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lensman

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Everything posted by lensman

  1. Re: Turakian Age Maps Some devoted gamer, with talent and CC2 Pro in probably post maps for download. Heck I am sure people will contribute all kinds of things. Although art is notoriously guarded.
  2. Hand on Heronomicon Okay, I will take the bait. Why do you doubt that you will actually use HERO system to run>> no flame, just curious.
  3. lensman

    Cities

    Re: Cities Strrets of Silver Lead developer: Harald henning d 20 system, A Twin Crown's Adventurers Guide ISBN: 0-9712145-3-0 Little on the expensive side, and for d 20, but I read throughit and it has a pretty good tapestry for a Venice like city setting. Includes a fold out, detachable map.
  4. the Astral .hdc Turns out the Astral Form is a tiny bit over than what is paid for by the character. Wil have to go back and edit.
  5. Re: Challenge Answered John Parsidemes Player: Val Char Cost 15 STR 5 20 DEX 30 18 CON 16 20 BODY 20 23 INT 13 18 EGO 16 23 PRE 13 18 COM 4 8 PD 5 5 ED 1 5 SPD 20 10 REC 6 40 END 2 45 STUN 8 7" RUN22" SWIM03" LEAP0Characteristics Cost: 161 Cost Power END 15 Astral Projected Self: Multiform (350 Character Points in the most expensive form) (70 Active Points); Limited Power Leave Body Behind (-1), Limited Power Cannot percieve Writing / Art / color or transparent objects (-1), Costs END Only To Change (-1/2), Extra Time Extra Phase, Only to Activate Constant or Persistent Power (-1/2), Limited Power Must return to BODY in EGO / 5 Hours or die (-1/2) (uses Personal END) 7 20 Endurance Reserve (100 END, 10 REC) (20 Active Points) 46 Multipower, 80-point reserve, all slots: (80 Active Points); Gestures (-1/4), Incantations (-1/4), Limited Power MP pool can be reduced to Zero AP by Counter agents (-1/4) 4u 1) Dispel 21d6, Expanded Effect One At A Time (+1/4) (79 Active Points) (uses END Reserve) 8 2u 2) Missile Deflection (Any Ranged Attack), +6 levels with Power, Missile Reflection, Reflect At Any Target (80 Active Points); Only Works Against Limited Type Of Attack Magic SFX, Adjustment powers only (-1), Required Hands Two-Handed (-1/2), Costs Endurance Only Costs END to Activate (-1/4) (uses Personal END) 8 3u 3) Killing Attack - Ranged 2d6 +1 (vs. ED), Affects Desolidified Astral / Magic SFX (+1/4), Autofire (5 shots; +1/2), Reduced Endurance 1/2 END (+1/2) (79 Active Points); No Knockback (-1/4), -1 STUN Multiplier (-1/4) (uses END Reserve) 3 4u 4) Mas Obscurement: Invisibility to Sight Group, Hearing Group, Radio Group, Mental Group, Hole In The Middle 1 Hex rim (+1/4), Area Of Effect (4" Radius; +1) (79 Active Points); Limited Power Only on Observers 32" + from Area (-1/2) (uses END Reserve) 8 5u 5) Personal Obscurement: Transform 2d6: MInd: Memory of Interaction with PC to Memory of Interaction with PC overwritten with "normal" events (Minor), Uncontrolled (+1/2), Damage Shield (+1/2), Invisible Power Effects (Fully Invisible; +1), Continuous (+1) (80 Active Points) (uses END Reserve) 8 10 Obscured Astral Tap: Power Defense vrs. Analyze: Magic (10 points) Powers Cost: 109 Cost Skill 3 Scholar 3 Combat Driving 13- 0 TF: Small Motorized Ground Vehicles 1 TF: Two-Wheeled Motorized Ground Vehicles 3 Combat Piloting 13- 1 TF: Flying Beasts 1 TF: Huge Beasts 1 TF: Swimming Beasts 3 Stealth 13- 3 Shadowing 14- 3 Concealment 14- 3 Interrogation 14- 3 Streetwise 14- 3 KS: the magic World 12- 