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Vestnik

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Posts posted by Vestnik

  1. Re: Was the GM right or wrong in limiting my Gadgeteer?

     

    The GM is always right.

     

    Which is why you have to know the GM's price.

     

    Never accept a GM who can't be bought for a half bag of the oh-so-well-named Cheetos.

     

    Well, unless the game's really good. In which case, the GM's always right.

     

    I recommend that the OP start dating the GM. Problems will soon be over.

  2. Re: Glassy Mars

     

    I believe the Russians claim to have an active program. NASA's Design Reference Mission (DRM) could get humans to Mars within ten to twelve years from the time we get serious about doing it.

     

    We have the technology. What we need now is the ability to select a crew of six that can share what amounts to an efficency apartment they can't leave for two and a half years without getting homocidal.

     

    Indeed:

     

    http://www.spiegel.de/international/world/0,1518,505617,00.html

     

    September 14, 2007

     

    THE LONELINESS OF THE LONG DISTANCE COSMONAUT

     

    Russia Prepares for Mars Mission with 'Big Brother'

    Experiment

     

    How would humans react to a long and difficult trip to

    Mars? To research the effects of extended isolation,

    and prepare for a possible mission, Russian scientists

    will put six volunteers in a closed environment in

    Moscow for 520 days -- and then sit back and watch.

     

    Sergey Ryazanski, whose grandfather helped build an

    early Soviet rocket, will be a test crew member for a

    simulated trip to Mars.

     

    One ex-convict from Western Europe has applied to be

    locked up again, in Russia: He said he thought the

    space research mission in far-away Moscow was just the

    thing for him, since he's used to cramped spaces and

    isolation from his time in jail.

     

    He and others have written to the European Space

    Agency (ESA), which together with Moscow's Institute

    for Biomedical Problems (IBMP) wants volunteers for a

    new experiment testing mankind's limits for an

    eventual mission to Mars. Within the next three

    decades, Russia wants to be the first to send humans

    to the red planet.

     

    In order to prepare for the arduous journey, four

    Russians and two people selected by ESA will

    participate in experiments to simulate long-distance

    space travel: They will be locked up in a model

    spacecraft for 520 days as human guinea pigs. No

    outside air and no daylight will penetrate the

    container's aluminum walls. In effect, it will be like

    the reality TV show Big Brother, only for science

    instead of cheap entertainment.

     

    Some 5,000 men and women from 45 countries have

    applied so far. "I see good chances especially for

    eastern Germans, since the participants have to speak

    fluent Russian as well as English," says ESA

    researcher Marc Heppener. The application deadline

    ends this month and finalists for the experiment

    starting in 2008 will be determined in December.

     

    Sergey Ryazanski has already passed all the necessary

    medical and psychological tests. The athletic,

    blue-eyed, 32-year-old Russian is testing one of the

    wooden cots in the mock spacecraft's sleeping module.

    His grandfather helped build one of the very first

    Soviet rockets and two years ago he managed to

    graduate from Russia's cosmonaut training program. A

    romantic attraction to outer space simply runs in the

    family blood. "My wife was the only one who couldn't

    understand that," Sergey sighs. She divorced him.

     

    >From his training, Ryazanski knows how extreme

    conditions can affect a person's psychological

    well-being. "In total isolation with five people,

    you're burdened by five times as many problems, and so

    are the others," he says. It's exactly that sort of

    group dynamic that the IBMP wants to examine.

     

    Eighteen cameras will record every move, every

    discussion and every argument of the earthbound

    spacecraft's occupants. Psychologists hope to pick

    candidates that will ensure the group works together

    as well as possible. A university degree in medicine,

    biology or engineering is a requirement.

