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Doc Samson

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Posts posted by Doc Samson

  1. Re: Looking for Advice on a "Buffer/ Healer" Superhero

     

    He's a gadgetteer; that is his theme. The bat is just his suit and some of his gear. I was speaking about actual powers.

     

    I think most would classify him primarily as a martial artist, but my point was that some really good characters have powers that may not entirely be within their theme. Another example would be Mr. Fantastic. He a super-inventor with stretching powers. His original "theme" was water related, but I think he's more well known for his intelligence and inventions now.

     

    Anyway, if I had to pick a common special effect for all my powers, I think I would go with swarms of nanobots. The biggest change I think would be how the Force Wall and Missle Deflection look.

  2. Re: Looking for Advice on a "Buffer/ Healer" Superhero

     

    Don't overlook Change Environment. Some real useful stuff in there, stuff that will make your opponents less effective, without harming them at all, or targeting them in any way.

    Darkness is another great way to control the battlefield, as much so as Force Wall.

    Tons of sensory powers. Cheap in a multipower, totally invaluable.

    Aid to CON, BODY, SPD, and/or REC. No AP caps on those, but boy oh boy do they come in handy. Yes, they're half-value because they're all "defensive". Doesn't matter, they're still worth it.

    Resurrection UOO. There's a couple of interesting ways to blend that together with a Code-vs.-Killing.

     

    Hmm...Darkness and Change Environment are intriguing ideas. For some reason this has made me think of some kind of Transform to cure poisons or diseases.

  3. Re: Looking for Advice on a "Buffer/ Healer" Superhero

     

    I created a somewhat similar sort of character just recently. The concept was a very lucky character, who could use that luck on others for good or ill. He had two multipowers, one of "Good Luck" powers and one of "Bad Luck" powers. For the good luck, he had Healing and Aid END, as you had. I also gave him Flash Defense UBO, Invis UBO, and 2 CSL's with DCV UBO.

     

    Like you, I didn't want this character to be attacking, so for his bad luck pool, he has some attack powers but nothing that can really damage someone. I gave him a trip power (Change Enviro), Flash, Negative Combat Skill Levels, a Drain on END and another on INT, and a Teleport UAA with random destination.

     

    The idea was the character could help others and could even distract opponents, but he couldn't really hurt anyone. Oh, on both MP's, he uses a die roll to determine which slot to use, so he can't even specify what power he wants. :) Haven't had a chance to play him yet, but I'm really looking forward to it.

     

    Hope that helps some.

     

    Some good ideas here. Invisibility, UBO and a team Teleport could be very useful.

  4. Re: Looking for Advice on a "Buffer/ Healer" Superhero

     

    Which means that (if I were GM):

    A) the villians will develope ways to counteract your powers (a super villian with massive debuffing powers, for instance), and

     

    B) as soon as the villians figure out what is going on you are the primary target ... if you have to spend all of your actions keeping the OAF away from the villian, you won't have time to fully buff the team (which will make you prioritize who and how you buff).

     

    That being said. This sounds like it would be quite a bit of fun to play ... nothing like healing and buffs to allow a GM to throw all sorts of nasty stuff at a party.

     

    You hit the nail on the head here. This has proven to be very true in the past, but in game it actually isn't so bad. If I am getting ganged up on, that leaves my companions free to act or even defend me in return!

  5. Re: Looking for Advice on a "Buffer/ Healer" Superhero

     

    Okay, from what I am reading here, I am a little confused.

     

    Does your character have a technological force field emitter, plus he has the powers to heal/buff others on his own (as his own, personal superpower)?

     

    If such is the case, I have some suggestions for you.

     

    Think about the "theme" of your powers. All superheroes should have a theme that link their powers together (if a power does not fit within the theme, the character should not posses the power).

     

    Your character's theme is the manipulation of life energy. From what I read of your Healing power, you can track the wounds and how significant they are. This should mean that your character should have a Detect Life Forms power to sense other living things around you. Despite that fact that your character is a pacifist, you may want to consider your character having some attack powers (such as a STR and/or END Drain). Just because you are never going to use it, does not mean you should not have it.

     

    How about a Transfer that takes enemy STR or END and buffs your Healing power? This is non-lethal, and will cause no serious harm to your enemies (thus not really violating your pacifism).

