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Tigereye

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Everything posted by Tigereye

  1. Re: Fashionwise, it's still the 1960s Well...considering my character is a refugee from the 1960's... Actually, quite a lot would change. There probably would be a lot less matte gray and black on his outfit, and more silver or contrasting colors (like red or blue); the lapels would be a lot wider; a Union Jack would probably make an appearance somewhere on the uniform; and the outfit would be more form-fitting. Leather would replace the nylon, and the gadgets themselves would be chunkier. The full face mask would be replaced by a half-head mask. There still wouldn't be a cape- that would be an affectation. Of course, if it were the 1960's, he wouldn't be wearing a costume at all. Part of his secret identity derives from the fact that he fell thru a time warp from 1966 to the present day.
  2. Re: Please help... Name My Superhero Group! (in-game contest) This may be a bit off-topic, but here goes (and it does fit in with the general idea of "What's in a name? Everything!") The French Army have an organizational acronym that's tough to beat for eliciting sheer belly laughs. The name of the organization is "Commando de Recherche y Action au Profondeur". These are platoon-sized commando units, similar in function to Ranger or Special Forces in the US Army. The acronym, of course, is CRAP.
  3. Re: Please help... Name My Superhero Group! (in-game contest) If any of them have Distinctive Appearance, you could always name them "The Monsters of the Midway". Of course, you can also use another term, one that hasn't been used in Chicago for a while, but one that would put the fear of Bog itself into the local villainery: "The Untouchables". I love historical names!
  4. Re: (worst ever)...reasons to be a supervillain Everybody thought I had links to Al-Qaida...so I decided to prove them all right. A fat, white-bearded guy in a red suit told me when I was a kid to be good. But I've never listened to authority figures... Because a Chinese Fortune Cookie told me to. And they never lie, do they?
  5. Re: Super Metals I don't wanna know what you use rhinolithium crystals for... "Hey, Snotty, blow me up!"
  6. Re: WWYCD: Relationship Crisis... Deuce: Try to figure out her motives behind her violence (he has plenty of people who would want him dead, but most of them are now over 60 years of age!), attempt to appeal to reason, then attempt to have her arrested or committed. But she only gets one chance of each. Given that he's the least powerful of the heroes in his group, he'll probably need all the help he can get from his fellows. He's been betrayed before, so he wouldn't be too disappointed (what a waste of such beauty), but she would probably have to die eventually. He has no CAK of any kind. It would have to be out of vengeance, however- she'd have to at least badly hurt another one of the PCs, or kill or injure (or plan to kill or injure) innocents. In fact, if she really had it out for him personally, he'd only use it as a lure to trap her with the other PCs. The killing would not be done sadistically, or necessarily bloodily, but she'd be dead nonetheless. He would also own up to his relationship with her among the heroes. If she "outs" him, he can really have her locked away in a psych ward, as she is clearly a lunatic. ("He's a former spy from the 1960's? Really! And no doubt you're Josephine Bonaparte!")
  7. Re: Quote of the Week from my gaming group... (Characters are taking on four villainous bricks simultaneously, including the infamous Grond. My character, Deuce, the only real normal in the group, gets punched by Grond, but miraculously is only KO'd with minimal BODY loss. Thank Bog for a solid Breakfall roll; I spun in place rather than flying. Deuce actually led Grond on a merry chase for a while. Grond ended up punching an armored wall once.) Grimble (GM): Wow, you will probably wind up in the "Enquirer" with that one: "I Survived Grond's Punch." Me: More like the "Weekly World News." Metal Master: Yeah, the National Inquirer would be more like "I Survived Grond Hitting On Me." (Later, with my character dragged off to safety, and all four mega-mooks knocked out and Entangled, most of the good guys are locked into the room with the unconscious bricks - and a huge blockbuster type bomb. My character has the highest Demolitions in the group, but he's too busy taking the one-hour Recovery in the PentaJet "Autodoc". Fortunately, our Predator mentalist also Demolitions pretty well, so she starts with the clock winding down from sixty seconds to defuse the bomb.) Righteous Fury: "I grab one of the nasties and throw him on top of the bomb." Victoria: "Splendid idea! Let them take the blast first!" Sparkler: "I do the same, with another one of them." Brick: "I grab Grond and throw him on the bomb." Outfox: "Would that make this location Grond Zero?" Later, Brick thinks that if Hunting Spectre (our Predator) does not successfully defuse the bomb, the rest of the party can take cover behind Grond like a wall of sandbags... (Fortunately, Brick and Metal Master manage to break MM into the room, and between his conversion of the bomb's electronics to high-resistance titanium, and the Pred's skillful defusing, we live to fight another day...)
