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Bruce Wallon

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  1. Like
    Bruce Wallon reacted to Duke Bushido in Elemental Controls   
    At the risk of another demerit for verboten language, a couple of my previous groups (offshoots of one of the earliest groups I played in) adopted the phrase "Chaotic Dickhead" for this sort of player.  I mean, character.  Definitely player.  I mean character.
  2. Thanks
    Bruce Wallon reacted to Tech in Superhero Miniatures with Champions   
    Duke, we always use paper minis. Bolo has his minis with the name of the villain on the back. What I do with mine is I copy the character for the back but color it in black. When someone sees the black image, the hero is looking at the villains back. I make the majority of the paper minis. For the paper, I print them on vellum paper, 67 lb.
     
    We have two large hex battlemaps from years ago and we added a smaller battlemap about a year ago for those times when the larger battlemap isn't needed.  This year, though, I started using colored battlemaps on occasion and adding hex grids on it, then printing them out. However, it uses alot of ink so I figured out a way to make the maps so they can be reused.
  3. Thanks
    Bruce Wallon reacted to BoloOfEarth in Superhero Miniatures with Champions   
    It's not that hard to do it yourself.  I created a Word document (Blank one attached) with spaces for me to drop in pictures, resize them to fit, then rotate them 180 degrees, to make the front of the cardboard mini.  On the back, I put the character name (in place of the "ddd" text placeholders on the document).  If I need larger minis, I merge cells as needed.  I then print them on light cardstock, cut them apart, and when I'm ready to use them I put them into plastic card stands (originally the ones sold by Steve Jackson Games for their Cardboard Heroes when I could still get them, but I've also added ones like these to my collection). Since I've accumulated a fairly large collection of character art over the years, it's generally not too hard to come up with pictures to fit most any group.  I can generally put 2-3 superteams into a given Word document.  And there's no reason you can't just leave the name side blank if you want to create a bunch of generic cardboard minis.
     
    I also included an example document here, with the members for the Heavy Metals as well as Secession Squad.  (The former was a team from the Villain Theme Team thread, while the latter is a homebrew team.)
     
    I also picked up a double-sided plastic fishing lure/tackle box with removable spacers (something like this, but not exactly) to keep the minis semi-organized - when you're done with them, remove them from the plastic stands, pile the cardboard characters up, fold them all together, and use a small binder clip to keep them separate from other groups.  I'd say I currently have minis for about 3-4 dozen superteams, in addition to agents / supers for groups like VIPER, DEMON, PRIMUS, etc.  That's not counting the ones we have from various of SJG's Cardboard Heroes collections, which work for generic heroes / villains / cops / bystanders.
     
     
    CardboardFigures Blanks.doc CardboardFigures SecessionSquad HeavyMetals.doc
  4. Thanks
    Bruce Wallon reacted to Greywind in Superhero Miniatures with Champions   
    Mechanon isn't a Clix. Got one somewhere. Along with a few other figures from Champions.
  5. Like
    Bruce Wallon reacted to Scott Ruggels in Is it wrong to power game?   
    Wellll... if you look at things up through Champions III, that was normal. Skills were for detectives and rarely did anything important happen outside of Hero ID and only gadgeteers and detectives bought skils. 
  6. Thanks
    Bruce Wallon reacted to Jhamin in Is it wrong to power game?   
    I admit that I started with Champions 4th, and that tends to color my view but I'm really starting to wonder if looking at what was normal in various editions is holding us back.

    Champions 4th came out in 1989. 
    Champions 5th came out in 2002 and is now old enough to vote.
     
    I think it's fine to pick an edition and play within it's assumptions, but gaming tends to evolve over time.  5th edition D&D is a very different game than 2nd edition was and Champions 6th edition is not the same game as the one from 1982
  7. Confused
    Bruce Wallon reacted to dsatow in What is your superteam's rallying cry?   
    A common favorite is "Not in the face!" or "Delay!".
     
    Hrmmm, maybe I should make a speedster name Dee Lay, so when a tank yells out to Delay, he get a boost to his Ego!
     
