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fbdaury

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Everything posted by fbdaury

  1. Re: sticky electric bolt Corrected.
  2. Re: What Are You Listening To Right Now? Proud Mary by CCR
  3. Re: What Are You Listening To Right Now? Forgot about Timmy by Eminem, Dre, and Southpark... no, really.
  4. Re: sticky electric bolt Well, just to be different, how about this: Chain Spark Discharge- 8d6 Energy Blast Explosion (+1/2), loses -1 DC per target after center of explosion (-1/4), range based on str (-1/4), all targets must be physically in contact with one another (-1/4), (60 Active Points, 34 Real Points) Does this work better?
  5. Re: What Have You Watched Recently? Re-watched Underworld 1 and 2 the other day
  6. Re: A Game Of Questions Anyone else hear my brain asplode from reading this thread?
  7. Re: Complicate the Person Above Death Tribble is the remnants of the three headed dog Cerebrus after Chuck Norris kicked it through the sun.
  8. Re: Real World Benchmarks Thanks for the suggestion Steamteck, I was able to find in the 5th ed book that a Blast furnace (which can hit upto about 4000-5000 degrees F) does about 6d6 KA in the Fire section so I think I'll go with that. Just trying to model something as close to the listed character a possible- this NPC is literally a monster!
  9. Ok, weights are easy to do thanks to the strength chart but I wanted to work on a conversion of Dragon Man and his OHOTMU listing says that his fire breath produces flames of 8,000 F in temperature, leaving me to wonder how many dice of RKA would that be- anyone want to field a guess...
  10. Re: What Are You Listening To Right Now? Paint it Black covered by U2
  11. Re: Cool Guns for your Games Would liquid drug cryo rounds be too scifi for DC do you think? You know, Knockout drug slivers that melt once penetrating the target's body, thus being introduced into the bloodstream? Read of the concept somewhere before in a scifi novel or somesuch and thought it would be quite a cool little idea- no ballistics and an efficient Non lethal for use against light or unarmored targets.
  12. Re: What Are You Listening To Right Now? Something More by Train
  13. Re: Pheromone Lad/Lass I do too, on occasion- in another game with same GM (Abberant this time) I played a *** Mega Smart and *** Mega Perceptive character who was an insane homeless person before erupting and was the only non-combat machine in a very powerful group. Of couse, I did manage to hack the most secure computer database on planet Earth
  14. Re: Poison's Champions Art Thread Sorry, meant the O'Dwyer VLe, an experimental electrically firing gun produced by the Australian company MetalStorm and featured in John Ridley's Soledad "Bullet" O'Roarke novels. Wiki links: VLe- http://en.wikipedia.org/wiki/O%27Dwyer_VLe MetalStorm- http://en.wikipedia.org/wiki/MetalStorm Those Who Walk in Darkness http://en.wikipedia.org/wiki/Those_Who_Walk_in_Darkness
  15. Re: Poison's Champions Art Thread You guys write? Man, I was surprised americans can read! While I knew Anita Blake, I`ve never read books with either character- I prefer my wimmins to pack a Dwyer VLE.
  16. Re: To gun fu or not gun fu? Not offended by your math but by your claim that the current MA system does not belong in Champions, as it allows players to have characters like Shang Chi, Lady Shiv, Iron Fist, ect. in their games without it being too cost prohibitive for what they are getting. However, if you want to go High-End Martial Artists, there are much more abusive ways to go than MAs- the Martial Art Multipower being a perfect example: (60) Art of the Golden Grasshopper (60 active point reserve) (8m) Grasshopper Strikes- +8d6 Hand Attack (-1/2), 0 end cost (+1/2) (8m) Grasshopper Strength- +40 Str, 0 end cost (+1/2), only for exert strength effects (grabs/disarms/etc, -1/2) (5m) Grasshopper Dodge- +5 DCV levels (6m) Grasshooper Grace- +6 hand to hand combat skills levels (9m) Grasshopper Spines- 2d6 hka at 0 end cost (+1/2) (6m) Grasshopper Chirp- 10d6 hearing group flash, 0 end (+1/2); No Range (-1/2) (7m) Grasshopper Tap/Bite- 5d6 NND (variable*, +1), Variable SFX (NND defenses, limited group, +1/4); No Range (-1/2) --------------------------------------------------------------- Now, for the above 109 points (I did mention High-end), you should reasonably be able to model almost every MA maneuver- the UMA contains a total of 172 points worth of maneuvers and this pool should be able to cover just about every one- for less points and to better effect as well, as you may add the Haymaker to any of these powers and with the potential to adjust the OCV and DCV to where you would reasonably hit with that attack. Do I think this is abusive? Heck no, I like it! Do I think that it's a bit much for most heroes? Heck yes- that's why lesser effects are modeled with MA maneuvers. But that's just me, YMMV.