  8. Tigereye

    Super Names

    Re: Super Names Ultramarine Spitfire Antartcicus Scirocco Mistral Khamsin Foehn (this and the proceeding three are full of hot air) Clash-nikov Chilly Con Carnage Technical Foul (bane of gadgeteers everywhere!) Rani Raygun Jumpin' Jack (Flash and Gas attacks?) The Pun-isher (Oh no, not the area effect EGO attack again!) Bombs Away Don't Touch That Dial (with a contact-only STUN attack linked to an Mind Control that makes you want to touch that dial...yes, you want to touch it, change the station...) Bang-Gore (the world's first supervillain- from Maine!) The Torpedo Amberstar
  9. Re: Richest Man in the World Disease You could have several different socioeconomic classes represented in one group. The billionaire dilletante who finances and supports the group for reasons ranging from seeking vengeance (Bruce Wayne), to just to stave off boredom The struggling blue-collar type who has powers far beyond that of normal people, but would never exploit it for money, or just hasn't found out how. He or she is knowledgeable about the seedier sides of society, tho The affluent (but not obnoxiously rich) type who can pose at a higher social status than her raw wealth would indicate, allowing them to ingratiate themselves with higher circles (government types, for example) The dirt-poor person who could turn to the Dark Side, if they weren't so proud, or whose philosophy forbids them to do so (a Vow of Poverty, for instance) The alien to whom all forms of money are just wierd pieces of colored paper or plastic or metal that all the humans seem to be obsessed by.
  10. Re: Wondrous Inventions How about a nearly two-dimensional, polarized explosive; one that somebody could set off a large concentrated charge that could cut through inches of steel, yet one could get out of harm's way by ducking at the key moment? Stable metallic hydrogen- a thimbleful could have as much fuel energy as a hundred gallons of gasoline Discovery of the "lost chord"- a musical note or combination of notes that no one has ever heard of before. Sound could drive people temporarily (or permanently) insane Creation of a device that increases the critical mass of radioactive materials to the point that they cannot explode by normal means- or rapidly accelerates their decay into non-radioactives
  11. Re: Super Metals There is a hypothetical "Island of Stability" on the periodic table where "super-elements" could be found, way past the Actinide series of metals (which contains Uranium, Plutonium and Americium, the latter found in smoke detectors). Elements found there could have half-lives of hundreds of millions of years, or even be completely stable. Here you can place a half-dozen of your pet elements, which you could combine to make your super-alloys. Make your Element 118 "Adamantium", and no one will blame you- it could be the world's only "noble" (non-reactive) metal! Dilithium (Dl; element 119). Stable light metal. Readily combines with oxygen and other elements. Extremely rare; forms in supernovae cores that do not result in a neutron star or black hole. Not found on Earth; perhaps in the asteroid belt, or in the Kuiper belt planets (like Pluto). Even less common in pure crystalline form. Difficult to synthesize unless you have your own customized atom smasher. Has very unusual property in that it is a high-temperature superconductor in a vacuum, and is almost unbreakable in crystalline form (you can scratch a diamond with it). Can store massive amounts of electromagnetic radiation (heat, light, electricity), and re-emit it as either electricity or light. Alien races like to use it for high-volume energy rectification and storage; hence the name taken from "Star Trek".
  12. Re: WWYCD: Dependent no more Wow, that would mean every DNPC my character could have would be at 350 points... The problem is, I have DNPC: Girl du jour (8-)! I'd be breeding superheroines - and the occassional supervillainess - as fast as... well, as fast as I could! Ye striped cats!
