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quozaxx

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Everything posted by quozaxx

  1. Love the picture. Do I click on the download now to get the stats?
  2. It might be fun to have him get his powers during game play.
  3. Please note that I am going to post this here first. Then in a week, I will post my game opening on rpol This way I know I'm much more likely to get players who know the system.
  4. I am going to start a new game that is inspired by the TV show Gotham (and Arrow, and others). This will be using the Dark Champions The Animated Series type of characters but with a twist. All characters (including the PCs and villains) are just starting out. The game will be played on rpol.net Every character will be the newest of the new. Wet behind the ears and so forth. This will also go for the would be villains. We will be using Champions 6th Edition with only 200 total points. With 50 complications (not added to the 200) So, what does it mean it's Gotham inspired? This means that each character will start out as a pretty much normal person with skills, and a job. Not everyone can be a billionaire. They will not start out as knowing everything and may even have to be convinced to become a hero. Don't be afraid to allow your character to gain their powers or abilities via the game, or even their back story. You should be spending a lot of time in your secret ID. If you have ever played in one of my games, this is almost the opposite of what I normally do. I usually have the heroes be in their heroic ID for most of the time. I want to try a game that goes more for playing a role. Characteristics: STR, DEX, CON, INT, BODY, EGO, and PRE run from 8 to 15, unless that's the character's specialty or Power (see below). Anything over 20 needs to be discussed with me. PD, ED, and REC run from 8 to 10 points. SPD is 3 OCV and DCV run from 5 to 8 (which include Combat Skill Levels) OMCV, and DMCV is 3 unless you are a Mentalist. You cannot sell it back to zero. END and STUN run from 20 to 60. Skills, and Perks. Non combat skills are essential. Only one level of Combat Skill Level is allowed to represent how new the character. Please have a good reason to have other Combat Skills such as Autofire Skills, Rapid Attack, etc. Characters can have one real vehicle at no cost and a home to go to. No special vehicles at this time. Only real ones. Additional vehicles and bases must be purchased with points. Martial Arts: Only the max of 6 Martial Arts slots are allowed and one of those MUST be a defensive Martial Arts such as Martial Dodge, Escape, or Block. The max of only 1 Damage Class will be allowed. No Danger Sense, Universal Translator, or Weaponmaster will be allowed. Deadly Blow and Lightening Reflexes must be discussed. Powers: You may only have a few Powers that are not real world weapons. Yes powers are available. But must reflect the genre. So, if an individual wants to fly, they should make wings (OIF), get a jet pack (OIF), or must concentrate at 0 DCV. (or so forth). NO MP or VPP will be allowed! Since the character is just starting out, I want the characters to be more about playing the role than combat junkies. Guns, Kevlar, and such will be purchased with points and not money. But that doesn't mean they can't pick up a impromptu weapon on the way. Every character will have a Secret ID that is no reflected in the Complications. You will need a total of 50 Complications, not counting Secret ID For example: Let's say you want a bullet proof, strong hero. What do they do for a living? How did they get their powers? What kind of skills do they have? Their sheet might list 8rPD, and 8rED, and 30 STR all OIAID and it would take XP to get up to larger levels. BUT they would probably start out with only 15 STR and normal PD and ED and then something would happen via the game that makes them stronger and bulletproof. Capture not kill: I do want to stress, I do prefer capture over killing. They are heroes and even though the system is corrupt and prison (and the loony bin) is a revolving door; I would prefer a non killing game. But, that being said, they are just starting out and killing might happen. The villains will try to kill. But if you ever watched Gotham, you know most don't stay dead for long. Player vs Player (PvP): I do not like Player vs Player conflict. But mistakes can be made and assumptions as well. So all PvP must be approved by BOTH players in advance and approved by the GM.
  5. Fumar (Spanish for smoke) has been a drug dealer all of his life. He used to sell to kids when he was a kid. He commands a small army of mercs and knows every the major drug dealers in North America. One day, a new drug called Meta was being developed. The feds busted up his lab, sending it up into smoke while he was still inside. he breathed in the smoke and now has the power to turn into any kind of smoke. He can even turn into toxic fumes. F.U.N. is the next group. A little side group, much like CLOWN. They do not kill, and actually go out of their way to embarrass or harass heroes just for the fun of it. It's made up of 5 members. (Feel free to give your own interpretation of what F.U.N. stands for)
  6. Here is one of my first bad guys Shark.pdf
  7. I have considered starting them out with no powers, but still considering all my options. I'm trying my best not to rush into this as I often do.
