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Shaft

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  1. Shaft

    Pulp Shadowrun

    I posted these in the Fantasy Hero forum in response to a thread over there (http://www.herogames.com/forums/showpost.php?p=1815690&postcount=30), but I thought the Pulp Hero foum might enjoy seeing this. Enjoy: These were some ideas I had for a Shadowrun game set in 1920s or 1930s. While there was no cyberware, I envioned the power level as being similar to Swords and Sorcery with mages generally having poorer attributes and combat abilities than their two fisted "warrior" companions. 1901- The Year of Chaos; magic returns to the world in full force; the first sign is the Great Dragon Ryumo, rising out of Mount Fuji Goblinization epidemic: millions of people undergo traumatic transformations (including Queen Victoria, if you believe the rumours about her death). Those that survive find that they have become orcs and trolls. Mayan people use magic to regain momentum in the 53 year ongoing Caste War of Yucatan. Boxer Rebellion takes a turn for the Chinese forces who are backed up by Chinese Wizards and Geomancers who find their power increasing. Magic helps drive out the round eye foreigners. Phillipine Insurrection takes a new turns as Phillipino mystics are able to use their magic to counter the American occupiers' superior technology; Faerie folk reveal themselves openly Plans to reinter Lincoln's body in a memorial are upset when his remains disappear, some say for nefarious purposes. Scotland Yard begins a fingerprint archive and a collection of criminals' fingernail clippings and hair samples as material links in rituals. Red Cloud leads Sioux from his reservation and begins the Second War named after him. Tehran destroyed by Aden, a dragon, after jihad is declared against metahumans. By the end of the year, Members of Torchwood and the Hermetic Order of the Golden Dawn are consulted to form the Ministry of Magic in the UK. In the US, Congress and the Senate sanction the Freemasons to openly form the Department of Thaumaturgy. 1902 Second Boer War ends. Sub-sharan colonization slows dramatically as African magic counters European expansion. Panama remains under Columbain control as US troops remain focused on Second Red Cloud war. Race riots become more frequent as orcs and trolls become targetted. The new breeds found their own communities. Many babies conceived in the previous year are observed to have Elven and Dwarven features. 1903 Newly elected Pope Piux X issues an edict against magic. British invasion of Tibet fails as the Expeditionary Force discovers just how powerful the population's belief in the Dalai Lama is. Central Australian landscape becomes chaotic as manastorms from the Dreamtime spills over into reality. Accessible areas are only on the coastal regions. 1904 Baltimore Fire destroys 1500 buildings in 30 hours: believed to have been set by mages for sinister ritual Japanese forces surprise Russian invaders with their strength in the Russo-Japanese war. Global community suspects that Japan may have some mystical secrets. 1905 Westward expansion of North America is halted to a crawl by increasing powerful Native American tribes, who have accepted many outcast Orcs and Trolls seeking a new life for themselves. However, Utah seems immune to the wrath of the Native Americans, probably because of the populations' collective faith. Albert Einstein submits several papers, including "The Special Theory of Relativity" and some theories corelating thaumaturgical events and subatomic ones. 1906 Red Cloud's forces order all non-Native Americans out of the West. When the order is refused, he brings the power of the Great Ghost Dance down upon San Francisco which undergoes an Earthquake that measures 7.8 on the Richter scale. Canada and the US sue for peace, agreeing to terms that has them cede the Western half of the continent back to the Native American nations. The Native American Nations (NAN) agree to a limited Canadian/American presence at certain outposts for trading purposes. Utah secedes from the US and keeps its borders as a standalone country. Charles Curtis wins Nobel peace prize for his role in negotiating the Treaty of Denver. 1908 The Tunguska Event occurs in Siberia: the most powerful mystical event for the next thirty years Dorando Pietri is disqualified form the Olympics when it is discovered that his performance was enhanced with sorcery. 1909 Japan annexes Korea, establishes a naval base in Hawaii 1911 Magic is added as a category for the Nobel Prize Aztlan (the new name for Mexico) secedes from the NAN. Wuchang uprising leads to overthrow of Qing dynasty and the establishment of the Republic of China Lofwyr, a dragon, appointed Kaiser of Germany. 1912 Magic is deemed inadmissible in legal proceedings by the US Supreme Court following its misuse in the Titanic investigation. 1913 The Seelie Court takes over Ireland and renames it Tir Nan Og 1914 The Great War breaks out, with Germany, Austria-Hungary, Aztlan and Turkey (the Central Powers) fighting the Allies (The Russian Empire, France, British Commonwealth, Italy, the United States and the Empire of Japan). In North America, Aztec forces invade Texas, with the US retaking Texas, New Mexico, Southern California and Cuba. MIT changes its name to MIT&M (Massacusets Institute of Technology and Magic) to reflect the importance of its Thaumaturgical research. 1917 After Aztlan sues for a conditional peace, American troops were freed up and could be sent to Europe, shifting the balance of power overseas in the Allies' favour, and offsetting the loss of Russia, following their withdrawl from the War after the Russian Revolution. 1920 A magical arms race ensues as Cops battle Organized Crime to control Prohibition. Influenza outbreak devastates populations of many nations. 1921 Beer hall putsch and metahuman riots break out in the failing, post Great War Weimar Republic 1929 A powerful spell disrupts earth's electromagnetic field. Radios, compasses and other technologies go haywire. The next few years find the mystical groups of the world cooperating in an unprecendented global ritual that restores the field. The widespread use of magical communication during the next two years forms the basis for the Magenet, a permanent network of scrying spells, crystal balls and magic mirrors that standardized global communications. However, the spirit of cooperation quickly fades as the various groups try using the Magenet to gain info on their rivals and advance their own causes.
