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Jkeown

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Everything posted by Jkeown

  1. Re: [PAH] Gear and Mutations... Perhaps a bit daunting. When I first proposed it, the PCs protested, thinking it might be too huge to pull off. There is no middle ground, I figure. I'm going to keep the Schematics simple, one for each type of weapon. Frex: the Shotgun Schematic will build a generic boomstick. If they want a specific model... they'll have to find it intact or buy it from a trader. Either that, or they pry it from somebody's cold, dead hands. I'll set up a document with more complete schematics, in the meanwhile, if anyone has suggestions for some, I'll include them. Should probably post a parts list first, huh?
  2. Re: [PAH] Gear and Mutations... I'm a casual player... the instances are not designed for casuals... um... My connection is so laggy! Engineers need to be nerfed ZOMG.
  3. Re: [PAH] Gear and Mutations... Okay... How's this? Good Scrounge! During their exploration of Gamma Terra, our heroes will encounter articles of the Age of the Ancients, to which dramatic "selective entropy" has been applied. That is, in the interest of fun, after 800 years, rubber tires are still good, and steel tubing has just a spot of rust. Settings that take place closer to the "Big Oops" might not need such suspension of decay, but it's part and parcel of the Gamma World mindset. As they collect these bits, they can apply their skills: Electronics, Mechanics, Armorsmith, Weaponsmith and any science they feel applies to the process of cobbling together completed items to trade or use themselves. At each stage of assembly, they record the "Margin of Success" of each roll. Various factors go into success, such as availability of tools, and whether you are working out in the wild, or in a "Shop" or "Lab." The Total Margin of Success is compared here: 0 Very Poor Quality 1-5 Poor Quality 6-10 Average 10-20 Good 21+ Excellent After assembly, an item is ready for trade or use during adventures. Leafy McPlantsalot, a Mutant Shrub with a martial outlook, is assembling a Submachine Gun using the Good Scrounge system. He has Weaponsmith 12-, Mechanics 13- and a Gunsmith Shop consisting of cobbled gear he's found here and there. The Shop gives him +1 to his rolls when he's working there. Looking at the list of "Schematics" Leafy needs a Metal Tube, a Trigger Assembly, an Autofire Assembly and a Grip. The Trigger and Autofire Assemblies breakdown further. Trigger Assembly requires 2 springs and 1 scrap metal. The Autofire Assembly requires 1 spring, and 2 scrap metal. Assuming he has all the parts, a roll is required each time he joins 2 or more parts together. He puts together the Trigger Assembly. Rolling against Weaponsmith (Firearms) 13-, he gets a 9. This is 5 points of success. He combines parts to make the Autofire Assembly, Again, Weaponsmith comes into play. He rolls a 13. Margin of success is 1, as he rolled right on his skill. Now, Leafy can assemble the completed weapon. This step assumes that all the bits are going on in a single step. So, the Metal Tube, Trigger, Autofire and Grip all count as one skill roll against Weaponsmith. He gets a 12. Margin of Success is 2. Total margin of success is 5. He checks the chart. 8 points of success is a "Average Quality" item. It's got an Activation Roll of 11-, no mods to OCV or RMod (PAH, pg 62) If he'd used Duct Tape during any phase of construction, he would have +1 to any rolls. The stuff is amazing. I'm working on a list of Parts, Assemblies, and Finished Gear, but it's a huge list, and I'm not sure of the final level of detail. I want to keep the number of rolls to a minimum, so that not everyone is walking around with "Excellent" weapons and flying "Average" airplanes. Margin of Success can build up fast when you have 5 or more rolls to make. Here's a partial list of Gear... Assault Rifle 2x Metal Tube, 1x Trigger Assembly, 1x Autofire Assembly, 1x Grip SMG 1x Metal Tube, 1x Trigger Assembly, 1x Autofire Assembly, 1x Grip Geiger Counter 1x Receiver, 1x Emitter Gas Mask 2x Lenses, 1x Filter, 2x Cloth Chain Gun 3x Metal Tube, 1x Motor, 1x Metal tank, 1x Trigger Assembly, 1x Autofire Assembly, 1x Grip Grenade 1x Metal Tube, 1x Sulpher, 1x Chemicals Torch 1x Wood, 1x Cloth Flashlight 2x batteries, 1x Bulb, 1x Metal Tube Thoughts?