  8. Originally I was going to run a pirate based game, but I thought it would have been too much fighting and not enough playing a role. So, I'm considering going in another direction. I am thinking of starting a new game that is inspired by the TV show Gotham (and Arrow, and others). This will be using the Dark Champions The Animated Series type of characters but with a twist. All characters (including the PCs and villains) are just starting out. Every character will be the newest of the new. Wet behind the ears and so forth. This will also go for the would be villains. We will be using Champions 6th Edition with only 200 total points. With 50 complications (not added to the 200) So, what does it mean it's Gotham inspired? This means that each character will start out as a pretty much normal person with skills, and a job. Not everyone can be a billionaire. They will not start out as knowing everything and may even have to be convinced to become a hero. Don't be afraid to allow your character to gain their powers or abilities via the game, or even their back story. You should be spending a lot of time in your secret ID. If you have ever played in one of my games, this is almost the opposite of what I normally do. I usually have the heroes be in their heroic ID for most of the time. I want to try a game that goes more for playing a role. Characteristics: STR, DEX, CON, INT, BODY, EGO, and PRE run from 8 to 15, unless that's the character's specialty or Power (see below). Anything over 20 needs to be discussed with me. PD, ED, and REC run from 8 to 10 points. SPD is 3 OCV and DCV run from 5 to 8 (which include Combat Skill Levels) OMCV, and DMCV is 3 unless you are a Mentalist. You cannot sell it back to zero. END and STUN run from 20 to 60. Skills, and Perks. Non combat skills are essential. Only one level of Combat Skill Level is allowed to represent how new the character. Please have a good reason to have other Combat Skills such as Autofire Skills, Rapid Attack, etc. Characters can have one real vehicle at no cost and a home to go to. No special vehicles at this time. Only real ones. Additional vehicles and bases must be purchased with points. Martial Arts: Only the max of 6 Martial Arts slots are allowed and one of those MUST be a defensive Martial Arts such as Martial Dodge, Escape, or Block. The max of only 1 Damage Class will be allowed. No Danger Sense, Universal Translator, or Weaponmaster will be allowed. Deadly Blow and Lightening Reflexes must be discussed. Powers: You may only have up to 2 Powers that are not real world weapons. Yes powers are available. But must reflect the genre. So, if an individual wants to fly, they should make wings (OIF), get a jet pack (OIF), or must concentrate at 0 DCV. (or so forth). NO MP or VPP will be allowed! Since the character is just starting out, I want the characters to be more about playing the role than combat junkies. Guns, Kevlar, and such will be purchased with points and not money. But that doesn't mean they can't pick up a impromptu weapon on the way. Every character will have a Secret ID that is no reflected in the Complications. You will need a total of 50, not counting Secret ID For example: Let's say you want a bullet proof, strong hero. What do they do for a living? How did they get their powers? What kind of skills do they have? They might start off with 8rPD, and 8rED, and 30 STR all OIAID and it would take XP to get up to larger levels. Capture not kill: I do want to stress, I do prefer capture over killing. They are heroes and even though the system is corrupt and prison (and the loony bin) is a revolving door; I would prefer a non killing game. But, that being said, they are just starting out and killing might happen. The villains will try to kill. But if you ever watched Gotham, you know most don't stay dead for long. Player vs Player (PvP): I do not like Player vs Player conflict. But mistakes can be made and assumptions as well. So all PvP must be approved by BOTH players in advance and approved by the GM. I need comments, and advice on how to make this game even better. I love the concept but I'm not really good at doing Martial Arts which is an essential part of this game. I want the 'feel' of characters just starting out, which is why I chose not to include MP or VPP. AI will probably put this on rpol.net (as I don't know of any other site that does role playing games). And I am considering getting a co-GM, as that would help me not get burnt out. Thanks in advance.
  9. A while back(about 2 or 3 years ago) I used to be in several games and a GM in two of them. Those games took up most of my time and thoughts. And because of that I had a major case of burnout. So, much in fact, that I put every thing away. I closed all my games and did other things. I didn't want anything to do with role playing at all. Then, back in May, I tried my best to get back into a game. But something just wasn't right. Plus real life reared its ugly head. Now, that real life is back on track, I'm considering playing again. But I worry about burnout again. My life is a little busier than before, and I can't post every day like I used to. Have you ever had a case of burnout, and if so, how did you deal with it?
  10. I do agree that talking to your player may be the best option, but I also suggest building one game where the villain is never on the scene. Much like The Riddler, they use puzzles and skill related obstacles to overcome. It may sound cruel, but every time they use their powers in that game, they fail (fudge the dice if you have to), every time they use a skill, they get closer to the answer (again fudge the dice if you have to). When you see a superhero movie or TV show, it almost seems like having more powers means more fun. But playing with skills and thinking it out is also fun, but if you players are not used to that; they can push back if you force them. Maybe you can suggest playing ONE game using new characters based on skills. Like the show Arrow or characters just staring out. Even The Flash could not run faster than sound when he first started. I wish the best luck for you.
  11. quozaxx

