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Black Ops

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Everything posted by Black Ops

  1. Re: Making up a current Day Germany for Champions..... Yes. The old City is an Area that is pretty likely to have lots of them.
  2. Re: Making up a current Day Germany for Champions..... Shruggs. I think a Trenchcoat and slouch Hat are to be expectd. (I know the player a loooong time. ) Edit: I have crunched a few numbers. Is it just me or is OIHID darn effective ?
  3. Re: Making up a current Day Germany for Champions..... True. Have to talk with the player. Hey! At least he did read a Batman Comic once or twice. His character is based on the Ratcatcher. (He did confess after all...... :whip:) Maybe keep the Guy as backround. But Wererat ? Might be a possibility.
  4. Re: Need to ID a Hero Villain Sounds a lot like Pulsar......
  5. Re: Need to ID a Hero Villain Just some Info. Who does he work for? What kind of Villain is he ? Scientist ? Conqueror? Goon ? Some Personality would help too.
  6. Re: Need to ID a Hero Villain My Book is second printing May 2002, there is no such chapter in it. I bought a additional book for the superheroic stuff. He is not in that one.
  7. Re: Need to ID a Hero Villain Which I also do not own. ( Never bought the revised Edition.) Thanks.
  8. Re: Need to ID a Hero Villain Not sure. I do not have 6th Ed. The one I am refering to is in: UNTIL Superpowers Database 2, 2005 Update, Page 51.
  9. I recently got the Superpowers Update into my greedy Paws. There is a Villain named Maelstrom mentioned who uses a Energy Maelstrom. Can anybody tell me where I can find something on that guy ?
  10. Re: Making up a current Day Germany for Champions..... Yes. Points for a Weapon would have been nice. (I am thrilled that I was able to get him damage resistant.) Maybe making the EC a MP ? Cutting d6 from the Mindcontrol ? I am not sure.
  11. Re: Making up a current Day Germany for Champions..... Anyway. I got him and the Rats with a Paintbomb, Murx ridicoulus Luck and Anjas Telepathy so fast his head was spinning. Now he is on parole. He is even packing Paintbombs in his Arsenal now.. Here is Ratso. I am not very happy with him. Any suggestions ? I wonder how to build hin correctly. He is supposed to control Rats and look through their Eyes. [b]Ratso - aka Jürgen[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 10 STR 0 10 11- HTH Damage 2d6 END [1] 20 DEX 30 20 13- OCV 7 DCV 7 20 CON 20 20 13- 20 BODY 20 20 13- 14 INT 4 14 12- PER Roll 12- 20 EGO 20 20 13- ECV: 7 8 PRE -2 8 11- PRE Attack: 1 1/2d6 10 COM 0 10 11- 10 PD 8 10 10 PD (8 rPD) 10 ED 6 10 10 ED (8 rED) 5 SPD 20 5 Phases: 3, 5, 8, 10, 12 10 REC 8 10 50 END 5 50 46 STUN 11 46 9 RUN 0 9" END [2] 2 SWIM 0 2" END [1] 2 LEAP 0 2" 2" forward, 1" upward [b]CHA Cost: 150[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 10 [b][i]Paintbombs[/i][/b]: Cosmetic Transform 6d6 (Normal thing into a Neon-Orange Thing, applying Vinegar) (30 Active Points); OAF (-1), 4 Charges (-1) - END=[4] 11 [b][i]Rapid Healing[/i][/b]: Healing (Regeneration) 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) - END=0 8 Damage Resistance (8 PD/8 ED) - END=0 21 Elemental Control, 42-point powers - END= 51 1) [b][i]Master of Mustelids[/i][/b]: Mind Control 8d6 (Animal class of minds), Lingering up to 6 Hours (+1 3/4) (110 Active Points); Limited Class Of Minds only vs Mustelids (-1/2), Does Not Provide Mental Awareness (-1/4) - END=11 27 2) [b][i]Use Eyes of the Rat[/i][/b]: Clairsentience (Sight And Hearing Groups And Mind Scan), 2 Perception Points, Mobile Perception Point (can move up to 12" per Phase), Costs END Only To Activate (+1/4) (62 Active Points); Only Through The Senses Of Others (-1/2) - END=5 6 Running +3" (9" total) - END=1 [b]POWERS Cost: 134[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 3 Language: Italian (fluent conversation; literate) 3 Language: English (fluent conversation; literate) 4 Gambling (Card Games, Dice Games) 12- 3 Mechanics 12- 3 Research 12- 3 Security Systems 12- 3 Shadowing 12- 3 Stealth 13- 3 Streetwise 11- 4 Survival (Underground, Urban) 