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Publius

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Everything posted by Publius

  1. Re: Animated Series Style Character Images Thanks Etherio, that minimalist look was what I was going for. The minimalist you are thinking of is probably Nagel. I actually have a number of his works, the man had a really great clean line. I did an animated style drawing for Trebuchet's Zl'f character, the final version as follows...
  2. Re: Trolling for suggestions, 1982-style. Characters: Over the top Teams: The A-Team, Airwolf Private Detectives: Magnum PI is a must. David Addision in jockey shorts with big hearts on them. Detective (Cop) Types: Miami Vice's Crockett & Tubbs, TJ Hooker (Cling +10 STR, Only to hood of speeding car (-1)) and the ultimate bad-ass: Alf as a boss supervillain operating out of the home of a nebish and his unsuspecting family, like a spider in the middle of a vast web of intrigue and crime. The BEST: Buckeroo Banzai gives you a total wealth of characters with cool names and such. And a theme song, you gotta have a theme song.
  3. Re: High End DC:TAS I'm sorry, are you looking for theme villain concepts/plot ideas/starters that would fit with a high point DC:TAS and not be so powerful that it would trigger a full scale superhero conflict with the high powered 4-color types in the same geographic area? Try to poll the players. What are they interested in doing? That is always the best place to start. Someone who wants to hunt down organized crime is going to go with a whole different set of bad guys than someone who wants to expose corrupt city officials or respond to a mystical infiltration operation going on sub rosa (a la Sunnydale). Then you can start with a basic framework to put the villains in. EXAMPLE (using Organized Crime): If the Batmanesque characters want to hunt down organized crime, make the villains Dick-Tracy type bad guys, thugs with funny monikers and maybe a superskill or two related to their name. They have, like your characters, skills and super-skills more than showy powers for the most part. They might not be the ones that face down the heroes in combat all of the time (faceless thugs can be scaled up or down to do that), but they can add to/enhance the bad guys or move the plot forward with their special abilities. For combat, just add "Upscaled" Faceless thugs: A few years ago Batman had a few run-ins with clones that were created by a Big Baddie (I think it was Ras) but loaned out to organized crime types. I am about to take this idea and run with it in my own DC: TAS style campaign (the point values, like yours are starting to rise up past the 'norm' for campaigns of this type). The thug clones tend to break down quickly so they need to be replaced often and thus there is a good reason that (1) the whole city is not overrun by them, and (2) different organizations will have access to them (even some corrupt officials, corporate types and that sort). These Upscaled Thugs make for a good fight with the heroes and yet allow your non-combaty NPC villains to shine in other areas (and advance the overall plot).
  4. Re: Animated Series Style Character Images Nice work etherio, your stuff is very clean and has a great flair. I love the stuff that Prometheus does as well, especially the Pulp stuff. I used to track it on another board that was dedicated to this style.
  5. Publius

    GM's "rights"

