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Everything posted by assault

  1. No, there is a fundamental difference. Fascism is a means of preserving the pre-existing patterns of property ownership, while communism seeks to radically change it. That means, for example, that Nazi Germany was run on behalf of companies like Krupp and Ford, while a hypothetical communist Germany would have nationalised them. That's _why_ Krupp and Ford supported the Nazis - to crush the communists! This is a hot-button topic, so I won't comment further. As for likely candidates for takeover: the main problem is, of course, that the target is most likely already going to be in somebody else's "sphere of influence". This would mean that the existing power would have to be initially willing to support the new regime, or at least unable to do much about it. It can't be too significant, economically, or it wouldn't be handed over to loose cannons, unless the loose cannons were operating behind more respectable proxies. Of course, it could (should) become more economically significant, once the presence of "super-stuff" is detected, or at least openly admitted. I can't see a new country being established from "unoccupied" land, since there's no such thing, and the residents of "unoccupied" lands tend to get a bit irritated when they get invaded. So, that scraps the "Aryan homeland" idea, IMHO. I would go with a fictional country. Of course, that usually does mean cutting some bit out of a real world country, but that's easier than trying to do it in-game. Alternatively, draw some islands onto the map. The idea of artificially creating some in your gameworld is OK, too, even though its been done before. (Malachite!) In fact, this might be the best, since even fictional countries or islands logically should be "of interest" to someone. In any case, of course, any government that gets set up would have to be recognised by other governments. Without that, the diplomatic immunity thing wouldn't apply. I don't know. It's tricky. The best option might be to have the Nazis being a power behind the scenes, perhaps with one being "democratically" elected, and others being appointed as diplomats by a legitimate government. Of course, diplomats can, and regularly are, expelled from their host countries, and if they systematically engage in illegal activities, diplomatic relations could be cut off. Of course, that could jeopardise access to "super-stuff", but there still would be a point where relations would be broken off, and efforts put into place to remove the "unacceptable" government. In fact, any PCs who interact with such governments would probably be best off feeding evidence against them to outfits like the CIA. That way, they become deniable sources, and can possibly weasel out of any issues with their secret identities. I dunno. I'd really like to play in a game like this. Smash the Nazis! Yeah. Assault would get into that. Of course, he probably wouldn't like the government that replaced them, either... Alan
  2. I have a theoretical answer and a real one. The theoretical one is "about one in a million". There are skewing factors to reduce the influence of countries like India and China. My games are based in Australia, so there has to be enough supers to support them. I roughly go with about 20 or so active supers in Australia. More supers may be active at any time, but a lot of those are rampaging monsters, visitors and flunkeys with gear. The real answer, however, is: exactly as many as my campaign needs! This typically includes a few "off in the distance". So my actual answer is the twenty+ in Australia, and maybe another dozen or so, plus any extras I feel the need for. Alan
  3. Oh yeah. This is the version of Hawkgirl with the "likes to hit people with a mace" limitation, isn't it? Alan
  4. Oh dear. I've been playing Champions since February 1982. I've just organised my 40th Birthday party... Anyway, back in the world... Two DC masterminds: Vandal Savage Ultra-Humanite Both work for me. By the way, if anyone is interested in Doctor Doom, see: http://www.reading-room.net/ Dr Doom rolled up in Fantastic Four #5. It was a seriously good story. No, really. Juicy time travel plus... You can actually build the not-so-good doctor on 350 points! I feel better already. Alan
  5. Definitely Golden Age. Bondage covers were one of the pretexts for the Comics Code. Then again, I suppose I could live quite happily without any bondage covers at all. Alan
  6. Marvel: Bullseye!!!! DC: Solomon Grundy Bolt Plastique and the other one... the one whose name is only whispered... (cowers in terror) LOBO!!!!! Alan
  7. The definitive comment on roleplaying teens: http://www.somethingpositive.net/sp06212003.html Alan
