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Certified

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Posts posted by Certified

  1. Metahumans Rising has been chugging along for about a year and a half. Recently we've had several players leave for various reasons. This leaves me with four players and three players for the two teams.

     

    The first team the Defenders was intended to be a kind of Bronze Age, Golden Age revival feel but seems to have dipped into darker territory. This has cast a shadow over the campaign ever since. With the loss of some of our players I've taken a step back to try and reevaluate how best to moderate the campaign tone and feel without outright telling players: No you can't do X or you should do Y.

     

    The Defenders roster is comprised of four members currently: Hardware: Power Armored Brick and Energy Projector, Dorian an Energy Projector and Controller, Shadow Knight, ninja and a Mako: attempting to reform petty criminal Demi-Brick and Scrapper. What I'm considering is bringing in fifth character who can complement the team without stepping on does powers wise but more importantly is more idealistic when it comes to what heroes do and don;t do. Kind of a moral compass. This isn't to say they're a boyscout but someone who is a more classic hero persona.

     

    The other team: Project D is a government team who live n this grayer area. Where stories from the Defenders are intended to be heroic and larger than life, Project D deals with gritter scenarios and situations. Their roster consists of Freedom, patriot (in the vein of the Comedian) and energy projector, Thunderbird Native American Brick and Archer and Hound, mentalist and drunk. Here I think it would be good to add one additional player for balance, two if I decide to add a fifth member to the Defenders.

     

    Currently, the two teams are completely independent of each other. At one point I had a second GM to help me. Part of these long range plans does involve keeping the tones of the parallel campaigns separate. There are long range plans regarding the teams interactions but I'll keep those to myself as I know at least one of my current players and one former player posts here as well.

     

    Thoughts?

  2. Re: Whoops! Did I really allow that power?

     

    The talk of transform reminded me (not my game, I was a player)...

     

    The player took major transform: Normal Person into Captain Hero. It wouldn't work on anyone over 100pts, which made it useless against villians... directly.

     

    Captain Hero was a 2000 point character, with the psych limitation "slavishly loyal to person who transformed him". Hit a couple of innocent bystanders with it, and the villians were toast.

     

    Okay the GM who allowed that one ... you know I don't think it even needs to be said.

  3. Re: Whoops! Did I really allow that power?

     

    Told this story before, but it is a good one fully in the spirit of this thread.

     

    Not me, but a friend of mine had set up an early-edition Champions campaign when Transformation Attacks had only JUST come into the rules.

     

    Yeah, some of you will be thinking "Uh, oh" already.

     

    In any case, my best friend, a deeply warped individual, created a character called 'Bonsai' (yes, the Character was Japanese, and his battle-cry was ... need I say more?). Bonsai's schtick was shrinking stuff, and he had various flavours of Transform to do this - one to shrink people but not their clothing, another for vice versa, and another for both. Plus Autofire..

     

    The group's first big fight is with a sea monster, kind of a super-Megalodon. The GM, poor fool, fully expected this battle to be EPIC.

     

    It wasn't. First round, Bonsai put his Transform on full Auto and basically hosed the beast with it. Shrank it down to goldfish size before it could even blink (cumulative effect). Whereupon another PC used his relatively modest TK to scoop said beast up in a jar of seawater. The GM's awesome creation ended up in a small decorative aquarium in the group's base.

     

    I am pretty sure that was the only time that guy ever tried to GM Champions.

     

    I can only picture this once great sea beast fearful of tiny sea things... oh no it's a jelly fish... swim swim swim...

  4. An uneventful night, in an uneventful week there are a child's cries from outside the door. Waiting for you is a gray baby's car seat with baby in tow. An infant girl, just born, blood still drying on the child wrapped in an olive blanket. A note tucked to the side of the seat reads:

     

    I fear I may have made the gravest of errors. This child was born of earthly body but clawed it's way from the womb which had been prepared for it. I was a fool, playing games I did not understand but now lack the strength required of me to finish what must be done.

