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shaunclinton

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Everything posted by shaunclinton

  1. Howdy one and all. Does anyone know precisely what powers Daxamites have, in full? Are they just Kryptonian++ or what? Input would be greatly appreciated!!!
  2. Re: WWCYD: One for Many? I don't know a single hero who would accept this lying down. They'd storm the castle and rescue their friend without giving the necromancer back his key, or if they weren't massively moral they'd promise him the key and then go back on their word to bust their friend out. No way hosey. Key and friend, every time.
  3. Re: Superman I liked my method better, you can see the write up here: http://www.herogames.com/forums/showthread.php?t=33061 Kryptonian disadvantage linked to all his powers. Covers the following situations... 1) Kryptonite (renders virtually powerless) 2) Red Sun (makes him maybe 75% weaker, but see below) 3) Loss/Alteration of power in certain magical environments 4) Loss of power as he loses solar power The 4th one there is the biggie. You also need most (but not all) of his defence bought with Not vs. Magic, don't buy this for his Damage Reduction. You then need a few additional disadvantages to map it out properly. Susc. to Kryptonite does damage Susc. to Kryptonite which drains END reserve Susc. to Red Solar Radiation which drains END reserve Susc. to BODY Damage, drains END reserve (1d6/BOD) Physical Limitation: Susc. to Kryptonite Effects Vulnerability: x2 Effect from Magic Vulnerability: x1 1/2 STUN from Magic Vulnerability: x2 Effect from Energy Drains OHID isn't appropriate and doesn't cover the same range and variety of situations. Using the system above is more complicated, just to explain point 4. Say you give him an END Reserve with 800 END in it. At END 800 he has STR 140, when the reserve drops to 600 he has STR 120, 500 = 100 STR, 400 = 80 STR, 300 = 70 STR, 200 = 60 STR, 100 = 50 STR, 0 = 25 STR. This represents his solar charge and the fact it can be exhausted. This models fairly well the various power losses Superman seems to suffer; 1) Kryptonite negates his powers immediately, long term exposure leaves his powers reduced (END Reserve drain) and then excessive exposure will kill him. 2) Magic does him more damage, but he doesn't get immediately pasted by it. However transformative/draining magic effects seem to get him real easy. 3) He needs power def to survive certain Radiation/Energy/Poison/Disease effects, the Vuln to Energy Drains represents the sort of things that Parasite and the like use on him. 4) Red Solar energy immediately reduces his power somewhat (I'd suggest 75%) but then (by the mechanism of draining his END reserve) will 'eat into his solar energy stores' which is what it's supposed to do, eventually leaving him powerless. 5) Physical Limitation against Kryptonite represents things like Red Kryptonite and the ilk, but also represents the pain he feels when exposed to Kryptonite, it seems certain that he needs an EGO test at least to act when in it's presence. 6) It also simulates him using up END as he fights long battles, such as the one against Doomsday... especially against opponents that can hurt him as this seems to cut into his reserves. Eventually depowering him. There are a few other things that should be going on in there, the most important that spring to mind are these: a) His END Reserve REC should be limited by available daylight (Maybe 5 at night, 50 in equatorial sunshine and 60 in space with no atmosphere) but should also reduce with the reserve, perhaps even becoming per Minute, 5 Minutes, Hour, etc. at the bottom to represent how long it takes a fully depowered Kryptonian to gain power under a yellow sun. END for all his powers should come half from his personal END and half from the reserve.
  4. Re: Spiderman Vs. Firelord Spider-man didn't have any power boost when he took on Firelord, he was plain old Spidey. I've got the issues in front of me just now! You're thinking of the issues around about the time of Acts of Vengeance when Spidey had all the extra powers and was tossing The Hulk and Dragon Man about. Can't remember the exact time disparity, but I think it was some five years or so later anyway.
  5. Re: Superman: Character to critique The force field was included as the secondary PD & ED stats, so the original results stand... I think even Superman should be CON Stunned after a nuclear blast!!! I thought nukes in Champions were built as a whole range of effects though? I seem to recall a write-up involving RKA for fireball, EB vs. PD for the explosive force, AVLD or NND radiation and a few other effects. Anyone remember that?
  6. Re: Superman: Character to critique I did toy with a variety of limitations for the Kryptonian disadvantage, but when you consider all the variations on those limits and situations when they apply then I'd say it probably works out more limiting than your average OIF, which was what I based the limitation value on. I also thought that the limitation was probably worth more considering that not only are these weaknesses, but it seems as though everyone and their brother (plus their auntie too) knows about them; which in turn makes them come up more often which in turn makes it more of a limitation. Some situations that the limitation covers: Kryptonite Exposure powers pretty much gone, heavily reduced. After effects of Kryptonite Exposure, powers reduced/gone for a time. Different types of Kryptonite and their effects on his powers. Red Sun radiation limiting effect on powers. Powers fading as END reserve dwindles (considering making this take longer to charge up.) Powers not working/malfunctioning in some magical/mystical realms. Power reduction on any deep space/alternate dimension without yellow sun adventures. That's a lot of ground. Maybe there's a case for reducing it to a -1/2, but I certainly wouldn't put it down below that. I noticed in Sketchpad's build the language skills that I forgot to put in. I also see you have a lot of skills in there. I was a bit torn by this as there were so many things I've seen him do in the comics once or twice which seemed (at the time) to be more than mere Familiarities, but at the same time he has never used again and doesn't seem to possess on other occasions. In the end I stripped down the skill list to what I thought was bare minimum as I felt it fitted the concept better, although I couldn't really argue against most of the skills you've included... although a couple of the rolls seem a little high, but of course everyone would disagree on something like that! Supes is pretty amazing though! Anyone out there want to check in Ultimate Vehicle and see how my version of Supes would stand up to a Nuke?
