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Weldun

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Posts posted by Weldun

  1. Re: Quote of the Week from my gaming group...

     

    From tonight's L5R Game. Some Imperial Magistrates were being somewhat uncooperative in answering some of our questions, so in frustration I decided to insult him.

     

    Lion: Were you born this obtuse, or did this take some form of special Scorpion training. No, it was you mother dropping you on your head after having glanced at your face without first bracing herself.

    Scorpion: *spluttter* Take your stance. *Enters his Iaijutsu stance*

    Crane: Well, if you would just answer our questions.

    Scorpion: He insults me, my clan and my mother!

    Lion: Now, I'm sure that your mother was a wonderfull woman. *Enters his stance* A shame your father never knew her that well.

    Crab: For a moment there, I thought that you had rolled over on me Oyajiisama, but then you make me proud.

     

    For the record, I won. One stroke, him unconscious, I even took three raises simply to mark his cheek. And people try to tell me that Lion Bushi don't make good duelists.

  2. Re: Meta-Backgrounds

     

    So' date=' the fact I designed The Blaze to fill in gaps in the group I was joining, being careful that the character would have a personality that would "fit in," would be a meta-background?[/quote']It's the begining of one, yes. I guess I'm just curious as to how much meta-game thinking people put into their characters.
  3. Re: Meta-Backgrounds

     

    Now I am utterly confused. :confused:

     

    I see not the slightest resemblence between Killer Shrike's post, which explains why he, the player, had his Secondary Creation take the form it did, and your post, where you...well...

     

    Frankly, I can think of no way to describe what you did.

     

    In any event, I see nothing similar. Perhaps if you explained why you think them similar, I could (as they say) "get a handle" on what you mean to accomplish. It would be appreciated.

    Fair enough. A meta-background is any other detailed thinking that went into the creation of the character. Not just, "Hey, I'll make a sound-based energy projector with X rough background." It's not for everyone, and sometimes the meta-background fills itself in as you go, but I enjoy them.

     

    Like I said, I shouldn't have posted this while down with the Flu.

  4. Re: Soon I Will Be Invincible

     

    That scene at the end had me chuckling' date=' where Dr. Impossible...

    ...reveals himself to CoreFire dramatically, finally letting the captured hero know who it was who has been his nemesis all these years, and CoreFire just shrugs, having no recollection of the man under the mask. :D

    [/quote']

    "For you, the day Bison graced your village was the most important day of your life. But for me, it was Tuesday."

    not really, but it gives the gist.

  5. EDIT: This character has since been revised. Previous version left posted for comparison.

     

     

    [b]Nightwalker - Joshua Walks-by-Night[/b]
    
    [b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
    15    STR     5   15      12-       HTH Damage 3d6  END [1]
    18    DEX     24   18      13-       OCV 6 DCV 6
    15    CON     10   15/20      12- / 13-
    15    BODY    10   15      12-
    13    INT     3   13      12-       PER Roll 12-
    18    EGO     16   18      13-       ECV: 6
    13    PRE     3   13      12-       PRE Attack: 2 1/2d6
    13    COM     2   13      12-
    4    PD      1   4/23             4/23 PD (0/19 rPD)
    4    ED      1   4/21             4/21 ED (0/17 rED)
    5    SPD     12   5                 Phases:  3, 5, 8, 10, 12
    6    REC     0   6
    30    END     0   30
    50    STUN    4   50
    6    RUN      0   6"                END [1]
    2    SWIM     0   2"                END [1]
    3    LEAP     0   3"                3" forward, 1 1/2" upward
    
    [b]CHA Cost: 91[/b]
    
