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Post by starkfist on Feb 17, 2012 1:14:26 GMT -5
I just realized that Stark Fist is lucky he doesnt work for JJ Jameson - wh in one of his temper tantrums would be bound to call poor Leonard Lipshitz "Shitlips" ...... I will admit, that in making this screwball character that thought may have played into his creation
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Post by shockwave on Feb 17, 2012 1:18:26 GMT -5
Are you going to have a comeback for Flashdance now? Just long enough to donate all his karma into the pool?
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Post by Dead Sidekick on Feb 17, 2012 1:30:16 GMT -5
Flashdance is earning Karma as an NPC To prevent abuse of a possible group pool, I may house rule that characters can only tap it in amounts up to their Psyche score (so there's nobody going crazy creating new power stunts with the stash) It's up to y'all how much you want to ante up the initial Karma pool, or even if you want to. Jes' remember, if anyone kills it wipes out the pool, AND the on-hand Karma of everyone in the pool... [Karma locked in Advancement pools is immune to losses from killing and such]
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Post by Dead Sidekick on Feb 17, 2012 1:38:11 GMT -5
Leadership! The second most questionable talent design wise (at least as I recall it!) As written, it's a 1 time 50 karma bonus in a pool. So you could pay 2000 karma to get 50 back! (I realize it was free here, so no downside in this case.) It isn't stated that the reward replenishes or anything. If you have one continuous karma pool, it never did anything again. The winner for oddest though was heir to fortune which did absolutely nothing. I let Leadership Talent give a +1CS bonus to Popularity FEATs too, it makes you more persuasive / intimidating Heir to Fortune lets you have a +1CS line of credit on Resource FEATs
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Post by Dead Sidekick on Feb 17, 2012 1:57:40 GMT -5
On topic...deciding whether to "reveal" a talent I've regretted not taking, or saving for power stunts. I'm thinking I'll concentrate on more power stunts for a bit. So many I want to try. Not sure what your current tally is, but this is what my notes have: Mastered (no power stunt feat required): Flight, Stunning Blast, Sonic Wall (Force field) Used once (yellow needed): Sweep Attack (area attack), Ultrasonic Communication, Sound Absorbtion, Material Resonance, Pinning Attack, White Noise Used Twice (Green needed): Targetted Amplification, Ultrasound Vision (Penetrating Vision), Sweeping Stun Blast (Area stun) This leaves my "to do list" of power stunts at 35 untried. That looks correct. I probably should go in and reformat all of the character sheets to reflect established power stunts and such, make sure everyone's up-to-date.
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Post by shockwave on Feb 17, 2012 11:58:15 GMT -5
The FD pool comment was just a joke. The karma is in great supply, which means there isn't much incentive to try and game the system. I'm reluctant to enter a pool with our known killers, which makes me feel bad that I'm the one who got the leadership talent.
On the bonus to leadership and heir, were those house rules or errata? My copy of the original book doesn't mention either benefit, but it makes them much more useful talents.
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Post by starkfist on Feb 17, 2012 15:40:08 GMT -5
Resurrect FD for Karma... the Marvel version of looting the dead PC's body while his player looks helplessly on
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Post by Vendetta on Feb 17, 2012 17:41:32 GMT -5
Vendetta [287] +500 roleplayed nightmare +500 escaping Nightmare's dream world +40 subduing Windchill after he froze Deadpool +20 rescuing patrons of Roaring Twenties club before building collapse +200 2nd Anniversary [August 30, 2011] of MSHG Online celebration bonus +760 Weekly 10 point Karma bonus September 6, 2010 - February 20, 2012 [76 weeks] +50 Role play bonus -750 Gunsmithing / Weapon Engineering Talent Advancement -10 Evading arrestVendetta's current on-hand Karma = 1607I'd like to spend whatever Karma is needed to finish learning the Gunsmith talent - other than that I'd like to try and advance my Resourses rank As for a Group Karma pool Vendetta is a bit like Batman I suppose - and so I doubt he would want to be part of "something bigger". So i dont think he would want to pay to a group pool.
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Post by Dead Sidekick on Feb 17, 2012 17:58:36 GMT -5
The FD pool comment was just a joke. The karma is in great supply, which means there isn't much incentive to try and game the system. I'm reluctant to enter a pool with our known killers, which makes me feel bad that I'm the one who got the leadership talent. You earn Karma for talkin' em out of killing too, just as they earn role-play karma for trying to kill House rules-ish, meaning I'd argue for it myself and have no argument against it
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Post by shockwave on Feb 17, 2012 23:29:52 GMT -5
The house rule made a lot of sense, and makes those talents much better than the TSR versions, which were pretty poorly thought out.
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Post by Vendetta on Feb 18, 2012 7:27:59 GMT -5
one thing I never understood is that "Heir to a Fortune" and I believe "Student" as well excluded you from taking any other talents.
It may make sense for Student, as it gives you a discount on purchasing talents later in the campaign, but why Heir to a Fortune?
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Post by Dead Sidekick on Feb 19, 2012 1:47:01 GMT -5
I'd like to spend whatever Karma is needed to finish learning the Gunsmith talent - other than that I'd like to try and advance my Resourses rank I closed that out with 750 points, you have that talent now on your character sheet. You have 1607 Karma on hand now. There's no way to role-play "not wanting to be in a Karma pool" really, other than being somewhat less visibly committed to the team. Shockwave as team leader will have to RP inspiring you I guess
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The Omen
Am(50) Member
"...I will endeavor to refrain. That is the best I can offer..."
