Justice League Generations (Inactive)

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I'll post up a thing, Sundakan can send Forzare out with a bang, and then we can go on talking to Black Manta and get things moving.

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Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

I've been sensitive about Kara being -too- good at Mental Control, so I took that down a step, and increased Telekinesis a step.


So I kinda forgot we needed the big robot alive. If I kill off Forzare I don't want it to be a useless gesture.

Actually, he might work really well as overwatch/tac ops for the space station.


It's cool with me if we keep him around. It wouldn't bother me if you guys had two characters, one main one and one we might see occasionally. It would allow us to flesh out the League without having more players. I don't foresee that causing problems, really.


Att +8 (DC: 31)/ Def 19 (FF 12) 50% Miss Chance when running / T+15 / Fort +15 / Ref +17 / Will +10 / Notice +18 / Init +30 / Hero Points Base: 1
GM SuperTumbler wrote:

It's cool with me if we keep him around. It wouldn't bother me if you guys had two characters, one main one and one we might see occasionally. It would allow us to flesh out the League without having more players. I don't foresee that causing problems, really.

Actually, I've always liked doing that. There are myriad ways a character can get incapacitated in a Hero game, and sometimes it's nice to have a backup character. Additionally, it generally makes sense to have someone back at HQ, coordinating, and doing the remote support.


It fits well enough, especially since Forzare was adapted from a much older character I'd made for a small space themed game as the pilot of that space ship. He was built to fly ships and multitask like a mofo.

Manning the controls of the Watchtower (which he can reach all of at once) fits pretty well since he's ill-suited for many of the scenarios the new League is facing.


All right, I'm properly done with Dolnam I think, with these:

Complications:

Split Obligations: Maghnus' loyalty is to his immediate family and the "surface dwellers", but Dolnam's by its very nature is to the Tuatha and their home under the sea. Sometimes these priorities conflict, and Maghnus will have to choose which side of his self to ignore.

Emotional Ties: Maghnus has a mother, father, two sisters, and a brother, as well as a girlfriend.

Outcast: While Dolnam is respected as almost a formal office among the Tuatha, Maghnus without his powers is looked odwn on, being only 1/4 Tuatha. While speaking as the avatar of the gods, he commands respect, but his individual opinions hold little weight and he is socially shunned by the Tuatha.

Substance Dependency: While only 1/4 Atlantean, Maghnus still retains some of the full blooded dependency on water. While he doesn't need it to survive (beyond the obvious needing to drink to stay hydrated), Maghnus begins to feel fatigued if not fully submerged in water at least once a week. Having a swimming pool and living near the coast means this generally isn't an issue, but prolonged periods without full body submersion for at least an hour lead to a progressive feeling of tiredness (Fatigue after a week, Exhaustion after a month).

Drawbacks:

Power Loss (1 point, Infrequent): If Dolnam is somehow severed from the spirits of his gods and ancestors (such as by being taken to an alternate timeline where the Tuatha never existed, or there was never an Avatar), he loses all powers aside from his Atlantean Physiology.

The extra point just went to making Atlantean Physiology an Innate quality.

When would be a good time to introduce him? Before or after we dive into the sea?


I figure maybe he could be there investigating what is going on and meet up with the other heroes then?

How much thinking and planning you guys want to do in character is up to you. It might be faster to handle that out of character in discussion. In the genre, you might get something like, "OK, here's what we are going to do." and then it cuts to that getting done, but that doesn't quite work in the RPG.

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Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

I've been thinking about Imagine's build.

I used to think that it didn't need anything, and might even be OP, but, looking at the other builds, and experiencing the game, I'm actually moving to the other side. She needs some optimizing.

I never use Mind Control and Telek. together, so I'm making those an alt power. The saved points let me boost them up from 10 to 12, so I can start doing things seriously. I hate hate hate that I'm so useless in so many situations, so maybe that will help.

I added some flaws, and I freed up some points. I'll probably stick those into stats so she "feels" more superpowered.

Just saying.


Have you considered making yourself a sort of Bard instead? Making a new power that lets you increase the combat stats of your allies telepathically? I think your soldiers still have room to grow so maybe you could afford something like an Area Boost that affects ranged attack and saves or something. Fluff it as linking Captain Aterro's mind directly to his soldiers, making them more coordinated (and drawing on his experience)?

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Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

Okay, I'll bite: What would that power be called, and how would I score that?

I can't see anything like that in the book. Although Luck Control looks cool.


