Dark Champions
Modern-day action-adventure, including vigilante crimefighting, military action, law enforcement, espionage, and more!
1,235 topics in this forum
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We start out with some very cool images usuable for the Card Shark gang in the Dark Champions the Animated series. Diamond: Club: Spades: Hearts: These guys could be the costume of common goons or special lieutenants or whatever you want. If you wonder where the images are from. I think they are special costumes for the popular game Fortnite.
Last reply by Trencher, -
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I'm going to run a game of third-edition Danger International at GameStorm this year. I'm using this thread for character notes, ideas, my thoughts while designing the game, and so on. Suggestions and advice are helpful! Note that my Low Heroic Protocols (see link in my signature) are in effect here. This is essentially a default condition for Danger International, as there are no Powers! I'm going to try something with character creation. I'm putting together something like the Champions Character Creation Cards, for Danger International. I'm going to make up a set of note cards with the skill and stat blocks on them; for ease of use I'm …
Last reply by Chris Goodwin, -
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I just watched Triple Frontier on Netflix. It felt fairly legit, they got a fair amount of stuff right, such as the realities of post-military service civilianhood and the feels between the members of the SF unit that gets back together for one last op. It's pretty good fodder for a Dark Champions / Modern HERO one off. The outline of the plot can be used pretty much as is, or perhaps switching out the mcguffin to better fit a GM's needs. Worth checking out.
Last reply by Old Man, -
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The 1st RPG game I ever played was Champions (4e I believe) over 20 years ago and after a few sessions was never able to play it again until now (played many other games along the way). I have always been fascinated by the fact that the system allows for anything your imagination can cook up. After two decades w/o being able to play the game I have finally found a group willing to play the game. Anywho, I have an idea/concept for a character I want to do, but I really have no idea how to properly create it; I can grasp how to do a few things, but I am nowhere close to an efficient build as i know its probably possible. I even bought the character creator and t…
Last reply by JCR, -
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I was inspired to make a new Here There Be Monsters character...Neil Fell, the Ghoul Wrangler. http://www.killershrike.com/HereThereBeMonsters/Characters/GMsVault/Killer Shrike/Neil Fell.HTML It may or may not have something to do with this...
Last reply by Killer Shrike, -
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OK, this is for action movie fans, 80s nostalgic: Remember the film "Highlander"? The first, the good one. Well, imagine The Kurgan killed McLeod and won The Prize. Now the villain has new powers and can rule the world, but there are some heroes in his path to power, heroes from this 80s movies we all love. And they will be the Player Characters, of course. Well, or may be not the same characters as McClane, Riggs, Rambo, Danko but based on this archetypes. I have a real difficult time to find action girls, though. The Prize may be some kind of Telepathy powers and limited Mind Control, apart from his strenght and skill boosted from the Quicke…
Last reply by shuddemell, -
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You see it in the movies or on TV shows now and then. Someone is about to take a shot and wastes their chance to shoot someone because they forgot in the heat of battle and left the gun’s safety on. In a split-second gun battle, this could be death. How would you model something like this? Is it the shooter’s Unluck at play? The target’s Luck? Perhaps rolling a fumble could mean the safety was left on? in any case, one outcome of this would be that charges don’t get expended, so it does have some effect that way.
Last reply by Scott Ruggels, -
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If a character flashes a badge (like an FBI agent or even a local PD officer), would doing so provide them any sort of bonus when making a PRE attack? I'm thinking it might, maybe +5 PRE, but I was curious how others viewed it. Do you think a badge could be built as a type of equipment that offered a small PRE boost in such limited circumstances?
Last reply by Durzan Malakim, -
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I have been doing some thinking on Guns and Ammunition lately. I've always liked the Dark Champions genre as I am something of a realism nut. I did some deep digging into the Hero System Firearms damage tables (in Dark Champions 5e incidentally). What I found was a more or less true correlation of Muzzle Energy to Damage Classes. Each Damage Class is supposed to represent double the Energy (in Joules) of the previous. This is fairly well represented in the table (with the occasional stray). I was thinking of a way to further break down Damage to add some flavor to Firearms Damage Classes. First I guess I should share my findings. Firearms Damage …
Last reply by Scott Ruggels, -
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tl;dr version (I need some commentary from any gun/military/law enforcement/body armor experts on how actual gunfights play out... to compare to how Hero simulates them.) So I've long been a fan of the "Heroic" level of Hero system, playing out the cinematic and closer to "real' levels of combat. I've never found a system that works as well for detailed (but not TOO detailed) resolution of attack maneuvers, defense maneuvers, hit locations, damage effects, etc. For all Hero's flaws... this remains the coolest "combat action resolution" system out there. That being said, last night I did a side adventure in my Secret Worlds campaign, where I gave my…
Last reply by RDU Neil, -
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Mixed Martial Arts is becoming very popular. Lots of cage fights, punches, kicks, and pins. But I really don't want to pick and choose. So which Martial Arts Package do you think fits the Mixed Martial Arts fighting style?
Last reply by Dino, -
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This is probably more of a post apocalyptic campaign question, but I'm wondering what kind of skills package would be appropriate for a so-called doomsday prepper, someone obsessed with the idea that the collapse of civilization is just around the corner, and who devotes their spare time to "prepping" for doomsday. Obviously, they're going to have Survival. Probably at least familiarity with Systems Operation to represent the ability to use ham radio, etc. What else?
