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etherio

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Posts posted by etherio

  1. Re: Project XIII: images from my campaign

     

    I'll be wrapping up a short fantasy campaign soon, and then Mojo Bones will be running a low-powered supers game for us. Here's my character:

     

    Grendel.jpg

     

    Val**Char**Cost**Roll**Notes

    15****STR*****5******12-****Lift 200.0kg; 3d6 [1]

    18****DEX*****16******13-****OCV:**8/DCV:**10

    20****CON*****10******13-

    10****BODY****0******

    13****INT*******3******12-****PER Roll 12-

    18****EGO*****8******13-****ECV:**3 - 3

    15****PRE******5******12-****PRE Attack:**3d6

     

     

    18****PD*********8******Total:**18 PD (8 rPD)

    18****ED*********16******Total:**18 ED (0 rED)

    5****SPD*******30******Phases: 3, 5, 8, 10, 12

    8****REC*******4

    20****END*****0

    36****STUN***8******Total Characteristic Cost:**181

     

    Movement:

    Running:**20m/40m

    Flight:**20m/40m

    Leaping:**4m/62m/16m/248m

    Swimming:**4m/8m

     

     

    Cost**Powers**END

    25**Psychic Abilities:**Multipower, 51-point reserve, (51 Active Points); all slots 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4)

     

    2f**1) Psychokinetic Lightning Bolt:**Blast 8d6, Armor Piercing (+1/4) (50 Active Points); 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4) 5

     

    2f**2) Psychokinetic Flame Projection:**Blast 8d6, Area Of Effect (8m Cone; +1/4) (50 Active Points); No Range (-1/2), 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4) 5

     

    2f**3) Psychokinetic Ectoplasm Bolt:**Blast 5d6, Affects Desolidified Any form of Desolidification (+1/2), Attack Versus Appropriate Mental or Power Defense (ED; All Or Nothing; +1/2) (50 Active Points); 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4) 5

     

    2f**4) Transvective Leaping:**Leaping +58m (4m/62m forward, 2m/31m upward) (x4 Noncombat), Reduced Endurance (0 END; +1/2) (51 Active Points); 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Not usable when Orgone Well is depleted (-1/4), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4)

     

    2f**5) Transvective Levitation:**Flight 20m, Reduced Endurance (1/2 END; +1/4), Usable [As Second Mode Of Movement] (Swimming; +1/4), No Gravity Penalty (+1/2), Invisible Power Effects (Invisible to [one Sense Group]; +1/2) (50 Active Points); 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Unified Power (Psychic Phenomena; -1/4), Special Effect Limitations (Psychic; -1/4) 2

    **

    **Other Psychic Abilities, all slots 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Special Effect Limitations (Psychic) (-1/4), Unified Power (Psychic Phenomena; -1/4)

    4**1) Radiesthesia:**Detect human auras, magnetism, and other esoteric energies A Large Class Of Things 12- (Sight Group); 11- Roll and Increased Endurance without a polarized crystal in hand (-1/2), Sense Affected By Flashes to Normal Sight Normal Sight (-1/4), Special Effect Limitations (Psychic) (-1/4), Unified Power (Psychic Phenomena; -1/4)

    **

    12**Orgone Well:**Endurance Reserve (53 END, 6 REC) Reserve: Unified Power (Psychic Phenomena; -1/4); REC: Slow Recovery 1 Minute (-1), Limited Recovery (Only recovers while meditating; -1), Unified Power (Psychic Phenomena; -1/4)

    **

    **Chimeric Polyploid DNA

    8**1) Morphogenetic Field Control:**Shape Shift (Sight Group, limited group of shapes), Imitation, Costs END Only To Change Shape (+1/4); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Affects Body Only (-1/2), Concentration (0 DCV; -1/2), Limited Effect (Normal sight only; -1/4) 2

    13**2) Chimeric Adaptibility:**Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Sleeping: Character does not sleep)

    12**3) Resilient Tissue Structures:**Resistant Protection (8 PD)

    **

    **Preternatural Athleticism

    3**1) Natural Agility:**Acrobatics: [+1 OCV PER 3 ON SKILL ROLL; AVOID TRIPS AND SHOVES AT -1 PER 1 ON ATTACK ROLL; AVOID THROWS (NOT DMG) AT -3; AVOID SOME ENV PENS] 13-

    7**2) Wall-Crawling:**Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4), Only to simulate exceptional climbing ability (-1/4)

     

    Perks

     

    3**Anonymity

     

    Skills

     

    3**Parapsychology Expert

    1**1) PS: Parapsychology 11-

    1**2) KS: Psychic Phenomena 11-

    1**3) Language: German (completely fluent; literate)

    **

    3**Genetics Expert

    1**1) Science Skill: Biology 11-

    1**2) Science Skill: Genetics 11-

    1**3) KS: Genetic Engineering Projects and Accomplished Personnel 11-

    **

    0**Acting 8-

    0**Climbing 8-

    3**Concealment 12-

    0**Conversation 8-

    0**Deduction 8-

    0**AK: Home City 11-

    0**Language: English (idiomatic; literate)

    0**Paramedics 8-

    0**PS: Researcher 11-

    0**Shadowing 8-

    3**Stealth 13-

    0**TF: Small Motorized Ground Vehicles

     

    Total Powers & Skill Cost:**115

    Total Cost:**296

     

    300+ Disadvantages

    10**Distinctive Features: Inhuman features (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

    10**Physical Complication: Magnetically responsive body (Infrequently; Slightly Impairing)

