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Tech

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Posts posted by Tech

  1. Originally posted by OddHat

    Never said he was. I thought we were looking for a "good guy" who could be used as a bad guy?

     

    Yep, although it would be more of a 'I'm using this good guy's name as mine to drag it through the mud just to spite everyone here', with accompanying appropriate powers (otherwise, why use the name.) Heh, my college English teacher would've had a fit with that last sentence...

  2. Originally posted by comfortmd

    All these pics are soo good, i wish i were better at drawing people

     

    I wish I could download these pics at the moment but can't. Computer problems. Anyways, nice pics!

  3. Originally posted by lemming

    The few characters I had with Find Weakness I modified.

    Calico does have a FW skill that LoW works against. However, for everytime she makes the roll, she gets to add 1d6 to her damage against said target. Not as good ripping away all the defenses, but given time, she really has a good wallop.

     

    Hey, I like this idea. Maybe I'll suggest it to my players.

  4. I agree with y'all - use END. We've always used END in my campaign (except for the first few months when I first started Champions so way long ago). Using END has allowed some really tense, and exciting, moments when heroes and heroines pushed their powers when they had like 1 or 0 END, knocking themselves out with the effort and the villain goes down. Lotsa fun with lotsa players cheering the player who dared to go the extra mile.

  5. Re: Legend to Super

     

    Originally posted by Hermit

    It also depends on how much you want to 'comicfy' something. Thor, as presented by Marvel is quite different from his mythic forebearer in many details. That's not an altogether bad thing, some myths would seem to modern sensibilities to be too silly or too grim/violent to be viable heroes. A little adjustment and a few tweaks can fix that.

     

    Point taken. I guess it would have to be on a case by case legend. Great ideas and my thanks! A few more ideas and I should be able to do my episode.

  6. For an upcoming Champions game, I've poured over countless websites looking for Irish villains to use. Since I've come up with zippo, I'll throw my idea out for help.

     

    An Irish superheroine will return home to find that someone has taken the name of an Irish hero of some legend and dragged his/her name through the mud by being villainous... OR an Irish legend bad guy shows up. At any rate, either of the two (or even both) will do. A description of the person, legend and possible abilities would be greatly appreciated.

  7. Originally posted by Wildcat

    Hey me again... fogot to mention that I drew this by hand, and colored him in Photoshop. With a background I found online, made from Bryce I assume.

     

    This pic is superb! Drawn by hand? Super!

  8. I have my GM stuff organized very simply: one folder contains my villains on the left side, notes on the right side of the folder. Two other folders contain heroes. Being very familiar with the rules, I don't have anything like a Speed chart, nor do I need one for the characters (I memorize those Speeds). It varies but I put notes for the episode down on paper, sometimes not.

  9. Re: want to meet Mr. Squeek

     

    Originally posted by Barton

    Could you post Mr. Squeek?, I would love to see the final writeup.

     

    I think a good quote for Mr. Squeek could be

    "THEY CALL ME MR. SQUEEK!"

     

    Ooo! Me, too! Me, too! Let's see Mr. Squeek.

  10. Killer Shrike, you'll hear no disagreement from me here. You are so correct. Thanks for the clarification! Yeah, those who know the system well can really pull some horrible rabbits out of the ol' magic hat, so to speak. Y'know something, it's kinda sad, too.

  11. Originally posted by Killer Shrike

    Tech: Many players see thier characters as bag-o-points, and most of them are veterans. I bounce them right out of the group or screen them before they see play. I've found that 1 rabid power monger can ruin the game for everyone else in the past and just dont permit it anymore.

     

    I would have to disagree with you based only on my experience, although I will add that my veteran players are also good roleplaying veterans. Perhaps my experience is rare but I've found that those players who understand roleplaying and stop grabbing for the points become the very best. Based on my experience alone, good roleplayers can handle powerful, low-point, simple and complex characters. The GM (me, in this case) doesn't have to worry about a point war or worry about raving players because someone pulled off an incredibly heroic act with a big power.

  12. Re: Number Crunching Vs Roleplaying

     

    Originally posted by BlacKlily

    I run a large group of 9, I have both my number Crunchers, and my Role-players, for this reason I do story driven campaigns with high action. But occasionally usually after one of my number crunchers do a mighty stunt in combat, the rolplayers get peeved and start whining about character power.

    So over the years I have put caps on starting powers and stats and even taking the time to tell the role-players how do some of the basic number crunching tricks.

