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i3ullseye

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Posts posted by i3ullseye

  1. Re: Not Quite another Killing Attack Thread

     

    hehe.....

     

    "Ex.: A baseball bat... across my back, thighs, even chest... could be considered normal damage. Hit my head, knees, stomach/vitals... killing attack."

     

    Normal Strength, plus a nice bat, let's assume 6D6 total. Last time I checked, doubling this if you hit to the head due to the hit location rules WOULD make this a very lethal attack. 12 body one one swing to the head. In the extreme you have the potential for 24 body. Thats with the rules as currently written, just using the hit location chart.

     

    And yes, Chest and Arms/Legs would net less lethal effects by nature of their multipliers also.

     

    I don't see a problem with the cost and use of KAs right now. Often the easiest way to approach something ends up balancing out in the end. Both Killing and normal attacks should apply their stun to normal PD and rPD (or ED) combined. The normal attack shoudl also apply their Body against this, but a KA applies its body ONLY against rPD/rED. By compining normal defenses for the stun component, you get rid of the single bullet shot doing massive stun, which is really the focus of this at the start i believe.

     

    The random swing of the "Stun Lottery" woudl be lessened byt this greatly. And the "Lottery" in and of itself isn't out of place. You can take a bullet to the arm and it passes right through. Almost no stun, but certainly some body done. You can break a major bone and shock immediately kicks in... you function normally. No stun other than the pain form the wound. But at that same time, a small caliber weapon might not go all the way through you, and the energy is transferred to your physical form... causing FAR more stun. A hard object, at a decent velcity, glancing off your noggin can tend to stun you quite a bit, even if the damage body wise to the skull isn't major.

     

    The "Stun Lotto" is actually a very good model on real world variance when dealing with lethal attacks I think. They can often do what they need to start killing you, without really stunning you.

  2. Re: Something I just noticed and dislike about multipowers

     

    I think my Superman versus Magneto comparison was a bit misunderstood. Were it me, I wouldn't build either character with a MP. I was simply stating that characters with a MP tend to benefit more of they are more generic in their overall themes and powers. Flight is just that, flight. Super Strength is nothing more than super strength. And Invulnerability.... you get the idea.

     

    But with a Magneto type you have all kinds of tricks to factor in. Moving Metals? Sure. Pulling iron from the blood? Thats not quite normal. Flying with megnetism is differrent than just basic flight. Force Fields? Well, now you have to decide what a magnetic field woudl really stop, and then mold it... you wouldn't just say normal force field.

     

    Not to mention the hundreds of other ways that Magnetism could be molded... like controlling energy, maybe even light in some extreme cases. Like changing density of metals in you go extreme that route. Like reading the earths magnetic poles, or even changing them!

     

    My whole point is that the more basic the powers, the more net savings you see from a MP pool. I agree, the basic idea of these pools souldn't be to get more for less. The idea is to use the same power in very specific, but various ways.

     

    If you have a MP, and it has 10 specialized attacks, since each attack will have differrent modifiers they will not benefit much at all form the modifiers themselves. If the pool has 10 attacks but they are ALL fire based, those modifiers that make it fire (reduced against cold, etc...) will have a much greater savings impact.

  3. Re: Going Crazy!

     

    Thanks for the input all. I have seen the aforementioned rules, but my real problem with them is they all seem to work too fast. And then it is all or nothing. You resists and resist then POW, you have a disadvantage. I wasnted soemthing that was a bit more of a wasting effect, and a slow crawl... where every bit that impacts you is noticable, if ever so slightly.

     

    But I don't want people to lose it completely on their first encounter or two.

     

    I think I may have a compromise, and I will post it back to here once I have some details fleshed out, because i would love more feedback on it.

  4. Re: All Flesh Must Be Eaten

     

    Time to put some unlife back into this thread.

     

    I have run many horror games, with many differrent rules. Even my supers games tend to take a horror slant from time to time since I am such a fan(atic) of the Genre. Chill was one of the best horror games ever, and Beyond the Supernatural had a some great ideas like the Nega-Psychic. But a few things to make a pure Zombie game work.

     

    1) Yes, if the undead are swarming, and they are your only adversary, things get old fast. So you have to redirect the focus. Often the best way is to put the characters at odds with other humans... in a post zombie plague backdrop.

     

    The new Land Of The Dead movie is a great view of this. The real strife of the film (as in most of Romeros films) is the conflict between people. It is when that cauldron bubbles over that the zombies become the real threat. Unified we can fight them off, but when internal bickering breaks our group down, all the **** hits the fan.

     

    2) If the zombies don't change much, their situations should. While we know what to expect from a zombie in combat, what happens when they start falling into your water supply?

     

    You can always give them a shot in the arm by making animals subject to the plague. And making people who were close to the players return is always fun. But some undead might just evolve and be a bit more of a threat. Also don't overlook the infected who haven't yet turned.

