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CDad

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Everything posted by CDad

  1. Re: Today's Bad Idea Or the edible Giant Robot... Minute-steak MK X
  2. Re: Today's Bad Idea Closely followed by the geriatric Mexican with false teeth... Taco-Phonies.
  3. Re: That's right, more superhero minis (But not mine this time)
  4. Re: That's right, more superhero minis (But not mine this time) That's my miniatures collection. It's for sale on ebay (along with a lot of Hero System stuff), $1 per miniature (much less than I paid, and doesn't take painting into account). You can see it all here... http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=8820769769
  5. Re: Your Favorite Fantasy Weapon?
  6. Re: Your Favorite Fantasy Weapon? Lots of great ideas for magical weapons! For mundane weapons, I had a dwarf that carried a Pick/Hammer, AP on one side, +1 STUN on the other. Whack 'em with the handle for N damage. Dang, I miss playing FH.
  7. Re: Favorite Sci-Fi Weapon What? Nobody mentions Vera? My favorite - the linear accelerator the Moonies use to "send grain" back to Earth in Hienlein's "The Moon is a Harsh Mistress". TAANSTAAFL.
  8. Re: Racial Magical Abilities That sounds much better than my idea. Thanks! I could include Suppress 7d Magic (Standard Effect: 21 Pts), 0 END (+1/2), Persistent(+1/2), Inherent(+1/4), Always On(-1/2) for 13 RP.
  9. I'm working on an idea I've had for a while - defining racial magic - and I'm looking for your input! I have a High Fantasy Campaign (that I never get to run, but that's beside the point) where the major races for PCs are Men, Elves, and Dwarves, and the minor races are Gnomes, Halflings, Half-elves and Half-orcs. [i'm implementing the DIVIDE_BY_THREE multiplier suggested in The Turakian Age to make magic more likely to be chosen by PCs. Without it, I always seemed to get a bunch of fighters and thieves. Go figure.] Each race has it's own magic. Men learn magic. I use the basic guidelines for Magic Schools. You need a Power Skill for each School learned, and the spells are a bit more specific - not every School provides Offensive, Defensive, Movement.... types of spells. This is the most flexible form of magic. Elves have Mysticism - a VPP[10+ AP] limited to Mental Powers - Clairsentience, Change Environment, Mind Control, Mental Defense, Mind Link, Ego Attack, Telekinesis, Telepathy. Elves can also learn spells as men, but few do. Dwarves can have Runes. Runes are limited to Aids, HA, EB, HKA/RKA, Healing - battle magic. There are a limited number of things a Dwarf can place a Rune on - 2 on a weapon, 2 on a shield, 2 on armor, 1 on helm, 1 on a large rock (ideal for throwing). All Runes require Focus (OAF), Charges(1-2 on WPN/ARMOR/SHIELD/HELM), Gestures(touch Rune), Incantations(say the Rune), and the obligatory DIVIDE_BY_THREE effect. Rocks and such get range Based on STR. Halflings are Tolkienesque - quite non-magical. They have a variation on Damage Reduction which I call Magic Reduction. I build it (for 13 points - apply that DIVIDE_BY_THREE multiplier) as 50% Resistant Damage Reduction (Physical, Energy, and Mental), versus Magic only (-1), No Concious Control (-2). This applies to ALL magic - both good and bad. A magic dagger is only 1/2 as effective in a Halfiling's hand. A healing spell only cures 1/2 of the damage it would normally affect. Gnomes have Phantasma - a MP[10+ AP] with 3 slots: Invisibility, Images, and Mental Illusions. No Reduced END available. They can also learn magic as Men, but like Elves, few do. Half-Elves can choose Mysticism if they want it, or can learn Spells, or skip it altogether. Half-Orcs can follow Orcish Shamanism, learn Spells, or skip it altogether. All races can learn Priestly Magic. You see few Halfling Priests, however (that pesky Magic Reduction works here, too). Each race worships different Dieties that allow different Prayers. Suggestions? Comments? Bueller?
