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Tech

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Everything posted by Tech

  1. Darkwing Duck actually showed up (twice!) in my campaign. Makes for a great episode where the players can relax and just be silly. Foxbat's also someone who can do that.
  2. In the 5th ed book, there are penalties listed for walking casually, walking slowly and walking carefully (don't have the book in front of me), ranging from -1 to -3 to the rolls. The skill Stealth, by it's nature, includes such things as being quiet when walking, among other things. Really, you can almost ignore buying Stealth and get a freebie -1 to -3 to opponents hearing PER roll just by being quiet when walking. Now, to be fair, having a Stealth roll of, say 13 or less can allow up to a -10, assuming a perfect 3 (but then I might say the opponent simply couldn't hear you - period!). If you use Stealth, do these roll minues get added in addition to Stealth (made Stealth by 3 and being quiet -3 = -6 to rolls). Yet, this seems redundant as Stealth takes this into consideration. Has anyone else run into this seeming contridiction?
  3. Out of curiousity, what's this guy like? Villain or hero? Could you give some details of all of his abilities/powers, besides looking impecible?
  4. Gak! $12.00 is cheap for the quality you're giving. Might we be seeing more art from you? I know you're busy and have a life.
  5. C_Zeree, this is refreshingly unusual. I like it!
  6. Thanks, Steve! We know you are very busy with Fantasy Hero and other projects and appreciate giving it the some thought.
  7. The General Winter spoken about was part of a module I still have (well, part of it). I can probably ask another player the exact name. In it were the villains Armageddon, Death Grip, Sneak Thief and a few others on the bad guy's side, some American heroes (forgot who), and some Russian heroes: General Winter, Sympath and a couple others. This module predates the Red Doom organization book and so is not based on General Mayhem (the Red Doom book also in my possession.) This General Winter was powerful back then and if I updated him to 5e rules, I'd be afraid to unleash him.
  8. Steve, unless mistaken, I am under the assumption that the Game Trade magazine is buyable by the public and therefore, would not be a way to squeeze it out of GOO before it's time. I've already decided I'm going to buy it when it comes out. We're anxious to see it but we won't pester 'em. At any rate, I'll wait until it comes out to buy.
  9. You da man Storn, excellent pictures!
  10. Here's some of mine with the effects listed why: "You gotta be kidding!" (generally said by heroes) - Villain has invisible Aid to stats. "Cold Fury" - firey EB that feels cold "You're Stupid!" - INT drain "It's a toupee with brains" - A toupee that gives Mental Illusions. (Not an original. A different GM made it. The players laughed a long time after the GM told us this one.)
  11. Um, because you're probably right. Bring on the List!
  12. Can you post the cover art of Game Trade for us to see?
  13. There have been several Marvel Universe books out there for their game. These books list in Marvel game terms, each character's defenses abilities and statistics. In an Adventurer's Club magazine, there was an article which helped you transfer a character into the Hero Games stats, albeit loosely. I've long since gotten away from Marvel stuff but maybe someone else can help ya.
  14. Re: Poor Nebula Hey, I totally agree with you - they shouldn't have gone that ship series route. I also agree that no power should be built with no defense. Saying 'I dodge' doesn't mean she's going to miss you.
  15. Y'know, it's kinda funny. I can see what you're saying but it hasn't happened in my campaign. I think part of it is that I have veteran players who are more interested in playing characters than getting points. The points you make I'm sure are valid, Killer Shrike, for a lot of GM's. I'm glad to say I've never had to worry about it. I'm not saying the campaign's perfect. I am saying, however, that the players have left behind point-grabbing & munchkinism, instead concentrating on what the character is like, so forth and so on. As I already mentioned, the players already know their actions carry consequences. Your point about 'the characters aren't gonna make it - hand out Deux Ex Machina' is not what I'm talking about, nor do I do that. I have, once in very long while, create an episode which is obviously beyond the character's abilities. My players know that at this point, that the GM's up to something and to trust him. Deux Ex Machine means that the character can do anything. Not so with my plot devices - they bring a character up to the level but the fight only begins then. As for a cheap/easy victory, it doesn't happen. No easy fights for them even with GM plot devices (which I again reiterate only happen once in a long blue moon), the characters must think or else. I'm not sure but I'm guessing you're hinting that I do this often, or that the players aren't being challenged in most of my episodes. Rest assured, they are. If it's easy, it's well-deserved because they made it easy by outwitting or thinking through the episode. If I'm mistaken about your p.o.v., it's only me guessing. I am putting an emphasis on the one rare episode here, not all the time.
  16. I tend to vary between one single plot to several plots. There's even the rare no-plot: these push me to the limit as I purposely create the episode as characters react. Fortunately, I only do those kinds when I'm extremely pumped to handle the challenge.
