Jump to content

Sacremas

Members
  • Posts

    98
  • Joined

  • Last visited

Everything posted by Sacremas

  1. Well... to be honest about it there's nothing rules wise that you need in any book at all but Ultimate Power. That's the beauty of this system. The Battle Form is just a fading Alternate Form, the finishing moves power is a bit special and hard to construct, most of the feats likewise can be constructed out of existing feats or minor UP powers. I'm referincing Mecha & Manga because a lot of the martial arts powers specific work has already been done there. That said the main power that I'd use for this character is the Chi power which originated in Mastermind's Manual and was reprited in Ultimate Power, and that in turn is Boost and Healing arrayed off each other in an array good for stunting other things. Virtually everything Iron Fist has done, hypnotising, punching a helicarrier or oncoming locomotive to pieces etc can really be done with this power and stunting Strike in various forms off it. As for the more realistic ones, Lady Shiva has several strikes you'd need powers to replicate, she's got acrobatic skills and stealth skills that can be done with skills but work better with powers, etc. Richard Dragon is completley Badass Normal though, and Black Canary's kung fu skills when not enhanced by her canary cry are also badass normall, and of course Batman beats all of them. The closest that you'd get to real anime-style wire-fu except for Iron Fist is actually... Peter Parker, the Amazing Spider-Man, who learned "Spider-Fu" using his spider sense and agility. No energy blasts or chi control but all of the rest is covered. Then he promptly forgot it.
  2. Yeah Iron Fist and general Kung Fu characters (Richard Dragon, Shiva, Shang-Chi) have been a staple of superhero comics for 40 years. Even in anime and manga they are as close to what that genre has for actual superheroes. The Mecha & Manga book just takes some of those iconic powers - many of which were used for Iron Fist and other Immortal Weapons - and turns it into M&M powers. But again, if strict superheroes as opposed to heroes with powers are what's should be aimed for I can reconsider. THis character would likely take up a mask and secret identiy simply to keep his family and friends from being hurt by the gangs and rival martial artists that he's fighting, but later on this would be abandoned once he's of master rank himself and training students.
  3. Nice! Thanks a lot, that's actually really good. I'm going to think it over some on that. ***************************** One possible concept I'd like to play alternately would be a Master of Kung Fu (starting as a student, advancing), with Kung Fu being treated as 'wire-fu' meets Street Fighter. Use Mecha & Manga matial artist abilities, a Chi array to pull various stunts and special strikes from, and much later on energy blasts and a Alternate Form as per Battle Form from Mecha & Manga for a very temporary enhancemnet to superhuman levels, as well as Combo Finish. Wire-fu would include leaping, large acrobatics, some super movements. Now this character can be two things, he can be a PL 7/105 PP learner type character who still has a Sifu in the picture to train him, this would be an NPC, either an existing one or a new one. Or a PL 10/150 PP "intermediate master" type of character, graduated from his master's teachings and perhaps even looking for students to train on his own. This would be a more self-assured and serene type of character, as opposed to the just starting out PL 7 version. On PL 10 he would be actively seeking to protect perhaps an etnic or crime-ridden neighbourhood while seeking out students to instruct as he was instructed. If/As I earned ranks I'd take the 15 point minion/headquarters reward for that character and build a school headquarters, some marial artist minion students, etc, and later on graduating to a primary/star pupil sidekick. That's actually a very good use for such a reward, as it is things I otherwise would have taken anyway. This depends entirely on either a GM would be willing to play such a Master character for me to learn from (I could do it all on writeups on my own, but I'm not sure about that), and later on if they'd be willing to play the students of the "intermediate" master. Enemies of such a character would rather than pure supervillains (though Doctor Sin and his minions would be an excellent foil) be gangs preying on the neighbourhood, rogue martial artists, and other things inspired of Kung Fu/chinese myths as well as Hong Kong action movies. Overall it depends, I detected some misgivings about a Ultima character (or at least the ideas I had on her), which of these two concepts would best work for the world? I'm good with either of them really, and can do the other later as I get the concept done and get a better feel for the game style.
