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Chiba Bob

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Everything posted by Chiba Bob

  1. Re: Need Help Constructing Spell Cost Power END 9 Healing 2 BODY, Can Heal Limbs, Resurrection (45 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; Recipient Is Slain 24 Hours After Being Raised; -1 1/2), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Resurrection Only (-1/2), Others Only (-1/2), Does Not Work On Targets Dead For More Than 24 Hours (-1/4) 4 Powers Cost: 9
  2. Re: Sample Oddity From Gestalt-Earth You have not only have insulted me but my chef master and my culinary school. For that you will die!" Yes, the flavor (pun intended) of running Food Gestalts should be old (badly dubbed) martial arts flicks. .
  3. Re: Sample Oddity From Gestalt-Earth So what constitutes a villainous Food Gestalt? Someone who promotes foods loaded with Trans Fats or a Vegan with Mental Illusions who can make soy meat substitutes taste good? Do Food Gestalts battle it out in restaurant back alleys or take a more Iron Chief approach?
  4. Re: Everybody Must Get Stoned How about LS: Longevity with an Extreme Side Effect "Turned To Stone"
  5. Re: 40k Space Marines Suspended Animation My take on a Vortex Grenade Cost** Equipment END ** Vortex Grenade: (Total: 972 Active Cost, 227 Real Cost) Killing Attack - Ranged 3d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Uncontrolled (+1/2), Continuous (+1), Does BODY (+1), Attack Versus Limited Defense (Force Fields, Force walls & Stasis Effects; +1 1/2) (270 Active Points); 1 Charge (-2), OAF (-1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Range Based On Strength (-1/4), Real Weapon (-1/4) (Real Cost: 49) plus Area Of Effect (Initially 5" Radius But May Expand; +1) for up to 45 Active Points of Vortex, Reduced Endurance (0 END; +1/2) (67 Active Points); No Conscious Control (Only Effects cannot be controlled; -1), OAF (-1) (Real Cost: 22) plus Mobile (+1) for up to 45 Active Points of Vortex, Reduced Endurance (0 END; +1/2) (67 Active Points); No Conscious Control (Only Effects cannot be controlled; Moves Randomly; -1), OAF (-1) (Real Cost: 22) plus Duplication (creates 404-point form), Cannot Recombine (+0), Altered Duplicates (100%; +1) (568 Active Points); No Conscious Control (-2), OAF (-1), Linked (Vortex; -1/4) (Real Cost: 134)* [1] ** *
  6. Re: 40k Space Marines Suspended Animation The Critical Hit articles seem to cover things in more depth than the Fluff Bible does. I only quoted the Fluff Bible because it is handy on my desktop. As for a Marine's life-span, I have just assumed they lived "Normal Human" but I could be wrong. I just assumed that the only reason that Marine survived 600 years was because he was dead during that time. . Normally, the way I built this Power, it would require the "Trigger +1/4" Power Advantage but because the Resurrection Power allows one to define an external agent (as a Special Effect) to trigger a Resurrection, without having to buy the Power Advantage, I felt that adding any further Power Limitation, as you suggested, would be excessive.
  7. Re: 40k Space Marines Suspended Animation 40k Fluff Bible: "Marine may then enter into a state of suspended animation. This may be a conscious action, or may happen automatically in the event of extreme physical trauma. In this condition a Marine may survive for many years, even if bearing otherwise fatal injuries. Only appropriate chemical therapy and auto-suggestion can revive a Marine from this state - a Marine cannot revive himself. " I was more concerned with the "if bearing otherwise fatal injuries." I was accounting for situations such as my character takes a hit reducing him to negative BODY and Stun. My buddies can't get to me in time and I die from "bleeding to death" rules. Telling the GM, "I can't die! I have life support," didn't seem to cut it for me. That's why I looked at the Healing (resurrection) instead.
  8. Re: 40k Space Marines Suspended Animation Actually, if you have Hero Designer, here is my Space Marine Prefab. I have not gotten around to tailoring specific Marine chapters as of yet. If I can figure out how to do.
