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Heckus

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Everything posted by Heckus

  1. Re: DMA Super Spies I started them out at a painful 150pts for the first night. I think I restricted how much could be spent on each category (Powers/Stats/Skills) and if they were under budget on powers those points could trickle down to stats, and from stats down to skills. After the first night, a month of game time passed and they got a 25 pt "DMA training" boost in the form of a list of skills to choose from. Adventure 2 was a live fire training exercise after which more time passed and they got another 25 points that they could spend on anything they wanted which was termed as "personal growth". Both 25 boosts came with Disadvantages that they would not have had prior to joining the agency (a few hunteds and "subject to orders"). After that I reverted to standard EXP with the occasional contact, perk, or skill instead of EXP. Also, i gave them each a choice: They could know that they had some kind of power but assume they were unique OR they could have no idea and roleplay figuring it out as the first adventure progressed. They all chose the second option. It made for great roleplay. After about 25 episodes (roughly every other week for the last year) they are up to 263. This may seem low but the "One power" rule and normal CHA max really balances it out. Also, the enemies are balanced towards them also making fights against "agent" level guys more gritty. There is has only been one NPC in the game with a SPD higher than 4 (he was a gun totting speedster named Colt) and the average is 3. The fights seem to go much faster. Also, its amazing how many points you save when you don't have to buy a lot of DEX, CON, or SPD.
  2. Re: Picking a codename that, like, a million other characters haven't already used.
  3. Re: DMA Super Spies Cast of Characters: Aegis (Mitzi McGee) was a waitress in a small town cafe. She has a permanent personal force field (invisible) that she can expand to surround others (Force Wall). In her time with DMA she has discovered other tricks like offensive bubbling (entangle) and how to push things around by expanding her bubble (K and minor flight). She recently discovered that her Grandfather was the Diamond Duke, a founding member of the "Secret Six" (predecessor to the DMA). Golem (Jacob Larkin) is a soldier on the run. After some bad experiences during the War he became a bit of a drifter. He can turn his body into living steel. He has two subplots currently: first, people from several different circles have referred to him as a "Juten" which seems to have special significance and second, he recently found out that the DMA used him doing the War for a secret mission and then scrubbed his memory leading to some of his mental issues. Law (Officer Carson Law) a cop known for his amazing aim and luck. He gained internet fame when a video surfaced on Gotube of him taking down the infamous Tres Gatos gang. Initially Carson thought he shot "mind bullets" but the DMA science wing showed him that his "bullet" was actually the tip of an invisible telekinetic tentacle. For some reason a few powerful being seem very afraid of Carson, referring to him as a "Royal Executioner" which seems to have special significance. Order (Al Nickel) was a con man. He later realised that he had the power of Mind Control. Al found out that his Grandfather was also a founding member of the secret Six (Maestro) and has since been shot by one of Granddad's archenemies who mistook Al for an assassin. Al now has a permanent limp. Al is also wanted by the Cabal of Azor as one of their "Chosen". [side note: "Order" is a play on words since he "gives orders". if anything he is the biggest source of Chaos in the game]
  4. Here's a peek at what I've been subjecting my players to for the last year: DMA: Department of Meta-threat Assessment. 10 things to know about the campaign: 1. The general public does not know of the existence of Metahumans (or "metas"). 2. The U.N and several major world powers want to keep it a secret. 3. All 'true metahumans' share a common origin generically referred to as "the Source", but no one has been able to find it (believed to be a place or object). 4. There are organizations that seek to help metahumans peacefully co-exist with normal humans (in secret), but there are also organizations that want to destroy all metahumans. 5. Metahumans vary greatly in power from the very weak ("I can turn my skin blue at will") to "paragons" (PC level, One major power and a few stunts) on up to "Omega-Level metas" (possess multiple power sets and are virtually immortal; the PCs have only personally encountered one to date). Metahumans with permanent obvious mutations are called "Lurkers" and are considered a lower class of meta. [note: humans are NOT the only ones who can have a meta aura] 6. It's recently been discovered that metahumans aren't a just recent phenomena. At various points in the past there were more but they faded into history or were written off as myth (or purposely written out). 