Name: Dunno. There's a few options. "Tactical Synchronicity", "Mindlink", "Battle Meditation", "Share Experience", etc., etc.

As for how you'd score it, no clue. How many points do you have? Rictus could probably tweak it harder than I can but I can give it my best shot. It primarily would be a Boost power with the Area modifier. There's a 5 point per rank option that makes EVERYTHING that person has better (feats, skills, powers, attributes, etc.), and lesser options.

But Luck Control is also cool.


A killer GM with a killer smile.

That is a really cool idea, Sun'. I'll give it some thought and see if I can come up with anything...

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Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

@Rictus: I'm impressed, and surprised, with your writing. This is a new side of you. Whatever lark is sending you on this path should be followed. =)

@GM SuperTumbler: Can an assault rifle be modded to fire underwater? I supposed if someone had enough money, they could make something like a scuba suit, but for a rifle. Firefly had reference to a 'case' that could allow a rifle to fire in a vaccum. That seems like it could be a thing.
Also, same question for blaster rifles.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

A rifle will fire underwater without modification. It will have a hellaciously limited range, and depending on caliber and bullet design, the bullets may just come apart at very short range. That range issue is not something you can really change. There actually was a fair amount of a Mythbusters episode dedicated to firearms functioning underwater.

As for a rifle in space, absolutely nothing prevents a rifle from working in space. Gunpowder (well smokeless powder these days, but both) contains its own oxidant, so a vacuum won't have any particular consequences for the function (barring effects on the chemicals due to the near zero pressure on making compounds come apart).


Att +8 (DC: 31)/ Def 19 (FF 12) 50% Miss Chance when running / T+15 / Fort +15 / Ref +17 / Will +10 / Notice +18 / Init +30 / Hero Points Base: 1

What he said.

As awesome as firefly was, they actually got that part wrong. Modern guns shooting in space will work just fine. They might overheat more rapidly though, as even though we think of space as cold, it is because their is nothing through which to transmit heat. This means that the barrel on a full auto would swell more rapidly than on earth, as the heat from the explosion would have nowhere to go but for the bullet, the shell casing, and the rifle. As the metal of the barrel got hotter, it would swell, and jam relatively quickly. Addo to that the trouble of managing recoil in micro-gravity, and you're left with the reality that you could likely only manage only a small number of shots with any practicality.

In water the issue is entirely different. Basically it comes down to the fact that all the water in the path of the bullet needs to be moved out of the path of flight, and it is way heavier than air. Basically, the bullet is moving faster than the water can be moved, and so it smashes into an aquatic wall almost instantly, breaking up or stopping within a few inches to a few feet.

Underwater weapons have to move slower, and be more hydro-dynamic than a typical bullet (sharper and sleeker). Momentum is mass x acceleration, so to maintain sufficient energy to do damage, they use slower, larger, sharper projectiles. In the end, what you end up needing... is a spear-gun.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Actually to do a minor nitpick, the problem with air vs. water is that the latter is a non-compressible fluid, while the former is compressible. That's why the water can't get out of the way while air can. The molecules in liquids are already pretty much in contact, while in gasses, they are pretty well spaced out.

As Shale said, spears are good. In water longer vessels or projectiles are actually much more easy to move at speed (the longer the ship for a displacement, the faster).

Of course posting anything scientific under the Sinter name feels blasphemous.


I'm not going to get a decent post up tonight, guys. Will post in the morning.


Kara "Imagine" Luthor wrote:

@Rictus: I'm impressed, and surprised, with your writing. This is a new side of you. Whatever lark is sending you on this path should be followed. =)

@GM SuperTumbler: Can an assault rifle be modded to fire underwater? I supposed if someone had enough money, they could make something like a scuba suit, but for a rifle. Firefly had reference to a 'case' that could allow a rifle to fire in a vaccum. That seems like it could be a thing.
Also, same question for blaster rifles.

Should be possible to fire the blaster rifles under water. Assault rifles are probably out.

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Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

*whew*

Alright, I think I'm in a good place here.

I got rid of Insubstantial. It was making her too hard to hit in combat, and it doesn't fit with her motiff at all.

Also, my "punishment" for doing this at this late hour is that everyone had to get Life Support. I see it as a basic waste of points, especially since Manta is offering free diving suits. Still, it's useful enough so I'm not griping about it, just the way that I see it as being fair. (And I always saw the LexCorp stuff as providing immunity to Space/Sea anyway, so it all works out.)

