|
Post by phantomdoodler on Aug 19, 2015 11:11:45 GMT -5
By shield he means like captain america, so it will be actively used. He also has uncanny defence, so he gets to use it even against surprise attacks. So really unless I use my ruling, there isn't really much point taking impenetrable.
|
|
|
Post by phantomdoodler on Aug 19, 2015 3:22:27 GMT -5
A player with 5d might has a 3d penetrating strike item for a total of 1hd. Does that mean he can make penetrating attacks of 6d? That sounds very cheap to me...
|
|
|
Post by phantomdoodler on Aug 19, 2015 3:02:50 GMT -5
One of my players wants to create a magic shield. They took the armour power with the active con, and then chose the impenetrable pro. Having read through the rules carefully, is this necessary? According to the wording for penetrating, such attacks would normally only ignore passive defences, so having armour active, this would seem to Imply that penetrating attacks would not affect active armour anyway. If this is the case, active is a powerful con. I am inclined to rule that penetrating attacks ignore the armour power, whether they are active or passive.
|
|
|
Post by phantomdoodler on Aug 12, 2015 3:39:25 GMT -5
I must admit it seems pretty quiet these days. Still, I am looking forward to finally running a game of PnP. The heroes will all be russian superhero mutants in the modern day, where they will discover the truth of Chernobyl and possible begin to doubt what side they should be on...
|
|
|
Post by phantomdoodler on Jun 19, 2015 19:18:59 GMT -5
Love the Champions world, but hate the Hero System? PnP may just be your salvation....I thought it would be good to have a rough conversion guide: Champions StatsUse the stat roll to determine the dice: 11- is equal to 2D, 13- is equivalent to 3D, 15- is equivalent to 4D,17- is 5D, 19- is 6D, 21- is 7D, 23- is 8D etc. For Might, use Strength/5, rounding up. Strength (Might) Dexterity (Athletics) Constitution (Toughness) Ego (Willpower) Presence (Charm or Command) Intelligence (Perception) Champions SkillsTranslating the skills should be relatively easy. As a rough guide, 11- is equal to 2D, 13- is equivalent to 3D, 15- is equivalent to 4D,17- is 5D, 19- is 6D, 21- is 7D etc Champions PowersThis should be relatively easy to convert; again, each 5 points in the power is roughly equivalent to dice in the trait. Pros and Cons can be chosen based on the powers advantages and disadvantages. For example, here are some iconic Champions Villains: Dr Destroyer (Archvillain) Edge: 12 Health: 24 Traits: Might 14D (Item:Armour), Athletics 4D, Toughness 6D, Perception 4D, Command 7D, Willpower 4D, Academics 5D (languages x2) , Vehicles 4D (Aircraft, Watercraft, Spacecraft), Science 5D, Technology 6D, Charm 7D, Streetwise 4D Super Traits: Armour 8 D (Impenetrable), Teleportation 9D, Flight 12D, Running 4D, Blast 15D (Variant- Blast 13D w/Area, 13D w/Penetrating, 13D w/ethereal), Blast 13Dw/burst Perks: Communicator, Contact (numerous), Headquarters (numerous), Photographic Memory, Fame, Circular Vision, Radio Hearing, Radar, Sonar, Thermal Vision, Ultra Hearing, Ultravision, Super Translation, Wealth (Great)
|
|
|
Post by phantomdoodler on Nov 5, 2014 5:09:06 GMT -5
In 1944 the axis of evil unleashed their greatest experiment yet, Das Tachyon-Strahl, a zeppelin mounted weapon capable of flinging chunks of reality forward in time. Unfortunately the superheroes of WW2 failed to prevent the first and only use of this weapon, completely removing Excelsior City from the face of the earth. Ironically Excelsior City was heralded as one of the most technologically advanced cities of the 20th century, a gleaming metropolis of art deco splendour and shining spires. When it arrived 60 years later, in the Excelsior memorial national park, the residents were soon to discover the fate of all of its citizens. Today, just 10 years after its reappearance, the world is still coming to terms with the City of Yesterday. Fortunately, the brilliant scientists and industrialists who shaped the original city have survived the journey through time intact and are now working to bring the city up to date with the modern world. Excelsior City remains a strange paradox of the old and the new. Tourists flock to see an authentic 1940s city and yet their presence is also undermining that image. The gleaming spires of the city are growing, this time fusing modern technology with the old, while WW2 heroes and villains, along with the citizens of the city, struggle to find their place within the world. It maybe slightly behind the times, but Excelsior City is fast catching up...