     

    Once the 20-centimeter thick airtight hatch has

    closed, the six would-be cosmonauts will have to rely

    on each other. They will have to repair things like

    defective filters on their own. That's because the

    crew of a mission to Mars -- unlike the International

    Space Station (ISS) crew, in orbit 350 kilometers

    above the Earth -- would get little help from ground

    control. The further away they travel, the greater the

    delay in communication will be. At its farthest point

    in orbit around the sun, Mars is some 400 million

    kilometers away from the Earth. Any SOS call from the

    spaceship would take 20 minutes to reach mission

    control and their response would take another 20

    minutes on the way back.

     

    Fresh Vegetables, but Reprocessed Urine

     

    Food is another major topic. Each gram of prepackaged

    food will be closely calculated and stored in the Mars

    enclosure. If someone wants to drink two cups of

    coffee in a day, someone else will have to go without.

    They will also grow their own vegetables in real soil

    in a greenhouse. Those vegetables, along with freshly

    baked bread, will be the only non-packaged food

    onboard.

     

    The pretend cosmonauts will receive €120 per day for

    spending a year and a half breathing chemically

    treated "spaceship air," drinking reprocessed urine,

    and eating freeze-dried food. Workers for the IBMP are

    still hammering and bolting the four windowless

    modules together, which will be connected by airlocks.

    But the wood-paneled sleeping cabins are already done,

    and they've installed the ventilation system.

     

    The project will simulate the first manned mission to

    Mars under realistic conditions. The trip to Earth's

    red neighbor takes 250 days. Thirty days will be spent

    on approach, landing and a brief stay on the sandy

    rocky surface. Only at this point will participants be

    allowed to leave their enclosure -- in a complete

    spacesuit. After that, they will begin the "trip

    home," which will take another 240 days.

     

    The psychological selection process is extremely

    important, stresses IBMP director Anatoly Grigoryev.

    He knows what he's talking about: Eight years ago, the

    Russians attempted a much shorter experiment

    simulating six months in space.

     

    It wasn't pretty. A Japanese participant dropped out

    because he couldn't stand the drama. At an

    alcohol-fueled New Year's celebration, a Russian

    punched his colleague and gave him a bloody nose. The

    team leader also tried to kiss a female participant

    from Canada. "After that I only went to bed with a

    knife," she said later.

  3. Re: FTL vs. Lots of Megascale Movement

     

     

    Let me ask what I consider a better question. Armor, PD, ED, Damage Resistance and Force Field have all been around since the first edition. Why do we have separate powers for these? Armor is just PD and ED with Damage Resistance. Force Field just adds "Costs END" to the PD, ED and Damage Resistance.

     

    Yeah, but they're equivalent in function and cost. FTL and MegaMadness aren't.

  4. Re: FTL vs. Lots of Megascale Movement

     

    Please check out this character I just wrote up, and comment, critique, whatever:

     

    Name: Deleth

    Alternate ID: Joe Douglass

     

    Stats, Powers, Skills, Talents, Perks, Disadvantages

     

    Stuff

     

     

    :D

     

    Dude, that is an awesome VPP!

     

    Hey you could do that, couldn't you? Build a character who is a giant VPP and nothing else. All the characteristics and skills would come from the VPP.

  5. Re: FTL vs. Lots of Megascale Movement

     

    Heck' date=' I've seen half-serious recommendations to fold all the Attack Powers into Transform; after all it can be defined as doing anything you want to the target. :eg: [/quote']

     

    I was thinking about this, and I think at the system's basic, must "metaphysical" level, all characteristic and powers in hero can be divided into either stuff per se, stuff that changes other stuff, or stuff that resists being changed by other stuff.

  6. Re: FRPG Ideas from D&D that ain't necessarily so

     

    Now I want to watch "Everything You Always Wanted to Know About Sex * But Were Afraid to Ask "

     

    The "Tomb of Horrors" -- a dark, dank hole in the ground in which, once you enter it, you die -- is an obvious Freudian reference to.. ahem.. I just won't go there. Let it suffice to say that Gygax has obvious psychological complexes regarding his mom.

  7. Re: FTL vs. Lots of Megascale Movement

     

    Cost and special effect mostly. Also once you pass a certain point with megascale the speed will be greater that the speed of light so it would make senase to switch to FTL.

