Page Index Toggle Pages: 1 ... 3 4 [5] 6 7 
Topic Tools
Very Hot Topic (More than 25 Replies) Comic Conversions (Read 37124 times)
SuperFriend
Teen Titan
***
Offline


I Love V&V!

Posts: 158
Joined: Jun 9th, 2009
Re: Comic Conversions
Reply #140 - Aug 13th, 2009 at 11:55pm
Print Post  
Cool. Now keep postin' more write-ups. These are fun to read!!! Cool

How about Black Panther! Or Black Widow!
« Last Edit: Aug 14th, 2009 at 12:03am by SuperFriend »  
Back to top
WWW  
IP Logged
 
SuperFriend
Teen Titan
***
Offline


I Love V&V!

Posts: 158
Joined: Jun 9th, 2009
Re: Comic Conversions
Reply #141 - Aug 14th, 2009 at 4:34am
Print Post  
Doctor Foom wrote on Aug 13th, 2009 at 10:14pm:
Power Blast guy have to have Heightened Attack.

Doc Foom--and anyone else who feels like translatin' tough characters iz bein' unfaithful to V&V--


SPOILER ALERT!
SPOILER ALERT!
SPOILER ALERT!
SPOILER ALERT!
SPOILER ALERT!


The Dawn of DNA module has a villain (in a team, mind you) who does 8d10 HTH. He lifts 375 tons!

It also has a villain in the same team with Flame Power x 2 (2d12 damage).

And a villain in the team w/Chemical Power that also attacks as Death Touch.

My point, I guess, is that the published, official resources do have some really tough opponents who do more than 1-20 damage.

« Last Edit: Aug 14th, 2009 at 4:43am by SuperFriend »  
Back to top
WWW  
IP Logged
 
Harkker
Apprentice
**
Offline


I Love V&V!

Posts: 54
Location: Il
Joined: Jun 10th, 2009
Gender: Male
Re: Comic Conversions
Reply #142 - Aug 14th, 2009 at 9:59am
Print Post  
I got to go with doctor foom on this one... more to the point... my players will have a chance against any characters posted...if I do an arcade cross over.

It really works well for the system, and for the characters...

while you cant stat a character like Hulk or Thor without getting into the really high stuff a rolled up pc would have almost no chance of getting the perfect rolls and rerolls...

either way awesome job I love what everyone is doing

(end segway)
  
Back to top
 
IP Logged
 
Doctor Foom
Justice Leaguer
*****
Offline


Silver Age relic

Posts: 752
Joined: May 17th, 2009
Re: Comic Conversions
Reply #143 - Aug 14th, 2009 at 11:01am
Print Post  
Thanks Harkker.

SF, I didn't mean to imply tough characters were "unfaithful" to V&V.
But how many V&V PCs have you randomly rolled up that can do 6d10 hth, or even 4d10? I think the system makes it hard to get there.

That said, as mentioned before, I figure the Hulk at 6d10 when calm, and higher when angry. I just honestly never saw Spider-Man lift anything that weighs 10 tons, or even 2! (before 1980, to be clear).

If Iron Man is doing a d20 with his repulsors (plus damage modifier), I don't see Spidey hitting as hard as those. Not even close. Maybe your Iron Man has Power Blast x 2, or Heightened Attack, but barring that, it's a good benchmark to set things around.

Original X-Men at first level are nice too.
I buy that Cyke does the most damage with Power Blast at d20. The stories bear that out.
Iceman at d12 feels right.
Beast at d12-2d8 seems right, again he's first level.
Angel is way below that.
Feels like the rules got these guys right.

Turning to Spidey:
Electro's blasts are more impressive than Spidey's fists in the comics. So is the Shocker, especially in the issue "Rocked by the Shocker!" by Lee and Buscema.
Electro and Shocker do 2d8 plus damage mod. If I have to push Spidey higher than a d12, then I have to add special rules to the villains to justify Spidey doing so much damage hth, when in most other ways the power writeups reflect what the villains' powers look like.

Spidey hitting as hard or slightly harder than Ice Man's and Torch's blasts feels right to me. What can I say?
It should be rare that someone can punch harder than Iron Man's Repulsor Rays. I think that's why it's so tough to roll up someone who can.

I confess that I prefer John Byrne (in the 70's and 80's), Ditko, Romita and Kane to many of those that came after.

So, are you really sure you want to see me butcher more of the Marvel Universe?
I could save you some more undue consternation!  Smiley
  
Back to top
WWW  
IP Logged
 
SuperFriend
Teen Titan
***
Offline


I Love V&V!

