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Egyptoid got a reaction from Hermit in Teen Champions ideas "The Gallery: defenders of Schultztown"
Re: Teen Champions ideas "The Gallery: defenders of Schultztown"
visual style perhaps here ?
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Egyptoid got a reaction from Pariah in A DC Animated-style HeroMachine
Re: A DC Animated-style HeroMachine
and we're done: Centurions
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Egyptoid got a reaction from New Hero in Quote of the Week from my gaming group...
Re: Quote of the Week from my gaming group...
Death-Watch Space Marines
we're on a mission to accompany an Inquisitor, with two goals:
A) to protect him & his henchmen, and
bring back at least two prisoners back alive for interrogation.
Later, We are attacked by hordes of hybrids led by a magos (Old Genestealer Cult)
most of the squad goes left, and assaults down a hall as a group: big messy fight.
my devastator marine goes right, and covers the other hallway with Metal-Storm
bolter fire (area effect ammo) on the last roll of the damage, the dice went open-ended three times.
the templates scored 122 points of damage each (~12 points can kill a man)
and then the GM asked me to roll another dice (got 5 degrees of success)
roll again he says. (another great success)
My weapon hed laid down five AoE templates, and then the GM lays down 6 more.
turns out Some troopers in the enemy horde were carrying satchel charges,
and in the tearing of the Metal Storm, the dead man switches went off prematurely.
All told, 65 people died in one round, 55 on the right side,
and the right hallway collapsed, cutting off the right side advance completely.
at this point, the Inquisitor bleeps me on my communicator:
reminding me "Remember, Brother, we do need prisoners."
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Egyptoid got a reaction from New Hero in Quote of the Week from my gaming group...
Re: Quote of the Week from my gaming group...
Kingmaker Campaign in Pathfinder:
The dwarf cleric is the team diplomat, who attempts to calm a witch.
aided by the half-elf bard and the druid, The Bard and druid both roll Nat.20s on their helper
checks, but the dwarfs diplomacy roll is a natural 1.
The diplomacy fails, but at least the witch was not angered.
Moral of Story: never send a Dwarf to do an Elf's job.
We're building up our town in the Pathfinder system.
We had a castle, so First of course after that
was built the tavern, brewery and brothel.
We're trying to force the DM to prove to
us that you can't run a country on an Ale & Whores economic model.
Later the dwarf drunkenly reminds us that the portraying of his
people as lushes is an unfortunate and uncalled-for stereotype.
We got the nearby Kobold chieftain to join our side,
and in fact hired him as our assassin, thus giving him
a minor seat on our ruling council. The downside to this is
that now our brothel maintains a small contingent
of Kobold Hookers in case he's in a mood.
GM: the Plant-Monster has swallowed the Druid whole,
Bard it is your phase...
Bard: What else can I do? I drop the mother of all F-Bombs. @
Again we try to cajole the witch. We brought her a gift.
It was a Cauldron-2OOO, plus with the Brew-Master option kit,
and other accessories.
Our city is called the Barony of Tusk-Water.
Our heraldry has a razor-back on it.
Dwarf: what's the name of our place again?
Druid: Hogwart's
Bard: Boar's Head Tavern.
Wizard: Pig-Sty.
GM: Sigh.
An evil sneaky Treant was supposed to wreak havoc on us PCs.
Character cast detect plants. so we zeroed in on it with Druidic Gaydar.
Then to really tick off the DM, the sorceror got a critical hit with a ray,
and one-shotted the big beast, even before it could step out of hiding.
The GM notes that cantankerous Lizard-Men tribe are not simply barbaric cannibals,
since they do not eat reptilian people.
For a battle, the fighter goes down the line of PCs to receive his buffing up:
The players roleplayed this a tiny bit by getting the fighter's player attention,
raising their hand to him, and telling him what spell they just cast,
as he relinquishes his saving throw.
Cleric: Shield Other.
Fighter: Thanks.
Wizard: Bull Strength
Fighter: Thanks.
Druid: Barkskin.
Fighter: Thanks.
Sorceror:Cat's Grace
Fighter: Thanks.
Bard: Daze.
Fighter:
Note @: actually the Bard did more than nothing, he lassoed the Druid's foot,
thus making his recovery possible.
Also, Daze only lasts one phase, so the effects was just a joke.
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Egyptoid got a reaction from pinecone in Quote of the Week from my gaming group...
