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SleepyDrug

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  1. Re: Multiverse It is an intriguing idea. I have been working on a combined Marvel-DC Universe taking it all into account. As a note: Captain America's being MIA was a secret in the official Marvel Universe. He was replaced, quietly, by William Naslund (the Spirit of '76) and then Jeffery Mace (Patriot) during the 1950's before Mace retired the identity. It was then vacant until the return of the original Captain America. Note: the general public was never aware of the fourth Captain America (aka the Grand Director). In my universe, the All-Star Squadron also included the Invaders, Liberty Legion, and Kid Commandoes (who were merged with the Young All-Stars as one team of young heroes). I kicked off my modern age of heroes in 1980 with the debuts of Superman, Batman and the Fantastic Four. I created one elite hero team by combining the JLA and Avengers.
  2. Re: Black Steel Looks good overall. My only comment on first glance is that his Psych Lims - "Considers Himself a Professional Hero" and "Heroic" - seem to similar. I don't get a sense of how they are different reading his personality description.
  3. Re: Legends of Marvel & DC Universes, redux The next in the set (bringing us to four: Thor, Iron Man, and Captain America) is the guy who just can't seem to get it right. This version is how he was presented at the start of Avengers vol. 3. Giant-Man Player: Dr. Henry Pym Val Char Cost 10/65 STR 0 17 DEX 21 18/38 CON 16 18/29 BODY 16 30 INT 20 11 EGO 2 10 PRE 0 10 COM 0 10/18 PD 8 10/18 ED 6 4 SPD 13 10/20 REC 8 40 END 2 80/91 STUN 8 6"/12" RUN 0 2" SWIM 0 2"/13" LEAP 0 Characteristics Cost: 120 Cost Power 150 Pym Particle Infusion: Multipower, 150-point reserve 7u 1) Growth (+55 STR, +11 BODY, +11 STUN, -11" KB, 204,370 kg, -6 DCV, +6 PER Rolls to perceive character, 16 m tall, 8 m wide), Costs END Only To Activate (+1/4) (69 Active Points) 7u 2) Shrinking (0.0314 m tall, 0.0004 kg mass, -12 PER Rolls to perceive character, +12 DCV, takes +18" KB), Costs END Only To Activate (+1/4) (75 Active Points) Giant Might, all slots Linked (Growth; -1/2) 20 1) Giant Stamina: +20 CON (40 Active Points); No Figured Characteristics (-1/2) 13 2) Giant Recovery: +10 REC (20 Active Points) 27 3) Giant Toughness: +40 STUN (40 Active Points) 50 4) Giant Durability: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points) 8 5) Giant Legs: Running +6" (6"/12" total) (12 Active Points) 11 6) Tireless Giant: Naked Modifier, Reduced Endurance (1/2 END; +1/4) (16 Active Points) 30 Ant-Man Helmet: Multipower, 60-point reserve, (60 Active Points); all slots Linked (Shrinking; -1/2), OIF (-1/2) 1u 1) Call Ants: Summon 67-point Ant Swarm, Friendly (+1/4), Reduced Endurance (0 END; +1/2) (23 Active Points); Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2) 2u 2) Control Insects: Mind Control 4d6 (standard effect: 12 points) ( Animal class of minds), Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (8" Radius; +1 1/4) (60 Active Points); Limited Minds Insects Only (-1/2), Does Not Provide Mental Awareness (-1/4) 1u 3) Sabotage Ants: RKA 1d6, Reduced Endurance (0 END; +1/2), Penetrating (x2; +1) (37 Active Points); Electronics Only (-1), Requires Access for Ants (-1/2), No Knockback (-1/4), Limited Range (-1/4) 2u 4) Swarm Target: EB 3d6, Reduced Endurance (0 END; +1/2), Indirect ( Any origin, any direction; +3/4), NND (+1) (49 Active Points); Only After Call Ants Power (-1/2), Limited Range (8"; -1/4) 1u 5) Talks to Insects: Telepathy 2d6 (standard effect: 6 points) ( Animal class of minds), Reduced Endurance (0 END; +1/2) (15 Active Points); Limited Minds Insects Only (-1/2), Communication Only (-1/4), Does