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Rapier

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Everything posted by Rapier

  1. Re: New Campaign could use some feedback
  2. Re: Iron Champions One of my early campaigns did a similar deal, except the team was (instead of No CvK) an underground team. So while they fought for truth, justice and the Queen Mum, the authorities were always after them. It does provide for quite a few REALLY good RP hooks. Team goes in to defeat EuroStar and just about as the soundly trounce EuroStar in comes the The New Knight. EEK! This can be a rather enjoyable campaign. I think there is plenty of room in the CU for much of everything.
  3. Re: Green Lantern Object Creation... That's actually not a bad idea. Since the raw underlying power of GL is TK. All the 'effects' are all usages of the underlying TK. But to do a bridge you would need some kind of Line AoE, UBO, Physical Manifestation, etc, etc. It would get kind of kludgy...especially since you would be trying to, in essence, create a Force Wall with TK.
  4. Re: Iyo: The Most Underrated Or Underused Character In Comics
  5. Re: The City/Hero Connection RE: to original post I never really put much thought to it, but I guess I do. While it's been a contiguous campaign for the past 14 years or so, we have switched around to different cities quite a bit. Some of the cities have more of a Gotham feel, and while the original heroes for that city may not have been type-specific, the players very quickly created the appropriate "feel" of character. When we were in Miami, the characters were all flashy and happenin. When we were in Atlanta, the characters were either dignified and stately (antibellum) or a-hootin and a-hollerin. When we were in DFW, the characters were all solid, proper heroes. I just can't much imagine having it any other way. I'm actually so stumped that I just can't even picture having a SuperMan type boy scout running around a gothic spooksville like Gotham.
  6. Re: Q: Move Through... with an LTD Depends entirely on your source now, doesn't it?
  7. Re: Answers & Questions Q: What did Seeker say to Sapphire who is standing over an oggling FireWing?
  8. Re: Answers & Questions Q: How can you distinguish Frosty the Mutant? A: Four weasels in a handbag.
  9. Re: Answers & Questions Q: How does Ben Afleck explain all the time he spends on his knees? A: It weighs 4 and a half ounces, is purple and smells like armpits
  10. Re: ICE Era hero stuff sloppy? That old stuff is hella awful. However, I never really minded. My first step when preparing an adventure like that was to put the character into an online format (back in the day, that was a Word doc character sheet, these days its HD). While I would be doing this I would tinker so that the villains will fit my campaign (and power level of the heroes). I think that is part of the reason ICE did so poorly with the franchise. While some of the plot devices etc were pretty good (and very genre) that execution was horrenduous. It's very, very doubtful that any of it was proofread, playtested or edited. With HD, its pretty cake to make the appropriate tweaks to a character as you input them into the system.
  11. Re: Q: Move Through... with an LTD Heathen!! 'There's nothing like the feel of De-Troit steel.'
  12. Re: Suddenly... a new and better you "I want hookers! Underage, cranked up hookers!"
  13. Re: Twins CHOICE concept. Definately give em Secret ID. Also going to need a Social Lim for 1 ID (fingerprints, etc could cause problems, as could any battle damage etc - hey....you heal fast). TeamWork skill. Yes, they don't actually operate as a 'team'...but the TeamWork skill would give the character knowledge of how the other half would react in a given situation. Would go a long way to fillin in the gaps/thinking on your feet when one half forgets to disclose something.
  14. Re: Q: Move Through... with an LTD
  15. Re: Q: Move Through... with an LTD 100% correct...well not 100%...I don't see why we should wreck a perfectly good pimpy-LTD. However, I think there is something to be said for knowing how the system works and knowing its limits before you go winging it. Besides, IIRC he was asking how to rule on this action! He started it!!
