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Chiba Bob

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Posts posted by Chiba Bob

  1. Re: Why Don't The Villains Kill?

     

    In my superhero campaigns, supervillains, as a rule don't kill superheros for two main reasons.

     

    1) The superhero/supervillain community is a close knit group, without some kind of restraint, a cycle of revenge killings would develop (like hatfields vs mccoys), and all would suffer in the end. So to keep things from getting out of hand, the superhero/supervillain community has a unwritten code, “Don't kill one of ours, we won't kill one of yours!” A hero, that does not kill supervillains, it protected by this code should some supervillain get the “upper hand” on them at some point. Moreover, due to the code, superhero/supervillains police their own membership. Villains who kill heroes are treated by the supervillain community much like snitches are treated in the criminal society. Likewise, heroes that kill villains are most likely hunted down by their own teammates (“Heroes, don't look the other way”) to be captured and imprisoned to meet justice for their crimes.

     

    2) Government agencies only have so much resources and must prioritize their efforts. Supervillains are all assigned a threat level by these organizations, those villains at the top of the list get priority treatment while those on the bottom are ignored. The fastest way for a supervillain to get to the top of this list is to kill superheroes. Their thinking being, that those villains who are so willing to kill those within their own super community, are more of a danger to the general public, than those that show restraint to killing their own kind. Likewise, heroes who kill villains would be reassigned as a supervillain by these agencies and most likely be given even a higher threat level than a villain would so they could make an example of them.

  2. Re: Spell Advice

     

    If I was building a magical weapon, then Invisible Power Effects is the way to go but you want a spell than turns an normal blade into a weapon with these new special properties.

     

    I would build it as a 3d6 Major Transform.

     

     

    :rockon:

  3. Re: How to get swords on your starship

     

    Oppressive interstellar government has outlawed guns and body armor to all but its military with the strictest penalties. Even police and security forces are limited to only hand weapons. A century of enforcement has mopped up most non-military sources of illegal weapons. Incidents involving these weapons are handled by the military who's attitude is “blast them from orbit, its the only way to make sure.” Over time, society's mindset has been shifted from the wild west attitude that people do not even consider the use of guns because they have from youth trained themselves in armed and unarmed martial arts for personal defense as a thing of culture.

     

    As long as the GM resists the urge to introduce bad guys with guns, the players should feel they do not need them.

  4. Re: Modern Magic setting...opinions needed

     

    I think before you work on game mechanics you should have a rational for magic in a modern world based campaign. The rational would dictate game mechanics. To throw you a bone, I was working on a Skill Based modern magic system at one time which I could plug into any modern campaign at the drop of a hat and this is the basic rational I developed for it….:cheers:

     

    MODERNISTIC MAGIC

    According to quantum theory and metaphysics, what we define as reality and the natural world is a matter of perception and conventional belief. That reality is shaped by the collective consciousness of those who perceive it. The basic animalistic natural of the human mind is hardwired to accept what it perceives in the natural world as something concrete and immutable. Moreover, the human mind, is so attached to what is known as reality, that can be literally blind to new phenomena beyond its ability to realize. The skeptic believes that “Seeing Is Believing,” but this is not necessarily the case because the a truly skeptical mind would be truly unable to perceive any supernatural phenomena because their mind could not process the experience. To the modern skeptical mind, magic is beyond the realm of possibility, it is just plain superstition and myth and they hold in contempt any who still believe in such nonsense.

    In the modern age, the rational for magic, is that reality can be altered at its quantum level by the mind of the true believer. The ability to unlock and reshape reality from the accepted convention is a tricky thing because reality is held together by the human collective consciousness which generates a kind of reality inertia. To perform modern magic, is to alter reality itself, by it’s nature requires overcoming one’s own personal skepticism as well as the skepticism of the spectators. As a result, most modern magic is usually attempted in privacy or among small groups of true believers where inertia levels are lower. This is why magic is not something that appears on the news or reality television because the potential inertia generated by such a large potential audience would almost certainly always cause any attempt of magic to fail completely. Thus, in a modern age setting, magic is something that it even more secret and even more mysterious that in a fantasy setting.

