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Very Hot Topic (More than 25 Replies) 1980's Avengers for V&V (Read 18888 times)
Doctor Foom
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1980's Avengers for V&V
Jun 9th, 2009 at 7:03pm
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I'm going to post some character write ups of the Avengers from around the Byrne/Perez period, when Wondy and the Beast were Avengers.
  
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Doctor Foom
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Captain America
Reply #1 - Jun 9th, 2009 at 7:15pm
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Captain America

Level: 24

Powers:

Heightened Endurance: +16

Heightened Agility: +10

Heightened Defense

Heightened Expertise: +4 to hit with hth attacks and shield

Natural Weaponry: +2, +4 with hth attacks

Armor: 30 points from chainmail shirt

Special Weapon: Shield: Offers 15 points of Invulnerability to front and side attacks if aware.
Shield may be thrown a maximum of 60", for hth damage +1d10.
May be ricocheted for multiple attack.
It will return if enough movement remains.

Strength: 20
Endurance: 24
Agility: 25
Intelligence: 15
Charisma: 25

Hit points: 58

Power points: 84

HTH damage: 1d10

Notes:
At this point Cap lost his super strength, but was working hard to maintain some of it.
Also, I have a house rule where you add your level to your detect hidden and danger rolls.
  
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Re: 1980's Avengers for V&V
Reply #2 - Jun 9th, 2009 at 10:30pm
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Is there a maximum number of attacks per turn, that can be made with his shield?
  

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

"Nemo me impune lacessit"
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Re: 1980's Avengers for V&V
Reply #3 - Jun 10th, 2009 at 9:56am
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I would think that it's limited by movement, and played according to the multiple attack rules.

I should mention that I'm focussing on this era because:

a) the late 70's / early 80's Avengers were my favorite line up.

b) this was the lineup when I started playing V&V.

More to come.
  
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Re: 1980's Avengers for V&V
Reply #4 - Jun 10th, 2009 at 11:12am
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DF, who are you planning on posting next? I'm waiting to see what you come up with for the Scarlet Witch's power.
  

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Re: 1980's Avengers for V&V
Reply #5 - Jun 10th, 2009 at 12:16pm
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I aims to do them all, save Thor who I don't should be playable.

I'll start easy and work my way up to the tough ones. Next up, Hank McCoy...
  
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Re: 1980's Avengers for V&V
Reply #6 - Jun 10th, 2009 at 12:30pm
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The Beast

Level: 18

Powers:

Heightened Strength B: +20

Heightened Endurance B: +18

Heightened Agility B: +28

Heightened Expertise: +4 to hit with all unarmed hth attacks

Strength: 31
Endurance: 28
Agility: 35
Intelligence: 24
Charisma: 18

Hit points: 208 !

Power points: 118

HTH damage: 2d8

Notes:
The Prejudice Weakness that plagues mutants in the Marvel universe never really came into play much in this stretch of the Avengers, almost like Hank had been washed clean by joining them.

As a tangent, in other discussions on other sites I read an idea that if the original X-Men were players, the model for rolling them up would be:

1-3 Powers (reflecting their mutant ability of course)
1-2 Skills (reflecting all that time in the danger room)
Predjudice: mutant

So:

Cyclops: Power Blast and Heightened Attack (as listed on this site)

Iceman: Icepowers and Speed Bonus (ice ramp travel)

Beast: Stat increases of the 3d10 variety from the Powers chart, and Heightened Expertise from the skill chart

Angel: Wings and Natural Weaponry

(all plus Prejudice of course)

Never had the chance to forge a team like that, with a unifying theme. Kinda cool.
« Last Edit: Jun 10th, 2009 at 12:33pm by Doctor Foom »  
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Re: 1980's Avengers for V&V
Reply #7 - Jun 10th, 2009 at 4:53pm
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Next up, the Vision!
Some ideas here were formulated by my old group.
  
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Re: 1980's Avengers for V&V
Reply #8 - Jun 10th, 2009 at 4:57pm
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Yo, yo, yo. I'm thinkin' I'd still give Cap heightened strength because it's part of his origin story. Drinks a potion and gets instant muscle! I remember readin' somewhere that some gamers say he started out with red. strength. In V&V, that'd mean he still has it--just with heightened strength--putting his score in the high-normal range (since I think he could lift about 800 lbs.) at the time. Just my thoughts. Not startin' an argument or anything! Chill.
  
