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A counter for Dr Destroyer: Tomorrow Man


Snake Gandhi

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I'm working on setting up a game, set in the Champions U, and the one thing that bugged me was the fact that there are so many pretty powerful villians, hardly any heroes that can counter them. So here's my solution, Tomorrow Man. He's the counter to Destroyer, the guy who makes the Supervillians go "Oh shoot", basically my worlds Superman, The PC's will probably meet him a couple adventures in, and from then on when someone asks what the big shots are doing, well, he's the answer:) He'll likely never see actual play, but you never know when you might need a Megahero. So, what do you guys think? Is he up to the job.Tomorrow Man

Val Char Cost
80 STR 70
24 DEX 42
40 CON 60
25 BODY 30
30 INT 20
30 EGO 40
30 PRE 20
18 COM 4
30/50 PD 2
32/62 ED 12
6 SPD 26
24 REC 0
80 END 0
105 STUN 20
6" RUN02" SWIM016" LEAP0Characteristics Cost: 346
Cost Power END
Neuturi Abilities
10 1) Neuturi Senses: Infrared Perception (Sight Group), Discriminatory
10 2) Neuturi Senses: Ultraviolet Perception (Sight Group), Discriminatory
3 3) +2 versus Range Modifier for Sight Group
28 4) Neuturi Anatomy: Life Support (Eating: Character does not eat; Longevity: 400 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)
62 5) Energy Aura: Force Field (20 PD/30 ED), Costs END Only To Activate (+1/4) 5
27 6) Energy Form: Desolidification (affected by Negative Energy); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) 4
30 7) Neuturi Durability: Energy Damage Reduction, Resistant, 50%
10 8) Neuturi Durabilty II: Energy Damage Reduction, +25%
30 9) Neuturi Durability: Physical Damage Reduction, Resistant, 50%
10 10) Neuturi Durability II: Physical Damage Reduction, +25%
12 11) Molecular Resistance: Power Defense (12 points)
50 12) Energy Reserves: Endurance Reserve (300 END, 20 REC)
20 Unshakable: +40 PRE (40 Active Points); Only for Defense (-1)
20 Unmovable: Knockback Resistance -10"
50 Energetic Travel: Multipower, 50-point reserve
5u 1) Combat Speed: Flight 25" 5
3u 2) Space Travel: Faster-Than-Light Travel (1 Light Years/day)
4u 3) Transcontinetal Speed: Flight 10", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down: 1" = 1km (+1/4) 4
150 Energetic Offense: Multipower, 150-point reserve
15u 1) Charged Blast: Energy Blast 30d6 15
15u 2) Particle Volley: Energy Blast 15d6, Variable Advantage (+1/2 Advantages; +1) 15
9u 3) Focused Beam: Killing Attack - Ranged 6d6, Armor Piercing (+1/2); Beam (-1/4), -1 Decreased STUN Multiplier (-1/4) 13
10u 4) Nova Wave: Energy Blast 15d6, Area Of Effect (8" Radius; +1); No Range (-1/2) 15
150 Energy Abilities: Multipower, 150-point reserve
9u 1) Force Beam: Telekinesis (90 STR); Affects Whole Object (-1/4), Visible (-1/4) 13
10u 2) Containment Bubble: Entangle 10d6, 15 DEF; Concentration (1/2 DCV; -1/4) 12
9u 3) Collision Flare: Sight Group Flash 10d6, Area Of Effect Nonselective (11" Cone; +3/4) 9
15u 4) Energy Shied: Force Wall (25 PD/30 ED; 5" long and 2" tall) 15
90 Energy Mastery: Variable Power Pool, 50 base + 40 control cost, Powers Can Be Changed As A Zero-Phase Action (+1); Requires A Energy Manipulation Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)
Advanced Technology
24 1) Itanium Weave Costume: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2)
8 2) Shielded Contact Lenses: Sight Group Flash Defense (10 points); IIF (-1/4)
20 3) Neuron Buffer: Mental Defense (26 points total)
92 Technilogical Expertise: Variable Power Pool, 75 base + 17 control cost, Gadget Pool (-1/2), Can only change Pool in Laboratory (-1/2), Requires An Inventor Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)
Powers Cost: 1010
Cost Skill
3 Combat Piloting 14-
3 Computer Programming 15-
3 Conversation 15-
5 Cramming
3 Cryptography 15-
3 Deduction 15-
3 Electronics 15-
3 Inventor 15-
3 KS: Neuturi People 15-
3 KS: Business World 15-
3 KS: Earth History 15-
2 KS: Earth Villians 11-
3 Language: Arabic (fluent conversation; literate)
3 Language: Portugese (fluent conversation; literate)
3 Language: Cantonese (fluent conversation; literate)
3 Language: English (fluent conversation; literate)
0 Language: Neuturi (idiomatic; literate) (5 Active Points)
5 Navigation (Air, Land, Marine, Space) 15-
3 Oratory 15-
3 Paramedics 15-
3 PS: CEO 15-
3 Persuasion 15-
3 Power: Energy Manipulation 15-
5 Rapid Attack (HTH)
5 Rapid Attack (Ranged)
7 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, FTL Sensors, Sensor Jamming Equipment) 15-
3 Tactics 15-
3 Teamwork 14-
3 Scientist
2 1) SS: Chemistry 15- (3 Active Points)
2 2) SS: Engineering 15- (3 Active Points)
2 3) SS: Metallurgy 15- (3 Active Points)
1 4) SS: Neuturi Scientific Principles 11- (2 Active Points)
2 5) SS: Physics 15- (3 Active Points)
Combat Experience
16 1) +2 with All Combat
15 2) +3 with Ranged Combat
9 Penalty Skill Levels: +3 vs. Range Modifier with All Attacks
Skills Cost: 144
Cost Perk
30 Base
27 Contact: POTUS (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (27 Active Points) 11-
18 Contact: Justice Squadron (Contact has: extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11-
18 Contact: Golden Avenger (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 8-
9 Reputation: Powerful Well Meaning Superhero (A large group) 14-, +3/+3d6
15 Money: Filthy Rich
10 Follower
Perks Cost: 127
Cost Talent
5 Eidetic Memory
3 Lightning Calculator
4 Speed Reading (x10)
Talents Cost: 12
Val Disadvantages
10 Dependent NPC: Melissa Clarke (fiance) 8- (Normal)
15 Dependent NPC: Martha Severson (mother) 8- (Normal; Unaware of character's adventuring career/Secret ID)
15 Social Limitation: Secret ID (Frequently, Major)
15 Psychological Limitation: Reluctant to Kill (Common, Strong)
25 Psychological Limitation: Altruistic (Very Common, Total)
20 Psychological Limitation: Takes his position as a rolemodel seriously (Very Common, Strong)
15 Reputation: Honest, honorable superhero, 14-
15 Hunted: Dr Destroyer 8- (As Pow, NCI, Harshly Punish)
10 Hunted: Viperia 8- (As Pow, Harshly Punish)
10 Hunted: Tomorrow Man Rouges Gallery 11- (Less Pow, Harshly Punish)
Disadvantage Points: 150

