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Mr. R

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Everything posted by Mr. R

  1. Re: Classic Champions: VIPER's Nest I remember in an old Adventurer's Club and Article by Aaron Allston about getting your team to gel. Suggestion 1: Have them go up against the villains but no agents and have the villains use code words and maneuvers to take them down. This is best done with villains that are actually weaker than the heroes by about 50 to 75 points. Suggestion 2: Have one bad guy but make him so that no one hero can take him out. They will have to coordinate to beat him. An example would be Firewing. Either way they learned a lesson and you campaign doesn't implode. OOC have you talked to them about it. In my last campaign the PC's stayed loners because the GM was fond of betrayal plots. Stay loose so an organization(s) doesn't have a way in. Otherwise we would get raked. He also ranted why we were so distrustful of each other. Like the other PCs have it written on their forehead. Just a thought.
  2. Re: Third Annual Christmas Champions Episode Repped as well. That was classic.
  3. Re: Classic Champions: VIPER's Nest A) Sounds like an interesting campaign. I like how you have contingency plans if thing don't go as planned (Darn those players) I like your writing style. Nice concise, but conveys the feeling of the moments. Cudos.
  4. Re: What Fantasy/Sci-Fi book have you just finished? Please rate it... Just finished A Reaper's Gale by Erikson. I love his work, but this is the first one where alot of the plot threads now start to make sense. The last 300 pages had me glued to the book. Now I can't wait for what other rabbits he pulls out of his hat.
  5. Re: A DC Animated-style HeroMachine I tried and well someone else rep him, PLEASE!
  6. Re: A DC Animated-style HeroMachine Repped.
  7. Re: Which Champion are you Raised on a steady diet of comic books, you grew up to be an unstable lunatic, whose wacky ambitions are only matched by your delusions of grandeur. You're too crafty to get caught, otherwise you'd certainly be locked away in the loony bin! Take the quiz!
  8. Mr. R

    Free Strike

    Re: Free Strike Ok lets look at some balance here: Brick Dex 15 (15 points) Spd 2 (-5 points) Run 6" Total 10 pts Ninja Dex 20 (30 points) Spd 4 (10 points) Run 14" (16 points) Total 56 pts So what else doe the brick have for those 46 points? Defenses? Can he even be hurt? ie 35 pd resist means ninja pointy stick bounce. HTH skill levels? Brick tricks? Foot stomp (EB AoE Per Imm No Range) as a held can work wonders? Ans like someone said Pick up a Lamp-post and use it as a long bat. Or take a scene from Superman 2 Manhole cover frisbee. A little more info would be nice. Otherwise you are describing Rogue vs Ninja. They're not expected to take her down, just keep her busy.
  9. Re: Campaign: Classic Champions Universe I would love to be there to see your players' reactions when they find this tidbit out.
  10. Mr. R