  7. Re: Superman: Character to critique Some responses... 1) Supes should have a normal strength. Whenever he looses his powers, he tends to still have stats. >>> My build might not be too technically legal in that respect, but I've set a kind of minimum value each of the stats can go to when he's totally out of power (see the Str example above), although they can (and frequently do) go lower than that when exposed to Kryptonite. 2) The Solar Battery ability I would make an END Reserve, as well as having an AID to REC and maybe some Healing (Self Only) as well. >>> I did build it as an END reserve, but I also gave him some additonal REC and END based on it as he seems fairly tireless. 3) I'd house rule the Kryptonian Invulnerability into an EC. The same with superspeed. >>> I'd house-ruled most of the stuff into EC's and what-not, but took it all out again and built him 'legal' for posting! 4) The senses I would look at folding some into a MP with multi-slots. >>> It is something I considered. But I always remember a few examples that chided me against this. When the JLA get their @sses kicked by the Ultramarines for example and Supes is standing looking at the wall, I think it's Wally that asks what he's doing and the reply is basically he's checking out the Ultramarine's DNA, through some walls, on the other side of the city. That's X-ray, telescopic and microvision all at once!!! He does seem able to combine various vision powers which is why I didn't use the framework. 5) The Kryptonian Strength MP should include some other brick-tricks >>> I left most of these for the VPP, my list is by no means exhaustive. Although he should be limited to power stunts that Supes has performed before (not that much of a limitation really!) 6) The pushed e-blast could be simulated with the pushing rules >>> Too true. I guess I just thought he should be able to add more than a 1/2d6. At this level it isn't that much. 7) Personally, I think the VPP isn't needed. Most of those powers can be fit in various frameworks and bought as a more viable construct. >>> I don't see what's wrong with the VPP as a framework. A multipower was something I used at first... but once I got to 10 slots with lots more abilities to go I scrapped it and went for the VPP as a more streamlined option. Also, the MP would have to have had variable slots and would have cost a fortune and been more limited. 8) PS: Author should be around 17- ... Clark Kent is an award winning author. >>> Hmmm, dunno... might give him an overall level, or I seem to recall it taking him a long time to write... maybe +1-3 for moving a step down the time chart? 9) The Susc. need to be compacted into a few ... if he takes damage in the presence of Kryptonite, then whether he's hit or not, he'll still take the additional damage. >>> True. But the 'Hit by Kryptonite' susc. is there to pick up the times he gets punched by someone holding a Kryptonite rock and also the fact that he tends to take seemingly different damage from impact. Maybe just too much Smallville. Hi Iuz! 1) I feel his physical and energy damage reduction should be 75% resistant. He can handle nuclear blasts at point blank range, after all. Possibly. I guess it depends on how the nuclear blast is defined. If you go with the 20d6 RKA version (with other side-effects) he should survive but be somewhat beaten up... that does 70 BODY, of which he'll take about 17 at the moment. Enough to impair him temporarily and eat a chunk (17d6) out of his Solar Reserve. Also does 70 STUN, which will CON Stun him and leave him beaten up. 2) I flat out love the Power Pool... it's the only way I can see to simulate some of the more outrageous power feats commonly busted out by the Man of Steel (like putting cotton balls in Lois' ears while moving through and catching a bullet en route through a boat). Nice examples in there too. Cheers! 3) Dex may be a little high, but as you didn't give him as many levels as I'd expect it's certainly reasonable. Shouldn't he have more than a 6 SPD? Ah well, guess that's what the power pool is for, after all (crazy super tricks). There's a couple of Superspeed powers in there that cost END, he can raise his SPD from anything between 7 and 12, although the END cost is exponentially higher as you go up!
  8. Re: DEX: and the Marvel Universe Firelord is actually a total wimp. The Silver Surfer seems to be about the only decent Herald the Galactus actually put together!!! Spidey rules and he kicks ass!
