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Asperion
Dec 5th, '07, 12:43 PM
In response to the No Robot Love thread (here (http://www.herogames.com/forums/showthread.php?t=61149)) lets have a thread that we can share and discuss any robot characters that exist, regardless if the character is offical in Hero or another system or your own creation. A write-up would be preferable, but is in no way necessary. Enforcer84 already started us off in here (http://www.herogames.com/forums/showthread.php?t=61188&highlight=%22robot+love%22). I know that herodom can come up with zillions more, not all bricks. Lets get into the different archetypes as well (a nice robospeedster would be nice).

Lord Liaden
Dec 5th, '07, 01:11 PM
The "Free Stuff" section of the website includes a PDF of the robots that Mechanon can create using his Summon Power: https://www.herogames.com/get/MechanonBabies.pdf

gmurie
Dec 5th, '07, 06:47 PM
I made this guy (http://www.herogames.com/forums/showthread.php?t=60850) for a particular adventure. When he knocks out mutants or other superhumans he stuffs them into pods and gains their abilities and powers.

Asperion
Dec 20th, '07, 06:28 PM
Here is a wonderful speed-based robocharacter for everyone's enjoyment.

Character Name: Horig
Alternate Name: Nialia Reynauld

Value Char Roll Notes
20 STR 13 4d6 Dam; 400 kg lift; END 2
20 DEX 13 OCV 7 DCV 7
20 CON 13
10 BODY 11
10 INT 11 PER 11
15 EGO 12 ECV 5
15 PRE 12 Presence Attack 3d6
10 COM 11

4 PD
4 ED
8 SPD
15 REC
100 END
30 STUN

Run: 16/32
Swim: 12/24
Leap: 3/6
Characteristics Total: 169

Cost Ability Power
30 Bio Immune LS: Immune: Terrestrial Poisons/Chemical Warfare/Biewarfare/Disease/Self-Contained Breathing
15 Metal Skin 5/5 Armor
7 Rapair System 1 BODY Regeneration
30 Defense System +20 DEX: Only for DCV; No Figured Characteristic
10 Slick Skin +20 STR: Only vs. Entangles/Grabs; No Figured Characteristic
20 Hyper-Running +10" Running
5 Hyper-Swimming +10" Swimming
Ability Total: 117

Cost Skill
6 Language: Celt;Gaelic; Welsh (2 points each)
20 CSL: HTH (+4)
16 CSL: All (+2)
8 PSL: Targeting (+4)
8 PSL: Throwing (+4)
10 Money ($5 Million/Year)
3 Absolute Range
3 Absolute Time
3 Bump of Direction
5 Eidetic Memory
3 Lightning Calculator
8 Speed Reading (x1000)
Skill Total: 67
Character Total: 353

Value Disadvantage
15 DF: Remale robot: Concealable; Major Reaction, Common Senses
10 Phys Lim: Inorganic Viruses: Infrequently; Greatly
20 Social Limit: Robot: Frequent Severe
10 DNPC: Mike Reynauld: Normal; 11-; Useful Noncombat Position
15 Psy Lim: Strive to Become Real Person: Common; Strong
20 Psy Lim: Hates Robot Body: Very Common; Strong
10 x1.5 - Electricity: Common
Disadvantages Total: 100
Base: 250
Total: 350

Backgroung/History: Nialia Reynauld was born to a well-to-do family. However during her senior year prom, as most teenagers do, she went out partying. While partying, a drunk driver hit her vehicle, killing everyone. Acting fast through his contacts, her father (Mike Reynauld) had worked to save both her and her boyfriend. Unfortunately only she was able to be saved and her boyfriend had died that night. In order to save Nialia, her conscience was placed into an experimental robot form that her father's company was researching for possible sale to currier services and the military. now she uses her slight knowledge of Ifish languages and history and calls herself Horig from the celtic word for speed.

Personality/Motivation: Horig loves the feeling of freedom that she gets from this robot body but hates it since it is a constant reminder of that terrible night. she is always playing around with what she can and cannot do. Other than that, she is a normal wealthy high schoolo senior.

Quote: "Did you see that? No. Well, then how about this?"

Powers/Tactics: Horig is in many ways your typical speedster.

Appearance: Horig's form resembles (as closely as possible) what Nialia looked like before her accident. She is 5'11" tall and weighs 113 kg (250 lbs). Her skin resembles normal human skin of European decent. She wears special clothes that are able to resist the stresses of high speed movement that resemble normal clothes in appearance.

