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braincraft

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Everything posted by braincraft

  1. I came up with the name and had to have a character. His weapon design I got from that Naruto movie with Rock Lee in it. Enjoy: DEADBOLT Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 24 DEX 42 14- OCV: 8/DCV: 8 23 CON 26 14- 14 BODY 8 12- 18 INT 8 13- PER Roll 15- 13 EGO 6 12- ECV: 4 18 PRE 8 13- PRE Attack: 3 1/2d6 18 COM 4 13- 8/17 PD 4 Total: 8/17 PD (0/9 rPD) 6/15 ED 1 Total: 6/15 ED (0/9 rED) 5 SPD 16 Phases: 3, 5, 8, 10, 12 10 REC 2 46 END 0 36 STUN 0 Total Characteristic Cost: 135 Movement: Running: 10"/20" Leaping: 10"/20" Swimming: 3"/6" Cost Powers END 6 Awareness: +2 PER with all Sense Groups 5 Brave: +10 PRE (10 Active Points); Only vs PRE Attacks (-1) 12 Evasion: Energy Damage Reduction, Resistant, 25% (15 Active Points); Must be aware of attack (-1/4) 12 Evasion: Physical Damage Reduction, Resistant, 25% (15 Active Points); Must be aware of attack (-1/4) 10 Improvisation: Energy Blast 3d6 (15 Active Points); OIF (Throwable stuff of opportunity; -1/2) 1 6 Lightfoot: Leaping +6" (10" forward, 5" upward) 1 10 Reflexes: Missile Deflection (Arrows, Slings, Etc.) 11 Scene Reconstruction: Retrocognitive Clairsentience (Sight Group) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Retrocognition Only (-1), Only to reconstruct scenes based on evidence (-1/2) 4 1 Strong Swimmer: Swimming +1" (3" total) 1 8 Swift: Running +4" (10" total) 1 6 Armored Costume: Armor (3 PD/3 ED) (9 Active Points); OIF (Costume; -1/2) 20 Sectional Staff: Multipower, 30-point reserve, (30 Active Points); all slots OIF (Staff Sections; -1/2) 1u 1) Batons: (Total: 30 Active Cost, 14 Real Cost) Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (Staff Sections; -1/2) (Real Cost: 7) plus Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (Staff Sections; -1/2) (Real Cost: 7) 1u 2) Nunchaku: (Total: 25 Active Cost, 13 Real Cost) Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), OIF (Staff Sections; -1/2) (Real Cost: 5) plus Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), OIF (Staff Sections; -1/2) (Real Cost: 5) plus +1 with Missle Deflection and Nunchaku attacks (5 Active Points); OIF (Staff Sections; -1/2) (Real Cost: 3) 2 1u 3) Staff: (Total: 29 Active Cost, 14 Real Cost) Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); Hand-To-Hand Attack (-1/2), OIF (Staff Sections; -1/2) (Real Cost: 11) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OIF (Staff Sections; -1/2), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 3) 1u 4) Three-Section Staff: (Total: 25 Active Cost, 12 Real Cost) Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), OIF (Staff Sections; -1/2) (Real Cost: 7) plus Stretching 1" (5 Active Points); OIF (Staff Sections; -1/2), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 2) plus +1 with HTH Combat (5 Active Points); OIF (Staff Sections; -1/2) (Real Cost: 3) 2 1u 5) Thrown Batons: Energy Blast 6d6 (30 Active Points); 4 Recoverable Charges (-1/2), OIF (Staff Sections; -1/2), Locks out slots or parts of slots based on charges used (-1/4) [4 rc] Martial Arts Kung Fu Maneuver OCV DCV Notes 4 Fast Strike +2 +0 8d6 Strike 5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove 3 Legsweep +2 -1 7d6 Strike, Target Falls 4 Martial Block +2 +2 Block, Abort 4 Martial Disarm -1 +1 Disarm; 40 STR to Disarm 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 3 Martial Grab -1 -1 Grab Two Limbs, 40 STR for holding on 4 Martial Escape +0 +0 45 STR vs. Grabs 3 Martial Throw +0 +1 6d6 +v/5, Target Falls 4 Nerve Strike -1 +1 3d6 NND 5 Offensive Strike -2 +1 10d6 Strike 8 +2 HTH Damage Class(es) 4 Weapon Element: Clubs, Karate Weapons, Staffs, Three-Section Staff Throwing Art Maneuver OCV DCV Notes 4 Basic Shot +0 +0 Strike, +4 DC 4 Ranged Disarm +0 +0 Disarm, +5 DC to Disarm 4 Trip -1 -1 v/5, Target Falls 8 +2 