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Jaanjiro

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Posts posted by Jaanjiro

  1. Whoops, I meant... who hired them? And why? Them as in the mercenaries and super villain (s).

    ​Well, if I end up deciding on the tech aspect, I'd have ARGENT hire a group of mercenaries to get a key element for a research, leaving breadcrumbs for the players to follow, reaching a lab or warehouse, where they will discover where to go next. I will try to keep it simple until we get used to the system.

     

     

    I think there was some ARGENT stuff in the Monster Island book.

     

    5th Edition Champions Universe, p.140 recommends using the standard VIPER agent as a template for ARGENT, then provides some sample equipment in the sidebars on p. 140-141.

     

    I found some templates for a Viper agent and a general one in the books I have, I will take it from there, thanks!

     

    I always tried to make my Organizations more unique.

     

    VIPER use Energy Weapons and Supertechnology Vehicles.

     

    ARGENT uses Emerging Advanced Technology like Munitions for Small Arms and Man Portable Artillary.

     

    Leaving rival Organizations to purchase or copy their designs.

     

    Heck it is even fun to use Retrotechnology Weapons creatively. Evil Organizations uses Nazi Super Science Weapons.

     

    DEMON Agents are even more likely to use Magical Weapons that appear mundane, but are not what they seem.

     

    The most important thing for a book or Organizations are the unique theme and feel of their Agents.

     

    I agree, I'm not fond of crossover types of agencies, even if it makes sense there should be some.  Each one should be really distinct and unique with its own signature, so heroes can say "this looks like the work of VIPER" or be fooled by VIPER trying to lay something at the feet of DEMON.

     

    I also agree :3 I will try to make each organization to stand out on their own, without overlaping them.

     

    ARGENT is a master of teleportation technology. Also tech involving sending attacks to another dimension (at least partially). And there MO is to provide support to other criminals and organizations. There goles are science without limits and profit without limits. They are less likely to rob banks than to provide the weapons to rob banks. Another thing is that they are more likely to send out goons to do industrial and corporate espionage.

     

    One of there rivals is Duchess Industries, which is secretly controlled by VIPER, one of there customers (hush...it's a secret). DI has there own security forces and also engages in Industrial and corporate espionage themselves.

     

    I'm thinking on making them hire some group to steal what they need, that way they keep their hands "clean", and get to research and sell new tech, I may change this, still not sure :P Thanks!

  2. I don't have 6th martial arts but i do own ninja hero 4th (original) Ultimate Martial Artist 4th, NH 5th, UMA 5th, Watchers of the Dragon. So I would guess-yes.

     

    Btw I still scenerio ideas from hero and villain backgrounds all the time.

     

    Argent should work fine. Do you have stats? If not, my VIPER advice will work too.

    I believe I saw stats for Argent related things somewhere, if not I think I can put something together.

    Or use Viper, yeah :P

    I like the name list and formula ideas, I will mix them for the overarching story.

     

    Missing scientists for the detective to investigate, and formula stealing to involve the cyborg :3

    Or something like that.

  3. There is always the classic bankrobbery. You could change it up though by having the bank hold a mcguffin-perhaps plans to a secret serum or device. The villain group could be VIPER. With them don't worry if it is an "official" write up. VIPER is very malleable. If need be just use skilled agents with some Hi-tech gear in back of CC. Also VIPER hires any villain. P.s. if you like a hero and want them as a villain-no problem just rename and maybe different look. Same thing for Heroes, find a villain and swap change complications as needed.

    I thought about using ARGENT, as one of the PC is kind of a cyborg.

    And I like the idea of a bankrobbery scenario :3 a real classic indeed. Thanks!

     

     

    We will playing with 6th edition.

    As for the books, so far I have Champions Complete, Champions Powers, Champions Universe and Champions 6ed.

    What can I say, I really liked the setting xD and powers have proven to be useful for ideas for newbies like us :3

     

    Planning on getting Martial Arts next, is it worth it?

    Any must have? Besides Strike Force recommended above :P

  4. I didn't plan for it to take this long, we started with 3 regular players, and the group grew... then we had to go back to the beginning and explain things again, and again, and again...

     

    A suggestion to add another player I said - you do the prelim stuff to get them up to speed. They decided not to invite them... And a group of 8 is too big for the most part...

