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Sketchpad

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Everything posted by Sketchpad

  1. CON Drain. Lowers the pain threshold, but still causes an effect. The more pain you're under, the more it makes sense that you resistance is lowered.
  2. They're kind of junior members and sidekicks to various Justice Society members. Todd Nauck of Young Justice fame.
  3. The Player Guide is just a freebie to set up and support the adventures, which you either buy singularly, or in a collected edition.
  4. The adventure paths are kind of a neat way of running a campaign. Normally, they start with a free, downloadable player's guide. This gives the basics on the campaign, along with guidelines for heroes/characters, and any important beats needed during character creation. The paths themselves work kind of like chapters in a book. Some give some space to run something between (like a single adventure, or some of their organized play stuff), but each adds a bit to the story. Each adventure within the path advances the heroes along until the end (where the heroes are a fairly high level). Most are themed somewhat, with past ones being about building a kingdom, venturing through a haunted dungeon, or exploring a region of the world. Overall, it's a fun idea.
  5. I would gladly take a new Cyber Hero or Horror Hero. But I would love to see a new Danger International or an updated Post Apocalypse Hero.
  6. Sketchpad

    Grabbed Cape

    Speaking as a comic book reader, capes and their like are often used to take advantage of a situation. It has happened to Superman, Batman, and countless others. In game terms, I just treat it a bit like a limb when it comes to grabbing it.
  7. Just curious... is Golden Age Champions (6e) a hardcover or softcover book?
  8. Greetings! I'm looking at starting a Star Hero campaign some time in the future and was wondering how you figure out crew size? Is it just an arbitrary number you pluck out of the ether? Do you try and judge what's right based on the ship size/function? As far as I can tell there are no rules that govern what a ship may need. Thanks in advance.
  9. On the second point: Maybe something like the Player Guides that Pathfinder makes for their adventure paths? Offer advice specifically for this series, while also giving guidelines, etc. On the third point: I would recommend kickstarting/crowd sourcing so art and design can be paid for. Plenty of companies do such a thing just to fluff their art budget. As far as setting, it might be easier to revisit older books, like Millennium City, to give you the setting you would like. Or you could create a generic city that has just enough info to feed into the adventures, but enough open so groups can flavor and reskin it. Really, using the CU as the backdrop may provide you with some of the story backbeats.
  10. I kind of enjoy the Critical Role take on Resurrections. At it's base, it's a ritual spell that requires those casting to "sacrifice" a few things to appease the gods. Maybe it's a feather, or a nice jacket, or even some coin. A variety of rolls are made based on the offerings by each participant (who also each offer something). If successful, the being is brought back. If the rolls aren't great, maybe they're brought back with a problem, or maybe a pact is made. If failed, the soul is laid to rest and cannot be resurrected in this manner again.
  11. The Those Detectors thread got me thinking about mutants and their like. Has anyone created a template for "mutants" or some other human subspecies? Do mutants have common abilities in your campaign?
  12. I always found averaging out the PCs CV and Defenses helps to keep a game balanced. If I know a group of six players have heroes with an average CV 6 and Defenses 15, I have a rough idea to give an opponent a similar CV (or higher if I want to challenge the PCs), and an appropriate damage roll (like a 5d6 vs. Def 15, or higher for a challenging encounter). As far as keeping the CV in line with the examples, I find them more like guidelines. I might bump it a bit higher as the PCs gain more Experience, or allow for specific Levels. Things like Martial Arts tend to balance themselves at times. Gaining a +X OCV sometimes has a -Y DCV. So while it might easier to hit a foe, it also leaves the hero open to another attack.
  13. In my campaign, mutant detectors use a form of genetic detection that can not only identify the mutant gene, but can identify likely powers due to genetic tags. If a mutant has been cataloged, it's likely that they can be identified by the tags detected. While generally illegal in the current game, there are still rogue factions that use them to find/hunt mutants for their own ends. No recognized law enforcement uses such devices, nor do they use nullifiers outside of dampeners for superhuman criminals. In response to mutant detectors, a gene scrambler was developed by some mutant scientists to counter the detector. These devices often look like a pin or ring, and emit a frequency that scrambles detectors. While distributed on the black market, scramblers have since become used in espionage agencies to hide their mutant agents in potentially hostile missions.
  14. Classic Enemies is my personal favorite. It kind of felt like a "trade paperback" of the old Enemies books with some added details.
  15. Interested, but was hoping for a preview.
  16. Weird that it's not in the store. It is on DrivethruRPG... https://preview.drivethrurpg.com/en/product/257014/Enemies-III-3rd-Edition
  17. SHADOW Over Scotland is a 3rd ed book IIRC.
  18. I've used a few basic ideas throughout various games, but I try to alter them a bit so they don't appear to be a carbon copy.
  19. I was just starting a campaign that was kind of dealing with this. Most large cities have a taskforce dedicated to supervillains, whether at the street level or more. This specialized unit often employ a few superhumans to help offset the their odds a bit. In the campaign I've been working on, the city has been a bit overpowered by villains and gangs. So they sponsor a hero team that works exclusively with the police to help protect the city. Local police powers, access to the police database, and a crash course on law enforcement are the basics that everyone gets, and they answer to a special liaison officer that answers to the police commissioner. What kind of threats do they handle? Pretty much anything the city may throw at them. From villains akin to Spider-Man's rogues, to juiced up gangs, to Kingpins and gang wars, to the occasional Magneto attack. I agree that, in most cases, setting a street level tone would be my normal go-to for such a game. But I'm trying something different to see how it evolves.
  20. Yup. Mentioned that in my original post, but was looking for other options.
  21. I'm sure Bats would do just fine against Spidey's foes, but it also depends on who's writing him.
  22. Early Spider-Man is definitely a teen hero IMHO, and a great example of progression from teen to regular hero over the years. In fact, when I had players complain about the 250pt heroes of yester-Champions, Spidey was my usual example of why they only had 250pts. As for his rogue's gallery, I've always been a fan. You get legendary bad guys like Green Goblin or Doctor Octopus, and then you get chumps like Grizzly or Kangaroo. Easily one of the best groups of villains in comics (and tied with Batman and Flash in my mind).
  23. Excellent. Thanks for the help!
  24. Howdy Dan... is there a way to make certain Complications cost 0 points? In the game I'm gearing up to run, Template/Package Complications don't add to the matching amount needed, and I'm trying to put that into HD. I know I could use Custom Complication, but is there another way? Thanks in advance.
  25. Do you allow Power Stunts? An inventive player could reason out a quick KA if you do. "I'm going to focus my eye beam tight and see if I can blast through this double!"
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