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Guzalot

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Everything posted by Guzalot

  1. Re: Most Feared Disadvantage Definitely Unluck in my group. Berserk and Vulnerability are close behind.
  2. Re: Lets cut the crap... Overall I give it an A-. The system has it's flaws but it does the job well. I hear alot of people griping that the rules have gotten so complex with all the suplements. My take on it is this: If it's slowing my game down too much I chuck it. Some things I just handwave. A 60 STR brick wants to break through an exterior wooden wall? No problem, save the dice rolling, he's plenty strong and its in concept. That same brick wants to smash through a bank vault? Get out the dice and roll. I'm not a rules junkie and neither are my players.
  3. Re: Comeliness: Yay, nay or indifferent Keep it. As others have said, it has excellent roleplay value and there are definite lvels of it. ie 0-4=hideous; 6=ugly; 8=plain; 10=average; 12-14=above average but not classicly handsome/beautiful; 16=handsome/beautiful; 18=model good looks; 20=supermodel; 22+ =
  4. Re: Back to the fold Yeah, Sidekick is great. They need to get it back into print asap.
  5. Guzalot

    Super City

    Re: Super City That's great stuff
  6. Re: Making a PC for a true newbie...help Right now I'm kind of leaning toward this alternative (Kitty Pryde anyone?). The name of the single male entering my game is Liberty. That's not a nickname or anything, that's his actual legal given name. Not the character, that's the players real name. I can't beat that! Get your own superhero name...
  7. Re: Making a PC for a true newbie...help Name suggestions? Ideas? Anyone? Bueller?....Bueller?.....
  8. Re: No love for bases? I'm thinking it's well past time for The Ultimate Base.
  9. Re: Pros/Cons of an 'official' campaign world
  10. Re: Making a PC for a true newbie...help Taking some of your advice, here is an update. Any other suggestions or name ideas are welcomed. TK Player: Val Char Cost 18 STR 8 23 DEX 39 23 CON 26 12 BODY 4 10 INT 0 20 EGO 20 8 PRE -2 14 COM 2 10/22 PD 6 10/22 ED 5 6 SPD 27 9 REC 0 46 END 0 34 STUN 1 6" RUN02" SWIM03 1/2" LEAP0Characteristics Cost: 136 Cost Power END 60 Telekinesis: Multipower, 60-point reserve 6u 1) Telekinetic Fist: Energy Blast 12d6 (60 Active Points) 6 6u 2) Telekinetic Fist: Energy Blast 8d6, Reduced Endurance (0 END; +1/2) (60 Active Points) 0 6u 3) Mental Manipulation: Telekinesis (20 STR), Fine Manipulation, Reduced Endurance (0 END; +1/2) (60 Active Points) 0 6u 4) Mind Over Matter: Telekinesis (40 STR) (60 Active Points) 6 5u 5) Telekinetic Wall: Force Wall (12 PD/10 ED; 3" long and 1" tall) (59 Active Points); Concentration (1/2 DCV; -1/4) 6 18 Mental Powers: Elemental Control, 36-point powers 19 1) Open Your Mind: Telepathy 5d6, Reduced Endurance (0 END; +1/2) (37 Active Points) 0 18 2) Telekinetic Shield: Force Field (12 PD/12 ED), Reduced Endurance (0 END; +1/2) (36 Active Points) 0 21 3) Telekinetic Flight: Flight 13", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (39 Active Points) 1 15 4) Telekinetic Repulsion: Missile Deflection (Any Ranged Attack), Usable By Other (+1/4), Invisible Power Effects (Fully Invisible; +1) (45 Active Points); Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4) 4 10 Mental Wards: Mental Defense (14 points total) 0 Powers Cost: 190 Cost Skill 3 Teamwork 14- 3 Lockpicking 14- 3 Breakfall 14- 3 Sleight Of Hand 14- 6 +2 With Telekinesis Multipower 3 Power: Telekinesis 13- 3 Streetwise 11- Skills Cost: 24 Total Character Cost: 350 Val Disadvantages 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 15 Social Limitation: Secret ID (Frequently, Major) Disadvantage Points: 45 Base Points: 200 Experience Required: 105 Total Experience Available: 0 Experience Unspent: 0
  11. Re: Pros/Cons of an 'official' campaign world Same here. I use what I like and discard or alter the rest to fit my campaign. Alot can be said for making your own truly unique world but it takes more work than I'm willing to do. As it is, I really like the CU and it works for my game (with some tweaking, of course).
