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Ranxerox

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Everything posted by Ranxerox

  1. Re: How much for these limitation Opps, you're right. I should have reviewed the rules on Side Effects before posting.
  2. Re: The Walker - a very low powered superhero Never. Despite what it says on the back of his hoodie, he is very low key about his religious beliefs. He does sometimes pray silently before going into situations where he or someone else has a good chance of being seriously hurt or killed though.
  3. Re: Lucha Lubre Hero, anyone? Yes. I recently posted a Lucha Libre ruda here, but she got almost no response. Of course, that may have more to do the character than with a lack of interest in the genre. Still, it did discourage me from posting more luchadors. What is your interest? Are you trying to organize an online game, or are you just trying to create a thread to talk about the Lucha Libre hero? Unfortunately, I haven't ran a Lucha Hero campaign, but it sounds like fun. I have some character ideas that I will probably eventually write up at some point. Do you have any write-ups or ideas that you wish to share?
  4. Re: The Walker - a very low powered superhero Thanks. Glad you liked him. Fixed the jujitsu instead of krav maga error.
  5. Re: The Walker - a very low powered superhero The Walker done using the Champions Online character generator.
  6. Re: Lucha Libre Rudo - Little Ramona Little Ramona done using the Champion Online character generator .
  7. Re: How much for these limitation Maximum movement: -1/2 (this limitation is a little more limiting than the must make at least half move every phase version of "Can't Hover" but I don't feel there is enough of a difference to increase the value) Invisibility, only against those the character perceives: also -1/2 (less if the character has special senses that make him hard to sneak up on) A 3d6 side effect is worth -1/4. The fact that the character sometimes take the damage without successfully using the power IMO doesn't get him extra limitation since the activation roll already has its own limitation value. YMMV
  8. Re: Kong Fu Girl VS Samurai Girl Okay, I will admit that I found that somewhat inspirational but not in a Ninja Hero sort of way if you know what I mean.
  9. Re: Alien Wars worth getting.. I liked Alien Wars better than Terran Empire, and for a while I ran an Alien War campaign at Herocentral. My campaign centered on a group of civilian trying to escape a doomed mining colony after the Xenovores first attack upon humans. However, the scope of the campaign setting is such that virtually any sub-genre of military science fiction fits somewhere in setting, from human vs human conflicts, to scrappy rebels facing overwhelming odds, to bad@$$ space marines kicking alien butt in the name of Earth. Consider this a strong recommendation. :thumbup:
  10. Re: Safari, a jungle Villainess Did you mean for her to have a 71 Body (what you wrote) or a 21 Body (what you paid for)?
  11. Re: The Walker - a very low powered superhero Background: Aaron Green had his first vision when he was 14. His mother had had hers when she was 12, but Aaron was in all things a late bloomer so it is no surprise that it happened later for him. Aaron's happened when he was making a shortcut through an alley on his way home from school, and it was of a women being brutally raped in killed. Understandably the vision left him shaken to his very core, but that was nothing compared to how he felt when the vision became true 2 nights later. That was Aaron's first vision but it wasn't his last, and largely because of the activities of the newest gang to enter the neighborhood, the Nightmare Syndicate, almost all of the visions were extremely disturbing. Soon Aaron started to refuse to leave his aunt and uncle's home at all to avoid the visions. Not wanting to be a burden on his Uncle Ron and Aunt Dee, Aaron got his GED through home study and worked on teaching himself trades that could be done without leaving the house. He worked as a programer, telemarketeer, medical transcriptionist, and any other job that he could do by telephone or internet. The jobs were usually temporary and low paying, but since Aaron was willing work 10 to 12 hours a day he was able to pay rent to his uncle and save money as well. This state lasted for several years, until he had vision of himself as an old man still living an eventually dying in the same room. He didn't think that it was a psychic vision like the ones that he was prone to but knew that it might be prophetic nonetheless. So Aaron