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Doc Samson

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Everything posted by Doc Samson

  1. Re: New players welcome You guys are just jealous that you can't turn into beer. *Ab Flex* This six pack is the real deal. Am I right ladies? --The Solution
  2. Re: New players welcome Hello ladies and everyone else. I don't mean to brag but I can do a lot more than that. In fact I can turn into any liquid you can think of from mercury to acid. Have a look see on my website (http://www.herocentral.net/characters.htm?campaignId=1073492). Don't forget to take a peak at the newspaper clippings about yours truly and the cover of my new comic book. If you got a problem, then I'm the Solution! That slogan is a trademark of Solutions, Inc. by the way. --The Solution
  3. Re: A Rogue Like character Bah, I just read that Useable On Others shouldn't be used for Multiform. I will have to amend my suggestion to an NND (same defense as above) Transform with Improved Results Group (non-powered, partially powered, ect.)
  4. Re: A Rogue Like character That's interesting to me that you made that comparison bunneh. I was thinking about an old possession build we all tossed around here in the past when I wrote my suggestion. I have played a few possession characters and I think they share a lot in common with Rogue. They are what Hugh or Sean referred to as "toggle" characters. Either their power works and they are incredibly powerful, or it fails and they are ineffective. I also think that in game, a Rogue-like character fills the same role as a possessor, essentially knocking one bad guy out of the fight and adding their power set to the good guys.
  5. Re: A Rogue Like character I will try to help but please note that many of my builds have been called...questionable (think of a word that rhymes with "rule hit"). The problem with characters like Rogue is that they are much more effective in the comics than they ever should be in a game. This results in them not being very fun to play when you are not as effective as you wanted to be. That said, you are on the right track with the Multiform VPP. This seems to be the most rules friendly way to mimic powers that fall into non-power framework categories, such as Skills and Talents. As far as the Telepathy goes, with GM permission you may not need it. Ask if you can define your Multiform as a form that includes the target's memories. Remember that a Multiform is essentially a new character. With GM approval, you can define the character however you wish, within the point restrictions of the power. That leaves us with the Drains. Depending on how often Power Defense is used in your games, you may have 270 Active Points of Powers that can be nullified by 15 Active Points of Pow DEF. Not to mention, it is a rare character in the comics (to me anyway as I can't think of any) that is resistant to Rogue's powers. With GM permission, I recommend building the offensive aspect of the power as a second Multiform VPP, but with Useable As Attack. The target becomes a non-powered version of themselves. If you only want to take part of their powers, then define the Multiform (for that specific use of the power) as a weakened version of the target. In addition, Rogue doesn't always knock out people she touches. If you want the power to also knock the target out, then define the Multiform (for that specific use of the power) as a character with 0 STUN. Please note that all uses of Useable As Attack must include a common defense. This is easy, anyone with covered skin is defended. In summary, I think that a two Multiform VPPs build is the way to go. It is simple, more cost effective, and can imitate every use of Rogue's powers that I have read about in the comics. It may also give your GM diarrhea.
  6. Re: Rings of Power ***Crazy Alert - The following idea is admittedly crazy*** I would buy the rings as 2 Multipowers with 5 slots each, one Multipower for each hand, one slot for each ring. One hand would have 5 slots of elemental powers (per the 5 classic elements), the other would have 5 slots of animals powers (per the 5 animals of Kung Fu). The fun would be from mixing and matching the powers from each Framework. A possible example might look like this: Right Hand (Multipower 1), OIF Rings Slot (finger) 1 - (SFX: Tiger) STR + HKA Slot (finger) 2 - (SFX: Crane) Flight Slot (finger) 3 - (SFX: Leopard) STR + HA Slot (finger) 4 - (SFX: Snake) Entangle, No Range Slot (thumb) 5 - (SFX: Dragon) Growth Left Hand (Multipower 2), OIF Rings Slot (finger) 1 (SFX: Air/ Wind) Invisibility Slot (finger) 2 (SFX: Water) DCV Slot (finger) 3 (SFX: Fire) Blast Slot (finger) 4 (SFX: Earth) Resistant Protection Slot (thumb) 5 (SFX: Aether/ Void) Desolidification Some fun combos would include: The Earth Dragon (Growth and Resistant Protection) - a brick-like combo The Phoenix (Flight and Blast) - a flying energy projector-like combo, stay at range and Dodge alot The Sea Serpent (Entangle and DCV) - The ultimate grappler The Black Panther (STR, HKA or HA, and Invisibility) - a ninja-like assassin or warrior The Ghost Bird (Flight and Desolidification) - the perfect scout
  7. Re: An Unusual Kind of Growth Power If you have Champions Villains Vol. 2, Psimon's "Psi-Giant" power uses a very similar effect. He builds it with separate powers, but I like your Growth idea better.
