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Post by David Okum on Jun 10, 2018 23:22:23 GMT -5
Batman: Animated Series Style
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Post by David Okum on Jun 10, 2018 23:16:51 GMT -5
Those are great, you should do some back art for them and turn them into proper minis 😀 Cheers! Yes I will make them into Minis at some point That's wonderful news!
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Post by David Okum on Jun 8, 2018 10:37:02 GMT -5
Doc ToxicAbility: 3 Health: 12 Origin: Weird Science Class: Gadgeteer Side: Villain Alter Ego: Dr Terrence Tokych Schtick: Acid-themed Scientist Comic Scale: Super Panel Powers:Super Gear 2 Techno Genius Issue Powers:Beserk Mastermind Jury Rig Talents (Included in combat mods) Craft 3, Gear, Scholar 3 (Biochemistry), Favoured Attack (Acid Blaster), Mechanic Dark Secrets:
Hunter: Finding his estranged wife Social 2: alchemically scarred Temper: angered by beautiful people HtH Mod: +0 RNG Mod: +2 Acid Blaster DEF Mod: +0 Armour: 2 DMG Mod: +0 Gear: Acid Blaster 3: 10/30,20, +3 Damage, Cone, Gestures (two handed), Continual Effect, Armour Piercing Lightly Armoured Costume 3 :+2 Armour, Immune 2 (Acid and Gases) Back Story:Dr Terrence Tokych was a brilliant biochemist, working on chemical treatment for the cosmetics industry. He became obsessive with his research pushing his experimental techniques, but after some failed experiments, his company refused to grant him a human subject. After his obsessional behaviour escalated, Dr Grubb was fired, his wife left him with a good looking cosmetic surgeon, and he went on a rampage. He kidnapped his wife's new partner, destroyed his old laboratory but was hideously scarred with chemical burns. Now mentally unhinged, Terrence formed the identity of Doc Toxic, and vowed to bring misery to the beautiful people of the world using acid-based gadgets. Is this your own art? It's great!
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Post by David Okum on Jun 7, 2018 12:55:46 GMT -5
Commander AlbionView AttachmentAbility: 4 Health: 12 Origin: Undead Class: Weapon Master Side: Hero Alter Ego: Jack Albion V Schtick: British Super Agent Half-Vampire Comic Scale: Epic Panel Powers:Immune (Aging) IntimidateSuper Gear Talented Issue Powers:Critical Hit Intel 2 ImmortalTalents (Included in combat mods) Awareness BrawlingConnections (British Government) CounterattackElusive 2Favourite Attack (Pistols) Marksman Multiple StrikesMighty 2Tactics 2 Toughness 2Dark Secrets:Arch Enemy 2 (Enemies of Britain) Construct: Must drink synthetic blood to heal Orders (British Government) Skeleton in the Closet (Secret Half-Vampire) Reliance (Must take synthetic blood or transforms into a Full Vampire) HtH Mod: +0 RNG Mod: +2 Pistols DEF Mod: +2 Armour: 4DMG Mod: HtH +2 Gear:
Ammunition (Rank 1) Lightly Armoured Costume (Rank 1, +2 Armour ) Heavy Pistol (Rank 3, Range 10/20/30, +2 Damage) Enhanced Communicator (Rank 2) People (Rank 2, Agent Level Scientist) Back Story:Jack Albion, British WW1 hero was attacked and bitten by a Vampire, the German vampire, Baron Rotblut. When he awakened from his coma, Jack discovered that he was now a half- Vampire. He continued to carry out missions for Britain during the Great War, not to lose morale, and his "condition" was hidden from the public. The Government even created a special synthetic blood to keep him alive. After the war Jack's unaging appearance began to cause problems, so he assumed the identity of his own "son", also called Jack, who followed in his Father's footsteps. Jack Albion II adopted the identity of "Commander Albion" in the second World War and become a popular hero. Since then there have 3 additional incarnations of Commander Albion, each seemingly adopted by another descendant of the original. So far his secret has remained undiscovered for over 100 years... This guy IS the definition of EPIC. Very cool.
