Jump to content

Wyrm Ouroboros

HERO Member
  • Posts

    961
  • Joined

  • Last visited

Posts posted by Wyrm Ouroboros

  1. Originally posted by Marcus

    For the sadistic in your GM circle, there might be..

    no bombs

    11 bombs (watch them LOOSE IT as the 11th hour approaches)

    13 bombs (just cause im that kinda guy)

     

    Full response to this is over in the 'DC Villians for Avengers Heros' thread, at http://www.herogames.com/forums/showthread.php?s=&threadid=3032

     

    Short response: It's 'Wyrm', not 'Worm'. I'm not Grima. And any villian who lied about massive civilian casualties would swiftly end up a DEAD villian. Batman, Superman, even Captain America have been pushed just that far...

  2. From the 'Suicide Mind Control' thread:

     

    Originally posted by Marcus

    Worm, I like that nearly as much as 'There are twelve tactical nuclear devices in the city... For the sadistic in your GM circle, there might be..

    no bombs

    11 bombs (watch them LOOSE IT as the 11th hour approaches)

    13 bombs (just cause im that kinda guy)

     

    Interestingly enough, I should point something out about 'classic villians' and the heros they screw with: the villian can ALWAYS be counted on to be telling the truth (even if via a screwed-up riddle or the drop of a clue) about the doomsday weapons. If the villian doesn't tell the truth, then after the first or second time of this, the hero is going to 100% totally pulp them, and let's face it, no villian wants to die. So if the Joker says there's 12 bombs, then there's 12 bombs -- no more, no less, unless (with the 12th bomb) he leaves a note saying that there's one more. Villians who lie about the important things (i.e. civilian casualties) very shortly lose the ability to lie -- or do anything else, for that matter.

     

    If you well and truly want a good 'classic' supervillian, they'll give the hero a 'way out' -- but it's going to be a tough one. 'You can find the first bomb where the earth meets the sky, ha ha!!' And each bomb has a clue leading to the next, to the next, to the next, to the last. A 'capture the flag' variant.

  3. IMNSHO, a Westeros campaign fits finest with the WFRP game system.

     

    As for managing an army, just remember that an army may fight fiercely, but to keep it together you've got to be more a quartermaster than a general. Quartermasters have won and lost more battles than any general. For Champions, though, the obvious choice is to use an opposed Tactics vs. Tactics roll (to decide the overall battle), then permit the non-generals to get involved with some small-scale fighting -- maybe they won their part of the battle, but overall their general sucked, and thus the battle was lost. Or whatever.

  4. Altamaros, I really like your Succor/EB idea. Easiest to do that way would be for one of the characters to have the Succor, the other character to have the EB bought to the same point-cost as the succor. Ergo...

     

    Twin 1: AID (Succor): 10d6 (50 Active Points) to EB, x7 END Cost (-3), Twin Only (-1): 10 Real Points, 35 END.

     

    Twin 2: Energy Blast, 10d6 (50 Active Points), x7 END Cost (-3), Must Be Touching Twin (-1): 10 Real Points, 35 END.

     

    When Twin 1 maxes out the AID (using 70 END to do it), Twin 2's EB is at 50 + 60 = 110 Active points, or a 22d6 EB. Firing this would cost 77 END, which'd probably drop him in his tracks, or at least tire him out completely. The Real Point cost for each should remain equal, it's just a matter of how big a blast you're willing to let them throw.

     

    And Space Cadet, thanks. IIRC, though, they didn't have a mega-combined-blast, just two very lethal EBs/RKAs that required them to be touching each other.

  5. Really, this sort of thing abounds in any comic within which you have an absolute psychopath for a villian. The Joker would be a good example of someone who might have a chemical that'd do this, thus giving a price break to him for its use. And why bother using it against heros? Using it against normals is even more villianous than against heros. 'Pull the pin on this grenade and as soon as you hear the word 'blah', pop the spoon.' Juice up a dozen normals with it, give them all grenades and different code-words, and when the heros show up, inform them of the 'situation'. Watch them tear their hair out. Change grenade to 'bomb filled with Smylex', spread the normals across the city, and watch the fur REALLY fly!!

     

    Woo. I like this idea.

  6. You know, I was looking for exactly this sort of background for a 'dark future with mutants' campaign that I'm running on Shadowland BBS. I thank you EVER so much for doing my homework for me. *grins*

     

    For those of you suddenly interested in a play-by-BBS campaign, Shadowland is a Java-based web BBS. Just go to Shadowland (using the above link or going to http://www.shadowland.org), create a name, then go into the Shadowland section. This campaign can be found in 'Private Campaigns / Champions'.

