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Bathawk1

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  1. Was going through my champions books on my shelf, and saw something i was surprised I hadn't noticed. I organize my books by the "catalog number" on the spine, so for example"Alien Eenemies" is #413, followed by "olympians" at #414then "Road Kill" at #415......but between "Corporations at #434" and "golden age Champions at #436....i seem to be missing #435 which book was #435? was it never published? was it a non Champions book?....or did I just "lose" it somewhere?
  2. hey all"translating" Hero character from one system to another a character in a 3rd edition book has "2u Missile Deflection. all, 14-" is this missile deflection vs. "all ranged attacks" or just physical ones? is the 14- her DCV to deflect, or is it an activation number? thanks in advance
  3. going through my 4th edition champions books (what i consider the "golden age") Currently looking through "Champions of the North (#419), And found at least a character or two that have a RCMP package deal....not seeing that anywhere in the book. am I missing it? or with it in the big blue book and I missed it?
  4. Looked back at my post and realized that a couple of things got cut (I blame editing) The "Martial Artist/Earth Angle" member of the Divine Right is named "Magdalena" There's a seventh member of the Divine Right named "Jericho"...he has Disintegration powers, and after Payne calmed him down after his powers erupted (killing his family) Jericho is now the most fanatical of the Divine Right, a real "drank thekool-aide" type the Divine right are built on +30% more points than the PC's, and out number the PC's by one, three if you count Lazarus and a Pulpit powered Payne (PPP?)...I stacked the deck a little once it was pointed out, that my "core NPC's" have so much fleshed out they aren't as much a threat to the PC's as characters I make up on the fly Why are the PC's involved? The Divine Right aren't nominally part of Payne's security,their job is to be superheroes, look good, and have Payne take the credit for endorsing/being endorsed by them...it's like if you can't get the Justice League to vote for you, make your own, As for the PC's they work for "Amazing Solutions" a supers-for-hire "troubleshooting" company. so providing security/body-guarding services is more their speed. The PC's had an issue with working for an "Evangelical Trump". Once I mentioned the disapearances of the "real" Trump and Pulpit. they decided four members would go to work, while two would go "undercover But dosen't the Secret Service provides security for presidental candidates? Not in the GURPS IST world, in IST, the United Nations has outlawed metahumans from being fielded in an military or federal capacity (including the Secret Service, , FBI or CIA, more mundane aspects such as the post Office or IRS is more of a gray area)....if needed, the united Nations can have their own supers the "IST"International Super Teams" provide security, but since the nearest IST base is in Minneapolis, Payne wants to keep any Supers he can't control at arms length....the PC's at least are ostensibly there for a paycheck Also Payne is obsessed with power, those that have it,and how he can control them. So whenever he has an issue he usually goes for the "super solution" first...it's one of the standouts of his conservative right wing platform, is that he is extremely "pro-super" in the IST world, when the UN passed it's resolution banning military supers and nukes, China dropped out of the United Nations and has the largest standing force of metahumans in the world Francis Payne saw this and thinks they have the right idea. He not only ultimately wants the presidency, but over time he will manufacture various crises with Super supported by federal grants, Once the nation becomes more and more dependent on metahumans fixing problems from crime, to forest fires, to simple park ranger service, he'll push for wider registration of metahumans sing the "carrot" instead of the "stick" to create what he sees as a new "noble class" with him in the most powerful position in the free world at it's head.....then he will push to also have the USA drop out of the UN and make this "nobility" a ruling class of the country No one said Francis Payne was 100% sane.....but that's a very long term goal...but gives some ideas of his motivations the last session didn't go poorly, but could have gone better. on their "tour" of Payne universities. the PC's found that they were using college applications to "screen" potential abductees, particuarly young women, and the questions (immediate family, roommates, emergency contact ect;) had less to do with academics than how easy they are to abduct and if they would be "missed" meanwhile at the next stop where Payne kept his pre-candiate offices, one of the undercover PC's broke into his office and installed a flashdrive whipped up by the gadgeteer