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Susano

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Everything posted by Susano

  1. THE DUEL -- okay, this was not exactly what I expected. I mean it starts like any number of such films -- swordsman A decides to challenge swordsman B to a duel to prove who is the better swordsman... then it makes a left turn into wackyville. By this, I mean it plays as a comedy for sometime, with a chararater named Dragon No. 9 running around acting like a total goof (a fu-powered goof, but still a goof). But this is okay, as the stunts he pulls are great fun and the patter is entertaning (Such as his OUR MAN FLINT trick umbrella). There are some interesting fight scenes, but nothing all that great. The end duel (What? You expected things to be resolved peacefully?) is petty wild, and on par with THE STORM RIDERS in some ways (But not quite as good as the final fight in A MAN CALLED HERO). What happens after the fight is quite moving, BTW. One of the best "bits" is the visual "shockwaves" coming from the two swordsmen as they duel. Not sure how you'd do this as a power in HERO. Personally, I'd actually would call this a GM's fiat power simply to illustrate how powerful the two swordsmen really are (And how powerful is that? One of the pair seriously considers taking on roughly 50,000 imperial soldiers for a few seconds... Well, not exactly, but he comes close...). My one big beef is that the relationship between Sword Saint and the women he rescued seems to come togther too quickly -- I wish more time had been spent showthing them togehter. That and the emperor seems to have one expression for everything... making him look pretty wooden when compared many other characters. Anyway, if you want some ideas for some really over-the-top martial arts powers, watch this (and the 128-minute version of THE STORM RIDERS).
  2. I agree, MAN CALLED HERO was really slow in parts. I didn't get STORY OF RICKI, although I've heard about it. As for EXECUTIONERS, it has Michelle Yeoh, Anita Mui, and Maggie Chueng. It is a sequel to THE HEROIC TRIO, which is a cool and highly over-the-top wuxia film.
  3. Well, I scored again! CDepot had the following: THE DUEL, EXECUTIONERS, STORY OF RICKI, and A MAN CALLED HERO. I grabbed THE DUEL as I am on a serious budget. I hope to watch it this weekend.
  4. Re: Anime adaptations Because I don't know those anime and have never seen any (aside from CASTLE OF CAGLIOSTRO). I only do adaptions of stuff I have seen, taken notes on, and like.
  5. That about sums it up. The whole UN anti-nuke program and things like MLK getting elected president. Really unrealistic expectations.
  6. Whew -- that's true. A large portion of it is not at all good. The funny thing, it was written by a Wild Card author -- John J Miller, who created Yeoman, among others. So he knew what he was writing about and was involved in the project originally. I can't say much about hte designs, as I don't know GURPS Supers to know if anything was done all that poorly, although I know the GURPS to HERO translations I did worked out pretty well. IMO, there is a lot of stuff a lot worse than GURPS Wild Cards out there. Like GURPS Super Scum. Or some of the logic behind GURPS IST.
  7. It had plenty of world data. It covered the history, had scads of major character, discussed he virus, the aliens, and all that. The only problem was the engine -- GURPS Supers. Now, I've seen the NPCs from GURPS Wild Cards Aces Abroad. Those were some pretty crappy characters let me tell you... Virtually every single one was some sort of mytholgical persona brought to life. Pretty "enh" on the originality scale.
  8. Two words: JUDGE'S GUILD GURPS Wild Cards isn't bad at all. It does cover the series up until Vol... 6(?) and was written by on the the WC authors. And it had more useful character ideas than European Enemies. Thank you. IMO, European Enemies takes the prize. Sure Scourge of the Deep had lame-as-heck character, but at least it had the useful underwater rules and notes in the front. EE had nothing. None of the characters had anything going for them, and many were painful stereotypes to boot. Want to see and know more? Go here: http://www.devermore.net/surbrook/revisedhero/herorev.html Enemies: The International File actually had some nice ideas, and some ideas that would be workable once you revised them a bit. I liked Villany Unbound as well, for the same reasons. High-Tech Enemies wa, IMO, terrible, with not much to offer in the way of new of inventive applications of powers. And the power levels were absurd. Oh, and lets not mention The Weasel, who would kill virtually every PC I ever made with ease (and most of the NPCS, too).
  9. Re: I want your characters Try my website if you can (see url below). There are some 500+ characters there and only a small number are superheroes.
