Campaign Rules Discussion

System: Classic Marvel Super Heroes Campaign
GM: MorganWolf
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teknoblade
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Re: Campaign Rules Discussion

Postby teknoblade » Thu Jun 18, 2009 3:50 pm

You just need to think outside of the box and use references from other avengers or x-mens gear. Example, you can make a spray adhesive of up to Am material str or even as simple as a polymer tie-wrap like those used by law-enforcement today. Just make sure to beef it up for metahumans or put two on to slow them down.

ARE THESE TWO THE SAME THING?

Extraordinary Senses(TSR6871-MA0-Marvel_Super_Heroes_Advanced_Set-Judges_Book): The Black Panther has Incredible Sight, Hearing, and Smell.

Enhanced Senses (TSR6871-MA0-Marvel_Super_Heroes_Advanced_Set-Players_Book,71): One or more of the hero's five normal senses (hearing. sight, smell, touch, taste) is increased to the Power rank level. Use this rank instead of Intuition to discover clues, spot items and determine initiative (in the case of Hearing). These extra-ordinary senses are more vulnerable to attack and as such these attacks are at +1CS. Examples of such attacks include bright lights for sight, sonic attacks for hearing. traps activated by touch, or knock-out gases for smell.

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Re: Campaign Rules Discussion

Postby teknoblade » Mon Jun 22, 2009 1:21 pm

TK PUNCH=Single Roll option: Under certain circumstances a character may affect a number of adjacent foes. All targets must be adjacent to the character in question. Attack forms that may use this type of attack are Blunt Slugfest, Escaping, and Energy and Force Powers. A single roll is made to affect all the individuals in the area at a - 4CS. Those results are applied to all in that area.

Shockwave: A version of the Groundstrike used by those with Edged or Blunt Slugfest attacks. The attacker must have a Strength at least two ranks higher than the material he is standing on; he then strikes at the ground with fists, legs, etc.. setting up a shockwave that will travel up to 2 areas away in any direction. Those in the path of the Shockwave are attacked by as if by a Charge of the attacker's Strength. No damage is done by a Shockwave attack (though incidental damage may be inflicted by damaged buildings, bridges falling down, etc.) but targets may be stunned or slammed if these results are rolled.

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Re: Campaign Rules Discussion

Postby Peewee » Mon Jun 22, 2009 1:27 pm

teknoblade wrote:TK PUNCH=Single Roll option: Under certain circumstances a character may affect a number of adjacent foes. All targets must be adjacent to the character in question. Attack forms that may use this type of attack are Blunt Slugfest, Escaping, and Energy and Force Powers. A single roll is made to affect all the individuals in the area at a - 4CS. Those results are applied to all in that area.

Shockwave: A version of the Groundstrike used by those with Edged or Blunt Slugfest attacks. The attacker must have a Strength at least two ranks higher than the material he is standing on; he then strikes at the ground with fists, legs, etc.. setting up a shockwave that will travel up to 2 areas away in any direction. Those in the path of the Shockwave are attacked by as if by a Charge of the attacker's Strength. No damage is done by a Shockwave attack (though incidental damage may be inflicted by damaged buildings, bridges falling down, etc.) but targets may be stunned or slammed if these results are rolled.



Dude thank you!

I'm thinking I may need to start looking for a new weak avenger because Justice is going to start getting sick once I get his HP up... hell for the first time I didint drop at the first attack.. amazing what an extra 10 HP can do for you.
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Re: Campaign Rules Discussion

Postby teknoblade » Mon Jun 22, 2009 3:43 pm

You should ask Ralf if he would consider a specialized TK Martial Arts TALENT?

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Re: Campaign Rules Discussion

Postby Peewee » Mon Jun 22, 2009 3:46 pm

teknoblade wrote:You should ask Ralf if he would consider a specialized TK Martial Arts TALENT?


Keep in mind that I still use my fighting, which is only good.. in two more adventures it will become Incredable, but then I need to spend karma to get it any higher.

NOTE TO Ralph, The Godfather of DnD in Miami,: I spend 1k of the 1,019 karma I currenly have on adding 5 to my endurance... I have already added it to the tracker page.
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Re: Campaign Rules Discussion

Postby Peewee » Tue Jun 23, 2009 3:16 pm

I think we are all underestimating the vaule of contacts... after seeing the support that support mockingbird brings to a party.... I'm starting to rethink my position on paying for them.

There is something I noticed about the game system, you can easly "out power" the criminals with advancment.. special when dealing with a pre-gen character, but the costs of powers and power advancemnt fails to encorage anyone to spend points in anything else (except marshal arts)

maybe combat and non-combat talents should have diffrent costs (1k/1.5k for combat talents, 500/1k for non-combat talents)

Think about it, why would you ever take piloting or military talent when that same 1k karma can give you +1C to a power, or take you 1/2 the way to stat bost (which, if its the right talent is equal to getting a +1CS in more then one talent), or give you two contacts..

