Jump to content

Mr. Gray

HERO Member
  • Posts

    13
  • Joined

  • Last visited

Everything posted by Mr. Gray

  1. I like this as a character concept maybe he has a specialty section in a secret room in the back where he sells a few illegal items under the counter. A lost Tommie gun dropped in a gang fight a box of cop killer bullets some old war surpluses grenades.
  2. The first game in the origins campaign played out last night and was well received. The player character’s made it to the lab and the shootout with the bad guys ensued. The players received there CP in three block’s one at the start of the adventure Standard Normal + CP25 +15 Complications, one in the middle of the lab fight when they were held up in the armory Skilled Normal +CP25 +10 complications and one at the end after the mutagenic gas canister exploded blaster fire from a robot spider in the lab Competent Normal + CP50 +5 Complications. The players seemed to really enjoy the game and building there character on the fly along the way it all went fairly smooth with a minimum of cat herding along the way. I did let the players know that they could rebuild and adjust there CP spent at the end of each session and one more time when the campaign cap was hit. Base states were adjusted at each break point where appropriate. There were only two big problems along the way the professor NPC was shot in the head and killed so not one of the characters got there drop add form filled out for his or her class. Player 5 a guest player who does not play with us every week blew up the team of mercenaries from the help desk I gave him to run he rolled a (3) placing explosives for an ambush in the steam tunnels under the lab. Net result of that will be a minor re-wright of the steam tunnel section of the next adventure, mutagenic zombie mercenaries I think. The end result for this session was player Character’s built on 100cp+ 30 complications who need to escape the lab through the stem tunnels. The next session is in there weeks will update.
  3. I want to give my players hero team some small bit of support as their origin story unfolds this is a very low power champagne. I am trying to avoid the over the top giant submarines hidden in New York harbored as a base thing, at least initially. At some point I am sure they will want to build their own superhero lair but in the mean time I want them to have access to some basic resources healing, guns, and armor. Toward that end I have come up with a sort of low rent super hero support organization the grittier ghetto version of shield, a sort of safe house for starting superheroes. If the players need some help along the way these NPCs may be useful, let me know what you think. I am hoping you guys can help me brainstorm the skills and powers for these two NPCs. Medicine Man & Darla Dark: Use a chain of sandwich shops (Called the Hero Stop) as a front for their real agenda which is to protect the citizens of New York from evil supervillains. There Motto is “We are the hero support team”. They find and protect new and emerging superheroes helping them to develop their secret identities and setting them on the right path before the authorities find out about their powers. Hero Stop Sandwich shops can be found throughout New York City at most subway stations, for easy access to transportation, they also have a number of street level locations in bad neighborhoods. Medicine Man is an older African American (Elite Agent) NPC +CP175 +50 Complications. He owns the Hero Stop chain and has strange mystical healing powers. He should be roll played as a totally over the top new age hippie Rastafarian guru type. Darla is Medicine Mans Daughter she is a twelve years old Afro-Japanese Goth chick (Elite Agent) NPC +CP175 +50 Complications. Darla is far wiser then her years and far more powerful then she knows, she is a mystic oracle with the ability to see glimpses of the future. She uses this power to find new superheroes hopefully before they get in trouble at some time just before their origin story unfolds. Her dark mood and Goth outfits are not just a pre-teen phase she actually has PTSD from her visions her father is in denial about her problems. Recently she has taken to referring to herself as we and us. Medicine Man Quotes: “Those herbs there for healing your soul not you’re broken ribs mon” Darla Dark Quotes: “I know kitten, I know, ya just have to realize that with great power comes a great shit storm so suck it up buttercup we and us, we have your back.”
  4. I have to say that my desire to play some champions once more, has been largely inspired by the new crop of superhero TV shows, arrow, flash, agents of shield etc. I really love what they have done with Gotham in particular and I thought that Netflix Dare Devil was inspired. My intention is to make my content as original as possible, there will be no guest appearances by famous superheroes from the Marvell and DC universes with very few exceptions. My game will be run in a New York City gone dark and brooding.
  5. You could make them a sort of religious cult who are trying to prevent the end times by stopping Global warming (Your enemy is never evil in their own eyes). A sort of cross between a religious cult and earth first with fanatical dedication and a passion for explosives. There leader could be a super villain version of the Unabomber.
  6. The players have in fact approved this campaign arch, because as a group we have little to no experience with this system (I ran some champions in the late eighties early nineties but that’s It.) the idea was to slowly evolve the heroes so we can maximize story arch and minimize mechanics mistakes. I am lucky in that everyone at my table has a lot of GM experience in various game systems and are very willing to work with me.
  7. If you’re worried about CV and dice roles in your games here’s a tool that can help with the math’s, but I think that a well enforced campaign caps and working together is your best answer. http://anydice.com/
  8. I like the idea of the bank of CP used to evolve the armor during play. I would make it something like 10% of his total CP pool and put it under the GM’s control. Have the armor adapt based on the current game situation and at the end of each game session the points revert back to the pool and the ability disappears. The adaptability could give you a lot of flexibility in your game design.
  9. So I have decided to construct my campaign world for champions complete from scratch, and because I am a masochist who needs to do everything the hard way. I have decided to set the first seven adventures in New York City and make it a serialized character origin story. The player’s will all start the campaign as normal college students, “Standard Normal + CP25 +15 Complications” who need a professor’s signature to drop or add a class to their schedule. Our heroes miss the professors office hours and have to find him in his lab naturally the bad guys are trying to grab the professors canisters of mutagenic gas and the players have to stop them. Essentially the first three adventures are a brawl in this lab and of course the canisters break. At the end of each adventure my intent is to award a small lump sum of CP and complications for the players to build their character up with. By the end of game seven the players should have a superhero character built on 300cp and 60 complications. I do however have some concerns. 1. I am wondering how difficult / practical this plan will be to execute. Essentially I am wondering what the more experienced GM’s here think the stumbling blocks would be for this campaign set up. Would you try to do this in your games? 2. Because I am staring the PC’s at such low power levels will combats be excessively long assuming the opposition is built on the same amount of CP.? 3. As written the PC’s opposition for the first few adventures are nebulous evil organizations how important is it for them to be opposed by a single ‘supervillain’ in these games. Can I put off introducing a supervillain until after their origin story is complete or do I need one earlier?
  10. Mr. Gray

    Time Hero.

    At the moment I am working on a set of powers for a time controlling hero. I would like them to be subtle and fit together nicely in a power frame work as a theme any ideas would be helpful.I would also like to hear from any GMs who have had some experiences with time control hero’s good and bad.
  11. Also the guy from the mail room.
  12. Now I want to see a full wright up of Carl Kolchak as a normal reporter and a wright up of his alter ego the superhero known as the knight stalker.
  13. It has been a long time sense I last ran champions but I have just recently purchased a copy of champions complete with the intention of putting it back in my game group’s regular RPG rotation. Can anyone tell me if there are any good pre made introductory adventure modules free or otherwise for this addition of the rules? I am interested in what comes highly recommended by the community in terms of superhero adventures.
×
×
  • Create New...