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azato

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Posts posted by azato

  1. Re: Xenovores *Possible Spoilers*

     

    Good morning' date=' Azato. Welcome(ish) to the boards; I see you joined recently but don't post much as of yet. Hope that changes! [/quote']

     

    Dude! You started these boards 1 month before I did and I only have 5.56% of the posts you have. Either you are a master hacker or you are one of the typingest dudes! I lack the breadth of knowledge AND the verbosity to get that ratio much better!

     

    There is no local game store and the closest one (1hr away) had a big sale because it was their 5th anniversery. I did get to look at Alien Wars and I gave it a pass. I did pick up the Spacers Tool Kit, Star Hero and Terran Empire (among other things).

     

    I think i am good to go now. I appriciate the wisdom, the encouragement and the rep!

  2. Re: House of the Flying Daggers

     

    The last DH -- issue 37' date=' had some martial arts stuff that includes some dagger throing tricks. Oh, and [i']Ninja Hero[/i] for 5th Edition has a lot of wuxia content.

     

    I may have to check that out. The local game store may have had NH heavily discounted today but I ran my max on everything else. Crazy deals man!

     

    I am rather excited. I picked up:

     

    Dark Champions

    Champions Universe (I thought it was the CHampions book)

    Star Hero

    Terran Emire

    Ultimate Mentalist

    Grimoire I

    Spacer's Toolkit

    Terran Empire

     

    So I will have plenty of reading

     

    Some thoughts on the Daggers ---

     

    It seems to me that they just had an ENORMOUS amount of points in PSL's vs Hit locations as well as range modifiers as well as normal CSL's. Looking through Dark Champions they allow for some interesting hit locations to target - eyes, throat, etc. I am wondering if that is all there is to it?

  3. Re: Xenovores *Possible Spoilers*

     

    I do not have TE or Space Hero. I do have a bunch of 2300AD books. If I were to purchase Alien Wars without the above mentioned books, would it be beneficial? Is there much on weapons and vehicles as well as military matters (tactics and command structures)?

  4. Re: Making a Post-Apoc "logical"

     

    PS: Is anyone else having a problem keeping this thread separate from the one in the Star Hero forum?

     

    I had a queston I was going to post here, but it seemed more appropriate in the other forum since they were already headed in that direction. Kinda crazy.

  5. Re: Post Apocalyptic Hero

     

    Just a slight detour (minor hijacking) -

     

    Lets suppose that the vehicles have been sitting around for a hundred years (or more). Lets further suppose that you can get ahold of some good fuel and that there is no major problems with the engine other than taking it apart and cleaning it. At this time, as Keith noted, all rubber components are disintegrated. Other than gaskets and such, which can be made out of other material, how would you get and keep a car running and funtional when there are no tires and hoses. Perhaps you can fabricate metal tubing for hoses, but what do you do when you cannot get ahold of tires?

  6. Re: House of the Flying Daggers

     

    Side note: As long as we're talking about unrealistic, it did kind of irk me that Zhang Ziyi's character was hit with a dagger, then lay there as if she was dead long enough to be buried in snow, and then she staggers to her feet. The swordfight lasting that long seemed epic, the not-being-dead after that long seemed cheesy.

     

     

    I agree that it was cheesy, but the ending showdown was EXCELLENT. I mean the one where "you kill him, I kill you". I was stunned. I had to think it through after i saw it (as in why the two did what they did).

  7. Re: House of the Flying Daggers

     

    I'd have to watch again to be sure' date=' but didn't that guy who infiltrated the local police wear armor? If not, then it would appear that no one wore armor, and it is a campaign standard, rather than a limitation on the Flying Daggers.[/quote']

     

    I don't remember exactly. I don't think he wore armor. If he did, was he wearing armor when the threw the daggers. Actually, at the end he didn't. The question is, when he was in the woods shadowing the two, was he wearing armor then.

     

    Here is my thinking:

    1. It is WAY unrealistic to have little 5in daggers taking out people in plate mail.:angst:

     

    2. It was WAY cool seeing them do their stuff. All the lady needed was an exposed neck - or for that matter a long piece of silk!:hail:

     

    3. I am thinking of a Sword and Sorcery campaign where magic is somewhat limited. I thought about having a crazy-cool martial artists that had phenominal powers BUT could not use anything higher than a certain armor type to perform them.