PC that would hack Payne's computer (he failed his perception check to notice the hidden room where pulpit is being held) Also magdalena confronted the "halfway fallen" Angel PC about how she's not wanted there as only she can accomplish good works on Earth by serving Payne before disappearing Before the mototcade left the PC's had decide on two DR members to accompany them on the tour (the rest would be out doing "superhero stuff" and make sure they were seen doing it,plus it kept the number of NPC"s I had to track low) They chose two that were most likely to talk, Jericho and Machina Ex. they didn't find out too much other than they both seemed to have a post hypnotic suggestion to support Payne whenever it came up (though Jericho did it the most vigorusly) Once the motorcade got to the second university, they were confronted by REAL terrorists who were angry with Payne for a missing "shipment" (haven't decided if that shipment is weapons or slaves) with over a dozen armed men with automatic weapons I thought it would be a challenge, but when combat inevitably broke out it slowed to a crawl as the PC's took out terrorists one by one, but I already used "generic metahumans" in their last encounter, and they aren't THAT common. But the PC's have a lot of "glass cannons" high damage output with quirky, or no defenses. At the end of the battle, the telekinetic pc and the angel charcater were severely wounded, but with the angel acting as the 'team's "cleric" should be ok by the start of the next session One "normal" bodyguard was dead Jericho started disintegrating two bodies of the terrorists, wether he is trying to 'cover up evidence' or is just in an overprotective rage over Payne's safety I haven't decided Payne broke from his detail and ran for his offices, taking a few shots with little damage (thanks to powers he absorbed from Pulpit)...he was wanting to make sure Pulpit was secure, and maybe get a "boost" the teleporting PC took the injured terrorist leader back to "Amazing Solutions" headquarters and has him tied down in the infirmary and plan on questioning him...then teleported back to Payne's office to confront him....Payne attempted to use Pulpit's command power on her, but she made her will roll.....but now the PC's know there is more to Payne than meets the eye (though she also failed her sense roll for Pulpit's room) So at the end, the teleported, electric martial artist, and supersoldier are confronting Payne, Lazarus and a normal bodyguard just outside his office, with Machina Ex on their heels The iceman PC ran away jumping off the roof down an iceslide the telekenetic and Angel are severely wounded but on the mend outside Jericho is on a disintigration spree and they have the terrorist leader tied up at base One thing I thought about as I wrote this, withe Jericho disintegrating this and that, it's going to be impossible for anyone to know that the terrorist leader is a prisoner, escaped, or is ashes on the wind
  5. hey all, I'm game mastering for a group of players in the GURPS IST world, but have kind of written myself into a corner, and some advice wold help, I'm actuay going to cross post with ome other RPG forum for help as well as the problems aren't rules based My players work for "Amazing Solutions" a Super-for hire agency that dosen't do kid's bithday parties, but they stop at out-and-out mercenary work as well the players --A "halfway fallen" angel...bulletprrof, limited flightand can heal by sending personal energy or leeching it from others, also has a flaming sword that indces agony but not phycial damage -- A A Martial Artist who has electrical powers, a bit of a glass cannon most powerful attack of the group twice over , also has the ability to disapear from reality with an insubstantial/invisible combo -- A teleketic who can lift a ton and manifet a "light saber" attack --a character who has "roach powers" and is going for more of a supersoldier vibe...main issue is he wear a bodysuit of kevlar and ceramic inserts which makes him nearly indestrctible, and has enough stength where he dosen't have a mobility penalty ---an "iceman" character with various ice powers including the ability to turn into an "ice statue" --a gadgeteer with high level teleportation, intelligence and gasgeteering skills, with a "time freez" binding attack The team has been hiring to act as additional security for a Presidential hopeful named "Francis Payne" after an attempt on his life....Payne has his own "superteam" The Divine Right (wing) while not outwardly religious (he's not a paston or anything) He has done a lot of fire & brimstone type rallies...He is in many ways like the current Donald Trump...Islamiphbic, anti immigration....but strangely pro-super the Divine Right consists of --Maccabee A "supernormal" an expert soldier and master of modern weapons. Believes himself to be pious, when really he uses it as an excuse to kill "for the right cause" --Martial Artist; with greater than normal