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SKJAM!

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Everything posted by SKJAM!

  1. SKJAM!

    Pulparize It!

    Re: Pulparize It! Yeah, that George C. Scott movie was great. Sayonara Zetsubou-Sensei (Goodbye, Mr. Despair) is a black comedy anime (and manga I think) about a teacher with an unfortunate name and the wacky homeroom class he (in theory) teaches. Our protagonist is, well, you know how a pessimist thinks the glass is half empty? Mr. Despair thinks the glass is half-empty, someone peed in his beer, he just cut his lip on the sharp rim, ohmigodI'mgoingtogetaninfectionanddie! Fuura Kafuka is his most enthusiatic student, and is as described above in the pulparized version. Then there's the agoraphobe, the stalker, the anal-retentive girl, the one who talks only via text messaging, the illegal immigrant, the crazy half-foreign girl, the girl who loves animals in a wrong and sick way (but not the one you'd think), etc. It's great fun in a sick and twisted way.
  2. SKJAM!

    Pulparize It!

    Re: Pulparize It! Sayonara Zetsubou-Sensei Frank DeSpair ("it's pronounced 'day-spear', got it?") had always been overly sensitive and prone to pessimism, but it came to a head when he lost everything in the stock market on Black Friday. Deciding to cash in his chips, Frank went to his favorite park and raised a pistol to his head. He was just about to pull the trigger when out of nowhere a girl tackled Frank to the ground. The girl, Polly Kafka, turned out to be insanely optimistic--or possibly just insane. She reasoned that since no one could really have meant to kill themselves on such a sunny day, the reason Frank had a gun was...he was a private eye on a case! Polly immediately elected herself Mr. DeSpair's "spunky girl assistant" and attempted to help him "solve the case." By sheer coincidence, some kidnappers were also in the park, and in the course of Frank trying to explain to Polly that the world is a dark and cold place that he would be well rid of, and her insistence that prosperity was just around the corner, they accidentally captured the criminals and freed their hostage. Before Frank really understood what was going on, he had an office with his name on the door and clients flocking in for his services. His protests that he wasn't actually a detective and didn't have a license were ignored. Each case that comes in further convinces Frank that the world is a horrible place that's rapidly going to hell in a handbasket, while Polly puts a bright shiny (and completely wrong) spin on events. Oddly, Polly's wacky theories, while never right about the case at hand, sometimes turn out to be true about subplot events. And for some reason, the men in white coats haven't come for her yet. For further fun, Polly has a wide assortment of equally screwball contacts that she calls in to help on cases. They pretty much never do actually help, but give Frank a chance to monologue about whatever bugs him about modern society.
  3. Re: You Are President! Okay, who among my regulars qualifies? Mask of Justice: By the 1950s, he'd be old enough to qualify and the increasing use of plastics would encourage him to retire, so perhaps he was elected in his civilian ID. While not by any means a friend of Communists, Mask might have difficulties with HUAC and other Red Scare tactics. On the other hand, his fanatical devotion to justice and truth will make him an example for the nation. Calculus: "What part of 'urban legend' do people not understand?" His hyperintelligence would make Calculus a president of ideas, but his "does not suffer fools gladly" problem will cause massive problems with Congress, the military-industrial complex, and other countries. He won't be a popular president, but his programs will benefit the nation for decades. Talion: His first action is appointing someone to find out who's been using mass mind control on the American public.
  4. Re: D&D Magic Items 3.5 to HERO Standard Rings U-Z Water Walking Ring: Flight 12", Usable as Running (+1/4) (30 Active Points); Independent (-2), IIF (ring; -1/4), Only In Contact With A Surface (-1/4), Only On Appropriate Terrain Only on liquid surfaces (-1/4), Limited Power Power loses about a fourth of its effectiveness (no faster than wearer's Running; -1/4) Real Cost: 7 Description: This ring is set with an opal, and allows the wearer to walk on the surface of any liquid. (It does not protect against any damaging effects of being that close to the liquid.) You never know when one of these might come in handy. Wizardry Ring: Okay, you got me on this one. The effect is that the wearer (who must be an arcane spellcaster) gets double the number of spell slots for a given "level" for the day. It comes in 1st, 2nd, 3rd and 4th Level varieties. Anyone want to take a stab at it? X-Ray Vision Ring: N-Ray Perception, not vs. lead or thicker substances (Sight Group) (10 Active Points); Increased Endurance Cost (x8 END; -3 1/2), Independent (-2), Costs Endurance (-1/2), IIF (ring; -1/4) Real Cost: 1 Description: This ring allows the wearer to look through solid objects as though they were transparent glass. The only real drawback is that x-ray vision is rough on the eyes, so it quickly exhausts the user. And that completes the standard magical rings. Next up is rods, if I ever get them in line.
  5. Re: D&D Magic Items 3.5 to HERO Oh, in points it's low-cost--but just try to find it in any store.
  6. Re: A Thread for Random Musings How I spent my weekend: http://skjam.livejournal.com/144334.html
  7. Re: D&D Magic Items 3.5 to HERO Standard Rings S-T Shooting Stars Ring: Elemental Control, 14-point powers, (7 Active Points); all slots Independent (-2), OIF (ring; -1/2) 1) Dancing Lights: Sight Group Images 1" radius, 12 Continuing Charges lasting 1 Minute each (+1/2) (15 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only to make four lights that can dance about (may be globe or humanoid-shaped), must wait one hour between uses; -1), Conditional Power Power Only Works Outdoors at Night or conditions of deep darkness (-1/2), OIF (ring; -1/2) 2) Light: Sight Group Images Increased Size (2" radius; +1/4), 2 Continuing Charges lasting 2 Hours each (+1/4) (15 Active Points); Independent (-2), Only To Create Light (-1), No Range (-1/2), Conditional Power Power Only Works Outdoors at Night or Deep Darkness (-1/2), OIF (ring; -1/2) 3) Ball Lightning: Energy Blast 4d6, Variable Targets (+1/4), Continuous (+1) (45 Active Points); Independent (-2), 1 Continuing Charge lasting 1 Turn (-1 1/4), Conditional Power Power Only Works Outdoors at Night or in Deep Darkness (-1/2), OIF (ring; -1/2), No Knockback (-1/4) 4) Shooting Stars: (Total: 40 Active Cost, 7 Real Cost) Energy Blast 2d6 (10 Active Points); Independent (-2), 3 Charges which Recover every 1 Week (-1 3/4), Conditional Power Power Only Works Outdoors at Night or In Deep Darkness (-1/2), OIF (ring; -1/2), Limited Range 7" (will explode at end of range even if it doesn't hit anything; -1/4) (Real Cost: 2) plus Energy Blast 4d6, Explosion (+1/2) (30 Active Points); Independent (-2), 3 Charges which Recover every 1 Week (-1 3/4), Conditional Power Power Only Works Outdoors at Night or In Deep Darkness (-1/2), OIF (ring; -1/2), Limited Range 7" (Explodes at end of range even if it hasn't hit anything; -1/4) (Real Cost: 5) 5) Faerie Fire: Cosmetic Transform 6d6 (Ordinary object/being into faintly glowing object/being, Expiration of spell (12 minutes) or darkness-effect spell), Variable Special Effects (Limited Group of SFX; blue, green or violet glow; +1/4) (37 Active Points); Independent (-2), 2 Charges (-1 1/2), Conditional Power Power Only Works Indoors or Underground at Night (-1/2), OIF (ring; -1/2) 6) Spark Shower: (Total: 46 Active Cost, 7 Real Cost) Energy Blast 2 1/2d6, Area Of Effect (4" Cone; +1) (26 Active Points); 1 Charge (-2), Independent (-2), No Range (-1/2), Conditional Power Power Only Works Indoors or Underground at Night (-1/2), OIF (ring; -1/2) (Real Cost: 4) plus Energy Blast 2d6, Area Of Effect (3" Cone; +1) (20 Active Points); 1 Charge (-2), Independent (-2), No Range (-1/2), Conditional Power Power Only Works Indoors or Underground at Night (-1/2), OIF (ring; -1/2), Limited Power Power loses about a fourth of its effectiveness (Only vs. targets w/metal armor or weapons; -1/4) (Real Cost: 3) Real Cost: 27 Description: This ring has a number of functions that only function at night or in deep darkness. If the wearer is outdoors, they can summon small dancing lights, a more powerful light spell, a ball of electricity that zooms from one victim