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lensman

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Posts posted by lensman

  1. Re: Starfall - A Gamma HERO campaign

     

    What are you guys looking for in a background? Mine was called thin.

     

    My perspective is a young Mute, about to go on his first Cargo run, lived in Fedrex his whole life, sure he aided some Trade with other towns, went into the mountains for sometraining in the field.

     

    Am I, are we expected to be more seasoned?

  2. Re: Starfall - A Gamma HERO campaign

     

    Right, have read the comments, editing in some suggestions, looking at others, prepared to counter argue some observations.

     

    Fleshing out the background a little more.

     

    The rivalry is ment for another player to accept or fill in, if no players wants to get in on that then I will change Rivalry out for something else.

  3. Re: Starfall - A Gamma HERO campaign

     

    My character idea is a Mut, Mutated Human, who grew up in Fedrex. His father, a one time hunter of the Cinders (mainly because he had Mutation Immunity: Fire/Heat) retired from Cargo hunting after his leg was amputated in a battle by a Soldier, with Cargo built up and after recovery, the character's father bought land inside Fedrex and began his business of making brick. Making brick for housing and construction proved his constant merit to Fedrex, of which a portion always goes to the city. The character's father became bitter and a drunk retelling stories of his exploits when younger and whole.

     

    My character is one of a few children that he sired and was put to work. If there is a dirty job any where in Fedrex, if it needs to be scooped, scraped or sanded, my character was sent to work. And punishment was handed out in great heaps if the work did not come up to standards, and it never did. That work was, odd jobs and the like, happened in between harvest of left over straw and plant stalk collection and mixture with mud for brick. Constant punishment and a many hours of labor left little or no time for play or rest. In addition the father would make sure that his boys would learn how to shoot and fight so as to carry on his name in the defense of Redrex.

     

    The mother explained that it was just a way to train the boys for the hardships ahead in life, but most still shook thier heads and wondered at other reasons .

     

    Mutations:

    Heightened precision (naked Adv on attacks)

    Telepathy(Muts)/Telepathic Scribing (inscribing/reading Images/thoughts/data onto objects)

    Electrical generation (Sticky EB)

     

    Skills

    Lots of home town AK

    Menial PS and Everyman skills,

    Lots of Oral tradition stories form father, specific tactical knowledge of Cinders

    Weapons: What ever is best v Cinders(Spear?), rifle

     

    Ok, here is my second draft. Not al language has been tweaked for the Wastelnd, most is for understanding concept.

    The unifying concept for the mutations is at its core ergokenesis which manifests itself as mental current (Telpathy) the stored collection of memory as current in Akashic field and discharge of current in th e Electric generation.

     

    I expect and welcome questions and input.

  4. Re: Starfall - A Gamma HERO campaign

     

    The character creation guidelines are finalized. Those interested in playing should post their concepts here. Character sheets are not required at this stage' date=' though we will need to see one eventually.[/quote']

     

    My character idea is a Mut, Mutated Human, who grew up in Fedrex. His father, a one time hunter of the Cinders (mainly because he had Mutation Immunity: Fire/Heat) retired from Cargo hunting after his leg was amputated in a battle by a Soldier, with Cargo built up and after recovery, the character's father bought land inside Fedrex and began his business of making brick. Making brick for housing and construction proved his constant merit to Fedrex, of which a portion always goes to the city. The character's father became bitter and a drunk retelling stories of his exploits when younger and whole.

     

    My character is one of a few children that he sired and was put to work. If there is a dirty job any where in Fedrex, if it needs to be scooped, scraped or sanded, my character was sent to work. And punishment was handed out in great heaps if the work did not come up to standards, and it never did. That work was, odd jobs and the like, happened in between harvest of left over straw and plant stalk collection and mixture with mud for brick. Constant punishment and a many hours of labor left little or no time for play or rest. In addition the father would make sure that his boys would learn how to shoot and fight so as to carry on his name in the defense of Redrex.

     

    The mother explained that it was just a way to train the boys for the hardships ahead in life, but most still shook thier heads and wondered at other reasons .

     

    Mutations:

    Heightened precision (naked Adv on attacks)

    Telepathy(Muts)/Telepathic Scribing (inscribing/reading Images/thoughts/data onto objects)

    Electrical generation (Sticky EB)

     

    Skills

    Lots of home town AK, Contacts,

    Menial PS and Everyman skills,

    Lots of Oral tradition stories form father, specific tactical knowledge of Cinders

    Weapons: What ever is best v Cinders(Spear?), rifle

  5. Re: Starfall - A Gamma HERO campaign

     

    Questions on Cargo

     

    read about the current leader and his Council and about his find of the Water-pure'r cargo and its maintenance and my questions are not about any particular cargo find and I don't want any spoilers beyond commonly available knowledge in the Fedrex community.