    This child, the ungiver, the wolf the steals the Shepard's flock will be the herald of light. My soul is forfeit for the sins I have committed this night but I fear damnation's flames should burn ten thousand fold hotter should I snuff out this infants life.

    Once I called myself a child of the Light Bringer. This is the child of the Fallen Lord and soon His flock shall come and I shall be dead.Never, have I given much stock to those that call themselves heroes. Prove me wrong and undo this abomination I have helped to bring into this world.

     

    Alister D Hammond.

     

    The child radiates no magical or malicious aura, by all appearances it is a healthy baby. The only strange thing is that her stomach has not scar from an umbilical cord or belly button.

     

    Researching the name Alister D Hammond turns up a literature professor at the local university. Hammond had gone missing several weeks prior.

     

    What would your character do?

  5. Okay, kind of a funny moments question. What powers or builds have you allowed without realizing the consequences they might cause? Minor powers that turned into game changers or builds you thought might be too powerful that ended up falling show, however it goes lets hear the story.

  6. Re: Super "Chi" powers?

     

    I have to admit... (and I apologize to fans in advance)... I loathe DBZ and all that it represents!

     

    Luckily, though this player did get the idea of chi powers from DBZ he was much more interested in translating them into a Daredevil type character. Whew! :)

     

    The game is tonight. Any last ideas on how to make this "master"/"ghost" character work?

     

    Could the true master be a DNPC of the projection? Also, will the Master possess all the skills and powers of the projection just with lowered physical attributes?

  7. Re: Effective builds

     

    I'm happy to say that I've blocked most of that movie out. I meant more mechanically, anyway. It seems to me that if the character has, say, a Suppress INT damage shield, upon touching him the opponent loses than many points of INT, and that loss stays in effect for so long as the character pays END and maintains LOS. I guess that works - there's just something counterintuitive to me.

     

    On that subject, I love Suppress INT. I prefer Suppress to Drain, and INT is a great target. INT gets you 1-for-1 impact, big losses are disabling, and most characters have less INT than STR. I love hitting a brick with that.

     

    On a distantly related point, limited PRE (only for PRE attacks) is absurdly more practical than Drain/Suppress PRE. Very high PRE in general is a very cheap, effective purchase - game-breaking, really.

     

    Better make sure that Suppress does what it needs to do. You don't want a super strong brick with the mind of an infant thinking your a Stranger Danger and a Bad Man. It's brain dead or smashed.

  8. Re: Super "Chi" powers?

     

    This is unique! Thanks!!! Anyone else?

     

    More on the character...

     

    I've come up with a concept where the actual character is an ancient wizened old man. He spent his youth scouring the globe searching for new chi techniques. However, time slipped past quickly and before his trek was complete he became too infirm to continue...

     

    One of the last chi techniques he mastered was a form of astral projection. Realizing that he was nearing the end of his life he focussed on that skill and perfected the materialization of a youthful and fully corporeal version of himself. He could live on and continue his quest as sentient chi. He would become a living ghost.

     

    The master's original (real) body remains in a catatonic state while focussing of the projection of his youthful self. While in this trance he is immune to aging. To come out of the chi-torpor is very dangerous for the old master as it would subtract from the few precious moments of life he has remaining.

     

    The master's "projection" is a youthful representation of himself that retains his knowledge and skill. The two exist as 2 real people simultaneously. The "projection" is in all ways corporal and interacts with the world as any other person might. It is through this manifestation that the master lives on as a somatic specter...

     

    I'm now considering the actual construction of this character. My first thoughts drift toward Multiform...

     

    Thoughts???

     

    From this background it seems like a very powerful Desolid would be in order. Perhaps going so far as to have it always on and purchasing his other powers affects physical world. Although that may be cost prohibitive.

  9. Re: Super "Chi" powers?

     

    There's already a wide range of ideas here so I'll float some build concepts for the Chi Master.

