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Icel

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Posts posted by Icel

  1. Re: K Univarse, Earth Powers Era technologies

     

    Hey,

    Since that is not real science, I'm not sure how to make it more understandable...

    In general, there is a fusion reaction. Then we add to it accelerated nitrogen particles with the use of special magnetic fields ("Kell's Resonate Fields").

    What we get is a reaction which produce matter and energy, therefore can maintain itself without the addition of more nitrogen particles.

    One of its products is a matirial nicknamed "Icicle", which is later explained.

     

    Anyway, thanks for reading.

  2. Re: K Univarse, Earth Powers Era technologies

     

    Hey,

    Since that is not real science, I'm not sure how to make it more understandable...

    In general, there is a fusion reaction. Then we add to it accelerated nitrogen particles with the use of special magnetic fields ("Kell's Resonate Fields").

    What we get is a reaction which produce matter and energy, therefore can maintain itself without the addition of more nitrogen particles.

    One of its products is a matirial nicknamed "Icicle", which is later explained.

     

    Anyway, thanks for reading.

  3. Below are some though I had about the nature of a key technology to my sci-fi setting.

    please note that this is mainly rubber-science.

     

    Zelchbereg-effect "Nova Reaction":

    A technique using Kell's Resonate Fields to accelerate nitrogen particles into a fusion reaction, causing accretion of the fusion base materials leading to a chain reaction which products are energy, more base matter and a surplus radioactive material ("Icicle"). Due to the production of mass and energy this reaction can maintain itself indefinably, until an oppressing factor is introduced.

    Furthermore, the radioactive component itself starts a fusion reaction whenever he comes in contact with metals, leading to a similar effect and the production of more surplus material. That is, unless maintained by resonating fields which prevent its actions.

    Dues, after introducing a Zelchbereg catalyst onto a fusion reactor core, there is no more need to maintain the reactor. The energy and base materials produced by the nova reaction will supply the reactor with the resources it needs to function.

     

    Zelchbereg-effect in weapon systems:

    Since Fusion Reactors can't be miniaturize for vehicle and personal use, the "Icicle" factor was used to start the reaction by feeding it with heavy metals, the radioactive component would fuse with the metals to create energy, matter and more of itself.

    In some weapon systems and "Icicle" factor was used as a weapon in itself, relying on its radioactive nature to harm combatants.

    Also, since the "Icicle" factor fuse with metals, the Nova weaponry was, in effect, a way to weaken vehicle armor.

     

    The environmental hazard of the "Icicle" factor:

    During the last phases of the First Power-struggler, it became clear that the radioactive product of the Zelchbereg-effect has a devastating effect on the world. Deposits of Icicles where left in battlefields after the destruction of Nova Reactors or vehicle utilizing Nova weaponry.

    Worse of all was the devastation left by the massive blast of the Peacekeeper orbital Cannon, used annihilate the forces of he Impendent Territories Coalition in Morocco. The blast left huge fields of "Icicles" that react with the environment and expend indefinitely.

    After the Coalition and Freedom Treaty Alliance defeat CEAD in the First Power-struggler, the Directorate was forced to consent not to use Nova weaponry again and the Peacemaker was shutdown.

     

    Unfortunately, the damage was already done.

  4. I'm toying with the idea of making a writeup of mobile suits from the aniem Gunbdam Wing.

    The OZ-00MS Tallgeese as a vernier rocket system that proved fatal for most pilot to handle at top speed.

    How do you simulate that? Would that be a limitation to the Flight power of the suit or a disadvantage for the Tallgeese as a whole?

  5. Hey,

    I have a first Fantasy HERO gaming session with a now group and I'm in the process of wrting an adventure.

    I'm looking for some generic wrtieups for basic fighters/thugs, clerics and general cult members, as my players will delve through a ruined temple.

     

    I could write it myself but I want to see if there's any thing on the web for instant use.

     

    Sheets or Hero Designer sources will be most welcome.

  6. This may sound a bit of silly, as the D&D connection isn't really necessary, but...

     

    How do one balance the "power level" of the party vs. the power level of their enemies?

    I guess that a party of 4 75/75 build characters is equal to an enemy company of the same point base, but what if the odds are different?

