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Enforcer84

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Everything posted by Enforcer84

  1. Okay, in my CU I am introducing New Asgard, these are my creations plus those fated to survive the final battle, if any. I had one source that mentions Magni and Modi, and Vidar.
  2. THat might work. ...Have the brick punch them and see if their PD increases.
  3. Courage : a 'Man without fear' so to speak... Honor both of these guys sound like Martial Artists to me. How about: Life? I have made a Green Lantern type character who'se abilies stemmed from the manipulation of his own life force...
  4. Personally, I have such a variety in scale for my universes that its not an issue. I've kept defenses around 30 Def because I have damages ranging from 7-20+d6. Starting out I keep player damages about 12 d6 and def 30 pts. this leads to 3-4 hit fights more for bricks. I've never had a problem with my groups we never saw combat as tedious.
  5. I am full of it today. Questions that is. Comic book characters evolve slowly and often against the will of fans and the companies themselves. Technology based heroes change most often but everyone evolves, look at Iron Man, Spiderman even developed his "spider tracers" and different uses for his web fluid. In Champions this can be done in more drastic ways rather easily. Aside from team comlinks, bases, and vehicles; have the groups you've played in (or GM'd) "helped eachother out?" Case in point though they are NPC's I have always been fond of a group I made for my first campaign, The Tomorrow Legion. Basically they were a circle of friends (and uber geeks) from college who over the course of their young adulthood aquired superpowers either through accident or self achievement. Each member of the team had a field of specialization (and I have updated them over the years as I have read more comics and seen more cool stuff). Basically they were like this: Omniman ( a superman clone whose abilities came from a transware suit he developed) He never let on that the powers weren't his. Gear (Powered Armor) Pretty Standard Oni ( a bio chemist who developed a "super soldier"-esque formula. Giving himself Peak Human Stats, he then donned a battle suit that made him look like a monster, the suit was developed to look organic. (it even bled convincingly) Kirin - a young lady with minor telepathic abilities, she became a world class specialist in artifical psionics. (and after the ultimate mentalist; Psionic Engineering). Nightshade a martial arts enthusiest who developed a special "stealth suit" for what he thought was the Government, but turned out to be VIPER. He stole the suit and tries to pass its abilities off as "Ninja Magic" (ripped him off from Allies) Dynaman (Electromagnetic based powersuit) Bengal ( genetesist who accdentally gained tiger like abilities when exposed to one of his genome mapping experiments) Later I added an all round gadgeer named Bianca White. She didn't use a secret ID. well, all these characters were scientists, close friends, and confidants in the scheme that most didn't truely have superpowers, though this was less dramatic a secret as I originally planned as they proved to be quite powerful and capable. The source of their powers was not the earth shattering secret I had envisioned. Over the course of the campaign the PC's met them about six times. The first three encounters were standard, but on the fourth the Legion was noticably stronger as a team, many of their original weaknesses were elimnated or lessened and their abilities were enhanced. Here's why, Bianca and Oni perfected his formula so that it didn't negatively effect people who lacked his genetic code, everyone suddenly had access to Peak Human Physical stats. Kirin developed implanted psionic com-links/defense mechanisms so the team had constant telepathic communication, and she also added a psychic beacon so they could easily find each other. Omniman and Dynaman working together managed to reduce their suits vulnerabilities, and add some new features, Gear, who's original designs were more elaborate than he could afford, now had the backing of a successful team and a conglomerate of tech companies that the various members had started in their secret Id's. Not to mention that the members constantly worked as support for eachother, their technologies advanced a lightning speed, and by the sixth time they encountered the PC's Omniman had, using nanotechnology, internalized his powers, Oni could telepathically alter his "bioarmor", Dynaman had developed into a manipulator of incredible flexibiliy, etc... admitedly this was just done by adding points to them but it was using their backgrounds to rationalize the changes. This and the concept that they were a team and would natureally want to help eachother hadn't occured to me when I was a player. So, to sum it up, when you look to spend XP, do you ever look at your fellow PC's for aid or ideas?
