Jump to content

Jkeown

HERO Member
  • Posts

    808
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Jkeown

  1. I'm working on M41: A HERO System Resource for Warhammer 40,000 Roleplaying and I'm wondering if the page will be enjoyed outside my own gaming group... Thoughts?
  2. Okay... see, there's this alternate dimension, an elemental plane where wizards, mages and other beings can store documents, spell scrolls, drawings, hypotheses (sp?) and any odd data they want to save. Other wizards can access the information via special Contact Other Plane spells, or simply connect to it quickly with a KS: Cipherspace roll. It's the magical equivalent of Cyberspace, inhabited by the ghosts of old studious wizards turned to lore-ravenous Revenants, Info-mentals, Brain-hacking Cipherghouls and young idealistic mages called cipherpunks who want to plant Delayed Effect thaumic viruses in spells to burn out rival wizard's minds. Extradimensional Movement gets one there in a special avatar form, where you can engage in magical combat with the memory-gaunts of great wizards of the past. Its all there, and at the center of the Deep Aura, beyond the Memory Palaces of ancient spell casters (complete with Data-Golem Gaurdians) waits Cypher, the God of Information, ready to reward or punish those who trespass in his realm. Inspired by the real-world internet (you may have heard of it), The Great Art of Memory, Sci-Fi's Cyberspace and Terry Pratchett's excellent Library Space concept, I think this new plane offers a great deal of potential to GMs and Players alike... thoughts? Would we like to see this expanded? Or am I just not getting enough sleep? (I think dweomer-downloading should be represented as a VPP (active points acting as a sort of Download Limit) and general data acquistion being a simple KS roll, modified by GM Fiat) Can one summon a Memory-Gaunt? "We need to talk to Kastaboondarfanok, but he's been dead for fifty years! Quick... Call up his 'gaunt, we'll question it 'til dawn!" Travel in Cipherspace would be Flight Only Usuable In Cipherspace (-1), and on and on and on...
  3. Dispel Teleport 30d6, MegaScale (1" = 1 km; +1/4), Area Of Effect Nonselective (One Hex; +1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (225 Active Points); OAF Immobile (-2), Independent (-2), No Range (-1/2) Say you stick this thing at the center of a town or city, what other avenues of attack are available. Would this shut down the average teleport-crazy wizard in most FH games? I must know.
  4. About Campaign Cartographer... ... I'll do it. I have the whole suite. Even if its not for compensation, Steve. The whole of HERO-dom can read it right here: I'LL CC THE MAP FOR FREE. jephkay@yahoo.com if yer interested.
  5. You know I wasn't sure... Whether the Rust Lord or his spirit should get the Spells... Hmmm....I'll fix that.
  6. Let's see if I got this right...Taking all of your suggestions to heart... he's what I came up with... A question remains... does Rust Lord use the body's DEX or the AI's? My thought is, the AI's DEX. And I was thinking of allowing him to possess other machines, basically through tthe Ferrokenesis power, below, but maybe there's a more elegant method? Thanks again.Rust LordPlayer: Val Char Cost 55 STR 45 15 DEX 15 20 CON 20 19 BODY 18 0 INT -10 0 EGO 0 30 PRE 5 7 COM -1 17 PD 39 15 ED 42 4 SPD 15 0 REC -30 0 END -20 24" RUN02" SWIM011" LEAP0Characteristics Cost: 138Cost Power END 25 Jaws: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR) 2 37 Claws: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR), Armor Piercing x2 (+1/2) (37 Active Points) 4 63 Ennervation: (Total: 121 Active Cost, 63 Real Cost) Transfer 0d6+1 (BODY to END Reserve), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Delayed Return Rate (points return at the rate of 5 per 6 Hours; +1 1/4) (16 Active Points); Only Against Entangled Target (-1/2) (Real Cost: 11) plus Entangle 5d6, 8 DEF (Stops A Given Sense: Normal Sight), Reduced Endurance (0 END; +1/2) (105 Active Points); No Range (-1/2), Must Follow a Successful Grab (-1/2) (Real Cost: 52) 5 Soul Burner: Endurance Reserve (35 END, 4 REC) Reserve: (7 Active Points) REC: (4 Active Points); Recovers only via Ennervation (-1) [Notes: Soul Burner powers Everything.] 