  9. Okay, here's my version of the Man of Steel. I haven't included background fields as I'm sure none of us need them. First up. All his END using powers draw half of their END from his reserve and the other half from his personal END. I didn't figure this would require an advantage as he can't choose which it comes from, it's a fixed ratio and thus of no real benefit. One thing that needs some explanation is the Kryptonian Disadvantage which affects almost all of his abilities here. Basically it comprises a few distinct parts. First up, it reduces all of the abilities or eliminates them on exposure to Kryptonite... generally speaking it completely removes them all, though the GM may vary this (as it bounces around in the comics) and may also allow the use of some powers at increased END costs and the like. It also encompasses the fact that the longer the Kryptonite exposure continues the longer it may/will take for the powers to return. For really long exposure the END Reserve drain disadvantage will come into this to an extent, although see below for more on that. Secondly, it represents the powers reduced efficiency in the presence of Red Solar radiation. Typically all powers will function at 75% of their Active Points totals in the presence of Red Solar Radiation (not simply an attack using it, but sustained exposure) which will also eat into his END reserve quickly. The third part of this disadvantage isn't completed yet, but when I get around to it I'll post it. But the gist of it is that his powers reduce in AP's and/or shut off completely as his solar reserve gets reduced. So for example let us take strength. Solar Reserve > 600, STR 120, Super Push down to +30 Solar Reserve > 400, STR 100, Super Push down to +20 Solar Reserve > 300, STR 80 Solar Reserve > 200, STR 60, No longer Half END Cost from here on down. Solar Reserve > 100, STR 50, Super Push down to +10 Solar Reserve > 80, STR 40 Solar Reserve > 60, STR 30, Super Push no longer functions Solar Reserve > 40, STR 25 Solar Reserve > 20, STR 20 Solar Reserve >= 0, STR 13 And there will be cut off points for other powers. One of the first things Supes loses when low on Solar Power is flight, so that might crap out completely around the 300 END mark. Of course, at the GM's discretion some powers may be usable below their 'cut-off', but at greatly increased END cost similar to shutting down Always On powers, etc. Anyway, thoughts, comments, ommisions? Superman; The Man of Steel Player: Val** Char*** Cost 120** STR -10 35** DEX -30 60** CON -20 30** BODY -20 18** INT 8 23** EGO 26 25** PRE 15 18** COM 4 * 25/45** PD 1 20/35** ED 0 6** SPD 0 40/60** REC 0 200** END 0 120** STUN 0 *66"**RUN010"**SWIM830"**LEAP6Characteristics Cost: -12 Cost** Power END 43** Kryptonian Abilities: Elemental Control, 150-point powers, (75 Active Points); all slots Kryptonian Disadvantage (-3/4)* 43** 1) Kryptonian Strength: +120 STR, Reduced Endurance (1/2 END; +1/4) (150 Active Points)* 6 60** 2) Kryptonian Flight: Flight 72", Usable Underwater (+1/4) (180 Active Points)* 18 43** 3) Kryptonian Speed: Running +60" (66" total), (1/2 END; +1/4) (150 Active Points)* 6 36** 4) Kryptonian Aura of Invulnerability: FF (20 PD/15 ED) (Protect Carried Items), (0 END; +1/2), Persistent (+1/2), Hard (x2; +1/2), IPE (Fully Invisible; +1) (157 Active Points); Not vs. Kryptonian, Magic or Red Solar Attacks (-1/2)* 0 60** Kryptonian Speed: +35 DEX (105 Active Points); Kryptonian Disadvantage (-3/4)* 68** Kryptonian Durability: +60 CON (120 Active Points); Kryptonian Disadvantage (-3/4)* 34** Kryptonian Durability: +30 BODY (60 Active Points); Kryptonian Disadvantage (-3/4)* 4** Kryptonian Durability: +8 ED (8 Active Points); Kryptonian Disadvantage (-3/4)* 8** Kryptonian Speed: +2 SPD (15 Active Points); Kryptonian Disadvantage (-3/4)* 4** Kryptonian Constitution: +4 REC (8 Active Points); Kryptonian Disadvantage (-3/4)* 14** Kryptonian Solar Charging: +20 REC (40 Active Points); Restricted by Sunlight Intensity (-1), Kryptonian Disadvantage (-3/4)* 23** Kryptonian Constitution: +80 END (40 Active Points); Kryptonian Disadvantage (-3/4)* 11** Kryptonian Constitution: Regeneration 2d6 (standard effect: 6 points), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Kryptonian Disadvantage (-3/4), Self Only (-1/2)* 0 25** Kryptonian Physiology: LS (Eating: Once per week; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity: 400 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: 8 hours per week); Kryptonian Disadvantage (-3/4)* 0 110** Living Solar Battery and Solar Charging: (800 END, 60 REC) Reserve: (140 Active Points); REC: (60 Active Points); Restricted by Sunlight Intensity 10 at Night, 30 on Cloudy Day, 50 Equatorial Sunshine, Full in Space, etc. (-1)* 0 17** Kryptonian Invulnerability: Physical Damage Reduction, Resistant, 50% (30 Active Points); Kryptonian Disadvantage (-3/4)* 0 17** Kryptonian Invulnerability: Energy Damage Reduction, Resistant, 50% (30 Active Points); Kryptonian Disadvantage (-3/4)* 0 10** Kryptonian Invulnerability: Hard (x2; +1/2) for up to 45 Active Points of PD & ED, Reduced Endurance (0 END; +1/2); Kryptonian Disadvantage (-1 3/4), Not Against Magic (-1/2) [Notes: Kryptonian Disadvantage is increased to off-set points cost increase of having this 0 End, as it should be.]