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BlueBuddha

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Everything posted by BlueBuddha

  1. Re: Last minute ideas for Sunday's game Overall, it went well. The guys are still new to the system, and I noticed a little ways into the game that they were struggling a bit with some of the concepts. They were making minor tweaks to their characters, and one guy showed up halfway through the first encounter and had to have the rules explained to him during the combat. I ended up simplifying the adventure a bit, which I didn't really like at first, but they seemed to be enjoying the game enough that they didn't notice, and I was okay with it. So... I went with Bolo's idea of the book being instructions for "undoing" the crowns of krim (not killing them, neccisarily). A morbane stole the book from a bookstore and teleported away before the PCs could stop him. The next day the shop owner thanked the heroes for returning the book, even though they didn't... They investigated the book with the help of a local mystic and discovered what the book was for. Then 2 of the Crowns of Krim (Phoenix and Temblor) showed up for the book. The heroes won. Now all they have to do is figure out what to do with the book. I think I'm going to have to have the remaining crows return to retrieve the 2 captured. They're too cool a villain group to be out of the picture just yet. I learned quite a bit about how tough of villains the heroes can handle. I have a much better idea of what they can handle, and who can get away. Luckily, they're too busy having fun to notice my lack of experience Thanks again guys!
  2. VPPs consist of the Pool, and the Control cost. The active cost of any power in the pool can't be higher than the pool. That means a 60 point VPP, costing 90 points total, can have one power at 60 AP, 60 real points; 2 powers at 60 AP, and 30 real points; or 3 powers at 60 AP, 20 points real; etc. Is there anything wrong with having a VPP large enough to hold more points in the pool while having a lower AP limit? For instance: a VPP that can hold 60 AP powers, but have 120 points in the pool? I never understood exactly why the pool cost and the AP limit were always the same. It forces you to put limits on powers in order to fit more into the pool. I guess there's nothing wrong with that, and you could always buy multiple VPPs, but anyone know why it works that way? Perhaps you could buy a 120-point VPP with a limit on the control cost that represents the decreased AP limit. What do you think?
  3. Re: Last minute ideas for Sunday's game Oh, and thanks a lot, BoloOfEarth. That particular plot seed really caught my eye. I think I'll use most of those suggestions in one way or another. I should mention that having a group of strictly non-mystics in Vibora Bay might be complicated. One of the PCs is a Extra-dimensional alien with an artifact that his Hunted (DEMON) is after. You can think of it as a sort of techno-magic device that to him is only a tool that he uses with his dimensional manipulation powers, but that mystics see as an artifact that can greatly aid in summoning or teleportation. Between that and the mystic NPC, they should be able to at least get involved in some of the more interesting mystic plots in VB.] And thanks again to everyone. I think I have enough material to work with for tomorrow.
  4. Re: Last minute ideas for Sunday's game Well, these cops don't. Obviously, they believe in superhumans, but they are skeptics when it comes to magic. The game takes place in Vibora Bay, and I want to play up the conflict between the believers and non-believers.
  5. Okay guys, I'm asking for a favor here. I have some rough idea (more than some games I've gone into with) for my first full game with my new group (all brand new to Champs). I'm using some ideas from a adventure hook I read somewhere... Here it is in a nutshell: The heroes respond to an attack on a small mystical/occult shop. The owner called 911 when DEMON brothers crossed a simple magical rune alarm. The DEMON brothers made off with some supplies for making brazen wands and other simple magical items, as well as a painting ("Untitled" by the villain Cloaca from the DEMON sourcebook), and a book. The PCs will likely chase down the Demon Brothers and fight a group of them and/or possible a morbane (should I save a morbane for later?) and take a few in. The store owner tells the PCs about the magical gear, because the police don't care about magic. If they can prove it's DEMON, it'll probably be handed over to PRIMUS, and the police probably won't mind saving the paperwork. The next day, the store owner thanks the PCs for retrieving the book. The catch is- they didn't. It mystically returns to him. If the PCs take the book from him, it'll return to him. Turns out he has to willingly give it away (specific wording might be needed). DEMON will probably come back for the book, finding this interesting. Hopefully the PCs will figure this out. If not, he'll disappear. They'll have to get him back. DEMON will have him strung up, as they try to decide if they can simply kill him to take his book. I'm not sure what other twists I should throw in. I also want to have an unrelated villain fight across town. Any suggestions for that? The group is 3-5, 350 pt characters. None are mystics. Any help you can offer would be awesome. Thanks guys!
