Jump to content

Citizen Keen

HERO Member
  • Posts

    858
  • Joined

  • Last visited

Everything posted by Citizen Keen

  1. Re: Nautilus looking for new crew Is this a PBEM campaign? Or real life? Or...?
  2. Landfall! Day 16 - Morning Tezanon, the Night's Rest. Yesteray we landed in Tezanon and I took my first steps onto Amystus. But the adventure began before we even entered the harbor. The ship was aroused before dawn by a pounding on the side of the ship. The crew was shouting - we were being attacked by Ramheads! The sharks circled around the ship, charging into the hull. Just when I was coming up the stairs to the top deck, a crew member started shouting hysterically at Captain Hushuh - something called an Elder Ramhead was hitting the ship as well. I've never heard anyone swear like that! The crew grabbed a few crossbows and started shooting the Ramheads, who were either killed or swam away wounded. A few of the younger crewmen started shooting at the Elder Ramhead, until the Captain yelled at them to stop. I saw the Elder - it was all covered in barnacles and dried seafoam. The arrows just bounced off the shark, like they were lightly thrown rocks. Finally, the first mate grabbed a knife and dove into the water after all the other sharks were gone. The Elder Ramhead charged him, but the Triton just moved out of the way each time. Eventually, the first mate was able to grab onto the shark. The Triton's blood in the water drove the shark crazy, but the first mate held on. He started stabbing the underbelly of the Elder Ramhead, until the shark dove under the water. A few minutes later, the Triton floated to the surface smiling weakly. He was alive! Captain Hushuh says something must be stirring them out down their for them to be attacking this close to the harbor. After some of the crew inspected the damage, we sailed into the harbor. We rowed ashore shortly after midday - the Wind Skipper won't be able to dock until tomorrow morning. When we set foot on the dock, I had to restrain myself - I nearly cried. I was finally on the land of my parents. Warden Amillo told me they hailed from a small village in the Wan Do Empire, which Brother Chu had told me was near Tezanon. As we gathered our things, the priest invited me and Izinith to travel with him to his monastery. It was five days by foot, and was on the border between Azona and the Wan Do Empire. I accepted his offer readily, enjoying the Brother's company, but Izinith took some time before agreeing, and he asked if we could spend a night in Tezanon. Brother Chu said of course, and we set out to find an inn. Tezanon, Brother Chu told us, is also known as the Night's Rest, because its location makes it a great place to restock supplies for coastal sailing ships. While technically a free city-state, the ruling houses of Tezanon are wholly in the hands of the surrounding Kingdom of Azona, and all of Azona's sea trade goes through Tezanon. The small city's primary industry comes in the form of tariffs and docking taxes, as well as support for sea merchants. The Brother took a long time looking for an inn that didn't host a bevy of "ladies of a disreputable sort", and finally we found The Cup Overfloweth, and we rented a single room amongst the three of us. The Brother turned in early after some dinner and devotions, but Izinith and I wandered the streets of Tezanon, until we found our way to another tavern. We had heard rumors in every tavern we had stopped in about the go qwan dai games that played out in front of the fire every night at The Windy Whistle. Izinith and I, a little drunk, stumbled in and joined a set. Two hours later, Izinith and I were running through the streets, hiding from a group of drunken sailors who had accused Izinith of cheating. We had barely gotten out of that bar with our lives! My Liziscus friend claims he won the game legitimately, and I believe him. That's what friends do. And likewise, Izinith being a good friend, compeltely trusts me when I told him I lost all my money legitimately. And being a good friend, he reimbursed me all the money I had lost that evening. Even helping me out, Izinith had still amassed a tidy sum. We hid behind a midden heap for much of the night, and stumbled back to The Cup Overfloweth just in time to be woken up by Brother Chu, who likes to get an early start, because "an early start gives one more opportunity to affect the world for the better." We're resting now for the midday meal, and while I'd love to nap like Izinith, I must record my travels here, in my journal. More tomorrow. Go Qwan Dai (and the Days of the Week) This game is the most popular game played with the qwan dai[/] of Wan Do. Qwan dai cards are also popular with the Liziscus and with sailors, because the people of the Wan Do Empire wax their cards, making them the most likely cards to survive the rigors of the sea and jungle. Qwan Dai decks have 72 cards - six days time six weeks, and a day and night for each. Each day has a profession upon it, save for the twelve cards representing Highday, the Day of Rest, which have places painted upon them. The six days are Dawnday, Sunday, Middleday, Eveday, Nighday and Highday. So, cards have names like First Dawnday, Third Evenight, and Sixth Highday. Many cards give the day cards a female persona and the night cards a male persona, to simplify the names. Thus, the Priestess is the First Highday and the Priest is the First Highnight. The goal of Go Qwan Dai is to collect all of the best hand. Weekday cards are equal and trumped by Highday cards. The later the week, the better. And night cards trump day cards. The best hand is the "Restful Month" - all six Highnights. Players bet in turn based on their confidence in their hands. Ramhead Shark Val Char Cost 25 STR 15 15 DEX 15 23 CON 26 23 BODY 26 8 INT -2 5 EGO -10 18 PRE 8 6 COM -2 12 PD 7 6 ED 1 3 SPD 5 12 REC 4 46 END 0 48 STUN 0 0" RUN -12 24" SWIM 16 6" LEAP 1 Characteristics Cost: 98 Cost Power END 12 Ram Head: HA +6d6 (30 Active Points); Only When Performing a Move Through (-1), Hand-To-Hand Attack (-1/2) 3 20 Ram Head: Physical Damage Reduction, Resistant, 75% (60 Active Points); Activation Roll 8- (Only Protects Head (Hit Locations 3 and 4); -2) 0 3 Ramming Speed: Swimming +6" (24" total) (6 Active Points); Only When Performing a Move Through (-1) 1 20 Jaws: HKA 1d6+1 (2 1/2d6 w/STR) 2 8 Dermal Denticles: HKA 1 point, Inherent (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (19 Active Points); Always On (-1/2), Activation Roll 14- (-1/2), No STR Bonus (-1/2) 0 3 Tough Skin: Damage Resistance (3 PD/3 ED) 0 14 Heavy: Knockback Resistance -7" 0 6 Shark's Senses: +2 PER with all Sense Groups 0 5 Shark's Eyes: Increased Arc Of Perception (240 Degrees) with