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NecroBob

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Everything posted by NecroBob

  1. Re: A couple of new powers for the Bowman, Please critique before I e-mail them to my GM An arrow plane....the pun is just too much.
  2. Re: FoxbatsMasterPlan.Com ......... I think there's something subliminal in your words oh Foxbat for I cannot but help but come and watch for the next installment of your Master Plan to end all Master Plans.
  3. Re: Superhumans pulling an Authority Let's see, point total has be qouted as being between 1600-2000 points.... gee why not make it difficult for the players. I especially enjoyed your statement on the groups wealth as to make it easy let's just say a) personal resources or they are close friends with the guy that can create gold and diamonds in masse. For a guy wanting realism you seem to really enjoy taking shortcuts in the setup of this munchkin fest..*cough*..I mean realistic game. It was a nice plot idea, but really your own scope of reality seems very narrow at times with your own views of reality. The actions your heros do will more often than not provoke many more negative aspects if pulled off as calously as you state them. Example 1: SAVE THE WHALES To save the whales, the heros begin to sink the ships. The corporates shrug their shoulders and begin concentrating their resources elsewhere if its cheaper just to let these supers have their way. Meanwhile the average joe, who while not really a bad guy but depended on the industry is left with his last check and is now jobless. Example 2: TYRANT The heros dispose of the dictator of a small country after broadcasting his beating and confession worldwide. The citizens already knew about the tyrants cause but could do nothing about it so you do earn some points with them. Of course if you stick around they will get the feeling you're just moving into his spot. Leave with the threat to the next guy who wants to fill the seat of power that you'll be watching...okay this can go bad two ways: 1. "I'll just have to be sneakier than the last guy." 2. The poor guy is so scared of your threat always looming over his shoulder he's unable to fulfill his duties. Like running a country wasn't stressful enough. Example 3: NO MORE POOR There is no immediate solution and likely most things you do will end up screwing things up worse. You don't sound deluded enough to shower the poor with gold coins to give them a means to survive as really that's just silly and would cause more economics problems by depretiating the value of golds, etc. Spotaneously creating food is just as bad, because well then they rely on you. Okay really the more I go over it the more sad the whole things becomes. The above scenarios are taken from a cynical devil's advocate stance [my favored version] what goes wrong can and will. Some good may come of the actions after a time, but the change is a slow and painful one.
  4. Re: I Need an Arkham Asylum Clone The key is to make it sound like an attempt at good PR. I favor "The Elysian Fields" because after all Asylums always try and rehabilitate those poor people into productive members of society.
  5. This is going to be funny as heck, but some one has stated him up on a d20 board. Man-at-Arm's Equipment: Duncan has invented dozens of advanced weaponry and equipment, both for his use and for the other Masters. Though he has almost no magical talent and all of his inventions are technological in nature, his equipment has been described using the rules for magic items, for simplicity's sake. To begin with, there is his personal melee weapon, his mace. In a combat situation, this weapon functions as a Throwing, Returning, Mighty Cleaving Heavy Mace + 3. He can also collapse the mace-head, transforming the weapon into an inconspicuous baton. The mace contains a powerful computerized telescope that can be brought to bear in place of the mace-head – this device allows him to see to a distance of twenty-five miles, with darkvision. The mace also contains a small, yet powerful, portable computer; this allows him to contact any of the other Masters from anywhere on Eternia (but not from across planar boundaries) through their own communication devices. He can also use it to control via remote control any of his machines that are capable of movement (like vehicles, or his "doppelganger robots," described below. Another weapon he is never without is his portable hand blaster, an exotic weapon of his own design. When not in use, the blaster is collapsed and folded on his wrist, and is no more encumbering than a thick bracelet. However, with a simple double-tap (a free action) the user can cause it to unfold, at which point it covers the user's hand (the user cannot use the hand for anything else while it is unfolded, so Duncan, being right-handed, designed it to fit his left hand). The blaster fires a bolt of plasma (requiring a ranged-touch attack), which has a range of 200 ft, and