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Doc Samson

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Everything posted by Doc Samson

  1. Re: Seeking opinion on Succor, Self Only Very True. Though we allow Succor in our campaigns, it doesn't exempt the character from our 60 AP max rule (i.e. a stat can't be Succored above 60 APs). The same goes for large VPPs.
  2. Re: Seeking opinion on Succor, Self Only I'm also not sure about the Sweep but I have seen a few 0 END + Continuous Succors. It's a little slower but at least is automatic.
  3. Re: Harpoon Man -- Advice Needed Stretching will cover this as well. Use a simple Grab to stick it into them and then you can pull them as you wish. Focus or Physcial Manifestation will cover the SFX that it is not your body but a harpoon. Hope that helps. "GET OVER HERE!"
  4. Re: Density Control Question As suggested, Energy Blast with Range Based on STR sounds good for the first power. I like STR Drain better than Entangle for the for the second power as imho the effects should linger longer than simply "breaking out" of the Entangle.
  5. Re: Amalgam Universe Campaign Ok, in that case I recommend an amalgam of Atom Smasher (an old Iron man and Black Goliath villain) and Solomon Grundy...that's right, it's Atomic Grundy! (an extreme "wedgie" for all you civilized folks).
  6. Re: Amalgam Universe Campaign Thor + Captain Marvel (Shazam) = The Northman Wisdom of Odin Strength of Magni Stamina of Modi Power of Thor Courage of Baldur Speed of Hermod
  7. Re: Three years later... Some good juices flowing above already. Here are some suggestions. Hope they help. 1. Have an Arch-Villain type baddie kill the NPC group bringing the heroes out of retirement. 2. Have the NPC group become villains and the group comes out of retirement to "take care of their own". 2a. Real villains - they have had enough of her wook and now just want to be rich and powerful. 2b. Framed - they have been set up by an evil organization (the government?) into doing something bad. They may have been tricked, but they still have to pay for their crimes. 3. Hero Fight! - not getting the respect they deserve, the NPCs challenge the "old guard" to a public sparring match. After losing, they fade from the public eye (but maybe return later?). 4. Friends - Have the NPCs contact the heroes with some revelation about a common nemesis (Viper?). The teams join together to form a supergroup and combat their common enemy. Sometimes having NPC heroes as part of the "team" can add flavor to the time between story arcs.
  8. Re: What is the proper way to buy "slow" Growth? Thanks for the great input all.
  9. Re: Character Concept Question Hmm...the others already beat me to some good ideas. here's what I am thinking anyway. 1) Zero Mass - Desolidification package including life support. Near Zero mass could be duplicated with Damage Reduction. Zero Gravity - Flight and/ or Gliding Zero Point Energy (absolute zero) - A paralysis or freezing attack. Could be done with a Transform or an Entangle. Another term for zero is null. Another term for nothingness is Void. A Null Field might be built using Suppress and Darkness. Void Travel could be used to duplicate EDM or Teleportation. 2) Zero is often the designation for the first of something. Perhaps the character could be the first superhuman in your campaign world, or the first from whatever source (ground zero) bestowed the powers (experimental subject zero). 3) I could see either. Other random stuff from Wikipedia
  10. For example, lets say I want it to take a full Turn for my character to achieve his maximum size, what limitation is appropriate? Extra Time makes a power interruptable, so that would seem to be prohibitive of using the power in combat. Gradual Effect seems to be too small a limitation for the effect. How would you buy Growth that takes awhile to achieve it's maximum effect, but is useable while increasing? Thanks in advance for help.
  11. Re: Drain variable stat power I think this is the way to go. -1 Level of NCC on a naked Variable Effect advantage.
  12. Re: Toying with new character concepts Mentalist without Mental Powers has tons of possibilities. Arkham's idea about pyrokinetics (Indirect EB) is exactly the type of stuff I was thinking. Some other thoughts... Spirit Channeling (Images) Psychokinesis (Telekinesis) ESP (Clairsentience maybe including Post- and Pre- cognition) Astral Travel (Desolidification or EDM) Psychic Healing (Healing) Body Control (numerous Transform effects) Speaking in Tongues (Universal Translator) Do a search under Parapsycology online for tons of ideas. [edit] Concepts 1 (generic Metamorph) and 3 (generic Transform) seem pretty standard just with a specific special effects.
  13. Re: Force Field LImitation Question I agree with this. The choice of going FF over other Powers (like Power Defense or Mental Defense) or Characteristics usually depends on what the GM will allow in a Power Framework.