  6. Re: Wiggling your way out- Entangle based on Dex To be precise, you are correct. The HERO games definition of "Special Effects" isn't the term I should have used. "Explanation" or "rationale" would have been a better choice. It looks like most people understood what I was getting at. I also agree with the rest of your post. This is also what I thought of when he proposed it. I actually run a lower-dex campaign than the standard CU campaign, so the average dex is going to run a bit lower even then the published characters. I like the idea of putting a power on probation. I'll probably tell him that right away. Thanks for the advice.
  7. I've got a player that wants to base his Entangle on Dex. The special effect would be that it can't be physically broken, but it can be squirmed out of. I'm a little funny on this one. What do you guys think?
  8. Re: Suppress on Characteristics Okay. That's what I thought. I had a player want to buy it, but I said no, and offered him a Drain instead. He's thinking it over. Thanks.
  9. I asked Steve if you could use Suppress on characteristics, and he refered me to 5ER page 227, which I am sadly lacking. Can somebody help a brother out?
  10. Drain says it can be used on Characteristics or Powers. Suppress only says you can use it on powers. I've seen writeups that use Suppress on Characteristics, but none of the sample powers in any of the official books mention using it on Characteristics. What's the ruling?
  11. Re: How long does it take?!? Well, I didn't start this thread just to embarrass my GM. He must have been suffering from the same confusion I was. It actually seemed intuitive until I read that one paragraph in the powers chapter. There doesn't seem to be any official explanation for what powers take an action and what don't. Actually, I think it would be less confusing if that paragraph wasn't there, or was explained much better. Or maybe I just need to read the entire chapter The reason we went with Aid over STR with a limitation is because we came up with a cool side effect for using the power- it drained his Speed. How can we do this with STR? One option, I guess, would be a limitation that removes a point of SPD for every point of STR added. That is, +10 STR lowers your SPD by one. Other ratios could be possible. Sounds about as slick as you're gonna get to me, what do you guys think?
  12. Okay, it's kind of late, my brain is fried, and I'm panicking. Help me out here I was going to take Aid: Strength for a character. It was going to be a power that boosted his strength. As I understood it, I would have to spend an action using this power. My GM said I didn't, and refered me to the beginning of the powers chapter, where it says, basically: Activating, or "turning on" a power is a 0-phase action, unless it says otherwise. Well, okay. The thing is, none of the powers as far as I can tell say that they take any particular amount of time. What's the deal? I always assumed that turning on a FF is free, and using an EB is a half-phase attack. What about using aid on someone? In that case, you have to make an attack roll. Sounds to me like it would take an action, but it doesn't specifically say it does. In fact, earlier in the chapter, it says it doesn't, even if it causes a physical change in something. Doesn't a killing attack cause a physical change too? Where does it specifically say that a killing attack takes any time to use? Help me out! (Note: I want to say in advance how stupid I feel for not figuring this out on my own, my shame will follow me for a long time. However, my feeble mind simply cannot handle this task right now, and I need your help. Thanks)
  13. Re: What's the Benefit of Having Same Power Twice? As for the original topic of this thread, I can speak as someone who has, in fact, paid 57 points, twice, for identical multipowers. They amount, basically, to my right and left forearms. Im actually not sure how I stand on this. I could have had 57 extra points to play with, but there are at least two advantages: 1) I can multi-power attack with them. I do this all the time. 2) If one gets drained, the other is still available. On to the second topic: I can think of a couple reasons why the +5 for additional duplicates of equipment might not be unbalanced: 1) One of the advantages of having a variety of powers is that one may be more effective than another in any given situations. A 9mm pistol that won't get through armor might be useless next to a gas-grenade of equal point value. Once your power is rendered useless, having 128 of them doesn't make it more useful. If the powers are exactly the same, than it's not so bad. 2) Particularly in the case of foci, it's often just as easy to steal one as it is to steal two. They may have to spend two phases, but they can take them all away from you, especially if they knock you out. 3) If you're using them purely as spares, it's a cheap way to have another if one is stolen. In this case, it should be harder than just reaching into your pocket and pulling out another, but easier than it would normally be to completely replace a focus. I think it's more reasonable when you're talking about non-attack powers, and they would all have to be foci, but this optional rule isn't always unfair. BlueBuddha
