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argent

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Everything posted by argent

  1. Yes! http://www.champions-online.com/promo/bloodmoon/bloodmoon.html
  2. Re: Screenshots They appear in your screenshots folder when you "save" a costume build in the Character Creator, or the Tailor. All the data to recreate the build is encoded in the photo, so you can "load" it later(open the file using Notepad and see!). I saved all my character builds from Open Beta that way... Here are some more screenshots from Open Beta and Early Start: Dreadshot, undead pulp hero: "The lead may be hot, but my vengeance is cold as the grave." Another pic of Dreadshot, showing the game interface. Notice the spent shell in the foreground Manchine on patrol in Millenium City Manchine pauses to admire the M-city skyline. Titania looks for a landing place while Superleaping. Titania shows off... Solomon Monday, Mage-for-Hire, prepares to blast his foes at Operation Greenskin. Eclipse gathers her nerve before tackling the Tutorial. Punnisher stands in front of the Powerhouse: "There's a new sheriff in clown, boys."
  3. Re: List Your CO Heroes! Created and leveled: Dreadshot - Spectral Pulp Hero Titania - Brick Punnisher - Mischievous gun/sword wielder Created, but not taken thru tutorial yet: Solomon Monday, Mage-for-Hire Eclipse - Energy Projector (Darkness) Manchine - Living Powered Armor Suit 10 slots to go!! (Lifetime Subscriber)
  4. Re: Which Champion are you Can't wait for launch!
  5. Re: Post-Apocalyptic Hero -- What Do *You* Want To See? As has been observed above, Hero-enthusiasts tend to be detail-oriented, if not pedantic, so I am almost certain this has already been brought up and dealt with. My apologies if so, but this has been bugging me since I first heard of this new book. Why, if previous titles were not known as Fantasied Hero, Starry Hero, or Pulpy Hero, is the current book called Post-Apocalyptic Hero? Why not Post-Apocalypse Hero?
  6. Re: "Genetic Memory" as a power Exactly! This might work, although I wouldn't want it tied to the character's current location (except insofar as his surroundings might "bring to mind" ancestral memories of similar places). Any other thoughts?
  7. Re: "Genetic Memory" as a power Thanks for your ideas so far. As I envision it, the power would allow them to "know" things that their ancestors knew, that they had no way of knowing themselves, such as: "I believe we'll find an oasis if we travel about 3 hours in *that* direction". "This is the ancient rune meaning 'Danger'." "We should avoid looking directly into these primitive tribespeople's eyes; they would interpret it as a challenge." The power would NOT allow access to skills or skill sets posessed by ancestors. For example, it would not allow an individual to divine how to operate an unknown, complex machine. It might allow him to know which button turns it on, however. Does that help?
  8. I want to design a race of beings who can access the knowledge/memories of their ancestors via dreams. They believe it's reincarnation, but actually this information is passed on biologically. When an individual spends at least 6 hours sleeping, he will experience vivid dreams of his (ancestor's) past lives. Theoretically, any fact or experience posessed by his ancestors can be accessed. This ability is not controllable, or even reliable, but if some pressing problem is weighing on the mind of an individual, he is likely to access a memory relating to the problem while sleeping; this memory may (or may not) contain information helpful to the dreamer. So: the power would relate to memories and knowledge-type skills, can cover practically anything(except things ancestors would have no knowledge of, like current events), but is not reliable and requires at least several hours(of sleep) to use. How would this be built?
  9. ...so I was looking for a game idea to run this summer for my daughter and her friends. Two of them were playing sorceress characters last summer in my Champs game, and the other (non magic-using) characters dropped out, effectively ending the campaign. I was thinking of doing a "Unified Theme" campaign, keeping those characters as-is but messing w/their backgrounds, and adding some other characters w/mystic or supernatural origins. But the more I thought about it, the less sure I was that I wanted to do a "Supers" campaign at all. So here's what I do know: The game will (probably) be set in the modern day; The PC's will all be mystically/supernaturally themed (Sorcerer, "good" vampire or demon, were-____, elemental spirit, etc.) Magic & Supernatural must stay secret (most people don't believe and everybody wants to keep it that way); The main antagonists will be a cabal of evil sorcerers and their various minions, human and otherwise. Secondary antagonists could be regular "evil" vamps & other malign forces, and a malevolent government agency that investigates reports of the paranormal (and into whose hands the PC's definitely do NOT want to fall); The PC's are not normal people, they all have "powers" of one sort or another (More like "Charmed" than "Buffy", I guess). But no tights, flying around, etc. My questions: Would this campaign work best as "superheroic" or "heroic"? and at what point level? Has anyone run a campaign like this before? If so, how did it turn out? Are multi-powers recommended for this sort of thing, or is that too "superheroey"? I like the idea of using a VPP for Sorcery, but I am leery because most of the players are not nearly as familiar w/HERO as I am. In fact, it is quite likely that I will be doing most of the actual character creation, based on the players' descriptions. At the moment, I'm thinking a heroic campaign (w/NCM) at 150 pts +100 pts of disads, but I am open to other suggestions; Summer vacation starts next week, so I've got to get things rolling! BTW-Thanks to Madstone and his "The Monster Hunter and The Super Hero" thread, it helped a lot to clarify my thinking.
