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Certified

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  1. Re: [World Overview & Timeline] Metahumans Rising

     

    Timeline Part 1

     

    Timeline: (The timeline presented below only details significant events that diverge from Real World History)

     

    Part 1: Dawn of the Metahumans

     

    April 1918: In late April a contingent of Allied forces make a push outside of Strasbourg in Germany itself, their target a fortified munitions depot. The base was heavily fortified and had a US solder, Marcus King, not infiltrated German Armor the Strasbourg Event may have never happened. Privet King uses the Armor to puncture the German defenses; literally plowing through barricades and the base walls this triggering the release of an experimental nerve gas. The hydrogen fuel tanks explode inside the base expelling the nerve gas for an estimated quarter mile.

     

    The gas, dubbed Kaiser’s Box or KB, reacted with the human body in a way none had expected, activating a common recessive trait in those present. The violent genetic shift caused the deaths of over five thousand Allied and German troops with a 99.4% fatality rate. In the end there were only 39 survivors found by Allied forces another 9 were unaccounted for. This was the pivotal event that changed the world.

     

    May 1918: Survivors were taken to medical facilities outside of Paris along with the bodies of fallen solders for study. Over the next thirteen days some the Survivors both Allied and German began to change. Some horrific others not as dramatically but all displayed qualities beyond the scope of human potential.

     

    June 1918: Rumors begin to leak from Germany about experimentation on captured forces with Kaiser’s Box.

     

    August 1918: Those who did not show any side effects from Kaiser’s Box were eventually released.

     

    September 1918: The first and last super powered battle of WWI occurs. At the ruins of Kaiser Box Base Specialist Marcus King, Codenamed American Armor faces off against the German Übermensch. A reporter for the BBC records the event. Übermensch is defeated when American Armor fires a barrage of Artillery Shells using only his hands to detonate the blasting caps.

     

    The US announces that in addition to American Armor there are six other Metahumans currently enlisted in the US Army. The US Seven are: American Armor, once a poor black child from New York, his body now more durable than even the Russian Super Tanks. Vigilant, a sniper with increased sensory powers and the ability to generate beams of concentrated light. Patriot, a battery sergeant from the Strasburg Event with the ability to communicate telepathically. Gunner, a telekinetic. US Steel, physically superior to any enlisted man outside the Seven. Turbine, with the gift of flight. Bolter, faster than any man alive and able to generate a static aura capable of destroying electronics. The term Metahuman is picked up by multiple news sources and becomes synonymous with altered humans and super powers.

     

    Within a week the US Seven were joined by the British Thermite capable of engulfing his body in flames as well as produce fires hot enough to melt metal and London Fog with the power to control the weather.

     

    This is known as the Dawn of the Metahumans.

     

    November 1918: The Armistice at Compiègne is signed.

     

    1919 – 1935: Other Metahumans begin to crop up in the US, Great Britten, France and Germany none however take the global stage as the veteran US7 and British duo of Thermite and London Fog.

     

    June 1933: Germany begins Übermensch Project to research the Kaiser Box Effect.

     

    May 1936: France announces a national Metahuman research program along with the discovery of Impossible Man a solder from WWI exposed to KB whose body had slowly been evolving ever since. Since the war Impossible Man had developed the ability to reshape his body to mimic other people’s appearance or that of any animals.

     

    August 1936: Germany hosts the Summer Olympics unveiling the first battalion of Übermensch. The games quickly degrade into a spectacle of Nazi propaganda and disbelief at the sight of sixty four trained Metahuman solders.

     

    The shock of the Summer Olympics can be felt around the world.

     

    1937 – 1938: Many of the world powers compete to replicate the German success in the Übermensch Project.

     

    September 1939: Germany invades Poland

     

    WWII Begins.

     

    The Übermensch Brigade march on Warsaw supported by German Artillery they take the Polish capital with little resistance.

     

    December 1939: The first Canadian troops arrive in Europe included in the battalions is a group of three Metahumans collectively known as the Maple Star.

     

    June 1940: Germany occupies Paris at the expense of 19 of the Übermensch Brigade held off by ImpossibleMan.

     

    July 1940: Impossible Man is executed by Heinrich Mueller leader of the Übermensch Brigade.

     

    January 1941: British Troops along with Thermite and London Fog attack Italian-held Eritrea, reversing the tide of the East Africa Campaign.

     

    April 1941: US7 moved into Greenland during occupation.

     

    September 1941: Siege of Leningrad is held off by Russian forces along with RRX-001 The Red Juggernaut.

     

    Appearance of the first public Metahuman infuriates Nazi forces. The Übermensch Brigade lead by Heinrich Mueller are dispatched to Russia.

     

    October: The Red Juggernaut is held at a standstill by the Übermensch Brigade supported by a division of German Armor.

     

    Nazi forces take Kiev.

     

    November: Stalin calls the Red Juggernaut to Moscow.

     

    Stalingrad is taken.

     

    British troops launch an offensive in Libya, North Africa. London Fog is slain in the offensive.

     

    December 1941: Attack at Pearl Harbor. Many US casualties are averted with the intervention of Kawai a Hawaiian Metahuman unaffiliated with the US government.

     

    May 1942: Japan begins the Kyoto Project looking to emulate the Übermensch Brigade. The Axis relationship is strained as Germany refuses to give over data from the KB2 used to create the Übermensch Brigade.

     

    August 1942: Operation Watchtower begins the Battle of Guadalcanal as American forces led by Doctor Midnight invade Gavutu.

