Jump to content

badmudderfugger

HERO Member
  • Posts

    38
  • Joined

  • Last visited

Everything posted by badmudderfugger

  1. Re: Killer Shrimp Reputation: Delicious Pan Fried with Garlic, 14-
  2. Re: Killer Shrimp Vulnerability: Cocktail Sauce (Uncommon, 2x Body) Vulnerability: Cockatil Sauce (Uncommon, 2x Stun)
  3. Re: Advent Rising Campaign Cheers! I'm really enjoying putting the campaign together (and it's giving me a great excuse to procrastinate instead of writing essays).
  4. Re: How do I build Fear? What I was planning on using it for was for a Dark Jedi in an upcoming Star Wars game I'm going to run. I've converted Star Wars d20 over to the CODA system (Decipher's Lord of the Rings and Star Trek games) and I'm pretty satisfied with the results so far, but this Star Wars game is only going to last for a few sessions (up until the new film comes out) and then we're going to play the HERO game I've been working on. After reading around on the boards, I'm thinking that this Star Wars campaign would be a great way for my player to learn the HERO system before I start the non-Star Wars campaign. I wanted this Fear ability to act the way it does in d20 and CODA (give penalties to the target's combat abilities). I've been looking back over my HERO 5eR, and I think that the suggestion that someone made earlier of using Negative Combat Levels and adding Ranged and BOECV to it would do what I want. I don't want to use Mind Control, because I don't want the results of the Fear to be roleplayed, I want them to be mechanical. However, I do like the idea of using a Multipower to make different uses of Fear (area affect, concentrated effect, etc...).
  5. Re: How do I build Fear? Yeah, I like Personal Immunity better than Hole in the Middle. One question I have thought is, if I built the power this way, would the character have to make seperate attack rolls on each person in the area, or would he just make one and apply it to each seperately?
  6. Re: How do I build Fear? Is there another way to inflict negative CV's on other characters other than Change Environment?
  7. Re: How do I build Fear? After looking over the HERO 5R book, I think I'm with Susano on this and it should be built with Change Environment. I think I'll get what I want if I used Change Environment to give penalties to the CVs of the targets and then added the following modifiers: 1) Requires Skill Roll (Attack Roll) 2) Based on Ego Combat Value 3) No Range 4) Hole in the Middle What do you think?
  8. Howdy all, I'm trying to figure out how to build a Fear power that would be resisted by Ego, but would result in a penalty to the target's OCV/DCV. Essentially, the target would be shaken by the Fear attack. I could build this as a Pre attack, but frankly, I hate the Pre attack system. I don't think it reflects, mechanically, the impact of terror. So, how do I go about building this? Cheers!
  9. Re: Clone Wars Jedi. Parity Soul, check out the thread I have going on my upcoming Advent Rising campaign here. It features some pretty powerful psychic abilities I've dubbed the 'Advent Gifts.' I think that much of what was seen in the Clone Wars cartoon fits the power level of this campaign.
  10. Re: Anybody started a Deadwood Hero? Ha ha. Damn straight!
  11. I am hooked on HBO's series Deadwood and I'm curious if anyone has done conversions for any of the characters featured within.
  12. Re: Advent Rising Campaign Made the changes to the PC and the Nemesis that I mentioned in the last post.
  13. Re: Another: StarWars in my Sandbox It doesn't say in your Word documents, but what are you going to use instead of Speed?
  14. This may be a stupid question, but it pushing based on Active Points or Real Points? For example, when a character boosts an EB that has Advantages, does it get a flat 2d6 boost when he boosts it by 10, or do I have to factor in the Advantages and determine the cost then? I'm thinking it's Active Points, because otherwise a character with a NND EB can boost his by 2d6 for the same price as a normal EB. That said, does that mean that an EB with Disadvantages is similarly affected? Ie: an EB with a -1 Disadvantage gets a bonus 4d6 dice from a 10 point push. Cheers!
  15. Re: Advent Rising Campaign Ok, one thing that's become glaringly obvious after rolling through some combats (first against 3 Apache Helicopters, then an Abrams tank & some Bradleys) that I need to bump up the TK to 60 Str and to boost the Stun to 80 to have him last in a fight as long as I want him to. I wasn't sure how fast he'd go down to the PC and after rolling through a combat where the PC pushed his Energy Blast to 8d6, he was stunned after one shot (which dropped his force field) and down after the second. I'm also thinking I might boost the PC's Stun by a bit so he can be around in combats longer. As it stands, he's stunned pretty easily and drops pretty quickly. Maybe boosting his Stun to 50 would make him stick around a little longer (especially given his meagre Rec of 6). Any thoughts?