    [b][u]Cost[/u]   [u]POWERS[/u][/b]
    12     [b][i]Headware Radio/Cellphone and Image Link[/i][/b]: High Range Radio Perception (Radio Group) - END=0
    15     [b][i]Synaptic Accelerator[/i][/b]: (Total: 15 Active Cost, 15 Real Cost) Lightning Reflexes: +3 DEX to act first with All Actions (Real Cost: 4) [b]plus[/b] +1 SPD (Real Cost: 10) - END=0
    22     [b][i]Tauma Damper[/i][/b]: (Total: 25 Active Cost, 22 Real Cost) +5 CON (10 Active Points); No Figured Characteristics (-1/2) (Real Cost: 7) [b]plus[/b] +15 STUN (Real Cost: 15) - END=0
          - END=
    43     [b][i]Summoning Magics[/i][/b]: Multipower, 75-point reserve,  (75 Active Points); all slots Requires A Conjuring Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=
    3u     1)  [b][i]Spirit Summoning[/i][/b]: Summon 300-point Nature Spirit, Expanded Class of Beings Very Limited Group (+1/4) (75 Active Points); Requires A Conjuring Roll  (-1/2), Summoned Being Must "Inhabit" Locale (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=7
    3u     2)  [b][i]Control Spirit[/i][/b]: Mind Control 12d6 (Summoned class of minds), Telepathic (+1/4) (75 Active Points); Limited Class Of Minds [subset of a class] (Nature Spirits; -1/2), Requires A Conjuring Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=7
    3u     3)  [b][i]Banishment[/i][/b]: Dispel Summon 25d6 (75 Active Points); Only vs. Spirits, Elementals and other such creatures (-1/2), Requires A Conjuring Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=7
    9     [b][i]Astral Perception[/i][/b]: Detect Aura/Astral Entity  and Physical Objects 12- (Sight Group), Discriminatory, Analyze (20 Active Points); Lockout (Normal Sight; -1/2), Side Effects (-2 To Attack/Skill Rolls Involving Physical World; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Limited Power (Limited Discriminatory Sensing of Physical World; -1/4) - END=0
    12     [b][i]Astral Projection[/i][/b]: Extra-Dimensional Movement (Astral Space/Metaplanes, Location as corresponds to real-world loacation.), Reduced Endurance (0 END; +1/2) (37 Active Points); Meat Body (character's body remains in the real world, cannot move, percieve, or act, and damage to either the astral form [in astral space/the metaplanes] or the real body [in the real world] can hurt or kill the character; -1), Self Only (-1/2), May Only Take Bound Magical Items (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=0
    11     [b][i]Sorcery[/i][/b]: Elemental Control, 40-point powers,  (20 Active Points); all slots Requires A Sorcery Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=
    9     1)  [b][i]Power Bolt[/i][/b]: Killing Attack - Ranged 2d6, No Range Modifier (+1/2) (45 Active Points); Requires A Sorcery Roll  (-1/2), Increased Endurance Cost (x2 END; -1/2), Spell (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=8
    9     2)  [b][i]Stun Bolt[/i][/b]: Ego Attack 4d6 (40 Active Points); Spell (-1/2), Requires A Sorcery Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=4
    11     3)  [b][i]Personal Armor[/i][/b]: Force Field (16 PD/16 ED), Costs END Only To Activate (+1/4) (40 Active Points); Requires A Sorcery Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=3
    5     4)  [b][i]Heal[/i][/b]: Healing BODY 4d6 (40 Active Points); Extra Time (1 Minute, -1 1/2), Requires A Sorcery Roll  (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (3d6 STUN Damage; -1/2), Concentration (1/2 DCV; -1/4) - END=4
          - END=
    15     [b][i]Magesword[/i][/b]: (Total: 40 Active Cost, 15 Real Cost) Killing Attack - Hand-To-Hand 1d6+1, Affects Desolidified One Special Effect of Desolidification (Spirits/Astral Forms; +1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); OAF (Sword; -1), STR Minimum (12; -1/2), Real Weapon (-1/4) (Real Cost: 13) [b]plus[/b] +1 OCV (5 Active Points); OAF (Sword; -1), Real Weapon (-1/4) (Real Cost: 2) - END=0
    3     [b][i]Form-Fitting Body Armor[/i][/b]: Armor (3 PD/1 ED) (6 Active Points); Activation Roll 12- (-3/4), IIF (-1/4), Real Armor (-1/4) - END=0
    
    [b]POWERS Cost: 185[/b]
    
    
    [b][u]Cost[/u]   [u]SKILLS[/u][/b]
    9      Power:  Conjuring (PRE) 15-
    3      Power:  Sorcery (EGO) 13-
    3      Analyze:  Aura 12-
    12      +4 with Conjuring, Sorcery and Analyze Aura
    
    2      Animal Handler (Canines) 12-
    3      Combat Driving 13-
    1      Computer Programming 8-
    3      Scholar
    1      1)  KS: Arcane and Occult Lore 11-
    1      2)  KS: Shamanism 11-
    1      3)  KS: Thaumaturgy 11-
    0      Language:  English (idiomatic; literate)
    4      Language:  Séliš (fluent conversation; literate)
    3      Mechanics 12-
    3      Paramedics 12-
    3      Stealth 13-
    3      Streetwise 12-
    3      Tracking 12-
    0      TF:  One-Wheeled Muscle-Powered Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
    3      WF:  Small Arms, Blades, Clubs, Fist-Loads, Unarmed Combat
    
