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Old Man

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Posts posted by Old Man

  1. Re: ~ All Out War~d&d Vs Hero Vs Palladium

     

    So ugh guys.... What about in a actual battle between 3 adventuring partys' date=' which party puts the smack down on the others? WHY?[/quote']

     

    Tough call. The FH party would by far be the most flexible. There is little they could not do, especially if they get to use VPPs. On top of that they could also be the most outright powerful in-game given that the system doesn't hold them back with restrictive class definitions and level restrictions.

     

    On the other hand, the Palladium/D&D party doesn't take STUN, probably can't be killed in one hit, and the Palladium party could probably cheat as well.

  2. Re: The cranky thread

     

    I'll put you out of your misery if you put me out of mine. We have dual redundant internet connections, for fck's sake, but of course both Time Warner and Sprint have internal issues right now that have taken us down with them. And when does this occur? Half an hour into Thanksgiving, of course.

     

    Tell you what, don't put me out of my misery, just kill everyone at Time Warner and Sprint. Please.

     

    Oh, and Cookie Monster rocks.

  3. Re: Longest Running Thread EVER

     

    No, these are scientific images so each is B/W, usually taken through a filter so that you know you're catching photons of a particular wavelength. Typical filters when I was crunching comet data were violet, red, and infrared. (I used to know what the specific wavelengths were, but hey, I can't remember what I ate for lunch yesterday either.) Good for science, less so for spectacular imagery.

  4. Re: The cranky thread

     

    And speaking of crap breaking, I am now going to head back to the office to find out why its internet connection has gone away. Not like I have better things to do on thanksgiving eve. Someone at sprint is going to die a very painful death. A death involving... severed connections.

  5. Re: The cranky thread

     

    This being the year 2007 A.D., well into the twenty-first century, you'd think we'd have mastered the technology of air conditioning. What is air conditioning anyway, a pipe, a pump, and a fan? So why does it break down with such alarming regularity? I don't like coming to the office at 10pm on a weekend to find that it's 103 degrees in the server room.

  6. Re: The cranky thread

     

    Ah, yes, that would be like the time I spent three days troubleshooting a COBOL program only to discover that the version I was using was case-sensitive. And then for a really good laugh, try doing intensive string handling in C, especially at 3 in the morning. Star star ampersand ampersand!

  7. Re: Stun/knock outs, overwhelming the combats

     

    -- Somewhere in the text it suggests that Stunned = Dead. I never did hold with this one, although my players do know that for mooks, I often substitute KO with Dead, unless they specifically want to keep someone alive. As Steve points out in the book, there's nothing 'heroic' about dealing coup-de'grace's to your fallen foes.

     

    We always treated mook KO=dead (and mook impaired/disabled = KO), not for heroic reasons but for bookkeeping ones. Nothing drags out a fight longer than mooks who recover consciousness. How dare they?

  8. Re: The cranky thread

     

    Or calls from nonprofits.

     

    I have my landline (which is a cordless phone) plugged into a power strip with the switch in easy reach. So I can look at the caller ID and, if necessary, switch off the phone. It'd still be better if it didn't ring in the first place though.

  9. Re: Working Up The Spell Create Food & Water

     

    Just off the top of my head, you could conceivably create useful matter out of nothing (or nearly nothing) with Transform, Change Environment, Entangle, Summon, or Aid. But my latest favorite is Duplication.

     

    "Hold still, I need to clone you."

     

    "Clone me? What for?"

     

    "I'm hungry."

  10. Re: Post your characters 1001 fantasy characters

     

    Aleister Carloss

     

    Once a minor lordling in the city, Aleister had everything a man could want--a well-appointed mansion, high standing in society, and plenty of money to keep them both. But there was something his money could not buy--eternal life. Over the years he withdrew from society, snapping up every piece of information he could find on the subject, focused only on cheating death. Soon his quest drove him to begin dabbling in the forbidden arts. His practice of necromancy quickly drove away any remaining tutors and friends he might have had, and one day he found himself relatively penniless, with no one in high society willing even to be seen with him.

