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Doctor Agenda

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Posts posted by Doctor Agenda

  1. Re: Hero (and Villain) Poseurs...

     

    I rented a movie called The Specials in which seemingly most supers were in it for questionable motives...as I recall, The Weevil slept with the pompous team leader's mostly invulnerable wife and went on to sell out, joining a team with a better action-figure deal. Amok and Deadly Girl had both apparently killed people with their powers accidentally before and didn't seem too bothered by it. If you want ideas for sleazy super heroes, look no further, although they're not ALL that bad.

  2. Re: Altered Reality (making yourself)

     

    Lots of threads on this, and a good old chestnut. I think I did this the first time playing Villains and Vigilantes about 25-26 years ago.

     

    From a playability perspective, I'd just give everyone 25 points, tell them to take 25 points in disads, and leave it at that. If the Navy Seal in your group insists he's a 550 point character, explain that it's a 50 point game. If the depressed unemployed wiccan in your group insists that he has 225 points in disads, explain that he gets points for 25 and everything after that isn't worth anything in the game.

     

    If anyone insists on "realism", I'd take them into my weight room and have them demonstrate their deadlifts, then open the Ultimate Brick. That give you their STR score (which of course doesn't really work out, as HERO STR is an abstraction). The other stats are harder to guestimate, but I'd usually say 7 or less = very young, ill or very poorly developed, 8-10 = unexceptional, 11-13 = developed and enough to build a hobby or modest career using that stat, 14-17 = exceptional, draws considerable praise, can build a solid career on that ability, 18-22 = enough to earn lasting, wide spread acclaim in your field if you have the skills to support it, 23+ = world class and almost certainly famous for it unless you're a complete emotional wreck and therefore incapable of holding down a job.

     

    The guys in your office probably have an 8-10 in most stats, and maybe an 11-13 in the stat they use to make their living or pursue their hobbies. If they're really passionate about a hobby or making a really good living based on raw ability, 14-17 is possible, though I'd take it with a grain of salt. 18+ is very unlikely unless you're gaming with top athletes and researchers.

     

    Skills follow, imo, the same pattern. 7- is what most people remember 5 years after they studied a subject, 8-10- in hobbies or whatever they use to make a basic living, 11-13- if they're notably good at their job, 14-17- if they're acknowledged as experts, 18- or higher if they're genuine leaders in their fields.

     

    The high school kid who goes to Karate once or twice a month when he remembers may have KS: Karate 7-. The twenty something who's at the dojo 2-4 days a week because he wants to impress the hot girl who works in Starbucks may have a KS: Karate 8-10- and a few skill levels in Punch/Block/Dodge. The competitive Karateka has a KS 11-, 10+ points in maneuvers, and a few levels with his martial art.

     

    Alternative: Just grab a Dark Champions package and go from there. It's only a game.

     

    I went through a phase in the 90s where I ran Hero games (usually occult adventure) with the players playing themselves, with guidelines very close to this. It worked out pretty well with only a couple of cases of griping about low points or thinking a favorite stat was 5 points higher than anyone else thought it was. If the players are mature and cool, it can be a blast. Especially suited for an apocalyptic game. Everyone loves showing off how resourceful they think they would be.

  3. Re: Hey Rube! Circuses in Pulp Hero.

     

    I'm playing in a late 1920s voodoo fest featuring a cardshark, a bouncer/medicine man, a jazz player who went to the crossroads, a hypnotic fan dancer, and a circus-raised stage magician (moi). If zombis won't lure us in, a new speakeasy will. Our current archnemesis is a revenge-obsessed escape artist. We've GOT to take this show on the road.

  4. Re: God Package...

     

    Bitchin'! If you get around to Marduk, warrior god with a BIG variable power pool and lots of skills will probably cover it. There wasn't much he couldn't do, he had 50 names or aspects (maybe lots of multiforms?). He also used the Net of Four Winds to bind Tiamat and shot an arrow down her gullet with a magic bow. He carried a universal antidote to protect him from her venom and rode into the battle on a chariot drawn by monstrous steeds with cool names that escape me right now. He was described as having four eyes and arms when he was born/created, but usually depicted as a human-looking warrior--the eyes probably represented keen vision or ability to look anywhere and the arms probably represent his multiplicity of powers, but being able to manifest extra limbs and eyes as needed is probably justifiable. He was the patron god of Babylon and you can find an account of him and the Sumerian origin story in the Elu Elish.