Posts: 304
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Post by The Omen on Feb 19, 2012 2:19:04 GMT -5
Regarding Advancement - New Spells, are we going by the standard advanced rules for purchasing a new power (which, objectively speaking, would be fair all around for everyone, spell caster and non-spell caster alike) or the "special" magic rules? If it's the former, I'll stick to the 30/30/30/10% distribution (less what I've spent so far) for my karma award. If it's the later, I want to dump as much as it takes into buying Astral Projection (and just pray that whatever spell he finds doesn't come with "only functions while physically on the astral plane" or "allows user to astrally project indefinitely...by killing him" in the fine print lol).
Either way, I'm good...just let me know which.
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Post by Dead Sidekick on Feb 19, 2012 11:17:54 GMT -5
Regarding Advancement - New Spells, are we going by the standard advanced rules for purchasing a new power (which, objectively speaking, would be fair all around for everyone, spell caster and non-spell caster alike) or the "special" magic rules? If it's the former, I'll stick to the 30/30/30/10% distribution (less what I've spent so far) for my karma award. If it's the later, I want to dump as much as it takes into buying Astral Projection (and just pray that whatever spell he finds doesn't come with "only functions while physically on the astral plane" or "allows user to astrally project indefinitely...by killing him" in the fine print lol). Either way, I'm good...just let me know which. For simplicity's sake, I'd prefer to use the Advanced Judge's Book rules on acquiring new magical abilities: A mage advances in ability ranks and gains talents as do non-magical characters. A mage may gain new spells in two ways: through normal advancement, where costs are halved in Karma, and through location of new spells.New spells may be found in mystic texts, unearthed in ancient ruins, or taught by individuals of higher ability than the mage in question. The first time a spell is cast 500 Karma points are spent, regardless of the effects of that spell. After that, the mage has added that spell to his repertoire of usable spells. The spell itself is usually vague about the level of its Power. i.e., If your mage finds a book promising control over the waters of the world it may rank in Power from Feeble to Unearthly, or may have some unknown requirement or deadly curse. The written spell itself will not reveal this information. There may exist legends, tales, and support material (like instruction sheets) for the spell itself, but likely as not these material may be erroneous or fraudulent.
Contacts in other planes cost twice the normal Karma cost of Contacts to reflect the powerful nature of these Contacts. The hero must have existing contact with these planes in some form, whether by physically encountering them (a hazardous endeavor) or by invoking their names in spells and calling upon their dimensional energies (another dangerous endeavor if dealing with powerful, Hostile beings).
Note: Only some powerful extradimensional beings grant magical Powers. For example, Odin of Asgard was the ruler of a tribe of gods that controlled its mystic realm, similar to Dormammu. Yet as of this writing, it has been hundreds of years since any have called upon the All-father for spell-like abilities, and whether they would be granted those spells now is an unknown point.
Also keep in mind the other caveats: - the Omen still needs to acquire the Mystic Origin Talent to become a true spell caster (usually for Personal and Universal energy spells) - the Omen's Occult Lore Talent spell abilities to allow for ritual spellcasting from prepared texts (usually Dimensional energy spells) will certainly be more reliable (and less Extradimensionally angering) if he acquired some Extradimensional Contacts, with the saddling that he bargains with or serves these Extradimensionals, and not the other way around... That's why gaining magic spells through Karma Advancement seems "cheap" on paper - it ain't [We all know the unspoken rule of Horror and Fantasy genres - "Dabbling is Dangerous" - hehehe] The Omen DOES have some undiscovered unique abiliities pertaining to his Splinter Realm vis a vis his Reality Manipulation powers while there (given that under the optimal conditions, he will "become" Marduk Kurios, or rather Marduk Kurios will reassemble all of his self-aware, free-willed temporally and dimensionally displaced "fragments" into one being - the Omen being one of those "fragments...") If the Omen can figure out a way to "carry" a piece of his "Splinter Realm" with him (or figure out that he already is... wink wink, nudge nudge) his powers in the Earth Dimension will definitely increase (with the subsequent and attendant increase in rivals and nemeses that goes with the territory of having more than one would-be dimension conquering / defending entity in the same battlespace for the same Earth Dimension) [Netheranium objects are technically a "splinter" of a splinter realm] Ah... but I've only told you where the door to the candy store possibly is... it's still locked. Markus needs to either uncover his Mystic Origin Talent, develop Contacts with Extradimensional entities, Advance powers he has on hand already, or acquire magic books and texts to study (or any or all combinations of all of the above...) Markus' first encounter with Marduk Kurios promises to be a bitch. I don't mind saying that a part of Markus' "destiny" entails collecting the "fragments" - fellow pieces of "Satan" out there into one soul-collecting object, and the one with the most pieces at the "appointed time" (whenever that is, given all the time-hopping and dimension jumping) gets to BE the "Coming Darkness." Oh... there may be some Markus DeShayes / "Satan fragment" variants out there more successful than the one you're playing
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Post by Dead Sidekick on Feb 19, 2012 11:33:19 GMT -5
one thing I never understood is that "Heir to a Fortune" and I believe "Student" as well excluded you from taking any other talents. It may make sense for Student, as it gives you a discount on purchasing talents later in the campaign, but why Heir to a Fortune? Well, I think the rules for Heir to Fortune assume you're rolling up a character and using the rule of giving up Resource ranks to gain more power slots at character creations so you can still start with Remarkable Resources. Since we're not doing that, Heir to Fortune is simply going to have to be a Talent that protects your actual Resource rank from financial attacks / overspending by granting a +1CS to Resource FEATs. Coupled with Business / Finance, a character with both could be a high-roller (or at least getting more bang for the buck out of low Resource ranks) A Feeble Resources character that manages to gain both Business / Finance and Heir to Fortune Talents would jump up to Remarkable Resources, and be capable of Amazing Resource FEATs. Not to mention all the Popularity / publicity that comes with being a "rags-to-riches" overnight sensation.
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