Last reply by Vondy, -
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tl;dr Looking for alt rules/house rules that make guns and gun combat in Hero more realistically dangerous in comparison to HtH, muscle powered weapons and movement in the normal Hero rules. Well, no one appears to spend much time in the Dark Champs Genre board, but I'll try here to see if I can get any opinions. 1) Running a cinematic "real world" game... think Jason Bourne meets X-Files type of thing. 2) While characters might be a touch " over the top" in some ways, stats are within the Heroic level, combat should feel dangerous and not something to be taken lightly. 3) Martial arts and muscle powered weapons exist, but guns should be…
Last reply by RDU Neil, -
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I am looking for suggestions for a (preferably) singular Martial Art for a character I am building. Currently I have 27 points available for maneuvers (points for Extra DCs have already been allocated). This is for a Standard Superheroic game, 6th Ed. Also, is it a requirement to purchase a KS: <name of martial art> as part of the overall Martial Art purchasing?
Last reply by JmOz, -
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Can anyone point me to a write-up/character sheet for a combat vet, ex-military, private security, trained PMC type of character? I'm just looking for alternative takes on the kind of stats and skill sets one might expect to see... of if there is a certain 6th Ed Hero product that has those write-ups in it? Thanks!
Last reply by RDU Neil, -
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Over the years, I have posted on the Hero Games forums about my Champions game and a potential spin-off called Secret Agents of CROSS. I have finally pulled parts of all that to make a modern spy game called Secret Agents of CROSS. Unfortunately, this is for Savage Worlds rather than Hero System, but I'm sure folks will see hero System at the heart of many of my character designs and additional rules. So, if you want to learn about Catholic spies that protect the flock against evil, then check out my new Kickstarter here You can also check out a Test Drive document here!
Last reply by bubba smith, -
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Originally I was going to run a pirate based game, but I thought it would have been too much fighting and not enough playing a role. So, I'm considering going in another direction. I am thinking of starting a new game that is inspired by the TV show Gotham (and Arrow, and others). This will be using the Dark Champions The Animated Series type of characters but with a twist. All characters (including the PCs and villains) are just starting out. Every character will be the newest of the new. Wet behind the ears and so forth. This will also go for the would be villains. We will be using Champions 6th Edition with only 200 total points. With 50 comp…
Last reply by bubba smith, -
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Hello All, I know that I should have probably put this in the Player Finder but since it is specifically for Dark Champions I figured I would put it here first. I am looking for someone to both play and GM in a Dark Champions campaign. If I find the right person I would like to run a concurrent game with that person GMing my character while I GM his. I don't want a group, this would be two solo adventures and we would trade off. I am basing the campaign in Hudson City and while I want to use the 6th Ed. rules I also have a bunch of alternate rules and things I would like to incorporate along with that person's input. Some of you may …
Last reply by Deadman, -
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The DOD's contingency plan for zombie apocalypse is a fascinating read and could be a useful background document for PA campaigns.
Last reply by Old Man, -
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What is the penalty for shooting through a sniper scope and, dramatics/theatrics aside (some would simply say "the rule of cool"), what is the point of doing so when another eye or even an unprotected skull is available as a target? There is the benefit of depriving an enemy sharpshooter their aiming aid, but...that seems like a marginal gain for considerable effort during most wartime circumstances.
Last reply by Pattern Ghost, -
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I am the GM of a zombie related game and the heroes are going to meet up with some military personnel. Now, I don't know that much about the military. Since it's going to be a mixture of several branches of the military; how does one deal with rank? A couple of my player's characters are military and I want to know who outranks them. I know one of the books mentions rank, but I can't remember which one (or which section) Also, an army General will be in charge. What happens if they disobey him? What would happen to a real soldier if he disobeyed a general?
Last reply by Sundog, -
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I'm trying to compile a list of great films showcasing the cinematic renditions of "gun fu", sniper skills and fast draw/gunslinger skills and tricks. For me the obvious start is John Woo--The Killer, A Better Tomorrow 1 and 2, and Hard Boiled are, I think, the best HK gun fu films. Add to that Equilibrium, Ultraviolet, the Matrix Series, John Wick 1 and 2, and Shoot Em Up. Wanted rounds out a baker's dozen. Sniper films are trickier, but offhand I'd say Enemy at the Gates (for a more realistic sniper duel), the Sniper series starring Tom Berenger, and both Shooter the film and the tv series. Concealment and making difficult long range shots are the major…
Last reply by RDU Neil, -
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Reading the PSLs description in 6E1, 87, it doesn't appear that we can use PSLs to 'reduce the 1/2 DCV penalty' induced on things like using Multi-Attack or to offset a particular Combat Maneuver. Is this correct? i'm having a discussion at our table and half say it is, while others like me believe it is not possible. thoughts?
Last reply by Cantriped, -
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I was wonder if there was or if anyone had put together a map for the Hudson City area, ie the surounding suburbs and counties?
Last reply by patrick, -
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I just started in a (5E) DC:TAS game set in the DC Universe, and I'm playing The Creeper. The Creeper Val Cha Cost Roll 30 STR 20 15- 20 DEX 30 13- 20 CON 20 13- 10 BODY 0 11- 18 INT 8 13- 10 EGO 0 11- 30 PRE 20 15- 8 COM -1 11- 10 PD 4 10 ED 6 4 SPD 10 10 REC 0 40 END 0 40 STUN 5 Cost Powers Martial Arts: Stoojutsu 4 Bonk/Slap +2 +0 +2d6 5 Headbutt +1 -2 +4d6 4 Eye Poke -1 -1 Flash 4d6 3 Gimme Dat! +0 +0 Takeaway 5 Why Are You Hitting Yourself? -2 -2 +2d6, Grab (both) 14 Bouncy: Leap +14” 3 15 Durable: Armor (5 rPD, 5 rED) 0 5 Evasive: +2 DCV; Acrobatics Roll (-½), Costs END (-½) 1 6 Healing: Regeneration (1 BODY/Min) 0 4 Madcap: Mental Defense (10…
Last reply by mattingly,
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