  4. Gear So in last night's Gamma HERO game, the gang loved the idea of scraping together parts to build their own gear, rather than saving up cash to buy it. I introduced the idea of "Spares" bits of equipment, not named parts, just "Electronic Spares" and "Mechanical Spares." These bits were found using Steve's Scavenging rules in PAH. My idea was that a "Spare" was equal to one active point toward building a focus. After two hours, they wanted to know what bits they were finding. That, I knew, would lead to my having to have deep knowledge of stuff I know nothing about. Still, they insisted we have some way of scraping stuff together to make equipment. We all love World of Warcraft in these parts (Indianapolis) and using the tradecraft system from that game, I think I've got a method of using the PC's Electronics, Mechanics, Armorsmith, Weaponsmith, various Sciences and Professions in a Tradeskill system. Is there any interest in seeing this system? Hint: There are rules for Duct Tape. Mutations Characters in this new Gamma HERO game can save up experience points in a pool, converting them to Darwins that they can spent as Real Points on Mutations they'd like to have. If exposed to mutagens, they can spend their Darwins, or take their chances with the Mutation tables.
  5. Re: "Racial" equipment? The intent is a class of equipment that, being very high tech, runs genetic scans of the potential user and will not function for members of other races. This gives distinction to the Pure Strain Human characters, having specialized gear and cyberware that only they can use. As it is, Personal Focus is probably the best route.
  6. Re: Ultimate Energy Projector: Any one have it yet? I should be getting my copy today, and I'm hoping the system provides for the bizarre energy types in my magic system to be represented. At the very least, it should provide examples of how to construct new relationships between energy types, even the fake ones from my game and say... Star Trek and Gamma World.
  7. Let's say I've a battlesuit system that won't work on any race other than Pure Strain Humans from a Gamma HERO game, or a +1 Sword of Generic Orc Slaying that only works for Elves. Should the limitation (Only Works For Race X) be based on the balance of races in my group (which might change over time) or the balance of races in the Game World (which is under my control, and probably remains static). I'm certain I've seen this before, but I can't seem to source it, and I don't have my books with me. (I'm at work, ya know, so I can afford to buy more HERO stuff)
  8. So, you're playing some Wahoo version of Post Apocalyptic HERO, and you select Botanoid from Star HERO. Great, you're a walking rosebush... but how's about some mutant genes to get your botanical mojo workin'? Here are some mutations for plants. I'm sure there are more to be had... Have fun! Vines Vines are a handy method employed by many plants to act at a distance. Finger Vines: Stretching 2" (10 Active Points); no Noncombat Stretching (-1/4), No Velocity Damage (-1/4) END: 1 Real Cost: 7 Vines: Extra Limb (1) (5 Active Points); Limited Manipulation (-1/4) END: 0 Real Cost: 4 Thorny Vines: (Total: 35 Active Cost, 32 Real Cost) HKA 1 1/2d6 (2d6+1 w/STR) (Real Cost: 25) plus Stretching 2" (10 Active Points); no Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 7) END: 3 Real Cost: 32 Gas Bags The plant can float on wind currents, often dragging tendrils or vines beneath it so it can anchor on terrain features. Gas Bags: Gliding 4" (4 Active Points); Subject to Wind Conditions (-1) END: 0 Real Cost: 2 Thorns The plant is covered in large, evil looking thorns. Thorns: HKA 1d6, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (45 Active Points) END: 0 Real Cost: 45 Thorns!: HKA 1 1/2d6, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (75 Active Points) END: 0 Real Cost: 75 Fruits and Vegetables Many Mutated Plants can grow fruits or vegetables that contain beneficial or dangerous chemicals. Some of the observed types are listed below, along with the most common name for such