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Pizza Man

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Posts posted by Pizza Man

  1. The aliens in the character section all look like humans with animal heads. I can see where that simplifies play when anyone can sit in a chair and type in a command. But this thread is for aliens who break the Hollywood rubber suit stereotype.

     

    Alien Templates.

     

    Ha’Hoth

    +10 STR

    +5 CON

    6 Combat Luck +3 PD/ED (internal shell)

    5 Extra Limbs (8 total)

    8 Long Legs +8m to Running

    8 Leg Kick +2D6 HtH Attack -1/4

    6 Leaping +6 m

    Value Complications

    10 Physical Complication: Large. 4 M; +2 OCV for others to hit. +2 to PER rolls for others to perceive. Infrequently. Slightly Impairing.

    10 Physical Complication: Unusual Form. Makes some tasks difficult or impossible. Infrequently, slightly impairing

    58 package deal.

     

    The Ha’Hoth are a mammalian equivalent to a crane fly.

     

    The torso is a fur covered, horizontal oval shape. Its 6 feet long, and 3 feet wide (4 feet at the mid section). The torso does not bend or move, and the skeleton is an internal series of bony plates.

     

    There is no separate head, the face simply occupies one end of the oval. There is no neck and the body must turn for the creature to look around. The eyes are very human, with colors ranging from grey to black. Ha’Hoth vision is identical to a human’s. Likewise the mouth is also very human, and the Ha’Hoth have no problem speaking standard English.

     

    Four 3 jointed legs rise from the center of the creature’s back, giving the creature a spider like look. The first joint appears about 6 feet above the Ha’Hoth’s back. The legs are not spindly, but well muscled with strong internal bones, are 18 feet long, furry, and have a fleshy ostrich like foot. The skin color is light orange.

     

    The torso is normally carried 6 feet above the ground. The legs can lower the torso to the ground, or raise it to a full height of 12 feet. Without moving their legs, the joints can twist the torso 180 degrees. They can run as fast as horses, jump more than twice as high as a human, and climb like monkeys in spite of their size.

     

    The four arms are human sized, 3 jointed, and have 2 digit hands. They are not furred at all. They have one finger as wide as three of ours, a palm and an opposable thumb. The hands are the same size as ours. The first pair is located just below the jaw, and the second pair just below that. The head and arms are balanced by a heavier pelvic plate at the other end of the torso.

     

    The Ha’Hoth prefer not to wear any clothing at all. They trim and dye their fur coats in a variety of colors and styles. What they do wear are belts, harnesses, and packs slung on their bellies.

     

    Their sex organs are retractable, and it’s impossible for a non-Ha’Hoth to identify the sexes. Apart from child rearing, they never really had gender roles like Human society. Pheromones play a bigger part in gender identity than appearance. The females lay ostrich like eggs, one or two at a time, Both sexes take part in tending the infants. The females do not produce milk. The young can walk a day after they are born.

     

    The Ha’Hoth are omnivores. They can eat anything a human can. In fact they love human food, and human cuisine is a fad on the home world.

     

    Humans are considered ugly…but the Ha’Hoth love everything else about human culture. The art and music are collected. And the flora and fauna of Earth are especially loved. Birds are something the Ha’Hoth have never encountered, and they are enchanted! Birds of all sorts are imported as pets. In fact, they are so enamored with earth-life, that the Ha’Hoth govt has commissioned Human corporations to terraform several planets for their own colonies.

     

    The Ha’Hoth never joined the empire, but they have excellent relations, and can be found trading freely everywhere in human space. The Ha’Hoth had one unified nation spanning some 300 star systems when they first encountered the Human Empire. The govt is a constitutional monarchy.

     

    In combat, the Ha’Hoth will use blasters and rifles. But their size allowed them to sling heavy weapons on their stomachs. Their front legs tend to get in the way of their own fire, so they use intelligent weapons can recognize (and won’t fire at) special leg armors. The Ha’Hoth prefer not to use personal force fields in favor of such advanced armors. Heavy troops use powered armor.

  2. Re: My Little Pony: Friendship is Magic HERO

     

     

    Or of course you can go with the fan theory that Equestria is Earth "After Man", and the ponies were originally created as toys/fancy pets for humanity, which explains all the odd references and schizo tech we see in the show. And as to what happened to the humans, well, how do you think Celestia discovered that she can send creatures to the moon?

    Theres a movie about that, right?

