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concord

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Everything posted by concord

  1. Re: Superhero Images No rep necessary... the archer is Kor Hunter... from The Circle and M.E.T.E. supplement... copyright 1983 so definitely an "earlier" supplement __________________ Bill Beane Wardens Chronicles - Champions Campaign - http://wardens.angeva.com Foundation Chronicles - The World of the Wardens - http://foundation.angeva.com
  2. Re: Quote of the Week from my gaming group... Old, old, old, old, old one... from when I was playing D&D... very long time ago... Big battle... Drow High Priestess and Elven Cleric with Half Elven Ranger/Cleric husband in party... the Ranger/Cleric has delivered a very damaging blow to the Priestess... Priestess pulls out explosive gem, Druidess tackles her before she can throw gem at the Ranger/Cleric... gem explodes killing Priestess and Elven Cleric... battle ends soon after... Orc henchmen in the party poking around after combat is over... looking for a snack... finds piece of one of the dead... picks it up... Orc: Is it white meat or dark meat? __________________ Bill Beane Wardens Chronicles - Champions Campaign - http://wardens.angeva.com Foundation Chronicles - The World of the Wardens - http://foundation.angeva.com
  3. Re: Personal Stealth Armor - How would you do it? the M.O. of the person wearing the armor is a sneaky only pull jobs at night type of one... so in addition to the effects of the suit, he also has night modifiers working for him... as for being "spotted"... in this case it is kind of a moot point... the special senses that a couple of the group members have will for the most part nullify any benefit this armor is giving the wearer... I just have a history in mind for the wearer of the armor and needed to flesh out the concept in game mechanics... after a review of Sean Waters Images versus Change Environment debate... I have had a change of heart and built the armor with C.E. as the effect... the suit doesn't show you something that is not there... it just makes what is there harder to detect visually or with radar... I am glad I asked this question here rather than just hash it out with myself... some interesting views were presented... thanks again everyone for all the ideas. __________________ Bill Beane Wardens Chronicles - Champions Campaign - http://wardens.angeva.com Foundation Chronicles - The World of the Wardens - http://foundation.angeva.com
  4. Re: Personal Stealth Armor - How would you do it? Thanks for the responses guys... I have used Images for this type of thing in the past and the Change Environment example kind of threw me off a bit... I think I am going to stay with the Images for the time being... __________________ Bill Beane Wardens Chronicles - Champions Campaign - http://wardens.angeva.com Foundation Chronicles - The World of the Wardens - http://foundation.angeva.com
  5. Working on a design for a suit of stealth armor for use in my Champions campaign... Little bit of armor, little bit of gliding... Need some advice on the stealth part... Don't want invisibility... just want to make it hard to detect by sight group and radar... Budget - 20 Real Points __________________ Bill Beane Wardens Chronicles - Champions Campaign - http://wardens.angeva.com Foundation Chronicles - The World of the Wardens - http://foundation.angeva.com
  6. Re: Quote of the Week from my gaming group... My Champions campaign has started again... In Session 1, several weeks ago the following took place... ---------- Excerpt from the Session Log ---------- Shockwave offers a lift to Boost, so that he can check on Kitsune. As they approach Amethyst, they see someone approaching. Boost yells, "Incoming from the left." Shockwave replies. "Good you see him, too." The "him" was a man armored in chainmail carrying a shield and lance while riding a ghostly horse. ------------------------------------------------- In Session 2, a couple of weeks ago... Setting the scene... Sir William, a Norman Knight displaced in time, has just entered Boost's quarters... the projection wall in the room shows a men's gymnastics competition. Boost reveals that one of the competitors is his boyfriend... ---------- Excerpt from the Session Log ---------- There is a little bit of discussion about lifestyles and offending the other and in the end Sir William states, "I am not offended, I just don't swing that way." ------------------------------------------------- The session reports have just been posted, if anyone wants to read them... http://wardens.angeva.com/updates/u-20050626.asp'>http://wardens.angeva.com/updates/u-20050626.asp __________________ Bill Beane Wardens Chronicles - Champions Campaign - http://wardens.angeva.com Foundation Chronicles - The World of the Wardens - http://foundation.angeva.com
  7. Re: Wardens Chronicles / Foundation Chronicles Wardens Chronicles Update: 06.26.2005 Wardens Chronicles Fourth Edition Home Page - Changed Interim Reports link to Preludes link - Added Sessions link - Added Downtime link - Added Stories link Session Summaries - Session 001 - 2004.05.01 - Void Attacks... - Session 002 - 2004.05.02 - and the Aftermath Downtime Logs - Post Session 001 - 2004.05.01 Stories - Pre-Campaign: William's Story - William Rouen - Pre-Campaign: Family and Adversaries - William Rouen - Pre-Campaign: One Minute You're Here... - William Rouen - Pre-Campaign: Jamie's Story - Jamie Smith - Pre-Campaign: Sara's Story - Sara O'Connor - Pre-Campaign: Fateful Decisions - Sara O'Connor - Pre-Campaign: Mark's Story - Mark Owens - Pre-Campaign: Kimberly's Story - Kimberly Saito - 2004.05.01 - Jaxton's Journal: Final Entry - Jaxton Gray - 2004.05.01 - Sinjin Decides - Sinjin Miles (Alacran) You can find on these updates linked here: http://wardens.angeva.com/updates/u-20050626.asp'>http://wardens.angeva.com/updates/u-20050626.asp __________________ Bill Beane Wardens Chronicles - Champions Campaign - http://wardens.angeva.com Foundation Chronicles - The World of the Wardens - http://foundation.angeva.com
  8. Re: What is your ideal sized hero group I like 4 to 6 players... current group has 5... use to regularly run a Champions campaign with 6 to 8 players... had one session with 12 when everyone that had a character showed up at the same time...
