Jump to content

Doc Samson

HERO Member
  • Posts

    1,420
  • Joined

  • Last visited

Posts posted by Doc Samson

  1. Re: The Munchkin Build Contest

     

    Here is one combining a few of the builds above.

     

    2d6 STUN Succor (10), 0 END (+1), Continuous (+1), Persistent (+1/2), Autofire: 20 Shots (+1 1/2), Especially Effective Autofire (+1), Self Only (-1/2), Only Up To Starting Values (-1/2) = 60 APs = 30 Real Cost.

     

    Using the Standard Effect Rule, this power would restore 120 STUN every Phase, up to his starting STUN.

  2. Re: The Munchkin Build Contest

     

    1pip killing RKA

    Constant

    Area of Affect One Hex

    -----Mobile

    Three times penitrating

    and a continueing charge lasting a minute

     

    This is a Fire Ball that is able to chase after somone and prevents his allies from touching him as well.

     

    If you want you can also make this A LOT more deadlier by buying one Point of FF with hardened three times then place MegaScale 1 Kilometer on the killing attack and level a Good portion of Down town(not to mention all the citizens in it.:eg: )

     

    La Rose

     

    Ouch...another nice one!

     

    Another noob question if I may...what does pip mean? I know it's a single point but where does the term come from?

  3. Re: The Munchkin Build Contest

     

    This discussion on Succor has made me revisit an recurring build dilemma we have had over the years. Many times we have tried to duplicate healing factors as a defense (such as with Wolverine homages) but nothing really seemed to capture it well.

     

    4d6 STUN Succor (Standard Effect Rule to 12 STUN/ Phase), 0 END (+1/2), Continuous (+1), Persistent or Uncontrolled (+1/2), Only Restores to Starting Values (-1/2), Self Only (-1/2)

     

    Add in some extra CON so you don't get stunned all the time and this should replace a decent amount of PD/ ED based defense. I would probably put it into an Elelmental Control with Regeneration to finish it off. Please let me know what you think.

  4. Re: The Munchkin Build Contest

     

    Do you have a page number citation for that? (If you're using FRED, never mind, because I have 5ER.) I'm looking at a few passages on page 134:

     

     

     

    To me, this is saying that Succor is not its own power but Aid with some changes; that where not identified as working differently from Aid, it works the same; and that it does follow the Suppress rules.

     

    5ER page 134, last sentence in the Succor section, "As long as he keeps succeeding with his attack rolls, the character can keep adding effect this way without worrying about the maximum effect rules for regular Aid."

     

    What's FRED and how is it different from 5ER?

  5. Re: The Munchkin Build Contest

     

    This is a fun thread for me. I mostly GM so I am always looking for new and effective power builds to use against my seasoned (read as powergaming) players.

     

    Here is one of my favorite builds. It's a little rules intense so please ask questions if it doesn't make sense to you. I'll explain it as best as I can.

     

    The Ultimate Grappler - Assumes a Brick with maxed out STR.

     

    Clinging Damage Shield (+1/2) - Attack with the shield using a Grab and Squeeze. Now, to escape they must not break the Grab, they must also break your Clinging. (Please note that this cannot be done in one phase, except....see below.)

     

    +XX STR, Only For Determining Casual STR (-1 1/2) - Buy your Causal STR up until it equals your normal STR. This gives you two attempts to break free from Grabs and Entangles and you only pay the END for STR once.

     

    Please keep the builds coming!

  6. Re: The Munchkin Build Contest

     

    Actually, you can only use it up to the standard limit for Adjustment Powers.

     

    Additionally, you must define a "reasonably common" way for the power to be shut off (and when it goes, it goes all at once, forcing you to start over from the beginning).

     

     

    Succor is exempt from the Maximum Effect rule. It is essentially the opposite of Suppress.

  7. Re: The Munchkin Build Contest

     

    Ok, I don't get this. How is subtracting DCV and OCV giving you a bonus? :confused:

     

    Or is Self only supposed to be Personal Immunity?

