View Full Version : What happened to ... Dr. Megaton?
Legatus
Dec 9th, '08, 10:42 AM
I'm planning a new storyline for my players which might lead to the solution of Earth's energy problems. The heroes will sneak into a secret base and will have the opportunity to steal the plans for a functional fusion reactor, including all data for the construction and operating of the whole power plant.
As the major villain of this story I want to use Dr. Megaton (from 4e Challenges for Champions) and his right hand man Fusion.
Now here is my question: have you ever used this villain and what was the outcome? I'm interested in story ideas, anecdotes, tragic moments. Basically everything that you can come up with.:help:
Maybe someone even has a 5e character sheet? :hush:
My ideas were that there was another mastermind behind all the research going on in that secret base. A man whose knowledge of technology surpasses all other's. It's Dr. D...
Lord Liaden
Dec 9th, '08, 12:09 PM
How did the characters come to know about this energy project, and what prompts them to consider stealing it? I ask because in his original version Dr. Megaton was dedicated to developing his "supernuclear" technology to give to the world to solve its energy needs, regardless of the destruction he caused along the way -- "necessary sacrifices for scientific advancement," as he would say. If the Doctor actually succeeded in making his process safe and efficient, he would be the first one to hand it out freely. Assuming you don't change Dr. Megaton's motivations, this suggests several possible plot permutations, one of which you already touched upon:
- Dr. Megaton's current experiment is potentially catastrophic, and the PCs are actually attempting to stop a nuclear holocaust;
- Dr. Megaton is working under the sponsorship of another villain (knowingly or not). This villain likely has less than altruistic uses in mind for his technology;
- The energy technology is being developed by another party (benign or villainous), and the PCs are actually attempting to stop Dr. Megaton from stealing it to help with his own efforts;
- The PCs are secretly being manipulated by another villain to steal the technology from Dr. Megaton. The villain will subsequently attempt to relieve the PCs of it himself.
Note that most of these plot points are not mutually exclusive.
FWIW here is the Glossary entry from the Fourth Edition HERO version of Champions Universe for Dr. Megaton: "Intricately programmed android servant [emphasis mine] of Malachite who pretends to be a supervillain in order to obtain things Malachite needs without anyone tracing anything back to him. Just the mere fact that he is an android (something Malachite is not known to use) makes him difficult to trace to his true master." (CU4E p. 165)
Obviously this is a major departure from Dr. Megaton's history as given in Challenges for Champions, which in this context would be a cover story (which would likely be very upsetting to Fusion if he discovered it). Although the CU entry implies that this is a deliberate deception on the part of the Doctor, the android could just as easily be programmed to believe it's the truth (reminiscent of the "Prime Serpent" from the 4E VIPER sourcebook).
Since Malachite's supervillain specialty and campaign role has largely been taken by Teleios in the 5E CU, he could be substituted as Dr. Megaton's master -- the atypicality of an android servant applies equally well to him. This would also beg the question of how Teleios acquired such an advanced device, with potential plots arising from the answer.
Moonblade
Dec 9th, '08, 12:39 PM
I've been running a Gamma Flight Campaign for the last year and a half. It was my first attempt at GMing in Hero so I ended up using almost all of the Challenges for Champions scenarios. The actual Megaton one runs very well for a basic adventure. I had the Gamma Flight team overseeing the conversion of a nuclear plant to a "pellet-bed" version local to Winnipeg. I actually toned down some of his stats for my game, though he was still impressive. However, he's a difficult person to run in a combat with that Explosive punch (with no immunity!). He ended up grabbing and squeezing a lot of people after it was clear he needed to intervene in the battle to get the radioactive material away from the plant. Normally, he seemed like the kind of guy to let his underlings deal with those kinds of problems. His downfall was actually Tundra, a cold character with a 6d6 Dex Drain. In less than a turn, he was practically crippled and couldn't move.
Later, I had Dr. Megaton and the Hand return when they investigated the underground GENOCIDE base which housed a reactor and...the Beast! (another prefab adventure available online). They weren't the main villians of that one, basically they were fleeing for their lives when the PCs arrived. I'll have him come back soon.
