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LoresLost

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Posts posted by LoresLost

  1. Re: Sixth Edition Showcase #6: Defense Powers

     

    Hot and Humid. Typical Florida summer.

    :idjit:

     

    And Hyper-Man now knows why I moved North. (I use to live in the swamp known as western Hillsbrough County at one point.)

     

    On Topic:

    It looks interresting and I think it is good to get some previews of concepts to provide a vibe of interest. Steve will not and cannot make everyone happy with what he does (or does not) do with the Hero Rules. I think he is doing well with the property and is heading in the right direction.

    Also, A Barrier like force wall in fact was a 'desire' for some on this board for some time to make their house rules in to RAW.

  2. Re: Making sense of Senses

     

    On the subject of range (not Ranged), I'm about to run into a question about radar, and I'm wondering about how its range compares to sight's. If someone were watching for movement at say a quarter mile, in broad daylight, with no distracting movement, I wouldn't require a PER roll to see a person moving. Should radar work about the same, but even at night? - again, just to pick up the movement.

     

    This is part of the problem for me with the differing range of senses, PER rolls, and the PER range modifier. If something is obvious, then no roll is required, but if a roll is required, all modifiers apply, including range. For sight, because things can be obvious even at significant range, that means that something crosses the line from being obvious straight into exceedingly difficult to perceive, because the range modifier is so big. I adjust for that with sight simply by automatically adjusting the range modifier by two slots. I know I can apply whatever modifiers I want, but I hate working things that way, because I always feel like I'm basically determining the outcome before the dice are rolled.

     

    Hate to say but it depends on technical specifications of the radar. A radar is a long distance sense that is mainly active. (passive radio ranging is done using several techniques (one being triangulation) but is not truly radar).

     

    In a game sense an aircraft control radar would a have mega-range but lacking details and depending on the support electronics may require system operation skill roll to get any thing meaningful out of it. If it is a 'power' then it should work like a short/medium range imaging radar(see PBS link below).

     

    boring_stuff

    Unless it is an imaging radar then it could crate an active system image like these: (http://www.pbs.org/wgbh/nova/wartech/radar.html Link to imaging radar, which takes a little time to get an image with detail but with out color and no fine detail.)

     

    A Radar traditionally sends an active pulse and then waits for the signal to bounce off any objects in the range of the beast. The time between pulses determines the range of the Radar http://en.wikipedia.org/wiki/Radar has all the details

     

    /boring_stuff

  3. Re: your pcs might be OVERPOWERED IF...

     

    your comic relief sidekick is darkseid

     

    That just means that your in a very rusty iron age Comic/campaign.

     

    ... Menton looks underneath his bed to make sure you aren't there.

    No Sir that should read ...The Kings of Edom look under their rest area to make sure your not there.

    also

    ... Demon Disbanded because your mystic told them too.

  4. Re: Metamorpho like powers

     

    Not exactly what I meant.

     

    I meant what sort of game effects would being an element give me?

     

    Liquid Nitrogen lets me freeze people around me.

     

    Uranium is radiactive and thus gives me a damage shield.

     

    Turning into diamond or chlorine's effect is pretty obvious. But what other elements would give me interesting powers?

     

    Silicon can give you Marvel's Sand Man Powers OR it could make you Glass like.

     

    Mercury - Streching and Desoild and Speed.

     

    Cobalt - One of the Three Magnetic elements and the base for magnetic alloys (AlNiCo) Magnetic Powers and Armor.

  5. Re: The Emergence Of Superhumans

     

    Since I enjoy the online comic Girl Genius, I'm considering changing the setting date from an alternate present to an early to mid-1800s timeframe.

     

    Any suggestions on how a superteam might be put together in a steampunk environment?

     

    Well you could look at Girl Genius and have them Built in the Laboritory.

