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Metaphysician

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Posts posted by Metaphysician

  1. Originally posted by Champsguy

    The REAL question is, if the Authority fought Takofanes, then what Dex score would Captain America have?

     

    21, by my estimate, though I fail to see what that has to do with this fight.

     

    Oh, and the Authority takes it pretty easily.

  2. Originally posted by assault

    Thinking about it some more...

     

    I don't think that Assault and "Buddha-chick" would be likely candidates for forming a team. It would require a long story in which they learnt to trust each other, and then they would still need some reason not to wander off in separate directions.

     

    More generally, whose idea was it to have a _scientist_ team up with a _wizard_, anyway? I mean, hardened materialist and hippy mystic? I don't think so...

     

    No particular reason why you can't have a scientist and mystic on the same team. Look at most JSA rosters. Hell, look at the Champions themselves.

     

    Lacking anything else to relate, a common heroic impulse is enough.

     

    Now, there may be specific personality elements that make such a teamup unlikely, but they aren't inherent to the basic concept.

  3. Originally posted by WhammeWhamme

    Well, he isn't *really* an alien... :D (Note: Hunted is indeterminate)

     

    Presenting HYPERMAN!

     

    Hyperman

     

    60 STR 50

    50 DEX 120

    40 CON 60

    30 BOD 40

    30 INT 20

    15 EGO 10

    30 PRE 20

    30 COM 10

    20 PD 8

    20 ED 12

    10 SPD 40

    20 REC 0

    80 END 0

    100 STN 0

    ===

    390

     

    10 Fortunate: 2d6 Luck

    30 Hyperpowered Elemental Control

    a30 Hyperfield: 15/15 Force Field, 0 Endurance Cost, Persistent

    b75 Hyperflight: 30" Flight, 1/2 Endurance Cost, Variable +1/4 Advantage (END Cost = 5)

    c30 Hypergames : Change Environment 8" radius, Long-Lasting (Permanant) - Varying Effect: Speedster Effects Limited Group (+½) (END Cost = 6)

    d15 Hyperhealing: 3d6 Regenerative Healing (2 STUN, 2 BODY), 0 Endurance Cost, Persistent, Self Only, Extra Time: One Turn

    e20 Hyperpunch: 8d6 Hand to Hand Attack, 0 Endurance Cost

    f20 Ultimate Speed: 6" Flight, Variable +2 Advantage, Extra Time: One Turn to Start Up

    10 Oh, THAT guy: +25 PRE, Defensive Only, 14- Activation

    15 Outthink: 18 Points of Mental Defense

    15 Rejuvenate: 15 Points of Power Defense

    50 The Eternal: Full Life Support

    ===

    320

     

    16 Combat Skill Levels: +8 with Throwing

    3 Jack of All Trades

    4 Knowledge Skill: Superhumans of Earth 17-

    4 Knowledge Skill: Superpowers 17-

    2 Knowledge Skill: Supertechnology 15-

    2 PS: Comic Book Artist 15-

    2 PS: Comic Book Writer 15-

    2 PS: Publisher 15-

    2 PS: Janitor 15-

    3 Scholar

    ==

    40

     

    10 Distinctive Feature: Powerful Mystic *Void*

    10 Hunted: (As powerful) 8-

    10 Physical Limitation: Crushing Crip

    20 Physical Limitation: Doesn't know true source of his powers... or anything about it.

    10 Physical Limitation: Unconscious Speed

    10 Psychological Limitation: Charitable

    20 Psychological Limitation: Code against Killing

    20 Psychological Limitation: Code of Honour

    15 Psychological Limitation: Driven to reproduce...

    15 Psychological Limitation: Impatient

    20 Psychological Limitation: Overly Protective of Innocents

    15 Reputation: Powerful Superhuman 14-

    15 Social Limitation: Secret Identity

    30 Susceptability: 3d6/Segment from Zenite

    30 Vulnerability: Magic, takes x 2 BODY

    30 Vulnerability: Magic, takes x 2 Effect

    30 Vulnerability: Magic, takes x 2 STUN

    10 Unluck: 2d6

     

    How about instead of making a character of my own, I merely suggest ways to make other peoples' characters point-efficient??

     

    First, biggest thing: break down that ELemental Control. EC's are hideously expensive.

     

    Instead, build it as two multipowers and an EC. The first multipower should have two slots, the "tactical" speed skimming-only Flight, and the megascale version. I'm not sure you even need the variable advantage thing, really; what would you spend it on besides Megascale or NC multipliers??

     

    Second, build a multipower for the speed stunts. Of the tricks listed, the Hypergames and Hyperpunch could be put there. Plus, it would allow cheaper development of additional tricks. For that matter, you could probably put the Megascale Flight in this multipower, if you want only one; you probably won't be doing Hypergames when running and Mach 100.

     

    Lastly, build the EC containing *only* passive powers, Hyper field and Hyper Healing.

     

    By doing this, you'll free up a ton of points. You might wanna look over those primary characteristics, though, and consider whether points spent on strength would be better spent on speed tricks ( using the new cheaper system ).

  4. Actually, compared to their immediate post-Crisis capabilities, Superman and Batman *have* gotten more powerful over the past decade. A *lot* more powerful.

     

    That said, no, you can't use the comic-stasis cop-out, since the Champions world explicitly rejects that. It has characters actually age, have kids, retire, and die, all in "real" time.

     

    Or, another way to put it: if its good enough for PC heroes, its good enough for the NPC heroes. Sure, they may not go up as much as the PCs, but their point levels should mesh with their backstory. Even if a given character's powers are totally static, since they can't develop those powers, with the passage of time and experience the character would develop his skill in various areas.

