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Barton

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Everything posted by Barton

  1. Re: Pulp Heroes I just used the commando prefab in HD, so if Akido is not right, just replace it wth judo. What did you think of the character?
  2. Re: [Newbie] My first character Your glue powers should also be "sticky", it is a power advantage. Not a bad concept at all.... Have fun!!
  3. Re: Pulp HeroesThis is a character used in my 'con pulp game Heroes of 1938Samatha Rose Val** Char*** Cost 10** STR 0 14** DEX 12 14** CON 8 11** BODY 2 15** INT 5 15** EGO 10 15** PRE 5 12** COM 1 * 8** PD 0 9** ED 0 4** SPD 16 5** REC 0 28** END 0 23** STUN 0 *6"**RUN02"**SWIM02"**LEAP0Characteristics Cost: 59Cost** Martial Arts Maneuver ** Commando Training* 3** 1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 2d6 +v/5, Target Falls* 4** 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike* 4** 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, 25 STR vs. Grabs* 4** 4) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR to Disarm roll* 4** 5) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort* 1** 6) Weapon Element: Clubs* 1** 7) Weapon Element: Knives* Martial Arts Cost: 21Cost** Skill 8** +1 with All Combat* 3** Acrobatics 12-* 3** Breakfall 12-* 1** Bribery 8-* 1** Bureaucratics 8-* 1** Combat Driving 8-* 2** Conversation (Custom Adder (everyperson skill)) 12-* 2** Deduction (Custom Adder (everyperson skill)) 12-* 3** High Society 12-* 1** Interrogation 12- (3 Active Points); Limited Power Power loses about half of its effectiveness (only non-violent methods; -1)* 3** Lipreading 12-* 6** Persuasion (Custom Adder (everyperson skill)) 14-* 3** Shadowing 12-* 3** Seduction 12-* 3** Streetwise 12-* 3** PS: Newspaper Reporter 12-* 3** KS: Journalism 12-* 1** PS: Photographer 8-* 3** KS: Local Underworld (in the Horn of Africa) 12-* 1** KS: Codes and Cyphers 8-* 3** KS: Terrorist/Rebel Groups 12-* 2** KS: Martial Arts 11-* 3** AK: Horn of Africa 12-* 2** Language: French (French Canadian) (basic conversation; literate)* 1** Language: Amharic (basic conversation)* 1** Language: Arabic (basic conversation)* 1** Language: Swahili (basic conversation)* ** * ** Everyperson Skills* 0** 1) Acting 8-* 0** 2) AK: Native Country 8-* 0** 3) Climbing 8-* 0** 4) Concealment 8-* 0** 5) Language: English (Idiomatic, native accent; Custom Adder, literate) [Notes: Native Language]* 0** 6) Paramedics 8-* 0** 7) Riding 8-* 0** 8) PS: Typist (before being a reporter) 8-* 0** 9) Stealth 8-* 0** 10) TF: Carts & Carriages, Custom Adder, Dog Sleds, Dogs, Equines, Skiing (snow), Sleds, Small Motorized Ground Vehicles, Small Rowed Boats, Two-Wheeled Muscle-Powered Ground Vehicles [Notes: Custom Mod is Everyman Skill]* Skills Cost: 67Cost** Perk 2** Contact (Contact has useful Skills or resources) 8-* 18** Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 8-* 9** Fringe Benefit: Canadian Goverment employee, International Driver's License, Membership (Candian RCMP), Passport (Canada and UK), Press Pass, Security Clearance* 1** Reputation: Newspaper Reporter (A large group) 8-, +1/+1d6* Perks Cost: 30Cost** Talent 12** Combat Luck (6 PD/6 ED)* 8** Combat Shooting* 1** Bump Of Direction (3 Active Points); OAF (-1)* 1** Absolute Time Sense (3 Active Points); OIF Fragile (-3/4), Limited Power Power loses about a fourth of its effectiveness (Watch has to be wound ; -1/4)* 1** Resistance (1 point)* Talents Cost: 23Cost** Equipment END $40.00** Reporter Tools (notebooks and small portable typewritter): Custom Power (1 Active Points); OAF (-1)* 0 $20.00** Small Camera and extra film (total of 96 photos) (no flash, no zoom lens): (Total: 6 Active Cost, 3 Real Cost) Eidetic Memory (5 Active Points); OAF Fragile (-1 1/4) (Real Cost: 2) plus +2 versus Range Modifier for Normal Sight; OAF Fragile (-1 1/4) (Real Cost: 