  8. I would consider buying your character's permanent (non-focussed) DEX up to 20, and probably drop her CON to 18. You would have to recalculate her Synaptic doodad, but I think it's worth her while having a 7 Combat Value outside her focus. It's just too useful. Oh, here is something that I would have to look up the rules for: I've just noticed that her Hand to Hand Attack is versus ED. I'm not quite sure if that would add to her Martial Arts and Strength damage. It's late, and I can't remember... Anyway, she's looking quite interesting now. Alan
  9. I would consider making her a bit more combat capable. Otherwise, she will hit a fight scene, and you (the player) will spend a lot of time twiddling your thumbs. Yes, she is useful out of combat. Other characters may encroach on her shtick though, and still be better fighters. Clearly, you have built her as a non-powered "normal", with the appropriate characteristic limits and all that kind of thing. What I would say is: don't. She can still be a "normal" (although a very exceptional one) and still go over 20 DEX and 4 SPD. Her CV is good because of her skills, but I would definitely consider pushing up her SPD a little, if only to ensure you get a bit more of the GM's attention in combat. Similarly I would extend her ability to inflict damage a bit. At the moment she is only barely able to take down tough normals. Her martial arts can be used to set up attacks for other characters (reducing Combat Values and so on), but that's still a rather limited role. Regretably, all Champions characters need to be able to usefully engage in combat. Being the gadgeteer that whips out the Deus Ex Machina device is good in the comics, but it's not usually viable in a game. Alan
  10. Personally, I am rather fond of the recommended limits, but that is because I enjoy the solitaire aspects of character design, and you need some kind of "rules" for that. So if "the book" suggests 125+75 points for teen supers, I run with that and see what can be done. I also build 250 or 275 point characters as more experienced "X-Men" types. But that's just for my solo projects, which are about background and origin writing more than actual play. Of course, in theory, some of this stuff will eventually appear in an actual campaign... In real campaigns, in my experience, character growth is actually fairly slow. 1 or 2 points per session is fairly normal, and for older folks like me, sessions aren't quite as frequent as they were way back when. So characters tend to stay pretty much how they start, which means that the players have to be happy with them. The points total for a game should allow that. Because I have been playing "for a real long time", I'm fairly fond of 250 point characters. On the other hand 275-300 points gives a little more elbow room, especially for characters in teams that have a bit of standard equipment, plus some standardised training. At that point, there is no particularly obvious point to not going for 350 point characters, but these will tend to have considerably more power, rather than being merely more experienced versions of low-powered characters. So, go with whatever you think is best. Of course, for character design exercises, go with strict limits so you are forced to learn to maximise what can be done within the system, preferably without resort to munchkinisation. And of course: "Silly GM, points are for players". Alan (Almost happy with my 250 point Rogue-homage...)
  11. Since it's entirely fictional, your guess is as good as mine. I don't think 'Z', the vague real-world analogue did. Alan
  12. assault

    DC Assault

    A soft option If you don't want to kill your PCs off, you can have them get thrown out by an independent hero team. Something like a thinly disguised version of the X-Men (preferably one of the "classic" lineups) would be appropriate. Of course, the PCs would then be handed over to the government, who would take a very dim view of their activities, but escaping isn't necessarily impossible. At that stage, you will be running a supervillain campaign. I have to say that it sounds like your campaign is spinning out of control. It might be time to negotiate an end to it and start again. By negotiate, I mean, convince your players that it's time to retire their characters after a Last Big Epic, which hopefully won't involve their ignominious deaths. Sod it. It's time for an Alien Invasion. All of humanity versus the Slimy Bug-Eyed Monsters. That should flush away most of the anti-mutie stuff. Alan
  13. assault

    DC Assault

    I'd go with short, bloody and memorable. If you do it right, the players will remember this game in twenty years time. Yes, that's a vote for "kill them all". Just do it right. Alan
