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Tasha

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Posts posted by Tasha

  1. Re: Anita Blake beta writeup

     

    Yeah I think I got the Raise dead mostly right in my write up. I did forget the OIF Bulky expendable Sacrificial Animal.

     

    I would keep the Vampire marks in the write ups. She always seems to have them when it counts and also at the end of the First book she already has the second mark. I know that she loses them after that other master marks her himself to claim her as his Human servant.

     

    I gave Anita Combat Luck mostly because she was a Protagonist and gets knocked around quite a bit without much more then bruises and scrapes to show for it.

     

    As for Edward, I would always call him a contact. Yes he would gladly kill her if she threatened him in any way or if she had something he needed, but he always seems to be there when she needs him. Even in the first book she sees him as a friend who understands the Violent side of her profession. She knows what he is capable of, but she trusts him. I mean when she was feeling badly after a session with Nicolaos. Edward stayed up and watched her sleep to keep her safe. If she didn't have trust in him, I guarantee that she would not have been able to sleep with him in the same room.

     

    Tasha :)

  2. Re: Anita Blake beta writeup

     

    Ok here is Anita Blake after the first book. She is expensive due to her contacts and Powers. I tried to keep her in the realms of Trained Normal.

    ----

    Anita Blake

     

    Player:

     

    Val Char Cost

    10 STR 0

    18 DEX 24

    18 CON 16

    15 BODY 10

    13 INT 3

    18 EGO 16

    15 PRE 5

    16 COM 3

     

    6 PD 4

    6 ED 2

    3 SPD 2

    6 REC 0

    36 END 0

    29 STUN 0

     

    7" RUN 2

    2" SWIM 0

    2" LEAP 0

    Characteristics Cost: 87

     

    Cost Power

    6 Regeneration: Healing Body 1d6 (standard effect: 3 points), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (5 Minutes, -2), Self Only (-1/2) [Notes: No Healing Max (see FREd p. 120).]

    25 Mental Link to Jean Claude: Mind Link , One Specific Mind-Jean Claude, Any distance, No LOS Needed, Psychic Bond

    20 Immunity to Most Vampiric Mind games: Mental Defense (24 points total)

    42 Raise Corpse as a Zombie: Summon 250-point Zombie, Weak-Willed -4 on EGO Rolls (+1/2), Specific Being (+1) (125 Active Points); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Incantations (-1/4) [Notes: Raises one dead person as a zombie from their grave. Animator must be in same Graveyard as corpse being raised. Zombie will have intelligence person had in live and can answer questions put to it.]

    33 Detect Death magics and Undead A Large Class Of Things 18- (Unusual Group), Discriminatory, Range, Sense, Tracking

    Powers Cost: 126

     

    Cost Martial Arts Maneuver

    5 Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

    4 Escape: 1/2 Phase, +0 OCV, +0 DCV, 25 STR vs. Grabs

    3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 3d6 Strike, Target Falls

    5 Breaking Throw: 1/2 Phase, -2 OCV, -2 DCV, Grab One Limb; HKA 0 1/2d6 , Disable; Target Falls

    Martial Arts Cost: 17

     

    Cost Skill

    3 +1 with any three maneuvers or a tight group of attacks

    8 +1 with All Combat

    3 Concealment 12-

    3 Streetwise 12-

    3 Scholar

    3 1) KS: Animators (4 Active Points) 13-

    1 2) KS: Raising the Dead (2 Active Points) 11-

    2 3) KS: Supernatural Creatures (3 Active Points) 12-

    3 4) KS: Vampires (4 Active Points) 13-

    6 Penalty Skill Levels: +3 vs. Hit Location modifiers with Pistols

    3 AK: St Louis Area 12-

    3 Conversation 12-

    3 Criminology 12-

    3 Forensic Medicine 12-

    3 Paramedics 12-

    3 Persuasion 12-

    4 WF: Small Arms, Blades, Thrown Knives, Axes, and Darts

    Skills Cost: 57

     

    Cost Perk

    3 Fringe Benefit: Concealed Weapon Permit (where appropriate), Licenced Vampire Executioner

    8 Contact: Edward (AKA Death) (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 12-

    11 Contact: Ronnie (her best friend and Private Investigator) (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) 14-

    18 Contact: Dolph and the RPIT Squad (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 8-

    Perks Cost: 40

     

