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ChuckB

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Everything posted by ChuckB

  1. Re: How do you deal with difficult powers I'm actually not a hardass about this stuff. The mind control command doesn't have to be worded like a contract nor does the illusion have to read like stage directions from a script. Mind Control and Mental Illusions both require a consistant level of creativity to be used effectively. Truth be told, I'm probably one of the more mentalist-friendly GM's out there.
  2. Re: How do you deal with difficult powers
  3. Re: Character Posting Game. Howsabout an analog of a famous comics villain reimagined as a hero.
  4. Re: Character Posting Game. Two-Headed , Four-Armed Giant Alien Player: Val Char Cost 50 STR 30 17 DEX 21 28 CON 36 14 BODY 4 13 INT 3 14 EGO 8 25 PRE 15 6 COM -2 20 PD 12 20 ED 14 4 SPD 13 14 REC 0 50 END -3 48 STUN 0 9" RUN 0 2" SWIM 0 11 1/2" LEAP 0 Characteristics Cost: 151 Cost Power END 65 The Other Head And Arm: Duplication (creates 325-point form), Cannot Recombine (+0) 15 Huge: Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 1,600 kg, +0 DCV, +0 PER Rolls to perceive character, 3 m tall, 1 m wide), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (22 Active Points); Always On (-1/2) 8 Space Armor: Damage Resistance (10 PD/10 ED), Hardened (+1/4) (12 Active Points); OIF (-1/2) 5 Tough Skin: +0 PD, Hardened (+1/4) (5 Active Points) (Modifiers affect Base Characteristic) 5 Tough Skin II: +0 ED, Hardened (+1/4) (5 Active Points) (Modifiers affect Base Characteristic) 8 Space Radio: HRRP (Radio Group) (12 Active Points); OIF (-1/2) 5 Four Arms: Extra Limbs 4 total (1) 37 Giant Particle Beam Pistol: EB 13d6+1, Reduced Endurance (1/2 END; +1/4) (84 Active Points); OAF (-1), Inaccurate 1/2 OCV (-1/4) 3 5 Second Pistol (4 total !): Equipment Modifier (5 Active Points) 13 Space Armor Life Systems: LS (Eating: Character only has to eat once per week; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); OIF (-1/2) 1 One Head Is Usually Awake: LS (Sleeping: Character only has to sleep 8 hours per week) 7 Double-Willed: Mental Defense (10 points total) 6 Giant Stride: Running +3" (9" total) 1 10 Two Sets Of Eyes, Ears, Noses, Etc.: Increased Arc Of Perception (240 Degrees) with all Sense Groups Powers Cost: 190 Cost Skill 3 Computer Programming 12- 3 Electronics 12- 3 Language (fluent conversation; literate) 3 Mechanics 12- 3 Systems Operation 12- 2 TF: Science Fiction & Space Vehicles 5 Rapid Attack (HTH) 5 Rapid Attack (Ranged) 2 Navigation (Space) 12- 1 PS: Alien Invader 8- 16 +2 with All Combat Skills Cost: 46 Cost Talent 3 Lightsleep Talents Cost: 3 Val Disadvantages 20 Distinctive Features: Giant Two-Headed, Four-Armed Alien Invader (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Cultures With Two-Headed, Four-Armed Giant Alien Invaders) 15 Hunted: Three-Headed, Six-Armed Alien Giants 8- (Mo Pow, Harshly Punish) 20 Susceptibility: Exposed to Earth's atmosphere, 1d6 damage per Segment (Uncommon) 10 Physical Limitation: Left half of body is controlled by right head and vice-versa (Infrequently, Greatly Impairing) 10 Reputation: Invading Aliens, 11- (Extreme; Known Only To A Small Group: spacefaring races) 25 Unluck: 5d6 15 Physical Limitation: Becomes half CV and movement when one head is knocked out (Frequently, Greatly Impairing) 15 Psychological Limitation: Reckless (Common, Strong) 20 Psychological Limitation: Enjoys Destruction (Very Common, Strong) Disadvantage Points: 150 Base Points: 200 Experience Required: 40 Total Experience Available: 40 Experience Unspent: 0 Total Character Cost: 390 Height: 2.75 m Hair: Varies Weight: 400.00 kg Eyes: Who cares !?! Appearance: Giant, Two-Headed, Four-Armed Extra-Terrestrials with greyish-skin and no noses. Wearing white, reflective space-armor with opaque space-helmets. Personality: Invade and destroy. Quote:"DEATH TO THE SMALL, SINGLE-HEADED AND TWO-ARMED HUMANS !!!" Background: Fulfilling whatever niche bllodthirsty two-headed, four-armed giants fulfill in the galactic ecosystem Powers/Tactics: Nope Campaign Use: To fight PCs [/font]
  5. Re: Tactical Question: How would your characters deal with these villians? If things really got bad... Enigma (super-espionage type) would (regrettably) try to find the friends and loved ones of these guys, kidnap them and have his secret organization hide them somewhere that he doesn't know about, and inform the Authority-types that their DNPCs will be slowly tortured to death if they don't stand down.