     

    Who decides what Cargo is worth as far as seasons in Fedrex?

    Do people in Fedrex complain about the fairness of such decisions?

     

    What are some examples of Cargo and the number of seasons it allows.

     

    Are there services for those who bring back Cargo that evaluate it / or possibly try to figure it out and put it into working condition before it is brought for evaluation?

     

    Is time bought by Cargo transferable? So if there was a pair-bond, could it transfer to the bond mate?

     

    Could you sell the time from Cargo?

     

    Could you transfer it to any one, citizen or not?

     

    Are there crimes that have punishment of reducing time bought with Cargo?

  6. Re: Starfall - A Gamma HERO campaign

     

    So some characters may elect to be form other places and having travelled to Fedrex and wanting to be part of th e commmunity participate in the Rule of Cargo.

     

    Are Cryptic Alliances known to most without specific KS?

     

    Are the Knights of Genetic Purity known to be? How hidden is Fedrex from all of te surrounding Communities?

     

    Is Fedrex a Vault or does Fedrex have a Vault in its genesis?

     

    Are th echaracters of sufficent age to have had contact with or be members of a Cryptic Alliance?

  7. Re: Starfall - A Gamma HERO campaign

     

    So generally we explore here what SFX are available?

     

    Mutations, Muts see that

     

    What About:

    Psionics?

    Vehicles?

    Followers - Beasts ?

    Cybernetics ?

    Bio-netics - Cybernetics but with Biological components ?

    Superskills ? ie.I am a dedicated tracker, I have Mind Scan

    Do Religious characters have access to a VPP or something else?

     

    all of course with the post apoc twist

  8. Re: Need list of Character builds as campaign exemplars

     

    Please explain what "Limited Power: Weakness" means.

     

    Lucius Alexander

     

    I will explain in general, but not specific. In my campaign this limit: Weakness indicates that there is/ are some forms of SFX that the power des not apply to.

     

    Susano, had expected all my export Templates to be 6th ed, guess not. Will have to go back and make sure I know which are which ed. Thanks, did not catch that

     

    For those who expressed trepidationn at facing this simple Troll, these guys are meant to battle knights on horseback and a small battalion of men-at arms.

  9. Re: Need list of Character builds as campaign exemplars

     

    240zqzn.jpg

    Thanks for the idea Panpiper

     

    Bergtagenol - simple Troll

    Val Char Cost Roll Notes

    35 STR 25 16- Lift 3200.0kg; 7d6 [3]

    13 DEX 6 12- OCV: 7/DCV: 3

    35 CON 25 16-

    35 BODY 25

    13 INT 3 12- PER Roll 12-

    20 EGO 10 13- ECV: 3 - 8

    40 PRE 30 17- PRE Attack: 8d6

     

    10/20 PD 8 Total: 10/20 PD (0/10 rPD)

    10/20 ED 8 Total: 10/20 ED (0/10 rED)

    3 SPD 10 Phases: 4, 8, 12

    15 REC 11

    75 END 11

    100 STUN 40

    Total Characteristic Cost: 254

     

    Movement: Running: 14m/28m

    Leaping: 14m/28m

    Swimming: 4m/8m

     

    Cost Powers END

    9 Near Inexhaustible Strength : Reduced Endurance (1/2 END; +1/4) applied to STR

    3 Giant proportions: Stretching 4m; no Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 1

    12 Atms and Shoulders like Tree trunks: HA +3d6; Hand-To-Hand Attack (-1/4) 1

     

    5 Nightvision

    23 Detect A Single Thing: Spawn of the Elygium / Aesgardai 17- (Smell/Taste Group), Increased Arc Of Perception (360 Degrees), Range, Tracking

     

    2 Impermeable nature: LS (Safe in : One intense Environment)

    Notes: Heat or Cold or Magic or Pressure

    2 Adaptation to Environment: Power Defense (10 points); Extra Time (1 Month, Only to Activate, -2 1/2), Limited Power: v 1 Environmental SFX SFX (-1)

    5 Otherworldly Constitution: LS (Expanded Breathing: One Environment)

    Notes: Heat/ Fumes or High / extreme Ellevation or Subterrainean Gas / Poison

    5 Combat Fury and Aggrssiveness: Knockback Resistance -8m; Ablative BODY Only (-1/2)

    15 Born of Stone: Damage Negation (-6 DCs Energy); Limited Power: Weakness (-1)

     

    15 Regeneration: Does Not Bleed

    9 Regeneration (1 BODY per Day), Can Heal Limbs

     