    20**Psychological Complication: Will not kill (Common; Total)

    5**Psychological Complication: Envies those with "normal" human interactions (Uncommon; Moderate)

    5**Psychological Complication: Seeks to solve the mystery of his origin (Uncommon; Moderate)

    5**Social Complication: Doesn't fit in - lives outside the system Infrequently, Minor

    5**Vulnerability: 1 1/2 x Effect Telepathic attacks (Uncommon)

     

    Total Disadvantage Points:**296

     

    Background/History:**The details of Grendel's origins are unknown. Grendel was discovered as a child by monster-hunter and hoax-buster Carson Greeley shortly after the fall of the Berlin Wall and reunification of Germany. Greeley was responding to local accounts of a monstrous child raiding farms and attacking livestock in a rural part of what had recently been East Germany. Intrigued by locals' stories and by rumored evidence that a KGB cloning facility may have been operating in the area before the political upheaval, he scoured the hills in the area and baited traps with food. With perseverance, Greeley eventually found a very young boy with an inhuman appearance and some paranormal abilities living in a feral state, unable to communicate with or relate to others. He took the child into his care and raised him in secret in the United States, helping the boy to learn to control the superhuman abilites that accompany his unusual form. Isolated from society by his differences, the boy empathized with the alienation of the monster in the epic 'Beowulf,' and he eventually adopted the name 'Grendel' as his own.

     

    Personality/Motivation:**Grendel seeks to discover the definitive truth of his origin. He hopes to understand how he came to be and if there are others like him. While pursuing that mystery, he uses his superhuman talents to help others as his adopted father helped him. Grendel's empathic nature makes it impossible for him to kill even animals, and his isolated nature makes him sympathetic to others with similar struggles.

     

    Powers/Tactics:**Grendel has a unique genetic makeup. Rather than being a diploid organism, having two sets of chromosomes, he has multiple sets of chromosomes with ever-shifting genetic order. His father coined this condition 'polyploidism.' As a result of genetic makeup, Grendel has an inhuman, almost monstrous, appearance. However, his condition also results in certain advantageous characteristics. Grendel is in superb physical condition and has the strength, speed, and agility of an exceptional athlete. His tissue bonds are superhumanly resilient, affording him significant protection from injury and preventing grave harm from attacks up to small arms fire. He has no need for sleep. Grendel's mutable DNA structure also allows him to, through a little-understood process, change his physical features at will. He can adopt any phenotype he can imagine, including "normal" human features, but he cannot drastically alter his body volume. Grendel can mimic the visual appearance of individuals, but cannot as yet duplicate an individual's voice, scent, or other less-obvious characteristics. It takes several seconds of intense concentration for Grendel to complete a morphological change. Once transformed, he can maintain a given appearance with only slight effort, but he will revert to his natural appearance if stunned ot incapacitated.

     

    In addition to his physical abilities, Grendel is sensitive to psychic energies and is able to manipulate them in various ways. Presumably, this is also a result of his unique genetic code, but the mechanism remains a mystery. Grendel can sense magnetism, human auras, and psychic energies with little effort...seeing them as visibly luminescent qualities. He can psychokinetically propel himself in an arc through the air with little effort, and with more concentration, he can accomplish sustained levitation. Grendel can also project psychokinetic energies from his hands (this may be a subconscious limitation of his own devising) in the form of flames, electricity, ectoplasmic force, or other related phenomena. Grendel's ability to summon and focus these abilities is greatly enhanced when he has in his grasp a polarized quartz crystal.

     

    In the course of studying his genetic condition throughout his life, Grendel has become proficient in the biological sciences, particularly genetics. He follows news and publications within the genetic engneering community, looking for clues to his origins. Early in life, Grendel and his adopted father noticed similarities between his psychic abilities and phenomena described in the research of many 19th century German parapsychologists. As an aide to his training and perhaps as a means to help discover his true origins, Grendel has educated himself in that field as well.

  2. Re: THE HERO SYSTEM BESTIARY: What Do *You* Want To See?

     

    Well' date=' that may be your experience, but given that we've done multiple softcover books of this size with no real problems (see: FH, PH, TUS, DC), I think we'll be just fine. ;)[/quote']

     

    I think many of us who bought 4th edition books had bad experiences with shoddy binding. I remember being wary of your large softcovers before they came out, but I've had no problems since. Thumbs up on the quality of the books in that regard.

  3. Re: Acronyms

     

    Derailer!

     

    A couple of years ago, when my 60-year-old mother was learning to text message, she sent me a message one day:

     

    "What does idk mean?"

     

    I answered, "I don't know"

     

    And so ensued a hilariously frustrating exchange.

  4. Re: Acheiving a re-roll function

     

    It was idle thinking Ragnarok. Am sitting at work waiting for the end of the day to come and things like this go through my head. :)

     

    Also the forums feel slow (at least the parts I participate in) and I was hoping to drum up some business!

     

    Doc

     

    I first read this as "...waiting for the end of days to come..."

     

    Perhaps the name 'Ragnarok' preceding it colored my perception.

  5. Re: Common 6E House Rules

     

    ...struck me only yesterday while idly musing how one would model D&D4's 'reroll' powers like Elven Accuracy via Hero' date=' which doesn't have much support for "okay, you can ignore this outcome you don't like and try again"-type effects that I could think of off the top of my head. Maybe Extra-Dimensional Movement, through time, only to the previous phase... ;))[/quote']

     

    One of the Luck power options in 5ed was exactly this. It appears to have been left out of the published options for 6ed, but we still use it. The option calls for rolling one's Luck dice at the beginning of each session. The 'BODY' rolled on the dice is the number of re-rolls the character can choose to make or force his opponents to make.