  12. Re: Making a PC for a true newbie...help Just as an example, here is one of the PC's in my current campaign. He's a fantasy dwarf war priest sent by his god to establish a presence in this dimension. He has been divinely blessed by his god to be a combat machine. He's been one of my favorites ever since the player showed me his drawing of a 4' tall bearded dwarf wearing a 1930's-style trenchcoat and fedora (think Humphrey Bogart in Casablanca) wielding an enchanted mace with a fat cigar in his mouth. Anyway, I don't want the new players to be too overshadowed by PC's like this one. Of course they'll be less powerful but I want them to able to hold their own. Bill Dwarfley, PI (aka: Alkezar "Alkie" Rimthoss) Player: Val Char Cost 30 STR 20 24 DEX 42 23 CON 26 12 BODY 4 13 INT 3 11 EGO 2 23 PRE 13 10 COM 0 14/26 PD 8 14/26 ED 9 6 SPD 26 16 REC 10 46 END 0 39 STUN 0 6" RUN02" SWIM06" LEAP0Characteristics Cost: 158 Cost Power END 8 Earpiece: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF Expendable (Easy to obtain new Focus; Earpiece; -1/4) 0 7 Crown of Fortitude: Mental Defense (12 points total) (10 Active Points); OIF (Headband; -1/2) 0 4 Dwarven Metabolism: Life Support (Immunity: Alcohol; Longevity: 200 Years) 0 15 Winged Boots: Flight 11" (22 Active Points); OIF (Boots; -1/2) 2 24 Enchanted Elven Chainmail: Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2) 0 60 Divine Magics: Multipower, 60-point reserve 3u 1) Thunderfist: Hand-To-Hand Attack +6d6, Double Knockback (+3/4) (52 Active Points); Hand-To-Hand Attack (-1/2) 5 5u 2) War Bolt: Killing Attack - Ranged 2 1/2d6, Armor Piercing (+1/2) (60 Active Points); Beam (-1/4) 6 4u 3) Vanish: Invisibility to Sight Group, Normal Hearing and Normal Smell , No Fringe, Reduced Endurance (0 END; +1/2) (54 Active Points); Only When Not Attacking (-1/2) 0 4u 4) Battle Healing: Healing BODY 5d6, Can Heal Limbs (55 Active Points); Incantations (-1/4) 5 6u 5) Counterspell: Dispel Any One Magic Spell 20d6 (60 Active Points) 6 30 Morningstar: Multipower, 60-point reserve, (60 Active Points); all slots OAF (Skullseeker the Morningstar; -1) 1u 1) My Gods Protect Me: Missile Deflection (Any Ranged Attack), Usable By Other (+1/4) (25 Active Points); OAF (-1) 0 2u 2) Smite!: Hand-To-Hand Attack +8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 0 3u 3) Throw!: Energy Blast 12d6 (60 Active Points); OAF (-1) 6 Powers Cost: 176 Cost Skill 3 Breakfall 14- 3 Criminology 12- 3 Deduction 12- 3 Fast Draw 14- 3 Interrogation 14- 2 KS: The Superhuman World 11- 2 KS: Arcane And Occult Lore 11- 3 Language: English (Dwarvish is native) (completely fluent) 3 Lockpicking 14- 3 Riding 14- 3 Seduction 14- 3 Tactics 12- 3 Teamwork 14- 4 TF: Common Motorized Ground Vehicles, Riding Animals 2 WF: Common Melee Weapons 8 +1 with All Combat 5 +1 with HTH Combat Skills Cost: 56 Cost Perk 2 Fringe Benefit: Private Investigator License 4 Contact: Butch, underworld information broker (Contact has significant Contacts of his own, Good relationship with Contact) 11- Perks Cost: 6 Total Character Cost: 401 Val Disadvantages 10 Social Limitation: Public ID (Occasionally, Major) 10 Psychological Limitation: Womanizer (Common, Moderate) 15 Psychological Limitation: Overconfidence (Common, Strong) 15 Psychological Limitation: Superstitious (Common, Strong) 20 Hunted: Black Paladin 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 20 Hunted: The Zodiac 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Capture) 25 Hunted: Torak, Dwarven God of War 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 10 Distinctive Features: Mystic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 15 Distinctive Features: Short (4' tall) and stocky (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Dependent NPC: Current Girlfriend 8- (Normal) Disadvantage Points: 150 Base Points: 200 Experience Required: 51 Total Experience Available: 51 Experience Unspent: 2
