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RealmForge

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Everything posted by RealmForge

  1. Re: Vampires Check out Red Rain, an alternate Earth story where Batman "dealt" with vampires.
  2. Meh I wrote my post all backwords. lol. I re-read your post. No need to use multiform AND EDM. It's just a waste of points as the SFX can be achieved with EDM alone. Multiform would only be useful if the hero could act in both worlds at the same time. Some power modifiers: Can only be used by Free Minds (-1/4 to -0 depending on how little time you spend in the real world) Usable by other, 4 targets (+3/4) IIF, bulky, extremely difficult to obtain new focus (-1 3/4 if built as a ship's system)
  3. My opinion is Multiform is too ... unwieldy. I would go with Extra Dimensional Movement. The living body remains inert, unable to act. You can probably put the power on the vehicle computer, make it useable against others. No need to make the hero pay for it out of personal points since it really is just a side-effect to push the campaign in the right direction. Then, they would have a series of powers and martial maneuvers that would only work while in the Matrix. Then you give them a vehicle that has a computer. Said computer can upload programs to the Matrix-bound hero in the form of skills. This can also be used to make guns for the heroes, IIRC. An interesting twist: You could probably get away, in theme, with using that ship's computer to create followers and maybe even a mobile base within the Matrix.
  4. Blue: Flash Programmer Slightly off topic: Blue (and others), I am looking for a Flash programmer to assist in the design of a somewhat new medium for presenting a Hero setting. I am just a writer/artist, but I do have a coder working with me as well. He has expressed a serious interest in learning Flash and working alongside an experienced coder and I would like to know if you are interested in joining our "little project." In my coder's interest, he is extremely capable and a quick learner who will provide countless hours of sarcastic, caustic humor to keep everyone on their toes and crying with laughter. Let me know if this is something that might interest you. Thanks for your time. email any replies to realmforge@yahoo.com
  5. Re: Sidekicks I would recommend contacting Steve Long anyway. While I can't go into any detail whatsoever, I can tell you that the name "Sidekick" is a touch misleading.
  6. Yep. Hero can do it all. As a sidebar, if you are going to dip into your wallet to pick up the core rulebook, I also highly recommend the Hero Designer CD. If yer willing to hold off for a little bit, I believe 2.0 should be out by the end of the year (correct me if I am wrong). This will greatly aid you with the learning curve issue because it allows you to focus on character creation without having to deal with the math as well.
  7. Current Version The Darkness of Hellendoorn Val Char Cost 10 STR 0 20 DEX 30 10 CON 0 11 BODY 2 20 INT 10 30 EGO 40 40 PRE 30 0 COM -5 2 PD 0 2 ED 0 3 SPD 0 4 REC 0 20 END 0 21 STUN 0 0" RUN-120" SWIM-20" LEAP-2Characteristics Cost: 91 Cost Power END -13 +0 BODY (0 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (Modifiers affect Base Characteristic) [Notes: If the haunt is destroyed, the ghost will suffer final destruction (At least until it can establish another haunt which will require GM approval and a mini-campaign in and of itself). There will be no body left behind.] 27 Desolidification (affected by Holy Powers), Persistent (+1/2), Reduced Endurance (0 END; +1/2) (80 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2), Always On (-1/2) 27 Invisibility to Sight , Hearing and Smell/Taste Groups , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2), Always On (-1/2) 34 Unquiet Spirit: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) [Notes: The ghost does need to feed, but it "eats" the fears of others. As well, it does go dormant, typically during the day, equating to sleep.] 11 Endurance Reserve (100 END, 1 REC) (11 Active Points) [Notes: The ghost's END Reserve will recover on its own, though slowly. It uses it's Transfer power, outlined below, to replenish it faster, feeding off of the fears of its victims.] 8 Ghostly Presence: Change Environment 4" radius, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); No Conscious Control (-2), Always On (-1/2) [Notes: Within the ghost's presence, the temperature drops to freezing.] 