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Eodin

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Everything posted by Eodin

  1. Re: Some converted magic items Officer's Battlefield Leather: Armor (5 PD/5 ED), No Mass (3.5kg; +0) (15 Active Points); OIF (-1/2), Real Armor (-1/4). Total Cost: 8 points. Subtle enchantments make this leather armor almost as strong as chainmail. It's mass is also very light, weighing only 3.5kg. Inspiration: Might & Magic 7 Pirate's Raiding Leather: Armor (6 PD/6 ED), No Mass (3.5kg;+0) (18 Active Points); OIF (-1/2), Real Armor (-1/4). Total Cost: 10 points. Given to the officers (captains and 'mates) of the pirate kingdom, enchantments make this leather armor as strong as chainmail. It's mass is also very light, weighing only 3.5kg. Inspiration: Might & Magic 7 King's Battlefield Leather: Armor (7 PD/7 ED), No Mass (+0), Hardened (+1/4) (26 Active Points); OIF (-1/2), Real Armor (-1/4). Total Cost: 15 points. Very few suits of the King's Battlefield Leather have been made. The enchantments placed on it make it as good as plate and chain, but at light as cloth (3.5kg). It is also hardened against piercing blows such as picks and stilletos. Gauntlets of the Master Smith, all slots OIF (Gauntlets; -1/2) Protection: Armor (6 PD/12 ED), No Mass (+0) (27 Active Points); OIF (Gauntlets; -1/2), Real Armor (-1/4) Forging Strength: +10 STR (10 Active Points); No Figured Characteristics (-1/2), OIF (Gauntlets; -1/2) Workman's Endurance: +20 END (10 Active Points); OIF (Gauntlets; -1/2) Created by the Master Smith for his assistants in creating the powerful armor and weapons used in the Monster Wars. Inspiration: Might and Magic 7 Robe of Pockets: Multipower, 160-point reserve, (160 Active Points); all slots OIF (Robe; -1/2) Storage Pockets: Extra-Dimensional Movement (Single Dimension), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1), Usable As Attack (x4 maximum weight per inanimate target; +1 1/2) (100 Active Points); Gate (-1/2), OIF (Robe; -1/2) Know What's In Pockets: Clairsentience (Sight Group), Single Dimension, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); OIF (Robe; -1/2) The robe of pockets contains several pockets that are portals to another single dimension. The mage can place items in the pockets (pocket dimension) and the items have no weight (encumbrance) on him. He always knows what's in the pockets, but he'll still have to spend time retrieving the object as needed.
  2. Re: Firefly HERO Website Up I don't know anything about Firefly, but the site looks great. I too look forward to seeing more.
  3. Re: Some converted magic items The file so far is attached. I only have 3 slots of the Staff of the Magi converted, so ignore it.
  4. Staff of Bonebreaking: (Total: 82 Active Cost, 20 Real Cost) Hand-To-Hand Attack +4d6, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (40 Active Points); OAF (Staff; -1), Hand-To-Hand Attack (-1/2), STR Minimum 6-14 (10 STR; -1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 11) plus Drain BODY 1d6, any Body-based power one at a time (+1/4), Reduced Endurance (0 END; +1/2), Delayed Return Rate (points return at the rate of 5 per Month; Character heals damage as if recovering BODY; +2) (37 Active Points); OAF (Staff; -1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; 10; -1), Limited Power Power loses about half of its effectiveness (Only works if strike does BODY; -1), Required Hands Two-Handed (-1/2), Limited Power Healing BODY heals power (-1/2), Real Weapon (-1/4) (Real Cost: 7) plus +1 with HTH Combat (5 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 2) Description:If the staff does BODY, it has broken a bone, and reduces a BODY-based power depending on what was broken. Breaking a leg drains running; breaking an arm reduces DEX/OCV; breaking a rib drains CON; etc. Cloak Of The Hornet, all slots OIF (Cloak; -1/2) Flight: Flight 12", Position Shift (29 Active Points); OIF (Cloak; -1/2) Sting: Killing Attack - Ranged 1d6, Personal Immunity (+1/4), Does BODY (+1), Attack Versus Limited Defense (Magical Resistant ED; +1 1/2) (56 Active Points); 3 Charges (-1 1/4), OIF (Cloak; -1/2) Cloak Mana Reserve: Endurance Reserve (60 END, 1 REC) (7 Active Points); OIF (Cloak; -1/2) Description: The Hornet Cloak gives the wearer flight