7. The DMA was formed during WWII to deal with a surge in "Meta-activity". The founding members called themselves the "Secret Six". Some of them are now dead or retired but 3 are still active. 8. Several different organizations have pieces to the Big Puzzle but differing goals keeps them from working together to solve it. 9. Team: Sagittarius of the DMA (the players) are "special" and NOT just because they are metahuman. 10. Something big is coming and if Team: Sagittarius doesn't put it all together soon the world could end. [update: regarding #3: A series of Stone Obelisks called "Thule Stones" located around the globe have been discovered to have a connection to the "Source". The Obelisks were named by the Nazi's back in WWII who believed that they linked to an ancient city that held the key to ultimate power.] In a nut shell: The PCs are government agents with powers who work for an agency that polices their own kind and tries to maintain their secret. It's somewhere between "MIB" and "Heroes" (the TV show). The Characters: The PCs started the campaign as normal humans that didn't know they had powers (waitress, cop, con artist, and AWOL vet). The first adventure opened the door to a hidden world that they had no idea existed. They are still (after a year) dealing with the fact that much of what they took for granted was a government supported lie. Now they are working for an agency that they don't fully trust. The "One power" rule: Each player gets to build their character around "one power" theme(Force Field generation, Mind control, i shoot Mind Bullets, my body turns to steel). Any other powers they take have to be an effect of their original power. Example: Mitzi the waitress's one power was "the ability to create invisible force shields around herself and others". Initially all she could do was project a Force wall. As the campaign progessed she learned to entrap people in her fields (entangle) or push people away by expanding her field quickly (TK). Occasionally it takes more than one power to adequately create your "one power" theme, such as : "Turning your body in to living steel". In these cases consult the DM for restrictions. Ramifications: 3 out of 4 PCs have no movement powers at all. 2 PCs only have normal human defenses (4-8 pd non-resistant) which makes guns a real threat. 2 PCs have no damaging attack power outside of carrying a gun. Development: A few metahumans have developed secondary minor abilites unrelated to their "one power" (the mind Controlling Con Artist can sense Metahuman auras). This was added as a GM tool to advance the plot but the player agreed to pay points for it. Other odd rules: Invisible powers: Because of the nature of the campaign I decided to make most active powers innately invisible if the PC was a true metahuman. Having ANY power be visible is a huge disadvantage (blows the big secret). This doesn't increase the cost but players can take "visible" on powers that they would ordinarily not be able to (EBs, FFs, entangles, etc..). Retarded Aging: At the point that a true metahuman "manifests" his aging either stops or greatly slows. This is a free power. Normal CHA Maxima: Although this is technically a supers campaign, all PCs are bound by NCM unless a Super stat is part of their "One Power" (there is a villain named Think-Man whose only power is a 30 INT; he has yet to be captured). Mundane Gear: I don't make the PCs pay for mundane gear (normal guns, bullet proof vests, walkie-talkies, etc..) because their gear can change drastically with each mission and they don't always get to choose it. I have on occassion had to limit a few choices but it hasn't been a big deal. Role of the PCs: As Agents of the DMA they are charged with investigating and detaining "hazardous meta-threats". As the campaign has progressed they've discovered that there is far more to the "Big Picture" than they were originally shown and they are secretly working to unravel that mystery between missions. Other Agencies: DSI - Department of Scientific Investigation (Allies/Enemies): The DSI is another U.S secret agency that handles "super science". While they are both supposed to be on the same side, the 2 agencies do not get along well at all. The DSI would like nothing better than to use Metahumans as lab rats but the DMA won't allow it. It hasn't been proven but the DMA is pretty sure that the DSI is up to something shady. OOS - Office of Occult Studies (Allies): The OOS is another U.S secret agency that handles "all thing magical in nature". One of the PCs' favorite allies, Maggie Arcane, is a member in high standing. She has helped the PCs one several cases. The Omega Objective (Enemies): Secretive Agency that seeks to wipe out metahumans as part of their plan for World Domination. "World peace can only be achieved through total control and the suppression of free will". The Cabal of Azor (Enemies): Metahuman terrorists who are seeking their "chosen ones" who will help them bring about the will of their Nihilistic Fire God. [this is also one of my blogs and will be expanded on there as I get time to write]
