Pyronide Posted September 20, 2015 Report Share Posted September 20, 2015 So I have the Champions Complete book and have an idea to make a character who is made of some kind of sticky material and has several abilities that would all induce entangle with sticky of some kind. Immunities to certain elemental conditions while weaknesses to others. The basic idea comes from Clay Face, enemy of Batman, if people don't know what I am meaning. I have some ideas for powers but would also like to see what others could think up using this concept. This is also a quick list of things off the top of my head. My ideas: 1. Desolidification / Tunneling 2. HA - KB(range off STR) - DKB - Entangle(sticky) 3. Density - Time Limit (1 Turn) 4. RKA - Only if Dense 5. Entangle(sticky) 6. Dmg Reduction / Absorption Quote Link to comment Share on other sites More sharing options...
Lucius Posted September 20, 2015 Report Share Posted September 20, 2015 Don't forget Clinging Lucius Alexander The palindromedary suggests shapechange Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted September 20, 2015 Report Share Posted September 20, 2015 I'm sure the basic build behind this stretchy guy could be used to make a good Clayface. Dr. Reed RichardsMr. FantasticVAL CHA Cost Roll Notes15 STR 5 12- HTH Damage 3d6 END [1]14 DEX 8 12-15 CON 5 12-60 INT 50 21- PER Roll 21-20 EGO 10 13-10 PRE 0 11- PRE Attack: 2d65 OCV 105 DCV 103 OMCV 03 DMCV 04 SPD 20 Phases: 3, 6, 9, 1210 PD 8 10/20 PD (0/10 rPD)10 ED 8 10/20 ED (0/10 rED)10 REC 640 END 410 BODY 0 40 STUN 10Movement Cost Meters NotesRUNNING 0 12m/24m END [1]SWIMMING 0 4m/8m END [1]LEAPING 0 4m 4m forward, 2m upwardFLIGHT 0m/30m/0m/60mCharacteristics Total: 154Cost Powers20 The Ultimate Gadgeteer: Variable Power Pool (Gadget Pool), 14 base + 80 control cost, (54 Active Points); Limited Power Technologoy Based Abilities Only (-1/4); all slots OAF Arrangement Fragile (Focus of Opportunity. Uses parts he has on hand to work with.; -1 1/2), Requires A Roll (Skill roll; Jammed, Must be made each Phase/use, Can choose which of two rolls to make from use to use; -1 1/4), Extra Time (5 Minutes, Only to Activate, -1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Unified Power (-1/4) [Notes: This is just an example slot. Reed can come up with almost any needed gadget given the time and something high tech to work with.]0 1) Transdimensional Gun!: Blast 10d6, Transdimensional (Single Dimension; +1/2) (75 Active Points); 2 clips of 12 Charges (-0) Real Cost: 12 - END=[12] Fantastic Malleability!, (List) all slots Unified Power (-1/4), Conditional Power Powers Fade in Freezing Termperatures (-1/4)30 1) Resistant Protection (10 PD/10 ED), Hardened (+1/4), Impenetrable (+1/4) (45 Active Points) - END=020 2) Damage Negation (-6 DCs Physical) (30 Active Points) - END=0 92 Fantastic Malleability!: Variable Power Pool, 50 base + 70 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (155 Active Points); Limited Power Only for Stretching Special Effect Abilities (Cannot change Mass. Can any combination of slots with a combined Real Cost of 50 simultaneously.; -1); all slots Unified Power (-1/4), Conditional Power Powers Fade in Freezing Temperatures (-1/4)0 1) Stretchy Form: Shape Shift (Sight, Touch and Hearing Groups, any shape), Imitation, Costs END Only To Change Shape (+1/4) (47 Active Points); Limited Power Cannot Alter Skin & Costtume Color (Only affects shape of outline vs. Sonar & Radar; -1/2) Real Cost: 23 - END=40 2) Stretchy Anchors: Clinging (70 