     

    Stretching with invisible power effects and gestures to represent the martial artists ability to strike at range with just his Chi. This is a variation on the normal energy blast since the character is actually projecting themselves at the target.

     

    The Technique multi-power this is a multi-power for Naked Advantages that can be applied to strength. Examples include the Spear Hand (Armor Piercing) , Vibrating Palm (Penetrating), Atemi Strike (AVLD versus Hardened Armor), Combos (Auto-Fire), Lingering Strike (Continuous possibly with Reduced End) and Death Touch (A killing attack equal to strength with NND: Requires nervous system and does body). The Death Touch would likely be the most expressive power in the framework, likely twice that of any other, allow the character to combined two of the other strikes when attacking or use the extremely deadly attack.

     

    Hope these ideas help.

  10. Re: In your Universe ...

     

    The only real person we've given powers to in our campaign is the magician and skeptic James Randi' date=' who spends his time IRL exposing supposedly supernatural or psychic frauds. In our campaign, he's a metahuman whose power is to (unknowingly) completely suppress all metahuman powers within 100 meters. So no wonder none of those poor psychics' powers ever work when Randi challenges them to demonstrate their abilities. :)[/quote']

     

    Must be one hell of a Suppress I think many a psychic would be honked off for not napping the million dollar Randi prize.

  11. So it's Friday and I'm sitting in front of my computer so I decided it's time to muddy the waters of the hero boards tonight with one of those villains who may leave players with a bad taste in their mouth. Hope you enjoy.

     

     

    The Shepard

    Val Char Cost Roll Notes

    40 STR 30 17- Lift 6400.0kg; 8d6 [4]

    20 DEX 30 13- OCV: 7/DCV: 7

    30 CON 40 15-

    20 BODY 20 13-

    18 INT 8 13- PER Roll 13-

    18 EGO 16 13- ECV: 6

    15 PRE 5 12- PRE Attack: 3d6

    10 COM 0 11-

     

    8+20 PD 0 Total: 8/28 PD (0/20 rPD)

    6+20 ED 0 Total: 6/26 ED (0/20 rED)

    5 SPD 20 Phases: 3, 5, 8, 10, 12

    14 REC 0

    62 END 1

    55 STUN 0

    Total Characteristic Cost: 170

     

    Movement:

    Running: 6"/12"

    Leaping: 8"/16"

    Swimming: 2"/4"

     

    Cost Powers END

    60 Thick Hide: Armor (20 PD/20 ED) 0

     

    14 Regeneration: Healing 2d6, Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 ¼), Self Only (-½) 0

    Notes: No Healing Max (see FREd p. 120).

     

    29 Life Support: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0

     

    40 Arm of the Cursed One: Multipower, 60-point reserve, (60 Active Points); all slots Activation Roll 14- (-½)

    Notes: The Sheppard’s left arm has been stricken black and withered as if burned to the bone with charred flesh still stretched across.

     

    4u 1) The Curse Knows No Pain: Armor (20 PD/20 ED) (60 Active Points); Activation Roll 14- (-½) 0

     

    3u 2) The Dead One's Hand: Hand-To-Hand Attack +8d6, Penetrating (+½) (60 Active Points); Hand-To-Hand Attack (-½), Activation Roll 14- (-½) 6

     

    3u 3) Withering Palm: Killing Attack - Ranged 2d6-1, Personal Immunity (+¼), Area Of Effect (3" Radius; +1) (56 Active Points); No Range (-½), Activation Roll 14- (-½) 6

     

    3u 4) Bat it away: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Activation Roll 14- (-½) 0

     

    Skills

    3 Breakfall 13-

    3 Climbing 13-

    3 Interrogation 12-

    3 KS: Catholicism 13-

    3 KS: Demonology 13-

    3 Persuasion 12-

    3 Shadowing 13-

    3 Stealth 13-

     

    Total Powers & Skill Cost: 180

    Total Cost: 350

     