     

    3) We know how to fight a stock zombie... but what happens when the ammo runs out? Finding alternate ways to combat them is often a great diversion from the normally mundane zombie schtick.

     

    .... there are many neat ways to make a vanilla zombie encounter not seem so vanilla. General horror games have more of a real scare potential as there is so much unknown. With pure zombies remember, hopelessness is what you are going for, or general despair... not scary spooky horror.

  5. Re: Something I just noticed and dislike about multipowers

     

    We all used our Multipowers wrong in the beginning I think. For all the times I defend the HERO system as not nearly as complex or math heavy as people seem to think, and no matter how much many of us can build characters in minutes from scratch purely from memory, when we get to the MP pools.... this all comes crashing to a halt.

     

    These things can be real math intensive.

     

    One thing to remember... they favor very archetypical character concepts. The more vanilla the pool, the more savings you see. Also, if the pool itself is clearly Ice or Fire powers for example, the cost savings is greater since it applies to all powers in the pool, and thus the pool reserve itself.

     

    In the history of the game, the characters who have been built with a MP have always been very 2 dimensional. Don't get me wrong, they have been great characters... but they were more Superman than Magneto if you know what I mean. Flight, EB, maybe an AE attack... almost everything was unmodified. When it was, there were a few common themes utilized...

     

    1) All the powers had a shared, and narrow, special effect... all Fire powers. All Ice powers. Etc...

     

    2) The power pool reserve had a charges limitation of some sort, like ammo for a gun or a rechargable item.

     

    3) The entire pool, and thus the reserve, has in a focus and had the savings for being an object and all that entails.

     

    4) The pool represented spells, and thus had a common set of Foci, Gestures, Chanting, etc...

     

    Those are really the key times that a MP pool become effective. If each power is to be a varied and complex power unto itself, you are much more likely to benefit from an EC instead. ECs have the complexity to allow for much more customization, and also can have powers that are above the base EC cost just by paying the extra points for the power 1 for 1.

     

    MPs aren't easy. They are algebra in sheeps clothing. Keep it simple and they are great. Try to be tricky and you might just trick yourself.

  6. Re: Psionic/Mental Combat

     

    Also worth considering... a modified version of Lighting Calculator to allow for multiple mental conversations and actions at the same time. This makes it cost a bit mroe to apply the modifers and pull these stunts, but explains a bit more how someone could interpret such a flood of incoming information.

  7. Re: Going Crazy!

     

    I like that, but not for overall Sanity I think.

     

    that woudl work great for a creature that can cause a permanent psychosis just by viewing it, but I am going more for a slow burn. Something that reading a book, seeing a creature, even uttering a certain phrase.... might slowly creep up on you.

     

    I also want to have triggers that might gain samnity back, but needless to say these will be far less common. I also want Intelligence and Ego to impact it directly. I also love the basic premise that the mroe you know, and the more accurrately you know it, the faster your sanity is in peril.

     

    I expect many times I will explain something, and then have either basic Intelligence Rolls or a Deduction (or other skill) roll add more detail to the revelation. Who woudl have thought Deduction woudl be a primary skill for a campaign... and the players may not realize that it could be their doom.

  8. Hi all. Haven't posted here in quite a while as I have been very busy with far too many other things than I care to count. But a few of us feel ready to start up a regular weekly game again, and I am considering running a HERO campaign.

     

    I am putting the groundwork together now, and already have a basic concept, a time period, a power level, even a main adversary planned out. But one thing is still up in the air.

     

    I am likely going to run a Cthulhu campaign based during the end of World War I. This lets me fuse two of the things I have the most affection for, and no one of them isn't Shoggoths.... Horror in general, and using the HERO system for WWI and WWII era engagements and equipment. Neither I think have been given enough full attention.

     

    But I am uncertain how I want to handle the ever present staple of Lovecraft... going insane. There have been many ideas suggested in various sourcebooks, and all fo them have some merit. As much as I am loathe to add any arbitrary stats to HERO, adding a Sanity score for each player may be in order. Maybe base 50, and then add their EGO and half their Intelligence to have a starting point.

     

    Another option is to have insanity actually drain their EGO, but this then impacts skill rolls and such, and many mad-men are of MUCH stronger will than most sane people, so i don't like that approach either.

     

    So I want to open it up here. What would you reccommend for a way to track Sanity? As a guideline, I want each major encounter with the Elder Gods, or their Spawn, to tick away a bit of Sanity, but in my game I want sanity to also be restored by certain actions. I have some Skills and Perks planned to interact with Sanity and such, but I want it to be a pretty dynamic thing in the game.

     

    Once I have a decent way to track it, I want to have it impact certain skill and ability use, and maybe a few other things also. It will be a central theme to the game itself.