  17. Re: How Many "Super-Cities" is too many? Sorry, inside my head that was completely clear (says something about the inside of my head I guess): Millenium City San Angelo Paragon City Freedom City Century Station Marvel's New, NY My own Twilight Harbour (where Dawn never comes...) Cities that are full up with superhumans and high technology, the type of city where advdenture (and armed gunmen) are around every corner.
  18. 1? 2? 3? 4? 5? As many as you can come up with? How have GMs here dealt with the care and feeding of their Super Cities and have they been worth the hassle? Are they best used as the campaign center or in the background noise? Ant suggestions and anecdotes from your own games appreciated.
  19. Re: To gun fu or not gun fu? Except that your math is totally off: (30) 6d6 EB (3) 2 Range penalty skill levels with EB (RNG bonuses are PSLs vs. range, not +OCV) ----------------------- (33) vs. (4) Basic Shot (+0 OCV +0 DCV +2 RNG +2 DC/not +3 DC) (6) Minimum six more pts in ranged MA maneuvers (10 pt minimum for all MA forms to be used) (4) +1 DC with all Ranged MA attacks (15) 3d6 EB ----------------------- (29) And, to me, the 4 point difference seems a fair savings for missing out on a possible +4d6 for Haymakering the blast, since it would be easier to do so from 8" away, especially if the target is not watching you at the time. If you're going to compare two things on basis of points cost alone, try to use the proper costs please. Again your math is off: (13) +4d6 Hand Attack (-1/2) (5) +2 DCV, only after HA (-1) -------- (18) vs. (7) +2d6 Hand attack (-1/2) (4) Mar Strike ( +0 OCV +2 DCV +2 DC) (6) Mandatory 6 additonal points MA maneuvers ------------------ (17) And who are you decide what does and does not belong in the Super- heroic genre? Much like Strength being underpriced or mental powers being innately unbalancing, there are certain wrinkles in the game system that any GM needs to wrk around but it is not your, or anyone else's place to tell other GMs what they can and cannot use in the Champions genre- I for one appreciate the way MAs are handled in the Hero system.
  20. Re: Black Ops Mutants: Help! Minimum 15pts of Martial Arts (usually commando training) (15) WF:Common melee and small arms (4) KS:Military/Mercenary/Terrorist World 11 (2) PS:Black Operative 11 (2) Teamwork at base level or base+1 (3/5) KS:Mutant World at base (3) Paramedics 11 (2) Some level of Security Clearance (no more than say 5 or 6) (?) At least one extra language each at Fluent Conversation (2) Uh, that's all I can think of off the top of my head- also depends on exactly what you want their role in the world to be and how their agency sees them (trained attack dogs, useful but expendable, an important tool and investment, etc?) Cost of package befores disads: 33+ points
  21. Re: Possible Online Campaign Still more parts to come as I go- dealing with major background groups- had a few different ideas for campaign, or possibly multiple campaigns, ideas include: *Players are members of an IST team located somewhere in North America *Players could play members of new Sentinels of America Initiative team, either one of the 6 teams or they start independent and make a name for themselves and then get recruited for one of the 2006 expansion teams. *Players are members of an Independent team not beholden to any large governmental group. I haven't really figured out which I would go with yet- been brewing the game idea for a while now and still have let everything full percolate yet.
