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yamamura

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Everything posted by yamamura

  1. I can see your point about the HKA and not having to buy an immunity. As for Riot, I only remember being somewhat curious if it went anywhere, but otherwise I wasn't too impressed either. But Patlabor, why stop only after 2 issues? It still baffles me.... G
  2. Michael I think you should up his VPP as you suggested (though it has been long enough since I have seen the series/read the manga). About the only other thing I would add (but not require) is a life support to represent some sort of immunity to things he eat. I have to agree he has one of the most unique powers in manga/anime. As for the number of volume of the series this stills baffles me. At the same time Viz brought out Eat-Man, they also brought out Patlabor and Riot and only released two volumes of them. Was it because of sales or losing the rights? Thanx for making Bolt. My have to use him sometimes. G
  3. Given the supernatural overtones how about...... THE AWAKENED G
  4. Okay bad thing <<<<<<<<<>>>>>>>>> But didn't Champions New Millenneium have a similar cover? G
  5. Yep didn't think about the Life Support being cheaper. Another reason for not allowing it. G
  6. Recently one of my players linked his healing(Regeneration) with Life Support: Immortality and I said that while I couldn't find anything in the rules against it, I felt it was still an illegal construct. Now my player had no problem dropping it, but I hope I made the right choice. Any comments? G
  7. Also Combat Luck doesn't protect when you throw yourself in the way of an attack to protect someone else. Neither does it protect you on move through or move by. G
  8. Also there is the fact that the US did a wonderful PR job to the Japanese people about how the war wasn't their fault but that of a corrupt government (of course this logic is why the common Japanese don't see why they need to atone for Nanking and other terrible things from WWII). So if we take a hero of Japan (ie. a villain to the America) after the war he would be expcected to believe that he was duped by his government and thus not a war criminal. In fact he might be expected to serve the occupational forces as a symbol of Japan's willingess to work with the US. BTW this would be an excellent chance for a Gentleman Jim style character. A noble superhero who took up the calling to protect the homeland. During the war he see the crimes commited in Nanking and in the Pacific against POW and it will cause him much pain. On one hand he knows what they are doing is wrong, but on the other he did pledge his alliengence to the Emperor. This may cause him to risk his life in hopes of dying honourbly or just fading away once the war was over. Now somebody who was truly pro-military might be a different story and if he hadn't died in battle, he would most likely be tried as a war criminal. If he avoid capture, he may try to come up with schemes to return Japan to its former glory and may end up becoming the adversary of the Noble Hero of Japan. G
  9. I have to agree with Killer Shrike on the luck bit. But otherwise really good. G
  10. There isn't a number nine yet right? Oh I so hope not. So here we go. What would your characters be like if they were born on an alternate earth that has technology equal to our year 1100ad. G BTW farik great idea this. Wished I had a character (running) to play along.
  11. Being a fan of anime/manga, you see alot of these type of villains floating around. The key in designing them, is to give them a reason for working for the bad guy or one to be a bad guy. After all taking over the world, so no one will suffer and peace will exist on the Earth can be quite a noble goal in the Gentleman Jim's mind and he is not about to dirty his reputation by not living up to his own standards. Also if a "Jim" was born in the wrong country that is basically a bad place, his sense of loyalty will cause him to fight. This is not mentioning debts of honour to a master villian. On page 19 of GURPS mecha, Mr. Pulver has an excellant example of how to introduce a noble warrior, such that the players knows he is noble. To paraphase (and making it Super-heroic), the player has just been in a terrible battle, his cape and costume are ripped and he is limping home for some R&R. On a nearby roof top he spots a lone figure with a bellowing cape and mask that hides his face. The figure speaks, "We will meet again when you have time to recover." Later at the Hero base, our young fighter discover that the man on the building is wanted and famous in Europe. This of course sets the stage for the hero to give the villain the same dues. G
  12. Was in a scenario with a very noble villain, but one of the player sneaked attacked him and killed him. Terrible when the heroes are nastier then the villains. G
