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GoldenAge

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Everything posted by GoldenAge

  1. Re: Dinstinctive Feature for NPC Perhaps he has no eyes but rather Spatial Awareness. That way the clutter and mess is actually everywhere at once... very bothersome. Maybe, instead of Spatial Awareness he has Touch (Usable at Range; AE 360 degrees; Targeting)... That way the clutter could actually be painful to him. It would explain why he hated the tunnels (ever feel every surface of a sewer at once?) and the outside world (cars zipping by don't feel real good!) Sounds kinda silly at first... but, if role-played well, it could be fascinating.
  2. Re: House Rules Actually, I think I might modify it a bit to read: 1. 1 XP for every 12 Damage Classes of an attack may be spent to assure success. All results are final. 2. Add 1 XP per step on the range chart 3. Add 1 XP for every -2 on the Hit Location chart for called shots. That way it's not possible for 1 XP to equal a called shot head by an assassin with an RKA. 1 XP isn't worth an entire character. Would it be better to make this 1 XP/Active Points rather than Damage Classes? Thoughts?
  3. Re: House Rules Even if your character were dieing and an Aid roll of 7 would save his life??? Yah, I know, it's tough... But years ago when I allowed more for each XP the game got out of hand. The outcome of many climactic moments was dictated by players with points to spend in order to buck reality instead of heroic deeds and strategy. This way I hope that each player will keep 3 or so in a pool. When the chips are down and all hope is lost they could drop in 3 for +3 to that crucial hit or +3 to a damage roll that con stuns a villain just in time. I believe I'm willing to let these points be shared by the players. Assuming that every player at my table had a pool of 3 XP and was willing to use them for the greater good then they could come together and add 24 points of damage to one attack. Of course these points would not be affected by defenses. I think it could help group dynamics and maybe teach the need for heroic sacrifice. Thoughts?
  4. Re: House Rules This one kinda hurts battle timing but it's something we've always done: If you have sloppy dice (a die is cocked or falls off of the table) you roll them ALL again. When you're blasting away with 15d6 it can be a pain to re-roll. I have no idea why I cant bring myself to allow just 1 die to be re-rolled! Oh, we used to give out extra experience as EM points (Errol Flynn). They were gained whenever a character did something incredibly flamboyant or brave. Unfortunately, acquiring the points (and their use once earned) had an effect on game play. It was fun but more of a distraction than anything else. I'm debating using the rule that 1 experience point = +1 on any roll. Is that too little? Should an Experience point be worth more? I generally give out an average of 2 per gaming session. We meet twice a month.
  5. Re: Seeking a little gming advice
  6. Re: Seeking a little gming advice Oh, I totally agree! My advice is for the players to read my initial campaign description then, and only then, make a character that they'll really enjoy playing. We also keep up with each other as concepts come in order to create a logical grouping of heroes and to avoid overlap. Occasionally power and/or concept duplication occurs. But when it does the characters usually separate naturally over time as they develop differently. After I receive the characters I complete the campaign setting with them included. I actually think we're on the same page! It’s a shame you're not near by RDU Neil, I think I'd love playing in your campaign. (Ever get to Lake Geneva, Wisconsin (just North of the border from Chicago?)
  7. Re: Seeking a little gming advice Ah, now I see where our perspectives diverge. You've confused my definition of "Character" with your own. To my players and me the character is created well before a player invests time on the trappings of power. It requires thought and planning, yes, including a history (usually less than 700 pages though). Anyone can make a champions character based on points and powers. I'm fortunate enough to play with people who build characters from the inside out. Sure, many times one of my players will be intrigued by a certain power set or something other than a personality. But usually that's just the beginning. From there a great deal of thought is put into why that person has those powers, how the power has influenced his life and the lives of others and how he's hoping to utilize his abilities in the future. Suddenly, the power (or skill or talent) once again becomes secondary to the character. It's the only sophisticated way to make a superhero. That way diversity enhances rather than detracts from the player’s enjoyment. No matter what I do to the physical shell the character remains and thus so does campaign continuity... And with campaign continuity established and maintained my story is allowed to blossom, becoming something great and organic rather than clunky, comprised of short and choppy serial adventures. A perfect comic book example of this is Marvel’s Warren Worthington III of the X-Men. Though he has gone through tremendous changes at the hands of others and himself he is still there, still a part of the rich history that he help create from day 1. All heroes should be so lucky to survive such strife allowing them to later, while sitting around the campfire, herald in the old days and reminisce over past adventures. Don’t get me wrong, I agree with your lust for a great story. I too devote a great deal of my time creating a compositional tapestry that is weaved throughout with melodies both uplifting and terrifying, simple and complex. But my stories never grow in a vacuum. They are pollinated by the imaginations of my players. I can’t tell you how many times I’ve integrated a player’s character background into my story only to find that the new amalgamation is incredibly better than my original concept. By incorporating my player's imaginations into my story I accomplish two things: First, 8 heads are better than 1. By tapping 7 other fantastic imaginations I’m able to create a better product. Second, I’m able to customize the campaign to the characters both in the short and long term. This really enhances the player’s enjoyment as they feel a part of the story rather than feeling like puppets, constantly responding to a story created outside of their existence. "The players I know who obsessed about their characters would never allow me to do anything to threaten them or change them. They had created a perfect model of their character in their mind, and anything that deviated from this ideal they hated. They didn't cooperate with others, nor were they open to anything that challenged their preconceptions. I feel a bit sorry for you. You seem to be the kind of GM I would enjoy playing with. It's too bad you haven't found a group of erudite and compassionate players yet.
