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bigdamnhero last won the day on January 6 2018

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  1. From last night's historical fantasy game. As part of their efforts to build an alliance against the evil Prince Kor, Our Heroes have been trying to facilitate a marriage between the Holy Roman Emperor Otto III, and Princess Zoe Porphyrogenita, daughter of the Byzantine Emperor. Things are going well, until Robert, King of the Franks shows up... GM: The French King looks around the room, spots the beautiful Princess Zoe, and makes a beeline over to start chatting her up. Geralt: (Irish Holy Warrior) Oh hell no! I step between them and politely suggest to King Robert that this isn't the Princess he's looking for. GM: Great, make me a High Society Roll to see how badly you step in it. [Geralt rolls a natural 18] [headdesk] Geralt: (angrily) "What do you think you're doing trying to make time with the Emperor's betrothed!?!?" ...followed by an exchange of Who Do You Think You Are's and Don't You Know Who I Am's, ending in... Geralt: ...And I deck him! And that, children, is how in 1001 France declared war on Ireland and sat out the war against the Antichrist.
  2. Meanwhile, back on topic... Really? I have vaguely-fond memories of that show, but I don't recall it being particularly high-powered? What about it says GalChamps to you? Both good questions; both TBD. I kindof see two different ways we could go: either the PCs are established space heroes, possibly part of an existing organization; or they're Earth heroes who've been zapped into outer space and are trying to figure things out. Either could be fun, but two very different games. That's actually the first conversation I intend to have with my players. A good distinction. Personally most of the new gods stuff never really appealed to me except as interesting one-offs, so I'm leaning towards the former. I've done high-level games before, so I'm not worried about keeping it balanced - you just have to make sure the advanced alien tech is 1) more powerful than Earth tech, but 2) not powerful enough to overshadow the PCs. Heh, there's one I haven't read in awhile - good suggestion! Yeah, particularly in mainstream comics, the constant cosmos-shattering events get tedious after awhile. Nice idea. I'm probably not going to use the CU straight up, but I'll definitely be pulling bits from it! Yeah, I have all the SH books. Good suggestions! I like that way of looking at it! I plan to have a fair amount of variation in tech levels, so spaceships from Race X might be mook eggshells; ships from Race Y might be roughly as powerful as the PCs; whereas ships from Race Z can smack them around like chumps. I figure that will allow me to mix up the types of stories we tell. I don't think I have that one...yet! I hadn't, but yeah there could be some good material there. Thanks again, all. Keep it coming if you have more ideas.
  3. OK, I'll bite. (I've derailed enough threads in my day...) Powerful isn't the same as unstoppable, let alone godlike. In most "Earth-bound" superhero settings, conventional military forces aren't normally a big challenge to powerful superheroes. But in large numbers, they can still wear the heroes down until they run out of END. And there are always specialty units with advanced/heavy weapons that are powerful enough to at least get a few good licks in. (Sure Superman could take out a tank battalion with ease, but he also knows if he does it's just a matter of time until someone breaks out the kryptonite.) Even if none of that exists and military forces are no threat at all to the supers, well there are still super Bad Guys, or else what's the point? A galactic game has even more possibilities because of different tech levels; the PCs may be able to punch through a Xenovore ship with ease, but try that against a Malvan ship and they're going to get spanked. Again, powerful isn't unstoppable. But that aside, maybe because they're wise enough to realize that might doesn't make right, that power corrupts, and that benevolent dictatorships rarely stay that way for long. To use the classic example, Superman doesn't take over the world because he recognizes that just because he has the power to force others to do his bidding, doesn't mean he has the moral right to do so. He believes that democracy, while far from perfect, has proven a far better method of improving the human condition than any autocracy ever tried. And more practically, he knows that if he tried, every other super in the world would join forces to stop him, and even he's not THAT powerful. There's already a genre term for beings who think their powers give them a right to dictate how everyone else should live - they're called supervillains. Those are fair questions, but they're not exactly new: they've been explored in numerous comic titles, mostly awful Iron Age drek and Zach Snyder movies. If that's what you want to play, fine, but I find them extremely tedious myself. [shrug] I could poke the same holes in just about any fictional world, including yours. It's all just a matter of what assumptions you make, and what things you're willing to handwave in order to play the kind of game you want. I've found exactly the opposite: quantifying things like that put limits on things. "Am I strong enough to rip open a tank?" [checks the numbers] "Nope, I guess not." "But the Hulk can do it!" "Well, I guess you're not the