  14. This is character I played some time ago. He was alot of fun to play but he could also be used as a misunderstood villain. As his powers are bought via Multiform, you need to be prepared ahead of time to get the most use out of him. He may be a bit thin on skills for some, but it would be easy to dump the Regen and Life Support to free up points for more background stuff.
  15. Re: Help Building Mimic Type Character This is definatley way to go as it allows you to copy Skills, Perks, and Talents as well as Powers and Characteristics. Here is a possible build allowing you to copy any 350 pt. or less character (just change the base and control costs for higher or lower level campaigns)... If you want to be able to do this on sight alone, remove the HTH Roll (-1/2) and Skin Contact (-1) Limitations. If you only want to be able to copy humanoids, add that as a Limitation (sounds like a -1/2). IMHO, I think only being able to copy the abilities of one person at a time is a pretty big Limitation (maybe -1) as the mixing and matching of abilities is where this type of character shines. I hope this gives you a starting point.
  16. Re: You know you've got problems when... This really happend and the character did not survive it. You know you've got problems when... you charge into a room and all the minions target you with a BODY Drain. I was dumb to run in alone. You know you've REALLY got problems when... you look down on your character sheet and see you forgot to take any Power Defense. This was even dumber as I was the group's Brick.
  17. Re: Need a Name for a Temporal Prison The C.L.O.C.K.
  18. Re: Make everyone fight at your level... a heroic fighter in a supers world. I may be way off base here, but what I think he's looking to do is "give Superman the Red Sun Treatment." What I mean by this is, he's a norm (well a marts norm) and he wants to turn super baddies into norm abddies (not incompetent, just not super) while they fight him. It's a plot device used by villains for ages. Note that the hero still wins, he just has to do it without his powers. I think i remember a de-powerd Clark kent kicking lex Luthor's but before.
  19. Re: Make everyone fight at your level... a heroic fighter in a supers world. I wracked my brain over this for a few weeks while designing a similar character. I tried numerous Drain and Suppress builds, but they are always mammoth in cost for relatively little effect. Here is a few things I did. Though expensive it was a fun character. Some of the suggestions above are very good. Damage Reduction is a great unresistable way to simulate reducing a foes damage (as opposed to increasing your resistance). It's also great to represent a "Personal Suppression Field". You could scale (via a limitation) the amount of DR based on the attack. For example 75% Resistant Damage Reduction, Limited Power: Each level of DR (25%, 50%, and 75%) Only Applies to 4d6 of an attack (in order from 25% to 75%). I used an NND vs. Normal Characteristics Maxima for one attack. This one will get argued but even in the supers heavy DC universe it's hard to argue that NCM is not extremely common, just not for supers. Ultimatley it's up to the GM and we are not talking about extreme damage here anyway. For another attack I had an AVLD vs. PD of 8 and below (norm max). It's not alot of defense but everyone has it. Again this will be up to your GM. An alternative might be AVLD vs. Lack of Weakness. To simulate that my normal attacks affected everyone equally, my GM allowed an Uncontrolled Find Weakness. At the 15- level I was usually able to make 2-3 rolls (obviously less or none if they had Lack of Weakness) which would bring even the mightiest PD down to reasonable levels. Armor Piercing and Penetrating attacks can also be used to simulate "Suppressed Defenses" though Hardened is a common defense. There are alot of ways to reduce an opponent's OCV and DCV to normal levels. You can simply buy up CSLs with OCV and DCV, but I imagine if you don't want any stats in superhuman ranges, you may not want superhuman skill levels either. You can use Penalty Skill Levels, but they are resistable with Power Defense. Finally, and this one will surely bring jeers from your GM, you can buy a Change Environment "Suppression Field" vs. OCV and DCV, No Range and Self Only. It doesn't make sense until you read the Stealth Suit example under CE in 5ER. It's expensive but unresistable. I hope this helps or at least gives you a few ideas. I have to warn you though, to achieve this effect you will probably spend more points than others in your group to be roughly the same power level. [edit] Also, don't forget to take just a few points of Combat Luck or Damage Resistance so you don't get shredded by killing attacks. [editII] The one problem I was not able to beat was superuman SPD scores. I finally settled on a 0 END Continuous SPD Suppress, Limited to reducing SPD down to 4 (norm max). Again, not a cheap power. [editIII] Heh, I'm remembering why I retired this character. Not having a superhuman movement power sux. Make sure you save points for a vehicle (doesn't feel very super though).
