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Evil Steve

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Everything posted by Evil Steve

  1. Re: The Monster As Hero thread A Sasquach?
  2. Re: Cue theme music The Ripper deserves a song, Drug, by Killing Joke. Wait for the chorus. As a trivial aside, this was the Main Battle Theme for my Anime High campaign. A very over-the-top time in my life. Try Here For any Big Bad, Chain, by Yoko Kanno, from Vision of Escaflownne Try Here For Mechannon, Machine Soldier, by Yoko Kanno, from Vision of Escaflownne Try here For the soundtrack to Foxbat's Mind, Cat's Delicasy, by Yoko Kanno, from Vision of Escaflownne Listen here And yes, I like Yoko Kanno
  3. Re: Cue theme music My God, someone else listens to Manowar. They were the soundtrack to an entire Rolemaster campaign
  4. Re: [Campaign] The new, NEW Champions of Vancouver! You forgot an entry in The Ugly, namely, The Fool getting Blastersplattered by an agent. Hospital Time!
  5. So, this came up in tonight's New, NEW Champions of Vancouver, and we want to know... How would you write up the power to cause someone to wet themselves?
  6. Re: Rest In Peace Number Six Damn. You will be missed. Loved The Prisoner.
  7. Re: Four legged robot with creepily realistic movements Very Cool. Can't wait to see the next generation of the project.
  8. Re: Mystery Roar from Faraway Space Detected I, for one, welcome our new overlords...
  9. Re: Taverns and tavern games Mankala. Very easy to learn, can be played well with only limited focus on the game, making it quite sociable. Use coins as playing pieces and you have a quick and dirty gambling game of pure skill. wiki http://en.wikipedia.org/wiki/Mankala
  10. Re: "Neat" Pictures Perfect for a Bond Villan. I like the lines on it, especially the killer whale eye pattern at the bow.
  11. Re: Genre-crossover nightmares For the Anime fans among us: The Melancholy of Freddy Foswell
  12. Re: Foods for those that just don't care anymore You're lucky that's all you got. Those bubbles are hell on the sinuses.
  13. Re: Foods for those that just don't care anymore Bring it on... Twinkie Casserole Ingredients: 24 ea Twinkies 1 ea Bag miniature marshmallows 1 ts Cinnamon 1 ea Dash of brown sugar 1 ea Large jar caramel topping 1 ea Large jar hot fudge sauce 1 ea Large bag Oreos Twinkie Casserole Instructions: Line the bottom of a casserole dish or large plate with the Twinkies. Pour the caramel topping evenly over the Twinkies and smooth with a knife. Pour the miniature marshmallows over the caramel until it is completely hidden. Pour the hot fudge over the marshmallows. Sprinkle the spices over the hot fudge. Layer the Oreos on top of the casserole. Serve immediately. MM Format by John Hartman Indianapolis, IN
  14. Re: [Campaign] The new, NEW Champions of Vancouver! Wait! Wait! Whattaminit!!! I missed a Foxbat episode to clean CARPETS!?!?! I hate my life.
  15. Re: Abbot and Costello Meet Doctor Destroyer
  16. Re: Tentacle Sheath How about an EDM or Transdimensional Teleport with Usable as Attack?
  17. Re: [Campaign] The new, NEW Champions of Vancouver! Grab some Advil, you're gonna need it for..... The Fool Player: Evil Steve Val Char Cost 18 STR 8 27 DEX 51 18 CON 16 13 BODY 6 18 INT 8 15 EGO 10 23 PRE 13 16 COM 3 8 PD 4 8 ED 4 5 SPD 13 15 REC 14 50 END 7 31 STUN 0 6" RUN 0 2" SWIM 0 18 1/2" LEAP 0 Characteristics Cost: 157 Cost Power END 25 Bag Of Fun: Multipower, 50-point reserve, (50 Active Points); all slots OAF (-1) 2u 1) Green Smoke Bombs: Darkness to Sight Group 5" radius, 8 Continuing Charges lasting 1 Turn each (+0) (50 Active Points); OAF (-1) [8 cc] 2u 2) Absurd String: Entangle 2d6, 2 DEF, 16 Charges (+0), Entangle And Character Both Take Damage (+1/4), Area Of Effect (One Hex; +1/2), Sticky (+1/2) (45 Active Points); OAF (-1), Range Based On Strength (-1/4) [16] 2u 3) Constable Punch: Hand-To-Hand Attack +5d6, Double Knockback (+3/4) (44 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 4 2u 4) Madmoiselle Thursday: Drain PRE 1d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), OCV vs ECV (+1/4), Penetrating (+1/2), Attack Versus Limited Defense (Mental; +3/4), Cumulative (24 points; +1) (37 Active Points); OAF (-1) 4 16 Thom, Le Fou: Multipower, 40-point reserve, (40 Active Points); all slots OAF (-1), Lockout (-1/2) 1u 1) I can use it as a club: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Lockout (-1/2) 2 1u 2) It also extends: Stretching 7", x4 Noncombat (40 Active