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Crusher Bob

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  1. In addition, due to 'entangle does not take damage' advantages or other special circumstances, the entangle may not take damage when the entangled character does.
  2. Also, it's not the entangled character moving around, it's other people moving the entangled character around. Entangles don't stop people from picking you up and carrying you away, nor do they provide any knockback resistance when you hit someone who is entangled and theoretically 'attached' to the scenery. No one is really arguing that when Bob is wrapped in spiderwebs, Bob can't move. But when Bob's team is retreating, Alice just picks up Bob and runs away. In addition, if Bob is trapped in a 'big' spiderweb, and Alice hits him, he goes flying (in theory out of the big spiderweb), but he may be still entangled when he hits the ground. So the question becomes, is 'attachyness' of the entangle a waek enough property that it could just be SFX adjudication, or is adding 'attachyness' to an entangle worth points? Or, like (Does no Body) are 'attachy' vs 'non-attachy' entangles more or less equal, and should you just pick one when you buy your entangle?
  3. Have posted a question in the rules forum. Have used the term 'attach' so that it is clearly distinct from 'sticky' as that already has a rules definition.
  4. How to make an entangle that 'attaches' people to the scenery? As written, entangle only seems to make it difficult for you to move yourself, not for other people to move you. So, people can grab you and move you around, and you don't get any knockback resistance for being entangled. Example: You are tied up in the trunk of a car. You are entangled, but people can take you out of the trunk and carry you somewhere else. If you were, say, handcuffed to the steering wheel of the car, then you not only be entangled, but, in addition, people couldn't carry out off without breaking the entangle, breaking (part) of the car, or just taking the whole car with them. If someone hit you really hard while you were handcuffed to the car, it might break the entangle, break (part of) the car, break you, or just send both you and the car flying, but as you are 'attached' to the car, you aren't going anywhere without something breaking. So, what we want our 'attachy' entangle to do: Make it harder for other people to move you around while you are entangled. In addition, it should be harder to do knockback to you, to represent you being 'attached' to something. You can potentially be 'attached' to places you couldn't normally go: the ceiling, the sides of buildings, etc. Ideally, to account for variable SFX, you should be able to be 'attached' to a spot in space, to represent things like space warping entangles, as well as just being 'attached' to some particular object. Clinging UAA seems to do some of this, but it seems to be a very expensive way to achieve the goal, as Clinging UAA is almost an entangle by itself. Some sort of constant telekinetic grab would seem to work for attaching you to a point in space, but that means that there is no physical representation of the entangle.
  5. But the 'sticky' advantage just makes people who touch you affected by the entangle too. It doesn't actually attach you to other things. And it doesn't prevent people from moving you around with telekinesis, or whatever.
  6. Entangles don't normally provide any 'stickyness', so if I want my entangle to also attach you to the ceiling, or prevent you from being knocked back when hit by something, how to do that? Clinging UBO seems like a good choice, but quickly becomes expensive since it includes usable as attack (+1.25). In addition this has all sorts of oddities: is the Hulk more strongly stuck down by my webs because he is stronger? Or does it use my strength? If so, shouldn't I want it to use, I dunno, how many active points I have in entangle, or something instead of how strong I am? Adding knockback resistance can be cheaper, since the base point total is lower, but that doesn't stop people from carrying away entangled guys, it just stops them from going places when you hit them. And you can't stick people to the ceiling with it. Maybe allow a 5 to 10 point adder to entangle that also makes the entangled target cling to surfaces, with STR based on the active entangle points? or entangle DEF? Guess this should be a five point adder, since the entangled guy is already prevented from moving. So really, it just resists other people moving him without getting him out of the entangle first.
  7. The flash effect may be too large. Theoretical hero 'strobelight' which has the "change environment -8 reduction in light levels AOE: 8 meter radius" (36 active points) and the same ability, but for light can produce 16d6 AOE 8m radius flashes by taking two actions. Or just one if it happens to already be dark. Making it a 1d6 flash for every level of difference makes a change environment for brightness about as expensive as a 1d6 flash with a -1/2 limited power, but it's still cheaper because of lower base active points.