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Re: 1980's Avengers for V&V
Reply #9 - Jun 10th, 2009 at 5:02pm
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Yo, yo, yo. I like how you mentioned the Beast losin' the anti-mutant prejudice. In a way, even though becoming blue was part of an enhanced mutation experiment gone bad, it helped make his upgraded origin more a result of a scientific experiment gone awry than a natural-born mutation. In a similar way, the Scarlet Witch trained to become a quasi-sorceress to better influence her powers, also distancing herself from her inherent mutant abilities. So in a way, mutants who joined the Avengers ended up becoming less-mutant than before (distinguishing themselves form the X-bunch).
« Last Edit: Jun 10th, 2009 at 5:02pm by SuperFriend »  
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Re: 1980's Avengers for V&V
Reply #10 - Jun 10th, 2009 at 5:14pm
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The Vision

Level: 15

Powers:

Android Body:
     -Heightened Endurance +10
     -Thermo-Optic Blast: range 20", PR: 2 per shot, 2d8 damage, attacks as better of Flame or Light.

Heightened Strength: +10

Heightened Intelligence: +15

Life Support: No PR

Disruption Attack: hth attack, PR: 3 per disruption, Damage: HTH x 2, all damage is taken from hit points. Bypasses armor and invulnerability in most cases.
Usable only when in Density 1 or 2.

Density Control:
Density may be altered with movement. PR: 1 per increment change. Then pay power equal to the current Density in between turns.

Density Increments:

1: weightless, move: 66" or flight, carry cap. 0, hth: disruption only, Non-corporeal.

2: weight: 170, move: 66" or flight, carry cap. 1498, hth: 1d10 or disruption, Invulnerability: 5

3: weight: 340, move: 33", carry cap. 2996, hth: 1d12, Invulnerability: 10

4: weight: 680, move: 16", carry cap. 5992, hth: 2d8, Invulnerability: 15

5: weight: 1,360, move: 8", carry cap. 11,984, hth: 2d10, Invulnerability: 20

6: weight: 2,720, move: 4", carry cap. 23,968, hth: 3d10, Invulnerability: 25

7: weight: 5,440, move: 2", carry cap. 47,936, hth: 4d10, Invulnerability: 30

8: weight: 10,880, move: 1", carry cap. 95,872, hth: 5d10, Invulnerability: 35

Note: Hit Points and Agility do not change by increment.

Strength: 25
Endurance: 20
Agility: 21
Intelligence: 30
Charisma: 18

Hit points: 66

Power points: 96

HTH damage: by Density Increment
« Last Edit: Jun 10th, 2009 at 5:15pm by Doctor Foom »  
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Re: 1980's Avengers for V&V
Reply #11 - Jun 10th, 2009 at 6:35pm
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great work!   Pretty much my favorite era for the Avengers as you can see in my Comic Run List.   Will you write up Jarvis?
  

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Re: 1980's Avengers for V&V
Reply #12 - Jun 10th, 2009 at 6:54pm
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Huh
  
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Re: 1980's Avengers for V&V
Reply #13 - Jun 11th, 2009 at 9:48am
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Hawkeye

Level: 18

Powers:

Heightened Expertise: +4 to hit with Bow

Heightened Expertise: +4 to hit with all attacks (including Bow!)

Heightened Defense

Natural Weaponry: +1, +2 with hth attacks

Armor: 30 points from chainmail shirt

Special Weapon: Bow and Arrows: Range: 100". Quiver holds 26 arrows. +4 to hit.
· Blast Arrow: 2" x 2" area: all take 2d10 damage
· Tangler Arrow: 3” x 3” net. All struck targets who fail % save on Agility are tangled, and must use action to cause 11 points of damage to net to untangle.
· Flash Arrow: 2” radius. All struck targets must save vs. Intelligence on d20 or are blind 1-2 turns.
· Sonic Arrow: All struck targets, within 1” of arrow’s line of flight, take d12 damage
· Cable Arrow: Magnetic/ suction tip adheres to any surface. 20” cable
· Dum Dum Arrow: HTH+d10
· Smoke Arrow: Creates 2” radius of smoke. All within radius are in darkness.