structures. Grenapes I: EB 4d6, Explosion (+1/2) (30 Active Points); Extra Time (1 Day, To Grow Replacements; -4), 4 Charges (-1), OAF - Fruit or Vegetable (-1), Side Effects (Explodes In Character's Hex; -1/2) END: [4] Real Cost: 4 Grenapes II: EB 6d6, Explosion (+1/2) (45 Active Points); Extra Time (1 Day, To Grow Replacements; -4), 4 Charges (-1), OAF - Fruit or Vegetable (-1), Side Effects (Explodes In Character's Hex; -1/2) END: [4] Real Cost: 6 Grenapes III: EB 8d6, Explosion (+1/2) (60 Active Points); Extra Time (1 Day, To Grow Replacements; -4), 4 Charges (-1), OAF - Fruit or Vegetable (-1), Side Effects (Explodes In Character's Hex; -1/2) END: [4] Real Cost: 8 Mutatos The dreaded Mutato (Also spelled Mutatoe) rewrites the diner's genetic code, causing him to roll on the Mutation Tables! The concentrated mutagens in the mutato require a great deal of time to build up, it takes 3 months to grow a new one. Mutato: Major Transform 5d6 (Non-Mutant into Mutant, Genetic Therapy and Miracles) (75 Active Points); Extra Time (1 Season, To Grow Replacement; -5 1/2), OAF - Fruit or Vegetable (-1) END:7 Real Cost: 10 Paragranates, Ripe: Healing BODY 4d6 (40 Active Points); Extra Time (1 Week, -4 1/2), 4 Charges (-1), OAF - Fruit or Vegetable (-1) END: [4] Real Cost: 5 Paragranates: Healing BODY 2d6 (20 Active Points); Extra Time (1 Day, -4), 4 Charges (-1), OAF - Fruit or Vegetable (-1) END: [4] Real Cost: 3 Sleeples: Ego Attack 6d6, NND (Life Support: Immunity to Plant Toxins; +1) (120 Active Points); Extra Time (1 Day, -4), Based on CON (Defense: PD; -1), 4 Charges (-1) END: [4] Real Cost: 17 Painberry: Aid STUN 4d6 (40 Active Points); Extra Time (1 Day, -4), 4 Charges (-1) END: [4] Real Cost: 7 Zapples: HKA 2d6, Penetrating (+1/2), AVLD (Natural PD; +1 1/2) (90 Active Points); Extra Time (1 Day, -4), Must Be Eaten to Take Effect (-1), OAF - Fruit or Vegetable (-1) END: 9 Real Cost: 13 Chillberry: Aid PRE 4d6 (40 Active Points); Extra Time (1 Day, -4), 4 Charges (-1), OAF - Fruit or Vegetable (-1) END: [4] Real Cost: 6 Rationberry: LS (Eating: Character only has to eat once per week); Extra Time (1 Day, To Grow; -4), 1 Charge (-2), OAF - Fruit or Vegetable (-1) END: [1] Real Cost: 1 Bugberrys: LS (Immunity: Bacterial Infections), 4 Continuing Charges lasting 1 Week each (+0) (3 Active Points); Extra Time (1 Day, -4), OAF - Fruit or Vegetable (-1) END: [4 cc] Real Cost: 1 Anti-Radishes: LS (50% Radiation Dosage), 4 Continuing Charges lasting 1 Week each (+0) (2 Active Points); Extra Time (1 Day, -4), OAF - Fruit or Vegetable (-1) END: [4 cc] Real Cost: 1 Brain Berrys: +2 with INT-Based Skills (10 Active Points); Extra Time (1 Day, -4), 4 Charges (-1), OAF - Fruit or Vegetable (-1) END: Real Cost: 1 Greach: LS (Immunity: Zootoxins), 4 Continuing Charges lasting 1 Week each (+0) (5 Active Points); Extra Time (1 Day, -4) END: [4 cc] Real Cost: 1 PERsimmon: +4 PER with all Sense Groups (12 Active Points); Extra Time (1 Day, -4), 4 Charges (-1), OAF - Fruit or Vegetable (-1) END: [4] Real Cost: 2 Stickly Pear: Entangle 3d6, 3 DEF (30 Active Points); Extra Time (1 Day, To Grow; -4), 4 Charges (-1), OAF - Fruit or Vegetable (-1), Side Effects (Explodes In Character's Hex; -1/2) END: [4] Real Cost: 4 Seeds! Some Mutated Plants can fire seeds at great velocity, with a variety of effects. As with most other natural projectiles and fruit, the seeds take time to regenerate Seeds!: RKA 1d6 (15 Active Points); Extra Time (1 Day, To Grow Replacements; -4), 4 Charges (-1) END: [4] Real Cost: 2 Seeds!, Autofire: RKA 1d6, Autofire (3 shots; +1/4) (19 Active Points); Extra Time (1 Day, To Grow Replacements; -4), 4 Charges (-1) END: [4] Real Cost: 3 Seeds!, Spiney: RKA 1d6, Armor Piercing (+1/2) (22 Active Points); Extra Time (1 Day, To Grow Replacements; -4), 4 Charges (-1) END: [4] Real Cost: 4 Seeds!, Explosive: RKA 1d6, Explosion (+1/2) (22 Active Points); Extra Time (1 Day, To Grow Replacements; -4), 4 Charges (-1) END: [4] Real Cost: 4 Seeds!, Burrowing: RKA 1d6, Penetrating (+1/2) (22 Active Points); Extra Time (1 Day, To Grow Replacements; -4), 