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Steve

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Everything posted by Steve

  1. It really wasn’t too much trouble to build the characters in 6th. The conversion information in Traveller Hero made it pretty easy. Skills didn’t really change much from 5th to 6th and character complications were not much trouble either. I’m running a higher point campaign, but that is partially due to Imperium Marines costing quite a bit of points for their skills, and all of them stayed in to retirement age. Navy types convert more cheaply, I noticed.
  2. I always liked the idea that Narosia used, to make a Contact roll the way to wield divine powers. If you make “magic” a type of Contact, it gives it a different feel.
  3. The Change Environment ability seems to fit the bill. Just need to tack on appropriate limitations and advantages. For example, you could have a big bad that has a massive adjustment going on as a megascaled one, but it is dependent on the fear level going on.
  4. Steve

    Foxbat

    After seeing Ryan Reynolds as Deadpool, I keep having him voice Foxbat in my head now.
  5. I still feel like a lot of the ‘risk’ and flavor in wielding supernatural forces can be found in some kind of Side Effect limitation. A sorcerer casts a summoning spell and botches the casting roll. Perhaps having them rush the casting time and not having all the right spell components was a bad idea? It still works but the anticipated summoned creature is antagonistic and strong-willed instead of friendly and amenable to requests. Oops. The wizard draws down lightning and electricity arcs in the area around them before they throw it (a bit like how the Kazei Five sourcebook described telekinetic effects). The caster isn’t harmed, but some minor effects could be felt by their friends standing all around them. Side Effect can add a lot of flavor to magic when done right. You could also tailor the side effects to the school of magic cast. Witchcraft would have different side effects than hermetic wizardry.
  6. Well, with skill rolls, attack rolls and damage rolls involved, I would submit that a spell is very limited in its repeatability. Other than Ars Magica and the various versions of the Storyteller system, the Amber system was the only other one that seemed mysterious to me.
  7. Just rolling dice makes it inconsistent. Some form of triggered side effect might make things interesting. Example: Cast a fire spell defined as doing a certain number of damage classes, but side effect triggers if you rolled too low on the damage. The side effect is that the difference between the average of the damage classes and what you rolled affects the caster. Like a kind of rebound effect if you don’t project enough energy away (rolled too low on your damage dice). Something like this would make a wizard less eager to hurl a fireball, as they could burn themselves up if they minimum out on their damage roll. I’m sure creative minds can come up with other creative side effects for different spell effects.
  8. Just to expand on something I said before, the Cannot Be Stunned ability I typically use is limited by requiring a CON roll, which seems to roughly replicate buying a 40+ CON.
  9. Another consideration is how high to buy CON. I’ve seen a number of brick types built with a 40 CON. I get that it’s supposed to represent super-health and tough to stun. But if the defenses are constructed right, a high CON seems more of a point sink than might be necessary. A 30 CON on a brick with high enough defenses might be reasonable. Although it’s not RAW legal, I’ve played around with concepts that use the Automaton ability Cannot Be Stunned in various limited fashions instead of buying really high CON.
  10. While I appreciate the suggestion of using killing attacks, that’s not quite what I was looking for. That seems more like the comic book The Authority. That’s much darker than I was intending. Consider two Kryptonians fighting. They can do some BODY damage to each other, but a fight takes quite a while as they don’t seem to be stunning each other.
  11. Thanks for the chart, LoneWolf. The numbers are interesting. What I started this thread for was to see if there was a way to defend against STUN and BODY that would allow occasional points of BODY to be taken but also be able to soak a lot of STUN yet not be immune to stunning effects. Jutst buying additional points of PD and ED versus STUN only seemed inefficient. Damage Negation was my initial idea for soaking STUN damage, since six dice (STUN only; 20 Real Points, plus also defends against Drains versus STUN) seemed a good level versus 50% Damage Reduction (Resistant but STUN only: 20 Real Points). The ability to be resistant and also resist STUN drains was a nice bonus for Damage Negation. This is also an ability that could scale. If everyone is throwing around 12d6 then six levels of DN would work. If it’s 16d6 then that could be bumped up to 8 levels of DN. I’m trying to find a build guideline to replicate a certain flavor of combat, where BODY damage can happen a little more easily but STUN is held down to allow for combats to go longer. it might be that I will need to combine regular defenses like PD and ED, but also include both DN and DR.
  12. A private message resurrected a years old thread?
  13. I’ve been looking over possible combinations of PD/ED and Damage Negation (Stun Only) to try and get a balance that allows a possibility of BODY damage without too frequent stunning results. With a 12d6 attack, the average is 12 BODY and 42 STUN. If I give the character 12 PD, they can ignore the average BODY damage but will likely be stunned. Slightly better rolls will start doing BODY damage. Adding 6d6 of Damage Negation (STUN Only), the average STUN damage drops to 21 and BODY remains at 12. If I raise the PD 25% (to 15), BODY damage still remains likely, and the character will take some STUN damage with each hit. A high roll with this setup could yield STUN damage in the thirties and around 18-20 BODY, which would be serious damage. I’m wondering if anyone has a rule of thumb that looks at damage classes, regular defenses and Damage Negation in combo to try and lower the STUN roar a bit while still allowing possible BODY damage.
  14. Steve

