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pbemguy

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Everything posted by pbemguy

  1. I like the CU. I played in it A LOT. I'd keep EVERYTHING. I'd keep the history the same. I'd incorporate old storylines that have been overwritten by newer incarnations, and try to unify them all into a coherent timeline. For example, The Guardians existed in the Eighties. VIPER went through all of its incarnations, and now is something that is a bit of all of them. Doctor Destroyer and Professor Muerte did their thing in the Eighties....now it's a new incarnation, perhaps the female clone that was talked about earlier, but maybe Dr. D's brain patterns still exist to advise his clone...something like that. IT ALL COUNTS. The superteam, Champions, that has Seeker in it, they existed, but in the Nineties/early 2000's. Etc. They now have mostly a new roster. But the emphasis would be on CONTINUITY, not on RE-IMAGINING. My whole philosophy would not be to pick and choose what happened and what didn't, it would be, "How can I work this so all of this happened and it all fits together?" My personal peccadillo would be to change one thing: all of it happens in real cities, not in fictional cities. That being said, I don't mind the idea that Detroit was renamed Millennium City...I could be persuaded. PS: If we couldn't get the rights to a certain character, we'd ask if he could at least be mentioned for posterity. Whose heart is so cold as to deny us that?
  2. Yeah, I've used Genocide a lot. Like archer, the giant robots were a big draw for me. I altered the organization so that it was giant mecha-suits (or was that how they always were?). I reasoned that AI was beyond most organizations. I had Mechanon as the only real AI. My campaign also expanded the organization to be against all heroes with superpowers. (This was when I was using CU stuff a lot. I stopped playing in the Nineties and then came back to Champions in 2007 or so; when I restarted I just used homebrew stuff across the board. Even in the Nineties it was getting to the point where there was very little CU stuff left. My group liked the CU, but we played so much that we eventually expanded far beyond the CU material and began to favor the homebrew stuff. Like, the characters kept evolving or dying off etc. For example, Foxbat reformed and became a high-ranking UNTIL guy; UNTIL was called some other acronym by this point. Mechanon was ultimately destroyed in a huge storyline that went over a year. A lot of baddies from Enemies II etc. were killed by a Punisher-like character...)
  3. Found this: Link: http://spectrumofmadness.blogspot.com/2010/11/champions-3-4.html and She was the doom of the Olympian Gods. A demon of hatred who posed as Persephone, the daughter of Zeus. After centuries of effort, she at last succeeded in stripping the gods of their immortality, and was punished with a curse that doomed her to an eternity of imprisonment beneath the sands of Egypt. But in the year 1932, the demon escaped the curse of Persephone by possessing the body of a mortal woman. She became Dark Malice. In that guise, for more than five decades, has sought to spread her particular brand of evil across the entire globe. Link: https://comicvine.gamespot.com/malice/4005-26823/ (Sometimes they do call her Dark Malice. Which is not as good as just Malice, but it happens...)
  4. (Oops. I don't know why I was calling her "Dark Malice," it's just "Malice," you are correct.) Malice seemed interesting in the comic series, seemed mastermind-ish, and her stats are in the comics (VPP as you mentioned), although I don't have the comics in my current location. She would be interesting to resurrect since she is part of the CU, albeit perhaps peripherally (extended CU?). Anyone have her background/personality blurb? (I mean, we're not talking about publishing her, we're talking about putting her in a campaign, non? Wouldn't it be fun to bring her back? Plus, if you read the comics, you can get a feel for her personality.)
  5. Madame Synn or Dark Malice been mentioned? Both from the Champions comics. Anyone have stats for them? (Madame Synn is Icestar's arch-enemy.) Madame Synn Dark Malice
  6. Alright, I'm outing myself. I love this soundtrack and I'm listening to it right now: (This links to the Playlist and plays the whole album.)
