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Amorkca

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  1. Like
    Amorkca got a reaction from Enforcer84 in A DC Animated-style HeroMachine   
    Spinster
  2. Like
    Amorkca got a reaction from dafair in Single Power Ideas   
    Semi solids??
  3. Like
    Amorkca reacted to Trechriron10 in Hero-Champions-RPG Discord Server   
    Discord is super popular!
     
    When I went to look for a Discord server for HERO I found a small server focused on a superhero setting that discussed a bunch of RPGs. Not exactly HERO-related. Having a Twitter account doesn't mean I hate Facebook. I use a bunch of different social media platforms. I feel like the goal here is to meet people where they are at. It doesn't hurt to have a presence on every platform. Did you know there is a /r/Champions and /r/herosystem Reddit forums? A Facebook fangroup?
     
    To wit: when I upload something to the downloads here, I link to it in other places - to encourage people to come look here! The goal is to generate buzz, find people where they are at and then share stuff with those interested. One of the big issues with non-current-D&D RPGs is keeping the presence up to those looking for something else. I believe having a Discord server could help on that front. Think of it as screaming into the room from under the 800lb gorilla...
  4. Like
    Amorkca reacted to Trechriron10 in What would you like to see HERO games produce next?   
    Not to rain too much on the parade here...
     
    Those last two posts are SUPER sexist. The easily parsed message from between those lines is a) wives should provide more snacks for their husbands and b) hot women are something to snack on. It's like everything you were afraid of seeing in the Man-Cave RPG Den on full display.
     
    Do we really want HERO Games (and this community... and the RPG...) construed as the misogynist haven of RPG-land?
     
    Here in the 21st century we also don't put naked pin-ups in the locker-room or slap our female co-workers on the hiney as a form of "good morning". I suggest we update our perspective.
     
    Sincerely.
  5. Like
    Amorkca got a reaction from Duke Bushido in A DC Animated-style HeroMachine   
    Spinster
  6. Like
    Amorkca reacted to csyphrett in The Wooden Stranger   
    4
    Logan Major rolled into the paper’s parking area the next day. He had to do some
    preliminary work and research before he turned his attention back to the Razorbacks
    and Aardvarks. He felt he had a solution in their testimony.
     
    Phillips waited by his desk as he made his way through the office. He seemed excited.
     
    “What’s going on?,” asked Logan. He put his case on the desk.
     
    “A lot,” said Phillips. “Things started popping last night.”
     
    “About Teflon Billy?,” asked Logan.
     
    “Some, but not just him,” said Phillips. “I talked with my accountant guy. We have
    things narrowed down to three people stealing from City Hall. I need some way to
    push things out in the open before I can say it’s one of them.”
     
    “I know a guy,” said Logan. He grabbed a pad from the top of his desk. He wrote
    down a name and phone number. “Take whatever evidence you have, and maybe your
    accountant if you can get him to go, and talk to this guy. He works in financial crimes
    for the Feds. He might be able to point you in the right direction.”
     
    “There’s a chance that none of this will lead to anything,” said Phillips.
     
    “If you can prove embezzlement, we can pull this guy out of his office,” said Logan.
    “If we can pull this guy out, maybe we can get a more responsible person in.”
     
    “I can see that,” said Phillips. “Your tip about Billy Burke has stirred the detectives
    into looking for him from what I can tell. Even if he isn’t doing the burglaries, they
    feel he knows who is.”
     
    “He’s a pro,” said Logan. “He won’t make it easy on them. He probably has an alias
    that covers any straight task he has to do between break-ins.”
     
    “They said he wasn’t on their radar at all,” said Phillips. “He’s been inactive for a
    while.”
     
    “I guess get with Ken and see how he wants to handle that end of things,” said Logan.
    “I’ll clear you to chase down the current investigation until we have something solid
    to hook into.”
     
    “This thing that you were asking about, the Garret shooting,” said Phillips.
     
    “The gang shooting,” said Logan. “What about it?”
     
    “Log Man has taken an interest,” said Phillips. “He’s leaning on both gangs from
    what I hear.”
     
    “Anyone willing to come forward?,” asked Logan.
     
    “No way,” said Phillips. “They would rather do their time than turn in their own guys.
    Snitches get more than stitches from these guys.”
     
    “Stay on it,” said Logan. “If we can get a confession, or some solid evidence, we can
    run one of the gangs out of town.”
     
    “Maybe not the whole gang,” said Phillips.
     
    “Anything is better than nothing,” said Logan. “And right now, we have nothing.”
     
    “I’ll keep trying to dig something up,” said Phillips. “No one wants to talk.”
     
    “Do what you can,” said Logan. “But don’t do anything dangerous. We don’t know
    how dangerous this gang is, and I can’t afford the payout if one of my employees gets
    killed in the line of duty.”
     
    “Thanks,” said Phillips.
     
    “Don’t worry,” Logan said. “I think I know how to solve the Garret killing. I just need
    to talk to an expert about some things. There’s only one real problem with the
    scheme.”
     
    “What’s that?,” asked Phillips.
     
    “I’ll need to get the two gangs in the same place while we hash this out,” said Logan.
    “I don’t think they’ll like that.”
     
    “So we are going to invite them to shoot at each other again?,” said Phillips.
     
    “I don’t know,” said Logan. “That’s why I need to think about the plan before I try
    to use it.”
     
    “Let me know when you get the bugs worked out,” said Phillips.
     
    “I’ll see what I can do,” said Logan. “Let me know if you find out anything else. I
    have to talk to some of the editors, and some more money people.”
     
    “Someone wanting to buy the paper?,” said Phillips.
     
    “No, I’m looking at a deal for a paper south of us,” said Logan. “The outlook doesn’t
    look good from my point of view. The others on the board want to at least see what
    the demand is.”
     
    “What is the demand?,” asked Phillips.
     
    “Don’t know, but I’m sure it will be for more than the paper is actually worth,” said
    Logan.
     
    “I’ll let you get to that,” said Phillips. He turned to leave.
     