    That's a lot of players :o

     

    I only have 3 regulars, and at most there are 5 players.

     

    The last time I was in an 8 player group was in a WoD campaign, the GM decided to split the group; vampires and changellings played one day; wereeolves and mages in another day. Worked quite well.

     

     

    I'm still open for advice and suggestions on running a Supers campaign :D

    We should have the first session next weekend.

     

    Thanks in advance!

  5. May I suggest low powered game? And have basic archetypes? Just to get the feel for the basics of the game. Basics include building characters, running characters, getting a feel for commonly used rules.

    Thank you for the suggestion! I really appreciate it :3

     

    But if I'm honest with you, I don't think I will follow it. I get the point, but one of the main reasons for changing systems is that I'm pretty tired of archetypes and predefined character traits and concepts :P

     

    I just love that my players' first characters are kinda unusual.

     

    Also, in terms of gaming, I strongly believe in learning by screwing up :D

     

    I started my heroes off as Competent Normals, scientists all. And we ran thru for about a year with them as the normals. The player base had 3 experienced Hero Games players (although we hadn't run Champions in about 8 or more years), 4 who had played other RPG's (mostly DnD) and one who had never played an RPG at all.

     

    The first year was a refresher for all of us on how the system ran, learning the basics, and moving forward. I ran a couple Adventurer's Club scenarios (broken down so they wouldn't die) to familiarize them with combat, skill rolls, and some combat maneuvers. Now they have powers and are learning the higher end of combat with damage etc.

     

    It has been a lengthy process, and our games are quite Role Play interactive, but everyone seems to be enjoying the time! Now they are figuring out their powers and how they will interact with the rest of the world... (duh, duh, duh)!!

    Thanks for the input!

     

    I will take things slowly so my players and I will he able to familiarize with the game, but as I stated above, I believe in learning by screwing up, so full power is the path I want.

    Besides, it's been ages since I'm craving for a supers campaign :P

     

    If my players are having problems with their characters, I will let them modify their build or make a new one, helping the best I can (and asking you guys for help when having troubles :D )

     

    And I'm glad your group is enjoying the process :)

  6. Here's something else to avoid:

    Making the PCs at a lower power level than the conventional NPC. I have been in several campaigns where my PC party worked hard to gather a lot of XP (possibly getting to a highly respected position) only to have some new comer with no XP be able to handle things that are beyond what you can perform at this time, even with all your XP. Even worse, that new comer is the equivalent of the village idiot and not from anyplace that would be considered respected. This has happened to me on more than one occasion.

    That seems to be a terrible thing to do to players, that's for sure. I only make NPC more powerful than PCs when they are ment to be, like a warrior king that gives PCs their quests because he is too busy conquering his enemies' lands. Or something along those lines :P

     

    I had one player give me free hand on a drawback (before complications :) ) I chose a Hunted, but instead of a normal hunted it was that his character got roasted in a newspaper every week (I would prepare a sheet of headlines, he would get blamed for EVERYTHING wrong in the world, if he saved the earth it was part of a dastardly plot to put people at ease, etc...) Other than a reporter getting in his face every once in a while never really came up "In play" but the laughs at what the paper had to say was WELL WORTH the 10 points he got for it...

    It sounds like a lot of fun! And reminds me of J. Jonah Jameson and his fixation with Spider-Man.

     

    Some tips:

     

    1) If you aren't sure on a rule, wing it and look it up later, you're probably right or very close

    2) try to get every player a chance to do what they enjoy best in gaming -- find out what it is and play up to that

    3) end every session with at least one goal of the players met, so they feel a sense of accomplishment

    4) your job is to have fun and entertain, not win.

    5) if the dice say something that will hurt the flow of the game or ruin fun, ignore them.

    6) Try to have at least one character's complication show up every session, especially if it can be funny

    7) Get all your ducks in a row before running: all the character sheets, info in your head, combat sheet/combat program set up

    I have tried to adhere to those tips in my GM career, specially points 2 and 4.

    I have met and played with GMs who disregard them, it doesn't end well :/

     

    Get Aaron Allston's Strike Force. The man was a genius at game mastering and it has decades of tips and information. There really is no better gaming book that has ever been written.