Hulk..." Again, the whole point of Superman is that he has faith in humanity to find their own path, and he's read enough history to know that by becoming an autocrat he would inevitably become autocratic and tyrannical. He sees his primary job as preventing other supers from trying exactly that trick. Honestly, RDU Neil, I get your points, and if that's the game you and your players wanted to play, fine. But as far as I'm concerned, your "hero" became a straight-up villain by the 3rd paragraph when he decided that he had the moral right to force his beliefs on other people. Huh, actually defeating and overthrowing your "hero" sounds like a solid concept for a GC campaign... In the Star Wars game I just finished, the GM actually had a lot of fun simulating SW "physics." Space has a down, you see, which is why most planets only seem to be habitable in a very small zone, because if you move too far from the poles, you'll fall off. Again, it all depends on whether you want to play science fiction vs. space fantasy (Star Wars) vs. superheroes in space (GC). I'm not one of one of those gamers who thinks realism is a 4-letter word, or needs to be put in scare quotes. I've played plenty of "real world plus ____" games that were a ton of fun. But generally realism (or the lack thereof) should drive the needs of the story, not the other way around. especially in any kind of SF setting, where much of the world works however you want it to work. If you want to tell a story about superheroes who are powerful, but not godlike, who are strong enough to treat most conventional militaries as a mook fight, but there are still plenty of beings/things that can challenge them...then you just set your campaign guidelines accordingly. There's nothing wrong with the take you chose to pursue, but it's by no means the only valid take.
  4. Yes, but she wants to buy them as an item, rather than CSLs/PSLs themselves. She's not trying to munchkin, it just fits the character better: why spend hours practicing to get better when you can invent a gadget that will do it for you?
  5. True. But the player would also like to use the sling normally, ie throw lead shot at people. I could make him pay points to add an RKA slot outside his VPP, but it seems simplest and cheapest to just take a 1pt WF. That's a fair point. The alchemist has described it as a coat-of-many-pockets-type thing, but it might be worth clarifying that in more detail. I'm not quite sure what you mean here? The sfx is still: alchemical potion/item. Good points. But I don't think the Range By STR is as big an issue for the player as the lack of accuracy. Sorry if I didn't make that clear before. Yeah, we talked about that too, but that would mean either reducing the Base Cost of the attacks or buying up the VPP Control Cost. The player doesn't want to do the former, and isn't yet ready to do the latter. Thanks again for the comments, everyone. Sorry I've been so spotty is replying.
  6. Yeah, I think that's the one the Alchemist's player was trying to remember.
  7. (Longer reply when I have more time, but for now...) Actually I’m enjoying the discussion, so derail away.
  8. Speaking of Marvel's Cosmic stories, I did come across this:
  9. I'm thinking of running a Galactic Champions-esque game for my next campaign. I say "-esque" because I'm not sure how much of the actual GC/Champions Beyond setting I'll be using; like most games I run, it'll likely wind up being a mishmash of stuff from whatever source material strikes my fancy. In terms of tone, I'm thinking of a somewhat tongue-in-cheek game ala Thor Ragnarok & Guardians of the Galaxy. I've never run a GC game before, and aside from this thread last year there really isn't a lot of GC discussion here. Any suggestions for material from other games/systems that might have some useful stuff? (I already have all the relevant Hero books.) And in terms of source material, any good suggestions beyond the obvious: Legion of Super-Heroers, Green Lantern Corps, and the various Marvel "cosmic" titles?
  10. Thanks all for the comments, and sorry to open a thread and then ghost it. Yeah, you're right that's probably the most accurate description of a sling. Not what the character needs most, tho. True, but not in the 11th Century. Actually a staff sling was specifically what the player & I were thinking of. I went with the more generic "sling" for discussion purposes because...reasons? Reasons that may or may not have made sense at the time? (I honestly have no idea.) Good point about Fast Draw. Although Ultimate Skill (p179) does specifically state that a character with a strung & readied bow can use Fast Draw to draw & fire an arrow. And I've been letting the archer use Fast Draw that way, so it would seem to make sense to allow the slinger do the same? Spot-on about the CSL - thanks! Yeah, I hear you. Tho personally, that's one fight I gave up on looong ago. Oddly, despite playing Champions since 3ed, I had never even heard the phase "CON stunned" until I started hanging out on these boards. [shrug] The main "throw it at the target" attacks the PCs has are: Cocktails of Molotav: 1d6 RKA, 4m Radius, Uncontrolled & Sticky Phantom Wound: 4d6 Mental Blast, ACV (OCV vs DCV) Flash Bomb: 7d6 Flash vs Sight & Hearing Smoke Bomb: Darkness vs Sight, 8, Radius
  11. It's not a quote per se, but throwing miniature cow patties at the Antichrist's emissary while he's trying to speechify was definitely the best "statement" of the evening.