     

    Please refer to the Self Only Limitation as described under Change Environment. The limitation makes the CE penalty only apply to those trying to affect or perceive the character. It's not actually a bonus but a negative to others' OCV and DCV that are interacting with the character.

     

    [edit]Actually as written, I guess the character would suffer the negatives if he were trying to affect or perceive himself...

  8. Re: The Munchkin Build Contest

     

    Here is one I made up recently in reliation to the GM house ruling a CV limit of 12. It's a 60 AP limit campaign. It's based on the "Stealth Suit" Self Only Limitation example presented under CE in 5ER.

     

    1" Change Environment (5), Multiple Combat Effects (5), -6 DCV (25), -5 OCV (25), No Range (-1/2), Self Only (-1/2), OIF Frictionless Suit (-1/2) 60 AP (Real Cost = 12 in an Elemental Control slot)

     

    The special effect can be anything but the character I used it for had the ability to manipulate friction. On top of a base CV of 12, his effective OCV/ DCV were 17/ 16.

     

    P.S. - I didn't do this to annoy the GM but to annoy the player who's powergaming incited the house rule. It should have been obvious but my GM casually glanced over the CE and didn't think much of it until our next combat.

  9. Re: Fear of the dark

     

    PRE Does Knockback and Does Body are no longer legal in 5thER. Shame' date=' as I liked them. ;)[/quote']

     

    Ack!...when did this happend? I got the idea from their own Ultimates books.

     

    [edit]This is from the most recent FAQ.

    Q: One of the example powers in 5ER involves applying Does Knockback to PRE to make Presence Attacks do Knockback. How does this work?

     

    A: A Presence Attack that does KB works like any other Presence Attack, in that it doesn’t require an Attack Roll, and only affects those persons it’s directed against (i.e., in some ways it’s inherently “Selective”). However, the use of the Advantage (which has to be a naked one, or else the character runs the risk of doing KB every time he makes an Interaction Skill roll) converts the Presence Attack from an Action that takes no time to an Attack Action.

     

    While the Presence Attack itself costs no END, the naked Advantage, as a distinct power, costs END at the normal rate.

     

    You calculate the KB by reading the “Normal Damage BODY” on the Presence Attack dice, and then subtracting a 2d6 roll as usual.

  10. Re: Fear of the dark

     

    Doesn't seem like most forms of Knockback Resistance would be relevant against this. How'd you get around that?

     

    I didn't. It's just one of those things I gave up on, like Power Defense protecting every ability you have against several different powers while Flash Defense only protects one of your Sense Groups from one power for the same cost.

     

    [edit]Plus, I don't think it's entirely unreasonable for the Brick (as they are the characters that most often have KR) to have some defense against the effect. We tend to play strict archetypes in our games so anything that easily removes a Brick from the combat we use with caution.

  11. Re: Fear of the dark

     

    I made a fear villain recently (a special Halloween encounter) and here's what I did. I wanted to think a little outside the box. Here are some of the things I put into a Fear Multipower.

     

    "Basic Fear" + PRE

     

    "Abject Terror" PRE, Does Knockback, Double Knockback (The special effect is that the target runs away, even to the point of running into objects and falling down)

     

    "Scared to Death" PRE, Does Body (All you have to fear is fear itself.)

     

    "Waking Nightmare" I made liberal use of the Change Environment options from 5ER for this one. I bought Various Combat Effects so I used it to imitate all kinds of movie horror schticks, such as people tripping as I approach (- DEX) to not being able to get away from me (- Movement Power), and even jumping out of nowhere to attack (- PER). He was fun villain to play. (If you don't play with caps on Change Environment, It can be brutal.)

  12. Re: Antarctic Vibranium

     

    I agree with Serpent. I don't think the liquification continues after you remove the vibranium (i.e. a body drain or attack is too permenant). I think a limited Transform or a UAO Desolidification will do the trick.

     

    [edit] If you did want to use BODY, such as for tracking purposes, A BODY Suppress may be appropriate.

  13. Re: The team that everyone forgot.

     

    Doc Samson IMHO should have made a much larger impact in the Marvel Universe.