Sight Group 0 6 Shark's Nose: +3 PER with Smell/Taste Group 0 10 Shark's Nose: Targeting with Normal Smell 0 5 Shark's Nose: Tracking with Normal Smell 0 17 Electrosense: Detect Bioelectrical Fields, A Class Of Things 11- (Unusual Group), Sense, Targeting 0 35 Lateral Line Sense: Detect Physical Vibration, A Large Class Of Things 11- (Touch Group), Discriminatory, Analyze, Range, Targeting 0 Powers Cost: 164 Total Character Cost: 262 Val Disadvantages 35 Enraged: Berserk when smells blood (Common), go 11-, recover 8- 15 Physical Limitation: Animal Intelligence (Frequently, Greatly Impairing) 10 Physical Limitation: Enormous (up to 8m long; -4 DCV, +4 to PER rolls to perceive) (Frequently, Slightly Impairing) 15 Physical Limitation: Very Limited Manipulation (Frequently, Greatly Impairing) 15 Psychological Limitation: Voracious Appetite (Common, Strong) 20 Reputation: Man-eater, 14- (Extreme) 10 Susceptibility: to not moving in water, 1d6 damage per Turn (Uncommon) Disadvantage Points: 120 Base Points: 75 Experience Required: 67 Total Experience Available: 67 Experience Unspent: 0 The Ramhead Shark is a breed of shark that has a very, very thick skull, and has learned that ramming and destroying smaller vessels leads to plenty of food. They are a great danger to ships. Elder Ramhead Val Char Cost 25 STR 15 15 DEX 15 25 CON 30 25 BODY 30 8 INT -2 5 EGO -10 20 PRE 10 6 COM -2 12/16 PD 7 6 ED 1 3 SPD 5 12 REC 4 50 END 0 51 STUN 0 0" RUN -12 24" SWIM 16 6" LEAP 1 Characteristics Cost: 108 Cost Power END 12 Ram Head: HA +6d6 (30 Active Points); Only When Performing a Move Through (-1), Hand-To-Hand Attack (-1/2) 3 20 Ram Head: Physical Damage Reduction, Resistant, 75% (60 Active Points); Activation Roll 8- (Only Protects Head (Hit Locations 3 and 4); -2) 0 3 Ramming Speed: Swimming +6" (24" total) (6 Active Points); Only When Performing a Move Through (-1) 1 20 Jaws: HKA 1d6+1 (2 1/2d6 w/STR) 2 16 Barnacles / Dermal Denticles: HKA 1/2d6, Inherent (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (37 Active Points); Always On (-1/2), No STR Bonus (-1/2), Activation Roll 15- (-1/4) [Notes: Check activation roll of 11- for Barnacles. If it succeeds, 1/2d6 HKA. If it fails, roll activation roll 14- for the Dentricals. If it succeeds, 1 pip HKA. If it fails, no damage.] 0 3 Tough Skin: Damage Resistance (3 PD/3 ED) 0 3 Barnacles: Armor (4 PD/0 ED) (6 Active Points); Activation Roll 11- (-1) [Notes: Protects top half of body. (15- if attacked from above, 8- if attacked from below, 11- if character is in melee combat.)] 0 14 Heavy: Knockback Resistance -7" 0 6 Shark's Senses: +2 PER with all Sense Groups 0 5 Shark's Eyes: Increased Arc Of Perception (240 Degrees) with Sight Group 0 6 Shark's Nose: +3 PER with Smell/Taste Group 0 10 Shark's Nose: Targeting with Normal Smell 0 5 Shark's Nose: Tracking with Normal Smell 0 17 Electrosense: Detect Bioelectrical Fields, A Class Of Things 11- (Unusual Group), Sense, Targeting 0 35 Lateral Line Sense: Detect Physical Vibration, A Large Class Of Things 11- (Touch Group), Discriminatory, Analyze, Range, Targeting 0 Powers Cost: 175 Total Character Cost: 283 Val Disadvantages 35 Enraged: Berserk when smells blood (Common), go 11-, recover 8- 15 Physical Limitation: Animal Intelligence (Frequently, Greatly Impairing) 10 Physical Limitation: Enormous (up to 8m long; -4 DCV, +4 to PER rolls to perceive) (Frequently, Slightly Impairing) 15 Physical Limitation: Very Limited Manipulation (Frequently, Greatly Impairing) 15 Psychological Limitation: Voracious Appetite (Common, Strong) 20 Reputation: Man-eater, 14- (Extreme) 10 Susceptibility: to not moving in water, 1d6 damage per Turn (Uncommon) Disadvantage Points: 120 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 The Elder Ramhead Shark has been around long enough to develop a thick crust of rocklike barnacle that grows only on Ramheads. It is very sharp, and makes the Ramhead nearly untouchable from above.
  3. Re: New Star Hero Site *ahem* You look like a monkey... And you smell like one, too!
  4. Re: A Secret Service Question I believe the SS is required by law signed by Congress to protect it's "packages". Hit up their site for more info.
  5. Re: A Secret Service Question That is quite funny. The Secret Service's primary mission is the protection of the US Dollar, as agents of the US Treasury. The secondary mission is the protection of "human assets", which are: By law, the Secret Service is authorized to protect the President, Vice President, President-elect, Vice President-elect, and their immediate family members; former Presidents and their spouses; minor children of a former President until the age of 16; major Presidential and Vice Presidential candidates, and within 120 days of the general election, their spouses; visiting foreign heads of government or heads of state; and others if authorized by the President. An individual who receives Secret Service protection is referred to as a "protectee." In 1997, Congressional legislation became effective limiting Secret Service protection to former Presidents for a period of not more than 10 years from the date the President leaves office. The Secret Service protects the entire First Family at all times. Each member of the First Family has a full team of Secret Service agents - around five active at any one time, in shifts. Plus an advance team scouts future locations. Members of the First Family must maintain a schedule the entire time - if the Bush twins want to go to a dance club next Friday, they have to let the service know so that the service can measure the inherent security risks of the location against the credibility of the current threat levels (the President and his family receive hundreds of threats every day (as did Clinton - this isn't a commentary on Bush). Secret service agents are also trained to blend - just as if the President goes jogging the Secret service agents switch into jogging clothes, the Secret Service assigns younger looking agents to children in college, who also dress like they're in college. So, the First Lady is fine. The circus daughter is relatively impossible. (What's a geek? Someone who criticizes the realism of something like a First President's circus daughter in a campaign with vampires and people who can shoot laser beams out of their eyes.) The SS would never allow a member into a venue like that on a regular basis, placing herself in a position of very high physical risk in addition to an entire crowd focusing on her. But if your group can manage the suspension of disbelief, then she wouldn't be too hard - just say the SS adds about 5 to 10 agents whenever she performs, in addition to the normal 5. The slayer daughter... Iuz summed that one up quite well.