5 Analyze: MAgic : Agility Skills 15- 13 Magic 19- 3 Forensic Medicine 14- 5 Criminology 15- 5 KS: Magic Theory 14- 5 KS: Conjuration, Black Art 14- 4 KS: Crime: Homocide, Magic Assissted 13- 3 Inventor 14- 4 KS Alcheyt, Aid 13- 24 +3 with All Combat 5 Accurate Sprayfire 2 WF: Small Arms 1 WF: Three-Section Staff -5 Scholar Offset Skills Cost: 105 Total Character Cost: 375 Val Disadvantages 20 Psychological Limitation: Sacrifice Anything (not Anyone) to Destroy "the Taint": (Common; Total) 20 Psychological Limitation Vigilant Justice over Due Process: (Very Common; Strong) 15 Psychological Limitation Sole Arbiter of Evil: (Uncommon; Total) 10 Physical Limitation Shooting Pains in prescense of "Holy" SFX: (Infrequently; Greatly Impairing) 5 Physical Limitation Can only eat raw meat, preferably alive: (Infrequently; Slightly Impairing) 10 Reputation Dealer in the Black Arts, thief of same: 11- 30 Hunted Fheyd al'Mahir, Leader: Pages of ghenn'Razon: 14- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 15 Hunted the Blade of Uruk: 11- (As Pow; Harshly Punish) Disadvantage Points: 125 Base Points: 200 Experience Required: 50 Total Experience Available: 50 Experience Unspent: 0 Astral Form: John P Player: Val Char Cost 15 STR 5 38 DEX 84 18 CON 16 15 BODY 10 23 INT 13 18 EGO 16 20 PRE 10 10 COM 0 8 PD 5 8 ED 4 5 SPD 2 7 REC 0 40 END 2 45 STUN 13 0" RUN-120" SWIM-20" LEAP-3Characteristics Cost: 163 Cost Power END 35 Astral Form Properties: Elemental Control, 70-point powers 35 1) Adtral Projected Self: Desolidification (affected by Magic), Difficult To Dispel (x2 Active Points) (+1/4), Reduced Endurance 0 END (+1/2) (70 Active Points) 20 2) Invisibility to Sight Group, Hearing Group, Smell/Taste Group, Radio Group, Touch Group, No Fringe, Reduced Endurance 0 END (+1/2) (75 Active Points); Limited Power Does Not work vrs. Other Astral Entities (-1) 19 3) Manifestation, Ghostly Astral projection: Sight Group and Hearing Group Images, +/-2 to PER Roll, IPE, All: Only vrs. Machines / Equipment (+1/2), Affects Physical World (+2) (73 Active Points); Set Effect (-1) 7 41 4) Flight 13", x64 Noncombat, Custom Modifier (+0), Reduced Endurance 0 END (+1/2) (76 Active Points) 37 5) Detect: Emotional / Psychological State A Large Class Of Things 16-, Discriminatory, Range, Sense, Affects Physical World (+2) (72 Active Points) 100 All Skills of Original Corporeal Form (100 Active Points) 10 Powers Cost: 287 Total Character Cost: 450 Base Points: 375 Experience Required: 75 Total Experience Available: 0 Experience Unspent: 0 Next Challenge: Pulp Adventurer taken offplanet, now returned with unknown Alien Technology
  6. 2 Cent Here is my system, for quick fightd, not all All armor gives its resistent DEF in non-resistent DEF. Thus 6 pt chain is 6 res +6 non-res DEF WeaponSmiths can increase that number when Armor is created. I track only the Stun total in a phase for any one PC. Then if you take enough STUN past DEF to exceed your CON, you are Stunned. Next I make the PC make a CON roll. or suffer the effects of the first level, ie. -10, of negative Stun total. The Con roll can be influenced by Characteristic skill lvls. Thus Hearty PC's, bought +3 lvls. Con based, and have a CON of 18 thats 16-. Every time they are Stunned that is -1 to the CON roll and every +10 STUN that ecveeds their CON is -1 This way they fight until they drop, and no one has to kepp a running total of STUN just have many times they have been Stunned, much easier.