1)* 0 $30.00** Small binoculars: +5 versus Range Modifier for Normal Sight, Ranged (+1/2) (3 Active Points); OAF Durable Expendable (Easy to obtain new Focus; -1)* 0 $5.00** Knife: Killing Attack - Hand-To-Hand 1/2d6, Reduced Endurance (0 END; +1/2), Ranged (+1/2) (20 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) [Notes: Can Be Thrown]* 0 $75.00** .38 Special (S&W Model 10): Killing Attack - Ranged 1d6+1 (20 Active Points); STR Minimum 7 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 6 Charges (-3/4), Real Weapon (-1/4), Beam (-1/4)* [6] $50.00** .38 Derringer: Killing Attack - Ranged 1d6 (-2 OCV, -2 vs Range) (7 Active Points); 2 Charges (-1 1/2), OAF (-1), STR Minimum 4 (STR Min. Cannot Add/Subtract Damage; -3/4), Beam (-1/4), Real Weapon (-1/4)* [2] $22.00** .38 ammo (extra 100 bullets): Custom Power (1 Active Points); OAF Durable (-1)* 0 Equipment costs shown above are for reference only, and are not included in Total Cost.Val** Disadvantages 10** Psychological Limitation: Code Versus Killing Common, Moderate* 20** Psychological Limitation: Believes that Women are Equal to Men (Very Common, Strong)* 10** Psychological Limitation: Curious (Common, Moderate)* 15** Social Limitation: Public Identity (Many Enemies) Frequently (11-), Major* 20** Social Limitation: Subject to Orders Very Frequently (14-), Major* 15** Watching: Canada and U.K.. Goverment 8- (Occasionally), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Watching* 10** Vulnerability: 1 1/2 x STUN From Drugs and Poisons (Common)* 0** Normal Characteristic Maxima* Disadvantage Points: 100Base Points: 100Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 200 Height: 1.71 m Hair: Black Weight: 61.00 kg Eyes: Blue Appearance: Pretty woman, still a tomboy, with black hair. Rough and tumble, but she can be refined when she needs to be.Personality: A big believer in women's rights, she is quite outspoken about this topic. Hard driven and focused on her career.Quote:"May I quote you on that?"Background: Born in Moose Jaw SK, Canada. She grew up a "tom-boy", but a great student in English and writting. Her reading of many books led her to want to leave her quiet SK town. Being a typist was her ticket to the big city, Toronto. But a typist job was boring so Samatha ("Sam") took a pay cut to work on a newspaper as junior reporter. Aggressive in getting the story, she earned a good reputation. Recruited a few years later by the Canadian/UK goverment she was trained as a spy, with a built-in perfect cover. Her current mission is to help the Ethiopians and to get an assessment of the Italian/German forces in combat. Powers/Tactics: Campaign Use:
  4. Re: All the superhero PCs I've ever played Only one character, I have been GM most of the time. DDT - Champions 2nd edition armor suit user that looked like a dragon fly. He was a scientist and the armor suit could fly and spray toxic gases. A blast to play! DDT had public ID and the GM had him become a pop icon complete with coloring book! Fought the Hulk and his unluck kicked in and his flight module failed and he landed near the Hulk. DDT's famous line was "hi Hulk" just before the Hulk picked up a city bus and used it as baseball bat and hit DDT into next Tuesday. The "hi Hulk" line got me an extra experience point.
  5. Re: Points or $ In my Champions game I do this: If you buy something with $ it can and will malfunciton/not work/break at the GM's whim. I explain it as you can buy things but they will have R**** Shack quality. If you buy with experience points they will work when you want them to. It levels the playing field quite well. For FH (I have never GMed FH, but I have GM for many years D&D) I would say special equipement should be points, regular equipment $. Remember all $ purchased equpiment should have Real Weapon and alike disads on them. Just my two cents and some say it worth less than that...