strength, speed, and agility...she's actualy an "Earth Angel" a militant and pious woman who was elevated to "low level angel" status after heaven's ranks were depleted after the Fall --Guardian Angelica; Can create a giant psionic exo-skeleton to act as the team's "brick"....sheltered life, willign to do whatever she's told, exoskelwton gives her a sheltered view on life, so she dosen't react too much to violence around her as long as she's safe in her shell --Jessica Choir; former "American Voice" winner turned christian music singer. Has sonic powers, and can create "resonance" to create dplicates of herself, though with reduced sonic ability --Godspeed Nice guy, Speedster, takes his faith seriously, but likes to preach by example. Constantly worries about what he's gotten into --Machica ex (Deus) Another nice guy; Gadgeteer, who enters a fugue state when he creates, so even he osen't know what he's built until the task is complete --Lazarus not a member of the Divine Right, but Payne's bodyguard...believd to have healing or self-regeneration abilities. actualy has the ability to steal and pass on lifeforce to heal himself and eve resurrect the recently dead...has used this power to "save" Payne from a few assassination attempts --Pulpit; not a member of the Divine Right, he was offered membership but turned it down. low level brick with the ability to give short "orders" that mst be obeyed if heard, like "freeze" "drop it" or "silence" So far the team stopped some "fake" islamic terrorists hired by Payne from using a dummy bomb at a rally to drive anti Islamic sentiment and sympathy for Payne's campaign, however one of the terrorists killed all his fellows after their defeat...and was in turn killed by Maccabee before he could talk ...hard fight for the team, the angel character was undercover and missed the fight (need to make it up to her player somehow) and the team was really hurting without her healing powers The game will start anew with the team escorting payne as he visits a number of sites of his proposed "Payne Universities" around the Chicago area ...And I don't know where to go from here... some of the team is undercover, and as "security specialists" they are able to choose two Divine Right members to accompany them on the "tour" (this keeps the NPC cont low as the rest of the Divine Right act as superheroes around town to drum up good publicity) Payne is evil though....here are some highlights Payne is abducting young people. Some are volunteers, others are students at his "universities",,,some are being "Sacrificed" to Lazarus so he can heal Payne if needed...but it's worse than that.... Payne is drugging the women he has no use for and selling them to "foriegn businessmen" in exchange for weapons The weapons are in turn sold to REAL terrorists...not only does Payne make a profit, but he increases terrorist activity he can demonize as part of his platform to get elected Using mundane forms of hypnoisis and mind control, Payne was able to utilize Machina Ex's fugue state to build a device he keeps hidden behind a wall in his office....the device holds a comatose Pulpit with various wire and tubes...by subjecting himself to the machine once a day he gains Plpits powers....Machina Ex is unaware fo the machine The team has had some success they discovered tax record showing that Payne accidentally has paid taxes and tariff's...with no items listed. They also know Payne is evil as he framed a cameraman with some illicit photos on his harddrive (the cameraman's desperate assassination atempt is what drew the PC's in) So any ideas where to go from here? of course the endgame is a big fight with the Divine Right and Payne revealed for who he is
  6. Hey I know that it's harder than ever to get a pen & paper RPG book in print, at least not without the help of aickstart. And it worker with "Book of the Empress" to go along with "book of the Destroyer"and "book of the Machine" So for fun, if nothignelse, Iwas wondering what other "books" could be done? "organization books" like Demon and Viper are disqualified because organization books are nothing new. Eurostar Manifesto: Right away I'm breaking one of my own rules as Eurostar is sometimes thought of as an "Organization" mainly be having more members than most superteams. But Eurostar dosen't have any "agents" and you can fit the entire group in a small school bus,so i'm counting them --It would "collect" the missing members such as Pantera and Die Westgote --- Provide stats for the "lost" members of both Eurostar and Terror Inc; (Giganto, Professor Muerte, Bora & The Whip) ---Description of Eurostars bases(s), vehicle(s) and support, even if they don't have "agents" surely they have a support staff, a medicalteam, and someone to fuel the jet....or dothe team members do this? --- The world has changed since Eurostar was first in an enemies book. The Euro, The European Union. Europe is far more unified than when Fiacho first started out. What does a terrorist do