     

    Another note, the players will never know their score/rank. I have played with Mystery Damage in the past, and it can be great, but a book-keeping nightmare. This game may not be as heavily combat oriented as many are used to, so the tension of Mystery Damage won't add much. But Mystery Sanity sure will.

     

    So any ideas are greatly appreciated.

  9. Re: Looking for HERO stats for: "Bullseye"

     

    Decided to make him without any powers, since he actually ahs none. I gave him a bit of a boost to Body for his Skeleton, and a custom talent to be skilled with all ranged weapons including non-weapons.

     

    I think that developing a talent for this (cost may vary depending on GM, but since so many other points went into range I set it at 5) and focusing on ranged Martial Arts is the most accurrate way to simulate him. If a non-weapon is used, it has a default 1 DC in his hand. Then the +6 DC for ranged combnat comes into play.

     

    Ranged weapons can not go over double their base DC with him, which is also a good portrayal. but a non-weapon is an extension of his basic abilities, and that 1 pip jumps to 2d6+1 killing in his hands before any Maneuver or Strength factors are applied. This puts that humble paperclip into a 5d6 RKA if my calculations are correct... which sounds just in line with him in the comics.

     

    --updated since the forums seemed to murder the old HTML...

    BULLSEYE

    Val Char Cost Roll Notes

    20 STR 10 13- Lift 400.0kg; 4d6; [2]

    23 DEX 39 14- OCV 8 DCV 8

    15 CON 10 12-

    18 BODY 16 13-

    13 INT 3 12- PER Roll 12-

    18 EGO 16 13- ECV: 6

    20 PRE 10 13- PRE Attack: 4d6

    12 COM 1 11-

     

    6 PD 2 Total: 6 PD (0 rPD)

    4 ED 1 Total: 4 ED (0 rED)

    5 SPD 17 Phases: 3, 5, 8, 10, 12

    8 REC 2

    30 END 0

    36 STUN 0

     

    Total Characteristic Cost: 131

     

     

    Movement:

    Running: 8" / 16"

     

    Swimming: 2" / 4"

     

    Leaping: 4" / 8"

     

    Martial Arts:

    Maneuver OCV DCV Notes

    4 2) Basic Shot +0 +0 Strike, +8 DC

    3 3) Defensive Shot -1 +2 Strike +6 DC

    4 4) Offensive Shot -1 -1 Strike, +10 DC

    4 5) Quick Shot +1 +0 Strike, +8 DC

    4 6) Ranged Disarm +0 +0 Disarm, 65 STR to Disarm

    4 7) Trip -1 -1 v/5, Target Falls

    5 8) Far Shot +1 -1 Strike +6 DC

     

    Commando Combat

    3 1) Basic Strike +1 +0 6d6 Strike

    4 2) Choke Hold -2 +0 Grab One Limb; 2d6 NND

    4 3) Killing Strike -2 +0 HKA 1d6 +1

    4 4) Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

    5 5) Offensive Strike -2 +1 8d6 Strike

     

    5 Ranged Combat, Private Adder; all slots: Common Adder Note: If a Non-Weapon is used, it starts with a base of 1 pip (1 DC) killing or 1d6 (1 DC) normal damage.Adder enables use with any ranged weapon.

    24 1) +6 Ranged Damage Class(es)

     

     

    Perks

    6 Reputation: Worlds Best Assassin (A large group) 11-, +3/+3d6

    3 Anonymity

    2 Deep Cover

     

     

    Talents

    3 Absolute Range Sense

    17 Combat Sense 14-

    5 Custom Talent Note: Confers WF with ALL ranged weapons, and all non-weapons used for ranged attacks.

     

     

    Skills

    30 +3 Overall

    25 +5 with Ranged Combat

    10 Defense Maneuver I-IV

    10 Two-Weapon Fighting (Ranged)

    3 WF: Common Melee Weapons, Off Hand

    9 TF: Common Motorized Ground Vehicles, Combat Aircraft, Helicopters, Parachuting, Basic, SCUBA, Small Military Ships, Small Planes, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

    3 Acrobatics 14-

    3 Analyze: Style 12-

    3 Breakfall 14-

    5 Accurate Sprayfire

    3 Bugging 12-

    3 Climbing 14-

    3 Combat Driving 14-

    3 Combat Piloting 14-

    3 Concealment 12-

    3 Deduction 12-

    3 Demolitions 12-

    3 Fast Draw 14-

    3 Interrogation 13-

    3 Paramedics 12-

    3 PS: Professional Baseball Pitcher 14-

    5 Rapid Attack (Ranged)

    3 Security Systems 12-

    3 Shadowing 12-

    3 Stealth 14-

    3 Streetwise 13-

    3 Survival 12-

    3 Tracking 12-

     

     

    Total Powers & Skill Cost: 270

    Total Cost: 401

     