Posts: 158
Joined: Jun 9th, 2009
Re: Comic Conversions
Reply #144 - Aug 14th, 2009 at 11:24am
Print Post  
Doctor Foom wrote on Aug 13th, 2009 at 10:14pm:
[quote author=77767778747C190 link=1243989903/134#134 date=1250215790]I think all my sheets lift less than the Marvel Handbook lists. 
=

If it's any consolation, I think yer Power Man and Beast are actually tougher than their official carryin' caps from da early 1980s! Wink

BTW: Who said I was consternated? I jus' didn't seem to get the contextual approach y'had for yer write-ups. (It's not like y'ain't commented on mine or others as well for clarity and such.) Plus, wazn't you the one who thanked me fer pointin' out that ye had Suzie Richards doni' only 1-4 damage w/her force field attakcs before da revamp?

I never said make Spidey stronger BTW: just that I thought he waz tougher than Beast. Whatup?

If it's any consolation as well, Jack Herman acknowledged in his Titans writeups that Starfire's starbolts probably did more damage than Power Blast. Word!

T'challa and Natasha! T'challa and Natasha! T'challa and Natasha!
« Last Edit: Aug 14th, 2009 at 3:23pm by SuperFriend »  
Back to top
WWW  
IP Logged
 
Doctor Foom
Justice Leaguer
*****
Offline


Silver Age relic

Posts: 752
Joined: May 17th, 2009
Re: Comic Conversions
Reply #145 - Aug 14th, 2009 at 4:02pm
Print Post  
SuperFriend wrote on Aug 14th, 2009 at 11:24am:
I never said make Spidey stronger BTW: just that I thought he waz tougher than Beast. Whatup?


Sorry. My mistake. You're saying Beast should do less hth damage.

FWIW, I think my Spidey sheet could beat my Beast sheet in combat more often than not. Especially since Spidey evades, and Beast tends not to. If only there was some way to test it out.  Roll Eyes

I'll think about Panther and the Widow. Still working on Doom.
I'm offline next week, so I'll see you folks when I get back.

And I can't believe the Marvel handbook disses Luke Cage's carry cap like that!
Take care.
  
Back to top
WWW  
IP Logged
 
SuperFriend
Teen Titan
***
Offline


I Love V&V!

Posts: 158
Joined: Jun 9th, 2009
Re: Comic Conversions
Reply #146 - Aug 14th, 2009 at 4:33pm
Print Post  
Doctor Foom wrote on Aug 14th, 2009 at 4:02pm:
nd I can't believe the Marvel handbook disses Luke Cage's carry cap like that!


Egg-xactly. Luke Cage should be about half of Thing's strength. He was introduced as a heavy hitter and filled in fer Thing. I much prefer how you stat him--and I think that shows where he wuz at in the 1970s durin' his Defenders run and in his work w/the FF.

FWIW: I put the original Beast at 1-10 damage HTH. He's stronger than a weightlifter but doesn't lift cars, etc. As an Avenger, I put him at 1-12. But I ain't losin' no sleep over this.

« Last Edit: Aug 14th, 2009 at 10:52pm by SuperFriend »  
Back to top
WWW  
IP Logged
 
SuperFriend
Teen Titan
***
Offline


I Love V&V!

Posts: 158
Joined: Jun 9th, 2009
Re: Comic Conversions
Reply #147 - Aug 14th, 2009 at 11:42pm
Print Post  
BLACK PANTHER
T'Challa
Level: he's at least 6th level when he's introduced in the 1960s. His level at any time thereafter should be about the same as regular/recurring Avengers (such Hawkeye and Scarlet Witch).


POWERS:
1. Heightened Abilities (x3): Strength, Endurance, and Agility were augmented by extensive training and a secret herb. His modified stats appear below.
4. H. Charisma A: + 5
5. Natural Weaponry: + 3 to hit, +6 damage
6. H. Senses: x 4 det. hidden/danger outdoors, can see comfortably with minimal light, allowing for exceptional tracking abilities

Weight: 185 lbs.
Strength: 18
Endurance: 23
Agility: 26 (a cheetah has 24 agility)
Intelligence: 18
Charisma: 21

(1.3)(2.6)(2.5)(1.3) =  10.985
Hit Points: 44
Power: 85

Carry Cap: 753 lbs.
HTH: 1d8
Damage Mod.: +4 (higher w/nat. weaponry)
Accuracy: +4 (higher w/nat. weaponry)

Movement: 67"

http://www.marveldirectory.com/individuals/b/blackpanther.htm
« Last Edit: Aug 15th, 2009 at 12:48am by SuperFriend »  
Back to top
WWW  
IP Logged
 
dsumner
Justice Leaguer
*****
Offline


Oppresser of worlds

Posts: 5285
Location: On High
Joined: Apr 20th, 2009
Gender: Male
Re: Comic Conversions
Reply #148 - Aug 14th, 2009 at 11:51pm
Print Post  
Nice, a clean simple write-up that seems to simulate him nicely. While I'm thinking about it, did any of you guys read the Black Panther mini that came out in the 80's?
« Last Edit: Aug 14th, 2009 at 11:57pm by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
Back to top
YIM  
IP Logged
 
SuperFriend
Teen Titan
***
Offline


I Love V&V!