Ranged Damage Class(es) 1 Weapon Element: Boomerangs and Throwing Clubs Perks 4 Contact: Uncle Han, Chief of HKPD (Contact has useful Skills or resources, Good relationship with Contact) 11- 2 Fringe Benefit: Local Police Powers Talents 9 Ambidexterity (no Off Hand penalty) 12 Combat Luck (6 PD/6 ED) Skills 10 +1 Overall 16 +2 with All Combat 5 +1 with HTH Combat 3 Acrobatics 14- 3 Analyze: Agility Skills 13- 3 Analyze: Style 13- 3 Breakfall 14- 3 Bureaucratics 13- 3 Climbing 14- 3 Combat Driving 14- 3 Concealment 13- 3 Criminology 13- 3 Deduction 13- 10 Defense Maneuver I-IV 3 Fast Draw 14- 5 Forensic Medicine 14- 3 Linguist 3 1) Language: Cantonese (idiomatic) (4 Active Points) 0 2) Language: English (idiomatic) (4 Active Points) 1 3) Language: Japanese (fluent conversation) (2 Active Points) 3 4) Language: Mandarin (idiomatic) (4 Active Points) 3 Paramedics 13- 5 Rapid Attack (HTH) 3 Scholar 2 1) KS: Forensics World (3 Active Points) 13- 2 2) KS: Law Enforcement World (3 Active Points) 13- 2 3) KS: Martial Arts World (3 Active Points) 13- 3 Scientist 2 1) SS: Forensic Anthropology 13- (3 Active Points) 2 2) SS: Forensic Pathology 13- (3 Active Points) 1 3) SS: Medicine 11- (2 Active Points) 3 Security Systems 13- 3 Shadowing 13- 3 Stealth 14- 3 Streetwise 13- 3 TF: Common Motorized Ground Vehicles, Small Motorized Boats, Two-Wheeled Motorized Ground Vehicles 10 Two-Weapon Fighting (HTH) 11 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms, Boomerangs and Throwing Clubs, Hook Sword, Three-Section Staff, Thrown Knives, Axes, and Darts, Wind and Fire Wheels Total Powers & Skill Cost: 365 Total Cost: 500 200+ Disadvantages 10 Dependent NPC: Jenny Chang 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) 10 Hunted: HK Police 8- (As Pow, NCI, Limited Geographical Area, Capture) 5 Hunted: HK Triads 8- (As Pow, Limited Geographical Area, Harshly Punish) 15 Psychological Limitation: Code of Honor (Common, Strong) 15 Psychological Limitation: Heroic (Common, Strong) 15 Social Limitation: Secret ID (Frequently, Major) 80 Autopsy Guy Bonus 150 Experience Points Total Disadvantage Points: 500 Background/History: Locke Chen's father was the notable Hong Kong martial artist Danny Chen, sometimes training police officers in self-defense. One day Danny ran into a beautiful woman who was mixed up in Triad business; a woman who turned out to be the daughter of a powerful crime lord. They fell in love (after many misadventures), eventually marrying and having a single child. However, when Locke's mother was murdered in an internal Triad dispute, Danny used his police connections to track down the parties responsible and bring them to justice. For this, he was assassinated himself. Locke was brought up afterwards by a young cop who knew Danny Chen, who would later become chief of police himself. With a strong sense of justice, heir to his father's style, and thirsting for vengeance against his parents' killers, Locke studied hard and joined the police force, but at his protective caretaker's urging went into the 'safer' forensic investigations branch. This was not enough for Locke; unable stem the tides of crime even with his own impressive forensics skills, Locke was driven to don a mask and fight the Triads by night, as the heroic Deadbolt! Personality/Motivation: Locke's father taught him the basics of kung fu, and that his honor as a martial artist demanded chivalry and heroism. Locke's uncle taught him how to be a good cop, and that honesty and integrity are the greatest weapons againt evil. Locke's enemies taught him wickedness is a cancer, eating away at his beloved home, and that there is nothing that cannot be taken away. Locke is driven to fight crime in any way he can, and he has many ways. His infamy as Deadbolt has brought attention from both the HKPD and the Triads; while he is in less danger outside of Hong Kong, he is always in danger of being exposed and brought in for