     

    Edit: Or put another way megascale should be used to model anything sublight and FTL should be used for anything over the speed of light.

     

    Hop Across the Galaxies Belt: 1" Teleport, Megascale (1" = 1,000,000,000,000,000"; Can Be Scaled; +5) (12 Active Points) OIF (1/2) (Real Cost = 8 Points)

     

    :weep:

  8. Re: Angel

     

    Flight 3"' date=' combat acceleration/deceleration (+1/4), MegaScale (1" = 100 million km; +2 1/4), Can Be Scaled Down 1" = 1km (+1/4) (22 Active Points))[/quote']

     

    Ah, Megascale. It's just wrong. :weep:

     

    Other than my standard complaints about Megascale, great character. :thumbup:

  9. Re: Building John Carter of Mars

     

    I think Carter doesn't get stronger on Mars. I think Martians are just real weak.

     

    He-he. Martians are losers.

     

    Seriously, I loved these books as a kid (and skimmed through one again recently -- I can't believe how badly written it was). Great work!!!!!!

  10. Re: 1 pip RKA, Penetrating

     

    How about this?

     

    Anesthetic Dart: 3d6 END Drain, Ranged (Limited Range; +1/4), 16 Charges (+0) (37 Active Points), OAF (Blowgun; -1),Beam (-1/4), not vs target with hardened resistant PD (how common is it? say -1/4) (15 Real Cost)

     

    But your construct is more powerful in that it also avoids power defense. Make the limitation whatever you like - not vs target a 1d6 Penetrating RKA would fail to affect; not vs targets with Appropriate Immunity or Over 10 Points Resistant PD; whatever feels right,.

     

    True. For some reason the venom examples in the Bestiary are built in part as NND Drains.

  11. Re: 1 pip RKA, Penetrating

     

    Custom Limitation: Does not penetrate Hardened Targets with DEF of X or More. (-1/2).

     

    Hmm. For poison darts, why even buy them linked to RKA at all? How about this:

     

    Anesthetic Dart: 3d6 END Drain, Ranged (Limited Range; +1/4), No Normal Defense (Defense is Appropriate Immunity or Over 10 Points Resistant

    PD; +1), 16 Charges (+0) (67 Active Points), OAF (Blowgun; -1),

    Beam (-1/4) (30 Real Cost)

  12. Re: 1 pip RKA, Penetrating

     

    My issue is that I want my poison darts not to do much actual damage to the target (outside of the poison). A 1d6 RKA will do plenty damage to an unarmored normal. Two darts can take him out. 3 1/2d6 RKAs can kill him. This does not fit with the idea of little darts. Hence the attack that just does 1 BODY, but stull penetrates defenses.

     

    My other issue is that I want my Penetrating to only work on objects below a certain DEF (so it will penetrate Kevlar or thin steel, but not tank armor). I am not sure how to do that.

  13. Re: The hollow earth conspiracy

     

    I can't find anything about it online, but I have very distinct memories from the 1980s that there was a cult living on Mt. Shasta that believed that Heaven was located inside the mountain. Does anybody else remember this?

     

    Correction: I did find something:

     

    Mount Shasta is a very special place to say the least; it represents much more than just a mere mountain. Mount Shasta can be considered as one of the most sacred places on this planet. The mountain is a mystic power source for this planet; actually, this sacred mountain is an incarnation of the Great Central Sun of this universe. It is a focus for angels, spirit-guides, spaceships, masters from the Light Realm, and the home of the survivors of Ancient Lemuria, which sank under the waves of the Pacific Ocean a little over 12,000 years ago. For those gifted with clairvoyant abilities, Mount Shasta is embraced in a gigantic, etheric purple pyramid whose capstone reaches far beyond this planet into space, and connects us intergalactically to the Confederation of Planets for this sector of the Milky Way Galaxy. This awesome pyramid is also created as an inverted version of itself, reaching far down to the very core of the Earth. You can call Mount Shasta the entry point of the Light-Grids of this planet, where most of the energy comes first from the galactic and universal core before it is disseminated to other mountains and into the grids. Most mountaintops, especially tall mountains, are Beacons of Light, feeding the light-grids of this planet.