    100+ Disadvantages

    25 Enraged: When reminded of Daredevil besting him (Uncommon), go 14-, recover 8-

    30 Hunted: Every law enforecement agency 14- (Mo Pow, NCI, Harshly Punish)

    20 Psychological Limitation: Overconfidance (Common, Total)

    15 Reputation: Known killer, 11- (Extreme)

    10 Rivalry: Professional (Daredevil; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)

    10 Vulnerability: 2 x Effect Magnetic attacks (Uncommon)

    5 Rivalry: Professional (other hitmen for Fisk; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

    15 Social Limitation: Mercenaries Code of Conduct (Frequently, Severe, Not Limiting In Some Cultures)

    20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe

    151 Experience Points

     

    Total Disadvantage Points: 401

  10. Re: Character Posting Game: RestartWell, I was working on this AS the previous one was posted... but since I am basically focusing on a lower powered game, I figure I would go ahead and post this here anyway in case anyone is interested. Can never have too many I suppose... but I will certainly let the initially call for the new character stand.%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#WindchillPlayer:

    Val** Char*** Cost
    10** STR 0
    13** DEX 9
    13** CON 6
    12** BODY 4
    13** INT 3
    15** EGO 10
    20** PRE 10
    12** COM 1
    *
    3** PD 1
    3** ED 0
    3** SPD 7
    5** REC 0
    30** END 2
    30** STUN 6
    *11"**RUN02"**SWIM02"**LEAP0Characteristics Cost: 59
    Cost** Power END
    33** Blizzard: Change Environment 4" radius, -2 Temperature Level Adjustment, -2" of any one mode of Movement, -3 OCV, Reduced Endurance (1/2 END; +1/4), Personal Immunity (+1/4) (58 Active Points); No Range (-1/2), Nonselective Target (-1/4)* 2
    2** Life Support (Safe in Intense Cold)* 0
    5** Temperature Sensing: Infrared Perception (Sight Group)* 0
    20** Blizzard Effects: Multipower, 20-point reserve*
    2u** 1) Drain- Chill to the bone DEX 2d6 (20 Active Points)* 2
    2u** 2) Arctic Blast: Energy Blast 4d6 (20 Active Points)* 2
    2u** 3) Ice Wall: Force Wall (4 PD/2 ED; 3" long and 1" tall) (19 Active Points)* 2
    2u** 4) Ice Shards: Killing Attack - Ranged 1d6+1 (20 Active Points)* 2
    2u** 5) Ice Slides: Running +5" (11" total), x8 Noncombat (20 Active Points)* 2
    2u** 6) Ice Blocks: Entangle 2d6, 2 DEF (20 Active Points)* 2
    2u** 7) Colling Winds: Suppress Lowers Fire or Heat based powers. 4d6 (20 Active Points)* 2
    Powers Cost: 74
    Cost** Skill
    9** +3 with any three maneuvers or a tight group of attacks*
    2** CK: Detroit 11-*
    7** Persuasion 15-*
    3** Acting 13-*
    3** Bribery 13-*
    5** Conversation 14-*
    3** Mechanics 12-*
    2** PS: General laborer 11-*
    5** Streetwise 14-*
    Skills Cost: 39
    Val** Disadvantages
    20** Normal Characteristic Maxima*
    15** Social Limitation: Secret Identity Frequently (11-), Major*
    10** Vulnerability: Fire + Heat Attacks (Common)*
    15** Psychological Limitation: Mischevious (Common, Strong)*
    10** Reputation: Known alternately as common hero and also a minor crimelord, 11-*
    5** Distinctive Features: Silver/Grey hair at an early age. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
    Disadvantage Points: 75

    Base Points: 75Experience Required: 22Total Experience Available: 22Experience Unspent: 0Total Character Cost: 172

    Height: 1.80 m Hair: Gray
    Weight: 78.00 kg Eyes: Blue
    Appearance: Thin but athletic, Terrance has Icy blue eyes, and gray hair that shines like snow. In his costume he has simple subdued white and grey colors, and a long flowing cloak with a full hood. there always seems to be wind filling his cloak, and wherever he walks the temperature seems to be 10 degrees cooler.Personality: Terrances motivation comes down to 1 thing above all others.

     

    Power.

     

    he manipulates both citizens and criminals to look to him as protector. His early years as an outcast left him well aware of the feelings of loneliness and isolation many can feel, and he preys on those feelings like a shark. His influence expands exponentially with each mark he brings under his influence, but it is a potential powder-keg if the elements involved realize that he is playing both sides.

    Quote:"You do this my way, or I put you on ice till this all blows over!"Background: Life never seemed easy for Terrance. growing up in urban Atlanta never quite settled on him, and for most of his early teen life he was an outcast. With hair that was gray from birth, and a horrible tolerance for the southern heat, he was never one to participate in sports or other events the youths of his neighborhood would. This distanced him form his peers, and caused him to become a regular visitor to the offices of authority.

