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Grimble

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Everything posted by Grimble

  1. Of course, he doesn't grow to anywhere near a mile in height, but Mile High is a villain with an ego twice as big. He's a not so dumb brick with growth.
  2. No one has any write-ups for '70s era supers?
  3. I understand that I have access to all of the published stuff. I'm wondering if anyone has done what I will likely end up having to do...write up the '70s supers of the Champions Universe. If people have, could they share said write-ups or share links to websites with write-ups? Also, '70s style original supers like Everybody are great and appreciated. Thanks.
  4. Thanks for all the help and suggestions, folks. I have already looked into the various references to the canon '70s supers in the Champions universe. Does anyone know where to find actual write-ups for said supers? Write-ups of them during the 1970s? (Besides the Fab Five and the Sentinels written-up in Digital Hero)
  5. Where can these Time Travel Hero notes be found?
  6. Thanks, and that's not even the half of it. I've always loved time travel and alternate history stories. When there is a multiverse I use several Earths from GURPS Alternate Earths, a few straight Champions-based worlds, and Dark Champions. I also throw in several Champions worlds that I have run other group through over the years. The time travel is easy to control, for the most part. With a good and anevil Chronos running around and Janus as a group ally I can send them, or let them go to whatever time period I choose. I plan on having them stay in the '70's for at least a few sessions. I'd like to flesh out the 1970's Amalgamverse as much as I can.
  7. Long story not so long... The PCs all came from a couple different game worlds I had run the players through over the years. Capt. Chronos grabbed each of them and took them to an asteroid he had shifted out of any time stream. He had amassed a bunch of time/space manipulating devices and hotwired them into a Time Sphere. A beam projected from the sphere was being shot at a shifting amount of Earths. A quick and not too helpful explanation about the Multiverse on the verge of destruction. The PCs were told by Capt. Chronos that he was trying to merge all the universes he could grab into an Amalgamverse. He sent them to a protected warehouse in Hudson City, NJ. The warehouse was protected from any time effects and was physically at all points on the timeline. A weird looking fax machine spit out a message from Capt Chronos, a scavenger hunt list of potent items to help Capt. Chronos un-merge the Amalgamverse back into what was left of the multiverse. They accumulated most of the listed items and were attacked by a villain from the future, Widdershins. Widdershins ruled over the timeline from the year 2424 to way far future using the Chronal Manipulation Bracers...He was not cool with there being other futures that he didn't rule. He wanted to stop the PCs from creating a multiverse. The PC cyber-kinetic had the bracers in his possession before Widdershins knew what hit him. The PCs are chronoported to the Time Sphere and Capt. Chronos tells them the list was a ruse to get Widdershins to attack them so they could get the Chronal Manipulation Bracers. He then asks Reboot (the cyber-kinetic) for said bracers. Reboot hands them over while failing to punch Capt Chronos...Chronos incorporates the bracers into his chronosuit and was able to save 52 universes... Unfortunately, the PCs find out that their worlds came back with them already in the respective timelines. Their multiverse saving selves are now redundant. The Amalgamverse stuck around, so they decided to continue being superheroes there... Here's where it starts to get weird. Capt. Chronos teleports onto the PCs meeting table with his chronosuit sparking and only one Chronal Manipulation Bracer...he says "Don't let the Destroyers win!" and his suit explodes along with the multiverse...Weird, rough timey-wimey psychedelic mind warping trip and the PCs appear on the Time Sphere where Capt Chronos is explaining about the multiverse being on the verge of destruction and he was trying to merge the remaining universes into an Amalgamverse...before they could snap out of the mental haze from the weird explosion of the multiverse they were sent to the warehouse at the time they had first been sent there...but to them about a year and a half later. They had befriended the Roman god Janus in the last multiverse...they hadn't met her (yes, in my campaign Janus is female and has 2 faces, one on front of head and one on the back of the head) yet, but bumped into her at their favorite bar. Being a minor time god, she recognizes that she will know the group and is surprised that they remember the last multiverse. She fills them in on the fact that they have been trying to prevent the destruction of the multiverse several times without too much success, but enough to be able to try again...also, Capt Chronos only took on the Captain part of his name relatively recently. He is the Titan Chronos from Greek myth...also, there is a group of nihilistic gods trying to end all existances because they are sick of it. Along the way they have gone to the year 2595 using the Chronal Manipulation Bracers before getting teleported to the Time Sphere. They have been sent to the year 1965 during the Qulaar Invasion by Widdershins before they stole the bracers. Janus has sent them back to 1917 where they killed baby Albert Zerstoiten and his parents...and then back to 2013. They got to 1975 by hitching a ride with a Time Traveler just kinda figuring out his powers. They wanted to go back before their warehouse was nuked on January 19th, 2013 by Dark Chronos (an evil doppleganger of Chronos)...they had no idea when in the later half of the 20th century they would arrive. In the warehouse, Capt Chronos installed a Quantum Displacement Teleporter pad with recall bracelets needed to teleport back to the pad...At the start of the next session (tonight) they plan to teleport across the country to help in the fight Against Doctor Destroyer and his armies. They have no idea when their Time Traveler buddy will be able to shift them again or when they would end up if he does.
  8. I'm trying to find write-ups on the Champions Universe supers from the 1970's. My PCs have traveled back in time, yet again. They are about to make a splash by helping fight Doctor Destroyer during his attempted conquest of California on March 5th, 1975. I'm sure they will not be shy about meeting the various super groups who gathered to fight DD. Many of the heroes of that time are mentioned in various books and some events are summarized...Is there a place to find more detail on the Supers of the '70's? We play using 5th ed. revised rules, but if there are books from any edition people could suggest, I'm cool with that. Hopefully, TheQuestionMan will see this. He's been very helpful to me in the past. Grimble P.S. If anyone has any write-ups for '70's supers they have used in their own games and they would be willing to share them here, that would be super cool, man.
  9. Grimble