  14. Naruto is a popular manga (comic) and anime in Japan right now. There have been 76 episodes and 210 chapters of manga as of this post, and is still running. I’ve become a pretty big fan of the show (seen every episode, and am caught up on the manga right now), and wonder if anyone here who has seen it has any ideas on how they’d run the various jutsus and other things in the show. Here’s a quick overview for those not familiar with the show, but want to follow along: Uzumaki Naruto is the main character in this show that I tend to explain as “Harry Potter,†with ninjas instead of wizards. Naruto is 12 years old and is learning to be a ninja, along with several other kids in the village of Konoha, or the Hidden Leaf. Ninjas in this world aren’t necessarily secret assassins. They are highly trained martial artists wielding numerous mystical powers. They protect and serve the villages in whatever way they can, working for the people. Sometimes they’re soldiers, sometimes assassins, and sometimes they weed gardens and find lost kittens. Every ninja has his or her own signature moves and techniques gained from their clans, families, teachers, and other sources. They range from simple martial arts maneuvers (taijustu), to illusions (Genjustu), and to immensely powerful summonings (Kuchiyose no Jutsu). Naruto’s signature move is a Kinjutsu, or forbidden skill called “Kage bunshin no justu,†or shadow-clone technique, where he makes temporary copies of himself, which are less powerful than him. Part of the charm of Naruto is his creative use of this jutsu. One particular ninja has the power to use his shadow to grab and gain physical control of another or multiple opponents. Most supernatural powers, including walking on walls, superleaps, super strength, fire-breathing, etc. are performed by using “chakra†which is a mystic energy closely tied with physical stamina. As far as I can tell, it’s closely tied to END, but is somewhat separate. You can use up your chakra without knocking yourself out, but being too tired seems to leave you unable to use your chakra effectively. If you want an interesting description of chakra use, go to http://www.narutofan.com/index.php/content-Ninja%20Guide,chakra%20control. However, I’m not sure if this really describes what goes on in the series as I understand it (though I admit I don’t fully). Another interesting thing about this show and manga is the setting. It takes place mainly in Konoha- a sprawling walled village full of interesting architecture. It doesn’t take place on Earth. Instead, it’s a fantasy realm that looks much like China and Japan. The level of technology is ambiguous. There is electricity, but there are no internal combustion engines (they walk everywhere), or guns. There are TV monitors, though so far no television programming. There are cell phones and wireless headset microphones, but no computers or internet. It’s possible that some of these things exist, but the characters we’ve seen so far have no need for them. So, my question for the Naruto fans out there: how would you handle the conventions of this manga/anime in the HERO system? I’m particularly interested in chakra use. I’m thinking of something along the lines of an END reserve that is perhaps proportionate to your normal END, and having jutsus feed off varying amounts of END and CHAKRA depending on their nature. If you want to handle it the way described in the link I provided, the END reserve has no REC itself, but is fed by transferring normal END into the reserve. This could require a skill roll, with failure resulting in converting too much END into CHAKRA, maybe 1d6 for every point the roll misses by. Of course, this CHAKRA would be lost. There would also have to be a way for a character to either lose his ability to convert or spend CHAKRA, since there are references to characters being “all out of CHAKRA†for a significant time. Maybe the total END reserve is drained as CHAKRA is used, and it the REC for the reserve simply recovers its total capacity. This is just off the top of my head, what do other people think? Go ahead and build the jutsus from the series while your at it. BlueBuddha