    Rise of the Planet of the Ponies?

  3. Re: Psionic for a Space Opera Campaign

     

    Perhaps it's hard coded into his DNA and will come back after it's removed.

     

    Like the bar code on the back of an X-5's neck. It can be removed like any tattoo, but it "heals" back. Borrowed from Dark Angel.

    I should have been more specific, but yeah its like that.

  4. I read about a similar character in a short story long ago...always wanted to flesh him out.

     

    Jason Mercer

    (Tarras Gamma)

     

    Characteristics:

    10 STR

    14 DEX

    15 CON

    13 INT

    10 EGO

    13 PRE

    7 OCV

    5 DCV

    3 OMCV

    3 DMCV

    3 SPD

    5 PD

    5 ED

    10 REC

    30 END

    10 BODY

    30 STUN

    Total Cost: 78

     

    Powers:

    23 Teleportation (31 miles) 5M, No Relative Velocity, Mega scale (1m=10 km; +1 ¼), 34 active points. Requires a skill roll (-1/2). 3 END

     

    18 Clairsentience (31 miles) Sight and Hearing groups, Mobile perception Point (move up to 12 m per Phase), Reduced Endurance (½ END; +1/4), Megascale (1m = 1 km; +1) 79 active points 3 END

    OAF Mirror (-1) Extra time (1 turn, post segment 12, only to activate -3/4), Requires a Skill Roll (-1/2), Concentration (0 DCV -1/2), Blackout (-1/2)

    ***** actually the total is 34 miles, but I’m lessening that to match his Teleport. This way, he can jump/port to anyplace he can see.

     

    Total Cost: 41

    Skills, Perks n’ Stuff:

    2 Deep Cover: Jason Mercer

    6 Combat Luck 3 PD/ED

    2 Lightning Reflexes (16 Dex)

    11 Power Skill: Psionics 16-

    2 Science Skill Geology 11-

    2 Navigation Space 12-

    3 Systems Operations: Planetary Sensors, FTL sensors, Radar, Commications, 12-

    1 Bureaucratics 8-

    3 Fast Draw 12-

    3 Streetwise 11-

    3 Stealth 12-

    6 WF: Beam Weapons, Energy Weapons, Small Arms

    9 +3 CSL with side arms

    Total Cost: 56

     

    Total character cost: 175

     

    Complications 50:

    15 Secret ID. Maintains alternate identity as

    20 Hunted: Alphadyne Mercantile Combine. Infrequently, Mo Pow, NCI, Capture or Kill.

    5 Distinctive features: Easily concealed, noticed, detectable by common senses. Alphadyne logo on back of left hand. To those who know, it IDs as company property, not a free agent.

    10 Thrillseeker

     

    EQUIPMENT:

    Hand computer (page 194), Nightsight Goggles, polished steel signal mirror (worn on chain around neck), spare mirror in sleeve and pant pockets. Personal Scanning Unit: Geology option (equipment guide).

    Type 1, force field belt (6PD/6ED) with 1 continuing fuel charge for one hour.

    Mark II Laser Pistol OVC +1, Range Mod+1, 2D6, 32 shots

     

     

    Background/History

    Tarras Gamma grew up in what he thought was an orphanage. His friends all had last names like Delta, Beta and Alpha. They had to perform in all sorts of hard tests, they had to make things move by looking at them, or talk without saying anything. Tarras could see things far away, and the teachers were very happy. None of the other children could pass any of the tests, and one by one they were adopted and moved away.

     

     

    Soon little Tarras was all alone. His teachers would play games with him, but it was really just training. He thought his farsight went pretty far, but his teachers always seemed disappointed.

     

     

    Tarras was 13 when he could hear things with his farsight, and his instructors were ecstatic. They wouldn’t have to terminate the program. Tarras didn’t like the sound of that, but kept his opinions to himself.

    He began to keep a number of things to himself. Like how he could see really far and there was a whole city out there with schools and people who were free to do whatever they wanted. Other children weren’t locked in their rooms at night.

     

    At 16, Tarras met a new teacher, Miss Ivanov. She didn’t say anything, but just looked at him. He didn’t feel right, his vision blurred, he felt feathers inside his head. Then she looked angry and his head exploded in pain.

     

     

    Tarras woke up in a cold room. He was laying on a metal floor. People in masks looked at him. They were all really mad!

    “Why did you hide from us that you were a teleport?”

