Marvel Avengers, 1889 [Full]

One last thing... I am a bit iffy about some of your 'upgrades' that you have all been going for... not all, but I DON'T want this to be an "arms-race" to improve you combat efficient to the most point-by-point advantages...

I need to look over everyone's stuff again before approving. I want you to have the character that you want BUT I don't want you to out-do everyone else... make sense??
 

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Re: the docks scene. Karl, Capt Brit has Extended Vision but if we're using my most recent revisions for this fight, he doesn't have Low Light Vision anymore (Extended Hearing instead). Does he see anything different from the other characters by virtue of potentially being able to see farther? Wolverine and Capt Brit (post revision) have Extended Hearing- can they catch any of the conversations?
 

Hmm, the Captain could maybe see the rifles a bit more... they are fairly heavy, with a strange box underneath the forward part of the barrel (just before the trigger area)... he has seen something similar in Wakanda, on something they called "assault rifles"

They can hear bits and pieces of the conversations, mostly about how much money they are going to get paid tonight and how cold it is...

As this is London, I should have added some fog, but it will be rolling in ;)
 

the_myth said:
ok, since a few others are tweaking their characters, I made a few alterations to the Scarlet Witch....for your approval...

Probability Control with Jinx as an Extra is a point-sink. After designing that Nullify Field Extra Effort, I noted that the rules suggest a different power build can be an alternate power. So, I made the following tweaks:

Probability Control -8 (32 pts. +6)
• Basic: any one personal roll under 8 becomes an 8
• Alternate Powers:
• JINX (Jinx, Jinx only, Move action, Perception range, 4+1-1-2+2= 4pts./rank)- 8 ranks
• DEFLECT (all attacks, Move action, 3+1= 4pts/rank)- 8 ranks
• TRIP (Perception range, Burst area, Selective attack, Opposed by DEX, Move action, 1+1+1+1+0+1= 5pts./rank)- 6 ranks + Subtle + Progression:Area (60-ft. radius)
• CONFUSE (Perception range, Burst area, Selective attack, Move action, 1+1+1+1+1=5 pts./rank)- 6 ranks + Incurable + Subtle
• NULLIFY (attack effects, Perception Range, Move action, 2+1+1=4pts/rank)-8
• DAMAGE (Perception range, Burst area, Selective attack, Move action, 1+2+1+1+1= 6 pts/rank)-5 +Subtle +Indirect

Probability Control is now at Campaign PL max of 8, and I was able to add 2 more alternate powers: Nullify Attacks (Basically a counter effect explained away as a manipulation of Fate) and Ranged Damage (some unfortunate accident like a ceiling caving in, a weapon backfiring, etc.). I also like how all of the Probability Control alternate powers are Move actions now.

This change freed up a lot of points, I tweaked some other powers...and added a few other things:

Luck Control (Burst area, Selective attack, 3+1+1=5pts/rank)-2 ranks (10 pts. + 4)
Good Luck: Spend HP for another -or- give HP to another (Burst, Selective attack)
• Alternate Powers:
Bad Luck: negate HP/GM Fiat -or- force re-roll (Burst, Selective attack)
See the Unseen Super-senses: True Sight [10 ranks]
Future Sight Linked Super-senses: Danger Sense [1 rank], Precognition [4 ranks], Uncanny Dodge: Mental, Visual, Auditory, Magical, Olfactory 5 [5 ranks]
Lucky Shield Linked: Shield [4 ranks] + Force Field [6 ranks]


Spell change: "See the Unseen" becomes "Mystic Sight"
Mystic Sight Linked Super-senses: Detect Magic (detect, ranged, extended, analyze, acute, track) [5 ranks], Aura reading [5 ranks], Low-Light Vision [1 rank]


Additions from extra points:
• Luck 1 becomes Luck 4 (maxed at 1/2 Campaign PL level) 3 pts
• Attack Specialization: Mystic blasts (+2 attack) - 1 rank 1 pt.
• Mind Shield – 6 ranks 6 pts.

Drawback: Power Loss [Mind Shield] in contact with cold iron [-1 pt.]

This build would allow the character to do everything she already did...and a bit more.

Opinions? Have I missed anything?

This seems ok with me and is approved for our upcoming... encounter...
 

OK Wolverine looks good... EXCEPT for one thing I am not 100% about -- Unconscious 1 (1 Round). I kind of have the feeling this is just a bit to good. Now I am not 100% against it, but it just one of those abilities that I am not overly happy about in M&M2nd ed and UP. I guess I can live with it, but I am not 100% happy (and it is tech in the rules)
 

Necro_Kinder said:
Ok, so for Ronin:

Ditch the Nunchaku
Ditch Stunning attack (DC 16 fort save is too easy)
Ditch Improved Critical (Katana)

Add Power Attack
Add 1 Rank to Equipment

Change Shurikens to +3 Damage and Autofire (2)
Change Katana to Crit on 17-20

This actually changes nothing about the Katana, just changing where that high crit ratio comes from. The shurikens will now do +3 to +6 damage as well.

Looks good and it is approved for this encounter
 

Any one else changing now? I have Captain Britania, which I approved. Is Black Widow changing her blast? Let me know... I might have missed it.

Hero Points as of right now (REMEMBER to post them in the title with your Characters NAME and Conditions)

Black Widow – 3pts
Captain Britania – 5pts
The Hulk – 3pts
Justices – 6pts*
Ronin – 6pts
Scarlet Witch – 3pts
Thor – 5pts
Wolverine – 4pts

*I did allow you to re-roll your Fort save, but if I missed one let me know.
 

Karl, you gave Justice the regular 2 HP after the fight plus 2 more HP for complications. Here's my take on that HP situation:

Redclaw- just looking back over the fight, it seems to me like you had 4 HP then spent two in the final round: one to reroll your grapple roll and then another to reroll your Fort save (which Karl let you do). Unless you gained an HP somewhere that round that I didn't see, that should have left you with 2 at the end of the fight, which means 6 now.

Also, Blind/someone else- what does Thor's rain weather control power do exactly? That might be a very useful way to sneak up on these guys. Problem: that other force can probably feel Thor's powers if he can feel its presence. Myth- does Scarlet Witch have something that will provide a particularly good distraction (but again, that a power is at work may be detected)?
 

I would like to change the "poison" effect on her main blast with the Secondary Effect extra...no change in price, the venom is just now faster-acting (apply damage again the following turn, rather than 10 turns later), which makes it a tactically useful extra.

I'd also like to take the Poison extra away from the Stun power, and increase Stun's rank by 2...to max it to my PL.

I'll change my sheet as soon as I have your blessing.
 
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Oh- if anyone has a strategic plan for this battle, chime in IC or OOC. Capt is supposed to be really good at this stuff, but I'm much better at own-action style tactics than entire battle planning.
 

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