  16. Howdy Steve, thanks for the quick response on the Killing Attack Question. Following up on that one: I know that activating a power is a 0 phase action, but can a character drop and then activate a power in the same round? Specifically, can a character drop his Force Wall, make a half move , reactivate it and still have a 1/2 phase action left available to him? Cheers!
  17. When characters are hit by a Killing Attack and the Body damage does not penetrate their defenses (such as Force Field, etc...), does the character still take Stun? I can sort of the logic behind this, but in practice it means that even attacks that are totall blocked by resistant defences do Stun damage. I'm getting ready to run a campaign with a villain that has a Force Field of 40/40, but only 40 Stun. Looking at the stats for an Abrams Tank from Ultimate Vehicle, their gun does 8d6 RKA with a +1 Stun Multiplier. This means the character generally has a good chance of blocking the killing damage, but is levelled by Stun. The reason I'm having such a hard time with this is because he also has the ability to make a variety of Force Walls that have 15/15, 30/0 and 0/30 protection respectively. If he sets up a Force Wall instead of his Force Field, and the Body damage doesn't penetrate, it automatically blocks all the Stun. Can someone answer me: why do Force Walls act this way, but every other form of Resistant Defence seems to allow Stun through, even if Body is blocked?
  18. Re: Advent Rising Campaign Ok, after much effort (and procrastinating over an essay I should be writing), here is the main nemesis of the Advent Rising campaign. This dude is pretty powerful, but with his Vulnerability to the PC's abilities, and the fact that he loses 18 END to him every time he's in his presence should make for balanced combats, so long as the PC can evade him early on. Also, I intentionally kept his OCV and DCV relatively low, because he really is just a normal human who suddenly found himself with some pretty phenomenal abilities. In addition, that gives the PC a better chance of keeping out of his way. That said, with his Variable Advantage EB, the Nemesis can just as easily send a EB with Line or Explosion or Cone his way to tag him. Advent Rising Nemesis Points: Base: 509 Att: 266 Skill: 73 Powers: 405 Dis: 235 Str 10 Dex 13 Con 20 Body 20 Int 14 Ego 15 Pre 25 Com 10 PD 6 ED 6 Spd 3 Rec 50 End 120 Stun 80 OCV 4 DCV 4 Phases: 4, 8, 12 Move: 6†Swim 2†Skills: Concealment 12- Demolitions 12- Interrogation 14- Mechanics 12- Navigation 12- PS: Guerilla 11- Stealth 12- Survival 12- Weapon Fam: Small Arms Acting 8- Climbing 8- Concealment 8- Deduction 8- Paramedics 8- Persuasion 8- PS: Rebel 11- Shadowing 8- TF: Small Motorized Ground Vehicles AK: Central Asian Mountains 8- Talents: Danger Sense (Functions as Sense, Dangers out of Combat, +3 to Roll) 15- Universal Translator 17- Powers: Inhuman Body: Life Support (No Sleep, No Food, Safe Environment: Low/High Pressure, Vacuum, High Radiation, Intense Cold/Heat) Iron Will: Mental Defence 10 Spatial Awareness Supersonic Flight: Flight 15†(Megascale 1â€= 1km + ¼, Increased END x6 -2½) 18 END Multipower: Advent Gifts- 100 points, (Hardened +¼) 8- Force Field 40/40 8 END 8- Force Wall 15/15 5†total 8 END 8- Force Wall 30/0 5†total 8 END 8- Force Wall 0/30 5†total 8 END Elemental Control: Advent Gifts- 42 points -Telekinesis: 60 Str, Affects Porous 9 END -Flight 40†x8 Non 8 END - Energy Blast 6d6 (Variable Advantage +1, +2; Double Knockback +¾) 13 END Disadvantages: Hunted: Seekers (MoPo, NCI, 14-) Social Limit: Public ID 11- DF: Human (Easily Concealed, Major) DF: Advent Gifted- Glowing Eyes and Aura of Power (Concealable, Always) Hunted: Governments of Earth (MoPo, NCI, Limited Geography: Earth, Public ID, 14-) Psych Limit: Overconfident (Very Common, Mod) Psych Limit: Sociopath (Very Common, Total) Reputation: Butcher 14- Rival: Advent Rising PC (Prof, PC, Less Po) Vulnerability: Advent Gifts (Uncommon, x2 Stun) Vulnerability: Advent Gifts (Uncommon, x2 Body) Susceptibility: Advent Rising PC’s Presence (Common, Every Phase, 3d6 Drain END, Standard Effect: 18 END/Phase)
  19. Re: Advent Rising Campaign I was thinking of it being something closer to the predator type optic camoflague, but now I'm thinking maybe just a chameleon-type system built into the armour. Do you think it would be built as Invisibility with a Fringe or Change Environment (similar to what is done for some of the stealth systems in UV, pg 145)?