  13. Re: Making a PC for a true newbie...help The character is definitely a mutant. As I said, a 23 DEX is actualy on the low end for this campaign. The team gadgeteer (Exodus) has a 24 DEX in his power armor and the martial artist (Shadowkill) has a 30. Even the now departed brick (Airdyne) had a 23. I don't want the character to be too overshadowed.
  14. Re: Making a PC for a true newbie...help
  15. Re: Making a PC for a true newbie...help The character is a mutant. That and it's kind of a campaign standard (actualy kind of low-end for this campaign) and I didn't want the player to be too weak and fragile next to the established characters that have around 50 xp each. There's nothing more frustrating for a newbie than to be the weakest link in combat.
  16. Re: Making a PC for a true newbie...help
  17. I am having three new players joining my campaign next weekend. Not a single one of them has ever played a tabletop RPG before, let alone Champions. Two of them are a married couple and the other is the wife of one of my current players. To get them started I am making four characters and will let each of them choose which PC they want. To make it as painless a learning curve as possible I am trying to keep the characters relatively simple and straightforward. So far I have a fairly standard brick and a speedster but I ran into trouble with the telekinetic energy projector. I can't put my finger on it but this character lacks...something. The gender is so-far undetermined because I don't know who will playing him/her. Also, the disadvantages are incomplete but I'll take care of those later. I mainly want some input to give this PC some "spark" and make him/her more interesting while still keeping him/her simple. The general background is a former pickpocket/street kid that an existing PC (Shadowkill, a martial artist) has taken under his wing. This is very much a work in progress. Suggestions for a possible name are also welcome, the current name is just a temporary place-holder for HD.Anyway, here he/she is:TKPlayer: Val Char Cost 18 STR 8 23 DEX 39 23 CON 26 12 BODY 4 10 INT 0 18 EGO 16 8 PRE -2 12 COM 1 10/22 PD 6 10/22 ED 5 6 SPD 27 9 REC 0 46 END 0 33 STUN 0 6" RUN02" SWIM03 1/2" LEAP0Characteristics Cost: 130Cost Power END 60 Telekinesis: Multipower, 60-point reserve 6u 1) Telekinetic Fist: Energy Blast 12d6 (60 Active Points) 6 6u 2) Telekinetic Fist: Energy Blast 8d6, Reduced Endurance (0 END; +1/2) (60 Active Points) 0 6u 3) Mental Manipulation: Telekinesis (20 STR), Fine Manipulation, Reduced Endurance (0 END; +1/2) (60 Active Points) 0 6u 4) Mind Over Matter: Telekinesis (40 STR) (60 Active Points) 6 6u 5) Telekinetic Bullet: Killing Attack - Ranged 3d6-1, Armor Piercing (+1/2) (60 Active Points) 6 6u 6) Telekinetic Bullets: Killing Attack - Ranged 2d6, Reduced Endurance (1/2 END; +1/2), Autofire (5 shots; +1/2) (60 Active Points) 2 5u 7) Telekinetic Wall: Force Wall (12 PD/10 ED; 3" long and 1" tall) (59 Active Points); Concentration (1/2 DCV; -1/4) 6 18 Mental Powers: Elemental Control, 36-point powers 19 1) Open Your Mind: Telepathy 5d6, Reduced Endurance (0 END; +1/2) (37 Active Points) 