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Jkeown

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Everything posted by Jkeown

  1. Updated. More to come. Chaos Effects.pdf
  2. Thanks! There's a bit of Zelazny in there already... but I'll look into the others.
  3. I modelled a great deal of Caleon on various Role Master concepts. Healing, Arcane Magic, crafting materials, the use of "essence" and the Pale. Played Shadow World for years in HERO, but was very exposed to and still employ a lot of their conceits.
  4. Here are some notes. No proper HERO constructs yet. Those will follow hard upon when I get home. I just started writing this an hour ago. If it sucks, remember I just started writing this an hour ago. If it's really good, then remember that I just started writing this an hour ago. Suggestions welcome. It can't get too weird! Chaos Effects.pdf
  5. Expanded... made some corrections. Pioneer Campaign Notes.pdf
  6. Attached are my notes for the Star Hero game that starts this Saturday. The Player Characters are the Crew of a Pioneer (the Far Star II) vessel going off to search for habitable worlds, while having a secret mission of finding previous surveys that did not return. Think of it as a bit of Traveller, with a heaping helping of Star Trek with a pinch of Saturday Morning cartoons sprinkled on top. There will be one episode a week for a long time. I'm only up to Season 2, Episode 14, and I'm certain I've got more ideas, but I thought I'd let you guys see it and find out if I'm missing a trope or two somewhere. Note the general lack of detail. This is purposeful, as no "module" or "adventure path" survives contact with my group. They do not like rail-road plotlines and "So you do this..." kind of leading from their GM. So... they are very open ended. If anything does not make sense, feel free to ask... If anyone wants to use these seeds, please do! I'd love to hear how your players tackled these situations. Edit: Oops! Pioneer Campaign Notes.pdf
  7. John, Thanks for the reply! At present, that's exactly what I'm trying to do. The project suffers from a decided lack of organization and my tendency to jump around like an exothermic Swamp Waddler of Sigma Ustafal. The 2600CE Player's Guide (of which that PDF is a small part) is at 233 pages. The idea of arranging traits by world of origin is an interesting one, tackled by Jason Kemp in Flynn's Guide to Alien Creation. I have that book, but I admit to only being slightly influenced by it. Perhaps I should re-categorize and do this more in that style than the GURPS-like implementation I've used so far.
  8. Hey, you! Are you writing an alien race, genetic tweak or radical splice? You need fresh genes! Try this handy work in progress of stuff lifted from better authors (plus my own fevered imagination). Some of the game mechanics are a bit spurious... especially on Desolidification. If Desol doesn't protect against damage, I don't make you buy Affects Physical World (APW) with your other attacks. Quite often in 2600CE, Desol is a mental power, so they aren't protected against Mental Powers, and do not have to buy APW with it. (That's still experimental, however, I've yet to see it in play.) I plan on expanding it, adding more detail and eventually writing up all the critters mentioned in a Stellar Bestiary at some point. Species Traits.pdf
  9. I'm converting GRAmel's Tropicano to HERO. Seems like the coolest idea for Dark Champions/Danger International. Please have a look at the reviews on your favorite PDF site. My group only plays HERO and PFRPG, so a lot of conversion will be required. If there is interest, I'll post my conversions.
  10. I have that. "Enter the Dream Realms" uses Extra-Dimensional Movement. But I couldn't find any other way to let someone live out huge tracts of time aside from Mental Illusions.
  11. So... working on a system for Ravenna based loosely on (read: stolen from) H.P. Lovecraft's Dreamlands cycle. I think (and since I'm the GM, I'm right) that a person can use a Mental Power on themselves as easily as they could a targeted Power. This person could cast Mental Illusions and live out minutes, days or years in a dream based on the +30 EGO result that allows Illusionary Time to take effect. One could even use the +30 result on others to force or invite them into this dream. This is very like the film Inception. Question is... is this within the rules? Such a spell would make use of Transdimensional, limited targets (Sleepers Only) and certain Area of Effect and Line of Sight modifiers, but I think I'm on to something.
