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Game Master PoorWanderingOne


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Karma - what do you see as your character's role in the game? With only d6+d8 melee damage and 2d6 ranged damage, she will probably be near-useless in combat.

Also, you need to calculate and show your "derived" stats (SWADE Core, p. 10) : Toughness and Parry (and Pace, which is almost always 6).

I don't see any superpowers to boost Toughness and Parry, so you'll be easy to hit and go down quick. <time passes> Ok, I just saw Intangibility which means you'll be hard to hit or damage at all, until the GM arms his NPC's with energy weapons. ;)

With Intangibility and Flight, you could be an excellent "scout", scoping out places we want to get into. If you could swap something out for Invisibility (8 SPP), you'd be the perfect scout.

The attacks in SPC3 are called Melee Attack and Ranged Attack, but in SPC2 they're called Attack, Melee and Attack, Ranged (as you have them). Also, Undead in SPC3 is 8 SPP, not 4. That, along with your mentioning that Undead have a -2 to Charisma makes me think you used SPC2 instead of SPC3.


PWGM - I'd like to add Night Vision Goggles ($500) to my equipment.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
Poor Wandering GM wrote:

[Doctor Toxic's Dissertation defense]

Hindrances: Needs review

Added extraction from hindrances and changes my super-edge to improved extraction.

Poor Wandering GM wrote:


Powers

Fixed language of many powers. Corrected poison cost.

Poor Wandering GM wrote:


~~Altered Form, cost is off and this time it matters. I see Altered Form, 2pt base +1 Reach, +2 Sticky, +2 Viscous for 7 points.

I had removed reach from the cost but not the note. On second thought I also removed sticky. With those two points I added healing by touch and a point of armor.

Poor Wandering GM wrote:


Figured Stats:
~Ground Pace is off.

Fixed

Poor Wandering GM wrote:


Gear:
~Unarmed strike is off. Should be d4 from your strength.

Fixed and listed stun baton and smoke grenades.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

Since so many people were whining asking about it, I added healing to Doctor Toxic. He now synthesizes pharmaceuticals and glues wounds together. His healing is by touch, and this is often an invasive touch.

Dark Archive

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

If anyone cares to make suggestions about how Karma could squeeze out a few more powers with some cost lowering power modifiers, I'd be interested. I've not played SW enough to be familiar with all the tricks. Also see my question above about using Super Sorcery.

@Imagine: Karma has some information gathering chops as well, so together we might make an interesting team when the game is in recon mode. If Karma keeps the undead power, she won't benefit from healing but she'll have regeneration.

@PWGM: How is movement handled when a character is intangible? Can an intangible character move up and down or under water without having to swim?

Oh HELLZ ya we can get our REKON on! They won't know what hit 'em!

What it looks like: Frank from accounting is walking toward his desk.

What is actually going on: Frank is mind controlled by an evil villain sitting half a mile away, while a evil ghost floats along next to him.

I've played an Intangible before, and we always handled that, you are you, you can just move through walls and stuff. Like, yeah, you need to swim in water for the same reason you don't immediately fall through the floor into the center of the Earth. It saves much headaches this way. ^_^

As far as advice on the build, IMHO, it seems like you've got a good build, with a lot going on, and it just needs some streamlining.

Like, with both Ranged Attack and Melee Attack, there would be more points to spend to just go with Ranged.
Because if you want to hurt someone by getting close to them, just float next to them and become Tangible. Oh, in SPC3 they got rid of the Spirit roll to become tangible AND they got rid of you taking a Wound to give a Wound. It's still a roll, but it's a Focus roll now.

Also, like others have said, it doesn't look like Undead is giving the most bang for the buck. Those points could go to improving the Ranged attack, or boosting something else.

I notice that you have a lot of points in Taunt. That could be an interesting thing in combat. You could just float around, telling everyone what you think of their mothers. =D By moving away from melee, that frees up those two edges to be put into things that improve taunt, if you wanted to lean into that.

IMHO. YMMV.


Karma NE wrote:
...?

Ah, you are using an earlier edition of the SPC. This is the current one. Can you get access to this? It will make your life a great deal easier. If you can't then we'll deal but let's try the easy solution first.

~PWGM


Kara "Imagine" Luthor wrote:

I still have some sundries to buy, but more or less I'm ready for the exam, doctor.