  4. Aha, you could just say that then and save me the write-up. Be specific man. No matter, was just an idea. Hm, I'm going to have to do some serious down-cutting to fit the character into 150 PP, as the base Archetypes writeup is 183 points. Let's see... the rules for being able to start with a PL 12 character is 60 PP earned / one year of stady posting? I can do that. I have other concepts that I can do instead meanwhile. I can't find it anywhere but the PL 7 / PL 10 starting range is that just a choice or does that have any impact on other characters? Guessing it's just a choice. Incidentally I'm a veteran PbP gamer and GM from Groovy Gamers and PbP House, I've done quite a bit more PbP than I have tabletop playing. I'd be interested in doing very very brief adventures later on, not sure where you'd apply for that. Nothing serious beyond adventures though as I have my own games elsewhere that I'm running/going to run. I'm going to do some thinking here and look into alternate concepts for a lower-powered character to start off with, unless someone has a very good idea on how to size down an Ultima 33 points without taking away iconic abilities.
  5. You can actually unless you are quoting a specific house rule, the Holding Back "drawback" from hero high lets you temporarily gain in PL and have essentially two character sheets. Writeup is as follows; Holding Back This mirrors Untapped Potential, but it’s pretty much the downside of that feat. Holding Back means you possess a lot more power than you’re letting on, but you won’t use it out of a legitimate fear. Can you shatter buildings with a thoughtless word? Can you tap into an endless pit of darkness to fuel yourself? Can you surrender to an indiscriminate battle-fury that turns you into a lethal tornado of death? You can tap into and wield abilities above and beyond the campaign’s power levels. In fact, the current power levels are holding you back from going full-bore. This is a dangerous ploy, however, and a slip could prove worse than the threat facing you now. With Holding Back, two conditions must be met before you can access this untapped reserve. Over half the team must be unconscious or dying for you to consider making this sacrifice, or many innocent lives should be at stake (possibly including your own), and you must make a frequency check for the drawback to overcome your own years of self-deprivation training. If both conditions are met, you have access to greater powers for that encounter (during teen hero creation, make two character sheets for the normal hero and the tricked-out, really dangerous hero; this prevents you from slowing the flow of combat). • Minor (DC 5): +2 power levels or +30 power points to distribute to various traits. • Moderate (DC 10): +4 power levels or +60 power points to distribute to various traits. • Major (DC 15): +6 power levels or +90 power points to distribute to various traits. The bad in all this is that once you unleash your full potential, there’s a price to pay. You suffer a complication chosen by the GM for unleashing your full power. See the following section for some possibilities. Sample Complications Note that in any of these instances, you can spend a hero point to prevent your powers or actions from killing anyone. • Berserk: You lose self-control and enter a feral state. Intelligence drops to 1 and until subdued, you’re enraged, like a use of the Rage feat (M&M p63), but with none of the benefits. This may even happen at the beginning of combat, with your principle target being the threat that started the combat. • Host: Your powers exist because you’re host to some terrible, evil entity. It might be extraterrestrial, extra-dimensional, or magical, but unleashing its power means it temporarily surfaces and assumes control of your body. It may be hell-bent on destruction, or perhaps it quietly goes about some secret agenda while your conscious is unconscious. You wake up, not knowing what it’s done or who it’s killed, but dreading the impending truth nonetheless. Regardless, regaining control of your body may happen automatically after a few hours, it may happen at dawn or dusk, or it may happen once your body needs rest and falls asleep. It’s up to you and the Gamemaster to decide. • Hunted: Somebody out there is looking for you, whether it’s the corporation that gave you powers, the mad scientist who built you, or your demon daddy looking to open a gateway through you. Either way, it’s bad news. By unleashing your powers at full bore, you may have given your hunters a way to locate you. They’ll find you and attack you to get you back. If you’re lucky, you have a couple of hours to prepare. If you’re unlucky, they’re already on your back. Gamemasters should create this nemesis in advance and keep them ready for use. • Inert: You reach great heights in your power, only to crash even harder. With this drawback, you shut down, lose cohesion, become a statue, or fall into a coma. Essentially, you are out of commission. You recover as per the Recovery Table (M&M, page 165) from a disabled state, and you cannot use your offensive powers until you are no longer Injured. • Monstrosity: Your power turns you into a monster for several hours. And no, it isn’t some cute and fuzzy G-Rated critter, but something exceedingly gross or horrifying, something that would raise an eyebrow on H.P. Lovecraft. It’s so bad, cops will shoot at you, and the armed forces will be called in to deal with you as a threat. Even the people who know and love you won’t be the same. For a week after you revert back, you suffer a –2, –4, or –6 penalty (depending on the power levels you normally gain) on all Charisma-related rolls when dealing with anyone who’s seen you as the beast. • Power Unleashed: Your power is explosive, and unleashing it is like a meltdown. If you fail to contain it, your most offensive power lashes out randomly at full force until you’re rendered unconscious. In my book (and all my games) this is a "permission only" type of drawback, and not one you get any points for your normal character from.