  13. Re: Signs your Champions GM is now (fill in the blank) Signs your Champions GM is now Cubby Broccoli: 1) Focuses and vehicles of all types threaten to overrun game 2) One of your lead PCs shoots the same assassin- through his gun- near the beginning of every adventure 3) Cool score by John Barry always plays in background 4) Villains' lairs always look like Star Wars sets 5) Main headquarters run by two eccentric old dudes- or a old lady and a dude- one of whom must harrass you with "Now, pay attention!" before releasing focuses (-1/4) 6) One of the PCs always beds one of the henchwomen/men- or at least an NPC- before the end of the adventure 7) Archfiend always seems to change physical appearance between adventures 8) One of the main heroes played by several different players since 1st edition came out, but no one minds much 9) You never do "pay attention" to the old dude 10) Captured at least once a session, but again, the PCs never seems to mind much 11) Some of the NPC women's names are almost unrepeatable on this site 12) Sometimes the first half hour is better than the rest of the adventure 13) PCs must make sure focuses and vehicles are totally trashed by the end of the adventure, and never used again (except one of the vehicles, everybody loves that one!) 14) When the GM says one of the NPCs "looks like Tanya Roberts", everyone in the party groans audibly... 15) Archfiend must give speech as if he's trying to excuse himself/herself for the evil scheme they are attempting (PsyLim: Must self-justify or play for an audience)
  14. Re: VILLAINS, VANDALS, AND VERMIN -- What Would *You* Like To See? My .02 worth here... Why not combine the Luthor-type with the time-conqueror type, and/or with a woman? You'd end up with a very unusual sort of villain- I can see one who became evil because of something that happened to him/her in the past (or will in the future?) and who does not want it to happen EVER again...even if he/she must conquer all of reality in the process... The Luthor-sort can take care of itself- the time-displacement device is a vehicle or OIF Bulky Focus (kind of a "TARDIS" with a working camouflage system, but owned by the wrong side- the villain can escape by running into a broom closet, or a toilet stall, or a church confessional, or a large cardboard box, or a Photo-ur-self booth...) I like villains whose motives can be ambiguous, and who sometimes completely overpower the heroes, but they can be outfought if you can get into their heads a little bit (know their MO's, psych lims, etc) and spend time actually figuring the villain out a bit. This forces the PCs into role playing, not just "roll playing". (My fave villain? Magneto, of course...) The time out of combat becomes just as important as the fights themselves, if not more so, as the heroes meet the villain for the first time, with or without his or her nasty little molls...each of whom also have their foibles. Evil villains is fun, but it's even more fun when you find out why in the heck the villain is trying to blow up, rob, or take over the world. I would second the motion to have villains at a number of point levels and genres, including some that could conceivably cross over into Dark Champions.
  15. Re: Height & weight ratios to which we can also add: Human flesh ca. 0.85-0.97 (why people float; remember, fat has less specific density than muscle) Bronze 7.7 Tungsten 19.62 Uranium 18.7 Titanium 4.5 Lead 11.34 Yellow Northern Pine (a common North American wood) 0.54 good sites to find for such things: www.reade.com/Particle_Briefings/spec_gra.html www.reade.com/Particle_Briefings/spec_gra2.html
  16. Re: Normal in a Supers Land Pardon me if I sum up all this... (You guys are good ) not all of these suggestions are useful or even quite within the character concept, but all may be useful to others creating similar characters! (a STR and BODY increase are in order, and even DEX, if I want to be a bit point-inefficient over 20) Things to get: Analyze Damage Resistance Find Weakness Autofire Mental Defense More PD/ED (especially resistant) PS:Leadership? Aid (in several forms) More points in SLs and OCV/DCV Martial Art maneuvers, DCs and SLs Melee Weapon WFs and Maneuvers (and DCs) Spelled-out foci for VPPs Thank you!
  17. Re: Unofficial Welcome Mat (For New Members) Think it's kinda scary that somebody else is breaking back into Hero after 15-20 years or so... so am I. Maybe it's an idea whose time has come. Maybe I'm just sick of damn D20, even if I did modify a game to use it (and altho I'm not converting again- much too rough on the players- I'd probably use this system now.) This is a darn good system, despite any flaws; although complex, it's pretty well integrated. Thank all the grognards for being here!
