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About FinarinPanjoro

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  1. I just ran my first supers game using your rule set. It was awesome! Thank you so much! I am having one difficulty though (and I had this with the Star Wars Move Power as well). Hitting someone with a large object (via Telekinesis, Strength, or Size Manipulation) is the most damaging attack available in the game. It trumps everything else at personal scale and has no drawbacks that I can see. I'm trying to come up with some modified rules that don't make hitting someone with a silo 3+ object an instant win. Here's what I'm considering: You must upgrade the difficulty of the attack once for each silhouette the object is greater than yours (it's unwieldy, likely to collapse under its own weight, easy to see coming, etc). If you are in an interior space you add one setback die for each silhouette the object is larger than the intended occupants (reduce by one if in an appropriately large room). You may elect to eliminate both of these penalties by having the attack inflict Blast on a successful hit doing damage equal to your Brawn plus the object's silhouette plus uncancelled successes. If the object is silhouette 4 or more blast effects all within short range. You may activate blast with this attack with a triumph or 3 advantage even on a failed check. Most objects are destroyed by this attack method. What do you all think?
  2. Nice job! Interesting premise, nice twists, and lots of directions the ending can go in. An excellent offering! Thank you!
  3. This is really useful for campaigns with custom talents that allow skills to be used with different attributes (or even official ones like Finesse). Bravo!
  4. I might use this in a future adventure arc in my ongoing campaign. I've been contemplating having the PCs discover a lost world of dinosaurs. It could be fun to have it be a lost Western world of dinosaurs. Thanks for putting this together. It's very cool!
  5. Do I remember correctly that nothing in the text of the Prepare Quality says that you have to spend the maneuvers in the same round as you fire? So with a sniper rifle the first shot could be aimed as the Prepare maneuvers could be done preemptively. Then both prepare maneuvers could be done during the off turn if it's got Slow Firing one which means you could use two maneuvers to aim again on the firing round.
  6. I like the idea of setting a Perception difficulty to spot the ambush based on range, circumstances, and skill combined. So maybe the ambusher(s) have their base dice set by range (an ambush at long range is PPP), upgraded by the leaders ranks in Stealth/Cool/Warfare etc, Setback applied for cover, darkness, elevation etc. Maybe players get boost dice based on the numbers of enemies (+B if more than the players, +BB if significantly more) or if they have no cover etc (I'd actually probably have boost and setback dice cancel out here to reduce the die pool involved). The nice thing about this is that it does simulate how much easier it is to spot a threat that is close to you or when there are multiple threats they could notice.
  7. For Stealth, I have allowed them to aid each other by sharing successes. I have also used this for something like Athletics if they're climbing a cliff as a group. I use this anytime they are in a situation where if one of them fails, all of them fail. They all make the check against the difficulty and then they can share successes. So as long as there is one success left for each player at the end, they pass the check. For example, using Stealth. If the sneak rolls 3 successes, the intellectual rolls 1 failure, and the average guy gets 1 success, the group succeeds at the Stealth check. This is because the sneak can give two successes to the Intellectual, cancel their failure, and leave them with 1 success (while retaining one success for himself). In some cases, if appropriate I allow them to use skilled assistance for these checks as well (so maybe the sneak shares his two skill ranks with the Intellectual to shore up their weakest link). This allows you to apply setback and boost dice normally to each person (and account for talents that remove setbacks for those who have them). They can also use advantage etc to boost each other on the checks and so on, but threat can also penalize their allies. I've used it for Athletics and Stealth for sure, I can envision using it for Coordination in some cases (they all have to walk a narrow ledge). In harsh environments I could see doing Survival to forage for food this way (if they don't succeed enough for everyone then they don't have enough to eat).
  8. Yes! I have done this one time. It was a chase between a pick up truck (the PCs: 1 driving, two in the bed, and an npc in the passenger seat), 3 cars (3 minion bad guys each) and 3 motorcycles (1 rival each). My setting was 1938- Think Indiana Jones. The PCs did remarkably little shooting at vehicles (all had armor 0). I ruled that any bullet hit could inflict a crit on a vehicle with triumph or enough advantage. But to inflict actual hull trauma it had to do 10 points of damage or they could spend a Triumph to have it inflict 1 point of Hull Trauma instead of the crit. But they all chose to shoot the bad guys instead of the vehicles so we never used this. With one exception, one of the cars closed to engaged range and one of the PCs wanted to shoot out its tire. So I had him use an aim maneuver adding two setbacks. He succeeded and I dropped the car out of the chase.