Not Provide Mental Awareness (-1/4) 5 Air Supply: LS (Self-Contained Breathing) (10 Active Points); OIF (-1/2), Nonpersistent (-1/4), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4) 16 Reinforced Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 7 Visor: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 11 Flying Ant: Flight 10", Reduced Endurance (0 END; +1/2) (30 Active Points); Restrainable (-1/2), OIF (-1/2), Linked (Shrinking; -1/2), Requires Nearby Ant to Activate (-1/4) 89 Mini Tool Pods: Variable Power Pool (Gadget Pool), 75 base + 14 control cost, (113 Active Points); Limited Powers Limited (-1/2), Powers Change Only in Lab (-1/2); all slots OIF becomes OAF or Bulky (-3/4) 13 Avengers ID Card: (Total: 20 Active Cost, 13 Real Cost) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Computer Link (federal) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Money: Well Off (5 Active Points); OIF (-1/2) (Real Cost: 3) Powers Cost: 471 Cost Martial Arts Maneuver Art of the Super-Soldier 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 3) Evasion: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR / 85 STR for holding on 4 5) Punch / Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 / 17d6 Strike 3 6) Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 / 15d6 +v/5, Target Falls 8 +2 HTH Damage Class(es) Martial Arts Cost: 31 Cost Skill 16 +2 with All Combat 5 +1 with HTH Combat 2 Animal Handler (Insects & Anthropods) 11- 3 Combat Piloting 12- 3 Computer Programming 15- 3 Concealment 15- 3 Demolitions 15- 3 Electronics 15- 3 Forensic Medicine 15- 3 Inventor 15- 3 Mechanics 15- 3 Navigation (Air, Space) 15- 3 Paramedics 15- 3 Scholar 1 1) KS: New York City (2 Active Points) 11- 3 2) KS: Scientific World (4 Active Points) 13- 2 3) KS: Superhuman World (3 Active Points) 12- 3 Scientist 2 1) SS: Aerospace Engineering 15- (3 Active Points) 2 2) SS: Biochemistry 15- (3 Active Points) 2 3) SS: Biology 15- (3 Active Points) 2 4) SS: Biophysics 15- (3 Active Points) 2 5) SS: Computer Engineering 15- (3 Active Points) 2 6) SS: Cybernetics 15- (3 Active Points) 2 7) SS: Engineering 15- (3 Active Points) 2 8) SS: Entomology 15- (3 Active Points) 2 9) SS: Genetics 15- (3 Active Points) 2 10) SS: Robotics 15- (3 Active Points) 2 11) SS: Sub-Atomic Physics 15- (3 Active Points) 3 Stealth 12- 1 Systems Operation 8- 3 Teamwork 12- Skills Cost: 94 Cost Perk 5 Fringe Benefit: Membership: Avengers (founder) 2 Fringe Benefit: Top Man 2 Reputation: Avenger (A small to medium sized group) 14-, +2/+2d6 3 Well-Connected 4 1) Contact: Ant-Man (5 Active Points) 14- 5 2) Contact: Avengers (Large Group) (6 Active Points) 13- 2 3) Contact: Black Goliath (3 Active Points) 12- 4 4) Contact: Fantastic Four (Small Group) (5 Active Points) 13- Perks Cost: 27 Cost Talent 3 Lightning Calculator 4 Environmental Movement (no penalties in zero gravity) Talents Cost: 7 Total Character Cost: 750 Pts. Disadvantage 20 Hunted: Foes of the Avengers 8- (Mo Pow, Harshly Punish, Multiple Hunteds) 10 Hunted: Foes of Giant-Man & Wasp 8- (As Pow, Harshly Punish) 15 Physical Limitation: Can't Use Martial Arts at Giant-Size (Frequently, Greatly Impairing) 15 Psychological Limitation: In Love With the Wasp (Janet van Dyne) (Common, Strong) 15 Psychological Limitation: Must Overcome Past Failures (Common, Strong) 15 Psychological Limitation: Scientific Curiousity (Common, Strong) 20 Reputation: Troubled Avenger, 14- (Extreme) 10 Social Limitation: Must Honor Avengers Charter (Occasionally, Major) 15 Social Limitation: Public Identity (Frequently, Major) 10 Unluck: 2d6 10 Vulnerability: 2 x STUN Strong Chemical Toxins (Uncommon) Disadvantage Points: 155 Base Points: 200 Experience Required: 395 Total Experience Available: 395 Experience Unspent: 0
