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Help to build: Shambling mound/ooze Char


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Im interested in building a ooze hero and wondered if there was a template for non humaniod stats in the hero books.

 

Also, would 'compound powers' be effective way to build an ooze like body structure. For instance, compound power would combine life support, protection, mental defense, desolid, & movement all in one to simulate its non human attributes.

 

 

Would anyone else like to share their non human slime builds?

PS: Variable pool is not an option.

Thanks

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Thanks, I guess I was thinking of size templates.

 

I suppose I could buy shape shift, persisant, always on, and 0 END.

I am worried that just calling it an ooze SFX wont be consider as such against mental powers, detection and other utility powers that effect humans.

 

For instance, if the character is a slime, then it shouldnt automatically have language, sight, and everyman skills unless paid for. I could use the bestiary for ideas on how animals are stat'ed.

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Thanks, I guess I was thinking of size templates.

 

I suppose I could buy shape shift, persisant, always on, and 0 END.

I am worried that just calling it an ooze SFX wont be consider as such against mental powers, detection and other utility powers that effect humans.

 

For instance, if the character is a slime, then it shouldnt automatically have language, sight, and everyman skills unless paid for. I could use the bestiary for ideas on how animals are stat'ed.

 

Sight has a value that you can "sell back."  I suppose you could also "sell back" the 4 pts of Native Language, Everyman Skills, etc.

 

SOME of the Everyman Skills should be Everyslime Skill too though, such as Stealth, Concealment, Shadowing. If it's an intelligent creature I don't see why it wouldn't have Deduction. Now, Conversation I can see being difficult...

 

Is this intended to be a player character?

 

Lucius Alexander

 

Everypalindromedary Skills

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Thanks, I guess I was thinking of size templates.

 

I suppose I could buy shape shift, persisant, always on, and 0 END.

I am worried that just calling it an ooze SFX wont be consider as such against mental powers, detection and other utility powers that effect humans.

The Shape Shift power is about folling Senses to appear as "someone else". There is no point in buying it awlays on and it only allows very limited reshaping of body proprotions (about 10%).

If this is about "flowing through cracks", Desolidifcation with "can't pass through solid objects" might be the better way to go.

 

For instance, if the character is a slime, then it shouldnt automatically have language, sight, and everyman skills unless paid for. I could use the bestiary for ideas on how animals are stat'ed.

One of the first asumptions of Hero is that everyone has the abilities of a normal human to interact with the Environment, unless a specific power, Complication or Limitation says otherwise.

And actually you should avoid to extreme cases of "otherenss".  Inability to speak in particular, unless this is supposed to be a mindless beast. If it is a mindless beast, there is "Animal Intelligence" the Complication.

 

Without Sight there would be no targettign Sense. But you can sell back Sight to afford an alternative Targgeting sense (was designed for Daredevil type of Characters).

 

Also if this is supposed to be a template it is important to write down as little as possible.

Player Character in particular tend to be the exception to Rules: Blade is a Vampire that walks in the Sun and needs not drink Blood (two of the Core Complications of any Vampire Template ignored). Spawn and Hellboy are demons, except they are not evil.

 

Writing too much down could turn out to be a Straightjacket for players or introduce the one thing Hero lacks: Artificial Limitations on what you can play.

Even with heroic/low level templates you should limit yourself to the minimum or think about giving some selection. Every Klingon we see on Screen is good with weapons, but those are guys in the Interstellar Military. Is every Klingon Farmer able to use a Weapon?

