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Duke Bushido

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Everything posted by Duke Bushido

  1. Re: How much attention do you give to powers' Senses visibility rules?
  2. Re: Overwhelming PRE attacks There are indeed a lot of great answers on this thread-- interesting dillema you're in as well; generally pwer level problems revolve around damage! Before implementing any of the other ideas in this thread, I think I'd try talking to the players first as many have suggested. If that doesn't work, then go into some of the ideas presented. Start with the mechanical suggestions such as opponents who don't respond to PRE, modifiers to the roll, etc. I really would save 'punishing' the players as an absolute last resort; it's no fun for you or them, and can leave a sour taste in all y'alls mouths. Good luck. Duke
  3. Re: from little plot seeds, mighty games do grow: Share you ideas! _The Origin_ One or more of the heroes is inside a bank at a very busy time. A fit young man in construction garb snaps his cell phone shut and moves to a corner, distracted. Suddenly he begins to moan, then his body quivers and writhes-- his clothes tear apart as he 'hulks out', roaring and yelling at everyone to get out of the bank. He gets bigger and more muscular, layers of bone tear through his flesh and spread into armored plates; bony claws grow from his fingers; his teeth become enormous tusk-like fangs....... I've used variations on this in the past for intro sequences with new players. The key here is to play up the panic and keep the players guessing. They are witnessing the first manifestation of this man's powers; he is as scared as the people in the bank. How will the heroes react? Attack, and thus create a new villain (there us a news crew filming a ceremony across the street. The panic will attract them)? Try to help him and gain a one-day ally? The way he is handled in this scenario should directly affect how he uses his powers from this day on.
  4. Re: Building a Super-History... The all-female supers sounds quite intriguing, actually. I'd almost relocate to find out what that's all about! I don't have any specific build ideas for you, but maybe something to keep in mind. In my early days behind the screen, I wanted more than anything to have a vibrant, living world in which the characters existed. But I wasn't really ready to pull it off. In fact, the players eventually learned that there was no such thing as a 'backdrop' character. If the character made an appearance for any reason, or if he was fleshed out any more than 'a group of jump-suited men struggle with a piano at the back of the truck,' the players would invariably investigate the character, and of course would prematurely uncover whatever little things I was trying to set in motion. While I was able at all times to 'cover' and keep things fresh and lively, it was a bit frustrating on two levels: First, it was difficult to build any over-arching or long-term plots and drop hints. Nothing was left to fester, so to speak. Second, it demonstrated that I needed to work on really adding a vibrant world that existed long before the characters did-- powerful people, homeless vagrants, events that were already in full-swing. To that end, I began to institute what my players have come to refer to as 'wierds.' There is a Celtic name for unusual, one-of-a-kind phenomena; stuff that appears, can be observed to happen, and may or may not happen again, but is of little or no consequence. I can't remember that word (to my shame), but that is what the 'wierds' are, essentially. In short, get into the habit of creating things soley for the purpose of creating them-- characters who will be seen, possibly interacted with, but who have no bearing whatsover to the story. Events-- possibly even suspicious or mystical-- that will defy any attempt at persual, or at least yield mundane or otherwise unsatisfying results. Don't disappoint the players, just let them come to realize that they live in a big, big world. A personal favorite for supers campaigns is the occasional person with one or two powers who opts to not don a costume but instead manages a chain of grocery stores. He doesn't own it; he just works there. An earthquake or meteor strike or some other event that has come to be synonymous with action and origin stories instead turns out to be an unfortunate coincidence, no big deal. (If the players are disappointed, perhaps you can work in a scenario where they can save someone put at risk by the event, but nothing really spectacular results from the event itself). In fact, I think I'm going to borrow one of Sean's toss-out examples, if he will let me, of a background character-- possibly a hitch-hiker with no goals or impact on the story-- who learns that he simply doesn't take damage while on a road. Nothing that goes anywhere, just something they can investigate or not, I also can't recommend enough a regular-- perhaps game-time 'daily' set of news blurbs. Things that you are prepared for them to take a peek at, but generally nothing unusual. This has two effects: The players come to both enjoy exploring their world between missions, and they accept that not everything is plot-related. It actually helps to keep them from assuming that they are in some way trying to 'thwart' you as the GM. And it adds a bit of mystery and role-play opportunities. By keeping a steady stream of new input flowing, they do not assume that every little thing is a clue that must be followed. By the way, this makes discovering and connecting clues more fun for you and your players. And it gives you the satisfaction of dropping hints of some master plan and leaving it up to them PCs to figure out what's going on. Just as a for-instance in the world history you're building, have some small, secret, private firm win a huge government grant to study the relationship between the dwindling number of pirates and global warming. Get it on the news for a couple of days. Maybe it's some college kids betting that they could scam Uncle Sam; maybe it's a secret government pay-off to another government (or even VIPER), or maybe it's just some bunch of nuts that convinced a bunch of Congressmen that there may well be a connection. You decide. The big stuff is important for the story, but lots and lots of little stuff builds the world. Good luck, and if I come up with anything that seems useful, I'll be happy to chime up. Oh! How about a 'used character' drive? Maybe get friends and forum members to submit characters from past campaigns that you can use as NPCs or villains in your new world? Maybe just reading some of the backstories will give you some ideas for your new setting. Just a thought. Duke
  5. Re: How much attention do you give to powers' Senses visibility rules? Will do, once the moving and unpacking are all done. I think I'm going to give him Taste: Targetting, too.... If he can taste it, he can hit it! Why, I might even make it Ranged if I'm feeling generous! Thanks folks.