  6. Ever (as a GM or a Player) Seriously miscalculate the ability of the foe you were facing? Two examples: Way back in Highschool, my 7th grader brother wanted to run a campaign, so my best friend and I made some characters and oen of the first encounters is a group of thugs protecting a dweeby accountant. The Accountant was a link to a major crime lord and my character, a macho ninja wannabe lays out three of the thugs and tries to intimidate the dweeb only to find out that he is a Brick, and that being the mastervillain's accountant is only one of his duties. The guy wipes the floor with my ninja, as his first shot stuns me as does the subsequent grab and smash. I am out. My buddies character, a low level brick with mid level mental powers captures the accountant and spends the rest of the campaign laughing at my sorry butt. 2) This one involves a martial artist in a playboy bunny outfit, she was a henchwoman of Foxbat's and it turns out he picked the costume, she was quite skilled and very dedicated. She worked for Foxbat because he saved her grandmother from an assault by rival assassins. This time it was someone elses character that had to explain he got beat up by a play boy bunny.
  7. Mattock? perhaps an animal he identifies with? Perhaps he is fond of bunny rabbits and calls him self Mr. Rabbit?
  8. And another I like (Twisted Sister Song for those not in the Know) King of Fools Player: NPC Hero; Leader of the Pack Val Char Cost 35 STR 25 20 DEX 30 30 CON 40 17 BODY 14 30 INT 20 18 EGO 16 20 PRE 10 10 COM 0 15 PD 8 15 ED 9 5 SPD 20 13 REC 0 60 END 0 60 STUN 10 6" RUN02" SWIM014" LEAP0Characteristics Cost: 202 Cost Power END 5 Toughened Flesh: Damage Resistance (5 PD/5 ED) 9 Enhanced Perception (+3 to PER Rolls for All Sense Groups) 5 Infrared Perception 5 Nightvision 10 Tracking (Smell/Taste Group) 3 Ultrasonic Perception 5 Ultraviolet Perception 2 Big Man: Knockback Resistance -1" 7 Prodigeous Leaper: Leaping +7" (14" forward, 7" upward) 1 33 Life Support , Eating: Character only has to eat once per week, Extended Breathing, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 200 Years, Safe in High Pressure, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Sleeping: Character only has to sleep 8 hours per week 10 Iron Will: +10 Mental Defense (14 points total) 60 Toys for the King: Variable Power Pool (Gadget Pool), 50 base + 10 control cost (75 Active Points); OAF (-1), VPP Can Only Be Changed Between Adventures (-1/2) Powers Cost: 154 Cost Martial Arts Maneuver Tai Ch'i Ch'uan 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 5 3) Escaping Throw: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs; Target Falls 3 4) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 5 5) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6, Disable 5 6) Palm Slap/Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike 4 7) Root: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to resist Shove; Block, Abort 3 8) Strike: 1/2 Phase, +1 OCV, +2 DCV, STR +2d6 Strike, Must Follow Block 4 9) Sword Finger: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 3 10) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls 1 11) Weapon Element: Blades 1 12) Weapon Element: Staffs Martial Arts Cost: 42 Cost Skill 8 +1 with All Combat 5 +1 with Ranged Combat 10 +2 with HTH Combat 3 Analyze: Combat 15- 3 Breakfall 13- 3 Bureaucratics 13- 3 Climbing 13- 3 Combat Driving 13- 3 Computer Programming 15- 3 Concealment 15- 3 Conversation 13- 3 Cryptography 15- 3 Deduction 15- 3 Demolitions 15- 3 Electronics 15- 3 Forensic