10 Ghost Powers: Elemental Control, 50-point powers, (25 Active Points); all slots: IAF Immobile (Focus [Haunt]; -1 1/2) [Notes: All of the ghost's powers are directly tied to its haunt. Thus, the ghost itself must remain in the haunt. In order for the ghost to be effective beyond the haunt, it must lure someone to the manor and possess them or use its ethereal projection ability. In either case, the ghost's base consciousness remains on the manor grounds.] 10 1) Flight 25" (50 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) 5 10 2) Nightmares: Mental Illusions 4d6 ( Human class of minds), Cumulative (x1 max.) (+1/2), Continuous (+1) (50 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) 5 12 3) Possession: Mind Control 4d6 ( Human class of minds), Telepathic (+1/4), Cumulative (x1 max.) (+1/2), Continuous (+1) (55 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) [Notes: In order to be effective outside of the manor, the ghost must possess victims it has first lured into the haunt.] 5 16 4) Poltergeist: Telekinesis (15 STR), Affects Porous, Fine Manipulation, Affects Physical World (+1/2) (64 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) [Notes: This power allows the ghost to move objects around, create gusts of wind, close doors, and other otherworldly manipulations while within the confines of the manor.] 6 14 5) Whispers: Telepathy 4d6, No Range Modifier (+1/2), Increased Maximum Range (2343750"; +1 1/2) (60 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) 6 9 6) Dark Seduction: Mind Control 3d6 ( Human class of minds), Telepathic (+1/4), No Range Modifier (+1/2), Cumulative (x1 max.) (+1/2), Increased Maximum Range (2656250"; +1 1/2) (56 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2), Can Only Be Used To Persuade Victims To Come To Manor. Power does not work in Very Common Circumstances (This power must be used in conjunction with Telepathy.; -1) (uses END Reserve) 6 17 7) Feed On Fear: Transfer 3d6 (Target's EGO and PRE to ghost's END Reserve), from EGO and PRE simultaneously (+1/2) (67 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) 7 10 8) Darkness to Sight Group 5" radius (50 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) 5 10 9) Retrocognitive Clairsentience (Sight And Hearing Groups) (50 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) 5 Powers Cost: 212 Cost Skill 3 Acting 17- 3 Deduction 13- 3 Mimicry 13- 3 Persuasion 17- 3 Seduction 17- 3 Ventriloquism 13- Skills Cost: 18 Cost Perk 15 Haunt (Base) Perks Cost: 15 Cost Talent 14 Fearless Talents Cost: 14 Total Character Cost: 350 Val Disadvantages 15 Distinctive Features: Creepy Old Mansion (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Hunted: Parapsychologists and Ghostbusters 8- (As Powerful, PC has a Public ID or is otherwise very easy to find, Watching) 20 Physical Limitation: Cannot leave the grounds of Hellendoorn manor. (All the Time, Greatly Impairing) 25 Psychological Limitation: Compulsively seeks out new victims to draw in and terrify. (Very Common, Total) 15 Public Identity [Notes: Anyone who knows of the house knows the story of "The Darkness of Hellendoorn".] 15 Reputation: Known to parapsychologists as an "evil house" that kills to feed its own dark existence, 14- (Extreme; Known Only To A Small Group) 25 Social Limitation: Completely incapable of interacting in normal society. (Very Frequently, Severe) 20 Susceptibility: Holy Relics, 1d6 damage per Segment (Uncommon) 10 Vulnerability: 2 x Effect Holy Attacks (Uncommon) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Hellendoorn Manor "Hell House" Player: Doug 10 SIZE, Cost: 20 [Edited in] Val Char Cost 17 BODY 15 Characteristics Cost: 53 Cost Power END 15 Extra Dimensional Movement (Single Dimension), x32 Increased Weight (45 Active Points); No Conscious Control (Every night, all of the manor's occupants are drawn into the deathlands mirror realm of Hell House; -2) (uses END Reserve) 4 13 Cosmetic Transform 4d6 (Rooms and wings can be added and removed by the house, recovery with time) (20 Active Points); Conditional Power Power does not work in Common Circumstances (Only in the deathlands mirror realm.; -1/2) (uses END Reserve) 2 37 Aid Presence 3d6, Useable By Others (This aid works for any ghosts within Hell House.; +1/4) (37 Active Points) 7 Well of Darkness: Endurance Reserve (25 END, 5 REC) (7 Active Points) Powers Cost: 72 Total Character Cost: 125 Val Disadvantages 15 Distinctive Features: Big Creepy House (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 DNPC: Arthur, the groundskeeper 8- (Incompetent) 5 Hunted: Parapsychologists and ghostbusters 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching) 15 Reputation: Haunted, 11- (Extreme) Disadvantage Points: 50 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Let me know if anything appears too funkish or if I built something wrong.
