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Brutal

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  1. Re: Campaign idea! Yeah, well at any rate, If I have flashbacks, it wont be roleplayed I think. Since its probably more fitting with handing out notes that says what the PC remembers for that.
  2. Re: Campaign idea! Yeah, timing and good pace is the key to something like this I think.
  3. Brutal

    Campaign idea

    Re: Campaign idea Interesting ideas tbh black rose. Agree also that players need a connection to each other. "keep the theme of "our new life can be just as valid as our old one" in mind" Yes! I think that one of the most interesting things about this campaign idea is that the PC's will have a choice whether they want to go back somehow to their old life, or live the new one instead.
  4. Re: Campaign idea! Good idea marcdoc!
  5. Re: Campaign idea! Yeah good points, flashbacks perhaps shouldnt be acted out, and just be told to the PC's instead.
  6. I have this idea about a campaign. I'm wondering what you think of the idea. Or if anyone played a campaign like it before It would be nice of you to tell me how it went. Also I've posted it in the champions forum as well since im not sure which genre to play in yet. Ideas * Campaign is not solely a "save the world" campaign * The backround of the campaign is not always the main plot and all adventures need not be coherent at all times. * The idea is that the characters wake up somewhere with a memory loss (new characters). * They have no idea who they are nor where they are from. * The campaign is as much about them finding out their origin as in survival. * Mysterious friends and enemies from the PC's past shows up sometimes * PC's will experience various flashbacks, some of which actually help them but also some which does not help them at all * Some adventures could be played as "flashbacks". How well the characters succeed in the adventures will significant for how much the PC's remember and what clues they recieve. It's often about moral decisions, but it wont reveal who they are and where they are from too quickly. * The PC's hunt for answers about their past will lead them new adventures and conflicts where they might not know which side to chose. * During adventuring some very wierd things can happen that the PCs have no idea whats going on, but as they continue the campaign they could find out later on what happened. * They could be hunted by someone or something. They dont know what or who it is, however it will keep them fleeing (someone very powerful ). The idea is that sometime in the future they will think of a way to beat him, and possibly succeed. Stuff I need to find out before campaign starts: What are the PC's background, and where do they come from? Who are they? How did they lose their memory? Are they some sort of gods that has arrived to to this world for some reason? Are they from another world or dimension? Are they the last decendants from a now dead civilisation? Have they themselves agreed to lose memory, ie, is there something they dont want to remember? I think it shouldnt be TOO hard to figure out these things because it could put the players off. I realise also that it probably takes active players to pull something like this off, so some players could need more help along they way than others. So what do you think? Any ideas? /Brutal
  7. Brutal