Strength: 18
Endurance: 18
Agility: 21
Intelligence: 15
Charisma: 15

Hit points: 37

Power points: 72

HTH damage: 1d8
  
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Re: 1980's Avengers for V&V
Reply #14 - Jun 11th, 2009 at 9:49am
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SuperFriend wrote on Jun 10th, 2009 at 4:57pm:
Yo, yo, yo. I'm thinkin' I'd still give Cap heightened strength because it's part of his origin story. Drinks a potion and gets instant muscle! I remember readin' somewhere that some gamers say he started out with red. strength. In V&V, that'd mean he still has it--just with heightened strength--putting his score in the high-normal range (since I think he could lift about 800 lbs.) at the time. Just my thoughts. Not startin' an argument or anything! Chill.


Good point! Thanks.
  
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Re: 1980's Avengers for V&V
Reply #15 - Jun 11th, 2009 at 4:00pm
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This  thread gave me an idea...  check out my thread on levels and legends.
  

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Re: 1980's Avengers for V&V
Reply #16 - Jun 11th, 2009 at 9:51pm
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Wonder Man

Level: 8

Powers:

Heightened Strength B x 3: +79

Invulnerability: 25 points

Heightened Expertise: +4 to hit with unarmed hth

Body Power: Altered Physiology:
-allows saves against certain attacks and effects, GM's discretion.
-acts as Life Support without the defense. No PR.

Flight Device: Belt Rockets: 75 mph maximum

Strength: 90
Endurance: 20
Agility: 18
Intelligence: 11
Charisma: 11

Hit points: 107

Power points: 139

HTH damage: 5d10

Notes:
The lower Charisma indicates Simon's lack of confidence at this period

EDITED: to add John's suggestion. Thanks!
« Last Edit: Jun 11th, 2009 at 10:22pm by Doctor Foom »  
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Re: 1980's Avengers for V&V
Reply #17 - Jun 11th, 2009 at 9:56pm
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Doesn't Wonder Man not need to breath or eat?  I seem to remember reading that.
  

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Re: 1980's Avengers for V&V
Reply #18 - Jun 11th, 2009 at 10:04pm
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These are really cool! Don't know if you're plannin' on postin' Jocasta but I'd give the grrl Prejudice up the wazoo. And low agility too. Man, she's always the last one to attack in a group. I think Beast was about the only one who gave the child the time of day. But he was nice to Wondy too. Speaking of which, I like how you handled his altered physiology. It also explains those red eyes that he had to keep hidden. Kinda like Cyclops but without the optic blasts! No matter how low his charisma might be, Wondy could pull off sunglasses like none-other. And somehow he managed to make his red coat work! And Perez made the guy look hot!
« Last Edit: Jun 11th, 2009 at 10:10pm by SuperFriend »  
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Re: 1980's Avengers for V&V
Reply #19 - Jun 11th, 2009 at 10:16pm
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John wrote on Jun 11th, 2009 at 9:56pm:
Doesn't Wonder Man not need to breath or eat?  I seem to remember reading that.


Did that come later, when they played up his energy-ness? I don't recall now.

SF: Thanks. You're dead right about Jocasta. Either Prejudice or low Cha.
Y'know she might have been the Avengers' animated servant.
  
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Re: 1980's Avengers for V&V
Reply #20 - Jun 11th, 2009 at 10:19pm
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I think it was mentioned in the 160s when the Avengers first encounterd the Gaurdians of the Galaxy.   They said that he wouldn't need a spacesuit, but why  take the chance.
  

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Re: 1980's Avengers for V&V
Reply #21 - Jun 11th, 2009 at 10:20pm
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Sounds like Life Support. I'll throw in it, in an edit.
Thanks.

I was focussed on the fact that Rogue couldn't copy his powers in what was one of the top three stories of that mighty run.
« Last Edit: Jun 11th, 2009 at 10:24pm by Doctor Foom »  
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Re: 1980's Avengers for V&V
Reply #22 - Jun 11th, 2009 at 10:25pm
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Doctor Foom wrote on Jun 11th, 2009 at 10:16pm:
John wrote on Jun 11th, 2009 at 9:56pm:
Doesn't Wonder Man not need to breath or eat?  I seem to remember reading that.
SF: Thanks. You're dead right about Jocasta. Either Prejudice or low Cha.
Y'know she might have been the Avengers' animated servant.