Dust Raven
Dec 20th, '07, 07:39 PM
Not an actual robot, but the group I played with years ago had a base computer with a holographic display complete with "tractor beams", effectively creating an extra team member who couldn't walk outside. She was also incidentally indestructible and made for an odd passive defense to the base (she just taunted an intruder, pretended to be hit and injured, but just never went down). I'll come back with a full write up later if anyone's interested.

Corven_Ren
Dec 20th, '07, 08:06 PM
Here is the write up for one of my master villains Robotic hencmen.


R.O.C. - Robotic Opperative Commando

VAL CHA Cost Total Roll Notes
50 STR 40 50 19- HTH Damage 10d6 END [5]
20 DEX 30 20 13- OCV 7 DCV 7
10 CON 0 10 11-
30 BODY 40 30 15-
5 INT -5 5 10- PER Roll 10-
0 EGO 0 0 9- ECV: 0
20 PRE 10 20 13- PRE Attack: 4d6
0 COM -5 0 9-
10 PD 21 10 10 PD (5 rPD)
10 ED 27 10 10 ED (5 rED)
6 SPD 30 6 Phases: 2, 4, 6, 8, 10, 12
10 REC -4 10
20 END 0 20

6 RUN 0 6" END [1]
2 SWIM 0 2" END [1]
10 LEAP 0 10" 10" forward, 5" upward

CHA Cost: 184

Cost POWERS
15 Armor Plating: Damage Resistance (5 PD/5 ED) - END=0
30 Internal Endurance Reserve: Endurance Reserve (100 END, 20 REC) (30 Active Points) - END=0
100 R.O.C. Wepons Array: Multipower, 100-point reserve - END=
6u 1) Choke Hold: HA +6d6, Reduced Endurance (0 END; +1/2), Affects Desolidified Any form of Desolidification (+1/2), NND (LS: Self Contained Breathing; +1) (90 Active Points); Hand-To-Hand Attack (-1/2) - END=0
10u 2) Energy Net: Entangle 5 1/2d6, 5 DEF, Takes No Damage From Attacks R.O.C Attacks (+1/4), Affects Desolidified Any form of Desolidification (+1/2) (96 Active Points) - END=10
4u 3) Flight Jets: Flight 20" (40 Active Points) - END=4
10u 4) Grenade Launcher: RKA 3d6+1, Explosion (+1/2), Affects Desolidified Any form of Desolidification (+1/2) (100 Active Points) - END=10
9u 5) Laser Beam: RKA 5d6, Reduced Endurance (1/2 END; +1/4) (94 Active Points) - END=3
10u 6) Particle Beam: EB 13d6, Affects Desolidified Any form of Desolidification (+1/2) (97 Active Points) - END=10
5u 7) Robotic Life Form: LS (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (46 Active Points) - END=0
6u 8) Super Punch: HA +7d6, Reduced Endurance (0 END; +1/2), Affects Desolidified Any form of Desolidification (+1/2), Double Knockback (+3/4) (96 Active Points); Hand-To-Hand Attack (-1/2) - END=0
60 Automaton (Takes No STUN) - END=0
15 Radar (Radio Group) - END=0
10 Radio Perception/Transmission (Radio Group) - END=0
20 Targeting with Radio Group - END=0

POWERS Cost: 310



Cost PERKS
3 Computer Link

PERKS Cost: 3

Cost TALENTS
3 Absolute Time Sense

TALENTS Cost: 3
Value DISADVANTAGES
25 Psychological Limitation: Obeys the Orders of Kill Ratio (Very Common, Total)
15 Distinctive Features: Robot (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon)
10 Vulnerability: 2 x BODY Magnetic Attacks (Uncommon)
10 Vulnerability: 2 x Effect Magnetic Attacks (Uncommon)
30 Susceptibility: Intense Magnetic Fields, 3d6 damage per Segment (Uncommon)
200 Robotic Henchmen Bonus

DISADVANTAGES Points: 300

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 500

Lucius
Dec 22nd, '07, 09:46 PM
Here's a martial art I posted some time ago....

Note it's designed for robots following Asimov's Laws, meaning they are compelled to protect their own existance but prohibited from harming Humans. However, I think they would be appropriate any time you have robots who would be programmed more for restraining people than harming them. These would work for a "robocop" say or a security or prison guard robot, but a "warbot" programmed to kill would have very different programming.