  8. 1: Self terminate? If you allow AIs to philosophically be 'people' then assume suicide works fine for them. 2: Possibility 1, based around the idea of something that can solve non-computable problems. Such a 'computer' can be called and 'oracle machine' or 'hyper computer', that is, the savior machine would be able to do something the 'parent' machine could not computer. so Oracle, or maybe Hyperion Possibility 2: Ideas relating to the second law of thermodynamics, 'that eevrything runs down' and how to get around it: Maxwell's Demon (also appropriate because 'running in the background' processes in UNIX are 'daemons' If you've read The Last Question 'AC" Idea's related to the reversability of the 'arrow of time', can get you things like 'Maxwell's Archer' Possibility 3: Reference to the people you call on when things go wrong: SU (super user) the administrator -> SUE Magi / Guru (believe both have been used to refer to 'the computer guy' who you call to fix the problem) Zen Master / (wo)Man in Saffron Old tech support humor (the) Implementor (what Zork and possiblity earlier games sometimes referred to the game programmers as)
  9. Hmm, how about a combination of Smokey Bear and Wojtek. Smokey was the pet of a Navajo lad, and when the lad enlisted in the Marine Corps, Smokey followed him. After Smokey saves several Marine trainees from a fire balloon attack, and the fact that the new Navajo Code talkers vouched for him, a rather bemused Marine Commandant allowed Smokey to enlist in the Marine Corps. So he has adventures fighting the Empire of Japan in the Pacific as merely a bear of unusual intelligence, until exposure to, I dunno, radioactive material? Navajo magic? the ability of Marine training to turn even a bear into a passable human being analogue? an encounter with Time Traveling Teddy Roosevelt? gets him the ability to speak. So you have a Captain America like character who, instead to starting out as a weedy guy who because strong, started out as a strong guy bear who became smart. Besides, who doesn't want to see a bear wrestling with Admiral Yamamoto? And he can move into the anti-communist era with the message that we don't beat them by punching them in the face, we beat them by being more moral than them.
  10. Still no comments? I r sad. Do you find the 'life support UBO' adder in focals multipower to be kosher? If not, how to model the idea that he can extend the personal force field slightly further out to give people life support? It would seem odd to have to buy life support all over again when he already has it, and putting the whole life support power into a variable-slot in the multi-power would be odd, because then it could theoretically be turned off... What are the actual advantages to putting your base 'in space' as opposed to somewhere else? Is it just supposed to be what you pay to make your base much harder to locate and/or attack, occupy, or confiscate? How can bases be made interesting without having a bunch of relatively expensive (and fiddly) powers attached to it? Or is the GM just supposed to give you an extra base budget so no one feels really put out by paying 5 points to have 25 points of ilghtshow back at the base? Is my implementation of Galatea's VPP something you would let go? She has 20- on her power skill, meaning she needs a 14- to change out a power without a problem. That's pretty much the same point break as a 14- activation roll, which is a (-1/4) limitation, which would make the control pool cost the same 43 points, assuming I went with takes no skill roll to change. Of course, I'd then have to spend points on PS: singing. But I guess there's very little that can be accomplished with PS: singing 20- when you have a lot of AOE transforms and change environments handy. sigh, I just wanted a bunch of Disney Princess singing abilities, but it turns out I'd need to pay for all sorts of different multipower slots without a VPP, and the ability to summon, say lots of ~10 point cute and fuzzy animals is not really worth it. Of course, now I just have access to a lot of exactly the right tool for the job powers instead. Is 'no more than a 16 meter range' and 'always attack mental defense (instead of power or flash defense)' worth a -1/4 limitation on the power pool? Lot of 'mentalist' powers are normally infinite range, so it sounds like it would matter... Are two speed 3 characters (Hadaly + Motofreeman) fighting together about the same as one speed 6 character? Admittedly, they 'effectively' have 60 stun and 24 REC together, and can do things like flash + haymaker in a single phase, on the other hand, they might not always be together. And there are plenty of places a 200kg metal man may not be able to go. Would you make Pooka need the appropriate craft skills to do his 'Pooka craftsdogship' transform? It's mainly meant to give him the ability do things that aren't really done like grind grain, spin thread, and whatever other backbreaking drudge labor that the modern age has saved us from. I guess he can assemble flatpack furniture like no one's business, and do a wonderful magical cooking montage. But he actually has the skill to cook. Is not protecting from iron only worth a (-1/4) limitation? In a superhero universe, most attacks will be energy blasts or with fists, or power armor made out of exotic materials, or whatever. Almost no steel swords or knives in sight.