She and Jarvis, my friend. She and Jarvis.
  
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Re: 1980's Avengers for V&V
Reply #23 - Jun 11th, 2009 at 10:31pm
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Doctor Foom wrote on Jun 11th, 2009 at 10:20pm:
Sounds like Life Support. I'll throw in it, in an edit.
Thanks.

I was focussed on the fact that Rogue couldn't copy his powers in what was one of the top three stories of that mighty run.


Was that in Avengers Annual 10?
  

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Re: 1980's Avengers for V&V
Reply #24 - Jun 12th, 2009 at 9:48am
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Yeah. Perfect issue, except the cover!
I was never a fan of Milgrom.
  
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Re: 1980's Avengers for V&V
Reply #25 - Jun 13th, 2009 at 9:59am
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The Scarlet Witch

Level: 18

Powers:

Magical Spells:
-Hex Bolt: Attacks as Power Blast. 2d8 damage. 20" range. PR: 2 per shot.

-Hex Sphere: 5" radius maximum, front and side only. Otherwise as per Force Field, defense only.

-Hex Power: May alter probability. PR: minimum of 4 per use.
Roll d4 against Hex Chart to determine result.
For each additional Power Point spent while casting, Wanda may move result by one increment on chart.
Attacks as better of Gravity Control or Transmutation.

Hex Power Chart:

1) Environmental mishap: d10 damage to target

2) Next attack / power use of target alters to No Effect

3) Environmental mishap: 2d10 damage to target

4) Random power of target suddenly activates / deactivates

5) Next attack / power use of target doubles back on target

6) Environmental mishap: 3d10 damage to targetted 2" x 2" area

7) Environmental mishap: 4d10 damage to targetted 3" x 3" area

8) Player determines effect!


Heightened Expertise: +4 to hit with Hex Power

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

Hit points: 23

Power points: 69

HTH damage: d6

Notes:
Another mutant Avenger whose Prejudice doesn't come into play much.

In the comics, her Hex Power is 'random,' but she can sorta steer it with effort, hence the above approach.
  
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Re: 1980's Avengers for V&V
Reply #26 - Jun 16th, 2009 at 1:54pm
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Please pardon the delay but I'm working on Iron Man.
  
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Re: 1980's Avengers for V&V
Reply #27 - Jun 22nd, 2009 at 6:50pm
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Iron Man

Level: 20

Powers:

Heightened Intelligence: +15

Armor B: 120 points. 100 charges, with the following built in devices:
a) Adaptation Device: 1 charge per hour or defense.

b) Flight Device: 100 mph. 4 charges per hour of flight.

c) Invulnerability: Structural Invulnerability of 10 (Iron). No cost.

d) Repulsor Ray: Attacks as better of Power Blast or Magnetic Powers. d20 damage. 20" range. Costs 2 charges per shot.

e) Heightened Senses: Sensors: Range: 500". Provides most forms of data and gives +20% to detect hidden and danger when applicable. 1 Charge per hour.

f) Absorption: Energy absorber: Stark can replenish Armor charges from any energy source. Amount recharged is determined by source and GM.

g) Gadgets: Any device/power that Stark's player wants to have, can be had if a successful Inventing Roll occurs. If the player succeeds, then Stark had previously invented the desired device and built it in beforehand.
Whether the roll succeeds or not, lose one Inventing Point.
Use Cost: Power point cost of superpower in Charges. Minimum 2 charges per use. Damage as per power listing.
This covers off all the many, rarely used effects of Iron Man's armor: Rocket skates, Uni-beam, Vario-beam, Buzz saw, Deflector beam, Image producer, Magnetic suction discs, Diamond edge saw, etc., etc., etc.!

h) Heightened Strength Booster: Movement to boost. See chart:

Strength Increments:

1: Cost: 10 charges.  Duration: 32 turns. Carry Capacity: 1920 lbs. HTH Damage: 1d10.

2: Cost: 12 charges.  Duration: 16 turns. Carry Capacity: 3840 lbs. HTH Damage: 1d12.

3: Cost: 16 charges.  Duration: 8 turns. Carry Capacity: 7680 lbs. HTH Damage: 2d8.