     

    October 1942: Second Battle of El Alamein begins with massive Allied bombardment of German positions.

     

    The Übermensch Brigade is dispatched to El Alamein where they are met by Thermite along with US and British forces.

     

    Propaganda spreads as the numbers of the Übermensch Brigade continue to dwindle. Of the original sixty four solders only twenty two remain.

     

    November 1942: The German forces hold strong at El Alemain and force Allied forces to withdraw.

     

    With the Übermensch Brigade removed Russian forces redouble their efforts on Stalingrad.

     

     

    December 1942: The US 7 are deployed along with reinforcements to march on El Alamein.

    January 1943: With the arrival of the US7 the tide finally turns at El Alamein as Heinrich Mueller is killed on the battle field.

     

    The Red Juggernaut is dispatched to Stalingrad as part of an all out offensive finally retaking the city.

     

    November 1943: Battle of EmpressAugustaBay. Japan destroys 4 light cruisers and 8 destroyers with the aid of Kamikaze the first and only successful Metahuman born of the Kyoto Project.

     

    June 1944: D-Day US forces storm the beaches at Normandy led by the US7. Casualties include Vigilant, Turbine and Bolter.

     

    October 1944: The Auschwitz Crisis comes to a head with the rebirth of Joseph Wygsil a Jewish detainee used for experimentation. Joseph of The Gas Man as he would later be called is able to produce the deadly cyanide gas used to exterminate so many. After a bloody conflict The Gas Man leads other Treblinka survivors to aid in the Warsaw Uprising.

     

    March 1945: The US firebombs Japan destroying the Kyoto Facility. It is believed tat the fallout from this attack sparked the surge in Japanese Metahumans.

     

    May 1945: Doctor Midnight and Kamikaze meet for the first time in the Empire of Viet Nam there is no clear victor.

     

    The Battle of Berlin ends with the destruction of the KB2 Research Facility and the unconditional surrender of General Helmuth Weidling.

     

    August 1945: The first nuclear weapon ever used in war, "Little Boy", is dropped on Hiroshima by the Enola Gay.

     

    Soviet Union declares war on Japan; the invasion of Manchuria begins about an hour later.

     

    Doctor Midnight and Kamikaze meet again as a second atomic bomb; "Fat Man" is flown to Nagasaki. Both are killed in the subsequent blast.

     

    Soviet troops enter China and Korea.

     

    Emperor Hirohito issues a radio broadcast announcing Japan's unconditional surrender; V-J Day declared in the United Kingdom.

     

    September 1945: Japan signs the articles of surrender on the deck of the USS Missouri in TokyoBay.

  2. Here we go I still don't have the campaign city written up but here is the campaign setting overview and timeline up until 1992. I hope you enjoy. Please feel free to give me any thoughts you might have on the setting or timeline.

     

    Also I want to thank some of my fellow city of heroes players who likely will never read this but I used their character names anyway :drink:

     

    World Overview:

     

    Genetic Mutants have always existed along with Magic both they were once extremely rare. During WWI the Germans released a chemical agent that accidentally activated these mutant genes in several regiments of many of the solders at what is commonly referred to as the Strasbourg Event. Most of those present died from the uncontrolled changes erupting though their bodies. Those who lived and did not suffer the immediate effects of the now active genetic trait passed this on to their decedents. The First real powered Supers appeared around the end of WWII.

     

    In the modern era they estimate there are approximately four hundred Class B and above Metahumans worldwide, with another fourteen hundred Class C or lower Metahumans. This figure accounts for the Kiev Experiment of 1961 and the Barrister Outbreak in 67. The highest concentration of Metas are Germany, Great Briton, Italy, Japan, Russia, Spain and the US. Some use their abilities for the betterment of all. However, there are those who see their gifts as a way to attain personal power. In 1984 the Metahuman Crime Prevention Act allowing the altered humans some degree of police protection when serving the public good.

     

     

    In the US there are three major government agencies that monitor vigilante and Metahuman activity. The Bureau of Metahuman Affairs who maintains records of all registered Metahumans as well as testing on all newborn children. Instituted in 1966 there is believed to be a growing movement of parents choosing to give birth outside of traditional means to avoid any Meta Testing. The Metahuman Crime Prevention Division of the FBI who handle the tracking of all registered vigilantes and the prosecution of unregistered vigilantes as well as those who violate the MCPA. The third agency the Atlas Group is an independent think tank funded by the US Army. Some theorize that Atlas is a front for Global Environmental Operations an organization believed to use captured Metahumans for illegal experimentation and financial gain. GEO’s motives are unknown.

     

    There is one other agency outside the US that operates within the country with any legal authority. The Xeno Consortium a network of Metahumans and empowered normals sectioned by the UN to address global threats. The Xeno Consortium works closely with the BMA and MCP to monitor potential threats. The Xeno Consortium operates with almost complete anonymity their true identities only known to the members of the UN Defense Counsel.

  3. Just a quick consensus what powers would you put into a hero who was engulfed in flames or who's body was living fire? How many powers would it take to represent his armor? Right now I'm thinking of the following but what am I missing:

     

    EB: Damage Shield

     

    Missie Deflection (Burned Up on Approach)

     

    and Either Heavy Armor or +DCV

  4. Re: [Character] Impact

     

    Oh a few more are you sure that everyone in the blast radius take damage unaffected? Although the hero has no defense against this damage I'm not sure those caught in the blast should be subject to a zero defense attack. That said looking at the 3d6 Body, unless those caught in the blast had already been wounded I believe it gives them a strong chance of survival. (IIRC Death is at -BODY)

     

    Taking the source into consideration I would think having both susceptibilities a Body attack would more closely resemble the destruction that led to the greats of DC retiring. This would also mean there is the possibility that hitting the absorption cap could kill the hero himself. Granted he has Regeneration with Resurrection but it still can't be that nice.

