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Armitage

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Everything posted by Armitage

  1. Plus, he specifically talked about preventing her from picking judges. "By the way, if she gets to pick her judges, nothing you can do folks. Though the Second Amendment people, maybe there is, I don't know." Hillary won't get to make Supreme Court nominations until after she is President. If he was talking about voting, like the Trump translators say, instead of shooting..it would already be too late.
  2. I recently obtained a battered second-hand copy of the original "Golden Age of Champions", from Firebird Limited. It has a build for fragmentation grenades that I haven't seen before, although there is some superficial similarity to how GURPS handles them. The only pre-4e rulebook I have is Champions III, so I'm not sure if they were normally built this way in the past. Instead of a straight RKA Explosion, the grenade has an Energy Blast Explosion for the grenade's concussion, and then a small Autofire RKA Radius for the shrapnel. At that point, some special rules get invoked. Anyone in the blast radius is considered 0 DCV, modified only by size, cover, etc. (a +1 Advantage). The grenade then has its own OCV that's used for the shrapnel attack, starting at 0 OCV and costing 3 Active Points per +1 OCV. The shrapnel also has an old style Range Modifier of -3/1". The number on either side of the slash can be increased or decreased for 3 Active Points per +/- 1. For example, a Type 91 Fragmentation Grenade in the 4e "Golden Age Champions" was a 3d6 RKA, Explosion. The same grenade in the earlier book was a 4d6 Energy Blast, Explosion, -1d6/2 hexes and a 1/3d6 RKA (this was a thing then, I guess), 7" Radius, Autofire, with OCV 6 and -3/1" RMod. Has anyone tinkered with creating a similar style grenade using modern rules? Maybe instead of a partial die with Autofire, an RKA with Reduced Penetration instead. Reduced By Range too? An Activation Roll made for each target in the blast radius, with an added Limitation for Cover and Size DCV modifiers affecting the Activation Roll? Two separate Linked RKAs, with the second having a lower Activation Roll? Would such a build even be worth the additional complexity? I suppose it could more realistically show a bulletproof character ignoring lots of small metal fragments, just like they would ignore small caliber bullets.
  3. There was a Silver Age story in which exposure to Red Kryptonite caused Superman's hair, beard, and fingernails to grow to enormous length, and it was stated that Kryptonian hair and nails normally didn't grow while under a yellow sun. It required the combined x-ray vision/heat vision of Supergirl and Krypto to burn away the excess. Of course, since it was the Silver Age, Lois' first thought was 'If Clark refuses to show up while Superman has a beard, I'll know they're the same person."
  4. Champions Powers has Mimicking in the Miscellaneous Powers chapter. It's a Variable Power Pool that lets you mimic the powers of anyone you touch. One of the variants lets you manifest the powers of anyone you've ever touched at any point in the past. Mimic Memory II: The character can manifest the powers of anyone he’s ever touched, regardless of how long ago it was. Variable Power Pool (Mimic Pool), 200 Pool + 200 Control Cost; Requires Successful HTH Attack Roll And Skin Contact To First Acquire A Target’s Powers (-¼), Only To Create Powers Copied From Persons Touched (-¼), Powers May Only Be As Powerful As Targets’ Powers (-½). Total cost: 200 + 50 = 250 points. You would need to keep track of what characters had been copied in the past, which would determine which powers could be created.
  5. Vanguard died during the Battle of Detroit in 1992, smashing into the asteroid that Destroyer was drawing toward Detroit, not in direct combat. Doctor Destroyer wasn't as powerful back then. According to the 5e Book of the Destroyer, he was 1902 points in `92. He had a 4d6 0 END RKA instead of the straight 10d6 in the modern armor, so call it 6d6 based on Active Points. In 1984, the Destroyer Beam was able to bloody Vanguard's nose and knock two of his teeth loose. At that point in the armor's development, the Destroyer Beam was a 14d6 Blast, possibly 20d6. His armors are listed for 1966 - 1984 and 1984 - 1989, but the picture of their battle shows the 66 - 84 armor.
  6. I'm sorry. I'm afraid I tapped my computer monitor with my fingertip to squash an insect and accidentally killed all three of them. (As I was typing this, I noticed that the original Adventurer's Club article is in the Files section, so I guess the joke isn't as obscure as I thought.)
