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Chiba Bob

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    Hero Since 1981
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  1. Re: Special Effects Quesiton I would have to agree with Ghost-angel, just “chemicals” is too extensive, “adhesive chemicals,” or “artificial webbing,” would be more specific for a EC
  2. Re: Why Don't The Villains Kill? In my superhero campaigns, supervillains, as a rule don't kill superheros for two main reasons. 1) The superhero/supervillain community is a close knit group, without some kind of restraint, a cycle of revenge killings would develop (like hatfields vs mccoys), and all would suffer in the end. So to keep things from getting out of hand, the superhero/supervillain community has a unwritten code, “Don't kill one of ours, we won't kill one of yours!” A hero, that does not kill supervillains, it protected by this code should some supervillain get the “upper hand” on them at some point. Moreover, due to the code, superhero/supervillains police their own membership. Villains who kill heroes are treated by the supervillain community much like snitches are treated in the criminal society. Likewise, heroes that kill villains are most likely hunted down by their own teammates (“Heroes, don't look the other way”) to be captured and imprisoned to meet justice for their crimes. 2) Government agencies only have so much resources and must prioritize their efforts. Supervillains are all assigned a threat level by these organizations, those villains at the top of the list get priority treatment while those on the bottom are ignored. The fastest way for a supervillain to get to the top of this list is to kill superheroes. Their thinking being, that those villains who are so willing to kill those within their own super community, are more of a danger to the general public, than those that show restraint to killing their own kind. Likewise, heroes who kill villains would be reassigned as a supervillain by these agencies and most likely be given even a higher threat level than a villain would so they could make an example of them.
  3. Chiba Bob

