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Doc Samson

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Everything posted by Doc Samson

  1. Re: A Marvel-ous Suicide Squad? Random thoughts flying from my head... I love the idea. While I agree Mister Hyde is a B or even C villain, it just seems wrong that a primary Thor and secondary Hulk villain isn't an A. Stilt-Man? Batroc? Sounds like the Thunderbolts game I used to be part of on Herocentral. It was a great game. Frenzy is hot.
  2. Re: Encounter Balance This ^ Run test combats with sheets before running the players.
  3. Doc Samson

    Powerball

    Re: Powerball I wouldn't spend to much time trying to stat out how the ball removes powers or you will have players trying to break the game "uh, my ghost character has inherent desolidification so he can carry the ball but no one can stop him". If I were pressed however, I would say that the ball has a Triggered (when touched) Multiform (to a form of the character without powers, superhuman levels of attributes, skills, talents, and perks) usable as attack (defense is simply not touching the ball). The ball itself has the EDM power to transport itself to a dimension identical to our own but where it cannot be affected by anything other than normal STR (6e1, pg. 222, "Other Uses"). In other words, it is constructed of the finest mesh of handwavium. [edit] If you have players that you think may strongly object to the above but this game is going to be a recurring element of your campaign, I would work with all of the players ahead of time to build the "depowered" versions themselves. For example, if the Brick (even when depowered) looks like Lou Ferrigno, then perhaps he can still have a 30 STR (technically speaking this can be considered legendary STR and not superhuman if the GM wishes) when touching the ball. Another character might keep his supreme Martial Arts training, but his OCV and DCV are limited to 10 and skills rolls to 20. You get the idea. It might actually be fun for some players to create these normalized homages to their characters. [edit][edit] Here are a few preemptive suggestions. 1. A character's foci or vehicles don't work when touching the ball. Ironman's armor powers down and Batman's grappling hook won't work while carrying the ball. This may or may not make them bad choices for ball carriers (Tony Stark is probably a bad choice but Bruce Wayne would still do fine I think). If the character's armor is a vehicle, he will have to get out of it to touch the ball or his vehicle will power down when he grabs it. 2. Character with Multiforms revert to their normal form. If you pass the ball to the Hulk, you get Bruce Banner, not a depowered version of the Hulk (Lou Ferrigno?) 3. If a Duplicate touches the ball, it disappears before it can act. If the Base Character touches the ball, all Duplicates disappear. 4. Area Effect powers work around the ball, they just cannot effect the ball. For example, Change Environment and Darkness can hide the ball but an AE wind attack cannot be used to blow the ball away. 5. Here's a tough one I'll leave to the GM. Can a Brick or someone with TK throw something at the ball or hit it with something to knock it around? IMHO it would depend on the play field. I would leave manipulable objects on some play fields (for example in a forest trees could be used as bats) but not others (such as a smooth metal surface).
  4. Re: Guess the inspiration behind this superteam! You made quick work of that one.
  5. Re: Guess the inspiration behind this superteam! A mega villain in our game once bestowed cosmic level powers on random street urchins to distract the heroes. The results was... Dawg - a gang thug with cosmic level strength Phat - a homeless man who can consume anything resulting in limitless obesity Bling - a prostitute capable of inflicting an array of super diseases Flow - a street rapper with time manipulation enhanced speed
  6. Doc Samson

    Powerball

    Re: Powerball Good point! I would say that the ball's power suppressing properties are dependent upon the play field so it does not function on its own. As far as danger to the carrier, the "offense" should be eagerly protecting them and of course players should not try to kill the ball carrier (unless it would be funny ).
  7. Doc Samson