     

    Today Aleister possesses only the remnants of his once considerable fortune--a small room in the city where he stores the books, scrolls, and other paraphernalia of his obsession, and enough finery to keep up at least the appearance of wealth. Shunned by society, and having exhausted all repositories of magical knowledge in the city, he rides out into the wilderness, hunting for the lost secrets of magic in the ruins beyond.

     

    Carloss is relatively tall and well built, though his practice of necromancy have left his eyes sunken and his hair prematurely white. He is clean-shaven and keeps his hair neatly groomed. His usual adventuring garb includes fine leather riding clothes, as though he were on a hunt, and a bone-handled cane sword, which he is competent with as a result of dimly remembered fencing instruction.

     

     

    ### disads ###

     

    5 age 40+

    15 obsessed with becoming immortal (cmn/str)

    15 contemptuous of anyone less intelligent than himself (vc/mod)

    10 competitive with other sorcerers (unc/str)

    5 reputation: evil necromancer (8-)

     

    50 total

     

     

    ### stats ###

     

    str 10 -

    dex 14 12

    con 13 6

    body 13 6

    int 20 20

    ego 11 2

    pre 15 5

    com 10 -

    pd 2 -

    ed 3 -

    speed 4 6

    rec 5 -

    end 24 -

    stun 23 -

    57

     

     

    ### skills ###

     

    3 scholar

    1 ks: the undead

    1 ks: demons and hell

     

    1 ks: necromantic magic

    1 ks: methods of achieving immortality

    1 ks: anatomy

    1 ks: methods of inflicting pain

    1 ks: legends and history of wizards and magic

     

    3 forensic medicine

    6 combat luck

    3 high society

    2 familiarity with common melee weapons

     

    13 magic skill 18-

    3 riding

     

    43 total

     

     

    ### magic ###

     

    13 40pt. sorcery multipower

    (-0.5) requires a skill roll

    (-0.25) incantations

    (-0.25) gestures

    (-0.25) concentrate 1/2 DCV

    (-0.5) full phase to cast

    (-0.25) not on holy ground

     

    1u 37 weaken: 3d6 suppress str, continuous, 0 end

    1u 37 strike blind: 5d6 flash, 1 hex area

    1u 39 poltergeist: 26 str. telekinesis, affects whole object

    1u 37 theft of life: 1.5d6 xfr body to end (25), usable at range (+1/2)

    1u 30 detect magic: discriminatory, analyze, ranged, targeting

     

    1u 38 animate dead: summon 1x 85-point zombie (17),

    expanded class: based on corpse (+1/4)

    slavishly loyal (+1)

    1u 40 unlife regeneration: 4d6 simplified healing

    1u 40 summon: 4x 50-point demon, slavishly loyal (+1)

    1u 37 feeblemind: 5d6 suppress int, 0 end

     

    1u 32 sense life: detect living creatures (10), discriminatory (5)

    analyze (5) ranged (5) targeting (10)

    1u 37 strength of the damned: 5d6 succor str, 0 end

    1u 5 shadow walk: teleport 1" (2)

    safe blind (+1/4)

    megascale 1" = 1000 km (+1)

    full turn to cast (-1/2)

    1u 37 glimpse of the abyss: aid 3d6 to end, fade 1/turn

    1u 40 foul gust: 35" leaping, accurate (40)

     

    1u 40 spirit form: desolid

     

    1u 40 shadow form: invisibility to sight and hearing (25)

    simultaneously usable by others (+1/2)

    only in areas with relatively low lighting, such as shadows or

    moonlight (-1/2)

     

    1u 40 waking nightmare: 8d6 mental illusions

     

    1u 37 cursed gloom: change environment (shadow and chill) -1 OCV (5)

    -4 PER (12), -1 temperature level (3), 8" radius (15),

    personal immunity (+1/4), not in direct sunlight (-whatever)

     

    1u 37 mastery of venom and corruption: 10d6 dispel (30) vs. any venom or

    disease, one at a time (+1/4)

     

    15 total

     

     

    57 stats

    43 skills

    28 magic

     

    125 absolute total

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