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The Champion Protocols (ie how to take down your character)


Powerhouse

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Re: The Champion Protocols (ie how to take down your character)

 

War Wolf is highly unlikely to ever go rogue, given that he's real big on responsibility and that whole 20pt Code Against Killing thing. At any rate, we can presume Mind Control. He has a well-documented (to his teammates, at least) problem with magnetics, and there's a magnetic mutant on the team. Problem essentially solved.

 

Quantum Kitsune is easily traumatized by guns, and is a fragile if nimble target. Some coordinated fire would easily deal with her, possibly fatally.

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Re: The Champion Protocols (ie how to take down your character)

 

 

In a nutshell, Batman's protocols are all designed around the assumption that there are no metahumans to assist him (eg. no "get a mentalist to take him down since he has no mental defense" or "he's not good against a Brick" solutions) and are reliant on very high tech solutions (given Batman's scientific resources and wealth, something viable for him to have in place that may be impractical for other characters).

 

Their lethality seems out of character, but I suppose there has to be an assumption that Ras has modified these to some extent, especially since Bats doesn't immediately recognize them as his protocols.

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Re: The Champion Protocols (ie how to take down your character)

 

Jessica - shapeshifting brick. She's easy to hurt so large attacks work. Though you'll likely kill her before stunning or knocking her out (low rDEF high DEF vs STUN specifically). Mentalists could easily confuse or knock her out as well.

 

Once down you need to keep her down. If the intent is simply to subdue then continued attacks to get her into a coma.

If you want her dead you better stake her in the heart, cut off her head and burn the body (vampire's are a pain to kill aren't they). Otherwise she will eventually get back up, and keep coming.

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Re: The Champion Protocols (ie how to take down your character)

 

Most of my characters tend to have weaknesses because, well, it's no fun playing Zeus.

 

Let's see, my current characters are:

 

Sable: My shrinking Anthropomorphic super-spy. While his minute statue makes him difficult to detect, let alone target, he is poorly defended, and still needs to breath like everyone else. His growth is slow and gradual, denying him any form of momentum to break out of entangles. An area effect from surprise will neutralize him, and the most effective way to break his concentration is with a sufficiently cute girl.

 

Michiko Akuta: Martial Artist Anthropomorphic rat. Nimble and incredibly difficult to sneak up on, though her society focuses on the appeasement of the dead. Lure her into a situation where many people have recently been killed, and while she's trying to ensure that all of the recently deceased move on to a higher (or lower) place, blaze away with area-effect attacks. Entangleing her is next to useless, though. Knockout gas works wonders.

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Re: The Champion Protocols (ie how to take down your character)

 

Soulbarb is a pretty versatile speed brick in her hero ID. However, in her normal ID, if she doesn't know you're there, she's vulnerable to being sniped. A non-sniping ambush could potentially work, but is less likely to be effective as she can activate a portion of her powers without visible SFX (though this is still visible to magic-detecting senses.)

 

Sylph can be easily confused by a sufficiently impressive display of force, or easily persuaded to a particular course of action by a sufficiently convincing argument. This is probably the easiest way to deal with her, even if she does go rogue. (Odds are that's how she 'went rogue' in the first place...)

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Re: The Champion Protocols (ie how to take down your character)

 

The Specter is basically a martial artist. The best bet would be to set him up beforehand by engineering a battle where he has to deal with a large number of opponents, forcing him to use his hyperboost. You would have to make sure that your bait is not only large in number, but drilled in skirmish tactics as the Specter is an efficient fighter with over a century of combat experience. The hard part will be noticing that he's dropped out of hyper and is in the middle of his crash, when he is at his slowest. The problem with this is that he is still a dex 18, spd 4 martial artist with relatively decent defences (PD and ED of 16, 8 resistant). He's also known to be highly resistant to mental/psychological assault, poisons and drains. Lately, he appears to have included some flash defences into his costume as well. Damaging, area effect entangles are probably your best bet.

 

 

As for his companions...

Vitas. Just shoot the mutt. The specter is continually amazed by how often the Gnoll is left untargeted, given the effectiveness of his magic, especially his summoned arachnids.

Serenity. Area effect is the only way to go, as any other shot has to deal with the demon Murphy dancing all over it. Other than that, just make sure it's at least powerful enough to drop a VIPER agent, and it should suffice.

Orca. A low level brick who's hard to blind and can leap around like an epileptic cricket on smack. He also has a low level entangle, that's just powerful enough that only a brick should be able to break out with casual strength. High powered, ranged attacks are the way to with this one. At least a .30 calibre rifle should do the trick.