Re: Quote of the Week from my gaming group...
RIFTS
Our juicer is also a titan, so we had to get a bigger vehicle,
that we lovingly nicknamed the deuce-n-three-quarters
The super-mage was driving, and casting electrical attacks from the drivers seat:
Cyborg: now the whole truck smells like ozone.
Juicer: oh, I thought the cyborg had gas.
the Tech Wizard is ambushed by a pack of Psi-Stalkers, who creepily describe him as delicious.
other player: on the astral plane, your aura looks like a pack of smarties.[/url=http://www.candy.com/assets/images/venimg/cede%20candy/smarties.jpg]
Later in the combat, the Tech Wizard has completely run out of action points,
and is being dragged off the battlefield.
The GM suggested that, if it lives, he should rename his character Flaily McFailson.
My character is the roguish type, and has been stealing, looting, and palming items since our first adventure.
Our group is traveling to the next town, looking for our contact. Later on we come across a barricade across the road,
and our way is blocked by some gentlemen in armor. My character is in the back bed of the truck, resting.
The cyborg is negotiating with the men. I heard the GM say "There's a thief using this road" so, feeling paranoid,
I draw my matching pistols, and signal the juicer (also in back) that the shyte is about to hit the fan.
This being a post-apocalyptic wasteland, that there was a fight was no surprise, really.
But later the GM wondered why it had escalated so stinking quickly, he was genuinely curious.
It turns out he had actually said "There's a fee for using this road" and a simple bribe would have gotten us by.
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Egyptoid got a reaction from bigdamnhero in Quote of the Week from my gaming group...
Re: Quote of the Week from my gaming group...
Finally a real QOTW:
Weeks ago the hero team was encourage to spend points
on "Team" gear, espcially ways to communicate.
In the heat of the battle, the mindlink goes
down and Ohm the Energy Projector
tries to call up Arbiter the Mystic.
no dice. Ohm: "Didnt you get a radio yet ? "
Arbiter: "As I walk the halls of the Vishanti, many voices
of all shapes and colors reach out to me with many aromas.
I find it difficult to respond to all of them,
so I maintain my silence."
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Egyptoid got a reaction from L. Marcus in Complicate the Person Above
Re: Complicate the Person Above
L.Marcus anonymously writes the last page
editorials for EL CHAMPIONES magazine.
He gets the dish on all mutants, morphs, mystics, and anyone else in spandex.
His poison pen makes or breaks many a wanna-be hero,
and the shallow seek to curry his favor.
But this is his super-duper double-secret ID,
cause if some thugs knew who exactly had dissed
their powers, their costumes and their MOs,
they'd seek vengeance fer shure.
He writes the column on paper with pen,
because it leaves no electronic trail,
then its kept in a mayonaise jar underneath Takofanes front porch
for 3 days before delivery to the publishing house
by a non-gendered clone that can't be traced.
Then when the next issue hits the stands,
some super somewhere hits the roof, gai-ron-teed !
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Egyptoid got a reaction from Tiree in Quote of the Week from my gaming group...
sorry if I already posted this
At our FLGS, We had a 24-hour game-a-thon
to support the troops,
raising money for the USO.
At the half-way mark we called the gamers to order,
said a little prayer, and had a minute of silence for the fallen.
BUT, during the silence, a tomcat in the alley behind the store
was either killing or being killed, because the most horrible screeechy
caterwauling permeated the entire quiet game store.
It was awful, ruined the mood and would not stop,
made the 1 "minute" feel like sixty.
When the club president finally said amen, dutifully
at the end of the minute, my cousin said loudly into the
lull that followed:
Cat must've been a democrat.
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Egyptoid reacted to Cancer in Complicate the Person Above
Re: Complicate the Person Above
Roter Baron's secret shame is that by blood he is five-eighths Gascon French, only two-eights German, and the remainder is stinging nettle.
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Egyptoid got a reaction from Lethosos in Quote of the Week from my gaming group...
Re: Quote of the Week from my gaming group...
I am Jack's hardened PD.
I got one of these for my Champions game.
its imprinted NO WHINING
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Egyptoid got a reaction from James Gillen in A Thread for Random Musings
El Constitutionistas
Summary
J. Michael Waller, Ph.D., is the Center for Security Policy’s Vice President for Information Operations.
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Egyptoid got a reaction from hooligan x in Quote of the Week from my gaming group...
