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Doc Samson

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Everything posted by Doc Samson

  1. Re: Some issues with the Ultimate Series... Interesting points and two or three of them were actually noted by our group as well. For discussion's sake, here is how we fixed them. Adrenaline Sure: Change Aid to Succor and you not only halve the cost, you remove the upper limit. Replace Charges with 0 END. Add Continuous for Rapid Surge. Temporal Ambush/ Redirected Attack: Never noticed this one but I clearly think changing the slot to an Uncontrolled Ranged Missile Deflection and Reflection would be a much better build. Possession: We don't allow custom Advanatages like the +2 Possession Adder presented in the Ultimate Mentalist so we originally used the Ultimate Metamorph version for this power. Needless to say it doesnt work very well in most campaigns with an AP cap. Here is my personal solution for a character I played for awhile. Please note this type of character only works if the GM is willing to stat out a few villains for you each night. Radioactive Zone: No comment here other than that we usually don't allow custom advanatges or effects printed outside the core rulebook.
  2. Re: Here is a character for review... Your question about the sciences is a good one. Aside from the GM allowing complementary skill roll bonuses between them, I think they may overlap a little. Perhaps you could expand your knowledge of Gravity beyond physics to how it effects other sciences, such as Astronomy, Meteorology, Biophysics or Medicine (to study the efefcts of Gravity or Zero G on the human body), As a master of Gravity I might also invest in Environmental Movement: Zero Gravity.
  3. Re: Here is a character for review... This is the first flame I have seen here in awhile. I'm glad posts like these are not commonplace. I do however, have a few comments about your "help". 1) DEX 23/ SPD 5 is a very common DEX to SPD ratio in 350 pt. games. Why is it so hard to reason that someone who can can control gravity enough to fly could augment other aspects of their movement? 2) Spatial Awareness, as a Special Power, cannot go into a power framework without express permission from the GM. 3) If there is an AP limit in place in the campaign (I don't know if there is or not so consider this general advice) it would be more effective to buy a Naked Explosion Advantage on some of your STR (how much would be based on the AP limit) than to buy TK with No Range. I don't think you would need personal Immunity if you took a Limitation such as "only to drag things towards or push things away from the character", but that also would be up to the GM.
  4. Re: [Character] The Wall I like the concept, however I have a few comments. I think he's a wee bit over 200 pts. The total lack of resistant defenses makes him KA bait. The AE portion fo your HA will max out a 6d6, a little less than you wanted I think, have a look see at 5ER pg. 408 for details on how much STR you can apply to a HA with advantages. To simulate his great mass, you might want to incorporate Density Increase or Knockback Resistance.
  5. Re: Villain Team Name The Seventh Circle It's the most appropriate circle of hell for a supervillain... http://en.wikipedia.org/wiki/The_Divine_Comedy
  6. Re: [Character] Ferrous Awesome. I wish I could keep repping you. I would play this guy.
  7. Re: What Kind of Heroes do you GM? My group runs like a well oiled machine. Their characters always exemplify the archteype they choose and are completely teamwok focused. They are all talented roleplayers who despise powergaming. Ok, the above is half crap but you can't blame me for dreaming. Though my players like to use the AT terms, almost all their characters designed as hybrids with little focus on team strategy. Though they love roleplaying, they share an equal love for kicking butt. Rules debates during character generation are commonplace and the GM has to usually design villains as powerhouses or they quickly eat floor. It's an intense but fun group.
  8. Re: Help with a new Character(s) Unfortunatley, most creative uses of mind effecting powers tend to be very potent. My advice is (always) to make sure the GM gets what you are trying to do (GMs hate surprises) and have fun with it!
