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grandmastergm

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  1. Like
    grandmastergm got a reaction from RDU Neil in Origins 2018   
    I played the following games:
     
    Heroes of Altamira (Flashback Episodes 2 & 3): The PCs were a group of swashbucklers.  This is an organized play game run by the Guild of San Marcos for 7th Sea (first edition).  I did enjoy it, despite having to improvise up a character based off of a pregen while most of the other PCs were designed and had played other adventures.  The first adventure had the PCs trying to rescue a kidnapped tavern server from the Inquisition, and the second adventure had the PCs work for a villainous merchant in order to keep him honest in a race.
     
    Summer Camp of the Damned:  It was an interesting idea, but had rather poor execution.  The PCs were a group of normal teenagers who found themselves in a summer camp full of "demons" (a catch-all term for supernatural creatures).  The GM improvised a variety of skill challenges and social situations, as the game had little combat.  Unfortunately, the GM wasn't very good at directing and guiding the party- and a number of PCs didn't really take the game very seriously which kind of ruined the game for me.  I did like the concept, and I'm a fan of the system (Savage Worlds)- but it really could have used a stronger storyline and better direction.
     
    Complete Guide to Peasants: This was a 5th edition D&D game run by a pair of DMs from Amorphous Blob Games.  Both were a hilarious stand-up comedy duo (similar to Penn & Teller) who added a lot of humor to a really dark story.  The PCs were a group of peasants and town residents (who had 1st level D&D character stats) who suddenly found their village elders missing and/or acting strangely.  It turned out that they had been inducted into a cult by a coven of Harpies, who were using the elders' greed to enjoy meals from missing villagers (as you can see, this is a bit horrific and depressing but the DMs turned into a comedy).  I had a lot of fun, and it was the right group for the kind of game it was.
     
    Suicide Squad: A Change in Plan: My favorite game of the entire convention.  This was a Mutants and Masterminds 3rd edition game where the PCs were the Suicide Squad (I played Captain Boomerang  complete with an Australian accent) from DC comics and the 2016 film.  The group was tasked with retrieving (kidnapping) a renegade bioweapon scientist on a cruise ship.  Of course, the simple mission went terribly awry when the Brotherhood of Evil showed up, along with Aquaman and Mera, and the scientist decided to unleash the bioweapon and create a horde of zombies from the ship's crew and passengers.  It was wacky, wild, and a ton of fun- with a fantastic GM and the perfect group of players.
     
    Countdown to Terror:  This was for Hollow Earth and the PCs were a group of British and American agents who traveled to Bikini Atoll in 1946 to uncover a secret Japanese-German weapons program.  We discovered that the two Axis powers had unleashed a rift to another dimension full of dinosaurs and also a zombie biological plague.  My character was a secret Soviet agent, and I ended up dying at the end of the game, but I probably inflicted a TPK on the rest by detonating a grenade on the plane we were on once my cover was blown.
     
    Bullet in the Mountains: This was a playtest for a RPG module (for the Apocalypse system) designed by a Wyoming GM where the PCs were a group of residents of a small frontier town in Wyoming.  I played the token Native American.  The game was more of a "sandbox" than a "railroad" so it was an interesting opportunity to see a system focused on cooperative storytelling.  Thankfully, we had a party of GMs so we had a successful session.
     
    Good Dogs: The Cancer Maw of the Red Forest: This was a playtest for a RPG where the PCs were a group of dogs in the Chernobyl Exclusion Zone trying to protect the outside world from the evil within, as well as trying to survive in the area.  The game also had a substantial cooperative storytelling component and gave the players the opportunity to roll up, design, and play characters as well as do an adventure within 2 hours- which we all managed to do.  I highly recommend this game, although it is still in the design and playtesting phases.  I ended up being the great dane alpha leader of the group, as we sought to investigate a strange beast that had begun terrorizing our territory.
     
    Atomic Sky: Waters Weeping: This was also a playtest for Nova D20, a modification of D&D 5th edition but set in a post-apocalyptic world similar to Fallout.  I ended up customizing a post-apocalyptic bard/scrounger and had a lot of fun with the character.  We had a fun group of characters and players, but ended up nearly suffering a TPK after we accidentally activated 3 encounters into a single encounter.  Somehow and thanks to some lucky rolls, we survived.  Shane Harsch is a great GM, and I highly recommend his Nova 20 and Nova 6 systems, as well as his Narossia Sea of Tears fantasy setting for HERO.
     
    DC Adventures: Gotham Uncovered: This was the best adventure design of the convention, as the GM also wrote a really impressive adventure with a thorough knowledge of the Gotham and DC universes.  We had a fun group that was half Bat family (Nightwing, Red Robin & Batgirl) and half wild cards (Azrael, Red Hood, and The Creeper), however the GM could have done better time management (we went significantly over time) as well as directed the party better (the wild cards players got a bit out of hand at numerous points).   I played Cassandra Cain Batgirl as this was the canon where Barbara Gordon had become Oracle.  I still had fun, and really liked the adventure's design and story. 
     
    Umerican Burger Wars: I'm not a fan of the Dungeon Crawl Classics rpg, but I found the setting interesting enough to try out; as I'm a big fan of post-apocalyptic settings.  It was a zany party and an awesome DM, but it was a bit too dungeon-crawly for my tastes- I think I would have enjoyed an adventure with greater roleplaying and intrigues- but I still recommend the setting and adventure.
     
    Heart of Endekor Castle:  A fun D&D adventure where the PCs were dispatched to investigate a mysterious and foreboding prophecy of doom at a castle.  The DM and group were a lot of fun, and apparently we did things very differently from the other groups that had played the adventure.  Still, the secret of the castle was interesting.
     
    Tomb of Whores:  Another Amorphous Blob Games adventure: this one also had a pair of DMs acting as a comedy duo dressed in parody pimp outfits.  This adventure parodied the Tomb of Horrors adventure by turning the lich into a pimp-lich named "Ass-Rack", and his undead minions into undead prostitutes.  The game featured 70s porn music, sexually explicit references, and political incorrectness- almost as if Deadpool had decided to run a D&D adventure.  It was enjoyable, but we only managed to get through half of the adventure in 3.5 hours, and had to rush the second half in the remaining half hour.  However, one of the GMs was a hilarious rapper- and the other one was the perfect "straight man" to his outrageous colleague.
     
    I certainly had a lot of fun at Origins, although I am disappointed by the Director's decision to rescind Larry Correia's invitation (I happen to be a huge fan of the latter, and would have boycotted if I hadn't already purchased tickets and made arrangements with friends).
     
     
     
  2. Like
    grandmastergm got a reaction from Brian Stanfield in Origins 2018   
    I played the following games:
     
    Heroes of Altamira (Flashback Episodes 2 & 3): The PCs were a group of swashbucklers.  This is an organized play game run by the Guild of San Marcos for 7th Sea (first edition).  I did enjoy it, despite having to improvise up a character based off of a pregen while most of the other PCs were designed and had played other adventures.  The first adventure had the PCs trying to rescue a kidnapped tavern server from the Inquisition, and the second adventure had the PCs work for a villainous merchant in order to keep him honest in a race.
     
    Summer Camp of the Damned:  It was an interesting idea, but had rather poor execution.  The PCs were a group of normal teenagers who found themselves in a summer camp full of "demons" (a catch-all term for supernatural creatures).  The GM improvised a variety of skill challenges and social situations, as the game had little combat.  Unfortunately, the GM wasn't very good at directing and guiding the party- and a number of PCs didn't really take the game very seriously which kind of ruined the game for me.  I did like the concept, and I'm a fan of the system (Savage Worlds)- but it really could have used a stronger storyline and better direction.
     