     

    As for your GM not wanting to break the campaign power levels, I can understand. You may want to slightly alter your Aid with some Limitations. For example, your Aid power can only make someone as strong as X, or as fast as X, as resistant as X, etc. Thus, you are not violating your campaign limits, and the GM is not weeping over his defeated villains. Also, the Gm is not making you play your character the way -he- wants it; it will be how -you- want it.

     

    The character's "theme" is that of a Super Combat Medic. He's technology based so pitcure an EMT from the far future. His powers are technological in origin but can effect the body (like a Doctor can today). The END Aid is a stimulant type injection, like a super adrenaline shot. The Healing is a swarm of nano-surgeons (tiny robots that can repair tissues very fast). The Force Field type powers are also technological in origin, allowing him to defend his comrades in battle (like a medieval hospitaler who can wear armor and shield but is prohibited from shedding blood). I hope that clears my goals up a bit. As far as all powers having to be of the same theme, what do you think of Batman? His Gadgets and Martial Arts are quite different and not all are "bat-like" (bat knockout gas?)

     

    As far as other types of Aids, we have a well balanced group at the moment and I didn't want to do anything that would ruin another character's schtick, such as give everyone else the same (max) speed our speedster has. I am hoping to find some useful ideas that boost each character, but without making them all too similar. Thanks for the ideas, your questions have helped flesh the character's role out a bit more.

     

    The other ideas are also very good (and in fact I did have some attack powers, like a super anesthetic NND, on the last incarnation) but I want to try to stay away from powers that target villains for conceptual reasons. I am hoping to continue in the direction of powers that target my companions.

  6. Hi all. I am thinking about trying my hand (again) at a purely defensive/ healing and buffing type character. The character is a total pacifist and will not have any offensive capability (including powers that target enemies such as Entangle) whatsoever. I have tried this in the past and was pleasantly surprised that it was so fun. The problem actually turned out to be that the character quickly broke the game. His buffs caused the other character's to exceed the attack and defense caps (not to mention that Aid was half the cost in 4E).

     

    As a house rule, the GM has ruled that no power I use can help the other characters exceed the campaign AP attack and defense caps. For example, I could not use a STR Aid on the Brick's STR (as he is already at our max) or a ED Force Wall to stack with our Energy Projector's ED (he also is at max ED). I am looking for suggestions in other directions to go in.

     

    Here is what I have so far:

    Powers

    - Healing, Simplified Healing, Tracks Individual Wounds, (This is a very powerful option as it allows me to use repeated heals on the same character), Ranged

    - END Aid, Ranged (Though this doesn't allow the PCs to break the caps, the GM has agreed to allow them to Push their powers at will (10 AP max) with the excess END as the special effect is that of a Super-Stimulant.)

    - Missile Deflection, Any Ranged Attack, Useable at Range (+1) (The special effect is a ranged "Repulsion Field".)

    - Mental, Power, and Flash Defense Force Wall (None of the PCs are even close to capped in these Defenses. The Special Effect is a "Suppression Field". As is an Exotic Defense only Field, I don't need to buy it Transparent against Normal attacks)

     

    The character's personal Defenses are all bought through an OAF Shield. I though it was only fair to give the villains a fighting chance to take me down, as they probably won't be able to take down anyone else until I am out.

     

    Skills/ Talents/ Perks

    Doctor Package Deal, including Paramedic, SS (Medicine), Perk (Licensed MD)

     

    Disadvantages

    "Code vs. Killing (Common, Total)

    "Hippocratic Oath (Actively Protects Others)" (Very Common, Total)

     

    Thanks in advance for any suggestions. All input is welcome.

  7. Re: Trying to run a game for my old GM --

     

    Some very good points there; and my group may be more comfortable with "winging it" than some. However one thing I should mention is that I don't change the villain's stats in mid fight. I just don't spend the time to define them if I don't need to.

     

    Once it's defined, it's fixed.

     

    It allows for a more fluid game when I don't have a lot of prep time. YMMV.