  6. Re: How much attention do you give to powers' Senses visibility rules?
  7. Re: How much attention do you give to powers' Senses visibility rules? Yes, in addition to the Three Senses already required; I should have been more clear. Abstract ConceptionMan has, over the years (along with HeroMan and SidekickBoy) become sort of a 'proving ground' our group uses to both beta-test unusual constructs and to determine if something is "too meta-game" or "too unregulated" to work sensibly for us. During the course of this thread, I was wondering what a power 'visible to Detect', where 'Detect' is infinite by ommission of restriction, would be like. More a thought exercise than an actual plan. (Though I might add it to his character sheet!)
  8. Re: New Power: Desolidification HA! I think I have had my mutation and been blessed with the ability to rep now. You get one for maintaining you humility!
  9. Re: Manipulating opponent position in combat - how? I don't have Ninja Hero, but after reading Surbrook's reply, I wish I did (I have really GOT to get a better local vendor! Grrrr!). I agree with him completely-- and to take it further, I think I'd allows that any move with an actual movement as part of its description such as throws or dodges or possibly even various grappling moves allows the character to place himself (or his target, in some cases) in an adjacent hex. I know that the rules allow you melee in adjoined hexes already; let me explain a bit: In the center two characters are slugging it out in adjacent hexes. Hero makes a "Grab" maneuver, during which he has stepped to the side of his opponent. Say he has gone from the opponent's hex's 3:00 to the 2:00 hex. Villain breaks free, and lunges for Hero, who aborts to a Dodge. In the process of the Dodge, he now has, at his option, the choice of either exchanging hexes with Villain or having 'lead' Villain (via the Dodge) to another hex adjacent to both of their starting positions. Villain then turns and Throws Hero. In the Dodge, Hero was 'leading' villain, but in the Throw, Hero is completely at Villain's mercy, and so Villain may 'throw' Hero into any hex adjacent to his own. Keep in mind that this movement is entirely cinematic, and you may even require certain skill rolls be successful to allow each move, or perhaps allow other skill rolls to prevent being placed at a disadvantage (something based on Combat Sense, etc, should work nicely). Don't let the dance become free movement, however. I wouldn't asses any half-phase penalties, as it is merely a 'side affect' or even just a part of combat. But I certainly wouldn't allow any actual movement that started or ended with such a shift. I don't know if this is what you are looking for, but it is completely workable. One of my players ran our group through a short-arc campaign that was essentially an emulation of the fighting genre video games (Street Fighter, Fatal Fury, etc) a few years back, and we had a blast. Duke
  10. Re: New Option for Vehicle Combat I'm with P on this; I've always assumed that since vehicles and buildings and the like take no Stun, they were pretty effective Stun barriers until their Body was run through. I didn't let the Stun just waft in through the vents if the Body was in tact. Cool idea though; it may work well for other kinds of things.
