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BoloOfEarth

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  1. Magnetite detested paperwork; if he'd known how much he'd have to deal with, he might not have taken on being Chicago's VIPER Nest Leader. So he was quite happy when two VIPER agents interrupted his daily administrative slog with a young woman in tow. He ignored her tattoos, lip piercing, and multi-hued hair; many supervillains had very distinctive looks, and hers was milder than some. The Nest Leader stood and smiled. "Amethyst, isn't it? A pleasure to meet you. I'm Magnetite, but you probably already know that since you did apply to work with VIPER." He reached out and shook her hand, and wasn't all that surprised when his heads-up display warned of psionic activity. He was mildly surprised, however, to see her hair changing colors slightly as she used her powers. "I should warn you, my helmet will make mental attacks against me quite difficult. And it really does get us off on the wrong foot if you try to manipulate me." The young woman shrugged and smiled. "Sorry, old habit. I was just trying a touch of telepathy. It's nice to know how a potential boss thinks." "Understood." Magnetite sat back in his chair. "Just don't try it again, and we'll get along fine." He pulled up her file on his HUD and glanced through it quickly. "Full suite of mental powers. That's good. Specialty in... neural location and telepathic links. Interesting. Tell me, how many people can you mentally link at once?" "Fifteen to twenty with minimal effort. I can go as high as sixty, but can't maintain that for longer than a few minutes." He shrugged. "A lot can get accomplished in a few minutes, especially by a dozen teams of VIPER agents. Cross-communication, or do you have to relay?" "Once linked, everybody can communciate with everybody else." Magnetite smiled. "Excellent. And would you mind giving me a demonstration of your scanning capability? Where is state senator Michael Clayton right now?" Amethyst closed her eyes and tilted her head back. Once again, her hair began to change color, ranging from turquoise to deep violet. Magnetite noted that she really was quite lovely. "He is... at the Garfield Park Conservatory." She concentrated a bit more. "Going over his speech in his head right now." She opened her eyes. "Want to know what his new crime bill's about?" "Not necessary. We've had a copy of it for several weeks." He drew a few sheets of paper from a folder on his desk and studied them for a moment. "Tell me, how skilled are you at manipulation?" She looked mildly uncomfortable. "I can do okay, but it's not my strong suit. I can nudge people to do things they wouldn't mind doing anyway, and push to do things they're not flat-out against. But I can't make someone shoot himself or a friend, if that's what you're looking for. The more they're against it, the more likely they'll know they were mind controlled." Magnetite shook his head. "Not to worry, I'm not looking for anything overly dramatic." He pulled out a thick envelope and slid it across the table to her. She opened it to see banded stacks of money. "I hope that is an adequate retainer." He stood and handed her the sheets of paper he'd been reading. "And I would like this to be the speech that Mr. Clayton gives. Nearly identical, but we'd mainly like him to go off the rails for this bit here." He pointed to a paragraph, and Amethyst's eyes widened as she read it. "What is his stance on S-Squad, and superheroes in general?" "Senator Clayton's not a huge fan. Has called them 'costumed vigilantes' in private, but since they're media darlings right now he holds his tongue." Amethyst smiled. "Well, I think I can make him let it go for a bit."
  2. I don't typically stat out 'normals' unless they will have a possible role in combat. (For instance, a police officer the PC works with closely might get statted out.) For most recurring NPCs, though, I write up a short synopsis - name, job, family/significant individuals in that person's life, any key characteristic or skills, and any personal quirks that should be played out. I try to find an appropriate picture to include, which helps the players and I visualize the person.
  3. Alan Samler is a legend in his own mind. He thinks he is the greatest performer to ever grace a stage, but truthfully he's always been mediocre at best. That's how he ended up singing and DJing at wedding receptions. It was at one such wedding reception that some of the (drunken) guests began heckling Samler rather viciously. Before he knew it he began shouting and slinging CDs at them like frisbees. Unfortunately, midway through this rant his latent telekinetic powers kicked in, causing CDs to slice into people like blades. After that, he knew that he would never work as a wedding singer again. But with practice he discovered that he was a fairly powerful teke, so he decided he could just take what he wanted. That thought lasted until the start of his first crime spree. He was almost taken down by a pair of rent-a-cops working security at a jewelry store, so Samler decided that there was power (and safety) in numbers. Thus, he joined Red Wedding as The Wedding Slinger (usually shortened to Slinger), complete with a collection of razor-sharp CDs. He also carries an MP3 player, speaker system, and his own microphone to provide theme music, commentary, and bad jokes during Red Wedding capers.
