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Wildcat

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Everything posted by Wildcat

  1. Re: Superhero Images OK I havn't posted here in Eons. I used to draw and color by hand, then began colorign on the Computer... Now I've moved into 3d, so its all in the computer. I used to be a bit of a snob AGAINST 3d art, but now... I am a pretty big fan. Let me know what you think 1st up is an old Champions character back from 1st Ed Cursader (yes I stole him) - using him as my 'Batman' type hero for a Dark Champions: the Animated Series campaign - with him is his 1st partner Squire (from the campaign background) the 2nd pic of CRusader is his curent (in this campaign) costume (and a better job on the texture if you ask me)
  2. Re: Injured PCs and healing time Yeah knew it was in 6th some pleace too. Love the new books, just havn't read em all yet., Yeah it really has made the PCs pretty invincable, but its a very Cinamatic game. the Danger is real, but the Heroes are more than up for the chalenge. They have run into a few lengty messione where the NARS (Nanite Assited Recovery System) have run out (only 3 charges after all) and things got a bit diecy, but they made it through. Does anyone else use this?
  3. Re: Injured PCs and healing time I am running a GIJOE style Darkchampions game right now, and while I want the damage taken in the middle of a fight to ber taken seriously, I can't really have the PCs not up to tip top shape for the stuff I throw at them the next session. So if its a new mission, we're just assuming that they have visited the sickbay, and gotten fixed up. For in session Combats, thye have a very limited version of Nanites that heal them upon command, or if they drop below 0 and are unconcious. (its GIJOE so Hi-tech is avail to them) other than their Nanites (wich can only heal 2 body per use, 3 charges until they return to base) But what we use most it the 'Hollywood healing' rull from I believe 5th ed Dark Champions. in a nutshell it states any wound that can be reduced to 1 body will heal on its own overnight, or by next session (given atleast 8 hrs of time has past) so givin a really bad Fight lets Say Recoil takes 3 major hits. one for 4, 3 & 5 Body total of 12 Body Ouch - near death right? His Nanites heal him down to 2, 1 & 3 (6 body now). So then the Medic takes a stab at him. he makes his roll on the 2 body hit, reduces it to 1, the 1 he leaves alone then takes a stabe at the 3 body wound, makes his roll, and drops it to 2 body. Recoil takes a break (aprox a 12 plane flight to the next mission) and when he gets there he's only down 2 body, that big wound still giving him a bit of trouble, but not anythign like he had been at the end of last mission. So a mix of things and he's fine w/out really messign up things too bad, as far as realisim is concerned (of course Nanits are a BIG deal, but not unbalancing)
  4. Re: 6E: Weaponmaster, Deadly Blow, and Killing dice Thanx that clears it all up - now why couldn't mr long have said that. It's a huge book havn't read it all yet. Thanx again it totaly fits now, abd I can see the reason to make it cost more - in fact I too always thought DB was a bit cheap - I think the Cbt Skill lvls is a good way to model this
  5. I'm running a Heroic level game, and a few of my players had purchased Deadly Blow under the 5E Hero rules. We want to go to 6E, but the cost difference between the 5E and 6E ways of handling the newly-renamed Weaponmaster talent have raised more than a few eyebrows. As Steve has declined to answer any design philosophy questions, I thought I'd pose this to Herodom at large. Since the cost for a die of killing damage hasn't changed, why is there such a huge cost disparity between the 5E version of Deadly Blow and the 6E Deadly Blow & Weaponmaster talents? Is there some additional capability in the new version? Have the damage rules changed in a way that makes Deadly Blow/Weaponmaster worth the additional points expenditure over the old way of buying limited damage dice? I know this is Hero, and we can buy things the way we want, and I know that I could institute a house rule that just says "buy it the old way", but before I do that, I'd like to know whether there's something I'm missing that justifies the cost difference. While we're on the subject of house rules, if there isn't a good reason why Weaponmaster is so much more costlyover Deadly Blow, should there be? Are you planning on giving PC's who purchase Weaponmaster any cool perks for having bought it that way?