12- 2 AK: Sewer Systems 11- Everyman Skills 0 1) Acting 8- 0 2) Climbing 8- 0 3) Concealment 8- 0 4) Conversation 8- 0 5) Deduction 8- 0 6) Paramedics 8- 0 7) Persuasion 8- 0 8) TF: Custom Adder, Small Motorized Ground Vehicles [b]SKILLS Cost: 34[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 3 Fringe Benefit: Local Police Powers, Passport 3 Contact (Contact has useful Skills or resources) 11- [b]PERKS Cost: 6[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 6 Combat Luck (3 PD/3 ED) 20 Animal Friendship [b]TALENTS Cost: 26[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 10 Distinctive Features: Looks like a human Rat (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: Local Toughs 11- (Less Pow; Harshly Punish) 25 Hunted: German Goverment. 14- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching) 20 Hunted: VIPER 8- (Mo Pow; NCI; Harshly Punish) 5 Physical Limitation: Chain-Smoker (Infrequently; Slightly Impairing) 10 Psychological Limitation: Bound by Logic (Common; Moderate) 10 Psychological Limitation: Code Against Killing (Common; Moderate) 10 Psychological Limitation: Devious and Deceitful (Common; Moderate) 15 Psychological Limitation: Likes Shiny Things (Common; Strong) 15 Social Limitation: On Probation (Frequently; Major) 15 Social Limitation: Honor among Thieves (Frequently; Severe; Not Limiting In Some Cultures) 5 Unluck: 1d6 [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350
  12. Re: Making up a current Day Germany for Champions..... A Dropbox too ? Because I said something similiar to you about a Vault.
  13. Re: Making up a current Day Germany for Champions..... Oh. Do not worry. I made my point. He is totally reformed now. (Or else. Pragmatism is after all a german virtue....) Let us just say that Anja was a great help. @alibear: Rats can squeeze through amazing places and chew stuff at rates that are equally amazing. He cleaned out a money dropbox. It took a few nights to chew their way into the Vault. Afterwards it was easy for a big enough swarm to carry the deposited money away. Anyway: Revised Anja: [b]Anja - Anja Brandt[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 8 STR -2 8 11- HTH Damage 1 1/2d6 END [1] 17 DEX 21 17 12- OCV 6 DCV 6 18 CON 16 18 13- 16 BODY 12 16 12- 18 INT 8 18 13- PER Roll 13- 23 EGO 26 23 14- ECV: 8 14 PRE 4 14 12- PRE Attack: 2 1/2d6 12 COM 1 12 11- 8 PD 6 8/18 8/18 PD (0/10 rPD) 6 ED 2 6/16 6/16 ED (0/10 rED) 3 SPD 3 3 Phases: 4, 8, 12 10 REC 8 10 36 END 0 36 29 STUN 0 29 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 2 LEAP 0 1 1/2" 1 1/2" forward, 0 1/2" upward [b]CHA Cost: 105[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 18 [b][i]Mental Reserves[/i][/b]: Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); Limited Power Power loses about a fourth of its effectiveness (only for mental Powers; -1/4) - END=0 62 [b][i]Fast Mental Powers[/i][/b]: Multipower, 62-point reserve - END= 5u 1) Drain EGO 3d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2) (52 Active Points) - END=5 5u 2) Mind Scan 8d6 (Human and Additional Class Of Minds classes of minds) (50 Active Points) - END=5 5u 3) Ego Attack 4d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points) - END=2 6u 4) Telepathy 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points) - END=2 10 Mental Defense (15 points total) - END=0 16 Elemental Control, 32-point powers - END= 16 1) Force Field (10 PD/10 ED) (20 Active Points) - END=2 16 2) Telekinesis (11 STR) (17 Active Points) - END=2 25 Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x2) - END=0 [b]POWERS Cost: 184[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] Everyman Skills 0 1) Acting 8- 0 2) Climbing 8- 0 3) Concealment 8- 0 4) Conversation 8- 0 5) Deduction 8- 0 6) Paramedics 8- 3 7) Shadowing 13- 3 8) Stealth 12- 3 9) Persuasion 12- 0 10) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] 3 Breakfall 12- 3 Bribery 12- 3 Bureaucratics 12- 3 Language: English (fluent conversation; literate) 3 Language: French (fluent conversation; literate) 2 AK: Bavaria 11- 2 KS: Punk Rock 11- 3 Streetwise 12- 3 Teamwork 12- [b]SKILLS Cost: 34[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 