Just mulling over thoughts here...

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Re: Campaign Rules Discussion

Postby teknoblade » Wed Jun 24, 2009 7:26 pm

I dought Ralf would go for it, remember I ask him to at least give us a discount on Talents and Contacts the Hero will be getting in the updates and he said no.

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Re: Campaign Rules Discussion

Postby teknoblade » Tue Jul 07, 2009 5:15 pm

Changing Actions: After making an initiative roll, an action that sounded so good a moment ago sounds like not such a great idea afterwards. Example: Both you and an opponent dive for a gun kicked across the floor. You roll a 1 for initiative. It may be time to re-examine your options. Changing an action requires a yellow Agility FEAT, and any FEATs made after changing are at a penalty of one column shift to the left(-1CS).
The roll for changing actions takes place in the pre-action phase of the turn.

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Re: Campaign Rules Discussion

Postby ScrollMasterRob » Wed Jul 29, 2009 7:12 am

For Magik, would it be considered a power stunt to learn how to cast spells on Earth? The spells would not be nearly as powerful on Earth as they are in Limbo-unless I fully embrace my Darkchilde self.

Or, would I be required to purchase each spell that I already know how to cast in LImbo as a "new power" if I want to cast on Earth? I would be tapping into Universal and personal spells only-lets stay away from those other-dimensional entities...at least until I can get their attention.

I feel that I should be able to attune myself to the Earth dimension and "tap in" to the universal energies the way I can in Limbo. Same with my personal energy spells. Clea is much more powerful at home in the Dark Dimension than she is on Earth..it should work out the same for Ilyanna.
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Re: Campaign Rules Discussion

Postby teknoblade » Thu Jul 30, 2009 11:52 pm

That would be difficult to do seeing its your characters limitation and those are generally much more difficult to get over. If you treated Magix like Clea she would also be a much stronger hero and over mess up the plan. I would take some time a look though the comics because I remember her doing some cool stuff, just cna remember on what plane.

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Re: Campaign Rules Discussion

Postby ScrollMasterRob » Sat Aug 01, 2009 11:01 pm

Magik did learn a few spells while on Asgard (this would be after SW2). Loki erased all knowledge of these spells from her mind (I guess its easier for an evil mind to influence an evil soul). So it is possible for Magik to use spells on another plane. I have several long term goals for Yana.

1) Pick up the acrobatics and tumbling skills from the Schools "Dance Instructor"-no BS, there is a dance teacher at the school. Also, bring my agility up from GD to EX.
2) Learn swordsmanship from Nightcrawler-if I can conjure the damn thing, I might as well know ho to use it. Eventually pick up Weapon Specialist for the Soulsword.
3) Bring my reason up from GD to EX-we do live at a SCHOOL
4) Learn to cast spells on the Earth Dimension-this is going to be the BIG one.


By the way, I would be willing to run the events of "New Mutants Special #1" and "X-Men Annual #9"- I even wouldn't need Storm de-powered. It would be easier to stick with the X-Men part since I am the only player controlling a member of the New Mutants.
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Re: Campaign Rules Discussion

Postby teknoblade » Mon Aug 03, 2009 9:45 am

Rob, If you can create potals to the plane maybe you can get Ralf to lift you limitation by creating a rift; You create a portal or magic circle (force field) that exists on both plans granting you temporary access to you magical powers as long as it remains opens. Sounds like a great limitation... he an even tie a FEAT to it as you are under attack on both fronts.

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Re: Campaign Rules Discussion

Postby teknoblade » Wed Aug 05, 2009 11:39 pm

FYI Since it came up in an adventure again....

P12/Stealth: The hero can move in ways that cannot be detected, whether while moving or if subjected to later tracking. When the hero uses Stealth, his rank is subtracted from the efforts of those detecting him.

Example: Shadowfox has Excellent Stealth. He cannot be detected by Typical means (that is less than Shift 0). Unfortunately, it's Wolverine who's tracking him with Monstrous ability. Shadowfox's Stealth lowers olverine's chance of finding him to merely Good.

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Re: Campaign Rules Discussion

Postby ScrollMasterRob » Thu Aug 06, 2009 8:18 am

The original X-Men and most of the 2nd X-Men team should have "Resist Domination" as a talent. Prof. X wanted to make sure his soldiers could not be easily dominated by another telepath. Also, the classic black and yellow X-Men costumes all provide EX resistance to physical and energy attacks-especially if Forge is in play.
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Re: Campaign Rules Discussion

Postby teknoblade » Thu Aug 06, 2009 12:51 pm

We have already mentioned that to Ralf and we believe we "MAY" get it come the 1990s update. Seeing that a few x-men members were recruited early in earth 617, I think they should get access to the same. Also all the x-men should be rolling green endurance feats with nightcrawler as they train alongside him at the least once or twice a week.


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