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SleepyDrug

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Posts posted by SleepyDrug

  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

     

    I sort of have to disagree - kinda. But only due to my exposure to the characters in the comics. Which has seriously waned over the years.

     

    By and large, Hulk is so superior in a "brick sense" to the other 5 you mentioned, it bears mentioning.

    • I love Colossus but I've never seen him do half the "Brick Tricks" Hulk has, in fact, he seems to mostly box and lose to beings of power to show how tough they are. It could be that he's been almost exclusively on a team and bricks on a team don't make with the thunderclaps, shockwaves, and similar maneuvers. His one on one battle with the Juggernaut (one of my favorite issues, btw) really only lasted 5 or so panels and all Pete got to show off was a nice uppercut. I've never got the impression from the comics that Colossus hits as hard as the Hulk.
       
    • Thor does most of his power-stunts with his hammer; his of is big strength feats have been of the lifting variety, IIRC. I have seen him brawl though.
    • Hercules - I missed most of the Incredible Hercules series and I hope there may have been some smackdowns there. But I owned (and may still in storage) his 2 Bob Layton miniseries (in trade form) and I can say without reservation, the Prince of Olympus can hit with the best of them. (point for you)
    • Wonderman, Maybe. I know Simon once crushed an Ultron Head...that's impressive.

     

    It might have something to do with the Hulk's antagonist status, he's played the "bad guy" role for other bricks since his inception and when he does it's usually to his advantage. Or the fact that he most often acts alone - but he attacks with a level of devastation that the others can't really claim. That and Marvel seeks ways to constantly make him more powerful.

     

    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

     

    The Marvel Database (Wiki) confirms the Abominations ability to breath water. It also mentions he enters a state of suspended animation in extreme cold or lack of oxygen allowing him to survive almost indefinately. Wikipedia copies this information. But I can't think of an issue where he is seen to do this. However, since he is a copy of the Hulk in most ways, and Hulk can breath water...

  14. Re: Legends of Marvel & DC Universes, redux

     

    Next up...

     

    Iron Man

    The Golden Avenger

    Mk XIV (Heroes Reborn Armor)

     

    Val Char Cost

    10/60 STR 0

    19 DEX 27

    15/40 CON 10

    18/33 BODY 16

    25 INT 15

    15 EGO 10

    23 PRE 13

    10 COM 0

     

    3/35 PD 1

    3/35 ED 0

    4 SPD 11

    10/15 REC 10

    30 END 0

    31/96 STUN 0

     

    6" RUN 0

    3" SWIM 1

    2"/12" LEAP 0

    Characteristics Cost: 114

     

    Cost Power

    60 Iron Man Gauntlet Array: Multipower, 105-point reserve, (105 Active Points); all slots OIF (-1/2), Restrainable (EMP/Magnetic Powers; -1/4)

    5u 1) Repulsor Rays: EB 13d6, Reduced Endurance (1/2 END; +1/4) (81 Active Points)

    5u 2) Repulsor Rays - Dual: EB 10d6, Autofire (3 shots; +1/4), Reduced Endurance (1/2 END; +1/2) (87 Active Points)

    2u 3) Cloak: Invisibility to Sight , Radio and Hearing Groups , Reduced Endurance (1/2 END; +1/4) (37 Active Points)

    5u 4) Electrical Shield: EB 10d6, Reduced Endurance (1/2 END; +1/4), Damage Shield (+1/2) (87 Active Points)

    2u 5) EMP: RKA 1d6, Reduced Endurance (1/2 END; +1/4), Indirect ( Ignores Walls; +3/4), Penetrating (x2; +1), Area Of Effect (10" Radius; +1 1/4) (64 Active Points); Electronics Only (-1), No Range (-1/2), Limited Duration Vs Hardened Systems (-1/2), No Knockback (-1/4)

    4u 6) Fire Suppression Foam: Dispel Fire 18d6, Reduced Endurance (1/2 END; +1/4), any fire power one at a time (+1/4) (81 Active Points); Limited Range (5"; -1/4)

    1u 7) Laser Torch: RKA 1d6, Penetrating (x2; +1) (30 Active Points); No Range (-1/2), Beam (-1/4), No Knockback (-1/4)