     

    Has anybody tried to create a class to replicate a cool-Kung Fu fighter?

  8. Re: Beta World

     

    Just a quick note again on the Wiki - I've set up a "namespace" for characters which gives you a template so you don't have to worry about layout.

    When you create a link to a character page (in order to create that page by clickink on that link) add characters: before the name of the page.

    e.g.

    [[characters:Wolfen]]

     

    And when you click on the link, then on the button to "Create this page" you'll get a textbox already full of text that you can fill in the blanks of.

     

     

    Thanks, mister. I plan on giving it a try on Friday night:thumbup: .

  9. Re: House of the Flying Daggers

     

    While they never stated the they could not wear armor, it did appear that none of the members wore anything more than heavy cloth armor. I am sure there is a limitation out there but what would it be?

     

    Power will not work if chacter is wearing armour other than cloth

  10. Re: Sectional Defences

     

    Hello all,

     

    I'm trying to write-up a Chainmail Shirt that covers the Shoulders, arms, chest, stomach and vitals (hit locations 7-13). Unfortuantely all of the examples cover vests and then leap to jacket and helmets.

     

    What should the limitation be for this?

     

    If character fall in water that is over his head, he drowns (-2):straight:

  11. Re: Making a Post-Apoc "logical"

     

    This may be rather simplistic, but are there two basic categories of money?:

     

    1. A coin is of a certain amount of a precious metal. (I will sell this for 5 oz of silver)

    2. A coin (or paper money) that has no intrinsic value but is whatever the governement (and market) determines as its value. (I will sell this for 5 domars)

     

    Does it seem probable that there may be local economies BUT silver and gold become universal in their value?

     

    Does currency need to originate with some sort backing of precious metals?

  12. Re: Making a Post-Apoc "logical"

     

    The next question is about currency. Lets suppose that we have a VERY diverse group of races (as in the BETA WORLD post) and that when "people" do congregate into groups they are not often in populations larger 1k. There may be a few major cities of 10K. The balance of power is fairly even and there are no Emperors or Kings or City States as such. Would anything beyond a barter system likely develop? Would precious metals become a universal currency (1 oz silver or 1 oz of gold)? It seems to me that *almost* all people in history have reverted to some form or currency, even the more primitive. What do you think is workable?

  13. Re: Post Apocalyptic Hero

     

    Perhaps, but there are far more mutations that occur than you might suspect. Each one of us probably possess about a dozen mutations in our gene sequences.

     

    Many mutations, such as "point-shift" mutations, are harmless because they don't affect the reading frames of DNA. DNA insertion, or deletion, is typically much more deadly because it creates a "frame-shift" which can really gum up the works. However, depending on where it occurs, it might be harmless.

     

     

    UNCLE!!

  14. Apocological Now.

    How it happened:


    • Aliens (Shantha) came and collected a large population of people.
    • They systematically destroyed large numbers of people (most of the population) through radiation (of some unknown type)
    • They altered the earth to make it more hospitable for a large group of their creations. (melted the ice caps doing it)
    • They left some PSH intact (see below)
    • They created a race of neo-humans to provide the stock for their experiments.
    • A whole menagerie was made over a period of time with all sort of combinations
    • For years the aliens monitored the Earth and maintained limits on various groups.
    • The aliens disappeared and they have not been seen since.

    (note: I got the name Shanta from THE SKYREALMS OF JORUNE, and I based the Wolfen and Ursula writeups off of the JORUNE HERO document)

    http://www.geocities.com/rielun/campaigns/jraces.html

    http://www.jorune.org/files/Jor_HERO.pdf

    Races

    Shantha: The Shantha are the reason for all the changes that took place for this campaign. They are a mysterious race and their reasons for creating the havoc upon earth is not known, and may never be known. Physically they are very large, almost 12 feet tall, but very thin. While their arms and legs are roughly the same proportions as a humans their neck is very long and their heads are smooth and completely featureless. Their powers, especially when augmented with their technologies, makes them almost god-like. Their psionic powers are close to being meta-physical in nature. They are able to take the genes of two or more creatures and combine them in various ways. They are craftsmen and artisans that produced some many of the races that comprise this campaign.

