TheQuestionMan Posted March 20, 2008 Report Share Posted March 20, 2008 Greeting HERO Gurus, TheQuestionMan some questions about Duplication Powers and Tactics. I have been Playing Nemesis/Riot a Brick, Duplicator, and Detective. Doh! Thanks Bloodstone. Right I forgot the questions: 01. What recommendations do you suggest for Tactics for a Duplicator? 02. What complimentary Powers do you suggest for a Duplicator? 03. What do you do as a Player/GM when one of your Duplicates dies? (Take into account Special Effects of Power. In my case Temporal Duplication). 04. What would you want to know about Duplicator Characters? 05. Would you allow Duplicators in your Campaign? (If NO, then Why Not?). 06. What is you favourite Comic Book Duplicator's shtick? 07. <<>> 08. <<>> 09. <<>> 10. <<>> Duplication Resources Pyre Archer's [Campaign] The new, NEW Champions of Vancouver! http://www.herogames.com/forums/showthread.php?t=59399 Duplication - Wikipedia http://en.wikipedia.org/wiki/List_of_comic_book_superpowers#Duplication Category: Duplication - Marvel Comics Database http://en.marveldatabase.com/Category:Duplication Bio-Fission - DC Comics Database http://en.dcdatabaseproject.com/Bio-Fission Fictional_characters_who_can_duplicate_themselves http://en.wikipedia.org/wiki/Category:Fictional_characters_who_can_duplicate_themselves Jamie Madrox - Wikipedia http://en.wikipedia.org/wiki/Jamie_Madrox Triplicate Girl - Wikipedia http://en.wikipedia.org/wiki/Triplicate_Girl Flashback - Wikipedia http://en.wikipedia.org/wiki/Flashback_%28comics%29 Multiplex - Wikipedia http://en.wikipedia.org/wiki/Multiplex_%28comics%29 Collective Man - Wikipedia http://en.wikipedia.org/wiki/Collective_Man Silent Majority - Wikipedia http://en.wikipedia.org/wiki/Silent_Majority_%28comics%29 DP7's Antibodies - Wikipedia http://en.wikipedia.org/wiki/D.P._7 <<>> QM Quote Link to comment Share on other sites More sharing options...
Bloodstone Posted March 20, 2008 Report Share Posted March 20, 2008 Re: Duplication Powers and Tactics ... I see lots of links, but... no actual questions... guess I'll wait til later... Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted March 20, 2008 Author Report Share Posted March 20, 2008 Duplication Powers/Tactics: Powers/Tactics: Nemesis/Riot is a brawler/wrestler, using Brick Tricks along with Teamwork to take opponents more powerful than himself. Fast Ball Specials - Move Throughs are the best, but Multiple Move Throughs/Bys are lethal. Agent Tactics - Coordinated Attacks, Multiple Attacker Bonus, and Wait Maneuvers. Acting in different Phases allows you to counter opponents Speed and Movement. Teamwork Brick Tricks - Multiple Grabbing, Throwing, and Move Throughs. These really help you even the odds against really powerful opponents. Not to mention stripping Foci. Grabbing a couple Agents/Thugs and swinging them together makes for nasty business, but it works wonders. It is always nice to have backup and even better when YOU know it is going to do what you want THEM to do. The horrible jokes and quips available to Duplicators is enough to want to play one your self. Nemesis/Riot is my first Duplicator and I like to think he will go down in our campaign as a true Champion. I have not yet GM'ed a Duplicator, but I suspect WE have given our GM a few moments pause here and there. (Not to mention a few headaches form the Puns, Quips, and Jokes.) If you need a HERO give US a call and WE will get back to you soon. Cheers QM Quote Link to comment Share on other sites More sharing options...