    Pirates

    Thanks. I may have to look into that.
  12. I am the GM of a zombie related game and the heroes are going to meet up with some military personnel. Now, I don't know that much about the military. Since it's going to be a mixture of several branches of the military; how does one deal with rank? A couple of my player's characters are military and I want to know who outranks them. I know one of the books mentions rank, but I can't remember which one (or which section) Also, an army General will be in charge. What happens if they disobey him? What would happen to a real soldier if he disobeyed a general?
  13. quozaxx

    Pirates

    That was awesome. I would love to see Davy Jones written up. And the pirate name (and ship name) generator was perfect as well. Quick question from a land lubber. Which side is the port and which is the bow of a ship?
  14. quozaxx

    Pirates

    I'm not sure if this discussion belongs here. But, I would like to talk about pirates. Most specifically the Pirates of the Caribbean franchise I've been watching the movie marathon and thought it might be a fun game to play. But I need pirate names, ship names, stats for 6e, and even write ups from the franchise. Any help is appreciated. Thanksm
  15. quozaxx

    Cap on Luck?

    Was this an actual quote, or something you made up yourself?
  16. quozaxx

    Cap on Luck?

    Do you put a cap on Luck Powers? Do you limit general Luck in any way? I think Luck can be very powerful. I'm talking about undefined Luck. I normally put a cap on Luck, at 3d6, but may be talked into 4d6. But I have seen a character with 12d6 of Luck before. If you roll 3 sixes on Luck, amazing things can happen. The tides can turn when you least expect it. Can your characters roll it like a Power, under their control? Do you, the GM, control Luck and limit the times it is rolled? Tell me what your views on Luck are.
  17. I was referring to the movie franchise, as I've never read one of the comics. (They are 5 bucks now per comic book!) I was thinking a ranged killing attack with Selective (it doesn't have to hit everyone in an area) But it also hovers, so I was wondering if it should have a mulitpower. So far, 3d6-1K (or higher), Area Effect (Area, Selective), Indirect, Penetrating, OIF, (or Physical Manifestation), Incantations (whistle). Plus, special effects. of whizzing through the air from target to target. Did I miss anything?
  18. How would you build Yondu's arrow from Guardians from the Galaxy?
  19. Does the REC of an Endurance Reserve only effect the Reserve? Thus Does it recover STUN or BODY of an attack?
  20. I meant drivethrucomics.com the other one is for role playing games and does have a lot of current Hero Game products there.
  21. If you prefer the pdf format, you might try drivethrurpg.com
  22. So is the fence supposed to keep people in or out. LOL Thanks! You guys are great!
  23. Hey, long time no see fellow Hero gamers! I am making a Fantasy Hero game and I need to lay out the town. So I need help in figuring out what places people may see in a town of about 1000 This is what I have so far: Schools Temples Blacksmith Shops Farmer's Market. General Store Low income homes Nice homes / castles Mill Jail and 'police' station Hospital Fire station Town Hall Mayor's house / castle Diner Trading Post Taverns Brothel Yes, some of the places are very progressive for a medieval setting. I'm thinking more the lines of an old Western Town mixed with a medieval setting. So what am I missing?
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