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Doc Samson

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Everything posted by Doc Samson

  1. Re: Classic Marvel Superheroes RPG Good find.
  2. Re: Help me with a villian Alright, I'm gonna go crazy and revamp the whole team cause I think you have a cool idea started. Use what you like (if anything) and toss the rest as you see fit. I see a natural link between two of the character already, the "dog" and the "bird". This makes me think of a "Hunting Animals" theme. Wardog is already a cool name for a Hunting Hound based character so I would leave him as is (although I would add some super-tracking if he doesn't have it already.) I would Change Iron Angel to Iron Falcon or Iron Hawk after Falconry. I would make him a flying speedster, using diving Move By's and Grab By's as his attacks. I would change the third character altogther as you alreay have an "angel". I would make him a Ferret based character after Ferreting. He would be your stealth/ skill monkey character. I would give him super-tunneling to further make him mysterious and "Ninja" like. Finally, I would make the leader a Big Game Hunter and call him the Huntsman or the Master of the Hunt. His powers would include a Hunting Rifle Multipower and maybe some other hunting related super-gadgets like Traps and a Stealth Suit. The motivation of this team could simply be that they hunt superheroes for sport. Have the Hunstman rig the final battlefield area with a few Traps (like an Invisible Triggered Entangle, ect.) to make it a real challenge.
  3. Re: Metal Master I think these guys hit the nail on the head. Slowing the power down is the way to go. If you don't want to reduce the dice, then I think Power Defense is the best option. There was another thread around here with a Metal Controlling guy. He was looking for ideas for "super" metals to introduce into his campaign. Perhaps you can introduce a new metal (another meteorite or even artificially manufactured) into the campaign that has natural Power Pefense, for those reallly tough re-occuring villains or organizations? [edit]Ha! I just looked at the other thread and it's yours too! Well, my suggestion for a naturally Power Defensive metal still stands.
  4. Re: Archetype Twists My current character (Siphon, he's posted in the Brick Collection thread if anyone is interested) is the group's "Brick" except he has no super strength or invulnerability. Instead, his special effect is that he debuffs (i.e. reduces the effective of opposing attacks and defenses) his enemies down to managable levels.
  5. Re: Creating a Mimic Well...if the Mimic copies the Mime, then noone wins.
  6. Re: Help with a power write up Lots of good advice in this thread. A Variable Effect Change Environment can really make the character seem lucky as he will seemingly make all his roles while others fail their's. Just buy it 0 END, Persistent, and possibly Invisible so it is not seemingly activated by the character. A massive Invisible 0 END Persistent TK, bought with Trigger (Can define Trigger with each Activation, Activation takes no time, resets automatically after activation) can be used to buy many of the specific offensive effects you are looking for (walls toppling over, safes falling out of windows, cars hitting the heroes, ect.). Finally, for Defensive effects, an Uncontrolled Ranged Missile Deflection and Reflection can simulate attacks ricochetting into other heroes, stay bullets hitting gas tanks, and plain old near misses. All of these can go into a VPP, but I think there will be many effects you can duplicate with just these three. You can also use No Conscious Control to shave points. As You are the GM, you will be in complete control of the power anyway.