  13. One last note, Yamada can if pushed call on support from Viper's super villians if she needs help dealing with a pesky bunch of heroes. G
  14. Talent Agent Talent Agent (VIPER) Player: Val Char Cost 15 STR 5 14 DEX 12 13 CON 6 12 BODY 4 13 INT 3 10 EGO 0 16 PRE 6 14 COM 2 4/8 PD 1 4/8 ED 1 3 SPD 6 6 REC 0 26 END 0 30 STUN 3 6" RUN02" SWIM03" LEAP0Characteristics Cost: 49 Cost Power END 8 VIPER Armoured Clothes: Armor (4 PD/4 ED) (12 Active Points); IIF (-1/4), Activation Roll 15- (-1/4) 12 Stubby Blaster: EB 7d6 (35 Active Points); OAF (-1), 4 Charges (-1) 3 +1 PER with all Sense Groups Powers Cost: 23 Cost Martial Arts Maneuver Viper Brawling 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 3) Punch: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike 3 4) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls Martial Arts Cost: 15 Cost Skill 3 Conversation 12- 6 +2 with Viper Blasters 3 Deduction 12- 3 Interrogation 12- 2 KS: Media 11- 4 KS: Viper 13- 4 KS: Super World 13- 3 PS: Agent 12- 4 PS: Viper 13- 3 Oratory 12- 3 Persuasion 12- 3 Seduction 12- Skills Cost: 41 Cost Perk 2 Fringe Benefit: Backstage Pass, Viper Perks Cost: 2 Total Character Cost: 130 Val Disadvantages 5 Agent Variant Disadvantage 15 Psychological Limitation: Greedy and Amoral (Common, Strong) 20 Social Limitation: Subject to Orders Very Frequently (14-), Major 10 Watched: 8- (Mo Pow, NCI, Watching) Disadvantage Points: 50 Base Points: 50 Experience Required: 30 Total Experience Available: 30 Experience Unspent: 0
  15. Homestaying: The practice of sending a child that has gotten himself in trouble to America to avoid embarrassment to the family. Eternity Promotions is a Japanese company founded by Manami Yamada. The company specializes in the promotion of the rising stars of the Super World in Japan. It also has a stable of up and coming pop stars and other celebrities. It is estimated that it handles 30% of the Japan super heroes and a couple of world known super also do their advertising contract with them. It is noted to be a very friendly and helpful company with their talent agent taking on the role of a bigger brother or sister to some of its younger talent. At the moment they are trying to convince Charm Girl (see Champion Universe page 75) to sign over with them. But Eternity has a dark side. It is actually a front for VIPER. They use their closeness to the heroes to gather information on them and to make money off of their successes. They also are known to arrange crimes to test both potential agents to VIPER and to further the crime-fighting career of their heroes. Also the agents try to win the trust of their charges in hopes of revealing secret identities and/or vulnerabilities. One of the most insidious activities of Eternity is homestaying out heroes to America. This is generally done to any hero that may have abilities to uncover what is going on. Such a hero never is allowed near the Eternity building and is always met by a talent agent that doesn’t know what is really behind Eternity. Once they are signed to Eternity they are almost instantly sent of to America where it is arranged for them to die a heroic death. The only other time they do a homestay, is when they do have a hero that is a embarrassment to the company but this is rare. The Eternity building is a 7 story structure not far from Shinjuku. The bottom 4 floors host offices for the talent agents that handle the day to day activities of business. About 1 out of every 5 employees on these floors is a VIPER agent trained as a talent agent or as an Office Lady. They generally carry a Stubby blaster and wear armoured clothes (4rPd/4rEd, IIF). The 5th floor is a reserved for the collecting and managing of data. Everyone who works here is a VIPER agent and they generally have on duty 4 general combat specialist as guards. Building Security is also located on this floor. On the sixth floor are offices of the companies executives. These are generally agents that have proven themselves to Ms. Yamada and have moved up the ladder. The Seventh floor is mainly Ms. Yamada’s office. The roof of the building hosts a small park (for lunches) and a running course. It can only be access by the 4th floor. Plot Hooks: A new teammate has been added to your team. She is a telepath from Japan and is very eager help the team out. It doesn’t take long to realize someone is out to get her and she really doesn’t know why. Figuring it out can lead to a trip to Japan to solve the mystery and putting an end to Eternity Promotions. Plot Hook: You are amongst a group of young supers who are being signed to Eternity Promotions. An attractive member of the opposite sex that has caught your eye is being automatically shipped of to America. Can you find out why before they leave the shores of Japan, perhaps forever? YAMADA Manami Player: Val Char Cost 13 STR 3 14 DEX 12 13 CON 6 12 BODY 4 15 INT 5 