Medicine 15- 3 High Society 13- 3 Inventor 15- 3 Mechanics 15- 3 Oratory 13- 3 Paramedics 15- 3 Persuasion 13- 3 Security Systems 15- 3 Stealth 13- 3 Streetwise 13- 3 Systems Operation 15- 3 Tracking 15- 9 TF: Common Motorized Ground Vehicles, Equines, Helicopters, Large Motorized Boats, Railed Vehicles, Small Planes, Snowmobiles, Submarines, Two-Wheeled Muscle-Powered Ground Vehicles 10 Two-Weapon Fighting (HTH) 10 Two-Weapon Fighting (Ranged) 9 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Off Hand, Small Arms 3 Scholar 2 1) KS: Politics (INT-based) (3 Active Points) 15- 2 2) KS: Rock Music (INT-based) (3 Active Points) 15- 2 3) KS: Classical Music (INT-based) (3 Active Points) 15- 2 4) KS: Criminal Underground (INT-based) (3 Active Points) 15- 2 5) KS: Philosophy (INT-based) (3 Active Points) 15- 2 6) KS: Literature (INT-based) (3 Active Points) 15- 3 Scientist 2 1) Computer Science (INT-based) (3 Active Points) 15- 2 2) Electronics Engineering (INT-based) (3 Active Points) 15- 2 3) Engineer (INT-based) (3 Active Points) 15- 2 4) Mathematics (INT-based) (3 Active Points) 15- 2 5) Mechanical Engineering (INT-based) (3 Active Points) 15- 1 6) Electrical Engineer (2 Active Points) 11- 1 7) Mechanical Engineering (2 Active Points) 11- 1 8) Metallurgy (2 Active Points) 11- 1 9) Robotics (2 Active Points) 11- 1 10) Subatomic Physics (2 Active Points) 11- 1 11) Theology (2 Active Points) 11- 2 12) Cybernetics (3 Active Points) 12- 2 13) History (3 Active Points) 12- 2 14) Virology (3 Active Points) 12- 2 15) Bacteriology (INT-based) (3 Active Points) 15- 2 16) Biology (INT-based) (3 Active Points) 15- 2 17) Biophysics (INT-based) (3 Active Points) 15- 2 18) Chemistry (INT-based) (3 Active Points) 15- 2 19) Exobiology (INT-based) (3 Active Points) 15- 2 20) Inorganic Chemistry (INT-based) (3 Active Points) 15- 2 21) Marine Biology (INT-based) (3 Active Points) 15- 2 22) Mathematics (INT-based) (3 Active Points) 15- 2 23) Microbiology (INT-based) (3 Active Points) 15- 2 24) Organic Chemistry (INT-based) (3 Active Points) 15- 2 25) Pharmacology (INT-based) (3 Active Points) 15- 2 26) Physics (INT-based) (3 Active Points) 15- 2 27) Sociology (INT-based) (3 Active Points) 15- 3 28) Biochemistry (INT-based) (4 Active Points) 16- 3 29) Medicine (INT-based) (4 Active Points) 16- 3 30) Physiology (INT-based) (4 Active Points) 16- 3 31) Psychology (INT-based) (4 Active Points) 16- 4 32) Genetics (INT-based) (5 Active Points) 17- Skills Cost: 215 Cost Perk 15 The Underground America: Contact (Contact has: useful Skills or resources, Very Good relationship with Contact), Organization Contact (+2) (15 Active Points) 11- 5 Money: Well Off 3 Protector of American Dream: Reputation (A small to medium sized group; 8-) +3/+3d6 30 The Kingdom : Vehicles & Bases (150 Base, 25 Disad) Perks Cost: 53 Total Character Cost: 666 Val Disadvantages 20 Hunted: Dr Righteous 11- (As Pow; Harshly Punish; Extensive Non-Combat Influence) 15 Hunted: Unstoppable (Superpowered Assassin) 11- (As Pow; Harshly Punish) 15 Psychological Limitation: Hunting Dr Righteous (Common; Strong) 15 Psychological Limitation: Verbose, uses flowery speech and big words. (Very Common; Moderate) 15 Psychological Limitation: Protective of women and Children (Common; Strong) 15 Reputation: Murderer 11- (Extreme) 20 Social Limitation: Secred Identity (D. Snyder) (Frequently; Severe) Disadvantage Points: 115 Base Points: 200 Experience Required: 351 Total Experience Available: 351 Experience Unspent: 0 Forgot the Tai Ch'i Package. He tops out at 666, I think Dee would be proud....