I took minor hinderance Power Negation: Classical Music because I think it's HILARIOUS. Also, I'm a big fan of giving the GM something to whip out if he needs to layeth the smacketh downeth. Also, ClockWork Orange. (Indeed, I don't mind if it turns out that good 'ol dad put this in as a killswitch just in case.)

...

Hilarious yes. But also crippling for your line of work. Big charity gala, nope live string quartet. Fancy restaurant for a romantic tete-a-tete. Nope Muzak installed. Walk in the park with a twenty year old bit-coin billionaire, nope amateur brass band and an ice-cream truck playing hall of the mountain king. At least that is what I am seeing.


Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0

As for Gear, how about a 21st Century version of the SFC Hoverboard? Same except it has wheels and is kinetically powered. $200.

What is phone tech like?


ZenFox42 wrote:

PWGM said : "Ranged Attack is not subject to Power Down so I am ignoring that bit. Let me know if that's in error."

Sorry, I didn't mean to imply that every power in the "activation" list was also subject to "power down". That's why I only mentioned Force Field.

Go ahead and review my PC now, I will replace the Marksman Edge with something else (I was having problems finding Edges I liked, so it might take me a while). I will do my gear as a separate post soon if that's ok.

Quick question : in my game Dr. Destruction gave everyone a comm link. If not everyone buys it, we won't be able to work well as a team. Should everyone be told to buy one, or will it be provided?

ZenFox42

Enigmatic GM face. Count on nothing and you will be surprised if that changes.

Seriously, the gear you are buying was for your life before capture/stuff you had on at capture/stuff that might not even have been yours but was stored near your stuff by the V'sori. Buy what you like but the future is unknowable.


ZenFox42 wrote:

Ok, the equipment didn't take long...

Comm Link $100 (depending on your answer to my previous post)
First Aid kit $10 (does anyone have the Healing superpower? If so, I'll drop this...)
Lockpicks $200 (I *am* a thief...)

Would you care to price an item that opens electronics locks, if such a thing exists?

I can't believe SWADE Core doesn't list a motorcycle in its vehicles list! I did find one in SWD for $3000, still beyond my price range.

P.S. - yes, I would be interested in being able to get Marksman eventually...

ZenFox42

Electronic locks. See SWADE pg.35-36 Thievery. Electronic locks use the lower of Electronics or Thievery with edges effecting either applying.
In a modern setting the standard lock pick set allows picking e-locks as normal locks.

Swade Pg 83. Street bike $3K Dirt bike $2k


Karma NE wrote:

...

@PWGM: How is movement handled when a character is intangible? Can an intangible character move up and down or under water without having to swim? If an intangible character is also invisible, does that increase the penalty to notice the character, since there is no sounds emitted? Does an intangible character need to breathe? If an intangible character spends 24 hours intangible and then returns to physical, is she hungry and in need of hydration or is the physical body in the same state as when she went intangible?
...

Karma NE

You move as normal except you can ignore barriers. You will need to swim, which will look silly and which is why Flight Pace 6 is a common buy for ghost characters. SPC3 cost Flight 2pt base -1 or 2 only while Intangible means it costs the minimum one (1) point.

Intangible and sound. Nope. System is not that granular.

" and breath. Ask Kitty Pryde AKA yes. Doesn't Breathe is a separate (likely 1 point with the only while ghosting modifier)

" and eating. You need to eat. And can die of hunger/dehydration even while intangible. Doesn't Eat is a separate cost 1 w/ only while ghosting mod power. Even if you do not eat traditional food you still to consume something outside yourself to keep going. The example used is a robot 'eating' electricity .


ZenFox42 wrote:
PWGM - I'd like to add Night Vision Goggles ($500) to my equipment.

ZenFox42

No problem. You got the cash we got the goggles.


Karma NE

Missed some questions, sorry

Karma NE wrote:

...

I'm attracted to the Undead power because she is a ghost and it gives her more toughness and she is less vulnerable to some types of wounds. But it assumes a normal body of an undead like a zombie with disadvantages associated with having a body that is not really alive. But if the natural state of the ghost is intangible but she can become tangible, would that body be obviously undead, particularly if combined with Chameleon. Could her body be considered normal looking by default.

The text for the Undead power mentions a -2 penalty to charisma, but that has been dropped in SWADE, so how would that translate to the new system?

Does an undead need to eat, sleep, or breath?

Undead has been streamlined in SPC3. It no longer imposes any negatives to persuasion/charisma. They just dropped that. It now grants +2 toughness, +2 to recover from shaken, the Doesn't Eat, Doesn't need to Breathe, full immunity to disease and poison, no additional damage from called shots. You also ignore 1 point of would penalties and cannot Bleed Out.