  11. Re: Overwhelming PRE attacks Beat me to it! My group introduced 'Presence Defense' as a characteristic several years ago, simply because it was an easy concept to juggle and we got tired or writing "Only to protect against Pre attacks (-1)" every time a character wanted it. And yes, it's insanely cheap, and it gives a very nice simulation of the true 'career thug.' While he himself may not be the most awe-inspiring person (say PRE 13-15), he has been around a long time, seen a lot of things, and been truly trounced by people far better than the guy trying to scare him now. It's very nice for that. The "Berserk when confounded/frightened/otherwise PRE Attacked" was something I was going to suggest as well. Keep in mind that while your players are teaching the badguys the error of their ways, they are also learning how to actually _be_ heroes. I don't like to make things overwhelming for my players, but I do like for them to understand that as the 'good guys,' they have to consider all their actions, and act responsibly. Realistically, a waterfront wharf, gaurded by a dozen well-armed henchmen, is going to have at least a few innocents (night gaurd, midnight anglers, mook short-cutting home from his second job). When you've got a dozen armed men, keyed up with adreneline, and up pops Johnny Shinytights, big and bold as all creation, at least one guy is going to pop of a round or two, even if by accident. A slew of proffessional toughs may spray off a wave or two of lead trying to buy a second to get their wits together (even if they will ultimately be cowed; there is pure adreneline and shock to consider). Suppose someone were to get hurt-- or possibly killed-- as a direct result of 'heroic arrogance?' I really like some of the ideas presented by all the above posters-- from automatons to simply raising the bar for opponents, and in particular the 'pitfalls' of a high PRE score. (though if you want to lay that one on too heavy, you might consider forcing a Disadvantage for a PRE above say 30), and I think you should consider them. But focus also on Prestidigitator's (-please- tell me I spelled that right) ideas of PRE Defense, and focus on the possible backlashes of startled goons. No two people are completely alike, so it is not unreasonable that someone is going to react slightly differently than the chart says they will. While we have never had a regular problem with repeated high PAs, we do have some regular rules governing their use that may give you some ideas: 1) Whenever the target has faced that Hero before, the Hero takes a modifier to his PA: right away, -1d6 per previous encounter. This is to reflect that the target has become more familiar with the tactics of the Hero, and like any celebrity, they are always a bit less intimidating once you 'know' them. Besides, it's hard to have an arch-nemesis who is repeatedly running away on a trail of urine every time you show up. This works well for goons, too. There is a certain element who is simply attracted to the 'easy pickin's' lifestyle of henching for a supervillain. You'll likely meet the same goon now and again. (I recommend the old 'Agent Control Sheets' for listing exposure histories of goons) 2)If the target has ever escaped from the Hero, that's another -1d6 per escape. The taget knows that the Hero is not as infallable as the PA might suggest. 3)If the previous encounters with the Hero ended non-violently (say, instant cowing by a PA) or the target has never seen genuine violence from the Hero against a goon or other peer of the target, -1d6 to -3d6. 4)If the Hero is rumored or repped to have a Code v Killing, -3d6 or divide the total dice remaining after above modifiers for the PA in half (whichever is least) 5)if the target knows for an absolute fact that the Hero has a Code v Kiling, -5d6 or divide the total dice remaining after above modifiers for the PA in half (whichever is greater). It's hard for a proffessional tough guy to fear for his life when he knows his life is not in the least bit of danger). No modifiers from the above guidelines (save #5) can ever reduce a PA to less than 2d6 effectiveness. Even on a bad day, a super should be able to draw approval from an average citizen. Of course, there are modifiers the otherway-- I hope that something up there can help you. Duke
  12. Re: How much attention do you give to powers' Senses visibility rules? Odd thought: for those of you who are flexible in your determination of what senses and how many, how do you feel about Abstract Concept Man building a power that is easily percieveable to the 'Detect' Group?
  13. Re: If you hate Killing Attacks, how would you replace them? Sorry-- It was certainly not my intention to either put words in your mouth or to offend you. Just wanted to step up and appologize if you feel I've done either. Certainly, my comments were as easily out of line as any other's could have been. My bad. And back to the game! Where the issues you had all Stun Lotto related, or were they more conceptual?
  14. Re: New Power: Invulnerability I know it probably doesn't seem like much to you, but I think this is the best-thought out explanation I've heard for not adjusting powers to the campaign. While I have always known that advantages and limitations should (and do) fluctuate to match the campaign, it simply never struck me that done correctly _that should be sufficient!_ Thanks! Like Sean said: sometimes the simple way is the best way! Duke
  15. Re: "Running Systems" off of an END Reserve You know, I haven't seen a lot of DragonBall Z (that is where 'saiyin' comes from, correct?), but what I _have_ seen of it makes me think that your example is pretty much dead-on for it.......