    2u 8) Magnetic Tractor: Telekinesis (30 STR) (45 Active Points); Affects Whole Object (-1/4), Limited Range (-1/4)

    4u 9) Pulse Bolts: RKA 7d6 (105 Active Points); Increased Endurance Cost (x2 END; -1/2), Increased By Range (-1/4)

    4u 10) Sonic Lance: EB 6d6, Reduced Endurance (1/2 END; +1/4), NND (+1) (67 Active Points)

    4u 11) Sonic Stunner: EB 5d6, Reduced Endurance (1/2 END; +1/4), NND (+1), Area Of Effect (6" Radius; +1) (81 Active Points); No Range (-1/2)

    Iron Man Armor, all slots OIF (-1/2)

    6 1) Air Supply: LS (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Hour (+0) (10 Active Points); Nonpersistent (-1/4)

    48 2) Boot Jets: Flight 16", x64 Noncombat, Usable Underwater (+1/4), Reduced Endurance (1/2 END; +1/4) (85 Active Points); Restrainable (EMP/Magnetic Powers; -1/4)

    58 3) Energy Absorption System: (Total: 141 Active Cost, 58 Real Cost) Absorption 10d6 (energy, Offensive Systems), Can Absorb Maximum Of 90 Points' Worth Of Energy Damage, any attack power one at a time (+1/4) (81 Active Points); Common Energies Only (-1/2), Restrainable (EMP/Magnetic Powers; -1/4) (Real Cost: 36) plus Energy Damage Reduction, Resistant, 75% (60 Active Points); Linked (Absorption; -1/2), Common Energies Only (-1/2), Restrainable (EMP/Magnetic Powers; -1/4) (Real Cost: 22)

    21 4) Image Inducer: Sight Group and Normal Hearing Images Increased Size (4" radius; +1/2), -10 to PER Rolls (43 Active Points); Set Effect (Duplicates; -1), Restrainable (EMP/Magnetic Powers; -1/4), Limited Range (-1/4)

    33 5) System Override: Aid Weapons 10d6, any offensive power one at a time (+1/4) (125 Active Points); Side Effects (-1), Extra Time (Full Phase, -1/2), Requires An Engineering Roll (-1/2), Restrainable (EMP/Magnetic Powers; -1/4)

    53 6) UniBeam Laser: RKA 4d6, Reduced Endurance (1/2 END; +1/4), Variable SFX (EM Spectrum/Heat; +1/4), Armor Piercing (+1/2) (120 Active Points); Beam (-1/4), Full Damage Only (-1/4), Restrainable (EMP/Magnetic Powers; -1/4)

    5 7) UniBeam Light: Sight Group Images Increased Size (4" cone; +1/2), Reduced Endurance (1/2 END; +1/4) (12 Active Points); Only To Create Light (-1), No Range (-1/2), Restrainable (EMP/Magnetic Powers; -1/4)

    27 8) Armored Strength: +50 STR, Reduced Endurance (1/2 END; +1/4) (62 Active Points); No Figured Characteristics (-1/2), Restrainable (EMP/Magnetic Powers; -1/4)

    85 9) Armored Might: (Total: 140 Active Cost, 85 Real Cost) +25 CON (50 Active Points); No Figured Characteristics (-1/2) (Real Cost: 33) plus +15 BODY (Real Cost: 30) plus +5 REC (Real Cost: 10) plus +50 STUN (Real Cost: 50)

    80 10) Armor: (32 PD/32 ED), Hardened (+1/4) (120 Active Points)

    7 11) Perfect Design: Lack Of Weakness (-5) for Normal & Resistant Defenses (10 Active Points)

    7 12) Audio Filter: Hearing Group Flash Defense (10 points) (10 Active Points)

    7 13) Polarized Lenses: Sight Group Flash Defense (10 points) (10 Active Points)

    20 14) Sealed System: LS (Eating: has 2 day supply; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (30 Active Points)

    2 15) IR Vision: (Sight Group) (5 Active Points); Nonpersistent (-1/4), Restrainable (EMP/Magnetic Powers; -1/4)

    2 16) Low-Light Vision: Nightvision (5 Active Points); Nonpersistent (-1/4), Restrainable (EMP/Magnetic Powers; -1/4)

