View Full Version : How powerful are the heroes of your world?
JmOz
Jul 19th, '03, 06:41 PM
Just curious, how powerful are the heroes in your world, and roughly how many are there?
Arthur
Jul 19th, '03, 07:00 PM
Well, I'm not running a game now (no time to spare), but the next one I PLAN to run is going to have the PCs (not necessarily "heroes", but superhuman paranormals) built on 75+75. Also, it is a hybrid Heroic/Superheroic setting where you can both buy Powers AND things like Weapon Familiarity (and mundane real-world weapons without spending points on the weapons themselves).
This is probably as low as you're going to ever see. For more details on this game type, see Digital Hero #11: Realistic Supers.
OddHat
Jul 19th, '03, 07:01 PM
I use a semi-Wild Cards modified setting. About one person in 10,000 has some kind of minor meta-human power or disadvantage (often an obvious physical deformity, such as a cat's head and night vision, 50 point characters), about 1 in 100,000 has powers significant enough to make their living from them in one way or another (150 point characters, minor criminals with one or two significant powers, magicians, psychics, government or corporate telepaths, etc.) , and about 1 in 1,000,000 is in the big leagues (250-350 point characters with standard champions levels of power). There might be a dozen beings on earth with "cosmic" levels of power (1000+ points). They're rarely involved directly in games. China and most of SE Asia are broken up into a dozen waring kingdoms ruled by Metahumans and plagued by Metahuman bandits, most crime families have baseline human mooks at the bottom and Metahumans at the top, all the best positions in police and security agencies worldwide go to Metahumans and the baselines don't like it, etc. The Middle East and much of South and Central America are ruled by Metahuman thugs as well. The largest Metahuman divisions in the world are controlled by China, America, Egypt, England, Germany, India, Russia, and the Catholic Church.
So, fairly powerful.
Nightfly
Jul 19th, '03, 07:28 PM
Yeah, speaking of "Cosmic"....
I made up a R2-D2 conversion and I guess one would call him "Half-Cosmic" cuz just to build him as seen in the movies, he's over 500pts.
I've seen X-Men conversions at the Wild-Hunt that put heroes like Wolverine, Cyclops & Storm all in the 470-650 range.
I've so far mostly built martial artists, and at 350pts there's not a lot of room for much more Powers.
Maybe at roughly 150 spent on attributes, I'm being too greedy.
Surbrook (who authored Ninja Hero) puts most movie martial artists (Jackie Chan, Steven Seagal, Jet Li, etc) at near "Cosmic" (1000pts) levels also
Kristopher
Jul 19th, '03, 08:51 PM
1000 pts? That's nuts.
OTOH, Bruce Lee would appear to have a 12 SPD in his movies. (Remember that each segment is one second, and watch how often he takes an action at least every second for up to a 15 or 20 seconds at a time.)
OddHat
Jul 19th, '03, 09:21 PM
A lot of it comes down to what you charge points for and special effects. If a Jackie Chan character has to pay separately for each and every variation on a strike or weapon, is given damage in the 12DC range, and has to pay for all the weapons and perks he uses in the films, then it could easily be up close to 1000 points. OTOH, give him a DEX of 18-20, some overall levels, and interpret the character differently then he might come in for 250 or so points. It's a limitation of any point-based system.
As to the X-Men and other well established heroes, you have to ask yourself how many heroes that powerful and experienced you want running around in your game world. You're the GM; it's your call.
In my setting in the USA you end up with around 281 chacters as powerful as most heroes were when just starting out, around 28 at full "Four Color" levels, and maybe 2 or 3 world shakers. You also have plenty of interesting low level supers around for crazed cultist / mysterious mage / government telepath / super thug of the week duties. World wide you have more than enough supers to keep things interesting.
If you want more and tougher, feel free. ;-)
OddHat
Jul 19th, '03, 09:25 PM
Originally posted by Kristopher
1000 pts? That's nuts.
OTOH, Bruce Lee would appear to have a 12 SPD in his movies. (Remember that each segment is one second, and watch how often he takes an action at least every second for up to a 15 or 20 seconds at a time.)
Special effects. Buy your Champions Martial Artist with a FF to simulate blocks and a Damage Shield Hand Attack with double knockback for counterstrikes, maybe add in an AOE HA with selective effect for punching out groups of thugs, and he too can be Bruce. Heck, depending on the campaign he could do it with a speed of 3.
