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nightbringer256

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Posts posted by nightbringer256

  1. Re: Quote of the Week from my gaming group...

     

    This is from an old pulp hero game of mine

     

    the hero's had been dungeon delving and had just come across a room with a shiny silver floor. the floor was really 3inches of mercury (just enough for a human to float)

     

    GM (me): you see a room with a vaulting roof and an odd metallic silver floor

     

    Rocketeer:*leans over and rubs the floor* i think this is mercury!

    Player: wait isn't mercury posion?

     

    Montana Smith (indiana jones): not in 1935 it isn't

     

    the party then "walked" across the floor

     

    it got really interesting on there way out when they had to battle nazis while balancing on the mercury

     

    ahh... good times

  2. Re: Necrons

     

    nope the necrons origonaly fught with the creators of the eldar and mankind

     

    the chaos gods were later given birth to by the eldar, humanity, humanity, and humanity respectivly

     

    they are the orgionally bad guys, and now there back and there coming for you!

  3. Re: Necrons

     

    thats a great idea Schwarzwald

     

    and to start ill make their regen not ressurection, and see how the players handle that, if all goes well then ill make it ressurection, if not....

    well new characters for everyone

    YAY!!!

     

    thanks

  4. first of all if your in my game, and you know who you are, dont read this

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    im planning on brining in the necrons into my game and was wonder if any of you out there had ideas on how to write them up

     

    note: i want them to be killable, cause it just an't fair to the players if their immortal killer bots.

     

    in particular im looking for the warriors, the lords and the nightbringer himself

     

    if you have any ideas please post them or send me an email: mahonc2@comcast.net

     

    thanks

    nightbringer

  5. hey all

     

    long time no see, i hope everyone had a happy holidays!

     

    now onto business

     

    a friend of mine is running villian game, in which we are all playing villians.

    it is 250 base + 250 disad for 500 total. there is also a 125 active point cap.

     

    and he said broken characters are fine :eg:

     

    so i just wanted you guys to take a look at my character, zabuza the ninja, and let me know what you think

     

    and if i could shave off some points and/or make it a tad bit "better" :eg:

     

    here he is:

     

    Zabuza

     

    Player: Carl Mahon

     

    Val Char Cost

    15 STR 5

    30 DEX 60

    13 CON 6

    10 BODY 0

    16 INT 6

    15 EGO 10

    10 PRE 0

    10 COM 0

     

    6 PD 0

    6 ED 0

    5 SPD 10

    6 REC 0

    30 END 2

    25 STUN 0

     

    10" RUN 8

    2" SWIM 0

    8" LEAP 0

    Characteristics Cost: 107

     

    Cost Power

    15 Ninja Movement powers: Multipower, 15-point reserve

    1u 1) Silent Running: Flight 6", Invisible Power Effects (Hearing Group; +1/4) (15 Active Points); Only In Contact With A Surface (-1/4)

    1u 2) Super Leaping: Leaping +5" (8" forward, 4" upward) (5 Active Points) (added to Primary Value)

    1u 3) Ninja Disappearing act: Teleportation 7" (14 Active Points); only when concealed (-1/2)

    1u 4) Rope & Grapple Hook: Swinging 5" (5 Active Points); OAF (-1)

     

    10 Ninja Weapons: Multipower, 45-point reserve, all slots: (45 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/2)

    1u 1) ninja block: Missile Deflection (Any Ranged Attack) (20 Active Points); OAF (-1)

    1u 2) Ninja Blade: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), Penetrating (+1/2) (45 Active Points); Independent (-2), OAF (-1)

    1u 3) Suriken: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD), Ranged (+1/2), Penetrating (+1/2) (30 Active Points)

     

    Ninja Equipment

    4 1) Smoke Bomb: Darkness to Sight Group 1" radius (10 Active Points); OAF (-1), 8 Charges (-1/2)

    3 2) Ninja Chamelion suit: +5 with stealth (OIF (-1/2), Independant (-2)

    3 3) Ninja night suit: Armor (3 PD / 3 ED) (9 Active Points); Independent (-2), OIF (-1/2) (added to Primary Value)

    2 4) Ninja Cleaning Kit: Cleans evidence 1" radius (-2 PER Roll: Sight Group), Requires A Concealment Roll (No Active Point penalty to Skill Roll +0) (8 Active Points); OAF (-1), Extra Time (Extra Phase; -3/4), Gestures (-1/4), Requires both hands (-1/4)

     

    Ninja Techniques

    18 1) Kage Bushin no Jutsu: Duplication (creates 4 235-point Duplicates) (57 Active Points); Extra Time (Extra Phase; -3/4), Character May Take No Other Actions (-1/4), Delayed Phase (-1/4), Gestures (-1/4), Requires both hands (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) [Notes: has all characteristics (1 BODY), martial arts, levels, acrobatics, fast draw, lockpicking, and stealth

    Powers Cost: 62

     