  6. Re: Common 6E House Rules

     

    ...If a character has a Martial Arts maneuver that includes the Full Move element' date=' and that maneuver can be Aborted to (such as a Flying Dodge), then if they use it via Aborting, they get only the CVs associated with the maneuver... they do not get to make a full move. (I interpret the Full Move element as meaning that the maneuver can be performed in the same Phase as a Full Move, assuming the move is otherwise legal. I don't view the move as being "included" in the maneuver itself.)...[/quote']

     

    When I bought the new MA book yesterday, this is the first thing I looked up. I was hoping that the Flying Dodge got nerfed, but alas, it did not. We have adopted a slightly different house rule. The FMove is permitted when aborting, but it takes place after the attack roll. The dodger does not get an automatic, full-move, non-prone 'Dive for Cover.' He gets the CV mods, the attack roll and damage are determined, and then his move (if desired) occurs.

  7. Re: Pondering Grab house rule; comments welcome

     

    ...Does anyone think there might be undesirable consequences of this? The main possible one I can think of would be that the attacker with Grab had put himself in a more precarious position (1/2 DCV, etc.) than the attacker with Entangle, and that this might be a balancing factor to make Grabs worth the risk. But on the other hand, the attacker with Entangle paid extra points to be able to make that kind of attack, so...

     

    Thoughts?

     

    We've always played this way, and I've never felt it had any negative impact. In fact, it encourages back-and-forth escapes and reversals in a way that "feels" more like a grappling contest.

     

    With the RAW, any escape can too easily be followed with another grab attempt by the original grabber...lame, when it keeps happening. And it's an easy way for a higher-DEX character to tie up an opponent, even if that opponent is a bit stronger.

     

    By allowing a grabbed character his remaining half phase if he escapes successfully, the GM allows him the opportunity to attempt a grab of his own and begin a more dynamic grappling contest.

  8. Re: new to hero system

     

    I'd have to say that, regardless of what books you buy, I recommend getting the Hero Designer software. It will take all the headaches out of character creation. This is the best, most flexible rpg ever, but that comes with the price of complexity and lots of paperwork in character design.

     

    The software is worth it, and it'll save you some free time to learn the game more quickly.

     

    You might also want to join a game online as a starter.

  9. Re: Project XIII: images from my campaign

     

    Okey doke...

     

    So I couldn't find an export format for the boards. I used a plain text format and organized the results a bit for display here and edited the last posts of our characters. I didn't fix all the formatting weirdness, but it should be good enough for those of you who don't have HeroDesigner to transcribe the characters. I'll post the rest when I get the other players to flesh out their backgrounds, etc.

     

    Enjoy!

  10. Re: STUN multipliers in 6e

     

    Correct me if I am wrong, but I am assuming that since you are quoting my post it is to/about me?

     

    I commented on HIS rule change and have not discussed the Stun Multiplier change for Supers in 6e at all. All I did was to point out that to change the maximum stun in Heroic games will increase combat Lethality. I may have pressed my point hard, but except for answering these off topic posts. I have kept the thread on topic.

     

    BTW the topic's title is "STUN multipliers in 6e" not "My new hit location chart for 6e". I probably wouldn't have even looked at the latter topic, the former is just flamebait for people who have strong opinions on Stun Multipliers.

     

    Apparently, this new chart/Stun Mult method was caused by players who would put down barely unconscious foes who had a tendency to recover and be a PITA to the characters. Therefore this thread has also talked about good methods to deal with this issue. It is really problem with the whole system and most GM's have learned to allow unconscious foes to stay down. To do otherwise is to have the characters make sure said foes stay down (whether to kill or to keep unconscious).

     

    So I would ask YOU to please stop these personal threads, and discuss the thread as it stands. Perhaps if you have something new to show, you can swerve the conversation BACK to your Hit Location chart. I would recommend re reading the last couple of pages with an open mind, you might learn something about GMing Hero from a bunch of folk who have been GMing the system for years...

     

    Your comment smacks of arrogance. I'm not going to rebut your strange and likely inaccurate claim to superior experience in GMing, because it's pointless to argue that somehow one's preferences can be better because they've been playing a game for longer. I am so over this conversation and the egocentric personalities that have hijacked it.

     

    Unsubscribed.

  11. Re: STUN multipliers in 6e

     

    Presuming you are talking about me, I got into this thread because Sean made a post that I thought needed a response. Everything else I posted followed from there. There was no heckling involved, and I have no opinion about whether anyone should be talking about the initial topic.

     

    To use one of your analogies it would be more like a group of people that I for the most part know having a discussion about a point of their religion and as I walked by I heard one of them say something like "Well, everyone knows that an agnostic is just an athiest without the courage of their convictions". Being that they are by and large people that I know, and that they have said something that I felt bore a response, I would likely walk over and voice my disagreement, along with my reasons. A discussion developing from there may or may not overwhelm the original topic at hand. But I'm not going to feel bad about it either way.

     

    Whatever dude.

  12. Re: STUN multipliers in 6e

     

    Exactly' date=' you started this thread about a houserule and expected everyone to agree with it. You are crying foul when others point out the consequences of said houserule. If you post to a public forum people will comment, and some may NOT agree with you.[/quote']

     

    Your pursuit of this point is really odd.