  8. Thanks
    Bruce Wallon reacted to Surrealone in Invulnerability   
    By definition, 'invulnerable' means 'impossible to harm or damage'.  Per RAW on 6e1 p190, "Furthermore, a character must define the special effects of a reasonably common group of attacks that affect him while he's Desolidified." RAW then goes on to provide examples of what is meant by 'reasonably common group of attacks" using a few that have very clear cut special effects.
     
    Put succinctly, Desolidification is NOT a defensive 'I win' button … and it certainly does not provide a defense against all attacks that meets the definition of 'invulnerable' given the above text from RAW … in addition to Mental Powers also applying.
     
    I'm scratching my head trying to figure out the point of playing a character or NPC … in a game … that is 'impossible to harm or damage' (i.e. 'invulnerable'), anyway.  That just seems awfully boring, to me.  If the intent is for a GM-controlled plot device, then treat it like one and don't bother defining it, as GM fiat is fine. Then again, GM fiat is, IMHO, an unnecessary crutch typically wielded by weak-minded GMs .... that's also awfully boring.
  9. Thanks
    Bruce Wallon reacted to Gnome BODY (important!) in Invulnerability   
    I would not accept your "Always On but turns off" construction. 
    I also wouldn't accept this SFX-mechanics combination.  Desolid is not for invulnerability, it's for inability to interact with and be interacted with by certain things. 
    Furthermore, your proposed "Desolid, not against Mental Powers" is invalid.  Mental Powers already affect Desolid. 
    I have no idea what you're trying to do with Continuous as a Naked Advantage in terms of RAW, I can't see any way that would do what you say it's doing. 
    And even if your power worked, what GM would allow it? 
     
    Even if a GM somehow accepts your construct, this offers absolutely no defense against surprise or invisible attacks because the Trigger is dependent on your senses. 
    Likewise, generic power rules state you cannot both turn a power on and off in the same Phase.  Even if a GM accepts your construct, it won't activate if you've recently turned it off to be able to interact with the world around you. 
    Even avoiding that detail, you're also rendered totally impotent (as you do note) by even the weakest constant damage effect. 
    And lastly, by the definition of how Desolidification works, this can't provide some of the Life Supports you mention like protection from drowning. 
     
    In summary, this doesn't work and even if it did it's nowhere near invulnerability.  There's much better uses for over a hundred points. 
  10. Downvote
    Bruce Wallon reacted to Astromath in Invulnerability   
    I have figured out a possible way to obtain invulnerability (but not 100%).
     
    85 Desolidification  (affected by Divine or Spiritual powers), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; any condition that results in damage but before damage is taken; +1) (170 Active Points); Cannot Pass Through Solid Objects (-1/2), Always On (-1/2)
     
    and
     
    32 Continuous (+1) for up to 40 Active Points of Desolidification (40 Active Points); Limited Power Desolidification turns off after the condition that results in damage goes away. (-1/4)
     
    I used desolidification because anything that does damage and does not have the Affects Desolidified advantage will not do damage to the PC.  However, since Desolid requires some type of effect that bypasses it, I used Divine/Spiritual powers.  This is useful in a fantasy setting.  For a more modern setting change this to being affected by mental powers.  Making it invisible will make it seem that the PC does indeed seem invulnerable to the damaging condition.  The inherent is so that it cannot be turned off by almost any means.  For reduced endurance, being invulnerable should not cause the PC to tire out.  Persistent is there so that the Desolid cannot be turned off by being unconscious.  Invulnerability doesn't mean the PC can go through walls, therefore the Cannot Pass Through Solid Objects limitation.  The always on limitation means that the PC himself cannot turn the power off.  I put Continuous as a Naked Advantage because there needs to be a way for the Desolid be able to turn itself off once the damaging condition ends.  This allows the PC to walk through fire or even lava or on the bottom of the ocean without taking damage.  Depending on the setting, the limited power on Continuous may be worth 0 instead of -1/4.  The big thing that makes this work is the Trigger.  Without this and the naked advantage, the PC will never be able to affect the physical world without the appropriate advantage.  If you want to make it a little more realistic, add the limitation Does Not Protect Against Knockback for -1/2.  Even the Hulk or Juggernaut takes knockback when hit and they both have invulnerability.  This is where the CPTSO comes into play in that the PC can be knocked back into a building causing collateral damage to that building.
     