Lord Liaden
Jul 19th, '03, 09:28 PM
My super demographics are pretty close to the default in Champions Universe: several thousand people with superhuman abilities worldwide, but only a fraction of those with the power to be classed as true superbeings. As for power level, the majority fall within the Low-Powered to Standard Superhero range, along with my PCs (so far). There are a few NPC heroes around who rival some of the mightiest published Champions villains. For example, Earth's Archmage, Vincent Dimitrios (adapted from Mystic Masters) runs about 1,000 pts. and would be a close match for Takofanes one-on-one.
Nightfly
Jul 20th, '03, 02:40 AM
So, just to keep it simple... how much do you think Spider-Man should cost? 350? 250?
Lord Liaden, you hooked me up to the Surbrook site(s), where even an under-developed (4th Season) Buffy The Vampire Slayer costed 317pts (and she never got all that powerful, even in Season 7 - at least as compared to Spidey) and James Bond has a total [Surbrook] character cost of 446pts
OddHat
Jul 20th, '03, 03:08 AM
Originally posted by Nightfly
So, just to keep it simple... how much do you think Spider-Man should cost? 350? 250?
Lord Liaden, you hooked me up to the Surbrook site(s), where even an under-developed (4th Season) Buffy The Vampire Slayer costed 317pts (and she never got all that powerful, even in Season 7 - at least as compared to Spidey) and James Bond has a total [Surbrook] character cost of 446pts
How do you want to write him up? What stage of his career? What are you going to make him pay for and what does he get by GM fiat?
The Spidey just out of high-school with low-level Super-Characteristics or the movie Spidey could be done on 350 points or less, so long as you set everyone's Dex and Speed low enough to leave Spidey near the top end. Try to give him every skill and power he's displayed over the 40+ years since the character first appeared and you'll probably need to spend over 500 points.
Nightfly
Jul 20th, '03, 03:12 AM
That's pretty much my point....
To create a reasonably "mature" (experienced) Hero usually will cost around 500pts. I know R2-D2 did.
My GM makes me pay for absolutely everything. Not much is assumed, or given.
Nightfly
Jul 20th, '03, 03:42 AM
then try building a base, vehicle, or robot 'n see where your Total Character Cost winds up.
OddHat
Jul 20th, '03, 04:44 AM
Originally posted by Nightfly
That's pretty much my point....
To create a reasonably "mature" (experienced) Hero usually will cost around 500pts. I know R2-D2 did.
My GM makes me pay for absolutely everything. Not much is assumed, or given.
If you don't like his rules, you can always GM your own campaign. ;-)
That said, when building a campaign world you should ask yourself how powerful the characters are and how many characters that powerful there are in the setting. In four color worlds that's less important; every frickin' hero in the world can live in the same city. In a more "realistic" game you have to ask how many Avengers level characters you want wandering around. The 1 in a million rule leaves you with 6000 "supers" in the world; yet in most comic book worlds supers are constantly running into eachother in the supermarket. The demographics are screwy. That's why I like the 1 in 10,000 rule and plenty of very low-end supers. It creates the potential for comic-book conventions like super powered street gangs without having to worry about why the heck they're earning a few thousand a month through petty theft when their powers could be making them filthy rich legitimately.
Personally I don't charge points for real-tech beyond the wealth needed to buy it and perks points, but that's the GMs call. Want a cool mansion? Buy enough wealth to pay for it. Same with your car or your (realistic) gun collection. House rules.
R2D2 is tougher; how much of a robot or android is a 0 point trait and how much needs to be paid for will vary by campaign.
Fireg0lem
Jul 20th, '03, 12:15 PM
I'm running a low-powered super game with 100+50 characters as the PCs. There's a fair number of supers on less points running around. There's 1 (and by definition only 1) Uber-villain, and about a dozen worldwide master villains (around 600-700 points). There's a few hundred individuals worldwide in the mid range, and an unknown number of "regular" supers.
For example, Team Fuzion, a villain group that my PCs are about to fight consists of
Dr Atom, a master villain, 600 or so points, his powers are control of the basic forces (strong force, electroweak force, gravitic force, etc), and he uses this to create cold-fusion powered technology. He's intended to be the "master villain" aka "Curses, you've foiled my plot," and he's got variation over raw power.