  20. Re: Need a Name for a Temporal Prison In our game we call the superhuman detention center "The Labyrinth". To continue the pun the bulls (a slang term for prison guards) are called "Minotaurs". It is also often referred to as "The Maze"
  21. Re: Regrettable Disads As above, if your GM is a stickler for Hunteds, any 14- Hunted is a pain in the backside.
  22. Re: The Things That I've Learned Facing Bricks I don't think this is Brick specific. Movement damage can also be used by those who use HKAs and HAs (such as Martial Artists and melee Weapon Masters) and is most frequently used by the Speedster AT. By the way, I always liked your name (Hyperman).
  23. Re: The Things That I've Learned Facing Bricks You make a good point. I don't think Bricks are any sort of problem, especially when compared to the effectiveness of other ATs such as the Mentalist (this is by no means a Mentalist bash, just an acknowledgment that Mental Powers are very effective for their relative cost). They do however tend to have an AP max STR (strength is also prertty effective for the cost, plus you get 10 pts. free) and AP max Defenses. In the comics, this combination ususally makes them the fist into a battle and the last one out. This can be a little intimidating to less combat focused ATs (such as the Gadgeteer who tends to spend as many points skills as attack powers). Even from a Balance standpoint, I don't see this as a problem but I can understand why less combat oriented ATs may want to be aware of effective tactics to use against the more combat oriented ATs (including Martial Artists who usually end up exceeding damage or CV caps due to the way Martial Skills are buit.)
  24. Re: The Things That I've Learned Facing Bricks Nope, I don't think you do. "Pull Bulk's Finger! Bulk is smelliest one their is!"
  25. Re: The Things That I've Learned Facing Bricks I play alot of Bricks. if I were to use that knowledge to take one out, here is what I look for. Attacks - Grabs: Have a Grab defense or it will be a short fight (even shorter if the Brick has powers such as Extra Limbs, a Clinging Damage Shield, or extra Casual STR). Defenses include abilities such as Teleportation, Desolidification, and a high Contortionist roll. At the GMs option, Growth, Shrinking, and Stretching may also be used to escape a hold. - Move Throughs: Avoid these at all costs. When you see one coming, abort to any defense maneuever or power you can. If you can take a full Brick Move Through without being Stunned, then you are a Brick. - Haymaker: Easy enough to avoid, and avoid them you must, unless you are Stunned. Abort to get out of the way if you have to. Defenses If possible, find out what Defensive Powers you are up against. With GM approval, Analyze, KS: Bricks, Detect Defenses, or even Telepathy can be used to determine this. Though Bricks spend more on defense than any other AT, they are bound to have an Achilles Heel. Find Weakness, Adjustment Powers, Mental Powers, ect. can take a Brick without the proper defense down fast. Knowing if a Brick has a Vulnerability or Susceptibity that you can exploit is another way to punch through a Brick's normally formidible defenses. Movement Powers Try to find out what mode of transport the Brick uses. Don't assume you can just Fly away! Some Bricks Fly too. Move Through specialists can be as fast as a speedster, during their phases. Be aware that Leaping, a very common Brick movement power because it is based on STR, is half the cost of other popular movement powers such as Flight and Running. Running away doesn't work when your full move is equal to the Brick's half-move. Be especially wary of the Tunneling Brick, as a Brick that can attack an opponent while at a DCV penalty is a scary thing (Extra Limb single target Grab Sweep anyone?). Senses This is often a weakness in many Brick builds as you cant's squash what you can't hit. Flash, Darkness, and Invisibility against the Brick's targeting senses will obviously mitigate alot of damage. A well built Brick may have an alternate targeting sense. Knowing what it is could mean the difference between victory and immense pain. As it can become very expensive to cover all your sense groups, AVLD vs. Flash Defense can be a good tool to exploit this common weak spot (Sorry Bashmaster, I don't know why you didn't take any FD vs. Smell, heck you don't even have a nose!). Miscellaneous It is of the utmost importance to know before you pick a fight with a Brick (see above for suggestions on how to determine this) if the Brick in question has any unusal special abilities, such as a devestating heat vision attack or an adrenal disorder. All Bricks use STR (mostly)! A Brick without alot of Power Defense can be dramatically reduced in power with a small amout of STR loss (math available upon request). Drain is good for this and if you can afford the END, Suppress is even better. Finally, if you get attacked by a Brick while unprepared, lay down and play dead. Nevermind, that's bears.
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