  12. Hi Gang. Looking for a sanity check/2nd opinions here. A PC in my low/historical fantasy campaign is an alchemist, whose attacks mainly consist of throwing potions, etc at people. The alchemical powers are built as a VPP. Her effectiveness has been somewhat limited by her having a low Range By STR, and a not-terribly-high OCV. She could of course buy some CSLs, and we'll get to that, but the player thought it would be fun to have the PC build some kind of sling and use that to throw her potions etc. I like the concept because 1) funny, 2) it should make her more on par with the other PCs, and 3) the other PCs would love the idea because it means they're less likely to be hit by one of her missed throws! (Which are also funny, but...) So, a few questions. Keep in mind this is a heroic game where the PCs do not pay character points for normal weapons. 1. Assuming the character bought 1pt Weapon Familiarity with slings, would you let her use a regular sling to throw her alchemical potions and the like? If so, what effect would that have? Obviously it wouldn't add damage, so does it add range? OCV? Subtract from Range Mods? Or if the sling has to be modified somewhat to be able to throw potions - so that she couldn't just pick up any sling, but would have to work on it for an hour or two - would you charge points for that or just handwave it as a roleplaying beat? 2. The player wants to be able to modify an existing (normal) sling so that it's optimized for throwing potions, and also makes it more accurate at range. I could do this as a Naked Advantage, but I'm thinking the easiest way is to buy PSLs vs. RMods, with an OAF: Sling. Does that sound kosher? 3. The character also wants to buy Fast Draw so she can reload the sling as a free action. Would you buy Fast Draw with slings, and then could she use Fast Draw to hand-throw potions? Or buy Fast Draw with her Alchemy VPP, and then could she use Fast Draw when reloading regular sling stones? Or would you lump them together under one Fast Draw? 4. Lastly, the character has just enough XP left over to throw a CSL on top of the pile. So is that a 2pt CSL with a single attack (sling)? Or a 3 point CSL with a tight list of attacks (her Alchemy VPP)? Just looking for some thoughts. Thanks in advance for the input!
  13. Ah, I hadn't caught that was your chapter. Well thanks for writing it - we're all enjoying the heck out of it!
  14. While I'm at it, I had meant to post my interpretation of an interesting race of creatures from Welsh myth called the Coraniaid: Coraniaid Val Char Cost Roll Notes 12 STR 2 11- Lift 132.0kg; 2d6+1 [2] 12 DEX 4 11- OCV: 6/8/DCV: 6/9 14 CON 4 12- 10 INT 0 11- PER Roll 11-/16- 12 EGO 2 11- ECV: 3 - 3 12 PRE 2 11- PRE Attack: 2d6 6+2 OCV 5 6+3 DCV 5 3 OMCV 0 3 DMCV 0 3 SPD 10 Phases: 4, 8, 12 12+2 PD 2 Total: 12/14 PD (8/10 rPD) 12+2 ED 2 Total: 12/14 ED (8/10 rED) 5 REC 1 25 END 1 11 BODY 1 25 STUN 3 Total Characteristic Cost: 39 Movement: Running: 10m/20m Leaping: 2m/4m Swimming: 1m/2m Cost Powers END Hearing-Based Abilities, all slots Hearing-Based (-½) 7 1) Accuracy: +2 OCV (10 Active Points); Hearing-Based (-½) 4 2) Accuracy: +2 OCV (10 Active Points); Only vs. Ranged Attacks (-1), Hearing-Based (-½) 7 3) Attack Tracking: +2 DCV (10 Active Points); Hearing-Based (-½) 6 4) Ranged Attack Tracking: +3 DCV (15 Active Points); Only Vs. Ranged Attacks (-1), Hearing-Based (-½) 7 5) Anticipation: Lightning Reflexes (+10 DEX to act first with All Attacks) (10 Active Points); Hearing-Based (-½) 21 6) Alertness: Danger Sense (immediate vicinity, out of combat, Function as a Sense) (32 Active Points); Hearing-Based (-½) 16- 11 7) Danger Sense Dodging: Resistant Protection (8 PD/8 ED), Hardened (+¼) (30 Active Points); Requires A Roll (Danger Sense Roll; -½), Instant (-½), Hearing-Based (-½), Nonpersistent (-¼) 0 2 8) Absolute Range Sense (3 Active Points); Hearing-Based (-½) 10 9) They Know Of Any Plans Made Against Them: Deduction 16- (15 Active Points); Hearing-Based (-½) Can Hear Any Sound Carried By The Wind 10 1) Enhanced Hearing: +5 PER with Hearing Group 0 20 2) Combat Hearing: Targeting with Hearing Group 0 18 3) Parabolic Hearing: +12 versus Range Modifier for Hearing Group 0 7 4) Discriminatory Hearing: Detect Respiration 11-/16- (Hearing Group), Discriminatory 0 30 5) True Awareness: Spatial Awareness (Hearing Group), Discriminatory, Analyze 0 81 6) Clairsentience (Hearing Group), Mobile Perception Point (can move up to 12m per Phase), Persistent (+¼), Reduced Endurance (0 END; +½), MegaScale (1m = 100 km; +1 ½) (81 Active Points) 0 1 Long-Lived: Life Support (Longevity: 200 Years) 0 Skills 4 WF: Common Melee Weapons, Common Missile Weapons 3 Defense Maneuver I 7 Analyze: Sounds 13- 3 Climbing 11- 7 Shadowing 13- 7 Stealth 13- 2 AK: Cymru (Wales) 11- 0 Language: Coranaid (idiomatic) (4 Active Points) 3 Language: Welsh (completely fluent) 2 Language: English (fluent conversation) 1 Language: Irish (fluent conversation; Similar to Welsh) Total Powers & Skill Cost: 281 Total Cost: 320 225+ Matching Complications 10 Negative Reputation: "The First Plague", Frequently (Extreme; Known Only To A Small Group) 5 Physical Complication: Small (4-5') (Infrequently; Barely Impairing) 15 Psychological Complication: Hates Humans (Common; Strong) 10 Social Complication: Mean, Nasty & Ornery Frequently, Minor 5 Susceptibility: Extremely Loud Noises 1d6 damage Instant (Uncommon) 30 Susceptibility: The crushed dust from a certain insect 3d6 damage per Segment (Uncommon) 95 Experience Points Total Complications Points: 320 TYPICAL EQUIPMENT CARRIED Spear, Medium Club Axe, Small Bow, Medium Sling Heavy Leather Armor Background/History: The First Plague that beset the reign of Lludd Llaw Eraint were the Coraniaid, a stunted race of beings who came to Britain and could not be forced out because their hearing was so acute that they could hear any sound the wind touches. Thus did they instantly know of any plans made against them. Indeed it is said their ears were so sharp they could hear arrows and other blows as they moved through the air and thus avoid all harm. Much woe did they cause among the Britons and all action against them seemed impossible. Thus did Lludd cross the water to Gaul and seek aid and advice from his brother Llefelys who was King there. And they did craft a long trumpet that muffled their conversation so that the Coraniaid could not hear their speech. And thus did Llefelys tells Lludd of a certain insect that when crushed up and mixed with water was deadly to the Coraniaid, but harmless to the Britons. Lludd returned to the country with many of the insects and did crush them up and mix them with water. And Lludd called a meeting of all his people and all the Coraniaid, and when all had gathered he threw the mix over the whole crowd, thereby killing the Coraniaid without harming his own people. Thus were the Coraniaid destroyed, but King Lludd did save some of the insects for breeding in the event the plague ever returned to Britain. Personality/Motivation: Mean, nasty & ornery, the Coranaid hate humans and wish to displace them from the land. Powers/Tactics: The Coranaid's main ability is their unnaturally-acute hearing. The primary narrative effect of their superior hearing is that they can hear any plans being amde against them, making them nearly impossible to surprise. It also allows them to "hear" attacks coming, making them hard to hit in combat, especially at range. They typically wear leather armor and carry a mix of spears, clubs and axes, although they prefer to fight at range with bows and slings. Campaign Use: Force your players to get creative in figuring out how to deal with them. Appearance: A dwarvish race of beings who average between 4' to 5' in height and stout. Their faces are misshapen and asymmetrical. Their hair ranges in color from dark brown and dark blue to black, and is usually worn long and stringy. Coraniaid.hdc
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