when his goals arealready met? And come to think of it, how much of European Unity is in response to Eurostar? ---Operation: Merovingian Mentioned in Enemies for Hire, this is an UNTIL profect designed for personal, weapons, and tactics specificly designed for taking Eurostar down --The New Knights of the Round Table; As far as I know, only Bastion has been named, but from that alone I assume this is a different team than the one in the original "Kingdom of Champions". Though it should be noted that before the "current version" Eurostar had a former knight; "White Flame" as a member. So a write up of the team wouldn't be unwaranted, especialy since every member of Euostar has the New Knights as a member ---Tactics; Other than a reliance on killing attacks and a willingness to cause lots of collateral damage; what separates a "Super terrorist" like the members of Eurostar from that of a typical "Supervillan" team like the Ultimates? ---Book of the Tiger: Tiger Squad With China becoming more and more a dominant Super power, I'm surprised these gusy haven't gotten more "press", a 40+ member team almost write itself. But there is of course more than that: the pro communisim vs. pro Democracy aspect, the relationship with Spirit Dragon/Dragonmaster. And How does a regime support colorful costumes and code names for it's heroes? a publicity stunt? How well do they treat their "heroes"? What if youdon't makethe grade, or want to leave the program? Most importantsly, what do they do? shine the buttons on their uniforms and wait for an altercation with American super-heroes to come up? What are Chinese Super Villians like? ---Book of the Champions....wait what?a book about "the" champions? How would that work? well there have been a few lineups of those teams over the years. The Originals that started it all (Giant, Flare, icestar, Rose, Huntsman/Marksman, Gargoyle.....(and Dove?) ) (the additions from the comic "League of Champions" (Icicle and Poinsettia/Sparkplug), The 4th edition "examples (Seeker, Defender, Obsidian, Jaguar, Solitaire, Quantum) The "New millenium" versions (Solitaire, Quantum, Defender, Seeker, Behemoth) the "new" Champions(Defender, Witchcraft, Sapphire, Nighthawk, Nightwind,, Kinetic, Ironclad) not to mention those from Champions 3000 Think of it as a Justice League/Society mash-up showing Champions from across realities, heck if thee are Champions in the year 3000, what about other Time periods?the Old West? King Arthur? nah, too easy, show me The Champions of Egypt, or the Champions of Nobunaga! Why stop with just the "classic" Homestead? Over the years the Avengers have lived in a Mansion, a floating artificial Island, a "bunker", a Tower, and a palatial Californian Estate. The Justice League had the "Secret Sanctuary" a Satellite, also a bunker, the Hall of Justice and the "Watchtower"....have the Champiosn always had the same base?, what happened to the old ones? are they occupied?Maybe some are used only on the alternate Earth Champions ---The Young/Teen Champions....'nuff said! Any other ideas?
  7. actualy thats a big help, I'm not sure how to make the best use of th image search, pintrest, adds for othercompanies and so on....in other wodrs somethign I might be able to crib ideas for , but not actualy print out. I DID like the link you sent for an actual "buy" map in 3d, worst comes to worse I can buy the pf and some posterboard the night or two before the game more pasted notes How would you run the wilderness encounter beyond just a roll here a roll there and checking for provisions? FYI the area of China is less "Amazon Rain Forrest" and more like "mountains of Oregon"...temperate weather, more forrest than jungle, with large area of stip mined deterius. Knowing the group they will probably like one violent "action" encounter during the session Any idea of how to make "Supers Space Station" dungeoun crawl more exciting? The Casualty is the "big bad" of the adventure....essentaily a US Soldier from the vietnam war who is now an undead revenant, probably pushing 900-1000 points....probably with either unkillable and/or damage reduction, greater than normal strength, perhaps with an automatic weapon that fires "phantom" bullets. A big chunk of his points would be spent on his "zombie creation" ability and ability to create his "your a soldier fighting the viet cong" delusion, he needs to be tough and dangerous. But dosen't need to be ridiculously slow because he can/will have 2-3 members of the brainwashed corporate team with him (any ideas on those?) as far as attacks/defenses the teleporting gadgeteer dosen't have much in the way of defenses; she can "blink" teleport once per turn on a 15 or less; and her "stasis pistol has both a St:20 bind and a affliction (at HT) causing decreased time rate the "iceman" is one of the tougher ones; DR:10 in ice form, with homogenus, and 1/3 damage reduction; has a number of attacks but primarily a 6d ice cannonball, a freeze ray from GURPS powers (1d+1 