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Stephen Mann

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Everything posted by Stephen Mann

  1. That depends on how you justify the shapechanging. Is the shipform stored somehow while the consciousness is in the cabbitform? Or is it literally a case of shapeshifting with massive growth/shrinking? If the forms swap place, then wounds don't transfer directly (unless you say so) and contents of the ship get stored along with the ship. If the shipform is in stasis when stored, then contents don't age or heal while stored. If it's a case of massive shapeshift, then it depends on how Ryo-Ohki "remembers" the details of the shipform. If she updates her internal memory everytime she shapeshifts, new ship contents are recreated when she goes back to shipform.
  2. Keeping super-kiddies from danger In my game, supers have to earn the right to be trusted by the public, it's not automatic. It's suggested that they start their careers by helping emergency workers rather than fighting crime. It doesn't matter how strong you are or how fast you can fly, none of that proves to the cops that you know/understand the law or can cooperate with authorities. It seems to me that having powers and a neat costume does nothing to keep the chief of police calm after hearing that a new superteen has one-punched a drug dealer through an abandoned building. A new superteen volunteering to teleport accident victims to the hospital is a lot less stressful.
  3. Teen Heroes Through The Ages The role and expectations for teen sidekicks has changed since Robin first put on his tights. In the 60s, finding out that Speedy was on drugs was a major shock. Nowadays, finding out that Speedy is on drugs is no biggie. How To Get Training So you've just discovered that you can fly and talk to birds, how do you get the training you need to become Birdman, Feather of Justice! And how to schedule it in with school, girlfriend, the baseball team, and community choir practice?
  4. Nope, it was (I think) Gary Ritzenthaler's at SUNY Geneseo. The problem is that I was in a couple of different campaigns all at the same time, and after 20 years, I have problems remember what happened in which group.
  5. I discovered the Hero System right after the Secret Service raided Steve Jackson Games. I had found Gurps after several years of suffering with AD&D, and thought it was the perfect gaming system. Of course, it had problems with really powerful characters, and Gurps Supers had umpteen dozen Energy Blasts (Ice, Lightning, Laser, Blaster, etc, etc) that all did the same thing.... Well, anyway, when the SJG BBS went down, a temporary replacement BBS recommended Red October, the main Hero BBS, for those addicts like me. The system, the RO guys were talking about sounded cool, so I bought the book. I didn't actually play the system for a number of years, but eventually ran a four color supers game. In fact, the only times I've played (rather than run) is once at a convention and a Fantasy Hero campaign that didn't last beyond two sessions.
  6. My Dimension-hopping campaign It all started when a bunch of villains hid out on Sanctuary Island after a huge heist. The resulting bad press really pissed off a bunch of heroes, so they called a meeting of heroes in NYC to talk about what to do. During the conference, Godzilla invaded Manhatten for about half an hour (before spontaneously disappearing), Confederate and Nazi soldiers popped up in various downtown places, and other strangeness happened before they all disappeared at the same time. After a while, a bunch of heroes (including the PCs, who had been fighting Godzilla) found the location of strange signals that seemed to coincide with the appearance and disappearance of these weirdos. Down in an abandoned subway branch, a loony villain was running a Land Rover strapped to a railcar chassis up and down the track. After chasing the villain away, the heroes decided to take the Land Rover back to the police. The non-fliers piled inside the Rover while the fliers got in back of the thing to push (the vehicle had no engine). Considering that a few of the fliers had high top speeds, they quickly were breaking local speed laws (and still accelerating). After making sure that PCs really wanted to do this, I informed them that upon hitting 88 mph, a swirling rainbow of light blinded them before leaving them on a quiet country road. In short, they had been transported to The Way (an interdimensional highway created by Wayne Shaw), with no good way home. They had to work as superhuman mercenaries for a while to make enough money to buy a vehicle that could be guaranteed to take them home. They first fought a zombie invasion on a fantasy world; imagine their panic when their brick fell down after getting hit by the local equivalent of a magic missile spell. Who knew he was wildly vulnerable to magic (besides the GM that is, I laughed myself silly)? I used Grimtooth's Traps to populate the necromancer's tower they had to invade. While they all survived, a few needed massive magical healing, regeneration, and restoration. Fortunately, the loot from the tower paid for that a quite a bit more. They eventually got home, swearing to never go near magic again, never to go dimension-hopping again, and to be very very cautious around traps involving barrels of acid....
