Jump to content

Epiphanis

HERO Member
  • Posts

    496
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Epiphanis

  1. Re: Map Pieces [ATTACH=CONFIG]43847[/ATTACH]
  2. Re: Revisiting TAUNT Not long ago I raised a similar issue in the Rules Questions forums. Here are is the feedback I got: http://www.herogames.com/forums/showthread.php/89758-Drawing-fire-goading-quot-gaining-aggro-quot-Presence-Attacks-and-skill-use
  3. I just thought I would throw this out there... does anybody notice the parallels in the origin story of Professor Paradigm (6Ed Villains Vol. 1) with the real-life story of Carl Sargent? Paradigm was a Ph.D. researcher who was discredited by jealous colleagues, took up designing roleplaying games, had an epiphany and completely vanished for over a decade. Which pretty much also describes Carl Sargent. Okay, Paradigm was a mathematician and Sargent a psychologist. And Sargent hasn't reappeared as a supervillain... yet. But given his groundbreaking research into parapsychology and particularly telepathy, its less of a stretch in his case than one might suppose.
  4. Re: What CU supervillains could work on a fake superhero team? Invictus (kind of the same thing as Norman Osborn during the Ellis run of Thunderbolts) Shrinker (feigning reform) Mirage (pretending to be someone else) Sunburst and his minions Signal Ghost Lady Blue Thunderbolt, Josiah Brimstone, and Doctor Teneber (who consider themselves heroes anyway) the members of the Futurists (the deception would be up their alley).
  5. Re: I like Playing Bricks! Is that wrong? Why would you even feel a need to ask?
  6. Re: Alternate STUN Damage -- Groggy & (alternate) Knocked Out Conditions Thanks for the feedback. I think curbstomping is totally a thing; in most cases under the default rules to get to the negative 30s of STUN you have to boot somebody in the head at least once or twice after they've already fallen to the ground. It may be the better answer to my dilemma is simply to say once you reach negative STUN you are out of the fight, period. The CON roll for my suggested rule is indeed easy to make, but it is only taken post-12 (as opposed to a recovery taken every phase) and has no potential to put the KOed combatant immediately back in action. Where under default rules a high-REC character will often immediately be clear of the "double STUN" zone upon taking a recovery, under my rule you have to take a recovery on your next action after the post-12 CON roll before being free of it. Possibly a better result would be to make the post-12 CON roll only possible on the post-12 AFTER the round in which you are KOed. However, at that slow a rate of recovery it might be preferable simply to rule that no STUN=no more fight for you.
  7. It seems to me that one of the most genre-inappropriate aspects of the default Hero System rules are the STUN damage Knockout rules. Because STUN damage continues to be taken into the negative numbers, are the target continues to take recoveries while Knocked Out, the combat system pretty much demands that once you knock somebody out you continue to beat on their unconscious body to prevent them from returning to consciousness. This process is often referred to as "curbstomping." Its singularly un-superheroic-- generally, it literally entails kicking someone while he is down. This is a proposed house rule alternative: 1. STUN Damage cannot go into the negative numbers. The lowest possible STUN is zero. 2. While his STUN is zero, the target receives the condition "Groggy." A Groggy character remains conscious and typically does not fall down if standing. He can take no actions (including zero-phase actions) except to attempt to take a recovery or shut off active powers. His END immediately drops to zero (Endurance Reserves are unaffected), and he cannot expend his own END in any way (though active Persistent powers that do not cost END may remain on). OCV and OMCV drop to zero, DCV, DMCV, and Hit Location are at 1/2. The STUN damage of any attack made on a target that is Groggy is doubled, but only for purposes of determining Stunning; it cannot take the target into negative STUN. If for any reason (e.g., usually a recovery) the target's STUN rises above zero the Groggy condition immediately ends, but END lost due to the condition is not returned (it can be recovered normally, however). 3. If a character is ever simultaneously subject to both the Groogy and Stunned conditions, both such conditions are automatically removed and replaced with the Knocked Out condition. A Knocked Out character loses consciousness and will typically fall prone if not otherwise supported. All CVs drop to zero, and Hit Location is at 1/2. The character cannot expend END in any way and cannot take any action whatsoever, including taking recoveries. The character can take no further STUN damage while Knocked Out. The character who is Knocked Out does not get any Post-12 recoveries, but instead may make a CON roll at that time. If successful, the Knocked Out condition ends and is replaced with the Groggy condition alone (with the zero STUN and END that condition entails); the character is no longer Stunned and may take a recovery on his next action. If for any reason the character's STUN rises above zero the Knocked Out condition immediately ends. In all other ways Knocked Out is treated as described in default rules. For narrative purposes, a GM may rule that a lesser NPC who is Knocked Out is simply removed from play for the remainder of the encounter. Comments? The primary thrust of these house rules is to eliminate the motivation for "curbstomping." It has some other consequences, however. A character reduced to zero STUN is no longer automatically at zero DCV; a character with very high CON and defenses may effectively be impossible to be Knocked Out by disproportionately weak attacks. The burden of tracking negative STUN and recoveries are removed from the GM.