    “If you have any trouble, let me know,” said Logan. “I’ll try to smooth the way for
    you.”
     
    “Thanks, boss,” said the reporter. He waved as he kept walking to the exit of the car
    lot.
     
    Logan made sure he had everything before heading upstairs to his desk. He had a long
    day of financials ahead, with some research on the side. He would be ready to go back
    out as Log Man when the sun went down.
     
    He wondered if the police could track down Teflon Billy. They had more manpower
    than he had, but that didn’t mean much. He could do things they couldn’t do.
     
    The government could still move in now that a power had been identified as the thief.
    He knew they had a sanctioned operation to take on powers when the local heroes
    couldn’t get things done. The location of their head seemed to be in the Department
    of Defense’s civilian administration but he didn’t know where.
     
    And he didn’t expect them to make it easy for reporters to find them so they could be
    asked how they dealt with things when heroes didn’t show up to do the job.
     
    The rumors of secret prisons and an island full of monsters was already out there but
    no one knew where they were, or how to find them. And he didn’t want to vanish
    when he had so much to do in his own city.
     
    Logan settled in his desk and started reading the comments captured by his reporters
    about the Garret shooting. Billy could hold on until this case was closed. Catching a
    killer outranked a thief any day.
     
    He went over the pictures of the scene and the testimony for hours. He thought he had
    a clear picture of what had happened. How did he get it all together to prove it? And
    he would need the two gangs in the same place. He doubted he could do that without
    some kind of police help.
     
    He could round up everyone himself, but that would take a lot of time. He didn’t want
    to spend that much on getting them together. On the other hand, he didn’t see any way
    he could get them to a central meeting place on their own.
     
    If he had some way to trap them, that would make things go so much easier.
    Logan thought about that as he picked up his phone. He needed to make a
    presentation. He knew some people who could help him do that.
     
    Maybe that would help clear up some of the things about the shooting.
     
    “Hey, Hillary,” said Logan. “This is Logan Major. I was wondering if you could do
    an animation for me.”
     
    He listened quietly.
     
    “I understand, but this is a rush job,” said Logan. “I have some testimony from a
    shooting and I need to know what it looks like to a computer. Do you mind? I need
    to get this done as soon as possible.”
     
    He listened again.
     
    “I’ll be at your office in a few minutes,” said Logan. “I’ll bring the paperwork and
    pictures so you can look at everything first.”
     
    Logan hung up the phone. He gathered the reports and pictures his people had got
    from the police and put them in his case. He looked around. No one had an eye on
    him. He stood, grabbing the case by the handle. He headed for the parking lot and his
    car.
     
    If Hillary’s animatic could explain what happened at the shooting, it would give him
    someone specific to go after instead of pressuring both gangs. Then he could have the
    police take the shooter and whomever else they could prove was there in for the
    murder of the Garret boy.
     
    Then he could concentrate on Teflon Billy and take him down before he committed
    any more burglaries.
     
    Then the city would be quieter so he could concentrate on improvements that didn’t
    need his masked face.
     
    Every garden needed constant weeding and other work. His garden just happened to
    be the city.
     
    Logan drove over to the Hillary Musgrove Animation and Digital Media School, and
    parked in front of the low building. He grabbed his case out of the back and walked
    inside.
     
    A counter kept people from walking back into the school. An office for administrative
    work had been set up behind a glass wall. Hillary Musgrove bent over paperwork on
    his desk. His computer ran some cartoon that Logan didn’t recognize.
     
    Logan knocked on the counter. Hillary looked up. He smiled as he stood. He came out
    of the office with a hand out. They shook.
     
    “You said you were having problems with some testimony,” said Hillary. His hair had
    a red streak among the gray and silver.
     
    “I need an exact showing of where the physical evidence went,” said Logan. “Then
    I need to match up what I can to that. I’ll pay double the usual rate.”
     
    “This won’t hold up in court,” said Hillary. “The animation can be manipulated too
    much to be allowed as evidence.”
     
    “I don’t need it to hold up in court, I just need it make some things clear in my mind
    so I know who I can target better,” said Logan. “I have a bunch of uncooperative
    witnesses with no leverage.”
     
    “All right,” said Hillary. “Let me see what I can do.”
     
    He led the way to the back of the building. They passed several rooms where teams
    of students were working on various projects. They walked into a room set up with
    several computers, and scanners. The illustrator sat at the desk and held his hand out
    for the paperwork and pictures he would need.
     
    Logan handed them over and drew up a chair.
     
    “This might take a while,” said Hillary. “I’m going to have to build some models and
    so forth of the scene before I can put in the animatics.”
     
    “I’ll call Gloria and let her know I’ll be late,” said Logan. “I need something to give
    my reporters. I can wait until you’re done.”
     
    “This might take some days,” said Hillary. “I could maybe rope in some of my
    students to help out, but I don’t see it going faster than the day after tomorrow.”
     
    “All right,” said Logan. “I hadn’t realized it would take that long.”
     
    “Don’t worry,” said Hillary. “It will be as accurate as I can make it if the reports are
    accurate.”
     
    “They’re copies,” said Logan. “I’ll leave them with you, but try not to let them leave
    the building. The police will frown on this stuff getting out in the wild.”
     
    “Don’t worry,” said Hillary. “I’ll call you when I get done.”
     
    “I guess I have to go back to leaning on people to see if I can get one of them to
    crack,” said Logan.
     
    “If you can do that before I get done, I will still want to be paid,” said Hillary.
     
    “It won’t be doubled then,” said Logan. He smiled as he waved and walked out of the
    office.
     
    Logan walked out to his Datsun. He had hoped that Hillary would get him answers
    sooner, but he had to live with what he could get.
     
    He decided to head back to the paper and check in before thinking about what he
    could do after work. Dinner with Gloria and Brady would be nice for a change, maybe
    a movie. He could go back to the grindstone tomorrow.
     
    If everything remained quiet, he might be able to let things fester while Hillary put
    his cartoon together. Once he had that, he could work out how to get the two gangs,
    or at least their leaders, together.
     