  5. Re: [Character] Impact

     

    Question? What happens after he hits his absorption cap and blows? Does every attack on out continue to set him off? Also, how do continuous attacks effect him? Last, what is the radius of the explosion? My guess would be as if explosion was bought on a 3d6 Killing attack but can you confirm.

     

    I think the character has great potential as a tragic hero. Maybe someone the government or military keep tight reins on only sending him out under the most dire of circumstances due to the potential destruction.

  6. So I've been putting together some ideas for a new setting. While playing around with campaign tone I had an idea for a tribute character that seemed to fit. I'm not going to name but I hope you enjoy.

     

    Edit: I blame any and all typos on writing at 1 AM.

     

    The Watcher

    Alternate IDs: William Thatcher

     

    Value Char Base Cost Roll Notes

    (8) 30 STR 10 -2 15- 6d6 / 1600.0kg

    (10)28 DEX 10 0 15-

    (8) 30 CON 10 -4 15-

    (8) 30 BODY 10 -4 15-

    25 INT 10 15 14- PER Roll 14-

    24 EGO 10 28 14-

    (20) 30 PRE 10 10 15- 6d6

    12 COM 10 1 11-

    6/21 PD 6 0

    6/21 ED 6 0

    6 SPD 3.8 0

    15 REC 12 6

    60 END 60 0

    60 STUN 60 0

     

    Movement

    Running: 6"/12"

    Swimming: 2"/4"

    Leaping H: 6"

    Leaping V: 3" Swinging: 60"/120"

     

    Basic Combat Stats

    BaseOCV: 9 BaseDCV: 9 BaseECV: 8

     

    6/21 PD (0/15 rPD) 6/21 ED (0/15 rED) 0 MD 0 PwrD

     

    END: 60 STUN: 60 BODY: 30

     

    Martial Arts

    Pts. Maneuver

    5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

    5 Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block

    4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1

    4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs

    4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND

    5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike

    5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 6d6 +v/5; FMove

    3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 6d6 Strike; Target Falls

     

    Skills

    Pts.

    3 Analyze: Combat 14-

    3 Criminology 14-

    3 Cryptography 14-

    3 Deduction 14-

    3 Electronics 14-

    3 Interrogation 15-

    3 Inventor 14-

    3 Mechanics 14-

    3 Persuasion 15-

    3 Research 14-

    3 Scholar

    2 1) KS: Business Management (3 Active Points) 14-

    2 2) KS: Known Criminals (3 Active Points) 14-

    2 3) KS: Local Underworld (3 Active Points) 14-

    2 4) KS: Organized Crime (3 Active Points) 14-

    3 SS: Battlesuit Engineering and Design 14-

    3 SS: Weapons System Engineering 14-

    3 Security Systems 14-

    3 Stealth 15-

    3 Streetwise 15-

    3 Tracking 14-

     

    Perks

    Pts.

    3 Computer Link (5 Active Points); OIF (-1/2)

     

    5 Contact (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact) 11-

     

    3 Contact (Contact has been blackmailed by the character, Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (3 Active Points) 12-

     

    1 Reputation: Old Hero Returned from Retirement (A large group) 8-, +1/+1d6

     

    11 Money: Filthy Rich

     

    Powers

    Pts.

    30 Watchman Exosuit: Hardness: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) 0

     

    11 Watchman Exosuit: Muscle Grafts: +22 STR (22 Active Points); OIF (-1/2), Linked (Watchman Exosuit: Hardness; -1/2) 2

     

    31 Watchman Exosuit: Neural Reflex Boosters: +18 DEX (54 Active Points); OIF (-1/2), Linked (Watchman Exosuit: Hardness; -1/4)

     

    22 Watchman Exosuit: Adrenal Simulators: +22 CON (44 Active Points); OIF (-1/2), Linked (Watchman Exosuit: Hardness; -1/2)

     

    22 Watchman Exosuit: Fortifiers: +22 BODY (44 Active Points); OIF (-1/2), Linked (Watchman Exosuit: Hardness; -1/2)

     

    15 Watchman Exosuit: Speed Enhancers: +3 SPD (30 Active Points); OIF (-1/2), Linked (Watchman Exosuit: Hardness; -1/2)

     

    2 Watchman Exosuit: Cowl: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2), Linked (Watchman Exosuit: Hardness; -1/2) 0

     

    34 Watchman Exosuit: Standard Array: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2), Linked (Watchman Exosuit: Hardness; -1/4)

     

    3u 1) Tow Line Swingline: Swinging 60" (60 Active Points); OIF (-1/2), Linked (Watchman Exosuit: Hardness; -1/4) 6

     

    3u 2) Tow Line Wrap: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); OIF (-1/2), Can Be Missile Deflected (-1/4), Linked (Watchman Exosuit: Hardness; -1/4) 6

     

    2u 3) Tow Line Pull: Telekinesis (40 STR) (60 Active Points); Limited Power Power loses about half of its effectiveness (Only used for pushing or pulling; -1), OIF (-1/2), Linked (Watchman Exosuit: Hardness; -1/4) 6

     

    3u 4) Taser: Energy Blast 12d6, STUN Only (+0) (60 Active Points); No Range (-1/2), OIF (-1/2), Linked (Watchman Exosuit: Hardness; -1/4) vs ED. 6

     

    5 Image of Dispair : +10 PRE (10 Active Points); Limited Power Power loses about half of its effectiveness (Only while in the Watchman Exosuit; -1)

     

    Disadvantages Pts.

