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dsatow

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  1. Like
    dsatow reacted to Lord Liaden in Las Vegas - Champions Universe   
    Wendy Pini, co-creator of the Elfquest graphic series, was (in)famous for rocking her homemade Red Sonja chainmail bikini at comic conventions.
     

  2. Like
    dsatow reacted to Steve in Las Vegas - Champions Universe   
    Something I came across in my picture browsing. It's more Urban Fantasy Hero than Champions though.

  3. Like
    dsatow reacted to L. Marcus in Stats for a wooden stake?   
    I'd say 1d6 HKA, Reduced Penetration, but the vampires have a Susceptibility too.
  4. Like
    dsatow reacted to Steve in Las Vegas - Champions Universe   
    Another background element of the campaign is the region officially known as North Las Vegas but is more commonly known by the locals as Neverland.
     
    North Las Vegas boasts a population approaching 250,000 as of 2018, but a significant portion of that population is inhuman: former denizens of Faerie, renegades from one of the various Netherworlds, at least one coterie of vampires, scattered Fae-blooded humans, Witchbreed (the campaign's name for mutants) and also an assortment of shamans, sorcerers and wizards. It is arguably one of the largest concentrations of such beings in the United States, estimated at one or two percent of the total population (although it could be higher). While there are a very few powerful enough to participate in the Superhuman World, most are not that powerful and even many of the most powerful among them don’t bother. Neverland is also a hodgepodge of the rich and well-off mixed with a few slums where the local police avoid going unless absolutely necessary, giving PRIMUS control of them and letting them deal with any crimes that occur there.
     
    Due to the current state of the law, those who are not of human descent have few rights. Witchbreed and Fae-blooded, being of provable human descent with a simple blood test, receive rights equal to that of an ordinary human. Vampires, while also receiving human rights (and there is even one working for the local branch of PRIMUS), are somewhat more limited in those rights as the laws are still in flux regarding their “undead person” status and they are watched closely. They are also supposed to register their whereabouts in a similar fashion to Megan’s Law, but it is not enforced very heavily. So-called “anthros” range from actual furred humanoids to those appearing otherwise human except for some minor animalistic features such as ears, a tail, or facial features, and those that can prove human heritage with a simple blood test are granted human rights. Netherworld escapees and Fae have no real rights, and they are not considered “persons” as far as the law goes. Some countries have afforded the Fae more rights than they will see in the United States in the foreseeable future. While rarer, talking animals also fall into this category, and feral groupings of such creatures, even those that are pretty harmless to humans, are considered pests that can be exterminated if they become a nuisance. Feral pixies also fall in this category, being faeries of below-human intelligence and small size (about the size of a Barbie/Ken doll with insect-like wings) that breed like rats and have minor magical abilities.
     
    Because of the legal status of the Fae, while not technically brothels, so-called glamour clubs can be found in Neverland and other regions of Las Vegas. They utilize weaker faeries such as nymphs as “hostesses” for the entertainment of their guests. Because they are not considered “persons” in the eyes of the law, they can be owned and treated like property, and some receive quite cruel treatment from club management. They are kept under control using enchanted collars that any half-decent street wizard can make. So-called “glamour girls” are even available for sale in stores carrying Faerie-made products to private individuals.
     
    Roaming gangs of orcs, orc/human mixes and even the occasional ogre make up a portion of the street gang problem in some of the worst sections of Neverland. They are also involved in dealing drugs, including some imported concoctions from Faerie.
  5. Like
    dsatow got a reaction from eepjr24 in Hacking Field & Powerful Radar   
    I've finished reading the first 18 chapters of the manga.  So far, I don't see anything I disagree with or really can add to the others suggestions.  Detects, telepathy, mind control, Cyberkinesis should all fit the bill.  The only thing I can add is a bit of advice into making this a playable character.
     
