Blackout Posted February 19, 2003 Report Share Posted February 19, 2003 After much wailing and gnashing of teeth, it seems my gaming group will be playing Champions. This, in and of itself, is cause for rejoicing. It's made even better by the fact that I get to play. Or maybe that makes it worse. Now I have to decide which of the 8 zillion character concepts that have been floating through my head since the release of FREd I want to develop. At this point I'm leaning towards a streching character. I think I have the obvious power bases covered (shape shift, clairsentience, entangle, etc.), but I'm curious if anyone has some oddball pointers. Personality-wise, I'm thinking of going with a cross between Reed Richards and Plastic Man. Thanks! Quote Link to comment Share on other sites More sharing options...
Guest Keneton Posted February 19, 2003 Report Share Posted February 19, 2003 I made a really cool chracter called Flex that I run as my solo character. I don't want to post him, but I will e-mail him to you if youd like. Just select my profile and I will send him too you. Quote Link to comment Share on other sites More sharing options...
Chaosliege Posted February 19, 2003 Report Share Posted February 19, 2003 Re: Stretching Character Advice Originally posted by Blackout After much wailing and gnashing of teeth, it seems my gaming group will be playing Champions. This, in and of itself, is cause for rejoicing. It's made even better by the fact that I get to play. Or maybe that makes it worse. Now I have to decide which of the 8 zillion character concepts that have been floating through my head since the release of FREd I want to develop. At this point I'm leaning towards a streching character. I think I have the obvious power bases covered (shape shift, clairsentience, entangle, etc.), but I'm curious if anyone has some oddball pointers. Personality-wise, I'm thinking of going with a cross between Reed Richards and Plastic Man. Thanks! You may have already thought of these but: HTHA... the whip effect NND.... ever cover your face with seran wrap? No? Just me then... Clinging... Quote Link to comment Share on other sites More sharing options...
MisterVimes Posted February 19, 2003 Report Share Posted February 19, 2003 Re: Stretching Character Advice Originally posted by Blackout After much wailing and gnashing of teeth, it seems my gaming group will be playing Champions. This, in and of itself, is cause for rejoicing. It's made even better by the fact that I get to play. Or maybe that makes it worse. Now I have to decide which of the 8 zillion character concepts that have been floating through my head since the release of FREd I want to develop. At this point I'm leaning towards a streching character. I think I have the obvious power bases covered (shape shift, clairsentience, entangle, etc.), but I'm curious if anyone has some oddball pointers. Personality-wise, I'm thinking of going with a cross between Reed Richards and Plastic Man. Thanks! *Missile Deflection/Relection (catching incoming missles with your stretched body and slingshotting back) *Damage reduction against blunt physical attacks. *Superleap (Defined as bouncing) Quote Link to comment Share on other sites More sharing options...
Supreme Posted February 19, 2003 Report Share Posted February 19, 2003 I made a stretching character once that I never got to play (sigh). I gave him telescopic vision and hearing, and discriminatory smell, all defined as stretching his particular sensory organs. I applied concentrate and END use as limitations. I got the idea from DC's Elongated Man. Quote Link to comment Share on other sites More sharing options...
Talon Posted February 19, 2003 Report Share Posted February 19, 2003 Don't forget Triggered on your PRE ("I am rubber and you are glue, whatever you say bounces off me and sticks to you!"). Quote Link to comment Share on other sites More sharing options...
MisterVimes Posted February 19, 2003 Report Share Posted February 19, 2003 Originally posted by Geoff Speare Don't forget Triggered on your PRE ("I am rubber and you are glue, whatever you say bounces off me and sticks to you!"). *POUND* *POUND* *POUND* *POUND* I can't believe you said that... WAIT! A new villain duo has just joined the ranks of Hammer and Anvil, Law and Order, Cloak and Dagger and all those other clever duos... RUBBER and GLUE! Quote Link to comment Share on other sites More sharing options...
ZootSoot Posted February 19, 2003 Report Share Posted February 19, 2003 Don't buy Stretching, buy Telekinesis with stretching as your special effect and you will be happier. Quote Link to comment Share on other sites More sharing options...
Guest Keneton Posted February 19, 2003 Report Share Posted February 19, 2003 Please give me a few good reasons to not buy Strength and strecthing vs. TK! If you think of a few I'd love to hear them. Strength is always the best buy and TK has no action/reaction so we will see which works best! I can think of very few advantages of doing things your way besides ungodly range. Quote Link to comment Share on other sites More sharing options...