    He hoped Teflon Billy would take the next few days off while he tried to deal with
    the other mess.
     
    He had a feeling he was hoping for too much.
     
     
  7. Like
    Amorkca reacted to Lord Liaden in Dragon Villain   
    That's sweet of you to say, Duke, thank you. But we're actually pretty low on the "friends" list of China and Saudi Arabia these days. If interested, try Searching "canada saudi arabia dispute" and "huawei executive canada,"
     
    Problematic from geopolitical and economic points of view; but for my part, pissing off those regimes causes me no sleepless nights.
  8. Like
    Amorkca reacted to Scott Ruggels in Dome City   
    I am going to say straight out, we will need at least 20 characters, and if we plan for 5 or 6 players, We will need to make at least 12 example characters, to give folks  some choices, even if it's simple like "Male Brick", "Female brick"> Look,  how they look is going to be different at the end, from the beginning. If we are going to crowd fund this hypothetical projects, we might as well crowd source here.  Even when presenting Write ups of Characters in the Old Rogues Gallery, I would include a villain option so that the powers and abilities could be used. Yes we will need cops, Bystanders, automatons,  Gang members, Mooks, and the two BBEGs, but a lot of the percieved value of this is going to be through a mass of character, and character ideas, we haven't seen since the first or second edition, simple, easy characters with minimal back story and no tricks or much efficiency in their builds (Plus lots of full color Character art.) The goal is being an attractive package that can be run fairly quickly out of the box.  The scenery, and the maps and details of Hepzibah are necessary to a point, but they don't have to be exhaustive. Unlike 1981,, Google now exists to look stuff up, and we should say as much.  Types of characters should be in Sections such as "Friends" with the bystanders, cops and Firemen, and important NPCS, Enemies with The Skull, CJ, The gangs , The mob, and Chaos. Finally the example characters should be at the back with the build notes, asnd a suggestion to test the characters out for them selves on a blank map to practice combat, and to see how different poweres interact with each other. The PLAY should be the attraction.
     
     The base minumum would be  enough for a Gm and 4 - 6 players to be able to run this over three or four nights (Warn them that combats often take a long time, so plan accordingly), and by the end they are conversqant at how to play Champions, and are THEN curious enough to want to build their own.

    Also in terms of Plot and Characters, There is no outside help avalaible, and Our Heroes must sove this dome problem with their wits or their fists.
     
     
  9. Like
    Amorkca reacted to Trechriron10 in Hero-Champions-RPG Discord Server   
    I have stood up a new Discord Server called Hero-Champions-RPG.
     
    You can join with this (permanent) link -->  Hero-Champions-RPG
     
    Goals:
    A discord server focused on the HERO RPG and genre books; past, present and future. A place where folks can schedule and run online discord games. A place where HERO can announce new releases. A place where 3rd Party Publishers can announce new releases. A place where people can share or announce Kickstarter projects relevant to HERO gamers. A discord server that comes up in searches, focused on this awesome RPG!  
    Let me know if you want to be a Mod! I'm happy to add any HERO games peeps as Admins as well (obviously).
  10. Thanks
    Amorkca reacted to DreadDomain in Extinction Event Kickstarter FEB 18th 2018   
    Extinction Event PDF has been delivered to backers!
  11. Like
    Amorkca reacted to Greywind in Snippets   
    Sharon stepped outside, closed her eyes and raised her face to the sun. She smiled, basking in the warmth. Walking to the grill, she opened the small refrigerator and liberated a bottle of beer. Jason smiled at her. “Thanks for letting me get cleaned up.”
     
    “You do clean up nicely, Mrs. Anderson.”
     
    Giving him an amused look, she stepped in close and indicated to him he should come closer. Jason bent his head down. Sharon gave him a kiss on the cheek. “Thanks for the bike. I really mean that.”
     
    “After being in the dark for so long, I thought you might want the chance to see the world again.” She gave Jason an appreciative smile. “Dinner will be done shortly.”
     
    Her attention turned to the table, eyes going from face to face. “Do I know any of these people?” she asked Jason quietly.
     
    “Hi, Mrs. Anderson,” Beth called to her. “Nice to see you again.”
     
    Sharon laughed. “Hello, Beth. Nice to see you for the first time.” Beth frowned and shook her head. Sharon pointed at her eyes. “They work now.”
     
    “Oh! That's great! This is my dad, Frank.” Sharon went to the table as Frank stood and held out his hand.
     
    “Jason didn't tell me we were expecting such lovely company for dinner,” Frank said with a wink.
     
    “Such a charming gentleman,” Sharon said with a smile, placing her hand in Frank's.
     
    “Little One here is Jennie.”
     
    “Hi. Are you going to be my teacher?”
     
    Sharon gazed at Jennie appraisingly. “That remains to be seen, Miss Asher.” Her gaze dropped to the chess board. “Who's playing?” she asked, slipping into a chair.
     
    “Jason and I,” Frank said.
     
    The board was only a few moves into the game. “Mind if I take over?”
     
    “If you'd like,” Jason said smiling.
     
    Looking over the board, she asked, “Whose move it is?”
     
    “Yours.”
     
    Eyes on the board, scanning possible moves, Sharon said, “That's a lovely necklace, Jennie.”
     
    “Thanks. Jason made it for me.”
     
    Sharon gave Jason a pointed look. “I have one similar to it.”
     
    * * * * *
    “Sorry I'm late.”
     
    “There she is,” Beth teased.
     
    Jessica smiled. “Yeah, you know how it is. Jason, you've got appointments lined...”
     
    “Jess,” Beth admonished. “What is the rule about work out here?”
     
    “Sorry. I forgot. Looks like I missed dinner.”
     
    “Not really. I've got one on the grill for you,” Jason told her. “Have a seat.” Jason headed back to the grill.
     
    “Jess, this is Jennie Asher. She'll be working with us through the summer. If there are any jobs you find too onerous, feel free to throw them on her work pile.”
     
    “Beth! That hardly sounds fair!” Jennie complained.
     