  6. Re: Character Post: Android and Gadget Love it, but just a thought - Gadget seems a little potent to be a DNPC. Just because he cares about her, she does have the potential for some sick abilities.
  7. I got into HERO with the Fourth Edition BBB, but I never bought any sourcebooks until Fifth rolled around. I hear (or rather read) people encourage others to buy 4th Edition books for genres that aren't out yet in 5th (like, before DC came out, or currently to get Cyber HERO or Horror HERO). How applicable are Fourth Edition books? How much translating would I have to do for ideas in older books? Powell's Bookstore has a bunch of Fourth Edition books, and I'm wondering if its worth it to procure them. Thanks.
  8. Re: How Long to Learn Hero System?First off, let me say "Welcome, Ollie!"That having been said, "learning the HERO system" is a many-tiered system, at least, it was for me. I'm going to list what I think some seminal steps are as you travel the path from "Haha! I like D&D!" to "Yes, in fact, my name is Steve Long." The Idea: The first step towards mastery of the HERO System is understanding the idea. Points, Skills, Talents, Powers with Advantages and Limitations, Disadvantages. How the Speed Chart works (which is completely unlike Actions Per Turn that many other systems use). How a Skill Check and OCV/DCV work. Believe it or not, this can be a hard step for a lot of gamers used to classes, races, and systems built for genres. The Book: After you know how HERO works, the next step is being able to find things in the book. Once you get there, you should be able to start contributing to the boards. It's perfectly valid to not know how Focuses work (one of the more popular Power Limitations), but you should at least know that it's a Limitation, which comes between Advantages and Disadvantages (which, oddly enough, have little to do with each other) and that the Limitations are listed in alphabetical order. Noone expects you to know that a Speed 4 character has Phases on Segments 3, 6, 9 and 12, but you should have an idea where to find the Speed chart. (In fact, I'd reccomend buying book tabs and marking important tables in the book, like the Speed Chart, the Time Chart, The Damage Classes, and a list of the Combat Maneuvers. Things like that.) Confidence: Once you know where things are, the next step is, for lack of a better term, confidence. Confidence in two things - building and running. Confidence in building means knowing the games enough to construct outlines without the books. I was in a meeting the other day, and I was bored, so I started creating characters. I started creating a character with a Weather Staff. I knew it would be a Multipower, and I knew it would be built as an Obvious, Accessible Focus. I knew that one of the Multipower slots would be a Change Environment. I didn't remember how much Change Environment cost, but I knew basically what it did, and that it would be the appropriate Power to construct this particular special effect. So, when you can create characters like that, when you can create Powers like that, and know the difference between the Skills "Paramedic", "PS: Doctor", "SS: Anatomy", and "KS: Medicine", you're well on your way.The other kind of confidence is confidence in running. It's one thing to know what the Speed Chart is, and how to use it, it's another to be able to run a character without bogging down the game. This is especially important if you're GMing. If you are, run some simple combats against yourself. Start by creating two Combat-centric NPCs with no Martial Arts and no Powers. Just give them some Combat Skill Levels and some weapons, a few skills, a different Speed, different Stats, and have them beat the shit out of each other. And then start complicating it. Add Powers, and Multipowers, and coordinate attacks. All this is unnecessary if you have a HERO GM handy. If you can be a player, it comes with time; but if you have to dive in as a GM, then you have to practice against yourself.By the way, this is the level I feel I'm at. Mastery: I assume that the next level is simple mastery. You know that a Killing Strike costs 4 Points, that the "No LOS Needed" adder for Mind Link costs 10 Points, and that Brace is a Zero-Phase Action, all off the top of your head. The rulebook is a reminder and a reference, but almost completely unnecessary. You write for Digital HERO, and Darren calls you to approve any changes in HERO policy. Why, yes, my name is Steve Long: One day, Wizards on the Coast is going to set fire to the DOJ Games Secret World Headquarters, killing not only the entire HERO crew, but all their clones they had prepared in case something happened. In which case, someone's going to have to step up to the plate and write 6th Edition. And that could be you. Now, I know I never actually answered your original question, how much time will this take? And for that, I apologize. Depends on your intelligence and dedication. But it will come. I just think these are some benchmarks to gauge your progress. I'm sure someone will add other steps, because HERO gamers only agree on how much they love the system, everything else is up in the air. But the above list is my current view.Again, welcome, good luck, and always go for the Stop Sign and Exclamation Point powers if your GM will let you.
  9. Third Entry Day 11 I met another passenger today - a crazy woman by the name of Anness. She must be two hundred years old, she's so wrinkly and hunched over. I've seen her around the ship, talking to herself, playing with all the beads on her cloak. Izinith says she reeks of bad omens. Today, she touched me, and started cackling. She said I would achieve great things, but that half my friends would betray me. She laughed some more and started talking about the burning of Jordom. I talked to Brother Chu, and he said that divination is a complicated and perilous craft, and I shouldn't pay any attention to Mistress Anness. Day 13 We were attacked! Nothing big, but a flock of Avianals flew over us, and dropped rocks on the ship. The crew were able to shoot down two of them (and I was impressed, for Tritons are not known for their archery), and the flock retreated. Hushuh seemed angry about the damage to the Sus'hawa, but he assured the passengers that Gull Raiders are a common nuisance off the coast of Tezanon. I saw one of the Bird-men when I was young. He had the head and wings of an eagle. These were different - they were seagulls, with bright white wings. Ang they didn't have tattoos on their arms like the eagle man did. The crew says that gullmen are the worst of the Avianals, petty and stupid and prone to mischief. It's a shame that anything that flew so majestically could be anything but virtuous. Day 14 Land ho! This afternoon, while Izinith and I were mopping the deck, the Triton in the crows nest shouted down that Tezanon was off the prow, to the starboard side. Izinith and I raced to the front of the ship (he speaks with much wisdom, but I don't think he's any older than I am), but Master Hushuh yelled at us to return to our duties. Tomorrow, we make land in Tezanon, and I set foot on Amystus! The lights from Tezanon are very bright this evening, and I wonder what awaits in the land of my parents. I hope Izinith and I will still be able to travel together, but that is for tomorrow to decide. Cost Ability END 13 Wings: (Total: 18 Active Cost, 13 Real Cost) Flight 6" (12 Active Points); Restrainable (-1/2) (Real Cost: 8) plus Extra Limbs (2), Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4) (Real Cost: 5) 1 6 +2 DEX -2 -2 STR -4 -2 BODY Total Cost: 13 Options +4 Scream of the Eagle: +10 PRE (10 Active Points); Only To Make Presence Attacks (-1), Incantations (-1/4) +1 Talons of the Falcon: Remove "Limited Manipulation" from the Wings, Increasing Extra Limbs to Four (Wings are still limited, but Talons can grab) +7 Eyes of the Hawk: (Total: 7 Active Cost, 7 Real Cost) +2 PER with Sight Group (Real Cost: 4) plus +3 versus Range Modifier for Sight Group (Real Cost: 3) 0 +3 Flight of the Sparrow: +1 with DCV (5 Active Points); Only While Flying at Full Combat Movement (-1/2) Of all the Children of Maia, the Avianals are frequently considered the most distant. Created from the birds that dwelt in the private garden of the Seasonal Queen, the Avianals are able to fly high above the Great Races and the other Beastmen. This creates a slight emotional distance, since the Birdmen exist in a world of three dimensional travel. Sometimes this comes across as arrogance (in the predator types) or flightiness (in the prey variety), but many Avianals are able to overcome this, and build friendships with their ground bound brethren. Avianals are a combination of man and bird. They have the arms and legs of a man, and the head and a wing of a bird. Their forearms are frequently covered in feathers, but they have fully articulate, five-fingered hands. And although they have beaks, the Nature Goddess Maia blessed them with the speech of the Great Races. Their feet are a combination of talons and man-feet. They're able to perch on them, but they're generally ineffective at grabbing things (but some defy this generality). Like many of the Beastmen, Avianals come in a wide variety of types, depending on the bird they decended from. They frequently (but not always) have professions relating to the perceived personality of their respective bird. Eagle and Hawkmen are noble warriors, Sparrows and Pigeons are messengers and assistants, Gulls are raiders and bandits, and Doves are diplomats.