  4. Lt. Steven Franklin is a former US Army medic (and unknowingly a mutant healer/transmuter) whose squad was decimated by a roadside bomb in Afghanistan. The sole survivor, he tried desperately to piece his fellow soldiers back together, but it was in vain. The event caused his psyche to snap, and three months later he disappeared from the VA hospital where he was under psychiatric care. He now uses both his medical knowledge and his mutant ability to transmute and mold living flesh, muscle, organs, and bones to heal his teammates and create amalgam creatures as Carrion Crow. CC doesn't speak "Bird" but nonetheless has the apparent ability to communicate with Evermore. (At least, he seems able to understand what the raven wants, and Evermore seems to understand CC well enough.) Hugin believes the two have a telepathic bond, perhaps due to the similar nature of their powers.
  5. Given how people can be, it might not be genetic, but rather generic.
  6. "MegaMan, I know you have the best of intentions, but can't you see that digging a mile-wide irrigation ditch from the Great Lakes to California wasn't the best idea you've ever had?"
  7. How the lion took that selfie, I'll never know. And who's the guy that photobombed it?
  8. Check out the full video at http://www.nytimes.com/2015/04/08/us/south-carolina-officer-is-charged-with-murder-in-black-mans-death.html?_r=1 Especially the part at about 1:35 where the officer casually drops something next to the guy he shot.
  9. Given that I like theme teams, how about a C-list team who named themselves after cities in Colorado and mostly work solo but work together (rarely all at once) for larger crimes. They are: The aforementioned Colorado Springs. Aspen, an eco-terrorist who can animate trees and plants to attack whomever is nearby. Aurora, a woman who can hypnotize people with her light powers Boulder, a low-level brick with earth control powers whose signature move is to pull rock from the ground, surrounding himself with a rocky shell and rolling over people. Golden, a thief with a gun that entangles people with a gold-like coating. Has an extremely well-trained dog (a golden retriever, naturally) that helps with his crimes Loveland, an empath who embraces the phrase, "make love, not war". She goes postal if anybody even mentions Linda Lovelace. Pueblo, a Native American mystic Vail, a snow-controller with a chip on his shoulder because his mutant powers kept him out of Olympic skiing competition [Edit to add] Media wags have named the team the Mile High Club, and the name has unfortunately stuck.
  10. What kind of discussion board is this?! What is this "agree to disagree" crap? Hermit, if this kind of thing continues, I think you'll have no choice but to lock the thread.
  11. Crimson Phoenix snarled at his fallen foe, the blood still dripping from his sword. "Nobody, and I mean nobody, tries to screw me in a deal." He ripped a length of cloth from the dead DEMON Morbane's robe and wiped the worst of the blood off the sword. His own wounds were already healing at an incredibly fast rate. He had gotten so used to his ability to regenerate that he didn't even notice it any more. Ever since he had come back from supposed death a decade before, he trusted that nothing could truly harm him for long. The DEMON initiates had fled while Phoenix was shrugging off the Morbane's magical attacks and slicing the back-stabbing jerk to pieces, but he didn't want to stick around any longer than necessary. The authorities just might show up to investigate all the weird lights in the night sky, and Phoenix didn't want to have to slice his way through a couple cop cars to get them to leave him alone. As Crimson Phoenix reached back to sheath his sword, he felt a pain in the middle of his back and winced. That's right, he thought. The Morbane had literally stabbed him in the back, and he never had pulled the dagger loose during the fight. It took a swing or two with the sword to knock the dagger free, and it fell to the ground with a clatter. Shaking his head, he walked over to the stone altar and picked up the small oxyx skull DEMON had hired him to procure. "I wonder what the heck DEMON wanted with you," he said, then shrugged indifferently and dropped it into his leather shoulder satchel. "Whatever it is, I'll bet I can find someone else willing to pay me for you." With that, he strode off into the night.
