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Pól Ruadh

HERO Member
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Everything posted by Pól Ruadh

  1. Re: Poison's Champions Art Thread Hey! There's a familiar smiling face! Nice work, mate. Really love the Stilt Girl, but I have such a weakness for Marvel's second or third banana supervillains.
  2. Re: Powerless El Aguila Azul, a masked wrestler raised in an orphanage, would take over the work of his teacher, continuing his work as a performer, a teacher, a trainer, and as a tireless campaigner for the rights of the urban poor.
  3. Re: Stormy Relations My character, being Mexican and Catholic, would be... quite surprised at this revelation. After the initial... confusion... being, as he is, a good guy luchador with superstrength, he'd probably end up being a God of Competition or Honourable Combat.
  4. Re: Campaign: Classic Champions Universe Wowzers! This sounds like a great big fun sammich with extra fun sauce! I wouldn't recommend it straightaway, but if you're going to use Island of Dr.Destroyer, I'd definitely recommend the sequel of sorts, Day of the Destroyer, probably for a big climactic end-of-season cliffhangery type thing.
  5. Re: Origin in a Box El Aguila Azul recognises in these new young superhumans something very much akin to his own youth. His own teacher taught him that power itself is worthless without training, discipline, honour and respect. As a result, he becomes a mentor to several of these young, would-be heroes, training them, not only in how to fight, but also why, or when. He's pretty much a low-powered, 'neighbourhood hero', so his work is restricted mainly to his local area, and centred on the neighbourhood police and citizens youth club. Meanwhile, he begins investigations into the source of these machines. Treating the symptoms is one thing, especially when it manifests as innocent young people, but if the cause is malign, then it must be opposed and vanquished at its root.
  6. Re: Lucha Hero The world's most awesome Lucha Libre comic, if you can get your hands on it, is 'Sonambulo', about a former wrestler turned noir-style detective who still investigates crimes, romances damsels in distress and wallops ne'er do wells in his mask.
  7. Re: Lucha Libre HERO Golden Age of Champions Heroes with Ninja Hero powers vs Horror Hero Monsters and Justice Inc. Mad Scientists. I am super chuffed that this is coming out and cannot wait to bathe in its mad, impetuous goodness. That said, one thing which I hope is addressed will be the difference between early lucha films (usually black and white) which tend towards being more low-level and straightforward, and the later, more psychotronic stuff (usually colour) which tends to be a bit more way-out, a little campier, and tends to have a less coherent plotline.
  8. Re: lucha libra HERO COVER I'm keen to see anything related to this project, m'self, I must confess.
  9. Re: I killed a fellow PC last night... To me, one of the wonderful things about being in a superhero game is that almost anything is an opportunity, or, at the very least, a plot hook for the GM. Death is no exception. Maybe your character, wracked with guilt, keeps having terrible dreams about your murdered team-mate... maybe you have to make a quest to the realm of the dead... you're based on the Kurrgan, maybe in killing him, you've absorbed his essense... like Quickening... and he's now living inside your mind... or maybe inside your enchanted blade... as a bodiless spectre. Maybe you wake up tomorrow and your murdered team-mate is back, with no memory of being attacked by you? Is he a duplicate? A spy? An alien shapeshifter? A hitherto unseen twin brother? Somebody messing with the timestream? HE certainly doesn't THINK he is... but could he be? A baffling mystery. The vampire, his pride injured by his ignomious defeat (or maybe his sire, or a brood mate or whatever vampires have) decides that the best weapon for his revenge is the body of your team-mate, so he resurrects him using his foul necromancy or terrible vampire blood rites or what-have-you and you end up battling a very physical representation of your guilt. Can you cure your once-friend of his unholy thirst before he kills you all? And if so, will you be responsible for killing him... again? That's just off the top of my head.