  17. Killer Shrike, I simutaneously agree and disagree with you. A plot device is generally given by me (and these are rare) when the scenario calls for something the characters will need in the course of an adventure which they cannot and/or will not ordinarily have with them. As GM, to set up an adventure without giving them the tools to continue through it, it is pointless and most likely, frustrating for the players. Yes, it can be dangerous to hand them out, if done unwisely or handing them commonplace. However, in all the times that I've given out plot devices, not once has it ever led to sloppy or lazy roleplaying in the campaign. It is not a crutch to the players but a rare opportunity for the hero to extend him or herself beyond their normal limitations and to do heroic actions not normally possible. The hero still must go through the episode and reap the consequences of their actions, win or fail. In every case that I handle this plot device, deux ex machina is not what it comes off as. In a campaign where Dr. Destroyer (as presented in The Island of Dr. Destroyer) is one of the top menaces of the world, a plot device to bring the hero to that level of power is a fascinating and rare privilege due to game balance. It allows the player to fight on an equal footing one on one with an enemy no one could normally do. Carefully created, a huge plot device, such as the sword I mentioned, gives incredibly enhanced abilities but always leave the hero so that whereas they can now do enormous amounts of damage, the character can still be rendered unconscious if hit sufficient times. The plot device brings the hero up to the challenge, it doesn't overwhelm the challenge. As mentioned by others, it depends on the what episode is and what is required that determines whether or not a plot device should be given by the GM to the player. Properly handed out, it enhances an episode and gives unique roleplaying opportunities.
  18. Changing topics slightly, what about a character who has powers bought normally (i.e. Multipower, reduced END, but not always on). The superheroine was born that way and isn't a mutant. What if the character wants to 'lock' her powers so that for all practical purposes, she's normal in stats. I know Suppress immediately pops into mind but why buy a power simply to prevent your own character from being able to use their powers?
  19. I'm not dead yet... I like it, even if drawn quickly.
  20. In an upcoming gaming episode I'm taking my time putting together, one of the facets I've enjoyed creating is a special sword for one of the characters. The sword's abilities go beyond the normal scope of the limits generally enforced for the campaign. When it's time, the player will be able to use the sword for the episode, which I doubt will go to two episodes. It'll be fun to see the player's eyes bulge when I suddenly hand this sword to him to use at the appropriate time and the 'gaks!' from the other players. Now, I'll get to my point: this will not be the first time I hand out a free GM plot device to a player, generally beyond the campaign limits or player's ability to pay the points for. (The sword's Real cost is about 200 pts total). Does any other GM give out plot devices free-of-charge? Do you give players beyond-campaign-rules devices at all? I don't mean the character can use the blaster rifle Mister Agent just dropped. I refer to planning ahead to actually give the player something you'd forbid normally. If anyone's interested in seeing the sword's capabilities, you'll have to ask nice - I'll have to do it from memory.
  21. If he's trying to eliminate/reduce damage, just buy PD only versus knockback. I wouldn't buy Armor unless he plans on one day being knocked back into something that'd cause killing damage.
  22. Naked advantage - abusive? I don't quite know if Naked Advantages are abusive or not but they do seem munchkin-like. Can I see some specific examples and way they're created, of players or GM's using them so I can make a better determination of it?
  23. Golden Avenger is dead in my campaign. He was executed for his crimes. It's been awhile since that happened so I don't recall while he was executed. I was player at the time and had the pleasure of hitting him with an Area Effect APx2 attack. What, he has 2x Stun/Body from AP attacks? Aww, too bad. He was Stunned, Out, Injured and almost killed in that attack. Being a federal agent, my character had someone else check to see if he was alive and continued the fight with G.A.'s flunkies.
  24. Tech

    Area and acres

    Hey, that was quick! Thanks. I'm sure I could've found the equation eventually but I needed it quick. That, and I'm at work.
  25. Re: Sweep and CSLs I respect Steve's decisions but don't always agree with them. It does indeed some confusing. Perhaps he's being too fine-funed with this one to the point it's hard to see the distinction. Nucleon, it's your campaign. It's yours to do as you please. It you don't like it, change it. Make a ruling and abide by it. I'd say that if you have a CSL with a M-Arts Offensive Strike and wanted to do a Sweep, go for it! If I'm understanding your explanation of your levels, to state that a level for a manuever such as Offensive Strike, has been bought and yet, cannot be used in a generic manuever (Block, Dodge, Strike, etc) specifically Sweep in this matter, sounds very very odd.
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