Mongoose, a streetfighter with teleportation, a fusion-powered raygun from Atom, powered armor from Atom, and nothing else, built on 123 points.
Howitzer, one power: a huge energy blast with Extra Time and Beam. He wears a powered armor suit that gives him a massive Con infusion, without it he can only fire once without resting. Built on 110 points
Palisade: High defenses on every level (including mental and power), ray gun, and nothing else. Built on 133 points.
My advice to Arthur for his game: Enforce specialization, try to get people to have one really cool power rather than a really broad, vaguely defined concept, and be really sure to do this for NPCs. Keep normals as low as humanly possible (my toughened thugs, for example, are 0+33) unless you want a specific tough individual.
Keneton
Jul 20th, '03, 07:19 PM
My super hero PC's must be under 100 ER (see effectiveness rating DH#3 and the Free stuff section). The points are irrelevent. Villans are as tuff as they need to be to tell the story.
We are starting a Fantasy and Star Hero Campign. We are not using the ER there but can if need be. My house rules for powers have been posted prior.
I have recieved and reviewd many characters from friends on the boards and have yet to see one that would not be legal in my campiagn except for a water character whose name I cant recall presently.
:)
Wyrm Ouroboros
Jul 20th, '03, 11:36 PM
Originally posted by Keneton
I have recieved and reviewd many characters from friends on the boards and have yet to see one that would not be legal in my campiagn except for a water character whose name I cant recall presently.
That would probably be mine -- the one with virtually everything in an EC, combined with another EC with eight 'Enhance all Water Powers' AIDs. :> Granted, I recommended that for someone else, but I'm going to wind up using it myself...
I didn't really give her a name, just used the traditional 'Fathom'. :rolleyes:
TheEmerged
Jul 21st, '03, 02:18 PM
The sound bite version is that my PC's (in a villain campaign) are slightly mature Class 2 novas. Of course, that means absolutely nothing to the rest of you :rolleyes:
Noteworthy terminology
Nova (from Aberrant) -- individual that does not have Normal Characteristic Maxima by default, and can purchase super powers and/or "super tech" devices.
Active Point Cap -- Think of it as a loose AP maximum. Individual powers can exceed this where I (the GM) judge it appropriate, but no framework size can be purchased over this.
Baseline (from Aberrant) -- individual that has Normal Characteristic Maxima be default. Basically, everyone that isn't a nova or "alien".
"Alien" -- anything sentient that doesn't fit the nova/baseline definition. Includes AI's, robots, and such.
I developed a mechanic that began with the assumption that, as a global average, 1 in 1,000,000 people are novas (see above). 6 in 7 novas (again, as a global average) are what I term "Class 1" novas -- 150 pts plus 100 pts in disadvantages. They have an active point cap (see above). Most of the remainder are "Class 2" novas, with 200/150 points and an active cap of 75. However, 1 in 7 of those are actually Class 3 novas (<1000 pts, active cap 90), 1 in 7 of those (20 alive in the campaign world) are actually Class 4 (<2000) -- and then you have the 3 "Cosmic" characters at Class 5 (this includes my Doctor Destroyer rewrite).
So how powerful are the PC's relative to the world? Basically they're in that group of Class 2 novas, except I allowed them to start with 50 additional points -- with the understanding that I'm a pain about perks & such. The extra points are intended to reflect the fact that they've all had solo careers before teaming up (AKA "slightly mature").
This means they have quite a lot of power to throw around. In our last session they took on dozens (43 to be exact) of 75+75 cops -- that didn't have to pay for their equipment -- and thrashed them. But they nearly got taken out by a single (albeit higher-end, around 750 pts) Class 3 later in the same session.
I like for the PC's to know they have to power to change the world -- and to realize there are NPC's out there that can squash them like bugs if they're stupid. I find without the "sword of Damocles" so to speak the players get out of hand. However, I don't like true Duex Ex -- I want the players to know they have a chance if they play it smart.
Keneton
Jul 21st, '03, 05:21 PM
Originally posted by Wyrm Ouroboros
That would probably be mine -- the one with virtually everything in an EC, combined with another EC with eight 'Enhance all Water Powers' AIDs. :> Granted, I recommended that for someone else, but I'm going to wind up using it myself...
