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archer

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Everything posted by archer

  1. SarcophaGuy 55 STR 45 26 DEX 39 23 CON 26 10 BODY 13 INT 10 EGO 13 PRE 10 COM PD ED 5 SPD 16 REC 46 END STUN Appearance: In hero form, he appears as a classic mummy body with an Egyptian Pharaoh headdress. His face looks much like a metallic sarcophagus face turned to life. When the wrappings move to reveal other parts of his body, those parts appear to be metallic just as his face. He's a lot faster than he looks. His voice is deeply resonant but somewhat hollow which makes him sound breathless. Herman Garfunkle (no relation) always had an unnatural attraction to everything Egypt despite growing up in a normal rural Louisiana setting. He graduated from school five years early and went on to college to study Egyptology. On his first spring break, he decided to go to Egypt rather than to the beach with the rest of his classmates. While there, he was spirited away by an irresistible mystic force and was returned forty days and forty nights later with hazy memories of meeting with ancient deities who needed his help...and with the ability to transform into a being who could provide that help. Thus was SarcophaGuy born! When speaking English, SarcophaGuy has a thick Cajun accent but that accent doesn't carry over when he speaks other languages. Herman could "correct" his English but he thinks that it is everyone else who talks funny. (mostly 4th edition) Life Support: immortality 8< (an old version of the aging slowly power, roll per day or per phase during combat if someone has a power which interacts with immortality) Life Support: can breathe while buried or confined (like a mummy or someone sealed in a sarcophagus) Regeneration 1BODY 8< Armor Infravision N-Ray vision only through sand, sandstorm, stone, and loose dirt Shapeshift back into his former appearance. Note this does not alter access to his powers except for the stretching/swinging because his wrappings disappear. Also note that he is obviously still underage in his original form (and his original form is aging slowly as well). Multipower Change Environment create sandstorm Energy blast with variable special effects (sand, flies, frogs, etc. think of the confrontation of Moses vs the Pharaoh's court wizards) TK only in desert countries as in the Middle East, actual deserts, or in places with ample sand such as beaches, a typical manifestation of the power would be a sand or stone hand Multipower Tunneling only through sand or loose dirt Stretching (living bandages/wrapping) Swinging (wrappings) Running Leaping Gliding Martial Arts (Hop-Towea, a formerly lost ancient Egyptian art. It is pronounced hop-toe-way-uh.) 3 Leg Sweep 5 Defensive Strike 5 Defensive Block +1 OCV +3 DCV Abort 5 Defensive Fast Strike +2 OCV +1 DCV STR +2d6 4 Flying Grab -1 OCV -1 DCV grab, full move PS Archaeologist PS Student PS Cook Linguist Traveler Jack of All Trades Scholar Eidetic Memory Languages: Ancient Egyptian, Summerian, Ancient Greek, Ancient Hebrew, Modern Greek, Latin, French, Italian, Spanish, Portuguese, Yiddish, Persian, Arabic AK: Egypt, Middle East, published archaeological digs KS: Egyptology, Summerian History, Ancient Astronaut "Theory", Mythology, Astronomy Watched: Egyptian Deity Watched: Catholic Church which fears he's trying to restart an ancient religion Watched: various fanatical Muslim groups Enraged when a powerful being presents a threat to harm sacred ancient Egyptian sites Overconfident Driven to pull his weight on the team (common, strong) Much too serious for his age (uncommon, moderate - doesn't know how to relax and have fun) Takes his mission seriously and thinks he's supposed to be the avatar for the gods' return 10 Celebrity (frequent, minor) - (constantly bothered by paparazzi and the public, the character is constantly asked to set aside time for a myriad of social events and appearances. The nature of this Disadvantage is akin to not only living in a fishbowl, but also being the most colorful fish. Many people, especially in the Middle East, treat him as a god come back to life and just want to be close to him. Others consider him to be a hoax peddler out to scam people and show up to protest his appearances. Whether any of this turns into Hunteds and people out to harm him will be determined during the campaign.)