  8. Re: Seeking a little gming advice Players I know that adore their characters put everything they have into playing them. They show extra effort in combat, go above and beyond as role-players and spend off time creating stories and art. Such devotion elevates my story as it promotes a quid-pro-quo approach to story-telling and campaign creation. I've never seen a player who didn't really like his/her character put forth that much effort. It's the adoration of a character that allows him to remain in the game, constantly evolving and mutating as the story morphs and twists. I find that players lacking a real affection for their characters drop them too easily. Perhaps I cut off a character's arm, or change someone's gender... What then? Well, the right-minded player will take that adversity in stride, rise up to the challenge and work WITH the GM to create the very best game. For example: a character starts out an energy projector but is forced to become an armored hero or irradiate the entire city... No problem, the CHARACTER still remains, his memory and life experiences intact. On the other-hand, if the game gets tough for a player who only harbors moderate feelings for his character, its usually a good enough reason to scrap them in order to try something new. That's lost potential. (Not to mention that it's quite hard to get a satisfying reaction out of a lackluster player by murdering his character – I need some fun too, ya know) Playing for the story is great... But it's the characters that give it a vibrant life. No story is above the characters. The story is the cradle in which the characters languish. A bad story is uncomfortable, a good one awesome. No matter how fantastic the story is; the true stars are the characters. * Perhaps I should have used the word commitment instead of adoration. The intent was the same. I love players who are commited to their characters. That way I can be equally committed to them as well and my story can be created with them in mind.
  9. Re: Seeking a little gming advice Before I start I’d like to know the level of offensive and defensive power you’re allowing. If I started a 350-point game with my experienced players I’d be in for a REAL tough time. With that many points and their creativity I’d always be fighting an uphill battle… Is your max attack around12d6, maybe defenses leveling out around 20pd/20ed? Just curious. Now, as for dealing with the dark nature of your players… Personally, if they’ve already spent a great deal of time going through the process of point allocation and character background I wouldn't enforce a change. First I’d ask them if these are characters that they’d LOVE to play… long term. If not, start over. But if the consensus is that they all love their creations and are looking forward to playing them, let them stand. The best games come from players who adore their characters. Though its important for the GM to enjoy himself/herself you must remember that you’re only one of 7. The groups overall happiness is paramount. Now, assuming that you’re stuck with the gritty heroes… don’t fret. There are several ways to get around this; you’ll just have to be clever. Several good ideas are listed above… But what about this: You be the good guys. I think you might have a great opportunity to have a load of fun and perhaps teach your players the virtues of Truth and Justice… First, set up the game as if your players will be the primary heroes. Get them primed to fight the bad guys? Pump them up with bold threats from your villains even before they begin the game… Then hunker down and get ready to rock their world… With all the chips in your hand you can prepare for their failure as heroes. Make sure you have a good grasp of the legal system in your world. Be certain to come up with some great personalities for the District Attorney, a few cops, the Mayor, maybe a special crime-fighting organization like SHIELD (and more). Next make some fun villains. These guys should be tough and gruesome. Match the bloodlust of your heroes 1000 fold with bald-faced villainy. Call them by names like Gorecrow, Bludletter, Deathknell, Skinstripper, Bush, and any other nasty name you can think of. Back up those names with personalities that would make Jeffrey Dohmer cringe. The good guys will have NO problem offing these societal cancers. GREAT! Let ‘em at them!!! They'll love you for it! Then, as the heroes slowly dig their