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Doc Samson

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Everything posted by Doc Samson

  1. Doc Samson

    DC meetings

    Re: DC meetings I think both of these references occurred at a social gathering. In the Elseworlds novel Kingdom Come they appeared to be allies for a time. I remember LL telling BW that if he knew all it would take for them to team up was threat to all humanity he would have manufactured one. There was also a crossover episode of the Superman animated series where Lex Luthor and The Joker teamed up to kill Superman resulting in Batman coming to Metropolis.
  2. Re: Zombie Man Thank you for the kind words. I have used Touch Group Shape Shift a few times in the past for characters that can squeeze through small spaces (without being desolid) but this is the first time I have tried to use it to allow a Growing character to fit into normal size spaces. If I ever get to play him, I'm looking forward to being able to use high Growth indoors. A blurb under Shape Shift helped me flesh out (pun intended) the build. From 6E1p278: alter his actual physical shape or mass distribution (though his total mass would not change), thus allowing him to, for example, slip out of bonds, radically alter his form, or within reason to fit through openings a human-shaped being cannot fit through (the classic meaning of “shifting shape”). Shape Shift (Touch Group) only allows a character to alter his size or mass by about +/-10%. To make greater changes in size or mass, the character should buy Density Increase, Growth, Shrinking, or Stretching Linked to Shape Shift.
  3. This is a little late for a Halloween character but I love the Walking Dead and the concept of a zombie apocalypse terrifies me. OddHat told me a few years ago to think outside the box in regards to the Duplication power as it can sometimes be difficult to balance in game. This is another attempt to do so. For this character I have used a combination of Growth and Shapeshift to build a horde of zombies. If you don't get hung up on the special effects (a mass of bodies), I think Growth is a good fit for what a swarm of man-sized creatures could do together. One of my sources of inspiration was the new World War Z movie trailer. While I think slow zombies are more creepy, the visual of hundreds of zombies washing over obstacles is pretty scary. Even if your Halloween game has already ended, I hope someone will enjoy the concept. All questions and comments are welcome. --- Character Name: Zombie Man Alternate Identities: John Ghede Val Char Points Roll Notes 15 STR 5 12- HTH Damage 3d6 END [1] 8 DEX -4 11- 15 CON 5 12- 18 INT 8 13- PER Roll 13- 20 EGO 10 13- 15 PRE 5 12- PRE Attack: 3d6 8 OCV 25 8 DCV 25 3 OMCV 0 7 DMCV 12 5 SPD 30 Phases: 3, 5, 8, 10, 12 21 PD 4 21 PD (15 rPD) 21 ED 4 21 ED (15 rED) 10 REC 6 0 END -4 11 BODY 1 42 STUN 11 4m Run -8 4m Swim 0 4m Leap 0 135 Total Characteristics Points SKILLS Cost Name Medical Skills 5 1) Paramedics 14- 4 2) Science Skill: Medicine 14- Zombie Horde Form Skills 3 1) +2 with Multiple Attack (4 Active Points); Only in Zombie Horde Form (-1/2) 7 2) Defense Maneuver I-IV (10 Active Points); Only in Zombie Horde Form (-1/2) 4 3) Rapid Attack (10 Active Points); HTH Multiple Attacks Only (-1), Only in Zombie Horde Form (-1/2) 23 Total Skills Cost PERKS Cost Name 1 Formerly: Fringe Benefit: License To Practice Medicine 1 Total Perks Cost TALENTS Cost Name 1 Undead: Resistance (+1 to roll) 1 Total Talents Cost POWERS Cost Power END Zombie Horde Form 6 1) Shape Shift (Touch Group), Jointly Linked (+0), Reduced Endurance (0 END; +1/2) (7 Active Points); Unified Power (-1/4) 0 77 2) Growth (+45 STR, +15 CON, +15 PRE, +9 PD, +9 ED, +9 BODY, +18 STUN, +7m Reach, +36m Running, -18m KB, hands/feet are Area Of Effect (2m Radius) attacks, 6,401-50,000 kg, +6 to OCV to hit, +6 to PER Rolls to perceive character, 9-16m tall, 5-8m wide), Reduced Endurance (0 END; +1/2) (135 Active Points); Linked (Shape Shift; -1/4), Unified Power (-1/4), Extra Time (Half Phase, Only to Activate, -1/4) 0 6 3) Clinging (normal STR) (10 Active Points); Only in Zombie Horde Form (-1/2), Cannot Resist Knockback (-1/4) 0 3 4) Increased Arc Of Perception (360 Degrees) with Normal Sight (5 Active Points); Only in Zombie Horde Form (-1/2) 0 3 5) Extra Limbs (1000) (5 Active Points); Only in Zombie Horde Form (-1/2) 0 Undead 31 1) Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Self-Contained Breathing; Sleeping: Character does not sleep) 0 50 2) Reduced Endurance (0 END; +1/2) for up to 100 Active Points of STR, Run, Swim, and Leap (50 Active Points) 0 19 3) Regeneration (1 BODY per Minute), Can Heal Limbs 0 45 4) Resistant Protection (15 PD/15 ED) 0 240 Total Powers Cost COMPLICATIONS Cost Complication 10 Money: Destitute 25 Distinctive Features: Corpse-like (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Negative Reputation: Zombie, Very Frequently (Extreme) 5 Physical Complication: Undead (Infrequently; Barely Impairing) 15 Psychological Complication: Seeks a cure for his condition (Very Common; Moderate) 75 Total Disadvantages Cost Total Points: 400 Total XP Earned: 0 XP Spent: 0 XP Unspent: 0 Base Points: 400 Complication Points: 75 Description: Zombie Man is pale and corpse-like and wears an orange and black costume. BACKGROUND John Ghede was a researcher studying cell regeneration in an effort to cure injury and disease. He accidentally infected himself with an experimental virus which transformed him into a zombie. He was also bestowed with extreme regeneration and has the ability to replicate his body and to quickly recover from severe injuries. The virus has since mutated and he cannot infect others with his condition. PERSONALITY Unable to cure himself, John has decided to use his condition to help others. He calls himself Zombie Man. As he is trapped in a state between life and death, his body cannot perform some life functions such as having children. He will pursue almost any information that may lead to a cure for his affliction. QUOTE "Braaaiiins...just kidding!" POWERS/TACTICS He has practiced manipulating the horde he can become in combat and utilizes tactics that take advantage of superior numbers (in the form of Multiple Attacks). CAMPAIGN_USE Brick (a very unorthodox one)
  4. Re: Herocentral I really appreciate everything you have done for the community. Thank you.
  5. Re: Herocentral Thanks much for the info. Could I impose upon you to link the location?
  6. I wasn't sure where to post this, my apologies if there is a thread somewhere else. Is anyone else not able to get on Herocentral for a few days now? quozaxx/ New Players Welcome group - If any of you see this and its just me having issues, I'll see you when I can get back on.
  7. Re: Cool characters from goofy concepts I'll bite on the Wolverine hatred too. I did hate him at one point because I just couldn't see the reason behind popularity and overexposure. I'm not a fan (I don't seek out his books) but I no longer hate him. I have decided I like a few things about him over time that contradict my original opinions. Here's a couple of examples: I hated that he was so powerful. How does he win even half the fights he does? - I have decided that I was being a little biased. The Hulk was the first comic I collected. As an original Hulk villain, I now think I would be offended if anyone below the caliber of a Hulk villain could beat him. How does he stand up to the Hulk? This was the big one for me. You can't make a list of classic Hulk battles without Wolverine...so where's the super-strength? - The creators didn't realize it at the time but in my opinion they created their own little archetype by accident. If you Google their names, you can find some funny interview comments with the creators and Stan Lee regarding the origins of Wolverine. Apparently he was the farthest thing from well thought out but his powers have become iconic in comics. I think this is why, he is the anti-brick. His unique combination of powers allows him to stand toe-to-toe with bricks (a necessary quality for a Hulk villain I now see) but without super-strength or invulnerability. His claws are an adequate substitute for the massive damage (to people or objects) that can be causes by super strength. His combination of regeneration and indestructible bones (which are also a convenient vehicle for his claws) allows him to survive super-strength blows without simply shrugging them off with invulnerability.
  8. Doc Samson

