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Vondy

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Everything posted by Vondy

  1. The system itself wasn't terribly pulpy, but the adventures were. You can find descriptions of the adventures at the Flying Buffalo site.
  2. Consider tracking down a copy of Mercenaries, Spies & Private Eyes from Flying Buffalo (?) Games. They had some excellent pulp style adventures IIRC. And Adventure of the Jade Jaguar had notes on how to play it with HERO.
  3. So they're based on the throw maneuver?
  4. You would, on a successful roll, become aware of (detect) the fact that there was indeed something you wanted to know about a particular subject.
  5. That would be it. Its the same maneuver, essentially, with a different name patched onto it that corresponds with its special effects.
  6. I wouldn't require it on the mindlink because I perceive mindlink as being a mental power, but different GMs rule differently on that, and it does require an attack roll...
  7. I have allowed players to purchase "ranged grab" as a martial maneuver with the FX of pinning a sleeve, pant leg, or cloak to the wall. In general, instead of a break out roll, it just takes the character a full phase to free themselves unless they can do it with casual strength. If they want to pin a limb to a wall or nearby object then you have the problem of their trying to do body and entangle the character. That's something you need to discuss with your GM. I would allow the character to do it and convert the strength of the grab maneuver into DCs of RKA, but I'm easy. You can also implement a legsweep/trip maneuver by calling it "leg shot". You convert the maneuver DCs to DCs of RKA and the target falls.
  8. The general rule of thumb is "if it is an attack power or ability and does not fall into the mental powers category it needs affects solid". I don't think the FF requires affects solid.
  9. Sure - there's a write up of Zen Rifelry in the UMA. For Example: Placed Shot +2OCV/+0DCV +2DC Just convert the number of dice the maneuver adds to damage classes and add them to the base damage of the weapon. There's a DC chart in FRED. And the cool thing is you can use the maneuvers to abrogate hit location penalties. Instead of called shot "hand" at -8OCV to shoot the gun out of someones hand you can just buy ranged Disarm and take the maneuvers -1OCV penalty.
  10. I've actually been tempted to retain a meta-creator shtick that resulted in the travesty which was the usurper who attempted to supllant the dominion which is hero... Supersonic Flight. 1 Mach Per 10 Points, though I would be tempted to lower it to five points since its basically a plot device power. This was used extensively in my game prior to this whole megascale wackiness and often translated as: Multipower (Flight Array) 40 Point Base, Half End (50) 5) 20" Flight 5) Mach 4 Flight 5) Rude FTL Flight [usually: only in space]
  11. I modelled this by doing the following: Put the vampiric powers/disciplines in a Multipower with as many charges as you want blood points. If the power isn't instant you may have to have continuing charges. Give the vampire a transfer linked to their Bite attack with a fade rate of "per day". The FAQ says you can transfer more points, even if you've reached your cap, if such points are lost due to drains or whatnot -- so burnt blood could be replaced before the fade rate increment. If you want to be strictly honest about the math then you need to calculate how many character points need to be transferred to come out to one charge. If you don't mind simplifying it and giving the PCs a little break then you can do a 1 Body = 1 Charge ratio, which worked in the playtest I did fairly well. If the base blood pool is 10 charges a normal human can refill the vamp once
  12. Well,since we're talking about the DC thread... I don't think the government would bother with mustard gas. It was generally damaging to lung tissue, but was seldom lethal, and compared to modern chemical weapons is completely obsolete. Sarin and VX gas are actually variations of the same chemical compounds, but VX gas has a different consistency [read delivery method] and is considered far more lethal. The scientific name for VX gas is Acetylcholinesterase. The Effects of VX Gas VX gas may be absorbed ocularly (through the eyes), percutaneously (through skin), and by inhalation. Upon absorbtion, the phosphorous atom of VX covalently binds to a serine hydroxyl group in the active site of acetylcholinesterase (compare the two structures below). This binding stops the hydrolysis of acetylcholine, causing constant stimulation that "fatigues" the post-synaptic neurone. The lack of acetylcholine also exhausts the pre-synaptic neurone's acetylcholine reserves. This constant nerve stimulation causes the characteristic symptoms of VX Gas poisoning. These include: Ataxia (lack of muscle control), Slurred speech, Coma, reflexia (loss of reflexes), Generalized convulsions, Cessation of breathing i.e. death, Lower doses of VX cause similar effects, but may allow complete recovery in hours. Both VX and it's [highly toxic] breakdown products are persistent and of low votility (0.0007mmHg). This means they do not evaporate or decompose, so contaminated sites may take months to become habitable. Dispersed VX is usually broken down by rain-induced hydrolysis to an ethoxide (CH3CH2O-) ion and the nerve gas EA1292. Though VX Gas is quick-acting and highly toxic, antidotes to the compound do exist. So... I would break VX Gas into the following [defense for NND is correct immunity, preadministered vaccine, or a shot of atropine [a chemical weapon in its own right oddly enough] directly into the heart, which would stop the effects in progress] -- this presumes a lethal dose was received: A) 2d6 Major Transform [seeing person to blind person], NND, Cumulative, Uncontrolled, 1 Charge [Lasts 1 Minute] 2d6 Dexterity Drain, Maximum Effect +78, Uncontrolled, Recover Every Hour, 1 Charge [Lasts 1 Minute] C) 10d6 RKA, NND, Gradual Effect (5 Minutes), 0 End This would likely be delivered in an area effect attack that would coat the area with an aerosol gel of VX. Chem warfare suits would be useful for the PCs, but my understanding is that there are two problems with this: 1) VX gas has been known to penetrate the standard issue chem warfare suits in small, non-lethal, but incapacitating doses. 