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hypnotica

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About hypnotica

  • Birthday 05/27/1970

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  • Biography
    relay opr and hypnotist (state certified of course) single 33 year old gamer likes long walks on the beach, leisurley strolls across the viranda ...
  • Occupation
    relay operator by day, hypnotist by night

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  1. Re: creating a game based on avatar the last airbender To keep going with this line of thought what books can i turn to to help me create the armies from the various Nations?
  2. Re: creating a game based on avatar the last airbender heres one of the characters I made up as a starting bender. Its 100 points what do you think? Especially the package Name: Nafu Val Char Cost 15 STR 5 14 DEX 12 13 CON 6 14 BODY 8 15 INT 5 13 EGO 6 10 PRE 0 14 COM 2 3 PD 0 3 ED 0 3 SPD 6 6 REC 0 27 END 0 30 STUN 1 Characteristic Rolls: STR: 12-, DEX: 12-, CON: 12-, INT: 12-, EGO: 12-, PER: 12- Run: 6/7", Swim: 2", Jump: 3/13", Lift: 200kg Cost Powers END/Roll 2 EC: (Air Bending) (5-pt reserve); Focus Breakability: Breakable; Concentrate: ½ DCV, -¼; Extra Time Required: Only At Startup, ½; Requires Skill Roll: -½; IAF: -½; Costs END: -½ Because Nafu is learning Air Bending he relys heavily on scrolls that were handed down by his father. Nafu must study the scrolls once a day every day or his bending suffers a-2 Force Wall (Wall of Air) (2 PD/2 ED); Range: 50; Width: 2", +0; Focus Breakability: Breakable; Concentrate: ½ DCV, -¼; Extra Time Required: Only At Startup, ½; Requires Skill Roll: -½; IAF: -½; Costs END: -½ 1 b-3 5" Gliding (NC: 40"); Non-Combat Multiplier: ×8, +10; Non-Combat (MPH): 45; OAF: -1; Focus Breakability: Breakable; Concentrate: ½ DCV, -¼; Extra Time Required: Only At Startup, ½; Requires Skill Roll: -½; IAF: -½; Costs END: -½ Air staff which opens up to an AirRider c-2 Superleap (air riding) (+10", 13", NC: 26"); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22; Focus Breakability: Breakable; Concentrate: ½ DCV, -¼; Extra Time Required: Only At Startup, ½; Requires Skill Roll: -½; IAF: -½; Costs END: -½ 2 Cost Skills, Talents, Perks Roll 14 Air Bender (3) Air Bending (3) Animal Handler (Air Bisons) 11- (3) Breakfall 12- (1) Area Knowledge (Air Kingdom) 11- (3) Acrobatics 12- (1) City Knowledge (City of Birth) 11- (2) KS: (Air Bending) 11- (6) DEX Maximum: +2 (Max. 22) (3) INT Maximum: +3 (Max. 23) (2) EGO Maximum: +1 (Max. 21) (-1) PD Maximum: -2 (Max. 6) (-1) ED Maximum: -2 (Max. 6) (-3) STUN Maximum: -5 (Max. 45) (2) Running (+1", 7", NC: 14"); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 2 1 (-10) Disadvantages (5) Watched (Other Nations) (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0 (5) Distinctive Features (Air Bender); Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0 3 Aeral Navigation 11- 2 PS: Cook 11- 3 Traveler 3 Survival 11- 3 Bump of Direction 3 Lightsleep 3 Climbing 12- 3 Concealment 12- 3 KS: Herbs 12- 50+ Disadvantages 20 Honorable (Always Keeps his word) (Common, Total) 20 Code Against Murder (Common, Total) 10 Phys. Lim.: (Only has 3 fingers on each hand) (Frequently, Slightly) Equipment 0 Equipment 0 Air Rider (0kg) Allows an Air bender to Glide through the air. 0 Backpack (0kg) 0 Sling (1d6+1K); OCV: 0; R Mod: -1; DC: 4; STUNx: +1; STR Min: 10; Shots: 1; Weight: 0 0 Blanket (0kg) 0 Flint (0kg) 0 Rope (30m) (0kg) 0 Tinder (0kg) 0 Waterskin (0kg) OCV: 5; DCV: 5; ECV: 4; Mental Def.: 0; Phases: 4, 8, 12 PD/rPD: 3/0; ED/rED: 3/0 Costs: Char.: 51 Disad.: 50 Powers: + 49 Base: + 50 Total: = 100 Total: = 100 Background: Having lost his parents 6 years ago to a fire nation attack at the eastern Air temple that killed everyone but the lucky few who fled. Nafu's been on his own moving from town to town to different nations trying to find a way to stop the fire nation and to avenge his parents death while honoring them in the process. Height: 179cm (5'10"), Weight: 85kg (187 lbs), Sex: Male, Age: 20, Race: Human Appearance: Looking at Nafu you would pass him by as being just another person. He doesn't appear to be from any nation which helps him blend in and his mild demeanor helps him hide in a crowd.