You also do not heal naturally, cannot be healed by the heal skill, and the healing power has no effect on you. The game recommends Regeneration.
Undead costs 8 points base and has a 2 point "spark of life" mod that allows you to be healed by the Healing power but not by the healing skill or natural healing.

Karma NE wrote:

Another question about chameleon: does the shape change include clothing? In most magic spells that allow the same ability, it assumes one's clothing and items can be altered as well. If not, then she'll either have to always copy people of similar size or spend a fortune on wardrobes or maybe get some high-tech clothing that can shift color and style. Or could she get a minor 1 point addition that includes clothing?

If she used the chameleon power to take the form of a super sexy person, who would have the attractive and very attractive powers, would this have to be paid for with power points or would that be a freeby?

No in the free edges. There is more to being attractive that looks. If you don't have 'it' then you don't have 'it'.

Chameleon does do clothing. But any gear/devices created by the power are good looking but nonfunctional.

"Karma NE wrote:

"Another option I am considering would be Super Sorcery. It would mean giving up some of the other powers, but those could be created with sorcery spells, like speak language, etc. so it might be a way to get more flexibility. It would fit well with the ghost concept as spirits could provide the knowledge and energy for the power.

I'm not too clear on exactly what sorts of things she could do, especially if she takes the just the 3 point version (1 level). Does that mean she could only use spells to get powers that cost just 1 SPP?

Super Sorcery is one of the powers that RADICALLY changed in SPC3. It still requires and Occult skill of d10 to take and it costs a flat 4 points with a -1 "Backlash" power mod that makes you explode for 3d6 in an MBT on a crit fail. The power lets you spend a benny and gain 2 rounds of any active power (attacks, detects, etc) or 5 rounds of a passive power (defense, movement, etc.) Everyone can do this trick with a benny but you get the powers longer that they do and you do not need to clearly base the new power on a power you already have.


Dave Finsterman wrote:

As for Gear, how about a 21st Century version of the SFC Hoverboard? Same except it has wheels and is kinetically powered. $200.

What is phone tech like?

Dave Finsterman

Call it $200 or $300 for the pest pre-invasion model that has a hope of going off street. I don't have the SFC so for stats call it a Bicycle that is only hit by called shots or landmines and cannot run. This is pretty much a less effective bicycle but hey you don't have to, and in fact can't, pedal. One built using the Vehicle power would of course be much much better.

Call phone tech equivalent of modern day. It used to be better but the V'sori co-opted/scragged most of the towers and satellites. Long distance is iffy at best.


Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0

Cost for a phone? Is it a one-off or is there a monthly service charge? A comm link in SFC is $100, for comparison. I think we should all have phones, imo.


Dave Finsterman wrote:
Cost for a phone? Is it a one-off or is there a monthly service charge? A comm link in SFC is $100, for comparison. I think we should all have phones, imo.

Call it a $100 and done. In fact call it a comlink if there are stats attached to that.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

Dumped the stun baton to get a commlink and more smoke grenades.


Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0
Poor Wandering GM wrote:
Dave Finsterman wrote:
Cost for a phone? Is it a one-off or is there a monthly service charge? A comm link in SFC is $100, for comparison. I think we should all have phones, imo.
Call it a $100 and done. In fact call it a comlink if there are stats attached to that.

That's why I asked about tech. If it's a modern phone then it has a camera and can do a lot more than make calls.


[Doctor Toxic's Dissertation defense, Hour 2]

Attributes: check.
~Never seen a super with a d4 strength. Cool.

Skills: Check.

Hindrances: Check
~Comments. Reckless will effect regeneration, this will be fun.

Edges: Check

Powers
~Super Attacks: Check.

~Super Powers Needs review
~~Altered Form. Sticky language but you are paying for Viscous. Which do you want?

~~Wall Walker, still has previous edition language

Figured Stats: Check

Gear:
~Not critical but don't you have 8pts of armor?
~Stun Baton is an SPC3 Baton with the Stun modifier correct? Str+d4 plus stun effect $275, that stun baton?

Nearly there. Fix the last bumps in Super Powers and you are good.


Dave Finsterman wrote:
Poor Wandering GM wrote:
Dave Finsterman wrote:
Cost for a phone? Is it a one-off or is there a monthly service charge? A comm link in SFC is $100, for comparison. I think we should all have phones, imo.
Call it a $100 and done. In fact call it a comlink if there are stats attached to that.
That's why I asked about tech. If it's a modern phone then it has a camera and can do a lot more than make calls.