    8 17) Microscopic (x1,000) with Sight Group (15 Active Points); Restrainable (EMP/Magnetic Powers; -1/4)

    5 18) Telescopic Vision: +6 versus Range Modifier for Sight Group (9 Active Points); Restrainable (EMP/Magnetic Powers; -1/4)

    4 19) Parabolic Audio Reception: +6 versus Range Modifier for Hearing Group (9 Active Points); Nonpersistent (-1/4), Restrainable (EMP/Magnetic Powers; -1/4)

    2 20) Ultrasonic Hearing: (Hearing Group) (3 Active Points); Restrainable (EMP/Magnetic Powers; -1/4)

    7 21) Communication System: HRRP (Radio Group) (12 Active Points); Restrainable (EMP/Magnetic Powers; -1/4)

    11 22) Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Restrainable (EMP/Magnetic Powers; -1/4)

    8 23) Active Sonar (Hearing Group) (15 Active Points); Restrainable (EMP/Magnetic Powers; -1/4)

    10 24) Atmospheric Scan: Detect Environmental Conditions 14- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense (20 Active Points); Nonpersistent (-1/4), Restrainable (EMP/Magnetic Powers; -1/4)

    2 25) Clock: Absolute Time Sense (3 Active Points); Restrainable (EMP/Magnetic Powers; -1/4)

    10 26) Energy Scanner: Detect Energy 14- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense (20 Active Points); Nonpersistent (-1/4), Restrainable (EMP/Magnetic Powers; -1/4)

    2 27) GPS: Bump Of Direction (3 Active Points); Restrainable (EMP/Magnetic Powers; -1/4)

    16 28) MRI Scan: (Total: 32 Active Cost, 16 Real Cost) Spatial Awareness (Unusual Group) (22 Active Points); Restrainable (EMP/Magnetic Powers; -1/4), Nonpersistent (-1/4) (Real Cost: 11) plus N-Ray Perception (Unusual Group) (10 Active Points); Nonpersistent (-1/4), Restrainable (EMP/Magnetic Powers; -1/4) (Real Cost: 5)

    7 29) Remote Medical Scan: Detect Medical Condition 14- (Unusual Group), Discriminatory, Range, Sense (15 Active Points); Nonpersistent (-1/4), Restrainable (EMP/Magnetic Powers; -1/4)

    8 30) Targeting Computer: +3 with Ranged Combat (15 Active Points); Restrainable (EMP/Magnetic Powers; -1/4)

    17 31) Power Core: Endurance Reserve (100 END, 15 REC) (25 Active Points)

    122 Private Armory: Variable Power Pool (Gadget Pool), 100 base + 22 control cost, (150 Active Points); VPP Can Only Be Changed in Armory (-1/2), Limited Powers Available Slightly Limited (tech limit) (-1/4); all slots All Powers OIF or OAF (-1/2)

    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: 811

     

     

    Cost Skill

    16 +2 with All Combat

    12 +3 with Engineering/Computers (15 Active Points); Power loses about a fourth of its effectiveness (-1/4)

    3 Bureaucratics 14-

    3 Climbing 13-

    3 Combat Driving 13-

    3 Combat Piloting 13-

    3 Computer Programming 14-

    3 Conversation 14-

    3 Cryptography 14-

    3 Demolitions 14-

    3 Electronics 14-

    5 Gambling (Card Games, Chess, Roulette) 14-

    3 High Society 14-

    3 Inventor 14-

    3 Linguist

    1 1) Language: French (fluent conversation) (2 Active Points)

    1 2) Language: German (fluent conversation) (2 Active Points)

    1 3) Language: Japanese (fluent conversation) (2 Active Points)

    1 4) Language: Russian (fluent conversation) (2 Active Points)

    1 5) Language: Vietnamese (basic conversation)