  9. Re: Theme Super Hero Teams The paranormal agents for the Federal Security Service (campaign version of PRIMUS) were themed... Response Force 1 - Dark Ages Team - Viking, Saxon, Celt, Norman - Viking and Saxon "retired" replaced by Centurion and Gladiator. Response Force 2 - The Knights Team - Knight, Squire, Samurai, Ronin Response Force 3 - Gem Team - Amethyst, Amber, Garnet, Ruby Response Force 4 - Eclectic Team - Rayo (Spanish for Lightning), Dragon, Huntress, Estrella (Spanish for Star) Response Force 5 - Western Team - Maverick, Ranger, Six Gun, Wrangler Response Force 6 - "The Birds" - Osprey, Falcon, Goshawk, Falcon A few Villain teams... Assault - Military themed - AirCav, Armor, Artillery, Commander, Infantry, Sniper Charade - Buffoon, Masquerade, Pantaloon, Phantasm Bomb Squad - Cordite, Dynamite, Nitro, Plastique
  10. Re: Do you give out Bases, Group Vehicles, Group Equip etc In the original Wardens Campaign, experience was awarded 50% to character and 50% to team pool... this allowed the team to build their base, vehicles, group membership perks and staff without too much of an impact on character growth... In the later editions of the campaign since the base, vehicles and staff are already in place, experience is awarded 75% to character and 25% to team pool... this allows for acquiring group membership perks as well as improvements to the base, vehicles and staff... Now if a character wants a personal vehicle, hideaway base, etc... then they have to pay for it with their own points...
  11. Kika This is Kika... her name is an obscure Japanese word for Sunflower... she is one of the NPC members of the Wardens in the Fourth Edition campaign... her background and other info is including at the link below... As always your comments are welcome... KIKA (SUNFLOWER) - Kimberly Saito VAL...CHA...Cost...Total...Roll......Notes 15....STR......5...15......12-.......HTH Damage 3d6 END [1] 15....DEX.....15...15......12-.......OCV 5 DCV 5 15....CON.....10...15......12- 14....BODY.....8...14......12- 14....INT......4...14......12-.......PER Roll 12- 16....EGO.....12...16......12-.......ECV: 5 10....PRE......0...10......11-.......PRE Attack: 2d6 16....COM......3...16......12- .5....PD.......2...5/25..............5/25 PD (0/20 rPD) .5....ED.......2...5/25..............5/25 ED (0/20 rED) .4....SPD.....15...4.................Phases: 3, 6, 9, 12 .6....REC......0...6 30....END......0...30 30....STUN.....0...30 .6....RUN......0...6"................END [1] .2....SWIM.....0...2"................END [1] .3....LEAP.....0...3"................3" forward, 1 1/2" upward CHA Cost: 76 Cost...POWERS 10.....Solar Battery: Endurance Reserve (70 END, 5 REC) Reserve: (12 Active Points); ........REC: (5 Active Points); Limited Recovery (Only in Sunlight; -1/2) - END=0 60.....Shield of Flames: FF (20 PD/20 ED), Power Can Draw END from Character or ........END Reserve (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points) - END=2 20.....See the Flames: IR Perception (Sight Group), +5 to PER Roll, Discriminatory, Analyze - END=0 60.....Flight of Flames: Flight 20", Power Can Draw END from Character or END Reserve (+1/4), ........Combat Acceleration/Deceleration (+1/4) (60 Active Points) - END=6 75.....Blast of Flames: EB 12d6, Power Can Draw END from Character or END Reserve (+1/4) ........(75 Active Points) - END=7 POWERS Cost: 225 Cost...SKILLS 2......AK: Aichi Prefecture, Japan 11- 2......AK: Nagoya, Japan 11- 1......AK: San Francisco 8- 0......Acting 8- 0......Climbing 8- 0......Concealment 8- 0......Conversation 8- 2......CuK: American Culture 11- 1......CuK: San Francisco Culture 8- 0......Deduction 8- 2......KS: Basic Science 11- 2......KS: General Knowledge and World Events 11- 2......KS: History and Geography 11- 2......KS: Mathematics 11- 5......Language: English (idiomatic; literate) 0......Language: Japanese (idiomatic; literate) (5 Active Points) 0......PS: Tour Guide 8- 0......PS: Translator 8- 0......Paramedics 8- 0......Persuasion 8- 0......Shadowing 8- 0......Stealth 8- 1......TF: Two-Wheeled Motorized Ground Vehicles SKILLS Cost: 22 Cost...PERKS 1......Fringe Benefit: Passport 1......Fringe Benefit: International Driver's License PERKS Cost: 2 Value..DISADVANTAGES .5.....Accidental Change: High Emotion Level 8- (Uncommon) [Notes: Kimberly's Shield of Flames power ........will sometimes activate if she is in a highly emotional situation.] .5.....Dependence: Sunlight; -30 Active Points from "Flames" Powers (Very Common, 1 Day) .0.....Dependence: Sunlight; Loses "Solar Battery" Power (Very Common, 1 Week) .5.....Distinctive Features: Distinctive Energy Signature (Not Concealable; Noticed and Recognizable; ........Detectable Only By Technology or Unusual Senses) 10.....Hunted: Asahi; 11- (Mo Pow, Watching) 15.....Hunted: The Grand Empire; 8- (As Pow, NCI, Harshly Punish) 20.....Psychological Limitation: Code Versus Killing (Common, Total) 15.....Psychological Limitation: Needs to Prove Self (Common, Strong) 15.....Psychological Limitation: Protective of Others (Common, Strong) 15.....Social Limitation: Secret Identity: Kimberly Saito (Frequently, Major) 10.....Vulnerability: 2 x BODY Darkness Based Attacks (Uncommon) 10.....Vulnerability: 2 x STUN Darkness Based Attacks (Uncommon) DISADVANTAGES Points: 125 Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 325 BACKGROUND/HISTORY Kimi was living a happy life in Nagoya. She had just finished her primary schooling and would be starting at the university in the fall. She was earning money as a tour guide and translator for the English speaking tourists that came to her home in Aichi Prefecture. Then it all changed. She was riding her scooter on the way to meet a tour group at Nagoya castle when she was hit by a delivery van. No one understood why Kimi or the van burst into flames. What was even more puzzling was why Kimi had not been harmed by the fire, not even a hair had been singed. No one except her father. His family had lived on the outskirts of Hiroshima for many generations. As had he, before he took a job with Toyota and moved to Nagoya. Working in one of the factories had made it easy to hide his abilities. No one questioned why he tolerated the heat at the foundry so well and he never told his wife. After the accident, Kimi's father made arrangements for her to move to San Francisco and live with one of his cousins. He made arrangements for her to attend San Francisco State University. He also made arrangements