  9. Re: 40k Space Marines Suspended Animation If anyone is interested, I pumped out Space Marine implants awhile ago Cost** Power END ** Space Marine Implants [Notes: Do to genetic mutations, not all Implants are available for implation by most Marine Chapters except for Black Carapace which is required for a Space Marine Chapter to remain operational.]* 6** 1) Secondary Heart: +3 CON* 3** 2) Biscopea: +5 STR (5 Active Points); Linked (Haemastamen; -1/2)* 1 4** 3) Ossmodula: +3 BODY (6 Active Points); Linked (Haemastamen; -1/2)* 9** 4) Haemastamen: (Total: 9 Active Cost, 9 Real Cost) +3 REC (Real Cost: 6) plus Life Support (Extended Breathing: 1 END per 5 Minutes) (Real Cost: 3)* 0 11** 5) Laraaman's Organ: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)* 0 3** 6) Catalepsean Node: Lightsleep* 5** 7) Preomnor: Life Support (Immunity All terrestrial poisons and chemical warfare agents) (10 Active Points); Only Against Ingested Poisons (-1)* 0 11** 8) Omophagea: Minor Transform 2d6 (Absorb Genetic Memories), Improved Target Group (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); No Conscious Control (Only Effects cannot be controlled; -1), No Range (-1/2), Self Only (-1/2), Must Consume Part Of The Creature To Absorb Memories (-1/4)* 0 10** 9) Multi-Lung: Life Support (Expanded Breathing In Thin Atmosphere; Expanded Breathing In Toxic Atmospheres)* 0 9** 10) Occulobe: (Total: 9 Active Cost, 9 Real Cost) Nightvision (Real Cost: 5) plus +2 PER with Sight Group (Real Cost: 4)* 0 8** 11) Lyman's Ear: (Total: 11 Active Cost, 8 Real Cost) Hearing Group Flash Defense (3 points) (Real Cost: 3) plus +2 versus Range Modifier for Hearing Group (Real Cost: 3) plus Power Defense (5 points) (5 Active Points); Only Against Dizziness Or Nausea Caused By Extreme Disorientation (-2) (Real Cost: 2)* 0 12** 12) Sus-an Membrane: Healing BODY 6d6, Can Heal Limbs, Resurrection, Corpse Requires Chem Therapy & Auto-Suggestion To Activate Power (+0) (85 Active Points); 1 Charge which Recovers every 1 Month (-3), Gradual Effect (1 Month; -2 1/4), Self Only (-1/2), Resurrection Only (-1/2)* [1] 2** 13) Melanochrome: Life Support (Safe in High Radiation)* 0 13** 14) Oolitic Kidney: Aid 1d6, Persistent (+1/2), Uncontrolled (+1/2), [four powers] simultaneously (+1), Continuous (+1) (40 Active Points); Limited Special Effect Uncommon SFX (Only Works Against The Effects Of Drugs, Poisons, And Other Toxins; -1), Only Restores to Starting Values (-1/2), Self Only (-1/2)* 0 20** 15) Neuroglottis: (Total: 20 Active Cost, 20 Real Cost) Discriminatory with Smell/Taste Group (Real Cost: 10) plus Tracking with Smell/Taste Group (Real Cost: 10)* 0 2** 16) Mucranoid: Life Support (Safe in Low Pressure/Vacuum); Requires A CON Roll (No Active Point penalty to Skill Roll; For Every Hour Of Exposure; -1/4)* 0 16** 17) Betcher's Gland: Killing Attack - Ranged 1d6, Uncontrolled (+1/2), Continuous (+1) (37 Active Points); 1 Recoverable Continuing Charge lasting 1 Turn (-3/4), No Range (-1/2)* [1 rc] 0** 18) Progenies* 0 4** 19) Black Carapace: Mind Link , Machine class of minds, Specific Group of Minds (10 Active Points); No Range (-1/2), Limited Class Of Minds [Power Armor Systems] (-1/2), Does Not Provide Mental Awareness (-1/4)* 0 Powers Cost: 148
  10. Re: Turakian Age: Elf Thief? The reason why racial and cultural packages are separate. Maybe the Oliver background (orphan raised by thieves) situation. Allow them the elf racial abilities but none of the elf cultural options; instead, they must take the cityfolk and criminal cultural package deals to represent their atypical elf principles. Happy New Year!!!