     

    I did not expect everyone to agree with my house rule. I moved this here from another thread where the debate over the need for a house rule had cropped up and been discussed to my satisfaction. Having decided my opinion in that debate, I started a new thread and invited those who had decided similarly to investigate options to help me perfect one. I presented more than one option for critique or improvement. I asked the rest of you who don't feel the need for a house rule to not derail the conversation by arguing against the presumption that predicated my whole decision to start the conversation.

     

    I asked. And I asked again. Just because you can derail a thread by discussing off topic doesn't mean that it's cool to do so.

     

    Say a religious group holds a function in a public park to enjoy discussion about their faith... Would it be okay to show up and interrupt their conversations with arguments against the existence of God? No. It would be rude.

     

    Say a bunch of geeks decide to have a public convention to celebrate their love of Star Trek and debate the finer points of Klingonese... Would it be okay to butt in and insist to them that they're wasting their time because Star Trek is lame? No. It would be rude.

     

    Say someone realizes that he's made up his mind about a topic of debate on a particular thread and, wanting to explore the concept, creates a new one to discuss the finer points of that topic with others who agree on the basic premise... Does the public nature of the forums allow you to ignore that point and pursue the debate to that new thread? Yes. Is it okay? No. It is rude.

     

    No, I did not expect everyone to agree with my house rule. I was looking for input, critiques, ideas from others who agreed with me that one is needed, so that I could implement the best house rule possible in my games. Anyone who insists on crashing the party just because they can is being pointlessly provocative.

     

    You have your own opinion about the topic. I have mine. Enjoy your game the way you like it. I started this conversation to enrich my HERO-gaming experience in the way I feel is best for me. I respect that you have your opinion, and that it's entirely the right one for you. Obviously, you and a few others don't have the same respect for mine.

     

    There are tons of threads on these forums with topics that I find to be pointless or unworthy of discussion because my tastes differ from their participants. Why would I waste my time trying to convince the folks participating in those discussions that the threads are moot? Weird.

     

    Thanks to a lack of common courtesy, the discussion I wanted to have has failed to materialize. Not out of a lack of interest in the topic, but out of weariness of having our opinions heckled by someone who thinks we shouldn't be having the conversation in the first place.

  13. Re: STUN multipliers in 6e

     

    Well mine certainly do (in FH). They take the biggest killing attacks they can get their hands on, and if those don't do the job, they finish it with a dagger afterwards. It's rather cold blooded and sometimes irritating and certainly unheroic, but Frodo and Sam can't take prisoners with them to Mordor, and it's foolish to leave them behind.

     

    In Heroic games, failing to kill your opponents dead means they'll usually be back up and fighting within a few rounds, after their recoveries kick in. This drags out fights unnecessarily, and is not true to the source material. When you take down a goblin you expect him to stay down, not pop back up like a punching bag. And even if you escape while he's down, players know he'll either be hot on the trail, or worse return to report to his evil overlord and bring the whole army down on their heads.

     

    It's true in the source material heroes aren't slitting throats, but then the source material is not exactly realistic either. Gamers weaned on D&D (ie most gamers) don't follow genre conventios, they fight like vietnam vets and do what's smart and practical. So much so that playing smart (as opposed to playing to genre) has become part of the fantasy gaming genre.

     

    I have always considered KO'ing opponents with killing attacks a big problem in heroic-level HERO games, and am glad of the fix. I only wish the hit location table had been fixed too.

     

    You echoed my sentiments exactly, Alcamtar. I started this thread to have a discussion with people who feel the same way, so that we could compare notes and help each other find a house rule that best suits our respective tastes. However, certain persons have successfully derailed the thread.

  14. Re: Changing how Speed works

     

    I've seen a similar fix suggested where one deck is used (52 cards) with A - Q meaning the phase number' date=' and K meaning PS 12 recovery occurs. This makes planning around a PS 12 less prevelant since you don't known when it will occur...[/quote']

     

    We have tested a few variants and found that we like best for each player to have his own deck of only 12 cards. Running everyone on the same deck does introduce a bit of randomness, which I personally like, but it amounts to shuffling the segments in a Turn. Players with the same SPD scores still always act on the same segments. I feel that shuffling things independently results in more variation in strategies and in interactions between characters.

     

     

    ...Adding the K to the A-Q pool would get the same result with timing varying by character (not everyone gets their second wind at once)...

     

    We tried this at first (at my suggestion), but we all agreed that including the king as a Post-12 Rec didn't work well for us because it was TOO random. an early recovery for a character could mean a serious disadvantage that was frustratingly random.

     

    ...Etherio' date=' how does this work for NPC's? It seems like the GM would need a lot of cards to manage a team of NPC's.[/quote']

     

    That is a drawback, but that inconvenience is at least partially mitigated by not having to prepare a combat chart ahead of time.

  15. Re: Searching the 6E PDFs: HH is for Helpful Hint

     

    Excellent find, Chris. I have a method as well. Yours is more useful, but mine might have its uses at times.

     

    The description for each power, advantage, limitation, and skill has a distinct word after it. Type the listing you want with that word, and you've got the right spot without jumping through hoops.

     

    For powers: "type"

    For advantages and limitations: "value"

    For skills: "[skill type]"

     

    Examples...

     

    shrinking type

    autofire value

    inventor intellect

     

    (Skill searches will take you to the skills list first, and on the second 'enter' will take you to the description.)