However, I don't see him working with anybody else. He's so detached and driven that he would most likely hire people than be hired. And I've less sympathy for him than what's been posted. He may be misunderstood but he'd destroy the world trying to "save" it. I'll post my .HDC file of him later today.
Lord Liaden
Dec 9th, '08, 01:50 PM
However, he's a difficult person to run in a combat with that Explosive punch (with no immunity!). He ended up grabbing and squeezing a lot of people after it was clear he needed to intervene in the battle to get the radioactive material away from the plant.
In my own games I changed Dr. Megaton's Explosive Advantage on his STR to Variable Advantages reflecting increased self-control over his internal energies, which made him a much more versatile opponent. I even allowed the Ranged Advantage, normally forbidden for STR, to allow him to throw "explosive punches."
I also modified Fusion's Multipower slots to selectively project the various effects of a nuclear explosion: Radiation (NND and/or Drain), Light (Flash), Heat (RKA), EM pulse (Dispel), Overpressure (Physical EB).
Legatus
Dec 9th, '08, 01:54 PM
In my own games I changed Dr. Megaton's Explosive Advantage on his STR to Variable Advantages reflecting increased self-control over his internal energies, which made him a much more versatile opponent. I even allowed the Ranged Advantage, normally forbidden for STR, to allow him to throw "explosive punches."
I also modified Fusion's Multipower slots to selectively project the various effects of a nuclear explosion: Radiation (NND and/or Drain), Light (Flash), Heat (RKA), EM pulse (Dispel), Overpressure (Physical EB).
That sounds great. And it'll make the doctor and his hireling a lot more dangerous.
And he'll need more skills. For a scientist of his "magnitude" he was pretty underskilled.
Dr. MID-Nite
Dec 9th, '08, 08:46 PM
In my own games I changed Dr. Megaton's Explosive Advantage on his STR to Variable Advantages reflecting increased self-control over his internal energies, which made him a much more versatile opponent. I even allowed the Ranged Advantage, normally forbidden for STR, to allow him to throw "explosive punches."
I also modified Fusion's Multipower slots to selectively project the various effects of a nuclear explosion: Radiation (NND and/or Drain), Light (Flash), Heat (RKA), EM pulse (Dispel), Overpressure (Physical EB).
Great ideas...I more or less updated both in the easiest way possible. Fusion was more or less unchanged(I might have gotten rid of his limitaions), but I gave Doc some more radioactive powers and skills to make him more like other 5th ed builds. I'll probably rebuild him again as my frist revision was shortly after I got 5th and I'm a bit more skilled with the rule now. I'm curious about adding Ranged to simulate "explosive punches". Doesn't seem to match the SPFX...as that'd just mean he can hit you with a punch from far away...unless this is combined WITH the Explosion advantage maybe?
Rob
Edsel
Dec 10th, '08, 04:18 AM
Dr. Megaton? That's a blast from the past...
Sorry its early and my sense of humor isn't fully awake yet.
Sketchpad
Dec 10th, '08, 04:40 AM
Waaaay back in 4th ed, I had made Dr. Megaton a high-end business owner of a company called Bright Concepts, Inc. and dealt with technology & science needs. This, of course, was a front for his criminal activities, which was trafficking superhuman powers and the like to the criminal populace. In retrospect, I guess he was a bit like Blight from Batman Beyond. As the heroes investigating the sudden occurrences of "new villains", they found a trail leading to Bright Concepts and to Megaton himself (who's origin, along with Fusion's, I tweaked to include some of the treatments that he'd been selling). Battle happens and, in the end, Megaton is arrested and Fusion is MIA. That was the end of him, as the campaign ended after that (due to college and jobs).