    Cost Martial Arts Maneuver

    Ninjutsu

    4 1) Atemi Punch: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND

    4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    5 3) Breaking Throw: 1/2 Phase, -2 OCV, -2 DCV, Grab one limb; 1/2d6 HKA (2 DC), Diasable; Target Falls

    4 4) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab one limb, 2d6 NND

    4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

    5 6) Kick: 1/2 Phase, -2 OCV, +1 DCV, STR + 4d6

    4 7) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, 1/2d6 HKA (2 DC)

    4 8) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR + 2d6

    4 9) Reversal: 1/2 Phase, -1 OCV, -2 DCV, STR + 15 to escape; grab two limbs

    5 10) Takesway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to Take Weapon Away

    3 11) Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls

    3 12) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5; Target Falls

    16 13) +4 HTH Damage Class(es)

    1 14) Weapon Element: Ninja Weapons

     

    Shurikenjutsu

    4 1) Trained Throw: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Weapon +2d6

    3 2) Defensive Throw: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Weapon Strike

    5 3) Far Throw: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Weapon Strike

    4 4) Quick Throw: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Weapon + 2d6

    Martial Arts Cost: 82

     

    Cost Skill

    25 +5 with DCV

    24 +3 with All Combat

    12 +4 with Ninja Weapons

    30 +6 with all DEX based skills

    6 +4 vs. Hit Locations

    6 +4 Perception levels

     

    3 Acrobatics 15-

    3 Analyze: Style 12-

    3 Breakfall 15-

    3 Bugging 12-

    3 Climbing 15-

    3 Concealment 12-

    3 Contortionist 15-

    3 Criminology 12-

    5 Defense Maneuver: I-II

    3 Demolitions 12-

    3 Disguise 12-

    3 Fast Draw 15-

    3 Forgery (Documents, Jewelry) 12-

    3 Interrogation 11-

    3 KS: Ninjitsu (INT-based) 12-

    2 Language: Ninjeta: Fluent Conversation

    3 Lipreading 12-

    3 Lockpicking 15-

    3 Mimicry 12-

    3 Paramedics 12-

    3 Persuasion 11-

    3 PS: Ninja (INT-based) 12-

    3 Security Systems 12-

    3 Shadowing 12-

    3 Sleight Of Hand 15-

    3 Stealth 15-

    3 Streetwise 11-

    3 Systems Operation 12-

    3 Tactics 12-

    3 Tracking 12-

    4 TF: Common Motorized Ground Vehicles, Riding Animals

    3 Ventriloquism 12-

    8 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Off Hand, Small Arms

    2 Weaponsmith (Poisons) 12-

    Skills Cost: 211

     

     

    Cost Talent

    3 Absolute Time Sense

    15 Combat Sense 12-

    3 Lightsleep

    17 Danger Sense (12-) (Function as a Sense, Intuitional, Sensitivity: Out of Combat)

    Talents Cost: 38

     

    Total Character Cost: 500

     

    Pts. Disadvantage

    20 Psychological Limitation: Casual Killer, Very Common, Strong

    15 Psychological Limitation: Meglomanical, Common, Strong

    25 Psychological Limitation: Obssed with japanese relics and treasure, Very Common, Total

    25 Psychological Limitation: Must accept any martial challenge, Very Common, Total

    25 Psychological Limitation: Code of the Mercenary, Very Common, Total

    30 Hunted: Interpol, More Powerful, 14- (Very Frequently), Harshly Punish, Extensive Non-Combat Influence

    30 Hunted: Other Ninja Clans, More Powerful, 14- (Very Frequently), Harshly Punish, Extensive Non-Combat Influence

    30 Hunted: The Heros, More Powerful, 14- (Very Frequently), Harshly Punish, Extensive Non-Combat Influence

    20 Reputation: Cold Blooded Assasin, Almost Always (14-), Extreme

    15 Distinctive Features: Ninja Night suit, Easily Concealed, Extreme Reaction, Detectable By Commonly-Used Senses

    15 Rivalry: Other ninja clans, Professional, Rival is More Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry

    Disadvantage Points: 250

    Base Points: 500

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

     

    let me know what you think

     

    thanks,

    night

  6. Re: My new campaign

     

    Know that you metion it my inner historian was begining to bug me too.

     

    about time i took care of him

    DIE!

    *scuffle*

    *sock*

    *pow*

    *blam*

    *thud*

     

    oh god what have i done?!

     

    i needed that to live!

     

    *thud*

  7. Re: My new campaign

     

    thank you guys for the advice, i am not too worried about it being realistic. i ran my first session and everyone had a blast. the game ran well, the players had fun, and so did I. and thats all that really matters, when you are running a game, isn't it?

     

    well thanks for the help guys!

  8. Re: My new campaign

     

    thanks for yours guys input. the campaign is going to be some what akkin to the xbox game crimson skies (fun game)

     

    the group (about 5-6 people) will be a group of mercenaries the british have hired to, in the begining at least, stop the raids on one of there shipping lanes with america.

