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LREggers

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Everything posted by LREggers

  1. The Thugs (Was Re: How would you set it up???) Had to dig out my copy of Champions II, but here are the Thugs; I'll just post the numbers on the characteristics. Full original description will proceed each each set. Thug #1: This category includes athletic men and women, people who are in good physical shape. Women would tend to have 1 or 2 less BODY than men, due to size. These people have some combat training and a good CON, to keep going. It's not unreasonable to give them a skill level with a knife or a firearm, especially if the person is a criminal. A criminal might have Stealth or Security Systems, perhaps only on an 8 or less. This category includes the average policeman or soldier. Thug #1 10 - 00 3 1 Level w/Firearm 11 - 03 13 - 06 10 - 00 10 - 00 10 - 00 10 - 00 08 - -1 04 - 02 03 - 00 02 - 00 05 - 00 26 - 02 22 - 00 CHA Cost = 12 Total Cost = 15 OCV = 4 DCV = 4 ECV = 3 PHA = 6, 12 Thug #2 These are much tougher people, including those people who have had some combat training. These would be professional athletes, well trained police (SWAT team members), specially trained soldiers (Rangers or Special Forces), FBI or CIA Agents. Better quality criminals are also found in this category. Thug #2: 13 - 03 3 1 Level w/Firearm 11 - 03 13 - 06 10 - 00 10 - 00 10 - 00 10 - 00 08 - -1 05 - 02 03 - 00 03 - 09 05 - 00 26 - 00 24 - 00 CHA Cost = 22 Total Cost = 25 OCV = 4 DCV = 4 ECV = 3 PHA = 4, 8, 12 Thug #3 These are the toughest people you're likely to encounter on the street. These people have been highly trained in combat and are in prime physical condition. Elite troops, very tough criminals, and professional fighters (perhaps with the addition of Martial Arts) all fit into this category. Thug #3: 15 - 05 3 1 Level w/Firearm 14 - 12 13 - 06 10 - 00 10 - 00 10 - 00 10 - 00 08 - -1 06 - 03 04 - 01 03 - 06 06 - 00 26 - 00 25 - 00 CHA Cost = 32 Total Cost = 35 OCV = 5 DCV = 5 ECV = 0 PHA = 4, 8, 12
  2. Re: How would you set it up??? I fergot to mention that this would be part of a MultiPower framework, but the ideas are still workable. If anyone else has any workable ideas, feel free to post `em. As for the original gangster, I'll have to look that up...but he'll arrive soon.
  3. I'm revising an old character from Revised 1st Edition (yeah, he's an oldy) and adding a wrinkle or 3 in the process. Anyhow...what would be the advantages and/or limitations needed to modify a standard EB for an electricity based hero into an Electro Magnetic Pulse (effectively, an EMP Surge)?? Thanks!
  4. Re: What do I need to run a good supers game? Another book you might consider obtaining is Gadgets & Gear. It's not an absolutely critical book to have, but for a mid-line supers campaign, it can be a very handy resource. With what you currently have, the above listed books (perhaps a couple of the other suggestions), and your imagination, you're pretty much good 2 go with a backpack full of ideas. Larry
  5. Re: Learning Hero Yes, the "Big Black Book" can be a tad daunting to a total system noob, but don't worry too much. First thing I'd recommend would be to become VERY familiar with the section called Introduction To The Hero System, which is in front of the book (I'm assuming you've at least browsed that 5 page section), followed by the 2 page Combat Summary. Take all the notes you need...they'll come in handy. One thing I've learned while working with the Hero System (since Revised First Edition), generating "Test Characters", and pitting them against one another is a pretty good way to see how the system works. Yes, it does tend to consume a lot of time, but it's time well spent in learning how the system works. When you begin GMing a Champions game with your friends, remember that things will likely go slow for the first few sessions...this is COMPLETELY normal, don't get discouraged. As you get more practice with the Hero System, you'll find that everything will begin to fall in place. Have patience, get to know the system, and have fun! Larry
  6. Re: NPC Repository If you're looking for Super Villains and the like, you might want to aquire the book Conquerors, Killers & Crooks. For your basic Thugs, Cops, etc., there are some examples in (as far as I know) all the core books.
  7. Re: A couple questions for GMs In the past (way back to RFEd), I didn't require or request background info as I was a GM noob, and hadn't done much other than some D&D since then. Now that I'm gearing up again, and dusting off ancient cob-webs, I'm still not requiring PC background info, but I am at least requesting. As for the depth and detail, I'm leaving that up to the players for now. As for Psych Lims/etc., it all depends on how much of a stickler on detail I feel like being, I s'pose. Larry
  8. Re: I need a function! The Magelleanic Shroud: This unusual looking article resembles a cloak. The interior is essentially unremarkable, with the exception of a handful of pockets, of which are only suitable for: a pen or mechanical pencil, a junior sized legal note pad, a scientific calculator, a slide rule, and of all things, a sextant. The exterior is black in color, adorned in miniature with a map to anywhere in the entire galaxy. The articles in the interior pockets (when equipped) will allow the wearer to plot a course to any plant/star within the galaxy in which this article currently resides. Travel to said destination is optional. Next up (if acceptable): Talisman of the Arcturan Lake Wolf
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