The Gunny. EMP blasts and the like to disable his suit. Then, lay down a stream of fire. High end VIPER blasters/Standard UNTIL blasters should suffice, but bring a couple of LAWs, just to be safe. Under no circumstances should Gunny be engaged in hand to hand, as it is obvious that he has received military training.

Stormlord. The real powerhouse of the group, the Stormlord can throw out lightning cages, lightning bolts, ball lightning, flash attacks, and can even call in Thames-bank-in-the-middle-of-winter level fog that he and his team-mates are immune to. Suggest taking him out first with nothing short of a .50 calibre rifle, with the old BAR being the best compromise between accuracy and rate of fire.

 

Why all the detail? The Specter already has these files, and the rest of the Skeleton crew have no idea.

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Re: The Champion Protocols (ie how to take down your character)

 

Anthem - A Captain America clone in most every detail.

 

1. Have a brick grab and remove the OAF Shield focus.

2. Pound Captain Spandex into person putty.

 

Great character, but bricks eat his lunch. :cool:

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Re: The Champion Protocols (ie how to take down your character)

 

the batman protocols weren't particularly lethal batman could easily have killed many of the justice league(plastic man would be hard,) if he so desired green lantern for instance just needs one bullet without his ring. the attacks where unpleasent but non lethal.

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Re: The Champion Protocols (ie how to take down your character)

 

the batman protocols weren't particularly lethal batman could easily have killed many of the justice league(plastic man would be hard' date=') if he so desired green lantern for instance just needs one bullet without his ring. the attacks where unpleasent but non lethal.[/quote']

 

Aquaman became aquaphobic = eventual death

 

Wonder Woman was set up to fight until her heart gave out

 

Martian Manhunter would catch fire

 

Plastic Man was shattered (up until that point, no one knew he could recover from this)

 

Superman "nearly exploded with power" - long-term prospects limited

 

Flash having super-speed seizures seems likely fatal in the near term.

 

Lucky GL - he's "just" blinded [catch him without his ring? when does he ever remove it?]

 

Sounds fairly lethal to me.

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Re: The Champion Protocols (ie how to take down your character)

 

Lucky GL - he's "just" blinded [catch him without his ring? when does he ever remove it?]

 

Actually, Kyle would take the ring off when he slept. He was worried that he'd accidentally manifest his nightmares.

 

Turned into a plot point, as the hypnotic suggestion was done in his sleep, when the ring should have been on his bedside table.

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Re: The Champion Protocols (ie how to take down your character)

 

My crew is luckily balanced/durable in many ways.

 

1.) the newest member "emerys." Hard to hit but low stun. He is a Demon fox that if indangered to much has his natural instincs kick in and turns to a uncontrolled 7' beast. You have to take him out quickly, so catch him off guard is best option becuase of the extra stun. also is very pridefull and distains humans(long story) so you can lure him into a fight easy enough.

 

2.) Larsh. A small half-breed demon/dragon. He can fly and has claws that can rip anyman in two. He is a mini-brick so physically hurting him is hard not to mention his 30dex/10cv. But he favors using fly-bys and throughs so he wears himself out fast. Best option is let let him wear himself out then preform the last hit. Also easy to mind control.

 

3.)Ossolot. A wolverine like regen/ressurect feline human. She is hard as hell to hit and with her 3/4 regen can survive most attacks. But a good portion of her defenses are combat luck so catch her off guard you can pin her and stun her easy. Then move up quick for the kill(no one shot has ever killed her.) But to keep her dead you would have to...Well she would kill me if I told.

 

3.) The Rose. Leader of these misfits and eire to a massive french economic empire. His father gets tomorrows news today so is able to warn him of many impending threads(if he would ever care to ask). He is also very fast at 29dex/10 cv and speed 8(compared to everyone elses 30dex and 6speed.) He is very hard to hit but doesn't pack enough of a punch to take anyone tough really out. However he has nearly mastered dodging for cover and parrying off attacks. Also, although he couldn't stop say the ripper he can last longer in a protracted fight with his recov of 20 he never really tires so ussually is the one to distract untill his mini brick can do the take down. However he is always doing public apperences can be easily killed out of combat.

 

So in the end the best way to beat our group with the exception of Larsh is just shoot us out of combat and move up for the kill. Larsh is the easiest to let himself tire and even ming control/illussion him.

 

La Rose.

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Re: The Champion Protocols (ie how to take down your character)

 

Dude. Tripwire. It's the cure for speedsters.

