, Nightcrawler DEX 33 Beast DEX 32 Quicksilver DEX 30 (+ Lightning Reflexes, etc.) Hulk 27 (He's not slow!!!) Cap 25 Etc. I'm sure you can figure out the rest from there!
  12. Hi there, anyone got any builds for this guy? My limited experience of him comes from his few appearances in Superman/Batman comics, the recent issues of Teen Titans and last years Identity Crisis. He seems really, really bad-ass! And in a further question... who'd win in a fight between him and Bats? He seems to be a kind of evil Batman. Does he actually have powers beyond being great at everything? He seems to have some sort of ultimate speed thing going anyway, but that could just be cheese as he's no Flash.
  13. Re: Champions Universe: The Director’s Cut I actually really liked the Champions: New Millenium stuff that came with the Fuzion game system. Obviously Hero is the better system, but the background stuff for New Millenium felt fresher and more relevant... a lot of the official Champs universe seems a little, well, I dunno... staid maybe? To each his own though, but I generally co-opt what I like from where I like and fit it together as best I can in my own world!
  14. Has anyone been reading this series? If so then how long has this thing supposedly been running for, recalling that the events that inspired it are supposed to have happened some time ago. And if it has been running for any length of time... A) Why hasn't Batman used it when looking for people? Why hasn't it gotten involved in any rogue supers activity?
  15. Re: Favorite Superhero Lines You forgot Aquaman's next line... "Oh, and Fish and Man."
  16. Re: Kurt vs. Peter Spidey wins hands down in my opinion. Spidey-sense negates Nightcrawlers main advantage. Spidey IS faster, which negates his secondary advantage. In all other respects Spidey is better, this is a no brainer.
  17. Re: Spiderman vs... Hmmm, I'd put my money on Spidey, I'm sure he has an adamantium cod-piece. Spidey is one of these characters who is portrayed at both ends of the spectrum much to my chagrin. He's often shown struggling against virtual nobodies one week, and then taking out Firelord the next! One pet peeve of mine was the period not too long ago when Spidey was getting nailed every other week by total losers. I mean, who was The Black Tarantula really? Would he have lasted two minutes against The Hulk? No way sonny! So why did he get to pound cr@p out of Spidey for no reason!!! Anyway, enough ranting on that subject. I don't think Spidey hits as hard as the Thing, maybe Colossus though with move-by/thru damage. I cooked up a Spidey clone (no pun intended!) in our last Champs campaign and he was a beast!!! Spidey's powers are just such an effective combo... in one scene when everyone else was going nuts he managed to disable and/or take down the rest of the team. The combo of Str, Dex, Spd, Danger Sense, etc. plus WEBBING!!! is just a dream! Anyhow, I'd bet on Spidey vs. just about anyone frankly. The only people I'd say he would have real problems with are those who're just plain invulnerable... but then, if The Hulk can feel your haymaker, who's to say Superman can't?
  18. Re: Spiderman vs... I am he!!! I'd give myself a 58.75% chance against Spidey. I'd probably just pop round his place and hit on MJ, he'd come home to find me boning his wife and go nutso... but Pete'd be reasonable. I'd then convince MJ the only way we can be together is if she kills Peter. She doesn't trigger his Spidey-sense when she sneaks up behind him and shoots him! Voila!!! If it comes down to me vs. Spidey in the concrete canyons of NYC then more like 37% chance. I'm not as fast as he is, but maybe a little stronger. I reckon I'm probably smarter but he has some more fighting experience. Chances are we just team up and go hunting Death-tribbles for fun and profit!