    -or-

     

    Look at the fact GG is already a supers environment with out code names or costumes:

    1. Agatha -Gadgeteer/Martial Artist.
    2. Zetha Martial Brick
    3. Gilgamesh Gadgeteer/Martial Artist
    4. Klaus Wulfenbach Gadgeteer/Brick/Martial Artist
    5. Ogden is either a speed brick or a martial brick (and he is not anywhere as dumb as he looks)
    6. Countess Maria - Mentalist/Gadeteer (Mass Mind Control any one)

     

    and the list goes on.

  6. Re: The Emergence Of Superhumans

     

    The Chinese had gunpowder at this point. Sooner or later, a brain could use this as the basis for a modern-like artillery, or even rocket powered flight.

     

    To be truthful, the Chinese did have rocket artillery and hand grenades as early as 1000 AD (and perhaps much earlier if this Wikipedia article is correct http://en.wikipedia.org/wiki/Gunpowder ) Thankfully the Chinese were not as expansionist as the Western world or we would more and likely be speaking Mandarin variants.

     

    The issue of making a "Mad Science" reality from the source material work with real scientific method is that if a mad scientist would need an army of minions doing the detail work as he does design work. Yet in the comic books and Pulp stories have 3-4 henchmen look slack jawed as the boss pulls a wonder from his very small lab "THAT WILL SHOW THEM ALL".

     

    I am just saying how much do you want a game that is comic book like in feel verses realistic feel to the world. This is a Game Play judgment for GM and players to make.

  7. Re: Sci-fi Champions

     

    Which could get a little weird. There were 27th century weapons that could knock Superboy for a loop' date=' but the "modern" guns were only better than their 20th century equivalents in that they would never run out of shots.[/quote']

     

    That is true also in the original pre crisis universe the Persuader's (of the Fatal Five) Axe was also from the 27th Century. It is claimed that a "World War" destroyed much knowledge of weapons technologies... (Talk 'bout a dark age)

  8. Re: The Emergence Of Superhumans

     

    Doing a quick read of this thread, I would say a early dark age appearance of super-powers would lead to something looking a lot like the Girl Genius Universe With supers and mad scientist wrestling for control of humanity leaving a lot of corpses in their wake.

     

    The Aristocracy would be those who claimed to be most fit to rule and those would have to be those with powers or the ability to stop those with powers. A normal living in that world would be asking and hoping for a Storm King or a Baron Wulfenbach to stop the insanity and make it safe...

     

    This would be either a prolong dark age or, with a long lived ruler, long period of growth and peace... Or some combination of both where the one person would have a stable rule that ends with his death and cycles of violence until the next strong ruler who also is enlightened to allow growth comes along.

  9. Re: Which export template for HD on forum?

     

    Most People are using a text format and using CODE tags in to keep formating. You can also use a non graphical html template open it in a broswer and copy the text and paste in to CODE Tags as well.

     

    Something Like This: (CHARACTER BELONGS TO Tamashii2000 and is his creation and not Mine. I am not this original.)

    Kor Hunter Player:
    Val 	Char 	Cost
    15 	STR	5
    20/30 	DEX	30
    20 	CON	20
    10 	BODY	0
    18 	INT	8
    11 	EGO	2
    20 	PRE	10
    20 	COM	5
    