  4. Re: Legends of Marvel & DC Universes, redux To Bump the thread back up....here are the next couple Avengers. The first is the team's heart and soul, the living legend of WWII and sentinel of liberty. Captain America Player: Steve Rogers Val Char Cost 22 STR 12 23 DEX 39 24 CON 28 24 BODY 28 18 INT 8 16 EGO 12 30 PRE 20 10 COM 0 15/40 PD 11 15/40 ED 10 5 SPD 17 15 REC 12 60 END 6 60 STUN 13 8" RUN 4 4" SWIM 2 5" LEAP 0 Characteristics Cost: 222 Cost Power 89 Cap's Shield: (Total: 210 Active Cost, 89 Real Cost) Armor (20 PD/20 ED), Hardened (x2; +1/2) (90 Active Points); OAF (-1), Requires A Shield Use Roll (-1/2) (Real Cost: 36) plus Energy & Physical Damage Reduction, Resistant, 75% (120 Active Points); OAF (-1), Linked (Armor; -1/4) (Real Cost: 53) 125 Shield Tricks: Multipower, 250-point reserve, (250 Active Points); all slots OAF (-1) 1u 1) Shield Bash: HA +2d6, Reduced Endurance (1/2 END; +1/4) (12 Active Points); Hand-To-Hand Attack (-1/2) 1u 2) Shield Strike: EB 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Can Be Blocked/Grabbed (-1/2), Lockout (Cannot Use Shield Powers Until Recovered; -1/2), Throws Must Be Recovered (-1/2), Range Based On STR (-1/4), Reduced KB (-1/4) 1u 3) Shield's Edge: RKA 2d6, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Can Be Blocked/Grabbed (-1/2), Lockout (Cannot Use Shield Powers Until Recovered; -1/2), Throws Must Be Recovered (-1/2), Range Based On STR (-1/4), Reduced KB (-1/4) 2u 4) Arcing Throw: EB 10d6, Reduced Endurance (1/2 END; +1/4), Indirect ( Same Origin, Any Direction; +1/2) (87 Active Points); Can Be Blocked/Grabbed (-1/2), Lockout (Cannot Use Shield Powers Until Recovered; -1/2), Throws Must Be Recovered (-1/2), Range Based On STR (-1/4), Reduced KB (-1/4) 4u 5) Ricochet Throw: EB 10d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (6" Any Area; +1), Selective (+1/4) (125 Active Points); Lockout (Cannot Use Shield Powers Until Recovered; -1/2), Throws Must Be Recovered (-1/2), Range Based On STR (-1/4), Reduced KB (-1/4) 8u 6) Brace Shield: FW (25 PD/25 ED), Reduced Endurance (0 END; +1/2), Hardened (x2; +1/2) (250 Active Points); No Range (-1/2), Requires A Shield Use Roll (-1/2), Restricted Shape (-1/4) 1u 7) Cover Your Eyes: Sight Group Flash Defense (20 points), Hardened (+1/4) (25 Active Points); Requires A Shield Use Roll (-1/2), Nonpersistent (-1/4) 2u 8) Deflect Attacks: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Not Work Vs Heavy Missiles (-1/4) 10 Micro-Chainmail: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) 3 Handy Tools: +1 with Small Tool Skills (Lockpicking, Demolitions) (5 Active Points); IAF (-1/2) 40 Master Fighter: Find Weakness 13- with All Attacks Super-Soldier Serum 4 1) Enhanced Stamina: LS (Immunity: All terrestrial poisons and chemical warfare agents) (10 Active Points); Extra Time (Extra Phase, -3/4), Requires A CON Roll (-1/2), Concentration (1/2 DCV; -1/4) 5 2) Fast Healer: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 20 Minutes (Requires Rest; -2 1/4), Self Only (-1/2) 6 3) Super Acrobat: Leaping +1" (5" forward, 2 1/2" upward) (Accurate) 5 4) Tireless: +0 STR, Reduced Endurance (1/2 END; +1/4) (5 Active Points) (Modifiers affect Base Characteristic) 13 Avengers ID Card: (Total: 20 Active Cost, 13 Real Cost) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Computer Link (federal) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Money: Well Off (5 Active Points); OIF (-1/2) (Real Cost: 3) Powers Cost: 320 Cost Martial Arts Maneuver Art of the Super-Soldier 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Charge: 1/2 Phase, +0 OCV, -2 DCV, 8d6 +v/5 Strike, FMove 4 3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND 4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 