  5. Re: God Package...

     

    The Sumerian/Babylonian deities are arguably the oldest pantheon of civilization. They had a succession of leaders, as the job tended to stress them out. Marduk, son of Enki, earned the right to lead them after defeating Tiamat, much more a Cthulhu-esque opponent than that multi-headed dragon from D&D. There was an interesting write-up of the Tablets of Destiny in the 4th Ed Ultimate Mystic. Sounds like you already have a write-up for Ishtar in mind.

  6. Re: Integrating "normal" things into a "Super" world

     

    If you're a brick in a standard Champs universe, you do have some options. I find that flipping over a tank pretty much neutralizes it. If you have to kill a normal, most GMs will let you use the location chart for a minute to hit them in the head, and with a 50 Str against a normal with 8 Bod, THAT will usually kill them instantly. Some bricks have killing attacks, this implies that some bricks are able to focus their strength to punch through or rip apart objects better than other bricks...if I want my brick to do that, I'll give him a killing attack (eg, a 60 Str Brick with a 2d6 HKA, 4d6 with Str to match his 12d6 punch).

     

    On the GM side many normals should have a Phys or Psych Lim: Noncombatant to reflect their total inability to fight effectively. This could include things like halving hit location penalties, or having to make Ego rolls to use any combat maneuvers (like Dodge).

  7. Re: Mister Silent and Doctor DiscorD

     

    True, but finally the folks that like to dress up for conventions can get their money's worth out of their costumes....

     

    Probably if these guys did foil a crime (and survived) they'd be hit with enough legal hassle to put them off it forever.

     

    OTOH, if putting on a costume brings out the civic hero in someone, more power to them.

  8. Re: Martian Manhunter on Smallville

     

    Character Name: Wraith Ranger

    Alternate Identities: Thomas Thompson

    Player Name: Doctor Agenda

     

    CHARACTERISTICS CHARACTER IMAGE

    Val Char Base Points Total Roll Notes

    30 STR 10 20 30/50/70 var HTH Damage 6/10d6

    20 DEX 10 30 20 13- OCV 7 DCV 7

    20 CON 10 20 20 13-

    15 BODY 10 10 15/19 12- / 13-

    18 INT 10 8 18 13- PER Roll 13-

    20 EGO 10 20 20 13- ECV: 7

    20 PRE 10 10 20 13- PRE Attack: 3 1/2d6

    14 COM 10 2 12 11-

    5 PD 6 -1 5/20 5/20 PD (15rPD)

    5 ED 4 1 5/20 5/20 ED (15rED)

    4 SPD 3.0 10 4 Phases: 3, 6, 9, 12

    10 REC 10 0 8

    40 END 40 0 36

    40 STUN 40 0 40/44

    6" Running 6 0 6"

    2" Swimming 2 0 2"

    6"/3" Leaping 6 0 6"/12"

    Total Characteristics Points: 130

     

     

     

     

    EXPERIENCE POINTS

    Total earned: 0

    Spent: 0

    Unspent: 0

    Base Points: 200

    Disad Points: 150

    Total Points: 350

     

    MOVEMENT

    Type Total

    Run (6) 6" [12" NC]

    Swim (2) 2" [4" NC]

    H. Leap (6") 6"/12"

    V. Leap (3") 3"/6"

    Flight 20" [80" NC]

     

    APPEARANCE

    Hair Color: Brown

    Eye Color: Brown

    Height: 6' 0"

    Weight: 220 lbs

     

    DEFENSES

    Type Amount Notes

    Physical Defense 5/20/24 Current BODY:

    Res. Phys. Defense 15 (14)

    Energy Defense 5/20/24 Current END:

    Res. Energy Defense 15 (40)

    Mental Defense 0 Current STUN:

    Power Defense 0 (40)

     

    COMBAT INFORMATION

    OCV: 7 DCV: 7

     

    Combat Skill Levels:

     

    COMBAT MANEUVERS

    Maneuver Phase 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 attacks

    Grab 1/2 -1 -2 Grab two limbs

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

    Haymaker 1/2* +0 -5 +4 DC attack damage

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

    Move Through 1/2 -v/5 -3 STR + v/3

    Set 1 +1 +0 Ranged Attacks only

    Strike 1/2 +0 +0 STR or weapon

     

    COMBAT MODIFIERS

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

    RMOD 0 -2 -4 -6 -8 -10

     

    POWERS

    Cost Power END

    22 Elemental Control: Roinesh Empyrean Powers

    23 a) Empyrean Toughness: 15rPD, 15rED Armor

    23 B) Empyrean Flight: 20” at 4 End, x4 NCM

    24 c) Empyrean Sustenance: Life Support—Full, Except Must Eat/Sleep Once per Week

