Very Hot Topic (More than 25 Replies) Comic Conversions (Read 37119 times)
dsumner
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Comic Conversions
Jun 2nd, 2009 at 8:45pm
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Basically a thread to post your take on various comic book characters. If you've got a version you want to post, feel free to post away, as I like seeing how my take looks, compared to a different one.
« Last Edit: May 24th, 2010 at 6:43am by dsumner »  

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Re: Comic Conversions
Reply #1 - Jun 3rd, 2009 at 11:36pm
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See my comments about the Terminator.  I think you loved the New Teen Titans as much as I did.

Now where is the Ding Dong Daddy conversion?
  

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Re: Comic Conversions
Reply #2 - Jun 5th, 2009 at 11:06am
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John wrote on Jun 3rd, 2009 at 11:36pm:
See my comments about the Terminator.  I think you loved the New Teen Titans as much as I did.


New Teen Titans #1 is the book that started me collecting comics.
  

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Re: Comic Conversions
Reply #3 - Jun 6th, 2009 at 3:43pm
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OK, here's my take on Wolverine as he appeared in the late 70's early 80's.

Wolverine



Powers:
1. Mammal Powers:
a) Heightened Strength: +6.
b) Heightened Endurance: +10.
c) Heightened Agility: +6.
d) Heightened Senses: 5x Detect Hidden & Danger; Tracking ability (Scent based, fades with time). Must save vs. INT+1 point per level to successfully track scent. -1 per hour as the scent gets "cold".
2. Bionics: Adamantium Skeleton:
a) +100 lbs. to normal body weight.
b) 8 points Invulnerability. (only against cutting and blunt force damage)
c) Retractable Claws: +3 to hit, +6 Damage.
3. Regeneration (with Mutation): Wolverine heals at three times the normal rate (1.8 points per turn), and is capable of regenerating HP damage caused by any type of attack.
4. Willpower (A): PR=1 per hour when used as a defense.
5. Low Self Control: Berserker Rage: Must save vs. INT or lose control. During his berserker rages he'll attack both friend and foe alike. While "berserk" his regenerative abilities doubles (3.2 points turn), increase his ground speed as though he had Speed Bonus +50", and he uses only ˝ as much power to conduct attacks and movement.

S:16
E: 23
A: 18
I:12
C: 16

Weight: 300 lbs.
Basic Hits: 6
Power: 69
Healing Rate: 3.6
Hit Points: 39
+2 to Hit, +3 Accuracy
Carrying Capacity: 757lbs.    
Basic HTH:1d8
Detect Hidden: 50%
Detect Danger: 70%

Notes: I went with both Animal Powers & Bionics as I felt they best simulated his abilities. I threw in the 8 points of invulnerability to simulate the toughness of his "unbreakable" skeleton, and to help him suck up some of the damage that he's usually shown taking. As far as his regeneration goes, he can regenerate small amounts of damage fairly quickly, but even with his healing factor, it still takes him a couple of days to get over a really rough beating, so I just increased the rate at which he healed. His willpower could be used to simulate any number of feats he's been shown over the years, including increasing his ability to regenerate damage. The Low Self Control should simulate his old berserker rages pretty well.

For his stats, I went with a close to peak human performance for his agility, and a superhuman level of endurance. I gave him slightly higher than normal strength, which when combined with his weight and endurance should give him a lift capacity greater than normal humans. While his HP might not be as high as some of you would like, he's already ignoring 8 points of damage every turn (for those of you want to make him tougher I'd suggest increasing it to 10 points per turn), and regenerating close to 4 points of damage per a turn. Comments?
« Last Edit: Apr 18th, 2021 at 11:40pm by dsumner »  

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Re: Comic Conversions
Reply #4 - Jun 7th, 2009 at 12:52pm
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No comments?
  

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Re: Comic Conversions
Reply #5 - Jun 7th, 2009 at 3:03pm
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How do you work the healing per phase?    There is no set number of phases per turn, so I don't know how to work this aspect of his power.

I have always considered Wolverine to have Mammal Powers and bionics, in fact, that is how I wrote him up years ago when I did the whole X Men.
  

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Re: Comic Conversions
Reply #6 - Jun 7th, 2009 at 3:34pm
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John wrote on Jun 7th, 2009 at 3:03pm:
How do you work the healing per phase?    There is no set number of phases per turn, so I don't 


Basically, I think he'd he'll every phase he'd get an action, or at least that's my take on it.
  

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Re: Comic Conversions
Reply #7 - Jun 7th, 2009 at 9:06pm
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Ok so say, he gets three actions that turn, he heals three times?   

OK, but my problem is that he heals based on Aglity rather than Endurance.   I would have him heal automatically between turns no matter what.  Barring beheading, which if I remember correctly, is the only way he can be killed for keeps, he always heals.
  

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Re: Comic Conversions
Reply #8 - Jun 7th, 2009 at 9:46pm
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John wrote on Jun 7th, 2009 at 9:06pm:
Ok so say, he gets three actions that turn, he heals three times?   

OK, but my problem is that he heals based on Aglity rather than Endurance.   I would have him heal automatically between turns no matter what.  Barring beheading, which if I remember correctly, is the only way he can be killed for keeps, he always heals.


I can see your point, and your way sounds better, so I'll make that change to his write-up. Anyone else have a comment?
  

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Re: Comic Conversions
Reply #9 - Jun 7th, 2009 at 10:36pm
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I would like to see your conversion for Cyclops and Black Bolt.
  

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Re: Comic Conversions
Reply #10 - Jun 7th, 2009 at 11:48pm
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John wrote on Jun 7th, 2009 at 10:36pm:
I would like to see your conversion for Cyclops and Black Bolt.


Cyclops should be pretty easy, Black Bolt, is another story. For Cyclops, I'd say:

Cyclops

Powers:
1. Body Power: Optic Blast - Attacks as Power Blast.
2. Heightened Expertise: +4 to hit w/Optic Blast (It would simulate all of the various "stunts" he's performed)
3. Heightened Charisma (A): +8 (To simulate his leadership abilities)
4. Heightened Intelligence (A): +6 (He's smart, but not a genius, and it would explain his tactical ability. 
5. Low Self Control: Unable to control his Optic Blast. Must use specially designed Ruby Quartz glasses or visor.

As he progresses in levels, I'd add Willpower (A), due to his training with Prof. X to resist mental attacks.

I'll have to work on Black Bolt, as his Sonic powers are a little off the scale for V&V.
« Last Edit: Aug 28th, 2009 at 12:40am by dsumner »  

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Re: Comic Conversions
Reply #11 - Jun 8th, 2009 at 12:01am
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I always considered Black Bolt to be one of the few heroes that could not be written in V&V terms.  Hell, Galactus would be easier than him.
  

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Re: Comic Conversions
Reply #12 - Jun 8th, 2009 at 12:03am
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John wrote on Jun 8th, 2009 at 12:01am:
I always considered Black Bolt to be one of the few heroes that could not be written in V&V terms.  Hell, Galactus would be easier than him.


I'm sure something could be written up, I'd just have to keep tinkering with it until I was happy with the way he translated into game terms. What do you think of my initial draft for Cyclops?
  

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Re: Comic Conversions
Reply #13 - Jun 8th, 2009 at 3:24pm
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Right on. I aways considered his optic blasts to be power blasts, not heat.
  

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Re: Comic Conversions
Reply #14 - Jun 8th, 2009 at 7:49pm
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dsumner wrote on Jun 7th, 2009 at 9:46pm:
John wrote on Jun 7th, 2009 at 9:06pm:
Ok so say, he gets three actions that turn, he heals three times?   

OK, but my problem is that he heals based on Aglity rather than Endurance.   I would have him heal automatically between turns no matter what.  Barring beheading, which if I remember correctly, is the only way he can be killed for keeps, he always heals.


I can see your point, and your way sounds better, so I'll make that change to his write-up. Anyone else have a comment? 


Is the healing rate right at 0.6 ? I don't have a book in front of me but 6 basic hits and an End of 23 I would think it might be higher.
  
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Re: Comic Conversions
Reply #15 - Jun 8th, 2009 at 9:08pm
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Cancel that question. I'm replying to myself. HR .6 is right it's just I'm used to putting the total HP healed in that column so to me that would be 3.6 HP per turn. Basically healing from a bullet wound in 30 seconds. Any thoughts about the fact that the one thing he does not have to heal are his bones?
  
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Re: Comic Conversions
Reply #16 - Jun 8th, 2009 at 9:44pm
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Not sure, but I really wouldn't sweat it, as they don't seem to worry about it to much in the comic. Any comment's on Cyclops? If I get a few minutes, I'll work up a more detailed version of him (Cyclops), Havoc, and Polaris.
  

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Re: Comic Conversions
Reply #17 - Jun 8th, 2009 at 10:39pm
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I would give Cyclops heightened attack, expertise and defence.  Along with some charisma bonus.  That along with his powerblasts and some good training bonuses would make him very formidable.
  

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Re: Comic Conversions
Reply #18 - Jun 9th, 2009 at 7:26pm
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Gotta agree with John on the heightened attack. It seems that's what made him different than Polaris. Once again most of my experience comes from actually roleplaying with the Mock ups john created years ago. I'm way behind on the actual comic book reading over the last 20 years so I'm working off old memories. Besides I'm getting old and my brains are beginning to meltdown.
  
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Re: Comic Conversions
Reply #19 - Jun 9th, 2009 at 9:40pm
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John wrote on Jun 8th, 2009 at 10:39pm:
I would give Cyclops heightened attack, expertise and defence.  Along with some charisma bonus.  That along with his powerblasts and some good training bonuses would make him very formidable.


Instead of Heightened Attack, and Defense, I'd chalk it up to training (Just add +1 to either his attack bonus, or a -1 to be hit, per level) as he advanced in levels (look at how he's capable of performing more tasks with time).
  

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Re: Comic Conversions
Reply #20 - Jun 10th, 2009 at 10:18pm
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As promised, here's a slightly more detailed take on Cyclops.

Cyclops


Identity: Scott Summers
Side: Good          Sex: Male
Level: 18             Training: Accuracy

Powers:
1. Body Power: Optic Blast: Attacks as Power Blast, 1d20 damage.
2. Heightened Expertise: +6 to hit w/Optic Blast (+2 from training)
3. Heightened Charisma (A): +8
4. Low Self Control: See my previous notes.
5. Willpower (A): Due to years of mental defense training, Cyclops is extremely resistant to mental attacks.

Training:
1. Extensive combat training: -2 to be hit
2. HTH combat training:+1 to hit, +2 damage in HTH combat
3. Knows where to hit you: Training Bonus: +4 damage with w/Optic Blast

Strength: 14
Endurance: 18
Agility: 16
Intelligence: 14
Charisma: 23

Comments?
« Last Edit: Jul 15th, 2009 at 3:47pm by dsumner »  

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Re: Comic Conversions
Reply #21 - Jun 10th, 2009 at 10:31pm
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Pretty good.   I would also throw in a weakness for redheads.
  

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Re: Comic Conversions
Reply #22 - Jun 11th, 2009 at 12:39pm
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John wrote on Jun 10th, 2009 at 10:31pm:
I would also throw in a weakness for redheads.


I think that's more of a character flaw. Wink
  

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Re: Comic Conversions
Reply #23 - Jun 12th, 2009 at 10:28pm
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As promised, here's my take on Havok.

Havok



Identity: Alex Summers
Side: Good           Sex: Male
Level: 15             Training: Accuracy

Powers:
1. Body Power: Plasma Blasts: My be used  in two ways.
A) As a standard Power Blast, with standard range.
B) As blast of explosive force emanating from his body, with 1/2 the range of the standard PB power. 
2. Absorption (Ambient Cosmic Energy):
3. Body Power: Immunity: completely immune to the effects of his brother's (Cyclops) optic blasts
4. Heightened Attack: +1 per level
5. Special Requirement: Must be exposed to Cosmic Energy to recharge his Power

Combat Training:

+4 to hit with Plamsa Blast
-2 to be hit
+1 to hit, +2 in HTH combat

STR: 14
END: 16
AGL: 16
INT: 12
CHR: 16

Notes: With he exception of his Plasma Blasts, Havok is basically a scaled down version Cyclops. (I gave him Heightened Attack to simulate the shear power of his blasts, which are a hell of a lot more powerful than Cyke's optic blasts.

I debated if I should have allowed his powers to work as Disintegration Ray instead of Power Blast, but I figured Power Blast was a little closer to the way his abilities are portrayed.

Comments?
« Last Edit: Jul 15th, 2009 at 3:48pm by dsumner »  

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Re: Comic Conversions
Reply #24 - Jun 13th, 2009 at 9:30am
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Nice Cyclops!
When did Havok gain control of his powers?

-Outta the loop Doc
  
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Re: Comic Conversions
Reply #25 - Jun 15th, 2009 at 9:40pm
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Awesome thank you for posting. 

Although i was pretty sure that cyclops had several versions of attack... a wide beam which did less damage but could cover more to a thin narrow beam which was devistating....  but all of that could be hard to translate.

Both are also immune to each others powers....and get their power through the sun right?

they are awesome though thanks if i need to use them I will use these two as my conversions
  
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Nightcrawler
Reply #26 - Jul 15th, 2009 at 3:36pm
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Nightcrawler



Identity: Kurt Wagner
Side: Good 
Affiliation: X-Men        
Sex: Male
Level: 12             
Training: Accuracy

Powers:
1. Physical Mutations: His physical mutations include blue fur, two-toed and fingered feet and hands (not including thumbs), yellow eyes, and a prehensile tail.
a) Prehensile Tail: Kurt's prehensile tail effectively functions as an extra arm, allowing him to grab onto objects with relative ease. It's strong enough to not only support his own body weight, but to also lift an adult man completely off the ground at the same time, and is deft enough to fight with while holding a sword or blunt object.
b) Adhesion: Kurt’s adhesive hands and feet allow him move along virtually any vertical or horizontal surface at his normal rate of speed.
c) Shadow Blinding: Due to his dark skin tone, Kurt gains the benefits of Invisibility when in dark shadows or areas without illumination (see page 14).
2. Teleportation: R=7,200" (6.8181 miles), PR=3. Nightcrawler’s teleportation has two disadvantages. Due to the distinctive “BAMF” sound, and strong odor of brimstone, created whenever Nightcrawler teleports, his presence immediately detectable to everyone in range. Anyone teleported by Nightcrawler, must save vs. Endurance on a D20, or become nauseated for 1 turn for each point the roll was missed by. During this time all rolls are at -4.
3. Heightened Agility: +12
4. Heightened Defense: -6 to be hit (-2 from training)
5. Natural Weaponry (Martial Arts Training): +2 to hit, +4 damage.
6. Heightened Expertise: +4 to hit with fencing saber.
7. Night Vision: 3x detect hidden; no penalties for darkness.
8. Prejudice: Anti-Mutant hysteria.

Strength: 14
Endurance: 18
Agility: 28
Intelligence: 12
Charisma: 18

Weight: 150
Basic Hits: 3
HP: 20
Power: 72

*EDIT*

I modified his teleport distance. While it's not in line with his appearance in the comics, it does work for game play. If people are wondering why he never teleports his maximum distance, it can be explained of his fear of teleporting into a solid object.
« Last Edit: Jan 2nd, 2013 at 12:29pm by dsumner »  

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Re: Comic Conversions
Reply #27 - Jul 15th, 2009 at 3:50pm
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What's Kurt's teleportation range? Current Power  x 10" (PR = 2) ... Current Power  x 100" (PR = 3) or sumthin' else?
  
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Re: Comic Conversions
Reply #28 - Jul 15th, 2009 at 4:00pm
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SuperFriend wrote on Jul 15th, 2009 at 3:50pm:
What's Kurt's teleportation range? Current Power  x 10" (PR = 2) ... Current Power  x 100" (PR = 3) or sumthin' else?


Just use the basic teleportation rules to figure distance and PR, as that's pretty close to the way he tends to operate.
  

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Re: Comic Conversions
Reply #29 - Jul 15th, 2009 at 4:19pm
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Hunh?

Don't the base rules say that you pick the PR and maximum range first? Then you use that PR no matter how far y'teleport. (It's not the other way around.)

Plus, at least back in the day NC had a maximum range of about 2-3 miles (although I think that increased)?

If you pick a high enough PR, you can reach the moon, other planets, or across the galaxy. Iz you sayin' that NC can do that?
  
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Re: Comic Conversions
Reply #30 - Jul 15th, 2009 at 5:14pm
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I'd roll with a PR of 4, for a total, of 72,000" (68 miles), since I've never seen an exact limit on how far he can teleport, but I don't recall it being a massive distance.

« Last Edit: Jul 21st, 2009 at 5:19pm by dsumner »  

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Re: Comic Conversions
Reply #31 - Jul 20th, 2009 at 6:05pm
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So, anyone else have any comments on my version of Nightcrawler?
  

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Re: Comic Conversions
Reply #32 - Jul 20th, 2009 at 6:10pm
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I think its good, but there is something people forget about Nightcrawler.  When he teleports other, they seem to become fatigued.    How would you work this?
  

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Re: Comic Conversions
Reply #33 - Jul 20th, 2009 at 8:18pm
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How about something like this...

Physical Handicap: The scent of brimstone and the sound BAMF accompanies Nightcrawler whenever he teleports, making him identifiable and detectable. When Nightcrawler teleports others, they lose 4 Power Points and must save vs. Endurance (d100) or lose one action.

  
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Re: Comic Conversions
Reply #34 - Jul 20th, 2009 at 10:18pm
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Great Nightcrawler!

I'd have given a higher agility, but that's just me.

I remember way back in the early issues, they said he could only teleport a mile or two. And they made a lot of hay out of him being afraid to teleport blind, for fear of materializing in a solid wall.

Pretty perfect sheet!
  
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Re: Comic Conversions
Reply #35 - Jul 21st, 2009 at 9:09am
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John wrote on Jul 20th, 2009 at 6:10pm:
I think its good, but there is something people forget about Nightcrawler.  When he teleports other, they seem to become fatigued.    How would you work this?


Hmmm....I'd forgotten about that. I'll see what I can come up with.

