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  1. 9 points
    Cygnia

    In other news...

    Flat Earthers Spend $20,000 Trying To Prove Earth Is Flat, Accidentally Prove It's Round
  2. 9 points
    Cygnia

    Funny Pics II: The Revenge

  3. 8 points
    Cygnia

    Funny Pics II: The Revenge

  4. 7 points
    Another thing to keep in mind -- if your game is all about combat, that's what players will spend their points on. If you include other things in the game, players will feel like they're getting the most bang for their buck by diversifying. For instance, let's take Aragorn from LOTR (movies, since I haven't read the books in about 30 years). He starts off and he's a combat character, and he has a handful of wilderness survival skills as well. Then when he's off doing some ranger stuff, the hobbits' players all blow their Int rolls. They start a fire and are cooking food, until Frodo's player comes back from the bathroom. When he finds out what they're doing, he says that he wouldn't let them do that, but the GM is all "no, you were asleep, you wake up and they're cooking bacon". Then the Nazgul attack. Aragorn comes in to save the day, driving off the ring wraiths, but Frodo gets dropped to negative Body in the process. The GM starts rethinking how many combat levels he let Aragorn buy. The Nazgul were supposed to be really tough opponents, and he just solo'd them. Maybe Aragorn needs some other stuff to spend points on. So Aragorn carries Frodo and they try to head for Rivendell, with Frodo's player bitching and moaning the whole time that it's not fair that he got stabbed when it was these other guys' fault. Aragorn asks if he happens to know any sort of ranger healing techniques, maybe with his wilderness skills he knows of a healing plant or something. The GM asks if he has either Paramedics or KS: Herbalism. Aragorn says no. The GM lets him make a roll anyway, but tells him that his next XP points have to go into that skill. Aragon is like "I got this", then he rolls a 17 and totally fails to help Frodo. Frodo's player starts complaining again, the GM sighs, and then he introduces Aragorn's elf girlfriend. "After you buy Paramedic, you'll need to buy Contact: Elf Girlfriend" the GM says. She's cool and has neat powers, so Aragon says okay. As the story progresses, the GM drops the hint that maybe he's got some royal lineage or something. Wouldn't it be cool to be a king? That's something to spend points on later. Oh and here's a magic sword that belongs to the king. It's broken right now, so you will have to have it reforged before you can use it. Be sure to save your points for that. Aragorn thinks that sounds cool, and he's on board with it. The GM decides that to be king of Gondor, Aragorn is going to have to buy a lot of stuff. He can't just spend 10 points for Perk: Head of State. He will have to buy that, but he'll need other stuff too. Along the way, he's going to have to buy Contact: Elrond. He's also going to have to buy up his Tracking roll when he goes and chases after those orcs who kidnap the hobbits. He will encounter Eomer and Theoden, and he'll have to buy KS: Rohan (with the excuse "yeah, I've always known this stuff"), as well as Persuasion and High Society. Of course his Presence will have to go up as well. Then he'll have to lead an army at Helm's Deep, and so he has to buy Tactics. The whole time, Aragorn keeps talking about how he wants to increase his damage, and get some more combat skill levels. He didn't like having to run from that Balrog, and when he almost lost to that one badass orc that killed Boromir he got pissed off. But the GM always puts him in a position where there are new skills and abilities that he needs as the game goes on. Aragorn complains because the hobbits have started spending points on combat abilities, and he's not super head and shoulders above them anymore. "Hey, you're working on being a king, remember?" the GM says. Aragorn reluctantly accepts that he needs to spend points on other things. But then Legolas will do something awesome and Aragorn gets mad again. The GM finally says that Aragorn gets to command a ghost army for a while, and then he's happy. Ultimately, he's spending 10 points on Head of State, then he's got to spend 15 on Wealth (all the riches of Gondor), several D6 of Reputation, he's got to buy up his Ego to use the Palantir, he has to pick up a bunch of skills, and then he's got the magic sword (and the GM doesn't really mention that it only has Affects Desolid and a couple D6 of Rep, without doing much more damage than a normal sword). Being king ends up costing Aragorn at least 70-80 points, once all is said and done, but combat-wise he's not really any more effective than he was when he started.
  5. 7 points
    Starlord

    What kind of monster are you?