  10. Re: Disease examples?
  11. Re: [Playtest Manuscript] Stronghold Don't mean to step on your toes, but a few of the points you mentioned I would rather be kept to a minimum. These include "Superhuman Rights Groups", "Rehabilitation & Counciling Programs", "Superpower Training Programs", and "Champions Universe - Media". Not that these aren't interesting topics, but I'm hoping that the book keeps the focus on the prison! I'm hoping it focuses more on: * Plenty of maps of the facilities and surrounding area. Personal desire here - I'd like it to be multi-level (maybe one level for PSI, one for Bricks, etc...), with cell blocks for the less dangerous cons (the ones without their foci), and individual cells for the tougher cons. Deepest levels are for the reall tough bastiches. * Descriptions of the holding cells, and detailed information on how to build "outside the box" individual cells in Hero System. Magneto's cell in X-2 is a decent example. * Write-ups for the security forces. Hopefully this will be based on security gaurds with high-tech equipment as well as a superbeing or two. What about robots (and the can of worms you get by including them)? * Legal issues and how they are impacted by superbeings. Is it legal to use Russian sleep boxes? Keep 'em doped up? Does there need to be more talk about Police powers? * At least one breakout scenario discussion, and a "I've been framed and sent to Stronghold" scenario discussion. An example Stronghold from another country - maybe a low-tech solution? * Like you, definitely want to cover Prisoner Tranportation, Parole Hearings, Super Prison Gangs, Superhuman Legal, Superhuman Ex Cons, and Extradition Procedures.
  12. Re: Tactics Skill When I GM'd I kept it to once per combat per character - only had one PC that ever used it - but he had Captain America-ish Tactics. Lot's of +2s and +3s, and an occasional +4. I did it because "The Bad Guys"® (especially agents) usually had more than one person with Tactics - Mastermind Villian, Squad Leaders for Agents. I wanted the "tip the scales at the opportune moment" effect, not the "Combat is a see-saw" effect. Honestly, I think it would be too unbalancing if you allowed it multiple times in a combat. It's too cheap for the effect if you can use it multiple times. Plus, they do not stack! That would be very bad.
  13. Re: Battlesuits: Too efficient and flexible? I treat Powered Armor as a real weapon, needing upkeep & parts. Also, the character either needs skills to build/maintain/modify it OR have someone else, and if there is someone else there needs to be contacts/disads/whatever to explain it. Also, getting captured and waking up in your skivvies is not a great thing.
  14. Re: Tactics Skill I had a lot of success using Tactics this way... hope this makes sense! A character can use his Tactics once per combat by making a Tactics roll. +1 to OCV or DCV (assigned when the roll is made and cannot change) for every three points he makes his roll by for all his subordinates that can hear him, lasting for as many segments as he makes his Tactics roll. For Example, Captain Courage has Tactics 14-, and rolls a 9 (making his roll by 6). For the next 6 segments, everyone on the team that follows his orders gains the combat bonuses - in this case CC decides to go all offensive and everyone gets a +2 OCV. Yes, CC has to have a tactic for each character that gains the bonus - but it can be as simple as "Titan, take out that armored car, Dreamweaver, deal with Vesuvius. Polymer, protect that crowd". EDIT: Found my chart... for anyone interested. Tactics...Bonus .Roll.....OCV/DCV .0-2..........+1 .3-5..........+2 .6-8..........+3 ..9+..........+4 Duration: Tactics Skill - roll + 1 Segments
  15. Re: Cranston, Lamont Cranston. http://www.sysabend.org/champions/gnborh/text/Shadow2-ks.txt
  16. I'm designing a character named Eclipse - a Martial Artist with Lunar powers, and came up with the following 2 Frameworks: 30 EC: Lunar Powers 17 1) Tide: Telekinesis (20 STR); Area Effect (3"; +1), Affects Whole Object (-1/4), Up or Down Only (-1/2) - 6 END 24 2) Orbit: Flight 12"; Usable by 4 others Simultaneously at Range (+1), Limited Range (5"; -1/4), 0 END (+1/2) 12 3) Penumbra: Invisibility (Sight, Hearing, and Mental Groups); Only Between Quarter-New Moons (-1), 0 END (+1/2) 31 4) Gravity Well: Force Field +12 PD/+13 ED, Protects Carried Items; Hardened (+1/4), 0 END (+1/2) 30 MP [60]: Moonbeams; Only Between Stated Quarters (-1) 3 u1) Moonbeam: 12d E EB; No KB (-1/4), Only Between Quarter-Full Moons (-1) - 6 END 3 u2) Moonlight: 12d Flash; Only Between Quarter-Full Moons (-1) - 6 END 3 u3) New Moon: Darkness 6" (Sight Group); Only Between Quarter-New Moons (-1) - 6 END 3 u4) Dark Side of the Moon: 4d Entangle; Takes No Damage From All Attacks (+1/2), Cannot Form Barriers (-1/4), Only Between Quarter New-Moons (-1) - 6 END For the phase based powers... in Week 1 (Full moon on Wed) Elcipse would have Moonbeam and Moonlight the entire week. Week 2, nada. Week 3 (New moon on Wed), New Moon, Dark Side of the Moon, and Penumbra, Week 4, nada. During Weeks 2 and 4 Eclipse would rely on his Martial Arts, Tide, Orbit, and Gravity Well. Week 3 he's Mr. Sneaky, Week 1 he's Mr. Offense. Questions... 1) Would you let Eclipse in your campaign? 2) Would you ever consider running Eclipse? 3) Any suggestions? EDIT: Fixed accounting errors.