    “Where did you go in the city? We forbade you to go there!”

    “Who did you talk too? Why did you tell them about the orphanage?”

    “Why are the police asking for you in the lobby?”

     

    All the while he felt the feathery tickles in his mind. The interrogation stopped. The mikes were left on and Terras could hear them discussing his fate.

     

    “The program washed out years ago. Total failure. The boy is uncontrolled. The new program is much more promising. Cut our losses. Terminate the program now.”

     

    Vents opened up. Colorless gas hissed. The people crowded the windows. Tarras knew he was going to die. It wasn’t going to end. Not like this! He closed his eyes and concentrated. He…jumped.

     

     

    The collective gasp brought Miss Ivanov to the window. This was messy. She didn’t like cleaning up messy.

     

     

    Alphadyne was able to demonstrate that the breeding/cloning program was just a result of a single out of control division. A vice president and a number of mid level managers went to jail…where they died. Miss Ivanov was never implicated. Alphadyne lost contracts, and ended up closing their business divisions in that system. It was a loss far greater than was expected.

     

    The boy was not found in the city. Miss Ivanov's hired mercenaries searched the world. She didn’t stumble on his trail until a year later. The boy had not ported into the city, but onboard a ship in orbit! It was a tramp freighter, and they took him along, making him work for passage. He learned to navigate rather well for a kid.

     

     

    He worked this way, moving from ship to ship. Using his powers for various captains, listening in on rivals, learning secrets, porting and accessing computers, making small but secret deliveries from orbit with no record of a landing. The boy adopted several identities, but Miss Ivanov was able to track him by how he hid the mark on his left hand. Spacers who never took off a glove, had an odd bandage, or even wearing a fake cast. Tarras seemed to be working his way towards the frontier.

     

     

    And then Tarras made the biggest mistake of his life. He spoke to a reporter. He told her everything. Alphadyne lost a fortune as investigations revealed yet a genetic slave program. It’s one thing to put people in jail, it’s another thing to cost the mercantile giant money. The orders were changed from capture to kill. Miss Ivanov was reassigned. Alphadyne security took over.

     

    BUZZ!

    “What is it Lanny?”

    “Captain, there’s a spacer at the door, looking for a job. Says he can navigate and operate ships systems.”

    “Lanny, the sign say’s we’re not hiring until tomorrow.”

    “Captain, he says to tell you that you’re drinking coffee out of a ‘World’s Greatest Dad’ cup, eating a donut with pink frosting and sprinkles, and that you’re wearing a blue bathrobe and no pants.”

    (puts down donut) “Ask him what color are my shorts?”

    “He says grey, Captain.”

    “Take down the sign, Lanny. Tell him he’s hired.”

     

    Personality/Motivation

    The first 14 years of his life have been in a sterile, controlled environment. Now that he is free, Tarras wants to live life to its fullest. He’s not a hedonist; he just wants to experience the things other people are free to do.

    Ultimately, he wants to settle down on a terraformed colony world and get married, but until he can shake his hunted off, that’s not going to happen anytime soon.

     

     

    Tarras is 21 now. He’s more mature than other people his age. Being a spacer means he never really quite fits in with the local scene. He’s fine with that.

     

    Tarras is a nice guy, but he has no patience for bounty hunters, Alphadyne agents, or truly evil people. His abilities allow him to flee, but if forced to fight, he tries to finish things as quick and lethal as possible. After all, there will always be another ship in orbit.

     

     

    Quote

    “I’m accessing it now. I can see a shower room. YEAH! It’s a girl’s shower room! And I see…Miss Ivanov? (ZOT! He falls over…)”

     

    Powers/Tactics

    Tarras is a man who can teleport from a moving ship in orbit to a planet’s surface. He can port from one moving ship to another, relative velocities do not matter. Further he can use clairsentience with both hearing and sight. He’s pretty good with a gun too.

     

     

    If he is on his own he will flee. If he has team mates in trouble he will do whatever he can to end the fight quickly.

     

    Campaign/Use

    As an NPC, he can serve a lot of uses. As a villain, he would make for a nasty bounty hunter/assassin.

     

     

    Appearance

    Tarras is a Caucasian male. 5’9” tall. Light brown hair. Green eyes. His style of clothing may alter dramatically if he has recently met a bounty hunter. Typically, he will wear a spacer’s jumpsuit with a serape.