     

    Strange lights and sounds are often seen or heard on the mountain. Lenticular clouds, shadows and outstanding sunsets add to the mystical aura of the mountain. Several tunnels stretch far into the interior of this majestic mountain. Mount Shasta is also the home of the present-day Lemurians, survivors of the sinking of the continent of Lemuria over 12,000 years ago. Yes, our Lemurian brothers and sisters are real; they are well and physically alive, living in the subterranean city of "Telos" underneath sacred Mount Shasta.

     

    Prior to the sinking of their continent, fully aware of the eventual destiny of their beloved continent, the ancient Lemurians, using their mastery of energy, crystals, sound and vibrations, hollowed out a vast underground city, with the intention of preserving their culture, their treasures and their records of ancient Earth's history; history that has been lost since the sinking of Atlantis. Lemuria was once a vast continent, and larger than North America, connected to parts of California, Oregon, Nevada and Washington. This large continent disappeared overnight into the Pacific Ocean over 12,000 years ago in a vast cataclysm. All inhabitants of the Earth at that time considered Lemuria, their motherland, and there was much weeping on the Earth when at the time of its destruction. About 25,000 Lemurians at that time were able to migrate into the interior of the mountain, the most important of their various administration centers prior to the sinking of their Motherland. And beloveds, you who are reading this writing, know in your heart, that they have never left. They are still here in physical immortal bodies, totally unlimited, living a life of pure Heaven on Earth.

     

    http://www.lemurianconnection.com/en/about-mount-shasta.htm

  14. Hi all,

     

    I'm making a heavily Moon Knight-influenced character who is a minion of the Aztec god Quetzalquotl (I think I spelled that wrong, but I don't speak Nahuatl, so don't sue me). One of his powers is a feathered and scaled cloak that allows him to Multiform into either a Holy Anaconda (I know they don't live in Mexico; this is creative license) or a Holy Eagle. Quetzalquotl being depicted as a feathered serpent and all.

     

    His mind is preserved in both instances. Do his skills like Forgery and Gambling and Weapon Familiarity need to be purchased for all forms? How about any contacts I might decide to buy? It seems like he's spending a lot of points in these forms on skills he would never, ever use (WF: Small Arms, for a snake, for instance). :confused:

     

    For sake of reference here's the Work In Progress version. Disads haven't been done yet, and the point totals don't add up exactly. I took the liberty of changing his Combat Skill Levels for each of the forms, so the skill sets are very slightly different. Feedback would make me very happy and possibly result in a child being named after you.

     

    EDIT: Oh yeah, please don't tell me all the forms have to buy the same Martial Arts.

     

    Main Form

     

    Cost CHA Val

    ---------------------------------------------

    5 STR 15

    42 DEX 24

    16 CON 18

    2 BODY 11

    3 INT 13

    2 EGO 11

    8 PRE 18

    1 COM 12

    5 PD 8/16/19

    4 ED 8/16/19

    16 SPD 5

    0 REC 7

    0 END 36

    2 STUN 30

    ----------------------------------------------

    106

     

    Cost Powers

    ----------------------------------------

    37 The Talon: 1d6 HKA, NND (Energy Force Field or Resistant

    Magical PD; +1), Does Body (+1), 0 END (+1/2) (52 Active

    Points), OIF (-1/2) (Notes: Enchanted Talon Glove)

     

    10 The Fang I: 1/2d6 RKA, Penetrating (+1/2), Autofire (x3; +1/4),

    32 Charges (+1/4) (20 Active Points), OIF (-1/2), Limited Range

    (20"; -1/4), Beam (-1/4) (Notes: Fires Poision Darts)