Assume it has a camera and all the feature bloat, etc. of a modern high end phone.


Bennies: 2 | Current Card: 7 hearts | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10)

I'm in a work-time crunch at the moment, but here are a few tidbits of what I plan. I've spec-ed out a second version of her powers and will update that with some comments posted above.

I'm thinking of giving Karma 4 levels of Super Sorcerer and a d12 Spellcasting skill. This will allow me to drop some powers that can be replace with a spell version of the power. I know that risks unpleasant consequences when the skill roll has a nat 1, but the upside is she will be able to do much more in battle and out. This will include healing.

I plan to keep her intangibility, invisibility, and full regeneration, but will relegate chameleon to sorcerer spell as needed status.

This will take me some time to update, so I don't think I can get it done until sometime on Tuesday evening.

I see Karmas role in the group as more support than front line fighter. With some of her abilities, I think she can stay out of most lines of fire and do what's best in the moment. Her character concept was that of an assassin of evil NPCs, so her MO would be to use stealth and such to get past guards and fights with minions and then just use her fire power on the target. Super sorcery makes sense for the origin concept I'm working on, and it would be consistent with her MO, but more flexible.

Dark Archive

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


Hilarious yes. But also crippling for your line of work. Big charity gala, nope live string quartet. Fancy restaurant for a romantic tete-a-tete. Nope Muzak installed. Walk in the park with a twenty year old bit-coin billionaire, nope amateur brass band and an ice-cream truck playing hall of the mountain king. At least that is what I am seeing.

Alright, you win this round. Imma swap it with minor Vow: Make dad Proud!

I can make good hay with that justifying...doing literally anything rash or not well thought through.

So bit-coins are still a thing? =p

Just to verify, we can take that extra Major Hinderance, but that just gives us 2 background points, not the super karma 5 SPP, yeah?


Karma NE wrote:

I'm in a work-time crunch at the moment, but here are a few tidbits of what I plan. I've spec-ed out a second version of her powers and will update that with some comments posted above.

....

Karma NE

Did you see my earlier comments re: Super Sorcery?

In the current rules it no longer has levels.

Are you using the Adventure Edition Super Powers Companion?


Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0

Spent my poverty $500: Hoverboard (300), Smartphone (100), Commlink (100). Dave doesn't really know how to use the commlink but he found it in a pawn shop and thought every superhero should have one of these.


ZenFox42 wrote:

PWGM said : "Ranged Attack is not subject to Power Down so I am ignoring that bit. Let me know if that's in error."

Sorry, I didn't mean to imply that every power in the "activation" list was also subject to "power down". That's why I only mentioned Force Field.

Go ahead and review my PC now, I will replace the Marksman Edge with something else (I was having problems finding Edges I liked, so it might take me a while). I will do my gear as a separate post soon if that's ok.

Quick question : in my game Dr. Destruction gave everyone a comm link. If not everyone buys it, we won't be able to work well as a team. Should everyone be told to buy one, or will it be provided?

I don't want to have to do multiple reviews. Sorry but I basically have to take your character apart to do it right and this is not trivial. Let me know when the character is complete.

Minor gear like Phones/comlinks are fine being added after review but anything important needs to be on the sheet before final review.

Let me know when you are ready to go.


Dave Finsterman wrote:
Spent my poverty $500: Hoverboard (300), Smartphone (100), Commlink (100). Dave doesn't really know how to use the commlink but he found it in a pawn shop and thought every superhero should have one of these.

Dave Finsterman

Thanks for the heads up.
I would say you are clear for the gameplay page but I'havent created it yet and besides I get the first post there. :7)

Everyone
That is one player done and one nearly done. Have I missed anyone who is ready for final review?


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

Updated - though I'm not sure what your issue is with wall walker.


Doctor Toxic wrote:
Updated - though I'm not sure what your issue is with wall walker.

(from your sheet)

•Wall Walker (1)•: The hero can walk on horizontal surfaces at normal Pace. Upside down at half Pace.

It's old edition language. Change the word horizontal to vertical and you will see what they fixed in the new edition. This language is saying you can walk on the floor (which you can do anyway) but not on the walls, which is in the powers name. It's basically a typo.

It does not matter the only thing holding you up was the Sticky thing and that has been fixed.

