-
Posts
12,749 -
Joined
-
Last visited
Content Type
Profiles
Forums
Freedom City Guidebook
Freedom City PBP: A How-To Guide
Gallery
Events
Everything posted by Thevshi
-
“I can imagine.†Megan replied to Duncan’s comment about getting away from groupies. There were more than a few Velocity fanboys she knew about, thankfully none of them were able to even remotely keep up with her, so getting away did not prove too difficult a task. Megan’s thoughts were pulled back to the moment as Duncan mentioned not having heard her name. “Sorry.†She said with a smile. “Megan Howell.â€Â
-
Well, wasn't sure as NPCs and other things might be happening.
-
Well, wasn't sure as NPCs and other things might be happening.
-
Herid, where are we in the inititive order?
-
Herid, where are we in the inititive order?
-
There were a lot of interesting things about V&V. Now your making me want to find my old books and try it out again :)
-
There were a lot of interesting things about V&V. Now your making me want to find my old books and try it out again :)
-
I believe it is Raindance's action again. :)
-
I believe it is Raindance's action again. :)
-
I recently downloaded a pdf of Twilight 2000 when it was being offered for free on a website.
-
I recently downloaded a pdf of Twilight 2000 when it was being offered for free on a website.
-
Jeez, expect me to remember something from twenty years ago Shadowboxer? V&V’s system had a lot of similarities to 1st Edition D&D (or Basic D&D even), so I guess in a way it was a precursor to M&M, hehe. (I don’t know if they licensed the system similarities from TSR or just copied them and didn’t get sued). For character creation, you rolled 3d6 to generate stats. There was Strength, Endurance, Agility, Intelligence and Charisma. (if you were lucky, the GM would let you assign the rolls) Like D&D (or M&M), these gave you various bonuses for things. Str, End, Agil and Int all gave you a “hit mod†that was part of the calculation for your hit points (End giving larger adjustment than an equal str, agil or int value. Int giving the lowest adjustment). These hit mods were fractional, so you might have a 1.2 from strength, and a 1.5 from End, etc. All four were multiplied together to give you your hit mod, which was then multiplied by your “basic hits†(which was based on your weight- which I think you rolled randomly for, lol) to give you your hits (basically hit points). (Yes, there was a bit of math in character creation, lol). This had the effect of making characters that had very high weight (from growth or density or something) have tons of hits, so long as they had decent stats. Agility gave you bonuses to hit and to damage, and Strength and Intelligence also gave some bonuses to these, I think Str might have been to hit and Int might have been to damage, but can’t remember off the top of my head. There were levels in the game, like D&D levels, and this mainly just affected what you needed to hit the opponent, lower level characters having a harder time hitting higher, and higher having an easier time with lower. (I seem to recall there were groupings, like 1st to 3rd level characters had no adjustments in fighting each other or something like that). Your to hit number was further adjusted based on the power you might be using (be it a power blast or just straight hand to hand) and any “defenses†the target might have (such as a flame using hero targeting an ice using villain). Damages were based on the attack (or your carrying capacity for HTH attacks). This varied from 1d8, 1d10, 1d12, and the like. One of the heaviest hitting powers was power blast, which did 1d20 in damage. (so a very agile hero with power blast could do like 1d20+5 in damage with bonuses). Really strong characters were the ones that could dish out the most damage though, with damages reaching things like 4d10 and higher. Needless to say, “balance†was not really part of the game. Lol. But, that said, the combat in the game could be really exciting, and very much capture the feel of super battles in comic books. As long as the heroes and villains were relatively close in power and levels, the fights could really be interesting. I remember one fight where some villains had teamed up to try to take out the group of heroes, so they had a slight numbers advantage. The fight was pretty brutal, and only with a last minute change of sides by one of the villains did the heroes manage to prevail (with most of the heroes unconscious by the end of the fight as it was).
