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Weldun

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Everything posted by Weldun

  1. Re: Name That Band Hero! I'm going to kick myself when this get's solved, I just know it. You know, I'm almost tempted to write these girls up. Almost.
  2. Re: Name That Band Hero! Okay, clearly a hint is needed. It's a non-existent all-girl band from the 80's. I'm also getting a little creeped out by the thought that I may have just proven myself a bigger geek than the Herophiles who subscribe to this thread.
  3. Re: Characters favorite manuever I had a brick, called Leatherback, who (unimaginatively) liked move-through and move-by. Although, he always used these in rather effective ways. In one incident the team faced Herculan and the Black Paladin, and we were short-handed with only Leatherback, Vitus and Felicity on site. Leatherback ended up having to face off against Herculan on his own on top of a warehouse while the other two were getting their behinds handed to them by BP. So, Leatherback grabbed Herculan, jumped off the roof and used Herculan to perform a downwards move-by on the Black Paladin. Strangely enough, Herculan decided that discretion was the better part of keeping you skin intact and bugged out carrying the Black Paladin over one shoulder. Another example is using a wrought iron gate to move by multiple undead in a graveyard. Basically, he liked using his environment to his advantage, like any good smart-brick. He was in college studying to be a commercial engineer on a football scholarship, so everything else sort of fell in place from there.
  4. Re: Quote of the Week from my gaming group...
  5. Re: Most Oscure Reference You've Ever Worked Into a Game
  6. Re: Quote of the Week from my gaming group... Why is it that every time input.jack posts quotes from that campaign, I have Ted Nugent's Cat Scratch Fever running in my head?
  7. Re: Top Signs that you need to rethink your GMing. Which movie? (Please don't say "The English Patient", or worse, the "Lord of the Rings" marathon).
  8. Re: from little plot seeds, mighty games do grow: Share your ideas! A small price to pay for a world filled with catgirls.
  9. *bump*I do have one suggestion. You may want to check out Lord Liaden's RAVEN thread. From our discussions off-line, I was under the impression that this was going to be a mostly CU setting. In case you can't tell from this post, I don't believe in "rule one". Rule One: Don't give the GM any ideas. I hate it because it fosters an adversarial relationship between GM and player. Some GMs do that on their own, but that's a different matter.
  10. What's the strangest method of generating a plot that you've come across for a Champions game? Mine would have to be my GM drawing a random assortment of Illuminati: New World Order cards. Personally, I'm glad he never drew Margaret Thatcher. That would have just been too cruel and unusual an encounter.
  11. Re: Is it really so wrong? Even I'm not THAT warped!
  12. Re: Quote of the Week from my gaming group... For those who are interested, Drhoz has posted Vitus and Three.
  13. Re: Is it really so wrong? It occurs to me that I truly have no depth that I will not sink to. I have used Batfox!
  14. Re: Vitus of Clan Scorpion So, if Vitus ever discovers that The Specter has had sexual intercourse with his concubine, Three, he need only hide under a rock for a week or two?
  15. Re: What's your comfort range? (More Questions than question) 200 base points, up to 150 disads. No character able to do more than 14 DCs with a single attack before haymaker or push. +2 DC's from Move-through excepted. No more than 120 active points in any given power. No more than a -4 total limitation modifier. No multiform may possess more than 300 points at creation, nor may any vehicle or base have more than 350 total points. No follower may have more than 150 base points or more than 100 points of disadvantages. Characters must have at least 20 points in non-combat related skills unless the player can convince their very cynical GM otherwise. These restrictions only apply to starting characters, however. After that, I play it by ear. Generally, I try to keep the Heavy Hitters from forcing me to pit the party against things that cause the rest of the party to just whimper in the corner. I still have to refine how I deal with Ms. Chaos though. I keep knocking her into GM's Option in the first Segment 12. But then, most of the bad guys know that she has a Flash vs. All Senses.
