Jump to content

Doc Samson

HERO Member
  • Posts

    1,420
  • Joined

  • Last visited

Posts posted by Doc Samson

  1. I have played a few Stretching Metamorphs over the years. In my experience, how the other players reacted towards me was based more on my character concept than the stretching power. My last Stretching character, "Goth", was a person that could transform into a Shoggoth. None of the other players acted as if this character were comical to them.

     

    In terms of character builds, Stretching is the 'other' way to use STR at Range (TK being the alternative). As such, most of my Stretching builds leaned into this and were Quick Bricks.

    • I typically would have 1/2 Campaign Maximum STR (so I didn't step on the toes of true Bricks) and supplemented my damage with a Multipower that included a HA and a HKA (for automatons or inanimate objects, the Special Effect would be changing your hands in sharp or spiked objects).
    • I didn't find the need for a VPP on most of my Stretching builds unless the character was also Shape Shifting Metamorph.
    • As Stretching is essentially Ranged for STR, powers that use your STR, like Clinging and Extra Limbs (a Special Effect for a Stretching character could be to have long arms that can loop around multiple foes), are efficient utility powers.
    • For defenses, just about any Defense Power (or even the Combat Luck Talent) are appropriate.
    • For a Movement Power, I typically use Leaping with the Special Effect that I stretch to a location and pull myself there.
    • In regards to having One Thing, one of my favorite Stretching characters, "Tar-Pit", had a Campaign Maximum AP Clinging Damage Shield.

    As Hugh suggested, the Ultimate Metamorph for 5E is a good resource for ideas. I hope this helps.

  2. I agree, I think that would do it in in terms of covering all the basics, especially for a 250 pt. game.

     

    If you wanted to get a bit more elaborate (and had more pts.), you could add a few very situational powers. Here is a few off the top of my head:

     

    "Behind you!" Teleportation, only when not being observed

    "They always trip when running away" Telekinesis, only to trip

    "You can run but you can't hide" Tracking sense mod on just about any sense

    "Unstoppable I" Tunneling, only through walls

    "Unstoppable II" Indirect STR

    "Indestructible" Add Resurrection to Regeneration

     

    Reference: http://tvtropes.org/pmwiki/pmwiki.php/Main/SlasherMovie

  3. Hello and thank you in advance for your time. It was suggested to me in a game I am playing in that purchasing Megascale for Knockback or Throwing Distance (per the Ultimate Brick) causes the attacker/ user of the power to be effected by the noncombat movement penalty (0 OCV and 1/2 DCV). My question is this, do either the attacker or the target of the power suffer the noncombat movement penalty when Megascale Knockback or Throwing Distance is in use?

  4. Sorry about the following post but it popped into my head it is sort of relevant.

     

    I was thinking of the power:

    9v So scared, you sh!t your costume 9d6 Cosmetic Transform

     

    Might even be a presence drain...

    dude...

  5. Basically an extremely limited Multiform or Multiform/VPP combo is needed.  This is probably one of those concepts best reserved for NPC's as it would otherwise require divulging NPC character sheets to the Player to see 'what' they copied.

     

    This old 5e post might be of help.

     

    This is the way I would build it too (Multiform only VPP). I have a few builds floating around in Rogue (and possession) related threads. The reason is that frameworks don't allow (without a GM handwave) skills and talents, which some powers you may want to copy are built from. Multiform gets around this hurdle.

  6. Hi all. I'm bored. If you are bored, here is a character to look at. It's another Doc Samson homage (most of my character posts are psychologists or bricks). I think the build is simple enough that most standard games would allow it. As a creation note, I enjoy roleplaying but I find I tend to focus too much on combat and powers. I have started to force myself to include skills, talents, perks, and complications that will lead my characters into roleplaying situations that I think will be fun.