    23 d) Roinesh Empyrean Shifting: Shape Shift for Sight, Hearing, & Touch, Any Humanoid Form, Imitation, Costs End Only to Change (+1/4)

    50 Empyrean Disciplines: Mass Phasing, Photokinesis, and Telepathy

    2u Solidify: Density Increase (1,600 kg mass, +20 STR, +4 PD/ED, -4" KB), Costs END Only To Activate (+1/4) (25 Active Points). 2

    2u Increase: Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,437 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Costs END Only To Activate (+1/4) (25 Active Points)—Maximum Mass with Solidify is 25 kilotons. 2

    2u Decrease: Shrinking (1.5’ tall, 55 pounds, -4 PER Rolls to perceive character, +4 DCV, takes +6" KB), Costs END Only To Activate (+1/4) (25 Active Points). 4

    2u Lengthen: Stretching: 3” at 0 End (+1/2) (22 Active Points). 2

    5u Wraith Form: Desolidification, Costs End Only to Activate (+1/4) (50 Active Points) –Affected by Dimensional and Light Attacks 2

    2u Photokinetic Screening: Invisibility to Sight Group , Costs End Only to Activate (25 Active Points). 3

    5u Photokinetic Searing: 10d6 EB at 5 END (50 Active Points).

    8m Sense Intellect: Mind Scan 8d6 at 4 End (40 Active Points).

    9m Communicate: Telepathy 9d6 at 4 End (45 Active Points).

    8 Regenerates: 1d6 Healing, Heal Limbs, 0 End (+1/2), Persistent (+1/2), Extra Time (1 Hour; -2 ¼), Self Only (-1/2) (30 Active Points).

    210 Total Powers Cost

     

    SKILLS

    Cost Skill

    3 Acting 13-

    3 Criminology 13-

    4 Language: English (Idiomatic, Roinesh is Native) -

     

    DISADVANTAGES

    Points Disadvantage

    10 Distinctive Features: Male Roinesh, Concealed by Shape Shift (Easily Concealed, Major Reaction)

    15 Hunted 8- by PSI

    15 Hunted 8- by Viper

    5 Monitored 8- by UNTIL

    20 Psychological Limitation: Code of the Hero

    15 Psychological Limitation: Devoted to His Team

    10 Psychological Limitation: Protective of the Innocent

    10 Reputation 11- as an Alien Shape Shifter

    15 Social Limitation: Secret Identity (Thomas Thompson, Crime Lab Technician, is actually To’m To’mz, a Roinesh Ranger)

    15 Susceptibility: 3d6 Instant from Transforms

    20 Vulnerability: x2 Effect from Drains and Transfers

    150 Total Disadvantages Cost

     

    BACKGROUND

    Height: 6' 0" Hair: Brown

    Weight: 220 lbs Eyes: Brown

    Appearance: In his natural form, To’mz appears to be a grayish tan humanoid with cranial furrows. He can assume almost any humanoid form. As Thompson, he has brown hair and eyes, a swimmer’s build, and is of indeterminate race. He appears in his natural form as the Wraith Ranger.

    Personality: “Thomas Thompson”, a fairly new identity is a quiet and competent technician, but always on the verge of disciplinary action for his frequent absences. Much of his training as a Ranger-a sort of semi-independent planetary agent-and most of the skills he has learned in his more than 30 years on Earth were recently erased or suppressed in a battle with PSI. He remembers events, but has ‘unlearned’ their lessons. Although he longs for home, his Empyrean longevity promises he will someday return.

    Quote: “I can follow you anywhere.”

    Background: The Empyreans of Roinesh are highly integrated into Roinesh society, as their heightened shape shifting powers ironically make it possible for them to be more open, concealing their origins more than their presence. They are known as the Exalted. The average Roinesh only possesses an adaptation that allows them to alter their skin’s color and texture. Exalted, and to a lesser extent the offspring of Exalted and Roinesh, have more advanced abilities. To’m To’mz was a Roinesh Ranger, a career open only to Exalted and the most skilled Roinesh. When his planet was attacked by the Gadroon, he was part of a Ranger squad assigned to disrupt the Gadroon wormhole. He was in the Gadroon flagship when the terminus shifted across the galaxy, trapping him in Gadroon space. When the Gadroon opened a wormhole to Earth, he took the opportunity to oppose the Gadroon there and was stranded when they retreated. With his telepathy and the aid of heroes he befriended, Tom’z learned Earth ways and took the identity of a fallen police officer with no family. In the 70s and 80s he was a part of The Trust, calling himself the Brass Phantom. He hid his alien nature from his teammates (The Human Sub, Sunny Daze, Big Man, and Jackdaw), something he regretted when The Trust broke up following Jackdaw’s death. Now he assumes his Roinesh form as the Wraith Ranger.