  16. Re: Shadows into Light It's his own creation. Here's my entry. [b]Weldun Aconite - High Templar of Marfa, Lord Protector of the Duchy of Lees, Chief Lycanhunter to the Kingdom of Crystania[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 20 STR 10 20 13- HTH Damage 4d6 END [2] 20 DEX 30 20 13- OCV 7 DCV 7 16 CON 12 16 12- 14 BODY 8 14 12- 18 INT 8 18 13- PER Roll 13- 18 EGO 16 18 13- ECV: 6 15 PRE 5 15 12- PRE Attack: 3d6 16 COM 3 16 12- 6 PD 2 6/16 6/16 PD (0/10 rPD) 6 ED 3 6/16 6/16 ED (0/10 rED) 4 SPD 10 4 Phases: 3, 6, 9, 12 8 REC 2 8/10 40 END 4 40 35 STUN 3 35 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 4 LEAP 0 4" 4" forward, 2" upward [b]CHA Cost: 116[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 22 [b][i]Marfa's Blessing[/i][/b]: Variable Power Pool, 15 base + 7 control cost, (22 Active Points) - END= Common Slots - END= 0 1) [b][i]Cure Wounds[/i][/b]: Healing BODY 1d6, Decreased Re-use Duration (1 Hour; +1/2) (15 Active Points); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; -1/2), Incantations (-1/4) [Notes: 7 Real] - END=1 0 2) [b][i]Shield of Faith[/i][/b]: +2 with DCV (10 Active Points); Restrainable (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Physical Manifestation (-1/4), Incantations (-1/4), Gestures (-1/4) [Notes: 4 Real] - END=1 0 3) [b][i]Steadfast Stance[/i][/b]: Knockback Resistance -4" (8 Active Points); Nonpersistent (-1/4), Incantations (-1/4), Gestures (-1/4) [Notes: 4 Real] - END=0 26 [b][i]Sonenschwert[/i][/b]: (Total: 99 Active Cost, 26 Real Cost) Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Minimum: 18 (-1), Required Hands Two-Handed (-1/2) (Real Cost: 13) [b]plus[/b] Killing Attack - Hand-To-Hand + 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); Only Vs. Living Creatures With Innate Shapeshifting Abilities (-1 1/2), OAF (-1), STR Minimum: 18 (-1), Required Hands Two-Handed (-1/2), No STR Bonus (-1/2) (Real Cost: 4) [b]plus[/b] +2 OCV (10 Active Points); OAF (-1) (Real Cost: 5) [b]plus[/b] Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); STR Minimum: 18 (STR Min. Cannot Add/Subtract Damage; -1 1/2), OAF (-1), No Range (-1/2), Required Hands Two-Handed (-1/2), Linked (Blade; -1/2) (Real Cost: 4) [Notes: Holy Weapon] - END=0 39 [b][i]Panzer der OberJager[/i][/b]: (Total: 59 Active Cost, 39 Real Cost) Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) (Real Cost: 20) [b]plus[/b] +2 REC (4 Active Points); OIF (-1/2) (Real Cost: 3) [b]plus[/b] Life Support (Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (15 Active Points); OIF (-1/2) (Real Cost: 10) [b]plus[/b] +1 DCV (5 Active Points); OIF (-1/2) (Real Cost: 3) [b]plus[/b] Reduced Endurance (1/2 END; +1/4) for up to 20 Active Points of STR (5 Active Points); OIF (-1/2) (Real Cost: 3) - END=0 6 [b][i]Scabbard of Quickness[/i][/b]: Fast Draw 15- (15 Active Points); Only For Weapon In Scabbard (-1), OIF (-1/2) - END= 5 [b][i]Magesight[/i][/b]: Detect Magic 13- (Sight Group) - END=0 20 [b][i]Psionic Powers[/i][/b]: Multipower, 20-point reserve - END= 2u 1) [b][i]Bust of Speed[/i][/b]: Running 10" (20 Active Points) - END=2 1u 2) [b][i]Hammer Hand[/i][/b]: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) - END=2 2u 3) [b][i]Inertial Armor[/i][/b]: Force Field (5 PD/5 ED), Hardened (+1/4), Costs END Only To Activate (+1/4), Uncontrolled (6 hours, Unconsciousness) (+1/2) (20 Active Points) - END=2 2u 4) [b][i]Mental Leap[/i][/b]: Leaping 8" (Accurate), Reduced Endurance (0 END; +1/2) (19 Active Points) - END= 1u 5) [b][i]Precient Combat[/i][/b]: +2 with All Combat (16 Active Points); Costs Endurance (-1/2) - END=2 [b]POWERS