     

    This distance, and his horrible track record for social interactions, made the change of location easy for him when his father took a job in Saginaw Michigan. At 14 he had a chance to start over with clean slate in school, and try to actually become an adjusted youth who coudl mingle with others socially. To his parents surprise, he not only adjusted, but excelled in school and even became an active athlete in High School. Things were going well for Terrance.

     

    But beneath the surface, there was more brewing under the cool demeaner than just a happy and adjusted teen. With the bitter northern cold weather, Terrance found that it did not effect him as it did others. In arctic conditions, he was as comfortable in a coat as he was in swimming trunks. And more, as he tested the limits of his abilities in the cold depths of Lake Michigan, he found that he was more than just thick skinned, but he actually harnessed abilities not possessed by normal men. Terrance was a Mutant.

     

    Unlike many who develop their powers early, Terrance never had an outburst or tragic display of power, and he never had to deal with the alienation many mutants do. Keeping his powers hidden, he learned to harness them and utilise his abilities to maximise his influence over people. His was the mind of a manipulator, and his was a mind craving power.

     

    Shortly after High School, Terrance moved to Detroit, and taking odd labor jobs during the winter that most others would shy away from, he soon ezstablished a basic sense of normalcy and stability, and maintained a steady workload during the winter months, leaving him free time during the summer months off from his seasonal work.

     

    It has been 4 years now, and Terrance has finally hatched his plot to gain power and influence. he stalks the streets striking fear into the hearts of those who would do evil... and coerces them into working WITH him instead of against him. While many might see him still as a sort of modern day robin hood, he is more Hood than any of them know. His influecne is starting small, but with each passing day more and more of the criminal element start looking to Windchill for support. He is both protector and enforcer, extolling tribute for his services form the common man and the criminal element alike.

    Powers/Tactics: Using his cold and wind powers, the strategic advantage of terrain is key to how Windchill faces opponents. With no real powerhouse abilities, he focuses on creative use of the environment around him to reduce his opponents effectiveness. Everything from icing the surface they stand on, to chilling the area to reduce their overall effectiveness, he is much more likely to impact the area around him completely than focus his attacks on a single individual.

     

    One thing that Windchill does use to his advantage is his calm demeaner and ability to influence others. Most confrontations are averted by a show of force and a quick threat before any actual violence ever erupts. But if it does come to physical confrontation, he has many tools to allow him to handle multiple attackers as easily as a single target.

    Campaign Use: Windchill is a 150 pt character, and great for a street level campaign. Nothing overly powerful here, but a great story driven character to have a continuing and evolving plot built around. he may even seem to be a true hero if he is seen first helping innocent citizens, but once one digs deeper they will see he is clearly willing to do whatever neccessary to expand his influence over others.
  11. Re: Gaming Historical Zeitgeists

     

    I launched a supers game that kinda approached this also. How did I do this?

     

    I wanted to explore the turning point in criminology when Vidocq first came to unify crime tracking methods, like the invention of Fingerprinting, keeping criminal records, and using the techniques of crime to actually go undercover and combat the criminals. And then i wanted to overlay this on top of the time when criminal investigations were put to their utmost test, which would be the hunt for Jack the Ripper.

     

    The basic way I approached it was first recruiting them into the Vidocq society, an organization using criminal techniques in todays day and age to go beyond the law to support justice. Each of the players had their own troubled past whcih was exploited to get them into the group.

     

    Next came the principle players, the latest generation of the Aberlines, who still had not lived down his grandfathers failure to bring in the ripper. It was his passion to study it, and he believed he knew who the ripper was. So they work for someone who calls himself Vidocq carrying on that tradition, who is good friends with the latest in the line of Aberlines, the ultimate investigator close associates with the name that matrkes the ultimate failure.

     

    Enter the time machine.

     

    After a drastic shift in their environment, they knew soemthing was wrong. I referred to things in the room that were not there before, like the big Swastika over the mantle, or the person they thought was an enemy suddenly sitting next to them at dinner. I played it straight faced for abotu half an hour till it finally sunk in. Searchign the mansion they find a time portal still open, and Aberline had just gone in. I actually printed out pictures and news clippings, along with a timeline of the ripper events and left the folder in the middle of the table, and they grabbed it before going in.

     

    So what I did, I allowed them to keep modern knowledge while exploring a historical event of great importance. The reality of it dawned on them a bit later that they were not actually here to stop the Ripper, but to stop the younger Aberline from catching and exposing him... that was the event that turned the future they knew horribly wrong.