    Powers/Tactics: To’mz has powers comparable to the Empyreans of Earth (improved physical abilities, immortality, and the ability to develop powers over time), but has less raw power. Thanks to PSI, he also lacks the skills that normally come with an extended life. His powers make him a near-perfect infiltrator, but at maximum size and density he is also a formidable brick.

    Campaign Use: To’mz is a displaced alien with no way of getting home. Some fear he is the vanguard of an invasion, particularly given his shape shifting powers. He has enough trouble with his one civilian identity that he is reluctant to adopt more, but he sometimes uses other heroic identities to sow confusion about his abilities or to aid fellow heroes in concealing their identities (as he frequently did for the Big Man)…he never appears as the Brass Phantom anymore, however. Plot Seed: The Wraith Ranger has had his experiences edited by PSI. Did they also implant a post-hypnotic suggestion to betray his fellow heroes?Plot Seed: The Gadroon wormhole has reopened…can To’mz get past their invasion fleet for his best chance to return home? Will he abandonEarth to fight without him in doing so?Plot Seed: The Wraith Ranger has infiltrated Viper too many times and they have devised an instrument that can identify him no matter what formhe takes. Now to set the trap….

  9. Re: Thrilling Places!

     

    Well' date=' we love Pulp too, and Pulp Hero itself sold pretty darn well. But so far, to be honest, the supplements have been a bit of a disappointment sales-wise (which is a double shame, because Rob did a fabulous job on both.) So be sure to go out and spread the word on how cool these books are, because we'd really love to do more of them! dw[/quote']

     

    Methinks my LGS is dropping the ball, I asked them to order M&M, I'll order Thrilling Places, too.

  10. Re: Martian Manhunter on Smallville

     

    I did a scratch paper writeup, it's a tight squeeze, but with a little more fiddling, The Wraith Ranger (aka Ranger from Roinesh), known as the Brass Phantom in the seventies, may work. He was accidentally transported to Earth while fighting the Gadroon: the wormhole they use for transgalactic travel is a wee bit unstable. Sorry about that.

  11. Re: Martian Manhunter on Smallville

     

    Good writeup. Icky character.:eek:

     

    Truly. Very helpful, very icky. I've got a place to be, but when I have a writeup together I'll post. Mine will probably be a more slavish imitation, but I'll try to resist giving him an addiction to chocolate. Maybe a Roinesh Empyrean (obviousy they're not quite as powerful as Earth's Empyreans).

  12. Re: Martian Manhunter on Smallville

     

    Right, a multipower with alot of 'm' slots so he can mix and match, or possibly an EC with his fundamental powers (Flight, Defense, Shapeshift, Desolid, Invisibility) and a multipower for his attacks: eyebeams, telepathy, maybe some Strength or Density Increase since I probably won't be able to afford alot of Strength directly. A picture is starting to form. :)

  13. Re: CHAMPIONS UNIVERSE II - What Do You Want To See?

     

    I'd go in for more info on not only the Hzeel' date=' but also the Gadroon and the Qularr.[/quote']

     

    I'm planning on moving my MC campaign into space, where I'd like to use the Gadroon. Then, time travel to Champions 3000, with protracted stops on the way during the Alien Wars and Terran Empire periods. That's a vote for more on the Gadroon, BTW. :)

  14. Judging from the eyebeams, flight, and trail of oreo crumbs, J'on J'onzz the Martian Manhunter is appearing on Smallville. One of my favorite characters (I hope he's portrayed no worse than Green Arrow was), I'm thinking of building a tribute character based on him. I want to do a credible job on 350 points, which seems like quite a challenge. MM is physically nearly as powerful as Superman-including flight and 'Martian Vision', plus he's a telepathic shapeshifter who can become invisible and/or intangible. Suggestions are welcome.

  15. Re: Quote of the Week from my gaming group...

     

    You're lucky Dr A doesn't work for the NSA' date=' then your funny pizza orders and amusing telemarketing conversations would be up here too.[/quote']

     

    I (consider the I to be capitalized for effect) used to work for the NSA. A long time ago. I'm much better now.

     

    Curse you, Doctor Anomaly!

  16. Re: The Things I Learned Playing A Villain...

     

    Didn't mean for my reply to sound rude Doctor Agenda' date=' if it did my apologies.[/quote']

     

    Neh, I've got a memory like swiss cheese and nearly forty years of comic reading to sort through, I don't take it personally, I'm just trying to remember where that darn origin story popped into my head from!

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