fatigue, ignores 80% of armor with a parysis side effect) and can create "bulk ice walls with a DR:6 or more refinieice objects weighing up to 90lbs. The Roach character has no damage powers at all other than a ST:18, only defenses are a high dodge and the first level of unkillable (giving him essentialy 108 HP), also once per combat has a nasueate power caused by having roaches swarm an opponent the telekenetic knight has St: 33 telekenesis, and has a melee attacksword doing 5d cutting (ignores 80% of opponents DR) no "real" defenses, but dodges on 13 on a 3d) the "electro-ninja" has little in real martial arts. attack is a 12d electrical balst (surge& stunning), dodges on a 14 or less, and has a DR: 30 vs. ranged attacks if he is aware of them(no roll). no hand to hand defenses, not even a traditional parry the angel spent the most on physical attributes (14 each) has a St: 15 constricting area bind, and a st: 20 "normal" bind at a greater area, a touch only, knockback only attack, leech, basic healing, and a flaming sword (1d+1 melee fatigue only, ignores DR with the "agony" side effect. She has the most DR, at 18, which allows her to ignore pistol/submachine gun fire, and can risk automatic weapons elctro-ninja does the most "raw" damage, but the knights 5d(5) cutting attack is arguably the most dangerous. Only the angel and iceman have "real" resistance to damage, but others through high dodge, "unkillable", and (oly ranged" DR helps. Plus the Angel can heal her teammates I can put a number of hazards in the way, but with one with nearly unlimited teleportation, and another can fly, the terrain dosen't seem like much of a hindrance (don't want to nerf too many powers if I'm saving that for after they get the hard drive/escape, she DID buy the powers)I originaly envisioned the encounter with the Chinese army to be after the space station exploration, but think that I'll go with them running into them in the middle of the trek. It IS the border after all. Think I'll have them run into a small Chinese listening post the night after the the satelite can be seen in the sky, but with the base completely slaughtered, perhaps with dead chinese superhumans so they KNOW it's serious and not just a "snatch & grab" mission Later when they run into a Chinese patrol, I can have one superhuman with ESP abilities as a lone survivor from the base (wouldn't you want one at a listening post?) as part of the patrol, blaming the death of his comrades on a "sneak American military assault". That way i can "force" the encounter with the characters ESP ruining any attempts to teleport, fly, phase/invisble around them hmm wondering if I should go with unkillable/homogeneous, or damage reduction/homogeneous as my "hit point multiplier"? But you did give me an idea ith the Casualty's knife, instead of damage dealing poision, thats how he brainwashes the living into sharing his delusions (an affliction with a follow up attack) That way if the PC's get "nicked"it will even the odds if they fail the role (except Roach who is immune) It also reminds me that the team as a whole didn't go overboard into high attributes, other than Roach's ST: 18, teleporters IQ 15, and angel's physical attributes of 14, don't think there is a stat over 12 in the bunch. I'm thinking giving the casualty Terror of two, or three levels, 4 if it's not overdoing it
  8. Thank you for the responses. To be honest despite being "the" Superhero game, I actualy expected less responses here. Here are some more notes, whiel they are from a , perspective I'm sure it should make sense (Gurps uses the same 10 base, 20 maximum for normal human attributes, "all" attacks are considered "killing, so just triple the damage rolled, except fatigue which would be double) How would you run the wilderness encounter beyond just a roll here a roll there and checking for provisions? FYI the area of China is less "Amazon Rain Forrest" and more like "mountains of Oregon"...temperate weather, more forrest than jungle, with large area of stip mined deterius. Knowing the group they will probably like one violent "action" encounter during the session Any idea of how to make "Supers Space Station" dungeoun crawl more exciting? The Casualty is the "big bad" of the adventure....essentaily a US Soldier from the vietnam war who is now an undead revenant, probably pushing 900-1000 points....probably with either unkillable and/or damage reduction, greater than normal strength, perhaps with an automatic weapon that fires "phantom" bullets. A big chunk of his points would be spent on his "zombie creation" ability and ability to create his "your a soldier fighting the viet cong" delusion, he needs to be tough and dangerous. But dosen't need to be ridiculously slow because he can/will have 2-3 members of the brainwashed corporate team with him (any ideas on those?) as far as attacks/defenses the teleporting gadgeteer dosen't have much in the way of defenses; she can "blink" teleport once per turn on a 15 