ventured out into the world again and only made it a little over a block before having the a vision of a brutal mugging. The assailant started the mugging the by asking the victim what time it was so Aaron knew exactly when mugging was to occur. He also knew that the mugger was armed and capable of violence. Despite this, Aaron found the courage to show up at the foretold time an place of the assault, and he was able to talk mugger out of his crime. That was the beginning. Other crimes Aaron would not be able to talk the criminal out of committing and sometimes they turned their violence on him. In order to keep himself alive, Aaron used his some of his savings to buy bullet proof clothing, a retractable baton and to pay for krav maga lessons. Even with these precautions and armed with the foreknowledge provided by his visions, Aaron still sometimes found himself sometimes failing and sometimes getting hurt. However, rather than retreat to his room, everyday Aaron continued to walked the streets his neighborhood collecting his visions and returning to prevent crimes he saw. It is from this daily journey, that Aaron would get a new name, the Walker. Appearance: Aaron Green is a tall, thin African-American male in his early twenties. Nothing about his appearance or behavior particularly suggest gang member, but that does not always stop people from mistaking him for one. The Walker wears combat boots, and black bullet resistant, Kevlar clothing and helmet. The helmet has a lightly tinted face plate that makes his face indistinct. He softens the look by wearing a gray hoodie over his Kevlar top and helmet. "Psalms 23:4" is stenciled on the back of his gray hoodie. Personality/Motivation: When Aaron first started his motivation was confront his fears so he could leave his room and have a life. Indeed, since he has started repairing futures as he thinks of it, his visions have become less vivid and easier to deal with. However, helping people and protecting people has been addictive for him and he now regards himself as the protector of his neighborhood. Aaron's years spent not leaving his aunt and uncle's home were to the detriment of his social development. So while he has the courage to face down and entire gang of street toughs, asking a girl out on a date is considerably more intimidating to him. Quote: "I called 911 two minutes ago. You might want to be moving along." Powers/Tactics: The Walker gets visions of the future events when he is at the site where the event is scheduled to occur. As a general rule, the Walker is generally limited to seeing things 48 hours in advance though at GM discretion he might see really big events further into the future than 2 days. What exactly makes an event vision worthy is unclear. Most of his visions relate to violence - rapes, murders, assaults - but occasionally he is lucky enough to get a vision of a reunion of long lost relatives or true love at first sight, and occasionally he has visions where nothing important at all seems to happen and he can only wonder why the scene was shown to him. The events in the Walker are not immutable, they are merely what will happen if the Walker does nothing. Armed with knowledge provided by his visions, the Walker walks every street and ally of his neighborhood each day giving rise to his name. This sort of predictable behavior would for any other hero would be an invitation for ambush, but it keeps the Walker safe because any planned ambush against him are revealed to him in his visions before they happen. However, his walks are not for his own protection but to allow him to protect others. When the Walker has a vision of violence or loss, he comes back to the site of the vision at the time the event is scheduled to occur (as best he can figure based on what he sees in the vision) and to the best of his ability tries to prevent the vision from becoming reality. Campaign Use: The most natural way for the PCs to meet the Walker is for him to come to them for help after his has a vision of something that is clearly out of his ability to handle by himself. Though he might also show up to warn them of the consequence of their own actions. Given the nature of his visions, the Walker can only tell the consequences not the sequence of events that lead up to them so that would be up to the PCs to figure out. Since, the Walker's visions only reach through time, not space, the event would probably need to happen in his neighborhood or be large enough to effect his neighborhood. Of course for something truly big like the destruction of the city (or planet!) would leave him with visions everywhere that he went.