  18. Re: Normal in a Supers Land True, but I thought it was in the concept of the character. Also, it did get me 20 points. I don't intend to abuse it; Dognose I GM myself, too, and I wouldn't dare put any other GM thru that stuff . With a few minor limitations, you're really in no bigger danger than anyone else of overdoing it (Increased END, Focus, Concentration, Activation Roll, or Requires a Skill Roll...the latter gives you a good excuse to buy all those skills in the first place!) The hallmark of Munchkinism is minimaxing- character creation rules at their most abused. Remember, I stuck myself with NCM (I almost took Age, but that would have been wayy out of place). For 20 points, I ensure that my Characteristics rise at a tougher pace, and I don't raise my STR beyond the level of a halfways decent weightlifter. It allows me to "avoid temptation". Maybe we just have a difference of opinion here. NCM was actually part of my character concept; he's a "normal person" whom I'm aware will never be the equal to the other heroes characteristic-wise. (Perhaps I could talk my GM out of NSM now and take another PsychLim, but that would make my character even more of a nut than he is now...) That's OK, though... he's never going to be the equal of the other members of the party in those directions anyhow. My character's not raised by ninjas or wolves, or began intensive physical training to avenge that his parents were whisked to death by Red Claw Acrobats... not that there's anything wrong with these. I'm leaving clever character origins to others. (My character is an orphan, but it didn't scar him emotionally except in pretty normal ways.) The problem was just in how to implement it without turning him into a smear of reddish goo on a wall after the first couple of fights. Huge difference between dominating physically and just remaining upright, and thereby occasionally surprising the adversaries by using the player's brains. I tend to prefer role-playing vs. roll-playing. (tho I have had my moments of "Screw Method acting! I wanna have my character punch this guy so hard he'll need two ambulances to be delivered to Stronghold!" But then I remember, hey, that's what our Strong Guy is for...) There have been problems in the interpretation (witness my witless forgetting to buy Analyze), but overall, I'm actually happy with my results. The nature of the question was how other people who have similar characters developed them without truly campy outcomes. So far, I like what I've seen. (Even many of your suggestions have merit, I'll admit; I am not trying to start a flame war.) The other members of the party have said my character is kind of in the grand tradition of more normal humans leading superhero groups, on a slightly less grand scale than Batman. They like it; I don't step on their lines that way. But I thank you, assault, for your opinion. As well as everybody else. Like I said at the beginning, I'm the new one here.
  19. Re: Normal in a Supers Land Some replies to many who have written (very helpful, all) Ayinde, I was voted the group's leader, but I don't want to be the weakest link in the group. (I guess the fact that I'm the only one I know in the group with Int'l Police Powers may have something to do with being the leader- it's very handy to have a hero on the spot who can officially slap the restraints on the bad guys, while reading them the little arrest speech). I may have to do what Assault wrote and boost some of my Chars over 20 (I have the over-20 double-cost rule; it gave me a 20-point disad), or take Powers that imitate Chars (Cool/Defensive PRE, Resistance/Defensive EGO, Lightning Reflexes, STR used only for throws, etc.) I tend to like the latter option because they have limitations which restrict their use to given situations. I hate munchkining with my characters, as I hate it when I GM a game. Unfortunately, Trebuchet, I have to buy all my weapons, armor, vehicles, or gadgets with my own points, unless it's just stuff I can pick up in an adventure. I have over 140 points in Skills already, but it's never enough. I have Tactics at a high level already, but I have to buy Teamwork. It was in the character concept that he was a bit of a loner. Somehow, I missed Analyze while creating the character; I think now I didn't understand what the skill did, but I will pick it up as soon as possible now. Howzabout as a developable Power: Find Weakness 11-, with Signature Weapon (or a certain maneuver in Martial Arts, like Punch, Bladehand or Spin Kick? hmm...gotta think this one out a bit), must make an Analyze Skill Roll (-1/2); 7 points. Skill seems to be complimentary with Find Weakness, as the rules indicate.