  5. *shrug* It just seems to me a bit excessive to pile on 100 points of psych limits. Then again, I prefer to only put psych limits for the most dominating personality trait or two.

     

    As for a contribution: for a brick, or perhaps certain types of energy users, use the White Knight defense ( courtesy of ChuckG ). Basically, a combination of resistant Damage Reduction, and two Absorbtion powers ( one feeding Stun, one Body ) that are limited to restoring damage inflicted in a specific attack.

     

    The Reduction proportionately reduces the damage taken, but doesn't reduce the efficacy of the Absorbtion.

     

    For an example, Horus-Re, a character in my campaign, has 10/10 resistant defense, 75% damage reduction, and 3d6 for both Absorbtions. As a result, hitting him with a nuke ( 20d6 RKA ) only inflicts ( on average ) 10 Body and 32 Stun.

     

    Its the perfect relatively low-cost way to generate insanely durable characters.

  6. Actually, most of those guys probably *are* weaker than their comic counterparts, if you count beans carefully. However, they work perfectly well for a Champions campaign. OTOH, 350 points shouldn't be treated as anything more than beginning level heroes. Heroes with a decade of experience should be considerably more powerful, not 38 points more ( *coughMeteormancough* ).

  7. Um, in our campaign, we built our characters on 600 + 150 disadvantages. It was tough enough as is to fill up the disadvantages, in my case, since most of the usual ones weren't really applicable. 300 points of disadvantages would, IMHO, result in mostly unused material or PC Superman vulnerability emphasis syndrome.

     

    A better way to due it is to encourage "larger than life" disadvantages. Instead of lots of Hunteds, take one really nasty or interesting Hunted.

     

    ( well, okay, you could go the route of Horus-Re, a character in my campaign, and take Doctor Destroyer, Takofanes, and VIPER all as Hunteds, but that means you probably shouldn't take any DNPCs or a Secret ID, since all your DNPCs already got killed, and your Secret ID blown :) )

  8. Well, I was working off of the feel I got for how powerful the canon super heroes in Champions are. Granted, that would make 550 a little on the low end, but I was trying to be conservative.

     

    In any case, my estimate holds that 350 is about the lowest you'll see normally for superheroes ( or villains ). 600 seems to be unusually high for heroes, so I pegged a little less as the boundary for high level.

     

    Personally, I'd like to see at least one hero in the entire world at 1000 points, and have the elite be in the 700-800 range ( powerful enough that a gathering of about six elite heroes vs Doctor Destroyer without minions would be a non-suicidal fight ), but thats just me. OTOH, the only hero writeup I really *don't* like is Meteorman III. The guy has 15 years of experience, and is the inheritor of a powerful legacy. He should be more powerful than a starting level hero.

  9. Well, we've seen a couple 600+ point heroes in canon ( Victory, Quasar ).

     

    The impression I get is that most of the iconic canon heroes, well, died in the Battle of Detroit. Even those theoretically capable of surviving a 20d6 RKA nuclear orbital death ray probably won't do so well after three days of fighting against Destroyer and his troops and minions, especially since the attack was a total surprise.

  10. Originally posted by Starlord

    First off, I like Nighthawk. Enjoy intense, but not over-the-top characters.

     

    Minor quibbles:

     

    1. Weak origin - He becomes a super-intense, criminal-hating street level crimefighter because of...slight facial scarring? :confused: Erm, his COM dropped to 10, wow his life is certainly ruined. Shoulda killed off his kid sister or something as well. Throw in some guilt that he was powerless to protect her or something.

     

    Yes!! Pretty much the first thing I thought when reading his origin:

     

    "Damn, he seems to be over-reacting abit in the level of sheer anger. This is a great origin. . .

     

    . . .if he were a frickin' monomaniacal villain!!"

     

    Seeker 5e!!

  11. Well, our campaign is still fairly new. However, the basic gist is that, in our world, the Sentinels were all but wiped out in the Battle of Detroit, and never reformed. . . until now. Its a 750+ point game, with us being those "High Powered Heroes That Come In To Save 350 Point Asses Who Got In Trouble."

     

    Or we would, if we didn't have what appears to be a third invasion by Istvatha coming. . . and this one, unlike the previous two, isn't using provincial troops. :)

     

    I think we are still less than a week from the actual start day of the campaign, since we've been having some *very* dense periods with little down time. Our starting adventure that brought us together consisted of Firewing coming along to challenge Horus-Re ( our Superman analogue ), with the Ultimates showing up to cause trouble ( and an armed probe that appeared out of nowhere ). Horus-Re fought Firewing solo while the rest of us ( not including me, I joined right after ) dealing with the Ultimates.

     

    The Ultimates got their asses kicked *bad*, and Horus-Re fought Firewing to a draw, with both of them falling unconscious ( briefly ) simultaneously due to Firewing blasting the grappling Horus-Re with his area EB, catching them both.

  12. The trouble with figuring Doom's offensive options is that, for the most part, all the "EB/RKA + Advantage" beams look more or less the same. If I were converting him, I'd simply give him base EB and RKA along with the Variable Advantage bit.

     

    Also, he'd have a considerably bigger Tech VPP in his armor, and probably with at least some ability to change in combat, representing his greater flexibility.

     

    Oh, and re: nukes, if you link together six separate attacks, you are overcomplicating things. I'll just stick with the 20d6 RKA Mega Area writeup ( for big strat nukes ).

  13. Will we ever see stats for either of these teams, either past or present incarnations?? If so, what books would contain them??

     

    Also, I heard the PRIMUS sourcebook is gonna take a while. Dang, thats the organization book I'm most looking forward to. . .

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