Re: Quote of the Week from my gaming group...
I am Jack's hardened PD.
I got one of these for my Champions game.
its imprinted NO WHINING
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Egyptoid got a reaction from Curufea in Luck System: Whimsy Cards
Two players in my game have the Luck Power.
(No-one has Unluck disad, but if they did
it would be the reverse of this system.)
Here's how I handle it.
At the beginning of the play session they roll
their Luck Dice, and count the body.
Then I hand them that many Cards from a special deck.
In addition, when I as the GM want to really get a character,
or its inappropriate for the villain to miss, I hand the target player
(any one, not just players with the luck power)
a card, and then I give the villain a re-roll.
This card is for future use, and cannot be used
in this particular scrape.
The cards may be used for several purposes:
- Re-Roll any failed dice roll.
- Force a re-roll on an enemy.
- nudge a success into a critical success.
- nudge an enemie's simple failure into a blunder (critical failure)
- Character may abort their phase to protect/help a desperate team-mate.
- use the flavor text on the card to alter flow of events.
For example, the players are in jail, without weapons.
they cannot defeat the tough guards.
Lucky Player hands me the "Misplaced Trust" card,
and voila, on the next shift, the guards are rank newbies.
Guards are beat up and players escape. (of course they're
still in prison garb and have no equipment)
Once in a fantasy hero game, the players wanted to
get in the fabled library of Alexandria.
But the permit to enter is a costly thing
(yes its a Library Card for Alexandria)
Rich Character ponies up the cash.
Religious Character gets a writ from his church.
Noble Character calls in a Favor.
Wizard Character trades in a magic bauble in trade for his card.
Thieving Character picks pockets to pay for his card.
Then we get to the dumb brick fighter.
Player plays the Pity card. So the clerk
just stamps out a free card for the poor semi-literate slob.
Cards can affect combat, role-play, storylines, and skills.
I pretty much ignore the "luck levels" in the Hero rulebook
unless the player hands me TWO cards at a time, when
they desperately want something to happen their way
Unused cards are handed back to GM at end of session,
unless very special circumstances in effect.
Players seem happy with it.
They control their luck, don't have to wait
on me to remember they are lucky.
And most all of them are good sports to play along
when I "screw them with a villain" but hand them a
luck card for later usage.
Here's some samples of the cards:
Abrupt Change of Events
Suddenly things are not happening the way they were a moment ago. Alliances switch, secrets are revealed, and new information surfaces.
Added Animosity
The ill-will between characters grows past current levels. This animosity can be openly expressed or harbored secretly in the heart.
Bad Tidings
Someone gets bad news. It might affect play or it might be news of distant and still important events.
Bizarre Coincidence
Two or more things come together against incredible odds. Old friends (and enemies) run into you in the supermarket, you just happen to have the rare item you need in your closet, etc.
Pity
Sympathetic sorrow for another person affects a character's actions. This pity might provoke action or merely set a mood.
Change of Heart
A character's feelings change and alter a decision. Pirates spare prisoners and hassled innkeepers decide to make room for you after all.
The cards are long out of print and I have made my own set,
even adding some of my own devising.
-
Egyptoid got a reaction from John Desmarais in Luck System: Whimsy Cards
Two players in my game have the Luck Power.
(No-one has Unluck disad, but if they did
it would be the reverse of this system.)
Here's how I handle it.
At the beginning of the play session they roll
their Luck Dice, and count the body.
Then I hand them that many Cards from a special deck.
In addition, when I as the GM want to really get a character,
or its inappropriate for the villain to miss, I hand the target player
(any one, not just players with the luck power)
a card, and then I give the villain a re-roll.
This card is for future use, and cannot be used
in this particular scrape.
The cards may be used for several purposes:
- Re-Roll any failed dice roll.
- Force a re-roll on an enemy.
- nudge a success into a critical success.
- nudge an enemie's simple failure into a blunder (critical failure)
- Character may abort their phase to protect/help a desperate team-mate.
- use the flavor text on the card to alter flow of events.
For example, the players are in jail, without weapons.
they cannot defeat the tough guards.
Lucky Player hands me the "Misplaced Trust" card,
and voila, on the next shift, the guards are rank newbies.
Guards are beat up and players escape. (of course they're
still in prison garb and have no equipment)
Once in a fantasy hero game, the players wanted to
get in the fabled library of Alexandria.
