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AlHazred

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Everything posted by AlHazred

  1. Re: Eberron Hero For those who plan on using the Hero Designer Prefab files, please note that the Options I list are included in there under the Equipment tab (mainly because I wanted to include them and was too lazy to make another tab). If I think of it later, I'll redo it to include an 'Options' tab. I think it's possible to do that. Still working on the Dragonmarks. Some of them are actually too cheap, but there's no easy way around it. I'll come up with something.
  2. Re: Psionic Beasts Not for nothing, but with minor changes the Migdalar from Monsters, Minions & Marauders should do the trick. Somewhere, I've seen a Mind Flayer statted out in Hero... Ah, here it is... Looks incomplete, but at least it's started.
  3. Re: Eberron Hero My goal is to make the conversions as tight to the intent as possible while still being completely playable in Hero. Some things don't work the same way: critical hits for example. So, some of the conversions will look a little strange. Although I wasn't expecting it, I liked the fact that all of the Package Deals came out to between 23 and 61 points, well within reach for 150 point characters. My next experiment is the dragonmarks.
  4. Race: Warforged Warforged The warforged are a race of automatons created for the Last War, that were imbued with sentience and free will by their creators. WIth the end of the Last War, the warforged now have to find a new purpose in existence. Note that the Composite Plating power of warforged has the Mass limitation. This means that even a warforged who carries nothing is effectively carrying a Encumbrance of 5 kg. Those who take one of the Options that grant increased Armor carry even more; those with the adamantine body Option carry 40 kg, while those with the mithril body Option carry 7 kg. Warforged Package Deal Abilities Cost Ability 4 +2 CON 36 Construct Body: Life Support (Diminished Eating: does not eat; Diminished Sleep: does not sleep; Immunity: all terrestrial diseases and biowarfare agents; Immunity: all terrestrial poisons and chemical warfare agents; Self-Contained Breathing) 15 Construct Body: Does Not Bleed 3 Composite Plating: Armor (2 PD/2 ED), Hardened (+1/4); Normal Mass (-1), Visible (-1/4) 3 Metal Fists: HA +1d6; Hand-to-Hand Attack (-1/2) Total Cost of Package Abilities: 61 Disadvantages Value Disadvantage -4 -2 EGO -20 Physical Limitation: Warforged Body (doesn't heal BODY naturally, curing spells have half efect, and cannot wear armor) (Frequently, Fully Impairing) -10 Psychological Limitation: Difficulty In Relating To Other Creatures (-2 to Interaction Skill rolls) (Common, Moderate) Total Value of Package Disadvantages: 34 Options Cost Ability +13 Adamantine Body: Increase Armor to 8 PD/8 ED, Hardened (+1/4); Normal Mass (-1), Visible (-1/4) plus Armor (1 PD/1 ED), Hardened (+1/4); Does Not Work Against Adamantine-Based Attacks (-1/4). +20 Improved Damage Reduction: Physical Damage Reduction, Resistant, 25%, Hardened (+1/4); BODY Only (-1/2), Does Not Work Against Adamantine-Based Attacks (-1/4), Visible (-1/4) plus Energy Damage Reduction, Resistant, 25%, Hardened (+1/4); BODY Only (-1/2), Visible (-1/4). +10 Improved Fortification: Lack Of Weakness (-5) for Normal Defenses plus Lack of Weakness (-5) for Resistant Defenses. +7 Mithril Body: Increase Armor to 5 PD/5 ED, Hardened (+1/4); Half Mass (-1/2), Visible (-1/4) and change Composite Plating power Armor to Half Mass. A warforged cannot take this in addition to adamantine body. +3 Mithril Fluidity: Penalty Skill Levels: +1 vs. mithril body penalties to DCV with All Attacks. This may only be taken by warforged with the mithril body Option, but may be taken multiple times. Warforged.hdp
  5. Race: Shifter Shifter Shifters are a race descended from humans who interbred with lycanthropes. Shifters are so-called because of their ability to shift. To accurately reflect the duration of this ability, the GM should subtract 10 from the shifter’s CON and divide any result by 2. Add 3 to this number, and that is the number of Phases a shifter may remain shifted and gain the benefits. This number increases by 1 for every Option the shifter takes. In addition, for every two Options the shifter takes, the number of Continuing Charges should be bought up by 1. Or, as I would in my game, you can just go with some default value, say 2 Turns to start, and adding 1 Turn per Option. The advantage/limitation values reflect a reasonable upper limit of 5 Minutes. Note that wildhunt shifters’ Survival skill bonus is effective