-
Jeez, expect me to remember something from twenty years ago Shadowboxer? V&V’s system had a lot of similarities to 1st Edition D&D (or Basic D&D even), so I guess in a way it was a precursor to M&M, hehe. (I don’t know if they licensed the system similarities from TSR or just copied them and didn’t get sued). For character creation, you rolled 3d6 to generate stats. There was Strength, Endurance, Agility, Intelligence and Charisma. (if you were lucky, the GM would let you assign the rolls) Like D&D (or M&M), these gave you various bonuses for things. Str, End, Agil and Int all gave you a “hit mod†that was part of the calculation for your hit points (End giving larger adjustment than an equal str, agil or int value. Int giving the lowest adjustment). These hit mods were fractional, so you might have a 1.2 from strength, and a 1.5 from End, etc. All four were multiplied together to give you your hit mod, which was then multiplied by your “basic hits†(which was based on your weight- which I think you rolled randomly for, lol) to give you your hits (basically hit points). (Yes, there was a bit of math in character creation, lol). This had the effect of making characters that had very high weight (from growth or density or something) have tons of hits, so long as they had decent stats. Agility gave you bonuses to hit and to damage, and Strength and Intelligence also gave some bonuses to these, I think Str might have been to hit and Int might have been to damage, but can’t remember off the top of my head. There were levels in the game, like D&D levels, and this mainly just affected what you needed to hit the opponent, lower level characters having a harder time hitting higher, and higher having an easier time with lower. (I seem to recall there were groupings, like 1st to 3rd level characters had no adjustments in fighting each other or something like that). Your to hit number was further adjusted based on the power you might be using (be it a power blast or just straight hand to hand) and any “defenses†the target might have (such as a flame using hero targeting an ice using villain). Damages were based on the attack (or your carrying capacity for HTH attacks). This varied from 1d8, 1d10, 1d12, and the like. One of the heaviest hitting powers was power blast, which did 1d20 in damage. (so a very agile hero with power blast could do like 1d20+5 in damage with bonuses). Really strong characters were the ones that could dish out the most damage though, with damages reaching things like 4d10 and higher. Needless to say, “balance†was not really part of the game. Lol. But, that said, the combat in the game could be really exciting, and very much capture the feel of super battles in comic books. As long as the heroes and villains were relatively close in power and levels, the fights could really be interesting. I remember one fight where some villains had teamed up to try to take out the group of heroes, so they had a slight numbers advantage. The fight was pretty brutal, and only with a last minute change of sides by one of the villains did the heroes manage to prevail (with most of the heroes unconscious by the end of the fight as it was).
-
Megan Howell was sitting in the auditorium the orientation was to take place in, having arrived awhile ago. The very attractive blonde teen was dressed in tight designer jeans with a light cashmere sweater that fit rather tightly. Why exactly am I here? She thought to herself as she looked in the mirror of her compact, checking her makeup. It’s not like I would come here unless I had no other choice. As she looked in the mirror, Megan noted a cute guy wearing an Aston High football letterman jacket checking her out. Well, at least there might be some interesting distractions today. She thought with a smile as she closed the compact and put it back into her bag.
-
Megan Howell was sitting in the auditorium the orientation was to take place in, having arrived awhile ago. The very attractive blonde teen was dressed in tight designer jeans with a light cashmere sweater that fit rather tightly. Why exactly am I here? She thought to herself as she looked in the mirror of her compact, checking her makeup. It’s not like I would come here unless I had no other choice. As she looked in the mirror, Megan noted a cute guy wearing an Aston High football letterman jacket checking her out. Well, at least there might be some interesting distractions today. She thought with a smile as she closed the compact and put it back into her bag.
-
I'll be trying to get my post up tonight.
-
I'll be trying to get my post up tonight.
-
And back to the horrible rolls Velocity notices nothing, a 9.
-
And back to the horrible rolls Velocity notices nothing, a 9.
-
Velocity did not like the looks of this lab or operating room, or whatever the heck it was. In a flash, she made a quick cruise through the room, so she could see the areas she could not, before finishing back where she started.
-
Velocity did not like the looks of this lab or operating room, or whatever the heck it was. In a flash, she made a quick cruise through the room, so she could see the areas she could not, before finishing back where she started.
-
V&V used to be my superhero game of choice, then it was Champions.
-
V&V used to be my superhero game of choice, then it was Champions.