  7. After 20 years, I don't remember. All that I do remember about it was that we didn't discover what it did in that session. We actually held on to it for a while before we either lost it or used it.
  8. You've reminded me of an AD&D game from my college days roughly 20 years ago. We were in a dungeon and had found a wand. Nobody had an easy way of identifying it's function (magic), so the GM said we'd have to use the old trial and error method. Two hours later (Real Time), we're all disgusted because we can't figure what the damned thing did. We've tried all reasonable guesses, and many unreasonable guesses. The one that broke the group up, though, was this: The dwarf fighter has just been handed the wand for his try. Dwarf: "I spit on the ground and step on the spit." DM: "What for?" Dwarf: "To see if I can walk on water. Does it work?"
  9. Very low power is the way to go. A good model for this are the Devil's Engine and Devil's Tower books by Mark Sumner. These are western magic stories, but it wouldn't take much to make them western superpowers stories.
  10. Sure, develop to your heart's content. I had something like this many years ago for a game that never got off the ground. I had the magical equivalent of computers and databases, but no internet to communicate from node to node. Less than scrupulous mages used to hide around the periphery of libary wards trying to break through the wards so they could make unauthorized copies of material in the library database crystals. Wards had captive spirits that made regular patrols looking for hackers. What era of the internet would you be simulating? The early days when only certain academic sites had access (Arpanet, limited access), later when businesses joined (greater access, but still limited), or now (everybody has access)? I suggest that people accessing this cipherspace need some significant material component. Now significant this is depends on the era; 1) Early - huge immobile magical access device. Located only in libraries, monasteries, palaces, etc. 2) Later - large portable devices. Located in individual wizards towers. 3) Now - small portable device, analogous to PDA/cellphone.
  11. Vacuum Diagrams by Stephen Baxter, a collection of short stories and excerpts from his other books that covers his Xeelee future history. Good reading, though I was a trifle annoyed with three different stories dealing with the same theme; discovering nonhuman intelligent life in the Solar System.
  12. And I've copied and saved all of them so far. Don't you dare stop! Stephen Mann
  13. Ah, yes, Waylords I remember downloading those files from the old Red October BBS years ago. I loved the premise (Roadmarks crossed with Amber) and used one of the sample adventures (the half-breed siblings on the run) with my Champions campaign. Unfortunately, the players didn't appreciate the joys of dimension travel and the campaign ended soon after (for other reasons). AFAIK, there are no websites or other writings beyond the original files.
  14. Two methods I've used 1) Mentor Doctor Fate (same name, different character) was my world's Superman icon, and his secret ID was that of a college prof. One local rich guy attended one of his public lectures along with another average community member. A grad student working with DF was demonstrating a new machine that gave the audience minor headaches and sent the two other guys to the hospital. DF greeted them when they woke up, and explained his theory that their reaction to the otherwise harmless machine is an indication of metahuman abilities. He offered (as the prof) to train them since he knew a lot of heroes. Later, he revealed his identity to them after he had found other newbies to mentor. Some time after that, he went missing while investigating a new menace, and his students declined to follow up because they weren't interested in his clues. They decided to stay home and wait for bad guys to show up. The game ended a few months later due to stupid characters (and players). 2) Buttering up the police so you can get your license I tried a setting where, to try and control superheroes, the government mandated permits and licenses for people acting as quasi-police. Anybody in a costume could pay $50 to get a superhero permit, and a lot of people did just as a joke. The permit didn't give any legal powers, but it showed at least a slight interest in playing by the rules. Serious heroes used this permit to introduce themselves to the police and other emergency response agencies in town. Permit holders had to wait a year before applying for a license, and getting the license required good character references from the local police chief (and others). It just so happened that a bunch of new heroes got their permits more or less at the same time. The clerk behind the counter suggested they team up, because the police prefer groups to loners, and they needed to butter up the police chief. As it turned out, they team never got their licenses because the game ended before a year, and the team rep was more or less ruined by the local J. Jonah Jameson-equivalent.