    Cost Talent

    6 Combat Luck (3 PD/3 ED)

    Talents Cost: 6

     

    Total Character Cost: 333

     

    Pts. Disadvantage

    10 Dependent NPC: Catherine (Best Friend) 8- (Normal)

    5 Distinctive Features: Scars on arms and Body (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

    20 Watched: Jean Claude- Vampire Master of the City of St Louis 14- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching)

    10 Reputation: The Executioner, 11- (Extreme; Known Only To A Small Group- Vampires and folk tied to Vampire culture))

    5 Reputation: Animator, 8-

    20 Psychological Limitation: Will do anything to help a friend (Common, Total)

    10 Social Limitation: On call with RIPT squad (Frequently, Minor)

     

     

    Disadvantage Points: 80

    Base Points: 200

    Experience Required: 53

    Total Experience Available: 0

    Experience Unspent: 0

     

     

    -----

    I keep feeling I missed stuff, but after re-reading Guilty Pleasures after my previous post. This seems to sum her up nicely IMHO.

     

    Tasha :)

     

    PS I am a total Laurel K Hamilton fan. I have read all of her books multiple times. Thanks for the excuse to reread them again :D

     

    PPS I can't get the bloody Hero Boards template to actually work as a paste operation here :(

  3. Re: Anita Blake beta writeup

     

    Only minor quibble is that I would have written up the Raise Undead as a Summon (Zombies). Make sure that she can summon like 200+ Zombies with a Human sacrifice she can raise a whole graveyard and command them too.

    other things missed:

     

    Followers, The Were Leopard Pard

    Follower: I forget the Vampire that now gets it's strength from her.

    Contact Edward 15-

     

    Also a Distinctive Features Small, pretty and easy to underestimate.

     

    Also IIRC there's a suite of powers that she gets after she become Jean Claude's human servant.

     

    Mind Link to Jean Claude, and to Richard

    Regeneration

    Transform Non-master vampire to Anita's servant

    I believe that she has a Healing that works for Undead only.

     

    Also she must "feed" using her Succubus/Incubus ability or make Richard and Jean Claude weak.

    ---

     

    BTW Being a Necromancer is a Death Sentence in the Vampire world. The Vampire Council does NOT like mortals who can turn them into servants. This is something that is only really known to Jean Claude and Richard. Some of her enemies have learned of it but they are dead.. or not talking.

     

    Tasha :)

     

    I would recommend Writing up a Book 1 Anita Blake, Then a couple of more versions as her power gets ramped up through the series. By the newest book she is someone you don't want to mess with at all.

  4. Re: How to Overthrow the Alien Overlords: Reboot

     

    As bigdamnhero said, an interesting variant. However, I would have trouble playing in such a game/setting, as it would stretch my suspension-of-disbelief to the breaking point.

     

    Any space-faring race will find planets, esp. big ones, a liability not a resource. Everything a large planet can supply, can be found and recovered more easily from small planets, asteroids, and the "fossil planetesimals" of the outer regions (i.e., the Kuiper's Belt and the Oort Cloud). No need to waste propellent and fuel going in and out of a major gravity well.

     

    Still, the rest of the idea is interesting. ;)

     

    If your aliens are barely technological enough to make their Sleeper ship, and the reason they want a colony is Living space, not resources. They could have just enough stuff to start that colony. Perhaps they can even burn enough resources to drop some rocks on our major cites to soften us up. I mean not all Superhero worlds have Superman level heroes that can deflect asteroids. A Dark Champions level post Apocalypse, Alien invasion game could be lots of fun.

     

    Honestly if I was in a game where the lowish tech alien race stayed in the Oort cloud and Kuipers belt to live I would really have issues with it.

     

    Your point make more sense with super tech aliens. I mean if you just need resources and not living space there's lots of real estate that can be plumbed for resources and such. Heck there's some moons where you could even reasonable set up bases if you DID need living space all without dealing with the primitive, violent, powerful species on that Blue ball.

     

    Tasha

  5. Re: full phase casting

     

    Not exactly answered I think.

     

    If you have an ability that is listed as Full Phase, it takes the entirety of your action on the segment that you act on.

     

    So for a speed 2 character. You act on Segment 6 and 12. You cast your spell at your Dex on Segment 6. The power is applied during the your action during Segment 6.