  2. Re: UFH: The Sixth Sun setting (Pulp Hero style) These were some ideas I had for a Shadowrun game set in 1920s or 1930s. While there was no cyberware, I envioned the power level as being similar to Swords and Sorcery with mages generally having poorer attributes and combat abilities than their two fisted "warrior" companions. 1901- The Year of Chaos; magic returns to the world in full force; the first sign is the Great Dragon Ryumo, rising out of Mount Fuji Goblinization epidemic: millions of people undergo traumatic transformations (including Queen Victoria, if you believe the rumours about her death). Those that survive find that they have become orcs and trolls. Mayan people use magic to regain momentum in the 53 year ongoing Caste War of Yucatan. Boxer Rebellion takes a turn for the Chinese forces who are backed up by Chinese Wizards and Geomancers who find their power increasing. Magic helps drive out the round eye foreigners. Phillipine Insurrection takes a new turns as Phillipino mystics are able to use their magic to counter the American occupiers' superior technology; Faerie folk reveal themselves openly Plans to reinter Lincoln's body in a memorial are upset when his remains disappear, some say for nefarious purposes. Scotland Yard begins a fingerprint archive and a collection of criminals' fingernail clippings and hair samples as material links in rituals. Red Cloud leads Sioux from his reservation and begins the Second War named after him. Tehran destroyed by Aden, a dragon, after jihad is declared against metahumans. By the end of the year, Members of Torchwood and the Hermetic Order of the Golden Dawn are consulted to form the Ministry of Magic in the UK. In the US, Congress and the Senate sanction the Freemasons to openly form the Department of Thaumaturgy. 1902 Second Boer War ends. Sub-sharan colonization slows dramatically as African magic counters European expansion. Panama remains under Columbain control as US troops remain focused on Second Red Cloud war. Race riots become more frequent as orcs and trolls become targetted. The new breeds found their own communities. Many babies conceived in the previous year are observed to have Elven and Dwarven features. 1903 Newly elected Pope Piux X issues an edict against magic. British invasion of Tibet fails as the Expeditionary Force discovers just how powerful the population's belief in the Dalai Lama is. Central Australian landscape becomes chaotic as manastorms from the Dreamtime spills over into reality. Accessible areas are only on the coastal regions. 1904 Baltimore Fire destroys 1500 buildings in 30 hours: believed to have been set by mages for sinister ritual Japanese forces surprise Russian invaders with their strength in the Russo-Japanese war. Global community suspects that Japan may have some mystical secrets. 1905 Westward expansion of North America is halted to a crawl by increasing powerful Native American tribes, who have accepted many outcast Orcs and Trolls seeking a new life for themselves. However, Utah seems immune to the wrath of the Native Americans, probably because of the populations' collective faith. Albert Einstein submits several papers, including "The Special Theory of Relativity" and some theories corelating thaumaturgical events and subatomic ones. 1906 Red Cloud's forces order all non-Native Americans out of the West. When the order is refused, he brings the power of the Great Ghost Dance down upon San Francisco which undergoes an Earthquake that measures 7.8 on the Richter scale. Canada and the US sue for peace, agreeing to terms that has them cede the Western half of the continent back to the Native American nations. The Native American Nations (NAN) agree to a limited Canadian/American presence at certain outposts for trading purposes. Utah secedes from the US and keeps its borders as a standalone country. Charles Curtis wins Nobel peace prize for his role in negotiating the Treaty of Denver. 1908 The Tunguska Event occurs in Siberia: the most powerful mystical event for the next thirty years Dorando Pietri is disqualified form the Olympics when it is discovered that his performance was enhanced with sorcery. 1909 Japan annexes Korea, establishes a naval base in Hawaii 1911 Magic is added as a category for the Nobel Prize Aztlan (the new name for Mexico) secedes from the NAN. Wuchang uprising leads to overthrow of Qing dynasty and the establishment of the Republic of China Lofwyr, a dragon, appointed Kaiser of Germany. 1912 Magic is deemed inadmissible in legal proceedings by the US Supreme Court following its misuse in the Titanic investigation. 