Martial Art Name: Self Preservation Programs

Manuevers

Evasive Action: +4 DCV Dodge, may make up to full move cost 5 pts

Taking evasive action.

Restrain: -2 OCV, +1 DCV, Grab 2 limbs, +20 STR to hold cost 5 pts

Seizing and holding an assailant without harming them.

Repel: +0 OCV, +3 DCV, shove +10 STR, opponent falls cost 3 pts

Shoving an assailant and causing them to fall; the most aggressive manuever in the programming. May be executed by sidestepping and tripping/shoving the assailant in the direction they were already going, or by simply pushing them backwards. (I considered making it +2 OCV and +1 DCV but I think a low OCV is appropriate; the robot is always taking great care not to HURT the opponent.)

Intercept: +2 OCV, +2 DCV, Block cost 4 pts

Blocking a blow.

Interdict Weapon: +1 OCV, +0 DCV, Disarm +10 STR cost 5 pts

Depriving an assailant of a weapon. It will land 1/2d6 hexes away.

Confiscate Weapon: +0 OCV, +0 DCV, Grab Weapon +10 STR cost 5 pts

Taking possession of a weapon, either to destroy it or to retain it until surrendering it to proper authorities.


Lucius Alexander

The palindromedary still wants to know about martial arts for quadrapeds.....

Lucius
Dec 22nd, '07, 11:38 PM
Can Opener.

The Defense Department contract specified the development and delivery of a prototype improved Combat Can Opener. With cost overruns, a billion dollars had been spent before the first prototype was even delivered. That's when the GAO and some members of Congress got wind of the project and cancelled it before it could waste any more of taxpayer's money.

Professor Wreckloose was furious. Not just because his funds were cut off just as he was, in fact, ready to unveil his prototype, but at the implication that it wasn't worth every penny that had been spent creating it.

For what Wreckloose had invented was a nigh- indesctructible, independently mobile, and artificially intelligent device that could open cans - or anything else, up to tanks and bank vaults. And without damaging the contents. And also:

Contained storage space that could be utilized as a refrigerator and/or freezer, OR as a conventional or microwave oven

Had built in sensors that would determine how wholesome food was, or if it had been contaminated by any variety of toxin, radioactivity, or pathogen

Had the sensors and programming to forage for food anywhere on Earth

Was programmed to be both nutritionist and cook, and could concoct a nutritious and appealing meal from whatever ingredients were to hand - even MREs!

With the contract cancelled, the mad (but honest) scientist was left in possession of the prototype. After some final programming, he loosed it on the world.

Can Opener came into the world with, among other things, a compulsion to prove to everyone (especially the American taxpayer) that it really is worth a billion dollars. Its logic circuits considered the question of how best to generate positive publicity, and observed: These people in colorful costumes who run around fighting crime get a LOT of media attention. I'll hang around with them and prove how useful I can be!

Identifying quote (after peeling the armor off a villain in powered armor)
"Container OP-en! Contents SPOILED!"


Lucius Alexander

The palindromedary notes that this is crossposted from several other threads, the earliest being Funny Hero Thread

FireTiger
Dec 24th, '07, 08:07 PM
Samantha Silverthorne
Here is my contribution, a character originally built under the 4th Ed. Cyber Hero rules, she's gone through extensive revision since. The original build didn't fit in too well with regular superheroes.


