Jump to content

GestaltBennie

HERO Member
  • Posts

    1,725
  • Joined

  • Last visited

Everything posted by GestaltBennie

  1. Re: Common Grounds & Sanctuary for the New CU I imagine it would depend on whether the villain was a wanted criminal in the country where the encounter takes place or whether the locals have an extradition treaty with the hero's country. Arresting Dr. Doom in Latveria is probably not an option. Scott Bennie
  2. Re: Is patriotism a disadvantage? If Cap runs into a burning building to rescue a US flag, it's a disad. :-) Scott Bennie
  3. Re: What are these Ages exactly? My own inclination is to start the Iron Age at Daredevil 181 myself (the death of Elektra); it was one of the first books that I remember the code refusing to approve, it felt like a groundbreaker at the time, and certainly much of the graphic violence that followed seemed to draw on that issue as its inspiration.
  4. LUCK I know they’re the rage in some systems, but I’m not fond of “cinematic†systems. I’m a simulationist at heart, and just can’t wrap my head around the metagame that goes with cinema points systems. On the other hand, when there’s an in-game justification that goes beyond “characters in movies don’t die or fail very oftenâ€, my objections are greatly reduced; the idea that a character is luckier than others is a genre shtick that doesn’t blow my suspension of disbelief. Therefore this Luck system was created as a middle ground to port elements of those systems into Hero without overwhelming the simulationist feel of the system. This system was developed for a Star Trek/Star Hero campaign, but it may have more universal application. Luck produces Luck points. Roll your Luck dice at the beginning of each session. The sum of this roll is your Luck Pool. Points from the pool are spent to affect rolls during the game. Luck points can be saved over the course of a session: the maximum number of points in the Luck pool at a time is the maximum that could be rolled on the character’s Luck dice (eg. for 5d6, the maximum is 30 points). Luck points may be spent during the course of the session in the following ways: OCV/DCV For 1 Luck point, you may: * increase your OCV or DCV by +1 before a roll is made. * add a +2 DCV penalty if they’re doing a called shot on you, before the roll is made. * add a +2 Penalty Skill Level to Range Penalties with an attack, before the roll is made. For 2 Luck points, you may: * increase your OCV or DCV by +1 after a roll is made. * increase another character’s OCV or DCV by +1 before a roll is made. Foe 3 Luck points, you may: * increase another character’s OCV or DCV by +1 after a roll is made. Skills For 1 Luck point, you may: * increase a skill roll by +1 before a roll is made. * increase a Characteristic roll by +1 before a roll is made. For 2 Luck points, you may: * increase a skill roll by +1 after a roll is made. * increase a characteristic roll by +1 after a roll is made. * increase another character’s skill roll by +1 after a roll is made. For 3 Luck points, you may: * increase another character’s skill roll by +1 after a roll is made. Damage For 1 Luck point, you may: * add +1 STUN to damage before the damage is rolled. For 4 Luck points, you may: * add +1 BODY to a killing attack before the damage is rolled (this will affect the Stun from the Stun Multiplier as well. Other Uses * You can transform Luck into a recovery you can take at any time as a full phase action (even when unconscious). It costs 2 Luck points per 1 REC when at 0 STUN or above, and 5 Luck points to take a recovery when unconscious.. * You can transform 3 points of Luck into +1†Running. * You can purchase temporary Damage Reduction against a single attack after you’ve been hit. For 3 points, you can purchase ¼ resistant Damage Reduction; for 6 points you can purchase ½ resistant Damage Reduction, and for 9 points you can purchase ¾ resistant Damage Reduction. [Note: The Damage Rediction option is only appropriate for very cinematic games (ie. games where you want player character death to be as difficult as possible). If you want a grittier game, drop this particular ability.] Variant Luck Talents Subtalents is a specialized form of Luck that only applies in certain situations: essentially giving a character a special boost in circumstances that fit his dramatic schtick. Regular Luck points may be added to luck from subtalent pools, but not vice versa. AVENGER This talent gives a character a pool of Luck points that