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Should I use a VPP or MP?


TheLion

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Background:

 

I'm getting ready to run a Bronze Age style superhero campaign set in CU in 2003. This is my first attempt at GMing a campaign (I played in a Champions campaign that ended 10 years ago that started with 3rd edition and switched over to 4th, I played a Ferro Lad clone and it was a blast!) and I've taken on the responsibility to get back into HERO and into gaming, since it's hard to find GM's. Also, I've always wanted to run a campaign and her is my shot!

 

The character creation phase is almost complete (and it wasn't really that difficult, the process of concept to paper with 350 points was a lot easier than I remember with the 250 point of 3rd and 4th editions) and the players are all happy with the end result. One player, however, wants a twist to his character that I'm not sure how to handle.

 

The Character:

 

He is a hero that has been around since 1776. However, unlike the Black Mask of the CU, where a different person has taken up the role through the years, this character has been the same person in the role since 1776 (yes he is an immortal). A great twist and a good character for this player, who is a great roleplayer. His limitiations include anachronistic tendencies that should really annoy some of his team mates, while he tries to conceal the fact that he's been around since 1776 (nobody knows that the same person has been this hero since 1776, everyone thinks that decendants of the original hero have taken up the role over the years).

 

The Problem:

 

The player of this character wants to have a cache of weapons to use that he has accumulated over the years, to give him a a little flare in battles. Example, he has two pistols that appear to be single shot revolution era pistols that are really a decent EB attack. Also, a revolutionary rifle that is a stronger EB attack. A sword that works kind of like a vibro-blade... you ge the picture. Weapons that appear to be from the 1700's but are really modern weapons that keep him in the league of the rest of the team.

 

He wants to be able to decide which weapons to take depending on the situation at hand. So I'm thinking a MP would not fit, but a VPP would be better.

 

Bottom Line:

 

I guess the bottom line question is how would some of you more experienced GM's handle this situation? Is a VPP too much for a new player to handle? Would a VPP be a real pain for me to deal with? What limitiaitons should I put on the VPP? Would an MP really be better?

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You could handle it either way. The problem that I've encountered with VPPs is the effort required to specify the powers of the VPP during a gaming session.

 

Personally, I would suggest a multipower with an advantage of Variable Special Effects to simulate the different types of weaponry. Thus, there would be an 8d6 EB slot, but the special effect in one adventure might be a flintlock rifle and in the next might be a Colt 1911A1. The multipower would have a limitation of "Only change effects between adventures: -1/2" and "Cannot change slots during adventures: -1." Of course, the specific values of the limitations are open to debate.

 

On the other hand, a VPP in which the powers are specified prior to an adventure and can't change in an adventure is pretty much a gadget pool. I would strongly urge the player to design weaponry outside of the session rather than spending time during a session doing all the calculations and book-thumbing.

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I think a VPP with the "Only Change At Lab" Limitation would be appropriate in this case. If you tell the player that he has to come up with and design his weapons between game sessions and can only use those that you've pre-approved, it will save both of you a lot of the headaches that VPPs traditionally bring.

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I think that if you, as GM, are willing to assist in the set up of the powers (I believe you mentioned this is a new player, right?) and that the powers are only changeable "at lab" (between sessions) so as not to slow down playing time, a VPP is a workable solution.

 

Is he going to be changing/creating new weapons as he goes? If so, then yes, definitely a VPP. If he is just planning on using the same weapons all the way along, then I think a MP would better represent this.

 

OR,

 

If you, as GM, allow multiple PF's, then have him build a standard arsenal as a MP and then have a small VPP gadget pool to make "special" equipment he may need. For example: If the party knows they'll be facing the Sinister Dr. Simian and his battalion of Ice Monkeys, then before they leave the base, he may want to stop by his lab to create "Thermal Insulation" for his uniform, that gives him, say, 10 ED vs. Cold damage, or, whatever.

 

-T

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Thanks for all of the input. I really appreciate the help the hero boards contributers are willing to give to new GM's.

 

I've taken a stab at building the character using a VPP and building some weapons. Let me know what you think.