  10. i will admit, the real world, and real world projects have over-whelmed my ability to edit and update the webpage. Hopefully, later this spring and summer, I'll be able to get more new adaptions up, as well as more 4th to 5th conversions done of what is already there.
  11. *shrug* Tell that to GOO. I would have liked to have done it, but I'll keep plugging away at stuff for HERO. I'm fairly sure Steve and Darren won't mind.
  12. They wanted a more experienced author.
  13. Yeah. I even applied in reponse to a free-lance call for anime-knowledgeable authors, but was turned down. *sigh*
  14. Speaking of the Digital Hero article, I was debating sending Steve a proposal for a 60k word e-book idea. basically expanding the look at different genres and elements thereof, more information on archetypes and stereotypes, a look at how anime handles things like magic and mental (i.e. esper) powers, and more sample characters. Of course, this would have to wait until current projects are compelted.
  15. Real Life 20 COM? Sophia Loren.
  16. For what it's worth, here are the COM scores for females from NINJA HERO: Torii Rinzo/Asano Nishi: 12 Tsukikage: 22 Alice Ono: 14 Midnite Maid: 18 Kayli the Destroyer: 14 Of these, Tsukikage did get a DF for "unearthly beauty." She's also an anime ninja, so you know that anything less than an 18 is unimaginable! Midnite Maid is a video fighting game female, so that means she's gotta look good as well. Kayli is an anime catgirl, so normally she should have COM out the wazo, but she's also scarred and has a nasty temper, so I dropped it down.
  17. And I hope to be able to produce a 5th Edition version of the book one day (after the offical CYBER HERO is released).
  18. KAZEI 5 reduced all the cybernetics limitations from CYBER HERO down to one simple limitation "Cyberware" for -1/4. That was it. It sort of lumped all sorts of minor effects into one set value. Worked pretty well (and still does, IMO).
  19. Re: Cyber Hero I put a lot of cybernetics stuff into the KAZEI 5 sourcebook, which HERO sells as a e-book in the website store. Feedback has been very positive on it.
  20. I now make a habit of hitting this place around once a week, if possible.
  21. I found a HK import DVD in the used DVD bin of a CD/DVD store I requent. This same store has given up SPIRITED AWAY (A Japanese release not yet avalable here!), the 128 minute cut of THE STORM RIDERS, ZU: WARRIORS OF THE MAGIC MOUNTAIN, and RAN (all for under 14.00 each!).
  22. I just watched SHAOLIN SOCCER. Now I know what style the woman on page 76 uses. If you can -- see this film. You might hurt yourself laughing, but it is worth every second.
  23. AESGIR "Spear of the Gods" (Christian Fasal Hansen) Val CHA Cost Roll Notes 8 STR 2 11- Lift 75 kg; 1 1/2d6 HTH Damage 13 DEX 6 12- OCV: 4 / DCV: 4 11 CON 2 11- 10 BODY 0 11- 10 INT 0 11- PER Roll 14- 16 EGO 12 12- ECV: 5 8 PRE -2 11- PRE Attack: 1 1/2d6 10 COM 0 11- 4 PD 2 Total: 24 PD (20 rPD) 4 ED 2 Total: 24 ED (20 rED) 3 SPD 7 Phases: 4, 8, 12 4 REC 0 22 END 0 20 STUN 0 Total Characteristics Cost: 31 Movement: Running: 6" / 12" Swimming: 2" / 4" Cost Powers & Skills 80 Aesgir: HKA 4d6 (4d6+1 with STR), Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2); OAF (-1) plus +1 OCV; OAF (-1), plus Ranged (+1/2), No Range Modifier (+1/2) for HKA 4d6; OAF (-1), 1 Recoverable Charge (-1 1/4) 5 Mental Stability: +10 PRE; Defensive Only (-1) 40 Invulnerability: Armor (20 PD/20 ED); IAF (Aesgir; -1/2) 40 Invulnerability: Physical Damage Reduction, 3/4, Resistant; Stun Only (-1/2) 7 Mental Stability: Mental Defense (10 