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薔薇語

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Everything posted by 薔薇語

  1. Re: Game Mechanics Ohh I realize that this isn't the same as the possible RPG character as to the quality of the player and game as a whole. But I was offering up a piece of commentary on a simular character concept that was in a real world show. It could give insight in how the character would react, and be reacted to. What the general psyc. of the character would be. But not trying to suggest that it was a good idea. La Rose
  2. Re: Game Mechanics For those interested. Season Two, Episode 10 of Dark Angel with Jessica Alba. I am probably the only person in my state to own the two seasons on DVD but I loved the show. Their was a character in their who was designed to be a Super Brain, and be completly forgettable. The perfect Command and Control operative, so that he could gather intel, make decissions, and never be caught; well at least by Manticores concept. I wasn't a big fan of the idea, and the eppisode wasn't the best, but it was unique. Thought I would mention it for all those who might recall Dark Angel. La Rose.
  3. Re: Unity vs Your Super Team Well the old champions team might be able to do it, but I would still be betting on UNITY. We were just over 350 and all were High Speed and Dex. One Flying Brick with 30dex and 6spd. One MA with Regen and 30 dex 6 spd. And Me as a low level MA, PRE / COM based leader, with 29 dex 8speed and enough Teleportation powers as to get us away safely if needed. But if UNITY knew they were going to attack us, they could stop me from teleporting. Infact, if Unity knew who they were going after they could probably take down any unsuspecting small team. With two 60active points mages, they could get a nice size suppress going, along with drains and dispels to start the fight and let the mentalist pick off the weak willed, while the blaster gets whoever is left. But that is my 2cents without seeing their write ups. The Teen Champions team at Ravenswood would have no chance. 210pt characters with 30-35 active point caps. We might last two phases with the 7 of us (5PCs and two NPCs) La Rose
  4. Re: THE BOOK OF THE DESTROYER: What Do *You* Want To See? All the above and more. Even more so the 'what if he did die senerio' and those who have dedicated there lives to him, IE UNTILL agents, Reporters, Ex-supers, etc. I would like to see some listings of his top agents, who they are, why they serve, and what they can do, and what they do do. A listing of how his operations work to gether. Or how do two DD agents know who to work with, is there any inner departmental communication. What is the ranking system DD gives his people. Also stats for him in early life, like boyhood. la Rose
  5. Re: I'd rather by my character than me because... Why be The Rose? Becuase out of: Money Power Attitude I only have One... La Rose
  6. Re: Can you look this character over This is JEDI for submission. La Rose
  7. Re: Can you look this character over you know when I have it in abstact numbers like inches it doesn't seem to relate the same meaning. I suppose I am suggesting a 114ft jump. Almost seems unreal. So maybe that is a touch beyond the normal range of a jedi, but I tell you what. Yoda has been doing the stair master thing religiously and I bet he can do it now...lol. La Rose.
  8. Re: Multipowers Interesting. Then I have been doing it wrong. Although I don't think it has actually come up in a long time. Well anyway that is something to take note of. Thank you GA. La Rose
  9. Re: Can you look this character over One thing to note is that you are two points short on your MA. He has bought only 8pts worth and you must buy 10 as minimum, exluding GM permission. Also I might change the Armor P. attack for a Penitrating attack but that is just my personal skew on it, but both work well. Also I don't have my book with me but I think a Penitrating attack is more capable of getting through walls and such. Speaking of which it might not be a bad idea to buy a 1inch of Tunneling through some large amount of DEF. Also apply limitations like extra time and such porportional to DEF *takes longer though a steel wall than through a rice paper.* For a point saving aspect it might be a good idea to just lump both Light Saber Powers into one. Point savings is the biggest benefit. With current build you would save: 11pts. Also I would take the "requires two Hands" and put it on both powers and if using the MP idea, put it on it as a whole. This would save you (compare to original build): 16pts. Also I believe RKA is better than HKA becuase the Light Saber really doesn't benefit from STR. Ie if I was to drop the light saver on the floor, it would likely do the same damage as if I swong it with all my might. So I would build it as a RKA with No Range. Jedi mind tricks might be better built as Mind Control with appropriate limitations. Also it mightnot be a bad Idea to buy an EC for the Jedi abilities (out side of the saber) Build it something like this: 16pts. Elemental Control, 32-point powers 29pts. Telekinesis (40 STR); Requires A Skill Roll (-1/2) 29pts. Mind Control 15d6 (Human class of minds); Requires An EGO Roll (this is at ego 20) (-3/4), Gestures (-1/4) And yes this is more than enough to affect most people on average. (also this one is a change. Just make your Jedi Sense in the Mental Group. If not just increase the EC to 20pts and build your Jedi Sense as normal and net cost is only two more points than I have for this version. Also Check with your GM about if you need to make this cost end. Some GMs will hand wave the rule if asked.) 