 

In this case, it's not the best option:

 

speedster with clinging, acrobatics, and superleap. You'd have to make a giant ball of yarn and then lure him into it ;)

 

Even then, he's got Desolidification (so long as he's moving; can't use it standing still).

 

Also: Invisibility to Hearing as well as Stealth. He might catch you building that ball of yarn before you're done....

 

Vulnerable to kinetic and sonic attacks.

 

Oh; he doesn't have any special swimming movement. I guess you could flood him out :D

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Re: The Champion Protocols (ie how to take down your character)

 

Jake the Troll - he tends to spend most of his time in his normal Troll form, so he can be turned into stone with any Sun-based effect; assuming it's a batman-style character that's after him, they could have some sort of solar-collecting device that could store solar radiation for a couple of minutes, and then release it in his presense.

 

Shinji Miromoto - a bit more tough; he's a teleporter with a psychic VPP that is often tued to "Precognition: No Concious Control"; so the character would have to bet that the GM won't tell the character about the plans in advance. If given enough time, Shinji can either create a nigh-indefeatable hardpoint (by flipping all his VPP's into Base powers), or can summon and empower a small army of dark creatures (summon and Aid); However, outside that, he's mainly a competent martial artists with some demi-brick powers. Hit him reasonably hard (as any 350 martial artist or brick could do), and you can stun him through his defenses. Catch him when he gets up in the morning, and he's even more vunerable, as he hasn't done his daily kata (Multipower, powers last all day, takes an hour to activate, Concentration.)

 

Icon - Emma is another good generalist, with no real inherant weaknesses. She's got a 10 point Cosmic VPP (energy manipulation only), so if she felt she was about to loose, she'd MegaFlight out of the area. But a good chunk of her defensive powers come from her Aura, which is OIHID. So, catch her with it down, when she's in civvies. She's got high STR, CON, and BODY, but any EGO-based effects are going to be more effective against her.

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Re: The Champion Protocols (ie how to take down your character)

 

Shinji Miromoto - a bit more tough; he's a teleporter with a psychic VPP that is often tued to "Precognition: No Concious Control"; so the character would have to bet that the GM won't tell the character about the plans in advance.

 

Counter by having a ton of disasters occur around him or enough events so that his precognition was confused/overwhelmed.

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Re: The Champion Protocols (ie how to take down your character)

 

Interesting premise, but...

Solution: sniper shot when she is unaware.

 

Doesn't this describe basically everyone? There are a few people who are immuned to sniper shots to the head, but not a lot. Most supers have some sort of defense or power that needs to be activated. Whether it's super speed, active dodging, FF or similar, or donning power armor, if you can catch them unaware, then you've got them.

 

That, and "use a bigger gun." Most FF and power armor defenses are prone to just plaing being over-whelmed. Speedsters, sneakers and dodge artists don't have this problem.

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Re: The Champion Protocols (ie how to take down your character)

 

Mittens has a broad spectrum of active defenses including force wall, desolid, teleportation and a fairly good DCV. What she doesn't have is staying power. All you need to do is have an accurate shooter draw a bead on her and delay. Once she commits to anything other than holding her action, light her up. Sometimes it only takes one shot.

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Re: The Champion Protocols (ie how to take down your character)

 

Dr. Anomaly is a gadgeteer-sorcerer, and without his spells, potions, and tech... he's just an incredibly intelligent normal. Catch him without a chance to summon his guardian spirit, activate his neural booster band, put up any of his defenses, etc. and he's toast from even a low-to-mediocre attack. If he has a chance to get his stuff up and working... wait him out / wear him down. ALL of his prepared-in-advanced gadgets and magical creations have a limited time span before they run out of juice (typically 1 Turn to 5 minutes, depending on the item in question -- this isn't something I have to do, but it is the flavor I like for the character.) After those things he has on him are exhausted, he's down to his 35 point Magic VPP. And while that's still potent in the hands of someone creative (and he is) 35 active points isn't a heck of a lot of wiggle-room to work in. And at that point, practically ANY level of magic supression field will render him effectively powerless in very short order (as he has learned on at least on occasion, much to his horror).

 

For the rest of the team...

 

I, ah, hate to admit this, but... early on, Dr. Anomaly DID do the "Batman" thing, and create devices specially designed to take out two of his three team mates -- because both were, in essence, alien beings and he wasn't really sure just how things might end up going. Thankfully, he's never had to use those devices, and has since destroyed one of them. But still... he DID do it...

 

Sentinel is a powered armor wearer... and like most, catch him out of his armor, and he'll fold easily. In his armor, though... he's well-nigh impregnable to pretty much everything if all the armor's systems are switched over to "defense" mode... about your only hope would be some weird NND to which he did not have the defense... and that's not a good bet, considering the variety and strengths of the defenses he has.

