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 Post subject: Re: DCU 5e
PostPosted: Mon Jun 27, 2016 7:14 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1248
Works for me.


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 Post subject: Re: DCU 5e
PostPosted: Tue Jun 28, 2016 2:40 am 
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Joined: Sun Oct 06, 2013 1:43 am
Posts: 501
Kain Darkwind wrote:
A creature with superspeed is invisible when moving to creatures without superspeed.

Creatures with super speed often have other abilities as well, such as evasion and uncanny dodge, or the ability to become invisible when moving. These are individual abilities, not inherent to superspeed itself.


These seem contradictory. Unless in the latter scenario you're describing a 'speed trick' that grants a speedster invisibility when moving even against those with superspeed.


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 Post subject: Re: DCU 5e
PostPosted: Tue Jun 28, 2016 2:45 am 
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Posts: 4428
They are, good catch. There were several rewrites of the abilities. The original draft just had three levels of superspeed, lesser (increased reflexes and reaction times), normal (Bryne-era Superman, supersonic speedsters, etc) and greater (Flash, serious super speedsters).


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 Post subject: Re: DCU 5e
PostPosted: Tue Jun 28, 2016 11:31 pm 
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Joined: Tue Jan 28, 2014 3:17 pm
Posts: 31
I like it. I love the invisibility effect - very innovative. Super Speed keyed to the Dash action might need finer technical language, though. Dash doesn't increase your speed, you just "gain extra movement" during the action, though I understand that Super Speed increases the distance you can cover with the Dash action. It's a pedantic distinction to make, maybe, but hey.

Maybe this? "When you take the Dash action, you are invisible to creatures without Super Speed, and the extra movement you gain is increased as listed below."

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Et Earello Endorenna utulien. Sinome maruvan ar Hildinyar tenn’ Ambar-metta!


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 Post subject: Re: DCU 5e
PostPosted: Tue Aug 02, 2016 4:37 pm 
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Image
The Flash, Wally West (1987)
Medium humanoid (human), chaotic good (neutral tendencies)
________________________________________________________________________________
Armor Class 18 (super speed)
Hit Points 85 (10d8 + 30)
Speed 70 ft.
________________________________________________________________________________
STR 14 (+2) DEX 18 (+4) CON 16 (+3) INT 13 (+1) WIS 11 (+0) CHA 16 (+3)
________________________________________________________________________________
Saving Throws Dex +8, Con +7
Damage Resistances fire
Senses passive Perception 10
Languages Common
Treasure None
Challenge 12 (8,400 XP)
________________________________________________________________________________

Evasion If the Flash is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, the Flash instead takes no damage if he succeeds on the saving throw,. and only half damage if he fails.

Rapid Healing The Flash recovers 1 hp every round he is not in combat.

Quick Reflexes The Flash may use a bonus action to use the Dash, Disengage or Dodge actions.

Superspeed Level 4. Flash can take four additional reactions in a round (although he can still make only one reaction per triggering event.) Only one of these reactions can be triggered by a creature with superspeed. His unarmored AC is 14+Dex modifier. He is invisible and can run up vertical surfaces or across liquid when using the dash action.


ACTIONS
________________________________________________________________________________

Multiattack. The Flash makes four unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage.


REACTIONS
________________________________________________________________________________

Counterattack The Flash makes a melee attack with advantage against a creature who attacked him in melee and can move 35 ft.

Speed Dodge. The Flash moves 70 ft. when targeted with an attack. The attack has disadvantage against him. If the attack allows a Dexterity saving throw, the Flash has advantage on the save.


