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Jhereg

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Posts posted by Jhereg

  1. Depending on how serious you want to get, you could throw in a few contiuous storylines to run in the background (if not for the PCs, you can throw memorable NPCs' lives into turmoil): relationship troubles, drug abuse, teen pregnancy.

     

    Don't forget, the goodie-two-shoes aren't the only ones trying to recruit young supers. Super-teens are easy pickin's for clever, manipulative villians.

  2. Ok, here's roughly what I have so far.

     

    All Powers: Fully Invisible Power Effects, BOECV, Continuous, Uncontrolled, EGO Damage Shield (Offensive), Contagious, Gradual Effect (1 Day), Only vs Mentalists

     

    1) 1d6 Major Transform (Adds No Conscious Control to Victim’s Powers), Trigger (Begins 1 Day after infection)

     

    2) 1d6 CON Drain, Trigger (Begins 5 days after infection)

     

    3) 1d6 EGO Drain, Trigger (Begins 5 Days after infection)

     

    4) 1d6 RKA, Trigger (Begins 10 Days after infection), Does BODY

  3. Originally posted by Michael Hopcroft

    Sounds like something someone would cook up in the lab if he wanted to slay every psi in the world with impunity and make it look like a natural effect (or even "divine judgment").

     

    That's pretty much its role in the campaign.

     

    I have a rough framework built, which I will post soon for the rules-meisters to verify.

  4. PsARS. I like it. You may have named my disease.

     

    I’ve added a CON Drain (that’s how I think of weakness).

     

    One thing I can’t decide on is whether it will be a continuing malady, having a set time in which it runs its course, in which case some of the lucky ones could survive it. Perhaps a continuing charge?

     

    I have a Rules question in that vein. If I assign the RKA a Continuing charge (building it very much like a poison), would that negate its contagion effect (the EGO Damage Shield)?

     

    If I set a limited time for it to run its course, I’ll stick with the 3d6 RKA, but if I decide to go continuous, I’ll probably drop it to 2d6.

     

    As a matter of taste, I usually avoid Standard Effect. I like the randomness of the rolls. It will help simulate that with disease, just like dice, some are more fortunate than others.

     

    Heh. PsARS.

  5. Originally posted by austenandrews

    Sounds to me like what you need is an Uncontrolled EGO Damage Shield, the attack for which includes a UAA version of itself. I shudder to think of the recursive nature of the Advantages, though. I agree, a house-rule Contagious is probably much easier.

     

    -AA

     

    That's along the lines of what I was originally thinking. However, I may just be overcomplicating things (like I laways do), as this is most likley going to be a plot device rather than anything PC's will actually have to suffer from. But then again, we like HERO System for a reason: because you CAN make things like this.

  6. Originally posted by BobGreenwade

    1) Change the RKA from NND to BOECV.

    2) Add a No Direct Effect On Non-Mentalists Limitation. The value would depend on the origin of the virus; -1/4 if it was engineered to target mentalists, -1 if it's natural.

    3) Add a Transform and/or Drain to create the flu-like symptoms.

    4) Don't forget the Major Transform to create the Psychological Limitation(s) representing the insanity.

     

    Also a couple of rules checks:

    5) Sticky, per the new rules, only affects the "first wave" of people who touch the original target. Someone not too long ago developed an extended version of it, which I think was called Contagious, for +1; this would just keep going and going like the Energizer Bunny.

    6) Transform is already Cumulative, so that Advantage is not necessary for the Power.

     

     

    1) BOECV Done, but I may keep the NND to ensure Mental Defense (which most mentalists have) would not protect them.

    2) Check

    3) I think I'll go with a Con Drain, combined with the gradual effect damage, would create the flu-like symptoms.

    4) I use the severe EGO drain to do the Insanity for me. We use the old Horror Hero rules for EGO as a Psychological Adjustment marker.

    5)That Contagious sounds like what I'm looking for.

    6)Check

     

     

    Thanks for your help.

  7. Originally posted by Cybrarian

    Doesn't DOES BODY when combined with NND or AVLD only get you back to doing normal damage? It seems to me that a 'saber should be doing killing damage rather than normal.

