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Rebar

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Posts posted by Rebar

  1. My wife thought it would be a great power to make your enemy itch anywhere on their body.

     

    How would you model it?

     

    What would it do? You'd need to make an ego roll or forfeit your phase to scratch? If you made the roll it might still reduce your INT, DEX, STR?

     

    Flash versus Ego?

  2. I think the flash thing is not a property of a flashlight, but a weakness of human eyes, so I'd likely play it as such, as opposed to forcing a purchase of something that really isn't an attack property of the power.

    Not sure if this has been mentioned yet but a foundation upon which the rules are built is that the average human is the default 0pt character.

    Generally, anything an average human can do - or can't do - is worth zero points.

     

    This is why 6" of running costs 0 points, while sessile Grogs have zero inches.

    Why 0D6 of unluck gains you zero points in disads while Kzin have 1D6 of unluck.

     

    Same reason why being blinded by bright light is human default  - and therefore, by definition, not a weakness.

  3. To model the hammer that he can retrieve at-will, could I buy that as OIF, or restrainable, or both?

     

    It's not magical; it requires his TK, so it could get stuck or captured, etc.

    Restrainable seems to be meant more for bodily appendages (such as wings or tails), so maybe thats not appropriate.

  4. Another alternative method to model a 'thrown hammer' that returns would be to build a modest HA that adds to the Character's STR and combine it with Stretching with Does Not Cross Intervening Space.  That way the hammer does the same damage whether the target is adjacent or at the maximum range of the Stretching. It also gets a de facto No Range Modifier if the Stretching has a range that normally would incur a penalty for other ranged attacks.

     

    :)

    HM

     

    Yeah, I might do that. And then I could simply make it restrainable, for those times when it is prevented from coming back.

     

    I'm wondering how accurate I should try to make it - eg. I wonder about adding a delay on the return.

     

    Or, since he's already got TK without the hammer, I should just make the hammer part of the SFX.

     

    Hm. So many possibilities...

  5. I'm building this character idea which is (irritatingly) starting to look at lot like Thor, except he's Russian.

    (He's a blacksmith, a venerable occupation dating back to Russia's roots in industry - y'know hammer & sickle & all.)

     

    He carries - and can throw - his hammer.

     

    I'm thinkin' rather than drag him away from a Thor wannabe, why not embrace it?

     

    So, I'm looking for a name.

    Thor in Russian is Thor:no:

    Thunder God in Russian is Бог грома (Bog groma)  :no:

    Blacksmith in Russian is kuznets  :tonguewav

     

    (I'm probably going to give him the common surname Kuznetzov)

     

    He's a very stoic pragmatic type, so his name (if he had to have one) would be pragmatic.

     

    Thoughts?

  6. Sh Boom! what is the rationale for   Indirect (Same origin, always fired away from attacker; Can't Be Blocked; +1/4) on Hawkgirl's Smash Power:

     

    Is that something you'd apply to any hammer weapon, or is that specific to HawkGirl's concept?

  7. Sticking with 5E rules.

     

    Character prolly "only" has 20STR. (It's a 200pt game)

     

    It was going to be just a plain ol blacksmith's hammer.

     

    But :slaps forehead: the character can TK iron substances.

     

    So pretty much Thor's hammer.

     

    Oops. Not so original after all.

  8. I'm getting back in after being out of the game for a long time.

     

    I always had difficulty constructing a weapon that can be used HTH or thrown.

     

    In this case, it is a blacksmith's hammer.

     

    Of course, once thrown it can't be reused until recovered.

    Can I add it to my STR?

     

    Can I construct it with a MP?

  9. Sometimes I find it easier to figure out the personality and feel of a character before naming them, cos it can be the key to the underlying concept- and helps narrow down what they're likely to call themselves... depending on the tone of the campaign.