for her to talk to Jiisan (Grandfather). Kimi did not understand. Her father assured her again and again that she had not disgraced the family, but she knew she had. Why else would he send her away? Kimberly moved to San Francisco and started attending college as per her father's wishes. Then she met Jiisan. He was a wise and kind man. He told Kimberly that her abilities were a gift and that she should use her gift to help those in need. Jiisan told her that fate had brought her to San Francisco because the Wardens would help her learn to use her abilities to fulfill her destiny. The next day Kika went to Alcatraz to join the Wardens. Kika has not revealed her identity to the other members of the Wardens and she wears her mask at all times around the headquarters. When she engages in "personal" conversations, Kika pretends that she is second generation Japanese-American, but every now and then she slips up revealing a little more than what she intended. Mr. Gray, Alacran and Scorpion suspect that Kika is hiding something. Not really sure of what it is, they keep a close eye on her. PERSONALITY Kika pretends to be the stereotypical cocky American college kid when around the Wardens. In actually, Kika is driven by the three major events in her life; the van crash and fire, being sent away by her father and her meeting with Jiisan. Kika watched the driver of the van perish and knows that she caused the fire that took his life. It was an accident, she understands this but it has left her somewhat scared to use her powers to full effect. She has promised herself that she will never take another life, accidentally or otherwise. Even though she has come to accept that she has not disgraced her family, there is a part of her that still feels a need to prove herself in her father's eyes. This need to prove herself sometimes causes Kika to put herself at risk in situations where a more discreet course of action might be the better solution. Kika has also taken the words of Jiisan to heart and feels that it is her duty to use her gift to help others. This desire to help others also causes Kika to sometimes take risks that she would normally avoid. QUOTE "Stop... or you might find things getting a little... hot for you." TACTICS Kika has not yet learned to efficiently manage her energy expenditures when using her abilities and will frequently tax herself to the point of exhaustion during combat. She is enamored with flying and will rarely land during an encounter situation. Due to her enhanced mobility, Kika will close with targets sometimes exposing her self to attacks that she could have avoided by staying a little farther away. Early in training, Mr. Gray noticed Kika's reluctance to use her "Blast of Flames" at full strength against living targets. After some discussion, he helped her develop a tactic for allowing her blast to spread a little resulting in what Kika feels is a twofold benefit; better targeting with a lesser effect on the target. She has adopted this as her standard tactic against living targets. APPEARANCE Height: 5' 2" Weight: 95 lbs Hair: Dark Brown Eyes: Brown Kika wears a yellow gold colored skin-tight bodysuit as well as yellow gold colored boots and gloves. Her yellow gold colored mask covers most of her face but leaves her mouth and chin as well as her hair exposed. Kika's "Shield of Flames" is yellow gold in color and has an unnatural look to it, almost as if it was a computer generated image.
  12. concord

    Teen supers ideas

    Re: Teen supers ideas The Haunted Mansion at the Magic Kingdom at Walt Disney World in Florida for the Goatswood Academy pic is neat... you a WDW fan or just liked the pic?
  13. Re: Your "2005" Pet Gaming Projects Two projects for me... 1) Revival of my Champions campaign, The Warden Chronicles... this one is well on its way to reality as we had the first session last week... yay, I am gaming again... see the links below for session logs, downtime stories and campaign history... 2) The second has been a pet project for a long time, a post-apoc world... I started in the post-apoc genre way back when with first edition Gamma World... I had a bit of an issue with the suspension of disbelief for some of the more esoteric mutant abilites, until I discovered Champions and Thundarr the Barbarian... My outlook changed. I have ran, off and on since the late 80s, a world that is decended from my superhero world/campaign... Most of the collapse revolved around five major power factions... A high-tech corporation that wanted to wipe out anyone with paranormal abilities... A mad geneticist that viewed humanity as his canvas... A group of extra-dimensional aliens trying to subjugate the world... The psions with many small factions all at each others throats and trying to be the only ones... A evil sorceror who is trying to subsume all magical energies into himself... The psion wars started getting notice with a few massacres here and there... The high-tech corp decided that it was time and released a plague, paranormals including the psions started dying... The e-d aliens stepped up into the void left by the dying paras and took over major cities around the world... The high-tech corp equipped anyone that would fight the e-d aliens with the lastest and greatest weapon and personal armor systems in addition to automated combat vehicles, drones and robots... Massive battles ensued with many casualities... The evil sorceror seeing the chaos that surrounded him put his master plan into effect... He was able to seize most of the magical energies but was unable to control them... A dimensional rift was opened causing many earthquakes, tidal waves and other natural disasters... The mad geneticist released a retrovirus to counter the effect of the anti-para plague... It started causing mutations in all animal life forms... The final blow came when the ancestral enemies of the e-d aliens showed up... They were extra-terrestrial aliens that had faced the e-d aliens long ago in Earth's past... Using asteroids and small nuclear devices, they bombarded every stronghold or major troop concentration of the e-d aliens... The world was left in shambles and civilization would not start to rise again for centuries... There have been three campaigns set in this world starting at 300 or so years after "the stars fell from the skies..." The lastest iteration of the campaign is called the Union Chronicles... hopefully I will get a chance to run it one day...