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Name: Sloth Player: Val Char Base Cost 15 STR 10 5 20 DEX 10 20 20 CON 10 10 15 BODY 10 5 13 INT 10 3 13 EGO 10 3 13 PRE 10 3 14 PD 2 4 14 ED 2 4 4 SPD 2.0 20 10 REC 4 6 40 END 20 4 40 STUN 20 10 12m RUN 12 0 20m SWIM 4 0 4m LEAP 4 0 STR Roll: 12- Run: 12m DEX Roll: 13- Swim: 20m CON Roll: 13- Leap: 4m INT Roll: 12- EGO Roll: 12- PER Roll 12- Disadvantages Pts Enraged: if cornered (Uncommon), go 8-, recover 8- 15 Hunted: by Special Crimes Unit Frequently (As Pow; NCI; Limited Geographical Area; Harshly Punish) 15 Negative Reputation: Relentless Monster, Frequently (Extreme) 15 Psychological Complication: Devoted to Vicelord (Common; Total) 20 Psychological Complication: Hedonist Common, Strong 15 Psychological Complication: Lazy Common, Strong 15 Rivalry: Professional and Romantic, Other "Sins", Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 15 Social Complication: Subject to Orders Frequently, Major 15   XP
0
Base Points : 400 Disads Total + 125 Experience Spent + 0 Total Cost = 400 Pts. Skill/Perk/Talent/Power END 30 Physical Damage Reduction, Resistant, 50% 0 30 Energy Damage Reduction, Resistant, 50% 0 19 Regeneration (1 BODY per Minute), Can Heal Limbs 0 24 Resistant Protection (8 PD/8 ED) 0 4 Extra Limbs (2) (5 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 1 3 Ultrasonic Perception (Hearing Group) 0 6 Active Sonar (Hearing Group) (15 Active Points); Conditional Power Power Only Works In Water (-1 1/2) 0 10 Life Support (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) 0 67 Multipower, 67-point reserve   4f 1) Desolidification (affected by Fire), Invisible Power Effects (Inobvious to Sight Group; +1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Cannot Pass Through Solid Objects (-1/2) 2 2f 2) Drain BODY 1d6, Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (12 damage increments, damage occurs every Segment, can be negated by Escaping Grasp; +4) (50 Active Points); No Range (-1/2), Requires A Roll (Skill roll; Martial Grab; -1/2), Extra Time (Extra Phase, Only to Activate, -1/2) 5 4f 3) Growth (+15 STR, +5 CON, +5 PRE, +3 PD, +3 ED, +3 BODY, +6 STUN, +1m Reach, +12m Running, -6m KB, 101-800 kg, +2 to OCV to hit, +2 to PER Rolls to perceive character, 2-4m tall, 1-2m wide), Reduced Endurance (0 END; +1/2) (37 Active Points) 0 1f 4) Clinging (normal STR) (10 Active Points) 0 4v 5) Swimming +16m (20m total) (x8 Noncombat), Reduced Endurance (1/2 END; +1/4) (22 Active Points) 1 1f 6) Stretching 8m (8 Active Points) 1 2f 7) Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +1/2) (45 Active Points); Conditional Power Power Only Works In Water (-1 1/2) 0       3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 7d6 Strike   4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND   4 Martial Flash: 1/2 Phase, -1 OCV, -1 DCV, Flash 6d6   3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on   8 +2 HTH Damage Class(es)         3 Breakfall 13-   3 Charm 12-   3 Stealth 13-   3 Streetwise 12-   3 Teamwork 13-   12 +1 Overall               3 +1/+1d6 Striking Appearance (vs. all characters)               211 : Powers Cost
52 + Skills Cost
137 + Characteristics Cost
400 = Total Cost Base OCV: 8 Base DCV: 6 Adjustment+   Adjustment+   Final OCV:   Final DCV:     Levels: +1 Overall Combat Maneuvers Name Phase OCV DCV Effect Block 1/2 +0 +0 Block, Abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 --- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4DC to attack Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged attacks only Strike 1/2 +0 +0 STR or weapon Basic Strike 1/2 +1 +0 7d6 Strike Choke Hold 1/2 -2 +0 Grab One Limb; 3d6 NND Martial Flash 1/2 -1 -1 Flash 6d6 Martial Grab 1/2 -1 -1 Grab Two Limbs, 35 STR for holding on Range 0-4 5-8 9-16 17-32 33-64 65-128 RMod 0 -2 -4 -6 -8 -10 DEX: 20 SPD: 4 ECV: 3 - 3 Phases: 3, 6, 9, 12 14 PD (8 rPD) 14 ED (8 rED) MD: 0 END: 40 STUN: 40 BODY: 15 Roll Location STUNx NSTUN BODYx To Hit 3-5 Head x5 x2 x2 -8 6 Hands x1 x1/2 x1/2 -6 7-8 Arms x2 x1/2 x1/2 -5 9 Shoulders x3 x1 x1 -5 10-11 Chest x3 x1 x1 -3 12 Stomach x4 x1.5 x1 -7 13 Vitals x4 x1.5 x2 -8 14 Thighs x2 x1 x1 -4 15-16 Legs x2 x1/2 x1/2 -6 17-18 Feet x1 x1/2 x1/2 -8 Height: 1.65 m Hair: Brown Weight: 55.00 kg Eyes: Brown Appearance: Background:

 

 

Sorry, will try a different format later

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@Grailknight

Thanks. But unless Im miss reading something it doesnt address the inhertant mindless monster. I suppose I could buy high mental defense as an SFX for not having a mind to read/control.