    Jessica smiled at Jen. “Don't worry about it. You might like some of the jobs that I find onerous.” She turned to face Jason. “On the matter of things not work, Miriam Croystetter called. She said she was having a problem getting through to you. She wants...” Jason held his hand up.
     
    “How many times did she call?”
     
    “Six,” Mentor answered.
     
    “And how many messages did she leave?”
     
    “Three. Would you like me to play them?” Mentor asked.
     
    “Like, no, but if I listen and find out what she wants, Jessica won't have to lie to her when I give her an order counter to what Miss Croystetter wants.” Jason pulled his ear piece from a pocket and set it in place. “Go.”
     
    “Jason, it's Miriam. There's a new exhibition at the Museum of Art opening this week. I was thinking that maybe you'd like to take me to see it. Call me, please.”
     
    “Anything noteworthy about the exhibit?”
     
    “There might be some pieces of interest to you,” Mentor told him.
     
    Jason thought for a moment. “Status of the event?”
     
    “Casual. And your family's holdings do allow you free access.”
     
    Nodding in thought, Jason finally said, “RSVP to the museum. Three passes.”
     
    “Yes, sir. The other messages are along the same line. There just seemed to be some urgency as they progress.”
     
    We could use her.
     
    And that is just one more reason to stay away from her. Jason pulled Jessica's steak from the grill and began filling her plate with shrimp and vegetables.
     
    “We'll put Jennie in my old room. The desk is still there. Get her a keyboard, mouse, and monitor and plug it all in to the house network,” Beth said. “After that, she'll be good to go.”
     
    Jason set the plate down for Jessica. “I want a desk set up for her outside of my office, with Jessica's. With the time differential, she'll sitting in class before Jessica gets in.”
     
    “School?” Jen asked. “Seriously?”
     
    “First concern is you meeting your obligations. That means finishing out this school year with passing grades. If you don't think you can manage that you are on the first flight back I can arrange,” Jason told her. “This is not up for debate. During the week you will either attend classes from your room here or from the desk set up for you at the office. I'm expecting a care package for you that will include all your books and your assignments through the end of the year. And so you don't get any ideas to the contrary, Warren will scan all the papers from your teachers before he sends them. Mentor will monitor your school progress.” Jennie slumped in her chair.
     
    “This isn't what I was expecting,” she said glumly.
     
    “If Mrs. Anderson agrees to teach you, you will belong to her for a minimum of two hours every evening.”
     
    “This is beginning to sound as bad as being on the farm.”
     
    Sharon smiled. “No, Miss Asher. If I agree to teach you, believe me, this will be much worse.”
     
    “Jason, about the movie premiere next week, you know I'm all for being one of the first to see a blockbuster.”
     
    “But?”
     
    “Jake and Sally want to go out that night, seeing as Jake has it off. Sam wants me to watch her.”
     
    Jason turned his gaze to Jen. “I think we can find a suitable stand-in for you, Jessica. Arrange for a third seat.”
     
    “Could be expensive,” she warned.
     
    “That's fine. As long as the three seats are together. Also, contact George. Suitable dresses for Jennie and Mrs. Anderson.”
     
    “Me?” Sharon said. “Why me?”
     
    “I think you might like the movie,” Jason said with a grin. “I assume you plan on doing your discussing here shortly,” Sharon nodded. “Then tomorrow, Beth, Jessica, either or both of you can take Jennie shopping for proper office attire.”
     
    “Can I get something for myself?” Beth joked.
     
    “Sure. Three-inch black heels with an ankle strap. Four if you're feeling adventurous. A black or dark gray pencil skirt. Sheer black hose. A red satin blouse. And a black ribbon tie.”
     
    Beth's eyes narrowed. “I have that at home.”
     
    “And you looked lovely in it.”
     
    Frank laughed. “I had to have Leah do my makeup.”
     
    “You did not,” Jason told her. “But she did do a lovely job.”
     
    “Yes, she did,” Beth agreed.
     
    “Of course, get something for yourself. Just keep in mind, if it is interesting I may need you to model it for me.”
     
    Beth stuck her tongue out at him.
  12. Like
    Amorkca reacted to death tribble in Champions UK   
    Here are Protector images which will be deleted as soon as GrandmasterGM has them.
    There are extra ones like Boa and Supersuit who was in the Newcastle team and Dr Scorpio who was in the Manchester team. Also original versions of the the Avenger, Dr Scorpio, Unicorn, Wolfclaw, Voidwalker, The Flame and a late version of the Magician
     
  13. Like
    Amorkca reacted to Ockham's Spoon in The Great Super Villain Contest (2.0)   
    Utility from Champions Villians Vol. 3: Solo Villains seems an obvious pick for his obsession with besting heroes.
     
    Any number of magic-based villains might be interested in the prize, the Emerald Eye of Azog, which would bring in the likes of Black Paladin and Zoran the Articifer (also both CV 3: Solo Villains).  I could see various member's of the Devil's Advocates, Circle of the Scarlet Moon, Syvestris, or Vandaleurs also participating (CV2: Villain Teams).  If I were to use any of the teams, I would lean toward the Syvestris and Vandaleurs because they are more independent of their relative groups which lets them fit into the Contest better but also lets some of the villain group dynamics come into play.
     
    But my choice would be Alchemica from CV3.  She is underpowered relative to most other villains, so one could easily see her desiring the prize to boost her power.  But she also isn't really powerful enough to pose a serious challenge, so I see her coming to one of the heroes and offering to help them bust up the GSVC by playing along with the Contest until they find the Crimson Claw.  Would the heroes help train her in tactics and the use of her powers to make her a more credible contestant with the idea that she is really reforming?  If they don't, will she see that as not trusting her and drive her toward villainy?  Does she betray the heroes when she gets a chance to get the Emerald Eye, or will the heroes be able to sway her to the side of justice?
  14. Haha
  15. Like
    Amorkca reacted to ghost-angel in Active Points Limits and Characteristics (5th ed revised)   
    Characteristic generally fall under AP Guidelines (STR for instance, as it directly effects Damage Classes, generally falls into this category).
     