    3 Mechanics 14-

    4 Navigation (Air, Land, Space) 14-

    3 Oratory 14-

    3 Paramedics 14-

    3 Persuasion 14-

    3 PS: Corporate Executive 14-

    3 Riding 13-

    3 Scholar

    1 1) KS: Art (2 Active Points) 11-

    2 2) KS: Business World (3 Active Points) 14-

    2 3) KS: Economics (3 Active Points) 14-

    1 4) KS: Europe (2 Active Points) 11-

    1 5) KS: Los Angeles (2 Active Points) 11-

    2 6) KS: New York City (3 Active Points) 12-

    2 7) KS: Political World (3 Active Points) 14-

    1 8) KS: Seattle (2 Active Points) 11-

    2 9) KS: Superhuman World (3 Active Points) 14-

    3 Scientist

    2 1) SS: Aerospace Engineering 14- (3 Active Points)

    2 2) SS: Chemistry 14- (3 Active Points)

    2 3) SS: Combat Armor Engineering 14- (3 Active Points)

    2 4) SS: Computer Engineering 14- (3 Active Points)

    2 5) SS: Cybernetics 14- (3 Active Points)

    2 6) SS: Electrical Engineering 14- (3 Active Points)

    2 7) SS: Engineering 14- (3 Active Points)

    2 8) SS: Mathematics 14- (3 Active Points)

    2 9) SS: Metallurgy 14- (3 Active Points)

    2 10) SS: Nano-Technology 14- (3 Active Points)

    2 11) SS: Nuclear Physics 14- (3 Active Points)

    2 12) SS: Physics 14- (3 Active Points)

    2 13) SS: Quantum Physics 14- (3 Active Points)

    2 14) SS: Robotics 14- (3 Active Points)

    2 15) SS: Vehicle Engineering 14- (3 Active Points)

    3 Security Systems 14-

    3 Seduction 14-

    3 Shadowing 14-

    3 Stealth 13-

    6 Survival (Marine, Temperate/Subtropical, Tropical) 14-

    3 Systems Operation 14-

    3 Tactics 14-

    3 Teamwork 13-

    10 TF: Common Land Vehicles, Common Space Vehicles, Common Air Vehicles, Helicopters, Motorcycles, Parachuting, Basic, Quinjets, SCUBA, Skiing (snow)

    3 WF: Small Arms, Vehicle Weapons: Fighter Jet

    5 Weaponsmith (Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 14-

    Skills Cost: 191

     

    Cost Perk

    15 Advanced Tech

    50 Bases (Seattle Mansion, Stark HQ, Private Lab)

    5 Fringe Benefit: Membership: Avengers (founder)

    6 Fringe Benefit: CEO of a Major Corporation

    15 Money: Filthy Rich

    2 Reputation: Avenger (A small to medium sized group) 14-, +2/+2d6

    3 Well-Connected

    2 1) Contact: Ant-Man (3 Active Points) 12-

    6 2) Contact: Avengers (Large Group) (7 Active Points) 14-

    3 3) Contact: Bethany Cabe (4 Active Points) 13-

    3 4) Contact: Black Widow (4 Active Points) 13-

    3 5) Contact: Fantastic Four (Small Group) (4 Active Points) 12-

    2 6) Contact: Force (3 Active Points) 12-

    3 7) Contact: James Rhodes/War Machine (4 Active Points) 13-

    5 8) Contact: SHIELD (Organization) (6 Active Points) 12-

    5 9) Contact: Stark's Inner Circle (Small Group) (6 Active Points) 14-

    5 10) Contact: business connections (Large Group) (6 Active Points) 12-

    Perks Cost: 133

     

    Cost Talent

    4 Environmental Movement (no penalties in zero gravity)

    Talents Cost: 4

     

    Total Character Cost: 1253

     