to the next for a short period, or shooting stars that hit hard, then explode in flames. If the wearer is indoors or underground, they can coat an area and everything in it in a faint glow, or send a shower of sparks at an opponent. (The last is more effective if the target is wearing or carrying a lot of metal.) Best used by night-faring adventurers, especially whoever's on watch. Spell Storing Ring, Minor: Variable Power Pool (Magic Pool), 30 base + 3 control cost, (45 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (when friendly mage casts spell into ring; -1/2), Limited Class Of Powers Available Slightly Limited (Magic spells cast into ring; -1/4); all slots Independent (-2), Limited Power Power loses about half of its effectiveness (Only spells cast into ring, only up to three "levels" at a time; -1), IIF (ring; -1/4) Real Cost: 33 Description: This coveted ring holds magical spells that have been cast into it for later use. Handily, the user does not themselves have to be magically adept. It will hold up to three "levels" of magic (3 1st level, 1 2nd level and 1 1st level or 1 3rd level), which make it slightly less powerful than you'd expect for the cost. It also comes in "standard" (50 Active Points, up to five "levels") for 55 Real Cost, and "major" (100 Active Points, up to ten "levels") for 110 Real Cost. Spell Turning Ring: Missile Deflection (Any Ranged Attack), Missile Reflection, Custom Modifier --Works against Mental Attacks too (+1/4) (50 Active Points); Independent (-2), 3 Charges (-1 1/4), Only Works Against Limited Type of Attack (Magical spells; -1/2), IIF (ring; -1/4) Real Cost: 10 Description: Three times a day, a wearer can choose to try to reflect a magical spell back at its caster. Of course, this choice often must be made before the spellcaster finishes their casting, so the user might blow a charge if the spell turns out to be defensive or aimed at someone else. Still, if done correctly, the results can be quite satisfying. Sustenance Ring: Life Support (Eating: Character does not eat; Sleeping: Character only has to sleep 8 hours per week) (4 Active Points); Extra Time (1 Week, Only to Activate, -2 1/4), Independent (-2), IIF (ring; -1/4) Real Cost: 1 Description: This ring turns air into sustenance for its wearer, thus they do not have to eat (but still can, if they want) and need only one hour of sleep a night. It takes a week for the ring to adjust itself to the wearer's metabolism--if it's removed for any reason, it will take another full week to readjust, even to the same person. Invaluable if you're in an area where you can't trust the food, or rations are short. Swimming Ring: Swimming +1" (3" total); Independent (-2), IIF (ring; -1/4) Real Cost: 1 Description: This ring, decorated with wave patterns, makes you a slightly better swimmer. Not exactly the top of everyone's shopping list, but every little bit helps. Also comes in an Improved (+2" Swimming for 1 Real Cost) version. Telekinesis Ring: Telekinesis (15 STR) (23 Active Points); Independent (-2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), IIF (ring; -1/4) Real Cost: 6 Description: An amazingly useful ring for its cost, the Telekinesis Ring allows the wearer to manipulate objects at will, only requiring a certain amount of concentration. GM caution is recommended before handing this out. Three Wishes Ring: Extra-Dimensional Movement (To Parallel Universe where wish came true) (25 Active Points); 3 Charges which Never Recover (-3 1/4), Independent (-2), IIF (ring; -1/4), Limited Power Power loses about a fourth of its effectiveness (Subject to GM interpretation of wish; -1/4) Real Cost: 4 Description: This ring is set with three rubies of great price. When a wish is made, one of the rubies vanishes and the wish comes true. When all three rubies are gone, the ring loses all its magical properties and turns to dross. These are hardly ever found intact--at least one wish will have been used by the previous owner. The GM should interpret the wish as necessary--if it's a reasonable request that will help the game along, by all means be nice to the wisher. If the wish is greedy or hubristic, sock them with the literal genie stick. This ring cannot have Independent bought off. Have been having problems with the Rods...
  8. Re: How would Stronghold imprison your character? Calculus might fake having some sort of medical condition that would cause him to die if pressurized like that--he has the INT and skills to pull it off. I'd imagine that the DOC's research division would have people whose job it is to figure out worst-case scenarios for any new technology application and invent countermeasures. After all, it may be necessary to restrain Iron Lion with a pressure cooker cell due to his inhuman strength, but since he's in for marijuana possession rather than mass murder, it'd look bad for the system if a slight accident could execute the poor bastard.
  9. Re: How would Stronghold imprison your character? Mask of Justice: A straitjacket would do--of course no Golden Age setting would have him unmasked in an irreversible way, but he'd still need his hands free to use what information his powers would give him about the lock. Calculus: They'd probably just take away his foci at first. Then it gets trickier, as his specialty is figuring out the weaknesses in things--like prisons. Eventually, they'd have to resort to some sort of intelligence-dampening process--which just shifts the escape risk to any time he sees his attorney or is up for a hearing, since not allowing a prisoner to think in his own defense is most certainly a violation of civil rights. Rock Bottom: Standard brick procedures, since he's a fairly standard brick. His only really fancy trick is something that takes a running start, something that's not readily available in jail cells. Kira Midori: Anti-psi shields, no loose objects, no visual contact. On the other hand, she's another law-abider. Talion: A standard jail cell would be plenty. The main thing is to make sure the guards know not to hurt him. At all. Not even a little.
  10. Re: Urban Fantasy dead horses. What I'd likely try to drop as much as possible is the cynical world attitude I find so irritating in some urban fantasy settings. In my setting, magic will be considered really cool and worth having, bringing sunshine and fresh air into the world. Wide-eyed idealism is the norm for people who have magical gifts--indeed, pessimism and cynicism weaken your ability to use magic. Curative, enhancement and creative magic is easy; destructive and corrupting magic is hard. (Mind you, it's still quite possible for bad people to abuse their magical gifts; they will just tend to be misguided idealists.)
  11. Your character's team (or the people they most often hang out with, if not on a team) is fighting a fairly powerful but not overly bright villain. Naturally, he's losing. He reaches into a belt pouch, and pulls out a glowing sphere. "Ha! Good thing I came prepared. This'll put paid to--" At that moment, a (stray?) shot hits the sphere, causing it to detonate. The villain barely has time to say "Oh CRA--" before the explosion. When the smoke clears, the effect of the sphere is clear. The villain, having been at the epicenter of the blast, has been transformed into a newborn infant. The heroes, slightly further away, are now kindergarten-aged. This is a magitech effect, so affects beings that didn't actually ever have a childhood (but 30+ points of Power Defense will prevent the effect.) The victims retain their personal memories, but have lost their post kindergarten education, and will react to their memories with the perspective of pre-schoolers. Their statistics and powers are now kiddie-sized (even if their special abilities were gained as adults.) Any relevant tests indicate that the transformation will wear off with time, but it's not clear how much time. What would your character do in either of these scenarios: a) Your character is the sole member of the group unaffected. Your character was the only one close enough to be affected. If clarification is needed, let me know.
  12. SKJAM!

    Pulparize It!

    Re: Pulparize It! Well, in the time period, more like nationalist rebels against colonial power of your choice than "terrorists." With the available technology, the suit would be even bigger and less maneuverable than the 60s version--once he's back in the states, Howard Stark (father of Tony) develops a better suit that has the fantastical technology of the 1950s or so. And he can pretty much forget ever concealing his identity due to the near iron-lung chestpiece he needs to live.