like a hornet, and the ability to "sting" 3 times per day with a magical bolt of energy. The sting bypasses normal armor, but can be reduced by magical [rED] protection, such as magic armor or spell. Cloak Of The Cat, all slots OIF (Cloak; -1/2) Catseyes: Nightvision (5 Active Points); Costs Endurance (-1/2), OIF (Cloak; -1/2), Extra Time (Full Phase, Only to Activate, -1/4) Catsclaws: Clinging (normal STR) (10 Active Points); OIF (Cloak; -1/2), Costs Endurance (-1/2), Limited Power Cannot hang from ceiling, but can climb vertical surfaces (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) Catspaws: Invisibility to Hearing Group , No Fringe (20 Active Points); Limited Power Only to walk and move without making noise (-1), OIF (Cloak; -1/2) Land On Feet: Gliding 6", Limited Power Only To Land Safely On Feet From A Fall/Jump (+0) (6 Active Points); OIF (Cloak; -1/2) Cloak Mana Reserve: Endurance Reserve (60 END, 1 REC) (7 Active Points); OIF (Cloak; -1/2) Description: A favorite of cat-burglars and spies. Elephant Figurine: Summon 197-point Elephant, Devoted (+3/4) (68 Active Points); 1 Charge (-2), OAF (Figurine; -1), Extra Time (Full Phase, Only to Activate, -1/4), Incantations (Word Of Activation; -1/4) Description: This black figurine of an Elephant can become an elephant once per day. The elephant is devoted to the summoner, and will perform any requested task(s) until the caster returns the elephant to it's figurine form. If the elephant is killed while in elephant form, it is destroyed, and the figurine is gone. Patchwork Robe: Multipower, 180-point reserve, (180 Active Points); all slots 64 Charges which Never Recover (-1 1/2), OIF (Robe; -1/2) Create Object: Major Transform 12d6 (Patch into any typical (inanimate) adventuring gear: dagger, lantern, mirror, 2meter pole, 20m rope, door, window, ladder, bags, chests, rowboats, etc.) (180 Active Points); All Or Nothing (-1/2), No Range (-1/2), OIF (Robe; -1/2), Extra Time (Full Phase, Only to Activate, -1/4) Create Object 2: Summon 250-point any adventurer's creature, Devoted (+3/4), Expanded Class of Beings Any Type of Being (creates (summons) any creature typical to adventuring life: packmule, riding horse, tracking hound, etc.; +1) (137 Active Points); Extra Time (Full Phase, -1/2), OIF (Robe; -1/2), Gestures (-1/4) Description: The mage's patchwork robe has 64 patches sewn on the outside of the robe. The mage may pull off any of the patches and have it become any desired object common to adventuring. Once a patch is removed, it may not be reattached; when all 64 patches have been used, the robe is no longer magical.
  5. Re: hanging PCs together And one favorite as a player... my character was the only survivor of an encounter with a red dragon. He managed to get away to safety after he was the last party member alive (barely), and used his magic to turn into a fly or bee or something innocuous and leave undetected. When he got to town, he had to hire adventurers (as in conduct interviews) to help him retrieve the remains/loot of his former party -- HE was the patron. He ended up hiring a pair of dwarven warrior-rogues (brothers), a half-elven wizard, and a couple of human tough warrior types. The interviews were such fun!
  6. Re: hanging PCs together My favorite took about half of a gaming session to get them working together, but they each came to the big city on their own/alone, each with different reasons (most of them looking for work). Of the available options -- caravan guard northbound to the gnomelands, solicitations to join the local crime guild, and several other possibilities, they all decided (independently) to go on the trek north as caravan guards. Then they got to talk around the campfire the night before leaving, and fight goblins, orcs, and other raiders along the way. By the time they got to the gnomelands, they WERE a band of adventurers. In another campaign, they met up one at a time traveling the snowy road south for the local holiday festivities over the course of several game days. After one of the hunteds showed up, they decided to stick close to each other until they got to town. Of course, these assume you're willing to spend the time to "turn strangers into friends", rather than starting with them all knowing each other. But I love the RP part of RPG.