    20 The Fang II: 4d6 Energy Blast, No Normal Defense (Defense

    Is Immunity to Ophidotoxins; +1), Autofire (x3; +1/4), 32 Charges

    (+1/4) (50 Active Points), OIF (-1/2), Limited Range (20";-1.4),

    RKA Must Do Body (-1/2), Linked (RKA; -1/4)

     

    16 Cloak I: 8 PD 8 ED Armor (24 Active Points), OIF (-1/2)

    10 Cloak II: 20" Gliding (20 Active Points), OIF (-1/2), Restrainable (-1/2)

    20Cloak III: Multiform to 300-Point Holy Anaconda or Eagle (65 Active

    Points), OIF (-1/2), Full Phase Only to Activate (-1/4),

    Costs END (-1/2), Personality Reversion (One Hour; -1)

     

    12 Warclub: 4d6 HTH Attack, 0 END (+1/2) (30 Active Points),

    OAF (-1), HTH Attack (-1/2)

     

    2 Blessed: 2 PD 2 ED Damage Resistance

    2 +1" Running

    3 Life Support: Immunity to Ophidotoxins

    -----------------------------------------

    132

     

    Cost Talents

    -------------------------------------------

    6 3 PD 3 ED Combat Luck

     

    Cost Martial Art

    --------------------------------------------

    4 Martial Disarm

    4 Killing Strike

    4 Low Blow (2d6 NND)

    4 Martial Strike

    3 Martial Throw

    5 Offensive Strike

    4 +1 Damage Class

    2 WE: Claws, Clubs

    ----------------------------------------------

    30

     

    Cost Skills

    -----------------------------------

    2 +1 OCV with Fang

    3 +1 with Martial Arts

    3 Acrobatics 14-

    3 Breakfall 14-

    3 Climbing 14-

    3 Animal Handler (Raptors and Snakes) 13-

    3 Bribery 13-

    3 Concealment 12-

    2 Conversation 11-

    5 Defense Maneuver I-II

    2 Gambling 11-

    2 Forgery (Documents) 12-

    2 KS: The Drug Trade 11-

    2 AK: Central America 11-

    2 KS: Narcotics 11-

    1 CuK: Yet-Unnamed Central American Tribe 8-

    2 AK: Latin-American Underworld 11-

    3 LNG: English, Fluent with Accent

    2 LNG: Nahuatl, Fluent Conversation

    2 Lockpicking 11-

    3 Persuasion 13-

    5 Rapid Attack (Hand-to-Hand)

    3 Shadowing 12-

    2 Sleight of Hand 11-

    3 Streetwise 13-

    3 Stealth 14-

    2 Survival (Jungle) 12-

    2 Tracking 11-

    2 WF: Small Arms

    ---------------------------------------------------

    75

     

    349

     

     

    Holy Anaconda Form

    ------------------------------------------

    Cost CHA Val

    ---------------------------------------------------

    25 STR 35

    39 DEX 23

    20 CON 20

    10 BODY 15

    3 INT 3

    2 EGO 11

    8 PRE 18

    2 COM 14

    6 PD 13/21/24

    8 ED 12/20/23

    17 SPD 5

    0 REC 11

    0 END 40

    0 STUN 43

    -----------------------------------------------------

    140

     

    Cost Powers

    -------------------------------------------

    24 8 PD 8 ED Armor

    7 +15 STR (15 Active Points), Only with Grab and

    Squeeze (-1)

    8 Heavy: Knockback Resistance -4"

    2 Not Much Appetite: Life Support (Diminished

    Eating; Only Has to Eat Once Every Few Months)

    8 Superb Swimmer: +8" Swimming

    6 +3 with Smell/Taste Group

    1 Aquatic Adaptation: Life Support (Extended

    Breathing; 1 END per Turn)

    12 Bite: 1d6 HKA (2d6 with STR) (15 Active Points),

    No Kockback (-1/4)

    3 Life Support (Immunity to Ophidotoxins)

    -----------------------------------------------

    71

     

    Cost Talents

    -------------------------------------------

    6 3 PD 3 ED Combat Luck

     