  8. Re: Map Pieces Arc Esu: game mapmaking is dependent on a lot of things. If you are artistically inclined, Photoshop or another good paint program combined with a pen tablet can work really well; most of the more notorious game cartographers work this way. If you are more of a technician than a sketcher, CAD/CAM software like Campaign Cartographer are preferable. And if you are dedicated enough, you can combine the two in different ways. Campaign Cartographer has a harsh learning curve. I've deen using different versions of it for almost twenty years and there is still a lot I don't know about it. It also requires a money investment. Perhaps surprisingly, Maptool alone makes a pretty decent map with a much easier learning curve.
  9. Epiphanis

    Map Pieces

    Just for general utility, here are some floor maps for superhero scenarios created in Campaign Cartographer. First, a giant Death Ray Chamber mounted inside an observatory-like rotating dome: [ATTACH=CONFIG]43619[/ATTACH] Next, a laboratory complex: [ATTACH=CONFIG]43620[/ATTACH] Here is an underground cloning facility such as Teleios might have. [ATTACH=CONFIG]43621[/ATTACH]
  10. Re: Angel (yes I know the name has already been used !) In your backstory you specified she spent two years in the galactic Gladiator games.
  11. Re: Idunn, Goddess of Youth...Trolling for powers. How about a mental Transform that regresses the mind of an opponent to youth? At-will amnesia infliction, as it were.
  12. Re: Angel (yes I know the name has already been used !) Not a very effective build from a superheroic gaming point of view. First, I'm not fond of flying HTH builds in general; the virtues of flight and martial arts are somewhat at odds with each other. This particular version of flight is restrainable and can't hover, and all of the martial maneuvers are of the velocity-bolstered type. This kind of means she would be severely handicapped in close quarters mechanically; add her claustrophobia complication and she becomes pretty much useless indoors. In most campaigns a lot of stuff happens indoors. Angel has to get up close to b effective, but this renders her vulnerable to grabs, and if grabbed her combat effectiveness crashes and burns. Some of her maneuvers enhance her own ability to grab but none help her escape from grabs. I approve of her Far Sight on principal, but its pointless without an effective ranged attack. She doesn't have the strength to be effective with thrown weapons and without point-bought ranged attacks or Ranged DC boosters its kind of a waste. Her damage potential is low for most superheroic campaigns, even factoring in her +7 STR, which you do. But you made that +7 only for her Extra Limbs, her wngs. Alright for basic strikes, I guess, but how is she using her wings for grabs and throws? Along with low damage, all of her attacks go up against basic PD and none of them circumvent it in any way (no armor piercing, penetrating, etc.). So... not very effective. I'm sorry, the Gladiator games would have eaten this build alive.
  13. Re: Idunn, Goddess of Youth...Trolling for powers. Major Transform into baby. Drain, enhanced effect (STR and INT simultaneously). Cosmetic Transform (inflict acne ; only to remove levels of Striking Appearance or to inflict appearance complication). Aid, Variable Effect (STR, PRE, CON, SPD).
  14. Re: How Do I Build A Superhuman Analyze Power? Why dance around something so mechanically obvious? The question of whether to allow it is completely different from how to build it. If Champions Powers can have a "Detect Plot" power (p. 64), there is nothing particularly more scary about "Detect Superpowers." That would be a 10-cost "large class of things" and I would say that Discriminatory would tell what special effects they have whereas Analyze would give you the mechanics of specific powers. Susceptibilities and Vulnerabilities could be two seperate classes of things that could be lumped in for +5 APs each, or could be required as seperate Detect purchases. Alternately, you could make each superpower Special Effect a distinct 5-cost class of things and require the character to define and purchase each specific Special Effect seperately, and if powers fail to fit in any of the predetermined special effects categories then they won't be detected. This would become very costly very quickly, but the character could do a pretty modestly price VPP limited to different forms of Detect Superpower... that could only be scanned for one at a time.