* 0 8** Kryptonian Invulnerability: Damage Resistance (15 PD/10 ED), Hard (x2; +1/2); Kryptonian Disadvantage (-3/4), Not Against Magic (-1/2)* 0 6** Kryptonian Invulnerability: Damage Resistance (10 PD/10 ED); Kryptonian Disadvantage (-3/4)* 0 2** Kryptonian Invulnerability: Hard (x2; +1/2) for up to 10 Active Points of Damage Resistance PD & ED, Reduced Endurance (0 END; +1/2); Kryptonian Disadvantage (-1 3/4), Not Against Magic (-1/2) [Notes: Kryptonian Disadvantage is increased to off-set points cost increase of having this 0 End, as it should be.]* 0 14** Kryptonian Invulnerability: Lack Of Weakness (-12) for Normal and Resistant DEF; Kryptonian Disadvantage (-3/4)* 0 14** Kryptonian Invulnerability: Knockback Resistance -12" (24 Active Points); Kryptonian Disadvantage (-3/4)* 0 11** Kryptonian Resistance: Power Defense (24 points); Kryptonian Disadvantage (-3/4), Not Against Magic (-1/2)* 0 5** Kryptonian Theta-State: Mental Defense (20 points total) (15 Active Points); Kryptonian Disadvantage (-3/4), Not Against Magic (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)* 0 30** Kryptonian Senses: +6 PER with all Sense Groups; Kryptonian Disadvantage (-3/4) plus +12 versus Range Modifier for Sight and Hearing Group; Kryptonian Disadvantage (-3/4)* 0 6** Kryptonian Senses: Sight Group Flash Defense (10 points) (10 Active Points); Kryptonian Disadvantage (-3/4)* 0 34** Kryptonian Enhanced Sight: View EM Spectrum 13- (Sight Group) plus Microscopic ( x1,000,000) with Sight Group plus X-Ray Vision (Not through Lead, Gold & Force Fields) (Sight Group) plus Analyze with Sight Group plus ; Kryptonian Disadvantage (-3/4) for up to 60 Active Points of Sight Group* 0 11** Kryptonian Telescopic Vision: MegaScale (1" = 1 km; +1/4) for up to 100 Active Points of Sight Group (25 Active Points); Kryptonian Disadvantage (-3/4), Costs END (-1/2)* 2 6** Kryptonian Senses: Hearing Group Flash Defense (10 points) (10 Active Points); Kryptonian Disadvantage (-3/4)* 0 34** Kryptonian Enhanced Hearing: Microscopic ( x1,000) with Hearing Group plus Detect Wide Band Hearing 13- (Hearing Group) plus Discriminatory and Analyse with Hearing Group plus Targeting with Hearing Group plus ; Kryptonian Disadvantage (-3/4) for up to 60 Active Points of Hearing Group* 0 11** Kryptonian Super-Hearing: MegaScale (1" = 1 km; +1/4) for up to 95 Active Points of Hearing Group (24 Active Points); Kryptonian Disadvantage (-3/4), Costs END (-1/2)* 2 13** Kryptonian Superspeed: Rapid ( x1,000) with Sight and Hearing Group; Kryptonian Disadvantage (-3/4), Costs END (-1/2)* 3 27** Kryptonian Superspeed: +15 DEX; (-3/4), (-1/2) plus +3 SPD; both Kryptonian Disadvantage (-3/4), and Costs END (-1/2)* 5 23** Kryptonian Strength: Multipower, 40-point reserve, (40 Active Points); all slots Kryptonian Disadvantage (-3/4)* 5m** 1) Kryptonian Strength: Leaping 40" (40 Active Points)* 4 5m** 2) Kryptonian Strength: Swimming 40" (40 Active Points)* 4 4m** 3) Kryptonian Super-Push: +40 STR (40 Active Points); Increased Endurance Cost (x2 END; -1/2)* 8 19** Kryptonian Ultimate-Speed: +15 DEX; (x3 END; -1), (-3/4), (-1/2) plus +3 SPD; both Increased END Cost (x3 END; -1), Kryptonian Disadvantage (-3/4), and Costs END (-1/2)* 15 22** Kryptonian Pushed Heat-Blast: RKA + 2d6+1, Variable Advantage (+1/2 Advantages; Limited Group; +3/4) (61 Active Points); Increased Endurance Cost (x3 END; -1), Kryptonian Disadvantage (-3/4)* 18 22** Kryptonian Hyper-Flight: Flight + 30" (60 Active Points); Increased END Cost (x3 END; -1), Kryptonian Disadvantage (-3/4)* 18 22** Kryptonian Hyper-Running: Running + 30" (60 Active Points); Inc. END Cost (x3 END; -1), Kryptonian Disadvantage (-3/4)* 18 7** The Big 'S': +15 PRE (15 Active Points); Only for Presence Attacks (-1), OIHID (-1/4)* 192** Kryptonian Super-Powers: Variable Power Pool, 120 base + 72 control cost, Cosmic (+2) (300 Active Points); Only Kryptonian Powers (-1/2), All Powers Must Cost END (-1/4); all slots Kryptonian Disadvantage (-3/4)* 0** 1) Supersonic Speed: Running 40", MegaScale (1" = 1 km; +1/4), (1/2 END; +1/4) (120 Active Points) Real Cost: 68* 5 0** 2) Hyper-Sonic Flight: Flight 48", MegaScale (1" = 1 km; +1/4) (120 Active Points) Real Cost: 68* 12 0** 3) Hyper-Sonic Flight: Flight 40", MegaScale (1" = 10 km; +1/2) (120 Active Points) Real Cost: 68* 12 0** 4) Hyper-Sonic Flight: Flight 34", MegaScale (1" = 100 km; +3/4) (119 Active Points) Real Cost: 68* 12 0** 5) Heat-Vision I: RKA 8d6 (120 Active Points) Real Cost: 68* 12 0** 6) Heat-Vision II: RKA 6d6+1, Increased Maximum Range (2,375"; +1/4) (119 Active Points) Real Cost: 68* 12 0** 7) Heat-Vision III: RKA 5d6+1, LOS (+1/2) (120 Active Points) Real Cost: 68* 12 0** 8) Heat-Vision IV: Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points); Costs Endurance (-1/2), Within Heat-Vision Limits (-1/4) Real Cost: 12* 3 0** 9) Concussive Hand-Clap a): EB 12d6, Immunity (+1/4), (1/2 END; +1/4), Explosion (+1/2); No Range (-1/2) Real Cost: 53* 5 0** 10) Concussive Hand-Clap : Hearing Group 