Doctor Foom wrote on Jul 20th, 2009 at 10:18pm:
I'd have given a higher agility, but that's just me.


I may bump it just a tad, as Jeff Dee gave Robin (Dick Greyson), a pretty high Agility, but he was a trained acrobat.

Doctor Foom wrote on Jul 20th, 2009 at 10:18pm:
I remember way back in the early issues, they said he could only teleport a mile or two. And they made a lot of hay out of him being afraid to teleport blind, for fear of materializing in a solid wall.


I'll have to go back and look, or see if I can find my hand Handbook to the Marvel Universe, with his listing.
« Last Edit: Jul 21st, 2009 at 10:12am by dsumner »  

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Re: Comic Conversions
Reply #36 - Jul 21st, 2009 at 10:24am
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Ok, I added a little more info to Nightcrawler's write-up to simulate the effects of his teleport (and I "borrowed" heavily from superfriend's ideas).  Wink
  

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Re: Comic Conversions
Reply #37 - Jul 21st, 2009 at 5:13pm
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OK, after digging around, I'm reducing the distance that Nightcrawler can teleport, and adjusting his PR requirement.
  

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Re: Comic Conversions
Reply #38 - Jul 21st, 2009 at 5:23pm
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I'll probably be posting my take on Angel, next.
  

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Re: Comic Conversions
Reply #39 - Jul 27th, 2009 at 3:35pm
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Well, where's Warren Worthington III?
Wink
  
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Re: Comic Conversions
Reply #40 - Jul 27th, 2009 at 9:12pm
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I'm gettin there, I'm gettin there. Be on the look out for him this week. And I've also got the urge to take a crack at the New Mutants while I'm at it.
  

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Re: Comic Conversions
Reply #41 - Jul 28th, 2009 at 1:46pm
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Mr. Fantastic circa John Byrne's 1980's run

Level: 20

Powers:

1. Heightened Intelligence B: +25

2. Stretching Powers: As per the 2nd edition rules, and Reed can increase his chance to hit: Every +1 to hit incurs a -1 to damage. Up to +4/-4. This simulates his ability to stretch his hands larger.

3. Insulated Costume: Reed's uniform gives Life Support defense against flame, ice, electrical and other weather-related attacks. It's also made of unstable molecules.

Weight: 180 lbs.
Basic Hits: 4

Strength: 14
Endurance: 18
Agility: 15
Intelligence: 40
Charisma: 20

Hit Mod. (1.2)(2.2)(1.6)(2) = 8.448
Hit Points: 34
Power Points: 87

Accuracy: +2, special
Damage Mod.: +6

Detect Hidden: 48% (My house rule adds your level to detect rolls)
Detect Danger: 52% (My house rule adds your level to detect rolls)

Carry Cap: 410 lbs
Basic HTH Damage: d6

Inventions: The Fantasticar, the Baxter Building, the Pogoplane, the door to the Negative Zone, Unstable Molecules, et. al.

Notes:
An admittedly minimalist approach. I think much of what Reed does is handled with the 80 Inventing Points he's accrued over the years.

Endurance was based on Reed's ability to take damage, and also that he's had 20 years of V&V trainings. Like the 1980's Avengers sheets, this translates into maxed out stats.
« Last Edit: Jul 28th, 2009 at 1:51pm by Doctor Foom »  

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Re: Comic Conversions
Reply #42 - Jul 28th, 2009 at 2:23pm
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You've got him pretty close to the way I'd stat him, but I'd also give him some limited form of shape change, say something like Body Power: Elasticity, that would cover his ability to form into a ball or a parachute, enlarge various parts of his body. It's also grant him some limited invulnerability (say 10-12 points, as I've seen him take blows from the Thing) to kinetic energy based attacks. Either way, nice job.  Cool
« Last Edit: Jul 28th, 2009 at 2:23pm by dsumner »  

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Re: Comic Conversions
Reply #43 - Jul 28th, 2009 at 2:41pm
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The Thing circa John Byrne's 1980's run

Level: 20

Powers:

1. Transformation: Permanent*
a. Armor A: 130 points. Weight increase. Armor heals at 5 times Ben's healing rate (65 points) overnight. Monstrous appearance.

b. Heightened Strength B: +30

c. Heightened Endurance B: +18

d. Natural Weaponry: +2, +4 with fists

W: Low Self Control: Ben cannot control his Transformation and is (usually) trapped as the Thing. GM's discretion as to what could reverse the Transformation.

W: Phobia/Psychosis: Ben hates his appearance and would give almost anything to return to normal.

Weight: 640 lbs.
Basic Hits: 13

Strength: 46
Endurance: 33
Agility: 12
Intelligence: 12
Charisma: 18

Hit Mod. (3.4)(4.2)(1.3)(1.1) = 20.4204
Hit Points: 265
Power Points: 103

Accuracy: +1, +3 with fists
Damage Mod.: +1, +5 with fists

Detect Hidden: 30% (My house rule adds your level to detect rolls)
Detect Danger: 34% (My house rule adds your level to detect rolls)

Carry Cap: 32,203 lbs
Basic HTH Damage: 4d10

Notes:
*mostly.

FYI, I know his weight flies in the face of the Marvel Universe books, but Ben's got lots of armor and his human form weighs 200 lbs. at least.

Finally: Thanks, SuperFriend for the Transformation approach!

EDIT: Cleaned up the math. Don't know how I screwed that up! Thanks, SF.
« Last Edit: Jul 29th, 2009 at 10:51am by Doctor Foom »  

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Re: Comic Conversions
Reply #44 - Jul 28th, 2009 at 2:51pm
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dsumner wrote on Jul 28th, 2009 at 2:23pm:
You've got him pretty close to the way I'd stat him, but I'd also give him some limited form of shape change, say something like Body Power: Elasticity, that would cover his ability to form into a ball or a parachute, enlarge various parts of his body. It's also grant him some limited invulnerability (say 10-12 points, as I've seen him take blows from the Thing) to kinetic energy based attacks. Either way, nice job.  Cool


Thanks, DS!
I thought Stretching Powers already let you form "an unlimited number of shapes." The rules also say the PC should have fun experimenting. I always give those simple forms with the power.

Re: the Thing's punches: Reed's got Stretching Powers defense, which would help him against hth, plus the endurance, hitpoints and powerpoints to take a hit or two.

But I did consider the cool Invulnerability rules from Shapeshifter of the Destroyers for hth attacks. I just don't think Reed is bullet-proof.
Smiley
« Last Edit: Jul 28th, 2009 at 3:38pm by Doctor Foom »  
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Re: Comic Conversions
Reply #45 - Jul 28th, 2009 at 3:39pm
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So Thing wuz only liftin' 16 tons during Byrne's run? Did he get weaker?
  
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Re: Comic Conversions
Reply #46 - Jul 28th, 2009 at 3:59pm
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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.
  
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Re: Comic Conversions
Reply #47 - Jul 28th, 2009 at 4:14pm
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PS: I remember around FF #250, with Gladiator and Spider-Man, that Ben picks up a bus. 16 tons could cover that. I can't recall any comic stories showing him lifting much more than that. Just that pesky Marvel Universe book!
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Re: Comic Conversions
Reply #48 - Jul 28th, 2009 at 4:31pm
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I'm cool w'dat. One o'da first V&V modules does have a guy who can lift 100 tons--Behometh of the deadly Destroyers. Dude can do 6d10 damage. Owwch-erama!
  
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Reply #49 - Jul 28th, 2009 at 4:43pm
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As an aside, Marvel was kinda vague about strength -- just like DC -- for many o' its heavy-hitters for a long while. One of my Byrne-Claremont issues of the X-Men has Colossus liftin' a weight that says 30 tons, but much of da time we really can't measure exactly what their limits are. I don't know dat the writers always knew.

I have to feel bad fer the Thing, though, bein' so weak!I mean, Alicia Masters has got to be able to lift at least 2 er 3 tons on a bad day!
  
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Re: Comic Conversions
Reply #50 - Jul 28th, 2009 at 6:33pm
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Agreed. I had Hulk pegged at 6d10.
And Alicia at 7d10.
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Re: Comic Conversions
Reply #51 - Jul 28th, 2009 at 6:46pm
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Don't forget about Alicia's 45 points of invulnerability. I mean, she's dating a rock guy!

BTW: It'd be fun to see Johnny's girlfriend Frankie before she went Galactic!
  
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Re: Comic Conversions
Reply #52 - Jul 28th, 2009 at 11:59pm
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Doctor Foom wrote on Jul 28th, 2009 at 2:41pm:
Weight: 640 lbs.Basic Hits: 12

Should dat be 13 basic hits?

Plus ... I like to do the math, and w/the stats you list Thing's really liftin' 28,315 lbs. and doin' 3d10 damage. Yowza!

Unless ... do ya have house rules for calculatin' carryin' cap. that iz diff'rent from the revised rules? If so, what be they--what be they?

Da way I do da math, you gots to give a 46 Strength to even get into the 4d10 range. And that gives the ever=luvin'=blue-eyed Thing more hit points to boot.  He deserves it!
« Last Edit: Jul 29th, 2009 at 12:07am by SuperFriend »  
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Re: Comic Conversions
Reply #53 - Jul 29th, 2009 at 12:12am
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Doctor Foom wrote on Jul 28th, 2009 at 2:41pm:
The Thing W: Phobia/Psychosis: Ben hates his appearance and would give almost anything to return to normal.



At one point, did Byrne have Reed come up w/the idea that Ben actually could transform back--he just subconsciously didn't want to for really disturbing psychological reasons. It was a very retcon approach to the character--if I'm rememberin' it correctly.

The best Thing I like about John Byrne post X-Men wuz dat he make Lockjaw speak (that was fantastic!) and he got rid of Scarlet Witch's dopey kids. Poof!
« Last Edit: Jul 29th, 2009 at 2:05am by SuperFriend »  
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Re: Comic Conversions
Reply #54 - Jul 29th, 2009 at 10:40am
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SuperFriend wrote on Jul 28th, 2009 at 11:59pm:
Doctor Foom wrote on Jul 28th, 2009 at 2:41pm:
Weight: 640 lbs.Basic Hits: 12

Should dat be 13 basic hits?

Plus ... I like to do the math, and w/the stats you list Thing's really liftin' 28,315 lbs. and doin' 3d10 damage. Yowza!

Unless ... do ya have house rules for calculatin' carryin' cap. that iz diff'rent from the revised rules? If so, what be they--what be they?

Da way I do da math, you gots to give a 46 Strength to even get into the 4d10 range. And that gives the ever=luvin'=blue-eyed Thing more hit points to boot.  He deserves it!


You're right! I botched the numbers!
Will fix'em on the sheet now if I can.
Thanks.
« Last Edit: Jul 29th, 2009 at 10:49am by Doctor Foom »  
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Re: Comic Conversions
Reply #55 - Jul 31st, 2009 at 11:14pm
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I can't wait to see Sue Storm! Ben's Marvel Two-in-One appearances more than make up for his leaves of absense from the FF in terms of experience. But Sue spent a long haul gettin' replaced by a couple o'Inhuman cousins (Medusa and Crystal). That's just got to put her at a lower level.

And I can't wait to see how her judo skills translate. She used them a lot back in her bare bones days before Stan Lee sold the grrl out w/force fields that made about as much sense as Johnny Storm's full-color flame illusions.
  
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Re: Comic Conversions
Reply #56 - Jul 31st, 2009 at 11:45pm
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SuperFriend wrote on Jul 31st, 2009 at 11:14pm:
I can't wait to see Sue Storm! Ben's Marvel Two-in-One appearances more than make up for his leaves of absense from the FF in terms of experience. But Sue spent a long haul gettin' replaced by a couple o'Inhuman cousins (Medusa and Crystal). That's just got to put her at a lower level.

And I can't wait to see how her judo skills translate. She used them a lot back in her bare bones days before Stan Lee sold the grrl out w/force fields that made about as much sense as Johnny Storm's full-color flame illusions. 



And in later  years Sue trained under Iron Fist!
  

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Reply #57 - Aug 1st, 2009 at 9:49am
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Seriously? She trained under Iron Fist? I did not know that. This is off topic, but I never felt any chemistry between Sue and Reed. She may hav been attracted to his sturdy-Kirby jawline, his firm set of values, and his intellectual aspirations--but I don't think Sue really gets Reed on a fundamental level. And the guy's really not that hard to read. Reed might have been initially attracted to her congeniality and catalog-model prettiness, and maybe he was looking for a woman who would be supportive but who really woldn't get in the way. But they don't have a deeper soulful connection; why else would she be half-attracted to the passionately volative Sub-Mariner? Subby would not make a good mate, but he represents the emotional three-dimensionality that she lacks with Reed. And I don't think Reed truly gets Sue either; not because she's less intelligent, but in a way because she hold herself back around him. The irony is that Reed is a very deep person--intellectually and ethically. But because Sue and Reed really don't understand one another--their personalities don't overlap enough--neither of them really seem to experience a rich relationship together.

Yellowjacket and Wasp had disfunctional passion; Vision and Scarlet Wtich had the pretense of passion; but Mr. Fantastic and Invisible Woman have sublimated passion. They both want it to be there, but aren't a close enough match to really experience it together.

Maybe she would have been happier with Danny. At his best, he had the social nicieties that would make Sue feel at home, and the moral/emotional depth that she sees in Reed/Namor. Then she might have finally felt like herself rather than like someone going through the motions of being in a happy relationship.
« Last Edit: Aug 1st, 2009 at 9:50am by SuperFriend »  
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Re: Comic Conversions
Reply #58 - Aug 1st, 2009 at 12:27pm
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That's pretty deep. All I can say is the Reed has stretching powers. Think about it.......
  
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Reply #59 - Aug 1st, 2009 at 12:42pm
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THE ONI wrote on Aug 1st, 2009 at 12:27pm:
That's pretty deep. All I can say is the Reed has stretching powers. Think about it.......


I have thought about it. (We all have.) But all that really says is that he'd probably try meetin' his husbandly duties while he's at work in the other room (kinda like John from the Watchmen). Not very romantic. I really feel bad for Sue now!

It don't take stretchin' powers to satisfay someone. Without gettin' X-rated, I'm sure Matt Murdock does just fine.

All in all, I think Cyclops and Jean Grey had good chemistry together circa 1970s.

I also think that Dasszler and Warren Worthington would have worked as a couple if they'd stayed together. (Her fling w/Beast was more about her coming to terms w/her mutant origin and him moving into a leadership role w/in the mutant community).
« Last Edit: Aug 1st, 2009 at 12:43pm by SuperFriend »  
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Re: Comic Conversions
Reply #60 - Aug 1st, 2009 at 8:37pm
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I bow to your comic book relationship wisdom. Your insight is impressive.
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Reply #61 - Aug 1st, 2009 at 9:42pm
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THE ONI wrote on Aug 1st, 2009 at 8:37pm:
I bow to your comic book relationship wisdom. Your insight is impressive.

In another life I was a marriage counselor to super-types. A recurring them among Marvel women is that they fall for emotionally unavailable men ... or they talk themselves into see potential in men who really don't have that potential.

Wasp married Hank Pym only after he lost his mind and became volatile Yellowjacket. That excited her. Then he settled down and became the same studiously self-conscious man she'd known all along. Friction that contributed to their ongoing strife.

After her estranged childhood, and the overpowering influence of evil Magneto, Scarlet Witch longed for a conventional homelife ... and settled for a man who half the time claimed he didn't even have emotions. She was so terrified by strong/unstable emotional crisis that she settled for Vision's coldness.

Havok and Polaris made a good match back in the day. Too good a match for comics, which is why Marvel had to make Polaris go bad. That's what Marvel always does w/its intelligent and strong women: makes them go crazy or lose their powers. Blah, blah, blah. It's sad, really.

And don't me get started on Hellcat. I mean, how exactly was marrying the self-described Son of Satan a good idea? ????

Over at DC, Ollie and Black Canary may have a chance at a happy marriage. Marvel Comics was founded under the sexist shadow of Stan and Jack (no offense intended). DC's women have always been about a decade ahead of Marvel when it comes to equal rights.
« Last Edit: Aug 1st, 2009 at 9:44pm by SuperFriend »  
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Re: Comic Conversions
Reply #62 - Aug 2nd, 2009 at 4:05pm
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John wrote on Jul 31st, 2009 at 11:45pm:
And in lateryears Sue trained under Iron Fist! 

Didn't know this either.
"Later years", as in after Byrne's run?
Thanks.

Will get the siblings Storm posted Monday or Tuesday. Been jammed.
  
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Re: Comic Conversions
Reply #63 - Aug 2nd, 2009 at 4:12pm
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Doctor Foom wrote on Aug 2nd, 2009 at 4:05pm:
John wrote on Jul 31st, 2009 at 11:45pm:
And in lateryears Sue trained under Iron Fist! 

Didn't know this either.
"Later years", as in after Byrne's run?
Thanks.

Will get the siblings Storm posted Monday or Tuesday. Been jammed.


I think it was during the nearly unreadlbe Clairmont run.
  

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Re: Comic Conversions
Reply #64 - Aug 2nd, 2009 at 8:59pm
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IIRC, it was during he Byrne run, that she trained with him. I remember reading the issues.
  

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Re: Comic Conversions
Reply #65 - Aug 2nd, 2009 at 11:09pm
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dsumner wrote on Aug 2nd, 2009 at 8:59pm:
IIRC, it was during he Byrne run, that she trained with him. I remember reading the issues. 


Then I guess Clairmont revisited the idea, cause it was during that story with the Dreaming Celestial and the alternate FF from a possible future.  Which is a topic Clairmont has been recycling for decades.
  

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Re: Comic Conversions
Reply #66 - Aug 3rd, 2009 at 1:37pm
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The Invisible Woman circa John Byrne's 1980's run

Level: 18

Powers:

1. Force Fields: as per 2nd edition rules, except when calculating carrying capacity for pummeling attack, use Int x Level x 50 lbs. At this level, Sue does 3d10 with her force fields. As her force fields are invisible, many opponents can't roll with the damage inflicted.

2. Invisibility: as per 2nd edition rules, and Sue can make other things invisible as well! Rendering other objects invisible costs an action and 2 PP per object or person. Range equals Endurance. The maximum area that may be rendered invisible is a sphere with a radius in inches of Current Power/4.