  7. Ya man, I go back that far. Game Table, now that was a while ago. D & J still going but last I heard they are slimming down there considerable stockpiles. Just off San Carlos, between Bascom and Race at the time I signed on to the board. Still go to the Century theaters right on Winchester, in fact will only see all the LOTR movies there. Quick note: Two Towers was the first film there to sell out all showings on opening day. Gurps is the SJG rip off of Hero. In no way will you get worked for making that observation. The shame belongs entirely with SJG.
  8. Re: What do I need?? bull44, I echo archer's words. I would add that %th edition is tuned more to heroic level adventuring than earlier editions. Plenty of help for the genre, package deals, magic items, characters will be available here on the Hero boards by we few, we happy few.
  9. lensman

    Super Names

    Transferred list to excel, used find Here are some of mine, not on the list Machina Rex Edict Patriarch
  10. I confess that is something I added. Lifted it from 7 Seas. Quick? Grrrr I big he!! NO But it is the only stuff out there. Thanks really wanted to do more but time and I reached 350 easy enoough Some of the omissions make it look less polished, but thaty is what the hdc is for
  11. Once FH is out, I plan to start a Character posting thread like the one found in Champions
  12. Re: Its practically blasphemy 350 point Fantasy I am on the cusp of running a campaign set in the Broken Kinngdomssetting. Lots of NPCs to make and sanbagging a little so I can start after Fantasy HERO is published Here is a NPC who has a little color but is not a member of the Aristocracy . Jhondar Hillclift Player: Val Char Cost 13 STR 3 15 DEX 15 13 CON 6 15 BODY 10 14 INT 4 18 EGO 16 25 PRE 0 16 COM 3 6 PD 3 4 ED 1 4 SPD 15 10 REC 8 40 END 7 45 STUN 16 7" RUN22" SWIM03" LEAP0Characteristics Cost: 109 Cost Power END 5 Broad Weapon Training: +10 STR, Reduced Endurance 0 END (+1/2) (15 Active Points); Limited Power Only for Calculating STR min (-1), No Figured Characteristics (-1/2), No Knockback (-1/4) 5 Increased Arc Of Perception (240-Degree) (Sight Group) 11 Perceptive: Enhanced Perception (+3 to PER Rolls for All Sense Groups; Increased Arc of Perception: 240-Degree) 8 Forest Awareness: Enhanced Perception (+3 to PER Rolls for Single Sense Group; Analyze, Discriminatory) (16 Active Points); Limited Power Only vrs. Forest Concealment Modifiers (-1) 8 Precognitive Clairsentience (Sight Group And Normal Hearing), Discriminatory, Transmit, x2 Range (57 Active Points); No Conscious Control (-2), Fixed Perception Point (-1), Precognition/Retrocognition Only (-1), Limited Power Only in Forests (-1), Requires A Analyze Roll (-1/2), Vague and Unclear (-1/2) 6 7 Guarded Self Relience: +15 PRE (15 Active Points); Limited Power Only for PRE defense (-1) Powers Cost: 44 Cost Martial Arts Maneuver 5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +20 STR to take weapon away 4 Shove: 1/2 Phase, +0 OCV, +0 DCV, +25 STR to Shove 5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 +v/5; FMove 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +25 STR vs. Grabs 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +4d6 Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +4d6 Strike, Must Follow Block 8 +2 HTH Damage Class(es) Martial Arts Cost: 38 Cost Skill 0 Acting 8- 0 Bribery 8- 0 Climbing 8- 0 Conversation 8- 0 Deduction 8- 0 Shadowing 8- 0 PS: Messanger 8- 0 CuK: Calabrain (Custom Adder) 14- 0 AK: Calabria 8- 0 Language: Calabrian (idiomatic; Custom Adder, literate) 5 Trading 15- 4 AK: City: Benitzia 13- 7 +3 with a group of similar Skills (15 Active Points); Limited Power Only in Forest Terrain (-1) 5 Concealment 13- 5 Stealth 13- 5 Survival (Marine Surface, Mountain, Temperate/Subtropical Coasts, Temperate/Subtropical Forests, Temperate/Subtropical Plains) 12- 4 KS: Calabrian Forests 13- 4 Animal Handler (Birds) 15- 3 Combat Piloting 12- 1 TF: Large Wind-Powered Boats 0 TF: Custom Adder, Large Rowed Boats, Small Rowed