  14. Sir William Finally, we have Knight of St Michael... a Norman knight banished from his 11th century home by fell magics... why did he end up in the here and now? As always your comments are welcome KNIGHT OF ST MICHAEL - Guillaume de Rouen / William Rouen VAL...CHA...Cost...Total...Roll......Notes 20....STR.....10...20......13-.......HTH Damage 4d6 END [2] 18....DEX.....24...18......13-.......OCV 6 DCV 6 20....CON.....20...20......13- 15....BODY....10...15......12- 18....INT......8...18......13-.......PER Roll 13- 18....EGO.....16...18......13-.......ECV: 6 20....PRE.....10...20/30...13-/15-...PRE Attack: 4d6 / 6d6 16....COM......3...16......12- .5....PD.......1...5/25..............5/25 PD (0/20 rPD) .5....ED.......1...5/25..............5/25 ED (0/20 rED) .4....SPD.....12...4.................Phases: 3, 6, 9, 12 10....REC......4...10 40....END......0...40 40....STUN.....5...40 .6....RUN......0...6"................END [1] .2....SWIM.....0...2"................END [1] .4....LEAP.....0...4"................4" forward, 2" upward CHA Cost: 124 Cost...POWERS .8.....Aura of the Righteous: +10 PRE (10 Active Points); OIHID (-1/4) .7.....Mystically Enhanced Boots: +3 with DEX based skills requiring footwork ........(9 Active Points); OIHID (-1/4) 36.....Mystically Enhanced Chain Hauberk: Armor (15 PD/15 ED) ........(45 Active Points); OIHID (-1/4) - END=0 .7.....Mystically Enhanced Helmet: +3 with Strategy, Tactics and Teamwork ........(9 Active Points); OIHID (-1/4) - END= 16.....Mystically Enhanced Shield: (Total: 30 Active Cost, 16 Real Cost) +3 with DCV ........(15 Active Points); Activation Roll 14- (-1/2), OIHID (-1/4) (Real Cost: 8) .......plus Armor (5 PD/5 ED) (15 Active Points); Activation Roll 14- (-1/2), ........OIHID (-1/4) (Real Cost: 8) - END=0 56.....Power of the Righteous: Multipower, 70-point reserve, (70 Active Points); all slots OIHID (-1/4) 2u.....1) "Holy Dagger": (Total: 50 Active Cost, 22 Real Cost) ...........HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), OIHID (-1/4) (Real Cost: 11) ...........plus HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Only versus Evil or ............Unholy Foes (-1), Hand-To-Hand Attack (-1/2), OIHID (-1/4) (Real Cost: 11) - END=2 4u.....2) "Holy Lance and Noble Steed": (Total: 70 Active Cost, 38 Real Cost) ...........HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), OIHID (-1/4) (Real Cost: 11) ...........plus HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Only versus Evil and ............Unholy Foes (-1), Hand-To-Hand Attack (-1/2), OIHID (-1/4) (Real Cost: 11) ...........plus Running 10", Requires a Riding Skill Roll (No Active Point penalty to Skill ............Roll; +0) (20 Active Points); OIHID (-1/4) (Real Cost: 16) ...........[Notes: A ghostly steed with a lance secured to its saddle appears when summoned. ............Sir William must mount the steed (Riding Skill roll) to use steed's movement. When ............mounted, Sir William's running is replaced by the steed's running.] - END=4 4u.....3) "Holy Light": (Total: 70 Active Cost, 45 Real Cost) ...........EB 8d6 (40 Active Points); OIHID (-1/4) (Real Cost: 32) ...........plus EB, +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Only versus ............Evil or Unholy Foes (-1), OIHID (-1/4) (Real Cost: 13) - END=4 3u.....4) "Holy Shield": FF (20 PD/20 ED), Reduced Endurance (0 END; +1/2) (60 Active Points); Only when ............has 5 BODY or less; Cannot take any offensive action (-1/2), OIHID (-1/4) - END=0 3u.....5) "Holy Sword": (Total: 60 Active Cost, 28 Real Cost) ...........HA +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), OIHID (-1/4) (Real Cost: 17) ...........plus HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Only versus Evil or ............Unholy Foes (-1), Hand-To-Hand Attack (-1/2), OIHID (-1/4) (Real Cost: 11) - END=3 .8.....Soul Sight: Detect Evil or Unholy Acts 13- (Mystic Group), Disc, Analyze (15 Active Points); ........Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) - END=0 16.....Visions: Precognitive, Retrocognitive Clairsentience (Sight Group), Discriminatory (65 Active) ........No Conscious Control (-2), Precognition/Retrocognition Only (-1) - END=6 POWERS Cost: 170 Cost...SKILLS 15.....+3 with HTH Combat - Melee Weapons .......Archaic Knowledges .2.....1) AK: Early 12th Century Northern France and Southern England 11- .3.....2) High Society - 12th Century Courtier 13- (15-) .2.....3) KS: Early 12th Century Catholic Church Layman 11- .2.....4) KS: Early 12th Century Court Politics 11- .2.....5) KS: Early 12th Century English, Norman, Saxon, Welsh Nobles 11- .1.....AK: San Francisco Bay Area 8- .1.....CK: San Francisco 8- .3.....KS: Strategy 13- .3.....Oratory 13- (15-) .3.....Persuasion 13- (15-) .3.....Riding 13- .3.....Stealth 13- .2.....Survival (Temperate/Subtropical) 13- .3.....Tactics 13- .3.....Teamwork 13- .5.....WF: Common Melee Weapons, Siege Engines, Lances SKILLS Cost: 56 Value..DISADVANTAGES 15.....Distinctive Features: "Holy Aura" (Not Concealable; Extreme Reaction; Detectable Only ........By Unusual Senses) 15.....Geas: Must Give Foes Chance for Absolution if "Evil or Unholy" (Frequently, Greatly Impairing) 15.....Geas: Must Treat Foes Fairly and with Leniency if they are not "Evil or Unholy" ........(Frequently, Greatly Impairing) 15.....Hunted: Enemy 8- (Mo Pow, Capture) 10.....Hunted: Watcher 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching) 10.....Psychological Limitation: Aloof (Uncommon, Strong) 10.....Psychological Limitation: Introverted (Uncommon, Strong) 15.....Psychological Limitation: Relentless and Unforgiving Against Foes (Common, Strong) 20.....Social Limitation: Unfamiliar with Modern Era (Frequently, Severe) 10.....Vulnerability: 2 x STUN From Darkness based Attacks (Uncommon) DISADVANTAGES Points: 135 Base Pts: 200 Exp Required: 15 Total Exp Available: 15 Exp Unspent: 0 Total Character Cost: 350