  22. Well, having finally gotten some of these ideas out of my head and onto the screen for a possible online Champions game, I thought that I would post the beginning of the campaign outline to see if there would be any interest in playing in my world. So here we go- please feel free to comment or question and I will do my best to respond. Thanks in advance. Campaign world ideas/thoughts: (All notes are as of Februaury 24th, 2005- the Campaign start date) Israel and Palestine- Back when the UN created resolution GA 181 in 1947, the chances of there being lasting peace in the partitioned area was low. However, with the assistance of a group of UN supported Metacapables from around the world that had taken part in WWII, they were able to create a lasting peace for the first 2 decades of the states. This "cooling down" period allowed simmering tensions to get worked out and for the two peoples to come to terms with one another as neighbors, and later as friends. The two states have managed to work together since the late 60s for their mutual economic and defense benefit and still maintain the GA 181 borders with only slight variation and for the last 20 years (as of 2005), they have had free immigration policies to allow for back and forth migration of people between the two states. ----------------------------------------------------------------------- The United Nations- UNTIL, ISTs and the Edicts of 1985: Using knowledge gained through UN-funded and maintained scientific study of the metacapable known as Flare and his powers, the United Nations was able to discover the secret of Fusion power and the first Fusion Reactor went online in 1984. Soon after, with many of its member states in disarray after this development and with UN-sympathetic representatives from its Security Council nations, the UN was able to pass the following resolutions: *No member nation may create, test, or possess nuclear weapons and all current weapons are to be summarily dismantled. *The UN shall form and maintain an a metacapable force for international peacekeeping, limited military intervention, and humanitarian/disaster relief. This force will be known as the International Super Teams and there will be at least one team in each UN member nation. To deal with non metacapable (but outside normal military threshold) threats, the UN also declares the formation of the United Nations Tribunal on International Law (UNTIL), a peacekeeping and relief agency also tasked with military intervention under certain, limited, parameters. *The UN has also determined that the single vote veto enjoyed in the Security Council currrently is a system that does not function and has led to situations that would have been greatly improved by UN intervention but wher such intervention was blocked by a member nation of the Security Council. Therefore, it has been determined that there needs to be at least 3 Security Council members in agreement to veto a UN resolution. *To insure that the horrors of metacapable warfare seen during the Second World War are never repeated, no member nation may maintain a governmental force of metacapables, whether for policing their own people or for military action. Note: Even in the spirit of cooperation and with a lot of secretive wrangling, the UN was not able to get this last reolsution passed in the 85 Edicts (as they are commonly known). Pretty much every nation that can afford one maintains a metacapable force in some capacity but the UN countered by creating the following classification of certain powerful metahuman beings: Metacapable Being of Mass Destruction (MBMD). UNTIL- Conventional forces that are highly trained in dealing with threats beyond the usual military scope, such as Alien Invasions, rampaging Daikaiju, cybernetic hordes, zombies, etc. They make use of specialized weaponry/equipment and a vast array of knowledge to level the playing field against threats that lesser forces would have no chance against. ISTs- Each Member nation as a minimum of one team with additional ones added to certain countries based either on size or special considerations (Canada, while not populous enough to merit a second IST, has IST Vancouver due to its location as a gateway to the Pacific region). Each team has a complement of 6-8 members and all operatives have a limited form of Diplomatic Immunity that frees them from most laws but does not allow them to kill or take away the rights of a target. All members must spend a minimum of 2 years posted in a country other than the one they are from before requesting transfer to an IST in their home nation. All the ISTs are under the command of the metacapable known as Argurous Astraph, the Silverbolt, who has commanded the teams since their inception in 1985. MBMDs: These are metacapables whose power is sufficient to level large areas of land or to kill large numbers of people with minimal difficulty. The exact guidelines for the classification were left purposely vague to allow for previously unseen metacapables and metacapabilities. The use by any UN member nation of one of these beings in a military capacity is considered a Crime against Humanity and will incur immediate IST and UNTIL intervention, followed by World Court charges against the offending nation. ----------------------------------------------------------------------- The Sentinels of America Initiative- Spearheaded by the veteran government team the Sentinels of Liberty and Justice, this program seeks to recruit and gtrain enough American metacapables to place a seperate team into each American state, like the IST on a smaller geographic scale. Other than the SLJ team, which is tasked with representing Washington, DC, the program currently has 6 "pilot" teams, in the following states: Washington, California, New