  7. Re: Top Secret Gadgets Martini Olive Bug: Radio Perception/Transmission (Radio Group) (10 Active Points); IIF Fragile (Fake Olive; -1/2). Total Cost: 7 points For those conversations over martinis, this bug looks just like a real olive. Just don't try to eat it! --- And come on folks! Watch those old James Bond, Matt Helm, the Prisoner, Secret Agent Man, and other period pieces and post those gadgets!
  8. Re: Trek Hero PDF available I've added two more HD2 templates that Drakkenkin has built to the Star Trek Hero web page. (Vulcan and Caitian) Arooo/Tony shared some information with me I'd like to share. Since April, there have been 2100+ downloads of FASA Trek, 2000+ downloads on the 1st of the 5 part splits of TNGHero, and 1800+ downloads of the TNGHero books. Since July there have been 25-50 downloads of the TNGHero templates, and since Oct 24, there have been 7-9 downloads of Drakkenkin's FASA Trek templates. Thanks folks! I'm glad its being enjoyed so well! And Thanks Tony for giving it a good home. I'm going to be doing a lot of business travelling through the end of November, so I probably won't be doing much in the way of updates to the Trek Hero books during that time. However, I'll be adding Drakkenkin's HD2 templates as he and I get the chance. Thanks Drakkenkin!
  9. Re: Who would win? Writer's choice Anyone willing to write up a Klingon BoP and a Shadow Vessel, get someone to help duke it out between them, and let us know how it went? And of course, the situation (ambush, surprise, existence/lack of planets and asteroids in the battlezone, etc.) makes a BIG difference in tactics. Realistically, it'll take a few hours+ to write up each ship, so unless you have time on your hands, I doubt there are any takers on that challenge. Personally, I relegate these questions to the 'would be interesting but we'll never really know' group.
  10. I've never liked those quasi-philosophical, too-many-beers-and-not-enough-pretzels questions. (But then, I always hated analyzing stories in Literature class.) The answer is on who would win... whoever the screenwriters picked. Superman vs Batman....whoever the screenwriters picked. Spiderman vs Captain America....whoever the screenwriters picked. Dick Tracy vs TJ Hooker....whoever the screenwriters picked. Death Star vs Enterprise....whoever the screenwriters picked. Enterprise A vs Enterprise D....whoever the screenwriters picked. Bush vs Kerry....whoever the screenwriters picked. See, it's all very simple Now a Klingon Bird of Prey against a B5 Shadow Vessel, that could be interesting Or not And by the way, I'm not insulting or flaming anyone here, this is all in fun. This is a bulletin board, and everyone should post what interests them. If anyone takes offense at this, please accept my apology.
  11. Re: Top Secret Gadgets Thermite Bomb is at the bottom of Dark Champions, page 259. Termite Bomb: Termite Bomb: Energy Blast 4d6, Armor Piercing (+1/2), Uncontrolled (Lasts until wood is eaten or termites are killed; +1/2), Explosion (+1/2), Continuous (+1) (70 Active Points); 1 Charge (-2), Limited Power Power loses about two-thirds of its effectiveness (Only affects wood; -1 1/2), Gradual Effect (1 Hour; -1 1/4).Total: 12 points. And I've edited the Greaseballs and Shoephone now that I'm back home again.
  12. Re: Top Secret Gadgets Road Hazard Greaseball: Road Hazard Grease Balls: Change Environment 2" radius, -3 to Characteristic Roll or Skill Roll, Long-Lasting 20 Minutes (21 Active Points); OIF (Globule; -1/2), 12 Charges (-1/4). Total Cost: 12 points. Also from old spy movies like James Bond and Matt Helm, these ball of grease spread out on impact with the road. The car has a -3 to its DEX roll to avoid spinning out or colliding with other objects, or the driver has a -3 to his Combat Driving roll to control the car, at GM discretion.
  13. Re: Top Secret Gadgets Away on business, so don't have my books. But here's a few simple ones to keep this going... Shoe lockpicking kit: +2 with Lockpicking (4 Active Points); IAF (Lockpicks hidden in detachable shoe heel (-1/2). Total: 3 points. Shoe Phone (ala Get Smart): High Range Radio Perception (Radio Group) (12 Active Points); IAF (Shoe; -1/2), Restrainable (-1/2). Total: 6 points.