  7. In the campaign I'm working on, there are five documented types of Gadgeteers. Type One Gadgeteers have superhuman intelligence and inventive ability. The basic Reed Richards or Tony Stark. They're the ones who are largely responsible for elevating the world's technology level in the twenty years since superhumans have come into existence (also technology reverse-engineered from the alien invaders). It's not post-Governor Strike Force, but it's not "Reed Richards Is Useless". In Star Hero terms, the general population of the US is ATRI 8 and the government has reached ATRI 9. Type Two Gadgeteers are similar to Type Ones, but their abilities are focused in a single field, a single device, or a related group of devices. These are the characters who frequently show up in published books (more in older editions) with 15 - 18 INT, 13- Skills, and a suit of powered armor with force fields, antigravity, invisibility, and focused plasma weapons. Also someone like Phillippe Moreau, with his ability to create fully sapient humanoid animals, although he has a rare mutagenic element helping with that. Some people who seem to be Type Twos may actually be Type Threes. Type Three Gadgeteers are the ones I was initially talking about. They create devices that shouldn't work, but do. Their powers cause the devices to function, maybe just for themselves, or maybe for anyone. There's a woman in Chicago (the campaign city) who has a small business hand-making physics defying devices for clients. (Why yes, she is intended to be a potential ally for the PCs.) There can be overlap between Type Threes and Type Fives. Type Four Gadgeteers are commonly referred to as "Jockeys". They use technology that they've obtained from someone else, either purchased, stolen, or received as a gift. They usually have a limited ability to maintain and repair their own devices, particularly if they came from a Type Three. Type Five Gadgeteers usually don't like being called "Effies" ("F.E.s"), short for "flying elephants". They have inherent superhuman powers, but believe that their powers derive from an otherwise normal object. Their "Feather" is a psychological crutch that they need to use their powers. They're the rarest, since damage to their Feather can easily cost them their powers unless it's repairable, their powers enhance the durability of the Feather, or they overcome their psychological issues.
  8. A gadgeteer normally has various Powers bought through Foci, or a variable Power Pool with the Focus Limitation. That's generally for use in combat. A GM will often allow a gadgeteer to create out of combat devices using various Skills. The character could be selling gadgets to wealthy customers to justify their own Wealth Perk, or the player may be attempting to introduce new technology to the consumer market, wanting to have a lasting impact on the campaign. e.g. Inventor, Mechanics, Weaponsmith, and SS: Polymer Chemistry are used to create and market a pistol that fires cartridges containing a rapidly expanding incapacitating foam (Entangle). However, in some settings gadgeteers work differently, such as the Wild Cards novels or the Goldberg Science power in the Godlike RPG. These gadgeteers create devices that don't operate on actual scientific principles, and probably don't even contain working technology of any kind. Instead, the gadgeteer has the superhuman power to create devices that do what they want them to do. The creator probably has relevant skills, but nowhere near the level that would be needed for the "technology" they create, and probably not appropriate specialties. If such a gadgeteer can create devices that can be used by the general public, as if they were actual technology, what Skills would be used to determine their creation? My initial thought is the bare minimum, based on what they perceive themselves as doing. For example, a force field belt could be created with Inventor and Electronics, even without SS: Force Field Physics or SS: Magnetics, since they're just creating an "electronic" device that does what they want. There would be no difference in cost; a pseudo-gadgeteer wouldn't need a Perk. It's like the difference between a Personal Focus and a Universal Focus. Pseudo-gadgets are easier to create, but they can't be reproduced and they can only be repaired by the original creator. It's not something that would have an impact in routine play, so there's no cost. Adventurer's Club #21 had an article entitled "The Schimmelhorn Effect", in which gadgeteers and mad scientists have the ability to warp reality with their beliefs, like Mages in the World of Darkness, allowing impossible gadgets to work, but such devices stop working forever if examined by a normal scientist, and they suffer instability and side effects over time as reality attempts to reassert itself, and that's not really what I'm looking for.
  9. Ultron created Jocasta using the brain patterns from the Wasp, his father's wife, so he's sort of Oedipus himself. Ultron was created before Hank and Jan were married, so Ultron intended to marry a duplicate of his step-mother, but it's close, and Ultron has referred to the Wasp as "Mother".