Doc Samson Posted March 20, 2008 Report Share Posted March 20, 2008 My last character was a three formed werewolf named Cerberus. My answers are based on my experiences while playing him. 01. What recommendations do you suggest for Tactics for a Duplicator? Coordinating Attacks (not to mention Multiple Attacker Bonus) is a powerful tactic. As you stated, Teamwork is a must have skill. Multiple same maneuver attacks are great, like your multi-Move Through suggestion, but don't stop there. Mix it up! Grab - Haymakers and having one Duplicate Block for an another attacking Duplicate are good combos too. Also, as you pointed out, staggering your phases can give you the feeling of playing a super-high SPD character. 02. What complimentary Powers do you suggest for a Duplicator? Mind Link is very useful and can make Duplicates excellent communicators for split group scenarios. 03. What do you do as a Player/GM when one of your Duplicates dies? (Take into account Special Effects of Power. In my case Temporal Duplication). Duplication is very powerful and can bring out the worst in some GMs. I have seen GMs that never killed a PC before kill a Duplicate and say "well, it's not like you don't have others". For this reason I usually take some sort of Resurrection upon Recombing for my Duplication. In the case of your specific Time oriented Duplication, I would definately recommend some sort of Resurrection upon Recombination because its not likely you will ever run out of timelines to draw Duplicates from. 04. What would you want to know about Duplicator Characters? House rules on limiting APs or DCs for Duplicates can lighten the burden on a GM. 05. Would you allow Duplicators in your Campaign? (If NO, then Why Not?). Yes. 06. What is you favourite Comic Book Duplicator's shtick? Controlling your mini-team's tactics can be alot of fun if you are willing to put the work in. Quote Link to comment Share on other sites More sharing options...
BoloOfEarth Posted March 20, 2008 Report Share Posted March 20, 2008 Re: Duplication Powers and Tactics (1) You've covered most of the tactics I've used. Fr'instance, one duplicate grabs or throws, the others then pile on the attacks on Mr. Half-DCV. Or staggering actions so a number of Duplicates are acting somewhat like a single speedster. (2) Complimentary Powers: I had a character named Shuffle. He could create 3-4 duplicates that stuck around as long as he wanted, but he could also create many more on a very short-term (less than a second) basis. So he had some powers that used "duplication" as a sfx. For instance: Teleport, must cross intervening space -- though Duplication itself keeps a base form that the other forms merge back into, I had him near-instantaneously (1) create a duplicate, (2) merge his original form into the duplicate, and (3) repeat steps 1 and 2 until he's crossed a given distance. I did this as Teleport rather than, say, Running because he could stick his hand through the bars of a cell, create the duplicate on the other side, then merge into that duplicate. Autofire HtH attack -- creates many short-term (like half-phase) duplicates, each punching once then merging back in. Add Indirect, since he could do this in a ring around the target. For the Temporal Dislocation duplicator, you could justify Precognition. Actually, as a GM I'd want a reasonable in-game mechanism for why your character *doesn't* automatically know what's going to happen (since that could spoil the fun for all), like a swiss-cheesed memory ala Quantum Leap. (3) Haven't had to deal with a Duplicate death yet, and don't recall what the rules might say on it. (4) I'd want to know if they all share the same personality, or are different (and if so, in what ways). Using your Temporal Dislocation duplicator as an example, I'd wonder how the different ones get along, whether the oldest one treats the younger ones in a condescending fashion, etc. (5) I would allow a duplicator, assuming he's not going to overshadow everybody else. If the character is designed to be a 1-character team (regularly supplanting the other PCs), I'd be less likely to accept him. (6) Don't really have a favorite comic book duplicator, at least one I remember off the top of my head. Quote Link to comment Share on other sites More sharing options...
Bloodstone Posted March 20, 2008 Report Share Posted March 20, 2008 Re: Duplication Powers and Tactics 1 and 2) Stagger your actions when Coordinating isn't necessary or ideal. Then use abilites that impose penalties on your opponents. Grab, Legsweep, Entangle, Flash, Darkness and many other powers impose significant penalties that can easily take advantage of when you are in control of an entire squad. Regen is also in high demand... 3) Cry manly tears. Then, when you are done being a sissy about it realize how liberating this all is. You know how you get taken down and can live with a certain degree of confidence that you are not going to die until that day! 4) Depends on if they are girls 5) Depends on the player and how the powers work. But it can be a nightmare to play with. A 3 SPD Duplicator with just 4 Dupes has the potential to act every Segment. 6) Most of the stuff PAD has done with Jamie Madrox in the last few years has been really cool, though not something I would readily want to model in a Champs game. Quote Link to comment Share on other sites More sharing options...
csyphrett Posted March 21, 2008 Report Share Posted March 21, 2008 Re: Duplication Powers and Tactics I suggest the Billy Numerous episode of the teen titans, and parts of Naruto when he is battling with his shadow dopplegangers in effect. It looks like you have a fair grasp on what your character can do. CES Quote Link to comment Share on other sites More sharing options...