     

    Now the one confusing thing is that if you had Concentration 1/2 DCV that penalty would apply till your next action on Segment 12.

     

    You COULD also perform any number of 0 Phase actions before you cast your Full phase spell. So if you had a bunch of defensive spells that took 0 phase to change, or if you needed to change your multipower you could do it before you cast your healing spell (BTW the Healing spell acts like an attack action and therefore ends your phase so you couldn't do any actions after you cast it).

     

    Hope this helps answer all of your questions :D

    Tasha :)

  6. Re: Why is Piercing a power?

     

    Don't think of Piercing as a limited version of AP or Penetrating. It is actually built like a limited EB or RKA (only to soak defenses, Hardened Defenses ignores). That is why it is a power.

     

    I would imagine that if Steve thought it would work better as an adder or Advantage he would have done so. As he showed with Regeneration, Instant Change and Total Life support; he is not afraid to change something if it make sense to do so. No matter what was done "traditionally" with previous versions.

     

    I like Piercing. Piercing makes it easier to make weapons that can go through lots of armor, but only do relatively light damage. A very useful power for building guns. Though lots of piercing can make for VERY bloody attacks.

     

    tasha :)

  7. Re: UNOFFICIAL: Spacer's Toolkit 2

     

    All anyone needs to do to sell supplements is to put a skimpily clad female on the cover :)

     

    But that being said - I understood that the previous edition of Cyber Hero didn't sell very well either, so I'm not sure if bringing it out would be a good idea or not.

     

    I could see books on tech items or writeups of characters or planets being sellable - but they may be better in an electronic form. Either PDF or a database.

     

    The previous version of CyberHero was a watered down half-baked job of converting ICE's Cyberpunk game. It was totally horrible. I was running a Cyberpunk Hero game at the time and they book had Nothing to help my campaign. It was the ONE book that I purchased from Hero Games that I actually felt was a waste of money. A good CyberHero Genre book written as well as FH or Star Hero will get my money.

     

    BTW I recently purchased all 4 Star Hero books, and they are a great value.

     

    Tasha :)

     

    Yeah, I would purchase a Spacer's Toolkit II! Esp if it had more personal and Starship weapons. IMHO there are too many Energy weapons and Nukes and not enough Ballistic stuff (ie like Railguns, Non-nuke/Non-Antimatter Missles, things like that)

  8. Re: Help in evaluating a character

     

    Well, for the morbidly curious, here's a martial artist character build he gave at around the same time. Take note that I haven't replied about his build yet when he sent me this so some glaring mistakes are still on this one

     

    As with last time, the everyman skills have the base roll without paying points and he has a strange fetish for gestures and restrainable in the same power (which as was stated by the fine folks here, is illegal).

     

    Looking at his Wind Dragon Stance powers, I'm guessing it's gestures with two hands only to activate (-1/4 plus an additional -1/4 for two hands). Same limitation though, I'm guessing if his character spends his first phase 12 to try and activate the Wind Dragon Stance, people could smack him first and interrupt his activation, wasting his phase 12 and his action.

     

    Actually the Martial Artist build is slightly more reasonable. This one would be much easier to work into a viable character. BTW I can't find in 5ER where it says that you can't have Gestures and Restrainable on the same power. There is a restriction on Restrainable with Accessable Foci. Though I would require that the player have extra time for those powers with Gestures. What it really means is that he gestures to cast the enhancement spells and that if he is ever restrained that he will lose those powers. At least till he can recast the spells.

     

    My biggest problem with both characters is how many dice they can pump out. I would actually allow the MA with some minor adjustments and then make sure that his limitations were enforced. I think that the second time that he was hit with a Net gun and had all of his powers turn off he would want to redesign it even further. I would try to warn him how combat would play out.

     

    People who take limitations have to know that they will be enforced at times and the larger the limitation the more often that they will come up.

     

    Honestly I usually run at 12-14DC (up to 75pts), Def 20-30, Dex 21-28, Speed 4-7. with 350pts and a request to have 40-50 pts in Non-combat skills. The averages being DC12, Dex 23, Def 23, Speed 5. With Bricks trading Dex and Speed for DC and MA's the opposite. I am lucky enough to play with a mature group that has had it's fill of powergaming and make reasonable characters.