    The initial invasion consisted of a very aggressive “terraforming” projects. They warmed the planet and melted the icecaps. This provided them more land mass that fit the temperature range they desired. Winter has been abolished in about every continent except Antarctica and the very northernmost regions of north America and Asia. The purpose of the invasion was to secure a world from which they may create “seed races” for populating and repopulating other worlds. The discovery of the human race was a great fond for the Shanta because of the malleability of our genetic structure. Some Pure-Strains were left “un-touched”, but a new race of men were created for making transformations easier and to remove thousands of years of bad mutations.

    Not only is this world now populated with humans, genetically modified humans, but this world is also populated genetic combinations of humans and animals and genetically modified animals. The Shanta did not stop there. They brought in alien races and have created many types of peoples and creatures by mixing and matching.

    During the initial invasion their spheroid ships were often seen but over the years the sightings grew less and less frequent until their ships were no longer seen. The races dread that one day the aliens may return. What is not known is that a handful of aliens have not left, they are the “caretakers” left behind to manage the “zoo”. Their methods of controlling races and societies are very subtle.

    The Shantha are very active in maintaining “balance” within their regions. While they are very active, and at times aggressive, they are almost always subtle in their influence. They constantly monitor the activities and use mind control on key people to manipulate events. Sometimes this control is very indirect, as in mentally directing one tribe’s leader may wage a war on another tribe. Other times it is more direct, for example if a person is close to making a revolutionary a Shantha may mentally compel that person to commit suicide. There are many ways their abilities can affect our world and never be noticed.

    Balance is maintained by a complex game of “rock-paper-scissors.” Qualities such as technological level, adaptability, population size, fertility levels, physical characteristics and mental powers are balanced out among the populations.

    In North America there are four Shanta who maintain the continent: one for the northern region (what is currently the northern United States and Canada), one for the east (a smaller area is under his control), one for the mid-west, the south and Mexico, and one for the west.

    Each Shanta lives in a spherical ship under a deep lake that was created by the crater left from their ships impact. Each region’s Shanta is responsible for maintaining its population with a fairly strict set of guidelines. The type of technology, the population sizes, the governmental structures, ect. have been previously dictated to create a population that is a “plug and play” for the types of alien environments that they were created for. But not all Shantas have followed this programme.

    One Shanta, whose responsibility is to maintain northern America (which was Canada), has taken an almost personal interest in the races in his region (a large number of ani-men races live there). He has been spotted on rare occasions walking around. The races in the area have a number of legends regarding the Shanta and rightly regard him as their creator.

    Another, Shanta, the one who controls western-North America, suffered from some sort of "mental illness" and does not have his sanity intact. Paranoia combined with other mental diseases has left him in a rather deranged state. He is responsible for some monstrous creations as well as building up a rather large army. He is afraid of the other Shantas as well as the populations that they control. While he is amassing an army and creating a protectionist environment, he is likewise afraid of making his people too powerful and thus giving them the courage to lead a coup. The other Shantas are concerned about him, and are willing, if necessary, to destroy him. But at this point, there is no threat as to his going to war.

    -

    Australia is a combination of dinosaurs and pure-strain humans. Think Xenozoic Tales

    Egypt has a VERY ADVANCED human society that is controlled by a priest-hood. The Shanta plays the role of god and controls every aspect of that society. While they have technology that is superior to what we currently have, they live in an Orwellian society.

    Human: Pure Strain Human – Some small colonies of humans were left unmolested by the Shantha. Genetically there is no difference between PSH and us. They still maintain a significant technological level (say 20’s -30’s). They stay in tight communities and do not allow for any outsiders. They will deal with neo-humans, but only for trade purposes only. They resent the changes wrought by the aliens and seek a complete restoration of the land. Their domains are watched and guarded against any post-cataclysmic flora or fauna. They will kill any non-PSH found within their city walls.