  11. Hmm, the editor doesn't seem to want to let me edit the last post in a thread. So adding this post to see if it will let me edit the previous one now... [edit] Nope, just sometimes it doesn't want to let me edit? Well, posting the stats for the Valiant and Bitrot here instead. Spaceguard Cutter Valiant Assume the Valiant is in geostationary orbit, which is around 35,786 kilometers above the equator. This lets it cover half of Earth with it's teleportation. In theory, it should have some way to putter around in orbit, so that if the campaign moves, the base could move to cover it. Alas, that would probably make the Valiant a vehicle, which would cost more points. In theory, it should be able to move itself around with the same point total it takes to work the long range teleportation, but I don't know how to stat that. The Valiant should weight something on the order of 100 tons, so would a teleport to move it require a greatly increased mass? The END reserve means that the portal can be kept open for around 48 seconds, and then it would take around four and a half minutes to restore the END reserve to full power. Turning off the artificial gravity reduces charge time to around 3 minutes. This makes getting thing that aren't people on and off the Valiant somewhat difficult. But the team can probably sling plenty of groceries (or whatever) through in 48 seconds. Honestly, 20x10x10 is probably way too big for a ships interior. That amount of space sounds like civilian luxury for a crew of 12. [edits Have changed around the some, added mindlink for the whole team, made it 16x8x8 meters to increase claustrophobia. From the outside the ship looks something like a piece of driftwood with several burn scars. A few leafy branches are extended where another vessel would have solar panels. On the interior, it's mostly polished wood (where things should be smooth) or textured wood (where things should be non-slip) Normal lighting tends towards blue/green. Changes to the END reserve and the fact the breathable air now cost end limit portal operation. This is mostly to prevent and sort of clever thinking with wormholes style plans. The portal can be opened for 1 minute now, with around 12.6 minutes to recharge fully. Or it can do 4 quick scan + portal openings back to back, allowing the whole team to quickly relocate to the ship, then followed by the effectively 1 REC recharge time. Which means around 4 minutes before of charging before another quick portal opening, or the full ~13 minute cycle for a 1 minute portal opening. Turning off the air and artificial gravity can speed up the process. Focal can use his rescue field on Pooka, who is the only team member that doesn't have self contained breathing. Spaceguard Petty Officer 'Bitrot' Originally, Bitrot was supposed to be an AI on the ship but it turns out that AI require additional things like senses bought for he base. It was much simpler just to make a crewman, rather than an AI that inhabits the ship. If someone else wants to come up with a 75 point AI to replace Bitrot, please give it a go. Bitrot mostly has mindlink so I didn't have to change the fact that Focal's radio is in the biosuit, but that presents all sorts of problems if Bitrot can't talk to him, since there's no other way to get to the Valiant beyond the wormholes. [edits Turns out that followers don't get points from complications, so Bitrot just keeps with Psy Lim in case someone tries to mind control him. Also, bases can't have followers, so the Valiant + Bitrot together are 50 points. Tactics: Bitrot isn't a combatant. The lack of extra points from complications mean that he doesn't even have his gravity manipulation stuff anymore. I supposed with enough point crunching, it would be possible to get a 10 or so point multipower so he can get back his various abilities, but it hardly seems worth the effort. The mindlink is moved from Bitrot to the base, and can now encompass the whole team (4 members + Bitrot and Moto Freeman, with 2 slots left over). Assume it's some sort of esoteric communications technology that somehow works on animated statues, heavily cyborged people, magical animals, plant/human hybrids and outright robots. Since Focal is sorta a displaced anime character, maybe it actually does run on how hard you believe in it. After all, Galatea accomplishes her reality alterations by believing really hard... ]
  12. And here's our last team member 'Focal' Where we look at what a headache bases can be. Originally, the Valiant was going to be much more, but complications and high point costs have mostly just pared it down to a place to sleep and an excuse for megascale teleportation. 'Focal' is a United Nations Spaceguard (like the US Coast Guard, but for Earth and Lunar orbit) officer. Well, a very junior officer. But right now, he seems to be the highest ranking Spaceguard officer around. Earth was being invaded and the Spaceguard was tasked with doing SAR for regular navy ships. The Valiant took a hit to it's wormhole drive and somehow ended up in orbit of a different Earth. It's still Earth, but it's missing almost all of the technical advances that made allowed interstellar colonization possible. Plus all sorts of little things are slightly different. For example, every here drinks fizzy 'cola' instead of fizzy coffee. Different Anatomy 'Focal' has undergone considerable genetic modification. For example, his skin isn't coffee colored because of melanin, it's coffee colored because it has rhodoplasts (red chloroplasts) in it. His eyes are slightly bigger than normal, and his retina are put together backwards. His muscles are more like a gorilla's than a normal humans. Any sort of medical procedure is going to