  15. Well, it's just an idea at this point. I haven't tried it out. The only reason I'd suggest it (I never liked the MDC system much myself- it got kinda crazy with personal weapons and armor, and any cyborg doing MDC punches.) is because some people really liked the feel of damage that was on a whole different scale than the kind you do with knives and bullets. Yeah, I'd probably just make them large KAs too. BlueBuddha
  16. My only contribution to the Rifts to Hero conversion discussion was an idea for handling Mega damage. Basically, mega damage was to killing damage what killing damage is to STUN. Mega damage structures would have Mega defenses. Killing attacks against Mega resistant targets would count the BODY like you would for a penetrating attack and would subtract the Mega defenses. Alternately, you could say that regular KAs couldn't hurt mega structures at all. Now, when a mega damage attack (we'll call them MAs) hits a normal target, you can either roll a KA multiplier (like a STUN multiplier) or just go with a x3 multiplier. So, a 2d6 MA would do 7 Mega damage, 21 killing BODY, and 63 STUN. Since a normal target doesn't have Mega BODY, consider any target without mega defenses to have NO defenses against the 21 BODY. You could give living targets their normal defenses against the 63 STUN. If you want to be nastier, let them use their resistant defenses only against the STUN An unarmored normal would be instantly killed. Even a hero in resitant armor would likely die of the injuries. Someone in fancy high-tech mega defensive armor (let's say 6 MD, 20 rPD/rED, +20 PD/ED) would take 7 point of Mega damage, 21 points of killing BODY, and 63 STUN. It's a bit clunky, again, since normal targets don't have mega-body: You'd subtract the MD from the MA, taking 1 point of MD, which would become 3 points of BODY. Then the resistant defenses would stop all but 1 point of killing BODY, inflicting another point. And lastly, subtract the 20 PD/ED and 20 rPD/rED (did I mention the armor had additional regular defenses to cushion mega blasts?) to take 23 STUN (minus their personal PD/ED). As for knockback, I'd likely go with counting the BODY on the mega attack roll, not using the killing body. That would get rediculous pretty fast. You would want to adjust the limits to fit your campaign. If you want mega-attacks to be really scary, make sure they can at least be knocked out easily from the attacks. The nice thing about this system as compared to the mega-damage system in Rifts is that even if the mega-damage armor saves you from being vaporized, you can still be taken out or hurt pretty bad from a mega-attack. BlueBuddha
  17. My avatar is part of an illustration by Fred Hooper for the Shadowrun Companion for the new racial option of playing Ghouls as player characters. As a low-powered Dark Champions character with XP, here he is: Mick Player: Val Char Cost 25 STR 15 17 DEX 21 18 CON 16 18 BODY 16 10 INT 0 10 EGO 0 10 PRE 0 0 COM -5 10/20 PD 5 10/15 ED 6 5 SPD 23 9 REC 0 36 END 0 40 STUN 0 12" RUN126" SWIM48" LEAP3Characteristics Cost: 116 Cost Power END 15 Undead Toughness: Armor (5 PD/5 ED) 5 Undead Body: Armor (5 PD/0 ED) (8 Active Points); Only Vs. Piercing Attacks (-1/2) 22 Spatial Awareness (Unusual Group) 5 Discriminatory with Normal Smell 5 Tracking with Normal Smell 8 Knife: Killing Attack - Hand-To-Hand 1/2d6, Reduced Endurance (0 END; +1/2), Ranged (+1/2) (20 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum (-1/4) [Notes: Can Be Thrown] 8 Knife: Killing Attack - Hand-To-Hand 1/2d6, Reduced Endurance (0 END; +1/2), Ranged (+1/2) (20 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum (-1/4) [Notes: Can Be Thrown] 42 Dead: LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 4 Regeneration: Healing 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (1 Hour, -3), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).] 