  14. Re: Organization: UNION And I actually did run these UNION agents through Sprechenhaltstelle (TS001), BUT I took the base mission (discover the kidnappers of the Eastern defectors) and ignored the rest, which was written like a D&D "CityState of the ..." adventure. Handling it that way, it turned out pretty well.
  15. Re: Top Secret Gadgets And not from Top Secret, but in a number of Spy shows of the 50's - 60's... Pen Bomb: (Total: 101 Active Cost, 27 Real Cost) Energy Blast 9d6, Trigger (Click Pen To Write; +1/4), Area Of Effect (One Hex; +1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2) (101 Active Points); 1 Charge (-2), IAF (Pen; -1/2), Real Weapon (-1/4) (Real Cost: 27) The pen bomb is simple...press the clicker to write, and it explodes. In one movie (or maybe it was Man From Uncle) the effect was click once, click thrice, click once to make it explode. Apparently the target had a nervous habit of clicking pens...
  16. Re: Top Secret ISB org spy package deal There was also a Special Ops branch in one of the Dragon magazines, IIRC, which was available after spending time in 2 or 3 other branches (ie buying the skills from those branches). Apparently it was meant to represent the James Bond level spies...
  17. .22 Ball Point Pen gun (qrc a) .22 Ball Point Pen: (Total: 15 Active Cost, 3 Real Cost) Killing Attack - Ranged 1d6, Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect always occurs whenever the character does some specific act; -1 OCV and -1 RMod; +0) (15 Active Points); 1 Charge (-2), STR Minimum 1-5 (STR Min. Cannot Add/Subtract Damage; 5 STR; -3/4), IAF (Ball Point Pen; -1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 3) Name: .22 Ball Point Pen Cal: .22LR OCV: -1 RMod: -1 Dam: 1d6 STUN: +0 Shots: 1 STR Min: 5 PER Mod: +0 A/R Cost: 15/3 Mass: .11kg Notes: Typically used for close-in assassinations; poor for long-range. Sleeping Gas Capsules Come in boxes of 6 containers, which are fragile glass (meant to break on impact, usually thrown.) Sleeping gas has no color or odor. Sleeping Gas Capsule: (Total: 105 Active Cost, 47 Real Cost) Energy Blast 4d6, 6 Continuing Charges lasting 5 Minutes each (+1/4), Invisible Power Effects, SFX Only (Fully Invisible; +1/2), No Normal Defense ([standard]; Defense is Gas Mask or No Need To Breathe; +1), Continuous (+1), Area Of Effect (8" Radius; +1), Conforming (+1/2) (105 Active Points); OAF Fragile (-1 1/4) (Real Cost: 47)
  18. Based on the assumptions in the Top Secret game system, here's my version of the ISB organization Spy Package deal. (Needs some refining). ISB Spy Package Cost Skill 2.....WF: Small Arms 3.....Conversation 3.....Persuasion 8.....Languages (choose) <1> 6.....KS or SS: (choose) <2> 12....Martial Art maneuvers (choose) <3> 2.....KS: ISB Organiation 2.....KS: Spys 2.....KS: World Events 3.....Fringe Benefit: ISB Security Clearance 12....12 points in skills from current Bureau (choose) <4> Disadvantages 15....ISB, Watched 8- 20....ISB, Subject To Orders Bureaus: Section 1 - Investigations Bureau: choose from Interrogation, Deduction, Criminology, Forensic Medicine, Shadowing, Bugging, Seduction, Computer Programming, Electronics. Section 2 - Confiscation Bureau: choose from Lockpicking, Security Systems, Stealth, Concealment, Acrobatics, Breakfall, Contortionist, Background skill concerning objects of value Section 3 - Assassination Bureau: choose from Weapon Familiarities, Combat Skill Levels, Concealment, Disguise, Demolitions, SS: Pharmacology/Toxicology, Stealth, Shadowing, Mechanics, Weaponsmith Section 4 - Technical Bureau: choose from Bugging, Computer Programming, Deduction, Demolitions, Electronics, Lockpicking, Security Systems, Inventor, Science Skill, Mechanics, Weaponsmith Section 5 - Infiltration Bureau: choose from Acting, Bribery, Bureaucratics, Conversation, Disguise, Persuasion, Mimicry, Seduction, Cramming Notes: <1> Agents in Top Secret are multilingual, speaking 1 additional language for every 5 points of HERO INT above 10 (or fraction thereof). <2> Agents in Top Secret have 1 Science, Knowledge, or other Background skill in the 12- to 14- skill range for every 2 points of HERO INT. These support the character's current or past occupation and interests, including KS: Art & Culture, SS: Transportation Engineering, KS: Physical Education, KS: Military World, etc. <3> Agents in Top Secret with Martial Arts were given access to Swordplay, Knife Fighting, Boxing, Judo, or Martial Arts (general). This can be simulated with Fencing, Sevillian Knife Fighting, Boxing (Modern), Jujutsu, or Generic Martial Arts from UMA. <4> Agents typically belong to a bureau, like divisions in a company, which defines their place in the mission. (IE in Mission Impossible, Barney was Technical Bureau, Roland Hand was Infiltration Bureau, etc.)
