Jump to content

Pariah

HERO Member
  • Posts

    45,445
  • Joined

  • Last visited

  • Days Won

    200

Everything posted by Pariah

  1. Re: Signs your Champions GM is now (fill in the blank) Karmakaze, transmetahuman, OddHat, and FenrisUlf, I'd Rep each and every one of you if I weren't getting that pesky "You must spread" message. Good stuff, all of ya!
  2. Re: Signs your Champions GM is now (fill in the blank) I'm surprised nobody's posted one on Joss Whedon yet. I don't know his stuff (besides Firefly) well enough to do it myself, unfortunately.
  3. Re: Historical Nexus Points The Viking colony established in North America ~1000 AD survives and thrives, and by the time Christopher Columbus is born, the entire Western Hemisphere is colonized and speaking Norse.
  4. Re: The New Mutants and The Hellions It could be that that's when The Great Iron Age Of Mutant Comic Book Suck-itude started, and a bunch of us got out while the getting was good. Just a theory.... (Opinionated? Who, me? )
  5. Re: My Champions Universe Timeline. Color me impressed! Very nice work, and Repworthy.
  6. Re: Signs your Champions GM is now (fill in the blank) 4) The GM actually penalizes you XP for great dialog, because "That's not the way I wrote it!" And You must spread some Reputation around, yada yada yada. (Or Yoda Yoda Yoda, as the case may be.)
  7. Re: Signs your Champions GM is now (fill in the blank) Signs your Champions GM is now J. Michael Straczynski: 1) Obscure details from the first gaming session end up being critical to beating the Big Bad Guy in the last session. 2) Your campaign takes five full years to play out, and you almost never have one-shot adventures. 3) Half the characters in your group have addiction issues. 4) NPCs get as much screen time as the PCs, and a lot of the time they get better dialog. 5) Child PCs are verboten, and any child NPC who shows up is dead by the end of the adventure. Guaranteed. 6) Your campaign backstory goes back one million years--and you're expected to know ALL of it.
  8. Re: The New Mutants and The Hellions
  9. Re: Super-Hero Provided Patient Transportation Yeah, now if only Terminal Velocity had something like that....
  10. Re: WWYCD: Egg-olution! Yeah, kinda figured this was coming...
  11. Re: WWYCD: Egg-olution! Just when I thought the egg puns couldn't possibly get any worse.... I had to Rep that.
  12. Re: Super-Hero Provided Patient Transportation Part of the reason it's a good idea to pony up the points for Paramedic Skill...if your hero DOES have to take someone to the hospital, they won't make the situation worse in transit.
  13. Re: WWYCD: Egg-olution! To fight off the Egg Man and all of his Egg Men, the obvious solution is to call in their arch-nemesis: The Walrus! Koo-Koo-Ka-choo, baby.
  14. Re: WWYCD: Egg-olution!
  15. Re: QuestionL Would you consider this unfair or rail roading?
  16. Re: QuestionL Would you consider this unfair or rail roading? Decisions, decisions. On the one hand, DNPCs are there to make the heroes' lives more difficult. If they don't get in the way once in a while, they shouldn't be worth Disad points. On the other hand, DNPCs in the comics almost never die. The heroes may have to move heaven and earth to save them, but somehow they always do (or almost always). I'm with Cougar and Supreme Serpent on this one. Give the heroes a chance to save their NPCs, even if it means the Big Bad Guy will become even Badder. That gives the heroes even better reasons to stop him, because a) now he's a much bigger threat, and they're at least passively responsible for that fact, and the guy had the nerve to mess with their NPCs in the first place. ("The S.O.B. must pay for kidnapping my little sister!") That way, the heroes have a chance to overcome the odds and win in the end...and that's why they're the heroes, after all. If you really did run it as, "Here are your two choices: Fight the bad guy and all your NPCs die, or save the NPCs and the bad guy takes over the planet tomorrow," that would be a bit of a railroad, IMHO. The scenario is sound; the degree of difficulty for the players is what ultimately makes it either fair or unfair.
  17. Re: Need an 8th PC character concept and some other help A Martial Artist would certainly fill in the 'missing archetype' hole. You've got a couple of bashers, a movement specialist, and plenty of ranged attacks, it looks like. Pretty good combat balance there. How are the other characters set for non-combat skills? You've got a techie and a mystic, and it sounds like Star Spangled Banner might provide any government/law enforcement contacts the group may need. Have you got someone stealthy? Because 'stealthy' and 'Martial Artist' is a pretty good combination.
  18. Re: The new face of Iron Man Beautiful work. Repped.
  19. Re: The new face of Iron Man Inconceivable. Absolutely, totally, and in all other ways inconceivable. I'm with you! Maybe this is one instance where all those guns they brought around in the late 80's and 90's will be useful.
  20. Re: Federal Authority Registered Meta-Human Form This is fantastic. Repped. Maybe instead of trying to find the original scan, we could find someone who's good enough with word processing to create a reasonable facsimile.