  6. Re: How do you deal with difficult powers Motion-sensors, guard dogs and soldiers filled with disinformation.
  7. Re: Death with Dignity : An examination of the Golden Age In comics, there are a few elements that it's best not to think about too much. 1 recurring villains (Joker is the best or worst example) who rack up a huge body count over time. 2 Teenage sidekicks and their ramifications. RPGs can work around this stuff a little better, as the GM can make it work. Personally, don't mind when PCs kill as long as it's in character and their reasons are valid/justified.
  8. Re: Him, AGAIN? Assistance with Recurring Villain You could always buy the villain a bunch of luck and say that the effect is "elaborate pre-arranged escapes and planning".
  9. Re: I Hate Soft Targets The land mines seem a little far-fetched and, frankly, not very practical.
  10. Re: Character Posting Game. Okay, so what're the next challenge(s) ?
  11. Re: Him, AGAIN? Assistance with Recurring Villain Howsabout a guy with the ability to jump from body to body and has no actual material body to speak of ?
  12. Re: Character Posting Game. No that was unintentional, still getting the hang of the boards layout. Sorry about that.
  13. Re: Character Posting Game. This is in response to the time-travelling loser villain. Maximus Rex- The Conqueror Of Time Player: Val Char Cost 15 STR 5 20 DEX 30 20 CON 20 20 BODY 20 13 INT 3 11 EGO 2 15 PRE 5 8 COM -1 8 PD 5 8 ED 4 4 SPD 10 7 REC 0 40 END 0 38 STUN 0 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 103 Cost Power END 125 Treasures From The Future: Variable Power Pool, 100 base + 25 control cost, (150 Active Points); all slots OAF (-1) 0 1) Molecular Vaporizer Pistol: (Total: 97 Active Cost, 34 Real Cost) RKA 2d6, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2) (52 Active Points); OAF (-1), 8 Charges (-1/2), No Knockback (-1/4) (Real Cost: 19) plus Major Transform 3d6 (Breaks down targets molecular structure and scatters it across the universe until it reassembles itself elsewhere at GM's discretion, Normal healing rules) (45 Active Points); OAF (-1), Linked (RKA; -1/2), 8 Charges (-1/2) (Real Cost: 15) Real Cost: 34 0 2) Omni-Carbine: EB 7d6+1, 2 clips of 12 Charges (+0), Variable Special Effects (Any SFX; +1/2), Armor Piercing (+1/2) (74 Active Points); OAF (-1), Variable Limitations (requires -1/2 worth of Limitations; relevant to SFX used at time; ; -1/4) Real Cost: 33 0 3) Stasis Ray Projector: Drain SPD 2 1/2d6, Area Of Effect (16" Cone; +1), Dex, Spd and all momentum-based movement powers and attacks (+2) (100 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), 2 clips of 6 Charges (-1/2) Real Cost: 33 0 4) Anti-Gravity Platform: (Total: 100 Active Cost, 50 Real Cost) Flight 15", Position Shift, Reduced Endurance (0 END; +1/2) (52 Active Points); OAF (-1) (Real Cost: 26) plus Environmental Movement (no penalties on zero-g environments) (4 Active Points); OAF (-1) (Real Cost: 2) plus Combat Luck (12 PD/12 ED) (24 Active Points); OAF (-1) (Real Cost: 12) plus Knockback Resistance -10" (20 Active Points); OAF (-1) (Real Cost: 10) Real Cost: 50 25 Advance Knowledge Of The Future: Luck 5d6 20 Perfectionist: +2 Overall Powers Cost: 170 Cost Martial Arts Maneuver 4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND 4 Crush: 1/2 Phase, +0 OCV, +0 DCV, 9d6 Crush, Must Follow Grab 4 Reversal: var Phase, -1 OCV, -2 DCV, 40 STR to Escape; Grab Two Limbs 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on 4 Martial Flash: 1/2 Phase, -1 OCV, -1 DCV, Flash 6d6 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 7d6 Strike 8 +2 HTH Damage Class(es) Martial Arts Cost: 30 Cost Skill 3 Scholar 1 1) KS: Ancient History (2 Active Points) 11- 1 2) KS: Historical Battles (2 Active Points) 11- 1 3) KS: World History (2 Active