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Armitage

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Posts posted by Armitage

  1. Re: Water Weight

     

    Hmmm' date=' by my calculations, a 2m hex (2m side-to side, not point-to-point) that is also 2m high has a volume of 5.774 m^3, making it 5,774 kg or 12,730 lb. Differs from the Ultimate Brick calculation quoted above. No STR chart handy, but I don't think it makes a difference to the TK required.[/quote']

     

    Equilateral triangle with a height of 1 m has an area of 0.578 sq m. Six form a hexagon 2 m side to side for 3.468 sq m. 2 m height gives 6.936 cubic meters. Ultimate Brick uses a round 7 cubic meters.

    But I digress.

  2. Re: Water Weight

     

    According to Ultimate Brick, a cubic hex of fresh water weighs 6921 kg. Salt water weighs 7169 kg. 41 STR for each.

     

    According to Hidden Lands, water pressure is 1 atmosphere to 10 m (5"), +1 atmosphere per +5" or fraction thereof.

    Humans can withstand up to 10 atmospheres for extended periods without harmful effects. Every atmosphere after that does 1d6 Normal Damage, NND (Life Support: High Pressure), Does BODY per Turn.

     

    Also, I presume said tunnel would be able to do the TK's DC in damage if I collapse the tunnel with characters inside. Is that correct?

     

    I would treat it as telekinetically striking the target using the water as a weapon, so base TK damage sounds good. Probably limited to a maximum of 6d6 per Hex of water used, since a hex of water has 6 BODY. Like attacking with any other object.

  3. Re: Best way to make a spider mine?

     

    Spider Mine: Energy Blast 8d6, Explosion (+1/2), Trigger (Radio signal or motion within 2"; +1/2), Indirect (Same origin, any direction; Can walk around corners and over rough or metallic barriers; +1/2) (100 Active Points); Extra Time (Extra Phase, Minimum; Travels 4" per Phase and hides at target site; -3/4), 6 Charges (-3/4), IAF (-1/2). Real cost: 33

     

    I can't seem to find it now, but I recall a rule that said an Obvious Focus has x Concealment while an Inobvious Focus has x+4 Concealment, or somehing like that. So I made the mine Inobvious to represent it hiding itself.

     

    Edit: Found it in the Combat Handbook and Ultimate Martial Artist. An Inobvious Focus has Concealment 13-.

  4. From the Journal of Abnormal Psychology, July 13, 2006

     

    "In the ten years since the Swarm invasion, psychologists have pondered one question more than any other. After the Pulse transformed a small percentage of humanity into the superhumans now known as metas, why did so many of them begin wearing unusual costumes and using their abilities to commit or prevent crimes, living the classic "superhero" and "supervillain" archetypes?

    It is well documented that Starblaze, the first costumed hero, created his identity on the advice of his publicist. But if the motivation were a simple desire for wealth, fame or attention, there are more practical routes-movies and television, sports, industry, product endorsements, or corporate sponsorships, for example. The significant number of metas who have continued to live "normal" lives show that this is a perfectly viable option. What has driven so many individuals to adopt a lifestyle resembling something out of a comic book?

    Two theories currently dominate the field.

    The first theory is that the Pulse mutated people based on psychological as well as physiological characteristics. Those people who gained superhuman powers during the invasion were those most likely to uses those abilities in an extreme manner. The major flaw with this theory is that it doesn't explain the increasing number of unmutated humans who have donned costumes and begun engaging in the types of activities normally associated with metas.

    The second theory is that in addition to causing physical mutations, the Pulse also altered the brains of those affected. Lowered inhibitions, thrill-seeking and a tendency toward extreme behavior led many metas to the activities we so often see on the evening news. If this theory is accurate, it can be assumed that non-meta costumed heroes and villains are individuals who were mentally altered by the Pulse without experiencing physical mutation. Unfortunately, this theory has been enthusiastically adopted by the Purists and the Children of Eden, who use it to support their claim that metas are inhuman monsters deserving of extermination."

     

    My campaign is set in our world, 10 years after an alien invasion. A weapon used at the begining of the attack to disrupt worldwide communications had the unexpected side effect of turning 1 person in 1000000 into superhumans, who repelled the invasion after several months.

    I suddenly realized-why would people become heroes and villains in the real world if they gained powers? I could just say "It's a Champions game. That's the way it is", but that's boring.

    Then it hit me. Since all of the superhumans have a common origin, what if that origin had the side effect of causing them to emulate extreme fictional tropes?

    It could add an interesting role-playing element too. Sure, the villains are nuts. But are you really a hero? Or are you just crazy too?

  5. Re: How would you write up this power, "The Do-Over"?

     

    What's funny is that I just did a search and discovered that this is the third time this question has been asked and I've posted that article exerpt in response.

    I guess someone's using the power for real.

     

    OddHat: Your solution would seem to be the way to go. Nearly all of the Precognition Powers in USPD 1 & 2 use Skill Levels of various types to represent the advantage a character has from knowing what's about to happen. Whether it's precognition or rewinding time wouldn't really make a difference.