    Of course, the monster I'd most like to be is a dragon. However, I'm not really greedy and all dragons are greedy. So, I'm somewhat slow and methodical, I stay confined to a set area, I'm generally open and honest which leads to a lot of transparency in my life, the people closest to me often say I'm amazingly silent and sneaky for my size, and I've collected a rather large, odd assortment of weapons throughout my life. The monster I'm probably closest to is: Gelatinous Cube
  6. 7 points
  7. 6 points
  8. 6 points
  9. 6 points
    If anyone missed last week's episode of the Orville, they had an epic space battle of the type not seen since DS 9.. Very nicely done. WoooHooHooHooo!
  10. 6 points
    Well, I thnk the Hero Point explanation is really a justification for giving villains a boost in their first appearance. Let's say you've got Captain Blastarr. He's a fairly generic energy projector in early 90s Image armor. And he first appears on the cover of Champions #287. He's not an amazing character, but he's got to look cool in his first issue. So he's standing there like a cheapo Dr Destroyer, with the entire team on the ground unconscious. He's got his hand pointed at Defender's body, with a glowing aura surrounding him. The cover says "AT THE MERCY... OF CAPTAIN BLASTARR!!!" He looks pretty tough there, and if you read the issue you see that he slaps around the team pretty easily. He's chucking huge energy blasts that drop two or three members per shot. Their attacks harmlessly bounce off his force field. It looks like nothing they can do can hurt him. By the end, the Champions will pull out a win by the skin of their teeth, and Captain Blastarr is defeated. But one day he will return... Of course, when he does eventually return six months later, the Champions don't have near the problem with him that they did the first time. They're ready for his moves, and they pound him into the dirt. Five years later he's making an appearance in some second string comic, and the Kindergarten Kommandoes are pounding on him. Eventually he only shows up in big group battles, where some giant team of 50 villains attacks the heroes all at once. He's just a face in a big group shot, and then you see him unconscious in some two-page splash panel. So... how tough is this guy anyway? Is he the guy who kicked the crap out of the Champions? Or is he the guy who got trounced by Wonder Tot's dog? It's too hard to judge villains by their first appearance. Presumably some villains roll really well the first time they show up.
  11. 6 points
    Our group doesn't really play Fantasy Hero, but I think my comments apply generally to Hero. The game works best when the players and GM have an agreement on the expected power scale, and everyone sticks to it. You can build a character that is too powerful for the game, and throw everything off. You can also build a character who is too weak for the game, and that's just as harmful (it's basically the exact same problem, in reverse). If you expect the PCs to be running around at about OCV/DCV 8 and Spd 5, then the guy with a 15 OCV and 8 Speed is really unbalancing. Of course, so is the guy with a 3/3 and Spd 2. "I'm just playing my character", he says, ignoring the fact that the GM is having to go out of his way to not kill the character, or make him feel useless. For a while I tried experimenting with unusual character builds. Desolidification, Invisibility, Darkness, Missile Deflection, Images, Shrinking, etc. The characters had little traditional offense or defense, but instead had one cool power that they relied on all the time. The problem with these characters was that every single battle, I was putting the GM in an all-or-nothing position. Either there was an opponent who could see through my invisibility/hit my desolidification/penetrate my illusions/hit my DCV, or there wasn't. If a bad guy could see me/hit me, I went down. If he couldn't, then I was effectively invincible. Typical combat in Hero has a sort of "whittling down" effect, but this didn't. It wasn't fair to the GM, who had to decide when he was designing the scenario whether I was going to get dropped in the first few phases or if I'd stay up to the end. It wasn't fair to the other players, because they were playing in a more traditional way and they ended up taking more damage because most villains couldn't touch me (so they'd focus on the people they could see/affect). And it wasn't fair to me, because ultimately it wasn't all that fun to play. This all goes towards building characters who fit the themes and standards of the campaign. Anything that is too out of whack is going to lessen the fun. +8 OCV with sword thrust is awesome, until it pushes the GM to start raising DCVs. Then the other players get forced into an arms race, and that isn't necessarily what they want. That's why the players and the GM should discuss campaign standards. How high does my OCV need to be, to be an average swordsman? How much to be a great swordsman? How much to be the best in the world? How good are we supposed to be in this campaign? The game itself has very few real world benchmarks, so it's hard to know how good something is without discussing it with others first.
  12. 6 points
    Old Man