  15. Nexus Next up is Nexus... a paranormal with a past haunted by failure... this time, failure is not an option... As always your comments are welcome NEXUS - Jamison "Jamie" Smith VAL...CHA...Cost...Total...Roll......Notes 40....STR.....30...40......17-.......HTH Damage 8d6 END [4] 20....DEX.....30...20......13-.......OCV 7 DCV 7 28....CON.....36...28......15- 10....BODY.....0...10......11- 18....INT......8...18......13-.......PER Roll 13- 14....EGO......8...14......12-.......ECV: 5 18....PRE......8...18......13-.......PRE Attack: 3 1/2d6 12....COM......1...12......11- 10....PD.......2...10/25.............10/25 PD (0/15 rPD) 10....ED.......4...10/25.............10/25 ED (0/15 rED) .5....SPD.....20...5.................Phases: 3, 5, 8, 10, 12 10....REC.....-8...10 56....END......0...56 45....STUN.....1...45 .6....RUN......0...6"................END [1] .2....SWIM.....0...2"................END [1] .8....LEAP.....0...8"................8" forward, 4" upward CHA Cost: 140 Cost...POWERS 22.....Energy Manipulation: Elemental Control, 56-point powers, (28 Active Points); ........all slots IIF (Bracers; -1/4) 32.....1) Energy Sheath: (Total: 70 Active Cost, 53 Real Cost) FF (15 PD/15 ED) (Protect Carried Items), ...........Costs END Only To Activate (+1/4) (50 Active Points); IIF (Bracers; -1/4) (Real Cost: 40) ..........plus LS (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; ...........Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained ...........Breathing) (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), ...........IIF (Bracers; -1/4) (Real Cost: 13) - END=6 22.....2) Flying: Flight 20", x4 Noncombat, Usable Underwater (+1/4) (56 Active Points); ...........IIF (Bracers; -1/4) - END=6 70.....Energy Projection: Multipower, 87-point reserve, (87 Active Points); all slots IIF (Bracers; -1/4) 7u.....1) Energy Manipulation: Telekinesis (40 STR), Fine Manipulation, Reduced Endurance ...........(1/2 END; +1/4) (87 Active Points); IIF (Bracers; -1/4) - END=3 6u.....2) Energy Blast: EB 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); ...........IIF (Bracers; -1/4) - END=3 6u.....3) Blinding Blast: Sight Group Flash 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); ...........IIF (Bracers; -1/4) - END=3 6u.....4) Energy Constructs: FW (10 PD/10 ED; 5" long and 2" tall), Reduced Endurance (1/2 END; +1/4) ...........(75 Active Points); IIF (Bracers; -1/4) - END=3 4u.....5) Electromagnetic Sense: (Total: 54 Active Cost, 36 Real Cost) Detect Electromagnetic Energy 13- ...........(no Sense Group), Discriminatory, Analyze, Range, Sense (27 Active Points); Costs Endurance ...........(Only Costs END to Activate; -1/4), IIF (Bracers; -1/4) (Real Cost: 18) ..........plus HRRP (Radio Group) (12 Active Points); Costs Endurance (Only Costs END to ...........Activate; -1/4), IIF (Bracers; -1/4) (Real Cost: 8) plus Radar (Radio Group) ...........(15 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), ...........IIF (Bracers; -1/4) (Real Cost: 10) - END=5 .1.....Long Life: LS (Longevity: 200 Years) - END=0 POWERS Cost: 176 Cost...SKILLS 6......+2 with Energy Powers .......Everyman Skills 0.......1) AK: United States 8- 0.......2) Acting 8- 0.......3) Climbing 8- 0.......4) Concealment 8- 0.......5) Conversation 8- 0.......6) Deduction 8- 0.......7) Language: English (Idiomatic, native accent; literate) (5 Active Points) 0.......8) PS: College Professor 11- 0.......9) Paramedics 8- 0......10) Persuasion 8- 0......11) Shadowing 8- 0......12) Stealth 8- 0......13) TF: Small Motorized Ground Vehicles 3......CK: San Francisco 13- 2......CK: Vancouver, BC 11- 3......Computer Programming (Personal Computers, Local Networks) 13- 3......Electronics 13- 3......Scientist 2......1) SS: Astronomy 13- (3 Active Points) 2......2) SS: Astrophysics 13- (3 Active Points) 2......3) SS: Mathematics 13- (3 Active Points) 2......4) SS: Physics 13- (3 Active Points) 3......Tactics 13- 3......Teamwork 13- SKILLS Cost: 34 Value..DISADVANTAGES 10.....Distinctive Features: Cosmic Radiation Source (Not Concealable; Always Noticed and ........Causes Major Reaction; Detectable Only By Unusual Senses) 20.....Hunted: The Grand Empire 8- (Mo Pow, NCI, Harshly Punish) 20.....Hunted: MYSTERY 8- (Mo Pow, NCI, Harshly Punish) 20.....Psychological Limitation: Code vs Killing (Common, Total) 15.....Psychological Limitation: Fear of Failure (Common, Strong) 15.....Psychological Limitation: Must Protect Innocents (Common, Strong) 15.....Social Limitation: Secret ID (Frequently, Major) 20.....Susceptibility: Darkness Fields, 2d6 damage per Phase (Uncommon) DISADVANTAGES Points: 135 Base Pts: 200 Exp Required: 15 Total Exp Available: 15 Exp Unspent: 0 Total Character Cost: 350