    [b]SKILLS Cost: 61[/b]
    
    [b][u]Cost[/u]   [u]PERKS[/u][/b]
    8      Contact:  Wolf (Very Good relationship with Contact), Spirit Contact (x2) (8 Active Points) 11-
    3      Anonymity
    1      False Identity
    2      Reputation:  Champion of the Underdog (A small to medium sized group [Millennium City Homeless]) 14-, +2/+2d6
    
    [b]PERKS Cost: 14[/b]
    
    [b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
    20     Normal Characteristic Maxima
    5     Distinctive Features:  Cybernetic/Biological Implants (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    10     Distinctive Features:  Mystic Aura (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    5     Dependent NPC:  Sarah Sharpe, volunteer worker at the local homeless shelter. 8- (Normal; Useful Noncombat Position or Skills)
    30     Enraged:  Berserk When character takes BODY or is Stunned (Common), go 11-, recover 11-
    10     Hunted:  Local Mob 8- (As Pow, NCI, Limited Geographical Area, Harshly Punish)
    5     Money:  Poor
    5     Physical Limitation:  Unfamiliar with this Earth's customs and technology (Infrequently, Slightly Impairing)
    10     Psychological Limitation:  Casual Killer (Common, Moderate)
    10     Psychological Limitation:  Champion of the Downtrodden. (Common, Moderate)
    15     Psychological Limitation:  Distrustfull of Large Corporations and Government (Very Common, Moderate)
    15     Psychological Limitation:  Vengefull (Very Common, Moderate)
    10     Unluck: 2d6
    [b]DISADVANTAGES Points: 150[/b]
    
    Base Pts: 200
    Exp Required: 0
    Total Exp Available: 0
    Exp Unspent: 0
    Total Character Cost: 350
    
    
    
    

     

    Background/History: I blink the spots out of my eyes. I'm lying in a pile of rubble, it's night time, and there are sirens blaring everywhere. "Spirits!" I curse, as I try to pick myself up. The run had gone south the instant the dragon had shown up. "It's just a short snatch and grab out of Chicago" Badger had said, "How bad could it get?" I chuckle, ruefully. "How bad? How about a Dragon, a Mantis shaman, a Wasp-spirit hive with one seriously pissed off Queen and some sort of Hard Core covert ops team? Inside the quarantine zone!?" Details were starting to get clearer now and I can actually sit up now. Just as I finally coax some feeling back into my legs, some sort of sec-goon flies over to me. Wait, flies? Yep, those are boot jets. Never even heard of those, must be cutting edge mil-spec. No logo, not good. To tired for a spell, where's the predator? Frag! No gun? The sec-goon lands next to my head, "Hold still, emergency workers will be here for you soon." Emergency workers? In the QZ? I scope him out astrally. This fragger's clean! No magic, no cyber. What's going on here? I look to my left and see my sword's aura peeking through the rubble. I doubt that'll help, but at least the goon probably can't see it. I switch my perception pack to the physical world and start scanning frequencies on my headcomm. A lot of chatter on a tight group of channels, search and rescue stuff. Okay, maybe I've been out of it longer than I thought, but if so, why aren't I bug chow. The sec goon is still hovering near me. "Go, I'll be fine. Other people might need you more than me." The goon nods and the flies off. I decide to risk summoning a small spirit, nothing too big. With the Chi-town manasphere so fragged up and with all this damage, I don't want to run the risk of a toxic, so I call to the heavens. "Spirits and Fire!" That was too easy. Way too easy. The wind spirit waits patiently, it seems ammused. "It has been some time since we have been called." It's voice resonates in my skull. "Come away, oh little one, come away. This place is not safe for you." With that, it picks up my sword and I feel it presence wrap around me, a the familiar feeling of a spirit's concealment. As I stumble out of the ruined building, I am overwhelmed by the sight of several people flying, while dressed in brightly coloured clothes. And more sec goons, not as heavily armoured as the other one, with UNTIL stamped on their shoulders. What the frag is going on?