  12. I have no idea what a Hollywood Grey List, or a Hollywood Brown List, actually means (and a Google search didn't clarify it). So please clarify a bit what the Brown List means as a theme.
  13. Yep, I could see that. All citizens required to wear body cameras that can record their slightest misdeeds to back up their arrests. Restrictions put in place to forbid defending themselves at all. And if you can't afford a body camera and don't wear one? Well, you're probably actually trying to hide something. That's probable cause for arrest right there. Oh, wait, you were talking about body cameras for the police. Ah, sorry. Sometimes my cynical side gets the better of me.
  14. Disney is forced to sue themselves for the inevitable and innumerable instances of plagiarism, intentional or accidental, that have occurred throughout history, in order to protect their copyrights. NT: Crazy new candidates announcing they're running for US President in 2016, and their wacky campaign platform. (Difficulty: Can't be an actual politician.)
  15. All of the music is rap (because, y'know, Raptured). Oh, and the wireless coverage sucks.
  16. Though in fairness to rjd's conversions, Death Commando was 23 DEX in the 4ED Champions Universe book. To be clear, I wasn't saying his (or anyone else's) decision to keep DC at 23 DEX is wrong. I was just pointing out a possibility, where DC "plays the system" to eke out a few more points. (He always seemed to me like the type to find and take advantage where he could.) In case I do fail to make the distinction clear, most of my suggestions are simply that: suggestions, not corrections. I'm sure that when my players face Deathstroke, my 6ED versions will differ from rjd's versions, adding my own flavor to them
  17. I like the bumper car idea, with a twist. Hero comes out of a maze into a bumper car room. Say this one is for a non-flying PC, so he can't just avoid the floor, which is of course electrified. Two exits: one just large enough for a person to slip through (leading to the final goal), and the other big enough to allow bumper cars to exit the room. A dozen or so other bumper cars are tooling slowly around the room, each with a bound civilian or two duct-taped to the seat inside. Another (empty) car waits for the hero's use. Each time a car hits the wall or another car, the passenger receives a shock. (The longer it takes to clear them out, the stronger the shocks.) And every now and then, steel spikes shoot down from above. It's just a matter of time before one comes down and skewers a civilian. The Prankster's voice comes over the PA, saying that the hero has to "bump" the civilians out of the room using the provided bumper car. The larger exit slopes down to safety. The Prankster promises it's safe (and you can trust him, right?). If the hero cheats, the exits will close and the Prankster fills the room with poison gas. Cheating includes: removing civilians from cars, somehow stopping the spikes, moving the cars to the exit by means other than bumping, and being not at least this tall to get on this ride.
  18. I believe it's straight out of the 4ED version of the character, but I think they had it as Common rather than Very Common, which would fit with just punches (not kicks or other physical blows). On reflection, I think I was considering it "physical blows" rather than just punches. To me, that Vulnerability on Scatterbrain seemed like one of those 4ED "we need more disad points, how about a Vulnerability?" things. I don't recall anything specific in her background to explain it. I think she got her powers by messing with some experimental drug or virus or something that her mom brought home. Perhaps that changed her physiology and gave her brittle bones and sensitive nerves? In which case "physical blows" seems more applicable. At least, that's my viewpoint. YMMV.