Doctor Toxic Dissertation defense successful
Welcome to the game.


Kara "Imagine" Luthor wrote:
Poor Wandering GM wrote:


Hilarious yes. But also crippling for your line of work. Big charity gala, nope live string quartet. Fancy restaurant for a romantic tete-a-tete. Nope Muzak installed. Walk in the park with a twenty year old bit-coin billionaire, nope amateur brass band and an ice-cream truck playing hall of the mountain king. At least that is what I am seeing.

Alright, you win this round. Imma swap it with minor Vow: Make dad Proud!

I can make good hay with that justifying...doing literally anything rash or not well thought through.

So bit-coins are still a thing? =p

Just to verify, we can take that extra Major Hinderance, but that just gives us 2 background points, not the super karma 5 SPP, yeah?

Verified. Like the Campaign page says Super Karma is not active.

Crypto crashed well before the invasion. But somefolks ended up holding the money bags.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
Poor Wandering GM wrote:

It's old edition language. Change the word horizontal to vertical and you will see what they fixed in the new edition. This language is saying you can walk on the floor (which you can do anyway) but not on the walls, which is in the powers name. It's basically a typo.

That's the funny part - it's directly from SPC3. It's a new error, not an old one.


Bennies: 2 | Current Card: 7 hearts | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10)
Poor Wandering GM wrote:
Karma NE wrote:

I'm in a work-time crunch at the moment, but here are a few tidbits of what I plan. I've spec-ed out a second version of her powers and will update that with some comments posted above.

....

Karma NE

Did you see my earlier comments re: Super Sorcery?

In the current rules it no longer has levels.

Are you using the Adventure Edition Super Powers Companion?

Actually, no, so it's back to the drawing board. I may still keep the super sorcery, but it gives me 8 SPP to spend.

I redid the character stats in the profile, but that will change with character 3.0.


Swapped out Marksman for Combat Reflexes.

Still un-named PC:

Attributes (1 point each)
Agility 6
Smarts 6
Spirit 6
Strength 6
Vigor 6

Derived
Pace 6
Parry 5 (+5 with Super Parry, +4 with Invisibility)
Toughness 5 (+9 with Force Field)
RATN 4 (+5 with Super Dodge, +4 with Invisibility)

Skills Die Points
Athletics d4 0
Driving d4 1
Fighting d6 2
Focus d12+1 8
Healing d4 1
Com. Know. d4 0
Thievery d6 2
Notice Sm d4 0
Persuasion d4 0
Stealth d6 1

Hindrances
Heroic (major)
Can’t Swim (minor)
Secret Identity (minor)
Driven (kill all V’Sori, major)

Edges
Alertness : +2 Notice
Professional : Focus d12+1
Thief : +1 Thievery, +1 Athletics/Climbing; +1 Stealth/Urban
Combat Reflexes : +2 to recover from Shaken or Stunned

Superpowers (all telekinetically trapped)
Force Field(9), Requires Activation(-1) : reduce incoming damage 9 points; power down (8 SPP)
Flight(4) : pace 12 (4 SPP)
Ranged Attack(15), Heavy weapon(1), Lethal(-1); rolled action : 6d6 heavy damage (15 SPP)
Dodge(5) : -5 to be hit by Ranged attacks, Requires Activation(-1) (4 SPP)
Invisibility(8) : -4 to be Noticed and vs. attacks; no-roll action; power down (8 SPP)
Parry(5) : +5 Parry (5 SPP)
Mind Shield (1) : Mind Control and Mind Reading at -2 (1 SPP)

Gear
Comm Link $100
Lockpicks $200
Night goggles $500
Cash : $200

Ready for review.


Karma NE wrote:
Poor Wandering GM wrote:
Karma NE wrote:

I'm in a work-time crunch at the moment, but here are a few tidbits of what I plan. I've spec-ed out a second version of her powers and will update that with some comments posted above.

....

Karma NE

Did you see my earlier comments re: Super Sorcery?

In the current rules it no longer has levels.

Are you using the Adventure Edition Super Powers Companion?

Actually, no, so it's back to the drawing board. I may still keep the super sorcery, but it gives me 8 SPP to spend.

I redid the character stats in the profile, but that will change with character 3.0.

Let me know when you are ready for review.

...
If you are using Super Sorcery I STRONGLY recommend having access to the current Super Powers companion. Not having it will cripple your options and crash play pacing as I will need to rebuild every "Spell" you create with it. That is frustating, and a frustrated GM is the shortest path to a mandatory rebuild.

