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Evil Steve

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Posts posted by Evil Steve

  1. Re: Cool Guns for your Games

     

    They do in Runaway and comic books...

     

    Sometimes I wonder if the first step in weapons R&D is a bunch of techs sitting around watching movies and reading comics until on jumps up and shouts "Holy Crap! We gotta build this!"

  2. Re: Tuala Morn

     

    And lest we forget the night's awsome quote/awful pun, uttered upon clubbing one of the King's men into coma-land:

     

    Pyre-Archer:Air Gordon, B!+<#!

     

    Amusing when you remember that we hail from Dun Gordon.

     

    I think that should be our party battle-cry.

     

    Also amusing: Pyre-Archer's observation that the Brownie may be French-Canadian (based on the Brownie's separatist rantings)

  3. Re: Cool Guns for your Games

     

    I stand corrected.

     

    And please don't mistake my question for disapproval of such a weapon. I just think that sometimes, just sometimes, they were developed for people who can't swallow pills. Little blue pills.

     

    I don't have this problem. I can swallow just fine.

  4. Re: Cool Guns for your Games

     

    Another pic of the H&K GMG, in case the 1st one didn't work:

     

    [ATTACH]31567[/ATTACH]

     

    a technical question...

     

    What, exactly needs killing so badly that your grenade launcher needs to be full auto and belt fed?

  5. Re: Rifts HERO?

     

    It's discussions like this that make me think, "We should redesign Rifts," but then there's the litigious BS we'd have to deal with from Palladium so we all have to settle with our home brews.

     

    I guess we are, in a way. We adjust things that are almost right, ignore the stupid things, and fill in the missing things.

  6. Re: Tuala Morn

     

    Two corrections, our first set of steeds died getting us into the Whispering Wood, so we had to walk.

     

    We got a second set of horses from the band of Vulkrings we defeated at the ford.

     

    Other than that, right on target.

  7. Re: Dracula: Super-Pimp!

     

    Pimpula's gotta have a tricked out Coach-And-Four.

     

    Christopher Lee is the only Dracula that's every scared me. Not because of the whole creature of the night thing, but because of one scene in Dracula, where one of his wives is trying to seduce Van Helsing (played by Peter Cushing) Dracula is not pleased by this and rushes over to stop it. And by "rushes" I mean "leaps", an by "over", I mean "over a huge dining room table, without the benifit of wire-fu effects".

     

    My brain actually put the scene in slo-mo while I was watching Christopher Lee leap over a dining table, arms outstreched to the sides, cape billowing behind him, looking as angry as he can be.

     

    Nearly wet myself at age 33.

  8. Re: Tuala Morn

     

    Partha Mac Othna

     

    Player: Evil Steve

     

    Val Char Cost

    20 STR 10

    13 DEX 9

    20 CON 20

    15 BODY 10

    10 INT 0

    13 EGO 6

    17 PRE 7

    10 COM 0

     

    8 PD 4

    6 ED 2

    3 SPD 7

    8 REC 0

    40 END 0

    35 STUN 0

     

    7" RUN 0

    2" SWIM 0

    4" LEAP 0

    Characteristics Cost: 75

     

    Cost Power

    5 It all works out in the end: Luck 1d6

    2 Long Legs: Running +1" (7" total)

    Powers Cost: 7

     

     

    Cost Skill

    Everyman Skills

    0 1) Acting 8-

    0 2) Concealment 8-

    0 3) Conversation 8-

    0 4) Deduction 8-

    0 5) AK: Dun Gordon 8-

    0 6) KS: My Tuath 11-

    0 7) KS: Cattle Raiding 8-

    0 8) Language: Tualan (idiomatic) (4 Active Points)

    0 9) Persuasion 8-

    0 10) Shadowing 8-

    0 11) Stealth 8-

     

    Warrior's Training

    3 1) Hurler Penalty Skill Levels: +2 vs. Range Modifier with Spear

    20 2) Well Trained +4 with HTH Combat

    4 3) WF: Common Melee Weapons, Sling, Thrown Spears

    0 4) Warrior PS (From Everyman Skills) 11-

     

    Animal Husbandry

    7 1) Animal Handler (Bovines, Canines, Equines, Sheep) 13-

    0 2) Animal Diseases and Maladies KS (From Everyman Skills) 11-

    2 3) Animal Husbandry PS 11-

    1 4) TF: Chariots, Equines

     

    3 Climbing 12-

    3 Charioteer 12-

    3 High Society 12-

    3 Paramedics 11-

    1 PS 8-

    3 Tactics 11-

    3 Trading 12-

    Skills Cost: 56

     

     

    Cost Talent

    2 River Fighter Environmental Movement (no penalties for Hip Deep Water)

    10 Deadly Blow: +1d6 (any circumstances, any HTH weapon)

    Talents Cost: 12

     

     

    Equipment (Equipment costs do not actually figure in Total Cost. They are included here for reference only.)