     

    So now they had to use modern crime sleuthing techniques, but with archaic tools available to Scotland Yard. they had to find out details on the Ripper killings (that most of them did not actually know) and then pick the point where Aberline woudl mostly likely intervene... and stop him. And along the way they find out that their Vidocq is actually the REAL Vidocq, who has used the time machine to basically exist in multiple times and become soemwhat ageless. They were ebing played by him for his own nefarious ends... once a criminal I suppose....

     

    Now this whole game could have fallen apart because I am a true crime buff, and did not want to shove it down their throats. I also feared if it was too obscure or too complex they would miss it and just get frustrated. Luckily I was able to drop hints within the contecxt of the historical events, and explain the older techniques of crime info gathering because I was well versed in it. So definately be well prepared to run a game like this. Know every little detail, and things will run much smoother.

  12. Re: Fantastic Four (half FYI, half OT)

     

    Chiklis is a great actor... but I would MUCH rather see him take a turn as Crusher Creel, the Absorbing Man!

     

    I think they will likely CGI ben Grimm anyway, and no better voice can be found than Vin Diesel doing his gravel voice from the Iron Giant.

  13. Re: Storn Art from idea to full picture

     

    Graft

     

    Graft is a hero who can absorb technological devices into his/her own form. Maybe with an affinity for machines, and inventing to compliment the ability.

     

    I was thinking a variable power pool, but the limit is the objects must be absorbed into the physical form... and they have a finite lifestpan once absorbed. Over time some limbs have been replaced completely with the technological grafts.

  14. Well, the idea behind this is two fold. Part of it is to see if I can post a character here correctly in HTML and also link the HD file. The other is to get a bit of feedback on hos this character is built. It is basically a template, and as I have not added any of the enhancer packs yet (campaign just starting) I will add to the armor itself as it grows. To save time, there are a few skills which really shoul not apply across all the agents or officers in these suits, like seduction... but for times sake since i start this game in about 2 hours, i wanted to get it up in its current state for feedabck to see if anyoen has good ideas for improvement.NOTE: These are NPCs, so they have WAY more equipment availabel than the characters do. I bought this reflected in their contact (a very expensive one) and they will have various point balances assigned to them. I am not going to run an accurrate count for each of these to compare to the heroes, as the individual powers and abilities will be a far greater determination of balance in the ways I intend to use them than actual points spent.So, here it is.....Great Lakes Metro PDPlayer:

    Val** Char*** Cost
    15** STR 5
    13** DEX 9
    15** CON 10
    15** BODY 10
    13** INT 3
    10** EGO 0
    14** PRE 4
    14** COM 2
    *
    3/13** PD 0
    3/13** ED 0
    3** SPD 7
    6** REC 0
    30** END 0
    31** STUN 0
    *6"**RUN02"**SWIM013"**LEAP0Characteristics Cost: 50
    Cost** Martial Arts Maneuver
    4** Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC*
    5** Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment*
    Martial Arts Cost: 9
    Cost** Skill
    3** Deduction 12-*
    3** Combat Piloting 12-*
    3** Combat Driving 12-*
    9** +3 with any three maneuvers or a tight group of attacks*
    3** Conversation 12-*
    3** Criminology 12-*
    4** WF: Clubs, Grenade Launchers, Handguns, Shotguns, Unarmed Combat, Vehicle Weapons [Notes: Vehicle Weapons includes Suit Weapon options and also vehicle mounts on standard issues fleet vehicles.]*
    2** TF: Common Motorized Ground Vehicles, Anthropomorphic Mecha, Wheeled Military Vehicles*
    3** Systems Operation 12-*
    2** PS: Officer/Agent 11-*
    9** Specialty Training Options, Private Adder; all slots: Common Adder [Notes: Choose any 3 from this list]*
    0** 1) Security Systems 12- (3 Active Points)*
    0** 2) Streetwise 12- (3 Active Points)*
    0** 3) Tactics 12- (3 Active Points)*
    0** 4) Tracking 12- (3 Active Points)*
    0** 5) Weaponsmith (Firearms, Missiles & Rockets) 12- (3 Active Points)*
    0** 6) Demolitions 12- (3 Active Points)*
    0** 7) Persuasion 12- (3 Active Points)*
    0** 8) Seduction 12- (3 Active Points)*
    0** 9) Mechanics 12- (3 Active Points)*
    0** 10) Oratory 12- (3 Active Points)*
    0** 11) Paramedics 12- (3 Active Points)*
    Skills Cost: 44
    Cost** Perk
    2** Fringe Benefit: Local Police Powers*
    36** Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (36 Active Points) 14-*
    Perks Cost: 38
    Cost** Talent
    3** Absolute Range Sense*
    3** Absolute Time Sense*
    3** Bump Of Direction*
    Talents Cost: 9
    Cost** Equipment END
    ** Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2), Real Armor (-1/4) [Notes: A "&" Denotes all items inherent to the armor suit itself.]* 0
    ** &.....Boosted Leap Jets: Leaping +10" (13" forward, 6 1/2" upward) (x4 Noncombat) (15 Active Points); OIF (-1/2), Increased Endurance Cost (x2 END; -1/2)* 2
    ** &...... Self Contained Apparatus: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Recoverable Continuing Fuel Charge lasting 1 Hour (+0) (19 Active Points); OIF (-1/2)* [1 rc]
    ** &..... Built in Comm link: Radio Perception/Transmission (Radio Group), Concealed (-3 with Radio Perception/Transmission PER Rolls) (13 Active Points); IIF (-1/4)* 0
    ** &..... Light Apmlification: Nightvision (5 Active Points); IIF (-1/4)* 0
    ** &.....Arm Cannon HIGH: Killing Attack - Ranged 3d6, 4 clips of 12 Charges (+0), Armor Piercing (+1/2) (67 Active Points) [Notes: The arm cannon is a 12 MM projectile with Titanium Jacketed rounds. The targetting sensor is in the arm cannon itself, and projected onto the visor, so the gun can be fired around corners and to the rear without turning the head.]* [12]
    ** &.....Arm Cannon LOW: Killing Attack - Ranged 1d6, 4 clips of 32 Charges (+1/2) (22 Active Points); OIF (-1/2) [Notes: this cannon is for street level patrol, and is referred to as the "Beat Cannon". It is a 9MM gun. All other options are the same as the interchangable higher powered cannon with regards to firing style.]* [32]
    Equipment costs shown above are for reference only, and are not included in Total Cost.
    Val** Disadvantages
    20** Distinctive Features: Police Forces uniform/Armor (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)*
    10** Reputation: Corrupt body of law enforcement, 11-*
    20** Social Limitation: Subject to Orders (Very Frequently, Major)*
    5** Vulnerability: Find Weakness - Aided Attacks (Uncommon)*
    10** Physical Limitation: Sinks like a stone in water, cant swim or float (Infrequently, Greatly Impairing)*
    10** Vulnerability: Electricity (Common)*
    Disadvantage Points: 75

