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Hydra
I have mixed feelings about this character. I thought the original idea was great -- a water based Superhero, able to take the form of water, ice or steam, having lost his original body in an accident. The actual implementation pushed the Multiform rules way past any concept of balance, it seems, since it combined a brick, energy blaster and an almost impervious form to good effect. Here are the results, though there a few too many numbers for my current tastes. Some of the disadvantages look a bit dodgy too (but this was Champions... :-)
| Base Form | | Ice Form | | Water Form | | Steam Form | |
Char | Value | Cost | Value | Cost | Value | Cost | Value | Cost |
STR | 11 | 1 | 60 | 49 | 21 | 10 | 11 | 0 |
DEX | 17 | 21 | 17 | 0 | 17 | 0 | 17 | 0 |
CON | 35 | 50 | 35 | 0 | 35 | 0 | 35 | 0 |
BODY | 10 | 0 | 22 | 24 | 15 | 10 | 10 | 0 |
INT | 10 | 0 | 10 | 0 | 10 | 0 | 10 | 0 |
EGO | 11 | 2 | 11 | 0 | 11 | 0 | 11 | 0 |
PRE | 10 | 0 | 10 | 0 | 10 | 0 | 10 | 0 |
COM | 10 | 0 | 10 | 0 | 10 | 0 | 10 | 0 |
PD | 5 | 3 | 18 | 13 | 5 | 0 | 5 | 0 |
ED | 7 | 0 | 18 | 11 | 10 | 3 | 7 | 0 |
SPD | 4 | 13 | 4 | 0 | 4 | 0 | 4 | 0 |
REC | 7 | 0 | 7 | 0 | 7 | 0 | 7 | 0 |
END | 70 | 0 | 70 | 0 | 70 | 0 | 70 | 0 |
STUN | 34 | 0 | 89 | 55 | 86 | 52 | 34 | 0 |
Cost | Powers: Base | END |
133 | Multipower 200 pts, full phase to change | |
13 | Ice form | |
13 | Water form | |
13 | Steam form | |
33 | Additional steam powers (50 pts, linked -½) | |
-5 | Running not useable in stream form (-½) | |
Cost | Powers: Ice | END |
15 | 10 PD/10 ED Hardened & Resistant | |
8 | 8 PD/8 ED Resistant | |
25 | 5d6 NND -- no range, requires grab (-½) | |
Cost | Powers: Water | END |
15 | Shapeshift into puddle | |
30 | ½ Damage Reduction -- physical, resistant | |
27 | 8d6 Energy Blast, 2x END | 8 |
8 | +8" running, downhill only | |
30 | Invisible vs normal sight, hearing, smell/taste, N-Ray vision, no fringe, underwater only (-1½). 0 END, persistent, power is required (-¼) | |
5 | Breathe underwater | |
Cost | Powers: Steam | END |
42 | Desolidification 0 END, Persistent, Not vs sold objects, affected by cold, wind, water, power is required (-¼) | |
88 | Invisible vs Radar, sonar, UV, normal sight, smell group, spatial awareness & N-Ray vision. 0 END, persistent, power is required (-¼) | |
70 | 4d6 scalding Damage Shield, 0 END, persistent, affects physical world | |
| Remaining supplied from outside slot: | |
14 | 7" Flight | 1 |
5 | Infrared Vision | |
10 | No need to breathe | |
2 | Immune to exteme heat | |
7 | 1 level growth, 2x mass, +5 STR, -1" knockback, +1 BODY, +1 STUN, 0 END | |
10 | 360 degree vision | |
125+ | Disadvantages | |
10 | DNPC (Ester, 8-, Norm) |
20 | Hunted 8- (campaign) |
10 | Dependency Water 2d6/day |
15 | Very low self-image |
20 | Code vs Killing |
10 | Psych: Wants to be normal (common, total) |
10 | Accidental change 8- common (temperature changes) |
10 | No fine manipulation |
15 | Distinctive features |
20 | Psych: Difficulty with being superhero |
10 | Susc. To Transformation attacks |
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