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Tungsten Shephard

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Posts posted by Tungsten Shephard

  1. Re: Quote of the Week from my gaming group...

     

    Wow not sure what I did to deserve the personal attacks.

     

    DANG! aren't we a touch bunch of forum posters.

     

    I think you need to read the story about the Head of Vecna.

    Allowing players to start killing themselves needlessly will only hurt your game. I think an IQ roll would be fine in this instance because there are times your character would know better than the player. If the player then wants to then trust the angry unreliable dead so be it.

     

    Apparently you have issues with me not sure what they are since my group of players enjoy my style of GMing. I'll just assume your comments are based on a bad GM experience that was NOT ME.

  2. Re: Quote of the Week from my gaming group...

     

    Interesting accusation you have there and completely untrue.

     

    The point of playing RPG's is to have fun. If the game is over in under 15 minutes without some form of climatic yet interesting ending then the GM failed IMO. If any of my players were able to defeat an entire plot in under 1 session than I failed as a GM. It's not about working against the players it's about resolving a better plot line. Fighting against the players is doing things like changing the dynamics of the fight so that the players loose. My comment would not cause the players to loose it would be to remind them that evil spirits don't always tell the truth. They should do better research than trusting something dead trying to kill them.

     

    Besides it is reasonable to assume a possessing spirit of evil intension will lie about how to end it's need for existence or when it says it needs to see the PC's do the funky chicken naked to KC and the Sunshine band singing "Do a little dance" while embracing their homosexuality.

     

    That said I would force the player in question to make his IQ roll or something before he pulls the trigger.

  3. Re: Quote of the Week from my gaming group...

     

    I prefer the idea that a noble sacrifice would have some lasting effect. Even in the dismal worldview of CoC.

     

    Unless of course the Head of Vecna is involved?

    Self sacrifice is good and all but you should never.

     

    a) Never trust someone who used to be dead or undead.

    B) Never trust someone who is currently dead or undead.

    c) Never poke a stick at someone who just died by something currently dead or undead.

     

    etc, etc, your breaking a cardinal rule of surviving a horror movie by even speaking to then trusting what "it" has to say.

     

    Lessoned Learned .... Never trust the Evil Guy they lie.

  4. Re: Quote of the Week from my gaming group...

     

    Yes that was priceless. However as an experienced GM I am very used to the unexpected by my players.

     

    I would have simply laughed about it (mostly due to shock) then say. "The spirit laughs and says, that's so funny, I lied, who is next" Then quietly change the end plot line in my head.

     

    Got to love it when speak with unsealable and unpredictable, angry dead goes completely very wrong. :ugly:

  5. Re: Telekinesis Super.

     

    I personally don't mind my players using TK with Martial Arts maneuvers with fine manipulation, however, I require a -2 DC's for the attacks. Furthermore in my games the TK may not use Find Weakness with TK as this also leads to imbalance play style aspects. TK just by itself is way too utilitarian "as is" since you can potentially nullify your need for a Brick, Martial Artist, and Energy Projector sub type supers at the cost of one supers power.

     

    I can see where gmurie in coming from however. As TK can cause a player to say "WTF" when comparing his Martial Artist to the TK guru who is having a far better effect than the MA Super with find weakness.

     

    One of my supers has aoe effects with his TK. A common maneuver he uses is, "I pull the pins on all of the hand grenades in the area using TK with fine manipulation". That alone can be done with 5 STR TK with a large AOE

     

    Hard to argue the effectiveness of his tactics. :eek:

     

    I saw this in a TK Elemental Control and thought it was a very cool effect.

    Telekinesis (5 STR), Fine Manipulation, Area Of Effect (32" Radius; +2), Selective (+1/4), Conforming (+1/2) (66 Active Points); Concentration (1/2 DCV; -1/4) [Real Cost 53]

  6. Re: Organic

     

    I inquire for more information. Does the superhero in question have anything saying "If brain dead and on life support pull the plug."?

     

    1) If so then I pull the plug I follow through with his wishes.

     

    2) If he has a next of kin /wife /husband /etc I pass the bullet along.

     

    3) However if there is a HERO who has resurrect (usable on others) I ask him to do the honors and bring him back from the dead. If that HERO agrees I pull the plug and let that HERO do the honors.

     

    4) Furthermore will this HERO's death cause an effect that will have beneficial consequences?

     

    5) What are this HERO's religious beliefs?

     

    6) I also ask myself "are my actions prolonging death or prolonging life"?

     

    7) Not enough information to go on here to make an informed choice. If there is no further information from the above questions then I ask God above for mercy and pull the plug. Then make his life an example for others to follow. I then peruse justice against those who did this foul deed against him/her.

  7. Re: The Devil Inside...

     

    Angela comes to your character and his/her colleagues in secret.