 

@Christopher

If Im reading your post right, I agree less is more. and this is only my PC creation not a template for anyone playing slime/mold PCs.

 

I do want to avoid endless rules debates about the nature of 'humaness'. I dont think I can sell back being human and buy no hit locations and desolid. but I do want some inherant lack of humaniod features like not having a mind, doesnt mean she's slacking Int, just the vocal cords to express herself, and no eyes would be replaced with targeting discriminating smell sense.

But does that auto give her flash def or immunity?

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@Christopher

If Im reading your post right, I agree less is more. and this is only my PC creation not a template for anyone playing slime/mold PCs.

 

I do want to avoid endless rules debates about the nature of 'humaness'. I dont think I can sell back being human and buy no hit locations and desolid. but I do want some inherant lack of humaniod features like not having a mind, doesnt mean she's slacking Int, just the vocal cords to express herself, and no eyes would be replaced with targeting discriminating smell sense.

But does that auto give her flash def or immunity?

If you lack Sight (Sold it back) nobody can Flash your Sight. In fact being Flashed makes you immne to further Flashes as you effectively "lack that Sense" for some time.

Being Flashed itself also carries no penalty. Only not having "a Targgeting Sense to target the foe" gives a penalty. If you have targetting Hearing your Sight can be flashed to kingdome come and you will not have a combat penalty.*

 

*I am not certain if CC had the full Sense Powers Section. Tell us if there is no "Targetting" Sense Modifier.

 

 

Mental Immunity: One of the areas you should perhaps not touch. It's one of the core asumptions that PC are always vulnerable to Mental Attacks. There is no power to prevent that.

The GM could allow you to take an alternative Mind Class*, but I would advise against it. As I understand the Source Material every Character is asumed to belong to the "Human" Class of mind (wich I prefer to Call Default Class). The Justice League was at times composed of a Kryptonian, Martian and Thanagarian - but as I read and watch the soruce Material they were all considered to be Human Class of mind for Mental Powers

Even most advanced PC robots are considered to be human Class (and affected as such). The are more likely to have "Additionally Affected as Machine Mind Class" then being affect as Machines only.

 

The only Rules Constructs inherently Immune to Mental Powers are Foci and the Automaton (wich is designed for truly mindless Monsters).

And the Foci are still vulnerable to Machine Class Mental Powers if they are Technological in nature.

 

*I think you used Champiosn Complete where the Mind Class rules were removed anyway. But for sake of simplicity consider her to still have human style mind.

 

 

Now resistance to Mental Powers can be bought:

Mental Defense is the go-to power, but can be quite expensive.

Plain EGO does not protects from Mental Blast but affects more Rolls.

My favourite is 2 point Skill Levels with "EGO-Breakout Roll"*. But more often I use 3 point Skill Levels with "EGO-Breakout, CON-Breakout and Interaction Skill Resistance Rolls**".

 

*A Character that makes the first Breakout roll is considered to never have been affected to begin with

**Resistance Talent is a 2-point Skill Level with Limitations.

 

 

Telpathic Voice: This will end up costing you. Having no Voice is a Disadvantage. Having a Telpathic Voice instead of a normal one is a Advantage. It's much harder to disrupt a Mental Voice then a Normal Voice as fewer foes have Anti-Mental Group Powers.

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It seems to me your overthinking this. From what I'm reading your describing something that can't sence it's environment or understand anyone in it. Which doesn't sound like a fun character. Just because it doesn't have eyes doesn't mean it can't see. You might want to declare it has uv vision as opposed to regular sight to describe it's inhuman means of taking in it's surroundings. And just because it can't talk doesn't mean it doesn't understand however poorly something someone says. So instead of selling back the language skill just take the mute complication.

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Did you mean Char, or Cher?

Or Chard,

the plant monster no one likes for diner. :winkgrin:

 

 

Thanks for the great insights. I can simplify this and place more emphasis on role playing than rules construction. Though I do like the skills route more than heavy mental def.

 

WWPMD = what would plant monster do?

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