I didn't really give her a name, just used the traditional 'Fathom'. :rolleyes:
I still remeber that the chracter was very cool, just not legal for my present campaign. I would welcome a quality character concept like that any day.:D
Tech
Jul 22nd, '03, 12:03 PM
I'd say the campaign I'm in comes in around 200+150, although it's actually variable depending on the hero built. We have some heroes built on 100+125. Why the variable? Some players don't want to start with a lotta points. It's kinda crazy but hey, it works.
Storn
Jul 22nd, '03, 01:29 PM
I'm a player, not THE GM... but the PCs? Powerful enough to change the world. Several times. For good and ill. Mostly good though.
As Co-GM, the PCs currently in my mini-game are ranging from 300 pts to 350. Some have experience, some are brand new PCs to the game. But their impact is not all that powerful... it is not that kinda game, it is a spy/mercenary setting with paranormals... who can be lethal as all get out... but a regular superteam with flying, mind control etc would take them out pretty easily for 50 less points.
Marchwarden
Jul 22nd, '03, 04:24 PM
Never as powerful as the villains, sadly...
Agent X
Jul 23rd, '03, 12:13 AM
Golden Age Game: 350 point base av. of about 3.5 xp per session (they are good role-players and I throw some hard stuff at them - and they don't spend all (or most) of it on more damage classes and combat skill levels)
Games I'm Playing in:
"Miami Stray Cats" Game - 350 base, total of 41 xp so far after quite a bit of gaming - was playing a density/desolid shapeshifter guy with a personality mixed between Mr. Fantastic and the Elongated Man, switching to a brick (the more intelligent brother of Ogre :) who has a chip on his shoulder and is viewed with suspicion
"Tri-City" Game - about the same, switching again (wierd because I don't really do that too often) to my first feral superhero borrowing from Logan, Timberwolf, and the Beast in various capacities
Freedom City Game we'll eventually play - 450 starting out, playing a character inspired by The Phantom, The Scarecrow (of Disney fame fighting the British), The Shadow, etc. with a Pirate Motif
So we favor standard superhero and powerful superhero type points and try to build our characters roughly with the same burden of background points as published characters. Never worried about super demographics - just run it like the comics and hope it "feels" believable enough.
As for "Cosmic" - I think the combat values, active points, and damage classes are more indicative of whether a character is cosmic or not. I do think that, if you demand a character pay for every little thing, the character will soon be a mass of familiarities and knowledge skills. (I believe many of us would be shocked to discover how many points we would cost to build under such a detail conscious approach.)There has to be some common sense in the game. Some things are handled awkwardly by the game's skills system and the background of the character should be looked at occasionally to determine the suitability of what the character can do or can't do.
Nightfly
Jul 23rd, '03, 05:47 AM
The 350 standard feels right to me.
On the various FREd webring sites, usually every known Comic Hero is over 400 (even wringing every little bit out of multi-powers possible).
I believe FREd is best for experienced players who've already done the Level 1 thing (one sys or another). Frankly playing normals are my idea of an occasional novelty game, otherwise I need some powers to exploit.
Examples:
Human Torch = 787 http://geocities.com/george_ruban/CombatApplet.html
Dazzler = 628 Wild-Hunt (http://the-wild-hunt.org/x-men/dazzler.html)
Chow Yun-Fat (C.Normal) Surbrook (http://www.devermore.net/surbrook/adaptionshkaction/chowyunfat.html)
Cyragnome
Jul 23rd, '03, 04:58 PM
We've pretty much settled on a 250 Base with 100+ or so in Disads as well. Seems to work pretty well.
As for the Campaigns and where the heroes fit in we've got...
...a semi-horrorish campaign (built on 150/100) sort of Hellboy meets Buffy meets Call of Cthulu...they're set in a regular Superhero world (my only mistake in the game, I think it would have worked better in a non-super world) so they're pretty low-powered compared to the rest of the world
...a stardard straight up supers style set in the CU. 250/100+ and the heroes sit somewhere smack in the middle, I'd say. Obviously there are "cosmic" powers far beyond the characters, but all-in-all they're pretty middle of the road.
...a Freedom City campaign. Again 250/100+ and the heroes are going to be, in the very near term "The Big Dogs on the Block." Right now they're kinda outstripped by the Freedom League, but I've been tweaking the FL down a bit to make them a bit more reasonable for my style.
