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dsatow

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  1. Like
    dsatow got a reaction from iamlibertarian in Unlock Anything power   
    As GM and player, I can tell you that just having
     
    3 Minor Transform 1d6, Constant (+1/2) (7 Active Points); Gestures, Requires Gestures throughout (-1/2), Incantations (Requires Incantations throughout; -1/2), No Range (-1/2)
     
    Or
     
    4 Dispel 1d6, Constant (+1/2), Cumulative (384 points; +2) (10 Active Points); Gestures, Requires Gestures throughout (-1/2), Incantations (Requires Incantations throughout; -1/2), No Range (-1/2) 
     
    would be enough for most GMs.  Most GMs aren't gonna sweat the small stuff and price out a lock on a door.  In the end, the GM will just think "Did the BBG put fail safes on the door to prevent this?"  So Dr. Destroyer might have done something to protect his vault of tech secrets, but not the janitor's closet or his minion's locker room.
  2. Like
    dsatow got a reaction from pinecone in Dundracon 2020: The San Ramon Farewell   
    In case anyone wants to know:
     
    In 1985, the United States created the Sentinel program.  A civilian military unit which employs paranormals.  It is the premier super powered group in the United States.  It ranks supervillains/superheroes by category.  Category 1 is the weakest while the highest seen so far is a category 8 which killed several superheroes before being driven off.
    Local Supers
    Lodi Official Super Enemies and Rebels Society (LOSERS)
    The LOSERS are a group of third string supervillains who for one reason or another can’t make it in normal supervillain society.  The LOSERS are very open to supervillains joining their group and do not judge other supers for their disabilities.  They are a cat 3 group.
    Lube – Lube is the primary leader of the group.  His power produces a sticky, slimy gel which constantly excretes from his body.  The gel is slippery, slimy, and gets everywhere.
    Flat – Flat is the lieutenant of the group, primarily because he was the second person to join.  Lube was the first.  Flat wields the awesome U-Lance, a HTH device which channels Flat’s chemical gas generation.
    Ruby Tuesday – Ruby has probably the most socially acceptable power in that she is a shape changer.  Unfortunately, she can not hold any shape more than a day and her base shape changes every time she sleeps.
    Bludgeon – Ruby’s best friend.  Bludgeon is very strong and has huge forearm like clubs.  Unfortunately, this has the effect of not letting her grab or manipulate anything (no fine manipulation).  This makes her life pretty hard (has a hard time getting dressed, can’t eat using finger or utensils, etc).
    Kafka – The cockroach powers super guy.
    Postal – A postman with the superpower of sending a properly addressed package anywhere in the world.  Some restrictions do apply. (Can’t send live animals, no solvents, no contents under pressure, etc.)
    ??? – an unknown member not encountered by the PCs.  He funds the LOSER group.
    Scylla
    Scylla is the name of an eco-terrorist group and the ship they sail on.  They attack any ship they feel is polluting or exploiting the seas.
    Kraken Joe – Leader of the group and Captain of the Scylla.  He is half octopus on his right shoulder and face.
    Tsunami – a Japanese ecoterrorist who can control the water.
    Mako – a supervillain who has the looks, powers and abilities of a Mako shark.
    Seadawg – Members of the Scylla group.  They are eco terrorist pirates who can’t spell.  They man the Scylla and are cat 2 threats.  They have no powers but the Scylla ship is a heavily armed military vessel.
    The Syclla – Is a ship stolen by the Seadawgs to replace the Flotsam, an armored tug boat/fire boat.  The Scylla was a fully armed vessel with light missiles, machine  guns, and a small recoiless.
    ??? – several other cat 3 members have not been met by PCs.
    Zukünftiges Deutsches Reich (Future German Empire)
    The ZDR are based on the moon and are planning to retake the Earth.  They have begun supporting existing groups with similar ideological viewpoints on Earth and secret missions to destroy those who might oppose their rule.
    Ubermensch – “Superman”, a flying brick.  Considers himself an invulnerable, immovable brick.  Others consider him just a prick.
    Die Gratin – “The Countess” is a 400-year-old blood mage/vampire.  Uses blood in interesting ways including magical blood spears and swords.  She’s a bitch but not really a Nazi.  She just works for them for her benefit.  She keeps a list of people who pisses her off but seldom remembers them after a while.
    Blitzableiter – “Lightning Rod” is a relative newcomer to the ZDR group.  He’s good friends with his co-recruit Entzünden.  He turns temporarily into a living lightning bolt which he uses both to move and to attack but the drawback is that he needs to land after each move.
    Der Überreder – “The Persuader” has the ability to make suggestions to people.  He is not well liked by his peers who do not like how he plays with people, enemies or not.  He seems to need to be close enough to his targets to tell them what to do.
    Ein-Mann-Armee – “One Man Army” has the ability to summon clones.  The clones will pop if they take too much damage.  Taking out Ein-Man-Armee will take out his clones.
    Entzünden – “Ignite” is a new recruit.  He has amazing control of fire and can even sheath himself in fire to protect himself and fly.  His fire requires oxygen to create the fire and was defeated by Sabre holding him in the cold water of the Monterey Bay.
    Jägermeister – “Hunt master” is a master martial artist.  Technically, a normal, he is an expert in Kampfrigen both the tradition and new maneuvers he has added to the Lunar branch.  He has taught most of the ZDR’s military martial arts.
    Überschallknall – “Sonic boom” A sonic energy master and former boxer. He’s a bit overconfident and thinks he’s a better soldier than he is.
     
