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zakueins

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  1. Occasionally, I make odd notes about the games I plan to run, and this is one of them. Following the post X-Files rule of "being able to explain the conspiracy at the last episode", I've got notes on the existance of superhuman powers, why they exist, how they work, and the reason why Carrot Top is still popular. This is one of them. BIOPLASTIC AND SUPERCOSTUMES Developed by accident in 2002, bioplastic has become one of the major medical miracles of the early 21st century. When formed, bioplastic is a pinkish, translucent rubbery substance that has a very disturbing feel-much like uncooked meat. It is edable, if taistless and having no nutritonal value. What makes it practical is that when sewn into or onto human skin, the body doesn't reject it or start to attack it with it's immune system-it regards the material as idential to it's own skin. For burn victums, major surgical operations, and emergency medical care, this is perfect-it can be trimmed and sewn like cloth, but is easily sutured into place. For burn victims, it can replace burnt skin and normal skin will start to grow in place of the bioplastic (the body does break it down, but at a rate slightly slower than normal human skin tissue replacement). Bioplastic has also become popular for smugglers-replace a kidney with a bioplastic bag and you can smuggle anything that fits in, without difficulties. And, bioplastic has revolutionized the plastic surgery industry-a form of bioplastic breaks down very slowly, and can be used in place of several forms of silicone or saline enahncements. For metahumans, bioplastic forms the core of "supercostumes"-costumes that let them use their powers to the fullest extent possible without damage. When properly doped, bioplastic can be act as a semi-permiable membrane for powers-allowing them out without damage to itself. Also, the costume is semi-regenerative, able to repair damage to itself, and can be sealed for use as a pressure suit and/or Level 4 biohazard suit (NASA has expressed deep interest in this technology, as it would allow for lighter and easier-to-use spacesuits). When combined with other materials (synthetic spider silk, Kevlar fibers, ballistic ceramic plates), bio-plastic costumes can be extremely protective. The three major problems with supercostume bioplastic is cost, color, and grafting. A "basic" supercostume can cost up to $9,000-with add-ons and suppliments costing even more. Second, all "doped" bioplastic supercostumes come in only one color-a sort of light-absorbing black that only reaches skin temperature (unless you buy a cooling system). And third is that if you wear bioplastic costumes for more than 96 hours, the material will start to bond with the skin, making removal of the bioplastic painful-and maybe even requiring surgery.
  2. Re: from little plot seeds, mighty games do grow: Share you ideas! Ooopsie Due to a MASSIVE accident, you're team's bodies and powers have been swapped-with their 3K (Galactic Champions) versions! And, the 20th Century wasn't built for these superpowered heroes. And, who knows what the Villains might have gotten...imagine a VIPER nest discovering the 3K version of their gear....
  3. Re: Galactic Champions Not so! Foxbat could always do the Buck Rodgers thing and breath radioactive gas while in Antartica, in a Helium blimp....
  4. Re: Galactic Champions And, whatever happened to Foxbat....
  5. Re: A Modern League of Extroardinary Gentlemen Has anybody forgotten anime/manga characters from the modern era? Ryouko (Tenchi Muyo!), Subaru Sumeragi (Tokyo Babylon/X), Ryo Saeba (City Hunter), Minny May and Rally Vincent (Gunsmith Cats), and Bean Bandit (Riding Bean) would all be appopriate, and with some pretty nifty tricks up their sleeves.
  6. Re: A Cross-Game Superhero Game Yes, but there's that little scene of aukwardness....
  7. Re: A Cross-Game Superhero Game I know, I'm getting it when it comes out. I'm just thinking in terms of Tim "The Toolman" Taylor-MORE POWER! ARG! ARG! ARG! Besides, there's just this scene in my mind of Iron Man and Defender arguing armor characteristics, when somebody asks them "how do you take a tinkle in the armor"?