STR) (29 Active Points); Perceivable (-1/2), Limited Power Needs Anchor To Wrap Body Part Around (-1/2) Real Cost: 12 - END=00 3) Stretchy Defense: Physical Damage Reduction, Resistant, 50% (30 Active Points) Real Cost: 20 - END=00 4) Trampoline Deflection: (Total: 70 Active Cost, 22 Real Cost) Deflection (20 Active Points); No Range (-1/2), Only Works Against Physical Objects (-1/2), Restrainable (-1/2) (Real Cost: 7) plus Reflection (75 Active Points' worth) (50 Active Points); Only Works Against Physical Objects (-1/2), Restrainable (-1/2), Concentration (0 DCV; -1/2), Linked (Deflection; -1/4) (Real Cost: 15) Real Cost: 22 - END=70 5) Stretch: Stretching 28m, Costs Endurance Only To Activate (+1/4) (35 Active Points) Real Cost: 23 - END=30 6) Stretchy Wrap: +55 STR, Costs Endurance Only To Activate (+1/4) (69 Active Points); Limited Power Only For Grabbing & Squeezing (-1), Perceivable (-1/2) Real Cost: 23 - END=50 7) Targeting of Stretchy Wrap: Area Of Effect Accurate (4m Radius; +1/2) for up to 90 Active Points of Strength, Reduced Endurance (1/2 END; +1/4) (56 Active Points); Limited Power Only For Grabs (-1) Real Cost: 22 - END=20 8) Stretchy Punch: Hand-To-Hand Attack +6d6, Area Of Effect Accurate (4m Radius; +1/2) (45 Active Points); Hand-To-Hand Attack (-1/4), Concentration (1/2 DCV; -1/4) Real Cost: 22 - END=40 9) Stretchy Wall/Ball: Barrier 12 PD/12 ED, 6 BODY (up to 12m long, 5m tall, and 1/2m thick), Opaque Normal Hearing, Opaque Normal Sight (70 Active Points); Feedback (-1), No Range (-1/2) Real Cost: 23 - END=70 10) Stretching Through the Tiniest of Openings: Desolidification , Costs Endurance Only To Activate (+1/4), Uncontrolled (+1/2) (70 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2) Real Cost: 23 - END=60 11) Stretchy Parachute: Flight 30m, Usable Simultaneously (up to 8 people at once; +1 1/4), Grantor pays the END whenever the power is used, Grantor controls the power totally (67 Active Points); Gliding (-1), Restrainable (-1/2) Real Cost: 22 - END=00 12) Stretchy Neck: Clairsentience (Sight And Hearing Groups), Reduced Endurance (0 END; +1/2) (45 Active Points); No Range (-1/2) Real Cost: 22 - END=0Powers Total: 162Cost Skills Everyman Skills0 1) AK: Home country or region 8-0 2) Acting 8-0 3) Climbing 8-0 4) PS: Character's job, hobby, or the like 11-0 5) Language (idiomatic; Everyman, literate)0 6) Paramedics 8-0 7) Persuasion 8-0 8) Shadowing 8-0 9) Stealth 8-0 10) TF: Everyman, Small Motorized Ground Vehicles 3 Analyze: Combat 21-3 Computer Programming 21-3 Concealment 21-3 Deduction 21-3 Electronics 21-3 Inventor 21-3 Mechanics 21-3 Navigation 21-3 Security Systems 21-3 Systems Operation 21-Skills Total: 30Cost Perks10 Money: Wealthy1 Positive Reputation: It's Mr. Fantastic! (A large group) 8-, +1/+1d6Perks Total: 11Cost Talents3 Lightning Calculator20 Universal Scholar 21- [Notes: APG1 page 49.]20 Universal Scientist 21- [Notes: APG1 page 50.]Talents Total: 43Value Complications10 Social Complication: Public Identity Infrequently, Major5 Rivalry: Professional (Victor Von Doom; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)15 Psychological Complication: Code Versus Killing (Very Common; Moderate)15 Psychological Complication: Protective Of Innocents (Common; Strong)5 Unluck: 1d6Complications Points: 50Base Points: 400Experience: 0Experience Unspent: 0Total Character Cost: 400 Download link: http://www.herogames.com/forums/files/file/287-dr-reed-richards/ Quote Link to comment Share on other sites More sharing options...
