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tiger

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Everything posted by tiger

  1. tiger

    Xmen Campaign

    Did forget about the new mutants. I was trying to go for those that people might remember who didn't really read the comics. Could and in Angel, Banshee & Jubilee though. Dazzler could work too.
  2. tiger

    Xmen Campaign

    Re: what about the rajin' cajun? Never liked him, rather not put up with him
  3. tiger

    Apocalypse Hero

    I'm running a online Gamma Hero Campaign now over at the roleplayers realm. http://theroleplayersrealm.com/champions/board9/ It's been fun so far. I also have a few things up on my site. Will be working on others as well.
  4. tiger

    Xmen Campaign

    Ok after watching X2 I really want to get a Hero campaign going. The people I'm playing with are new to the hero system only playing it for less than a year. I've run FH, 40K Hero and we're doing a Star Wars campaign now. I want to get a superhero campaign going and have decide the easiest thing to do for them is to run a x-men campaign. The players are not familiar with Champions. The closest they have come is my supervillian campaign. Here's some of the background for the x-men run 1)All the PCs will be existing xmen, however they will all be 14-18. Much as the new cartoon 2)Prof X, Beast & Wolverine will be NPCs and teachers. 3)Not sure if I'll be using large amounts of existing Marvel characters outside of the xmen 4)I have a extremely anit-mutant group known as Knights of genetic purity. The have taken over genocide (Can't remember the new name of the group) and are far more active and nasty. 5)All will be built on a low powered super hero setting 6)I will be using existing Hero Villians & material. Problem I have is deciding who to have for the players to choose from. Here is a partial list: Cyclops Storm Jean Grey Rogue Nightcrawler Shadowcat Colossus Iceman Can anyone think of other to have for them to choose from? ANy other suggestions?
  5. ssshhhssshshhh...can't give it all away. I plan on adding some other characters that were killed by Hero. Their deaths were inaccurately reported
  6. The reason to convert D&D or D20 is for those who want the known "feel" of the campaign and the monsters. I have toyed several times with running a Forgotten Realms campaign when I start running my Fantasy Hero campaign. I like the background material, NPCs and the places, Who don't love Undermountain I just have no interest in the D20 system. I have a universal system I use, can you guess which one? I don't feel the need to learn a new one. I'll simply convert 3E or 3.5E stuff too the Hero System. With posters here, like Killer Shrike, it won't be a major under taking. Several awesome threads have already been started and there are some nice links posted as well.
  7. When I get my campaign on ther way, just have to find players in hero h*ll, I plan on not only having him come back but having the heroes end up in the middle of his revenge. When he decides the time is right to get his revenge on those who thought they killed him the heroes will have the "great luck" to be fighting them at the time.
  8. In the comic Mystique can only do appearances. She could look like someone but gains no abilities. I haven't followed the comics in awhile but I don't remember her being able to do any other formes. Which made me question her being the statue in the first xmen movie. Here's a great source of heroes. Most are 4th edition but you should be able to convert them with a little work. http://www.sysabend.org/champions/gnborh/
  9. I've always ran the mafia in a lower profile. Basically they're out classed and know it. Sure they have a few super power guys be very few. If you give them to many their just yet another viper/demon etc. If you run the mentality write they will concider all the other groups as rivials and their will be constant wars between the mob and Viper, Demon, Vioce, whoever. They just always seemed to work better as the quit and over looked group. They stick to what they do best. Running the rackets, extorsion and such. They leave the rest to the villain groups. After all why the police, PRIMUS, UNTIL and the superheros are busy with Viper the mob is free to do as the please
  10. Nice doc file list the write-ups for the various spells. Be great material for other conversions and such The write ups are quite nice and could easily be adapted into other GM's campaigns.
  11. Very nice. Your have to post a doc file with all the stats, be highly useful. The only question mark I have is the limitation for Arcane Magic Only. I wouldn't see where a Witch or Wild Mage or even a Illusionist would get the limitation, so I question a Arcane mage having it. Just seems that they would be limited in thre spells they would be allowed to have in the campaign instead, which is one of the limitations.
  12. True..why not just work up the diferent abilities and let er rip from there? Of course this could be why I don't play "level" system anymore, just like the free flow to much. Pf course I was the player that always asked why my mage could learn to pick a lock too
  13. Seems pretty good to me, not be familiar with D20. The only thing I dislike is the "level" system. Why not simple list the different abilities and then the play pick what his monk trained in?
  14. If a mount has a force field, am I right in assuming that the rider ISN"T covered buy the field or would this be a limitation on the FF?
  15. Actually this is. I just didn't give it a seperate sheet and didn't add that it can't recombine if cut off. Which I still can I just figure one sheet and made a note that it has the skill & powers on the sheet.