13pts. One with the force: Detect A Large Class Of Things (physical objects) 11- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Targeting; Costs Endurance (Only Costs END to Activate; -1/4) My total cost is 87pts. Your total cost is 107. Also the Leap (if bought as I suggest below) could be bought in the EC. It would mean you buy a lot of it, but then again Jedi do, do a lot of amazing leaps. Instead of buying Leap alone, it might be worth it to buy "Running" with the advantage "Usable as Second mode of Movement" ie Leap. It is a +1/4 advantage. In line with above suggestion this would be the build in the EC(if at 32pt powers.) 16pts. Running +13" (6"/19" total), Usable leap (+1/4) (3"/16") Or if you don't want the Run. Then do Leap with No grav penalty and in the EC it would look like this: 17pts. Leaping +17" (19" forward, 19" upward) (Accurate), No Gravity Penalty (+1/2) Also from my view of the movies I would say that a 25con and 22Body are well beyond the limits fro most Jedi. Maybe something more on the scale of 18ish and 13is. Use the other points opened up to buy Damage Reduction with "Requires a Dex Roll" Ego is believable but maybe a little on the high side, but that all depends on the individual's sense of self. That is all the thoughts I have at the moment. Sorry if they are a little jumbled as I went back and added more constantly. Let me know if you have an questions on what I wrote. Also I could offer more advice on more specific improvements related to the Game setting if I knew Active point caps (assuming there are any) or damage class caps (if there are any) and along with that, what the average is assuming people don't just build to cap. most of the time Defense isn't build to cap and that is critically important. Thank you, and hope it helps, La Rose
  10. Re: Does anyone have any idea... First question is yes. If it costed END to start with then, you can put in a EC regardless if it cost end after all avantages and limitations are applied. Also any power with the limitations "Cost Endurence" may be placed in an EC. Now the reason behind this is to promote game balance. Without this limitation ECs would become a very abusive power framework for its low cost. Each Power framework has its limits that keep them in line with eachother and with individual powers as a whole. *VPP* only let you have 66% (at most) of you active points allowed. So in a 30active point game the powers in a VPP will only ever be 20active points, making them lower effect on the world than a standard character. Benefit for this lower effect is having a near unlimited veriety. *MP* can ussually only have one power in use at a time (with ultra slots). So sure you can have 101 differant attacks in it, but you only get to use one at a time. If you want to use more than one at a time you either have to buy the MP twice as large and that eats into the reason you have it in the first place, beside it will almost certainly be over the active point cap. And if you buy them as Flexable slots then each slot cost you more and the total effect is still capped out. But the benifit is that if you are willing to pay points up front for one power then you can buy other powers at a fraction of the cost (1/5 to 1/10th). *EC* though are differant. They give you access to all powers at full value at once. You can get a fairly big price reduction at that. So what is the limitation, that right all powers must natively cost end to be in there or have the limitation applied to them. This will do one of two things. *A* Keep the powers limited in the time they can be used based on you end or *B* make you spend more character points per power then you would otherwise need to get your desired effect. So while MP and VPP have limitations on the effect possible at any one time EC are limited by the amount of sustained effect, only way to do that is to make sure all powers have a end requirement or that you pay additional points for them to even it out. Otherwise I would buy my PD/ED/PowD/MD in a EC. 5pt EC with +10PD/+10ED/+10PowD/+10MD for only 20pts compared to 40pts. Last point of thought is that Drain/Supress effect all powers in an EC, but something else to recal is that Drain/Supress (if targeting the framework) will effect all powers in an MP and VPP as well. The reason is to make all power frame works a little more even in cost to effect ratio with standard powers not bought through them. I hope that helps. Now in my games I tend to be a little more forgiving when it comes to the EC end rule, but that is a personal choice and requires experience to insure it doesn't unbalance the game. La Rose.