  10. Re: PREDATORS -- What Do *You* Want To See? Good enough for me! Thank you.
  11. Re: Expanded Everyman Skill List I use Everyman Skills as something that applies to Everybody. That's my GM style. I don't see a purpose for making different Everyman Skill lists for different parts of the world. If I want to create a Champion from Nigeria, then I'd have to pay a point for Computer Literacy that someone from New York gets for free. I know it's unfair, but I like to GM that unless every person in my campaign has it, it's not Everyman. I don't care where you come from, if you're human you have Acting 8- (which I interpret as the ability to lie). You have Deduction 8- (we're able to solve very simple problems, like who stole the cookies from the cookie jar (I said WHO STOLE THE COOKIES FROM THE COOKIE JAR!). We all have an Area Knowledge of wherever we're from. Not every person in the world even has basic sciences. With Champions Worldwide coming out in a few months, I don't think it's fair to assume everyone has had access to a computer. I think a Modern Every American Normal Youth Skill List would include those things, but not an Everyman Skill List, not as I see it. Not being contrary, just voicing my opinion. Which is contrary.
  12. Re: Expanded Everyman Skill List I'd cut all the Science Skills. I don't think friction, intertia and gravity count as physics. I think force/weight ratios in fulcrums are physics. A lower level skill doesn't mean you know simpler facts about something, it means you're less likely to know any given fact. There's a difference between "How the World Works" and "Physics". I also think Oratory and Seduction shouldn't be there. There are plenty of people out there who are annoying, cantankerous, obnoxious and generally unlikeable, and completely incapable of convincing someone of a point. Plenty of people graduate from lousy highschools and barely know who Shakespeare is, much less have a fair chance at knowing anything about Literature. And something like 1 in 10 high school students can't point out the US on a map. I think there should be a KS: Current Events 8- and a KS: Pop Culture 8-. And remember, Everyman Skills apply to EVERYBODY. Maybe in a hundred years Computers will be Everyman Skills, but right now, my mother uses two hands to drive a mouse. But I repped you anyway.
  13. Magic! Magic The Nature of Magic Magic is a universal force that permeates the planes of existence. With limited exceptions, it is not "consumed" when a spell is cast. Rather, the magic is manipulated to alter and affect the reality around the caster. It is a resource that can neither be horded nor expended. No ancestral requirement must be met to wield magic. Casters must simply train in it, and casters may be of any race, any demographic. How you train depends on your culture - in some parts of the world, wizards take on an apprentice who they find to be intelligent and determined enough. In other parts of the world, wizards rarely adopt an apprentice unless their parent as enough money and influence to aid the wizard. Progressive parts of the world may have colleges where any may study, while some more draconian parts of the world may train slaves of suitable intellect in the arts arcane. Occasionally, people develop the ability to cast spells without any education. These "wild talents" recieve a wide variety of reactions from schooled mages. Magic is not divided into any hard and fast "colleges". All teaching of spellcasting is biased towards a specific treatment of magic. If your school of thought believes that magic can be used in varying ways as a source of heat, then you act as such and study the art of pyromancy. If you're trained to manipulate magic to influence animals or the dead, then you've been trained as a zoomancer or necromancer. If you use magic as a portal to summon things, then you're a summoner, and so on and so forth. Many mages train in multiple arts, to expand their repertoire. Mastery of one magic (say, zoomancy or weather magic) can aid another (in this case, nature magic). All magical spells are divided into two categories: Enchantments and Sorceries. Enchantments are spells that any caster with the right studying, with mastery of the pertinent "school" of magic can cast. He need not memorize them, or even really know them. He may cast them out of a book, or off a scroll, or from memorization. They are generally lengthy in casting time, and ill-suited for situations requiring expediency and proper timing (e.g. combat). Sorceries, on the other hand, are perfect for places like combat and adventuring. While they require much more practice (indeed, the caster must have memorized them), they are very useful and generally quick to cast. Magic in HERO Game Terms In game terms, spells may be cast by any character with the appropriate Power skill. Characters with Hydromancy may cast water spells, and characters with Divination may cast spells pertaining to information and the future. Many spells may be case by multiple schools - a "Summon Earth Elemental" spell may be case by both characters with Terramancy and Summoning. Some spells might require multiple schools - "Summon Magma Elemental" would require both Pyromancy AND Terramancy (or simply Summoning). Finally, some Power skills can be complimentary to other Power skills - Nature to a Zoomancy spell, for example. Characters pay for Sorceries in much the same way as characters in the official Turakian Age do - they build the spell, and then pay for one third of its Real Cost. Enchantments do not cost points - they are part of the package for buying the appropriate Power skill. [See note.] The difference between Enchantments and Sorceries is arbitrary at best. Right now, I'm operating on the assumption that if it has serious combat repercussions, it's a Sorcery. If a Gm wants to run my campaign (and I'm really curious if people ever run other GMs campaigns that we post here on the forums), then please look at my example spells, and build yours based on that. NOTE: After thinking about magic and whether spells should cost points, I decided to compare wizards against fighters. And I realized that fighters (and all other melee characters) have a two-tiered magic system. The lower tier is weapon familiarity: for 2 Character Points, a melee character is familiar with dozens of weapons, and is able to use them as equipment. A melee character pays two points, and with the right strength, he can get a 4d6 HKA. However, most melee characters don't stop there. Fighter types also (generally) buy martial arts, which are extra points for abilities that are above and beyond normal combat. So I decided to do the same thing with magic. The lower tier, Enchantments, cost few points for flexible abilities. However, the higher tier, Sorceries, cost points for each unique ability. The Schools of Magic Pyromancy Cost Power END 1 Enduring Warmth I: LS (Safe in Intense Cold), 1 Continuing Charge lasting 1 Day (+0), Usable Simultaneously (up to 4 people at once; +3/4) (3 Active Points); Extra Time (1 Minute, -1 1/2), OAF (Natural Fire; -1), Requires A Pyromancy Roll (-1/2) [Notes: Enchantment - Does Not Cost Character Points] 7 Enduring Warmth II: Change Environment 4" radius, +5 Temperature Level Adjustment, 1 Continuing Charge lasting 1 Day (+1/4) (34 Active Points); Extra Time (1 Minute, -1 1/2), OAF (Natural Fire; -1), No Range (-1/2), Requires A Pyromancy Roll (-1/2) [Notes: Enchantment - Does Not Cost Character Points] 6 Burning Hand: RKA 1 point, Requires Pyromancy Skill (Character Must Have Spent 3+ Points on Pyromancy; +0), Sticky (Only Affects Flammables; +1/4), Reduced Endurance (0 END; +1/2) (9 Active Points); No Range (-1/2) [Notes: Sorcery - Costs Character Points (1/3)] 12 Fiery Fist: EB 4d6, Character Must have "Burning Hand" (+0), Lingering up to 1 Minute (+3/4) (35 Active Points); No Range (-1/2), Spell (-1/2), Requires A Pyromancy Roll (-1/2), Incantations (-1/4), Gestures (-1/4) [Notes: Sorcery - Costs Character Points (1/3)] 3 11 Torch's Wrath: RKA 2d6, Indirect ( Any origin, any direction; +3/4) (52 Active Points); OAF (Available Fires; -1), Gestures (Requires both hands; -1/2), Requires A Pyromancy Roll (-1/2), Varying Damage (damage depends on locally-available sources of flame; -1/2), Spell (-1/2), Incantations (-1/4), Limited Range (-1/4) [Notes: Sorcery - Costs Character Points (1/3)] 5 7 Ambient Warmth: Darkness to Sight Group 3" radius (30 Active Points); Only to Infrared Perception (-2), Requires A Pyromancy Roll (-1/2), Spell (-1/2), Gestures (-1/4) [Notes: Sorcery - Costs Character Points (1/3)] 3 6 Ambient Warmth II: Darkness to Sight Group 3" radius (30 Active Points); Only to Infrared Perception (-2), Increased Endurance Cost (x3 END; -1), Requires A Pyromancy Roll (-1/2), Spell (-1/2), Gestures (-1/4) [Notes: Enchantment - Does Not Cost Character Points] 9 Pyromancy is the art of setting things on fire. Practicioners of this magic view ambient magic as a source of heat, which can be used to ignite nearby objects, from wood to flesh to the very air around people. Of all the elemental wizards, Pyromancers are the most common and the most feared, for fire is a powerful force, yet one that is hard to control. Divination Cost Power END 8 Voices of the Future: Precognitive Clairsentience (Hearing Group) (40 Active Points); Precognition/Retrocognition Only (-1), No Conscious Control (Only Effects cannot be controlled; -1), No Range (-1/2), Spell (-1/2), Requires A Divination Roll (-1/2), Vague and Unclear (-1/2) [Notes: Enchantment - Does Not Cost Character Points] 4 4 Divinatory Sidestep: +2 with DCV (10 Active Points); Spell (-1/2), Costs Endurance Throughout (-1/2), Requires A Divination Roll (-1/2) [Notes: Sorcery - Costs Character Points (1/3)] 1 Divination is a complex art, one full of dangerous paradoxes. Thost who practice it have learned to see not only the ripples of time as they affect us now, but to interpret the influences of events past or events to come on the ebb and flow of magic around them. Those who delve to deep into the magic of divination, especially those who do it without religious strength, are frequently robbed of their sanity as they become more and more out of touch with what is going on in the present. More to come...
  14. Re: Crazy Idea to Remove the Math I like the math because it's transparent. And I'm not a math nerd - my BA = English. I just like to see where the points are coming from, not that they're arbitrary. But interesting idea, and repped.
  15. I build a Damage Shield or an RKA, No Range defined as setting my hand on fire, but I don't take damage from the fire. I'm immune to my own fire. I make a giant explosion of fire, no range, or a giant field of darkness, and I'm affected unless I purchase Personal Immunity. When do you (shout out to the GMs) require Personal Immunity, and when do you not?
  16. Re: Inspirational Reading I'm doing my thesis on Raymond Chandler, so he's helped from an aesthetic perspective. From an "inspiring super-skills" perspective, I'm definitely sold by Aeon Flux. I really want to make a character with +10 DEX (Only For Manipulation with Tongue, -2).
  17. Re: Is Flying Dodge too good? Stupid question: Where do I find the rules for Flying Dodge? I looked in indexes of FREd, UMA, and the Bestiary.
  18. Re: PREDATORS -- What Do *You* Want To See? Every Batman needs a Commissioner Ellen Yindel. Steve, if you could throw in just one or two straight-arrow cops who doesn't agree with vigilante justice (even when the hero has a Code Against Killing), and hunts down the heroes for violating the law, I'd be much obliged.
  19. Re: Character Transformations I was at my FLGS yesterday and I talked to a guy who was running a new character. He had been playing a character called Fahrenheit, a standard flying fire-based Enery Projector. (It was his first HERO character and the GM wanted to give him something simple.) Two years later, as he fully understood the HERO rules, he wanted to create a new guy. DEMON summoned up an earth elemental in Millenium City, and this beast was big. Fahrenheit plowed into the elemental just as the team mystic unsummoned the elemental. Fahrenheit was halfway trapped in the body of the elemental, and became Dark Magma, a heat-based brick. Remembered this thread and thought I'd post it here.