    Re: GM's "rights" Speak for yourself
  6. Re: Animated Series Style Character Images As I have recently been granted a reprieve from my hellish schedule I had a chance to whip this fellow up today. He is another figure I have not made stats for yet, I'm thinking he might be a hero of some sort, maybe an energy projector or speedster who uses gadgets (speed boosting? eh I dunno yet). Right now I am playing with the color scheme. No comment on Amerigal?
  7. Re: "Use the Source, Fluke..." or Does you campaign have a central rationale? Ironically, I use the term "Source", it is not actually a term in the game world, it is a metagame term instead. Humans are beginning to realize that there is something at the edge of their understanding behind the recent eruption of super-abilities and magic, but they are hard pressed to wrap their heads around the concept. Some scientists have taken a practical approach however and genetic tests have discovered something different about those that can use "neotech". Using these genetic markers, they can chart the ability of parahumans even if they cannot understand what makes them tick. I call these markers M-K values or "Mubaro-Kolli values", named after Kenneth Mubaro of South Africa and Dr. Arwah Kolli of Bali, India who pioneered the research into this area. Unbeknownst to the people of my campaign world, proto-humanity was visited by an alien species (kind of like Oddhat's alien intervention but much earlier and perhaps more widespread) which attempted to modify these not-quite-yet humans to tap into the vast cosmic "source". Frustrated by their seeming failure, the aliens left Earth and found other speciies they could use. Over time, these modifications bore fruit. There have been isolated periods when the source was easier to tap by humans, and now is one of those times. In the evolutionary sense, every human alive has some distant connection to the results of those tests, some just have it more than others. Most humans are baselines/mundanes who have no real ability to tap the source whatsoever. About 1% of humans have the ability to tap the source but not directly, these are refered to as "parahumans". They can use "super gadgets" (Neotech) or items of magical power (artifacts) to tap into the source. Many of the villains actually fall into this category, as they are much more numerous than full fledged "elites". Many of these parahumans do have traits that are near-human maximum and slightly above, heal faster etc. but do not have true "superpowers" without some sort of augmetation device (OAF, OIF etc.). Of the parahumans a tiny few parahumans can tap directly into the source, these are the "elites" and they are the classic superhumans of the game. This often comes during a stressful moment (although not always, sometimes it just happens if their M-K values are high enough) called a manifestation. There are actually a lot more elites walking around in the world who have no idea of their untapped abilities (M-K tests are quite expensive as of yet) because they simply have not yet manifested. I did this for practical reasons. This way I can have 'logical' co-existence of the supernormal and the normal. Because someone has to be a parahuman (1% of the population) to use neotech like blasters and portable jet-packs, regular guns and other regular tech is in common use. But because that 1% is still a pretty big number, there still exists alongside the regular technology some cool stuff like robotic harnesses and blasters. Thus far the players have largely fought villains who were either straight up parahumans or parahumans that experimented with drugs to give them heightened M-K values. They have also encountered a group of science-experiments-gone-wrong type villains who volunteered to allow themselves to be tested on by evil elite scientists who are trying to find ways to boost the M-K values of their henchmen.
  8. Re: Animated Series Style Character Images Here is something that is not exactly in this sytle, but at least very close (I certainly learned most of what I put to work on this one using the templates and whatnot, although it is not based on an animated style template at all). I have not done the rest of the body yet...
  9. Re: Animated Series Style Character Images I use illustrator, I trace out the templates, then make additions, subtractions and whatever else I want. Most often I change faces, sometimes poses as well. I do all the coloring and whatnot in illustrator as well, including shadows (black shapes which are transparent). I tried using the img tags to make the image appear in the message window and it did not work... apparently the method I once used to make the images appear is either defunct now or I have not remembered it properly. Do'H!
  10. Re: Animated Series Style Character Images Circe, not entirely sure of the exact powers as of yet -- either mind control or transforms/shapechange.
  11. Re: The Incredibles My girlfriend and I saw it, loved it. We are 36 (me) and an undisclosed-but-past-the-age-of-majority-not-gonna-fall-into-that-trap (her), went to a 5:30 on the opening day (matinee price!) and the crowds were not too bad. My girlfriend snatched up the kid in front of her for being obnoxious only once, and the running dialogue from the two young ladies behind me only caused me to give 2.5 withering looks before they moved. Overall normal viewing for Detroit. I especially like the bit that drove the Incredibles and other heroes out of the Superhero business: lawsuits. I have wrestled with that particular thorny issue in my games before and it is one of the reasons that one of my players has adopted a superheroic persona (Minuteman) despite the fact that everyone effectively knows who he is (The actor who played Minuteman in the movie, he even uses the costume from the film). Superhero code names and such developed directly as a result of the possibility for lawsuits, and the government in my game continues to wrestle with the thorny problem, everything from a "good samaritan" bill has been floated to a ban on parahumans. The players will eventually become involved
  12. Re: Animated Series Style Character Images Hey Treb, don't you have the one that I did for Zl'f? I use the templates as well, but I make a lot of changes to them, often using the template simply as a base and then making extensive modifications for clothing, hair and form. I never really had an eye for proportions, so the templates help me a lot there. I use Illustrator, trace everything out, then work with them, including clor/shading etc. When I get home, I'll put some of my newer stuff.
  13. Re: What Do You Want To See?: DC: The Animated Series I would like to see more low-powered superhero stuff rather than skilled normals myself.
  14. Re: Do you use the official Champions Universe? I guess I would fall into a 3.5 or so. I use a homegrown world, but I do occasionally get stuff from the CU (some villians for example when I am rushed for time and cannot develop them myself, I ahve toyed with taking VIPER or DEMON into my game world however). The main reason is that I am running a low-powered superhero game and thus Dr. Destroyer really just does not fit. My universe is very DC:TAS-like, with more subtle powers and the like.
  15. Publius

    Schmucks?

