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GCMorris

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Everything posted by GCMorris

  1. Back in the day I didn't allow much shopping but I did schedule times between certain adventures to tweak and spend xp.
  2. I'm secretly hoping someone will step up and GM so I can play too
  3. I really just asked how to translate how he draws his power from his worshippers, not input on how sucky my character is. It's my first time playing in 20 years, take it easy man.
  4. Thanks folks. I think I'll try Bluesguy's approach. I think I can work a 6 and a 4 tag team and bring them together for big event, I have one more person who will play. . Though at my age two gaming nights per week will be as hard on me as running one big group
  5. I started off with nobody wanting to play. Then I had two, then three, then four, then six. Now I have nine people interested in playing. I'm a bit overwhelmed. I feel like a butt if I tell someone they can't play after I had asked them to (several said no initially but now want to). Is nine too many to handle?
  6. He's actually quite easily defeated it will just take time and creativity.
  7. Out of print already? It hasn't been out all that long
  8. Sorry. That's really all I've got right now. I'm waiting on my rule book to arrive. I'm a 4e guy who's been out of the game for about 30 years and am getting into 6e. The characters are real Victorians who were adventurers who stumbled upon a pylon ala Land of the Lost and are now in modern times.
  9. Before I even got my hands on the new rule book my players have decided that they want to be a group of Victorian/steampunk heroes. I think that they are cheesy and underpowered but I want them to play the characters they want. Constable Thomas Murphy: pugilist/wrestler, billy club, pistol Wilbur Watson: tinker, clockwork scientist, gadgeteer Padre Jorge: priest, hand of God, clerical abilities Wallace Crackpot: scholar, potions Pauline Montgomery: seductress, assassin Sir Milton Pepperbottom: leader, sword cane
  10. That blows. One of our characters is a 1930s sleuth type who relies heavily upon Find Weakness. Oh well, we will figure it out. Looks like I'm going to have to order the book, our local game shops don't have it.
  11. Thanks Doc. Yes, I was asking how to do the worship abilities. He's not a 'real' God, he just assumes the role buy draining energy from his followers who he has mental control over. I also want his followers to have a dependency on him "blind faith". Keep in mind that I haven't played in 20 years and then it was 4th edition. Any advice is welcome. He's also going to have a priesthood who gain a small level of superpowers from him. Am I starting off too difficult?
  12. I stopped playing during the 4e era and have recently regained interest. How hard will it be to rebuild all my 4 e characters to 6e ?
  13. I'm just starting champions again after a (very) long hiatus, I still have fourth edition but am getting ready to purchase 6e. I have a leftover idea from back in those days that I never had the chance to build. I'm wanting to build an immensely powerful adversary who gains his power from the people who worship him. He is actually quite weak by himself but he charges himself up through the 'worship' of his followers. In reality he is siphoning energy from these people and managed to create his first worshippers through mind control. How should I go about this?
  14. As each head would have its own personality you could give each head its own knowledge skills and such. One head could be a telepath and the other a telekinetic. Just a thought.
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