Jump to content

LREggers

HERO Member
  • Posts

    46
  • Joined

  • Last visited

Posts posted by LREggers

  1. The Thugs (Was Re: How would you set it up???)

     

    P.S. -- would you mind posting the original gangster for an old schooler like me? :)

     

    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???

     

    Some ideas:

     

    Transformation vs. electronic devices (rendering them non-functional for a time)

     

    RKA only vs. electrical and electronic devices with NND advantage (defense is being hardened against EMP or Power Defense)

     

    Drain INT only vs. computers and AI with the NND and Ranged advantages (defense is being hardened against EMP or Power Defense)

     

    I hope this helps!

     

    Matt "Glittering-generalities" Frisbee

     

    P.S. -- would you mind posting the original gangster for an old schooler like me? :)

     

    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?

     

    You might want to stick with:

     

    1.Champions

    2. Until Super Powers Database

    3. Until Super Power Database 2

    4.Hero System Combat Hand book

     

    Ultimate Martial Aritst is a little hard to find for the moment, so HSCH would really help if you can't get UMA.

     

    You don't need Champion Universe at all if you are not playing the "Official Universe." Its cheaper to make up your own stuff.

     

    And trust me, The CHAMPIONS Sourcebook is invaluable.

     

    Hope this helps.

     

    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

     

    I'm a total Hero system newbie, having never played or run a game with the system before. I just picked up 5thEdRev and Sidekick. I'd like to run a super hero game and so I turned straight to the grandaddy of them all, Champions/Hero. My big question is, how do I go about learning the system well enough to run a game for my players who will also be Hero newbies. At first I tried tackling the main 5th edition rules, but found it a little tough to get through at first. Sidekick seems a little easier to start off with. What now? I'm still feeling a bit overwhelmed with the system and not comfortable enough to start running a game. Unfortunately, there aren't any other Hero games around that I can sit in on as a player. If I want people to start playing Champions or Hero, I have to be the one to introduce them.

     

    It seems like quite a lot to handle at the beginning, any tips on learning the system and getting up to speed as a GM would be appreciated. Help me before I give up and just go with Mutants and Masterminds!

     

    Thanks

     

     

    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

     

    Is there a good source for pre-statted NPCs for Hero 5th Champions setting? Being new to the game, creating NPCs from the ground up can be an arduous task and so I was looking for a good collection of pre-made characters, villians, mooks etc.

     

    Thanks

     

     

    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: mental illusion

     

    Check out Based On CON' date=' a Limitation for continuous effect Mental Powers, p. 120 of 5ER.[/quote']

     

     

    That would seem to be a logical alternative.

     

    (breaking out Gadgets & Gear)

     

    What I'd probably do is take one of the Gas Weapons out of G & G

    (pgs 19 to 21) -- more specifically one of the pistol types -- and

    rework it under the name of "Tranq-Dart Projector" with a delayed

    effect modifier...maybe a 3 to 5 phase delay -- maybe longer based

    on how long before the drug begins to take effect.

     

    As with any game system, a bit of thought & ingenuity can work

    wonders.

     

     

     

    Larry

  8. Re: A couple questions for GMs

     

    I was just wondering a couple of things for current GMs.

     

    1. How in depth of background do you require your players to have?

     

    2. How often do you make sure players Psych Lims/Vulnerbilities/Suseptability/etc come into play (ie. you make sure that you are going to trigger these specific limitations)?

     

    Thanks,

    Andrew

     

     

    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

  9. 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

×
×
  • Create New...