  19. Re: Roll up, roll up... Let's see how YOUR Marvel Select will do... Hmm... The main difference between DC and Marvel is speed. In all other respects DC Characters are meant to be 'stronger' but that usually comes down to WW's 120 Str as opposed to Thor's 110 or some other such negligible difference. The real problem Marvel characters would have against DC characters is their lack of speed. Who's the fastest guy in the Marvel Universe? Quicksilver? Most 'fast' non-speedsters in DC are faster... Supes, J'onn and The Big Red Cheese are all much faster than him. And the Flash is so much faster than him it isn't even funny. I've seen all sorts of arguments on here about how Thor is so fast at this and that and the other, maybe he's fast at flying, but there's no way he's as fast as Quicksilver at reacting, and the DCU has him whipped. This massive obstacle is what gets in the Marvel Team's way. Whilst you can be strong and tough and all the rest of it, if the opponent can hit you ten times before you can blink you aren't going to have a good day! Captain Marvel would beat Namor for sure. Against Wonder-Woman I'd probably hand it to Namor, especially if there is any water nearby. Anyway, I don't like the 3 round format as it doesn't take into account switching opponents and teaming up against them and the like. If you wanted that Defenders team against the DCU Elite Eight I think they'd lose. Hulk, Namor, Surfer and Strange are the guys that have the best chance of prolonged survival. But I don't think they'd last too long. The DCUEE have bother with Strange's magic, but they have the speed and strength to out-muscle him without too much bother. Namor is a beast, but the heavy hitters of the DCUEE can take him down, again speed plays a big part. Surfer and Hulk are real problems. The Surfer probably beats at least one or two DCUEE-ers before going down, which is a good account of himself. The Hulk has the potential to beat down on a good proportion of the DCUEE, but they probably let Supes or Shazam deal with him which takes him out of the equation a bit. I think this team gets let down by its other members, I'd take the 4 above as a core to work from. To it I'd probably add... Wonder-Man Iron Man Thor Hmmm... and then I'm stuck. Beta Ray Bill, Spider-man and Scarlet Witch are all clamouring for my attention!!! Chances are I go with Scarlet here as neither of the other two add 'that' much to the party that isn't already there in spades (though Spidey is amazing!) Still think their chances are no better than about 40%, but we're nearly there!
  20. There's lots of back and forth banter about so and so vs. what-is-name and the like on these boards. So here's a roster for you... Superman, Batman, The Flash, Martian Manhunter, Wonder-Woman, Captain Marvel, Green Lantern (let's go with Hal) and Aquaman (heh). Who would be your hand-picked Marvel heroes team of 8 to face off against these guys in a mega-crossover, and how do you think they'd win? No cheese characters or guys currently in possession of the omniunimatrixpower or whatever, just guys as they appear month to month in the comics. I figure you'd be hard pressed to put together a team without The Hulk and Thor in it. Other features are likely to involve the many psychics in the Marvel Universe, some of the Fantastic Four, possibly Captain America. Some Cosmic powered guys will show for sure... Silver Surfer is a must have. Does Namor get included just to take out Fish-guy?
  21. Re: Spiderman vs... I love the fact that Batman trashes the Punisher. Heh. Here's a thought... hmm, actually no, I'll start a new thread!
  22. Re: I Give Up!!!!!!!!!!!!! Hmm, although it's sorta off topic... isn't there anyone out there who would consider Always On a valid limitation for some types of armour/damage resistance, etc.? After all, it can be limiting in terms of things like medical treatment, injections etc. If your skin consists of 24 rPD & rED which is Always On then you ain't getting that nasty gash the Defenestrator just gave you stitched up. Probably best represented with a physical limitation of some sort, but I think it is worth pointing out there are situations in which it's limiting, even though they don't limit the power as such. The character sucks.
  23. Re: Spiderman vs... Spidey whips most Bat-villains. Batman probably beats most Spidey-villains. They're the heroes, right? Something that always made me laugh in the Spider-man/Batman crossover from a few years ago was when Batman hurt Carnage with a martial arts kick! Cracked me up!
  24. Re: Spiderman vs... Hmmm, well, this isn't a Batman vs. Captain America thread... but I'll bite. Why is there no reason for them to fight? If they exist in the same universe then plenty of reasons could come up. Batman decides to break into a military installation, not for the first time. Cap is on the grounds and is called in to stop him. Cap is under the influence of Nightmare and is trying to launch nuclear weapons at various North American cities, Batman has to stop him. I could go on. Of course they can fight, it just has to be sufficiently contrived!
  25. Re: Marvel Universe trivia Couldn't the skull absorb the mutant templates of Charles Xavier and Magneto, merging their energies into himself and taking the worst elements of their personalities to become... The Red Onslaught!!! He could then kidnap Franklin Richards and X-Man to absorb their power!!! Sounds like a great summer comics event waiting to kick off!
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