    (0 Active Points) [Notes: A Broadsword (1d6+1, SM 12)

    A Battleaxe (2d6, SM 13, 1.5hands)

    A Shellelagh (3d6n, SM 8)

     

    [For each 6.25 STR over SM, add +1DC]

     

    2 Throwing Spears (1d6+1, SM 10)

    A Sling (1d6+1, SM 8)

     

    Heavy Cloth Armor (Def 1)

    A Medium Sheild (DCV +2)

     

    2 Belts

    High Hard Boots

    A Heavy Hat

    Heavy and Light Pants

    2 Large and Small Belt Pouchs

    Heavy and Light Tunic

    Heavy and Light Cape

    4 Leather Sacks

    A Whetstone]

    Total Character Cost: 150

     

    Pts. Disadvantage

    15 Distinctive Features: Huge (6'5", 250 lbs) (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    10 Physical Limitation: Huge, Heavy, must eat half again as much as others (Frequently, Slightly Impairing)

    10 Psychological Limitation: Must take time (1 turn) to consider when asked opinion (Uncommon, Strong)

    10 Psychological Limitation: Dog Loyal to Friends (Uncommon, Strong)

    10 Psychological Limitation: Somewhat Shy (Common, Moderate)

    5 Reputation: Bright as a Moonless Night, 8-

    10 Rivalry: Romantic (Both of us wish the same woman), Rival is More Desirable, Seek to Outdo Rival, Rival Aware of Rivalry

    5 Oafish:Unluck: 1d6

     

    Disadvantage Points: 75

    Base Points: 75

    Experience Required: 0

    Total Experience Available: 11

    Experience Unspent: 11

     

    Partha is not a violent soul. This is very fortunate, as he is huge. If he had his way, he would be tending the cattle and horses of his clan. Being huge, his family fostered him to Dun Gordon with instruction to learn the ways of battle. His size has also cost him some of his pride, as he is a wee bit clumsy (1d6 Unluck)

     

    He has an undeserved and innaccurate reputation for being dim-witted. He's no less intelligent than anyone else, he just takes time to think, before speaking his mind.

  9. Re: Sapphire up

     

    No' date=' it's not! Believe me! They're in your brain! Radio waves beamed through the internetz! Happens to me all the time. I can loan you a tinfoil hat though! They work!!!!!!11111eleven[/quote']

     

    Why stop at a tinfoil hat, when you can create a helm worthy of a Samurai Warlord?

     

    As for the actual topic, I like the backstory, like the outfit, hair doesn't work for me. Not for her hispanic heritage. She looks like a midwest farmer's daughter.

  10. Re: CotN Outtakes

     

    I notice the flag and national anthem options aren't pointed out in the multipower.

    And is it "O Canada," or "The Maple Leaf Forever"?

     

    And seriously, thank you, Mr. Bennie.

     

    A third party option...Hockey Night in Canada!

     

    10. Hope of the Future: It’s 1924. There’s some ten-year-old kid named Joe who delivers papers for the Toronto Daily Star who likes to draw. A mystical villain predicts he’ll bring a vision of great hope to the world. The villain is a really evil sorcerer who wants to dash all hope for mankind, so he’s trying to kill the kid before he can achieve it. You need to find a way to protect him and defeat the villain

     

    AWSOME!! Rep for you!

  11. Re: Serial Campaign Episode

     

    - Players personal story/drama.

    [/indent]

    - Current simple episode with urgent implications a with just enough strings to make it link to higher story lines without making them the primary focus. These should be what reveals and advances the main story line, but be conclusive in and of itself. Non-serial saga style.

     

    That's your hard part, by the looks of it. The Overplot is easy, the seasonal plots are just smaller Overplots.

     

     

    However never having never done anything even remotely like it; just used to the
    -one shot-
    or -the epic almost never ending open ended story- that the players strive for from the start, where the players complete minor objectives but are always focused on the big goal.