     

    Tasha

  9. Re: how to make this power

     

    I agree with the people that this is best done with a transformation attack. Since the ritual takes awhile I would suggest making the Transform Cumulative so you don't have to purchase so many dice of effect.

     

    for the aging (esp if the character keeps jumping from body to body) just purchase a Disadvantage for the character Physical Limitation Rapid aging, Ages 10 years per month.

     

    Tasha

  10. Re: hit location

     

    I tend to use Hit Locations for all Killing attacks in a Non-Superheroes game.

     

    I hate the Location chart for normal attacks as you end up with half the locations being half stun :(

     

    Tasha :D

  11. Re: Leto II and Neo

     

    Here's a first attempt @ Neo ... I'm using a focus roll because I liked that in the GC Game and would probably require such in one of my campaigns ;) This is only Neo in the Matrix ... maybe later I'll make him in the real world :)

     

    Neo

     

    Player: Keanu Reeves

     

    Val** Char*** Cost
    30** STR 20
    24** DEX 42
    20** CON 20
    18** BODY 16
    14** INT 4
    21** EGO 22
    15** PRE 5
    16** COM 3
    *
    8** PD 2
    5** ED 1
    6** SPD 26
    10** REC 0
    60** END 10
    43** STUN 0
    *6"**RUN02"**SWIM06"**LEAP0Characteristics Cost: 171

     

    Cost** Power END
    53** Focus Tricks: Multipower, 80-point reserve, (80 Active Points); all slots Requires A Focus Roll (-1/2)*
    9m** 1) "Bullet Time": +10 with All Combat (80 Active Points); Requires A Focus Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4)* 8
    7m** 2) "Focused Punch": EB 8d6, Autofire (3 shots; +1/4) (50 Active Points); Requires A Focus Roll (-1/2)* 5
    9m** 3) "Focused Push": EB 8d6, Double Knockback (+3/4) (70 Active Points); Requires A Focus Roll (-1/2)* 7
    7m** 4) "He is The One": Major Transform 5d6 (Agent into Datastream, Normal Means) (75 Active Points); Side Effects: "Frees" Agent (-1/2), Requires A Focus Roll (-1/2)* 7
    3m** 5) "I've Never Seen Anyone So Fast!": Missile Deflection (Any Ranged Attack) (20 Active Points); Requires A Focus Roll (-1/2)* 0
    2m** 6) "I Wanna Take You On A Rollercoaster ...": Clinging (38 STR) (13 Active Points); Requires A Focus Roll (-1/2)* 0
    10m** 7) "No ...": FW (15 PD/15 ED) (75 Active Points); Requires A Focus Roll (-1/2)* 7
    10m** 8) "Off!": EB 10d6, Explosion (-1 DC/2"; +3/4), Nonselective Target (-1/4) (75 Active Points); Requires A Focus Roll (-1/2)* 7
    6m** 9) "Running the Gamut": EB 10d6, Area Of Effect Nonselective (2" radius; +1/2) (75 Active Points); OAF (Focus:Object of Oppertunity; -1), Requires A Focus Roll (-1/2)* 7
    54** "Guns ... Lots of Guns": Variable Power Pool (Weapon Pool), 45 base + 9 control cost, (67 Active Points); Can Only Be Changed By An Operator (-1/2), Weapons Only (-1/2); all slots IAF (-1/2)*
    42** "I Know Kung-Fu": Variable Power Pool (Martial Art Pool), 35 base + 7 control cost, (52 Active Points); Martial Art Maneuvers Only (-1), Can Only Be Changed By An Operator (-1/2)*
    40** "Matrix Vision": Detect The Matrix 15- (Unusual Group), Discriminatory, Range, Sense, Targeting, Tracking* 0
    50** "The Superman Thing": Multipower, 75-point reserve, (75 Active Points); all slots Requires A Focus Roll (-1/2)*
    5u** 1) Normal Flight: Flight 25", x64 Noncombat (75 Active Points); Requires A Focus Roll (-1/2)* 7
    4u** 2) Globular Flight: Flight 12", MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (66 Active Points); Requires A Focus Roll (-1/2)* 7
    Powers Cost: 311

     

     