  8. If I'm missing anything, the current four systems for superheroic RPGing are Hero 5th (Champions!), Silver Age Sentienls, Mutants&Marauders, and Marvel. So, in the great history of the Superheroic Genere, there's the CROSSOVER-where you get to slam everything together. Why not do that here? THE UNILEVEL SANCTION is that game, split across FOUR books. Each game publisher publishes a book in the series, in order (or all at once, to the groans of fanboy wallets... ). Book One, Shockwave Riders is when reality starts to fracture. Based off the Marvel RPG, players discover that four worlds are starting to be squeezed together-a player can be walking down a street in Liberty City, then wind up somewhere in Millenium City! It also introduces the main villian of the game arc, Impudent and his minions (incluiding some heavies from all four games). Also, conversion rules to convert SAS, M&M, and CU characters over to Marvell, and approved conversions of several characters of each. Book Two, Darkest Before The Dawn is set in the SAS game system, where the Worlds' Greatest Heros (and your PCs) organize together to defeat Impudent, but Impudent is waiting for them and it is discovered that is he invulnerable. Technically. Near the end, the players learn of Impudent's vulnerablity, but not before losses are sustaned and Impudent unlocks the doors to the Beast Worlds. Conversion rules for M&M, Marvel, and CU characters to SAS are included. Book Three, The Great Hunt is set with the Mutants&Marauders game system, as players both hunt for the tools needed to defeat Impudent and to stop the creatures coming from the Beast Worlds. Besides stopping monsters, supervillians take the opprotunity to wreck havoc (and some villians that normally wouldn't be a "threat" are now a danger) and players discover the increasing danger of Impudent's plans. Conversion rules for Marvel, SAS, and CU characters to Mutants&Marauders are included. Book Four, The Last Sanction is set with the Champions! Universe game system, as the Players and various other groups confront Impudent in his home realm, ready to defeat him in the final, massive battle that will save all the Universes that Impudent's plans have roped in. Not only are there conversion (and approved conversions!) rules for Marvel, SAS, and M&M characters to CU, but there are also rules on handling "cast of thousands" fights with some level of player interaction and future game seeds for all four systems.
  9. Re: Things We'd Like To See:PRIMUS Two ranks of Iron Guard? The "troopers" (more power-assisted armor) and the "bangers" (full-up powered battle armor)? Gives more tactical-and GM-flexability.
  10. Re: Things We'd Like To See:PRIMUS Hm...build the Iron Guard with a VPP "kit pool" that PRIMUS can attach gadgets to the powered armor to. That way, they can do a whole bunch of different jobs.
  11. Re: Things We'd Like To See:PRIMUS Golden and Silver Avengers get a VPP Gadget Pool, to represent Stuff they're assigned, I think. And yea, the Golden Avenger should have at least 20 pts Mental Defense, or 10 pts Hardened. Sliver Avengers the same, or at least on the same scale. Silver Avengers...three ranks in the skill sheets-Basic, Experienced, and Veteran. Vets should be able to take on the Golden Avenger, three-to-one.
  12. Re: Things We'd Like To See:PRIMUS PRIMUS handles the entire United States. They need, at minimum, a serious presense, especially in areas where they might be the only counter to high-level supervillians and organized supergroups. Unlike most superteams, they have the funding and the access to the pool of recruits to generate a large enough team of supers. Which is why I thought there'd be a Golden Avenger for every Federal District Court (http://www.law.emory.edu/FEDCTS/), and anywhere with a "major" presense should have more than one (New York would have at least one more, as well as Washington DC, Millenium City, Los Angeles, etc, etc). It should be an indication of "how bad things get" when you see more than one Golden Avenger handling a problem. And, the Golden Avengers are only human-they won't be dealing with every Tom, Dick, and Harry crime if there are "locals" that can do the job as well. Think of it more as the difference between a FBI Special Agent and the local cops. The super bank robbery is local-when Eurostar stages a heist, that's when PRIMUS gets called in.
  13. Re: Can you suggest some powers for these images? The first one...definitely either fire powers or some kind of fire-based speedster. The second...CERTIANLY fire and darkness ("smoke") based powers. Might use a lot of manuvering. The third and final one....build the "arms" as a multipower w/ a HTH/HKA attack w/autofire, a damage shield, stretching, perhaps a ranged attack (fire/chemical based, perhaps?), and a "flying" or "gliding" power with a limitation (like Spider Man).
  14. Re: Things We'd Like To See:PRIMUS Golden Avenger(s) should be built on a 1000 pt total, Silver Avengers at the 750 pts level. These are supposed to be THE best of the best. One-on-one, Golden Avenger should be able to take down a lot of metavillans on the Fiacho/Graviton/Viper-X level, and with teamwork should worry even Gravitar and the Crowns of Krim.