  16. Re: Changing how Speed works

     

    ...Each player rolls a D12 every Segment' date=' and if the player rolls his SPD or less, he gets an action Phase that Segment...[/quote']

     

    Our group used this system for years, but somtimes were frustrated by the following...

     

    ...Because the vagaries of the dice could mean that a given character might never roll well enough to get an action' date=' Steve Perrin also suggested that for each die roll that a character misses, he adds 1 to his target number next roll, cumulatively, until he succeeds, when the roll resets to his raw SPD again.[/quote']

     

    Rather than mess with the probabilities by using your fix, though, we just switched to playing cards.

     

    We each have a set of cards from Ace to Queen, for a total of twelve cards. Each segment, everyone flips a card. If your card is equal to...or less than...your SPD, then you get a phase. After everyone's "deck" is exhausted, take Post-12 recoveries and reshuffle. Simple and easy, and it reduces the bad-luck effect where one player gets screwed for too long.

  17. Re: Project XIII: images from my campaign

     

    SCORPION

     

    Scorpion.jpg

     

    VAL CHA Cost Roll Notes

    5 Size 25

    35 STR 0 16- HTH Damage 7d6 END [3]

    13 DEX 6 12-

     

    5 OCV 10

    5 DCV 10

    5 SPD 30 Phases: 3, 5, 8, 10, 12

     

    17 PD -2 17 PD (17 rPD)

    17 ED -2 17 ED (17 rED)

    15 BODY 0

     

     

    Movement Cost Meters Notes

    RUNNING -12 40m/80m END [0]

     

     

    Characteristics Total: 61

     

     

    Powers:

    PROPULSION SYSTEMS

    31 1) POD-Walker Segmented Legs: Ground Movement +40m (40m total), No Turn Mode (+1/4); Restrainable (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) plus Stretching 5m, Reduced Endurance (0 END; +1/2); Cannot Do Damage (-1/2), Always Direct (-1/4), Limited Body Parts (Legs only; -1/4), no Noncombat Stretching (-1/4) - END=0

    10 2) Gyroscopic Intelligent Balance System and Adaptable Footgear: Clinging (normal STR); Only climbable objects (-1/2), Cannot Resist Knockback (-1/4) plus Environmental Movement (no penalties on cluttered terrain) plus Environmental Movement (no penalties on snow/ice) - END=0

    - END=

    FUSELAGE

    64 1) Armored Hull: Resistant Protection (17 PD/17 ED), Hardened (+1/4) - END=0

    6 2) Pressurized and Insulated Hull: Life Support (Electrically Insulated ; Safe in High Pressure; Safe in Intense Cold) - END=0

    10 3) Rebreather Systems: Life Support (Self-Contained Breathing) - END=0

    - END=

    COMMUNICATIONS/SENSORY SYSTEMS
    , all slots OAF Bulky (-1 1/2)

    4 1) Multi-Screen Video Monitors: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); OAF Bulky (-1 1/2) - END=0

    4 2) Audio/Video Communications Panel: High Range Radio Perception (Radio Group), +1 to PER Roll; OAF Bulky (-1 1/2), Sense Affected As More Than One Sense Sight and/or Hearing (-1/2) - END=0

    1 3) Compass Display: Bump Of Direction; OAF Bulky (-1 1/2) - END=

    7 4) Public Address System: Hearing Group Images, +/-5 to PER Rolls, Reduced Endurance (0 END; +1/2); OAF Bulky (-1 1/2), Set Effect (Only to amplify user's voice; -1), No Range (-1/2) - END=0

     

    WEAPON SYSTEMS

    2 1) Piezoelectric Robotic Tail, Claw Limbs, and Retractable Forelimbs: Extra Limbs (5); OIF Bulky (-1) - END=0

    11 2) Tail: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2), Double Knockback (+1/2); OIF Bulky (-1), Restrainable (-1/2), Lockout (with other tail powers; -1/2), Hand-To-Hand Attack (-1/4), Cannot Be Used With Move Through (-1/4) plus Stretching 9m, Reduced Endurance (0 END; +1/2); OIF Bulky (-1), Only To Cause Damage (-1/2), Restrainable (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), Measured from base of tail (-1/4) - END=0

    19 3) Tail-Mounted Web Slick Projector: Entangle 3d6, 7 PD/4 ED, Area Of Effect (16m Line; +1/4), Constant (+1/2), Takes No Damage From Attacks All Attacks, STR only to break out (+1); Does Not Prevent The Use Of Accessible Foci (-1), OIF Bulky (-1), Set Effect - rapidly rotating parts only (-1), 3 Continuing Charges lasting 1 Turn each (-3/4), Lockout (with Tail HTH Attack; -1/2), Restrainable (-1/2), Only on appropriate surface (-1/4) [Notes: This power only activates against wheels or tracks if the target is moving greater than 12m per phase] - END=[3 cc]

    16 4) Claw Manipulators: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR), Armor Piercing (+1/4), Reduced Endurance (0 END; +1/2); OIF Bulky (-1), Restrainable (-1/2), Limited Arc Of Fire (180 degrees; -1/4) - END=0

     

    Powers Total: 185

     

     

    Skills:

     

    15 Security Systems 15-

     

    Skills Total: 15

     

     

     

    Complications:

     

    15 Distinctive Features: Bug-Shaped Flying Craft (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    15 Physical Complication: Requires Occasional Recharging (Infrequently; Greatly Impairing)

    10 Hunted: Law Enforcement Frequently (As Pow; NCI; Watching)

     

    Complications Points: 40

     

    Base Points: 247

    Experience: 0

    Experience Unspent: 0

    Total Character Cost: 261

     

     

    Other Info:

     

    Make: Life Systems

    Model: POD-Walker Armored Transport

    Owner: Gold Bug (Edgar Allen, PhD)

    Registration/Legal Status: Unregistered vehicle

    Required TF: POD-Walker

     

    HISTORY

    Dr. Edgar Allen designed and built the Scorpion vehicle as a crimefighting tool. Those components which could not be fabricated in his personal workspace were contracted out to several manufacturers modularly, so as to conceal their intent.

