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Vanguard00

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Posts posted by Vanguard00

  1. Re: Redemeable Villains

     

    Originally posted by OddHat

    Which CKC or CU villains would you use as villains? How and why?

     

    Foxbat, Earth's Mightiest Champion?

     

    If you mean which villains would make good heroes, then I would vote for GRAB. I could easily see them turning into a kind of "Thunderbolts" team. In fact, I've set up an adventure where that very thing happens. They'd be my first choice in a heartbeat.

     

    Armadillo would be a good candidate, in my opinion. The real villain is killed or disappears, another guy finds the suit and puts it on, and instead of being a villain he ends up being a hero. Heck, this would work for just about any armored villain.

     

    And then there are the Crown guys...

     

    ...um, nevermind. That should go on the mirror-universe-with-beards thread.

  2. Originally posted by Spectrum

    A: It was about 2 feet tall, had a crazed look in it's eyes and it stole my motorcycle.

     

     

    Q: I'm lookin' for a rabid ferret dressed in leathers, answers to the name "Diablo". Have you seen him?

     

     

    A: Deep-fried butter and a frog in a blender.

  3. Originally posted by Hermit

    A: A pan galactic gargle blaster, an orion slave girl, and Fred.

     

    Q: What three things would pretty much keep me from ever rejoining normal society?

     

     

    A: A naked woman in a bar with a poodle under one arm and a two-foot salami under the other

  4. I thought I'd extend my compliments, Storn. I was first aware of your work (though likely I saw examples sooner) something like 7 years ago--I think it was Ed Jackson's PBEM...not sure--and I've been impressed every since.

     

    Anyway, I've always appreciated your style. Just thought I'd add my two pennies here.

  5. Re: What would your character do VII?

     

    Originally posted by Hermit

    What would your character do? And what would your character think?

     

    One of my GMs did this a few years back. My character was relatively new to the scene, too, and this villain was being touted as his nemesis. She didn't know his identity, either, until he said something about her identity. She figured it out, and they stood there arguing like an old married couple while people started to gather around. By the time they'd worked out their relationship issues (and realized they really cared for each other) the police and SWAT were on scene. She blamed my character for being caught, went to prison, escaped, pulled one more job just to spite him and left town before my character could catch up to her.

     

    The GM had her send postcards from just about every city she was in after that.

  6. I'll cast a vote for Terror, Inc, as well. Always a favorite of mine to use and to see in action. They've been the primary focus of my FtF games a few times in the past.

     

    Eurostar, because they're the one's to beat.

     

    LadyBlue, because she has one of my gamers wrapped around her little finger.

     

    Mechassassin, because I treat him like Deathstroke (from DC Comics) and half the time my players didn't know if he was there to help or kill one of 'em.

     

    A homemade duo by the name of "Hammer" and "Anvil", two bricks with attitude that were a lot of fun to play. They were my "Wrecking Crew" types, there to cause mayhem for no particular reason, but always good for witty banter and a mean left hook.

     

    The home-made team of Howler, Wyvern, Anklyosaurus, Pulsar and Shamrock. Refused to have a team name so the press dubbed them the "Fearsome Five". That particular news channel was attacked the next day, and they were never given another team name again.

  7. While exploring an unnatural cave in the mountains, several members of our superhero team were caught by wailing banshee-like creatures, completely deafening all with their screeching. Believing this to be a precursor to an attack my character started to run away, only to be stopped by the yelling of my teammate who was not moving as fast. The other two, seeing me stop, stopped as well.

     

    I stopped and fought my way back to him, still unable to hear was he was shouting. While trying to figure it out we were attacked by the 'main' demon. The fight was long, brutal, and highly unpleasant. Creative strategy on our part got three out of four of us out of there. The fourth was never to be seen again.

     

    Once we were well on our way from the area I asked the first guy what he had been yelling.

     

    After long moments of sullen silence he finally said, "I was telling you to run."

  8. Re: Campaign Building

     

    Originally posted by PerennialRook

    How do I/you build a campaign?

     

    -Preston

     

    Well, to paraphrase JamesDJIII, one step at a time.

     

    First you determine what both you and the players want to accomplish. Are you looking for relatively short adventures that can be a lot of fun, or do you want a serious campaign to watch the characters change and grow?

     

    If it's the first option, then you don't need that much. My recommendation would be to pick a city and go from there. You don't necessarily even need a map, though a rough sketch of the city and surrounding lands is probably appropriate.