  16. Re: How much attention do you give to powers' Senses visibility rules? I've made public my own way of dealing with the '3 senses' rules, but I would like to mention that every single time the rulebook refers to a sense as a singular sensory ability, it goes to a great deal of trouble to explain that it does _not_ mean every sense in that sense group. During the rules section covering the '3 senses' rules, no such effort is ever made except for discussing the particulars on the IPE advantage. That alone, to me, would indicate that the book does very much mean the entire sense group. (which I happily ignore). Duke
  17. Re: If you hate Killing Attacks, how would you replace them? Everything is relative. Maybe I've outlived the ethics under which I was raised, but if you're second example was the 'noun form' of your synonym for 'complain,' then I prefer it edited anyway; I find it to be one of the absolute most offensive things that can be said in the english language. As for the set stun multiplier-- yes, it solved most all the complaints. People now only use it to build truly lethal attacks; no one gets it for the Stun Lotto, ignoring all the damage they are doing with the BODY. But we use a x2 multiplier. and I've considered a x1.5 for some constructs.
  18. Re: Question for you Traveller fans. YO!
  19. Re: Wwyddiyryc? Hmmm...... Sorry-- I just wanted to think about this for a minute. Given what you've said about the current characters and the current players, the idea of simply vilifying the current supers and starting new ones in the same world has a lot of merit. If you're players actually _do_ want to play heroes-- and that's "heroes" with a capital "noble good guys," then this setting sounds tailor-made for them to prove themselves. Not only can they attempt to do good works, they have the added challenge of demonstrating to the public that they _are_ the good guys, and that supers are not so different in that they come in good guy and bad guy. They prove themselves to you, themselves, and the world at large. And at the end, they get to stop the world's first supremecist super villains! Sounds good to me! Duke
  20. Re: Curious of Other Opins Agreed with Sean and Hugh completely. My punitive suggestion was for humorous purposes only; sorry if that wasn't clear. I only suggested any punitive measures in the event that the player had an obvious intention to 'get around' some other existing rules or constructs. If the player and the GM are both agreed on how the construct works and the GM feels that it is not unbalancing or simply a 'dirty trick' then there is no reason that it shouldn't be allowed to stand. (unless, as I stated, it is more accurately represented by existing abilities.) But I still have the issue with doing all that on one Detect as opposed to one for each. And if the player intends to use his 'Detect Solid Objects' in a combat situation, he might do well to buy it Targeting as well. Guess I've already blow my 'makes good sense' disguise, and after only 30-odd posts. On the plus side, the pressure's off! Duke
  21. Re: New Power: Invulnerability heh heh heh --- "The Swami sees an upswing of PCs with Mental Paralysis in the future....."
  22. Re: PULP HERO -- What Do *You* Want To See? That being the case, I guess it's time to ask the really important question.... Did we get the Art Deco spaceship? Duke
  23. Re: New Power: Desolidification Thanks, guys-- seriously. I don't think I've done anything unusual; I love the game, and came here to spend a bit of time with others who share pleasure in the game. I can't-- heck, I _won't_!-- take credit for 'making sense;' all I've done really is stick with the basics. It's like anything else: the game wouldn't have been around so long if it didn't have a following, and it wouldn't have had a following if it hadn't been doing something right back in the beginning. Like anything else with sequels, it's too easy to lose sight of what you originally appreciated. But thanks again! And more than just reciprocity, I can honestly say that in my browsing about, I've found that I very much appreciate the bulk of what the both of you have said. But getting back onto the subject, my players and I have agreed that starting with 4E, the mechanics were starting to obscure the inspiration. 5E has stepped further away. Both of these books have great value to us; new ideas always will. But we work very hard to ensure that the soul of the play is not lost in the stage props. It has been our own experience (which is admittedly limited; I think there are only three HERO groups within an hour of us) that almost all the issues people routinely fret over can be completely resolved by ignoring the meta-game stuff and working with the SFX. Not always, of course, but close enough that it's been some time since we've had issues beyond modeling a new power construct. heh heh heh--- I think the bulk of our House Rules are along the lines of "Ignore where the book says...." We are, in essence, playing the most sophisticated and up-to-date version of 2E available! :Duke Duke
  24. Re: Damage Reduction Sean and Dr. A-- thanks for the explanations; I don't want to stay off-topic, as I understand that there is a whole special place for that, and I'm sure there are plenty of folks wanting to get back to the discussion. But thanks again, guys. As soon as I am able (fifty posts or so, you say?), 'rep' to both of you for generous assistance to a newbie! Duke
  25. Re: Thoughts on using 1d20 instead of 3d6? Besides, what fun is anything without the DICE?! ;D Duke
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