  6. Dammit, I never noticed before now that the archetype writeup has spent 183 points. That's going to be a problem.
  7. Okay sure, that works fine, I can do PL 10 by just varying the base Archetypes writeup by a few points, and save the stuff I was going to advance in for later and for power stunts (Cosmic Power being a good source for boosts and stunts). Shave a few points by getting one rank of attack specialization unarmed, leaving her blasting one PL behind, that's fine, spend that on some different skills, some all-out and power attack to show power above her level when she needs to. One thing though, any chance I can reduce the template's knowledge history a bit? It doesn't make sense to me, those levels of knowledge history are more for useful stuff, recent history (last 100 years), the Ultima has been holed on on their island for so long playing isolationists that history for them is stuff mostly related to Arcane Lore checks for other characters (ancient history, Atlantis, the Serpent People, that stuff). As such I either want to put in a Flaw on the skill if you'll allow that to make it ancient history only, or to simply reduce the ranks. Freed up points will be spent on other skill ranks. Interesting about the extra ultima around, might be fun. I wasn't entirely certain of the aging of Ultima. Angles that I would play up on would be some of the Superman stuff, not really belonging, not really finding a way to belong on Ultima Thule and just too different to belong even among other superheroes. Bit of the same stuff that led the Ultima to isolate themselves in the first place. They were many of the ancient gods after all (the concept comes from Kirby's Eternals, where they impersonated several gods and took their names from them... or rather in original Eternals they were the actual ancient gods who's names were corruptions of Eternal names, but that didn't work when Marvel put them in the main universe), with god-like powers, who ended up deciding to withdraw from the world. I see that you already have an abundance of PC mentalists so maybe I won't play up the telepathy angle of the Ultima so much, more going for Paragon and use telepathy for the classic paragon super senses by alternating ESP and the like from it. As said ideally I want to play this character establishing an identity and getting to know ordinary mortals, make connections, etc. I figure she'll approach the Freedom League or someone like that pretty early and ask them to set up the necessary paper work and help her get settled (hard to get a job and a bank account if you don't have a social security number) in trade for perhaps doing some work with the League or whatever they decide for superhero training and supervision. For secret identity i want to steal some classic Supergirl stuff, namely an unflattering wig and glasses perhaps. Would you allow the Holding Back "drawback" from Hero High? I don't want points for it obviously (no one should get points for something that makes you stronger), but it should basically be a sort of limit break, accessible only by GM permission (as the description states, only absolutely bleak and desperate situations where it's probably over if she doens't, and given that she's immortal from regeneration it can't be something that only threatens her). Think Super Saiyan transformation through cosmic overload, punctuated by a "World of Cardboard" speech; "But you can take it, can't you big guy? What we have here is an excellent situation for me to cut loose and see how powerful I really am..." Now if she has something like that there should however be something special in her background that sets her apart from other Ultima (especially since several are active as NPCs). My first thought is something related to Ultima Prime, that she was perhaps the daughter Ultima Prime from a difficult situation where he held a lot of the race's powers, a sort of destined child even among immortal gods, who was never going to be able to fit into anywhere else. The Ultima might have propehcies about her that go several vague directions, she's going to bring about the end of the world or she's going to save it, she's going to destroy the Ultima race or she's going to uplift and renew it, that sort of vague nondescreptive thing that doesn't tell me anything but gives a GM something to run with if they want, and would be a reason for the other Ultima to be vary of her, with her ending up as a sort of outsider not belonging to that society, and now seeking another society to belong to. Alternatley for the lineage, we know that the Centurion spent some time in Ultima Prime. Maybe he met someone there after his wife had died, but left (or were even glamoured to leave) after she became pregnant, without knowing that had happened. If so the obvious name for such a character would be Centuria, but that's a name with a lot to live up to, and not one she would take out of the box. Odds are she'd start with something a lot less presumptious and try to become reknown of her own before takign that name. Stat differences in that case would be to drop the Telepathy aspect entirely and get some enhanced senses, the Centurion were cosmically charged so she'd keep her other abilities but they would perhaps take a slightly different form. Perhaps charged by sunlight for example, to play more up on the Supergirl angle, but able to do a more general boost of abilities if fully charged ("sun-dipping"). I'm good with either one, prophecied child of (insert vague term here), or Centuria.
