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Thread: [2E] Appropriate Threats

  1. #1
    Inceptor
    Join Date
    Jun 2014
    Posts
    29

    [2E] Appropriate Threats

    My players include the following below, all PL 7. What's some good threats to use against this combination of supers?

    Valkyrie
    Background Former special forces, and recruited into a secret military program to act as an "independent" superhero. This is technically a way to get some intel on the metahuman community, but is also the actions of several bureaucrats attempting to actually get some public good out of an experimental suit that would've been mothballed otherwise.
    Abilities Str 14, Dex 14, Con 16, Int 12, Wis 12, Cha 10
    Saves Toughness +7/+6, Fort +5, Ref +4, Will +6/+3
    Skills Acrobatics 5 (+7), Climb 4 (+8), Concentration 4 (+5), Escape Artist 6 (+8), Lang: Spanish, Medicine 1 (+2), Notice 8 (+9), Search 4 (+5), Stealth 8 (+10), Survival 4 (+5), Swim 3 (+7)
    Feats Benefit (Military), Equipment 7, Elusive Target, Fearless, Improved Block, Instant Up, Luck, Move-by Action, Precise Shot, Dodge Focus, Uncanny Dodge (mental), Quick Draw, Sneak Attack 2
    Powers Variable Feats 1 [Extra: Reaction; Flaw: Limited to Second Chance]; Device 7 (Hard-to-Lose, Super suit)
    • Flight 6 [AP: Super Strength 2, Slow Fall 1, Concealment 10 (Close Range; Flaw: Blending, Passive)]
      Immunity 6 [Suffocation, Critical Hits, Hot, Cold]
      Mind Shield 3
      Enhanced Strength 4
      Protection 4 [Extra: Impervious 5]
    Combat Attack +6 (+7 gun); Damage +4 gun, +7 sword; Defense 17/15; Block +8
    Drawbacks Normal Identity (Full-Round, 5pp)
    Equipment Medium Shield (+2 Dodge/Block), Commlink, Submachine Gun (+4; Laser Sight, Stun Ammo) [AP: Sword (+3/19-20), Light Pistol (+3; Laser Sight, Stun Ammo)], Undercover Vest (+3, Subtle), Improve HQ 5; 8ep
    Points Abilities 18 + Saves 6 + Skills 12 + Combat 20 + Feats 20 + Powers 34 - Drawbacks 5 = 105pp

    Synapse
    Background A regular Joe, certain he has the potential for psychic ability, working the rounds for his electrical work. When the Event happened, he got shocked and awoke to find he possessed not only phenominal telepathic powers, but a wild array of mastery over electricity.
    Abilities Str 10, Dex 10, Con 14, Int 10, Wis 10, Cha 10
    Skills Concentration 8 (+8), Computers 8 (+8), Knowledge: Technology 8 (+8), Notice 8 (+8), Profession: Electrician 8 (+8)
    Feats Eidetic Memory, Attack Specialization (Electrical Control) 3
    Powers
    • Flight 8 (DAP: Impervious Force Field)
      Immunity 5 (Electricity damage)
      Comprehend 1 (Speak Languages)
      Electrical Control 6 (Alternate Power 10)
      • Absorption 4 (Extra: Power Magnet; Flaw: Electricity only)
        Animate Objects 6 (Flaw: Machines)
        Comprehend 2 (Electronics), Datalink 6, Comprehend 2 (Objects; Flaw: Electrical devices)
        Confuse 6
        Dazzle - Visual 6
        Magnetic Control 6
        Nullify Electronics 6
        Strike 6 (Extra - Aura)
        Stun 6
        Teleport 10 (Power Feat: Progression 2; Flaw: Medium - Power Lines)
      Telepathy 6 (Feats: Alternate Power 3)
      • Mind Shield 12
        Mental Blast 3
        Perception
        ESP 6 (Visual + Audio; Flaw: Electronics medium)
    Saves Toughness +9, Fortitude +4, Reflex +4, Will +4 (+12 w/Mind Shield)
    Combat Attack +2 (+8 electrical control), Damage +6, Defense 15
    Points Abilities 4 + Skills 10 + Feats 4 + Powers 62 + Saves 10 + Combat 14 = 104pp