    PRE Drain

    Re: PRE Drain I have a few thoughts. The way you handled it I think is fine. Tell the players they could hear and feel the PRE Drain (2 senses). Your a GM, not a mystery writer so its ok that you had to think about the second sense. I think its early for the PRE Attack (IMHO they should be used sparingly during dramatic moments), that's what PRE Drains and my next suggestion build up to. If you want the origin of the power to be the room, I might go with Change Environment (see the example in the book for Dr. Terror's fear Aura). I would even leave it visible, the room is gloomy, cold, and creepy.
  9. Re: Types of Superheroes/Villains As Magneto put it in the First Class movie, "Are you really so naive as to think that they won't battle their own extinction?" The existence of the Fantastic Four or Spider Man isn't living proof that evolution is about to move on.
  10. Re: World with superheroes - Only one power set? There are so many different lantern types in DC now that it might work too.
  11. Re: World with superheroes - Only one power set? IMHO the superhero genre is a mixing of various power sets. When you refine it to one, you essentially have another genre. For example: Everyone has magic or magic weapons - Fanatsy Everyone has mental powers, cybernetics, or high-tech equipment - Sci-Fi Everyone has powered armor - Sci-Fi or Anime Everyone has martial arts - Asian Fantasy or Anime
  12. Doc Samson