 

Balrog is a piece of sentient, animate stone literally older than the dinosaurs, currently in the form of a massive demonic gargoyle. He's one of the two that are essentially "alien" in nature. He ALSO does NOT have any kind of "code against killing" and not even a "code against mangling." He does seem to respect the laws of the land in regards to things like this, though I often get the impression that's mainly for Solomon's benefit (he doesn't want to upset Solomon [Dr. Anomaly], or cause problems for him since he's seen by the public, the authorities, etc. as the leader of the team). His defenses are also extremely tough as he is, in essence, made of rock... but Dr. Anomaly designed a neural scrambler specifically to take down Balrog in one shot. He's never had to use it, but it's still in one of the vaults should the day ever come...

 

Scarab is a colony-creature... a nanite colony that ATE its creator, Dr. Kathleen Hawkins, a scientist of Solomon's acquaintance... and its personality seemed VERY alien to him when they first met. He designed a very high-intensity EMP device that would fry every single nanite at the same time, literally causing the Scarab entity to disintegrate -- bluntly, to kill it. Early on he wasn't sure that it wouldn't start eating other people or things, or reach some (to us bizarre) "logical" conclusion about life, the world, or mankind that would lead it to decide to wipe out mankind, or "fix" mankind or something else equally antisocial. Eventually he realized that not only had the nanite colony eaten Dr. Kathleen Hawkins' body and absorbed her memories, but it had fully absorbed her sense of morals and ethics as well, and that kind of behavior was well-nigh impossible for it. After Kathleen was recently restored fully to life, Solomon destroyed the EMP device by putting it into the "input" hopper of his autofactory and setting the output to "Velveta cheese block"... and the nanoassemblers in the autofactory pulled the device apart at the subatomic level, recreated the appropriate types of atoms from the source material, and built and then extruded a block of Velveta cheese...

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Re: The Champion Protocols (ie how to take down your character)

 

Doesn't this describe basically everyone? There are a few people who are immuned to sniper shots to the head, but not a lot. Most supers have some sort of defense or power that needs to be activated. Whether it's super speed, active dodging, FF or similar, or donning power armor, if you can catch them unaware, then you've got them.

 

That, and "use a bigger gun." Most FF and power armor defenses are prone to just plaing being over-whelmed. Speedsters, sneakers and dodge artists don't have this problem.

 

"Use a 1 hex area effect attack 12 DC above the campaign maximum from surprise, with invisibility to all senses possessed by the character, including Danger Sense if applicable."

 

Seems pretty much universally workable to me.

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Re: The Champion Protocols (ie how to take down your character)

 

Black Eagle: Use her overconfidence to lure her into a place where she can be snared in a -large- net (she is very, very fast, and very agile, so the net has to be BIG in order to get her). Once snared, her defenses are not too much different from an agent in mail. Remove all eagle feathers from her to prevent her from flying (theyre a magical focus).

 

Revenant: Poses a problem. Revenant has been around since the 1600's. Most believe him a "legacy hero"; an identity passed down from father to son. Some know that he is the same man, unaging and ever active. Those who know the truth may also have discovered that he can, and HAS, been killed. Several times. It is unknown how to permanently destroy the Revenant. Therefore, the best option is to try to imprison him. However, this is only a temporary solution, as he WILL manage to escape. Eventually.

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Re: The Champion Protocols (ie how to take down your character)

 

GM: "Your character's head falls off."

 

Player: "What!?! That's impossible!"

 

GM: "Improbable, not impossible. The rest of the team will spend this session trying to figure out the hows and whys. You can go write up a new character."

 

Player: "I hate you."

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Re: The Champion Protocols (ie how to take down your character)

 

And, in the spirit of the thread:

 

Style - Has ressurection, so a transformation would be the best choice. In a rogues gallery full of mages, it won't be hard to find someone who can manage it. Just drugging him and throwing him into a star or pit of molten lava works as well.

 

Flesh Gordon - Tons of luck, luck based defenses, semi-brick, regeneration, ressurection. Throwing him into a pool of molten metal or a star would work best, and even then an observer would have to make absolutely sure he went in.

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Re: The Champion Protocols (ie how to take down your character)

 

Flesh Gordon - Tons of luck, luck based defenses, semi-brick, regeneration, ressurection. Throwing him into a pool of molten metal or a star would work best, and even then an observer would have to make absolutely sure he went in.

 

From what I've read, I'd expect somone to attack him with a specially tailored STD virus or something...

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