Points); OAF (-1), Lockout (-1/2), Just the Wand (-1/4) 4 1u 3) So I can swing with it,: Swinging 20" (20 Active Points); OAF (-1), Lockout (-1/2) 2 1u 4) And it quickly retracts!: Flight 16", combat acceleration/deceleration (+1/4) (40 Active Points); OAF (-1), Instant (-1/2), Lockout (-1/2) 4 16 Buffoonery: Multipower, 20-point reserve, (20 Active Points); Extra Time (Delayed Phase, -1/4) 1u 1) Peerless Balance: Clinging (normal STR) (10 Active Points) 0 2u 2) Master Acrobat: Leaping +15" (18 1/2" forward, 9" upward) (Accurate) (20 Active Points) 2 1u 3) Bouncy: Physical Damage Reduction, 50% (20 Active Points); Limited Power As per Combat Luck (-1/2) 0 2u 4) Supreme Ventriloquist: Hearing Group Images 1" radius, +/-3 to PER Rolls, Alterable Size (19 Active Points) 2 2u 5) I'm a Mime: Invisibility to Hearing Group , No Fringe (20 Active Points) 2 Powers Cost: 77 Cost Martial Arts Maneuver Savate 3 1) Footsweep: 1/2 Phase, +2 OCV, -1 DCV, 6 1/2d6 Strike, Target Falls 5 2) Direct (cross/jab): 1/2 Phase, +1 OCV, +3 DCV, 5 1/2d6 Strike 4 3) Crochet (hook): 1/2 Phase, +2 OCV, +0 DCV, 7 1/2d6 Strike 4 4) Coup de Peid Bas (low kick): 1/2 Phase, +0 OCV, +2 DCV, 7 1/2d6 Strike 5 5) Coup de Pied Chasse (side kick): 1/2 Phase, -2 OCV, +1 DCV, 9 1/2d6 Strike 4 6) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 7) Martial : 1/2 Phase, -1 OCV, +1 DCV, Disarm; 38 STR to Disarm 1 8) Weapon Element: Clubs (cane) 8 9) +2 HTH Damage Class(es) Martial Arts Cost: 38 Cost Skill Everyman Skills 0 1) Climbing 8- 0 2) Conversation 8- 0 3) Deduction 8- 0 4) AK: Vancouver 8- 1 5) Language: French (imitate dialects; literate) (6 Active Points) 0 6) KS: The Circus 8- 0 7) PS: Dance Tutor 8- 0 8) Paramedics 8- 0 9) Persuasion 8- 0 10) TF: Everyman, Small Motorized Ground Vehicles 5 Language: English (idiomatic; literate) 3 Acrobatics 14- 3 Breakfall 14- 10 Defense Maneuver I-IV 3 Shadowing 13- 3 Stealth 14- 3 Expert Skill-Classical Stage Entertainer, Skill Enhancer 2 1) Acting 14- (3 Active Points) 2 2) Concealment 13- (3 Active Points) 2 3) Contortionist 14- (3 Active Points) 2 4) Disguise 13- (3 Active Points) 2 5) Mimicry 13- (3 Active Points) 2 6) PS: Mime (3 Active Points) 14- 2 7) PS: Puppeteer (3 Active Points) 14- 2 8) PS: Dancer (3 Active Points) 14- 2 9) PS: Singer (3 Active Points) 14- Skills Cost: 49 Cost Perk 9 Contact (Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact), Organization Contact (x3) (9 Active Points) 11- Perks Cost: 9 Cost Talent 9 Ambidexterity (no Off Hand penalty) 6 Combat Luck (3 PD/3 ED) 4 Double Jointed Talents Cost: 19 Total Character Cost: 349 Val Disadvantages 10 Distinctive Features: Very Tall and Thin (6'8, 150lbs) (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Aura of Oddness (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Dependent NPC: Barabara D'Averngne (She, who is my wife) 8- (Normal) 10 Hunted: Black Harlequin 8- (Mo Pow, Mildly Punish) 10 Hunted: C.L.O.W.N. 8- (Mo Pow, Mildly Punish) 5 Hunted: Foxbat 8- (As Pow, Mildly Punish) 15 Hunted: Local Organized Crime 8- (Mo Pow, Harshly Punish) 20 Psychological Limitation: Will Not Kill (Common, Total) 15 Psychological Limitation: Will help those he can (Common, Strong) 15 Psychological Limitation: Active Advocate of Less-than-Lethal force (Common, Strong) 15 Social Limitation: Secret Id-Ettiene D'Avernge (Frequently, Major) 15 Vulnerability: 1 1/2 x Effect Knockback (Very Common) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 5 Experience Unspent: 5 Etienne comes from an old family in Southern France. Once Noble, the family lost its title long ago, but retained many of the traditions. Classical education, both scholastic and physical, are proudly taught to the sons and daughters of the D'Avernge line. Fostering is another. At the age of eight, and every four years after that, Etienne was relocated to another member of his suprisingly large family, each step moving farther from home and each stop expanding his education based on his natural talents. First Paris where he studied Mime and Ballet, then Switzerland, for stage magic. The Cote D'Ivoire he trained in Savate, and stage acting, including makeup and immitation. In Louisiana, he learned to sing, and master puppets, and finally, in Quebec, he became an acrobat. His wide range of performance arts caught the attention of talent scouts for an international avante garde circus. It was here that he was reunited with his brother, Gaston. Here he also met Barbara, a teacher who travelled with the troupe to