Samantha Silverthorne - ACES-00
VAL CHA Cost Total Roll Notes
35 STR 5 35 16- HTH Damage 7d6 END [3]
22 DEX 12 22 13- OCV 7 DCV 7
23 CON 26 23 14-
16 BODY 12 16 12-
13 INT 3 13 12- PER Roll 14-
13 EGO 6 13 12- ECV: 4
15 PRE 5 15 12- PRE Attack: 3d6
18 COM 4 18 13-
10 PD 7 10/20 10/20 PD (5/15 rPD)
13 ED 8 13/23 13/23 ED (5/15 rED)
5 SPD 0 5 Phases: 3, 5, 8, 10, 12
20 REC 4 20
50 END 2 50
40 STUN 4 40
9 RUN 6 9" END [2]
2 SWIM 0 2" END [1]
7 LEAP 0 7" 7" forward, 3 1/2" upward
CHA Cost: 104
Cost POWERS
3 Neo-Cybernetic Enhancements: Elemental Control, 10-point powers, (5 Active Points); all slots Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Cyber System (-1/4) - END=
7 1) Augmented Limbs: +20 STR (20 Active Points); No Figured Characteristics (-1/2), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Cyber System (-1/4) - END=2
9 2) Hardwired Reflexes: +8 DEX (24 Active Points); No Figured Characteristics (-1/2), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Cyber System (-1/4) - END=
17 3) Hardwired Reflexes: +3 SPD (30 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Cyber System (-1/4) - END=
10 4) Repair Nanobots: +10 REC (20 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Cyber System (-1/4) - END=
- END=
Computer Enhanced Abilities - END=
2 1) Internal Clock: Absolute Time Sense (3 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=
4 2) Non-Volatile RAM: Eidetic Memory (5 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=
2 3) Math Processor: Lightning Calculator (3 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=
3 4) Optical Scanner Cybernetic Eyes: Speed Reading (x10) (4 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=
4 5) Internal Status Eye: Detect A Class Of Things (Physical Status, Data from Internal Systems) 12- (Unusual Group) (5 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=0
10 6) Internal Communications Gear: High Range Radio Perception (Radio Group) (12 Active Points); Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=0
8 7) Direct Neural Interface (DNI): Mind Link , Machine class of minds, Any Willing Target (15 Active Points); No Range (-1/2), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) - END=0
- END=
12 Skilljack: Variable Power Pool (Skill Pool (1 Turn non-combat change time)), 10 base + 2 control cost, (15 Active Points); Limited Selection of Skills (Paramedics 10-, KS Medecine 10- are typically installed; -1/2), Cyber System (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) [Notes: Bugging, Computer Programming, Criminology, Cryptography, Demolitions, Disguise, Electronics, Forensics, Forgery, Gambling, KS, Languages, Lockpicking, Mechanics, Navigation, Paramedics, PS, SS, Survival, Systems Operations, TF, WF, and Weaponsmith (allowed list)] - END=
- END=
26 Neo-Cybernetic Weapons: Multipower, 45-point reserve, (45 Active Points); all slots Restrainable (-1/2), Cyber System (-1/4) - END=
2u 1) Fingertip Blades: Killing Attack - Hand-To-Hand 3d6 (5d6+1 w/STR) (45 Active Points); Restrainable (-1/2), Reduced Penetration (-1/4), No Knockback (-1/4) - END=4
2u 2) Forearm Netcasters: Entangle 4 1/2d6, 4 DEF (45 Active Points); Restrainable (-1/2), 12 Charges (-1/4), Cyber System (-1/4) - END=[12]
2u 3) Palm Stunguns: Energy Blast 9d6, Conditional Power STUN Only (+0) (45 Active Points); No Range (-1/2), Restrainable (-1/2), No Knockback (-1/4), Cyber System (-1/4) - END=4
- END=
24 Heat Projector: Energy Blast 12d6 (60 Active Points); Extra Time (Full Phase, -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (3d6 Normal Damage, No Defenses; -1/2), Reduced By Range (-1/4), Cyber System (-1/4) - END=6
- END=
37 Skinweave Armor: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points) - END=0
5 Skinweave Armor: Damage Resistance (5 PD/5 ED) - END=0
7 Encypted Processing: Mental Defense (10 points total) - END=0
4 Optical Dampers: Sight Group Flash Defense (5 points) (5 Active Points); Cyber System (-1/4) - END=0
4 Audio Dampers: Hearing Group Flash Defense (5 points) (5 Active Points); Cyber System (-1/4) - END=0
6 Augmented Senses: +2 PER with all Sense Groups - END=0
4 Cybernetic Eyes: Infrared Perception (Sight Group) (5 Active Points); Cyber System (-1/4) - END=0
12 Cybernetic Eyes: Radar (Radio Group) (15 Active Points); Cyber System (-1/4) - END=0
4 Cybernetic Eyes: Ultraviolet Perception (Sight Group) (5 Active Points); Cyber System (-1/4) - END=0
2 Augmented Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); Cyber System (-1/4) - END=0
6 Internal Air Supply: Life Support (Self-Contained Breathing) (10 Active Points); 1 Continuing Charge lasting 5 Minutes (-3/4) - END=[1 cc]
POWERS Cost: 238
Cost MARTIAL ARTS
Martial Arts: Police Programming
4 1) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm
4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 4) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike

MARTIAL ARTS Cost: 16
Cost SKILLS
General Programming
0 1) AK: Home country or region (United States) 8-
0 2) Acting 8-
0 3) Climbing 8-
6 4) +2 with Neo-Cybernetic Weapons
3 5) +1 with Martial Maneuvers
0 6) Native Language: English (idiomatic; Literate) (4 Active Points)
0 7) PS: Police Detective (Everyman Skill) 11-
0 8) Paramedics 8-
0 9) TF: Small Motorized Ground Vehicles

Police Programming
2 1) WF: Small Arms, Clubs
2 2) KS: Criminal Law 11-
2 3) KS: Wanted Felons 11-
2 4) CK: San Diego 11-
11 5) Bureaucratics 16-
3 6) Concealment 12-
3 7) Conversation 12-
3 8) Criminology 12-
3 9) Deduction 12-
3 10) Fast Draw 13-
3 11) Persuasion 12-
3 12) Shadowing 12-
3 13) Stealth 13-
3 14) Streetwise 12-
SKILLS Cost: 55
Cost PERKS
7 Fringe Benefit: Concealed Weapon Permit (where appropriate), Free Robot, Local Police Powers, Police sergeant
2 Reputation: Android Detective (A large group) 11-, +1/+1d6
PERKS Cost: 9
Value DISADVANTAGES
5 Distinctive Features: Police Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Artificial Person with Solid Silver Eyes (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Virtually Everyone)
15 Enraged: When Takes BODY (Uncommon), go 11-, recover 11-
20 Hunted: Local Police Department 14- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Watching)
15 Physical Limitation: Organic Rejection (Cybernetic parts only) (Infrequently, Fully Impairing)
20 Physical Limitation: Lacks human life experiences (All the Time, Greatly Impairing)
20 Psychological Limitation: Commited to programmed purpose (police work) (Common, Total)
20 Psychological Limitation: Wants to be fully human (Common, Total)
10 Reputation: Android Police Detective, 11-
15 Social Limitation: Public Identity (Android Police Detective) Frequently (11-), Major

Zero-Point Disads
0 1) Hunted: Carter-Mullering Corporation 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish, Custom Adder) [Notes: +30 points original value]
0 2) Hunted: Doc Digital 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching, Custom Adder) [Notes: +5 points original value]
0 3) Psychological Limitation: Doc Digital's Hidden Program (Mystery PsychLim) (Common, Strong, Custom Adder) [Notes: +15 points original value]
0 4) Vulnerability: 1 1/2 x STUN Electromagentic Powers (Uncommon; Custom Adder) [Notes: +5 points original value]
0 5) Vulnerability: 1 1/2 x BODY Electromagnetic Powers (Uncommon; Custom Adder) [Notes: +5 points original value]
0 6) Vulnerability: 1 1/2 x Effect Electromagnetic Powers (Uncommon; Custom Adder) [Notes: +5 points original value]
DISADVANTAGES Points: 150
Base Pts: 200
Exp Required: 72
Total Exp Available: 72
Exp Unspent: 0
Total Character Cost: 422



Character Notes: The cyborg currently known to the general public as Samantha Silverthorne was activated on the 31st of October, 1996. Her development was a cooperative effort between Carter-Mullering Industries and the Aizu-Shoto Corporation. The police department of San Diego, California had recently formed a special SWAT unit that consisted of a small number of government-sanctioned superheroes, and Samantha was assigned to the unit.

Unknown Samantha, her police tenure is actually an initial field test for a military infiltrator/covert assassin.

Samantha was captured by Doc Digital (High Tech Enemies), modified, and set free. This was used as a Radiation Accident to allow an overhaul of the character so that it fit in better with regular superheroes. When the companies that had made her wanted to bring her in for study, she declined. This eventually led to a court battle, with the court ruling in her favor under the Triple-A Act (from Steve Long's article United States v. The Lizard-Thing and Other Strange Cases: Superpowered Characters and Constitutional Law).

Mechanics Notes: When originally built, the rules did not forbid 0 END powers to be placed in ECs. Today, this would be a GM's Permission part of the character. Using material from newer sources (like Kazai 5) made for a considerably shorter character sheet. :winkgrin:

The ACES name (A)dvanced (C)rime (E)limination (S)ystem comes from a power armor concept and character by Wayne Shaw that I found back in the mid-1990s.

