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Error 404 posted:So maybe you'd want something kind of like this? I'll be honest, I don't like lumping together SFX like you did with Kinetic Bombardment. It just feels like it makes your abilities less clear for very little gain. Also, as written you can't benefit from tackling a single guy through an office building because it's technically only against a single entity even though that's the kind of the thing the Berserk-esque part of that SFX is there for. Personally, I'd rather write it out like this: SFX: Kinetic Bombardment: When using Superhuman Flight in an attack action, add a a d6 and keep an additional effect die for each additional target.]/i] SFX: Unstoppable Force: Add a die from the doom pool to your next attack action. After the attack, step up the doom die and return it to the doom pool. Limit: Collateral Damage: [i]Both 1's and 2's in your dice pools count as opportunities, although only 1's are excluded from use in your actions and reactions. (Also, Invulnerable is for characters that ignore big attacks all the time. Since your character seems to be all about flying into and through things, I'd say that they've earned having both Durability d12 and Invulnerable.) EDIT: I forgot about Unleashed entirely until ibntumart mentioned it. That one fits better than the renamed Berserk SFX if the collateral damage is accidental, but not as well if you're intentionally flying people through buildings all the time. Then again, you can model occasionally flying someone through a building with a stunt if you really wanted to, so Unleashed is probably the safer bet here. Lurks With Wolves fucked around with this message at 01:41 on May 17, 2014 |
# ? May 17, 2014 01:33 |
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# ? Apr 20, 2024 03:21 |
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Error 404 posted:So maybe you'd want something kind of like this? The problem is that the Collateral limit should only apply when they use one of their powers in a very specific way, and always applies in that case. It's only when the power is used with the Area SFX that it really causes collateral damage worthy of Growing Dread. If I give the character separate Area/Unleashed SFXs and a general Growing Dread limit on the whole power set, that means using the powers in a different way would also have collateral, and that they could use Area without Unleashed and vice versa. Maybe I should make a separate power set with that specific application of their powers so the whole set can get the limit and the mish-mash SFX doesn't apply to normal uses of their powers? And yeah, I know the similarities to Cannonball but his sheet doesn't have anything like that kind of "devastating area attack with huge collateral" thing going.
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# ? May 17, 2014 08:54 |
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My Civil War game ended on Monday night. There were thrills, spills, ups and downs, and everyone had a grand old time. But you're not here to listen to me tell you about how great my fanfiction is. No, you're here for datafiles. Like this guy:quote:Kang the Conqeror I had him show up at the climax trying to exploit their weakness to alter the timestream, to give the players a reason to stop fighting. You could probably stand to bump his affiliation dice up a notch or two, I just didn't want the fight to drag on too long.
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# ? May 17, 2014 09:25 |
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Lemon Curdistan posted:The problem is that the Collateral limit should only apply when they use one of their powers in a very specific way, and always applies in that case. It's only when the power is used with the Area SFX that it really causes collateral damage worthy of Growing Dread. If I give the character separate Area/Unleashed SFXs and a general Growing Dread limit on the whole power set, that means using the powers in a different way would also have collateral, and that they could use Area without Unleashed and vice versa. I'd maybe do it by giving him a version of Area that adds d8s instead of d6s, but then moves the largest die in your pool to the doom pool after the roll.
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# ? May 17, 2014 16:32 |
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Lemon Curdistan posted:The problem is that the Collateral limit should only apply when they use one of their powers in a very specific way, and always applies in that case. It's only when the power is used with the Area SFX that it really causes collateral damage worthy of Growing Dread. If I give the character separate Area/Unleashed SFXs and a general Growing Dread limit on the whole power set, that means using the powers in a different way would also have collateral, and that they could use Area without Unleashed and vice versa. My Gambit sheet has a SFX that steps up his kinetic control but in exchange adds Growing Dread to his limits. You could do the same thing, just add "when using this SFX, both 1s and 2s count as opportunities" or whatever penalty you want to the end of SFX: Area Effect.
