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AirborneRob

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Everything posted by AirborneRob

  1. Re: Vulcan Racial Template Hey Lucius, let me make sure i understand. In your example of the hot and dry planet, you're recommending 1 additional END loss on top of whatever END they are using at that moment and 1 END loss per half hour regardless right? That is actually a very realistic situation and i do agree that Vulcans would be exempt because of their own homeworld fitting that catagory of world. Outstanding
  2. Re: Vulcan Racial Template Tuvok's meld with the Betazoid Maquis did have some personality scrambling. I guess one approach could be an Ego roll with a -1 for every 10 pts in Psychological Complications or even every 20 pts depending on how likely you want problems to come up. Lol, would make life interesting for Vulcans You would want to make it a temporary condition so a Vulcan could make a daily Ego roll with the same modifiers based off the target's Psych. Complications to breakout of whatever problem you give the Vulcan. I would also say that based on the template so far that his 5 pts of MD would help mitigate any temporary problems.
  3. Re: Vulcan Racial Template Personality Loss was never really a problem from the shows. Vulcans take great care to ensure that things dont go south.
  4. Re: Vulcan Racial Template Yea, as per previous recommendations (to include yours) i am going to write up some options for their mental abilities to reflect Infinite Diversity in Infinite Combinations
  5. Hey fellow trekkies In my ongoing conversion of Start Trek into HERO, i have had some great input from from a few folks and i am in need of some recommendations. I have several basic packages outlined and i am working on a few unorthodox packages that i feel should be a part of the conversion. One is how i should treat a Section 31 Operator. I went through and listed every skill that i think would fit into their Tradecraft and it gets very expensive as a package. Im thinking just keep the package to several core skills and such with a healthy CP pool to allow for maximum flexibility for character creation ( which is obviously a good thing ) or just draw it up as i have it and let the cost fall where it may. With what i have as of now, the only player choices really fall into them picking what AK's, CK's and a couple PS's (<--- To enhance a cover?) they feel they should have. According to the few DS 9 episodes that featured these guys, they were represented as the penultimate spys. I am also working on the Starfleet Rangers, Starfleet Operational Detachment Sierra ( Starfleets version of Delta ). Any thoughts would be appreciated, ty.
  6. Re: NInja and D&D LOL, the cell phone.....and the throwing stars that followed, priceless
  7. Re: Pulparize It! Meanwhile, a Nazi convoy 15 km away steadily approaches the supposed location of the temple....... The lead vehicle is carrying Col. Klink of the SS, Sgt. Shultz ( Klinks Aid who knows nothing.....ever ), Driver with no name plate ( He dies first ), and a native to the area who is reluctantly acting as guide...T'ealc ( hope i spelled his name right ). T'ealc lives in the village of Chu'lak and spends his days hunting so he can provide for his wife Dray'ak and son Ry'ak. As a religious man, the dark skinned hunter/warrior displays his piety openly in the form of a gold pyramid emblazoned on his forehead. His long time friend and mentor, Bray'tak, helps T'ealc whenever he can and even taught him the ways of the hunter/warrior. Bray'Tak has seen how the Nazies honor agreements and witnessed their " persuasive" qualities as well. Warned by his long time friend, T'ealc cautiously agreed to help them find the temple to make sure that his refusal didn't cost him his family. Little do the Nazies know that Master Hunter/Warrior Bray'tak is tracking them from a distance on his trusty horse Jaffa < enter dramatic slow motion rider with close-up on face that shows determination to reach his friend and help where he can >. MORE TO FOLLOW ON THIS EPIC STORY DEVELOPING ARC AS SOON AS I CAN THINK OF ANYTHING.......... I suck at writing but this is theraputic
  8. Re: Pulparize It! Col. O'Neil dashes off to find Daniel to see what kind of trouble he has gotten himself into again. " Jackson's curiosity may do more than kill a cat", O'Neil mumbles to himself as he races down a corridor. Not too far away, Doctor Jackson starts to work on his translations for the ancient writings he discovered in an old cache he found in an antechamber. No sooner than he starts to get to work, he hears quickened footsteps followed by " Ohh DANIEL" from Col. O'Neil. He adjusts his glasses and looking somewhat dismayed and annoyed at the interruption he responds with " Umm...what?" O'Neil gives Daniel "that" look, then politely (rudely) tells Daniel, " The Krauts are going to be here any minute. What are you doing?" STAY TUNED TO FIND OUT WHAT WITTY, SMART*** RESPONSE DANIEL GIVES TO O'NEIL!!! This short continuation is sponsored by Hanger 18, hosting the Asgardian Summer Olympics, and this continuation is also being brought to you by the letter S.