3. Insulated Costume: Sue's uniform gives Life Support defense against flame, ice, electrical and other weather-related attacks. It's also made of unstable molecules.

4: Natural Weaponry: Judo: +1 to hit, +2 to damage.

Weight: 130 lbs.
Basic Hits: 3

Strength: 12
Endurance: 18
Agility: 16
Intelligence: 18
Charisma: 21

Hit Mod. (1.2)(2.2)(1.6)(1.3) = 5.4912
Hit Points: 17
Power Points: 64

Accuracy: +2, +3 hth, plus bonuses from Invisibility
Damage Mod.: +2, +4 hth

Detect Hidden: 32% (My house rule adds your level to detect rolls)
Detect Danger: 36% (My house rule adds your level to detect rolls)

Carry Cap: 230 lbs
Basic HTH Damage: d4

Notes:
By the time Byrne was done, Sue was being considered the toughest FF member; a long journey from her humble beginnings.

Sue did miss many adventures when she became a mother, placing her tens of thousands of experience points behind her teammates. But due to the exponential approach to V&V levels, this amounts to only 2 levels of difference at the extreme end the FF inhabit, IMHO.

EDIT: Recooked the equation for forcefield attack damage to echo the Magnetic Powers and Telekinesis rules. Serendipitously, the Level factor accurately reflects how she's gone from the weakest member to one of the strongest.
Thanks SF!
« Last Edit: Aug 3rd, 2009 at 6:39pm by Doctor Foom »  

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Re: Comic Conversions
Reply #67 - Aug 3rd, 2009 at 1:58pm
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Kool. (And I wazn't even expectin' the judo to be listed; I always thought everyone forgot about that.)

Back to the write-up: So how much damage do her Force Field attacks actually do? In 2nd ed. rules they match carryin' capacity based HTH damage. So if yer using Charisma for Strength does that mean her Force Field damage matches what carrying capacity would be w/ 21 Strength:

(2.1 x 2.1 x 2.1 + 1.8) times half her weight = 719 lbs. (1-8 damage).
  
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Re: Comic Conversions
Reply #68 - Aug 3rd, 2009 at 2:05pm
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SuperFriend wrote on Aug 3rd, 2009 at 1:58pm:
(2.1 x 2.1 x 2.1 + 1.8) times half her weight = 719 lbs. (1-8 damage). 


Seems low, even with the 'can't roll with it' bit.

Maybe I should use Telekinesis rules, with the Level being a factor. Makes sense with her journey from zero to hero.

Thoughts?
  
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Re: Comic Conversions
Reply #69 - Aug 3rd, 2009 at 2:15pm
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Also, I had forgotten the judo! Thanks for the heads up!
  
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Re: Comic Conversions
Reply #70 - Aug 3rd, 2009 at 2:15pm
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Yes, I think 1-8 the damage is very low. It's why I always do the math. It's why I asked.
« Last Edit: Aug 3rd, 2009 at 2:15pm by SuperFriend »  
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Re: Comic Conversions
Reply #71 - Aug 3rd, 2009 at 2:20pm
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I'm not a big fan of the Byrne FF, but I'd almost think Sue trained to get Speed Bonus while ridin' Force Fields.

Another thought I had is treatin' her Force Fields as standard, but sayin' Sue has Heightened Attack. That would cover her judo back in the bare bones days and es-plain how tough her Force Bolts are.

Sue's HTH damage is 1d4 based on her stats. If you add +18 damage to that, it would be VERY impressive. And it would make her damage in about the same range as the Thing, which is how it often seemed in da comics t/me.

Just my take on the woman.
  
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Re: Comic Conversions
Reply #72 - Aug 3rd, 2009 at 5:07pm
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But math is no fun!

I see the appeal of the Heightened Attack, but it would mean she can do the Thing's damage with her bare hands now.
We could write Heightened Attack only works on force fields, but I'd still like to try Telekinesis as the formula. Will do the math (blech!) and report my findings!
Thanks.
Smiley
  
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Re: Comic Conversions
Reply #73 - Aug 3rd, 2009 at 6:39pm
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Going to go with it. Modifications are laid in above. Thanks SF for the feedback!
  
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Re: Comic Conversions
Reply #74 - Aug 3rd, 2009 at 8:51pm
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Dat works!

BTW: I really prefer these pre-Byrne style images of the FF. I always thought Byrne made Reed look a little too aged (especially since Byrne estimated Reed's age at only 40). And I like Sue with her longer hair.
  
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Re: Comic Conversions
Reply #75 - Aug 3rd, 2009 at 8:54pm
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I forget, did Byrne kill Herbie or did he die off pre-Byrne?
  
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Re: Comic Conversions
Reply #76 - Aug 3rd, 2009 at 9:04pm
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I'd either give Sue Heightened Expertise w/her FF, or give her some sort of training bonus.
  

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Re: Comic Conversions
Reply #77 - Aug 3rd, 2009 at 10:28pm
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Could be. But Force Field already has a 16 base to hit. At 18th level, there ain't a lot that she's gonna miss!
  
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Re: Comic Conversions
Reply #78 - Aug 4th, 2009 at 10:19am
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SuperFriend wrote on Aug 3rd, 2009 at 8:51pm:
BTW: I really prefer these pre-Byrne style images of the FF. I always thought Byrne made Reed look a little too aged (especially since Byrne estimated Reed's age at only 40). And I like Sue with her longer hair. 


Bruce Timm gets the right mix of Kirby and modern.
He's the only guy who can draw the Thing right, IMHO, other than Kirby of course.

His Torch isn't so strong though.
  
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Re: Comic Conversions
Reply #79 - Aug 4th, 2009 at 10:30am
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SuperFriend wrote on Aug 3rd, 2009 at 10:28pm:
Could be. But Force Field already has a 16 base to hit. At 18th level, there ain't a lot that she's gonna miss!


I tend to agree. But it's funny, we have to give Heightened Expertise to HTH-ers but not energy blasters, all because of the combat chart.

In terms of level, the FF's GM HAS to give partial experience awards. Dr. Doom, Galactus, Annihilus, the Surfer, Mole Man, et.al. don't spend much time locked up by the proper authorities.  Wink
  
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Re: Comic Conversions
Reply #80 - Aug 4th, 2009 at 1:50pm
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The Human Torch circa John Byrne's 1980's run

Level: 20

Powers:

1. Flame Powers: as per 2nd edition rules which seem to have been crafted for Johnny. If the Torch gets soaked with liquid, he must make a % save against his current Power to stay flamed on.
The Torch has trained to shape existing flames.

2. Nova Burst: PR: 20. Attacks as Flame Powers. Damage: 5d10 and there is an area of effect: for every inch away from the center, reduce one bracket for damage.

3. Flight: The Torch flies faster than Flame Powers allow. Must be "flamed on" to fly.

4. Insulated Costume: Johnny's uniform gives Life Support defense against flame, ice, electrical and other weather-related attacks. It's also made of unstable molecules and will not burn.

Weight: 170 lbs.
Basic Hits: 4

Strength: 15
Endurance: 18
Agility: 18
Intelligence: 14
Charisma: 18

Hit Mod. (1.4)(2.2)(1.9)(1.1) = 6.4372
Hit Points: 26
Power Points: 65

Accuracy: +3
Damage Mod.: +2

Detect Hidden: 30% (My house rule adds your level to detect rolls)
Detect Danger: 34% (My house rule adds your level to detect rolls)

Carry Cap: 440 lbs
Basic HTH Damage: d6

Notes:
Johnny is an expert mechanic.

I'm being admittedly generous with the Endurance, but again you get to 20th level and trainings max you out.

EDIT: Clarified his flight.
« Last Edit: Aug 4th, 2009 at 6:34pm by Doctor Foom »  

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Re: Comic Conversions
Reply #81 - Aug 4th, 2009 at 3:09pm
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Cool. I see no prob w/18 endurance. Not cuz of his level per se, but because he seemed pretty sturdy after the 1970s.

BTW: Wuz Johnny ever able to use Flame Power A? I remember seein' picutres of him creatin' flames in his hands and such w/out flamin' on.

But to confess, I didn't follow da FF much around this point.

Who's next? Wyatt Wingfoot?

Crystal?

Agatha Harkness?

Madam Medusa?

Willie Lumpkin?

Or my main man o'steel, Luke Cage!
  
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Re: Comic Conversions
Reply #82 - Aug 4th, 2009 at 3:22pm
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Re: Endurance: I guess I always see Johnny as a kid.

'Didn't follow the FF?' You got their whole supporting cast listed out!

I love Luke Cage. He or Spidey are next. I feel like I gotta get through the Marvel stars (of the 70s and 80s) first.
Then maybe the Inhumans.
  
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Re: Comic Conversions
Reply #83 - Aug 4th, 2009 at 5:36pm
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Flame Flight thoughts.

How'd ya feel about givin' ol' man Johnny Storm speed bonus instead of flight. Here's why: based on the stats above, he can already fly 51 mph. With speed bonus you could add 100" per turn, puttin him to about 70 mph.

The advantage is that if he had regular flight then he could just fly without flames. But Johnny don't do that. He alwys has to be on fire to fly (unless John Byrne did sumthin' else to the character that I ain't seen; again, I didn't follow him that closely).

With his regular flame powers. does Johnny still do 1-12 (+2 damage mod) or is he tougher at this point?
  
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Re: Comic Conversions
Reply #84 - Aug 4th, 2009 at 6:26pm
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I thought about Speed Bonus, but I think 70mph isn't fast enough.
He has to be on fire to fly, which was my intention with the above. Will clarify it.

d12 +2 is it. His flame was never depicted as a powerhouse attack, like Cyke's optic blasts sometimes are. And if Johnny needs the oomph, Flame Powers has such a good chance to hit that he can easily double attack.

Thanks.
  
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Re: Comic Conversions
Reply #85 - Aug 4th, 2009 at 6:30pm
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I love the nova blast write up.


Now, I want to see Willie Lumpkin.  How much damage can he do by wiggling his ears!

And I want to see Dr Doom or the Impossible Man!
« Last Edit: Aug 4th, 2009 at 6:30pm by John »  

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Re: Comic Conversions
Reply #86 - Aug 4th, 2009 at 11:50pm
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wow that was awesome... i recall once he nova burst ultron and did not burn the outside but did the inside.. but it uses all his power.... great job.
« Last Edit: Aug 4th, 2009 at 11:51pm by Harkker »  
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Re: Comic Conversions
Reply #87 - Aug 5th, 2009 at 9:39am
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Thanks John and Harkker.

Doom, huh? Hmmmm.
  
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Re: Comic Conversions
Reply #88 - Aug 5th, 2009 at 9:53pm
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Or subby!!!

Byrne actually did a nice job on that guy B-4 he got his own series.

I loved him back in the good ol' days when he fought heroes! I also liked how Byrne drew him. although I never thought he shoulda been even remotely interested in bland Marrina of Alpha Flight.

In FF#4 Subby is A-mazing, knocking Been Grimm back to his pre-rock self.
  
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Re: Comic Conversions
Reply #89 - Aug 5th, 2009 at 10:01pm
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How about Galactus?
  

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Re: Comic Conversions
Reply #90 - Aug 5th, 2009 at 10:28pm
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IMHO, Galactus would be a bit GM fiat, used to move the game along, as his stats would literally be off the charts.
  

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Re: Comic Conversions
Reply #91 - Aug 5th, 2009 at 10:32pm
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Or the Watcher!
  

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Re: Comic Conversions
Reply #92 - Aug 5th, 2009 at 11:57pm
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Galactus
1. Size Change/Larger: variable
2. Flight
3. Adaption
4. Heightened Endurance: +30
5. Power Blast
6. Transmutation: he can even give others powers he doesn't use himself
7. Absorption a go go: increases size and strength and gives him more hits
8. Special Requirement:needs to feed or else gets weaker/smaller; he also has the Batman complex of needing a sidekick to feel good about himself

Watcher
1. Size Change/Larger:permanent
2. Heightened Intelligence a go go
3. Cosmic Awareness: he knows when you've been bad or good, so be good for goodness sake
4. Teleportation
5. Adaption
6-7. What other powers does this guy have???
8. Special Requirement: gets punished if he interferes w/others
« Last Edit: Aug 6th, 2009 at 12:00am by SuperFriend »  
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Re: Comic Conversions
Reply #93 - Aug 6th, 2009 at 10:27pm
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SuperFriend wrote on Aug 5th, 2009 at 11:57pm:
Galactus
1. Size Change/Larger: variable
2. Flight
3. Adaption
4. Heightened Endurance: +30
5. Power Blast
6. Transmutation: he can even give others powers he doesn't use himself
7. Absorption a go go: increases size and strength and gives him more hits
8. Special Requirement:needs to feed or else gets weaker/smaller; he also has the Batman complex of needing a sidekick to feel good about himself



Stop this heresy now!
« Last Edit: Aug 6th, 2009 at 10:28pm by Doctor Foom »  
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Re: Comic Conversions
Reply #94 - Aug 6th, 2009 at 10:31pm
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The Sub-Mariner circa early 1980's

Level: 22

Powers:

Animal/Plant Powers: Fish
-Heightened Strength A (x3): +55

-Heightened Endurance A: +15

-Heightened Agility A: +6

-Special: Atlantean physique: Can withstand pressure of the icy ocean depths. Body Weight x 1.5. Immunity from cold based attacks.

-Heightened Senses: Can see, speak and hear underwater as per normal.

-Speed Bonus: swims at 60 mph

-Water Breathing B: as per 2nd edition rules. When out of the water for Charisma (Will) hours, Namor is fatigued and begins losing Invulnerability, Strength, Agility and Endurance points at a rate of 1 per minute until his Invulnerability and Heightened Strength, Endurance and Agility bonuses are gone.

Invulnerability: 10 points

Heightened Charisma A: +10 (Charisma represents Will as well)

Heightened Expertise: +4 to hit in unarmed combat.

Wings: ankle wings, 50 mph

Telepathy: Limited to most marine life.

Mutant Power: Namor has a Charisma % chance to emulate a power of an underwater species. PR to manifest equals the power’s attack chance on the combat chart.  (Example: Lightning Control might be manifested from an electric eel at a PR of 15, and then a cost of 4 Power Points per attack.)
Duration equals Charisma turns.

W: Phobia/Psychosis: Namor dislikes and distrusts surface dwellers (and they pretty much feel the same way about him.)

Weight: 280 lbs
Basic Hits: 6

Strength: 70
Endurance: 30
Agility: 21
Intelligence: 13
Charisma: 23

Hit Mod. (5)(3.8)(2.2)(1.1) = 45.98
Hit Points: 276
Power Points: 144

Accuracy: +4, +8 unarmed
Damage Mod.: +2

Detect Hidden: 32%
Detect Danger: 36%

Carry Capacity: 48,480 lbs
Basic HTH Damage: 4d10

Gear: Trident: rarely used as a weapon.

Notes:
My house rule adds Level to Detect rolls.
« Last Edit: Aug 6th, 2009 at 11:06pm by Doctor Foom »  

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Re: Comic Conversions
Reply #95 - Aug 6th, 2009 at 10:36pm
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Dat is a great Sub-Namor-er!

Doctor Foom wrote on Aug 6th, 2009 at 10:31pm:
The Sub-Mariner
-Heightened Senses: Can sea, speak and hear underwater as per normal.




Ya know, all of da Super Friends have this power too! Only w/them, it also works in space!
« Last Edit: Aug 6th, 2009 at 10:43pm by SuperFriend »  
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Re: Comic Conversions
Reply #96 - Aug 6th, 2009 at 10:54pm
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Thanks. I've always liked Namor and all fish-men (Aquaman, Black Manta, Abe Sapien, Creature from the Black Lagoon, Triton) for some odd reason.
« Last Edit: Aug 6th, 2009 at 10:55pm by Doctor Foom »  
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Re: Comic Conversions
Reply #97 - Aug 6th, 2009 at 11:00pm
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ahhh good old power cosmic.... the duct tape any power of the comic universe...

submariner is right on... although the high charisma could just be training...

thanks for posting again I love this site!
  
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Re: Comic Conversions
Reply #98 - Aug 7th, 2009 at 7:44pm
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Ok, here's one I'm surprised no one's mentioned, Spidey. Anyone want to take a crack at ole Web Head? Also, I plan on posting my take on Cap and Task Master over the next few days.
  

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Re: Comic Conversions
Reply #99 - Aug 7th, 2009 at 10:50pm
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Harkker wrote on Aug 6th, 2009 at 11:00pm:
although the high charisma could just be training...


I've been readin' Subby since he was fightin' Nazis back in the war. I don't think the guy every trained in charisma. He seems to be charismatic in spite of himself.

Could he have fought the original Human Torch more often!

Back in the 1960s, the FF and Iron Man were practially in love with the guy even when he was in one of his "I hate humanity" kicks. Dr. Strange kept begging him back into the Defenders.

To paraphrase...
Sue Richards: Yes, you're a horrible monarch, but please abduct me like Persephone. You're worth drowning for.

Tony Stark: Sub-Mariner wants to destroy all surface dwellers. That's what makes him so perfect for our team.(Avengers #16)

« Last Edit: Aug 7th, 2009 at 10:51pm by SuperFriend »  
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Re: Comic Conversions
Reply #100 - Aug 8th, 2009 at 1:20pm
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point taken... i guess he is hunky...


as far as spidey i am interested to see his take on spidersense... i have always thought of it as a psionic power that allows him to take evasive action for free every turn with out use of power or a phase.
  
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Re: Comic Conversions
Reply #101 - Aug 8th, 2009 at 1:27pm
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Harkker wrote on Aug 8th, 2009 at 1:20pm:
as far as spidey i am interested to see his take on spidersense... i have always thought of it as a psionic power that allows him to take evasive action for free every turn with out use of power or a phase.



i.e. Heightened Defense


BTW: I agree that the Sub-Namor-er is hunky. I really like Kirby's take on the guy. Some artist's make subby's face look malformed, so that's kind of a turn off, though.

