Superhero Chat

Hello

No reaction to my prior posts? Anyone have comments on my last PC posted? Anyone want to post stats to something that they or another player made? It's just been so quiet.

Aries
 

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You had mentioned something about Wraith earlier - I commented about how it reminded me too much of Moon Knight.

Now you've got some Daredevil thrown in as well, which is interesting. The character is pretty tight, and should be a blast to play.

The thing is, if you have seen what Marvel did with its Ultimates Series, and/or DC with its Elsewhere books, and other series, I think you can do better, IMHO.

The writers of those series re-imagined the characters they were writing about. They tried to either alter some preconceived notions about the characters or took them to their "ultimate" conception.

Take that Moon Knight/Daredevil amalgam and recast the concept- refine it.

His powers SHOULD wax and wane, but perhaps they should be tied to the phase of the moon as well as day & night.

Perhaps instead of all that archaic weaponry, perhaps his powers are more arcane. Something to do with the mystical powers of moonlight, or something more closely tied to Khons.

I did some research in my mythology books:

Khons was called "the Navigator" because of his boat-passage across the sky with the Moon. He was a great exorcist and healer, accredited with casting out many demons. A later version of Khons was known as "He who executes the designs and who expels the rebels." He was known to adopt the form of a golden falcon. As the Greek and Egyptian cultures intermixed, some began to associate Khons with being an aspect of Hercules (possibly because of Hercules' power as a protector of men, but no one knows for sure).

With that kind of info in hand, I might recast the PC as a demon-hunter (assuming there's room for such a PC in the campaign). Perhaps adding a dash of Hellboy?
 
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Well, to continue this discussion and shamelessly flaunt the latest project and game I've been working on. I finally got to run my first Supers game last night, so I've posted up some backstory for it involving a hero of the past in the city the game takes place in, "Port Marlowe".

I'll write up some characters in a bit ... I must say, most of them I never expected.

The 88th Floor: The Fall Of Justice.

--fje
 


Mordecai

Here's Mordecai. He's at once the simplest and most complex of the PCs, and is based on BnV's "Advanced Training" origin, which means he has no "super" abilities and is really a normal, yet more powerful, D20 Character.

As far as posting background information up, I've sort of DONE that through my story-hour, and I think it would sort of detract from the story to post a "background" set of info for each character. To that end, I'd suggest following the link above (and in my sig) to the story-hour and read the 2-3 posts there about the firefight in Redtown.

When we sat down to game, I pretty much tossed everybody together, telling them only that all of them "worked" together as a loose group funded by a mysterious benefactor. They had enough money for any material or tools were part of their character concept and operate, as far as I've told them: "From the 88th floor of one of Port Marlowe's most impressive buildings." As to background information, the ball was in THEIR court to introduce their PCs, and as for HOW they arrived at this running fire-fight, it was up to them, as well.

As you'll see and read, Mordecai is an occultist and "adventurer".

Mordecai Solomique (Male Human Dedicated 3 / Strong 2): CR 5; Med. Humanoid; HD 3d6+3 plus 2d8+2; HP 24.5 average; MAS 13; Initiative +6; Spd 30'; Defense 19, touch 16, flat-footed 17 (class +4, Dex 2, armour +3); BAB 4; Reach 5' (5x5); AL ; SV Fort 5, Ref 3, Will 5; AP ; Rep +1; Str 14, Dex 14, Con 13, Int 14, Wis 16, Cha 10.
Attacks: Longsword [Attack bonus 6; Dmg 1d8+3; Crit 19-20; Rng ; Wgt 4lb.; Typ Slashing; Sz Med; Notes: ]
S&W M29 [Attack bonus 6; Dmg 2d8; Crit 20; Rng 30; Wgt 3lb.; Typ Ballistic; Sz Med; Notes: RoF S; 6 cyl.; (.44 magnum revolver)]
Skills: Climb +3; Concentration +4; Decipher Script +5; Gamble +4; Handle Animal +1; Investigate +5; Jump +2; Knowledge: Arcane Lore +11; Knowledge: Earth and Life Sciences +3; Knowledge: History +4; Knowledge: Streetwise +3; Knowledge: Theology and Philosophy +4; Listen +5; Pilot +7; Sense Motive +6; Spot +6; Survival +5; Swim +4; Treat Injury +5;
Languages: Native Language (Speak, Read & Write); Hebrew (Speak, Read & Write); Arabic (Speak, Read & Write); Chinese (Speak, Read & Write); Latin (Speak, Read & Write)
Feats: Archaic Weapons Proficiency; Armor Proficiency (light); Combat Expertise; Combat Reflexes: max 3 AoOs; Dodge (+1 Dodge bonus versus selected opponent); Improved Initiative; Personal Firearms Proficiency; Simple Weapons Proficiency;
Talents: Faith (when spending an AP, add 3 to roll); Melee Smash (+1 melee damage); Skill Emphasis (Knowledge (Arcane Lore))​

Occult Mysteries

Mordecai has access to some rather horrific mysteries that would have been better left undiscovered. Unfortunately, horrors tend not to stay burried and so he must use fire to fight fire, so to speak. Needless to say, he has access to magic, the nature of which is pretty hard on him.