  12. This character could easily fit into a Dark Champions campaign, but I envisioned him in a world with superheroes so I wrote by Champions' rules. [b]The Walker - Aaron Green[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 13 STR 3 13 12- HTH Damage 2 1/2d6 END [1] 14 DEX 8 14 12- 15 CON 5 15 12- 10 BODY 0 10 13 INT 3 13 12- PER Roll 12- 10 EGO 0 10 11- 13 PRE 3 13 12- PRE Attack: 2 1/2d6 6 OCV 15 6 8 DCV 25 8 3 OMCV 0 3 3 DCMV 0 3 8 PD 6 8/14 8/14 PD (0/6 rPD) 6 ED 4 6/12 6/12 ED (0/6 rED) 4 SPD 20 4 Phases: 3, 6, 9, 12 6 REC 2 6 36 END 4 36 30 STUN 5 30 12 RUN 0 12m END [1] 4 SWIM 0 4m END [1] 4 LEAP 0 4m 4m forward, 2m upward [b]CHA Cost: 103[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 22 [b][i]Visions[/i][/b]: Precognitive Precognition (Sight Group And Normal Hearing), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; Precognition acivates when character is at the site something "interesting" is going to happen in the next couple of days. Only activates once per interesting event.; +1/2), Reduced Endurance (0 END; +1/2) (90 Active Points); No Conscious Control (-2), Precognition Only (-1) - END=0 9 [b][i]Retractable Baton[/i][/b]: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4), Limited Power Real Weapon (-1/4) - END=0 10 [b][i]Kevlar Body Suit[/i][/b]: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-1/2), Activation (14- roll; -1/4) - END=0 3 [b][i]Cell Phone[/i][/b]: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1), Limited Power Cellular Phone Band Communication Only (-1), Affected As Sight and Hearing Group As Well As Radar [very common Sense] (-1/2) - END=0 29 [b][i]Things You Can Buy At Walmart[/i][/b]: Gadget Pool, 25 base + 25 control cost, (38 Active Points); Limited Power All Gadgets Must Be Legally and Commercially Available (-1/2), Limited Power Slots Can Only Be Changed Between Scenes (-1/4); all slots OAF (-1) - END= [b]POWERS Cost: 73[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] Krav Maga 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 33 STR to Disarm 4 3) Escape: 1/2 Phase, +0 OCV, +0 DCV, 38 STR vs. Grabs 3 4) Joint Lock: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 33 STR for holding on 3 5) Slam: 1/2 Phase, +2 OCV, -1 DCV, 5 1/2d6 Strike, Target Falls 4 6) Strike: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 Strike 1 7) Weapon Element: Clubs 8 8) +2 HTH Damage Class(es) [b]MARTIAL ARTS Cost: 31[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 3 Breakfall 12- 3 Computer Programming 12- 3 Conversation 12- 3 Deduction 12- 3 Paramedics 12- 3 Stealth 12- 3 Streetwise 12- 5 Persuasion 13- 3 Jack of All Trades 1 1) PS: Accounting (2 Active Points) 11- 1 2) PS: Medical Billing (2 Active Points) 11- 1 3) PS: Telephone Tech Support (2 Active Points) 11- 1 4) PS: Transcription (2 Active Points) 11- [b]SKILLS Cost: 33[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 9 [b][i]Good Relations With Local Police[/i][/b]: Contact (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11- 1 Positive Reputation: A Good Guy Who Will Help You If He Can (In The Neighborhood) 11-, +1/+1d6 [b]PERKS Cost: 10[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 20 Psychological Complication: View Himself As The Protector Of His Neighborhood (Very Common; Strong) 5 Psychological Complication: Socially Awkward (Uncommon; Moderate) 10 Hunted: Nightmare Syndicate (a local streetgang with deeper roots) Infrequently (As Pow; Harshly Punish) 10 Dependent NPC: "Uncle Ron" Ronald Green and "Aunt Dee" Denise Green Infrequently (Normal; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs) 5 Social Complication: Minority: Young, Black Male Infrequently, Minor [b]DISADVANTAGES Points: 50[/b] Base Pts: 250 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 250 Background to follow
  13. Re: The "Essay"(ESSE/UEH) Project(Warning: mature/controversial content contained her You are right. I totally misread what you were saying.
  14. Re: The "Essay"(ESSE/UEH) Project(Warning: mature/controversial content contained her A lot of people do have a total psych limitations concerning homosexuality and in addition to that have no physical interest in members of their own sex. So in effect they have both a psych and a physical limitation working against same sex seduction. I don't consider a -5 or even -6 penalty against such attempts unreasonable versus such people.