If I were to continue, Megaton would go Blight/Kingpin on the heroes, doing everything he could to ruin them as they'd done to him. He was going to be released on his own recognizance, as he was a "model citizen" and, when out, he'd make contact with a Fusion that'd gone underground with some of his ill-gotten gain, awaiting Megaton's return. He would then discover a few secret IDs, target those they loved and pretty much make them pay for doing what they did, basically turning him into a main villain in no time. While in the clink, he may have also discovered other applications for his powers, making him more versatile and more dangerous to a group ;)
Legatus
Dec 10th, '08, 04:54 AM
FWIW here is the Glossary entry from the Fourth Edition HERO version of Champions Universe for Dr. Megaton: "Intricately programmed android servant [emphasis mine] of Malachite who pretends to be a supervillain in order to obtain things Malachite needs without anyone tracing anything back to him. Just the mere fact that he is an android (something Malachite is not known to use) makes him difficult to trace to his true master." (CU4E p. 165)
Obviously this is a major departure from Dr. Megaton's history as given in Challenges for Champions, which in this context would be a cover story (which would likely be very upsetting to Fusion if he discovered it). Although the CU entry implies that this is a deliberate deception on the part of the Doctor, the android could just as easily be programmed to believe it's the truth (reminiscent of the "Prime Serpent" from the 4E VIPER sourcebook).
Let's pretend that this was never written.:D
Clones, androids ???? ...not happening...lalalala...not happening....lalala...not happening....lalala....:idjit:
Lord Liaden
Dec 10th, '08, 10:22 AM
I'm curious about adding Ranged to simulate "explosive punches". Doesn't seem to match the SPFX...as that'd just mean he can hit you with a punch from far away...unless this is combined WITH the Explosion advantage maybe?
Not an Explosion Advantage as such, but an "explosion" Special Effect. The visual was Dr. Megaton making a punching motion in the air in the direction of his target, then a burst of energy would leave his fist to strike the target. My rationale was that Dr. Megaton's punch would accelerate the energy in his hand, which at the end of his motion would leave his hand and continue on, transferring the kinetic energy of the punch to his target on contact.
(Yeah, the science is rubber enough to bounce. Sue me.) :p
Legatus
Dec 10th, '08, 11:04 AM
Not an Explosion Advantage as such, but an "explosion" Special Effect. The visual was Dr. Megaton making a punching motion in the air in the direction of his target, then a burst of energy would leave his fist to strike the target. My rationale was that Dr. Megaton's punch would accelerate the energy in his hand, which at the end of his motion would leave his hand and continue on, transferring the kinetic energy of the punch to his target on contact.
(Yeah, the science is rubber enough to bounce. Sue me.) :p
That is true comic book science!!! :thumbup:
Maybe I'll borrow that idea. Perhaps for a new follower of the doctor. (Killerwatt?)
And if Dr. D was the one who was secretly or openly backing the whole, he could send in Gigaton to watch over it. Then I'd have the two constantly arguing and finally battling it out. And then maybe, but only maybe, we'll have a Dr. Gigaton afterwards and Dr. D's right hand man will be reduced to Megaton.:D
Dr. MID-Nite
Dec 10th, '08, 01:18 PM
Not an Explosion Advantage as such, but an "explosion" Special Effect. The visual was Dr. Megaton making a punching motion in the air in the direction of his target, then a burst of energy would leave his fist to strike the target. My rationale was that Dr. Megaton's punch would accelerate the energy in his hand, which at the end of his motion would leave his hand and continue on, transferring the kinetic energy of the punch to his target on contact.
(Yeah, the science is rubber enough to bounce. Sue me.) :p
Hey...no problem. What's the saying...as long as it sounds good...it IS good? Works for me. Was just curious.
Rob
Moonblade
Dec 14th, '08, 03:23 PM
As promised (if a bit late) the .hdc for Dr. Megaton. It's pretty close to the original and should be able to be used for most campaigns with little modification. Enjoy. I did input the rest of the Hand, with serious modifications, especially on Lucifer.
nexus
Dec 14th, '08, 03:32 PM
(Yeah, the science is rubber enough to bounce. Sue me.) :p
Not science...but SCIENCE! (the exclamation point is part of it). It's a comic book if it sounds good it is good, as far as I'm concerned.
CGlied
Dec 14th, '08, 05:05 PM
I'm planning a new storyline for my players which might lead to the solution of Earth's energy problems.
$1.70/ gallon, problem solved.
Killer Shrike
Dec 14th, '08, 10:44 PM
In my own games I changed Dr. Megaton's Explosive Advantage on his STR to Variable Advantages reflecting increased self-control over his internal energies, which made him a much more versatile opponent. I even allowed the Ranged Advantage, normally forbidden for STR, to allow him to throw "explosive punches."