But the permit to enter is a costly thing
(yes its a Library Card for Alexandria)
Rich Character ponies up the cash.
Religious Character gets a writ from his church.
Noble Character calls in a Favor.
Wizard Character trades in a magic bauble in trade for his card.
Thieving Character picks pockets to pay for his card.
Then we get to the dumb brick fighter.
Player plays the Pity card. So the clerk
just stamps out a free card for the poor semi-literate slob.
Cards can affect combat, role-play, storylines, and skills.
I pretty much ignore the "luck levels" in the Hero rulebook
unless the player hands me TWO cards at a time, when
they desperately want something to happen their way
Unused cards are handed back to GM at end of session,
unless very special circumstances in effect.
Players seem happy with it.
They control their luck, don't have to wait
on me to remember they are lucky.
And most all of them are good sports to play along
when I "screw them with a villain" but hand them a
luck card for later usage.
Here's some samples of the cards:
Abrupt Change of Events
Suddenly things are not happening the way they were a moment ago. Alliances switch, secrets are revealed, and new information surfaces.
Added Animosity
The ill-will between characters grows past current levels. This animosity can be openly expressed or harbored secretly in the heart.
Bad Tidings
Someone gets bad news. It might affect play or it might be news of distant and still important events.
Bizarre Coincidence
Two or more things come together against incredible odds. Old friends (and enemies) run into you in the supermarket, you just happen to have the rare item you need in your closet, etc.
Pity
Sympathetic sorrow for another person affects a character's actions. This pity might provoke action or merely set a mood.
Change of Heart
A character's feelings change and alter a decision. Pirates spare prisoners and hassled innkeepers decide to make room for you after all.
The cards are long out of print and I have made my own set,
even adding some of my own devising.
-
Egyptoid got a reaction from death tribble in Quote of the Week from my gaming group...
Re: Quote of the Week from my gaming group...
from Fantasy Hero:
Phixus is a large dim-witted draconian fiend with teleport powers.
Hrundig is a viking outdoorsman.
Last week Phixus ate their horses.
[bAMF]
Phixus: Hi guys, whaz-zup?
Hrundig: oh lord not again.
Phixus: didja guys get your horses back ?
Hrundig: no, now go away !
Phixus: why I like you guys
Hrundig: Do you know how you do things, crazy things, and then don't remember them?
Phixus: yeah sometimes, I guess
Hrundig: Do you know Odin ?
Phixus: well not closely. but I been to Valhalla before.
Hrundig: You know how he's got that eye patch ?
Phixus: yeah, its cool.
Hrundig: he doesnt wear it because it's cool !
Phixus: really?
Hrundig: HE WEARS IT BECAUSE HE 'S ONLY GOT ONE EYE !
Phixus: really ?
Hrundig: YES YOU NINCOMPOOP
Phixus: why are you yelling at me !
Hrundig: Don't you know why he only has one eye?
Phixus: no ! (scared)
Hrundig: because you poked it out one time you clumsy oaf !
Phixus: no I didnt !
Hrundig: YES YOU DID
Phixus: I did ?
Hrundig: YES YOU DID
Phixus: But How ? I'd never do that to Odin, he's cool and wise and stuff !!
Hrundig: BUT THERE IT IS.
Phixus: No. (weeping) No. I'd never mean to do that, I'm so sorry.
Hrundig: You should apologize to him.
Phixus: Bwaahhaahhaa abwahahhaah (sobbing)
Hrundig: He's powerful, you should apologize to him.
Quickly, before he curses you.
Phixus: uhh, uhh, yeah. you're right. Yeah.
Hrundig: A humble apology just might save your sorry skin.
Phixus: Yeah ! Yeah ! they know me, they have to see it wasnt my fault !
Hrundig: It seems for the best, since he lost his eye and all.
Phixus: Yeah ! [bAMF]
Hrundig: Thank the gods he's gone.
Jennavel the sorceress has been watching this whole exchange, wide-eyed.
Jennavel: I don't know whether to applaud you or fear you.
What an incredible manipulative bastard you've turned into.
Hrundig: Well you don't eat a man's favorite horse.
Jennavel: Phixus can teleport wherever he likes you know.
Hrundig: So?
Jennavel: He doesnt teleport to places, he teleports to people.
If he wants to see Clyde, he justs poofs to where Clyde is,
whether Clyde is in the bathroom, at work, or if Clyde has died
and gone to Valhalla.