6 Fringe Benefit: Concealed Weapon Permit (where appropriate), Local Police Powers, Sergeant 15 Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 11- [b]PERKS Cost: 21[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 6 Combat Luck (3 PD/3 ED) [b]TALENTS Cost: 6[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 10 Dependent NPC: younger Brother (Michael Brandt) 8- (Normal) 15 Dependent NPC: Grandmother (Anna Brandt) 8- (Incompetent) 5 Distinctive Features: Punk, the works. (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 25 Hunted: German Goverment 14- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching) 20 Hunted: VIPER 8- (Mo Pow; NCI; Harshly Punish) 5 Hunted: local Streetgang 8- (Less Pow; Harshly Punish) 10 Physical Limitation: Very small and thin (Frequently; Slightly Impairing) 5 Physical Limitation: Bad Eyesight (Wears Contacts) (Infrequently; Slightly Impairing) 10 Psychological Limitation: Antiauthoritarian (Common; Moderate) 10 Psychological Limitation: Code Against Killing (Common; Moderate) 10 Psychological Limitation: Short tempered (Common; Moderate) 15 Psychological Limitation: Trys to act tough (Common; Strong) 5 Social Limitation: Punker (Occasionally; Minor) 5 Unluck: 1d6 [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350 One of the others: Ballistic aka Andi [b]Andi - Andreas Borowski[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 20 STR 10 20 13- HTH Damage 4d6 END [2] 23 DEX 39 23 14- OCV 8 DCV 8 18 CON 16 18 13- 15 BODY 10 15 12- 13 INT 3 13 12- PER Roll 12- 11 EGO 2 11 11- ECV: 4 20 PRE 10 20 13- PRE Attack: 4d6 12 COM 1 12 11- 14 PD 10 14/20 14/20 PD (0/6 rPD) 11 ED 7 11/17 11/17 ED (0/6 rED) 5 SPD 17 5 Phases: 3, 5, 8, 10, 12 10 REC 4 10 56 END 10 56 34 STUN 0 34 9 RUN 0 9" END [2] 5 SWIM 0 5" END [2] 12 LEAP 0 12" 12" forward, 6" upward [b]CHA Cost: 139[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 30 [b][i]Kinetic Volley[/i][/b]: Multipower, 60-point reserve, (60 Active Points); all slots OIF (objects of opportunity; -1/2), Limited Range (30"; -1/4), Beam (-1/4) - END= 3u 1) [b][i]Sharp Objects[/i][/b]: Killing Attack - Ranged 2 1/2d6, Autofire (5 shots; +1/2) (60 Active Points); OIF (objects of opportunity; -1/2), Limited Range (30"; -1/4), Beam (-1/4) - END=6 3u 2) [b][i]Blunt Objects[/i][/b]: Energy Blast 8d6, Autofire (5 shots; +1/2) (60 Active Points); OIF (objects of opportunity; -1/2), Limited Range (30"; -1/4), Beam (-1/4) - END=6 13 Leaping +8" (12" forward, 6" upward) (Accurate) - END=1 6 Running +3" (9" total) - END=1 3 Swimming +3" (5" total) - END=1 27 Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees) - END=0 12 [b][i]Basic Bulletproof Spandex Costume[/i][/b]: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) - END=0 15 [b][i]Billy Club[/i][/b]: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1) - END= 1u 1) [b][i]Club[/i][/b]: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) - END=1 1u 2) [b][i]Hurled Club[/i][/b]: Energy Blast 6d6 (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (cannot use any slot in Multipower until Charge is recovered; -1/2), Range Based On Strength (-1/4) - END=[1 rc] 1u 3) [b][i]Swingline[/i][/b]: Swinging 10" (10 Active Points); OAF (-1), Lockout (cannot use any other slot in same Phase in which Swinging is used; -1/2) - END=1 1u 4) [b][i]Hanging onto Projections[/i][/b]: Clinging (normal STR) (10 Active Points); OAF (-1), No Movement Allowed (-1/2), Requires A STR Roll (No Active Point penalty to Skill Roll; -1/4), Cannot Resist Knockback (-1/4) - END=0 [b]POWERS Cost: 116[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] 3 Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls 4 Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike 4 Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND 4 Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 30 STR for holding on 4 Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll 4 Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6 1 Weapon Element: Clubs 1 Weapon Element: Knives 16 +4 HTH Damage Class(es) [b]MARTIAL ARTS Cost: 41[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 