  21. Re: Running jokes in your campaign In my current "save the world from extradimensional reptilian invaders" campaign, one of the characters is Bobby Dare. He's a corporate-sponsored thrill-seeking adrenaline junkie. He surfs, skydives, free climbs, BASE jumps, races cars, skis in avalanche country...you get the idea. Think of a combination of (insert name of extreme sports star here) on amphetamines and Captain Amazing (with his corporate logo uniform) from Mystery Men, and that gives you some idea. Oh, and Bobby Dare is an illeist. Anytime he talks about himself--which is practically ALL the time--he refers to himself by name. And there's always a dramatic pause before he names himself. So when facing off with an enemy for the first time, it's pretty much a given that he'll taunt them with something like, "You're about to get your butt kicked by.....Bobby Dare!" It's gotten to the point now where the rest of the team is doing it, too. Only they do it to taunt him. "Whoa, Grandma Miyagi just clocked.....Bobby Dare!" The other running joke in the campaign also involves Bobby Dare. The campaign takes the heroes all over the world, with this secret society providing planes, cars, and so on for transport. Bobby Dare has Transport Familiarities for pretty much any vehicle short of the Space Shuttle. If it's mass produced, he can fly/drive/pilot it. But he never gets to. Wherever they have to go, Bobby Dare always offers to drive, and knowing his penchant for extreme stunts, nobody will let him. (He takes this in stride, though. After the head of the secret society told him he couldn't pilot their private jet, he decided to go wing-walking instead.)
  22. Re: Twenty Years of Heroism
  23. Re: Evolution of a Leader I'm tempted to say, "True leaders don't evolve. They're intelligently designed." Okay, now for my real answer. My current campaign doesn't feature a 'team leader'. I'm just fortunate enough to have a gaming group that has a lot of really good players. What I have noticed, though, is that even without someone wearing the leader hat, they usually get things done pretty efficiently. Why? Because they communicate with one another. My players start conversations with each other--in character, mind you--about what's going on. Difficult situations become group problem-solving exercises, and problems get resolved. So try starting conversations in character. If your fellow players are bright, they'll figure it out.
  24. My friend Lord Mhoram, who introduced me to the Hero Boards, tells me that the 50th post is something of a transition event--a rite of passage, kind of like being told you don't have to sit at the kids' table any more. So for my 50th post I wanted to do something to celebrate the milestone, as well as something to help me develop a deeper connection with the people reading my posts (if any). So I came up with this. Below is a list, as best my memory will allow me to compile, of every character I've played in a campaign setting. Some of these characters I've played for only a gaming session or two, and some I've played for years. I've been playing Champions since 1987, so the list is pretty substantial. Enjoy. And feel free to post similar lists, if you're interested. -- Quasar - My very first Champions character, which I shortly thereafter turned over to another player because he liked the character and I wanted to build something else. Flying energy projector, light-based powers. Impulse - Telekinetic and Focused (IIF: Soul Gem) telepath. Also had a 3rd Edition Martial Arts package and some investigation skills. The Wanderer - Jedi-style (complete with laser sword) alien martial artist who mistakenly ended up on Earth. Naturally he joined the first superhero team he could find--the rest of whom were all mutants. Hey, it was the 80's. The Vanguard - My first truly long-running character. He started off as a Black Knight clone and was called Cavalier. The GM ran him on a lot of solo adventures (we were roommates), and he really helped me establish a back story and flesh out the character. My love of novella-length character histories dates back to this character. Black Bow - Former SWAT team member who took up a crossbow to fight crime. He had the standard array of trick arrows/bolts, as well as a few normal ones. Riptide - Marine biologist and engineer who developed a supersuit for undersea exploration. When the government agency he was working for cut off his funding and ordered the prototype destroyed, he stole it instead. Played as part of an aquatic campaign. Ricochet - Part of a 'first supers in the world' campaign, Ric could produce two-dimensional force/energy fields that he could use as FFs, FWs, EBs, or RKAs. Based loosely on the New Universe character Justice. Lotus - Martial artist with passive psionic abilities. Formerly a PSI trainee. In her secret ID, she's a pediatrician who teaches Wing Chun Kung Fu on weekends. Lightning Rod - Electrical energy projector with a metal rod that gave him OCV bonuses and reduced END. His secret ID is a meteorologist. Sterling - A mutant servant of the British Crown, he can change his body into a shiny, super-strong metal alloy. He was sent to the US on semi-permanent assignment to work with the American superhero populace and see what he could learn. Solaris - She fights crime with the aid of the Solar Bands, a pair of bracers that allow her to construct light-based energy constructs. In an adventure with the Crimson Centurion, it was revealed that her Solar Bands may be the 'Lost Bands' long sought by the Cosmic Centurion Corps. Chill - Firefighter who got caught in a chemical fire and developed ice powers--but all of them were non-ranged. So basically, a cold-based energy projector with no ranged