  12. I'm writing this using my own Megadungeon guidelines - Vast Underground Vast Underground.pdf
  13. Here's a thing I started on today. No hint of a plot yet. It's written with my home campaign, Caleon, in mind, but might be convertible once I'm done. Ancient Regio.pdf
  14. Thank you both for the input. It is a challenge, handing something like this to players. I'll take a look at your stuff and get a clue on how to better structure it. Then I'll tackle letting my players chew on it. Use this for Materia and Spellcasting: Alchemy and Spellcasting A measure of Materia can alter a spell and make it more effective. For every ounce of Materia whose function matches your chosen spell, you get either a +3 to your Magic Skill Roll or 1d6 Aid to the spell’s Active Points. The materia is consumed in the casting. Seems like this could get expensive.
  15. Long story short, I'm thinking of letting Players use Improvised Magic in my Urban Fantasy game, Ravenna! They can improvise up to their magic skill x 5 AP. As can be seen below, the Skill Roll modifier and Side Effects (which I am still developing) should control the Players a bit. The Verb/Noun construction comes largely from GURPS Magic. Talked to the wife about this. She thinks the limit should be the Character's Multipower Active Points. I like that better. Improvisation Improvisation is the act of manipulating magic on the fly, without knowing a spell or reading from a tome. It involves some risk, but it is often better than nothing. It is dangerous and taxing, requiring total concentration and prodigious skill. It makes archmages feel like tyros. The effects are never subtle, they move blocks, shatter windows and employ brute force in the vast majority of examples. Improvisation Ethics Improvised magic (for they cannot be called Spells) are no more good or evil than most other magic arcana. What sets Improvisation apart ethically is the danger to the caster and his companions presented by such hasty casting. “It’s not evil, it’s stupid.” they say. But who listens to them anyway? Creating Improvised Magic The ability to Improvise is bought as a Variable Magic Pool with the following limitations: • Costs Endurance (where applicable, varies) • Gestures (-¼) • Incantations (-¼) • Increased Endurance Cost (x4 END; -1 ½) • OAF (Magical Focus; -1) • Requires A Roll (Skill roll, -1 per 5 Active Points modifier; Jammed; -1 ½) • Side Effects (Side Effect always occurs whenever the character fails the Magic Roll; -¼) • Signature (-¼) The Improviser must choose a Verb and a Noun to form the magic around. This will suggest which Powers and Targets the improvised magic will employs. Verb Suggested Powers Communicate Mind Link, Radio Perception/Transmission Telepathy, Images, Mental Illusions Heal Heal, Aid Sense Detect, various Enhanced Senses Conceal Invisibility, Levels in Steal or Concealment Strengthen Aid Repair Heal vs Inanimate Object BODY Protect Resistant Protection, Aid to PD/ED, Warn Triggered Detect with Transmit Create Object Creation (APG) Control Mind Control, Telekinesis Transform Transform Move Teleport, Telekinesis Example: Nathaniel “Oracle” Wakefield happens across a cargo vessel in a cornfield in Owen County, Indiana. Since this is not a naturally occurring event, Oracle cannot let it be discovered. He sends out an improvised message, hoping a nearby Wizard will hear and attend to the weird happening. Quick Missive: Mental Group Images, +/-3 to PER Rolls, AoE (5m Radius; +½), MegaScale (1m = 10 km; +1 ¼) (38 Active Points); Requires A Roll (Skill roll, -1 per 5 Active Points modifier; Jammed; -1 ½), Increased Endurance Cost (x4 END; -1 ½), OAF (-1), Concentration (½ DCV; Character is totally unaware of nearby events; -½), Side Effects (Side Effect always occurs whenever the character fails the Magic Roll; -¼), Incantations (-¼), Gestures (-¼) Oracle needs to hide the cargo ship. He does not have a spell in his arsenal capable of hiding something this size. He whips up Hide Cargo Vessel and begins concentrating. Hide Cargo Vessel: Invisibility to Sight Group , No Fringe, AoE (25m Radius; +1), Usable As Attack (x2 maximum weight per inanimate target; +1 ½) (105 Active Points); Requires A Roll (Skill roll, -1 per 5 Active Points modifier; Jammed; -1 ½), Increased Endurance Cost (x4 END; -1 ½), OAF (-1), Costs END To Maintain (Full END Cost; -½), Concentration (½ DCV; Character is totally unaware of nearby events; -½), Incantations (-¼), Gestures (-¼), Side Effects (Side Effect always occurs whenever the character fails the Magic Roll; -¼) A group of Player Characters responds to the call, and venture inside after an amusing, if heated, exchange involving clenched teeth and some sausages. When the survivors emerge, he has to drop it in the nearest ocean, as while Cagles Mill Lake is big enough and relatively close, it is little better than a cornfield. Someone would notice, and they’d start making phone calls. If he could do it, the Improvised effect would look like this: Move Cargo Vessel: Teleportation 11m, x32,768 Increased Mass, MegaScale (1m = 10 km; +1 ¼), MegaScale (1m = 100 km; +1 ½) (322 Active Points); Requires A Roll (Skill roll, -1 per 5 Active Points modifier; Jammed; -1 ½), Increased Endurance Cost (x4 END; -1 ½), OAF (-1), Concentration (½ DCV; Character is totally unaware of nearby events; -½), Side Effects (Side Effect always occurs whenever the character fails the Magic Roll; -¼), Incantations (-¼), Gestures (-¼) He can’t do it. The modifier on the magic roll is -40! It is literally impossible. Perhaps there is another way to move the boat?