  7. ... hmmm.

     

    Well, the way I'd ideally do it (AID/Succor, Add Advantage 'Usable by Others') unfortunately doesn't work, as you can't actually add Advantages, only Adders. Ah well, an elegant solution shot to sh!t. I suppose the best way to do it IS that disgustingly expensive Mimic power pool.

     

    An additional note: I'd buy it both OIF and Independent.

  8. Originally posted by Champsguy

    I'm of the camp that says if I didn't see it, you don't got it. I take a minimalist approach to weapons writeups. What have we actually seen lightsabers do?... I'd say it's just an energy killing attack, maybe with AP thrown in.

     

    I don't see a lightsaber being able to injure Superman.

    Okay. If that works in your world, it works in your world. In the West End Games Star Wars game, it was framed as a 5d6 attack -- in short, two or three times more powerful than any blaster out there, a hand-held portable heavy blaster cannon. My personal opinion is that the NND/Limited AVLD works in the genre that it is in.

     

    If you want to argue about lightsabers in a superheroic world, feel free. Takes two, though.

  9. Going off the Mind Control chart: Ego + 30. I'd tack on the +10, 'Order Contradicts Target's Psychological Limitations', simply because very few people are suicidal. So you're looking at a minimum roll of 50 for DeathMaster to Mind Control normal people into driving those suicide bombs -- somewhere around 12-15d6 worth of Mind Control.

     

    People who are suicidally fanatic anyhow, on the other hand, might just require a 'Persuasion' roll, you know?

  10. Hmmm. Knew I saw this somewhere.

     

    In the 'Star Hero' book, they make recommendations for broadsides and the like. Paraphrasing, they recommend it being treated as one 'multiple-Power' attack as per P 234 in the 5th Ed. book. Considering it, it -might- be a good way to do it, but 'multiple Power attacks' tend to be an all-or-nothing sort of thing -- everything hits or nothing hits, which generally sucks when you're dealing with the Millenium Falcon vs. a Star Destroyer. I can think of two good ways of doing it, both of them needing to be adjucated fairly closely by the GM...

     

    1) For Large Craft Vs. Small Craft: Modified Suppression Fire. In a broadside, each weapon emplacement is directed to fire into a specific area of space, generally exclusive, and the weapons might even be 'locked in' to fire ONLY into that particular cone of fire. If the ship passes through the area that's being 'suppressed', it automatically gets attacked as per suppression fire. Use an 'average crew skill' OCV, and remember the -2 Penalty, the -1 per hex/cluster into which they're firing, and the range penalties. In general, the ship won't get hit very frequently. To do a quick 'sum-up', roll once for ALL weapons, then presuming they hit, have them hit a maximum of once for every CV they hit by. (Yes, it's autofire, but it's 'light' autofire.) Use average damage protocols.

     

    Example 1: The MF is flying past a SD. 50 turbolasers run by OCV 5 trained crewmembers are blasting an anti-small-craft pattern. During the Falcon's run, it will pass through the 'attack cones' of 30 turbolasers. Each turbolaser covers a 3-hex cluster, and will probably try to peg the Falcon on its way past. The Falcon is flying at a range to give the gunners a -3 to their OCV, but Leia is piloting and so the Falcon only has a DCV of 5. The gunners need the GM to roll an 11 + 5 - 5 = 11 - 2 - 3 = 6 or less to hit. Wonder of wonders, the GM rolls a 3; the Falcon takes 6 - 3 = 3 hits from the turbolasers.

     

    This, obviously, is a good 'space opera' dramatic space battle sort of thing; on the other hand, the big ships should only need to hit once or twice to blow the little ships out of the sky/water/whatever. If you want to run a more lethal 'large vs. small ship' combat, or if your 'large ship' guns are less damaging to the small ships, have the small craft take one hit for every CV for every 'hex cluster' that the gunners are covering. In the above example, instead of taking only 3 hits from the 30 turbolasers, the Falcon would take 3 x 3 (each gunner 'suppressing' 3 zones) = 9 hits. If a 6 was rolled, they would take 3 hits; if a 7 was rolled, then they dodged well enough.

