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Dead guy on tab

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Everything posted by Dead guy on tab

  1. Has anyone worked on developing an one page summary sheet for each scene during a session? I find that I am always struggling to remember assorted details I had worked out ahead of time, scene I wanted to introduce during a run. I also find I juggle my scenes quite a lot to keep flow going and include all the players in action regularly. I also find that I struggle when I write up a summary of the action to collect all the notes of the action. Towards that end, I have put together a sample sheet to fill-in for assorted scenes. What I am missing that I should include? Anything I should think about dropping? Any other suggestions to improve the format of the sheets? Thanks for the input.
  2. Re: Help with ruling on disadvantages I do something similar. I look for - I think of storylines around the disads and then try to work "steps" into each session. I then need to check how often the disad actually triggers - i.e. Foxbat (8-) is appearing way too often and VIPER (14-) needs to appear more.
  3. Re: the Superdie What I intended was that the arrow would represent the hex facing; so that the GM/player doesn't have to figure out which direction is SE again (e.g. the arrow on 1 would point to the X1 on the dice; the 2 would point towards the 1 on the half die, etc.). The GM would then just need to consider the arrow pointing on the oriented dice as the same as the figure's facing. As to your second point, you could use the three dice to track the miss along a pathway, i.e. if your rolled a 1, 6, 5 and it missed by 3 your miss would be 1 hex north then 1 hex northwest then 1 hex southwest. You could repeat the process as much as you missed by. One thought though, wouldn't the to-hit roll favor one direction as far as missing was concerned (to the left)?
  4. Re: the Superdie Instead of listing the scatter direction why not just use an arrow pointing to the scatter direction?
  5. Hello, if I use Aid VE(+2) to an elemental control an add 10 points of effect. Do I 1) Add 20 pts. to each slot (10 pts. for slot+10 pts. for base) or 2) 10 pts. Thanks
  6. Re: How to: Power gets used up Here's how I would build it: 40 pts. EC with 7 powers each Succor - Standard Effect - All Have following : 0 End Persistent, Variable Effect (All Powers Simultaneously), Self-Only 34 pts. 3d6 Succor Only if END RES>0 (-1/4) 20 pts. 2d6 Succor Only if END RES>25% (-1/2) 16 pts. 2d6 Succor Only if END RES>50% (-1) 13 pts. 2d6 Succor Only if END RES>75% (-1 1/2) Total Cost: 123 pts. Each power will be at 60 pts. at full power; 48 pts. at 75%; 36 pts. at 50%; 24 pts. at 25%; and 10 pts. at 0% Compare to your original idea - which costs: 143 pts. (You had twice as much Aid as needed - Remember simultaneous Aid will add to both the base and the powers for twice the effect - I think - checking.) I think this will get you the effect you want.
  7. Re: Late Night - Desolidification Idea Because you couldn't add on multiple levels? Would Desolid affects Desolid affects Desolid be the same as Desolid?
  8. Re: Late Night - Desolidification Idea Actually I think armor-piercing would be more appropriate. In fact there is already a sort of precedent with cannot be escape with teleportation (+1/4) and armor-piercing teleport (5ER 235). If you did incorporate this however, I would recommend that each step of affects desolid be only (+1/4). Conceptually it works too; you can force your molecules through the obstruction.
  9. Re: Wings of the Valkyrie update If and when I run it through my current campaign, I'll let you know how it went.
  10. Re: Organization SUSHI Thanks for the info. I am not planning on publishing anything from my campaign especially since I am trying to use all editions of Champions and I know the rights for the old stuff would be messy.
  11. Has anyone converted Wings of the Valkyrie to 5th edition/updated images (assuming the rights are okay - anyone know the status of this module as far as rights are concerned)?
  12. Re: How do you encourage your players to buy more skills What I have gone to during my game (don't know who suggested this, but I would rep them for it) is the following: 1) I keep track of all the successful skill rolls the players make during a session. 2) At the end of the session I choose 3 skills they successful used 3) The player rolls against each skill starting with the highest skill roll first 4) The first skill roll they FAIL, their character gains a +1 to that skill roll Example Johnny Adventure managed to sneak past soem guards (Stealth 13-), defeat the electronic lock system (Security Systems 11-) and defuse the bomb (Demolitions 8-). Johnny's player rolls against Stealth first (12 pass), Security Systems (12 fail) second so Johnny obtains a +1 to Security Systems. This is based upon the old Chaoisum skill improvement rules. I find the players have demonstrated a marked increase in skill use (although not skill purchase yet). In addition, it is biased towards larger skills (to avoid 8- guy), emphasizes skills they already use and demonstrates the increased difficulty as you become more proficient with your skills. Any comments?