8 Claws & Fangs: HKA 1/2d6 (1d6+1 w/STR) (10 Active Points); Reduced Penetration (-1/4) 1 Powers Cost: 122 Cost Skill Everyman Skills 0 1) AK: Seattle 8- 0 2) Acting 8- 0 3) Concealment 8- 0 4) Conversation 8- 0 5) Deduction 8- 0 6) Language: English (Idiomatic, native accent; Custom Adder) [Notes: Native Language] 0 7) PS: Office Clerk 8- 0 8) Paramedics 8- 0 9) Persuasion 8- 0 10) TF: Custom Adder, Small Motorized Ground Vehicles 3 Acrobatics 12- 3 Breakfall 12- 5 Climbing 13- 6 +2 with Knives 10 +2 with HTH Combat 3 Contortionist 12- 5 Defense Maneuver I-II 3 Disguise 11- 3 Fast Draw 12- 5 Rapid Attack (HTH) 5 Shadowing 12- 9 +3 with any Contortionist, Breakfall, and Acrobatics 5 Stealth 13- 3 Streetwise 11- 10 Two-Weapon Fighting (HTH) 2 WF: Blades, Thrown Knives, Axes, and Darts Skills Cost: 80 Cost Perk 3 Anonymity 4 Contact: "Case" (Casey) (Good relationship with Contact) 12- Perks Cost: 7 Total Character Cost: 325 Val Disadvantages 10 Dependence: Dead Human Flesh Takes 3d6 Damage (Difficult To Obtain, 1 Day) 15 Distinctive Features: Dead (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Hunted: Undead Hunters 11- (As Pow, Harshly Punish) 10 Hunted: Father Leo Harigan 11- (Mo Pow, NCI, Limited Geographical Area, Watching) 5 Money: Destitute, Doesn't need money very much 10 Vulnerability: 2 x Effect Presence Attacks or Mind Controls from Priests or Necromancers (Uncommon) 15 Physical Limitation: Blind (All the Time, Slightly Impairing) 10 Physical Limitation: Dead Body (Frequently, Slightly Impairing) 15 Psychological Limitation: Creepy in Nature (Very Common, Moderate) 20 Vulnerability: 2 x BODY Fire (Common) Disadvantage Points: 125 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  18. Now you need to create a Champions character with an EC based on Abicus powers.
  19. Not only that, but I believe there's something in Fred discouraging that many modifiers being bought in a Change Environment. Someone want to do it as a Transform? Not me I think 90 AP, 45 real isn't out of the question for a fairly powerful caster. No starting PC could have it, but it's a perfect power for an enemy or his minions. If you don't want it quite as nasty, put in a few more limiations. But, if you like it the way it is, go for it. Point costs aren't always the best measure of a foe's nastiness. Just don't throw a hundred of them at 150 pt PCs BlueBuddha
  20. Atually, what I mean by "Can Only Reproduce Effects From Known Spells" is spells known to the caster using the VPP. For instance, if he knows 5 spells: Detect Magic, Invisibility, Fireball, Acid Spray, and Light; he could, for instance, invoke invisibility effects, fire effects, acid effects, and light effects. He could detect any of the things above, spray them, or shape them into exploding balls. At the GMs discretion (like every effect in the VPP), these effects can be stretched a bit. The GM might also allow very simple effects not covered by spells already known. He might allow a different area effect shape (perhaps with a higher skill roll), for instance. If a character is using the VPP exclusively for all of his magical effects, then the above limitation wouldn't be there, instead, I'd probably require multiple magic skills, like I mentioned before. His ability to use various effects will depend on his skill rolls, not on known spells. BlueBuddha
  21. Re: What's the limitation? Well, read on, JMHammer. I address that exact question later in the post. You must not have read it all the way. If I was suggesting this to other GMs, I'd also suggest they limit it as much as they can. I haven't actually tried this out in a real game, but here's an example: Spontaneous Casting: Variable Power Pool (Magic), 15 base + 5 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (26 Active Points); Can Only Reproduce Effects From Known Spells (-1/2), Limited Class Of Powers Available: Magic Slightly Limited (-1/4), Side Effects (-1/4) Powers Cost: 20 This would be accompanied by a skill "Magic." If spells already requre RSR, then make the VPPs skill rolls harder. The above would be for a caster who is fairly competant. He would know at least 5 spells already, with at least a couple being 30+ AP. If you want to restrict it more, require a "Fire Magic" skill roll for all fire effects, "Mind Magic" skill rolls for mind effects, etc... These are all reasonable for certain campaigns, but I probably wouldn't use them. I probably wouldn't use that too. Of course, you're talking about magic in general and not just spontaneous magic. I would consider spontaneous magic to be basically the same as spell/formulaic magic. The difference is like someone who knows how to sew leather jackets and denim pants deciding to try making leather pants. They've got the formula down for both, but decide to improvise, using the theory of sewing to make something they've never made before. They're still pants, thus following all the rules of pants, and they're made out of leather, following all the same rules as leather. Same with spontaneous casting. A trained observer might be able to notice by the crudeness of it's casting that it isn't a real spell, the caster is just improvising. It wouldn't be pretty, but it would get the job done, assuming the skill roll succeeds. As for the side effects: I'd have the GM simply go with what's appropriate for the effects being invoked. He could have an improvised fire effect explode on the caster, or have the opposite occur, freezing something (not harming the target, of course). BlueBuddha