even when they are not shifted. This is due to the lingering effects of their enhanced sense of smell. Shifter Package Deal Abilities Cost Ability 6 +2 DEX 6 Animalistic Heritage: +2 with Acrobatics, Breakfall, and Climbing 6 Shifter Trait: Choose One: 1) Beasthide: +2 CON; 1 Continuing Charge (see text; -1) plus +4 PD; 1 Continuing Charge (see text; -1), Linked (CON; -1/2) plus +2 ED; 1 Continuing Charge (see text; -1), Linked (CON; -1/2) plus Damage Resistance (2 PD/2 ED); 1 Continuing Charge lasting (-1), Linked (CON; -1/2) 2) Longteeth: +2 STR; 1 Continuing Charge (see text; -1) plus HKA 1/2d6, Lingering (see text; +3/4); 1 Continuing Charge lasting 1 Minute (-1 1/4), No STR Bonus (-1/2), Linked (STR; -1/4), Cannot Be Used With Sweep (-1/4) 3) Cliffwalk: +2 DEX; 1 Continuing Charge (see text; -1) plus Clinging (+10 STR); 1 Continuing Charge (see text; -1), Requires A Climbing Skill Roll (-1/2), Cannot Resist Knockback (-1/4), Cannot Cling To Ceilings Or Surfaces Of More Than 120 Degree Angle (-1/4), Linked (DEX; -1/4), Limited To 2/3 Running Speed (-1/2) 4) Razorclaw: +2 STR; 1 Continuing Charge (see text; -1) plus HKA 1/2d6 (1d6 w/STR), Lingering (see text; +3/4); 1 Continuing Charge lasting 1 Minute (-1 1/4), Costs Endurance (-1/2), Reduced Penetration (-1/4), Linked (STR; -1/4) 5) Longstride: +2 DEX; 1 Continuing Charge (see text; -1) plus Running +3”; 1 Continuing Charge (see text; -1), Linked (DEX; -1/2) plus Leaping +1”; 1 Continuing Charge (see text; -1), Linked (DEX; -1/2) 6) Wildhunt: +2 CON; 1 Continuing Charge (see text; -1) plus Tracking with Normal Smell; 1 Continuing Charge (see text; -1), Linked (CON; -1/4) plus +1 with Survival Total Cost of Package Abilities: 18 Disadvantages Value Disadvantage -2 -2 INT -10 Psychological Limitation: Bestial Nature (-2 to Interaction Skill rolls, unless the shifter can temporarily repress his reactions) (Common, Moderate) Total Value of Package Disadvantages: 6 Options Cost Ability +3 Beasthide Elite: Increase Armor to 5 PD/5 ED. Only available to shifters with the beasthide Trait. +1 Cliffwalk Elite: Remove Limited To 2/3 Running Speed from Clinging power. Only available to shifters with the cliffwalk Trait. +6 Extra Shifter Trait: Choose another Trait from the table. Only available to shifters with at least 2 other Options. +3 Great Bite: Increase Longtooth HKA to 1d6. Only available to shifters with the longtooth Trait. +3 Great Rend: Increase Razorclaw HKA to 1d6. Only available to shifters with the razorclaw Trait. +10 Healing Factor: Add Simplified Healing 2d6, Trigger (when shifting ends; +1/4); Requires A CON Roll (-1), Self Only (-1/2) +3 Longstride Elite: Increase Running to +5” and Leaping to +3”. Only available to shifters with the longstride Trait. +4 Shifter Defense: Add Armor (2 PD); Does Not Work Against Silver-Based Attacks (-1/2) plus Armor (2 ED); Does Not Work Against Fire Attacks (-1/2). Only available to shifters with at least 2 other Options. +4 Greater Shifter Defense: Increase to Armor (4 PD); Does Not Work Against Silver-Based Attacks (-1/2) plus Armor (4 ED); Does Not Work Against Fire Attacks (-1/2). Only available to shifters with shifter defense and at least 3 other Options. +9 Shifter Ferocity: Add Aid STUN 2d6, Trigger (when character suffers enough STUN damage to be Stunned; +1/4); Only To Prevent Character From Being Stunned (-1/4), Requires An EGO Roll (-1), Self Only (-1/2) +5 Shifter Multiattack: Add Rapid Attack. Only available to shifters with the longtooth or razorclaw Trait. Shifter.hdp
  6. Race: Kalashtar Kalashtar Kalashtars are a race descended from humans who bonded/merged with extradimensional travelers from the Realm of Dreams. Note that Kalashtar have a Psionic Pool: if the character develops Psionic powers, he/she should be allowed an Endurance Reserve 10 points higher than normal. Also, note that this writeup assumes some sort of "Rank" system, similar to d20 "Levels". If this is not in use (as in my game), just leave it at a value of 1 Hour. Kalashtar Package Deal Abilities Cost Ability 1 +2 COM 4 Dual Spirits: +2 DECV 6 Socially Adept: +2 with High Society, Persuasion, and Streetwise 10 Dreamshield: Mental Defense (EGO/5 + 30 points); Only Versus Dream Powers/Effects (-2) 2 Psionic Power: Endurance Reserve (10 END, 1 REC); REC: Extra Time (1 Hour; -3) 8 Mindlink: Mind Link, Any Willing Target; Normal Range (-1/4), Limited Range (5"; -1/4), 1 Continuing Charge lasting 5 Minutes per Rank (-1/4) Total Cost of Package Abilities: 31 Disadvantages Value Disadvantage 10 Hunted: the Quori 8- (As Pow, NCI, Limited Geographical Area, Capture/Kill) Total Value of Package Disadvantages: 10 Kalashtar.hdp