If you simply cannot get access then I really do recommend against Super Sorcery. If you want spell casting you can always take AB Magic from the core book. It means a tad more paperwork for you but it avoids frustrated GM syndrome.

Please let me know if you have access to the current Companion.


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Unnamed ZenFox review

Attributes, check

Skills, check

Hindrances, Needs review.
~Driven (kill all V’Sori, major).

~~Need some more data here.:

Would you take a V'sori prisoner?
Would you agree to release a V'sori prisoner if they promised to cooperate?
Would you honor that agreement and actually release them?
Could you tail a V'sori making a delivery to a secret base and then let that delivery V'sori go so as not to alert the base that it is no longer secret?
Assuming that such things exist could you work with a V'sori turncoat and have them survive the experience?

Does this Hindrance apply to K'tharen? To Human/Hybrid/Atlantean collaborators?
To Socorp (Star City Police) who enforce V'sori rule in the city?
To the employees of Atlantic General Hospital who work for the Mayor who works for the V'sori.
To Street gangs who are knowingly being armed by the V'sori. Unknowingly?
To gangs or organizations profiting off the invasion?
To ordinary people who are not resisting the V'sori invasion?

Secret Identity.
~Need a name and background for this identity.

Edges, Needs review
~Thief edge. You do not qualify

Powers, Check

Gear, Check

A good work in progress. Clear up the thief issue, get me the data I need on Driven and Secret Identity and come up with a name and I will be glad to take another look.


Everyone

If you could consolidate your background information on to your sheets it will make it easier to weave you into the setting and set some personal subplots in motion.

Even just copy-pasting your application questions in a spoiler would be fine but as always the more you give me the more I have to work with.


Doctor Toxic wrote:
Poor Wandering GM wrote:

It's old edition language. Change the word horizontal to vertical and you will see what they fixed in the new edition. This language is saying you can walk on the floor (which you can do anyway) but not on the walls, which is in the powers name. It's basically a typo.

That's the funny part - it's directly from SPC3. It's a new error, not an old one.

Bizzare my physical copy has different language.

In any case this game will be using the following:

"Wall Walkers can walk on vertical surfaces at their normal Pace (and may run), or inverted surfaces at half pace."

Since they do not specifically say you can't run inverted, and because a blob scooting across a ceiling is cute, I am ruling that you can run on inverted surfaces.


=-Status update-=

Dave Finsterman. Approved for play
Omega White. Application withdrawn/moved to alternate status.
Doctor Toxic. Approved for play
ZenFox42. In progress.
Imagine. In progress.
KingHotTrash. In progress.
Mr Sardonicous. In progress.
Karma NE. In progress.
Daniel Stewart. Just recruited.

Making good progress here. If anyone is ready for final review or has questions just let me know.

I think that is a crew. Eight folks is a large party but a couple have been pretty quiet and we've had one player step back without a blemish on their record.
Given the usual winnowing that seems to plague PBP's I think we are looking good.


Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0

Fyi, I believe I need the Driving skill for the hoverboard, so I tweaked a couple stats to fit that in. Lowered the AP on melee attack power to add a super skill point to Focus to free up 2 skill points for Driving d6.


Dave Finsterman wrote:
Fyi, I believe I need the Driving skill for the hoverboard, so I tweaked a couple stats to fit that in. Lowered the AP on melee attack power to add a super skill point to Focus to free up 2 skill points for Driving d6.

Need is a relative term. But no prob if you want to change it.

For normal operation you do not need Driving. Chases/Hair Raising escapes etc. will use the Driving skill.

Think of the Driving skill as stunt/combat driving and you will be closer to the truth.

Hope that helped.


Hi All...this is Daniel. Just starting to pull together the crunch here...


Bennies: 2 | Current Card: 7 hearts | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10)
Poor Wandering GM wrote:

Let me know when you are ready for review.

...
If you are using Super Sorcery I STRONGLY recommend having access to the current Super Powers companion. Not having it will cripple your options and crash play pacing as I will need to rebuild every "Spell" you create with it. That is frustating, and a frustrated GM is the shortest path to a mandatory rebuild.

If you simply cannot get access then I really do recommend against Super Sorcery. If you want spell casting you can always take AB Magic from the core book. It means a tad more paperwork for you but it avoids frustrated GM syndrome.

Please let me know if you have access to the current Companion.