Boats, Small Wind-Powered Boats 5 Riding 13- 0 TF: Equines 3 Analyze: Tactical Skills 12- 4 PS: Military Officer 13- 9 Teamwork 15- 7 Tactics 14- 3 KS: Ambush tactics 12- 3 +2 vs. specific OCV modifier on a single attack 9 +3 with any three maneuvers or a tight group of attacks 10 +2 with HTH Combat 2 WF: Common Melee Weapons 1 WF: Thrown Knives, Axes, and Darts, Thrown Rocks 1 WF: Wheellocks Skills Cost: 100 Cost Perk 5 Money: Well Off 15 Vehicles & Bases (75 Base, 0 Disad) 1 Reputation (A large group; 8-) +1/+1d6 5 Contact: the Citizenry of Benitzia 14- 3 Access: Los Vegos, Prison Island of Benitzia 15 Follower (75 Base, 75 Disad) 1 Favor 21 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (21 Active Points) 8- Perks Cost: 66 Cost Talent 3 Resistance vrs, Concea;ment Talents Cost: 3 Total Character Cost: 360 Val Disadvantages 0 Normal Characteristic Maxima 15 Psychological Limitation: Blind to the Gu8ile of Women: (Very Common; Moderate) 15 Psychological Limitation: Consumed by Love of Baroness Du Changlion: (Common; Strong) 15 Social Limitation: Calabrain Sense of Drama (Frequently; Major) 15 Social Limitation: Calabrain Sense of Independence (Frequently; Major) 15 DNPC: Vicare de Avesque, Understudy to Master Thespian DuCarte: 11- (Normal) 20 Hunted: the Society of Quilled Mace: 11- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; Limited Geographical Area) 20 Hunted: Baroness Du Changlion: 14- (Less Pow; Harshly Punish; Extensive Non-Combat Influence) 10 Distinctive Features: Always Leads, Takes charge, Organizes: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) Disadvantage Points: 125 Base Points: 150 Experience Required: 85 Total Experience Available: 85 Experience Unspent: 0 Blast this incpmlete ... The Follower is a large Hooded Forest Owl the Vehicle is 3 shares in a trade vessel called the Storm Breaker. Below find the HDC
  13. My .02 Cost Equipment END 18 Quiver of Endless Yard: Killing Attack - Ranged 1d6 +1 (vs. PD), Required Hands One-Handed (+0), Limited Power Power loses less than a fourth of its effectiveness (+0), Armor Piercing x1 (+1/2), Reduced Endurance 0 END (+1/2) (40 Active Points); OIF (-1/2), Beam (-1/4), Limited Power Requires Standard Bow (-1/4), Can Be Missile Deflected (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost. Total Character Cost: 0 Val Disadvantages 0 Normal Characteristic Maxima Disadvantage Points: 0 Afew custom choices adding lim Not useable from Horseback Universal vrs. Personal focus (the Quiver) so othedrs can pull arrows and use them in their bows
  14. Re: Build your own fantasy Kingdoms Great Idea. What nobody posted a try?! Am inspired will whip something up on Monday and post for critique
  15. Sword of Frost Player: Val Char Cost 0 DEX -30 0 INT -10 0 SPD -10 Characteristics Cost: -50 Cost Power END 11 Killing Attack - Hand-To-Hand 2d6 (vs. ED), Reduced Endurance 0 END (+1/2) (45 Active Points); Independent (-2), OIF Unbreakable (Focus, Sword; -1/2), No STR Bonus (-1/2) 10 Mobility Retardation: Drain: Running / DEX 1d6, Personal Immunity (+1/4), Variable Effect Two Powers Simultaneously (+1/2), Armor Piercing x1 (+1/2), Area Of Effect (One Hex; +1/2), Accurate (+0), Reduced Endurance 0 END (+1/2), Cumulative (x4 max.) (+1) (42 Active Points); Independent (-2), Linked to Killing Attack - Hand-To-Hand (-1/2), OIF Unbreakable (-1/2), Beam (-1/4) 14 Fire Resistence: Armor (0 PD/32 ED) (48 Active Points); Independent (-2), OIF (-1/2) 4 Element Hunger: Power Defense (20 points) (20 Active Points); Independent (-2), Only Works Against Limited Type Of Attack Very Limited Type of Attack (-1), OIF (-1/2) 1 Key: Unknown Astral Asset 1 Oratory (3 Active Points); Independent (-2) 9- 2 Unassailable Self-Interest: Resistance (5 points) Oratory (5 Active Points); Independent (-2) 2 Astral Psychology: Lack Of Weakness, Analyze: Psychology / Personality (-5) for Mental Defense (5 Active Points); Independent (-2) 3 Flash Defense (10 points) (Sight Group) (10 Active Points); Independent (-2), Only Works Against