     

    And that there is your solution. You've got the episodic experience right there. Design each session as a
    -one shot-
    that fits into the seasonal plots and overplot.

     

    I ran something like this and one thing that kept it going was connections between characters. NPCs were the connection. The characters each had an array of NPCs that had connections to other characters or the other character's NPCs. If each PC's present in a session brings NPC's into play, that have connections to other PC's the players' interrests stay focused.

     

    Second, not every session has to be about
    all
    the PCs. In a TV episode there are usually a main plot (A-plot) and a secondary, less intense and less directly important plot (B-plot). The later series of the Star Trek franchise uses these often. If you're going to have a character-centred session, try this method.

     

    Third, not every session has to be directly connected to the seasonal plot or the overplot.

     

    Lastly, the slightly cheesey, but fun part. A theme song and openning scene. Most TV shows open on a small scene that sets up the episode, the cue the theme song. Done right, this is handy for focusing the group on "Tonight's episode" This can either be done as a descriptive piece or a quick, scene involving an NPC and a PC. If you're using the opening description, avoid describing the PCs reactions, rather just what leads up to a reaction

     

    EG:You want the PC's to do a lot of investigative work on a nearby world and you need a hook. A possible openning scene is one PC jogging the decks of the ship when a message arrives for him, he goes to his room, towels off some sweat and opens the message. Its a very official letter from the Global police of the nearby world. The character's brother is an officer there. The message shows an important looking medal of valour and begins:

     

    "Dear [character's name], We regret to inform you that [NPC brother's name] has been killed in the line of duty while investigating a Geth incendent..."

     

    Cue Theme song

     

    Have the full letter ready for the PC. The hook is that the brother wasn't in the Geth AI department, so why was he investigating one?

     

    A possible B-plot would be another PC's outstanding debt has caught up with her and she has to dodge the collectors long enough to get it paid off and not draw them to the ship, which is much easier to trace.
  12. Re: [Campaign] The new, NEW Champions of Vancouver!

     

    He's Back!

     

    The Mighty Ifrit

     

    Player: Evil Steve

     

    Val Char Cost

    13/50 STR 3

    13/23 DEX 9

    13/25 CON 6

    10/20 BODY 0

    13 INT 3

    13 EGO 6

    13/28 PRE 3

    16 COM 3

     

    3/30 PD 0

    3/30 ED 0

    2/5 SPD 0

    6/17 REC 0

    26/50 END 0

    24/59 STUN 0

     

    10" RUN 0

    2" SWIM 0

    2 1/2"/34 1/2" LEAP 0

    Characteristics Cost: 33

     

    Cost Power

    7 Instant Change: Cosmetic Transform 2d6 (10 Active Points); Limited Power Clothes only (-1/2)

    12 Burning Heart: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Safe in Intense Heat)

    10 Child of Fire: Energy Damage Reduction, Resistant, 25% (15 Active Points); Limited Power Only Against Fire (-1/2)

     

    Ifrit Form Characteristics, all slots Only In Heroic Identity (-1/4)

    30 1) +37 STR (37 Active Points); Only In Heroic Identity (-1/4)

    24 2) +10 DEX (30 Active Points); Only In Heroic Identity (-1/4)

    19 3) +12 CON (24 Active Points); Only In Heroic Identity (-1/4)

    16 4) +10 BODY (20 Active Points); Only In Heroic Identity (-1/4)

    12 5) +15 PRE (15 Active Points); Only In Heroic Identity (-1/4)

    16 6) +20 PD (20 Active Points); Only In Heroic Identity (-1/4)

    20 7) +25 ED (25 Active Points); Only In Heroic Identity (-1/4)

    16 8) +2 SPD (20 Active Points); Only In Heroic Identity (-1/4)

    3 9) +2 REC (4 Active Points); Only In Heroic Identity (-1/4)

    10 10) Swift as Flame: Running +4" (10" total), x4 Noncombat (13 Active Points); Only In Heroic Identity (-1/4)

    8 11) Flesh of Basalt: Damage Resistance (10 PD/10 ED) (10 Active Points); Only In Heroic Identity (-1/4)

    3 12) Sturdy as Stone: Knockback Resistance -2" (4 Active Points); Only In Heroic Identity (-1/4)

     

    24 Might of the Ifrit: Multipower, 30-point reserve, (30 Active Points); all slots Only In Heroic Identity (-1/4)

    2u 1) Ignite: Killing Attack - Ranged 1 point, Sticky (Only Flamables; +1/4), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Area Of Effect (One Hex; +1/2), Line Of Sight (+1/2), Continuous (+1) (21 Active Points); Only In Heroic Identity (-1/4)

