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Since: Dec 10, 2004 Posts: 49
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(Msg. 1) Posted: Sun Dec 26, 2004 6:15 am
Post subject: Jamming radios in Champions. Archived from groups: rec>games>frp>super-heroes (more info?)
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I have a character with the ability to gam radio frequencies. Problem
is this seemingly simple power is cost prohibitive when I use Darkness
to radio sense (simply coviering a building is costing half his
points).
Is there a cheaper way to do it in Champions?
Mathew >> Stay informed about: Jamming radios in Champions. |
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Since: Jun 07, 2005 Posts: 66
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(Msg. 2) Posted: Sun Dec 26, 2004 4:46 pm
Post subject: Re: Jamming radios in Champions. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 26 Dec 2004 06:15:50 -0800, "Mathew" <mathewignash RemoveThis @comcast.net> wrote:
>I have a character with the ability to gam radio frequencies. Problem
>is this seemingly simple power is cost prohibitive when I use Darkness
>to radio sense (simply coviering a building is costing half his
>points).
>
>Is there a cheaper way to do it in Champions?
Can he do an area effect Drain vs. Radio powers? Wouldn't need many dice.
--
chuk >> Stay informed about: Jamming radios in Champions. |
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Since: Jun 18, 2005 Posts: 10
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(Msg. 3) Posted: Sun Dec 26, 2004 6:29 pm
Post subject: Re: Jamming radios in Champions. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <1104070550.218961.298390.TakeThisOut@f14g2000cwb.googlegroups.com>,
Mathew <mathewignash.TakeThisOut@comcast.net> wrote:
>I have a character with the ability to gam radio frequencies. Problem
>is this seemingly simple power is cost prohibitive when I use Darkness
>to radio sense (simply coviering a building is costing half his
>points).
>
>Is there a cheaper way to do it in Champions?
In FRED, there's always looking at MegaScale for it. It'd mean he
couldn't jam just a single normal hex, though.
Dave Van Domelen, notes MegaScale was invented in part because stuff
like "jam the entire city" was prohibitively expensive in 4th, and even if
you want to otherwise stick to 4th it might be worth importing MegaScale. >> Stay informed about: Jamming radios in Champions. |
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Since: May 17, 2004 Posts: 37
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(Msg. 4) Posted: Sun Dec 26, 2004 6:33 pm
Post subject: Re: Jamming radios in Champions. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Dec 09, 2004 Posts: 7
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(Msg. 5) Posted: Sun Dec 26, 2004 10:36 pm
Post subject: Re: Jamming radios in Champions. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Detryxtyr wrote:
> Darkness with Megascale would be your best bet. To reduce the cost, make it
> cost END or require a skill roll or have a nasty side effect on thosde gadgets
> his teammates are carrying.
>
> Captain Geek
Maybe a suppress or images could also be used, to simulate that someone
may be able to push or get bits of conversation through.
Ken >> Stay informed about: Jamming radios in Champions. |
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Since: Dec 10, 2004 Posts: 49
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(Msg. 6) Posted: Wed Dec 29, 2004 2:09 pm
Post subject: Re: Jamming radios in Champions. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Dec 09, 2004 Posts: 7
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(Msg. 7) Posted: Wed Dec 29, 2004 9:32 pm
Post subject: Re: Jamming radios in Champions. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Mathew wrote:
> I did it with Images for a more reasonable price. I bought lots of area
> effect, and then bought the no range limitation, since it is always
> centered around the player.
>
> Thanks!
>
> Mathew
>
No Problem.
Ken >> Stay informed about: Jamming radios in Champions. |
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Since: Apr 15, 2004 Posts: 52
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(Msg. 8) Posted: Thu Dec 30, 2004 3:27 am
Post subject: Re: Jamming radios in Champions. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Sun, 26 Dec 2004 22:36:49 -0500, Ken Vale <spamtrapped.RemoveThis@notreal.com>
wrote:
>Detryxtyr wrote:
>> Darkness with Megascale would be your best bet. To reduce the cost, make it
>> cost END or require a skill roll or have a nasty side effect on thosde gadgets
>> his teammates are carrying.
>>
>> Captain Geek
>Maybe a suppress or images could also be used, to simulate that someone
>may be able to push or get bits of conversation through.
>
I'm not sure how someone could push their radio transmission, if
bought as a power. I suppose the GM could allow a "push" to increase
the effective cost of the power by spending END... which could then
just work against Suppress, I think.
A point I would like to make (and some may realize this) is that you
only have to jam one side of the conversation (as long as, in game,
you can jam both transmission and reception. In the real world,
that's how it works). You'd only have to have one of the two radios
within range/area of effect in order to disrupt a radio conversation.
-- pseudosoldier >> Stay informed about: Jamming radios in Champions. |
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Since: Dec 09, 2004 Posts: 7
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(Msg. 9) Posted: Thu Dec 30, 2004 3:27 am
Post subject: Re: Jamming radios in Champions. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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pseudosoldier wrote:
> On Sun, 26 Dec 2004 22:36:49 -0500, Ken Vale <spamtrapped.DeleteThis@notreal.com>
> wrote:
>
>
>>Detryxtyr wrote:
>>
>>>Darkness with Megascale would be your best bet. To reduce the cost, make it
>>>cost END or require a skill roll or have a nasty side effect on thosde gadgets
>>>his teammates are carrying.
>>>
>>>Captain Geek
>>
>>Maybe a suppress or images could also be used, to simulate that someone
>>may be able to push or get bits of conversation through.
>>
>
> I'm not sure how someone could push their radio transmission, if
> bought as a power. I suppose the GM could allow a "push" to increase
> the effective cost of the power by spending END... which could then
> just work against Suppress, I think.
>
> A point I would like to make (and some may realize this) is that you
> only have to jam one side of the conversation (as long as, in game,
> you can jam both transmission and reception. In the real world,
> that's how it works). You'd only have to have one of the two radios
> within range/area of effect in order to disrupt a radio conversation.
> -- pseudosoldier
Personally my prefference is to use Images (Meag-Scale, No Range, at
least -5 to Perception), to broadcast Static on one or more radio
frequencies, with the Perception Modifier being bought up so that it is
hard to see/hear/transmit through the static. Depending on how it is
bought and the GM you might also be able to jam radar with it. Of course
a Perception Roll (to see/hear) would defeat the "static" jamming I'm
not sure how you would deal with a transmit though (maybe Electronics
Operation or Power Skill or Int roll).
Ken >> Stay informed about: Jamming radios in Champions. |
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Since: Jul 24, 2005 Posts: 73
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(Msg. 10) Posted: Sun Jan 02, 2005 11:43 pm
Post subject: Re: Jamming radios in Champions. [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Mathew" <mathewignash.DeleteThis@comcast.net> wrote:
> I have a character with the ability to gam radio frequencies. Problem
> is this seemingly simple power is cost prohibitive when I use Darkness
> to radio sense (simply coviering a building is costing half his
> points).
>
> Is there a cheaper way to do it in Champions?
I let a character do it with simple Radio Listen/Transmit if he makes a
successful System Operations roll. Other options (darkness, supress) seemed
far too expensive for a fairly limited non-attack ability.
--
David Meadows
"Ohhh-kayyy... Anyone got any kind of non-Zen plan?"
--Sara, Heroes #21
Heroes: the comic book www.heroes.force9.co.uk/scripts >> Stay informed about: Jamming radios in Champions. |
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