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penemue

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Everything posted by penemue

  1. Hello all... I just put out the Advanced Rules for my superhero game Save the Day today. Save the Day Books and Paper Minis I'm sure you will find the minis useful.
  2. I wrote a book for White Star RPG called Star Sailors. I put out some minis for them as well. Magical Girls Minis
  3. I have been making paper minis for my game Save the Day for some time now. Please forgive this shameless plug! Okumarts Games
  4. Re: Cassandra's Corner I have some continuity to sort out for my Animated DC universe Gotham City campaign now that I have some updated figures.
  5. Re: Character Archetypes Here is the Dark Avenger... kind of a Shadow with guns. Dark Avenger Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 20 DEX 30 13- OCV: 7/DCV: 7 15 CON 10 12- 15 BODY 10 12- 15 INT 5 12- PER Roll 12- 15 EGO 10 12- ECV: 5 40 PRE 10 17- PRE Attack: 8d6 10 COM 0 11- 8/18 PD 5 Total: 8/18 PD (0/10 rPD) 8/18 ED 5 Total: 8/18 ED (0/10 rED) 5 SPD 30 Phases: 3, 5, 8, 10, 12 6 REC 0 30 END 0 31 STUN 0 Total Characteristic Cost: 120 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Teleportation: 12"/12" Cost Powers END 20 Blazing Guns of Justice: Multipower, 60-point reserve, (60 Active Points); all slots OAF (Guns; -1), Required Hands Two-Handed (-1/2), Restrainable (-1/2) 2u 1) Sure Shot: Killing Attack - Ranged 2d6, No Range Modifier (+1/2), Armor Piercing (+1/2) (60 Active Points); OAF (Guns; -1), Required Hands Two-Handed (-1/2), Restrainable (-1/2) 6 2u 2) Hail of Gunfire: Killing Attack - Ranged 2d6-1, Area Of Effect (3" Radius; +1), Selective (+1/4) (56 Active Points); OAF (Guns; -1), Required Hands Two-Handed (-1/2), Restrainable (-1/2) 6 2u 3) Rapid Fire: Killing Attack - Ranged 3d6-1, Autofire (5 shots; +1/2) (60 Active Points); OAF (Guns; -1), Required Hands Two-Handed (-1/2), Restrainable (-1/2) 6 20 "I am the night": Multipower, 30-point reserve, (30 Active Points); all slots Visible (Whiff of brimstone...; -1/4), Requires Darkness To Use (-1/4) 2u 1) Shadow Walk: Teleportation 12", Position Shift (29 Active Points); no Noncombat movement (-1/4), Requires Man-Sized Shadows To Use (-1/4), Visible (Whiff of brimstone...; -1/4) 3 1u 2) Intimidating Presence: +20 PRE (20 Active Points); Visible (Whiff of brimstone...; -1/4), Requires Darkness To Use (-1/4) 2u 3) Creature of the Night: Invisibility to Sight and Hearing Groups and Normal Touch (28 Active Points); Visible (Whiff of brimstone...; -1/4), Requires Darkness To Use (-1/4) 3 2u 4) Night's Cloak: Force Field (10 PD/10 ED) (Protect Carried Items) (30 Active Points); Visible (Whiff of brimstone...; -1/4), Requires Darkness To Use (-1/4) 3 1u 5) Fists of Justice: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), Visible (Whiff of brimstone...; -1/4), Requires Darkness To Use (-1/4) 3 1u 6) Choke Hold: Hand-To-Hand Attack +3d6, No Normal Defense ([standard]; +1) (30 Active Points); Hand-To-Hand Attack (-1/2), Visible (Whiff of brimstone...; -1/4), Requires Darkness To Use (-1/4) 3 4 Basic Shot +0 +0 Strike, +2 DC 5 Offensive Ranged Disarm +1 -1 Disarm, +2 DC to Disarm 4 Offensive Shot -1 -1 Strike, +4 DC 4 Ranged Disarm +0 +0 Disarm, +3 DC to Disarm 3 Martial Grab -1 -1 Grab Two Limbs, 25 STR for holding on 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort Perks 3 Anonymity Talents 4 Lightning Reflexes: +4 DEX to act first with Gunfire Skills 10 +2 with Ranged Combat 3 Acrobatics 13- 2 CK: Home City 11- 3 Bureaucratics 17- 3 Criminology 12- 3 Deduction 12- 3 Interrogation 17- 3 Lockpicking 13- 3 Persuasion 17- 3 Shadowing 12- 3 Stealth 13- 3 Streetwise 17- 2 PS: Profession 11- Total Powers & Skill Cost: 130 Total Cost: 250 150+ Disadvantages 20 Normal Characteristic Maxima 25 Hunted: Rogue's Gallery 11- (Mo Pow; NCI; Harshly Punish) 15 Social Limitation: Secret ID (Frequently; Major) 20 Psychological Limitation: Obsessed with Vengence (Common; Total) 20 Psychological Limitation: Must protect the innocent (Common; Total) Total Disadvantage Points: 100