  13. Re: To Serve and Protect (The Protectors) by Scott Heine Anyone have images of the remaining Protectors: Warlock, Brainstorm, Maelstrom, Hunstman or know where I can find the old discussion by Scott Heine on how the Protectors campaign went?
  14. Re: Organization SUSHI Okay, given the lack of replies to the posting. It must have been something from my gaming memory. Anyhow, since I do want to recreate the group what does SUSHI stand for? Here's a bit of background: SUSHI was sort of a poor man's VIPER. They specialized in high-tech, superscience sort of devices which would usually backfire on them or go out of control leaving it for the heroes to defeat the ubermachine, rampaging monster, etc. I have been trying to recall the acronym from the past. Here is my suggestion for part of it: S = Supreme U = Union of S = Scientific H = ? I = ? So what does SUSHI stand for?
  15. Re: How many plots do you have going? I have been calling plotlines specific story elements that I am trying to chain together. I am positive some of the plotlines will end up tying together. I started tracking them since my campaign is young and I want to build a feeling of history. In addition, it gives me a way of checking in how I moving the assorted beans along (e.g. I haven't touched on plot X in awhile, I better include a scene to address). I would suspect each major scene would be connected to an individual plotline or each distinctive disad a character has callls out for a plotline if not more.
  16. Re: Quote of the Week from my gaming group... Last session, one of the players in a champions campaign was ambushed by a supervillainess and her flunkies. The hero managed to escpae and the flunkies were rendered unconscious. The hero cross-examines said flunkies and was told they were paid $400 to rough him up. One of the other characters(who is poor) said "Heck, for $400, I'd beat you up myself."
  17. Re: How many plots do you have going? Right now after three sessions, I have 22 plotlines so far and growing. Not all of them are major, and I am not looking to hit on everyone each session. However, I am trying to lay the groundwork for long plot points.
  18. I just recently started keeping track of all the plotlines I am developing during a given session. My list appears to be growing somewhat large. How many plotlines (both active and building) do people have going at any particular time? How many plotlines do people hit on during an average (~4 hour) session?
  19. Hello, I am trying to find where I ran across information for the organization SUSHI. I remember encountering the group in a game a long time ago, and then I recall reading the grup in passing. Was this an official group or am I getting senile way too early? I mostly need what the acronym stands for (although any extra details would be nice). Anyone else face the threat(?) that is SUSHI?
  20. Re: Paralysis Ray: Would you allow this? Actually I was trying to simulate the old V&V power paralysis ray without being too powerful. A brick with a CON of 25 will get out of the entangle in 1 action on average. I went the BOECV route because it didn't seem to fit the special effect to have a transparent entangle, but I oculd see Ego attacks would be able to reboot the neurons. I usually prefer DEF over BODY not sure why - maybe it's a tad more efficient in my mind, but it might be worthwhile to reconsider. One note - I assumed the EGO not STR would be converted to CON not STR by the Mental Powers based on CON; so the characters would use CON to break free
  21. Re: Paralysis Ray: Would you allow this? This power would still need to hit vs. DCV. The conversion of mental powers to con converts ECV to OCV.
  22. 27 Real/62 Active 2d6 Def 3 Entangle BOECV (+1), No damage from physical attacks (+1/4); Works against EGO not STR (+1/4); Cannot form barriers (-1/4); Mental powers based on CON (-1) vs. ED This power would overwhelm the target's neurobiology causing paralysis. Eventually the body's resilience would "reboot" their electrical system. Does this power seem fair/legal. Any modifications to the advantages/limitations. Would you allow it?
  23. Re: PRIMUS - A Mystery Solved Another possibility is that the use of paranormals in military conflict is outlawed by international treaty. Nations could consider paranormals the equivalent of nuclear weapons and head down the path towards MAD. Consequently, international arms treaties include paranormals. Paranormally enhanced soldiers could be included in those treaties.
  24. Re: Are all the good names really taken? Archer names: Teucer Crecy Palnatoke Agilaz
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