    Distinctive Features: The Watcher (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10

     

    Hunted: Police 14- (Less Pow, Limited Geographical Area, Watching) 0

     

    Hunted: Coyote's Sons 11- (As Pow, Harshly Punish) 15

     

    Hunted: Trickster 8- (Mo Pow, NCI, Harshly Punish) [Notes: The Watcher is unaware Trickster is alive. ] 20

     

    Hunted: GEO 11- (As Pow, Harshly Punish) 15

     

    Physical Limitation: Old Man (Infrequently, Slightly Impairing) 5

     

    Psychological Limitation: Code Versus Killing Common, Moderate 10

     

    Psychological Limitation: Somber and Melancholy (Common, Moderate) 10

     

    Psychological Limitation: Subject to strong media rumors about his moral character (Uncommon, Strong) 10

     

    Psychological Limitation: Flashbacks (Uncommon, Strong) 10

     

    Reputation: Killer, 14- (Extreme) 20

     

    Rivalry: Professional (Most other Heroes of San Angelo; Rival is More Powerful; Seek to Outdo; Rival Unaware of Rivalry) 5

     

    Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe 20

     

    Characteristics: 50 Martial Arts: 35

    Skills: 59 Perks: 23

    Talents: 0 Powers: 183

     

    Base Points: 200

    Disadvantages: 150

    Unspent Exp: 0

    Spent Exp: 0

    Total: 350

     

     

    Character Information

    Height: 1.91 m Hair: Black

    Weight: 91.00 kg Eyes: Blue

     

    Appearance: The Watchman suit covers most of the body leaving only the necessary framework around joints and stress points. It has been painted black along with the skin receptive mesh below it. The cowl is reminiscent of the Watcher�s original costume with large night vision goggles mounted above a hard mask.

     

    Background: Once the sole protector of San Angelo, the Watcher patrolled the streets with a grim determination and dedication rarely seen in modern crime fighters. With a near inhuman agility the Watcher was a skilled martial artist using various devices from smoke grenades and shurikens to grappling hooks and bolo-nets. While engaged with a villain known as Trickster the criminal set off a series of explosions inside a local news station killing ninety four. The blast killed Trickster along with so many innocent civilians.

     

    In the end the Watcher was blamed for the explosion and driven underground. Between the guilt, police task force assigned to capturing him and constant news coverage lambasting the Watcher was forced into retirement.

     

    The Watcher torn away from his calling slowly drifted into the life of a recluse. Hiring new business mangers to handle his family’s estate and corporate affairs William Thatcher disappeared along with his other persona. Over two decades passed as San Angelo continued to fall into disarray before the Metahuman Crime Prevention Act allowing vigilantes like the Watcher some protection beyond old common law practices. A shell of the man he once was the promise of autonomy and legal backing could not drive him to rebuild. William Thatcher was older and the Watcher only a faded memory.

     

    As dramatic as the events that led to his disappearance so would be disaster heralding of the Watcher’s return. Thirty years to the day the offices of Studio 17 and News Watch crumbled under the weight of the building as explosives detonated though the structure. The horror was amplified as details emerged. Six hundred dead and nine city blocks quarantined marked the emergence of a new gang calling themselves Coyote’s Sons all bearing the Trickster’s calling card a Black Coyote Skull mask.

     

    The falling of the Studio 17 tower marked the start of an unprecedented crime spree. The crime wave continued to deteriorate spreading into full-blown riots. The heroes of San Angelo found themselves caught of in the chaos, defending stores from riots and mobs as the Coyote’s Sons rampaged though the city.

     

    The city crumbling around him William Thatcher found himself infused with a sense of duty he though long dead. No longer the athlete of his heyday William sought old contacts and untapped resources. Tapping an old contact from the service known as the Supplier Thatcher engineered the delivery of two abandoned prototypes of military exoskeletons. Along with ferreted technology from his companies research groups Thatcher designed the first Watchman, an exosuit designed to compensate for his aging body.

     

    The rioting had continued even with the addition of the National Guard. The Watcher looked on past the destruction of the city seeking the source. The opportunity did not take long. The Coyote�s Sons struck city hall capturing the mayor along with several other members of the city government.

     

    Descending on the besieged building the Watcher moved quickly dispatching the grunts until locating the gang’s leader Wolver in the mayor’s office. The battle was quick ending with Wolver and the Watcher falling through a window. Crushed under the weight of the Watchman suit and force of the fall, the Watcher drug the slain Wolver to the steps of city hall. Those present surrendered immediately to the authorities.

     

    Cleared of any charges regarding the death or Wolver the Watcher has returned to crime fighting although he is no longer the sole protector of a city at the verge of calamity. A few remember the days when his shadowy image could be seen drifting between the looming buildings. Most see his methods as outdated and the police keep a careful watch fearful of the old vigilante and his motives.

     

     

    Personality:

     

    Quote: "Not here not ever."