  2. I went to college with a fellow from Ghana who was planning on going back there as a missionary. He had some horrific stories of the grinding poverty there among the general populace. I don't think I could take being a full-time hero there. I went with Melbourne. I can always agitate to build alternate bases in other cities. No offense to Melbourne but it's the furthest city away from everything on continent and the world map except Tasmania and New Zealand. For the young hero group, I went with Egypt or New Zealand. I had a friend whose uncle's house overlooked the Helm's Deep setting in New Zealand. He always made the place sound idyllic. As for Egypt, I could play my hero SarcophaGuy. defender of the ancient sacred crypts of Egypt.
  3. I did research a couple of years ago to help prepare a disaster preparedness forum in the greater Seattle area which was designed to bring together city, state, national, military, and volunteer civilian assets, make them aware of potential problems and potential assets after a disaster. The goal was to try to come up with a plan or plans to work together quickly and smoothly rather than having the fragmented responses we've seen post-disaster in some areas. I ended up looking hundreds of things from dams and their potential flood zones to using the couple of decommissioned aircraft carriers in the area as landing strips. What struck me at the end is that there was a lot of nuclear material and a great many nuclear reactors in the area even when you didn't count in visiting military ships.
  4. I don't use it due to the expense, it costs 17 if you don't want to blow half a phase to use it. And even then, it only works when you make your skill roll, You can generally buy a vision power which lets you see through your own smoke bomb and through darkness 100% of the time for 5 points (or with an OAF for only 2 points). You could even add 360 degree vision for another 5 points and still come up cheaper than combat sense. Combat Sense is fine for building villains where I'm not trying to build on a specific budget. But when building a PC to play, I'm always scrambling to shave a few points here and there to buy something else...and Combat Sense has never made the cut. I could see someone buying it when trying to write up the powers of some specific comic book character like Daredevil. But not for general use.
  5. I find if I take a sharp knife and slice a banana into 3mm slices then eat the slices one by one that it changes how I perceive the texture of it.
  6. I'd much rather have the Serpent Crown introduced into the MCU than have the Darkhold come to the big screen.
  7. At this point, there's no such thing as a poor choice. No matter what you do, you are going to run into situations where how you chose to build the character is exactly perfect for the situation and other times when you'll slap yourself up side the head for not building it some other way. That's just the nature of the game. Even a gamer who is playing Superman is going to kick himself when he runs into a scenario where he's operating under a red sun rather than a yellow one and all the bad guys' accessories are made of kryptonite. If you are the kind of person who sweats the details and wants things to go as perfectly smoothly as possible, go ahead and sweat the details and try to build the character to be the best in every situation imaginable. But if you aren't, just build something you think you'll enjoy playing and don't worry about being hyper-efficient. My ranking is based on my playstyle of dancing in and out of combat and using various tricks in addition to straight up hand-to-hand combat. But it'd go something like this: Legsweep - "Opponent Falls Down" is the best effect you can have when you're working with a team (the bad guy fell down, everyone hammer him while he has the DCV penalty) Defensive Strike Martial Strike Martial Dodge (goes down in importance as the character's defenses go up. For some characters its mandatory, for others who can soak up damage or heal, it's optional). Next I'd rank grab and disarm effects. I generally have built my own martial arts maneuvers to fit the character rather than accepting the standard write-ups for those effects. But if you're going to be a martial artist, you're going to face people with swords, guns, and various hand-held doomsday devices which you need to get out of the bad guy's hands so I like to have some version of this effect. Passing Strike would come next but it's value is highly variable. If you haven't bought much movement power, this maneuver just isn't going to be as valuable to you as it would be otherwise. If you are The Flash, you want it. If you are The Thing, you probably don't. I don't personally like Martial Block because I don't run characters with a high enough SPD to make blowing a phase in h-t-h combat seem worthwhile. To me it's too much like, "you are going to accomplish nothing this phase plus have to wait a really long time until your next phase". Other players might rank it as one of the most essential maneuvers and it's certainly a very flavorful thing for a martial artist to be doing. But maybe I'm just not a martial artist at heart regardless of how many maneuvers my character has. Martial Throw - Throwing someone off a building or a cliff