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Netzilla

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Everything posted by Netzilla

  1. That definitely sounds like a Skill Roll + Side Effects system, then. Put a campaign limit on the Skill Roll to represent the trial-and-error nature of learning magic.
  2. RAW, I'd go with the already suggested Skill Roll + Side Effects route. As a house rule, I've toyed around with the following idea that might work if you want magic to be mostly predictable but occasionally weird: All spells require a Skill Roll to cast. If the roll passes, it works as designed. If the roll fails, the spell is not cast but END/Charges, etc are expended. If the roll comes up triples, something odd happens. If the roll succeeds, the odd thing is beneficial (or, at worst, strange but harmless); if the roll fails, the odd thing is dangerous. The specific effects would be rolled from an appropriate table made up by the GM. This would be worth no points as you can get either good or bad effects when weird stuff happens.
  3. Tarzan. Carol Burnett never imitated Kazar. Divine Disaster Odin vs Zeus
  4. Marbles: Change Environment (-3 to DEX Roll, Permanent), AoE (8m Radius; +½) (44 AP); OAF (-1), Range Based on STR (-¼), 12 Recoverable Charges (+¼) Paste Micro-Grenade: Entangle 3d6, 4 PD/4 ED, AoE (1m Radius; +¼) (44 AP); OAF (-1), 6 Charges (-¾), Range Based on STR (-¼) Sleep Gas Micro-Grenade: Blast 4d6, AoE (1m Radius; +¼), AVAD (Life Support (Self-Contained Breathing); target holds his breath; NND; +½), Constant (+½) (45 AP); OAF (-1), 6 Continuing Charges lasting 1 Turn each (-¼), Range Based on STR (-¼) Smoke Micro-Grenade: Darkness to Sight Group 9m radius (45 AP); OAF (-1), Range Based on STR (-¼), 8 Continuing Charges lasting 1 Turn each (-0) Weakness Darts: Drain STR 4 ½d6 (45 AP); OAF Fragile (poison coating darts is easily washed off or spoiled; -1 ¼), 8 Charges (-½), Range Based on STR (-¼), Must target unarmored hit locations (-¼)
  5. Waffles because I no longer have my own waffle maker. Crunchy or smooth
  6. You die, I die, everybody dies. Paramedics 8- Walk It Off or Rub Some Dirt On It
  7. http://surbrook.devermore.net/adaptationscomic/dc/superman.html
  8. I think he means that just because you're Transmitting, it doesn't mean that anyone is receiving. A 2-way radio does you no good if there isn't a receiver within range.
  9. Giant Meteor as that's what folks have been voting for. 80s Frontman Fray: Sammy Hagar vs David Lee Roth
  10. Groot's way quicker. Muscle Car Madness: Max Rockatansky vs Dominic Toretto
  11. Man-Bat due to youth, strength, durability and ferocity. Ripley (Aliens) vs Sarah Connor (T2)
  12. Phase hand into target and turn it solid: AVAD Killing Attack (possibly with Side Effect of you also taking damage). Phase other (Desolid Usable By Others/Usable As Attack) -> Then leave them in a solid object (again an AVAD Killing Attack; linked to the Phase Other ability) Turn others invisible (again, Usable by Others/Usable as Attack) Walk on Air (Gliding, linked to Desolid) In general, if you're talking about a superheroic character, you're going to want one or more attacks, a defense (which you've got covered via Desolid and Invisibility) and a way to get around just to be able to keep up with the other PCs. If you don't want your character to have too many "superpowers" you can also invest in gear (vehicles, bases, computers, weapons, armor, communicators, etc) plus friends & allies.