     

    Tactics: The Watchman Exosuit has been designed to compensate for The Watcher’s failing body and aging abilities. The Exosuit brings his physical capabilities to a superhuman level allowing the Watcher to trade his lost dexterity for strength and endurance. Many of the Gadgets from his first career have been integrated into the suit itself including a swing line and potent taser.

     

     

  7. Re: How to kill characters?

     

    Dear Hero Games Discussion Boards,

     

    I never thought I'd be writing a post like this. The other day, my long term plans were realized, and I killed two characters at the same time! Here's how it started...

     

    Ok, maybe I'm alone on this one but as I read the boards I see a lot of interesting ideas get tossed around. Although there seems to be many a voice that says don't kill characters what appeals to me here is not the character death but how does one revitalize a campaign.

     

    This is saying: here's the direction we have gone until now. After tomorrow everything changes. Some may live some may die but nothing is going to be the same. That is what I'm interested in. Making this transition and how the players react to it. I'm sorry if I wasn't clear on that point previously.

     

    Cheers!

  8. Re: How to kill characters?

     

    So when things finally go down I will you be posting the conclusion? I doubt I’m the only one curious to see how you go about it and what all your players reactions are not just the two dissidents.

  9. Re: How to kill characters?

     

    Let me echo the idea of an epic world shaping event as this is as much about changing the feel of the game as a whole as it is offing a couple of characters.

     

    A trial beyond their levels where the chance of death is very real and very much a threat to all the players no just the two players seems to be an excellent path. The event can be a lead in for your next campaign, even if they succeed the world has changed, to some extent.

     

    Maybe a major political figure dies and this has global ramifications. If they fail the changes are more significant, targeted nukes go off, alien invasion all sorts of nice things have been mentioned. Inevitably deciding what the event and what leads up to this event are in your hands but again my advice is to think epic.

     

    Tone, setting all sorts of things can be changed just by a small spark. You just have to sell it. Explain the long term effects of the event even if they succeed and make sure that the player's actions weather they live or die have the sense of an impact on it.

     

    Also, if possible don't spring this size event on them. Give it time to build up so that when things finally happen no one is surprised by the scale of the event only the danger of it.

     

    Also, before things go down consider as many of the possible outcomes for the story arc and let they players know that after the final session you may need to take a bit of time of to prep the next campaign but the show will go on.

     

    I hope that helps, and meets all your criteria.

  10. Re: Zounds! How do I build "Zeus' Wounds?"

     

    To go that route I'd look at summon with a short duration limitation.

     

    With a summon though you would have a set number of builds, or a very slow session if he gets hit in combat. With a simplified triggered attack with a variable special effect they need only describe ho it looks each time.

  11. Re: Zounds! How do I build "Zeus' Wounds?"

     

    I like both the Damage Shield path, maybe with a Selective Radius AoE and the Triggered EB both with a Variable Special Effect.

     

    Could Continuous (I believe that's the advantage name) be added to increase the duration of the entity allowing it to effective attack for several phases before disappointing?

  12. While thinking about a new Champions game I find myself hung up early in development. As I’m trying to get a feel for everything I thought I would put the questions to the forum readers. I’m sure these have been asked before and hopefully it doesn’t come off as too pretentious to ask.

     

    What is your favorite era of comics, Golden Age, Silver etc?

     

    Is there a definitive title for you in this Age?

     

    Is this your preferred feel for a Champions game and why?

  13. Re: [split] Paris Hilton-Supervillainess! [builds]

     

    Here's what I came up with after reading the main thread. She's not Arch villain quality but may be fun to throw around.

     

     

    The Heiress AKA The Golden Goddess

     

    Alternate IDs: Aris Lindon

     

    Value Char Base Cost Roll Notes

    8 STR 10 -2 11- 1 1/2d6 / 75.8kg

    23 DEX 10 9 14-

    18 CON 10 16 13-

    12 BODY 10 4 11-

    18 INT 10 8 13- PER Roll 13-

    28 EGO 10 36 15-

    28 PRE 10 18 15- 5 1/2d6

    16 COM 10 3 12-

    2/22 PD 2 0

    4/24 ED 4 0

    6 SPD 3.3 0

    6 REC 6 0

    36 END 36 0

    25 STUN 25 0

     

    Movement

    Running: 6"/12"

    Swimming: 2"/4"

    Leaping H: 1 1/2"

    Leaping V: 0 1/2" Flying: 18"/72"

     

    Basic Combat Stats

    BaseOCV: 8 BaseDCV: 8 BaseECV: 9

    Adjustments: Adjustments: Adjustments:

    Total: Total: Total:

    Levels: +3 with a broadly-defined category of attacks

     

    Phases: 2, 4, 6, 8, 10, 12

     

    2/22 PD (0/20 rPD) 4/24 ED (0/20 rED) 16 MD 0 PwrD

     

    END: 36 STUN: 25 BODY: 12

     

    Skills

    Pts.

    12 Bitch in Combat Armor: +3 with a broadly-defined category of attacks

    3 Bribery 15-

    3 Conversation 15-

    3 High Society 15-

    1 Gambling 8-

    1 Oratory 8-

    3 Persuasion 15-

    3 Seduction 15-

     

    Perks

    Pts.

