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Psillias

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Everything posted by Psillias

  1. Buses, both public transportation and school transportation, do NOT have seat belts. Cruise ships do NOT have seat belts. Basically, the larger the vehicle capacity, the less seat belts are required. Thus, it makes perfect sense.
  2. I'm getting ready to run a Gamma World campaign (as a break from our normal Champions campaign) and am also doing numbers 1 and 2 above. It's a lethal world. Period. I have also specified beginning everyman skills and characteristic maxima. I personally like where you're headed with it but, like anything else, it's all about the implementation.
  3. Try this. It's my attempt at B.O.B. from the movie Monsters vs. Aliens. It's kind of what your'e looking for but understand that I made use of the points I was looking for a made him a bit more combat ready. B.O.B..hdc
  4. Character Name: Arns Alternate Identities: Dragon Bugs Player Name: NPC CHARACTERISTICS Val Char Base Points Total Roll Notes 10 STR 10 0 10 11- HTH Damage 2d6 END [2] 15 DEX 10 10 15 12- 10 CON 10 0 10 11- 18 BODY 10 8 18 5 INT 10 -5 5 10- PER Roll 10- 10 EGO 10 0 10 11- 10 PRE 10 0 10 11- PRE Attack: 2d6 6 PD 2 4 6 6 PD (0 rPD) 6 ED 2 4 6 6 ED (0 rED) 3 SPD 2.0 10 3 Phases: 4, 8, 12 16 REC 4 12 16 20 END 20 0 20 20 STUN 20 0 20 4" Run 12 -8 4m 4" Swim 4 0 4m 10" Leap 4 3 10m 58 Total Characteristics Points COMBAT INFORMATION OCV: 5 DCV: 5 Combat Skill Levels: EXPERIENCE POINTS Total earned:0 Spent: 0 Unspent: 0 Base Points: 175 Disad Points: 40 Total Points: 175 MOVEMENT Type Total Run (12) 4m [8m NC] Swim (4) 4m [8m NC] H. Leap (4m) 10m V. Leap (2m) 5m Flight 26m [52m NC] DEFENSES Type Amount Physical Defense 6 Res. Phys. Defense 0 Energy Defense 6 Res. Energy Defense 0 Mental Defense 0 Power Defense 0 Cost Power END 20 Bite: Killing Attack - Hand-To-Hand 2d6 (30 Active Points); No STR Bonus (-1/2) 3 10 Compound Eyes: Increased Arc Of Perception (360 Degrees) with Sight Group 0 26 Flight 26m 3 61 Poisonous Flesh: (Total: 157 Active Cost, 61 Real Cost) Killing Attack - Hand-To-Hand 2d6, Armor Piercing (+1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); No STR Bonus (-1/2) (Real Cost: 35) plus Killing Attack - Ranged 2d6, Reduced Endurance (0 END; +1/2), Attack Versus Alternate Defense (Life Support (Immunity to Poison); +1), Does BODY (+1) (105 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), 4 Charges (-1), No Range (-1/2), Linked (Killing Attack - Hand-To-Hand; -1/4) (Real Cost: 26) [4] 117 Total Powers Cost DISADVANTAGES Cost Disadvantage 15 Distinctive Features: Humming Wings Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 10 Distinctive Features: Pearlescent Exoskeleton Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 15 Psychological Complication: Low Morale Common, Strong Notes: If they take BODY damage for any reason, they must atempt an EGO roll at -1 per 2 BODY. If the roll fails, the Arn flees. 40 Total Disadvantages Cost APPEARANCE Hair Color: N/A Eye Color: Black Height: 1.00 m Weight: 33.00 kg Description: Colorful and pearlescent exoskeleton. BACKGROUND Arns congregate in swarms no greater than six in number unless food is scarce. If food is scarce, they are solitary hunters. The swarm brutally protects its territory whenever it is invaded by other arns, and drives other from the territory during famine. If captured soon after emerging from its pupal stage, an arn can be trained to carry loads up to 100 kilograms. It only carries loads while airborne. It legs are unable to wield such weight. Dabbers use arns as mounts and pack animals. PERSONALITY The arns prefer to eat small insects and rodents. They generally flee from prey larger than themselves, except in times of extreme hunger. POWERS/TACTICS The flesh of an arn is very poisonous (see powers) and most predators choose not to hunt them. The arn has a vicious bite (see powers) and, once it has fed, will fly to the top of trees to bask in the sun until hungry or threatened. If attacked, the arn must make a morale check with every successful strike against it. If this check fails, the arn takes flight and escapes if possible. If the arn kills its attacker, it injects the creature, using its coiled tubular mouth, with an acidic compound to liquefy the organs. After 10 minutes, the arn repunctures the creatures skin with its mouth and sucks out the fluid. CAMPAIGN_USE Arns, mutated dragon flies, live solely in moist, humid regions of the world such as temperate/tropical swamps and coastal areas. Their compound eyes make it almost impossible to sneak up on them, unless one is invisible or shrouded in darkness. Their loudly humming wings can be heard from 100 meters away and make arns easy to detect.