  15. Ah, things become quite a bit clearer now. I thing we all were picturing them as warrior-mages, sort of Highlander with overt spells. Over the past few weeks, I've been creating an anime-inspired setting for my version of the Chaos Blades. It takes elements from Ranma 1/2 (the ki-powered martial arts) and Tenchi Muyo (super-powered aliens). All Chaos Blades in this setting have one spell in common; to summon their sword from where ever it currently is. Their boast is that no Blade is ever unarmed since "No Chaos Blade can be separated from his sword".
  16. My old super-fantasy game My "fantasy" world had tall skinny elves, short stout and strong dwarves, despised gnomes and halflings, and medium-height ugly and strong evil orcs. The twist was the elves were descended from light-worlders and dwarves descended from heavy-worlders. They and the humans were passengers and crew on an interstellar ship that mutinied against bridge crew and other officers. The orcs were the humans engineered to use recently-discovered alien battlesuits, and were used as Marines and Security. The gnomes and halflings were short human engineers (necessary for the alien-derived power plant and engine) that tried to sit out the mutiny and so were despised by both sides. Leaving out the details, the survivors were stranded on a nearby habital world and degenerated. The reversion was helped by the core mutineers since they preserved their tech better than the rest. They destroyed the tech bases of the other survivors, and encouraged the adoption of a spurious history that made them gods in subsequent generations. The orcs are descendants of the Marines, and have created a society structured like an army base with childhood resembling boot camp. They know they are The Good Guys, warriors of the Side of Light and Authority, tasked to bring the legions of evil (the mutineer's descendants) to justice. Their legends are the closest to the Truth, but who listens to an orc? This world later had magic introduced, and a stranded team of American superheroes from another dimension. The basic plot came from Mutineer's Moon by David Weber.
  17. Steve Long's Chaos Blades If you wouldn't mind, Steve, I've got a couple of questions for you: These flashy wizards with swords you envision, do they each have lots of spells? That is, are they wizards with swords? Or swordsmen with a few spells?
  18. Thank you for your interest in the Power Brigade Super Hero team, please fill out this form to the best of your ability. Should you require special equipment (Heat proof pencils, etc) in order to complete this form, it will be provided. The Power Brigade does not share this information with any other civilian source, but maybe required to share it with certain govt ones (at risk of losing our tax exempt status). Please be as honest as you can. Super Hero Name: Phantasm (Optional)Secret Idenity/Alternate Name: (Optional)Ethnic Group/Species: Asian Place of Birth: unknown Date of Birth: unknown, though I am legally 17. Question 1. How did you hear about the Power Brigade team? I saw this loony calling himself "Foxba...I mean Flying Fox" applying, and figured you might need help subduing him. Question 2. What do you feel you can offer (Both in Super heroic powers/gifts and your knowledges) to the Power Brigade team? I'm telekinetic. I fly at approximately 300 mph, can teleport (myself only) about 6000 miles, and telekinetically lift (and manipulate) about 10 tons. I have some training in martial arts (mostly self-defense with a little judo and kendo). I speak Japanese, Chinese, and some Spanish in addition to English. Question 3. Why do you wish to join our team, and what do you hope for if you join? I am looking for stability in my life, and