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Acroyear

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Everything posted by Acroyear

  1. Any indication in the current Champs U about when Bulldozer first appeared/got his powers timeline wise?
  2. According to the rules, an invisible character who launches an attack can then be targeted at -1 OCV by the target and anyone who saw said attack until the invisible person moves from that hex. Questions concerning this: 1) The Invisible Guy does a move-by. Since he can continue his movement after striking, he is no longer in the same hex as where the “attack†part of the maneuver occurred. Is he considered “moved†by no longer being in that hex, thus preventing counter attacks at -1 OCV? For this question, I’m assuming it makes no difference if he’s traveling in a straight line or made some sort of radical turning after the hit. 2) The Invisible Guy is fighting two people. After attacking, one of his opponents hits him and causes knockback. Assuming the Invisible Guy didn’t, in turn, hit another object to give away his position, does his second opponent only suffer the -1 OCV, or is the Invisible Guy considered “moved†for purposes of CV penalties? Thanks
  3. Re: All the superhero PCs I've ever played I do, like The HMS Helen Keller. But perhaps you forgot that one on purpose
  4. Re: All the superhero PCs I've ever played I wouldn't attempt to name all the ones I've ever played, mostly because I had a habit of using characters for a game or two to help prevent getting bored with the regulars. This is helpful when you have a character that is active for a decade or more. lol Some of them lasted a few months, but I'll just list the "core" characters that lasted the longest. Osprey (V&V) who, in hindsight, was rather similar to Guardian/Vindicator. Later he became Defender with powers more similar to the arcade game ship. Many years later, Osprey appeared in Champs similar to his original incarnation. All the rest Champs: Omega Man - the singular embodiment of an entire mythical pantheon. Think Shazam/Superman turned up to 11 and given dominion over... well, everything. Wavemistress - basically a villain by most people's values. Think Aquaman/Namor crossed with Fathom (Elementals), Dr. Strange, Nick Fury, and Doc Savage. Then turn this monster into a self serving gov't agent (and head of the metahuman affairs agency) intending to conquer the world so it'll be safer and a "nicer" place for her children. Started out as a real weak Namor/Fathom just trying to earn the attention of her sister (who turned out to be Viper's version of Deathstroke the Terminator). Captain Rocket - a pulp rocketman's ghost possesses a street tough. Old school pugilism, a Mauser that never runs out of ammo, and a bunch of "Neptunian Technology" for other fancy gadgets (wrist computer, ray gun, fancy sensors in the helmet, etc). Viator - extreme martial artist. Basically just the family business and an old kung fu movie plot gone awry. The name was used mostly by his masters and enemies of the school (kind of like Grasshopper). He preferred his normal name (and his arch enemy was "Helen" a cousin lol). Blue Knight (later Avenger, later Eradicator) - Kind of Rom/Iron Man who evolved more into War Machine and then more into the Silver Surfer (if he was focused) Chris Styles, Monster Hunter - think a supernatural Punisher aided by the ghost of his murdered brother. Add hockey mask and a blessed sword to all the firearms. Wildcat - imagine Wolverine being chosen, not for a metal skeleton and stuff, but for the Captain America Program. No claws, but a keen shield, enhanced stats, and mad regeneration and senses. Bolt - different campaign. He's the Flash. I wouldn't dream of naming off the rest (even if I could), but some of the more enjoyable short-term guys were: The Right Honorable Sir Vincent Sinclair III - an ex assassin mentalist turned hero. Most notable for his... cowardice and absolute inability to deal with women. The titles, btw, are fake... as is the III... well, the whole name is fake, he just thought it sounded impressive. Seymour Action, Government Guy - think army sponsored MiB in powered armor. He took the blame for almost everything unsual the gov't wanted to cover up, too (not crimes and stuff, but UFO crashes, testing of secret weapons, etc). The Iczer - based on Iczer 1, but not very well since anime back then wasn't available much (we had to get pirated tapes copied from LD in Japantown. You kids today have it good!)