  11. Re: Why super tech never goes mainstream The simplest way to restrict the mass production of "Super Tech Devices" is to assign the device some rare or unique material needed for its construction or used as a fuel source. The ability to mass produce something assumes an abundance of base materials needed for their construction. This is not magic, it's economics. Moreover, by doing this, a GM can also create interesting plot devices as well. For instance, a group of VIPER agents have a far better reason for busting into the high security warehouse to get more materials to build VIPER blaster weapons which makes more sense than stealing some DVD players for beer money. A player could really predict VIPER's next move using their own innate intelligence without having to make a Deduction Roll. When villain and agent groups are motivated by more logical goals, other than providing the players a good fight, a campaign acquires more depth to it.
  12. Re: Fourth Age Hero Seeing that the Fourth Age of Middle Earth is the age of men, instead of trying to figure out how magic worked before, could not men have discover their own kind of magic? Something more traditional along the lines of the Hero System? Maybe more of a sword and sorcery system than the traditional high fantasy system? Maybe human magic users are called something different than a "Wizard" such as a "Sorcerer" or "Warlock" so they are not confused with those who came before.
  13. Re: Usning nanotech in a campaign I have been doing some more thinking. I don't see why the nanobots need any energy. The difference liquid and a gas is that the particles in a gaseous form have more energy than they do in a liquid state. The process of cooling a gas to change it into a liquid involves removing energy from the system. It seems to me that the nanobots need to extract energy from a gas to get it to form into a liquid. To do this, one does not need to even build a true nanobot, just an nano-construct. If one built a nano-sized ball with a number of specially designed hooks for latching onto a gas molecules. When they are injected into a gaseous system, they float around until they are hit by a gas molecule which they latch onto. As a result, their added mass would slow that particular gas molecule down and carry the nano-burr on throughout the system hooking on to more and more molecules forming clumps. During this process, some of the other nano-burrs would form their own clumps and some of them would latch onto other clumps, forming even larger clumps, each time, draining energy from the system thus slowing(cooling) the gas down into a liquid. Using this model, I don't see how this would violate the laws of physics or require lots of energy either?
  14. Re: Usning nanotech in a campaign I remember reading something about research into packing hydrogen molecules in carbon nanotubes to form liquid hydrogen that was more or less stable at room temperature. If this is possible near our current level of technology what other chemical/molecular properties could be manipulated in a future nanotech age that has fully developed nanoassemblers. If merely stacking hydrogen in nanotubes can yield liquid hydrogen without cooling it then how much more effective would nanoassemblers would be at rounding up a bunch of little hydrogen molecules into more dense/complex structures?
  15. Re: Usning nanotech in a campaign Does anyone know how feasible (assuming hard science) it would be to use nanotech to synthesize liquid hydrogen or oxygen that would remain somewhat stable at STP (Standard Temperature Pressure)? .
  16. Re: Something Star Hero needs, but hasn't. .....or matter/anti-matter engines the size of a walnut (from one Trek episode) When setting up the tech level for any campaign, a little common sense goes a long way when defining the stats for vehicles or gear but in a multi-genre book such as Star Hero, a defined "Build System" would not work. The strength of Star Hero is its wide appeal. In games such as Traveler, which have a defined "Build System," they are a unique settings and do not translate well over into other genres. For example, when Star Wars was the "Big Thing." how many Traveler GMs tried to run a Star Wars campaign using the Traveler rules and Build System? Form the attempts I have seen, it did not work well! Using Star Hero, I can run any science fiction setting including Traveler. To me, the lack of a "Build System" seems to be a strength, not a weakness. .