    Funny Pics II: The Revenge

  13. 6 points
    Old Man

    Funny Pics II: The Revenge

  14. 6 points
    One of the main things that causes players to build things that make GM's cringe is GM malfeasance. If you keep throwing enemies at the players that their characters have a hard time hitting, they're going to stack OCV. If you keep throwing villains at players that their characters have a hard time hurting, they're going to stack damage or get attacks that bypass defenses. Players don't like to feel weak or worthless, they want to feel like... champions. That doesn't mean nobody should ever have a challenge, but it does mean you should watch how your players react and what they do, to make sure you aren't annoying or frustrating them.
  15. 6 points
    I have a sneaking fondness for The Sword and the Sorcerer. Not that good, but some cool visual moments, and that sword could have been designed by Q.
  16. 5 points
    Killer Shrike

    But I did not swear!

    I'm a former Marine. If I stopped swearing when I spoke I'd be reduced to hand gestures and writing things on a chalk board.
  17. 5 points
    archer

    Political Discussion Thread (With Rules)

    Italian politician who was against mandatory chickenpox, measles, polio, etc. vaccinations comes down with chickenpox. https://thehill.com/blogs/blog-briefing-room/news/434838-italian-politician-who-opposed-making-chickenpox-vaccinations
  18. 5 points
    massey

    Clue Aversion

    --Group superhero stories in the comics virtually never involve mysteries. --Mysteries can be really hard for a group to play. --Mysteries are hard for a GM to run without becoming a plot on rails. --Some players just don't like solving mysteries. It isn't fun at all for them. --Some players may like solving mysteries, but that doesn't mean their character has any skill or interest in it. The Incredible Hulk is not known as a great detective. I usually have a hard time playing mysteries because in my experience, GMs want to hand out little details slowly and awkwardly. In fact I tend to get mad when I ask a few questions, try to make a few skill rolls, and the GM says something like "you don't find any clues." Then they want me to keep jumping through hoops until I randomly stumble across their plot. It's infuriating. After reading the recap, my thought is "why didn't the DNPC just tell him what the hell is going on?" You have to realize that the player can't actually see anything that is happening. He is 100% dependent on you giving him information. There is no burned down catering building for him to investigate -- it exists purely in the GM's mind. If he goes to investigate it and you say "you don't find anything", then he doesn't know what to do next. The player doesn't know if he's supposed to continue investigating there ("I dig through the ashes, hunting for a secret basement or something"), or if he's just supposed to move on and wait for something else to happen. Maybe the GM isn't ready to reveal the plan yet. Again, I wonder why the DNPC didn't tell him more on the phone. I'm sure the player does too. I think the "I go and get drunk tonight" was a direct message to the GM that the player is not having fun with this story, and is ready for you to get to the point. In my experience, behavior like that is supposed to tell the GM "I don't understand what you're going for, this isn't working".
  19. 5 points
    As part of a game that a friend is going to start, using Champions, I re-created an ancient character of mine, Grimknight. He was originally a Champions character, then a Mutants & Masterminds character, and is currently a Bulletproof Blues character. I could not find his old Champions character sheet, so I re-created him using points approved by the GM of the game that will be starting. Maybe you'll find it interesting. https://www.blackgate.net/gaming/Grimknight_(bblackmoor).pdf Diggs Tyler is a handsome, bald, black man in his early thirties. He typically dresses in tailored suits or expensive casual wear in the latest style. When he adopts the persona of Grimknight, he wears a non-reflective black body suit, black full head mask, and sturdy black boots and gloves. Over this attire he wears a hooded cloak, the Mantle Of Arawn. In daylight the cloak appears to be pale grey, while at night the cloak is an opalescent white. Diggs Tyler was a private investigator for several years while he worked his way through law school. (Most private investigators work either for insurance companies or lawyers, so this was a natural match.) After graduation, he became a prosecutor in the New York County District Attorney's Office, where he has served the borough of Manhattan with distinction. Diggs Tyler is friendly, engaging, and fun-loving. While he may come across as a bit of a Casanova when dealing with the opposite sex, he is never overbearing or disrespectful. He is the flame, not the moth. His years of working as a private investigator have made him skilled at forming a bond with people he's just met and getting them to open up to him. This has served him well in the District Attorney's Office. As Grimknight, Diggs is far less friendly, using his powerful presence and his skill at reading people to intimidate and interrogate suspected wrongdoers. Tyler is a descendant of Gwynn Ap Nudd, King of the Faeries and the Otherworld (also called Annwn). He was not aware of his heritage until he was selected to be the next Knight of the Summerland due to the mysterious death of the previous Knight of the Summerland. However faint the blood connection may be, Tyler is a faerie by birthright, which permits him to wear and use the Mantle of Arawn, a powerful faerie artifact. Grimknight also carries a number of useful but ordinary pieces of equipment, such as an IR camera, first aid kit, and a radio.
  20. 5 points
    Brian Stanfield