  8. I'm wanting to make an Ultima character to play, I've just recently fallen in love with the race again. Overall I want to take something very close to the Archetypes book and modify a few things. I'm going for mostly a Supergirl meets Invincible thing. She should be quite powerful but inexperienced, I'm thinking PL 10 to 12, preferably the higher end as that gives more to build with within the template. I'm going to want to explore a bit with the telepathy and make the powers fit Ultimate Powers a bit closer (the regeneration write-up for example), but overall keep the same. Trade-offs probably +2 damage and toughness/-2 attack and defense, so 38 or so strength then and maybe 4-5 super strength. I'd like to get some boost powers off Cosmic Energy Control to boost super strength and flight, and one rank of Space Travel to be able to attain lightspeeds in space. Medium (10-12) Int and Wis, medium to high Charisma, both beautiful and personable. SKills use a lot of the archetype skills, but swap Intimidate for Bluff and taunt, and get Eidetic Memory and Beginner's Luck to simulate a kind of akashic memory to tap into with telepathy. Story/Background I'm working on, but it should be something like a young Ultima who's left Ultima Thule to seek adventures like her race did in ancient days, in Ultima terms she's a teen but that stil makes her a couple of hundred years old to an immortal race, so she was familiar with but not friendly in any way with Kal-Zed/Superior, knew him as you'd know a neighbour in a close community, if that neighbour was the surly metal-head teenager no one liked and everyone expected to become a criminal. Ideally I'd like to deal with her establishing a civilian identity, maybe getting a small job (maybe construction), establishing relationships and firiends among both superheroes and normal people. Very much a stranger in a strange land kind of story, she's going to pretend she's Swedish and only know American society from movies, which isn't that far from the truth. Would this kind of a character concept work? Are there any Ultima characters in play now? What's the status of Superior, still locked up in the Zero Zone or out and about?
  9. I figured as much, that most - players in particular - would have something against that, and I wasn't aware when I posted that that several characters had already been posted, I thought we were still in the planning stages... Anyway I just wanted to say that I don't agree at all with the low/no base attack or defense thing that H4H brought up. The game is perfectly balanced the way it is; Attack Focus (Ranged) for example is just the regular attack bonus flawed to only work on ranged stuff... so throw something at him were he can't use his long ranged abilities if you want to punsh the character for that, although if it's a pure blaster type then I don't see a reason why he should have melee training unless it's in his background. If you want to restrict it then only allow regular attack bonus to apply to grapple checks, as that's something that's going to come back and haunt someone with a too low BAB a lot, even if they're pretty strong. Dodge Focus I don't see any problem with either, since if you're caught flatfooted - and someone who's familiar with your character will figure out how at some point - then you lose all of it. If you got some base defense then at least half of that will keep up no matter what, but otherwise if someone scores 10 on an attack roll, you're in trouble. The other rules stuff brought up do apply fully however, but on a case by case basis as mentioned. Some characters the Requires Check flaw works perfectly with (although introducing a critical failure rule is something to concider), while for others it's a cheap way to save points on.
  10. I figured as much, that most - players in particular - would have something against that, and I wasn't aware when I posted that that several characters had already been posted, I thought we were still in the planning stages... Anyway I just wanted to say that I don't agree at all with the low/no base attack or defense thing that H4H brought up. The game is perfectly balanced the way it is; Attack Focus (Ranged) for example is just the regular attack bonus flawed to only work on ranged stuff... so throw something at him were he can't use his long ranged abilities if you want to punsh the character for that, although if it's a pure blaster type then I don't see a reason why he should have melee training unless it's in his background. If you want to restrict it then only allow regular attack bonus to apply to grapple checks, as that's something that's going to come back and haunt someone with a too low BAB a lot, even if they're pretty strong. Dodge Focus I don't see any problem with either, since if you're caught flatfooted - and someone who's familiar with your character will figure out how at some point - then you lose all of it. If you got some base defense then at least half of that will keep up no matter what, but otherwise if someone scores 10 on an attack roll, you're in trouble. The other rules stuff brought up do apply fully however, but on a case by case basis as mentioned. Some characters the Requires Check flaw works perfectly with (although introducing a critical failure rule is something to concider), while for others it's a cheap way to save points on.