  11. Re: Quote of the Week from my gaming group...
  12. Re: How do you visualize combat? On this line of thought, DCV doesn't have to be strickly dodging the attack. It could be that the character just wasn't hit in any truly vital spot. Such examples are a luck based character with high DCV but with the special effect of "not in the face!" or at least not in a vital spot, but he takes the hit and looks like he might be injured just not to badly. Also there isn't anything saying that V has to have a high DCV, it could be that he simply has Damage reduction with the general special affect as described above. La Rose.
  13. Re: How do you visualize combat? Looks to me like the player told the GM his plan and explained to him the general cinematic display he wanted for his characters last moments alive. If I recall the movie right, V dies shortly after this. This kind of cinematic display can be done in any game system for any genre, when a player is done with a specific character he and the GM should arrange a proper and suiting ending scene. It seemed to me, to be all storyline driven for the scene rather than game. Also I LOVE detailed scenes where the GM takes the time to explain even the most seemingly trivial things that add to the moment. "as you look upon the knight riding towards you, armor smugged with dirt, the brilliant glow from the burning mill lights this star drench night on fire. It Flutters, as the breeze kisses your swet covered neck wisking away the terror of what just passed." This by no means is needed for every moment but I find it very mood setting. Alas I have only had the pleasure of GMing scenes like this and only then did one of my players take it upon themselves to help in creating the mood. hmm Now I want to GM again...Darn you nexus... La Rose, PS. In answer to nexus's orginal post. I love the dramatic and prefer that all motions be with a little detail explained by players. Then roll effect, and depending on the roll it is done as the player says, barring a failure, a great failure, or great success.
  14. Re: The Odds are Always Against the House For a luck based character I was building the 'wow just what I was looking for' power as: Just what I needed: Minor Transform 2d6, Improved Results Group (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); All Or Nothing (-1/2) You can tack on things like 'uncontrolled, trigger (perhaps continuous) and maybe even area of effect. It transorms what ever the player rolls into box cars. Or it moves the roulette ball one more space, etc. Although it does effect reality in a major transform manner it generate low effects (well at least for the character, in combat terms) so it is your choice on if it should be a Minor or Major transform. La Rose
  15. Hello, So I am building a character who can to some degree manipulate Shadows and even uses a person's shadow to inflict damage. IE attack his shadow to harm him. But this posses some game mechanic problems. In order to generate the effect I want I was just calling it Special F/X of the power, but this gets muddied when it comes to Desolid characters. Unless the target in question doesn't have a shadow (or at least not one tangible enough to affect) then I should be able to harm them using my attacks. Game mechanic wise I didn't buy Affects Desolid so I couldn't. This cuases a unfortunate inconsistancy that has brought me here. I hope to find an acceptable way of dealing with this. My first and currently best idea is to just buy Affects Desolid and deal with it, although this decreses the amount of effect I can have, in dice (they are in a MP, and there is an Active point cap for the game). Every avantage cuts deep into that, even more so when you are talking only 30-35active points. The question is (and I thought I would ask it here before taking it to the GM so that I have some sense of where I stand), "there are forms of desolid that can't be effect by my powers, examples being: those made of complete energy, those turning into a thin mist of water vapor or what have you, and etc. Should buy the Affects Desolid power as a +1/4 sense it doesn't work on all forms or at the +1/2 and put a -1/4 limitation showing this?" I as a player, who is concerned about points spent for effect (the current teen champions setting isn't putting for many villians with desolid and the only one so far would of been of the 'can't be affected type.' so I would loose dice of effect for a limited use avantage that stays true to special effect) and would prefer the +1/4 level sense it allows for greater base cost for effect while netting me the same total cost. Am I off my rocker in suggesting this to the GM or should I build it and take it to him? I could probably not do this at all and wouldn't come across many times where I would have to explain why it doesn't work, but I hate as a player doing such things. la Rose