  5. Re: A DC Animated-style HeroMachine Very nice. I do so like making henchmen villains. I loved all the villains in the back of the old 4th ed. book. I hated that they gave Pulsar his own flight power under 5th. It seemed to cheapen him to me. [sorry...tangent]
  6. Re: Your Gaming Group's Jargon getting "Silver-Snaked": being beaten so far into unconsciousness that you only get recoveries at GM discretion. Usage: "I'm totally gonna Silver-Snake this guy!" Origin: Silver-Snake (a super invulnerable tunneling brute) made the mistake of pointing out that no Federal prison could hold him and that if the heroes went after his boss he'd just tunnel away while they weren't watching. The casual killer in the group (Mongoose) argued that they should just finish him off so that he'd no longer be a threat to mankind, but the CVKer in the group (Saint Harv) wouldn't stand for that. The rules mechanic in the group (Gravnost) pointed out that his defenses were high enough to stop any BODY damage they could hope to dish out, BUT they could still inflict a tremendous amount of STUN by combining attacks. So the "heroes" gathered around him and beat him into such a coma that he was never seen in the campaign again. Pulling a "Mongoose": the act of "unintentionally" using excessive KAs against non-resistant-defense-having foes. Origin: During a metahuman gang war, Mongoose (alien-powered secret agent) picks up a discarded M-16 from a national guardsman and turns it on Psycho-Del (leader of the "Peacemongers") assuming that, as a metahuman, he'd have resistant defenses. He did not. 4/5 AF shots hit for nearly max damage. Oops.
  7. Re: A DC Animated-style HeroMachine Ah. Not familair with that one (loss of geek-cred for me). I'm sure Agent-Zero has been used to death as has simply "Zero". Enh....we'll see.
  8. Re: Child of Mine . . . Cypruss He talks to plants. He sulks alot because daddy is dead (assuming the New Mutant Cypher) and mommy wants him to grow up and be a villain like her. I picture a red-haired goth kid with a hell of a green thumb. Only the plants "understand" him (/single tear). next up: Black Canary & Ghostrider
  9. Re: Supervillains and Philosophy Look to the classic archetypes: -the greedy b*st*rd (90% of your garden variety bank robbing villains just want money) -The complete lunatic (Joker) -the thrill seeker (Riddler; He sets up eloborate puzzles to match wits with an opponent...and make a little cash on the side) -the nihilist (Darksied; "Once I secure the secrets of the anti-life equation I will destroy the universe"...and yet he has loyal followers) -the revenge obsessed (Baron Zemo; "[society/hero/whatever] is gonna pay for what they did to me.") -the deluded savior (Magneto; "when I'm in control, everything will be as it should be") -the inhuman monster (Chemo; usually powered by a mix of rage, hunger and confusion.) -the mercenary (Only does it if he's getting paid). -the bored rich guy (Kraven the Hunter) -the megalomaniac (Dr. Doom, Red Skull, Lex Luthor; "when I'm in control, everything will run MY way") -the under-appreciated genius (Dr. Octopus) -the reluctant villain (Sandman [movie version]; he doesn't want to do bad things but for some reason he thinks he has no choice. If life had gone differently he might have been a hero)
  10. Re: A DC Animated-style HeroMachine Having worked a bit more on the Number Men, I have: the "3"s - Anti-Hero agents. The are the "Heavys" of the Number Men. It's not entirely clear if they are Human, robot, or something in between. Strong and durable, they can stand toe-to-toe with must street-level heroes or small tanks. and the "2"s - Field commanders. Anytime you encounter a Number Men squad, there's probably a "2" lurking somewhere in the shadows issuing commandos via headset. Each is a master tactician as well as a highly capable combatant. The "2"s show a little more individuality in their fighting styles and weapon choices and even go as far as having personalized code names, Like: "Deuce", "Double-Hawk", or "Two-Timer". Hope you enjoy. Still working on their boss, "Leader-One"... ...and possibly a Mr. Zero...just because I like the name... "Mr. Zero"... it has a ring to it....