  5. Re: Critique this character For 2 points you can get 1 more Dex and benefit from the round off for your Dex based skills (you have 2 of them, if you were to buy +1 for both, it'd be 4 points. So it's a good deal). I don't think you need the instant change. Although with the limitations on it, you may be able to use those as disads to prevent your transformations and replace some of the more questionable ones. If you GM requires it to enter HID, then it's a keeper, naturally. The limitation on the DCV levels. No way, imo. I have to assume that his attack multipower is going to be frequently used. As long as you have the End, you can maintain the DCV through an entire fight - just keep a slot like the Knockback one going. If you're extra cheesy, you just don't apply the advantage to all the strength, reducing endurance cost and eliminating a penalty to the skill roll. That means -1.5 becomes -.25 unless you include some way to limit the use of the MP a lot more. Check with your GM on those MPs. You can not put special powers (like the senses) and naked advantages into a framework without permission. However, this "ruling" seems to be broken repeatedly in other Hero material. I wouldn't have a problem with it (nor do I agree with the costs End ruling for ECs), but I don't know your GM. The same goes for the naked advantages. The dependence makes him seem more like Popeye than an enlightened being. Just something to think about. Also, the weakness he suffers is probably psychological moreso than an actual physical dependence. He just gets depressed, but he could be fooled into thinking he's eating it and not suffer ill effects. I'd ditch this as a disad, myself, but at the very least I'd suggest pursuing another angle to include it. You didn't define the curry as actually having any special magical powers or anything, so it seems very out of place. Unless I'm mistaking this character as a "serious" one when it's intended to be comedic. I think the enraged makes him... well, insane. Especially when you're talking about a Taxi which will be getting dinged, scratched, etc frequently. Also, keep in mind, a bit of road debris that hits the hood or cracks the window will set him off with a "blank" enraged. That could be particularly nasty. This, too, is not very enlightened. And his attachment to these material things is definitely not going to help him on his path. And what happens when a little old lady has an accident? Say, her brakes fail and she hits the taxi? Or a child's baseball is hit wild and smashes the window? With a bad roll, the next thing you know this enlightened guy just beat a little old woman or child to death - possibly with a single blow and before he can recover. Depending on the rules you use, a 6d6 attack is potentially lethal to even a healthy, normal man, let alone a child or something. The distinctive features, btw, ARE concealable. He reverts to his normal identity. Sure, it puts him in a rough spot, but if he and another 10' tall, 4 armed blue guy who CAN'T revert to human both have to get into an airport unnoticed, which of the two will be able to? Simple, the one who can make himself look human. Less points for the guy who can look normal. I notice his skillset is lacking some of the skills which I would consider essential for this character. You might be able to shave some points from AK. I'd also ditch the vehicle (I'm assuming it's the taxi). No need to pay points for that. But where's his knowledge of his own religion? Where's his KS of all these other gods? How about some additional KS relating to the history of his "kind"? Maybe even look into some grappling levels from those extra arms. Not trying to be harsh or anything. I like the concept and that's what I got from my read through. I don't know your campaign, so it could be acceptable as is. I'd want some changes if approval was up to me.
  6. Re: Speedster Trick : Area Effect STR I didn't add feedback. I assumed since he was zipping back and forth "blocking and missile deflecting", anything that was too big he just "got the heck out of the way." But, yeah, you get the idea. I always assumed that, since FW is just a power use and not really an action, if there was anything that got through that he was determined to stop, he could interpose and take the hit (I'd also point out that his defense was not getting hit, he had like 4 PD normally). Usually the bigger hits were things like, I dunno, a rocket. He could missile deflect those, instead. The addition to the FW is nice. I should work out a slot for it. I really got the most out of my VPP with that char. Once you reach a certain number of slots in a MP, it's often better to convert to a VPP.
  7. Re: Speedster Trick : Area Effect STR As stated in another thread, my speedster used transform and AE transform (rearrange existing objects) for that sort of thing. He also had a force wall (length limited by his half move as he ran back and forth destroying or deflecting projectiles). He had missile deflect, too, but the usefulness of MD dimishes rapidly, especially when you see like "30 rock fragments" flying your way due to the penalties for repeated deflects. Secondly, it doesn't work very well vs explosions or area effects defined as "shrapnel" or something. So the powers aren't entirely redundant. I was surprised, in another thread, to see TK no range was discouraged (because TK and STR function very differently) and would have probably taken that route. The naked adv on the STR works, too (AE, line, hex, area, whatever). You might even buy stretching and "sweep" or something wonky if you want to play with that idea.