  11. I figured as much, that most - players in particular - would have something against that, and I wasn't aware when I posted that that several characters had already been posted, I thought we were still in the planning stages... Anyway I just wanted to say that I don't agree at all with the low/no base attack or defense thing that H4H brought up. The game is perfectly balanced the way it is; Attack Focus (Ranged) for example is just the regular attack bonus flawed to only work on ranged stuff... so throw something at him were he can't use his long ranged abilities if you want to punsh the character for that, although if it's a pure blaster type then I don't see a reason why he should have melee training unless it's in his background. If you want to restrict it then only allow regular attack bonus to apply to grapple checks, as that's something that's going to come back and haunt someone with a too low BAB a lot, even if they're pretty strong. Dodge Focus I don't see any problem with either, since if you're caught flatfooted - and someone who's familiar with your character will figure out how at some point - then you lose all of it. If you got some base defense then at least half of that will keep up no matter what, but otherwise if someone scores 10 on an attack roll, you're in trouble. The other rules stuff brought up do apply fully however, but on a case by case basis as mentioned. Some characters the Requires Check flaw works perfectly with (although introducing a critical failure rule is something to concider), while for others it's a cheap way to save points on.
  12. I figured as much, that most - players in particular - would have something against that, and I wasn't aware when I posted that that several characters had already been posted, I thought we were still in the planning stages... Anyway I just wanted to say that I don't agree at all with the low/no base attack or defense thing that H4H brought up. The game is perfectly balanced the way it is; Attack Focus (Ranged) for example is just the regular attack bonus flawed to only work on ranged stuff... so throw something at him were he can't use his long ranged abilities if you want to punsh the character for that, although if it's a pure blaster type then I don't see a reason why he should have melee training unless it's in his background. If you want to restrict it then only allow regular attack bonus to apply to grapple checks, as that's something that's going to come back and haunt someone with a too low BAB a lot, even if they're pretty strong. Dodge Focus I don't see any problem with either, since if you're caught flatfooted - and someone who's familiar with your character will figure out how at some point - then you lose all of it. If you got some base defense then at least half of that will keep up no matter what, but otherwise if someone scores 10 on an attack roll, you're in trouble. The other rules stuff brought up do apply fully however, but on a case by case basis as mentioned. Some characters the Requires Check flaw works perfectly with (although introducing a critical failure rule is something to concider), while for others it's a cheap way to save points on.
  13. I figured as much, that most - players in particular - would have something against that, and I wasn't aware when I posted that that several characters had already been posted, I thought we were still in the planning stages... Anyway I just wanted to say that I don't agree at all with the low/no base attack or defense thing that H4H brought up. The game is perfectly balanced the way it is; Attack Focus (Ranged) for example is just the regular attack bonus flawed to only work on ranged stuff... so throw something at him were he can't use his long ranged abilities if you want to punsh the character for that, although if it's a pure blaster type then I don't see a reason why he should have melee training unless it's in his background. If you want to restrict it then only allow regular attack bonus to apply to grapple checks, as that's something that's going to come back and haunt someone with a too low BAB a lot, even if they're pretty strong. Dodge Focus I don't see any problem with either, since if you're caught flatfooted - and someone who's familiar with your character will figure out how at some point - then you lose all of it. If you got some base defense then at least half of that will keep up no matter what, but otherwise if someone scores 10 on an attack roll, you're in trouble. The other rules stuff brought up do apply fully however, but on a case by case basis as mentioned. Some characters the Requires Check flaw works perfectly with (although introducing a critical failure rule is something to concider), while for others it's a cheap way to save points on.
  14. By the way, on characters; all original or should players be given an option to take over an existing Freedom City character? Because otherwise I think we need to kill off a few of them, or poor old FC is going to become awfully crowded with supers in the near future...
  15. By the way, on characters; all original or should players be given an option to take over an existing Freedom City character? Because otherwise I think we need to kill off a few of them, or poor old FC is going to become awfully crowded with supers in the near future...