    Pts. Disadvantage

    10 DNPC: Current Lover 8- (Normal)

    20 DNPC: Stark Employees 8- (Normal; Useful Noncombat Position or Skills; Unaware of Secret ID; Group DNPC: x4 DNPCs)

    20 Hunted: Foes of Avengers 8- (Mo Pow, Harshly Punish, Multiple Hunteds)

    20 Hunted: Foes of Iron Man 11- (As Pow, Harshly Punish, Multiple Hunteds)

    10 Hunted: Pentagon 8- (Mo Pow, NCI, Watching)

    10 Physical Limitation: Recovering Alcoholic (Infrequently, Greatly Impairing)

    15 Psychological Limitation: Arrogant (Very Common, Moderate)

    15 Psychological Limitation: Manic-Depressive (Common, Strong)

    15 Psychological Limitation: Reluctant to Kill (Common, Strong)

    10 Psychological Limitation: Scientific Mind (Common, Moderate)

    20 Reputation: Golden Avenger/Corporate Bodyguard, 14- (Extreme)

    10 Social Limitation: Must Honor Avengers Charter (Occasionally, Major)

    15 Social Limitation: Secret Identity (Frequently, Major)

    Disadvantage Points: 190

    Base Points: 200

    Experience Required: 863

    Total Experience Available: 863

    Experience Unspent: 0

  15. Re: Legends of Marvel & DC Universes, redux

     

    Enforcer -- Thanks for the compliments.

     

    I wasn't really concerned with the Class 100 Strength rating either. But I want to keep my conversions playable. So most of them max out at 14 DC's (70 Strength) for their main attacks. I also try to base the write-up on a "standard" power level of the character, with ability to reach their high end performance via Pushing and/or Powers. My write-up of Iron Man is actually a higher point character; but he has far more in Perks and Skills so it is less combat power.

     

    Prince of Asgard is certainly cooler. But Avengers membership includes police powers, security clearances, and access to Avengers Mansion, quinjets, and equipment.

     

    Also, I based my version of Thor mainly on the first and third volumes of Avengers. This version is prior to the recent changes with Asgard; so the home of the gods is still in another dimension...and a bit distant. This is also Thor free of any mortal guise -- no Don Blake. no Jake Olsen. no Sigurd Jarlson. So I gave him Permanent Identity (he is always Thor and has no true legal status).

     

    Cassandra -- I think that is as good as it is possible to get for Superman without spending 1300+ points (like I did). I like the approach of Flight with Variable Advantage rather than the MP of Flight Powers. The VPP is a nice touch. My only thought is whether Supes uses tunneling in the comics. I thought the human drill act was just the cartoon version.

  16. Re: Legends of Marvel & DC Universes, redux

     

    Thor

    God of Thunder

     

    Val Char Cost

    65 STR 45

    17 DEX 21

    50 CON 80

    38 BODY 56

    15 INT 5

    22 EGO 24

    25 PRE 15

    10 COM 0

     

    40 PD 2

    40 ED 3

    4 SPD 13

    25 REC 8

    100 END 0

    100 STUN 9

     

    7" RUN 2

    3" SWIM 1

    13" LEAP 0

    Characteristics Cost: 284

     

    Cost Power

    Asgardian Birthright

    154 1) Dense Skin: (Total: 154 Active Cost, 154 Real Cost) Armor (25 PD/25 ED), Hardened (+1/4) (94 Active Points) (Real Cost: 94) plus Energy & Physical Damage Reduction, Resistant, 50% (Real Cost: 60)

    11 2) Fast Healer: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)

    24 3) Immortal of Asgard: LS (Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

    15 4) Massive: Density Increase (400 kg mass, +10 STR, +2 PD/ED, -2" KB), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (22 Active Points); Always On (-1/2)

    179 Mjolnir: Multipower, 224-point reserve, (224 Active Points); all slots Restrainable (Magic/Cosmic Powers; -1/4)

    6u 1) Uru Hammer: EB 14d6, Reduced Endurance (1/2 END; +1/4), Penetrating (x2; +1) (157 Active Points); Can Be Blocked/Grabbed (-1/2), Lockout (-1/2), Range Based On STR (StrMin 30; -1/4)

    11m 2) Mystic Flight: Flight 15", x16 Noncombat, Reduced Endurance (0 END; +1/2) (67 Active Points)

    4u 3) Whirling Hammer: FW (20 PD/20 ED), Reduced Endurance (1/2 END; +1/4) (125 Active Points); Gestures, throughout (-1/2), Limited Coverage 180 Degrees (-1/2), No Range (-1/2), Lockout (-1/2), Restricted Shape (-1/4)

    8u 4) Mystical Blast: EB 14d6, Reduced Endurance (0 END; +1/2) (105 Active Points)

    9u 5) Bolt of Lightning: RKA 6d6, Reduced Endurance (0 END; +1/2) (135 Active Points); No Knockback (-1/4)