  6. Re: Dark Champions Images and Art Nice - I especialy like the Middle one
  7. Re: Dark Champions Images and Art OK last one tonight - from our curent Urban Fantasy game. The Monster Hunting Siblings the Belmont Brothers, Logan & Curtis. (the Big one; curtis is actualy a werewolf)
  8. Re: Dark Champions Images and Art Speaking of my favorite Wizard named Harry (no not that one!!)
  9. Re: Dark Champions Images and Art Here was a character from a short lived Urban Fatasy game we plyed in. Character is Jensen Scion of Thor & while we never got to face down a Troll - I thought that it would have been cool Also J - or Det MacAllister: another player's char the head of the SI dept & a sort of Vampire (more White court from Dresden than traditional - if you know what I'm talkign about)
  10. Re: Dark Champions Images and Art Here is a 3d version of Ghost - in & out of his stealth suit
  11. Re: Dark Champions Images and Art OK here is Ghost from a DC game I ran a few years back called GateCrashers (there was a thread here a bit ago) The player wantted him to use those kool Tonfa-Blades that the Kronen Character from the 1st HellBoy movie used.
  12. Re: Dark Champions Images and Art What no pics of any DC Characters?!?! - OK when I get home I'll post some. I think I have a few hand drawn & now that I'm into 3d - some of those too.
  13. Re: Forcing a Step Backward Someone here may want to check out the Valdorian Age Pg 105... Look for 'Force Back' under 'Sword Stunts' Just an idea
  14. Are there any special rules when it comes to Turn mode for really large vehicles? In our Star Hero game recently we had some issues come up where a very good pilot with a few Movement Skill Levles was making a very large Freighter turn on a dime. In an area so tight the vehicle wouldn't actualy fit. Example: Frieghter is 40" long and has a conbat move of 8" giving it a turn mode of 2 with the pilot's skill he can reduce the Turn Mode to 1. As per the rules he only needs to move 1" before changing a hex facing, and to turn 180deg he only needs to move 3", and using his full move can turn 360deg. But the vehicle is 40" long... it doesn't seem possible. Any help would be great. WC
  15. Re: GateCrasher Hero The game's still going, but we are looking for new players so... BUMP
  16. Re: Steam Power in Fantasy For some great Reference Material you might want to look into the Iron Kingdoms campaign setting by privateer press. http://privateerpress.com/ironkingdoms/default.php It's the world/setting used for their minature game Warmachine fully fleshed out for their d20 RPG. Now I'm no d20 guy but the setting, and art are outstanding. WC
  17. Has anyone done any write ups for Mortars, or for that matter Artillery? I'm going to need some soon... I'm sure I could write some up, but hey I got lots more to do, and isn't that what this forum is all about? WC
  18. Re: GateCrasher Hero Onward (Nether World Pt III) OK Faithful Followers of the GateCrashers I am way behind here, and in an attempt to bring you all up to date, and allow you all to follow along with where we are now, I’m going to be doing a bit of summing up. I hope this doesn’t upset anyone who HAS to know all the gory details, but it will sure make it easier on me to keep this all clear. We left our Heroes at Casandra’s Hut. She told them they needed to take her to the library of Ta’keth in the Dyien lands, so off they went. Once again into the folds of Devlin, and his ilk. He set them up to meet with the Baron, and in return he took his payment – Chris. He turned her at the ruins of the library did this with out really stating his intentions, and as anyone would… Coop got really POed. He caught them in mid-Embrace, but was unable to stop it from occurring. Devlin defended himself saying it was his right, that she wanted this, she even attempted a half hearted attack on Coop… in the end Coop chopped off his head, and burned the body. GC1 fended off the rest of his cronies, but were left to deal with the Baron’s people. Luckily for GC1 Devlin had crossed the line by turning Chris… you see the Dyien had made it law that no human was to be turned. Devlin, always a maverick, thought he had found a loop-hole, since she was from another world. But he was wrong. Coop stood within his rights to kill Devlin, and would be free to go… as for trade with Earth. That would be left up to them to decide, the Dyien would attempt no travel through the gate. That settled they returned to where Cassandra was pouring over ancient tombs… he said that she had discovered the location of the talisman that would deactivate the gate, but it was far into the Lupin Lands. Commandeering Devlin’s carriage Coop lead his team off to the Lupin lands, he blacked out the windows of the carriage, and split the team into two… half sleeping in carriage during the day and the other half at night. Pete stayed with the Doc… he had forgiven her, it was apparent that Devlin had put her in some sort of trance, and she was quite shaken by the whole ordeal, and by what she had become. After over a week of