     

    Put the city on the edge of a civilized land, similar to Thieves' World setting. Make that city a cross between the civilized interests of the ruling class (be it city, state or empire), and part frontier attitude, with people coming and going all the time. The surrounding lands might be settled, but go too far away and you're back in the wilderness, home of monsters, dungeons, evil wizards, bandit lords and whatever nastiness you think might bring a good adventure. With just the one city and the surrounding lands you can have infinite adventures without ever developing too much of the continent, politics, etc. And if you want to develope things further, you have a basis.

     

    By the way, make sure you keep notes on people, places and things encountered. You never know when you'll need/want it again.

     

    If you want a serious campaign, I'd have to direct you to RoleplayingTips.com. It's an excellent site for new and experienced gamers and GMs. Browse the older issues and read the tips on how to begin adventures, campaigns, build worlds, etc.

     

    The advice you've received thus far about using preexisting campaign settings is all very good, but what it comes down is determining what both you AND the players want. Start there...the rest will sort itself out.

     

    Again, write down everything that occurs to you, and everything you use. Maintain consistancy in your game no matter which way you go.

     

    Them's my two bits.

  9. I'm pretty much the same way you are, SirWilliam. If it's not someone I intend or expect to use, I only worry about the stats I need and fudge the rest. Same with spells, vehicles, animals, bases, whatever. Unless it comes up again I don't need to worry about it.

     

    However, there are times when for some reason or another what I thougth was a throwaway NPC or item becomes important. Then and only then do I actually do a write-up, and for that reason I keep notes on all my throwaway NPCs and items now.

     

    ~~vanguard

  10. Re: The Dragon Squad

     

    Originally posted by Mr. R

    OK I came up with this idea last night as I was falling asleep. A groups of villians/agents all based around a dragon motif. However I do not want a group of viper clones, nor all the guys be all martial artist/(insert archetype) of oriental bent.

     

    Also I am wondering why a group of disparate villians would possibly agree to come together or beformed.

     

    So anysuggestions for members and background?

     

    First, the theme:

     

    Option One: Five (or more) guys and gals all wearing powered armor of sorts. Give their armor color schemes so you end up with "Red", "Blue", etc. The group is collectively known as "Dragon." Each set of powered armor has a different specialty--one is superstrong, one is heavy weapons, etc. One might even be a mentalist (technology based).

     

    Option Two: theme villains. Wyvern (flight, HKA), Basilisk (some sort of paralyzation power), Cockatrice (mismatch killer), Salamander (fire based), Drake (brick) and Hydra (duplication).

     

    Why they're together:

     

    Option One: "Dragon" is a mercenary group of Eastern European ex-soldiers who really needed something to do once it was clear both the Cold War was over AND metahumans were rapidly becoming a problem to serious crime. These guys are tough, extremely well-trained in small unit tactics, and are consumate professionals. For the right price they'll level a city or guard your daughter's virginity.

     

    Option Two: "Dragon" is a team of villains who, individually, have all had their butts handed to them one way or another over the years. Finally, using some mutual contacts and prison snitches, Cockatrice (or whoever) gets the group together, renames them into a 'dragon' motiff, and trains the group to be the equal or better (ahem) of any superhero group. NOW they can pursue their dreams of living the life of luxury at other people's expense.

     

    Just some stuff off the top o' my pointy head.

  11. Re: Suggestions Wanted: Vigilante game

     

    Originally posted by DrFurious

    The current crop of characters:

    • A criminal court judge, owner of an apartment block.
    • A Catholic junior priest with some mystic powers of an angel of vengence.
    • A former dot-com mogol with a surveillance van.
    • A wealthy ex-green beret who provides training for security and law enforcement.

     

    So you've got a rash of hi-tech burglaries. Computer chips, power supplies, etc, are being stolen. The judge hears about it through channels, the priest hears about it because a friend of his (alternately a member of his parish) worked at a plant; the dot-com mogul just watches for this sort of thing; and the security guy is hired by one of the firms before or after a heist.

     

    The short version: a new gang is in town and they're looking to hit the hi-tech black market in a big way. They don't mind roughing people up a bit to get what they want, and they intend to take over the city's criminal market doing it. This means they'll clash with other local gangs.

     

    The twist: there's already a syndicate-type group in place, and they're not happy with this new rival. No one knows about them yet but if they take the kind of action necessary to remove this threat they'll be exposed. Do they help the heroes? Go after the new gang themselves? And just who is this syndicate, anyway?