    10u 6) Call the Lightning: RKA 4d6, Reduced Endurance (0 END; +1/2), Variable Advantage (+1/2 Advantages; +1) (150 Active Points); No Knockback (-1/4)

    9u 7) Command the Winds: Telekinesis (60 STR), Reduced Endurance (0 END; +1/2) (135 Active Points); Affects Whole Object (-1/4)

    6u 8) Wind Gusts: EB 10d6, Reduced Endurance (0 END; +1/2), Double Knockback (+3/4), Area Of Effect (44" Line; +1) (162 Active Points); Gestures, throughout (-1/2), No Range (-1/2), Concentration, throughout (1/2 DCV; -1/2)

    10u 9) Command Storms: Change Environment 32" radius, 23 pts of Effects, Long-Lasting: 20 Minutes, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Varying Effects: Weather (+1) (157 Active Points); Gestures (-1/4)

    4u 10) Dimensional Gates: Extra-Dimensional Movement (Any Dimension, Any Location), x8 Increased Weight, Reduced Endurance (0 END; +1/2) (90 Active Points); Gestures, throughout (-1/2), Concentration, throughout (1/2 DCV; -1/2)

    2u 11) Pocket Vortex: Extra-Dimensional Movement (Hole in Time/Space), x4 Increased Weight, Reduced Endurance (0 END; +1/2), Usable As Attack (+1) (75 Active Points); Extra Time (Extra Segment, Character May Take No Other Actions, -3/4), Gestures (Requires both hands; -1/2), Lockout (-1/2), Concentration (1/2 DCV; -1/4)

    172 Mjolnir: Variable Power Pool, 125 base + 47 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (219 Active Points); Limited Class Of Powers Asgardian Magic or Pushing (-1/2); all slots OIF (-1/2)

    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: 647

     

     

    Cost Skill

    32 +4 with All Combat

    8 : +4 vs. Range Modifier with Mjolnir

    3 Animal Handler (Equines, Goats) 14-

    5 Climbing 13-

    3 Forensic Medicine 12-

    3 High Society 14-

    3 Interrogation 14-

    3 Linguist

    1 1) Language: English (fluent conversation) (2 Active Points)

    1 2) Language: German (fluent conversation) (2 Active Points)

    1 3) Language: Norwegian (fluent conversation) (2 Active Points)

    0 4) Language: Old Norse (idiomatic) (4 Active Points)

    2 Navigation (Land) 12-

    3 Paramedics 12-

    3 Scholar

    4 1) KS: Asgard & the Nine Realms (5 Active Points) 14-

    5 2) KS: Asgardian Lore (6 Active Points) 15-

    2 3) KS: Infectious Disease Control (3 Active Points) 12-

    1 4) KS: Mystic World (2 Active Points) 11-

    3 5) KS: Mythological World (4 Active Points) 13-

    1 6) KS: New York City (2 Active Points) 11-

    2 7) KS: Superhuman World (3 Active Points) 12-

    3 Riding 12-

    3 SS: Medicine 12-

    3 Stealth 12-

    6 Survival (Arctic/Subarctic, Temperate/Subtropical, Mountain) 12-

    1 Systems Operation 8-

    7 Tactics 14-

    5 Teamwork 13-

    4 TF: Riding Animals, Chariots, Quinjets

    4 WF: Common Melee Weapons, Common Missile Weapons

    2 Weaponsmith (Muscle-Powered HTH) 12-

    Skills Cost: 127

     

    Cost Perk

    5 Fringe Benefit: Membership: Avengers (founder)

    5 Fringe Benefit: Prince of Asgard

    2 Reputation: Avenger (A small to medium sized group) 14-, +2/+2d6

    3 Well-Connected

    6 1) Contact: Avengers (Large Group) (7 Active Points) 14-

    2 2) Contact: Baldar the Brave (3 Active Points) 12-

    2 3) Contact: Beta Ray Bill (Difficult to Reach) (3 Active Points) 13-

    1 4) Contact: Code Blue (Small Group) (2 Active Points) 8-

    2 5) Contact: Dr. Jane Foster (3 Active Points) 12-

    2 6) Contact: Dr. Keith Kincaid (3 Active Points) 12-

    2 7) Contact: Earth Force (Small Group) (3 Active Points) 11-

    1 8) Contact: Fantastic Four (Small Group) (2 Active Points) 8-

    5 9) Contact: Hercules (6 Active Points) 15-

    2 10) Contact: Odin (3 Active Points) 12-

    5 11) Contact: Sif (6 Active Points) 15-

    3 12) Contact: Tarene (Thor Girl) (4 Active Points) 13-

    6 13) Contact: Warrior's Three (Small Group) (7 Active Points) 15-

    3 14) Contact: X-Men (Large Group) (4 Active Points) 11-

    Perks Cost: 57

     