  8. Re: What genre is Champions really about? Scramble! The next pull from his deck will no doubt be the race card. What? There's no "Flame War CCG" out there? Must have been a bad dream...
  9. Re: What genre is Champions really about?
  10. Re: 100-point wonders After running through those three chars up there off the top of my head, I think it'd be pretty limited unless everyone is a one trick pony or you get really gimmicky (see above, the use of vehicles for more power and the linked stuff with focii, etc). Unless you toned the power down even more with attacks around 2-3d6 (about as hard as a good solid punch) but then you're not going to do much to the environment (like blow down doors and such). And no disads? Disads are half the defining point of the character which I quickly discovered when two of my ideas didn't work. The first being a gentlemanly ghost (basically a desolid guy who could wonk on people with effort and maybe knock some stuff around). He needs disads. The second was a fire breathing, intelligent dog. lol. That said, I'd be more comfortable at 50+50 or something, but in these cases, I'd just jot down a bunch of 0 pointers.
  11. Re: 100-point wonders Well, he can withstand small arms fire, anyway.... and I know -I- don't want to get punched by him. Not bad for not being focused or Hero ID only or any other gimmicks. Captain Impervious Val Char Cost 20 STR 10 10 DEX 0 18 CON 16 10 BODY 0 8 INT -2 10 EGO 0 10 PRE 0 10 COM 0 4/19 PD 0 4/19 ED 0 3 SPD 10 8 REC 0 36 END 0 29 STUN 0 6" RUN02" SWIM04" LEAP0Characteristics Cost: 34 Cost Power END 56 I'm Impervious!: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points) Powers Cost: 56 Cost Skill 10 +2 with HTH Combat Skills Cost: 10 Total Character Cost: 100 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  12. Re: 100-point wonders Street Devil Val** Char*** Cost 13** STR 3 18** DEX 24 13** CON 6 10** BODY 0 13** INT 3 10** EGO 0 13** PRE 3 12** COM 1 * 3** PD 0 3** ED 0 4** SPD 12 6** REC 0 26** END 0 24** STUN 0 *6"**RUN02"**SWIM02 1/2"**LEAP0Characteristics Cost: 52 Cost** Martial Arts Maneuver 4** Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike* 3** Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/5, Target Falls* Martial Arts Cost: 11 Cost** Skill 3** Breakfall 13-* 9** Combat Driving 16-* 4** +2 with Diablo Cannons* 5** AK: Home City 14-* Skills Cost: 21 Cost** Perk 16** The Diablo 2000 Superbike* Perks Cost: 16 Total Character Cost: 100 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ The Diablo 2000 Val** Char*** Cost 18** STR 3 18** DEX 24 11** BODY 0 * 4** SPD 12 *20"**RUN-120"**SWIM-20"**LEAP0Characteristics Cost: 42 Cost** Power END -4** Naked Modifier (0 Active Points); Base 6 DEF does not protect Riders Power loses about a third of its effectiveness (-1/2)* 3** Front Shield: Armor (6 PD/0 ED) (9 Active Points); OAF Bulky (-1 1/2), Limited Coverage [61-180] Degrees (-1/2)* ** * 13** Ground Movement +20" (20" total), x4 Noncombat (45 Active Points); OAF Bulky (Focus "Tires"; -1 1/2), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), Only On Appropriate Terrain (-1/4)* ** * 15** Weapon Array: Multipower, 30-point reserve, all slots 4 clips of 16 Charges (+1/4) (37 Active Points); all slots OIF Bulky (-1), 60 Degree front arc only Power loses about a third of its effectiveness (-1/2)* 1u** 1) Diablo Cannons: Energy Blast 6d6 (30 Active Points)* 1u** 2) Anti-Vehicle: Killing Attack - Ranged 2d6 (30 Active Points)* ** * 5** Comm Unit: High Range Radio Perception (Radio Group) (12 Active Points); OIF Bulky (-1), Sense Affected As Sight, Hearing & Radio (-1/2)* Powers Cost: 34 Cost** Skill 4** +2 with Ground Movement* Skills Cost: 4 Total Character Cost: 80 Base Points: 100 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  13. Re: 100-point wonders lol ... dead meat if anyone is lucky enough to land a glove on him.