  6. Re: Character Archetypes And my take on the Paragon: Paragon 250 Val Char Cost Roll Notes 30 STR 20 21- Lift 102.4tons; 12d6 [6] 17 DEX 21 12- OCV: 6/DCV: 6 20 CON 20 13- 18 BODY 16 13- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 10+10 PD 4 Total: 10/20 PD (10/20 rPD) 10+10 ED 6 Total: 10/20 ED (10/20 rED) 2 SPD 0 Phases: 3, 6, 9, 12 10 REC 0 40 END 0 43 STUN 0 Total Characteristic Cost: 92 Movement: Running: 6"/12" Flight: 15"/30" Leaping: 12"/24" Swimming: 2"/4" Cost Powers END 15 Paragon Powers: Elemental Control, 30-point powers 10 1) Super Strength: +30 STR (30 Active Points); No Figured Characteristics (-½) 3 15 2) Speedy: +2 SPD (20 Active Points) 15 3) "Look it's a bird...": Flight 15" (30 Active Points) 3 15 4) Bullets Bounce Off Me! : Armor (10 PD/10 ED) (30 Active Points) 15 5) Self Sufficient : Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points) 10 Invulnerable : Damage Resistance (10 PD/10 ED) 28 Paragon Power Stunts: Variable Power Pool, 20 base + 10 control cost, (30 Active Points); all slots Concentration (½ DCV; -¼) 4 Charge +0 -2 14d6 +v/5 Strike, FMove 5 Passing Disarm -1 -1 Disarm, 70 STR to Disarm; FMove 5 Offensive Strike -2 +1 16d6 Strike Talents 3 Lightning Reflexes: +2 DEX to act first with All Actions Skills 10 +1 Overall 6 +2 with any Strike 2 PS: Career 11- Total Powers & Skill Cost: 158 Total Cost: 250 150+ Disadvantages 10 Vulnerability: 2 x BODY (Uncommon) 10 Vulnerability: 2 x STUN (Uncommon) 25 Hunted: 11- (Mo Pow; NCI; Harshly Punish) 20 Psychological Limitation: Code vs Killing (Common; Total) 20 Psychological Limitation: Must Protect Innocents (Common; Total) 15 Social Limitation: Secret ID (Frequently; Major) Total Disadvantage Points: 250
  7. I have been kicking this idea around for some time. I really like how the Mutants and Masterminds books have a ton of archetypes that can let a player grab one quick and start right into the adventure. With that inspiration and keeping in mind that my starting players are at 250 points, here is the first in a bunch of Character Archetypes. With a bit of tweaking they could easily be templates for quick villain write ups. Masked Avenger Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 13 BODY 6 12- 20 INT 10 13- PER Roll 13- 15 EGO 10 12- ECV: 5 15 PRE 5 13- PRE Attack: 4d6 10 COM 0 11- 10+10 PD 8 Total: 10/20 PD (0/10 rPD) 10+10 ED 8 Total: 10/20 ED (0/10 rED) 4 SPD 10 Phases: 3, 6, 9, 12 8 REC 0 40 END 0 33 STUN 0 Total Characteristic Cost: 117 Movement: Running: 6"/12" Leaping: 4"/8" Swimming: 2"/4" Swinging: 10"/20" Cost Powers END 10 Arsenal : Multipower, 50-point reserve, (50 Active Points); all slots Independent (-2), OAF Expendable (Difficult to obtain new Focus; -1 ¼), 4 Recoverable Charges (-½) 1u 1) Bolas: Entangle 4d6, 4 DEF (40 Active Points); Independent (-2), OAF Expendable (Difficult to obtain new Focus; -1 ¼) 1u 2) Smoke Bombs: Sight Group Flash 5d6, Explosion (+½), Nonselective Target (-¼), Personal Immunity (+¼), Indirect (Same origin, always fired away from attacker; +¼) (44 Active Points); Independent (-2), OAF Expendable (Difficult to obtain new Focus; -1 ¼) 1u 3) Boomerang: Energy Blast 10d6 (50 Active Points); Independent (-2), OAF Expendable (Difficult to obtain new Focus; -1 ¼), Range Based On Strength (-¼), Real Weapon (-¼) 1u 4) Gas Pellets: Energy Blast 4d6, Indirect (Same origin, always fired away from attacker; +¼), No Normal Defense ([standard]; Self-contained Breathing; +1) (45 Active Points); Independent (-2), OAF Expendable (Difficult to obtain new Focus; -1 ¼), Range Based On Strength (-¼) 15 Armored Costume: Armor (10 PD/10 ED) (30 Active Points); OIF (-½), Activation Roll 14- (-½) 3 Intimidating Costume: +5 PRE (5 Active Points); OIF (-½) 3 Swing Line : Swinging 10" (10 Active Points); OAF (-1), Only On Appropriate Terrain Needs Buildings/Objects to swing from (-1), Requires A DEX Roll (-¾) 1 22 "Utility Belt" : Variable Power Pool, 20 base + 10 control cost, (30 Active Points); OAF Expendable (Extremely Difficult to obtain new Focus; -2), 4 Charges (-1), Requires An Inventor