    :rockon:

  5. Re: CHAMPIONS OF THE NORTH -- What Would You Like To See?

     

    Yeah Downtown Vancouver's East End lives down to its name and title as the worst slum in Canada. I worked Security Graveyards for 8yrs in the area. It is aptly named and reviled even by those who live there.

     

     

    You forgot Hotels, the Port of Vancouver, and the Skytrain (Elevated Passenger Trains).

     

    Just glossed over, never forgotten! Just like I did not mention all the other things to be found in those back allyways. :eg:

  6. Re: CHAMPIONS OF THE NORTH -- What Would You Like To See?

     

    [Campaign] Champions of Vancouver (GM'ed by Me)

    http://www.herogames.com/forums/showthread.php?t=32740

     

    [Campaign] Canadian Rocket Brigade (GM'ed by Chiba Bob)

    http://www.herogames.com/forums/showthread.php?t=36045

     

    Thanks for the plug, QM!

     

    One of the pretenses of the campaign was to generate early background ideas and history for a purposed Champions of the North. For instance, I would like to think that Vancouver's “Zombie-Walk” (

    ) as a celebration (think Guy Fox Day) of the Necrolitic zombie outbreaks in the 30s. The campaign has generated lots of material, we will have to wait and see what Scott uses (if any) in the book.
  7. Re: CHAMPIONS OF THE NORTY -- What Would You Like To See?

     

    Vancouver is an excellent site for adventures' date=' or as a base of operations for a campaign. It's one of Canada's largest cities, and one of the busiest ports on the whole west coast of the continent, so smuggling and espionage scenarios are certainly possible here. It's the gateway to Canada from the Orient, and has a diverse ethnicity, as well as increasing presence of Oriental gang crime. You don't have to travel far from the city to hit large wilderness areas: mountains, forests and of course ocean. The provincial capital of Victoria is a short ferry ride away on Vancouver Island. There are several major universities in the vicinity.[/quote']

     

    Asian gangs tend to keep a low profile. East Indian gangs have lots of colour, they have adopted the whole "Gangsta Rap" image thing with their own cultural version of Rap Music (nails on chalkboard :shock:) including drive-by shootings.The Hell's Angles are very active too in the drug trade with a few assassinations under their belts.Not to mention, a few shady business types into bars and casinos.

     

    The East End of Vancouver, is right out of a Miller graphic novel with creepy back alleys (see highlander TV series) except the real ones are inhabited by the homeless (the mentally ill), drug addicts shooting up and dumpster divers. The perfect setting for any Dark Champions campaign.

  8. Re: WarHammer 40-Chibi for HERO?

     

    I had one idea of an area of space (about a 100 ly radius) in the eye of a massive warp storm cut off from the rest of the galaxy but space travel is still possible within the eye. A few hundred years have passed and the empire, for many, has become more of a myth that the decedents of the imperial governors justify their right to rule.

     

    Time to time the warp storm discards the flotsam of the universe at their backdoor. (this allows the GM to introduce new 40K elementals into the campaign as they desire).

     

    One of the back stories I was using was that the warp storm was not natural but created by an ancient alien artifact a sort of machine/planet deathworld located at the centre of the eye. This device was a warp shield built long ago to protect this region of space from invasion.

    :cheers:

  9. Re: Questions for the Canadian HEROBoard members

     

    To define a Canadian as part of one large socio-economic entity very difficult to do. You need to narrow your Character's focus down to a specific region and ethnic background. For example, I was born and raised in B.C. most of my life and have a Irish/English-Lithuania background. One of my half-sisters has an Italian background while my other half-sister and brother have a Jamaican background, and that's just my family. I have friend from Mexico was born in Chile and raised in England. I could go on......... :cool:

     

    One's Canadian perspective shifts depending on cultural background. In B.C. The whole English/French thing seems very trite when socio-economic makeup of B.C in composed of Native Americans, East Indian, German, Russian, Chinese, Japanese, French, French Canadian, Italian, Korean and Vietnamese ... just to name a few. Each of these cultural backgrounds, each having its own unique Canadian identity, in B.C. in the greater whole. I can stereotype certain cultural segments of B.C.'s population but on the whole ... it would be very difficult and would seem comic bookish. :think:

  10. Re: Protection from Undead Ward

     

    I would do it like this.