  7. I found write-ups from the Marvel and DC rpg's... Here's the Marvel FASERIP write-up... (From http://jackolanternsmshblog.blogspot.com/2013/11/eric-draven-from-crow-1994.html ) Eric DravenF: In (40)A: In (40)S: Ex (20)E: In (40)R: Typ (06)I: Am (50)P: Rm (30)Health: 120Karma: 86Popularity: (As a member of Hangman's Joke) 2, - 5 (Among Detroit's criminal element after his rising).Resources: Fe (2) (He is legally dead)Talents:MusicianFirearmsKnowledge: Detroit AreaKnowledge: Streetwise - DetroitBrawlingPowers:The Risen Dead: Eric Draven was returned from the grave a year after his murder to avenge himself and his fiancée Shelly by supernatural means attributed to a crow. Draven was returned with supernatural abilities to carry out his specific goal. These abilities included: Enhanced FASERIP: Eric Draven was far more agile, strong, and durable than he was in life, hence his increased FASE. Spiritual Connection: The Crow: Although apparently a regular crow, the particular Crow that returned Eric was far more than that. The Crow shared an empathic link with Draven, which explains his greater than normal Intution and Psyche. The crow was the anchor for Draven's power, and as such, anything seen, experienced, or felt by the crow was also experienced by Draven. Undead State: As Draven was essentially undead, he was immune to poisons, toxins, and disease. While the crow was alive, Draven did not need to make stun/kill result checks as he was already dead (Although he could still be slammed and would take 'damage'). Draven healed his End Rank of Damage each round, sealing up wounds within seconds. While Draven was not immune to the damage effects, he could make a simple Endurance FEAT to ignore their effects. Draven also 'regenerated' regardless if resting or in combat, and recovered Endurance Ranks 1 per Round. Draven did not need to eat or sleep after his return. Empath: Although not necessarily apparent, Draven was an empath, capable of sensing emotions ranging from deeply hidden trauma to current emotional states. Draven is able to transfer emotional trauma between himself and others, heal others of crippling injuries and addictions, and 'read' a person's intent or connections. The use of Draven's Empathy requires an Endurance FEAT, which Draven will spend Karma on if the situation warrants (such as completely curing Sarah's mother Darla of Morphine addiction or transferring Shelly's memories into Top Dollar). Draven could also 'read' an object similar to psychometry or postcognition by touch - Items with specific emotional connection to Shelly or Draven during life would be easiest to identify, but would require a Psyche FEAT as the flooding emotions would have a physical/psychic impact on Draven. As an aspect of his empathy, Draven also possessed a type of combat sense which would allow him to anticipate the actions of those around him, most notably seen when facing Tin-Tin. All of these effects are at Am (50) intensity. Hyper-Leaping: Draven could leap between Gd (10) and Ex (20) distances, covering blocks as necessary (and as shown in the police chase). Draven could make a simple Agility FEAT to land without damage or notice. Karma-Loss Immunity: Draven does not lose Karma for killing opponents, and actually gains Karma for killing those responsible for his murder. Draven will not kill indiscriminately, nor will he put innocents in danger. (See Limitations) Contacts: Although Dead, Draven could rely on two individuals for help and assistance: Sgt. Albrecht (The lead investigator into Draven and Shelly's murder) and Sarah, a young girl that Draven had mentored and considered a friend. Theoretically while Draven was alive, he had connections within musicians circles as a member of Hangman's Joke.Limitations:Tied to the Crow: Draven's return was due to the Crow which he was empathically connected to. As Myca, Top-Dollar's Sister/Lover figured out, the crow was the source of all Draven's power. When wounded, it effectively removed the majority of Draven's powers, and made him 'normal'. Draven's FASERIP drops to the following:F: Typ (06) A: Typ (06) S: Typ (06) E: Typ (06) I: Typ (06)* P: Typ (06). In addition, Draven can be hurt and will not regenerate from damage, nor will Draven be able to access his more combat oriented Empathic powers. As the crow was wounded and not killed, it is uncertain what would happen to Draven should the crow actually die.Enemies: Draven has several enemies during the short time of his resurrection, including the man who greenlit his murder, Top Dollar, and the majority of the Detroit City Police Department.Obsession/Purpose: Revenge: Draven is dedicated to finding those responsible for the murders of Shelly and himself, and will go to great lengths to avenge himself on them, even poetic. Draven will kill without remorse any who are responsible, but will go to great lengths to preserve the innocent.Purpose Completed: Once Draven