    Cost** Skill
    5** Acrobatics 15-*
    5** Breakfall 15-*
    3** Combat Driving 14-*
    12** Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 14-*
    3** Concealment 12-*
    3** Conversation 12-*
    3** Cryptography 12-*
    10** Defense Maneuver I-IV *
    3** Electronics 12-*
    3** Fast Draw 14-*
    13** Focus 18-*
    2** Forgery (Passwords) 12-*
    5** KS: The Matrix 14-*
    3** Navigation (Air, Land) 12-*
    3** Paramedics 12-*
    3** Stealth 14-*
    3** Streetwise 12-*
    2** TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles*
    6** WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms*
    Skills Cost: 90

     

    Cost** Perk
    5**"The One" Reputation (A medium-sized group) 11-, +5/+5d6*
    Perks Cost: 5

     

     

     

    Total Character Cost: 577

     

    Val** Disadvantages
    15** Distinctive Features: Unique Signature (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses)*
    15** Hunted: Agents 11- (Less Pow, NCI, Harshly Punish)*
    20** Hunted: Agent Smith 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)*
    20** Psychological Limitation: In Love w/ Trinity (Common, Total)*
    15** Psychological Limitation: Protective of Friends (Common, Strong)*
    15** Psychological Limitation: Seeking Destiny (Common, Strong)*
    15** Reputation: "The Anamoly", 11- (Extreme)*
    0** Rivalry: Romantic (Ghost; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry)*
    262** Matrix Bonus*

    Disadvantage Points: 377

     

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

    My only quibbles with this writeup are:

    I would have given him DCV only vs Ranged for "I've never seen anyone move so fast"

     

    The "Superman thing" was just flight with lots of NCM (or Megascale).

     

    "I know KungFu" I would just have purchased the styles outright. It seemed that he remembered the Styles he was loaded with. Also there was some practice involved.

     

    Just my opinions though.

     

    Tasha :)

  12. Re: Leto II and Neo

     

    Wow' date=' thanks for the stats, guys! I really appreciate them. Considering that my megatonnage of HERO books will be here tomorrow, I'll finally be able to actually [i']comment[/i] on the stats you've written up! :celebrate

     

    --one comment: If Presence is "charisma," then Paul ought to have a bunch more NB

     

    Using d20 lingo. Charisma is part Presence and part Comeliness. Comeliness is passive, ex. "She is really beautiful". Presence is active. ex Steve Job's "Reality Distortion Field" or Bill Clinton's speaking style. When you meet someone, first you see how attractive they are, Then you see their personality.

     

    Hope this helps.

     

    Tasha :)

  13. Re: We're Gonna Need Guns

     

    I for one would LIKE to see a fairly complete modern guns chart. The one in the original DChamps, is just a good resource. I don't really want to have to even have to spend time to make sure that a particular gun a player wants is "right". I really just want to look at the chart see the stats and then go. Also special rounds would be nice to have stats on. I second a call for Piercing points to make a re-appearance.

     

    All of the other stuff that was in the original DC books are very useful as well, esp if they are updated. We tend to use a lot of "real world" stuff in our regular champions games.

     

    Of course making sure that Hero Designer gets prefabs for all of the equipment would be nice as well.

     

    Thanks,

    Tasha :D

  14. Re: Stargate weapons

     

    You are closer than you think. The weapon actually is one of the weapons mounted on the Death Gliders. They are apparently detachabe.

     

    The picture comes from an early (1st or 2nd season) episode where Teal'c takes it from a crashed wreck and clips on a shoulder strap. It detached so easily & had strap mounts already in place. I always assumed it was meant to be used this way.

     

    Thanks, I am still going through 1st season again. I vaguely remember that episode.

     

    Thanks for telling where it came from.

     

    Tasha :D

  15. Re: Stargate weapons

     

    Tasha wrote:

    >>>

    Yep, the 7 body is only to defeat the first 7pips of armor. the rest damages the target. AP just doesn't work with a weapon like this. It is known to have a high degree of armor penetration, with little stopping power. This was the only way that I could see to make a weapon that could penetrate a Kevlar vest without doing so much damage that against unarmored targets the gun doesn't make sense.

    <<<

     

    So...if you have 3 pts of hardend defense from Combat Luck, does that mean that the Piercing is completely negated or that the first 3 points of piercing are negated? I'm inclined to go with the second option. What do you all think, is that balanced?