    10/19 	PD	7
    10/19 	ED	6
    6/7 	SPD	30
    10 	REC	6
    40 	END	0
    37 	STUN	9
    
    7" 	RUN	2
    2" 	SWIM	0
    3" 	LEAP	0
    Characteristics Cost: 140
    Cost 	Power	END
    40 	Bone Carved Short Bow: Multipower, 60-point reserve, (60 Active Points); all slots: OIF (Bow; -1/2) 	
    4u 	1) Explosive Arrow: EB 8d6, Explosion (+1/2) (60 Active Points); OIF (Bow; -1/2) 	6
    4u 	2) Black Acrila tipped arrow: RKA 4d6, 16 Charges (+0) (60 Active Points); OIF (Bow; -1/2) 	
    4u 	3) LightCrawler Arrow: Sight Group Flash 12d6 (60 Active Points); OIF (Bow; -1/2) 	6
    9 	Light Leather Padding: Armor (3 PD/3 ED) 	
    Ranger Spells 	
    11 	1) Mana Reserve: Endurance Reserve (60 END, 5 REC) (11 Active Points) 	
    10 	2) Glimpse: +6 PER with Sight Group (12 Active Points); Costs END Only Costs END to Activate (-1/4) 	1
    16 	3) Snare: Entangle 4d6 + 4, 4 DEF (60 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only/Feet Only) (-1), Only When In Contact With The Ground (natural earth, stone, and soil only; -1/2), Cannot Form Barriers (-1/4) 	6
    20 	4) Camouflage: Invisibility to Sight Group , No Fringe (30 Active Points); Only When Not Attacking (-1/2) 	3
    20 	5) Feet Like Cat: +10 DEX (30 Active Points); Costs END Costs END Every Phase (-1/2) 	3
    14 	6) Thistle Coat: Armor (6 PD/6 ED), Limited Power Power loses less than a fourth of its effectiveness (Last 12 seg (1 turn); +0) (18 Active Points); Costs END Only Costs END to Activate (-1/4) 	2
    Powers Cost: 152
    Cost 	Skill
    2 	Survival 13-
    3 	Streetwise 13-
    7 	Stealth 15- (17-)
    7 	Concealment 15-
    6 	+2 with Bow
    8 	Penalty Skill Levels: +4 vs. Range Modifier with Bow's
    2 	KS: Flora and Fuana 11-
    7 	Climbing 15- (17-)
    7 	Tracking 15-
    3 	Paramedics 13-
    3 	Riding 13- (15-)
    3 	WF: Common Melee Weapons, Bows
    Skills Cost: 58 Total Character Cost: 350
    Val 	Disadvantages
    15 	Social Limitation: Secret Identity Frequently (11-), Major
    10 	Physical Limitation: Unfamilar with earth customs/culture (Frequently, Slightly Impairing)
    15 	Psychological Limitation: Naive (Very Common, Moderate)
    10 	Psychological Limitation: Most hide heroic nature behind Frivolous front (Common, Moderate)
    20 	Hunted: Oeramm 11- (Mo Pow, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
    20 	Hunted: Demon 8- (Mo Pow, NCI, Harshly Punish)
    10 	Hunted: Circle of the scalet moon 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish, max in catagory of Disadd)
    50 	Archer Bonus
    Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 
    

  10. Re: Circle and Mete meets MMORPG

     

    It might just be my browser, but the character sheets are their with all their html code. Makes it kinda hard to read. Any suggestions?

     

    The Circle was one of my favorite old school teams as well. Some interesting backgrounds and some weird power set ups.

     

    Fastest way to look at the old html character formats are to copy the html text into a text editor and name the file somename.htm or othename.html and then use open file on your browser. (Note: Posting of HTML was shut down for security)

     

    Then You can read the text of the html part easy enough.(and even paste it in to a reply like this):

     

    Kor Hunter Player:
    Val 	Char 	Cost
    15 	STR	5
    20/30 	DEX	30
    20 	CON	20
    10 	BODY	0
    18 	INT	8
    11 	EGO	2
    20 	PRE	10
    20 	COM	5
    