     

    By buying NND (+1) and Does Body (+1), you're still doing a KA, it just means the KA is now exempt from the rule that says NND's are automatically STUN Only. A NND DOES BODY is rolled and tallied just like the original KA, but there's no defense (at least not a normal one).

     

    Another thing that put me off a little was the energy sword writeup in Star Hero (p. 148) which uses RKA, No Range (-1/2.) HKA specifically lists the -1/2 limitation No STR Bonus (5th Ed., p. 124) which includes the desciptive text, "It might represent, for example, a lasersword..." HKA, No STR Bonus and RKA, No Range may be functional and cost equivalents, but the former seems a more elegant description of what's happening. Am I missing something?

     

    They're two different ways of doing the same thing. HKA w/ No STR Bonus, and RKA No Range are both creating the same power. Same effect: same cost. Write it however you like.

  8. I’m planning on constructing a Psionic Virus for my STAR HERO campaign that is designed to destroy mentalists. It would be transmitted by mental contact (any ECV contact would do). It begins with flu-like symptoms. Eventually it would cause mentalists to gradually lose control of their powers. If allowed to continue, it would lead to insanity, and then death.

     

    A non-Psionic could contract the virus, but would not be adversely affected by it. They would; however, become a carrier and can transmit it to another psionic who makes an ECV roll on them.

     

    Here’s some of what I’m thinking so far:

    - 3d6 RKA; NND (Defense is not being a Mentalist), Does BODY, Gradual Effect (1 week)

    - 3d6 EGO Drain (Return rate: 5 pts per Month); Gradual Effect (1 week)

    - 1d6 Major Transform (Effect: Adds No Conscious Control to target’s powers); Cumulative, Continuous, Extra Time (1 Day)

    - Possibly all bought w/ Mental Damage Shield and Sticky

     

    I’d like to see how some of y’all (or “you’s guys†for the latitudinally impaired) would go about it. More importantly, do you have any other deliciously devious affects I might want to tack on?

  9. It's also important to point out that a droid with any kind of decision-making ability/personality by definition is NOT an automaton. In SW they are thinking, feeling sentients. Just like humans, but made of metal and circuitry.

  10. I think most droids should indeed take STUN. It's a great way to represent overloading of internal programming. The only droids I would allow "TAKES NO STUN" would be things like Destroyers or Loaders, with a very simple personality matrix.

  11. My group plays a lot of Heroic campaigns where realism is important. That means making it lethal. I use the optional Critical Hit rules, in which a result of 2x the Defenders DCV gets max damage.

     

    So in the case of a "3" (which even with 4 players, usually only happens once per session), I usually take over with a narrative, forgoing the location or damage rolls. I make it worth the role, of course; keeping it cinematic. If it's a PC hitting an unimportant NPC, I'll make it an auto-kill.

     

    Similarly, I take over with a narrative for "18"s, taking GM liberties with critical fumbles (PC's shooting himself in the foot, or ejecting his clip instead of firing). It's usually humorous, regardless of the campaign's tone.

  12. Re: Re: Lightsabers

     

    Originally posted by James Gillen

    Force Fields block it as well (this is why a saber can block another saber, and why Qui-Gon and Maul had to delay their fight in the palace until the security force fields behind Maul turned off).

     

    JG

     

    I agree with that. Actually, I usually include FF's in the applicable defense. I left it out of the write up for simplicity's sake. With FF's as an applicable AVLD defense (rather than a NND) the lightsaber *can* penetrate weaker FF's. The one seperating Maul and Qui-Gon was obviously not weak. But if Lighsaber's are NND, then even a 1 rED FF would be proof against it. Assuming lightsaber-wielder knows the limitations of his weapon, why would Maul have "tested" the FF unless it was conceivable that a lightsaber can make it through a FF (aside of course for the obvious reason of informing the audience. I'm not ignorant)?

     

    Using an AVLD write up is perfect for a GM that wants to use Lightsaber-resistant Sith armor. Instead of calling "sith armor" an applicable defense to the SVLD, just assign the armor Power Defense in addition to DD&ED. That makes the armor more special, not the lighsaber more limited.