    Bardarius

    My attempt at a characater from Atlantis. Name: Bardarius Alternate IDs: Player: Val Char Roll Notes 23 STR 14- HTH Damage 4 1/2d6 END [2] 20 DEX 13- OCV 7 DCV 7 22 CON 13- 15 BODY 12- 19 INT 13- PER Roll 13- 12 EGO 11- ECV: 4 35 PRE 16- PRE Attack: 7d6 14 COM 12- 10/15 PD 10/15 ED 4 SPD 9 REC Run: 6" 44 END Swim: 2" 40 STUN Leap: 4 1/2" Disadvantages Pts Distinctive Features: Atlantean (Not Concealable; Noticed and Recognizable; Detectable By Large Group) 10 Hunted: Old Commander 8- (As Pow, NCI, Harshly Punish) 15 Psychological Limitation: Intensely Curious (Common, Moderate) 10 Physical Limitation: Wierdness magnet (Infrequently, Greatly Impairing) 10 Unluck: 1d6 5 XP 0 Base : 300 Disads : +50 XP Spent : +0 Total = 350 130 : Characteristics Cost 84 + Powers Cost 136 + Martial Arts/Skills/Perks/Talents Cost 350 = Total Cost Campaign Use: Personality/Motivation: See history. Pts. Power/Skill/Perk/Talent END Powers 3 Life Support (Longevity: 800 Years) 0 4 +10 PRE (10 Active Points); Conditional Power Power does not work in Extremely Common Circumstances (-1 1/2), Incantations (-1/4) 56 Spear of Icy Lamentations: Multipower, 75-point reserve, all slots Reduced Endurance (0 END; +1/2) (112 Active Points); all slots OAF (-1) 1u 1) Icy Blade: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6 w/STR), Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1), Limited Power Power loses about a third of its effectiveness (-1/2) 0 1u 2) Icy Cap: Hand-To-Hand Attack +5d6 (25 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 0 4u 3) Shard of Ice: Energy Blast 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); OAF (-1) 0 10 Orichalcum bracelets: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) 0 5 Luck 1d6 0 Martial Arts Spearfighting 4 1) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 5 2) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike 5 3) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike 4 4) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block 4 5) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike 1 6) Weapon Element: Staffs Wrestling 3 1) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 33 STR for holding on 4 2) Reversal: var Phase, -1 OCV, -2 DCV, 38 STR to Escape; Grab Two Limbs 3 3) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 4 1/2d6 Strike; You Fall, Target Falls 3 4) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 4 1/2d6 +v/5, Target Falls 4 5) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 38 STR vs. Grabs Skills 3 Conversation 16- 3 High Society 16- 2 AK: Atlantis 11- 3 KS: Poetry/Song/Legend Atlantean 13- 3 Persuasion 16- 6 PS: Lyre 16- 2 PS: Aulos 11- 5 PS: Sing 15- 2 PS: Small Drum 11- 2 PS: Syrinx 11- 3 Acrobatics 13- 2 Gambling (Other (General)) 13- 3 Lockpicking 13- 3 Security Systems 13- 3 Seduction 16- 3 Streetwise 16- 10 +2 with HTH Combat 5 Defense Maneuver I-II 1 TF 3 WF: Common Melee Weapons, Javelins and Thrown Spears 0 Language: Atlantean (basic conversation; literate) (2 Active Points) 4 Language: Gardarican (idiomatic) 2 Language: Baltarian (fluent conversation) 2 Language: Northlander (fluent conversation) 1 Language: Tellat (basic conversation) Perks 3 Contact (Contact has useful Skills or resources) 11- 5 Favor 3 Contact (Contact has useful Skills or resources) 11- Talents 3 Perfect Pitch 6 Combat Luck (3 PD/3 ED) Base OCV: 7 Base DCV: 7 Base ECV: 4 Adjustment + Adjustment + Adjustment + Final OCV: Final DCV: Final ECV: Levels: +2 with HTH Combat DEX: 20 SPD: 4 ECV: 4 Phases: 3, 6, 9, 12 10/15 PD (0/5 rPD) 10/15 ED (0/5 rED) MD: 0 END: 44 STUN: 40 BODY: 15 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: Quote:Why does this always happen to me? Background: A member of a low born noble family, his advantages are a link to one of the ten, a perfect pitch and an intence curiousity. So natually he became a soldier. After serving his tour, he apprenticed to a bard of some renown and is slowly making a name for himself as a teller of tales and a fine singer. Unfortunately he is still hounded by an old jealous commander of his and his propensity for attracting trouble. His patrol stumbles on the Lemurian base planning a secret attack. While on leave he stumbles on Kephran plotting to kidnap atlaenteans for nefarious purposes. And it wasn't his fault that the magical lion attacked the caravan he was in. Add his intence curiousity and you get a meddlesome trouble maker. Powers/Tactics: A competent soldier even without his gear as well as a trained bard. As well he has two items that help him, a set of bracers that act as basic armour, and his staff that can project an icy blade at will and even launch it at great velocity.
  11. Re: Campaign: Classic Champions Universe I liked that Brick took the teller but left her unharmed. This sets a tone for the game. You are stating that some villains are honorable and can be trusted. This opens the door to negotiation as a possible solution. Cudos.
  12. Mr. R