    There is nothing that explicitly states Characteristics fall under Active Point Guidelines, as there are usually a separate set of Characteristic Guidelines that are laid out with any other guidelines.
     
    A best practice is set the following three Guidelines for a campaign:
    Characteristic Ranges (included defense ranges, and CV ranges after all bonuses are accounted for)
    Active Points
    Damage Classes
     
    not all Advantages are damage related, which is where separating DCs and APs comes in handy; a game may set Active Points at 80 but Damage Classes at only 12.
  16. Like
    Amorkca reacted to slikmar in Spider-Man Far From Home with spoilers.   
    Agreed, said this above about the reveal. If they had left it at "his name is P..." would have been great. Imagine, Peter as a senior heading to graduation (and he or MJ probably valedictorian) while dealing with "heroes/villains" (see my supposition on a new sinister six before) hunting Spider-Man. It also lessens Coombs not telling anyone who he is, since why haven't you bothered if they were just going to reveal. I guess Beck, or one of his tech people (guy in van?) is more vengeful. I predict a Skrull sighting as Spiderman while Peter is visible to get out of it.
  17. Like
    Amorkca reacted to JCR in Tactics (Not Builds)   
    I don't know if this counts, but i will give u a brief account of our last scenario:

    We found ourselves facing 15 mind controled civilians who had force fields and arm blasters (11d6). In a crazy ploy to draw fire away from the civilians, I was shot at by the 15 of them, scoring enough hits to take me out of combat; not smart yes I know, but I did save the civilians and did not die, so not a complete loss for me). The only thing that allowed the other hero to survive the encounter was he used his illusion powers to make it seem as if 4 of them had suddenly become 4 of me, and them being in a mind control daze ("imotep...imotep...") simply drove them to start attacking themselves. The hero then decided to let them steal what they were after as he threw my unconscious form on the team vehicle (a magic flying carpet) and began following them from above (that carpet is crazy fast). Along the way I recovered. When we found their destination (a crash landed ship) we choose to stealth our way to the ship. Long story short we were able to surprise the alien in his robot vehicle that was incredibly tough and lethal (6d6 killing) and in this battle what worked for us was that the brick kept the bad guy attacking him and kept blocking for his life (which worked) while I blasted it from the air. Two turns later and badly injured (he had taken almost half my BODY in just 1 shot) w/ my last shot (no more END left) we were able to defeat it!

    Side Note: Two Turns is usually the most our fights ever last. So far we have only had two that lasted a bit more; one was a one on one duel and the other was the heroes battling Strahd the vampire (dunno if i spelled that right).
  18. Like
    Amorkca reacted to LoneWolf in Tactics (Not Builds)   
    On good tactic is to hold phase until just before your next phase.  This allows you to go twice before your opponent can do anything.   If your enemy does not act in that phase it allows you to go fully offensive in the first phase and then take the appropriate strategy in the next phase.  For example you hold phase twelve and allow you opponent to act.  Just before your next phase comes up you attack all out putting all skill levels to offensive and using a maneuver that gives you a penalty to DCV.  If you manage to stun you opponent you continue attacking full out and will probably take him down.  If you did not stun him then you switch to a defensive maneuver so he does not take you down. 
  19. Like
    Amorkca reacted to Doc Democracy in Tactics (Not Builds)   
    Well, as a starter, one player with an area effect attack working with a high damage, low OCV ranged attack.  The area effect attack player attacks hoping a low defence/ high DCV opponent who is most likely to dive for cover leaving the second player who has held his attack to immediately shoot at the now DCV reduced opponent.
     
    Doc
  20. Like
    Amorkca reacted to JCR in Need Help Creating A Computer And A Communication System   
    That's a great SOP to follow. let me see if I can get it in a viewable format in here (the hero designer is not allowing me to save as pdf for some reason).

    Took a pic w/ the windows snipping tool.

  21. Like
    Amorkca reacted to Thumper in Rhûne: Magic Systems   
    BACKGROUND
    On August 14th, 1983 Antoni "Tony" Biagiotti, a 17 year old heavy metal enthusiast and avid AD&D player, stepped off a curb and into the path of an oncoming car while leaving the Richfield Coliseum after attending a performance by the band Iron Maiden.  Critically injured, Tony was rushed to the Community Hospital of Bedford and stabilized, but his injuries left him in a coma, hovering in the liminal space life and death.  This internal struggle, the choice to live or die, gave birth to World of Rhûne.  
     

    The World of Rhûne
     
    Rhûne is a fantastic, multi-dimensional world of magic where the forces of Good and Evil are locked in a titanic struggle to determine Tony's ultimate fate.  The World of Rhûne itself exists alongside the four Elemental Planes inside the "multidimensional core" of the Aetherial Plane, with each Elemental Plane manifesting as a moon-like sphere that orbits the World of Rhûne (Rhûne has no sun, it's heat and light are provided by the Fire Moon).  "Outside" the Aetherial Plane, wrapped around it like the layers of an onion, are the Outer Planes of the Celestial Realms and the Endless Abyss, which are themselves contained within the Astral Plane.  This whole "Cosmic Onion" is polarized, with a positive pole (Source) and negative pole (Oblivion). 

    A cosmological map of Rhûne
     
    If one travels "down" through the dimensional layers from Rhûne, one arrives in the Endless Abyss.  Each successive layer of the Abyss is worse and more inhospitable to life, until one reaches Oblivion itself, which nullifies the existence of anything that comes into contact with it.  In addition to housing the souls of the damned, the Abyss is home to numerous terrifying beings, Demons, that exist to inflict pain and suffering, to bring ruination to the works of man, and to corrupt souls to darkness.  They are lead by the powerful Demon Princes, and their ultimate agenda is to drag the planet Rhûne into the Endless Abyss, causing the world to plunge into Oblivion.  This will result in Tony dying.
     