  19. Eodin

    What now?

    Re: What now? Assuming you're going to build from scratch ("not copy the movies or books"), you can still have fun with the "something out there" bit. And that something could be pirates organized for a yet-to-be-defined reason, or aliens testing humanity (Shadows in B5), an awakening "Q-like" being, and so forth. If the pacing is as good as B5, that's five years worth of stuff. You can also do the pirates as rebels bit (also overdone though). There's also the "cool million" (an old show) or Star Hero:Private Eye kind of campaign, where investigation of seemingly unrelated crimes may point to a grander scheme (e.g. pushing a sector into war or such). Lots of choices, really.
  20. Re: Okay, bear with me on this one...converting Top Secret to Dark Champions Yep, KS and LL are right on. Dark Champions has LOTS of good stuff. I'd say 9 too. Keep in mind converting TS that STAT/5 is fine, but TS skills range from about 50 to 150 (%), so you'll want something like 50% = 11-, 100% = 14-, and 150% = 18-. Our group had a blast years ago running HERO-based espionage in the many of the TS modules.
  21. Re: Evolution of the races? Genetic manipulation makes more sense to me too. When I was coming up with a background for my FH Might&Magic world, I had to come up with why the spaceship was humans, but Erath has Elves and Dwarves and such as well. I decided that the insane Android caretakers did some genetic manipulation of the humans on board before the pods were dropped on Erath. Human is the common stock, but the androids created elves, dwarves, halflings, orcs, goblins, and a few other surprises during the millenia of travel to the new world. Because each bio-pod was isolated from the others, they could get away with it.
  22. Re: Organization: UNION It (Sprechenhaltstelle) was stuck in dungeoncrawl mentality. Here's an excerpt: Computing Experience "At the conclusion of the mission, the surviving characters divide the value of the object targets gotten (with equal shares generally awarded...) and experience is computed. Once enough points are accumulated, a character can rise to the next higher level of experience, and gain the benefits of the new level. Wealth obtained can be used to purchase equipment or supplies, defray everyday expenses, make payoffs, sponsor various enterprises, or can be spent in any manner." Preparation To start the adventure, the players must decide on an order of march for all characters in their group... One player in the group should be designated leader...The player or players mapping the explored area should use graph paper. Sounds like a typical dungeoncrawl to me...
  23. Re: Organization: UNION Sounds like the infamous TS001 Sprechenhaltstelle module, and yes it sounds like he was messing with y'all. Man, that module made some of the Judges Guild D&D junk look good. Thank goodness TS002 was better, and TS003 on through 6 were much better.
  24. Re: Organization: UNION Ah, so you're familiar with the "Top Secret" rule system
  25. Re: Trek Hero PDF available Now that baby girl is asleep... Here's the next update to TNGHero... changed the races in TNG/DS9 chapter to follow the xBiology/xHomeworld/xSociety format, at least up through about 'T'. Added Napeans and a few other Racial stats/packages. Changed the Romulans chapter from what I guess was Rhihansu? to the way of D'era from Decipher. And a few other miscellaneous tweaks.
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