  16. Re: PRE Attacks That just seems like bad sportmanship. When I was playing The Rose in a champions game, one of his main shticks was the liberal use of Pre attacks. Although it was unlikely for him to be phased by one (high pre and overconfident attitude), I would roll with the punch just the same as if I was shot with an energy blast. An old adage comes to mind: "if you can't stand the heat, stay out of the kitchen." If you Can't stand to be Pre attacked then Don't ever Pre attack yourself. And that should be a base rule prior to the start of the game. But all in all I Like some of the suggestions for how to handle the effects so as to streemline game effect while opening up character reaction to be the sole choice of the Player. Although I think any good gaming group can rationalize out ways to resolve the effects amicably. La Rose
  17. Re: Less Educated He did have a close friend there, and there was a social structure of sorts that would have added to a means of developing basic social skills, although he would lack knowledge of standard ettiquet in 'normal' society. Arithmitic was the highest science class he would have had, and even then division will still be hard to comprehend. No knowledge of the culture or histroy of this world. Although cursive is interesting and I never thought of it. But I learned cursive since first grade (maybe even earlier). But I don't think he would have had enough experience to say he is well versed in it, or even knows it now. Thanks for the thought, It would have never occured to me to think about cursive normally. Come to think of it, he probably shouldn't have litteracy in english at all (given my concept of 'RoS' wouldn't have used written english much if at all. Thanks everyone for your comments I am finding them helpfull. La Rose
  18. Hello, For my new character idea for a Teen Champions setting game. The character in this case was trapped in 'the relm of shadows' from the third grade and as such never recieved a proper education. He recently exscaped from their and now is being taken in by the school in order to teach him how to better control his new powers. Unfortuneatly he never finished most of his education and is now enrolled as a standard Freshman. How should I write up a disad to reflect his lack of proper 'school education?" At first I was thinking Physical lim probably Frequent slightly (there is a fair use of tech in the school as well as a Super Scientist in the party). But wasn't sure if this was the best way to handle it. So I throw it out there to you to recommend the best way to do this. Thank you, La Rose
  19. Hello, Does anyone here put SpF/X limitation on Multipowers? By this I asking if you as GM have ever let someone put a Special F/X limitation on a MP such as "only Darkness SpF/X," ect. This is done for VPP and isn't allowed for EC, but I haven't ever seen such a limit on MP. Just curious how common or uncommon it is, and what other GMs allow. La Rose
  20. Re: Your "rule of X" type character building guides? Normally an active point cap works for us in most issues. Attacks, characteristics, spd all have to fall inside the active point cap. Beyond that it is grey as to what is allowed. Skills try to be capped at genre levels (ie, saviors of the galaxy vs Teen champions). CV likewise. Defense is one of those we simply use reason on to determine if it is acceptable. all in all it is just handled by general rules and the GM makes descretionary calls on most things. La Rose
  21. Re: Damage Resistance oops I see my mistake now that it isn't so late. I ment Damage reduction nor resistance. If I buy 50% damage reduction PD normal, Would that assist me vs the stun of killing attack? I wasn't sure if it did or didn't. Sorry for the mix up. la Rose
  22. Hello, Just a quick question, becuase I can't remember. Does Damage Resistance for normal defense help in the stun from killing. I assume not but then again I wasn't sure. Thank you in adavance La Rose Edit: By Resistance I mean Reduction.
  23. Re: Always on for size and/or density altering powers
  24. Re: Always on for size and/or density altering powers The official way of doing this is by buying the assiciated characteristics, skills, talents, and powers that come with alter size and density then buying distinctive features, and physical limitations that reflect the issue. IE Instead of buying Growth always on. I would buy: Icreased str, and possibly increased PD/ED, Stun, and depending on how much larger, Stretching (to simulate reach). Then I would also take Distinctive features -10" tall or something along that line. And if he was significanly larger I would day Physical Limitation -Cannot fit in most buildings, must crouch/crawl in human dwellings. That is the generally accepted and official way of doing it. Although there are benifits to your way, but it isn't strickly game legal, but again the rules are more guidelines than laws. La Rose
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