Base Points: 200Experience Required: 1289Total Experience Available: 1289Experience Unspent: 0Total Character Cost: 1639

Height: 1.88 m Hair: Brown
Weight: 104.00 kg Eyes: Brown
Appearance: Simon stands just over six feet tall and is just shy of 230 pounds. He is an attractive man, with an average if muscular build. He has short brown hair and brown eyes. While posing as Simon Severson he mainly wears casual clothing, jeans and t-shirts, though he does dress in suits as business requires.. As Tomorrow Man he wears a blue and white form fitting costume which glows a slight blue due to his powers.Personality: Simon is a very nice guy who thinks he's responsible for the welfare of the world. He finds it very hard to take a break, though his fiance Melissa has been convincing him that the world can go a few hours at a time without falling apart if he relaxes every now and then.Quote:"Enough Destroyer, this business of your ends here and now."Background: Think Reed Richards+Tony Stark+Superman. A young man, Simon Severson, was out on the backroads. He had run away from home at the age of 15 and was trying to decide what to do with himself when fate stepped in. A flash of light appeared before him and he was changed. He had been bonded with a creature that called it's self Vel Urlura. It was something called a Neuturi, a race of energy being that had been nearly wiped out by something they called The Enemy. They had defeated the Enemy by releaseing the singularity that powered their homeworld, but it did something to Vel, it tossed him through time and space until he arrived at this point. Simon had all of the beings memory and it's vast knowledge. Neuturi technology was quite advanced and Simons mind was now filled with designs and theories he had never even imagined. And he could understand them. The being not only gave him it's memories, but it's amazing mental prowess and it's incredible ability to manipulate energy.