    Complete Guide to Peasants: This was a 5th edition D&D game run by a pair of DMs from Amorphous Blob Games.  Both were a hilarious stand-up comedy duo (similar to Penn & Teller) who added a lot of humor to a really dark story.  The PCs were a group of peasants and town residents (who had 1st level D&D character stats) who suddenly found their village elders missing and/or acting strangely.  It turned out that they had been inducted into a cult by a coven of Harpies, who were using the elders' greed to enjoy meals from missing villagers (as you can see, this is a bit horrific and depressing but the DMs turned into a comedy).  I had a lot of fun, and it was the right group for the kind of game it was.
     
    Suicide Squad: A Change in Plan: My favorite game of the entire convention.  This was a Mutants and Masterminds 3rd edition game where the PCs were the Suicide Squad (I played Captain Boomerang  complete with an Australian accent) from DC comics and the 2016 film.  The group was tasked with retrieving (kidnapping) a renegade bioweapon scientist on a cruise ship.  Of course, the simple mission went terribly awry when the Brotherhood of Evil showed up, along with Aquaman and Mera, and the scientist decided to unleash the bioweapon and create a horde of zombies from the ship's crew and passengers.  It was wacky, wild, and a ton of fun- with a fantastic GM and the perfect group of players.
     
    Countdown to Terror:  This was for Hollow Earth and the PCs were a group of British and American agents who traveled to Bikini Atoll in 1946 to uncover a secret Japanese-German weapons program.  We discovered that the two Axis powers had unleashed a rift to another dimension full of dinosaurs and also a zombie biological plague.  My character was a secret Soviet agent, and I ended up dying at the end of the game, but I probably inflicted a TPK on the rest by detonating a grenade on the plane we were on once my cover was blown.
     
    Bullet in the Mountains: This was a playtest for a RPG module (for the Apocalypse system) designed by a Wyoming GM where the PCs were a group of residents of a small frontier town in Wyoming.  I played the token Native American.  The game was more of a "sandbox" than a "railroad" so it was an interesting opportunity to see a system focused on cooperative storytelling.  Thankfully, we had a party of GMs so we had a successful session.
     
    Good Dogs: The Cancer Maw of the Red Forest: This was a playtest for a RPG where the PCs were a group of dogs in the Chernobyl Exclusion Zone trying to protect the outside world from the evil within, as well as trying to survive in the area.  The game also had a substantial cooperative storytelling component and gave the players the opportunity to roll up, design, and play characters as well as do an adventure within 2 hours- which we all managed to do.  I highly recommend this game, although it is still in the design and playtesting phases.  I ended up being the great dane alpha leader of the group, as we sought to investigate a strange beast that had begun terrorizing our territory.
     
    Atomic Sky: Waters Weeping: This was also a playtest for Nova D20, a modification of D&D 5th edition but set in a post-apocalyptic world similar to Fallout.  I ended up customizing a post-apocalyptic bard/scrounger and had a lot of fun with the character.  We had a fun group of characters and players, but ended up nearly suffering a TPK after we accidentally activated 3 encounters into a single encounter.  Somehow and thanks to some lucky rolls, we survived.  Shane Harsch is a great GM, and I highly recommend his Nova 20 and Nova 6 systems, as well as his Narossia Sea of Tears fantasy setting for HERO.
     
    DC Adventures: Gotham Uncovered: This was the best adventure design of the convention, as the GM also wrote a really impressive adventure with a thorough knowledge of the Gotham and DC universes.  We had a fun group that was half Bat family (Nightwing, Red Robin & Batgirl) and half wild cards (Azrael, Red Hood, and The Creeper), however the GM could have done better time management (we went significantly over time) as well as directed the party better (the wild cards players got a bit out of hand at numerous points).   I played Cassandra Cain Batgirl as this was the canon where Barbara Gordon had become Oracle.  I still had fun, and really liked the adventure's design and story. 
     
    Umerican Burger Wars: I'm not a fan of the Dungeon Crawl Classics rpg, but I found the setting interesting enough to try out; as I'm a big fan of post-apocalyptic settings.  It was a zany party and an awesome DM, but it was a bit too dungeon-crawly for my tastes- I think I would have enjoyed an adventure with greater roleplaying and intrigues- but I still recommend the setting and adventure.
     
    Heart of Endekor Castle:  A fun D&D adventure where the PCs were dispatched to investigate a mysterious and foreboding prophecy of doom at a castle.  The DM and group were a lot of fun, and apparently we did things very differently from the other groups that had played the adventure.  Still, the secret of the castle was interesting.
     
    Tomb of Whores:  Another Amorphous Blob Games adventure: this one also had a pair of DMs acting as a comedy duo dressed in parody pimp outfits.  This adventure parodied the Tomb of Horrors adventure by turning the lich into a pimp-lich named "Ass-Rack", and his undead minions into undead prostitutes.  The game featured 70s porn music, sexually explicit references, and political incorrectness- almost as if Deadpool had decided to run a D&D adventure.  It was enjoyable, but we only managed to get through half of the adventure in 3.5 hours, and had to rush the second half in the remaining half hour.  However, one of the GMs was a hilarious rapper- and the other one was the perfect "straight man" to his outrageous colleague.
     
    I certainly had a lot of fun at Origins, although I am disappointed by the Director's decision to rescind Larry Correia's invitation (I happen to be a huge fan of the latter, and would have boycotted if I hadn't already purchased tickets and made arrangements with friends).
     
     
     
  3. Like
    grandmastergm got a reaction from Brian Stanfield in Origins 2018   
    Yes, I have been going to U-Con since 2016 (I went from 2005-2009 until I moved to DC and spent the next 6 years utterly broke), and it's a lot of fun.  I will probably run 2 HERO games there actually (one fantasy hero, the other will be either martial arts hero or champions).
  4. Like
    grandmastergm reacted to RDU Neil in Origins 2018   
    Just online after returning. Played five really fun games...
     
    Playtest of Catpocalypse... a PbtA homebrew where we played a gang of cats after a plague has wiped out most humans, and we had to save the Golden Girls from a gang of wasteland raiders. I'm not saying we saw the game headed in that direction, but when we drove off in our war-machine, commandeered by one of our compatriots, a robot cat called M.I.T. 10 (or Mitten) with Blanche flirting with a handsome raider who joined our side, and the them song "Thank you for being a friend..." started to play, the table was literally rofling so hard our faces hurt from laughing hours later.
     
    Dogs In the Vineyard... one of the definitive "indie" games, finally got to play it, and our posse of misfit Dogs managed to redeem our Order and the town of Whitestone from the Sin of pride. (Really want to figure a way to use something like their conflict resolution system with Hero for non-combat/social conflicts).
     
    Praxis: King of Storms... a GMless game where you choose the roll of a fallen godling, (Godborn, Titanborn or Gorgon) and I was the Prince of the Dead, at war with fellow gorgon Kyron, the Iron Spider, betrayed by a Godborn, confronted by King of the Titanborn, , dealing with Calypsa, Ocean titanwitch... and we managed to obliterate several struggling human kingdoms, flooded much of the earth, ascended the war to heaven, etc.  A truly epic scale game that is really more organized story telling, with minimal dice rolling.
     
    Iron Edda Accelerated... a new Fate system game, Vikings during Ragnarok, using seer's magic, shieldbearers and those "bonebonded" with the skeletons of dead frost and fire giants against the Dwarves of Svartalfheim who have raised up out of the earth with mechanistic monsters and Destroyer mechs... it is basically apocalyptic mechwar... where we inadvertently wiped out all the Dwarves and all humanity by reviving Ymir and all the dead giants of ages past.  (Whoops.)
     
    An East Texas University adventures (Savage Worlds)... Buffy style adventures of college students in East Texas fighting occult threats while trying to pass their midterms. This was a murder mystery of a ten year old girl from 1958, whose ghost came to us begging for help. Lots of occult investigating and hilarity ensued.
     
    Good times all around. 
     