20d6, Immunity (+1/4), EX (-1 DC/2"; +3/4); No Range (-1/2) Real Cost: 53* 12 0** 11) Superspeed Spinning: Tunneling 24" through 24 DEF material (120 Active Points) Real Cost: 68* 12 0** 12) Superspeed Punches: Autofire (5 shots; +1/2) for up to 170 Active Points of Strength (85 Active Points) Real Cost: 48* 8 0** 13) Superspeed: +12 Overall (120 Active Points); Only to move down time chart (-1), Costs END (-1/2) Real Cost: 37* 12 Powers Cost: 1183 Cost** Skill 3** Conversation 14-* 2** Computer Programming (Personal Computers) 13-* 11** Kryptonian Power Skill 18-* 3** Jack of All Trades* 3** 1) PS: Author (4 Active Points) 14-* 1** 2) PS: Farmer (2 Active Points) 11-* 4** 3) PS: Journalist (5 Active Points) 15-* 5** KS: Krypton 15-* 3** Scientist* 2** 1) SS: Biology 13- (3 Active Points)* 3** 2) SS: Engineering 14- (4 Active Points)* 2** 3) SS: Kryptonian Super-science 13- (3 Active Points)* 2** 4) SS: Physics 13- (3 Active Points)* 2** 5) SS: Robotics 13- (3 Active Points)* 12** +6 with Flight* 3** Climbing 16-* 12** +4 with Heat Vision* 1** Disguise 8-* 3** Oratory 14-* 3** Persuasion 14-* 5** Rapid Attack (HTH) * 1** Streetwise 8-* 10** +2 with OCV* 1** Acting 8-* Skills Cost: 97 Cost** Perk 1** Fringe Benefit: Press Pass* 3** Well-Connected* 11** 1) Contact: Bruce Wayne / Batman (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) (12 Active Points) 14-* 4** 2) Contact: Doctor Hamilton (Contact has access to major institutions, Contact has very useful Skills or resources, Contact limited by identity, Good relationship with Contact) (5 Active Points) 11-* 29** 3) Contact: JLA (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Very Good relationship with Contact), Organization Contact (x3) (30 Active Points) 13-* 23** 4) Contact: JSA (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (24 Active Points) 12-* 9** 5) Contact: John Henry Irons (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) (10 Active Points) 12-* 17** 6) Contact: Metropolis SCU (Contact has access to major institutions, Contact has very useful Skills or resources, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 12-* 14** 7) Contact: S.T.A.R. Labs (Contact has access to major institutions, Contact has very useful Skills or resources, Contact limited by identity), Organization Contact (x3) (15 Active Points) 12-* 29** 8) Contact: The Daily Planet (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (30 Active Points) 14-* 11** 9) Contact: The New Gods (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity), Organization Contact (x3) (12 Active Points) 8-* Perks Cost: 151 Cost** Talent 3** Ambidexterity (-2 Off Hand penalty)* 3** Absolute Range Sense* 3** Lightsleep* 3** Simulate Death* Talents Cost: 12 Total Character Cost: 1431 Val** Disadvantages 25** DNPC: Ma, Pa, Lois & The Gang 11- (Normals; Useful Position or Skills; Group of 8)* 10** Distinctive Features: Kryptonian (NC; Always Noticed; Only By Technology Or Major Effort)* 15** Physical Limitation: Full Powers Have Devastating Side-Effects (Frequently, Greatly Impairing)* 10** Physical Limitation: Kryptonite Exposure Effects (Infrequently, Greatly Impairing)* 20** Psychological Limitation: Holds Back, Never Unleashes Full Potential (Very Common, Strong)* 20** Psychological Limitation: Code Versus Killing (Common, Total)* 15** Psychological Limitation: Kryptonite Exposure Effects (Common, Intensity Varies)* 15** Psychological Limitation: Believes In The Law (Common, Strong)* 5** Psychological Limitation: Afraid That People Will Fear Him (Uncommon, Moderate)* 10** Psychological Limitation: Patriot (Common, Moderate)* 10** Psychological Limitation: Overconfidant (Common, Moderate)* 20** Reputation: World's Greatest Hero, 14- (Disadvantages Commonly Known)* 20** Social Limitation: Secret Identity (Many Enemies) (Frequently, Severe)* 25** Susceptibility: Kryptonite Exposure, 3d6 END Reserve Drain per Turn (Common)* 25** Susceptibility: Red Sun Radiation Exposure, 2d6 END Reserve Drain per Segment (Uncommon)* 20** Susceptibility: Kryptonite Exposure, Variable Damage (1d6-3d6) per Turn (Common)* 10** Susceptibility: Struck By Kryptonite, 1d6 Damage, Instant (Common)* 10** Susceptibility: Takes BODY Damage, 1d6 END Reserve Drain, Instant (Common)* 5** Susceptibility: Struck by Red Sun Radiation, 1d6 END Reserve Drain, Instant (Uncommon)* 20** Vulnerability: 2 x Effect Magic (Common)* 10** Vulnerability: 1 1/2 x STUN Magic (Common)* 5** Vulnerability: 1 1/2 x STUN From Red Sun Radiation (Uncommon)* Disadvantage Points: 325 Base Points: 300 Experience Required: 806 Total Experience Available: 806 Experience Unspent: 0
  10. Re: Person of Steel, Significant Other of Tissue paper It's like breathing... Supes can do that normally, or he can do it super! Super-Ejaculation: 12d6 Entangle, Area of Effect (Cone), Sticky, No Range, Entangle Has No DEF, Side Effect (Must get the 'Wee Fella' out in public, -1/4) I know I shouldn't have.