    The only downside to this invulnerability is that while the PC is in the fire, he cannot affect the physical world until the damaging condition stops.  Of course, you can have another limitation in that the Desolid can only protect against the damaging condition.  This would allow a PC to rescue people from a fire.  I would recommend a -0 limitation modifier for this.
     
    The use of this invulnerability does have the byproduct of being a type of very expensive Life Support for several of its aspects.  The invulnerable PC cannot drown (this is a damaging condition), cannot be poisoned (also a damaging condition).  However, dying of old age is not a damaging condition whereas a heart attack is.  For immortality the PC still must buy the appropriate LS.
     
    I use the words "damaging condition" to indicate that the damage can come from any source, be it instantaneous attacks or something that's ongoing or even internal to the PC.
     
    If anyone can improve on this, go ahead.
  11. Thanks
    Bruce Wallon reacted to Doc Democracy in Invulnerability   
    I ran a super-agents game a long time ago.  Each agent had one special power, one dimensional stuff.  We had an agent that could run like the wind, one that could fly, one that could go invisible and one that was invulnerable.
     
    It was surprising what worked the way the players thought it would and what did not. 🙂  The invulnerable character ended up crashing a car into a ravine and being stuck in the wreckage while the car filled up with water.  We had a bit of a long discussion on whether invulnerability was protection from drowning.
     
    It was an interesting campaign even if just to highlight how we tend to round characters out in a point buy system...
     
    Doc
  12. Haha
    Bruce Wallon reacted to death tribble in Doctor Strange in the Multiverse of Madness   
    There is another person we might get if Sam directs. They had a cameo in Spiderman. Yes, we might get Lucy Lawless. And that is something to look forward to.
  13. Thanks
    Bruce Wallon reacted to Scott Ruggels in Doctor Strange in the Multiverse of Madness   
    The Amazing Mary Jane comic really does get Mary Jane right, and involved Hollywood as a story element.
  14. Thanks
    Bruce Wallon reacted to Duke Bushido in Autofire rolling multiple times   
    All of these comments kept ticking something in my brain, but it wouldn't quite come out, so I sat down to do a little reading...
     
    1e:  Finding auto fire in Champions (1e) takes forever if you haven't played the early editions.  It's buried, after the combat section, and listed as an advantage for weapons, and the text specifically suggested that this advantage wasn't for characters.  Anyway, how did it work?
     
    weapon may Autofire: Autofire allows a weapon to hit a target more than once in a single round. Autofire weapons give +4 OCV. The range modifier of an autofiring weapon is halved (xl/2), rounding up. If the character makes a normal Attack Roll, he hits the target once. The character hits the target again for every 2 points he makes his Attack Roll by.
    Example: After all modifiers, a villain needs a 9 or less to hit our hero. He gets lucky and rolls a 6. He hits the hero twice, once for rolling 9 or less, and again for rolling (9-2=7) 7 or less. The villain then rolls damage for the two attacks. Each attack is applied to the hero's defenses separately. Each Autofire shot takes 10 uses or normal shots from a weapon.
    Multiple = +1/4.
     
    it goes on to discuss Selective Autofire, but that did little except let me know where I got the inspiration to tack an additional +1/4 onto any Advantage to make it "selective" (you can turn it on or off).
     
     
    So off to 2e Champions, which also has Autofire buried in the combat section, because this edition was still thinking "it's a gun thing."  It works essentially the same, except for this little addition:
     
    A character may also choose to fire Autofire at multiple targets. When doing this, the character doesn't get the +4 OCV, but takes a -1 OCV per target hex, and still has xl Range Modifier. So if the character fires at targets in 5 continuous hexes, he takes a -5 OCV on each target. \./hen firing at multiple targets, each target can only take one hit.
     
