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Doc Samson

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Everything posted by Doc Samson

  1. This is a character I played a few campaigns ago who died on the first night of play. He was inspired by a Super Skrull thread that was current at the time (it was about characters with the powers of an entire team) and the Exiles series (Mimic in particular). He is horribly powergamed (too many Limitations on everything), but as he died on the first night of play I would have to say he still wasn't tough enough. He should really be a 450 or even a 600 point character. If you hate powergaming, feel free to skip to the background stuff. I'll try to anticipate some build questions that may come up if he catches anyone's interest. I feel like I might get bashed for posting this character, but I'm bored and someone might enjoy the read. Elemental Powers - The elements he draws on are Metal, Wood (two of the five classic Chinese elements), Wind, and Void (two of the five classic Japanese elements). Restrainable - To use any of his Wind-based movement or speed powers he must be free to "spin". Succor - The Succor is a BS power. To allow it, we imposed the limitation on it that it automatically shuts off (removing all added points) after one turn. Change Environment - Along with his extra SPD, this power is used to simulate superspeed (anyone he attacks takes a penalty to DCV). The build is based on the Stealth Suit example under CE in 5ER. (not so) Superspeed - I didn't spend any points on DCV or Lightning Reflexes on purpose to simulate characters like Superman and Martian Manhunter who are super fast, but still seem to get hits alot and react at normal speed. Regeneration - The first story involved a Dark Dimension so his Photosynthesis powers weren't working when he died. OIHID - For sfx purposes, he actually has four seperate "identities" active at the same, each with it's own difficulty in changing forms and way to prevent the activation of powers.
  2. Re: Who plays: Jack of all trades, master of none Interesting. I believe the target of a mental power always knows the source of the attack (5ER 119) unless it is bought Invisible to the mental sense group, even if the target does not have mental awareness. I think the Shape Shift power (mental sense group) with the Imitation adder (5ER 217) would do the trick though.
  3. Re: Megascale Move(damage) question This always how we always handled it. You are either going to end up with a one-shotted master villain or a dead pc (or both). Either way, I don't see and upside to allowing Megascale to effect damage.
  4. Re: [Character] The Demolisher(s) No Problem.
  5. This is a homage to the Wrecking Crew.
  6. Re: Who plays: Jack of all trades, master of none I am currently playing a Ben 10 homage using monster forms (Monster Man) that would fit this mold. Instead of packing it onto one character, he uses multiform. Because I can function as several different archetypes, I was careful to make sure I was second fiddle in each.
  7. Moved to proper forum. Please Delete.
  8. Re: CHAR: Vox I stand corrected, Drain is the appropriate power for such an effect. I was under the impression that DEF and BODY in regards to breaking objects were Dispellable.
  9. Re: CHAR: Doctor Atomic If I'm reading it right, the DR is only against radiation.
  10. Re: CHAR: Vox I ruminated on this character overnight and, as a talentless but aspiring comic writer, I have to say I think this character is worthy of being published. I don't even like sonic powers as most of my creations are bricks, but I feel like this character has that "undefinable quality". Usually I look at posted characters and at best think "that might be fun to play" but I would be interested in reading more about this character as he developed. Just reading the character history I was left feeling like "Well, what happens next?" This is a rare praise for me. Did this concept hit a chord (pun intended) with anyone else, or is it just me?
  11. Re: Possible New Player/GM with Questions Though I agree the point based character generation system can be daunting in the beginning, once you get the hang of it you will never want to go back to another system. The flexibility to be able to create anything you can think of is addicting. As far as game play, the flow of the game is quite simple and can be gotten used to in a single session.
  12. Re: Hero (and Villain) Poseurs... As above, The Tick and The Specials are good fodder for this type of concept. Other places to look would be The Mystery Men (movie), The Legion of Substitute Heroes (DC Comics), and The Great Lakes Avengers (Marvel Comics). I am actually planning an upcoming storyline in my game where a group of rejected heroes with seemingly useless powers attack the players. They have since trained both in creative uses for their "useless" powers and how to work as team to cover eachother's weaknesses.
  13. Re: CHAR: Vox I'm not sure if you are shopping for more slot ideas for the VPP, but if you are, how about imitating an opera singer's ability to use resonance to shatter glass? If he can increase the volume of sounds he imitates, he might be able to shatter anything that resonates (such as metal.) I could see this as a BODY Dispel against inanimate objects. I think a deafening martial arts type "Kiai" shout (with increased volume) would be cool too. Maybe build it as a Cone Explosion Hearing Flash. Again, the idea of a sound mimic is very cool, well done.
  14. Re: Muscle control Maybe Contortionist and Double Jointed if he capable of unhinging his joints or if he can use his muscular control to aid in breaking holds.