  20. First Days at SeaDay 3Today the gates to Port Rican opened, and Izinith and I entered. Port Rican seems smaller than I remembered, but that may be because I've grown since the last time I was here. Izinith and I searched for a ship headed to Amystus, and we found a Triton vessel, the Sus'hawa, which apparently means Wave Skipper. It's headed for Tezanon. I've never heard of it, but I'm assured it's in Amystus. I've never met a Triton up close before, but from the way they move on their ship, I can see why they are also one of the Great Races, like Man. They move across their ship like it's the most natural thing in the world. The Captain of the Sus'hawa, Master Hushuh, told us we were welcome on his ship, but since neither Izinith nor I had enough coin for passage, we would clean the ship, run errands, and eat last. Izinith seems less than enthused, but I can't wait! Hushuh says the journey will be about two weeks.On the ship, I met one of the other passengers, a priest. Brother Chu seems to be a kind man, if a little caught up in his faith. He spends most of his time on the prow of the boat, in the sun. With skin as dark as his, he has no fear of a tan. Apparently, he's a member of the Order of Tahn in the First Church of the Mother. I don't know how he wears such thick robes in this heat.Day 6Not much has happened so far on the journey. A lot of deck scrubbing and lousy food. But I'm not complaining. I could watch the Triton work for hours. The way the sun reflects off of their blue-green skin... It's fascinating! And when they dive into the water - it may be the most amazing sight I have ever seen. I had heard about their tails, but yesterday Hushuh had to inspect the hull. He just dived into the water and his legs disappeared, and there was a tale! No wonder they wear skirts! The Triton women are also very beautiful, although I don't think I could deal with the scales on their necks and behind their ears. But their jewelry! All the Triton wear such fancy necklaces and earings, even the men. No rings though. I wonder why.Apparently, this ship belongs to a tribe of Waterwalkers, the Sus Huhallash'dai, or the Masters of the Wave Foam. One of the sailors, Wahss, was explaining to me that all Triton identify with one of three groups - Landwalkers, Waterwalkers, or Deep Triton. Landwalkers are the Triton who live on the land, and their skin is a much more colorful, including yellows and reds and purples (although it is still very much dominated by blue or green). Deep Triton live below the sea, and their skin is so pale it's almost ivory.Day 8Today I was wrestling with Izinith, and when he bested me (he does have a tail), I called him a "Child of the Father". Neither of us thought anything of it, but at dinner that night we were joined by Brother Chu, who scolded me. "You shouldn't swear so, Master Amante," he said. "Noone likes a blasphemer." I apologized to the Brother, and for my apology I was rewarded with a lecture on the importance of paying proper respect to the Mother Creator and the Father Destroyer, for each is half of the First Thought, and also to remember to love the Mother Creator and to fear the Father Destroyer in everything I do. Then, when I was late helping wash the dishes because of Brother Chu's scolding, I was yelled at by the cook! Triton Racial Package DealCost Power END 6 +2 DEX (Modifiers affect Base Characteristic) 2 +1 CON (Modifiers affect Base Characteristic) 8 LS (Expanded Breathing: Underwater; Safe in High Pressure; Safe in Intense Cold) 4 Swimming +4" (6" total) 1 4 Transparent Eyelids: +2 PER with Sight Group 3 Acrobatics 11- -5 Physical Limitation: Takes One Turn to Transform From Walker to Swimmer (Infrequently, Slightly Impairing) [Notes: When a Triton is on land, he has two legs and walks at his normal rate. Upon first entering the water, his legs begin to transform into a tail. This takes a full 12 Segments, during which the Triton cannot walk or swim (although he can use his arms to crawl or swim at 1"). When a Triton returns to land, the process reverses itself, also taking a full Turn. This process is triggered by a greater than 80% immersion (or exposure to air) that lasts through the end of two of the Triton's two consecutive phases. (If a Triton enters a river on his first phase but gets to land before the end of his next Phase, the transformation does not occur. This prevents an opponent from simply splashing a canteen on the Triton during combat to disadvantage him.) If a Triton is wearing constrictive pants when this process occurs, he takes the DEF of the material in BODY as the pants rip through him.] Cost: 22The Triton are one of the four Great Races of the world, created when the Mother Creator infused some of her life essence with water. The Triton are on average the size of man, but with a much more disparate spread - they range from just over 1 metre tall to over 3 metres tall. But most are clustered in the range of 5 to 6 feet, just like Men. Their skin can range from very pale green and blue to dark green and blue, and can possess flecks of other bright colors, like red or yellow.They have scales on their shoulders and neck, on their forearms, and on their lower legs. They have gills behind their very large ears (although their ears are no better at hearing than the smaller ears of Men). Their fishlike appearance can be slightly disconcerting. Their hair color ranges from black to white, and through all marine colors. Triton Waterwalker Cultural Package DealCost Skill 2 AK: Home Waters 11- 3 Climbing 11- 3 Combat Driving 11- 0 Language: Triton (completely fluent; literate) (4 Active Points) 2 Navigation (Marine) 11- 2 PS: Sailor 11- 2 Survival (Marine) 11- 4 TF: Large Rowed Boats, Large Wind-Powered Boats, Rafts, Small Rowed Boats, Small Wind-Powered Boats 3 Trading 11- Skills Cost: 21The Waterwalker Triton are the great sailors of the world. They are not as xenophobic as the Deep Triton, but they have not left the water in the way the Landwalkers have. They sail the seas, diving