|
|
|
Post by phantomdoodler on Nov 1, 2014 7:59:53 GMT -5
I thought it would be useful to extend the tables, for truly epic level traits Trait | Lift | Speed | Darkness/Illusion | Nullification | Teleportation | 1D 2D 3D 4D 5D 6D 7D 8D 9D 10D 11D 12D 13D 14D 15D 16D 17D 18D 19D 20D 21D 22D 23D 24D 25D 26D 27D 28D 29D 30D | 100 pounds 250 pounds 500 pounds 1000 pounds 1 ton 2 tons 5 tons 10 tons 25 tons 50 tons 100 tons 250 tons 500 tons 1 kiloton 2 kilotons 5 kilotons 10 kilotons 25 kilotons 50 kilotons 100 kilotons 250 kilotons 500 kilotons 1 megaton 2 megatons 5 megatons 10 megatons 25 megatons 50 megatons 100 megatons 250 megatons
| - - 8 mph 15 mph 30 mph 60 mph 120 mph 250 mph 500 mph 1,000 mph (Speed of Sound) 2,500 mph 5,000 mph 10,000 mph 25,000 mph 50,000 mph 100,000 mph 250,000 mph 500,000 mph 1,000,000 mph 2,500,000 mph 5,000,000 mph 10,000,000 mph 25,000,00 mph 50,000,000 mph 100,000,000 mph 250,000,000 mph 500,000,000 mph 1000,000,000 mph (Speed of light) 2500,000,000 mph 5000,000,000 mph | - - large room - - football field - - Stadium - - city block - - one mile radius - - 10 mile radius - - 100 mile radius - - 1,000 mile radius (moon) - - 10,000 mile radius (planet) - - 100,000 mile radius (large planet)
| - - Contact - - small area - - large room - - football field - - Stadium - - city block - - one mile radius - - 10 mile radius - - 100 mile radius - - 1,000 mile radius
| - - 5 feet 50 feet 500 feet 1 mile 10 miles 100 miles 1,000 miles Planetary - Moon - - Solar System - - Nearest Star System - - Distant Star System - - Galaxy - - Beyond the Galaxy - - Universe |
|
|
|
Post by phantomdoodler on Oct 31, 2014 8:39:38 GMT -5
Ok, so I thought I would post up some Villains as they come to me. Doc Toxic_ Alias: Dr Felix Grubb Villain Group: None Motivation: Experimentation Traits: Energy Field 6D (Always On), Corrosion 8D* (Acid Projection) (Ranged, Trapping), Science 6D, Technology 4D, Toughness 5D ,Willpower 5D Perks: Immunity (Acid), Liquid Form (Always On), Regeneration (1/minute) Flaws: Broke, Frightening, Vulnerability (Water) Health: 12 Edge: 9 Dr Felix Grubb was a brilliant Biochemist, working on regenerative tissue for a large cosmetic company. He became obsessive with his research which had broadened to full body cellular regeneration but his company refused to grant him a human subject. After his obsessional behaviour escalated, Dr Grubb was fired. In a drunken rage, he attempted to destroy the laboratory but was hideously injured in a chemical explosion. As he laid dying, he managed to access his regenerative chemicals, pouring them on himself manically as the laboratory burned to the ground. Although the chemicals repaired his body, Felix was transformed into a monstrous creature, his skin continually seeping acrid greeThis is an idea for a new power for an acid-based villain I created. *CorrosionYou have a decaying, acidic or chemically burning touch that can harm organic and inorganic forms. Make a Trait roll to attack a target. For each Health point inflicted by this attack, set aside one die for that target. At the start of each further page, remove a die and inflict 1 automatic Health point. Once all of the dice have been removed, the corrosion effect wears off. If a target is struck by multiple Corrosive attacks, they still only take 1 health per page, but the duration is extended. The gm may allow certain situations where the Corrosive effect can be neutralised, such as applying water etc. Corrosion can also be used to damage inanimate objects. Make a Triat roll against the objects Hardiness. For every net success gained, set aside dice against that structure or object. At the start of each further page, remove a dice and reduce the objects Hardiness by 1. Once reduced to zero Hardiness, that object is completely destroyed. For example, Napalm makes his 7D Corrosion attack against Origami, the master of paper death. Napalm hits for 4 successes, so for the next 4 pages, or until he can somehow put out the chemical burning, Origami must lose an additional point of Health. Cons Emotion-Sensitive (-2D): The corrosive effect only targets who are experiencing a particular emotion, such as fear or love. It will have no effect upon inanimate objects. Material-Sensitive (-2D): The corrosive effect only works against one type of material, such as wood or metal. It will not effect living targets unless they are comprised of that materiel. Attachments:
|
|
|
Post by phantomdoodler on Oct 29, 2014 17:24:23 GMT -5
At the very least, we need the super villains and heroes from the core book statted out (and named!) For example: 1.Frost headed man (p80 2.Infinite Stretchy man (p122) 3.Bikini clad scarlet fire woman (p8) 4.Four eyed Dinosaur/Demon (p85) 5.Super Strong Eye patch Man (p112) 6.Flaming Skullhead man (p99) 7.Wall crawling, single red-eyed cyber ninja man (p93) 8.Evil Greek Warrior Man (P105) 9.Green Magic Grey and Red Man (P122) 10.Psychic Black Haired Woman (p14) 11.Secretary/Valkyrie Woman (p64) 12.Orange Pointed Ear Man (p91) 13.Cave Woman (p91) As well as the additional heroes (I assume) 14.Giant Tiger man (P18) 15.Female Samurai (p18) 16.Prowler 17.Paragon 18.Bikini animal woman (p96) Please
|
|
|
Post by phantomdoodler on Oct 28, 2014 14:49:51 GMT -5
Hi all.OK PNP has been out a while, and although I love the system, I don't have time to run it as I would have to create my own setting and villains. Will this ever happen officially? I feel it really needs its own Metropolis and Gotham, along with villains and heroes. Perhaps I may start to put together some ideas of my own but this may take some time...
|
|
|
Post by phantomdoodler on Feb 22, 2014 14:03:18 GMT -5
Awesome!
|
|
|
Post by phantomdoodler on Nov 9, 2013 13:54:51 GMT -5
So I guess my plan worked then (mwahahahahahaaaah!!!!) I think really all you need to do is to group powers into thematic groups, based on the archetype. So for example, a martial artist archetype may have Strike, Athletics, Stealth, Might, Toughness, Willpower, Perception, Streetwise,Thievery, Survival, Stun, Ambidextrous, Blind Fighting, Enhance Defence, Hibernation, Knockdown, Lightning Reflexes, Patron, Relentless, Trackless, Uncanny Defence, Unkillable, Vanish and Weakness Detection. This could be handled with a d66 table, with certain traits being more likely to be generated (like Strike, Athletics or Toughness). Or alternatively, maybe two rolls one to determine the type (Offensive, Defensive, Movement, Mundane etc ) and then another to determine the actual trait (which could be 1-6, 2-12, 3-18 etc) Then when creating your character a player could say mix up one or more archetypes (say a Mystic Martial Artist or a Telekinetic Powerhouse.For a totally random hero, you could also randomize the archetype tables.
|
|
|
Post by phantomdoodler on Oct 31, 2013 13:16:25 GMT -5
I think supers games depend even more on decent art. After all, its natural to compare any designs to DC or Marvel creations - the audience is used to seeing outstanding examples of these so often the result can look a little amateur in comparison, even for half decent artists. Fortunately PnP holds its own and I actually like the more stylised approach (not being a huge fan of super realistic stuff).
|
|
|
Post by phantomdoodler on Oct 31, 2013 3:56:46 GMT -5
As much as I love the relatively pain-free character generation of PnP, I do have a soft spot for random character generation, and supers rpgs have a history of such things. Could PnP have this option? I think maybe you could use the super archetypes and randomly determine from there, through a series of d6 rolls. I think you would have to assign how many hero dice you allocate, but the random system would just generate what you are going to be spending those HD on, ignoring conflicting perks or traits. For players without a strong idea of a superhero, I have found its a useful tool to at least get the ball rolling, even if you dont follow the results to the letter. Since the powers list is pretty comprehensive, I may look at the random tables from the classic Marvels Super Heroes game(which has a lot of powers) as inspiration, replacing d100 rolls with d6 or d66 tables.
|
|
|
Post by phantomdoodler on Oct 30, 2013 13:29:20 GMT -5
I really hope PnP does well. Its definitely my favourite supers system out of all of the ones I have owned. Ever since my first ever game of Golden Heroes nearly 30 years ago, I have tried a few supers games over the years and PnP seems to have the best parts of all of them. As an illustrator I am always attracted to good art and layout and for an independent publisher, I have to say you have raised the bar. When I have some I intend to start putting up some sample heroes. I also want to get a small campaign up and running with the local gaming group.
Justin
|
|