JmOz Posted March 21, 2008 Report Share Posted March 21, 2008 Re: Duplication Powers and Tactics As for complimentary powers I had a duplicator, not that powerfull even, made 5 of himself total, all mind linked together Now, he was a martial artist (The 20 point generic, plus a couple of extra moves: Martial Disarm, Martial Grab, Legsweep, a couple extra DC, and a couple weapon elements, 40 points in MA total) Light body armor (5/5, Radio, flash protection, LS: rebreather) He also had a 25 point Utility Belt MP. 30 point pool, OIF, with Brass Knuckles 4d6 0 end Flashbang Grenades 12 charges, sight sound flash, explosion Rubber Bullet Pistol 6d6 EB, 12 Charges, 4 clips, OAF, Red Pen Gas grenades 3 Cont charges lasting a min, NND, Sticky, explosive Grappler 15" Swinging, 0 end, no combat swinging All of this is from memory, but he was fairly effective... Lots of using the flashbangs for instance, then attacking Quote Link to comment Share on other sites More sharing options...
Peregrine Posted March 21, 2008 Report Share Posted March 21, 2008 Re: Duplication Powers and Tactics Greeting HERO Gurus, TheQuestionMan some questions about Duplication Powers and Tactics. I have been Playing Nemesis/Riot a Brick, Duplicator, and Detective. Doh! Thanks Bloodstone. Right I forgot the questions: 01. What recommendations do you suggest for Tactics for a Duplicator? 02. What complimentary Powers do you suggest for a Duplicator? 03. What do you do as a Player/GM when one of your Duplicates dies? (Take into account Special Effects of Power. In my case Temporal Duplication). 04. What would you want to know about Duplicator Characters? 05. Would you allow Duplicators in your Campaign? (If NO, then Why Not?). 06. What is you favourite Comic Book Duplicator's shtick? QM 01. Coordinated attacks via Teamwork 02. Mind link (I'm too lazy to look up the power, but I am assuming that Mind Link isn't an optional part of Duplication) 03. Depends on the SFX. For a temporal Duplicator, it depends on the SFX of time travel. If alternate timelines are available, then the timeline of origin for that duplicate is now without that individual, from the point of their departure forward. If no alternate timelines are available, then the GM needs to work out the details of when that particular Duplicate came from and if that affects how many Duplicates can be created in the future. Note that this also decides when the character dies, period... 04. Nothing comes to mind... 05. Probably. I'd like to play one, so it would be the height of hypocrisy to not allow someone else to play one. 06. Off-screen Duplicates - more-or-less permanent duplicates that are off-screen. Good SFX for Wealth, skills, even Clairsentience. Quote Link to comment Share on other sites More sharing options...
Radar Posted March 22, 2008 Report Share Posted March 22, 2008 Re: Duplication Powers and Tactics This thread reminds me - I had an idea for a character called the Golden Gangsta, who was a moderately dangerous normal. He could, however, duplicate up to 16 times and do all the usual mayhem associated with a gang that size. But his unexpected power would be to absorb his duplicates back and become superhuman for a short period of time (have the bumped stats fade over time). And to make it even more of an accounting headache, have the duplicates able to do the same - so, say, you end with 4 dupes who have re-absorbed 3 dupes apiece and you have a small gang, all with maybe a 25-30 STR, streetfighting martial arts, etc. Probably not legal and most likely a points hog, but sounds like fun. Quote Link to comment Share on other sites More sharing options...
Adventus Posted March 23, 2008 Report Share Posted March 23, 2008 Re: Duplication Powers and Tactics RE: Mind Link: use Psychic link level of mind link. It is naturally trans-dimensional and works over any distance. Quote Link to comment Share on other sites More sharing options...
Kenn Posted March 24, 2008 Report Share Posted March 24, 2008 Re: Duplication Powers and Tactics Secret identities are a lot easier to keep... I mean Duplo Man can be heading for the emergency, even as his civilian identity comes out of the store room with some paper. Quote Link to comment Share on other sites More sharing options...