Emerald Mask
Jul 23rd, '03, 09:09 PM
In my curent camoaign world there are about 30 heroes and 300 villians active.I have had campaign worlds with 28 different players running a multiple heroes and 4 teams of supers. Points active in attack currently 10-12 d6 with defenses capped at 30 . I have run 20 d6 damage games but do not find them viable in a long run. My games tend to lower dexes than some - presently 15 - 23. I have found dex wars among players to be problem , once it was so bad as a supposed normal had a 30 so the speedster said he wanted a 55. This would not be a terrible thing if the villians I made were not on reasonable to me scale. Most were clustered a 20 - 26 with my highest two at 33 and 39.
Arkham
Jul 24th, '03, 08:27 AM
My current campaign is pretty darn cosmic, with
the PCs weighing in at around 800 character points
after all is said and done, and their most powerful
foes are around 1,200
But aside from 1 other NPC hero, they are the most
powerful heros on the plant, and in the top 10
in this section of the galaxy. ( Although a few of
their Hunted's are more powerful, most of them
are either organizations, or extra-dimensional )
Metaphysician
Feb 20th, '04, 08:30 PM
My campaign is a pretty high end Champions Universe one. My own character and those of five others players ( plus a sixth that dropped out ) are built on 750 points. Part of the campaign setup includes the working assumption that the other top tier heroes are in the same range. However, nowhere else in the world is there as much concentration of power as in our team ( the New Sentinels ).
Badger
Feb 20th, '04, 09:36 PM
Keneton I am interested in this effectiveness rating, but where is it in the Free Stuff section?
Badger
Feb 20th, '04, 09:44 PM
Never mind my dumb self found it.:o :rolleyes:
Lord Liaden
Feb 20th, '04, 09:45 PM
The principles behind the Effectiveness Rating are explained in Digital Hero #3, but you can figure out the gist of it from the free ER spreadsheet, which is under "Character Sheets and Hex Maps" on the Free Stuff page:
http://www.herogames.com/FreeStuff/csheets.htm
I've found the ER to be quite a useful tool.
zornwil
Feb 20th, '04, 11:06 PM
There are a handful of mega-powerful supers known to the public but quite a number unknown to the public, essentially several hundred, if we scour the earth and account for what would be one-shot villains, 2000+ INEFFICIENTLY built (probably ~1000 efficiently built) points.
Beyond that, there's the top tier of "regular" supers, from Magneto to Spiderman to Dr. Doom (and I use those because their levels are roughly analagous to the comic book characters even if their backgrounds/histories/specifics have been altered). I tend to think of these as 750-1000 if efficiently BUT "legendarily" (at their peak, with cheese) built. The way I do them in my slapdash non-efficient way they go from 1000 to 2000. Around a few hundred of these, again including many one-shots. As you're noting, I didn't go through the exercise this time of trying to define the "1 in x,000" sort of numbering. I did that in my old campaign and since don't think it lends enough value, purely personally.
Anyway, the next tier down, which ranges from just below the above guys to a bit below our PCs' current level, very roughly 250-750 has a few thousand of their class around the world, a large number, but mostly known at least locally. The PCs basically started at the bottom of this rung at 265. (BTW, to the players in the game, the X-Men of my world started actually just below this range and are very rapidly growing/learning though just barely entering this range, depending on the member).
Below this there's a pretty huge number, certainly tens of thousands. Of course you have to bear in mind in all the above instances I'm trying to account for the appearance of so many one-shot types, one has to rationalize the frequent one-timers.
ghost-angel
Feb 20th, '04, 11:30 PM
I think the biggest thing people forget for determining power levels is it's not just how many points the character is. It's also how many active points are being put into any given power(s).
If you got a 1000 pt character who has a really large number of 20 Active point powers vs a 250 pt character who has a couple of 60 Active point powers you could call the playing field even. And it also depends on what powers you're talking about. There's a lot that can be factored into something as vague as "power level".
I'm in one campaign with 700-800 pt characters (I think mine actually comes in at the largest point value with near 800) but we don't go much over 60-80 active points (I have a 100 pt VPP but it's entirely the GMs fault and I didn't ask for it, or the baggage that came with it mind you - it's still undecided as to who is annoyed more my character or the GM, but that's the defacto "largest power" we have available in the group of PCs). NPCs that fall into the 250-350 pt range can compete with us and have a chance to do some decent damage. We simply have a vantage of versitality, but can still very much lose a fight to a well thought out attack from the "little guys".