     

    Tim

     

    I would say only the first 3 points. I had to think about that one though. It is still way early for me. :P

     

    Oh BTW, I picked up the Living Gods Sourcebook for SG-1 yesterday. It solved a mystery for me. In the Stargate Movie, the Jaffa (Ra's warriors) had a golden crescent sidearm on their belt which they never seemed to use. I had always wondered what they did. The sourcebook covered them. They care called "Shak'nel". Now I don't know if they authors just made something up or if they found out by asking the creators of the movie. The Shak'nel is a handheld staff weapon. So it would have the following stats:

     

    Shak'nel:

    (Total: 57 Active Cost, 17 Real Cost)

    RKA 2d6,

    +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2) (52 Active Points);

    OAF (-1), STR Minimum (STR Min. Cannot Add/Subtract Damage; -3/4), Beam (-1/4), Real Weapon (-1/4), 10 Charges (-1/4) (Real Cost: 15) plus

    +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) [10 Charges]

    This Golden Crescent shaped device is the sidearm of choice for Ra's "Jaffa" It is actually a rarely seen weapon. Ra made sure that his primes and his court Jaffa carry this weapon.

     

    Heavy Staff Weapon:

    (Total: 130 Active Cost, 30 Real Cost)

    RKA 4d6+1,

    Armor Piercing (+1/2),

    20 Recoverable Charges (Recovers Under Limited Circumstances (1 Charge/10 minutes or Complicated Powercell Change); +1/2) (130 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; Staff Blast Str Min 16; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 30) [20 rec charges]

    This is something that I have a picture of. Teal'c is carrying this monstrosity on a sling and firing it from his hip. It resembles the heavy staff that the fighters mount. I imagined that it would do more damage, or else why carry the thing.

     

    Tasha :)

  16. Re: Stargate weapons

     

    As for the "Zat" gun...it appears based on use in the show that the range is fairly short...at least shorter than the staff weapons...would this be a "reduced by range" disadvantage or just "special effect"?

    Tim

     

    Actually in my writeup of the Zat, I did make it "reduced by range"(Although looking at it I forgot to do the same thing to the Body Drain). The range does seem to be pretty short. Otherwise we would see it used against more targets.

     

    Herolover's writeup just seemed too complicated. The multipower that must use slot one, followed by slot 2, followed by slot 3, just didn't feel right. Multipower is for things like Startrek phasers which have multiple settings (ie phaser Setting 1, nnd EB, Setting 2 EB, Setting 3 RKA, Setting 4 RKA explosion).

     

    It just seemed easier to allow the damage to accumulate over the 3 or so hits. When the damage was over twice the target's body then the body disintegrates. So a combo of Body drain, NND EB, and Mental paralysis for that "I can't move feeling" when you recover from a blast. Simple! Then you don't have to remember what shot you are on with a minion (esp when there are lots of minions). Just total body, much easier on our GM. BTW I understand that it is possible to gain a resistance to the Zat. Which also works for my writeup. Just buy some powerdefence and you have some resistance.

     

    Tasha :)

     

    PS I feel like such a Stargate/Hero Geek.

  17. Re: Stargate weapons

     

    I think Tasha is trying to get 2 different values to match up as best as possible to the 'reality' of the show. Armor Piercing and Penetrating tend to be on the low end of the damage spectrum for low level attacks. What she was describing still falls under the same special effect of armor piercing but allows better minimum damage while keeping max damage without defenses the same.

     

    example assuming 9mm ammo vs. 8 rPD kevlar:

     

    • 1d6+1 RKA Armor Pericing/average damage=4.5body-4def=.5body with a maximum of 3body (but will not penetrate 14rPD at all)
    • 1d6+1 RKA Penetrating/average damage=4.5body with an average AND maximum penetrating effect=1body (which works against ANY amount of resistant defense that is not hardened)
    • *1d6+1 RDA with standard effect 7body 7stun piercing/average damage=4.5body-1def=3.5body with a maximum effect=6body (will not penetrate 14rPD just like standard armor piercing)

    Indirect would not work, piercing however is just another variation on Armor Piercing. Natural resistant vs. artificial armor does not apply. The only part I can't remember is how to apply hardened against the piercing's standard effect. I'd hazard a guess that it's minus 1 level of standard effect (3 points) for every level of hardened but I am not sure since it is bought as an adder instead of an advantage like the other two.

     

    Thanks HyperMan (BTW I love Freakazoid!)