Cost: 126[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] Lodosso/Weapon Fighting 4 1) Disarming: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm 4 2) Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 3) Block; Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 5 4) Jab; Thrust: 1/2 Phase, +1 OCV, +3 DCV, Strike, +0DC 4 5) Punch/Snap Kick; Slash: 1/2 Phase, +0 OCV, +2 DCV, Strike, +2 DC 5 6) Rndhs Punch/Kick; Lunge: 1/2 Phase, -2 OCV, +1 DCV, Strike, +4 DC 1 7) Weapon Element: Blades, Empty Hand (Default) [b]MARTIAL ARTS Cost: 27[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 10 +2 with HTH Combat 3 Scholar 1 1) KS: Arcane and Occult Lore (2 Active Points) 11- 1 2) KS: Council Of Shadows 11- 1 3) KS: History of Crystania (2 Active Points) 11- 2 4) KS: History of Lodoss (3 Active Points) 13- 1 5) KS: Legends of Crystania (2 Active Points) 11- 1 6) KS: Legends of Lodoss (2 Active Points) 11- 2 7) KS: Lodoss Religion (3 Active Points) 13- 2 8) KS: Lodosso Fighting Style (3 Active Points) 13- 2 9) KS: Lycanthropes (3 Active Points) 13- 2 10) KS: Weapon Combat (3 Active Points) 13- 3 Linguist 1 1) Language: Beastman/German (fluent conversation; literate) 1 2) Language: Crystanian/French (fluent conversation; literate) 1 3) Language: Elven/Japanese (fluent conversation; literate) 0 4) Language: Lodoss/English (idiomatic; literate) 1 5) Language: Old Tongue/Latin (fluent conversation; literate) 0 Acting 8- 3 [b][i] Autohypnosis:[/i][/b] Meditation (Power) 13- 3 Bureaucratics 12- 0 Climbing 8- 0 Concealment 8- 3 Conversation 12- 3 Criminology 13- 0 Deduction 8- 3 High Society 12- 0 Paramedics 8- 0 Persuasion 8- 0 PS: Leatherworker 11- 3 Riding 13- 0 Shadowing 8- 1 SS: Biology 8- 1 SS: Chemistry (Alchemy) 8- 1 SS: Hair/Fibre Analysis 8- 0 Stealth 8- 4 Survival (Temperate/Subtropical, Desert) 13- 3 Tracking 13- 0 TF: Equines 7 WF: Common Melee Weapons, Common Missile Weapons, Flails, Lances, Staffs [b]SKILLS Cost: 70[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 3 Anonymity 1 Fringe Benefit: Membership in the Council of Shadows [b]PERKS Cost: 4[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 3 Eidetic Memory (5 Active Points); Requires An Autohypnosis Roll (-1/2) 2 Simulate Death (3 Active Points); Requires An Autohypnosis Roll (-1/2) 2 Resistance (3 points) (3 Active Points); Requires An Autohypnosis Roll (-1/2) [b]TALENTS Cost: 7[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 20 Normal Characteristic Maxima No Age Restriction 10 Distinctive Features: Mystic Aura (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 20 Enraged: When Innocents Harmed or Threatened (Common), go 11-, recover 11- 15 Physical Limitation: Unfamiliar With Earth Culture Or Technology (Frequently, Greatly Impairing) 5 Psychological Limitation: Distrustful of Shapeshifters (Uncommon, Moderate) 15 Psychological Limitation: Fear of Being Burned (Common, Strong) 15 Psychological Limitation: Honourable (Common, Strong) 15 Psychological Limitation: Protective of Innocents (Common, Strong) 15 Social Limitation: Subject to Orders (Dreams) (Frequently, Major) 20 Vulnerability: 2 x STUN Fire Attacks (Common) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350 The background is long, complex and requires the reader to be conversant with Record of Lodoss Wars and Legends of Crystania. The (extremely) short version is that Weldun has met his demise several times, each time by flame. And every now and then he is resurrected by rituals that are attempting to summon a champion. At least this time he got to keep his stuff. Who says that you can't take it with you?