  15. Re: Things We'd Like To See:PRIMUS My concept of Cyberline is that there's four "standard" versions of Cyberline, all derived from the early-50's Super Soldier programs and refined over the years. These versions are- Cyberline Alpha-The "Golden Avenger" version, which is the "true" version of Cyberline. It's the entire "super soldier" drug series, with the final series of drugs being known to only a small handfull of people (whom don't know the ENTIRE formula-like Coke, no one person can reproduce it). Two oddities of Alpha is that it only works on men and it's permanant-without a stabilizing dose every six months, Alphas "merely" become Beta-level. Cyberline Beta-The "Silver Avenger" version. Not as complete as Alpha, but Beta can be given to a much larger pool of the population. A "stabilizing dose" is needed every six months, else the recruit loses the abilities. Cyberline Delta-The "soldier" version, it might be considered more of an augment to PRIMUS training and physical conditioning. It compares "favorably" to the VIPER equivilant, but it's a little more potent (and much safer to the users). Delta doesn't require stabilizing doses, but it can be easily detected in the bloodstream with a simple test. Cyberline Epsilon-There is no Cyberline Epislon. Fnord. (Actually, there is but it's only given to (and works on) mutants with mentalist powers. Epsilon augments their abilities, and requires a stabilizing dose every six months, like Beta.) "Experimental Cyberline" is a good Villian and Hero origin, too.
  16. Re: Things We'd Like To See:PRIMUS The Iron Guard will be very competent, IMHO, if I have anything to say about it. Actually, my concept is to create a "powered armor command" similar to the Special Forces Command that now exists-each branch runs a particular sub-model of a standard powered battle armor, and PRIMUS' model is designed to be the "urban fighter" version.
  17. Re: Things We'd Like To See:PRIMUS Very much so. I've seen Shelly's work, and it's good, but VERY campaign-specific. A PRIMUS book needs to be a bit more generic, with enough space to run "PRIMUS is competent" to "PRIMUS makes the BATF look normal, without trying". (The Bureau of Alcohol, Tobacco, and Firearms has a...reputation as a bunch of testosterone-fulled cowboys in the Real World.)
  18. I know it's not on the schedule yet, but PRIMUS is going to get it's source book eventually. So, what would you want to see in PRIMUS for Champions? My list is short, but very good- 1)The writer has to have a better handle on how Federal Law Enforcement would handle the superhuman world. The style of how law enforcement in the CHAMPIONS! universe has handled stuff has been...erratic at times. For example, after Detroit, PRIMUS would have had it's ass handed on a platter-or it's funding tripled. Bringing in UNTIL (esp. considering that a lot of people don't trust the UN in our world and I suspect in the CU as well) would be a major insult to a lot of people. For a "four color" comic, you can get away with it, but for the more "realistic" croud you need more details. 2)Steal the entire tactics chapter from GURPS SWAT and put it in the book, pictures an all. Having an idea how PRIMUS would handle everything from barricaded suspects to the Grand VIPER Nest Assault would be very useful. 3)Better gear. I personally suspect that what would be considered "PRIMUS Standard" in the '80s is what's being used by American troops in the field now. PRIMUS is going to have the very neat toys. 4)Military supers and doctrine. The CIA would love any telepaths that had the ability to do remote viewing. Serious consideration about superhumans, the first early combat Powered Armor in American use, etc, etc, etc. 5)TWO Superhuman teams for PRIMUS. I'm willing to contribute my Special Circumstances team for "black bag jobs" and such, and there has to be a "show the flag" team for PR purposes. 6)The Golden/Silver Avenger structure-I suspect there would be nine or ten Golden Avengers (one for each Federal District Court), with some extras for cities with serious problems (SF, LA, New York, Millenium City...). Any more?