     

    Is he a Columbo-style slovenly magical detective, with pockets full of useful stuff that he unhurriedly rummages through in the midst of battle? (Just a nice colourful surname would do, or one that loosely alludes to his powers, eg. Packer, Speck, Crumb, Gulliver)

     

    Is he an obsessively meticulous maths obessive also capable of super-accurate estimates of size and weight, who imposes his re-calculations on reality? (The Reckoner, Fraction, Determinator)

     

    Are his powers due to being a descendent of a trickster god, and he honours his ancestor by quietly stealing a little of what he shrinks, so it never quite fits again? (pick a Trickster figure: Kid Coyote, Puck, Reynard)

     

    Is she a small, quiet, shy small town girl whose powers developed from a latent wish-fulfillment ability after she moved into a cramped big city apartment? (Smallsville, Speck, Pint-Size, Bitsy, Lilliput)

     

    Ned

    This is the kind of thing I'm trying to drum up.

     

    I'm sort of building this character out-of-order.

    Now that I've got a concept, I should return and build out the person and origin, and from that will naturally come the name.

     

    Hah! Great Secret ID names!

     

    Lilly Put

     

    Bob Dingnag! We have a winner!

     

    Even better than mine.

     

  10. Hank Pym (Ant-Man/Yellowjacket) did that for a while during his run with the West Coast Avengers while he was between hero ID's. No costume, just a jumpsuit with lots of pockets to hold all the usefull items & equptment he'd shrunk beforehand. I think that's where they got the idea for the tank keychain in the movie.

    Write it up as a small VPP with a list of say 20 or so everyday items. An armored car down to handcuffs.

     

    Yes but my envisionment of the power is that he does not have that much control. He decides - upon touching it - how long it will stay resized. Thereafter, it's out of his control.

     

    He can shrink a car for X seconds, or X minutes, or whatever he decides - but at the end of that time, it will wear off.

     

    It's a "fire and forget" power.

     

     

     

    Embiggener

     

    Hah. Beat you to it.

     

    Does the name have to reference the hero's power?

     

    No! In fact, that's what I'm asking for ideas about. A bigger unifying concept.

     

    Dwayne could have been imbued with a tiny fragment of neutronium (extremely dense matter composed mostly of neutrons), either through a laboratory accident (if you want him to be a scientist), or a random meteorite impact. The neutronium allows him to change the size/mass of an object through act of will, but he has to be able to visualize the complete shape and composition of the object. The more complex it is, the harder to visualize it accurately.

     

    The word "oscillator" means something that either goes through repeated changes from one extreme state to its opposite, or causes such changes. I could see a scientist in particular taking such a code-name. For something a little catchier (and punnier), how about "The Oscillot?" ;)

     

    I like The Oscillator.  :yes:

  11. I've been toying around with a kind of cool concept, but I don't have a name, or a unifying theme.

     

    Imagine having the power to touch something and make it grow or shrink for a limited duration. (yeah, yeah. Insert jokes here.)

     

    So, a bank robbery is in progress, and the hero picks up a pencil from the desk. He throws it just as he grows it to six feet long (and 200 kg).

    He shrinks a car to the size of a dinky toy and puts it in someone's pocket, letting it return to full size (and mass) after a minute.

    He picks up a calculator and grows it to 3 feet, just in time to use it as a shield to stop a bullet.

     

    Can you think of a theme? Or a name? (It's easy to come up with dumb names for this one (The Incredible Embiggener!), not so easy to come up with cool names.) I figure, rather than a literal reference to his power, it might involve some sort of colourful theme.

     

    This is inspired by a friend considering running a game after seeing Dr. Strange.

     

     

    As I think through the details, I refine the idea.

     

    At first I thought "OK, cannot use his power on anything living - that would be way too powerful".

     

    Or - maybe I could make a more fluid limit: the ability is limited by complexity. A pencil is easy. An ant - or any living creature - would be very difficult. A human would be beyond his ability. (I see a Power skill roll here)

     

    I'd define the power with a delay and a duration.

     

    So, he could decide that something he wants to throw has a one second duration - long enough to throw and hit his opponent, then shrink again.

    Or he could decide that hte car should stay shrunk for one minute, then return to its normal size.

     

    It's one of those powers whose manifestation is limited only by one's imagination, so surely it would have to be a Cosmic Power Pool.

    Though, if on a CP budget, maybe I could use a MP, and just think of a dozen or so common mechanics, and leave the rest to Special Effects.

     

     

    I've already come up with his secret ID name: Dwayne Wackson.