 

 

The Spirit of '76

 

 

Val Char Cost
18 STR 8
20 DEX 30
18 CON 16
15 BODY 10
13 INT 3
10 EGO 0
20 PRE 10
11 COM 1
8/17 PD 4
8/17 ED 4
4 SPD 10
10 REC 4
40 END 2
36 STUN 3
6" RUN02" SWIM03 1/2" LEAP0Characteristics Cost: 105

 

Cost Power END
22 Protective Uniform: Armor (9 PD/9 ED) (27 Active Points); Only In Heroic Identity (-1/4) (added to Secondary Value)
5 Immortality: Life Support (Longevity: Immortal)
11 Immortal: Healing 2d6 (max. Healed Points: 12) (Can Heal Limbs) (25 Active Points); Resurrection Only (-1/2), Self Only (-1/2), Conditional Power (Body must be somewhat intact; -1/4) 2
89 Weapon Cache: Variable Power Pool (Gadget Pool), 67 base + 22 control cost (101 Active Points); Weapons Can Be Changed when The Spirit returns to base (-1/2)
0 1) Pistol: Killing Attack - Ranged 2d6 +1 (vs. PD), 16 Clips of 8 Charges (+0), +1 STUN Multiplier (+1/4) (44 Active Points); OAF (-1) Real Cost: 22
0 2) Blunderbuss: Energy Blast 6d6 (vs. PD), Double Knockback (2x KB; +3/4) (52 Active Points); OAF (-1), 2 Clips of 6 Charges (-1/2) Real Cost: 21
0 3) Sword: Killing Attack - Hand-To-Hand 3d6 (plus STR) (vs. PD), Reduced Endurance (1/2 END; +1/4) (56 Active Points); OAF (-1) Real Cost: 28 2
0 4) Staff: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) Real Cost: 6 1
0 5) Grappler Grenades: Entangle 3d6, 3 DEF (30 Active Points); 1 Charges (-2), OIF (-1/2) Real Cost: 8
0 6) Flash Grenades: Flash 3d6 (Sight Group) (15 Active Points); 1 Charges (-2), OIF (-1/2) Real Cost: 4
Powers Cost: 127

 

Cost Martial Arts Maneuver
4 Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +3d6 Strike
5 Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +5d6 Strike
3 Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +1d6 +v/5, Target Falls
4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 +1 HTH Damage Class(es)
Martial Arts Cost: 20

 

Cost Skill
10 +2 with Ranged Combat
3 +1 with Martial Attacks
3 Acrobatics 13-
3 Breakfall 13-
3 Climbing 13-
3 Deduction 12-
5 Interrogation 14-
4 KS: Farming 13-
4 KS: History 13-
4 KS: Theology 13-
3 Shadowing 12-
6 Survival (Mountain, Temperate/Subtropical Forests, Temperate/Subtropical Plains) 13-
3 Linguist
2 1) Language: Cantonese (fluent conversation; literate) (3 Active Points)
2 2) Language: French (fluent conversation; literate) (3 Active Points)
2 3) Language: German (fluent conversation; literate) (3 Active Points)
2 4) Language: Italian (fluent conversation; literate) (3 Active Points)
2 5) Language: Japanese (fluent conversation; literate) (3 Active Points)
2 6) Language: Korean (fluent conversation; literate) (3 Active Points)
2 7) Language: Latin (fluent conversation; literate) (3 Active Points)
2 8) Language: Mandarin (fluent conversation; literate) (3 Active Points)
2 9) Language: Navajo (fluent conversation; literate) (3 Active Points)
2 10) Language: Russian (fluent conversation; literate) (3 Active Points)
2 11) Language: Vietnamese (fluent conversation; literate) (3 Active Points)
Skills Cost: 76

 

Cost Perk
7 Military: Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Very Good relationship with Contact) 12-
Perks Cost: 7

 

Cost Talent
15 Combat Sense 12-
Talents Cost: 15

 

 

Total Character Cost: 350

 

Val Disadvantages
15 Reputation: Timeless Hero Frequently (11-), Extreme
25 Psychological Limitation: Superpatriot Very Common, Total
20 Psychological Limitation: Code of conduct Common, Total
20 Psychological Limitation: Honorable Common, Total
20 Psychological Limitation: Prude Common, Total
10 Psychological Limitation: Anachronistic Behavior Common, Moderate
5 Hunted: US Government 8- (Occasionally), More Powerful, Watching
15 Hunted: Eurostar 8- (Occasionally), More Powerful, Harshly Punish
0 Rivalry: Any Patriotic Hero Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)
20 Social Limitation: Secret Identity: Jeremiah Smith Frequently (11-), Severe

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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