4 Charges (-1) END: [4] Real Cost: 4 Seeds!, Sprayfire: RKA 1d6, Area Of Effect (4" Cone; +1) (30 Active Points); Extra Time (1 Day, To Grow Replacements; -4), 4 Charges (-1) END: [4] Real Cost: 5 Spores The Mutant Plant can emit spores that make others see him (?) as a trusted friend. This gives the plant a large bonus in dealing with the affected critter. Anemophilous Diplomacy: +4 with Interaction Skills (20 Active Points); Does Not Work On Creatures With LS (Self-Contained Breathing) (-1) END: 0 Real Cost: 10 Smoke Spores The Mutant plant can generate a sizable spore sac that when detonated, generates a thick smoky cloud. Smoke Spores: Darkness to Sight Group 3" radius (30 Active Points); Extra Time (1 Day, To Grow Replacements; -4), 4 Charges (-1) END: [4] Real Cost: 5
  9. Character Theme Some characters might, in their travels, come across clothing or costumes that compliment their lifestyle, outlook or mutation set. A little research might dig up some spotty information on the theme and before long the character is wandering the desert dressed in a Ronald Reagan mask, tattered 3-piece suit, he’s carrying a stuffed chimp and gunning down “Evil Empire” agents. Other Ronald Reagan or Dead President themed characters like his style, and give him a bit of preference in dealings and leeway in passage through their territory. Some theme groups are so keen on this they provide the equivalent of “Right to Shelter” Characters may start with a theme. This may or may not cost points, and may result in bonuses to Reputation or Hunteds. If you want to change your theme, you’ll have to poke around and find the proper trappings. The only look that doesn’t convey advantages is the “Dusty Wasteland Goofball” theme, because everybody looks like that. Some possible themes: Rockabilly: This is ripped off Six String Samurai so obviously I won't try to hide it. Get a pompadour, a guitar and some nice shoes. Dig up a decent suit and learn to play that axe, son... Other Rockers will "dig" your style, if you can pull it off. A quick Persuasion roll using that 1957 Hollowbody Six string might convince them to join the battle against the Knights of Genetic Purity, or it might just get you a meal and a warm patch of floor for the night. Visual Kai: The right (outrageous) make up, a silly dress and a huge blonde wig gets a girl (or guy, secure in his sexuality) a rep bonus among the Goth Lolita crowd, the Anime Fanciers or other Cosplay type groups. The image in my head of a dozen Goth Lolita's charging a biker gang firing full auto is too much to ignore... Dead Presidents: Ranging from a business suit and nice hair to a Nixon mask and a reel-to-reel straped to your back, the Dead Presidents theme is a reputation cult. They won't help you fight, but they'll find some poor bastards to go into battle for you. They adopt names like "Tricky Dicky" and "Dub-ya." SCA: While lots of folks wear chain mail in Gamma HERO, few do it with such "medieval cool." Heraldry, quaffing meade, jousting and eating the roasted legs of unidentifable birds are the order of the day for these folks. None of them know what the letters mean any more, but placing high in a jousting tourney gets you drunk and fed every night for a month or two. Oh, and they know plenty of skills of a primitive nature as well. They call each other "M' Lord" a great deal and have titles that never existed "Earl of Sonora," "Duke Rippington of Lost Angels" and the like. Law Enforcement: A salvaged police uniform and a gun are all you need. A car, painted black and white, goes a long way to getting protected and served by these folks. They like to "enforce the Law" whatever that might mean. I know others can think of more themes... what'cha got?
  10. Re: PAH Character: Buddy, the Six-String Samurai I just wanted to say "THANKS!" for bringing this film to my attention. I had glimpsed it in the Comcast On-Demand choices, but kept passing it for reasons unknown. Now I've seen it... and I loved it. We laughed, we cried, we ate pizza and drank Coke... it was a lovely geeky evening with the family.