as a finishing move is very cinematic. Martial Escape - ranking it this low is probably due to my playing style of combining ranged attacks and other actions with hand-to-hand combat and prioritizing keeping a high DCV. If you don't get grabbed often, you don't need bonuses to escape often. Sacrifice Throw is likely the worst because "You Fall" is the worst thing to have spent points on if the villain you are fighting has brought friends. Nerve Strike and Choke Hold are more for heroic games than Champions, in my opinion, because a 400 point character should be able to do better than inflicting a 2d6 no range NND attack. Many Champions villains could stand there for more than a turn letting you choke him and almost all of them plus most henchmen would be immune to a Nerve Strike because they have some PDr around their vitals. Let me emphasize again that this ranking is highly dependent on my style of play. I don't like having my characters go toe-to-toe in a fair fight against the bad guys. I'm going to be tossing a flash grenade, smoke bomb, Running Drain, etc. to soften them up. I'll grab their obvious accessible foci. I'll try to block using their foci if I've grabbed their fragile OAF. I'll exchange punches then move away making the bad guy chase me as the flash grenade/smoke bomb effects starts to wear off. I'll temporarily switch opponents and try to help out a teammate if my bad guy has trouble keeping up with me. I'll try to delay my action and slip in a Haymaker if I think that's what it takes to put the bad guy down and the timing seems like I can get with it. Sometimes you just have to go in and try to pound someone into the ground. But I usually spend the first part of the fight with an eye toward seeing how things are going, whether we've each squared off against the right opponent, whether one of the opponents seems to be a glass cannon and can be taken down easily, etc. That's a lot harder to do after I've fully engaged in hand-to-hand combat and have a bad guy up in my face all the time so i try to dip in and out of hand-to-hand until I know the battle is going well. Honestly, how often those things come up depends on the GM. Some GM's will just handwave away the drawbacks of not being able to see well (or just completely forget about it) while other GM's will make sure you take every possible penalty to every possible roll. Personally I'm the paranoid type so I wouldn't be able to wait and see how strict the GM is with enforcing visibility rules and would need to buy it just for my peace of mind, if nothing else.
  8. I'm not sure if there's a definitive answer. If I were running the game, a power which Affects Desolid is desolid itself on some level and can be interacted with by the Desolid character. A Desolid character can interact with a Force Wall which is stopping him, can use basic Missile Deflection without any advantages to interact with any attack which Affects Desolid, etc. Whatever is happening to the Desolid character is solid to him or it wouldn't be affecting him. There might be some special effects for Desolidification power where I wouldn't think handling it like that is appropriate but for a character like Kitty Pryde, that's how I'd do it. Otherwise a 1d6 Entangle which Affects Desolid just completely neuters multiple published characters, heroes and villains. And how would a classic character like a haunting ghost who is permanently Desolid ever do anything after being hit with that 1d6 Entangle? The Density Increase drawbacks are being offset by having to spend points to purchase another power and spending END on that power. That makes it pretty much self-limiting, in my opinion. As for the limitations on Leaping, probably no more than a -1/4 limitation on the Density Increase. It might not be worth even that much, in my opinion, if the character has other movement powers. Suppress can only work on one target at a time (or one group of targets if it is an area of effect). With a Drain, you can hit new targets with it every phase and the Drain lasts until it finally wears off. Look at it this way, if Grond is wanting to pound you into paste, Suppressing his STR is a fine solution to your problem. But if Grond and SuperStrongGuy want to pound you into paste, Suppressing Grond's STR at best only solves half of your problem...and your Suppress power will never solve the other half of your problem while using a Drain in back-to-back phases might. This is a game balance question which was probably determined during the couple of decades of playtesting. Leaping has significant drawbacks to it like having to make an attack roll in order to land exactly where you want, being 1/2 DCV in certain circumstances, and taking multiple phases to complete long leaps (without the possibility of changing your mind about your destination). In contrast to that, Running has far fewer drawbacks and is useful in more situations. I think they reduced the cost of Running in 6e and changed several things about Leaping such as the base of how much Leaping you get as a base to decouple it from your STR so that Running and Leaping are much closer in costs. The Running vs Flight with No Turn Mode and possibly Only In Contact With A Surface. They cost out the same, the real differences are which Suppress or Drain power affects