     

     

    He tries to cover the tattoo on the back of his left hand in a variety of ways: A simple glove or wrapped bandage is typical. Lately he has metal plate temporarily glued to his hand-it has a few blinking led lights and is made to look cybernetic. Tarras would like a form fitting glove made of metal and chrome for a complete cyber look. But he hasn’t the cash to commission one yet.

  5. Re: My Little Pony: Friendship is Magic HERO

     

    Hmmm. Now I've seen all 26 episodes. Unicorn magic. Its like buying powers for champions. No limitations at all. No gestures or incantations. Just the will to set if off.

    My first inclination would be so say it's EGO based...but Twilight makes a good case for an INT based Power skill.

  6. Re: Therietical "Champions of the Rising Son", what would you want to see?

     

    Take a look at Champions of the North. Part of it is a travelogue, describing cities and important sites.

    Then it lists important heroes in each city and a bit of history.

    Canadian Villains and heroes take the next large chunk and well as suggested adventures and possible conflicts with local heroes.

    .........In other words a basic supliment.

     

    Japan is very tech oriented, so battle-suit heroes sponsored by various corporations would fight crime and engage in industrial sabotage. these heroes have a samurai method of thinking and are loyal first to the corporate heads, 2nd to the country...they might be ordered to befriend visiting American techno heroes and later steal the technology...

     

    Animie/cliche's have their place, and you should include some...but you can still make them original idea's. Mutants need to be represented as well...a group that no corporation controls. How would conformist Japan deal with citizens who are part of no group? There might be a local IHA operating openly...More likely a Japanese version exclusive (and disdainful of) of the IHA. There might be a lot of corporate funding behind it too.

  7. Re: Military Applications of Superhumans

     

    The cold war is where supers would come in real handy. Black ops. Spy work. asaulting targets before the enemy knows they're there.

     

    The advantages of supers are such that a paranoid cold war govt would draft them against their will and essentially enslave supers. No retirement...you know too much. Bang.

     

    It would also fuel anti-super technology...drains, NND killing attacks. Squads designed to fight supers. Every installation that could be hit will have a trained anti-super squad to at least slow the heroes down until super villains can show up.

     

    Supers would force technology to ratchet up or be left defenseless.

  8. Re: Spell Casters are Lucky, not Skilled

     

    I don't understand...

     

    So...you don't want PC spell casters in your world?

    Isn't this punishing players for choosing one class? Why not just outlaw the class then?

     

    -1 to the skill roll per 5 APs? OK that means spell casters have no other skills. Every point they have is going to be dropped into a power skill: Magic.

    and side effects? You didn't say what sort of side effects there would be. But the pluses/penalties to the side effect table roll is rather ominous.

     

    If you consider magic unbalancing, make it a low magic world...Or outlaw the class from the get-go.

    I like playing mages, but when "any one casting a spell successfully is incredibly lucky." its no fun if I can't even do my job.

  9. Re: Starting points

     

    Official 6E characters are all 400 points to start, with 75 mandatory complication points. (Complications no longer add points to the character total)

     

    In my sig are three 400 point starting characters. Poke around this particular forum and you will see other good examples.

  10. Re: THE COURT OF DREAMS: ANIME MAGIC GIRLS for CHampions

     

    I commissioned all my art. Its my hobby. Check out my gallery at DA (link in sig)

     

    I won't be playing. But if you read Falcon's origin, it would be easy to make her 100% magic.

    I just thought she would make an interesting villain for you. her powers are not lethal, but she can tear her way thru any stronghold and no safe is...safe.

     

    Its just a thought. Have fun!

  11. Re: Common superhero types you've never seen in play

     

    Small people. I've never gamed with heroes who could get small like the Atom or Ant Man.

     

    and no one has ever used the power to control insects like ants...or bees. The Red Bee had no powers other than the ability to control bees. He even had one pet bee that lived in his belt buckle for emergencies. Bad guys are really scared of bees. That's a 12D6 mind-control, only one command: "Fear!" attack right there. "Oh noes! A BEE! Ruuuuun!"

  12. Re: Common superhero types you've never seen in play

     

    Aqua Man types: No one ever wants to be an ocean-going water-boy in the game.

    Never seen anyone with telepathic control over marine life, or a 3D6 HKA fish slap. or the dependance: drink water every hour.

     

    Never even seen a Prince Namor type.

     

    You would think this would be a magnet draw for gamers...

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