  19. Finishing off Songs of Summoning (for real this time) Maker is outside, worried about taking on the creature. Shadowboxer: (points to a series of arced lines on the map) Just hide under one of these balconies. Malarky: Those aren't balconies. They're curved walls. (turns his PC around to show a satellite overhead view of the back side of the club and smiles at the GM.) Don't you just love Google Maps? (proceeds to get the street view from that alleyway) Here, Maker, this is what you see back there... Circe goes outside and tries mind-blasting the creature, exposing her to its Insane Thoughts (a mental damage shield that drains her EGO and PRE). Circe: Ewwww! You would not believe what is going on in that thing's mind! I am not doing that again! The creature grabs Maker and Circe with its tentacles, but before it can try to eat either one, Pops teleports them back into the club. Maker begins flying back outside to confront the creature. Pops: Remember, just one save per person! Go back out there at your own risk. Back inside, Screech had put up a force barrier around the stage, with himself, Ted, and Heavy Metal inside, protected from the heroes' attacks. Nexus: We need to get past that barrier. Honey Badger: Easy. (Makes rude gestures and disparaging comments at Ted, who proceeds to smash a hole through the barrier to take on the hero brick.) See? Problem solved. Once most of Road Kill was down, the heroes were trying to figure out what do to against the creature. Most of their attacks were bouncing off. GM: (to Nexus) Aren't you going to try attacking it? Nexus: If Honey Badger throwing a dumpster at it didn't hurt it, my puny elemental magic blast isn't going to do much. GM: (looks down at creature's character sheet, where the Damage Reduction has the limitation "Doesn't work vs. Magic" and shrugs) Your choice. Nexus finally blasts it, causing it to scream in agony. Nexus: Hey, guys! It's vulnerable to cold! Should I try fire next? Several other heroes: NO!! Freeze the #$&@!&@#! The heroes figure out that someone gave the "lyrics" (summoning incantations) to Heavy Metal, and they try to figure out how to keep Road Kill from unintentionally summoning more other-worldly creatures in the future. Malarky: Could Circe mind-control them not to play those songs ever again? GM: Maybe. She does have a Mind Control with Cumulative on it. But they're contrary enough that dropping those songs might not be something they're inclined to do, so the control may break at some point. Malarky: Any way I can alter the magic so the summoning just wouldn't work? GM: I suppose Circe could mind control Heavy Metal to "fix" some of the lyrics... Malarky: (smiles) Yeah. "Those new songs are good and all, Heavy Metal -- but couldn't you come up with better lyrics on your own?"
  20. Also FYI, rjd, I got a lot of fun use out of Road Kill in the last adventure I ran, which used your conversions (tweaked by me to fit better with my game's PCs). I expect to get similar good use out of your conversions of Deathstroke.
  21. FWIW, though I've converted a number of characters from 5ED to 6ED since the books came out, I've only recently started actually running in 6ED (like, last month). My players had equated meters with inches when drawing up their characters, whereas I had created the villains with the distance difference in mind. And the villains were practically running rings around the PCs, movement-wise. I've used a 1" (2m) hex map for decades, and figured to just halve all the distances for movement and range mods. When a later battle was in a smaller space and I drew the map at 1m hexes, it went better. However, I don't see any outdoor battle map working well with 1m hexes. Not sure how I'm going to resove it all. I hope you're not irritated with the rest of my feedback. My intention is to be constructive, not nitpicky.
  22. As far as the writeups are concerned, some constructive feedback. First, a few general notes: I've noticed that a lot of 6ED conversions keep the original DEX, OCV, and DCV in their original lock-step. Also, a fair number of 4ED and 5ED characters had higher-than-necessary DEX's, most likely simply because it was more cost-effective. I'd take advantage of 6ED's greater granularity and break them out a bit. For example, Death Commando originally had DEX 23, OCV 8, DCV 8. I'd have made him 18 DEX (for -12 points), then add +1 with Breakfall, Climbing, and Stealth (+3 points), Lightning Reflexes +5 DEX with All Actions (+5 points). Put the 4 points saved into +1 DC with his Commando Training. Also, it seems like your conversions equate Movement meters with the former "inches" (where 1" = 2m). If the original character had +10" Running, to remain the same the 6ED character would need +20m Running. Now, on with specific character feedback. Death