see a superhero team as providing a faux home setting that maximizes my usefulness to society. Question 4. Have you ever been on a super hero team before? If so, which one(s) and why are you no longer a member? No, I have always been an independent. Question 5. Are you a supervillain, govt agent, law enforcement official, media person, or anyone else who is attempting to infilitrate the Power Brigade? No, though I am technically currently breaking the law (see answer to #8). Question 6. How often will you be availible to fight crime and save the world? What schedule would be best for you? Outside of public school hours (and attendant homework time), I am free and willing to help. Practically, that means weekends and later weekday evenings. Question 7: Do you have some disability, ailment, or other situation (Occasional Demonic possession, intense allergy to space rocks, etc) that our scientists, doctors, and mystics should take into account? I have no reliable memory of my life before about 5 years ago. What "memories" I have consist of nightmarish physical abuse. Question 8. To what degree do you comply with the law? Are you registered? I am not registered, though I will do so next year when I turn 18. I obey the law so as long as it does not threaten my life or dignity. I have problems with a recent history of abusive foster parents, so I am currently a runaway and unsupervised. Question 9. Will you be able to provide your own transporation to and from the Power Brigade HQ? Yes, I teleport. Question 10. What are your feelings on death and property damage? Since superheroes are similar to emergency workers (policemen, firemen, search & rescue, etc), the same directive to protect and save lives must be obeyed. However, in the case of someone deliberately threatening others, he/she must be stopped. If killing them is the only way to stop them, then it must be done. Not lightly, and never eagerly. Afterwards, of course, the incident must be reviewed by the proper authorities to determine if it was justified. Question 11. Are you willing to wear our team Logo? I would prefer not to, but have no real problems with doing so. Question 12. How may we contact you should we be interested in having you join? (Phone, mystic mirror, large signal, etc) For the near future, newspaper ad, please. My domestic situation is somewhat problematic at the moment. Please include any additional notes about yourself you feel are relevant below: Thank you for your interest in the Power Brigade. All aplications will be reviewed, if no response in 4-6 weeks, it is likely the team is currently filled.
  19. Exalted Chaos Blades Actually, that's a good idea, thanks for reminding me that I own that book. After weeding out some of the more obnoxious charms, that should still leave a hefty list of neat powers. Now, if only I can find a person who's statted out all the charms in Hero terms, I'd be set....
  20. Yeah, but.... I don't see Chaos Blades casting fireballs and such. I think they should get spells that enhance senses, increase attributes, possibly armor, speed enhancers, etc. Maybe some divinatory stuff, as well. That's logical, but I have a couple of problems with that: Firstly, FH mentions lightning, teleport, and resurrection spells, as well as Blades devastating towns. So, the Chaos Blades as written have flashy spells. Secondly, they're the only source of magic on their world, and it'd be a real shame if their spells were subtle. Actually, I suppose I can see a two-tiered hierarchy amongst Blades; with your style of enhancements describing the average Chaos Blade. Suppose that a few create such powerful enhancements that they move to the second tier. It's these Blademasters who have the flashy and overt spells.