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 Post subject: Re: DCU 5e
PostPosted: Tue Aug 02, 2016 5:14 pm 
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Image
The Flash, Wally West (1995)
Medium humanoid (human), chaotic good
________________________________________________________________________________
Armor Class 24 (super speed)
Hit Points 127 (15d8 + 60)
Speed 70 ft.
________________________________________________________________________________
STR 14 (+2) DEX 18 (+4) CON 18 (+4) INT 14 (+2) WIS 16 (+3) CHA 17 (+3)
________________________________________________________________________________
Saving Throws Dex +8, Con +7
Damage Resistances bludgeoning, fire
Senses passive Perception 10
Languages Common
Treasure None
Challenge 20 (25,000 XP)
________________________________________________________________________________

Evasion If the Flash is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, the Flash instead takes no damage if he succeeds on the saving throw,. and only half damage if he fails.

Fast Healing The Flash recovers 5 hp every round. He can use a bonus action to spend HD to heal.

Kinetic Energy Redirect The Flash may use a bonus action to steal or redirect kinetic energy within 60 ft. A creature or object make make a Constitution save (DC 30) to resist. A creature with superspeed adds their super speed level to this save. On a failure, the creature or object's speed is reduced down to 0 until the Flash ends this effect. A ranged attack either misses or redirects to a new target with the same attack result. If the Flash redirects kinetic energy into a creature, they increase their speed by the same amount the other creature's speed was reduced. The Flash can concentrate on this effect.

Quick Reflexes The Flash may use a bonus action to use the Dash, Disengage or Dodge actions.

Superspeed Level 10. Flash can take ten additional reactions in a round (although he can still make only one reaction per triggering event.) Only one of these reactions can be triggered by a creature with his level of superspeed. His unarmored AC is 20+Dex modifier. He is invisible and can run up vertical surfaces or across liquid when using the dash action.

ACTIONS
________________________________________________________________________________

Multiattack. The Flash makes ten unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (1d4 + 12) bludgeoning damage.

Infinite Mass Punch Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 185 (10d12 + 120) bludgeoning damage. A creature struck by the infinite mass punch must succeed on a Constitution saving throw DC 20 or be stunned until the end of the Flash's next turn. The infinite mass punch counts as magical for the purposes of damage resistance and immunity. The Flash must move at least 100,000 miles immediately preceding this attack.

Vibrate Wally gains incorporeal movement until the end of the round. Any creature or object he moves through must succeed on a Constitution saving throw DC 20 or take 55 (10d10) force damage. A creature or object reduced to 0 hp by this damage, explodes, dealing the same damage in a 20 ft. radius. (Dex DC 20 half)

REACTIONS
________________________________________________________________________________

Counterattack The Flash makes a melee attack with advantage against a creature who attacked him in melee and can move 35 ft.

Speed Dodge. The Flash moves 70 ft. when targeted with an attack. The attack has disadvantage against him. If the attack allows a Dexterity saving throw, the Flash has advantage on the save.


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 Post subject: Re: DCU 5e
PostPosted: Tue Aug 02, 2016 5:57 pm 
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Posts: 1248
Ugh do NOT start with that alignment tendencies nonsense.


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 Post subject: Re: DCU 5e
PostPosted: Tue Aug 02, 2016 6:45 pm 
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You're free to look away. At that point in Wallys life, he was not entirely a hero. He was requesting pay for group seeds, sleeping with married women and all around not entirely sure of himself.


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 Post subject: Re: DCU 5e
PostPosted: Tue Aug 02, 2016 10:55 pm 
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Posts: 501
Well if we're going to get into alignment nonsense, personally I think Batman's more of a neutral good. He has an active collaboration with James Gordon, working with the law, while not being bound by it. I can't think of many heroes who have such a strong working relationship with lawmen that they're part of the core mythos and supporting cast of the hero.


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 Post subject: Re: DCU 5e
PostPosted: Tue Aug 02, 2016 11:26 pm 
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First off, I'd like to point out that Wally West is the first hero built with the actual new super speed/strength rules being adhered to, so the others still retain their slapdash status.

However, I believe different interpretations of Batman have run the gamut on alignment, even a few ranging into evil or at least evil acts committed by a non-evil hero. Adam West for instance, easily Lawful Good. My core Batman is influenced chiefly by the Animated Series and the 80-90s stories, up to and including Knightfall. In short, I don't think you or I are wrong here.


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