     

    My apologies, I wasn't trying to imply anything more than my experiences with what I consider a demanding (yet very rewarding) group. I yield to your greater epxerience as I have not been playing Champs for nearly that long. No GM can prepare for everything and "winging it" to save a scene (or to enhance the fun) is sometimes necessary.

  8. Re: Trying to run a game for my old GM --

     

    I also have been playing Champions for many years. In my current game, almost all the players are equally proud of their Roleplaying AND Powergaming skills. If they feel I am "winging" a villian or a story, then I will often get an earful. They want a challenge (and gloat when things are too easy) but they don't like the feeling that a villian's stats are changing based on what attack they are using. For these reasons, I always try to have a full sheet for my villains. IMHO the biggest part of designing a villain (well, second biggest after concept) is making sure you understand how his powers work within the system and in relation to the PCs defenses. This comes with time and experience (in other words, just have fun playing and the skill will come).

     

    I design my villains in several ways, based on how crtical their defeat/ or victory is to the story.

     

    1. For any villain upto the power level of the heroes, I design them the same way I would a character. Yes it takes alot of time, but having a developed character (including a backstory) for the PCs to learn about, can often be just as fun for the players as smashing them. For these types of characters, I stat them as balanced characters, and if they happen to have a vulnerability to one of the players attacks, then so be it. The fight may be easier than I hoped, but I won't alter the character to make him more challenging (the challenge is often based on how well you "play" him anyway). Over sveral campaigns, you will have a decent sized stable of NPC to draw from.

     

    2. For Master Villains or Re-occuring Villains that I want to be able to escape a battle (if needed for the story), I pay special attention to make sure they have complete defenses (Power, Mental, Flash, Knockback, ect.) so that the battle is a challenge, even if the players roll exceptionally well or use superior tactics (my current groups was designed with a common origin so Teamwork and Coordinated Attacks are constant). I frequently design these types of villains with more points and make sure they are very difficult to Stun (my players will try to chain Stun if possible) and are capable of frequently stunning the PCs (to force the PCs to spread out the damage, protect eachother, ect.)

     

    3. I most frequently design Supervillain Teams as complete individual characters (see #1) but pay special attention to making sure they form a balanced team. Individual weaknesses are fine, but I make sure they add up to a cohesive group without a glaring flaw (like having no Brick). I plan out tactics ahead of time and make sure they have Teamwork and SPDs that facilitate Coordinated Attacks.

     

    4. I design Giant Monster type villains to be able to withstand a tremendous pounding by all the players at the same time. They almost universally have Damage Reduction and a complete set of Defenses. I won't make their Attacks as powerful as a master Villain's (i.e. enough to Stun even the group's Brick), but I usually make them AE or Explosion so they can effect multiple PCs at once.

     

    Though our current playstyle is pretty aggressive compared to other groups I have played in, I think starting with written guidelines and an idea of specific power levels for your villains, is useful even for the newest GMs (perhaps even more so).

  9. Re: Hair Tricks?

     

    You might even get Desolodification out of this - so you can stretch the hair under the door to unlock it... that sort of thing.

     

    That's a cool idea. This I would buy as TK I think, or maybe additional Indirect on the Stretching.

  10. Re: Hair Tricks?

     

    Rather than the traditional stretching and STR thing, why not use TK with the Physical Manifestation Limitation?

     

    My reasoning behind this is that if someone wanted to cut your hair with the stretching motif, it would be like severing an arm. Yukko in my book.

     

    You could use a variety of effects for it even - Area of Effect selective etc.

     

    Other tricks could include:

    Extra DCV levels - being unable to see through the mess of hair

    Clinging - using hair to hold/find holds

    EB - Hairballs <--- Joke

    Flash - flicking hair in your eyes

    (depending on the effect you're thinking of) - Leaping, Running

    Missile Deflection (bullets) - flicking them out of the air

     

    My two bits

     

    This isn't a bad idea, except that TK will yield a lower max STR if the campaign has a strict max AP limit.

  11. Re: Hair Tricks?

     

    One of my favorite current characters is a prehensile-hair super' date=' [i']Rapunzel[/i], being run in a teen champs game.

     

    Great name. Narcissus's identity was the male supermodel Adonis Samson. Now I can't stop thinking about Zoolander...