     

    Nightwalker has found himself a stranger in a strange land. The world he left behind was a world of magic and cybernetics. Life on Earth had fractured into races once thought to exist only in fairy tales, and magic had returned as force to be harnessed and channelled by those select few with the talent to do so. Corporations ruled their dominions as nations unto themselves and a great many people didn't officially exist at all. In this new world, he sees nations that only existed in history for him, technology that is at once, decades or even centuries ahead of his worlds, and yet is prevalently antiquated by his reckoning. He has assured himself that this is not his world and although the relative dates place him in the past, it is not his world's past. For a time, he survived on the street, bouncing from shelter to shelter, as Detroit is rebuilt as Millennium City. All he has from his own world are his implants, his sword and his under-armour. And his magic. As the days went on, he began to notice that many of the homeless were being rounded up for construction work by heavy set men. He decided it could be a good way to earn some money, but discovered that while the workers were technically being paid, they had to "rent" hard hats, tools, and the only food and water available was on-site at exhorbitant prices. Enraged, Nightwalker called up a spirit to aid him, and thrashed the mobsters within an inch of their lives. He made them give the workers their money back and then sent the workers home. But he should have realised. He had just made powerful enemies, and he had no friends. No safe houses to hole up in, no fixers to broker a truce through. This was worse than being hung out to dry, because at least then he could try throwing some cred at the problem, but even that wasn't an option. All he had going for him was that it had been particularly cold that day, and his scarf had concealed his features. As mob enforcers began to rough up some of the homeless, trying to find the "freak", he kept stepping in, and even killed a few of the more viscious gangsters to make a point. Soon, the mob placed a bounty on "The Nightwalker's" head. Things were looking up.

     

    Personality/Motivation: Nightwalker is still a little bewildered by this world, but has learned to adapt. Through the rescue of a prominent hacker, he even has a basic identity, but he doesn't use it too often, knowing how flimsy falsified identities can be. He has come to identify with the homeless of Millennium city, most of whom were displaced either by Destroyer's attack or the subsequent rebuilding. Having been displaced by some unknown event in his own world, he has no friends or family apart from the ones he has made here, and having known the pain of having it all taken away from you, he will fight tooth and nail to keep what he has gained here.

     

    Quote: "You know your doing well when your opponent starts publicly crying for help."

     

    Powers/Tactics: While not particularly powerful, Nightwalker has a wide variety of abilities that mean that he excels at information gathering and can hold his own in a fight. His tendency to enter into a beserker rage whenever he is seriously harmed means that he will often be alone and unsupported, as he will try and put some distance between himself and those he cares about. To compensate for this, he attempts to confound his enemies with his spirits rather than face them head on, although his spells and sword have proven effective in this area so far. He knows that it's only a matter of time before the mob offers enough for one of these "supers" to take up the contract, a prospect he does not look forward to.

  6. Re: Elemental benders (Avatar)

     

    Um... you do know that office buildings are normally made of either reinforced or pre-stressed concrete' date=' right? Concrete *is* stone, at least as far as Earthbending goes, even if the steel skeleton isn't.[/quote']Whitewings is right. While the cementing agent need not be "earth", as in the case of fly ash, the most common variety is made by heating limestone with clay. The aggregate makes up the majority of concrete and is typically made up of sand, gravel and chrushed stone, although in recent years some of the aggregate mix has been replaced with other materials, the bulk of concrete would still count as earth, just not "natural" earth, which earthbenders don't seem to have a problem with.

     

    Rep for Whitewings.

  7. Re: Meta-Backgrounds

     

    Actually, Killer Shrike hit the nail on the head. Even opened my eyes. (I'm feeling a little better now.) A meta background is basically the thinking that went into the character's creation, beyond the character's backstory, which most of us do. He answered for everybody.:thumbup:

  8. Re: Meta-Backgrounds

     

    a meta-background is the in-story background of the character' date=' but the background of the character's publication.[/quote']I REALLY shouldn't have posted this whilst sick.

     

    A meta-background is not the in-story background of the character, but the background of the character's publication.

     

    To go further, extremely few character are published REAL WORLD. But if you pay attention to the Spectre's example, the meta-background is still fictitious, but still played a part in the characters generation.

     

    I don't know. Maybe I'm the only one who does that. It's part of how I keep in mind that what I'm creating is a comic book character.

  9. Re: How Would You Make Green Lantern?

     

    The ring limitations is a short hand for the limitations the ring itself has (Namely needs to recharge and OIF)
    At which point, you've been double dipping. Take another look at what you posted.