    Doubling Costs

    Re: Doubling Costs Bumping till someone replies.
  13. Re: Inceptum Terminus World Book What power level are you looking at? From the description it seems that this Gifted Team will be on their own a lot against a large number of opponents. Which means a large amount of self sufficiency. Even support PCs would have to be very capable.
  14. Re: The Justice Patrol I like this one. Very inventive.
  15. Re: Unworkable Premises for a Campaign
  16. Re: My players have become villians I agree. After we started getting both sides, it sounded like the players had a GM who was in love with EVUL, because good is stupid. Every good deed was punished and every bad deed magnified. As one poster on these boards has stated this was a "Flip the gaming table and storm out." situation. They just did it in a... more in game statement.
  17. Re: Whoo-Hoo! Atlantean Age Is Mine! Well just for fun I tried to make a character for the Atlantean Age. Then I got to Languages. It said see table.....flip flip flip.....? So where is the table?
  18. Re: And we're back. V&V to HERO conversion site back up, phase one mostly done. I like the changes. Kudos and rep.
  19. Mr. R

    Quickling FBI

    Re: Quickling FBI Should be just 4 damage classes will fix that. And I am old school and do the power way. But that's just me.
  20. Mr. R

    Quickling FBI

    Inspired by the speedster threads we had a few weeks ago I made up a friends PC from memory from an old campaign. So without further ado, I introduce... QUICKLING Val Char Cost Roll Notes 5 STR -5 10- Lift 50.0kg; 1d6 [1] 24 DEX 42 14- OCV: 8/DCV: 8 23 CON 26 14- 13 BODY 6 12- 15 INT 5 12- PER Roll 12- 11 EGO 2 11- ECV: 4 13 PRE 3 12- PRE Attack: 2 ½d6 14 COM 2 12- 15 PD 14 Total: 15 PD (8 rPD) 8 ED 3 Total: 8 ED (4 rED) 6 SPD 26 Phases: 2, 4, 6, 8, 10, 12 14 REC 16 46 END 0 28 STUN 0 Total Characteristic Cost: 140 Movement: Running: 30"/120" Leaping: 1"/2" Swimming: 2"/4" Cost Powers END 6 Damage Resistance (8 PD/4 ED) 9 Clinging (15 STR) (13 Active Points); Conditional Power Power does not work in Common Circumstances (Must make ½ move; -½) 66 Running +24" (30" total), x4 Noncombat, Reduced Endurance (½ END; +¼) (66 Active Points) 2 45 Shrinking (0.23 m tall, 0.1602 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (67 Active Points); Always On (-½) 7 Healing 1 BODY, Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 ¼), Self Only (-½) 5 Passing Strike +1 +0 5d6 +v/5; FMove 5 Passing Disarm -1 -1 Disarm, 35 STR to Disarm; FMove 3 Flying Tackle +0 -1 5d6 +v/5 Strike; You Fall, Target Falls; FMove 5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove 16 +4 HTH Damage Class(es) Perks 10 Fringe Benefit: FBI Special Agent, Federal/National Police Powers, Local Police Powers, Passport, Weapon Permit (where appropriate) 9 Contact (Contact has access to major institutions, Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 8- 6 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 8- 7 Contact (Contact has very useful Skills or resources, Very Good relationship with Contact) 12- 5 Favor Talents 9 Lightning Reflexes: +6 DEX to act first with All Actions 3 Lightsleep Skills 3 Bugging 12- 3 Bureaucratics 12- 3 Concealment 12- 3 Criminology 12- 3 Deduction 12- 3 Forensic Medicine 12- 3 Interrogation 12- 3 Paramedics 12- 3 Streetwise 12- 3 Shadowing 12- 3 Breakfall 14- 3 Stealth 14- 5 Cramming 2 KS 11- 2 KS 11- 20 +2 Overall Total Powers & Skill Cost: 281 Total Cost: 421 200+ Disadvantages 15 Distinctive Features: Permenently 23 cm tall and looks like a MIB (Not Concealable; Noticed and Recognizable; Detectable By Virtually Everyone) 15 Hunted: 8- (As Pow, NCI, Harshly Punish) 10 Hunted: 8- (As Pow, Harshly Punish) 15 Psychological Limitation: Clausterphobic (Common, Strong) 10 Psychological Limitation: Very law and order orientated (Uncommon, Strong) 20 Physical Limitation: Size (All the Time, Greatly Impairing) 10 Physical Limitation: Eats 2X normal full sized person (Frequently, Slightly Impairing) 10 Physical