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Mister E

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Posts posted by Mister E

  1. EGO can be an "All Or Nothing" NND (Defense is having an EGO) for 1/2 less Advantage/more Limitation.

     

    NNDs are usually Rare. However since most living beings have EGO it may be a Very Common defense in the same category of frequency as PD & ED for AVADs.

     

    Detonate: Blast 6d6, Does BODY (+1)(60 active pts); NND (having an EGO, Very Common; -1/2). Total cost: 40 pts.

     

    "The latent energy inside inanimate objects can be harnessed, focused & released violently. Does not work on targets w/ free will."

  2. "Sometimes I Just Electricute People":

     

    1d6 Blast, NND (+1; Electrical Defenses),

    Does BODY (+1);

     

    Total = 15 active pts

     

    No Range (-1/2),

    No Conscious Control (-1; GM controls when power goes off).

     

    Total = 6 real pts

     

    This way yes the power can go off whenever

    & as many times as the GM wants.

     

    I might go off at any time. It might not.

     

    The character has no control.

  3. So, problems I have with Trigger. Take a look at this:

     

    Disintegrate

    5 points of Blast NND: electricity defences (+1) Does Body (+1)

    Trigger + ¼

    Automatic reset takes no time to reset + ½

    Activating trigger takes no time + ¼

    Two trigger conditions + ¼ (whatever is grabbed or being grabbed)

     

     

    Total +3 1/4 1 (20 active points)

     

    Concentration (0 DCV Completely Unaware) - ¾

    Extra time 1 Turn -1 ¼

    Two handed gestures – ½

    Incantations – ¼

    Extra Endurance – 10x END (costs 20 END) - 4

     

    Total -6 ¾ (3 real points)

     

    What it appears to do, unless they have NND immunity, is completely destroy them: the trigger goes off, they take 1 Body, it resets (no time) and activates again (no time) and they take 1 Body. Rinse and repeat until they are dead, all instantly. Boom.

     

    Sure it is a real effort to turn on, but the activation conditions DO NOT APPLY when the power goes off because you only need them to set the trigger, not to keep it resetting.

     

    An abuse? Yes. Of course. Legal though…actually SPECIFICALLY legal. It specifically says this is OK, so it may LOOK abusive but, well, it’s fine.

    "Don't tread on me."

     

    So the Trigger activates (whatever is grabbed or being grabbed).

     

    Shouldn't this be, "whenever grabbed or being grabbed"?

     

    So that the act of grabbing or being grabbed is what sets off the Trigger?

  4. The film starts in the northern mountains of Brythunia. There, a tiny backwards village lies, far away from the rest of the world. The Simarians are a comfy folk living on the northern border, originally founded by a small community of luddites shunning the civilized wonders of Brythunia for a more “honest” rural life. Using distorted and piecemeal information gathered from drunk adventurers and senile folklorists, they model themselves after the Cimmerians, though their society leaves a lot to be desired in terms of accuracy. They worship Krumm, a mashup of Cimmerian and Nordic mythology whitewashed into a benevolent deity to suit their drippy ideals. Not actually knowing how to make proper swords, they use simple casting techniques to create attractive but impractical replicas: since they rarely meet other people, they never actually test their weapons in combat. This is the tribe of Konahn. Young Konahn has a happy childhood with his nice dad and hot mother, with no bandits or dangerous beasts to contend with, and no feudal lords to oppress them.

     

    However, Konahn’s life is torn apart when the Riders of Thulsa Doom come. Thulsa Doom was originally Jamsh’el Jon, a Kushite scribe working for a minor Stygian priest, who started to get delusions of grandeur, and changed his name to that of the famed Thurian-era sorcerer. It wasn’t until he made a laughable attempt to usurp Thoth-Amon that he was banished, though the ineptitude of his actions were so amusing, Thoth-Amon let him live. He travels around the little kingdoms of the Corinthian Marches, where he joins up with Rexor and Thorgrim, and their band of “Vanir.” They are Gundermen, but a bit touched in the head, and pretend to be Vanir warriors — Rexor with a ludicrous triple axe, and Thorgrim with an infeasibly huge hammer. At some point, Doom discovers an ancient tome of great sorcerous power: he can barely understand most of it, but learns a few interesting parlour tricks like mesmerism, snake-charming and the illusion of turning into a snake. They try in vain to find communities to enslave using this power, but even the most tiny villages put up too much of a fight – until they learn of the Simarian village in the north.