  5. Character Name: Arks Alternate Identities: Hound Folk Player Name: NPCs CHARACTERISTICS Val Char Base Points Total Roll Notes 18 STR 10 8 18 13- HTH Damage 3 1/2d6 END [4] 10 DEX 10 0 10 11- 18 CON 10 8 18 13- 27 BODY 10 17 27 8 INT 10 -2 8 11- PER Roll 11- 10 EGO 10 0 10 11- 10 PRE 10 0 10 11- PRE Attack: 2d6 5 OCV 3 10 5 5 DCV 3 10 5 6 PD 2 4 6 6 PD (0 rPD) 6 ED 2 4 6 6 ED (0 rED) 3 SPD 2.0 10 3 Phases: 4, 8, 12 16 REC 4 12 16 50 END 20 6 50 40 STUN 20 10 40 18" Run 12 6 18m 4" Swim 4 0 4m 10" Leap 4 3 10m 112 Total Characteristics Points EXPERIENCE POINTS Total earned: 0 Spent: 0 Unspent: 0 Base Points: 200 Disad Points: 40 Total Points: 200 MOVEMENT Type Total Run (12) 18m [36m NC] Swim (4) 4m [8m NC] H. Leap (4m) 10m V. Leap (2m) 5m DEFENSES Type Amount Physical Defense 6 Res. Phys. Defense 0 Energy Defense 6 Res. Energy Defense 0 Mental Defense 0 Power Defense 0 POWERS Cost Power END 1 Additional Reach 1m, Reduced Endurance (0 END; +1/2) 0 10 Bite: Killing Attack - Hand-To-Hand 1d6 (15 Active Points); No STR Bonus (-1/2) 1 32 Life Leech: Drain BODY 2d6, Personal Immunity (Only for Their Own Life Leech; +1/4), Area Of Effect (10m Radius; +3/4) (40 Active Points); 6 Recoverable Charges (-1/4) [6 rc] 45 Telekinesis (30 STR) 4 88 Total Powers Cost DISADVANTAGES Cost Disadvantage 25 Psychological Complication: Unreasonable Fear of Flying Creatures Very Common, Total 15 Dependent NPC: Non-Hunter Members of the Pack Infrequently, Normal, Group DNPC: x2 DNPCs 40 Total Disadvantages Cost APPEARANCE Hair Color: Varies (See Below) Eye Color: Varies (See Below) Height: 3.00 m Weight: 159.00 kg Description: These intelligent man-dogs grow to be 3 meters high when standing on their hind feet. Their hands have adapted to tool use. Their course, heavy fur offers substantial protection from the elements. They run the gamut of colors: bornw, black, white, blond, spotted, multihued, etc. BACKGROUND The hound folk travel in lossely knit family units (2d6 encountered) called packs. These packs can be up to two dozen members strong, but the hunting parties rarely number more than a dozen. The pack is ruled by the alpha male, usually the ark with the most combat prowess. Other males will occasionally challenge the alpha male for the right to rule the pack. Sometimes a large pack will split, with part of it following a new alpha male and part of it staying with the old one. PERSONALITY Arks have an unreasonable fear of flying creatures larger than 1 meter as well as modern technology. Advanced technology, however, is worshipped as totems. The alpha male's first wife is charged with the care and transportation of the totems. They consider human hands a delicacy. POWERS/TACTICS Arks carry medieval weapons. They most commonly wear leather or studded leather armor and have rarely been seen without a shield of some sort. Their pack insignia is usually emblazoned upon their shields. The arks' primary strategy is to attack from an ambush with guerrilla tactics, using their life leech mutation as much as possible. Since they are not immune to this power themselves, they life leach each other as well as the enemy in combat. However, their life leeching of each other tends to cancel itself out, so ignore it in larger fights. CAMPAIGN_USE Arks are found in nonartic plans, forests, and hills.