     

    All undead in your world have this Dis:

     

    Physical Limitation: Restricted by necromantic wards, can't physically enter or leave a warded area (Infrequently, Fully Impairing)

     

    The Necromantic Ward spell would look something like this:

     

    Necromatic Ward (city sized): Change Environment 1" radius, Long-Lasting Permanent, MegaScale (1" = 1 km; +1/4) (31 Active Points)

     

    Assume most crypts, tombs and graveyards have been warded with this spell. Gives a good reason why most undead stick to these areas instead of wandering about the neighborhood looking for brains.

  11. Re: Sectional Defences

     

    Covers

    # of Locs .....Limitation

     

    ...1-2................-2

    .....3...............-1 1/2

    .....4...............-1 1/4

    ....5-7...............-1

    ....8-12.............-3/4

    ...13-14.............-1/2

    .....15...............-1/4

     

    Armor covering Locs 7-13, covers 7 locations and would have a -1 Lim.:rockon:

  12. Re: The Last Dominion Campaign Setting

     

    Rest assured' date=' this is a loss (well, at least a tax write off). If I wanted to make mad insane money and get all the chicks - I would have gone [i']that[/i] more conventional route. :smoke: Fortunately, I love HERO System and money isn't the primary motivation.

     

    Checked out your preview and liked what I saw. I will be sending a few bucks your way on Monday when my paypal transfer clears for a PDF copy. :rockon:

  13. Re: Spell build help needed: Transform + AOE

     

    To change an avalanche into steam? That's one hell of a CE. :D

     

    Change Environment 2" Line; +0, +20 Temperature Level Adjustment, MegaScale (1" = 1 km; +1/4) (77 Active Points); Only Works On Ice or Snow (-1), Instant (-1/2)

     

    Doesn't seem too unfeasible to me:think:

  14. Re: Billy Deighton

     

    Can I be jealous and inadequate now.QM

     

     

    Sorry... but no!

     

    Scott and I have been GMing and playing together for longer than you have been alive and for the most part ... the Hero system. For us, it is a well honed craft we have be perfecting for years so you are allowed feel inspired but never to feel inadequate ;)

     

     

    Thanks for your support:cheers:

  15. Re: Billy Deighton

     

    "Around the world, the many governments who had the misfortune of dealing with the Countess Ariadni von Hapsburg breathed a huge sigh of relief."

     

    "Awwwwwww..."

     

    The relief maybe premature' date=' the countess’s legacy may reach far from the grave unless the specialists can stop it.:eg:[/quote']

     

     

    He He Heeee!!!:eg:

  16. Re: Billy Deighton

     

    What about a roleplayer who is exceptionally good at playing evil characters... and only evil characters? Damned Joxer...

     

     

    Quellar may be in need of developing some new brain surgery techniques … then.:eg:

  17. Re: Billy Deighton

     

    I fear I am repeating myself' date=' but man am I jealous. Heh Chiba Bob have you got any Champions VIPER stuff you would be willing to share with another GM. Kinda a Living VIPER thing.[/quote']

     

    A few notes off the top, I hope it is useful?

     

    Abbotsford Viper base’s Nest Leader is an Infiltration expert who has organized his Viper base somewhat more differently to ensure is survival. He is also the produce of a supposed failed PSI experiments who has used his mind control powers (40 pt MP) to readdress some memories on events that really transpired. He also has a number of other trusted lieutenants (namely the “Coils of the Serpent†play-test team) who had some special abilities of their own.

     

    The main goal of the Abbotsford Viper base is to protect and research the secrets of the Valdorian Age artifacts unearthed by a serpent cult during the 1030s. A project originally funded by Duchess Industries but now has taken on a life of its own. Current funding is financed by drug and arms smuggling using various Viper infiltrated motorcycle and ethnic gangs, playing them off on each other. Other operations include manufacturing key components of Viper technology, infiltration of local police and security companies. Abbotsford’s community watch program is run by Viper agents and always have some vital information to throw off would-be heroes. They even have a paintball and airsoft team (on the quiet of course) and use an old grain elevator as an assault course.