42 STR to Disarm 4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 6) Drag / Toss: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls 4 7) Escape: 1/2 Phase, +0 OCV, +0 DCV, 47 STR vs. Grabs 5 8) Evasion: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 3 9) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 42 STR for holding on 4 10) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 4d6 NND ; Target Falls 5 11) Jump Kick: 1/2 Phase, +1 OCV, +0 DCV, 6d6 +v/5; FMove 5 12) Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 3 13) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 4 14) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 4 15) Punch / Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 3 16) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls 4 17) Shield Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 37 STR to Disarm 4 18) Shield Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls 8 +2 HTH Damage Class(es) 2 Weapon Element: Empty Hand, Shield, Staffs Martial Arts Cost: 81 Cost Skill 48 +6 with All Combat 8 +4 with Deflect Attacks 3 Acrobatics 14- 3 Acting 15- 3 Breakfall 14- 3 Bureaucratics 15- 3 Climbing 14- 3 Combat Driving 14- 3 Combat Piloting 14- 3 Concealment 13- 3 Criminology 13- 10 Defense Maneuver I-IV 3 Demolitions 13- 3 Disguise 13- 5 Fast Draw (Shield) 15- 3 High Society 15- 3 Interrogation 15- 3 Linguist 1 1) Language: French (basic conversation) 1 2) Language: German (fluent conversation) (2 Active Points) 1 3) Language: Italian (basic conversation) 1 4) Language: Japanese (fluent conversation) (2 Active Points) 1 5) Language: Russian (fluent conversation) (2 Active Points) 3 Lockpicking 14- 3 Mechanics 13- 3 Navigation (Air, Land) 13- 3 Oratory 15- 3 Paramedics 13- 3 Persuasion 15- 3 PS: Artist 14- 3 Scholar 1 1) KS: Espionage World (2 Active Points) 11- 1 2) KS: Europe (2 Active Points) 11- 1 3) KS: Martial World (2 Active Points) 11- 2 4) KS: Military World (3 Active Points) 13- 2 5) KS: New York City (3 Active Points) 13- 1 6) KS: Political World (2 Active Points) 11- 4 7) KS: Superhuman World (5 Active Points) 15- 2 8) KS: Superhuman World (Golden Age) (3 Active Points) 13- 2 9) KS: World War II Era (3 Active Points) 13- 3 Security Systems 13- 3 Shadowing 13- 7 Shield Use 16- 3 Stealth 14- 6 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical) 13- 3 Systems Operation 13- 9 Tactics 16- 3 Teamwork 14- 8 TF: Common Land Vehicles, Combat Aircraft, Hanggliding, Motorcycles, Parachuting, Advanced, Quinjets, SCUBA, Skysleds 12 WF: Common Melee Weapons, Small Arms, Flamethrowers, Grenade Launchers, Heavy Machine Guns, Shields, Shoulder-Fired Weapons, Staffs, Vehicle Weapons (fighter jets), Whips Skills Cost: 215 Cost Perk 40 Base (NYC Brownstone) 5 Fringe Benefit: Membership: Avengers (founder) 7 Money: Wealthy (1 Million/Year) 2 Reputation: Avenger (A small to medium sized group) 14-, +2/+2d6 8 Reputation: Living Legend (A medium-sized group) 14-, +4/+4d6 100 Vehicles (personal quinjet, skysled, van, motorcycle) 3 Well-Connected 6 1) Contact: Avengers (Large Group) (7 Active Points) 14- 5 2) Contact: Cap's Hotline (Large Group) (6 Active Points) 13- 1 3) Contact: Captain Britain 8- 1 4) Contact: D-Man (2 Active Points) 11- 3 5) Contact: Diamondback (4 Active Points) 13- 5 6) Contact: Falcon (6 Active Points) 15- 2 7) Contact: Fantastic Four (Small Group) (3 Active Points) 11- 1 8) Contact: Free Spirit (2 Active Points) 11- 5 9) Contact: Fury, Agent of SHIELD (6 Active Points) 15- 1 10) Contact: Jack Flag (2 Active Points) 11- 3 11) Contact: Nomad (4 Active Points) 13- 2 12) Contact: President of the United States (3 Active Points) 12- 4 13) Contact: SHIELD (Organization) (5 Active Points) 11- 1 14) Contact: Sersi (2 Active Points) 11- 3 