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Grailknight

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Everything posted by Grailknight

  1. Just finished Calamity, the finale of Brandon Sanderson's Reckoners series. The book does not disappoint. It has a tight story with several plot reveals that shed light on the workings and history of the world without slowing the action or character development. Score it a 5 out of 5. A great setting if you want a post-apocalyptic Champions game.
  2. Aside from the munchkin aspects of selling down to 0, there should be consequences in play similar to 0's in other Characteristics. At 0 in other stats, a character needs to make a roll to act, is defenseless, exhausted or unconscious. 0 REC can't heal and 0 DEF objects will crumble under their own weight. Unless you come up with some similar problem, you shouldn't sell below 1. Dropping DCV to 0 is an option that is sometimes forced upon a character as part of another action or opponent's attack. I can't think of any reason to do it otherwise.
  3. You get lock-on but can't attack with anything else until your next phase and you have to maintain the Mind Scan. The target gets a breakout roll on their next phase. Even the EGO 10 minion has an 11 or less breakout roll vs that +30 command, a 62% chance you do nothing. Drain is only 10 AP per die in 6th. It is more devastating than ever with the changes to Characteristic costs and the fact that is ranged.
  4. At 90 points mentalists become more dangerous but not unmanageable. You get your first breakout roll on your phase after the attack and he can't attack the same phase as he locks on. A 10 Ego has a 9 or less roll, a 13 EGO has an 11 or less roll vs 9d6 and an 18 EGO has a 13 or less. So even low Ego targets have a chance and trained agents or villains can invest in 2 point levels with breakout rolls. I wouldn't do this often because 90 point powers should take out normals and agents. But they shouldn't be any more universally effective than an 18d6 blast or punch.
  5. Having run and played in these scenarios with Mentalists, I'll share some of the things I've seen used as solutions. Using 60 active points as the base. Drain Ego is a problem but that is common to any Characteristic Drain in 6th. Make EGO and PRE defensive powers to slow this. One-Way Mind Scan is 10 points/die. Unless he has cumulative that means he barely gets a +10 effect on a normal who gets an 11 or less breakout roll right away. EGO 13 impedes this power and Ego 18 shuts it down as they raise the threshold for +10 effect and the breakout roll is easier. Mental Blast is fine because Stun damage is universal. Just say No to any sort of Ranged Attackers who are invisible. .
  6. Transfer is much more complicated. It is now a compound Drain and Aid. It does however gain utility in detaching the fade rates of each.
  7. This version of Cat is easily my favorite character on the show.
  8. I liked this week's episode but now I can't stop wondering how many White Martians are out there.
  9. Those are what we always called "villain power sets". They're destructive and deadly but no hero could use them
  10. Well, the desert scenario has been done many times. Most famously in Dune and repeated in all the global warming books. The lack of water is the universal problem. If you have it food will come to it. The cold scenario has the problem of finding surviving plants in large enough concentration to sustain a life cycle. Finding an energy source or even just a reliable supply of fuel for fires will come next.
  11. If the second round is given +1 DC, then DC is no longer a function of KE. Maybe this means certain limitations reduce DC in your model? EDIT: Something is screwy. The system insists I am Grailknight, but I am Hugh Neilson.
  12. I can't disagree more about tone. The Supergirl character has been light romcom for most of the character's existence. Even the most recent series never go darker than teen angst/rebellion and for much of her career, her stories were young romance. The dumb stick is omnipresent in stories of any DCU character with superspeed. If Superman/Supergirl/Flash were run by genre wrecking gamers, then any villain they faced without a counter should wake up in jail asking who captured them. Kryptonians can scout a scene from 50,000 ft, observe powers, listen to plans swoop to attack before you can guess they are there. It's just that by genre conventions, only villains get to use their powers to the fullest consistently.
  13. Agreed, A good way to spend a night in a hospital gasping for breath.
  14. The sixth is blocked by the hand holding the knife.
  15. Sure as long as you are 0 DCV and don't take any damage.
  16. Winn: "Love will just hit you like Ka-pow!" Kara:(while leaving James' office) "Ka-pow."(to herself) Nothing definite, but mild foreshadowing is there. I didn't get "best buds" vibe either (that's her sister) but they were more like "work buds". Our impressions from their banter differ.
  17. Actually, the dialog implied that James Olsen was going to be her romantic interest. She opened up to Winn(RG1) because he is her best friend at work and she isn't shown to have a large social circle. She had just met James and her sister had just given her the a big downer lecture. I think that they want to avoid using Clark even over phone calls. The parents were there more as an Easter eggs than recurring characters.
  18. Watched the premiere and loved it. Yes it has some chic flick in it, but this is Supergirl. The character has a history of of chic flick dramedy. I think it will do fine with audiences of any gender.
  19. You actually have it correct, the effect of Gluttony's power is Extra-Dimensional Movement only on bitten targets. When he enrages, it becomes a 0-range, Area Effect Line. Things that are devoured in one piece remain whole and are held in an alternate dimension along with the fragments of things devoured piecemeal. There is an episode devoted to a Ed and Envy escaping after being caught in the area. Targets of the non-enraged power have large chunks "bitten" away, maimed by amputation if not killed outright. The only known defense is to not be hit. The problem is this that is a wonderful example of a plot device power that works in a narrative story but is not balanced in a game.
  20. A solution my group used in the past was to tie healing to Long Term Endurance. Magic could restore your BODY fairly easily and keep you from dying but too much could sap your reserves. Eventually you could get to the point of being too tired to fight and passing out from exertion. We used 1 LTE per 2 BODY taken and 1/1 in the case of disabling/impairing wounds.
  21. This is wonderful stuff. I smell Kickstarter.
  22. First off, unless the 2nd hero has a held action he just watches the victim fly by. Can't abort to an offensive action or act out of turn. If he has one he can attack the victim for 10d6 or Martial Throw him onto the nearest hard surface and add the KB together. If the attacker who did the 12" KB made an attack roll to strike the 2nd hero with the victim, he could perform the Martial Throw or another defensive action without a held action as an Abort.( If he misses they'll both take the 12" KB from the collision. Thanks buddy )
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