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pawsplay got a reaction from assault in How Do You Build _____ In Champions Now?
One weird thing about Killing Attacks is that in the comics, the opponents most likely to use straight-up Killing Attacks are bad guys with guns, and maybe killer robots... which are some of the least likely opponents to actually kill a superhero.
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pawsplay reacted to Lord Liaden in Cops, thugs, dojo students, mercenaries
Essentially true, but 6E Champions Universe doesn't include Teleios, hence no stats for his cloned soldiers. That's all in Champions Villains Volume One: Master Villains.
CV1 is probably your most concentrated 6E source for agent-level combatants for Champions. Besides Teleios's creations, the entries for several other masterminds in that book include fully-statted minions at that level, e.g. Baron Nihil, Doctor Destroyer, Istvatha V'han, King Cobra, and the Warlord.
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pawsplay reacted to Gnome BODY (important!) in Original PC: Joules
They can take quite a few more bullets. Enough bullets to get away instead of being a dying mess on the ground.
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pawsplay reacted to Pariah in How Do You Build _____ In Champions Now?
Upon further consideration and reading, I'm thinking that 1d6 KA in mainstream Hero is ~2d6 Blast with the Piercing Advantage in Champions Now. Buy it straight for RKA; buy it with the No Range Limitation (and take the Ratio hit) for HKA.
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pawsplay got a reaction from dsatow in Cops, thugs, dojo students, mercenaries
Average People. You get Small Child, Senior Citizen, Average Person, Noteworthy Normal, Skilled Normal, and Competent Normal. You could also choose to replace their skill sets with the Templates for a Policeman, a Child of the Streets, or an Atlantean. So if I need a Skilled Atlantean Policeman, I'm pretty well covered. Or if a I want a Small Child of the Streets.
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pawsplay reacted to Gnome BODY (important!) in Do You Reveal PCs' Backgrounds?
I'm of the opinion that giving new players (any players really, but mainly new players) access to information out-of-character that they don't have in-character is a Bad Idea. They're learning to pretend to be their characters, don't make them multitask by also pretending to not know things. The human brain is not good at having-but-not-using information because it's very good at having-and-using information.
That said, I feel that the sharing-of-secrets is a great way to bring a party together. I'd personally suggest running adventures early on in which revealing parts of the background will make things much easier, then follow that up with reveal-adventures wherein the secrets come to light.
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pawsplay got a reaction from Gnome BODY (important!) in Original PC: Joules
And why can't she Block with her blast?
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pawsplay reacted to Duke Bushido in Original PC: Joules
Love it!
And I would like to commend you on the name, as well.
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pawsplay got a reaction from Duke Bushido in Original PC: Joules
A first draft:
JOULES
10 STR 0
20 DEX 20
20 CON 10
15 INT 5
15 EGO 5
16 PRE 6
6 OCV 15
6 DCV 15
3 OMCV 0
4 DMCV 3
4 SPD 20
4 PD 2
6 ED 4
8 REC 4
40 END 4
15 BODY 5
40 STUN 10
SKILLS
3 Bureucratics 12-
3 Charm 12-
3 CK: base city 12-
3 Combat Driving 13-
15 +3 CSLs with Electrical Blast powers
3 Conversation 12-
3 Forgery 12-
3 Gambling 12-
3 High Society 12-
3 KS: History 12-
1 Language (French, fluent conversation)
2 Mechanics proficiency 10-
3 Persuasion 12-
3 PS: Antiques dealer 12-
3 PS: Softball 13-
3 Teamwork 13-
3 Trading 12-
PERKS
5 Contact: Mayor 11- (access to major institutions)
2 Fringe Beneift (hero)
5 Money (well off)
1 Positive Reputation (hero of the city, recognized 11-) +1/1d6
30 Vehicle (Suzuki Hayabusa), 2.5x1x1m, 200 kg (-1), STR 20, DEF 4, BODY 11, DEX 20, OCV 7, DCV 7, SPD 4, Move 62 x 4 (Max 992m)
TALENTS
6 Combat Luck (rPD 3, rED 3)
POWERS
60 Electrical Blast: Multipower, 60 point reserve
6f 1) Lightning Blast: 12d6 Blast against ED
4f 2) Shocking Bolt: 9d6 Blast, Half END, No Knockback
6f 3) Immobilize: 6d6 Entangle, Takes No Damage From Attacks
4f 4) Repulsion: 8d6 Blast, Double Knockback, x2 END
12 Electrical Levitation: 18m Flight, x2 END
24 Champ Electrique: Blast 3d6, Area (radius 4m), Mobile (up to 24m), No Knockback, No Range, Personal Immunity
13 Detect Electrical Current, Ranged, Increased Arc 360 degree
34 Invulnerability: 20 rED Resistant Protection, Only Protects Against Electricity and Power Defense 6, Only Protects Against Electricity-based Adjustment Powers and Resistant Energy Damage Reduction 25%, Only Protects Against Electricity
COMPLICATIONS
10 DNPC: Cheryl Blair (Normal, Frequently)
15 Physical Complication: Deaf in left ear (-3 to Hearing PER Rolls; Frequently, Slightly Impairing)
10 Psychological Complication: In love with Cheryl (Uncommon, Strong)
15 Psychological Complication: Overconfident (Very Common, Moderate)
10 Rivalry: Daniel Erikson (Romantic, Very Superior position, Unaware of Rivalry, Outdo)
15 Social Complication: Public Identity (Frequently, Major)
5 Social Complication: Secret (affair with Cheryl (Infrequently, Minor)
COSTS
Characteristics 128
Skills 60
Perks 43
Talents 6
Powers 163
Background/History: Tiffany Morgan grew up in an affluent family. A childhood accident revealed her mutant ability to absorb and project electricity. Tiffany's mother Ashleigh made her keep her powers a secret and forbade her from practicing with them. Much to her parents' chagrin, Tiffany became a liberal arts major, and then joined a women's softball team. After college, Tiffany worked as a furniture dealer before opening her own high-end antique furniture business. Her destiny changed when she witnssed a supervillain attack on TV, and rushing to the scene, used her powers for the first time in public. At first adopting a mask and racing costume, Tiffany was not able to hide her identity for long.