they can use against someone who defeated them in a previous battle. They may only use the Luck against that character, and once they’ve defeated them, they can no longer use the pool against them (until defeated again by them). Cost: 2 points for 1d6 (specialized) Luck COMEBACK KID This talent gives a character a pool of Luck points, only usable in a fight, after they’ve been knocked unconscious. When they regain consciousness, they have access to the Luck pool. They cannot use this Luck after the battle is over. Cost: 2 points for 1d6 (specialized) Luck HOME DEFENDER This talent gives a character a pool of Luck points, but it’s only usable on home soil (ie. a 500†radius of some point in a home neighborhood) or a very limited set of locations (churches, cemeteries, family property, magical nexus points). Cost: 2 points for 1d6 (specialized) Luck POWER CHAMPION This talent gives a character a pool of Luck points, that’s usable when they’re waging a Power vs. Power contest (two people using their Power skill to manipulate the same special effect, or two people involved in a Strength vs. Strength contest). The Luck pool can only be used to affect rolls against the other person (eg. a brick can increase damage when wrestling another brick, but they can’t increase their DCV against someone who’s blasting them that’s not involved in the contest). Cost: 3 points for 2d6 (specialized) Luck PROTECTOR This person is preternaturally gifted at protecting people. This talent gives people a Luck pool that they can use to help other people’s rolls, bowever, they can never use it to affect their rolls or any rolls made against themselves. Cost: 2 points for 1d6 (specialized) Luck STUNTS This talent gives a character a pool of Luck points, but they have to define one specialty maneuver (one particular attack maneuver, any attack that follows a successful PRE attack, any attack that’s pushed, etc ) that they have to perform before they can activate this Luck. Furthermore, they may only use this pool once per turn. Cost: 3 points for 2d6 (specialized) Luck SWASHBUCKLER This archetype is particularly given to being lucky and performing fancy cinematic moves, so people who perform swashbuckling maneuvers: acrobatics, swinging, fighting with improvised weapons or surprise maneuvers, gets a lucky bonus. However, they must describe the maneuver in colorful, cinematic terms, to qualify. Cost: 2 points for 1d6 (specialized) Luck New Adder Opportunist Luck points are normally rolled once in a game session, but the opportunist has extra opportunities to roll. This adder is particularly appropriate for Tragedian players: whenever an Opportunist suffers a serious setback (they’re knocked unconscious, forced to surrender or a plot twist brings on major difficulties), they immediately get to roll for Luck and add to their Luck pool. Cost: 5 points Option: The Very Cinematic Game If you’re playing a very cinematic game, every character starts each session with 10 Luck points, and Luck dice give people additional Luck points.
  5. Re: Just picked up 5th ed. I've been experimenting with Luck in my Hell Trek game to perform the equivalent of cinematic tricks. I've got some idea for some "limited luck" talents based on the character archetypes to give a boost in the character's area of expertise (a Strongman talent might give bonus luck points when performing a feat of strength, a Swashbuckler talent might give bonuses when performing acrobatics or fighting with improvised weapons), etc. I'll see if I can find some time tomorrow to write them up and post them in a separate thread.
  6. Re: The EVILLLL That is... Gentleman Jim? Yeah, I like Gentleman Jim villains, and his creepy little brother, Mr. Impeccable Manners, too. :-)
  7. Re: Your Dream Ultimate Ultimate Alpha Flight. Scott Bennie
  8. Re: The Case for Doctor Destroyer Well, I'd never refuse a chance to mess around in a fun campaign setting, but I'm glad at the opportunities I've had (I'm quite happy with the brackground of VIPER 5e, particularly the revamp of Viperia). And I think Steve and company have done a great job with the world in general. As for high powered iconics, when Gestalt eventually sees print most of Columbia runs at the 650-750 point level (though they're not the most likable bunch). But high end iconics tend to be despised by gamers who've had their PCs overshadowed by high powered NPCs ("when did Elminster get a cape and tights) so I can well understand Hero's reluctance to go that route.