  13. My FH campaign gets kind of dark and gritty.

     

    -We use the Soundtrack for Stoker's Dracula quite a bit.

    -We use O Fortuna almost every climactic combat.

    -For a lighter mood, the Score from Princess Bride.

    -I tried LOTR Soundtrack but found it to be a little too specialized. I use a couple of the more powerful tracks.

    -I avoid Danny Elfman like the plague. Everything he writes sounds exactly alike to me. I don't want my players thinking they're Batman.

    -If you can make the mental seperation, the Star Wars score has real potential. Don't knock it till you've tried it.

     

    Now the stuff you didn't expect:

     

    -The score from Crimson Tide (Players' favorite)

    -If you think you're up for it, try Pink Floyd's Dark Side of the Moon. I know what you're thinking, and true, it looks incongruous before you try it. But it lends a great fantasy feel, and creates the perfect role-playing mindset, and other-worldly atmosphere (without the need of psychoactive substances).

  14. Lightsabers

     

    I've been running a successful SW campaign for a while. For Lightsabers, I use the following:

     

    2d6 HKA: Attack Versus Limited Defense (Power Defense) (+1 1/2), Does BODY (+1), Continuous (+1), Uncontrolled (+1/2), OAF (-1), Independent (-2), No STR Bonus (-1/2), STR Minimum 10 (-1/2), Real Weapon (-1/4)

     

    This makes certain assumptions:

    1) A lightsaber ignores most defenses (hence cutting through droids and walker armor like butter). Given time, a lightsaber can cut through anything (it's only the BODY of the object stopping it in the first place). I use AVLD rather than NND because NND implies a reasonably common, completely effective defense. With AVLD a person with Power Defense (an uncommon defense) would have a chance at taking a lightsaber blow. The only people in a heroic campaign with Power Defense would be reasonably powerful Jedi (we saw Vader take a few cuts without major injury).

    2) When ignited, a lightsaber blade always does damage (Uncontrolled, and Continuous).

    3) STR cannot add damage. It certainly does require STR to wield one (STR Min), but an abundance of STR would not make a deadlier lightsaber, IMHO.

    4) A lightsaber is dangerous to the wielder (also represented by the Continuous and Uncontrolled, also possibly a damage shield).

     

    We also use a version of the "Lightsaber Combat" as a compound power, including any of these:

    CSL's w/ Lightsaber

    Missile Deflection/Reflection

    Combat Sense

    Lightning Reflexes

    Rapid Attack

    Succor: to increase Lightsaber damage (I also allow Jedi to use their Succor dice as a Suppress [at no cost] to decrease their own lightsaber damage [since a KA normally must be used at full power])

     

    Modified with enough Limitations the package is affordable even for beginning Jedi. I suggest things like Requires Skill Roll, Increased END, Extra Time, Side Effects, and Concentration. This lends a beginning Padawan feel, and the Lims can be bought off as the Jedi progresses. I also allow all force powers a -1/2 Limitation to represent the Dark Side's temptation. We do not use Frameworks as many people suggest. I feel they're horribly unbalancing in a heroic game. I think the cost of force powers can be lessened with the proper limitations (to more resemble spells/magic abilities than super powers), and each power should be bought separately, and represent a good chunk of the Jedi's points to preserve balance.

     

    The write up we use makes for a very powerful weapon. In the wrong hands, it can be quite unbalancing. But that is, I feel, the idea behind the weapon. My advice for GM's is:

    -Keep lightsabers rare.

    -Keep your Jedi in check. A real Jedi would not be as quick to hack at someone as PC's tend to be. Overkill/Unnecessary violence should be punished with Dark Side influence.

    -Remind PC's how dangerous lightsabers are. After a missed attack or fumble, an occasional 0-OCV roll on one's self or friend instills the proper respect for a deadly weapon.

    -Keep your antagonists smart. Anyone who's seen a lightsaber in action knows not to get near one... unless they have skills to match.

     

    I hope something in hear is helpful.

  15. One way to keep droids cheap is the GM can call their basic equipment freebies (as opposed to POWERS). Then you just have to worry about CHARs, SKILLS and modifications to the core equipment. This works rather well in a heroic campaign where PC's aren't paying points for equipment either.

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