Hrundig: Oh. Is that bad ?
Jennavel: Could be. Normally one is not allowed to teleport to the hall of the gods.
Hrundig: Can't you just see it though?
Jennavel: What?
Hrundig: Here's Phixus, galloping up the rainbow bridge, and Heimdall just
cuts him down, yelling "Halt, Vile Intruder!" or something like that.
Jennavel: So you want Phixus dead, eh ?
Hrundig: do you know how much I paid for that horse?
Jennavel: Remind me never to get in your way again.
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Egyptoid got a reaction from TheTemplar in Quote of the Week from my gaming group...
Re: Quote of the Week from my gaming group...
from Fantasy Hero:
Phixus is a large dim-witted draconian fiend with teleport powers.
Hrundig is a viking outdoorsman.
Last week Phixus ate their horses.
[bAMF]
Phixus: Hi guys, whaz-zup?
Hrundig: oh lord not again.
Phixus: didja guys get your horses back ?
Hrundig: no, now go away !
Phixus: why I like you guys
Hrundig: Do you know how you do things, crazy things, and then don't remember them?
Phixus: yeah sometimes, I guess
Hrundig: Do you know Odin ?
Phixus: well not closely. but I been to Valhalla before.
Hrundig: You know how he's got that eye patch ?
Phixus: yeah, its cool.
Hrundig: he doesnt wear it because it's cool !
Phixus: really?
Hrundig: HE WEARS IT BECAUSE HE 'S ONLY GOT ONE EYE !
Phixus: really ?
Hrundig: YES YOU NINCOMPOOP
Phixus: why are you yelling at me !
Hrundig: Don't you know why he only has one eye?
Phixus: no ! (scared)
Hrundig: because you poked it out one time you clumsy oaf !
Phixus: no I didnt !
Hrundig: YES YOU DID
Phixus: I did ?
Hrundig: YES YOU DID
Phixus: But How ? I'd never do that to Odin, he's cool and wise and stuff !!
Hrundig: BUT THERE IT IS.
Phixus: No. (weeping) No. I'd never mean to do that, I'm so sorry.
Hrundig: You should apologize to him.
Phixus: Bwaahhaahhaa abwahahhaah (sobbing)
Hrundig: He's powerful, you should apologize to him.
Quickly, before he curses you.
Phixus: uhh, uhh, yeah. you're right. Yeah.
Hrundig: A humble apology just might save your sorry skin.
Phixus: Yeah ! Yeah ! they know me, they have to see it wasnt my fault !
Hrundig: It seems for the best, since he lost his eye and all.
Phixus: Yeah ! [bAMF]
Hrundig: Thank the gods he's gone.
Jennavel the sorceress has been watching this whole exchange, wide-eyed.
Jennavel: I don't know whether to applaud you or fear you.
What an incredible manipulative bastard you've turned into.
Hrundig: Well you don't eat a man's favorite horse.
Jennavel: Phixus can teleport wherever he likes you know.
Hrundig: So?
Jennavel: He doesnt teleport to places, he teleports to people.
If he wants to see Clyde, he justs poofs to where Clyde is,
whether Clyde is in the bathroom, at work, or if Clyde has died
and gone to Valhalla.
Hrundig: Oh. Is that bad ?
Jennavel: Could be. Normally one is not allowed to teleport to the hall of the gods.
Hrundig: Can't you just see it though?
Jennavel: What?
Hrundig: Here's Phixus, galloping up the rainbow bridge, and Heimdall just
cuts him down, yelling "Halt, Vile Intruder!" or something like that.
Jennavel: So you want Phixus dead, eh ?
Hrundig: do you know how much I paid for that horse?
Jennavel: Remind me never to get in your way again.
-
Egyptoid got a reaction from prestidigitator in Luck System: Whimsy Cards
Two players in my game have the Luck Power.
(No-one has Unluck disad, but if they did
it would be the reverse of this system.)
Here's how I handle it.
At the beginning of the play session they roll
their Luck Dice, and count the body.
Then I hand them that many Cards from a special deck.
In addition, when I as the GM want to really get a character,
or its inappropriate for the villain to miss, I hand the target player
(any one, not just players with the luck power)
a card, and then I give the villain a re-roll.
This card is for future use, and cannot be used
in this particular scrape.