or less; and her "stasis pistol has both a St:20 bind and a affliction (at HT) causing decreased time rate the "iceman" is one of the tougher ones; DR:10 in ice form, with homogenus, and 1/3 damage reduction; has a number of attacks but primarily a 6d ice cannonball, a freeze ray from GURPS powers (1d+1 fatigue, ignores 80% of armor with a parysis side effect) and can create "bulk ice walls with a DR:6 or more refinieice objects weighing up to 90lbs. The Roach character has no damage powers at all other than a ST:18, only defenses are a high dodge and the first level of unkillable (giving him essentialy 108 HP), also once per combat has a nasueate power caused by having roaches swarm an opponent the telekenetic knight has St: 33 telekenesis, and has a melee attacksword doing 5d cutting (ignores 80% of opponents DR) no "real" defenses, but dodges on 13 on a 3d) the "electro-ninja" has little in real martial arts. attack is a 12d electrical balst (surge& stunning), dodges on a 14 or less, and has a DR: 30 vs. ranged attacks if he is aware of them(no roll). no hand to hand defenses, not even a traditional parry the angel spent the most on physical attributes (14 each) has a St: 15 constricting area bind, and a st: 20 "normal" bind at a greater area, a touch only, knockback only attack, leech, basic healing, and a flaming sword (1d+1 melee fatigue only, ignores DR with the "agony" side effect. She has the most DR, at 18, which allows her to ignore pistol/submachine gun fire, and can risk automatic weapons elctro-ninja does the most "raw" damage, but the knights 5d(5) cutting attack is arguably the most dangerous. Only the angel and iceman have "real" resistance to damage, but others through high dodge, "unkillable", and (oly ranged" DR helps. Plus the Angel can heal her teammates
  9. hey all, I'm a little out of practice GM'ing, I don't think I'm doing a bad job, but could certainly do better, and would appreciate the advice (I hope even though I'm not runnign this game with Hero System rules that it's ok I'm going to be cross posting this on a few other superhero RPG boards as I'm not sure how much traffic this one gets, and since the help I'm asking for is "system generic" no one will object) Suffice it to say if your playing in the GURPS IST world (Amazing Solutions "B" Team) stop reading if your going to want to avoid spoilers The World: the game takes place in the GURPS Supers: IST world, the short version is that the United Nations has banned nuclear weapons and Superhumans in the military. China in protest has dropped out of the UN and now has the largest supply of military Supers and Nukes The Campaign: The PC's work for Amazing Solutions. A Supers for hire agency in Chicago. While such organizations are relatively common in the game world, Amazing Solutions specializes in Exploration and rescue. However, with the ban on Military Supers, many 1st world militaries sidestep this restriction to outside agencies like Amazing Solutions The players A teleporter/Timeporter with a number of wildcard skills/gadgeteering, who has a "time stasis" pistol A college student who can magicaly turn into a living ice statue, and with the help of a magic glove has a half dozen ice related attacks A former Navy Seaman with cockroach powers (half spiderman/half wolverine) A telekenetic "knight" who can focus his power into a powerful sword a martial artists who can sense and project electricity, parry projecticle and "disapear" from reality (linked invisibility/insubstantiality) a semi-fallen angel, mazing appearance, resistance to injury, flaming sword ect;) The Hook A 'corporate' superteam went up to rescue a large space station facility in orbit, when among a panicked distress call all contact was lost, and the Station is now falling from orbit. The station will crash in two days in China just a couple hundred miles past the Vietnam border. The Chinese are aware of the stations fall, but are not aware that it will fall in their territory until it hits (The stations fall is slowed/moved by the sacrifice of one superstrong member of the corporate team) The Line The mission: after being taken to Hanoi, the team will sneak into China, after a two day hike(during which the station will crash) The team will enter the station, reclaim the master hard drive of the stations research. A secondary objective will to shut down the stations reactor, in case it goes critical, the third objective will to be rescuing any crew members, or members of the corporate super team that has (unlikely) survived Curveball #1 The station seems to be over run by aliens, not just aliens, but alien zombies.....but not really, one of the corporate superteam members was a high powered telekinetic/telepath who was the spouse of the superstrong super who was trying to stop/slow the stations fall. he was mindlinked to her when they crashed and she died. Now insane, he is "reliving" the battle with the aliens that caused the chaos by reanimating the bodies on board