     
  5. Like
    grandmastergm got a reaction from mattingly in Origins 2018   
    Hello,
     
    I plan on running a few HERO games at Origins this year.  I will require a sponsor, and am working on getting one.
     
    I will probably run the following (subject to your recommendation):
      Revelations 1001 (HERO System, Fantasy HERO):  The End Times of Book of Revelation are literally coming true in 1001 A.D.  Six heroes have been gathered by the forces of light, some of them far more reluctantly than others, to gather sacred artifacts that will help defeat the Anti-Christ and his forces. They must brave terrible monsters and great evil to acquire them, and then shall face the Anti-Christ and his army on the plains of Megiddo. This game is intended to be an entertaining and thought-provoking game, and every effort has been made to treat faith with the utmost respect, and no offense is intended towards anyone's individual beliefs. RPG. 4-6 Players.
      The Temple of the Three Valleys (HERO System, Martial Arts HERO): Set in late-16th century China, a group of heroes from all over the world have come to a village to find a long-lost temple that contains the secrets of martial arts and great riches.  They must also use their martial arts skill and superhuman wu shu abilities to defeat a ferocious tyrant and his minions. RPG. 4-6 Players.
      Con-Flagration (HERO System, Monster Hunter International): Set in the action-packed world of Larry Correia's Monster Hunter International, you are part of a team of monster hunters who wanted to go to an ordinary gaming convention to sit back, relax, and roll some dice. Unfortunately, two warring factions of monsters just decided to crash the convention in search of a powerful artifact. It's time for to cowboy up, grab your gun, kill some monsters, and hopefully get paid!  RPG. 4-6 Players.
  6. Like
    grandmastergm got a reaction from sentry0 in Awakened AI for Kazei 5   
    And here is the prototype.
     
    ALEX.hdc
  7. Thanks
    grandmastergm got a reaction from sentry0 in Looking for player in Waterloo, ON, Canada   
    Man, that sounds like an awesome game.  I wish I lived by you!
  8. Like
    grandmastergm got a reaction from RDU Neil in Guns Are Too Slow in Hero   
    Here are the optional maneuvers:
     
    Maneuver            Phase OCV DCV Effects
    Multifire               1          -2     -2      Use multiple shots to increase the DCs of the Firearm, only with non-autofire weapon (for every "hit" as if it were an autofire                                                                 attack, add +1 DC)
    Precise Autofire 1          var    ½      Gain bonuses to hit single target once with Autofire (for instance +1 to +5 if you have auotofire 5)
    Rapid Fire            1          -2/x   ½     Shoot one or more targets multiple times (works like multiattack and rapid autofire)
    Ricocheted Shot ½         var    +0    Use CSLs to “bounce” a shot to hit protected target
    Snap Shot            1          -1      +0    Lets character duck back behind cover after shooting
    Strafe                    ½        -v/6    -2     Make Ranged attack while moving
    Suppression Fire  1        -2       +0 Continuous fire on area, only with autofire weapon
     
    Consult pages 204-205 of the MHI Handbook for details
  9. Like
    grandmastergm got a reaction from Cantriped in Guns Are Too Slow in Hero   
    Here are the optional maneuvers:
     
    Maneuver            Phase OCV DCV Effects
    Multifire               1          -2     -2      Use multiple shots to increase the DCs of the Firearm, only with non-autofire weapon (for every "hit" as if it were an autofire                                                                 attack, add +1 DC)
    Precise Autofire 1          var    ½      Gain bonuses to hit single target once with Autofire (for instance +1 to +5 if you have auotofire 5)
    Rapid Fire            1          -2/x   ½     Shoot one or more targets multiple times (works like multiattack and rapid autofire)
    Ricocheted Shot ½         var    +0    Use CSLs to “bounce” a shot to hit protected target
    Snap Shot            1          -1      +0    Lets character duck back behind cover after shooting
    Strafe                    ½        -v/6    -2     Make Ranged attack while moving
    Suppression Fire  1        -2       +0 Continuous fire on area, only with autofire weapon
     
    Consult pages 204-205 of the MHI Handbook for details
  10. Like
    grandmastergm got a reaction from TheDarkness in Guns Are Too Slow in Hero   
    Here are the optional maneuvers:
     
    Maneuver            Phase OCV DCV Effects
    Multifire               1          -2     -2      Use multiple shots to increase the DCs of the Firearm, only with non-autofire weapon (for every "hit" as if it were an autofire                                                                 attack, add +1 DC)
    Precise Autofire 1          var    ½      Gain bonuses to hit single target once with Autofire (for instance +1 to +5 if you have auotofire 5)
    Rapid Fire            1          -2/x   ½     Shoot one or more targets multiple times (works like multiattack and rapid autofire)
    Ricocheted Shot ½         var    +0    Use CSLs to “bounce” a shot to hit protected target
    Snap Shot            1          -1      +0    Lets character duck back behind cover after shooting
    Strafe                    ½        -v/6    -2     Make Ranged attack while moving
    Suppression Fire  1        -2       +0 Continuous fire on area, only with autofire weapon
     
    Consult pages 204-205 of the MHI Handbook for details
  11. Like
    grandmastergm got a reaction from RDU Neil in Guns Are Too Slow in Hero   
    I highly recommend that you use the MHI rules for firearms.  The Monster Hunter International setting for HERO has a list of firearms maneuvers that really help the game, especially the Multifire rules which make pistols far more useful than in the base game.
     
    The book series by Larry Correia is also excellent too.
  12. Like
    grandmastergm got a reaction from Brian Stanfield in Origins 2018   
    Hello,
     
    I plan on running a few HERO games at Origins this year.  I will require a sponsor, and am working on getting one.
     
    I will probably run the following (subject to your recommendation):
      Revelations 1001 (HERO System, Fantasy HERO):  The End Times of Book of Revelation are literally coming true in 1001 A.D.  Six heroes have been gathered by the forces of light, some of them far more reluctantly than others, to gather sacred artifacts that will help defeat the Anti-Christ and his forces. They must brave terrible monsters and great evil to acquire them, and then shall face the Anti-Christ and his army on the plains of Megiddo. This game is intended to be an entertaining and thought-provoking game, and every effort has been made to treat faith with the utmost respect, and no offense is intended towards anyone's individual beliefs. RPG. 4-6 Players.
      The Temple of the Three Valleys (HERO System, Martial Arts HERO): Set in late-16th century China, a group of heroes from all over the world have come to a village to find a long-lost temple that contains the secrets of martial arts and great riches.  They must also use their martial arts skill and superhuman wu shu abilities to defeat a ferocious tyrant and his minions. RPG. 4-6 Players.
      Con-Flagration (HERO System, Monster Hunter International): Set in the action-packed world of Larry Correia's Monster Hunter International, you are part of a team of monster hunters who wanted to go to an ordinary gaming convention to sit back, relax, and roll some dice. Unfortunately, two warring factions of monsters just decided to crash the convention in search of a powerful artifact. It's time for to cowboy up, grab your gun, kill some monsters, and hopefully get paid!  RPG. 4-6 Players.
  13. Like
    grandmastergm got a reaction from Darren Watts in Revelations 1001   
    Joyeuse:  Killing Attack - Hand-To-Hand 1 1/2d6, Reduced Endurance (0 END; +1/2); OAF Unbreakable (-1), STR Minimum 8 (-1/4)
     
    Holy Lance:  (Total: 49 Active Cost, 17 Real Cost) Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF Unbreakable (-1), STR Minimum 10 (-1/2), Real Weapon (-1/4) (Real Cost: 16) <b>plus</b> Stretching 3m, Reduced Endurance (0 END; +1/2) (4 Active Points); OAF Unbreakable (-1), Linked (Killing Attack - Hand-To-Hand; -1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4) (Real Cost: 1)
     