     

    ---

     

    Character Name: The Paladin

    Alternate Identities: Roland Grim

     

    CHARACTERISTICS

    Val Char Points Roll Notes

    15/60 STR 5 12- / 21- HTH Damage 3d6/12d6 END [1]

    13/18 DEX 6 12- / 13-  

    15/30 CON 5 12- / 15-  

    18 INT 8 13- PER Roll 14-

    15/20 EGO 5 12- / 13-  

    15/20 PRE 5 12- / 13- PRE Attack: 3d6 / 4d6                        

    4/8 OCV 5  

    4/8 DCV 5  

    3 OMCV 0  

    4/7 DMCV 3  

    3/5 SPD 10   Phases: 4, 8, 12/3, 5, 8, 10, 12                        

    5/30 PD 3 (0/15 rPD)

    5/30 ED 3 (0/15 rED)

    5/12 REC 1    

    30/60 END 2    

    15/20 BODY 5    

    30/60 STUN 5          

    80 Total Characteristics Points

     

    SKILLS Cost Name

    Psychology Skills

    3 1) Analyze: Psychoanalysis 13-

    3 2) Charm 12- (13-)

    3 3) Criminology 13-

    3 4) Interrogation 12- (13-)

    3 5) Oratory 12- (13-)

    3 6) Persuasion 12- (13-)

    3 7) Science Skill: Psychology 13-

    4 8) +1 with all Intellect Skills

    8 Unarmed Combat: +2 with a large group of attacks (10 Active Points); Only In Alternate Identity (-1/4)

    33 Total Skills

     

    Cost PERKS Cost Name

    3 Super Psychologist: Positive Reputation (A large group) 14-, +1/+1d6

    3 Total Perks Cost

     

    TALENTS Cost Name

    2 Psychology Training: Resistance (+2 to roll)

    2 Superheroic Form: +1/+1d6 Striking Appearance (vs. all characters) (3 Active Points); Only In Alternate Identity (-1/4)

    4 Total Talents Cost

     

    POWERS Cost Power END  

    Idealized Form, all slots Only In Alternate Identity (-1/4)  

    162 1) (Total: 202 Active Cost, 162 Real Cost) +45 STR (45 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 36)+5 DEX (10 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 8)+15 CON (15 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 12)+5 EGO (5 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 4)+5 PRE (5 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 4)+4 OCV (20 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 16)+4 DCV (20 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 16)+3 DMCV (9 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 7)+2 SPD (20 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 16)+10 PD (10 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 8)+10 ED (10 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 8)+7 REC (7 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 6)+30 END (6 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 5)+5 BODY (5 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 4)+30 STUN (15 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 12) 4

     

    8 2) Brick Tricks: Area Of Effect (2 2m Areas; +1/4) for up to 48 Active Points of STR (12 Active Points); Side Effects (Side Effect only affects the environment near the character; -1/4), Only In Alternate Identity (-1/4) 1

     

    36 3) Resistant Protection (15 PD/15 ED) (45 Active Points); Only In Alternate Identity (-1/4) 0

     

    22 4) Mental Fortitude: Aid STUN 10d6 (60 Active Points); Only to Aid Self (-1), Only Restores To Starting Values (-1/2), Only In Alternate Identity (-1/4) 6

     

    22 5) Leaping +55m (5m/60m forward, 2 1/2m/30m upward) (28 Active Points); Only In Alternate Identity (-1/4) 3

     

    8 6) Superstrong Legs: Knockback Resistance -10m (10 Active Points); Only In Alternate Identity (-1/4) 0

     

    2 7) +1 PER with all Sense Groups (3 Active Points); Only In Alternate Identity (-1/4) 0

     

    20 8) Detect Evil: Detect Criminals 14-/13- (Mental Group), Penetrative, Sense, Targeting (25 Active Points); Only In Alternate Identity (-1/4) 0

    280 Total Powers Cost

     

    EXPERIENCE POINTS

    Total Points: 400

    Total XP Earned: 0

    XP Spent: 0

    XP Unspent: 0

    Base Points: 400

    Complication Points: 75

     

    COMPLICATIONS Cost Complication

    15 Distinctive Features: Large and Muscular with Glowing Golden Eyes (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)