    10/19 	PD	7
    10/19 	ED	6
    6/7 	SPD	30
    10 	REC	6
    40 	END	0
    37 	STUN	9
    
    7" 	RUN	2
    2" 	SWIM	0
    3" 	LEAP	0
    Characteristics Cost: 140
    Cost 	Power	END
    40 	Bone Carved Short Bow: Multipower, 60-point reserve, (60 Active Points); all slots: OIF (Bow; -1/2) 	
    4u 	1) Explosive Arrow: EB 8d6, Explosion (+1/2) (60 Active Points); OIF (Bow; -1/2) 	6
    4u 	2) Black Acrila tipped arrow: RKA 4d6, 16 Charges (+0) (60 Active Points); OIF (Bow; -1/2) 	
    4u 	3) LightCrawler Arrow: Sight Group Flash 12d6 (60 Active Points); OIF (Bow; -1/2) 	6
    9 	Light Leather Padding: Armor (3 PD/3 ED) 	
    Ranger Spells 	
    11 	1) Mana Reserve: Endurance Reserve (60 END, 5 REC) (11 Active Points) 	
    10 	2) Glimpse: +6 PER with Sight Group (12 Active Points); Costs END Only Costs END to Activate (-1/4) 	1
    16 	3) Snare: Entangle 4d6 + 4, 4 DEF (60 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Set Effect (Hands Only/Feet Only) (-1), Only When In Contact With The Ground (natural earth, stone, and soil only; -1/2), Cannot Form Barriers (-1/4) 	6
    20 	4) Camouflage: Invisibility to Sight Group , No Fringe (30 Active Points); Only When Not Attacking (-1/2) 	3
    20 	5) Feet Like Cat: +10 DEX (30 Active Points); Costs END Costs END Every Phase (-1/2) 	3
    14 	6) Thistle Coat: Armor (6 PD/6 ED), Limited Power Power loses less than a fourth of its effectiveness (Last 12 seg (1 turn); +0) (18 Active Points); Costs END Only Costs END to Activate (-1/4) 	2
    Powers Cost: 152
    Cost 	Skill
    2 	Survival 13-
    3 	Streetwise 13-
    7 	Stealth 15- (17-)
    7 	Concealment 15-
    6 	+2 with Bow
    8 	Penalty Skill Levels: +4 vs. Range Modifier with Bow's
    2 	KS: Flora and Fuana 11-
    7 	Climbing 15- (17-)
    7 	Tracking 15-
    3 	Paramedics 13-
    3 	Riding 13- (15-)
    3 	WF: Common Melee Weapons, Bows
    Skills Cost: 58 Total Character Cost: 350
    Val 	Disadvantages
    15 	Social Limitation: Secret Identity Frequently (11-), Major
    10 	Physical Limitation: Unfamilar with earth customs/culture (Frequently, Slightly Impairing)
    15 	Psychological Limitation: Naive (Very Common, Moderate)
    10 	Psychological Limitation: Most hide heroic nature behind Frivolous front (Common, Moderate)
    20 	Hunted: Oeramm 11- (Mo Pow, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
    20 	Hunted: Demon 8- (Mo Pow, NCI, Harshly Punish)
    10 	Hunted: Circle of the scalet moon 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish, max in catagory of Disadd)
    50 	Archer Bonus
    Disadvantage Points: 150 
    Base Points: 200 
    Experience Required: 0 
    Total Experience Available: 0 
    Experience Unspent: 0 
    

  11. Re: The Magnificent Magnetron

     

    Well, since I went and made the comment I would say 60 - 80 point end battery would be enough to make a viable hero, with a either a low recovery and/or recovery only at lab to make it hard to do every thing at the same time

     

    Okay my thoughts would be 6 to 8 phases of "full use" at 14 end (flight, shield and attack) is too high. So I would want to make the player budget END so figure 2 turns with only flight and shields would be 80 end (spd 5) (assuming they fly and shields up every phase)

     

    So a 70 point end battery with Limited charging (Only on Gun Charger or slowly (1minute for 3 points) Once charge is done power shut down no stun burn (it is either a bug or a feature depending on your intent).

     

    7 Endurance Reserve (70 points end)

    3 Recovery (-2 Recovers Only on Charger) (10 active points)

    2 Recovery (Natural Battery Recovery Extra time 1 Minute -1/2) 3 Active points

    Total 12 Points Cost That should allow for the player to hit a couple times and retreat. Also allow the player to fly after a long rest and should meet your goals of Making life interesting for the player.

     

    This would need play testing but what doesn't.

     

    (This Wooden Nickle is provided by LoresLost at no charge.)

  12. Re: The Magnificent Magnetron

     

    Okay' date=' I give up. What's supposed to prevent Magnetron from being used indefinitely? What's the "off" part?[/quote']

     

    I would say low endurance. This character will burn it very fast.