I also modified Fusion's Multipower slots to selectively project the various effects of a nuclear explosion: Radiation (NND and/or Drain), Light (Flash), Heat (RKA), EM pulse (Dispel), Overpressure (Physical EB).
Good stuff.
Moonblade
Dec 15th, '08, 07:36 AM
Per a request, Here's Dr. Megaton (which is a real name -- I think I saw either a frenchman or italian with that exact name recently) in a non .hdc format
Dr. Megaton
Val Char Cost Roll Notes
60 STR 50 21- Lift 102.4tons; 12d6 [6]
17 DEX 21 12- OCV: 6/DCV: 6
50 CON 80 19-
20 BODY 20 13-
23 INT 13 14- PER Roll 14-
20 EGO 20 13- ECV: 7
25 PRE 15 14- PRE Attack: 5d6
14 COM 2 12-
25 PD 13 Total: 25 PD (15 rPD)
25 ED 15 Total: 25 ED (15 rED)
3 SPD 3 Phases: 4, 8, 12
22 REC 0
100 END 0
75 STUN 0 Total Characteristic Cost: 262
Movement: Running: 11"/22"
Leaping: 12"/24"
Swimming: 2"/4"
Cost Powers END
45 Explosive Fists: Naked Modifier: Reduced Endurance (1/2 END; +1/4), Explosion (+1/2) for up to 60 Active Points (45 Active Points)
15 Damage Resistance (15 PD/15 ED)
15 Life Support (Eating Character does not eat; Safe in High Radiation; Self-Contained Breathing)
Skills
3 Scientist
2 1) SS: Nuclear Engineering 14- (3 Active Points)
2 2) SS: Subatomic Physics 14- (3 Active Points)
3 Computer Programming 14-
3 Deduction 14-
Total Powers & Skill Cost: 88
Total Cost: 350
200+ Disadvantages
20 Vulnerability: 2 x BODY Lead Based Attacks (Common)
20 Vulnerability: 2 x STUN Lead Based Attacks (Common)
25 Enraged: Abject Environmentalism (Uncommon), go 14-, recover 8-
5 Psychological Limitation: Believes in the Absolute Perfection of Nuclear Power (Uncommon, Moderate)
15 Psychological Limitation: Detached; views everything from a Scientific Point of View (Common, Strong)
5 Distinctive Features: Glows slightly (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Hunted: EPA 8- (As Pow, Mildly Punish)
5 Hunted: Sierra Club 8- (As Pow, Mildly Punish)
15 Social Limitation: Secret Identity Frequently (11-), Major
10 Reputation: Scientist with Extreme Views on Nuclear Science, 8- (Extreme)
10 Psychological Limitation: Scientific Curiosity (Common, Moderate)
15 Unluck: 3d6
Total Disadvantage Points: 350
Legatus
Dec 15th, '08, 11:01 AM
Amazing how you could put him into 350 points. Even under 4E he was a 486 points character (well, a CON of 80 and other ridiculous stuff).
At SPD 3 and DEX 17 he will not be the threat he once was. At least in a mere physical conflict.
bubba smith
Dec 15th, '08, 11:15 AM
$1.70/ gallon, problem solved.
better yet 0.75 a gallon
Legatus
Dec 15th, '08, 11:22 AM
Skills
3 Scientist
2 1) SS: Nuclear Engineering 14- (3 Active Points)
2 2) SS: Subatomic Physics 14- (3 Active Points)
Wouldn't it be cheaper to buy these two skills without the modifier?
Moonblade
Dec 15th, '08, 11:27 AM
[Amazing how you could put him into 350 points. Even under 4E he was a 486 points character (well, a CON of 80 and other ridiculous stuff).
At SPD 3 and DEX 17 he will not be the threat he once was. At least in a mere physical conflict.]
This was for a set of four 250 pt characters who were at the time (they're now a bit north of 300) averaged about 20 Dex and 4/5 speed with one SPD 3 Brick. And a Dex of 17's not as big a problem with an explosion punch. Also he was the mastermind in my scenario, with the Hand and Fusion as his front line. That's why I toned him down. If he returns, I'll put him up closer to his original level.