     

    Possible subplots and hooks: a friend of the judge (another judge himself) is part of the syndicate, though not necessarily high level. A former compatriot (or senior officer) of the green beret's is also involved. Almost anyone from any of the character's background could be involved.

     

    Potential gang wars in the streets, city corruption, heroic angst as friends and loved ones are revealed to be more (or less) than originally thought...

     

    ...this is the stuff of legends, man. Run with it! :)

  12. Re: classic sci-fi campaign

     

    Originally posted by tkdguy

    Okay, I just posted this on the d20 forum, but I think HERO would probably be a better fit. What do you think about a campaign based on the works of Jules Verne or HG Wells? I know Castle Falkenstein used War of the Worlds and 20,000 Leagues Under the Sea (among others) in the Steam Age sourcebook. Does a HERO version of this kind of campaign appeal to you?

     

     

    Pulp campaigns always have. What you're describing (at the risk of sounding commercial) is a League of Extraordinary Gentleman style campaign. Or Doc Savage, or The Shadow. Heck, the various "Indiana Jones" and "Mummy" movies fit into this, as well. Good stuff all around, and there's lots of source material around on the 'net. If you can run it I'm sure you're players would love it.

  13. Originally posted by Black Rose

    Historical reasons I can't give, but I would think the studs would give a little more protection from slashing and glancing attacks.

     

    My tuppence.

     

    Well, yeah, I could probably come up with a good reason for leather to be studded. I just couldn't come up with a good reason to include studded leather :)

  14. Originally posted by Herolover

    In the end I have decided that it is an RP thing. Studded Leather, due to the reinforcment offered by the studs, will not require as much money to repair and will not ruin as quickkly as normal leather.

     

     

    Good call. As an aside, I would think it would be a little more to repair studded leather as it's slightly more "intricate" (in the loosest sense of the word) than it's "plain" counterpart.

     

    Personally, I don't allow studded leather in my games. No historical reasons or even compelling logic for including it :)

     

    Just my too sense...

  15. Re: Nonsensical and out-of-genre results in HERO fantasy.

     

    Originally posted by Yamo

    a) Let's say we have a knight in late medieval plate mail. He gets peppered by a barrage of arrows, all of which glance off without penetrating his armor (he takes no BODY). However, the total STUN from all these deflected arrows knocks him deeply unconscious. Needless to say, this is ridiculous and completely out-of-genre. Nowhere in history or genre fiction does such a thing happen, yet it's a very plausable result of such an assault in game terms.

     

    Not true. The knight in plate armor (a rarity, by the way) would take an amazing amount of punishment from swords, axes, maces and arrows all hitting his armor, whether they penetrated or not. It was a rare thing to see a knight taken out by killing him--it was more often a case of getting the knight off his feet and doing him in at one's leisure.

     

    B) Average attacks versus average DEFs are going to produce vastly more STUN than BODY damage. Yet the fantasy genre is usually more about cleaving through an orc in one mighty blow than battering said orc unconscious with your sword and then slitting his throat after the fight is over.

     

    An orc shouldn't be wearing plate mail. An orc should, at best, be able to scrounge the occasional breastplate, maybe a bit of chainmail, and most likely wore leather, wood, or hide armor, maybe with some strips of metal for reinforcement. Let's presume a DEF 3-4 average and hit him with a great sword (2d6HKA) wielded by a muscular hero-type (15+ STR) and you get a 3d6 HKA easy...that's 10.5 BODY on an average attack. Even with the DEF of 4 that orc is hurt. It you max out your damage you've just done 14 BODY to the orc after Defenses. That's dead in my book (assuming you gave the orc 10 BODY).

     

    How to cut down on these inappropriate results without eliminating STUN altogether (which, among other things, would make it impossible to knock somebody out under any circumstances)?

     

    Basically, I want people "downed" in combat to die more and go harmlessly unconscious less, but I don't want to eliminate STUN completely.

     

    I think the question is, what do you want in your campaign? Historical realism or genre realism? If you are looking to be faithful to the genre of heroic fantasy then you should examine the combat rules a bit more carefully, taking into account certain examples (as you provided above) and taking those rules which benefit those examples, doing away with those that seem counterproductive. The Hero System is nothing if not adaptable, and more often than not the printed rules give examples on how to modify them to fit your campaign.

     

    If I had the rule books handy I would quote some supportive material, but I'm afraid I can only suggest you reread the sections on combat.

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