    I'll use Dragonball Z as an example as I have not seen the anime you mentioned.  A lot of players would love to play Goku or Vegeta, and really who can blame them.  The fight scenes are usually quite spectacular.  But in creating the character, you also need to adjust the power level into the campaign and understand that the game is designed to not generally have absolutes.  In other words, even though Goku can blow off the top off a mountain with his Kamehameha blast, the campaign might limit it to a 12d6 EB and if you use that blast, it might not be as spectacular as it is in the anime (you might blast someone and he goes no where (no knockback) or maybe flies 2m back in a anime where just about everyone flies back 10m or more).  The game will however give the same sense of excitement as the battle rages back and forth.  Now I am not saying that a campaign can't exist at a power level where you can make craters in the Earth the size of Disneyland parking lots, its just that they are probably very rare and very hard to find.  
     
    Most villains who will engage with you will have an even chance of winning against you mainly because the GM will create characters about the same power level as you, using the same general restrictions as you.  While your Goku might not be able to make a spirit bomb the size of a moon, your GM's Freeza will not be able to take out a planet either.  But the battle and the maneuvers in the fight will be very similar or at least have a similar feel except that instead of just a one on one, the other members of the campaign will probably help in the fight which will hopefully lead to your victory.
     
    So, when making the Phoenix, though the comics say she can hear and see the molecules bouncing around the universe, the character doesn't need to be able to do that but she does need to have a powerful TK and Telepathy/Mental Blast within the relative limits of the game.
  6. Like
    dsatow got a reaction from Cassandra in I’m Invulnerable (sort of)...   
    Use an invisible attack.  Triggers do not activate without the appropriate sense to trigger from.
     
    RaW state if the villain does an attack action in a segment, they can't abort that segment.  Wait for an attack action and then attack.
     
    Get an army.  If every person fires a 2d6N 2x penetrating AoE accurate attack with teamwork, eventually he'll fail his block.  Champions is about individual superheroes but don't underestimate the army.
     
    AoE is the time honored way to stop high DCV.  
  7. Thanks
    dsatow got a reaction from SteveZilla in We lost a good one.....   
    The Empty Chair
    Eulogy for a Gamer
    There is an empty chair,
    at the table this day.
    A hallowed place where,
    a friend once played.
    The roll of his dice,
    my ears long to hear.
    Or perhaps it would suffice,
    if he should suddenly appear.
    With character sheet in hand,
    and a bag of Cheeze-doodles to share.
    All his friends would stand,
    as he sat in the empty chair.
    I hear his voice a-callin’,
    and it ties my heart in a knot.
    For he cries, “Though a comrade has fallen,
    You must play for those who cannot.”
    We conquered worlds on the run,
    he and I in the name of fun.
    And as others may come and go,
    I make both both friend and foe.
    But what I long for most,
    is our past now long a ghost.
     
  8. Like
    dsatow reacted to sentry0 in "Always On" Mental Power build help (5th Ed)   
    I'd be inclined to build it as a Disadvantage, I think it's more intended to be such.
  9. Like
    dsatow got a reaction from drunkonduty in I’m Invulnerable (sort of)...   
    Just one more thing, its easy in hero as the GM to create the unstoppable villain.  After all, you aren't constrained in points.  But the game shouldn't be about making an unstoppable villain.  It should be about heroes being heroes (possibly at cost) and villains cursing the heroes.  It should be about fun.
     
    If you are trying to make a PC invulnerable (and I am not saying you are), don't.  Think back to your favorite comics/movies/books.  Your hero was probably flawed and failed a few times and this makes them interesting.  The Mary Sue of characters is usually not as interesting as the one who struggles and triumphs.
  10. Like
    dsatow got a reaction from BoloOfEarth in Is Area Effect needed for this power?   
    I think you are overly thinking it. You can apply object to any congruent object with a single body value.  Grabbing that object with TK does not require an area of  effect.  So grabbing a yacht would simply be grabbing a yacht with TK which has say 15 BODY.  You don't need AoE for this. 
     
    If what you are saying is that on the yacht, there is a door and you can't just grab the door, that's different.  Then you have what RDUNeil is asking: How do you describe a single object?  For example:  Lets say you have a competed jigsaw puzzle.  In your example, does it qualify as a single object or a bunch of objects?
  11. Like
    dsatow got a reaction from BoloOfEarth in How would you do these powers?   
    I would buy the limitation for either -0 or -1/4 (ask your GM) that the power can only be used in a place where you can be full sized.  Thus if you see a rat in a pipe and think you might punch it away, you might want to reconsider.
     