    10 Money: Wealthy

    1 Contact (Contact has useful Skills or resources, Contact limited by identity) 8-

     

    Powers

    Pts. END

     

    34 Armor of the Golden Goddess: Armor (20 PD/20 ED) (60 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4) 0

     

    20 Force Compensators : Energy Damage Reduction, Resistant, 50% (30 Active Points); IIF Expendable (Difficult to obtain new Focus; -1/2) 0

     

    20 Inertial Dampeners: Physical Damage Reduction, Resistant, 50% (30 Active Points); IIF Expendable (Difficult to obtain new Focus; -1/2) 0

     

    14 Battery Pack: Endurance Reserve (80 END, 10 REC) Reserve: (18 Active Points); OIF Fragile Expendable (Difficult to obtain new Focus; -1) 0

     

    5 Polarized Visor : Sight Group Flash Defense (9 points) (9 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4) 0

     

    23 Flight Pack: Flight 18", x4 Noncombat (41 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4) 4

     

    34 Speed Enhancers: (Total: 60 Active Cost, 34 Real Cost) +10 DEX (30 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4) (Real Cost: 17) plus +3 SPD (30 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4) (Real Cost: 17) 0

     

    10 Hard Headed Like you wouldn't belive: Mental Defense (16 points total) 0

     

    34 Flame Cannons: Multipower, 60-point reserve, (60 Active Points); OIF Expendable (Difficult to obtain new Focus; -3/4)

     

    6u 1) Fire Blast: Energy Blast 12d6 (60 Active Points) vs ED. 6

     

    6u 2) Cone of Flame: Energy Blast 6d6, Area Of Effect (7" Cone; +1) (60 Active Points) vs ED. 6

     

    6u 3) Plasma Shot: Killing Attack - Ranged 3d6-1, Armor Piercing (+1/2) (60 Active Points) vs ED. 6

     

    6u 4) Napalm Glue: (Total: 59 Active Cost, 59 Real Cost) Entangle 2d6, 3 DEF, Takes No Damage From Attacks Limited Group (Fire Attacks only; +1/4) (31 Active Points) (Real Cost: 31) plus Energy Blast 5 1/2d6 (Real Cost: 28) 6

     

    Character Information

    Height: 1.79 m Hair: Blond

    Weight: 42.00 kg Eyes: Blue

     

    Appearance: Aris is a slender blond of attractive appearance often dressing in the newest clothes and sheik jewelry. Her status as a wanted murder has not altered her tastes.

     

    The sleek Goddess Armor was designed to accentuate the natural curves of Aris�s body reinforcing only the most vital of areas.

     

     

    Background: Heir apparent to the Lindon real-estate fortune Aris has lived her life as a party girl and socialite. She had a brief stint on her own reality TV show, the good life. In witch one family competes to life at the Lindon�s LA summer home for one week with all the perks and privileges it entailed. For two television seasons Aris tortured families from poverty stricken Middle America and the inner city. Out of the spotlight for less than six months she began a string of escapades to bring her back into the limelight. This culminated in a high speed chase and drunken fight with the super heroine Silver Flame.

     

    Personalilty: After serving a three days of community service Aris put the family money to work. Having her sentience commuted pending facilities upgrades Aris registered as a 4C Licensed Super. Film crew in tow Aris assembled a team of scientists to craft a suit to match the powers of the Silver Flame. Not only would she do her community service, she would do it as a super, as The Golden Goddess, Protector of Innocents. The first season, Building The Goddess was a hit. During the first shoot of season two The Goddess Unveiled Aris arrives drunk. Plowing the new Goddess Armor into a crowd of obsessed fans Aris injured dozens, before flying into a nearby news van. Afraid of the repercussions Aris took flight to avoid the no site police. Sadly the backwash from the flight pack killed a young girl who had tried to help Aris to her feet. Aris has been on the run now for some time and the privet accounts her parents had arranged have begun to run low. Contact has been kept to a minimum and only outside the US in countries with no extradition treaties with the US. Since then Aris has battled with Silver Flame and several other heroes using the Goddess Armor to protect herself. As her financial reserves run low Aris has been �forced� into committing other crimes to stay afloat. Often targeting cruise liners shortly before docking in the south pacific. Although Aris referrers to her super identity as the Golden Goddess the media along with Silver Flame have dubbed her The Heiress.

     

    Quote: "That's Hot!"

     

    Tactics:

     

    Disadvantages Pts.

     

    Social Limitation: Public Identity (Many Enemies) Frequently (11-), Severe 20

     

    Psychological Limitation: Subject to strong media rumors about her moral character (Uncommon, Strong) 10

     

    Psychological Limitation: Haughty and Irritating (Common, Moderate) 10

     

    Psychological Limitation: Mischevious (Common, Strong) 15

     

    Psychological Limitation: Greedy (Very Common, Moderate) 15

     

    Psychological Limitation: Overconfidance (Common, Moderate) 10

     

    Social Limitation: Famous (Frequently, Minor) 10

     

    Distinctive Features: Aris Lindon (Easily Concealed; Noticed and Recognizable;

     

    Detectable By Commonly-Used Senses) 5

     

    Hunted: Silver Flame 14- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 25

     

    Hunted: CIA 11- (As Pow, NCI, Capture) 20

     

    Hunted: Various GEOs hoping to cultivate the young Villainess 8- (Mo Pow, NCI, Watching) 10

     

    Hunted: LAPD 8- (Less Pow, Limited Geographical Area, Harshly Punish) 0

    Combat Maneuvers

     

    Character Costs

    Characteristics: 92 Martial Arts: 0

    Skills: 29 Perks: 11

    Talents: 0 Powers: 218

     

    Base Points: 200

    Disadvantages: 150

    Unspent Exp: 0

    Spent Exp: 0

    Total: 350

     

  14. Re: Superhero Legal Disclaimers

     

    "I am registered under the MCPA, cease and desist your activities now.