    Holy Grail:  Multipower, 60-point reserve,  (60 Active Points); all slots 1 Charge (-2), OAF Unbreakable (-1), Requires Water (-1/2)
    1) Cure Disease:  Major Transform 6d6 (sick person into well person, heals back through any normal means that would cause character to contract another disease) (60 Active Points); OAF Unbreakable (-1), No Range (-1/2), Requires Water (-1/2)
    2) Remove Blindness:  Major Transform 6d6 (being into sighted being, heals back through any natural means that would cause loss of sight) (60 Active Points); OAF Unbreakable (-1), No Range (-1/2), Requires Water (-1/2)
    3) Cure Poison:  Major Transform 6d6 (poisoned person into non-poisoned person,, heals back through being poisoned again) (60 Active Points); OAF Unbreakable (-1), No Range (-1/2), Requires Water (-1/2)
    4) Grant Eternal Life:  Major Transform 6d6 (person without LS: Immortality into person with LS: Immortality, heals back by various magical means) (60 Active Points); OAF Unbreakable (-1), No Range (-1/2), Requires Water (-1/2)
    5) Healing Water:  Simplified Healing 6d6 (60 Active Points); OAF Unbreakable (-1), Requires Water (-1/2)
     
    Ark of the Covenant:  Killing Attack - Ranged 6d6, +1 Increased STUN Multiplier (+1/4), Area Of Effect (16m Radius; +3/4) (180 Active Points); OAF (-1), Side Effects (if Faith roll failed, attack goes off but it becomes No Range and affects everyone in the same radius size; -1), STR Minimum 15 (-3/4), Requires A Roll (Faith roll; -1/2), Required Multiple Users (2 people; -1/4), Costs x2 END (-1/2) 
     
    The Ark has enough energy for one use, but the PCs can charge it up by using their own END.
     
    Shroud of Turin:  (Total: 54 Active Cost, 37 Real Cost) Resistant Protection 8 PD/8 ED (24 Active Points), OIF (-1/2) (Real Cost: 16); +10 Mental Defense (10 points total) (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Power Defense (10 points) (10 Active Points); OIF (-1/2) (Real Cost: 7) <b>plus</b> Life Support  (Immunity All terrestrial poisons; Immunity: All terrestrial diseases) (10 Active Points); OIF (-1/2) (Real Cost: 7)
     
    Reliquary of the True Cross:  (Total: 60 Active Cost, 30 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); OAF (-1), 1 Continuing Charge lasting 1 Day (-0) (Real Cost: 15) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); OAF (-1), 1 Continuing Charge lasting 1 Day (-0) (Real Cost: 15)
  14. Like
    grandmastergm got a reaction from tkdguy in Revelations 1001   
    Joyeuse:  Killing Attack - Hand-To-Hand 1 1/2d6, Reduced Endurance (0 END; +1/2); OAF Unbreakable (-1), STR Minimum 8 (-1/4)
     
    Holy Lance:  (Total: 49 Active Cost, 17 Real Cost) Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF Unbreakable (-1), STR Minimum 10 (-1/2), Real Weapon (-1/4) (Real Cost: 16) <b>plus</b> Stretching 3m, Reduced Endurance (0 END; +1/2) (4 Active Points); OAF Unbreakable (-1), Linked (Killing Attack - Hand-To-Hand; -1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4) (Real Cost: 1)
     
    Holy Grail:  Multipower, 60-point reserve,  (60 Active Points); all slots 1 Charge (-2), OAF Unbreakable (-1), Requires Water (-1/2)
    1) Cure Disease:  Major Transform 6d6 (sick person into well person, heals back through any normal means that would cause character to contract another disease) (60 Active Points); OAF Unbreakable (-1), No Range (-1/2), Requires Water (-1/2)
    2) Remove Blindness:  Major Transform 6d6 (being into sighted being, heals back through any natural means that would cause loss of sight) (60 Active Points); OAF Unbreakable (-1), No Range (-1/2), Requires Water (-1/2)
    3) Cure Poison:  Major Transform 6d6 (poisoned person into non-poisoned person,, heals back through being poisoned again) (60 Active Points); OAF Unbreakable (-1), No Range (-1/2), Requires Water (-1/2)
    4) Grant Eternal Life:  Major Transform 6d6 (person without LS: Immortality into person with LS: Immortality, heals back by various magical means) (60 Active Points); OAF Unbreakable (-1), No Range (-1/2), Requires Water (-1/2)
    5) Healing Water:  Simplified Healing 6d6 (60 Active Points); OAF Unbreakable (-1), Requires Water (-1/2)
     
    Ark of the Covenant:  Killing Attack - Ranged 6d6, +1 Increased STUN Multiplier (+1/4), Area Of Effect (16m Radius; +3/4) (180 Active Points); OAF (-1), Side Effects (if Faith roll failed, attack goes off but it becomes No Range and affects everyone in the same radius size; -1), STR Minimum 15 (-3/4), Requires A Roll (Faith roll; -1/2), Required Multiple Users (2 people; -1/4), Costs x2 END (-1/2) 
     
    The Ark has enough energy for one use, but the PCs can charge it up by using their own END.
     
    Shroud of Turin:  (Total: 54 Active Cost, 37 Real Cost) Resistant Protection 8 PD/8 ED (24 Active Points), OIF (-1/2) (Real Cost: 16); +10 Mental Defense (10 points total) (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Power Defense (10 points) (10 Active Points); OIF (-1/2) (Real Cost: 7) <b>plus</b> Life Support  (Immunity All terrestrial poisons; Immunity: All terrestrial diseases) (10 Active Points); OIF (-1/2) (Real Cost: 7)
     
    Reliquary of the True Cross:  (Total: 60 Active Cost, 30 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); OAF (-1), 1 Continuing Charge lasting 1 Day (-0) (Real Cost: 15) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); OAF (-1), 1 Continuing Charge lasting 1 Day (-0) (Real Cost: 15)
  15. Like
    grandmastergm got a reaction from Ninja-Bear in Revelations 1001   
    Joyeuse:  Killing Attack - Hand-To-Hand 1 1/2d6, Reduced Endurance (0 END; +1/2); OAF Unbreakable (-1), STR Minimum 8 (-1/4)
     
    Holy Lance:  (Total: 49 Active Cost, 17 Real Cost) Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF Unbreakable (-1), STR Minimum 10 (-1/2), Real Weapon (-1/4) (Real Cost: 16) <b>plus</b> Stretching 3m, Reduced Endurance (0 END; +1/2) (4 Active Points); OAF Unbreakable (-1), Linked (Killing Attack - Hand-To-Hand; -1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4) (Real Cost: 1)
     
    Holy Grail:  Multipower, 60-point reserve,  (60 Active Points); all slots 1 Charge (-2), OAF Unbreakable (-1), Requires Water (-1/2)
    1) Cure Disease:  Major Transform 6d6 (sick person into well person, heals back through any normal means that would cause character to contract another disease) (60 Active Points); OAF Unbreakable (-1), No Range (-1/2), Requires Water (-1/2)
    2) Remove Blindness:  Major Transform 6d6 (being into sighted being, heals back through any natural means that would cause loss of sight) (60 Active Points); OAF Unbreakable (-1), No Range (-1/2), Requires Water (-1/2)
    3) Cure Poison:  Major Transform 6d6 (poisoned person into non-poisoned person,, heals back through being poisoned again) (60 Active Points); OAF Unbreakable (-1), No Range (-1/2), Requires Water (-1/2)
    4) Grant Eternal Life:  Major Transform 6d6 (person without LS: Immortality into person with LS: Immortality, heals back by various magical means) (60 Active Points); OAF Unbreakable (-1), No Range (-1/2), Requires Water (-1/2)
    5) Healing Water:  Simplified Healing 6d6 (60 Active Points); OAF Unbreakable (-1), Requires Water (-1/2)
     
    Ark of the Covenant:  Killing Attack - Ranged 6d6, +1 Increased STUN Multiplier (+1/4), Area Of Effect (16m Radius; +3/4) (180 Active Points); OAF (-1), Side Effects (if Faith roll failed, attack goes off but it becomes No Range and affects everyone in the same radius size; -1), STR Minimum 15 (-3/4), Requires A Roll (Faith roll; -1/2), Required Multiple Users (2 people; -1/4), Costs x2 END (-1/2) 
     
    The Ark has enough energy for one use, but the PCs can charge it up by using their own END.
     