The cards may be used for several purposes:
- Re-Roll any failed dice roll.
- Force a re-roll on an enemy.
- nudge a success into a critical success.
- nudge an enemie's simple failure into a blunder (critical failure)
- Character may abort their phase to protect/help a desperate team-mate.
- use the flavor text on the card to alter flow of events.
For example, the players are in jail, without weapons.
they cannot defeat the tough guards.
Lucky Player hands me the "Misplaced Trust" card,
and voila, on the next shift, the guards are rank newbies.
Guards are beat up and players escape. (of course they're
still in prison garb and have no equipment)
Once in a fantasy hero game, the players wanted to
get in the fabled library of Alexandria.
But the permit to enter is a costly thing
(yes its a Library Card for Alexandria)
Rich Character ponies up the cash.
Religious Character gets a writ from his church.
Noble Character calls in a Favor.
Wizard Character trades in a magic bauble in trade for his card.
Thieving Character picks pockets to pay for his card.
Then we get to the dumb brick fighter.
Player plays the Pity card. So the clerk
just stamps out a free card for the poor semi-literate slob.
Cards can affect combat, role-play, storylines, and skills.
I pretty much ignore the "luck levels" in the Hero rulebook
unless the player hands me TWO cards at a time, when
they desperately want something to happen their way
Unused cards are handed back to GM at end of session,
unless very special circumstances in effect.
Players seem happy with it.
They control their luck, don't have to wait
on me to remember they are lucky.
And most all of them are good sports to play along
when I "screw them with a villain" but hand them a
luck card for later usage.
Here's some samples of the cards:
Abrupt Change of Events
Suddenly things are not happening the way they were a moment ago. Alliances switch, secrets are revealed, and new information surfaces.
Added Animosity
The ill-will between characters grows past current levels. This animosity can be openly expressed or harbored secretly in the heart.
Bad Tidings
Someone gets bad news. It might affect play or it might be news of distant and still important events.
Bizarre Coincidence
Two or more things come together against incredible odds. Old friends (and enemies) run into you in the supermarket, you just happen to have the rare item you need in your closet, etc.
Pity
Sympathetic sorrow for another person affects a character's actions. This pity might provoke action or merely set a mood.
Change of Heart
A character's feelings change and alter a decision. Pirates spare prisoners and hassled innkeepers decide to make room for you after all.
The cards are long out of print and I have made my own set,
even adding some of my own devising.
-
Egyptoid got a reaction from radioKAOS in Luck System: Whimsy Cards
Two players in my game have the Luck Power.
(No-one has Unluck disad, but if they did
it would be the reverse of this system.)
Here's how I handle it.
At the beginning of the play session they roll
their Luck Dice, and count the body.
Then I hand them that many Cards from a special deck.
In addition, when I as the GM want to really get a character,
or its inappropriate for the villain to miss, I hand the target player
(any one, not just players with the luck power)
a card, and then I give the villain a re-roll.
This card is for future use, and cannot be used
in this particular scrape.
The cards may be used for several purposes:
- Re-Roll any failed dice roll.
- Force a re-roll on an enemy.
- nudge a success into a critical success.
- nudge an enemie's simple failure into a blunder (critical failure)
- Character may abort their phase to protect/help a desperate team-mate.
- use the flavor text on the card to alter flow of events.
For example, the players are in jail, without weapons.
they cannot defeat the tough guards.
Lucky Player hands me the "Misplaced Trust" card,
and voila, on the next shift, the guards are rank newbies.
Guards are beat up and players escape. (of course they're
still in prison garb and have no equipment)
Once in a fantasy hero game, the players wanted to
get in the fabled library of Alexandria.
But the permit to enter is a costly thing
(yes its a Library Card for Alexandria)
Rich Character ponies up the cash.
Religious Character gets a writ from his church.
Noble Character calls in a Favor.
Wizard Character trades in a magic bauble in trade for his card.
Thieving Character picks pockets to pay for his card.
Then we get to the dumb brick fighter.
Player plays the Pity card. So the clerk
just stamps out a free card for the poor semi-literate slob.
Cards can affect combat, role-play, storylines, and skills.
I pretty much ignore the "luck levels" in the Hero rulebook
unless the player hands me TWO cards at a time, when
they desperately want something to happen their way
Unused cards are handed back to GM at end of session,
unless very special circumstances in effect.
Players seem happy with it.