     

    and as far as science goes it will be very rubber :)

  9. i'm starting a new pulp hero game. i just wanted you guys to take a look at my setting and history and tell me what you think and critique it

     

    Historical Overview

     

    • Count Ferdinand von Zeppelin had his first successful airship flight in 1898 in Germany.

     

    • The Wright brothers died in 1899 in a tragic fire.

     

    • 1900 zeppelin travel becomes commonplace

     

    • 1905 first plane invented, flew for 30 seconds before crashing

     

    • 1914 the first world war is started

     

    • 1916 United States declares neutrality and supplies both sides of the war

     

    • 1928 WW1 ends in a draw when Britain signs the treaty of Paris. As part of the treaty Germany gave Britain back the lower half of England in return for the western part of France. Leaving Germany a rather large holding of land

    (i attached a map)

     

    • 1935 (present) an uneasy peace exists between Germany and the rest of Europe. The US has become an economic power house buy selling supplies to both sides.

     

    and then i have the airship stuff writen up here:

     

    Airships

     

    Primary compartments

    Bridge: main command center of airship

    • Captain’s chair: where the captain commands from. Can communicate to the rest of the ship

    • Helm: directly in front of captain’s chair. Steers the ship and controls throttle.

    • Navigator’s desk: located to the right of the captain’s chair. Navigator plots course and calls out directions to the Helm

    • Communications. Directly behind Chair. Radio operator sends and receives communications.

    • Fighter Command (Military only) located to the left of the chair. coordinates fighters by relaying information from the look-outs

     

    Engine Room: where the diesel engines, that power the ship, are located. It is also possibly, but difficult to steer the ship from here

     

    First aid station: where the medical supplies are located and the doctor works. In some larger ships, mainly military, this can be more like a small hospital.

     

    Captain’s Quarters: where the captain spends his time when he is not on deck

     

    Crew Quarter’s: where the crew spends there down time and where they sleep

     

    Passenger quarters: this is where passengers stay on a passenger liner. On a cargo ship this would be the cargo hold.

     

    Fore/Aft/Starboard/Port lookout: these lookouts keep an eye out for pirates and obstacles. All are armed with machineguns, just in case

     

    Crow’s nest: same as lookouts

     

    Armory: where personal fire arms are kept. Most ships care a few rifles in pistols. However mercenaries and military ships may care quite a bit more and usually have heavier arms

     

    Hanger: where the ships fighters or support craft dock to refuel

     

    Turrets: some ships have more turrets on then for extra protection.

     

    let me know what you guys think and feel free to make comments, suggestions, and to critique it all you want.

     

    -Night

  10. in most pulp movies the main hero fights nazi, or someother evil army

     

    two questions for the members of this board

     

    first, has anyone used nazi, or their equivelent?

     

    second, does anyone mind sharing there write up?

  11. Re: WWYCD: framed

     

    Tempest

    Would look at the viper agents and say "what are you doing here i'm robbing this bank" then proceded to make an exit and leave

     

    Paper

    Calmly stak all the money into neat piles (with tk) and sit down and wait for his rights to be read

     

    Enforcer

    would fly off with the money in his power armor. he is on the run from the government right now because he knows to much and could use the cash

  12. Re: My game, and whats happening in it

     

    thanks for the advice, i'll double check the book but those ideas are good

     

    i especially like the one abouth planting false memories :eg:

     

    and for a little while the PCs will be have a war on VIPER (hope it goes better then our war on terror)

     

    my friend is a fiendish devil when it comes to running a villianous oragnization.

     

    his first plot is to rob a bank, now to get the justice league out of the way he is planting a bomb in a hospital on the otherside of town.

     

    i mean he is a natural, he is already planning on one day raiding stronghold to break everone there out. now that will be a mess.

     

    also just in case anyone missed it my game is a dark champions game now, however the characters are still playing champions level heros.

     

    so if anyone has some homemade superpower dark cham baddies iwould love to see then.

     

    thanks for your help and support

  13. Re: My game, and whats happening in it

     

    sry its been so long since i posted, i have been busy (ugh school!). the team handled anubis pretty well, albet someone was hospitalized (blindness) but thats been cured. all in all it was a good session.

     

    a friend of mine dropped by and wanted to play, but didn't have a character. so i let him play anubis and WOW!! he played a good villian (part of the reason it went so well)

     

    he took one look at the sheet and slipped into the role perfectly, i guess some people are just naturals

     

    anyways he had a ton of fun, so he is going to be running the villians in my next session, which is good, because now i have an assistant and someone to bounce ideas off of, besides you guys.

     

    well to start him off, and me, i just bought the VIPER book. which is amazing. the level of detail is stunning. great job!! anyways so he is going to play as a nest leader for a while.

     

    my biggest worrie is that after the first fight when the KO an agent the heros will use telepathy to find out where the nest is and all that. the nest itself has psonic shielding

    (invis to mental), but any ideas on how to keep the pcs from finding the nest on session one would be appreciated

     

    thanks in advance for the help and advice!

     

    -nightbringer

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