Runboard.com
Слава Україні!
Zenith Comics: http:/zenithcomics.com ... For the latest mayhem go to http://earth-alpha.blogspot.ca/ Musings and mayhem from Andrew Collas

runboard.com       Sign up (learn about it) | Sign in (lost password?)

Page:  1  2  3  4  5  6  7  8 

 
Dustland Profile
Live feed
Blog
Friends
Miscellaneous info

Registered user

Registered: 09-2012
Posts: 244
Karma: 3 (+3/-0)
Reply | Quote
Re: Revised Supers! - Powers (not including Boosts/Comps)


quote:

A couple of quick questions. If you have elemental form - Air, can you fly?


Of course. This would qualify as "the character may also merge with and move around in the natural element of the same type."

quote:

If you wanted to fly and use elemental form as a defence, you would need to purchase each power separately.


I don't see that as being a necessary rule, but if that works for you guys, then cool.

quote:

For Energy Control, I think it needs to be clarified that the energy types listed is not a complete list. For example, if someone wanted to create a greenlantern type of character, they could take energy control - force.


Putting the text "for example" preceeding the examples would work, though I've never known people to take that as an all inclusive list. I could see how they could if they're being a bunch of lawyers though.
9/11/2012, 9:43 pm Link to this post Email Dustland   PM Dustland Blog
 
Darkpaladin67 Profile
Live feed
Blog
Friends
Miscellaneous info

Registered user

Registered: 09-2012
Location: Southern New England
Posts: 202
Karma: 5 (+5/-0)
Reply | Quote
Re: Revised Supers! - Powers (not including Boosts/Comps)


A question on Regeneration

Does the use of Regeneration require an action? Is it considered always in affect and provides healing regardless of the other activities the character is taking? Or does the character have to actively rest and try to recover.
9/12/2012, 8:14 pm Link to this post Email Darkpaladin67   PM Darkpaladin67 Blog
 
Darkpaladin67 Profile
Live feed
Blog
Friends
Miscellaneous info

Registered user

Registered: 09-2012
Location: Southern New England
Posts: 202
Karma: 5 (+5/-0)
Reply | Quote
Re: Revised Supers! - Powers (not including Boosts/Comps)


Another question on summoning.

How often can this power be used? If you have 4D in summoning, can you summon 4D mooks every round? What is the maximum number of mooks you can summon?

Do summoned mooks get an action the same round they are summoned or do they wait until the next round to act?

Can this power be used as the other powers are used? For example, Scarecrow is being attacked by Tempest. In order to block Tempest's icy wind blast, Scarecrow summons a flock of crows to intercept the blast using his dice in the power as a defense.

Similarly, could Queen Bee use her summoning power to summon a swarm of bees that cause a 4D attack?
9/12/2012, 8:21 pm Link to this post Email Darkpaladin67   PM Darkpaladin67 Blog
 
Jive Professor Profile
Live feed
Blog
Friends
Miscellaneous info

Registered user

Registered: 09-2012
Posts: 30
Karma: 1 (+1/-0)
Reply | Quote
Re: Revised Supers! - Powers (not including Boosts/Comps)


The way I have been ruling it that once you use it to summon something you cannot use it to summon something else until it goes away or an appropriate amount of time is passed.

My rule of thumb would be Aquaman. In my mind he doesn't summon swarms of fish/whales/sharks/etc every panel, but rather he summons them and they fight and then he fights alongside them. If defeated he tries a new approach or summons other creatures.

As far as using it just like other persons, per the crow example, I think that is not only acceptable but a great use of the power. It is a creative use of the power that is within the letter of the law and the spirit of the rules, so I think it's awesome.

---
My watch stopped on clobberin time.
9/12/2012, 9:54 pm Link to this post Email Jive Professor   PM Jive Professor Blog
 
GWB83 Profile
Live feed
Blog
Friends
Miscellaneous info

Registered user

Registered: 09-2012
Posts: 114
Karma: 3 (+3/-0)
Reply | Quote
Re: Revised Supers! - Powers (not including Boosts/Comps)


Regarding Regeneration and Healing powers, I wondering if those couldn't be combined into the same power? Regeneration would be a boosted version of Healing to apply to oneself and to drop the Concentration Required complication. Something to think about.

Currently, it feels like the base cost for Healing is low for the benefit it provides.

  

---
Gary Brown
www.whimstorm.com
9/14/2012, 7:35 pm Link to this post Email GWB83   PM GWB83 Blog
 
TGIDragonfly Profile
Live feed
Blog
Friends
Miscellaneous info

Registered user

Registered: 09-2012
Posts: 140
Karma: 1 (+1/-0)
Reply | Quote
Re: Revised Supers! - Powers (not including Boosts/Comps)


Hey fellas!

Also on Regeneration: There was some discussion a while back (on the old forums) that Regeneration is one of the "broken" powers (i.e. WAY too powerful for its cost).

Now, I've never actually GMed for a character with Regeneration, and I've never run a villain with the power either, so I don't know from experience, but the critique seemed sound at the time.

My favorite solution was to roll the dice in regeneration each round. The player would get back +1D Resistance per six points rolled on the dice.

What do ya'll think?