     
    To be clear, it really isn't, as it never specifies if that -1 per additional target penalty starts from the +4 for the first target, or if you skip the plus 4 and just start right in with the penalties.  I've always played it that you start with the +4, then subtract penalties.  Why?  Because as Phil noted, machine guns aren't really meant to kill ten people per second; they are meant to increase your ability to hit one guy.  The rest is realizing that you can just hold down the trigger and wiggle until your target can't.
     
    It also added the option to have a 5-shot autofire, which puts you at a +2 instead of a +4.
     
    Now these old versions mention taking the penalty per _hex_, and not per target.  My assumption is this is part of that hold the trigger and wiggle philosophy: you have to track linear hexes, expending at least one shot into empty hexes as you spray for goons.  2e expressly states that you take the total penalty against all hexes you are aiming at, which 1e left blank.
     
     
     
    Now 2e HERO System (though it wasn't called that yet) had two more books,  including a second game:  Espionage
     
    So I took a look at that, too.
     
    For the first time in print, we get two very specific rulings:
     
    A character may spray Autofire at several targets. He does not get the +4 OCV; rather, for each hex fired into, he takes a -1 OCV. Each target can only get hit once. The attacker declares his targets and counts the number of continuous target hexes. If he fired at two characters 4 hexes apart, he wou1d take a -5 on his OCV for firing at each target (-1 for the hex of the first target and -4 for the other hexes).
     
    So we can see that I was "wrong" letting the +4 come into play (don't expect me to change that), but I was right that empty hexes along the way added to your range penalty.
     
    This book renames the 5-shot auto fire as "burst fire."
     
    Champions II was a 2e publication as well,but, for the record, it doesn't mention Auto Fire at all.
     
    So 3e.....
     
    For the first time, Autofire is just a Power Advantage; no special preference for guns is noted.  In fact, it even mentions Energy Blasts as one of the things Autofire works well with.:
     
    Autofire applied to Ego Attack, Power Drain, Power Transfer, or any No Normal Defense attack costs + 1 for Autofire.+ H-4 for Selective Fire. Powers with no
    Range Modifier (like Ego Attack, or Killing Attack (hand-to-hand)) get no +4 OCV bonus for Autofire (see Autofire). For Entangles, just add the BODY together from all attacks that hit. For Mental Illusions or Mind Control, just take the largest roll out of all that hit. Telekinesis doesn't work with Autofire.
     
    And the rules get a bit more complicated:
     
     
    Reducing the END co.st of Autofire is somewhat more complicated than usual. Calculate the active cost of the attack with Autofire or Selective Fire; one- fourth of that amount will enable you to reduce the END cost in half. 
     
    All that stuff above with per-power changes in pricing.
     
    We do see our first _change_ though (as opposed to a clarification):  the option to shoot at more than one target seems to be gone!  There's also some pricing changes: Autofire costs less, but Selective costs more.....  
     
    Now the option to use Auto Fire against multiple targets is  a _huge_ change, so let's be certain.  If we skip down toward the end of Combat, we can see the remainder of Autofire buried deeply within.  You can still target multiple opponents, and the rules seem unchanged on how to do that.
     
    Okay, I'm going to bed.  If I get inspired, I may take up more of this tomorrow.
     
     
     
     
     
  15. Thanks
    Bruce Wallon reacted to Hugh Neilson in Autofire rolling multiple times   
    I'm pretty sure 1e was +4 OCV and you hit again for every 2 you succeeded by, with 10 shots fired.  
  16. Thanks
    Bruce Wallon reacted to Tech in A rule that always bothered me, Full Move, Half Move and Attack, DEX, SPD, and you!   
    Hey, massey, for the campaign we're in, the sniper would be the only one to get a 12's attack, then a whole new round would start.
     
    massey quote: We allow people to hold generally (as opposed to something specific such as "when that guy comes around the corner").
    Woo! Nice to see someone else does this, too.   
     
    KA., depending on the situation, if the higher dex guy races the 30"/60meters across but the lower dex guy is ready, the lower dex guy could try something to surprise the higher dex guy and thus, effectively go first. Again, depends alot on the situation and creativity of the people involved. I have a vague GM memory of having a viper agent surprising a higher dex/speed hero and effectively going first but can't recall any specifics.
  17. Confused
    Bruce Wallon reacted to massey in A rule that always bothered me, Full Move, Half Move and Attack, DEX, SPD, and you!   
    Here's the way I generally see timing in combat.
     