  8. Re: Help with a character concept I don't think you need to have a way to transform the patches. You can simply say the badges are part of the SFX of the power and Focus. I notice you have OAF and Restrainable on the second power. It looks like you are using 6e Hero. I do not think you can have them together. I think OAF covers both. I think you are smart not to have his Resistant Protection as an Accessible Focus. In other words, I think you are already on the right track. If all of his powers come from the patches, Focus will save a ton of points. For powers that require an action anyway, Multipower is another great to way to save points.
  9. Re: Super Friends The Flash discussion concerning SPD is an interesting one. I think I agree with those that say while the Flash may have many speed related powers (Autofire, high Movement, high DCV, ect.) he doesn't actually act more than many non super fast character, such as Batman.
  10. Re: What Champions Universe character would you gender change? Uh oh, did I hit a nerve on that one? At least the name wouldn't have to change.
  11. Re: What Champions Universe character would you gender change? I would have to vote for Gargantua, Grond, Ripper, or Valak so that one of the "strongest in the world club" was female.
  12. Re: Need a name for batlike hero For your character, I like the name Umbrage. It has a dual definition, meaning both shade and anger.
  13. Re: Energy Absorber/Blaster I think a base defense of 20 is good for a 40 AP (8d6) game. A very rough estimate I have seen used is that basic defenses should be around half the value of attacks. Some GMs will allow bricks to go a little higher with defenses but if you do I would play a typical combat out in your mind to make sure the brick doesn't become too hard to bring down. Other options, like Damage Reduction or Damage Negation in place of part of the basic defenses, can allow a brick to take a little more of a beating without the fear that he or she will simply shrug off all attacks.
  14. Re: Energy Absorber/Blaster "Tell me if you think it has enough CON and STUN, as well as the other attributes being balanced." I might try to squeeze in a few more points in to CON. In a 12d6 average game, attacks will hit for about (12 x 3.5 =) 42 STUN. 42 STUN - 25 (your) PD or ED means you will take about 17 damage when hit. While you will not be Stunned by an average attack, even slightly above average attacks may Stun you. Almost every non-Brick gets stunned sometime but its less fun if it happens frequently.
  15. Re: You Make the Call Skills (as Special Powers) and Talents are prohibited from Power Frameworks without GM permission for good reason. However, I might allow it if it was the character's primary or only power such as a Taskmaster or Finesse type character. [edit] Also note, the rules legal way to do this would be a Multiform only VPP with the limitation only to change Skills, Talents, and Martial Arts but this is even more powerful as the character doesn't even have to include the VPP cost in each form.
  16. Re: Energy Absorber/Blaster I edited my post for clarity. While Absorption builds can be powerful because costs are often cheap (I think all my suggestions totaled come to about 75 points), remember that it can take most of a Turn or more to get up to full power.
  17. Re: Energy Absorber/Blaster Hello and welcome. I'm far from an expert but I will try to get you started. I'll keep the point totals in my suggestions around what I might use for a typical Champions game. I am using the 6e rules for these examples. "I'm looking to make a energy absorbing character that can then transform the power he gets from the energy he absorbs into energy blasts and/or additional strength." Your off to a good start with Absorption power. "- What type of adsorption should I use? What stat should it link to for the effect I want (I was thinking a seperate END pool just for the energy powers)." I would take as broad an Absorption as possible as you will need to absorb energy before you can attack at full effect. I would even suggest building the Absorption as two powers. The bonus of this is that you can then use the Defensive Absorption Advantage to use these two powers as your defenses, which will save a few points. I might even buy some additional defenses as (unlike most other characters) you need to be hit before you can attack at full effect. "Kinetic Energy Absorption" 15 pts. of Absorption (PD to STR), x4 Maximum Effect (+1/2), Defensive Absorption (+1) (37 APs) "Energy Absorption" 15 pts. of Absorption (ED to Blast), x4 Maximum Effect (+1/2), Defensive Absorption (+1) (37 APs) You can throw in a few Limitations like Perceivable (-1/4) and/ or Unified Power (-1/4) to keep costs down. The separate END pool can be bought as an END Reserve with the extra STR and Blast power being defined as drawing from the Reserve and not youe personal END. "Energy Reserve" 60 END/ 15 REC END Reserve (25 APs) A flavorful Limitation might be something like Limited Recovery: Only while Absorption currently has Character Points absorbed (-2). "- I'm looking to make a blast power that has several settings, so that the more END he spends on it, the more powerful it becomes. What is the best way to do that?" As far as the Blast goes, powers already kind of work this way. You can choose to spend less END and use the power at a lesser effect. I suggest buying the Blast as the lowest value the GM allows as your Absorption will add to it. "Energy Blast" 1d6 Blast (ED) (Draws END from Reserve) (5 APs) If the GM allows you to boost this even higher, perhaps you can buy an additional +2d6 Blast with the x10 END Increased Endurance Limitation (-4) to simulate easier access to Pushing (6e2 pg.134). I hope this helped. please let me know if I explained something poorly.