15) Contact: Sub-Mariner (4 Active Points) 13- 5 16) Contact: US Military (Organization) (6 Active Points) 12- Perks Cost: 213 Cost Talent 16 Combat Sense 14- 5 Eidetic Memory 11 Inspire 4 Environmental Movement (no penalties in zero gravity) Talents Cost: 36 Total Character Cost: 1087 Pts. Disadvantage 20 DNPC: Close Friends & Staff 8- (Normal; Group DNPC: x4 DNPCs) 10 DNPC: Diamondback (girlfriend / ally) 11- (Slightly Less Powerful) 20 Hunted: Foes of the Avengers 8- (Mo Pow, Harshly Punish, Multiple Hunteds) 15 Hunted: Foes of Captain America 8- (As Pow, Harshly Punish, Multiple Hunteds) 20 Hunted: Red Skull 11- (As Pow, NCI, Harshly Punish) 10 Physical Limitation: Unique Biochemistry (Infrequently, Greatly Impairing) 20 Psychological Limitation: Code Against Killing (Common, Total) 20 Psychological Limitation: Hero's Code (Common, Total) 20 Psychological Limitation: Living Symbol of the American Dream (Common, Total) 20 Reputation: Sentinel of Liberty, 14- (Extreme) 10 Social Limitation: Must Honor Avengers Charter (Occasionally, Major) 15 Social Limitation: Uncomfortable in Social Settings (Frequently, Major) Disadvantage Points: 200 Base Points: 200 Experience Required: 687 Total Experience Available: 683 Experience Unspent: 0
  5. Re: The Incredible Hulk I stopped reading Marvel comics after Avengers Disassembled. Wanda's insanity, the deaths of Vision, Hawkeye & Ant-Man, She-Hulk's rage; all followed by revealing Iron Man and Spidey's secret id's, killing Cap. It was no longer the Marvel Universe I loved. But I had the impression Colossus was stronger than the Thing going back to Secret Wars.
  6. Re: The Incredible Hulk Actually, my position is based on the comics as well. I think you missed some of my point. My point: most of Marvel's top tier bricks are strong enough to go toe-to-toe with the Hulk in an even fight in terms of raw strength. Hulk can surpass any of them with his rage-fueled strength, but he has to really get going before leaving the others behind. Let's consider: Thor: Hulk vs. Thor, in terms of raw strength, was settled in Thor (vol. 1) #385. Hulk challenges Thor to fight him without Mjolnir (to prove if Thor can match the Hulk's strength). The resulting fight is a stalemate. Ergo, Thor is not far below Hulk in strength. This has been continuously proven by Thor's ability to go fist-to-fist with any brick in the Marvel Universe. Hercules: It is well-established that Hercules is actually stronger than Thor (even if he is less powerful overall without an equivalent to Mjolnir). Ergo, if Thor is a match for Hulk than so must the Prince of Power. Wonder Man: Simon is also on par with Thor, or more so. This has been shown in many issues including his first appearance, but is best shown in Avengers vol. 3. Ionic beings are simply ridiculously powerful -- they can even crush Ultron heads. Thing: We all know Ben isn't as strong as these others. But he beat Champion (who is without question that strong) and has gone toe-to-toe with the Hulk at least a dozen times. Hulk simply cannot be too much stronger, short of a full blown berserk, for Thing to accomplish this. Colossus: Pete is vastly stronger than the Thing. He is probably just below Thor, Wonder Man, and Herc... Part of the problem with converting characters from comics is abilities are not constant. Hulk is really one of the worst in this. But, overall, he is shown to be on par with other high end bricks until his anger moves him into a class all by himself. Stan Lee once said in an interview that Hulk really doesn't have an upper limit to his anger-fueled strength; so he would basically keep getting stronger and tougher until he won (unless stopped first). Hulk clearly needs to boost for a bit before he exceeds his fellow top end bricks.