  16. Kitsune Next up is Kitsune... a student who wanted to be a criminal profiler for the FBI but her application was denied by the Bureau... could they have learned her secret? As always your comments are welcome KITSUNE - Sara O'Connor VAL...CHA...Cost...Total...Roll......Notes 15....STR......5...15......12-.......HTH Damage 3d6 END [1] 18....DEX.....24...18/23...13-/14-...OCV 6/8 DCV 6/8 15....CON.....10...15......12- 15....BODY....10...15......12- 18....INT......8...18......13-.......PER Roll 13- 23....EGO.....26...23......14-.......ECV: 8 23....PRE.....13...23......14-.......PRE Attack: 4 1/2d6 22....COM......6...22......13- .3....PD.......0...3/18..............3/18 PD (0/15 rPD) .3....ED.......0...3/18..............3/18 ED (0/15 rED) .4....SPD.....12...4/5...............Phases: 3, 6, 9, 12/3, 5, 8, 10, 12 10....REC......8...10 40....END......5...40 40....STUN.....9...40 .6....RUN......0...6"................END [1] .2....SWIM.....0...2"................END [1] .3....LEAP.....0...3"................3" forward, 1 1/2" upward CHA Cost: 136 Cost...POWERS 36.....Kami's Blessing: Armor (15 PD/15 ED) (45 Active Points); ........Only in Fox and Hybrid Form (-1/4) - END=0 48.....Kitsune Eye of Reality: Mental Illusions 10d6 (Human and Animal Minds) ........(60 Active Points); Does Not Provide Mental Awareness (-1/4) - END=6 27.....Kitsune Shapeshift: Shape Shift (Sight, Mystic, Smell/Taste, Hearing and ........Touch Groups, Three Shapes - Human, Fox, Hybrid) - END=3 16.....Kitsune Swiftness: (Total: 25 Active Cost, 16 Real Cost) +5 DEX (15 Active Points); ........No Figured Characteristics (-1/2), Only in Fox and Hybrid Form (-1/4) (Real Cost: 8) .......plus +1 SPD (10 Active Points); Only in Fox and Hybrid Form (-1/4) ........(Real Cost: 8) - END=0 31.....Fox and Hybrid Forms: Multipower, 39-point reserve, (39 Active Points); ........all slots Only in Fox and Hybrid Form (-1/4) - END= 3u.....1) Fox Form - Small and Fleet of Paw with Fangs and Claw: (Total: 39 Active, 31 Real) ...........Shrinking (1.0033 m tall, 12.4738 kg mass, -2 PER Rolls to perceive character, ............+2 DCV, takes +3" KB), Reduced Endurance (0 END; +1/2) (15 Active Points); ............Only in Fox and Hybrid Form (-1/4) (Real Cost: 12) ...........plus Running 7" (14 Active Points); Only in Fox and Hybrid Form (-1/4) (Real: 11) ...........plus HKA 1d6-1 (1d6+1 w/STR) (10 Active Points); Only in Fox and Hybrid Form ............(-1/4) (Real Cost: 8) - END=2 3u.....2) Hybrid Form - Fleet of Paw with Fang and Claw: (Total: 39 Active Cost, 31 Real Cost) ...........Running 12" (24 Active Points); Only in Fox and Hybrid Form (-1/4) (Real Cost: 19) ...........plus HKA 1d6 (2d6 w/STR) (15 Active Points); Only in Fox and Hybrid Form (-1/4) ............(Real Cost: 12) - END=3 POWERS Cost: 164 Cost...SKILLS .......Everyman Skills 0......1) AK: Northen California 8- 0......2) Climbing 8- 0......3) Concealment 8- 0......4) Shadowing 8- 0......5) Stealth 8- 3......Acting 14- 3......CK: San Francisco 12- 3......Combat Driving (Small Ground Vehicles) 13- (14-) 3......Conversation 14- 3......Criminology 13- 3......Deduction 13- 3......Forensic Medicine 13- 3......High Society 14- 1......Language: English (Native) (imitate dialects; literate) (6 Active Points) 4......Language: Japanese (completely fluent; literate) 3......PS: Investigator 13- 3......Paramedics 13- 3......Persuasion 14- 3......SS: Criminal Psychology 13- 3......SS: Psychology 13- 3......Seduction 14- 3......Streetwise 14- SKILLS Cost: 50 Cost...PERKS 3......Contact: Detective Maribella Johnson, SFPD (Contact has useful Skills or resources, ........Contact of Sara O'Connor, Good relationship with Contact) 11- PERKS Cost: 3 Value..DISADVANTAGES .5.....Accidental Change: High Magic Environment 8- (Uncommon) 20.....DNPC: Random Fans 8- (Incompetent; Group DNPC: x2 DNPCs) 10.....Distinctive Features: Mystical Nature - Kitsune (Not Concealable; Always Noticed and ........Causes Major Reaction; Detectable Only By Unusual Senses) 20.....Hunted: Ogushi Masahiro, CEO of Ogushi Industries (Secretly, Asakura Sodan - an Oni no ........Kistune) 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) .5.....Hunted: Sakura, Former Mentor and a Kami no Kitsune 8- (Mo Pow, Watching) 10.....Psychological Limitation: Curious and Inquisitive (Common, Moderate) 15.....Psychological Limitation: Feels Need to Help Others (Common, Strong) .5.....Psychological Limitation: Mischievious Prankster (Uncommon, Moderate) .5.....Psychological Limitation: Sometimes wants Old Life versus New Life (Uncommon, Moderate) 15.....Psychological Limitation: Wants to Fit In and Be Liked (Common, Strong) .5.....Social Limitation: Public Figure - Kitsune - Adoring Fans (Occasionally, Minor) 15.....Social Limitation: Secret Identity - Sara O'Connor (Frequently, Major) 10.....Susceptibility: Cold Iron Touches Skin or Fur, 2d6 damage per Minute (Uncommon) DISADVANTAGES Points: 140 Base Pts: 200 Exp Required: 13 Total Exp Available: 13 Exp Unspent: 0 Total Character Cost: 353
  17. Boost Next is Boost... student studying paranormals then a lab accident gave him paranormal abilities... As always your comments are welcome BOOST - Mark Owens VAL...CHA...Cost...Total...Roll......Notes 25....STR.....15...25......14-.......HTH Damage 5d6 END [2] 23....DEX.....39...23......14-.......OCV 8 DCV 8 25....CON.....30...25......14- 24....BODY....28...24......14- 26....INT.....16...26......14-.......PER Roll 14- 20....EGO.....20...20......13-.......ECV: 7 20....PRE.....10...20......13-.......PRE Attack: 4d6 20....COM......5...20......13- .8....PD.......3...8/18..............8/18 PD (0/10 rPD) .8....ED.......3...8/18..............8/18 ED (0/10 rED) .4....SPD......7...4.................Phases: 3, 6, 9, 12 10....REC......0...10 50....END......0...50 50....STUN.....0...50 10....RUN......8...10"...............END [2] .5....SWIM.....3...5"................END [1] .6....LEAP.....1...6"................6" forward, 3" upward CHA Cost: 188 Cost...POWERS 23.....Armored Costume and Helmet: (Total: 35 Active Cost, 23 Real Cost) Armor (10 PD/10 ED) ........