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Scott Baker

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Posts posted by Scott Baker

  1. I like the other ideas, but I don't think you should go anywhere near the Avengers, homage or otherwise.  Aside from Disney being a bit trigger-happy about their intellectual property, you're trying to sell these people on Champions.  If you use VIPER, use heroes from the Champions Universe, or create a new hero team and put it in the Champions Universe.

     

     
     

    That's not necessarily a bad thing.  Work out a deal with Heroic Publishing so some of their characters are used in the adventure, and in return the PDF includes links to Heroic Publishing's website.  

     

    (It would be even better if you could get a comic illustrating the events of the adventure, but you can't have everything...)

     

    Its probably easiest to use original guys, but Viper would definitely be preferable just because they're so classic Champions.

    Don't forget that Cryptic Studios owns the IP rights to Champions, with DOJ having a license to continue using it--obviously I don't have all of the details. Perhaps before going down a path using Champions IP, such as the CU, it would be good to check in with DOJ. If it's all original, then never mind.

  2. I have it too. And used the first two adventures out of it. I wish though I knew why they built certain powers the way they did. For example, flash def on charges?

    I was always wondering why they only recruited "short" people. Either that or they loved to torture anyone over 4 feet tall. Seriously, check out the beds.

  3. I have almost everything from the first few editions of Champions ... Island of Dr. Destroyer, Strike Force, AC #1, first ed rules, the GM screen, etc. (I sold Wings of the Valkyrie ages ago though!)

     

    There's very little in PDF form on sites like drivethrurpg.com. Is there a way to get PDFs for these?

    Looking back at your original post, I would be remiss in not mentioning that Strike Force will be available as a PDF as an add-on the the NEW Strike Force currently funded on KickStarter. You can find the campaign here: https://www.kickstarter.com/projects/2000633882/aaron-allstons-strike-force/description.

  4. A few 4E and earlier items do exist in PDF form. I know because I either have them or have seen them. ;)

     

    The Hero Games website online store is selling a PDF of the pre-4E genre book, Robot Warriors, with its own unique version of the Hero rules included.

     

    There are two PDF supplements for 4E Dark Champions in the online store, New Bedlam Asylum and Widows and Orphans.

     

    For Champions, you can download the PRIMUS sourcebook, which organization hasn't yet been updated for the latest version of the setting. All of the above are very inexpensive.

     

    Hero Games used to sell PDF versions of the 4E Hero System rule book; the 4E version of the Fantasy Hero genre book; and the 4E Ultimate books: Ultimate Martial Artist, Ultimate Mentalist, Ultimate Super Mage, and a supplement to that last, The Super Mage Bestiary. As I recall, they were taken out of the store when Hero Games created a comparable edition for 5E. It should be possible to put any of those back up for sale, should the company wish to and if there was any interest in buying any of them.

     

    There were also a couple of licensed settings in 4E PDF, Bright Future for sci-fi, and Broken Kingdoms for fantasy. The license for those may have lapsed, though.

    These are also available through drivethrurpg, so I figured the OP had seen them.

  5. Wow, I have much rarer games in full OCR .pdf files. Microgames! But not Champions? That seems odd.

    Again, the first issue to overcome is rights to the products. Champions/Hero has gone through multiple hands over the years. And, as a consumer, I have no idea what those original contracts included as far as rights. Or if/how those rights transferred as the IP was sold. Even some (all?) of the original (playtester) characters are owned by the original players, and would need to be licensed separately.

     

    This is not likely to be a money-making proposition. So, while I don't speak for DOJ, I'm pretty certain this won't happen as a company project. I can't imagine they would object if you wanted to take on the task yourself though.

  6. Um... Wouldn't a 6D6 Increase STR by 18 not 21? Additionally, the SPD would increase by 1 not 2. 

     

     

     

    As Words Die, I Notice There Are A Lot Of Similarities In My Argument To Yours!

    The average roll per die is 3.5, not 3. You might be thinking of standard effect. So 6 * 3.5 = 21 points. (Note: I'm not looking to get into a debate/argument over the fact that you can't roll a 3.5 directly on a die. Just covering the math.)

  7. Perhaps they're radical or perhaps not. Nothing forgotten there, as everyone knows a power's definition depends on the character concept. You are correct that it could be just the special effects.  I know about the GM concern, which I already voiced.

     

    I was wondering if anyone has used the power and how things went with such a character. Did the game flow nicely with the character? How & what did the GM do, etc etc? I'm asking for the experinence of people who've already used it.

    The things I mentioned are what made it playable. Your circumstances are not going to match my specific play experiences, so telling multiple tales of specific builds outside of the context of the GM, Players, the other PCs, and the campaign really doesn't tell you anything.

  8. You're looking at the same basic discussion as with having followers.

     

    [short pause while I read ghost-angel's post] -- I agree with his post. Just note that without an advantage it would take 16 full phases to create the 32 duplicates for ghost-angel's character. These sorts of factors will affect the possible disruption presented by the power.

     

    Something that people seem to constantly forget is that each duplicate is their own person, perhaps radically so depending on how the duplication is bought and the duplicate is built. So it's not always appropriate to treat them as single-minded groups, or that they'll always do what the base character wants. With the right GM (and other players), this can open up a lot of role-playing possibilities.

     

    One more thing to consider is that "duplication" can also just be the special effects of other powers. If having multiple characters running around is too unbalancing play-wise (i.e., equal time for players), powers with the special effect may work for the concept as well.

     

     

    Edit: As far as the GM should be concerned, they need to account for any duplicates just like they would if the group had those additional characters as PCs.

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