Legatus
Dec 16th, '08, 05:50 AM
This was for a set of four 250 pt characters who were at the time (they're now a bit north of 300) averaged about 20 Dex and 4/5 speed with one SPD 3 Brick. And a Dex of 17's not as big a problem with an explosion punch. Also he was the mastermind in my scenario, with the Hand and Fusion as his front line. That's why I toned him down. If he returns, I'll put him up closer to his original level.
I'd say the expolsion goes off if he hits an opponent, which is a bit unlikely at DEX 17. Surely, there wouldn't be an explosion from just punching a hole into the air, or do you think so?
nexus
Dec 16th, '08, 08:14 AM
That's an interesting question now that I think about it... would I just go off when ever he exerted himself or say, squeeze someone he'd grabbed? I guess he could just punch (or stomp) the ground or a wall and trigger it in any case.
It sort of bugs me that he's not Personally Immune to his blast but I suppose it could be defined as an Explosive Cone...
Lord Liaden
Dec 16th, '08, 08:52 AM
In his original writeup, it was specified that the Explosion effect went off whenever Dr. M hit someone (or something, like the ground), which was why his most common tactic was to Grab an opponent.
If you look at that writeup, you'll see that the Doctor has significantly more Character Points invested in his Explosion Advantage than required (math errors on 4E character sheets were rampant), which was one of the things that made me think of changing it to Variable Advantages. You could easily pay for Personal Immunity for the Explosion out of those points.
FWIW when I gave Megaton Variable Advantages I set them at the +3/4 level. Not only did that pay for Explosion with Personal Immunity, it also allowed for Double Knockback, which IMO fits well with the SFX of "explosive punches."
Legatus
Dec 16th, '08, 08:57 AM
To quote Challenges for Champions (4E):
"...by merely punching an underling he can reduce an entire building to rubble. The doctor also suffers the effect of such explosions; however the explosion should be considered to be a hex away from the Doctor's hex whenever he throws a punch. However, Dr. Megaton can safely grapple, squeeze or toss objects or people without triggering an explosion.
For this reason, and by personal preference Dr. Megaton tends to stay out of hand-to-hand-melees."
Lord Liaden
Dec 16th, '08, 09:55 AM
Which makes him very limited as an opponent. All that power, no place to put it. Conceptually neat, but impractical for game purposes.
Legatus
Dec 16th, '08, 12:29 PM
Limited as an opponent? Yes.
But lots of tragic stories to tell.:hush:
Legatus
Dec 22nd, '08, 02:23 AM
Not an Explosion Advantage as such, but an "explosion" Special Effect. The visual was Dr. Megaton making a punching motion in the air in the direction of his target, then a burst of energy would leave his fist to strike the target. My rationale was that Dr. Megaton's punch would accelerate the energy in his hand, which at the end of his motion would leave his hand and continue on, transferring the kinetic energy of the punch to his target on contact.
(Yeah, the science is rubber enough to bounce. Sue me.) :p
Borrowed that idea for a new villain. But I did not use the Ranged advantage on STR, I did a more conservative write-up.