They control their luck, don't have to wait
on me to remember they are lucky.
And most all of them are good sports to play along
when I "screw them with a villain" but hand them a
luck card for later usage.
Here's some samples of the cards:
Abrupt Change of Events
Suddenly things are not happening the way they were a moment ago. Alliances switch, secrets are revealed, and new information surfaces.
Added Animosity
The ill-will between characters grows past current levels. This animosity can be openly expressed or harbored secretly in the heart.
Bad Tidings
Someone gets bad news. It might affect play or it might be news of distant and still important events.
Bizarre Coincidence
Two or more things come together against incredible odds. Old friends (and enemies) run into you in the supermarket, you just happen to have the rare item you need in your closet, etc.
Pity
Sympathetic sorrow for another person affects a character's actions. This pity might provoke action or merely set a mood.
Change of Heart
A character's feelings change and alter a decision. Pirates spare prisoners and hassled innkeepers decide to make room for you after all.
The cards are long out of print and I have made my own set,
even adding some of my own devising.
-
Egyptoid got a reaction from Dust Raven in Luck System: Whimsy Cards
Two players in my game have the Luck Power.
(No-one has Unluck disad, but if they did
it would be the reverse of this system.)
Here's how I handle it.
At the beginning of the play session they roll
their Luck Dice, and count the body.
Then I hand them that many Cards from a special deck.
In addition, when I as the GM want to really get a character,
or its inappropriate for the villain to miss, I hand the target player
(any one, not just players with the luck power)
a card, and then I give the villain a re-roll.
This card is for future use, and cannot be used
in this particular scrape.
The cards may be used for several purposes:
- Re-Roll any failed dice roll.
- Force a re-roll on an enemy.
- nudge a success into a critical success.
- nudge an enemie's simple failure into a blunder (critical failure)
- Character may abort their phase to protect/help a desperate team-mate.
- use the flavor text on the card to alter flow of events.
For example, the players are in jail, without weapons.
they cannot defeat the tough guards.
Lucky Player hands me the "Misplaced Trust" card,
and voila, on the next shift, the guards are rank newbies.
Guards are beat up and players escape. (of course they're
still in prison garb and have no equipment)
Once in a fantasy hero game, the players wanted to
get in the fabled library of Alexandria.
But the permit to enter is a costly thing
(yes its a Library Card for Alexandria)
Rich Character ponies up the cash.
Religious Character gets a writ from his church.
Noble Character calls in a Favor.
Wizard Character trades in a magic bauble in trade for his card.
Thieving Character picks pockets to pay for his card.
Then we get to the dumb brick fighter.
Player plays the Pity card. So the clerk
just stamps out a free card for the poor semi-literate slob.
Cards can affect combat, role-play, storylines, and skills.
I pretty much ignore the "luck levels" in the Hero rulebook
unless the player hands me TWO cards at a time, when
they desperately want something to happen their way
Unused cards are handed back to GM at end of session,
unless very special circumstances in effect.
Players seem happy with it.
They control their luck, don't have to wait
on me to remember they are lucky.
And most all of them are good sports to play along
when I "screw them with a villain" but hand them a
luck card for later usage.
Here's some samples of the cards:
Abrupt Change of Events
Suddenly things are not happening the way they were a moment ago. Alliances switch, secrets are revealed, and new information surfaces.
Added Animosity
The ill-will between characters grows past current levels. This animosity can be openly expressed or harbored secretly in the heart.
Bad Tidings
Someone gets bad news. It might affect play or it might be news of distant and still important events.
Bizarre Coincidence
Two or more things come together against incredible odds. Old friends (and enemies) run into you in the supermarket, you just happen to have the rare item you need in your closet, etc.
Pity
Sympathetic sorrow for another person affects a character's actions. This pity might provoke action or merely set a mood.
Change of Heart
A character's feelings change and alter a decision. Pirates spare prisoners and hassled innkeepers decide to make room for you after all.
The cards are long out of print and I have made my own set,
even adding some of my own devising.
-
Egyptoid got a reaction from Hierax in Luck System: Whimsy Cards
Two players in my game have the Luck Power.
(No-one has Unluck disad, but if they did
it would be the reverse of this system.)
Here's how I handle it.
At the beginning of the play session they roll
their Luck Dice, and count the body.
Then I hand them that many Cards from a special deck.