Best,

Dragonfly
9/17/2012, 11:16 pm Link to this post Email TGIDragonfly   PM TGIDragonfly Blog
 
TGIDragonfly Profile
Live feed
Blog
Friends
Miscellaneous info

Registered user

Registered: 09-2012
Posts: 140
Karma: 1 (+1/-0)
Reply | Quote
Re: Revised Supers! - Powers (not including Boosts/Comps)


Hey folks:

Here are a couple of new powers that I came up with for my games/conversions:

ALTERNATE FORM
The character can assume more than one form. These forms can have entirely different Resistances, Aptitudes, Powers, and even personalities. Each form is first built as a separate character without Multi-Form as a power. The most expensive of the forms then assumes the cost of the Multi-Form. Every 1D in Multi-Form grants the character 5D with which to build alternate forms.

Example: Red Wolf is cursed with lycanthropy. His werewolf form costs 18D without Multi-Form, while his human form costs a total of 10D. Red Wolf’s werewolf form, therefore, assumes the cost of the Multi-Form (2D) for a total cost of 20D.

COMMUNICATION
A character with this power can communicate with inhuman beings, things, or even concepts. The number of dice in the power is used to determine how effective the communication is in terms of gathering information, negotiating, and other forms of interaction. This power may be purchased with a Complication that limits its use to one category of entity (i.e. Only Animals, Only Spirits, Only Cities, Only Machines, Only the Divine, Only Plants, etc.)

All the best,

Dragonfly
9/17/2012, 11:18 pm Link to this post Email TGIDragonfly   PM TGIDragonfly Blog
 
Darkpaladin67 Profile
Live feed
Blog
Friends
Miscellaneous info

Registered user

Registered: 09-2012
Location: Southern New England
Posts: 202
Karma: 5 (+5/-0)
Reply | Quote
Re: Revised Supers! - Powers (not including Boosts/Comps)


Regarding Regeneration. I rule that the character cannot be doing anything stressful when recovering. He cannot be attacking, etc. He must take a moment to catch his breath. It is a powerful ability.

I am not convinced on the need for alternate form. Instant change advantange covers most instances. If you want, you can limit powers with 'only in hero form'. How many times will the character be trapped in none superhero form.

I can see Communication being a power. Starfire from DC would have it. As well as Doctor Dolittle. However, since you are rarely using it as an attack or a defense, I don't see much need to put many dice in the power. Perhaps it should be an advantage instead.
9/18/2012, 12:50 am Link to this post Email Darkpaladin67   PM Darkpaladin67 Blog
 
TGIDragonfly Profile
Live feed
Blog
Friends
Miscellaneous info

Registered user

Registered: 09-2012
Posts: 140
Karma: 1 (+1/-0)
Reply | Quote
Re: Revised Supers! - Powers (not including Boosts/Comps)


Howdy DarkPaladin,

Thanks for your thoughts! Here are some additional things to consider:

quote:

quote:

Darkpaladin67 wrote:

Regarding Regeneration. I rule that the character cannot be doing anything stressful when recovering. He cannot be attacking, etc. He must take a moment to catch his breath. It is a powerful ability.



I'm not as X-Men smart as I am Avengers smart, but would such a ruling cover Wolverine? He seems to Regenerate while he fights. If I'm wrong about this, cool. If I'm right about this, then we just need to make certain that SUPERS! can cover this iconic character.

quote:

I am not convinced on the need for alternate form. Instant change advantange covers most instances. If you want, you can limit powers with 'only in hero form'. How many times will the character be trapped in none superhero form.



Yeah, I use "Only in Hero Form" all the time, but this allows you to model somethig a bit different - a character who has multiple forms, each of which is useful - each of which might even have a different personality. I saw the need for it when statting up Jaguar from The Champions. He has a "normal human" form that is not "normal" at all, as it possesses Martial Arts and quite a few Aptitudes. The Jaguar form is the character's combat form.

quote:

I can see Communication being a power. Starfire from DC would have it. As well as Doctor Dolittle. However, since you are rarely using it as an attack or a defense, I don't see much need to put many dice in the power. Perhaps it should be an advantage instead.




I debate this as well, and would be okay with it as an advantage. That being said, I can see it being used for Attack/Defense. Hawksmoor from the Authority, for instance, could use his Communication (Complication: Only Cities) to convince NYC to drop a Gargoyle on a villain's head, or to have a water pipe bust open and spray an opponents face, thus causing him to miss. Aquaman could convince a school of fish to swim around a foe to throw off their aim.

That being said, I'm cool with it as an Advantage.

All the best,

Dragonfly
9/18/2012, 1:05 am Link to this post Email TGIDragonfly   PM TGIDragonfly Blog
 
ruckusmanager Profile
Live feed
Blog
Friends
Miscellaneous info

Registered user

Registered: 09-2012
Posts: 156
Karma: 1 (+1/-0)
Reply | Quote
Re: Revised Supers! - Powers (not including Boosts/Comps)


I am actually fairly well versed in the old Wolvie, and I think the regeneration taking a non-stressful action covers him fairly well. There's countless times when we see him saying, "Just wait a minute for me to get better" at the end of all the combat.

However, I also think regeneration should be able to be used as a defense against some attacks. This would cover the Wolverine/Lady Deathstrike duel in X2 (where both of them seem to be healing on the fly, as it were) and the Wolverine/Dark Phoenix situation in X3 (where Wolverine is literally being vaporized but regenerating as he makes his way toward Jean Grey).

I think this would also make regeneration above 3d more valuable (since 3d of regeneration covers most incoming damage fairly well, but wouldn't be that spectacular of a defense--a regular bullet could temporarily take you out of the fight--see X2 again).

---
Dice Rolls:Invisible Castle
9/18/2012, 3:24 am Link to this post Email ruckusmanager   PM ruckusmanager Blog
 


Add a reply

Page:  1  2  3  4  5  6  7  8 





You are not logged in (login)