  10. Re: A bit of advice for fellow newcomers... That's Great stuff. This is probably the most valuable lesson the game taught me. It's not "which power is this?" it's "what do you want it to do?" And it's not just applicable in Hero. I've used this approach in almost every game I've played. As an example, I GM'ed a game of D&D a year or two ago. The setting was a war-torn 'Mythic Europe' of squabbling city-states, with the PC's as a depleted wandering mercenary company. One of the PC's played a cleric character... the company's chaplain. The setting was pretty superstitious, with a pseudo-mediaeval style monotheistic church, with a kind of polytheism handled by a system of Saints (Pretty much the 'Hero Principle' in action... I want polytheism, but still a mediaeval feel... Saints is the answer. The name fits the campaign, but the principle stays the same). The player's favourite spell was Animate Dead, which allows him to create a horde of temporary zombie and/or skeleton followers. He really couldn't see a way to incorporate his beloved spell into the setting and tone. So I asked him, "What do you want to DO with Animate Dead?" He responded that he wanted to be able to have reinforcements during battles, and mass 'slave labour' during long-term, arduous tasks. I gave him two scenarios. (1) "You and your men are fighting in No Man's Land. The enemy are all around. You are vastly outnumbered. At the last minute before the enemy charge, you offer up a prayer to Saint Minerva to help you during what you feel will almost certainly be a slaughter. "The signal is given. The enemy charges. "It's a pitched battle. There are men falling all around you. You are fighting back to back. For a moment, you turn and see Odoric. You smile grimly and he nods in return, and then you're back amongst it. "To your right, you see Sam and Karlisle hewing away at the enemy before the tide of combat separates you from them." "The morning comes. The enemy have been driven back. You're patching up the wounded and you ask one of the men, 'I don't seem to see Odoric, or Sam and Karlisle for that matter. Have any of you seen them?' "'Have you gone barmy, Padre? They died a week ago in that border skirmish. Don't you remember? You gave the last rites yourself.'" (2) "The village has been saved, but during the combat, the Church has been gutted by fire. Charred beams and piles of rubble are all that remain. There is a nearby quarry, and plentiful lumber, but the villagers are near-exhausted. Still, you can't allow this desecration to stand. "You go to the area where the church stood and kick aside fallen beams. Beneath you is the trapdoor leading to the crypt where are buried the fallen knights and trusted servants of St.Minerva. You've told the villagers to stay away while you work. "Kneeling at the centre of the catacombs, you offer up your prayers. For five days, you do nothing but chant and fast. Your eyes remain tight closed the whole time. Presently, unseen hands hold a bowl of water to your lips, but other than that, nobody acknowledges your existence as, all around you, there is a sound of building. "At the end of five days, you stumble, weak and weary, into town. The church has been all but restored. The people declare it a miracle and you are praised for returning their church to them. "'No. 'Twas not me. 'Twas your own who did this. Be thankful and give offerings to them. To your fallen ancestors and heroes. And to your most holy Saint.' "Apparently, one of the children of the village is spreading tales of watching an army of mist and shadow gliding through the remnants of the church during the five days. In a brief flash of moonlight, he swears he saw a pale, bearded man in a suit of chainmail turn and stare straight at him with pale, sad eyes. But nobody really believes him." It took almost no time for the PC's to get the idea. As long as they could get it to work in the tone of the campaign setting, they could do what they wanted. They started policing their own ideas allowing me to get on with setting up stories for them to play in and the result was a bunch of players with an really creative and above all FUN approach to the campaign. Seriously, I have Champions to thank for that.
  11. Re: Putting something together Actually, the idea of ley lines puts me in mind of 'Feng Shui', the Action RPG from Atlas Games. In 'Feng Shui', the backstory centres around a secret war between various factions of time-travellers. Basically, if you travel back to, say 1870, and can seize enough power points across the world, you can reshape history from that point on, with the result that, for those in the present day and future junctures, the world changes and it's as though it's always been this way. In 'FS', characters who have travelled in time are immune to the effects, and can remember how the universe was before the shift. So the cause could be something where time or the structure of the universe has been altered in the past, changing the present. Obviously, in your version, people can still remember the way it used to be, but you might have your remaining superhumans somehow protected in the same was that time-travellers in FS are. Maybe they all had a run-in with the same hatted and coated mystery man, a meeting which seemed, at first, to be innocuous, but later, is discovered to be anything but.
  12. Re: Victorian Era, Mystery Driven, Paranormal Campaign… Help? Easier just to skip the middleman and go straight for a Transformation Attack.
  13. Re: [split] Paris Hilton-Supervillainess! [builds] You could always keep the 18 INT and add the 'vapid, easily-distracted, shallow' stuff as either a Psych or Phys.Lim. depending on how you want to interpret it. Also I think 'Utter Lack of Empathy' should be in there somewhere.
  14. Re: Character Build question I'm a bit rusty on my design skills (bit of a 4th Ed throwback, me), but as for the bolded section, then no. Definitely not. I'm pretty sure you have to specify what the Aid is going to effect, but if you want it to effect more than one Stat, you should either purchase it with an advantage (able to affect more than one/a limited range of stats), or build it as a multipower, with each slot filled by an Aid, or similar power. Both options are FAR more cost-effective than purchasing the same power over and over again.
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