4: Cost: 20 charges.  Duration: 4 turns. Carry Capacity: 15,360 lbs. HTH Damage: 2d10.

5: Cost: 30 charges.  Duration: 2 turns. Carry Capacity: 30,720 lbs. HTH Damage: 3d10. 1% chance of short circuit.

6: Cost: 40 charges.  Duration: 1 turns. Carry Capacity: 61,440 lbs. HTH Damage: 4d10. 3% chance of short circuit.

7: Cost: 50 charges.  Duration: 15 phases. Carry Capacity: 122,880 lbs. HTH Damage: 5d10. 6% chance of short circuit.

8: Cost: 60 charges.  Duration: 8 phases. Carry Capacity: 245,760 lbs. HTH Damage: 6d10. 12% chance of short circuit.

9: Cost: 70 charges.  Duration: 4 phases. Carry Capacity: 491,520 lbs. HTH Damage: 7d10. 24% chance of short circuit.

10: Cost: 80 charges.  Duration: 2 phases. Carry Capacity: 983,040 lbs. HTH Damage: 8d10. 45% chance of short circuit.

11: Cost: 90 charges.  Duration: 1 phase. Carry Capacity: 1,966,080 lbs. HTH Damage: 9d10. 90% chance of short circuit.

Note: Hit Points do not change by increment.

Strength: 18
Endurance: 12
Agility: 21
Intelligence: 30
Charisma: 21

Hit points: 34

Power points: 81

HTH damage: d8

Notes:
Structural Invulnerability is as per the rules. So Stark can ignore any attack of 10 or less points of damage. But if 11 or more points of damage is inflicted, then none of it is ignored by Structural Invulnerability.

Stark's alcoholism and bad heart don't get much play in the Avengers during this period.

And a big thanks to John for solving the endless gadgets for me, with your Magic Spells/Psionics posts!
« Last Edit: Jun 22nd, 2009 at 7:27pm by Doctor Foom »  
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Re: 1980's Avengers for V&V
Reply #28 - Jun 22nd, 2009 at 11:57pm
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Very clear and playable Ironman post. Yer right about his weaknesses bein' AWOL during this time. The retroactive gadgets power was a good idea for Iron Man. No joke--I was thinkin' about givin' Batman somethin' along those lines. The "watch me pull a rabbit out of a hat" approach to inventin' devices isn't hard-core V&V, but it's a solid way of describin' the Golden Avenger.
« Last Edit: Jun 22nd, 2009 at 11:58pm by SuperFriend »  
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Re: 1980's Avengers for V&V
Reply #29 - Jun 23rd, 2009 at 2:19pm
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Thanks.
You're right. I think it's perfect for Batman's utility belt.

I think that's all of the main Avengers of this era, save Thor.
I might have a think about Quicksilver and poor Jocasta.
  
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Re: 1980's Avengers for V&V
Reply #30 - Jun 23rd, 2009 at 3:32pm
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It'd be cool to see Falcon (before Hawks replaced him) and Ms. Marvel (who replaced Scarlet Wtich)--along w/Wasp. Ev'rybody forgets about Wasp.

Quicksilver'd be the greatest, though.
  
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Re: 1980's Avengers for V&V
Reply #31 - Jun 24th, 2009 at 4:48pm
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OK Quicksilver it is.

PS:
The Falcon in the Avengers reminds me of that scene when Gyrich names the new Avengers lineup and as he does, the art shows the hero he's just named.
The last name he reads is "The Falcon" and we see Hawkeye yell "The What?!"
  
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Re: 1980's Avengers for V&V
Reply #32 - Jul 5th, 2009 at 2:15pm
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DF, when do we get to see more write-ups?
  

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

"Nemo me impune lacessit"
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Re: 1980's Avengers for V&V
Reply #33 - Jul 6th, 2009 at 12:30pm
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Quicksilver will be here in a flash, so to speak.
Then I might try Yellowjacket.
  
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Re: 1980's Avengers for V&V
Reply #34 - Jul 6th, 2009 at 12:45pm
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Doctor Foom wrote on Jul 6th, 2009 at 12:30pm:
Quicksilver will be here in a flash, so to speak.
Then I might try Yellowjacket.

Yellowjacket rules!
  
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