--fje
 
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Doc Marten

"Doc" Marten is the group's tech-head and super-genius. Like Mordecai, Doc has a secret which, oddly enough, the rest of the characters AREN'T aware of.


Doc Marten (F Human Smart 3 / Charismatic 1 / Field Scientist 1): CR 5; Med. Humanoid; HD 4d6+4 plus 1d8+1; HP 28; MAS 12; Initiative +1; Spd 30', 0' Climb;; Defense 20, touch 19, flat-footed 12 (class +1, Dex 1, armour +1, misc +7); BAB 1; Reach 5' (5x5); AL ; SV Fort 4, Ref 4, Will 3; AP ; Rep +3; Str 12, Dex 13, Con 12, Int 24, Wis 12, Cha 14.
Attacks: Glock 20 [Attack bonus 3; Dmg 2d6; Crit 20; Rng 40; Wgt 3lb.; Typ Ballistic; Sz Small; Notes: RoF S; 15 box; +1 damage if within 30' (10mm autoloader)]
Skills: Bluff +6; Computer Use +11; Craft: Electronic +18; Craft: Mechanical +18; Craft: Pharmeceutical +14; Craft: Structural +7; Craft: Visual Art +7; Craft: Writing +7; Diplomacy +6; Disable Device +13; Forgery +7; Investigate +15; Knowledge: Arcane Lore +9; Knowledge: Behavioural Sciences +11; Knowledge: Business +9; Knowledge: Civics +9; Knowledge: Current Events +8; Knowledge: Earth and Life Sciences +11; Knowledge: History +9; Knowledge: Physical Sciences +17; Knowledge: Technology +17; Navigate +8; Pilot +3; Repair +16; Research +15; Search +13;
Languages: English (Speak, Read & Write); German (Speak, Read & Write); French (Speak, Read & Write); Latin (Read & Write); Hindi (Speak, Read & Write); Chinese (Read & Write); Navajo (Read & Write)
Feats: Builder: Craft (Electronic) & Craft (Mechanical); Personal Firearms Proficiency; Point Blank Shot; Precise Shot; Simple Weapons Proficiency;
Talents: Coordinate (full round & Cha DC 10); Exploit Weakness (Int DC 15, use Int to attack); Linguist (Check bonus +10); Smart Defense;
Armour: Leather jacket (Bonus +1; MDB 8; ACP 0; Notes )
Occupation: Technician
Description: Origin: Freak Accident​

Powers

Superhuman Intelligence - 7pp
Photographic Reflexes - 4pp
SuperSense (Touch) - 3pp

Power Stunt: Superhuman Intelligence - +1 Skill Point per Lvl
Power Stunt: Photographic Reflexes: Sense Memory

Flaws: ?? (Doc's Flaw is worth 10 DSP spread over several powers)

(( SuperInt raises Doc's intelligence by 7. Photo Reflexes: Sense Memory allows Doc to copy any one skill or feat she can see used up to a rank of 4. SuperSense (Touch) gives Doc a +3 bonus on a few various skills that might be affected by her superior sense of touch. She has more power points not shown here, which are tied to her secret.))

--fje
 
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I noticed a distinctly pulp-y feel to the first 2 PCs, then read the thread you linked to.

Eagerly awaiting the writeup on Yan Fei-Chung!

Is the entire campaign going to be pulp style, or will there be any traditional supers in there?
 

It's pretty much all pulp. At first I thought I wasn't going to get anybody with SUPER powers, but all but one went, eventually, for powers. Yan has some abilities to mimic Wu Xia style martial arts, Doc has some abilities, and, oddly enough, John "Long" Arm has the most SUPER of super-abilities ... (( Oh, but their first real recurring villian is going to be a SUPER Villian, so we'll have to watch out for that. ))

I'd never run a supers game before, so I figured I'd start in a genre I was more familiar with. Everybody seems to be having fun. I'm going to run a one-shot this weekend with the Mutants and Masterminds rules, we'll see what that's like. We all really liked using BnV, but Yan's player went in for Combat Reflexes and a chain which REALLY bogged play down. I think we're going to rewrite his weapon of choice as a staff or something of that sort and do away with AoOs entirely to keep with the fast-paced flow.

--fje
 
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All the characters mentioned so far sound great.


Reminds me that I need to post up some stats from our own Supers game sometime.

Heap, the pulp angle you are going sounds like a ton of fun, and I'm really diggin' the Story Hour so far.
 

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