help the younger perfomers finish their education. Love bloomed and they were married in the most visually disorienting ceremony that any man of the cloth could tolerate. While on the road, the troupe stopped to perform in Vancouver. The city seemed to favour the brothers. Gaston and Etienne had been planning, practicing and pitching a performance for months, and on their first night in Vancouver, one of the other puppetmasters broke her wrist when she was caught in the leash of an excited dog and fell. The brothers prepared for their first performance of their work, Etienne putting the final touches on his new costume, Gaston ensuring that all the props were ready. A short fuse forced Gaston to dash out to a hardware store, where tragedy began. An unknown supervillan, on his first crime spree caught Gaston with a Domination gun, rendering Gaston a mental slave. The villan's plan was to hold the audience of the Circus for ransom using a large bomb, which he commanded Gaston to take to the circus and conceal in the Bigtop tent. Somewhere, something went horribly wrong. The police were alerted far earlier than the villan expected, and Etienne, dressed in his Fool costume tried to capture Gaston before he could do anything to further the Villan's plans. In a battle most bizzare, the villan fell into a power transformer and crisped beyond recogintion. Etienne, dressed in his Fool costume tried to capture Gaston before he could do anything to further the Villan's plans.However, the Domination gun, still connected to Gaston, drove him mad, and he broke off his battle with Etienne and quickly assended the trappeeze to the top of the tent where he had secured the bomb, Etienne to far to stop him until a wild haired man tossed him a wand, shouting "Its a climbing line, just point it up and press the button". But even with the device, it was too late. A police sharpshooter was forced to kill Gaston before he could trigger the bomb. The death of his brother changed Etienne, giving him a seriousness and intensity he lacked before. He swore he would do everything in his power to prevent tragedies like this from ever happening again by taking the fight to the madmen and maniacs and criminals himself, while labouring to give the police options other than guns. Barbara convinced Etienne to settle in Vancouver, hoping that he could come to terms with what happened using the city as a backdrop for his obsessions. He aggreed and they now live happily in the downtown. The initial shock of Gaston's death has softened, and Etienne smiles and laughs again. But Etienne still dreams of an abyss, and a small dog that chants "jump".
  18. Re: Gettin' Crafty! Once again, I am stunned, STUNNED by the brilliance displayed on these boards. I gotta do this. Someone please Rep him for me, I can't.
  19. I'm working up a rather generic FH campaign and have been considering which magic mechanic from the FH book (p 239) to use;Multipower? Elemental Control? VPP? Spell Familiarity (like Weapon Familiarity), individual spells? I was wondering if any of the more experienced GMs have a preference or opinion.
  20. Re: Group Designed Anime HERO I ran this kind of campaign years ago, but with The Guyver, The Beastmaster Zoanoid, Dark Schnieder (Bastard:Destructive God of Darkness) and Sailor Moon in a comedy High School setting. Anime cross-breeding can work, but only if you get your players all on the same page. We watched an episode of something related to the campaign before each session, just to get us in the mood. (I don't recommend that with Bible Black, it may set the wrong mood) Do you intend to run this as a "takes place after the series" or as a "we all know how it ends, its how we get there that's important" style? Vulcan covered all the specific stuff I could hope to add, so good luck and keep us posted. And have some rep.
  21. Re: More Pulp Minis! (Retro Sci-Fi) Damnit! I was almost out of debt! Back in the hole I go. I gotta have those rocketships.
  22. Re: [Campaign] The new, NEW Champions of Vancouver! Decorative metal peircing through one's manly bits...the end bits...the tender sensitive bits...the bits that should never, ever be peirced by metal, decorative or otherwise.
  23. Re: Cool Guns for your Games A technical question, if I may.... I understand that the perforated tube surrounding a gun's barrel is called a "cooling jacket" (see picture for clairity) How does that keep a weapon (or just its barrel) cool?
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