BoloOfEarth Posted March 25, 2008 Report Share Posted March 25, 2008 Re: Duplication Powers and Tactics Secret identities are a lot easier to keep... I mean Duplo Man can be heading for the emergency' date=' even as his civilian identity comes out of the store room with some paper.[/quote'] Repped, Kenn, great idea! He can be his own support staff -- one duplicate stays behind in secret ID, maybe does research for the other duplicates in hero ID in the field or talks to contacts he only has in secret ID. A reporter with mind link could be typing up the story while his duplicates are still fighting. Never gets scooped (at least, on stories involving himself). Also gives the GM a plot hook -- someone could kidnap or attack Mr. I'm-Still-In-Secret-ID while all the other duplicates are away dealing with something else. Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted September 14, 2008 Author Report Share Posted September 14, 2008 Re: Duplication Powers and Tactics Player Note: Character Development becomes interesting when your Superhero can fill out the required forms and documents for the various Law Enforcement Agencies. Also it speeds up Report Writing. For Training purposes you can learn multiple skills at once. Cheers QM Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted September 14, 2008 Report Share Posted September 14, 2008 Re: Duplication Powers and Tactics Peregrine said: 05. Probably. I'd like to play one, so it would be the height of hypocrisy to not allow someone else to play one. what a rare and refreshing attitude. Repped. Quote Link to comment Share on other sites More sharing options...
CoreBrute Posted September 15, 2008 Report Share Posted September 15, 2008 Re: Duplication Powers and Tactics If you want your duplicates to become expandable here is a power straight from the Ultimate Metamorph: RECOMBINATION RESURRECTION Effect: Healing BODY 8d6 Resurrection, Trigger (upon recombination), Duplicates Only Target/Area Affected: One or more Duplicates Duration: Instant Range: No Range END Cost: 20 Description: When the character recombines with his Duplicates, any that died while in existence are automatically brought back to life. In effect this makes his Duplicates expendable cannon fodder; the only way he can permanently lose one is for its physical form to be disintegrated or otherwise entirely destroyed. Game Information: Healing BODY 8d6 Resurrection (can stop Resurrection by totally or significantly destroying the Duplicate’s body), Trigger (when Duplicate recombines with character, Trigger activates automatically, Trigger automatically immediately resets; +1) (200 Active Points); Only Works On Duplicates (-1). Total cost: 100 points. It is a bit expensive though so you may have to lower the healing dice a bit. Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted May 3, 2012 Author Report Share Posted May 3, 2012 Re: Duplication Powers and Tactics Bump Quote Link to comment Share on other sites More sharing options...
Christopher Posted May 3, 2012 Report Share Posted May 3, 2012 Re: Duplication Powers and Tactics Let's try some basics: Just because it is described as Duplciation, does not means you need hte hero power duplicaiton. Duplication is for extra Character that are totally under player controll, that are non-disposeable (it maters if they die) and that are very similar to the base character (i.e. same Skills). For Disposeable Duplicates, either give them Regeneration or your true form a Resurrection Ability (as Core has done above). Or build them as Summons. They follow the normal rules of summon (limited services), but have to be anyway like the character and are totally disposeable (if one dies, it's jsut a summon). Also a lot of "Duplication Tricks" can be other powers with the Special Effect of Duplication. Quote Link to comment Share on other sites More sharing options...
phoenix240 Posted May 3, 2012 Report Share Posted May 3, 2012 Re: Duplication Powers and Tactics If you want your duplicates to become expandable here is a power straight from the Ultimate Metamorph: RECOMBINATION RESURRECTION Effect: Healing BODY 8d6 Resurrection, Trigger (upon recombination), Duplicates Only Target/Area Affected: One or more Duplicates Duration: Instant Range: No Range END Cost: 20 Description: When the character recombines with his Duplicates, any that died while in existence are automatically brought back to life. In effect this makes his Duplicates expendable cannon fodder; the only way he can permanently lose one is for its physical form to be disintegrated or otherwise entirely destroyed. Game Information: Healing BODY 8d6 Resurrection (can stop Resurrection by totally or significantly destroying the Duplicate’s body), Trigger (when Duplicate recombines with character, Trigger activates automatically, Trigger automatically immediately resets; +1) (200 Active Points); Only Works On Duplicates (-1). Total cost: 100 points. It is a bit expensive though so you may have to lower the healing dice a bit. As a House Rule I said that all Duplicates recover as part of the Power. I think it closer to how the power is usually portrayed. Quote Link to comment Share on other sites More sharing options...
phoenix240 Posted May 3, 2012 Report Share Posted May 3, 2012 Re: Duplication Powers and Tactics I have two "duplicators" in our games both NPCs. Triad (who technically just has three bodies and doesn't really "duplicate") and Flash Mob (Character sheet pending). Quote Link to comment Share on other sites More sharing options...
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