Spidey always looks sharp. Plus he's got good hair.
« Last Edit: Aug 8th, 2009 at 1:30pm by SuperFriend »  
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Re: Comic Conversions
Reply #102 - Aug 8th, 2009 at 2:22pm
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i.e. Heightened Defense

But would it really be just a -4 to hit the guy? i guess for hth that works... but for laser blasts or the like... he still seems harder to hit.  sorry to distract from the topic...
  
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Re: Comic Conversions
Reply #103 - Aug 8th, 2009 at 2:48pm
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Maybe he has H. Defense x 2. Or H. Defense and spends his first action evading.

W/his spider sense warning him of danger, he won't be surprised very often at all and usually wins initiative.
« Last Edit: Aug 8th, 2009 at 2:50pm by SuperFriend »  
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Re: Comic Conversions
Reply #104 - Aug 8th, 2009 at 11:11pm
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I agree with Ht. Defense and Evasion, with his sense making him aware so they count, but that's just me.

This week I'll try to post Spidey, Luke Cage and Doc Doom. Then I'll ease up for a while, give someone else a chance.
« Last Edit: Aug 8th, 2009 at 11:22pm by Doctor Foom »  
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Re: Comic Conversions
Reply #105 - Aug 8th, 2009 at 11:22pm
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Three words:

Paste

Pot

Pete
  
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Capt. America
Reply #106 - Aug 11th, 2009 at 12:39am
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Capt. America



Identity: Steve Rogers
Affiliation: The Avengers
Side: Good                     
Sex: Male
Age: ?                         
Level: 22
Training: Endurance

Powers:
1. Willpower (A): PR=1 per turn, or per use as a defense.
2. Willpower (B): All stats at peak human performance levels.
3. Awe Inspiring: Cap’s force of personality is so strong, that those allied with him receive a +2 bonus on all actions. Special Requirement: Characters must be able to see Cap, and here his voice for it the bonus to apply.
4. Natural Weaponry (Unarmed Combat Training): +3 to hit, +6 damage
5. Special Weapon: Shield: Cap’s shield is composed of a nonmagnetic super-alloy, that provides Cap w/30 points Invulnerability. For game purposes the material itself is almost indestructible. It may be thrown as a missile weapon. +3 to hit, HTH +1d6 damage, R= AGL (AX2 if no return).
a) Deflection: Attacks in Cap’s front arc me be blocked with an Agility save per attack deflected; Max number of attacks deflected = Agility/3
b) Shield Return: Cap can angle his shield to return on a successful Agility save. Movement only.
c) Falling Recovery: When falling from a height of less than Ax2, an Agility save will result in Cap's shield taking the damage first.
6. Acrobatics: Provides the following abilities:
a) Acts as Heightened Defense: -4 to be hit
b) Evasion can be performed with the cost of movement
c) Knock Back Recovery: When knocked back from a hit, an Agility save allows Cap to recover without taking damage
7. Heightened Expertise: +4 to hit with everything

STR: 19
END: 23
AGL: 28
INT: 16
CHR: 32

Weight: 205    
Basic Hit: 5
HP: 70
Power: 86

Comments?
« Last Edit: Jan 2nd, 2013 at 12:37pm by dsumner »  

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Reply #107 - Aug 11th, 2009 at 12:53am
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c) Knock Back Recovery: When knocked back from a hit, an Agility save allows Cap to recover without taking damage

I like this!
  
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Re: Comic Conversions
Reply #108 - Aug 11th, 2009 at 1:07am
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SILVER AGE AUNT MAY

Identity: May Parker
Sex: Female
Side: Good

Powers: none

Weight: 110 lbs.
Basic Hits: 3
Agility Mod.: +2

Strength: 6
Endurance: 6, her health is a recurring issue during the Silver Age
Agility: 9
Intelligence: 11
Charisma: 10

Hits: 2
Power: 32

Carry Cap: 45 lbs.
BHTH Damage: 1-2

Movement: 21"
« Last Edit: Aug 11th, 2009 at 1:09am by SuperFriend »  

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Re: Comic Conversions
Reply #109 - Aug 11th, 2009 at 1:13am
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SuperFriend wrote on Aug 11th, 2009 at 12:53am:
c) Knock Back Recovery: When knocked back from a hit, an Agility save allows Cap to recover without taking damage

I like this!


I actually can't take credit for the idea. I originally saw it in Super Crooks and Criminals, and thought it'd be a perfect fit for Cap.
« Last Edit: Aug 11th, 2009 at 1:29am by dsumner »  

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New Mutants: First Class
Reply #110 - Aug 11th, 2009 at 11:58am
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I put my foot in my mouth in another thread, so here are some nuts-and-bolt write ups of the first five New Mutants.

Sunspot
Weight: 130 lbs., 3 Basic Hits
1. Transformation/Power Activation: requires one action.
2. Heightened Strength B: +30. (lifts about 5000 lbs.)
3. Special Requirement: At night or underground, he can stay transformed for Endurance turns (total).
Sunspot also has another slot of Heightened Strength which is available only when he is closer to the sun (or older).

Wolvesbane
Weight: 110 lbs., 3 Basic Hits
1. Transformation/Weaker Form: wolf
2. Transformation/Power Activation: gets Mammal Powers: H. Agility +6, Nat. Weaponry: + 1 to hit, +2 damage, H. Senses: limited tracking, x2 det. danger

Cannonball
Weight: 160 lbs., 4 Basic Hits
1. Mutant Power: While flying, Cannonball receives force field defense, which protects himself and anyone he’s carrying.
2. Flight
3. Low Self-Control: must save vs. Agility (d20) to turn while flying. Otherwise he keeps going the same direction until he crashes.

Psyche (later Mirage)
Weight: 110 lbs, 3 Basic Hits
1. H. Expertise: +4 to hit with knives/daggers
2. Psionics: attacks as Emotion Control: target sees their greatest fear (or object of desire, beginning at 2nd level), PR = 8 per attack and requires one action per turn to maintain.
Opponents save vs. Charisma (d100) between turns. The images appear real to the target, but are unreal holograms to everyone else.
3. Psionics: With one action per turn, she can direct the actions of wild animals. Animals save vs. their Ferocity (2d8), making the power uselss against very dangerous creatures.
4. Low Self-Control: When she is under great emotional stress, she must save vs. Charisma (2d8) or else activate her power involuntarily. Gm's discretion. Through charisma training, this weakness goes away by the time she is 4th level.

Karma
Weight: 100 lbs., 2 Basic Hits
1. Psionics: attacks as Mind Control, PR = 20. Karma's body remains motionless and unconscious while her mind takes control of her opponent.
Karma sees through the other person's eyes, attacks at her own level, and does not receive any special knowledge of the person she possesses.
Opponents save vs. Intelligence (d100) between turns to snap free.
« Last Edit: Aug 11th, 2009 at 12:08pm by SuperFriend »  
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Re: Comic Conversions
Reply #111 - Aug 11th, 2009 at 2:57pm
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So, anyone else have a comment on Cap? I'd really like to hear what you guys think of his shield write-up.
  

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Re: Comic Conversions
Reply #112 - Aug 11th, 2009 at 3:03pm
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Great Cap, Aunt May and New Mutants (who were also in the 50 cent boxes at Chicago Comicon!).

Love the shield. What is "20 points of Absorption?"
Thanks.
  
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Re: Comic Conversions
Reply #113 - Aug 11th, 2009 at 3:25pm
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Doctor Foom wrote on Aug 11th, 2009 at 3:03pm:
Love the shield. What is "20 points of Absorption?"


Cap's shield is supposed to be composed of a Adamantium-Vibranium super alloy. Vibranium absorbs energy. Here's a Wiki quote that can explain it. "The Wakandan isotope possesses the ability to absorb all vibrations in the vicinity as well as kinetic energy directed at it. The energy absorbed is stored within the bonds between the molecules that make up the substance. As a result, the more energy vibranium absorbs the tougher it becomes."
  

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Re: Comic Conversions
Reply #114 - Aug 11th, 2009 at 3:53pm
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dsumner wrote on Aug 11th, 2009 at 2:57pm:
So, anyone else have a comment on Cap? I'd really like to hear what you guys think of his shield write-up. 


You gave his shield Absorbtion, which i think is cool, but didn't really explain how it would work.
  

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Re: Comic Conversions
Reply #115 - Aug 11th, 2009 at 6:03pm
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Luke Cage, Hero for Hire! (circa early 1980’s)

Level: 10

Powers:

Heightened Strength B: +20

Heightened Endurance A: +8

Invulnerability: 20 points

Body Power: Dense! Weight increase

Heightened Expertise: +4 to hit with “street fighting” weapons, including fists

Natural Weaponry: +1, +2 with fists

Weight: 425 lbs
Basic Hits: 9

Strength: 38
Endurance: 22
Agility: 14
Intelligence: 11
Charisma: 14

Hit Mod. (2.8)(2.6)(1.3)(1) = 9.464
Hit Points: 85
Power Points: 85

Accuracy: +1, +6 with fists
Damage Mod.: +1, +3 with fists

Detect Hidden: 18%
Detect Danger: 20%

Carry Capacity: 12,128 lbs
Basic HTH Damage: 2d10

Notes:
My house rule adds Level to Detect rolls.

Power Man is a street-level brick with cool. So far, HTH damage looks like:
Hawkeye: d8
Captain America: d10
Power Man: 2d10
Ms. Marvel: 3d10
The Thing: 4d10
Wonder Man: 5d10
Thor: 5d10
Hulk, not too angry: 6d10
Thor with Mjolnir: 7d10
Hulk, angry: 7d10 +
« Last Edit: Aug 11th, 2009 at 6:04pm by Doctor Foom »  

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Re: Comic Conversions
Reply #116 - Aug 11th, 2009 at 6:36pm
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John wrote on Aug 11th, 2009 at 3:53pm:
You gave his shield Absorbtion, which i think is cool, but didn't really explain how it would work.


I'm figuring something like this. Cap's shield would ignore the first 30 points of damage (the Invulnerability), no matter what type of damage caused it. It would then absorb the next 20 points of kinetic energy/vibration damage. Each point of absorbed damage would increase the shield's Invulnerability by one point, up to a maximum of 50 points. The absorbed energy would dissipate at one point per turn.

Sound reasonable? If not, can someone else suggest a better solution? DF, didn't you get the opportunity to get a peak Jeff Dee's take on the Avengers?
  

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Re: Comic Conversions
Reply #117 - Aug 11th, 2009 at 6:55pm
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Yeah, but that was ages ago. Some of what I've posted here is based on my faulty memory of that peek, as mentioned before.

I do recall he used standard powers whenever possible. But games were simpler then.

Re: the shield: It is indestructable, but Cap's shield arm isn't. So I can see how it comes down to a set number of Invulnerability points.

That said, I love seeing inventive takes on the rules, and everyone's interpretations of known characters.
  
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Re: Comic Conversions
Reply #118 - Aug 11th, 2009 at 7:53pm
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Know that you've got Power Man, any plans for Iron Fist?
  

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Re: Comic Conversions
Reply #119 - Aug 11th, 2009 at 9:50pm
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dsumner wrote on Aug 11th, 2009 at 6:36pm:
'm figuring something like this. Cap's shield would ignore the first 30 points of damage (the Invulnerability), no matter what type of damage caused it. It would then absorb the next 20 points of kinetic energy/vibration damage. Each point of absorbed damage would increase the shield's Invulnerability by one point, up to a maximum of 50 points. The absorbed energy would dissipate at one point per turn. Sound reasonable? If not, can someone else suggest a better solution? DF, didn't you get the opportunity to get a peak Jeff Dee's take on the Avengers?


The vibrianium explanation is a technical way to explain the exceptionally high structural rating for the shield. (It's like the reference books saying that Angel has a special body power that makes him especially adapted for bird-like flight; in game terms, that simply transfers to wings). I think you can simply give it a high SR and high Invulnerability w/out playing it out as absorption. I don't know if the short-term absorption boost ever playing out in the comics. If you have some issues showing that, though, more power to ya!
« Last Edit: Aug 11th, 2009 at 9:52pm by SuperFriend »  
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Re: Comic Conversions
Reply #120 - Aug 11th, 2009 at 9:55pm
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You got Power Man weighin' almost 200 lbs. more than Thor. But Thor always looks a lot bigger than Luke Cage. Plus, even w/his fro, Power Man's got less hair than goldilocks.

Are there issues of the mag that say Luke Cage is incredibly heavy?
  
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Re: Comic Conversions
Reply #121 - Aug 11th, 2009 at 9:56pm
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SuperFriend wrote on Aug 11th, 2009 at 9:50pm:
The vibrianium explanation is a technical way to explain the exceptionally high structural rating for the shield. (It's like the reference books saying that Angel has a special body power that makes him especially adapted for bird-like flight; in game terms, that simply transfers to wings). I think you can simply give it a high SR and high Invulnerability w/out playing it out as absorption. I don't know if the short-term absorption boost ever playing out in the comics. If you have some issues showing that, though, more power to ya!


I'm trying to figure out a way to show how much damage the shield can take, so I'm still pretty open to ideas. I just may give it a higher structural rating say 50?
  

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Re: Comic Conversions
Reply #122 - Aug 11th, 2009 at 9:59pm
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Whatever works. It's supposed to be unbreakable. So just make it unbreakable.
  
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Re: Comic Conversions
Reply #123 - Aug 11th, 2009 at 10:21pm
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Hey,
SF: Thor is taller and wider than Cage but I recall that from Cage's origin event at Seagate prison, it's explained his muscle and tissue were now more dense. It's how they justify his invulnerability and that his fists are 'strong as steel.'

Unlike Thor, I've always thought (perhaps wrongly) that Cage was heavy, pardon the pun.

But I'll look through the run and try to find a legit quote.


DS: Iron Fist? Hmmm.
« Last Edit: Aug 11th, 2009 at 10:22pm by Doctor Foom »  
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Re: Comic Conversions
Reply #124 - Aug 11th, 2009 at 10:59pm
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Doctor Foom wrote on Aug 11th, 2009 at 10:21pm:
Hey,
SF: Thor is taller and wider than Cage but I recall that from Cage's origin event at Seagate prison, it's explained his muscle and tissue were now more dense. It's how they justify his invulnerability and that his fists are 'strong as steel.'

Unlike Thor, I've always thought (perhaps wrongly) that Cage was heavy, pardon the pun.

But I'll look through the run and try to find a legit quote.


DS: Iron Fist? Hmmm.

Marvel Universe had him down at 300 lbs. at the time, but those were the same ref books you called illegit fer saying' Thor weighed something like a third-a-ton. Don't sweat the research. I'm not tryin' to make homework for anyone.

Last night I started to have a panick attack that I was startin' to turn into a troll (i.e. someone who only posts obnoxious comments). I don't want t'be that guy.

Please forgive me!
« Last Edit: Aug 11th, 2009 at 11:01pm by SuperFriend »  
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New Mutants: Second Class
Reply #125 - Aug 11th, 2009 at 11:59pm
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The second wave of New Mutants were more powerful than the first, except for Aqualad (I mean Cypher). As more and more adventures became dimension-hopping misadventures (turning the exceptionally interesting/deep Magik into a time-travel cliche) soaked in madcap muppet-like madness (turning Warlock from a thought-provoking sf concept into Fozie the Bear), they became hard to take seriously. I'm not even going to bother with the subsequent members of the team.

Many heroes are more powerful than this batch of New Mutants, but in game terms they aren't easily playable.

Magma
Weight: 120 lbs., Basic hits: 3
1. Heightened Endurance: +10
2. Chemical Power: her body turns to magma, defends as the better of flame/chemical power, attacks as the better of flame/disentigration ray, 2d8 damage, PR = 8 per attack (with disintegration effects). With her chemical power active, she can tunnel through substances at speeds similar to vibratory powers, PR = 2 per turn.
4. Mutant Power: can create earthquakes, radius = Strength x 10" (PR = 10 per turn) or Strength x 100" (PR = 20 per turn). Everyone on the ground must exercise special care or save vs. Agility (d20) to avoid suffering 1-6 points of damage (similar to the consequences of darkness control). GM/player's discretion: some areas also randomly effected as if hit by a small grenade: attacks at fourth level, +2 to hit, 1d10 damage).

Though introduced as a plot device, Magma has her earthquakes under control by the time she officially joins the New Mutants.


Magik
Weight: 120 lbs, 3 Basic Hits
1. Dimension Travel Type 1: PR = 4 to travel to limbo. After she is there, she can spend one action to return anywhere on earth. Doing this, however, operates as Dimension Travel Type 2: time travel. As a result, she may not return to earth exactly when she likes.
2. Astral Projection
3. Willpower B: automatically resistant to telepathy, mind/emotion control
4. Special Weapon: With once action she can summon her Soul Sword: +4 to hit, HTH +1d8 damage, automatically penetrates mystical defenses and can disspell magical/psionic influences.
5. Armor B: Magik cannot voluntarily summon her mystical Eldritch amror.  Beginning at 2nd level, whenever Magik is physically hit but still conscious, there is an 80% chance per hit point lost that 10 points of the armor will mystically materialize. Later, 30 points automatically appear when she draws her Soulsword. Maximum ADR = 80.
6. Low Self-Control: see notes under dimension travel and armor.


Cypher
Weight: 150 lbs., 3 Basic Hits
1. Psionics: By spending one action to listen/read a foreign language can become fluent if he saves vs. Intelligence (d20 for conversational human languages, d100 for extraterrestrial languages), PR = 2 per attempt. This same power allows him to decipher computer codes (d20 for logical systems) or the meaning behind cultural symbols (d100 for highly subjective codes), PR = 2 per attempt.

Cypher is very intelligent, but he does not have heightened intelligence as a separate power.

In retrospect, Warlock could be considered Cypher's animated servant.

Warlock
Estimated weight: 240 lbs. (or higher), Basic Hits 5 (or higher)
1. Robotic Body (mechanoid life form): 40% human appearance, +20 Strength
2. Transformation/Shapeshifter: functional mechanical objects/vehicles at least as large as a helicopter. Through training he also learns to create a persona that looks 100% human
3. Stretching Powers
4. Adaption
5. Death Touch
6. Special Requirement: With little understanding of cultural norms (such as the difference between life and death), Warlock requires constant supervision.