  17. Re: Quote of the Week from my gaming group... I saw that ep. of Family Guy. Worse, when KISS was taking off in the helicopter, I actually fell to my knees on the floor in front of the television with my tongue out and my fingers posed at exactly the same time the band did. What made it worse was the fact that one of my house-mates was brought in by the Demon, Murphy, at that exact moment.
  18. Re: Name Help: Daemonic Hero Here's what I have so far. [b]XX - [/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 60 STR 10 60 21- HTH Damage 12d6 END [2] 23 DEX 15 23 14- OCV 8 DCV 8 30 CON 10 30 15- 14 BODY 8 14 12- 10 INT 0 10 11- PER Roll 11- 18 EGO 16 18 13- ECV: 6 15 PRE 5 15/30 12- / 15- PRE Attack: 3d6 / 6d6 14 COM 2 14 12- 30 PD 3 30 30 PD (20 rPD) 25 ED 4 25 25 ED (20 rED) 5 SPD 17 5 Phases: 3, 5, 8, 10, 12 18 REC 0 18 60 END 0 60 60 STUN 0 60 10 RUN 8 10" END [1] 4 SWIM 2 4" END [1] 12 LEAP 0 12" 12" forward, 6" upward [b]CHA Cost: 100[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 60 [b][i]Daemonic Strength[/i][/b]: +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points) - END= 24 [b][i]Daemonic Agility[/i][/b]: +8 DEX - END= 30 [b][i]Daemonic Health[/i][/b]: +15 CON - END= 7 [b][i]Daemonic Mein[/i][/b]: +15 PRE (15 Active Points); Limited Power (Offensive Only; -1) - END= 5 [b][i]Demonic Speed[/i][/b]: Reduced Endurance (1/2 END; +1/4) (5 Active Points) applied to Running - END= 30 [b][i]Daemonic Durability[/i][/b]: Armor (15 PD/15 ED) (45 Active Points); Does Not Work On Some Damage (Holy or Affect's Desolid (Spirits/Demons); -1/2) - END=0 6 [b][i]Daemonic Regeneration[/i][/b]: Healing BODY (1 BODY/Turn) 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2), Does Not Work On Some Damage (Holy or Affect's Desolid (Spirits/Demons); -1/2) - END=0 33 [b][i]Daemonic Vitality[/i][/b]: Life Support (Eating Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Radiation; Safe in Intense Heat; Sleeping Character does not sleep) - END=0 7 [b][i]Hellsight[/i][/b]: (Total: 10 Active Cost, 7 Real Cost) Infrared Perception (Sight Group) (5 Active Points); Costs Endurance (-1/2) (Real Cost: 3) [b]plus[/b] Sight Group Flash Defense (5 points) (5 Active Points); Linked (Infrared Perception; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4) (Real Cost: 4) - END=1 3 [b][i]Awareness Of Body and Soul[/i][/b]: Detect Adjustment Powers A Class Of Things 11- (Mental Group) (5 Active Points); Limited Power (Only Vs. Attacks Against Self That Actvate Serpahic Ward; -1/2) - END=0 3 [b][i]Awareness Of Mind[/i][/b]: Mental Awareness (5 Active Points); Limited Power (Only Vs. Attacks Against Self That Actvate Serpahic Ward; -1/2) - END=0 8 [b][i]Seraphic Wards I[/i][/b]: Power Defense (10 points) (10 Active Points); Visible (Glows When Struck By Attack vs. Power Defence; -1/4) - END=0 6 [b][i]Seraphic Wards II[/i][/b]: Mental Defense (11 points total) (7 Active Points); Visible (Glows When Struck By Attack vs. Mental Defence; -1/4) - END=0 4 [b][i]Seraphic Wards III[/i][/b]: Damage Resistance (5 PD/5 ED) (5 Active Points); Visible (Glows When Struck By Attack vs. Resistant PD or ED; -1/4) - END=0 [b]POWERS Cost: 226[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 20 Accidental Change (The Demon, Silyphas, Gains Control Until Sunrise): When EGO reduced to 0 Always (Uncommon) 10 Distinctive Features: Body is Etched with Seraphic Wards (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Distinctive Features: Mystic Aura (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Hunted: Vatican 8- (Mo Pow, NCI, Watching) 20 Hunted: DEMON 8- (Mo Pow, NCI, Harshly Punish) 10 Physical Limitation: Affected As Human And Summoned Class Of Minds (Frequently, Slightly Impairing) 15 Physical Limitation: Cannot Enter Holy Ground And Is Blocked By Pentagrams If Seraphic Wards Are Suppressed (Infrequently, Fully Impairing) 5 Psychological Limitation: Afraid the Silyphas will one day have total dominion (Uncommon, Moderate) 15 Susceptibility: Banishment Attacks, 3d6 damage Instant (Uncommon) 5 Susceptibility: The Hour Of The Wolf, 3d6 EGO Drain per 20 Minutes (Uncommon) 5 Susceptibility: Hour Of The Wolf, 1d6 damage per Minute (Uncommon) [b]DISADVANTAGES Points: 125[/b] Base Pts: 200 Exp Required: 1 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 326 I'm still trying to shave some points so I can get stuck into skills (24 points feels low to me) and I'm still fleshing out the background and personality a bit.