2) We have corrosive agents that we introduce before the gas that will render the chem warfare suits useless. If the government knows the PCs have such suits they would likely follow this course of action. Antidotes to VX Gas Pyridostigmine bromide enhances the effects of other antidotes by competitively inhibiting (binding to) acetylcholinesterase, and is taken in tablet form. Pralidoxine is infused intravenously (1.5mg over 15 minutes) and continually repeated after 10 minutes until muscle control returns. Soap and water. Despite sounding old fashioned, if VX in liquid form can be wiped off the skin quickly enough, victims have a chance of survival, particularly if they are taken to hospital and treated immediately. Unfortunately, none of these three antidotes are useful in a widespread situation as they are all slow acting and require the assistance of a second party. Atropine is a nerve gas itself, but is a suitable antidote to VX gas. Atropine acts by competitivly binding to the muscarinic (acetylcholine) receptors in the muscles. This prevents acetylcholine from binding to the receptors and sending impulses to the muscles. VX stimulates the muscles, so as atropine ceases the constant stimulation it acts as an antidote. With no acetylcholine reaching or binding to the receptors it is unimportant that the acetylcholinesterase is being destroyed by the VX Gas. Atropine Atropine is injected intramuscularly (into the thigh) in 2mg doses every 3-8 minutes. If faster action is required, a direct injection into the heart will prevent death, effectively neutralising the effect of VX. Each marine is supplied with three autoinjectors. If VX exposure is indicated, a fellow soldier uses one autoinjector in the victim's thigh every six minutes.
  13. I'm a zeppelin nut. I'm including a knockoff of the Macon in a short story I'm writing. I picked up the January 1992 National Geographic at half price books yesterday. It has a wonderful article on the Macon with a fold-out illustration that shows a cut away of the airship itself and a detail of the fighter-traspeez that was used to release and retrieve the sparowhawks. There's also an interesting anecdote about the first time the pilots removed the landing gear and put on an extended fuel tank for missions over the water. The tanks apparently looked like bombs and when they buzzed a ship President Roosevelt was visiting the captain thought the president was under attack. One of the graphics shows a scale comparison with a 747, which could fit inside the Macon. Wow!
  14. First: Pulp Villians Herr Doktor Kruger (from the G-8 pulps). This is the quintessential evil german scientist. He was the first... and his evil plans were truly creative. One of my favorite was when he defrosted a band of frozen viking berserkers and loosed them on the allies. Fu Manchu. There is no other. Crime Lord. Genius. Master of hypnotism. The guy had class... and he was more interesting than the hero who chased him. After all, he was the first villian to star in his own title. Second: Comic Villians Lex Luthor comes in at the top of my list. Who else can take on superman and have such consistent results? Whats more, he's the only villian I know to sustain a victory over a long period of time. He's the President of the United States! He's a brilliant scientist and tactitian who has leadership abilities. He's pushed the combined might of the JLA with his brain more than once. What's more: he's bald. Telley Savales never looked so good. Doctor Doom. He's evil, but he has some redeeming qualities. He's probably smarter than his nemesis, Reed, but has more passion that gets in the way. Even Sue Richards noted he was warmer than her husband when she was forced to interact with him on a personal level. He's got style -- the armor and cape rock. He's got his own country. And here's the real kicker: he defeated the beyonder in Secret Wars No. 10. If it weren't for script immunity he'd have wasted the FF a long time ago. Sabertooth. I just like the guy. He's nasty. He goes head to head with wolverine. Some of the best comic fights I've seen are between them... like when he came for Betsy at the Xavier Mansion. Raz Gul -- unlike the Joker who has become a homicidal maniac over the years Raz Gul has style, major plans, and a hot daughter who loves the Bat. It makes sense when he comes back because its always a major story arc. He's not another serial asylum escape. What's more... he's got some cool toys. Anybody with massive zeppelins rocks in my book. I sum it up: derigible.
  15. She'd do well in a street level game. As it is I'd be worried about how much damage she can soak up or dish out in more mainstream supers game.
  16. Her powers came from a government experiment called SHIFT (Super Human Infantry Field Trooper) she volunteered for that involved... you guessed it: exposure to radiation. Why the government would select a 16 year old civillian female for a test subject when the goal was producing super-powered combat infantrymen in a military that uses all male front line combat troops I don't know. She has a hefty multipower [75 points] with: shapeshift (the whole deal) Growth (30 PTS) Shrinking (30 PTS) 2d6 Major Transform, Variable, Cummulative And FIND WEAKNESS She also has some armor she wears that seems to change size and shape with her. And power defense. It mentions a power transfer attack to convert ego to end in the description, but doesn't list it on the character sheet. It would probably be another slot in her multipower. It also notes she has a hard time with transforming objects that aren't inanimate, but doesn't list a disad on the character sheet. She seems to be able to do anything related to altering matter, and as an extension, should be able to convert types of energies. I think they used the transform because defining a VPP would have been a nuisance.