  16. Re: Speeding things up A lot of the speed-em-up stuff I do comes down to prep...and I tend to burn through office supplies...but heck, isn't that half of why you go to work? It's not like my last three raises were anything to notice. Most of my prep work comes down to removing the math equation. Not that it takes long to do 11 + 7 - 6, but you don't need to spend them time at all...and sometimes your brain just seizes. 1) I prepare a spreadsheet/chart with all characters names across both axes. Y axis is attack, X axis is defender. Want to know if Villain McEvil hits the JusticeLad? VMcE is on row 4, JL is on column D...4D has a 13 so VMcE needs a 13 or less to hit. I keep all characters on each axis because you never know when you might need to hit a teammember. As an aside, you can use a sticky and put all this info on the villain's character sheet (both what he needs to hit someone and what that someone needs to hit them). 2) I have a paper cutter (very handy to have around btw) that I use to cut 3x5 index cards in half. In the unlined side I put the phase # and on the lined side I write the characters that act that phase (in dex order) and list their DEX (just in case someone wants to Lightnin Reflex, hold etc). I also use cardboard minis so I have some of the Steve Jackson cardboard mini stands. These are SWEET because I can stick the SPD card in the holder (I actually use 11 ... noone goes on Phase 1) and stick him out on the table so that the players can see what phase it is and I look at the back with the action order on it. 3) Pre-Rolls. Either create an excel spreadsheet to do it, use one of the online utilities to do it or just grab some dice...however you do it pre-roll as many as possible. Its a lot easier to read off the score from a page than it is to count dice (no matter how fast you are). Give the players the option of using pre-rolls (but most players LIKE to roll dice and count) but there is no reason for you to spend the time doing it. You can also use a Palm Pilot or Laptop die roller...but I've found that those are not the time saver that pre-rolls are. Although if there was one with a real simple interface....but I digress. 4) Don't allow open held actions. If someone wants to hold an action, they must announce what they are holding for (Acceptable: "I'm holding my action to shoot the first agent that sticks his head around the corner." Unacceptable: "I'm holding my action.") Player's get 5 second to declare an action (don't allow them to count hexes pre-declaration, unless they have absolute range sense). If they have nothing push them to the end of the phase to think. If they still don't have anything thought up, they go defensive (full dodge/block) 5) No adjustment powers. Adjustment powers are a pain in the ass. Likewise absolutely no SPD changes. I always thought voluntary SPD changes were munchkiny to begin with. 6) Use a tape measure. If you use a 1" hex map, this is real easy. Instead of counting hexes for range (which takes time) whip out a lil bitty cheapy Home Depot tape measure (they are 99 cents in a big bin by the cash register and are like 6' or 10' long). 7) Make sure all players and villains have their characters in sheet protectors. These can be written on with greasepencil or overhead markers. This lets you put info right on the sheet, no more looking for loose bits of paper. 8) Slim down the villains sheets. While every opponent should have a full character sheet, you don't always need the full enchilada. A good combat record sheet will list combat details (OCV, DCV, Levels, Mvmt and main attack). This drastically reduces the "oh what to do." 9) No multi-distribulatory levels. OCV levels are fine, but any level that can be moved between OCV and DCV can be a pain in the ass. Stick with straight up levels and don't concern yourself with moving them around. THey are villains instead of 4 levels that can be either OCV or DCV give them 2 of each and be done with it. 10) Familiarity. Be very familiar with the villains and players character sheets, obviously. 11) If there are NPC friends (as opposed to NPC foes) dish them out to the most capable players to play. Takes work off you table. 12) -1 Stun on an NPC is GMs Option. Likewise, NPCs don't take recoveries. They are always 100% balls-to-the-wall dedicated to kicking some hero ass...at least until they flee screaming like schoolgirls. 13) Plan out likely NPC actions ahead of time. Does this group have tactics they use (eg fastball special). Makes notes (in greasepencil) on the NPC character sheet and highlight Disads etc that are going to stear the character's actions. If villain A hates bird-people overwrite the sheet with "Attack Hawkman 1st." 14) Is there someone in the group that wants to learn to GM? Got someone that might want to become a player but doesn't know the system real well? Stick them behind the screen and split the grunt work with them. They will get good knowledge and practice, and you get a few less gray hairs. 15) You've got your GM screen now. Don't look anything up in the book. Use what's on your GM screen. If its not there make a snap decision. If it turns out to be wrong/ill advised give the offended player an extra XP or two and tell him to shut the hell up. That's about all I can think of off the top of my head. Bed time! If you really want to speed up combat, you need to get your house in order. I've played in lots of games over the years and even though we bitch and moan and blame it on the players, it all really comes down to us GMs. If someone doens't know what they are going to do for an action, maybe they are not engaged in the game (our fault). Each player usually has 1 character to worry about, while the GM has all the NPCs, the environment, the plot and character guiding to do. Of course, the GM is going to be the bottleneck. How could it possibly be otherwise? So the best way to speed up combat is to automate or decrease the amount of work you have to do.
  17. Re: Heros for hire? Heh. Already placed my bids! I do truly appreciate the info (rep a-comin). Never knew there was an actual setting book. I truly loved the setting in the novels. I always thought it would make for some great campaigning. I can hardly wait. Of course, I just might have to go back to Champions for this setting!
  18. Re: Island of Dr. Destroyer as a one off? Headed to bed shortly, but I'll take a stab at some of these tomorrow. It's not like I've got anything better to do. It's not like you can find a real job in December anyway.
  19. Re: Heros for hire? You don't say? Here I go a googling!
  20. Re: Island of Dr. Destroyer as a one off? Its possible. Not sure its very doable with newbies. Also, any kind of Con game or FLGS demo...I strongly urge you to make all characters. Make about two or three times as many characters as you need and let them pick the ones they want to play. Otherwise you are looking for all kinds of trouble.
  21. Re: Heros for hire? First, some good background reading. Michael Odom (I think it's Michael) wrote two novels, the first of which is F.R.E.E.L.A.N.C.E.R.S. I don't recall the sequel OtTOMH. The premise is that the big enchilada handles all the contractual duties, oversees recruiting etc. Think of her as a roving managing director. Much more involved that you would think of your average president. Someone that will actually do some street work and be at the seen to help cleanup and stear the media. She (the character in the book is female) then assigns the "contract" to a group of heroes etc. A fair portion of their "pay" is in room/board etc. Its a nice way to sneak in a free superbase, vehicle etc. Really, give the books a read. They are very nicely written and the general setting is one of my favourites. One of these days I will put together an official campaign setting for it.
  22. Re: Hero System 5th Edition, Revised now in Online Store
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