0 18 2) Telekinetic Shield: Force Field (12 PD/12 ED), Reduced Endurance (0 END; +1/2) (36 Active Points) 0 21 3) Telekinetic Flight: Flight 13", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (39 Active Points) 1 15 4) Telekinetic Repulsion: Missile Deflection (Any Ranged Attack), Usable By Other (+1/4), Invisible Power Effects (Fully Invisible; +1) (45 Active Points); Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4) 4 10 Mental Wards: Mental Defense (14 points total) 0 Powers Cost: 202Cost Skill 3 Teamwork 14- 3 Lockpicking 14- 3 Breakfall 14- 3 Sleight Of Hand 14- 6 +2 With Telekinesis Multipower Skills Cost: 18Val Disadvantages 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish) 15 Social Limitation: Secret ID (Frequently, Major) Disadvantage Points: 45Base Points: 200Experience Required: 105Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350
  18. Re: What Fantasy/Sci-Fi book have you just finished? Please rate it... I just finished Pandoras Star by Peter F Hamilton last night. A brief synopsis here: Overall it was an excellent read. Because humans use wormholes to go from planet to planet (imagine taking a train and passing through a gateway to arrive instantly on another world) an interstellar navy was never developed. All of the aliens so far encountered are non-hostile so self-defense isn't seen as an issue. What happens when a hostile species suddenly appears? I highly recommend this book but be warned; it is part one of two so it ends on a cliff-hanger. That's not so bad, but there is no indication anywhere on the book that it is 2-part series.
  19. Re: The Great Finality For the most part dead characters stay dead in my campaign. It's an extremely rare occurence in my games and is almost always due to player stupidity anyway.
  20. Re: Would you allow <blank> in your game? IIRC the Marvel Universe stated that Spidey could lift 10 tons. That would put him at about 45 STR.
  21. Re: Beyond Conquerers, Killers, and Crooks: Your favorite villains?
  22. Re: Beyond Conquerers, Killers, and Crooks: Your favorite villains? Ripper, Oculon and Sidewinder are great fun to throw at PC's who take VIPER lightly. Mechanon is a great master villain. I just got Arcane Adversaries so I haven't had a chance to run any of the villains yet but Lamplighter has great potential. I love behind-the-scenes manipulator type villains and he looks to be no slouch in combat ability either. Doctor Teneber looks cool as well.
  23. Re: Which book should I get? Thanks for all of your input guys. Looks like Villainy Amok is the crowd favorite so I'll go with that.
  24. Re: Which book should I get? I guess some background is in order. It's an established campaign that has been running for about a year now. Most of the adventures have been simple "one offs" that lasted one or two game sessions while the events of (4th ed adventure) Shadows of the City were the major plot arc. There have been some recurring encounters with Foxbat, GRAB, VIPER, The Ultimates and Mechassassin. Now I'm looking to "shift into high gear" so to speak now that my players are in the 400pt power range with established personalities and a game history.
  25. I'm looking to get a new Champions book and I've narrowed it down to these 3: Villainy Amok Champions Battlegrounds Sharper Than A Serpents Tooth Obviously I'm looking for adventures & plot hooks to help me along. I know that Villainy Amok isn't an adventure book per se but it looks interesting. Any insights?
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