points) 41 Open Portal To Valhalla: Extra-Dimensional Movement (any point in Valhalla), x32 Increased Mass, Reduced Endurance (1/2 END; +1/4); IAF (Aesgir; -1/2), END 2 8 To Me!: TK (10 STR), Line Of Sight (+1/2), Reduced Endurance (0 END; +1/2); Extra Time (Extra Segment; -1/2), Can Only Be Used To Retrieve The Aesgir (-2) 12 Alertness: +3 PER with Sight and Hearing Groups Perks: 3 Fringe Benefit: Military Rank (Colonel) Skills: 8 Combat Skill Levels: +4 OCV with Aesgir 0 AK: Norway 8- 3 Climbing 12- 0 Concealment 8- 0 Conversation 8- 1 Cryptography 8- 0 Deduction 8- 1 Demolitions 8- 3 Language: Danish (Completely Fluent) 2 Language: English (Fluent) 2 Language: German (Fluent) 0 Language: Norwegian (native) 1 Navigation (Land) 8- 0 Paramedic 8- 9 Persuasion 14- 2 PS: Solider 11- 0 Shadowing 8- 5 Stealth 13-- 1 Survival (Temperate/Subtropical) 8- 1 Systems Operation (radio) 8- 3 Tactics 11- 0 TF: Small Motorized Ground Vehicles 6 WF: Small Arms, General Purpose/Heavy Machine Guns, Shoulder-Fired Weapons, Spear, Thrown Spear 284 Total Powers & Skills Cost 315 Total Character Cost 150+ Disadvantages 5 Distinctive Features: Uniform (EC) 20 Hunted: Enemy governments, 11- (MP, NCI, limited area) 15 Psychological Limitation: Hatred Of Nazis (C, S) 20 Social Limitation: Subject to Orders (VF, M) 105 Experience 315 Total Disadvantage Points Background/History: Christian Fasal Hansen manifested his paranormal Talents in April of 1940 when the German army attacked his home city of Eivann, Norway. For three weeks he fought the German invasion forces before fleeing to England. Once in England, Christian, calling himself Aesgir, was made a member of the British Free Norwegian forces, and attended the training course of British Special Executives (i.e. Commandos). Upon graduation, he returned to active duty, leading Commando units into Axis-held territory by bringing them through an icy land he called Valhalla. Aesgir was killed in 1944, outside of Cean, assaulting what turned out to be the Twelfth SS Panzer Division. Personality/Motivation: Aesgir stated his spear gave him his special powers, and even went so far as to claim the weapon spoke to him and warned him of potential dangers. His death came from his refusal to abandon the men under his command. Powers/Tactics: Aesgir's spear is nothing more than a cheap theater prop, but in Christian's hand it can penetrate armor plate with ease. It can be hurled as well, and is known to change course in mid-flight in order to hit its intended target. While holding the spear, Aesgir is effectively invulnerable, and was once witnessed deflecting an 88 mm shell from his open hand. Aesgir could also use his spear to open a portal to a place he called "Valhalla." By traveling through Valhalla, Aesgir could cover an equal distance in the real world, although such travel was taxing and dangerous. Aesgir could take people with him as well, and once brought 80 Commandos through in a single trip. If separated from his spear, Aesgir could recall it instantly, as long as he could see the weapon. Appearance: As of 1940 Aesgir was a Norwegian youth of 17. He stood 5'9" and weighed all of 133 pounds. Designer's Notes: Aesgir is one of the Talents from the W.W.II RPG Godlike. His stats and powers were adapted from his character sheet and reflect the idea that in Godlike one is a very normal human physically with some very unnormal super powers. To make him more "super human" pump up his DEX, CON, defenses, and SPD (you have 35 points to spend to bring him up to 350). To really pump up Aesgir power level, you could give him some of the