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Guzalot

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Posts posted by Guzalot

  1. 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.

  2. Re: Back to the fold

     

    Another thing to consider is if your group is not familiar with the Hero system you could pick up a copy of Hero Sidekick. It is slightly trimmed down and covers all of te game mechanic basics. It retails for about $10.00 and I believe they have it in PDF format for about $7.00. It is a great way to introduce new players to the system.

    Yeah, Sidekick is great. They need to get it back into print asap.

  3. Re: Making a PC for a true newbie...help

     

    1. Rather than a superheroish sounding name, how about going under whatever street name the character might have used?

     

    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...

  4. Re: Pros/Cons of an 'official' campaign world

     

    Hey' date=' wake up. They updated what, 90% of the characters already (not having the product, I actually have no idea- but I see tons of old names in 5E CU posts) and sold them. It wouldn't have killed them to add a couple more.[/quote']

    Actualy they added quite a few.

  5. 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

  6. Re: Pros/Cons of an 'official' campaign world

     

    I use a modified version of the Champions Universe. Thus, I get the best of both worlds. Use what I like and discard the rest. I do my own updates of 4th edition characters I like that haven't been officially updated. If they "officially" update them later, I compare the two versions and use the one I like best. Not much of a debate here really. You don't like something...you don't use it.

     

    Rob

    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).

  7. 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

  8. Re: Making a PC for a true newbie...help

     

    For your character it is a straight forward blaster' date=' not too crazy, although there are alot of powers to choose from. Might want to get rid of a few and add some more skills to represent the thief/rogue background.[/quote']

    I agree, there is maybe too much there for a newbie to absorb.

    As stated earlier is this person a mutant or a skilled human? If a skilled human with TK reduce the dex and con and maybe give a few overall combat levels.

    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.

  9. Re: Making a PC for a true newbie...help

     

    You're welcome. :) One other idea that I like' date=' especially for new players, is to give them a Power Skill. Since wading through all of the powers and advantage variations can be daunting, this gives a GM a way to encourage them to think creatively about using their powers. ("What if I tried using my TK like this?")[/quote']

    That's a great idea. It shall be done.

  10. Re: Making a PC for a true newbie...help

     

    How does telekinesis give you a superhuman DEX or CON?

    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.

  11. Re: Making a PC for a true newbie...help

     

    Just out of curiousity' date=' did the players give you any input into what kind of character they wanted to play? [/quote']

    Not really, they said they trust me. Anyway, these probably won't be their final characters after they've learned the system. This is just to "get their feet wet" with the Hero System. Once they've played a few sessions I'm sure they'll have ideas of their own.

     

     

    I don't see anything wrong with TK as written...but you've already made it very versatile and' date=' with so many slots in the multipower and EC, pretty complex. If the purpose is to not overwhelm the player with so many combat options, I may want to eliminate a few slots. That would simplify the character, and give them some "growth areas" to spend XP on. Perhaps they can affect large objects (keep TK fist and mind over matter), but have trouble with more delicate operations (drop mental manipulation and telekinetic bullets).[/quote']

    Yeah, I think maybe there is a little much there. I'll probably do away with the killing attacks, but I want to keep the Mental Manipulation. Part of my concept for the character would be that he/she could pick locks with her mind to give him/her a unique "bit" because at the moment the charcter seems pretty generic (at least to me).

     

    Thanks for the input. :yes:

  12. 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: 130
    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
    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: 202
    Cost Skill
    3 Teamwork 14-
    3 Lockpicking 14-
    3 Breakfall 14-
    3 Sleight Of Hand 14-
    6 +2 With Telekinesis Multipower
    Skills Cost: 18
    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: 200Experience Required: 105Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

     

  13. 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:

     

    On the first manned mission to Mars, pilot Wilson Klime irks the mission commander by overriding the automatic computer programs and taking over the controls to land the spacecraft on his own. Upon touchdown, Klime smirks to himself, "And I made it happen, not some goddamn machine." But even more irksome is that amidst all the NASA pomp and circumstance of the landing ceremony, the crew learns that they aren't the first humans on the planet after all. In fact, they're being laughed at by a cocky long-haired dude in a cheap space suit that looks like something out of a 1950s movie.

     

    Nigel Sheldon and his partner Ozzie Isaac have invented a wormhole technology that allows instant planet jumping, thereby taking all the drudgery and expense, if not the romance, out of space travel. In one stroke, they've eliminated the need for the NASA bureaucracy. And their invention sets them up to head a family-based oligarchy that will rule commercial and political transactions for years to come and that, thanks to life-extension technologies that provide virtual immortality, they will also be able to head for aeons to come.

     

    By the 24th century, humanity has expanded extensively through the cosmos, making planet jumps through a trainlike system that passes through one wormhole to the next. Though a few alien species are encountered, notably the elflike and enigmatic Silfen, for the most part humanity continues to expand into the cosmos unhindered. But then astronomer Dudley Bose (whose first name reflects his personality) witnesses a seemingly impossible envelopment of the Dyson Alpha planetary system by some kind of artificial shielding system, an event repeated at the sister star Dyson Beta. This anomaly, requiring a civilization of immense technical advancement far beyond human capability to power up such a containment, not only launches Bose out of a mediocre academic career, but launches an interstellar spaceship piloted by none other than Wilson Klime to investigate.

     

    In wanting to know whether this unknown civilization represents threat or opportunity, the mission unwittingly unleashes, as the title suggests, a catastrophic series of events. The only question remaining is, who is responsible?

    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.

  14. Re: Would you allow <blank> in your game?

     

    Although Spider-Man's STR is often subject to the will of his writer I've never known him (in a classic sense) to be able to lift more than a car... with effort. That would place his STR closer to 30 or 35.

     

    With a 45 STR your version of Spider-man can lift a jet fighter over his head. That's too strong.

    IIRC the Marvel Universe stated that Spidey could lift 10 tons. That would put him at about 45 STR.

  15. 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.

  16. 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.

  17. 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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