    Segment 12 -- Everyone gets to go, because everyone is generally aware that a fight is about to start.  The good guys see the bad guys, the bad guys see the good guys, everyone is ready.  Unless you're super-duper slow (Speed 1), you will get to act.  But no one has really had the chance to draw a bead on an opponent yet (i.e., holding action).  The closest you could come to representing that would just be to have the highest Dex and just going first.
     
    Surprise actions -- I'm not even sure if this is in the rules, but we've played with it so long that our group does it this way.  If you really really get the drop on somebody, you can blast them outside of the normal combat sequence.  A sniper doesn't shoot on segment 12 -- he shoots before segment 12.  If people can detect you and get to you, then segment 12 will probably quickly follow.  You'll get to act again, because your first attack was outside of combat, and so it doesn't cost you a phase.  Imagine Batman leaping out of the shadows and kicking a goon in the face.  The next panel is Bats standing above this unconscious guy, posing menacingly while all the gangsters in the room react in shock.  This is a pre-segment 12 attack, and when combat begins in earnest we'll probably have Batman going first again (because he has the highest Dex).
     
    Held actions -- Not everybody attacks as quickly as they can.  Particularly characters who have ranged attacks and not great movement, they may find it more helpful to wait when their action comes up rather than blazing away.  If Bob the goon has a 3 Speed and a shotgun, if he has no good targets on segment 4 (when he normally goes), he may decide to hold.  We allow people to hold generally (as opposed to something specific such as "when that guy comes around the corner").  Bob the goon can hold on phase 4, and as long as he acts before we hit segment 8 (his next phase), he's okay.  When our hero with 30" of Flight zooms over to punch a bad guy, Bob can shoot him before he gets there as long as he has a held action.  He might have to make a Dex roll-off, but he might get a bonus to that based upon why he was holding ("I'm waiting to see what Captain Meteor does, and I've got my shotgun ready").  This would allow normal people to shoot a hero who makes this giant movement.
     
     
    As far as I'm concerned, as long as the game system allows you to mimic these cinematic fights, then it's doing its job.  It doesn't matter what the default setting is (if Bob can shoot Captain Meteor in mid-flight immediately, or if he has to declare he's holding action first), as long as he can do it somehow.  
  18. Thanks
    Bruce Wallon reacted to massey in A rule that always bothered me, Full Move, Half Move and Attack, DEX, SPD, and you!   
    It made sense to me the first time I saw it, but I came to roleplaying from a wargaming background.  It made perfect sense to me that combat is broken up into sections and you might sometimes get an unrealistic result, because it's not somebody's turn to go yet.  Combat usually takes up the largest part of most rulebooks, so more complexity isn't always better.
     
    In my mind, we get around this with held actions, everyone starting on segment 12, and the chance for surprise.  During the course of a fight, you aren't always ready to react at every instant.  Also, if you've got 30" of movement, you kind of are like the Flash.  Yeah, you're at the other end of a football field, but you can cover that distance in the time it takes me to get out of my chair.  One of your superpowers is moving fast.  In a comic book, you covering the distance to hit the other guy would be shown in one panel, and there would either be a streak of color behind you, or whoosh lines, or if you were a Batman type there'd be little afterimages showing you doing flips and bouncing off cars acrobatically to cover the distance.  To interrupt somebody in the middle of their panel, you need a held action.
  19. Thanks
    Bruce Wallon reacted to Tywyll in Extra CON, only to avoid becoming Stunned?   
    Since Con doesn't contribute to figured characteristics in 6e and I rarely see a Con roll in game, I'd call it a 0 or at most -1/4. Honestly I probably wouldn't allow it. 
     