Killerwatt
Val Char Cost Roll Notes
40 STR 30 17- Lift: 6400kg; 8d6 HTH
20 DEX 30 13- OCV: 7 DCV: 7
30 CON 40 15-
20 BODY 20 13-
12 INT 2 11- PER Roll: 11-
10 EGO 0 11- ECV: 3
14 PRE 4 12- PRE Attack: 2 ½ d6
12 COM 1 11-
28 PD 20
26 ED 20
4 SPD 16 Phases: 3, 6, 9, 12
18 REC 8
90 END 15
60 STUN 5
Total Characteristics cost: 211
Powers
Supernuclear Punches
40 : I : +4d6 HTH damage; Penetrating (+1/2); HTH attack (-1/2)
Penetrating (+1/2) on 40 STR
72 : II : 12d6 Energy Blast; Penetrating (+1/2); Gestures : punch (-1/4)
Supernuclear Cell Structure
17 Damage Resistance : 14rPD, 20rED
7 Life Support : Safe Environments : High Radiation, Intense Cold, Intense Heat
Diminished Eating : once a week
Total Powers cost: 136
Skills
2 KS: Baseball 11-
2 CK: Boston 11-
1 Languages: Basic French
2 SS: Nuclear Physics 11-
3 SS: Supernuclear Reactions 12-
3 Electronics 11-
3 Bureaucratics 12-
3 Computer Programming 11-
2 PS: Lab worker 11-
10 +2 HTH combat skill levels
Total Skills cost: 31
Equipment
17 Helmet: High Range Radio Perception (12 Active Points); OIF (-1/2)
Flash Defense vs. Sight: 5 points (5 Active Points); OIF (-1/2)
Armor: 6 rPD 6rED (18 Active Points); OIF (-1/2), acts 9- (-1 ½)
Total Equipment cost: 17
Total Cost: 395
Disadvantages 200+
15 Secret ID: Howard Esslinder
5 Distinctive Features: emits radioactivity
20 DNPC: old aunt (incompetent, unaware) 8-
20 Hunted: Dr. Megaton (more powerful, NCI, only watching) 14-
20 Hunted: VIPER (more powerful, NCI, mildly) 11-
15 Psychological Limitation: Totally obedient to Dr. Megaton (very common, moderate)
15 Psychological Limitation: Coward (common, strong)
20 Vulnerability: 2x BODY and STUN from Vibration attacks (uncommon)
20 Vulnerability: 2x BODY and STUN from disruptor attacks (uncommon)
10 Vulnerability: 1 ½ x STUN from electrical attacks (common)
35 Experience
Total Disadvantage Points: 395
Background/History: Howard Esslinder’s childhood was a nightmare. His mother had died when he was only eight years old and his father was a salesman, always taking long working journeys. So he grew up with his aunt Marjorie. She was an old hag and hated the little boy, but she was the only one he had. His father didn’t come home one day from a seminar in Tijuana, Mexico. It was never revealed what had happened. Howard did not have any friends in school. He did not like to be around other kids. Although he was on the baseball team, he stayed away from any social activities. Baseball was the reason he made it to college. He got a scholarship from a small eastcoast college. But after his college days were over, he never touched a baseball again.
Howard couldn’t find any work. He was desolate. He had to pay for Marjories treatments and her nurse, but nobody would hire him. Then one day he signed up with VIPER. He worked in one of their secret labs. They payed his bills. He was assigned to work on a new project. The project leader was none other than Dr. Megaton. Howard immediately started to idolize the mad scientist and helped where he could. Even that little radiation accident didn’t seem to matter to him. But then his muscles started to grow. Weeks later Howard was monstrous. He had so much energy. And the good doctor told him what to do. Howard ran away from VIPER to serve Dr. Megaton, who didn’t like to be told what to do by the nest leader. Ever since VIPER kept a close eye on Howard and eventually send agents to capture him.
Dr. Megaton gave him the name Killerwatt and introduced him Fusion his right-hand man.
Killerwatt is bristling with supernuclear energy but that state also makes him vulnerable to any attacks that stir up his molecular structure.
Peronality/Motivation: Howard Esslinder is a coward. He’ll back away from combat if he realizes that there’s a chance to loose. His anti-social behaviour and his general indifference make it almost impossible tolike this guy. Megaton keeps him around because his powers are useful. But the fool didn’t notice.
Treat him as a sad man with powers beyond his control.
Quote: “Feel the supernuclear power of Killerwatt!”
Appearance: Killerwatt is 6’1” tall and has the athletic frame of a professional bodybuilder. He wears an orange jumsuit with black boots and black gloves and a helmet with a black visor.
Legatus
Dec 29th, '08, 03:12 PM
The doctor has gone to Hollywood (or Paris?) to pursue a new career as a director.
http://en.wikipedia.org/wiki/Transporter_3
:D:D:D
Moonblade
Dec 30th, '08, 10:29 AM
I KNEW I saw that name recently. Am I the only person who thought this installment was better than #2?
Legatus
Dec 30th, '08, 01:33 PM
I KNEW I saw that name recently. Am I the only person who thought this installment was better than #2?
Don't know. It starts in Germany on January 8th.
But #2 was quite hilarious. How he got rid of that bomb, he's one heck of a driver.
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