  11. Re: A DC Animated-style HeroMachine Yes, much better. I will no longer be starring at his lack of eyebrows while he delivers his soliloquy about his villainous plot.
  12. Re: A DC Animated-style HeroMachine Overall I like the Hunter of Souls. He has the feel of an updated Hades/Pluto from greek/roman mythology ("lord of the dead" and stuff). I really like the "skull masks as knee caps" idea. Nice non-standard use of the tools. That said, I for some reason find his lack of ears and eye-brows disturbing. It gnaws at me. There's a lot of emotion and menace in a nice pair of eye-brows.
  13. Re: A DC Animated-style HeroMachine thanks, glad you like. I'll throw out the remainder of the Number Men as I complete them. Only 4s and 3s are scheduled to make an appearance in the near future but i'll get to work .
  14. Re: What does 'Magic' mean to you? ....another option is to go the video game route and make a list of pre-defined special effects (Magic, fire, acid, cold, etc...) and tell your players they may pick only one or have to pay a +1/4 advantage for "dual SFX" (which allows the best of 2 categories, all of the vulnerabilty without any of the specialized defense). This may already exist, it's been a while... I say only +1/4 because i can't see it really being that big of an advantage over the course of a heroes career. Even the +1/4 seems a bit much just to define magical fire. I ONLY recommend this if "special effect" has become a major and consistant arguing point with your players.
  15. Re: What does 'Magic' mean to you? If you really want to overthink it, do it as: 6d6 EB vs. Ed (fire) plus 6d6 EB vs. Ed (magic), advantage/limitation: applied to defenses as one attack unless target possesses defenses that are specifically vs. "magic" or "fire" in which case the energy type in question is applied to defenses seperately; or if used against a target with a vulnerability to either then only half of the resulting damage is doubled (+0). It's actually kind of a "highly-conditional reduced penetration....with a twist". Scenario: if Magicflameguy shoots his EB at ogre, the dice are rolled as one attack, applied to defenses as normal. If he then shoots Ice-asaurus (2x stun-vulnerable to fire, but not magic) then figure up damage as normal and only multiply the damage by 1.5 Personally, I think it's more work than is fun and would just find a middle ground that is fun for the players too. Is it inconvenient to the plot for it to count as both magic AND fire? Is it a game breaker? Does it make the game less fun or do you feel like the player is "getting away with something"?
  16. Re: What does 'Magic' mean to you?
  17. Re: What does 'Magic' mean to you? How often does it come up in your game? Does it need to cost differently? Are your players so regularly afflicted by magical fire that an "off the cuff" ruling can't cover it? There's a guy in my campaign who is vulnerable to electricity but to date I haven't gotten around to throwing a lightning guy at them. That doesn't mean the disadvantage is worth less. It just hasn't come up, but it's still valid. Conversely, if I had written in a re-occuring villain that hurled magic lightning (anyone remember Sergeant Supreme from the Corrupters of All?) it'd still be worth the same amount of points (and you can bet i'd have it set off his vulnerability). The same goes for SFX on attacks. If a player 1 defines his 12d6 energy blast as fire and player 2 says he shoots a 12d6 beam of fudge ripple ice cream, they are still both worth a flat 60 active points even though player 1 is far more likely to find people vulnerable to him. SFX are there for flavor, don't sweat them to much. Champions has enough rules as it is without trying to figure out an adder for each special effect.
  18. Re: Three Villains, one picture, no ideas.. One Contest... I realize it's a very late entry but I figured I'd throw my hat into the ring for funnzies.