I think I have the current Companion, but I was confused because I did not realize that it superseded rules in the NE Player's Guide.

If super sorcery requires a benny for each use, it's not going to be very useful and so I'm doing without it and using the points for other options.

I was also working from the wrong rules version for intangibility. The NE Player's guide says, "Intangibility makes the character unable to affect or be affected by physical and energy attacks or objects." Now I understand the newer edition says, "Energy Power Types affect intangible characters normally—take resistance for more resilience against those Power Types."

So I had been ignoring armor thinking I could go intangible when faced with most attacks and not be affected. Obviously, being immune to just one of many types of attacks means I need to add armor. So I'm working on that. Hope to have it soon.

One question: does Super Power based armor effects have to visible in some form, or could it be a kind of invisible force field? It's just a superficial detail, I realize, but I'd still like to know how to describe it and whether others will know it's there or not.


Karma NE wrote:

...

I think I have the current Companion, but I was confused because I did not realize that it superseded rules in the NE Player's Guide.

Ouch, this is my fault for not getting you that information. I apologize Karma NE. Not that is excuses my error but I put that info, and more, on the Campaign page. I keep forgetting that most GM's don't use that page so folks quite reasonably don't look at it. I will be using the Campaign page throughout the game. I'll post something in discussion when I add something time sensitive or important. But I might forget to alert you to the not immediately vital stuff. There is a good bit of character building related info on the campaign page. Might be worth a look. Sorry again.

Karma NE wrote:
If super sorcery requires a benny for each use, it's not going to be very useful and so I'm doing without it and using the points for other options.

Understandable reaction esp if you are coming from an earlier edition of the SPC. Super Sorcery changed from the "I an infinitely fluid" power that you build you character around to the "We are in trouble! Good thing I have this 15-point power custom built for this exact situation" supplemental power. The benny cost is not that big an issue in play. The everyone (on your side) gets a benny when a Joker is drawn keeps SS powered pretty well. But your mileage may vary.

Karma NE wrote:

I was also working from the wrong rules version for intangibility. The NE Player's guide says, "Intangibility makes the character unable to affect or be affected by physical and energy attacks or objects." Now I understand the newer edition says, "Energy Power Types affect intangible characters normally—take resistance for more resilience against those Power Types."

So I had been ignoring armor thinking I could go intangible when faced with most attacks and not be affected. Obviously, being immune to just one of many types of attacks means I need to add armor. So I'm working on that. Hope to have it soon.

One question: does Super Power based armor effects have to visible in some form, or could it be a kind of invisible force field? It's just a superficial detail, I realize, but I'd still like to know how to describe it and whether others will know it's there or not.

I have been thinking about this very question and I think I have sussed it out. The Armor power does not explicitly say that the armor is visible. But it does say that it can be bypassed by a called shot. This is solid evidence that the Armor is visible. But if folks want Armor that does not appear visible I am not going to fuss. Just be aware that the "invisible" armor is purely a cosmetic thing. It can still be bypassed by a called shot. So people who are shooting at you will know you have armor. How exactly? Don't know. We got people with laser eyes and an 8 limbed doctor whose spine should have given out decades ago. Rational explanations are optional at this point.

I hope that helped.


Ah-Rekhmire wrote:
Hi All...this is Daniel. Just starting to pull together the crunch here...

Welcome. Ah-Rekhmire

Please take a look at the Campaign page for hopefully useful information.

Dark Archive

Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|
Poor Wandering GM wrote:
If anyone is ready for final review or has questions just let me know.

"I'm ready. Do I get to keep all my clothes on, or..." Imagine gives you an innocent look that is anything but innocent.

Dark Archive

Poor Wandering GM wrote:

Would you take a V'sori prisoner?

Would you agree to release a V'sori prisoner if they promised to cooperate?
Would you honor that agreement and actually release them?
Could you tail a V'sori making a delivery to a secret base and then let that delivery V'sori go so as not to alert the base that it is no longer secret?
Assuming that such things exist could you work with a V'sori turncoat and have them survive the experience?

Um, can we just take a moment to acknowledge what a MASTER class in GMing PWO is putting on here?

We all know that 99% of GMs would look at some hinderance or drawback and go 'huh' and maybe it comes up, maybe it doesn't, and if the player plays off it then great, and if not well no big deal. I'm not calling anyone out, I've done this myself.