  9. Re: The Atlantis city-ship from Stargate:Atlantis -> vehicle or base? Glad to see i can put my 2 cents in 1 month after the last post Just to recap what i have read so far, if the GM wants it as a base or vehicle, his/her choice. I believe that if it spends 99% of its time stationary, make it a base. SG-1 overall is fantastic even though yes, the writers felt the need to one up the bad guy batting order one too many times. It's funny how ALL Ancient interaction in the Milky Way Galaxy was the calm, level-headed variety and in the Pegasus Galaxy it was the butthead variety. I guess one could look at it as all interactions in the Milky Way were with Ascended Ancients with the exception of one and in Pegasus, all Ancient interaction was with, i believe, Non-Ascended Ancients. Im going to go out on a limb here and say that if they would not of had so many changes of command on Atlantis, it might have been a better overall show. Some change is good and even necessary, but too much too soon leads to problems one way or the other.
  10. Re: Vulcan Racial Template I forgot about that fact Ian, ty. I also forgot that they can also put themselves into a coma like state like Spock did to try and get the Kelvans to let them back aboard the Enterprise. As far as a package goes, would that healing ability and trance to slow life functions down be a part of the initial Racial Template or learned as part of an advanced Vulcan Meditative Techniques package? I think i am actually going to drop the complication off the template concerning lying. I forgot that it is supposed to represent what all Vulcans have at birth and at birth they are emotional beings capable of everything emotions bring to the table. The general rule that Vulcans dont lie is something that developes over time as does their ability to improvise what constitutes the " truth" from time to time.
  11. Re: Vulcan Racial Template Hey JmOz, i wanted to check on the physical complication description and it looks like they are talking more hands, arms, feet, blindness and deafness etc. By definition should it really be physical for Pon Farr or psycological? The way it affects a Vulcan seems more of a mental issue. Lol, now im not sure.
  12. Re: Vulcan Racial Template I do want to thank you folks for your replies thus far and thank you for the link you put up. Gives me a good opportunity to compare what i have and fix what might need fixing. Lol, i am a ways off from doing the Career Templates at this point. I want to at least have the Andorian, Tellarite, and maybe Centaurans and a couple others fleshed out. The Constitution Class Starship will be a challenge initially to get right. Lol, just for the record, i do not consider Enterprise with Scott Bakula for go to canon. Somethings were interesting.......somethings.
  13. Re: Vulcan Racial Template This is really going to based off of ToS with Kirk and the NCC-1701 timeframe. I know the variations of ToS ( Next Gen, DS-9, And Voyager ) have had adjustments made to how Vulcans handle the concept of lying. Your correct regarding Tuvok, lol, poor Chakote never saw it coming Much of the Vulcan approach to lying is that they simply are incapable of it. Remember though, this is a basic run of the mill, never had significant interaction with the rest of the galaxy yet Vulcans. The majority of their upbringing in Vulcan society is schooling and philosophy with the last vestiges of emotion being purged. Their ability to " stretch the truth " like Spock and/or blatantly lie like Tuvok ( albeit while not violating his own convictions/personal code) has not really had an opportunity to really take shape yet. Lol, thats just my personal take on the various episodes ive seen. Longevity x2 lifespan allows for about 200 years. At x4 its around 400 so i figured x2 should be close enough for age purposes. Pon Farr is a chemical imbalance if i remember correctly from Amok Time. It turned into a massive willpower battle for Spock to keep himself collected. I believe McCoy said that the chemical imbalance could kill him if he was not able to take care of business. Lol, i will apologize if i am mistaken but i believe that is correct from that episode. I like the cumulative aspect for Mind Meld and that makes alot of sense since these are the young pups of Vulcan at this point. No range can seem a bit much but most Mind Melds are done by physical contact. You are correct about the variations of mental abilities that Vulcans can have but looks more like the exception rather than the rule. I wouldn't be opposed to someone asking for a variation of mental abilities If i can get through all the necessary conversions i really want this timeframe around 2266 or so.