1913 The Seelie Court takes over Ireland and renames it Tir Nan Og 1914 The Great War breaks out, with Germany, Austria-Hungary, Aztlan and Turkey (the Central Powers) fighting the Allies (The Russian Empire, France, British Commonwealth, Italy, the United States and the Empire of Japan). In North America, Aztec forces invade Texas, with the US retaking Texas, New Mexico, Southern California and Cuba. MIT changes its name to MIT&M (Massacusets Institute of Technology and Magic) to reflect the importance of its Thaumaturgical research. 1917 After Aztlan sues for a conditional peace, American troops were freed up and could be sent to Europe, shifting the balance of power overseas in the Allies' favour, and offsetting the loss of Russia, following their withdrawl from the War after the Russian Revolution. 1920 A magical arms race ensues as Cops battle Organized Crime to control Prohibition. Influenza outbreak devastates populations of many nations. 1921 Beer hall putsch and metahuman riots break out in the failing, post Great War Weimar Republic 1929 A powerful spell disrupts earth's electromagnetic field. Radios, compasses and other technologies go haywire. The next few years find the mystical groups of the world cooperating in an unprecendented global ritual that restores the field. The widespread use of magical communication during the next two years forms the basis for the Magenet, a permanent network of scrying spells, crystal balls and magic mirrors that standardized global communications. However, the spirit of cooperation quickly fades as the various groups try using the Magenet to gain info on their rivals and advance their own causes.
  3. Re: Urban Fantasy Hero I just got my copy yesterday and have already devoured it. Good stuff. I will never look at Reno, NV the same way again... MLG
  4. Re: Advice on how to gm 9 to 10 players in a Superhero campaign. I strongly suggest you have everybody use the same SPD (4 or 5). It will be easier to track everyone's actions. SPD 4 is best because it divides the turn evenly. Your NPCs can have differing SPDs, with thugs and mooks still having SPDs in the 2-3 range while villains in the same power range can also have SPD 4, with the occasional master villain that can take the group on by himself being SPD 5 or 6. A party that big will probably split up into groups. If you must split the party, I suggest you follow the guidelines in the attached document.
  5. Re: Extremely high Charactaristic used in REQUIRES SKILL ROLL A point to consider for RSR is that it's not always cost effective to get it to get it to the level where it's reliable. If RSR at -1/4 saves you (say) 6 pts on a power, but it costs you 19 points to bring the skill to 18- with active point penalties,, then you, you're strill down 13 points.
  6. Re: Urban Fantasy Hero now in the online store It's because we all think you can just spend 5 points and you can double the staff in your "base". Mind you, for 5 points you could also get an income of half a million... Forget I said anything...
  7. Re: Seeker vs. Nighthawk- THE REMATCH! I don't know the WotD version of the Champions, but I always liked the 4th ed lineup: (which were, as I recall: Defender, Quantum, Solitaire, Jaguar, Seeker, and Obsidian). In my continuity, this was the original lineup and it eventually evolved into the current 5th ed team: Quantum was eventually fired after losing her temper one too many times. She was replaced by Sapphire. She still works solo and bears a grudge against Defender (rivalry), but always remained on good terms with Nighthawk. Solitaire's past caught up to her; she ended up retiring to a monastery where she could find the inner peace she needed. She still serves as a reserve member and a contact when the team needs an ally in East Asia. She was replaced by Witchcraft, whom she has a slight chip on her shoulder for succeeding romantically with Defender where she failed. Seeker was a casualty against Dr Destroyer. He was replaced by Nighthawk (who left the group and was replaced by Nightwind). I'm not really an Ironclad fan, so I've kept Obsidian around and never introduced Ironclad. I'm also not a fan of aliens, so I've actually made Obsidian an African prince- kinda like Black Panther, but with density control powers. Jaguar left the team when Seeker was killed, but works with Nighthawk frequently. Kinetik is also a fun addiditon to the team, so I have kept him in the lineup as the rookie. Nighhawk's project Mongoose is more general in my game, serving as a sort of Outsiders-like team that is loosely knit: it is composed of NightHawk, Quantum, Jaguar, Jury-Rig and Scarlet Arrow.