present all sorts of difficulties. A good dose Herbicides will tend to make him very sick. He also likes to sleep under a grow lamp, or just out in the sunshine. Spacer habits Having extensively trained for operations in space, 'Focal' exhibits what might be classified as a form of OCD in normal people. He'll almost always hold on to the scenery with one hand, unless armored, or other wise anchored to something. He won't put things down, where they could float away and damage something if the artificial gravity failed. He'll compulsively tidy up anything he sees lying around. Where others will make gestures with their whole arms, his will be made with just his hands or fingers. No Identity This Earth doesn't recognize any of his ID, nor have any records of him. If not for Halady (to provide the money) and Galatea and/or Pooka (to distract people) this could present severe difficulties. Balance comments: DC: high (12 DC) (can also produce OCV 9, DC 10 attacks) CV: medium (7) Def: high (30) SPD: low (4) [edits The extra points toward the base from the other team members mean that Focal doesn't have to spend as many points on it. This allows him to expand his abilities slightly. This build also removes the advantage on life support in the multipower, just making it a feature of his life support normally. Tactics notes: Focal is a bit of an odd build. He normally wants to be at range, where he can take advantage of his powerful rifle and his range penalty skill levels. However, he's built as something of a brick, which normally want to be close to the enemy. All the teams close in fighters (Pooka, Moto Freeman, Galatea are much squishier than he is. Of course, if he's ignored that much, he can start throwing down 16d6 haymakered rifle shots, which should get everyone's attention very quickly. The rifle doesn't really need the charges, as focal has plenty of REC and END. But it's supposed to be a normal advanced rifle, even if it's some sort of biotech. So it should probably have charges, rather drawing energy from Focals might abs... ] Spaceguard Cutter Valiant Of the original crew of 12, only two (Focal and Bitrot) are left. Almost everything important is broken or severely damaged. The ship have just been able to produce a few leaves to collect a trickle of sunlight and grow enough to seal the major hull breaches. But barring a lot of work, it'll never fight again. Interior: it's setup rather like a submarine inside, very space efficient; and get your elbow out of my eye. (working on formatting, will fill out later) Petty Officer 'Bitrot' While Focal is part plant, Bitrot is an outright machine intelligence. He shares 'ethnic appearance' (large eyes, coffee colored skin) with Focal, but if considerably smaller and 'cuter'. Since Bitrot is bought as a follower of the Valiant, he should almost never leave the ship. (working on formatting, will fill out later)
  13. And now we have our third team member, where we play with what disadvantages mean. 'Pooka' Pooka looks like a dog (a golden retriever) all the time. But, due to the powerful glamours he's surrounded by, most people find this unremarkable. They instead tend to slot him into 'ethnic minority'. So, for example, he'll be arrested for 'driving while dog'. And when he goes into a restaurant, he's refused service because he's not wearing shoes or a shirt, not because he's a dog. If the GM thinks it will be funnier, characters with high EGO, high mental defenses, or high 'magic resistance' may be less affected. Pockets Pooka has pockets, even though he is a dog. Other people find it almost impossible to notice that he has pockets, or that he has anything in them. So he never has to take the change out of his 'pockets' when going through the metal detector. The security might hassle him anyway. He was walking while dog. The glamours that confuse his identity don't work as well on recorded media. So people listening to recordings of his barking find him impossible to understand (unless they understand dog barking, I guess). So any communication he does over the phone has to be done using a voice synthesizer. When he goes to his job at the newspaper, he wears half moon glasses. Mostly because he likes to look at people over them with his soulful doggy eyes. When he wants to be a hero, he takes off his glasses. He looks totally different, really; we swear. Those who still leave saucers of cream out for the pooka (or maybe just the cats) or do various other things 'to be kind to the good folk' will generally receive his assistance. Though he can't do things like mill their grain, spin their thread, card their wool, or bless their fields anymore just means he has to be more creative. A few families have avoided accidents because their car has been uncommonly lucky. Balance comments: DC: medium (10 DC) CV: high (9) Def: medium (25) SPD: medium (5) Relevant house rules: Running receives and additional (-1/2) limitation, for being running. [edits As usual, have changed things around to allow to 10 points of contribution toward the base. The original version didn't have the press pass perk. As Pooka is supposed to be an editor at a campaign city newspaper (or possibly newsy web publication) he could use one. Tactics notes: Alas, Pooka really isn't that interesting tactically. Find someone who is either weak or END reliant (like a blaster) and start removing their END or STR. Or, if the other guy has unified powers tied to either END or STR (or flight) go ahead and drain the crap out of them. If drains aren't working, just bite them. And remember to curse everything you can get your paws on with bad luck. Giving the villains foci and getaway vehicle bad luck is sure to lead to interesting results.