     

    2) For Same-Sized Craft: Autofire, Modified. This should be nasty and bloody, because if the same-sized craft are pulling broadsides on each other (whether in space or on sea) they really, honestly, truly are going to tear each other to shreds. However, things happen as follows:

     

    The ship's pilot should be able -- required -- to enable the gunners to fire a broadside. A skillful pilot may well be able to give OCV bonuses, or at least his own ship a DCV bonus , e.g. 'crossing the T' of the other ship, to broadside them without getting broadsided in return.

     

    Using the 'Average Crew Skill' OCV, and paying attention to the range/size modifiers, salvo the guns. (Briefly, view everything as being on 'capital scale' -- one hex is the size of the ship, so how far away is that other ship??) If you hit right on, 50% of the weapons will strike. For every 1 CV higher/lower, you gain/lose either 5% or 10% of your broadside's striking power, depending on how bloody you want the combat to be.

     

    Example 2: General Tigh heaves the Galactica around and gives a Cylon Base Star the benefit of her broadside. Pilot skills are effectively the same; no OCV/DCV bonuses. Galactica's gunners are well-skilled (and hate cylons, but that's another story), with a 7 OCV. Their 40-gun broadside, which are working Mega-Scale for range, are only at a -1 Range Penalty to hit the Base Star. The Base Star has a 4 DCV, so the Colonial gunners need only an 11 + 7 - 4 = 14 - 1 (range) = 13- to hit. The GM rolls a smashingly good 6; that's 13 - 6 = 7 higher than needed. 50% + ( 7 * 5 ) = 50% + 35% = 85% of the Galactica's guns will pummel the Base Star. With luck, that one is going to be out of the fight real soon.

     

    A note on #2: considering the massive ranges and the like, these sorts of broadsides/attacks should be delayed somewhat before they reach their target -- a one-phase 'travel time' or what have you, if only to give the doomed ship time to get off a salvo of their own. In these sorts of combat, at least in space and not in a surprise situation, every ship should be permitted a minimum of one broadside, i.e. that 'phase 12 attack'.

  11. Heck, an NND attack would break it. :P Truth is, I'm looking at this very situation in an online game I'm about to run, and my baseline rule is going to be, 'virtually no Unbreakable foci'. The only two ways I'd permit a focus to be 'unbreakable' would be either a) a unique technological Focus whose method of construction has been lost (e.g. Cap's Shield), or B) a unique mystical focus whose power is backed up by a MAJOR supradimensional entity (e.g. the Ruby of Cittorak (sp?) that gives Juggernaut his power).

     

    On the flip side, I won't necessarily permit 'just any' damage to screw with the power armor -- or rather, depending on the sort of damage and the type of Focus, the 'ability' the Focus grants may be affected in different ways. A heavy EB to the 'shoulder' area? Maybe the power feeds to your own EB have been damaged, and instead of being TOTALLY out, they're only operating at 75% efficiency. Spot-repairs might be possible, jury-rigging them back to full power. Or perhaps your 'power cell' has been hit, and ALL your gizmo's abilities are slowly starting to dwindle.

     

    Whatever the case, I don't think I'd say, 'Oooh, his 4d6 RKA slashes through your armor. Not only do you take 4 points of Body damage, but four out of the eight functions in your armor go kaput!!' Just doesn't seem fair to me...

  12. Quite. Building a 'classic' villian is more a matter of play and planning than a matter of points and dice. These CVs (a new meaning for the term, woo-hoo!!) should have a) dozens of flunkies, frequently well-armed, B) a 'game plan', and c) one trump card for each PC Hero. Bombs, tear gas, Smylex canisters, poison in the city's water supply, hostages ... whatever.

     

    Considering that these are Classic Villians, they should always make their move whenever there's a large crowd around, so that they can grab an attractive woman and threaten her with the acid flower/pistol/knife/trick cane. They should also have, pre-planted, lots of nasty things -- radio-triggered hand grenades and other distractions, that sort of thing.

     

    Also, remember that when you have 'one villian' attacking a group of heros, your 'one villian' has to KNOW about the heros. Don't be afraid to use GM knowledge; duh, that's why you're the GM. No really good villian is going to start operations in Campaign City before he does his homework on what Heros are liable to show up. Mr. I'm-Invulnerable-Armor? How about a remote-controlled launcher with magnetic-homing armor-piercing missiles? SpeedyFlash? I have just the 'casually scatter six mini-grenade' Explosion attack for you. PsyBabe the MindKiller? What do you think I wear the stupid hat for, if not to carry my Mind-Shield plus Mental Damage Shield gizmo?