  13. Re: Yamamura Giveaway Contest Entries Bimbo Player: NPC, created by Scott K. Jamison Val Char Cost 10 STR 0 12 DEX 6 14 CON 8 10 BODY 0 14 INT 4 20 EGO 20 14 PRE 4 10 COM 0 2 PD 0 3 ED 0 3 SPD 8 8 REC 6 40 END 6 25 STUN 3 6" RUN 0 2" SWIM 0 2" LEAP 0 Characteristics Cost: 65 Cost Power 11 Spirit Sight: Detect Spirits 18- (Sight Group) 5 Can touch spirits: Affects Desolidified Any form of Desolidification (+1/2) for up to 10 Active Points of STR (5 Active Points) 6 Spirit Punching: Hand-To-Hand Attack +2d6, Affects Desolidified Any form of Desolidification (+1/2) (15 Active Points); Limited Power Power loses about half of its effectiveness (Only vs. Desolid beings; -1), Hand-To-Hand Attack (-1/2) 16 Exorcism Ritual: Extra-Dimensional Movement (Related Group of Dimensions, Single Location), x8 Increased Weight, Affects Desolidified Any form of Desolidification (+1/2), Usable As Attack (+1) (100 Active Points); Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 1/2), Extra Time (10 Minutes, Only to Activate, -1 1/4), OAF Expendable (Easy to obtain new Focus; exorcist's supplies; -1), Incantations (Requires Incantations throughout; Complex; -1), Limited Power Power loses about a third of its effectiveness (Only to send spirits and extra-dimensional beings to the correct otherworld; -1/2) 7 Spirit Protection: Mental Defense (14 points total) (10 Active Points); Only Works Against Limited Type of Attack (Spirit Powers; -1/2) 40 Poverty-Inducing Powers: Elemental Control, 80-point powers 25 1) Poor Financial Judgement: Mind Control 12d6, Invisible Power Effects (Fully Invisible; +1/2) (90 Active Points); Set Effect ("Make bad financial decisions"; -1/2), Stops Working If Mentalist Is Stunned (-1/2) 27 2) Destroy Valuable Objects: Telekinesis (20 STR), Fine Manipulation, Invisible Power Effects (Fully Invisible; +1) (80 Active Points); Limited Power Power loses about a third of its effectiveness (Only to damage/destroy valuable objects; -1/2) 64 3) Poverty's Curse: Major Transform 4d6 (Person to person with Unluck: Financial Matters or *more* Unluck: Financial Matters, normally, or successful exorcism), Invisible Power Effects (Fully Invisible; +1) (120 Active Points); Limited Target ([slightly Limited]; Beings with souls only; -1/4) Powers Cost: 201 Cost Skill 3 Bureaucratics 12- 6 +2 w/poverty-inducing powers 3 AK: Spirit World 12- 2 CK: Tokyo 11- 4 KS: Spirits 13- 3 KS: Japanese Folklore 12- 4 KS: Finance 13- 3 CuK: Financial World 12- 2 KS: Current Events in Business 11- 3 KS: Who's Who in the Financial World 12- 0 Language: Japanese (idiomatic) (4 Active Points) 3 Language: English (completely fluent) 1 Language: Mandarin Chinese (basic conversation) 1 Language: Korean (basic conversation) 1 Language: German (basic conversation) 3 Persuasion 12- 3 PS: Exorcist 12- 4 PS: Financial Saboteur 13- 3 Streetwise 12- 3 Systems Operation 12- 5 Trading 13- Skills Cost: 60 Cost Perk 6 Contact: Agent (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 12- 20 Contact: Bimbo no Kami (Contact has extremely useful Skills or resources, Very Good relationship with Contact), Spirit Contact (x2) (20 Active Points) 14- 1 Fringe Benefit: License to practice a profession 1 Fringe Benefit: Passport 5 Money: Well Off 1 Reputation: Effective financial saboteur (Underhanded corporate executives) 8-, +1/+1d6 Perks Cost: 34 Cost Talent 10 Divine Favor Talents Cost: 10 Total Character Cost: 370 Pts. Disadvantage 5 Hunted: International Securities and Exchange Commissions 11- (Less Pow, NCI, Watching) 5 Physical Limitation: Near-sighted, needs glasses to see properly (Infrequently, Slightly Impairing) 15 Psychological Limitation: Miser (Common, Strong) 20 Psychological Limitation: Hates those more fortunate than himself (Very Common, Strong) 10 Social Limitation: Double life, causes scheduling problems, need to conceal activities (Frequently, Minor) 5 Vulnerability: Good luck-based powers (Uncommon) 5 Susceptibility: good luck charms, 1d6 damage per Minute (Uncommon) 5 Reputation: Jinx, 8- Disadvantage Points: 70 Base Points: 200 Experience Required: 100 Total Experience Available: 100 Experience Unspent: 0 APPEARANCE Hair Color: Black, buzz cut Eye Color: Black Height: 1.70 m Weight: 55.00 kg Description: Ichiro is in his early 30s, with a pinched-looking face and hollow cheeks. His glasses are plastic-rimmed, and often held together with masking tape. When on the job as an exorcist, he wears Shinto priest robes and hat. Otherwise, he dresses like a salaryman, in the cheapest used suits he can scrounge up. BACKGROUND Shortly before Ichiro Yamakuro was born, his father was accused of embezzling from his company. There were no charges filed due to lack of conclusive evidence, but Mr. Yamakuro was fired anyway, and no respectable company would hire him. Ichiro's mother got a part-time job to help out, but between taking care of Ichiro and her migraines, she couldn't work decent hours. So Ichiro grew up poor. By the time he was able to understand just how messed up his family was, Ichiro's father had taken to drink. Mr. Yamakuro would often rave in his cups that the "bimbo no kami" (god of poverty) had come to live in their apartment. The elder Yamakuro died in a train accident when Ichiro was eight. When Ichiro was sixteen, he went to a shrine on New Years' Day to pray for an escape from the crushing poverty he'd known all his life. He drew a fortune which read "catastrophe", fainted and struck his head. Ichiro awoke and immediately believed himself to be hallucinating. For the air was full of spirits capering about. Long-nosed goblins, sweet-faced angels, legless ghosts, and odd-looking animals danced in the air around the shrine. When the humans asked Ichiro how he was feeling, he mumbled vague excuses (it wasn't as though he could afford to go to the hospital) and stumbled out to the street. There were less spirits out here, which made sense; naturally a place of worship would be more attractive to them. Still, Ichiro could see beings who were clearly not human doing various chores around the neighborhood. A wind spirit blew cold air along the street, a shop's guardian cat beckoned to passersby, and a mischievous goblin was making cracks in the pavement. It was weird, but slowly Ichiro was getting used to it. It wasn't as if he hadn't always heard the tales of spirits before, even if he couldn't see them. Ichiro rushed home, took off his shoes and quietly crept into the apartment in case his mother was having one of her migraines. Much to his surprise, there was someone in the living area he'd never seen before, though he'd heard descriptions for years. The Bimbo no Kami was sitting right there in the middle of the apartment, just as Ichiro's father had claimed! The years of misery came back to Ichiro's mind, his heart filled with anger, and the boy leapt at the spirit of poverty, beating it with his fists. The spirit didn't fight back, too surprised that someone could see it, let alone assault it. Finally, it begged for mercy. Ichiro spewed invective against the spirit, and ordered it to leave. The Bimbo no Kami agreed on one condition--that Ichiro find the spirit a new place to live. The spirit shrunk down, and Ichiro carried it in his pocket. It happened that the landlord of the crummy apartment building the Yamakuro family lived in had a son Ichiro's age who was a classmate of his. This boy had lorded his relative wealth and power over Ichiro since junior high, often forcing Ichiro to do humiliating chores on threat of being evicted. Ichiro went to the landlord's house, and made an excuse to see his classmate. By carrying the spirit in his pocket, he was able to sneak it past the good luck charms that otherwise would have protected the house. While Ichiro groveled to the landlord's son, pretending to need help with a homework assignment, he placed the Bimbo no Kami behind a stack of DVDs. Over the next few days, the Yamakuro family's fortunes improved. The real embezzler was finally caught, and the company that had fired Mr. Yamakuro made a generous settlement in hush money. Ichiro won a year's supply of groceries in a local store's tombola giveaway. A childhood sweetheart of Ichiro's mother unexpectly turned up, recently widowed, prosperous and with a yen for Mrs. Yamakuro. Even her migraines eased up. Meanwhile, the landlord was hit with a series of inspections by city officials that revealed many expensive violations of building codes and rental regulations. Ichiro's classmate broke his leg in multiple places, requiring a long and expensive hospital stay, and their fancy home caught on fire. One day, Ichiro met the Bimbo no Kami on the street and they exchanged pleasantries. The spirit noticed that Ichiro seemed more than casually interested in the stories the spirit told of impoverishing victims. It suggested an alliance. It would lend Ichiro some of its power, in exchange for Ichiro sheltering the spirit whenever it needed a place to stay. Thus it was that Ichiro became the financial saboteur known as "Bimbo." He has studied Shinto rituals, and his official income is from being a wandering exorcist. But his real job is hitting wealthy men with poverty for pay. PERSONALITY Ichiro was deeply scarred by his early poverty. Even though his activities have made him comfortably wealthy, he lives in abject fear of losing his money, and will go to great lengths to avoid spending it. He regularly steals hotel soap, fills up on free food samples and watches for rock-bottom sales of expired items. In addition, he resents anyone who appears to be luckier in life than he is, and sometimes cannot resist acting maliciously against them in secret, even if they're paying his way. The only person Ichiro is close to is his mother, who he is glad is happy with her new husband. He endures her admonitions to find a nice wife and settle down with more patience than he gives to anyone else. Sadly, he cannot bring himself to court a woman, since he sees them as golddiggers who are only after his money. QUOTE "How does your Bible put it? 'The want of money is the root of all evil'? I think I am agreeing." Ichiro's voice is soft, but he has a tendency to a sneering tone when he's got an advantage. POWERS/TACTICS Bimbo has two sets of powers. The first is his ability to see and interact with spirits. Nature spirits, ghosts, imaginary friends, astral projections--he can see and affect them all. He's learned to steel his mind against their uncanny abilities, and to exorcise spirits (and other interdimensional visitors) back to where they belong. The primary weakness of this last ritual is that it takes a long time, and so the spirit has to be kept present until it's complete. This is done either by satisfying the spirit (a job for Ichiro's bargaining skills, to find out what it wants and how to fulfill that need) or by beating it up. The other set is the poverty-inflicting powers Ichiro has been granted by the Bimbo no Kami. He can cause a victim to make bad financial decisions, wreck their nice things (more dangerous than it sounds...suppose you're in your Rolls-Royce when Bimbo makes it steer off a cliff?) and make them unlucky with money. Note that the more he succeeds with that last power, the more dice of Unluck he can inflict. Ichiro's usual M.O. is to research a potential target to identify possible weak points, then slowly harrass them with minor financial setbacks before moving in for the "kill." Bimbo is not a particularly good physical combatant, and will flee if threatened with violence. CAMPAIGN USE You know those Hunteds that like messing with your credit rating? Bimbo works for those guys. He can also be used in his exorcist job as a hired expert in a case with supernatural overtones. Indeed, you could cut out his poverty-related powers and just use him as an exorcist in campaigns where such a character would be appropriate. Some quick plot seeds: 1. A poltergeist is infesting the HQ, and the Ghostbusters are out of town. Who do you call? 2. If the campaign is set in Japan, one of the PCs gets a favor called in by a Japanese tax inspector. She's been assigned to audit Ichiro Yamakuro, and noticed that the last three auditors who worked this case file all met with unfortunate accidents. Can the PC protect her? 3. Goodguyco, one of the PCs' sponsors, is suddenly having a rash of bad luck. As it turns out, one of the GGC employees has mild ESP, and is sure there's a malevolent force at work, though he can't pin it down.