     

    MCPA: Metahuman Crime Prevention Act, a place holder for insert acronym here. The idea was to go for short and sweet and ignorance of the law is not exemption from the law.

  15. Re: Heroes and Nukes!

     

    Hmm... carry the two....

     

    I think everybody's ignoring one crucial aspect of this.

     

    Comic. Book. World.

     

    It *never* works to nuke somebody if you're trying to kill them. It just doesn't. Ignoring *all* of the other consequences (since everybody else has gone into them), there's one that they're missing.

     

    The villain *will* come back. And he *will* glow in the dark.

     

    Which only means your 'hero' gets to open his eyes and see what he has created before being reduced to radioactive ash by a megavillain who's been given enough bonus points from a very intentional radiation accident to take on the combined forces of Destroyer, Tyrannon, and Mechanon 3000 and survive to tell the tale.

     

    Now that would be a nice way to reboot the campaign setting. Letting the Hero nuke the island. Evil Villain becomes Rad-Living God Master Villain. Kills some, most major heroes especially the PC who set them up the bomb. Fast Forward.

     

    . . .

     

    1 year later

     

    Now how do you fix this?

  16. Re: Heroes and Nukes!

     

    I'm still interested in finding out how a PC got his mitts on an atomic weapon, or even something of that power level. How many points are the characters based on at this point in the campaign? What power level is the BBEG operating at that anyone would even contemplate using such a weapon on him/her/it?

     

    Oh, and where is this secret island base exactly? Does anyone know how big a detonation it would take to cause significant wave action? I'm thinking of the classic 'Tidal Wave' scenario, and which countries would be the likeliest victims of said waves.

     

    Seconded, what has the villain done to merit this level of retaliation? How did the Hero get access to this super bomb? Do any government agencies know they have access to it?

     

    Set the stage for us...

  17. Re: [RPG.Net Article] The Birth Of The Superhero Game

     

    The articles had a lot of great background. It’s nice to see the history of some of these games. I used to get a kick out of the old Marvel system for the random factor. Only game I can think of that you can roll D% about 20 times not know anything about your character and just go down the list to se what you have. That was over when we came across Champions 3rd Ed. Read Aberrant at a book store and never knew they had a d20 reprint.

    It’s been said before but great find.

  18. Re: Need a Name for a Temporal Prison

     

    Terminus

     

    Temporal prison location, Atlanta: just before it was razed. Not so much a where as a when.

     

    - - -

     

    On that note a thought on temporal prisons:

    Earth: ∏: Leavings the criminal on Earth just before the Sun evolves to it's next stage. Give them a Heat based beacon so once it gets too hot to survive they are moved back to to the initial point. I would say the beacon is a global function and nowhere near the criminals. Say on the side of the Earth that is experiencing night as opposed to the one facing the sun, where the criminals are placed to while intered.

    Now the question is how does one prevent the expanding # of instances of criminals in the same time period. How about a swap when the beacon goes off. That is to say that the body of the criminal being saved just before the heat level becomes fatal is switched with the body of the instance ten minutes or so earlier. So although they are saved each time just before death, they are also killed an infinite number of times.

     

    Ok other names:

     

    Chrono-Gulag

    Intermeadus (I think that's the correct spelling)

    Black Star Prison

    The Temporal Pen

  19. Re: DEX levels in your campaign.

     

    : Activates Dead Horse Beating Powers :

     

    As said here multiple times, the GM and the players need to regulate these and other game breaking abilities. Yes players want to win but what's the point if there is no challenge to it? If a player's idea of fun is being the best of the best of the best, remind them, that other players need a time to shine as well.

     

    : Disabling Dead Horse Beating Powers :

     

    The truth behind the stat ...

     

    Dexterity

  20. Re: [Character] Kaze, The Snow Arrow

     

    Here we go, one A+ jealous cop best friend. Yes he could be a follower, but the personality is designed to cause more harm than good.

     

    Detective Eddie Mayfair

     

    Alternate IDs:

    Player:

    Campaign: / GameMaster:

    Genre:

     

    Value Char Base Cost Roll Notes

    13 STR 10 3 12- 2 1/2d6 / 151.6kg

    18 DEX 10 24 13-

    13 CON 10 6 12-

    13 BODY 10 6 12-

    18 INT 10 8 13- PER Roll 13-

    15 EGO 10 10 12-

    15 PRE 10 5 12- 3d6

    12 COM 10 1 11-

    3 PD 3 0

    3 ED 3 0

    4 SPD 2.8 12

    6 REC 6 0

    26 END 26 0

    27 STUN 27 0

     

    Movement

    Running: 6"/12"

    Swimming: 2"/4"

    Leaping H: 6 1/2"

    Leaping V: 3"

     

    Basic Combat Stats

    BaseOCV: 6 BaseDCV: 6 BaseECV: 5

    Adjustments: Adjustments: Adjustments:

    Total: Total: Total:

     

    Levels: +2 OCV with any two categories of combat (Ranged and HtH)

     

    Range 0-4 5-8 9-16 17-32 33-64 65-128

    RMod 0 -2 -4 -6 -8 -10

    Phases: 3, 6, 9, 12

    3 PD (3 rPD) 3 ED (3 rED) 5 MD 0 PwrD

    END: 26 STUN: 27 BODY: 13

     

    Martial Arts

    Pts. Maneuver

    4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 4 1/2d6 Strike, Must Follow Block

    5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

    4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike

    4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND

    4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1

    3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 23 STR for holding on

     

    Skills

    Pts.