  6. Re: Land Mines Invisible power effects would be needed for plastic or very hard to detect land mines. Also remember not all land mines are designed to kill. Modern land mines are small are designed to maim. The idea is to cause the enemy to spend time/resources treating the wounded. Since they are plastic, small, and cheap they have been widely used in the Third World (maybe 60 million or more). The killing ones could be like the claymore (essentially a giant shot shell, say 2d6 KA, explosion) or a antitank mine (explosion, say 4d6 KA, AP) or antipersonnel (2d6 KA). The ones that maim would do 1d6 but would effect the foot area if you use hit locations.
  7. Re: Teleporting with an unwilling "passenger" The character was able to easily teleport away the bad guys, he would go for the biggest bad guy first and teleport him away. Then the other members of his team could easily get rid of the rest of the bad guys. It was difficult for me to make bad guys that were a challenge, but not overkill. The character had megascale teleport and that was the major problem. Please explain in detail to your player how he can and can not use his power. This will avoid bad feelings later if you have to restrict its use after he has tried a tactic with the teleport power.
  8. Re: Teleporting with an unwilling "passenger" Advice from a game I used to run. I let a player take Teleport usable as a attack. It was VERY unbalancing. Be very careful if you allow it, it could be unbalancing. Just my two cents.
  9. Re: First Round TKO My GM does something I love (and use in my game). When you are -20 and -30 stun you can still get a REC roll if you make a CON roll (with a -1 penality for every 10 STUN you are under 0). Helps get players back in play. I love it as a house rule! I also would advise the GM to allow a healing 1/day focus based power that only works when at -10 STUN or lower power. This would help get characters back in play and would not be too expensive.
  10. Re: Pulp Heroes Like the writeup alot. A pulp group should ALWAYS have a pilot (and his big airplane).
  11. Re: What would your character LIKE TO do? "15" is a robot that I play in a four-color Champions game, and it is a strange one. "15" is alien built robot that has 35 INT but learned all about humanity from TV!!! He just discovered cable TV and has seen SpongeBob SquarePants. It loves Spongebob! So its goal would be to "meet" SpongeBob. I told you he was a strange one....
  12. Re: Feedback wanted on this background idea Problem with China being on top of the world, they depend on exports to USA to grow at 7% a year, they would have some trouble also. I think a worldwide depression with NO ONE on top would be more likely.
  13. Re: The President wants to talk to you The "mission" is to bring a message/package to spy in an unfriendly area of the world. They are the decoy for the real mission, but will not be told of that, in fact it will be leaked to the baddies that they are the "real" group. The best part is if they manage to deliver the message/package it will be worthless!
  14. Re: Another gun that makes even ME go "WHY?" .500 S&W is a huge handgun! My wife owns a Kimber .45, we believe in large caliber for home defense, plus it is just plain fun to shoot! FYI: You can purchase new from Kahr Arms a new semi-automatic 1927 A-1 .45 cal Thompson carbine. You can even get a new violin case to carry it. My wife purchased one! It is a "blast" to fire and very accurate at up to 50'. For more info on the Tommyguns visit http://www.tommygun.com
  15. Re: On balance...when no one else follows it. My character, a robot, was for a long time was very weak in combat. So what I did was attack the flanks of our enemies. I would also attack at range and NOT get in hand to hand combat.
  16. Re: How would you build a racial package for NIMH Also the rats of NIMH were very moral, they did not like to steal, they drugged the cat so it would not bother them, and they want to be left alone. See this post about what I said about rats (I have three pet female rats) http://www.herogames.com/forums/showthread.php?t=5108&highlight=squeek
  17. Re: Money is no object... Metal Storm allows bullets to be electrically fired, incrediable rates of fire up to a million rounds a minute (with enough firing tubes and ammo). I would recommend purchase of firearms, one of a kind weapons. Maybe his own personal weaponsmith ot make untraceable weapons. I would have contacts, mayor (contribute to his re-election), and other politicals.
  18. Re: PREDATORS -- What Do *You* Want To See? Old school mafia boss. What I mean is a boss who has "rules". Don't hurt innocents, do not kill cops, do not kill judges; the "rules" the mafia adopted in the 1950's and 1960's. This character could be very bad criminal, but may help the characters in some cases. This could be a great recurring "enemy". Maybe he could have as a goal to use the DC characters to further his own aims.