  8. The Darkness of Hellendoorn, so far... The Darkness of Hellendoorn Player: Val Char Cost 10 STR 0 20 DEX 30 10 CON 0 10 BODY 0 13 INT 3 30 EGO 40 40 PRE 30 0 COM -5 2 PD 0 2 ED 0 3 SPD 0 4 REC 0 20 END 0 20 STUN 0 0" RUN-120" SWIM-20" LEAP-2Characteristics Cost: 82 Cost Power END -12 +0 BODY (0 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (Modifiers affect Base Characteristic) [Notes: If the haunt is destroyed, the ghost will suffer final destruction (At least until it can establish another haunt which will require GM approval and a mini-campaign in and of itself). There will be no body left behind.] 27 Desolidification (affected by Holy Powers), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2), Always On (-1/2) 30 Invisibility to Sight , Hearing , Smell/Taste and Touch Groups , No Fringe, Persistent (+1/2), Reduced Endurance (0 END; +1/2) (90 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2), Always On (-1/2) 34 Unquiet Spirit: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) [Notes: The ghost does need to feed, but it "eats" the fears of others. As well, it does go dormant, typically during the day, equating to sleep.] 11 Endurance Reserve (100 END, 1 REC) (11 Active Points) [Notes: The ghost's END Reserve will recover on its own, though slowly. It uses it's Transfer power, outlined below, to replenish it faster, feeding off of the fears of its victims.] 8 Ghostly Presence: Change Environment 4" radius, Persistent (+1/2), Reduced Endurance (0 END; +1/2) (30 Active Points); No Conscious Control (-2), Always On (-1/2) [Notes: Within the ghost's presence, the temperature drops to freezing.] 10 Ghost Powers: Elemental Control, 50-point powers, (25 Active Points); all slots: IAF Immobile (Focus [Haunt]; -1 1/2) [Notes: All of the ghost's powers are directly tied to its haunt. Thus, the ghost itself must remain in the haunt. In order for the ghost to be effective beyond the haunt, it must lure someone to the manor and possess them or use its ethereal projection ability. In either case, the ghost's base consciousness remains on the manor grounds.] 10 1) Flight 25" (50 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) 5 10 2) Nightmares: Mental Illusions 4d6 ( Human class of minds), Cumulative (x1 max.) (+1/2), Continuous (+1) (50 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) 5 12 3) Possession: Mind Control 4d6 ( Human class of minds), Telepathic (+1/4), Cumulative (x1 max.) (+1/2), Continuous (+1) (55 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) [Notes: In order to be effective outside of the manor, the ghost must possess victims it has first lured into the haunt.] 5 16 4) Poltergeist: Telekinesis (15 STR), Affects Porous, Fine Manipulation, Affects Physical World (+1/2) (64 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) [Notes: This power allows the ghost to move objects around, create gusts of wind, close doors, and other otherworldly manipulations while within the confines of the manor.] 