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Doc Samson

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Posts posted by Doc Samson

  1. 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.

  2. 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.

  3. 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.

  4. Re: Help with a power write up

     

    I always figured that a completely uncontrolled power by necessity implies that the character is free to do something else on his phases. I mean' date=' how could it not? What's he doing, just randomly freezing in place?[/quote']

     

    Well, the Uncontrolled advantage says you still have to activate the power as normal, but that it maintains itself without thought from the user after (I interpret this to mean it doesn't cost an action, which constant powers don't anyway). Not a big deal for Constant Powers, but instant powers need to be bought Continuous or else they will cost actions to keep using.

  5. 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.

  6. 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

  7. 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).

  8. 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.

  9. 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.

  10. 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.

  11. Re: The Babel Effect

     

    I'd thought of Flashing Voice' date=' but this should also affect the printed word, too.[/quote']

     

    I see your point. I think the same model (i.e. treat it like a Sense that can only Transmit) can be used for Writing also. Writing (Sight) can also be stopped via a Flash or Darkness just like Voice (Hearing). You could use a +1/2 Adjustment Advantage on the Power (using 20 pts. as the value to overcome) to allow it to effect 2 powers with related effects (language) at the same time. I think this fits the spirit of the rules.

  12. 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.

  13. Re: The Godzilla Scenario

     

    Mechanics: Note that the Bestiary Godzilla is kind of a wuss compared to a full group of 350 point Supers using the Teamwork skill. Don't be afraid to layer on the Damage Reduction' date=' pump up the CON, PD and ED, add more KB resistance, and do everything you need to make this a memorable fight. also, make sure his attacks are doing enough DC to scare the heroes. They should feel like they accomplished something by the time they take him out.[/quote']

     

    This would be my advice too. As he is alone, give him enough of every defense that no single player will take him down too easily, but not so much that anyone's attacks are useless. Full Damage Reduction and extra CON will keep the players from chain-stunning him with Coordinated Attacks and force them to pace themselves else they run out of END before he falls.

     

    If they start to overwhelm him too quickly (due some lucky rolls or brilliant tactics), use the environment to put some of the team on the defensive (i.e. have him attack a building if any of the characters have psych lims involving helping those in need or a boat one of the player's DNPCs happens to be on, ect.).

  14. 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.

  15. Re: WWYCD?: Champions Universe Zombies

     

    Side WITH the zombies and rule my new Kingdom of the Undead! :)

     

    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.

  16. Re: Mental, the short stick?

     

    Professor X does not fit inside a 60 AP max campaign. I think you should discuss your expectations with your GM.

     

    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.

  17. Re: Speedsters:

     

    I've run (and GM-ed for) a number of speedster characters in the past. I had to kind of creep up on the challenge of building a speedy character.

     

    My first build was a character with a Dex of 50 and speed 12. Of course, since we were limited to 250 points, that left only 70 points for everything else. Once I started playing this guy, I realized that SPD 12 and REC 5 means that Captain Zippy turns into Captain Gasping-For-Breath very quickly.

     

    I just bought Star Hero this month. Champions is next. I don't own Ultimate Speedster (US). If you have US, why should (or shouldn't) I buy it before I get Champions?

     

    Some of you are very experienced with this sort of thing. How do YOU create 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.

  18. Re: The Munchkin Build Contest

     

    Quite amusing but...

     

    1. This is not 'heal' - the points you lost from an attack are still gone until recovered normally: you can be unconscious and not know it with this power.

     

    2. There has to be a reasonably common way to switch it off, even if you do have 'always on' and 'persistent'. That is going to be the real pain, once your enemies learn the shut down code :)

     

    3. Succor is already continuous (well constant - which is what the continuous advantage does - it is not needed)

     

    4. A GM would have to be very drunk to allow a power with a sizeable autofire in it anywhere near his game.

     

    5. Why bother with 'only up to starting values'?

     

    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. :mad: 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.

  19. Re: The Munchkin Build Contest

     

    Tag on Always On' date=' and it will be happening all the time without any action. Or did you think it would already work that way?[/quote']

     

    I believe that's what persistent and uncontrolled are for. I chose persistent because uncontrolled says it is intended more for attacks. Always On is a limitation that I'm not really sure would be limiting anything here.

     

    This build could be pushed to an even more absurd level if you reduce the dice to 1d6 and raise the autofire advantage to a +7 1/2 advantage (assuming a 60 AP limit). It seems to me autofire on Aid and Succor should probably be against the rules, because they don't require a hit roll and there is no defense to be applied. They are powerful enough as is and the cost even for "especially effective autofires" doesn't balance it imho.

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