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Post by zenwolf on Jun 13, 2011 11:11:56 GMT -6
House Rules: Diasallowed Powers: Insubstanial 4, Time Control, Mind Control Instituting Tactical Movement Variant: Characters have three modes of movement under the tactical variant: normal(move action), accelerated(double move), and all-out(full round). These are the same for most characters (30 feet, 60 feet, and 120 feet). The difference is for movement powers. The power’s movement rank becomes its all-out movement. Its normal movement is 30 feet, plus 5 feet per rank, and its accelerated movement is twice that, 60 feet plus 10 feet per rank. So a character with Flight 6 has a normal tactical movement of 60 feet ((6 x 5) + 30), accelerated movement of 120 feet, and allout movement of 500 MPH. Flying characters default manueverability is (good) this can be raised by Power Feats and lowered by Power Flaws. The maneuverabilities are: perfect, good, average, poor, and clumsy. Villain Points:1 point will be given for minor infractions (though we won't worry about these since we are not running a purely Silver Age campaign.) 2 points will be given for moderate infraction,s ( for example : using lethal damage on an enemy[though exceptions in dire circumstances will be made], ) 10 points will be given for a major infraction(For example: killing or torturing innocent's and generally being EVIL! TM) when you reach 10 villain points you lose your character and must create a new one. You will be warned when your actions will earn you a villain point. I don't expect anyone will actually ever get one of these but I thought it best to have it on record. Leveling Up PL10 | 150 PP | PL11 | 165 PP | PL12 | 185 PP | PL13 | 210 PP |
[/tr][/table] In order to level up one has to reach the power point total and then complete a "side quest" (similar to weapon of legacy stuff in D and D). The player must come up with the quest and the reasoning behind it on their own. The GM will use this information to create a sideplot at the next available oppurtunity. Players may choose not to come up with anything and this is ok. Players who do not, however, will not increase in PL but may spend earned Power Points normally. Co-opting Rigil's Rule of Cool as well.
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Post by Rigil Kent on Jun 16, 2011 16:56:06 GMT -6
In order to level up one has to reach the power point total and then complete a "side quest" (similar to weapon of legacy stuff in D and D). The player must come up with the quest and the reasoning behind it on their own. The GM will use this information to create a sideplot at the next available oppurtunity. I'm trying to figure this out: you said similar to the WoL stuff, but those invariably are solo tasks - e.g., go here and kill that critter by yourself, or survive in this location with just a loincloth and this weapon - but by necessity, wouldn't this sidequest need to involve the other players? For example, say Legionary reaches that point, and I throw you "Warlord, my recurring villain, manages to capture Lady Liberty (while she's in her non-powered form) and Medea, but has enlisted the Crime League to help him so Legionary needs the rest of the Initiative to help him spring his biological timelost mother (LL) and his pseudo love interest-rival (Medea)." Or would it be a "see above, but ditch the Crime League and Legionary needs to go it alone"? Inquiring minds want to know...
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Post by zenwolf on Jun 16, 2011 17:23:04 GMT -6
I'm trying to figure this out: you said similar to the WoL stuff, but those invariably are solo tasks - e.g., go here and kill that critter by yourself, or survive in this location with just a loincloth and this weapon - but by necessity, wouldn't this sidequest need to involve the other players? For example, say Legionary reaches that point, and I throw you "Warlord, my recurring villain, manages to capture Lady Liberty (while she's in her non-powered form) and Medea, but has enlisted the Crime League to help him so Legionary needs the rest of the Initiative to help him spring his biological timelost mother (LL) and his pseudo love interest-rival (Medea)." Or would it be a "see above, but ditch the Crime League and Legionary needs to go it alone"? Inquiring minds want to know... Kind of a work in progress and something I am certainly willing to take feedback on. But my intent is to make them solo quests and for them to include some explanation for the jump in power. PL11 will be a "minor" quest PL12 will be a "moderate" quest PL13 will be a "major" quest For a mage archetype a "minor" quest might mean seeking out a great master that helps them unlock secrets of the order. I as the GM will take that "goal" and develop challenges to achieving that goal. This is basically my attempt to emulate that heroes don't usually have a permanent surge in power for no reason. If someone comes up with or finds a better way of doing this I have no problem looking into it.
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Post by Gigermann on Jun 16, 2011 18:28:02 GMT -6
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Post by zenwolf on Jun 16, 2011 18:46:08 GMT -6
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Post by Gigermann on Jul 18, 2011 10:48:28 GMT -6
But my intent is to make them solo quests and for them to include some explanation for the jump in power. I get the reasoning behind the idea, but how is this going to work, mechanically? Is the one going up going to do a solo mission while everyone else twiddles their thumbs and watches? (I presume this is not what we want. Note that we would have the same issue with the WoL mechanic.)
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Post by Rigil Kent on Jul 18, 2011 13:35:21 GMT -6
Yeah, this is where I get confused. With me, its easy - hell, I've already written the prose for the PL Upgrade - but not everyone in the group is capable of, willing to, or interested in writing something out, so I'm a little confused how we want to approach this.
Further direction is probably needed.