  7. Race: Changeling To start off, there are four new PC races that I find pretty creative and decently balanced, especially considering this is d20 and easier to misjudge. Please Note: I'll be posting these with highly abbreviated background text, since I don't want to infringe on copyright. Changeling Changelings are the distant descendents of humans and masquers. Changeling Package Deal Abilities Cost Ability 6 Naturally Deceptive: +2 with Oratory, Persuasion, and Analyze Motive 3 Natural Linguist: Linguist 3 Slippery Mind: Mental Defense (EGO+3 points) 16 Minor Shapechange: Shape Shift (Sight and Touch Groups, any humanoid form), Costs END Only To Change Shape (+1/4); Can Only Duplicate Flesh, Not Worn/Carried Items (-1/2), Extra Time (Full Phase, Only To Activate, -1/4) 7 Minor Shapechange: Imitation for Shape Shift, Reduced Endurance (0 END; +1/2); Can Only Duplicate Flesh, Not Worn/Carried Items (-1/2), Requires A Disguise Skill Roll (-1/2) Total Cost of Package Abilities: 35 Disadvantages Value Disadvantage -15 Social Limitation: Mistrusted By Most Other Races (Very Frequently, Minor) Total Value of Package Disadvantages: 15 Changeling.hdp
  8. I know many on the Hero boards don't like d20. I usually find a lot of Wizards of the Coast's products bland and of little value for conversion. However, I have to make an exception for their Eberron Campaign Setting. This book sets up a new setting that WotC will be releasing products for. It was the final result of a nationwide contest they had to find a new setting; out of the 10,000 entries the contest generated, this is the one they picked. And it's good. The setting has a similar background to the Earthdawn setting that FASA published several years ago: a huge, cataclysmic war has just ended, and the characters are amongst the survivors trying to live (mostly) normal lives afterward. Keith Baker (the author) noted the similarity between this setup and the situation after World War II; so, Eberron borrows plots and plot elements heavily from film noir. The last influence was pulp-style action, a la Indiana Jones. The final result is a setting ripe for conversion to Hero. It actually deals maturely and intelligently with magic and sentient non-humans, something which few other settings do (one notable exception being Hero's Turakian Age, which I'm also a big fan of). So, I thought I'd throw out a few bits that I've already converted, sort of to get people's impressions and get the ball rolling. I'm sure I'm not the only person who's thought of ripping this stuff off.
  9. Re: A black hole in orbit: what would it be like? Cool site! Rep to you! See, I completely forgot about the background radiation. Just shows what happens when you assume; I should have checked my facts before opening my trap. Actually, it's closer to 5*10^43 years, but still way shorter than the time the Universe has existed.
  10. Re: The Incredibles -- WITH SPOILERS I quite agree. He's extraordinarily agile. Absolutely. An 18 DEX represents an Olympic gymnast. This is someone who, with the amount of STR demonstrated by Mr. I, could interrupt a fall by a SPD 2 normal (whose DCV is going to be pretty dismal). Especially since he definitely had some serious SLs and CSLs. In fact, Mr. Incredible is probably the best example of differentiating high DEX-SPD from high skill that I've seen on screen in a while. I mean, it's your game, make the Mr. Incredible you want to play. If you're in Champsguy's game, then he absolutely better have a DEX of 24 in order to have a chance to do something before being knocked out in combat. I just would rather start from the bottom. In the old days, a DEX of 23 was average for an energy projector or such, while a 20 was more normal for a brick. Nowadays, I'd say it depends on the standards in the game.
  11. Re: The Incredibles -- WITH SPOILERS I think you hit the nail on the head; it took a moment, and then the kids in the audience started applauding, when they showed up on screen. As far as Mr. Incredible, sure he's acrobatic and competent. But I don't think he showed more than Olympian-level agility, modified for high strength. STR 65-70 DEX 18 CON 30+ INT 15 EGO 15 PRE 20 COM 14 PD 20+ (I'm thinking of the train.) ED 20+ (I'm thinking of fighting the hot robot at the edge of the lava.) SPD 4 REC 12+ END 40+ during the first jungle foray, 50+ later on STUN 50+
  12. Re: Superstitions Dragon magazine issue #276 (October 2000) had an article about Superstitions and how to incorporate them in your game. So, for instance, if a PC breaks a mirror in-game, what are the consequences in-game? It was well-written and covered a number of little-known superstitions.
