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Jkeown last won the day on January 11

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About Jkeown

  • Birthday 08/30/1966

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  1. I like what I'm seeing here. Thinking about running the new Fifth Frontier War adventure. Might use this method of character creation. After Meta-Earth and Caleon's latest arc, I could use some "normal characters." I'm a stickler for 6th Edition, tho. Might take some re-working from Mongoose Traveller 2E to HERO 5E to HERO 6E...
  2. If it helps, I got it immediately.
  3. It should be mentioned that this is for Star HERO 5th Edition.
  4. So I'm working on this thing I abandoned about 10 years ago called The Kirby Sanction. Takes place on an alternate Earth called Tellus and there's a lot of psionic powers, cyberwear, conspiracies and power-mad corporations and ambitious religious leaders. One of the character types is a Trajik. I'm using a combination of Enraged and No Conscious Control to trigger powerful "Curses." Do you think this is correct, or should I be looking at Triggers for all of it? Part of the problem is that I wrote most of it 10 years ago, so my notes contain powers, rules, vehicles that might be someone else's work. (Almost certainly the vehicles. I do not recall creating that many.) I'd share it, but I'd probably get arrested for plagiarism. This was never intended to leave my own table, you see. Trajiks Trajiks in Tellus embody the stark realities and risks inherent in wielding psionic powers. These once-mighty psions, having overexerted their abilities, find themselves in a drastically diminished state, both mentally and physically. Their journey into becoming Trajiks often begins with a critical event where the demand of psionic exertion surpasses their capacity, leading to a catastrophic burnout. This event not only depletes their psionic energies but also leaves deep scars on their psyche, manifesting as subdued and depressed personalities. The path to such a fate is varied, involving battles that pushed them beyond their limits, overuse of their powers in high-stress situations, or experiments gone awry. The aftermath of their burnout leaves them as shells of their former selves, struggling to find purpose and identity without the abilities that once defined them. The societal perception of Trajiks is complex and multifaceted. In a world where psionic abilities are both revered and feared, Trajiks serve as a somber reminder of the limits of human endurance and the potential consequences of psionic overreach. Their presence elicits sympathy, fear, and sometimes disdain from both the psionic and non-psionic communities. For some, Trajiks are pitied figures, evoking empathy and a desire to help; for others, they are cautionary tales, embodying the dangers of unchecked power. This dichotomy in societal response mirrors the internal conflict within Trajiks themselves, torn between a yearning for their lost abilities and the acceptance of their new reality. Despite their diminished state, Trajiks occasionally muster the strength to make significant impacts, hinting at the remnants of their once formidable powers. These moments, though rare, suggest that recovery, or at least a form of adaptation, may be possible. Efforts to rehabilitate Trajiks focus on healing both the psychic and emotional wounds inflicted by their burnout. Success stories, though few, offer hope and a glimpse into the resilience of the human spirit. They frequently possess flawed Psionic Multipowers (on Charges, Requires a Roll, and so on...) as well as Curses. These Curses activate when the Trajik goes berserk. They take the No Conscious Control rather than a Trigger. That might be wrong, mechanically. Trajik Template Cost Ability 6 +2 DMCV 60 Curse: Up to 60 Points of Weird Powers 3 +1 with Discipline 2 KS: The Psionic World 11- 3 Paramedics 11- 7 Psionics 13- 3 Stealth 11- 3 Streetwise 11- 4 Survival (Underground, Urban) 11- 3 Lightning Reflexes (+3 DEX to act first with All Actions) Total Cost of Template Abilities: 94 Value Complications 35 Enraged: Berserk When Exposed to Psionics or Stress (Common), go 11-, recover 8- 20 Psychological Complication: Emotional Wreck (Common; Total) Total Value of Template Complications: 55 Trajik Curses Emergency Recall Under duress, a Trajik might involuntarily teleport to a place of significant emotional importance, whether safe or not. This desperate escape mechanism could be unpredictable, with the Trajik having little control over the exact destination. Emergency Recall: Teleportation 3m, MegaScale (1m = 1,000 km; +1 ¾) (8 AP); No Conscious Control (-2) Real