  3. Re: creating a game based on avatar the last airbender I was wondering what powers do any of you recommend to start out each nation with, especially beginner. Most of the stuff you see in the show is very advanced (IMHO) because the Avatar is going against very advance foes. I would let my players have EC's one EC:Fire Nation, EC:Earth Nation .. etc... I wanted to create some NPC's to show the guys I've recruited how say an earth bender would look on paper, and I ll do that with each nation. I have plans of tweaking the Universe to my specs so it wont be a rip off of the show but close enough ( after all in the show you only know a little about the whole avatar universe the avatar may be only a few generations old or it may be hundreds of thousands it may have started on a post apocolyptic world say earth a thousand years after a nuclear or biological war humans carved their way up to where they are now in the story ) sorry too far off topic but basically just looking for ideas on packages and basic maybe to advanced powers that you would think each of the nations would possess.
  4. Re: creating a game based on avatar the last airbender yep i love the cartoon and the story and how everything works that i wanted to run a campaign(SP) in that universe. Of course I['ll tweak it a bit, I of course as the GM will be the Avatar (if the Avatar ever shows up ). What I really wanted was to have package deals for each nation so when they make their characters, if they want to be able to bend, they will have to buy this package (or I might give it to them havent decided we'll see the closer the games starts). I was hoping for some ideas of packages (i mean what skills, perks, powers and then to offset that what disadvantages would each nation have). If you've seen the show then you know they do martial art moves that actually causes bending. I'm not sure how I would create the actual bending with the martial arts. Theres just so much I could do Im just feeling a bit overwhelmed. So I thought turning to you wonderful creative people would help.
  5. Re: creating a game based on avatar the last airbender I was also wondering for a basic air/water/fire/earth bender what would you have say in a package or a general write up?
  6. I dont know if anyone has done anything with avatar yet. I was thinking of starting up a campaign in that universe (of course tweaked probably wont ever come across the avatar from the series or even one of his incarnations) I just found the whole Avatar "Universe" an interesting concept and one worthy of some Role Playing. Ive tried creating a map but Im not too happy. So ive looked for maps online that i could tweak. Then looked for anything on this website but the search paramaters arent coming up anywhere useful. Can you stear me in the right direction of where to look or if you have any ideas I would appreciate it.
  7. I have been running an SGC campaign for about a month now going on 2 and im having it set in the same continuity as the show is now with General O'neill (2 l's) and before the show picks up this coming season. I know where i want my team to go, fight,meet, etc... but i have been having a bit of trouble with creating "villains" that are going to be a good match for my pc's but without being push overs. Right now i have a PC that wrote up a sniper thats a bad a$$ and the jaffa that i ran by them last week (10 to 12 jaffa to 5 pc's) (2 were busy setting up the "BIG GUN" it was a good test of their characters but i feel it was a bit easy . I was reading on this board a few months ago and a post got me to think about creating villains for my pcs but not having to bring in off the wall types of villains. Someone mentioned the Horus Guard as being sort of an elite Jaffa Team, and that got me to wonder if you were going to write up an elite special ops team but on the jaffa side how would you go about it? What kinds of things would you go about adding in for packages, skill (skill sets) etc... my pc's are based on 200 points, ncm, humans heroic level hope im not being too confusing its 3 30 am now as i post this and im getting ready gaming in the morning BTW does anyone remember the name of the race in the episode of SGC when the team went to this world where they rescued a scientist was trapped for 50 years alone. The military 50 years ago accidently opened the gate to an abandoned world that used to be a sort of UN with the Nox, the ancients, the asgards, and this other race. I mention this because im stumped on how to write up the race im going to bring them back in my game and i was wondering for any suggestions.