    Selenites

    Re: Selenites It is just good to know where to look. FREd is my bible, but I have bought a few 6th Ed books for reference. QM: Thanks. Pretty much all the info I got from CU and News of the World, but thanks for the assist.
  10. Re: Outside the Box powers I have a character named Sassafras Jackson, A.K.A. Super-Pimp. He has an Ego Attack that causes extreme sexual pleasure in the target. He's been known to use the power outside of combat...if you know what I mean.
  11. Grimble

    Selenites

    Anyone know where I could find write ups for the Selenites? The insect-like siliconoids that live on the moon. I'm looking for 5th edition (preferably revised, but whatever). If you have a home brewed writer up, that would be cool, too.
  12. Re: What's *your* superpower? I can go to sleep at will. I decide it's time to sleep, I sleep.
  13. Re: overmentalizing I have a group ready and waiting for any mentalist that ruins too many plotlines (I haven't had to use them, yet). They are normals who use paramilitary tactic and training to hunt down and take out mentalists. They also use training in mental discipline (natural mental def.) and scientific shielding in helmets to block out mental powers. Their main weapons are guns and AoE sonic attacks that hinder concentration (They use special earpieces to protect themselves. They usually hunt down mentalist villains, but if a mentalist superhero were crossing lines...
  14. Re: Create a Hero Theme Team! The LARPer: Jake Parker had been LARPing (Live Action Role-Playing) since before he was able to get a driver's license. After the device filled him with strange alien energies he found that the gestures used in various LARPs actually affected the real world, now. By crossing his arms across his chest he could become invisible. When he pointed a finger to his eye or ear he gained hightened senses of vision or hearing. He also found that by pumping his fist 3 times and making either a rock,scissors or paper with his hand he caused the following effects: Rock=TK "Punch" to target, Scissors=RKA "Cut" to a target, Paper=Entangle "Covers" a target. Another side-effect of Jake's new powers is that his clothes change at will to any charcter costume he can think of. Usually something gothic (he was really into Vampire-style LARPs) but he has been experimenting with different superhero-style costumes with a stylized Rock/Scissors/Paper symbol on the chest and a cape...
  15. Re: CHAMPIONS VILLAINS -- What Do *You* Want To See?
  16. Re: CHAMPIONS VILLAINS -- What Do *You* Want To See? I'd love to see a revamp and update for the group C.L.O.W.N. ! I like the fact that they are out to shake things up and freak out the straights, but don't want to hurt anyone and won't take or break anything with sentimental value. There aren't enough fun villain groups out there. Every so often you need some comic relief in a campaigns. C.L.O.W.N. fills this role beautifully.
  17. Re: CHAMPIONS 6E -- What Do *You* Want To See? C.l.o.w.n. !
  18. Re: Things You'd See in a World Full of Supers... The "Make A Wish" Founationwould be constantly calling any super with a healing power, especially if that power could cure diseases or degerative conditions. Every First World Goverments would have a Torchwood-like Agency(Like Britain in Doctor Who) using alien and future-tech to protect against alien and super menaces. Every government would have its own superhuman regulatory agency. This disreguards time travellers, who can mess with all of human history by jumping back before mammal dominance, and scew up evolution...See Bradbury's story, "A Sound of Thunder"...
  19. Re: Things You'd See in a World Full of Supers... I'd have at least 2 different sets of sports records kept. Those from "normal" humans, and those for "supers. That way, normals don't feel like there is no reason to compete, and supers have an outlet outside of battle to prove themselves. Maybe 2 different Olymic games, running concurrent, every 4 years.
  20. Re: Supervillains and Philosophy I can't wait for this book. It will go right next to the other 5 books I have in this series.
  21. Re: WWII Spinoff Sort-of. Need help! Here's another Idea that's perfect for a WWII game. Gremlins! Have the little tech disrupting menaces are plaguing an allied factory...the PCs are sent in to take care of the problem. A really scary task for any gadgeteers or powersuits in the group.
  22. Re: WWII Spinoff Sort-of. Need help! Any of this working for you, G B? Has the campaign started? Tune us in, please.
  23. Re: WWII Spinoff Sort-of. Need help! Oooo. Here's a good one that just hit me. Take Frankenstein and convert it into a WWII campaign. At the opening, a strange piecemeal creature comes to the group (or their government handlers), and tells them of experiments conducted by Nazi scientists of which, he is the first success. Turns out breeding a Master Race takes a while, so the Nazis are trying to build them using fallen soldiers and some very hinky science. The Creature will agree to lead the PCs to the labs in which the reanimated soldiers are being devoloped and built. Let them take out the facility...it's too late, anyway. The project has moved on to the next stage. They can gain clues leading them to 2 (or however many you want) "bio-factories" gearing up to mass-produce the Uber-Soldiers. Maybe let the PCs take them out, or let them take out a few, but there were biofacs that they didn't know about. Now they must try to stem the tide of super strong, undead Nazi grunts!
  24. Re: Heromachine and similar applications Thanks for all the connections. I'll rep you as soon as I'm allowed to give more out.
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