    Struggling to Pick Up the Game

    If you're looking for a more condensed version of the rules, you can either read Champions Complete, which gives you all the rules and the Champions genre information. Or you could get the HERO System Basic Rulebook, which is a 100 page version of the rules and is great for getting a basic grasp of the rules. I'd recommend the Basic Rulebook as an introduction. You don't have to read every Power and things, so it's an even shorter read if you're just looking at the combat rules and stuff. Character creation comes with experience, and familiarity with the Powers comes with practice. So, in order of recommendation: Read the HERO System Basic Rulebook, excluding all the Powers/Advantages/Limitations (except only to become familiar with them). Use pre-gen characters from the big 6e rulebooks, or some other source other than Satran's characters. There's lots to choose from. Jump right in and do some skills challenges first, and then some combat. Use the 6e1 and 6e2 books for reference, just as you have been, when you need clarifications. Once these things make more sense to you, then create your own characters. Here is when you really need to learn about the Powers and how they are built. Ask lots of questions here in the forums section. Most importantly, have fun and keep things rolling along. Don't be a slave to the rules yet. Just wing it, keep track of what you need to look up, and do it after the game is over. Keep things moving for now and study later. Hope this helps. Good luck!
  21. 5 points
    Pariah

    "Neat" Pictures

    Pi Day tribute:
  22. 5 points
  23. 5 points
    Cygnia

    Funny Pics II: The Revenge

  24. 5 points
  25. 5 points
    I actually ran a Die Hard themed session, in Shadowrun, but with a twist. The PC's were hired by a Mr. Johnson type to take control of a competing megacorps HQ during a New Years Eve party, control the civilians, coerce the CEO into opening a vault containing some McGuffin. Midway thru, an unexpected guest not on the attendees list who turned out to be a bad ass runner who was visiting his estranged wife at the party starts causing problems. Then a security team showed up outside and started working with that guy to cause further problems. This was just a few years after the movie came out, but it took my players a surprisingly long time before one of them realized "hey, this is kinda like Die Hard".
  26. 5 points
    Cygnia