  11. Re: [Post-Apocalypse Hero] Oops! Forgot the .hdp!
  12. Playing STALKER just now, thought I'd write some stuff up... Stalker is a great game, featuring a large chunk of Ukraine known as the Chernobyl Exclusion Zone. The rest of the world is just a we know it today, but the Zone is a full blown Post-Apocalypse wasteland. Dr. Hugo Sonofavitch’s Guide to the Chernobyl Exclusion Zone Anomalies. 12-07-2012 In my drunken wanderings around the Zone, I’ve happened upon a few bizarre radiation-spawned anomalies that I think bear exposure to the outside world. Each is a unique phenomenon, almost palpably evil and rapacious, hungering for the flesh of living beings. Or so it would seem. Further investigations by my many assistants, all of whom are dedicated, hard-working and entirely expendable, have shown that the phenomena are classifiable and so I present a bestiary of sorts, to the Anomalies of the Chernobyl Exclusion Zone. Many hours of patient study and serval hundred feet of rope went into this work. I hope you find it useful. [Descriptions taken directly from the poorly-translated Russian on the Stalker Website. HERO Conversion by Jeffery M Keown.] Burnt Fuzz One of the Zone’s examples of mutated vegetation. Reacts to rapidly approaching living beings by discharging a cloud of projectiles severely injuring uncovered or lightly protected skin upon contact. Does not react to slowly moving targets. Forms three types of artifacts: Thorn, Crystal Thorn and Urchin. Burnt Fuzz Burnt Fuzz, Weak: RKA 1d6, +2 Increased STUN Multiplier (+1/2), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1), Area Of Effect (5" Radius; +1) (67 Active Points); OIF Immobile (-1 1/2), Not Vs targets Moving less than 3" per Phase (-1) Burnt Fuzz, Average: RKA 1 1/2d6, +2 Increased STUN Multiplier (+1/2), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1), Area Of Effect (9" Radius; +1) (112 Active Points); OIF Immobile (-1 1/2), Not Vs targets Moving less than 3" per Phase (-1) Burnt Fuzz, Strong: RKA 2d6, +2 Increased STUN Multiplier (+1/2), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1), Area Of Effect (11" Radius; +1) (135 Active Points); OIF Immobile (-1 1/2), Not Vs targets Moving less than 3" per Phase (-1) Vortex An anomaly of presumably gravitational nature. When triggered, the tremendous power of the "Vortex" drags everything within the radius of 10-15 yards into its center. Victims drawn into the core have no chance of survival: the bodies of animals and human beings alike are quickly constricted into a tight lump, only to be blown up a moment later in a powerful discharge of energy. The anomaly remains stationary throughout its lifetime (a week on average). It can be visually detected in daylight by the air fluctuation above, dancing leaves, fragments of dismembered corpses lying around, and a distinctive dark stain in the center. Highly dangerous at night since it can be revealed only by means of a detector, or by throwing metal objects into it. Forms three types of artifacts: "Wrenched", "Gravi" and "Goldfish" Vortex Vortex, Weak: EB 4d6, Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Area Of Effect (6" Radius; +1), Continuous (+1) (80 Active Points); OIF Immobile (-1 1/2)END: 0 Vortex, Average: EB 8d6, Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Area Of Effect (12" Radius; +1), Continuous (+1) (160 Active Points); OIF Immobile (-1 1/2) END: 0 Vortex, Strong: EB 12d6, Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Area Of Effect (18" Radius; +1), Continuous (+1) (240 Active Points); OIF Immobile (-1 1/2) END: 0 Burner While inactive, the anomaly manifests itself as a barely visible cloud of hot air. When triggered by an object or a living being it instantly heats up to lethal temperatures approaching 1500K. At nighttime it can be revealed by powerful detectors or by throwing metal objects into the trigger area. Forms three types of artifacts: "Dproplets", "Fireball" and "Crystal". Burner Burner, Weak: HKA 1d6, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (One Hex; +1/2), Damage Shield (+1/2), Continuous (+1) (56 Active Points); OIF Immobile (-1 1/2) END:0 Burner, Average: HKA 2d6, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (One Hex; +1/2), Damage Shield (+1/2), Continuous (+1) (112 Active Points); OIF Immobile (-1 1/2) END:0 Burner, Strong: HKA 3d6, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (One Hex; +1/2), Damage Shield (+1/2), Continuous (+1) (169 Active Points); OIF Immobile (-1 1/2) END:0 Fruit Punch An anomaly of unknown nature. Glowing green jelly is vivid in the dark. On contact with human body inflicts injuries similar to the effects of a strong acid. Forms three types of artifacts: "Slime", "Slug", and "Mica". Fruit Punch Fruit Punch, Weak: HKA 1d6, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (One Hex; +1/2), Damage Shield (+1/2), Penetrating (+1/2), Continuous (+1) (64 Active Points); OIF Immobile (-1 1/2) END: 0 Fruit Punch, Average: HKA 2d6, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (One Hex; +1/2), Damage Shield (+1/2), Penetrating (+1/2), Continuous (+1) (127 Active Points); OIF Immobile (-1 1/2) END: 0 Fruit Punch, Strong: HKA 3d6, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (One Hex; +1/2), Damage Shield (+1/2), Penetrating (+1/2), Continuous (+1) (191 Active Points); OIF Immobile (-1 1/2) END: 0 Electro An anomalous formation, roughly 10 yards in diameter, accumulating static electricity in vast quantities. When triggered, the anomaly bursts out in dozens of miniature lightnings, causing electric shock, nearly always lethal for all living beings. Recognizable by the bluish fog hovering above it in daylight. At nighttime the "Electro" can be revealed by any type of detector, or by throwing metal objects into the anomaly. Forms three types of artifacts: "Sparkler", "Flash" and "Moonlight". Electro Electro, Weak: EB 6d6, Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Area Of Effect (9" Radius; +1), Continuous (+1) (120 Active Points); OIF Immobile (-1 1/2), Real Electricity (-1/4) END:0 Electro, Average: EB 9d6, Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Area Of Effect (14" Radius; +1), Continuous (+1) (180 Active Points); OIF Immobile (-1 1/2), Real Electricity (-1/4) END:0 Electro, Strong: EB 12d6, Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Area Of Effect (18" Radius; +1), Continuous (+1) (240 Active Points); OIF Immobile (-1 1/2), Real Electricity (-1/4) END:0 Springboard One of the first anomalies ever recorded – an unstable gravitational field inflicting physical shock damage to anyone within its radius. Easy to spot in daylight. Accompanied by air fluctuation above the anomaly, dancing leaves and distinctive crimson colored stains on the ground. Picked up by all kinds of detectors. Springboard produces 3 kinds of artifacts: Jellyfish, Stone Flower and Night Star Springboard Springboard, Weak: EB 4d6, Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Penetrating (+1/2), Area Of Effect (7" Radius; +1), Continuous (+1) (90 Active Points); OIF Immobile (-1 1/2) Springboard, Average: EB 8d6, Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Penetrating (+1/2), Area Of Effect (14" Radius; +1), Continuous (+1) (180 Active Points); OIF Immobile (-1 1/2) Springboard, Strong: EB 12d6, Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Penetrating (+1/2), Area Of Effect (21" Radius; +1), Continuous (+1) (270 Active Points); OIF Immobile (-1 1/2) Whirligig The anomaly snatches its victims up in the air and spins them at breakneck speed. The exact nature of the Whirligig remains unknown. The anomaly can be recognized by a light whirlwind of dust above and by body fragments scattered in the vicinity. Victims caught in its outer rim – far enough from the maximum effect zone at the center – can escape with relatively minor injuries. Forms three types of artifacts: Stone Blood, Meat Chunk and Soul. Whirligig Whirligig, Weak: (Total: 210 Active Cost, 84 Real Cost) EB 4d6, Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Penetrating (+1/2), Explosion (+1/2), Continuous (+1) (80 Active Points); OIF Immobile (-1 1/2) (Real Cost: 32) plus Entangle 4d6, 4 DEF, Takes No Damage From Attacks Limited Group (+1/4), Explosion (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (130 Active Points); OIF Immobile (-1 1/2) (Real Cost: 52) Whirligig, Average: (Total: 315 Active Cost, 126 Real Cost) EB 6d6, Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Penetrating (+1/2), Explosion (+1/2), Continuous (+1) (120 Active Points); OIF Immobile (-1 1/2) (Real Cost: 48) plus Entangle 6d6, 6 DEF, Takes No Damage From Attacks Limited Group (+1/4), Explosion (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (195 Active Points); OIF Immobile (-1 1/2) (Real Cost: 78) Whirligig, Strong: (Total: 420 Active Cost, 168 Real Cost) EB 8d6, Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Penetrating (+1/2), Explosion (+1/2), Continuous (+1) (160 Active Points); OIF Immobile (-1 1/2) (Real Cost: 64) plus Entangle 8d6, 8 DEF, Takes No Damage From Attacks Limited Group (+1/4), Explosion (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (260 Active Points); OIF Immobile (-1 1/2) Artifacts While the literature on the subject of how anomalies create artifacts is at best sparse and dubious. One theory has been offered by Chernobyl NPP cartoonist Hiromi Achoomoto. Her theory, which is hers, suggests that the victims of anomalies leave behind ash, compressed bio-matter and traces of mutated DNA that give the artifact substance. When pressed for details, Hiromi changed the subject, offering to show us her collection of Will Eisner’s Spirit comics she looted from Lab X16. Artifacts can be worn on a belt, or as an amulet, or in place of the little poofy ball on the top of a stocking cap. They can be bought and sold, usually for about 50 Rubles times their active cost. Just remember, these things used to be people. They aren't normally found more than 40 feet from a given anomaly, unless found as loot. Sometimes folks drop them while walking, to avoid the ill effects of carrying them in the first place. Burner Artifacts