  11. Re: Spiderman Vs. Firelord Okay, let's settle a few points. Firelord is tough, eh? He can take hits from the likes of Thor and Thing, although they do hurt... I think we agree on this. Spider-man STR 45. Deny at your peril that he has minimum +10 STR when angry, etc. We all know Spidey has a distinctive fighting style, something Hero calls Martial Arts which everyone here knows includes Passing Strike. He can push just like everyone else to get another +10 STR. Spidey has, I'm sure you'll all agree, a minimum of 30" Swinging. With his DEX of 36 or thereabouts, for OCV 12. He has a minimum 2 levels HTH (possibly Overall, but whatever!) So when he's pissed off he can throw 20d6 at someone with an OCV of 14. And that's minimum. Min-i-mum!!! Argh!!! My new favourite word. Which equates to 100 STR. Which, funnily enough, is in the ball-park of Thing, Thor, Hulk, etc. Just 'cause Spidey doesn't do it all the time doesn't mean he can't. The SPD 9 Firelord is pulled out of someones butt. I've never seen anything in any comic to even remotely suggest that. It's totally cooked up. It's like saying Galactus is cosmically powerful, he must have SPD 12. Maybe he does, but there's no evidence for it, and if there's no evidence for it then it is not valid. Spidey has hurt tougher opponents consistently and on a regular basis. How much HERO damage you define as 'hurt' will clearly vary. I'd say that a not insignificant amount of STUN qualifies. Tombstone (post upgrade) is unphased by an exploding gas main collapsing a building on him... but Spidey full pelt move by/thru? He's out like a light. Hulk, doesn't feel too many of Spidey's blows, Spidey gets his attention and gets him mad when he leaps on his back and flips him into the concrete hard. That had to hurt. Rhino, who is sub-Hulk class brick, but not by much... has consistently been hurt by Spider-man time and time again. He too can survive collapsing buildings and all that sort of thing. Carnage is hard to define, but has Venom++ defences and is in the mini-brick class... Spidey can clearly hurt him and has done consistently over a long period of time. If I go up and check through my comics collection just now I'm sure I can find far more than the 3 examples that people seem to accept makes it 'legit' of Spidey cutting loose with far, far more power than he uses day to day. So even if you disregard the passing strike (because he doesn't actually use this move against Firelord) he should be able to get his damage up in the 14-18d6 region without too much difficulty. That, based on all available evidence would suggest to me that Spidey can, has, and could again take down Firelord.
  12. Howdy Steve, you must be sick of these megascale questions so I'll be brief! Okay, three of 'em for you. 1) What happens if you hit something travelling at Megavelocity? Should the damage be based on the 'Inches' of movement or on the sure-to-splatter-you Megavelocity? 2) Can you buy Megascale for STR and have it affect throwing distances? 3) Can you buy Megascale for an attack and have it affect KB? Please note question 1) is unrelated to 2) and 3), I'm not planning on throwing anyone into the moon at megavelocity to splat them! Just wanna know what happens if some throws up a massive force wall in front of me!
  13. Re: Slade, time management, and you.... You know he's gonna be doing more of that stuff in Villains Unlimited.
  14. Re: Slade, time management, and you.... Canary's jaw clicking is probably more SFX than anything I'd say... although, for someone with Slade's awesome tactical abilities a power much like this might be pretty damn effective... Super Tactical-Planning: Detect SPD/DEX, Discriminatory, Ranged, Rapid x10, Sense (20 Active Points, 20 Real Points) Which let's you know when all your enemies are about to act and who you should take out first, etc. So Slade knew Canary was just about to act and Sonic Scream him, so he disabled her.
  15. Re: The Tru-Superhu-man Show... After years of believing in the what happens when his real mental powers develop?
  16. Re: Person of Steel, Significant Other of Tissue paper The issue is more one of the strength of involuntary muscles. For example most people don't have control of how hard they ejaculate, well, very limited control at any rate. Does Superman do so at excess velocities? Damaging velocities? He does have Super everything else. I doubt it's an issue in most cases, probably only individuals like Superman run into real difficulties... and even then it's just glossed over. What I was wondering this morning is... if Clark and Lois went out for so long before he revealed his secret... did she never bite him and scratch him during his relationship as she'd have been in for a shock if she had!!!
  17. Re: Slade, time management, and you.... Okay, my take on this is below each section. I'm assuming Slade has far higher SPD than anyone else present except for the Flash. - Takes out the Elongated Man with a gun or explosives of some kind - Sets off some explosives to control the Flashes most likely path of attack and then promptly runs the Flash through as he attempts a Move By along that path. *** All set up beforehand. The explosives are on a trigger and probably have an extra phase continuing charge to force Flash to go around them. They detonate doing some damage to all the heroes as Slade blasts Elongated Man which starts the combat going into Segment 12. The sword attack is set on a trigger "when character runs to point X" so on Segment 12 Flash goes first and triggers the sword thrust. Slade makes a presence attack after skewering Flash, Slades excellent PRE combined with violent move, reputation, etc. leaves most people bereft of an action - Nerve Strikes Zatanna so she can't speak. -Leaps into the air and cuts off Hawkman's OIF Thanagarian Flight harness, cutting him in the process and alowing gravity to do the rest. *** Segment 2 and Slade uses his action to Sweep a Suppress/Dispel which covers "All Powers with an easily affected SFX he has studied or prepared for" on Zatanna's Magic VPP (it's voice based) and Hawkman's Harness (can be cut off) this probably has a linked damaging attack. This is probably a reasonable power for his Super Skills/Martial Arts VPP. - Missile Deflects the only arrow fired by Green Arrow. Olie might have gotten off a second shot, had Slade not rendered all the rest of his arrows useless with one swipe of his sword. While this is happening, he hears Black Cannry inhale and her jaw click as she winds up for a Canary Cry so... *** Assuming Ollie is probably SPD 6 he gets a shot off here at Slade, Champs rules break down a bit as Slade has went and can't missile deflect. Most likely what happens is he has Uncontrolled or something on it and manages to deflect the arrow. - He does a flip, ties a plastic bag over her head before she can scream and hand cuffs her. Ollie is thus also taken out of the picture as he has to get the bafg off her head before she suffocates. *** Segment 3 and everyone is about to kick in (Mostly SPD 5 I'd say) but Slade in the 8-10 SPD bracket goes first. He uses the same power as before to Sweep Green Arrow and Black Canary disabling both Arrow's Arrow Multipower and Canary's Sonic Scream... and Slade's player even had the deceny to invent a different SFX from the one he used to stop Zatanna speaking! Although his linked NND suffocation is a nasty one! - He then actully manages to see the Atom flying around in microscopic form so he shoots him with a laser pointer, which does knockback to him in that form. Ray instinctivly returns to normal size as he goes hurdling into Hawkman, who was just standing up form the previous fall. *** Still in segment 3 and Hawkman stands up as Atom leaps at Slade, who knew Atom always does this so he had an EB with his name set up to trigger as soon as it kicks off... it hit's Atom, stuns him (dropping his shrinking) and knocks him back into Hawkman putting both down. Kyle gets to act and boneheadedly decides to punch Slade, he misses (actually, Slade blocks, but that's just SFX - Then he grabs Green Lantern's right hand, practically breaking it. Slade tries to exert his will over the ring, resulting in a battle of willpower between him and Kyle. It's his first real mistake, as Kyle resists long enough for the rest of the team to recover. *** Segment 4 Ollie attends to Canary, if you've a SPD 9 or 10 Slade he uses this segment, if your Slade is SPD 8 he waits till Segment 5 to grab Kyles hand and tries his Suppress/Dispel on the Ring. Big mistake as it's got far too many AP's and Slade is left standing around whilst everyone else rallies together and recovers. *** So pretty much he does all of the above with a Prepared Gadgets/Equipment VPP (for Gun/Explosives/Sword/Laser Pointer), the Suppress/Dispel I mentioned, a high PRE and ungodly DEX/SPD. Not too shabby all in all for the old boy. It's not really any more complicated than that in my opinion. What do you think?