  14. Only been on the boards for a week or so, not sure if anyone has already done something like this with Star Trek. As a pet project i wanted to start a ST conversion over into HERO. Let me know if this is a close approximation for a Vulcan Template. Lol, this is a run of the mill, just starting his adventuring life Vulcan, not Spock Cost: Abilities: 3 Vulcan Hardiness: +3 Con 3 Vulcan Hardiness: +3 Body 4 Vulcan Strength: +4 Str 5 Vulcan Recall: Eidetic Memory 3 Vulcan Savant: Lightning Calculator 1 Vulcan Longevity: Life Support ( Longevity x2 Lifespan ) 5 Vulcan Eyes: 5 pts Flash Defense ( Second Eyelid ) 5 Vulcan Mind Meld: Telepathy 3d6, No Range -1/2, Requires a Mind Meld Roll 11- -1/2, Concentration 0 DCV -1/2, Restrainable -1/2 5 Vulcan Discipline: Mental Defense 5 pts Complications: 5 Distinctive Features: Vulcan Ears ( Easily Concealed ) 25 Psychological Complication: Cannot Lie ( Very common, Total ) 15 Psychological Complication: Pon Farr ( Uncommon, Total )
  15. Re: Pulparize It! I did not go through all 44 pages on this thread so if i step on someones idea, i apologize. Stargate SG-1 Col. Jack O'Neil retires from the Army-Air Corps not long after an arduous mission in the Sahara Desert. His mission was to take a team, authorized by the OSS, to destroy a long lost temple that contained obscure lore that the Nazies could use to their advantage. An expert on various African cultures, Archeologist and annoyance to Col. O'Neil, Doctor Daniel Jackson finds out that deep underground beneath the temple lies a long forgotten Bedouin tribe that still practice the old ways. Since this discovery, Col. O'Neil's actions may or may not change accordingly. As time goes on, they discover that the Nazies are on the verge of discovering the temple and puts the lives of the Bedouins and themselves at great risk. O'Neil's orders are to destroy the temple, Jackson wants to study the ancient lore the Nazies want so bad and time is running out!!! FIND OUT WHAT HAPPENS NEXT WEEK....< insert dramatic music for a closer > hope you all found this somewhat amusing
  16. Re: Abjurer You know, i think the Requires a Roll for Reactive Dispel is a great idea. In the classical sense it would boil down to the skill of the mage to Dispel/Deflect an opposing caster's spell. I did write up Magic Resistance as a -6 DC Damage Negation and also wrote up Stoneskin for 25% Resistant Physical/Energy Damage Reduction. Because i do enjoy the aspect of spells not lasting indefinetly, i am considering Time Limit. I dont mind a spell that lasts for x amount of time plus y amount of time per level so to speak. In hero they give that option and instead of a per level bonus to duration it's based on how well you roll. If spell durations are a turn plus 1 turn for every x point or points you beat the required roll by, then i can adjust the overall limitation value. Or i could keep it to a 1 minute duration with no bonus duration based on roll as an option. Sorry for going a little off track with the Reactive Dispel, lol, im having way too much fun with putting my vision of the traditional mage together
  17. Re: Abjurer Yea, it didn't seem right to me Roy. I hate redundancy, lol. I agree that i want it to be one of his Abjuration signature abilities but i get somewhat paranoid on balance issues. What would be a solution that most GM's would find acceptable? As an Abjurer, i feel justified in making him a challenge to affect but not impossibly so. I love the idea of a Reactive Dispel and want to make sure that people can look at te ability and say yes, thats acceptable.