    Mimic

    Re: Mimic It's a very creative build (I remember the post where everyone was tossing around ideas). Her multiform is defined as (and should have enough points) to include her entire character plus the powers she copies/ steals. The reason for the multiform vpp instead of just a regular vpp is that she can also mimic powers bought as skills and talents.
  13. Re: Bear Themed Super Ive read that before, bear sense of smell is top notch. Only a few species of insects and fish have a better sense of smell. Where does a bear sleep? Anywhere it wants to.
  14. Re: Question: Knockback / Stomp Question I'm wrong, the damage only gets applied to the attacker once for the target and not a second time for hitting the ground. My apologies. From 6e2, pg. 71: A miss however is different. From 6e2, pg. 70:
  15. Re: Question: Knockback / Stomp Question
  16. Re: Question: Knockback / Stomp Question
  17. Re: Question: Knockback / Stomp Question Unless I am mistaken, I believe the OP stated that the knockback distance was 8m.
  18. Re: Question: Knockback / Stomp Question We are fully 6e so I don't know if my reply will be helpful but maybe it will give you a place to start. How the attack resolves depends on what maneuver the player chose. For example, if he chose a half move (6e2,p24) leap and a strike (6e2,p79) the damage would be a 12d6 for STR + 4d6 for the downward knockback (downward knockback does 1d6 per 2m as opposed to 1d6 per 4m). Also the player would have to declare his intention to use downward knockback before attacking (6e2,p116). If the player declared he was using the move through maneuver, the damage would be 12d6 + velocity/6 d6 (or 2d6 if he were using his full movement) + 4d6 for knockback as above. As the attack did knockback, the player's character takes 1/2 of the damage himself (instead of full damage if the target had not been knocked back) and in addition if he had any meters of movement left, he continues his move through into the ground and will take a full damage move through to himself (6e2,p70-71). For obvious reasons, this option may be less desirable to the player. The rules for downward knockback don't include bouncing so if I were GM I would probably describe the attack as resulting in an equivalent amount of damage to the ground, i.e. a big crater. I'm not familiar with increased knockback but if the player had the double knockback advantage (6e1,p334) the knockback would have 2x the body of the attack minus the knockback roll. For example, if the attack did 12 body and the knockback roll was a 4, the knockback would be 24-4=20. The downward knockback damage would then be +10d6. Needless to say this is a brutal attack and villains with breakfall should use it to try to stay on their feet and decrease their knockback damage. I hope this helps a bit.
  19. Re: Summon: Am I missing Something Here...? It took my group years to get used to the simple idea that Champions is not Dungeon's and Dragons. The system is not designed to keep players from ruining the game. It is designed to allow them to build anything they can think of. It's up to the players and the GM to keep the game from breaking.
  20. Re: Damage reduction Thanks for your replies guys. Definitely food for thought.
  21. Re: Damage reduction Interesting responses Christopher. For the sake of discussion, I would like to go into a few specifics if you don't mind. Thank you. I'm not sure I follow your first statement. Why does an attack being a mental power mean the target automatically knows it is one? He knows he was attacked but why would he know exactly what power was used? Where do you draw the line? Should the players also know how many APs are in a power in case they want to try to Dispel or Suppress it? Some examples: A villain has Invisibility and Teleportation both with the special effect of disappearing in a cloud of smoke. Do I have to tell the player that the villain is still standing there but is invisible even if the character can't sense him? If a player has a Normal Attack and an AP Attack, do I have to tell the payer the villain has Hardened Defenses so the character knows that his normal attacks may be more effect point for point? If a villain stops an attack with a shield, do I have to tell a player whether the villain used the barrier power (this is the way questionite shields were built in the past) or whether the villain used the block maneuver? What if the character has an indirect attack but didn't use it?
  22. Re: I like Playing Bricks! Is that wrong? Happy B-Day! I almost exclusively play bricks. Even when not playing a dedicated brick, I have to have some way to fill the roll anyway (such as a brick slot in a VPP).
  23. Re: Damage reduction This is an interesting discussion, I hope the OP (and my GM) doesn't mind the tangent as his question has been resolved. I personally feel that telling the player exactly what power is in use can create an unfair advantage. For example, a player is attacked by an illusion. Knowing whether the illusion is an Image or a Mental Illusion could affect the player's decision with information the character may not have, "That was a mental power, we are looking for a mentalist!". In the example at hand, knowing that Gargantua has more defense to some of my Drains than others makes me want to switch my choice of attack even though having a lot of STUN, Power Defense, and Damage Reduction may all appear the same to my character.
  24. Re: Damage reduction I happened to see the question here right after reviewing my attack there. To make things worse, I'm not sure I am going to be able to tell my damage is being reduced but I will leave those details to you.
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