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lclaudius

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  1. Re: Perry Rhodan's Mind Snatchers That's a start. Thanks!
  2. I'm stumped trying to model the Mind Snatchers from Perry Rhodan. A Mind Snatcher can exchange minds with its target. The human mind, in the (insectoid) MS body, goes to sleep. The MS mind, in the human body, can access and use the skills and memories of the target. Can anyone help me?
  3. Re: Force Dome Actually, yes and yes. This is the first phase of the campaign, when the Earth first meets the extra-terrestrial technology. A single Earth nuke can't destroy the dome (although three can do the trick), but later on starships carrying shields of the same order of magnitude regularly try to blow each other to bits.
  4. Re: Force Dome Hm... This would actually open a whole new can of worms. I mean, this is a Space Opera campaign, not a Supers one. Giving the players the ability to desolidify would be too much, I think. I already deleted mind-control devices (present in the books) so as not to give them a too easy ride.
  5. Re: Force Dome With HDv3 to crunch the numbers, I have arrived at the following: Force Dome: (Total: 2528 Active Cost, 1251 Real Cost) Force Wall (150 PD/150 ED/150 Power Defense/150 Flash Defense: Sight Group; 2" long and 1" tall) (Opaque Hearing Group), Hardened (+1/4), MegaScale (1" = 1 km; +1/4) (2268 Active Points); OIF Bulky Durable (-1), Restricted Shape (Dome) (-1/4) (Real Cost: 1008) plus Life Support (Self-Contained Breathing) (10 Active Points); OIF Bulky Durable (-1) (Real Cost: 5) plus Endurance Reserve (227 END, 227 REC) Reserve: (250 Active Points); OIF Bulky Durable (-1) (Real Cost: 238) I'm considering that Power Defense will also work against the Dispel Electronic Devices (EMP). I thought of simply doing it by GM fiat, but stating it out gives me a baseline for force domes in the campaign. Later, it'll feature big starships capable of withstanding several nukes, I have to have an idea of the order of magnitude of the attacks and defenses involved.
  6. Re: Force Dome Sorry, I didn't make myself clear --- this is a piece of equipment, not a power for a character. I'm trying to create an Arkonide force dome (from Perry Rhodan) for a SF campaign. In the books, one of these was able to withstand a direct hit from a nuclear bomb. Some components are obvious --- the (hardened) Force Wall itself, and an Endurance reserve. But what else is needed? The Equipment Guide lists the effects of a nuclear explosion as radiation (Drain Body, Drain CON), flash (Transform, Flash), thermal blast (RKA), EMP (Dispel), blast wave (RKA), negative pressure (RKA), and fires (RKA, Aid Fire Powers), besides the lingering effects. The RKAs and flash effects can be stopped by the Force Wall if it has a high enough defense value, but what about the Drains and the Dispel?
  7. How should I build a force dome able to withstand the explosion of a nuclear bomb, like the one on the Equipment Guide?
  8. I'm preparing a Castle Falkenstein campaign using the Hero rules. Below is Lady Daphne, a Daoine Sidhe character. Please comment; this is my first Hero character and any help is welcome. I'm already indebted to McCoy and tkdguy for their help. LADY DAPHNE Val Char Cost 13 STR 3 20 DEX 30 13 CON 6 16 BODY 12 16 INT 6 20 EGO 20 18 PRE 8 25 COM 8 3 PD 0 3 ED 0 3 SPD 0 6 REC 0 26 END 0 30 STUN 0 6" RUN 0 2" SWIM 0 2 1/2" LEAP 0 Characteristics Cost: 93 Cost Power 10 Shapeshifting: Shape Shift (Sight, Hearing, Touch and Smell/Taste Groups), Imitation (29 Active Points); Dispelled by touch of Iron (-1), Only for known shapes (-1) 12 Glamour: Sight, Hearing, Smell/Taste and Touch Groups Images 1" radius (25 Active Points); Dispelled by the touch of Iron (-1) 16 Etherealness: Desolidification (affected by Ferrous metals) (40 Active Points); Dispelled by the touch of Iron (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) 3 Life Support (Eating: Character does not eat) 5 Life Support (Longevity: Immortal) 9 Enchantment: Mind Control 5d6 (Human class of minds), Telepathic (+1/4) (31 Active Points); Only works in one target at a time (-1), Eye Contact Required (-1/2), Only to inspire trust and friendship (-1/2), Does Not Provide Mental Awareness (-1/4) 3 Magic Resistance: Power Defense (5 points) (5 Active Points); Only Works Against Magic Limited Type of Attack (-1/2) 16 Ressurection: Healing (Ressurrection/Regeneration) BODY 1d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Power Only Works Beyond the Faerie Veil (-1), Self Only (-1/2), Does not heal damage caused by iron weapons or broken promises (-1/2) Powers Cost: 74 Cost Skill 5 Acting 14- 5 Conversation 14- 3 Gambling (Baccarat, Roulette) 12- 11 High Society 17- 3 Language: English (fluent conversation; literate) 4 Language: French (completely fluent; literate) 1 Language: Gaelic (imitate dialects; literate) (6 Active Points) 5 Language: German (idiomatic; literate) 3 Lipreading 12- 5 Persuasion 14- 5 Riding 14- 11 Seduction 17- 3 Stealth 13- 1 WF: Blades Skills Cost: 65 Total Character Cost: 232 Pts. Disadvantage 5 Elfin visage: (Easily Concealed), Noticed and Recognizable, Detectable By Commonly-Used Senses 10 Hunted: Sophie, Empress-mother of Austria 8- (Mo Pow, NCI, Watching) 15 Always follows the letter of promises: (Uncommon, Total) 10 Susceptibility to Iron: Presence of ferrous metals, 1d6 damage per Minute (Common) 15 Susceptibility: Break a promise, 3d6 damage Instant (Uncommon) 5 Psychological Limitation (fear): prayer, holy symbols and places, some plants (Uncommon, Moderate) 10 Vulnerability to Iron: Ferrous metal weapons (Common)
  9. Re: Faerie Cold Iron weakness Ah, I got it now. Thanks, guys.
  10. Re: Faerie Cold Iron weakness Ok, but bear with me, I'm a Hero newbie. Where in the rulebook is this kind of limitation --- that is, what rule is this?
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