questioning... or a bullet in the back of the head. He must keep his activities a secret from everyone - including Jenny Chang, another young forensic scientist at the department with whom Locke has a budding relationship. Quote: "From the boot scuff marks on the floor and the bruise patterns on the victim, we can assume that the assailant was about six foot, two hundred pounds, and using a karate variant I've never seen before." "You're about to be locked up." Powers/Tactics: As a warrior, Locke has extensive capabilities in both armed and unarmed combat from his study of the martial arts, as well as impressive acrobatic skills and athleticism. His hand-eye coordination is developed enough that he can catch or deflect low-velocity projectiles, or throw objects with accuracy and force. In his identity as Deadbolt, he carries four specially-constructed batons, which he can use as weapons in close combat or throw at a distance. Their true utility, however, is apparant only when combined. He can connect all four batons to form a staff, or connect them together with chains hidden within the segments (don't think too hard about how that doesn't work; it's a comic book) to form nunchaku or a three-section staff. This gives him incredible flexibility in combat, allowing him to instantly switch to whatever configuration is most advantageous from moment to moment. His greatest weapons in his fight against crime, however, are his skills as a forensic pathologist for the Hong Kong police department. He is a skilled criminologist and forensic physician, which, combined with his training in kinesthetics and experience with combat techniques and their associated injuries, allows him to reconstruct scenes of activity from only examination of a corpse or crime scene. He is even able to make educated guesses as to an opponent's fighting style and abilities based on injuries inflicted upon a previous target of theirs, or a location where they had recently done battle. As well, his contacts and authority as a law officer are of great use to a vigilante, though balancing his various responsibilities often becomes problematic. Campaign Use: Martial Artist with an investigative bent, suitable for Champions and Dark Champions games in and out of Hong Kong; he can always be in the country for a conference, or on the trail of an international criminal. Despite his point total, he's probably much less tough than you'd expect; a lot of his points are spent in sub-optimal ways. You might have to boost his DEX and SPD to fit him into a high-powered campaign, but he's suitably badass for a street-level one. His investigative abilities are pretty impressive; be careful not to let him overshadow other detective-types. You could even drop his Scene Reconstruction power if you have to. Note that his interpersonal skills are somewhat lacking; he's not very good with interrogations, and isn't particularly skilled at infiltrations that don't involve sneaking in through the skylight and busting guards' heads. Appearance: As Locke Chen, a slender, bespectacled, boyishly handsome young Chinese man, who wears loose-fitting clothes to conceal his wiry, muscular build. As Deadbolt, he dons a black armored bodysuit and cowl, keeping his batons in holsters over each shoulder for easy access.
  2. Re: [Help] Gun multipower Charge question? Huh. Since that actually sounds limiting, I'd have granted a -1/4 for that at least.
  3. Re: [Help] Gun multipower Charge question?
  4. Re: Assassin's Creed: Altair I just finished the game, and I am now at a loss as to how to write up Eagle Vision. I'm guessing we won't even find out what it really is until the sequel. Altaïr arguably has Mental Defense and possibly some extra EGO, based on the end of the game. There's no real way of knowing what that means until you get there, since there's no hint at all in the promotional material or the game itself, so I'm not going to bother spoiler-tagging it.
