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proditor

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Everything posted by proditor

  1. Sure, The "typical" blood from the setting section had... +10 STR, +13 DEX, +13 CON, +5 BODY, +5 INT, +5 EGO, +5 PRE, +6 COM, +6 PD, +5 ED, +2 SPD, +2 REC MP: 40 pt reserve 8m - HKA or RKA w/ energy effect. 1u - 2d6 Telepathy 3u - N-Ray Vision 8m - 30" T-port, x2 distance, x2 mass 30 x2 STUN vs. Energy Killing attacks 20 Selected Psych Lim 15 Fear if Insanity 20 Hunted by Affrighter or Bloodletter, 8- Edit: All unconverted and verbatim.
  2. Yeah, I was pretty floored by how accurate they were.
  3. This got posted over on Heroclix Realms, but it brought back memories of many a fun Champs game. If you guys remember the Zodiac, hopefully you'll appreciate the ton of work these folks did. http://home.comcast.net/~chalga/zodiac.htm
  4. Thankee Kindly guys. As for custom Gronds, well, let's wait till I finish one and see if anyone still wants one. He looks interesting right now, but I could always mess it up and end up with a big pile of offal. Plus, I'd have to check with Mr. Long et al, to make sure I wouldn't be infringing on any copywrite type of stuff.
  5. A while back I started to lay the groundwork for a WW2/GAC campaign. Now the campaign is stalled since one of the main players dropped off the face of the planet, but the work continues. I got inspired to make a Battlesuit Potempkin from the 4th Edition Golden Age Champions. It's fun and funky, drop on by to check it out. It's on the Work in progress page. http://mywebpages.comcast.net/proditor/
  6. proditor

    TORG???

    Wow, someone else who has a copy of Opponents Unlimited?? COMPADRE!!! Yes, I am a capellan in my net guise. Basically, the PC's and few of the more Uber bad guys accumulate "Possibility Points" in a variety of ways in the game. When it is dramatically important, they can spend one for an additional die roll (The game is d20 based basically, reroll and add to the total on a natural 10 or a 20 then compare that final number to a sliding scale for an effect number. Sounds hard, plays quick though). So one example was that the party was chasing a bunch of bad guys in the english channel in a nice power boat race when a sea dragon popped up in the middle of the chase and went to attack the heroes. The ninja in the party had the "go first" ability (basically) and he lept into the air, attacked, rolled a 10, rolled an 8, spent a possibility, rolled a 20 on his next roll, then a 15. Net total: 53, which was compared to the sliding scale for a result total. He threw in some adder cards and basically just chopped the dragon's head off in one swing. Basically the points let you do stuff that is off the charts for normal people. Since they can add to anything, I was thinking it might be a VPP that centered on Aid powers...dunno though.
  7. proditor

    TORG???