     

    I seem to remember that Hardened defenses defeated Piercing. You could then make your Piercing points armor piercing to defeat the first level of hardening.

     

    The P90 uses a 5.7x28mm cartridge which makes it smaller than the 9mm. I assumed that it would only do 1d6 RKA, but why quibble over 1 body. ;)

     

    Indirect only works with force walls, physical walls and shots that have to go around corners. It doesn't work in this application. I guess I could have defined it as NND does body (Def is 8 or more rPD armor) but that still doesn't work properly.

     

    So thanks again HyperMan for correctly deducing why I made the design decisions for the P-90. I had run those same numbers in my head and had come to the conclusion that AP just wasn't right.

     

    Tasha :D

  18. Re: Stargate weapons

     

    This whole 'piercing' issue still has me confused. The way I read your P90 write-up is it boils down to 7+1d6 killing damage. Is this correct?

     

    Aroooo

     

    Yep, the 7 body is only to defeat the first 7pips of armor. the rest damages the target. AP just doesn't work with a weapon like this. It is known to have a high degree of armor penetration, with little stopping power. This was the only way that I could see to make a weapon that could penetrate a Kevlar vest without doing so much damage that against unarmored targets the gun doesn't make sense.

     

    It is an idea which originated in Champions III from 2nd edition Champions. You spend points to defeat a set amount of armor.

     

    Tasha :)

  19. Re: Stargate weapons

     

    I would like to point out that that standard writeup of combat luck includes the Hardened advantage.

     

    This makes alot of the AP or Pen writups I have seen over the last few pages a lot more consistent with what we see on the show. SG-1 and most of the other "name" NPCs have a level or two on top of their armor and thus are able to survive the huge DC attacks that are shredding all those Jaffa and Red Shirt SG teams.

     

    Thanks, I hadn't yet looked up the Combat luck and see whether or not it was hardened.

     

    You did bring up something important that I forgot on the P90 write up. The piercing points are completely negated by "hardened" defences.

     

    Thanks,

    Tasha :)

  20. Re: Stargate weapons

     

    Here are my Golden Master Versions of the Staff Weapon, Zat Gun, and FN P-90

     

    EQUIPMENT LIST

     

    Staff Weapon:

    (Total: 137 Active Cost, 35 Real Cost)

    RKA 3d6+1, Armor Piercing (+1/2), 20 Recoverable Charges (Recovers Under Limited Circumstances (1 Charge/10 minutes or Complicated Powercell Change); +1/2) (100 Active Points); OAF (-1), STR Minimum (STR Min. Cannot Add/Subtract Damage; Staff Blast Str Min 10; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 25)

    HA 5d6, Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1), STR Minimum (Str Min 15 for Staff Strike; -1/2), Limited Power Hand to Hand Attack (-1/2), Real Weapon (-1/4), Range Based On STR (-1/4), Limited Power Power loses about a fourth of its effectiveness (Weapon Maxes out at 10d6 Damage from any additions; -1/4) (Real Cost: 10) (20 recoverable charges)

     

    Zat'nik'tel (AKA Zat Gun or Zat):

    (Total: 294 Active Cost, 123 Real Cost)

    EB 7d6, 50 Charges (+1/2), NND (ForceFields and Force Walls; +1) (87 Active Points); OAF (-1), STR Minimum (STR Min. Cannot Add/Subtract Damage; Str Min 5; -3/4), Limited Power Body Recovers 1 body/1 minute (-1/2), Cannot Use Targeting (-1/2), Limited Power Power loses about a third of its effectiveness (Not vs Goa'uld Force Screens; -1/2), Real Weapon (-1/4), Beam (-1/4), Reduced By Range (-1/4) (Real Cost: 17)

    Drain BODY 5 1/2d6, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), 50 Charges (+1/2) (110 Active Points); Linked (EB; -1/4) (Real Cost: 88) plus