your movement power and whether you want to run up the sides of buildings. Also Running has a base movement which your character gets for free while Flight doesn't. It probably has something to do with a specific person's resources. If I can summon the president of the US rather than a random rich guy, the president has extensive contacts and resources which he could use to my advantage which goes beyond what some random rich guy might have access to. If I can summon my mother on Mother's Day, that's much more important to me than having the ability to summon a random mother. Having to pay twice for it is built into the system deliberately. While there might be various ways to build the effect, they are all going to cost the character points. If they don't want to pay for it twice, they could skip buying the STR and just buy the TK (which can be used either hand-to-hand or at range)...but that has it's own variety of drawbacks. The direction of knockback always matters. As for the rest of the question, I don't remember a hard and fast rule. For my opinion: If character B is touching the ground and/or has knockback resistance, he has the same chance of resisting the knockback as if he were not grabbed. I would probably make character A do a contested STR roll to determine whether he hangs on to character B or not (maybe the dice in the attack vs STR) or some such roll since there's obviously a chance he'll lose his grip if character B takes knockback. Character B might even be able to coordinate his escape attempt to the incoming blast to try to get an advantage. If character A is touching the ground, and hangs on to character B, the knockback from the blow would have to overcome any of character B's resistance plus any of character A's resistance since they will be moving together. If by "good way" you mean "doesn't cost a pile of points", I'm not sure. "Turning off the possibility of doing BODY whenever you want" sounds suspiciously like an advantage rather than a limitation. But setting that aside... He could buy the limitation as "STUN only against living creatures (or sentient creatures)" but then the power gains a free sensory power to detect life or sentience (which is a big no-no in my book). If he bought a separate power of Detect living creatures (alternatively "sentient creatures") at range and as a sense (rather than as a half phase action), I could go along with that limitation. That power would cost 10 points. If he went that route, I'd make the STR default automatically to STUN only when it's unknown (for example, if he is blindfolded and restrained so that he couldn't use the Detect power). Of course going that route requires the right combination of special effects to not be jarring. I could see a mystic character's Elemental Control working like that, for example, but I'd have a tougher time accepting a high-tech hero whose powers work like that.
  9. I'm not completely sure I understand it in 6e since it might have changed from earlier editions . I missed the DC in your Martial Arts description which I why I didn't count it in earlier but this is how I understand it would work. The maneuver gives you half of a d6 in killing attack which can be boosted to 1d6 with your STR. You can only put in STR to add to the damage up until it doubles the original dice in damage. After that point, adding additional STR does absolutely nothing. The damage classes don't add much very quickly (page 72 of Champions Complete). +1 DC adds +1 so the attack would be 1d6+1 A +2 DC adds half of a d6 so the attack would be 1.5d6 With a 1.5d6 attack, your maximum BODY done would be 9 and maximum STUN would be 27. The average BODY would be around 5 and average STUN of 15 (and that average damage would do zero damage to the 5PD of a brick wall, for example, while hitting it with your Martial Strike would overcome the wall's defense and go on to do 5 BODY of damage on average). Now if I'm wrong about when the STR is considered and the .5d6 from the DC adds directly to the base attack of .5d6, that would give the attack 1d6 (or up to 2d6 when adding your STR). Either of those doesn't seem like it's worth the points, especially when you are considering a ninja multipower where you could straight up use those points to buy a slot with a bigger killing attack than the maneuver would give you. (Of course, I could be completely misunderstanding how killing attacks work in which case, anyone feel free to correct me where wrong.) Fun is perfectly fine, that's sort of the point when you get beyond "my character is so incapable of doing anything that I'm continually frustrated" (and you are far beyond that point, in my opinion). I'm a fan of Martial Grab when I have the points. As for Martial Escape, your character has a fairly high STR to start with so I don't see a huge need there. For that matter, if you have a high enough OCV, you don't really "need" Martial Grab. But considering you seem to want so many levels invested into Martial Arts, you might just want to buy all your maneuvers up front. It's often easier to convince a picky GM to let you buy an extra DC or extra level than it is to get him to agree to letting you buy an extra maneuver. Or alternatively, you could buy levels in all hand-to-hand combat rather buying levels in your Martial Arts. That'd