Yamo Posted March 22, 2003 Report Share Posted March 22, 2003 Inspired by the latest "how to do time stopping" thread... Ladies and gentlemen, my next Champions character! ...Okay, not really, but I wanted to see the fun I could have with 350 points or less. "Time Dude" Characteristics: STR: 10 DEX: 40 CON: 10 BODY: 10 INT: 10 EGO: 10 PRE: 10 COM: 10 PD: 17 ED: 17 SPD: 12 REC: 4 END: 20 STUN: 20 Running: 6"/12" Swimming: 2"/4" Leaping: 2"/4" Total Characteristics Cost: 190 Powers: Time Freeze: Extra-Dimensional Movement (to outside the timestream, where the user is the only thing not frozen in time), Reduced Endurance (0 END; +1/2) (60 Active Points), Total Cost: 60 Points Irresistible Assaults: RKA 1d6, Variable Advantage (various NND Advantages only, +2), Does BODY (+1), Variable Special Effects (+1/2 ), Affects Desolidified (+1/2), Reduced Endurance (0 END; +1/2) (82 Active Points), Total Cost: 82 Points Toughness: Damage Resistance (17 PD/17 ED) (17 Active Points), Total Cost: 17 Points Total Powers Cost: 159 Total Character Cost: 349 Notes: Dispite the long-running controversy, the 5th Editition rulebook does seem to indicate that time travel EDM is the "legal" way to build time stopping. Who am I to argue? The 1d6 RKA might seem limited, but Time Dude can always make it into an appropriate NDD attack that Does BODY and kill his opponent slowly but surely. After all, time isn't a factor. Time Dude's one weakness would be that another SPD 12 character with DEX 40 or more (yeah, right...) could theoretically go first in combat and kill him with a single powerful attack before he can active his Time Freeze. The easiest way around this is simply to activate the Power long before entering into any combat situation. Well, what do you think? Most abusive ever? Quote Link to comment Share on other sites More sharing options...
Victim Posted March 23, 2003 Report Share Posted March 23, 2003 Why would your attacks be effective when you are attacking someone in the timestream from outside of it? You either have to attack indirectly in some manner, or build your attacks with transdimensional.. Quote Link to comment Share on other sites More sharing options...
Yamo Posted March 23, 2003 Author Report Share Posted March 23, 2003 I should add Transdimensional, I suppose. Quote Link to comment Share on other sites More sharing options...
Wormhole Posted March 23, 2003 Report Share Posted March 23, 2003 Interresting contruct. If for some reason I as GM were to allow it (at the very least, that should involve one hell of a bribe), Time Dude would run into a large pack of Steven King's Langoliers the first time he entered the Frozen Time "dimension". :eek: Quote Link to comment Share on other sites More sharing options...
SuperBlue Posted March 23, 2003 Report Share Posted March 23, 2003 Originally posted by Wormhole Interresting contruct. If for some reason I as GM were to allow it (at the very least, that should involve one hell of a bribe), Time Dude would run into a large pack of Steven King's Langoliers the first time he entered the Frozen Time "dimension". :eek: CRUNCH! CRUNCH! CRUNCH! CRUNCH! CRUNCH! "Hey!? What's that sound!?" Quote Link to comment Share on other sites More sharing options...
WillS Posted March 24, 2003 Report Share Posted March 24, 2003 *slowly ripping paper* Ahhhhhhhhhhhh........ Quote Link to comment Share on other sites More sharing options...
Guest Champsguy Posted March 27, 2003 Report Share Posted March 27, 2003 Interesting. Definitely not the most abusive character ever, but interesting nonetheless. You've obviously never seen some of the characters who made Aid become 10 points per die. One question: How does he reach a flying character? Another question: What happens when he runs into a character who also has Time Powers? My Speedster had a VPP to simulate superspeed, and he could thus enter into the "moving so fast that time is effectively stopped" dimension. Quote Link to comment Share on other sites More sharing options...
Guest Champsguy Posted March 27, 2003 Report Share Posted March 27, 2003 You can run this character in our game, but I'm warning you: I'll be playing the character named "100D6 Killing Attack Man". Guess what his power is. Quote Link to comment Share on other sites More sharing options...
GamePhil Posted March 27, 2003 Report Share Posted March 27, 2003 Well, you were trying to be abusive, so this is only a small problem: The attack, while technically legal, is completely contrary to the recomendation under NND against allowing multiples of such powers. Quote Link to comment Share on other sites More sharing options...
Zoth Posted March 27, 2003 Report Share Posted March 27, 2003 Since the GM gets to decide how the physics works on other Dimensions, I would say in the land outside of time you are de-solid to the world and can only use extra dimensional powers to return to the time-stream or for observation purposes Z.O.T.H “PARADOX SOLVED†Quote Link to comment Share on other sites More sharing options...
Old Man Posted March 27, 2003 Report Share Posted March 27, 2003 Re: Is this the most abusive HERO character ever? Originally posted by Yamo Time Dude's one weakness would be that another SPD 12 character with DEX 40 or more (yeah, right...) could theoretically go first in combat and kill him with a single powerful attack before he can active his Time Freeze. The easiest way around this is simply to activate the Power long before entering into any combat situation. Not the most abusive. You cannot avoid the DEX 41 SPD 12 guy. ex 1: GM: You're walking down the street on routine patrol. TD: I activate my Time Stop Power GM: OK, everything stops. Now what? ex 2: GM: You're walking down the street on routine patrol. TD: Anything goin on? GM: Nothing happen until your second hour on the beat. You see a bright streak of light coming towards you. Phase 12.. Quote Link to comment Share on other sites More sharing options...
Yamo Posted March 27, 2003 Author Report Share Posted March 27, 2003 Not the most abusive. You cannot avoid the DEX 41 SPD 12 guy. The only solution is clearly to activate the time stopping Power the second the campaign starts and then never deactivate it. Quote Link to comment Share on other sites More sharing options...
Old Man Posted March 27, 2003 Report Share Posted March 27, 2003 Ah, but it's not Persistant, so it turns off when you go to sleep Quote Link to comment Share on other sites More sharing options...
Victim Posted March 28, 2003 Report Share Posted March 28, 2003 Originally posted by Shadowpup Ah, but it's not Persistant, so it turns off when you go to sleep Use Hurry or something. Quote Link to comment Share on other sites More sharing options...
Cosmic Man Posted March 28, 2003 Report Share Posted March 28, 2003 I thought this one was abusive in 4th ed. Off the top of my head. 1/2d6 (std effect 2 points) transfer, area of effect (radius) with multiple increased range, only body from inanimate objects, cannot take the last point of body, reduced fade rate. Transferred body goes to: additional top end for transfer main pool and control cost for a cosmic VPP. Basically, it's the "FIST OF THE NORTH STAR" power-up power. It was horribly cheesy and fantastically point-inefficient, I think for every 10 character points transferred, only 1 went to the actual VPP, maybe even less. But when every hex of dirt has 16 body, and each phase the area of effect swells based on the increased active points of the power... (Blatantly ripped from the Thanic Rod from Mystic Masters) Quote Link to comment Share on other sites More sharing options...
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