I got rid of a lot of the cheese by taking stats out of the gadgets and putting them on straight. That's kind of how I burned off a lot of the point savings by strapping on the Alt power.
Mind you, I boosted the minions somewhat, so they now are more in line with how I picture them. Tough, yes, but still minions.

Also, the more I thought about it, the more I like this "Boost" idea. I like the idea of the Minions being maximized humans, then brought to super-human strength with the suits. And then Imagine can make them monsters being jazzing their brain-glands (much the way a Super-thyroid might in Shadowrun.)

Alright, so,

TL;DR: We're in a good place here. Spiritually, physically...Ecumenically.


Att +8 (DC: 31)/ Def 19 (FF 12) 50% Miss Chance when running / T+15 / Fort +15 / Ref +17 / Will +10 / Notice +18 / Init +30 / Hero Points Base: 1
Kara "Imagine" Luthor wrote:
@Rictus: I'm impressed, and surprised, with your writing. This is a new side of you. Whatever lark is sending you on this path should be followed. =)

What aspect of my writing are you enjoying? The faux middle ages accent, the bad bad stoner impression, or something about the writing style or quality?

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Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

Hee. At the risk of being impertinent, it reminds me...of me. ^_^

That is, of another character who might sound like that. So, yes, 'tis the faux middles ages accent that is done very, very well. Most of the prose I've seen from you have been the generic PbP stuff. Solid, to be sure, but nothing really to stand out. Hence, to get some high-quality faux olde Englishe stuff (mixed in with some other accents) is a nice side.

Keep it up! =D

(I mean, when you get better than the Dunwich Horror, then I'll be -really- impressed. ;-D)


I'm glad to see the insubstantial go. Also glad that things seem to be rolling along here.

And since I have your attention, how do I go about making the inactive campaign active?


Holiday update:

I'll be around until about 2:00 Eastern on Saturday, and then pretty spotty until Monday. Things are usually pretty dead on the weekends anyway, but I thought I'd give notice.


Edit Campaign, untick the check box that says "Mark this campaign as no longer active".


I had done that, but it looks like it took posting in gameplay to bring it back into my campaigns tab on the messageboard page.


Thanks.


I've had a busy few days and I've got some friends in from out of town for the weekend. I'll try my best to post at some point today for both games when the chance comes.


Would now be a good time for VICTOR to call with some kind of emergency on the Watchtower or something to take Forzare out of the action? I noticed he's not in the Init order,and it's less to keep track of.


I figured you were ready to walk him out. I don't have any ideas immediately, but an emergency beam out works for me.


Sorry for the absence. It's been a hectic week for me and I haven't had much time to sit down and catch up on both games. Feel free to GMPC me if necessary. I won't have free time until sunday morning, so I'll try to set aside some time then.


So what kind of saves am I expected to have? Because I clearly misunderstood that. I thought saves = PL was the average, but needing to roll an 18 just to not pass out from the first hit (and still needing a 20 to save even without the crit) seems to belie that.

I don't GET this system.


Let's see. At your power level, she can put out 24 points of attack and damage. That gives her 27 Toughness DC and +12 to attack. She attacked at +8, shifting 4 points from attack to damage. So that puts her at 31 Toughness DC. Critical hit raises that by 5, so 36 Toughness.

The extra 4 points in the DC are unaccounted for. She is hitting above your power level. But even at your power level your original roll would have resulted in failure by 15 or more.

Your Toughness and Defense combined can't exceed 24, other saves can be up to 17.

I think combats are supposed to be fast, and you took a hit from a character who is prioritizing damage over, basically going big and throwing a haymaker. The combats go differently than Pathfinder, where you expect to trade blows.

That's all I've got.

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Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

Sudankan, you're a veteran role player. Yes, the system, though based on PF, if not of PF, and we all have many questions about. That said, GMST is both lenient and fair. If this character goes belly-up (pun intended =) you know he'll let you make another one, and you'll have learned from this and make a better one.

That said, you've Regeneration at 22(!!!). I don't even know what Regen more than 3 does (if GMST wanted to weigh in an opinion on that, that'd be great), but you at least get a check every round. You'll be up from Unconcious in 3 round, tops. =)


Nope. Regen is down because I used the Boost.


Att +8 (DC: 31)/ Def 19 (FF 12) 50% Miss Chance when running / T+15 / Fort +15 / Ref +17 / Will +10 / Notice +18 / Init +30 / Hero Points Base: 1

Personally, I love this system. It had so much versatility, and I find the combat and damage system to be much more dynamic than the traditional HP systems (though I think it does have a set of HP optional rules).

