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Everything posted by Sketchpad

  1. We always played at 250 back in the 1e-4e days. Villains like the Geodesics were played as chump villains for a time. When I started running 4e, I remade some of the old villains, including the Geodesics. IIRC (it's been a bit), I believe that they came out to around 350 each, and had some pretty solid teamwork abilities.
  2. Depends on the concept and the campaign. I've had a campaign where people started with a 10 to 12 OCV, and had others where I capped it at 8 to start.
  3. IIRC, I ended up pumping up his Dex, Spd, OCV/DCV, and gave him some special "skills" to both give and take a beating. In a few scenarios, the team had to defend a few former Viper agents from him. Turned out to be a pretty awesome fight.
  4. I wish I could find my old campaign books. I had a bunch of updated characters from 3rd and 4th ed in them, along with some of the story hooks and history in the campaign. IIRC, Psi from Mind Games was pumped up a bit, and had a few members added in. Mongoose had become a neat street-leveled hero with elements of Casey Jones blended in. And Doctor Destroyer had been killed and resurrected several times.
  5. METE might be off limits, as it was part of Allston's universe. I was hoping we'd see them and The Blood as part of the Strikeforce KS. Unfortunately they didn't hit that goal.
  6. So if the books is verboten, what about changing it around a bit so it doesn't have the same connections to the mainstream CU?
  7. I apologize, Beast. I must've misinterpreted. However, I would still avoid a boxed version of a core book these days. They work better as introductory sets, particularly if you can keep them inexpensive. The Essentials Kit is only $25, which is a great price these days for a printed box set.
  8. If you're looking at a starter kit of some kind, I would leave Champions Complete out of it. The idea for most beginner boxes is to create sales for core products. For such a product, I would include a limited version of Sidekick that covers the basics and maybe gives a handful of templates to play with. Then include an adventure book, a flip map, some standees (or pawns), a good set of 12mm d6s, and a pad of simple character sheets. I would really recommend looking at the D&D 5e Essentials Kit as an example of how to do such a product. Please pay Scott, as he deserves it. I've been a fan of his since he worked on Hero books and hate to see a creator go unpaid. Hero's licensing program is pretty good. I've had a few discussions with Jason Walters, and he's always been very approachable about things. As far as e-book or Kindle variants, a Kindle Fire can read PDFs quite well. That's how I carry most of my RPG books around when I travel. If you haven't grabbed it, I suggest getting the Adobe Acrobat app for it. Works like a charm. In reality, from what everyone is talking about, what you mainly need at this point is money. Particularly if you'd like to put a set like this together professionally. Few people enjoy working for free, and a project like this is unlikely to put them on the map. This means hiring at least one writer, one or more artists, and someone to handle layout and logos, not to mention editors. Particularly if you want something high end (like Pathfinder or D&D). A project might do well on Kickstarter, but it should cater to old and new gamers alike. Maybe this might be better as a universe starter set that's "Powered by the Hero System" like a few other books have been? That way it could be something new and work as a primer to a new supers universe that could be inspired by Champions (and other like properties).
  9. These can still be feasible prices depending on how much a company wants to make, and how big of a book you expect to buy. I make villains for another system under my Sketchpad Studio company and sell most of them for only 99¢ per copy. These are typically 3 pages with a full background, stats, and a color illustration. I don't make a ton off them, but it's enough to buy a new book here and there.
  10. Honestly, the easiest thing to do is just create your own universe. Work out a quick timeline, buy a few stock art portfolios off Drive Thru RPG (Storn's are great), and write something up. That way the only thing you may have to worry about is licensing the system.
  11. To each their own. I used it in moderation. On one particular adventure, after Foxbat was captured, he pleaded with the players for some extra points to spend while he was in "The Clink". One of the players actually donated a few points, which was rewarded with a Favor with Foxbat. Fun stuff.
  12. In the past, I've used Reputation, Favors, Contacts, Combat Levels, Fringe Benefits, Equipment, and "Mystery Powers" as alternatives to just handing out points.
  13. When I ran games in the CU, Foxbat served as both a solo and team villain. In one group, he had a team of misfits, which included The Exo-Skeleton Man, Panda, Raccoon, and Darkon. They would show up at random during the campaign to annoy commit crimes. In a smaller group, he was more like a Batman Rogue's Gallery member who was more goofy gadget oriented. In both cases, he had the ability to break the 4th Wall and interact not only with the heroes, but also with their players.
  14. Look at Doc's post withe "Reveal Hidden Content" section and click on it, Duke.
  15. I just came off a weekend game that was ran over three days and had around 13 people each day playing (and not all the same players). I think my record is in the upper 20s for an old D&D game I ran many moons ago.
  16. Has there ever been a collected volume of Aaron Allston's Rogue's Gallery AMA?
  17. Speaking as the artist of that piece, I won't take it as disrespectful Just keep in mind that it was a very early work, and I didn't have much to work on as far as the character was concerned.
  18. Couldn't agree more. I remember going into the local shop and grabbing everything I could for Hero.
  19. It depends on the campaign. In the past, I've ran mentors that are similar to Batman, or Bruce Wayne from Batman Beyond, to Charles Xavier or even Cable. For active mentors, I use them as regular NPCs that help drive the Player Heroes, and offer not only advice, but resources and training. In one campaign, the mentor (a Batman type with a splash of Captain America) worked with the team as a strategist, suggesting tactics and helping them with research as needed. The mentor had excellent contacts that he'd use to help the team whenever it came up. In an older game, the mentor I used was more of a Patron and not as active in the team's activities. In this case, he served as a resource the players purchased as an ally. In turn, they had the Watched Disad (along with Media Star, because cameras followed them everywhere). Mechanically, when the mentor came into play, I would often have the players make the rolls needed from him. This allowed them to have more of a stake in his fate, while also gaining some insight into what he would do for them. In the rare instance that the mentor would take action, I would continue to let the players make certain rolls to involve them in the combat. Worked out well.
  20. From Bob Greenwade: "Invasion of the Gweenies is available in EZ Hero #5, available for $5 from select e-book sellers."
  21. I always used SAT as a policing force for superhumans that each city had. So you might have SAT-Millennium City, or SAT-Vibora Bay, for example. They worked with Primus in many cases.
  22. I wasn't a big fan of the 5th ed version of Demon either (sorry, Dean). It just didn't vibe with my type of campaign, to be honest. As far as the book, I'm hoping for revised stats and concepts for Primus, UNTIL, Viper, IHA/Genocide (still prefer the latter), and ARGENT.
  23. Re: MYTHIC HERO: What Do *You* Want To See? I would gladly put my ex-wife on that list as well On the subject at hand, any chance we might see some of the pantheons not covered as PDF products? Maybe as a Mythical Expansion series of e-books?
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