  9. Nobody asked but here 's Renegade Renegade Player: NPC Val Char Cost 25 STR 15 27 DEX 51 20 CON 20 15 BODY 10 23 INT 13 12 EGO 4 25 PRE 15 18 COM 4 13/20 PD 5 11/18 ED 4 6 SPD 23 9 REC 0 40 END 0 40 STUN 2 9" RUN02" SWIM08" LEAP0Characteristics Cost: 166 Cost Power END 17 Armor: Concealed Body Armor: Armor (7 PD/7 ED) (21 Active Points); IIF (-1/4) 12 Accute Senses: Enhanced Perception (+4 to PER Rolls for All Sense Groups) 2 Polarized Glasses: Flash Defense (4 points) (Sight Group) (4 Active Points); OAF Fragile (-1 1/4) 3 Leaping +3" (8" forward, 4" upward) 1 1 Life Support , Longevity: 200 Years 5 Luck 1d6 5 Strong Willed: +5 Mental Defense (7 points total) 6 Swift: +3" Running (9" total) 1 12 Katana: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD) (30 Active Points); OAF (-1), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4) 3 13 Side Arm (Ion Pistol): Killing Attack - Ranged 1d6 +1 (vs. ED), +1 STUN Multiplier (+1/4), 4 Clips of 8 Boostable Charges (+1/4) (30 Active Points); OAF (-1), Beam (-1/4) Powers Cost: 76 Cost Martial Arts Maneuver Comic Book Martial Arts 8 1) +2 HTH Damage Class(es) 4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 4) Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +6d6 Strike 4 5) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 3 6) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls 4 7) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +20 STR to Disarm roll 4 8) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 4 9) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +4d6 Strike 3 10) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +2d6 +v/5, Target Falls Martial Arts Cost: 43 Cost Skill 24 +3 with All Combat 30 +3 with Overall Level 3 AK: Area Knowledge: Chicago (INT-based) 14- 3 Acrobatics 14- 3 Analyze: Combat 14- 3 Breakfall 14- 3 Climbing 14- 3 Combat Driving 14- 3 Contortionist 14- 3 Lockpicking 14- 3 Sleight of Hand 14- 3 Stealth 14- 3 Electronics 14- 2 Forgery (Documents) 14- 4 Gambling (Craps, Poker, Sports Betting) 14- 4 Navigation (Air, Land, Marine) 14- 5 Shadowing 15- 14 Survival (Arctic/Subarctic, Desert, Mountain, Temperate/Subtropical, Tropical, Urban) 15- 3 Computer Programming 14- 3 Concealment 14- 3 Cryptography 14- 3 Deduction 14- 3 Paramedic 14- 3 Security Systems 14- 3 Systems Operation 14- 9 Tactics 17- 3 Tracking 14- 3 High Society 14- 3 Interrogation 14- 3 Oratory 14- 3 Persuasion 14- 3 Streetwise 14- 5 Defense Maneuver: I-II 3 Fast Draw 14- 2 Transport Familiarity: Ground Vehicles 10 Weapon Familiarity: Common Missile Weapons, Blades, Clubs, Fist-Loads, Garrote, Off Hand, Small Arms, Small Arms, Staffs, Unarmed Combat 3 Jack of All Trades 1 1) Professional Skill: Mercenary (2 Active Points) 11- 3 2) Professional Skill: Musician (Guitar) (DEX-based) (4 Active Points) 15- 4 3) Professional Skill: Singer (PRE-based) (5 Active Points) 16- 4 4) Professional Skill: Songwriter (5 Active Points) 14- 3 Linguist 1 1) Language: Albanian (Fluent Conversation) (2 Active Points) 1 2) Language: Arabic (Fluent Conversation) (2 Active Points) 1 3) Language: Cantonese (Fluent Conversation) (2 Active Points) 2 4) Language: French (Completely Fluent, w/Accent) (3 Active Points) 1 5) Language: German (Fluent Conversation) (2 Active Points) 1 6) Language: Italian (Fluent Conversation) (2 Active Points) 2 7) Language: Japanese (Completely Fluent, w/Accent) (3 Active Points) 2 8) Language: Mandarin (Completely Fluent, w/Accent) (3 Active Points) 1 9) Language: Romanian (Fluent Conversation) (2 Active Points) 3 10) Language: Russian (Idiomatic, native accent) (4 Active Points) 1 11) Language: Spanish (Fluent Conversation) (2 Active Points) 2 12) Language: Welsh (Completely Fluent, w/Accent) (3 Active Points) 3 Scholar 2 1) KS: Knowledge Skill: Criminal Underworld (INT-based) (3 Active Points) 14- 2 2) KS: Knowledge Skill: Espionage (INT-based) (3 Active Points) 14- 2 3) KS: Knowledge Skill: Military Etiquette (INT-based) (3 Active Points) 14- 2 4) KS: Knowledge Skill: Military Hardware and Insignea (INT-based) (3 Active Points) 14- 2 5) KS: Knowledge Skill: Recognize Weapon Quality (INT-based) (3 Active Points) 14- 4 6) KS: Knowledge Skill: Rock Music (INT-based) (5 Active Points) 16- Skills Cost: 237 Cost Perk 3 Well-Connected 1 1) Contact: Criminal Underworld 8- 1 2) Contact: Mercenary Buddies 8- 1 3) Contact: Music Industry 8- Perks Cost: 6 Cost