  14. Re: 100-point wonders Mr. Micron Val Char Cost 10 STR 0 10 DEX 0 10 CON 0 10 BODY 0 10 INT 0 10 EGO 0 10 PRE 0 12 COM 1 2 PD 0 2 ED 0 3 SPD 10 4 REC 0 20 END 0 20 STUN 0 6" RUN02" SWIM02" LEAP0Characteristics Cost: 11 Cost Power END 43 Shrinking (0.0627 m tall, 0.003 kg mass, -10 PER Rolls to perceive character, +10 DCV, takes +15" KB), Reduced Endurance (0 END; +1/2) (75 Active Points); OIF (Focus "Atomic Warp Belt"; -1/2), Extra Time (Full Phase, Only to Activate, -1/4) 11 Atomic Propulsion: Flight 10" (20 Active Points); OIF (Focus "Atomic Warp Belt"; -1/2), Linked (Shrinking; -1/2), Greater Power is Constant or in use most or all of the time (+1/4) 2 26 Atomic Stream: Energy Blast 6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OIF (Focus "Atomic Warp Belt"; -1/2), Linked (Shrinking; -1/2), Greater Power is Constant or in use most or all of the time (+1/4) Powers Cost: 80 Cost Skill 3 Inventor 11- 2 SS: Physics 11- 4 +2 with Atomic Stream Skills Cost: 9 Total Character Cost: 100 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  15. Re: Spinning/Whirlwind Powers Sorry for the format. I edited out stuff not related. The "must be spinning" limitation reflected that he needed room to spin (couldn't do it in a car, for example), and that a bunch of his disads were triggered: His hearing was diminished from the whoooooshing noise, he was very easy to hear (couldn't stealth), and small/light objects in his area were blown all about (makes for a very hard time finding that one paper in an office or whatnot), and that his ability to carry/lift objects was severely diminished. At the time, these were built as a variety of small physical disads. You might want to pursue a different method. He was VERY hard to hit and was able to missile deflect bursts from autofiring squads of agents with ease. Stat-wise, he was pretty average (24 dex, 5 spd, but otherwise not noteworthy anywhere else). A little clean up for 5th ed rules and I think he's a decent example of spinning powers. 24 Elemental Control: Superspeed Spinning (30-pt reserve); Must be spinning: -¼ a-24 Running (+20", 26", NC: 52"); Reduced END: Zero, ½; Non-Combat Multiplier: ×2, +0; Has Turn Mode: No, +0; Must be spinning: -¼ b-24 Force Field (20 PD/20 ED); Reduced END: Zero, ½; Must be spinning: -¼ c-13 +40 STR; Only for resisting grabs or breaking out of entangles: -½; Reduced END: Zero, ½; Must be spinning: -¼ 56 Multipower (70-pt reserve); Must be spinning: -¼ u-4 14d6 Energy Blast: Superspeed Rapid Battering; No Range: -½; Range: 0; Versus: PD; Must be spinning: -¼ u-3 5d6 Energy Blast: Vacuum Rush; Area Effect (One-hex): 1 hex(es), +½; No Normal Defense: Life Support No Breathing: +1; No Range: -½; Range: 0; Must be spinning: -¼ u-6 7d6 Drain: DEX - Dizzying Grab and Spin (Return/turn); Range: 0; Affects: Single Power, +0; Must be spinning: -¼ u-6 Missile Deflection (All Ranged Attacks, None, OCV 34); Deflect Attacks: Normal, +0; Deflection Bonus: 25, 50; OCV: 34; Must be spinning: -¼ u-4 Tunneling: Drill (6" through DEF 14); Tunnels: Left Behind, 1 +0; Must be spinning: -¼ u-1 5" Flight: Helicoptering (NC: 10"); Non-Combat Multiplier: ×2, +0; Must be spinning: -¼ 8 Deflect Adjacent Attacks for Missile Deflection; Must be spinning: -¼ 8 360-Degree Sensing (Sight); Must be spinning: -¼ 8 Knockback Resistance (-5"); Must be spinning: -¼ 3 Bump of Direction 20 +5 level w/DCV; Must be spinning: -¼ 4 +2 level w/DCV; Only to Cancel Flanking Penalties: -1; Must be spinning: -¼* *Defense maneuver is probably better here.
