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starblaze

HERO Member
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Everything posted by starblaze

  1. This reminds me of Demon Flux from the 4th edition version of Demon. They were the face group that looked like a magical VIPER but where really just a front.
  2. Street magic from Shadows of the City had magic in it, although it was dark evil ritualistic magic.
  3. So how does a team of magic girls handle the urban abyss?
  4. What is your initiative system? I would be interested.
  5. Digital Hero has a Star Hero adventure called the Helmet of Dr. Destroyer. It deals with the ultimate fate of Dr. D.
  6. Always liked the whining Oculan.
  7. Will there be a download for Hero Designer for this type Champions game?
  8. I remember Batman TAS had a trio of bored rich guys who dressed up in animal masks and committed robberies for the thrill.
  9. Are you going to be running this at any Cons in the near future?
  10. How about Only in Hero ID? The idea that he has a suit of armor that he rarely loses? Or simply instant change?
  11. He couldn't understand why he would humble himself to pretend to be human among all of humanity. But then humility is not Luthor's strong suit.
  12. It was pointed by Batman that Superman is hiding in plain sight. Because he doesn't wear a mask and everyone knew that he was an alien from Krypton it was assumed that he was Superman all the time.
  13. starblaze

    80's Man

    He might look like this guy.
  14. https://www.msn.com/en-us/news/us/new-amelia-earhart-mystery-solved/ar-BBJE2Dy?li=BBmkt5R&ocid=spartandhp Looks like this old mystery may be finally solved.
  15. The original 1933 King Kong is very pulpy. The Peter Jackson one is good too.
  16. My favorite top ten 4th edition Champions supplement.
  17. Robert Conrad himself said that it was just as well that the show got cancelled because someone was likely to end up dead eventually.
  18. Got to start working on the bad guys
  19. Here is Copperhead Copperhead Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 20 DEX 20 13- OCV: 7/DCV: 7 20 CON 10 13- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 - 3 15 PRE 5 12- PRE Attack: 3d6 7 OCV 20 7 DCV 20 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 8 PD 6 Total: 8 PD (0 rPD) 7 ED 5 Total: 7 ED (0 rED) 8 REC 4 40 END 4 10 BODY 0 35 STUN 8 Total Characteristic Cost: 135 Movement: Running: 12m/24m Flight: 24m/48m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 33 Multipower, 50-point reserve, (50 Active Points); all slots OIF (Battlesuit; -½) 2f 1) Rifle attached to battlesuit: Killing Attack - Ranged 2d6, Armor Piercing (+¼) (37 Active Points); OIF (Battlesuit; -½), No Knockback (-¼), 12 Charges (-¼), Limited Power Will not work underwater (-¼) [12] 3f 2) Rifle attached to battlesuit: Blast 8d6 (40 Active Points); OIF (Battlesuit; -½), 16 Charges (-0) [16] 1f 3) Laser Claws: Killing Attack - Hand-To-Hand 2d6 (30 Active Points); No STR Bonus (-½), OIF (Battlesuit; -½), No Knockback (-¼), 12 Charges (-¼) [12] 2f 4) Line thrower attached to battlesuit: Entangle 4d6, 4 PD/4 ED (40 Active Points); OIF (Battlesuit; -½), 12 Charges (-¼) [12] 2f 5) Killing Attack - Ranged 1 ½d6, Armor Piercing (+¼), Autofire (5 shots; +½) (50 Active Points); OIF (Battlesuit; -½), No Knockback (-¼), Limited Power Will not work underwater (-¼), 32 Charges (+¼) [32] Battlesuit, all slots OIF (-½) 16 1) Flight 24m (24 Active Points); OIF (-½) 2 3 2) Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 0 3 3) Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) 0 4 4) +4 versus Range Modifier for Sight Group (6 Active Points); OIF (-½) 0 8 5) High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½) 0 3 6) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-½) 0 -7 (0 Active Points); OIF (-½) applied to STR Skills 3 Computer Programming 12- 3 Deduction 12- 3 Electronics 12- 3 Security Systems 12- 3 Stealth 13- 3 Streetwise 12- 3 Systems Operation 12- 3 KS: Campaign city underworld 12- 5 KS: Street gangs 14- 3 Science Skill: Lasers 