Jump to content

Roth

HERO Member
  • Posts

    395
  • Joined

  • Last visited

Everything posted by Roth

  1. Re: Shoujo HEROine Thanks for letting me know that Candy Ai is fixed*G* and your latest looks pretty good too. Just to let you, you won't be able to keep up her personal protection and Banish the ickies at the same time... if this is the idea, please ignore this past sentence*G*
  2. Re: Shoujo HEROine Both Characters look good and the back grounds are great, however for Miss Candy Ai there... how do you get an Aikido practioner who has no Throw element to his/her martial art, but you get the strike element, which is more part of the "Aiki-jutsu" style of the art? From what I know of Aikido you would be taught to "Throw" before you were taught to "Punch". It's a technical question I would ask as a GM, so I'm asking it now*G* Edit to Add: Great Site. Interesting campaign. Having GMed an anime campaign (dunno if the campaign itself would have a genre, as it was very mixed), I'd love to play in one. The Characters given are great.
  3. Re: A Humble Novice Asks a Question....or Two uuhhh... yep The 1983 version is different enough. While the basic costs for the stats haven't changed, and the basic combat stuff hasn't changed (ie 20 pd from a base of 4 still only costs 16 points, and if you have 20 non res pd it still applies as it always has vs that 12d6 hit from the 60 str brick) The cost of skills have changed. Martial Arts are completely different, the costs of some disads have changed, there are new skills, perks, talents, powers and disads. Not to mention advantages, limitations, frameworks (ok, one new framework). The basic Character is now 350 (200 base and 150 disads, though some do that differently) vs 250 (100 base and 150 disads). So while you could make and play any archtype from the 83 book, your Character will be at a disadvantage as far as the spending of the points.... if you want Acrobatics now its 3 points instead of 10 (if I remember correctly) and Stealth is also 3 instead of 5. There are tons of non combat skills now, making it cheaper to make a well rounded Character. All in all it would be better for your game and Character wise to get at least the 4th ed.. though I would suggest 5th.
  4. Re: So, out of the New York Hero teams, Which would you kill/Maim/Destroy?
  5. Re: So, out of the New York Hero teams, Which would you kill/Maim/Destroy? Well I'm going to keep UNITYas a concept, if not as a NYC based UNTIL team. In fact I'm going to probably keep all of the Teams in NYC, in NYC, and start the campaign (and presumably team) with a premise that will suffice for having another Team in NYC. I'm running on very little sleep so if that makes no sense whatso ever then I've done my job right.
  6. Re: So, out of the New York Hero teams, Which would you kill/Maim/Destroy? It's a true thing in both cases. If I ever actually have a chance to visit NYC I'll probably find lots of things wrong/ different in the real thing vs the cinematic thing. And as the GMs we can move teams or blow them up or make them dance to "I'm a Little Teapot".
  7. Re: So, out of the New York Hero teams, Which would you kill/Maim/Destroy? Wow... ask a simple question and get an arguement... One the other hand that's part of why I like these boards. Many answers to the same question and Post derails that make you think. *blinks* Well my work here is done.
  8. Re: So, out of the New York Hero teams, Which would you kill/Maim/Destroy? Well the question would be this then... is Hawkeye the same point cost as Thor? If not then Not all "Best of the Best" would be the same as the rest of the team.... not that, that statement makes any sense at all...
  9. Re: So, out of the New York Hero teams, Which would you kill/Maim/Destroy? Thanks all... the prob with a Canadian campaign is the coGM is from the states and doesn't know alot about any Canadian City. And it is true in Marvel that tons of teams existed in and around NYC.
  10. So my roommate and I are co GMing a Champs campaign. We've decided to set it in the 5th ed Champs Universe, because from what I've been able to figure out it's not all that different, Timline wise, from 4th. We haven't got the books yet so we have to play it by ear. We're setting the campaign in New York City, because it's the only city in the US (I'm in/From Canada) that I'm familiar enough with in a cinematic sense to be able to GM properly in. Now NYC has three teams The Sentinals, the Justice Squad, and Unity. The Sentinals seem to be the "Team of Champions", that is the JLA/Avengers equivalent. Can some one give me some basic info on the other two? Thanks to the free stuff section I have a roster list for all the teams, but I have no idea, until I get the various books, what the niche is that each team fills. The team we're starting will only have four members to start (each Character will be 375 (250 Base and 125 in disads), and the Starting Damage/Def caps will be 10DC/20-25 for Bricks, and 10DC/15-18 for all else), so it could be that I don't need to get rid of anybody. Can Champions NYC handle another super team? And did 9/11 happen in the Champs universe? Thanks alot for any help any one can give. (Please note: I'm not asking for character/ teams stats or anything like that)
  11. Roth