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# ? May 18, 2014 04:39 |
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Both of those work. Thanks for the suggestions! e; for the record, this is what I ended up going with: quote:Ballistic I made Collateral d6, since it systematically applies to every attack using Flight and she also has Berserk to represent the flying people through buildings thing; I was a bit worried she'd be adding a million d10s to the doom pool otherwise. Lemon-Lime fucked around with this message at 17:52 on May 18, 2014 |
# ? May 18, 2014 11:07 |
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Got bored at work, so I statted up some of my old CoX characters. GILLIAN FROST (public) An anthropologist and psychologist who managed to gain the blessing of a powerful north wind spirit while poking about in a frozen city in the Arctic Circle. She tries to balance her duties as an educator and a researcher with defending people from other magic-users. AFFILIATIONS Team d10, Buddy d8, Solo d6 DISTINCTIONS Withering Wit Respected Social Scientist Magic is Dangerous POWER SETS BLESSING OF THE NORTH WIND Weather Mastery d10 Ice Mastery d10 Subsonic Flight d8 Lightning Blast d8 SFX: Harsh Weather. When using Ice Mastery or Weather Mastery to create a complication, add a d6 and step up the effect. SFX: Multipower. Add more than one BLESSING OF THE NORTH WIND power to a pool, stepping down each die once for every power after the first. SFX: Force 10. Step up or double Weather Mastery for a single roll, then add a die equal to its original size to the Doom Pool. Limit: Exhaustion. Shut down a BLESSING OF THE NORTH WIND power in order to gain a PP. Activate an opportunity or experience a transition scene to recover. SPECIALTIES Science Expert d8 Mystic Expert d8 MILESTONES Science vs Magic 1 XP when you complain that your mystic powers are overshadowing your scientific qualifications. 3 XP when you create an advantage or resource using your Mystic Expert specialty. 10 XP when you either turn away from your mystic powers for good* or when you take the plunge and commit to the path of sorcery. *Replacing them with a scientific or technological equivalent (or totally different power set) is a good way to score the 10 XP and still remain part of the game. Coldheart 1 XP when you suppress an emotional reaction to something in favour of a 'rational' response. 3 XP when you add your emotional stress or trauma to a dice pool, or otherwise give free rein to your emotional side. 10 XP when you take steps to lock down your emotional state for good, or when you finally decide to open up to the world. MASKED REPTILE (no real name) A newt genetically uplifted into human form and schooled in the secret martial arts of the dead, Masked Reptile is a testament to what will happen when you absolutely must spend all of this year's R&D budget. AFFILIATIONS Solo d10, Buddy d8, Team d6 DISTINCTIONS Relentless No One Really Expected This Humanity Is Only Skin Deep POWER SETS UPLIFTED NEWT Superhuman Stamina d10 Enhanced Speed d8 Enhanced Senses d8 SFX: Regeneration. Spend a PP to recover physical stress or step back physical trauma. Limit: Experimental Biology. Turn an UPLIFTED NEWT power into a complication in order to gain a PP. Activate an opportunity, experience a transition scene, or remove the complication to recover. Limit: Not Human. Step up emotional or mental stress received from someone playing on your animal nature in order to gain a PP. THE BLACK KUNG FU OF THE DEAD Enhanced Strength d8 Enhanced Reflexes d8 Darkforce Control d8 SFX: Focus. Combine any two dice of the same size in a pool into one die one step larger. SFX: Deadly Force. Step up or double a BLACK KUNG FU OF THE DEAD power for a single attack, remove the highest-rolling die from the pool, and use three dice for your total. Limit: Who Thought This Was A Good Idea? When a pool contains a BLACK KUNG FU OF THE DEAD power, treat any dice which roll a 1 or a 2 as opportunities, not just those that roll a 1. SPECIALTIES Combat Expert d8 Covert Expert d8 MILESTONES Just Another Animal-Themed Superhero 1 XP when you encounter another superhero (or villain) who is either an animal hybrid or has an animal theme to their powers. 3 XP when your Not Human limit is activated for the first time in a scene. 10 XP when you take the leadership role in a team of animal-themed heroes, or when you abandon all that to pursue the human side of your nature. Bridge Between the Living and the Dead 1 XP when you talk to a ghost or other undead as if it was no big deal. 3 XP when you betray an ally or abandon a duty in order to follow the instructions of a ghost or other undead. 10 XP when you either abandon your teammates to devote yourself to serving the wishes of the dead full-time, or when you turn away from the dead in order to serve the living. And his archenemy... HAEMOTOXIN (no real name) The first 'uplifted reptile' worked so well, they tried it again - only this one's evil and favours modern firearms over martial arts. He can often be found rounding up small-time gangs and robbing banks to fund his materialistic ways. AFFILIATIONS Team d8, Solo d6, Buddy d4 DISTINCTIONS Cold-Blooded Killer Materialistic Looking Out For Number One POWER SETS UPLIFTED VIPER Enhanced Stamina d8 Enhanced Reflexes d8 Superhuman Senses d10 Fangs d6 SFX: Venomous. When using Fangs to create a complication relating to poison, add a d8 and step up the effect die. SFX: Jacobson's Organ. Spend a d6 Doom die to ignore complications relating to blindness or other sensory impairment. Limit: Exhaustion. Shut down an UPLIFTED VIPER power in order to add a d6 to the Doom Pool or step up the lowest Doom die. Recover with a transition scene or by activating an opportunity. MODERN ARSENAL Guns d8 Enhanced Durability d8 SFX: Explosives. When using Guns in an attack, add a d6 and keep an additional effect die for every target beyond the first. SFX: Collateral Damage. When using an effect die to add to the Doom Pool, you may instead add two dice at one step lower, or three dice at two steps lower. Limit: Gear. Shut down a MODERN ARSENAL power in order to add a d6 to the Doom Pool or step up the lowest Doom die. Recover with a transition scene or by activating an opportunity. SPECIALTIES Combat Expert d8 Covert Expert d8 Crime Expert d8 Vehicle Expert d8
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# ? May 20, 2014 17:17 |
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So, I really like this system. How good is the Hacker book that was just put out for running things at this power level?