Posts: 158
Joined: Jun 9th, 2009
Re: Comic Conversions
Reply #149 - Aug 15th, 2009 at 12:40am
Print Post  
I had to have some fun with...

BLACK WIDOW
Natasha Romanova

Level 4 (more ore less) when she's introduced as a 1960s spy. By the mid-1970s, she has less experience than Hawkeye, Scarlet Witch, or Black Panther. She's perhaps Level 12 around 1980 (depending on how you tabulate espionage experience).

POWERS
1. Heightened Agility:+8

2. Heightened Endurance:+6

3. Willpower B (with two options):  +2 on all reaction rolls when she's sporting seductively long hair. But if she cuts her hair, her natural weaponry increases due her intimidating self-confidence (see below).

4. Natural Weaponry: +2 to hit, +4 damage with long hair;  becomes +3 to hit and +6 damage with self-empowering short hair.

5. Speed Bonus Device: +30" per turn swinging with her "widow's line" cable. With suction cups she can scale walls at 30" per turn.

6. Special Weapons: sometimes carries gernades or uses her "widow's bite," range = 12", attack type = Lightning Control, damage = 1d12, 10 charges). She usually fights HTH unless there's a reason not to.

Whatever spy skills you have available, she has them!

Weight: 130 lbs.
Strength: 16 (boosted through early training)
Endurance: 18
Agility: 24
Intelligence: 17
Charisma: 17
Reactions: (with short hair): +2 from allies, -2 from enemies
Reactions (with long hair): +4 from allies, -- from enemies

Hit Mod.: (1.4)(2.2)(2.5)(1.2) = 9.24
Hit Points: 28
Power: 75

Accuracy:  +4 (not including natural weaponry)
Damage Mod.: +4 (not including natural weaponry)
HTH Damage: 1d6
Carry Capacity: 384 lbs.

Movement: 30" scaling walls, 58" ground, 88" swinging (20 mph)

http://www.marveldirectory.com/individuals/b/blackwidowi.htm
« Last Edit: Aug 15th, 2009 at 10:50pm by SuperFriend »  
Back to top
WWW  
IP Logged
 
SuperFriend
Teen Titan
***
Offline


I Love V&V!

Posts: 158
Joined: Jun 9th, 2009
Re: Comic Conversions
Reply #150 - Aug 15th, 2009 at 11:55pm
Print Post  
Doctor Foom wrote on Jul 28th, 2009 at 3:59pm:
It'll never be the Marvel Universe books (80+ tons?). They don't translate into V&V. If Wondy and Thor are doing 5d10, then Ben's doing 4d10.


Just to clarify, I never argued for Thing liftin' 80 tons. I just thought he looked stronger than 16 tons: http://www.comicvine.com/marvel-two-in-one-from-the-depths/37-20461/


http://www.comicvine.com/marvel-two-in-one-and-only-one-shall-survive/37-19441/
« Last Edit: Aug 15th, 2009 at 11:57pm by SuperFriend »  
Back to top
WWW  
IP Logged
 
dsumner
Justice Leaguer
*****
Offline


Oppresser of worlds

Posts: 5285
Location: On High
Joined: Apr 20th, 2009
Gender: Male
Re: Comic Conversions
Reply #151 - Aug 27th, 2009 at 12:30am
Print Post  
I'm feeling motivated, any of you guys want to see my take on the Marauders?
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
Back to top
YIM  
IP Logged
 
SuperFriend
Teen Titan
***
Offline


I Love V&V!

Posts: 158
Joined: Jun 9th, 2009
Re: Comic Conversions
Reply #152 - Aug 27th, 2009 at 12:56am
Print Post  
Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes!
  
Back to top
WWW  
IP Logged
 
John
Galactus
*****
Offline


The Master Cylinder

Posts: 6693
Location: Selden
Joined: Apr 11th, 2009
Gender: Male
Re: Comic Conversions
Reply #153 - Aug 27th, 2009 at 3:52pm
Print Post  
dsumner wrote on Aug 14th, 2009 at 11:51pm:
Nice, a clean simple write-up that seems to simulate him nicely. While I'm thinking about it, did any of you guys read the Black Panther mini that came out in the 80's? 
Which one,  where he fought the South African Super Heroes?
  