    Las Vegas 5E

    I've been reading the various Buffy Fan Fic at both the Fanfic.net site and at Twisting the Hellmouth, and it's got me to thinking. While I agree with Nightflyer about the whole Slayers joining the police force thing, that they woudn't, they might take the route of consultant. However the CSI crossovers were extremely well written, and it's your universe do what you want*G* It's up to you and your players to have fun. On the whole how much power would a slayer have inrelation to the Supers thing: Since the CU has pretty much stated that the Mana background is extremely high at the time when super powers are in play, that means supernatural creatures, like the slayer might also be more powerful in response to the increased Mana. Just something to think about, among others. (Edit: Spelling Errors)
  12. Roth

    Las Vegas 5E

    Mark I have a question, What are the names of the Buffy/CSI crossover stories?
  13. As well most Supers that existed in wartime in the comics were kept on the home front for one reason or another. Whether it was due to a Mindcontrol field in japan or europe or to keep the homegrown criminals at bay or because the Axis supers were popping up in England/US/Canada and those countries tried to keep the allied supers home, or because the heroes that tried to enlist in their civvie ids were assigned to the homefront, or out right rejected. If you can get Golden Age Champions, as it covers the Golden Age of Comics in rping, as well as suggestions for a more realistic use of supers in WWII. As well it has three timelines, one is real history, one is Champions history and one is Germany wins history.
  14. As this is a subject near and dear to my heart I'll take a stab. I've been using the martial maneuvers in champions since Danger International came out with the original stuff in 87 or so... The martial dodge isn't that much higher than the regular dodge of +3 dcv. At +5 dcv your players are supposed to be using it to save their asses. That's what it's there for. If they are continously using as an excuse to not attack then have a high cv, high skill villain come in and take them apart as an object lesson. Or some kind of npc master who is there to help them. The variable end dodge is interesting, but as most 75/75 characters will only have between a 30- 40 end this is not a good way to go, people will only buy their End up. Blocking again is supposed to be a saver, and can be hard to pull off if your heroes and villains are fairly seperate on their OCV. If you want to use a better hit equals a harder block go head... it's really that way anyways. If the villain has a high enough OCV it's going to be harder to block... and is supposed to end your phase anyways.
  15. Roth

    RCMP

    Here is the Website For your consideration... the RCMP website: http://www.rcmp-grc.gc.ca/
  16. There is also the full run of the New Mutants, where most of the kids started out 17 or younger. As well Generation X. Both should give ideas on teenaged exotics.
  17. I'm sorry I have to put this in... Bane? *lol* Bane was a Thug. He was a thug with great speeches but he was a thug none the less... He didn't beat batman by outwitting him... he beat him by waiting till he was so exausted my 79 year old grandmother could have beat him up with her small purse. Bane was a drug addicted coward who didn't face anyone till he was sure he could put them down easily. As for the Greatest? Joker, Luthor, Mr Sinister, Harly Quin, Poison Ivy, Darkseid, Dark Phoenix, Deathbird, Doc Ock, Hobgoblin, The Penguin, Mr Freeze, The Hellfire Club, The Red Skull, Baron Strucker, Black Tom Cassidy, the Juggernaut. I'll edit later for the reasons why.
  18. In some of my superhero worlds I've used Exotics as an over all term for the SPB, as well I've used Induced (for the made superbeing), Aberation or Natural (for the born superbeing) and the term Leagacy of Power (for those who have some type of family history for being "Heroes".
×
×
  • Create New...