    Shroud of Turin:  (Total: 54 Active Cost, 37 Real Cost) Resistant Protection 8 PD/8 ED (24 Active Points), OIF (-1/2) (Real Cost: 16); +10 Mental Defense (10 points total) (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Power Defense (10 points) (10 Active Points); OIF (-1/2) (Real Cost: 7) <b>plus</b> Life Support  (Immunity All terrestrial poisons; Immunity: All terrestrial diseases) (10 Active Points); OIF (-1/2) (Real Cost: 7)
     
    Reliquary of the True Cross:  (Total: 60 Active Cost, 30 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); OAF (-1), 1 Continuing Charge lasting 1 Day (-0) (Real Cost: 15) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); OAF (-1), 1 Continuing Charge lasting 1 Day (-0) (Real Cost: 15)
  16. Like
    grandmastergm got a reaction from tkdguy in Why Does the Monk Class Work in DnD   
    I think people like the monk for several reasons:
     
    1) the popularity of martial arts movies and media
    2) the monk is the fastest class, and can run faster than most mounts at the highest levels
    3) the monk has the most attacks of any of the classes, in pretty much any edition
    4) the monk tends to play like a rogue but with elements of other classes (barbarian speed, cleric wisdom, and fighter armor class)
    5) the monk was really overpowered in 3rd edition with some feat and item combinations, 4e and 5e balanced out the system much better
     
    You could do a combination of eastern monk (martial arts) and western monk (religious devotion), I just made one for a convention game I plan on running
  17. Like
    grandmastergm got a reaction from bigdamnhero in Revelations 1001   
    How has the campaign been going?
  18. Like
    grandmastergm reacted to bigdamnhero in Quote of the Week from my gaming group...   
    OK, this requires a little more set-up that the funny one-liners I typically post here, but it was too awesome not to share. This is a low-fantasy FH game set in 11th century Europe.
     
    Dramatis Personae:
     
    Thyri Torvaldsdottir: PC, Viking shieldmaiden with a mysterious past and serious anger management issues.
     
    Father Edmondo: PC, Priest of Rome, the "face man." Edmondo and Thyri have an odd codependent relationship that includes an unspecified level of intimacy. (Hey, it's the 11th Century; celibacy for priests was encouraged, but not mandatory.)
     
    Geralt Mac Uaid: PC, Irish warrior, also a chirurgeon (medic).
     
    Jarl Calder: NPC, Thyri's nemesis. 5 years ago Calder raped and killed Thyri's mother, had her entire family declared outlaws, seized their lands, and oh yeah enslaved Thyri and tortured her for years before selling her into a pit fighting ring. (The other PCs don't know this part of her backstory.)
     
    Hjortur Larsson: NPC, respected elder and neutral arbiter.
     
     
    Our Heroes have returned to Thyri's native Sweden, where of course they run into Calder. Thyri goes Berserk and attacks Calder; after a lengthy fight, Thyri succeeds in beating the shit out of him, but Edmondo convinces her not to kill him.
     
    Afterwards, Elder Larsson appoints himself as judge to hear their dispute and decide if Thyri should be punished for assaulting a Jarl and generally being an outlaw, or if her charges against Calder are justified. Thyri tells her emotional story, the first time the other PCs/players have heard any of it. Calder of course tells a completely different story, and several of his men are willing to back up his version of events. Edmondo on cross-examination is able to poke a few holes in their story, but nothing conclusive. And since she's been declared an Outlaw, she doesn't have the right of trial by combat so the fact that she already defeated him isn't considered conclusive. So it's basically He They Said, She Said, which of course is likely to go down in favor of the noble.
     
    Geralt: [grasping at straws] "If he enslaved and tortured you for that long, do you maybe have any scars that can substantiate your story?"
     
    Edmondo: [sudden realization] "Oh, is that what that's from?"
     
    Thyri says nothing.
     
    Edmondo walks over to Thyri and reaches towards her. Thyri shoots him a Back Off look. Edmondo returns a Trust Me look. Thyri, suddenly looking vulnerable for the first time since they've known her, nods.
     
    Edmondo pulls Thyri's hair aside revealing the scar on the back of her neck that she always keeps hidden - where Calder had branded his initials into her with a hot knife.
     
    Calder: "Uh..." [blank stare]
     
    Elder Larsson: "...Well that seems pretty conclusive to me."
     
    And Larsson rules in favor of Thyri. (Sentence TBD.)
     
     
    I love it when minor bits of character backstory written months before, and which the GM had honestly forgotten about, become a big dramatic reveal and wind up being crucial to the plot!
  19. Like
    grandmastergm got a reaction from SteelCold in 6th Edition Conversions   
    The Napoleon of Crime
     
    Val   Char   Cost    Roll     Notes
      15    STR       5       12-       Lift 200.0kg; 3d6 [1]
      23    DEX      26      14-       OCV:  8/DCV:  8
      20    CON     10      13-
      20    INT       10      13-       PER Roll 13-
      23    EGO      13      14-       ECV:  8 - 8
      30    PRE       20      15-       PRE Attack:  6d6
     
       8     OCV      25     
       8     DCV      25     
       8     OMCV  15     
       8     DMCV  15     
       5     SPD      30                  Phases:  3, 5, 8, 10, 12
     
    6+10  PD          4                   Total:  6/16 PD (0/10 rPD)
    6+10  ED          4                   Total:  6/16 ED (0/10 rED)
       8     REC       4
      45    END       5
      10    BODY    0
      30    STUN    5       Total Characteristic Cost:  216
     
    Movement:     Running:  18m/36m
                             Leaping:  4m/8m
                             Swimming:  4m/8m
     
    Cost   Powers                                                                                 
    75       Mental Powers:  Multipower, 75-point reserve                      
    5f        1)  Mind Blast:  Mental Blast 5d6 (Human class of minds) (50 Active Points)       END        5
    7f        2)  Mental Control:  Mind Control 10d6 (Human class of minds), Telepathic (+¼), Reduced Endurance (½ END; +¼) (75 Active Points)      END  3
    5f        3)  Read Minds:  Telepathy 10d6 (Human class of minds) (50 Active Points)  END    5
                                                                                                                       
    12       Electrified Saber:  Killing Attack - Hand-To-Hand 1 ½d6 (2 ½d6 w/STR) (25 Active Points); OAF (-1) END 2
    18       Electrified Saber:  Blast 5d6, Attack Versus Alternate Defense (insulated Resistant ED or rED defined as force-field; All Or Nothing; +1) (50 Active Points); OAF (-1), No Range (-½), Linked (Electrified Saber; -¼), 16 Charges (-0)        [16]
                                                                                                                       
    24       Mental Force-Field:  Resistant Protection (10 PD/10 ED) (30 Active Points); Costs Half Endurance (-¼)   END   1
    15       Mental Shields:  Mental Defense (15 points total)              
    6         Fast on his Feet:  Running +6m (18m total)                  END         2
              
                       Martial Arts: Fencing
               Maneuver        OCV   DCV    Notes
    4         Counterstrike   +2       +2      Weapon +2 DC Strike, Must Follow Block
    4         Disarm               -1       +1      Disarm; 25 STR to Disarm
    4         Parry                  +2       +2      Block, Abort
    5         Plunging Strike -2       +1      Weapon +4 DC Strike
    4         Slash                 +0       +2      Weapon +2 DC Strike
    5         Thrust               +1       +3      Weapon  Strike
    1         Weapon Element:  Blades
     