But this guy? This frickin' guy? He actually CARES about it. He cares so frickin' much that he writes half a chapter of questions to GET DOWN to the base roots of the character's motivation to make sure that we've done the work, that we've started to bond to the character in a way that's meaningful, that this isn't just some numberz sitting on a page, but something actually worth playing.

Therenger might get hot at me for this, but I'll say it: Is PWO as good as Tareth? I say yes. Maybe better, we'll see.


Imagine a spherical review....

Attributes. check.

Skills. Needs review
It looks like you have 2 points left. I am seeing:
Fighting 1pt.Persuasion 3pts. Intimidation 4pts. Focus 5points.
1+3+4+5=13/15 spent. Did I miss something?

Hindrances. Needs review
~Driven needs more info.
~Who is this "Mom" person.

Edges. check.

Powers. Needs review
~Need trappings for the non-device powers and the non-Lcorp devices. Luthor is considered a trapping.

~Comments on powers, no action needed.
~~It's called Additional Actions. Don't make me search the book.
~~How do Goggles help you speak?
~~Are all the devices Luthor provided?
~~Obvious device on Chameleon means the device must appear in every use of the power. It can look like something else that is about the same size and is hand held or strapped on, but it must be identifiable as a separate thing. I suppose you could get away with covering it with a John Waters sized wig but then you would be walking around balancing a tasteful handbag on your head under the hologram wig.

Gear. Needs review
~Long capes cost $100. 2nd paragraph on the Capes! box.
~Is your Cape +1 intimidation or persuasion? Same paragraph.

~Gear comment. No action needed.
~~You realize ALWAYS using it as a shield means one hand is ALWAYS unavailable? Free action to drop. But if you are surprised you don't have actions.

Nearly there. Triple check my math on the Skill points and clear the little bumps and you are good to go.


Imagine

You are blue, And a telepath.

Daddy Warbucks was known to consider bleeding edge, morality-free genetic manipulation a favorite hobby.

Are you a Hybrid? How do you know?

If you were you would scrape 3 points off telepathy assuming you are buying off the "Only for..." modifier, or 2 points off if you also remove the notice "bonus".

As a blue person in Star City folks will assume you are a hybrid if not a full blooded Atlantean.

Dark Archive

Poor Wandering GM wrote:
~Who is this "Mom" person.

"Oh my goodness, dearie, you're looking a little thin. Are you eating well? Let me get you something, I was just cooking up a little din-din."

Red comes back with a silver tray tray and sets before you an entire roasted chicken and an ice-cold Code Red Mountain Dew. She sits down in an over-stuffed chair.

"So you want to hear about me and Lennie? Oh he was a feisty one in his time. One day he brought home a voltmeter, a wind-up frog, and a rubber chicken. Oh my but that was an interesting evening. It all started while we were in the bedroom...."

Your super sense detects an incoming Old Person Rant. Danger imminent.


Atlas2112 wrote:
Poor Wandering GM wrote:

Would you take a V'sori prisoner?

Would you agree to release a V'sori prisoner if they promised to cooperate?
Would you honor that agreement and actually release them?
Could you tail a V'sori making a delivery to a secret base and then let that delivery V'sori go so as not to alert the base that it is no longer secret?
Assuming that such things exist could you work with a V'sori turncoat and have them survive the experience?

Um, can we just take a moment to acknowledge what a MASTER class in GMing PWO is putting on here?

We all know that 99% of GMs would look at some hinderance or drawback and go 'huh' and maybe it comes up, maybe it doesn't, and if the player plays off it then great, and if not well no big deal. I'm not calling anyone out, I've done this myself.

But this guy? This frickin' guy? He actually CARES about it. He cares so frickin' much that he writes half a chapter of questions to GET DOWN to the base roots of the character's motivation to make sure that we've done the work, that we've started to bond to the character in a way that's meaningful, that this isn't just some numberz sitting on a page, but something actually worth playing.

Therenger might get hot at me for this, but I'll say it: Is PWO as good as Tareth? I say yes. Maybe better, we'll see.

Hindrances are IMPORTANT in Savage worlds. Even more so in a supers game. They are your benny generators. It you see a spot where a Hindrance will complicate your life, shout out and you will likely get a benny when the complication hits.

The face of the GM when our party was climbing down a rope escaping a burning tower and I said, "You know I only have One Arm right?" That moment, it made the night. I got a broken leg and a benny that I used later to blast a killer off our boat and into the fast flowing river.

Hindrances are important.


Lounge is getting quiet. The band raises their unified voice as a round of drinks are delivered.

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