    I was trying to come up with something I /can't/ do in Hero, and this was about the only thing I came up with. Most if not all of the game is pretty straight forward, it's either Pulp, Magic, Tech or Heroic level stuff, but then come the possibilities.... I had one thought on how to do the possibility spending. Make it a VPP with restrictions like Opposed skill rolls, side effects (Possibility storms) etc. Can anyone else think of a way to do the possibility spending/storms?
  8. OOOO! I like that!! Moving around a bit was part of the reason for giving them a honking big sub with it's own airplane hanger and a marine detachment after all. The canal does provide a really nice target too... Thanks, I like the beat on the agents idea as a starter so that yes, they realize that they are truly the big fish in the pond. I'll gladly milk any other ideas as well though, so keep 'em coming!!
  9. I've been pondering picking up TUV for a while now, and since I'm gearing up a WW2 campaign for Champs, I /think/ it might be useful, but honestly, I'm not really sure what's included. Can anyone point me to a good review?
  10. After the thread on the Zeppelin Base, I got inspired and started a mostly Golden Age WW2 campaign. I came up with the package deals, the organizational structure for the allied supers (The heroes are amongst the very few high powered supers at 350 points, most are 250), a nifty base for them (The Surcouf after some modification) a basic timeline of events and a list of the known Supers on each side... So now that I got that out of the way, I realized I had no idea what to do for an introductory adventure???? I think I want a blend of RP so that folks can get into their PC's, the lingo and attitudes, and then a big explosive finale. Has anyone else run WW2 where the heroes are in the combat, not on the homefront, and if so, how has it gone? Advice gratefully appreciated. Timeframe is May, 1942, Theatre of operation is currently European.
  11. And out of curiosity, I was looking for my "namesake". I've been using Proditor as my nethandle for ages....and I'll admit I shamelessly lifted it from V&V. I was getting so frustrated when Hotmail first came out, that in the end, ole Proditor Capella from Opponents Unlimited lept to mind. Thus was a handle born. (And a Changeling PC, House Scatath, but that's another story) Fast forward 8 or so years to today when I finally look up the word... PROD'ITOR, n. [L.] A traitor. [Not in use.] Now that will teach me not to use a word/name without looking it up first....
  12. Mine was when playing a version of Sabre from the Blood and Dr. McQuark in a long running game. We had highs and lows, the character matured and grew and married. He continued the good fight along with his group, and they eventually were even UNTIL sanctioned. They had become the pinnacle of superheroes on our world.... So the GM ran Wrath of the 7 horsemen... We were attacked in our own base by 4 of them, and Sabre, who had recently bounced a light anti-tank weapon off his bare chest, threw down with War. We had a house rule for crits (Nat 3) and sure enough, he got one on me. My right arm was broken. You could have heard a pin drop when that happened. The fight continued, with Sabre digging deep for that extra something that allowed him to beat off War, even with a broken arm. But his victory was short-lived as a blast from Fear's wand knocked him into a catatonic state. "You have won this battle heroes, but in the end, you will fall and serve me." Fast forward 2 weeks. The team mentalist gets attacked by Fear and Destruction and folds. The rest of the team manages to locate him and runs to the base. The horsemen attack en masse. Just as things started to look their bleakest, the GM called me aside for 5 or so minutes of intense chatter. We came back to the table, and just as War was about to strike down Sabre's wife, he rose and blocked the bow, sending War flying. Now standing in head to toe plate and carrying a massive Zweihander, he looked at the Horsemen and their leader in particular and said.... "Fear, you just made the biggest mistake of your whole misbegotten existance. You can call me Courage." Thus was born Courage, the one incarnation on the side of light. Most of his memories were replaced with an over-riding goal to stop the horsemen. It made for an excellent and tense RP filled few weeks as his new bride tried to get him to even remember her. In the end, he helped the rest of the group lay the Horsemen to rest and avert the coming of the nasty old folk. It was an excellent ride, and when he came back to being "just" Sabre again, it gave me an even more intruiging take on a character that had gotten pretty darned cool all on his own.
  13. Eurostar, circa 4th Ed. My players in a very long running and high powered campaign had a running fued with them. From the attempt to create their own island to the assassination attempt on the president, they were a constant and respected problem.
  14. I'm going to take a sec to be an unalloyed fan boy here. THANK YOU STEVE LONG!!!! And here is why. Steve has given us darn good quality product from the Fifth Ed book, to the Champions stuff, to Star Hero to the Ultimate books. Each new publication is jammed with content. They have good to excellent art. They have nice fluffy bits thrown in with the crunch. And from a monetary outlay standpoint, they are wicked cheap when compared with the competition. (At least by page count. No other company even comes close in cost per page) I've been playing Hero in one genre or another for nigh on 20 years now, and other than the Fuzion hiccup (Which did have some merit actually, it helped me get new players into the genre), I have never been disappointed. But Steve has taken the high road with Hero Games. A product a month (or so, we all know RL happens) always at exceptionally high standards and at a price I can afford. I compare this to the only other system I've been playing for that long, and find myself making easy decisions. Do I buy the latest completely unbalanced/unplaytested/barely edited product from Whackos Of Total Carnage, or do I spend less and get more from Hero? Simple math to me. Steve, thank you from the bottom of this longtime gamer's heart for making a company that cares about the quality of the product and the budget of the consumer at the same time. All Hail Hero.
  15. I've been inspired by this thread to give a WW2 campaign another shot with my group. I'm having wonderfully convoluted thoughts about the French Submarine Surcouf.... If you don't know this monster, check the link. http://groups.msn.com/Surcouf/_homepage.msnw?pgmarket=en-us My current thoughts are to have an American version, or simply "grab" the Surcouf in 41 when she "sinks". It all becomes a cover story for an extensive refit where she gets tricked out for commando/super work.
  16. It's not Radar per se, but the continuing electronic warfare that results from the use of bandwidth. The germans were always 6-12 months behind the curve at this. At no point during the war did they manage to jump ahead of the allies. Basically, it went: Germany deploys a radar system. England and the US develop acounter measure and a new wavelength for their sets. Germany plays catchup as they get jammed or chaffed into blindness. Now I agree that if the Baron is a super genius in the comic vein, it makes perfect sense for him to jump ahead and have something like cascading frequency Radar, or one that is just so darn powerful that it'll burn through almost anything. But that's the hook. How did he get that big a jump on the allies, and does "normal" Germany have this too? Oh No! Send the heros to get these answers before the war effort is doomed!