    Like 1 powerful BBEG, many "extras" level footmans and the like.

  7. Re: Recover on demend END reserve

     

    Build it with however much END you want' date=' and no REC. That does mean that it starts with however much END you bought, but you could always just say that it starts at 0. I'm not sure I'd give any kind of Limitation for starting empty, because being empty is a temporary condition and a Limitation is permanent.[/quote']

    I can't wrote "Empty at the beggining of the game (-0)".

    But I got the picture.

  8. Re: Recover on demend END reserve

     

    The Flaw: you'll have trouble remaining combat effective using this mechanic' date=' especially if the Aid has a high Fade Rate - you won't have immediate combat potential. This can work, but it's better for non-combat casting, rather than trying to juggle the total available power, plus the reduction from the use of powers, plus the fade rate. Ew. More book keeping than I would usually endorse.[/quote']

    Thats okay, since one of the things I like to do is to keep an "anime" pre-battle boosting.

     

    So, I go with AID- but how to build the END reserve? He is soppoed be empty at the start of the game and only recover when aided.

  9. Re: Recover on demend END reserve

     

    Robyn, You'r idea was alright, I was talking about people who sugested to use consentration and other limitetions each weren't what I had in mind.

    This "warlock" doesn't hold to the energy he commends because it is foul had has a corroption effect if cept for long- but this doesn't need to be included as I build the character with this limit in mind- that why his reserve is fadeing- he "release" it.

  10. Re: Recover on demend END reserve

     

    The act of maintining the end doesn't need to be this restrictive. Just wanting to is okay. So no concentration, gestures or other stuff.

    I think there was an end reserve in Ninja HERO that was filled with absorbation, but I don't remember how they built the reserve...

  11. I was thinking on a mage/warlock character which use Fel energies that orient from some demonic plane.

    But because of that he can't keep the energy in his body/control all the time. He only drow from the power when he need it.

     

    I thought I'll do this with a END Reserve that only recover at the will of the character and its fades away if not used, i.e. "released".

    How would you build that?

  12. Re: "Vendetta", two characters review

     

    Here are the rewrites:

     

    Arius the Seeker

    Val Char Points Total Roll Notes

    16 STR 6 16 12- HTH Damage 3d6 END [3]

    12 DEX 6 12 11- OCV 4 DCV 4

    14 CON 8 14 12-

    14 BODY 8 14 12-

    12 INT 2 12 11- PER Roll 11-

    12 EGO 4 12 11- ECV: 4

    16 PRE 6 16 12- PRE Attack: 3d6

    10 COM 0 10 11-

     

     

    3 PD 0 3/36 3/36 PD (0/33 rPD)

    3 ED 0 3/36 3/36 ED (0/33 rED)

    3 SPD 8 3 Phases: 4, 8, 12

    6 REC 0 6

    28 END 0 28

    29 STUN 0 29

    6" Running 0 6"

    2" Swimming 0 2"

    3" Leaping 0 3" Total Characteristics Cost: 48

     

    Cost Powers END

    5 Essence of Light: Endurance Reserve (20 END, 4 REC) Reserve: (6 Active Points); Limited Power Light Spells Only (-1/2) 0

    Disciple of Light, all slots Requires A Faith Skill Roll (-1/2)

    11 1) Holy Light: Healing Simplefied 2d6 (standard effect: 6 points) (20 Active Points); Requires A Faith Skill Roll (-1/2), Incantations (-1/4) 2

    21 2) Devution Aura: +3 with DCV, Usable By Other (+1/4), Area Of Effect (2" Radius; +1), Selective (+1/4) (37 Active Points); Requires A Faith Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 4

    30 3) Divine Shield: Force Field (30 PD/30 ED) (60 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-3 OCV; -1/2), Requires A Faith Skill Roll (-1/2) 6

    Racial Traits

    10 1) Highly Social: +2 with Interaction Skills

    5 2) The Human Spirit: Luck 1d6 0

    4 3) Strong Minded: Mental Defense (6 points total) 0

     

    Equipment

    Jazeraint Soft Leather: Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF Durable (-1/2), Real Armor (-1/4) 0

