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Pulsar2250

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  1. Re: I am so, so old... I have my hero system books on shelves behind my workspace. my old D&D books from 1979, CoC & others take up the rest of the space. Anyways, my 12-year-old is impressed because I/we have a larger game library than any of his friends. I guess the ol' man's good for something.
  2. Re: CHAMPIONS UNIVERSE II - What Do You Want To See? maybe leave out the mini-campaigns & scenarios. You could publish this material in your Hero Plus Adventures, and use the pages you save for more characters and organization
  3. Re: God Package... This thread brings back memories.... just to note some differences I got out my copy of "The Olympians" a Champions org book by Kurt Dershem. The Olympian package deal in the book included: * Extra-dimensional movement (Earth to Olympos), take full phase, only if portal between Earth & Olympos is open * Shapeshift, any shape * 10 pts density increase, persistent, 0 end, always on * Life Support, no need to breathe, eat, excrete, sleep, & immune to disease & aging * 4 body regeneration * universal translator, (Greek is native, obviously) & because the package deal needed disads: * unfamiliar with modern world * thinks she/he superior to mere mortals * distinctive feature: cant hide being a god, hence the shape shift * hunted by giants, or titans(?) The gods here were in the 600-800 pt range with Zeus @ a whopping 1110 pts.
  4. Re: OK, so what makes an interesting villain? for me, an interesting villain is one that the players create during the adventure.... not one they pick out of the hat while creating their characters. This villain is now part of the PC's history, and hopefully the villain will color their actions in the future. Was the villain created because the PCs did something? Well, maybe they won't do that in the future? Maybe the PCs feel guilty, and they'll try to make amends. Was the villain created because the players failed to act? This is always a good one for me to play. With so much power, what do the PCs pay attention to? What guides them when they choose to act? The stories are better if the PCs have a living, and scheming, reminder of their past actions.
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