  9. Re: The Case for Doctor Destroyer A great thread, and one which interests me for obvious reasons. My take on Destroyer (which is different than George MacDonald's, who pretty much saw him as Doom and made no apologies for it and probably different than Steve's approach in 5e) is that Destroyer was Doom with a lot of the pretensions stripped away. Doom had the veneer of a nobleman, and could certainly play the part to perfection. He had a sense of noblesse oblige toward Latveria (even though that's an extension of his ego; he really didn't care about them as people and doesn't give their interests a passing thought), and in his calmer moments, he can conduct himself with a sense of nobility which allows him to play the part of the noble leader. But if he's seriously threatened, nine times out of ten, he'll cast off the veneer of nobility and return to being an angry gypsy kid with the instincts and manners of a street fighter. Destroyer, on the other hand, is always the street fighter, the ugly boy from Munich who played with dolls because no one wanted to be around him; the young scientist who received sneers behind his back from his colleagues, who stayed in the lab while others took credit for his work and was lauded at lavish parties; the lab worker for the Reich who watched Nazi party favorites get the limelight and who wasn't allowed to conduct research in the areas that most interested him for absurd, racist reasons. He has no Latveria to serve as his sandbox to cultivate the pretense of higher emotions, nor does he have a royal pedigree. Doom's origin is laced with tragedy and a just (if misplaced) anger that's reminiscent of a Romantic anti-hero. Destroyer doesn't even have that - his hurts aren't focused on any particular incident (except perhaps his burning); he's someone who's died a death of a thousand cuts that's crafted a particularly mean-spirited view of humanity. Doom would take humanity and "elevate" it, solely to boost his ego and prove his superiority. As far as Destroyer's concerned, humanity doesn't even have that use - to him, mankind is a toy. "Day of the Destroyer" wasn't a serious plot on Destroyer's behalf - he'd have tried to implement the 90% solution years earlier if he seriously believed in it. "Day" isn't really about a world-threatening plan; it 's about Zerstoiten toying with someone who annoyed him and ridiculed him, transforming him into the object of his ridicule. Conquering the world may be amusing, but emotionally breaking an obnoxious twit who reminded him of his old tormentors (in the most humiliating manner possible) is far more fun and satisfying. And if Destroyer is willing to threaten the destruction of the world just to humiliate one loudmouth who should be beneath his notice; well, hopefully it'll give the PCs a few shudders and makes their next encounter with Destroyer something to be anticipated. Scott Bennie
  10. Re: What genre is Champions really about? Absolutely. The Hero System is a toolkit. Initially, Champions reflected the style of the 1970s Marvel team books that George MacDonald and his friends loved (X-Men, Avengers, Defenders) and will always have trace elements of that style imbedded in the system. But it's very easy to tweak Champions to reflect a lot of widely variant genre styles, and that's one of the great things about the system. Scott Bennie
  11. Re: Code VS Killing Poll It depends on the character. I've played them all, and I'm comfortable with everyone except Number 5. And I have no problem playing someone without a CaK who still gets freaked out when it happens. Scott Bennie
  12. Re: Omlevex Universe Congratulations Cynthia. I hope the recognition translates into increased sales. Scott Bennie
  13. Re: Cool Names for a Superman Tribute Character? The one in Gestalt is the Titan (originally "the Spartan", but changed to avoid confusion with the Wildstorm character). There's also an African Supes tribute character named Umsipha, and there was an evil Superman (now deceased) known as the Vandal. If you want something more explicit. I like "the Tomorrow Knight". Scott Bennie
  14. Re: Spiderman Vs. Firelord I think that Batman vs. Cap arguments are the modern day equivalent of "how many angels can dance on the head of a pin" debates. This one will go on until the end of time without a satisfying resolution. Though I can't agree about *everyone* in Cap's Rogue's Gallery being second rate. By developing the "why fight fair?" strategy against the Avengers in "Siege on Avengers Mansion" (years befoe Bane pulled the same trick) and the concept behind the Thunderbolt deception, Baron Zemo's at least as cunning as anyone in Bats' Rogues Gallery. There's a lot to be said fo old-fashioned practicality. :-) Scott Bennie