  7. Re: The Incredible Hulk The problem is that most of the stats give us contradictions. Strength has lift and punching damage; it is hard to convert a character with the appropriate lift without punching damage going out of control. I don't care what Hulk lifts....Thor, Hercules, Wonder Man, Colossus, and others all hit more or less as hard. PRE is another highly contradictory. The ability to deliver and resist PRE Attacks rarely meshes well with the right base level for PRE Skill rolls.
  8. Re: Paranormal threat levels I use the simple method of taking the character's point cost and turning it into a threat rating, on a 10 point scale. As an example.... Thor 11.3 (yeah, a bit higher than 10) Captain America 10.8 Scarlet Witch 9.1 Vision 8.1 Nova 8.0 Giant Man 7.5
  9. Re: The Incredible Hulk It's a balancing act. Bricks can always Push to get more result...or be graced by GM understanding. My biggest issue is martial artists. Someone like Captain America (minimum 20 STR) with a weapon (his shield) and martial arts can creep up in DC's very quickly. But Cap does not hit as hard as Thor or Hulk. I'll be interested in comments on my solution to that in my thread. I also allow for some borderline cosmic heroes to boost their powers via Aids or other devices. My Thor has a 6d6 RKA for his lightning; but he can add an additional 5d6+1 if he really cuts loose.
  10. Re: The Incredible Hulk Nexus -- thats a good question. I started by drawing up a chart listing the rating for major characters I know pretty well or are well-documented. I think Enforcer has worked out a similar tool....
  11. Re: Legends of Marvel & DC Universes, redux Nexus -- I haven't been putting in COM stats. I've been thinking of just assigning a Talent (Attractive: +1 with PRE Rolls effected by looks; 3 pts per). Although, It is a valid point that Tony should get at least a level of that. The Stealth Armor does have a cloak. But what sets it apart is a host of other stealth features. The Space Armor was cloak equipped in Operation: Galactic Storm. I'm not sure if any of the primary armors ever incorporated the cloak system. Part of the problem with old Shellhead is that his power set changes radically with each armor. The Mk. XIV (later called the sentient armor after a bad story arc) is one of several armors that was noted to have "all major powers used in past armors". The VPP suggestion would be a good idea if I was concerned about points. I want my write-ups to be designed almost as if a PC character, but i'm more concerned with reflecting the character as he is portrayed in the comics. Up next will be the Avenger's most flawless hero and the team's most flawed hero.
  12. Re: The Incredible Hulk I just read the last page. Harpy I was Hulk's love Betty Ross; who was mutated by MODOK. Harpy II was a member of the Changelings (Woodgod's followers). Harpy III was Marlo (Rick Jone's girl) who was mutated by the Leader. There may have been a Harpy IV in the Gamma Corps.
  13. Re: The Incredible Hulk Rick originally was part of the Teen Brigade...does he no longer have that Contact?
  14. Re: The Incredible Hulk What sources do you rely on for your write-ups, Enforcer? I have a short bit of about 7 or 8 that I use (plus my own collection).
  15. Re: The Incredible Hulk Rhino is gamma-powered? Since when? Sasquatch fits. What about Harpy (either)?
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