  14. Re: WWYCD: "Tell me about your teammates." General stuff only for most of them. Mask of Justice: Good people. Stout companions. Useful allies. Sometimes I feel a little intimidated by their powers, but I compensate with my own special insights. Calculus: They're untrustworthy fools who can't keep a secret worth a damn. I try to keep them at arm's length, but they can't seem to take a hint, and insist on trying to "bond" with me like we did when we were kids. Rock Bottom: I get along with them okay. Tao's a little creepy sometimes, and I kinda have a crush on our leader, but I can't tell anyone because of how the press might abuse it. Kira Midori: They mean well, I guess. They're products of their enivironments, like I am of mine, and it's not their fault that the Twenty-First Century is such a hellhole. Redcap and I have dated, but it's nothing serious. Talion: You're not recording this, right? Storm Master is a vainglorious idiot who can't handle the decision whether to have eggs or oatmeal for breakfast, let alone how to use his powers in a fight. Grey Wolf is a backstabbing bastard--he can fight like a champ when he's actually motivated though. Speed Bump is an annoying twerp--and his obsession with Lady Di gets creepier every year. Mighty Man's the best of the lot, he shuts up and gets the job done. Botanist, well, I would like her a whole lot better if she didn't come as a package deal with Storm Master and back him whenever an argument comes up. Dark Knight is a prime example of why people think comic book fans are nuts. And don't even get me started on She-Cat. If I could think of a legal way to kill her and make it stick, I would.
  15. Re: Defending the Earth: Giant Asteroid Mask of Justice: Overcomes one of the alien scouts, borrows its spaceship, heads to the asteroid, is able to jam the controls, sending the asteroid hurtling the other way. At this point, he's conked on the back of the head and brought to the tyrannical alien leader. The Mask is tossed into the gladitorial pit, where he meets the rightful prince of the aliens. They trick the guards and lead a revolt. The prince overthrows the tyrant, promises democratic elections and that the aliens will never again attack the peace-loving people of Earth. The Mask is returned to NYC and his civilian life, where he lets on that he spent the entire weekend fishing while everyone else was panicking about the asteroid. Calculus: Comes up with the math necessary to knock the asteroid off course with one simple hammer blow. The trick is getting the hammer to the right spot. Rock Bottom: Helps keep peace in Baltimore while the big guns deal with the asteroid. Kira Midori: Is more likely to be on riot control, given she's a cop. Talion: Is one of the few people who survives the meteor strike. Despite his yeoman work getting the human race back on track again, still can't get laid.
  16. Re: D&D Magic Items 3.5 to HERO Standard Rings Q-R Ram Ring: Energy Blast 1d6, Double Knockback (+3/4) (9 Active Points); Independent (-2), 50 Boostable Charges which Never Recover (-1 1/4), OIF (ring; -1/2) Real Cost: 2 Description: This ring is decorated with a ram or billy goat head. On command, it will shoot out a bolt of force capable of knocking a person over, or in rare cases even send them flying for short distances. Note that it can produce a stronger effect by using more charges (up to three at a time.) Careful planning can make all the difference in using this device. Regeneration Ring: Healing 1 BODY, Can Heal Limbs (15 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Independent (-2), IIF (ring; -1/4), Limited Power Power loses about a fourth of its effectiveness (Only works vs. damage taken while wearing ring; -1/4) Real Cost: 3 Desription: While wearing this ring, the user's natural healing process is speeded up to the point where even reattaching body parts is possible. Most helpful to medium-level adventurers who have sufficient BODY to not die before the regeneration kicks in, but lacking access to the top-level healing spells.
  17. This will be a sometimes feature, since some of the assumptions behind the creatures of D&D don't translate very well. Rather than do it alphabetically, which is just asking for pain, I've decided to "start from the bottom" going by Challenge Ratings. Remember, Dungeons and Dragons is property of Wizards of the Coast. Typical Kobold Player: NPC Val Char Cost 9 STR -1 13 DEX 9 10 CON 0 4 BODY -12 10 INT 0 9 EGO -2 8 PRE -2 8 COM -1 3 PD 1 3 ED 1 2 SPD 0 4 REC 0 20 END 0 14 STUN 0 6" RUN 0 2" SWIM 0 1 1/2" LEAP 0 Characteristics Cost: -7 Cost Power 10 Small: +2 with DCV 3 Small: +2 with Concealment (4 Active Points); Limited Power Power loses about a third of its effectiveness (Self only; -1/2) 5 Darkvision: Nightvision 6 Alertness: +2 PER with Sight Group and Normal Hearing Powers Cost: 24 Cost Skill 9 Concealment 14- 0 Language: Draconic (idiomatic) (4 Active Points) 3 PS: MIner 12- 3 PS: Trapmaker 12- 5 Stealth 13- 3 WF: Common Melee Weapons, Sling Skills Cost: 23 Total Character Cost: 40 Pts. Disadvantage 15 Psychological Limitation: Xenophobic (Common, Strong) 10 Physical Limitation: Light sensitivity: -1 to all rolls in daylight or equivalent (Frequently, Slightly Impairing) 5 Physical Limitation: Small: +3" KB (Infrequently, Slightly Impairing) Disadvantage Points: 30 Base Points: 50 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 APPEARANCE Hair Color: None Eye Color: Glowing red Height: 0.60 m Weight: 16.00 kg Description: Kobolds look like a semi-erect cross between a lizard and a rat, with a non-prehensile tail and two tiny horns on the head. Their scaly hides vary from rusty brown to rusty black. Culturally, kobolds favor reds and oranges for clothing. BACKGROUND Kobolds are small reptilian humanoids who live underground or in overgrown forests with little light. Their own legends say they're descended from dragons, but most other races are skeptical about that. They're generally enslaved by more powerful beings, or exterminated like vermin, so Kobolds have an understandable fear and hatred of beings who aren't Kobolds. They're pretty good miners, though not as advanced as dwarves, so they can make a decent living trading ore and uncut gems for finished items. They're nocturnal in nature, and are not fond of fire except as an attack form. Kobolds are omnivores, usually subsisting on edible plants and small animals they've trapped, but have no compunctions about eating intelligent beings they've managed to overcome--baby is especially tasty. They are egg-layers, and breed rapidly, managing to keep up replacement rates even under war conditions. PERSONALITY Mostly, the kobolds want to be left alone to get on with their own lives. Unfortunately, given their massive unpopularily, this is deemed to require killing anything that could endanger the kobolds, which makes them even more unpopular. By human standards, most kobolds are cowardly sneaks, without honor or mercy. QUOTE Kobolds sound like yappy dogs to humans. POWERS/TACTICS As nocturnal creatures, kobolds can see in the dark, but do poorly in daylight. Their small size makes it easy for them to hide in places larger races can't get into. They're also strongly aware of sights and sounds in their environment. Kobolds are well aware that they're not a physical match for most of the bigger races. Thus they spend a lot of time rigging their territory with traps (pits, deadfalls and nets are common) to cut down on the number of intruders that can pass through. Nor do the kobolds directly attack unless they have at least two attackers for each defender. They'll open up with sling bullets and other missiles to soften up the targets, not closing to spear range until they run out of ammunition or the enemy is severely weakened. Even then, kobolds have no qualms about fleeing if the fight is going badly. The usual equipment load for a kobold warrior is leather armor, a sling with a pouch full of bullets, a short spear and a dagger (for coup de gras, rather than direct combat.) Kobolds caught by surprise in their nest are likely to have crude mining tools to hand as weapons. It's rare for a kobold to have an useful magic item, but they'll certainly use them if they can. CAMPAIGN USE Kobolds are the "wimp enemy race" of the standard D&D world. They make a good warm-up enemy for beginning adventurers, or a "wake-up call" for overconfident parties who've forgotten how effective tactics and knowing the terrain can make even the weakest of foes. Kobold adventurers are rare, since unusual strength or talents will shoot a kobold to the top of their tribe's social ladder without them needing to interact with non-kobolds. Most tougher kobolds will have fighter-style power-ups, but kobolds have an unusually high occurance of natural sorcerors in their population, possibly due to their dragon ancestry. Kobold clerics are rare, and worship Kurtulmak, god of kobolds (and only kobolds, thank you very much.) Large tribes may have tamed dire weasels as guard beasts, and if a sufficiently powerful cleric is on hand, a scattering of zombie kobolds.