  16. OK here is a rough draft of the possible writeup for an Orlen from Gamma World. I working it up for a Gamma Hero campaign. It has 2 heads and 4 arms. I bought duplication to represent the fact that it has 2 heads. I worked up a few powers just to give the "feel" of the creature. What you think? Orlens Player: Val Char Cost 10 STR 0 10 DEX 0 10 CON 0 10 BODY 0 10 INT 0 10 EGO 0 10 PRE 0 10 COM 0 2 PD 0 2 ED 0 2 SPD 0 4 REC 0 20 END 0 20 STUN 0 6" RUN02" SWIM02" LEAP0Characteristics Cost: 0 Cost Power END 5 2 Heads: Extra Limbs 5 Extra Set Of Arms: Extra Limbs 12 Second Brian in Second Head: Duplication (creates 90-point form) (18 Active Points); Doesn't created another body (-1/4), Duplicates skills/talents/perks/powers only (-1/4) 45 Mental Powers: Multipower, 45-point reserve 2u 1) Flight 15" (30 Active Points); Increased Endurance Cost (2x END; -1/2) 6 4u 2) Strong Of Mind: Telekinesis (30 STR) (45 Active Points) 4 3u 3) Mental Impressions: Mind Scan 7d6 (35 Active Points) 3 3u 4) Mind Speak: Telepathy 7d6 (35 Active Points) 3 21 Will Force: 20 pt increase to multipower - 5 point increase to ultra slots , Must pay end on increase powers (+1/2) (37 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4) Powers Cost: 100 Total Character Cost: 100 Val Disadvantages 15 Distinctive Features: 10' tall 2-headed man/woman (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) Disadvantage Points: 15 Base Points: 150 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  17. Wish there was a WOTC store near me
  18. What if someone actualy paid for a spd of 11 or 12. Seem to me that they would rarely get to go with this method
  19. well the theroy is that the two brains operator seperate of themselves. So one brain can have the body swing the sword while the other is doing something else. if you buy a second set of arms the "therorically' you could swing two swords at seperate targets. or sword and lockpick at the same time. etc.etc.etc.
  20. I do allow characters to find magic items and they don't have to pay for them. If the manage to find someone selling magical items, I do have a few, they can purchase them with money. They also get to pay through the nose for them. I don't aloow characters to start with them.
  21. I'm working on a creature with 2 brians. I have thought of a couple ways of doing this but wasn't sure on the legality of them. 1)Increase the Spd, Allows the creature to act more an could reflect the two brains. I realize this is legal 2)Limited form of duplication. Doesn't create a second body. Just a second brain. Speciall effect is that the body would react twice in a round. This I'm totally unsure of the legality
  22. Ok this something I through together. It may have some errors, I don't have FRED at work. It's a start and I might even rethink my dislike of MP for mages, although it still can make them a bit overpowering. The character only has a few spells picked and has used up 60 pts. Still leave quite a bit for skills and different/more/stronger spells. I would still reguire that the mage have KS of magic and still coulc use a magic roll as well. Note: Uses Mana is a -1/2 Limitation. It forces the spells to pull from a Mana pool only and stops spells from functioning in mana dead areas. Magic Test Player: Val Char Cost 10 STR 0 10 DEX 0 10 CON 0 10 BODY 0 10 INT 0 10 EGO 0 10 PRE 0 10 COM 0 2/22 PD 0 2/22 ED 0 2 SPD 0 4 REC 0 20 END 0 20 STUN 0 6" RUN02" SWIM02" LEAP0Characteristics Cost: 0 Cost Power END 15 Offensive Magic: Multipower, 35-point reserve, all slots: (35 Active Points); Gestures (-1/4), Requires both hands (-1/4), Uses Mana (-1/2), Incantations (-1/4) 1u 1) Ego Attack 3d6 (30 Active Points) (uses Personal END) 3 1u 2) Energy Blast 3d6 (vs. ED), Area Of Effect (2" Radius; +1) (30 Active Points) (uses Personal END) 3 1u 3) Dispel 3d6, Area Of Effect (2" Radius; +1 1/2) (22 Active Points) (uses Personal END) 2 13 Defensive Powers: Multipower, 30-point reserve, all slots: (30 Active Points); Gestures (-1/4), Requires both hands (-1/4), Uses Mana (-1/2), Incantations (-1/4) 1u 1) Energy Damage Reduction, 50% (20 Active Points) 1u 2) Force Field (10 PD/10 ED) (20 Active Points) (uses Personal END) 2 1u 3) Armor (10 PD/10 ED) (30 Active Points) 15 Magic Powers: Multipower, 35-point reserve, all slots: (35 Active Points); Gestures (-1/4), Requires both hands (-1/4), Uses Mana (-1/2), Incantations (-1/4) 1u 1) Teleportation 10" (x2 Increased Mass), Safe Blind Teleport (+1/4) (31 Active Points) (uses Personal END) 3 1u 2) Flash 2d6 (Sight Group) (10 Active Points) (uses Personal END) 1 1u 3) Summon 15-point (x2 Number Of Beings) (8 Active Points) (uses Personal END) 1 1u 4) Flight 10" (20 Active Points) (uses Personal END) 2 7 Mana Pool: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points); Must rest - No fighting or spellcasting (-1/4) REC: (10 Active Points); Slow Recovery (1 Hour; -2) Powers Cost: 60 Total Character Cost: 60 Val Disadvantages 0 Normal Characteristic Maxima Disadvantage Points: 0 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  23. One thing to remember is a Drow loses his MR outside the underdark. Actually they loses all spell abilities. Only retaining the natural Elves' resistance to sleep and charm. Of course I also know GMs that totally ignore this as well. Although TSR/Wizards have stated this many times, it seems that they don't enforce it in either their stories or modules As far as the SPD goes I would give him a 4, maybe a 5. But as a GM I seldom allow SPDs over 5 in heroic. I also have to agree that the bracers/anglets would be along the line of Lightning reflexes more than pluses to SPD
  24. I'm slightly familiar with it. They had some awesome creature to battle.
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