has completed his purpose, he will return to his rest. Draven will not remain in the land of the living once his goal has been reached, and will simply return to the graveyard in which he awoke. -------------------------------- Here's the DC: (From: https://www.writeups.org/the-crow-brandon-lee/ ) Game Stats — DC Heroes RPG The Crow Dex: 09 Str: 05 Bod: 07 Motivation: Justice Int: 05 Wil: 09 Min: 07 Occupation: Avenger Inf: 08 Aur: 07 Spi: 07 Resources {or Wealth}: 000 Init: 026 HP: 050 Powers: Jumping: 01, Regeneration (ML): 14, Invulnerability (ML): 14, Eye of the Cat: 10, Mind blast: 08, Mind Probe: 10 Bonuses and Limitations: Jumping, Regeneration, Invulnerability, Eye of the Cat, Martial Artist, Acrobatics, and Weaponry can only be used when his Pet is healthy. Mind Probe and Mind Blast have No Range (-1). Skills: Acrobatics*: 09, Artist (musician, actor): 03, Martial Artist*: 09, Thief (stealth)*: 09, Weaponry (melee, firearms, missile)*: 09 Advantages: Area Knowledge (Detroit slums), Confined Headquarters (his old apartment), Life support (full), Pet (crow), Lightning Reflexes, Iron Nerves. Connections: Police (Low). Drawbacks: Catastrophic Irrational Attraction to punishing anyone involved with the murder of Eric and Shelly, MIA to poetic justice, Traumatic Flashback (the murder of Eric and Shelly). Pet crow Dex: 04 Str: 01 Bod: 02 Motivation: Justice Int: 02 Wil: 02 Min: 02 Occupation: Spirit Inf: 01 Aur: 01 Spi: 10 Resources {or Wealth}: 00 Init: 007 HP: 010 Powers: Flight: 05, Invulnerability (ML): 05, Ultravision: 07 Skills: Thief (Stealth): 09
  8. I could see playing it this way for a Superfriends-type campaign, or like the old Spidey Super Stories...or a Scooby-Doo game. Most villains wouldn't have Killing Attack-style powers (no claws or knives). Like, a character may have a knife or a chainsaw but because of its "TV rating" there is no chance that someone is actually going to get stabbed. So you could eliminate the Body damage and just rely on Stun for the characters. If you need an effect where someone is near death, say from a fall, you could just make it the GM's option, or you could say that "reality dictates" that bones were broken etc. Like Scott Ruggels said, you'll still need the Body dice for breaking things like walls etc. but you could use it only for that. So...sure! And in fact it sounds like fun. My question to you: Is this how you intend to use it? In a "Superfriends" kind of way? PS: An alternative idea is to get rid of Stun and just use Body for everything, and treat the Body like Hit Points, and change the rule so that if you go to 0 Body you just go unconscious. This would be interesting because your characters would stay conscious a lot longer than a standard game! Then the whole game is on Body (Hit Points) and is automatically less lethal because -10 Body could just mean that they are unconscious for a long time. I think that would be my preferred route: Body = Hit Points (Eliminate Stun) Let's say Ken has 10 Body, 20 Stun, 2 ED. So someone fires a 12d6 Blaster at Ken. You roll 11 Body. Ken subtracts his ED. 11-2=9 Body, he's still up. (He's at 1 Body) Using regular rules, the same blast would do something like 40 Stun. 40-2=38 Stun damage, he'd be unconscious. (He's at -18 Stun)
  9. So this how I think the license should go. The proposed copyright blurb/license is included near the end of this post. I have been using the Forgotten Realms wiki as my inspiration. It's a perfect model because it has everything statted in 5e but then there are "tabs" that have other conversions, like this. I have used this Forgotten Realms wiki a lot. I think the Campaign World one we are envisioning will be better than the Forgotten Realms one, but will share many of the traits. Anyway, getting to the point, the license agreement on the Forgotten Realms page is like this: This is how our wiki license should be worded. And then, when each person adds their own material to the wiki, they can include their own ownership blurb. So, if someone writes a blurb about a dance club owned by a villain, with lots of details, then they add. "This page is copyright pbemguy. Contact pbemguy on the Hero forums for details." So the license blurb for the wiki would look like this: Community content is available under CC-BY-SA unless otherwise noted. This page is copyright <insert username>. Contact <insert username> on the Hero forums for details.
  10. The reason I say we build in 6e is that it is the newest edition. We can totally have earlier conversions. I imagine the default character sheet appears in 6e form and then there are tabs that show you the other edition versions. The Forgotten Realms wiki is like that: i.e. If you love your edition so much, why don't you marry it?
  11. I think we should build in 6th but have versions in other editions as well. I actually play 5e the most but using the newest edition would be the best thing for Hero, IMO.