Commando - note that the 4th edition character is 393 points, which for 6th edition would probably translate into about 450 points, so I realize a 400-point version would need considerable power reduction. Personally, since DC was much more powerful than his teammates, I'd have bitten the bullet and made him 450 points. Which would mean boosting his Running, Flight, armor, and other things. If extra PRE is defense only, his PRE attack should still be 2d6. But honestly, I'd have dropped the limitation and made him a straight 20 PRE, for both attack and defense purposes. His background and personality would justify a higher PRE. I don't see why you have Reduced by Range on his SMG, except to shave off a few points. I'd have added Range Limited by STR limitation to the smoke grenades. UNTIL and VIPER Hunteds should include NCI. I'd use the extra points to ditch the DNPC sister (getting the other 5 points from another d6 of Unluck). She's never mentioned in any of the character writeup, and seems to me to be one of those "oh, crap, we need 15 more points" kind of Disads. Shockwave I'd have made his Shockwave attack an Area of Effect 50m Radius Explosion (+3/4), Personal Immunity (+1/4) on up to 40 STR, Only vs. Targets on the Ground (-1/4). If I'm correct, that should drop by 1d6 per 6m, and only cost 32 points. If you want to boost it to 9d6 in the center area, that would be a 56m Radius Explosion (still +3/4) on up to 45 STR, and cost 36 points. The original character had 28 PD (of which 15 was Resistant), 24 ED (of which 15 was Resistant). The 6ED conversion has Always On (is that really a limitation on defenses?) and Only Works on Common Attacks (???), and boosted the total defenses considerably beyond the original 28 PD, 24 ED. Better IMO to just buy Resistant (+1/2) on 15 PD, 15 ED of his original PD/ED. Or Resistant (+1/2) and Hardened (+1/4) on 10 PD, 10 ED. Saves points, and is more in line with the original character's defenses. I like that you gave him actual skills, but he should still have KS: Organized Crime. All Mental Powers would be a group of Uncommon attacks, so that Vulnerability should be 20 points. I'd keep that, and drop the Watched and the Unluck. Stinger I think you read the 4ED version's 70 STR Clinging as +70 STR. It should only be 70 STR, not 110 STR, saving 11 points. Use those points to restore his Gliding, which is notably absent from the 6ED version. The 4ED version's HKA was from hard, bony fingers, not poison. I'd drop his HKA to a more appropriate level (say 2d6+1, or 4.5d6 w/ STR), and turn his Blast into a smaller, Constant, Uncontrolled NND poison (defense is HKA does no BODY or has appropriate LS vs. insect poisons). Vulnerability -- 2x STUN from Common attack = 20 points, 1 1/2xBODY from Common = 10 points. However, I'd say poisons and chemical attacks are Uncommon, so these should total out to 15 points (10 + 5). To make up the 5 lost points, I'd increase the Enraged to 11-. Scatterbrain The 4ED version had 26 EGO, which seems done mainly to get the 9 ECV. No real benefit for that over, say, 23 EGO. I'd drop EGO to 23 and increase OMCV by 1. +4 with Mind Control would cost 8 points, not 4, so that should probably be +2 w/ Mind Control. I'd drop both CSLs and put the points toward OMCV. Again, not seeing how Always On is a valid limitation on Mental Defense. If she was on a team of mentalists, I'd maybe allow a -1/4 limitation on it, but even that's doubtful. The original character didn't have any Mental Defense, but I like the idea of "scatterbrain" being more than just her name; perhaps her mind scatters mental attacks against her, so I approve of adding some sort of mental defenses. That said, I'd drop Mental Defense from the writeup entirely, and add Damage Reduction (50% Mental) as her actual "mental defense". With a 23 (or 26) EGO, that should keep most Mental Illusions, Mind Controls, and Mind Scans from having appreciable effect on her, and take the bite off most Mental Blasts. The 4ED version's Force Field cost END (actually, it cost 4x END!), so it would be appropriate to have this one's Force Field cost at least normal END. Put the points saved into boosting her DCV, OMCV, and DMCV. If you're going with Very Common for Punches (I happen to agree), then 1 1/2 x STUN and BODY Vulnerability would be 30 points, not 15. I'd ditch the Hunted by mom, Unluck, and Vain.
  23. Woot! I got a lot of use out of Deathstroke back in the day, during our Silver Phoenix campaign. Two of the PC heroes really had it in for Death Commando (they still call him Dead Commando) - IIRC, they tattooed "Silver Phoenix Fan Club" on his buttocks, then left him on a deserted island in the South Pacific with a Swiss Army knife and a Boy Scout survival manual. I might need to dust Deathstroke off for my new campaign.