I am scary, very, very scary.
Back to top
IP Logged
 
dsumner
Justice Leaguer
*****
Offline


Oppresser of worlds

Posts: 5285
Location: On High
Joined: Apr 20th, 2009
Gender: Male
Re: Comic Conversions
Reply #154 - Aug 27th, 2009 at 6:41pm
Print Post  
John wrote on Aug 27th, 2009 at 3:52pm:
dsumner wrote on Aug 14th, 2009 at 11:51pm:
Nice, a clean simple write-up that seems to simulate him nicely. While I'm thinking about it, did any of you guys read the Black Panther mini that came out in the 80's? 
Which one,  where he fought the South African Super Heroes?


Yep, that one, but the team wasn't from South Africa, they were from a fictional country based on SA. IIRC, one guy was named Barricade, one was Voor Trekker (sp), and I don't recall the others.
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
Back to top
YIM  
IP Logged
 
dsumner
Justice Leaguer
*****
Offline


Oppresser of worlds

Posts: 5285
Location: On High
Joined: Apr 20th, 2009
Gender: Male
Re: Comic Conversions
Reply #155 - Aug 27th, 2009 at 6:42pm
Print Post  
SuperFriend wrote on Aug 27th, 2009 at 12:56am:
Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! 


I'll see about knock the first few members out over the weekend.
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
Back to top
YIM  
IP Logged
 
dsumner
Justice Leaguer
*****
Offline


Oppresser of worlds

Posts: 5285
Location: On High
Joined: Apr 20th, 2009
Gender: Male
Re: Comic Conversions
Reply #156 - Aug 29th, 2009 at 2:40am
Print Post  
Mr. Sinister



Identity: Nathaniel Essex         
Side: Evil
Sex: Male                             
Age: Unknown
Level: 17                              
Training: Intelligence    

Powers:
1. Body Power: Enhanced Physique: Provides him with the following abilities:
a) Retarded Aging: He ages at an extremely slow rate.
b) Heightened Characteristics: +15 to STR and END scores.
c) Physical Durability: 10 points Invulnerability.
2. Heightened Intelligence (B): +20
3. Telepathy: 320" range, Thought Scan 1 action. PR=1. Mental Switchboard: max. 32 minds at once, 1 action to establish, PR-1 per turn. Thought Tracking: PR=1 per hour, 1 action per turn. Mind Probe max strength = 142, PR=5 per attempt. See p. 17 for full description.
4. Telekinesis: 4,500 lb. capacity (TK attack max dam. = 2d8, R=240”), TK speed = 420”,  R= 450”, PR=1 per use. Can be used as a defense taking one action. PR=1 to set up, with a PR of one per attack repulsed thereafter. Telekinetic defense requires the use of the number of pounds of telekinetic capacity equal to the weight of object(s) being defended against. See pg. 17 for complete details.
5. Willpower (A): PR =1 per turn, or each use as a defense
6. Power Blast: 1d20 damage, R=58", PR=1
7. Force Field: PR=1/2 the damage stopped.

Weight: 220 lbs.                          
Basic Hits: 5
Agility Mod: -                              
Strength: 30
Endurance: 28                             
Agility: 16
Intelligence: 32                           
Charisma: 25
Reactions from Good: -4               Evil: +4
Hit Mods: 
Hit Points: 111                             
  Healing Rate: 0.8
Damage Mod.: +4                      
Accuracy: +2                              
Power: 106
Carrying Capacity: 3,278 lbs.       
Basic HTH Damage: 1d12 
Movement Rates: 74” ground
Detect Hidden: 22%                      
Detect Danger: 26%
Inventing Points:
Inventing: 96%
Legal Status: UK citizen

Origin/Background: Nathaniel Essex was a human doctor living in Victorian England. A scientist of unparalleled genius, Essex pioneered the field of genetics and foresaw the coming of mutations that would befall mankind. However, his unorthodox experiments caused him to be rejected by the Royal Society, and by his own wife, who blamed him for the condition of his son, who is assumed to be a mutant. At the same time, the ancient villain Apocalypse revived after a period of recuperation and learned of Essex's theories. In search of allies, Apocalypse captured and subjected Sinister to experiments, genetically augmenting him into his servant. However, Sinister rebelled, and Apocalypse was defeated by interference from the mutant heroes Cyclops and Phoenix, who found themselves transported to the past.