  17. Re: Veteran of a 1000 Psychic Wars Here is an example of my 40k Psyker Package Deal. It is at beta level right now (could have mistakes/might later find a better way of representing certain powers in Hero terms). I have been helping a buddy setup a Warhammer 40k Star Hero campaign and have design a Package Deal for Psychics and Psychic powers. All one have to do is slap it together with what ever military service Package Deal you want to create a Psychic Warrior. 40k Pysker Package Deal Skills Rogue Psyker 2 1) CuK: Psyker Underground 11- 3 2) Psykic: Power 11- 3 3) Streetwise 11- Sanctioned Psyker 3 1) Bureaucratics 11- 3 2) Psykic: Power 11- 2 3) PS: Psyker 11- Perks Sanctioned Psyker 3 1) Fringe Benefit: Sanctioned Psyker Talents Level I Psyker 15 1) Level I Psyker Notes: Level I Psykers can use, simultaneously, up to any two powers from the Level I Psyker Power List (see powers tab). Level II Psyker 20 1) Level II Psyker Notes: Level I Psykers can use, simultaneously, up to any three powers from the Level I and Level II Psyker Power Lists (see powers tab) Level III Psyker 25 1) Level III Psyker Notes: Level I Psykers can use, simultaneously, up to any four powers from the Level I, Level II and Level III Psyker Power Lists (see powers tab) Level IV Psyker 30 1) Level IV Psyker Notes: Level I Psykers can use, simultaneously, up to any five powers from the Level I, Level II, Level III and Level IV Psyker Power Lists (see powers tab) Powers Notes: This Prefab requires that the Cost Multipliers option be checked on in the Campaign Rules. Level I Psyker 0 1) 3 Mental Defense (3 points total) (3 Active Points) 0 2) Psykic Sense: Detect Other Psykers And Psykic Activity 11- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense (17 Active Points) 0 3) PSI Points: Endurance Reserve (20 END, 20 REC) Reserve: (22 Active Points); REC: (20 Active Points); Gradual Effect (1 Day; -1 3/4) Level II Psyker 0 1) 5 Mental Defense (5 points total) (5 Active Points) 0 2) Psykic Sense: Detect Other Psykers And Psykic Activity 11- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense (17 Active Points) 0 3) PSI Points: Endurance Reserve (30 END, 30 REC) Reserve: (33 Active Points); REC: (30 Active Points); Gradual Effect (1 Day; -1 3/4) Level III Psyker 0 1) 8 Mental Defense (8 points total) (8 Active Points) 0 2) Psykic Sense: Detect Other Psykers And Psykic Activity 11- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense (17 Active Points) 0 3) PSI Points: Endurance Reserve (40 END, 40 REC) Reserve: (44 Active Points); REC: (40 Active Points); Gradual Effect (1 Day; -1 3/4) Level IV Psyker 0 1) 10 Mental Defense (10 points total) (10 Active Points) 0 2) Psykic Sense: Detect Other Psykers And Psykic Activity 11- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense (17 Active Points) 0 3) PSI Points: Endurance Reserve (50 END, 50 REC) Reserve: (55 Active Points); REC: (50 Active Points); Gradual Effect (1 Day; -1 3/4) Level I Psykic Powers List 0 1) Aura Of Resistance: Force Field (6 PD/4 ED) (Protect Carried Items) (20 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 2) Cure Injury: Healing BODY 2d6 (20 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 3) Hammer Hand: (Total: 20 Active Cost, 0 Real Cost) Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 0) plus +1 SPD (10 Active Points); Linked (-1/2), Costs Endurance (-1/2), Nonpersistent (-1/4) (Real Cost: 0) 0 4) Immunity To Posion/Disease: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (20 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Nonpersistent (-1/4) 0 5) Mind Blast: Ego Attack 2d6 (20 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Does Not Provide Mental Awareness (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 6) Telekinesis I: Telekinesis (8 STR), Fine Manipulation (22 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 2 0 7) Telepathy I: Telepathy 4d6 (20 Active Points); Requires A Psykic Skill Roll (-1/2), Communication Only (-1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 8) Teleport: Teleportation 9", Safe Blind Teleport (+1/4) (22 Active Points); Requires A Psykic Skill Roll (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 2 0 9) Wind Blast: Telekinesis (10 STR), Explosion (Cone; -1 DC/2"; +1/2) (22 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Affects Whole Object (-1/4) Level II Psykic Powers List 0 1) Aura Of Protection: Force Field (9 PD/5 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4) (30 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 2) Cure Scrape: Healing BODY 3d6 (30 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 3) Ectoplasmic Mist: Darkness to Sight and Hearing Groups and Radar 2" radius (30 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 4) Jinx: Dispel 8d6, any [gadget or device] power one at a time (+1/4) (30 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 5) Mental Bolt: Ego Attack 3d6 (30 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Does Not Provide Mental Awareness (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 6) Sense Presence: Detect Minds 14- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Targeting (30 Active Points); Requires A Psykic Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Nonpersistent (-1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 7) Steal Mind: Drain INT 2d6, Ranged (+1/2) (30 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 8) Rally: Aid PRE 1d6, Ranged (+1/2), Area Of Effect (8" Radius; +1 1/2) (30 Active Points); Requires A Psykic Skill Roll (-1/2), Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) Notes: Units may make an immediate Morale Roll. They do not need to wait for the Post-Segment 12 Recovery. 0 9) Smash: Energy Blast 6d6 (30 Active Points); No Range (-1/2), Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 10) Telekinesis II: Telekinesis (13 STR), Fine Manipulation (30 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 11) Teleport II: Teleportation 5", No Relative Velocity, Safe Blind Teleport (+1/4), MegaScale (1" = 1 km; +1/4) (30 Active Points); Requires A Psykic Skill Roll (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) Level III Psykic Powers List 0 2) Aura Of Recalcitrance: Force Field (15 PD/7 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4) (40 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 3) Cause Confusion: Mind Control 8d6 (40 Active Points); Requires A Psykic Skill Roll (-1/2), Set Effect (Fear (Take No Actions, Wander Off, Attack Ally, Etc.); -1/2), Cannot Be Used Through Mind Link (-1/4), Does Not Provide Mental Awareness (-1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 4) Cause Fear: Mind Control 8d6 (40 Active Points); Requires A Psykic Skill Roll (-1/2), Set Effect (Fear (Cower, Surrender, Runaway, Etc.); -1/2), Cannot Be Used Through Mind Link (-1/4), Does Not Provide Mental Awareness (-1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 5) Cure Laceration: Healing BODY 4d6 (40 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 6) Destroy Aura: Dispel Force Fields 13d6 (39 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 7) Mental Blitz: Ego Attack 4d6 (40 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Does Not Provide Mental Awareness (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 8) Rout: +40 PRE (40 Active Points); Only To Make PRE Attacks (-1), Requires A Psykic Skill Roll (-1/2), Costs Endurance (-1/2), Instant (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Nonpersistent (-1/4) 0 9) Transfer Aura: Force Field (11 PD/6 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4), Usable By Other (+1/4) (40 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 10) Telekinesis III: Telekinesis (26 STR) (39 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 11) Telepathy II: Mind Link , Any Willing Target, Any dimension, No LOS Needed, Number of Minds (x2) (40 Active Points); Requires A Psykic Skill Roll (-1/2), Does Not Provide Mental Awareness (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 12) Teleport III: Teleportation 5", No Relative Velocity, Safe Blind Teleport (+1/4), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (40 Active Points); Requires A Psykic Skill Roll (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) Level IV Psykic Powers List 0 1) Aura Of Invulnerability: Force Field (20 PD/10 ED) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 2) Change Allegiance: Mind Control 10d6 (50 Active Points); Requires A Psykic Skill Roll (-1/2), Set Effect (Change Allegiance; -1/2), Cannot Be Used Through Mind Link (-1/4), Does Not Provide Mental Awareness (-1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 3) Cure Wounds: Healing BODY 5d6 (50 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 4) Limbo: (Total: 50 Active Cost, 0 Real Cost) Extra-Dimensional Movement (Single Dimension, Any Location), Costs END Only To Activate (+1/4) (31 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 0) plus Teleportation 1", Safe Blind Teleport (+1/4), MegaScale (1" = 100,000 lightyears; +4 3/4), Can Be Scaled Down 1" = 1km (+1/4) (12 Active Points); Increased Endurance Cost (x3 END; -1), Linked (-1/2) (Real Cost: 0) plus Teleportation: Floating Fixed Location (1 Locations) (5 Active Points); Linked (-1/2) (Real Cost: 0) plus Teleportation: Fixed Location (2 Locations) (2 Active Points); Linked (-1/2) (Real Cost: 0) 0 5) Mental Blast: Ego Attack 5d6 (50 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Does Not Provide Mental Awareness (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 