    Spell Advice

    Re: Spell Advice If I was building a magical weapon, then Invisible Power Effects is the way to go but you want a spell than turns an normal blade into a weapon with these new special properties. I would build it as a 3d6 Major Transform.
  4. Re: How to get swords on your starship Oppressive interstellar government has outlawed guns and body armor to all but its military with the strictest penalties. Even police and security forces are limited to only hand weapons. A century of enforcement has mopped up most non-military sources of illegal weapons. Incidents involving these weapons are handled by the military who's attitude is “blast them from orbit, its the only way to make sure.” Over time, society's mindset has been shifted from the wild west attitude that people do not even consider the use of guns because they have from youth trained themselves in armed and unarmed martial arts for personal defense as a thing of culture. As long as the GM resists the urge to introduce bad guys with guns, the players should feel they do not need them.
  5. Re: Modern Magic setting...opinions needed I think before you work on game mechanics you should have a rational for magic in a modern world based campaign. The rational would dictate game mechanics. To throw you a bone, I was working on a Skill Based modern magic system at one time which I could plug into any modern campaign at the drop of a hat and this is the basic rational I developed for it…. MODERNISTIC MAGIC According to quantum theory and metaphysics, what we define as reality and the natural world is a matter of perception and conventional belief. That reality is shaped by the collective consciousness of those who perceive it. The basic animalistic natural of the human mind is hardwired to accept what it perceives in the natural world as something concrete and immutable. Moreover, the human mind, is so attached to what is known as reality, that can be literally blind to new phenomena beyond its ability to realize. The skeptic believes that “Seeing Is Believing,” but this is not necessarily the case because the a truly skeptical mind would be truly unable to perceive any supernatural phenomena because their mind could not process the experience. To the modern skeptical mind, magic is beyond the realm of possibility, it is just plain superstition and myth and they hold in contempt any who still believe in such nonsense. In the modern age, the rational for magic, is that reality can be altered at its quantum level by the mind of the true believer. The ability to unlock and reshape reality from the accepted convention is a tricky thing because reality is held together by the human collective consciousness which generates a kind of reality inertia. To perform modern magic, is to alter reality itself, by it’s nature requires overcoming one’s own personal skepticism as well as the skepticism of the spectators. As a result, most modern magic is usually attempted in privacy or among small groups of true believers where inertia levels are lower. This is why magic is not something that appears on the news or reality television because the potential inertia generated by such a large potential audience would almost certainly always cause any attempt of magic to fail completely. Thus, in a modern age setting, magic is something that it even more secret and even more mysterious that in a fantasy setting.
  6. Re: CHAMPIONS OF THE NORTH -- What Would You Like To See?
  7. Re: CHAMPIONS OF THE NORTH -- What Would You Like To See? Just glossed over, never forgotten! Just like I did not mention all the other things to be found in those back allyways.
  8. Re: CHAMPIONS OF THE NORTH -- What Would You Like To See? Thanks for the plug, QM! One of the pretenses of the campaign was to generate early background ideas and history for a purposed Champions of the North. For instance, I would like to think that Vancouver's “Zombie-Walk” ( ) as a celebration (think Guy Fox Day) of the Necrolitic zombie outbreaks in the 30s. The campaign has generated lots of material, we will have to wait and see what Scott uses (if any) in the book.
  9. Re: CHAMPIONS OF THE NORTY -- What Would You Like To See?
  10. Re: WarHammer 40-Chibi for HERO? I had one idea of an area of space (about a 100 ly radius) in the eye of a massive warp storm cut off from the rest of the galaxy but space travel is still possible within the eye. A few hundred years have passed and the empire, for many, has become more of a myth that the decedents of the imperial governors justify their right to rule. Time to time the warp storm discards the flotsam of the universe at their backdoor. (this allows the GM to introduce new 40K elementals into the campaign as they desire). One of the back stories I was using was that the warp storm was not natural but created by an ancient alien artifact a sort of machine/planet deathworld located at the centre of the eye. This device was a warp shield built long ago to protect this region of space from invasion.
  11. Re: Questions for the Canadian HEROBoard members OK ... I vote that Keith has too much time on his hands!
  12. Re: Questions for the Canadian HEROBoard members To define a Canadian as part of one large socio-economic entity very difficult to do. You need to narrow your Character's focus down to a specific region and ethnic background. For example, I was born and raised in B.C. most of my life and have a Irish/English-Lithuania background. One of my half-sisters has an Italian background while my other half-sister and brother have a Jamaican background, and that's just my family. I have friend from Mexico was born in Chile and raised in England. I could go on......... One's Canadian perspective shifts depending on cultural background. In B.C. The whole English/French thing seems very trite when socio-economic makeup of B.C in composed of Native Americans, East Indian, German, Russian, Chinese, Japanese, French, French Canadian, Italian, Korean and Vietnamese ... just to name a few. Each of these cultural backgrounds, each having its own unique Canadian identity, in B.C. in the greater whole. I can stereotype certain cultural segments of B.C.'s population but on the whole ... it would be very difficult and would seem comic bookish.
  13. Re: Protection from Undead Ward I would do it like this. All undead in your world have this Dis: Physical Limitation: Restricted by necromantic wards, can't physically enter or leave a warded area (Infrequently, Fully Impairing) The Necromantic Ward spell would look something like this: Necromatic Ward (city sized): Change Environment 1" radius, Long-Lasting Permanent, MegaScale (1" = 1 km; +1/4) (31 Active Points) Assume most crypts, tombs and graveyards have been warded with this spell. Gives a good reason why most undead stick to these areas instead of wandering about the neighborhood looking for brains.
  14. Re: Sectional Defences Covers # of Locs .....Limitation ...1-2................-2 .....3...............-1 1/2 .....4...............-1 1/4 ....5-7...............-1 ....8-12.............-3/4 ...13-14.............-1/2 .....15...............-1/4 Armor covering Locs 7-13, covers 7 locations and would have a -1 Lim.
  15. Re: The Last Dominion Campaign Setting Checked out your preview and liked what I saw. I will be sending a few bucks your way on Monday when my paypal transfer clears for a PDF copy.
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