In regards to Regeneration, if it's in an array, arrays default back to their default power when you are Unconscious. For that reason, I always make Regeneration the default power. That way, if knocked unconscious, Regeneration kicks in automatically.


Okay, that's a relief at least.


Sun, how is your Regeneration broken down/built? I couldn't tell from your sheet. Regen in 2nd edition is stupid complicated.


I put a breakdown at the bottom, but gist of it is "Maxed everything except Recovery Bonus". I can make a check every round to recover from any condition, and automatically recover from Bruising.

It says in the ability itself that it was 43 points for that.


Yeah, I saw the cost. I just missed the details. Thanks.

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Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

Huh. Re-reading the Boost power, I see that level 3 boosts "all of a narrow group of traits at once", which I read as meaning a "type of ability score", and, in this case, all physical scores. But it goes on to specify that the narrow type is "ability
scores, skills, feats, or one type of power such as attack effects, movement effects, or powers of a specific descriptor".
Huh. I -think- this means that I actually boost -all- ability scores. Hmmmmm.


Yes, I believe that is all abilities at once. That could allow you to break power level. Let's play this out and see how broken that is. Most of you depend on abilities primarily for defense, not offense, so maybe it won't be too heinous. If it is too crazy, we can think about making it requiring extra effort.


Toughness +20, Fort +10, Ref +3, Will +3, Notice +4, Defense +4

Only thing it will do to me is make me more accurate I expect.


So, at a glance I think our best option might be for both Shale and Dolnam to do a Slam attack. Dolnam is going to be spending a turn to buff (probably to nab Immovable with the Unstoppable extra, just in case).

We'd be adding, as far as I can tell +24 and +19 damage to our attacks respectively (Speed/Swimming rank +4 for Accelerated Movement).

You up for circumnavigating the globe a few times Shale?

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Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

Ya, odd thing, stats boosts aren't -nearly- as useful here as they are in other incantations of PFS.

Of note, a boost to strength doesn't increase accuracy, just melee damage.

Con does increase Toughness, which is probably the most important result.

All the rest are pretty useless. Dex, Wis, Int, Cha, mostly will just increase saves, and possibly some skills.

A pretty lame power, all told. I only did it to, well, increase the LexSec melee damage and toughness, but it's not as useful to us big-strong supers. ^_^
(P.S. I hope we all don't die. =P)


Att +8 (DC: 31)/ Def 19 (FF 12) 50% Miss Chance when running / T+15 / Fort +15 / Ref +17 / Will +10 / Notice +18 / Init +30 / Hero Points Base: 1
Sundakan wrote:
You up for circumnavigating the globe a few times Shale?

Sounds like an average Tuesday for Shale...

Btw, he already has Immovable 5 from his Density. Not sure what kind of Buff you're planning, but Immovable just counteracts resistance to Knockback, I think. Don't know if it will improve damage, per se.


Immovable has a modifer called Unstoppable (Forzare had it, actually). It prevents the damage backlash from hitting someone ELSE with Immovable up to a number of points equal to however many you buy. It's sort of like a Penetrating Strike but for slam attacks.

Something this big I'll be very surprised if it doesn't have some variant of Immovable.

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Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

Blarghh. MAN we are low on debuff powers.

Hey, can Combo attacks break the PL barrier?

(I admit, I find this PL barrier to be exceedingly annoying. It's like saying that you can't cast Bull's Strength on your back-stabbing thief because you'll do too much damage.)


Att +8 (DC: 31)/ Def 19 (FF 12) 50% Miss Chance when running / T+15 / Fort +15 / Ref +17 / Will +10 / Notice +18 / Init +30 / Hero Points Base: 1

It's an element of the system. This is the first time we've faced something this much tougher than any one of us; I'm looking forward to the challenge. If by "Combo-Attacks" you mean Aid-Other attempts, I believe they can. It is only your regular attacks by individual characters that are limited to PL.

Here's what we know so far:

Defense: <26
Toughness: +24
Fortitude: +21 (Which indicates a PL of at least 16)
If it's PL is 16, that would indicate a Defense of 18. (Big and slow, and easy to hit, but very hard to injure, so Power Attacks are probably the way to go).

The Starrofite's Will save was +16, which may have been the group mind of the big creature, or may have only been a smaller reflection thereof.

They are Vulnerable to Cold, but the big beasty is Immune to Criticals.


A good buff for everyone might be me Boosting a few Feats like Power Attack for those (like myself) that don't have it naturally.

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