Talent 15 Combat Sense 14- 6 Combat Luck (3 PD/3 ED) 9 Lightning Reflexes: +6 DEX to act first with All Actions Talents Cost: 30 Total Character Cost: 558 Val Disadvantages 20 Hunted: Operation Prototype 11- (As Pow; Harshly Punish; Extensive Non-Combat Influence) 20 Hunted: US Military 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 15 Hunted: Dr Righteous 8- (As Pow; Harshly Punish; Extensive Non-Combat Influence) 15 Psychological Limitation: Rebellious, stubborn (Common; Strong) 15 Psychological Limitation: Idealist, wants to do good. (Common; Strong) 15 Psychological Limitation: Thrill seeker, enjoys challenges, combat (Common; Strong) 15 Reputation: Deserter 11- (Extreme) 15 Social Limitation: Secret Id (Frequently; Major) Disadvantage Points: 130 Base Points: 200 Experience Required: 228 Total Experience Available: 230 Experience Unspent: 2
  10. Enforcer84

    SCOTT HEINE

    More Protectors YAY! More Art YAY! I'm too happy, darn sunshine.
  11. I think that Aquaman would be hard pressed to defeat Namor hand to hand, but if he knew him at all, he could probably get him to dry land and wait until Namor's strength was about at his level and then beat him. Aquaman gets the shaft, but I always liked him.
  12. Enforcer84

    SCOTT HEINE

    Scott could you contact me too? I'm lonely...
  13. I almost always use the Patron. The Cattle Call is also fun. Its a variation on the Patron where someone announces that they are creating a superhero team and holding tryouts. Make a bunch of wierd powered or delusional normals to mix in with the PC's and have "Mystery Men" type hilarity.
  14. Hah, I have written up Renegade, Blue Collar Man, Lady/Lorelai, Queen of Spades, Cold War, Man of Miracles, Superstar, and a bunch of other Styx songs.... but I like your Mr. Roboto better than mine.
  15. Well, they sprang from the fact that when I got Creation Workshop and hero creator, the Champions New Millenium Eurostar was there. They were different enough from the originals that I thought of forming a rival villain team. It grew from there. Basically Divine Right is a combination of not-quite-mastervillain level villains and RAVEN. They are made up of about (at the moment) half a dozen (mostly European) supervillains who want to rule the world. Their main strenth is that they have banded together and pooled their resources and have a relatively simple plan for divying up the world once its theirs. Their main weakness is they form cliques and plot eachothers demise once the world is theirs. Aside from the newly joined Barron Terror and his "Terror Incorporated". The Council of Monarchs act as far behind the scenes as possible. They each have agents with similar technology but differing uniforms to further hide the fact that they are one powerful organization rather than several smaller ones. Its this ability to seem like the "lesser evil" when compared to VIPER, or even ARGENT, that keeps the world spanning UNTIL mostly off their backs. According to some, the organization was started in 1945, but this isn't true, it was started thousands of years BC. The three oldest and most powerful members represent civilizations that died befre Rome was an empire.
  16. Powerman was my Captain Marvel clone, he was very powerful but tactically unsound. Most of his "tactical solutions" got him ko'd and whenever he was called on it, he'd merely, say "It's okay, I'll survive."
  17. I always thought that Prof. Muerte fit the Invisivble woman role. He had the forcefield based technology. btw Giganto has always been one of my favorites. I brought him back as a henchmen for the as yet unnammed Spanish Monarch for my Divine Right organization. Fore the record, Terror Incorporated's name has been appropriated by the German Monarch, Baron Terror.
  18. Perhaps another one wouldn't hurt to try my hand at this haiku thing
  19. I think this is more a problem with the group you are playing with. I can't think of a game system where a group of gamers all with the same goals or at least the same level of maturity can't make it work. This is everyone's responsibility; GM and players. I know it sounds cliched but you should seek a group with motivations more to your liking.
  20. Everything I would have given you has been covered; But I definately want to keep track of this thread. Tell us how things work out.
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