Over the centuries, Essex, soon calling himself Mr. Sinister, plotted the course of certain genetic information and built an advanced base beneath an orphanage under his influence in Omaha, Nebraska, called the State Home for Foundlings.
« Last Edit: Apr 18th, 2021 at 11:45pm by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
Back to top
YIM  
IP Logged
 
Doctor Foom
Justice Leaguer
*****
Offline


Silver Age relic

Posts: 752
Joined: May 17th, 2009
Re: Comic Conversions
Reply #157 - Aug 31st, 2009 at 5:38pm
Print Post  

Daredevil (by end of Miller’s first run)

Level: 16

Powers:

Heightened Senses: Radar Sense: detect rolls x 3

Heightened Senses: All of Matt’s remaining senses (touch, hearing, smell and taste) are extremely amplified (can read ink on a newspaper with his fingers, can taste the number of salt grains on a pretzel, can hear your heartbeat and tell if you’re lying, etc.) Makes detect hidden a x4.

Heightened Endurance: +5

Heightened Intelligence: +8

Heightened Agility: +15

Heightened Defense: -4 to be hit when aware and mobile

Heightened Expertise: +4 to hit with hth attacks and billy club.
                                +2 to hit with nunchucks, sai, katana and shuriken

Natural Weaponry: +2, +4 with hth attacks

Willpower A

Special Weapon: Billy Club: +2 to hit, HTH+d6 damage. Can be thrown or held. When thrown can ricochet. Can transform into a cane. When evading, adds -2 to be hit.
     -Speed Bonus: Has a cable attachment that adds 60” to movement via swinging

Weakness: Blind!

Weight: 190 lbs
Basic Hits: 4

Strength: 18
Endurance: 20
Agility: 29
Intelligence: 24
Charisma: 19

Hit Mod. (1.6)(2.2)(2.8)(1.5) = 14.784
Hit Points: 59
Power Points: 91

Accuracy: +5, +11 unarmed
Damage Mod.: +6, +10 unarmed

Carry Capacity: 744 lbs
Basic HTH Damage: d8

Detect Hidden: 88%
Detect Danger: 82%

Skills: Legal and acting skills

Notes: I have a House Rule where you add your Level to your Detect rolls.
« Last Edit: Aug 31st, 2009 at 5:45pm by Doctor Foom »  

DD181.jpg ( 86 KB | 0 Downloads )
DD181.jpg
Back to top
WWW  
IP Logged
 
SuperFriend
Teen Titan
***
Offline


I Love V&V!

Posts: 158
Joined: Jun 9th, 2009
Re: Comic Conversions
Reply #158 - Aug 31st, 2009 at 6:10pm
Print Post  
Nice take on his billy club as a special weapon.

« Last Edit: Aug 31st, 2009 at 6:15pm by SuperFriend »  
Back to top
WWW  
IP Logged
 
Doctor Foom
Justice Leaguer
*****
Offline


Silver Age relic

Posts: 752
Joined: May 17th, 2009
Re: Comic Conversions
Reply #159 - Aug 31st, 2009 at 6:16pm
Print Post  
Thanks.
Got into a streak here. Next up: Bullseye.

  
Back to top
WWW  
IP Logged
 
Doctor Foom
Justice Leaguer
*****
Offline


Silver Age relic

Posts: 752
Joined: May 17th, 2009
Re: Comic Conversions
Reply #160 - Aug 31st, 2009 at 6:18pm
Print Post  

Bullseye (near the end of Miller’s first run)

Level: 14

Powers:

Heightened Expertise x 2: +8 to hit with anything!

Heightened Attack: +14 damage!

Heightened Agility: +12

Heightened Endurance: +4

Heightened Defense: -4 to be hit when aware and mobile

Special Weapon: Gimmicks: Bulls used to have more of these, but now it’s down to:
Blade-edged Ace of Spade cards: +1 to hit, HTH+1 damage

Weakness: Psychological Impairment: Even after the brain tumor came out, Bulls couldn’t stop thinking about that devil!

Weakness: Special Requirement: Bullseye’s Heightened Attack requires a weapon. Bulls only gets half (+7) when unarmed.
Also, its damage is only added if the target is alive (as opposed to a wall) and if the weapon's damage harms the target, kind of like a carrier attack.
For Example: Bullseye's playing card won't blow through Cap's Invulnerable shield or cause 19+ points of damage to Iron Man's armor, like Karnak's or Iron Fist's Heightened Attack would.

Weight: 190 lbs
Basic Hits: 4

Strength: 18
Endurance: 21
Agility: 24
Intelligence: 14
Charisma: 21

Hit Mod. (1.6)(2.2)(2.5)(1.1) = 11.44
Hit Points: 46
Power Points: 77

Accuracy: +4, okay it’s really +12.
Damage Mod.: +3, +10 unarmed, +17 with any weapon!