  13. Re: old player & fan of Champions In that case, may I recommend the Player Finder forum? Although, I don't know how much luck you'll have in Anchorage...
  14. Re: A black hole in orbit: what would it be like? The main thing to worry about in this scenario isn't the gravity gradient (which is pretty steep, but manageable). It's the radiation. If the Moon were turned into a black hole, it would begin producing a lot more hard radiation, not to menion antimatter. Having all that so close to Earth could possibly make for spectacular, uh, "Equatorial Lights" as the high energy particles impacted the upper atmosphere. I'm not certain how powerful the Van Allen belts are, off hand, but I imagine they might be hard pressed to protect us from the additional radiation. Not to mention the antimatter impacting the upper ozone. Not that it would be that much of a bother. I remember reading somewhere about black holes and their "hair." The idea is that electron tunneling (or some such) causes black holes to lose their energy. They can regain it by gobbling matter, but there's a mass at which they emit energy faster than they can gobble it up. I think the Moon has far too small a mass to stay for long; as a black hole, it's event horizon would be something like 0.1 mm, right? I imagine it would radiate away to nothing within a few days or weeks, I think.
  15. Re: The Incredibles I agree. I was thinking on the way home that it was convenient that Violet and Dash had that experience point from the first session to buy their 8- Power Skills while on the island. Agreed again. I myself would like to see more use of Power Skill and "special effects" and less use of 20+ slot Multipowers to explain certain characters.
  16. Re: Who would win? Writer's choice Personally, I'm waiting to see Aliens vs. Predator vs. Ashe. I wonder who'll win?
  17. Re: [Release Schedule] Dark Champions Battlegrounds? I've bought them, and I like them alot! I thought the FHB book was intelligently put together - even though I haven't used the overall plot, I've still used the settings and other details already. I was going to adapt the CB book for my Golden Age Supers game until that folded; I still plan on using it eventually.
  18. Re: TV Teen Titans Writeups As a side note, I think it would be appropriate to give The Puppet King a huge Side Effects on his Body Switch power, to reflect the episode where he appears.
  19. Re: DEMON: Opinions (some spoilers) I'll grant you that the current book covers more, but it's only definitive by currents standards. According to the standards of the time, those previous works were, essentially, all the essential information it was felt that GMs needed to run the organization. Who knows? In the future, we might not consider a guide definitive unless it listed at least half a dozen online sources (with one "Central" wiki), an even dozen adventures, and a product line. Tastes change. I do like the book, though, don't get me wrong. I think it's much better than we had any right to expect.
  20. Re: Paranoid HERO Paranoia definitely seems like one of those games where the mechanics are mainly just for show: it's the people that will make or break the game.
  21. Re: Fantasy HERO reflections Regarding "Vansarjak": Steve Long's a fan of Jack Vance (obviously). I think, with the presentation of the Fantasy Hero book and that magic system, it would be easy to run a Vancian game. I've often toyed with statting out some of his other spells; has anyone tried this?
  22. Re: Another Take on the Animated Justice League
  23. Re: Looking For Cool Maps I've been looking for the old Shadowrun sourcebook that had standard shops in it; can't remember the name... Anyway, not quite what you're looking for, but: http://silentempire.com/downloads.php Although he hasn't posted any new ones in a while, this is still one of the best sources for Hero System terrain tiles; most other tiles use squares.
  24. Re: Effect of Super-Tech on Society? I think they did a reasonable job of addressing this in the new Champions Universe (where, for example, some items from the Gadgets and Gear book is available to the public at such reasonable numbers they could be expected to have it). In the old Strike Force universe, there was a villain called, er, uh, I think the Editor or something, who had the power to dilute people's ability to understand super-tech; thus, only those super-geniuses who built their suits could make more, and they were busy fighting crime.
  25. Re: Non-"adventuring" Metahumans Regarding the Secret Service, as a matter of discussion I'll point out that Steve pegs their Package at 43 points. If we assume they are, at least, "Noteworthy Normals" to start with, then the "lower-level" agent clocks in at around 68 points; rather close to Oddhat's 75-point level. In my games, I include the starting level of the PCs into the mix when working up the campaign premise. If I want the PCs to start at the bottom, then most of their foes will have around the same number of points. I think point inflation runs rampant in some games; if that's how they like it, fine, but I think it cheapens the value of characteristics in my game when almost everybody has a 13 STR. Heck, the PCs in my FH game are getting ready to fight off six packs of ghouls from within a besieged fortified inn, and they're arming the townsfolk. I'm considering how many of them are even going to be at the lofty "Noteworthy Normal" status; those farmers don't adventure for a good reason...
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