 

Simon used this knowledge to start his own company, the Tomorrow Foundation. With his new dazzling intellect and his understanding or Neuturi sciences he soon became the leader in cutting edge technology, surpassing all competitors by leaps and bounds. Simon worked hard, doing all he could to make the world a better place, but deep down he felt that it wasn't enough. After watching more and more of these costumed villians appeared he made up his mind what he would do about it. He fashioned a suit and began training in earnest until he felt he was ready. Then, Tomorrow Man introduced himself to the world.

Powers/Tactics: Simon is very adept at using his energy manipulation powers, and is cautious enough to make sure that no one is seriously harmed. Against most foes his Proton Volley and Collision Flare are more than adequate. He only uses his Charged Blast if the foes prove durable enough to avoid serious injury, and his Focused Beam is reserved only for non-living opponents and inanimate objects. Besides his standard equipment he rarely using any of his devices, however if an unusual situation occurs he can fashion nearly anything if he sets his mind to it.

 

Simon hates killing, and with his powers he finds it wholely unnessesary. In the unlikely event that he is without a choice he is willing to take a life, but it would require the most dire of circumstances.

Campaign Use: Tomorrow Man is the top dog, the big cheese for the forces of good. He operates on a global scale, helping fight everthing from alien invasions to hurricanes. Simon maintains a watchful eye on more than few cities around the world, but he has learned to let the local superheroes deal with the threats unless they ask for his help. Simon has made available the means to contact him to any hero or team he finds trustworthy, and is more than willing to lend a hand in any situation. Also, more than a few governments along with UNTIL have the means of contacting him should they need his aid. Simon is on a first name basis with the Golden Avenger and the two have helped each other out on more than one occasion, even if they don't get along all that well.
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Re: A counter for Dr Destroyer: Tomorrow Man

 

Well, he looks up for the job just scanning over him; however, he almost looks like Dr. Destroyer. Like you just changed a few things and renamed others.

 

I can't say more, just that I don't use Dr. D. (But then, I don't run in the CU.) If I did run in the CU, I would do something that would be Dr. D.'s final "plot" either by him winning or losing. Permanently.

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Re: A counter for Dr Destroyer: Tomorrow Man

 

Well' date=' he looks up for the job just scanning over him; however, he almost [i']looks[/i] like Dr. Destroyer. Like you just changed a few things and renamed others.

Nope, if only because I don't have the book with the good Doctor in it:) I'll get it when the PC's reach that level, but thats part of the reason I was asking if he was powerful enough for the part.
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Re: A counter for Dr Destroyer: Tomorrow Man

 

Huh' date=' great mind think alike I suppose. Did you do what I did and just pick cool science-y words.[/quote']

 

Actually, I had been looking to do a quantum-manipulator for a long time, and it worked for her.

 

Quantum Vacuum is actually a real phenomenon, in which particles sponteously appear in opposed pairs and then disappear as they anihilate each other. Nothing comes of it in terms of what we can observe on the typical human level, because the energy "zeroes out". A vacuum is literally foaming with appearing and disappearing subatomic particles. (IIRC on that entire thing, by the way.)

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Re: A counter for Dr Destroyer: Tomorrow Man

 

In my campaign I don't have a single "uber hero" to counter Dr. Destroyer. It kind of defeats the purpose IMO. Why bother fighting him if one phone call to Captain Amazing (or Tomorrow Man or whoever) is all it takes. The whole point of a mega-villain is that a well-coordinated hero team is what is needed to combat him. I didn't run any plot seeds involving Dr. Destroyer until my PC's were ready to handle such a threat, and even then they had to call in NPC's that they knew and trusted (ie. had worked with at some point in my campaign) to help. Even then it should take all the teamwork, wits, and cunning that the PC's can muster to defeat the threat. That's the whole point of a villain like the good Doctor after all.