6 14 5) Whispers: Telepathy 4d6, No Range Modifier (+1/2), Increased Maximum Range (2343750"; +1 1/2) (60 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) 6 9 6) Dark Seduction: Mind Control 3d6 ( Human class of minds), Telepathic (+1/4), Cumulative (x1 max.) (+1/2), No Range Modifier (+1/2), Increased Maximum Range (2656250"; +1 1/2) (56 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2), Can Only Be Used To Persuade Victims To Come To Manor. Power does not work in Very Common Circumstances (This power must be used in conjunction with Telepathy.; -1) (uses END Reserve) 6 17 7) Feed On Fear: Transfer 3d6 (Target's EGO and PRE to ghost's END Reserve), from EGO and PRE simultaneously (+1/2) (67 Active Points); IAF Immobile (Focus [Haunt]; -1 1/2) (uses END Reserve) 7 Powers Cost: 196 Cost Skill 3 Acting 17- 3 Deduction 12- 3 Mimicry 12- 3 Persuasion 17- 3 Seduction 17- 3 Ventriloquism 12- Skills Cost: 18 Cost Perk 40 Haunt (Base) Perks Cost: 40 Cost Talent 14 Fearless Talents Cost: 14 Total Character Cost: 350 Val Disadvantages 15 Distinctive Features: Creepy Old Mansion (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Hunted: Parapsychologists and Ghostbusters 8- (As Powerful, PC has a Public ID or is otherwise very easy to find, Watching) 20 Physical Limitation: Cannot leave the grounds of Hellendoorn manor. (All the Time, Greatly Impairing) 25 Psychological Limitation: Compulsively seeks out new victims to draw in and terrify. (Very Common, Total) 15 Public Identity [Notes: Anyone who knows of the house knows the story of "The Darkness of Hellendoorn".] 15 Reputation: Known to parapsychologists as an "evil house" that kills to feed its own dark existence, 14- (Extreme; Known Only To A Small Group) 25 Social Limitation: Completely incapable of interacting in normal society. (Very Frequently, Severe) 20 Susceptibility: Holy Relics, 1d6 damage per Segment (Uncommon) 10 Vulnerability: 2 x Effect Holy Attacks (Uncommon) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  9. I think I will use that method... As an aside, Rose Red is a Stephen King story turned TV miniseries that is your basic haunted house tale. If you get a chance and are interested in such things, it's not a bad little "made for TV". Another thought. One of the creepier elements of the house from the series is that it can change its innards on a whim, essentially building more onto itself or demolishing existing structure to suit its needs. Would this be a function of Change Environment or would it end up a Transformation of some sort?
  10. I have no idea what game I'd want to play this in, but I have recently been inspired to create a sort of odd character. An "evil house", ala Rose Red. What I am doing, here, is fishing for ideas on how one would build such a beast. A couple of things come immediately to mind. 1. I could go the classic route and make it a ghost with the house as a focus. But I was looking for something even more enigmatic. 2. I could also build the house itself as the character -- removing such elements as movement -- and use various powers to interact with those inside the house (strong powers) as well as those in the campaign's city (a bit weaker or not quite as dangerous). Maybe extra dimensional movement to send its consciousness out into the city. Either way, EGO-based powers are the way to go, I think. But, with these ideas in mind, are there other ways to do it that might be more appealing to me? Tell me what your thoughts are. I'm all ears.
  11. There is that possibility to consider, yes. I will have to think on it some. One thought that comes immediately to mind is maybe the theme will make a somewhat jarring transition from four-color to gritty, street-level setting where he returns to the real world and, despite being "healed", mentally, he is still compelled to follow his old ways as a defender of freedom, etc. Not sure about this one, though. Again, I'll have to think on it...