  15. Re: Spiderman Vs. Firelord I liked the Punisher when he was written well, and in small doses. I loved Wolverine for years, until my long romance with the X-Men came to an end around issues 190-205. But I liked Jackman's portryal in the films. Batman remains a favorite when he's written well. If nothing else, the animated series and his subsequent DCAU appearances (even if he's sometimes written as Batgod in JL) seals the deal for me. And I remain unconvinced that Spidey has any legitimate chance against Firelord as I would be in a Spidey/Superman fight without any of Supes' weaknesses in play (or 250 pt. Seeker vs. Firewing :-)). A herald of Galactus is simply in a whole different league. Spider-Man can use his speed, senses, and Firelord's own arrogance to play with him for a bit, but the power cosmic is simply too versatile. Captain America, on the other hand... :-) KK
  16. Re: Spiderman Vs. Firelord Absolutely. Or the Spider-Man vs. Juggernaut story arc around ASM #230 is anothersuperb high powered villain vs. low powered hero story. Good stuff. Powerwise, Spidey's always been a problematic character for the writers. The Firelord/Spidey scenario was just as ridiculous as the Jackal (middle aged college professsor with no powers) vs. Spidey. He should have had as much of a chance to last thirty seconds in a fight with Spidey as I would in a fight against Brock Lesnar. :-) Though the Jackal's just one in a long list of Spidey villains who shouldn't have lasted ten seconds even if he does pull his punches; it's arguable that one solid blow on Doc Ock's kisser would land him in the hospital for months. Usually they have to retcon it later (as they explicitly did for the Vulture) that the process that gave them their powers also toughened them. I'm afraid these writers wouldn't last five minutes in my campaign. :-) Scott Bennie
  17. Re: Hell Trek The place where I posted the original files, the Taldren forums, are down while their contents are being outsourced to South Korea (I kid you not). If they don't survive the move (or the Taldren Fan Fiction boards aren't back up in a week or so), I'll repost the Hell Trek files in a convenient place and send you folks a working link. Sorry for the inconvenience. Scott Bennie
  18. Links to entries for my variant Star Trek game (titled Hell Trek) are available at: http://forums.taldren.com/ubbthreads/showflat.php?Cat=&Number=321419&page=0&view=collapsed&sb=5&o=&fpart=1 Scott Bennie
  19. Re: Suggestions? Telepathic PCs just captured VIPER agent There's been some interesting suggestions in this thread. You might also want to check out VIPER, Coils of the Serpent, p. 163. Some advice is offered that covers this exact situation. I'd probably let the PC telepath enjoy a few early successes, and then adjust the Nest's tactics so they take the PC's capabiliities into account. Scott Bennie
  20. Re: Oh, those pesky politicans-Who are they anyways in your campaign? Because I have very fond memories of the Penguin Mayoral Race episode from the Adam West Batman series, I've designated "Vote Holocaust For Mayor (Or Else)" (a superhero mayoral race scenario) as an "if I have space" scenario for Villainy Amok. It probably doesn't have the highest utility value of the scenarios in the book, but it should be fun to write and offer good role-play opportunities. (And no, Holocaust really won't be running for mayor). Scott Bennie
  21. Re: Harmons Harmons Everywhere. . . For some reason, I'm picturing Cheezy Cartoon Champions and "Har-Mon and the Masters of the Universe". Need sleep bad. Scott Bennie
  22. Re: Why does Nighthawk always get depicted getting the crap kicked out of him? Every comic book hero gets beaten up on the cover. I'm sure if you look hard enough, you can find an issue of Superman where he's beaten to a bloody pulp, and the Prankster's standing over him with his foot on his chest. And inevitably, it has nothing to do with what's in the actual book. Champions honors this glorious tradition of Silver Age comics whose covers are an outright lie. (Unless it depicts Dr. Destroyer laying on the beating, in which case it's probably sugarcoating the bloodbath. :-) See VIPER, Coils of the Serpent, p. 17-18 for a truer perpective on Nighthawk and what a combat with him is *really* like. Scott Bennie
  23. Re: [Fifth Ed Conversion] Villainy Unbound: Phobos and Deimos Glad you enjoyed the rewrite. Prowler was far too much fun to be relegated to the ranks of a 3rd string villain. Scott Bennie
  24. Re: Origins Award Nomination Thanks. There's always controversy to these things, but I'm still very pleased to be nominated (after twenty-three fricking years in this hobby. :-)) Scott Bennie
  25. Re: Origins Award Nomination Wahoo! Finally! Congrats to all involved! Scott Bennie
×
×
  • Create New...