  14. And our next character: 'Hadaly' and 'Moto Freeman' Originally started out as a character that could telepresence with drones, but that quickly grew too complicated and difficult to balance. Ended up making a character with a powerful follower to keep the ability to be in two places at once, but the character + follower should be balanced with a single normal character in combat. Hadaly Involved in a terrible accident, 'Hadaly' was given a variety of experimental cybernetic augmentations. Since the people were developing the cybernetics for military purposes, 'Hadaly's' 'ware is a bit more high performance than you would expect. She is somewhat famous for being one of the first people to publicly receive extensive cybernetic augmentations. She now uses her money, fame, and contacts to agitate for the rights of AI and heavily cybered individuals. Her cyberware is soft and flesh colored, but easily identifiable by visible seams, etc. They are about as easy to conceal as extensive tattoos. Hardsuit The 'hardsuit' is not so much armor in the conventional sense but is instead more body expansions and attachments. It's not really useable by anyone else without them also having the same class of cybernetic mods and being about the same size. Note that the hardsuit is (Only in Alternate ID) instead of a focus, so it can't really be taken away once put on. Balance comments (Hadaly and Moto Freeman together): DC: medium (10 DC) CV: medium (7) Def: medium (25) SPD: high (6) Relevant house rules: Running receives and additional (-1/2) limitation, for being running. 'Hadaly' [edits Changes: like the edit to Galatea, changed things around to allow for 10 points spent on the team base. In addition, made non-hardsuit cyberware considerably more capable. This makes Hadaly much more vulnerable to drains, as more of her characteristics are now included. Her DEF, Stun, Red, and ranged attack options are all outside of the unified powers, so she's not completely helpless when drained. KO gas mini-missiles changed out for an AOE entangle, to make for greater ability for her to combine actions with Moto Freeman (entangle + a an attack or even haymaker from Moto Freeman. Also read the rules of riding, there's an -2 OCV penalty the rider suffers, so added an option for skill levels to offset that, plus clinging and knockback resistance to reduce the chance of her getting knocked off if she happens to be riding him. Her leaping is deliberately kept low so that Moto Freeman can both run faster and jump further than she can. The synergy between then is not the best, since Halady is a ranged character and Moto Freeman is a brawler, but at least it's interesting. Tactics notes: In theory, they are supposed to be comparable to a speed 6 character, though they can do things like double team someone for bonuses to hit, or entangle + attack a single target at once. ] Moto Freeman Originally, 'Hadaly's' motorized wheelchair, he has undergone significant alterations over the years. He can now transform between a motorcycle and a slightly larger than human form. The magic headlight It turns out, car headlights illuminate things up to around 100 meters away. Attempting to buy Images only to make light to cover this area is prohibitively expensive. I think we can all agree that it just works, OK? Relevant house rules: Running receives and additional (-1/2) limitation, for being running. Powers that only cost END to start can be made persistent Moto Freeman's 50 points of complications are required by the campaign document [edits Have changed the mecha/motorcycle forms from shapechanging to an instant change, since it otherwise didn't matter to much which form he was in. Tactics notes. Mostly just a brawly character. 'Hadaly' is supposed to be where all the player thinking is really centered. Is able to produce OCV 7 10DC or OCV 5 12 DC attacks, which is in line with the campaign document. ]
  15. Here's the last time I did this. And Here is the set of house rules I'm using. 'Galatea' Found by [Memory Keeper] during an archaeological dig several, where she appeared to be a statue of the Goddess Nike. He became aware of her nature when she began to make comments on a screening of Snow White and the Seven Dwarfs. An ensouled statue 'Galatea' is actually an animated statue, though her near perfect shape shifting can make this very difficult to notice. When sleeping, she takes on a little of her inanimate nature and can be very hard to wake up. When she doesn't have any reason to sleep in a human form, she will often drift into a statue as she goes to sleep, the form of the statue having some relation on what dreams she will have. As she never had a human identity, she has no paperwork, no birth certificate, no drivers license, etc. Memory Problems 'Galatea' is immortal, but she loses her memories of the past. She can clearly remember things that happened until around 10 years ago, and begins losing memories older than that. Anything more than 20 years old will have certainly be forgotten. Events in the past that left a major emotional impression will often come back as 'nightmares' when she sleeps. But because she is only able to dream of the actual event and the extreme emotion, without any other context, these dreams are usually very disturbing. She is now aware of her loss of memory, and fears losing her current identity. She is trying to stave this off by 'storing' her memories in [Memory keeper] and periodically reliving them. Songs of the Soul The animating spirit is so strong that it is able to effect severe changes in the world within 16 meters of 'Galatea'. Because some of her 'first' memories involve early Disney movies, her current way of effecting these changes is through singing. 