  21. How to build a Chaos Blade I'm re-opening this thread to get some help from the board members. Rather than wait for Steve to write the Chaos Blade book, I'd like to put together an example newbie Chaos Blade for players. The relevant section in Fantasy Hero is rather vague about the Blades. What we know is that the Chaos Blade package includes a Detect (other Blades), A Perk (Chaos Blade), and Bladetheft (Aid). My first question: is this it? Is that all that is needed to be a Chaos Blade? If not, what else is there? Secondly: how many spells does a Chaos Blade have? Considering the sample spells cost from 3-21 points, newbies will probably only have 1 or 2 spells, with the most experienced having maybe several spells. Thirdly: what spells are suggested for newbies? Is there a suggested standard set, or does it depend on the personality of the newbie? I can see each newbie starting with a low-powered set of spells that enhance senses and defend/protect. What brought these questions to mind was that I started to create a Chaos Blade using the Light Warrior template, with the addition of the Chaos Blade abilities mentioned in the magic section. I'm stuck at this point; I have too many questions to continue. New Chaos Blade Char Val STR 13 DEX 17 CON 15 BODY 10 INT 10 EGO 10 PRE 10 COM 10 PD 3 ED 3 SPD 2 REC 6 END 30 STUN 25 Cost Powers 15 Chaos Blade Package 6 Detect: Chaos Blades (+1 to PER); Passive Sense; Sense; Detect Category (A Single Thing): +3 8 Bladetheft: 1d6 Aid (Fade/1 Year, 6 Maximum); Range (0"); Delayed Return Rate (1 Year): +2 1/2; Affects (Single Power): +0; Only Works After Killing Another Chaos Blade (Very Uncommon): -2; Extra Time (1 Turn): -1¼ Cost Skills, Perks Roll 10 Chaos Blade Package 10 Perk: Chaos Blade 9 Fencing Used with Blades Weapon Group 4 Parry (OCV +2, DCV +2, Block, Abort) 5 Thrust (OCV +1, DCV +3, STR Strike, 3d6) 8 +1 Combat with All Combat 9 +3 Combat with Swords 2 KS: Sword Fighting Styles 11- 2 KS: Military Tactics (small unit) 11- 4 WF: Common Melee Weapons: 2; Common Missile Weapons: 2 3 Defense Maneuver I 5 Rapid Attack: Hand-To-Hand 3 Fast Draw (Small Arms); Weapon: Small Arms 12- 34 Characteristics 69 Powers 103 Total As you can see, this alone leaves the character with only 47 more points, assuming he's 75+75. Buying up the other stats leaves very little for the spells. Where do I go from here?
  22. Long, long ago I had the Imperial Assassins. They started as a legal, but tightly controlled, murder-for-hire group. Their leader, a popular chap, got killed by agents from an enemy interstellar government. The assassins demanded to go along when Impie agents when to strike back. When they turned out to be better than the intelligence agents at getting in, doing the dirty work, and getting out, the Empire permanently hired them as mercenary security agents. After a while, when psionics became prevalent, only psis could be Assassins, and psis were "strongly encouraged" by the government to work for the government (as an Assassin or something else). They're a lot like Lord Liaden's Knights in that they've been subjected to extreme brainwashing to ensure their loyalty to the Empire. In return for this, they get a lot of legal power.
  23. Some musings.... Witchcraft Somewhere near or on the Indian sub-continent, there used to be a religion that revered the Nine Ideal Men, who functioned as role models and ideals for mortals to follow. Witchcraft is the unwilling host, possibly picked at random, of the Ideal Magic-User. This spirit, the perfect example of The Mage, seeks to revive's Mankind's awe of and reliance on Magic. Witchcraft is merely the tool to and end. With such a spirit empowering her, Witchcraft should be the Sorcerer Supreme. Except that there's the part about "unwilling". Why the spirit chose an unwilling host, why it allows resistance to weaken it's powers, why Witchcraft is unwilling - all that is up to the GM. Is she a normal (making her background story a lie or partial truth) wanting only to be normal again? Is she a bad girl (if her background is true, this is a good possibility) who resents having to act goody-goody? - - - - - - - - - - Similarly, other members of the Champions could be hosts to other Ideals. After all, why *are* they called the -Champions-? Either Nighthawk or Ironclad are the Ideal Warrior. Defender is the Ideal Artisan. Etc.
  24. Religion? What's that? Religion doesn't play a part in my game world, except for one background detail. In my world, the pope has a trio of metahuman bodyguards. They're all vaguely brickish with other abilities. They claim their powers come from God. Various people have tested them, and the best that can be said is that their auras are somewhat magical, but mages can't identify it. Since they're not really a superhero team, they don't have a team name (they, and the Church, insist on that point). Nonetheless, most people call them The Trinity.
  25. Where is this from? Some of the things mentioned in your write-up (11 clans, etc), sound interesting. Where did you get this from?
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