    Thanks! I will check it out :3

  7. I have telepaths with power to influence friends and win over enemies. Its usually in a multipower and its presence only for attacks and skill rolls -1/2, mental defense applicable against effects -1/4. It can be fairly powerful, so tread lightly.

    I will, thanks for the warning. I actually like that this player is building a character like this, it has served as a way to learn more of the system (the other two PCs are more straightforward, so building them was less challenging), and I can see in the first sessions how it works and how to balance similar concepts in the future :3

     

    As for tropes to avoid:

    Teammate Traitor: Its used a lot in comic books but players hate this.

    Tragic Love Interest: I've done this a couple of time, and maybe its just me, but when sh!t happens to the love interest or dnpc, players turn it off. This isn't the same as putting their dnpc in peril, but doing something like giving Lois Lane superpowers which may cost her her life or normalcy. You would think the PC might come to their aid, help them through the trauma but no. I think its such a dramatic change the player generally can't adapt to the change or change the preconceived concept of the DNPC in their minds. Only do this with complete cooperation with the player (no surprises).

    I will keep this in mind, thanks a lot!

     

    Comic book trope to avoid: capturing the heroes. The players will absolutely hate the very thought of it (at least in my experience), and will fight the capture every step of the way, including even after they're captured. If you make an adventure that depends on at least one of the PC heroes being captured, don't be surprised if they find a way to make that not happen.

    Yeah, I can relate to that, in a campaing where I was a player, the GM had my character captured 3 times, and tortured in two of those times, it really sucks not being able to do anythig except waiting to be captured (escaping wasn't an option, really)

     

    So yeah, I won't do that :P

     

    Suggestion: NPCs are a great tool to flesh out your campaign world. In the past 2 Champions campaigns, I offered each player 5 free extra points if he/she provides me with 5 NPCs (note: NOT DNPCs; I promise not to put them into harm's way or make the hero rescue them) - at least names and how they are connected to the character (family, friend, coworker, etc.). They can even be helpful, though not to the level of being free Contacts. But these NPCs can provide a GM's voice into the game (asking the PC hero key questions, mentioning something the player might have forgotten, etc.) and just generally make the world seem more real.

    That is an idea way too awesome not to copy, I will follow your lead ;3

     

    And thank you for the templates! I get what you are saying about NPCs, I will also follow your lead in that regard, it will make things more interesting as well as easier.

     

     

    You people have really been helpful :D

  8. Wow, so many answers and advices, thank you all!

     

    Psing a Psong: (Total: 12 Active Cost, 4 Real Cost) +4/+4d6 Striking Appearance: Psionic Psong (vs. all characters) (12 Active Points); Requires A Roll (Mental Attack roll; Must be made each "target" to be affected; -1), Incantations (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Perceivable (Visible to Mental Senses; -1/4) (Real Cost: 4)

    Thank you for sharing Palindromedary Wisdom, this is really helpful! I will use this.

    And the points you make on the complications helps too!

     

    Just to expand on this idea. . .

     

    Complications and Limitations are basically a way for players to say, 'I want you to complicate my character's life in these ways.' The frequency toggles and value of these constructs basically inform the GM as to how often and to what degree the character's life will get complicated. Make sure your players understand this concept as well.

    Indeed. If a player takes ten 5 point hunted or rivals it means 'I don't really want you to bug me but don't want to be unbalanced compared to the other characters'

     

    If the entire group takes ten 5 point hunted/rivals it means they're players coming from a system without complications/troubles/disadvantages who hate seeing their characters 'penalised'.

     

    I have seen both.

    I explained them how they work and the idea behind them, they liked it, so I don't think it will be an issue. Thanks for the input!

     

    That said, jails and prisons are likely not yet set up to handle super-powered convicts, so breakouts could be very plausible (depending on the individual's powers). So if you want to bring a villain back for a repeat performance, you're generally good to go. Just don't make prison a revolving door, or it gets disheartening for the players.

     

    How I would handle it: most villains would be created as one-shots, but keep an eye on how the players react to various villains. Those that they seem to enjoy crossing swords with, make plans to bring back.

     

    A side idea: the government might take incarcerated supervillains "somewhere else" - maybe a Guantanamo-style lockup, or perhaps press them into government service ala Suicide Squad. So the heroes might eventually face former foes, but with those foes now having some semi-official sanction.