               Perks
    1         Fringe Benefit:  Passport
    3         Fringe Benefit:  Federal/National Police Powers
    15       Money:  Filthy Rich
     
               Talents
    3         Absolute Time Sense
    15       Danger Sense (self only, in combat) 13-
    3         +1/+1d6 Striking Appearance (vs. all characters)
     
               Skills
    6         +3 OCV with Saber
     
    3         Acting 15-
    3         AK: France 13-
    3         Bureaucratics 15-
    3         Conversation 15-
    10       Defense Maneuver I-IV
    3         Fast Draw:  Blades 14-
    3         High Society 15-
    3         Scholar
    2         1)  KS: European Politics (3 Active Points) 13-
    2         2)  KS: European Underworld (3 Active Points) 13-
    2         3)  KS: Fencing (3 Active Points) 13-
    2         4)  KS: History (3 Active Points) 13-
    2         5)  KS: Military Strategy (3 Active Points) 13-
    2         6)  KS: The Law Enforcement World (3 Active Points) 13-
    2         7)  KS: The Military/Mercenary/Terrorist World (3 Active Points) 13-
    0         Language:  French (idiomatic) (4 Active Points)
    1         Language:  English (basic conversation)
    3         Oratory 15-
    3         Persuasion 15-
    3         Riding 14-
    7         Tactics 15-
     
    0         TF:  Equines
    5         WF:  Early Firearms, Small Arms, Blades
     
    Total Powers & Skill Cost:  307
    Total Cost:  523
     
    Pts      Complications
    5         Dependent NPC:  Twin Brother: Andre Kloseau (French Detective) Frequently (As powerful as the PC)
    30       Enraged:  if mocked or insulted; (Common), go 14-, recover 8-
    20       Hunted:  French Government; Infrequently (Mo Pow; NCI; Capture)
    20       Psychological Complication:  Megalomaniac; (Common; Total)
    20       Psychological Complication:  Code of Honor; (Common; Total)
    20       Psychological Complication:  Thinks He's Napoleon Bonaparte; (Common; Total)
    15       Social Complication:  Secret ID; Frequently, Major
    130     Total Complications
     
    Total Experience Points:  523
     

  20. Like
    grandmastergm got a reaction from Hyper-Man in 6th Edition Conversions   
    Yeah, it should say BODY.  Silly me.
     
    Glacier is actually in the Champions 6e Villains books, in the Solo Villains book more precisely.  He's pretty much the only character from European Enemies to appear in later editions, I think.  I like the build for him far better there.
  21. Like
    grandmastergm got a reaction from SteelCold in 6th Edition Conversions   
    Sir Gawain
     
    Val   Char   Cost    Roll     Notes
      25    STR      15      14-       Lift 800.0kg; 5d6 [2]
      30    DEX      40      15-       OCV:  10/DCV:  10
      23    CON     13      14-
      13    INT        3       12-       PER Roll 12-
      18    EGO       8       13-       ECV:  3 - 6
      30    PRE       20      15-       PRE Attack:  6d6
     
      10    OCV      35     
      10    DCV      35     
       3     OMCV   0      
       6     DMCV   9      
       7     SPD      50                  Phases:  2, 4, 6, 7, 9, 11, 12
     
      24    PD          8                   Total:  24 PD (14 rPD)
      24    ED          8                   Total:  24 ED (14 rED)
      10    REC       6
      50    END       6
      12    BODY    2
      38    STUN    9       Total Characteristic Cost:  267
     
    Movement:     Running:  18m/36m
                             Leaping:  4m/8m
                             Swimming:  4m/8m
     
    Cost   Powers                                                                                   END
    66       Sir Gawain's Curse:  Multiform (585 Character Points in the most expensive form) (Instant Change, x4 Number Of Forms) (132 Active Points); No Conscious Control (Only Circumstance of Transformation) (-1) 
                                                                                                                       
    20       Sword:  Killing Attack - Hand-To-Hand 2 ½d6 (4d6+1 w/STR) (40 Active Points); OAF (-1)     4
    16       Sword:  Detect Enemies 12- (no Sense Group), Discriminatory, Range, Sense, Targeting (32 Active Points); OAF (-1)       
    35       Mystic Armor:  Resistant Protection (14 PD/14 ED), Hardened (+¼) (52 Active Points); OIF (-½)            
    7         Mystic Armor:  Mental Defense (10 points total) (10 Active Points); OIF (-½)             
    7         Mystic Armor:  Power Defense (10 points) (10 Active Points); OIF (-½)       
    6         Swift-Limbed:  Running +6m (18m total)                                 1
     
               Martial Arts: Swordfighting
               Maneuver        OCV   DCV    Notes
    4         Counterstrike   +2       +2      Weapon +2 DC Strike, Must Follow Block
    4         Disarm               -1       +1      Disarm; 35 STR to Disarm
    4         Parry                  +2       +2      Block, Abort
    5         Plunging Strike -2       +1      Weapon +4 DC Strike
    4         Slash                 +0       +2      Weapon +2 DC Strike
    5         Thrust               +1       +3      Weapon  Strike
     
               Talents
    3         +1/+1d6 Striking Appearance (vs. all characters)
     
               Skills
    24       +3 with HTH Combat
     
    3         AK: United Kingdom 12-
    3         High Society 15-
    4         KS: Heraldry 13-
    3         KS: Medieval Culture 12-
    3         KS: Medieval History 12-
    0         Language:  Old English (idiomatic) (4 Active Points)
    4         Language:  Welsh (idiomatic)
    2         Language:  English (fluent conversation)
    3         Oratory 15-
    3         Riding 15-
    2         Survival (Temperate/Subtropical) 12-
    3         Tactics 12-
     
    2         WF:  Common Melee Weapons
     
    Total Powers & Skill Cost:  245
    Total Cost:  512
     
    Pts      Complications
    10       Distinctive Features:  Mystic Aura; (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    20       Enraged:  if code of honor is insulted; (Common), go 11-, recover 11-
    20       Hunted:  Black Paladin; Infrequently (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Capture/Kill)
    20       Psychological Complication:  Code of Chivalry; (Common; Total)
    15       Psychological Complication:  Vengeful; (Common; Strong)
    15       Social Complication:  Public ID; Frequently, Major
    10       Unluck: 2d6
    20       Vulnerability:  2 x STUN from Magic (Common)
    20       Vulnerability:  2 x BODY from Magic (Common)
    150     Total Complications
     
    Total Experience Points:  512
     
    Multi-Form Notes:
    9 AM-3 PM: Same as Above
    3-8 AM/4-9 PM: STR 40, DEX 26, CON 28, PD/ED 29/28 (r17/r16), SPD 6, REC 14, END 60, BODY 15, STUN 50
    8-11 AM/1-4 PM: STR 65, DEX 23, CON 33, PD/ED 34/32 (r22/r20), SPD 5, REC 20, END 70, BODY 18, STUN 68
    11 AM-1 PM: STR 80, DEX 20, CON 38, PD/ED 38/36 (r26/r24), SPD 4, REC 24, END 80, BODY 21, STUN 80
     

  22. Like
    grandmastergm got a reaction from Enforcer84 in 6th Edition Conversions   
    Spector (The Avenging Ghost)
     
    Val   Char   Cost    Roll     Notes
      20    STR      10      13-      Lift 400.0kg; 4d6 [2]
      20    DEX     20      13-      OCV:  7/DCV:  7
      18    CON      8       13-
      15    INT        5       12-      PER Roll 12-
      15    EGO      5       12-      ECV:  3 - 5
      15    PRE       5       12-      PRE Attack:  3d6
     