    Campaign idea

    I have this idea about a campaign. I'm wondering what you think of the idea. Or if anyone played a campaign like it before It would be nice of you to tell me how it went. Also I'm posting it in the fantasy hero forum as well since im not sure which genre to play in yet. Ideas * Campaign is not solely a "save the world" campaign * The backround of the campaign is not always the main plot and all adventures need not be coherent at all times. * The idea is that the characters wake up somewhere with a memory loss (new characters). * They have no idea who they are nor where they are from. * The campaign is as much about them finding out their origin as in survival. * Mysterious friends and enemies from the PC's past shows up sometimes * PC's will experience various flashbacks, some of which actually help them but also some which does not help them at all * Some adventures could be played as "flashbacks". How well the characters succeed in the adventures will significant for how much the PC's remember and what clues they recieve. It's often about moral decisions, but it wont reveal who they are and where they are from too quickly. * The PC's hunt for answers about their past will lead them new adventures and conflicts where they might not know which side to chose. * During adventuring some very wierd things can happen that the PCs have no idea whats going on, but as they continue the campaign they could find out later on what happened. * They could be hunted by someone or something. They dont know what or who it is, however it will keep them fleeing (someone very powerful ). The idea is that sometime in the future they will think of a way to beat him, and possibly succeed. Stuff I need to find out before campaign starts: What are the PC's background, and where do they come from? Who are they? How did they lose their memory? Are they some sort of gods that has arrived to to this world for some reason? Are they from another world or dimension? Are they the last decendants from a now dead civilisation? Have they themselves agreed to lose memory, ie, is there something they dont want to remember? I think it shouldnt be TOO hard to figure out these things because it could put the players off. I realise also that it probably takes active players to pull something like this off, so some players could need more help along they way than others. So what do you think? Any ideas?
  8. Re: How to build these powers/disads? Really need help! ahh thank you buddy, thats kind of what i had in mind myself. Hmm, never realised one could use skipover sprayfire tbh. That might just be what I need, thanks!
  9. Need help from your genius minds, would really appreciate it, thanks! Btw, these are generally superhero genre if anyone wonders about power limits and what not. 1) A character has trouble controlling his powers (like a teenage mutant for example). So, if walks around angry one day, a car next to him might explode (or if he's sad, a well might try out, etc). It's out of his control to stop these things. I thought of making it a psychologial lim. at first and just let the GM specify it, but the problem is that he, most of the time doesn't realise what he's done or how it was done. 2). I want a character to be able to autofire an entire area. Normally this would be kind of easy i suppose, but here comes the twist. Say you have a roughly 10" area (radius). Within this area, say I have 6 or so attacks autofire. If there are 2 people in this 10" area, they each get 3 hits. If 6 people are in there, they get one hit each, if only one person is there, h gets all 6 hits. How would one go around constructing this? 3. An attack that both slightly slows enemy's attack speed (somehow), does damage, and makes his movement slower. Would appreciate any input tbh /Brute
  10. Been thinking about making a character lately that is either an elemental type, or a magician (not sure yet). I want him to be a little uncontrolled. Since he's still learning his abilities (mutant), he does not have full control as of yet. This also, affects his environment when he is emotional. For example a burst of rage could possibly put a building on fire randomly, sadness might make a well dry up, make a small mountain fall apart, those kind of things, although perhaps a bit smaller effect . How would one go about constructing this? It's not really a power since he has no control over it at all, and its affecting him negatively. I find it hard though to make a disad, (which disad would THAT be?!). Also, I want to make him have the capability of being VERY powerful, but since he's still young and learning them, he cant really fully control them. I suppose this kind of reminds me of someone like Rand in the wheel of time series around book 3 or so, for those of you who read it. Think the character itself could rock, but I'm not sure how make it
  11. Heya, I've just started up a villain campaign (short warmup tonight). Was wondering if anyone had one before and have any advice? So far they've chosen the political way of getting power (getting control over the mayor so far ). Anyways, the real questions I have is: Allow their goals, or try to stop them? That is, when we play heroes, their goal is usually to stop the villains (well doh). But when they play villains, they are currently trying to get more power, money etc, you get the idea. Is this something I should allow alot? Or should I go the "stop them alot" approach? Would really be fun to get this campaign rolling, as an alterative to casual hero playing. Advice would be thankful
  12. Question: My friend built a character which has a medallion as a foci. He specified it as an IAF. Since I never really encountered this in a game before. How does this work in battles? How can someone remove foci if its not visible? It says in the rules book that a certain power/skill/circumstance will reveal it, but is it totally impossible to the foci if he doesnt have it?
  13. Re: He's a WHIMP !!! (My Gripe) "Superman #133 asserts that Superman could consume virtually endless quantities of food, and Action Comics #306 suggests that Superman can perform feats of lovemaking of which an ordinary man would be quite incapable" Cool
  14. Re: Overpowered Elemental control? Ahh, Ok you explain better than the book does, guess my english is a little tacky (not my first language). Thanks for explaining
  15. It says on page 203 that a slot in elemental control can cost for example 20 points even if the BASE cost is 30. This is something that must've missed before somehow, I always thought the slot cost had to be AT LEAST the same ammount as the base points ammount. Also I've noticed how several villains (found 5 so far i think in CKC) that has slots that cost UNDER the base cost, tell me if you specific pointers to which characters/pages. This would mean that I could buy a base pool, of say 100 points and have slots that cost 5 points (a 21d6 energy blast) for example. Is this how its calculated, or have I missed something? edit: yeah i meant page 203
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