powers hinted at in his descriptive text, but not actually expressed in his Godlike character sheet. For example, his ability to deflect an 88 mm shell could be defined as Missile Deflection. He could have Danger Sense defined the spear warning him of things he can't see. The spear was also supposed to offer, advice to Aesgir as well, at which point you could even define the spear as an AI computer, with various appropriate KS. Finally, Aesgir was supposed to be able to instantly recall his spear. This can be done in several way. The power shown here was an attempt to simulate Godlike's Fetch power, although that was more like Teleport Usable As Attack (and this can get very expensive!). In this case, remove the spear's focus limitation, and apply a -1/4 limitation to his powers of "Not Usable If Out Of Sight." (Aesgir created by Dennis Detwiller, character sheet created by Michael Surbrook)
  24. SHION NYS This is my projected 5th edition revision of the KAZEI 5 anime esper weapon Shin Nys. This is only the character sheet, and is posted here with the direct permission of HERO Games. No, I will not be posting any other revisions from KAZEI 5. You'll have to wait for the revised sourcebook if/when it comes out. Comments, corrections, suggestions welcome. Val CHA Cost Roll Notes 20+20 STR 23# 13-/17- Lift 100 kg/ 6400 kg; 2d6 (8d6) HTH damage [1/4] 26 DEX 48 14- OCV: 9/DCV: 9 25 CON 30 14- 14 BODY 8 12- 21 INT 11 13- PER Roll 13- 23 EGO 26 14- ECV: 8 30 PRE 20 15- PRE Attack: 6d6 24 COM 7 14- 8 PD 4 Total: 37 PD (29 rPD) 8 ED 3 Total: 37 ED (29 rED) 6 SPD 24 Phases: 2, 4, 6, 8, 10, 12 12 REC 6 80 END 20 40 STUN 3 Total Characteristics Cost: 233 #: No Figured Characteristics (-1/2) Movement: Flight: 25?/50? Running: 7?/14? Teleport: 40?/320? Swimming: 2?/4? Cost Powers END 140 Psychokinetic Powers: Multipower; 175-point pool; Side Effects (All nonliving objects within 6? affected by either 15 STR TK or 1D6 RKA. Objects may be bent, twisted, overturned, pushed about, or outright shattered. Effects depend on Active Points in power; -1/4) 12m 1) Psychokinetic Bolt I: EB 18d6; Cannot Be Bounced (-1/4) 9 12m 2) Psychokinetic Bolt II: EB 14d6, Reduced Endurance (1/2 END; +1/4); Cannot Be Bounced (-1/4) 3 12m 3) Psychokinetic Bolt III: EB 12d6, Reduced Endurance (0 END; +1/2); Cannot Be Bounced (-1/4) 0 12u 4) Kinetic Bolt I: EB 12d6, Does x1 1/2 Knockback (+1/2); Cannot Be Bounced Or Spread (-1/4) 9 12u 5) Kinetic Bolt II: EB 10d6, Double Knockback (+3/4); Cannot Be Bounced Or Spread (-1/4) 9 7m 6) Psychokinetic Knife: HKA 3d6 (5 1/2d6 with STR) 4 8m 7) Psychokinetic Shatter: RKA 6d6; Only Versus Rigid Nonliving Objects (-1) 9 14m 8) Psychokinesis I: Telekinesis (70 STR); Cannot Punch (-1/4) 10 14m 9) Psychokinesis II: Telekinesis (35 STR), Area Of Effect (5? Any; +1); Affects Whole Target (-1/4) 9 14m 10) Psychokinetic Shield: Force Field (20 PD/20 ED), Protects Carried Items, Hardened (+1/4), Reduced Endurance (0 END; +1/2) 0 6u 11) Psychokinetic Wall: Force Wall (24 PD/24 ED; 2? long); No Range (-1/2), Restricted Shape (ring; -1/4) 12 8m 12) Psychokinetic Flight: Flight 25? 