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Post by bootmobile on Aug 3, 2003 3:20:28 GMT -5
Here is an alternative take on each of the following characters:
Cyclops Gambit Havok Iceman Wolverine
These are very limited changes, mostly just to add or bump up a Modifier or two. I have simply changed some numbers as well where I diagree with the ratings given (I love Wolverine but he cannot lift 2 tons).
I have pretty thorough reasoning behind most of these changes and if you wish I am more than willing to discuss my choices. The version of Cyclops here is gretly revised from the one I posted before, thanks to some good feedback from Patrel.
So here we go, one post per character.
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Post by bootmobile on Aug 3, 2003 3:22:59 GMT -5
CYCLOPS
(Note: This version is a revision of my previous posting of Mr. Summers.)
Int: 4 Str: 2 Agi: 2 Spd: 2 Dur: 3
Health: 3 Energy: 9
Actions
Close Combat - 5 (Agility bonus) ~ X-Man Mutlti-Style
Ranged Combat – 2 (Weapon) ~ Handguns ~ Energy Weapons
Optic Blast: 9 ~ 2x Damage ~ Regenerate +1/Panel when in sunlight. ~ Power uncontrolled w/o visor or sunglasses. (note i took out the "can't be improved" disadvantage)
Leadeship - 7
Vehicles – 7 ~ Light vehicles ~ Heavy vehicles ~ Motorcycles ~ Aircraft ~ Spacecraft
Technology - 4 (Intelligence)
Social Skills – 4 ~ Authority ~ Streetwise ~ Academics ~ Aviation Culture
Telepathy - 7 (Intelligence) ~ Can't Read Minds ~ Telepathic communication ~ Only works with Jean Grey ~ Does not add to mental defense
Modifiers
Mental Defence [+2] Reflexive Dodge [+1] Targeting [+3] with Optic Blasts only. Is immune to his own energy blasts and those of his brother.
Equipment
Kevlar Armour [+1] Ruby Visor Ruby Sunglasses Communicator
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Post by bootmobile on Aug 3, 2003 3:24:01 GMT -5
GAMBIT
Abilities
INT: 3 STR: 2 AGI: 3 SPD: 2 DUR: 3
Health: 3 Energy: 9
Abilities
Close Combat: 5 (Agility or Weapon) ~ Thieves Guild Style ~ X-Man Multi-Style ~ Streetfighting ~ Dirty Tricks ~ Quarterstaf
Ranged Combat: 5 (Weapon) ~ Handguns ~ Thrown Objects/Weapons
Charge Object: 7 (Weapon) ~ 2x Damage
Thieving: 6 ~ Pick Pocket ~ Lockpicking ~ Con Artist ~ Safecracking
Gambling: 6 (Intelligence) ~ Poker ~ Blackjack ~ Bourre ~ Spades/Hearts ~ Dice ~ Spot cheating
Social Skills: 7 ~Streetwise ~ Thieves Guild ~ Assassins Guild ~ Persuasion, charm ~ Seduction ~ Criminal ~ Cajun
Modifiers
Wealth [3] Mental Defense [+2] Reflexive Dodge [+2] Targeting [+1] to thrown and charged objects only.
Equipment
Kevlar Armour [+1] Playing Cards [+1] Throwing Spikes [+2] Quarterstaff [+3] Thieving Equipment Communicator
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Post by bootmobile on Aug 3, 2003 3:25:03 GMT -5
HAVOK
(Note: This is slightly revised from my previous posting.)
Abilities
INT: 3 STR: 2 AGI: 2 SPD: 2 DUR: 3
Health: 3 Energy: 9
Abilities
Close Combat: 4 (Intelligence) ~X-Man Multi-Style
Ranged Combat: 3 ~ Handguns
Force Blast: 10 ~ Plasma ~ 2x Damage ~ Stun Option ~ May be an area effect centred on Havok. ~ Overstrain
Energy Absorption: 5 ~ Plasma and Cosmic Radiation only.
Leadership: 4
Geophysics: 4 (Intelligence)
Vehicle Operations: 4 ~Cars ~Heavy vehicles ~Aircraft ~Spacecraft
Social Skills: 4 ~Alien Cultures ~Government Ops ~Military
Modifiers
Wealth [2] Mental Defense [+1] Overpowered* [+4] to Force Blast. (See below for description.) Is immune to the optic blasts of his brother, Cyclops.
Equipment
Body Armour [+1] Communicator
*Over-Powered Modifier Cost level = Modifier Number +3 Levels Choose one of the character's superpower Actions, this modifier is added to any stones placed into that Action. The stones added from this modifier may not be shifted into defense and do not allow more stones to be put into an action than the Action Number. The free stones from this modifier must be played if any stones are placed in the selected Action. If the player wishes a lesser effect they must allocate a stone from the Action for every stone of the modifier they would like to counter. The maximum modifier number that may be purchased is equal to one-half the modified Action Number (round down).