  8. Re: A Super Lucky Gambling Super Hero! Dark Champions has Superskills: it's basically telepathy that requires a gambling roll for "reading" the other players and telekinesis for influencing where roulette wheels fall and how dice land.
  9. Re: Super Fantasy- The Land of Mar'Veldc Sir Anthony Stark, prince of the Gnome Lands, invented amazing clockwork technology which he uses to power a suit of human sized armor. More amazing, the suit leaves his hands free, allowing him to cast the spells he learned as a young boy. It wouldn't do to have the prince go off on adventures, so he conceals his identidy, even from his fellow Avenging Knights. Those who have seen him in battle are amazed at how he doesn't bleed or feel pain and how strong is without the assistance of magic- he is called the Iron Man.
  10. Re: Super Fantasy- The Land of Mar'Veldc The Guild of X could be a rag tag bunch of half-breed misfits who form their own community because they don't fit in anywhere else. -Cyclops is an inexplicable half-Beyonder- the result of some cruel wizard's experiment. He can shoot destructive bolts from his lone oversized eye; -Storm is a half-air elemental who inherited the storm powers; -Wolverine is a half-dwarf, half-troll former gladiator with a claws and a skeleton made of enchanted metal; -Nightcrawler is a half-drow with a powerful ring of teleportation. -Shadowcat is the ghost of a young half-elf girl who has been allowed to stay on the physical plane for now. She has a pet dragon named Lockheed. -Colossus is a half-giant who is cursed to exist as a living statue. They have been brought under the care of a mysterious half-elf wizard who calls himself Sorceror X, whose motivations are unknown. During times of need, however, the king secretly calls upon Sorceror X for assistance, espcially when it involves Sorceror X's rival, Magnus, the "metal mage". Sorceror X has an adopted daugter: Jean, also a half-elf whom he is passing on his arcane knowledge.
  11. Re: Changing Into The Powersuit
  12. Re: Order of the Stick The shoe has indeed dropped: 621 is up! http://www.giantitp.com/comics/oots0621.html
  13. Re: Jumanji board game What did you do to anger Viper enough to make them send a sniper? (a shot rings out)
  14. Re: Pyrokinesis and TK Strength Villainy Amok has an entire chapter devoted to Fire and how it is defined in HERO terms. It's one of the better supplements and worth checking out.
  15. Re: Order of the Stick New one: http://www.giantitp.com/comics/oots0620.html
  16. Re: THE BOOK OF THE MACHINE: What Do *You* Want To See? In Dark Champions, I definitely see Mechanon as a Skynet-like AI.
  17. Re: Mid 70's Equipment Nuclear weapons. Yes.
  18. Re: An area filled with Water. Building it as an Area Effect Telekinesis can be used to generate the effects of being trapped in the water or slammed by a wave, with some kind of limitation such as dispelled by heat attacks or the like. TK also has the advantage of being continuous as opposed to instant. After that, you can buy a STUN drain or NND energy blast that only works on a target that is being held by your TK. The effect is that the trget is engulfed. The defense would be a life support versus breathing. You might want to put the TK in a multipower with another slot being a physical Force Wall with the Damage shield advantage. And for fun, you might want to build a Duplicate twin sister who can adopt the form of any animal.
  19. Re: Order of the Stick It's a nod to 4th ed.
  20. Re: I killed a fellow PC last night... The most dangerous thing to a PC is another PC. An NPC can be restrained. When a fellow PC has it in for you, there is nothing holding them back. The title to this thread sounds like a Johnny Cash song: "I killed a player character... just to watch him die. When he GMs the next game, I think I'll roll up a new guy..."
  21. Re: Order of the Stick New one is up: http://www.giantitp.com/comics/oots0616.html Team player Belkar frightens me.
  22. Re: League of Extraordinary Gentlemen for 2008
  23. Re: League of Extraordinary Gentlemen for 2008 Tara Chace is a British spy who works in the Special Section of SIS (code named the Minders). The series is heavilly based on the old Sandbaggers BBC TV show that ran in the late 70s for 3 seasons. I highly recommend it for anyone who likes gritty espionage. The Minders' worst enemy is often the bureaucracy of the civil service.
  24. Re: League of Extraordinary Gentlemen for 2008 There's been some speculation that Dangerman/Secret Agent is Number 6. At any rate, it would very much in keeping with the spirit of the League stories to find out that an escaped (and vengeful) Number Six is in fact their enemy...
  25. Re: League of Extraordinary Gentlemen for 2008
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