54 Heavy: Knockback Resistance -9" 5 Life Sense: IR Perception (Sight Group) 36 Long Legs: Running +18" (24" total) 4 15 More Impressive: +15 PRE 17 Reach: Stretching 4", Reduced Endurance (0 END; +1/2) (30 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 60 Standing Tank Body: Automaton (Takes No STUN) 45 Standing Tank Body: Damage Resistance (15 PD/15 ED) 15 Standing Tank Body: Does Not Bleed 10 Standing Tank Body: No Hit Locations 50 Rust Lord's Animating Spirit: Computer (50 Active Points) 5 Powers Cost: 437Val Disadvantages 20 Reputation: Ravening Necromechanical Beast, 14- (Extreme) 20 Psychological Limitation: Ravening (Common, Total) 15 Physical Limitation: Huge (Frequently, Greatly Impairing) 25 Distinctive Features: "Look out! Its RUST LORD! Run for your lives!" (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Social Limitation: Machine (Very Frequently, Severe, Not Limiting In Some Cultures) 15 Physical Limitation: Mechanical - Does Not Heal Except By Repair Skills (Frequently, Greatly Impairing) Disadvantage Points: 115Rust Lord's SpiritPlayer: Val Char Cost 15 DEX 15 20 INT 10 20 EGO 20 4 SPD 15 Characteristics Cost: 60Cost Power END 9 Ferrosense: Detect Metals A Class Of Things 13- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense (27 Active Points) 14 Whirling Death: HKA 2 1/2d6, Autofire (3 shots; +1/4), Armor Piercing (+1/2), Persistent (+1/2), Damage Shield (+1/2), Reduced Endurance (0 END; +1) (150 Active Points); Activation Roll 11- (-1), No STR Bonus (-1/2), OIF (Spare Parts; -1/2), Spell (-1/2) 16 Summon Necrothrall: Summon 4 300-point Necromechanical Creatures, Expanded Class of Beings Very Limited Group (+1/4), Slavishly Devoted (+1) (157 Active Points); OAF (Spare Parts, Dead Bodies; -1), Arrangement (-1/4), Spell (-1/2), Gestures (-1/4), Incantations (-1/4) 16 14 Ferrokinesis: Telekinesis (55 STR), Fine Manipulation (93 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (Mechanical Parts or Vehicles; -1/2), Spell (-1/2), Gestures (-1/4) 9 20 Ferrus Barrier: FW (8 PD/8 ED; 8" long and 2" tall) (Opaque: Normal Sight) (61 Active Points); Spell (-1/2), Must have metal objects nearby (Spare Parts; -1/2), No Range (-1/2), Physical Manifestation (-1/4), Gestures (-1/4) 6 10 Sense Life: IR Perception (Sight Group), Discriminatory Powers Cost: 83Cost Skill 30 +6 with HTH Combat 2 AK: Chalasyan 11- 3 Conversation 9- 3 Deduction 13- 3 Demolitions 13- 3 Interrogation 9- 3 Inventor 13- 5 KS: NecroMechanics 14- 9 Magic 14- 3 Mechanics 13- 0 WF: Unarmed Combat Skills Cost: 64Cost Perk 20 Follower Perks Cost: 20Cost Talent 3 Absolute Range Sense 3 Absolute Time Sense 14 Fearless Talents Cost: 20Val Disadvantages 25 Enraged: Berserk When his Hull is Damaged (Uncommon), go 11-, recover 11-, Berserk 15 Physical Limitation: Hunger (Frequently, Greatly Impairing) Disadvantage Points: 40Base Points: 75Experience Required: 132Total Experience Available: 0Experience Unspent: 0Total Character Cost: 247 Base Points: 75Experience Required: 385Total Experience Available: 0Experience Unspent: 0Total Character Cost: 575 Height: 5.50 m Hair: N/A Weight: 1000.00 kg Eyes: N/A Appearance: 5 meters of rusting metal and steaming hoses. Personality: Self-styled Wizard, Necromancer and aspirant ruler of all of Chalasyan. Quote:I have died a thousand times, and I am done with it. It is your turn.Background: Created by the legendary Necromancer Kastaboondarfanak (We blame his parents for his fall to the Dark Side, BTW), Rust Lord is the ultimate Death Machine. Built of oxidized Standing Tank parts and animated by a dark spirit out of Chaos, this masterpiece of Steampunk Necromechanical Design can withstand an armed assault by nearly any group of Puppy Kickers Chalkcliff has ever produced. With Kastaboondarfanak's death in 582, Rust Lord has sat silent, awaiting a time when he can again manifest and create an army of Necrothralls to do his bidding. Powers/Tactics: Grab, Bite, Ennervate, Blast, Destroy, Collect spare parts. Campaign Use: Consumate Dark Lord in Training.