    Foxbat

    I’ve usually had him show up with either some robot henchmen or a few of his team. I only ever had him show up solo against a single hero. I also used him in a Dark Champions: The Animated Series game that ran a few sessions amidst a small team of suitable villains that could be converted to a street-level setting.
  15. Gestalt: The Hero Within It is one of my favorite sourcebooks for Champions.
  16. The Gestalt campaign sourcebook had a more detailed chart that included OCV and DCV as separate categories. As CV ranges rose, damage and defenses lessened.
  17. I think all the hobbits gained in abilities of various sorts. Frodo didn’t seem to change as much because he probably kept having to pour his XPs into buying up his EGO. The other three seemed to gain quite a bit of fighting ability. Merry stabbed the Witch King, and Sam singlehandedly fought off Shelob, which was no mean feat.
  18. The best literature example might be Tolkien’s Fellowship of the Ring. Gandalf and Aragorn on one end of the scale and Frodo and the other hobbits on the opposite end. However, I think it could be said that the top end in power characters didn’t seem to gain as many XPs over the course of the campaign as the four hobbits did. Sam and Frodo both showed quite a bit of growth. Aragorn seemed to be mainly gaining perks along his storyline. And Gandalf didn’t seem to be more powerful, but more like he had his restraints removed. Maybe not quite pointless, but fantasy seems to favor growth in power and ability more than superheroes seem to emphasize. Peter Parker hasn’t seemed to change a lot in his powers from when he was a teenager, but Frodo and Bilbo both changed in their abilities over the course of their heroic journeys.
  19. Well, the concept originated in the Silver Age, and many strange things happened then. I vaguely recall they explored this in some of the later Legion series that happened. Superboy is both a Teen Champion yet also doesn’t fit well in its premises, which is more like the beginning Teen Titans or X-Men. I could see Donna Troy as a Teen Champion due to her being a Teen Titan.
  20. There’s actually a 4th Edition Dark Champions villain with this sort of ability. As I recall, it’s invisibility versus all senses and is always on. Her crimes are drastic attempts to be noticed.
  21. Another thing to consider. Sometimes the players suggest things during table talk that turn out to be much better than what the GM had planned, so don’t be shy about stealing their ideas if they’re good ones. I’m wondering now if the Progenitors had a hand in crafting Faerie. It would be wild if they were somehow its architects and now reside deep within it conducting experiments there as a form of test bed before trying things in the universe. The Dragon chained in humanity’s collective subconscious could be a fallen Progenitor.
  22. Steve

    Enemies III

    Wasn’t it also in the bundle that was put out a while ago on bundle of holding?
  23. Things have continued to percolate on in this campaign, and it looks like we have gotten past the midway point. A year and a half of real time since it began has gone quickly. in our last session the PCs finally managed to find the Treasure of Sindal and were in the process of sorting it. An old Hunted showed up, and they launched a high-yield nuclear torpedo from their cloaked Harrier-class vessel in true Klingon Bird of Prey style. Unfortunately, they realized too late that they would also be caught in the blast radius, forcing the pilot to high-G it out of there with only a brief window of time, like something out of the Expanse. Some commentary was exchanged before that on the foolishness of wizards landing a fireball too close to their own feet. Launching a multi-megaton nuke at too close of a range is the Traveller equivalent. Deciding to clear up some old business, they headed back to the pirate haven of Theev. One of the PCs was shocked to be given a seat at the Council of Theev instead of the group being taken out back and getting their brains blown out. The PC in question is now a bit paranoid about this setup, and has already dealt with one revenge assassination attempt by a member of the former Council member’s kin.
  24. I suppose some of the newer spider people (Spider-Gwen and Miles Morales) are also following this path. At least they don’t seem to be starting as full-blown superheroes right out of the starting gate. Starting as lower pointed and adding xps seems to yield a more interesting build after a year or more of table play than just starting at higher points. That organic growth is also fun.
  25. Spidey’s rogues gallery started with low-pointed builds but most of them have been saving up their XPs over the years. If you treated Spider-Man’s career as a solo Champions campaign, or maybe one where other players play the various villains and occasional team-up heroes, the internal clock in that campaign has been ticking away around 10+ years, and the external clock for several decades more. That represents a lot of table time, so even a stingy GM would have given Peter’s player (and those who keep reoccurring in his rogues gallery) hundreds of xps by now.
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