  14. Re: Re: World War 2 Ideas, please I wrote: Thinking about this some more: This guy is a Nazi sympathiser. He isn't going to get along well with the African-American hero. Here is a chance to play up the latter's disadvantages. So, don't just kill off the Nazi, leave him around long enough to show what a jerk he is. A more general regional encounter: In my Champions Universe, Australia had a super-commando group called "X" Special Unit. This is modelled on an actual historical Commando outfit called "Z" Special Unit, which specialised in operating in Japanese held territory. "X" is the group tasked with countering the efforts of Japanese metahumans, ninjas, sorcerors and suchlike. It mainly consists of former pulp adventurers, plus the odd superhuman. Its members generally don't wear costumes, but rather Australian army uniforms. Most are NCOs from various services, with a scattering of officers. "X" could be encountered by any group operating in the South Pacific, particularly if local knowledge and contacts are involved. A typical "X" operative would be a 150+ point normal, with standard military weapons. Most would have codenames. For example, one operative in my game was named "Alpha". Coincidentally, "Alpha" was Assault's grandfather, and may have been the source of the mutant genes that Assault inherited. Alan
  15. Assault, my default standard character is, of course, a brick, and a very "pure" example of one. I actually like bricks that have reasonable SPD and DEX. I also like bricks that have flight. I guess, at heart, I'm a Superman fan, more than a fan of the Hulk or the Thing. Or Power Man or She-Hulk, who were more direct inspirations for Assault. The main reason why Assault doesn't have all this stuff is a rather overdeveloped sense of "fairness", where I've tried not to encroach on other characters shticks. This has become more important under FRED, where Assault has had to learn basic martial arts in order to remain viable. In fact, though, I wouldn't at all object to brick, even a "heavy" one, having a decent SPD and DEX. They just wouldn't have a bunch of CSLs or Martial Arts. I like bricks. They're easy to build and play, and are effective. More importantly, there are lots of interesting role models for them, at a whole lot of different power levels. It's difficult to play a gadgeteer or martial artist well. You need to develop real tactical skill, or you will get stomped. Egoists are often difficult for GMs to handle, and thus a pain, while I've never had much luck with Energy Blasters. (A classic: you are in an underground base, where you don't have room to fly. Green Dragon runs up to you and starts smacking you around.) I mentioned that I don't have problems with Bricks that are relatively fast. The flipside of that is that I don't object to other characters having decent defences. This particularly applies to Energy Blasters (and some Egoists), who tend to have Force Fields, Force Walls and so on. These kind of characters can often stand up to as much punishment as "light" bricks. See Defender for further details. Alan
  16. Re: World War 2 Ideas, please So, you'd be in early '42 by now, wouldn't you? The US is gearing up for full-scale war. There are U-boats off the Atlantic coast. Most of the Philippines falls very quickly, although some US and Filipino forces hang on until May, about the same time that the Japanese offensive is halted at the battle of the Coral Sea. In some ways it's the calm before the storm: the US is building up its forces, while fighting comparatively small campaigns with what it already has. Of course, those fighting these "comparatively small campaigns" are in dire straits. At home, various war measures are being introduced. Japanese-Americans are being interned. Presumably, pro-Nazi elements are reorienting from propaganda to sabotage. Ah, there we go! Pro-Nazi saboteurs are planning an attack on with pre-positioned superweapons or supervillains. The plot is betrayed by one of their circle who was happy enough to legally advocate that the US should stay out of the war, but is unwilling to take up arms against the US government. Scene one: the defector is trying to escape his former allies. One or more PCs should rescue him. Scene two: the PCs are warned of the sabotage attack. They have to quickly make a plan to stop it. This may entail finding out more information, coupled with a need to actually get there in time. Scene three: Arrive. Crash. Smash. Bash. Scene four: your country is grateful, etc. Very simple, very basic. One or two sessions. That's my best guess. You suggested that you wanted a plug-in scenario, so simplicity seemed best. I hope there is something useful there. Alan
  17. Re: Re: Who do you think you are? Seeker? Well, you're probably right about an "official" Seeker, alas. What I was suggesting was more or less that "Seeker" would become a generic nickname for martial artists, particularly wannabes, especially if they came from Australia. It would be a semi-generic term, with at least a dose of insult. Yes, of course, Steve Short and his lawyers might have something to say about it, but how are they going to sue a masked adventurer? In fact, it's quite possible that several "Seekers" might exist. Eventually the most prominent would end up with the name. I could see my more recent versions of Assault using the name if they (he) visited the US, because he probably wouldn't be operating publically. In other words, have fun! Alan