  24. Finishing up Songs of Summoning: In my games, I ask each player to provide at least 5 NPCs to flesh out their own world a bit. These aren't DNPCs; the only dangerous situations they get into are typically off-screen. I allow the PCs to use them as pseudo-Contacts, just like you would any friend or family member. And I use them to advance the plot at times. Nexus and Circe each provided way more than 5 NPCs, and Nexus (who plays and sings in a band) decided that her four bandmates were all low-level supers. (The band is named Paranormal.) If she was trying to get her own mini-super team to help fight crime, she's going to be disappointed... Nexus arrives at the Paradise Rock Club, approaching the back door, and sees her bandmates running away down the alley/street, screaming in terror. She stops the last one. Nexus: Stop! Calm down! What's wrong? What's going on? Bandmate: We showed up to set up... and they were there already! He... he's huge! I thought he was going to rip my arms off!!! (screams in terror and runs off) Nexus: (shakes her head sadly) My band is a bunch of pansy-boys. Circe walks in the front door to see the patrons of the club all standing around staring at Road Kill up on stage as they launch into their hit song (topped the charts at #546), "I Say Screw You." GM: What they lack in quality, they make up for in 'loud.' Circe: (turns one of her regular club patrons to face her) What is going on here? Misc. Person: (drooling slightly) Band. They good. GM: (OOC) Game-wise, you're looking at the effects of an area-effect Drain of INT, EGO, and PRE. Circe: So that's how they get fans. GM: Which might also explain Nexus' bandmates running away when Ted glared at them. Honey Badger: Running away like pansy-boys. (When Nexus glares at him) Hey, you're the one who said it. I'm just repeating what you called them. Pops teleports to the Paradise Rock Club, sees that only half the team there, and disappears to collect the rest. He starts with Malarky, who is riding his bicycle there as fast as he can pedal. Pops: I appear next to Malarky, grab him off the bike, and teleport both of us back to the club. Malarky: Hey! What about my bike! Pops: Oh, boo hoo. If it gets stolen or wrecked, I'll buy you a new one. Honey Badger arrives at the back of the club. Honey Badger: I pick up the guitar one of Nexus' pansy-boys left behind. Nexus: Hey, that doesn't belong to you! Honey Badger: It does now. As Road Kill finished up their song, to scattered applause from the brain-numbed audience, Honey Badger walks up to the stage with the guitar in hand. Screech: Hey, we already told you twerps, we're rockin' the Paradise tonight! Honey Badger: Oh, Honey Badger doesn't play. Honey Badger was wondering if you guys would sign this guitar. Road Kill is one of Honey Badger's favorite bands. (under his breath) To beat up. The band members are all more than happy to sign the guitar for a fan. (Well, Ted just puts a big "X" on it.) It works as a nice distraction so the rest of the team can start herding out the audience and reduce the number of innocent bystanders. But before too long... Heavy Metal: Aright, folks, we're going to do one of our new numbers, we're sure you're going to like it. It's called The Bazaar. (The band launches into a haunting, vaguely creepy song.) Shadowboxer: Watch out, everybody. It was during their new songs that creatures started popping up. (The heroes redouble their efforts to get the audience outside.) GM: Is anybody attacking Road Kill? Honey Badger: Not yet. We want to get the people out of here first. GM: Which way are you sending them -- out the front, or out the back? Malarky: Out the front. We don't want to take them past Road Kill. (getting suspicious) Why? Do I see anything out the front windows? GM: No. But anybody toward the back of the club will hear screaming from outside. (pulls out 5" tall cardboard character standup with a picture of a Flying Polyp printed on it, setting it on the map outside the club's back door. The heroes begin attacking the members of Road Kill, even though the summoning is complete. GM: Anybody going outside to deal with that? (points at the Flying Polyp) Pops: Hell no. I already fought one of those. Circe: No, you fought one of these. (picks up normal-size character standup of the Star Vampire) That (points to the Flying Polyp) is Big Momma, wondering what happened to Junior. Pops teleports Axeman outside, where the guitarist is promptly picked up by the creature. Screaming in terror, Axeman hurls his guitar/axe at it, somehow managing to miss it entirely. The creature responds by trying to stuff Axeman down one of its sharp-toothed maws. Malarky: He prooooobably should have kept that. Might have been useful. Pops: Well, now the beastie has a chew toy. (Drat. Work interrupts. Will try to finish tonight or tomorrow)
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