  15. Re: Does anyone ekse like People with Powers style games? Certainly "People with Powers" can be fun. However, I quite like the stylized aspects of superhero culture, including costumes and "code names." One thing I absolutely despise is someone who tries to play in a "People with Powers" style in a game set up in a more traditional superhero fashion. This applies to fiction as well. I quite liked Brian Michael Bendis' "Alias" series, which was really a "People With Powers" book that cleverly had protagonist Jessica Jones constantly stumbling into actual superhero culture and situations, whereupon she would bend over backwards to get out of them as quickly as possible. Then Bendis made her marry Luke Cage and become a supporting character in the Avengers titles. She almost immediately went from a character I adored to one I hated. It was instantly: do not, do not, do NOT continue insisting you are not a superhero after you moved into the freaking Avengers mansion. You immediately go from being charmingly neurotic but grounded to being completely hypocritical, deluded and/or halfassed.
  16. Re: Computer-Assisted Online Game House Rules (feedback requested) To illustrate, here is a sample of how my crit rule works in practice. The following is a sample of results for a DC 12 Blast fired with a modified OCV of 10: [TABLE] [TR] [TD][/TD] [TD]lib: GM: [/TD] [TD]Test Basic Blast; DC 12 Modified CV: 10, Roll: 7; Attack crits against target 7 or less; hits target 14 or less; misses target 15 or higher. STUN damage: 42 (52 on critical) vs. ED BODY damage: 12 (14 on critical) vs. ED Base Knockback: 6 meters vs. Knockback Resistance. [/TD] [/TR] [/TABLE] [TABLE] [TR] [TD][/TD] [TD]lib: GM: [/TD] [TD]Test Basic Blast; DC 12 Modified CV: 10, Roll: 8; Attack crits against target 5 or less; hits target 13 or less; misses target 14 or higher. STUN damage: 50 (54 on critical) vs. ED BODY damage: 13 (14 on critical) vs. ED Base Knockback: 6 meters vs. Knockback Resistance. [/TD] [/TR] [/TABLE] [TABLE] [TR] [TD][/TD] [TD]lib: GM: [/TD] [TD]Test Basic Blast; DC 12 Modified CV: 10, Roll: 12; Attack hits target 9 or less; misses target 10 or higher. STUN damage: 50 (50 on critical) vs. ED BODY damage: 15 (15 on critical) vs. ED Base Knockback: 6 meters vs. Knockback Resistance. [/TD] [/TR] [/TABLE] [TABLE] [TR] [TD] [/TD] [TD]lib: GM: [/TD] [TD]Test Basic Blast; DC 12 Modified CV: 10, Roll: 11; Attack hits target 10 or less; misses target 11 or higher. STUN damage: 51 (51 on critical) vs. ED BODY damage: 15 (15 on critical) vs. ED Base Knockback: 5 meters vs. Knockback Resistance. [/TD] [/TR] [/TABLE] [TABLE] [TR] [TD][/TD] [TD]lib: GM: [/TD] [TD]Test Basic Blast; DC 12 Modified CV: 10, Roll: 4; Attack crits against target 13 or less; hits target 17 or less; misses target 18 or higher. STUN damage: 46 (68 on critical) vs. ED BODY damage: 14 (18 on critical) vs. ED Base Knockback: 6 meters vs. Knockback Resistance. [/TD] [/TR] [/TABLE]
  17. Re: Computer-Assisted Online Game House Rules (feedback requested) RE: 1 - I've tried both a completely random 101-300% and the bell curve. I think I like the bell curve a little better for Killing Damage, since it shouldn't be about the STUN so much as the BODY. RE: 5 - The system for Criticals, both the version presented in 6E2 and my modification of it here, involve elements of both skill and chance. In both, a Critical can only occur if the attack roll is 8 or less, meaning that regardless of the attacker's skill or defender's helplessness, there cannot be a critical more than about 1/4 of the time. In that 1/4, however, a critical will be dependent upon the ratio the applicable attack and defense CVs have to each other. An unmodified attack roll of 8 will only crit against a very easy-to-to-hit opponent, whereas a roll of 3 will crit against a fairly hard target. I actually find it accomplishes the same overall objectives as the D&D 3.0 approach somewhat more elegantly, in that it doesn't require seperate die rolls. In practice, the difference between the two approaches is that with the Hero System crit approach, at a certain point a very hard target relative to the attacker's skill may become immune to crits (barring DCV-reducing modifiers and certain conditions) whereas in D&D/d20 the target is never completely immune to them even though the odds of the crit happening can be astronomically unlikely. Since you (Christopher) seem to dislike the randomization of combat, the Hero approach should have more appeal to you in this area than the d20 one. I like crits for Hero. The 3d6 bell curve for attack resolution means that modifiers that increase the gap between offensive and defensive CVs to more than 3 become fairly meaningless. If you hit on a 14-, sacrificing other benefits to hit on a 15- becomes stupid. Leaving the optional crit rules out, the Hero system makes up for "overkill" levels of OCV by allowing to trade off excess OCV for Multiple Attacks, or to boost DCV or DCs via various maneuvers or CSL reallocation. But there really isn't that much benefit to making a single perfect shot. Adding crits renders otherwise effectively worthlessly excessive OCV to count towards a "stretch goal" of extra damage on that one shot. The problem is, I felt the default version of the crit rules, in which every crit inflicted maximum possible damage, did in fact make combat too "swingy" and chaotic. Thus, my approach reduces the extra damages to a level that (I hope) is appropriately rewarding without providing an overwhelming advantage to high-OCV characters or making the outcome of combat too dependent upon lucky rolls.
