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Decapitus

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  1. Re: "Berserker" character Why not something like: +10 STR +5 CON Lim: Only when annoyed -1/4 +10 STR +5 CON Lim: Only when angry -1/2 +10 STR +5 CON Lim: Only when very,very angry -3/4 +10 STR +5 CON Lim: Only when completely Beserk -1 Then it is up to you and the GM to figure out exactly what each level of anger means (the last could require your Beserk to kick in). You'd probably have to define exactly what things set your character off and to what extent(insults, innocents getting hurt, taking damage, etc.). As CBikle said Extra Time or a additional limitation that requires you to spend at least one full phase at each level before going to the next might make sense.
  2. Re: Help me design the Silver Belles Some Thoughts: Silver Belles (definitely has a holiday theme) Star - Star is the leader of the group and the most serious. A stiking, sophisticate who can channel light rays. Secret ID: Well known socialite Powers: Flight, Energy Beams, Light Images Holly - Holly has little trust for people and especially men. She is extremely moody, but the more she pouts, the more attractive she becomes. Holly can accelerate the growth of vegetation. Secret ID: Florist (of course) Powers (require plantlife): Entangle, Telekinesis (limbs/vines strike targets), Force Wall Garland - Garland is the most outgoing and tends to be friendly and naive to a fault. She is also quite stunning, so her teammates are often getting her out of the tough situations she has fallen into. When upset though, Garland can cross short dimensional distances and can occupy the same space as someone (although she finds the experience quite disgusting, "Ugh, they had extra onions for lunch). Secret ID: Struggling model/actress Power: Teleport, NND attack (teleport into same space), Healing/Regeneration (teleport into same space) Bow - Bow is an extremely flexible and an uninhibited free spirit of the highest order. She has advanced training in an unusual style of martial arts. Bow cannot refuse a challenge. Secret ID: Shy librarian Powers: Limited Stretching, Contortionist, Martial Arts (mostly based around grabs and throws), Acrobatics Mistletoe - Mistletoe is just plain fast in more ways than one. She has a strong desire to kiss any man she encounters, friend or foe, often stealing that kiss before they know what is going on. Petite and lovely, Mistletoe is the most girlish member of the team often leaving behind a trail of laughter as she moves to see what's around the next corner. Secret ID: Wedding Coordinator Powers: High Speed, Running (likes to do multiple Move-Bys or attacks with extra Knock Back), Stealth, Concealment OK - so there's my rough draft of a five member semi-serious heroine team with lots of feminine power.
  3. Re: My first Characters for Champion Hi, Just wanted to add a comment on the BODY. I think this reflects a common misconception that many new players bring to Champions from other games. When I began GMing Champions I had a player build a Werewolf type character with 25 BODY and when I questioned it his reply was, "Well, shouldn't I have a lot of Hit Points?". I, of course, then explained that in Hero, BODY is really bulkiness more than anything else, and that it doesn't include any of the dodging, toughness, resistance, or experience which is abstracted in so many other games. All of those things are covered in efficiently costed defense powers or levels.
  4. Re: What was your first character like? Like most folks here, I started playing AD&D long before getting into Champions. Played once and then have been DMing ever since. Then later when some friends started playing Champions I was fascinated by this system that appeared to have mastered the art of point based natural party and foe balance. I started playing tentatively, because the rules were *very* complex, and I went for a fairly straightfoward brick called "Conquistador" built around a 60 STR and decent DEX and levels, plus an ancient helmet (secret ID was a archeologist) which, when donned, would oufit him in decent Armor. The character was simple (this was before I could wrap my brain around Elemental Controls or Multi-Powers), but very effective and fun to play. I learned a few key lessons early: 1) The game isn't completely balanced based solely on points. The GM still needs to impose an overall balance check and make sure everyone's character is close in relative usefulness. 2) The way the character building process allows the players to influence the direction of the overall campaign (mostly with disads) is brilliant! 3) The focus on fewer but far more detailed combats is a really nice alternative to hack and slash / many encounters per session games (aka AD&D). In conclusion - I loved it, and many years later I am still playing and GMing Hero System (Fantasy, DI, and Supers) when time allows. BTW - Very first post - a friend told me I should start hanging around these boards for ideas, feedback, and all that...
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