12- 3 CK: Campaign city 12- 10 +2 with multipower powers Total Powers & Skill Cost: 119 Total Cost: 253 200+ Matching Complications 15 Psychological Complication: Must protect family and neighborhood (Common; Strong) 15 Psychological Complication: Hatred of Drug Dealers and street gangs (Common; Strong) 10 Negative Reputation: Bounty Hunter, Frequently 20 Dependent NPC: Sister and Brother Frequently (Normal; Group DNPC: x2 DNPCs) 20 Hunted: The Berserks Frequently (Mo Pow; Harshly Punish) 25 Hunted: Numerous street gangs Frequently (Mo Pow; NCI; Harshly Punish) 15 Social Complication: Secret ID Frequently, Major 53 Experience Points
  20. Due to the fact that Hero Games finally made their 4th edition stuff available for pdf I decided to convert some characters from the Dark Champions stuff. So here goes the an insane example, The Harbringer of Justice The Harbringer of Justice Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 30 DEX 40 15- OCV: 10/DCV: 12 23 CON 13 14- 33 INT 23 16- PER Roll 16- 10 EGO 0 11- ECV: 8 - 8 38 PRE 28 17- PRE Attack: 7 ½d6 10 OCV 35 12 DCV 45 8 OMCV 15 8 DMCV 15 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 8+9 PD 6 Total: 8/17 PD (0/9 rPD) 5+9 ED 3 Total: 5/14 ED (0/9 rED) 12 REC 8 46 END 6 12 BODY 2 40 STUN 10 Total Characteristic Cost: 300 Movement: Running: 18m/36m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END 15 Luck 3d6 0 104 Weapon Pool: Variable Power Pool (Gadget Pool), 80 base + 40 control cost, all slots No lasers or blasters (+0), Invisible Power Effects cannot be traced (Inobvious to [one Sense Group]; +¼), Cosmic (+2) (145 Active Points); all slots No mental powers (-½), Weapons Cannot Be Retrieved In Far-Removed Dimensions (-½), Attacks only (-¼), Weapons must be handheld (-¼), May not summon duplicate weapons (-¼) 18 Resistant Protection (9 PD/9 ED) (27 Active Points); OIF (-½) 0 17 Mental Defense (17 points total) 0 8 Power Defense (8 points) 0 Mask, all slots OIF (-½) 5 1) Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½) 0 3 2) Life Support (Expanded Breathing breathing underwater) (5 Active Points); OIF (-½) 0 3 3) Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 0 3 4) Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) 0 8 5) +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-½) 0 8 6) +8 versus Range Modifier for Hearing Group (12 Active Points); OIF (-½) 0 8 7) High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½) 0 4 Killing Strike -2 +0 HKA 3d6 4 Martial Block +2 +2 Block, Abort 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Escape +0 +0 50 STR vs. Grabs 4 Martial Strike +0 +2 9d6 Strike 3 Martial Throw +0 +1 7d6 +v/10, Target Falls 4 Nerve Strike -1 +1 4d6 NND 16 +4 HTH Damage Class(es) Perks 11 Money: Filthy Rich 60 Vehicles & Bases 2 Deep Cover 2 Deep Cover 2 Deep Cover 2 Deep Cover 2 Deep Cover 3 Well-Connected 1 1) Contact: CIA (2 Active Points) 11- 1 2) Contact: DEA, RecordsDivision (2 Active Points) 11- 1 3) Contact: FBI, Behavioral Sciences Unit (2 Active Points) 11- 1 4) Contact: FBI, Behavioral Sciences Unit 8- 1 5) Contact: FBI, Counterintelligence Unit (2 Active Points) 11- 1 6) Contact: FBI, RecordsDivision (2 Active Points) 11- 1 7) Contact: Interpol, RecordsDivision (2 Active Points) 11- 1 8) Contact: PRIMUS, RecordsDivision (2 Active Points) 11- 1 9) Contact: PRIMUS, a Silver Avenger (2 Active Points) 11- 1 10) Contact: Police Department Paranormal Operative Squad (2 Active Points) 11- 1 11) Contact: PoliceDepartment, RecordsDivision (2 Active Points) 11- 1 12) Contact: U.S. Army, Colonel (2 Active Points) 11- 1 13) Contact: UNTIL (2 Active Points) 11- 1 14) Contact: UNTIL, RecordsDivision (2 Active Points) 11- 1 15) Contact: [Campaign city] Penitentiary (2 Active Points) 11- Talents 15 Combat Sense 16- 15 Danger Sense (self only, out of combat, Intuitional) 16- 5 Eidetic Memory 3 Resistance (+3 to roll) 10 Lightning Reflexes (+10 DEX to act first with All Actions) Skills 3 Acting 17- 3 Bugging 16- 3 Combat Driving 15- 3 Combat Piloting 15- 3 Computer Programming 16- 3 Criminology 16- 3 Cryptography 16- 3 