  6. Re: How would you write up this power, "The Do-Over"?

     

    This is a third-party item for a previous edition, but it might provide a starting point. Or a guide for Limitations, etc.

     

    From Champions Plus, by Steven Maurer.

    Dragon Magazine #100. August 1985.

     

    Temporal Fugue

    30 for base (11 or less) / + 1 for 10

     

    Temporal Fugue is also known as “replay.” It allows a character to replay immediate past events and take a different action, now that the character knows exactly what will happen. To use Temporal Fugue, the character must roll the ability, minus the number of 1/2-phase actions he wishes to reverse. If successful, the replay starts at that point, with all rolls and actions staying the same until the character interferes with the past. You can only replay an event once.

    Example: In a battle, Orakle sees an agent leveling a blaster at her. Since he is just a normal agent, she decides to depend upon him missing — but the agent shoots and hits. Before damage is rolled, Orakle uses her Temporal Fugue power to undo his 1/2-phase attack. She rolls a (12 - 1 = ) 11; her attempt succeeds. When the agent levels his gun at her, she dives for cover. Play resumes at this point. The agent, seeing that Orakle has just jumped behind some boxes, lobs a grenade at her. Orakle, having already undone the attack once, cannot use her Temporal Fugue again.

    Referees may choose to extend 1/2-phase actions to include non-combat or simultaneous moves. Thus, an ambush might be considered a single action for purposes of Temporal Fugue: the same goes for running down a blocked corridor. Though it is a power, Temporal Fugue has all the limitations of a skill: It cannot have power advantages or limitations, and it can’t normally be placed in a power modifier. Only Temporal Fugue levels add to the Temporal Fugue roll. It is a no-phase action and it costs END.

  7. Re: Causing a Character to be Mute

     

    I was pretty sure Darkness had it's own Mobile option. Perhaps not.

     

    In 5E a self-targeting Darkness would move with the character who created it. Moving with someone else required UAA.

    That's been removed from the 5ER Darkness description, but the general description of Constant Powers says No Range Constant Powers can move with the character at the GM's option (which is also referenced in the description of Mobile.

  8. What would the additional modifier be for a Side Effect that occurs when a Focus takes damage?

    Specifically, a gas-based NND attack bought through a DEF 5 Focus (less than AP/5. Off-the-shelf device). When the Focus takes damage it ruptures, creating the same NND in a No Range 3" Radius cloud lasting for 2 minutes.

    Obviously this would be an Extreme Side Effect (Active Points of the Power or more), most likely with 1/4 more for affecting the character and the environment but what frequency modifier would be appropriate for this situation?

    1/4 less for requiring a specific action?

  9. Re: Comic Book Physics

     

    The big problem with this' date=' is players having different ideas about what sounds plausible. I thought I could totally get into a silver-age game if I set my mind to it, got into the spirit of it. Then I started (re-)reading some of the source material from the public library, and even my buttressed-and-reinforced suspension of disbelief plummeted screeching to the ground. [/quote']

     

    Bad comic book science, mostly Silver Age.

    http://www.superdickery.com/science/1.html

  10. Re: Battle of Detroit Dead List?

     

    Myself, I'm guessing that Icestar controlled cold

     

    There was an Icestar who was a member of the Champions 1st-3rd Edition. He was also a member of the team in the Champions and League of Champions comics.

    Off to find the issue with his stats...

     

    High STR, CON and INT, superhuman DEX, increased PD and ED.

    Multipower with Ice Blast EB, Ice Shard RKA, Ice Entangle and Radius Ice Entangle.

    Elemental Control with ground-level Flight (Ice Slide), Ice Force Wall and Ice Armor (costs END to activate).

    Vulnerable to fire, adrenaline junkie, sucker for a pretty face, brash and arrogant.

  11. Re: Ultimate Brick "Realistic" Throwing Tables

     

    I don't know how Steve came about the formula used in TUB, but the text states it is supposed to be "realistic" in the sense of very strong characters throwing objects a very long distance.

     

    [Nitpick] It was actually Dean Shomshak who originated the equations and tables in "How Far Did Grond Throw You?" in Adventurerer's Club #20.[/Nitpick]

     

    I won't reproduce the meat of the article here; legal reasons, or whatever.

    Horizontal distance was calculated as (Initial Velocity x cos45) x Travel Time

    Doubling the force (+5 STR) doubles the initial velocity and doubles the travel time as well (the equation used was T = (V x sin 45)/5).

    Since both factors in the distance are doubled, the range is quadrupled. The thrown object is thrown at a greater velocity and it gets higher before gravity slows it down and brings it back to Earth so it stays airborne longer.

    Personally, I've never been good at ballistic trajectory equations.

  12. Re: Ok, this is a Stargate question?

     

    *Even in the pilot they acknowledged that goa'uld had spaceships and could get to earth "the old fashioned way" if they had to--but that it would take months. There's a reason why everyone preferred stargates.

     

    Now ATLANTIS--in another freaking galaxy--is a puny three weeks away by starship. THREE WEEKS.