    Base Points: 75Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 150

    Height: 1.82 m Hair: Varies
    Weight: 87.00 kg Eyes: Varies
    Appearance: The armor itself is not very bulky, with most of the weight being in the right arm cannon (no left arm variants exist), the boots form the knee down, and the power core on the backpack of the unit.Personality: There are good cops, and there are bad cops. But most of them have a VERY Mercenary attitude toward their jobs. Many will stay within the law whenever it doesn't inconvenience them, and a few are not above openly taking bribes. Many are aware of the rumour that the cameras and audio in the suits is monidoted and used to bring charges against many agents, but thus far no one has directly witnessed anything to support this.Quote:We can do this the easy way, or the hard way... and I prefer to avoid the paperwork so let's make this quick."Background: the Great Lakes Metro PD were formed by a conglomerate of 3 major corporations spanning the Detroid, Clevelend and Buffalo areas. Unifying thier influence, they circumvented state boundries and laws and are enacting their own peacekeeping in the Great Lakes Metro Sprawl.Powers/Tactics: The armor itself is merely protection and communications gear, and the arm canon is a brutal, but limited, weapon. It is when the armor becomes the power cetner for the additional array systems that the armor comes into its own. Most agents do not have the optional array, but some specialized units are comprised of armor with the units in various assortments to accomplish more difficult tasks.Campaign Use: General high powered grunt forces. Street Patrols have what is referred to as a "Beat Version" of the arm cannon, which is then a 1d6 RKA, with 4 clips of 32 each. this is a non armor piercing 9MM round gun with allows for less than lethal force to be aplied, and keep collateral damages down.
  15. Re: Regeneration

     

    If you add the option to regrow limbs, which regen normally should, you end up with...

     

    Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) Real cost: 11

     

    So yeah, it never completely resolves to an actual 10 per BODY as it used to. Has any supplement yet added an official advantage for "not limited by die total" to compare and see how it turns out?

  16. Re: Instructors needed, apply within.

     

    If you make the headmaster based on a set of Luck powers the entire thing becomes far more itneresting. Instead of a braniac inventor, or he ultimate telepath, or the social mentor of the ages, etc,..etc... you woudl have someone who basically fell into the job.

     

    He applied for a loan, and got lucky. Wanted to recruit some people, and just happened to find them. Faced the most powerful villain on earth, and someonehow the villain ended up unconscious and hauled off to super jail... how he is not quite sure, but it might have been the car he slipped out of gear when he climbed into to hide from said villain rolld down the street and knocked the water tower over on top of Captain Magma.

     

    And then you have a group of students... a group of heroes.. a group of super powerful beings... looking to someone for strength, and guidance, and experience. And if THEY get lucky, he might pick one or tqwo good teachers to show them the things that he can not.