  18. I've been tinkering with the preparation of a Maptool-based online Champions campaign for over two years now. I've leveraged Maptool's computing abilities to implement some house rules that I like that would be too clunky to adopt in a non-computer-assisted tabletop game. I drafted an explanation of these house rules below. I'd appreciate feedback on them, both on your impressions regarding the rules themselves and the understandability of the text explaining them. Mostly it is the Killing Damage and Critical Hits that I am concerned with; the rest is pretty standard stuff. KILLING DAMAGE. The STUN inflicted by Killing Damage is altered. The default rule is that the STUN loss is equal to the BODY loss x 1d3, creating massive quantum differences based on whether the attacker rolls a 1, 2, or 3. In this campaign, the computer macro calculates STUN loss as a function of 101-300% of the BODY loss on a shallow bell curve averaging 200% [The exact formula is BODY x (100+(d200+d200)/2) x .01, rounded to the nearest integer]. COMBAT MANEUVERS. The campaign uses all the Combat Maneuvers described in 6E2, including all optional ones. It does not use any of the additional maneuvers described in the Advanced Players’ Guides, at least to start. This may change later. KNOCKBACK . Knockback rules are used. HIT LOCATIONS (AND OTHER OPTIONAL DAMAGE EFFECTS). None of the “Optional Effects of Damage” described in 6E2 108- 117 are used except Knockback, which is used. Knockdown, Wounding, Bleeding, and Hit Locations (including Placed Shots, Impairments, etc.) are not employed. In place of the Hit Locations rules, the special house-rule modified Critical Hits rules will be used. CRITICAL HITS. Critical Hits rules similar to those described on 6E2 118 are used, but heavily modified for online play. Critical Hits are based on the attacker’s unmodified attack roll. If this roll on 3d6 comes up an 8 or less, extra damage may be inflicted if the target’s DCV/DMCV is low enough (if the attack roll is less than half what is needed to hit the target’s defensive CV). The extra damage is automatically calculated by the computer as a function of the attack roll and the damage roll (I wrote special macros for this purpose); the lower the attack roll, the more the actual damage roll is improved upon. The extra damage, however, is never better than the maximum damage the attack could have inflicted with a perfect damage roll. [A roll of “8” will improve the roll by 1/6th of the difference between a perfect damage roll and the actual damage roll; a “7” will be 2/6ths of that amount, etc.; a roll of “3” will be 6/6ths of that figure, an amount equal to maximum damage.] Only attacks that inflict Standard Damage or Killing Damage can inflict Critical Hits. For instance, a typical Mind Blast (which inflicts Standard Damage) will be eligible for Critical Hit damage, but Drain STUN or BODY will not. Extra BODY damage due to Critical Hits does not count in determining Knockback (it is deemed precision damage that adds no extra force to the blow). Critical Hits in many ways substitute for Hit Locations. Any effect that would prevent use of Hit Locations will prevent Critical Hits. For instance, if the target has the No Hit Locations power (6E1 272) it will not take the extra damage of a Critical Hit. If the target is subject to any condition that would render it at “½” for Hit Locations (such as being Stunned or Entangled; see the table at 6E2 37) the target will automatically be subject to Critical Hit damage if it is hit at all. Note that the Critical Hit damage is still calculated by the unmodified attack roll, and if that roll is a 9 or higher, no extra damage will occur.