  20. Re: Normal in a Supers Land No, the "Tony Stark"/"Knight Sabres" option was considered briefly and rejected. I had considered creating a pseudo-"Priss". But I just prefer the sort of Golden-age non-powered kind of supers, without the excessive moral rectitude. (Our game is "non-CCA", mostly for language and adult situations.) I have Combat Luck (which I did unearth in the rulebook- very handy, may buy more levels w/ experience) and non-powered armor for that purpose.
  21. Re: Normal in a Supers Land Yeah, I'm trying to avoid the camp value. Other players can do it; I just can't. I already have Scholar and J-O-T; Scientist I may leave to others (NPCs and other PCs). Will build up Teamwork and Analyze skills. Might get the Mobility VPP with a "found vehicle" limitation- he has no real pool of vehicles, but can drive or eventually fly almost anything he can get his hands on. Rental car? Well, he might not get the deposit back, that's for sure... Hadn't thought of the Contacts/Favors bit... So the 10-point Skill Bonus includes those OCV and DCV-based, eh? I have one of those! Thanks, everybody! Characters are High-Powered level. Perhaps I should get the Ultimate Skill. Keep those cards and letters coming to the Save The Normal fund! Thanks to all who have posted so far!
  22. OK, bear with me, it's been years since I've played Champions, so I'm still learning the 5th ED version (holy cow!)... I'm in a bit of a dilemma. I'm trying to figure out what the hell to do with my character. I play a normal (albeit a very highly-skilled one) in a super-powered game. In fact, he'd be a natural for Dark Champions from what I read here, apparently, only he's in a sort-of-four-color game. (I'm still feeling out how the GM is running the campaign.) How do I make the character grow in ways that are not like: a) Batman (Belt o' gadgets- quick, Robin, the Bat-O-Saw!) The Punisher (Villain too powerful? Get a bigger gun!) c) Movie James Bond (look! the single gadget fits the plot device exactly!) etc...etc... One thing I've done is create two VPPs called Firepower and Protection (and will be creating a third called Mobility). I can't change them except once a scene, and only in a lab or armoury. But I almost want to spell out what the gadgets are ahead of time, to avoid copying a) and c) - any suggestions on what I should have my character carry? Is there anybody with normal characters who try to run their gadget pool this way? What do you use? Got a pretty cool car right now, but I can't take it everywhere I go. Any suggestions as to the upcoming Mobility pool? I have multiple SLs; (+1 for everything from All Skills to up to +5 with Pistols) Would I just be better off increasing them? Does the +1 to All Skills also include +1 to OCV/DCV in most games? (I've been running the character assuming that they don't.) Any suggestions gratefully accepted. I'm assuming from the threads here that the only dumb questions are the ones that aren't asked.
  23. Re: Give Me Your Best Ambush Bug! later on, bought off limitation of "trading places with bugs" normal human (may be even a bit below average in some areas): 5'10"-5'11", 125-138 lbs. really high PRE (he has caused Supes to wig out), could also have high EGO END pool for teleport suit is OIF, also has very high rPD/rED (Armor 35+?) occasionally seen with very powerful gun 6d6 Luck (a murderer released from Arkham Asylum? defeats several villains despite otherwise low power?) disadvantages: PsyLim: believes he is Superman's sidekick PsyLim: believes he has a Follower (Cheeks, a completely inanimate doll) PsyLim: aware that he is a fictional character PsyLim: lives in a world all his own... PsyLim: believes suit won't come off Negative Reputation (he's a pest! he's crazy! he used to be a villain!) contact: Jonni DC (comics continuity cop, extremely useful, access to major institutions, 8-) contact: Comic Book Editor (Julius Schwartz; access to major institutions, very useful, 8-) in the game, you could change either or both contacts to Knows GM hope you're not running Foxbat or some other comic relief hero or villain, or the heroes will hunt him down w/o mercy (or worse yet join him!). the Bug is a spoof of Marvel and DC angst stories and comic relief from the whole Crisis series. use him sparingly.
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