     

    20 Hunted: Rogues Gallery of Supervillains Infrequently (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

     

    15 Negative Reputation: Relentless and Uncompromising (Supervillains), Very Frequently (Extreme; Known Only To A Small Group)

     

    5 Rivalry: Professional, Various Superheroes, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

     

    20 Social Complication: Secret Identity Frequently, Severe

    75 Total Disadvantages Cost

     

    APPEARANCE

    Hair Color: Blond

    Eye Color: Blue

    Height: 2.13 m : 7' 0"

    Weight: 182.00 kg : 401 lbs

    Description: The Paladin's appearance reflects Roland's idealized image of what a superhero should look like. He is large and muscular with flowing blond hair and, when using his powers, his eyes glow with a golden light. His costume consists of a white and gold tabard, wristbands, a belt, tights, and boots. In his normal form, Roland looks like the typical scholarly type, including an elbow patched blazer and glasses, though he keeps himself in good shape.

     

    BACKGROUND

    Carl Roland always fantasized about being a superhero. He became a psychologist who specializes in superhuman behavior so he could learn more about them. Roland made a career of his studies and has become famous for his treatment of mentally ill superheroes and criminally insane supervillains. One day while treating a young girl with budding mental powers, his own latent psionic abilities flared to life. It was a quick and easy decision for Roland to become a superhero.

     

    PERSONALITY

    Roland secretly revels in his powers and loves being able to live out his superheroic fantasies. He sometimes overplays the role a bit to the point of competing with other superheroes to see who is more heroic. His zeal for hunting supervillains has earned him a reputation for being merciless among the criminal underworld. His past foes sometimes seek violent revenge on him.

     

    QUOTE "There is no escape from me villain!"

     

    POWERS/TACTICS

    Paladin has the power to change into a superhuman form. While his powers appear to be supernatural in nature, they are in fact a manifestation of his latent psychic abilities. For example, his superhuman strength is telekinetic in nature and his ability to detect evil thoughts is a narrow use of telepathy. He has picked up a few tricks watching other super strong beings in combat, such as using cars as weapons, though these tactics often cause some damage to the surrounding area. One of the Paladin's most dramatic powers, drawn directly from his heroic fantasies, is the ability to continue on even after taking a terrible beating. Roland can also use his skill in psychology to analyze a foe's mental state and use it against them.

     

    CAMPAIGN_USE

    Roland is easily brought into any story where his expertise in psychology would be of use. For example, he would readily lend his skills to the district attorney as a forensic psychologist, appear on a talk show as an expert in superhuman psychology, or aid the police in the pursuit of a criminally insane supervillain. The Paladin's is a natural fit for the brick role in any superteam.

  7. If the game is not s superhero game, I don't think that SPD 4 will seem that limiting to the players.

     

    The biggest issue I have seen in PbPs is aborting actions because actions are usually declared and rolled for in the same post (as least in the few games I have played in). In one game aborting actions was not allowed by the GM (it was hard to balance because no one would waste a phase dodging an attack that had already failed) while in another players had to declare aborts in their action posts (for example at the end of an action post, "I'm low on STUN so if Dr. Dayruiner attacks me before my next phase, I abort my next phase to dodge!").

     

    EDIT: Bah, after a closer read I see that RealDeal scooped me.

  8. Actually my post was meant as a joke, I think UAA Feedback would be silly. So much is lost when you communicate by posts.

     

    As far as the power goes, I think they already nailed it using Clairsentience and Mind Scan.

  9. Now that I am caught up in the thread, here are a few random thoughts I hope will help. Like they did in Fuzion, I think you need separate values for Offense and Defense. Combing them into one equation will tell you that a character is weak or powerful pointwise but not necessarily tell you whether she is balanced against other characters. For example, she may have really high offense, low defense, and rely on other powers like invisibility to avoid damage.

     

    As others have pointed out, SPD is a direct multiplier of how much damage a character can put out per Turn and it can also be used to avoid damage in the form of Blocks and Dodges. As such, we weighed it according to its AP value for both equations (1 SPD = 10 AP = 2X).

