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lemming

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Posts posted by lemming


    • Scales: CGI, Hmm, not sure of the voice, something with a Kellsey Grammer speech pattern, but sent through a metallic grater...
      Road Runner: A younger James Caan, say vintage 1975 since RR was based off his character in Rollerball...
      Blazer: Vera Vangaurd
      Spectrum: Jill Hennessy

    Hmm, not sure of the rest.

  1. Originally posted by Agent X

    Now, that is cool - I mean the regeneration thing. Did the rooms change too or was it just the arrangement of the rooms. If it was just the arrangement of the rooms you might still have to design them. At least a general description of what stays the same in a given room would be helpful to your game.

    Well the base was the family mansion of Scales, the leader of the group. He started out as just a brick with a mystical origin, but wound up being a magician as well. He was the reciepient of a curse that waited 13 generations. He had a metallic body, but his great-great grandfather tweaked the curse to also channel more power into the body. Think a cross between The Thing & Dr. Strange.

     

    When the group moved from it's goverment sponsered base to the ancestral home, the mystical stuff just came out of the woodwork.

     

    Most of the rooms changed around, though now that I think of it we had a larger area that didn't change. We did have quite a bit of tech off to the side with the garage. That was mapped out, but when it started getting near the mansion, the tech corridors would get replaced with rich walnut panelling and you'd keep seeing things moving around out of the corner of your eye. I don't remember the issue, but Art Adams drew an encounter with Dr. Strange. (X-Men maybe?) We were thinking that style. As long as you had an idea of where you wanted to go, you'd get there. And yes, the rooms would rearrange themselves as well.

    The regen actually came from an episode of Wild, Wild West.

    A lot of inspiration from The Addam's Family as well. The base AI was the ghost of Scales' sister, Morticia. She had died in a mystical accident in the 20s. Her husband, Lenny McKay, was the gardener.

    We had the Danger Garden. Some of the most dangerous plants in the universe(s) were in it. Lenny's picture was a V&V shredder with a flamethrower and Thomspon MG...

  2. Originally posted by Hermit

    Darn it, I've got to stop this agreeing thing... but heck yes. I can write up a base fairly easily, but actually mapping it out is not easy for me.

    Heh, that's one of the reasons that the Protector's base in Boston was magic based. The layout always changed except for the location of the swimming pool with the giant robot underneath it...

     

    The base also had regen, only when noone was watching.

  3. Originally posted by ShelleyCM

    I have been working on it! It's such a fun genre to work with -- very much suited to all sorts of styles of play. Recently I've been researching the criminal aspect of play -- without a regular, organized police force, how the PCs deal with bad guys, that kind of thing.

    Dueling or ruining their social standing? he said before even looking at the site...

  4. My character Blazer had that problem early in her career. If I rolled above three per die on damage, it was a good night.

     

    My current curse seems to be very specific. None of my NPCs can make a PER roll. Doesn't matter what the roll is, I'll then miss the roll.

  5. I'll agree with Agent X here.

     

    The more interesting thr NPCs, the more the PCs are going to start being interesting.

     

    You don't want NPCs to overwhelm the characters, but you want to throw out many plot hooks that the PCs can hang onto.

     

    Dull boring NPCs will just be so much cardboard scenery. That will just bring the PCs down to the same level.

     

    Though the inverse plays the same way. If the players have boring characters, then the GM will not be inspired either. It's best when there are several sparks from both sides. This will bring out more from the other players as well.

  6. Hmm, my character Ice Pirate sure got her share of embarassing moments.

     

    She and another super-thief, Cat broke into a neo-nazi outfit to hack their computer. We flawlessly sneaked past the guards and security systems and made it to the computers. We then turned to each other and said,

    "Ok, let's get the info"

    "Um, i thought you had Computer skills?"

    I think we took the computer back with us along with some art. After that we both trained on computers...

  7. Originally posted by Gary

    Possibly a 12-14 PD 0 ED forcewall with enough area to englobe the villain. If the villain doesn't have an energy attack, he'll be stopped cold. If he has an energy attack, he has to keep knocking down the wall each phase, using his attack action, buying time for the rest of the team to stop him.

    Hmm, at such a low level, I'd let someone pop a FW with a casual energy attack with minimal slowdown.

    However, if the FW was transparent to energy, that could cause some problems.

    Depending on the strength of the villian, an area effect or explosion entangle might work well.

  8. Originally posted by JohnOSpencer

    My number one rule:

    When villians go out, let them stay out! I used to waste a lot of time giving downed villians recoveries, and having them get back up.

     

    I'll second that.

    My rules for speeding up combats which is mostly repeating what others have said:


    • Have the speed chart accessible by all. It does give extra info to the players, but having them know who moves next helps the game flow faster.
      Villians only get recoveries if it's needed for the story.
      If it's a good dramitic time for the villian to go down, have them fall. though you might not want the players to know that. :)
      Agents: Use mook rules. If someone hits them by a large margin, have them go down.
      Agents: When a large number of them fire at a target, treat it as an autofire attack. I give a +1 OCV per doubling the agents. 2 agents +1, 4 agents +2, 8 agents +3, etc...
      If the villians are losing, have the rest give up. This is especially for the more theif/merc types.
      Keep things moving. Sometimes, the combats just seem slow if everyone is just waiting for the next person to move.
      Get people used to counting up dice. It's amazing how fast people can do it with a bit of practice. (I did 1000 dice a round once with a speedster without slowing down the game. Though I was just rolling dice and reading off results... 12 spd, 24d6, multi-moveby.)

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