  18. Re: D&D Magic Items 3.5 to HERO Standard Rings K-P Mind Shielding Ring: (Total: 66 Active Cost, 18 Real Cost) +20 Mental Defense (22 points total) (20 Active Points); Independent (-2), Only Works Against Limited Type of Attack (Telepathy and telepathy-like powers; -1/2), IIF (ring; -1/4) (Real Cost: 5) plus Invisibility to Mental Group and Detect , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (46 Active Points); Independent (-2), IIF (ring; -1/4), Limited Power Power loses about a fourth of its effectiveness (Only vs. telepathic-style Detects; -1/4) (Real Cost: 13) Real Cost: 18 Description: This heavy gold ring protects your mind from being read, or even detected. Note that it does squat-all against mind control or direct mental zaps. Still, it's always nice to have a way to protect yourself against the Thought Police. Protection Ring: +1 with DCV (5 Active Points); Independent (-2), IIF (ring; -1/4) Real Cost: 1 Description: This ring makes the wearer slightly less likely to be hit in combat. Everyone likes these, though those that can't wear armor need them more. Also comes in +2 (3 Real Cost), +3 (5 Real Cost), +4 (6 Real Cost) and +5 (8 Real Cost) versions.
  19. Re: D&D Magic Items 3.5 to HERO Standard Rings G-J No G or H rings... Invisibility Ring: Invisibility to Sight Group , No Fringe (30 Active Points); Independent (-2), Only When Not Attacking (-1/2), Limited Power Power loses about a third of its effectiveness (Power automatically ends when wearer attacks or at end of three minutes; -1/2), IIF (ring; -1/4) Real Cost: 7 Description: A ring that allows the wearer to turn invisible for a few minutes at a time. A classic item beloved of Greek philosophers and English linguists alike. Jumping Ring: Leaping +1" (3" forward, 1 1/2" upward) (Accurate) (6 Active Points); Independent (-2), IIF (ring; -1/4) Real Cost: 2 Description: This ring allows the wearer to jump further and more accurately. Not the most spectacular of magic items, but useful. Also comes in an Improved version, which offers +2" Leaping for 2 Real Cost.
  20. Re: D&D Magic Items 3.5 to HERO A big one this time. Anyone still reading these? Standard Rings E-F Elemental Command Air Ring: (Total: 254 Active Cost, 53 Real Cost) Force Field (15 PD/15 ED), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; Except to Air Elementals; +1) (120 Active Points); Independent (-2), Only Works Against Very Limited Type of Attack (Air Elementals user has not attempted to Charm; -1), Side Effects, Side Effect occurs automatically whenever Power is used (-2 levels vs. Earth-based effects; -1/2), IIF (ring; -1/4) (Real Cost: 25) plus Mind Control 15d6 (Outsiders class of minds) (75 Active Points); Independent (-2), Limited Class Of Minds Air Elementals (-1/2), Set Effect ("I am your friend"; -1/2), Limited Power Power loses about a third of its effectiveness (effect automatically ends if wearer or an ally attacks Air Elemental; -1/2), Does Not Provide Mental Awareness (-1/4), IIF (ring; -1/4) (Real Cost: 15) plus +4 with All Combat (32 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only vs. beings from the Elemental Plane of Air; -1), IIF (ring; -1/4) (Real Cost: 7) plus Universal Translator 18- (27 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only to communicate with beings from the Elemental Plane of Air; -1), OIF (ring; -1/2) (Real Cost: 6) Air Command: Elemental Control, 30-point powers, (15 Active Points); all slots Independent (-2), IIF (ring; -1/4) 1)Feather Falling: Flight 12", Reduced Endurance (0 END; +1/2), Persistent (+1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Falling; +1) (72 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only to slow falling speed; -1), Levitation (-1/2), no Noncombat movement (-1/4), IIF (ring; -1/4) 2)Resist Electricity: Armor (0 PD/30 ED) (45 Active Points); Independent (-2), Only Works Against Limited Type of Attack (Lightning and electricity; -1/2), IIF (ring; -1/4) 3)Gust of Wind: Telekinesis (20 STR), Area Of Effect (12" Line; +1) (60 Active Points); Independent (-2), 2 Charges (-1 1/2), Limited Power Power loses about half of its effectiveness (Only to push away from self; -1), No Range (-1/2), IIF (ring; -1/4) 4)Wind Wall: Telekinesis (10 STR), Invisible Power Effects (Fully Invisible; +1), Area Of Effect (12" Any Area; +1 1/2) (52 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only to push upwards; -1), Affects Whole Object (-1/4), IIF (ring; -1/4) 5)Air Walk: Flight 12", 1 Continuing Charge lasting 1 1/2 Hours (+0), Usable as Running (+1/4) (30 Active Points); Independent (-2), Limited Power Power loses about a third of its effectiveness (No faster than wearer's Running; -1/2), IIF (ring; -1/4) 6)Chain Lightning: Energy Blast 15d6, Area Of Effect (8" Any Area; see text; +1) (150 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Independent (-2), Limited Power Power loses about a fourth of its effectiveness (Only first target takes full damage, all other targets (up to 14) must be within 3" of first target, and only take 7d6 damage; -1/4), IIF (ring; -1/4) Real Cost: 117 Description: This powerful ring is attuned to the element of air. As such, it makes the wearer far more effective in combat against creatures from the Elemental Plane of Air, and even provides near-total protection from Air Elementals. The last, however is negated if the wearer tries to use the ring's power to Charm Air Elemental and fails. Plus, the wearer can talk to beings from the Elemental Plane of Air. But that's not all! The wearer can fall from any height without harm, is nearly immune to electrical attacks, can bend the wind to his will, and once per week can shoot chain lightning from his fingertips. There are two catches, however. While wearing the ring, the owner is less capable against any Earth-based effect. And until the ring is "attuned" to the wearer (GM Option, but needs an event roughly as difficult as single-handedly defeating an air elemental) the only function that can be accessed is Feather Fall. Elemental Command Earth Ring: (Total: 254 Active Cost, 53 Real Cost) Force Field (15 PD/15 ED), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; Except to Earth Elementals; +1) (120 Active Points); Independent (-2), Only Works Against Very Limited Type of Attack (Earth Elementals user has not attempted to Charm; -1), Side Effects, Side Effect occurs automatically whenever Power is used (-2 levels vs. Air & Lightning-based effects; -1/2), IIF (ring; -1/4) (Real Cost: 25) plus Mind Control 15d6 (Outsiders class of minds) (75 Active Points); Independent (-2), Limited Class Of Minds Earth Elementals (-1/2), Set Effect ("I am your friend"; -1/2), Limited Power Power loses about a third of its effectiveness (effect automatically ends if wearer or an ally attacks Earth Elemental; -1/2), Does Not Provide Mental Awareness (-1/4), IIF (ring; -1/4) (Real Cost: 15) plus +4 with All Combat (32 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only vs. beings from the Elemental Plane of Earth; -1), IIF (ring; -1/4) (Real Cost: 7) plus Universal Translator 18- (27 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only to communicate with beings from the Elemental Plane of Earth; -1), OIF (ring; -1/2) (Real Cost: 6) Earth Command: Elemental Control, 34-point powers, (17 Active Points); all slots Independent (-2), IIF (ring; -1/4) 1) Wall of Stone: Entangle 4d6, 8 DEF (Larger Wall (+6")) (72 Active Points); 1 Charge (-2), Independent (-2), Only To Form Barriers (-1), Limited Power Power loses about a third of its effectiveness (Must be connected to/supported by existing stone; -1/2), IIF (ring; -1/4) 2) Meld Into Stone: Desolidification (affected by Air & lightning-based effects), Reduced Endurance (0 END; +1/2) (60 Active Points); Independent (-2), Limited Power Power loses about two-thirds of its effectiveness (Only to move inside stone object that can completely hold wearer, other limitations see text; -1 1/2), IIF (ring; -1/4) 3) Soften Earth and Stone: Minor Transform 7 1/2d6 (Natural or unworked earth and stone to softer earth and stone, Harden Earth and Stone, Dispel Magic), Partial Transform (+1/2) (112 Active Points); Independent (-2), Limited Target ([slightly Limited]; Only natural or unworked earth and stone; -1/4), IIF (ring; -1/4) 4) Stone Shape: Minor Transform 