    Re: Schmucks? I feel exactly the same way Starlord, the Champions are "how to" and the fact that the established CU doesn't have any megagiant heroes is not particularly troubling to me, especially since PCs can always be made at higher point values with no muss or fuss to battle these greater evils in your games. I also agree that an allies book would be very cool, although there are a good deal of HERO characters in the Champs Universe book and all that. With the destruction of Detroit (which I love having lived there many years)isn;t there a rough sort of reasoning for the dearth of high powered heroes, i.e. Destroyer brought them all down with him in that event. Pendaran, I understand the sense of frustration. There are some folks however who enjoy 1000-point games and that sort of thing and that I think is a great thing. It can be really fun and really sharp. Myself, I am a big believer in the "cinematic realism" concept for my games. I don't want real-life in my game, I want cinema-like capabilities and maybe a few cool abilities. I don't think that the suggested starting levels should get in the way of what is fun gaming for you. The only thing I would counsel, and it is simply a suggestion, is that if someone runs a higher point value game they might want to have their players stick to their concepts. I have had players in the past that started throwing extra points into stuff that didn't fit their concept because "I think I need a ranged energy attack just in case and I figured I had the extra points". That to me is a problem, because it leads to "everything but the kitchen sink" sorts of characters who all have a means of flying, all have an energy blast and a melee back-up etc. Other folks might like this sort of character in their campaigns and to them I say: "great! have a good time", because whether or not I like them is immaterial to your enjoyment. In a way it is kind of odd, most game systems I start with characters that are above the starting level. One of the reasons I love HERO is that I can create the character I want without having to go through umpty-level nonsense. I want someone who fights with 2-weapons and can belch fire? No problem. I want someone who has superior skills and a neat special gadget collection? No problem. The point values are important only in that it maintains balance, and while there are some areas where I have some real issues (Skills being one of them), I recognize that these are my own issues and can deal with them how I see fit, or not as the case may be.
  16. Re: The (Super) West Wing Actually, I think that he got the patter down about right. Especially how a politically correct Superman on caffine could be a terrible thing.
  17. Re: Build Champions Elite Superteam Maybe the Champions team could be the example of "how to make a high-powered hero champs character" in the range that can take on some of these global threats and Steve & Co. might use 350-point solo acts from other CU city locations for the "how to build a hero champs character" purpose.
  18. Publius

    Schmucks?

    Re: Schmucks? Actually the word Iconic has two meanings, only one of which is used in the manner you suggest. 1. Of, relating to, or having the character of an icon. (how you took it) 2. Having a conventional formulaic style. The "formulaic style" is what I meant a representation of certain basic types archetypal is a fine alternative. My use was demonstrated by the use of the word "sample" immediately following. It would be silly to say that these characters are Icons in the sense of someone to look up to and was certainly not implied by the rest of the comment I made.
  19. Publius

    Schmucks?