Points) 11- 3 Traveler 1 1) AK: Ancient Rome (2 Active Points) 11- 1 2) AK: The World Of Tomorrow (2 Active Points) 11- 1 3) CuK: Great Conquerors In History (2 Active Points) 11- 1 Computer Programming 8- 2 PS 11- 3 Mechanics 12- 1 Systems Operation 8- 7 Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 12- 3 Tactics 12- 1 Streetwise 8- 2 TF: Time Machines 2 Navigation (Temporal) 12- 3 Oratory 12- 3 Scientist 1 1) SS 11- (2 Active Points) 1 2) SS: General use and repair of future technologies 11- (2 Active Points) 1 3) SS: Time/space physics 11- (2 Active Points) 3 Deduction 12- 5 Cramming 5 Cramming 5 Cramming 3 Electronics 12- 1 Inventor 8- Skills Cost: 65 Cost Talent 6 Combat Luck (3 PD/3 ED) 3 Absolute Time Sense 3 Bump Of Direction Talents Cost: 12 Val Disadvantages 20 Normal Characteristic Maxima 20 Hunted: Golden age hero group from the 1940's 8- (Mo Pow, NCI, Harshly Punish) 5 Distinctive Features: stocky, red-haired thug (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Enraged: when plans go awry (Common), go 8-, recover 14- 25 Unluck: 5d6 20 Physical Limitation: trapped within temporal paradoxes; plans to alter time will never succeed (All the Time, Greatly Impairing) 15 Psychological Limitation: Thug (Common, Strong) 10 Psychological Limitation: haunted by previous failures (Uncommon, Strong) 20 Psychological Limitation: megalomaniac (Common, Total) 5 Psychological Limitation: tries to impress others with his knowledge (Uncommon, Moderate) Disadvantage Points: 150 Base Points: 200 Experience Required: 30 Total Experience Available: 30 Experience Unspent: 0 Total Character Cost: 380 Height: 1.71 m Hair: red Weight: 104.00 kg Eyes: Brown and crazy-looking Appearance: red-headed. big-mouthed , thuggish sparkplug dressed in a Gestapo-style black-leather military uniform festooned with unearned military decorations and rankings that he stole from other time-periods. Tends to move his arms a lot and make fists while he orates in a rambling and animated fashion. Personality: Basically a thug with minimal historical and scientific knowledge that he stole from the future. Tends to talk to himself a lot as he misquotes Nietschze, Genghis Khan, etc. Max does make an effort to learn from previous mistakes and will try (in vain) to circumvent previous obstacles. Although he has worked with a few villains from the '40's, Rex tries to avoid partnerships and will usually try to manipulate other villains into killing (or at least distracting) superheroes that he considers a threat while he embarks on his main plan which usually involves conquering a specific time period of the past. Other villains usually take him seriously because of his advanced equipment and foreknowledge of the future. Wary of ego-clashes, Rex prefers foot-soldiers to other super-villains as allies and in time, will start to use robots in more of his schemes. Quote:"It was preordained that, I, Maximus Rex would wield the fist of destiny that would shatter the hourglass of time." Background: Maximus Rex (Max King) began his career in the early 40's as an assistant to Dr. Gardner, a physicist working on a temporal research project for the War Department. On the eve of a big breakthrough on a time machine, Max murdered Dr. Gardner and absconded with the time-machine. Although basically a thug, Max thought he was smarter than he actually was/is and felt that it was his destiny to rule mankind. After some quick research, Max took the machine to the far-future to stock up on advanced weapons and then immediately departed for ancient Rome, where, after some effort, he was able to conquer under his new name, Maximus Rex. However, Rex had been followed by a superhero group from the 40's, who quickly dispatched Rex's advanced troops and set history right again. Since that time Maximus Rex has tried (and failed) to conquer different time periods (including the future !) but has been thwarted again and again. Max's efforts have been so clumsy and primitive, that the time/space continuum has developed an immunity from his efforts and when Max's plans fail, he usually winds up in a worse situation than when he started. To make things worse, Max suffers from a temporal -induced psychosis that gives him feverish dreams of alternate timelines where his plans almost succeeded. Powers/Tactics: Tries to avoid direct confrontation with super beings except when he feels that he's achieved victory (or is close to it), at which point he'll gloat. If he does show up personally, it will be by ambush (usually using his knowledge of the future) with other super-allies and/or soldiers. Campaign Use: Heavily inspired by DC comics' golden-age JSA villain, Per Degaton. In fact, so heavily inspired that , for legal reasons, this character should be considered an homage, and in no way is intended as a challenge for copyright and trademark issues. [/font]
  14. Re: Character Posting Game. Also, I'm working on the time-travel guy.
  15. Re: Character Posting Game. OK,I've got two options: howsabout a hybrid of two legendary comics/movie vehicles but tied into the current official Champions universe or... A super character from an alternate Earth that is significantly different from our own.
  16. Re: Character Posting Game. Know it's late, but I spent so much time on this guy, thought I'd post him anyway. This is in response to the "Dial H For Hero" challenge. Billy Baxter -the Multi-Hero ! Player: Val Char Cost 20 STR 0 20 DEX 15 18 CON 6 15 BODY 10 18 INT 8 14 EGO 8 20 PRE 5 12 COM 1 4/7 PD 0 4/7 ED 0 4 SPD 10 8 REC 0 36 END 0 35 STUN 0 6" RUN 0 2" SWIM 0 4" LEAP 0 Characteristics Cost: 63 Cost Power END 8 Heroic Muscles: +10 STR (10 Active Points); OIHID (-1/4) 1 12 Heroic Reflexes: +5 DEX (15 Active Points); OIHID (-1/4) 8 Heroic Vigor: +5 CON (10 Active Points); OIHID (-1/4) 4 Heroic Appearance: +5 PRE (5 Active Points); OIHID (-1/4) 6 Only A Flesh Wound: Combat Luck (3 PD/3 ED) 2 Heroic Speaker: Oratory 13- (3 Active Points); OIHID (-1/4) 15 Heroic Wisdom: Luck 3d6 183 Heroic Personas Provided By The Mysterious Key Of Infinite Valor: Variable Power Pool, 150 base + 33 control cost, (225 Active Points); Character Has No Choice Regarding How Powers Change (-1/2), VPP Powers Can Be Changed Only In Given Circumstance (-1/2); all slots OIHID (-1/4) 0 1) Sample: Doctor Boomerang Form: (Total: 234 Active Cost, 150 Real Cost) EB 10 1/2d6, Indirect ( Same origin, always fired away from attacker; +1/4), Reduced Endurance (1/2 END; +1/4) (79 Active Points); Restrainable (-1/2), OIHID (-1/4), Limited Power not underwater (-1/4), Range Based On STR (-1/4), Beam (-1/4) (Real Cost: 32) plus Flight 20", Reduced Endurance (1/2 END; +1/4) (50 Active Points); OIHID (-1/4) (Real Cost: 40) plus Combat Luck (6 PD/6 ED) (12 Active Points); OIHID (-1/4) (Real Cost: 10) plus +6 DEX, No Figured Characteristics (+0) (18 Active Points); OIHID (-1/4) (Real Cost: 14) plus +2 SPD (20 Active Points); OIHID (-1/4) (Real Cost: 16) plus Acrobatics 13-; OIHID (-1/4) (Real Cost: 2) plus Missile Deflection (Any Ranged Attack), Full Range (+1) (40 Active Points); OIHID (-1/4), Will Not Work Against Heavy Missiles (-1/4) (Real Cost: 27) plus Absolute Range Sense (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus +9 versus Range Modifier for Normal Sight (9 Active Points); OIHID (-1/4) (Real Cost: 7) Real Cost: 150 5 0 2) Sample: Ultra-Evolutionary Form: (Total: 259 Active Cost, 150 Real Cost) +30 STR, No Figured Characteristics (+0), Reduced Endurance (1/2 END; +1/4) (37 Active Points); OIHID (-1/4) (Real Cost: 30) plus Armor (3 PD/3 ED) (9 Active Points); OIHID (-1/4) (Real Cost: 7) plus EB 11d6, Reduced