  18. Re: Exploding Fists of Fury There is a limitation called "Must Be Used At Full Power (-0)" for Body Control powers in 6e1, p46.
  19. Re: Ways to manage a huge team with a lot of characters? 1) I had the pleasure once of playing in a large scale game such as this and we just always explained that the other heroes were busy in their normal lives (most will have careers), asleep (even Batman and Spiderman have to sleep sometime), or off on a team mission somewhere else (this is particularly compelling in games with a national or international scope). Allowing the occasional NPC to tag along will allow them to feel that the other members of the team are involved and it makes for good roleplaying (not to mention you can use them to drive the plot). 2) I wouldn't worry too much about this. I would likely only give XPs to NPCs that take part in the game or for story purposes. 3) As above, having NPC members of the team reporting in on what's going on in other parts of the world can add to roleplaying and it gives you a change to foreshadow potential future plots. For example, if Tsunami Surfer says he saw a giant squid off the coast of Japan but couldn't capture it and the players all go "Wow!", then you know that's a good hook for later. Also, you can add a relevant NPC to the group to guide the players to elements of the story without revealing too much. For example, if Void Vizier says, "I have sensed a dimensional disturbance near where you are going in the Middle East, I think I better go with you." You can have him give advice to the PCs throughout a mysterious adventure without having to herd them along. As far as things to avoid, IMHO the only type of NPC that players hate more than useless NPCs (they should be on par with the players), is NPCs that overshadow them (NPCs shouldn't be too powerful, too versatile, or step on any of the player's toes). I would take special care with this as I just re-read your post and it looks like you may have as many as 4 teammate NPCs in play at a time.
  20. Re: Common superhero types you've never seen in play I love these types of topics because I love to hear about what types of characters others are playing. I have seen many of the examples above in play because my players are weird: Acid Man (a Tunneling/ Clinging Energy Projector), Brainstorm (was a non-telekinetic mentalist), Matador (Desolidification, Invisibility, Telportation, and Images all with the same SFX, you never knew if he was really there or not), Doppelganger (Shape Shifting infiltrator without power mimicry), Quark (Shrinking plus Density Increase, he was brutal), and tons of Stretchy guys ...but after thinking about it for awhile (and this blows my mind), I have never played in a game that I can remember where someone had only fire powers, like the Human Torch or Firebird. This wouldn't be considered common but I have also never seen anyone play a possessor, like Jericho or Nocturne. I tried once but the character was quickly bounced out of the game.
  21. Re: North American Super team names I don't know why (as I've never even been there) but I've always like the idea of a Texas themed superteam. We had one in our game many moons ago called the Texas Twisters then later the Lone Stars because I think we found Texas Twisters was taken. It ended up with over a dozen members as each player had an idea of what they thought would best represent Texas and the cultures that make it up. Here's a few that I remember. Ranger (weapon master with gun powers) Pumpjack (energy projector with oil powers) Longhorn (brick with minotuar powers) Matador (martial artist with Images, Invisibility, and swords) Chupacabra (metamorph with animal powers) Thunderhawk (mystic with weather powers)
  22. Re: Statting out a tornado There are rules for this in 6e2 pg. 146. A character may use Change Environment to increase an area's "wind level". For example, and F5 tornado is the 12th wind level on the chart.
  23. I am making a character for a game that is a superhuman psychologist (similar to my namesake). I like the idea of being recruited by law enforcement to help them on cases involving criminally insane supervillains, like the psychologist on Law and Order but with supers. I think it would be a good plot hook for the GM to use. How would you write this up? Watched by Law Enforcement? A Law Enforcement DNPC? A Social Complication? I see it as more of a one-sided relationship (they call me but I can't call them). Is it just a 0 pt. background element? Thanks in advance for replies.
  24. Re: New players welcome I seem to be having some computer issues right now so I deleted my post and am re-posting. I did get your message QuestionMan but was unable to respond and now the message is gone altogether. Anyway, thank you. I reformatted my computer since the last time I was on Herocentral so I am still trying to retrieve my login information. In the meantime I would like to post the character I plan to apply with here. Please let me know what you think. I enjoy playing Bricks most so my submission is pretty much a standard Brick with the ability to vary his appearance and SFX. I tried to stay middle of the road for stats. The character does have the Interrogation skill but I have chosen the non-violent version that relies on subtle psychological manipulation. I thought it fitting as the character is a Psychologist. All comments are welcome. The character is done in 6e (those are lists not an EC, I just like the way it looks).
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