Droplet: LS (Expanded Safe Environment: Radiation 75% Effect); OIF (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Loss of 5 END While Worn; -1/2) Fireball: LS (Expanded Safe Environment: Radiation 50% Effect) (2 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Loss of 5 END While Worn; -1/2), OIF (-1/2) Crystal: LS (Expanded Safe Environment: Radiation 25% Effect); OIF (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Loss of 5 END While Worn; -1/2) Burnt Fuzz Artifacts Thorn: LS (Expanded Safe Environment: Radiation 75% Effect); OIF (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Extra 1 BODY From Physical KA's; -1/2) Crystal Thorn: LS (Expanded Safe Environment: Radiation 50% Effect) (2 Active Points); OIF (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Extra 1 BODY From Physical KA's; -1/2) Urchin: LS (Expanded Safe Environment: Radiation 25% Effect); OIF (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Extra 1 BODY From Physical KA's; -1/2) Electro Artifacts Sparkler: +15 END (8 Active Points); OIF (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (x 1 1/2 Damage from Electricity; -1/2) Flash: +30 END (15 Active Points); OIF (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (x 1 1/2 Damage from Electricity; -1/2) Moonlight: +45 END (23 Active Points); OIF (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (x 1 1/2 Damage from Electricity; -1/2) Fruit Punch Artifacts Slime: Armor (3 PD/0 ED) (5 Active Points); Vs STUN From KA's Only (-1) Slug: Armor (6 PD/0 ED) (9 Active Points); Vs STUN From KA's Only (-1) Mica: Armor (9 PD/0 ED) (14 Active Points); Vs STUN From KA's Only (-1) Springboard Artifacts Jellyfish: Armor (3 PD/0 ED) (5 Active Points); Vs Bullets Only (-1), Side Effects, Side Effect occurs automatically whenever Power is used (10% extra Effect from Radiation; -1/2) Stone Flower: Armor (6 PD/0 ED) (9 Active Points); Vs Bullets Only (-1), Side Effects, Side Effect occurs automatically whenever Power is used (10% extra Effect from Radiation; -1/2) Night Star: Armor (9 PD/0 ED) (14 Active Points); Vs Bullets Only (-1), Side Effects, Side Effect occurs automatically whenever Power is used (10% extra Effect from Radiation; -1/2) Vortex Artifacts Wrenched: Armor (0 PD/3 ED) (5 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (10% extra Effect from Radiation; -1/2) Gravi: Armor (0 PD/6 ED) (9 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (10% extra Effect from Radiation; -1/2) Goldfish: Armor (0 PD/9 ED) (14 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (10% extra Effect from Radiation; -1/2) Whirligig ArtifactsStone Blood: +3 REC (6 Active Points); OIF (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Extra 1 BODY From Physical KA's; -1/2) Meat Chunk: +6 REC (12 Active Points); OIF (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Extra 1 BODY From Physical KA's; -1/2) Soul: +3 REC (6 Active Points); OIF (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Extra 1 BODY From Physical KA's; -1/2) Rare Artifacts Frankly we don’t knw where these come from. Really. Anyone with information about these most rare items should contact Dr. Sonofavitch in the well behind the abandoned farmhouse near Priyapt on route 6. Battery-A: Energy Damage Reduction, Resistant, 25% (15 Active Points); Electricity Only (-1/2), OIF (-1/2) Battery-B: Energy Damage Reduction, Resistant, 25% (15 Active Points); Fire/Heat Only (-1/2), OIF (-1/2) Kobolok: Armor (0 PD/3 ED) (5 Active Points); OIF (-1/2) Mama's Beads: Armor (3 PD/0 ED) (5 Active Points); OIF (-1/2) Pellicle: Physical Damage Reduction, Resistant, 25% (15 Active Points); Chemical Only (-1/2), OIF (-1/2) Spring: Physical Damage Reduction, Resistant, 25% (15 Active Points); Blunt Force Trauma Only (-1/2), OIF (-1/2)
  13. Re: Anyone Have PA Hero yet? I like it. I think I'm going to just lay back and rip off Gamma World or S.T.A.L.K.E.R. wholesale. Both are very possible with this book. My only complaint, and I'm really being silly complaining at all, is the amount of space used for settings. I'm pretty sure most folks are going Twilight:2000, Gamma World or Road Warrior, and the settings just take up too much space for my taste. That said... I do love this book.
  14. Re: Software Characters... My solution has been pretty simple. Software characters who get copied are NPCs. In Transhuman Space, they are Illegal as well. Also, they do have a vessel almost all the time. Whether its a computer, a wearable interface or a cybershell, these can all be handled as vehicles. One power I am going to make infomorphs purchase is the ability to be uploaded via radio or laser to any computer they have access to. This will be very expensive, amounting to a Teleport megascaled to the entire solar system that takes light-lag into account. 5.3 hours to Pluto, anyone? Assuming they can be hacked and altered by skilled infomorphs and organics alike, I think a series of designs for Cybershells, Bioshells and Wearables will give a PC plenty of vessels, lots of versatility and plenty of fun without being too insane.