(30 Active Points); OIF (Armored Costume; -1/2) (Real Cost: 20) .......plus Sight Group Flash Defense (5 points) (5 Active Points); OIF (Polarized ........Visor; -1/2) (Real Cost: 3) - END=0 10.....Bio-Stabilization Field: Power Defense (10 points) - END=0 23.....Biomanipulation Abilities: Multipower, 23-point reserve 1u.....1) Agility Enhancement: Aid DEX 1d6+1, Delayed Return Rate (points return at the ...........rate of 5 per Minute; +1/4), Ranged (+1/2) (23 Active Points); ...........Costs Endurance (-1/2) - END=2 1u.....2) Inteligence Enhancement: Aid INT 1d6+1, Delayed Return Rate (points return at ...........the rate of 5 per Minute; +1/4), Ranged (+1/2) (23 Active Points); ...........Costs Endurance (-1/2) - END=2 2u.....3) Reaction Reduction Reduction: Drain DEX 1d6+1, Delayed Return Rate (points return ...........at the rate of 5 per Minute; +1/4), Ranged (+1/2) (23 Active Points) - END=2 2u.....4) Stamina Reduction: Drain END 1d6+1, Delayed Return Rate (points return at the ...........rate of 5 per Minute; +1/4), Ranged (+1/2) (23 Active Points) - END=2 1u.....5) Strength Enhancement: Aid STR 1d6+1, Delayed Return Rate (points return at the ...........rate of 5 per Minute; +1/4), Ranged (+1/2) (23 Active Points); ...........Costs Endurance (-1/2) - END=2 17.....Biomanipulation Abilities: Variable Power Pool, 10 base + 7 control cost, Powers Can ........Be Changed As A Zero-Phase Action (+1) (20 Active Points); Limited Special Effect ........Biomanipulation Powers (Biomanipulation Powers; -1/2) .0.....1) Characteristic Enhancement: Aid CON 0 1/2d6, Can Add Maximum Of 5 Points, Delayed ...........Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2) ...........(10 Active Points); Costs Endurance (-1/2) Real Cost: 7 - END=1 .0.....2) Characteristic Reduction: Drain BODY 0 1/2d6, Delayed Return Rate (points return at the ...........rate of 5 per Minute; +1/4), Ranged (+1/2) (9 Active Points) Real Cost: 9 - END=1 .0.....3) Cure Disease: Dispel 3d6+1 (10 Active Points) Real Cost: 10 - END=1 .0.....4) Strain System: EB 0 1/2d6, AVLD (Power Defense; +1 1/2) (7 Active Points) ...........Real Cost: 7 - END=1 .0.....5) Stun optic nerves: Sight Group Flash 1d6, AVLD (Power Defense; +3/4) (9 Active Points) ...........Real Cost: 9 - END=1 22.....Biosense: Detect Biofield 14- (no Sense Group), Discriminatory, Analyze, Range, Sense - END=0 10.....Hyper-Immunity: LS (Immunity All terrestrial diseases and biowarfare agents) - END=0 18.....Self Restoration: Healing BODY 1d6 (standard effect: 3 points), Reduced Endurance ........(0 END; +1/2), Persistent (+1/2), all Characteristics (except Stun and END) powers ........simultaneously (+2) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4) - END=0 POWERS Cost: 130 Cost...SKILLS 5......Biomanipulation Abilities - Power Use, 14- .......Everyman Skills 0.......1) AK: Home Country, Region, Area, City 8- 0.......2) Acting 8- 0.......3) Climbing 8- 0.......4) Concealment 8- 0.......5) Conversation 8- 0.......6) Deduction 8- 0.......7) Language: English (idiomatic; literate) (5 Active Points) 0.......8) PS: Researcher 8- 0.......9) Paramedics 8- 0......10) Persuasion 8- 0......11) Shadowing 8- 0......12) Stealth 8- 0......13) TF: Small Motorized Ground Vehicles 1......Acrobatics 8- 3......Breakfall 14- 1......Bureaucratics 8- 2......Computer Programming (Personal Computers) 14- 3......KS: Paranormals 14- 3......Scientist 2......1) SS: Biology 14- (3 Active Points) 2......2) SS: Chemistry 14- (3 Active Points) 2......3) SS: Medicine 14- (3 Active Points) 2......4) SS: Paranormal Biology 14- (3 Active Points) SKILLS Cost: 26 Cost...PERKS 4......Contact: Robert Fergan, Grad Student at UC-Berkeley (Contact has access to major ........institutions, Contact has useful Skills or resources, Good relationship with Contact) 8- 1......Fringe Benefit: Membership: Student at UC-Berkeley PERKS Cost: 5 Value..DISADVANTAGES 10.....DNPC: Randy MacLeod (gymnist attending UC, Berkley dating Boost) 8- (Normal) .5.....Distinctive Features: Unusual Bio-field (Not Concealable; Noticed and Recognizable; ........Detectable Only By Technology Or Major Effort) 25.....Hunted: Doctor Von Hausser 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very ........easy to find, Harshly Punish) 10.....Hunted: Activist Paranormal Group Looking to Recruit Him 8- (Mo Pow, PC has a Public ........ID or is otherwise very easy to find, Watching) .5.....Physical Limitation: Increased metabolism requires more food than normal ........(Infrequently, Slightly Impairing) 20.....Psychological Limitation: Code vs. Killing (Common, Total) 15.....Psychological Limitation: Insecure (Very Common, Moderate) 20.....Psychological Limitation: Protective of Others (Common, Total) 15.....Social Limitation: Public Identity - Mark Owens, UC-Berkeley Student (Frequently, Major) .5.....Vulnerability: 1 1/2 x BODY Poisons/Chemicals (Uncommon) .5.....Vulnerability: 1 1/2 x Effect Poisons/Chemicals (Uncommon) .5.....Vulnerability: 1 1/2 x STUN Poisons/Chemicals (Uncommon) DISADVANTAGES Points: 140 Base Pts: 200 Exp Required: 9 Total Exp Available: 9 Exp Unspent: 0 Total Character Cost: 349
  18. Amethyst First up is Amethyst... Former lawyer and Hollywood stunt person who always dreamed of being a paranormal... then it happened... As always your comments are welcome AMETHYST - Karalyn Nicholas VAL...CHA...Cost...Total...Roll......Notes 60....STR.....50...60......21-.......HTH Damage 12d6 END [6] 15....DEX.....15...15......12-.......OCV 5 DCV 5 30....CON.....40...30......15- 30....BODY....40...30......15- 18....INT......8...18......13-.......PER Roll 13- 15....EGO.....10...15......12-.......ECV: 5 30....PRE.....20...30......15-.......PRE Attack: 6d6 20....COM......5...20......13- 15....PD.......3...15/25.............15/25 PD (5/15 rPD) 15....ED.......9...15/25.............15/25 ED (5/15 rED) .4....SPD.....15...4.................Phases: 3, 6, 9, 12 20....REC......4...20 60....END......0...60 70....STUN....