     

    POWER PLANT

    The Scorpion is powered by a high-yield battery system designed by Dr. Allen and improved through collaberation with Dr. Udo Warner (Volt). The vehicle's batteries are highly efficient, reducing waste through energy-recapture systems such as acceleration dampers and friction-heat converters. They constantly recharge from any available environmental energy source, drawing power from solar energy, external charge differentials, fluid heat layer disparities, and atmospheric static discharges. The storage capacity and superconductive nature of the Voltanium material contributed by Dr. Warner, combined with the efficiency of the system, allow for days of operation without significant drain on power reserves. The Scorpion's batteries do, however, require occasional charging and maintenance, and refueling can be done through most standard electrical power sources.

     

    PROPULSION SYSTEM

    The Scorpion's walking system is comprised of six POD (Piezoelectric Oscillation Drive) units. Each POD unit acts as an independent, telescoping leg that can provide momentum in any horizontal direction, as well as extend the Scorpion's clearance to over 6m from the ground. The Scorpion's POD units are balanced and coordinated not by digital computation, but rather by a sophisticated analog response system that receives input from dedicated gyroscopic balance units and stretch-receptor feedback mechanisms and translates that information into synchronized movements.

     

    Additionally, each "foot" carries adaptable gear that enables it to traverse uneven or loose terrain, or even climb objects that are properly composed and sturdy enough to bear the Scorpion's weight. The Scorpion is able to climb objects such as cliffsides and buildings with no special maneuvering required by its pilot. The Scorpion can move along the ground in this manner at a top speed of 75 mph.

     

    SPECIAL SYSTEMS

    The Scorpion is sealed and insulated, able to operate safely in deep sea and arctic environments. It has a reserve oxygen supply, and with the aid of CO2 scrubbers, the Scorpion can keep its occupants in relative comfort in those environments indefinitely.

     

    The Scorpion has an advanced communications and sensory system operated from stations within the cabin, including: cellular hi-range visual and audio radio capability, compass, and GPS system. The crew cabin also contains multi-panel video displays that can provide a 360-degree view of the exterior of the Scorpion as an aid to battle and reconnaisance. Headlights and exterior public address systems are operated from workstations inside the cabin as well.

     

    The Scorpion has a sophisticated passcode entry system.

     

    WEAPON SYSTEMS

    The Scorpion has three primary weapons systems that serve distinct purposes: its piezoelectric tail, claws, and forelimbs.

     

    The Scorpion's tail is a flexible "limb" that can be extended up to 10 meters from its base at the rear of the vehicle and can be swung accurately about as a club, generating a great deal of force due to its mass and strength. The tail can deliver enough impact energy to flip or toss a sizeable civilian vehicle. Housed within the tip of the tail is a chemical delivery device that can spray a stream of Gold Bug's 'web spinner' fluid. Unlike Gold Bug's personal sidearm, however, the Scorpion's tail device does not submit the fluid to high-speed rotation upon delivery, and as a result, the fluid remains liquid and ineffectual until another object (such as a vehicle's wheels or rotors) spins it and activates its adhesive and tensile properties, freezing said rotating mechanism.

     

    The Scorpion also has sizeable claws with edges that are hardened and extremely sharp. The robotic claws are powerful enough to pierce and rend extremely tough materials and can destroy a civilian vehicle very quickly.

     

    Under the crew cabin of the Scorpion are housed a pair of retractable forelimbs capable of fine dexterity and strong enough to lift over 3 tons. The limbs can retract into the Scorpion's hull for convenience or to bring an object through a pressurized airlock system into the vehicle's interior.

  18. Re: STUN multipliers in 6e

     

    I can't remember the last time the hero was defeated with a sword or a gun and the movie buried him and moved on. Fantasy characters fall in battle, and are revived (nor resurrected) later. Action heroes are shot, fall to the ground, and are later brought back to consciousness, wounded but alive. Killing attacks, in the source material, do not always kill their target. Particularly where that target is a significant character.

     

     

     

    For the user of the attack to win the combat, he typically has to take down his opponent. The less likely it is that the attacker can KO the target, the more likely it is that the battle ends in a death. More deaths = more lethal.

     

    Whatever, dude. Enjoy yourself. I have long ago checked out from this debate you and your friend archermoo seem intent on having.