Limitation: Hyperactive (Frequently, Slightly Impairing) 10 Vulnerability: 2 x STUN poisons and gases (Uncommon) 10 Vulnerability: 2 x BODY poisons and gases (Uncommon) 10 Vulnerability: 2 x Effect poisons and gases (Uncommon) 15 Dependent NPC: Support agents/personnel 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x4 DNPCs) 71 Experience Points Total Disadvantage Points: 421 Background/History: Paul Stewart was an up and coming member in the FBI. In fact it was his dream from the time he was young. He volunteered in police/civilian efforts whenever he could. He planned his university courses to help himget into Quantico. He kept himself in good shape and was in the top 10% of his class. That all changed when he was assigned to the task force looking into some new designer drugs. Just how designer he experienced first hand when he was shot and dumped into one of the waste barrels. The drugs, experimental and otherwise, caused his metabolism to kick into high gear while at the same time shrinking his body. It took weeks to stabilise, but now he was stuck at 25 cm tall. Not wanting to leave the Bureau, he hit upon the idea of loaning himself out to the local superteam as an FBI liason. the local team had some trepidation, but eventually his skills and powers won them over. Oh and the name? Well one of the low level agents was a DND fan and commented he looked like a Quickling. He actually dislikes the name but deals with it as part of his job. Personality/Motivation: Law and Order. He beleives in proceedure and is leary of bending the rules. He will do so in emergencies, but prefers to follow established proceedure. The fact that he involved in super-crime means he is writting new rules all the time to cope with a situation not taken into account in the manual IE he's writting a whole new manual. Otherwise he's fairly stable as far as personalities go. His only known problem is clausterphobia, which he didn't have before. Physically he eats alot. His metabolism is highly charled enough to require at least 4 time the amount of food he would need taking into account his size and weight. This also makes him hyper, always moving and fidgetting. So far he gets around it by spending alot of time on patrol to burn up the excess energy. Quote: Agent Quickling, FBI. Now what's the sitrep. Powers/Tactics: He's fast. And small. So he is very good at scouting, getting a view of the situation and coming up with a plan. Once things start happening, he becomes the hit and run specialist. In fact given his size, going toe to toe with someone is hazardous. So he specializes in running in and out causing prolems whenever he can. He really likes fighting agents, where he can do multiple attacks upon groups before they even know he's there. He's also a trained FBI agent and brings all those investigative and analytical skills to bear outside of combat. And he's pretty good at it. Campaign Use: Was a PC in my last campaign who retired his old character and made one that filled some holes in the team, scout, speedster and detective. He can fill those areas for any campaign he's dropped into. Just play up the stright arrow aspect of him, that is his defining charcteristic. If he's too tough, get rid of the Overalls, two of the contacts, Flying Dodge and 2 damage classes. Not tough enough, Dex 27, Spd 8, add 2 more damage classes (6 total) and increase his defences to 20 pd / 12 ed with resistant portions going up to 10 / 6. Appearance: A 25 cm tall MIB.
  21. Re: The Justice Patrol I like. Especially Starcaller. A cyclops with a twist. And his back story made him very believable. In a -Con game I would want to play him.
  22. Re: Foods for those that just don't care anymore That. Is. So. Wrong!!!
  23. Re: 4th Edition: Obsidian I like. Next please.
  24. Re: 4th Edition: Quantum I agree. She's competent, powerful .... I really want to see more, esp Obsidian.
  25. Re: Who was WWII's most important leader? This list sums it up.
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