    Project Mercury v2.0
    Background Rose Wells, a billionaire executive with a brilliant mind. Technically not a metahuman, but firmly believes that humanity needs to learn how to work without alien powers. The science company, piles of money, and Wells's own brilliance have reverse engineered several pieces of tech from Roswell that are only getting better now that Tinkers have manifested in the Event. After a time of serving as a super hero herself with personal devices, she has recently completed a semi-autonomous android with super speed; Project Mercury v2.0
    Abilities Str 8, Dex 10, Con -, Int 10, Wis 10, Cha 8
    Saves Damage +5, Fort -, Ref +7, Will +0
    Combat Attack +10 Strike, Damage +4 Strike, Defense 19 (10 flat-footed)
    Skills Acrobatics +8, Notice +7, Search +5
    Feats Defensive Roll 5, Dodge Focus 9, Equipment 2, Evasion 2, Improved Disarm, Luck, Move-by Action, Uncanny Dodge, Sidekick 7
    Powers Super Senses 1 (All Around Vision), Immunity 40 (All Fort, Mental Effects), Super Speed 5 (Rapid Attack; PF: Wall Run, Water Run, Alternate Power - Speed 10, Quickness 10, Initiative +20), Strike 4 (PF: Accurate 5)
    Equipment Commlink, HQ
    • Headquarters Gargantuan, Toughness 15. Combat Simulator, Communications, Computer, Infirmary, Fire Prevention System, Laboratory, Library, Living Space, Power System, Security System, Workshop
    Points Abilities -14 + Saves 7 + Skills 5 + Feats 29 + Powers 78 = 105pp
    Rose Wells [Sidekick]
    • Abilities [18] Str 10, Dex 10, Con 10, Int 28, Wis 10, Cha 10
      Saves [0] Damage +0, Fort +0, Ref +0, Will +0
      Combat [0] Attack +0, Defense 10
      Skills [9] Computers 6, Craft: Electronics 6, Craft: Mech 6, Investigate 6, Know: Business 6, Know: Tech 6
      Feats [9] Benefit 7 (Clearance, Wealth 6), Inventor, Jack of all Trades
      Drawback Weakness (Minor, Uncommon; Soy)

  2. #2
    Keeper of Secrets
    Join Date
    Jan 2015
    Posts
    1,265

    Re: [2E] Appropriate Threats

    How are you defining "good?" Are you looking for threats to give them an extra challenge; or maybe threats where once figured out the players can easily pick them apart?
    My builds can be found in the Roll Call forum here. And, here's the latest version of The Cast.
    Currently playing in: Xenoforce: Earth's Strangest Heroes and The New All-Star Squadron.

  3. #3
    Inceptor
    Join Date
    Jun 2014
    Posts
    29

    Re: [2E] Appropriate Threats

    Threats that all three can partake in and feel useful. Their capabilities are kind of broad and don't intersect very well.

  4. #4
    Keeper of Secrets
    Join Date
    Jan 2015
    Posts
    1,265

    Re: [2E] Appropriate Threats

    Well, it's pretty common for teams of supers to not fill niche roles like a typical D&D party would. Sometimes trying to set up a variety of threats for them to face, in the same way, doesn't fit, and you have to come at the problem differently.

    One approach would be, let's call it "realistic variety": Have a strong villain that requires teaming up to beat, give him a few lieutenants and numerous minions, and finally have there also be a threat to civilians as he engages in battle (maybe he started an apartment fire and floors 2 and 3 are trapped.) A pretty "realistic" variety of threats a supervillain might throw out if he was serious about winning; it's not specifically geared for the hero team, but its a reasonable mix of challenges, each requiring different tactics to beat. This way, even if the heroes are pretty similar, they can each pick and choose what threat to address. Then, when the minor threats are done with, they can finally gang up on the main villain.

    Another might be the "counter team": A team of villains, same in number as the supers team, with each hero having their counterpart. The counterpart can be a exact copy of the hero (maybe a "nega-hero",) or just one that's fairly similar. If the heroes are pretty similar themselves, then you have to give the villains widely varying personalities and tactics to make them feel different as the heroes face-off against their counterparts. And of course, you can add a organizing supervillain that they have to face after stopping their counterparts, if you wish.

    Finally, there's the simple, "don't worry about it," where you just focus on an intriguing, deep story, with a consistent, world-affecting plot and reasonable villain actions. If that's all good enough, then the fact that everyone's interchangeable won't be as noticeable as everyone would have likely already had plenty to do each session. Of course, with this option you run the risk of having both underwhelming and overwhelming battles since they're not tailor-made to the team. But if there's two or more significant fight scenes per session, and there was plenty of other activity too (sleuthing, negotiations, politics, etc.,) possibly even after the battle, then the variety in battle difficulty and importance might just become part of the plot's ups and downs.
    My builds can be found in the Roll Call forum here. And, here's the latest version of The Cast.
    Currently playing in: Xenoforce: Earth's Strangest Heroes and The New All-Star Squadron.

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