     

    For a standard superhero game, we sometimes did not count certain advantages if they did not come into play regularly. This would usually be decided as a group discussion. For example, if we counted the Reduced END advantage when determining our X value, players would never take it and just buy more END. Our goal for the rule of Rule of X was to help us with balance but without limiting creativity.

     

    Towards the end of our enforcement of the Rule of X, we noticed that characters starting becoming more and more similar, differing more in special effects than point values. In an attempt make characters feel unique again, we would allow characters to have one power which could violate the Rule of X by up to 30 pts. but it had to have at least -2 in Limitations which would limit how frequently the power could be used.

     

    For example:

    A radiation based Energy Projector might have the ability to "Meltdown"; a 90 AP Area Effect Blast with one Charge and a Side Effect that reduced the character is reduced to 0 END and STUN (think the Human Torch's Nova Flame).

    A Brick might have the ability to go "Berserk"; adding 15 STR and 25% Damage Reduction, but with a single 1 Turn Continuing Charge and the Side Effect that the character becomes Enraged for the duration of the power (similar to the Hulk).

  10. Sorry for jumping into this one late. This is our rule of X. We now only use it to roughly determine how powerful a character is but for a few years is was enforced as a house rule and worked pretty well.

     

    Offensive X =

    the total Active Points in the character’s most powerful attack divided by 5 (including powers that stack with other attack powers such as HA or HKA)

    + the character’s highest possible OCV with his most powerful attack (including all Combat Skill Levels for OCV and bonuses from Martial Maneuvers)

    + the character’s SPD x 2

     

    Defensive X =

    the total Active Points in the character’s most powerful defense divided by 5 (including powers that stack with other defense powers such as Damage Reduction or Damage Negation but not incuding Resistance)

    + the character’s highest possible DCV (including all Combat Skill Levels for DCV and bonuses from Martial Maneuvers)

    + the character’s SPD x 2

    + the character’s STUN divided by 10

     

    Each part of the equation was determined based on APs which is why SPD is multiplied by 2 and stun is divided by 10. Our combats typically lasted between 1 and 2 turns. In a non superheroic game where killing attacks are typical and BODY is more important than STUN, we would rework the Def. X to include Resistant Defenses and BODY.

     

    Here is an example. We typically used an X of 30 for a 400 pt. (6e) game. A brick in one of our games might look like this.

    Off. X = 60 STR (12) + 8 OCV and 2 CSLs (10) + 4 SPD (8) = 30

    Def. X = 30 PD/ ED (6) + 8 DCV and 2 CSLs (10) + 4 SPD (8) + 60 STUN (6) = 30

  11. It all depends on what version of the character you want to build.  If it's a 'starting version' designed to face off against a 'starting version' of Spidey i'd echo the answer to go with the simple stuff for now (extra limbs, etc..) if it's a high end homage where points matter less then Duplication starts to make more sense.

     

    I agree with this as well. Maybe two sheets are in order. Thanks all!

  12. That is a very good question. They seem to be examples for both cases.

     

    In most interpretations he is just able to remote controll them. In some interpreations it's not even just a remote link, but psychokinesis. But even then he is depicted as being supernatural at multitasking - able to fight multiple foes, or even do something totally different during combat.

    In others (like Spiderman 2) each of the Arms has a simple AI, making him effectively 5 guys (of wich one is not really a fighter).

     

    Generally I would go with the stretching approach, if he is a team Villain or a Team hero. It would just be to complex to deal with otherwise. Also Duplication might not be cost effective.

    If he is a solo villain or hero, isntead going with the Duplication approach would be better. Often single villains suffer from them only having "one sheet". A common formula for Villains that fight a team is: rather high SPD, mediocre defenses (so everyone can contribute some damage), damage reduction (wich increases his durability and how hard it is to get him Stunned). But honestly a singlle guy that is actually multiple foes would make a even better Solo Villain/Hero.