Endurance (1/2 END; +1/4) (69 Active Points); Restrainable (-1/2), OIHID (-1/4) (Real Cost: 39) plus FF (10 PD/10 ED/5 Power Defense) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4) (44 Active Points); OIHID (-1/4), Restrainable (Only by means other than Grabs and Entangles; -1/4) (Real Cost: 29) plus +10 INT (10 Active Points); OIHID (-1/4) (Real Cost: 8) plus Mind Control 11d6, Telepathic (+1/4) (69 Active Points); Eye Contact Required (throughout; -1), Stops Working If Mentalist Is Stunned (-1/2), OIHID (-1/4), Visible (-1/4) (Real Cost: 23) plus Computer Programming 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus Electronics 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus Inventor 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus SS: Physics 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus SS: Genetics 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus SS: High Energy Engineering 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) plus SS: biology 13- (3 Active Points); OIHID (-1/4) (Real Cost: 2) Real Cost: 150 11 Powers Cost: 238 Cost Skill 10 +2 with VPP 3 Concealment 13- 3 Conversation 13- 3 Deduction 13- 3 Paramedics 13- 3 Teamwork 13- 3 CuK: Citizens of Blue River Valley 13- 3 PS: Reporter for the Blue River Valley Gazette-Herald 13- 3 AK: Blue River Valley 13- Skills Cost: 34 Cost Perk 15 Contact: The Mayor, Police Chief and all the decent folks of Blue River Valley (Contact has: useful Skills or resources, Contact limited by identity: Only accessable to Billy Baxter, Very Good relationship with Contact), Organization Contact (x3) (15 Active Points) 12- Perks Cost: 15 Val Disadvantages 20 Accidental Change: Reverts to Billy Baxter If away from Key Of Infinite Valor for more than a minute Always (Uncommon) 20 DNPC: Sally Sawyer, girlfriend and daughter to Sheriff Sawyer 14- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID) 10 Distinctive Features: Many Of The Heroic Persona forms have odd appearances and/or unusual costume designs and color combinations (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Psychological Limitation: Code Vs. Killing (Common, Total) 20 Psychological Limitation: Protective of innocents (Common, Total) 10 Psychological Limitation: Personality quirks relevant to current persona (Uncommon, Strong) 5 Reputation: "Where In Tarnation Are All These Super Heroes Coming From And Where Do They Go ?", 11- (Known Only To A Small Group: Only the people of Blue River Valley seem to be somewhat alarmed) 10 Social Limitation: Secret ID (Occasionally, Major) 20 Hunted: Supervillain/monster/alien currently terrorizing Blue River Valley 11- (As Pow, PC has a Public ID or is otherwise very easy to find: Blue River Valley Area, Harshly Punish) 15 Unluck: 3d6 Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 350 Height: 1.73 m Hair: Blond Weight: 70.00 kg Eyes: BIlly: Brown with glasses, otherwise varies Appearance: Billy: typical scrawny and gawky teenaged kid with glasses and dressed in jeans, sneakers and short-sleeved plaid shirts. Heroic Personas: Varies from form to form, but usually strong-jawed and cheerful. Personality: Billy: Brave and curious, tends to rely on the Key to get him out of scrapes but can be resourceful and lucky when he has to. Heroic Personas: Almost all are confident and competent in their abilities and seem to be able to sum up the situation without missing a beat even though they were probably just summoned. Cheerful, yet professional. Quote:"Time For Coil-Man To Spring Into Action !" Background: While fleeing "The Limestone Men From Jupiter" , who'd been sent to invade and pacify the small town of Blue River Valley, young Billy Baxter fell into a previously undiscovered cavern and stumbled across the "Key Of Infinite Valor". Telepathically, the mysterious artifact