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Beast

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Posts posted by Beast

  1. Re: What would happen if Los Angeles County vanished?

     

    Vancouver and Toronto become the new Hollywood

    San Diego and San Fran vie to become the major seaport

    no need to send water over the mountians to socal

     

    now on a personal not

    was LA county destroyed or sent to some other dimension and we are the last vestage of humanity vs the alien zombie horde

     

    I'm on my way out the door now so this will help with shopping

  2. Re: Earth Expeditionary Force

     

    is this a game that would be on Hero central?

    I'd be interested if it was

    what would be the base year for tech from earth

     

    <<>>

     

    War of the Worlds

     

    Newfoundland Explosion

     

    Captured Alien Ship

     

    Elite Force of Soldiers to take the fight to the Aliens home world.

     

    Earth was not their first conquest, but the leaders of earth hope it will be their last.

     

    Their mission is to gather intelligence, allies, and to strike at the Aliens War Machine.

     

    Our Heroes are???

     

    75pts. Base 75pts. Disadvantages = 150pts.

     

     

    <<>>

     

     

    Cheers

     

     

    QM

  3. Re: "Glass Jaws" for Tough Minions?

     

    Activate on defenses then mention to your players that there are called shots

    using the hit location table just for minions will do

    there are spots on it that normal damage is enhanced like head and vitals locations

     

    I want to build some grunt/minion types. I want them to actually be a bit tougher than normal grunts/minions, except that I want to model the idea that if they take a particularly good pop they will be stunned at the very least and quite probably knocked unconscious.

     

    One way I might approach this is to give these guys a Vulnerability disad, something like "2X Stun from Normal Attacks that hit the Head Location." (That would be above the normal extra Stun from a head shot.) While I think that's doable, it actually won't work for me because I generally only use hit location for called shots (I try to run a little bit faster and looser combat to keep the pace quicker), and it's probably a bit too much anyway.

     

    What I'd like to try is something like: "2X Stun from Normal Attacks if the attacker rolls a 6 or less and would normally hit" or "2X Stun from Normal Attacks if the attacker rolls less than half the number needed to hit" (I prefer the first idea, the 6 or less one, just because that way nothing has to be calculated each attack).

     

    I realize this is probably a bit "gamey" for some folks' taste, but assuming one doesn't mind that, what do you think? How else could the desired effect (a particularly good shot does double Stun) be built?

  4. Re: Do you see?

     

    why not just use negative skill levels

     

    Negative Skill Levels (-8 with [a group of similar Skills]Perception)

     

    no end cost,no limitations to warrent a mandatory muchkin beating

     

     

    Sheesh have I been noticing flies today.

     

    Now you see me, now you don't: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Activation Roll 13- (-3/4), Instant (-1/2), Linked (Shrinking; Greater Power is Constant or in use most or all of the time; Lesser Power can only be used when character uses greater Power at full value; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4) 30 Active, 13 real

     

    So this power allows you to momentarily disappear (most of the time) when shrunk, breaking LOS and requiring a new PER roll to re-acquire. Useful when you already have shrinking.

     

    Interestingly HD3 won't let you put 'self only' on CE, but I've been thinking - what makes shrinking a particularly cheap way of disappearing is that the PER penalty applies (presumably) to every sense. Every single one.

     

    Now that almost makes this build worth while:

     

    Just ignore me: Shrinking (4 levels), Reduced Endurance (0 END; +1/2) (60 Active Points); Limited Power Power loses about half of its effectiveness (Doesn't actually shrink or get any of the bonuses except the PER penalty; -1) 60 active, 30 real

    Well, it would if it didn't come with a mandatory muchkin beating :)

  5. Re: Self-destruct attacks

     

    I've see plenty of characters that do that type of attack

    but in the context of I'm overloading the reactor and doing it with so little warning that even I won't escape kind of thing

     

    your villian is bleeding out and has 1 chance to kill his hated foe and with all his/her will he/she overloads his/ her power beyond anything that they have ever tried before to kill that hero

     

     

    We tend to think that self-destruct means that the person died. Actually, that's incorrect logic. To self-destruct means you blew up with force for whatever reason and although for us normal humans, it means death, it doesn't necessarily mean that in a superheroic world.