7 1/2d6 (Stone or stone object to differently-shaped stone object, Stone Shape or Dispel Magic) (75 Active Points); Independent (-2), 2 Charges (-1 1/2), All Or Nothing (-1/2), No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (crude shapes only, no fine detail; -1/4), IIF (ring; -1/4) 5) Stoneskin: Physical Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points); Independent (-2), Ablative BODY Only (-1/2), 1 Continuing Charge lasting 1 1/2 Hours which Recovers every 1 Week (-1/2), Limited Power Power loses about a fourth of its effectiveness (Does not work vs. adamantine; -1/4), IIF (ring; -1/4) 6) Passwall: Teleportation 4", 2 Continuing Charges lasting 15 Hours each which Recover every 1 Week (+0), Safe Blind Teleport (+1/4), Usable Simultaneously (up to 2 people at once; +1/2), Persistent (+1/2), Cumulative (+1/2), Uncontrolled (+1/2), Continuous (+1) (34 Active Points); Independent (-2), Can Only Teleport To Floating Fixed Locations (Through wall; -1/2), Limited Power Power loses about a third of its effectiveness (Only to pass through walls, cannot penetrate metal or anything harder; -1/2), no Noncombat movement (-1/4), IIF (ring; -1/4) Real Cost: 130 Description: This powerful ring is attuned to the element of earth. As such, it makes the wearer far more effective in combat against creatures from the Elemental Plane of Earth, and even provides near-total protection from Earth Elementals. The last, however is negated if the wearer tries to use the ring's power to Charm Earth Elemental and fails. Plus, the wearer can talk to beings from the Elemental Plane of Earth. But that's not all! The user can summon a stone wall once a day, meld into stone (Once inside the stone, the wearer cannot travel except to exit the stone, nor see out of it, but can still gesture and vocalize to cast self-only spells; Smashing the stone sufficiently that the wearer can't fit inside anymore will expel her and do 5d6 normal damage with no defenses applying. Stone to Flesh and Stone to Mud will do the same--Stone Shape will only do 3d6 and not expel the wearer.) The user can make natural or unworked earth and stone softer and easier to dig in/carve, or make a stone a different shape. Once a week, the wearer's skin can become like stone, and twice a day, the user can create a "tunnel" through any wall not made of metal or a harder substance. There are two catches, however. While wearing the ring, the owner is less capable against any Air or Lightning-based effect. And until the ring is "attuned" to the wearer (GM Option, but needs an event roughly as difficult as single-handedly defeating an earth elemental) the only function that can be accessed is Meld Into Stone. Elemental Command Fire Ring: (Total: 254 Active Cost, 53 Real Cost) Force Field (15 PD/15 ED), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; Except to Fire Elementals; +1) (120 Active Points); Independent (-2), Only Works Against Very Limited Type of Attack (Fire Elementals user has not attempted to Charm; -1), Side Effects, Side Effect occurs automatically whenever Power is used (-2 levels vs. Water & Cold-based effects; -1/2), IIF (ring; -1/4) (Real Cost: 25) plus Mind Control 15d6 (Outsiders class of minds) (75 Active Points); Independent (-2), Limited Class Of Minds Fire Elementals (-1/2), Set Effect ("I am your friend"; -1/2), Limited Power Power loses about a third of its effectiveness (effect automatically ends if wearer or an ally attacks Fire Elemental; -1/2), Does Not Provide Mental Awareness (-1/4), IIF (ring; -1/4) (Real Cost: 15) plus +4 with All Combat (32 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only vs. beings from the Elemental Plane of Fire; -1), IIF (ring; -1/4) (Real Cost: 7) plus Universal Translator 18- (27 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only to communicate with beings from the Elemental Plane of Fire; -1), OIF (ring; -1/2) (Real Cost: 6) Fire Command: Elemental Control, 32-point powers, (16 Active Points); all slots Independent (-2), IIF (ring; -1/4) 1) Resist Fire: Armor (0 PD/30 ED) (45 Active Points); Independent (-2), Only Works Against Limited Type of Attack (Fire and heat-based attacks; -1/2), IIF (ring; -1/4) 2) Burning Hands: Energy Blast 3 1/2d6, Area Of Effect (5" Cone; +1) (36 Active Points); Independent (-2), No Range (-1/2), IIF (ring; -1/4) 3) Flaming Sphere: Energy Blast 2d6, Variable Targets (+1/4), Sticky (+1/2), Line Of Sight (+1/2), Continuous (+1) (32 Active Points); Independent (-2), 2 Continuing Charges lasting 1 Minute each (-3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Restrainable (-1/2), IIF (ring; -1/4) 4) Pyrotechnics I: Sight Group Flash 4 1/2d6, Explosion (+1/2) (34 Active Points); Independent (-2), 2 Charges (-1 1/2), Conditional Power Power does not work in Common Circumstances (Requires existing fire; -1/2), Limited Power Power loses about a fourth of its effectiveness (Shares its charges with Pyrotechnics II; -1/4), IIF (ring; -1/4) 5) Pyrotechnics II: (Total: 68 Active Cost, 14 Real Cost) Darkness to Sight and Smell/Taste Groups 2" radius (25 Active Points); Independent (-2), 2 Continuing Charges lasting 1 Minute each (-3/4), Conditional Power Power does not work in Common Circumstances (requires existing fire; -1/2), Limited Power Power loses about a fourth of its effectiveness (shares charges with Pyrotechnics I; -1/4), IIF (ring; -1/4) (Real Cost: 5) plus Change Environment 2" radius, -4 Characteristic Roll and all Skill Rolls based on DEX, -4 Characteristic Roll and all Skill Rolls based on STR, Multiple Combat Effects (43 Active Points); Independent (-2), 2 Continuing Charges lasting 1 Minute each (-3/4), Conditional Power Power does not work in Common Circumstances (requires existing fire; -1/2), Limited Power Power loses about a fourth of its effectiveness (shares charges with Pyrotechnics I; -1/4), IIF (ring; -1/4) (Real Cost: 9) 6) Wall of Fire: (Total: 150 Active Cost, 30 Real Cost) Energy Blast 4 1/2d6, Continuous (+1), Area Of Effect (10" Any Area; +1 1/4) (75 Active Points); Independent (-2), 1 Continuing Charge lasting 1 Minute (-1), Limited Power Power loses about a fourth of its effectiveness (Only to form lines or rings; -1/4), No Knockback (-1/4), IIF (ring; -1/4) (Real Cost: 16) plus Energy Blast 4 1/2d6, Continuous (+1), Area Of Effect (10" Any Area; +1 1/4) (75 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (only to form lines and rings; only vs. undead; -1), 1 Continuing Charge lasting 1 Minute (-1), No Knockback (-1/4), IIF (ring; -1/4) (Real Cost: 14) 7) Flame Strike: Energy Blast 15d6, Indirect (Same origin, always fired away from attacker; Straight down from sky; +1/4), Variable Special Effects (Limited Group of SFX; Fire and "holy"; +1/4), Area Of Effect (One Hex; +1/2) (150 Active Points); 2 Charges which Recover every 1 Week (-2), Independent (-2), IIF (ring; -1/4) Real Cost: 139 Description: This powerful ring is attuned to the element of fire. As such, it makes the wearer far more effective in combat against creatures from the Elemental Plane of Fire, and even provides near-total protection from Fire Elementals. The last, however is negated if the wearer tries to use the ring's power to Charm Fire Elemental and fails. Plus, the wearer can talk to beings from the Elemental Plane of Fire. But that's not all! It also gives superior protection from fire damage, allows the user to shoot fire from its fingertips, summon a ball of fire that rolls around setting things (and beings)aflame, use pyrotechnics to create a blinding explosion or choking cloud from an existing fire, create a wall of flame, or call divine fire down from the heavens. There are two catches, however. While wearing the ring, the owner is less capable against any Water or Cold-based effect. And until the ring is "attuned" to the wearer (GM Option, but needs an event roughly as difficult as single-handedly defeating an fire elemental) the only function that can be accessed is Resist Fire. Elemental Command Water Ring: (Total: 259 Active Cost, 58 Real Cost) Force Field (15 PD/15 ED), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; Except to Water Elementals; +1) (120 Active Points); Independent (-2), Only Works Against Very Limited Type of Attack (Water Elementals user has not attempted to Charm; -1), Side Effects, Side Effect occurs