     

    Abbotsford Viper Facilities:

     

    1) Sumas Mountain Caves: A tunnel complex connecting various Vadorian Age structures belonging to the serpent cult of that time including one of the Serpentine Gates (the hidden chamber Billy found on page 92 of the write-up) and the crystal growing bath chambers (significance of those crystals found on page 95 of the write-up will be revealed sometime later). This place is full of deathtraps, crack Viper agents, Serpent Mages, and some Serpent Men survivors. Those living and working in the caves never spend any time in Abbotsford, any recreation on their part take place in a number of small towns around the area (less risk of exposure to locals).

     

    2) The Bunker: A classic Viper base located under a Medical tower near the hospital. Filled with Viper agents in nice uniforms, this is the base all clues (like from the community watch) lead to here, this is Viper’s façade. The only purpose of this base is to sacrifice it to would-be heroes looking for a Viper Base to thump. The agents billeted are either incompetent or too competent (otherwise a threat) and all believe that this Viper’s only Abbotsford base. This is also the place he warehoused any super villains that he is assigned (they are a threat and can’t be trusted), they even know less of Viper’s local operations than the agents do. Agents from the Bunker also do the classic high profile Viper grunt work because they are expendable.

     

    3) The Farm: Viper’s training base, once located near the base of Sumas Mountain, development forced it to e relocated someplace more secluded, only the training officers know where, all others enter and leave hooded via the bus. Recruits are all given regular Viper training but those who show a measure on ability, can also be trained intelligence, espionage, infiltration, logistics, surveillance, and underworld operations. Those who washout, are told that they have graduated and are assigned to the Bunker, those who are successful, are told that they have washed-out and are moved to the advances training facility late at night, leaving the others to believe something bad may have happened to them (the “Disappeared Ones“), if asked, the official answered is “Viper does not reward failure.â€

     

    4) The Office: Most of Abbotsford’s Viper activities involve the underworld operations (someday I will run my Dark Champions campaign?) and being “at the office,†to Viper’s underworld operatives, refers to being at the various chapter houses or hangouts belonging their assigned gang. Most of these operatives, are cleverly positioned in the organization to offer helpful advice and information. Others pose as thugs foe Mr. Big? (supposed crime lord of Vancouver) and make the rounds, collecting his cut of the various criminal operations. If one gang refuses to pay, another gang is manipulated into taking them out. All the while, Viper rakes in the money and keeps its own involvement a secret.

     

    5) The Clinic: Viper also runs a medical clinic in the area, conducting various super-drug trials on the local population, later recruiting the successful ones into Viper. This testing has lead to a very high incidence of super-humans of the years. Viper takes a close interest in those who developed super-powers and invests much time in social conditioning (calculated tragic life events) them into super villains; unfortunately, some of these operations have backfired and produced super heroes instead. The clinic is also used to treat wounded agents who can’t use regular hospitals fearing to be exposed. Those Viper agents who work this clinic, operate out of the Bunker and believe that the clinic is Viper’s primary operation in the area.

     

    6) The Shelter: Viper also runs a homeless shelter in the area used as a sanctuary for those agents who think that their cover is blown or for those operatives who have been separated from their cell’s leader. Most of Viper’s covert operations are compartmentalized (need to know only) with only the cell leaders as contact between the various cells and the Nest Leader. If a cell leader is compromised, the rest the cell is separated from Viper command. A separated cell is to wait a week after losing contact before going to the shelter. Those Viper agents who working the shelter, operate out of the Bunker and believe that the bunker is Viper’s primary operation in the area. Moreover, if the Bunker is ever raided, this is the fallback position for those agents that escape.

  18. Re: Billy Deighton

     

    Whoever is playing the Countess is either an exceptional roleplayer or exceptionally evil. ;)

     

    Hopefully the former than the latter, I guess we will see when he comes up with for a new character.:straight:

  19. Re: Billy Deighton

     

    "Around the world, the many governments who had the misfortune of dealing with the Countess Ariadni von Hapsburg breathed a huge sigh of relief."

     

    "Awwwwwww..."

     

    The relief maybe premature, the countess’s legacy may reach far from the grave unless the specialists can stop it.:eg:

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