  17. Re: Battletech Hex = Hero Hex (mph/kph) SPD & Mvnt Here's how I walk through it... 1) divide by 60 to get kilometers per minute = 0.36 kpm 2) divide by 60 seconds*12 seconds/TURN = 5 to get kilometers per TURN = 0.072 kpT 3) multiply by 1000 to get meters per TURN = 72 mpT 4) divide by 2 to get INCHES per TURN = 36 "pT SOLN: 1000 / (60 * 5 * 2) = 1.66667 So take Battletech Cruising speed * 1.66667 to get INCHES per TURN. Divide that by the Hero Mecha's speed, and voila, you have it INCHES of movement per Phase.
  18. Re: I'm selling my miniatures collection! No more delays, football games, or golf outings. I finished painting the last mini last night, and pictures are now up. If anyone is interested, super! Send me a PM with your bid before Friday, September 23rd at 6:00 p.m. Central time. I do have a minimum amount I'm willing to accept. Here is a final breakdown... apparently I forgot how large a collection I had... 427 total miniatures (132 Agents, 72 Large-sized miniatures, 223 Heroes & Villians). 45 Champions 9 Mods 21 V&V 16 Marvel Grenadier 161 MarvelClix + 1 Marvelclix Sentinal 19 DCClix 11 Grenadier DC 144 Indys (Silver Age, SuperFigs, Old Glory)
  19. Re: I'm selling my miniatures collection! I plan to post info on all the mini's once I am finished painting the remaining 20ish. I want these final minis to be as good as any of the others, plus the next 4 days are super-booked (Husker football AND Labor Day weekend - going golfing 4 times!), so I honestly doubt I'll be ready before this time next week. I'm also organizing the photo galleries for better viewing. The Viper Officers, Viper Mechs, and Until agents came out of the same Hero System sets that included Dr. Destroyer, Captain Australia, Grond, and Mechanon. Most of the miniatures are from Marvel & DC Heroclix, SuperFigs, SilverSentinals, Old Glory, ancient (20+ year old) grenadier, and V&V. Honestly, I don't recall where I picked up some of them! I believe Keyes_bill (thanks for the correction, Proditor) wrote an excellent article on where to find minis, and I followed up and found some great ones! The agents were great because they gave me very specific ideas on equipment. The robot "agents" are outstanding - I can't really believe such a simple paint scheme would look so fantastic! Put yourself in my shoes - I was itching to run Champions; no, make that going crazy; sitting with all these minis and enough adventure plans to last 4-5 years.... and not a single bit of interest from anyone I knew. I take that back, I did have one trio that were interested, but they wanted to "push the envelope of Super-heroism" (their words). One wanted to be an intelligent sword that possessed it's wielder (and could not be harmed), one wanted to to play a "kind hearted serial killer" (killed the bad guys, but was merciful), don't remember the third idea. They never could agree on when to meet, so nothing happened. NOTE: I've recieved several PMs from interested parties. Thanks for the interest, but please wait until I have everything in place before you make a serious offer. Also, I do not have the Heroclix "clix" anymore (they were donated to my 7 year old nephew, who lost most of them soon thereafter).