  9. <facepalm> Can't believe I didn't read that as they get rank 1 AND rank 2 in two skills. I was thinking they had to pick a rank 1 skill as a career skill then could take the next as rank 2. Didn't realize they could get 2 ranks in any two skills (plus all career picks). Now it makes sense. Thanks for the clarity HappyDaze.
  10. I just logged on specifically to ask this same question. I don't see how getting 2 rank 2 skills (a 20 point expenditure in career, 40 out including the +10 for rank 1 in two non-career skills) is worth the 35 xp difference between them and one less strain and one less wound point. I can only guess that they're expecting Underestimated to come up very frequently by having the clone choose a specialty that leans towards opposed checks (social, hacker, etc).
  11. Initiative is inherently a competitive check (the highest roller wins). I have allowed ambushers to use their Stealth skill to determine initiative versus the player's Vigilance. Part of the reason that I do this is that I often run into situations where the die pool totals don't well reflect the situation. For example, if their Perception is lower than their Vigilance there is no advantage to looking for and spotting an ambush in advance- which is counter to common sense. Same issue with Cool and Vigilance- my players hate to be surprised so they often take ranks in Vigilance, but then they want to use Vigilance all the time because they're at a disadvantage when they're aware that a dangerous situation may arise (using Cool). So my solution has been to allow a Perception check when they're actively looking for an ambush and then give them a choice. Anyone who succeeds on the Perception check may take a maneuver before Initiative is rolled and if anyone succeeds on the Perception check then the ambushers may not use Stealth for their initiative (which cancels out boost dice that apply to having a good ambush spot, cover, etc -they have to use Cool). The choice is they may use their Perception check in place of their Vigilance check for initiative. So if they rolled well they can keep it. If not they roll Vigilance as normal and have a shot at a better result.
  12. Ah! So soak is actually irrelevant to these wounds. So if they had a soak of 4 took 3 damage from the actual hit (no wounds inflicted as soak was not exceeded) with enough advantage to activate knockdown and inflicted 3 wounds (from a Skullduggery of 3) then the end result would be the target suffering 3 wounds (despite the remaining unused 1 point of soak). Excellent! Thanks!
  13. I love the idea behind this talent- it's dirty fighting (below the belt, biting, etc). My question is: Is the damage applied from this talent an addition to the hit that generated the knockdown/disorient or a separate source of damage? It's important because of the application of soak. If it's additive then the damage will exceed (or help exceed) the target's soak. If it's a separate source it will very rarely have any effect. I'm assuming that it's additive but I'm not sure. Another possibility is that the language of the talent "cause the target to suffer wounds equal to..." means that it bypasses soak. What do you all think?
  14. Here's how I'm going to try it in my next game (which is heavily Indiana Jones themed- so traps are a must). Many thanks to the Angry DM as this was inspired by his article on traps. They may actively search for traps with a Perception Check. Typically I will give a description that indicates searching for traps might be a good idea (even if it's just to say you have a feeling). If they succeed they may avoid the trap if they can go around it or attempt to disarm it either through a skill check (typically Skullduggery) or clever actions (putting a ladder across a pit to create a crude bridge, etc). If they trigger a trap, I describe some form of warning they get before it is triggered (examples below). They may then choose a Vigilance check to avoid it's effects (typically the same difficulty as the Perception check plus a Setback Die) or they may describe their reaction to the clues I have given. If they respond well they avoid the effects of the trap entirely, if they respond in a way that wouldn't matter they still make the Vigilance check, if they respond in a way that's really bad for the situation they upgrade the difficulty of the Vigilance check. Here's an important factor, try to familiarize the players with the traps before they trigger them. Either by showing them to them (already triggered by someone else), letting them make a knowledge check to have heard of them, or finding a less well hidden version of the same trap. Here's some examples I'm going to use in the coming adventure: Traps Per Diff Effect Skul Diff Catapult Snare dd Target lifted to short height and dropped (10/10) NA Impaling Swing Arm cd CCD attack, 8/2, delivers Hamstrung on Crit. cd Hail of Arrows ddd CCD attack, 7/3, Blast 6 cdb Catapult Snare: feel the rock wobble and pull under your foot, Jump upwards with both feet as soon as you feel the stone wobble to avoid the effect. Impaling Swing Arm: hear a woosh through the trees below your waist height, block with something strong vertically (rifle held vertically, a shield) at thigh level as soon as you hear the woosh. Hail of Arrows: feel a trip wire pull and hear a click to your side, dive prone to avoid the arrows. My players were already exposed to these traps in a previous adventure so hopefully they'll respond well.
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