    Human: Neo-Humans – The Shantha took PSH and ‘corrected’ the mistakes in the human genes. This produced a race of beings who got a fresh start. Genetic diseases are very rare and they are also less prone to contracting communicable diseases as well as cancer. While their physical and mental attributes do not differ from PSH’s, their appearance does, however, differ from PSH stock. Their skin is uniform in color (no freckles or moles) and their eyes have a strange metallic sheen. Their purpose is to provide stock for gene splicing.

    Humans: Devo’s – This represents groups of men who survived the Shantha’s purging of the cities. Their exposure to large amounts of radiation greatly affected them and their descendants. They learned to adapt within the devastated cities despite their wide-spread deformities and diseases. They moved backward on the evolutionary ladder. Backwards to something that has never existed before (semi-orcishness). They are semi-feral and live in large groups.

    Human: Neo-Humans: Muties – The Shanthas imbedded with a large number of neo-humans the genetic makeup of a diverse group of animals/aliens. No trait is dominant and most of the traits are useful. Sometimes, however, combinations arise that are disadvantageous. Specific traits are difficult to develop through breeding. Every child of the Muties has a very random outcome. This group is very distinct in their appearance because of their wild mutations. Because of their oddness they are ill regarded by other groups or by each other.


    • Muties may not take a mental mutation
    • The more points spent in mutational powers the more points that need to be spent in Unusual Looks, Social Limitations and reduced Comeliness.

    Human: Neo-Humans: Psykers – This group has very strong psionic abilities. They are few in number. They have a slave race(s) to serve them. They are few in number, and do not reproduce often. They are arrogant and feared by all the other races. Alone they are formidable opponents, but within their enclaves they are almost untouchable. If another race finds a outside of their enclaves they are like to attack the psyker immediately. This has something to do with their attempted takeover of various populations AND the fear of mental takeover by the Psykers.

    Xenos: Aliens that were directly transplanted to Earth by the Shanthas. They may have received some minor genetic engineering to increase or decrease their overall viability in our world.

    Xeno-men: Various race of creatures of combined alien (xenos) and human genetics (neo-men). One example is the Hisser. Sentient snakes from another world given the arms of a human. The added functionality of arms has given them a greater functionality than they had before.

    Ani-men: This planet provided a rich source of genetic material with which to experiment. Several races of animals were mixed with humans (neo-men) to provide bi-pedal, sentient animal men.

    Acting

    AK: Home Nation

    AK: Home Town

    CK: Home nation culture

    FAM: Climbing

    FAM: Concealment

    FAM: Conversation

    FAM: Deduction

    Language: [4pts.] (PSH gain Literacy, and Neo-men can purchase Literacy for 5 pts)

    Lang 1 pt nearest nation

    FAM: Paramedics

    FAM: Persuasion

    PS:

    FAM: Shadowing

    FAM: Stealth

    TF: (Wolfen gain Sailing)


    • Unless otherwise stated no character may start with literacy.
    • Unless otherwise stated no character may start with a firearm
    • Unless otherwise stated no character may have a modern science/knowledge skill

    PSH:


    • 0 pts. Literacy as Everyman Skill.
    • 0 pts FAM: Recorded History.
    • They start the game with a firearm.
    • -5 pts Unusual looks PSH
    • PSH adventures are likely to be rejected from PSH society.
    • May have any modern science/knowledge skills

    Neo-Human:


    • At the start of the game they may buy literacy as a skill.
    • 7 pts. - LS: All Terrestrial diseases (10 pts) on a 14- (-1/2)
    • -5 pts Unusual Looks - Neo-human
    • At start of game they may purchase one modern science or knowledge skill.

    Mutant


    • -10 pts Unusual looks Mutant
    • 0pts – Survival skill
    • 10pts Looked down upon by other Races 11-(Frequent, Minor)
    • NO MENTAL MUTATIONS

    Ani-men: Wolfen

    Obviously this race was created by combining the traits of man with that of wolves. Standing between 5 feet and 5 ½ feet tall makes them physically smaller than a “normal man”. While they obviously differ so much from humans, they enjoy good relationships with the various races of mankind. Perhaps mankind’s natural affinity for dogs carried over to these wolf hybrids, allowing them to overlook the obvious differences. They are not mentally hindered by their semi-lupine form. While it is not impossible for them to become scholars and scientists, as a rule they are too restless to settle for that kind of discipline. Instead they often roam about singularly or in small packs exploring and seeking out adventure. For some unknown reason, they have a natural affinity for naval travel.