own grave, after Law officials and perhaps a few superheroes have warned them… It’s time for you to spring your trap. BOOM, the good guys attack. Perhaps the first wave is a 2nd rate team looking to make good on tackling this group of vigilantes. The come in after a warrant has been issued for one of the characters… he’s a murderer, regardless of how bad the creep he killed was. He must be brought in. Will they kill fellow heroes to escape? If so the game is ON!!!! Now YOUR heroes come after them wave after wave. Now it is THEY who are the villains. Got Psych Disads… I bet you do. USE THEM, mess with their minds. What if they turn themselves in? Be ready for this contingency as well. Maybe they’ll be hit by a wave of regret. So take them through the Legal process. Regardless of what some people might say such a string of adventures can be quite exciting if the GM is clever and well prepared. They will obviously go to ail… SUPERJAIL! Where they may meet other villains. Perhaps they’re busted out by a villain coalition (Viper?) and given an offer they can’t refuse (money, blackmail, threatened loved ones, etc) They’ll HAVE to accept. Then, as above… THE GAME IS ON!!! Okay, thanks for sticking with me this long. Here’s the big payoff: As hunted villains they’ll have to continuously fight to prove their innocence and heroic intent. As a GM you can weave a tapestry of lessons and interactions that TEACH them the values of heroism and self-sacrifice. If by the end of this they still want to play bad guys… so be it… THE GAME IS ON!!!!! But always remember… We play for the fun of it. Don’t make the game something they dislike.
  10. Re: Q: Move Through... with an LTD Thanks for all the help. You and the others have reaffirmed for me all that is good and right in Champions.
  11. Re: Q: Move Through... with an LTD Back on subject... For you stickler GMs out there... Would it be enough for Bastion to spend the points on... Multi Power (variable Special Effects) (limited to environment) - STR bought ranged and AE (Planes, Trains and Automobiles) - Force Wall (based on STR=total Def/Body) ("How about if I put this boulder in the way?) add powers ad nauseum... ???
  12. Re: Q: Move Through... with an LTD
  13. Re: Q: Move Through... with an LTD Thanks BoloOfEarth!!! I was wondering why no one had commented on the actual LTD to this point. Did I mention it was a '76? Y'know, the kind you could drive to a block party with a mariachi band comfortably utilizing the hood as a stage!!!!
  14. Re: Q: Move Through... with an LTD Thanks guys!!! Awesome of you to pitch in! Of course the "LTD bash" would be and attack of opportunity. I doubt that I'll be looking for parked cars during every adventure. However, my players (and myself) are quite seasoned and are VERY creative when it comes to game play. Utilizing a power "straight out of the box" actually only happens a little more than half the time. The other times characters are blowing up gas lines, toppling walls, knocking through streets to drop enemies to the sewers or subways, knocking down supports to bring the roof down, utilizing the environment with STR or TK attacks... it goes on and on. Add to that the powers these players come up with can be very complex and well crafted. I find this type of play much more gratifying than using standard powers exclusively. It makes me (as a GM) stay on my toes and really adds to the color of a combat (and the residual cost to the heroes due to civil law suits ) It's more fun when there's always a chance for destruction, personal property loss and unintentional injuries caused to innocent bystanders!
  15. Re: Q: Move Through... with an LTD Thanks Hyper-Man!!! Q: Then its always an attack action to grab something, like a gun on the ground, a cup of coffee or a pencil? A character can't just pick something up (like he can open a door) with casual STR? As for the AoE car attack... on page 253 (Weapon Size) the Hero 5th Edition rules say that something like a car or a tree trunk could be categorized for that attack as an AoE attack. It also gives a second option whereas the weapon can add OCV bonuses based on reverse target size. Are these rules eliminated or changed in The Ultimate Brick? As for the car taking the damage... Again the main rule book says that the weapon utilized to perform the attack takes the damage first. Is this rule changed in The Ultimate Brick? Thanks so much for your time!!!