Skill Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points; -1) 4 +1 HTH Damage Class(es) 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 5 Offensive Strike -2 +1 9d6 Strike 5 Offensive Trip +1 -1 Strike +v/5, Target Falls 4 Ranged Disarm +0 +0 Disarm, +3 DC to Disarm 4 Basic Shot +0 +0 Strike, +2 DC Perks 5 Contact (Contact has extremely useful Skills or resources) 11- 3 Database Access: Computer Link Talents 6 Combat Luck (3 PD/3 ED) Skills 3 Acrobatics 13- 3 Climbing 13- 3 Criminology 13- 3 Deduction 13- 3 Fast Draw 13- 2 CK: Home City 11- 3 Lockpicking 13- 3 Paramedics 13- 3 Security Systems 13- 3 Shadowing 13- 3 Stealth 13- 3 Streetwise 13- 3 Inventor 13- Total Powers & Skill Cost: 135 Total Cost: 252 150+ Disadvantages 20 Normal Characteristic Maxima 15 Social Limitation: Secret ID (Frequently; Major) 25 Hunted: Rogues Gallery 11- (Mo Pow; NCI; Harshly Punish) 20 Psychological Limitation: Protects Innocents (Common; Total) 20 Psychological Limitation: Code vs Killing (Common; Total) 2 Experience Points Total Disadvantage Points: 252
  8. Re: Cassandra's Corner 250 points is my "go-to" starting level as well. Teen characters are 200. Trouble is my campaign has been going on for over 30 years so many characters are too powerful to run in my campaign. I re-booted the universe allowing for lots of retconning, but still, it's kinda dicey. I am looking forward to getting back into my Champions campaign this summer. Also, I don't think of the Heroclix as broken, but fixed.
  9. Re: Cassandra's Corner I always love seeing your "take" on classic characters. I only use the 5th ed. so I also find your characters to be very useful in my own campaigns. I am running a Gotham City campaign using (mostly) your write-ups (with a few mods). I can't thank you enough. I'm curious about your take on the Young Justice characters. Here is a picture of a recent adventure.
  10. Re: Back to Basics Designs I use Cassandra's builds for my Gotham Knights Animated DC Campaign. I will admit to bumping Supes up a bit, but generally the characters are the Sidekicks with one or two forays into "Heavy Hitters" when the story calls for it. We always have a grand time and nobody complains because their characters can't do something or they are too weak. Thugs and gangsters can pose a problem sometimes, just like in the cartoon. It's all relative. If you say that JLA characters are all 250-300 points, sidekicks are 150-200 points and thugs are 75-150 points then there is an internal logic that makes sense. I'm a big fan. I'd just like to see tons of animated Justice League villains. More Villains!!!
  11. Re: Just saw 6th Edition and got a chance to leaf through it... haha.. I missed the whole debate on here it seems. Really, not an option for me really. I rely on my players and if I switched up editions they would be grumpy and not want to play.
  12. Re: Just saw 6th Edition and got a chance to leaf through it... I have not jumped on the 6th ed. bandwagon for a few reasons but mostly because my group would not play it. They resisted 5th ed. and still grumble about it. The changes to 6th edition just don't make sense to me. What made the Hero System quirky, unique and fun is mostly gone. I have run my Champions campaign almost 30 years now. I like 5th ed. and if I was able I'm sure I'd be able to run it for another 30 years based on all of the support material that was created for it. I managed to pick up tons of books at game stores unloading 5th ed. books for 5 bucks when 6th ed. came out. So I'm set.
  13. Re: What Have You Watched Recently? The Warrior's Way (not so good) Centurion (some good, mostly bad) Fast, Cheap & Out of Control (quirky) The 7th Voyage of Sinbad (fun!) In the Name of the King (arrrgghh...not so good) In the Realms of the Unreal (creepy, but not in a good way) Joe Kidd (Yes! Loved it!) Duck, You Sucker (too long! Disturbingly misogynistic)
  14. Re: Comic Books Characters 250 Points 5th Edition These are brilliant! Thank you for these observations AND for posting them. Your approach to Hero 5th ed. is very much in line with my 'take' on the system.