  16. Re: Has anyone played in a game like this... We'd done it a few times with supernatural horror or alien invasion kind of things. We even did something like The Stand. Was pretty fun.
  17. Re: How Long Does It Take? I did it with Transform, minor "only to re-arrange existing materials." This allows you to sort stacks of papers, write a letter really fast, conduct repairs on a vehicle (assuming you had the needed tools and parts), build card houses, etc. The bigger the job, the more cumulative applications of the power you need. Complex tasks require an applicable skill roll (eg - building a car engine, disassembling a bomb). It's also easy to guess how long a task takes because you can apply the avg roll of your transform to the amount of bdy pips you're manipulating. I used an AE version for things like reorganizing a room and such. I'm not sure Change Enviornment lets you do that sort of thing, really, but I'm never all that sure any more with all the weird stuff that's been introduced into 5th.
  18. Re: I love The Ultimates Yeah, I always really liked it, too. I don't think there would be much trouble incorporating a lot of the earlier stuff in an Ultimate setting. And characters like Sanction fit without any filing of the edges. If you liked Elementals, you might enjoy Pantheon (I think Americomics put it out). It's like a 12 issue (or 13?) series which essentially finishes the story arc Willingham started with the Supernatural Nation stuff Tommy tried to create. The characters are all new, but it's not too dififcult to connect them to the old crew or other comic parallels. I dunno. Omega Man was a sheer blast. It never once resulted in that occasional "gah, you're all morons!" kind of feeling one might get playing an iron age guy in a silver age setting. The thrill of the "schock value" never seemed to come close to the "awe value" Omega Man seemed to generate. Wavemistress... people were terrified of her (and rightly so), but Omega Man, who was arguably weaker, had much more effect on those around him (in all the right ways). In a roleplaying context, it was quite fun to be the guy who shows up and have everyone feel that there is hope as opposed to showing up and just being one more slot on the asskicking crew. ..... I'd like to see some Ultimate write-ups, too.
  19. Re: Spinning/Whirlwind Powers One of the characters in our last supergroup lineup was a spinner. I'll check to see if I have the old CW file.
  20. Re: Duplication as attack I think what he's trying to do is heap more damage on a single target by giving the duplicates feedback. So he adds 3 copies of the hero (all with feedback) and hits them all at once with an area effect attack, thus doing 4x the damage to the primary target (or all of them). That said, why not just buy a bigger attack or autofire or even just a huge attack that has a prolonged or incremental effect and define it as "I hit you across multiple points in time. This second and that second and the second thereafter and so on"? You could still "stack" attacks in this way as multiple applications of the cross-time attack overlap.
  21. Re: I love The Ultimates I think the main reason the Ultimates and such don't absolutely thrill me is that our campaign went through this kind of gritty and/or more realistic period long ago and so the concepts and such aren't any newer or fresher to me than anything else. It's also part of the reason I lean more silver age these days - we did it less. I'd credit some of it to the Elementals, but only a couple players read that title. If you were to look over the notes from about ten years ago, you'd probably think it was a modern campaign crafted around the Ultimate universe and things like the Authority (from what I understand of that title) and might be shocked at some of the PC vs PC activities.