     

    I have a villain who blows up for his main attack but it doesn't bother him. :cool:

  6. Re: Equipment in Post Apocolypse Hero

     

    the speed at which the apocalypse happens at(70% die 28%zombies 2%survive)

    does this happen overnight a month,a year

     

    I'd say out fitted for on the move on foot dressed in BDU's

    1 rifle,shotgun,smg with 9 total mags and 2 boxes of shells

    1 side arm 3 mags and 2 boxes of shells

    2 1 quart canteens

    1 combat knife

    1 muliti tool

    1 melee weapon(baseball bat,crow bar,tire iron,sword)

    a good sized back pack with the following

    3 days of MRE's

    3 sets of under wear and socks

    2 sets of BDUs

    1 heavy jacket

    tolietries

    bedroll

    cooking gear

    maps and compass

     

    now this would be for somebody outfitted as a solider so you might want to lessen what they have due to not being as compact

    a normal could carry this and march 5 to 6 hrs a day

  7. Re: Self-destruct attacks

     

    I would leave it up to the GM that the character might survive by some miracle I mean this is comics

    If the GM did have the character live I would tell the player that was a 1 time thing you can never do it again

     

    I'd add in:

     

    Side Effect: Will Absolutely Kill The Character Totally, Regardless of Stats, Defenses, Other Power(s), Luck, The Damage Roll Or Any Other Flippin' Thing (Major Side Effect, Occurs Automatically Whenever Power Is Used (x2), -1)

     

    YMMV.

  8. Re: Cities floating on the oceans - concept work

     

    it will have to be moored or have some kind of propulsion

    and if a big storm comes up do they undock and try to maneuver around it or ride it out

    also if they are going to maneuver around it how much lead time will they have to give to those that are on shore to get back

     

     

    Even more pertinent - if it's free floating with the currents you will need to either:

    - Be Employed by the floating city

    - Must Telecommute

    - Be part of a corporate conglomerate based from the city so your office commute is on the island.

    - Work for a business supplying things to city residents

  9. Re: Cities floating on the oceans - concept work

     

    well lets see this was designed by a Belgian

    so how well will it stand up to a storm in the north sea or the english channel

     

    it might weather it but the people won't I gather also the people on it won't have personal vehicles larger than a golf cart so unless they can all telecommute there is going to need to be a ferry service with secure parking for your car

  10. Re: Gadget Pool: odds & ends

     

    A transfer of body(electronics of oppertunity to end)the effect is that you are disassembling stuff to feed the reserve this would have to be paid with personal end but you could focus it(oaf sonic screwdriver)

     

    sonic screwdriver: Transfer 2d6 (body to end reserve) (30 Active Points); OAF (-1), Limited Power Power loses about a third of its effectiveness (only vs electronic devices; -1/2), Concentration (0 DCV; -1/2), Extra Time (Full Phase, -1/2)

     

    this should get you about 28 end from 7 body of electronics(average roll)

    but you have to be out of combat to do it (well you could do it in combat you would just be DCV 0)

  11. Re: Earth's Cries as heard from Space

     

    think of it as blowing on a reed to make it whistle

    and the sun is doing the blowing

     

     

    wouldn't all the radio and tv traffic of earth drown out this noise?

    it must be a very specific frequency.

     

    I read once that if you considered all the radio energy coming off all the

    devices on earth as a heat source, our planet would look like it was 50 million degrees.

     

    but back to the AKR, how would one detect (at interstellar distances)

    the diff between a star's output, and one of its planets reflections of the output?

    fascinating stuff though, as long as they 5h1+can that narrator.:idjit:

  12. Re: Brainstorming Seaview

     

    probaly right

    also newer subs(688I,Ohio,Sea Wolf and Virgina)now have a tail that has a passive sonar senor on it and the cable is up to 1000' long and helps by giving a longer base line for triangulating targets(targets within 30 degrees of the bow or stern are out of arc for the enhanced baseline detection but can still be heard)

    this system only really works if the sub is going in a straight line

    it takes about 3 minutes to straighten out after a turn

    so tacking every 12 minutes at least 60 degrees should give you good sonar perception for 10 min out of ever 15 min

    newer subs also get senors along the hull that act as a synthetic appepature

    giving finer detail on what is heard on sonar

     

    Good points.

     

    If memory serves me, the two bulges near the nose hold the main sonar arrays.