does 1d20 points of heat damage. The top part of the blaster can also be loaded with up to four small dumb-missiles; these projectiles can be shot to a range of four-hundred feet (again requiring a ranged-touch attack), and upon hitting a target, explode in a 20-ft radius burst that does 5d6 points of heat damage and 5d6 points of force damage; a missile that misses its target explodes when it reaches its maximum range. He could conceivably load it with different types of missiles (like one that does cold damage). Duncan has thus far built only one of these weapons, for his own use; anyone else who wanted to use one would need to convince him to build another, and in addition to taking the appropriate Exotic Weapon Proficiency Feat, would have to be trained in its use by him personally. Finally, there if his custom-built armor. This armor is very heavy when not worn. However, special circuitry inside the armor makes it as light as normal clothing when worn. Thus, it provides the protection of weightless, +3 half-plate. The armor has two “extras†included – a collapsible +2 large steel shield on the right arm, and a grappling hook on the left. This grappling hook consists of a sharp spike connected to 1,000 feet of coiled cord; it can be shot as a partial action, embed itself in any surface as hard as hard stone or softer, and can carry aloft the armor’s wearer and virtually anything he can carry. Other inventions include vehicles, such as the Sky-Sleds (small, one-man flying machines), the Battle Hawks (larger, two-man flying machines), the Wind Raiders (the heavy duty combat aircraft that can seat four) and the Bashing Beetle (a large, five-man tank, armed with a huge mandible, and a powerful bludgeon); also there are the doppelganger robots (these constructs have stats similar to flesh golems, but are made of metal, have no magical immunities, cannot go berserk, and can be programmed to cast an illusion to appear as any humanoid creature; the Masters use them for sparring practice). Man-at-Arms once owned an underwater version of his armor which let the wearer operate as if under the influence of a freedom of movement spell and contained its own air supply; however, this suit was destroyed on a mission, and he has yet to rebuild it. Man-at-Arms: Update Man-at-Arms's armor has the following two additional special abilities: Energy Gauntlet: As a standard action, Duncan can surround his left fist with a spherical device designed to channel destructive positive energy. While this feature is in place, he cannont grasp objects with that hand, but he can deliver a punch attack, doing normal unarmed damage plus 1d10 points of enegy damage. Undead creatures take double damage. Also, by setting the gauntlet to a certain frequency, Man-at-Arms can use it to smash through magical energy of a semi-solid nature (such as a forcecage, wall of force, or Bigby's interposing hand effect) as if it were constantly emitting a dispel magic effect as a 14th level sorcerer. Note that this effect can only destroy magical effects that can be physically touched (it cannot break a spell like charm person or hold person for example.) Retributive Blast: As an absolute last resort, Man-at-Arms can channel all the remaining power in his armor into one deadly offensive attack. It takes him a full-round action to prepare it (but it cannot be disrupted by attacks or any other actions), and at the end of the round the attack takes the form of a cone of electrical energy, originating from Man-at-Arms and with a range of 60 feet, doing 10d12 points damage (Reflex save at DC 25 for half damage). Should Man-at-Arms use this devestating attack, the armor is destroyed, losing all of its special abilities and fusing together, becoming worthless even as normal armor. In addition, Duncan himself is stunned for three rounds. There is a 50% chance that the armor falls apart after the attack happens - if not, Duncan is rendered helpless by it until an ally can tear it off. I haven't been able to watch the series close enough to state any truly defining moments. From what I can gather he's the one that outfitted all the masters with their cybernetic enhancements and he has a very large knowledge base with tech as well as with the kingdom itself and a moderate to large gadget pool to draw from. He is also the creator of the one and only Roboto, a chess playing robot that turned into war machine of its own free will. If we add the weapons from the alternate reality version of him presented in the comics it looks like this. Weapon- heavy mace with the flick of a switch it extends along a spool of thick metal cable. Sword Emulator- A small compact device which unfolded to become a copy of He-man's sword of power and was used to open the gates of Greyskull itself. Shock Hand- The same hand on which his blaster was mounted could extend on a cable spool and deliver a nasty shock. Mini Missle Launchers- The front area of his chest plate folded down revealing a rack of mini missles.