    Re: Schmucks? I don't think anyone has mentioned this (and if someone has I'm sorry), but the 350-point CU characters are designed to be iconic or, perhaps more to the point here, as samples. They aren't necessarily designed to take out Dr. Destroyer as much as they are designed to show you how to make a character for the game. There is method to that madness. As to 350 point characters generally, I have been playing for a while now in a campaign (which meets in fits and starts) that uses 125+125 characters and is designed to be inherently "low-level", essentially a DC:TAS style setting wiuth free (mundane) equipment. The bad-guys are appropriately powered (i.e. with point totals higher than the players if they are solo, point totals equal to the players if they are not) and we all have a good time. I have recently been thinking about transitioning this campaign to a 350 game (updating the characters to maintain their backstory) and making things more "four color" just so that I can use more of the stock CU bad guys. I'm torn because these characters are fun as-is and I don't want to mess with the dynamic, but at the same time I'd like to use some of the cool CU bad guys as I don't have as much time as I once did to make villain characters. There are other reasons of course, but that is a pretty good practical one
  20. Re: Doctor J.A. Quest Say that reminds me, did anyone ever successfully write up Doc Savage? I recall a thread on it, and I did a quick search, but darned if I can find it for some reason (no doubt something silly on my part). For me it was always the "skill-thing" I considered the toughest part of HERO-izing Doc's character, the same phenomenon that drives Batman through the roof point-wise. I always kind of favored a VPP for skills, although it seems like a rule-buster to me at the same time. Still, in a campaign, I see it as a way to equalize things very nicely for those without super-powers among other super-powered characters (okay, Doc might not fit into that category exactly either, but he doesn't fly or shoot eyebeams either). BTW, with regards to the thread, I have to say that I have gotten a lot of really fascinating ideas for the future from most of you. Not sure when I'll be able to use them, but they are very cool nonetheless. Thanks a bunch.
  21. Re: Power Construction -- Thoughts?? This time as a more broad-based Absorption Power. Absorption: Absorption 3d6 (Varying Effect, points go into Absorption Reserve), Provides Resistant PD and ED (+1/2), Absorption As A Defense (x2), Varying Effect (+1) (52 Active Points); Costs Endurance (-1/2) END Cost: 5 (as before these points obviously come off character’s personal reserve) Absorption Reserve: Endurance Reserve (36 END, 0 REC) (Note: keep in mind that absorption adds 2 points of END to the reserve for every point absorbed, but it also drops by 10 points per full turn. GMs may raise this by moving the fade rate down but I would not suggest it because this is a good limit on potential abuse of this power.) Reflected Energy Attack: Multipower, 50-point reserve, (50 Active Points); all slots Increased Endurance Cost (x3 END; -1), Maximum Damage for Redirects cannot be higher than the original attack (-1/2), Conditional Power (Can only use this ability after an attack has been absorbed by character; -1/4) (Note: all END costs come off of Absorption Reserve) --2u Energy Redirect I: RKA 2 1/2d6, Variable Special Effects (Limited Group of SFX; +1/4) (50 Active Points); Increased Endurance Cost (x3 END; -1), Maximum Damage for Redirects cannot be higher than the original attack (-1/2), Conditional Power (Can only use this ability after an attack has been absorbed by character; -1/4), END: 15 --2u Energy Redirect II: EB 8d6, Variable Special Effects (Must match SFX of "Absorbed" Energy Blast; +1/4) (50 Active Points); Increased Endurance Cost (x3 END; -1), Maximum Damage for Redirects cannot be higher than the original attack (-1/2), Conditional Power (Can only use this ability after an attack has been absorbed by character; -1/4) END: 15 --1u Force Redirect I: RKA 2 1/2d6 (40 Active Points); Increased Endurance Cost (x3 END; -1), Maximum Damage for Redirects cannot be higher than the original attack (-1/2), Conditional Power (Can only use this ability after an attack has been absorbed by character; -1/4), END: 12 --1u Force Redirect II: EB 8d6 (40 Active Points); Increased Endurance Cost (x3 END; -1), Maximum Damage for Redirects cannot be higher than the original attack (-1/2), Conditional Power (Can only use this ability after an attack has been absorbed by character; -1/4), END: 12 Total Cost: 63 Points The Absorption rate is lower with this version of the power, only 3d6, but this is an important limit because the variety of attacks that the character can absorbed has increased. In addition to absorbing (and reflecting back with the same SFX) energy-type attacks, the character can absorb physical attacks. When he does this he is able to produce force blasts (only, no SFX variation here). Keep in mind that the character has to consciously “switch†his absorption power accordingly to PD or ED, opening the possibility of a 'feint'. I dropped the limit on the Conditional power to reflect the fact that the character can absorb this wider variety (a character can get through an entire adventure without encountering an Energy-based attack, but now he can absorb physical attacks as well). The Maximum damage limitation is something I should probably incorporate in the other version as well. NOTE: You could remove the "costs END" and the Varying Effects to make the power cost 37 points, then purchase it twice to give you protection/absoprtion from both Physical and Energy Attacks. This ends up costing the character a lot more points (74 rather than 35 for the Absoprion power alone, thus jacking up the total cost to 102) but gives you a much more powerful ability -- no possibility of getting caught by last-minute 'feints' and no END cost associated with using the ability. I personally don't like this idea just for balance/playability sake. The power as presented here is a good solid ability, but it also has inherent weaknesses that can be discovered by opponents and in my mind makes it a more interesting power. EDIT: Added Note at bottom
  22. Re: Power Construction -- Thoughts?? How about something like this: Absorption Reserve: Endurance Reserve (60 END, 0 REC) Note: This reserve can only be filled by the Absorption power below. Real Cost: 6 Absorption Pool: Elemental Control, 50-point powers, Real Cost: 25 Real Cost: 25, Energy Absorption: Absorption 5d6 (energy, goes to Reserve), Absorption As A Defense (x2), Resistant (+1/2) (62 Active Points); Costs Endurance (-1/2) (COST: 5 END/hit) Real Cost: 10, Redirect I EB 8d6, Variable Special Effects (Must match SFX of "Absorbed" Energy Blast; +1/4) (50 Active Points); Increased Endurance Cost (x3 END; -1), Conditional Power Power does not work in Common Circumstances (Can only use this ability after an energy blast has been absorbed by character; -1/2) (COST: 15 END from Absorption Reserve) Real Cost: 10, Redirect II RKA 2 1/2d6, Variable Special Effects (Must match SFX of "Absorbed" Energy Blast; +1/4) (50 Active Points); Increased Endurance Cost (x3 END; -1), Conditional Power Power does not work in Common Circumstances (Can only use this ability after a Killing Energy attack has been absorbed by character; -1/2) (COST: 15 END from Absorption Reserve) Total Cost:76 The Absorption power costs END not just to get it into the EC, but as a limit on the power. Because the Redirect attacks are pulling only from the END Reserve I wanted to make the ability cost something from the character at some point in the process. The high END cost is an attempt to make certain that the Pool is not used too often. Because of the decay rate on the points that go into the END reserve, the player should use that redirect power relatively quickly. Edit: Forgot to make the "usable as defense" resistant.
  23. Funny as all get-out, I saw it at the theater of the local art museum. I hope this thing gets honest-to-goodness distribution, or at least a DVD deal.
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