     

    Classic Villians also may have 'subordinate supers' -- Joker has his Harley Quinn. And lots of zeros. Zeros are fun; if the villian has sixteen thugs, and at 'code blue!' every other thug grabs a hostage ... you have a lot of very troubled superheros. Make sure at least one of the hostages, and a few of the onlookers, are reporter-types. Be baaaad bad press for the heros if they allowed the mass slaughter of innocents.

     

    To sum up:

    [*]Classic Villians (CVs) study their opponents, and equip themselves appropriately.

    [*]CVs use (abuse) the press in order to help box their opponents into no-win situations.

    [*]CVs will properly use booby-trap setups to stymie the heros.

    [*]CVs almost always have a gang of thugs to take their beatings for them.

    [*]CVs make sure their gangs of thugs are all working off the same page -- i.e. they're well-trained thugs, with codes and everything.

    [*]Hostages are a CV's best tool, after the acid flower, or the political immunity, or the ...

    [/list=1]

    Good luck, and enjoy.

  13. Well, that assumes that you don't have Jedi in your group. It's part of the genre that Jedi go for Sith, and Sith go for Jedi, and if there aren't any of the others they'll go for everyone all at once, using their wacky Force powers to do fun things like TK stuff at you and deflect or reflect your blaster bolts.

     

    It really all depends on how you're going to be playing with your lightsabers, doesn't it? If you don't have any weapons that pierce armor (which, if you're playing the 'space opera' aspect of Star Wars, you don't really need), then you have no need for Hardened materials. If, on the other hand, you have weapons that ARE AP or Penetrating (like you'll have in a 'scavenger/privateer' campaign or a down 'n' dirty SpecOps campaign), then some of the stuff is bound to be resistant to those benefits -- and thus the lightsaber is best considered an NND or Limited AVLD.

     

    IMO, I'd always go with the latter; it hits home that a 'saber is Not A Toy. A training lightsaber, OTOH, should be the same thing -- but without the 'Does Body (+1)' advantage, to be added on later.

  14. Re: Mutant Twins Special Power

     

    Originally posted by Brick

    Now my question is: Who gets to pay for that power, and how much? Do I simply divide the total costs between the twins, or does one of them have to pay for all of it? And what value would the limitation be for the twins having to touch each other (s.a.)? I thought a -1/2 would be okay, what do you think?

     

    Both of them pay for the power, but like anything else, the limitation on it should be ranked by how rare it is that they're going to be apart. IIRC, there are a couple of such twins out there in the comic world that have something similar (i.e. they can't use their powers unless they're touching), but the 'mega-blast' ... hmmm.

     

    I think I'd force them to buy identical powers, with the following limitations: 'Must Be Touching Twin (-1/2)', 'Beam (-1/4)', 'x10 End (-4)', 'Must Fire Simultaneous with Twin's Mega-Blast at Same Target (-1/4)'. The latter is more an 'effect limitation' than anything else, but it should be written down -- and, after all, since both of them are zapping out, it leaves them both massively vulnerable. Hmmm...

     

    EB (15d6), Area Effect (Cone) (+1), Personal Immunity (+1/4) [169 Active Points]; No Range (-1/2), Beam (-1/4), Must Be Touching Twin (Equivalent to 'Linked', -1/2), x10 END (-4), Must Fire Simultaneous with Twin's Mega-Blast at Same Target(-1/4) (26 Real Point Cost) -- 170 END.

     

    Yeah, okay, they probably don't have that much end. Here's a list of suggestions, then ...

    • x2 END (-½) -- 34 END, 56 Real Points.
    • x3 END (-1) -- 51 END, 48 Real Points.
    • x4 END (-1½) -- 68 END, 42 Real Points.
    • x5 END (-2) -- 85 END, 38 Real Points.
    • x6 END (-2½) -- 102 END, 34 Real Points.
    • x7 END (-3) -- 119 END, 31 Real Points.
    • x8 END (-3½) -- 136 END, 28 Real Points.
    • x10 END (-4) -- 170 END, 26 Real Points.

    Of all that, a x5 or x6 END looks to be your best bet (enough to put them out for the count, even with a full charge). Also, they BOTH have to have it at the same level, i.e. they have to agree to spend extra points to bring the END cost down.