  19. Re: [TEAM] Special Circumstances Snake Skin History:Politely put, Walter Harrigan didn't play well with others. He did, until somebody got him upset, then he had a nasty tendency of solving the problem with his fists. Being an orphan and shuffled from foster home to foster home didn't help any, but as kids went, Walter wasn't too bad. He did run with a bad croud, but nobody could say that he didn't hurt anybody that didn't deserve it, and he was never a bully. On Sydney's streets, he joined then ran a gang, being well-known for the snake-skin jacket that he won off a guy that he beat in a fight. He migrated into Sydney's criminal element then into a local VIPER nest. Walter still didn't play well with others, but he had some respect and got promoted up the chain until he got in trouble with the Sydney Nest Leader. VIPER thought Walter had some potential, however-and assigned him to the London Nest. The London Nest Leader and Walter were like oil and water-straightforward Walter didn't do too well with the subtle Nest Leader, and trouble brewed again. Quietly, he was transfered to the Moscow nest-and here, Walter thrived. He got close to a lot of the guys, learned Russian pretty well, and took up his hobby of brewing beer (since he found the Snake Brew to be "wimpy"). VIPER liked what they saw, and gave Walter a very cushy job-keeping an eye on VIPER scientists, namely one Dr. Timothy Blank. Walter and Timothy got along pretty good-Walter brought Timothy beer, Timothy tested new mutagens on Walter without him knowing about it. There was talk about having Walter sent to VIPER Acadamy (he never attended after the DeVries reforms) and possibly be groomed for bigger and better jobs. Then, the London Nest Leader stepped in-and framed Walter for several "inside jobs" that happened. The frame up was so complete that by the time Walter knew what was going on, six teams of VIPER agents had descended upon him, wanting to take him back dead. Walter managed to take ten of the agents down, and he dodged the rest. Hiding out in a safehouse, Walter tried to figure out what to do next. He was innocent! But, VIPER had a short way with traitors, even framed ones. While Walter was trying to figure things out, a message from his old "friend", Dr. Blank showed up-Blank had a job for him. Walter showed up at the meet, and his old "friend" had changed-into King Cobra! King Cobra revealed all the "experiments" that he'd done on his trusting and gulliable friend, and then had two COIL agents hold him down as King Cobra transformed Walter into his loyal servant. Or he tried to, at least. All the years of experiments had paid off, as the COIL Touch affected Walter-for a second, Walter was King Cobra, and knew everything he knew-plans, schemes, and everything else. Suddenly, he became much stronger, much faster-and much tougher. He threw the two COIL agents through the walls, shot his way out, and escaped. The mutations and everything else scared Walter immensely-it seemed like snakes were going to take over the world! And, nobody could stop them. Except him. During the Ophidian Plague, Walter, calling himself "Snake Skin" now (after the snake-skin jacket he wore) helped to keep the plagues contained-despite his wish to kill every snake he found. A few weeks later, PRIMUS found him, and Jennifer Connley offered him a job working for Special Circumstances. He's been there, ever since. PERSONALITY/MOTIVATION:If you can imagine Peter Pan at 6'6", wearing a snake-skin leather jacket, and carrying a railgun, you have Snake Skin down to a "T". He never quite grew up in his life-he doesn't trust anyone, speaks his mind without hesitation, and once you've earned his respect he's a friend for life. However, he trusts very few people indeed, and won't let anybody too close to him. The last few years has been hard for Snake Skin-betrayed by VIPER, COIL's attempts to turn him into a loyal minion of King Cobra, and the Ophidian Plague hasn't helped too much in terms of his mental balance. He's still on this side of sane, but barely. And, his hatred of snakes gets worse and worse... POWERS/TACTICS:Triggered by the COIL touch, Snake Skin has enhanced strength, regeneration powers, and extremely tough skin. The nearest thing the team has to a brick, Snake Skin takes damage for people, and dishes it out with his railgun. He's not big on tactics-unless somebody points a target out, Snake Skin will wail on the first "snake" he sees until he destroys them, then pound targets to a pulp, one at a time. He does like a good fight, and anybody that offers him one will get his full attention. He is vulnerable to cold-based powers, and tries to either avoid or destroy those attackers, whenever possible. QUOTE:"Eat this!" APPEARANCE:Snake Skin is about 6'6" tall, and looks like he was carved from marble, perfectly formed and with massive strength in his limbs, short black hair and piercing grey eyes. Whenever possible, he wears a hat, snake-skin jacket and alligator boots. When out in the field, he'll go "covert", but it takes some effort.