    Wolfen have a fetish for logos. They will pick an ancient logo as a personal representation. If they lead a pack, the pack will take that logo as their own. If another pack or individual is met bearing that logo, one must give it up. This can be decided through combat or through mere intimidation. If possible the logos will be worn about the neck. Hood ornaments are highly prized.

    NCM:


    • 0pts TF: Small Wind-Powered Boats
    • 3pts Tracking 11-
    • 5pts Teamwork +1SL
    • 5pts 1 pip HKA (bite) ½ HKA w/STR
    • 5pts. Tracking-Smell (Hero 5th p. 165)
    • 8pts. +2 perception (hearing and smell) (check)
    • 3pts +2” running (4pts) only on all fours (-1/2)
    • -10pts Weakness for alcohol (co, mod)
    • 2pts Life Support: extreme cold

    Ursula

    1. 5pts 1 pip HKA (teeth and claws) ½ HKA w/STR

    2. 4pts +1 Hearing and Smell perception

    3. 5pts Tracking Smell

    4. -10pts Abhors slavery (unc, str)

    5. -15pts Distinctive Features (bear) (Not concealable)

    6. 3pts Animal Handler (Tarro and Pibber) 11-

    7. 3pts. Tracking

    8. 8pts +10 Presence, Only with non-Ursula (-1/4)

    9. 2 pts LS: Extreme Cold

    Corastin (Troll)

    1. 26 pts +13 Str

    2. 20 pts +10 Con

    3. 16pts +8 Body

    4 10pts +10 Pre

    5. -10 pts -2 DCV

    6. 12pts +4pd/+4ed Armor

    7. ?? 1d6+1 HKA (claws) (20pts), Reduced Penetration (-1/4)

    8. 4pts +2” Running

    9. ??Pts will not tolerate an insult on the quality of his work or the value of his word

    Ani-men: Katkin

    A hybrid of Neo-Men and housecats. They are short in stature, never more than five feet tall. What they lack in physical bulk they make up for in agility. They are fairly solitary creatures, who, at best will only join with one other Katkin (its mate).

    NCM: Str 10 (-20 pts.), Con. 5 (-10 Pts), Bod 10 (-20 pts), Dex 30 (30pts), Spd 5 (20 pts)


    • 3 pts. Breakfall
    • 3 pts. Climbing
    • 3 pts. Stealth
    • 10 pts. +2 DCV
    • -5 pts. Phys. Limitation: Small (infrequent, slight)
    • 15pts. SL: +3 with all Dexterity Skills
    • 3 pts. Acrobatics
    • 5 pts. Clinging (10 pts) Requires climbing skill roll (-1/2), only with wood (or “soft” material”(-1/2)
    • 2 pts +2” of leaping
    • 5 pts. Nightvision
    • 10 pts Psychological Limitation: Fear of bodies of water (common, moderate)

    Aliens: Mon’Dabi

    (note: I am switching Kolajik and the Mon’Dabi races from the Terran Empire)

    The Mod’Dabi is a humanoid version of a velociraptor. On their home world they were the most successful species and they have adapted very well to their new home on Earth. Having developed from a race of pack hunters, they demonstrate many of those same qualities. Their society and psyche is based on the need to work with others. Those others do not have to be other Mod’Dabi. They are a very energetic race and their industry and teamwork help them prevail against larger adversaries.

    They enjoy the hunt, and such is the metaphor defines them. As an advanced society, the object of the hunt is rather varied. Disease research, exploration and amassing fortunes can all be objects of the “hunt”. Again, these tasks are not done alone, but in packs.

    Becoming a member of a pack is not done formally. Individuals just “join”. If the pack becomes too unwieldy, or the desires of an individual changes, individuals will either join a new pack OR create a new one.