travel GC1 found themselves deep in the Lupin lands. Things here seemed to be more medieval, rather than the Victorian Dyien. Peasants worked the fields, and structures were less well constructed, and there were no firearms at all. Swords and crossbows were the norm here. Eventually they were stopped by a patrol of guards. They claimed to be servants of the Duke, and that all travelers must get the lord’s grace before passing through. Off to see the Duke… He was vacationing at the keep of the local Count, and offered the party lavish meal and rooms, all the while Chris hid in the carriage. After dinner the Duke called Coop to his chambers, where he confronted them on their story of being simple travelers. Coop could tell he wasn’t dealing with a fool, and confessed the truth, well some of it anyway. He left out anything to do with Chris, and her recent ‘changes’, but did tell him why there were there, and how he hoped to return some day to trade with the Lupin. After ‘gifting’ the duke with a weapon Coop and company were allowed to continue on. However after only one day’s journey they found themselves being attacked by werewolves. It seemed that the Duke wasn’t as much a man of his word as he had pretended. The battle was swift, but bloody. Chris had lost herself to the ‘Thirst’ and gorged herself upon the Lupin. It took a solid whack from Coop to bring her back to their senses. There was only one problem, while many of them had been scratched in the skirmish, Pete had been bitten. Chris was able to treat the wound, but healed slowly. Luckily the full moon had just occurred, so they could put that issue to the back of their minds. Right now Coop needed to get his people moving… the Duke was obviously after them, and they needed to scale a mountain and enter a ruined castle to retrieve some stupid talisman so they could get off this wacky world. And that they did. Another 4 days on the trail, with only the shortest of stops to rest the horses, and let Coop teach Chris about hunting… he figured that is she were to feed on some of the local game, she’d be better able to control herself. Although Pete had volunteered to let her feed on him, Coop didn’t want to risk her loosing herself, and draining him dry. They came to the foot of the mountain and they could see the ruins above. The climb was treacherous, and dangerous due to the icy conditions. They were forced to leave the carriage, about half way up. Upon entering what remained of the castle gates, they were immediately set upon magical beasts, Gargoyles, huge snow apes, and a Dragon. Eventually GC1 were able to destroy the creatures, and recover the Talisman, along with some other interesting items. Worn, weary, and succumbing to the bitter cold they were in no shape to face what happened next. As they left the remains of the castle they say upon the road up the mountain a long line of soldiers, lead by the Duke. Coop when down to meet with them… he hoped at worst he could buy his people some time to find another way down. The duke was wary, and greeted Coop cautiously. Once he saw Coop was alone, and apparently wounded, he took Coop into his tent, and sent away all of his aids. “I have been sent by the King to return with your head. But I have an alternative for you that I think you would prefer.†“Go On†Coop said… Being killed didn’t bother him, as long as they left his head on his shoulders that is… but this… he wanted no part of. And so was willing to hear the Duke out. “The King’s only son has been killed… in an unfortunate skirmish with outlanders†his words hanging on the chilled air. “I was dispatched to bring this murder to justice. However… I see this as an advantage I can not pass up. The King is week, and I aim to take the crown myself. We could be allies in this Cooper… with these weapons of yours, and my loyal men… the Crown would be mine in a matter of months.†“I’ll not have any further part in your coup, you sent your men after me… there was no way I could have know the prince was among them. But I see you did.†Coop grimaced at the thought of having been used. “I’ve done my part already. I can take your case to my superiors back on Earth and see what they think. Also as a gift to the lord whose lands I wish to once again travel in safety I offer to you, all the riches that can be had in that castle up there.†He said stepping to the tent’s flap, and pulling it aside to show the Ruins above them. “The guardians have been defeated, and I leave the treasure to you… Think of it as an early Coronation gift.†The Duke was pleased, and granted GC1 safe passage back to the gate. It took a bit longer this time, as they only traveled by day. But eventually they returned to the Cassandra, presented her with the talisman, she cast the spell that removed the wards, and they activated the DHD, and returned to Zorandar… just before the new moon. But Zorandar has three moons….. WC