    200+ Disadvantages

    25 Hunted: Circle of Thirteen 11- (Mo Pow, NCI, Harshly Punish)

    15 Watching: GEO 11- (Mo Pow, NCI, Watching)

    30 Hunted: MCPD 14- (Mo Pow, NCI, Capture)

    25 Psychological Limitation: Bound By Duty (The Voices) (Very Common, Total)

    15 Psychological Limitation: Must obey anyone who invokes true name (Uncommon, Total)

    15 Psychological Limitation: Seclusive (Common, Strong)

    20 Social Limitation: Harmful Secret (Frequently, Severe)

    5 Vulnerability: 1 ½ x STUN Holy Attacks (Uncommon)

     

    Total Disadvantage Points: 350

     

    Background/History: Of Cardinals and Primates and Archbishops there are few who would mention the words Ars Goetia. Of those sacred few that would know these words there are fewer still who would dare to have read the text or have even heard of the Ars Sulayman the forgotten book of the Lesser Key; the book of binding and book of banishing control over the seventy two Demon Lords of Hell.

    In his studies Ronald Book believed himself alone. The demonologist priest, unaware of the Circle of Thirteen, those who had fallen before him, each now damned and bound to one of the Seventy Two. As Archbishop Book delved deeper into the forgotten book he found these men encouraging his work.

    Unlike the Circle of Thirteen Book sought no power, only the wisdom to purge himself of sin should he be confronted by the hand of the Fallen. In his quest for this wisdom his knowledge was corrupted. Seeking to learn the nature of sin from the goodly Prince Vassago the seeds planted by the Thirteen came to bear its poison.

    Posing as Vassago, Duke Amon spoke the secrets of Hell, gifting the Archbishop with insight enough to drive him mad. In this insanity he begged for Vassago to remove the knowledge instilled in him. It is here Amon brokered the exchange for Book’s left arm.

    Emptied of all his new found knowledge, the Archbishops arm shriveled and grew black. At first Book believed it would fall off, but that would be a kindness unbecoming of a Duke of Hell. The Reconciler had opened a gate of darkness into the body of the pious man.

    The Archbishop had no control over this limb, from it echoed the demands of the seventy two. The voice of a single demon was enough to drive most men mad, within him all the Lords of Hell commanded him, and the pious man obeyed. Infused with a fraction of Amon’s essence Book has become the Sheppard of Hell, the destroyer and the claimer of souls.

    Book is not without his lucid moments, for what would be the value of Amon’s victory without allowing the one noble Archbishop to suffer. In these fleeting moments he runs, as far and as fast as he can. He knows he is damned for his hubris now he seeks to minimize the damage it can do to others.

     

     

    Personality/Motivation: Book is damned in every way one can be. Unable to control himself he is forced to commit acts vile even in the eyes of the worst of criminals. The only dream he has is of death but cannot bring himself to commit suicide despite the atrocity of his life.

    The Duck of Reconciliation has so broken Book that it is unclear he could ever learn to combat the voices of the Seventy Two. Mystic or mentalists may be able to help him but stopping the voices would not absolve him of the need to complete any task currently given.

     

     

    Quote: "This is my fate, let me die before I must continue."

     

    Powers/Tactics: The Sheppard relies almost exclusively on Multi-Power attacks using a normal strike and one power from his Arm of the Cursed One multi-power. Only when facing major opponents will he switch to the defensive options.

     

     

     

    Campaign Use: The Sheppard is designed to test characters who are used to fighting more black and white villains. A monster to his core, Book hates himself and the actions he is forced to perform. The idea that he may be looking for someone capable of killing him may be a interesting way to toy with Codes Versus Killing.

    To increase the Sheppard’s overall threat increase his multi-power to 140 Active points and adding Reduced Endurance to the Dead One’s Hand and Withering Palm powers allowing him access to one offensive and one defensive option at the same time, or both offensive attacks for a truly devastating attack.

     

     

    Appearance: An older man often wearing dirty or tattered clothes, his right arm is withered and burned black.

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