     

    So it depends on where you use him and what powerlevel you have.

     

    I agree with everything you wrote. I think Duplication may be more accurate (and imho make for a more interesting build) but it is also more complex and potentially more powerful from a player standpoint.

  13. I have no idea why but I was thinking about creating a Doc Oc homage. How would you build his arms?

     

    Is it best to keep things simple and define them as the special effects of powers like Extra Limbs (plus Characteristis Only with Extra Limbs), Stretching, and Clinging?

     

    Or, because they can function when separated from his body or when he is unconscious, are they Duplicates?

     

    Would you build them in some other way?

     

    Thoughts and comments welcome. Thanks in advance for replies.

  14. I'm going to attempt to play devil's advocate. If this were a tech based character who had various electrical gadgets and a few sonic gun based slots in the same multipower would you still question it? If your answer was no, then I would suggest that perhaps we are allowing the sfx to exert too much influence on the mechanics. If this is the case and there are no rules violations, I would let the player decide.

  15. I recall one crossover between Batman and Captain America and Batman won.

    While I am ok with Superman beating the Hulk (even though I like the Hulk more) I don't believe Batman should be able to beat Captain America.

  16. They have fought twice in crossovers that I recall with Superman winning both times. In their first meeting Hulk was not strong enough to hurt Superman. Remember that the Hulk can lift in excess of 100 tons while Superman has pushed the planet out of its orbit before. In other words, Marvel and DC use vastly different strength scales.

     

    http://marvel.wikia.com/Hulk_%28Robert_Bruce_Banner%29

    http://dc.wikia.com/wiki/Superman_%28Clark_Kent%29

  17. It's been a long time since I have played a possession character but I did play one for an extended time. If you want my advice based on experience:

     

    1. Make sure your GM is ok with what this power means for the game. For example, he is going to to need a character sheet to hand you for every NPC he puts in front of you unless they can resist the power. He is going to have to plan combats taking into account that in phase 12 one badguy is now a goodguy and one goodguy disappears (the net effect is one less villain). Mind Control and Telepathy can also be hell on stories that involve a mystery.

     

    2. Make sure you really want to play a possessor. The power is like a light switch. When it works, its awesome. When it fails you won't have fun unless you can do other things. The GM is going to have NPCs he doesn't want you to possess. Also, even if the GM has character sheets prepared, not every NPC is going to be optimized like a PC. Losing a hero and gaining a villain is not always going to be a good trade for the team, such as when your fighting a mob of agents.

     

    3. Mind, Control/ Telepathy/ Desolidification builds are a bit wonky with all the different systems going on. If you want the power to work consistently like it does in the comics (like Jericho or Nocturne) I recommend something like this build.

     

    Possession

    Variable Power Pool, Multiform Only, Multiform can only be used to transform into the target, Linked to Extra Dimensional Movement (don't panic, see below)

    plus

    Extra Dimension Movement, Useable As Attack

     

    The dimension is defined as as your mind, body, spirit or whatever you want to call it. The NPC goes away while the power is active. Useable As Attack requires a defense. I recommend something simple that will make the GM happy like "The target covers their eyes or has opaque eye protection". This way the GM has a little input on what NPCs get hijacked. "Sorry, the master villain has a thick opaque helmet on. Good luck getting that off." or "The guard has dark glasses on. You're going to have to get those off him if you want him to open the door."

  18. Mind control is then 20 + 60 or characters ego + 60? Then that is compared to mind control table?

     

    If I am reading it correctly, the Bodyjacking build (CP, 278) has bought the Mind Control effect to 60 and the Telepathy effect to 40 of the Possession power (APG, 74). I think the "+" should be removed from each as it doesn't look like enough point were spent in the Bodyjacking build to buy the effects to 100 and 70 respectively (the base effects of Possession are Mind Control 40 and Telepathy 30).

     

    So, what you will do is compare an effect of 60 on the Mind Control table and 40 on the Telepathy table to the target's EGO to determine the result of each.

×
×
  • Create New...