I'm not saying that the total character points isn't a very good judge of power level, but that it isn't the only such way to qualify power levels.
WhammeWhamme
Feb 20th, '04, 11:37 PM
Well... mostly I use other peoples worlds.
However, the Shards Campaign (on developmental hiatus, although if I had more time or less hobbies I'd prolly push for activation), is at least half mine.
From memory:
150 million Advanced Humans. Biologically engineered to be better in every which way, and armed with technology that makes almost everything else look like stone knives and bear skins.
Indeterminate, but not large: The Elite Advanced Humans. Mental Powers, the more expensive and experimental gear, and the ones who came out better than the others. Only a few thousand at most, I think.
1 Leader of Above: Massively powerful. Unstatted for now, but 100 years of experience and more technological enhancements than anyone else on the planet... He's BAAAAAD.
The numbers of the Shard Changed, and the 'Magnetized'... is hazy. No one knows how many yet, (including me) but they roughly counterbalance the first lot in power.... so be very, very afraid.
The PC's (450) would actually be some of the most powerful. A few as powerful or a little more, but mostly weaker.
Herolover
Feb 21st, '04, 06:34 AM
I usually run a campaign that is close to the Champions standard.
My usuall campaign is straight out of the book, but I don't charge players for a base, team transporation, and communication devices. So they are 350, but get some free stuff.
In my current campaign the characters are 375 point characters. They got an extra 25 base each because they came up with a combined origin. In this one they are going to form a team and I am going to make them pay their own points for the equipment and material.
Metaphysician
Feb 21st, '04, 06:38 AM
Tried putting Microman II through that ER spreadsheet. Not entirely clear how to work it, but what I got out was ER 113.79
Champsguy
Feb 21st, '04, 10:43 AM
Currently, I'm in multiple games.
#1: The Superboy campaign. He's the son of Superman, hailing from a universe that's a fusion of Marvel and DC. Anyway, he had trailed a villain back to his lair, when something went wrong (Superboy accidentally broke one of the hi-tech machines). He was infused with some form of dimensional energy. Now he hops randomly from world to world. It's a solo game, and he's about 1,000 points right now (though that changes from world to world--he really liked Pre-Crisis DC world).
#2: The Champions campaign. This game has pretty much wrapped up. One of the players moved away, most of the rest can't make it, etc. Not to mention that, eventually, we'd done all we could. This game was a 375 point 4th Edition campaign, and the GM was really liberal in what he'd allow (I caught heat on this board the other day for posting my character from that game). By the end, it was a JLA-level game (two of us absolutely trashed Eurostar). At this point, they're about the only supers left in our solar system (evil alien uber-menace appeared, transforming the solar system into a Dyson sphere, and imprisoning all superhumans in some weird energy crystals). We avoided being captured by dimension-hopping, came back and drove off the invaders. We've yet to let out any of the supervillains. :)
#3: The new Golden Age game. It's mid-January, 2004. This 2004. The Herogames.com website is running, and Gary and AgentX have had a big argument on the Dr. Destroyer vs. Takofanes thread. USC won the Rose Bowl. George W. Bush is President. There's a taco place down the street from my house with these awesome things they call "flat nachos". And superhumans have just appeared, on January 1st. We're 250 point heroes in Chicago, and appear to be the first superteam.
Solomon
Feb 21st, '04, 04:51 PM
My current campaign is basically a Fifth Edition Champions Universe, but I kept a few features from 4th Edition CU. Metahuman population runs close to CU specs, except for a slightly higher number of middle- to high-end metahumans.
ZootSoot
Feb 21st, '04, 05:56 PM
Point totals in my games can be staggeringly high, but I suspect most of the characters could not keep up with many of the Standard level campaigns elsewhere when it comes to combat. In my games you pay for everything and concept is the most important element.
Gary
Feb 21st, '04, 06:58 PM
Originally posted by Champsguy
#3: The new Golden Age game. It's mid-January, 2004. This 2004. The Herogames.com website is running, and Gary and AgentX have had a big argument on the Dr. Destroyer vs. Takofanes thread. USC won the Rose Bowl. George W. Bush is President. There's a taco place down the street from my house with these awesome things they call "flat nachos". And superhumans have just appeared, on January 1st. We're 250 point heroes in Chicago, and appear to be the first superteam.