In addition, when I as the GM want to really get a character,
or its inappropriate for the villain to miss, I hand the target player
(any one, not just players with the luck power)
a card, and then I give the villain a re-roll.
This card is for future use, and cannot be used
in this particular scrape.
The cards may be used for several purposes:
- Re-Roll any failed dice roll.
- Force a re-roll on an enemy.
- nudge a success into a critical success.
- nudge an enemie's simple failure into a blunder (critical failure)
- Character may abort their phase to protect/help a desperate team-mate.
- use the flavor text on the card to alter flow of events.
For example, the players are in jail, without weapons.
they cannot defeat the tough guards.
Lucky Player hands me the "Misplaced Trust" card,
and voila, on the next shift, the guards are rank newbies.
Guards are beat up and players escape. (of course they're
still in prison garb and have no equipment)
Once in a fantasy hero game, the players wanted to
get in the fabled library of Alexandria.
But the permit to enter is a costly thing
(yes its a Library Card for Alexandria)
Rich Character ponies up the cash.
Religious Character gets a writ from his church.
Noble Character calls in a Favor.
Wizard Character trades in a magic bauble in trade for his card.
Thieving Character picks pockets to pay for his card.
Then we get to the dumb brick fighter.
Player plays the Pity card. So the clerk
just stamps out a free card for the poor semi-literate slob.
Cards can affect combat, role-play, storylines, and skills.
I pretty much ignore the "luck levels" in the Hero rulebook
unless the player hands me TWO cards at a time, when
they desperately want something to happen their way
Unused cards are handed back to GM at end of session,
unless very special circumstances in effect.
Players seem happy with it.
They control their luck, don't have to wait
on me to remember they are lucky.
And most all of them are good sports to play along
when I "screw them with a villain" but hand them a
luck card for later usage.
Here's some samples of the cards:
Abrupt Change of Events
Suddenly things are not happening the way they were a moment ago. Alliances switch, secrets are revealed, and new information surfaces.
Added Animosity
The ill-will between characters grows past current levels. This animosity can be openly expressed or harbored secretly in the heart.
Bad Tidings
Someone gets bad news. It might affect play or it might be news of distant and still important events.
Bizarre Coincidence
Two or more things come together against incredible odds. Old friends (and enemies) run into you in the supermarket, you just happen to have the rare item you need in your closet, etc.
Pity
Sympathetic sorrow for another person affects a character's actions. This pity might provoke action or merely set a mood.
Change of Heart
A character's feelings change and alter a decision. Pirates spare prisoners and hassled innkeepers decide to make room for you after all.
The cards are long out of print and I have made my own set,
even adding some of my own devising.
-
Egyptoid got a reaction from zornwil in Longest Running Thread EVER
Re: Longest Running Thread EVER
Here Ya Go Zornwil:
-
Egyptoid got a reaction from lemming in Longest Running Thread EVER
Re: Longest Running Thread EVER
Here Ya Go Zornwil:
-
Egyptoid got a reaction from bigdamnhero in Quote of the Week from my gaming group...
Re: Quote of the Week from my gaming group...
From my weekly hero game, LCotMU:
All the heroes come from an asylum, they've been
raised by the state and are slowly being reintegrated
and rehabilitated for society.
therefore, I told players to buy psych disads appropriately.
So on intro night, I went through everyone's disads,
and all were sufficently edgy. Until we get to the energy projector...
GM: What are your psych problems?
EP: Well I've got code against killing, and I'm commited to
truth, justice and the american way.
GM: Congratulations, you've been released from the asylum, fully healed.
Now make up a new character . . .
-
Egyptoid got a reaction from zornwil in Longest Running Thread EVER
Re: Longest Running Thread EVER
you don't get it.
Zornwil is ALIEN.
his brain doesnt even work in ways you can imagine.
you're not gonna know what he means or what he's after,
till ya buy some skill levels in Zornwil.
-
Egyptoid got a reaction from gewing in Quote of the Week from my gaming group...
Re: Quote of the Week from my gaming group...
Elasti-Man is wrestling a necromancer into submission.
EM has powers terribly similar to plastic man of the JLA.
his player tells the GM: "each round I form a different item
from Black-n-Decker, and then try it on his head"
round one: belt-sander, necromancer still conscious.
round two: power saw, necromancer taking stun.
round three: nailer, necromancer KOed.
E-Man tells the team: Nail-Gun Noogie gets'em every time!