Tech
Dec 25th, '07, 05:00 AM
Samantha was captured by Doc Digital (High Tech Enemies), modified, and set free. This was used as a Radiation Accident to allow an overhaul of the character so that it fit in better with regular superheroes. When the companies that had made her wanted to bring her in for study, she declined. This eventually led to a court battle, with the court ruling in her favor under the Triple-A Act (from Steve Long's article United States v. The Lizard-Thing and Other Strange Cases: Superpowered Characters and Constitutional Law).

Where is Steve's article? I'd like to read it.

FireTiger
Dec 25th, '07, 11:00 AM
Where is Steve's article? I'd like to read it.

It was in an old issue of White Dwarf Magazine, and I'm no longer sure which one. My personal copy of that issue is one of the things I've not dug out of storage yet, so I'm working from a copy I made for one of my GM notebooks awhile back. The issue originally appeared some 20+ years ago, and back then each page was only marked with the page number and magazine name.

I've wondered myself if there's a chance this could be reprinted somewhere, it is well worthwhile and well done.

It covers the effects upon the superbeing-community of the Second (The right to keep and bear arms), Eigth (Prohibition against cruel and unusual punishment), Thirteenth (Prohibition against slavery), and Fourteenth (Due process of law and equal protection under the law) Amendments to the Constitution.

The "Triplie-A Act" (Android, Artificial Intelligence, and Alien Life Form) is a subsection of the part covering the 14th Amendment.

Lord Liaden
Dec 25th, '07, 11:13 AM
Similar issues may be raised in the upcoming Stronghold sourcebook. Steve has mentioned that there'll be a section discussing "superheroes and the law," although it sounded like much of that will be a reprint of his old 4E Dark Champions material on the subject.

Basil
Dec 25th, '07, 06:26 PM
Where is Steve's article? I'd like to read it.


It was in an old issue of White Dwarf Magazine, and I'm no longer sure which one. My personal copy of that issue is one of the things I've not dug out of storage yet, so I'm working from a copy I made for one of my GM notebooks awhile back. The issue originally appeared some 20+ years ago, and back then each page was only marked with the page number and magazine name.

I've wondered myself if there's a chance this could be reprinted somewhere, it is well worthwhile and well done.

It covers the effects upon the superbeing-community of the Second (The right to keep and bear arms), Eigth (Prohibition against cruel and unusual punishment), Thirteenth (Prohibition against slavery), and Fourteenth (Due process of law and equal protection under the law) Amendments to the Constitution.

The "Triplie-A Act" (Android, Artificial Intelligence, and Alien Life Form) is a subsection of the part covering the 14th Amendment.


Similar issues may be raised in the upcoming Stronghold sourcebook. Steve has mentioned that there'll be a section discussing "superheroes and the law," although it sounded like much of that will be a reprint of his old 4E Dark Champions material on the subject.

Ah ha! I was going to ask the same question as Tech, but FireTiger and Lord Liaden between them have answered it.

Yes, FireTiger, that sounds just like Steve's chapter "Constitutional Law" in 4th ed Dark Champions, pages 70-71. Which in turn is part of the section "Superpowered Humans and the Law," p.61-71.

I wonder if Steve is planning to update that matterial before putting it in the Stronghold book. There have been some changes since 1993, after all. :winkgrin:

FireTiger
Dec 25th, '07, 07:14 PM
Similar issues may be raised in the upcoming Stronghold sourcebook. Steve has mentioned that there'll be a section discussing "superheroes and the law," although it sounded like much of that will be a reprint of his old 4E Dark Champions material on the subject.

I never did get to add that supplement to my personal inventory. Aside from U.S. v. Lizard-Thing cited above, I usually build law-related campaign points from the following:

The Superhero and the Legal System by Tom Steubing, from Adventurers Club #12, pages 8-22.

The Hero and the Law by Aaron Allston, et al., from Champions 4th Edition, pages S47 & S48.

Vigilanties and the Law by Kevin Siembieda, from Heroes Unlimted 1st Edition, page 149 (mostly the Crime and Maximum Penalties table).

Law by Steve Perrin, et al., from Superworld Gamemaster's Book, pages 12-15.

And probably some other obscure bits & pieces from some more obscure superhero games that I forget just now.

P.S. Oh yes, and the section Law by Aaron Allston & Steve Long from Champions 5th Edition, pages 31 & 32.

AlHazred
Dec 29th, '07, 11:41 PM
I'll push my own AlcoMate 2000 (http://www.herogames.com/forums/showpost.php?p=854754&postcount=236).