  8. Re: Help with balancing fighters with magic users Maybe im not understanding it or not asking the right questions but i dont see how you would balance out a fighter and a mage with this? If for example a mage has a 6d6 attack and for a few more points they can keep raising the dice to an 8d6, 10d6,etc.... It looks to me that my fighter is getting whimpier and whimpier
  9. Re: Help with balancing fighters with magic users yes exactly for example a mage can easily justify adding more d6 to say a fireball spell but what can fighters do to increase their damage first and keep up with mages that do that? (without using magic to increase their abilities etc..)
  10. Re: Help with balancing fighters with magic users To better help me see how you are going to increase the damage of attacks between fighters and mages can you give me some examples of how you would write up the deadliest fighter you can on 150 points they have no magic abilities or items to increase their attacks ?
  11. Re: Help with balancing fighters with magic users im thinking of increasing the damage of attacks for example if i were a magic user i could cast say a rka fireball ( i know usually its an eb not a ka but this is an example) adding a bunch of limitiations very cheaply but if i were a fighter theres not as many limitaitons that i could do to increase the damage of a sword(HKA) if its a 1d6 HKA (sword) its going to always be a 1d6 HKA right? if i wanted to buy more KA on that sword it would have to be magically enhanced. (thats the key that our gm has that he cant see it doing more damage unless it was magical) thats just one example but thats his thinking What im also looking for is to have other ways that I can increase damage if its more limitations or advantages or talents that you could explain as natural or define in a natural way.
  12. Re: Help with balancing fighters with magic users Typically, Fantasy HERO warriors don't actually need to pay for weapons or armor. Normal equipment is free, only magical equipment needs to be bought. Is that how you're playing it? *GamePhil* yes thats what he's doing. the weapons and normal equipment is free to start off with but if you want lets say a sword to do more than normal damage lets say an extra 2d6 than it normally does then you would have to buy the extra hka on that sword but he puts a few limitations on it. also with mages they can increase the damage their spells do with a few limitations thrown here and there its very inexpensive but a fighter really cant increase the damage a sword does if its a 1d6 hka sword its always going to be unless you magically increase the damage it does. What can you do (that wouldnt be magical) but would increase the damage a fighter can do and/or his weapons
  13. I would like some assistance please. In this game that my GM is running ( I was hoping for some good feedback that I can run by him)THis is the first RPG that my GM has been running and he s been running this about a year off and on. Of course its fantasy based thats why I'm posting it here. He feels that the game is unfair to fighters that a ka cost 15 points per 1d6 but that the magic users can bring those down by adding a bunch of limitations that the fighters can't use. So he has done something that just feels wrong somehow to me. If the fighters want to increase the d6 of their damage they can buy extra ka but (since he doesn't want it to be magical just to show the fighters increased expertise with that particular weapon) he has put some limitations only the use of that particular weapon if it should break or he lose it that would be awful for the fighter. I hope that you can give me some really good ideas to swing by him on how he can both lower the cost (without it seeming magical) for the fighters that dont use magic and different limitations that he can use for the same that dont necessarily have to be used on a particular weapon. I know there are other ways that you can decrease the cost of a ka without it being magical for the fighter but im not being persuasive enough. I know its all up to the gm how he wants to run his game and im ok with that but I would like to show him there are other things he can do to get the same results. BTW no power frame works allowed at all in the game (not now anyway due to power gamers playing in the past) If you need more input from him let me know and I'll get the specifics I appreciate all the input i can get
  14. Re: mystical challenge i think that your right i could have people give examples of everything in hero but i wasnt asking for that i wanted many different examples which i got and i thank everyone who responded any input is appreciated even critical input. i told her that you can make anything from the powers section of the rules and justify it and i stand by that if you have enough imagination and use the limitations and advantages at your disposal but im just not making my point and i wanted some examples to show her and i agree with you that it all depends on your imagination and how you reason the power you want to work.
  15. Re: mystical challenge so far looks like blacksword is in the lead he has given many examples and backed up how a normal would use it WOO HOO lets see some more creativity Thank everyone that has sumbitted their ideas too i think they're all great!!!!
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