 

Just say no to Deus Ex Machina Man.

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Re: A counter for Dr Destroyer: Tomorrow Man

 

In my campaign I don't have a single "uber hero" to counter Dr. Destroyer. It kind of defeats the purpose IMO. Why bother fighting him if one phone call to Captain Amazing (or Tomorrow Man or whoever) is all it takes. The whole point of a mega-villain is that a well-coordinated hero team is what is needed to combat him. I didn't run any plot seeds involving Dr. Destroyer until my PC's were ready to handle such a threat, and even then they had to call in NPC's that they knew and trusted (ie. had worked with at some point in my campaign) to help. Even then it should take all the teamwork, wits, and cunning that the PC's can muster to defeat the threat. That's the whole point of a villain like the good Doctor after all.

 

Just say no to Deus Ex Machina Man.

 

You must spread some Reputation around before giving it to Guzalot again.

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Re: A counter for Dr Destroyer: Tomorrow Man

 

There's nothing wrong, though, with a thought experiment that results in a character, and exercising the creative muscles is always good. That's how Omega Girl came to be, for what it's worth -- she started out as a name and rough concept in another thread when I needed a character for an example in making a point.

 

 

Anyway, I don't want to start this old arguement again, so I'm going to put in a lot of qualifiers. There are some people who want to run in the published CU pretty much as-is, and see Doc D as an established part of that setting. However, they don't want to run a high-end campaign, and would like to stick with 350-point player characters, or so. They feel that they must then choose between ignoring Doc D entirely, toning him down significantly, or establishing some reason as to why he has not already succeeded. Some people are of the opinion that there is a hole in the CU that needs some filling. They need to either stat out the canon teams that sound like they might be high-end heroes (but we really don't know since most of them are left really vague), or create one or more heroes of their own to explain the fact that Doc D hasn't already succeeded.

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Re: A counter for Dr Destroyer: Tomorrow Man

 

There's nothing wrong' date=' though, with a thought experiment that results in a character, and exercising the creative muscles is always good. [/quote']

There is nothing "wrong" with any way that a GM and his players want to conduct a campaign. If your PC's are fine with it then it's all good.

 

If you want an "official" CU campaign, Tomorrow Man is not needed. The Battle of Detroit explains why Dr. D hasn't been heard from and you can introduce him when your campaign is ready. If you still want a "Superman" type for your universe then go for it. It all works within the genre.

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Re: A counter for Dr Destroyer: Tomorrow Man

 

Well' date=' as I said, not an arguement I wanted to restart. People have different opinions on the matter.[/quote']

Not at all. This is a discussion, not an argument. Anyway, if you're running an "official CU" campaign and are worried about a single villain then take a look at Takofanes. He's one nasty SOB and, unless you run a mystical campaign, few PC's are equiped to deal with him. I mean he has a 330pt VPP! Calling Dr. Strange, we need assistance!

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Re: A counter for Dr Destroyer: Tomorrow Man

 

I've always been fond of the team that makes the villains go "Oh crap!" rather than one particular hero. Don't get me wrong; I think the write-up is a good one, and I don't see anything wrong with the SFX of the powers. I might not have made him the super-scientist/inventor he seems to be, but that's more a personal preference than a critique.

 

Worldmaker had a historical figure in his campaign world (Quantum, I think he was called), who was the premiere hero, pretty much of all time. He died before the campaign officially began, but was a great idealogical role model without overshadowing any characters. That's a cool idea. A role model NPC (or, as in my case, NPCs) are good to have, because it give just a wee bit more incentive for the players. A sort of "Hey, we could be as good as they are one day...maybe even better!" Tomorrow Man probably fills the bill in SG's universe.

 

YMMV, of course, but I see nothing wrong with having an uberhero or an uberteam in one's campaign universe. Quite the opposite, in fact, assuming they are used as plot devices only and not to overshadow the PCs. Doesn't sound like that's the case, but I thought I'd share.

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Re: A counter for Dr Destroyer: Tomorrow Man

 

In my campaign I don't have a single "uber hero" to counter Dr. Destroyer. It kind of defeats the purpose IMO. Why bother fighting him if one phone call to Captain Amazing (or Tomorrow Man or whoever) is all it takes[?]