In time, Warlock and Cypher merge into a composite being called Douglock, jumping more sharks than Fonzie.
« Last Edit: Aug 12th, 2009 at 3:57pm by SuperFriend »  
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Re: Comic Conversions
Reply #126 - Aug 12th, 2009 at 6:07am
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Doctor Foom wrote on Aug 11th, 2009 at 6:03pm:
Hawkeye: d8Captain America: d10Power Man: 2d10Ms. Marvel: 3d10The Thing: 4d10Wonder Man: 5d10Thor: 5d10Hulk, not too angry: 6d10Thor with Mjolnir: 7d10Hulk, angry: 7d10

What stopped Marvel from lettin' Power Man have some decent strength?  At least Power Man wasn't created as a de facto sidekick/sequel like Sam (I "heart" Captain America) Wilson or Bill (I "heart" Hank Pym) Foster--or even Monica (I "heart" Mar-Vell) Rambeau.
« Last Edit: Aug 12th, 2009 at 6:11am by SuperFriend »  
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Re: Comic Conversions
Reply #127 - Aug 12th, 2009 at 9:54am
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SuperFriend wrote on Aug 12th, 2009 at 6:07am:
What stopped Marvel from lettin' Power Man have some decent strength?


It's true. He's better at taking damage than dishing it out. But over time, it adds up.
Giving Marvel the benefit of the doubt, maybe it's because they were looking for a 'street level' guy.
But once he became an Avenger he should have been mutated or something to step it up.
  
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Re: Comic Conversions
Reply #128 - Aug 12th, 2009 at 9:59am
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I could see Cage at 300 lbs. but wanted to make him be able to take lots of damage (since he doesn't dish out too much) so used the "dense" excuse to up the Basic Hits. Cage needs to be respected!

SuperFriend wrote on Aug 11th, 2009 at 10:59pm:
Last night I started to have a panick attack that I was startin' to turn into a troll (i.e. someone who only posts obnoxious comments). I don't want t'be that guy.

Please forgive me! 


Don't sweat it. We could just start calling you Super Frenemy.  Wink

Seriously, nice stuff on the New Mutants. I never got into that book for some reason, but I remember seeing the Art Adams covers with that crazy Warlock robot thing all over it.
« Last Edit: Aug 12th, 2009 at 10:01am by Doctor Foom »  
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Re: Comic Conversions
Reply #129 - Aug 13th, 2009 at 10:24am
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Spider-Man (circa early 1980’s, pre-black costume and Clone story)

Level: 18

Powers:

Animal/Plant Powers: Arachnid: -4 to Strength, +2 to Endurance, +2 to Agility

    -Heightened Strength A: +20

    -Heightened Agility A: +20

    -Heightened Senses: Spider-Sense: Detect Danger x 3

    -Special: Wall crawling: Spidey can move on any surface

Special Weapon: Web Shooters. 12 charges (Spidey is often out of webbing fluid at this time.)
+2 to hit on HTH attack column. If struck, target is entangled and must use action to cause 12 points of damage to it to escape.
     
    -Speed Bonus: Web-Swinging: +75” to movement. 1 charge per hour.

    -Special: Spidey can use webbing in other creative ways: create parachute, cushions, clubs, etc. at GM’s discretion. Costs at least 1 charge per use.

Heightened Intelligence A: +10. Petey's been a nerd/whiz kid from the beginning and invented the web compound!

Heightened Expertise: +4 to hit in unarmed combat and with web shooters

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

W: Prejudice: This game weakness was likely created with poor Spidey in mind.


Weight: 160 lbs
Basic Hits: 4

Strength: 35
Endurance: 12
Agility: 39
Intelligence: 24
Charisma: 16

Hit Mod. (2.6)(1.4)(4)(1.5) = 21.84
Hit Points: 87
Power Points: 110

Accuracy: +6, +10 unarmed and with Web shooters
Damage Mod.: +7

Carry Capacity: 3,526 lbs
Basic HTH Damage: d12

Detect Hidden: 36%
Detect Danger: 84%

Gear/Inventions:
-Spidey Tracers that he can follow with his Spidey Sense.
-Spidey Signal
-The Spider-Mobile: the less said, the better!

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

When he doesn’t have his arm in a sling, Spidey is often found waking up in garbage can-filled alleys after being knocked unconscious during this period, hence the 12 Endurance. But he still has a lot of hit points.

When leveling, he’s been training in Strength and Agility over his career. His Charisma was also lower when he started, around a 10.

If possible, Spidey evades with his first action.

Other weaknesses could be: Aunt May, Broke, Oath, and the Bad Luck that seems to follow poor Petey.
« Last Edit: Aug 13th, 2009 at 10:29am by Doctor Foom »  

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Re: Comic Conversions
Reply #130 - Aug 13th, 2009 at 2:21pm
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Do Spidey's webs have a structural rating? Do all 12 points of damage have to be caused in one turn? Does the adhesiveness of the webbing inhibit whether or not they can break free? I've never been too sure how thy work.

If he wants to use the webs as a cushion or club, etc., how does that work in game terms? How much damage can a cushion absorb? How much weight can it hold? How much extra damage does a club do? This is what makes web-head tridkier than most to translate in V&V.
  
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Re: Comic Conversions
Reply #131 - Aug 13th, 2009 at 8:44pm
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In Amazing Spider-Man King-Size Annual #15 (1981), the web-slinger ranks himself against lots of Marvel folks. In that issue, he says he's among the super-medium weights. That bracket includes two of my favs: Power Man and Giant Man II (Wm. Foster), along w/an early She-Hulk.

Below him are the middleweights. These include the blue Beast, Spider-Woman, Cap. Britain, and Tigra.

Below them is all the strong but not superhuman heroes, like Falcon and Black Panther and some guy who looks like Thor in a loin cloth.
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Re: Comic Conversions
Reply #132 - Aug 13th, 2009 at 10:00pm
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SuperFriend wrote on Aug 13th, 2009 at 2:21pm:
Do Spidey's webs have a structural rating? Do all 12 points of damage have to be caused in one turn? Does the adhesiveness of the webbing inhibit whether or not they can break free? I've never been too sure how thy work.

If he wants to use the webs as a cushion or club, etc., how does that work in game terms? How much damage can a cushion absorb? How much weight can it hold? How much extra damage does a club do? This is what makes web-head tridkier than most to translate in V&V.


Hey SF,
Yeah, it's structural rating of Ballistic Cloth. If Spidey's pinned you to something else (like a brick wall) with the webbing, you could go up against the structural rating of brick, but likely would still have the webbing on you.

Re: the web creations: Again, I think the GM's discretion can cover it. It was a rarely used thing.
But:
Club: costs 1 charge, does damage as per "club" in the 2nd edition rules.
Cushion (meant to break someone's fall) Costs: 1 charge per basic hit of falling target. Halves falling damage.
And like that.
  
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Re: Comic Conversions
Reply #133 - Aug 13th, 2009 at 10:09pm
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SuperFriend wrote on Aug 13th, 2009 at 8:44pm:
In Amazing Spider-Man King-Size Annual #15 (1981), the web-slinger ranks himself against lots of Marvel folks. In that issue, he says he's among the super-medium weights. That bracket includes two of my favs: Power Man and Giant Man II (Wm. Foster), along w/an early She-Hulk.

Below him are the middleweights. These include the blue Beast, Spider-Woman, Cap. Britain, and Tigra.

Below them is all the strong but not superhuman heroes, like Falcon and Black Panther and some guy who looks like Thor in a loin cloth.


Ranked in strength or overall?
Who was the writer?
In his guest appearance in the Byrne FF, Spidey struggles to pick up a compact car, and knows better than to dare get involved with Galactus.
I agree with that. I see Spidey as a very tough street level hero, but that's just MHO.
Interesting how people see the same character differently.
Thanks. Smiley
  
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Re: Comic Conversions
Reply #134 - Aug 13th, 2009 at 10:09pm
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i like the way you did his powers and stats... awesome work... an excellent conversion...

the only thing that nags me is the carrying capacity.. there are countless sources that sight 10 tons.. but frankly your conversion has more of a v and v feeling.
  
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Re: Comic Conversions
Reply #135 - Aug 13th, 2009 at 10:14pm
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Harkker wrote on Aug 13th, 2009 at 10:09pm:
i like the way you did his powers and stats... awesome work... an excellent conversion...

the only thing that nags me is the carrying capacity.. there are countless sources that sight 10 tons.. but frankly your conversion has more of a v and v feeling.


Thanks.
I think all my sheets lift less than the Marvel Handbook lists. 
I don't always agree with those and try to stick with the comicbook issues if possible. But that's imperfect too.
I guess I'm interpreting them to also make them like (playable?) V&V character sheets.
Also, it's real tough in V&V to make a Wonder Man strong kind of character. Maybe that's coloring my interpretations too.
Finally, if Power Blast is an indication of an energy blast, getting over 2d10 is a big deal.  I'd rather not have to have every Power Blast guy have to have Heightened Attack.
Thanks for the feedback!  Smiley

EDIT: Thought a little more and added more
« Last Edit: Aug 13th, 2009 at 10:18pm by Doctor Foom »  
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Re: Comic Conversions
Reply #136 - Aug 13th, 2009 at 10:44pm
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Doctor Foom wrote on Aug 13th, 2009 at 10:09pm:
Ranked in strength or overall?Who was the writer?In his guest appearance in the Byrne FF, Spidey struggles to pick up a compact car, and knows better than to dare get involved with Galactus.I agree with that. I see Spidey as a very tough street level hero, but that's just MHO.Interesting how people see the same character differently.Thanks.

Mark Gruenwald is the writer. It came out in 1981. It's about physical strength (not other abilities). Spidey breaks through two brick walls in the issue and fights Punisher.

« Last Edit: Aug 13th, 2009 at 10:46pm by SuperFriend »  
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Re: Comic Conversions
Reply #137 - Aug 13th, 2009 at 10:49pm
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Dr. Foom, iz you really Jack Herman or Jeff Dee in disguise? You seem to know a lot about the intention and tone of V&V? I mean this as a compliment!
« Last Edit: Aug 13th, 2009 at 10:49pm by SuperFriend »  
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Re: Comic Conversions
Reply #138 - Aug 13th, 2009 at 10:58pm
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Doctor Foom wrote on Aug 13th, 2009 at 10:14pm:
Also, it's real tough in V&V to make a Wonder Man strong kind of character. Maybe that's coloring my interpretations too.
This is good to know. But like I said before, one of the first V&V modules has Behometh liftin' 100 tons and doin 6d10 damage. You have the right to do yer write-ups as you like. They are great to read.

Maybe your interpretations are more in keepin' w/the heroes in the late 1970s than the early 1980s. As an aside, John Byrne is such a back to basics fanatic that he probably redid Spidey to his Ditko days. Byrne's the same guy who said that the FF's costumes never changed over the years (even though they visually had) because it had never been stated in the dialouge: as if comics aren't a visual medium.

I like his fourth World stuff, though. He made Scott Free look ... miraculous!
  
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Re: Comic Conversions
Reply #139 - Aug 13th, 2009 at 11:07pm
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Hey, my Spidey write up can punch through brick walls!   Wink
« Last Edit: Aug 13th, 2009 at 11:07pm by Doctor Foom »  
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Re: Comic Conversions
Reply #140 - Aug 13th, 2009 at 11:55pm
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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 »  
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Re: Comic Conversions
Reply #141 - Aug 14th, 2009 at 4:34am
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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 »  
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Re: Comic Conversions
Reply #142 - Aug 14th, 2009 at 9:59am
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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

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Re: Comic Conversions
Reply #143 - Aug 14th, 2009 at 11:01am
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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
  
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Re: Comic Conversions
Reply #144 - Aug 14th, 2009 at 11:24am
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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 »  
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Re: Comic Conversions
Reply #145 - Aug 14th, 2009 at 4:02pm
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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.
  
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Re: Comic Conversions
Reply #146 - Aug 14th, 2009 at 4:33pm
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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 »  
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Re: Comic Conversions
Reply #147 - Aug 14th, 2009 at 11:42pm
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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 »  
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Re: Comic Conversions
Reply #148 - Aug 14th, 2009 at 11:51pm
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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 »  

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Re: Comic Conversions
Reply #149 - Aug 15th, 2009 at 12:40am
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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 »  
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Re: Comic Conversions
Reply #150 - Aug 15th, 2009 at 11:55pm
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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 »  
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Re: Comic Conversions
Reply #151 - Aug 27th, 2009 at 12:30am
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I'm feeling motivated, any of you guys want to see my take on the Marauders?
  

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Re: Comic Conversions
Reply #152 - Aug 27th, 2009 at 12:56am
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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!
  
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Re: Comic Conversions
Reply #153 - Aug 27th, 2009 at 3:52pm
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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?
  

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Re: Comic Conversions
Reply #154 - Aug 27th, 2009 at 6:41pm
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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.
  

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Re: Comic Conversions
Reply #155 - Aug 27th, 2009 at 6:42pm
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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."

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Re: Comic Conversions
Reply #156 - Aug 29th, 2009 at 2:40am
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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 »  

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Re: Comic Conversions
Reply #157 - Aug 31st, 2009 at 5:38pm
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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 »  

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

« Last Edit: Aug 31st, 2009 at 6:15pm by SuperFriend »  
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Re: Comic Conversions
Reply #159 - Aug 31st, 2009 at 6:16pm
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Thanks.
Got into a streak here. Next up: Bullseye.

  
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Re: Comic Conversions
Reply #160 - Aug 31st, 2009 at 6:18pm
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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 »  

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Re: Comic Conversions
Reply #161 - Aug 31st, 2009 at 7:10pm
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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 »  

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Re: Comic Conversions
Reply #162 - Aug 31st, 2009 at 7:13pm
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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
  
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Re: Comic Conversions
Reply #163 - Aug 31st, 2009 at 7:18pm
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Thanks SuperFriend!

Just thought of another caveat for that power, added above.
« Last Edit: Aug 31st, 2009 at 7:27pm by Doctor Foom »  
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Re: Comic Conversions
Reply #164 - Aug 31st, 2009 at 7:38pm
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Hey DS,

I don't know who the Marauders are, but I'd love to see 'em.
  
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Re: Comic Conversions
Reply #165 - Aug 31st, 2009 at 7:59pm
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Doctor Foom wrote on Aug 31st, 2009 at 7:18pm:
Just thought of another caveat for that power, added above.
Very nice!
  
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Re: Comic Conversions
Reply #166 - Aug 31st, 2009 at 9:32pm
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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 »  

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Re: Comic Conversions
Reply #167 - Sep 1st, 2009 at 11:33am
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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 »  
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Re: Comic Conversions
Reply #168 - Sep 1st, 2009 at 12:56pm
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Thanks DS.
Nice writeup SF!
  
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Re: Comic Conversions
Reply #169 - Sep 2nd, 2009 at 1:16am
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Can I make a request for Spider Man's Rogues?
  

I am scary, very, very scary.
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Re: Comic Conversions
Reply #170 - Sep 2nd, 2009 at 6:19pm
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Sure. Anything to avoid Captain Mar-vell! Smiley
  
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Re: Comic Conversions
Reply #171 - Sep 2nd, 2009 at 10:10pm
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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"
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Re: Comic Conversions
Reply #172 - Sep 2nd, 2009 at 11:00pm
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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 »  
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Re: Comic Conversions
Reply #173 - Sep 3rd, 2009 at 12:29am
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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 »  
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Re: Comic Conversions
Reply #174 - Sep 3rd, 2009 at 12:51am
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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 »  

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Re: Comic Conversions
Reply #175 - Sep 3rd, 2009 at 3:02am
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You did kick butt versions of Mar'Vell!
I am absolutely impressed!
Course I am of the other end of the spectrum when liking Mar'Vell... I liked his disco hair and his red and blue costume ROCKED!

I have a character very similar to him (actually he was a PC who retired from gaming and the PC transfered to NPC status). Who's inspiration was totally Cap Mar'Vell. They are incredibly similar in powers (almost a Captain Mar'vell meets the Green Lantern Corp).

Oh... you did forget one thing. Captain Mar'vell could extend his sparkly flight things to draw others along with him (Kinda like an "In-flight tractor beam") and I believe even into space, where they were safe inside the field of his flight trail.

Irregardless... gorgeous Job. I absolutely thank you for this.

G7
  

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Re: Comic Conversions
Reply #176 - Sep 3rd, 2009 at 3:17am
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Guardian7 wrote on Sep 3rd, 2009 at 3:02am:
Oh... you did forget one thing. Captain Mar'vell could extend his sparkly flight things to draw others along with him (Kinda like an "In-flight tractor beam") and I believe even into space, where they were safe inside the field of his flight trail.Irregardless... gorgeous Job. I absolutely thank you for this.


I'm not sure the limits of that ability. Maybe you could treat his Flight, Independence from Atmophere, and tractor-beam abilities as a Mutant Power that allows him to fly (with passengers/cargo) safely into space.

--I just went back and updated the 2nd version of the character to include the ability you suggested. Since this modified version of the character was genetically altered, Mutant Power seemed to fit. Plus, I added Special Requirement as a weakness to the 2nd version, who suffers some penalties because he is solar powered. I don't know enough about the specifics of these two aspects of the character to include more detail.
« Last Edit: Sep 3rd, 2009 at 3:37am by SuperFriend »  
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Re: Comic Conversions
Reply #177 - Sep 3rd, 2009 at 8:36am
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Nice Moonstone and Mar-vells!

Great jobs.
  
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Re: Comic Conversions
Reply #178 - Sep 3rd, 2009 at 6:55pm
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I finally finished of Mr. Sinister, and threw in a rough draft of Moonstone, namely because it popped into my head (I'll try knocking out a few other Thunderbolts later). Next up is Blockbuster of the Marauders.
  

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Re: Comic Conversions
Reply #179 - Sep 3rd, 2009 at 7:25pm
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Blockbuster



Identity: Michael Baer          
Side: Evil
Affiliation: Marauders
Sex: Male                              
Age: ?
Level: 5                               
Training: Damage

Powers:
1. Increased Density: 2x normal weight.
2. Invulnerability: 20 points.
3. Heightened Strength B: +30.
4. Heightened Endurance B: +20.