5 16m 13) Psychokinetic Matter Transmission: Teleportation 40?, x8 Noncombat Multiple, x4 Mass 10 2u 14) Psychokinetic Matter Transmission: Teleportation 10?, x4 Mass, Mega-Scale (anywhere on Earth; +1 1/4); Increased Endurance Cost (x2 END; -1/2), Side Effects (9d6 Explosion upon arrival, only affects surroundings; -1 3/4) 13 21 H&K P29: RKA 2d6-1, 3 Clips Of 9 Charges (+1/4); OAF (-1), Beam (-1/4), Real Weapon (-1/4), STR Minimum (-1/4) plus +1 OCV, +1 RMod; OAF (-1) plus Silencer: Invisible To Hearing Group (+1/4); OAF (-1) plus Laser Sight: +1 OCV, +1 RMod; OAF (-1), Works Poorly In Adverse Conditions (-1/4) [9] 12 Sword: HKA 1d6+1 (2 1/2d6 with STR), Reduced Endurance (0 END; +1/2); OAF (-1), No Knockback (-1/4), Real Weapon (-1/4), STR Minimum (10; -1/2) plus +1 OCV; OAF (-1) 0 Martial Arts: Aiki-jutsu and Tai Ch?i Ch?uan Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 3 Counterstrike +1 +2 10d6 Strike, Must Follow Block 4 Disarm -1 +1 50 STR Disarm 4 Dodge ? +5 Dodge vs All, Abort 3 Grab/Hold -1 -1 Grab Two Limbs, 50 STR Hold 5 Palm Slap/Kick -2 +1 12d6 Strike 5 Redirect +1 +3 Block, Abort 5 Strike +1 +3 8d6 Strike 3 Takedown +1 +1 8d6 Strike; Target Falls 1 Use Art With Blades 10 Clamshell Vest: Armor (9 PD/9 ED); Activation Roll 11- Or Locations 9-13 (-1), OIF (-1/2), Real Armor (-1/4) 0 10 Esper Shields: Mental Defense (15 points) 0 2 Fast Runner: Running +1? (7? Total) 1 1 Esper Physiology: Life Support (Longevity) 0 15 Esper Awareness: Mental Awareness, 360-Degree Perception, 18- 0 Perks 10 Contact: Nishi Tenno 14- 2 Fringe Benefit: Concealed Weapon Permit 1 Fringe Benefit: International Driver's License 1 Fringe Benefit: Passport 10 Money: Wealthy 9 Reputation: world?s most powerful and stable esper weapon (on Earth; 14-) +3/+3d6 Talents 3 Esper Awareness: Lightsleep Skills 40 +4 Overall 3 Breakfall 14- 3 Bureaucratics 15- 3 Computer Programming 13- 3 Conversation 15- 3 Electronics 13- 5 Defense Maneuver II 3 High Society 15- 3 Language: French (completely fluent; English native) 3 Language: German (completely fluent) 3 Language: Japanese (completely fluent) 3 Lockpicking 14- 3 Power: Esper Powers 14- 2 PS: Mercenary 11- 3 Security Systems 13- 3 SS: Esper Powers 13- 3 Stealth 14- 3 Streetwise 15- 2 TF: Common Motorized Ground Vehicles 6 WF: Small Arms, Autocannons, Blades, Grenade Launchers, General Purpose/Heavy Machine Guns 3 Scholar 1 1) KS: Aikido 11- 2 2) KS: Current Events 13- 2 3) KS: Fashion And Fashion Sense 13- 2 4) KS: Military Technology 13- 2 5) KS: The Corporate World 13- 2 6) KS: The Mercenary World 13- 2 7) KS: The Psychokinetic World 13- 1 8) KS: Tai Ch?i Ch?uan 11- 3 Traveler 1 1) CK: Hong Kong 11- 2 2) CK: Mega-Tokyo 13- 1 3) CK: Neu Berlin 11- 2 4) CK: Neo York 13- 1 5) CK: Neo York Zero Zone 11- 1 6) CK: Paris 11- 1 7) CK: Sydney 11- Total Powers & Skills Cost: 562 Total Cost: 795 300+ Disadvantages 15 Distinctive Features: Extreme Beauty (Easily Concealable; Causes Major Reaction [lust]) 10 Distinctive Features: Powerful Psychokinetic User (Not Concealable, Noticed and Recognizable, Detectable Only With Unusual Senses) 10 Distinctive Features: Style (Not Concealable; Always Noticed And Recognizable; Detectable By Large Group) 25 Enraged: if wounded (takes BODY) go 14-, recover 8- (Uncommon) 10 Hunted: Assorted Megacorporations 8- (Mo Pow, NCI, Watching) 20 Hunted: Her Current Employer 14- (Mo Pow, NCI, Watching) 10 Hunted: Ran 8- (Mo Pow, Lim Geo) 10 Physical Limitation: Powers Are Occasionally Out Of Control (Infrequently, Greatly) 20 Psychological Limitation: Extreme Arrogance and Very Self-Centered (Very Common, Strong) 20 Psychological Limitation: Code of Honor: always complete a job, always fulfill a promise (Common, Total) 15 Psychological Limitation: Disdain for those without the Power (Common, Strong) 15 Psychological Limitation: Greedy (Common, Strong) 15 Reputation: The Empress, a psychokinetic of unlimited power (extreme), 11- 10 Social Limitation: Famous (Frequently, Minor) 290 Experience Points Total Disadvantage Points: 795
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