  7. Rust LordRust LordPlayer: NPC Val Char Cost 55 STR 45 15 DEX 15 20 CON 20 19 BODY 18 15 INT 5 0 EGO 0 30 PRE 5 7 COM -1 17 PD 39 15 ED 42 4 SPD 15 15 REC 0 40 END 0 24" RUN02" SWIM011" LEAP0Characteristics Cost: 203Cost Power END 25 Jaws: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR) 2 37 Claws: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR), Armor Piercing x2 (+1/2) (37 Active Points) 4 59 Ennervation: (Total: 115 Active Cost, 59 Real Cost) Transfer 0d6+1 (BODY to END Reserve), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (10 Active Points); Only Against Entangled Target (-1/2) (Real Cost: 7) plus Entangle 5d6, 8 DEF (Stops A Given Sense: Normal Hearing), Reduced Endurance (0 END; +1/2) (105 Active Points); No Range (-1/2), Must Follow a Successful Grab (-1/2) (Real Cost: 52) 54 Heavy: Knockback Resistance -9" 5 Life Sense: IR Perception (Sight Group) 36 Long Legs: Running +18" (24" total) 4 15 More Impressive: +15 PRE 17 Reach: Stretching 4", Reduced Endurance (0 END; +1/2) (30 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 1 Soul Burner: Endurance Reserve (35 END, 0 REC) Reserve: (3 Active Points); Recovers only via Ennervation (-1) 60 Standing Tank Body: Automaton (Takes No STUN) 45 Standing Tank Body: Damage Resistance (15 PD/15 ED) 15 Standing Tank Body: Does Not Bleed 10 Standing Tank Body: No Hit Locations 75 Points In Reserve: Spells (75 Active Points) Powers Cost: 454Cost Skill 5 AK: Chalasyan (Chalkcliff, B'nye's Stand, Southern Blasarka) 14- 25 +5 with HTH Combat 4 KS: Necromechanics 13- 3 Streetwise 15- 0 WF: Unarmed Combat 3 Mechanics 12- 3 Inventor 12- 3 Demolitions 12- 9 Magic 14- Skills Cost: 55Val Disadvantages 20 Reputation: Ravening Necromechanical Beast, 14- (Extreme) 20 Psychological Limitation: Ravening (Common, Total) 15 Physical Limitation: Huge (Frequently, Greatly Impairing) 25 Distinctive Features: "Look out! Its RUST LORD! Run for your lives!" (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Social Limitation: Machine (Very Frequently, Severe, Not Limiting In Some Cultures) Disadvantage Points: 100Base Points: 75Experience Required: 537Total Experience Available: 0Experience Unspent: 0Total Character Cost: 712 Height: 5.50 m Weight: 1000.00 kg
  8. I'm gonna post a beastie in the next message, a large hulking creature that recharges its END reserve by draining the BODY of its victims. I want to add one more attack or defense power, but I'd like comments on the basic creature and the Soul Burner powerplant it uses. This guy was built some time ago, and now that his creator is dead, he seeks to understand his existance and create, maybe, an army of necromechanical critters to serve as his buffer against a cruel and intolerant world. He knows he's evil, but he sees the rest of the world as much worse than he is. Kinda like a Frankenstein's Monster, without the little girl and the flowers. So what kinda spells should he have? I was thinking some sort of Zombie summoning abilty based around machinery and some other necromantic effects.