  5. Re: [Help] Gun multipower Charge question? It depends on how many other advantages and limitations you have on each slot, and whether the charges are an advantage or a limitation. Since you have heavily advantaged powers, it's more efficient to add a small limitation onto each slot than it is to multiply the cost of the whole pool; if you had fewer charges, it would be better to put the charges on the pool, since that would divide the cost of the whole pool. In other words, if you had sixguns (x4 clips of 6 charges), for a -1/4 limitation, you would get: [TOTAL 27rc] 23rc Multipower (reserve 52 points) 4 clips of 6 Charges -1/4, OAF -1 2u 52ap "Take 'em down!": 2d6 RKA; x3 Autofire +1/4, +2 STUN multiple +1/2, 2u 52ap "I'll cover you!": Missle deflection (any, 20); Ranged +1. ALSO OCV+6 (12) [TOTAL 30rc] 26rc Multipower (reserve 52 points) OAF -1 2u 52ap "Take 'em down!": 2d6 RKA; x3 Autofire +1/4, +2 STUN multiple +1/2, Charges -1/4, shares charges with other slots -1/4 2u 52ap "I'll cover you!": Missle deflection (any); Ranged +1 charges -1/4, shares charges with other slots -1/4, +6 OCV But with your current charges you get: [TOTAL 37rc] 31rc Multipower (reserve 52 points) 4 clips of 16 Charges +1/4, OAF -1 3u 52ap "Take 'em down!": 2d6 RKA; x3 Autofire +1/4, +2 STUN multiple +1/2, 3u 52ap "I'll cover you!": Missle deflection (any, 20); Ranged +1. ALSO OCV+6 (12) [TOTAL 36rc] 30rc Multipower (reserve 60 points) OAF -1 3u 60ap "Take 'em down!": 2d6 RKA; x3 Autofire +1/4, +2 STUN multiple +1/2, Charges +1/4, shares charges with other slots -1/4 3u 59ap "I'll cover you!": Missle deflection (any); Ranged +1 charges +1/4, shares charges with other slots -1/4, +7 OCV And yes, the 'shared charges' limitation doesn't actually reduce your cost any, so you can freely take twice the charges... unless your GM lets you take that limitation on the pool, in which case he should just make you take the charges on the pool as well. Two peculiarities to keep in mind with multipowers: because of the fractional cost for slots, there are certain break points that sometimes make small limitations worthless; also, multipowers don't always enjoy the benefits of limitations on their constituent powers, which occasionally makes them more expensive than simply buying all the powers individually. Having the charges as advantages on the slots has the advantage that you can just buy your pistol-whip damage shield as a slot for some savings (depending on build), so you might want to go that way.
  6. But you would have heard it in your own language That's what I was going to say.
  7. Re: [Character] Taeser What are your campaign standards like? Is an 8d6 attack useful? Is a 7 DCV and 10 DEF going to keep you from getting your butt kicked? Did you mean to spell the name differently in the thread title and the character sheet? Was the misspelling of 'Taser' intentional? (I'm wondering, since you have a lot of other typos in your post.) Do you realize that taking metal as a weakness is going to be an utter pain in the ass when people shoot bullets at you (made out of metal) or hit you with chairs or batons or brass knuckles or baseball bats (all often MADE OUT OF METAL)? I agree that 'only vs electricity' is worth -2, unless you see a lot of electrocution in your games.
  8. Re: Assassin's Creed: Altair Also, I guess he should have Riding.
  9. It's a bitch keeping all those poodles fed, let me tell you that Obviously, the poodles get frightened and run off when they see flames shooting out or when he starts flying too high. And he can't fly while shooting fire because the recoil knocks him out of the air.
  10. Re: Assassin's Creed: Altair Assassin's Creed.
  11. Re: Assassin's Creed: Altair Here we go:
  12. Re: Assassin's Creed: Altair Absolutely. I'll send you the .hdc file. edit: Or I could just post it here.
  13. I haven't even finished the game yet, but I figure this is a pretty good-looking Altair (someone else can do the little accent over the i in his name): ALTAIR Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 23 DEX 39 14- OCV: 8/DCV: 8 18 CON 16 13- 13 BODY 6 12- 13 INT 3 12- PER Roll 12-/14- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 7/13 PD 4 Total: 7/13 PD (0/6 rPD) 5/9 ED 1 Total: 5/9 ED (0/4 rED) 4 SPD 7 Phases: 3, 6, 9, 12 8 REC 2 36 END 0 30 STUN 0 Total Characteristic Cost: 88 Movement: Running: 8"/16" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 8 Blade In the Crowd: Invisible to Sight Group (+1/2) for up to 40 Active Points of Hidden Blade (20 Active Points); Requires A Stealth Roll (-1/2), Requires a crowd or other concealment (-1/2), Cannot be used in combat (-1/2) 2 4 Death Comes Swiftly: Running +2" (8" total) 1 4 Eagle Eyes: +2 PER with Sight Group 5 Fearless: +10 PRE (10 Active Points); Only vs PRE Attacks (-1) 3 Free Running: Leaping +3" (6" forward, 3" upward) 1 7 Leap of Faith: Leaping 20" (20 Active Points); Only to reduce falling damage (-1), Requires A Breakfall Roll (-1/2), Only with suitable landing zone (-1/2) 2 6 Ledge Grasp: Clinging (normal STR) (10 Active Points); Requires A Climbing Roll (-1/2), Cannot Resist Knockback (-1/4) Assassin's Gear 5 1) Concealed Armor: Armor (3 PD/1 ED) (6 Active Points); IIF (Concealed Armor; -1/4) 9 2) Crossbow: Killing Attack - Ranged 1d6+1, Armor Piercing (+1/2) (30 Active Points); 8 clips of 1 Charge (-1), OAF (Crossbow; -1), Beam (-1/4) [1] 32 3) Hidden Blade: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (40 Active Points); IIF (Concealed Blade Mechanism; -1/4) 18 4) Long Blade: Killing Attack - Hand-To-Hand 1 1/2d6 (2 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (Long Sword; -1) 17 5) Short Blade: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Autofire (2 shots; +1/4), Reduced Endurance (0 END; +1) (34 Active Points); OAF (Short Sword; -1) 11 6) Throwing Blades: Killing Attack - Ranged 1d6, 12 Recoverable Charges (+1/4) (19 Active Points); OIF (Throwing Blades; -1/2), Range Based On Strength (-1/4) [12 rc] Martial Arts Assassin's Aim Maneuver OCV DCV Notes 4 Basic Shot +0 +0 Strike, +2 DC 4 Offensive Shot -1 -1 Strike, +4 DC 4 Quick Shot +1 +0 Strike, +2 DC 1 Weapon Element: Crossbows Assasin's Arts Maneuver OCV DCV Notes 4 Counterstrike +2 +2 Weapon +2 DC Strike, Must Follow Block 4 Fast Strike +2 +0 Weapon +2 DC Strike 4 Martial Block +2 +2 Block, Abort 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Sacrifice Lunge +2 -2 Weapon +v/5; FMove 5 Sacrifice Strike +1 -2 Weapon +4 DC Strike Assassin's Hands Maneuver OCV DCV Notes 3 Defensive Throw +1 +1 Block, Target Falls 4 Martial Strike +0 +2 5d6 Strike 3 Takedown +1 +1 3d6 Strike; Target Falls Talents 6 Hard to Kill: Combat Luck (3 PD/3 ED) 9 Left Hand of Doom: Ambidexterity (no Off Hand penalty) 5 Not as bad as it looked: Rapid Healing Skills 5 Eagle's Challenge: Defense Maneuver I-II 6 Free Running: +2 with Acrobatics, Breakfall, and Climbing 6 Killing Blow: Penalty Skill Levels: +2 vs. Hit Location modifiers with All Attacks 5 Master Assassin: +1 with all Assassin skills 6 Master Swordsman: +2 with Blades 8 Trained Killer: +1 with All Combat 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Concealment 12- 3 Fast Draw 14- 3 Interrogation 12- 3 KS: Hashashim Doctrine 12- 2 KS: Hashashim Sect 11- 3 Shadowing 12- 3 Sleight Of Hand 14- 3 Stealth 14- 3 WF: Blades, Crossbows, Thrown Knives, Axes, and Darts Total Powers & Skill Cost: 268 Total Cost: 356 200+ Disadvantages 5 Distinctive Features: Nine-fingered (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: City guards 11- (As Pow, Limited Geographical Area, Harshly Punish) 20 Hunted: Crusaders 11- (Mo Pow, Harshly Punish) 15 Hunted: Hashashim Sect 14- (Mo Pow, Watching) 10 Psychological Limitation: Arrogant/Overconfident (Common, Moderate) 25 Psychological Limitation: Totally Devoted to Sect (Very Common, Total) 71 Experience Points Total Disadvantage Points: 356 Background/History: An elite but hubristic killer from the ancient order of warriors from which all assassins take their title. Trained in a variety of physical disciplines useful in carrying out assassinations. Personality/Motivation: Do your master's bidding. Be badass. Kill people, in other words. Quote: "Nothing is true. Everything is permitted." Powers/Tactics: Sneak up on people and kill them. Altair is good enough that he can walk up to a man in a crowd, stab him to death, and walk away with no one the wiser until he's already long gone. He is assisted in this by a variety of armaments, the most unique of which is the mechanically-telescoping stabbing blade concealed up his left sleeve and operated with a connected pinky ring. Altair's left ring finger has actually been amputated to leave room for the blade to extend from his fist. It's sharp enough and accurate enough to slay even armored knights. Apart from the hidden blade, he usually carries around a long arming sword, a shorter curved blade, and a collection of throwing knives. As far as his own skills, Altair has no real supernatural abilities, though his agility and athleticism are extraordinary. He can sprint very quickly, climb almost anything, and leap great distances. Altair also has superb visual acuity, and has been trained in breaking long falls, to the point where almost anything remotely soft can serve as a cushion to negate controlled drops of as much as a dozen stories. Naturally, he has been trained in fighting arts by a warrior cult, and is more than capable of handling himself against even multiple trained opponents, though he is only human and can be overwhelmed if surrounded or sufficiently outnumbered. His assassin's training includes the arts of stealth and infiltration and even picking pockets. Campaign Use: Bad ass assassin for Fantasy Hero games, or a bad ass assassin for Pulp, Dark Hero, or similar campaigns. Appearance: Wears a nondescript white robelike garment with the hood shadowing his face and any identifying features. By adopting the proper mannerisms, this can allow him to blend in as a scholar or a beggar, both common enough sights in Crusades-era Palestine.