  16. At the scale of Ravenna or Caleon or such... you are correct. There are hints of the Maelstrom (Chaos) and Aperion (Order) but even they aren't "personalities" in the proper sense. They are forces of nature. Interestingly, Apeiron didn't exist for a long time. It was destroyed, allowing Chaos to rule the multiverse for a period. My most recent crop of player characters (not players; 2 of them I played with in High School (I'm 48), one I married, and the last one I fathered) repaired Apeiron and now the Ancient War between order and chaos has been re-ignited. It's getting awfully Zelazny in here. Also, if you had a dollar for every time I've said how impersonal and uncaring the universe is on a fundamental level, you could probably buy a car. A nice one, with power windows, side mirror defrosters and a seat warmer.
  17. But they do cross, don't they... that's not impossible, that's just our hometown's stupid DOT. It's the impossible nestled in amongst the mundane that makes RPGs cool for me.
  18. Lacertan The Oothmali, or to human reckoning, the Lacertan are trilaterally symmetrical sophonts occupying 3 major worlds and 15 moons in Lacerta Sector. They are a common sight as far away as Dark Cloud and Celestial Chorus. When first encountered in the late 24th Century, they were puttering along on NLS drives rated at .9c. Careful negotiations brought them into the Union on April 1st, 2497. Lacertan Evolution While many humans maintain that Lacertans arose from animated annoyance and coalescent rudeness, it is known that they evolved naturally on the largest moon of Kali, in Lacerta Sector. Most life forms on Oothmal are trilaterally symmetrical as well. They were opportunistic browsers, similar to Humans, with more selective pressure and a far more variable climate. This has led to a group mentality (though not a hive mind in any sense) based on mutual defense and an increased sense of community. Lacertans have a need to be a part of something, to fit in and be of benefit to a group, no matter how small. An isolated Lacertan will commit suicide in a matter of weeks. Lacertan Physiology Lacertans display trilateral symmetry. That is, their organs and limbs are arranged along a rotational y-axis. Each of their features are situated at 120 around the creature. They have 3 arms, 3 legs, 3 ears, 3 eyes and 3 wiggly sensory extensions at the top of their bodies. An ear is located just above each eye. Breathing is accomplished by means of respiratory openings just under each eye. They speak by means of the respiratory orifices, and talented Lacertans can act as their own backup singers. At the base of the body, where the legs meet, is a multifunction orifice that performs food intake, waste elimination and sexual reproductive functions. Each upper limb ends in a six-digit hand, each hand having four fingers and two opposable thumbs. As a result of this arrangement, they use a base-18 mathematics system. They typically display warm coloration, with oranges and reds predominating. Various patterns of light blue bioluminescence are present across their heads, arms and legs. The wiggly sensor extensions also glow softly. This glow brightens when the person is angry or excited. They distinguish not right and left, but directions roughly translated as one, two and three. Such things come naturally, but bilateral races tend to struggle with the idea. Many precious seconds have ticked by while a human tries to figure out in which hand to place tools or ammo when asked. They reproduce via a typical two gender split. Both male and female sex organs are present in Lacertans, and activate on subtle clues given off during courtship. Essentially, the two prospective parents will dance, fight, throw things and otherwise compete physically and socially for the right to bear the young. The winner of the competition becomes female. It is chemically impossible for pregnant Lacertans to become male for the duration of gestation. Lacertan Culture Lacertans understand concepts of privacy somewhat poorly, but have no need of them, and unless matters of personal space and property are explained to them (as often as possible) they will intrude and “steal” whenever they can. It can be very disturbing to suddenly find a six foot tall, six-limbed orange and blue sausage reading over your shoulder. They are curious to a fault, often wandering into places best left undisturbed. They are not stupid, overconfident or otherwise mentally impaired, and