Tiffany is deaf in her left ear, the result of a childhood ball accident. Tiffany has had an on-again, off-again romantic affair with her assistant Cheryl Blair, something that could blow up in her face or be used against her if it became widely known.
Personality/Motivation: As Joules, she is a confident, swaggering hero. Privately, she is self-conscious about her powers, not having much experience in using them with any force. Tiffany sticks up for innocent bystanders and will not hesitate to challenge any terrorist or villain -- regardless of their powers.
Quote: "I'm afraid I'm going to have to charge you for that."
Powers/Tactics: Joules is a straightforward combatant, using distance and safety to launch powerful attacks. Joules can manifest her powers as a variety of megavolt effects. She is all but invulnerable to electricity herself. Joules is bold and inspired, sometimes to a reckless degree.
Appearance: Tiffany is an athletic, light-skinned woman with a blond pixie cut hairstyle. In her day to day life, she prefers a little more elegance than a typical preppie look, often sporting stylish suits. As Joules, she wears a dragonfly green domino mask, a cream-colored jacket, green riding pants, and high black boots.
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pawsplay reacted to Scott Ruggels in Heroic Narratives, Or I Love Champions But...
I can, but not always do. Sometimes I let the TPK Or equivalent happen, some times I dont, but it depends on reading the room YMMV. But yes I agree that limits breed creativity.
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pawsplay got a reaction from Gnome BODY (important!) in Heroic Narratives, Or I Love Champions But...
I'll be honest, any time I see something like this posted, I retroactively enjoy less every game that person has ever run for me. I don't play to be lied to. I want the game to work, in some sense. To me this sounds way railroady, which can be a fun ride but is definitely not my cuppa. I like the idea the GM is constrained by some kind of rules structure. The GM already wields such authority and prerogative, I want there to be some kind of constraint. From limitations come creativity.
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pawsplay got a reaction from dsatow in Why purchase a Skill Level with All Attacks?
You need Defensive Maneuver IV for your levels to be persistent.
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pawsplay reacted to Duke Bushido in Ring of Regeneration
Read "Inaccessible" again: you _can_ remove inaccessible foci; you just can't simply snatch it away with a grab.
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pawsplay got a reaction from Gnome BODY (important!) in Ring of Regeneration
I don't need to read it again. Read my post again. Or don't, I guess.
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pawsplay got a reaction from drunkonduty in Share Your Magic System!
When I was working on my World Beneath the Sun setting, one thing I noticed was that in a lot of the fiction and myths I enjoyed, wizards usually did not have lots of spells. Like, one wizard might be able to turn into a wolf, another animates little wooden dolls, etc. It was kind of freeing to work with that kind of concept. One of the bigger obstacles is that wizards of that sort are often trying to steal each other's formulae and secrets. So I ended up using a VPP approach for "academic" spells with lots of requirements, like having to find or invent new spells, and then separately a system for minor magics and signature spells. By using a Magic skill roll, I tried to make it where wizards were specialists, but they could cast other spells with effort.
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pawsplay got a reaction from Gnome BODY (important!) in Champions Now subforum is hidden, a second-class citizen
the Champions Now barrier when I click on the Champions forum is huge. Could that not be so obtrusive?
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pawsplay got a reaction from Hugh Neilson in Champions Now subforum is hidden, a second-class citizen
the Champions Now barrier when I click on the Champions forum is huge. Could that not be so obtrusive?
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pawsplay got a reaction from PhilFleischmann in Share Your Magic System!
When I was working on my World Beneath the Sun setting, one thing I noticed was that in a lot of the fiction and myths I enjoyed, wizards usually did not have lots of spells. Like, one wizard might be able to turn into a wolf, another animates little wooden dolls, etc. It was kind of freeing to work with that kind of concept. One of the bigger obstacles is that wizards of that sort are often trying to steal each other's formulae and secrets. So I ended up using a VPP approach for "academic" spells with lots of requirements, like having to find or invent new spells, and then separately a system for minor magics and signature spells. By using a Magic skill roll, I tried to make it where wizards were specialists, but they could cast other spells with effort.