  20. Re: Advent Rising Campaign OK, last thing I'm posting before bed. This is my preliminary build for the Aurelian Scout Ship. I apologize for skimping out on the write-up in the Personal and Operations sections, but they were identical to systems in UV and so I couldn't bring myself to write them up again. I really like the idea of ablative shields (give it that sort of panicked Star Trek feel that I want from space combat). Also, I gave the cloaking device an extra time limit so that if they want to use it, they'll have to spend a round fending off their attackers. That said, in the hands of a good pilot, this thing should be able to pull off some pretty impressive stunts (high Dex and high Spd). One thing I'd like to get feedback on is whether the powerplant is too big for its needs. I didn't sit down and calcuate how much power the ship would use from round to round, but it seems that this may be too much. On the other hand, I took the powerplant from a ship with Spd 3, so it may very well be too weak to handle the needs of this particular ship. Finally, I gave it a really high FTL rating for two reasons. First off, I wanted the PC to have a ship that can really get around the galaxy fast. Earth is supposed to be in the backwaters of the galaxy, so getting to where the action is would take a long time if they had a slower ship. Second, seeing as how the Aurelians were tasked by the humans to watch over their development, it stands to reason that the humans would leave them with some pretty impressive tech. As such, the Aurelian ships will be the fastest in the galaxy (using FTL that is). That means that they will always be able to outrun the Seeker ships, as long as they can get to FTL (which takes a minute to do). Should lead to some pretty tense moments in the game. Lastly, I gotta say just how great Ultimate Vehicle and Space Hero are. Both books helped me to organize my thoughts when creating this ship, both in terms of power level and in terms of story value. With regard to power level, Ultimate Vehicle helped me puzzle out exactly what I wanted the ship to do, offensively and defensively and helped me pick out the right advantages and limitations for it. I also love the section with 'cut and paste' systems in it (which is where I got the Force Shields, Cloaking Device and Blasters from). As for the story value, I had no clue how to calculate the ship's FTL, but the discussion in Space Hero about how FTL impacts on your game and the type of game you want to run was unbelievably enlightening. I have to admit that about a week ago I was pretty burned out on the HERO system, after putting together the stats for the Aurelians and Seekers, but after seeing the results on this ship, I'm back on board baby! Aurelian Scout Ship: 525 points Char: 112 Abil: 413 Size 9 (45) 8â€x4†-6 DCV -9†KB Str 55 Lift 50 tons; 11d6 HTH Dex 21 (33) OCV: 7 DCV: 7 Body 19 Def 6 (12) Spd 5 (22) Phases 3, 5, 8, 10, 12 Movement: Ground: 0†Flight: 40â€/320†FTL: 8 LY/hour Abilities and Equipment: Power System: Fusion Power Plant- End Reserve 160 END 160 REC, (OIF Immobile -1½, Only Electronic Devices –¼)- (64) Aux Power: End Reserve 40 END 40 REC, (OIF Immobile -1½, Only Electronic Devices –¼) (16) Warpflight: Multipower- 90 point reserve (all Cost End –½ ) (60) 1) Standard Flight: Flight 40†x8 Noncombat (Costs End –½) 9 END (6u) 2) Supersonic Flight: Flight 10†(Megascale- 1â€=1km +¼, Costs End –½) 2 END (2u) 3) Warpflight: FTL (64000 LY/year or 8 LY/hour) (Costs End –½, Extra Time- 1 Minute to Engage –¾, Requires Stellar Cartography Roll to Operate –¼) 4 END (2u) Spaceflight only: Ground Move -6†(-12) Spaceflight only: Swim -2†(-2) Tactical Systems: Force Shields: Force Field 30/30 (OIF Bulky -1, Ablative -1) Blasters: RKA 2d6 (Autofire 5 +½, Increased Max Range: 14 miles +½, No Range Mod +½, Real Weapon –¼, OIF Bulky -1, Limited Arc of Fire: Forward 60 degree –½) 7 END (27) Personal Systems: Life Support (Self-Contained Breathing; Safe Environments: High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum); (Costs End –½) 2 END (12) Backup Life Support (6) 3 More Backups (10) Food Supply: Life Support (Diminished Eating: no need to eat); 1 Continuing Fuel Charge (easily replaced; 1 year -0) (3) Artificial Gravity: TK (20 Str), (Selective +½, OIF Bulky -1, Only to Pull Objects Straight Down to the Floor -1) 3 END (15) Operations Systems: Sensor and Communications System: See pg. 93 Ultimate Vehicle (46) Long Range Sensors: See pg 93 Ultimate Vehicle (70) Long Range Sensors: See pg 93 Ultimate Vehicle (7) Navigation Computer: See pg 93 Ultimate Vehicle (3) Internal Monitors: See pg 93 Ultimate Vehicle (17) Cloaking Device: Invisible to Sight and Radio with no Fringe (IIF Bulky –¾, Extra Time: One Turn -1¼, Only When Not Attacking –½) 4 END (11)
  21. Re: Advent Rising Campaign Cheers! I saw ads for the game about a year ago and was blown away by the visuals. To answer your question, no it's not my art. I snatched it from the advent rising website. To answer your question: 1. I see the boost jets being usable at will. I didn't buy the battlesuit any End Reserve, because I see the strain on the battlesuit's power being minimal when the jumps are used, but it would be taxing on the wearer. Therefore, whoever wears the suit would pay the extra End that the extra Leaping uses. 2. I see them as being designed for use in small groups, but they could very well be used on solo ops as well. In the campaign, it will be a small group (maybe 6) of Mystic Commandos (mental note: gotta come up with a better name than that) wearing the battlesuits that breaks the PC out of the US military base during the initial Seeker attack. I see these suits as being part of the 'badge of office' as it were, of the religious order. One thing I was thinking of adding would be a sort of cloaking device (similar to the optic-camo used in Ghost in the Shell). I'd buy it like Invisibility with a Fringe, that drops as soon as the wearer draws the Gauss Rifle. Do you think that would make them too powerful, or would it suit the design?