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Post by WxMAN on Jul 18, 2011 14:22:58 GMT -6
I know SS has an easy explanation for increasing in power - it is the nanomachines better acclimating to human physiology to better 'optimize' its systems
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Post by zenwolf on Jul 18, 2011 15:44:25 GMT -6
Just make sure you have an explanation and we can call it good. I am sure most of you noticed I cut the solo spotlight stuff early last week, most plotlines were not resolved or were rushed through. It was very evident there was a lot of thumb twiddling going on, which is my fault. With the group as large as it is, my usual method of GMing just isn't going to work. So I am downplaying the solo quest and spotlight stuff and I am in the process of phasing it out entirely.
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Post by Gigermann on Jul 18, 2011 15:54:42 GMT -6
Just make sure you have an explanation and we can call it good. I am sure most of you noticed I cut the solo spotlight stuff early last week, most plotlines were not resolved or were rushed through. It was very evident there was a lot of thumb twiddling going on, which is my fault. With the group as large as it is, my usual method of GMing just isn't going to work. So I am downplaying the solo quest and spotlight stuff and I am in the process of phasing it out entirely. Not so fast, there, Trigger I've seen what you're trying to do, and I think it can work, if you apply a little organization to it. Here's what I recommend: - Put the separate groups in an "initiative order" of some kind (the separate groups could be all individuals, or some division of the total)
- Break down the individual "stories" into bite-sized chunks (FREX, w/ Justiciar's last deal, broken into (1) Travel into jungle, (2) Encounter w/ Apes, (3) Garden, (4) King, (5) King's Mission…maybe (6) Deneoument w/ King)
- Play out the chunks in initiative order
Make sure that each chunk ends in a mini-cliffhanger (like a "commercial break"). Ultimately, it's no different than running combat—everybody's doing their own thing on their turn, and the rules decide how much they can do at once (the "chunk")—except that the separate parties can't assist each other directly. Another thing: Look into the D&D 4e "Skill Challenges" mechanic—that would've worked really well for the race scene, and is nice and crunchy, but easy to work with.
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Post by zenwolf on Jul 19, 2011 16:05:25 GMT -6
] Good feedback. Since I am about to run a module there will be less of a focus on the individual stuff, though this conversation is important for the next time. [quotw]]Put the separate groups in an "initiative order" of some kind (the separate groups could be all individuals, or some division of the total) I have been hit and miss on this. There were a few times when I did the initiative thing and a few more times where I just bounced around the table. I will need to work on this. As far as i know we don't have rules yet for how much you can do in a non combat "turn". Suggestions? Also another thing I am running into is that for some people it really just isn't working. For whatever reason (not an interesting enough background, general malaise/not "present" at the game, or me just not "connecting" with what they are looking for, or I am just handing them boring stories) some just don't seem interested in the "side-plots" so they end up spending more time just sitting around than everybody else and generally just being bored. So this is where I am coming from in regard to downplaying the plots. I want everyone to have fun and maybe I misread the table lat Friday, but it seemed like there were issues with that in spots. I'm not freaking out or anything just trying to find a way to get things to work. Still a fairly new at the GM thing, so hopefully I can learn from all this. ;D My search fu must be malfunctioning because I am having a hard time finding the mechanics of this. Directions? Brief overview?
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Post by Gigermann on Jul 19, 2011 17:49:22 GMT -6
@josh: You're making a mistake by assuming this is (all?) your fault. The ones that thumb-twiddle or get deer-in-the-headlight eyes do the same thing regardless of who's running, or what. (Not to mention, this is exactly what that whole "intervention" was about.) Maybe this is unique to this group, or parts of this group, but there is a "reactive mindset" that needs to be overcome. It seems that if you, as GM, can't make a move without a proactive decision/input from the Player-in-question, you've "failed." You have to be prepared to either leave someone behind or drag them along—if they complain, it's their own fault. (I continue to have the same problem, too.) It doesn't feel right, but it's become a necessity—I know it's frustrating. As to the "timing" issue—in those cases, it's a sort of "logical stopping point" thing. I'm thinking of it like a TV show, and commercial breaks. Maybe you have to manufacture those break-points—I think doing so will actually help provide a little structure to a rather loose-fitting situation anyway. As to the Skill Challenge issue: basic description. The SW Saga book Galaxy of Intrigue(?) has the same system, so you should be able to look there.
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Post by Rigil Kent on Jul 19, 2011 18:34:57 GMT -6
Yeah. Once again, we're coming right back to the problems we were having before, which is why I strongly suggest we implement a NO CELL PHONES AT THE GAMING TABLE rule. Seriously, I get that some of you need them within easy reach in case of family emergency, but texting during the game? Come on. If its not a freaking emergency, put your phone down! Ditto that with the use of laptops to play games in the middle of the game - right here, I'm looking squarely at two culprits who know who they are - trust me, as a GM nothing feels more insulting (whether you want it to or not) when you realize a player is checked out of the game and is screwing around on Facebook or playing Starcraft or texting someone. It makes a GM wonder "why am I even bothering putting any work into this if half of the group isn't paying attention. Sure, we've gotten a tiny bit better about it, and last week was an aberration since we had a munchkin present, but again, I fear we're already starting to fall back into bad habits.