Pyronide Posted September 23, 2015 Author Report Share Posted September 23, 2015 I see the connections, but it just doesn't feel the same. I know how to change them to feel a little more accurate to what I was thinking. I was wondering about how you could make a PCs body with the advantage 'Sticky' or would I just say that it was a SFX. It would be a character that revolves around sticky-entangles, or density shift into the stone in order to attack with a KA. The density shift will only last for a turn or two. Quote Link to comment Share on other sites More sharing options...
Grailknight Posted September 23, 2015 Report Share Posted September 23, 2015 The sticky body is usually handled by Clinging with Damage Shield and extra STR. Quote Link to comment Share on other sites More sharing options...
Psillias Posted September 23, 2015 Report Share Posted September 23, 2015 Try this. It's my attempt at B.O.B. from the movie Monsters vs. Aliens. It's kind of what your'e looking for but understand that I made use of the points I was looking for a made him a bit more combat ready. B.O.B..hdc Quote Link to comment Share on other sites More sharing options...
Christopher Posted September 27, 2015 Report Share Posted September 27, 2015 My ideas: 1. Desolidification / Tunneling 2. HA - KB(range off STR) - DKB - Entangle(sticky) 3. Density - Time Limit (1 Turn) 4. RKA - Only if Dense 5. Entangle(sticky) 6. Dmg Reduction / Absorption 1. Desolid, can't pass through solid objects is worth a look Desolidification is mostly a passive ability. You become unattackable (except for mandatory special effect), but also incapable to attack (except with expensive advantage or vs. similar special effects). Desolids that can attack are really scary and the price needed reflects that power. 3. I think this would be turning off the desolidification. The requirement for any attacks. Instead of desolid you might also choose to use more defenses while he is "less solid". 6. I thought about how to write up Sergeant Schlock from Schlock Mercenary comic. He is an amorph with high resistance to most killing attacks, but can be easily "splattered". Only stuff like Antimater, plasma or vehicle/ship grade weapons can really hurt him. What I came up with was to give him high resistant Defenses, but not exceptionally high stun Defenses. Him being "splattered" was just the special effect of him taking stun damage. "Pulling himself togethere" was him taking recoveries. Him being affect by really high energy attacks was either that much body damage or the attack having penetrating advantages. Quote Link to comment Share on other sites More sharing options...
Mister E Posted September 27, 2015 Report Share Posted September 27, 2015 Density Increase is perfect for adapting to a sticky SFX. Call it Viscoelesticity Increase. KB Resistance is a key ability gained from being "sticky". Adhesion is at play. "Sticky" STR comes from the mere ability to move while being sticky. Also being sticky provides both leverage & solid connections. "Sticky" PD is from the ability to stop movement & simple cohesion. "Sticky" ED might represent some form of bizarre insulation derived from being super-sticky that mirrors the physical protection also gained. "Sticky" Mass then becomes not an amount of weight affected by gravity but rather a required amount of umph needed to dislodge the character from a point in space. Likewise the damage the character's "sticky" footfalls do to the floor is not crushing weight damage but rather damage caused by the breaking of bonds every time the characters takes a step. This is a test of the cohesion of anything the character walks on. This bond-breaking damage ought to be considered to attack everything the character touches & not just the floor through the feet like regular Density Increase. So if the "sticky" character touches a wall (or another character) then the wall (or anything really) takes bond-breaking damage the same as how the floor usually does. This requires a Damage Shield. Quote Link to comment Share on other sites More sharing options...
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