     

    (Wackson, Dwayne - say it out loud :winkgrin: )

  12. I am rusty in my gaming, so could use some inspiration.

     

    I've got a long-game - a loose idea of where the campaign will go (mostly down the Eastern Coast into S. America, stopping at towns to perform and solve mysteries). I'm looking for some eps that just get them into some action, and I'll pepper it with clues and plot-threads.

     

    Episode Zero "Escape from New York" (the get-to-know-your-hero ep) had our heroes and their Phantasmagorical Flotilla docked at Battery Park, New York, where they were the hub of a circus festival. They received a mysterious note from a PC's circus-owner grandfather/patron, urging them to make haste for <MacGuffinTown**> down the coast where he will meet them as soon as possible. 

     

    Before they can finish stowing their gear and securing all the animals (up to an including an elephant), they were set upon by a gang of tommy-gun-wielding thugs. They were forced to abandon any remaining crates (that haven't been shot up) and get underway as the thugs riddle the hull with bullets (once the gangsters saw they weren't getting their quarry (the Captain, who had the telegraph)), they chased them off the doc, shooting over their heads at the steamer (haven't figured out why yet) One thing our heroes did get away with though was one of the thugs as prisoner.

     

    So now they are under steam, low on (wood) fuel, full of holes, taking on water, under-provisioned and under-crewed. And they're about to cross the rum line during the heyday of prohibition.

     

     

    I figure Ep One "Pirates on the High Seas" must have them encounter a rum runner, 12 miles off the American Coast (where they lie outside the border, waiting for speed boats from shore to exchange goods by dark of night). 

     

    I'm trying to figure out how to have a good adventure encountering another large boat (and maybe some speed boats). Obvious one is the heroes are pinned down in the sites of a machine-gun, boarded, over-powered and locked in a locker below-decks. They have to escape and some other stuff.

     

    loose ends:

    - hull holed, taking on water, low on fuel, supplies

    - missing supplies

    - missing (wounded?) circus animals (not yet sure they have any big cats, but they do have a horse, an elephant and the obligatory mischievous squirrel monkey)

    - a prisoner (which they have not interrogated yet)

    - why they wanted the Captain

    - what about the note (if they discover it) the gangsters wanted

     

     

    **MacGuffinTown will be some town down the coast, maybe Cape May NJ, where Episode 2 will surely take place. Any really interesting or mysterious things happen on the East Coast in the 30's? Hydro dams, fuel deposits, Fountain of Youth FL, legends, etc.
  13. Before mentioning some of them, I'll retell the silliest thing that happened while learning the 1st edition of Champions:

    My brother and I read the book through (so we thought) and decided to try to each create a character. With the 100 point base, we found our characters costing horrible more than Crusader or Starburst but weren't sure why. My brother backtracked on the points for each stat and eventually found out there were 10 pts free in Str, Dex, Con, Body, Int, Ego, etc. so he did a little checking in the rules. Gasp! You get base points to start! (Moral of the story: read what's in front of you.)

    Heh. In our first game, we didn't understand REC. The hero had to take out the villain in 4 punches or he ran out of END.

     

     

    Luck: Luck gives additional options besides the way Luck is usually handled. During the beginning of the game, anyone with Luck gets 1 pt. for each die of Luck that they possess, i.e. 2d6 Luck gives 2 pts. You lose these pts as you use them. Points reset at the beginning of any episode.

    Never really bothered with Luck. Only comes into play one in every six games.

     

     

    Base Points at Character Creation: Variable from 100 - 200 pts. We primarily stick with 4th and 5th edition rules, with a small amt of 6th edition. When a character is created, work on the statistics, powers and skills. Pick the disadvantages that the player feels the character should have. The rest is the base. As we have multiple GM's, we come to a group consensus of the base, with much leniency.

    I don't follow. Can you elaborate, say with an example?

     

     

    Knockback: Even if an attack normally does knockback, the player can choose to do 'no knockback'. This is particularly used when two very strong opponents fight each other so they're not spending half the combat running back to each other due to the distance knocked back.

    True, though you don't need a house rule for this. Just have your characters pound each other on the top of the head. No knockback.

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