do not go haphazardly into obviously dangerous areas without a great deal of preparation. Lacertan Psionics Unsettlingly, Lacertans Psions are almost always Jumpers. Lacertan Names Lacertan speech is formed by expelling air through the respiratory slits located under each eye. Their native “tongue” sounds a bit like a harmonica, though less melodic. As most races cannot make these sounds without assistance, a great many Lacertans adopt Human or Rhee names. Lacertan singing sounds like the Blues Lacertan Nutrition An Oothmali can digest a wide range of foods. They are fond of heavily spiced dishes, and often carry their own spice stash with them, just in case. The atypical arrangement of their digestive tract has left the Lacerta with the ability to filter out toxins, leaving them immune to most poisons. Lacertan Template Cost Abilities 3 Stronger: +3 STR 6 Superior Coordination: +3 DEX 5 3 Arms, 3 Legs: Extra Limbs (2) 30 All-Around Senses: Increased Arc Of Perception (360 Degrees) with Sight Group, Hearing Group and Smell/Taste Group 29 Mag/Lek: Detect Magnetic Fields and Electical Current 13- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Blocked by Shielded Circuits or Wiring 37 Wiggly Sensory Things: Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees) 6 Tough Hide: Resistant Protection (2 PD/2 ED)
  19. Tarrial The Tarrial are native to the second planet in the Tarrias Prime system, a small sun-like star in Aquila Sector. Tarrial Evolution Tarrials evolved from tree-dwelling rodent-like opportunistic browsers. Their evolution was driven by competition from similar life forms who spent most of their time on the ground. Competition for food was fierce, any creature who could safely broaden his intake had a greater chance of survival. As the generations wore on, the Tarrial adapted to moving and living in complex 3D environments, and have excellent hand-eye coordination and speed. Tarrial Physiology Tarrials are quadrupeds, bipedal, with a prehensile tail used for balance and as a third hand. They are very protective of their tails. Tarrial Culture The society of Tarrials is based around the idea of a Tree (tla’thet); with the trunk as the supporting civil service bureaucracy and every other profession occupying a branch. Large companies or clans are also called Branches (nok’thet). The branch one occupies is dependent on a number of factors, there is no caste system. Birth, genetics and education figure strongly in Tarrial culture. Families are encouraged to pass skills down to the young, but social mobility is also honored. Tarrial find humor in everything. On matters religious, the Tarrials worship the Great Egg, usually depicted as a shiny metallic egg standing on six stumpy legs. Modern Tarrials recognize this symbol as a starship of some kind, but few speak of it aloud. Tarrial Psionics Tarrial are capable of Psionics, and take well to training. Among the Tarrial, psions are called “Wizards” and form nok’thets of their own. They are most frequently Jumpers, but a disproportional number of them are Bringers and Hyperdimensionalists. Tarrial Names Tarrial name their young at birth, often with strange phrases, lyrics, or poetic passages. In Tarrial, they sound like bleats and clicks, translated into Standard, they elicit memories or foreign concepts. Males: Eye of the Tiger, Jump, Memories of Tarrias, Hills of Fire. Females: Flowing like a River, Go Go Go, We’re Shopping Now, Tomorrow’s Promise Tarrial Nutrition The Tarrial enjoy tasting things. Everything. However, they can’t actually digest everything that looks good to them. They might not really consume your custom blaster pistol, but the zephyr-hide grip would go down smoothly. They can metabolize a larger spectrum of substances than humans. Thus, Tarrial restaurants are a nightmare of sights, smells and projecting fluids of a vile nature. Tarrial Template Cost Powers 10 Hard to Hit: +2 DCV - END= 6 Faster: +3 DEX - END= 2 Boundless Energy: +10 END - END= 4 Hard to Perceive: +2 with Stealth - END= 11 Tree Grip: Clinging (13 STR) - END=0 6 Tail: Extra Limb (Inherent) 5 Eat All Kinds Of Stuff: Life Support (Immunity: All terrestrial poisons) Powers Total: 33 Cost Skills 12 +2 with all Agility Skills Skills Total: 12 Cost Talents 2 Brachiator: Environmental Movement (no penalties on Tree Limbs, Pipes or Similar Structures) Talents Total: 2 Value Complications 10 Physical Complication: Small (Infrequently; Slightly Impairing) Complications Points: 10