    Entangle 4d6, 0 DEF, Cannot Be Escaped With Teleportation (+1/4), Works Against EGO, Not STR (+1/4), Takes No Damage From Attacks All Attacks (+1/2), 50 Charges (+1/2), BOECV (Standard Defenses apply; Use OCV to target; +1), Range Modifiers Apply (-1/4) (97 Active Points); No Defense (-1 1/2), OAF (-1), Limited Power Power loses about a third of its effectiveness (Not vs Goa'uld Force Screens; -1/2), Limited Power Power loses about a third of its effectiveness (Only after target is Knocked unconscious; -1/2), Cannot Form Barriers (-1/4), Beam (-1/4), Linked (EB; -1/4), STR Minimum (Str min 5; -1/4) (Real Cost: 18)Notes: When body x2 is exceeded and after the 3rd shot hits, the body disintegrates (50 Charges)

     

    FN-P90 submachine gun:

    Value: Weight:

    (Total: 89 Active Cost, 24 Real Cost)

    Killing Attack - Ranged 1d6, 50 Charges (+1/4), Autofire (5 shots; +1/2) (26 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 7)

    Piercing points (RKA) 2 1/2d6 (standard effect: 7 BODY, 7 STUN), 50 Charges (+1/4) (50 Active Points); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Linked (Killing Attack - Ranged; -1/4), Lesser Power can only be used when character uses greater Power at full value (-1/4), Beam (-1/4), Real Weapon (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only to reduce armor; -1/4) (Real Cost: 12) plus

    +2 OCV (10 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 4) plus

    +1 vs Range (3 Active Points); OAF (-1) (Real Cost: 1) (50 Charges)

    ----

    I would like to thank Dan Simon for his wonderful program that made this anal retentive list possible. Also all of those who have expressed their opinions here. There were some good ideas which were incorporated into the design of these items. Although, I have no idea whether of not my GM will even use these.

     

    Tasha :)

  21. Re: Stargate weapons

     

    I might go a different direction with staff weapons...

     

    its properties seem to be its going to ignore most if not all armor and it cau7ses really painful wounds that are sometimes lethal but often not. It tends to take people down and out very well.

     

    So for its basic blast one guy mode...

     

    2d6 RKA +2 (NND does body (stopped by force fields/walls and selected really special armor types such as the anubis guys)) +1 (+4x stun multiplier.) for about 120 active and -1 1/2 for OAF bulky for a net cost of around 48 pts.

     

    i would tend to see the quick shots as just rapid fire.

     

    i would also want to add an explosion type attack for the ground bursts, but those would be more or less shock, EB exp with extra knockdown.

     

    so a three slot multipower with the NND, the ground burst and the HA seems close enough for HERO.

     

    It seems to me that having decent body armor has been the thing that has saved the life of most of the SG team at one time or the other (that and the Talent Combat Luck). I don't really like building it with an NND that does body. Even my Zat now does a Body Drain instead of an NND does Body EB.

     

    I also don't see the Staff weapon being Bulky. Unless you see a quarterstaff being bulky or a .50 Sniper rifle being bulky. The Jaffa use the Staff weapon as a quarterstaff and without much effort. If you see it being bulky then the best bet is making the Str min High (18 str or more). In my writeup I had the Blast as Str Min 10 (It does seem pretty easy to fire) even wimpy Daniel Jackson could fire one in the movie. Using it as a Quarterstaff has a Str Min of 15 due to it being kind of big and with 2 big weights on each end.

     

    Tasha :)

  22. Re: Stargate weapons

     

    Tasha,

     

    I think you can kill someone with a BODY drain. Take a target down to -2x their BODY, and they die, just like regular damage. but since it takes a lot of drain to do that, I went in the EB direction.

     

    I like your idea of the mental entangle. I'll have to see if I can work something like that into my design. For your limitations though, you have Beam, and I'm not sure I would use that, since we've seen SG-1 affect a living target by shooting the metal wall/object they were hiding behind. Also, you have Charges and Reduced END. You don't need both. Personally, I'd go with 0 END rather than charges.

     

    Aroooo

     

    Actually you are right. I looked it up. It does make the Zat way more expensive. You would have to also purchase a stun drain as well which makes the gun hugely expensive. It does allow for the destruction of the body after it reaches double body drained. I think that I like my version though. I think I will limit the Mental paralysis to second shot on same target only. That would allow for someone to run away if the initial shot didn't knock them out.

     

    You are right about not needing "Reduced Endurance". That is what happens when you build things at work and don't pay attention to what you are doing. :)

     

    Also these Multipower versions of the Zat are too complicated.

     

    The funniest thing about all of this is that I am making the weapons that my character will be facing in the game. I am not GMing this one.

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