Limited Type Of Attack Limited Type of Attack (-1/2) 5 Dispassionate Mindset: PRE (20 Active Points); Independent (-2), Limited Power Only vrs, PRE attacks (-1) 1 Life Support , Immunity: Common Cold/Flu, Safe in Intense Heat (4 Active Points); Independent (-2), OIF (-1/2) 9 Death by Fire, Inviolate: Healing 1d6 (max. Healed Points: 6) (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2) (52 Active Points); Independent (-2), Limited Special Effect Uncommon SFX (-1), Self Only (-1/2), Resurrection Only (-1/2), OIF (-1/2) 16 Body Heat Consumption: Invisibility to Sight Group, Infrared Perception, Uncontrolled: LAsts 5 Minutes (+1/4), Damage Shield (+1/2), Reduced Endurance 0 END (+1/2) (56 Active Points); Independent (-2), OIF (-1/2) 21 Emotional Combustion Damper: Change Environment: EGO rolls / Skills 2" radius, -5 : OCV, -5 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting: 20 Minutes, Reduced Endurance 0 END (+1/2), Invisible Power Effects (Sight Group, Hearing Group; +3/4) (126 Active Points); Gradual Effect 1 Season (-2 1/2), Independent (-2), OIF (-1/2) Powers Cost: 100 Total Character Cost: 50 Val Disadvantages 15 Psychological Limitation What is the Cause of fear in Man?: (Common; Strong) 15 Psychological Limitation: Nigh incapable of Emotional passions (Common; Strong) 5 Psychological Limitation: Requires Heat in Everrything, Food, Shelter, etc. (Uncommon; Moderate) 5 Physical Limitation: Requires 12 Hours Sleep / Day (Infrequently; Slightly Impairing) 5 Distinctive Features: Things Touched are chilled slightly: (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 5 Susceptibility: Contact with Liquids above 32 ' F / 0" C 1d6 damage, per Minute (Uncommon) Disadvantage Points: 50 Base Points: 0 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Mechanic exceptions: I wanted the Invisible to IR to be able to be used on others but not restricted by number rather by time. So I wrote in a custom Uncontolled , limited by time to 5 minutes to mimic that the ody temp comes back slowly The Drain is 1 Hex, accurate to reflect a "causual" or "touch" attack like to hit. Where just a glancing blow on the target anf the effect goes to work. The gradual effect on the CE is for each new owner / user. It takes that much time to increment the power to full effect I like to balance the real points of an item with limitations just like characters. The effects run from the sublte to the gross, from physical to mental. This item is one in a campaign I am preparing for where the players are trying to edit it out magic items / effects fromthe affairs of Men, fearing that they have too great a corupting influence. Any thoughts? love to hear 'em
  16. Right smack dab in the frontal lobes Lord Liaden: ood observayations, but. I could make a great case for Autofire actuallu acting more as disadvantage than advantage. Given the bell curve of 3 d6, visa vie the "to hit" roll. Unless there is a CV delta between user and target this advantage does not work very well. 1. Points spent on Levels for this attack Autofire skills allow access to the greaster use of this advantage over any other advantage. 2. points spent on Autofire skills Increased END or charge spent for shots that probably do not "hit". 3/ The more autofire multiples the user buys the more each of the above become more expensive. I use your post to set forth my theory. And, yes, you point out that in a heroic game, I the GM build the equipment and thus balance into items not paid for by players. But waht headaches are you reffering to? NuSoaed Graphite: That is it exactly. the first slot I included Increased Max range, +1/4 to reflect tighter weapon control. But I will add in the levels and acheive the balance iI wanted. Thanks for pointing me in the right direction
  17. I think the answer is Heroic. That said, this will e a Space Opera, Galaxy spanning, War of attrition campaign. The characters do use a suite of Powers as skills that blend everything, sort of magic, from Cyberware to information technoloy gone amuck.