    Cost Talent

    14 Fearless

    4 Environmental Movement (no penalties in zero gravity)

    Talents Cost: 18

     

    Total Character Cost: 1133

     

    Pts. Disadvantage

    10 Distinctive Features: Godly Bearing (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    20 Hunted: Foes of the Avengers 8- (Mo Pow, Harshly Punish, Multiple Hunteds)

    15 Hunted: Foes of Thor 8- (As Pow, Harshly Punish, Multiple Hunteds)

    15 Hunted: Loki 11- (As Pow, Harshly Punish)

    15 Psychological Limitation: Arrogant & Overconfident (Very Common, Moderate)

    20 Psychological Limitation: Noble & Honorable (Common, Total)

    25 Psychological Limitation: Sworn to Defend Asgard & Midgard (Very Common, Total)

    20 Reputation: God of Thunder, 14- (Extreme)

    10 Social Limitation: Must Honor Avengers Charter (Occasionally, Major)

    10 Social Limitation: Permanent Identity (Frequently, Minor)

    Disadvantage Points: 160

    Base Points: 200

    Experience Required: 773

    Total Experience Available: 773

    Experience Unspent: 0

  17. This thread is compliments to Enforcer84, Matthew Ignash, and others who have posted their conversions of Marvel/DC heroes and villains. I have always enjoyed seeing their write-ups, debating points, and using them for inspiration. Therefore, I've decided to post some of my write-ups - get feedback and ideas - and continue the circle.

     

    Creator Notes: I'm still working in 5e. I have adopted the idea of making COM a Talent, which I priced at 3 pts a level (+1 Skill Level for looks related PRE Skills, - 1/2). I also never really bothered with the additional costs/options for Contacts; but I do add an extra 1-3 pts for groups.

     

    First up will be the "official" founders of the Avengers: Thor, Iron Man, Captain America, Wasp, and Giant-Man.

  18. Re: The Incredible Hulk

     

    Hulk should definately have the Brick Tricks Powers (shockwave, stratospheric punch, big finger). All versions use those a lot. My thought was on the Brick Tricks Martial Arts.

     

    Spidey has definately learned how to fight better over the years. He went from a guy who could barely beat Scorpion to KOing Firelord with just his fists.

    I look forward to seeing some of the Gamma villains.

  19. Re: The Incredible Hulk

     

    Brick Tricks is just some maneuvers that many strong-men develop over the their careers. It's not a traditional martial art. But point taken.

     

    I'm familiar with the Brick Tricks MA package. My thought was that Hulk does not ever (or very rarely) shows he has learned how to fight with his strength. Many other strong-men - Luke Cage, Hercules, Thing, Thor - are depicted as having or learning better fighting skills, or mentioning their combat experience. Hulk always seems to just pound away in a state one step away from berserking.

     

    My own write-ups tend to reflect an attempt to balance abilities/powers portrayed in the comics with playability. So I tend to keep down DC's or ask if a high-level of ability/power represents common use or pushing. I have several characters built with Aids to represent their ability to boost their powers beyond their normal operating level without needing to Push. My write-ups of Superman and Phoenix include this. Both tend to be on par with other high-end heroes on their teams, but can exceed that power level almost at will.

     

    Your write-ups are incredibly complete. I always look at your take on a character when designing my own. Hulk is one of those tough characters to convert, since his powers and abilities have changed so often over the years. He reminds me of Iron Man, in that way. Many other characters Spider-Man, most X-Men, Thor, Captain America, Hawkeye really had the same power set/abilities from the 1970's into the early 2000's with few exceptions.

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