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dbcowboy

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Everything posted by dbcowboy

  1. wow, that's a "little" water elemental? 350pt character? I'll have to read up on Succor, don't think I've ever used it before.
  2. Thanks for the comments. The -1 disad sounds like a good place to start. Definitely simplier to calculate. As far as range, although she had TK Str limited to water (kind of a Green Lantern style manipulation of water, form hammers or fists to harass opponents with), in order to increase her abilities from the water I wanted her to be required to "bond" with the source. So, she'd need to stand in the spray from the hydrant or dive into the lake and spend a half-phase as her powers adjusted. I was thinking that would be a kind of Transformation (basically Instant Change) with a half-phase extra time limit. Once bonded she'd have to maintain contact, so although she could rise up in a water spout (limited flying, max height of ~20") she'd still be "connected." But encase her in a force bubble or hit her hard enough that she's knocked back onto dry land and she'd loose the extra dice (reverse the above Transformation) and would have to repeat the bonding process. If I went with the increases coming from a VPP then I agree that she shouldn't be able to do loads of things with a limited amount of water. That's why I wanted to only be able to use the pool to add to her existing characteristics/powers and not to create new ones (that a -1/2 limitation?, I'm not sure). Would be cool to allow for new advantages to some of her powers (keep that at a -1/2 limitation if say that any advantages limited to area effects, megascale and increased knockback? or should it drop to -1/4). Thing is, I was shooting for any increase to be uniform and I think Doug's and my option 1) tend to simulate that better. I'll start playing with some of these and see how the points fall.
  3. Haven't played Champions in ages but I picked up Star Hero to use as reference material for another sci-fi game and I was so impressed with the new material that I was hooked once again. Nostalgia kicked in and I've set out to re-imagine some my old characters. One of my first way back in '89 was Tsunami, a paper-mache brick/energy projector. I wanted her to have a base set of characteristics/powers but to get stronger values when in water. For simplicity's sake, I just bought some additional stats and increases to her defenses/attacks with the limitation Only in Water (-1/4) but that wasn't quite right. I want this character to become more powerful based on the AMOUNT of water available to her. Just a fire hydrant there, gets a little more powerful. Small reservoir to jump into, a little more powerful. Medium sized lake, even more powerful. Up to: Pacific Ocean, how long can you tread water? I've come up with two options: 1) By increases for each of the above environments (ie: +5 str small amount of water (-1/4), +5 str reservoir sized (-1/2), +5 str medium lake (-3/4), +5 str large lake (-1), +5 str Gulf of Mexico (-1 1/2), +5 str ocean (-2)) - so i'd have to do that for each characteristic/power I wanted to see increased. Might not go all the way up to ocean, could just stop at large lake. 2) Give her a Variable Power Pool, able to change powers as full or half-phase action and no skill role needed but with some kind of a limitation on the amount of points in the pool she can use based on the amount of water available and maybe a limitation that the pool can only add to characteristics/existing powers, not create new ones (but might allow her to use the points for advantages, so maybe her water blast that effects one hex becomes a 2km tidal wave (megascale advantage) in the ocean). Anyone done anything similar to this? Any recommendations on either of the above methods, including what would be appropriate values for the disads to the VPP? Got a recommendation for a different approach? Any feedback is greatly appreciated.
  4. Ooops... So, we were playing a scenario where our team and our main opponents have been pulled into an alternate fantasy reality. To return to our world, we're forced to track down three pieces of an ancient artifact before our opponents can. No problem, basically 3 battles our GM had designed so that we'd win 2 and be forced to make a final assault on the bad-guys base to get the third. For what was suppose to be his "easy" fight, we decided that my electricity based character Voltage (hasn't everyone had a hero named Voltage?) would call out the code word "Blue Spot" just before he did his area-effect flash attack, giving my teammates time to avert their eyes. It was all planned, the battle started off great, the scene was tense, my phase came up and I said: Flash! Blue Spot! ooops Blinded everyone in the room, teammates and all. The enemy speedster ended up following the wall (still blind but touching it with his hand), ran into me, grabbed me and slammed me 4 hexes into the far wall very, very unconscious. Needless to say we lost this easy fight but did manage to win the final assault and get back home.
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