    Like what about: Body, Only to absorb damage as a limitation? Anything? I wouldn't give it anything. I kinda feel like this is the same. 
  20. Thanks
    Bruce Wallon reacted to Doc Democracy in 6E Multiple Attack, No Skill Levels?   
    I would not allow it given the explicit rules against boosting multiple attack by skill levels.  This is simply the same thing in different guise.  But you would be good, RAW. 🙂
  21. Thanks
    Bruce Wallon reacted to Doc Democracy in 6E Multiple Attack, No Skill Levels?   
    You can get better at them, you just cannot buy the cheaper penalty skill levels.  There is nothing saying that you cannot purchase skill levels for any manoeuvre other than Multiple Attack.  You can buy skill levels with move through, just not penalty skill levels. 
     
    Multiple Attack is unique in not allowing skill levels with the manoeuvre but you can apply any of the skills on the power used in the multiple attack.
  22. Haha
    Bruce Wallon reacted to Doc Democracy in 6E Multiple Attack, No Skill Levels?   
    Penalty skill levels in 6th were much more tightly defined.  This would come into the Offensive Penalty Skill levels, which would apply to things that reduce OCV.  However, these were  grouped into Range skill levels (to offset range penalties), Targeting skill levels (to offset hit location penalties) and Throwing skill levels (to offset unbalanced object penalties).  It is quite explicit that Penalty Skill Levels should not be used to offset the penalties imposed for using manoeuvres.
     
    Costs are 1pt/level with any single attack, 2pts/level with three attacks(*) or a tight group, 3pts/level with all attacks.
     
     
    Doc
     
    * it says manoeuvres rather than attacks in my rulebook but I am presuming that is a typo given the explicit text in the book...
  23. Haha
    Bruce Wallon reacted to rjcurrie in Crisis on Infinite Earths   
    While the attempt to consolidate DC history into one timeline did not work out, I seem to recall the the original Crisis did reinvigorate a lot of DC's creative teams and I think the work turned out in the first few years following Crisis was much more interesting than the work that had preceded it.  
     
    And we don't know for sure if Jesse and Harrison Wells of Earth 2 were killed or not. I believe the last we heard of Jesse was that she was filling in Jay on Earth 3. 
     
    Isn't the best case scenario that we get entertaining TV out of the crossover?  After all, that's all any of this is. Entertainment. 
  24. Like
    Bruce Wallon reacted to Greywind in Crisis on Infinite Earths   
    From Stephen Amell:
     
    "Towards the end of season 6, I approached Greg Berlanti, who I will be thanking in a second, and said that I thought both personally and professionally that, at the end of my commitment this coming season, it would be the best for me to move on."
      "I've always been a fan of television shows that, not only don't overstay their welcome, but end in a manner that really packs a punch."
     
    Stephen also hinted that his family obligations had informed his decision to bow out.
    "A large part of this decision being that I am now a father and a husband. And a lot of my life and interests don't really reside in Vancouver anymore."
  25. Like
    Bruce Wallon reacted to Cassandra in Crisis on Infinite Earths   
    The original mini-series was designed to bring all of DC's characters onto a single Earth.  This required the elimination of a number of characters (Supergirl, Flash, Huntress, Aquagirl, etc.) and revising the entire history of the DC Universe.  They were going for a single continuity along the lines of what Marvel was known for back then.
     
    Of course, it failed. 
     
    The new versions of classic characters like Green Arrow, Wildcat, Dr. Mid-Nite, and Johnny Thunder were not embraced by the readers, and some of the changes seemed unnecessary like Black Canary's track suit instead of her fishnets and leather jacket.  In the 34 years since the Crisis DC has had to reboot it's universe more times then General Hospital has had actresses who played Carly, and the point was as hard to find as Heather Langekamp is Star Trek Into Darkness.*  (Stop me before I sub-reference again).
     
    *I will continue to use this joke until I get a laugh.le
     
    The best case scenario here is that Supergirl ends up on the same Earth as The Flash.  That's pretty much it.  So far this Crisis has cost the Arrowverse Harrison Wells and Jesse Quick from Earth 2, oh and Earth 2 as well.  And lets face it, a cosmic being who needs anyone to help him collect items and people and who plays coy with what's really going in is just a plot device.  It has inspire me to create a villain who has high defenses and teleport but with no offensive powers, just a Persuasion roll of 18-.
     
    This is Cassandra saying Good Night, and I told you so.
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