While I wouldn't have a single hero to counter Destroyer, I think there is a valid reasoning for it. Superman is an "uber hero" and he still has challenges to face. The Samaritan was also an "uber hero" yet he couldn't do it all. However, back to topic, while Dr. Destroyer is the ultimate villain in the CU (Istvatha V'han, Menton, and Takofanes are same-level threats, but Destroyer is the name everyone fears), he does have superbeing assistants; Gigaton and Rakshasa, not to mention Destroyer tricking or using Grond to rampage somewhere. In 4E, he had some more as well as both versions having Destroids and agents. Even a person as powerful as Destroyer would need help defeating Destroyer because of all his followers.

 

Thinking about this, it may be a neat concept for a new starting campaign to have a "uber hero" to take a group (the PCs) under his wing to train them. After a plot or two, Destroyer launches another attack and the PCs along with Uber Hero go to stop him. Uber Hero ends up fighting someone(s) and the PCs, now having the biggest obstacle neutralized so-to-speak have to deal with the rest of the situation. Maybe Uber Hero ends up dying, sacrificing his life to prevent something from happening.

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Re: A counter for Dr Destroyer: Tomorrow Man

 

Thinking about this, it may be a neat concept for a new starting campaign to have a "uber hero" to take a group (the PCs) under his wing to train them. After a plot or two, Destroyer launches another attack and the PCs along with Uber Hero go to stop him. Uber Hero ends up fighting someone(s) and the PCs, now having the biggest obstacle neutralized so-to-speak have to deal with the rest of the situation. Maybe Uber Hero ends up dying, sacrificing his life to prevent something from happening.

 

That is a neat idea, but you'd have to be very careful how you implement it. You could end up with PCs are spectators, or them feeling like bit players in their own "series" while an NPC does the "important" work. Some types of players are always going to feel that way.

 

For, IMO, an example of this sort of idea done poorly see the Aberrant adventure "Into the arms of the Angel of Wrath"

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Re: A counter for Dr Destroyer: Tomorrow Man

 

True, but if used to kick-start a campaign with Uber Hero dying relatively soon, I think it would be acceptable.

For' date=' IMO, an example of this sort of idea done poorly see the Aberrant adventure "Into the arms of the Angel of Wrath"[/quote']Sorry, I haven't read comics since they were $1.25.
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Re: A counter for Dr Destroyer: Tomorrow Man

 

In my campaign I don't have a single "uber hero" to counter Dr. Destroyer. It kind of defeats the purpose IMO. Why bother fighting him if one phone call to Captain Amazing (or Tomorrow Man or whoever) is all it takes. The whole point of a mega-villain is that a well-coordinated hero team is what is needed to combat him. I didn't run any plot seeds involving Dr. Destroyer until my PC's were ready to handle such a threat' date=' and even then they had to call in NPC's that they knew and trusted (ie. had worked with at some point in my campaign) to help.[/b'] Even then it should take all the teamwork, wits, and cunning that the PC's can muster to defeat the threat. That's the whole point of a villain like the good Doctor after all.

 

Just say no to Deus Ex Machina Man.

Kristopher aready said it well, but I figured since I started the thread I should as well.

 

The bolded part of your quote is what TM is supposed to represent. My PC's are going to be an Avenger team (400-600 depending) and they'll be the big national team, but still no match for the Good Doctor. Now, rather than just ignore the Good Doctor, I can reference him now and again. I can clue the players in on whats going on with DD by having them hear about TM's ongoing struggle with him. It can be as simple as having someone ask the PC's, "Hey, you here about Dr Destroyer? I guess Tomorrow Man discovered a hidden base of his in the jungle somewhere." "Really, did he catch him?" "Naw, Doc's pet villians keep the big guy busy long enough for Doc to vanish. But the fact that he's up to something doesn't give me a happy."

 

And this will of course lead up to our intrepid heroes having to face down Destroyer themselves eventually, after they have enough xp under they're belts to give them a chance. And then they won't have TM to help them. Maybe he's off planet, maybe he's stuck in another dimension, or maybe Destroyer has captured him and is planning a not so pleasent end.

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