       7     OCV     20     
       7     DCV     20     
       3     OMCV  0      
       5     DMCV  6      
       6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12
     
    7+15 PD          5                   Total:  7/22 PD (0/15 rPD)
    7+15 ED         5                   Total:  7/22 ED (0/15 rED)
       7     REC      3
      30    END      2
      10    BODY   0
      28    STUN    4       Total Characteristic Cost:  158
     
    Movement:    Running:  12m/24m
                             Leaping:  4m/8m
                             Swimming:  4m/8m
                             Teleportation:  40m/160m
     
    Cost   Powers                                                                                  
    45      Assault Rifle/LMG:  Killing Attack - Ranged 2 ½d6, +1 Increased STUN Multiplier (+¼), Autofire (5 shots; +½) (90 Active Points); OAF (-1), 60 Charges (+½)                                    [60]
    25      Grenades:  Blast 10d6, Area Of Effect (20m Radius Explosion; +½) (75 Active Points); OAF (-1), 6 Charges (-¾), Range Based On Strength (-¼)                                                          [6]
    2         Nightsight:  Nightvision (5 Active Points); OAF (-1)          
                                                                                                                       
    30      Force-Field Belt:  Resistant Protection (15 PD/15 ED) (45 Active Points); Costs Half Endurance (-¼), IIF (-¼) END 2 (Runs Off Reserve)
    110    Teleportation Device:  Teleportation 40m, x4 Increased Mass, x4 Noncombat, Armor Piercing (+¼), Ranged (+½), Usable As Attack (defense is power defense, teleportation or extradimensional movement; +1 ¼) (165 Active Points); IAF (-½)    END     16 (Runs Off Reserve)
    27      Teleportation Device:  Desolidification  (affected by Magic) (40 Active Points); IAF (-½)   END   4 (Runs Off Reserve)
    35      Teleportation Device:  Endurance Reserve  (150 END, 15 REC) Reserve:  (48 Active Points); IAF (-½)             
     
               Talents
    18      Danger Sense (self only, in combat) 15-
     
               Skills
    32      +4 with Ranged Combat
    6         Scope:  +4 to offset ranged OCV modifiers with Assault Rifle (12 Active Points); OAF (-1)
     
    5         AK: Former Yugoslavia 14-
    3         Bureaucratics 12-
    3         Concealment 12-
    11      Demolitions 16-
    3         Electronics 12-
    5         KS: The Military/Mercenary/Terrorist World 14-
    0         Language:  Serbo-Croatian (idiomatic) (4 Active Points)
    3         Language:  English (completely fluent)
    3         Lockpicking 13-
    3         Security Systems 12-
    3         Shadowing 12-
    3         Stealth 13-
    9         Streetwise 15-
    3         Systems Operation 12-
    3         Tactics 12-
     
    2         WF:  Small Arms
     
    Total Powers & Skill Cost:  392
    Total Cost:  550
     
    Pts     Complications
    20      Hunted:  PRIMUS Infrequently (Mo Pow; NCI; Capture/Kill)
    20      Hunted:  UNTIL; Infrequently (Mo Pow; NCI; Capture)
    15      Negative Reputation:  Serbian terrorist, Frequently (Extreme)
    20      Psychological Complication:  Likes To Kill And Destroy Things; (Very Common; Strong)
    20      Psychological Complication:  Jingoistic Patriot, Hates Enemies of Serbia; (Common; Total)
    15      Psychological Complication:  Vengeful; (Common; Strong)
    15      Social Complication:  Secret ID; Frequently, Major
    125    Total Complications
     
    Total Experience Points:  550
     

  23. Like
    grandmastergm got a reaction from Enforcer84 in 6th Edition Conversions   
    Silhouette
     
    Val   Char   Cost    Roll     Notes
      20    STR      10      13-      Lift 400.0kg; 4d6 [2]
      25    DEX     30      14-      OCV:  8/DCV:  8
      20    CON     10      13-
      18    INT        8       13-      PER Roll 13-
      15    EGO      5       12-      ECV:  3 - 5
      15    PRE       5       12-      PRE Attack:  3d6
     
       8     OCV     25     
       8     DCV     25     
       3     OMCV  0      
       5     DMCV  6      
       6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12
     
    6+10 PD          4                   Total:  6/16 PD (0/10 rPD)
    6+20 ED         4                   Total:  6/26 ED (0/20 rED)
       8     REC      4
      40    END      4
      10    BODY   0
      32    STUN    6       Total Characteristic Cost:  186
     
    Movement:    Running:  18m/36m
                             Leaping:  4m/8m
                             Swimming:  4m/8m
     
    Cost   Powers                                                                                  
    40      Shadowform:  Desolidification  (affected by affected by sonic attacks), Reduced Endurance (0 END; +½) (60 Active Points); Cannot Pass Through Solid Objects (-½)               
    30      Shadowform:  Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½) (45 Active Points); Linked (Shadowform; -½)                                                                    
    30      Shadowform:  Resistant Protection (10 PD/20 ED) (45 Active Points); Linked (Shadowform; -½)        
    8         Shadowform:  Darkness to Sight Group 2m radius, Reduced Endurance (½ END; +¼), Mobile (+½) (17 Active Points); No Range (-½), Linked (Shadowform; -½)    END   1
    5         Eyes of Shadow:  Nightvision                                                 
    10      Eyes of Shadow:  Sight Group Flash Defense (10 points)  
    6         Swift:  Running +6m (18m total)     END   2
                                                                                                                       
    87      Shadow Touch:  Drain STUN 4d6, Reduced Endurance (½ END; +¼), Affects Physical World (+2) (130 Active Points); No Range (-½)  END    6
     
               Perks
    2         Positive Reputation:  Best thief in Turkey (Turkey) 11-, +2/+2d6
     
               Talents
    3         Lightsleep
    6         +2/+2d6 Striking Appearance (vs. all characters)
     
               Skills
    6         +3 OCV with Shadow Touch
     
    3         Acrobatics 14-
    5         AK: Istanbul 15-
    3         Breakfall 14-
    3         Bribery 12-
    3         Bugging 13-
    3         Bureaucratics 12-
    3         Charm 12-
    3         Climbing 14-
    3         Concealment 13-
    3         Conversation 12-
    3         Deduction 13-
    3         Disguise 13-
    3         KS: The Espionage World 13-
    3         KS: The Military/Mercenary/Terrorist World 13-
    3         KS: The Superhuman World 13-
    3         Linguist
    3         1)  Language:  English (idiomatic) (4 Active Points)
    3         2)  Language:  French (idiomatic) (4 Active Points)
    3         3)  Language:  German (idiomatic) (4 Active Points)
    3         4)  Language:  Russian (idiomatic) (4 Active Points)
    0         5)  Language:  Turkish (idiomatic) (4 Active Points)
    3         Lipreading 13-
    3         Lockpicking 14-
    3         Persuasion 12-
    3         PS: Thief 13-
    3         Security Systems 13-
    3         Shadowing 13-
    3         Stealth 14-
    3         Streetwise 12-
     
    Total Powers & Skill Cost:  319
    Total Cost:  505
     
    Pts    Complications
    10      Distinctive Features:  Mutant (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    20      Hunted:  UNTIL; Infrequently (Mo Pow; NCI; Capture)
    15      Psychological Complication:  Distrusts Men; (Common; Strong)
    10      Psychological Complication:  Greedy; (Common; Moderate)
    15      Psychological Complication:  Vengeful; (Common; Strong)
    15      Social Complication:  Secret ID; Frequently, Major
    30      Vulnerability:  2 x Effect from PRE Attacks (Very Common)
    115    Total Complications
     