'Past lives' had different additional VPP limitations, but the 16 meter range doesn't change. A monster from the past 'Galatea' had several other identities in the past. Some of them had reputations so terrible that anyone discovering an animate statue that can effect things within a 16 m radius can set of both extreme paranoia and/or bloody revenge. After all, the statue is a consummate actor, so anything it says not remembering is not believable. Sample terrible pasts: The original terracota warrior, 'Death within ten paces' As Qin Shi Huang's chief assassin, 'Death within ten paces' killed a lot of people, and their extended families, and the villages they grew up in, and their little dogs too. (VPP limitation: focus of the moment: an edged weapon) The Weeping Angel Really, the less said about the Weeping Angel, the better. It might hear you. (VPP limitation: when not being observed, yes blinking counts) 'Galatea' Balance comments: DC: high (12 DC) CV: medium (7) Def: medium (25) SPD: medium (5) Relevant house rules: Powers that only cost END to start are allowed to be made persistent. [edits changes: sold back sense of taste, gave up radio earbuds to allow for 10 points towards team base, so it's not just Focal Paying for all the base points. As a constant power, extra time on shapeshifting has to be 'only to start' so it's worth only half value as a disadvantage. So had to extend the time required to assume a new form. Tactics commentary: With her near perfect shapeshifting, Galatea can be a very effective social infiltrator. She can simply freeze most normals for with her version of mental paralysis, and if no one she cares about is within the 16m radius of the song, she can change out selective target for personal immunity, so she doesn't even need to roll to hit. This reduces everyone to 0 DCV, and would let the team pile on to any target, possibly even hitting them with multiple haymakers. If she's by herself, AOE mental paralysis followed by EGO drain can keep a crowd shut down for as long as she wants. In a team context, AOE mental paralysis or AOE flash to let the team attack lower DCV values works well. In addition, all her debilitiating AOE maneuvers make her a prime target, so getting all the enemies entangled or flashed as soon as possible is important. She's deliberately made to be weak to certain things, namely darkness vs Sound (Which prevents her singing), and any sort of grab or entangle that blocks her mouth. As she has teleportation, she's able to get out of some entangles, but once she's tied up in something that can't be escaped with teleportation and gagged, she's not any stronger than a normal person. ] Sample VPP Powers Rule details: Other than movement, powers should not affect anything more than 16 meters away. This includes the edges of area of effects, so a 16m radius power would have no range, and 8m radius power would have 8m range, etc. If an alternative defence is attacked, it should be mental defense
  16. PD and ED don't have to represent 'tanking' the hit. They can instead represent 'reducing the damage' of the hit but 'rolling with the punch' or 'mostly dodging' or similar things. In theory, Spiderman isn't much more bulletproof than the man on the street. But Spiderman can get into fights where people shoot at him and not die. So Champions Spiderman needs sufficient defenses to be able to be in a fight where people are shooting at him. In theory, Spiderman just dodges all the bullets (a high DCV), but we know that a really out of bounds DC is terrible to have in the game, and is easy to beat with AOE 0 attacks. In fact, a lot of attack multipowers in badly limited games will have an AOE 0 attack option simply to smash high DCV sillyness. In properly managed games, Spiderman has a 'high' DCV, and 'moderate' or 'low' defenses. In a normal Champions game, that's something like DCV 9 and PD/ED 20 (assuming CV 7 and Def 25 are normal). The problem with simply placing limits on DC, CV, SPD, and Def is that it's very easy for a 'properly built character' to meet all of those limits. Any set of campaign limits should include explicit trade offs so that a single character can't meet all the limits at once. Example: ----------- The following are the characteristics of the average hero: CV 7 DC 10 Def 25 Spd 5 The following are assumed to be of equal value: CV 2 DC 2 Def 5 Spd 1 Any character is allowed to be a total of '1' up from average in any category, and further raises above average require reduction in another. Examples: CV 9, DC10, Def 25, SPD 5 is one up in CV, and a legal character CV 7, DC 12, Def 30, SPD 4 is one up in DC and Def and reduces SPD by one, making it legal CV 9, DC 10, Def 20, SPD 6 gains CV, SPD, loses Def In general, characters shouldn't be more that one up or one down from average in any given category. ------------- That set of limits means that your character can't meet all the campaign limits, they explicitly have to trade things off.