automatically whenever Power is used (-2 levels vs. Fire-based effects; -1/2), IIF (ring; -1/4) (Real Cost: 25) plus Mind Control 15d6 (Outsiders class of minds) (75 Active Points); Independent (-2), Limited Class Of Minds Water Elementals (-1/2), Set Effect ("I am your friend"; -1/2), Limited Power Power loses about a third of its effectiveness (effect automatically ends if wearer or an ally attacks Water Elemental; -1/2), Does Not Provide Mental Awareness (-1/4), IIF (ring; -1/4) (Real Cost: 15) plus +4 with All Combat (32 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only vs. beings from the Elemental Plane of Water; -1), IIF (ring; -1/4) (Real Cost: 7) plus Universal Translator 18- (27 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only to communicate with beings from the Elemental Plane of Water; -1), OIF (ring; -1/2) (Real Cost: 6) plus Life Support (Water Breathing) (Real Cost: 5) Water Command: Elemental Control, 30-point powers, (15 Active Points); all slots Independent (-2), IIF (ring; -1/4) 1) Water Walk: Flight 12", Usable As Running (+1/4) (30 Active Points); Independent (-2), Only In Contact With A Surface (-1/4), Only On Appropriate Terrain Only on liquid surfaces (-1/4), Limited Power Power loses about a fourth of its effectiveness (No faster than wearer's Running; -1/4), IIF (ring; -1/4) 2) Create Water: Major Transform 2d6 (Air to water, evaporation, fire-based spells), Partial Transform (+1/2) (45 Active Points); Independent (-2), Limited Target Air (-1/4), IIF (ring; -1/4) 3) Wall of Ice: Entangle 6d6, 6 DEF (Larger Wall (+7")), Backlash (+1/2), Continuous (+1) (185 Active Points); Independent (-2), Only To Form Barriers (-1), Vulnerable (Very Common; fire and heat; -1), 1 Continuing Charge lasting 15 Minutes (-1/2), Nonresistant DEF (-1/4), IIF (ring; -1/4) 4) Ice Storm: (Total: 56 Active Cost, 10 Real Cost) Physical Energy Blast 3d6, Indirect (Same origin, always fired away from attacker; down from sky; +1/4), Area Of Effect (2" Radius; +1) (34 Active Points); 2 Charges which Recover every 1 Week (-2), Independent (-2), IIF (ring; -1/4) (Real Cost: 6) plus Cold Energy Blast 2d6, Indirect (Same origin, always fired away from attacker; from sky; +1/4), Area Of Effect (1" Radius; +1) (22 Active Points); 2 Charges which Recover every 1 Week (-2), Independent (-2), IIF (ring; -1/4) (Real Cost: 4) 5) Control Water: Telekinesis (50 STR), Affects Porous, Area Of Effect (9" Radius; +1) (170 Active Points); Independent (-2), Only Works On Limited Types Of Objects Limited Group of Objects (Liquids; -1/2), Limited Power Power loses about a third of its effectiveness (Only to raise or lower liquid; -1/2), Affects Whole Object (-1/4), 2 Continuing Charges lasting 1 1/2 Hours each which Recover every 1 Week (-1/4), IIF (ring; -1/4) Real Cost: 144 Description: This powerful ring is attuned to the element of water. As such, it makes the wearer far more effective in combat against creatures from the Elemental Plane of Water, and even provides near-total protection from Water Elementals. The last, however is negated if the wearer tries to use the ring's power to Charm Water Elemental and fails. Plus, the wearer can talk to beings from the Elemental Plane of Water. But that's not all! The wearer can walk on water, or breathe under it. She can create potable water at will, be her own tidal force, and create walls or storms of ice. There are two catches, however. While wearing the ring, the owner is less capable against any Fire-based effect. And until the ring is "attuned" to the wearer (GM Option, but needs an event roughly as difficult as single-handedly defeating an water elemental) the only function that can be accessed is Water Walk. Energy Resistance (Type) Ring: Armor (0 PD/10 ED) (15 Active Points); Independent (-2), Only Works Against Limited Type of Attack (Specified "energy"; -1/2), IIF (ring; -1/4) Real Cost: 4 Description: A reddish iron ring that protects the wearer from one kind of "energy" damage. Choices (by the creator of the ring) are acid, cold, electricity, fire, and sonic. All are useful at least once in a while, though the cold, electricity and fire versions are going to get more of a workout. This ring also comes in Major (20 ED for 8 Real Cost) and Greater (30 ED for 12 Real Cost) models. Evasion Ring: +5 with DCV (25 Active Points); Independent (-2), Requires A DEX Roll (-1), Limited Power Power loses about a third of its effectiveness (Only vs attacks that allow a DEX Roll "saving throw"; -1/2), IIF (ring; -1/4) Real Cost: 5 Description: If an attack allows the target to make a DEX Roll to reduce damage, this ring gives the wearer an increased chance to avoid the attack altogether. Its usefulness will depend on how many attacks allow such a "saving throw" in your campaign. Feather Falling Ring: Flight 6", Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Falling at least 1"; +1) (24 Active Points); Independent (-2), Levitation (-1/2), Limited Power Power loses about a third of its effectiveness (No upward movement, only to reduce falling damage; -1/2), IIF (ring; -1/4) Real Cost: 6 Description: This ring allows the wearer to fall from great heights with little or no damage. A real life-saver, especially in mountainous terrain. As such, very hard to find in shops because the owners tend to hang on to them. Force Shield Ring: +2 with DCV (10 Active Points); Independent (-2), Limited Power Power loses about a third of its effectiveness (Only against attacks the wearer is aware of; -1/2), IIF (ring; -1/4) Real Cost: 3 Description: When activated, this ring causes a shield-like force to appear on the wearer's arm, which functions as a normal shield, except being weightless. If your campaign requires a WF: Shields to properly use a shield, the same restriction applies to this item. Most helpful in situations where one cannot normally carry a shield, such as many civilized courts. Freedom of Movement Ring: (Total: 47 Active Cost, 12 Real Cost) Environmental Movement (no penalties on any surface) (4 Active Points); Independent (-2), IIF (ring; -1/4) (Real Cost: 1) plus Environmental Movement (no penalties underwater) (2 Active Points); Independent (-2), IIF (ring; -1/4) (Real Cost: 1) plus +20 STR (20 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only to escape Grabs and Entangles; -1), No Figured Characteristics (-1/2), IIF (ring; -1/4) (Real Cost: 4) plus Contortionist 18- (21 Active Points); Independent (-2), IIF (ring; -1/4) (Real Cost: 6) Real cost: 12 Description: This ring allows the wearer to move freely in conditions that would normally slow them down or make it hard to balance. In addition, it makes the wearer harder to keep confined. Very useful, and hard to find in stores. Friend Shield Ring: (Total: 145 Active Cost, 28 Real Cost) +1 with DCV, Usable By Other (+1/4), Ranged (+1/2), No Range Modifier (+1/2) (11 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only on person wearing matching Friend Shield Ring, effect lasts ten hours and thus must be renewed; -1), IIF (ring; -1/4) (Real Cost: 2) plus Energy Damage Reduction, Resistant, 50%, Usable By Other (+1/4), Ranged (+1/2), No Range Modifier (+1/2) (67 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (only usable on person wearing matching Friend Shield ring, effect lasts ten hours, then must be renewed; -1), Side Effects, Side Effect occurs automatically whenever Power is used (Wearer takes the "reduced" damage themself; defenses do not apply; -1), IIF (ring; -1/4) (Real Cost: 13) plus Physical Damage Reduction, Resistant, 50%, Usable By Other (+1/4), Ranged (+1/2), No Range Modifier (+1/2) (67 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (only on wearer of matching Friend Shield Ring, effect lasts ten hours, then must be renewed; -1), Side Effects, Side Effect occurs automatically whenever Power is used (wearer takes "reduced" damage themselves, no defenses apply; -1), IIF (ring; -1/4) (Real Cost: 13) Real Cost: 28 Description: These rings are always made in matched pairs, and their decoration will reflect this. At command, the wearer can take upon themselves half the damage that the other ring's wearer would normally suffer. A pair of Friend Shield rings is very expensive, and they are always custom-made; the GM should prepare the backstory of any pair found in a treasure hoard.