  7. Re: Brick Collection (Spin off from Normal Proofing Bricks) This is the character I plan to play soon in my group's current game. His concept is that he is an "anti-brick". I wanted to build a character that could function as the group's brick, but without super strength or invulnerability. The special effect of his powers is that he weakens the power of attacks that hit him and reduces the defense of anything he hits. A bit of powergaming went into the build so please feel free to comment if something doesn't look right to you. Name: Siphon Identity: Dr. Donald “Donnybrook” Brannigan Characteristics Cost 20 (30) STR 10 20 DEX 30 20 CON 20 20 BODY 20 18 INT 8 10 EGO 0 20 PRE 10 10 COM 0 8 PD 4 8 ED 4 4 SPD 10 10 REC 4 50 END 5 50 STUN 10 6” Running 0 2” Swimming 0 4” Leaping 0 135 Total Characteristics Cost Cost Skills, Perks, and Talents 3 SS (Statistical Physics), 14- 3 Analyze (Probabilities), 14- “Chaos Theory” 5 Gambling (One from each category), 14- 3 +1 with any three related Skills “Playing the Odds” 1 +1 Resistance, 14- 15 Total Skills, Perks, & Talents Cost Cost Powers END 20 “Entropic Force” Multipower, 40 APs, Extra Time: Full Phase (-1/4), Noisy (-1/4), No Figured Characteristics (-1/2) - 2u +10 STR, Armor Piercing (+1/2), Penetrating (+1/2) 6 2u +10 STR, NND (+1) (Defense is Life Support: Longevity, Regeneration: Resurrection, or Extra-Dimensional Movement: Time Travel) 6 30 “Suppression Field” Find Weakness with HTH (20), Uncontrolled (+1/2), +6 to Roll (30), Extra Time: Full Phase (-1/4), Visible (-1/4), Linked to Change Environment (-1/2) 0 24 “Entropic Aura” 1” Change Environment (5), Multiple Combat Effects (5), -6 DCV (25), -5 OCV (25), Extra Time: Full Phase (-1/4), Noisy (-1/4), No Range (-1/2), Self Only (-1/2) 6 30 “Dampening Field I” 75% Resistant PD Damage Reduction, Extra Time: Full Phase (-1/4), Visible (-1/4), Linked to Change Environment (-1/2) 0 30 “Dampening Field II” 75% Resistant ED Damage Reduction, Extra Time: Full Phase (-1/4), Visible (-1/4), Linked to Change Environment (-1/2) 0 15 “Dampening Field III” 50% Mental Damage Reduction, Extra Time: Full Phase (-1/4), Visible (-1/4), Linked to Change Environment (-1/2) 0 33 “Entropic Nimbus” Multipower, 50 APs, Extra Time: Full Phase (-1/4), Visible (-1/4), Standard Effect Rule (0) - 3u 5d6 Absorption, Varying Effect: PD or ED (+3/4), Variable Effect: Any Recovery related Characteristic (BODY, STUN, END, or REC) (+1/4) 0 3u 5d6 Absorption, Varying Effect: PD or ED (+3/4), Variable Effect: Any Movement related Characteristic (Run, Swim, Leap, or SPD) (+1/4) 0 3u Missile Deflection and Reflection, Deflect any Ranged Attack (20), Deflection at Range (+1/2), Uncontrolled (+1/2), +5 to Roll (10) 0 2u 1” Tunneling (5) through 12 DEF material (33), Trigger: Zero-Phase Action (+1/4), Walls Only (-1/2), No Noncombat Movement (-1/4) 4 1 2 PD/ 2 ED Damage Resistance, Extra Time: Full Phase (-1/4), Visible (-1/4), Linked to Change Environment (-1/2) 0 2 Enhanced Perception, +1 PER Rolls for five Senses (5), Extra Time: Full Phase (-1/4), Visible (-1/4), Linked to Change Environment (-1/2) 0 200 Total Powers Cost Cost Disadvantages 10 Wealth (Destitute) “Compulsive Gambler” 20 Age (Normal Characteristics Maxima) 15 Distinctive Features (Not Concealable, Noticed and Recognizable) “Huge Build” 15 Watched by the Police (More Powerful, NCI, Limited Area, Public ID, 11-) 15 Psychological Limitation (Very Common, Moderate) “Stubborn” 15 Psychological Limitation (Very Common, Moderate) “Reckless” 15 Psychological Limitation (Very Common, Moderate) “Addicted to Gambling” 20 Reputation (14-, Extreme) “Embodiment of Chaos” 20 Social Limitation: “Public Identity” (Frequently, Severe) 5 Unluck (1d6) “Bad Luck” 150 Total Disadvantages Cost 350 Total Character Cost Background/ History: Donald Brannigan was a brilliant Research Statistician before his “accident”. He used his knowledge of probability and statistics to successfully gamble his way through college. He became obsessed with gambling and the high he got when he beat he odds. He used his earnings to finance his promising research career. Unfortunately his luck eventually ran out. Unable to pay his massive gambling debts, one of his creditors had him thrown into his latest experiment, a large experimental machine involved in the study of entropy. His body was transformed by the entropic explosion, turning him into an avatar of chaos. His body is