  19. Re: Looking for 'maps' for a modern environment Another little trick: Champions Online has a screen capture function. Create a flying character. Go to each zone of the game and fly above from a height, looking down. Screen capture. The resulting graphic file will be a servicable map you can use for the pen-and-paper game. For instance, here is a handy "map" of the waterfront warehouses and cargo containers in Westside, Millennium City that can come in handy: [ATTACH=CONFIG]43270[/ATTACH]
  20. Re: Looking for 'maps' for a modern environment I'm afraid I can't help with the dry-erase boards, although there are transparent plastic sheet protectors you can put paper maps into that will allow you to write with dry-erase markers over them. Here's a little tip: Ki Ryn Studios publishes a series of PDF maps for starships under the "Future Armada" imprint. The different decks for the larger ships are set up as interlockable modular map tiles that can be configured different ways. Used with Maptool or Campaign Cartographer or other mapping software they are quite easy to use. While marketed as being for specific starships, they can easily configured into detailed (if slightly repetitive) maps of high-tech secret villain bases for Champions. Here is a sample map of a VIPER Nest I made from just one set of the tiles (Future Armada: Invictus): [ATTACH=CONFIG]43269[/ATTACH] You can get these at Drive-Thru RPG: http://rpg.drivethrustuff.com/product/50121/Future-Armada%3A-Argos-III-%26-Invictus-%5BBUNDLE%5D.
  21. A "Tank" character with extremely effective defenses wants to attract fire away from more vulnerable teammates in a fight. His opponents are tactically savvy enough to know that their attacks are better used to wipe out more vulnerable teammates first before dogpiling the Tank. The Tank to use a Presence Attack to convince them to attack him first, against their better judgment. 1) How appropriate is this use of Presence Attack? The writeup for the Presence Attack rules seem to suggest that the more effective the attack, the less likely the target is to attack the Presence Attacker. 2) Assuming its an appropriate use, under most circumstances would convincing the target to choose the PRE-attacker over tactically preferable targets be a Target PRE+10 effect or a PRE+20 effect? 3) How would you judge the appropriateness of different Reputations? I can see an argument that a reputation that the PRE-attacker is weak would work to his advantage ("He's an easy target, lets quickly get him out of the way before taking on tougher targets"), but the opposite sort of reputation could arguably have the same effect ("This guy's such a badass, we have to take him out first before he gets us!"). Any guidelines/suggestions for handling this? 4) What other modifiers would be commonly appropriate for such a use of PRE-attack? 5) Would a use of the Persuasion skill by the PRE-attacker be appropriate to bolster the PRE-attack? Could the use of Persuasion substitute for a PRE-attack? How about other interaction skills for this purpose? 6) The Tank encounters an opposing character who may or may not have Psychological Complications that would make them easier to goad in the above way, such as Enraged. Are there any common skills/abilities for divining such, other than guesswork and trial-and-error through roleplay? I get that Telepathy can be used in this way, but I'm thinking of more mundane skills. For instance, would a variant of the Analyze Skill, say "Analyze Psychological Complication," be appropriate? Or PS: Psychology? If so, how much time/conversation/observation would be appropriate to determining this information?