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Post by bootmobile on Aug 3, 2003 3:25:36 GMT -5
ICEMAN
Abilities
INT: 3 STR: 2 AGI: 2 SPD: 2 DUR: 3 / 5
Health: 3 / 5 Energy: 9 / 15
Actions
Close Combat: 4 (Strength or Weapon) ~ X-Man Multi-Style
Flight: 4 (Ice slides)
Mastery of Cold: 8 ~ Immune to cold effects ~ Create & Manipulate Ice ~ Ice Blast
Accounting: 4
Social Skills: 4 ~ Humour ~ Political Culture
Modifiers
Wealth [2] Metamorphosis [6] into ice form only, gains the numbers after the slash in blue. Toughness [+0 / +3] Reflexive Dodge [+0 / / +1]
Equipment
Communicator
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Post by bootmobile on Aug 3, 2003 3:26:18 GMT -5
Wolverine
Abilities
INT: 3 STR: 3 AGI: 4 SPD: 3 DUR: 5
Health: 5 Energy: 15
Abilities
Close Combat: 7 (Agility or Weapon) ~ Martial Arts ~ X-Man Multi-Style ~ Weapon X Training ~ Samurai ~ Military/CIA Training
Ranged Combat: 4 (Weapon) ~ Guns
Hunting/Tracking: 7 ~ Set/Spot Traps ~ Set/Spot Ambush ~ Stalking ~ Survival
Black Ops: 6 ~ Covert Ops ~ Surveillance ~ Assassination ~ Infiltration ~ Intimidation/Interrogation ~ Extraction
Vehicle Operation: 5 ~ Any
Social Skills: 6 ~ Military ~ Eastern Culture and Languages ~ Western Cultures and Languages ~ Blue Collar ~ Streetwise ~ Underworld
Modifiers
Wealth [3] Accelerated Healing Factor Adamantium Claws [+3], Retractable, AP Adamantium Skeleton Toughness [+2], Nullifies AP Reflexive Dodge [+1] Mental Defense [+4] Animal Senses [7]
Equipment
Communicator
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Post by bootmobile on Aug 7, 2003 7:54:33 GMT -5
I had hoped for some views on theses interpretations. I would like them to be as good as possible.
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Post by dolemite on Aug 7, 2003 8:06:47 GMT -5
Wolverine: I would name his Close Combat "Samurai" (like L. Deathstrike) and therefore add Assassination to Close Combat/Samurai, this makes the combination of Samurai+Black Ops more obvious.
Maybe the Dodge from +1 to +2
And of course some challenges: - Haunted Past (Weapon X project) - Berserker - Amnesia - Enemies: a lot of
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Post by dolemite on Aug 7, 2003 8:13:40 GMT -5
Cyclops: Telepathy 7 and Intelligence Bonus of 4 this might be a little high, Telepathy 5 sounds better to me and a "cannot control minds" restriction.
Otherwise he looks right.
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Post by dolemite on Aug 7, 2003 8:18:45 GMT -5
Iceman:
Your version looks alright, too. But what I really do not like (it is not your fault) is the Accounting: 4 action. Is a Business Skill not more appropriate?
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Post by dolemite on Aug 7, 2003 8:23:48 GMT -5
Havoc: I would set his Force Blast to 9, he can only put 9 stones from his pool into it.
The Overpower-Modifier is really good, but maybe a little too cheap. It should be MN+4 like targeting.
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Post by piratespice on Aug 8, 2003 2:55:50 GMT -5
I wouldn't call it Samurai. Wolvie's samurai training reflects only a fraction of his fighting style. Leaping headlong into a crowd of foes lashing about wildly is not a samurai fighting style...yet he uses that kind of combat a heckuva lot more than jujutsu moves or kendo/kenjutsu.
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Post by bootmobile on Aug 9, 2003 16:01:52 GMT -5
Thanks for the Feedback Dolemite. I respond in the order you posted.
Wolverine:
I agree with Pirate Spice about the Samurai idea. I think his fighting style is more broad than the Samurai label would imply. Plus it seems that Marvel is currently trying to distance him from his more civilized aspects a little.
About the dodge I thought about bumping it but decided against it for two reasons. One, I had already added Toughness so I didn't want to ncrease this as well. Two, his fighting style often has him charging straight ahead with little care for avoiding anything; I think for a higher dodge a character should show an emphasis on trying to dodge in the comics.
I completely agree with your choices for challenges. I actually think he should get the Haunted Past several tmes, as he seems to have several pasts and each of them certainly qualifies as haunted. However, I don't normally list challenges in these write-ups as they are not necessary, because it is likely that whoever is playing the character already knows how to play the character, and because anybody out there familiar with the character has as good a guess as I do.
Cyclops:
I like the higher rating because I want to imply that with enough effort and a SitMod or two he could reach Jean anywhere on Earth (which is about a range of 11). It makes little difference really I just lke the implication. And I did include a "Can't read minds" limitation (guess you missed it).
Iceman:
I see what you mean. I was just repeating what was in the book. Maybe they thought his skill was more limited than that of characters like Stark and Osborn as they run huge corporations and Drake is just an accountant. I don't know. When I cost a character with an Action like tis one that seems more a matter of flavour than anything else, I give it the "not very useful" disadvantage.
Havok:
I think you missed part of the Overpowered modifier. The stones it adds do not allow the character to exceed his AN in stones for the ability. So Havok cannot put more than 10 stones into his Force Blast from his own energy and this modifier combined. So right now the most he can add from his personal energy is 6 stones. This fact and the fact that Overpowered adds to only one action, is why I costed it as one level less than targeting. If you still think it is underpriced let me know.
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Post by robdogdiggity on Feb 23, 2014 15:41:12 GMT -5
I like your write-up of Gambit having Reflective Dodge. When I first got the books, I had wondered why he didn't have it.
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Post by turnagealfonsojermaine on Feb 24, 2014 14:15:19 GMT -5
Why does Cyclopes need Telepathy when Jean Grey get sa free link with him that is permanate and crosses time/space?
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