  19. Re: GateCrasher Hero Good to see your still around John - I would gladly do another PBEM, IF I only had the Time - I run Gate Crashers every Wed & Everyother Sat, then on alternating Weekends I run a Champions game for my son (You remember Kyle right? he's 12 1/2 now) My GF's son & a pal's boys. And Try to spend some time w/my GF. Not to mention I'm always building terrain for the games... It's fun, but sheesh sometimes I need a break from my Hobbie LOL - Say Hi to everyone from the Old days - talk to you later. WC
  20. Netherworld Pt II Devlin took the team to a large city, what he claimed to be the capital of the country. He insisted that they accompany him to a party, where he would introduce them to the people they needed to meet to negotiate trade & other diplomatic things. Devlin explained that in Ambrethia nothing was done improperly, and that if they weren’t presented right, it might take months to get a meeting with anyone in the semblance of authority. Every party (Imagine the most decadent of all Victorian Parties, and yes all of GC-1 had to dress for the occasion, Even Cindy wore a corset & gown) he took them to lasted all night, and broke up just before dawn. It was then when nearly everyone who was anyone seemed to practically disappear in their haste to depart. Over the course of a few nights they team learned many things. Devlin was part of not just a higher social class, but of a different race as well – he was a Dayien (Read Vampire) and that he was part of a ruling aristocracy that had been governing the humans for 100s of years. He saw GC-1 and their arrival from another world as an opportunity to advance himself politically, if he were to be the one to bring them into court… not as victims, but as possible allies to be traded with. He introduced them to many important Dayien, and arranged for a meeting with Baron Gregor who would be able to establish a trade agreement. And most disturbing that he had become obsessed with Chris, and his charm seemed to have an effect on her… A fact that was all to apparent to Pete (with whom she had been involved with since their arrival on Zorandar) and erupted into an ugly incident early one morning after Coop & Ghost found Chris and Devlin emerging arm in arm from one of the many guest chambers located around the mansion the parties were held in. Coop approached Devlin… and told him in no uncertain terms that he was to leave Chris alone, and he would personally take it as an insult if anything were to happen to her. Devlin told Coop that Chris was a grown woman, and could make her own choices, but that as a sign of respect he would acquiesce to Coops ‘Suggestion’. With the promise of a meeting w/Baron Gregor Coop assembles his team and headed back for the Gate. The farther away from Devlin they got the more it seemed that Chris regretted her actions… Coop and the other took this as evidence that the Dayien might just really be the same as the Vampires of Earth, with powers of suggestion, and seduction. Anyway before they could delve deeper into this problem they were faced with another. When they approached the gate they were confronted by what could only be called serpent-men. These self proclaimed ‘Guardians’ informed them that no one could leave, and that they would be punished for their transgressions. A fierce, but short battle ensued ending with Coop beheading the lead serpent-man, and the gate being sealed by some kind of force field, of unknown origin. The entire GC-1 team stormed off to Cassandra’s hut to see if the old witch had anything to do with this. She had after all warned them that no on would be allowed to use the ‘Great Ring’ again. As it turns out Cassandra did have everything to do with the guardians at the gate… Through another long and riddle filled and torturous conversation GC-1 learned that Cassandra was the last of race of mages that once lived on this continent. That millennia ago her ancestors left Ambrathia, when living with the Dayien, and Lupin (more on that in a bit) became unbearable. They took as many of the humans as they could and moved far away, leaving the Dayien to war with the Lupin (Werewolves) over the remaining human population. She was the last surviving descendant of the guardians of the ‘Great Ring’ and had in fact cast an ancient spell, summoning the guardians, and sealing the gate. However when she was asked to remove it, she admitted that she couldn’t… that removing the ward in front of the Gate was ‘lost’ to her… that it was never something that her mother ever taught her. She did however know of an artifact that could bring it down, but it’s location was lost… However she did know where an ancient tomb of legend should be, that could tell her where the artifact was… it was at the library of Ta’keth in the Dayien lands. On Dayien & Lupin: After the Magi left the war between Dayien & Lupin was terrible and bloody… Tens of thousands of humans died at the whim of their supernatural masters. Eventually over the centuries, the two races came to an uneasy truce, and even formed a symbiotic existence with the humans. As long as neither made any attempts on the other’s lands/property all would be peaceful. And so it lasted for hundreds of years. Recently