  22. Re: Tactical Analysis: Gravitar I made an error in Witchcraft's Mental Blast, which I corrected by edit.
  23. Re: Tactical Analysis: Gravitar 6th Ed. Gravitar is Hunted by the 6th Ed Champions, which is a set of 400 pt starting characters. Here is how I see the situation tactically. A fight between Gravitar and the Champions is very much a match between the women; the male Champions are far less effective than the females; they are essentially cannon fodder. However, in a fight against Gravitar having enough good fodder on hand is vitally important! By far the most serious threat to Gravitar is Witchcraft, with her Mental Blast, PRE Drain, Mental Illusions, and Mind Control. By itself, her Mental Blast will inflict an average of 21 STUN per hit, a third of Gravitar's maximum STUN (and Witchcraft should hit with it a bit better than 80% of the time). This attack by itself could KO Gravitar completely in 3 successive hits, whereupon the team dogpiles her to make her stay down. Unfortunately, Witchcraft is very much a "glass cannon" as she is also the Champion least able to withstand Gravitar's attacks. If she was forewarned enough to devote her Lesser Witcheries VPP to ED she might survive two hits, but otherwise its safe to assume that if Gravitar is able to focus her full wrath on Witchcraft for even a single phase, Witchcraft will be incapacitated temproarily, and if Gravitar can focus on her again before she recovers, she's out of the fight. As previously suggested by others, Witchcraft's Mental Illusions are effective, but her Mental Blast is the biggest stick in the Champions' arsenal against Gravitar. Its generally better to have her use her attack actions to blast Gravitar loopy than to make her waste her own attacks. Sapphire is the next best offense, with a nice NND Stun Gravitar has no defense against. Both she and Witchcraft have good Teamwork; if Sapphire can hold to coordinate her Stun Bolt (again, avg 21 STUN, but this is OCV/DCV based) with the slower Witchcraft's Mental Blast right after Gravitar's phase they can keep Gravitar stunned. And keeping Gravitar stunned is SO SO SO important. Gravitar's SPD is the equal of Sapphire's , superior to Witchcraft's, and her DEX initiative is superior to both. And Gravitar can take out either woman individually with one clear-headed phase. Fortunately, both Witchcraft's and Sapphire's relevant attacks are ranged, so with proper positioning they can avoid getting simultaneously smacked with Gravitar's AoEs. Offensively speaking, the male Champions are generally useless in this fight. Kinetik's finger-snap NND is nice, but its a no-range effect and he can't fly; its pretty safe to assume that unless/until Gravitar is already KOed he's never going to get the opportunity to use it. Defensively, the Champions men are more useful. They best function as rodeo clowns to "draw aggro" away from the women, slinging zero-phase taunts to activate Gravitar's Enraged and make her fight stupid. Otherwise, they should just Dodge the best they can and keep spread out enough that Gravitar can't AoE them as a group. Doing this, Defender and Kinetik could last though 1-3 of Gravitar's attack actions, and Ironclad could last about 2-5. Speaking generally, their defenses are not enough to keep them up for more than a phase or two of Gravitar's focussed attacks, but are sufficient that she will have to focus on them for that phase or two (she could just use Multiple Attacks to eliminate three scrubs in a single phase). If someone else has Gravitar enraged and Defender didn't need to Recover anything and Gravitar doesn't have a Barrier up, Defender could try his Electro-Bolo Entangle, but I don't really see that as particularly crucial. Gravitar could englobe herself with a Barrier and resort to her indirect attacks. This would nullify the threat posed by Sapphire's Stun Blasts and those pesky coordinated attacks, but the barrier isn't Opaque and would do jack against Witchcraft's Mental Blast, which is already the most serious threat to her. Also, Gravitar is Overconfident and even if not Enraged fighting defensively doesn't seem her style; wiping out the opposition quickly with overpowering direct attacks would hold more appeal. Given the Mental Blast, Gravitar would not likely resort to this tactic until after Witchcraft was out of play -- and, frankly, once that happens the tide of battle will probably turn in her favor anyway, so why bother? Even if everybody does everything right, chances are Gravitar will beat at least one of the men into the dust before its over. Whenever Gravitar is stunned but not KOed, they should just take recoveries rather than trying to go on the offense. The trick is to keep Gravitar stunned as much as possible, and Enraged at one of the men as much as possible whenever she is not stunned. Assume that every phase she gets that she is not stunned Gravitar will take down one team member (probably more like 2-3 phases, but assume otherwise). If either female Champion goes down before connecting with a Blast at least once, the battle is probably lost. A good Champions-victory scenario results in Gravitar going down in the middle of the third turn (i.e., after 2 post-12s) after KOing at least one of the men. The Champions doing better than that is impressive luck. If two of the men, or either Sapphire or Witchcraft have been KOed before both female Champions have connected with at least one Blast each since the most recent post-12 recovery, the battle is probably lost.
  24. Re: Tactical Analysis: Gravitar None of Gravitar's offensive powers are effective against Desolidified characters not specifically vulnerable to gravity. She's got an easily activated Enrage, which effectively nullifies her Damage Negation and Barrier powers while in effect, leaving her very formidable but not completely impossible DR. Probably of more use is that Enrage causes her to forego her formidable AoE and multiple attack capabilities for more individually focussed attacks. One hardy opponent could draw her fire while more vulnerable teammates exploit her weak mental and power defenses or use NND attacks.
  25. Re: Darren's Golden Age Champions Playtest: the United Sentinels of America [ATTACH=CONFIG]42798[/ATTACH]
×
×
  • Create New...