  12. Re: Hair Tricks?

     

    I played a male character similar to Medusa a long time ago named Narcissus. He was the team's brick so I concentrated on STR tricks and defenses with his hair Powers. Here's what I can remember.

     

    - Extra Limbs

    - +STR, Only With Extra Limbs

    - Stretching, Limited Body Parts (Hair), No Velocity Damage

    - Clinging

    - HKA (It was a rough campaign)

     

    We didn't have Restrainable back then, so I just bought his defense powers non-persistent. I think Restrainable, in addition, works much better to simulate that his hair is blocking or tangling up any attacks that hit him.

     

    - Armor, Restrainable, Non-persistent, Visible

    - KB Resistance, Restrainable, Non-persistent, Visible

    - Missile Deflection, Any Physical Projectile, At Range (Restricted by Stretching), Costs END

     

    Most of his Disads involved his vanity, which caused him to cover his face with an impenetrable mask so it wouldn't get scarred. He was, of course, a professional model. It was short lived but fun character.

     

    - 75% Resistant PD and ED Damage Reduction, 8- Activation (Face Only), OAF (Mask)

     

    EDIT

    Mattingly has alot of great stuff there. It's inspired me to recreate this guy at some point. I especially love the...

    - Normal Touch, Range, 360o, Targeting, Visible, Limited Range

    and I would write the movement powers up as...

    - Running, Position Shift, Useable as Swinging

  13. Re: Campaign Limits: what's your formula?

     

    We basically use the chart from 5ER pg. 28, with a few small modifications. Stacking does not let the PCs exceed these levels. For example, in a 250 pt. campaign (with a max AP of 50)...

     

    - No PC can have higher tha 25 PD or ED, no matter what combination of powers they take (we allow this to be Resistant, Hardened, ect. as an exception to the above).

    - Attack Damage is capped at 10d6, or less with advantages (STR + HA cannot exceed 10d6 for example).

    - Max SPD is 6 (we kind of look at this like 5 SPD is 50 AP and you get 1 for free).

    - Max OCV and DCV would be 9 (so a DEX 20 character can have 2 CSLs and Dex 26 Char can't have any). The OCV limit auto regulates our max DEX to 26 (which also fits the 50 AP limit if you don't count the 10 base DEX).

    - We usually do not limit skill point totals or max skill levels as we encourage character growth in these areas (though if anyone abused it we probably would).

  14. Re: Ablative on an entangle

     

    There is a modified version of the -1 Ablative Limitation (power loses 5 APs every time it get hit with an attack that COULD do body) under the Defense Powers section on page 116, that says it can be used with non-defense powers with the GMs permission.

  15. Re: An Immaterial Question

     

    I don't think there is any difference except cost as you didn't buy the second Desol UAA.

     

    [edit]I will try to help finish the question if I can.

     

    First off, UAA follows the basic rules of UOO. UAA makes Self-Only powers into No Range attacks that require LOS, so we will need both 0 END and Persistent, according to the Power text, to effect things you cannot see (note this will not make the power persistent). I also do not think you can use Megascale to replace both the Range and the Mass requirements. I think Megascale would allow you to target everyone on the planet, but I think you would need many x2 Mass adders to effect the planet itself. (Need a GM ruling on this if anyone else wants to help).

     

    So, If the second Desol was bought UAA, 0 END, Persistent, AE, Megascale, x(enough to cover the planet) Mass, Personal Immunity...

    Then I think you would be pulled through the planet into space by the Sun's gravity and die as you didn't say you bought any Life Support.

  16. Re: Neck breaking

     

    I would like to politely disagree with a few things...

     

    I'd stick to the KA appproach (or just leave it Grab & Squeeze, likely with a HA damage bonus and/or choke hold). Why?

     

    - why would Dr. Occult, normal human with mystic powers lending considerable power defense, be unaffected, while Captain Indestructable (minimal power defense but 35 rPD) has his neck broken?

     

    The fact the Power Defense works against Transform is a limitation of the game mechanic, not this power build. permenant blindness and paralyzation are both listed as examples of Major Transforms. Even the Hulk had his neck broken with a simple combat maneuver. Batman, his spine. There are plenty of comic book examples of this type of attack.