  18. This is a short version of a long train of thought I have been following. OK, well, in the official CU, Seeker is a well-known, mythical character in popular culture. So, if you are going to tag an Australian martial artist with a nickname, what is it going to be? Why, Seeker, of course! It's only a matter of time until another Seeker appears... Thoughts? Alan
  19. Re: Re: Organizations in Chicago It's a splendid opportunity to use him. I've considered similar ideas myself. Unfortunately, in the real world, there has been a long history of racially exclusive unionism. There has also been a long history of struggles against this. This could be a very rich vein of inspiration to draw from, particularly if your players have at least a mild intellectual streak and are interested in anything beyond hitting bad guys. An example: the incumbent union leadership are stereotypical corrupt labor racketeer types. They will not lift a finger to defend their metahuman/mutant members. If a challenge to their control of the union arises, they are likely to ally with the IHA... I should point out that I am not a fan of the stereotype I mentioned above, but it works for generating the odd scenario. Of course, you realise that the "pro-mutie" challengers are likely to be... Commies! Yes, you have just added Commie Mutant Traitors to your campaign. Have a Nice Day, Citizen. Alan
  20. Assault would have to be played by Russell Crowe. He's not quite right for the role, but I can't really think of anyone else with the right build and accent. On the other hand, he has the appropriate attitude. Alan
  21. Re: Is this a legit VPP, and if so, how do you build it? It sounds like yet another variation on the Mimic Pool. I'm still fiddling about trying to get Rogue right... So, I guess while I'm here: How would you do someone who can mimic innate abilities (powers and characteristics), but not focussed ones? How would you deal with the need to touch bare skin or normal clothes, rather than armour, for example. How would you rule out being able to mimic the abilities of robots or cyborgs? And then, how would you build a nice cheap little damage shield for zapping the people you mimic, as well as a bit of telepathy for absorbing their memories as well? Because I'm after a look-alike, rather than an actual version of Rogue, I'm not terribly concerned about actually draining the target's powers. Simply zapping them with an NND or AVLD would be adequate. Of course, I am quite open to the idea of enforcing campaign standard Vulnerabilities and/or Susceptibilities to ensure that such a zap would generally put the target down for at least a little while. Getting back to Brandi's question: is this a PC or an NPC? If it's an NPC, you can guess ahead of time who they will be mimicking, and therefore cheat! If it's a PC, life becomes more awkward, since the GM probably won't be so kind as to provide you with a list of potential people to mimic. Alan
  22. I had an "interesting" experience with OIHID when my character was stunned, and the GM ruled that he automatically reverted to his normal form. Aside from anything else, that seriously compromised his secret identity. Worse than that, it wasn't how I saw the character working. Needless to say, the character underwent a quick redesign. Unfortunately most of his non-combat stuff went out the window in order to save points. I was not impressed. If I had wanted his powers to be non-persistent, I would have built them that way. Alan
  23. Re: Re: Just a theory Well, I'm 40. I think it's useful to remember that a lot of the Superman stories that were coming out back in the 70's and all that were pretty lame. Sometimes neat, but lame. That doesn't apply to all the DC titles of the period, but I think if you compare Superman to the X-Men back then, you can see a considerable difference. The Superman titles have improved since then - they've not quite so "dumb". On the other hand, the various Marvel mutant titles have tended to become a little bit self-indulgent. In My Humble Opinion, of course. As for "moral straight arrows" - I could care less. On the other hand, I'm a whole lot less interested in whiny angst magnets. Superman (the present day one) is closer to being an adult than some other characters. (Bruce Wayne, on the other hand...) Alan
  24. Yes. They are unfortunate. I wasn't quite sure whether or not to post the link because of them, but obviously I decided to. Alan
  25. My revenge The inestimable Seanbaby has created the following page: *WARNING* This page may cause hyperventilation. http://www.seanbaby.com/hostess.htm Oh yes, I'm up to date on S*P. This is my revenge. Alan
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