  18. Re: The Tru-Superhu-man Show... Reminds me of an old, old Superman where Lois Lane thought she'd became a witch by night. Basically Superman had to fly about following her making her 'spells' work because otherwise the shock would be too much for her (and the shock of becoming a witch wasn't!!!) Total nonsense that was, but could be interesting applied in an Iron-Age sort of way. Probably works best for a Matrix style game as a Truman Show type environment has all sorts of difficulties for giving them super-powers. Most supers are very mobile for instance, which is a) hard to simulate and not desirable in a limited environment. Super strength is fine when you've got it all set up, but not so good if he just decides to randomly try and crush a door-handle. Invulnerability is fine for bullets firing blanks, but what about paper-cuts and other such minor bumps and bruises?
  19. Re: Spiderman Vs. Firelord Well said Jeff T, have some rep!
  20. Re: Is anyone running Galactic Champions? I ran a game, but it didn't last all that long... we ended up switching to Dark Champions (the old style one, not the depowered version) as the PC's weren't quite experienced enough and it was a hell of a lot of work. Used base points of 800 with up to 600 disadvantages. Got a fair mish-mash of characters back in return. Had a 3500 point version of Doctor Destroyer and a 2800 point Mechanon kicking about. It was a modern day GC campaign (well, near future) and humans only recently had half decent space technology but there were plenty of alien races about. Characters Involved: Obsidian: Astronaut who was in an experimental ship that collided at lightspeed with a sentient alien vessel containing a singularity power source. It rebuilt his body out of the remaining living metal of it's hull and transferred it's conciousness into this receptacle, only to find his personality was present and more powerful. So he basically became Mr. Living-alien-metal powered by a singularity with the ability to control gravity and the like. He was hunted by Mechanon who wanted to steal his singularity (it was in a shiny metal sphere buried in his chest) as it was the greatest known power source. Think it was a 3500 point END reserve with a 200 REC and a slew of limitations. He was kinda like Superman, right down to the fact that the radioactive living metal destroyed in the spacecraft was pulled back to earth in his gravity wake and affected him pretty much like kryptonite. He was probably the most interesting of the bunch as the others weren't very memorable. Speedster: Can't recall his name! But he was able to transform into a light-based energy form which could move at incredible velocities and perform a whole bunch of speed-tricks. He didn't have any energy projection abilities to start with but he had the ability to spend a fair amount of time intangible to physical force and still affect the real world to a degree. Pretty powerful if a little bland. His origin was fairly Flash-esque. Payback: This guy didn't get into the spirit of things at all. He refused to play a traditional super-hero type and wanted to basically be a kid who lucked into incredible power. Chose kinetic energy control as his 'schtick' and didn't expand beyond that. Refused to take more than about 75 points of disadvantages as he thought they'd be used against him and basically ended up with a guy who was virtually immune to physical damage, but went down like a sack of potatoes at the first energy-projector to show up. He couldn't survive in space unaided or anything. Very poor for GC, but otherwise not that bad I suppose. Fate: An incredibly powerful mystic with an inscrutable origin involving amnesia and demons and gods, which would unfold as a major theme in the campaign. Basically had Spectre-ish magical powers, but with a fairly fragile (compared to standard Galactic Heroes) body behind them. Actually quite decent in most respects. Legend: An ancient Greek hero who demanded immortality to be told that he could have it if he performed 4 impossible tasks involving the 4 elements (I won't go over them as it's fairly long winded but involves deepest ocean, highest mountain, etc.) and managed to do so. However, the God's betrayed him and although they were forced to grant him God-hood they forced him into a slumber beneath the earth. When the last of the Greek God's was destroyed in the late 20th century the magicks binding him where at last released and he was free to enter the modern world, possessed of the courage and nobility of a hero and the powers of a God he became a super-hero. He was basically a mega-brick in the Hercules mold with plenty of fighting prowess, but he had the ability to transform into four different forms, one for each element... an energy projecting fire form, a whispy immaterial air form, a super plus plus brick earth form and the shapechanging water form. Each had vastly different abilities and this made him fairly versatile. I remember he had some ludicrous elemental vulnerabilities/susceptabilities involved ice from Pluto, fire from the Sun, etc. Pretty cool guy all in all. A nightmare build though! Anyway, we got through about three fairly large adventures... one involving a vast alien armada, another concerning an Earth-2 style dimension where Mechanon had taken over and was exterminating Earth's populace and the third was about Cosmic Destroyer trying to gain ultimate power. It was a lot of fun, although combat took a long time to run and the high points total meant PC's covered a lot of bases (well, most did!) But I'd like to try it again some day.