  20. Re: [TEAM] Special Circumstances Revised version of Snake Skin. Snake Skin Player: Val Char Cost 45 STR 35 26 DEX 48 30 CON 40 23 BODY 26 14 INT 4 15 EGO 10 26 PRE 16 12 COM 1 12/32 PD 3 12/32 ED 6 6 SPD 24 18 REC 6 60 END 0 75 STUN 14 10" RUN02" SWIM014" LEAP0Characteristics Cost: 233 Cost Power END 12 VERY Tough Skin: Damage Resistance (12 PD/12 ED) 27 Encrypted PRIMUS Radio Link: Mind Link (Specific Group of Minds), No LOS Needed, Number of Minds (x4), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4) 15 Extremely Tough Skin: Energy Damage Reduction, Resistant, 25% 15 Extremely Tough Skin: Physical Damage Reduction, Resistant, 25% 50 Reinforced Armor: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); OIF (-1/2) 51 Healing 2d6 (max. Healed Points: 12) (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (90 Active Points); Self Only (-1/2), Conditional Power Not vs. Cold-based Damage (-1/4) 10 Power Defense (10 points) 8 +4" Running (10" total) 1 10 Leaping +5" (14" forward, 7" upward) (Accurate) 1 16 Knockback Resistance -8" 2 Goggles: Flash Defense (5 points) (Sight Group) (5 Active Points); OAF (-1) 20 Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents 27 360 Degree Sonar Sense: Spatial Awareness (Increased Arc of Perception: 360-Degree) 13 Heavy-Duty Slap Gloves: Hand-To-Hand Attack +3d6, Double Knockback 2x KB (+3/4) (26 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 3 80 Railgun: Killing Attack - Ranged 4d6 (vs. PD), 16 Boostable Charges (+1/4), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (120 Active Points); Required Hands Two-Handed (-1/2) 9 Boot Dagger: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD), +1 STUN Multiplier (+1/4) (19 Active Points); OAF (-1) 2 5 Lack Of Weakness (-5) for Resistant Defenses Powers Cost: 370 Cost Martial Arts Maneuver 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls Martial Arts Cost: 20 Cost Skill 3 Acrobatics 14- 3 Acting 14- 3 Climbing 14- 16 +2 with All Combat 2 KS: COIL 11- 5 PS: Beer-Making 14- 3 Electronics 12- 3 Fast Draw 14- 2 AK: Sydney, Australia 11- 3 Mechanics 12- 2 KS: VIPER 11- 2 KS: Armorer 11- 2 KS: Engineering 11- 3 Lockpicking 14- 3 Streetwise 14- 3 Stealth 14- 3 Teamwork 14- 3 Tracking 12- 9 WF: Common Melee Weapons, Emplaced Weapons, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Small Arms 4 Weaponsmith (Energy Weapons, Firearms, Missiles & Rockets) 12- 2 KS: Generic Martial Arts 11- 5 Defense Maneuver: I-II 4 Language: Russian (idiomatic) Skills Cost: 88 Cost Perk 3 Contact (Contact has been blackmailed by the character, Contact has: useful Skills or resources, Contact limited by identity) 14- 1 Favor 5 Money: Well Off Perks Cost: 9 Cost Talent 15 Combat Sense 12- 3 Simulate Death 3 Bump Of Direction 9 Ambidexterity (Eliminate Off Hand Penalty entirely) Talents Cost: 30 Total Character Cost: 750 Val Disadvantages 10 Enraged: In sight of VIPER (Uncommon), go 11-, recover 14- 10 Enraged: In sight of COIL (Uncommon), go 11-, recover 14- 20 Hunted: VIPER 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 10 Psychological Limitation: Hates Snakes In Any Form (Uncommon; Strong) 15 Hunted: COIL 11- (As Pow; Harshly Punish) 15 Psychological Limitation: Overconfident (Common; Strong) 25 Psychological Limitation: Honest (Very Common; Total) 15 Distinctive Features: Mutant (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses) 10 Vulnerability: 2 x STUN Cold-based attacks (Uncommon) 10 Vulnerability: 2 x BODY Cold-based attacks (Uncommon) 10 Hunted: Leader of the London VIPER Nest 11- (As Pow; Harshly Punish; Limited Geographical Area) Disadvantage Points: 150 Base Points: 200 Experience Required: 400 Total Experience Available: 400 Experience Unspent: 0
  21. Re: Real World Issues in the Game World Same here. I think I've got all the bugs (except for the Bombadeer Beetle! "Villians are a cowardly and superscious lot-and they're afraid of bugs") out of the same concept, and everything works out. I think.
  22. Re: Real World Issues in the Game World One of these days, if/when I manage to get the game organized, 9/11 will have been the trigger for all (known) metahuman powers in existance. WHY it's the trigger is the biggest question, and one that I expect players to discover over time.