    Meanwhile, if one travels "upwards," one finds oneself in the increasing idyllic Celestial Realms, which is final resting place of uncorrupted souls, as well home tocelestial beings known as Angels. Existing on the uppermost levels of the Celestial Realms requires great purity, and the impure will find themselves burning with holy fire.  The Source itself burns away everything, reducing all who try to explore this realm to beings of pure, motiveless light.  The beings of the Celestial Realms are lead by the wise Archangels, whose ultimate agenda is to raise the planet Rhûne into the Celestial Realms, transforming the world and all the souls who reside upon it into a massive burst of light which will wake Tony from his coma.

    An alternate way of mapping Rhûne's cosmology
     
    It is also possible to travel into Rhûne's "interior dimensions," known variously as Arborea, Avonlea, etc.  At the very core is the Verdant Place, world where life energy is so abundant that any who travel to it find themselves instantly consumed by the hyper-efficient kudzu that dominates the entire plane.  These Inner Planes Like the humans of Rhûne, and unlike the Angels and Demons, the Fey have moral freedom and are not bound to either good nor evil, and thus are a far more morally ambiguous faction  Their agenda is to prevent the destruction of Rhûne and maintain Tony's coma indefinitely.   
     
    Together the Verdant Place, the Source, and Oblivion are the Pure Realms, projecting outward and creating the other planes through the interaction of their cosmic energies. 
     
    MAGIC
    The cosmic motion of the Pure Realms generates a form of cosmic energy known as Mana.  There are three "colors" of Mana, depending on the Pure Realm from which they emanate.  Mana emanating from the Source is "white," mana from the Verdant Place is "green," and mana (technically anti-mana) from Oblivion is "black."

     
    Magical effects are accomplished through the manipulation of Mana, which generally takes the form of spellcasting.  Spells can be divided into categories based on the nature of mana they manipulate, i.e. White Magic, Green Magic and Black Magic.  Regardless of the magic type used, all spells are built with the following limitations:
    Concentration (1/2 DCV, -1/4) Extra Time (Delayed Phase, -1/4) Gestures (-1/4) Incantations (-1/4)  Requires A Roll (Skill roll; -1/2) Side Effects (-1/4) Real Spells (-1/4)  
    The Real Spells limitation changes how the power interacts with Dispel effects.  A power built with the Real Spells limitation uses it's Real Cost rather than its Active Points when calculating the effect of a Dispel.  Real Spells may also be used in conjunction with Spellcasting Maneuvers.  Spells with the Real Spell limitation may also be identified with a successful Analyze Magic roll.  A successful roll identifies both the Spell, the School the spell originates (see below), and the type of Mana that powers the spell.
     
    The Side Effect is determine by the type of Mana used:
    White Magic (Spellburn):  Caster takes 3D6 STUN Only Damage for which there is no defense.  If the spellcaster has any Corruption, this becomes 1D6 Killing Damage and deals BODY up to the amount of Corruption the spellcaster has.  Each BODY taken from Spellburn removes 1 point of Corruption. Green Magic (Feycurse):  Caster immediately rolls 3D6 Unluck.  For each one (1) rolled, the spellcaster must roll on the Feycurse Table. Curses last for 1D6+1 days. Black Magic (Corruption): Caster gains 3D6+1 Corruption (Cosmetic Partial Transform Damage) with no defense.   Corruption transforms the spellcaster into a demonic entity. If the spellcasters gains Corruption equal to 2xBODY, they are fully transformed into a demonic entity, however any amount of Corruption will affect a visible transformation in the caster.  Corruption heals as BODY damage (fades at a rate of REC per month).  Roll on the Mutation Table to determine the Spellcasters final form.  
    To gain spellcasting ability, a character must first purchase the Spellcaster talent.  The Spellcaster talent is built as a VPP, and may be bought at the following levels:
    Apprentice (7 Points):  VPP, 5 base + 15 control cost,  (13 Active Points); all slots Requires A Roll (Skill roll; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Side Effects (-1/4), Real Spells (-1/4) Journeyman (15 Points):  VPP, 10 base + 30 control cost,  (25 Active Points); all slots Requires A Roll (Skill roll; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Side Effects (-1/4), Real Spells (-1/4) Master (22 Points):  VPP, 15 base + 45 control cost,  (38 Active Points); all slots Requires A Roll (Skill roll; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Side Effects (-1/4), Real Spells (-1/4) Grand Master (30 Points):  VPP, 20 base + 60 control cost,  (50 Active Points); all slots Requires A Roll (Skill roll; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Side Effects (-1/4), Real Spells (-1/4) Archmage (37 Points):  VPP, 25 base + 75 control cost,  (63 Active Points);  all slots Requires A Roll (Skill roll; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Side Effects (-1/4), Real Spells (-1/4)  
    This VPP gains the Cosmic (+2) advantage for free, and spellcasters may change their VPP as a free action without a skill roll.
     
    In addition, Spells are divided into discrete Schools of magic.  Access to a school of magic requires the Arcane Training (School) perk, which costs 5 Points per school.  Purchasing the Spellcaster talent grants the Arcane Training (School) perk in a single school.  The schools and their associate mana type and Characteristic are:
    Astrology (White/INT) Black Magic (Black/PRE) Divine Magic (White/PRE) Elemental Magic (Green/PRE) Enchantment (Green/PRE) High Magic (White/INT) Low Magic (Green/PRE) Mysticism (White/EGO) Sorcery (Any/INT)   
    All Spells are bought as individual skills.  Spell Skills cost 3 points for a base roll of 9+(CHA/5), with the CHA determine by the Spell's School.  Spellcasters may purchase Skill Levels with magic at the following prices:
    +1 with a single Spell is 2 points. +1 with all Spells of a Single School is 6 points. +1 with all Spells is 10 points.  
    Thoughts and feedback welcome.
  22. Like
    Amorkca reacted to Thumper in Rhûne: Magic Systems   
    Here is an example of one the schools of magic and a few spells.
     