  13. Re: Brainstorming Seaview

     

    if you look a subs built after WW2 like the Skipjack class they have the main sonar array right in front where the tube go

    since torpedoes even unguided ones use gyros to give them their course heading after being launched it really does not matter where they are on the ship or which direction thay launch in except if the target is really close(under 500 yrds for unguided torps)

    don't forget that the Seaview grounded herself on the bottom many times either on porpose or by damage taken so having an air lock just on the bottom would be a bad thing

    Most modern subs have 2 airlock 1 fore and 1 aft with the nuke reactor in the middle that way if the ship is damaged the crew does not have to pass by the reactor to escape

     

     

    One of the coolest submarines is the SSRN Seaview from Voyage to the Bottom of the Sea. As I look through the various plans for it on the net, I've noticed that the torpedo tubes and airlock systems are, like on the show, in the missile room,

     

    It's reasonable on the show, because that way you can build fewer sets, but in real life, it should be different. I think that, assuming it has three decks, that the observation nose should be on the top deck, the forward torpedo room on the center deck, and the Flying Sub hanger should be on the botton deck. The diving bell and minisub hangers should also be on the bottom deck, along with the diver airlock and related systems.

  14. Re: EMP Weapons

     

    EMP missile range 270,000 km

     

    RKA 3d6, NND ([standard]Not being an electronic device; +1), Does BODY (+1), Area Of Effect (80" Radius; +1 1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (270 Active Points); OIF (Missile(armored in missle bay); -1/2)

     

    I'm back at work with my SF campaign again, and I figured I'd like to have some EMP warheads for missiles, for when you don't want to blow up a starship -- a "soft" option, if you will.

     

    I figured it could be done with an RKA Explosion, Only Vs. Electronics, or maybe as a Dispel Electronics. I haven't seen anything in any of the books I own, and I don't recall any threads on the subject. So . . .

  15. Re: I need some suggestions

     

    there is not martial artist or speedster listed

     

    We are about to play a new superhero session, and iM stuck... I need some ideas... Iv run into a roadblock on ideas... we have 5 players... 1 is a brick, 1 blaster, 2 mental guys and myself.... If anyone could post some ideas for a super to maybe jumpstart my brain that would be great.

     

    I know the typical answer of play what you like, but Im very open minded and can play just about anything, I just need some ideas to run with...

     

    Any help would be great...

     

    Thank you in advance...

    Robert

  16. Re: Making Powered Armor

     

    as a focus it will have it's own body

    should sombody target your suit seperatly you would need to repair it after the battle unless it had some healing/regen built in

    you could buy the extra stun with a burnout roll to simulate various life support and cushioning systems failing after repeated abuse

    this could be fixed after the battle could be a reason to add real weapon/armor to show that the armor needs upkeep and tuning

     

     

    How would you simulate your powered armor having it's own Body and Stun scores that do not heal normally, seperate from the wearer's scores? If you take increased Stun as an OIF power, it adds to your own Stun, but only the stun from your own body should heal, the rest would require repair.

     

    Create my own modifiers?

     

    Make your armor as a vehicle?

  17. Re: Elizabeth Perrot

     

    here is the original background it is earth based

     

    Background/History: Piety was born of Sidhe parents who where killed by by the agents of the King Phillip of Spain in 1574 in England j(at the behest of sidhe agents who promised help in the coming war w/ England)

    the child was rescued by Vice Adm Sir John Perrot and his lover Eliziabeth Hatton(daughter of Sir Kitt Hatton and boy was he pissed)

    QE1 asked Sir John(her bastard 1/2 brother) and Mistress Hatton to raise the child as their own(their daughter Elizabeth was lost in the fire that killed Piety's parents and to conceal that the child still lived)

    they did as they where asked

    The Queen had given asylum to Piety/s parents because they had been banished to earth and did help a young Princess Elizabeth survive the yrs her sister Mary was on the throne and in the Tower with her life in jepardy

    Piety/Elizabeth was raised at court had access to her adopted father's estates(one of the richest men in England)

    she has laid low for 500 yrs and now that more power beings have made their presence know she feels it is safe to come out a shine just a bit

     

    Piety knows she is not human but only very little about the Sidhe

     

    Personality/Motivation: Courious to find out more of her heritage

     

    Quote: name a song I can play it

     

    Powers/Tactics: Brick who can help her friends with various songs

     

    Campaign Use: 01/04/01

     

    Brick primary

    aid/healer/range

     

    Appearance: Female

    Sidhe

    30b-16-30

    very fair skin

    over 500 yrs old but looks to be 16( has ID for 22 yrs old)

     

     

     

    She'd fit in my campaign save for the elfness as we have none in Edean' date=' she could be a Yggridsil, and would then have to take that package ...but I like her. Its an interesting build but the lack of background makes it hard for me to say "Great!"[/quote']
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