  9. ...figure kph based on inches of movement? Is there a standard method, or do you use the vehicle's SPD in the calcuation? Thanks
  10. Jkeown

    New Magic Thread

    Any chance... ...of getting those spells as .hdc's or .hdp's? We'd love ya for it! Maybe the HERO website would support a HERO Designer download area of user's home-brewed stuff? Or do they already and I'm just clueless?
  11. I've got this Sky Drifter creature I wanna do... It just drifts around on the wind. So what is that? Flight 20", Matches Windspeed and direction (-2)? No conscious control? Help!
  12. Jkeown

    Mana Organs

    Say... ...They get +6 Concealment... Should I just write it as a "Magic Item?" And include it in the notes on the critter?
  13. Suppose, if you eat a given portion of a critter, you get a magical effect. It's like a potion, but maybe the critter gets to use the power normally. How do you do that? Usable by others? Or is there a second write-up besides the critter entry? I only ask because chickens in Caleon have something like this, and after years, I'm going back to FH to run it. Your Thoughts, O Assembled Hero-dom?
  14. Love it. Excellent use of some normal animals as monsters, wolves with horns and such... reminds me of that panther with wings that hung around in the Wormy comic in Dragon so long ago... Steve didn't just stick horns on the wolf, tho... He changed the way they behave... very cool/ And the War Demon... He's a HORSE... love that. Get this book, ye huddled masses of HERO GM's yearning to scare the pants off yer players...
  15. Hey Kids! It's the Skathi! Skathi The Skathi are a felinoid predator race with their origins on Skorath, a warm, wet world far to spinward of the Exodite Expanse. They follow the Skar’thai, an ossified moral code that demands competition, conquest, honor and aggrandizement from its adherents. Skathi always shun pacifists, they simply hold too strongly that violence is, in fact, a solution. This has resulted in long, bloody wars of conquest with most other races in this area of the Galaxy. Seeing the destruction caused by this philosophy, several hundred Skathi have joined the Expanse, or struck out on their own. These Exiles, as they are known, are hunted ruthlessly by their former culture. Physically, Skathi are tall, often going over 9 feet. They are graceful and dangerous, but one cannot help but feel there is an undeniable beauty to them. The Skar’thai usually helps dispel this notion of beauty. They are not pleasant creatures by Exodite standards. The Skathi observe several rituals. First among them is the Hunt. The Hunt may be nearly any goal that a Skathi undertakes, so long as it is a challenge. In times past, the Hunt consisted of chasing down prey, but in the Age of Stars, it can mean stealing starships or studying supernovae. They prefer live prey, and often seriously distress those uninitiated to Skathi culture. Tearing into a still-kicking De Oonian ice weasel is a good time for a Skathi, but it’s questionable dinner entertainment for Remnants. (Players and GMs are encouraged to play out Dinner Combat between the food and the perspective gourmand!) Cost Power END Skathi RPD 2 1) +2 STR 1 15 2) +5 DEX 8 3) Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD) (10 Active Points); Reduced Penetration (-1/4) 1 5 4) Nightvision 2 5) Cat's Ears: Enhanced Perception (+2 to PER Rolls for Hearing) 4 6) +2" Running (8" total) 1 2 7) Leaping +2" (4" forward, 2" upward) 1 Powers Cost: 38 Cost Skill Skathi CPD 0 1) Climbing 8- 0 2) Computer Programming 8- 0 3) Concealment 8- 0 4) Conversation 8- 0 5) Deduction 8- 0 6) AK: Homeworld (Personal Development) 11- 0 7) AK: The Empire 8- 0 8) Language: Y'sar (completely fluent; literate, native) 0 9) Oratory 8- 0 10) Paramedics 8- 0 11) Persuasion 8- 0 12) PS: Any one (Personal Development) 11- 0 13) Shadowing 8- 0 14) Stealth 8- 0 15) TF: Grav Vehicles/Hovercraft, Personal Development 0 16) WF: Common Melee Weapons, Personal Development, Skathi Traditional Weapons Skills Cost: 0 Total Character Cost: 38 Val Disadvantages Skathi RPD 20 1) Psychological Limitation: Skar'thai Moral Code (Common; Total) Disadvantage Points: 20
  16. I forgot... I made up up some interstellar mapping symbols for use with Campaign Cartographer. They're on the CC2 webite... Profantasy.com Or I could mail them to interested parties...