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# ? May 31, 2014 23:44 |
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At what power level?
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# ? Jun 1, 2014 07:46 |
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A handy list of the games currently being run:
Hope I caught all of them!
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# ? Jun 1, 2014 12:20 |
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Danger-Pumpkin posted:At what power level? The general one that Marvel ran. Which, I guess is like, not. But you get what I mean.
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# ? Jun 1, 2014 15:49 |
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Okay, so I'm launching a new MHRP game, set in the 1960's. The goal is to re-write the silver age with a little more emphasis on real-world issues, while retaining that quirky corn-ball charm of Stan Lee's writing. If you think that sounds good, give it a look! http://forums.somethingawful.com/showthread.php?threadid=3639382
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# ? Jun 1, 2014 20:17 |
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So it's Interlude Time at the dwarf's gaming table, and this time our interlude game (scheduled for 2-3 sessions at most) is MARVEL FASERIP! The group unanimously wanted to make their own characters, so a few quick questions... (1) Basic or Advanced? I am thinking Basic because this is like 10ish total hours of play-time, but don't want to short-change the experience if Advanced chargen makes cooler heroes. I am totally cool smashing the two together, and doing like Advanced chargen/powers but Basic other rules or whatever. (2) Any good adventures we can smash through in like 10 hours? I haven't played this game in ... what, 25 years? So any advice is awesome.
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# ? Aug 21, 2014 05:51 |
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Basic is much simpler to just dive into. Plus you can easily use any Advanced characters or modules, too. Just treat Shift Y and Z as Shift X, and anything above Class 1000 is Class 1000. I think you can pretty easily get through Breeder Bombs or Last Resort in 10 hours. Probably Cat's Paw, too. Really most of them, come to think of it, since this is an old school TSR game so a lot of it relies on combat, and combat is pretty streamlined in Basic from what I recall. You could go all ambitious and start the first Secret Wars module, too. No reason you can't run them through some of the Battleworld stuff and round it out with random superhero on supervillain match-ups. They may even want to play another few sessions if they enjoy it enough. Funny you posted this when you did, by the way. I was looking over some Advanced MSH modules this weekend and musing running them in MHRPG.
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# ? Aug 21, 2014 06:22 |
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Cool - I will look into those. I am 99% sure I ran ... Time Trap maybe? ... back when I was a kid. I remember the Cosmos Cubed adventures very well. I don't remember if we ever played 'em though. Oh! And for ... uh ... science? ... I rolled up a character tonight. I got an Alien with Animal Transformation. I was bummed because all my stats were Good (no, seriously, all of them except Psyche) until I saw he could turn into a Dinosaur. I was pretty okay with that.
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# ? Aug 21, 2014 06:26 |
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Ha, the Cosmos Cubed ones were precisely the ones I was looking at. A fun way to get more mileage from the Annihilation Event book or so I am telling myself. I wasted so many hours rolling up improbable superheroes with the Ultimate Power Book back in the day. I loved how you could get an angel PC with Monstrous Reality Alteration and Poor Prehensile Hair almost as easily as a half-robot(usuform)/half-undead with Excellent Hyper-Olfactory Sense and Feeble Berserking.
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# ? Aug 21, 2014 08:53 |
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ibntumart posted:Ha, the Cosmos Cubed ones were precisely the ones I was looking at. A fun way to get more mileage from the Annihilation Event book or so I am telling myself. Still, I have a huge soft spot for cosmic Marvel.
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# ? Aug 21, 2014 14:39 |
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Hey dwarf74, how did the FASERIP sessions go?
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# ? Sep 12, 2014 02:32 |
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ibntumart posted:Hey dwarf74, how did the FASERIP sessions go? Characters were randomly generated. I had... Dr. Kingsford - mutant with Poor charcoal body armor and Monstrous Fire Control. Zippos himself aflame, then uses that to attack Captapult (groan) - altered human with Monstrous strength, remarkable earth control, and elongation. Tankbuster - hi-tech wonder who rolled amazingly well on his suit, so ended up with Monstrous agility. Energy touch attack. 1101 - alien with Energy Transformation [robot whose name i forgot] - gravity manipulation and a ranged stunning attack that mostly served to drain bad guys' karma. [altered human whose name i forgot] - shrinking, elongation, and a web attack. very weird, but cool. I ran Time Trap, and the party had a good deal of trouble with both Mimic (seriously, the party had a lot of high stats spread all around, which Mimic ended up with) and Drax. Combat took longer than I remembered or expected.
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# ? Sep 12, 2014 02:44 |
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So I've been reading a lot of Thunderbolts and Superior Foes of Spider-Man lately and it got me to thinking. Has anyone ever tried a villain-based game, either as just a supervillain group or Thunderbolts-style set-up or even a one-off grouping like MODOK's 11? 'Cause that could be really interesting.
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# ? Oct 30, 2014 09:34 |
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# ? Apr 20, 2024 03:21 |
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I haven't seen it run, but the Thunderbolts scenarios in Fifty State Initiative are designed for exactly this.
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# ? Oct 30, 2014 13:12 |