  18. Re: Abjurer Very true Killer Shrike. I am really trying to pay close attention to the cost/benefit ratio of abilities with a trigger. The reason i want to give the Abjurer a number of Triggered powers is to reflect the fact that an Abjurer can react defensively more effeciently than most others will be able to. At the same time, also making sure that it doesn't get too silly. Telekinesis is becoming my friend but not going to be a Trigger ability. The "Shield" ability i mentioned earlier in regards to Deflection i wrote up as a 20pt ability per the powers cost with +5 3pt CSL's only for Deflecting an incoming ranged spell or spell-like ability, with a Trigger. As to whether or not its the most effecient way to accomplish that effect i cant be sure. Looks good so far. Lol, i just keep plugging away. He's definately got several AID to characteristics, expanded effect (2 abilities), Constant, 4m AoE for group buffs. Fairly expensive, but managed some decent die potential for them of 5d6.
  19. Re: Abjurer Aborting generally uses up your next phase from what i understand, but i am considering a Trigger based Block with the option to either Deflect or Reflect. I was thinking of the old Vincent Price movie " The Raven" when they were dueling. The Abjurer can reactively create a " shield " effect to Block and redirect the incoming attack. Little off topic, if folks have not seen that movie and are or want to run/ play a mage, its a must see. I am not to held responsible for the special effects they used in the movie however
  20. Re: Abjurer Now, Deflection and Reflection are Block based abilities right? What i understand about block is you need a held action i think. I do want to make sure that this Abjurer can be Proactive as well as Reactive. The idea of using and redirecting an opponents own attack against them is a stellar idea. Definately very Abjuration-y
  21. Re: Abjurer Im actually working towards a flexible option for doing the Counterspell though with my basic understanding of hero builds, lol, it may not be pretty at first blush. My first idea along those lines was with a Reactive Dispel/Counterspell as in a "Ring of Spell Turning" from D&D. At its current stage, I have it set up with a 14d6 Dispel with Trigger/ Activates when hostile magic is cast at wearer, Related Set of Conditions (Spells, Spell- like abilities) +1/4, Character does not control activation of personal trigger -1/4, Trigger resets automatically, immediately after it activates +1/2. NCC -2 (So it's not a guaranteed at-will power for balance). Though im feeling that the Activation modifier is redundant with the NCC, not entirely sure. How does this Reactive Dispel look so far at first blush Killer Shrike, lol, or anyone else. HERO builds make my head hurt and the sick thing is that this is good hurt
  22. Re: Abjurer Narf, Maccabe and Roy, thank you all. I jotted down Barrier for both defense and to englobe an opponent because you're correct..... all defense is not a good idea by definition. Narf and i discussed Transforms as an option and i like the dismissal aspect used through PRE Roy. Im thinking about using Summon as Narf suggested to " create " a Golem bodyguard or something to that effect. Drains are a definate tool to have especially a Drain on SPD to minimize an opponents actions and therefore limit his/her offensive capabilities. Back to the Transform options, i was considering an AoE (perhaps Cone) Transform to affect weapons or Foci. I dont think that rates a Severe Transform, maybe a Major Transform since equipment is not as complex a pattern as a Humanoid form would be. Once again, thank you all for your input
  23. Hey folks, im pretty new to the boards for HERO and im still trying to get comfortable with how HERO operates to building a character. I have a strong background with D&D and would like to write up an Abjurer for a friends Mage themed campaign he's doing later on down the road. I want to make sure that he is sticking mainly with defensive powers/abilities since that would be his focus and minimizing the amount of attack powers. I have some basics jotted down so far like Invisibility, Barrier (Defense & to Englobe), Reactive Counterspell that Narf gave me some suggestions for- made it Dispel with Trigger and left it a full blown NCC to reflect the fact that it's not a guarantee. Hope that looks right My big concern is how defensive Abjuration is, i dont want to send his potential DCV through the roof nor short change myself. Lol, any advice would be welcome. He is based on a standard 400 w/75 in complications.
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