  17. So this is only a little derivative... but my players enjoy a little creative plagiarism... Knights of Thundai The Knights of Thundai are a quasi–monastic secret order that seeks out and extinguishes traces of evil and oppression in the Galaxy. They have a space station somewhere in the Expanse, but are not tied to the Exodite Council in any way. They recruit from promising armsmen, wizards and revolutionaries. Frequently, they involve themselves in corporate activities in defense of common folk on planets where the Council’s edicts are taken less seriously by Great Houses whose aim is more toward profit than simply doing what is right. Any race is eligible for membership, though humans far outweigh all other species, and are closely followed by Elowan and Goblins. They frequently develop psionic or magical powers, normally defensive or persuasive talent. These talents are always employed in the defense of others, and never to the benefit of the knight himself. A favorite technique resembles the Zoish alcoholic immunity. Well-known Thundai include Raker Parhoon the Pirate and Raggablat, a small, green, pointy-eared fellow. Ability Cost +5 DEX 15 +3 CON 6 +3 EGO 6 +5 PRE 5 Energy Blade Fencing (30pts of manuvers 30 and Skills) Combat/Penalty Skill Levels (8pts worth) 8 KS: Thundai Code 11- 2 KSs (4 pts worth) 4 PS: Mixology 11- 2 WF: Common Melee Weapons, Force Sword 3 Disdavantages Value Code of Honor (Common, Total) 20 Total Cost of Package 61
  18. Here's a Kyasta from EXODUS, my Sci-Fantasy campaign... Jheen A tall, red-haired Sadi with icy eyes and a cold demeanor. Val Char Cost 10 STR 0 13 DEX 9 15 CON 10 10 BODY 0 20 INT 10 15 EGO 10 13 PRE 3 16 COM 3 2 PD 0 3 ED 0 2 SPD 0 5 REC 0 30 END 0 23 STUN 0 6" RUN02" SWIM02" LEAP0Characteristics Cost: 45 Cost Power END 27 Kyasta Heritage: (Total: 77 Active Cost, 27 Real Cost) Aid: FTL 5d6 (50 Active Points); Gestures (Must Touch Ship or Nav Console), Requires Gestures throughout (-3/4), Requires both hands (-1/4), Others Only (-1/2), Concentration 1/2 DCV (-1/4) (Real Cost: 18) plus +9 with Astrogation-related Skills (27 Active Points); Only to Offset Time Penalities for Hurrying Power loses almost all of its effectiveness (-2) (Real Cost: 9) 6 Fold Scry: Detect Ships and Anomalies in FoldSpace 13-, Megascale (1" = 100 trillion km; +3 3/4) (14 Active Points); Requires An EGO Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points -1 1/4) Powers Cost: 33 Cost Skill 7 Combat Piloting 14- 8 Navigation (Space) 16- 5 SS: Astronomy 14- 2 TF: Science Fiction & Space Vehicles 3 Computer Programming 13- 5 Electronics 14- 3 Mechanics 13- 3 Systems Operation 13- 0 Acting 8- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Language: Caleot (completely fluent; literate, Native Language) 0 Paramedics 8- 0 Persuasion 8- 0 Shadowing 8- 0 Stealth 8- 0 AK: Jzorka 8- 4 KS: Pride of Chalasa (Starship) 13- Skills Cost: 40 Cost Talent 3 Absolute Range Sense 3 Ambidexterity (Reduce Off Hand Penalty to -2) 3 Bump Of Direction 15 Danger Sense 13- 5 Eidetic Memory 3 Lightning Calculator Talents Cost: 32 Total Character Cost: 150 Val Disadvantages 0 Normal Characteristic Maxima 10 Reputation: "More computer than woman" 14- (Known Only To A Small Group (Exodite Ship Crews) 10 Hunted: Skathi Military, Mercenaries, Storm Crows 8- (Less Pow; Harshly Punish; Extensive Non-Combat Influence) 10 Psychological Limitation: Hates being "Dirtside" (Uncommon; Strong) 15 Psychological Limitation: Overconfident (Common; Strong) 20 Psychological Limitation: Curious (Common; Total) 5 Distinctive Features: Kyasta Tattoo across cheek (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Rivalry: Professional (Norall Zharley, Kyasta Navigatrix), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry Disadvantage Points: 75 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 So, what do we think? She's a good spacer, but folks just don't understand her, and she just can't get what others are trying to get across. Normally, she can be found on board Pride of Chalasa, even when the majority of the crew is on shore leave. She does enjoy long talks with the ship's AI. Less enjoyable for her is the ships other navigator, Norall Zharley, who has been trying to ruin her since they graduated from the Dhar'Xan together four years ago.