    - He is a strong as the Hulk (when calm)

    - a top tier brain (he cured the Hulk during his origin issue, while Banner has been unable to since),

    - and is a very skilled combatant (incorporating acrobatics and gymnastics into his combat style).

    Aside from his John Byrne run (Hulk 314-319) he is now used almost as comedy relief. He came close to having his day in the sun when he was offered leadership of his own Avengers team (Avengers 252) but since then he has rarely been utilized outside of minor Hulk plotlines.

  14. Re: [interest in an online game?] Avengers: Generation 3

     

    My oh my' date=' [i']this[/i] is what you do when you're bored? I'm impressed, Doc.

     

    I like this PC a lot. Well-constructed, interesting powers (a long way from the 'standard speedster') and a novel variation on a less well-known Avengers villain. Altogether ingenious...and you have been repped for him.

     

    And the New Avengers don't have a speedster (of any description)....

     

    As a player, it's not up to me to choose new PCs -- it's up to the Boss Bunny, our cotton-tailed GM -- but if you play half as well as you character-build, I'd encourage you to submit Cyclone for consideration. Do you feel like Assembling, Doc?

     

    Thank you very much for the great compliment. I would definatley be interested in playing but I think you guys may be full at the moment. As far as how well I play, I'll have to ask Bunny how I'm doing *grin* (we are playing in the other game together).

  15. Re: [interest in an online game?] Avengers: Generation 3

     

    Out of boredom and because I enjoy making characters, I decided to make a write-up. Maybe if another spot opens up in the game sometime I'll submit this character for consideration. The character is a Speedster variant based on Whirlwind.

    Name: Cyclone

    Identity: David Cannon Jr.

     

    Char Cost (Notes)

    45 STR 35 (HTH Attack: 9d6)

    30 DEX 60 (OCV: 10/ DCV: 10)

    30 CON 40

    15 BODY 10

    13 INT 3 (PER Roll 12-)

    20 EGO 20 (ECV: 7)

    20 PRE 10 (PRE Attack: 4d6)

    14 COM 2

     

    15 PD 6 (Total: 45 PD/ 30 rPD)

    15 ED 9 (Total: 45 ED/ 30 rED)

    7 SPD 30 (Phases: 2, 4, 6, 7, 9, 11, 12)

    15 REC 0

    90 END 15

    60 STUN 7

     

    Running: 10" 8

    Leaping: 9” 0

    Swimming: 2” 0

     

    Total Characteristic Cost: 255

     

    Powers END

    30 - EC “Whirling Powers” (90 pts.), Restrainable (-1/2) -

    30 - “Rotational Force” 30 PD/ 30 ED Force Field, 0 END (+1/2) 0

    30 - “Human Top” +30” Running (40” Total), Useable as Flight (30") (+1/4), Useable as Tunneling (12”/ 12 DEF) (+1/4) 6

     

    60 - MP “Whirling Tricks” (90 Pts.), Restrainable (-1/2)

    4u - “Whirling Punch” 12d6 EB (PD), Autofire (+1/2), No Range (-1/2) 9

    4u - “Whirling Sweep” 9d6 EB (PD), AE (One Hex Doubled) (+3/4), Personal Immunity (+1/4), No Range (-1/2) 9

    4u - “Dizzying Spin” 9d6 EB, NND (Power Defense) (+1 ½), Must Follow Grab (-1/2), No Range (-1/2) 9

    4u - “Human Drill” 9d6 Entangle (9 BODY/ 9DEF), No Range (-1/2), Only Works on Targets on the Ground (-1/4), Cannot Form Barriers (-1/4) 9

    2u - “Whirling Throw” +45 STR, Only to Throw (-1/2), Must Follow Grab (-1/2) 9

    4u - “Whirlwind” 60 STR TK, Affects Whole Object (-1/4), Reduced by Range (-1/4) 9

    4u - “Air Control” Change Environment (32” Radius, 6 levels), Varying Combat Effect (+10), Varying Effect (+1/4), Hole in the Middle (+1/4) 9