    Another thing I gave my Naruto-Konoha ninjas which is applicable is the triggered power.  For the ninja, its a set trigger to teleport with invisible power effects triggered when they successfully block, dodge or dive for cover.  You could do the same thing for shrinking (since shrinking doesn't affect movement). 
     
    I'd also suggest getting flying dodge, a broken martial maneuver in my eyes but it's designed that way by Steve Long.  With it, you get a combo dive for cover and dodge all it one with the added bonus that the movement doesn't incur a penalty for distance travelled nor make you 1/2 DCV when you use it to abort out of an area of effect.
  12. Like
    dsatow got a reaction from Cantriped in Is Area Effect needed for this power?   
    I think you are overly thinking it. You can apply object to any congruent object with a single body value.  Grabbing that object with TK does not require an area of  effect.  So grabbing a yacht would simply be grabbing a yacht with TK which has say 15 BODY.  You don't need AoE for this. 
     
    If what you are saying is that on the yacht, there is a door and you can't just grab the door, that's different.  Then you have what RDUNeil is asking: How do you describe a single object?  For example:  Lets say you have a competed jigsaw puzzle.  In your example, does it qualify as a single object or a bunch of objects?
  13. Like
    dsatow reacted to BoloOfEarth in How would you do these powers?   
    Since Shrinking already increases the person's DCV, I don't see much need to purchase extra DCV beyond that, especially at the level that Ant Man and Wasp likely have.  But YMMV. 
     
    I'd expect some Shrinking Tricks, like additional HtH damage when he/she grows from a Shrunk state.  See the Power Tricks under Shrinking (6E1:282), also the Size Alteration Powers listing in the Champions Powers book.  (For instance, Pebbles Into Boulders is perfect for the trick with the giant salt shaker in the trailer.)
     
    Specifically, to simulate the trick of going from shrunk to full size to hit with growth velocity, then immediately shrink again, I'd modify the 6E1 writeup slightly as:  HA +6d6 (assuming the character has 6 levels of Shrinking), HtH Attack (-1/4), Proportional (amount of HA depends on how much Shrinking he has on; -1/2), Only Works Against Properly-Positioned Opponents (-1/4), and NOT include the Lockout since he's immediately going small again.  While the SFX is that he's turning off his Shrinking temporarily, the game effect is that he maintains his shrunk DCV since it's only off for an instant.
  14. Like
    dsatow got a reaction from Spence in Two weapon fighting   
    Simplest way is to ask the GM how they want to handle two weapon fighting.  If its a wushu style fantasy game, the GM might allow it as a house rule for the flavor of the campaign.
     
  15. Haha
    dsatow reacted to Cassandra in Superprison   
    It's called marriage.
  16. Like
    dsatow reacted to Doc Democracy in How would you build this?   
    Give it a side effect, fixed point BODY drain on the barrier...
  17. Like
    dsatow reacted to Hugh Neilson in VPP questions....   
    For a character relying primarily on a VPP, and especially one which can change in combat, I find it very helpful to have a list of typical powers, with AP (skill penalty) and real cost.  Some powers are helpful to have in gradations (eg every 5 AP of Defense Power (to make the skill penalty easy to compute) gains these defenses for X real points; or +1d6 of this attack is X AP and Y RP).  We had a character relying on a Cosmic VPP for attacks once - kept a chart for the d6 result for base costs of 5, 10 and 15 point attack powers, at advantage levels in +1/4 increments, so it was easy to set powers on the fly.
     
    But a "free form" VPP is typically  not a great choice for beginning Hero players.
  18. Like
    dsatow reacted to Lucius in VPP questions....   
    The Pool determines the total value in Real Cost worth of powers you can have active at one time.
     
    The Control Cost determines the maximum Active Points any of the powers can have.
     
    The Skill is optional. If you don't change powers in combat it's not necessary, and if you take a certain Advantage on the Control Cost it's not necessary. If you don't take the Advantage and want to switch powers in combat, you need the Skill.
     