     

    - the intent was an attack that kills' date=' not paralyzes. [/quote']

     

    I was merely poiting out another option for a broken neck. A broken neck does not automatically mean that the target is dead. The OP may find this to be a more interesting attack. Think about this in terms of a playable mechanic. For the HKA version of the power to ever full work, (i.e. result in a broken neck) the target must die. Often easier said than done within the bounds of a balanced campaign, even with multiple attacks.

     

    - your own recovery terms highlight the inappropriateness of this build. Transforms either heal normally (and while there's some precedent in comics for a broken neck healing' date=' I don't think it's the approach I'd want), or jheals instantly if the target meets some reasonably determinable healing condition. Regen (regrow limbs) and superhuman paramedics don't seem reasonably attainable to me.[/quote']

     

    Transform has no obligation to have an easily available (just easily determinable as you pointed out) method to heal the damage. And, it still beats being dead. I chose an all-or-nothing method of healing because I agree that it makes no sense to heal normally from such a terrible injury.

     

    As well' date=' the heal condition results in instant recovery. That means the character's neck is broken for 6 months, then Dr. Fixup shows up, rolls a Paramed success at -20, and the character miraculously gets up and walks with no ill effects.[/quote']

     

    Again, this is not uncommon in comics. Batman and Professor X have both recovered fom such injuries with the help of a superhuman healing source. The Hulk healed from his injury using his amazing healing factor.

     

    There are lots of uses for Transform. IMO' date=' this isn't one of them.[/quote']

     

    Fair enough. I just wanted to voice what I felt was a viable alternative.

  17. Re: Neck breaking

     

    I think to represent that it is an attack that can be used on anyone and to give the heroes a chance to survive, I would buy it as a Transform Linked to a Grab and Squeeze. Norms will probably die anyway from the Grab damage (as it may take a few phases of sqeezing for the Transform to work) but heroes will only be left paralyzed.

     

    Assuming a 60 AP campaign, here is how I would write it up.

    4d6 Major Transform (target to paralyzed target), No Range(-1/2), Linked to Grab(-1/4) 34 pts.

     

    To represent that permenancy of the situation, I would make the healing requirement the "Can Heal Limbs" adder from the Healing/ Regeneration Power or a very high (superhuman) Paramedics roll.

  18. Re: "So I die and then I download..."

     

    I think Regeneration with Resurrection would be the least clunky. I would then add limitations to create the special effect you want. For example, take Recoverable Charges on the Resurrection adder if you only have a limited number of bodies. That fact that you are resurrected so far away could be produced using a Teleportation Side Effect (or even a simple Limited Power though I think the Side Effect is a smoother mechanic).

     

    I would write it up like so...

    1 BODY/ Turn Regeneration, Resurrection (+20), 0 End(+1/2), Persistent(+1/2), Extra Time: 1Turn(-1 ¼), Self Only(-1/2), Resurrection Only(-1/2), Side Effect: Minor (1" Teleport, Megascale: 1 Planet, 1 Fixed Location), Always Occurs(-1/2) 16 pts.

  19. Re: Strangest Game Mechanic I Have Seen Yet

     

    And I thought it was original. The player did confess that he was inspired by Dead Man and was originally looking for a way to only have powers while he was "dead". The Resurrection was originally going to be the trigger for his Only In Heroic Identity. He would be alive and well again when he returned to his normal form.

     

    The closest I came to something like this was a Zombie Brick character I made (before Marvel Zombies :idjit: ). His STR and powers were fuelled by an END Reserve that would only Recover while he ate people. It was for a Villain campaign but I never got a chance to play him.

  20. Re: AARGH! How do I build this power without exceeding active point caps?

     

    What about an NND that Does BOD' date=' with the Does BOD advantage limited to only inanimate objects?[/quote']

     

    This would work, but then it's only a 4 BODY attack (albeit NND Body) against inanimate objects. NND and Does Body are both +1 Advatanges, so in a 60 Max Active campaign, your only working with a 4 dice EB.

  21. Re: AARGH! How do I build this power without exceeding active point caps?

     

    I was going to call you on providing a limitation for linked but then realised that in essence all the charges fire together - you only get 16 shots despite having paid for 48.

     

    Personally I think that I might put a linked on each attack - all circular A is linked to B is linked to C is linked to A.