    2u - “F5 Tornado” 6d6 Major Transform (Air/ Nothingness into a Tornado), No Conscious Control (-1) (Specifics Determined by GM), Side Effects (Extreme, Always), (Reduces END and STUN to Zero) (-2) 9

     

    18 - “Too Fast to Hold” +45 STR, Only to Escape Entangles and Grabs (-1 ½) 9

    30 - “Torque Adapted Physiology” 50% Resistant PD Damage Reduction 0

    15 - “Spinning Deflection” Missile Deflection, Any Physical Projectile (15), Uncontrolled (+1/2), Restrainable (-1/2) 0

    6 - “Blurring Speed” Change Environment (1”/ -2 OCV) (10), 0 END (+1/2), Self-Only (-1/2), No Range (-1/2), Restrainable (-1/2) 0

    7 - “Eye of the Storm” 360 Degree Perception (Sight Group) (10), Restrainable (-1/2) 0

     

    Skills

    3 Acrobatics, 15-

    3 Breakfall, 15-

    3 Fast Draw, 15-

    6 +2 OCV with “Whirling Tricks”

    4 +2 OCV with Missile Deflection

    10 Defense Maneuver I-IV

    5 HTH Rapid Attack

    2 KS: Gymnastics, 11-

    2 KS: Wrestling, 11-

    2 KS: Iceskating, 11-

    5 KS: Superhumans, 14-

    3 Teamwork, 15-

     

    Perks

    4 Contact (The Daughter of “Batroc the Leaper”) (8-, Extremely Useful)

    2 Alternate Identity (Alias “Charles Matthews”)

    5 Money (Well Off)

     

    Talents

    1 “Icewalking” Environmental Movement

    3 “Supreme Balance” Environmental Movement

    3 Lightning Reflexes (+2 to All Actions)

     

    Avengers Package

    1 TF: Quinjet

    3 Paramedics

    3 Systems Operations

    2 KS: Avengers Villains (11-)

    3 Fringe Benefit: Federal/National Police Powers

    6 Reputation: An Avenger! (large group), 14-, +2/+2d6

    7 Donation for the Avengers Island HQ and Quinjet

     

    Total Powers & Skill Cost: 345

    Total Cost: 600

     

    Disadvantages

    5 Dependent NPC “Current Girlfriend” (Norm, Useful, 8-)

    10 Distinctive Features “Mutant” (Not Concealable, Prejudice, Detectable Only By Technology)

    15 Hunted “The Police” (More Powerful, NCI, Limited Area, Public Identity, 11-, Watched)

    20 Psychological Limitation “Code against Killing” (Common, Total)

    15 Psychological Limitation “Overconfidence” (Very Common, Moderate)

    25 Psychological Limitation “Seeks to Atone for the Sins of His Father” (Very Common, Total)

    20 Social Limitation “Public Identity” (David Cannon Jr.) (Frequently, Severe)

    15 Social Limitation “Minority” (Mutant) (Frequently, Minor)

    25 Reputation “Son of the Whirlwind” (14-, Extreme)

     

    Total Disadvantage Points: 150

     

    Background/ History

    Early in his career the criminal then known as the Human Top had a short but torrid relationship with a woman named Diane Matthews. It was during his time with Diane that David Cannon went by the alias Charles Matthews. His deteriorating mental state made a lasting relationship impossible. Shortly after they split, he became the murderous supervillain known as the Whirlwind. He would not learn until years later that his relationship with Diane resulted in a son. His whereabouts are currently unknown.

     

    David Cannon Jr. was raised under the false identity of Charles Matthews by his mother. Using money and false documents stashed at her home by his father, Diane Matthews created the false identity to protect him from his psychopath father and to give him a chance at a normal life. David did not learn anything about his true identity or his father’s villainous past until college when his powers flared to life unexpectedly one day during a wrestling match. It was then that his mother told him who he was and that his father was not dead.