  18. Any one can chip in, NuSoard you out there? I have a problem with Autofire as a concept and thus the mechanic of the Advantage in HERO Why should the same bullet, beam, missle etc. be less powerful (by .5 in this case) just because of a high cycle rate or iteration? I have a Mecha MP and I find the de-powering of the same energy, just differnt advantage to be breaking my suspension of disbelief. I am in search of an arguement as to why it would work that way. If I make Autofire a 0, yes zero, adv, have badly does that mess with play balance? besides everyone having weapon that autofire. In the far future what is the ig deal? Any ideas, let me hear 'em
  19. Aww, nuts. Here is my version AccessPlayer: Val Char Cost 15 STR 5 20 DEX 30 15 CON 10 10 BODY 0 8 INT -2 14 EGO 8 10 PRE 0 16 COM 3 3 PD 0 4 ED 1 5 SPD 20 6 REC 0 30 END 0 30 STUN 4 6" RUN02" SWIM03" LEAP0Characteristics Cost: 79Cost Power END 10 Stimulus Overload: Rapid x100 (Sight Group; Additional Sense Group: Hearing Group) 9 Hyperactive Awareness: Enhanced Perception (+3 to PER Rolls for All Sense Groups) 1 Life Support , Sleeping: Character only has to sleep 8 hours per week 27 Telepathy 8d6, Additional Class of Minds, Explosion (+1/2), Nonselective Target (-1/4), Reduced Endurance 0 END (+1/2) (87 Active Points); Mandatory Effect: Passive, Must always Apply +20 Cannot be detected by Target EGO +20 (-1/2), Must Always Achieve Particular Effect (-1/4), Receive Only (-1/2), Stops Working If Mentalist Is Stunned (-1/2), Does Not Provide Mental Awareness (-1/4), Normal Range (-1/4) 4 Mind Link (One Specific Mind), Additional Class of Minds (15 Active Points); Feedback STUN Only (-1), Only With Others Who Have Mind Link (-1), Stops Working If Mentalist Is Stunned (-1/2) 5 Psychic resistence: +5 Mental Defense (8 points total) 22 Concious dissedence: +22 Mental Defense (25 points total) 84 Applied Science: Variable Power Pool (Gadget Pool), 60 base + 24 control cost (90 Active Points); Limited Class Of Powers Available Slightly Limited (-1/4) Powers Cost: 162Cost Skill 20 Universal Scientist 13- 21 Analyze: Technology 20- 3 Inventor 11- 3 Mechanics 11- 3 Systems Operation 11- 27 +9 with any three related Skills 3 Riding 13- 4 Animal Handler (Equines) 12- 3 Scholar 2 1) KS Sculpture (3 Active Points) 12- 10 2) KS: Science, 5 Tech levles ahead of current (11 Active Points) 20- 10 3) KS Elements Unknown to Man (11 Active Points) 20- Skills Cost: 109Val Disadvantages 20 Psychological Limitation: Must Balance Destructive Inventions with Creative Inventions (Very Common; Strong) 15 Psychological Limitation: Must Prove Worth to Others (Common; Strong) 15 Physical Limitation: Overwhelmed by own Telepathic power (Infrequently; Fully Impairing) 25 Hunted: : O.R.G.A.N. 14- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence; Limited Geographical Area) 10 Vulnerability: 2 x Effect Environmental Stimuli (Uncommon) 10 Social Limitation: Secret Identity (Occasionally; Major) Disadvantage Points: 95Base Points: 200Experience Required: 55Total Experience Available: 55Experience Unspent: 0Total Character Cost: 350 Height: 5' 7" Hair: BrownGreen Weight: 107 lbs Eyes: Brown Appearance: Personality: Access is now a technician and inventor of the highest order. Few if any know of her telepathic abilities. Because of her constant intake of data and its processing she can appear distracted and inattentive.. Her mind, conciousness, is in a constant state of use. Few if any telepaths could penetrate the seemingly whirling cacaphony of theory and application.Access turns to Sculpting and riding to try and concentrate on the here and now , and as relaxation techniques. Quote:Yeah, I know. It may not seem possible, but trust me years from now they might discover the science it uses.Background: Access started out as a low level telepath trying to gain control over her power. A power that forced her to isolate from the rest of society.Becoming a recuse and introverted Access was accepted by only one group. Nerdy, social outcast intellectuals. Access used her power to stay up with the rest of her group as she read the ideas and interests of the group and then studied in those areas. Soon she realized a that life was worth interacting with others. Access began to chart a path from recluse