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Post by bluecloud2k2 on Dec 17, 2016 21:23:02 GMT -5
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Post by bluecloud2k2 on Dec 8, 2016 6:37:56 GMT -5
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Post by bluecloud2k2 on Dec 6, 2016 11:41:41 GMT -5
Here's another:
I'm still tinkering with converting my Arena of the Planeswalkers units over to Save the Day. I'm building the Kor Hookmasters with the following Equipment:
Kor-Kusarigama (Rank 3 Gear) -Rank 1 Melee Weapon -Reach (8") -Entrap 1 Rank (Can be used to "trip" someone for one turn, 2 turn cool down)
Basically the Kusarigama is a Melee Weapon that can be used at ranged, and may be used to trip the target costing them their next action. I based the range on the short range for a rank 1 ranged weapon.
If the Hookmaster takes Favored Attack (Kusarigama), does the bonus apply to the Melee Attack, Ranged Attack, and Entrap? Or do these have to be taken separately).
Does the Mighty Talent apply to Damage when used as a Ranged Weapon since it is thrown?
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Post by bluecloud2k2 on Dec 4, 2016 15:20:35 GMT -5
Since I recall Gamma World had Badger-folk, I thought this was appropriate to express my feelings: That said, Gamma World using Save the Day/Darkfast Dungeons ruleset? I'd play that.
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Post by bluecloud2k2 on Nov 22, 2016 18:10:08 GMT -5
Flashbang Grenade, Concussion Grenade, Fragmentation Grenade (Rank 1, 2 and 3 gear respectively)
Are these single-use Gear or are they unlimited until you roll a fumble?
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Post by bluecloud2k2 on Oct 31, 2016 7:16:15 GMT -5
I actually liked 5th ed champions more than 4th... though if I were to find people who actually wanted to play, there are a few changes from 6e I would incorporate (getting rid of figured Characteristics and changing AVLD to AVAD and that's about it). The rest of the 6e changes were complete and utter poo IMO.
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Post by bluecloud2k2 on Oct 28, 2016 16:50:49 GMT -5
So just outta curiosity... any chance of these rules making into the Deep Magic source book?
Because 3rd edition Champions comes to mind where you needed something akin to a dozen books to have access to the rules for every single skill/power... and then 4th ed Champions came along and put all of the rules in one book (which I still have my copy of Champions #450! I can't believe it's been over 20 years!)
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Post by bluecloud2k2 on Oct 24, 2016 12:39:44 GMT -5
Me thinks, for Sanity... Players would have a second Health Pool called Mental Health (which is equal to Phsyical Health? Three times Ability? What?) SAN damage would be a mental blast, but when SAN damage is equal to your Mental health you are incapacitated (laying in the corner gibbering).. and when you reach negative Mental Health, you go fully insane and hostile...
Don't mind me... just pondering the merits of a CoC one-shot for Halloween... I've already reach negative Mental Health...
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Post by bluecloud2k2 on Sept 1, 2016 5:54:43 GMT -5
Sweet!
I'm currently putting together ideas for a theme-team.
Team: Menagerie Mystique Theme: Mythological Creatures Members: Chimera - Ability to Copy and Evolve powers Manticore - Powered Armor with Armor-Piercing Spike Launcher Basilisk and Medusa - Twins with Petrification power (Entrap in Stone) Minotaur - Super-Strength and Invulnerability Sphinx - Mental Powers
Just need to flesh out backgrounds and do the writeups.
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Post by bluecloud2k2 on Sept 1, 2016 5:49:34 GMT -5
Ah, I think there is some confusion. Two-turn cooldown means the power is unusable for the two turns following it's use.
In this case, Gideon uses it on turn 1, and must take other actions during turns 2 and 3.
Heiromantic Healing is only usable 33% of the time, so costs 1 rank for 3 ranks worth of power.
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Post by bluecloud2k2 on Aug 29, 2016 15:16:26 GMT -5
Right now I'm in the process of creating Writeups for Save the Day of my Arena of the Planeswalkers minis (I have the Original Release and Battle for Zendikar boxed sets). This is causing me to have to mix and match and tweak some of the powers.
I'm giving Gideon a healing power as follows:
Heiromantic Healing (1 Rank) - 1 Rank of Recovery (1 Rank) - Area of Effect: 2" Radius (+1 Rank) - User may select Targets within Area (+1 Rank) - Power has 2 Turn Cooldown (33% total Cost)
This power heals damage equal to the users Ability once every 3 turns.
Does this seem about right in terms of cost? Since I'm giving all of the Leaders (since I can't really call them PW's) an Ability of 5, it means any friendly units in the target area (excluding Gideon) gets back 5 points of health. I'm almost tempted to tweak the power a bit more, and have it set so it heals 5 points of damage divided up among any targtes in a 4" radius...
Feedback?
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Post by bluecloud2k2 on Aug 23, 2016 16:50:36 GMT -5
I liked the idea of the Usurpers, and would like to see more about the other members. I only remember a few being named.
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Post by bluecloud2k2 on Aug 22, 2016 21:55:55 GMT -5
Just got done reading through mine.
Very cool!
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Post by bluecloud2k2 on Aug 19, 2016 14:38:16 GMT -5
Sweet
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Post by bluecloud2k2 on Aug 16, 2016 21:54:07 GMT -5
Will there be advanced rules for making gear, or will that only be in the Super Gear rules book? Cuz I didn't pay the extra $20 to get that one.
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