Carry Capacity: 725 lbs
Basic HTH Damage: d8

Detect Hidden: 24%
Detect Danger: 28%

Skills: Criminal, stealth and manhunting skills

Notes: I have a House Rule where you add your Level to your Detect rolls.
« Last Edit: Aug 31st, 2009 at 7:32pm by Doctor Foom »  

dd169.jpg ( 107 KB | 1 Download )
dd169.jpg
Back to top
WWW  
IP Logged
 
Doctor Foom
Justice Leaguer
*****
Offline


Silver Age relic

Posts: 752
Joined: May 17th, 2009
Re: Comic Conversions
Reply #161 - Aug 31st, 2009 at 7:10pm
Print Post  

Elektra (of Miller’s first DD run, not the Elektra of the mini-series)

Level: 13

Powers:

Heightened Expertise: +4 to hit with all “ninja” weapons including unarmed attacks.

Natural Weaponry (special): +2 to hit, +4 to damage with unarmed attacks and the sai!

Heightened Defense: -4 to be hit when aware and mobile

Heightened Senses: “Ninja senses:” Elektra’s senses are all extremely well honed. All detect rolls x 3

Heightened Endurance: +7

Heightened Strength: +7

Heightened Agility: +15

Speed Bonus: Elektra has a cable line that she swings on for +50” to movement

Willpower A


Weight: 120
Basic Hits: 3

Strength: 20
Endurance: 21
Agility: 28
Intelligence: 18
Charisma: 9

Hit Mod. (1.6)(2.6)(2.8)(1.3) = 15.1424

Hit Points: 45
Power Points: 87

Accuracy: +5, +9 with “ninja” weapons, +11 with unarmed attacks or sai
Damage Mod.: +4, +8 with unarmed attacks or sai

Carry Capacity: 606 lbs
Basic HTH Damage: d8

Detect Hidden: 54%
Detect Danger: 66%

Skills: Stealth, ninja and bountyhunting skills

Gear: Sai: +2 to hit, HTH +d4. When evading, adds -3 to be hit.

Notes: I have a House Rule where you add your Level to your Detect rolls.

Elektra’s Charisma score represents her vacillation between good (Matt’s love, really) and evil.
Her Willpower A represents her strong, if confused, will.
« Last Edit: Aug 31st, 2009 at 7:12pm by Doctor Foom »  

Daredevil_179_18.jpg ( 283 KB | 3 Downloads )
Daredevil_179_18.jpg
Back to top
WWW  
IP Logged
 
SuperFriend
Teen Titan
***
Offline


I Love V&V!

Posts: 158
Joined: Jun 9th, 2009
Re: Comic Conversions
Reply #162 - Aug 31st, 2009 at 7:13pm
Print Post  
These are incredible. I especially like the caveat w/Bullseye's h. attack. Nice touch! No one translates Marvel better than you, Dr. Foom!!! Cool
  
Back to top
WWW  
IP Logged
 
Doctor Foom
Justice Leaguer
*****
Offline


Silver Age relic

Posts: 752
Joined: May 17th, 2009
Re: Comic Conversions
Reply #163 - Aug 31st, 2009 at 7:18pm
Print Post  
Thanks SuperFriend!

Just thought of another caveat for that power, added above.
« Last Edit: Aug 31st, 2009 at 7:27pm by Doctor Foom »  
Back to top
WWW  
IP Logged
 
Doctor Foom
Justice Leaguer
*****
Offline


Silver Age relic

Posts: 752
Joined: May 17th, 2009
Re: Comic Conversions
Reply #164 - Aug 31st, 2009 at 7:38pm
Print Post  
Hey DS,

I don't know who the Marauders are, but I'd love to see 'em.
  
Back to top
WWW  
IP Logged
 
SuperFriend
Teen Titan
***
Offline


I Love V&V!

Posts: 158
Joined: Jun 9th, 2009
Re: Comic Conversions
Reply #165 - Aug 31st, 2009 at 7:59pm
Print Post  
Doctor Foom wrote on Aug 31st, 2009 at 7:18pm:
Just thought of another caveat for that power, added above.
Very nice!
  
Back to top
WWW  
IP Logged
 
dsumner
Justice Leaguer
*****
Offline


Oppresser of worlds

Posts: 5285
Location: On High
Joined: Apr 20th, 2009
Gender: Male
Re: Comic Conversions
Reply #166 - Aug 31st, 2009 at 9:32pm
Print Post  
Doctor Foom wrote on Aug 31st, 2009 at 7:38pm:
Hey DS,

I don't know who the Marauders are, but I'd love to see 'em.


The Marauders are villain team formed by Mr. Sinister. They made their debut in Uncanny X-Men 240, as part of the Mutant Massacre storyline. 



Here's some more detailed info on them - http://en.wikipedia.org/wiki/Marauders_(comics)
« Last Edit: May 8th, 2010 at 11:32pm by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
Back to top
YIM  
IP Logged
 
SuperFriend
Teen Titan
***
Offline


I Love V&V!