    Flight: Flight 10"' date=' Reduced Endurance (1/2 END; +1/4) (25 Active Points); [u']Ring Limitations (-3/4)[/u], OIF (-1/2), Must Be recharged (-1/4) Real Cost: 10
  10. Re: Elemental benders (Avatar)

     

    Here's an alternate build, it also got another 20 points to spend in some skills. Which you are lacking in.

     

    You could spend them in, say, KS: Earthbending, (2pts for 11-), Sc: Geology (2 pts for 11-). What are this guy's hobbies? What else does he know? Toph was quite knowledgeable of High Society, Ettiquette and Bureaucracy. She chose not to use them, but she had the skills nonetheless. Hoist is also a good one, if you can get your hands on Ultimate Brick or Ultimate Skill. It's usually for super-strong characters, but it will let you get the most out of that TK. Skills are are a common oversight on the part of new players, hell, a lot of old players forget them from time to time.

     

    As for books, there are two your group may want to get, expecially if you're all new to the game. The first is the UNTIL superpowers database. It's a compilation of a very wide selection of power builds, and can be quite informative to new players when trying to figure how to build a particular power. The second is the Ultimate Skill. It's a book devoted completely to skills and it's almost as thick as the main book. It contains detailed descriptions of how background skills work and what each and every skill covers.

  11. Re: Meta-Backgrounds

     

    My Bad. I shouldn't have posted while I'm sick.

    Just to be clear, a meta-background is the in-story background of the character, but the background of the character's publication. As you can see with the Specter's write-up, this is the background of the character as if there really was a comic with him in it.

     

    To contrast. This is the Spectre's Background.

    The Spectre

     

    The Spectre is a mutant who was born George L. (Louis) Burgess, in Kentucky, 1844. He enlisted in the Confederate army during the 2nd American Revolution (D Company, 1st Kentucky Infantry), and during this, he discovered his amazing ability to suppress his fear response. He also began to note that he was needing less food, water and sleep than his fellow soldiers, an ability that is the present day means that his daily biological needs are now weekly. During the period immediately following the war, he began to face off against bandits and renegade soldiers as a masked man that the journalists dubbed the Spectre, the fearless man. His exploits included chasing notorious Gunfighter, Alex

    "Tombstone'" Tubbs, later known as "The Tombstone Kid".

    In a twist of irony, he married Sue Hamilton in 1873, the very girl who rejected Tubbs. after a few years, to escape her brother's increasing problems with alcohol, Burgess and his wife move to Kingdom City, Nebraska. However, all was not to be happily ever after. As the years went on, Sue began to notice how youthful George seemed to remain, and townsfolk would be scandalized in the streets by what appeared to be a woman with a much younger man. Their son and one of his two daughters had noticed as well, especially Felicity, the eldest daughter. George had no choice in his mind but to tell the truth. They were, of course, shocked and Sue went so far as to mumble things about being "a demon's bride." Fortunately, his children were better educated and less prone to superstition, but the next few years brought resentment into their eyes, as it became clear that the gift had not been passed onto them.

    George decided that he had to move on, that closure was a natural and necessary part of life. With the help of his son, Able, he was able to forge documents for a new identity. In 1897, he faked his death by collapsing a local mine that he made a point of claiming still had something left in it. In general, the townsfolk accepted it, and for the most part, the ruse held. Although he never saw his family again, with the one notable exception, he moved to New York and worked as a boilermaker in the rail yards.

     

    Over the decades, he has discovered that he has the ability to manipulate his metabolism in various ways, starting at the turn of the 20th century, when he found that he could regenerate. His regenerative abilities would prove most useful after this, as the great war had started in Europe with the assassination of Archduke Ferdinand. But before America became caught up in the European problem, he met an enchanting young widow in a market near Queens. The two began to court one anther and very nearly consummated their love when George found out Patricia Stanton's maiden name. Burgess. The surprise at discovering that he was entering the bed of his own daughter stunned even the normally calm man, and he babbled out his identity to her. She realized the truth of it immediately, despite having only been 6 when he left, and fled screaming into the streets where she stumbled into a stranger. This chance encounter haunts George to this day, as the stranger was a vampire hunter by the name of Helena Schreuber nee Van Helsing, granddaughter of the famous Abraham Van Helsing. Understanding only some of Patricia's rambling about her long dead father and fornication, Schreuber could only guess and the poor woman's problem. Then George came out into the street after Patricia, causing her to shriek in terror. Now Helena understood. This poor girl's father had returned as one of the undead, and a powerful one at that, for he was out during the day. Faced with a skilled huntress, George was forced to flee. The Schruebers continue the Van Helsing tradition to this day and The Spectre has been of particular interest to them since 1978, when the 90 year of Helena and her grandson Nigel caught up with him in California and made the connection between the Vampire Burgess and The Spectre.