    Funny Pics II: The Revenge

  27. 5 points
    My respected peer from the far north, you have told me that America is resilient, and it is tough and my nation will yet make it through Trump and our other troubles. Even when we were feeling very defeatist. Let me return the favor... Where Britain Prevails And America rises! There's Canada getting things done more quietly. The moose block the traffic of wicked and kind alike, the snow falls on the rich and poor with little concern for economic state... the bags of milk that freak your southern neighbors out (And thus add to the flavor no doubt) continue on. Witty words continue to trickle down onto the modern pen and paper to delight the television masses , crowds cheer a small puck skittering on the ice, and corruption aside, troubles aside, Canadians continue to get the job done. Outnumbered, Outgunned, but rarely outclassed, they wear their humble maple leaf inside their hearts if not always over them. They strive to make their nation a Mosaic , then sigh as Lenny or Pierre go a bit too free form (DAMN IT LENNY! Quebec we understand but we thought we could count on Alberta to behave!) with the art. But they trudge on, the soldier on, they earn their loonies, love their families, and sing Tim Horton's praises even if they don't go there because..well, damnit it, Canada. They'll deal with political scandals, yahoos, and morons in power just like every other democracy, but hold to a quiet optimism that next decade, they won't screw up in the same old ways, it'l lbe brand NEW Screw ups that occur. And that is progress of a sort they can accept. Utopia? Never happen. Heaven? Well, that's your right to believe in or not. But Canada? Canada rolls up it's plaid sleeves (Having been forced in this bad scenario to all dress like lumberjacks) and gets on to work keeping the snow clear and slowly improving what they got..while waiting patiently for the moose of '#### happens' to clear the path so they can resume. Canada will make it. It has survived sharing a blanket with an elephant that tosses in its sleep for quite a while. It has dealt with an often contrary Mother nation that ignores it or calls it to go hours out of it's way to pick up something would you dear? It takes in the huddled masses then sighs as they keep huddling like a Middle School chaperone trying to get the girls and boys to maybe dance together to some really wonderful songs by Rush... come on, you kids have heard of Rush right? Canada is not the world, and the world is not Canada, but if one nation has a chance of acting as a flotation device in this sea of insanity we seem to be plunging into, I would put money on Canada fitting that niche. And if Canada does it, maybe other countries will go "I can do it too" and bob to the surface as well... until each, inspired by the example, will make its way clear. Of course, on behalf of America, if and when that happens, we'll claim we were the ones who take the credit for it. It's our thang and the world owes us after saving their asses from WW... (Checks date) Oh my god has it been that long? Okay, yeah, that excuse is getting thin. Anyway... you're not doing it for the glory, you're Canada. But do it I think you will
  28. 5 points
    Scott Ruggels

    Invisibility

    A GM doesn't have to follow the books. If invisibility makes everyone invisible in the party as long as they stick within a 10m radius of the caster, then everyone and everything would be invisible. You guys tend to overthink things way to much.
  29. 5 points
    While I'd love to promote an in production Champs game, a game I've been talking up and promoting since the 80's. The reality is that it has moved from an "in print and available to brick & morter" game to an "pdf online game". My gaming mostly happens in FLGS's or at cons. Public gaming. Being able to put hardcopies on the shelf and in the hands of players is a requirement. CC cannot do that. Since I am playing a "dead" game, I might as well run the version I most enjoyed and that I have sufficient copies in hand. And it is also how the books are received by the players. 5th and 6th are met with glazed eyes and indifference. 4th on the other hand, even with it being black and white and "feels" much more Super. The people I have shown the 4th ed book never have the glazed look. 5th & 6th are great textbooks. 3rd and 4th are great games.
  30. 5 points
    RDU Neil

    What kind of monster are you?

    I'm a social democrat, which seems to terrify a lot of people.
  31. 5 points
    Pariah

    Funny Pics II: The Revenge

    ...I'm assuming that wine's not kosher.
  32. 5 points
    There aren't any saints running for president, at least none that will ever get close enough to the job that you ever hear of them. Back when I was applying for college my mom recommended that I claim the native american that family legend says that I possess to give me a edge in the process. It didn't seem right to me so I firmly told mom, "No". However, if Elizabeth Warren making the opposite decision that I did is the worst thing that they that they can find about her, then by politician standards she might as well be a saint. Barack Obama was a former druggy, George W was a draft dodger. Bill Clinton was a serial adulterer. George H Bush denounced the historic 1964 Civil Rights Act when running for senate in Texas not because he didn't believe in civil rights, but because he believed more in getting elected and he knew racism played well in Texas. Ronald Reagan was another adulterer and helped Joseph McCarthy ruin peoples lives. Okay, Jimmy Carter was and is pretty much a saint, but he was a lousy president and the only reason that he got elected was because after Nixon the country was desperate for a good man. Still, as a nation we a very sanguine about the fact that the men that run for the highest office in the nation have dishonorable actions on their records. Yet for some reason, we seem unwilling to allow female candidates the same human moral frailty.
  33. 5 points
    Brian Stanfield

    I Rolled A 3... On This?