Posts: 158
Joined: Jun 9th, 2009
Re: Comic Conversions
Reply #167 - Sep 1st, 2009 at 11:33am
Print Post  
Here's my general take on Moondragon circa 1976-1979 in the Avengers--then in 1984-85 in the Defenders

Identity: Heather Douglas
Sex: Female
Level: 10
Side: Good (if you believe that)

POWERS
1. Natural Weaponry: +2 to hit, +4 damage HTH, and physically trained to reach near-physical limits.

2. Heightened Intelligence A: +11

3. Telepathy: 290" radius, PR = 1 per turn. See rules for details.

4. Mind Control: PR = 20. See rules for details.

5. Psionics: Her psychokinesis attacks as the better of mind control or HTH, 29" range, 1d20 damage, PR = 2 per attack. She can use this power to levitate at ground movement mph (52 mph), PR = 1 per hour. (Moondragon does not levitate other objects, the way someone with telekinesis can.)

6. Willpower A: PR = 1 per turn or per use as a defense. This also allows for more nuanced power stunts with telepathy and mind control.

7. Psychosis: delusions of grandeur results in Reduced Charisma: -7. As a self-proclaimed goddess, Moondragon follows her own agenda and sees herself as above humanity. Her efforts on the side of good are part of a personal agenda to demonstrate her superiority, often chastising and manipulating her teammates in the process.

Moondragon's powers reach planetary levels in the early 1980s. In game terms she became an NPC or had her powers surprisingly enhanced by an inventing point. Odin punished her by placing a mystical headband on her noggin, that returned her to the above abilities.



Weight: 150 lbs.
Basic Hits: 3

Strength: 16
Endurance: 18
Agility: 18
Intelligence: 29 (she believes she's smarter than this)
Charisma: 5 (highest obtainable score is 8)

Hit Mod. (1.4)(1.8)(1.9)(1.6) = 9.362
Hit Points: 29
Power Points:81
Healing: 1.5

Accuracy: +3 (plus nat. weaponry)
Damage Mod.: + 5 (plus nat. weaponry)

Carry Cap.:443 lbs.
Basic HTH Damage: 1d6

Movement: 52" ground, 229" flying







« Last Edit: Sep 1st, 2009 at 2:01pm by SuperFriend »  
Back to top
WWW  
IP Logged
 
Doctor Foom
Justice Leaguer
*****
Offline


Silver Age relic

Posts: 752
Joined: May 17th, 2009
Re: Comic Conversions
Reply #168 - Sep 1st, 2009 at 12:56pm
Print Post  
Thanks DS.
Nice writeup SF!
  
Back to top
WWW  
IP Logged
 
John
Galactus
*****
Offline


The Master Cylinder

Posts: 6693
Location: Selden
Joined: Apr 11th, 2009
Gender: Male
Re: Comic Conversions
Reply #169 - Sep 2nd, 2009 at 1:16am
Print Post  
Can I make a request for Spider Man's Rogues?
  

I am scary, very, very scary.
Back to top
IP Logged
 
Doctor Foom
Justice Leaguer
*****
Offline


Silver Age relic

Posts: 752
Joined: May 17th, 2009
Re: Comic Conversions
Reply #170 - Sep 2nd, 2009 at 6:19pm
Print Post  
Sure. Anything to avoid Captain Mar-vell! Smiley
  
Back to top
WWW  
IP Logged
 
dsumner
Justice Leaguer
*****
Offline


Oppresser of worlds

Posts: 5285
Location: On High
Joined: Apr 20th, 2009
Gender: Male
Re: Comic Conversions
Reply #171 - Sep 2nd, 2009 at 10:10pm
Print Post  
I updated Mr. Sinister's info, and as soon as I'm finished with that, I'll start with the first of his Marauders.
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
Back to top
YIM  
IP Logged
 
SuperFriend
Teen Titan
***
Offline


I Love V&V!

Posts: 158
Joined: Jun 9th, 2009
Re: Comic Conversions
Reply #172 - Sep 2nd, 2009 at 11:00pm
Print Post  
Here's a stab at Captain Mar-Vell in the mid-1970s. I'm not an expert, though.

http://www.marveldirectory.com/individuals/c/captainmarveli.htm

Captain Mar-vell
Level: 10
Sex: Male
Side: Good

POWERS
1. Heightened Expertise Skill: +4 to hit HTH and using most weapons.
2. Heightened Strength B: +5 (Kree physique)

3. Cosmic Awareness: underdeveloped. Some V&V modules suggest the GM occasionally give  important insights to cosmically aware players who lack the high intelligence necessary to capitalize on this power. Allow him to use inventing points for rare psionic insights.