  15. ...say I'm a bit of software. I have a physical presence (a machine on your desktop, or loaded into a robot body) but I'm not real, per se... How would you build such a character? I thought about defining "infospace" as a separate dimension... that seems somewhat satisfying...
  16. Re: Maybe it's the cold medication... Thank you.
  17. ... But I can't get a killing attack and an entangle to match up for Area of Effect. I'm translating the Nanoburn product from Transhuman Space. It slowly devours the target while keeping him or her or it paralyzed. Seems simple, but getting the AoE's to match is a chore. Thoughts?
  18. Re: Ripping off the Late Roger Zelazny... I was thinking along those lines as well. That would be an seperate slot. wouldn't it? Mind Link, Teleport, Extradimensional Teleport, I believe that brings the cost per person in any given deck to 3. I'm very sleepy... so I'll do the real math later. Now, would you allow a character to draw any person for 3 pts and add them to the deck, or just use those 3 slots to call and teleport anyone who they'd made a PS: Artist roll "against?" Sure you'd have to keep a list, but it didn't seem like a huge investment to make a trump, from, say, a sharpened spoon and a dirty wall. I think balance demands a point cost for each card.
  19. Re: Ripping off the Late Roger Zelazny... It occurs to me I'm reading too much into Roger's writing. The "Summoning" is actually, Teleport Usable by Other, isn't it?
  20. ... is no small undertaking. A player has recently asked to play a card player who uses a Trump-like deck to cast spells and do Amberish things. Amber being one of my many influences, maybe it's time to incorporate this concept into Caleon. Roger had these cards, based upon the Tarot, called Greater Trump. With them, you could communicate, travel, and even bring distant folks to your location with a single card. Whole decks could be cast like tarot to foretell the future (though bit vague, the cards were always right), telling you were the folks in the deck related to the current problem. Okay. 1 item, many functions: Multipower, right? I think each card is a separate item. They look a little like this: Cost Power 5 Higher Arcana: Multipower, 60-point reserve, (60 Active Points); all slots Independent (-2), OAF (-1), Concentration (1/2 DCV; -1/4) 0u 1) Communicate: Mind Link , Human class of minds, Person Pictured (5 Active Points); Independent (-2), OAF (-1), Concentration (1/2 DCV; -1/4) 1u 2) Call Ally: Summon 300-point Specific Person Pictured On Card (60 Active Points); Independent (-2), OAF (-1), Concentration (1/2 DCV; -1/4) 0u 3) Arcana Travel: Teleportation 1", MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (5 Active Points); Independent (-2), Only To Specific Place Pictured (-1), OAF (-1), Concentration (1/2 DCV; -1/4) Total Powers Cost: 6 6 points for all that. Is each card 6 points, or are they just 1 point slots in the deck? And those 0's are bugging me too. Should Hero Designer be outputting 0 cost slots?
  21. Re: Something we're doing tonight... The whole thing was a massive success. It allowed him to learn the basics of HERO again. AND showed him how my HERO Caleon game is so vastly different from my Forgotten Realms 3.5 game. I used a very simple dungeon layout that featured all of the Flavors of magic in my world. They had to understand how they interacted in order to solve the problems. Everyone role-played well, and Bill is now ready to go (He even enjoyed his Pregenerated character more than he thinks he'll enjoy the Cartomancer that he first imagined!).
  22. ... we're teaching a new guy to play Fantasy Hero. He played Champions back a long time ago, and needs a refresher. So, I'm making up a bunch of stereotypical Caleon characters (Chaos Mage, Street Shaman, Volshannu, Thug, Goblin Thief, etc) and they get to chase eachother all over the campaign city trying to kill one another. I think it'll be fun.
  23. http://www.curufea.com/hero/doku.php?id=characters:reklorn_the_shadow I think she's fairly complete, but I think her teleport powers could use some punching up. I've been thinking of an Indirect attack defined as her 'porting in, striking and porting away before one could strike back. Frustrating for players, to be sure, but very in character for Reklorn.
  24. Re: Inquisitor HERO Thanks for the links... there is a lot of interest, and I'm finally getting around to making some of my work public. Hope someone, somewhere enjoys it.
  25. I put a great deal of my conversions up on HEROWiki. http://www.curufea.com/hero/doku.php?id=resources:inquisitor
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