  19. Re: Three Villains, one picture, no ideas.. One Contest... Crisis of Faith: The Atheist [Top center]: "I believe in nothing therefore nothing is real!" Powers: MC Esher-like Illusions. Up is down, left is right, nothing is as it seems. Ego attack ("mind blowing"). Background: Philosophy Professor Ted Spooner tought the philosophy of nothing-ness for years until the University dumped him because he "had nothing esle to offer." This sent him into a downward spiral of despair, and then, when he was at his lowest, everything (or rather "nothing") became clear. All existance was a lie and only he could see the trueth, but he was determined to make everyone else see. Personality: Ted is pretty sure he's the smartest man in the room wherever he goes. Some might call him delusional but he thinks everyone else is just too dumb to see "his trueth". he's also an old school hippy. Father Voodoo [bottom right]: "I believe in everything! Feel the sting of my contradiction!" powers: Check-list hero/villain. Each multipower slot is inspire by a different religion/practice (holy bolt, voodoo summoning, budha's force field, etc...) Background: Rev. Don Harper bounced around many foster homes as a child and each one forced him to take part in a different religion. Eventually he came to the point where he was too afraid of being wrong to not believe in any of them, so he decided to believe in all of them. He finally snapped when he began manifesting powers and started believing that he was the chosen one for every faith. Personality: Split. one minute he's calm and collected, the next he's cowering in a corner. Pointing out that any of his religions directly contradict each other sends him into a rage. Devil's Frontman [bottom left]: "Penny for your soul?" Powers: brick with sonic scream (why not?). Background: Satanic-rock star dies in a fiery bus crash and is reborn to shake the pillars of faith. Someone down under has big plans for him, and i don't mean Australia. For now his orders are to make as much noise as possible (in a world media sense) in the name of the Devil. Personality: Nobert Wellermier is not very bright, but he knows how to rock. He's only doing this for money and chicks. The other guys can do all the planning. Sometimes, something darker takes over but Nobert claims to black out during these episodes.
  20. Re: What does 'Magic' mean to you? There's really no wrong or right, It's up to GM preference. My stance has varied a bit with different campaigns. In my current campaign, magic has been defined as : the ability to access energy from an alternate dimension that possesses physical laws that are completely contradictory to our own (gravity is counter-intuitive, matter can come from nothing, etc...). Due to a failed (or very successful) experiment performed by the citizens of Atlantis, there is a permanent doorway between that dimension and ours. The energy flows back through the doorway and around the world in the form of Ley Lines. "Magicians" tap into these lines of power via complicated rituals. By this definition, Fire is Fire and "magic" is basically an alternative science. In other campaigns Magic was "the stuff from which the universe was made" and defied quantification, so magic was "magical" and magically-created-fire was Magic and was only subject to things that specifically effected (dispels/drains) or were specifically vulnerable to magic. Magical fire mimicked the appearance and properties of fire but was not fire (even after the fact). Now, that said, there's nothing saying a GM can't rule that the "Hellfire" ignores regular fire resistance and/or is subject to both/either vulnerabilities. Go with whatever fits best in your setting or (more importantly) what makes the adventure more fun. It all comes down to Gm and Setting (just like in the Comics, different writers sometimes give conflicting explanations).
  21. Re: I need a simple Bank map
  22. Re: I need a simple Bank map Thanks. I didn't have Villainy Amok. That's helpful.
  23. Re: A DC Animated-style HeroMachine It seemed like folks were doing a lot of dragon-themed themed characters, so here a simple alien overload/gladiator villain I made. I thought adding the scale texture to the circle made a nice gem effect for his belt. And the Mohawk makes a passable head-fin.
  24. Re: A DC Animated-style HeroMachine Spy-by-Night. Chaz Winslow is an account manager at a photo copy supply company by day and a cat-burgling, knife-throwing, Spy by night. He has no powers but he's nimble and a master planner. He hates his life and became a villain for hire to break the monotony. Glue is every mastermind's best friend. Glue wants nothing more than to please his master and be rewarded. Unfortunately his power is a bit messy (however effective) and he tends leave a sticky trail around even the most non-stick hideouts. Glue can stick himself to anything and he hurl balls of his ... um ....coating ....to ensnare his enemies. Art-wise: to me he works on a "less-is-more" level.
  25. Re: A DC Animated-style HeroMachine Graver is my twist on the density-control brick. He's a pro-wrestler who was murdered by the mob but the "Spirits of Vengeance" have given him the power to protect the weak from beyond the grave. He usually floats around as a ghost (Desolid), all green and glowy (when seen), but can assume a form of living tombstone (density increase) when the weak are threatened. [yes, he's the ugly love child of Dead-man (DC) and the Vision (Marvel)]: Ghost Graver: and tombstone Graver:
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