  22. Re: Advent Rising Campaign So that's what I've got done so far. I didn't include all the point costs with the write-ups because I'm not really looking to see if my math is correct, I'm more looking to get some feedback from those with HERO system experience on how well the PC will handle himself with these challenges. I've rolled through a few fights with the PC and the SWAT guys, and they played out the way I wanted, but I have yet to do it with his gear (guns and armor). Next up, I'm going to write up some of the vehicles of the Aurelians and Seekers using my new Ultimate Vehicle (well, as soon as I finish the essay I'm working on. )
  23. Re: Advent Rising Campaign Here's the writeup for the average Seeker Soldier. Seeker Soldier Str 31 Dex 12 Con 15 Body 15 Int 10 Ego 10 Pre 15 Com 10 PD 6 ED 6 Spd 3 Rec 9 End 30 Stun 39 Phases: 4, 8, 12 OCV 4 DCV 4 Run 15†Leap 10†Powers: Reach: 1†Stretching Leaping: +4†(10†total) Subdermal Armor: DR 6/6 -3†Knockback Skills: PS: Soldier 12- Tactics 12- Weaponsmith 12- WF: (12) Combat Driving 11- Combat Piloting 11- Stealth 11- Survival 12- Demolition 12- Skill Level: Int Skills 1 Limitations: Psych Limit (Obedient) Phys Limit (Large)
  24. Re: Advent Rising Campaign Here are the villains of the campaign: Seekers: 71 points Large Template: (Gives +15 Str, +3 Bod, -3†Knockback, +5 Pre, Run +6â€, +3 ED, Stretching 1â€, Phys Limit: Large) Fast: Running +3†Leaper: Leaping +4†Tough: +3 ED Subdermal Armor: DR: 6/6 2 Extra Arms/Legs: Extra Limbs (Inherent) Seeker Culture: 5 points +3 Str +1 Dex +2 Con +2 Bod WFs (6 points worth) Psych Limit (Obedient) Seeker Arm Cannon/Fist: Multipower: 60 Active Points (30 Charges) 1)Normal Shot: 9d6 EB (OAF, Limit Range 50â€, Real Weapon) 2)Autofire: 7d6 EB (Autofire 3, OAF, Limit Range 50â€, Real Weapon) 3)Explosive: 8d6 EB (Explosion, OAF, Limit Range 50â€, Real Weapon, Uses 2 Charges) 4)Energy Fist: HA+2d6 (OAF, Real Weapon)
  25. Re: Advent Rising Campaign Here are the stats for the Aurelian Mystic Commando: Aurelian Mystic Commando-124 points Str 15 Dex 14 Con 14 Bod 11 Int 16 Ego 16 Pre 16 Com 10 PD 6 ED 4 Spd 3 Rec 6 End 26 Stun 26 Phases: 4, 8, 12 OCV 5 DCV 5 Run 8†Swim 3†Powers: Scaly Skin DR 2/2 Claws: HKA ½d6, (Reduced Pen) (1d6+1 w/Str) Skills: KS-4 of them PS-Soldier 11- Tactics 12- TF: Shuttlecraft Weaponsmith 12- Weapon Fam (7) Stealth 13- Security Systems 12- Combat Piloting 13- Survival 12- Systems Op 12- KS: Hobby 11- PS: Mystic Commando 12- Climbing 14- Interrogation 8- Breakfall 9- 2 Combat Levels with Aurelian Powered Battlesuit Shadowing 12- Skill Level (Dex Skills) 1 Gear: Aurelian Powered Battlesuit Aurealian Gauss Rifle
×
×
  • Create New...