  6. Using 10.5 and rounding down to 10 would actually work exactly in line with the Characteristic Maxima. There is only one creature with 20 hit dice which would be 67 BODY vice 60 my way. Want me to post them via text?
  7. So here's my attempt at the first two creatures listed in the GW4e Rules. Some notes on how I came up with them: - I based BODY as follows: - 3d6 is the base roll for hit points in the GW rules and the average of that roll is 9 - I took the hit dice of the creature and divided it by 3 (the number of dice above) - I multiplied that number by the average roll of 9 - So a 6 hit dice creature has 18 BODY (2 x 9), a 9 hit dice creature has 27 BODY (3 x 9) and so on I felt this gave an accurate representation since the Characteristic Maxima (Champions Complete, page 21) for BODY is 20 (or just over 3d6) - I based characteristics, powers, and complications on the text - I used powers out of the Champions Powers book as much as possible UPDATE: I also meant to tell you that I utilize EGO in the place of Morale. I have also cleaned up the spelling/grammatical errors. Would *still* appreciate feedback. Arks.hdc Arns.hdc
  8. Good exchange and good data. Thanks much gentlemen!
  9. So...really like Markdoc's ideas on page 3. Your solution #4 certainly makes sense for medieval weapons and I think I'm going to incorporate it. My question is: how do you change the armor to reflect basic firearms and beyond? I'm still fleshing out a Gamma World campaign where blackpowder weapons are uncommon and other, more powerful items exist. Does the armor count for nothing? Does it scale down based on the technology level of the weapon? Appreciate any advice.
  10. There was actually a release of a 30th Anniversary Edition of Keep on the Borderlands...I just so happen to have it. It picks up a few years after the original and has a bit more story to it...but, as someone mentioned, it's really just an intro module for beginning characters to cut their teeth and to give beginning GMs a chance to learn as well. Much like the palindromedary...I, too, started with In Search of the Unknow...and still have that module as well.
  11. A couple more: Artifact Interaction Charts 1E Rulebook PDF Mad Irishman Page w/ GW Links I'll keep posting as I find items. Please let me know if the links don't work for some reason.
  12. I found a few more items that may help your campaign as well: Ultimate Grand Unified Loot Table Loot Generator Apocalyptic Loot (Note that you'll have to scroll down and click on the .pdf to open it) Random Tables for Near Future Campaigns (Note that this is a forum with links to all sorts of weird, but interesting, items)
  13. Been doing some research and found this handy resource: http://www.paforge.com/pa_scenarios.html Also have fleshed out a good portion of my campaign...just need to build all of the enemies/creatures/NPCs in Hero Builder. Anyone know where I can find some prebuilt files? Specifically for GM creatures? The NPCs and enemies I obviously need to build myself...but not reinventing the wheel would be great. Another question: Anyone know a good mapping program? I have a location picked out and Google Maps will allow me to print maps with no references on them...but I'd like something a bit...better. Especially for the towns I have envisioned. I've seen some of the online editors, but do they allow you to export to a larger size? Something I could get laminated and/or printed out map size at a FedEx or the like? Thanks in advance!
  14. This thread for the Win! I'm currently looking at different campaign scenarios for a 6e game and have always loved the Gamma World setting. Thanks OP for asking the question and thanks LL for the in-depth response!
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