Patriot Posted February 19, 2003 Report Share Posted February 19, 2003 Dont forget... The ever popular Entangle (-1/2) pc takes body if entangle takes body Quote Link to comment Share on other sites More sharing options...
Guest Keneton Posted February 19, 2003 Report Share Posted February 19, 2003 Hope This Works Well was going to use this guy on Name the Hero, but he is fun for this discussion and totally kicks butt! Flex Player: Bob Pennington Val Char Cost 30/40 STR 20 23 DEX 39 30 CON 40 15 BODY 10 13 INT 3 11 EGO 2 20 PRE 10 12 COM 1 15 PD 9 15 ED 9 5 SPD 17 12 REC 0 60 END 0 45 STUN 0 15" RUN010" SWIM015"/17" LEAP0Characteristics Cost: 160 Cost Power END 25 Stretch Enhanced Movement: Multipower, 25-point reserve 2m 1) Bouncing: Leaping +9" (15" / 17" forward, 7 1/2" / 8 1/2" upward) (Accurate) (14 Active Points); No Noncombat Movement (-1/4) (added to Primary Value) 1 2m 2) Flatten Out: Gliding 15", Combat Acceleration/Deceleration (+1/4) (19 Active Points); Restrainable (-1/2), No Noncombat Movement (-1/4) 2u 3) Grab and Swing: Swinging 15" (Position Shift) (20 Active Points); No Noncombat Movement (-1/4) 2 2u 4) Long Strides: Running +9", Combat Acceleration/Deceleration (+1/4) (25 Active Points); No Noncombat Movement (-1/4) (added to Primary Value) 2 1u 5) Long Strokes and Flipper Feet: Swimming +8" (10" total) (8 Active Points); No Noncombat Movement (-1/4) (added to Primary Value) 1 20 Elastic Body: Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN (or BODY) Only (-1/2) 9 Elastic Enhanced Fighting: +3 with All Combat (24 Active Points); Limited Power (Power loses about a third of its effectiveness; -1/2), Costs Endurance (Costs END Every Phase; -1/2), Limited Power (Power loses about a third of its effectiveness; -1/2), Limited Power (Power loses about a fourth of its effectiveness; -1/4) [Notes: Must place levels all offense or all defense. Must be aware, cannot use levels for Dex rolls, dive for cover, or use of a combat skill.] 2 10 Leverage: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); Hand-To-Hand Attack (-1/2) 6 Shock Absorbant: Knockback Resistance -3" 23 Super Stretching: Stretching 7" (35 Active Points); No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 3 3 Great For Grabs!: +10 STR (10 Active Points); Limited Power (Power loses about half of its effectiveness; -1), No Figured Characteristics (-1/2), Increased Endurance Cost (2x END; -1/2) (added to Secondary Value) [Notes: Only for grabs exerts and escapes.] 2 5 Tuff Skin: Damage Resistance (5 PD / 5 ED) 3 Weird Physiology: Life Support (Safe in High Pressure, Safe in Low Pressure/Vacuum) 5 Where's his solar plexis?: Lack Of Weakness (-5) for Normal Defense Powers Cost: 118 Cost Martial Arts Maneuver Flex-Fu 4 1) Big Hand: 1/2 Phase, +3 OCV, +0 DCV, Strike 5 2) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 4 3) Gimme That: 1/2 Phase, +0 OCV, -1 DCV, Disarm, + 15 STR to Disarm roll 4 4) Heavy Strike: 1/2 Phase, +0 OCV, +0 DCV, Strike + 3d6 5 5) Wrap Up: 1/2 Phase, +2 OCV, -2 DCV, Grab Two Limbs + 10 STR for holding on. Martial Arts Cost: 22 Cost Skill 3 AK: Millennium City (INT-based) 12- 3 Breakfall 14- 3 Climbing 14- 3 Contortionist 14- 3 Power (DEX-based) 14- 3 Sleight Of Hand 14- 3 Stealth 14- 10 Two-Weapon Fighting (HTH) 15 +3 with HTH Combat Skills Cost: 46 Cost Talent 4 Double Jointed Talents Cost: 4 Total Character Cost: 350 Val Disadvantages 10 Dependent NPC: Little Brother (12) Stanley Green, Normal, 8- (Infrequently) 20 Hunted: Argent, As Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 15 Hunted: Organized Crime, Less Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 15 Hunted: PRIMUS, More Powerful, 8- (Occasionally), Watching, PC has a Public ID or is otherwise very easy to find, Extensive Non-Combat Influence 20 Psychological Limitation: Code vs. Killing, Common, Total 15 Psychological Limitation: Heroic, Common, Strong 15 Psychological Limitation: Show Off, Common, Strong 15 Social Limitation: Public ID: Travis Green AKA Flex, Frequently (11-), Major 15 Susceptibility: If pushes Stretching, Common, 2d6 damage, Instant 10 Vulnerability: TK Grabs that are area effect or that effect whole object at once., Uncommon, Vulnerability Multiplier (2x STUN) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 5 Experience Unspent: 5 Quote Link to comment Share on other sites More sharing options...