  9. Re: Help with a new Character(s) For part 1, I am going to agree with the above. The effects of Gestures (and Restrainable for that matter) are covered under the Focus limitation. However, due to the nature of arrows, you may be entitled to a second Focus for them as they can be taken away or broken seperately from the bow. Take a look at the Physical Manifestation limitation as well as it may be applicable. Also, based on how many arrows you carry for each power, the Charges limitation may save you additional points. For part 2, To spice up your Mentalist, I recommend taking powers that effect mental combat, but are not one of the few Mental Powers group. Here are some examples for a Dark Mentalist/ Shadowmind type: (Caution: Munchkinism Ahead!) - Invisibility to the Mental Sense group and an Autofire Based on ECV attack (If they cannot perceive you they are 1/2 DECV at range) - An AVLD vs. Mental Sense Group Flash Defense (not sure I have ever seen someone with Mental Flash Defense) - An EGO Suppress (this one is really bad news for the target if he or she has no Power Defense. See the rules for Negative EGO on 5ER pg. 37) - Mental Damage Reduction (this will obviously make you very tough against rival mentalists) - Find Weakness vs. Mental Defense (cheap and effective if MD is in your way) - Mental Sense Group Flash Mental Damage Shield (Being blind drops you to 0 OECV at range) - Killing Attack Based on ECV (like all KAs, a good roll can one shot an opponent, mental damage makes it that much worse) - A memory altering Mind Transform (no really, we are old friends) - Change Environment to reduce EGO rolls (good to hinder break out attempts) - Entangle Based on ECV (see 5ER pg. 169 for this nightmare) - Mental Sense Group Clairsentience with Discriminatory and Analyze (think Astral Travel) - Telekinesis Based on ECV (the versatilility of TK but using EGO, just make sure you take the option to apply it vs. MD or it won't be worth trying to do damage with) I think I could design a whole Mentalist without taking a single mental power using some of the above. I hope this gives you some inspiration.
  10. Re: Favorite All Time Hero/Villian/Group For Heroes, Doc Samson. When he is not being humiliated by the writer, he is an awesome blend of brains and brawn. Despite being played for laughs now, back in the day he was listed in Marvel's top 10 strongest heroes (listed as having the strength of the Hulk while calm) and at one point was even offered leadership of his own Avengers team (Avengers 252). For Villain groups there is one that stood out to me as the scariest. The Fourth incarnation of the Masters of Evil. Almost every member had super strength. They were brutal and savage and have credit for actually killing Hercules (well as dead as an Olympian can be, Avengers 274). Baron Helmut Zemo Absorbing Man Goliath Blackout Black Mamba Fixer Grey Gargoyle Mister Hyde Moonstone Screaming Mimi Tiger Shark Titania Whirlwind The Wrecking Crew -Bulldozer -Piledriver -Thunderball -Wrecker Yellowjacket (Rita DeMara) For Hero Groups, my favorite has become the Exiles. I love that the group is made up of secondary and less mainstream characters. For Villains, Thanos will always be the baddest of bad.
  11. Re: New Character - Captator Dii The only way I can think of it being useful to the player is as a Disadvantage (physical lim: on a failed knowledge roll character obtains false information that will impact him in negative way) or as a roleplaying opportunity. I don't believe there is any system in place for purchasing items at a negative cost and I can't see paying points for skill that it is better to fail at then succeed.
  12. Re: [Character] Triage I like him. Healers can be tremendously effective in a superhero campaign.
  13. Re: Persuasion Restrainable? Look, don't get my wrong, that player may have actually gotten physically assaulted at my game. I do however think this is a fun discussion of the rules hence my opposing viewpoints.
  14. Re: New Character - Captator Dii For the Analyze Metal ability, the build you have is what I would have suggested. A simple Detect (Metals) with Discriminatory and Analyze. For the Cheerleader Martial Art Style, I can't speak for other GMs, but I would allow it as it sounds unique and fun. In it's final stage I would model it very close to existing styles. I recommend something similar to this (remember you must take at least 10 APs of Martial Maneuvers)... Cheerleading 3 Cheerleader Base (Martial Grab) 3 Cheerleader Toss (Martial Throw) 4 Calisthenics (+1 DC) 1 Baton Twirling (Weapon Element)...this one may be skippable Acrobatics (Gymnastics) Breakfall (Tumbling) KS: Cheerleading
  15. Re: Persuasion Restrainable? Side question: My cat seems to have this one down when it's dinner time. Ultimately: Ok, how do you restrain a knowledge skill?