  15. Re: Justice League of America 350 These are great. Nice to see some 5th ed. goodness. My players would revolt if I switched editions. They were (and still are) quite resistant to 5th ed. My campaign is very low powered when it comes to standard Hero Games products, but I still find the characters to be very competent and difficult to defeat (which is fine, they are superheroes, after all).
  16. Re: Query's Art & Stuff Thread I really enjoy looking back at your earlier work and appreciating your evolution as an artist. Outstanding work Querysphinx!
  17. Re: Special Effects This point level is what I use when I run my campaigns. I love this approach. I run 5th ed. Hero so I'd love to see more of this!
  18. Re: More Papercraft! This time for Star Hero Wasn't sure if the link was obvious... http://cardboard-warriors.proboards.com/index.cgi?board=okumarts&action=display&thread=1873&page=1
  19. Re: More Papercraft! This time for Star Hero Hey all, I just posted some Trek Monsters and will be adding more Trek Original Series goodness in the coming weeks. I like the bumpy headed Klingons too, but I'm using these for a game set in the original series setting and I'm only using the original series as canon (maybe the animated series, but only what I liked). As far as I'm concerned, Klingons always looked like that (at least for this campaign). Any questions or requests?
  20. Re: Three Villains, one picture, no ideas.. One Contest... Cool, I'm going to have to do this again when I have more time to do more drawings.
  21. Re: Three Villains, one picture, no ideas.. One Contest... OK, sorry sorry for the delay, but I'm drawing a lot lately. This was a very difficult contest to judge. I was impressed with people's ability to make connections between three characters that were drawn at random on a whim 20 years ago. The current drawing was done this year, but the characters have been kicking around for some years.. There were some really cool suggestions and creative ideas I would have never come up with. First off, the honourable mentions... CoreBrute come up with the amazing name "The Devil's Skin" and the line "He has actually no connection to magic. He's just had a very bad 17 years." Balabanto came up with the cool idea of the single villain, something I had considered before this, but already had a similar character in an old campaign and I think there was a Buffy big bad like that. Golden Age took CoreBrute's great name and came up with a different twist that could be a cool, sympathetic villain. I appreciated Eosin's take on the characters, but like all the characters in my campaigns I want to keep them separate from any existing game or comic universe. Highwayman's God, the Devil and Dr. Bob sounds like a great movie. Really nice idea of character chemistry there. It would make a neat webcomic. jwpacker brough a fascinating gender-bending twist with Sharlene. I must admit I would have never thought of that one. Good work also on Aleph and the Reverend. Greenbriar's ID, Ego and Superego was a cool idea that would have been interesting to see developed. Sooooooo... that leads us to the three prize winning entries brought to us by two contestants. That's right folks, there are TWO (count em) TWO winners. Lucius and Bob Greenwade (the crowd goes wild) Each of these winners has earned THREE FULL COLOUR character drawings of their very own characters (or existing characters in fabulous poses determined by the winners)! I was seriously impressed with both of their entries and appreciated the time and effort spent on each. Congratulations. So... what is the final Character group? I'm using Bob's name Trinity of Villainy. The top member is Lucius's creation "The Phantom". I liked the mentalist/occult/man who wasn't there concept. Also the fact that he is being manipulated by another villain (which could very easily be Bob's Mind character, he's definitly tough enough to be a major villain in my campaign and I like the Big Boss idea). Bob's Body writeup is the "vampire brick" I've been waiting all my life to meet. I think he'd be a major threat to my campaign. I'm stealing Lucius' name Scaredevil though. I just didn't want two mentalists. I also liked Bob's linking him to New Orleans and Hurricane Katrina. That's gold. Lucius' Reverend Chuck is the third character. I like the ambiguous nature of his powers and the dangers of too much power. Kramer's Beads sold me on it though. Holy cow. I think though that Reverend Chuck has taken it upon himself to convince Scaredevil (the vampire) that he could use his "curse" as a boon and do something positive in the world. So, you see why both of them just had to win? Looks like I'll be doing some drawing in the near future. I'll post the results here and they'll double as my daily drawings over 6 days. Thank you everyone for participating. I think these boards have a great wealth of creativity and advice and thought this would be fun. Thank you. Lucius and Bob, please contact me on here with messages and I'll get the specs for your drawings. You earned them.
  22. Re: Three Villains, one picture, no ideas.. One Contest... Go ahead and colour it. I think I have sorting things out and I shall post the results later this afternoon. Thanks, D.
  23. Re: Three Villains, one picture, no ideas.. One Contest... Ok... very close.. It's a tough call... I'm going to bounce the write ups off of one more person today.
  24. Re: Three Villains, one picture, no ideas.. One Contest... OK... tomorrow is the last day for this. Wow, three weeks just flew by. I'm going to announce the winners on Friday. It'll take a few days to look through them properly and run them by my regular playing group to get some feedback. So MANY great ideas...
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