6) Strength Of Mind: Aid 3d6+1, any [Primary Characteristic] power one at a time (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (49 Active Points); Requires A Psykic Skill Roll (-1/2), Self Only (-1/2), Costs Endurance (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 0 7) Telekinesis IV: Telekinesis (33 STR) (50 Active Points); Requires A Psykic Skill Roll (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 8) Telepathy IV: Mind Link , Any Willing Target, Any dimension, No LOS Needed, Number of Minds (x8) (50 Active Points); Requires A Psykic Skill Roll (-1/2), Does Not Provide Mental Awareness (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 0 9) Teleport IV: Teleportation 5", No Relative Velocity, Safe Blind Teleport (+1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (50 Active Points); Requires A Psykic Skill Roll (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) 0 10) Temporal Distort: Precognitive Clairsentience (Sight Group And Normal Hearing), Increased Arc Of Perception (360 Degrees) (50 Active Points); Precognition Only (-1), Requires A Psykic Skill Roll (-1/2), Time Modifiers (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) Notes: Character can change a nearby future event by making a PER Roll, the roll's Effect Number is compared on the Time Chart to see how far into the near future a character may influence events. Disadvantages Rogue Psyker 0 1) Distinctive Features: Psyker (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) 20 2) Hunted: Witch Hunters 8- (Mo Pow, NCI, Harshly Punish) 10 3) Social Limitation: Rogue Psyker (Occasionally, Severe, Not Limiting In Some Cultures) Sanctioned Psyker 0 1) Distinctive Features: Psyker (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) 15 2) Hunted: Witch Hunters 11- (Mo Pow, NCI, Watching) 20 3) Social Limitation: Sanctioned Psyker (Subject To Orders And Compulsory Service) (Very Frequently, Severe, Not Limiting In Some Cultures) I hope it gives you some ideas
  18. Re: Something Star Hero needs, but hasn't. The problem with these old Traveler games was the GM spend more time designing weapons, and ships than NPCs and plots. I have played in a few of those campaigns and they only last a few sessions. Design Addiction seems to take hold of the GM, they spend more and more time designing vehicles and less and less time building stories. In most of these campaigns, our ships were great but we had no place to go. .
  19. Re: "How to" Transform Question. A Cosmetic Transform would only hide the nature of the text but a Minor Transform would turn the text into gibberish. As for a release trigger, you can define a Transform's healing method as "All or Nothing" (such as a command word) so it does not have to change back over time. .
  20. Re: Things I'd like to see more of in fantasy gaming I would like to see the daily affairs/affaires and whims of the gods have a more profound influence on society akin to media stars do today. Muses (the paparotzi) in some way send these events to various artists (the media), who, depending on their various artistic forms, disclose the assorted activities of the gods to the general public. These should rarely be worldshaking events but more interesting cultural backdrops that take place in the background of the fantasy world while the players pursue their adventures. For example, what happens culturally if the god of war and the goddess of peace have an affaire or how about the goddess of love and the god of torture wed. Likewise, what happens when the god of death takes a holiday, the god of wine joins AA or the goddess of sleep and dreams has insomnia. I think that the activities of the gods and their respective portfolios could/should have amusing cultural influences to keep the players on their toes and make a fantsy world a more interesting place to adventure. .
  21. . Take The Trebuchet Challenge: http://www.globalspec.com/trebuchet/ .
  22. Re: Story Art Games Nice flashy promos but I never buy gaming material without spending a few minutes browsing over the interior detail. Maybe I am just jaded but I never judge a book by it cover. I tend not to buy shrink-wrapped games unless I have a good idea on what is on the inside. Experience has taught me that bad products always seemed to be shrink-wrapped. Story Art Games's products look interesting but they need to show a few examples other than just nice artwork. As a Hero Gamer, I want to see a few details like package deals, weapon design and a rocket ship (Rocket Ship Empires), before I would buy any product. .
  23. Re: No Frameworks? I suffer from Dyslexia, I could have sworn on a stack of bibles that he said a Star Hero Campaign. Sorry for any confusion and thanks for your support. .
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