  17. Since you seem to have veered away from using the Komet, I don't need to do the "Oh my Lord, never put T-Stoff in a Zeppelin" dance. Some of the nice designs off of Luft 46 include things like the ME 265 or 328, and The Hienkel Wespe. Although for a pulpish feel, I'd suggest the Henschel P.75 and 87. Just give any of those planes folding wings (Like the ME-109T and the JU-87C destined for the never completed Graf Zeppelin Aircraft Carrier) and you are in business. Depending on the time frame, I'd suggest saving jets or rocket planes for the Baron himself. A prototype that he has been allowed to use (or made himself?) as opposed to just the 50th ME-262 to roll off the production floor. Radar: Yes, very nice to give it to the Zep, but the germans lagged behind the allies for the entire war at this game, so putting it there should be even MORE special. Just confirming the Radar's existance and type could be an entire mission in terms of important info for the war effort. Also, the germans were very good at optical sights and wire guided missiles. One of the Fritz-X guided bombs sank the Italian Battleship Roma in 43, so maybe have the good Baron getting ready to sink the USS Constitution as blow to morale. Maybe he just wants to shoot a Fritz-X at the white house. Having the first cruise missiles (sort of anyway) is a big icky thing for your PC's to stop. Anyway, I've rambled enough. Love the idea. I'd love it if I could convinve my players to play a WW2 setting. Good Luck!!
  18. *Grumble* Posted as a new topic as opposed to a reply. Bother...
  19. I've seen a lot of guides for converting MSH to Hero, and most of them "feel" right, but the long and the short of it is summed up pretty well on Michael Surbook's page. "Probably the most important thing to remember when adapting a fictional characters the sense of scale. Some things (like STR) are easy. Did you see the character lift anything? How heavy was it? Other stats, like DEX, and SPD become a matter of taste. If you think DEX 23 is fine for your average brick (like the Thing) then a DEX of 36 to 38 is probably just right for Spiderman. On the other hand, if the Thing has a DEX of 15, then Spidey can get by with a 30 to 33 DEX. Before I go further, I'd like to also point out that when writing up a fictional character, one should remember that nothing is set in stone. I could easily write up Superman on 250 points (I think). Most people would laugh, asking how I plan to squeeze super-breath, super-hearing, heat vision and so on into the character. I'm not planning on it, I say, I'm writing up the 1939 Superman. His powers? Leap an 1/8th of a mile, hurdle a 20 story building, run faster than a train, lift great weights and only a 'bursting shell' can penetrate his skin... 250 points easy." I've been hitting his site in it's various incarnations for years now, and it never ever disappoints. http://www.devermore.net/surbrook/index/index.html
  20. It's a DND MUX, so.... We had the sorcerer who insisted she could lob 400 arrows in one attack with the telekinesis spell, each of them doing 1d8 damage. (The actual rule is 1 arrow per caster level) We have the folk who want to make Prestige classes that are a combination (all abilites and a few more for good measure) of wizard and cleric. We had the player who insisted I was trying to tell him how to run his PC when I informed him "You realize, if you try and stab that vampire, there is a good chance you'll hit the PC holding it in her arms". Funny, I thought my job as a DM was pointing out the possible repurcussions so that the PC didn't accuse me later of shoehorning them into bad actions... Daily we have people who use the perform skill in rooms with no audience since they found a loophole in the code that means you can apparently get gold from heaven for a performance. We had people abusing the CR system so that they were taking 18th level PC's on adventures with 1st level PC's so that they could fight something midway in between their levels and both would benefit. (Normally an 18th level character gets nothing in XP from a CR9 encounter, and a 1st level PC would just get slaughtered). We had the guy with 5 stats at 14+ who dumped his INT to 6. After making this choice, he decided her got "cheated" by the rolls and actively tried to get other players killed becuase his initial stat rolls weren't high enough. (This is the same guy who insisted he deserved a +5 STAT increase book due to his "excellent RP of an INT 6 PC." He was 3rd level and asking for an item appropos for 18th+ level PC's). Now it all made more sense when he told us that in his TT game he got +5 books and +6 items for EVERY STAT at 1st level because his buddy was the king of the elves.... On the rules lawyering...well, I deliver the same speech at the start of every scene I run. I also let folk know that if they spend the time arguing during a plot, they face expulsion from the plot and the chance that I will never run for them again. Knowing the rules is a good thing. But, there are too many instances when a good GM has already considered what the rules lawyer is going to argue and made a judgement. That should be the end of it. On a MUX especially where any conversation is per force MUCH longer in duration because people have to type and this slows things to a crawl. If someone told me that they were leaving a game because they thought that I had cheesed them on a rule, without knowing the why, well, I'd hold the door for them and let them go with a smile on my face. Basically, if you can name a rules hole in 3.0, they found it and exploited it for all it was worth.
  21. I've been very lucky with my players in Table top. So far, I haven't yet hit a single determined rules lawyer or OOC fiend. Part of this has been taking a long time before adding anyone to my group on a permanent basis, part of it has been my speech (see below) but the lion's share has been a huge helping of pure luck. I find the following speech works pretty well when starting with a new group though. "I'm the GM. That means what I say goes. If you think I did something wrong or got a rule wrong, NICELY explain your point of view to me. After you have stated your case, I'll make a ruling on the spot. Sometimes it will be in your favor, sometimes it will not. BUT the matter is closed until the end of the session. If we spend the next hour arguing over the rules, no one has fun. And since that is the only reason I do this, it won't be allowed to happen." Yes, it's pretty draconian, but after the first session most folk realize that this is about the only thing I am draconian about when I run a game. My main concern is for all of us to have fun and to tell a good story. Arguing facing for 2 hours achieves neither of those two goals. As a sidenote, I staff on a MUX and OH LORDIE WHAT A DIFFERENT BEAST! I can match (and in some cases surpass) most of the stated horror stories on here. Of course, my online mantra has become "Why would I run for some of these people when in RL, I'd kick them out of my apartment?"
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