  17. Vondy

    DC Assault

    At least they'll do some damage before they... become puree.
  18. The size of every fief, the population of every hamlet, and the name of every aristocrat... Example: HarnManor, which is the rules set for generating manors, has weather charts, planting charts, crop yield rules, and the estimated income for a particular fief, the list goes on... It has sheets for fiefs that are like character sheets, with enough spaces for the name, age, occupation and income of every peasant... The Maps are what I love about Harn, though. They are absolutely beautiful.
  19. Einav Nachman Stats: ST 12-; DX 12-; CN 12-; IN 13-; EG 11-; PR 13-; Vision 13-; Smell-Taste 13-; Touch 13-; Hearing 15-; Run 42’; Swim 12’; Running Jump 18’; Max Lift 302 Lbs Skills: Breakfall 13?; Concealment 13?; Criminology 13?; Deduction 13?; Fast Draw 13?; Paramedic 13?; Security Systems 13?; Stealth 13?; Streetwise 13?; Tactics 13?; Areas of Knowledge: Montreal, Seattle, Jewish World, Judaic Studies, Nachmanadies, American Law, Canadian Law, Legal World, Law Enforcement World 13-; Languages: English (Native); French (Native), Hebrew (Fluent), Latin (Fluent), Yiddish (Fluent), Ladino (Fluent); Professions: Attorney, Vampire Hunter 13?, WF: Small Arms, Crossbows, Blades Combat Skills: Rapid Fire (Ranged); Block (CV 7/7); Punch/Kick (CV 7/5, 5d6); Escape (CV 5/5, STR 15-); Small Arms (CV 7); Crossbows (CV7); Combat Luck (3 PD/3 ED) Notes: Stun 28; OCV 5, DCV 5, ECV 3; Phases 3, 6, 9, 12; Unarmored PD 8/5, ED 6/3; Armored: PD 14/5, ED 12/3 Disadvantages: Secret ID (Vampire Hunter); Watched: Saif L'Bnei Brit (8?); Ruthless, Methodical Hunter; Modern Orthodox Jewess; Somewhat Haughty; Frequently Skeptical; DF: Athletic Build & Movements, French Canadian Accent, Dark Haired Sephardi Beauty
  20. I don't think rules fixes should be in the faq. They should be separated out into a nicely formatted eratta document. It should be available as an insert in later print runs and/or as a download on the website, in which case there should be an insert saying: the eratta can be found at x-url. I don't have the time or the inclination to sift through 100+ pages of commonly given answers for what should be a grand total of 3-4 pages worth of "fixed" material to date -- at most. I shouldn't have to check back on a regular basis, either. The eratta should be updated on a quarterly (?) basis as opposed to whenever, too. I say this because then I know how often to check for said "fixes". Some may suggest -- "boy, people will love you if you parse the rules eratta out from the FAQ for them so have at it!" I most certainly will not. I am not an employee of DOJ. Its their job to provide up to date and user friendly customer resources. Its their product. I wouldn't expect them to update it as often as the FAQ, however. 3-4 times a year at most. Until its parsed out FRED and my House Rule doc are the law of the land. That and... the colors on that FAQ have to change.
  21. I don't know what I was thinking!!! Are you familiar with Harnworld? The Harn people are fanatics when it comes to midieval accuracy and have produced materials on everything from how to manage mideival crops to... well, lets just say I used the word fanatics for a reason. They have some detailed equipment tables with accurate midieval weights on them. I have the core harnworld book at home. I'll go take a look and see how useful it might be to you. In the meantime you can go to the Harnlink page: http://www.warflail.com/harnlink/
  22. This might be a useful link for the more common midieval weapons: http://www.swords-n-stuff.com/
  23. With swords I've gone online and done searches for "battle ready swords" or "full tang swords". The outlets that sell such things usually inlcude approx. weight/mass in their online catalogues. Some of them have other midieval weapons they sell as well. You can also do searches for modern armorers, people who make chain mail or leather armor, to get weights for those, though they tend to be sketchier about providing details. With other equipment its much more difficult. You have two issues in play. The first is that we commonly use lighter materials that were unavailable in the middle ages for a lot of things (like backpacks, mess kits, etc). You can either get the weight/mass of modern items and then evaluate them to determine if you think they should go up or down, or you can just take a guess at it. REI catalogs, army-navy catalogues, camping catalogues, and the like can at least give you a starting point.
  24. The character I made for my wife this week was presented in GUI instead of DOS format. In other words, she got a list of characteristic rolls, skill rolls, pre-factored CVs, and notes on the character's effect. I'll post it when I get home. Removing the source code from view really relaxed her a lot.
  25. If that is the case I was confused by the fact that he asked for mass as opposed to weight, which are distinct concepts. Amount of stuff versus force of gravity on said stuff. Seenar?
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