3 Acrobatics 14- 3 Bribery 13- 9 +3 with Martial Maneuvers 3 Language: English (fluent conversation; literate) 3 Sleight Of Hand 14- 3 Teamwork 14- 4 WF: Common Melee Weapons, Small Arms Everyman Skills 0 1) Acting 8- 0 2) Climbing 8- 3 3) Concealment 12- 3 4) Conversation 13- 0 5) Deduction 8- 0 6) Paramedics 8- 0 7) Persuasion 8- 3 8) Stealth 14- 3 9) Shadowing 12- 0 10) TF: Custom Adder, Small Motorized Ground Vehicles [b]SKILLS Cost: 40[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 5 Fringe Benefit: Local Police Powers, Passport, Sergeant [b]PERKS Cost: 5[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 6 Combat Luck (3 PD/3 ED) 3 Absolute Range Sense [b]TALENTS Cost: 9[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 20 Dependent NPC: Parents (Herr und Frau Borowski) 11- (Normal; Group DNPC: x2 DNPCs) 5 Dependent NPC: Girlfriend ( Alexandra Roth) 8- (Normal; Useful Noncombat Position or Skills) 5 Distinctive Features: Mutant, altered DNA (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort) 25 Hunted: German Goverment 14- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching) 20 Hunted: VIPER 8- (Mo Pow; NCI; Harshly Punish) 20 Hunted: Anti - Mutant Organisation 11- (As Pow; NCI; Harshly Punish) 10 Psychological Limitation: Adventurous and Funloving (Common; Moderate) 10 Psychological Limitation: Prefers Not To Kill (Common; Moderate) 10 Social Limitation: Always Broke (Frequently; Minor) 15 Vulnerability: 1 1/2 x STUN From RKA's (Very Common) 10 Vulnerability: 2 x STUN From Biological Attacks (Uncommon) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350 Revised Murx: [b]Murx - Max Schröder[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 65 STR 55 65 22- HTH Damage 13d6 END [6] 17 DEX 21 17 12- OCV 6 DCV 6 23 CON 26 23 14- 15 BODY 10 15 12- 13 INT 3 13 12- PER Roll 12- 11 EGO 2 11 11- ECV: 4 15 PRE 5 15 12- PRE Attack: 3d6 10 COM 0 10 11- 25 PD 12 25 25 PD (20 rPD) 20 ED 15 20 20 ED (20 rED) 4 SPD 13 4 Phases: 3, 6, 9, 12 18 REC 0 18 46 END 0 46 60 STUN 0 60 10 RUN 0 10" END [2] 2 SWIM 0 2" END [1] 13 LEAP 0 13" 13" forward, 6 1/2" upward [b]CHA Cost: 162[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 25 [b][i]superdense Skin[/i][/b]: Damage Resistance (20 PD/20 ED), Hardened (+1/4) (25 Active Points) - END=0 33 [b][i]Improvised thrown Weaponry[/i][/b]: EB 10d6, Side Effects (almost always causes considerable damage to the environment; +0), Variable Special Effects (+1/2) (75 Active Points); OIF (appropriate materials of opportunity; -1/2), Extra Time (Full Phase, -1/2), Limited Range (15"; -1/4) - END=7 6 [b][i]bracing[/i][/b]: Knockback Resistance -3" - END=0 5 Lack Of Weakness (-5) for Resistant Defenses - END=0 3 Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum) - END=0 1 [b][i]Breath holding[/i][/b]: Life Support (Extended Breathing: 1 END per Turn) - END=0 30 Luck 6d6 - END=0 15 [b][i]Catching my breath[/i][/b]: +15 REC (30 Active Points); Only When Character Takes A Full Phase Recovery (-1) - END= 8 [b][i]trained Runner[/i][/b]: Running +4" (10" total) - END=1 [b]POWERS Cost: 126[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 3 Bureaucratics 12- 3 +3 with any single attack with one specific weapon 3 Conversation 12- Everyman Skills 0 1) Acting 8- 3 2) Climbing 12- 0 3) Concealment 8- 0 4) Deduction 8- 0 5) Paramedics 8- 0 6) Persuasion 8- 0 7) Shadowing 8- 3 8) Stealth 12- 0 9) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] 9 Hoist 15- 3 High Society 12- 3 Interrogation 12- 3 Analyze: Combat 12- 2 CK: Munich 11- 3 Language: English (fluent conversation; literate) 3 Streetwise 12- 3 Teamwork 12- 4 WF: Common Melee Weapons, Small Arms [b]SKILLS Cost: 48[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 10 Fringe Benefit: Lieutenant, Local Police Powers, Security Clearance [b]PERKS Cost: 10[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 4 Lightning Reflexes: +4 DEX to act first with Punch [b]TALENTS Cost: 4[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 15 Dependent NPC: Parents 8- (Normal; Group DNPC: x2 DNPCs) 25 Hunted: German Goverment 14- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching) 