I hope you gave me a good writeup. How many points am I built on? :cool:
Vondy
Feb 21st, '04, 07:06 PM
In my world there are approx. 1500 known supers, about half of whom reside in North America. There are an additional 1500 or so Trained Supernormal Operatives. I run a slightly lower DX-SPD ration than most games and the average super runs with 10-12 AP and defenses from 18-28. My game is a grittier "more realistic" game where skills and perks are <i>very important</i> so a character's point total may not reflect their raw power level. There are maybe 10-15 supers in the world who run in the 20DC range with commensurate defenses, though characters with 14-16DCs do make up the top 10% or so (about 150 of them).
lemming
Feb 21st, '04, 07:19 PM
In my world, supers or metas or novas depending on the mood, appeared on the scene in early 1942. History has changed quite a bit, but with enough familiarity that the players aren't totally lost. You can find out more of the demographics from my link below. I don't think I've settled on just how many supers there are, but it's probably around 5,000 with most at fairly low level. The player characters are just below the upper tier of power level, but point wise thier around 800 I think for the most. (I haven't been tracking points, but if the character wants to develop a power, we talk...)
NPCs range from 300-2100, though the highest point adversary fought was 1300. (Chill-out, who has many a wasted point...)
If Plastique had gone bad, then she's only 850, but she's well built. :D
Enforcer84
Feb 21st, '04, 08:34 PM
Well in the four campaigns run in my "CU":
Westguard: 250 supers Eventually topped out at 400+ with xp
Earth Force: 450 start; ended up 600+
Strongarm: 275 pts ended about 300+
(shor lived)
The Arc: 1000 pts start, ended at about 1150.
My toughest NPC's could go toe to toe with Mechanon, Destroyer is still a "team" villain, but not by much against the highest...
zornwil
Feb 21st, '04, 09:07 PM
Originally posted by lemming
In my world, supers or metas or novas depending on the mood, appeared on the scene in early 1942. History has changed quite a bit, but with enough familiarity that the players aren't totally lost. You can find out more of the demographics from my link below. I don't think I've settled on just how many supers there are, but it's probably around 5,000 with most at fairly low level. The player characters are just below the upper tier of power level, but point wise thier around 800 I think for the most. (I haven't been tracking points, but if the character wants to develop a power, we talk...)
NPCs range from 300-2100, though the highest point adversary fought was 1300. (Chill-out, who has many a wasted point...)
If Plastique had gone bad, then she's only 850, but she's well built. :D
Hey, I'll post this publicly - when are you and I going to do a crossover game or two? Maybe a two-parter, starting in yours and ending in mine (I don't think the PCs of your world should travel into mine until they meet the Justice Squad and get properly braced! Little unfair of them to meet the JS on their own home turf.).
lemming
Feb 21st, '04, 11:18 PM
Originally posted by zornwil
Hey, I'll post this publicly - when are you and I going to do a crossover game or two? Maybe a two-parter, starting in yours and ending in mine (I don't think the PCs of your world should travel into mine until they meet the Justice Squad and get properly braced! Little unfair of them to meet the JS on their own home turf.).
The wacky meet the paranoid. ooo boy.
I think we need to get running regularly again.
I want to do a test run of the Lego game this upcoming weekend.
megaplayboy
Feb 21st, '04, 11:44 PM
I'm in 3 games:
1. about 275 points, 8-10 DC, set in California.
2. about 300 points, 8-10 DC, set in a fictional city.
3. unlimited points, 20-30+ DC, set globally, but focused in a hero-heavy fictional city. This one is just starting up, and I'm the primary GM.
zornwil
Feb 22nd, '04, 07:34 PM
Originally posted by lemming
The wacky meet the paranoid. ooo boy.
I think we need to get running regularly again.
I want to do a test run of the Lego game this upcoming weekend.
My workload should be less extreme a little over a week from now. This weekend will be hell.
lemming
Feb 22nd, '04, 07:38 PM
Originally posted by zornwil
My workload should be less extreme a little over a week from now. This weekend will be hell.
Miq couldn't commit either. In that case, I will have to balance the GameStorm game by placing characters sheets on one end of a lever and bunches of lego on the other.
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