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Author Topic: SuperSystem 4th: Statting Out The Blob  (Read 1317 times)

Offline fourcolorfigs

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  • Posts: 1916
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SuperSystem 4th: Statting Out The Blob
« on: 25 February 2014, 06:52:31 PM »
One of my player's wants to play Blob for my Villain Mission Force game, and while he is a bit powerful, he's so stone dumb I decided it would be Ok.  

Anyway, can folks chime in on this write-up?  

Blob
Affiliation: VMF
BP: 75  
AP: 6
Attributes
Stk 4  Str 6[1] Dge 3 Tou 5[1]
Mnd 2  Res 5  Sen 2
Powers/Traits
Bodyguard
Cunning
Density Increase
--Immovable x 3
Edge x 1
Extra Vitality x 3
Super-Strength x 1
Super-Toughness x 1
Vitality: 13

Attributes = 40 pts.

Powers/Traits = 35 pts.

When he activates DI, his Toughness will bump up to 8[2] and his Strength will go to 6[2].  His charges will only go 9". Cunning and Edge both model his ability to hit when it counts most (i.e., when the story dictates).  Bodyguard lets him be a useful teammate, interposing that big body in the way of incoming attacks.

Thanks for looking!  

« Last Edit: 25 February 2014, 06:55:59 PM by fourcolorfigs »
Scott P.
http://scott-pyle.tumblr.com/
http://www.four-colorstudios.com/


======
"The world breaks everyone, and afterward, some are strong at the broken places."

--Ernest Hemingway

Offline bubba242

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  • Posts: 48
Re: SuperSystem 4th: Statting Out The Blob
« Reply #1 on: 26 February 2014, 12:58:16 PM »
From a theme point of view, Blob was the ultimate blocker. He even would boast to heroes, " Ain't nothing that can move me when I don't wanna be moved."  Also, part of his power as I understand it is that he requires contact with the ground to really lock into position. This would mean that charges were not part of his battle plan. He could also alter his body mass to enfold heroes who liked to get in there and pound on him, locking them into position.

My suggestions would be ( from a thematic point of view )
* Knockback resistance
* A weakness or drawback that requires he must be on the ground to use his density increase or that he cannot charge when using density increase
* An entangle or wrestle bonus to represent the layers of fat that would hold an opponent fast.

Hope that stimulates the little grey cells.




Offline fourcolorfigs

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  • Posts: 1916
    • http://www.four-colorstudios.com/
Re: SuperSystem 4th: Statting Out The Blob
« Reply #2 on: 26 February 2014, 01:18:43 PM »
From a theme point of view, Blob was the ultimate blocker. He even would boast to heroes, " Ain't nothing that can move me when I don't wanna be moved."  Also, part of his power as I understand it is that he requires contact with the ground to really lock into position. This would mean that charges were not part of his battle plan. He could also alter his body mass to enfold heroes who liked to get in there and pound on him, locking them into position.

My suggestions would be ( from a thematic point of view )
* Knockback resistance
* A weakness or drawback that requires he must be on the ground to use his density increase or that he cannot charge when using density increase
* An entangle or wrestle bonus to represent the layers of fat that would hold an opponent fast.

Hope that stimulates the little grey cells.

Thanks!  I may pursue the Entangle thing, could be interesting!  Also, disallowing charges might be cool too. 

Immovable x 3 gives Blob all the KB resistance he's going to need.  Makes him a Class D object, meaning you'd need Super x 4 or Super-Strength x 4 to be able to knock him back.


 

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