  17. Yes, with some reservations. Remember than any application of megascale counts as non combat movement and takes at least a full phase. So, for example, if you had 1 meter of teleportation with megascale 1m = 10km, then teleporting 2 meters would reduce you to half DCV (for non-combat movement) and take a full phase (for the megascale advantage) to do. In addition, it's usually considered bad form to do things like have a very low powered movement power with megascale attached. A reasonable rule of thumb is to require some minimum amonut of meters of movement in a power before you can add megascale to it. I'd suggest a minimum of 10 meters of movement before buying megascale.[ [edit] In addition, remember that you almost certainly want to have the 'safe blind' advantage on megascale teleportation, or some megascale sensory powers to scope out your teleportation destination before you try going there.
  18. The basic limitation for your VPP would be '-1/2 can only change powers in given circumstances' Your spellbook probably isn't a focus, because it sounds like you don't need your spellbook in your hands to use your powers, just to change them. So no focus limitation on your control pool. Things to think about: How much of your total 'ability' is going to be bound up in your spells? For example, the 'standard' superhero needs most, if not all of the following: Ability to take hits from opposing capes Ability to hit opposing capes hard enough ability to move around in a fight (how do you get over there to hit that guy shooting at you?) ability to move around in the city (how do you get to the bank robbery before it's over?) ability to find out where to move around to (how do you even know the bank robbery is happening?) So, for example, we'll consider the a flying blaster: He's got a force field he shoots lasers out of his hands he can fly he can, in fact, fly really fast He's got, like, super vision and hearing, so he can just hover over the city and look and listen for interesting stuff. Now, we think about how blaster guy would actually be built: Sure blaster guy could just buy all his powers separately, but that's terribly expensive. So he'll use a point economy style multipower. He's got, say a 120 point pool multipower with 60 point variable slots of flying, blasting, force fielding, and super sensing. So sometimes he's just flying around and super-sensing, and sometimes he's shielding and blasting. His multipower costs a total of around 120 + 12 (blasting)+ 12 (shielding)+ 12 (flying) + 12 (sensing) = 168 points. So, if your VPP is going to cover most of your 'required' powers, expect it to have a very large point pool, with your control pool cap mostly limited by your campaign document.
  19. For future reference, you can use the 'code' tag to make the board preserve spaces, so that you can post things that require formatting. example: Value Cost stats str 40 30 dex 21 33 con 20 20 body 13 6 int 10 0 ego 10 0 pre 18 8 com 10 0 This lets you line up everything neatly. You can use a monospace text editor to double check any formatting, This makes it easy to display things like value, active points, and actual point costs in columns. In addition, you can manage indentation formatting, and other tricks.
  20. The werewolves of Hamburg: A bunch of former Hitlerjugend who were infected with lycanthropy in the last days of World War 2. These days, they are just a bunch of everyday German retirees who all meet up in a certain nightclub every full moon so they can be locked in,ensuring their transformations won't hurt anyone. Except now, someone if hunting them down and killing them...
  21. You could do it as a VPP. The limitations would be something like 'takes hours to change' (time to make new totems) and maybe 'only change in given circumstances' (I.e. you can't do it while held prisoner and stuff). Assuming the whole VPP just covers the 'totems' you make, then probably slapping a focus limitation on the whole thing (every power in the VPP has to have the focus limitation, but the VPP itself isn't actually granted by a focus).
  22. If you are going to go for OIF armor, remember that it'll be taken away. And you are 10 str, 2 PD, 4 OCV guy without it. You can't even guarantee winning a fist fight with a random guy off the street. A 150 point agent will mop the floor with you. Either make your armor OIAID so it won't be taken away, or buff your unarmored self up enough to be able to at least not be obliterated by 150 point agent type characters. Your combination of STUN, REC, and CON are in a very bad place. Assuming you get hit with a standard 10d6 EB, you'll take around 15 points of stun, the damage will go over your CON and you'll be stunned, plus you'll be almost out of STUN. A 12d6 EB will put you down. And both of those attacks are pretty standard attacks at the 400 point level. In addition, your low REC means you'll take ages to recover and STUN that you do lose. The 'standard' 400 point hero has something like 25 PD/ED, 40 STUN, and 10 REC. Remember that if you are going to have lower PD and ED, you have to have higher CON to avoid being stunned when you get hit by 'standard' attacks. A 30 PD tank can take a 12d6 EB and not really worry about being stunned by it, a 20 PD character really should have something like 25 CON. (At least, assuming I'm remembering the rules about taking more damage than CON correctly...) Next, your attacks are 'very powerful' 4d6+1 HKA with AP is something like 80 active points, is that within your expected attack limits for the campaign? If so, then your defenses are even more lacking. One hit on yourself from this attack leaves you KO for some time and with around half your BODY taken in damage/ Your armor also seems pretty iron age. Where's the radio/telephone? compass (bump of direction), google maps (Navigation skill), clock (absolute time sense), etc. Your high tech armor doesn't do what the smart phone in your pocket does. You've spent a lot of points buying up individual skills, which usually means you really want either a higher base stat or some skill levels instead.