though a horrible plague ravished both realms, leaving the human population diminished. Both the Dayien & Lupin began eyeing their old rivals’ humans greedily. Wiser hears prevailed and a costly war was averted… Both cultures instead took up new policies regarding their favored food source. No longer would it be permitted for a Dayien, or a Lupin to ‘take’ a human. The Dayien halted the practice of feeding upon humans unto death, and instead cultivated scores of willing ‘donors’ who would quench the thirst for their masters. The Lupin were hit the hardest – there was no half way for them… if they wanted to feed upon humans, they killed the victim. Instead the Lupin reserved feeding upon humans for the highest ranking of their clans… Only taking victim from those humans who had been convicted of some heinous crime. Although outsiders were exempt from this law, and hence the tales of people disappearing when venturing into the Lupin lands. WC
  21. Netherworld Returning to OSS HQ, the team took a few days to rest up, and explore just what happened to Bunny. It was decided to keep this under wraps, no one felt that the corporations could be trusted with level of technology. So Bunny’s new abilities would be their little secret, for now. After a short rest period it was back to Zorandar. The base at Koram was beginning to take shape, and Coop felt that it was time to add a bit of Firepower to the mix there for security… Assigning Bunny to the Base Defense force, Coop hoped to keep someone loyal to him on Zorandar, and allow Bunny to learn about her new cybernetics in a relatively safe environment. With a streamlined team (Coop, Ghost, Cindy, Takeshi, Pete, Weasel & the Doc) GC-1 set out to explore a new world. GC-1 Emerged in the midst of a vast forest, found the DHD, it wasn’t working. Pete fiddled with it a bit, and discovered that it was purposely disables, and it’s power supply had been removed. After some time and effort he got it working again, using his new found ZPM and reestablished a connection with Zorandar. Then set out to see if they could find any signs of civilization. They soon discovered Ambrethia was a less technologically advanced world than Earth (think Victorian Era). When they stumbled upon a small farming village. When GC-1 arrived at the little town, they were greeted suspiciously. But from the crowd of town folk emerged a man dressed in finery, he introduced himself as Conrad Devlin, a local noble in the area, and he would be please to act as their ‘Sponsor’. He arranged for them to stay at a local inn, and then he left saying he needed to ‘Attend to business’ and they would leave for Tabre (a city) at dusk. Left to their own devices, GC-1 started to explore the town. They soon discovered that they had apparently been ‘Oked†by Devlin’s sponsorship, and now were treated politely if not truly friendly. As the team explored they noticed strange symbols and markings on each of the buildings… nothing too obvious, yet at the same time clearly displayed. Coop’s sociological background came into play here (He had been a sociologist in a former life) and he recognized them as spirit charms, or wards. This town was afraid of something, and believed that these magic totems would protect them. With the daylight quickly fading GC-1 tried to gather as much on the ‘Terror’ this town was menaced by. They learned that the forest was a forbidden place, and that only a few ever ventured into it. Hunters who were always well armed, and Cassandra, a crazy old hedge witch who lived over the hill, and could be coaxed into making charms if one knew how to persuade her. So Coop & Company headed out. Cassandra was exactly what the town folks said… except perhaps not as old… in fact she had a young son named Duncan who lead the team to her strange hut just inside the forest. Cassandra was full of riddles, and asked the team more questions than she answered, and all those answers were so steeped in riddles and double speak it was hard to know if she answered you or not. Eventually they were able to piece together that she knew they arrived through the ‘Great Ring’ and that it was forbidden to be used… that they had provoked ancient powers set into place ages ago to keep the multiverse safe. That no one would be allowed to use the Great Ring again. They also learned that Cassandra knew more about the Brumelhind Forest and the lands that lay beyond it’s borders, but wouldn’t say… Only that they had to journey with Devlin to learn more… and then she wouldn’t say anythign else other than gibberish. Once they were ready to leave she had Duncan escort them out, claiming that her grove was too dangerous after dark. Traveling w/Devlin the team noticed a few odd things about their ‘Sponsor’: He never traveled in the day, he said that he preferred the stillness of the night. His mannerisms were very fluid, and graceful, yet he still seemed to be moving in a reserved manner and quite purposefully, and lastly he had taken a great shine to Dr Mallory. This world was far different than the other two they had ventured to… and it seemed to be getting more mysterious the longer they stayed there. More later WC