  10. Yes, that is John Barrowman, cosplaying Squirrel Girl at Comic-con.
  11. From the Wood and Plants chapter in Champions Powers: Choking Spores: Blast, NND Control Plants: Mind Control, Plant Group (affects intelligent plants) Controlling Spores: Mind Control Leafy Prison:Severe Transform, Human into Tree Phytotoxic Sting: CON and STUN Drain if HKA does BODY Quicken Plant: Summon giant monster plants by transforming local plants Sticky Sap: Entangle, Sticky Strength of the Trees: STR, Increased END Cost Entangling Growth: Entangle using existing plants Thorn Spray: RKA, Armor Piercing Thorny Body: RKA Damage Shield Wood Warping: Transform to make wooden objects useless Barkskin: Resistant defenses Phytotoxic Immunity: Immune to plant toxins Rooted: Knockback Resistance, Costs END Brachiation: Swinging, only in forests Burrowing Roots: Tunneling Worldroot Path: Teleport through plants Plant Speech: Telepathy, Plant Class Sense Vibrations: Detect vibrations in the ground Nature's Bounty: Life Support vs Eating for a group by growing food Photosynthesis: Life Support vs. Eating, and vs. Breathing to resist choking, strangulation, etc. Rapid Growth: Stretching Tendrils and Vines: Extra Limbs Thicketmaster: Environmental Movement in undergrowth
  12. I completely forgot that there's a Distance Distortion Zone power in Champions Powers, in the Dimensional Manipulation Powers chapter. It's expensive, and uses a special application of the rules. Change Environment (create distance distortion zone making it seem as if 16m is 160m), -10m of Flight, Leaping, Running, Swimming, Swinging, Teleportation, and Tunneling, additional -6 to Range Modifier, Area Of Effect (16m Radius; +¾), Reduced Endurance (0 END; +½) (225 Active Points); Limited Range (200m; -¼). Total cost: 180 points. "Following Rule #6 on 6E2 266, the GM should apply this combat effect not as a strict reduction in the meters of movement of anyone in the zone, but as a requirement to cross 160m rather than 16m to get across the zone." The referenced Rule #6 is "Don't waste time worrying about "the exact right way" to build an ability...do your best job to figure out how to build what you want...then let it work the way you want it to."
  13. The Earth Powers chapter of Champions Powers has several versions in the Sand Powers subsection. The Flash is only a single target, but it does have Area Effect options. Dust Blast: Sight Group Flash 6d6, NND (defense is solid coverings protecting the eyes; +½) (45 Active Points); Limited Range (80m; -¼). Sandstorm: Change Environment, -3 to Sight Group PER Rolls, Area Of Effect (32m Radius; +1).
  14. It's also important to remember that a mind flayer has the ability to incapacitate a group of opponents for up to 12 minutes (2e) or 1.2 minutes (3e) with a mind blast*. Grappling someone's head with four tentacles is a lot easier when they're staring into space drooling. *The 1e Psionic Attack vs. Non-Psionic Target rules are too complex to easily summarize.
  15. I believe he's referring to the ability to rip out someone's brain and instantly kill them. The Migdalar in Monster, Minions and Marauders (5e) and the Hero System Bestiary (6e) are basically mind flayers, but they don't have the brain eating ability. The problem is that Hero System doesn't handle absolutes like instant death or total immunity well. Maybe a Ranged Killing Attack large enough for average damage to kill an average person, No Range, Only If All Four Tentacles Have Grabbed Location 3-5 (Head), Extra Time-Full Phase, Only Against Targets With An Organic Brain.
  16. The purpose of the Advantage is to reduce the effectiveness of the defense, so the defense would not get a Limitation for being subject to that Advantage. Again, that would be like Resistant Protection taking the Limitation "Half Effect Against Armor Piercing Attacks". It's not the same as a Special Effects-based Limitation such as "Not Effective Against Fire Attacks". The attack already paid more points to be more effective; the defense doesn't pay less points for being less effective against the attack. Unless, of course, the defense in question has its Activation Roll reduced even more than some other defense would. e.g. The attack reduces a normal target's Activation Roll by 3, but against a target whose defenses have the Limitation, the Activation Roll is reduced by 6.