  23. Re: Help: Sniper Syndrome Three ways of dealing with this guy- 1)Shame. Make so that everybody knows that he's a coward whom "can't do anything unless he's far away". If he's got any Psych Lims that you can play off of, do it. Immediately. 2)Counter Fire, Part 1-Build a counter-sniper. Somebody just a little bit more munchkin than the character, but CAN be countered by somebody in the team (i.e. if one player has a Force Wall, build a NND attack w/can't penetrate force walls). Run the counter-sniper against your sniper for a few games, making sure to up the skill levels and capability the more your munchkin player doesn't play well with others. 3)Counter Fire, Part 2-"My name is Zed. I've got this big 'o rocket launcher...". Build a brick with a really NASTY ranged, RKA, exposive attack. Something that on a good role will either GM-stun or KILL the Munchkin. And is immune to ranged attacks. Meaning the player's got to get close to deal with him.
  24. To understand this quote (in context), you have to understand the character I was playing at the time. Ghost Sniper, she's the professional's professional, gal you send you send out when you need someone killed and done right. Calm, polite, and deadly. Scares the hell out of Scorpia. That sort of gal. During a game, the team was going through New York to find a kidnapped girl, and somehow we wound up in this really nasty bar that DEMON, VIPER, and everybody else that's a bad mook considers their watering hole. Due to events that would require you to drink at least HALF a pint-bottle of Jack Daniels to believe, Ghost Sniper had finally made it back to her team, just before the bar fight was going to start. Note, she had been rolling AWFUL rolls the whole game. Walks into the bar, with this terible scowl on my face, and I say, "I'm just going to let a burst off into the ceiling. Just to get everybody's attention." GM:"Okay-do you want to roll to hit or do damage, or I can just give it to you." ME:"With the way my luck has been today, I'd probably blow off my own foot. Just getting their attention." GM:"Sure, not a problem. Nice little burst, makes everybody pay attention." ME: (Deep Breath) "I AM NOT HAVING A GOOD DAY! I HAVE BEEN SHOT AT! I HAVE HAD THREE CARS AND TWO MOTORCYCLES SHOT OUT FROM UNDER ME! I HAVE HAD A DRAG QUEEN TRY TO SEE JUST HOW GOOD I WAS IN BED, AND SOMEBODY BLEW UP MY LAST PAIR OF CLEAN PANTIES! NOW, ARE ALL OF YOU GOING TO BE NICE AND TELL US WHAT WE WANT TO KNOW, OR AM I GOING TO HAVE TO HURT SOMEONE?" GM: "One of the mooks, wearing a VIPER uniform stands up and says, 'I don't think you've got the guts...'" ME: "I shoot him. Machine-rifle mode. Roll?" GM (A Bit Shocked): "Sure, roll." Natural 3. House rules were that a natural 3 meant you did full damage on an attack. On a 2D6 AP RKA, 5 shot autofire, with a character that has Accurate Autofire. GM (Looks at His Map): "Well, all that's left of him is his boots. Most of his upper legs, too. And, the bar now has a nice back door. Right into the car dealership. Across the street. Everybody's look at you and wondering what's going on." ME (Deep Breath): "Now! Does anybody else wanna give me trouble?" Everybody was very, very helpful after that....
  25. Here's another idea for DEMON-it could be based on a "leaderless resistance"(LR). There is the Inner Circle, whom issues it's orders in a fully "deniable" method ("modern" LRs like Earth First! or Al Queda use web sites that "advocate" action but never outright "order" it). Perhaps a few, deniable "ops" that go around to the various cells of DEMON worshippers and gives them training and gear to do things, and the actual DEMON cells in various cities that cause trouble. The really big advantage to this is that the cells can do the bidding of the higher levels (i.e. the Inner Circle), while it's very hard to come after/prosecute/send a thousand tons of Octol in a cruise missile. Also, in a world of telepaths, breaking the various links in the chain would be almost impossible since there is a level of deniablity at each level. It is, however, somewhat slow (which the traditional cell system of resistance has some advantages-it can rapidly relay information up and down it's various "levels"), which means that a lot of plans and plots are going to be long-term ones. A website on leaderless resistance- http://www.firstmonday.dk/issues/issue8_3/garfinkel/
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