  21. Re: DEX: and the Marvel Universe Howdy all, I thought we'd pretty much figured out where Spidey's DEX is? Anyway, my new proposal is this... 27 DEX (don't shoot! don't shoot!) +9 DEX, Linked to Danger Sense +2 DCV, Requires a Danger Sense Roll +2 DCV, Requires an Acrobatics Roll +2 DCV, Requires an Acrobatics and Danger Sense Roll I'll leave getting into the levels part other than that, but I'd probably give Spidey one or two overall levels plus maybe a couple of others for various commonly used schticks. Now, before you flame me, here's my logic... Spidey seems far better in combat with his Danger Sense than without. On the occasions he's lost his Spidey-sense or hasn't been able to use it against a foe he tends to get nailed often, be on the back foot, react after them and doesn't seem to be all that hot it general. In general without his Spidey sense he seems easier to hit than the likes of Captain America and it seems to make a huge difference to his fighting capabilities. However, against foes like Venom he still seems to be very competent, but is slightly easier to hit, which this set-up tries to emulate. So that's why the extra DEX, he sense what they're up to, etc. can hit more easily and it also adds to his Acrobatics skill for the purposes of the DCV bonus. As when his DS is operating it's often shown that it tells him how to twist in the air to avoid an attack and the like. The extra DEX also allows him to have a better chance of getting out of AoE attacks and the like as Spidey sense should do. The DCV based on Danger Sense is obvious enough in its function. The Acrobatics DCV represents the fact that Spidey's maneuverability comes into play a lot. When he has space to maneuver (even a smallish space) he can dodge almost anything. When he's bounding about he's almost unhittable. However when his movement (and thus Acrobatics) is hindered, when he's trapped in a super tight corner or when he decides to make a huge leap to save someone and can't change direction in mid-air he's easier to hit. So the acrobatics represents this... sometimes Spidey will be doing something that precludes the Acrobatics roll and he'll struggle to get out of the way. The twisting in the air and the like mentioned above is the reason why he has the DCV dependent on both skill rolls coming off as it covers the Acrobatics above, but they're always shown to be more successful in concert with DS. What do you think? When this Spidey is trying to avoid being hit he can Dodge with a DCV of 21, 23 if you give him Martial Dodge (but that's a whole other ball game! ) which seems about high enough to assure he can dodge even the best of the rest of the MU. What do you think?
  22. Re: DEX: and the Marvel Universe Well we're in agreement there then as I'd put him at 36 myself. The 3d6 mechanic has a lot to do with the compression. Another thing that affects it is the presence of Superhumans... if there was more of a difference between value 10 and 20 in a characteristic then the gulf between a superhuman with 60 in the characteristic and the guy who has a 20 would be ridiculous. But those aren't always bad things. The 3d6 gives more consistency, so it's easier to know what you're capable of which is such a boon compared to (for example) D20 where it's super-random. In the comics despite different characters abilities they all boil down to generally being able to interact on a similar (if not level) playing field. If going up to 30 for NCM works for you then that's cool. Personally I'd probably build normal characters as high at times, if not moreso. Just depends on the effect you want to achieve. That is the beauty of the system though!!! I have toyed with alternate skill systems for Champs as it is one of the few areas where I feel the system is quite weak. Fuzion/D20 style skills could work well, I ran a campaign using the New Millenium sourcebooks skillsets for a while but with regular champs rules for everything else. Worked fairly well.
  23. Re: DEX: and the Marvel Universe Characteristics are pretty good, much better value for money IMO than most powers, well, Damage Reduction aside! The one aspect I always felt short changed on was mental characteristics, in particular EGO is extremely expensive considering what it does. On the other hand, you don't want to be the guy who scrimped on it when the mentallist shows up. Actually, change that from Mental Characteristics to just EGO; PRE and INT are phenomenal buys!!!
  24. Re: DEX: and the Marvel Universe Perhaps you disagree Agent X, but that's where I feel skills come into it. Acrobatic ability involves training, no olympic gymnast no matter how dextrous or graceful can simply jump in and do well, they need practice and lots of it. The DEX stat merely gives the skill a starting point, anyone who is noted for their Acrobatic ability (Spidey, Beast, Nightwing, Daredevil) is going to have plenty of levels which will increase their skill. Even a DEX 40 Spidey (which I don't think any of us would consider right) would only have 17- skill roll. That doesn't tie up well with the number of times I've seen him attempt things that I would consider beyond Sheer Folly (-5) in Poor Conditions (-5) and pull it off with ease, so he's probably operating on Acrobatics 24- or something like that. Which is just ridiculous, but also the way he's depicted. Going on from there you can work out a reasonable distribution for everyone else all the way from Jimmy Olsen with his 8- Familiarity (Aunt May doesn't have Acrobatics) to Spidey on 24-, that's a fairly good range.
  25. Re: DEX: and the Marvel Universe On the subject of cheap characteristics, CON and STR are gloriously cheap! Not to mention that for 10 points on +10 STR you get... +2 PD (2 Points) +2 REC (4 Points) +5 STUN (5 Points) Or for your 20 points on +10 CON you get... +2 ED (2 Points) +2 REC (4 Points) +20 END (10 Points) +5 STUN (5 Points) In both cases you're a point better off, which whilst good for players tends to encourage ridiculous CON and STR scores to an extent, especially considering that if you were going to buy up the figured stats anyway you're getting the CON or STR for free!!!
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