4. Special Weapon: Nega-Bands.
A) Heightened Strength: +36, by converting psionic energy (Intelligence + Charisma) to physical strength.
B) Flight: 990 mph, with hyperflight as an option, PR = 1 per hour.
C) Independence from Atmosphere: This first-edition power to breathe in outer space (without Life Support or Adaption) applies to Mar-vell.
D) Invulnerability: 15 points

5  Dimension Travel 1 with Low Self-Control: Striking the nega-bands together sends Captain-Mar-Vell to the Negative Zone--even if this happens accidentally or through a special attack by an opponent.

6. Transformation/Weaker Form (variation): For a time, Mar-Vell and Rick Jones would trade places across dimensions. When Mar-Vell went to the Negative Zone, Rick would return to the standard dimension where earth exists (and vice versa). In an emergency, Rick would summon Mar-vell back (and they would trade places again).

Weight: 240 lbs.
Basic Hits: 5

Strength: 55 (19 without nega-bands)
Endurance: 18
Agility: 16
Intelligence: 16
Charisma: 20

Hit Mod. (4.0)(2.2)(1.6)(1.2) = 16.896
Hit Points: 85
Power Points: 105
Healing Rate: 2/day

Accuracy: + 6 (includes expertise)
Damage Mod.: +2

Carrying Capacity: 1040 lbs. (without nega-bands) / 20,181 lbs.
Basic HTH Damage: 1d10 (originally) / 3d10

Movement: 89" ground, 4356" flying

Extraterrestrial: Military. Scholar.

Final note: I really liked the character a lot more in the 1960s, with his classic space suit--before the feathered disco hair.
« Last Edit: Sep 3rd, 2009 at 3:39am by SuperFriend »  
Back to top
WWW  
IP Logged
 
SuperFriend
Teen Titan
***
Offline


I Love V&V!

Posts: 158
Joined: Jun 9th, 2009
Re: Comic Conversions
Reply #173 - Sep 3rd, 2009 at 12:29am
Print Post  
This 2nd version of the character is modified, following the suggestion two posts down. I raised this version to Level 11, while the earlier version remains Level 10.

If you prefer the later version of the character, liftin' 15 tons, use these stats instead of those from above. http://en.wikipedia.org/wiki/Captain_Marvel_(Mar-Vell)

Captain Mar-vell
Level: 11
Sex: Male
Side: Good

POWERS
1. Heightened Expertise Skill: +4 to hit HTH and using most weapons.
2. Heightened Strength (x2): +49 following genetic modifications
3. Cosmic Awareness: underdeveloped.
4. Flight: 1134 mph, with hyperflight as an option, PR = 1 per hour.
5. Mutant Power: Independence from Atmosphere, with the ability to safetly bring others with him into space.
6. Invulnerability: 15 points
7. Special Requirement: After he is genetically altered Mar-Vell's powers decrease at night or when he is shielded from solar energy.

Weight: 240 lbs.
Basic Hits: 5

Strength: 63
Endurance: 18
Agility: 16
Intelligence: 16
Charisma: 20

Hit Mod. (4.6)(2.2)(1.6)(1.2) = 19.3304
Hit Points: 98
Power Points: 113
Healing Rate: 2/day

Accuracy: + 6 (includes expertise)
Damage Mod.: +2

Carrying Capacity: 30,222 lbs.
Basic HTH Damage: 3d10

Movement: 95" ground, 4990" flying

Extraterrestrial: Military. Scholar.
« Last Edit: Sep 3rd, 2009 at 3:46am by SuperFriend »  
Back to top
WWW  
IP Logged
 
dsumner
Justice Leaguer
*****
Offline


Oppresser of worlds

Posts: 5285
Location: On High
Joined: Apr 20th, 2009
Gender: Male
Re: Comic Conversions
Reply #174 - Sep 3rd, 2009 at 12:51am
Print Post  
Moonstone



Identity: Dr. Karla Soften
Side: Evil                              
Sex: Female
Age: ?                                  
Level: 7
Training: Accuracy

Powers:
1. Light Control:
2. Flight:
3. Non-Corporealness:

Origin/Background: Dr. Karla Soften was a former associate and student of the criminal mastermind Dr. Faustus. She satisfied her cravings for power and control over others by her criminal activities. A noted psychiatrist, she was asked by a prison board to help cure Byron Becton, the original Moonstone. Using hallucinogenic gas to make Becton think he was a monster, she caused him to reject the moonstone, a rock taken from the Blue area of the Moon believed to be invested with some of the Watcher's power. When she took rock from him and absorbed it into her hand, she assumed the energy powers that were his. 
« Last Edit: Jan 2nd, 2013 at 12:13pm by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
Back to top
YIM  
IP Logged
 
Page Index Toggle Pages: 1 ... 3 4 [5] 6 7 
Topic Tools
 
>