Weight: 400 lbs.                
Basic Hits: 8
Agility Mod: -2                   
Strength: 46
Endurance: 34                   
Agility: 10
Intelligence: 11                  
Charisma: 13
Reactions from Good:- / Evil: -
Hit Points: 114                   
Damage Mod.: -
Healing Rate: 1                  
Accuracy: -
Power: 101                        
Carrying Capacity: 20,147 lbs 
Basic HTH Damage: 3d10    
Movement Rates: 90” ground,
Detect Hidden: 8%             
Detect Danger: 12%
Inventing Points: 5.5          
Inventing: 33%
Legal Status: American citizen, with an extensive criminal record.

Origin/Background: Blockbuster is a member of the Marauders, a team of superhuman assassins brought together by the mutant thief Gambit when he was in the employ of the enigmatic Mister Sinister. On Sinister's orders, the Marauders massacred the underground community of mutants known as the Morlocks. In the course of the massacre, the Marauders, including Blockbuster, clashed with various superhuman champions, including the superhuman mutant adventurers known as the X-Men.

Combat Tactics: Blockbuster's combat tactics basically consist of getting in close, and trying to pound his opponent to death, with his fists, or the largest object he can get a hold of. 

Personality/Character Traits:
« Last Edit: Nov 11th, 2016 at 7:10pm by dsumner »  

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The Hellions (from the original New Mutants)
Reply #180 - Sep 13th, 2009 at 12:25am
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I thought Chris Claremont did an outstanding job fleshing out this team of potential villains in only a handful of issues. Here's my take on their core stats at Levels 1-2 during the mid-1980s. Thunderbird's increasing powers were already evident by the time he joined X-Force, with a larger body and greater strength.

CATSEYE
S 12, E 13, A 22 (8 as human), I 12, C 8
Basic Hits: 3 (120 lbs.) Hits: 13 (4 as human)
1. Transformation/Power Activation:

2. Mammal Powers:
A. Heightened Agility: + 14 (raising her score from 8 to 22)
B. Natural Weaponry: +1 to hit, +2 damage with claws only
C. Heightened Senses: night vision

3. Body Powers:
A. wall-crawling, PR = 0.
B. camouflage in dark areas due to purple fur (situational invisibility)
C. prehensile tail (which she retains in human form).

Background/Motive: Catseye considers her human form awkward and unattractive and feels more comfortable as a purple lion. She stays with the Hellions out of friendship/loyalty yet would be the most likely to change sides.


EMPATH
S 12, E 13, A 13, I 15, C 14
Basic Hits: 4 (160 lbs.) Hits: 11
1. Psionics with Emotion Control: Empath can manipulate a wide range of emotions, attacks a single target, PR = 8. His eyes glow when he uses this power.

Background/Motive: Empath is motivated by power. He enjoys manipulating others.


JETSTREAM
S 13, E 13, A 19, I 12, C 12
Basic Hits: 3 (145 lbs.) Hits: 11
1. Natural Weaponry (skill): + 1 to hit, + 2 damage HTH.
2. Flight: 169 mph, PR = 1 per hour.
3. Bionics: +6 Agility and telescopic sensors

Background/Motive: Jetstream's bionic enhancements rid him of a turning/coordination weakness similar to Cannonball's. He is dedicated to the Hellions.


ROULETTE
S 12, E 13, A 15, I 13, C 14
Basic Hits: 2 (90 lbs.) Hits: 6
1. Mutant Power: range = Intelligence, attack type = force field, manifests either  "good luck" or bad luck" (her choice), PR = 3 per attempt.

Examples of "bad luck": An opponent's charges or power supply suddenly runs out, a device malfunctions/backfires, a heavy object falls/collapses on an opponent (damage can range from 1d6 to 1d10 damage). Examples of "good luck": a teammate suddenly recovers from a specialized attack, the location of a secret/hidden object is uncovered, etc.

Background/Motive: An experienced gang member before joining the Hellions, Roulette is committed to the side of evil.


TAROT
Basic Hits: 3. Estimated weight = 130 lbs.
S 12, E 13, A 13, I 13, C 10
Hits: 8
1. Heightened Expertise: +4 to hit with her solid energy creations.
2. Solid Energy Illusions: maximum creation points = 102. Instead of using a specific form of energy, she makes her 3-dimensional creations by looking at 2-dimensional pictures.

3. Special Requirement: Her realistic looking creations must resemble one of the figures from a deck of Tarot cards. She carries a deck with her at all times. (Ultimately, this special requirement is due to her deep-seeded misconception that her powers are connected to Tarot mysticism.)

Background/Motive: Tarot is on the fence between the sides of good and evil.


THUNDERBIRD
S 45, E 17, A 13, I 12, C 13
Basic Hits: 5 (214 lbs.) Hits: 44
1. Heightened Strength B: +30, lifts 9,932 lbs., HTH damage = 2d10
2. Invulnerability: 6 points
3. Natural Weaponry (skill): +2 to hit, +4 damage.

4. Special Requirement: Thunderbird will have to wait until he is older to gain his remaining powers (Body Power, final weight = 350 lbs.) and two additional slots of heightened strength, raising his score to 95 (lifting 75 tons).

Background/Motive: Thunderbird blames the X-Men for the death of his older brother (who died in X-Men #95). He is committed to the Hellions out of a sense of revenge--a motivation he will later come to terms with.

His deceased brother had H. Strength B (carry cap = 4,000 lbs.), some Invulnerability, Nat. Weaponry skills, Speed Bonus: running speed = 154" (35 mph)
« Last Edit: Sep 17th, 2009 at 2:21am by SuperFriend »  
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Re: Comic Conversions
Reply #181 - Sep 13th, 2009 at 2:39am
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Nice job on the Hellions. If you want, I can look into digging up some artwork to use.
  

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Re: Comic Conversions: Great Lakes Avengers
Reply #182 - Oct 13th, 2009 at 1:49am
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These heroes aren't worth fully stattin' out. But I thought it'd be fun to take a look at their powers.

BIG BERTHA
1. Transformation/Power Activation:
2. Body Power: Weight x 6.25
3. Invulnerability: 20 points
4. Heightened Strength (x2): +40
5. Heightened Agility: +8, she is acrobatic in spite of her low agility mod.

Weight: 750 lbs. (originally 120 lbs.)
Basic Hits: 15, Agility Mod.: -4
Strength: 51, Carrying Capacity: approx. 50,000 lbs.


DOORMAN
1. Non-Corporealness: PR = 4 per hour.
2. Mutant Power: By standing non-corporeally inside a wall, Doorman can create a 1" x 1" portal, allowing others to pass harmlessly through through that barrier. Using this power requires movement and one action per turn, PR = 4.


FLATMAN
1. Body Power: modified stretching powers.
A. Flatman can extend his height/length and width (but not his thickness from the side). PR = 1 per use as a defense.
B. He is permanently flat-as-a-pancake.  This modification negates any bonuses to hit him from the side (but not from behind).


MR. IMMORTAL
1. Heightened Agility B: +12. His score is about 24.

2. Body Power: Even when he loses all hit points and power points,  Mr. Immortal continues to save vs. Endurance (d100) to wake up each turn (as if merely paralyzed). He revives from the dead with 1 Hit Point and Power Points equal to his Basic Hits (until he rests to fully recover).

3. Low Self-Control: At the end of each turn of combat, Mr. Immortal must save vs. Charisma (d20) or enter a battle frenzy. In this state, he will be unable to retreat or stop fighting until he saves vs. Charisma (d100) between turns. Others may spend one action reasoning with him, giving Mr. Immortal additional attempts to snap out of the frenzy.


DINAH SOAR
1. Reptile Powers:
A. Wings: +3 Agility, PR = 1 per hour of flight.
B. Heightened Agility A: + 7. Her score is about 20.

2. Emotion Control: range = 10", effects one target, creates a feeling of calmness, reversing the effects of phobia/psychosis or emotional low self-control (e.g. Mr. Immortal).

3. Mute: Only Mr. Immortal has learned to understand her high-pitched way of speaking.

« Last Edit: Oct 13th, 2009 at 10:14am by SuperFriend »  

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Re: Comic Conversions
Reply #183 - Oct 13th, 2009 at 1:58am
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I think this would be a fun team to play the MODs with... Just cause they are so odd and to plain see if they could do it (accomplish the mods that is).

I have always liked this group and I thought they had a decent look. I don't see why the Central U.S. couldn't have need of protection anymore than the rest of the states.

I actually had some super criminals get smart and start going to towns that were heroless (and high-techless) and rob things there.
It then turned into a hunt for them... which is why a group like this could be important.
Course... Marvel went and ruined it by killing the concept of superhero... Certainly Marvel Killed the Mask.
Trade off... realism?

No thanks. I would sooner read a witty, intelligent and fun story than to read about some hero all lost in his own selfish angst (sorry... over it. It had it's time and works for certain characters... but ugh).

ANYHOW!!... lol
The GLA were a fun fun team. Frankly better than that God awful WCA.

G7
  

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Re: Comic Conversions
Reply #184 - Oct 13th, 2009 at 2:18am
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Guardian7 wrote on Oct 13th, 2009 at 1:58am:
I think this would be a fun team to play the MODs with... Just cause they are so odd and to plain see if they could do it (accomplish the mods that is).

Visually, Mister Immortal reminds me of Prankster from Opponents Unlimited.

Byrne did a nice job creating the GLA--one of the best in a long-line of Inferior Five-like teams. Big Bertha is a successful businesswoman and a model (before she supersizes herself). But in that inflated form, she's more gymnastic than she is at standard weight--one of several creative touches in the team.

I've tried play-testing modules with similarly low-powered heroes. I think you'd have to give Flatman, Doorman, and Dinah Soar natural weaponry or higher stats than they deserve to give them even a fighting chance of success in even the most modest of V&V modules.

I've tried play-testing modules with simiarly low-powered groups of heroes and they get badly beaten off the bat.
« Last Edit: Oct 13th, 2009 at 3:03am by SuperFriend »  

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Re: Comic Conversions
Reply #185 - Oct 13th, 2009 at 10:57am
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I think you missed a power for Cyclops. Havok is immune to his brothe Scott's power and Scott is immune to his brother's power as well. It's Marvel's way of keeping sibling rivalry in check Grin
  

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Re: Comic Conversions
Reply #186 - Oct 13th, 2009 at 11:11am
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Thor should weigh more than Luke Cage, simply because the marvel universe says that Asgardians have more dense flesh than the average human. Thor being close to 5-600 lbs!
  

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Re: Comic Conversions
Reply #187 - Oct 13th, 2009 at 11:40am
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Hi Avatar!

Thanks. I take the admittedly controversial position of not following the Marvel Universe guides as gospel. 
I know this position is almost indefensible. I try to capture the feel of the characters from the source material: the actual comic books, and even then mostly from the comic book runs I love best (Lee and Kirby's FF plus Byrne's FF but few other creative teams' take on those characters). It's why I have the tortured "early 80's" qualifier sometimes. I can't answer for all the crazy stuff that's happened to these characters over the decades.

So, I don't see Asgardians presented by Lee, Kirby or Simonsen as being 600 lbs. in the comic books, iirc.

I think it's similar to how I read the comics. I believe in all of the stories of my favorite characters that were written by my favorite creators. And I tend to discount the rest. I know, crazy.

Weirder still, on some level I may have been trying to see them as rollable player characters in V&V.
So none of this is scientific. Nor is it intended to be presented as the only interpretation.
Thanks. Smiley
« Last Edit: Oct 13th, 2009 at 11:46am by Doctor Foom »  
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Re: Comic Conversions: Bare Bones
Reply #188 - Oct 14th, 2009 at 10:44pm
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You don't need transformation and a string of other powers and weaknesses when you lump everything under one incredible bare-bones umbrella (crica 1980-1981).


Chemical Power: Adrenalin! When overcome by anger or fear, the fight-or-flight response turns boney Bruce Banner into a bare-chested Hulk unless he saves vs. Charisma (d20). Using tranquilizers or post-hypnotic suggestion to stay calm helps Banner to stabilize his adrenalin, giving him two chances to make the saving throw.

Hulk's adrenalin-power consists of Weight x 8, Strength +60, Endurance +30, Intelligence -14, Invulnerability (25 points of green skin), with the ability to see astral beings. Thunderclaps and earthquake stomps are available at the GM's discretion.

Each turn Hulk loses hit points or is physically confined, he must save vs. Intelligence (1d20) or experience an adrenalin surge, restoring 3d10 power points, adding 10,000 x 1d6 lbs. to his carrying capacity, but sending him on an uncontrollable rampage until he calms down.

Each action that Rick Jones, Doc Samson, Magician, Sword-Girl, Bird-Nose, Cat Girl, or other friends spend reasoning with Hulk, he makes a saving throw vs. Intelligence (d20) to calm down, returning his carrying capacity to 90 tons and ending the rampage. (Caution: Fish-Man is not able to calm down the Hulk, and those puny Avengers who were mean to Hulk may inadvertently trigger an additional adrenalin surge.)

Each hour that Hulk is alone and unprovoked, or rendered unconscious, he must save vs. Intelligence (d20) or return to Bruce Banner as his adrenalin-level stabilizes.


Weight: 1,040 lbs
Basic Hits: 21
Agility Mod.: -6

Strength: 70
Endurance: 40
Agility: 6
Intelligence: 4
Charisma: 8 (often goes down 1-2 points after a rampage until he builds it back up again through heroic deeds)

Hit Mod. (5.0)(5.0)(0.7)(0.8) = 14
Hit Points: 294
Power: 120


Carrying Cap.: 180,440 lbs. (90 tons, per original Marvel Universe entry); higher after adrenalin surges.

Basic HTH Damage: 6d10 (potentially 7d10 or more)

Damage Mod.: -1
Accuracy: -2, he often lifts objects in a fight, improving his chance to hit

Movement: 116" ground.
Per standard rules, Hulk's stats allow him to leap 1804" per phase, remain airborne for 173 phases, covering 312,092" with a running leap—or opt for a standing jump of 158,497" (148 miles).

Det. Hidden: 4%
Det. Danger: 10%

Inventing: 12%
Invention: conveniently stretchable purple pants

Banner: 130 lbs., S 10, E 10, A 12, I 18, C (matches Hulk's), Hits: 6, Power: 50. Knowledge: military, physics.
« Last Edit: Oct 15th, 2009 at 12:51am by SuperFriend »  

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Re: Comic Conversions
Reply #189 - Oct 15th, 2009 at 10:03am
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Hey SF,
Great Hulk write up! Incredible, in fact.

But I wouldn't give Hulk Chemical Power because he doesn't assume the physical qualities of the chemical, adrenalin. He is Transformed by the adrenaline.

Whereas Colossus and even our bashful blue-eyed Benjamin Grimm assume the physical qualities of Steel and Rock*. I'd respectfully submit there is a difference.  Smiley
A guy with Chemical Power: Adrenaline might have an ability to trigger "fight or flight" responses in others, for example. Adrena-Man might have Emotion Control: Rage and Fear maybe?

But, beautiful Hulk stats! I'd give him a better chance to hit, maybe a better agility too. He does slug it out bare handed many times. But that's a nitpick. Nobody stats the unstatable like you (Superman, Thor and now Hulk!)


* Not to muddy the waters further, but in interviews, Jack Kirby didn't think of the Thing's surface as being rocks. He intended it to look like dinosaur or rhino hide. That blew my mind. I assumed rocks and still kinda do.
« Last Edit: Oct 15th, 2009 at 10:06am by Doctor Foom »  
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Re: Comic Conversions
Reply #190 - Oct 15th, 2009 at 10:49am
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SuperFriend wrote on Oct 14th, 2009 at 10:44pm:
Each action that Rick Jones, Doc Samson, Magician, Sword-Girl, Bird-Nose, Cat Girl, or other friends spend reasoning with Hulk, he makes a saving throw vs. Intelligence (d20) to calm down, returning his carrying capacity to 90 tons and ending the rampage. (Caution: Fish-Man is not able to calm down the Hulk, and those puny Avengers who were mean to Hulk may inadvertently trigger an additional adrenalin surge.)


Really funny.

Also, do you have thoughts on how you'd play out thunderclaps and earthquake stomps?
If not, that's fine. But if you already had them, I'd love to see it.
Thanks.
  
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Re: Comic Conversions
Reply #191 - Oct 15th, 2009 at 3:26pm
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Doctor Foom wrote on Oct 15th, 2009 at 10:49am:
Also, do you have thoughts on how you'd play out thunderclaps and earthquake stomps?
If not, that's fine. But if you already had them, I'd love to see it.
Thanks. 


Craig Griswold's V&V campaign hq as an excellent GM guide that includes rules for special strength feats.
http://www.paratime.ca/v_and_v/campaigns/hq/
« Last Edit: Oct 15th, 2009 at 10:48pm by SuperFriend »  
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Re: Comic Conversions
Reply #192 - Oct 15th, 2009 at 4:48pm
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SuperFriend wrote on Oct 15th, 2009 at 3:26pm:
Craig Griswold's V&V campaign hq as an excellent GM guide that includes rules for special strength feats. 


Thanks SF!
  
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Re: Comic Conversions
Reply #193 - Oct 15th, 2009 at 5:00pm
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Doctor Foom wrote on Oct 15th, 2009 at 10:03am:
But, beautiful Hulk stats! I'd give him a better chance to hit, maybe a better agility too. He does slug it out bare handed many times. 


See ... just make Hulk attack as Chemical Power and it all works out!
  
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Re: Comic Conversions
Reply #194 - Oct 15th, 2009 at 6:08pm
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Grin
  
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Re: Comic Conversions
Reply #195 - Oct 21st, 2009 at 12:32am
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Doctor Foom wrote on Oct 15th, 2009 at 10:03am:
But I wouldn't give Hulk Chemical Power because he doesn't assume the physical qualities of the chemical, adrenalin. He is Transformed by the adrenaline.Whereas Colossus and even our bashful blue-eyed Benjamin Grimm assume the physical qualities of Steel and Rock*. I'd respectfully submit there is a difference.  


BYAM: I think it was pretty clear that giving chemical power to the Hulk was meant as a lark--a riff of the bare bones approach.
  