     

    Mother and father fight valiantly, but even their replica swords are not enough to fight against the LARPVanir’s slightly better made replicas. Father is killed by some mangy dogs, and Doom hypnotises Konahn’s mother before decapitating her in the first and last display of fighting prowess he ever achieves. Konahn and his fellow Simarian children are then taken to a mill way in the Corinthian Marches: ostensibly it’s a grain mill, but in fact it’s a great exercise in futility to break spirit and increase strength for heavy labour (Quite why the slavemaster didn’t take them to an actual grain mill to maximise profits is unknown, but likely due to his unholy crossbreeding between a Zamorian imbecile and a she-ape that escaped from a Hyrkanian circus). Fed on a high-protein diet, Konahn’s muscles and mass balloon, and he is bought for a local fight pit. Even though he has no combat training, the fighters he is pitted against are similarly unexperienced, and are even sorrier fighters than he is. Against such useless opponents, Konahn cannot help but rise through the ranks. He then is taken to “The Far East”… which turns out to be the Eastern side of the desolate northern Corinthian marches, trained by “War Masters,” a crowd of Khitanophile wargamers presenting themselves as experts. Eventually they release Konahn, not because he became too strong, but because they heard their father was coming and wouldn’t take kindly to their use of his lunas.

     

    The Simarian spends about a day in the wilderness, though it seems more like a month to the the casual observer. Chased by wild dogs, he comes across the “Atlantean Tomb,” and finds the “Atlantean Sword”: not an actual tomb, it is the remnants of an old museum where history enthusiasts and their protesting families would go to see a display of an Acheronian King. Taking the tin sword, he meets a harlot whose trick is to pretend to be an evil witch, complete with fake fangs and shimmering firework effect, which is a popular fetish in the northern marches. He is told he will find Doom in Zamora — conveniently nearby. Soon he meets Subotai, a “Hyrkanian Archer” who is actually the result of a Turanian rake’s dalliance with a Zamorian dancing girl and thus has little actual Hyrkanian archery skill; and Valeria, a celebrity impersonator who turns up to parties as the famed Red Brotherhood she-pirate.

     

    They soon come to the Chadizar, “city” of wickedness, a devious Zamorian noble’s attempt to divert trade from the much grander Shadizar via the confusion over the name. They learn about the Cult of Shet — not in any way affiliated with the Cult of Set –which was created by Thulsa Doom. After their slave trade failed when it emerged that for all their impressive musculature their slaves weren’t actually any use for extended labour, Doom and the LARPVanir abandon it. After a number of failed ventures, they construct a complicated and ingenious — for them — scam, promising spiritual enlightenment and happiness in exchange for worshippers’ lunas, goods and property. They are astonished to learn that it works, and soon they have hundreds of gullible idiots giving them all their possessions for empty words and fakery.

     

    Soon, the Gang of Three infiltrate one of the cult’s strongholds, which is defended about as well as could be imagined for such a two-bit operation. Unfortunately, they come upon Doom’s pet snake, which he kept heavily sedated for his own safety. Somehow the half-comatose snake is a deadly threat to the three, and they are forced to kill it. They capture The Eye of the Serpent, a big piece of glass, and luckily enough the old nobleman they sell it to is as uneducated as they are in determining the value of jewelry, and he gives them an enormous sum in exchange. Eventually, they are caught by “King” Osric of Ophir, really a mad old coot whose Seneschal is a horse and whose High Constable is a sugar bowl, who managed to con himself into a modest mansion styled into a lavish castle. He tasks them with rescuing his “daughter,” really just a temple girl who caught his eye.

     

    Konahn then meets Akiro, a Khitan scoundrel claiming to be a mighty wizard, who hides out at a demon-haunted set of mounds, since he is too stupid to know the danger of the place and far too confident in his powers. Soon he arrives at the Mountain of Power, a Zamorian tomb Doom happened upon, bringing his horde of empty-headed worshippers made even more empty-headed through drugs and suggestion. Konahn infiltrates the priesthood, only to be captured by Rexor and Thorgrim. After an embarrassing amount of torture and crying, Doom orders Konahn to be crucified on the Tree of Woe.

     

    Dying from heat exhaustion, Konahn imagines he is being pecked at by a vulture, when in fact it is a crag martin, which he heroically decapitates with his teeth. Soon Subotai saves him, but it requires ludicrous magic and sacrifice to revive Konahn (which turns out to be smoke and mirrors by Akiro to make himself feel important.) The gang go to the Mountain of Power, and crash Doom’s orgiastic feast, just has he’s doing his “turn into a snake” routine. Thorgrim manages to collapse an ancient support column with a wayward tap, which he naturally attributes to his mighty hammer instead of the column’s state of repair. As they escape, Doom uses a hypnotised snake as an arrow to shoot Valeria. Continuing the mashup of Cimmerian/Nordic religion, Konahn burns Valeria on a pyre.

     

    Doom and his cronies lead a small army of fellow Vanir enthusiasts — mostly men too stupid, sickly, ungainly or incompetent to serve in a real army — to steal back the girl. The four dispatch the army using a mix of rudimentary traps and the army’s own idiocy. Eventually, it is Rexor vs Konahn: Rexor is about to land the killing blow, when the reflection of Konahn’s replica Atlantean sword blinds him. Imagining Valeria returning to save him, Konahn is able to overcome the still half-blind Rexor, breaking his father’s poorly-made sword in the process, killing him. That night, Konahn comes to Doom. Doom attempts to hypnotise him, but Konahn is too stupid to be hypnotised, and cuts off Doom’s head with some difficulty. He hurls Doom’s head down the steps, and the Cult sheepishly starts to depart.

