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Everything posted by armadillo

  1. Just to be clear, I've used Professor Muerte and his crew a lot over the years, but I have a hankering to do them right instead of shoehorning them in like I have in the past. I actually bought Enemies II in the Eighties when it was new. I have a campaign set in the 1980's right now so I'm going back to the beginning. That's where this is coming from. (Not sure if it helps, but I just didn't want anyone to think I was a newbie!)
  2. Is there a module starring Terror Incorporated? (Professor Muerte, Giganto, Scorpia, Feur) I have read a few threads discussing this villain group. I'm just looking for a module or detailed adventure laying out how they operate(d). If there is no module, how would you set up a multi-session storyline involving this group?
  3. Haha. These were Dennis Mallonee's characters, according to the module. I didn't see the Aaron Allston article, but now I gotta read it!
  4. Yeah, I used The Dash a lot. Yes indeed, from the Great Supervillain Contest.
  5. C'est rien, as the French would say. I was slow to warm up to 6th Edition, but your book made me finally get it. Don't get too hung up on these small things--we need you to make more stuff like this!
  6. Thank you, Duke. Your treatise came at a good time for me. I was trying to figure out some stuff in my own life and this really helped me put things into perspective.
  7. The Magneto thing makes sense to me (I'm not saying that you don't think so too--you just made me have a realization). Magneto sees his people as Homo Superior, and sees the humans trying to say that mutants are subhuman, and he's saying, no, they're the opposite. So he's working towards wiping out the Homo Sapiens to make way for the Homo Superior. (David Bowie said it better.) So it's this angle that makes Magneto more admirable as a villain. He sees himself as preventing genocide by wiping out the mutant-hating humans. I think that's why I always liked Magneto--his agenda made sense. Sorry, Tjack. I thought I was taking your ball and running with it. But you did indeed clarify my thoughts, then! Thank you!
  8. I think a lot of good points have been made so far. Liaden and Christopher are circling in on it. But the word that triggered an "aha" moment for me was "arbitrary." That's it. That's exactly what I was grasping for. The Marvel mutant thing feels very arbitrary, but also very...authentic? The guard/prisoner experiments do have that same feeling, IMO. Maybe it's just that Tjack and I are on the same wavelength? Or is it more? So if Tjack is on the right track, it would kind of imply that someone has planted this idea, that there was anti-mutant propaganda that preceded the prejudice? Does Marvel explore the roots of mutant paranoia? Is there an agency that started the rumors and fans the flames? I know that there's the government agency that has the Sentinels (you know, those giant mutant-hunting robots that Chris Claremont stole from Genocide's Minutemen ). But is it part of that secret agency's agenda to promote hatred? Weren't they just trying to capture mutants to experiment on for military purposes? Or wait...maybe that is it. The agency would have to sow the seeds that the mutants were subhuman in order to justify their agenda. So if you had a child, as Lord Liaden mentioned, and it started exhibiting superhuman abilities, you'd turn in your own child because it has been dehumanized by the propaganda. Whoa!
  9. First let me say that I was always onboard for the idea of mutants. In Marvel, there are all these people with powers but for some reason mutants are singled out to be feared and hated. But, to me, it always worked. I bought into it. Captain America could be high-fived in public by a little kid, but someone suspected of being a mutant wouldn't be allowed anywhere near that kid, even if that mutant just saved the day. I guess what I'm asking is, What is the psychology of this situation? Why does it work and ring true narratively?
  10. The base character makes sense, but I'd be tempted to forego the micromanaging and just tell the players "You have 75 points to spend and up to 75 in disadvantages" and let them have at it. Anything that was Starfleet protocol would be a free PS. Maybe a 20-point Social Limitation disad "Restricted by Starfleet protocols" which would include the Prime Directive and having to follow orders.
  11. I'm not so sure. I thought Lower Decks was about lower-rank crew members on a ship called the USS Cerritos. They don't seem to be following behind the Enterprise in TNG to tie up loose ends...? I haven't seen any of the episodes yet, but I intend to try it out. Then again, since I haven't seen the series, I could be wrong. Are they "damage control" for the Enterprise?