     

    If you don't want it to be an AoE effect -- IMO, it works best as a cone or line -- then convert straight to a one-target EB, which would put it at 27d6 (yeesh!!). For game play purposes, I'd automatically treat this as a 'coordinated attack', and give them the bonus of rolling only one 'to hit' -- but the penalty of using the worst OCV. Gonna be a lot of knockback...

     

    Other thoughts: they might add the limitation 'Does No Knockback'. They might take 'Concentration' or 'Extra TIme' limitations ... hrm. I had other thoughts (one mainly involving bringing that disgusting 27d6 one-target EB down to 20d6 or so), but I don't remember what most of them are. Again, I'd have both of 'em pay for it; after all, this is a massive 'blast' sort of thing that both of them give out. On that thought, I MIGHT up the 'Must Fire Simultaneous At Same Target' limitation to -1/2.

     

    For an explanation: 'Must Be Touching Twin (-1/2)' I judge to be about equal to 'OIF' or 'Restrainable'. 'Must Fire Simultaneously At Same Target' is something between a 'fluff' limitation (this is their intent, after all!!) and a really restrictive limitation (hey, they can't fire at separate targets at will, right?). I judge it to be about equivalent to Concentration or Extra time, i.e. about -1/4 or -1/2. Smart Wonder-Twins (weren't they the 'Fenris Twins' in Marvel, one of the X-Foes?) will purchase both Concentration and Extra Time -- and make sure they're going to hit the fraggers.

     

    N.B. -- 15d6 EB AoE Cone No Range == 31" Cone, starting the hex right in front of 'em. That's gonna hit a LOT of bad guys. Or good guys. 15d6 EB AoE Line No Range == 60" Line, though I'd make it 2" wide x 30" long. them being 'two people wide'. YMMV.

  15. Originally posted by Rick

    Well cinematicly LightSabers are definitly NND/Does Body. In a game though I'd go ap/pen, nothing in starwars is Hardened apparently. I would just consider all Enery shielding hardened.

     

    Well, that's how I started out doing mine, but when I picked up the Star Hero book and saw their version, I nodded and said, 'Yeah, that's it.' And I disagree; a lot in Star Wars can be considered Hardened, particularly a lot of the 'scale' weapons. A lightsaber, on the other hand, can go through virtually anything without really working up a sweat, Qui-Gonn's need to 'work' through the blast doors in 'Phantom Menace' notwithstanding. (For that, well, I'd just judge that blast doors, besides high-DEF and hardened, also have high BODY; gotta work through the BODY in order to get them down. He was, after all, cutting through the regular doors rather fast, and then had to work through both at once.)

     

    If you 'limit' the lightsaber to AP/Penetrating (which I did -- AP + 3xPenentrating) -- it means that you'll PROBABLY always do one or two points of BODY damage. That, unfortunately, doesn't really reflect the wonderful image of the lightsaber just going *VWOOSH!* through practically anything you care to name.

     

    When it comes to the Missile Deflection capabilities, however, I must admit that lightsabers are 'somewhat limited'. They shouldn't be able to deflect non-cohesive attacks (like spit or webs or that sort of thing), nor should they be permitted to reflect any bulky items. Cut through/deflect, sure, but not REflect. And anything that actually DOES get De-/Reflected should (of course) first have that Xd6 damage done to it, to see if it survives. Bullets shouldn't; blaster bolts (i.e. energy) should. The 'damage shield' is, after all, to 'physical objects touching the blade'.

     

    Side note on the lightsaber in a superheroic genre instead of a heroic Star Hero genre: IMO, the NND (+1) should get 'upgraded' to a Limited AVLD. Instead of a +1½ bonus, make it instead a +1¼ bonus, with the AVLD as such: NND vs. ED Force Walls and other Lightsabers, AVLD vs. ED Force Fields. In the superheroic genre there are 'far too many' individuals running around with ED force fields for the 'Jedi Knight' to really be capable of plying his trade; in short, the 'defense' goes from 'three uncommon' to 'two uncommon and one common'. Adding a +1/4 bonus to the NND (or taking off 1/4 from the AVLD) to permit the weapon to be applied like a regular weapon against the FF would make it a bit more balanced. At least IMO.

  16. Honestly, the Star Hero version really does work well. I hate having to buy the damn thing for a superheroic campaign, though; it eats up a whole sh!tload of points.

     

    For the Force, I built it using a VPP: 0-Phase Action (+1), Slightly Limited Class (-1/4). All powers have at least one Requires Skill Roll (Control, Sense, Alter) or a combination of them.