  20. Re: I'm selling my miniatures collection! I really want to sell the entire collection as a single unit. Breaking it out into pieces would be really throwing a monkey wrench in the works. I already have a great storage system (two padded boxes with foam trays) that would be worthless if I went individual or in sets. Seriously, it's like sending a child off to college! I want to give Herogames board members a first shot (h3ll yeah, give someone that plays Champions first crack at it!), but I knew beforehand that this would be a pricey item. Once I have all the pics posted, I'll make a note here, and give anyone interested 1 week to send me a PM with their offer. I do have a minimum sale price in mind already, so if nobody matches or exceeds it, then the next step is to take it to e-bay. I mean, I'm not going to accept a $10 offer! Also, I'm including the paints & brushes used on the minis for future touch-ups.
  21. Re: I'm selling my miniatures collection! I decided to finish up the painting (while getting the digital camera issues resolved). I'm about 1/2 way through painting, and 1/3 way through picture taking, but I thought I'd post the location of the pictures for anyone interested. The minis all have a matte protective finish, but they appear shiny in the pictures. http://photobucket.com/albums/b276/CDad/ I'll post again once all the pictures are in place. I've created several galleries, one for Champions minis, one for Marvel (both Grenadier & Heroclix), one for DC (again, both Grenadier and Heroclix minis included), one for V&V, one for Indys (like Old Glory and Silver Sentinal minis) and one for Agents. The minis are stored in two boxes, with individual storage trays (I'll include pics as well).
  22. Re: I'm selling my miniatures collection! Sorry for the delay, I've been having problems with my camera. Things look okay now, and I can start taking pictures this evening. Should have a picture gallery available tomorrow. It's a great collection if minis, and I'm quite proud of my work. I'm selling partly due to ZERO RPGing in the last 8 years, partly due to my improved golf game, and partly due to finances.
  23. I'm selling a collection of ~300 superhero miniatures. About 1/2 are Heroclix, and the other half are painted miniatures. I'll have a photo gallery available tomorrow for viewing, and I'm offering it to someone on this board before it heads off to e-bay. They come in two boxes, with customized trays. It will be pretty evident if you look at the gallery what I mean. I have a handful of mods in it as well... The Tick, The Radioactive Bear from Adventurer's Club #1, Kevin Matchstick from Mage, and The Incredibles (Frozone, Syndrome, Mr. Incredible, Elastigirl, Dash, and Violet). About 20 are not painted, but I'd be willing to either 1) paint them up for you, or 2) include my painting equipment and let you customize your own. Serious offers only, as this is an outstanding collection - I've received more than my share of praise over them.
  24. Re: Encounter Paradigms I feel that the "balanced encounter" that D&D mandates turns the RPG into a kind of video game, where the characters rarely (if ever) face death. It's the old "kill the monster, grab the loot, mark up the XP" drill, and one of the reasons I don't want to play d20 games. There's nothing wrong with having your hat handed to you once in a while. When I ran FH, I told my players that rule #1 is it's okay to run away. I never ambushed them with an "OH $H!T" encounter. They had plenty of warnings to stay away. Only once did they not heed the three warnings that I gave them. First warning came straight from the mouth of the local mage. Second was from a beaten and bloody warrior that was the only survivor from a group of travellers. The third warning wasthe obvious signs of viciousness (think Monty Python rabbit). They went after the beastie, and only one survived - by running away.
  25. Re: Finally figured out what I hate about Star Wars in RPGs I would definitely include all the detailed combat rules (hit location, impairment, bleeding, etc.) in a Star Wars campaign. You could also build the Lightsaber with Piercing as well. Here's a modification of the Star Hero "Energy Blade" that uses Piercing. Just ignore the first 10 defense, including armor. Lightsaber 1) Blade: HKA 2d6 (10 Resistant Piercing), Reduced Endurance (0 END; +1/2); OAF (-1), STR Minimum 11 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4), No Knockback (-1/4) 0 END 2) Block: HKA 2d6 (10 Resistant Piercing), Reduced Endurance (0 END; +1/2), Damage Shield (+1/2), Continuous (+1); OAF (-1), STR Minimum 11 (STR Min. Cannot Add/Subtract Damage; -1), Only If Attack Is Blocked (-1/2), Not Against Other Lightsaber blades (-1/2), Real Weapon (-1/4), No Knockback (-1/4) 0 END
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