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Re: Comic Conversions: THUNDRA
Reply #196 - Oct 22nd, 2009 at 1:33am
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I saw the request for Thundra on another thread. Here's my best stab at her around 1980: http://marvel.wikia.com/Thundra_(Earth-715))


THUNDRA
Sex: Female
Side: Good
Level: 7

Powers
1. Heightened Expertise: +4 to hit w/wrestling skill and with many HTH weapons
2. Heightened Strength B: +26
3. Mutant Power: x2 Strength
4. Heightened Endurance B: +8
5. Body Power: Weight x 2, with +2 agility to balance out her agility mod.
6. Invulnerability: 10 points
7. Speed Bonus: +20" ground
8. Phobia/Psychosis: Thundra's intense fear of male dictatorship drives many of her actions, sometimes prompting villainous behavior.

Weight: 350 lbs.
Basic Hits: 7
Agility Mod.: -2

Strength: 88
Endurance: 26
Agility: 18
Intelligence: 12
Charisma: 10

Hit Mod.(6.2)(3.0)(1.9)(1.1) = 38.874
Hit Points: 273
Healing Rate: 4.9
Power Points: 144

Accuracy: +7 (includes heightened expertise)
Damage Mod.: +2

Carrying Capacity: 119,713 lbs. (60 tons)
Basic HTH Damage: 5d10

Movement Rate: 152" ground (35 mph)

Det. Hidden: 10%
Det. Danger: 12%

Background: (Anachronism) Government/Bureaucracy, Sports, Crime.
« Last Edit: Oct 22nd, 2009 at 9:10am by SuperFriend »  
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Re: Comic Conversions
Reply #197 - Oct 22nd, 2009 at 6:45pm
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You for got one thing. Body Power: Camel Toe: All actions by heterosexual males are at -4 to do them being distracted.  Cheesy
  

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Re: Comic Conversions
Reply #198 - Oct 23rd, 2009 at 7:48am
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SuperFriend wrote on Oct 15th, 2009 at 3:26pm:
Craig Griswold's V&V campaign hq as an excellent GM guide that includes rules for special strength feats.
http://www.paratime.ca/v_and_v/campaigns/hq/


It's a great site, I've actually used the Forbidden Island adventure before, but I couldn't find the feats of strength... where is it located?
  
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Re: Comic Conversions
Reply #199 - Oct 23rd, 2009 at 9:56am
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Hammer wrote on Oct 23rd, 2009 at 7:48am:
SuperFriend wrote on Oct 15th, 2009 at 3:26pm:
Craig Griswold's V&V campaign hq as an excellent GM guide that includes rules for special strength feats.
http://www.paratime.ca/v_and_v/campaigns/hq/

It's a great site, I've actually used the Forbidden Island adventure before, but I couldn't find the feats of strength... where is it located? 



Last time I checked they were in the GM guide available for download about halfway down the left column. There are bonus feats for speed and notes about h. intelligence as well, and a bunch of ideas for wildcard powers.
  
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Re: Comic Conversions
Reply #200 - Dec 27th, 2009 at 8:26pm
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Doctor Foom wrote on Oct 15th, 2009 at 10:03am:
* Not to muddy the waters further, but in interviews, Jack Kirby didn't think of the Thing's surface as being rocks. He intended it to look like dinosaur or rhino hide. That blew my mind. I assumed rocks and still kinda do.


That dinosaur bit went beyond Jack Kirby's idea. It was stated directly in the comics in 1979.

Do you have a copy of Marvel Two-In-One #50?

John Byrne wrote and drew that issue. In it, Reed discusses how Ben began with a dinosaur-like hide, but that as his powers changed over the years Ben's hide turned into rock. Because of that change--from dinosaurish hide to rock--the cure Reed developed on Ben didn't work.

Reed also explains why Ben used to randomly turn back and forth between his orange form and regular body when he first got his powers, as his body was rejected the radiation-induced transformation.

I came across this completely accidentally today when I picked up the issue for five bucks. If you like Thing, and if you like Kirby, and if you like Byrne, you might like the story.
  
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Re: Comic Conversions
Reply #201 - Jan 11th, 2010 at 4:50pm
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Stacia wrote on Dec 27th, 2009 at 8:26pm:
That dinosaur bit went beyond Jack Kirby's idea. It was stated directly in the comics in 1979.

Do you have a copy of Marvel Two-In-One #50?

John Byrne wrote and drew that issue. In it, Reed discusses how Ben began with a dinosaur-like hide, but that as his powers changed over the years Ben's hide turned into rock. Because of that change--from dinosaurish hide to rock--the cure Reed developed on Ben didn't work.

Reed also explains why Ben used to randomly turn back and forth between his orange form and regular body when he first got his powers, as his body was rejected the radiation-induced transformation.

I came across this completely accidentally today when I picked up the issue for five bucks. If you like Thing, and if you like Kirby, and if you like Byrne, you might like the story.
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How about that! Who knew? Huh
  
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Re: Comic Conversions
Reply #202 - Jan 12th, 2010 at 5:28pm
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Scalphunter

"I figured the rules would change sooner or later... so I've been keeping busy. It's amazing what you can put together with a few pieces of scrap metal and a little know-how"



Identity: John Greycrow         
Side: Evil
Affiliation The Marauders
Sex: Male                             
Age: Unknown 
Level: 7                                 
Training: Accuracy

Powers:
1. Armored Body Suit (Armor B): ADR=90.
a) Stealth: All attempts to detect Scalphunter are at 1/2 normal percentages.
b) His body suit is laced with holsters, clips, and pockets which hold various gun parts and ammunition, giving him the ability to assemble the pieces into a variety of firearms with a number of uses. In effect, Scalphunter may spend one action to create any weapon listed on the Tech Ranged Weapons table, on pg. 27 of the 2.1 rule book.
2. Heightened Agility: +8.
3. Heightened Expertise: +4 to hit with firearms, and edged weapons.
4. Heightened Senses: Tracking Ability:
5. Regeneration: 1 action to heal at maximum rate.
6. Willpower A: PR=1 per turn, or when used for defense.

Weapons/Ammunition Types:
1. Sword: +2 to hit, HTH+1d6 damage.
2. AP Ammo: 1d8+2 damage.
3. Explosive Ammo: 1d10 damage, 1" blast radius.

Note: Scalphunter’s uniform also contains a back-mounted sheath for his sword

STR: 17
END: 19
AGL: 19
INT: 12
CHR: 13

Origin/Background: Scalphunter is leader of the Marauders, a band of mutant outlaws working for the mysterious Mister Sinister. John Greycrow was a Native American from an unidentified tribe who fought in World War II for the United States of America, but was executed for murdering his fellow officers. He was shot by a firing squad and was believed killed. However, because of his regenerative powers he survived and became a mercenary. Decades later, he worked at a diner in Millstone, Arizona with Remy LeBeau and Claire DeLuc. LeBeau later recruited him to join the Marauders on behalf of Mr. Sinister.

Combat Tactics: Using his weapons, he always chooses a weapon and ammo of sufficient force to guarantee a kill against his target(s). Scalphunter prefers armor-piercing (AP) and explosive ammo, over mercy and rubber shot, as the latter two have a distressing habit of leaving the victim alive.

Personality/Character Traits: Although very little has been revealed about Scalphunter's origins or background, what is obvious  is that Scalphunter is a cold-blooded murdering machine, who kills his victims only because he does not know how NOT to kill in combat. The restrictions placed upon him by the limits of his weapons, plus the fact that he must break down and rebuild his guns to handle more powerful opponents, puts him alongside his fellow Marauders in combat, as opposed to working on his own.
« Last Edit: Apr 18th, 2021 at 11:42pm by dsumner »  

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

"Nemo me impune lacessit"
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Re: Comic Conversions
Reply #203 - Jan 14th, 2010 at 2:39pm
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Stacia wrote on Dec 27th, 2009 at 8:26pm:
Reed also explains why Ben used to randomly turn back and forth between his orange form and regular body when he first got his powers, as his body was rejected the radiation-induced transformation.

I came across this completely accidentally today when I picked up the issue for five bucks. If you like Thing, and if you like Kirby, and if you like Byrne, you might like the story. 


I'll check it out.
Thanks, and welcome to the boards!
  
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Re: Comic Conversions
Reply #204 - Feb 3rd, 2010 at 7:41pm
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   Great conversions of the heroes, especially the Captain America (I'm a big fan). At first it seemed that there was a lot of needless padding of the powers but it works. I like how you dated the character as they've all drastically changed over the years.

   I would actually like to see a WWII era Cap, before all the XP and rewrites to his character if you guys have the time.
  
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Re: Comic Conversions
Reply #205 - Feb 3rd, 2010 at 9:56pm
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Agent Canada wrote on Feb 3rd, 2010 at 7:41pm:
 I would actually like to see a WWII era Cap, before all the XP and rewrites to his character if you guys have the time.


Here's a link to the WWII Cap over at the V&V Emporium: http://paratime.ca/v_and_v/capamerica_ww2.html
  
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Re: Comic Conversions
Reply #206 - Feb 4th, 2010 at 12:13am
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Cool, thanks.
That's a very nice site
  
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Re: Comic Conversions
Reply #207 - Feb 23rd, 2010 at 9:57pm
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Has anyone ever did a write up on any of the Marvel New Universe characters? I read those back in the day and thought they would be cool for V&V.
  
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Re: Comic Conversions
Reply #208 - Feb 23rd, 2010 at 10:44pm
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Hawk wrote on Feb 23rd, 2010 at 9:57pm:
Has anyone ever did a write up on any of the Marvel New Universe characters? I read those back in the day and thought they would be cool for V&V.


I read Psi-Force and Starbrand, way back when. Never bothered converting either though.
  

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Re: Comic Conversions
Reply #209 - May 13th, 2010 at 7:03pm
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Holocaust



Identity: Unknown                         
Side: Evil
Affiliation: Horseman Of Apocalypse
Sex: Male                            
Age: Unknown
Level: 7                             
Training: Damage

Powers:
1. Armor B: Crystalline Armored Containment Suit: ADR=120. Holocaust  wears a high impact, crystalline suit of armor that essentially acts as a highly durable containment suit. Wearing this suit allows him to remain in a cohesive form without having to constantly absorb ambient the energies around him.
a) Invulnerability: 15 points per turn.
b) Life Support: Holocaust needs his armor in order to stay alive; without it, he would eventually dissipate and die.
c) Transformation: Shape Shifting: When charged with life-force energies, the unique shapeshifting abilities of the armor allow him to take on virtually any type of humanoid form. However, he has to constantly absorb life-force energies in order to maintain the feature of whatever form he has taken.
2. Non-Corpralness: Permanent: Outside of his armor, Holocaust's body is in an almost intangible state.
3. Disintegration Ray: 1d20 damage, PR=2
4. Life Force Absorption: (Absorption - Hit Points): By expending an action <<< PLACE HOLDER >>>
a) Heightened Strength B: +30. By purposely channeling the energy he'd absorbed, Holocaust could grant himself superhuman strength
b) Heightened Endurance B: +30. As a result of using his absorbed energy to enhance his strength, his musculature was far more efficient than that of an ordinary human. His muscles produced less fatigue toxins during physical activity than that of normal humans and he could potentially exert himself almost indefinitely, provided he could continue to absorb energy as needed.
5. Body Power: Heightened Reflexes: +10 Imitative bonus. Holocaust's reflexes were heightened to levels that are beyond the natural physical limits of the finest human athlete.
6. Flight: Holocaust could propel himself through the air, under his own power, at great speeds. He did so by creating super heated air currents that propelled him. While at his peak, he was able to reach speeds up to MACH-1, approximately 760 miles per hour.
7. Psionics: Onslaught was able to alter Holocaust's brain engrams that rendered him resistant to most forms of telepathinc assault (acts as Willpower A). His engrams were altered to such a degree that he was rendered undetectable telepathically.
8. Special Requirement: He must continuously absorb the life energies of others in order to maintain his form outside of his armor.

Origin/Background: Holocaust originally comes from an alternate timeline in which Apocalypse conquered North America. Holocaust first appeared in human form as the entity Nemesis, and attacked the base of that timeline's version of the X-Men, located at Wundagore Mountain. The mutants Rogue and Scarlet Witch, with the latter sacrificing her life in the battle, drove off nemesis’s attack. In retaliation, Scarlet Witch's father, Magneto, who led that timeline's X-Men, attacked and almost slew Nemesis, requiring the latter to be placed into an energy containment suit to prevent death.

Nemesis, who had renamed himself Holocaust, returned and rose to the level of Horseman in Apocalypse's army. During an assault on Apocalypse's Citadel by the X-Men, Holocaust fell into battle with the mutant X-Man. During the fight, X-Man stabbed Holocaust with a shard of the S Crystal, which is a nexus for all realities, and both Holocaust and X-Man disappeared.

Holocaust reappeared in the "mainstream" X-Men's reality, encased in a cocoon of ice orbiting the Earth. The cocoon was recovered by the Acolytes and brought aboard their space station Avalon. Holocaust awakened inside Avalon and began to battle the Acolytes' leader Exodus, which resulted in the destruction of Avalon. Both Exodus and Holocaust were sent hurtling to Earth.

Combat Tactics/M.O.:

Personality/Character Traits:
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Re: Comic Conversions
Reply #210 - May 13th, 2010 at 7:58pm
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Cloak & Dagger



Cloak

Identity: Tyrone "Ty" Johnson
Side: Good                               Sex: Male
Age: Late Teens                       Level: 7
Training: Endurance


Powers:
1. Darkness Control:
2. Teleportation:
3. Dimensional Travel:
4. Emotion Control: Fear:
5. Non-Corporalness:

Dagger

Identity: Tandy Bowen
Side: Good                             Sex: Female
Age: Late Teens                     Level: 7
Training: Accuracy

Powers:
1. Paralysis Ray: (Light Daggers):
2. Light Control:
3. Heightened Expertise: +4 to hit with powers
4. Heightened Defense: -4 to be hit

Origin/Background: Tyrone Johnson was a young African-American boy with a severe stuttering problem living in a rough neighborhood in South Boston. He was raised in a poor area and life was never easy for him; though with the support of his best friend Billy, he would handle life as it came to him. Ty’s stuttering got in the way and he couldn't stop his friend from being shot by a policeman who mistook him for a thief.

Having had enough of his life, Tyrone decided to run away from home. He made his way to New York City and then to Manhattan's Port Authority Bus Terminal. When Ty left he brought nothing; no money, no food, nothing at all. Due to this, he would consider robbing someone for some cash. While searching for the perfect person he found a girl by the name of Tandy Bowen. Incidentally she was a rich girl who had also run away from home. Tandy had been neglected by her rich mother and had decided to leave her home, never to return. As fate would have it, instead of Ty robbing the young girl, he witnessed someone else try to rob her. Not thinking, Ty chased and tackled Tandy's purse thief. Once he retrieved the purse he returned it immediately. From this chance encounter, both of these runaway teens became fast friends and began supporting one another.

Despite their different backgrounds, the two became close friends. Having no place to stay, the two were given a place by some men working for an evil chemist named Simon Marshall. Marshall worked for the Maggia, a local crime family. He was developing a new addictive drug and tested his work on captured teenage runaways. Tandy and Tyrone would be the most recent in a long line of unsuccessful experiments.

The drug had killed all of the other test subjects, but had a different effect on Tyrone and Tandy. The drug had activated both their latent mutant abilities. Defeating Marshall, the two became the crime-fighting duo, Cloak & Dagger, determined to save kids and teenagers from the evils of the streets.
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Re: Comic Conversions
Reply #211 - May 23rd, 2010 at 5:11am
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Lady Mastermind



Identity: Regan Wyngarde 
Side: Evil
AffiliationThe Marauders
Sex: Female
Age: Unknown
Level: 4
Training: Accuracy

Powers:
1. Illusions A (modified): Lady Mastermind possess the mutant power to project extremely convincing and realistic illusions into the minds of others, a stronger variation of the same ability her father had.
2. Psionics: Mind Scan: As per Telepathy. PR=1 per turn. R=C.
3. Heightened Expertise: +4 to hit with handguns.

Weapons:
A pair of large caliber semi-automatic handguns: 1d8 damage, R=Ax6
15 rounds per magazine, 4 magazines carried.

Origin/Background: Lady Mastermind is one of three daughters of the late Jason Wyngarde, the original Mastermind.

Combat Tactics/M.O.:

Personality/Character Traits: She had an intense hatred for her half-sister, Martinique, for reasons unknown.


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Re: Comic Conversions
Reply #212 - May 24th, 2010 at 7:28am
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Songbird



Identity: Melissa Gold
Side: Thunderbolts                   Sex: Female
Age: ?                                    Level: 7
Training: Accuracy

Powers:
1. Sonic Abilities: 1d12 Damage
2. Solid Energy Illusions: Creation Points = 2x current power
3. Flight:
4. Force Field: PR=1/2 damage blocked
5. Heightened Expertise: +4 to hit with her Sonic Abilities.

Origin/Background: Melissa Gold began her career as a super-villain under the name Screaming Mimi with the  Grapplers and  Masters Of Evil. She has since then been trying to redeem herself by joining the  Thunderbolts.

Melissa didn't experience the best childhood. Her mother had gone to prison for robbery and her father was a drunk. It didn't help that many of her peers teased her until  she she simply couldn't take anymore of it. She ended up running away from home and living on the streets, creating a tough personality. She took up her mothers name of Mimi and as she got older, she became involved with a criminal named Mike. He set her up by reporting her to police,  causing her to be arrested and sent to jail.

Once there she met Marian Pouncy. Marian got Mimi involved in masked wrestling and she soon joined a team called the the Grapplers. The Grapplers became renowned for their colorful personalities and ringside antics, but the wrestling federation denied them the opportunity to make the amount of money their male counterparts made. When the group decided to turn to crime in order to make more money, they were tried and jailed after a defeat by the hero known as  Quasar. Once the Grapplers were free, they found that without them, the world of female wrestling had slown to a halt. So they continued to commit crime in order to generate income until two members, Titania and Letha, were killed.