  23. There are two general uses for multi-powers ------------------ 1. the action economy multi-power his multi-power is usually used to hold several different varieties of attack powers. As you can really only use one sort of attack power at once, you really shouldn't be buying all your different attack powers separately. Example: Armor guy has a whole lot of different guns, chainsaws, grenade launchers, and so on strapped to his armor. This means that he should have several different choices of what to shoot at you with. So we make him a multipower with several 'ultra' (or 'fixed', which I think is the more current term) slots with attack powers with different advantages and/or limitations on them. The power pool of the multi-power is generally only enough to run one power at the time. So specifically, something like: 60 point multipower grenade launcher: 8d6 blast with AOE chainsaw: 4d6 HKA Sonic disabler 6d6 blast, NND hearing flash defense ec ---------------- 2. Unified power pool muli-power This multipower setup is usually used to represent powers that draw all draw their energy from a single source, and there isn't enough energy to run every power at maximum at once. Example: telekinesis guy uses his TK to attack things at range, provide telekinetic force fields, and fly. But if, for example, he's running both a force field and attacking at once, he doesn't reall have enough power to fly left over. The power pool for this multi-power is usually pretty big, as it's supposed to be able to provide points for several PC power level things at once. And because you are going to be running things at different levels of points, the powers all have to be 'multi' or 'variable' slots. So specifically, something like: 110 point multipower 60 point blast 60 point force field 60 points of flight So, for example, you can run 50 points of blast, 50 points of force field, and 10 points of fight all at once. So why doesn't this multi-power have 100 points of blast, after all, that would only cost a few character points more? That's because the maximum number of active points in a power is still limited by your campaign limits. you are 'allowed' to have a 110 point pool multi-power in a 60 active point limit game, but you can't have powers in your multi-power that are over 60 points. ------------------- Next, you'll notice that a multi-power is a large number of slots looks a lot like a varible point power pool. In fact, a VPP might turn out to be cheaper. The point at which you should swap out your multi-power for a VPP is somewhere around 8 or so slots. Note that VPPS should probably be written on your character sheet more like an infinite multi-power, with several different options on what you could do with your VVP already figured out ahead of time. This saves everyone a lot of headaches at the table, as you aren't busy figuring out the math for the powers you want to fit into your VPP which they are waiting for your turn to be done.
  24. I think the problem with a simple list of campaign maxima is too limited. Unless the maxima are very larges it's actually pretty easy to meet all of them. So I think 'campaign average' with directions on how much you character can deviate from the average is a more useful rule suggestion for making balanced parties. So, for example, if we were making characters for a standard 350 supers game, and get told that the maxima are as follows: CV 9 DC 12 Defense 30 SPD 6 It's pretty easy for an experienced hero character builder to come up witha concept that would justify being at those levels of power and be able to find the points to get all that. So instead, it's much better to give something like this: CV Average 7 Deviation 2 DC Average 10 Deviation 2 Defense Average 20 Deviation 5 Speed Average 5 Deviation 1 (etc) And tell players that their character can be a total of one deviation up after they were done. So CV 9 ( up 1) DC 10 (average) Defense 15 (down 1) Speed 6 (up 1) Is an acceptable character And CV 7 (average) DC 12 (up 1) Defense 25 (up 1) Speed 4 (down 1) is also an acceptable character. And a character that comes out just 'average' in every area is probably too weak.
  25. Another thing to be aware of, if you see some old character builds, is that 'fixed' multipower slots used to be called 'ultra' slots and 'variable' slots used to be called, um, I think 'multi' slots. So you might see the notation 'u' and 'm' in multipower writeups instead of 'f' and 'v'
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