     

    I think the Earth ships use Asgard hyperdrives. They're Porches to the Goa'uld's VW Beetles. The Asgard live in another galaxy and have no trouble stopping in to visit Earth regularly.

  13. Re: Help with Psych Lim

     

    Some possibilities from The Master List of Limitations

    http://www.globalguardians.com/masterlists/masterlistindex.php

     

    Mad As A Hatter

    Very Common, Total: 25 Points

     

    Type: Psychological Limitation

    Description: This is the classic "Joker" Disadvantage, and represents a character who is not only insane, but is fucking bonkers on top of it. A character with this Disadvantage does random and possibly odd things for any reason or for no reason at all. His mind is so disconnected from reality that he sees no reasons behind anything, and wants none. He is capable of killing or sparing, on a whim, and often engages in seemingly random actions for inconceivable reasons. He speaks nonsense and non sequitur, and prefers it that way. The character cannot act in a rational manner, even when world-threatening circumstance requires it. Player Characters should not be allowed to take this Disadvantage.

     

     

    Certifiably Insane

    Infrequently, Minor: 5 Points

    Frequently, Minor: 10 Points | Frequently, Major: 15 Points

    Very Frequently, Severe: 20 Points

     

    Type: Social Limitation

    Description: It is a matter of public record that the character was institutionalized for insanity. How well this is known is indicated by the frequency. At the minor level, the character is "much better now" and allowed to walk around freely. However, those who find insanity unpleasant to think about will avoid the character, some employers will not hire him, and any "crazy-sounding" statements will be viewed with extreme suspicion. At the major level, the character is still considered insane, and will be locked up and/or drugged if he does not escape. At the severe level, the treatment the character will receive is lobotomy or euthanasia.

     

    It is not necessary for the character to be insane to take this Disadvantage, or indeed to take any Psychological Limitations whatsoever. After all, just because you aren't delusional doesn't mean they won't lock you up for screaming about robot assassins sent from the future. Just ask Sarah Connor.

     

     

    Creepy

    Very Frequently, Minor: 15 Points | Very Frequently, Major: 20 Points

     

    Type: Social Limitation

    Description: Something about the character makes people's hackles rise, and raises goosebumps. They feel very uncomfortable around the character, no matter how personable he may be. At the minor level, this merely makes people avoid the afflicted person. He will find it difficult to be invited to social gatherings unless his presence is mandatory, and seldom has good luck with romance. At the major level, people will actively attempt to drive him off, by force if necessary.

  14. Re: Playing cards as offensive weapons...

     

    Also showing up on this episode is a card throwing champ (or something). I think he held the distance record. The title to the episode was "Exploding Jawbreaker".

     

    Ricky Jay, the guy who played Captain Amazing's publicist in "Mystery Men". He's a former stage magician.

    According to a Google search, his record is throwing a card 190 feet at 90 miles per hour.

  15. Re: Undetectable Firearms

     

    One of the Power Examples for Invisible Power Effects is a Plastic Pistol: RKA, Invisible to Metal Detectors (+1/4). H5R, p. 261.

    The value of IPE is halved if only either the source or special effect is Invisible, not both, i.e., an invisible gun with visible shots or a visible gun with invisible shots.

     

    Or you could just declare it a Special Effect, the same way a character with a stone club wouldn't buy it Invisible to metal detectors. It simply isn't what the detector detects.

    If necessary, you could balance it with a slightly lower Focus DEF or a greater chance of malfunctioning, or something.

  16. Re: Recharging Things?

     

    H5R, p. 112. Adjustment Powers.

     

    "With the GM's permission, a character can use an Adjustment Power just to affect a target power's Charges. Divide the Active Points in the power by the number of Charges it has. Using the resulting "point total" for each Charge, apply the adjustment Power as per normal."

     

    So in your example, 5 points of Aid would restore 1 Charge to the RKA until it faded or the Charges were used.

  17. Re: Zero-G Martial Arts Help

     

    Breakaway-Custom Maneuver, +1 OCV, +2 DCV, Shove +10 STR (target moves back 1" per 10 STR), Target falls, must follow escape. 4 points.

    Choke-Choke Hold with OCV penalty reduced to -1. +1 point.

    Escape-standard Martial Escape.

    Grab-Martial Grab affecting 3 limbs instead of 2. +1 point.

    Joint Break-Standard maneuver. -1 OCV, -2 DCV, Grab 1 limb, 2 DC KA, no hit location damage reduction. 5 points.

    Nerve Pinch-Nerve Strike with +1 OCV instead of -1, must follow Grab. 4 points.

    Reversal-Standard maneuver. -1 OCV, -2 DCV, +15 STR to Escape, Grab with same attack. 4 points.

  18. Re: Zero-G Martial Arts Help

     

    There is not, to the best of my knowledge, a "Zero-G MA" in UMA - however, that doesn't mean you can't put one together.

     

    Zero Gravity Combat, UMA p. 86

     

    Breakaway (Shove/Thow hybrid following Escape)

    Choke

    Escape

    Grab

    Joint Break

    Nerve Pinch

    Reversal

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