  16. Re: Persuasion Restrainable? This sounds like alot of extra work to me. What do you do if you change your mind and an attack type become more common? Do you then allow the player that wanted the limitation to change his build? What if another player has a limitation that doesn't get used as frequently as you planned? Do you remove it from him? If not, is that fair to the player whose limitation you didn't allow? To be honest, I think the system works pretty well as is.
  17. Re: Sure, I would allow 'doe' eyes. This is an interesting point. Based on the rules as presented this seems out of place too. I don't think social skills are inherently Restrainable or Entangle-able any more than a Knowledge Skill would be. Here is another "what if". Would you allow a Vampire-like character to buy Seduction with the Requires Eye Contact limitation? Why? How is this different from a Restrainable Persuasion?
  18. Re: Persuasion Restrainable? Hmm...this line of thinking concerns me a bit. Skills aside, are you saying that you base the whether to allow limitations such as gestures and restrainable purely on how many bad guys you plan on giving a Grab or Entangle attack? Also, please note that movement and actions (like running and attacking) are specifically covered under the description of entangle and grab and I think are different than what we are discussing here.
  19. Re: Persuasion Restrainable? I'll start by saying as a GM I would not allow Restrainable on a skill, I agree that it is inherent to most skills. I also would quickly bounce a player who was disruptive to my game...BUT! I'm goin to risk a beating and play Devil's Advocate for a sec. Would any GM here allow someone to use Persuasion without being able to move or speak? If you answered "yes", then shouldn't Restrainable be a viable limitation? It's only 1 single point after all. If you answered "no" please read on. Now suppose I had the cutest puppy dog eyes ever (think the cat from Shrek) and could get people to feel sorry for me with just a look (regardless of whether I was bound and gagged). Would I get to roll my persuasion then? If you answered "no" again then please explain why. For another example, how much talking Brad Pitt or Carmen Elektra would have to do to persuade you to do something (ok I know this may be Seduction but you get my point)? If you changed your answer to "yes", isn't the limitation now viable as this particluar character needs his body and/ or mouth free to be persuasive? I'm not condoning powergaming, I'm only trying to keep an open mind.
  20. Re: character build help thread: Pulse Can he turn the Absorption off to prevent overloading? If not Always On seems appropriate as this could be used against him.
  21. Re: New Character - Captator Dii Cool idea with some rep on top. Very interesting background too. I have a few suggestions, use them or not as you see fit. 1. Zero pts. on skills is a bit limiting. I understand he is young but even a few skills might increase your fun in and even out of combat. Possibilities include Hoist (from Ultimate Brick) or Breakfall to further expand his cheerleader training. Does he have a favorite subject in school? I bet Chemistry (Metallurgy) is going to be an interest of his soon enough. His lack of Combat Skill Levels could also prove to be a hindrance. How about to a few levels in OCV with Grab to represent all that cheerleader grabbing he does? 2. I love the metal mimic concept and would run with it even farther. A liquid form based on mercury, density control based on lead, more defenses based on Osmium or Iridium...the possibilities are endless. To simulate all the possibilities I would wrap his Life support and Elemental control together into a Variable Power Pool based on metal imitation. Limitations could include; Powers related to metals only, must have been exposed to (or must touch) the metal to be copied, can only copy so many metals at a time, ect. 3. You can also free up some points by shaving down that HUGE Con. I think anything approaching 30 is sufficient to guard gainst Stuns. 4. Holy Cow...I just realized this is a 250 pt. Character (on first glance I assumed he was 350). Based on campaign limit stuff, you masy find his STR, Defenses, and Stun are a bit high. If this turns out to be the case, you may have even more points to flesh him out with. Also, he has 100 base points and 150 disad points (250 pt. Champs campaigns are typically 150 base and 100 disad). I hope you find a game for him, have fun!
  22. Re: Density Control Question I think Transform is one of the suggestions in USPD I or II for this type of power.
  23. Re: [Character] Seizure I think the "Last Man Standing" Enraged is worth a rep alone.
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