     

    For the weapon itself, however, the Star Hero writeup I prefer is the one sans the Force Screen. Re-sketched here:

     

    RKA 3d6, NND (ED Force Field/Force Wall or other energy blade, +1), Does BODY (+1), Reduced Endurance (0 END, +1/2) (157 Active Points); OAF (-1), No Range (-1/2) (total cost: 63 Points) plus RKA 2d6, NND (ED Force Field/Force Wall or other energy blade, +1), Does BODY (+1), Continuous (+1), Damage Shield (+1/2), Reduced Endurance (0 END, +1/2) (150 Active Points); OAF (-1), Linked (-1/4, to first RKA), Only Affects Material Objects Which Strike Blade (-1/2) (total cost: 54 points).

     

    I think one could also apply Beam (-1/4) and No Knockback (-1/4) to both of these. Stylistically, I also would put the Missile Deflection with this. Agreed, a Jedi can probably deflect arrows, bullets, or, going by Vader's example, blaster bolts only with his hand; however, I'd let the Jedi to 'purchase' that through the VPP if he didn't have the lightsaber handy. Otherwise, the Jedi, if he has a lightsaber in hand, should pretty much always be able to deflect bolts and such ...

  17. Running a Dune campaign would require a few stipulations, I agree. Most of those involve the use/availability of weapons and the sorts of powers allowed. However, more than most a Dune campaign is going to have to be aware of both the political side and the mystical side of things. A few notes...

     

     

    1. Lasguns (i.e. lasers) + Shields = 'low-scale' subatomic fusion.
    2. Bene Gesserit Reverend Mother = complete body control.
    3. Mentat = Human computer.
    4. Guild Navigator = Psychic pilot, but NPCs.

     

    In the last two books (Heretics of Dune and Chapterhouse: Dune), since the Great Houses are effectively no more, the Great Compact is also no more. The Honored Matres nuke Arrakis/Dune/Rakis into slag, as they have a number of other planets; humanity is vastly beyond any single controlling force, such as the CHOAM board or the Great Houses.

     

    Therefore, all your rules depend on when you want to run the campaign. Is it during Paul's years in the desert? During the jihad, when the Atreides/Fremen hordes swept across the Million Planets, converting everyone to Paul's religion? The rule of Paul's Imperium, before and after his blinding? Or maybe you're playing sometime during the God-Emperor's reign. Or after, during the Famine Times and the great Diaspora. Or during the 'invasion' of the Honored Matres.

     

    Say when you're going to play, and I can help you with the broadline rules for it. ;)

  18. Ryan's 'photographic reflexes' can be written by using either a) a low-level universal power pool for martial arts, or B) simply buying all the martial arts with 'Fully Variable F/X' -- if there's a way for something to be done without mystic powers or technological gizmos, he can do it if he sees it.

     

    For obvious reasons, I'd also give him a decent SPD.

     

    Brianna's 'it shot 'cause she expected it to' can be figured as a 'psychic END pool' sort of thing. Instead of firing REAL bullets, they fire psychic bolts. She should have something like a technological VPP anyhow, with a 'total charges' limitation. She then might buy some sort of 'boost' to the total charges, perhaps a mystic-based NCC Aid to it.

  19. The latest question for Herodom is Ring Sizes and Movement based martial arts.

     

    A standard WWE ring is roughly 3 hexes by 3 hexes. Is this sufficient to reflect what happens accurately and does it leave enough room for acceleration?

     

    Of course it does. By Hero rules, you can accellerate 5" per hex -- IOW, be going full speed by the time you hit the guy standing at the other side of the ring, or even in the MIDDLE of the ring. Presuming that you're going by normal wrestling, though, those guys never really accellerate past half speed or thereabouts -- so 3", add a pip or a half-die to their 'attack'.

     

    Spin Off Thought: velocity based martial arts manuevers and top room moves. How much Leap can be added for a Shooting Star Press or Frog Splash, for example?

     

    As much as the traffic will bear, to quote the old adage. However, again I'd say that these guys aren't doing much more than an added die -- if at all.

     

    Remember, pro wrestling == fake. Really GOOD fake, sometimes, but fake nonetheless. If, on the other hand, you want it to be REAL, a professional wrestling/shootfighting competition, then of course everything is real, accellerate to full, add maybe an inch to leaps, two inches to running when they're coming off the ropes...

×
×
  • Create New...