  15. Re: The "Essay"(ESSE/UEH) Project(Warning: mature/controversial content contained her PS:Perform Sexual Techniques is fine, but I wouldn't undersell the value Charm, Persuasion, Acting, Conversation and even Presence "attacks" in intercourse. Given a choice between having the best physical sex of their lives and the best emotional sex* of their lives, I'm pretty sure that most woman and a lot of men would choose the best emotional sex. * - I'm defining this as sex that leaves you feeling great about yourself, your partner and the relationship which you share.
  16. Re: The "Essay"(ESSE/UEH) Project(Warning: mature/controversial content contained her No, my mileage doesn't vary all the much. However, I lump that into the description of the scene. If the NPC made their charm roll, I will describe them in much more inviting and or compelling than if the NPC failed the roll or didn't have the skill. Under extreme circumstances I might consider making the player succeed at an EGO roll to resist, though this smacks of railroading so I would probably reserve this for situations where the PC's actions seemed based entirely on knowledge that the player had but the PC lacked.
  17. Re: The "Essay"(ESSE/UEH) Project(Warning: mature/controversial content contained her Seduction (Charm in 6th Ed) does not work PCs. As a GM, I will make the roll and how well the NPC made it or failed it influences how I describe the scene but the ultimate choice is up to the player. When players use these skills, I am differential to the fact that the player spent points on the skill, but I am still mindful of the wants and desires of the NPC that is being charmed. Trying to use charm to get a guard to let a PC out of their cell or somehow loosen security when that guard knows that their boss will literally kill them if the prisoner escapes is an uphill battle. The guard can bonus to their resist from making INT rolls, EGO rolls, any psych limitations they have related to their boss, etc. As for the question of individual taste, out of respect for the points the PC spent on the skill I would not decide on the spur of the moment that the NPC preferred redheads to blonds. However, if in my creating of the NPC I had decided that he was still morning the death his beloved, wife Scarlet, I might penalize a PC making a Charm roll on him for both the NPC's grief and for the wrong hair color.
  18. Re: Dieselpunk? This had some interesting articles. Thanks for posting the link.
  19. Re: Long tours-of-duty on industrial/mining ships I'm always on the look out for Solar HERO books. I'll have to check those out.
  20. Re: Long tours-of-duty on industrial/mining ships Well, you certainly could house a city in those dimensions (think of a mile high skyscraper). The question is how much of that volume is open to human habitation.
  21. Re: How (un)realistic are Street Samurai? So the sword guy unsheaths as they charge? That always struck me as something that would be harder to do than it looks in the comic books.
  22. Re: Long tours-of-duty on industrial/mining ships I'm working my way through Dead Space right now and I think that I'm most of the way through it. Based on the things that I haven't seen - living quarters, gyms, recreation areas, etc - I'm pretty sure that the game only shows a fraction of the Ishimura. Since Isaac is always rushing to advert dome and to go parts of the ship that aren't required by the mission would just give him more opportunities to get killed by the space zombies it makes sense that he only goes places required by the mission. So the Ishimura might be the size of a small city for all we know.
  23. Re: How (un)realistic are Street Samurai? Why are we making the gun guy unholster but not forcing the swordsman to unsheath? It seems that if we want a honest comparison of the two weapons, if the sword fighter is expecting combat and it ready to go should the gun fighter.
  24. Re: Afterlife based upon world geography My suggestion for this is that you let death be the beach of an endless but constantly receding ocean that represents the living world. So if you want stay close to the living world, you can do so but you have to keep moving because it is always receding away from. On the other hand, if you want to go visit your great-great-great-great-grandfather that is possible too but you have to travel inland to do that. As you travel inland you also travel through the kingdoms of those that occupied the land of the place of your death in before you came.
  25. Re: Those poor humans When I read the title of this thread, I thought it was going to be about the how racial package deals tend make every other species superior to humans. In Hero the PCs can use the points that they didn't spend on the racial package deal, but the rank and file humanity with a cost of zero is pretty much inferior to virtually every fantasy and science fiction race out there. Since that is what this thread is about, I don't know why I'm bringing it up except that it is a pet peeve of mine and I gripe about it when I can.
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