JMHO.
Me, I'm going to be flicking that switch on the laptop come Friday so it can't access the internet - all I plan to have open are PDFs and HeroLabs.
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Post by Rigil Kent on Jul 20, 2011 12:14:26 GMT -6
I know SS has an easy explanation for increasing in power - it is the nanomachines better acclimating to human physiology to better 'optimize' its systems While true (and amusing - we have two characters in the team with nanites in their bodies), that's not a very sexy way of explaining a power increase. Quite often in comics, a hero will run into a foe that he or she can't beat, fall back and retool, and then, in the rematch, kick ass. Think of Iron Man 2 - he clearly upgraded after Fury pointed him in the right direction. Think of The Dark Knight - the GDBM upgraded his suit to make it lighter and faster. In SS's case, you could go the Green Lantern route - wife possessed by some force - or have Qat'el's hated foes come to Earth & kick your ass so you have to retool. With Justiciar, it could revolve around him discovering that the voodoo thing that gave him his powers requires some sort of crazy Quest or Trial or something. With Catalyst, she could be a ground zero of an explosion or something intended to kill her or in an attempt to replicate her abilities. And so on. Just saying "my nanites upgraded me" is boring -WHY did they upgrade you? There needs to be a really cool reason...
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Post by WxMAN on Jul 20, 2011 12:35:57 GMT -6
Just saying "my nanites upgraded me" is boring -WHY did they upgrade you? There needs to be a really cool reason... I'm sorry you don't find it "cool" or "exciting"... but it makes perfectly logical sense that an alien race that designed nanomachines that needed the ability to interface and interact with other sentient races would need to be pretty flexible and would need some time to fully integrate and optimize their connection with the 'host'.. as such the host would slowly gain power as the nanomachines better adapted to the alien body they now inhabit... to me that is a cool concept as to how they would work, be designed, interface, etc etc... I personally think if I need to come up with something you think is "cool" or "exciting" reason every time my character gains a power point or two (which is extremely minor additional power) things are going to get awful hokey quickly...
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Post by Rigil Kent on Jul 20, 2011 12:45:31 GMT -6
No, I think you misunderstand and/or I wasn't as clear as I wanted to be. I'm talking about Power Level, not Power Points. They're two different things - the nanites adapting the body makes perfect sense for the PP, but the PL is something else entirely. Think of the PPs as experience points (that can be spent for new powers & abilities), whereas PL is character level. You need 165 PP to advance to PL 11 - in his first post above, zenwolf stated that characters would have a "mini-quest" to advance PL. That's what I was talking about, not PP.
Does that make sense or am I just babbling? If the latter, I blame the stench of the tar that's being applied to a nearby roof. Ugh...
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Post by WxMAN on Jul 20, 2011 13:07:33 GMT -6
Does that make sense or am I just babbling? If the latter, I blame the stench of the tar that's being applied to a nearby roof. Ugh... I misunderstood.. yeah, i was talking only the PP increase... for the PL increase I will have to consider that much more... though i will be no where close to 'leveling up' for quite a bit
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Post by Rigil Kent on Jul 20, 2011 14:40:14 GMT -6
Ah, but its always good to have a plan.
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Post by thedefiantbudah on Jul 21, 2011 20:08:39 GMT -6
Yeah. Once again, we're coming right back to the problems we were having before, which is why I strongly suggest we implement a NO CELL PHONES AT THE GAMING TABLE rule. Seriously, I get that some of you need them within easy reach in case of family emergency, but texting during the game? Come on. If its not a freaking emergency, put your phone down! Ditto that with the use of laptops to play games in the middle of the game - right here, I'm looking squarely at two culprits who know who they are - trust me, as a GM nothing feels more insulting (whether you want it to or not) when you realize a player is checked out of the game and is screwing around on Facebook or playing Starcraft or texting someone. It makes a GM wonder "why am I even bothering putting any work into this if half of the group isn't paying attention. Sure, we've gotten a tiny bit better about it, and last week was an aberration since we had a munchkin present, but again, I fear we're already starting to fall back into bad habits. JMHO. Me, I'm going to be flicking that switch on the laptop come Friday so it can't access the internet - all I plan to have open are PDFs and HeroLabs. ok...so i'm going to start leaving the laptop at home as i have the pdf's on my phone ... the only question i had was, did we do any updates to the powers that were permanent...i know we had talked about it but i can't remember...if we did can someone post the character sheet so i can print it...or print it tomorrow night???
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Post by LabRat on Jul 21, 2011 22:06:30 GMT -6
All updated characters should be posted under the "The Initiative" thread. The links are in the first post. I don't remember what you spent you points on but if your stats changed in any way then the sheet should reflect that. (That is if you went through Rigil and he took it upon himself to update your character since he has HeroLabs).
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Post by Rigil Kent on Jul 21, 2011 22:26:10 GMT -6
Yeah. As far as I can tell, they're all up to date. If not, let me know and I'll get new ones up.
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