After the team's disbandment, Melissa met Helmut Zemo who let her join the Masters of Evil. Where she met Angar the Screamer. The two became close since they had similar powers, however Angar was killed during a robbery and died in Melissa's arms. This caused Mimi to become so upset that she screamed for 43 minutes nearly destroying her vocal cords in the process. Zemo  contracted The Fixer to provider her with technology that would recreate some of her powers, while allowing her to make sound into solid energy constructs, including wings that allow her to fly.

The Masters of Evil became known as the Thunderbolts (as part of an elaborate plan to acquire the  Fantastic Four's technology) and Mimi began going by Songbird. During that time, she fell in love with Abe Jenkins, (the former Beetle) who was also her trainer. Songbird later rebelled against Zemo so she and the rest of her team could show that they had indeed been reformed.
« Last Edit: May 24th, 2010 at 8:09am by dsumner »  

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Re: Comic Conversions
Reply #213 - May 24th, 2010 at 7:51am
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Black Crow



Identity: Jesse Black Crow
Side: Good                              Sex: Male
Age: ?                                    Level: 5
Training: Endurance

Powers:
1. Magic Spells:
a) Memory Wipe: Attacks as Mind Control
b) Cloud of Fog: Treat as Darkness Control
c) Paralyze: Attacks as Mind Control. Must have eye contract w/victim
d) Illusions: Visual, Audible
e) Dimensional Gateway: Opens a mystical gateway to the Land of Anasazi
f) Detect Aura: Allows him to read being's aura
2. Heightened Senses: Mystic Awareness: He can detect Native American magic, and track living creatures in the wild.
3. Heightened Strength (B): +12
4. Heightened Endurance (A): +8
5. Heightened Agility: +8
6. Heightened Defense: -4 to be hit
7. Transformation: Shapeshifting:
a) Crow:
b) Lightning Bolt:

Weapons:
Spear:
Bow:
Knife:

STR: 25
END: 20   
AGL: 18
INT: 14
CHR: 16

Origin/Background: Jesse Black Crow was born a member of the Navajo, but sought out his fortune in  New York City. Like many Native-Americans in New York, at that time, Jesse became a scaffolding worker. One day, while working 20 stories up, the scaffolding gave way and Jesse plunged to the ground. He survived the fall, but was paralyzed from the waist down.

As he lay unconscious in the hospital, Jesse received a vision from the spirit of the Earth showing him the plight of the Native American people. The Earth Spirit endowed him with mystical powers so that when needed, the spirit transformed Jesse into, Black Crow. As Black Crow Jesse regained the use of his legs, was super-humanly strong and agile as well as possessing the ability to transform into a crow or even a bolt of lightning.
« Last Edit: May 24th, 2010 at 7:59am by dsumner »  

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Re: Comic Conversions
Reply #214 - Jul 10th, 2010 at 2:14pm
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SuperFriend wrote on Aug 3rd, 2009 at 2:20pm:
I'm not a big fan of the Byrne FF, but I'd almost think Sue trained to get Speed Bonus while ridin' Force Fields.

Another thought I had is treatin' her Force Fields as standard, but sayin' Sue has Heightened Attack. That would cover her judo back in the bare bones days and es-plain how tough her Force Bolts are.

Sue's HTH damage is 1d4 based on her stats. If you add +18 damage to that, it would be VERY impressive. And it would make her damage in about the same range as the Thing, which is how it often seemed in da comics t/me.

Just my take on the woman.



I've never been a supreme fan of Byrne either.  He had some nice takes, but he also liked to mess with the status quo a bit too much. (though I loved his run with Sub Mariner...until he took away the wingfeet.)

He was a passable artist, sometimes with some great stuff, but sometimes he just flopped and passed it off as his style.

(I have some old runs he did on the Xmen where Colossus is in his armored form fighting Magneto...and Magneto is taller AND more muscular!)

That being said, Byrne did add some fun stuff to both the Xmen and FF.  (Same with Clairmont.)

As for Sue and Reed, I neverhad a problem with their relationship.  Like many, its been off and on, but good writers have taken time to show their love and passion, even if Reed sometimes needs a bit of coaxing.

There was a run in the 80s or 90s (when Reed and Sue left the FF and before they joined the Avengers) where there were some nice side stories.  One was about them living in the 'burbs under assumed names trying to be a "normal" family.  The Satellite Dish goes out and Reed insists on fixing it himself (much to Sue's frustration and entertainment).

Reed slips and ends up hanging off the roof as the gutter is slowly giving way.  With neighbors around he can't use his stretching to get up or down and has to wait for the FD to come (sue called them) to get him down.

It ended with them snuggling in bed talking about it.

There were a few other stories like that during that period and some recent plots (Marvel Team Up and whatever they called the recent Secret Wars vs Latveria) both had some funny/ initmate asides with the two of them.

Sue: Reed, stop working and get to bed.

Reed: (in a whisper): And people think I'm the one in charge.

And so on.

But I agree with the posters who commented that Marvel does have a thing against happy relationships:

Spiderman
Wolverine
Cyclops
Hawkeye (OK, he doesn't really deserve one)
and so on...

Anyway, back to the awesome conversions


Great job gang!
« Last Edit: Jul 10th, 2010 at 2:35pm by Gigglestick »  
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Re: Comic Conversions
Reply #215 - Jul 17th, 2010 at 12:16am
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Stormdance and I were talking about "unstatable" comic characters.   While we agreed that Darkseid,  Thanos, Galactus and Black Bolt would be hard to do, but Dark Pheonix would be impossible.

Anyone want to take a stab at Dark Pheonix?
  

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Re: Comic Conversions
Reply #216 - Jul 17th, 2010 at 12:48am
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John wrote on Jul 17th, 2010 at 12:16am:
Stormdance and I were talking about "unstatable" comic characters.   While we agreed that Darkseid,  Thanos, Galactus and Black Bolt would be hard to do, but Dark Pheonix would be impossible.

Anyone want to take a stab at Dark Pheonix?


Hmmm....IMHO, Dark Phoenix is more of a plot device, that would be used by the GM, to move the story along. If the GM decided she needed to blow up a planet, that's exactly what would happen. As far as Darkseid goes, I gave it a shot, over in my DC character conversion thread. If anything, he's under powered.
  

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Re: Comic Conversions
Reply #217 - Jul 17th, 2010 at 10:19am
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I agree that some characters work best as plot devices.  Especially in V&V, where, if you had a character who COULD go toe to toe with Dark Phoenix, he would probably be overbalanced for the rest of the party.
  
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Re: Comic Conversions
Reply #218 - Sep 18th, 2010 at 6:38am
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Graviton



Identity: Franklin Hall
Side: Evil 
 Sex: Male
Age:  Unknown
Level: 12
Training: Accuracy

Powers:
1. Heightened Senses: Spatial Awareness:
2. Flight: PR = 1 per hour. 180 mph max flight speed.
3. Force Field: PR=1 per 2 points damage blocked.
4. 2 x Gravity Control: Max multiplier = 18, range =18", PR=1 per multiple applied.
5. Adaptation: PR=1 per hour
6. Power Blast: 1d20 damage, range =15", PR=1 per shot.

Weight: 200 lbs.
Basic Hits: 4
Agility Mod: -2
Strength: 9
Endurance: 20
Agility: 14
Intelligence: 18
Charisma: 14
Reactions from Good: -3      Evil: +3
Hit Points:14
Damage Mod.: +6 (+4 from training)
Healing Rate: 2
Accuracy: +6 (+5 from training)
Power:
Carrying Capacity: 273 lbs.
Basic HTH Damage:1d6
Movement Rates: 43” ground
Detect Hidden: 14%
Detect Danger: 18%
Inventing Points: 21.6
Inventing: 54%
Legal Status: Canadian citizen, with an extensive criminal record.

Origin/Background: Franklin Hall was just an ordinary man. He worked as a high energy Physicist on a project to develop a teleportation beam. A power surge caused the device to work for the first and last time. It seized an experimental Gravity element in a nearby laboratory and scrambled his molecules with its energized atoms giving him his powers to control Gravity. Assuming the identity Graviton he set out on his life of crime.
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Re: Comic Conversions
Reply #219 - Sep 18th, 2010 at 10:35am
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Is this the same guy that fought the Avengers during Perez's tenure? I remember this guy as someone about as scary as Nefario. Anyone who can go toe to toe with Thor is a big time hitter. If it wasn't for him being such a dweeb he could be Magneto-like in his threat level
  

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Re: Comic Conversions
Reply #220 - Sep 18th, 2010 at 10:59am
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Ranger wrote on Sep 18th, 2010 at 10:35am:
Is this the same guy that fought the Avengers during Perez's tenure? I remember this guy as someone about as scary as Nefario. Anyone who can go toe to toe with Thor is a big time hitter. If it wasn't for him being such a dweeb he could be Magneto-like in his threat level


Yep, he's fought the Avengers several times, but always manages to shoot himself in the foot, and snatch defeat from the jaws of Victory. Power level wise, it's been depicted as varying wildly, depending on who was writing him, and the direction the writer wanted the story to move in.
  

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Re: Comic Conversions
Reply #221 - Sep 18th, 2010 at 6:33pm
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Maybe increase his strength 10-12 and double up his power blast instead of gravity. Then give him the Low Self-Control disadvantage
  

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Re: Comic Conversions
Reply #222 - Sep 18th, 2010 at 11:31pm
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Ranger wrote on Sep 18th, 2010 at 6:33pm:
Maybe increase his strength 10-12 and double up his power blast instead of gravity. Then give him the Low Self-Control disadvantage


He's always been portrayed has being slightly below average strength, and for his Gravity Control, he's been able to lift small islands. I figure the 2x Gravity Control would simulate the huge amout of weight he'd be able to work with. I'll tinker with him a bit more when I get the chance.
  

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Re: Comic Conversions
Reply #223 - Sep 19th, 2010 at 12:29pm
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dsumner wrote on Aug 27th, 2009 at 6:41pm:
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. 


Captain Blaze (Plasma control), Harrier (some kind of suit with taser like darts), White Avenger (Superman wannabe) and Hungyr (energy vampire)
  

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Re: Comic Conversions
Reply #224 - Oct 6th, 2010 at 11:52pm
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With all due respect to some of the GREAT conversions done here, I think the best conversions I've ever seen are Jeff's Teen Titan conversions.

They really interpret the characters in such a way as they "fit" into the V&V style/universe. Simple direct and almost zero gimmicky bend the rule stuff Cool

I think too often we want to convert the characters in a way where we're trying to make the game system fit the comic characters, when our real focus should be making the characters fit the "spirit" of the game system
« Last Edit: Oct 6th, 2010 at 11:54pm by Ranger »  

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Re: Comic Conversions
Reply #225 - Oct 7th, 2010 at 12:10am
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Ranger wrote on Oct 6th, 2010 at 11:52pm:
With all due respect to some of the GREAT conversions done here, I think the best conversions I've ever seen are Jeff's Teen Titan conversions.They really interpret the characters in such a way as they "fit" into the V&V style/universe. Simple direct and almost zero gimmicky bend the rule stuff 

Jeff drew the Titans art. The conversions themselves were credited to Jack.
  
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Re: Comic Conversions
Reply #226 - Oct 7th, 2010 at 6:26am
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About the conversions, such as the weight of the characters, are they from sources such as the various Marvel Universe Handbooks, or they were estimated? inthe handbooks, they also give stats like how strong can the character lifts. I remember that Colossus can lift 75 tons, Capt. America 400 lbs (or was it 500, peak of human ability), Jocasta can lift 5 tons, etc.
« Last Edit: Oct 7th, 2010 at 6:37am by Galaxy Boy »  
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Re: Comic Conversions
Reply #227 - Oct 8th, 2010 at 11:47am
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It's just my opinion here but I think all those handbooks are horrible references for a game like V&V. V&V at it's core tries to "simulate" comic book action, not represent it. If you dive too deep into mathmatical quantifications your not going to enjoy the results near as much.

Try converting those characters too closely and your going to lose any "comic book" representation of characters like like Cap, Ironfist, Batman, Green Arrow etc when comparing them Supes, Martian Manhunter, Thor and the Hulk and so on.
« Last Edit: Oct 8th, 2010 at 11:48am by Ranger »  

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Re: Comic Conversions
Reply #228 - Oct 8th, 2010 at 5:13pm
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Ranger wrote on Oct 8th, 2010 at 11:47am:
It's just my opinion here but I think all those handbooks are horrible references for a game like V&V. V&V at it's core tries to "simulate" comic book action, not represent it. If you dive too deep into mathmatical quantifications your not going to enjoy the results near as much.

Try converting those characters too closely and your going to lose any "comic book" representation of characters like like Cap, Ironfist, Batman, Green Arrow etc when comparing them Supes, Martian Manhunter, Thor and the Hulk and so on.


I don't agree, generally, Ranger.  I think most of those characters can be simply and elegantly converted to V&V.  We used to do hundreds of them back in the day, using mainly the OHOTMU (Official Handbook of the Marvel Universe).  I will admit that it's much tougher to do the really powerful characters (like Superman), as V&V seems to work best at the mid to lower power levels.  But even Supes can be done pretty accurately (depending on which version of him you are talking about).  You might have a tougher time constructing the one that pushes planets around or flies around the Earth to turn back time, but for the vast majority of things he does in the comics, I think V&V can simulate him quite well.

Just my take, though; I don't take any offense or mind that you view things differently.   Smiley
  
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Re: Comic Conversions
Reply #229 - Oct 8th, 2010 at 11:50pm
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That's cool. Cool

Just curious but don't you find it tough to properly convert characters which have many multiple powers such a Big Blue or Ironman? Between the uber strength (I mean it's really hard to get a V&V character  to lift 100+ tons) and all the hyper senses. Even Maxima seems to really be pushing the V&V rule limits (let alone spirit of said rules) and she still doesn't compare (just how she has a 100 Str rating I'm not sure - need to double check that one)

I guess my only real point is I really liked the "elegant" approach Jeff/Jack took to those Teen Titan conversions. Probably come off fanboyish, and seeing as I haven't actually played in a couple decades I probably should just keep my yap shut.  Cheesy Cheesy Cheesy
  

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Re: Comic Conversions
Reply #230 - Oct 8th, 2010 at 11:59pm
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Ranger wrote on Oct 8th, 2010 at 11:50pm:
That's cool. Cool

Just curious but don't you find it tough to properly convert characters which have many multiple powers such a Big Blue or Ironman? Between the uber strength (I mean it's really hard to get a V&V character  to lift 100+ tons) and all the hyper senses. Even Maxima seems to really be pushing the V&V rule limits (let alone spirit of said rules) and she still doesn't compare (just how she has a 100 Str rating I'm not sure - need to double check that one)

I guess my only real point is I really liked the "elegant" approach Jeff/Jack took to those Teen Titan conversions. Probably come off fanboyish, and seeing as I haven't actually played in a couple decades I probably should just keep my yap shut.  Cheesy Cheesy Cheesy


Well, they did fudge a little, especially when it came to Wonder Girl and Cyborg's strength.  For example Jack's V&V conversion of Wonder Girl only has her lifting around 3,500 lbs. While the comics have her lifting tanks (which are going to weight anywhere from 30 to 60 tons). The same with Cyborg.
  

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Re: Comic Conversions
Reply #231 - Oct 9th, 2010 at 12:21am
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dsumner wrote on Oct 8th, 2010 at 11:59pm:
Well, they did fudge a little, especially when it came to Wonder Girl and Cyborg's strength.  For example Jack's V&V conversion of Wonder Girl only has her lifting around 3,500 lbs. While the comics have her lifting tanks (which are going to weight anywhere from 30 to 60 tons). The same with Cyborg.


You're right. Cyborg and Wonder Girl did turn out to be much stronger than Jack Herman originally imagined. But he was trying to assess those characters based on how he saw them in the early years of the New Teen Titans.

Interestingly, in the essay that accompanied those conversions, Jack Herman referenced an issue of the Teen Titans that described Cyborg as having the strength of ten men. That explains Victor Stone's one-ton carrying capacity in that article. My Teen Titans run from the early 1980s is spotty, so I'm not sure how strong Wonder Girl appeared in the early issues of the Titans--but I think Jack Herman was trying to reflect the strength level that he saw Donna Troy demonstrating at the time.

These stats came out before Who's Who in the DC Universe--or the DC superhero game, which provided much more detail about the limits of the characters' powers (especially in terms of physical strength).

All in all, I agree with Ranger that those conversions were very well done. When building characters for adventures, I've referred back to those Titans conversions as a point of reference.
« Last Edit: Oct 9th, 2010 at 12:27am by polarboy »  
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Re: Comic Conversions
Reply #232 - Oct 9th, 2010 at 12:23am
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Oh, don't get me wrong, I'm not saying they're not great conversions, because they are, just that odds are everyone is going to have a slightly different take on various characters.
  

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Re: Comic Conversions
Reply #233 - Oct 9th, 2010 at 8:28am
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So when is Dave going to do his famous Howard the Duck conversion? Wink
  

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Re: Comic Conversions
Reply #234 - Oct 9th, 2010 at 5:28pm
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Ranger wrote on Oct 8th, 2010 at 11:50pm:
Just curious but don't you find it tough to properly convert characters which have many multiple powers such a Big Blue or Ironman? Between the uber strength (I mean it's really hard to get a V&V characterto lift 100+ tons) and all the hyper senses. Even Maxima seems to really be pushing the V&V rule limits (let alone spirit of said rules) and she still doesn't compare (just how she has a 100 Str rating I'm not sure - need to double check that one)


Yeah, the uber-Strength scores can be tough to approximate (but then Behemoth has a beastly Strength as well).  It does indeed get tough to get characters up into that 100+ ton range.

I don't get too hung up on how many Powers a character has when doing conversions.  If - for instance - Iron Man has thirty separate Powers (not saying he does, just picking him as an example), then I would simply convert him to make the V&V version of him able to do all that the comics (and/or movies) show him able to do.  Characters in V&V could start with 10 or more Powers (as some Powers like Transformation and Animal/Plant Powers give you more than one), and then characters train and invent, adding abilities (sometimes full-blown superpowers) to their repertoire.

That's just my thoughts on it, though.    Smiley
  
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Re: Comic Conversions
Reply #235 - Nov 26th, 2010 at 10:01pm
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Moved.
« Last Edit: Nov 29th, 2010 at 3:24am by dsumner »  

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