    I like that, that way I have more time and options for regular villains. And you give me some interesting ideas, thanks!

     

    Psionic Aura: +4 w/ All Interaction Skills (16 Active Points); Perceivable (Visible to Mental Awareness; -1/4), Limited Power (-1 per 5 EGO over 10 in the opposing person, and -1 / 1 point Mental Defense in the opposing person; -1/2) (Real Cost: 9)

    Thats's awesome! I will use this too, many thanks!

     

    Also, if the player in this example is quick enough on the uptake and realizes that vomit and electronics don't mix very well, they might learn a valuable lesson in how to role-play turning a weakness into a strength.

    And the lessons involving vomit are lessons for life, amirite? :P

    That's a good point, thanks!

     

    I will talk with the psionic detective's player, I'm sure the input will be apreciated :3

  9. Thanks for the welcome! I really apreciate it!

     

    For no reason what so ever I am going to assume you are experienced with Pathfinder

     

     

    Why, indeed I am.

    I have played with many systems (the latest being Fate) and GM'd a few of them, but I'm most familiar with D&D and Pathfinder, that's for sure :P

     

    Many thanks for the advise! I will consider implementing such limits.

     

    Re. the psionic detective's mind control power, a couple of things jump out at me.

    Firstly, you describe the power as passive. But I would say it's active. The character is actively doing something, singing, that makes the power work.

    Well, it's actually both, the singing to manipulate emotions is active, yes.

    What I meant by passive is that the PC also has an effect on people wich he interacts with, something like a permanent psionic aura.

     

    Thanks for the building tips! It helps a lot and give me some ideas.

     

    Re. campaign conventions. The main one I think of is how are the public reacting to the sudden appearance of supers?

    I can see a mixed bag of reactions.

    I was thinking along those lines, it will be fun to watch the PCs reactions too, and all that could lead to the founding of an organization like PRIMUS or UNTIL, or even lead to a Civil War like scenario.

    Fun times, i hope :3

     

    On a side note, how do you manage your villains? I suppose that making them too recurring would make it kinda boring in the long run, is alternating between a few recurring villains and making most of them a one-shot kind of deal better?

     

    What this means for secret ID is that most characters will probably want one. Unless they want to revel in their new found celebrity. In which case public ID would be a good choice. There was a good thread on the whole topic of Public vs. Secret ID's vs. Neither on this forum a year or two back; but I can't find it, sorry.

    Don't worry about it, thanks for trying!

    I will talk with my players about the ID aspect of their chatacters. It would be interesting to see different points of view among the PCs.

    Any tip on managing the civilian lives of the PCs in the narrative?

    Thanks for all the help!

     

    I'm open for more suggestions on how to build this first campaing, for reference one of the other PCs is the daughter of some criminal family with chaos/entropy/luck based powers, the other one is kind of a cyborg I believe (this PC is the least fleshed out)

  10. Hi everyone!

     

    I'm happy to be here on the forums. As that means I finally changed system.

     

    A brief introduction:

    I have been GMing for some years, and just recently decided to try Champions/Hero System (as I fell in love with it while searching for a new system), and I have been preparing the setting and my players, we shall start playing soon.

     

    Although I have been playing and GMing different systems, and one of my players is experienced in RPGs, i would like to ask you for advice and guidance, as none or us have played a game like this before, nor played in the superhero genre, and I as the GM sure could use your help.

     

    For the setting I was thinking that the PCs will be among the first supers to arise in the world, this way it serves as a tutorial-like campaing, and will help me with world building as I introduce more elements from the Champions lore.

    For the tone I was considering Bronze Age, with a touch of Silver and maybe a hint of Modern or "Cinematic".

     

    Wich comicbook tropes and conventions do you recomend me to implement and wich to abandon?

    Also, how do you balance public identity and super identity roleplaying?

     

    I really like this system, and I wish my players enjoy playing in it :P

     

    Speaking of wich, could you help me with one?

    One PC is ready, it was made by the experienced player; another one I can figure how to build it and help its player; but the last one is proving to be more challenging to make:

     

    It's a detective with psionic powers, who focuses them through song. It's player want to influence emotions on single and multiple targets (I think I can modify something from Champions Powers) with songs, and to make people have a better predisposition towards him (like a passive power).

    Any advice to build it?

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