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BoloOfEarth

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Everything posted by BoloOfEarth

  1. It also contains access to the totality of human disinformation and stupidity, with little to differentiate it from actual knowledge.
  2. There is a supervillain origin story in there somewhere.
  3. Obviously he was never trained in Stooge-Fu, otherwise he'd know how to block that with one hand raised between the two fingers. Nyuk, nyuk, nyuk! Coitenly!
  4. Hide the bodies. ...what? Why are you all looking at me weird? Okay, seriously, sometimes I'll solicit feedback from the players on what worked or didn't work, suggestions for making things better, etc. I keep any of my typed notes that I hand-wrote on (for the rest, I have the electronic files). The exception is the weekly news sheet - I always save them in a separate binder, for later reference. I usually keep the speedsheets (on which I write the number of XP awarded), so I know who was captured and who got away. Then I hide the bodies.
  5. Sooo... I ran the adventure "She Blinded Me With SCIENCE!" featuring Zarkon (among others) Sunday evening. Went very well. His Zarkonoid robot got time for one soliloquy -- "I am Zarkonoid Zed-naught-one. Cower before the night of my Kill-o-Z..." -- and then was immediately taken out of the fight by a hero's AoE attack. (Zarkonoid Z-01 is just a 75-point Follower with 7 PD [5 resistant] / 7 ED [5 resistant], a 6d6 Blast... and Regeneration with Resurrection. And no, the Zarkonoid does not have any of the fun Automaton powers like Takes no STUN. Even though the heroes are 300-point starting characters, that attack isn't likely to do much more than tickle them. My plan is for Zarkon to spend XP on increasing the number of Zarkonoids, then maybe later start upgrading their attacks, and then possibly, if he gets around to it, maybe making it so they can take a hit) Zarkon's announcements of how awesomely powerful he is - with him going from Zarkon, to Lord Zarkon, to Baron Zarkon, to Dark Lord Zarkon all in the same breath - were greatly enjoyed by the players. I completely forgot to do the accent, though He Talked As If Every Word He Spoke Was Capitalized And Every Sentence Ended With Three Exclamation Points!!! By the end of the fight, Zarkon and DeCay (gamma radiation-powered rage monster) were the last two standing. He was surprisingly effective, both in harming / hindering the heroes as well as being cheesy to the nth degree. Many thanks to all for the suggestions.
  6. I prefer the 4th A & B (I'd use A for team leaders and B for the grunt troops), though I have added Nest-specific touches. (For instance, in one campaign the local Nest leader had cold powers, and his agents had fur accents and boots with metal spikes to help them run on ice.) The 5E look is too generic to me. And yeah, while I like much of the 1st and 3rd edition VIPER looks, the Spaceballs helmet never looked good to me.
  7. I'm imagining a cop getting a suspect's blood on him from beating up the suspect - and then charging the guy with assault because he got his potentially-viral blood all over him. 🤕
  8. I like the groupings of fives with a group called V. Very Roman of you. Let us know if you do write that up - I'd be interested in seeing it.
  9. Darkness vs. Clairsentience, or indeed vs. any senses used through Clairsentience, would work fine for blocking it. In my past Champions campaign one of the PCs had Precognition / Retrocognition (based on psychometry - she touched people or things and got visions of the past or future related to that person or object) and frequently used it to figure out various mysteries. I set up one crime where a mage had a spell for Darkness vs. Clairsentience so she couldn't see what had happened. (Another time, he committed a crime and then monologued / gloated at her as if she was there at the time - knowing she'd get a vision of it. Man, did that piss her off!)
  10. Heh. In my Boston Champions campaign I had the A-Team. Their main membership requirement seemed to be having a name that started with "A" - Armadillo, Ankylosaur, Airstrike, A-Bomb, Achilles, etc. They also tried to incorporate "A"s in their operations - for instance, I printed Google Earth views of the areas where their crimes were taking place, and the players never noticed that in every case, the street layouts made giant "A"s. Even had the intro: “In the early 2010s, various crack supervillains were sent to prison by a federal court for crimes they probably committed. These men recently escaped from a maximum security superprison to the New York City underground. Today, still wanted by the government, they survive as soldiers of fortune. If you have a problem with superheroes, if no one else can help, and if you have enough money… maybe you can hire The A-Team.” (cue theme music)
  11. Now, now. Don't go dissing bacon.
  12. What do you get if you have 64 feet and 14 teeth?
  13. The only surprise there is that it's 15 klicks away, and not closer. Aren't Starbucks spaced like 100 yards apart?
  14. The Batman punching bag... that punches back. NT: Surprising results of the first flight of Ingenuity (the NASA helicopter on Mars) - other than seeing its own shadow, foretelling six more weeks of Martian winter.