  12. Here's a Starfleet Officer written up (from page 204 of the pdf linked above) HUMAN STARFLEET COMMAND OFFICER Value/Characteristic/Cost/Roll/Notes 13 STR 3 12- 2.5d6; Lift 130 kg 14 DEX 12 12- OCV: 5; DCV: 5 13 CON 6 12- 10 BODY 0 11- 16 INT 6 12- PER Roll: 12-/ 13 EGO 6 12- ECV: 4 17 PRE 7 11- 3.5d6 PRE Attack 10 COM 0 11- 4 PD 1 3 ED 0 3 SPD 6 Phases: 4, 8, 12 6 REC 0 26 END 0 24 STUN 0 Total Characteristic Cost: 45 Powers & Skills Personal Development: Starfleet Brat 5 SS: (INT-Based; choose) +2 5 SS: (INT-Based; choose) +2 Professional Development: Star Fleet Command 9 Bureaucratics +3 2 Tactics (Starship) INT 12- 5 Fringe Benefit: Membership - Lieutenant 3 Computer Programming 3 Deduction 1 SS: Astronomy 8- 3 SS: Physics (INT) 6 Electronics: (Communications, Sensors, Transporter) +1 5 Mechanics +1 4 Systems Operation: Communications, Sensors, Transporter 2 SS: Warp Drive Theory 11- 5 SS: Starship Engineering (INT) +2 2 WF: Starship Weapons 2 WF: Advanced Small Arms 1 KS: Federation History 8- 1 KS: Federation Law 8- 2 PS: Star Fleet Officer 11- 4 KS: Carousing 13- Species/Cultural Abilities [6] Adaptable: choice of +3 to CON, +2 to DEX, or +3 to EGO at time of character creation* 3 The Human Spirit: 1d6 Luck, only when performing courageous deeds Professional Abilities 6 Starship Command Duty: +2 with all Leadership/Command skills [5] Commanding Presence: +5 to PRE at time of character creation* Edges Lieutenant JG (already included as part of Star Fleet command package) [2] Fit: +2 STR at time of character creation* 7 Resolute: +1 with all skills, Only when performing heroic deeds (-1/2) Other Skills 5 Mediation +1 5 Oratory +1 96 Total Skill Cost 141 Total Cost * Items in [ ] already counted in CHA cost. Disadvantages 75+ 10 Psychological Limitation: Reckless 5 Distinctive Features: Star Fleet Uniform (Easily Concealable; Noticed and Recognizable) 20 Social Limitation: Subject to Orders (Very Frequently, Major) 10 Psychological Limitation: Pacifist, v1 (Won’t attack to kill, or leave others to die, but will defend self) (Common, Moderate) 21 To Be Determined
  13. Thanks. I'd set it during the timespan of TNG but have them not cross over with the Enterprise or any of the established characters. Maybe there would be a few instances where an established canon character would be involved, but I'd try to avoid it. So everyone on the USS Canterbury or whatever hears about the exploits of the Enterprise but they're not in awe because they're doing the exact same thing elsewhere. It just occurred to me that it would be funny to have a campaign where the PCs are the "clean-up crew" for when the Enterprise leaves loose ends. You'd have to know the TNG episodes pretty well for this. But I just want a game where my intermediate level of knowledge is enough and the players have enough pre-loaded info to play the game without too much preamble.
  14. I actually found this in a thread on our own forums: https://web.archive.org/web/20040603010804/http://www.starherofandom.com:80/h_trekhero/index.php It's TNG focused, which is how I would go anyway. But my new question: Has anyone ever been a part of a Star Trek campaign of any kind that was ongoing? What made it successful? (There are lots of group writing Star Trek games online, but they don't have a combat system, rules, etc. The success of these group-writing games makes me think an ongoing Star Trek campaign could be fun. So I would also want to hear comments about these group-writing games.) What works in making an ongoing Star Trek campaign?
  15. Hokay, I have to close applications on this one--I got more responses than I thought I would. I posted the game in a few other places. Maybe in July I could look at adding people again, if some don't pan out, but for now I will close new applications. Thank you!
  16. You said what I wanted to say but you said it first and you said it better. PS: I love your avatar. Just started re-watching Space: 1999 since watching it when it was first broadcast. Still great.
  17. Messaged you, Scott. The goal is more about posterity; just a history of the beginnings of Champions but from the angle of reporting on the Guardians as though they actually existed. My approach would be a documentation of the beginnings of Champions and how the Guardians were used to playtest the rules (a fact I learned from you), but I think a fun second angle would be to report on the Guardians in a style that made it seem as though the Guardians were real. I would combine these two facets into one article.
  18. Totally (I didn't know about this scene). But the idea that it's giving the middle finger to Champions is what I would argue still makes it about Champions!
  19. Dennis Mallonee seems to have some success on Kickstarter: https://www.kickstarter.com/profile/heroicpublishing/created There is a certain feel to his comics and to the Champions comics from way back. It's a different vibe from mainstream comics and I dig it. It may be an acquired taste in the sense that maybe it helps to play Champions first and get introduced to the characters kind of peripherally, and then you also get the angle they're coming from. Like, a story based on how a plan for a Champions campaign went is different than planning a story the traditional way. When I read comics in this sub-genre (comics that are byproducts of rpgs), I kind of get a running subtitle in my mind of how it would have gone in-game. I know that many of the stories were not transcribed gameplay, but the fact that some of it was and these are offshoots of those "real" characters and their decisions is what gives it a special flavor for me.
  20. This is a fantastic idea. I will send Scott a message.
  21. My understanding is that The Guardians (Marksman, Gargoyle, Icestar, etc.) had their HQ in the top floor of the Henderson Electronics building (or top two floors). I'm trying to use their real history for inspiration. Did they have a team transport? (Like a quinjet or X-Men's Lockheed?) Some sources say they were based in San Francisco...? I have found write-ups for them on this forum, which is cool, but I'm looking for trivia around details about how they operated day-to-day. Anyone got any intel?
  22. Game has started! First threads have been sent out! Look at me, I'm as giddy as a schoolgirl...
  23. I'm doing a play-by-email campaign set in 1981. I find that Hero Machine 3 makes it easy to whip up a character image, and it easily fits with the vibe of 1981. (The Hero Machine 3 site is harder to use now with Flash being discontinued. But you can run it using a Flash debugger--it only took me a few minutes to get it going and the official Hero Machine site walks you through it: http://www.heromachine.com/heromachine-3-lab/) Anyone have any images to share that would fit with a 1981 campaign? Here's one of the player characters:
  24. A dragon/brick and a Growth character with a flaming skull. Also another brick in the works. I'm encouraging everyone to do a rough sketch of their hero in Hero Machine 3 to fit with the old-school aesthetic (see earlier in this thread).
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