-5...70 .6....RUN......0...6"/12"............END [1/2] .2....SWIM.....0...2"................END [1] 12....LEAP.....0...12"...............12" forward, 6" upward CHA Cost: 214 Cost...POWERS 24.....Amethyst Aura: Armor (10 PD/10 ED) (30 Active Points); Costs Endurance ........(Only Costs END to Activate; -1/4) - END=3 .5.....Tough Skin: Damage Resistance (5 PD/5 ED) - END=0 25.....Concussion Force: EB 10d6, Explosion (+1/2) (75 Active Points); 4 Charges (-1), ........Costs Endurance (-1/2), Increased Endurance Cost (x2 END; -1/2) - END=14 10.....Enhanced Metabolism: LS (Eating: Character only has to eat once per week; ........Extended Breathing: 1 END per 20 Minutes; Longevity: 200 Years; Safe in Intense ........Cold; Safe in Intense Heat) - END=0 12.....Fast Runner: Running +6" (6"/12" total) - END=1 POWERS Cost: 76 Cost...SKILLS 15......+3 with HTH Combat .......Everyman Skills 0......1) AK: California 8- 0......2) Acting 8- 0......3) Conversation 8- 0......4) Deduction 8- 0......5) Paramedics 8- 0......6) Shadowing 8- 0......7) Stealth 8- 3......Acrobatics 12- 3......Breakfall 12- 3......Bureaucratics 15- 3......CK: San Francisco 13- 3......Climbing 12- 3......Combat Driving 12- 3......Concealment 13- 3......Criminology 13- 3......KS: Criminal Law 13- 3......Language: American Sign Language (completely fluent) 0......Language: English (idiomatic; literate) (5 Active Points) 3......Lipreading 13- 3......Oratory 15- 3......PS: Lawyer 13- 2......PS: Stunt Person 11- 3......Persuasion 15- 1......TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles SKILLS Cost: 60 Value..DISADVANTAGES .5.....Distinctive Features: Strange Energy Signature (Not Concealable; Noticed and ........Recognizable; Detectable Only By Unusual Senses) 25.....Hunted: "MYSTERY" 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very ........easy to find, Harshly Punish) 15.....Hunted: The Grand Empire 8- (As Pow, NCI, Harshly Punish) 20.....Psychological Limitation: Code Against Killing (Common, Total) 20.....Psychological Limitation: Feels Need to Help Others (Very Common, Strong) 10.....Psychological Limitation: Thrillseeker (Common, Moderate) 15.....Social Limitation: Secret Identity - Karalyn Nicholas (Frequently, Major) 10.....Susceptibility: Great Injury to Others Nearby, 2d6 damage Instant (Uncommon) 10.....Vulnerability: 1 1/2 x STUN From Sonic Attacks (Common) 10.....Vulnerability: 1 1/2 x BODY From Sonic Attacks (Common) DISADVANTAGES Points: 140 Base Pts: 200 Exp Required: 10 Total Exp Available: 10 Exp Unspent: 0 Total Character Cost: 350
  19. Re: Foundation Redbook - Characters from the Foundation Chronicles / Warden Chronicles Well the Wardens Campaign is rolling again... and here are the PC's for the Fourth Edition of the campaign... Note: All of the character stories are being finalized and will be posted to the Wardens Chronicles website in the June 2005 update.
  20. Re: Wardens Chronicles / Foundation Chronicles Wardens Chronicles Updated - 05.22.2005 Wardens Chronicles Fourth Edition Home Page - Updated with Current Campaign Information and added Interim Reports link. Wardens Reserve Members Roster - Added briefs for Kika, Tien Cheng, Fortaleza, Nexus, Kitsune and Boost. Preludes Page - Added page and the following contents: Prelude 1: 2002.07.21 - Membership Changes Prelude 2: 2003.01.01 - Settling In Prelude 3: 2003.05.01 - The Only Constant is Change Prelude 4: 2003.09.01 - Steady on Course Prelude 5: 2004.01.01 - Heading for a Showdown 2003.02.01 - Jaxton's Journal: Entry 1 2003.05.03 - Jaxton's Journal: Entry 14 2003.09.06 - Jaxton's Journal: Entry 32 You can find the links to these updates at http://wardens.angeva.com/updates/u-20050522.asp.
  21. Re: UNITY 2010: A New Champions Campaign From one Bill to another... All are nice but Ifrita... all I can say is WOW!!!!!!!!!!!!!!!!!!!!!!!!! You must spread some Reputation around before giving it to keyes_bill again.
  22. Re: Name her! Give her Powers! I'm Lazy! In addition to a type of makeup, Rouge is the French word for Red... seems to fit...
  23. Re: Creation philosophy We call this one, Sledgehammers and Egg Shells... Sledgehammers for attacks and Egg Shells for defense... our typical experience shows that it leads to a lot of dancing around, then a quick flurry of action with one man left standing style of combat
  24. Re: Reality check time: so what about the players' feelings? ugh... or should that be yay!!! I forgot about BODY being less in Fuzion... maybe I am forgetting my heretical ways... I like the 20 to 1... a character in Hero will be bruised but not really battered in combat by normal attacks
  25. Re: Reality check time: so what about the players' feelings? As the former Fuzion Heretic, I can answer this question... need to set the stage first... In order to "fix" the stun lottery of killing attacks, Fuzion made KAs have a die per DC just like normal attacks (not the exact mechanic, but close enough) To keep folks with KAs from slaughtering people, Fuzion introduced a new figured characteristic, HITS (BODY x 5). KAs did HITS 1 for 1 when they exceeded the target's defenses. Now to the answer... In Fuzion, a normal attack did 1 HIT for every 5 STUN that got past the target's defenses. So the direct correlation between Fuzion and Hero for this mechanic would yield a result of 1 BODY per 25 STUN past the target's defense. I like the 1 to 20 that RDUNeil uses... I might add it to my house rules... but then I might be accused of returning to my old Fuzion ways and my players will abandon me for the one true system, the Hero System... the pain, the pain... The torment I must face for being a reformed heretic...
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