  21. Re: Approved by the Comics Code Authority Mask of Justice: No real changes, like Batman certain aspects of his early stories will just never be brought up again. Calculus: Wouldn't mind all that much, though he would prepare a plan to take out the busybody just in case. Rock Bottom: Suddenly finds himself theoretically heterosexual (that is, romance never comes up, but he doesn't seem to mind hanging around with pretty girls) and on much better terms with his father. Kira Midori: Is thrilled, as this makes the current day considerably more like the future she came from. Notably, police officers get much more respect. Talion: His powers violate the Code sideways, as do most of the tropes of his world. Let's say that he gets nigh-invulnerability as his new power suite, and the New Legends suddenly do a heck of a lot less property damage, as well as kill many fewer people. He'd probably prefer this, especially if it meant he got to date now.
  22. SKJAM!

    Pulparize It!

    Re: Pulparize It! Gaba Kawa The dark and brooding male member of your group runs into a femme fatale who seems to take rather a strong interest in him. What he doesn't know is that she's a demoness, sent to Earth to tempt men to their destruction. She finds herself unexpectedly in love with McBroody, and wants to help him out...but all her powers come with the Limitation "Permanently lost if used to help a human being." Can she manage to become a member of the team without revealing, or worse, losing her powers and becoming a normal human?
  23. Re: D&D Magic Items 3.5 to HERO Standard Rings C-D Chameleon Power Ring: (Total: 38 Active Cost, 11 Real Cost) Concealment 14- (13 Active Points); Independent (-2), Self Only (-1/2), IIF (ring; -1/4) (Real Cost: 3) plus Shape Shift (Sight Group, bipedal humanoids), Costs END Only To Change Shape (+1/4) (25 Active Points); Independent (-2), IIF (ring; -1/4) (Real Cost: 8) Real Cost: 11 Description: This ring will often be decorated with a chameleon. It allows the wearer to blend into the surroundings, making it easier to hide. More impressively, it also allows the wearer to change its appearance considerably (though within limits; they still have to look like a bipedal humanoid.) While it doesn't allow direct imitation, it can certainly add bonuses to a Disguise roll. Climbing Ring: Climbing 13- (7 Active Points); Independent (-2), IIF (ring; -1/4) Real Cost: 2 Description: Actually a magical leather cord that's tied around a finger, this "ring" gives the wearer the ability to climb as though fully trained. Best given to a character who hasn't got that particular skill. Also comes in an Improved version, which gives a 16- Climbing Skill for 4 Real Cost. Counterspell Ring: Dispel Specific Spell 20d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset, Character does not control activation of personal Trigger; When wearer or wearer's area is targeted by specified spell; +1/4), any specified magic power one at a time (must be chosen beforehand; +1/4) (90 Active Points); 1 Charge (Recovers Under Limited Circumstances; Only recharges by having spell cast into it; -2 1/2), Independent (-2), IIF (ring; -1/4) Real Cost: 16 Description: This ring looks identical to a Spell Storing ring, but when a spell is cast into it, you can't get that spell back out. Instead, the magical energy remains inside the ring until an identical spell is cast at the wearer. At that moment, the energy will precisely counter the incoming spell, making it fail. Since only one spell can be guarded against at a time, most wearers will choose a common attack spell like Magic Missile, Lightning Bolt or Fireball. Djinn Calling Ring: Summon 200-point Djinn, Slavishly Devoted (Must obey all commands--willingly, at first; +1), Specific Being (One djinn, if it dies, the ring is worthless; +1), Continuous (+1) (160 Active Points); Independent (-2), Extra Time (Extra Phase, Only to Activate, -1/2), IIF (ring; -1/4), 1 Continuing Charge lasting 1 Hour (-1/4) Real Cost: 40 Description: When rubbed, this ring summons a djinn from the Elemental Plane of Air, which will serve the wearer for one hour of each day. This is a lesser djinn, unable to grant wishes, but still very powerful by human standards. Note that while the djinn is compelled to obey the wearer of the ring, it can interpret the orders given as it pleases. Thus, keeping on the djinn's good side is wise. And since it travels back to the Plane of Air after the hour is up, it can communicate with other djinn and share its experiences. If the djinn bound to the ring is killed, the ring becomes non-magical and worthless. Djinn Calling rings are greatly coveted. Next up are the Elemental Command rings, which are...complicated.
  24. Re: D&D Magic Items 3.5 to HERO Standard Rings A-B Animal Friendship Ring: Mind Control 4d6 (Animal class of minds) (20 Active Points); Independent (-2), Set Effect ("I am your friend"; -1/2), IIF (ring; -1/4), Limited Power Power loses about a fourth of its effectiveness (Automatically wears off if ringbearer or an ally attacks animal; -1/4), Does Not Provide Mental Awareness (-1/4) Real Cost: 5 Description: This ring will often be decorated with a lamb or dove. At command, the ring can cast a spell over a nearby animal, causing it to view the caster as a friend. Note that this does not in any way give the ability to communicate with said animal, and any attempt to attack it by the caster or their allies will bring it to its senses. Still, there are many situations in which this ring can be useful. Blinking Ring: (Total: 152 Active Cost, 31 Real Cost) Physical Damage Reduction, Resistant, 50% (30 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (All Attack forms gain an Activation Roll of 14-, or one step worse if already has Activation Roll; -1), Costs Endurance (-1/2), IIF (ring; -1/4), Nonpersistent (-1/4), Limited Power Power loses about a fourth of its effectiveness (Does not work vs. Extra-Dimensional attacks; -1/4) (Real Cost: 6) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (All attack forms now have an Activation Roll of 14-, or one step worse if already has Activation Roll; -1), Costs Endurance (-1/2), IIF (ring; -1/4), Nonpersistent (-1/4), Limited Power Power loses about a fourth of its effectiveness (Does not work vs. Extra-Dimensional Attacks; -1/4) (Real Cost: 6) plus Mental Damage Reduction, 50% (30 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (All attack forms gain Activation Roll 14-, or one step worse if they already have Activation Roll; -1), Costs Endurance (-1/2), IIF (ring; -1/4), Nonpersistent (-1/4), Limited Power Power loses about a fourth of its effectiveness (Does not work vs. Extradimensional attacks; -1/4) (Real Cost: 6) plus Desolidification (affected by Extra-Dimensional Attacks) (40 Active Points); Does Not Protect Against Damage (-1), Activation Roll 11- (-1), Limited Power Power loses about half of its effectiveness (Only to pass through solid objects; -1), Side Effects (If Desolid fails while inside solid object, user is expelled and takes 1d6 normal damage per 1" traveled, no defenses apply; -3/4), IIF (ring; -1/4) (Real Cost: 8) plus +2 with OCV (10 Active Points); Independent (-2), Linked (Damage Reduction; Lesser Power can only be used when character uses greater Power at full value; -3/4), IIF (ring; -1/4) (Real Cost: 2) plus Penalty Skill Levels: +4 vs. Dodging-based DCV with All Attacks (12 Active Points); Independent (-2), Linked (Damage Reduction; Lesser Power can only be used when character uses greater Power at full value; -3/4), IIF (ring; -1/4) (Real Cost: 3) Real Cost: 31 Description: This ring will often be decorated with a blink dog. When activated, the user starts "blinking" between the Material and Ethereal Planes. Thus all attacks are only half as effective against them. Also, it's easier for the user to find a position of advantage to attack from, and it's harder to dodge them. However, there's a small chance that the user will time an attack wrong and be unable to hit themselves. The user can pass through solid objects at a normal walking pace, but there's a strong chance that they'll materialize inside and be expelled in pain. The final drawback of the ring is that it uses immense amounts of END while operating (13 END a Phase!) and will quickly exhaust the user. Yeah, it's been a while, hasn't it?
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