12 EGO 4 16 PRE 6 14 COM 2 14 PD 1 14 ED 1 4 SPD 16 6 REC 0 30 END 2 30 STUN 4 6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 66 Cost Power END 16 VB-S1 Blaster Pistol: Energy Blast 7d6 (35 Active Points); OAF (-1), 12 Chrgs (-1/4) 20 Super Spandex: Armor (10 PD/10 ED), not with BCU (+0) (30 Active Points); IIF (-1/4), Act. Roll 15- (No Head Protection; -1/4) 13 VIPER Fang: (Total: 33 Active Cost, 13 Real Cost) Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 10) plus Naked Modifier, Ranged (+1/2) (11 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (Cannot use HKA until charge is recovered) (-1/2), Range Based On Strength (-1/4) (Real Cost: 3) 21 Katana: (Total: 42 Active Cost, 21 Real Cost) HKA 1 1/2d6 (2d6+1 w/STR), Reduced End. (0 END; +1/2) (37 Active Points); IAF (-1/2), Hands One-And-A-Half-Handed (-1/4), Real Wpn (-1/4) (Real Cost: 18) plus +1 with Katana (5 Active Points); IAF (-1/2) (Real Cost: 3) 4 VIPER Head Set: Radio Per./Trans. (Radio Group) (10 Active Points); OAF (-1), Affected as Hearing Group/Radio Group (-1/4) Powers Cost: 74 Cost Martial Arts Maneuver Kenjutsu 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 3) Lightning Stroke: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike 5 4) Sacrifice Stroke: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike 5 5) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 23 STR to take weapon away Martial Arts Cost: 22 Cost Skill 3 +1 with VIPER Blasters 6 +2 with Kenjutsu 3 Acting 12- 3 Bugging 12- 3 Bureaucratics 12- 3 Computer Programming 12- 3 Concealment 12- 3 Conversation 12- 3 Deduction 12- 10 Defense Maneuver I-IV 7 Disguise 14- 3 Fast Draw: Iaijutsu 12- 3 Interrogation 12- 2 KS: Kenjutsu 11- 2 KS: The Local Underworld 11- 5 KS: The Superhuman World 14- 2 KS: UNTIL 11- 2 KS: PSI 11- 3 KS: VIPER 12- 3 Language: English (completely fluent) 3 Oratory 12- 4 PS: VIPER Agent 13- 3 Persuasion 12- 3 Seduction 12- 3 Shadowing 12- 3 Sleight Of Hand 12- 3 Stealth 12- 3 Streetwise 12- 3 WF: Small Arms, Blades Skills Cost: 100 Cost Perk 3 Fringe Benefit: Membership (VIPER) 5 Money: Well Off Perks Cost: 8 Total Character Cost: 270 Val Disadvantages 0 Normal Characteristic Maxima 5 Distinctive Features: VIPER Uniform Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses 10 Watched: VIPER 8- (Occasionally), More Powerful, NCI, Watching 15 Psychological Limitation: Amoral And Greedy Common, Strong 15 Psychological Limitation: Vain (Common, Strong) 20 Social Limitation: Subject To Order Very Frequently (14-), Major Disadvantage Points: 65 Base Points: 50 Experience Required: 155 Total Experience Available: 155 Experience Unspent: 0
  16. Just got my copy today. At a glance I like the artwork and found the book very interesting and very well put together. On the other hand, I probably won't be using it as much as I do the VIPER book. The information in it helps fill international law and UNTIL role in the world, but unless I am running a villian campaign, the book will only be used for support (but then again I believe that is what it was design for). Now I haven't read it enough to see if there are many Hero creation inspiration in it but if it is like any other Hero book there will be. Just my 2 cents and as for Iowa being mystical I wish (use strange Iowa powers to be elsewhere) G
  17. Just when I thought it was safe to look in on Other Genres. Looking Good man. G
  18. I would just buy Professional Skill (High School Grad) and maybe one other skill if I was particularly good at something (ie KS (History) of PS (Art). G
  19. Don't know if this one was suggested but how about The Ultimate Common Household Items Who wouldn't love seeing fingernail clippers written up of sponges? G
  20. Come on Britney must have some brains, she did dump Justin Timberlake. Also I think the pic resembles Christine more then does Britney. G
  21. yamamura

    Haunted

    Yea I thought of that and plan to make the ghost a little anti-social if comes to that. Of course a spirit of some kind could replace the automatic defense in a modern base and thus could be part of the base personal/powers. G
  22. yamamura

    Haunted

    In the campaign I am going to run, I plan to have the characters working from an old mansion or stone building that once was the abode of a mage. The defense of building won't come from hi-tech materials but from spells interwoven into the brick work. But there is a catch, the place is haunted by a poltergiest. This will be only a minor problem (i.e noise in the middle of the night, objects misplaced, tripping on unseen items, etc.). So the question is how the best to do it? Distinctive Feature, Enemy or consider it a Physical aspect of the base? G
  23. Don't Forget the Brit sitcom, My Hero ie Thermoman G
  24. I can see it now the CU version of Married with Children starring Foxbat and Grav G
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