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Spideyguy

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Everything posted by Spideyguy

  1. Re: Need Ideas and Background for a DC One-Shot All, There's a lot of different ways that I could go with this, and am having trouble settling on exactly how I want to put this game together. I do know that I want to the two PCs to be a "duo" in some way. Examples might include: Brothers Similar powers Similar weapons "Theme" team (ala Stick and Stone) I've gotten some great feedback from the posters above, but I'm having trouble getting this game cemented in my head. Any other feedback, please???
  2. Re: Need Ideas and Background for a DC One-Shot Just to clarify: This is a game for me to run, and for my two best friends to participate in, that will probably be run at a private table or in our hotel room. This won't be a "Con Game", per se. Sorry for any confusion around that point.
  3. Re: Need Ideas and Background for a DC One-Shot Thanks to all for the great feedback! Please keep it coming!!
  4. Herodom Assembled, My strong suite as a GM is being able to write well, but one my areas of improvement is my creativity. Hence, I'm enlisting your help. I'm doing a one-shot game (that could actually run a few evenings if necessary) at GenCon this year for two of my best friends. I'd really like it to turn out well, so that it's memorable for all. I have some background ideas for what I'd like to do, but am hoping that you all can give me some ideas on how to make the story and background better. So here goes: PCs: Probably 125-150 + 50-100 pts in disadvanges (these will be beginning Daredevil and Spidey-like characters, but no EBs, teleporting, etc.) Tone: Will probably be fairly gritty and dark, set in Hudson City or a similar concrete jungle. Players will probably have Code v. Killing, but it will be fairly "bendable". Opposition: Mostly "normal" goons and mooks, mixed in with the occasional highly skilled lieutenant or boss. On very rare occasions, they might meet up with someone like themselves. Background: I'm picturing the world as kind of a post Kingdom Come or Dark Knight Returns. Blatant super heroes have been gone for about 75 years. When the supers first appeared in the world, they were a novelty, and they served humanity for about 15 years. However, the humans eventually became concerned about the supers' powers, and started to knowingly try and decrease their numbers. Some were arrested and "vanished", others died fighting each other, and yet some were out and out elminated by the less scrupulous agencies of the world governments. Eventually, the superhumans were outlawed altogether, and the few that actually remained at large disappeared among humanity's ranks, never to don their colorful tights again. As time progressed, monuments and tributes to the heroes were removed, and discussion or conversation about the past heroes became almost illegal, with normal citizens reluctant to even discuss them, at best. However, now an underground movement wants to revive the superheroic movement, at least to a small degree. This group (uknown in my mind at this point) has access to the DNA of two of the former superheroes, who were actually a married couple. The hope is to infuse two individuals with this DNA, and along with a complicated scientific process, create two (lesser powered) superheroes for their cause. This is where the PCs come in. I've decided that they're going to be brothers (Jack and Martin Locke), who have been very close all of their lives. However, there parents (died? disappeared?) at a very young age, and the only memories they have of their parents are vague at best, and almost non-existant at worst. I'm thinking of having the superheroes whose DNA if fueling the experiments being the brothers' parents. As a twist, I'm not sure if the group that's creating the heroes is going to be an altruistic group bucking against the establishment, or a gray (or worse) group that is having the heroes serve their own ends. This could also be a great plot twist later on in the story. This story won't be spandex and capes, but more of a dark champions mixed in with a little superhuman ability. Most of the PCs powers will be very subtle and mostly invisible to normal humans. Hence, there won't be any flying, teleporting, shape shifting, or the like. I'd be very grateful for any help you can give me on building this up, or fleshing it out, even if it means manipulating the back story a little. What do you all think?
  5. Re: How to do Jackie Chan Adventures This is slightly off-topic, but if you're a Jackie Chan fan, I would definitely recommend his autobiography, My Life in Action. I found it fascinating, and my only complaint about the book was that it ended too soon!
  6. Re: Critique this character This is just me, but I don't see how Must be worn in turban (-1/4) is a limitation. He's already claiming a whopping -1 for the OAF limitation, which means the jewel is obvious default. Just seems a little munchkiny to me. YMMV
  7. Steve, Often when I see write ups of tentacles and winches, I see them bought as Stretching. However, if I'm building a character that has inorganic limbs (like Doc Ock) I would probably buy them as TK, because if someone hits the limb, the PC (wouldn't normally) take damage. I guess when I think of extra limbs that have Stretching, I imagine that if someone hit the limb while it was stretched, or struck the limb while it was grappling an enemy, than the PC with the Extra Limbs and Stretching would take damage. Am I making this harder than it is, or am I overlooking some elementary principle about these two powers? Brass tacks, I guess that if the limb can be damaged (and thus damage the PC) I buy extra limbs and stretching. If hitting the limb would do no damage to the PC, then I buy TK. Am I looking at this correctly? Thanks in any event!