    Surprisingly, for having developed from such a ferocious carnivore, the Mod’Dabi desire friendly relations with other species. While they bear goodwill toward the other races, the other races do not necessarily reciprocate that goodwill. The rows of sharp teeth, combined with a very nasty claw on each foot, often makes members of the other races very nervous indeed. Because of this, the Mon’Dabi keep their famous claws sheathed in leather whenever they are in public. Such practice is considered good manners and is followed even when they are in settlements that exclusively Mon’Dabi. They only expose their claws in public if they intend to use them.

    They are good natured, but they are not pacifists.

    1. 26 pts. 1d6 HKA (15pts), 0 end (+1/2), Inherent (+1/4)

    2. 5 pts. +5” Leaping

    3. 10 pts +5” Running

    4. 6 pts. +3 CSL Move Through/By

    5. 5 pts. Tail, Extra limb, inherent, limited manipulation

    6. -10 pts Must work in teams (common, moderate)

    7. 5 pts. Tactics +1 lvl

    8. 5 pts. Teamwork +1lvl

    9. 4 pts. +2 Perception Smell/Taste

    9. -15 pts. Distinctive Features (scary lizard guy) (not conceal, Noticed [makes people nervous]

  15. Re: Post Apocalyptic Hero

     

    Azato- actually' date=' the vast majority of mutations have little to no effect. Remember, mutations are typically tiny. An extra toe, slightly different skin coloration, etc.[/quote']

     

    I need to be careful here because your memory of high school biology is probably better than mine!

     

    Here is my take - wrong as it may be.

     

     

    1. I think the vast majority of mutations are lethal. Take the number of spontaneous abortions that occur. I would say that (in my not so scientific survey), on average, every woman has at least one occur during her child bearing years. I beleive the cause is generally genetic problems with the child. A close friend of mine had a child born about 15 years ago whose plumbing was not hooked up. Outside he looked normal, but on the inside things were not connected (like the esophasus to the stomach). Normally the woman's body rejects those kinds of pregancies.

     

    2. Of all the syndroms out there and all the obvious mutations out there (dwarfism,albinoism, etc) I can't say that any would be an improvment in any situation. They often limit mobility and/or life spans. Probably the only reason they do not seem lethal to us is because we live in a highly advanced society with good medications and health care.

     

    3. I think that people are very genetically stable. Other than very minor differences (eye shape/color, skin color, hair texture/color) I do not see varitions in people. IF people have been around for as long as evolutionic biologists claim we have been around, AND a reasonable percentage of mutations had a postive effect (like a sixth finger that acutally worked) then we would see more varation of people. We do see a number of seemingly benign mutations, but they have never develped into anything other than a random occurance (I am talking about anything other than minor color variations).

  16. Re: Post Apocalyptic Hero

     

    From my understanding (high school biology) of mutations:

     

    Mutational powers are not logical. A mutation is the faulty transmission of genetic agents to the young. It is scrambled up genes. They are almost never good AND they are sometimes lethal. If you add a bunch of radiation you will increase the number of mutations - and hence the number of deaths and disfugurements. The only way evolutionary theory works (help me out here if I am wrong) is that you have a REAL LONG TIME (and I do mea A REAL LONG TIME) for those rare accidental benefits to occur AND for the being to survive AND to pass that trait AND for that trait to continue until it is established. Since each step is gradual it would necessitate many generations for it to occur.

     

    The Komandi factor/Alien playground factor works in less time since it provides a guidence to mutations rather than a random luck of the dice. (and with very poor odds I might add). Left to itself, the progression of people exposed to radiation over time would be a rather monsterous race of deformities.

     

    For "logic" you would either need more time and mutants or 40 years and no mutants.

  17. Re: Making a Post-Apoc "logical"

     

    What makes the underwater races so formitable, is that you can't see them. They could follow and plan for quite awhile before striking. You would have no warning.

     

    I imagine the problem with the aquatic races is they they would not be much of a threat once ashore, or at least farther than the shoreline.

  18. Re: Making a Post-Apoc "logical"

     

    It seems that with all the concrete buildings around there would be an abundance of "castles" for the folk to inhabit. Does anybody know the effective life of a concrete structures that receives no maintance? I image that in a desert they would last forever, but what about Illinois or Florida?

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