  12. Good point. We will definitely factor this in. This is a great reason as to why we have to hammer this out before the wiki software is installed and we begin wiki-ing.
  13. I did read that one. It would fit. Here's the summary: Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) You are free to: Share — copy and redistribute the material in any medium or format Adapt — remix, transform, and build upon the material The licensor cannot revoke these freedoms as long as you follow the license terms. Under the following terms: Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. NonCommercial — You may not use the material for commercial purposes. ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits. Notices: You do not have to comply with the license for elements of the material in the public domain or where your use is permitted by an applicable exception or limitation. No warranties are given. The license may not give you all of the permissions necessary for your intended use. For example, other rights such as publicity, privacy, or moral rights may limit how you use the material.
  14. I've been reading the Creative Commons sites and everything. Here's my starting point. People have been concerned about keeping the ownership of their contributions. Here is a blurb to start the ball rolling. My understanding is that you can write in plain English and the notices are still legally binding. Proposed starting point: License: Any contributions made to this wiki remain the property of the contributor, as identified by their herogames.com/forums username. This wiki is free for public use. Illustrations created using Fabrica de Herois. This wiki is not for commercial use; it exists for fun and to provide a free campaign world for Champions players. So we'd have this blurb (or whatever this blurb morphs into) appear on each and every page of the wiki. I know that it's not in final form, but this is where we can start the discussion. Note: When we started talking about the wiki, I envisioned the contributors giving up their ownership and donating to the wiki. But, understandably, people want to hold onto their creations.
  15. We are focusing on creating a complete campaign world first and foremost. Other angles and aspects can certainly come into play. Tagging entries can and should happen. Absolutely I can see GM's coming in and selecting a villain here and an organization there. But the unifying concept is a complete campaign world.
  16. You're 100% right; I hear what you're saying. We're working on actually adding a real wiki to herogames.com -- one that functions like Wikipedia, with a backup. For now we are just laying out the preliminary framework I guess you'd call it, setting the general parameters of the campaign world. We also have to set the specifics of the IP license, which is next on my list of things to do.
  17. The campaign wiki project is moving along even better than I had hoped. I spoke to Jason and he is considering hosting the wiki at herogames.com. He made no promises, and he never said that he would, but my spirits are buoyed that he's looking at the idea. Right off the bat, I want to reiterate that this is not some private little club: literally anyone reading this sentence will have the right/authority to edit the wiki. You don't need to ask for permission. It's just something all of us are doing, whether you're at 9,000 posts or 2 posts. I address the "character art" dilemma near the end of this post. IndianaJoe3 hosted a poll called "When did superpowers occur?" in order to determine the history of superpowers in the campaign. I apologize if I am overstepping, but I believe Scott Ruggels summed it up nicely: With regards to character art: I have made contact with the guy who developed the Fabrica de Herois. He hasn't answered me directly on whether we can use the images in a print version. But...I feel like he shouldn't have to answer us. My position is this: We can totally use the images in the wiki itself. If we decide to publish something connected to the wiki, I believe we should hire an artist or artists to draw a new version, and not include the Fabrica images at all. (Hiring artists could be funded through Kickstarter etc.) The reason I say this is, I feel like that's what--reading between the lines--the Fabrica guy has been telling me: the Fabrica software is to design heroes, but is not meant to replace artists. And trust me, it's a long story, but I have worked with artists many times and having the character already designed in Fabrica will make those interactions a million times more pleasurable for everyone! Thoughts? Ideas? I am taking the position of Speaker-For-The-Wiki. If anyone feels I am wrong, just say so. I want the wiki to move forward. I feel my role is to make sure everything is going smoothly and that there is as much consensus as possible.
  18. I like this. And it also looks like this is where the poll is taking us.
  19. ...But what if the starships were traveling FTL when they kamikazed....
  20. I messaged Jason and he is fine with the campaign wiki project: " I also asked about hosting the wiki software etc. here at this site (i.e. doing an on-site wiki instead of an off-site wiki). He's not sure about that, but he didn't say no yet.
  21. So far no luck, but I did write to him. I also wrote to that other one...HeroMachine. Neither have responded yet. But I just consider this "round one" of contact. I can be tenacious. I even translated the Fabrica email into Portuguese and then double-checked it by reverse translating it etc., but also provided the English version in the message.
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