let you move levels over into regular grab, regular block, regular disarm, improvised hand to hand weapons like swinging a car at the bad guy, etc. The levels would be more expensive so you couldn't afford as many at the first but you might make up the value through the extra flexibility. Exactly right. I used the "u" to designate the fixed slot rather than the "f" which is used in Champions Complete because I'm old and forgot they changed it from one letter to the other. If you buy the running and leaping separately, you could in theory do a half move as Running then use the rest of your phase as a half move of Leaping. When you buy them together in a multipower, you are getting one or the other on each of your phases. You are getting a large break on the cost by giving up some flexibility in some cases which hopefully wouldn't come up often: your Running without using the multipower has a half move of 6 meters while your half move with the multipower would be 10m. How often would not having access to that extra 4m half move of Running screw you over in the hopefully rare cases when you might want to Run and Leap in the same phase? Then compare that to the number of points a multipower would save you and what you could spend those point on. For me, the answer always comes out that I'd rather have the advantages of the multipower when it comes to movement. ==== I didn't mention it earlier but when building your character, you should consider versatility, synergy, and whether you want to take your character in unexpected directions. For example, I noticed your character had no enhanced senses of any sort which could be problematic since martial artist characters often operate in darkness. I suggested Defense Manuevers I and II but you could go beyond that with one of the enhanced vision powers. If you wanted to go with the Swimming route in a movement multipower, your character could be very effective underwater if he had some Life Support to go with it. And Ultraviolet Perception works well underwater. You could weave those ideas together by doing something along the lines of 2 Life Support - Safe Environment: high pressure and intense cold (OIF costume) 2 Life Support - Expanded Breathing: underwater (OAF high-tech facemask which filters oxygen out of the water) 2 Ultraviolet Perception (OAF goggles) 1 Transportation Familiarity: SCUBA (this completely eliminates underwater fighting penalties) You spend 7 points and add a whole new dimension to your character. Villains looking at you can tell your costume does something special but most probably couldn't figure out what it does without close examination, which gives them something else to consider when confronting you (and something else to do if they capture you other than torturing you, "gotta get that costume off before he wakes up"). The facemask lets you breath underwater but for all most people know, it could protect you from gas attacks as well so they might not choose to hit you with their area of effect NND gas attack which is foiled with a simple gas mask.
  10. From the good start on a build which you have at this point, you get into a lot of personal preference...so I'll just express some personal preferences and you can take them for what you will. I'm not really seeing what the 18 EGO is getting you unless you are planning on the character having some crippling psychological complications which you are going to need to overcome every session. I usually don't buy it up that high unless it's for a mentalist. I'd consider buying Defense Maneuver I (3 points: no attacker is considered to be attacking from behind) and Defense Maneuver II (2 points: eliminates multiple attacker bonus for attackers the character perceives) since, during action, you're going to be groundbound and in hand-to-hand combat much more often than not. You don't want to be swarmed effectively or be easily ambushed. Considering your high STR, a 1d6 Killing Strike isn't going to mean much to your character and I think you'd end up never using it. I'd much prefer to put those points toward a Defensive Strike which is going to be useful basically any time your character is slugging it out toe-to-toe. I've played high STR characters without much beyond Martial Dodge, Defensive Strike, Martial Strike, and Legsweep and have been perfectly fine (i.e. those being the core Martial arts maneuvers I end up using frequently and the rest are window dressing which comes in handy on the rare occasion). Instead of paying 8 each for Running and Leaping, you could put them into a multipower. For example: 8 Multipower - Try Keeping Up With Me (8 active points) 1u Running +8 1u Leaping +16 That takes your cost down from 16 to 10. You could take those points and spend them elsewhere or you could increase the size of the multipower, increase the number of movement power slots, and/or play with some advantages. For example for 15 points you could get: 12 Multipower - Try Keeping Up With Me (12 active points) 1u Running +8 (20 total) (0 END cost on total running +1/2) 1u Leaping +16 (20 total) (0 END cost on total leaping +1/2) 1u Swimming +16 (20 total) (0 END cost on total swimming +1/2) In that example, you'd be saving a point, adding Swimming, and fixing some of your END problems by having all your movement at 0 END.