with his teklekenesis (an causing other creepy/horror effects by having doors open/close, inverting gravity, causing lights to flicker ect; Sinker almost 50 years ago, an American special forces soldier died on a mission during the Vietnam war. His hate wouldn't allow him to rest, but he lacked the supernatural power to do anything but molder in his hastily buried corpse....until the radiation from the passing satellite as it fell to Earth gave him the "jumpstart" he needed. Now an undead revenant, the undead solddier starts treading north. it dosen't know or care that he crossed the border into China, but is continuing on a killing spree and animating the corpses of the slain as he travels The PC's may see evidence of his passing from time to time, a wandering zombie that got seperated from the pack, or a slaughtered Chinesemilitary patrol. After leaving the station, they discover the Revenant (called "The Casualty") heading for the Chinese township that is supposed to be the teams exfil site. Whats worse, 2-3 members of the corporate superteam have been brainwashed by his power into assisting him Sinker the team has to stop the Casualty simply because its the heroic thing to do and to prevent innocents from being killed. if successful they probably won't be able to keep their mission a secret, but saving the lives of their citizens will probably get a free pass from the Chinese goverment who didn't have to risk their own superhumans, and now has a chance to "play" with the downed space station (even without it's research hard drive) What i need help with The Adventure will take place over four adventures Part #1, the trek through China to the station that will take 2-3 days ending when they arrive at the freshly crashed station (which will land during the middle of the second night) I need ideas for fleshing out the this adventure beyond a few wilderness skill rolls Part #2 Exploring the Space Station, fighting a few alien "zombies" with a final encounter with the crazy corporate telekinetic hero. Hoping there are some floorplans for a spacestation someone can direct me to purchase somewhere, or (even better) free online Part #3 a small race against time to get to ex-fil site in the nearby town as the hard drivehas a damaged encryption and needs to be decoded before the info is lost (to prevent the teleporter from just warping home) This would either result in an encounter with a heavily armed chinese military squad en route to the crash, or an encounter with a squad of zombie soldiers. I don't want the zombies to be encountered before the station delve, as I want the players to think "oh just more telekinetic animated marionettes"....but if I do both encounters I would need some more padding ideas between encounters so it's not just one hack n slash after another Part #4 intercepting the Casualty before he destroys the town the Casualty is twice as powerful as any single one of the PC's, and is supported by zombie troops and/or 2-3 mind controlled members of the corporate superteam (one of which is a geokinetic by the name of Gravedigger) this needs the least adding as I assume most of the session will be a climatic action scene. ideas for the corporate team members, or hints on how to make the Casaulty powerful...but not "TOO" powerful would be helpful of course any further input or ideas for things I may have missed ould be appreciated!
  10. Thanks, i couldn't find the original thread, thought it had been deleted. Much Appreicated!
  11. Hey all, going through a (3rd?) edition copy of "Scourge of the Deep". I understand that pre4th edition lifesupport was one power that gave incremental benefits the more points you put into it. Can anyone tell me what "15 points" of life support gave you?
  12. hey all, going through some of my older Champions books, and notice how they did things differently...like I'm on "scourge of the Deep" and one of the characters has "15pts. life support"...what exactly does 15 points get you in the previous edition? is it distributed amongst various things, or do you get incrememntal benefits the more you invest in it?
  13. Re: combat luck That link was excellent, the "two pages on change environment" alone might be sufficient for me to get a 5th ed copy before sixth...well if I cna find a good deal But just as that sold me on th 5th ed book it's kind of killed my 6ed interest..THAT really is the new Defender? I 'll stop short of saying it's embarrassing (Gas grenade! quick Defender...hold your breath!) BUT.... ....I can't really say this bodes well for for the charcater creation tool. Oh I don't know I probably will get the Champions video game... ...just won't buy it at full price
  14. Re: combat luck well, I'll probably wait for 6th edition (and please don't tell me that silver and blue armor guy is the new Defender) but any examples of anything I'm missing? my geuss it was mostly be rules tweaks, and changes in point costs
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