  12. I was thinking of a dual-theme for most of the game. Kinda like Looney Tunes. Kids love it, but it's just as entertaining for adults. One of the kids will understand it alright, with a bit of explanation, and the other one will simply be pleased to kick villain butt throughout the campaign. I had some ideas on how to keep them interested when the plot turns sideways on them. The lead character will still be in the throws of his insanity and there will be plenty of action to keep them entertained. Which is really all they are in it for anyway, for now. They are at THAT age, if you know what I am saying. I agree whole-heartedly on the long buildup point. I am confident even my older players won't catch on for a while, either. Which works in favor of the plot. But then ... there is such a thing as famous last words. Now that I've said that, one will see right through me in the first ten minutes of the story.
  13. Legend In My Own Mind I think I've got it. I've been wracking my brain for something at least partially original with respect to superhero plots. The only other one I ever saw even remotely like this was The Maxx. One character is a real, living breathing ... normal. But something in his life drove him over the edge. I have yet to decide what this is, but it will have to be something tremendously jarring for the average mind to have to deal with. Because it drives him completely bat-crap insane. The plot starts out with the character as a "world-saving" style superhero. I think I will name him Statesman and give him the whole Superman/Captain America thing going on. The other characters are superheroes, but they are also simply figments of his imagination. Keep in mind, all of the players believe the "super" world is the real world in game. The plot progresses. They have many adventures in the style of typical comic books. This will make it easy to run as two of the players are my two oldest boys. Just kids and just learning how to roleplay. As things develop, the main "insane" character starts to have flashes of being trapped in a very small, brightly-lit room. There is someone there with him. Someone who asks a lot of questions. Probing questions. Enter the psychiatrist. This is where the campaign becomes dynamic. What happens after this will be based on what the player decides to do about the inquisitorial phantom. They could think their character is going insane. They could be under the influence of some sweeping secret society that has the ability to trap a hero and do what they will, let him go and give him little knowledge/memory of what occured. He could think he was under some mystical or dimensional effect. Either way, the entire team will end up investigating this very strange phenominon. Further along, four-color heroics give way to the metaplot - fighting against this "organization" or mental instability. I think I am going to push it along the lines of the heroes believing that the source of this disturbance is the secret society - to give them a real villain to fight. They undergo missions to defeat this society. Every so often, one of the characters dies. This is actually the hero's subconscious healing itself, refusing to believe in this fantasy world. Things start to break down. Cities are destroyed. The entire "continuity" of this fabricated world comes apart at the seams. In the end, the hero will find himself standing in the ruins of the universe asking why, only to be met by the doctor again. The doctor will simply smile, friendly and professional, and tell the hero that "The real healing can now begin. Are you ready?" Thoughts? Suggestions? Is it stupid?
  14. Shadow Cross - Cybernetic vampire hunter. * With vehicle: Crucifix. Wytchlight - Mutant: Light powers. Archknight - Futuristic knight. Slaughterhouse - Brick villain. Oubliette - Mentalist. Graverobber - Undead summoner. Nightshift - Vigilante "deadly gunman". Bloodwraith - Ghost villain. Redemption Engine - Powersuit. Damnation Machine - Powersuit villain. Brood - Spider-summoning villain. Ferryman - Sewer-bound information-dispenser. Caul - Wizard villain. Shatter - Night Thrasher wannabe. Enoch - Time-traveling godling. Darkspyder - Cybernetic vigilante. Hellbound - Demon-possessed villain. Rook - Archer. That's all I can think of, for now... More as I remember them.
  15. Hero is a "Gamer's Toolkit", so it will enhance any game you play. What I recommend is pick up a copy of Hero 5th (to help you with the design of balanced powers, abilities, etc) and a copy of Silver Age Sentinels D20. SAS, as far as I can tell, is about as close to a complete Hero rip for D20 as one can find. As you continue along in the game play, subtly introduce your players to the Hero system by showing them the benefits and customizability. Eventually, you will be able to make that conversion, provided they are interested in freeform character advancement over levelling madness.
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