  19. Jkeown

    Navigator Gene

    Makes Sense... I'll give that a try... maybe post a sample ship and a Kyasta this evening...
  20. Celestia Try this one. http://www.shatters.net/celestia It uses distance/declination/right acension from Sol for coordinates, but it works great. I use Fractal Terrains to generate a planet surface, polish it in Paint Shop and use NotePad to write Celestia code to create whole solar systems. You can even run the program's clock forward and backward to find out when your system's planets will eclipse each other and to help you describe the sky to your players. This last bit is accomplished by placing the viewpoint 2 meters from a planet, syncing the orbit and looking around with the mouse. You can really describe some beautiful vistas to your players this way. (especially from Terrestrial planets circling Gas Giants... just lovely!) I've written some TableMaster code to generate whole systems from scratch that I can just plug into Celestia... really boss...
  21. I've got the following drive I'm using for Starships in Star Hero/Fantasy Hero setting Exodus: Fold Drive: Faster-Than-Light Travel (512 LY/year) (28 Active Points); Increased Endurance Cost 10x END (-4), Costs Endurance Costs END Every Phase (-1/2) 5 Real Points It runs off the ship's power plant (END Reserve). The drive is normally controlled from a systems console on the bridge (or engineering) via a Systems Operation roll by a crewman or AI. Calculations can take up to ten minutes. Now... let's say this drive is subject to a new set of genes that has been showing up in the current generation. Some women (76 so far) and a very small number of men (5 to date) have been born that can control and enhance this technology. They are known as the Kyastu. Obviously, "enhance" would be an AID to FTL. But would "control" simply be some kind of FTL (usable by others)? And how to simulate the calculation time reduction? In the d20 version of Exodus, it was no problem, but HERO requires a bit of balance... so any thoughts would be welcome...