to the productive member of society. The more she studied with able and even brillant minds, the more others regarded her as exceptional. Then Access began to slowly mix with others and absorb their ideas and shift through all the permutations that they could notsee or discarded as not of interest. Then her first encounter with Hybrid. A super hero of vast intellect who was in battle with an Alien villian known as Incarnetrix. During the battle Access was receiving thoughts andf more. The way in which both minds shifted through strageties and adapted to powers and tactics of the other caused Access to re-align and process vast amopunts of Knowledge into useful and product ideas. Access was present at the defeat of hybrid,and as he was being taken away she read his dread at the thought that, all these people and how helpless they would be at the merciless intellect of his foe. Access then decided to travel the world and absorb and more importantly apply the vast knowledge of humanity for good. Powers/Tactics: Campaign Use: my challenge would have been: A Super Psionic entity that is the fusion of 5 other mentalist mindsNuts again. That second Mental defence should have the limit: Only vrs. Telepathy
  20. Got it Working now.. post soon.
  21. Re: Thoughts... Time does seem to be a choking point.. Figure 1 jour to 1 hour 15 for each combat more in the beginnning less at the end due to player learning curve First fight is a simulation on the carrier. Next 2 fights are probably going to be encounters on the search side of the search and destroy mission. Players may evade encounters or decide that capture and interrogation are needed. Hard to predict. Then base asssualt or end.alt_1 fight. that 1 week of training at the start of the game will start character plots and / or non-mecha based skill use. Some sub-plot based on archetypes and "Things the players are Not meant to know" THat plus how much the players chafe under the thumb of military command structure and the group dynamic, ie. whether they gel or fall apart. Not to mention the horror of : GM must change things on the fly; because not all 8 cPC Slots are filled. Going to make it a 10 hour run, probably best.
  22. Now,...the basics So figure envelopes for each characteer THe outside of which is just the archetypes listed above. Complete character bio, experience, MOS etc. on the inside ONly one to be able to pull some one else's jacket is the Lt. Figure 3 Mecha fights to an 8 hour run, maybe 4 for a 10 hour run MAybe the first hour or two is taken up by descriptions and role playing. maybe some skill use early on HAnd out the Mecha sheets and spend some time getting everyone up to speed on mechanics and systems. scenario unfolds, players refine tactics and organize. Some description and atmosphere type scene setting the climax fight falling action: causalties reported, mission debreif Not much of a music guy myself but it does work in gasmes I have played in. Props: Models for Mecha Maps, stellar Pictures for Characters Oh yah, pray I don't get any newbies to HEro system. I know I should not say it but the mechanics can get a little overwhelming, gotta know how to work the system for these mechs. MAybe other players will shepard the new guy9s) Wadda I miss ??
  23. I am going to run a Mecha HEroi run at next DDC. If you think of anything that I missed or you can add, please do. Thanks in Advance. The Characters: Fresh faced Lt. just out of OCS Seasoned Technical Srgt. Multi-generational LIne trooper Mysterious Mission Specialist Busted down rebel Pilot Knows too much Civilian Analyst Strong Silent hardcore Grunt Sentenced to the MIlitary Criminal PFC Setting Famke-Alyson Sector, aka Cardinal space that sector of the front line, in which only old, uninhabitable, white stars are located. Mission MAS-Com in conjunction with UNI-Com have organized a raid into Cardinal space on a search and destroy mission of a key enemy intelligence gathering outpost, designated Fel-SCat 144 Background Mission members will have 1 week to train on CS Mirimar before insertion by experimental transport, code named: Cerebus Have any ideas, let me hear 'em
  24. How did I know? JUst mention mecha in any post and NuSoard's there Thanx
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