  22. Re: I just can't get into Cosmic Level play
  23. Re: I just can't get into Cosmic Level play You have a preference for new character=rookie. Nothing wrong there. I've done it a number of times, myself. Powers tend to be pretty vanilla. I imagine you might take it real light on reputations and hunteds as disads, too? I did. Sometimes I like "experienced" characters with some history. Or savants. They come in with their origin story done, they've maybe established a couple hunteds, their personal style and psychs regarding being a hero, and so forth. I like to have the skills needed to fit the concept. If I make a guy who designed and built a suit of powered armor, he's probably looking at about 50 points in skills (sciences like metallurgy, aeronatics, weapon design, optics, etc, etc, plus electronics, computer skills and so on). Why? Because if he can design and build a super laser blaster into the palm of an armored, exoskeletal, strength enhancing gauntlet... I'm pretty sure he can fiddle with a Viper laser pistol or build some sort of other laser weapon. I've been playing this game forever, it seems. Just having the usual "Flight, FF, EB, ok done..." can often be boring for me. Look at, say, "I have wings." Lots of people will just buy Flight. Me? I'd have flight, gliding, wing buffets (not just the attack, but the stretching too, because of the wingspan), maybe I can use them to shield myself (even if painful) and/or use them to shield others (like a force wall with feedback), maybe even a limited form of extra limbs for pushing and striking. The Power Skill is new (I'm old school). It's not supposed to be a substitute for a regularly used power, iirc, and perhaps I just have old habits that refuse to die. That's below average for the active points of an attack in a standard superhero campaign. Normally, powers in one framework can not add to another so for lots of people, you can't even get significant oomf added for defenses (like doubling up a force field... no can do). I had more points in background skills than that VPP costs. At that point total, the VPP was really just flavoring. Again, it was a very enjoyable character (my longest played) and she was anything but invulnerable and omnipotent. My 250 point speedster has a 40pt VPP. I have a huuuge list of all the various powers and such I was able to come up with just based on "superspeed" which included, but was not limited to rapid movement, rapid manipulation of the environment, limited wind control & vaccuum creation, sonic booms, vibrations, rapidly striking objects/people, moving so fast he's blurry or leaves after images... on and on. Sure, he could have just had a bunch of running and a hand attack "super fast punch" but when I'm trying to make a guy cool like the Flash, I want all those cool extras. I want to run up walls, across water, or run in circles and make a little tornado, or bowl everyone over in my "draft" as I zip by. ... Sorry for rambling. Anyway, I've never really played a "cosmic power level" campaign much, myself. Our stuff was like "high power" perhaps akin to the heroes expected to duke it out with the current Doctor Destroyer (didn't start that way, either, we grew into that power level). I was just surprised by the thought that you could run out of stuff to buy at 400 points. It certainly shows how differently we all can approach things
  24. Acroyear

    Timelines

    Re: Timelines My "eternally planned but never to see the light of day" campaign has a pretty extensive timeline (still in progress). This was for many reasons: 1) I wanted to be able to establish a sense of "legacy" - sure, players could make up stuff on their own, but I wanted a clear example that's it's not bad, not entirely uncommon, to try to fill another man's shoes. 2) One of the "heavy hitter" villains is immortal and meddled in lots of places. He's also pursued by his opposite number. Their little ongoing war is why most major mystical artifacts are very lost or hard to find, even though civlizations may have once been built around them. 3) I wanted the campaign world to include what I consider essential aspects of history from various comic companies (so I kind of combined universes without using the specific characters, but the themes, and a liberal amount of seriel number filing). 4) I wanted the campaign to show that characters do age. Quick example, the Superman type guy who first appeared in the 30's died, uh, whenever Superman died in that Doomsday storyline. His invulnerability made autopsy impossible, they assume of "old age." The Batman style character is extra spooky in that he seems to be immortal (actually, he's more like the Phantom in that respect). 5) I wanted to also match up classic comic book/etc events with real world (and suspected) events to some degree. 6) The aging and matching up timelines went hand in hand with the legacy thing. Many of the published characters the players knew would be "too old for this sort of thing" (or dead or whatever) today. Thus, all the old greats did exist, but now it's mostly the players' turns. The golden age happened in the golden age, the silver age in the silver, and so on. I admit, I cut out most of the image age stuff... it sort of exists as a self-destructive flash in the pan. It would allow the group it was intended for to connect the campaign world with the various events and themes they were familiar with. It allowed them to know exactly what I mean when I talk about the Superman guy or the Captain America guy as heroes of heroes. Except for the speicifc names, it allowed them to know much of the history of the campaign world from the very first moment. I also wanted to have things straight for myself. Anyway, whew, that's a very specific example. I think all campaigns need a bare bones timeline, at the least. When did supers first appear and any major events like alien invasion attempts. If you're planning a game in which superpowered beings first came about in the early 90's... your players need to know that before your submitted character sheets are an immortal elf from pre-history and the human fireball from WWII.
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