     

    Now calling himself by his birth name, David Cannon Jr. always felt he had some hidden untapped potential. Only a short time would pass before he decided to become a superhero and try to right his father’s wrongs. Despite never knowing his father, he feels some responsibility for his father’s evil deeds and seeks to atone for them. He once tried to contact the daughter of Batroc the Leaper after finding mention of Batroc in a journal his mother kept before she passed away. He feels that meeting others who also are trying to escape their parents’ evil shadows will help him on his own path to redemption.

     

    Personality/ Motivation

    David Cannon Jr. goes by the name Cyclone, not Whirlwind, in an attempt to distance himself from his father’s evil past. He is driven by an intense desire to prove to himself, and to the world, that he is not his father’s son. Cyclone’s was originally interested in joining the young superheroes known as the New Thunderbolts, as their backgrounds’ were so similar to his own, but has since set his sights on joining the Avenger’s instead. He feels it is poetic justice for him to be part of the team that eventually put an end to his father’s criminal career.

     

    Powers/ Tactics

    Cyclone is a mutant with the power to spin his body at phenomenal speeds. His mutation has adapted his body to withstand the tremendous rotational forces generated while he is spinning. Cyclone is immune to dizziness and has a superhuman sense of balance. While whirling, he is hard to grapple with or hold on to, and the air moving around him creates a cushion-like effect which protects him from conventional physical attacks. Cyclone possesses superhuman strength, particularly in his legs. He can lift (press) approximately 10 tons under optimal conditions. David was an accomplished competitive gymnast, wrestler, and iceskater in college before his mutant power manifested.

     

    Cyclone has taught himself several applications of his spinning ability for combat. He can focus the air currents created by his spinning into a jet stream powerful enough to blast a hole through a brick wall. He can create a windscreen to deflect matter as massive as a falling boulder. He can create a small tornado capable of throwing cars and attackers. Furthermore, his reflexes are fast enough that he can, while spinning, pick up objects, change his clothes, or punch an attacker. He has also taught himself, through concentration, to fly like a helicopter. David has been warned to be cautious when using his powers near their upper limits as h e may accidentally trigger the formation of an uncontrollable tornado.

     

    Appearance/ Costume

    Height 6'1"

    Weight 220 lbs.

    Eyes Blue

    Hair Brown

    Cyclone’s costume is metallic green and silver, reminiscent of his father’s costume, but with a more streamline design. He had originally considered adding steel saw blades or shurikens to his costume but decided these types of deadly weapons didn’t belong in the employ of a hero.

     

    Bibliography

    http://www.marveldirectory.com/individuals/w/whirlwind.htm

    http://www.marvel.com/universe/Whirlwind_%28David_Cannon%29

    http://www.marveldatabase.com/wiki/index.php/Whirlwind

    http://en.wikipedia.org/wiki/Whirlwind_%28comics%29

  16. Re: How to? Magnetic power set on 350 pts.

     

    It seems to that if a character has enough TK vs. a specfic substance then that substance can usually be used to affect everything else in the environment. Magneto and Terra are the best examples of this.

     

    Actually, IMHO these are different types of TKs. As frequently shown, Magneto has no TK when there is no metal present. Terra almost always has earth around her and will even bring some along when she needs to. I would allow a Magneto type TKer to take the full Limitation, but for a player who manipulates something as common as earth, I would say Physical Manifestation (with earth being the SFX) is a more appropraite limitation.

     

    So using the TK example from my build would you rule that this character could lift 50 STR worth of metal and slightly less if manipulating a non-metal object with a smaller amount of metal as a hand?

     

    The power, as you described it, sounds like just the SFX for the TK (i.e. a big metal hand). If you want the STR to be less against non-metal objects then you could apply an additional limitation to the power to reflect it. You may also want to consider the Physical Manifestation limitation if the hand can be damaged, or destroyed.

  17. Re: How to? Magnetic power set on 350 pts.

     

    Thanks.

     

    Part of the dilema that I have seen in play with this build is that it does not give the character any bonus when using the TK vs. metal-only targets.