  19. Re: A Simple rule about 5th edition material in long running campaigns "The Ultimate Gamer's Toolkit" The main book says it all really.
  20. Re: Quote of the Week from my gaming group... Also from Sundog's Kingdom City campaign, as Drhoz mentioned, the Specter has been asked to provide information leading to the capture of Void. Whilst honourable, the Specter has recently begun to show a sense of self-preservation. So after Void had teleported himself and the Specter away from most of the party. Specter: "Look, you nearly died back there. If anything happens to you, is there someone I can contact? And who would I say is gone?":sneaky: But in my game in the afternoon, the party has been investigating reports that Serpentine Animorphs (TMNT-style mutant animals) have recently been attacked by a cloaked figure. Their attacker seems to use organic weapons based primarily on marine life. One weapon seems to be an explosive trilobite hand grenade. Unfortunately, my players seem to be incapable of pronouncing trilobite. Trawler: "So, they also use an exploding Tribble-ite." Terminus (OOC): "Hmm, Compound-T as opposed to Compound-4." Miss Chaos (OOC): "It's a tribble of death." GM: "No, Death Tribble posts on the Hero Boards." I later left the table to feed my nicotine addiction, when I walked in on this surreal bit of Hero mathematics. Trawler (OOC): "So Trawler can throw a tribble 3 kilometers. How much damage would that do?":nonp: And yes, Susano, the attacker also has acid claws.
  21. Re: A Simple rule about 5th edition material in long running campaigns True enough. But then, RAW as it applies to HERO still leaves a lot of flexibility because of the constant reminder that the "rules" can be broken with the GM's permission. Project A-Ko even devoted an entire page to this single sentence. As an example, even though senses aren't supposed to be purchased in a multipower, I've yet to find the GM who has a problem with this construct. 7 Vision Modes: Multipower, 10-point reserve, (10 Active Points); all slots OIF (Armor; -1/2) 1u 1) Thermal Vision With Heat-Trace Tracking: Infrared Perception (Sight Group), Tracking (10 Active Points); OIF (Armor; -1/2) 1u 2) Polaron Vision: N-Ray Perception (Not Through ED Force Fields/Forcewalls and similar) (Sight Group) (10 Active Points); OIF (Armor; -1/2), Monochromatic Vision (-1/4) 1u 3) UV Vision: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (Armor; -1/2)
  22. Re: A Simple rule about 5th edition material in long running campaigns Repped For Truth
  23. Re: Hancock (2008) - Trailer Trash Superheroes It looks like it'll actually be a fun watch.
  24. Re: A Simple rule about 5th edition material in long running campaigns House rules are fine, so long as they are actually needed. What gets my goat is when I see a house rule that's actually covered more cleanly in the Core books, if only someone had obeyed my Rule 1 for experienced players. RTFM!
  25. Re: A Psionic Blade? How come the second one does BODY and yet the first one doesn't? (He types assuming that Thia has remembered that AVLD is stun only without the advantage.)
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