  19. Re: Project XIII: images from my campaign

     

    PULSAR

    Marcus Rose, PhD

     

    Pulsar.jpg

     

    VAL CHA Cost Roll Notes

    20 STR 10 13- HTH Damage 4d6 END [2]

    15 DEX 10 12-

    18 CON 8 13-

    23 INT 13 14- PER Roll 14-

    13 EGO 3 12-

    13 PRE 3 12- PRE Attack: 2 1/2d6

    6 OCV 15

    8 DCV 25

    3 OMCV 0

    3 DMCV 0

    5 SPD 30 Phases: 3, 5, 8, 10, 12

    20 PD 11 20 PD (7 rPD)

    20 ED 11 20 ED (7 rED)

    7 REC 3

    45 END 5

    10 BODY 0

    40 STUN 10

     

    Movement Cost Meters Notes

    RUNNING 0 12m/24m END [1]

    SWIMMING 0 4m/8m END [1]

    LEAPING 0 4m 4m forward, 2m upward

    FLIGHT 41m/82m

     

    Characteristics Total: 157

     

     

    Powers:

    Altered Molecular Structure

    25 1) Dense Molecular Structure: Resistant Protection (7 PD/7 ED) plus Knockback Resistance -4m - END=0

    26 2) EM-Wave Energy Diffusion: Damage Negation (-9 DCs Energy); Only Works Against EM radiation attacks (visible and non-visible light) (-3/4) - END=0

    4 3) Cellular Resistance: Life Support (Safe in High Radiation; Safe in Intense Heat) - END=0

    50
    Atomic Control Powers
    : Multipower, 75-point reserve, (75 Active Points); all slots Requires ambient EM radiation (-1/4), Unified Power (-1/4)

    5f 1) Atomic Blast: Blast 10d6, Double Knockback (+1/2) (75 Active Points); Requires ambient EM radiation (-1/4), Unified Power (-1/4) - END=7

    5f 2) Atomic Condensation: Shrinking (0.0141 m tall, 0.0002 kg mass, -14 PER Rolls to perceive character, +14 DCV, takes +42m KB), Reduced Endurance (1/2 END; +1/4), Normal Mass (retains normal mass; +1/2) (73 Active Points); Requires ambient EM radiation (-1/4), Unified Power (-1/4) - END=3

    15
    EM-Emitting Atomic Powers
    : Multipower, 31-point reserve, all slots No Range (-1/2), Unified Power (-1/4), Requires ambient EM radiation (-1/4)

    1f 1) Low/Visible Wavelength Emission: Sight and Radio Groups Images, +/-5 to PER Rolls (30 Active Points); Only to Create Visible or Low-Frequency Light (-3/4), No Range (-1/2), Unified Power (-1/4), Requires ambient EM radiation (-1/4) - END=3

    1f 2) Wide-Frequency EM Burst: Sight and Radio Groups Flash 4d6, Area Of Effect (10m Radius Explosion; +1/4) (31 Active Points); No Range (-1/2), Unified Power (-1/4), Requires ambient EM radiation (-1/4) - END=3

    1f 3) Ultra-High Frequency Ionizing EM Emissions: Change Environment (+3 Points of Damage), Area Of Effect (10m Radius; +3/4) (26 Active Points); No Range (-1/2), Unified Power (-1/4), Requires ambient EM radiation (-1/4) - END=3

    1f 4) IR Emission: Change Environment (+1 Points of Damage, +4 Temperature Level Adjustment), Area Of Effect (10m Radius; +3/4) (30 Active Points); No Range (-1/2), Unified Power (-1/4), Requires ambient EM radiation (-1/4) - END=3

    Other Atomic Control Powers
    , all slots Unified Power (-1/4), Requires ambient EM radiation (-1/4)

    29 1) Electromagnetic Repulsion: Flight 41m, Usable As Swimming (+1/4); Requires a magnetic field to "ride" (-1/4), Unified Power (-1/4), Requires ambient EM radiation (-1/4) - END=5

    6 2) Proportional Eye Structures: Microscopic ( x100) with Sight Group; Proportional to Shrinking power in use (-1/4), Unified Power (-1/4), Requires ambient EM radiation (-1/4) - END=0

    - END=

    Filtration Visor
    , all slots OIF (-1/2)

    12 1) EM-Sensitive Eyes: Detect EM radiation A Large Class Of Things 14- (Sight Group), Discriminatory, Penetrative; OIF (-1/2), Requires A Roll (14- roll; -1/4), One real EM frequency at a time (-1/4) [Notes: Pulsar can see in any wavelength of light, from the lowest to the highest end of the spectrum. With an INT roll, he can filter out one frequency and gain the appropriate benefits. For example: IR vision, UV vision, or higher wavelengths such as x-rays (Penetrative).] - END=0

    4 2) Visor Filters: Sight Group Flash Defense (8 points); OIF (-1/2), Not vs. wavelength(s) in use (-1/4) - END=0

     

    Powers Total: 185

     

     

    Skills:

     

    3 PSE: Nuclear Engineer

    2 1) PS: Engineer 14-

    2 2) Science Skill: Physics 14-

    2 3) Science Skill: Quantum Physics 14-

    2 4) Science Skill: Astrophysics 14-

    2 5) Science Skill: Astronomy 14-

    2 6) Science Skill: Physical Sciences 14-

    2 7) Systems Operation 14-

    2 8) Electronics 14-

    2 9) Inventor 14-

    1 10) Navigation 14-

     

    3 Acting 12-

    0 Climbing 8-

    0 Concealment 8-

    0 Conversation 8-

    0 CK: Houston, TX 11-

    2 CK: New York, NY 11-

    0 Language: English (idiomatic)

    1 Language: Latin (basic conversation)

    3 Mechanics 14-

    3 Paramedics 14-

    0 Persuasion 8-

    3 Power: Atomic Powers 11-

    0 Shadowing 8-

    0 Stealth 8-

    3 TF: Small Motorized Ground Vehicles, Small Planes, Spaceplanes

     

    18 +6 with Atomic attack powers

     

    Skills Total: 58

     

     

    Complications:

     

    0 Rivalry: Professional (Dr. Stephanie Li), Rival is Less Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

    5 Psychological Complication: Necrophobia (Uncommon; Moderate) [Notes: Character refuses to go near cemetaries, mortuaries, or morgues.]