  16. By the way, on characters; all original or should players be given an option to take over an existing Freedom City character? Because otherwise I think we need to kill off a few of them, or poor old FC is going to become awfully crowded with supers in the near future...
  17. By the way, on characters; all original or should players be given an option to take over an existing Freedom City character? Because otherwise I think we need to kill off a few of them, or poor old FC is going to become awfully crowded with supers in the near future...
  18. By the way, on characters; all original or should players be given an option to take over an existing Freedom City character? Because otherwise I think we need to kill off a few of them, or poor old FC is going to become awfully crowded with supers in the near future...
  19. I don't see why not. I think that should be left open, and let each individual player decide it for themselves. Generally I think the sentiment will be no, absoltely not, simply due to the fact that you really don't want to piss off another player, particularily one who's your arch nemesis and that you'd be likely to have a hecuva lot of fun with if you let them live. That's a very OOC way of thinking about it, but that's how it is in effect, and if you Another thing is a lesson from the Bible; Do onto others as you would have done onto yourself... or something you get the point; If you kill your opponent, you'd better expect the same in return, and when it comes to superhero vs supervillain win ratio, the balance is somewhat in the hero department. Not to mention that there's quite a good chance that heroes could adopt a cop mentality; you kill one of our own, we're coming to get you, and we're going to make an example out of you... So in general I'd say leave it open, and see how it works out. If it turns into a bad rehash of the Iron Age, then it's time for a Crisis, followed by a few rule adjustments... (PS: Dammit I hate the button set up, I keep hitting save instead of subit! Grumble... that said the site's looking dang fine EF.)
  20. I don't see why not. I think that should be left open, and let each individual player decide it for themselves. Generally I think the sentiment will be no, absoltely not, simply due to the fact that you really don't want to piss off another player, particularily one who's your arch nemesis and that you'd be likely to have a hecuva lot of fun with if you let them live. That's a very OOC way of thinking about it, but that's how it is in effect, and if you Another thing is a lesson from the Bible; Do onto others as you would have done onto yourself... or something you get the point; If you kill your opponent, you'd better expect the same in return, and when it comes to superhero vs supervillain win ratio, the balance is somewhat in the hero department. Not to mention that there's quite a good chance that heroes could adopt a cop mentality; you kill one of our own, we're coming to get you, and we're going to make an example out of you... So in general I'd say leave it open, and see how it works out. If it turns into a bad rehash of the Iron Age, then it's time for a Crisis, followed by a few rule adjustments... (PS: Dammit I hate the button set up, I keep hitting save instead of subit! Grumble... that said the site's looking dang fine EF.)
  21. I don't see why not. I think that should be left open, and let each individual player decide it for themselves. Generally I think the sentiment will be no, absoltely not, simply due to the fact that you really don't want to piss off another player, particularily one who's your arch nemesis and that you'd be likely to have a hecuva lot of fun with if you let them live. That's a very OOC way of thinking about it, but that's how it is in effect, and if you Another thing is a lesson from the Bible; Do onto others as you would have done onto yourself... or something you get the point; If you kill your opponent, you'd better expect the same in return, and when it comes to superhero vs supervillain win ratio, the balance is somewhat in the hero department. Not to mention that there's quite a good chance that heroes could adopt a cop mentality; you kill one of our own, we're coming to get you, and we're going to make an example out of you... So in general I'd say leave it open, and see how it works out. If it turns into a bad rehash of the Iron Age, then it's time for a Crisis, followed by a few rule adjustments... (PS: Dammit I hate the button set up, I keep hitting save instead of subit! Grumble... that said the site's looking dang fine EF.)
  22. I don't see why not. I think that should be left open, and let each individual player decide it for themselves. Generally I think the sentiment will be no, absoltely not, simply due to the fact that you really don't want to piss off another player, particularily one who's your arch nemesis and that you'd be likely to have a hecuva lot of fun with if you let them live. That's a very OOC way of thinking about it, but that's how it is in effect, and if you Another thing is a lesson from the Bible; Do onto others as you would have done onto yourself... or something you get the point; If you kill your opponent, you'd better expect the same in return, and when it comes to superhero vs supervillain win ratio, the balance is somewhat in the hero department. Not to mention that there's quite a good chance that heroes could adopt a cop mentality; you kill one of our own, we're coming to get you, and we're going to make an example out of you... So in general I'd say leave it open, and see how it works out. If it turns into a bad rehash of the Iron Age, then it's time for a Crisis, followed by a few rule adjustments... (PS: Dammit I hate the button set up, I keep hitting save instead of subit! Grumble... that said the site's looking dang fine EF.)