     

    As I see it I would have done it as a END Battery with a bizarre recharging cycle (recharges at base only type thing. A faster charge but only at base would make it tough on the player) I would consider putting flight and shield in the suit and have the gun and suit powered by a limited END Battery.

     

    Just my wooden nickle.

  13. Re: About PRIMUS

     

    SAT's most defining element is the MPR (Multi Purpose Rifle). Basicaly it is a gun that has a selector switch to different clips, each clip has a different ammo type in it. (Explosive, RKA, Tear Gas, etc...). I figure the riffle will have the following ammo

     

    Normal (Probably a AP RKA)

    Explosive (Pen Ex RKA)

    Tear Gas

    Flashbang

    Rubber Bullets (AF-3 EB)

    Maybe a gyrojet (RKA)

     

    I read that and thought of the Judge Dredd's Lawgiver

     

    The Lawgiver is keyed to the DNA of the officer that it belongs to. If any one else uses the weapon they get a very nasty surprise.

     

    With super powered individuals using it you could end up with the Judge Anderson effect. (Anderson was telepath and used her 'mindscan' as a targeting sense for her side arm in a hostage situation)

  14. Re: Storn Art from idea to Full Picture Year 6

     

    A Twist on a member of the Fantastic Four:

     

    Transparency, The Visible Woman.

    Sandra Samuelson, A lab intern at Super Science Lab is caught in a trans-dimensional warp giving her control of electromagnetic energies (magnetic, electricity, and light) and giving her N-Ray vision always on (the world looks as if it is made of perfectly transparent material, she can see it but see through it as well) the side effect is, well, she appears to everyone else as a person would appear to her. You can see her skin, the muscle under the skin, the skeletal system, the nervous system, etc. Lucky the effect does not extend to clothing or other worn items but having her over for lunch is a little unnerving.

  15. Re: Beholder

     

    I thought Susano had one on his website, but I can't find it if it's there.

     

    Basics: Its armor doesn't fully protect the main eye, and its smaller eye stalks are OAF. Everything else is pretty self-explanatory.

     

    BEHOLD: Susano's BEHOLDER

     

    Okay I had my fun for the day.

  16. Re: Little Powers

     

    OddHat Posted a few characters that were 25 pointers that where actually frighting (true egg shells with hammers) In this thread. Warning, he put up the characters of Viper Girl and the Duck Knight before the forums turned off HTML markup. So the Ideas have been around here for a while.

  17. Re: Mystic Hero in development

     

    The Christian Heaven? A feather from an Archangel's wing' date=' which does... something...[/quote']

     

    Movement powers, the feather allows 'movement' on a Hellblazer style synchronicity highway. Or Flight, or teleportation etc.

     

    Or

    it allows postcogitive powers (acts as a 'messenger' of good and evil ). The word angel comes from the Greek for messenger.

  18. Re: The Monster As Hero thread

     

    I think of the Pooka or Púka from Irish myth a dark shape shifter that perfers the form of a horse or goblin. From http://en.wikipedia.org/wiki/Pookah :

     

    According to legend, the púca is an adroit shape changer, capable of assuming a variety of terrifying forms. It may appear as a horse, rabbit, goat, goblin, or dog. No matter what form the púca takes, its fur is almost always dark. It most commonly takes the form of a sleek black horse with a flowing mane and glowing yellow eyes.

     

    If a human is enticed onto a púca's back, it has been known to give them a wild ride. But unlike a kelpie, which will take its rider and dive into the nearest river or lake to drown and devour him, the púca will do the unfortunate rider no real harm. The púca has the power of human speech, and has been known to give advice and lead people away from danger. Though the púca enjoys confusing and often terrifying humans, it is considered to be benevolent.

  19. Re: On A Power Build

     

    Not necessarily.

     

    That might be the 'real' sfx of how their ability works but the character can have a completely different and subsequently more limited concept of what they are doing. You could even take a Psych Lim for it.

     

    The Duplicate Boy weakness. He was the most powerful of the heroes of "Heroes of Lallor" but due to a lack of imagination he could only duplicate heroes he meet, but in actuality his powers could create any power that could be thought of.

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