    When the U.S. entered the war in response to U-boats sinking American ships 1 year later, he enlisted again. In the 1st and 2nd world wars, his adrenal boost ability let him lift over a ton and in both these wars he served in Europe, not only as a soldier, but also as The Spectre. This is the only period that The Spectre was seen out of formal attire, (although he returned to it between wars), and on several occasions during the WWII, his squad mates nearly discovered his mask and handkerchiefs. While history generally accepts that the Spectre was a U.S. soldier, the fact that he would appear in an undershirt made it difficult to identify which unit he was with, especially as George went out of his way to take advantage of times when he had been separated from his unit. He continued fighting in the Pacific, and even fought the Golden Samurai all across the pacific islands. After the war, he studied Okinawan Karate from his old foe, both men having discovered that both found the slaughter that signified the closing months of the war to be abhorrent. Indeed, the had become good friends, and George was able to help many people in Okinawa come to terms with the shock of having lost the war.

     

    In 1968, one hundred years after his first appearance, he returned from Okinawa with a firm mastery of Karate. He battled the likes of Dr. Macabre and even received an invitation to join the Sentinels, but he turned them down in light of their political connections. His "failure" to appear in Vietnam had him labeled a "hippie", despite his distaste for the movement's views. During this period, he battled the likes of VIPER, the Guru and Jack Flash. Then came California, March 5th, 1975. Dr. Destroyer made his explosive debut into the world and nearly conquered the state. The Spectre lost his good friend Kid Chameleon that day and discovered that the world had begun to leave him by. Despite the protests of his only remaining friend and fellow immortal, Diamond, he retired from super heroics.

    In 1992, after the near destruction of Detroit, he resurfaced there to help in the reconstruction. This time, he had developed a "Hyper-boost" ability that allowed him to run at speeds of over 70 kph. This Spectre had also invested some Kevlar lining for his suits. In 1996, he retired once more after Herman Schreuber came too close to getting an image of him without a beard. Now it is 2006, and George has returned to Kingdom City as The Spectre, in response the sudden increase in metahuman activity there. And this time, he plans to stay

     

    Costume: Contemporary formal wear, black leather gloves, and a red hood with black diamonds over eyes. Compulsively leaves a white handkerchief, which has an S embroidered on a corner with silver thread.

     

    Where as this originating post is the Spectre's Meta-background.

    If anyone can explain this better, I would be most grateful.

  12. Re: What happens when a new GM doesn't understand game balance

     

    One of our newer players tried to GM a Champions game. The PC's were 350 points, but we lowballed things to not overwhelm him with uber-characters.

     

    There was a fight in the woods where 8 minions ambushed 4 heros. One hero was killed outright in the intital barrage, the rest were KO'd by phase 3. This was partially due to some phenominal damage rolls, but there was also the little detail that the minions were 200 points and munchkined out...:eek:

     

    By the end of the fight he realized what he had done and apologized. We replayed the battle the next week and things were... tough, but reasonable.:D

    :thumbup: Sometimes this is all that needs to happen, other times you need to walk away.

     

    Confession time, I really screwed up a Mekton game, once. I built the PCs mecha to be tough and versatile, and I succeeded. I then built the bad guys. I wanted them to be mooks, low cost and low defences. But I wanted them to be a threat, so I upped the speed and maneuverability and then I added (and here's where it hurts) two 2k weapons with a BV of ∞ (Mekton players know what this means, but in champions terms, 1k is equivalent to a .50 caliber machinegun round, and a BV of ∞ would translate to Autofire ∞), and then cross-linked them. Now this could have been fixed, but I made the mistake of constantly commenting with such things as "I can't believe this, you have more than 3 times their point value and they're you up the !"

     

    My players did the right thing by telling me that they weren't playing any more and why. Fortunately, I agreed with them and asked if I someone else could run a game while I re-examined my GMing style. Nowdays, my mooks are that, mooks. They're lucky to hit, and they're lucky to do serious damage, but are enough that the PCs can't afford to ignore them. My goons can hit almost as often as the PCs, and can do almost as much damage, but aren't much harder to take out than mooks.

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