off their longships and swimming with the dolphins. They are excellent merchants, and supply most of the exotic goods of the world through their extensive trading networks.Waterwalker Triton divide into Clans, each of which is lead by a Clanleader. Each Clanleader is elected by Captains, but Triton become Captains in different ways (some inherit their ships, some buy them, and some earn them from retired captains). Every Captain must be recognized before a gathering of Captains before they can vote in matters put before the Clan.Fond of decoration, the Waterwalkers wear lots of jewelry, specifically earings and necklaces. They don't generally wear rings as they interfere with their work. Their clothing is loose fitting, and most wear brightly colored sarongs.Waterwalker Tritons marry forlife, but are hesistant to commit to life partners because they have to choose their spouse over a ship, unless they are both Captains. Cost 7 Faith 13- 2 KS: Religion (The Doctrine of the First Church of the Mother Creator) 11- 2 PS: Priest 11- 6 Choose Two (or more) [Notes: Bureaucratics, Conversation, Oratory, Paramedics, PS: Scribe +1, PS: Farmer +1, Tactics,] 1 WF: Axes, Maces, Hammers, and Picks, Clubs 3 +1 with Maces, Clubs or Staves 1 Religious Rank: Monk [Notes: Or higher Religious Rank] -5 Social Limitation: May Not Own Property (Occasionally, Minor) -15 Hunted: First Church of the Mother Creator / Order of Tahn 11- (Mo Pow, NCI, Watching) Cost: 2The First Church of the Mother Creator (usually referred to as the First Church) is one of the most powerful churches in the world. It's the largest by far, but infighting amongst each of the Orders prevents it from exerting its full influence. The Church has one Order for each of the Gods.Tahn, the First Son, is one of the most powerful gods in the Great Pantheon, and his Order is one of the most powerful in the First Church. While the Order of Tahn is famous for the Fist of Tahn, the paladins that ride in His name, the Order also has an extensive number of priests.The Order of Tahn fights for the same thing He does - protection of innocents. While the Fist of Tahn takes the sword to evil, the Brotherhood helps innocents fight what they see to be a much worse evil - apathy. The Order sends out monks all over the world to help remind people of the importance of faith.Captain HushuhVal Char Cost 10 STR 0 13 DEX 9 11 CON 2 10 BODY 0 14 INT 4 11 EGO 2 10 PRE 0 10 COM 0 2 PD 0 0 ED -2 2 SPD 0 4 REC 0 22 END 0 21 STUN 0 6" RUN06" SWIM42" LEAP0Characteristics Cost: 19Cost Power END 8 LS (Expanded Breathing: Underwater; Safe in High Pressure; Safe in Intense Cold) 4 Transparent Eyelids: +2 PER with Sight Group Powers Cost: 12Cost Skill 3 Acrobatics 12- 2 AK: Home Waters 11- 3 Climbing 12- 3 Combat Driving 12- 0 Language: Triton (completely fluent; literate) (4 Active Points) 2 Navigation (Marine) 12- 2 PS: Sailor 11- 2 Survival (Marine) 12- 4 TF: Large Rowed Boats, Large Wind-Powered Boats, Rafts, Small Rowed Boats, Small Wind-Powered Boats 3 Trading 11- Skills Cost: 24Val Disadvantages 5 Physical Limitation: Takes One Turn to Transform From Walker to Swimmer (Infrequently, Slightly Impairing) [Notes: When a Triton is on land, he has two legs and walks at his normal rate. Upon first entering the water, his legs begin to transform into a tail. This takes a full 12 Segments, during which the Triton cannot walk or swim (although he can use his arms to crawl or swim at 1"). When a Triton returns to land, the process reverses itself, also taking a full Turn. This process is triggered by a greater than 80% immersion (or exposure to air) that lasts through the end of two of the Triton's two consecutive phases. (If a Triton enters a river on his first phase but gets to land before the end of his next Phase, the transformation does not occur. This prevents an opponent from simply splashing a canteen on the Triton during combat to disadvantage him.) If a Triton is wearing constrictive pants when this process occurs, he takes the DEF of the material in BODY as the pants rip through him.] 15 DNPC: Crew 11- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x4 DNPCs) 5 Rivalry: Professional (Non-Triton Merchant Captains; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) Disadvantage Points: 25Base Points: 25Experience Required: 5Total Experience Available: 5Experience Unspent: 0Total Character Cost: 55 Height: 2.05 m Hair: Dark, Dark Blue Weight: 122.00 kg Eyes: Gray Green Appearance: Taller than most Men, Hushuh can be an intimidating presence. But his disarming smile and infectious laugh make it difficult for him to intimidate anyone for long. For unknown reasons, Hushuh doesn't wear earing on his left ear (which is quite noticeable because his right ear is nearly buried under all the jewelry).Personality: Hushuh gets a lot of joy out of outdoing non-Triton merchant captains, but he is not so driven that he will sacrifice the well-being of his crew. He also will not force his clan, the Sus Huhallash'dai, into bad situations (although he has caused them a little discomfort in the past).Background: Captain Hushuh is an older Triton Captain. He is well-respected by his crew, and by the merchants he has frequent deals with. He used to be quite wealthy, but he helped his wife (his former first mate) buy her own ship.Campaign Use: Hushuh and his ship make an excellent default Triton crew. They are not as powerful as many other Triton ships (they lack both the magic and the military expertise), but their ship is fast and reliable.
  21. Aroooo has done an excellent job with StarHEROFandom.com, but for those of us with campaigns from other genres, where would be a good place to host? And I mean for free. I know how to host if I had money.
  22. Re: Thinking About DARK CHAMPIONS BATTLEGROUNDS HOSPITAL! Having just purchased DC, I can say nothing excites me more more than the rules for Uncontroled Movement listed on page 197. I want to leap onto a gurney, guns a'blazin', and I can only do that if Steve makes a hospital battleground.