  22. Hey! What Export Template is that? I need it. Where might I find it? Hmmmm? Please?
  23. My S.O. ala FH Red Claw Player: Val Char Cost 15 STR 3 15 DEX 12 16 CON 12 11 BODY 2 13 INT 3 11 EGO 2 29 PRE 4 12 COM 1 5/7 PD 2 3/5 ED 0 2 SPD 0 6 REC 0 36 END 2 41 STUN 14 7" RUN02" SWIM04 1/2" LEAP0Characteristics Cost: 57 Cost Power END 2 +2 STR 1 3 +1 DEX 2 +1" Running (7" total) 1 1 Leaping +1" (4 1/2" forward, 2" upward) 1 5 Nightvision 2 Howler Senses: Enhanced Perception (+1 to PER Rolls for Smell/Taste Group) 10 Fangs: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD) 1 8 Claws: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD) (10 Active Points); Reduced Penetration (-1/4) 1 10 Claming Influence: Mind Control 6d6 (30 Active Points); Eye Contact Required (-1/2), Limited Class Of Minds Aminals only (-1/2), Set Effect: Pacification (-1/2), IAF (Focus: Bloodstone Amulet; -1/2) 3 10 Penetrating Call : +15 PRE (15 Active Points); Only for PRE Attacks when Howlin' (-1/2) Powers Cost: 53 Cost Skill 3 Riding 12- 3 Climbing 12- 4 KS: Monsters 13- 5 Faith 12- 8 Animal Handler (Birds, Canines, Equines, Felines, Insects & Anthropods, Other: Rodents, Raptors) 15- 4 AK: Sacred Alley or Building 13- 2 KS: Doctrine 11- 4 KS: Flora and Fauna 13- 2 KS: Herbalism 11- 3 Oratory 15- 3 Persuasion 15- 2 PS: Druid 11- 2 Survival (Urban) 12- 2 WF: Common Melee Weapons 3 Climbing 12- 3 Conversation 15- 3 Deduction 12- 3 Healing 12- 2 Language: Boredaan (fluent conversation) 0 Language: Howler (idiomatic; Native) 3 Tracking 12- 3 Trading 15- 3 AK: Jer Esh 12- 2 KS: Beasts 11- 3 Stealth 12- 2 Survival (Choose One) 12- 3 Tracking 12- 4 WF: Common Melee Weapons, Common Missile Weapons Skills Cost: 92 Cost Equipment END 20 Axe, Francisca: Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. PD) (One Precursor Gem Slot), Reduced Endurance 0 END (+1/2), Ranged (+1/2) (54 Active Points); OAF (-1), STR Minimum 12 (-1/2), Real Weapon (-1/4) [Notes: Can Be Thrown] 2 Bangle: Armor (2 PD/2 ED) (1 Precursor Gem Slot) (8 Active Points); Independent (-2), OIF (Bangle; -1/2), Real Armor (-1/4) 4 In Hoc Spe Vivo: Healing 3d6 (max. Healed Points: 18) (30 Active Points); 8 Charges which Never Recover (-2 1/2), Independent (-2), OAF (-1), Must be Attached to Another Focus (-1/2) 3 Trinity: Adds to one attack of Attached Focus, Affects Desolidified Spirit Undead (+1/2) (12 Active Points); Independent (-2), OAF (Gem; -1), Must be Attached to Another Focus (-1/2) 1 Equipment costs shown above are for reference only, and are not included in Total Cost. Total Character Cost: 202 Val Disadvantages 0 Normal Characteristic Maxima 10 Bitch Powers Activate!: Any Given Moment (Uncommon), go 11-, recover 14- 5 Distinctive Features: Red-furred Howler (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Bounty Hunter Gagarian Vess 11- (As Pow; Harshly Punish) 15 Psychological Limitation: Lover's Distraction (Common; Strong) 10 Psychological Limitation: Distrustful of Reptile Races (Uncommon; Strong) 10 Reputation: A Rather Peculiar Person, Indeed 11- 10 Social Limitation: Barbarian (Frequently; Major; Not Limiting In Some Cultures) Disadvantage Points: 75 Base Points: 75 Experience Required: 52 Total Experience Available: 77 Experience Unspent: 25
  24. What would I like? Several years ago I read in Adventurer's Club about how to incorporate NPCs into an FH game. I was fairly amused by it. My games are always NPC-oriented, As such Monsters are less of a concern for me than Races I can make into NPCs. Intelligent creatures, humanoids, talking slime, whatever... That said, there is the whole concept of the Unique monster, Talos, the (original) Terrasque, Scylla, Grendel or any of hundreds of other one-shot critters. A short description of critter's habitat would be nice as well... The Arkoshoon lives in a sun-blasted desert, the gaudian of the secrest long held beneath the burning sands... Note how it says a sun-blasted desert not The Bargoyan Expanse which is setting specific.... Sounds like fun to me...