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Post by David Okum on Jun 6, 2018 22:45:03 GMT -5
Is the Weapon Fu power overpowered? According to the rules on page 44, each Rank above 1 adds +3 to Ranged and Hand to Hand attacks. This is a twice a powerful as the Combat Mastery Talent as you need to choose Ranged or Hand To Hand attacks. Would it make sense to apply the same limit to Weapon Fu? So for each Rank above 1, you can chose to specialise in and to Hand or Ranged attacks. Or is the limit related to when using actual weapons (ie gear)? It's pretty rare to have more than 2 Ranks for a power, but it is possible if that's all they have. The first rank essentially allows characters to move and attack without penalty (which isn't really overpowered in game play, just gives an edge). The +3 is impressive but is limited by the number of ranks. The "point cost" balances out as if it was 3 Ranks of the Talent Combat Mastery. Yes, you have to declare if it is Ranged or HtH like Combat Mastery. I suppose it isn't AS CLEAR as it is written for Combat Mastery. I think some of these questions need to be dealt with on a Youtube video. On the plus side, it's nice to have people discussing this.
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Post by David Okum on Jun 5, 2018 19:48:46 GMT -5
Ok cool. Are those Stunt rules in the main rulebook? I seem to have missed those, unless there is a newer version of the rules. Are these rules for Acrobatics (Basic Rules p22) superseded by that rule? "The Character may increase the chance to perform a physical Ability Check, add to movement or add to an attack or defense roll based on the positive difference of an Ability Check (Diff 6). A result of a 6 would add no bonus, but a 7 would add +1 to the result and an 8 would add +2 to the result." Hmm... It seems I need to update the PDF to match the final print version. I'm away a few days and I'll update the file ASAP when I get home this week to make sure it is the most up to date file. The Acrobatics rule is toned down considerably from the early version. It matches the stunts rules I shared. Sorry for the confusion. In the midst of organizing the Print on Demand I seem to have neglected to update the final file. I'll fix that soon. D.
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Post by David Okum on Jun 4, 2018 22:20:33 GMT -5
To answer your question, I had two rolls in a page as you described.
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Post by David Okum on Jun 4, 2018 22:19:48 GMT -5
Hi all, having read the Ninja Clan Glitter rules concerning stunts, I noticed these were not included in the Basic or Advanced rules for Save The Day. The Stunt talent would seem to confirm these rules. Have they been officially dropped? If they are used, do they require a separate action to perform or do you just make two rolls in a page when performing a stunt? One to modify the outcome, and the action roll itself. I simplified it and balanced it out as it was a bit unbalancing in play and started becoming fairly clunky. This streamlined it. It can be modified by the Physical or Acrobatics Talent.
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Post by David Okum on May 12, 2018 22:48:58 GMT -5
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Post by David Okum on May 9, 2018 22:08:20 GMT -5
For those who may have missed it on other sites, etc., I lost my mom a few weeks ago. I've been trying to get back at the mini and writing thing, but it's not totally back yet. I am getting work done, just not as fast as I'd like. So that's that. Hopefully, I can get caught up this summer. Attachments:
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Post by David Okum on Apr 9, 2018 11:54:15 GMT -5
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Post by David Okum on Apr 3, 2018 14:40:34 GMT -5
All the videos so far.... I'm hoping to make some videos about paper minis and Okumarts Games tabletop games. This first instalment isn't perfect, but I'm hoping to improve as I go along! Okumarts Games Youtube Channel.Episode Two: Episode Three: Episode Four: Episode Five: Episode Six: Episode Seven: Episode Eight: Episode Nine: Bonus Episode: Bamf Podcast Episode Ten: Episode Eleven: Episode Twelve: Episode Thirteen: Episode Fourteen: Episode Fifteen:
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Post by David Okum on Mar 29, 2018 20:02:52 GMT -5
Episode Nine: Part Two of the Darkfast Dungeons Playtest... sadly the third part didn't save properly.
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Post by David Okum on Mar 29, 2018 20:02:07 GMT -5
Episode Eight: Shadowboxer has an adventure...
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Post by David Okum on Mar 29, 2018 20:01:01 GMT -5
Episode Seven: Save the Day Character Creation!
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