     

    The only viable way to acheive that is to buy extra TK outside the multipower. If I go that route what is the justification that the TK vs. metal only is on higher active points than the RKA vs. metal only. The only rules legal option would be to then buy extra RKA as well which cannot be put into any type of framework with the extra TK. It makes it more expensive to match sfx than it would to otherwise just increase the WHOLE multipower.

     

    There are a few other way to simulate a "power up" against specific SFX. We have a strict max AP limit in our games so none of these suggestions add direct APs to an existing power.

     

    One of my old standbys is Find Weakness. You could buy FW to buff up your TK as follows:

    FW w/ TK (10), +3 to Roll (15), Only Effects Metal (-1) = 12 pts.

     

    A great way to buff up your FF is Damage Reduction. I would buy it like this:

    50% Resistant PD DR (30), vs. Metal Only (-1), Linked to FF (-1/4) = 13 pts.

     

    For your other powers (such as the RKA), you could just increase your FW to include them.

     

    Here two more suggestions I have used in the past for a Magnetic Controller. I'll make them both 75 AP so they fit in the MP. The second one is a real killer against metal using bad guys:

     

    "Magnetic Mastery" Missile Deflection, Any Attack (20), +5 to Roll (10), Ranged (+1), vs. Metal Only (-1). To get it up to 75 AP, see if your GM will allow you to buy it Uncontrolled (+1/2)

     

    "Magnetic Field" Change Environment (5), x16" Radius (20), -5 OCV (20), Multiple Combat Effects (5), -5 DCV (25), Only vs. Targets using metal based powers (-1)

     

    I hope some of these ideas help.

  18. Re: What Champions supplements should I buy?

     

    I agree with Supreme and Remjin above. I recently expanded my own Hero library and the books I refer to most often as both a GM and a player (aside from 5ER)are the USPD (both I and II), Gadgets and Gear, and the Ultimates books (I own Martial Artist, Brick, Metamorph, and Speedster).

  19. Re: Bad Powers

     

    Just because I can't resist, I am going to string together of few of my own suggestions and make character concept.

     

    I give you Lead Man...

    Larry Thick was once a mild mannered custodian working in a high security research laboratory. One day while coming home from work, Larry was saved from certain death by a local superhero. From then on, Larry worshipped superheroes and secretly wished he could be one. In an attempt to gain super powers and become a superhero himself, Larry exposed himself to a battery of biohazardous, toxic, and radioactive chemicals at work. In a stroke of extremely good fortune, not only did Larry not die, he actually got powers! The only problem was that Larry did not like the powers he got. In a fit of insane jealousy Larry vowed if he could not be the super hero he wanted to be, then noone would!

     

    Larry has the ability to control and transform into Lead. Though his abilities are unrefined, he is still a very dangerous foe. Poisoning from the lead of his own body has left him mentally unstable. The more he uses his powers, the greater his dementia and schizophrenic symptoms become.

     

    Powers:

    "Lead Control" Telekinesis, Limited Power: Only vs. Lead (If he carries lead with him, change the limitation to Physical Manifestation.)

    "Lead Form" Damage Reduction, Density Increase, and Total Life Support, Side Effect: Cannot Move, Visible (see section on Crushing Damage for possible uses, think "Cannonball!")

    "Lead Poisoning" Change Environment "to create nausea/ vomiting" (-OCV and DCV), No Range, Personal Immunity, Always On

    "Thomson Effect" Missile Deflection and Reflection vs. Electrical Attacks, Uncontrolled

    "Leadsled" Running, Physical Manifestation (rides on a clunky piece of lead siding)

     

    Disadvantages:

    Psychological Limitation "Hunts Superheroes with Lead Pipe Cruelty" (Very Common,Total)

    Physical Limitation "Dementia/ Schizophrenia" (All the Time, Fully)

    Distinctive Features "Skin Tarnishes Like Lead" (Easily Concealed, Noticed and Recognizable)

    Susceptibility to Immersion in Water "Plumbosolvency"

    Physical Limitation "Increased Mass" (floors crack, furniture breaks, ect.)

×
×
  • Create New...