    Cost Skills

    -------------------------------------

    6 +3 OCV with Grab

    3 Acrobatics 14-

    3 Breakfall 14-

    3 Climbing 14-

    3 Animal Handler (Raptors and Snakes) 13-

    3 Bribery 13-

    3 Concealment 12-

    2 Conversation 11-

    5 Defense Maneuver I-II

    2 Gambling 11-

    2 Forgery (Documents) 12-

    2 KS: The Drug Trade 11-

    2 AK: Central America 11-

    2 KS: Narcotics 11-

    1 CuK: Yet-Unnamed Central American Tribe 8-

    2 AK: Latin-American Underworld 11-

    3 LNG: English, Fluent with Accent

    2 LNG: Nahuatl, Fluent Conversation

    2 Lockpicking 11-

    3 Persuasion 13-

    5 Rapid Attack (Hand-to-Hand)

    3 Shadowing 12-

    2 Sleight of Hand 11-

    3 Streetwise 13-

    3 Stealth 14-

    2 Survival (Jungle) 12-

    2 Tracking 11-

    2 WF: Small Arms

    ------------------------------------

    72

     

    289

     

    Holy Eagle Form

    -------------------------------------

    Cost CHA Val

    ----------------------------------------------

    0 STR 10

    42 DEX 24

    10 CON 15

    0 BODY 10

    3 INT 13

    2 EGO 11

    8 PRE 18

    4 COM 18

    6 PD 8/16/19

    6 ED 8/16/19

    24 SPD 6

    0 REC 5

    0 END 30

    2 STUN 26

    ----------------------------------------------

    106

     

    Cost Powers

    ---------------------------------------

    12 Talons: 1d6 HKA (15 Active Points), Reduced Penetration (-1/4)

    18 Beak: 1d6 HKA, Armor-Piercing (+1/2) (22 Active Points),

    No Knockback (-1/4)

    33 Wings: Multipower, 50-Point Powers, All Slots Restrainable (-1/2)

    u3 1) Flying: 20" Flight, 1/2 END (+1/4) (50 Active Points),

    Restrainable (-1/2) (33 Real Cost)

    u2 2) Gliding: 25" Gliding (25 Active Points), Restrainable (-1/2)

    (17 Real Cost)

    -10 Short Legs: -5" Running

    -2 No Swimming: -2" Swimming

    10 Eagle Eyes: +5 PER with Sight Group

    16 Eagle Eyes: +16 vs. Range for Normal Sight

    3 Life Support: Immunity to Ophidotoxins

    24 Feathers of Gold and Silver: 8 PD 8 ED Armor

    --------------------------------------------

    109

     

    Cost Talents

    --------------------------------------------

    6 3 PD 3 ED Combat Luck

    Cost Skills

    --------------------------------------------

    6 +2 with Beak, Talons, and Dodge

    7 +2 DCV, Only in Flight (-1/2)

    3 Acrobatics 14-

    3 Breakfall 14-

    3 Climbing 14-

    3 Animal Handler (Raptors and Snakes) 13-

    3 Bribery 13-

    3 Concealment 12-

    2 Conversation 11-

    5 Defense Maneuver I-II

    2 Gambling 11-

    2 Forgery (Documents) 12-

    2 KS: The Drug Trade 11-

    2 AK: Central America 11-

    2 KS: Narcotics 11-

    1 CuK: Yet-Unnamed Central American Tribe 8-

    2 AK: Latin-American Underworld 11-

    3 LNG: English, Fluent with Accent

    2 LNG: Nahuatl, Fluent Conversation

    2 Lockpicking 11-

    3 Persuasion 13-

    5 Rapid Attack (Hand-to-Hand)

    3 Shadowing 12-

    2 Sleight of Hand 11-

    3 Streetwise 13-

    3 Stealth 14-

    2 Survival (Jungle) 12-

    2 Tracking 11-

    2 WF: Small Arms

    ---------------------------------------------------

    83

     

    298

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