York, Florida, Texas, and Kansas, with the plan to move forward on the acctivation of 4 mores teams by the start of 2006 based on the performance of the current teams. These groups are only supposed to operate within the United States but there have been rumors of a "Shadow Sentinels" team that has executed operations on foreign soil, though no proof has ever been provided for such allegations. ----------------------------------------------------------------------- PRIMUS: The Paranormal Research and Investigation Mission for the United States is the law enforcement wing of the DoJ that is tasked with delaing with "Paranormal" (indicating all manner of enhanced beings, not just metacapables) threats within the boundaries of the United States. This agency was created as a direct response to a number of incidents that required the US government invite UNTIL/IST intervention to assist with situations in the US. Loathe to be beholden to the UN and its agencies and believing that an "in-house response" to such situations. PRIMUS employs a number of different types of standard investigative and combat troops as well as their specialty agents: *The Avengers- Silver Avengers and the Golden Avenger are the product of the Cyberline Enhancement, which uses a specific response artificial metacapability gene to create superhuman agents. There are currently 30 active duty Silver Avengers as well as 4 rogue SA agents that have managed disappear off the radar. There is also one current Golden Avenger, who was advanced to his position when the previous GA died under mysterious circumstances. *The Iron Guard- PRIMUS agents specially trained to pilot and fight within special-issue Iron Guard robots. Each one of these units is a powerful one-man tank equipped with awesome firepower and armor/systems that allow it to go head to head with many higher power metacapables. The agency currently has 30 pilots trained with 20 suits of functional IG robots. While they wait for the compeletion of the other 10 suits, the remaining IG agents make use of personal power armor suits that, while less powerful than the robots, still make them a threat to most metacapables, especially using teamwork in teams of 3-5 agents. These agents are selected due to their minor response to Cyberline Enhancement, leaving them with faster reflexes and a natural bond to neural network systems that allows them increased abilities to pilot and fight within both their PA and Robot systems. *Standard Agents- These are agents that were either not responsive to Cyberline at all or had only minor reponse (It is only effective on 5% of the population and even then most are granted only minor enhancements- IG or SA level of response occurs in only 10% of those responsive, or one in every 200 people). These agents fulfill investigative, intelligence gathering, R&D, and combate functions, among others. The combat operatives are issued technology to help them face Paranormal threats, with the gear being adjusted to the perceived forces that they are being sent out against on a case by case basis. *Whisper Divison- A special group of PRIMUS espers that work to insure that the government remains free of outside mental control and also tasked with the investigation of suspected Psionic Crimes and the apprehension of psionic criminals. Many are talented though specialized psionic beings while the remainder are highly trained and talented normal operatives. *Shadow Division- Another special group, this one tasked with magical crimes and the detention/aprrehension of magically gifted individuals or magical beings. This division incorporates both specialized regular agents and those agents actually trained in the mystic arts or possessing innate magical abilities. ----------------------------------------------------------------------- Also, thanks to all posting on the About PRIMUS thread as it gave me a few ideas for that agency, some of which appear here- if you haven't checked the thread out, please do so.
  23. Re: Pheromone Lad/Lass One additional danger that you may have but not condsidered with this method however is that the players may enjoy playing quirky or odd-themed characters. One of the most entertaining games that I played in was one where we were asked to come up with characters that were odd themes but otherwie would be quite effective/powerful heroes. We ended up with Blue Faerie (guess what she was?)- a powerful fae spellcaster and ambassador of the seelie court, The Spirit of '76- an urban avenger who was quite good at his thing but whose whole shtick was that he was 70's era Shaft-esque hero, Che- the body of Che Gueverra reanimated and empowered through the intervention of the Loa and one of the strongest bricks on the planet, and finally my character- Dr. Zeus. He rhymed, he was more than a little crazy, his family tree was a nightmare of mixed mystical cosmologies, and he had powerful electrical powers. I've decided that any online game I set up will at least have Dr. Zeus in it, who I have been able to convert over by memory from the SAS system that the game was played in (RIP GoO).
  24. Re: What Skills/Perks/Talents would make sense for a God? Well, I tend to paper and pencil my characters to start most times, but if I manage to get him typed out I think I could post him here, it just might take af ew days to complete though.
  25. Re: What Skills/Perks/Talents would make sense for a God? Thanks for the assistance, finished my world's Thor- 1430 points of sickness. The ideas were greatly appreciated as many of them I would not have thought of and have been added into the completed write-up. I'm sure I couls have padded this more but I don't think there is any reason to as I like this finished product quite a bit.
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