     

    But if he has an uluck effect on others, school is going to be one HELL of a ride.

  17. Re: Regeneration

     

    "Two EQUALLY VALID options. Regenerate cures BOD, so simplified healing isn't a valid option for the power in question."

     

    Actually, simplified healing does heal body also, thus it is valid. Both are trying to heal 1 pip of body per increment. Simplified healing is not a stun nly heal.

  18. Re: Regeneration

     

    I think I see the confusion here.....

     

    Regen in the book states it uses the standard effect rule, then states this gives 1 body per die. Now if you do body only, or if you do simplified for stun and body it comes out to about the same. I was working under the simplified hjealing idea, which would then be only 1 BODY regen for every 1 dice because Simplified Healing heals the normal body rolled on the die, whcih can be 0, 1 or 2. And with the standard rule, placing it at a roll of 3, it then maked each die of healing, bought with the standard effect, a 1 body affair.

     

    You can save points approaching it the other way, but the general idea of the game is to pay the most expensive of 2 options if 2 options are available.

     

    And 10 pts per point of regen just rolls off the tongue so much easier...... hehe....

  19. Re: Regeneration

     

    Regen as listed requires.......

     

    0 End (+1/2)

    Persistent (+1/2)

    Self Only (-1/2)

    Extra Time : 1 turn (-1)

     

    But the 2 that seem to be implied on top of this are....

     

    heals body only, no Stun (-1/2)

    no daily limit on pts granted (+1)

     

    This would bring it right in line with the 10 pts per 1 regenrate, and makes logical sense.

  20. Re: Question on flight and telekinesis

     

    But I don't see most of those being TK.......

     

    ectoplasmic limbs..... stretching

     

    tractor beams.... stretching or TK both work

     

    Batman's Baterangs...... energy blast, possible entangle or others, but TK?

     

    grappling hooks... entangle

     

    gravity manipulation... generally controls of this nature are best for TK, but 'tricks' other than just moving the element controlled are best bought as individual powers rather than just letting a TK do it all.

  21. Re: Question on a Martial arts maneuver

     

    Shove really only becoems real useful in certain situations.

     

    Terrain situations like fighting on a ledge, or in a small hallway, where moving the opponent to a spot you want them helps your strategic position is one (like blocksing a doorway). It is REALLY useful if you have some good planned maneuvers based on putting the enemy where your teammate will then KNOW they will be.

     

    I once had a telikinetic villain with Lighting Calculator, tactics and leadership. His lackeys were all trained in Aikido, and he called out certain fighting codes like a quarterback making a football play. I actually had a chart in case anyone questioned it and thought I was making it up on the fly (although I could have anyway, but I was having fun with it).

     

    He would hide, and use his TK to place large heavy objects in the air above the battlefield. As they were placed and falling, he woudl call codes to his men in ear radios, each code telling them how far to move and where to place their opponents for maximum effect. (think I wrote about this in Haymaker actually). So you might be fighting the thig, next thing you know he steps aside and throws you, and a dumpster comes immediately crashing down on you.

     

    Of course, as soon as someone jammed the radios it was real messy, real fast. Never did get to show back up with that girl with mindlinking for his team he went and recruited for the rematch.

  22. Re: Question on flight and telekinesis

     

    Ok, I completely agree... but by basic definition TK is aimed at a specifit target, and will not normaly go afr off that target. If you miss, the will to apply force is gone as it was focused on a specific target.

     

    This is not to say some powers bought as TK yet defined as other forces might not do that. But i would generally try to avoid it at that point and buy the power as something else.

  23. Re: Question on flight and telekinesis

     

    Certainly a telekinetic can use TK to punch an opponent, I never said you couldn't. and i think this is one of the most versatile powers in the whole game, so I fail to see where I have reduced it to utter uselessness.

     

    But punching and energy blast are quite different. A punch is direct sharp force applied to a target object. Period. By default a telekinetic can strike or grab a single target, and thats it.

     

    Energy Blast is WAY more versatile for attacks, with everything from spreading, attacking all the items in the interveniting distince, blasting through things and going on to the next target, etc. TK does not work this way, you hit the single target you aim for, you do not generate a focused force that emanates form you and keeps going until it can do no more damage.

     

    If you had a house with sliding paper walls... and energy blast could go right through the whole thing and lose no damage potential, and randomly try to hit an object on the other side. if it misses it might do collateral damage. Telekinesis woudl break the first paper wall and stop in my games. It hits the target desired, or it misses it, nothing more.

     

    If there were 4 panes of glass to go through however the blast would go through them all, shattering them. TK can hit soemone on the otherside of all this glass without breaking any of the panes. It is quite different, and thus not a free energy blast. you can't spread TK for effect, or other typical blast maneuvers.

     

    But again, not right or wrong, just the way our gorups have always run it and it works well for us because it is logical.

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