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Arkham

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Everything posted by Arkham

  1. Re: Help with "subtle" psionics How about a 'nudge' type Mind Control? Limited to suggestions no more extreme than EGO+0 with mandatory Target doesn't know he's been mind controlled. Change Environment for PER penalties IPE.
  2. Re: Villainess Romance Appeal? As long as both of them know about it and are okay with it...
  3. Re: Villainess Romance Appeal? That depends on if they actually are a 'people', or are simply self-motivating physical manifestations of pure elemental evil. That is why it comes down to a campaign decision as to the nature of 'Demons'.
  4. Re: How to make the Loner feel not so Lonely? As often as what people Say they want and Think they want are completely different from what they Really want, it is nearly guaranteed.
  5. Re: Lifetime Subscription Hi. My name is Arkham. I am an Alt-oholic.
  6. Re: Lifetime Subscription I got the Lifetime Subscription. I've already played the game for almost a year. ( Alpha tester! ) And I'm still playing it. If I do get burnt out, I can stop playing whenever I want. And if I later want to come back, everything is still there, and I haven't even missed any 'Veteran Awards'. If I'm dead broke, homeless, and have only my laptop, I can still play CO until the day the servers die.
  7. Re: New to Champions. What does the cast of characters look like? Got some diversity? Overlapping archetypes? Brick heavy, or heavy bricks?
  8. Re: Villians Unite I've got a couple Villainous organizations, but they largely appear as one of the villains and a slew of agents. The actual villain teams are in all but one case the team's or an individual's Rogues Gallery. Of those that have been actually used there are: West Coast Villains - Formed in response to the West Coast Supers, a Hunted from each of the PCs formed a team for mutual support in their criminal activities. Amorphous, Simon, Hydra, Big Game Hunter, Teflon Girl and Snuff. With Snuff as tactical leader, they've proven remarkably effective. Captain Havock's Rogues - Not an official team, but they work together often enough to effectively be one. The various hunteds who just have it in for Captain Havock. Acid Burner, Landshark, Raven, Papa Fly, Snatch, Big Game Hunter, and Dr. Martini make up the team, with former CA Governer Dr. Martini being the relative mastermind. They haven't been used together in years since the game with Captain Havock involved ended. Some have retired, moved on to other 'opportunities', and some keep popping up to oppose the heroes. The Criminal Friends - A team of villains that worked together from 1938-1953 with the remnants re-forming in 2004 to fight their foe, the time-displaced Golden-age hero Relativity. The surviving members were The Yellow Peril, Robo-Deutch the Aryan Android, Ubervillain, The Red Rustler, The Matchstick Man, Dr. Bleak, The Terrible Tortoise, and NaNa Knitters. The Yellow Peril was the obvious mastermind behind the group, but their tactical leader, the Red Rustler, tends to fall asleep during the monologue phase of every fight. Some of the members have retained or even grown in personal power over the years, but in general, not so much. The Weapon Men - A group of 8' tall robots that transform in to an assortment of weaponery for each other ( and humans ) to wield. A very large team with significant individual power and teamwork... until something gets them argueing at which point they often ignore the heroes in order to beat the nuts and bolts out of each other. Lead by their creator, The Mechanic and traveling in his stolen and modified spacecraft called The Machine Shop, they certainly put an impression on the PCs when they first arrived in game.
  9. Re: Waking up with super powers That's my opinion. What power do I want? The Power Cosmic! For someone who can do 'Anything', the Silver Surfer has no imagination. What power do I NOT want? The same thing, but Always On, NCC. Wouldn't matter how many people there are with powers, really, unless the other 6 of the 1 in a Billion decide to start taking over the world. Tell people? Only my closest and dearest. My life would be utterly turned upside down in the most awesome of fashions.
  10. Re: Teen Hero Names Dot Fusion : Cool Backdraft : Decent. Gauntlet : The artifact is a gauntlet, right? Meh. Good way to advertise your weakness though. Attitude : Ick. Doesn't sound like what any punks I know would call themselves. I'd recommend something like 'Aggro' for a similar meaning. mentalist : Daydreamer? alien metamorph : I got nothin'. were-dog : Spot? Fido? Spike? Junkyard? What's the character's attitude like?
  11. Re: Teen Hero Names Unless they are assigned a name by their Mentor, Teen heroes are just as likely to try to use a Kewl name as any adult hero. Its not just the kids that try to go by Karnage Klown, Deathstroke, or Baron Blood.
  12. Re: your pcs might be OVERPOWERED IF... You have a Death Star of your very own... in your utility belt.
  13. Re: Justifying Playable SPD SPD 2 _is_ ridiculously slow. Its the person who in disaster films stands there screaming while everyone else is _doing_ something. Anyone trained and alert, like your average soldier, SWAT team member, etc, can have a speed of 3 or 4 without being superhuman. And remember, SPD 5 isn't superhuman, it is just beyond 'Normal' characteristic maximum. But it is still attainable by normal people with good reflexes.
  14. Re: Whoops! Did I really allow that power?
  15. Re: Gravitic Influences of a Neutronium Man He only does what he spent points on...
  16. Re: A magical sword with lots of abilities. Assuming this is for Champions, not Fantasy Hero, a simple 2d6 HKA Variable Special Effects +1/2, Variable Advantage +1, OAF -1 with a +8 Concealment, Only to hide the sword. Having it be a Universal Focus allows anyone else to use it. It doesn't need Independant, and unless the player doesn't mind losing the points for the power permanently, Independant is a really bad choice.
  17. Re: Your PCs might be Underpowered if... ... the team medic had to use the splints... and they were only rescuing a cat from a tree.
  18. Re: Building a Motorcycle Mecha! With the assumption that the rider will pretty much only be attacking when in Mecha form, a very simplified build could be like this: 40 Multipower 60 AP OIF -1/2 3u Running +25" x8 Noncombat OAF 4u Armor 20PD/20ED OIF All other powers are bought as normal through the OIF. If you want to shoot rockets, why not have the choice of shooting them from the motorcycle, or mecha at will?
  19. Re: Supers: How'd they get that way (and why do so many of them wear long johns?) Right. So there will be fewer flying superhero-airplane accidents. Or perhaps in a super world, they are made by the same companies. $3,000 for 6 DEF worth of armored lycra shorts would get plenty of business from professional bicyclists as well as superheroes.
  20. Re: Supers: How'd they get that way (and why do so many of them wear long johns?) Any number of methods, from hard work, careful study, prototype equipment, non-human heritage, chemical, radioactive, magical or genetic alteration, or those alterations in previous generations that have been passed down and are now part of the genetic code. And they wear costumes for the same reason bicyclists wear garish costumes and gymnasts wear skin-tight flexible garments... Mobility, style, sometimes a lack of choice. When you can't sew a stitch, you'll take whatever ballistic nanoweave is available in your size, even if it is bright yellow with blue stripes. And stylish it is... At least for now. Polyester leisure suits used to be the height of fashion after all. And then there were leg warmers, and then oversize dirty flannels, and then...
  21. Re: Quote of the Week from my gaming group... So, what else _is_ in the Bermuda Triangle anyway... besides Luchadores. I don't need 100 virgins, I got a horse.
  22. Re: a Question for you Uncontrolled isn't the right limitations... actually, Uncontrolled is an advantage. No Conscious Control is what you are looking for. But to represent just getting no useful information, give it an activation roll.
  23. Re: Your PCs might be Underpowered if... ... if they would be more effective when in a coma.
  24. Re: Your PCs might be Underpowered if... Your players roll the same number of dice to hit, as for their haymakers.
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