Page 1 of 2
Awesome Powers Book
Posted: Wed Apr 28, 2010 4:23 pm
by kroh
Do we have an eta for this yet and how does it match up with the current book?
Regards,
Walt
Posted: Wed Apr 28, 2010 4:37 pm
by BASHMAN
It will be a supplement to the current book. Completely optional (but highly recommended as it will be, in a word "Awesome")
There is no ETA yet, I'm afraid.
Posted: Wed Apr 28, 2010 6:11 pm
by AslanC
I would have to say this is my number 1 "Must Have" that I can't wait for!
Just please, please, please don't let it turn into the "Castle Keepers Guide"
Posted: Wed Apr 28, 2010 7:23 pm
by therealtony
me too!!!
Posted: Wed Apr 28, 2010 8:17 pm
by BASHMAN
AslanC wrote:I would have to say this is my number 1 "Must Have" that I can't wait for!
Just please, please, please don't let it turn into the "Castle Keepers Guide"
No I won't let that happen. The most of the work on this will be starting this summer. I envision the product being about 50 pages or so- so it won't be as long to put out as the CCG.
Posted: Wed Apr 28, 2010 8:47 pm
by BillionSix
Castle Keeper's Guide?
I don't get the reference.
Posted: Wed Apr 28, 2010 10:04 pm
by BASHMAN
It is a GM's book for Castles & Crusades. It hasn't yet been released (and I am looking forward to buying it when it is).
Posted: Thu Apr 29, 2010 4:59 pm
by Kinetic
BASHMAN wrote:It is a GM's book for Castles & Crusades. It hasn't yet been released (and I am looking forward to buying it when it is).
And it has been TBA for a LONG time... With four printings of the core book, three of the monster book, and extra supplements coming out you'd think that this one wouldn't have been shelved. I actually gave up on C&C because of this.
Posted: Thu Apr 29, 2010 5:13 pm
by AslanC
Same here. Been waiting for it since the first printing of C&C and frankly when I saw products like "Tainted Lands" and such come out and still no CKG, I just gave up.
Love C&C, don't love the wait.
So back on topic;
Awesome Powers! Wootxor!
Posted: Sun Jul 04, 2010 8:34 pm
by flyingcircus
AslanC wrote:I would have to say this is my number 1 "Must Have" that I can't wait for!
Just please, please, please don't let it turn into the "Castle Keepers Guide"
OMG, you play C&C, wow thought I was the only one who played that and wanted the CKG. Can't wait for a good powers book though.
Posted: Sun Jul 04, 2010 8:41 pm
by AslanC
flyingcircus wrote:OMG, you play C&C, wow thought I was the only one who played that and wanted the CKG. Can't wait for a good powers book though.
Played C&C. No more.
Gave up waiting frankly.
Now nothing that the CKG has would be enough to impress me. Diminishing returns and all that
Posted: Sat Jul 24, 2010 7:40 am
by Dragonfly
AslanC wrote:flyingcircus wrote:OMG, you play C&C, wow thought I was the only one who played that and wanted the CKG. Can't wait for a good powers book though.
Played C&C. No more.
Gave up waiting frankly.
Now nothing that the CKG has would be enough to impress me. Diminishing returns and all that
Hey!
I DO play C&C. It'd be nice to have the CKG, but I enjoy the old school feel of the game enough to stick with it. My most successful campaign right now happens to be in C&C, actually (mostly because my Classic Champions campaign is on hold due to player availability).
Best,
Dragonfly
Posted: Sun Jul 25, 2010 1:33 am
by Unknown_Blitz
Aye, very much looking forward to this one myself.
-UB
Posted: Sun Jul 25, 2010 8:01 pm
by Dragonfly
BTW, do we have an ETA on Awesome Powers yet?
Best,
Dragonfly
Posted: Wed Jul 28, 2010 7:07 pm
by BASHMAN
No ETA yet, I'm afraid. But I've been spending today working on it. Here's a preview of a power from the Earth Suite:
Chasm
Cost: Level (3) +1 Points
Notes: Area (Medium Line) & Situational Limitation (targets must be touching the ground) (Both Figured into Cost)
Based On: Immobilization (Line, Situational Limit: Target must be on the ground)
With a mighty stomp of your foot or a wave of your hand, the earth cracks and opens up to swallow your enemies, holding them fast in its gaping maw.
The crack you open in the ground fills a medium line (2x8 squares). You roll a single attack roll (based on Agility) and all opponents caught in the area have a chance to roll Defense or Athletics/Acrobatics against your roll (Deflect is useless here). Any enemy who fails is caught in the Chasm you created.
An enemy caught in your Chasm must make a 30 Brawn check to escape it, which uses the effort of an entire panel. A 40 or better Brawn check allows the victims to break free and continue their panel as normal. Until the victim escapes (they get one try per panel), they are unable to move or take any physical action. However, since they are essentially buried underground, they cannot typically be attacked themselves. Of course, characters with Ghost Form 3, Terrakinesis, or Burrowing can easily get free of the Chasm without needing to roll Brawn. In addition, someone else can dig them out.
Possible Enhancements: You can of course, change the Area that the Chasm affects, maybe making a longer line, or making it affect a Burst, Cone, or Arc instead. Also you could add the Variable enhancement to choose the shape of your Chasm each time you use it.