     

    What I see is a normal in trouble. I would be more concerned with Angela than with Don. I would strongly recommend Angela go into a protection service for her safety, unless, Angela is into that kind of relationship. Don would also go under the "watch list" for surveillance. The moment Don got out of line and began endangering, murdering, eating, or otherwise forcing disco on "normals" through overtly obvious means, I would intervene.

  8. Re: The Summoned Menace

     

    For me it depends on the player, and the character concept. In this concept the character will have 9 separate purchased 150 point "Spirits" to throw away with the limitation "cannot be used with multiple power attacks". So this character can summon one at a time each phase with no duplicate creatures. Since these creatures can't move there will be less maintenance.

     

    Rather than a gross attack bonus, maybe make the RKA a one-hex area; then the only way to get away from it is Dive For Cover. Plus, the DCV of a hex is always 3 IIRC.

     

    I thought about that however I wanted this creature to actually hit it's target with deadly accuracy.

     

    Limit the RKA to Only Affects Targets which Suffer STUN - otherwise, this thing can be blasting holes in walls, which might not fit with an "Aspect of Pain."

     

    I'll do that it's a great suggestion. :thumbup:

    Also you helped define an unforeseen flaw in the design. I don't want these creatures blowing up or through walls, but I do want them affecting things like robots.

     

     

     

     

    Oh and I'll make the adjustment on the attack power limitation on the creature, your right it's just one attack, good catch.

  9. Re: A New Dawn. 'Post-Apocalyptic' Fantasy

     

    Actually I've heard that Guild Wars is based on skill rather than amassing levels, that sounds too much like hard work.

     

    Actually its a very good game, with a great learning curve. Trust me it's easier than grinding 60+ levels for 14:95 a month, but at this point I'd wait for GW2 next year.

  10. Re: The Summoned Menace

     

    Yes I'm working on the primary summoner character now. After the summoned creatures are done, there will be 9 varied spirits that will do 9 different things. All of them will have the basic structure of this creature. I'll consider lowering the self inflicted damage however I'm having difficulty coming up with another disadvantage to keep the cost of the creature at 150.

     

    Any ideas?

     

    OH the reason I avoided EGO attacks is because I want to keep it EGO free as an automation.

  11. I was working on an idea for a character. This concept calls for the ability to summon forth spirits or ectoplasm mental phantasms from the nightmares recesses of the mind. I was going to treat the phantoms as “ghost turrets”. Basically they can’t move but they can attack at range independent of the summoner. These creatures (Automations) would have various attack abilities or defensive abilities according to the needs of the summoner. There will be a different “spirit” summoned to do various tasks. I want these creatures to be easily destroyed so there is no DEF, only BODY for stay power.

     

     

    Here is an example:

     

    Mental Aspect of Pain

     

    Val Char Cost

    0 STR -10

    20 DEX 30

    0 CON -20

    75 BODY 130

    4 INT -6

    0 EGO 0

    20 PRE 10 (scary looking)

    0 COM -5

     

    0 PD 0

    0 ED 0

    4 SPD 10

    0 REC 0

    0 END 0

     

    0" RUN -12

    0" SWIM -2

    0" LEAP 0

    Characteristics Cost: 125

     

    Cost Power

    60 Automaton (Takes No STUN)

    15 Does Not Bleed

    27 Desolidification, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Only To Protect Against Physical Attacks [Limited Type Of Attack] (-1), Always On (-1/2), Cannot Pass Through Solid Objects (-1/2)

    :NOTE still affected by silver.

    47 Killing Attack - Ranged 2d6, Reduced Endurance (0 END; +1/2), Affects Physical World (+2) (105 Active Points); Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Cannot Be Used With Multiple-Power Attacks (-1/4), Beam (-1/4)

    Powers Cost: 149

     

    Cost Skill

    26 +13 with killing attack

    Skills Cost: 26

     

    Total Character Cost: 300

     

    Pts. Disadvantage

    25 Distinctive Features: Incorporeal Ghost Creature (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

    25 Physical Limitation: No Physical Body (All the Time, Fully Impairing)

    10 Vulnerability: Silver Weapons (Common)

    30 Susceptibility: Existing 3d6 damage per Turn (Very Common)

    25 Psychological Limitation: Must protect its creator (Very Common, Total)

    35 Dependence: its creators presence Takes 3d6 Damage (Easy To Obtain, 1 Turn)

    Disadvantage Points: 150

    Base Points: 150

     

     

    This creature will/ should die when not in the presence of its creator because the creature is an aspect of its creators mind. Plus I want duration of sorts but limited to the health of the creature and not the casters whims. The idea came from playing Guild Wars, there is a class called a Ritualist that makes these things.

     

    What are other peoples takes on the use of Summoning and Champions Genre? What weakness do you see in using this approach to using summoned creatures in your campaign?

     

    Usually the games I run are not dark but for this chapter, this week might get there. Also what is your impression of the creation itself?