    ASTROLOGICAL MAGIC

     
    Astrological Magic is a form of White Magic that requires significant training and education to master.  Practitioners of Astrological Magic are called Astromancers.  Astromancers call upon the power of the stars themselves to create magical effects.  When casting, the Astromancer must call out complex strings of astrological correspondences, binding the powers of the Moons, Planets and Zodiac and causing them to converge on, while tracing their corresponding signs in the air with their fingers.  Astromancy is famous for its powerful divinatory abilities, and many people are unaware that these stargazers can call upon cosmic energies to vanquish the most powerful of foes.  The signature ability of Astromancers is Astrology.
     
    Astrology 
    By spending an hour studying the relative position of Rhûne's moons and stars, the Astromancer can perform any one of the following divinations:
    Fate: The condition or general whereabouts of any once individual may be divined. The Astromancer may divine if the individual in question is "safe," "in great danger," "nearby," "faraway," etc. If desired, the general direction in which an individual may be found can also be discerned. Wisdom: The wisdom or advisibility of a single course of action may be determined in advance; i.e. "is it safe to cross the swamp by day," "is it wise to offer a bribe to the city magistrate," etc. Only "yes" or "no" answers may be determined through this type of divination. Destiny: The caster may determine whether a given event or circumstance will occur in the near future; i.e. "will the wizard be in his tower tomorrow night," "will we encounter goblins as we pass through the forest," etc. Only "yes" or "no" answers may be determined through this type of divination. Use of this ability requires a clear night sky, telescope and astrolabe and one hour.  Astrology is a form of magic but is not a spell, rather it is is a magical talent.  Spellcasters who choose Astrological Magic as their free School gain the Astrology talent for free, but must still purchase the Astrology skill.  Otherwise, Astrology costs 5 points.
     
    Astrology: Precognitive Clairsentience (Sight Group) (40 Active Points); Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 3/4), OAF Bulky Fragile (Telescope and Astrolabe; -1 3/4), Precognition Only (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Conditional Power: Stars Must Be Visible (-1/4), Limited Power: Fate, Wisdom, Destiny Only (-1/2), Requires A Roll (Skill roll; -1/2); Real Cost: 5
     
    SPELLS
    All of the following spells have the standard spell limitations (Requires A Roll (Skill roll, -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Real Spell (-1/4), Side Effects (-1/4)) in addition to any listed Limitations.  Constant powers and Skills bought as spells also have Cost Endurance (Only to Activate, -1/4) limitation and Time Limit (varies) advantage.
     
    Astral Bolt
    This spell allows the Astromancer to hurl a shimmering bolt of silver light crafted from pure cosmic energy from his hand.  This astral energy affects all forms of intangible and ethereal creatures, whether they be ethereal, air elementals, spirits, etc. 
    Apprentice: Blast 2d6, Affects Desolid (Any); Beam (-1/4); Skill -1, END 1, Range 150m Journeyman: Blast 4d6, Affects Desolid (Any); Beam (-1/4); Skill -3, END 3, Range 300m Master: Blast 6d6, Affects Desolid (Any); Beam (-1/4); Skill -4, END 4, Range 450m Grandmaster: Blast 8d6, Affects Desolid (Any); Beam (-1/4); Skill -6, END 6, Range 600m Archmage: Blast 10d6, Affects Desolid (Any); Beam (-1/4); Skill -7, END 7, Range 750m  
    Fortune
    This spells allows the Astromancer to protect her allies from magical attacks for 24 hours.  While under the influence of this spell,  the target gains a bonus to their DCV against any Real Spell that requires a To Hit roll.
    Apprentice: +1 DCV, Usable By Other (+1/4), Time Limit (1 Day; +1 3/4); Only Against Real Spells (-1 1/2); Skill -1, END 1, Range Touch Journeyman: +2 DCV, Usable By Other (+1/4), Time Limit (1 Day; +1 3/4); Only Against Real Spells (-1 1/2); Skill -3, END 3, Range Touch Master: +3 DCV, Usable By Other (+1/4), Time Limit (1 Day; +1 3/4); Only Against Real Spells (-1 1/2); Skill -4, END 4, Range Touch Grand Master: +4 DCV, Usable By Other (+1/4), Time Limit (1 Day; +1 3/4); Only Against Real Spells (-1 1/2); Skill -6, END 6, Range Touch Archmage: +5 DCV, Usable By Other (+1/4), Time Limit (1 Day; +1 3/4); Only Against Real Spells (-1 1/2); Skill -7, END 7, Range Touch *The Only Against Real Spells (-1 1/2) limitation may seem excessive, and for some campaigns it may be,  however I rarely use villainous spellcasters as enemies.  In my last campaign, less than 3% of enemies used Real Spells in combat.
    Lesser Incantation of Mars
    The Astromancer calls upon the martial power of the planet Mars to grant himself proficiency with melee weapons and skill in combat for a few minutes.
    Apprentice: +1 with HTH Combat plus WF: Common Melee Weapons, Time Limit (1 Minute; +1/2); Skill -2, END 2, Range Self Journeyman: +2 with HTH Combat plus WF: Common Melee Weapons, Time Limit (2 Minutes; +1/2); Skill -3, END 3, Range Self Master: +3 with HTH Combat plus WF: Common Melee Weapons, Time Limit (3 Minutes; +1/2); Skill -5, END 5, Range Self Grand Master: +4 with HTH Combat plus WF: Common Melee Weapons, Time Limit (4 Minutes; +1/2); Skill -6, END 6, Range Self Archmage: +5 with HTH Combat plus WF: Common Melee Weapons, Time Limit (5 Minutes; +3/4); Skill -8, END 8, Range Self Lesser Incantation of Sagittarius
    The Astromancer calls upon the unerring aim of the Zodiac Sagittarius to grant herself proficiency with missile weapons and skill in combat for a few minutes.
    Apprentice: +1 with Ranged Combat plus WF: Common Missile Weapons, Time Limit (1 Minute; +1/2); Skill -2, END 2, Range Self Journeyman: +2 with Ranged Combat plus WF: Common Missile Weapons, Time Limit (2 Minutes; +1/2); Skill -3, END 3, Range Self Master: +3 with Ranged Combat plus WF: Common Missile Weapons, Time Limit (3 Minutes; +1/2); Skill -5, END 5, Range Self Grand Master: +4 with Ranged Combat plus WF: Common Missile Weapons, Time Limit (4 Minutes; +1/2); Skill -6, END 6, Range Self Archmage: +5 with Ranged Combat plus WF: Common Missile Weapons, Time Limit (5 Minutes; +3/4); Skill -8, END 8, Range Self  
    Air Sign
    Mastery of the Air Sign allows the Astromancer to call upon the powers of Zephyrion, the Air Moon, to summon and control winds, bending them to a number of purposes:
    Wild Wind creates a swirling ball of winds that the caster can hurl at targets, where it explodes in a powerful burst of intensely strong winds that will hurl every human-sized targets in a random direction.  Depending on the terrain, this can deal devastating damage as targets are thrown into walls or each other. Wind Wings creates miniature tornado around the caster, lifting them off the ground and propelling them through the air. Dispel Barriers counters and dispels magical barriers of earth and stone. The Astromancer may only activate one of these 3 powers with each casting of the spell.
     