    Hammer, War: (Total: 40 Active Cost, 14 Real Cost) Killing Attack - Hand-To-Hand 1d6+1, +1 STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) (Real Cost: 12) plus +1 with HTH Combat (5 Active Points); OAF (-1), Reduced Endurance (0 END) (-1/2) (Real Cost: 2)

    Notes: 1 1/2H 0

     

    Perks

    3 Reputation: Knight of the Silver Hand (A large group) 14-, +1/+1d6

    6 Fringe Benefit: Membership: Knight of the Silver Hand

     

    Skills

    Trained

    3 1) +3 with Warhammers

    9 2) Power: Faith 15-

    3 3) High Society 12-

    3 4) Paramedics 11-

    3 5) Persuasion 12-

    3 6) Conversation 12-

    3 7) Riding 11-

    Background

    4 1) KS: Doctrine of the Holy Light 12-

    1 2) WF: Axes, Maces, Hammers, and Picks

    0 3) Language: Common (idiomatic; literate) (5 Active Points)

    0 4) AK: Stormwind 8-

    0 5) TF: Equines

    0 6) PS: Paladin 8-

    Familiarities

    0 1) Acting 8-

    0 2) Climbing 8-

    0 3) Concealment 8-

    0 4) Deduction 8-

    0 5) Persuasion 8-

    0 6) Shadowing 8-

    0 7) Stealth 8-

     

    Total Powers & Skills Cost: 127

     

    Total Cost: 175

     

    75+ Disadvantages

    20 Psychological Limitation: Code of Conduct (Common, Total)

    20 Psychological Limitation: Believes In the Holy Light (Very Common, Strong)

    15 Psychological Limitation: Always Fights Fair (Common, Strong)

    10 Hunted: Order Superiors 8- (Mo Pow, NCI, Watching)

    5 Psychological Limitation: Cannot Tell A Lie (Uncommon, Moderate)

    5 Physical Limitation: Colorblind (Infrequently, Slightly Impairing)

    0 Normal Characteristic Maxima

     

    Total Disadvantages Points: 75

     

    Yozshura

    Val Char Points Total Roll Notes

    12 STR 2 14 12- HTH Damage 2 1/2d6 END [3]

    18 DEX 24 18 13- OCV 6 DCV 6

    14 CON 8 14 12-

    12 BODY 4 12 11-

    10 INT 0 10 11- PER Roll 11-/13-

    10 EGO 0 14 12- ECV: 5

    12 PRE 2 12 11- PRE Attack: 2d6

    8 COM -1 8 11-

     

     

    2 PD 0 2/4 2/4 PD (0/2 rPD)

    3 ED 0 3/5 3/5 ED (0/2 rED)

    2 SPD 0 2 Phases: 6, 12

    5 REC 0 5

    28 END 0 28

    26 STUN 0 26

    6" Running 0 9"

    2" Swimming 0 2"

    2" Leaping 0 2 1/2" Total Characteristics Cost: 39

     

    Cost Powers END

    6 Mirror Image: Sight and Hearing Groups Images 1" radius (15 Active Points); Set Effect (Copy of Self; -1), No Range (-1/2) 1

    3 Mirror Image: +1 with DCV (5 Active Points); Linked (Mirror Image; -1/2)

    17 Wind Walk: Invisibility to Sight and Hearing Groups (25 Active Points); Only When Not Attacking (-1/2) 2

    5 Wind Walk: Running +3" (9" total) (6 Active Points); Limited Power Only when Wind Walking (-1/4) 1

    5 Wind Walker Stance: HA +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), Limited Power Only In Phase of Breaking Wind Walk (-1/2) 1

    7 Wind Walker Stance: +2 with HTH Combat (10 Active Points); Limited Power Only In Phase of Breaking Wind Walk (-1/2)

    10 Critical Strike: Find Weakness 11- with Blade 0

    22 Bladestorm: EB 3d6 (standard effect: 9 STUN, 3 BODY), Area Of Effect (One Hex; +1/2), Autofire (5 shots; +1 1/2) (45 Active Points); No Range (-1/2), Requires A Blade Mastery Skill Roll (-1/2) 4

    Racial Traits

    8 1) +4 EGO

    2 2) +2 STR 1

    5 3) Call of the Wild: Mental Awareness 0

    10 4) Acute Hearing: Tracking with Hearing Group 0

    4 5) Acute Hearing: +2 PER with Hearing Group 0

     