     

     

     

    One last note: Since this is a summoned Automation and NPC plot device I have no problems in allowing more than one sold back characteristic. Please don't criticize that aspect of the creature. I appreciate any other feedback. :)

  12. Re: A New Dawn. 'Post-Apocalyptic' Fantasy

     

    It’s a curious blend of fantasy, horror and post-apocalyptic. Basically the story is set in a High Fantasy world during the aftermath of one of those cataclysmic wars that occasionally assail fantasy worlds and could be mistaken for a sort of apocalypse. Effectively everything went to hell in hand-basket. If you want to skip the long version then just ignore the stuff in italics.

     

    Looks like somebody has been playing Guild Wars online.

  13. My son wants to make a character called Spirit of Freedom. I applaud his name chosen however this character wants to be able to Multiform into a Grizzly Bear, Wolf, and Bald Eagle. So my question is how do you as GM's or players set point values for Multiform abilities. I've not had to deal with this issue for years outside of the villain aspect, so I appreciate some insights into problems that might arise.

     

    My basic requirements for character creations for my games are.

    Characteristics 125 max

    Skills 50 points minimum required

    Primary Powers up to 100 points (this would be for his multiform)

    Secondary Powers up to 75 (Martial Arts Talents extra skills, extra powers, etc.)

    Disadvantages 150

     

    This equals 200+150 standard supers.

     

    How do you as GM's handle disadvantages for Multiform or disadvantages within the forms itself?

    What maximums if any do you require for your players using Multiform?

  14. Re: how do you deal with guns and superheroes in your campaign

     

    Posted by Oddhat

    I've read the thread from the beginning; I don't see any posts asserting that all supers are immune to guns. Could you please provide links to the posts in question, so that the posters can clarify their positions?

     

    Posted by alibear

    will be totally immune to the average person armed with a handgun up to and including .50 caliber.

     

    posted by Mike W.

    normal guns don't really hurt supers.

     

    Posted by steamteck

    In the thread about CapGun, it was brought up that normal guys with guns really shouldn't be effective against super villains.

     

    Posted by Crosshaircolie

    It's going to be nearly impossible to hurt anybody with powers with that thing,

     

    Posted by Opal

    True, just because normal, real world tech is ineffective against supers

     

    I will agree there is nothing that comes right out and says it. However it does appear to be a reoccurring theme.

     

    Needless to say I agree, it seems to violate the spirit of the rule if not the letter.

     

    I will agree to what was just said here. However in my current game I have a reoccurring villain named Circus Freak. Circus Freak tends to make things like insidious gadgets (high gadget pool villain). Circus Freak has a sense of humor so Circus Freak makes a Robot armored car that has the appearance of a possessed Vehicle monster or Monster Truck. I made the Vehicle virtually unstoppable with the goal in mind for the players to find Circus Freak's remote control. Needless to say after some frustration of not seeing the obvious, (even when it was pointed out to them, the Rocket Science jokes were great that night) that a LAW rocket launcher was finally used by the NPC police to stop it from killing people. (Keep in mind the PC's were offered the shot) The car was defeated not by killing the Robot Armored Car (rDEF 50) but by blowing a hole in the street. The HERO's being led by a detective named Joe Cool was finally able to locate the Remote and shut down the "Angry Godcar". (NOTE: that was not the name of the Armored Car) The evolution of "HEY WE NEED ONE OF THOSE!" occurred with the supers.

     

    Please don't let Angry Godcar or Angry Godman ruin your game. Even if the idea was a good one at the time.

  15. Re: how do you deal with guns and superheroes in your campaign

     

    Good point, I blame The Fox of Misinformation!

     

    I'm sorry how did I misinform. I have not resorted to personal attacks, so I don't understand why you feel you must resort to such measures.

     

    I stand by what I said earlier you can't prove me wrong here the 5th ed rules do back me up on this on page 405 under Adding Damage. A gun in the hands of Nick Fury is still governed by the physics of the gun. A gun that does 2 d6 RKA is still limited to a possible 4 d6 RKA of damage. The guns physics do not change. I never said Nick Fury was helpless, weak, non improvising, etc. I said nothing about the character of Nick or an inability to use powers such as find weakness, armor piercing rounds, etc. ONLY that the OAF gun is still a OAF gun.

     

    The gun itself is still a gun. If you make arbitrary choices that all guns are useless vs. supers as some here who are attacking my position have, then you take a valuable aspect of the rules away from the game. Look its fine if your HERO's are bulletproof provided they have the resistant DEF, or other powers to deal with being shot. Nor have I said that you should never allow for bullet proof supers, I have said in earlier posts there is room for the HULK in champions but those should be the exceptions not the rule, use the rules how they were written they work.

     

    However as someone who does regularly GM Champions (about 28 years worth) if you make a blanket statement that all supers are immune to guns as some here have, you will very much likely in most cases, create an arms race and inevitably restrict the creativity of your players designs.

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