attacks. Big Jake - Jake was a fairly normal Labrador retriever who was kidnapped and experimented on by an extradimensional wizard. Now he has human-level intelligence, speech capacity, and the ability to alter his size. He still has some canine instincts, though, such as the time a suspect got away by telekinetically making a car drive down the street by itself. Jake, of course, chased it. Kid Thunder - Originally intended as a short-term replacement for two characters whose players moved to the precise middle of nowhere and left the group without anyone with ranged attacks. In costume he looked like Raiden (from the original Mortal Kombat), but without the hat. He stuck around and eventually grew up into the hero Thunderstrike. Jack Diamond - He saw his best friend murdered during a robbery attempt and spent the next ten years studying martial arts and criminology in order to get back at the guy. He opened a private detective agency, with Jack Diamond as the primary detective and his secret ID as one of the office workers. He later became a member of Watchtower and inexplicably became one of the leaders of the team. In addition to his inhuman speed and agility, he also has an impressive array of gadgets--some of which he's taken as trophies from bad guys he's helped bust (like the crooked former Golden Avenger's power gauntlets). Pariah - Cast out of a magical secret society for advocating contact with the outside world, he was eventually exposed to mutagenic waste and captured by Genocide. When Watchtower invaded the facility he was freed and joined the group. He's a brick with a 40-point tactical magic VPP. Magnetite - When Elizabeth fell off the parallel bars and sustained a severe concussion at an international meet in Paris, she lost her chance to make the US Olympic gymnastics team. Sometime shortly thereafter, she discovered she had gained the ability to control magnetic fields and manipulate metal. She served with Watchtower for several years before leaving with teammate Phoenix (no relation to Ms. Grey) to join StarGuard. Her current location and activities are unknown. Fang - A world-renowned immunologist who accidentally infected himself while trying to discover a cure for lycanthropy. His treatment allows him to make the transformation voluntarily (except under a full moon) and to keep his human intellect. He was a bald-faced ripoff of Hank McCoy, although I don't believe Fang ever said, "Oh, my stars and garters!" Desperado - What happens when a self-absorbed professional ski racer finds that his floozie of the day is actually a demon? He escapes with his life--just barely!--and becomes part of a group of interdimensional operatives working to preserve the cosmic order. He's ridiculously quick and athletic, plus he has ice powers. For now. His power set seems to change without warning from time to time. Knight Owl II - The grandson of Francis Krill, the original Knight Owl from Word War II. He uses his grandfather's newest invention, a suit of powered armor, to fight crime in San Angelo. Inspired by/ripped off from Batman Beyond. Called "Egg Boy" by his teammates because of the egg-shaped grenades he uses. Alexander Kamensky (aka Enigma) - He spent nearly ten years as an officer in Air Force Intelligence, specializing in cryptography, translation, and electronic surveillance. When he was diagnosed with an incurable disease he volunteered for a government test program, survived the experiments, and gained super strength. He worked briefly for a US Government black ops unit before becoming a free agent. Morningstar - On her way home from a party she'd been told not to go to, she saw her parents murdered by Genocide. She discovered her superpowers shortly thereafter. Upon turning 18, she was released from a state foster home and joined the New Champions. She's a flying force field projector with a mace. Tactically, think Hawkgirl from the Justice League cartoon. Knight of the Scarab - An ancient warrior with mystical weapons who found himself lost in time and space, only to emerge in present-day San Francisco. He was eventually retired from the Meeb campaign because he just wasn't bizarre enough to hang with the rest of the team. Wild Card - An archaeologist who discovered a set of magical playing cards made for Napoleon as a weapon. Each card value (Ace, King, etc.) has a different combat effect; so does each suit. (Built as two linked Multipowers.) Unfortunately, he never knows what he's getting until he actually draws a card. Good thing he also has a Savate package to rely on. NOT a ripoff of Gambit, thank you very much. ColdFire - A computer science student who was kidnapped from a seance by something from the Other Side. An Ice Demon Lord named Fomri took her with the intent of transforming her into someone he could mate with and sacrifice the child to establish a permanent gateway to Earth. She was transformed, but escaped before he could, uh, consummate the deal. Or so she thought. She has cold-based powers that look like blue-white flame. Amethyst - A member of an ancient mystical secret society (The same one that booted Pariah? Nobody knows.) who's spent her whole life preparing for an extradimensional invasion she knew would come in her lifetime. Now it's here, and her organization has recruited a number of heroes to help fight it off. Magical powers centered around Telepathy and Telekinesis. -- And as far as I can remember, that's it. Twenty years of heroics. Thanks, Hero System!
×
×
  • Create New...