    15 Psychological Complication: Will Not Kill People (Common; Strong)

    10 Physical Complication: Dense- 400kg mass (Infrequently; Slightly Impairing)

    15 Physical Complication: Blinded by sensory overload without special visor (Infrequently; Greatly Impairing)

    15 Hunted: Interested parties Infrequently (As Pow; NCI; Harshly Punish) [Notes: Many parties interested in the dark matter inversion tech actively hunt Dr. Rose.]

    15 Social Complication: Secret Identity Frequently, Major

     

    Complications Points: 75

     

    Base Points: 325

    Experience: 0

    Experience Unspent: 0

    Total Character Cost: 400

     

    Other Info:

     

    Real Name: Marcus Rose, PhD

    Identity: Secret

    Other Aliases: None

    Occupation: Theoretical physicist, engineer

    Legal Status: US citizen with no criminal record

    Place of Birth: Houston, TX

    Group Affiliations: New Outsiders Known Relatives: None

     

    Height: 5' 11"

    Weight: 750 lbs

    Eyes: Topaz

    Hair: Black (bald)

     

     

    POWERS

    Marcus Rose's body has been transformed permanently at the atomic level, giving him a variety of superhuman abilities.

     

    Pulsar's physiology is far denser and tougher than an ordinary human's. His mass is approximately four times what his size and physique would suggest, and his physical strength is correspondingly greater as well. He is consequently about as strong as an Olympic weightlifter. Pulsar's muscle and bone tissues are strong enough to take considerable punishment without injury, and his skin can resist penetration by most small-arms fire, providing about the same protection as a standard bullet-proof vest. The electrochemical bonds in Pulsar's cell structure and DNA are also more powerful than normal, providing him resistance to the mutating or otherwise damaging effects of particle radiations and high temperatures.

     

    Pulsar's eyes have been transformed as well. In addition to the normal rods and cones that normal humans possess, his retina include several new types of cells that together respond to every wavelength of light above and below the normally visible range. Among other sensitivities, he can see patterns of heat in infra-red, he can detect ultraviolet radiation, and he can see through many objects via gamma rays and x-rays. The downside to this ability is that Pulsar must wear special filters (see Equipment) or be blinded due to sensory overload.

     

    Through concentration, Pulsar can affect the energy states of particles within the atoms of his body to achieve different effects. By exciting the electrons within a fraction of the atoms comprising his body, he can emit light of any wavelength omnidirectionally outward. In this manner he can project radio signals, heat his environment with infra-red waves, emit visible light, or project deadly ionizing radiation. He can also fire a short burst of intense, wide-spectrum light that will temporarily blind those around him and disrupt radio communications.

     

    Pulsar can choose to split the nuclei of a very small number of his atoms (usually on the surface of his hands) and project the resulting explosive energy at an opponent in the form of a column of heat, concussive force, and trace electromagnetic radiation. With concentration, he can alter the accompanying electromagnetic radiation to suit specific needs.

     

    Pulsar can also overcome the nuclear and electromagnetic repulsive forces within his body, causing his atoms, and therefore his entire frame, to shrink considerably in volume. Pulsar can condense himself to a minimum of approximately half an inch in height. His mass, however, remains the same (about 750 lbs), making the resulting pressure he exerts on an object upon which he stands considerable. When he initiates this dramatic change in his atoms' energy states, Pulsar is unable to perform other feats of atomic alteration.

     

    Like most reactions in nature, Pulsar's atomic powers require an energy source to catalyze their initial reaction. All of his atomic alteration abilities require at least a small amount of ambient electromagnetic light energy. In the absence of such energies, he is unable to use those abilties. However, such a condition is rare in nature without technological means. As a mechanism of trapping and utilizing such ambient energies, Pulsar's cell membranes contain ionic pathways that continually absorb a portion of the energy in electromagnetic waves and dissipate them throughout his body. This mechanism also makes him highly resistant to damaging effects from all wavelengths of light. When Pulsar initiates one of his atomic alteration powers, or when his body is absorbing high levels of energy from an attack, this cellular characteristic causes him to appear as a black silhouette for an instant.

     

    With effort, Pulsar can use his cells' EM-wave-resonant characteristics while in the presence of ambient EM radiation to "ride" the earth's natural magnetic field and levitate at speeds up to about 75 mph.

     

    EQUIPMENT

    Pulsar wears a visor he designed in collaberation with Dr. Edgar Allen. With the visor, he can selectively filter out light frequencies, allowing him to see in only the narrow range of frequencies he wishes at any given moment. Without the device, Pulsar would be unable to make out any details of his surroundings due to conflicting sensory input provided by wavelengths along the entire spectrum of light. The visor requires a moment's adjustment to switch filtration wavelengths. Additionally, the visor has an automated polarization feature which reflexively increases filtration in the presence of an overabundance of EM input, providing protection against sensory overload from bright lights and other sources. The visor would be largely useless to an ordinary human wearing it, excepting for the protection it provides.

     

    In his civilian identity, Dr. Rose wears a more discrete, but less rugged and utilitarian, version of the visor that appears to the casual observer to be a pair of gold-tinted sunglasses.

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