    8 Hand to Hand and Ranged Combat: +2 OCV with any two categories of combat

    3 Acrobatics 13-

    3 Breakfall 13-

    3 Climbing 13-

    3 Criminology 13-

    3 Deduction 13-

    3 Fast Draw 13-

    4 .45 Sharpshooter : Penalty Skill Levels: +2 vs. Range Modifier with a tight group of attacks

    3 KS: Criminal Law 13-

    3 KS: Police Proceedure 13-

    3 KS: Local Underworld 13-

    3 Shadowing 13-

    3 Stealth 13-

    3 Streetwise 12-

    6 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Handguns, Small Arms

    Perks

    Pts.

    5 Fringe Benefit: Concealed Weapon Permit (where appropriate), Local Police Powers, Passport

     

    Talents

    Pts.

    18 Combat Luck (9 PD/9 ED)

     

    Powers

    Pts. END

    15 .45 Colt Peacemaker: Killing Attack - Ranged 2d6-1, +1 Increased STUN Multiplier (+1/4) (31 Active Points); 2 clips of 6 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4) vs PD. [6]

    3 Tough as Nails: Damage Resistance (3 PD/3 ED) 0

    2 Iron WIll: Mental Defense (5 points total) 0

     

    Disadvantages Pts.

    Social Limitation: Public Identity (Hard Boiled Cop) Frequently (11-), Severe 20

    Social Limitation: Subject to Orders Very Frequently (14-), Major 20

    Psychological Limitation: Brash (Common, Moderate) 10

    Psychological Limitation: Overconfidance (Common, Moderate) 10

    Enraged: (Uncommon), go 8-, recover 14- 5

    Rivalry: Professional, Refuses to be left behind against super powered threats. , Rival is Significantly More Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 20

    Hunted: Mob 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish) 15

     

    Combat Maneuvers

    Name Phs OCV DCV Effect

    Block 1/2 +0 +0 Block, Abort

    Brace 0 +2 1/2 +2 vs. Range Mod

    Disarm 1/2 -2 +0 Can Disarm

    Dodge 1/2 -- +3 Abort, Vs. All Att

    Grab 1/2 -1 -2 Grab 2 Limbs

    Grab By 1/2 -3 -4 Move and Grab

    Haymaker 1/2 +0 -5 +4 DC, Delayed Phs

    Move By 1/2 -2 -2 STR/2 + v/5

    MoveThru 1/2 -v/5 -3 STR + v/3

    Set 1 +1 +0 Ranged Att Only

    Strike 1/2 +0 +0 STR or Weapon

    Counterstrike 1/2 +2 +2 4 1/2d6 Strike, Must Follow Block

    Defensive Block 1/2 +1 +3 Block, Abort

    Martial Strike 1/2 +0 +2 4 1/2d6 Strike

    Nerve Strike 1/2 -1 +1 2d6 NND

    Killing Strike 1/2 -2 +0 HKA 1d6 +1

    Martial Grab 1/2 -1 -1 Grab Two Limbs, 23 STR for holding on

    Character Costs

    Characteristics: 79 Martial Arts: 24

    Skills: 54 Perks: 5

    Talents: 18 Powers: 20

     

    Base Points: 100

    Disadvantages: 100

    Unspent Exp: 0

    Spent Exp: 0

    Total: 200

     

     

    Character Information

    Height: 1.89 m Hair: Blond

    Weight: 90.00 kg Eyes: Blue

     

    Appearance:

     

    Background: Growing up Eddie wanted to help people. It was simple; all through school he was always the bully’s bully. When he was nine Eddie convinced his parents to enroll him in self defense classes. Four times a week for nine years and that didn’t count the practice he got between classes and at lunch.

     

    Collage was an easy choice, criminal law. His first semester he debated going into the legal side but after meeting Takezo Edwards the choice was clear. Six times in the first two weeks he had to bail him out of fights. It would be an associate’s degree and then the police academy.

     

    The police academy was just another hurdle. Placed in the standard classes Eddie fought to be admitted for advanced training. Reserved for meta-humans and other exception cases Eddie satisfied himself by finishing within the top two percent of his class.

     

    Takezo was off in Japan when he finally cut his teeth for the force. A juicer pumped on some new chemical a crime syndicate had pumped into a nearby gym. There’s nothing quite like dodging a four door sedan lobbed over handed by a guy in spandex shorts. Ten shots center mass and he dropped like a rock. What’s the reward? Eight day suspension for not calling for back up and allowing the designated task forces handle super powered threats.

     

    When he made detective Eddie thought it was just to keep him away from the old beat. It was a year later when Takezo showed up again. What twist of fate was it that the accounting student he used to protect turns up in a blue clad super suit? Together ever since, Eddie still sees it as his responsibility to protect Takezo or Kaze, whatever he wants to call himself.

     

     

    Personality: Eddie wants to protect others, and to a fault. To an extent he is a thrill seeker, always looking for the next challenge. He loves Takezo as a brother but part of him hates the fact that he is now so inferior to his friend. Whatever the risk Eddie will man up to the challenge if it means he can prove himself to his friend.

     

    Tactics: At range, shoot them. The get close punch in face … yeah, it’s that simple.

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