  15. Had a laugh while watching Thunder Force last week, when they showed the classroom with a sign saying that if miscreants (their term for supervillains) were sighted, "DUCK AND COVER!"
  16. Many thanks, all, for the input. I know much of it will make its way into the character and the game. Tjack, I'll have to look for such a picture. LL, I'll have to check out those Superman cartoons. Thanks for the link. Amorkca, great idea about the accent. Dr. Argon has dissociative identity disorder due to the trauma of his origin story (I'm giving him Accidental Change in stressful situations), so having the Zarkon identity sounding so distinctly different will be a great touch. And the 'z' thing in his speech fits very nicely. Pinecone, the idea about the Zarkon Particle / Zarkonite will be good, too. I'm making his "science" not quite fit real-world (or even the game-world) science, so him going off about this particle / element will fit nicely. A bit of background - this campaign world was normal and powerless until about a year and a half ago when the Paranormal Flux event happened, and a significant number of people mysteriously got powers. And the intro adventure for Zarkon and his friends will involve them stealing a meteorite that fell to Earth the same day that the Flux happened. (The meteorite has nothing whatsoever to do with the Flux, but they don't know that.) Zarkon can be positive that the meteorite contains pure Zarkonite - and if it happens to contain some radioactive element, all the better. Pinecone and Derek - Zarkonoids is a great name for his robotic minions. And Steriaca - I don't know how, but somehow I have to use Dehydrated Henchmen. It's a moral imperative. Thanks again, everybody!
  17. I'm creating a "mad scientist" character for my new Champions campaign. A lab accident drove Dr. Zachary Argon around the bend and he now thinks he's Zarkon (alternately, Dr. Zarkon / Lord Zarkon / Dark Lord Zarkon / Baron Zarkon / Duke Zarkon). Personality-wise, I see him as a mad scientist type villain from an 1950s sci-fi serial. I'm aiming for "over-the-top" here. Unfortunately, I was born too late and didn't see a lot of Flash Gordon or his ilk growing up. (Though I do acknowledge the similarity of his name to Dr. Hans Zarkov, formerly of NASA...) The picture below is what I'm using for him. First I'm trying to figure out what his gear is called. Currently, his armored battlesuit is called his Z-Suit (or sometimes Zed-Suit), and most of his attacks come from his Omni-Gauntlets. (I'm not married to either name - if someone else has a better idea, by all means suggest something.) Next, I'm trying to come up with a slew of attacks for him. I'm not (necessarily) looking for the actual power writeups, but mainly want the names of the attacks - since of course he is going to telegraph every action. "Ha! You pitiful fools! Let's see how you like a taste of Lord Zarkon's Omni-Beam! Bwa-ha-ha!" If you feel absolutely compelled to provide an actual writeup of a power, he has a 62-point Multipower. (Why 62 points? Because you can do a 50-point power with +1/4 advantage, 40-point power with +1/2, 35-point power with +3/4 in advantages, etc.) But mainly I'm looking for some ridiculous "mad science" names for various attacks. I'm toying with him either having a bunch of robots to throw at the heroes. If so, I'd like a better name for them than Z-Bots.
  18. Way back in the first Champions campaign I played in, 1st edition rules. Midnight was a blind brick martial artist. 60 STR, and IIRC for martial arts you paid your STR in points and got a punch for 1 1/2 x STR damage, and a kick for 2x STR damage. And Haymaker was IIRC 1 1/2 x damage. We were going up against a group that included a guy whose entire schtick was defense. Basically, nothing hurt him, ever. (He had like a 3 SPD and one attack he could use something like twice a day.) The villains had taken down all the heroes except Midnight, and he's facing off against the defense guy (don't recall his name). Midnight decides to push his STR and do a Haymaker martial kick. Hits with no problem (defense guy had already moved that Phase and had low DCV, and was too overconfident to pull and dodge). Midnight's player rolls 42d6. WHAM!!! And after flying back through a building or two, defense guy comes back out and says, "I FELT THAT!" Yeah, we may have lost that fight, but the big bad respected Midnight enough that he allowed Midnight to date his daughter. His reasoning was, "If he could actually hurt me, he'll be able to keep her safe."
  19. Borders book store. My family and I spent a ton of time there. Comic book racks at the 7-11. Rumble seats
  20. Let's go down to the five-and-dime. I can't tell you about it on the phone - it's a party line. - - - - - - One day years ago we were having trouble finding our cordless phone, and my daughter (then in elementary school) said, "They should make phones that are attached to the wall, so you can't lose them."
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