  23. Re: And He's Off! Whoops. Junginine info was in the background, which I didn't post.
  24. And He's Off!The Eve of My DepartureTomorrow I will leave Fort Anze forever. I, Mikael Amante, am off to see the world of my parents. No more of this jungle backwater for me - I go to see civilization. At dawn tomorrow, I will begin the two day journey to Port Rican, and from there, I will head to Amystus, the Old World. It will not be an easy journey, but Jadus will watch over me through my travels. I've only been to Port Rican twice, and never on foot. Today I said goodbye to Warden Amillo and Mistress Gertrud, the cook. Master Dagun sold me everything I'd need for a journey - including my first sword! I've trained with one with the Warden, but this one belongs to me! Well, off to bed - tomorrow is going to be a long day.Day 1What a day! I sit here in the top of a canopi tree, watching the sun set. It's not safe to travel in the dark, not even on the road. Just after lunch, I saw a group of tooth-monkeys (or is it teeth-monkeys?) travel over head. I don't think they saw me though - they were in quite a hurry. Just a little bit before I stopped, I encountered a junginine. It growled at me, but I threatened it off with my sword and a lot of shouting. I've traveled into the Gundillo Jungle before, but it's different when I know I'm going to leave. The bright flowers seem crisper, and the constant thrum of animal noise in the background becomes much more pronounced. And I've never spent the night. My first great adventure!Day 2If I thought yesterday was adventurous, I had no idea what was coming my way today! While I was eating my lunch, I was attacked by a pack of junginines. They must have smelled my food. There were four of them, and I don't think I could have fought them off alone. Luckily, just as they attacked, a Liziscus came to my aid. I've seen lots of the reptile-men before in the trading post, but Warden Amillo always said they were a closed lot, and a bit cruel. He said his name was Izinith (after the fighting, of course!), and he seems quite nice to me. He said he's heading to Amystus as well, and we've decided to try to find a ship together. The gates to Port Rican are closed for the night, but tomorrow Izinith and I will enter and seek out a ship to bear us to Amystus. Tomorrow, I set sail!The Gundillo JunglesOn the northern shore of Vixis, a small continent that could be more accurately described as an island, is the Gundillo Jungle. A large jungle that takes an experienced guide a month to cross on foot, the Gundillo is home to many of the Liziscus, the reptile men. The Liziscus have built dozens of great cities deep within the jungle, and while many of the cities welcome other races, their location makes them almost unknown to the other races. The Great Races (specifically Men and Tritons) have made a very small foothold in the Gundillo, in the form of a small Port Rican and two smaller subsidiary trading posts - Fort Anze to the west and Fort Crino to the southeast. The jungle is home to a wide variety of flora worth finding and fauna worth hunting, but the Gundillo is famous for the much prized nibiscus flower (whose petals can make both an addictive narcotic and a deadly poison) and the famous skins of the Gundillo Cobra.The Liziscus Cost Power END 2 +2 STR 1 3 +1 DEX 1 +1 PD 1 Scaly Skin: Damage Resistance (2 PD/1 ED); Activation Roll 14- (Does Not Protect hit Locations 10-13 in the Front; -1/2) 2 Running +1" (7" total) 1 8 Claws: HKA 1/2d6 (1d6+1 w/STR) (10 Active Points); Reduced Penetration (-1/4) 1 5 Tail: Extra Limb (1), Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4) 2 LS (Safe in Intense Heat) Val Disadvantages 10 Vulnerability: 2 x STUN Cold (Uncommon) The Liziscus are one of the oldest of the Beastmen created by Maia, the Seasonal Queen. They breed prodigiously, and control much of the desert and jungle of the world. Looking like your classic lizardmen, the Liziscus are varying shades of green in color, with their softer bellies generally a lighter color. The Liziscus are generally viewed as anti-social by other races, but they are by no means evil.Warden AmilloVal Char Cost 10 STR 0 10 DEX 0 10 CON 0 8 BODY -4 12 INT 2 11 EGO 2 10 PRE 0 8 COM -1 2 PD 0 1 ED -1 2 SPD 0 4 REC 0 20 END 0 18 STUN 0 6" RUN02" SWIM02" LEAP0Characteristics Cost: -2Cost Skill 3 Bureaucratics 11- 1 High Society 8- 3 Oratory 11- 3 Riding 11- 3 Tactics 11- 3 KS: Liziscus Tribes of Gundillo 12- 2 WF: Common Melee Weapons 10 +2 with HTH Combat Skills Cost: 28Cost Perk 3 Fringe Benefit: Warden of Fort Anze Perks Cost: 3Cost Talent 6 Combat Luck (3 PD/3 ED) Talents Cost: 6Val Disadvantages 10 Physical Limitation: Missing One Eye (Infrequently, Greatly Impairing) Disadvantage Points: 10Base Points: 25Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 35 Height: 1.85 m Hair: Gray Weight: 90.00 kg Eyes: Blue Appearance: A tall man, older, with gray hair and an eye patch.Personality: Distrusting of the Liziscus, Amillo is overall a good man who seeks to make the world, or at least his small corner of it, a better place.Background: Amillo of Anze was born in Port Rican and after joining the City Guard he quickly rose through the ranks. Eventually, he was put in charge of Fort Anze.Campaign Use: Warden Amillo makes an excellent starting patron for players starting in the Gundillo Jungle.Mistress GertrudVal Char Cost 10 STR 0 7 DEX -9 12 CON 4 8 BODY -4 8 INT -2 10 EGO 0 10 PRE 0 7 COM -1 2 PD 0 2 ED 0 1 SPD 0 4 REC 0 24 END 0 19 STUN 0 6" RUN02" SWIM02" LEAP0Characteristics Cost: -12Cost Skill 3 PS: Cooking 12- 2 PS: Baking 11- 3 Bureaucratics 11- 3 Conversation 11- Skills Cost: 11Cost Perk 1 Headmistress of the Kitchen Perks Cost: 1Val Disadvantages 0 Normal Characteristic Maxima 5 Age: 40+ Disadvantage Points: 5Base Points: 0Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 0 Height: 1.68 m Hair: Gray / Brown Weight: 91.00 kg Eyes: Brown Appearance: A plump, rosy-cheeked woman in her late forties, who is always laughing or shouting.Personality: If the players can get into the kitchen, Gertrud is an excellent source for reputable gossip - if she says it, and it happens in either Fort Anze or Port Rican, or anywhere between, then it happened.Background: Mistriss Gertrud of Fort Anze is the headmistress of the kitchen at the trading post. She is responsible for the kitchens that prepare the meals for the barracks and the two inns in the post, as well as the Warden's household. Up until recently, she also was responsible for raising young Mikael Amante.Campaign Use: Gertrud is almost exclusively flavor.JunginineVal Char Cost 0 STR -10 16 DEX 18 12 CON 4 9 BODY -2 8 INT -2 5 EGO -10 15 PRE 5 10 COM 0 5 PD 5 3 ED 1 3 SPD 4 5 REC 6 24 END 0 20 STUN 5 7" RUN21" SWIM-11" LEAP1Characteristics Cost: 26Cost Power END 15 Bite: HKA 1d6 1 9 Canine Senses: +3 PER with all Sense Groups 5 Canine Nose: Tracking with Normal Smell 3 Canine Ears: Ultrasonic Perception (Hearing Group) Powers Cost: 32Cost Skill 5 Concealment 13- (7 Active Points); Self Only (-1/2) 5 Stealth 13- 3 AK: Home Territory 12- Skills Cost: 13Cost Talent 3 Lightsleep Talents Cost: 3Total Character Cost: 74Val Disadvantages 15 Physical Limitation: Animal Intelligence (Frequently, Greatly Impairing) 5 Physical Limitation: Small (no larger than about 1m; +3" KB) (Infrequently, Slightly Impairing) 15 Physical Limitation: Very Limited Manipulation (Frequently, Greatly Impairing) Disadvantage Points: 35Base Points: 75Experience Required: 0Total Experience Available: 0Experience Unspent: 0Junginines are spotted canines that have adapted to the jungle. They are territorial, but not overtly vicious. They generally have the same demeanor as wolves.
×
×
  • Create New...