  6. Actually the idea you seemed to portray is the pc's take over and help to raise the world to be a better place. As Gm you are to present the opposition to such things and I believe the original idea you presented behind this post was to ask aid in finding this 'opposition' or thoughts on this. I think most ideas have been shot down. So as a human being ask yourself how much you like it when people tell you what to do, no matter how right they are on the matter. True your PC's are working for the betterment of all but that still doesn't sit well with the citizen's. They cannot be everywhere at once and imposing a sort of worldwide marshal law can lead to panic over personal rights. You stated I believe that the majority is not always right and conformity and mindless acceptance of things is something that people shouldn't do and something the PC's will try to fix. So why is it that a small cadre of SPB will always be right and that the masses should accept this? I think there was an old 4 color comic style quote of "Stopping the thing you hate by becoming just like it."
  7. "A small man steps from a crowd into the street, he is tanned and balding. Swaddled in orange robes and nothing more. In his hands he carries a gas can and a lighter." Put this scene in and see how your pc's react. It will be a place none of the team is at so they cannot stop the man. If your response is that this only proves their stand point, I feel sad for you. I'm one of those bleeting members of the masses of America. I have no stated political views, I bitch and moan over laws that make no sense. I am not a wise or just man. I'm perverted and sick in many senses both moral and spiritually. I will put myself down before anyone else can. I also have the pechant for pointless ill thought of rants. Do have a set right and wrong, not that I could put into words. I don't believe things like morals or good/evil can be properly translated into words. The problem in your world, your pc's see that people as a whole are stupid. [i will not argue the point] They see them selves as able to right wrongs till the day mankind proves itself worthy of not needing them there to babysit them. Your political reinforcement is what I've heard called as the "bulldog." You listen and do all these things for us because we keep that bulldog on its leash. Change will never happen quickly, we are creatures of our own wants and habits. We are individuals and we as a whole will never likely fall into a singular mindset. Rapid changes causes violent and uncertain results. They declare solem law over everything... good for them. Now if they don't mind I'll go back to festering in my own pile of filth. I'd love to do something for myself, but you know since you're all here why should I? I don't need to fight wars, you guys will stop them. I don't need a job, you guys will have to eliminate most since the installation of your super no polution factories means I don't have a job. I'll just sit back on this huge welfare fund that materialized to deal with that problem. Playing for a perfect world is interesting. Starting off with the means to make this perfect world....kinda skips over alot of interesting things.
  8. 26 episodes in all. At your behest I'll let you all enjoy the series without spoilers.
  9. Ahem, well I watched the entire series from a Kazaa fandubbing. What I've plumbed though I won't include some things because it might spoil it for people. Witches- genetic mutation leading very far back into history. The Craft- despite the seemingly one trick nature and genetic origin, there seem actual metaphysical symbols that can be used to change or supplement a power. ie: the circle in sand, the old woman that awakens and then removes a witches craft by drawing a symbol, the symbol in the sand that appears next to the little girl as she makes a shiny clay ball. Orbo and craft deflection- They essentially work the same. A witch can channel their power in attempts to deflect or resist another witche's power. A person with orbo doesn't physically need to concentrate to create this affect, but it has its drawbacks and shortcomings. Only being affectted when the person is the specific target, even then a strong enough witch can overcome an orbo's power. Orbo is organic in nature and I believe there's something about harmony with a wearer. Orbo also has the side affect of slowly eating away at a witch's power if they wear them[ex. the SGNJ's telepath who's now taking a lion share of the missions and wearing the orbo near constant is finding her powers depleted.][The reason why this is and to the orbo's origins are revealed later in the series.] Religion- there's a definate religious overtone here if it wasn't obvious. Witch's viewed as evil and not human. Witch's watched- Those that demonstrate their power's are hunted, because most with free reign soon succumb to their desires. The idea being power curropts. Active witches are all on the list, but the SGNJ can't just take them all out. They have limited man power and they have to keep their activities relatively below radar. It's a big list and people fall through the cracks. Craftuser- those witches trained to use their gift and not fall to temptation as well as aware somewhat of the more mystical aspects of a witch. Thus Robin is a craftuser to the orginization not a witch. Tree of Knowledge- this goes back to the mystical, pseudo religion that has to do with the witches. It holds the "secret of the craft" and seems an important stake in the witches origin. Robin- She's special trust me. Alot of questions here are answered in the few final episodes of the series. I don't like giving spoilers if you really want an answer PM and I'll reveal as best I know.
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