    This puts a whole new spin on being a groomsman.
  34. 5 points
    archer

    A "political" or "intrgue" game

    I'd like to add to that thought. I used to be a pretty loquacious guy until about 16 years ago when I had a severe head injury. Now I swing back and forth (mostly at random) between being what used to be my normal self to being barely verbal, sometimes within a few minutes. I can do thinking and writing but I stop being able to produce words verbally or my rate of being able to get out words slows to a crawl. And even at my best I sometimes substitute a wrong word for the word which I thought that I was saying. I vastly prefer roleplaying to roll-playing. But a system needs to be able to accommodate various levels of player skill, even if it's from moment to moment within the same player. I don't really care whether the way of dealing with that is a having great GM or having a comprehensive set of rules. But I've seen more sets of rules in my life than great GM's so I'd think getting a set of rules would be easier to come by even if having a great GM was strictly the superior option.
  35. 5 points
    dmjalund

    Funny Pics II: The Revenge

    I didn't expect that
  36. 4 points
    Trencher

    Captain Marvel with spoilers

    It does not matter if a character is smug or confident or insecure or afraid. What matter is if its done well in the movie. Its all subjective. I think lot of the apprehension against Cpt Marvel comes from people thinking she will fly into Avengers Endgame as a deus ex machina and one shot Thanos while all the other heroes the fans have grown to love over ten years stand by twiddling their thumbs. I really doubt that. I am very sure that it will be a cooperative effort from all involved and each one will be an important part of the final victory.
  37. 4 points
    Cygnia

    "Neat" Pictures

  38. 4 points
    If my centaur character plays Twister against the Grim Reaper with my soul on the line, I could put a hoof on each of four spaces plus my hands on two more spaces without straining. That's Extra Limbs in my book, baby! j/k
  39. 4 points
  40. 4 points
    Lord Liaden

    In other news...

    "Monsters are real, and ghosts are real too. They live inside us, and sometimes, they win." - Stephen King
  41. 4 points
    Cygnia

    Funny Pics II: The Revenge

  42. 4 points
    Old Man

    Funny Pics II: The Revenge

  43. 4 points
    Pattern Ghost

    Captain Marvel with spoilers

    And so it begins . . .
  44. 4 points
    Toxxus

    House rule for killing attack stun

    In my campaigns in the 80s the percentage of players with plate helms and mithril codpieces was quite high.
  45. 4 points
    Duke Bushido

    Buying Down OMCV to Zero

    I am in the "drop it to zero if you want" camp. I will say that I totally understand those folks who disagree with doing this, whatever the reasons are. What I would like some enlightenment on (because I really don't understand it) is the opinion voiced above that the character should somehow be made to suffer for this. How is a player selling off say 6 points of OMCV (so he now has a 1) more of a hindrance than if everyone but him bought another two levels and he stayed at 3? Yes; it's much harder for him to hit with a mental power (which he likely doesn't have anyway), but is that not also true if he stayed at 3 while everyone else went to 5? I suppose I am having a difficult time rationalizing that we don't add penalties to characters who sell off some STR, or CON, or STUN, or DEX or anything else, because there are default problems associated with these reductions. However, there are default problems with reducing OMCV as well. The fact that they may never come up for a given character in a given campaign doesn't make it cheesy, at least not anymore that the guy with the strength 5 is cheesy because he didn't buy enough STR to lift a bus. And just like reducing OMCV (or anything else, for that matter), the player doesn't expect to be put in a situation where he would _have_ to lift a bus, either. Further, I expect that few GMs would alter the campaign in such a way as to make this character regret not being able to lift a bus. That being the case, why does reducing OMCV somehow "require" such a penalty? I'm with a lot of other folks who really think that it should have defaulted a zero anyway. Though I confess to being intrigued by Shrike's idea of mental combat maneuvers...... How do we determine STR for mental attacks? EGO seems traditional. Maybe we need a special set of Mental Damage characteristics, too: mental STUN, mental BODY..... Great. Now I'm thinking again. I've got things to do besides think, you know.... Duke
  46. 4 points
    Cygnia