  10. I am attempting to get together a bunch of (mostly) new players for Champions. All but one are new to the Hero System, and a couple are new to roleplaying. I am winding up creating most of the PC's, after consulting with the players about what kind of character they would like. The character I'm currently working on ("Unnamed Anime-ted Hero") is essentially a character from a children's anime series transformed into flesh & blood. He's mostly a martial artist with some cartoony/videogame-type powers. The character is a lot like the Arnold Schwartzenegger character in "The Last Action Hero"; he knows all about the world of the TV show he came from, but not much about the "real" world. The character itself came together pretty quickly, but I am having trouble coming up with sufficient disadvantages-any help would be appreciated. So far I have: Distinctive Features: Big Eyes, Small Mouth (Easily Concealable), 5 pts. DNPC-child (Incompetent, 8<); 15 pts. This is the kid who (accidentally)brought him to life. The kid thinks of UAH as pet or toy, and is always trying to get UAH to beat up the big kids that are picking on him, or come to his school to impress his friends. This annoys UAH, but he feels a need to protect the kid, if for no other reason than he is not sure how closely their fates are connected. Code Vs. Killing; 20 pts. Overconfidence, (Common, Strong); 15 pts Proud/Vengeful, Common, Strong); 15 pts Reputation-Anime Cartoon Character, 8<; 5 pts. Those who watch the cartoon and therefore recognize him frequently assume he is a somewhat nutty "fan" of the show. Cultural Fish-out-of-Water; 20 pts. He knows how to fight, he knows the world of the show ("Dragon Hunter B"), and that's about it. He can't drive or use an ATM, probably can't even use a phone (unless it's one of those sci-fi wall-sized video phones), has no idea what the significance of 911 is, or the difference between 911 and 9/11. As you can see, that totals just 95 pts. worth of disads-I need 55 more. Suggestions?
  11. In Classic Trek, the warp factor is the number by which the speed of light is "cubed", i.e.... Warp 1 = Lightspeed Warp 2 = Lightspeed x 8 Warp 3 = Lightspeed x 27 And so on. The warp factor calculation was refigured for ST:TNG; something about wanting to make Warp 10 the ultimate, unattainable speed equivalent to teleportation (i.e., you're there already). I could be more specific, but unfortunately I don't have my tech manual with me right now....
  12. amazed no one has mentioned it yet... If your are interested in doing some sort of conspiracy-type game, you absolutely owe it to yourself to peruse/own Delta Green from Pagan Publishing. This is an amazing modern-day setting for Call of Cthulhu, made to order for "x-files" gaming. Get it! Get it! Get it! http://www.delta-green.com
  13. Say I wanted to run a time-travel oriented Star Hero game, with the world of the Terran Empire as the "present". I need additional t-travel material for my campaign. Name ONE already published resource that I would find very useful for my game. It's OK if it's OOP, I'll just jump into my time machine...
  14. I would say in most cases Invisibility Vs. Special/Unusual Sense Group(Danger Sense); with or without "fringe", depending on whether you wanted the Danger Sensing character to have an increased chance to detect the danger once the Invisible character got close. OTOH, if the danger was mindless or non-conscious(like most traps), or covered an area, Darkness Vs. Danger Sense might be more appropriate.
  15. As someone with a large collection of Champs 4th Ed. books, I thought I'd ask: In your opinion, which 4th Ed. books have the greatest usefulness in 5th Ed. play? A couple that occur immediately to me would be Normals Unbound (one of the best supplements done during I.C.E.'s oversight), and The Mutant File (since the standard hero has been upgraded to 350 pts, some use can now be made of the preposterously high-powered villains in that book). Whatcha think?
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