  23. I don't see why not. I think that should be left open, and let each individual player decide it for themselves. Generally I think the sentiment will be no, absoltely not, simply due to the fact that you really don't want to piss off another player, particularily one who's your arch nemesis and that you'd be likely to have a hecuva lot of fun with if you let them live. That's a very OOC way of thinking about it, but that's how it is in effect, and if you Another thing is a lesson from the Bible; Do onto others as you would have done onto yourself... or something you get the point; If you kill your opponent, you'd better expect the same in return, and when it comes to superhero vs supervillain win ratio, the balance is somewhat in the hero department. Not to mention that there's quite a good chance that heroes could adopt a cop mentality; you kill one of our own, we're coming to get you, and we're going to make an example out of you... So in general I'd say leave it open, and see how it works out. If it turns into a bad rehash of the Iron Age, then it's time for a Crisis, followed by a few rule adjustments... (PS: Dammit I hate the button set up, I keep hitting save instead of subit! Grumble... that said the site's looking dang fine EF.)
  24. Thanks. By the way I don't agree with the varying starting PL, but that may just be me since everyone seems okay with it. I got an alternative for you however; since M&M2e clearly seperates Power Points and Power Level we could play around with that a bit. Say the base PL everyone should start at is 8, that's a good reckoning for a inexperienced/new hero. If you want to play someone who's got vastly more power but little less actual training you can add +1 PL for a certain PP cost. But you can also reverse that, and drop your Power Level to gain points in return, for an experienced street-level character who who doesn't have nearly as high potential as the other but still needs way more points for all his [motif]gear, cars and planes, not to mention tons and tons of combat feats. I'm not sure how much points a power level is worth, but let's say 10 for now; One player wants to make Superman, so he makes a PL 12 character with (12 - 8 x 10) 40 points less than a PL 8 character (which doesn't necessarily have to be the standard 120 points). But another wants to play Batman, so he makes a PL 6 character with 20 points more than normal. Now in a straight up fight the PL 12 character is going to mop the floor with the PL 6 character simply due to the difference, but the PL 6 character is going to have tons and tons of more options, hence the apparent eternal question among superhero fans as to who would have won in a Superman vs Batman fight. Anyway, it's just an idea that I've been concidering. It strongly suggests that everyone should start at the same PL and thus be balanced towards each other since both options will hurt a character a lot (the PL loss more than the PP loss probably), but if you got a concept that needs more points or should be more powerful, then the option is there.
  25. Thanks. By the way I don't agree with the varying starting PL, but that may just be me since everyone seems okay with it. I got an alternative for you however; since M&M2e clearly seperates Power Points and Power Level we could play around with that a bit. Say the base PL everyone should start at is 8, that's a good reckoning for a inexperienced/new hero. If you want to play someone who's got vastly more power but little less actual training you can add +1 PL for a certain PP cost. But you can also reverse that, and drop your Power Level to gain points in return, for an experienced street-level character who who doesn't have nearly as high potential as the other but still needs way more points for all his [motif]gear, cars and planes, not to mention tons and tons of combat feats. I'm not sure how much points a power level is worth, but let's say 10 for now; One player wants to make Superman, so he makes a PL 12 character with (12 - 8 x 10) 40 points less than a PL 8 character (which doesn't necessarily have to be the standard 120 points). But another wants to play Batman, so he makes a PL 6 character with 20 points more than normal. Now in a straight up fight the PL 12 character is going to mop the floor with the PL 6 character simply due to the difference, but the PL 6 character is going to have tons and tons of more options, hence the apparent eternal question among superhero fans as to who would have won in a Superman vs Batman fight. Anyway, it's just an idea that I've been concidering. It strongly suggests that everyone should start at the same PL and thus be balanced towards each other since both options will hurt a character a lot (the PL loss more than the PP loss probably), but if you got a concept that needs more points or should be more powerful, then the option is there.
×
×
  • Create New...