     

     

    As it stands you could fire A without B or C, or AB without C and AC without B.

     

    I would go for the ABC requirement which - in a welcome development - means it cost less points as well.

     

    Doc

     

    This is a very good point. It doesn't make sense to be able to fire 2 of the 3. Here is an Updated version. The NND Greater power linked to the lesser EDM will be a smaller limitation, however, so it may actually save pts. to try to build the UAA upto 60 pts. To keep it simple I will just add the Linked to the NND.

     

    Here is an example for a 60 Max Active campaign.

    -6d6 EB, NND(+1), Limited Power "Animate Objects Only" (+0, because NNDs don't do body anyway), Linked to UAA EDM (+1/4), 16 Charges (+0), OAF "Gun" (-1) 27 pts.

    -12d6 EB, Limited Power "Inanimate Objects Only" (-2), Linked to NND (-1/2), 16 Charges (+0), OAF "Gun" (-1) 13 pts.

    -Extra Dimensional Movement, Single Location/ Single Dimension, "Hell", UAA(+1), Limited Power "Undead and Creatures of Evil Magic Only" (-1, I'm calling it a -1 but this is really based on how ofted you fight them), Linked to EB (-1/2), 16 Charges (+0), OAF "Gun" (-1) 16 pts.

    Total Cost 56 pts.

     

    [edit] To promote discussion, I'll ask those suggesting MPs or VPPs again; what happens if the target is an Evil Golem? What happens if you are fighting a Demon who is Shapeshifted into a statue or a Human? What happens if a Human reflects the attack at a wall? I think to always get the right effect, you have to fire all 3 attacks every time and let Limited Power sort out which one(s) apply.

  22. Re: AARGH! How do I build this power without exceeding active point caps?

     

    Actually it's as simple as you say, just write down exactly what you want it to do. I would buy all 3 attacks Linked together, each one at full active points, and Take Limited Power: Only Works on "Target" for each. The Limited Power, Focus, and Linked Limitations will make it cost effective.

     

    Here is an example for a 60 Max Active campaign.

    -6d6 EB, NND(+1), Limited Power "Animate Objects Only" (+0, because NNDs don't do body anyway), 16 Charges (+0), OAF "Gun" (-1) 30 pts.

    -12d6 EB, Limited Power "Inanimate Objects Only" (-2), Linked to NND (-1/2), 16 Charges (+0), OAF "Gun" (-1) 13 pts.

    -Extra Dimensional Movement, Single Location/ Single Dimension, "Hell", UAA(+1), Limited Power "undead and creatures of evil magic only" (-1, I'm calling it a -1 but this is based on how ofted you fight them), Linked to NND (-1/2), 16 Charges (+0), OAF "Gun" (-1) 16 pts.

    Total Cost 59 pts.

     

    What really makes it possible is the fact that it's a Gun, it saves you a ton of points. It's alot less clunky then say, letting a Trigger with Sense determine what Multipower Slot you are using. Also, notice how the use of Charges keeps you from paying 3 END costs each shot.

     

    [edit] Just to expand a little on the Multipower option, consider these situations. What If you are blasting an Undead or Creature of evil magic/ Inanimate Object, such as a Golem or a Zombie? He should be damaged and banished becasue he fits 2 criteria, right? A MP won't do that. How bout this one, what if the attack is deflected by a Human and hit's a Demon? He should be banished, but of the MP fired an NND or EB, you won't get the effect you want. Remember, in HERO, anything can and will happen.

  23. Re: Strangest Game Mechanic I Have Seen Yet

     

    Just to show there are no truly original ideas...

     

    When she finally worked out what was going on, the character became pretty blasé - throwing herself off cliffs, or in front of passing wagons, etc, which actually freaked some of the other players (not to mention their characters) out a bit. That's saying something, given that the other characters included Death and the Devil. :D

     

    cheers, Mark

     

    Heh, that's very close to what this character was like. He declares "I shut off my Suppression Field and step in front of the train.", while we were on route to the combat. I thought he was joking except nobody laughed. The GM rolled the damage and said, "Your dead". The players then says, "Great! I don't have to sit here bleeding to death again." They had a good laugh at my expense.

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