     
    Under 6th edition, the Pool is no longer linked to the Control Cost. They are now independent variables.
     
     
    The pool is the total number of real points worth of power you can have at one time. You can have much more than that potentially, of course, but you can only have so much running at one time.
     
    Lucius Alexander
     
    Unlimited Palindromedary
  19. Like
    dsatow reacted to eepjr24 in Preventing a vehicle from moving   
    Primarily that it takes 160 AP to do it without doing something odd like "All or Nothing" combined with "Uncontrolled" or the like. For something that a common thug can accomplish with a 2 dollar tool.
     
    - E
  20. Like
    dsatow reacted to theinfn8 in Preventing a vehicle from moving   
    You could use Mind Control on the machine class of mind. Rules in APG, if it's a generic "car" it only has an EGO/INT equivalent of 6. 8 for a highly computerized one. Not accelerating is something a car is inclined to do, so you would need to beat, at worst, EGO+10. Add on advantages/limitations to fit your desire and you still aren't looking at anything particularly expensive points-wise to make a car "stay here".
  21. Haha
    dsatow reacted to Lucius in Preventing a vehicle from moving   
    How about Summon: Common Thug with 2 Dollar Tool?
     
    Lucius Alexander
     
    Summon: Palindromedary with Tagline
  22. Like
    dsatow got a reaction from wcw43921 in Members of the HeroWatch   
    This is a character I thought of for a npc at a convention game.  (I may yet run this at a con.)  The idea is, the world is pretty messed up and this hero is the world's last hero and has the power to summon other superheroes.  While running from the big bad organization and trying to protect innocents, this hero (with a name something like Clarion) summons the heroes and then while the heroes are stunned, jumps forward to delay the villains before the innocents are hurt.  Now, the superheroes are somewhere they don't know nor how to get back but the obvious villains have captured Clarion, their only one who can possibly send them back home.
     
    Clarion - One of the last heroes on Earth X (or Earth 3 or any Earth where evil is winning)
    Powers - Dimensional Powers: Summons, Travel, Blasts, Teleportation
     
     
  23. Like
    dsatow got a reaction from Hugh Neilson in Power builds/abuses of Hero   
    I disagree.  The Code vs. Killing does not mean they will never go out and do their job if they accidentally kill someone.  It means they will anguish and be tortured over the issue.  A surgeon who loses a patient while operating will not trigger their code vs. killing unless the surgeon was at fault in their death.
  24. Like
    dsatow reacted to Hugh Neilson in Different REC based on powers used   
    I agree that differentiating "complex to build" from "complex to run" is important.  Needing an extra hour to work out the mechanics on paper in character creation is a lot better than needing a minute to record END after each action or recovery.  Game time is much more precious.
  25. Like
    dsatow reacted to Surrealone in Guns Are Too Slow in Hero   
    I happen to be a certified firearms instructor (who has assisted but not led LEO training, even); it's something I do in my spare time, i.e. not a full-time job.
     
    With that in mind:
    The basics of firearms can be taught in minutes (just as a basic punch can be taught in minutes), but proficiency (similar to boxer or martial arts proficiency, when comparing) with firearms is usually a matter of time and rounds put downrange in practice (just as a boxer-in-training will need to spend time with the bag ... or someone learning martial arts will need to put in time on the mat). Competent officers can fire multiple shots while shooting on the move ... but this is SWAT level competency, not Average Joe Cop competency we're talking about. Contrary to people's assumptions, Average Joe Cop competency with firearms is usually lower than that of Armed Enthusiast Gun Guy competency ... since Average Joe Cop tends to practice only before he has to qualify ... and only with department-supplied ammunition ... whereas Armed Enthusiast Gun Guy tends to practice more frequently despite it being on his own dime. Average Joe Cop tends to have more than just basic firearm training, but less training than a SWAT guy.  His marksmanship skills are usually fair, at best ... often with a hit rate of between 25% and 30% when it matters (i.e. when under actual fire).  A good chunk of his weapon training is safety oriented ... while another good chunk of it deals with weapon retention since criminals are prone to trying to take his gun from him.  
    Hope that sheds some light.
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