    2u 2) Burning Aura: Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2), Continuous (+1), Damage Shield (Offensive; Affects Mental And Physical Attackers; +1 1/4), Attack Versus Limited Defense (Force Field/Wall; +1 1/2) (26 Active Points); Only In Heroic Identity (-1/4)

    2u 3) Enervating Heat: Drain END 1d6, Cumulative (24 points; +1), Continuous (+1) (30 Active Points); Only In Heroic Identity (-1/4)

    2u 4) Soar as Blazing Flame: Flight 10", x8 Noncombat (30 Active Points); Only In Heroic Identity (-1/4)

    5m 5) Leap as Hungry Flame: Leaping +25" (2 1/2"/34 1/2" forward, 1"/17" upward) (Accurate) (30 Active Points); Only In Heroic Identity (-1/4)

    2u 6) To the City of Brass: Extra-Dimensional Movement (Single Dimension) (20 Active Points); Only In Heroic Identity (-1/4)

     

    17 Princely Brass Scimitar: Multipower, 30-point reserve, (30 Active Points); all slots Restrainable (-1/2), Only In Heroic Identity (-1/4)

    2u 1) Worthy Blade: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 / 4d6 w/STR) (30 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4)

    1u 2) Effortless Defence: Missile Deflection (Any Ranged Attack) (20 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4)

    Powers Cost: 265

     

     

    Cost Skill

    Everyman

    0 1) Acting 8-

    0 2) AK: Canada 8-

    0 3) Climbing 8-

    0 4) Concealment 8-

    0 5) Conversation 8-

    0 6) Deduction 8-

    0 7) Language: English (idiomatic; literate) (5 Active Points)

    0 8) Persuasion 8-

    0 9) Shadowing 8-

    0 10) TF: Small Motorized Ground Vehicles

     

    My Odd Childhood

    3 1) Criminology 12-

    3 2) High Society 12- (15-)

    3 3) Lockpicking 12- (14-)

    3 4) Security Systems 12-

    3 5) Stealth 12- (14-)

    3 6) Streetwise 12- (15-)

     

    3 Scholar

    1 1) KS:Islamic Mythology (2 Active Points) 11-

    1 2) KS:Precious Metals (2 Active Points) 11-

    2 3) KS:Precious Stones (3 Active Points) 12-

    2 4) KS:Superheroes (3 Active Points) 12-

    3 5) KS:Superhuman World (4 Active Points) 13-

    5 6) KS:Supervillans (6 Active Points) 15-

     

    My Life

    3 1) Paramedics 12-

    2 2) PS 11-

    2 3) PS 11-

    4 4) Language: Persian (idiomatic; literate) (5 Active Points); Only In Heroic Identity (-1/4)

    Skills Cost: 46

     

    Cost Perk

    1 Fringe Benefit: Licensed Paramedic

    5 Money: Well Off

    10 Vehicles & Bases

     

    3 Well-Connected

    4 1) Contact (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact) (5 Active Points) 11-

    1 2) Contact (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) (2 Active Points) 8-

    3 3) Contact (Contact has useful Skills or resources, Good relationship with Contact) (4 Active Points) 11-

    Perks Cost: 27

     

     

    Total Character Cost: 371

     

    Pts. Disadvantage

    10 Accidental Change: Burned or Scorched 11- (Uncommon)

    10 Dependent NPC: Mom and Dad (The Red Sorceress and the Ferret, both retired) 8- (Slightly Less Powerful than the PC; Group DNPC: x2 DNPCs)

    15 Dependent NPC: Tina Williams:Scholarly Girlfriend 11- (Normal)

    15 Distinctive Features: 8ft tall, black stone skinned smoldering monster (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

    15 Distinctive Features: Very high body temperature (110 degrees) (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    15 Hunted: DEMON 8- (Mo Pow, Harshly Punish)

    20 Psychological Limitation: Will Not Kill (Common, Total)

    15 Psychological Limitation: Sense of Duty (Common, Strong)

    15 Psychological Limitation: Protective of Loved Ones (Common, Strong)

    15 Social Limitation: Secret ID (Frequently, Major)

     

    Disadvantage Points: 145

    Base Points: 200

    Experience Required: 26

    Total Experience Available: 28

    Experience Unspent: 2

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