  25. What do we think of this guy? He's the subject of a quest in my new FH game, Boregedaur: The Long Night. He's an Ancient Vigilant Gaurdian, left by the Precursors to protect those in need. He's summoned by a little red gem the PCs need. In fact, he wears 2 of these Precursor Gems on his Bardiche. (Gem slots cost 2 pts each when you are making a Precursor-style weapon.) I have 42 of these things written up, if there's enough interest... Ancient Vigilant Gaurdian Gadeshoon Player: NPC Val Char Cost 25 STR 15 18 DEX 24 10 CON 0 18 BODY 16 8 INT -2 0 EGO 0 20 PRE 10 10 COM 0 2 PD 0 4 ED 0 2 SPD 0 7 REC 0 0 END -10 12" RUN02" SWIM07" LEAP2Characteristics Cost: 55 Cost Power END 27 Heat Beam of the Ancients: Killing Attack - Ranged 2 1/2d6 (vs. ED) (40 Active Points); Beam (-1/4), No Knockback (-1/4) 4 25 Mighty Pummeling Fist of the Precursors: Energy Blast 6d6 (vs. PD), Autofire (3 shots; +1/4) (37 Active Points); No Range (-1/2) 4 17 Targeting Scan: +5 with Ranged Combat (25 Active Points); Extra Time Full Phase (-1/2) 45 Golem Body: Automaton (Takes No STUN (loses abilities when takes BODY)) 15 Golem Body: Does Not Bleed 10 Golem Body: No Hit Locations 18 Golem Body: Damage Resistance (6 PD/6 ED) 7 Untiring Body: Reduced END for STR 15, Reduced Endurance 0 END (+1/2) (7 Active Points) 6 Tireless: Naked Modifier, Reduced Endurance for Running 0 END (+1/2) (6 Active Points) 1 Tireless: Naked Modifier, Reduced Endurance for Leaping 0 END (+1/2) (1 Active Points) 1 Tireless: Naked Modifier, Reduced Endurance for Swimming 0 END (+1/2) (1 Active Points) 9 Tougher: +3 ED 50 Perpetual Life: Life Support , Eating: Character does not eat, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, 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: Character does not sleep 9 Ancient Workmanship: Lack Of Weakness (-3) for Resistant Defenses 7 Detect Life: Infrared Perception (Increased Arc of Perception: 240-Degree) 12 Arcane Senses: Enhanced Perception (+4 to PER Rolls for All Sense Groups) 18 Heavy: Knockback Resistance -3" 12 Long Legs: +6" Running (12" total) 1 5 Reach: Stretching 1" 1 3 Trinity: Adds to one attack of Attached Focus, Affects Desolidified Spirit Undead (+1/2) (12 Active Points); Independent (-2), OAF (Gem; -1), Must be Attached to Another Focus (-1/2) 1 12 If Thy Soul Check Thee...: Entangle 5d6, 5 DEF, Works Against EGO, Not STR (+1/4) (62 Active Points); Independent (-2), OAF (Gem; -1), Must be Attached to a Weapon or Gauntlet (-1/2), Vs Evil Opponents Only (-1/2), Cannot Form Barriers (-1/4) 6 16 Bardiche of Ages Past: (Total: 77 Active Cost, 16 Real Cost) Killing Attack - Hand-To-Hand 2 1/2d6 (plus STR) (vs. PD) (2 Precursor Gem Slots), +1 STUN Multiplier (+1/4) (55 Active Points); Independent (-2), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 11) plus Stretching 3", Reduced Endurance 0 END (+1/2) (22 Active Points); Independent (-2), OAF (-1), Only To Cause Damage (-1/2) (Real Cost: 5) 5 Powers Cost: 325 Cost Skill 7 Climbing 15- 20 +4 with HTH Combat 6 KS: Other Heores, Other Times 15- 3 WF: Common Melee Weapons, Off Hand Skills Cost: 36 Total Character Cost: 416 Val Disadvantages 15 Physical Limitation: Machine Intelligence (Frequently; Greatly Impairing) 15 Psychological Limitation: "Ever He Must Come When Called" Uncommon, Total Disadvantage Points: 30 Base Points: 200 Experience Required: 186 Total Experience Available: 186 Experience Unspent: 0 Trinity and If Thy Soul Check Thee... are Precursor Gems, as I mentioned above. Trinity is a Naked Modifier for fighting ghosts and spirits, and If Thy Soul Check Thee... causes a person to stop and think about their actions past. It's like an entangle, right? Thoughts?
×
×
  • Create New...