  11. "Grapes" isn't a distinct group. There's seeded vs seedless. There's red vs green vs purple. I'll take a green seedless grape over the perfect banana. I'll take a banana over red grapes. (Side note: grapes are more diabetic-friendly because I can control portions more precisely. A banana is usually all-or-nothing...and all too frequently turns into the "nothing" option.)
  12. The article says the mask stunned the archaeologists. If I recall correctly, Jason prefers killing attacks to stun attacks.
  13. Remember that old Christmas song about "Deck the halls with bowels of Holly"? I told my wife earlier today that Holly has some pretty versatile bowels...but I'm not quite sure how to write up their special effects in game terms....
  14. Honolulu with Seattle as a close second. Personal preference for theoretical places to place teams Denver > Phoenix - deserts are hot and boring. Mountains are cool. Dallas > Houston - better to respond to problems in central USA locations Washington DC or Atlanta > Charlotte
  15. Russians discover International Space Station is holy. https://www.apnews.com/f770a821e8b24e38b1a9abb5d4aec9d2
  16. I could see it as +5 PRE as an OAF (limited to people who think someone having a badge is impressive). I'm in the camp of people who know their rights and who also knows the rights of a policeman, so someone flashing their badge at me wouldn't accomplish anything positive for the officer. I'll react positively to someone trying to have a rational conversation with me but not positively for someone IRL who tries to presence attack me with a badge. I'm more likely to involuntarily laugh in the officer's face if he tried it.
  17. Danior is a gypsy wizard who blinds people using the shininess of his bald head. (Pictured above as he is building toward a powerful area blast effect.) His bald head also doubles as a solar panel which boosts his brain power (Tactics 14-, 45 INT in direct sunlight, PS: Evil Mastermind) . Truly, his wit is dazzling and he is capable of coming up with amazingly complicated plots which always come off exactly as planned....
  18. "I'm cool with stranding them here forever...anyone with me?" :ROFL
  19. The problem with Tolkein, his elves, and his setting are that they are tied to the English idea of aristocracy and that having a "good" bloodline means something along the lines of "you are better than others". His elves were thinly-disguised aristocrats, the hobbits were the Welsh folk muddling along doing their own thing, humans were the common English folk who needed to be led by an aristocracy, and the dwarves were Scottish miner/engineer types who were either good or evil (in the books) as the mood took them. If that kind of thing grates on you, perhaps because you didn't grow up in a society which values an aristocracy, Tolkein might not be your thing because even the elites of the other groups aren't going to measure up to the people who have the "right" blood. ==== < mini-rant > As for package deals, I've never seen the point of the deal. If someone wants a character who has most of the features of an elf, he should pay for it, in my opinion. If I want to play an independent human con man who is not bad with a sword and who has access to some magic, I'm going to have to go through hell to qualify for some package deal, even though those kind of characters show up fairly often in fantasy literature. Package deals too often boil down to "if you character is easily pigeon-holed, you can have a break on the cost". So I would argue that package deals all work fairly poorly. < /mini-rant > IMO, if you are going to have racial package deals for various fantasy races, don't forget to write up a human package deal so humans can get a break on the cost for being human just as an elf gets a break on the cost for being an elf..
  20. If you know the guy's new address, fill out a change of address notice that you no longer live there and to forward any mail you get there to your real home address. (Note: I have Bureaucracy on a 15- )
  21. My wife has a 50+year old wooden die that she can use to roll a six about 1/3rd of the time, more if she's on a hot streak. It doesn't do that for anyone else, just her. I no longer let her use it in Champions. But I do let her take it with her for game nights with unsuspecting friends.
  22. I guess you could cleverly disguise your real island hideaway as a pumice raft.
  23. The Wizard of Oz itself has been around for quite a bit longer than Star Wars. But Star Wars will still be influencing people long after everyone outside the film industry have forgotten Oz.
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