    From this I have learned that building the character properly in the first place to follow or grow into your hero's concept is actually far more powerful then a cool concept. Opinions?

     

    I see so many valid points that you've brought up but have mixed reactions, but not due to me disagreeing. I certainly agree with you: a well-founded and sound concept can certainly allow more character growth that one that isn't. A cool concept on the other hand, can also allow a great deal of growth because the player has a character he or she enjoys. In both cases however, the character must be well-built and in concept. I suppose this means I agree with caps that they're a good idea. However, I have no such hard limits in my campaign and it still works. I should say I have all veteran players except for one teenager, who's the daughter of the veteran player.

     

    I have a character who would probably cause some howling among some of you because a couple of her powers are well over 100 and 200 active points, though greatly limited, approved by the GM. No, I didn't try to sneak it through - I was quite open about it. Still, there are a lot of players out there who aren't veteran players and play bags-of-points and not concepts, players who care only to smash the villain and rake in the experience, players who think that their characters shouldn't be limited by the GM and I feel for those who have those players in their campaigns. (I ran into one, once... for which I still regret it.)

     

    Whether a high-powered character or low-powered, a well thought-out concept beats points anyday.

  13. Originally posted by RadeFox

    Ive had GM's who also convert the damage to killing. They did have some variants though...

     

    Making an acrobatics or breakfall roll would allow you to convert some or all of the damage back to normal, based on how well you rolled.

     

    The killing damage was sometimes fully armor piercing. (no amount of hardened would help you, unless it was armor designed to take falling damage, which was never seen {huge rubber ball suit??}), thus falling almost always hurt.

     

    Interesting but I would never make it armor piercing. How many countless superheroes have fallen from great heights and not been injured? If we refer only to armor, as in plate armor and such, I still wouldn't make it AP, as such a campaign would probably be in the heroic range anyways, IMHO, and would be overkill.

  14. Re: Re: So been there

     

    Originally posted by D-Man

    "Okay, that cuts it. I'm sick and tired of your disruptive behavior and incessant metagaming. Stop interrupting the session to dispute good faith rulings. Stop interrupting the session to argue about characters that have been edited. There's a time and a place and this isn't it. I will entertain your rules questions and your complaints out of session. If you can't live with that... well, don't let the door hit you on the way out."

     

    I hope this doesn't come from personal experience, D-Man. I'm glad to say I haven't run into this much, actually only rarely.

  15. Originally posted by Elysea

    Yeah, I had checked UNTIL, not much there. You're right though, I did a forum search and the topic's been covered. Me feel dum. :(

     

    Don't feel dumb. The forums are here for a reason and if this has been asked before, it's because it's such a difficult power to create. As someone in the forums said, "decide what effect you want it to have in the game and then build it."

  16. Originally posted by Klytus

    I agree that the write-ups are a tad on the dull side - but at least they are a solid inspiration for the kinds of powers and abilities the gods should have. I mean, Zeus' Thunderbolts [7d6 RKA] are nothing to sneeze at!

     

    Unless I'm mistaken, don't forget about his 15d6 AP EB.

  17. Originally posted by Storn

    I like Marvel's Speedball in Busieks first 2 or 3 years of New Warriors. couldn't stand him in his own comic.

     

    Anyway;

     

    Here is a private commission for a fantasy game. Here is Viktor. Paladin of a sun-god. Flaming sword and shield enchanted to work without a wielder in protection of said Viktor.

     

    Works in certain superhero settings.....

     

    We don't want you to get a swelled head with all the complements but... this is a really terrific picture!!

  18. Originally posted by BNakagawa

    Straight up, a 6d6 drain is probably better than a 4d6 ap drain.

     

    However, if you've also stacked stuff like area effect or affects all powers with XXX SFX, then you're going to get better bang for your buck by adding AP or penetrating.

     

    There are times when you don't want the bang-o-bucks with overwhelming power on the hero. Instead, you want to be sure that the hero feels the effect. In this instance, AP or Penetrating is the trick.

  19. Originally posted by TheEmerged

    Can you do this? Oh yeah. How often is it necessary? Depends on your campaigns -- it's my experience that you're more likely to run into Penetrating on Drain/Suppress/Transfer than AP.

     

    I've seen AP Flash attks so I don't see why a AP Drain attk is any different. How often is it necessary? Well, that's rather hard to say. I'd rephrase the question into more of a statement: "It depends on the campaign whether or not an AP Drain attack will be used."

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