     

    The epilogue shows a bearded Konahn seated on a throne, with Akiro’s dialogue. Then the camera zooms out a bit, and we find that Konahn is actually in a small cell in an asylum. King Conan and Publius peer through the small window. Publius remarks “It is indeed noble of you to grant asylum to such a poor deluded soul, sire! A lesser monarch would merely throw him into a dungeon to rule the rats and bones.” Conan replies “Well, can you blame him for abandoning his dull, bloodless reality and leaping into the delusion of kingship and glory? Let the man dream: what harm can he do? After all, no sane man could mistake the dotard in there for Conan the Cimmerian.”

     

    But THAT… is another story!

     

    DA DA DA DUN, DA-DA, DA, DA DA DA DUN, DA-DA, DA…

  5. From what I can see - no.

     

    It is utterly useless for Stealth because the moment you move, the effect is pretty much spoiled. It gives a grand total of +0.00 to Stealth.

     

    It is pretty much useless for Concealment because the moment the observer takes a step to left or right, they'll notice you. So take a big bonus to Concealment, and then apply an infinite LImitation to reduce the cost to zero. You shouldn't have to pay for it, because it's not really going to help.

     

    Lucius Alexander

     

    More effective to hide behind the palindromedary

    OK GO "The Writing on the Wall":

     

  6. Obvious possibilities for reflecting this are Charges and the regular LTE rules, and possibly some other Limitations on powers or pokemon END. Since the campaign is Episodic, they get to "start from scratch" at the beginning of every episode, so the LTE rules, for situations where Pokemon can't get to a PokeCenter, don't seem to apply, and the limitation value on Charges doesn't seem worth it. Charges seems too numerical and too much like the video game for my tastes, anyway.

    I would go w/ Charges.

  7. I agree with Tasha. However, I think the real issue is not one of mechanics but instead one of poor naming. There absolutely needs to be a DEX based Skill to coordinate attacks with the goal of combining damage past defenses for the purpose of Stunning a target. Teamwork just may not be the best name for that Skill. I have no idea what a better name might be (Combat Coordination?) but once that is figured out then a INT based Skill with other effects like Tasha's suggestion for Surprise could be assigned to the now available 'Teamwork' name.

     

    :)

    HM

    Strategy

     

     

    There are two types of strategic speech acts:

     

    1) commands

    2) alarms

     

    Both require prior communicative speech acts in order to be established.

     

    A communicative speech act is a complete notion & has the power to convey information:

     

    "When I say jump I want you to duck."

    Strategic speech acts do not:

     

    "Bark bark bark!"

    A siren is noise. A raised fist is a picture. Silence is all permissive. A kiss is just a kiss...

     

    That is not to say that information cannot be gleaned from strategic speech acts (e.g. that there is a vocal dog interested in something out the window) only that w/o prior communication to establed meaning there is not much.

     

    [[edit]]

     

    Sounds like a PRE-based Interactive Skill to me.

     

    A good replacement for Leardership that all the characters on the team can use together.

     

    Timing is everything & Presence is the very quality of time itself.

     

    "Razzle dazzle!"

    [[edit]]

     

    Contrast w/ both Tactics & Conversation.

  8. I agree that decoupling skills from characteristics is a logical move. I suggest rather than complete decoupling, we might provide for the CHAR to vary based on the CHAR which would have the most impact on the skill's success, taking into account both the skill itself and the SFX of its use and user. Perhaps Captain America's Teamwork is PRE-based, as he motivates his team (I recall an old Marvel with the Thing thinking "just can't let Cap down" as he went beyond his own limits), while Spider-Man's might be DEX-based (aligning my shot with his) and Wolverine's might be INT-driven as a function of his enhanced senses telling him what his teammates and opponents will do even before they take that action).

     

    An acrobat tumbling might be DEX based, but INT-based as he tumbles through hazardous terrain, knowing where to place his hands and feet, while explaining the technique becomes INT or PRE based.

     

    Persuasion might be STR based when one is threatening physical violence!

    Mental Combat Teamwork should be EGO based.

  9. And since we are all about issues of voter suppression through intimidation: imagine what it is like to be a Republican leaning person in Oregon now.

     

     

    Wisely some Oregon Trumpers I know are now pretending to have not voted for Trump at all.

     

    Unfortunately they are still insufferable in their self satisfaction.

     

    Nothing ever changes.

     

    It is a kind of social hell for those who literally have transformed themselves into Trump using facial expressions & haircuts.

     

    It is not okay to act like Trump. It never was. It never will be.

  10. I find "dead duplicates are gone forever" very much an orphan rule. CP are typically never lost or destroyed (Steve even ditched the Independent limitation on foci in 6e). Your focus gets destroyed? You get another one eventually. You can Summon an infinite number of creatures (and you can build Duplication as Summoning pretty easily), so why does Duplication need a "dead is dead" rule?

    If Duplication is based on a Focus extras can be gained from the equipment doubling rule.

     

    e.g. multiple "Rings of Duplication".

     

    What is the rule for possessing multiple Duplication powers?

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