    Apprentice (Multipower, 15-point reserve); Skill -1, END 1, Range 150m or Self
    Wild Wind :  Blast 1d6, Area Of Effect (4m Radius; +1/4), Knockback x8 (+1 1/2); Does No Damage (-1) Wind Wings:  Flight 6m, Time Limit (20 Minutes; +1) Dispel Barriers:  Dispel Magical Earth/Stone Walls 5d6 Journeyman (Multipower, 30-point reserve); Skill -3, END 3, Range 300m or Self
    Wild Wind :  Blast 2d6, Area Of Effect (6m Radius; +1/4), Knockback x8 (+1 1/2); Does No Damage (-1) Wind Wings:  Flight 12m, Time Limit (20 Minutes; +1) Dispel Barriers:  Dispel Magical Earth/Stone Walls 10d6 Master (Multipower, 45-point reserve); Skill -4, END 4, Range 450m or Self
    Wild Wind :  Blast 3d6, Area Of Effect (8m Radius; +1/2), Knockback x8 (+1 1/2); Does No Damage (-1) Wind Wings:  Flight 20m, Time Limit (20 Minutes; +1) Dispel Barriers:  Dispel Magical Earth/Stone Walls 15d6 Grand Master (Multipower, 60-point reserve); Skill -6, END 6, Range 600m or Self
    Wild Wind :  Blast 3 1/2d6, Area Of Effect (16m Radius; +3/4), Knockback x8 (+1 1/2); Does No Damage (-1) Wind Wings:  Flight 20m, Time Limit (1 Hour; +1 1/4) Dispel Barriers:  Dispel Magical Earth/Stone Walls 20d6 Archmage (Multipower, 75-point reserve); Skill -7, END 7, Range 750m or Self
    Wild Wind :  Blast 4d6, Area Of Effect (24m Radius; +1), Knockback x8 (+1 1/2); Does No Damage (-1) Wind Wings:  Flight 20m,  x8 Noncombat, Time Limit (1 Hour; +1 1/4) Dispel Barriers:  Dispel Magical Earth/Stone Walls 25d6
  23. Thanks
    Amorkca got a reaction from segerge in 5e Power Suggestions   
    <I don't wanna be Team Leader> is a common conversation  battle cry in my games world.
     
    Also, you could give him/her a high Presence score; he could do soliloquies to boost morale which has some in game effects too.
  24. Like
    Amorkca reacted to Ninja-Bear in GM advice   
    What if you did a fake kidnapping. A previous scenario could be you capture a villain or help him out and in payment he brings you in as prisoners.
  25. Like
    Amorkca reacted to BoloOfEarth in Supers Image game   
    I totally want to be a contestant on So You Want To Be A Superhero. 
     
    The O'Malleys were driving through Nevada on their way to California for Jim O'Malley's mother's funeral, when their car suddenly died.  Then, the doors all locked and the radio began flipping between stations, playing just a word or phrase at a time.  "You... will not... be... harmed... you... will... listen... you... will... decide..."  Then, a bright light shone on the road in front of them, and to their surprise Nana O'Malley was standing there, carrying a large parcel and a small picnic basket.
     
    As she walked up to the car, Jim's window lowered an inch.  Nana O'Malley smiled.  "Jimmy, so nice to see you.  And my, how you kids have grown!  What are you, now, Tim, thirteen?  What a handsome young man you are!  I'm sorry I missed your high school graduation last month, Jenny, but I just couldn't travel."  Almost as an afterthought, she added, "Heather, you're looking good."
     
    "Mom," said Jim, "what are you... I thought..." 
     
    "Yes, I'm dead," she said.  "My own darn fault for smoking all those years.  But these nice alien folks came down and picked me up, said they're going to take me to a better place.  Before we go, though, I need to give you these."  She nodded at the parcel.  "They're suits, with incredible powers.  You need to use them to save the world.  There's going to be a big war if you don't find a way to stop it. I'm not sure how, but the suits will help.  I'll just put these in the trunk." She turned toward the back of the car, then stopped and waved the picnic basket.  "Oh, and I made some cookies for your trip.  I know how much you all like my snickerdoodles.  Heather, I put the recipe inside the basket, not that I expect you to use it.  But maybe Jenny might try it someday."
     
    After she placed the parcel and basket in the trunk (which had seemingly opened of its own accord), she walked back to Jim's window.  "Now, you be the brave, strong man I know you to be, Jimmy.  And you kids, listen to your parents and do good.  I'm sure I'm going to be so proud of you."  Another pause.  "Heather, I suppose you'll do as well."  She walked away, ignoring Jim's pleas for her to stop and the family's failed attempts to unlock and open the car doors.  When she got to the center of the beam of light, Nana O'Malley turned back, smiled and waved... and disappeared. 
     
    And thus was born The Omicron Family, aka the Greatest American Family.  Thankfully, they didn't lose the instruction manuals. (Well, Timmy misplaced his, but it helped having three other copies.) Using the suits, they managed to stop a rogue Air Force general from starting World War III, and went on to do many amazing things. 
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