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largosama

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Everything posted by largosama

  1. Re: First game question I'm basing these questions on my player's basic character ideas. When we actually write up the characters, I'll definitely make sure that each character has weaknesses and I'll make sure I have ways to exploit the holes in their abilities. I think one of the problems is that they want to develop characters that may work in comics and stories where the writer decides where each character does, eats, lives, sleeps, etc and ultimately can control how the character's power works. A completely invisible man as this thread talks about may work in the comics, but I don't think it would work to well in a comic gaming situation BTW, please talk more about pre-rolling damage rolls. I've been doing this for a while too and I've never even thought about doing it
  2. Re: First game question Fear me for I am... the BRITISH SUN! Persistent powers of having a tea cup that is constantly filled and always feelin optimistic :-)
  3. Re: Alternative Combat System I probably would end up doing more then one deck due to the fact that Champions would require more cards (the game that I currently run has a 5 card max per character while Champions would need 12). Anyway, I don't recall the rules for autofire in Champions, but how would you handle it with the card system? It's the biggest prob I've run into with the cards (but the benefit of not knowing when anybody else is going outweighs this prob).
  4. For the past few systems that I have played, I have used Deadlands card system for determing when people can use actions in combat. Quick version of it: Each players draws X cards depending on your stats. I start counting down from Ace to Deuce. When I say a card that you have, you can take an action. Red Joker is wild, Black Joker means bad things happen. You may hold one card (put it face down in front of you) and use it later on in combat (even to interrupt other people's actions). There's a little bit more to it then that, but that's the basics. Anyway, how would you use this system in Champions (if possible at all)?
  5. Re: First game question I have tons of GM experience, but this will be my first Champions GM experience. Keeping track of extra things won't be a problem. I plan to be fully loaded with tons of forms/stat trackers to make sure I keep track :-)
  6. Alrighty, I'm going to start planning the first couple of missions for the new game. However, for their first battle with another super, do you think it would be better to have them face off against one super who is an even match for the whole team on the whole team or a bunch of supers that as a team are an even match for the players? Both have their advantages. The uber super villain would overpower the heroes individually so it would force the players to work as a team to defeat it. If the heroes go up against a team, everybody would be able to show off their powers since each one will probably be stuck in a one on one fight for a time. Anyway... opinions?
  7. Re: Dealing with Invisible Heroes Here's my player's quick description of the character (I asked them all to submit multiple character descriptions for use in the campaign (see my threat on multiple characters posted yesterday (13th)... anyhoo, mostly an FYI to help with discussion: Fade Fade is a withdrawn kid in his late teens with the ability to cease to exist for all intents and purposes. When he "fades" he becomes invisible, intangible, undetectable by telepathy, no heat signature, etc. He's kind of gothy.
  8. Re: Concept using multiple characters That's an excellent idea. I think for most situations, that would work out perfectly. It would also give a constant explanation to why the other heroes are completely incommunicado... they're in battle with some villain trying to take over the farmhouse!!! -Kevin
  9. Re: Dealing with Invisible Heroes Those both are really good points. Not to mention that we haven't determined whether or not things like his money would be invisible too which if it is would mean that he's been stealing his whole life.
  10. Re: Dealing with Invisible Heroes Heh... the player using this character isn't a bad roleplayer at all and he is very reasonable...... and he's a comic book nut... in passing I brought giving him an archenemy who isn't all that powerful, but he always knows where that hero is at all times. He started bitching about the fact that it goes against the concept of his character... *sigh*
  11. Re: Dealing with Invisible Heroes Hmmm... hey, let's build it! How would you put together a power where a guy is invisible to everything (touch, sight, smell, taste, sound, psychic, astral, etc)
  12. For my first campaign using Champions, I'm having my players (around 5) create 5 heroes each. Then I will sit down with the players and widdle it down to 3 heroes each that will work best in the campaign. The other two characters will be used as NPCs that show up in the game. Anyway, at the start of each story arc, the players will be able to pick one of the three characters to use for the story. The others are considered to be off visiting family, doing other odd jobs, etc. Once that story ends, they can switch characters. On major story arcs (Infinity Gauntlet style stuff), more characters will be able to be used. Has anybody else tried this method? Do people think I'm crazy for doing it? Opinions? -Kevin
  13. Re: Dealing with Invisible Heroes I'm trying to be as open minded as possible and of course his power should be able to be used with some regularity, but I'm just worried that due to the fact that his ability will make *no one* notice him unless he wants them to....... hmmmm... well, it wouldn't really make any sense (even in game land!) to have someone attacking you in melee and not noticing that they are there. So, maybe I'll get the character visible after the first hit. Hmmm... more thinking... after the character becomes 'visible' to a person, he is visible to them forever more or at least only invisible in sight... possibilities... -Kevin
  14. Re: Dealing with Invisible Heroes I believe it was one of those 'He was a loner in life and no one ever paid any attention to him therefore no one can notice him now even if they wanted to (unless he absolutely wants you to as far as I can tell)' kind of things -Kevin
  15. Hey guys, one of the possible characters that one of my players will be creating is going to be a guy who will be invisible to sight, sound, smell, psychic abilities, etc... I'm a bit worried that a character like this could destroy plots. I could see a constant, "I go behind him and snap his neck" or something to that extent (maybe not a kill, but a defeat for the villain). If possible, I'd rather not disallow what a player wants to play but I also don't want to cheese the game and have to have major villain have the ability to sense him. We haven't talked about disadvantages yet, so that's still up in there air, but there's no guarantee that he will take power related disadvantages. Anyway, what are your suggestions on what I should do?
  16. Hey guys, I'm new to Champions but I've selected this system to run a supers campaign coming up in a few months. One of my players expressed interest in having a guy who is immortal (does not age and heals things very quickly) and has a huge amount of skills based on general life experience (he's been around for hundreds of years). How would I go about creating these powers (mainly the immortal power). This is for a 350 point game. -Kevin
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