  20. Okay, maybe not just the Skragh...I'll post other races I've created in writing 2600CE, my homebrew Sci-Fi weirdness. Skragh The Skragh are a species native to the Hyades Cluster in Taurus. Their sun is not technically a member of the cluster, but currently shares the same volume of space. The race is commonly referred to as the Hyadians, however, they are quick to point out the proper name, Skragh, which translates roughly as “I want.” Skragh Evolution Skragh are descended from plains-dwelling reptavian stock. They had lost their flight ability in the distant past, but retained several digits that came in handy for hunting and scavenging. This behavior paid off when a formerly harmless fungus arose, threatening their food supply. They adapted to an omnivorous diet and added several new grains. As their lifestyle diversified, opportunities increased, as did the size of their brains. Eventually, they found themselves on the verge of sentience. Competition among various proto-Skragh nests resulted in cooperation, diplomacy and true intelligence. Skragh Physiology They resemble heavy-set ratites, with long curving beaks displaying a variety of casque shapes. Posture is largely horizontal, though they can rise up a bit when threatened or issuing warnings or orders to ground troops. They have long, dexterous fingers on their vestigial wings, with sensitive pads. Feathers tend toward darker colors, with bright accents that vary by nest. Accent color tends to be heredity, but younger Skragh have taken to coloring their feathers with dyes, light bars or holo-implants. Unarmored Skragh with unmodified feathers can produce stridulation, an audio signal generated by feather friction. It is used to issue commands in sporting competition and low-tech combat situations. It features heavily in Skragh musical culture and television. Skragh Culture Skragh culture is a “me first, cooperation second” society. Leaders encourage teamwork within corporations and the military, but stress the need for individuality in all things. Social climbing is highly stratified and Machiavellian, with innumerable clubs, gangs, collectives, nests and families all competing for social status and material wealth. They place a high priority on collecting, record keeping and knowledge of collectable items. Skragh greet each other by tapping their beaks together. This provides acknowledgment while giving both participants the opportunity to take in the other’s beak scrimshaw. They are terribly fond of the blues. Skragh Psionics Skragh are rarely psionic, and those that do develop such skills are usually promoted quickly to Nest Leader or some military post. Skragh psions who fail in their duties are often killed or exiled. Exiles who return are killed. Skragh psions tend to be Lifters. Skragh Names Skragh names tend to be sounds you could make on a woodwind instrument. Humans often sound very stupid trying to speak the language. Skragh Nutrition Skragh are carnivores, but enjoy eating greens and less intense fruit (anything sweeter than a Granny Smith apple is found to be nauseating to them). Skragh Template Cost Ability 6 +3 DEX 3 +3 PRE 2 +10 END 6 Quick: Running +6m (18m total) 10 Beak, Large: HKA ½d6 (1d6+1 w/STR) 11 Stridulation: Hearing Group Images, +2 to PER Rolls 2 Feathers: Life Support (Safe in Intense Cold) 2 +1 with Stealth 3 Perfect Pitch Total Cost of Template Abilities: 45
  21. I've been avoiding [REDACTED]. It's weird, but I don't like them. I know I have to deal with them, but I have genuinely been putting it off. Part of me wants to say "Those were elves...and the abductees were on some pretty bad drugs...thus the eye-thing..." but it doesn't quite fly. If I hear a really good suggestion (and it would have to blow my socks off) I might add it. Honestly, any idea about them that works should form the basis of its own game. They have their place, but they just don't feel right ... not yet.
  22. Here's something fun... When you are immortal, but have to leave a body lying about: Create Corpse: Object Creation, +5 BODY, Complex Object (45 Active Points); Extra Time (20 Minutes, -2 1/2), OAF (Rod, Staff, Wand or Orb; -1), Gestures (Complex; -1/2), Requires A Roll (Magic roll; -1/2), Incantations (-1/4) Real Cost: 8 Forgery and Forensic Medicine are probably required to make the body look like it died "correctly" with stab wounds or burns... the right dental work or symptoms. Fun Stuff!
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