  16. Re: Most Embarassing Champions Moment I don't know if it was embarrassing but... On one hand I had a player running a Martial Artist named Cricket. He was awesome and one of the few disciples of the mysterious Peacock Master... On the other I had an evil Asian cult whom had spent the last 1000 years trying to destroy the Peacock Master's guild. They called themselves the Death Wind clan. (All of this is in Mandarin Chinese so these translations are loose at best). The Death Wind had cultivated a young girl since birth to become their greatest assassin. Her name was Hemlock, protégé of the deadly Havoc (another female assassin). From here it's important that you know that both Cricket and Hemlock were teenagers!!! I spent a good 3 months building up a scenario that would eventually lead to a confrontation between Cricket and Hemlock, where I was certain that Cricket would be severely wounded or killed. Everything went as planned and the meet took place... Confronted by Hemlock and fearing for his life Cricket decided to do something that I never would have anticipated... Instead of fighting or fleeing, he pulled off his cowl, flashed a dazzling smile (he was quite comely) and asked Hemlock if she wanted to go get a slice of pizza!!! His presence attack worked and the two left for the nearest pizzeria to "get to know one another". Even though I was totally bamboozled, the unusual moment lead to years of great stories involving the two. Fantastic! To this day we refer to it as... Abort to Martial Date!
  17. Re: Q: Move Through... with an LTD C'mon... there has to be someone out there who can help.
  18. Re: Is there such a thing as TOO evil? Can a bad guy be too evil... I don't know. Did you enjoy the movie Seven? What about Silence of the Lambs? How about the evening news??? The Red Skull is no one you'd want to invite to a party. My group is made up entirely of 7-10 adults (average age is aound 30), male and female. I play a hardcore game (R rated at times). It's up to me as the GM to stir the player's imaginations, motivate them, and at times maybe even horrify them a bit. It's not enough to have a CvK and never be tempted to kill. It MUST come up or it's not a disadvantage.
  19. Just for clarification's sake, I was wondering if a few of you could help me out... My character: Bastion... is a "brick" (strong guy) with Growth and Density Increase. Dr. Sebastian Castle was a Physicist concentrating on Quantum chromodynamics, familiarly called QCD; the modern theory of the strong interaction at the sub-atomic level. Specifically Dr. Castle was working on high density QDC and the possibility of altering such primal forces. What he discovered would change his life FOREVER! The set up... 1. Bastion engages both his DI (30 pts) and Growth (30 pts) giving him a 75 STR. (His natural STR = 15) 2. He reaches over (with one hand) and grabs a pink Ford LTD (complete with curb feelers, fuzzy dice and a fur steering wheel) 3. He uses a full move (10") in a Move Through maneuver to smash himself (vehicle first) into Grond. Now the question... 1. Could the Grab maneuver be considered casual STR? 3. Would a hero with Growth and DI at Bastion's level still suffer the -5 STR penalty for 1 hand? (If not, how large does one need to be to loose the -5 penalty?) (How about against a normal person instead of a car?) 4. Is this an Area of Effect Move Through (2.5"x1")? 3. What is Bastions OCV penalty (assuming his velocity is 10 at impact and that he's not practiced in shoving cars into green behemoths)? 4. What is Bastion's DCV penalty? 5. What extra damage would the LTD lend to Bastion's natural 15d6 attack (14d6 if we penalize him for using one arm)? 6. Assuming Grond is knocked down, what damage does the LTD take? What if he's still standing? 7. After the LTD takes damage, what damage would get through to Bastion (With Grond knocked down and without)? 8. Anything else I should be aware of? I'm using 5th Edition rules. Any help would be greatly appreciated!
  20. Re: Iyo: The Most Underrated Or Underused Character In Comics How about the Creeper? It seems to me that he's become the king of cameo appearances. Are the folks at DC just trying to keep his copy write current? I'm also a big fan of Uncle Sam and the Freedom Fighters. I'd like to see them get some face time as well. Can anyone out there give me a definitive list of U.S.'s powers? Okay, maybe we fans could, but its obvious that very few comic book writers know what he's capable of. And now, I give you my most under rated character... Captain Marvel! Here's a guy that could be MUCH more than he is. I was very disappointed when they let him go from the JSA. Thank goodness there are some positive changes for Cap coming in 2005! Heck, I’ll throw out another… Captain Comet; the man born 100,000 years before his time! This guy is the first mutant of any kind in any universe. Stories involving him could be awesome, spanning the gulf between 4-color superhero comics and sci-fi pulp stories. I would LOVE to see him back in action. To date (since the 50s) his greatest achievement in comics was being the first hero to die at the gulag riots in Kingdom Come.