  8. This one's for you, Steve! Steve, I hope that the section on street-level superheroics is full enough in content (and not necessarily in page count) to help those of us that want to run Daredevil/Punisher/Nightwawk kind of campaigns. Personally, I don't have a lot of interest in the modern action-adventure genre at this point in time (not to say that I wouldn't have at some point in the future) and if the superheroic contents of DC is going to be minimal, it will probably forestall my purchase of the book at this time. So I guess what I'm trying to say is, I don't want (or expect) this content to dominate the book, but it would be very nice to have a comprehensive (albeit brief) coverage of that genre in the book for those of us that are interested in that area. I apologize if this subject has been a) beaten to death, or discussed previously in the thread. I did a brief browse before posting, but did not read chapter and verse, and just wanted to get my 2 AP in. Thanks!
  9. Re: Mood Music The soundtrack from The Usual Suspects is also great mood music. All instrumental, so there's no lyrics to distract players. Check it out!
  10. Re: Should this be called Dark Champions? Well, I'll start right off by saying that the name really isn't a factor to me, but I never owned the previous Dark Champions, because I really didn't start Hero Games until the Big Blue Book. That being said, I was disappointed to hear that this new Dark Champions is not going to focus on superhuman agents in any significant way. When I heard about this book, I was thinking Daredevil, Nightwing, Batman, and the Watchmen. I agree with a lot of the others here who say that if the book is going to just be about modern "normal human" agents, then it should be called Danger International, Modern Hero, or something similar. With all this being said, I might be picking up the old version of Dark Champions for comparison.
  11. Re: Primate Power If you have access to the UNTIL book, you could look at the write up for the team's main brain, whose name escapes me at the moment. He has a similar power that's built off of his intelligence and ability to predict what people are going to do before they do it.
  12. Re: Dark Champions - To Buy or Not To Buy? Anyone else have any other input?
  13. Re: Dark Champions - To Buy or Not To Buy? Thanks for the great feedback so far guys! Do the Dark Champions PCs have any superhuman abilities at all, or are these "Punisher" type characters? What's the average starting points for a DC character?
  14. All, I'm chomping at the bit for the new Dark Champions book to come out in August, but until then, I was considering buying the older version of the book (for $8.95) from Amazon.com. If I don't have much exposure to this genre, and want to start a campaign with it, is this version of the book a valuable tool for me, or should I just sweat it out until August? Thanks for any insight or advice you can give me!
  15. All, I'm trying to create a rival supervillian team, similar to GRAB, that focuses more on acquisition of wealth and power than real worldly domination. I'm trying to come up with a good acronym name, but the best I have so far is STAR. Superhuman Theft Acquisition and Retrievals Anyone else have any ideas?
  16. Too much information? Edsel, You might want to check here and see if there's anything that might be helpful to you.
  17. Getting there is half the fun.... I think that most of my characters can fly, because I always think to myself, "What good is having superpowers if you can't fly???" As Garth would say, SHAH! I think this is borne of my own desire to fly. Once, I had a GM tell me that in a game he was going to create ME, only after a super-powered accident, and wanted to know (broadly) what I wanted to be able to do? I told him, "You make it so that I can fly fast and turn on a dime, and I don't care what you do with the rest of the character."
  18. Steve, I checked for this in the FAQ Errata and also did a search on the boards, but couldn't find anything to answer my question, so here goes: As I'm entering Nightwind into HD 2, the Zheng Hsiang's Hand of the Dawn power shows an 8d6 Flash attack. However, when I configure it that way, HD 2 says it's too big for the 60 point Multipower and "kicks it out" of the group. Changing the Flash to 6d6 fixes everything. Can you tell me which should be correct, or if I'm misinterpreting this entirely? Thanks. John
  19. All, I'd like to create an advantage for Martial Artists called Normal Knockback. This advantage would allow MAs to only roll 2 dice for KB instead of their normal 3. However, I'm having a hard time deciding how much of an advantage to assign it. +1/4 seems to small, and +1/2 seems too much, considering I could get Double KB for +3/4. What do you think? And would I apply the advantage against the sum total of the MAs maneuvers and damage classes, or would I add in the active points of the character's STR, since that's what "fuels" the MA's attack powers? Thanks in advance! Spideyguy
  20. Any other ideas? Does anyone have any other ideas for what other powers I could give this character? I'm picturing him as a low to middle end pyrokinetic, so I don't want him flying or anything, but I really like the concept, and think the name is too great to waste! What do you think?
  21. Herodom Assembled, I'm trying to build a speedster character with some minor fire generation powers named "Hotfoot". I picture the character getting the fire energy from the friction that he generates while running. I want to design a power whereby he gets up all this energy, and then just starts emitting flames as he runs by a group of enemies. Here's how I'm building it: xD6 Energy Blast vs. ED, AOE Line (+1), No Range (-1/2), PC must run by target (-1/2) Any differing thoughts on how to build this power?
  22. LORD SILVERBACK I think Lord Silverback has a very king-of-jungle sound to it, while still maintaining its dignity and nobility.
  23. Crusader Can't say that I have. I also just noticed that attaching his .hdc file in the second post didn't work, so I guess the third time is the charm. I take it Underworld Enemies is an older Champions product?
  24. Let's try this again..... ....with the attachments!
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