    21 Giant Heritage: Resistant Protection (4 PD/4 ED/5 Power Defense)

     

    Tactical

    14 Close combat fierceness : Resistant Protection (6 PD/6 ED); Requires A Roll (14- roll; Activation roll affected by Overall Combat Levels 1 : -1 Activation; -1/4)

    9 Combat Fury / Steadfastness: Physical Damage Reduction, Resistant, 50%; 3 Charges (-1 1/4), Limited Power (Only useable vrs. Successful Criutical Hit damage; -1) [3]

     

     

    Talents

    3 Environmental Movement (no penalties on Ice / Snow)

     

    Skills

    7 Tactics 14-

    3 Concealment 12-

    3 Stealth 12-

    3 Shadowing 12-

     

    3 Breakfall 12-

    11 Climbing 16-

     

    16 Survival (Arctic/Subarctic, Temperate/Subtropical, Mountain, Underground) 16-

    2 Navigation (Land) 12-

    20 +4 with all Non-Combat Skills; Limited Power: Limited Geographical region (-1)

    Notes: Mountains, Snow / Ice, Jungle, Subterrainean caves, Swamp, Desert

     

    5 PS: Praeternatural Artificer 14-

    13 Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 17-

    4 Praeternatural strength and skill: +4 Offset for Mystic materials / Properties : Weaponsmith

     

    10 Weapon and free hand: Two-Weapon Fighting

    10 Defense Maneuver I-IV

    10 Rapid Attack

    13 Power: HTH Killing 16-

     

    2 WF: Common Melee Weapons

    4 +2 to offset a specific negative DCV modifier imposed by any single specific condition

    12 Penalty Skill Levels: +4 vs. Modifiers from total BODY Taken with to offset a specific negative OCV modifier with all attacks

    13 +4 with a large group of attacks; Limited Power (1 Lvl Only for every 1 adjacent opponent; -1/2)

     

    Total Powers & Skill Cost: 316

    Total Cost: 570

     

    300+ Disadvantages

    25 Psychological Complication: At all consuming War with spawn of the Elygium / Aesgardai (Very Common; Total)

    20 Psychological Complication: Unquenchable thirst for Mortal Blood (Very Common; Strong)

    15 Psychological Complication: Captivated by unearthly Mortal female beauty (Uncommon; Total)

    15 Distinctive Features: (Concealable - only by Sorcery; Extreme Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

    270 Experience Points

     

    Total Disadvantage Points: 570

     

    Powers/Tactics: Numbers appearing: 1

    Packs of 5 are led by Wartroll

    6 Packs are led by WarTroll Legend, appeared once during the Fall of the Empire

  10. Re: Expert Craftsman

     

    Hello all,

     

    One of the duchies within the Kingdom of Tursh is well known for their skilled weapon/armorsmiths. PC's have the option to purchase a "Sanneth made weapon/armor" and for the the additional price they get the following:

     

    Now, the skill these smiths have come from a long tradition of forging and crafting techniques that are handed down from Master to Apprentice and so on. I had never intended for a PC to develop the skills necessary to craft at this level, explaining it away as a lifetime of training and experience, etc etc

     

    But recently I've been approached by GM's and Players alike who have shown interest in having a PC with the ability to manufacture equipment at such a skill level.

     

    I have no idea how to properly build a skill package around this and how to show, mechanically, how a PC gives a manufactured item the above bonuses. So I turn to Herodome for support.

     

    I am looking to build a Master Craftsman package that has all of the skills necessary to be a weaponsmith/armorsmith of this caliber and, if possible, a build that would bestow the above bonuses to a manufactured item. I run skill heavy games so I'm not shy of what many GM's would consider superfluous skills and I utilize a Skill Maxima of 13-.

     

    Any help at all would be greatly appreciated.

     

    I offer the idea that no VPP, Transform or other Power is required. Those powers I reserve for making weapons from 'nothing' or 'summoning' weapons

     

    My answer to the question is found in skills. TUS 352 pg. has good options for this including the Weaponsmithing(Musscle-Powered) Table

    In addition to the direction Beast took in his post I wouild create a Master Craftsman 3/2 Custom skill in addition to Weaponsmithing, which could be restricted to Package Deals only found in the culture you slect.

     

    Then it is a simple matter of assigning extra Dc's or adv. or Skill levels or other powers a difficulty minus to the Master Craftsman skill and done.

     

    This I use in my Heroic campaigns and can also be applied to Armorsmith. Making weapons is already a no Power event, why use powers when skills fit beter?

  11. Re: Online Fantasy HERO: Campaign genre

     

    I want to build a number of characters as examples of how I use Hero mechanics in a Fantasy Hero game.