  13. The Warners. They've already beaten the devil. Just a couple of mavericks: John McClane vs "Dirty" Harry Callahan
  14. Sisko for having the chutzpah to punch Q in the face. Mud wrestling: Man Thing vs Swamp Thing.
  15. You forgot to present a challenge. No one wins. Trenchcoat vs Trenchcoat: Harry Dresden vs John Constantine
  16. BTW, Going back over my old SETAC notes, the costs for CSLs were based on the equivalent Multipower. Here's my attempt to re-create the math: 10 All Combat: Multipower, 10-point reserve 2v 1) +2 OCV (10 Active Points); Nonpersistent (-1/4) 2v 2) +2 DCV (10 Active Points); Nonpersistent (-1/4) 1f 3) +5 STR or +1d6 Blast, Reduced Endurance (0 END; +1/2) (7 Active Points) Total = 15 for +2 or 8 for +1. 10 +1 with All Attacks 5 Large Group: Multipower, 10-point reserve, (10 Active Points); all slots Predefined Large Group (-1) 1v 1) +2 OCV (10 Active Points); Nonpersistent (-1/4) 1v 2) +2 DCV (10 Active Points); Nonpersistent (-1/4) 1f 3) +5 STR or +1d6 Blast, Reduced Endurance (0 END; +1/2) (7 Active Points) Total = 8 for +2 or 4 for +1 5 +1 with a large group of attacks 3 Small Group: Multipower, 10-point reserve, (10 Active Points); all slots Predefined Small Gropu (-2) 1v 1) +2 OCV (10 Active Points); Nonpersistent (-1/4) 1v 2) +2 DCV (10 Active Points); Nonpersistent (-1/4) 1f 3) +5 STR or +1d6 Blast, Reduced Endurance (0 END; +1/2) (7 Active Points) Total = 6 for +2 or 3 for +1 3 +1 with a small group of attacks 1 Single Attack: +1 OCV (5 Active Points); Only with Single Attack (-3) 2 +1 with any single attack Interestingly, only the Small Group actually comes out even (with Single Attack being the worst off ratio-wise). In all other cases, you're better off with the MP. I recall something about CSLs not being Drainable as part of the justification for the increased premium, but it does seem the structure would have been better as 8/4/3/1 for All/Large/Small/Single, as the disparity just gets worse the more CSLs you take. I have no idea where the restriction on Limited CSLs came from.
  17. I'm not saying I agree with the rule, just that is what it says.
  18. I don't think you're reading that right. The section on CSLs with Limitation reads: In 6e1, the wording's a bit more detailed: So, if you buy +3 CSL w/ Swords (9 AP), OIF (Ring of Swordsmanship, -1/2), then that +3 can only be used to improve your OCV rather than DCV or Damage. There's no specific prohibition against using Focus, only a limitation in how the CSLs can be applied.
  19. I'm in of a similar opinion to Lucius. Part of it ties to reliability and how close a relationship you have with the contact. A Follower is always there for you and you're likely close friends/compatriots. A Contact will take a couple risks and at least won't sell you out and you know them reasonably well at least on a professional level. Streetwise, High Society and the like give you acquaintances that might do you the occasional solid but expect something in return and owe you no personal loyalty.
  20. Optimus Prime always wins that fight, even if Megatron always gets away. Red Rage Rampage: Conan vs Fafhrd
  21. Brainiac 5 because The Leader always underestimates his opponents. Cosmic Throwdown: Oans (DC) vs Celestials (Marvel)
  22. I'd also go the Multiform route with the base form being the robotic body he most often uses. His second form would be the disembodied spirit which I might build with a suite of Cyberkinesis powers to represent his ability to possess/control other machinery (see Champions Powers if you have access to it).
  23. The closest I ever came was a Mythical Greek campaign where the players were all demi-gods. This put them at the low-powered superhero level rather than normal superhero. They couldn't go too crazy without risking the ire of one or more of the Olympians themselves (Athena might not take it kindly if you try to conquer Athens). Their main purpose was to protect Greece from external threats. Like the classic myths, their foes were other demi-gods, ancient monsters and the machinations of foreign (and occasionally domestic) deities.
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