  19. Re: Powers of a Roman Catholic priest? Some other non-magic things a priest might have: Oratory PS:accounting (some priests are good with managing money) Contacts - local police, local fire dept., local school leaders, community leaders, rich parish members, church leadership local and maybe even nationally (perhaps contacts in Rome if the priest has some fame or pull) Favors - may be owed favors by the same groups mentioned in contacts Reputation - could have this if is a local activist or frequently in the news A roommate of mine from college (a aerospace eng.) is now a priest in Indiana. He likes his job, and it is quite challenging (especially fund raising and money management). He has many local contacts. For a DC character this could be very useful. [an example: he could have a conversation with a member of his church, the local police chief, about recent criminal events].
  20. Re: Hypothetical Axis Amerika 2005 I did it in my game as a alternate timeline where Japan/Germany did not win WW2 but a cold war started. It ended in 1994 when the US effectively went bankrupt from defense spending and a puppet goverment was set up. In this timeline, resistance is still very strong and supers are underground fighting the Nazis. I added the extra fun of my players having "NaziWorld" alternates with different histories. It lead to interesting roleplaying when they had to pretend to be these "other" people.
  21. Re: Tips for New GMs A great idea is to use a setting you and your players are familar with. My players and I use Chicago for our Champions game. It gives all of us some familiarity with the setting and common starting points for adventures. Occasionally change the venue of your adventure. In my Champions game they have twice gone to "NaziWorld" as they call it. A dimensional portal that an NPC has leads to an alternate dimension where Germany won WWII. This is a great place for the PC's to do things with less downsides (no DNPC's to worry about and the like). This alternative venue was a great change of pace for the players. Maybe give your players a quest in which they must travel to some other location. Create a FUN NPC for your players to interact with. Foxbat is that in my game. He has a crush on one of the female characters and reappears in many adventures. He is great fun and his constant interference with the group gives me many plot hooks like an appearence on the Jerry Springer program for the group (this was a lot of fun!). The Press. Press coverage both bad and good is great fun. Roleplay press conferences or have a noisy reporter find out something the PC's want to keep quiet. Having a reporter as a team informal contact is a great way to feed hints/ideas to your players. If you have the time make a "newspaper" with coverage of the teams adventures, and put plot hooks in it also. Give the group an informal contact, like the local Chief of Detectives. Great for giving the players a hint to start an adventure. Have a meta-plot, an overridding theme for a series of adventures. Mr. Big wants to take over the city. Have him do several things before the big showdown, like stealing parts to the big bomb (or whatever). Give your players an option to interfer or investigate the evil plot, if they do not let the Bad Guys plan proceed. If they interfer alter the Bad Guys plans accordingly. Be flexable, remember no plan survives contact with your players. I like the meta-plot to be like backround music, it can sometimes tell the viewer something is up, but you can ignore it if you wish.
  22. Barton

    The Plunge

    Re: The Plunge 1) Pregen characters for the players. Have a mix of types for them to choose from. I used HeroClicks and made characters based off of them. 2) Download the two page combat system pdf file and make copies for all players. 3) Make sure you can have all characters "shine" at some point in the adventure. 4) Make sure you have read/reread/rereread the adventure. 5) SPEED CHART. Do as a spreadsheet. Include all NPC's. Add to the spreadsheet the body/stun/ecv/ocv/dcv. A HUGE HELP! 6) Relax. This is hard, but try. 7) Munchies and soda for you, it is a must to keep your energy up. 8) Good luck and have fun.
  23. Re: Egypt, 1938 Not Egypt, Ethiopia! In 1938 it was controlled by the fascist Italians. The country is also the home of a very old sect of Christianity. You could have burial sites with Holy relics, and fascists; both Italian and German varieties! What a great pulp setting! I ran a one shot at RockCon based on it and it was great! The combative players got to shoot at Nazis and Blackshirts (Italians). The scientists checked out a spooky Holy burial site with strange relics. A lot of fun! If you are interested I can post some links to various internet sites and books I used for it.
  24. Re: Superhero Images I am not directly defending Marvel Comics, but it is well established that if you DO NOT protect a TM, SM, copyright, or I.P. it can fall into public domain. Several companies have lost I.P. this way. Please consult with an lawyer (who is up to speed with I.P. issues) about this before you proceed just to be safe.
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