  21. GoldenAge

    Team Tactics

    Re: Team Tactics Grab (TK or otherwise) + Ranged Called Shot Head = unconscious opponent (assuming you're using called shots) Blinded Bad Guy + Ranged Called Shot Head = equally unconscious opponent A good Martial Artist with a high OCV and a good Brick with a competent grab make an awesome duo against just about any villain. Martial Artist holds action to match Bricks Speed - then POW! - Brick grabs/MA Called Shot Head (Bonuses in OCV both). That's x5 stun to whomever's head was on the wrong side of the Martial Artist's boot. "Boot to the head!" These types of attacks work wonderfully on prone opponents as well. If you can lay someone out, don't let them up. If you have AE and can make someone choose to take it or Dive for Cover (leaving them prone) take the shot, then... hit them while they're down! Bricks should never hit someone with their fists. Use BIG stuff to get bonuses to hit or maybe even Area of Effect cosmetics. (Work your GM!) The environment is a Brick's best friend! - At times this goes for TKers as well. I agree with almost everyone else. They call it teamwork so team up against the bad guys (if they are dumb enough to allow it and aren't doing the same thing to you!!!) Of course, this throws out the idea of sticking to a character concept that doesn't incorporate hard core fighting. Its funny, we rarely do these types of maneuvers in our game because the players are too busy playing their characters rather than trying to find the most brutal and fastest way to win. However, we did use them with great success against a rival Champions group when we went up against them in a "Mistaken Identity" scenario where all we had were players (14 of us in fact - 6 on 8) Needless to say each team was playing to win for bragging rights... and here I am bragging.
  22. Re: Quote of the Week from my gaming group... From a game I ran called "The Paladin Project" where the heroes were sponsored by the Catholic Church... "Badges!?! We don't need no stinkin' badges... We're organized religion!!!"
  23. Re: Any tips for high point characters? I've been GMing Champs since the late 80s. I've done everything from 100 point low level games and up, from Sci-Fi to full 4-Color superheroes... Not that I've done a great job all the time, but I have learned a few things. First, rather than setting point levels alone, you'll need to set power levels too. A clever player can take 250 points and create a monster! It's just as Derek said above. Second, keep the heroes guessing. Like Worldmaker says, sub plots and stories that run beneath the main plot line are the meat and potatoes that keep your campaign moving along smoothly. In addition, mix up your villains and their power levels. Many GM's match their villains with their heroes or make them much stronger. This leads to very exciting and drawn-out battles... fun stuff. But lets get a bit more sophisticated... There's no reason why a 150-point wannabe villain can't look REALLY menacing or dangerously influence the world. What then happens when the heroes let loose with all of their awesome might against this very impressive foe... only to accidentally KILL him in one blow. Wow, what a conundrum... now they're murderers. So, maybe next time they'll be more cautious... and that hesitation could be their downfall! Mix it up and be creative. Point levels will seem to dissolve and pure characters will emerge. Remember... points are only creation tools. The real campaign should be about characters. 2000-point characters in one game are still run by the same people who played in that 150-point game. It’s just as easy to enrage, frighten, and confuse them in one game as it is in the other. Work off of the PLAYERS feelings as well as their characters disadvantages. When I play a large campaign (say 400 points plus) I ask a bit more from the players. These characters are huge and should come with some baggage. Have them participate in the construction of their own environment. Complete histories including associations with people, places and things are a must. Usually, if the players put some time into it, they'll provide enough material to last a lifetime and in so doing will help you customize the campaign to them. A game is SO much better when the story is directly tied to the characters involved. Save the world… blah. Save your daughter from a bloody fate worse than death (and, perhaps, the world at the same time?)… now you’re getting somewhere. Tug on those heartstrings!!! Lastly, play loose. Know your world inside out and be able to adapt! These guys will have the power to significantly influence their environment. You’ll have to balance that with a bit more work and attention to detail. What is happening across town when the heroes choose to go the other direction? If the heroes defeat a significant threat who/what rushes in to fill the void? These guys aren’t operating in a vacuum. Your world is a living animal. It breathes and grows despite what the characters do to influence it. Oh, and as far as power becoming an issue over time… it can happen, but comic book characters are always in an evolutionary state. Often they loose or gain new abilities and motivations. Try this once in a while to keep them on their toes. But, if you do, remember to hold on the character's original concept… It’s their character, they’ve worked hard to make him/her and it’d be a shame to bastardize someone’s favorite creation in order to promote your own megalomaniac machinations. Enjoy!
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