    Equipment

    Sudded Heavy Leather: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OIF Durable (-1/2), Real Armor (-1/4) 0

    Sword, Bastard: Killing Attack - Hand-To-Hand 1 1/2d6, Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), STR Minimum 1-5 (-1/4), Real Weapon (-1/4)

    Notes: 1 1/2H 0

     

    Skills

    Trained

    3 1) +3 with Warblades

    5 2) Analyze: Combat 12-

    3 3) Breakfall 13-

    5 4) Defense Maneuver I-II

    3 5) Stealth 13-

    3 6) Concealment 11-

    3 7) Shadowing 11-

    Background

    2 1) Gambling (Dice Games) 11-

    1 2) WF: Blades

    0 3) AK: Draenor 8-

    0 4) PS: Blademaster 8-

    0 5) Language: Orcish (idiomatic; Literate) (4 Active Points)

    Familiarities

    0 1) Acting 8-

    0 2) Conversation 8-

    0 3) Deduction 8-

    0 4) Paramedics 8-

    0 5) Persuasion 8-

     

    Total Powers & Skills Cost: 132

     

    Total Cost: 171

     

    75+ Disadvantages

    20 Psychological Limitation: Orcish Honor (Common, Total)

    20 Psychological Limitation: Adrenaline Junkie (Common, Total)

    15 Psychological Limitation: Aggressive In Combat (Common, Strong)

    10 Reputation: Blackrock Blademaster, 11-

    5 Distinctive Features: Orc (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

    0 Normal Characteristic Maxima

     

    Total Disadvantages Points: 70

  13. Re: K Universe: Earth's Powers era war gear

     

    Note #1: Boing! Boing! Very rubbery science.

    Note #2: What is GPF, what is GFE? One should define acronyms before using, please.

    Of course it is... is it bad?

    And sorry, I copyed it from a larger documtent I wrote which describe the powers involved.

    Global Police Forces and Global Federation of Earth.

    Range Skill Levels are to be preferred.

    The Entangle is quite weak. 3 or 4 dice would be better. Better yet, EB, STUN Only

    Attack Versus Limited Defense (AVLD) is to be applied to Mental Defense, Flash Defense, or Power Defense (excepting with GM permission). You would be better served with two levels of Armor Piercing, or one of Armor Piercing plus one of Penetrating.

    Noted and will be taken into acount.

    What is an "Air Target"?

    A target which is in the air, like an aircraft... ?!

    What is "Decreased Re-use Duration"?

    Healing power can only be used once in a session. Or so does 5RE says.

    What does "PCU" mean?

    Personal Computer Unit.

  14. Re: "Vendetta", two characters review

     

    A couple of good characters there. I'd use EXP to increase their points' date=' it's a simple solution.[/quote']

    I think I'll do that to add some flavor to the characters.

    I also already got some rewrites but since I'm not home I can't post them write now.

  15. Re: "Divine Shield": ultimate defense

     

    If I'm reading this correctly, you want to be invulnerable but not pay much for it. Is that right? If so, I don't think it is possible. I'll be interested to see if you come up with something.

    The point I was trying to make i that for some cases you don't have to use legit HERO builds, you can just wave it aside.

    If its a WarCraft convention to have invulnerablity, then I won't take trouble in trying to do this.

     

    Of course, this is only true in my games for PCs and NPCs. What I'm doing now is a display character so I can't wave it.

  16. Re: "Divine Shield": ultimate defense

     

    I agree about the general idea you pointed here as absulote doesn't need to be a in core HERO. But for privet game and setting it is a base-to-base rule.

    If I want to run a Warcraft game where there is paladin how in immune to everything for sort time but this abillity need to be in pair with other characters abillities costs and so I can't write a legit total defense since it will be very costly.

  17. Re: "Divine Shield": ultimate defense

     

    Look, if it was a characters of a player or a NPC, I would have waved it aside and just say that the character is invulnerable, pays 6-8 end per phase to stay that way and has 1/2 OCV for a cost of something like 25 points.

    In your own personal games you don't always have to follow the rules if they interfere with your gaming.

     

    But since this character is built for web site display and demonstration I needed something legit.

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