Cost: 3 Ephemeral Phasing As a defense mechanism, a Trajik could become intangible for brief moments, allowing attacks and objects to pass through them. However, this power might be uncontrollable, phasing in and out unpredictably. Ephemeral Phasing: Desolidification (affected by Mental Attacks) (40 AP); No Conscious Control (-2) Real Cost: 13 Manifest Nightmare Stress could cause a Trajik to inadvertently bring their fears to life, creating psychic constructs that embody their deepest anxieties. These manifestations might attack indiscriminately, spurred by the Trajik's subconscious mind. Manifest Nightmare: Summon 300-point Nightmare Ecto-Construct (60 AP); No Conscious Control (-2) Real Cost: 20 Psionic Backlash In moments of extreme stress, a Trajik could unintentionally unleash a wave of raw psionic energy, causing indiscriminate damage to both allies and enemies alike. This power could manifest as a blast or an aura of destructive force emanating from the Trajik. Psionic Backlash: Blast 6d6, Area Of Effect Nonselective (5m Radius; +¼), Personal Immunity (+¼) (45 AP); No Conscious Control (-2), No Range (-½) Real Cost: 13 Psychic Scream A Trajik could emit a powerful mental scream that disorients and potentially incapacitates nearby sentient beings. The scream might not distinguish between friend or foe, reflecting the Trajik's loss of control over their powers. Psychic Scream: Mental Blast 3d6 (Human and Animal Class of Minds classes of minds), Area Of Effect Nonselective (5m Radius; +¼), Personal Immunity (+¼) (52 AP); No Conscious Control (-2), No Range (-½) Real Cost: 15 Reality Warp A Trajik pushed to the brink might temporarily alter the fabric of reality around them, causing bizarre and unpredictable effects, such as gravity anomalies, spatial distortions, or sudden environmental changes. Reality Warp: Change Environment (-4 to Normal Sight PER Rolls, +4 Wind Levels, -3 to DEX Rolls, -4m of Running, Varying Combat Effects), Area Of Effect Nonselective (5m Radius; +¼) (64 AP); No Conscious Control (-2), No Range (-½) Real Cost: 18 Retrocognitive Burst Overwhelmed by stress, a Trajik could spontaneously receive intense visions of the past, potentially revealing hidden information or secrets but leaving them vulnerable during the vision. Retrocognitive Burst: Retrocognitive Clairsentience (Hearing Group And Normal Sight), Analyze, Discriminatory (55 AP); No Conscious Control (-2) Real Cost: 18 Self-Duplication In a moment of extreme need, a Trajik could split into multiple versions of themselves, each capable of acting independently but at the cost of further fracturing their psyche. Self-Duplication: Duplication (creates 200-point form) (40 AP); No Conscious Control (-2), Must Be Used At Full Power (-0) Real Cost: 13 Temporal Flicker In critical situations, a Trajik might briefly slip through time, either moving a few seconds into the past or future. This power could manifest as a survival instinct, allowing the Trajik to avoid immediate danger but at the risk of further destabilizing their psionic abilities. Temporal Flicker: Extra-Dimensional Movement (Same Dimension, 1d6+1 Segments into the Future) (20 AP); No Conscious Control (-2) Real Cost: 7 Psionic Feedback If threatened, a Trajik might reflexively generate a field that disrupts psionic abilities, rendering other psionics in the vicinity powerless or backfiring their powers. Psionic Feedback: Dispel Psionic Powers 20d6, Area Of Effect (5m Radius; +½), Expanded Effect (All Psionic Powers simultaneously) (+1 ½) (180 AP); No Conscious Control (-2) Real Cost: 60
  5. It has been compared to less kind things.
  6. In another reply that starts with "In my campaign..." In my campaign, we have Lockdown for normal bad guys. Huge doors, Turtle-Armor(tm) guards, blaster cannons on towers, you get the idea. Then there are a number of lonely dimensions where the mysterious Exile sends the really awful villains. No one knows what happens to them. I think maybe a Champions in 3D or Galactic Champions game might answer it. (Or me, sooner, if I get off my lazy ass at some point). For galactic threats, the Negotiator can be called on to punish the cosmically naughty. In other punishment-adjacent stuff: Ravenous supervillains committing mass murder led to Retropolis Justice Sandra Ilona handing down the first ever Instant Death Penalty. The appeal against the space-going meta Disasteroid went all the way to the Supreme Court, where Chief Justice Captain Winterbloom found herself the deciding vote. Instant Death became a legal reality, much to the chagrin of many (meta)human rights groups. Disasteroid was killed by Element Zero injection the very next day, August 29th, 2032.