    Powerball

    Re: Powerball I'm just typing my random thoughts after reading the above posts so I apologize if it is a bit disjointed. I picture a game that requires power use but focuses on teamwork. The goal is simple, carry the power ball from point A to point B with opposing teams trying to stop each other and recover the ball. The play field should be as treacherous as the teams can handle. Here's the catch, whoever is touching the ball is rendered powerless and the ball itself is immune to powers (no TK, UAA Teleport, ect.). The ball can be strategically passed (with a normal strength throw) from one teammate to another but whoever is holding the ball is dependent upon the help of his or her teammates. To prevent teams from just dropping the ball and brawling it out, if left untouched for more than a phase, the ball is reset to a neutral location. [edit] To expand on the strategy a bit, passing the ball frees up the powers of whoever was holding it making them available when needed. Because the "offense" is essentially down one member (i.e. the ball carrier), direct confrontation will be disadvantageous. When either team brings the ball to the other team's goal a point is scored. Sometimes forcing a reset may be strategically sound, such as the other team is deep in your team's "red zone" and you have a player at the neutral location. [edit] As the ball is immune to powers, the carrier cannot just be grabbed and teleported but the carrier can be picked up and flown with or ran with (which leaves the carrier vulnerable to attack because they are being held). Throwing the carrier should pose issues too.
  8. Re: Guess the inspiration behind this superteam!
  9. Re: Guess the inspiration behind this superteam! I think this one is easy so I will keep the descriptions brief. Vital - life based powers (such as plant growth and healing) Shine - light and heat based powers Wither - death based powers (such as withering and life draining) Frost - weather and based powers
  10. Re: HELP! I'm Loosing it! (Or - Drains are sapping my strength!) Someone Rep Hugh for me please? I think that was very well explained and I have to spread some rep before I can do it myself. Thanks!
  11. Re: Character for review Others are better at this than I but from a GM's perspective, I think your defenses are a bit low. I'll explain. Assuming this is for a 75AP campaign (because your Multipower is 75APs), foes may have 15d6 attacks. 15d6 x 3.5 (an average roll) = ~52 52 - 22 (your total PD or ED) = 30 30 > 25 (your CON) meaning you will be stunned by the average attack (and knocked out in two). For 75 AP games, our characters usually fall around 30-35 total defenses. Characters should be able to take an average shot without being stunned and can usually be knocked out in 4 or 5 successful attacks (against foes with comparable SPDs and CV values). Against equal powered villains, our combats usually run 1 to 2 turns (give or a take a few phases). I hope that helps!
  12. Re: Classic Marvel Superheroes RPG
  13. Re: Classic Marvel Superheroes RPG It looks like they moved here http://classicmarvelforever.com/cms/ or someone put up a mirror.
  14. Re: Balancing Duplication While we never developed a mathmatical solution to the question, we decided in our "no banned powers" game that a character with duplication should be balanced against other single characters in the group the same way the whole group is balanced against a single arch-villain. a) In other words, when I create an arch-villain, I usually test him by doing a few mock battles in my head or on paper against the whole team to make sure the battle seems fun and doesn't run too long or too short. The GM should do this with the duplicating character against a few members of the team to make sure the character is not too effective or too weak. This was necessary in our games because of the frequency in which my players solved conflicts in the "old school" way. In other words, disagreements between my players usally resulted in PC vs. PC combat.
  15. Re: Good special effect for Ranged Touch Sense? Wind Sense Current Sense (Limitation: Only While Underwater) Tremorsense (Limitation: Only While Touching the Ground)
  16. Re: Surfer girl character name Blue http://en.wikipedia.org/wiki/Surf_film