Tamashii2000 Posted February 19, 2003 Report Share Posted February 19, 2003 Flex - Fu? now how did that get left out of the Ultimate Martial Artist? Quote Link to comment Share on other sites More sharing options...
Supreme Posted February 20, 2003 Report Share Posted February 20, 2003 Re: Hope This Works Originally posted by Keneton Cost Martial Arts Maneuver Flex-Fu 4 1) Big Hand: 1/2 Phase, +3 OCV, +0 DCV, Strike 5 2) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 4 3) Gimme That: 1/2 Phase, +0 OCV, -1 DCV, Disarm, + 15 STR to Disarm roll 4 4) Heavy Strike: 1/2 Phase, +0 OCV, +0 DCV, Strike + 3d6 5 5) Wrap Up: 1/2 Phase, +2 OCV, -2 DCV, Grab Two Limbs + 10 STR for holding on. Martial Arts Cost: 22 You should submit this to Digital HERO! Quote Link to comment Share on other sites More sharing options...
Guest Keneton Posted February 20, 2003 Report Share Posted February 20, 2003 I already have an upcoming adventure and two other projects going for DH plus an adventure for Star Hero being run at Gen Con so my slate is full. I do think its fun and he really kicks butt on adventures.! I think a slew of martial arts types akin to brick tricks would make a good article. I will e-mail Mr. Mattingly! Thanks Supreme! Quote Link to comment Share on other sites More sharing options...
ZootSoot Posted February 21, 2003 Report Share Posted February 21, 2003 Originally posted by Keneton Please give me a few good reasons to not buy Strength and strecthing vs. TK! If you think of a few I'd love to hear them. Strength is always the best buy and TK has no action/reaction so we will see which works best! I can think of very few advantages of doing things your way besides ungodly range. You have to buy both Strength and Stretching with stretching while TK includes both (and the range is vastly superior) action reaction is unimportant since Stretching is not a movement power either, in both cases you have to buy that separately. Quote Link to comment Share on other sites More sharing options...
Guest Keneton Posted February 21, 2003 Report Share Posted February 21, 2003 TK Vs. Stretching In response to TK vs. Stretching lets examine. --- To generate a 10d6 TK punch requires 50 Str in TK which cost before advantages 75 active points and 7 End. ---If I spend 50 Points on Strength and 25 points on stretching I do have less range but..... I get +25 Stun I get +5 Recovery I get +5 PD I get all sorts of maneuvers. I can break out of grabs with my casual Strength. I dont take a range penalty on my stretching strikes. I can move things instantly and not be limited to the throwing chart. I get +5" leaping Its persistant! I can use it with a sweep maneuver or a martial maneuver without penalty. It is naturally fine work less many points. HA adds to strength not TK If I push my Strength I get 10 extra. If you push TK you get 8 if there are no advantages. I can buy rapid attack Hand to Hand but with TK to simulate this youd have to buy HTH and at Range. My damage close up and at range is the same. I get velocity unless I take a limitation. Action Reaction does matter. Can you grab a getaway car and hang on with TK stretching? Can you afford to sweep and take range penalties with TK? I love the range, but just above you save at least 80 points. You can buy some real advantages to stretching to clean it up for that. Just my opinion. Quote Link to comment Share on other sites More sharing options...
Acroyear Posted February 21, 2003 Report Share Posted February 21, 2003 To be honest, I often buy stretching to simulate TK for ability that have that direct line type style (like grabbing with swinglines and such). One of the neat things about TK is you can't block it and you can't really missile deflect it by the book. You can also lift heavy stuff without it breaking apart (if your GM enforces those kinds of physics). Quote Link to comment Share on other sites More sharing options...
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