informed Billy that on an infinite number of parallel dimensions and alternate realities, his counterparts were all powerful heroes who fought for justice and that the Key was a talisman that would enable him to randomly and temporarily transform into one of these personas for one hour. Billy spoke the mystic oath and transformed into what would be the first of Blue River Valley's many mysterious heroes, "The Golden Gargoyle. Soon after, the Limestone Men woke up to find themselves cooling their limestone heels in Sheriff Sawyer's jail and Blue River Valley would never be the same. Powers/Tactics: Billy: Will try to sneak off and find a quiet place to activate the Key (unfortunately many of Billy's friends assume this to be cowardice). Heroic Personas: Varies depending on form, but will usually charge into combat with the element of surprise and try to draw fire towards himself (themselves ?) and away from innocents. Campaign Use: [/font]
  17. Re: Tactical Challenge: Eurostar A couple of thoughts: - Challenge Eurostar to fight out in the open, insult them ,call em chickens, etc. to try and get them pissed off enough that they don't think clearly (kind of risky and they wouldn't go for it anyway because the GM has put too much effort into the hostage thing). - Offer to have our group take the place of the hostages (try to appeal to Fiacho's megalomania, etc) - Also very risky for obvious reasons. - Threaten to kill the European villain in custody if any of the hostages are hurt or killed (this might work because it sounds like Eurostar needs this villain for something, unfortunately it's a very iron-age style solution that might be too hard to pull off except as a bluff). - Have the PCs disguise themselves as super-villains and "attack the museum for purposes of looting it" (if Eurostar really believes these are supervillains trying to take advantage of the situation, they won't kill the hostages because there'd be no point and it'll hopefully throw Eurostar off their game).
  18. Re: Starbase Floorplans SJ Games released giant hex-based floorplans for various genres. There's about 3 or 4 based on starship designs.
  19. Re: Champs Universe Question In the comics, generals always run these kinds of things. Contractors LOVE General Thunderbolt Ross and his consistant budget overruns.
  20. Re: Villian Planning Session The Riddler's female henchman (henchgirl ?) was able to disguise herself as Robin and fool Batman for almost two whole episodes.
  21. Re: Villian Planning Session Maybe the mastermind of this scheme is a megalomaniac. Also, instead of removing all the info, howsabout replacing it with disinfo and/or a virus ?
  22. Re: Character Posting Game. Hadn't thought about that. I guess I went into detail because Captain Universe is a relatively obscure character. Howsabout this: A character like Dr. Tachyon from the Wild Cards series or Jericho from the Teen Titans.
  23. Re: Code VS Killing Poll As a GM, my biggest problem with PCs that kill, is that it usually seems to stem from the player being in a bad mood or simply not taking the game seriously. If the killing makes sense for the character and the situation, I personally won't mind, however he/she might have to answer to the authorities and other PCs.
  24. Re: Code VS Killing Poll Right. As somebody earlier pointed out, Supes and Bats earlier personalities were harder-edged. Both were still operating under "pulp" rules, but around 1940, both characters got cleaned up a little (In Batman's case, I think it was the addition of Robin that gave the stories a softer tone and in Superman's case, I think it might've had to do with the cartoon and/or radio show that made him more wholesome).
  25. Re: Character Posting Game. C'mon this can't be too hard.
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