     

    My thought is that as a GM if the players see how I build characters, the players would have a better sense of what I expect.

     

    So I am asking for ideas / descriptions of charcters to build, and provide for player review in the campaign description

     

    Thanks in advance, and I will post them here as well

  12. Re: Online Fantasy HERO: Campaign genre

     

    Panpiper, all good points and I agree those points I will make in my game offering, but as you point out, no way to test for answers, just answered through play and th e Lottery of who joins.

     

    ON the four(4) speed you correctly point out something I failed to mention.

     

    In my Heroic games, like Fantasy Hero, I dispense with speed as a variable, and simply make everything in the world Speed 4. From normals to minions.

    It has been my experience that every player buys to four speed and I find it does not add anything to the game.

    Superheroes, fine buy the speed you want. Heroic games in Hero I find that there is still plenty of system left without Speed maxing to allow for specialization.

  13. Re: Online Fantasy HERO: Campaign genre

     

    So now my new question.

     

    What questions must be answered before you as a player feel that you could know a campaign well enough or GM well enough to decide it is worth it to play?

     

    Questions like:

    Does the GM know/understand HERO well enough, a firm grasp of rules and optional rules, that his use of the system and mine are compatable?I suppose this could be answered with examples of characters or effects in the game. Perhaps a few package deals, Racial packages.

     

    Is there a Magic system, What is the magic system?

     

    What genre is the game use as its 'rails'?

    Citation of films or literature

     

    Hw do you handle experience, artifical caps on skills, AP, CSL's?

     

    Anything else?

     

    Sample Standard Normal 25 +15, Skilled normal and Competent Normal to follow

     

     

    Val Char Cost Roll Notes

    8 STR -2 11- Lift 75.8kg; 1 1/2d6

    8 DEX -4 11- OCV: 3/DCV: 3

    8 CON -2 11-

    10 BODY 0

    8 INT -2 11- PER Roll 11-

    8 EGO -2 11- ECV: 3 - 3

    8 PRE -2 11- PRE Attack: 1 1/2d6

    2 PD 0 Total: 2 PD (0 rPD)

    2 ED 0 Total: 2 ED (0 rED)

    4 SPD 0 Phases: 3, 6, 9, 12

    4 REC 0

    25 END 1

    20 STUN 0 Total Characteristic Cost: -16

     

    Movement: Running: 12m/24m Leaping: 2m/4m

     

    Skills

    5 Area Pckg Deal

    5 Astrological Pckg Deal

    5 Cultural Pckg Deal

    5 Racial Pckg Deal

     

    0 WF: Clubs

    0 WF: Thrown Rocks

    0 WF: Unarmed Combat

     

    12 pt Allocation samples

    7 +7 STR

    3 +3 PD

    2 +1 with any single attack

    ---------------------

    1 PS: Militia Conscript 8-

    1 WF: Polearms and Spears

    1 Teamwork 8-

    2 +1 with any single attack : Pole Arm / Spear

    2 +2 STR

    2 +2 PRE

    1 +1 REC

    2 +10 END

    ---------------------

    2 PS: Village Elder 11-

    2 KS: History & Populace: Village 11-

    2 KS: Legands & Lore: Esoteric Oral tradiiton 11-

    3 Charm 11-

    3 Persuasion 11-

    5 +5 EGO

    -5 Age Complication

    ---------------------

     

    Everyman Skills

    0 Language: Native, illiterate, innumerate (basic conversation)

    0 AK: Village, one days travel on foot 8-

    0 PS: Any simple 11-

    0 TF Simple Drawn or simple Water

    0 Acting 8-

    0 Climbing 8-

    0 Concealment 8-

    0 Conversation 8-

    0 Deduction 8-

    0 Healing 8-

    0 Persuasion 8-

    0 Shadowing 8-

     

    Total Powers & Skill Cost: 56

    Total Cost: 40

     

    25+ Disadvantages

    5 Psychological Complication: Superstitious (Common; Moderate)

    5 Psychological Complication: Distrust/Shunning of Strangers/Wanderers (Uncommon; Strong)

    5 Social Complication: City Born / Country Born : -3 to all Social skills when not in Infrequently, Minor

     

    Total Disadvantage Points: 40

  14. Re: Online Fantasy HERO: Campaign genre

     

    So Human centric I get, I too have played only human for some time with only a couple of exceptions because that was the game available.

     

    Terms, must get a good grip on terms ie. High Fantasy, Low Fantasy,High Maic, Low Magic, Grity, Sword & Socrcery,

     

    Must read a little more in Fantasy Hero and see if I agree with those definitions.

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