    Total Experience Points:  505
     

  24. Like
    grandmastergm got a reaction from Enforcer84 in 6th Edition Conversions   
    The Piper
     
    Val   Char   Cost    Roll     Notes
      18    STR       8       13-      Lift 303.1kg; 3 ½d6 [2]
      23    DEX     26      14-      OCV:  8/DCV:  8
      23    CON     13      14-
      18    INT        8       13-      PER Roll 13-
      15    EGO      5       12-      ECV:  5 - 5
      15    PRE       5       12-      PRE Attack:  3d6
     
       8     OCV     25     
       8     DCV     25     
       5     OMCV  6      
       5     DMCV  6      
       5     SPD      30                  Phases:  3, 5, 8, 10, 12
     
      25    PD          3                   Total:  25 PD (20 rPD)
      30    ED         8                   Total:  30 ED (20 rED)
       9     REC      5
      45    END      5
      10    BODY   0
      32    STUN    6       Total Characteristic Cost:  184
     
    Movement:    Running:  22m/44m
                             Leaping:  4m/8m
                             Swimming:  4m/8m
     
    Cost   Powers                                                                                  
    40      Sonic Powers:  Multipower, 90-point reserve,  (90 Active Points); all slots OAF (Flute; -1), Incantations (-¼)    
    4f       1)  Agonizing Melody:  Blast 8d6, Attack Versus Alternate Defense (Flash Defense (Hearing); All Or Nothing; +½), Area Of Effect (16m Radius; +¾) (90 Active Points); OAF (Flute; -1), Incantations (-¼)  END 9
    3f       2)  Deafening Tune:  Hearing Group Flash 12d6, Personal Immunity (+¼), Area Of Effect (16m Radius; +¾) (72 Active Points); OAF (Flute; -1), Incantations (-¼)   END 7
    4f            3)  Soothing Melody:  Mind Control 12d6 (Human class of minds), Alternate Combat Value (uses OCV against DCV; +0), Area Of Effect (8m Radius; +½) (90 Active Points); OAF (Flute; -1), Normal Range (-¼), Incantations (-¼) END 9
    4f       4)  Feedback:  Dispel Three Sonic Powers Simultaenously 12d6, Variable Effect (+½), Expanded Effect (x3 Characteristics or Powers simultaneously) (+1) (90 Active Points); OAF (Flute; -1), Incantations (-¼)  END 9
                                                                                                                       
    140    Control Sound:  Drain All Sonic Powers Simulatenously 6d6, Reduced Endurance (½ END; +¼), Variable Effect (+½), Expanded Effect (x8 Characteristics or Powers simultaneously) (+3 ½) (315 Active Points); OAF (-1), Incantations (-¼)       END 15
    40      Sonic Force Field:  Resistant Protection (20 PD/20 ED) (60 Active Points); Costs Half Endurance (-¼), Incantations (-¼)    END   3
                                                                                                                       
    39      Flute Batteries:  Endurance Reserve  (250 END, 10 REC) Reserve:  (71 Active Points); OAF (Flute; -1)             
                                                                                                                       
    20      Sound Tolerance:  Hearing Group Flash Defense (20 points)        
    10      Swift Runner:  Running +10m (22m total)                           1
    20      Combat Hearing:  Targeting with Hearing Group               
    3         Ultrasonic Hearing:  Ultrasonic Perception (Hearing Group)         
    10      Lucky:  Luck 2d6                                                                      
     
               Talents
    3         Perfect Pitch
    3         +1/+1d6 Striking Appearance (vs. all characters)
     
               Skills
    32      +4 with Ranged Combat
     
    3         Computer Programming 13-
    3         Electronics 13-
    9         Inventor 16-
    7         KS: Classical Music  17-
    3         Linguist
    1         1)  Language:  Danish  (fluent conversation) (2 Active Points)
    1         2)  Language:  English (fluent conversation) (2 Active Points)
    1         3)  Language:  French (fluent conversation) (2 Active Points)
    0         4)  Language:  German (idiomatic) (4 Active Points)
    1         5)  Language:  Italian (fluent conversation) (2 Active Points)
    3         Lipreading 13-
    7         PS: Flutist 17-
    5         Science Skill:  Sonics 15-
    3         Systems Operation 13-
     
    Total Powers & Skill Cost:  422
    Total Cost:  606
     
    Pts    Complications
    20      Enraged:  When someone insults his musical talents (Common), go 11-, recover 11-
    25      Hunted:  UNTIL; Infrequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Capture)
    10      Negative Reputation:  Kidnapper, Infrequently (Extreme)
    20      Psychological Complication:  Code of the Mercenary; (Common; Total)
    10      Psychological Complication:  Hates To Be Compared To The Pied Piper; (Uncommon; Strong)
    15      Psychological Complication:  Hates Rock Music; (Common; Strong)
    20      Psychological Complication:  Paranoid; (Common; Total)
    15      Social Complication:  Public ID; Frequently, Major
    135   Total Complications
     
    Total Experience Points:  606
     

  25. Like
    grandmastergm got a reaction from Enforcer84 in 6th Edition Conversions   
    The Wall
     
    Val   Char   Cost    Roll     Notes
      60    STR      50      21-       Lift 102.4tons; 12d6 [6]
      18    DEX      16      13-       OCV:  6/DCV:  6
      40    CON     30      17-
      10    INT        0       11-       PER Roll 11-
      10    EGO       0       11-       ECV:  3 - 3
      20    PRE       10      13-       PRE Attack:  4d6
     
       6     OCV      15     
       6     DCV      15     
       3     OMCV   0      
       3     DMCV   0      
       5     SPD      30                  Phases:  3, 5, 8, 10, 12
     
      40    PD          8                   Total:  40 PD (30 rPD)
      40    ED          8                   Total:  40 ED (30 rED)
      20    REC      16
      80    END      12
      24    BODY   14
      76    STUN   28      Total Characteristic Cost:  252
     
    Movement:     Running:  26m/52m
                             Leaping:  40m/80m
                             Swimming:  4m/8m
     
    Cost   Powers                                                                                   END
    112     Invulnerability:  Resistant Protection (30 PD/30 ED), Hardened (+¼) (112 Active Points)         0
    20       Immovable:  Knockback Resistance -20m                              0
    14       Super-Strong Legs:  Running +14m (26m total)                     1
    18       Super-Strong Legs:  Leaping +36m (40m forward, 20m upward)       2
     
               Talents
    3         +1/+1d6 Striking Appearance (vs. all characters)
     
               Skills
    40       +5 with HTH Combat
     
    3         Bugging 11-
    3         Bureaucratics 13-
    3         CK: Berlin 11-
    3         Conversation 13-
    3         Cryptography 11-
    3         Deduction 11-
    3         Interrogation 13-
    2         KS: The Espionage World 11-
    2         KS: The Military/Mercenary/Terrorist World 11-
    2         KS: The Superhuman World 11-
    0         Language:  German (idiomatic) (4 Active Points)
    1         Language:  English (basic conversation)
    1         Language:  Russian (basic conversation)
    3         Persuasion 13-
    9         Power:  Brick Tricks 16-
    2         PS: Intelligence Officer 11-
    2         PS: Soldier 11-
    3         Security Systems 11-
    3         Streetwise 13-
    3         Systems Operation 11-
    3         Tactics 11-
     
    3         WF:  Small Arms, Blades
     
    Total Powers & Skill Cost:  267
    Total Cost:  515
     
    Pts     Complications
    25       Hunted:  German Government; Very Frequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)
    15       Negative Reputation:  Hero of East Germany, Frequently (Extreme)
    20       Psychological Complication:  East German Superpatriot, Ardent Communist; (Common; Total)
    20       Psychological Complication:  Paranoid; (Very Common; Strong)
    20       Psychological Complication:  Sadist; (Very Common; Strong)
    15       Social Complication:  Public ID; Frequently, Major
    115     Experience Points
     
    Total Experience Points:  519
     

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