Deduction 16- 3 Demolitions 16- 3 Disguise 16- 3 Electronics 16- 3 Forensic Medicine 16- 4 Forgery (Commercial Goods, Documents) 16- 3 Gambling 16- 3 Interrogation 17- 3 Inventor 16- 3 Lockpicking 15- 3 Mechanics 16- 3 Mimicry 16- 3 Paramedics 16- 3 Security Systems 16- 3 Shadowing 16- 3 Stealth 15- 3 Streetwise 17- 3 Tactics 16- 6 TF: Common Motorized Ground Vehicles, Balloons & Zeppelins, Combat Aircraft, Helicopters, Large Planes, Small Planes 3 AK: Campaign city 16- 3 Weaponsmith (Energy Weapons, Firearms) 16- 3 Linguist 1 1) Language: Arabic (Modern) (fluent conversation) (2 Active Points) 0 2) Language: English (basic conversation) (1 Active Points) 1 3) Language: Italian (fluent conversation) (2 Active Points) 2 4) Language: Japanese (completely fluent) (3 Active Points) 1 5) Language: Mandarin (fluent conversation) (2 Active Points) 2 6) Language: Spanish (completely fluent) (3 Active Points) 3 Scholar 2 1) KS: Campaign city underworld (3 Active Points) 16- 2 2) KS: Card Shark and his organization (3 Active Points) 16- 2 3) KS: Chinese Tongs and the Triad (3 Active Points) 16- 2 4) KS: High Finance (3 Active Points) 16- 1 5) KS: Serial Killers and serial killing (2 Active Points) 11- 2 6) KS: Street Gangs (3 Active Points) 16- 2 7) KS: Telephone, Sewer, and Utility Subsystems (3 Active Points) 16- 2 8) KS: The Espionage World (3 Active Points) 16- 1 9) KS: The Mafia (2 Active Points) 11- 2 10) KS: The Martial World (3 Active Points) 16- 2 11) KS: The Mercenar/Militar?errorist World (3 Active Points) 16- 2 12) KS: The Mexican Mafia (3 Active Points) 16- 2 13) KS: The Yakuza (3 Active Points) 16- 1 14) KS: World Criminals (2 Active Points) 11- 2 15) KS: World Literature (3 Active Points) 16- 2 16) KS: World Supercriminals (3 Active Points) 16- 3 Scientist 2 1) Science Skill: Accounting 16- (3 Active Points) 2 2) Science Skill: Ballistics 16- (3 Active Points) 2 3) Science Skill: Biology 16- (3 Active Points) 2 4) Science Skill: Chemistry 16- (3 Active Points) 2 5) Science Skill: Dimensional Engineering 16- (3 Active Points) 2 6) Science Skill: Pharmacology/Toxicology 16- (3 Active Points) 1 7) Science Skill: Physics 11- (2 Active Points) 2 8) Science Skill: Psychology/Criminal Psychology 16- (3 Active Points) 20 +2 with All Attacks 16 +2 with Ranged Combat 8 With Gun#1: +4 with any single attack 12 +4 to offset hit location negative modifiers Total Powers & Skill Cost: 595 Total Cost: 894 400+ Matching Complications Psychological Complication: Vigilante Mentality (Common; Total) <<par20 Psychological Complication: Obsessed with crime fighting (Common; Total)<par15 Psychological Complication: Mysterious and Enigmatic (Common; Strong)<par15 Distinctive Features: Blue moon insigma on costume (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)<par20 Negative Reputation: Killer vigilante, Very Frequently (Extreme)<par25 Hunted: An organzied crime group Frequently (Mo Pow; NCI; Harshly Punish)<par20 Hunted: Card Shark Infrequently (Mo Pow; NCI; Harshly Punish)<par20 Hunted: Police Frequently (As Pow; NCI; Harshly Punish)<par15 Social Complication: Secret ID Frequently, Major< 494 Experience Points<par Total Complications Points: 894
  21. I will get back to doing this soon, RL and me being lazy has kept me away. I think I will give my list of the top ten supplements for Champions.
  22. I was just wondering if any of you have a pulp character that you just don't really like too much? I have to say for me it's Doc Savage. I want to like him but he has the problem of just too perfect as well as rather sexist. Then there is the 800lb gorilla the Crime College. The fact that with no arrest, not court hearing, no anything Doc just sends them up to some asylum and performs brain surgery on them. I mean if this ever got found out it would be nationwide scandal. Also the fact that he seems to have little or no emotion. He is just a boring character overall, his aides are the ones with the most personality.
  23. Pulp Hero is good even if you don't use Hero, it's that good.
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