  22. Siberian Underground Complex OK I'm back - Sorry so long between posts - gets hard to keep up sometimes... anyway for those of you still following this (yeah I know hard to keep interested with mnths inbetween posts) Enjoy Upon their return to Earth they were called in to a meeting. The GLOC had discovered a corporation in Russia who were attempting to locate the source of an unknown energy signature some place in the frozen wastes of Siberia. This energy signature was identical to that of the Gate when used, and they wanted it located before someone else found it. Setting up a dummy mercenary corp a small team from the GateCrashers posed as Mercs hired by the owner of some experimental equipment the Russian company had rented to help locate the source. One they were in Siberia, they set out in their snow mobile and were able to locate the source. It was a underground complex hidden in an outcropping of jagged rocks, covered in snow & ice, Just outside was another snow mobile. After locating the entrance in a shallow cave, Coop lead his team in. (Cindy, Bunny, Ghost, the Doc & Pete) Finding the complex to be of a highly advanced manufacture, with odd alien writing instantly told them that this was no secret Soviet Gate program from the Cold War. The team hadn’t made it too far in when they started hearing sounds… Coop told Bunny to stay and guard the non-combatants, while he led Ghost & Cindy out into the hall to investigate. In almost no time the trio were engulfed in a swarm of aliens. Standing between 4-5’ tall and covered in black chitinous plating. These aliens were able to climb the walls, and even the ceilings. Standard small arms fire had little effect on them, and it wasn’t until Ghost and Coop dropped their firearms, and resorted to their swords that they were able to start thinning their ranks. After a horribly bloody battle Coop pulled his team back up to the surface all the while more of the little buggers were scurrying down the halls toward them. Cindy having run completely out of ammo, had been nearly eviscerated. Had Bunny not shown back up to lend them cover fire, she would have died for sure. In the end, Coop sealed off the door, and called back into OSS HQ asking for reinforcements to be sent to Russia so that they could come back and properly ‘explore’ the complex. A week later, and with a force of nearly 20 men, Coop lead his team back in. This time the entire GC-1 team was there, not to mention heavy weapons such as: Automatic shotguns, M-60s, grenades & even flame throwers. The aliens came at them in swarms again… But this time GC-1 & co. were ready for them. Heavy weapons ablazing, grenades aflying and Flame throwers set on wide angle the aliens tried as they might, but the humans with their superior firepower won the day… that’ not to say that they took no casualties. In fact a few of the commandos were killed or wounded, and one of theGC-1 was severely wounded, and if not for a medical facility found in the complex, Bunny would have died. But she didn’t die – she was rebuilt, turned into a cyborg but an automated system, left over from the complex’s previous owners (some unknown alien race). GC-1 found many interesting things in this complex, advanced tech, a portable power source (once again stealing from Stargate SG1) a ZPM (the Source of the Energy signature) that they realized they could power a gate with. And evidence that the complex once housed a gate (maybe even the same one they had now). But with more of the vicious aliens (Xenovores from Star Hero) on their way. The team figured there was a nest some place beneath the complex, left there as a defense mechanism. And the team low on ammo, and sporting wounded… Coop chose to level the place… Setting charges on their way out GC-1 took their small bit of advanced Tech, and the knowledge that Aliens had indeed visited Earth in the past… collapsed the mountain down on the complex, forever burring the xenovores, and the complex once used by their masters. WC
  23. Re: Where have you had your most memorable battles? A Deserted Oil Rig off the coast of South America... Just North of the Antarctic circle. Two teams of Corporate Commandos, forced to work together to fend off a 3rd team. The Battle ran all over the rig (a 3d model I made) and involved over 30 combatants, Automatic weapons fire, Grenades, Dueling Snipers, Apache attack choppers, Missile Launchers, and lots of loss of life. This Battle kicked off a Whole new Campaign for my Gaming Group... I've detailed the Beginnings of this game in another thread http://www.herogames.com/forums/showthread.php?t=21071&highlight=gatecrasher It's been going on for just over a year now, and we're all having a blast... There are many memorable battles in this game... but the 'Rig Fight' as we refer to it was one of the best (And probably one of the most true to the DC genre) Read the threat to see what I mean. WC
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