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Everything posted by grandmastergm

  1. Here's Swamp Thing for 6e: Val Char Cost 30/60 STR 20 18 DEX 16 23 CON 13 15 BODY 5 18 INT 8 18 EGO 8 20 PRE 10 25 PD 8 25 ED 8 4 SPD 20 15 REC 11 60 END 8 50 STUN 15 22m RUN 0 12m SWIM 0 4m LEAP 0 Characteristics Cost: 198 Cost Power 60 Plant Powers: Multipower, 60-point reserve 5f 1) Grasping Vines: Telekinesis (40 STR); Physical Manifestation (-1/4) 4f 2) Tangling Growth: Entangle 4d6, 4 PD/4 ED, Area Of Effect (4m Radius; +1/4), Personal Immunity (+1/4); OIF (Plants of Opportunity; -1/2) 6f 3) Plant Control: Mind Control 12d6 (Plant class of minds) 6f 4) Controlling Spores: Mental Illusions 12d6 (Human class of minds) 3f 5) Plant Speech: Telepathy 6d6 (Plant class of minds) 4f 6) Photosynthetic Healing: Healing BODY 5d6, Can Heal Limbs; Only Works In Sunlight (-1/4) 3f 7) Strength of the Swamp: +30 STR 45 Barkskin Body: Resistant Protection (15 PD/15 ED) 20 Surprisingly Swift: Running +10m (22m total), x8 Noncombat 4 Swift Swimmer: Swimming +8m (12m total) Powers Cost: 160 Cost Skill 10 +1 with All Attacks 3 Breakfall 13- 3 Climbing 13- 3 Concealment 13- 2 Navigation (Land) 13- 3 Paramedics 13- 2 PS: Scientist 11- 3 Science Skill: Biology 13- 3 Science Skill: Botany 13- 3 Science Skill: Chemistry 13- 3 Stealth 13- Skills Cost: 38 Cost Talent 4 Environmental Movement (no penalties in undergrowth.) Talents Cost: 4 Total Character Cost: 400 Pts. Disadvantage 10 Dependent NPC: Abby Arcane; Infrequently (Normal) 20 Hunted: Anton Arcane; Infrequently (Mo Pow; NCI; Capture/Kill) 10 Psychological Complication: In Love with Abby Holland; (Uncommon; Strong) 15 Psychological Complication: Protective of the Natural World and Innocent People; (Common; Strong) 10 Vulnerability: 2 x BODY from herbicides (Uncommon) 10 Vulnerability: 2 x STUN from herbicides (Uncommon) Disadvantage Points: 75 Base Points: 400 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  2. Yeah the 1980s movies are guilty pleasures. They probably would have been better with bigger budgets, as both movies are constrained by budgetary limitations- and a bad script for the second one (a point which the director apparently agrees with). I haven't seen the 2019 series, and the 1990s series has some good episodes but a lot of mediocre ones.
  3. They probably should have just changed the character's name completely instead of trying to reference the original character by butchering him into a legless neo-confederate engineer.
  4. At the time I found Kenneth Branaugh's over-the-top performance to be entertaining and the leads to be amusing, but I was a 13-year old boy . I'll admit the movie has not held up well at all, doesn't really work, and can see why Will Smith apologized for it.
  5. The team I played in that beat Takofanes were all in the 700 point range and we were all grossly overpowered- we had a SPD 12 speedster and I was the brick with 24 DC. Some of the PCs got KOed, but we still defeated him. I just ran a convention game where the PCs fought Mechanon. They beat Mechanon by using coordinated attacks, and because I let the players "buy" critical hits with heroic action points.
  6. He hated the 1999 movie script so much that he refused to cameo or have any part of it. RIP.
  7. Well they have NCM in everything as a start- so that's over 200 points, and then do the CVs, but here are some of the characters. Jinx.hdc Psyker.hdc Skystep.hdc
  8. I'm going with a sci-fi rather than mystical route, but it could be changed to a malevolent alien entity rather than a mystical one.
  9. Yeah, some of the players love to think out things while others are more impulsive. Interesting. Do any of you guys have some interesting villains that you'd like to see powered up?
  10. I used Necrull. The PCs had a pretty easy time against him and his minions except one who was vulnerable to the BODY drains.
  11. 6e. I plan on letting it start out easier for the PCs, then ratchet things up for the challenge.
  12. I'll take both. CVs are like 12-14, DCs are 18, and DEF is 35 (non-resistant) and special defenses are around 30-40.
  13. Hello everyone, I was wondering if you have any suggestions for villains that can challenge superheroes built on 1,000 points. Feel free to suggest villains you've used from your own campaigns on top of any existing villains from the Champions source material. The heroes of the world are a group of bio-engineered "humans" that were made by a supervillain (The Kyphotic Man) but freed by a superhero (Caliber). I'm running this campaign in tribute to a late friend's plans to run a campaign featuring these characters. They showed up in the final session of a campaign I played in back in 2014, and one of the PCs was the superhero that freed them. Personally I hate reinventing the wheel, so please post and send what you have to help me out. Thank you all for your help in the past!
  14. Glad you liked it and enjoyed it. Thank you for playing! I had prepared things in case you guys tried infiltration or conning your way into the city, but you ended up going the direct route so I gave you a hard combat. I found that letting players "buy criticals" with heroic action points have worked well for convention games, so I will stay with it. I tried it at a couple of conventions earlier this year and I found that it made the game more fun for new players.
  15. As a house rule, the group I game with plays killing attacks as normal but with a 1/2d6+1 (so d3+1) STUN multiplier which we find works out well as a middle ground between 1d6-1 and 1d3 for the STUN multiplier
  16. I'd make them 400 points, not 300 with 75 points of disadvantages in 6th edition. 300 points is like street-level, or slightly better than that.
  17. I'm excited for U-Con, but I need to finish writing my adventures.
  18. MACE was a blast! I plan on attending next year!
  19. I know there were 2 additional books for that, but Steve & Larry ended up converting it for Savage Worlds due to marketability and greater ease of play with the latter system.
  20. Hello Jason and everyone else, I have some HERO adventures that I would be happy to submit. I'm working on a couple campaign settings for HERO, the biggest priority is Russian Winter- where the PCs are a group of former Soviet superheroes trying to find their place in post-Soviet Russia and its neighbors. However, I could use some help in terms of adding maps and environmental features- along with prettying up the language.
  21. I know that the late Michael Satran had a number of excellent adventures for 6e that he wrote that a DM can work off of.
  22. I've considered turning a setting and some adventures I've run into playable materials.
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