  14. Re: [char] Gestalt of Brains Over Brawn/Self-Help GoBOB?
  15. Re: Missile Deflection and Skill Levels... I think that nonscaling powers are a flaw in an otherwise elegant design.
  16. Re: Missile Deflection and Skill Levels... I agree. I also think that Reflect has the potential to get really fucked up and I wish there were a way to deal with that.
  17. Re: Stun/knock outs, overwhelming the combats In real life, halfway decent armor means that most solid or powerful hits will incapacitate you until you bleed to death, and most glancing or light hits will only inconvenience you unless you get a lot of them. Getting hit in the head or neck is usually worse than getting hit anywhere else. The rules simulate this pretty well. Also, as has been pointed out, it's a lot friendlier for players if their characters don't die every time the bad guys get a lucky roll. If that's what you want, you can ramp up the damage or ramp down the armor or both.
  18. Re: Mounted Combat, and a Question of Historical Accuracy Are you trying to run a historically accurate campaign? How accurate? 13th Warrior accurate or Saving Private Ryan accurate? Tombstone accurate or Master and Commander accurate? How cinematic? Lethal Weapon cinematic or Romeo Must Die cinematic? Godfather cinematic or Once Upon A Time In Mexico cinematic? My main concern is with how the effect is going to be modeled in game terms. As I've said, if all he wants is to get a small advantage and look cool, let him buy a CSL or two with RSR and Only On Horseback, and I'm sure he'll be ecstatic, and the game will end up being more fun for everybody. If he wants to use his arguments as an excuse to buy game-breaking powers, then explain to him that you're afraid he'll unbalance the campaign and ask him to readjust accordingly. Also, what kind of point and power levels are you shooting for with this game? If everyone's a 250-point heroic badass, denying someone a few harmless tricks in his area of specialty is pretty lame. If everyone's a 50-point competent normal, it's more difficult to argue that he deserves something outlandish. You keep saying that your decision is based on research, but that seems besides the point to me. Are you playing a game or a simulation? Will this really ruin anyone's fun?
  19. Re: Force Dome So you don't want to see my HERO writeup for a cyborg mutant psychic magic cosmic knight true atlantean?
  20. Re: Force Dome Will any character ever be able to penetrate the shield using anything less than a nuclear weapon? Will any character ever actually carry one around with him and use it on anything like a regular basis? If the answers are no, then forget about statting it. It has a DEF of One Hojillion and an AoE Radius of One City. It can deflect a nuclear blast, which does exactly One Hojillion BODY damage, and has whatever other powers are needed to deflect the secondary effects of the blast. It really doesn't seem worth the bother. Did you stat up the sun, too? (Images, only to create light, megascale a hundred million miles across, plus Damage Shield a Hundred Hojillion BODY damage AoE Radius plus Flash however many frickin' dice)
  21. Re: Mounted Combat, and a Question of Historical Accuracy You can ride without a saddle, but most people use one if they have one, for the same reason most people will shoot you with a rifle if they have one even though you can also kill people by throwing rocks at them. Is it a cinematic game? Even for a realistic game, it's not like he's shooting lightning bolts out of his ass. Let him buy +1 or +2 to something RSR to represent stupid horse tricks.
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