now huge and ripples with muscles and, when his powers are in use, he is surrounded by a dark aura that drastically increases the entropy of anything it touches. Though he in fact does not have super strength or invulnerability, attacks that are directed at him are dramatically reduced in effectiveness and anything he strikes is weakened to its breaking point before he even touches it. Siphon uses his newfound power to fight criminals like the ones that tried to kill him. Personality/ Motivation: Although Siphon was once a brilliant scientist, he much more prefers playing the role of the raging berserker. He is addicted to risk and taking chances in almost any form. He is stubborn and headstrong and more prone to action than discussion. Though he tries to be a hero, the path of destruction he leaves in his wake makes the authorities uneasy. Consequently, they tend to keep an eye on him whenever he is in the area. Siphon revels in the chaos that seems to follow him wherever he goes. Powers/ Tactics: Siphon is essentially an “Anti-brick”. Instead of having massive strength and resistance to injury, he lessens the potency of attacks that target him and weakens the defenses of those he attacks. Because he becomes more powerful when he is struck, he will often charge recklessly into combat without attempting to avoid blows. Costume/ Appearance: Siphon is 6’6” tall and weighs 330 lbs. His costume is black and red with an “S” on Chest (which is the symbol for entropy). While powered up, shadowy after-images trail his every movement. Quote/ Catch Phrase: “If you think you got me figured out you might be close, but close only counts with horseshoes and hand grenades.” Campaign Use/ Archetype: Antihero/ Anti-brick
  8. Re: Need an 8th PC character concept and some other help I'm still rooting for the Shaman guy. He can also be your infiltrator as well. If he imitates (or transforms into) animals, he could imitate something stealthy and agile for example. If he summons animals, what is a better spy than a mouse or a fly? Based on how you build him he can fill any of the roles you are looking for, though I would avoid having him be able to easily duplicate the other ATs (such a Bear form with a 60 STR).
  9. Re: What is awsome? There is an example power in tUB (Super STR Smash-Through IIRC) that uses tunneling, only vs. walls, with a trigger to simulate characters that aren't slowed down by walls.
  10. Re: Creating a Mimic There is a good example in tUM which allows you to not only copy powers, but also copy special powers, power frameworks, and skills (which normally cannot be in a power framework). Is very similar to Odd's suggestion. I suggest a Multiform Variable Power Pool. This allows you to totally copy the target, as opposed to just copying powers. Here's a crude example build... V.P.P. "Mimic Pool" Control Cost Modifiers: - No Skill Roll Required (+1) - One Type of Power: Multiform Only (-1/2) - Multiform only Mimics Target (-1/2) - Powers, Skills, Perks, and Talents May Only Be as Powerful as Target’s (-1/2) - Requires a Successful HTH Attack Roll (-1/2) The GM can limit what forms the character can copy by placing a limit on the Pool Cost. For example, if the GM only wanted you to be able to copy upto a 350 pt. character, the pool cost would be limited to 70 pts. I hope this gives you some ideas.
  11. Re: Need an 8th PC character concept and some other help This sounds like a cool concept.
  12. Re: Need an 8th PC character concept and some other help I figured the Growth/ Density Brick had that covered, though a full shapeshifter is always fun.
  13. Re: Need an 8th PC character concept and some other help Of the 11 Champions archeypes, it seem you are only missing a Martial Artist and a Weaponmaster...so my suggestion is a just that, a Martial Atist/ Weaponmaster. As Asian martial artists are the most common type, how about something a little off the beaten path? My suggestion is a Greek Hero style Martial Weaponmaster, such as Achilles as portrayed in the movie Troy. Also, the upcoming Frank Miller move 300 should have a ton more inspiration for this type of character. Some names that jump out at me for this concept include Spartan, Phalanx, and Talos. I hope that helps. [edit] BTW, I think all your other concepts are cool (names too, though I might go with the spelling "Psyche" for the mentalist) and seem like a great introduction to the comic book archtypes.