    Funny Pics II: The Revenge

  47. 4 points
    Cygnia

    Funny Pics II: The Revenge

  48. 4 points
    RDU Neil

    Combat luck and armor

    Actually a good example of this in my bi-weekly game last night. Three PCs infiltrated the penthouse of a Milanese mob boss, got into a shoot out with some hired killers... named bad guys. One of the killers was surprised, out of combat, by a PC, who hit with 2 9mm rounds, one in his chest one through his arm... no Combat Luck as it doesn't apply when surprised out of combat. Bad guy was badly wounded but alive, but CON Stunned, so the follow up two shots to the head were, again, no Combat Luck applied (character incapacitated, even temporarily) and bad guy is gone, dropped without getting a chance to act. In another part of the Penthouse, another bad guy made his Danger Sense roll and was prepared... started blowing holes through the walls with a .460 S&W. None of the characters had body armor, but all named characters have 1 level of Combat Luck. In this fight, the bad guy got one good look at a PC (lots of dodging down hallways, grenades going off, blowing through cheap interior walls going on... took a while for the fight to get face-to-face)... and hit... it was a leg shot, rolled badly... so with CL and 1/2 damage for hit location it ended up being a 2 body damage "nick" rather than blowing the limb off. Later, when the combat got in close, a PC got his 9mm close up and headshotted the big (very big) bad guy, but he had CL, so instead of likely dead and at least CON stunned, it was a bloody crease across the scalp and not enough to CON stun. This fight was one of the most cinematic and fun fights, and it worked because we had nominally "unarmored" characters simply not going down with the first lucky hit. Nobody "wanted" to get hit and a decent roll to a dangerous hit location would still be really bad, but the difference in CL vs. non-CL is huge in actual play.
  49. 4 points
    It depends on what you're trying to do, what the scenario is you're trying to run. If you want an epic battle where the heroes have to struggle to triumph, then the villains should be MUCH more powerful than the heroes. If you want a tough fight where the villains seem roughly equal to the heroes, you need the villains to be slightly more powerful than the heroes. If you want the heroes to feel powerful and look good to the world, the villians should be weaker than the heroes. I don't like a "one size fits all" approach to every scenario. Sometimes the heroes should just mop up on enemies. Sometimes it should be a desperate battle to survive.
  50. 4 points
    Manic Typist

    I Rolled A 3... On This?

    I've been using this ever since I stole it from Killer Shrike... probably a decade ago. RULE OF THREE if a character (PC or NPC) rolls a natural three on a 3d6 roll under type of check then they have the option of either taking "max effect" or an "epiphany". MAX EFFECT If the three was made for an Attack Roll max effect is the maximum possible damage or effect with that attack (treat all effect dice as having rolled 6's). If the three was made for a non attack roll, not only does the character win any opposed roll (even if the opponent made their roll by more) or succeed at their task, but they do so in a stylish looked-cool-doing-it fashion which is also justification for gaining a "Display of Power" bonus to a Presence Attack made sometime within the next few actions against anyone that observed them. EPIPHANY The character has a flash of insight regarding the skill or ability that they rolled a three for and their competency with that ability is expanded. The character gain +2 character points to allocate towards a bonus with that skill or attack. For attacks this translates into a +1 OCV Combat Skill Level with that attack. If a skill this translates into either a +1 or +2 with that skill depending on whether the skill is on the 3/2 or 2/1 costing model. If the three was rolled for a familiarity, the familiarity becomes a full skill instead. This can not be used to upgrade existing levels; for example a character could not opt to bump an All Combat level to an Overall Level with the 2 free points gained in this fashion -- the 2 pts must be spent specifically for the task they were gained from. However, levels gained in this fashion can themselves be upgraded later with experience. For example a 2pt +1 OCV level with a specific kind of pistol could be upgraded to a 3pt "Pistols" tight group level later on.
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