  17. The Advanced Player's Guide has an optional rule for Change Environment to create a Limitation as a 5 point effect per -1/4 of Limitation. I don't see why it couldn't increase an existing Limitation the same way. Every 5 points reduces the Activation Roll by the amount of a 1/4 increase in the Limitation. Alternately, you could just use Change Environment to impose a penalty on Activation Rolls, the same way it can impose a penalty on Skill Rolls, Characteristic Rolls, etc. In either case, you may need the Varying Effect Advantage to target different types of powers. Making a suit of armor provide less protection and making someone's telepathy less reliable would be drastically different effects. I'm not sure that a Limitation on the Damage Reduction would be appropriate. Reducing the effectiveness of the defense is the whole purpose of the Power. It would be like Resistant Protection getting a Limitation because it can be reduced by Armor Piercing attacks.
  18. The UNTIL Superpowers Database (5e) and Champions Powers (6e) had Empathic Healing, which was Simplified Healing with the following Side Effect: Side Effects (character automatically takes damage identical to the damage healed; -1) Mechanically, that's a Major Side Effect (-1/2) that occurs automatically whenever the Power is used (x2). Since it also deals BODY damage as written, only dealing STUN could knock it down to a Minor Side Effect (-1/4 x2; -1/2). If it does a predefined amount of damage, that's normally 1/4 less Limitation.
  19. The Scarred Lands setting for d20 had a similar effect. Arcane spellcasters tended to wear as little as possible, even if they were from cold regions. The TV Tropes page for the Scarred Lands mentions it as part of the Squishy Wizard trope. "Justified - magic causes the body to release extreme heat for the spellcasting, meaning that heavy armor becomes an oven to any mage stupid enough to wear it."
  20. When I open the file, I get a message saying that the RKA was in the Multipower, but was moved out because it was too big. The same thing happens for every version of Overlord. Odd.
  21. Understood. I just found it odd that there was no mention in his description of what's essentially a single-target tactical nuclear warhead. EDIT: I just looked in the Strike Force Archives that I got with the Kickstarter, and I'm seeing a 5d6 RKA that's part of his Multipower, on the 1995 version of Overlord. SUIT POWER FRAMEWORKS 107 Multipower (160-pt reserve); OIF: -½ u-4 Desolidification; Multipower: Fixed Slot; Reduced END: Zero, +½ m-17 15d6 Energy Blast; Range: 655; Versus: ED; Multipower: Variable Slot; Armor Piercing: 1, +½; Reduced END: Half, +¼ u-4 6d6 Flash (Normal Sight); Range: 300; Multipower: Fixed Slot m-8 25" Flight (NC: 50"); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 112; Multipower: Variable Slot; Reduced END: Half, +¼ m-13 5d6 RKA; Range: 470; Multipower: Variable Slot; Reduced END: Half, +¼ m-9 15" Teleportation (Long Range 480"); Increased Range: ×32, +25; Long Range (miles): 0.60; Mass Multiplier: ×4, +10; Fixed Locations: 0; Floating Locations: 0; Multipower: Variable Slot
  22. 4e Dark Champions. I don't think he appeared in any later books. He's not in 5e Dark Champions or Hudson City. The book isn't in the Hero store. 629 point criminal mastermind with 225 points of Contacts, Followers, and Bases, and about 240 points in Skills.
  23. RKA 15d6, Reduced Endurance (½ END; +¼) Overlord sure couldn't do that in the original. That's one heck of an upgrade. It's not even an armor system.
  24. If you mean Samuel L. Jackson's character, he's an actual historical figure who brought the first world attention to Belgium's exploitation of the Congo. The movie appears to be inserting Tarzan into real world events.
  25. Medium weapons have Reach, 1m of Stretching with Limitations. That adds 1 Active Point and 1 Real Point. It's treated as two different Powers. Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Minimum 9-13 (-1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4). Total cost: 15 points. Stretching 1m, Reduced Endurance (0 END; +1/2); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4). Total cost: 1 point. Active Points: 45 + 1 Real Points: 15 + 1 The base rule, for ease of calculation, is 1 RP per 1m of Reach, but it doesn't always work out that way if you build it from scratch. Small: No Reach. Medium: 1m Reach, as above. Long: 2m Reach. 3 AP, 1 RP. Extra Long: 3m Reach. 4 AP, 1 RP. e.g. The Javelin in the Equipment Guide is a Long weapon. The base weapon is 35 AP, 13 RP. The listed cost is 38 AP, 15 RP. That's the 3 AP for 2m Reach, but the 2 RP for 2m of Reach instead of the 1 RP from calculating the Stretching.
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