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Posts posted by Netzilla
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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)
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Waffles because I no longer have my own waffle maker.
Crunchy or smooth
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You die, I die, everybody dies.
Paramedics 8-
Walk It Off or Rub Some Dirt On It
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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.
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Giant Meteor as that's what folks have been voting for.
80s Frontman Fray:
Sammy Hagar vs David Lee Roth
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Groot's way quicker.
Muscle Car Madness:
Max Rockatansky vs Dominic Toretto
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Man-Bat due to youth, strength, durability and ferocity.
Ripley (Aliens) vs Sarah Connor (T2)
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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.
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The Warners. They've already beaten the devil.
Just a couple of mavericks:
John McClane vs "Dirty" Harry Callahan
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Sisko for having the chutzpah to punch Q in the face.
Mud wrestling:
Man Thing vs Swamp Thing.
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Excalibur as it can be restored by the Lady of the Lake and you can hit someone with it before they summon the 'light' for the sabre.
You forgot to present a challenge.
No one wins.
Trenchcoat vs Trenchcoat:
Harry Dresden vs John Constantine
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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.
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Why can't I build a Multipower of OCV, DCV and added DCs for swords as a ring of swordsmanship? +1 OCV for all combat costs 5 points if unlimited - it should not cost 8 because it comes from my IIF Ring of Combat Accuracy.
I'm not saying I agree with the rule, just that is what it says.
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Oh and fwiw, at least in CC, you can't point a focus limitation on CSLs anymore, they go on OCC/DCV characteristics.I don't think you're reading that right. The section on CSLs with Limitation reads:
CSLs with Limitations automatically apply only to OCV (not DCV or damage). “Only for OCV” or “Only for DCV” are not valid Limitations for CSLs. (For that effect, simply buy more of the OCV or DCV Characteristics.)
In 6e1, the wording's a bit more detailed:
COMBAT SKILL LEVELS WITH LIMITATIONS
With the GM’s permission, characters can put Limitations on CSLs (for example, to build equipment, like a laser sight for a gun). The GM may restrict which types of CSLs a character can Limit; for example he might rule that only 3-point or more expensive CSLs can have Limitations. Unless the GM rules otherwise, CSLs with Limitations can only increase the user’s OCV, not DCV or damage. (Limitations such as “Only For OCV” or “Only For DCV” are not legal for CSLs; if a character wants that, he should just buy he should just buy more of the OCV or DCV Characteristics.)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.
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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.
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Ouch.
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Optimus Prime always wins that fight, even if Megatron always gets away.
Red Rage Rampage:
Conan vs Fafhrd
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Brainiac 5 because The Leader always underestimates his opponents.
Cosmic Throwdown:
Oans (DC) vs Celestials (Marvel)
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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).
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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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Stormbringer as you left out Excalibur's sheath.
Timey-wimey shenanigans:
Dr. Who vs Kang the Conqueror
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Whiteboards due to the lack of the fingernail problem.
Battle of the Calamities:
Cthulhu vs Galactus
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Netzilla your information is helping me. The problem I have with RAW is it's ambiguous. If I understand the RAW, there really is no reason for Deflection. Am I missing something?serioudly what is Deflection for
Deflection is primarily the ability to Block attacks at range.
Deflection would absolutely be necessary to block an attack targeting someone else more than 1m away (the definition of Deflection).
from 6e1 page 187
Deflection's primary purpose is to block attacks (melee or ranged) that target someone or something that is out of your reach.
If a pre-6e character has Missile Deflection with the Missile Deflection at Range Advantage (+1), then they would need to purchase Deflection in 6e. Note, that this does not apply if the Missile Deflection at Range was only purchased at the +1/2 level because that only allows MD to work in the adjacent hex abd 6e Block already allows blocking for the adjacent "hex" (though at a -2 penalty; again PSLs can help).
Btw I'm not against penalties to block however again it's the ambiguity of it. It's funny on how on other uses of block there is a definite penalty. If you what to see in the dark we know how much penalty to buy off because we know how much darkness incurs. Block/ranged is by RAW (if I understand correctly) is GM fiat. Right?
Champions Complete suggests a minimum penalty of -4 for an unarmed Block of a ranged attack. This is no more ambiguous than an unarmed block vs an armed melee attack.
Btw another point of my confusion. If the GM decides if, when and what penalty you are allowed to Block ranged attacks, then how is it by me (the GM) house ruling if I state when you need Deflection?
You're not allowed to use Reflection with Deflection by RAW. {snip}
This is another reason why Deflection isn't required to be able to Block a ranged attack RAW. Since Reflection cannot work with Deflection, if you only allow blocking ranged attacks via Deflection, then you can never Reflect ranged attacks.
The Advice Column
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Unit tests are your friend.