  15. Re: Morphic Man Well, the section of the Ulitmate Metamorph devoted to Stretching powers is a bit repetitive with multiple Energy Blast builds based on "Bouncing", a few Entangles based on "Malleability", and a couple of Missile Deflection powers based on "Flexibility". To be honest, though I place the book as possibly my favorite, the Stretching section wasn't overly inspiring. I have played a few Stretchers, however, so here are some suggestions. Most of the Body Control powers fit well, and conveniently many add damage to your attacks. I would put several of them in a Power Framework. Here is an example. Assuming a 12d6 (60 AP) campaign, your character could have a 20 STR and put these powers in a (non-ultra) Multipower. Notice how even if you divide points between slots, you stay at 12d6 damage. Stretching Powers Multipower (60 pts.) "Stretching" 12m 12" Stretching (+4d6 velocity damage with all points in slot*) "Expansion" 12m 8 levels Growth, 0 END (+8d6 STR damage) "Hardening" 12m 8 levels Density Increase, 0 END (+8d6 STR damage) "Compression" 12m 4 levels Shrinking, 0 END (+8d6 Growth Momentum damage) "Elasitcity" 6u Desolification, 0 END Powers that modify STR also fit Stretching characters well. "Fists into Weapons" +4d6 HA, 0 END, Linked to Stretching (brings your Stretching damage up to 12d6*) "The Wrap Up" Extra Limbs (can be used to Grab and still have your hands free) "The Wrap Around" Clinging with extra STR (use with Stretching for vertical movement or for Grabs) For Defenses, a combination of Resistant PD and ED and Damage Reduction will give you the ability to "Bounce Back" from lots of damage without stepping on the Brick's toes. For Movement, Leaping, Useable as Swinging should give you all the Stretching based mobility you need. To broaden his Shapeshifting, I suggest Shape Shift vs. Sight and Touch Groups with Adders based on his level of skill (Cellular, Imitation, Instant, Makeover, ect.). I hope these suggestions help a bit, or at least give you some ideas.
  16. Re: Analysis Thread: Synergistic Advantages Oh yah, I forgot Tunneling and Indirect Attacks.
  17. Re: Sister Bliss This one? http://en.wikipedia.org/wiki/Battle_pope
  18. Re: Sister Bliss To be able to use the Luck power on allies, you can take the Advantage (they raise the cost of powers) Useable On Others. Alternatley (there are usually multple ways to create an effect in Hero) you could take the Aid power (such as a DEX Aid) to bestow blessings on your allies. As a fan of both DnD and Champions, I can say the character creation system can be a bit daunting in the begininng. After you get the hang of it, however, you will wonder why you ever played another system. You can literally make any power or ability you can think of (and is allowed by the GM). Have fun and welcome to Champions! [edit] Bah, was adding my advice but Hat beat me to it.
  19. Re: CHAR: Vox I like it with a rep sammich.
  20. Re: Disturbing Character premises... Youe not kiddin.
  21. Re: Disturbing Character premises... Here is a character I never got to play. He was a mime, complete with creepy white clown makeup. His power was that anything he pantomimed was actually real (but invisible). If he mimed climbing a rope, he could climb it. If he mimed a wall, it was there and would block attacks. It was essentially a VPP with IPE and Gestures. The GM threw the character out when he got to the "Chainsaw" slot.
  22. Re: Hadoken! I all about extremes... Buy Megascale on the HA and apply it to the Knockback.
  23. Re: The Ten Eyed Man I'm thinking a Limited Range (1") Calirsentience with a seperate sense than your Normal Sight (such as buying Normal Sight again as the base power, costs 25 pts. as desribed on 5ER pg. 351) is the way to go. Reasons: Claisentience is already Indirect (description on 5ER pg.352) so you will be able to look around corners, ect. Indirect only on your Normal Sight will mean that your hands will still get Flashed by single target Flash attacks, which may not make sense if the Flash targets your face.
  24. Re: Looking for ideas for a "useless" power. Lol your not kiddin, but on the bright side the extra info inspired me to create a whole team. Thanks for all the great input everyone! I am going to have my terrible would be heroes audition to be members of the player's team (they are mid level heroes in a large team that includes many NPCs). If all goes to plan they will return to exact revenge on the heroes that rejected them. They will not only have trained in creative uses for their "useless" powers but they will have trained how to use their powers as a team. Here is the roster for The Losers. Block (Stone Boy homage, Legion of Substitute Heroes) Spectrum (Color Kid homage, Legion of Substitute Heroes) Detonator (Mr. Immortal homage with the addition of bombs, Great Lakes Avengers) Gateway (Doorman homage, Great Lakes Avengers) Excavator (Shoveler homage, Mystery Men )
  25. Re: Looking for ideas for a "useless" power. Great stuff and I didn't realize Infectious Lass was so powerful either. Anyone have any more power ideas for a Stone Boy type character (invulnerable form but can't move while in it)?
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