  14. Re: Power suggestions for a "Perfect" human being If you are going more for physical perfection than this may not help (not to mention these are costly suggestions) but you can use some Powers (with a few limitations) to imitate very strong interaction skills. Examples include Mind Control for Persuasion and Intimidation, Telepathy for Conversation and Interrogation, ect. One possible example in comics could be Clark Kent. What level of Acting would the most famous person on the planet need to convince a room full of investigative reporters that he was someone else...using only a pair of glasses! His skill in Acting (including a Complimentary Disguise roll for the glasses) borders on a Sight Group Shape Shift.
  15. Re: Power suggestions for a "Perfect" human being Clinging to represent flawless Climbing skill. Invisibility (with a limitation or two) to represent flawless Stealth skill. Position Shift Adder on Running to simulate perfect Breakfall.
  16. Re: The Babel Effect 5ER page 352, "Voice as a Sense". A Voice is essentially a 20 pt. Sensory Power that you cannot percieve anything with, but can be effected by Darkness, Flash, ect. A 20 pt. Voice Drain/ Transfer or Darkess/ Flash may create the effect you are looking for without being too cheap in cost for the result. BTW, cool idea sundae with cherry rep on top.
  17. Re: The Godzilla Scenario
  18. Re: VPP, Shapeshift and You Here is the shapeshifting power build I used for a past character named Jinn. His primary power was the ability to shapechange into anything that would fit into our 350 pt. campaign. "Shapeshifting" Variable Power Pool Pool Cost: 70 pts. Control Cost: 35 pts., Zero Phase Action (+1), No Skill Roll Required (+1), One Type of Power: Multiform Only (-1/2) Total Real Cost = 70 + 70 = 140 pts.
  19. Re: WWYCD?: Champions Universe Zombies I'm with Vestnik. As I am currently playing in a villain game (a short until our GM gets back), I would try to get home...with a zombie...and infect my home dimension as well.
  20. Re: Mental, the short stick? I think you missed my point here. I wasn't trying to imply that Professor X has a 60 pt. Mind Control, but that it's not fun for any mentalist with maxxed out Mind Control (at any power level) to have normals break out of it so easily. Even using ghost's example (EGO 8, average roll of 42, EGO +20 desired effect) the average Joe will break out of mind control on the first try more than 1/3 of the time (a 9- roll). I suggest to any who have not played a Mentalist to try one. You will find that the GM won't "always" agree with what you think is an EGO +20 vs. an EGO +30 effect and that Breakout Rolls succeed more than you would like against those with "average" EGOs.
  21. Re: Speedsters: Fisrt off, the Ulimate series is great if you are looking for new character ideas. I would get it US first if character creation is your goal, however, if you are currently campaign building then Champions may be more useful. As far as speedsters go, I have played a few. I try not to be pushed into the "Flash" mold as many other archtypes can also be considered speedsters. Take the Rhino for instance, sure he looks and smells like a Brick, but is he doing more damage with his strength or running move throughs? It can be hard to seperate which is more integral to the character. Another example is Nightcrawler. He does damage with simple punches and kicks, but all his "tricks" come from his teleportation movement power. Is this really so different than the Flash? My best advice for Speedster building is the same advice I give for every other character type, decide what type of concept you want to play then build the powers around it. There are alot of great speedster concepts to be played that don't have anything to do with running! I hope that helps.
  22. Re: The Munchkin Build Contest 1) Actually Expendable Abilities work a little differently (5ER pg.105). The damage would come out of the boosted points first (after the first few hits, damage done would be coming from the extra points each phase). 2) This, unfortunately, is very true. I was toying with adding a Trigger to it to have it restart when shut down. 3) Yah, not sure what I was thinking here as you don't have to roll to hit yourself. I'd probably replace this with a Trigeer as above. 4) I am that drunk sir! 5) Habit I guess. Though we allow crazy power builds, we strictly enforce our house rule AP limits. It creates alot of metagaming, but I am lucky to have players who roleplay as well as powergame.
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