  7. So... I've got two big events coming up in Meta-Earth. First is the invasion by Istvatha V'han's forces from another dimension, and then the campaign's transition to Galactic Champions. (I'm also running the Great Supervillain Contest at the same time... but that's another matter.) I've got this character, the Imp, as readers will attest from a while back. It's easy to send a detective (Thorne) from her race to Meta-Earth to cause trouble while trying to track her down. This helps introduce the Players to the wider multiverse and makes the invasion seem like a less jarring experience. Almost a narrative ringing of a doorbell. Alternatively, there is an old character in Villains and Vigilantes adventure "The Centerville Incident" named Proxima. She's an android cop, she's a spaceship... she's all that and more. I want to introduce her in my scenario "Age of Zorax." This makes Galactic Champions a smoother transition. I'm not clear on using Multiform to switch between android and ship form, and even less clear whether I care, given that it's an NPC and a solid concept. Problem is, it's the same adventure, isn't it? Alien (the Imp or Zorax) is causing trouble and cop (Thorne or Proxima) causes trouble before the Player Characters get the whole story and the scenario plays out as cooperation between Meta-Earth's heroes and the alien. I just don't feel like I can run both and not feel like I'm repeating myself.
  8. You are so welcome. Happy to assist. Always glad to help out... [insert other customer service lines here] I was able to license his whole collection of monster/character art for about $250.
  9. I've loved his art for a long time, but I was only able to license it a few days ago. If you want to work together on this bestiary, just let me know! Check the Word doc for the pics I've already done and chose any stragglers (there are hundreds of them).
  10. Monsters! Well, ain’t this fun! Critters for your games of Fantasy HERO, Victorian HERO, or a really weird game of Monopoly. I run them in Caleon, a steampunk setting, and Ravenna, an urban fantasy game set in Italy for unresolved (likely inadequate) reasons. The text descriptions have been obtained by use of ChatGPT, and the HERO System character sheets derived from that text. The process involves dropping Olekzandr Zahorulko's art onto the chat window and seeing what it spits back at me. Cheating? Maybe. Fun. Certainly. The art is all licensed and legal. HDCs and a WIP are available on my OneDrive. I might do the same for his NPC illustrations. His portfolio can be found here. If there's a monster in that collection you'd like me to try I'm all ears.
  11. I'm working on a bestiary. Astrak Ecology: Astraks reside in the tumultuous expanse of the Ethereal Plane, drifting through the cosmic winds. They are often found near ley line confluences or astral nexuses, feeding off the residual energies of spellwork and enchanted artifacts. These creatures play a crucial role in the arcane food web, as their consumption of excess magic prevents the overflow of arcane energy that can lead to catastrophic rifts in the fabric of reality. Personality/Motivation: Astraks lack a personality as mortals understand it; they are primal forces, driven by an insatiable hunger for magical energy. Their movements are sporadic, influenced by the unpredictable tides of the Ethereal Plane. Yet, there is an odd grace to their actions, a dance choreographed by the pulsations of the multiverse itself. Powers/Tactics: Astraks can unravel the weave of spells, siphoning the magic from enchanted items and weakening casters. While they can attack with brute force they tend to warp the space around them, causing spells to backfire or dissipate. When threatened, they can unleash bursts of anti-magic, creating dead zones where no spell can ignite. Campaign Use: A campaign might involve an Astrak when the balance of magical energies becomes disturbed, or if a mage seeks to capture one to study its anti-magic properties. Alternatively, they could be the unintentional minions of a greater villain, unleashed to consume the magical defenses of a city before an impending attack. Appearance: The Astrak is an amalgamation of void and substance. Its body, if it can be called that, is a translucent mass of pulsating energy, shifting in hue and intensity with each absorbed spell. Jagged, crystalline formations jut out from its core, vibrating with stolen magic, while its tendrils, thin and wispy, reach out into the surrounding ether, searching for its next source of nourishment. Astrak VAL CHA Cost Roll Notes 18 STR 8 13- HTH Damage 3 ½d6 END [2] 10 DEX 0 11- 13 CON 3 12- 8 INT -2 11- PER Roll 14- 8 EGO -2 11- 13 PRE 3 12- PRE Attack: 2 ½d6 5 OCV 10 5 DCV 10 3 OMCV 0 8 DMCV 15 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 5 PD 3 5 PD (0 rPD) 5 ED 3 5 ED (0 rED) 10 REC 6 48 END 6 13 BODY 3 40 STUN 10 Movement Cost Meters Notes RUNNING 6 18m/36m END [2] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 122 Cost Powers 244 Anti-Magic Burst: Dispel All Magic 25d6, Personal Immunity (+¼), Area Of Effect (6m Radius; +½), Expanded Effect (All Magic simultaneously) (+1 ½) (244 AP) 24 5 3 Legs: Extra Limbs (5) 0 10 Claws: Killing Attack - Hand-To-Hand 1d6 (15 AP); No STR Bonus (-½) 1 20 Warp Space: +5 DCV (25 AP); Costs Endurance (Only Costs END to Activate; -¼) 2 20 Spell Warp: Deflection 2 40 Essense Sense: Detect Magic 18- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting 0 40 Otherworldly: Life Support (Eating: Astrak eats ambient magic; Immunity All terrestrial poisons; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Astrak does not sleep) 0 9 Astrak Senses: +3 PER with all Sense Groups 0 10 Semi-Real: Hearing Group Flash Defense (10 points) 0 10 Semi-Real: Sight Group Flash Defense (10 points) 0 60 Semi-Real: Energy Damage Reduction, Resistant, 75% 0 60 Semi-Real: Mental Damage Reduction, Resistant, 75% 0 60 Semi-Real: Physical Damage Reduction, Resistant, 75% 0 1 Reach 1m, Reduced Endurance (0 END; +½); no Noncombat Stretching (-¼) 0 Powers Total: 589 Cost Skills 3 Stealth 11- 6 +3 with Deflection Skills Total: 9 Value Complications 10 Physical Complication: Physical Complication: Semi-Large (+1 OCV to hit character, +1 to others PER Rolls to perceive him) (Infrequently; Slightly Impairing) 30 Physical Complication: Instinctive Intelligence (All the Time; Greatly Impairing) 20 Susceptibility: Dispel Magic Effects Other Than The One It Generates 3d6 damage Instant (Common) Complications Points: 60 Base Points: 200 Experience: 0 Experience Unspent: 0 Total Character Cost: 720
  12. Doing a fun thing with ChatGPT and HERO. I'm dropping images into the chat, it gives me the text of a HERO Bestiary write up, and I then create a Fantasy HERO monster from it. For example, this monster (ArtStation - Toxic Spider, Olekzandr Zahorulko) caused ChatGPT to give me this. So now I'll go create a HERO writeup for it. I've licensed 600 pieces of art from Olekzandr and I'll be compiling them into a PDF for everyone's enjoyment. Ecology: Behold the Jadeback Shellspider, an extraordinary amalgamation of mineral and arachnid lifeforms. This creature is typically found in the depths of ancient forests where magic runs as rampant as the foliage. It feeds off the rich mineral deposits in the soil and is known to integrate these elements into its exoskeleton, resulting in its unique and robust armored hide. Personality/Motivation: The Jadeback Shellspider is a solitary guardian of the forest's heart, acting as a living bulwark against those who would harm its sacred grounds. It moves with purpose, driven by an intrinsic connection to the life force of the trees and the earth it roams. This creature does not seek out confrontation, but it does not shy away from it when the sanctity of its home is at stake. Powers/Tactics: With a carapace as hard as the rocks it emulates, the Jadeback Shellspider can curl into a formidable shield to withstand assaults. In offense, it can hurl shards of its jade-like armor, which regrow over time, or ensnare foes with webs that have the tensile strength of steel. It is a patient hunter, lying in wait, camouflaged until the perfect moment to strike. Campaign Use: The Jadeback Shellspider can be a fierce adversary, a steadfast ally, or an environmental hazard in a campaign. It could guard ancient secrets, obstruct a path that adventurers must pass, or be the subject of a quest where its unique mineral-rich carapace is sought after by alchemists or smiths. Appearance: This creature's most striking feature is its glowing, jade-green carapace, which appears to be carved from the gemstone itself. Its body structure resembles that of a spider, with long, jointed legs perfect for traversing its wooded home. The translucent green of its shell gives off a faint luminance in the dappled light of the forest, creating an otherworldly aura.
  13. I wrote an entire campaign setting with ChatGPT. Most of this is the GPT, with some editing on my part. The few Templates, spells and such are all me. Note that I got utterly sick of the thing after about 4 days. Formatting and editing was laborious. The effort cratered my credit score, exploded my car, cost me an eye, and left my cat homeless. I've recovered, but it was a journey. HERO Forum Uploads Look for the EC or Elysium Chronicles material.
  14. It's actually made from old reels of Death Wish (1974) spun into fibers and cussed at for 10-12 hours a day for the better part of a month. We try for the whole 12 hours, but Dave gets tired and his throat sore. The resulting fabric is driven around the seedier parts of Indianapolis in the trunk of a bullet-riddled 1974 Fleetwood before being dropped off a cliff. Then, we cut the patterns and fit the stuff to your hero, but always a bit snug so you get that Charles Bronson too-tight-in-the-crotch facial expression.
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