  22. If any of you have read the Ars Magica magic system, and like it, than you might like this concept. It's actually been a while since I read it, so I doubt it's that close, but I've borrowed some of the concepts. I imagine that when any mage goes through the process of learning to manipulate magic, they begin with easy spells and work their way up to more complicated ones. Along the way, the begin to grasp the fundimentals of the theory behind spell design. Spells are simply invocations of a combination of magical effects that have been broken down into a formulaic shortcut. As a mage practices a spell, he gets better at it. Soon, the gestures and incantations and mental formations become second nature, and the process is mastered. In fact, a mage probably continues to perfect his casting of Magic Missile well past 20th level. Now, on to my point. As a mage learns very specific pre-designed spells, he also learnes the theory behind them. How to "summon forth fire without flint or tinder" for instance. Once they understand the pieces of the spells they already know, they can invoke them without casting a more complex spell. They would have less control over them, most likely, but for simpler tasks that would be okay. Also, compared to less experienced casters, an experienced mage could summon fire spontaneously, without a spell, which could still be better than some fire spells. In game terms, I would simulate this with a VPP. It would be aSlightly Limited Class of powers: magic. RSR would be appropriate, since the caster would have to figure out, on the fly, how to invoke the correct effects to get what he or she wants. In fact, you might require a number of different skills for different magic schools. As the caster becomes more experienced at improvising magical effects, he or she can buy the advantages to change the powers as half- or zero phase actions. Other appropriate limiations: Extra Time: if you want it to be even harder; Side Effects: to represent the fat that straying from "proven" spells, the magic becomes less reliable. You could also limit the powers available more specifically to effects that the caster already knows from spells he's paid points for. He can't make fire unless he knows at least one fire spell, for instance. I would probably limit the number of points in the pool to less than the number of AP in the caster's Repertoire of spells he's paid points for. His cantrips shouldn't be more powerful than his actual spell- spells. Another way of handling this is to allow "wild mages" to take this without knowing any real spells. In that case, I'd limit the VPP heavily and most likely require multiple skills. What do you think of that? BlueBuddha
  23. I'm just wondering why she needs to be 75 points.... BlueBuddha
  24. Hehe. A few comments: The +5 for double the equipment seems to somewhat follow the "+5 for double the followers, double the summonees, double the number of multiples," etc. The maximum coolness that any one instance is capable of doesn't increase, just the number of occurances of that coolness does . Make sense? In this case, having a hundred guns doesn't make you 100 times deadlier in any given combat, it only means you're not gonna run out of guns real soon. In fact, if a character shot two guns, I'd say they'd still have to pay full price for both guns (assuming they wanted to go with the strategy I use) at full price, and be allowed to pay the +5 to double it beyond that, with the assumption that all the guns beyond the two he's holding are holsterd, or stashed in his car, etc. He can still only fire 2 at a time. What you get for the +5 points is the option of grabbing another once someone has disarmed you of your OAF. Having said all that, the above situation doesn't in any way apply to my character. I could handle this in a number of ways, and I'm happy with the way it works now. I'd like to mention again that if someone wanted to drain/suppress/dispell my arm, I'd still have another, which wouldn't be the case if I bought a large reserve, or autofire. As for the suggestions made, I'm seriously considering increasing my INT and EGO a bit, picking up a new defense (probably Power, of some sort), and taking Flying dodge. I can just picture my character flipping around with bullets whizzing all around him. Hehe. Thanks again, BlueBuddha
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