  17. Re: cowboy brick I once played in a Texas based game where all the characters had a Texas theme. Our original brick was indeed a minotaur type character named Longhorn but we eventually ended up with a brick named Pumpjack. He had the ability to absorb vast amounts of crude oil (black gold, texes tea, you get the idea) giving him Density Increase and host of other oil related powers ranging from Running (via an oil slick) to a Desolidification (slippery coat) that could only be used to slip out of Grabs and Entangles. For reference the other members of the Lone Stars were... Longhorn - former Houston Oiler with minotaur (brick) powers Pumpjack (replaced Longhorn) - Oil Tycoon with oil (brick) powers Matador - a Mexican bullfighter with a confusing Multipower of Images (self), Invisibility, Desolidifcation, and Teleportation plus bullfighting skills (martial arts) Ranger - a Texan (patriot) marksman (weaponmaster) and leader of the team Twister - a rodeo star with whirling (speedster) powers Wildfire - a model with fire powers (energy projector) Thunder Hawk - an American Indian shaman (mystic) with spirit powers (mentalist) Chupucabra (replaced Thunder Hawk) - a Mexican Indian mutant with a VPP of animal powers (metamorph) ... and one or two more I can't remember at the moment.
  18. Re: Champions Villans Vol. 1: Master Villains What's Fossil like? I have a character named Fossil in my game.
  19. Re: Guess the inspiration behind this superteam! Cheshire The Green Man Warp Razor Purity Persuasion Schrodinger's Cat If a tree falls in a forest and no one is around to hear it, does it make a sound? ??? Occam's Razor ??? ??? By chance are they all paradoxes? I think that would also be a good name for the team. http://en.wikipedia.org/wiki/List_of_paradoxes
  20. Re: Teleportation Power Ideas? My last Teleporter was a chess themed Brick so you may not find this useful. Here are a few builds I remember. En passant - essentially a Teleportation version of a Move By or Move Through - HA, Area of Effect (Line), Linked to Teleportation Castling - I must admit that MMORPGs have influenced my play a bit as I like my Brick's to have at least one power that can be used to defend a teammate - In this case its a UOO Teleportation, Linked to Teleportation to trade places with a teamate in trouble. [edit] I think I eventually upgraded this to a Trigger so I could functionally use it as an Abort to save a teamate. Ckeckmate - usually used to Teleport a villain into harm's way, such as between me and our current Martial Artist or in front of a charging Speedster - Teleportation, UAA
  21. Hi all, I am trying to gather some inspirational material for a humans vs. ghosts themed game. I am looking for movies or other media where humans have technology (or some other means) that allows them to hunt, combat, or capture ghosts. Despite the fact that my meager list currently has mostly comedies, the atmosphere will be very dark, sort of like a zombie apocalypse but with ghosts. Thanks in advance. Here is what I have so far... 13 Ghosts Ghostbusters The Frighteners Constantine Poltergeist (mostly the psychic that helps the family)
  22. Re: Experiment-Comic collision Young Bruce Banner was the victim of numerous wedgies at the hands of cruel bullies. Years later he would become a world reknowned physicist and inventor of the gamma bomb. During the experimental detonation of a gamma bomb, Banner rushes to save a teenager who has driven onto the testing field in Slaughter Swamp, near Gotham City. Pushing the teen under water, Banner himself is caught in the blast. Absorbing massive amounts of radiation and swamp matter, he transforms into a lumbering grey form. He later shows up in a hobo camp and, when asked about his name, one of the few things he can recall is that he was "born on a Monday". One of the men at the camp mentions the nursery rhyme character Solomon Grundy (who was born on a Monday), and Banner's alter ego adopts the moniker. Fueled by rage, now Banner is the one who will be giving out the wedgies as the Incredible Atomic Grundy! Sorry...I just couldn't resist.
  23. Re: A funny challenge for a Damsel Brick I can't stop looking at her...eyes (believe me?). She makes me think of a two slot Multipower. - The first slot would be a max AP Transform to stone. - The other would be the result of using the power on herself, a Multiform with stone/ brick powers. I would call her something like Gorgon, Basilisk, or Cockatrice. [edit] Multipower, Limited Power: if the Transform is blocked with or used against a mirrored surface, the character must switch slots for a random amount of time as determined by the GM (-1/4); 75 APs, 60 Real Cost. - 5d6 Transform, any target to stone, Limited Target: not vs. mirrored surfaces (-1/4); 75APs, Real Cost 5f. - Multiform, one 375 pt form (stone form), 75APs, Real Cost 6f. (standard brick stats plus Total Life Support). Additional fluff from mythology... She is painfully allergic to small animals such as weasels and ferrets (Susceptibility to allergens) She has sensitive hearing and winces at loud noises such as rooster's crow (Vulnerability to Sonic Attacks)
  24. Re: Stab of a thousand knives I think a Constant Uncontrolled attack is what you are looking for.
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