20 Hunted: VIPER 8- (Mo Pow; NCI; Harshly Punish) 10 Psychological Limitation: Impressed with his physique, Vain (Common; Moderate) 15 Psychological Limitation: Protective Of Innocents (Common; Strong) 10 Psychological Limitation: Code against Killing (Common; Moderate) 10 Psychological Limitation: Must Be In Charge In Any Situation (Common; Moderate) 15 Psychological Limitation: Just Wants To Get The Job Done; Can't Stand Procedures Or Paperwork (Common; Strong) 10 Unluck: 2d6 10 Physical Limitation: Medical-Resistant Skin (Infrequently; Greatly Impairing) 10 Dependent NPC: Girlfriend (Sandra "Sandy" Koch) 11- (Normal; Useful Noncombat Position or Skills) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350 It is turning slowly into a Cop/ Secret Agent game with powers. So far no Costumes....
  14. Re: Making up a current Day Germany for Champions..... Mainly my game is, as I mentioned somewhere above getting people playing superpowered characters who consider comic book characters childish... So I need a lot of reasoning. I had a fifth player who made a character controlling Rats. First thing he did, was using his power to rob a bank. I nearly gave up then...... But I still try getting them into the game.
  15. Re: Some Help for WWII Icons Just because I hate it when the translations do not make sense: Jagdgauner would mean in german Hunting Goon, a Shark is a Hai. Is Doktor Ungleheuermeister a Family name ?
  16. Re: Champions Background Information Looks at the Avatar. Naaah can´t be. Looks completly different.
  17. Re: Making up a current Day Germany for Champions..... You might have gotten me wrong. I was trying to get some backround together for a Germany in a Superhero Universe (Champions to be specific.). I wanted to stay close to what was published and take our "national character" in. ( You might have noticed my b****** about my difficulty getting people playing supers). I have alot of nasty Ideas which I can not post because at least one of my players is lurking here.
  18. Re: Karate Kid vs Karate Kid Not in Legion 5v. She is baaaack. (But Val is missing. Grrrrrr.)
  19. Re: Martial arts Villian Some DC´s might also be helpful.
  20. Re: Making up a current Day Germany for Champions..... Rungholt ? Sounds like a good place for a Viper Base..... You must blah blah blah........ (Same to Assault)
  21. Re: Making up a current Day Germany for Champions..... A pretty sensible take. But we will see. I meet Anjas Player tomorrow.
  22. Re: Making up a current Day Germany for Champions..... It is pretty hard to pitch any kind of superhero game here. (Very odd, considering how much they like "High" fantasy. Most "High" Fantasy characters are in my opinion nothing less then supers in loincloths.) (Atlantean Age I look at you !) The only now "paranormal" stuff most german comic readers are familiar with are some mangas, who have not much to do with superheroic stuff. If they even sunk that low. Comics are for the kiddies is a popular opinion here.
  23. Re: Urban Champion: Unnamed as yet That Guy looks like Nightwing to me. (A bit low on the Dex side I think. And it is Taser not Teaser...) Edit: Sorry, he is sixth Edition, isn`t he ?
  24. Re: Making up a current Day Germany for Champions..... Well first session was yesterday. ...... and it was the usual disaster. Two of the guys did not bring their promised characters. Anjas Player insisted on her being fine, so I made two characters and decided to do a testrun to familiarize people with the combat system. The Enemy ? Three Viper 5 Teams. Results ? Murx and the two others did relatively well, Anja was paste. (Ok. I equiped the Teams with some antipsionic equipment, but nothing fancy, just stuff from the Viper book.) On the bright side, Anja will be revised, my players have tasted some blood and we finally got something I had really dreaded: The Costume Issue.... They decided to wear none, just standard police Overalls and balaclavas. I will publish a revised Anja and the two others sometime later this week.
  25. Re: Making up a current Day Germany for Champions..... Nope
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