    Space Nazis from the Moon
    February 16, 2020
    Roll Call
    Mayhem (played by James Kletzing) Doc Paladin (played by Vernon Putnam) Mr. Powersuit Guy (played by Brian Lienhart) The Human Torch (played by Tony Morreto) Cybrite (played by Isaac Bolmen) A-ko (played by Bruce Hahne) Freedom Belle (played by Barton Bolmen)      Space Nazis from the Moon are planning to destroy California by mind controlling a space monster sleeping in deepest part of the trench in the Monterrey Bay.  Their first step is to get the latest in mental control of giant lizards technology in Silicon Valley.  They outsource this task to Lodi’s Official Super Enemies and Rebels Society (L.O.S.E.R.S.), a group of supervillains (cat 3) who for one reason or another could not cut it in Northern California’s super scene.
         The LOSERS strike a technical company working on high tech animal control techniques.  They get instructed to steal a mind control device which operates on reptilian brains.  They were able to disable the general alarms and security systems, but the restricted lab area was not disabled, and an alarm went off.  The sounds of the alarm, surprised Flat who released a toxic cloud in the company.  The LOSERS evacuate the building only to run into several superheroes on the street.  A quick fight occurs, and the LOSERS lose.  Only Kafka escapes capture but Mayhem allows both Ruby Tuesday and Bludgeon get away.  In exchange, they find out about the tech being stolen and the destination address for the stolen goods.
    When they get to the destination address, they find out it’s a motel room.  Inside the room, a Nazi spy is taking pictures of the device and is sending the information in a narrow beam up to a cloaked Nazi saucer hovering 1 mile above.  The saucer, hidden from sight and radar, relays the information to the second saucer which is running the operation to capture Scylla.  The first couple of heroes who arrive at the motel decide to track the radio signal to its destination and accidentally crash into the cloaked saucer following the beam.  The saucer attempts to see what hit it and opens a hatch when Powersuit and Sabre, the two heroes, enter the saucer.  The Nazis fire assault rifles against the invaders but the guns are to no avail.  Ubermensch who is on board attempts to pull the heroes off the ship but also to no avail.  With reinforcements of the heroes on the way, he makes the decision to scuttle the UFO and drop its payload of bombs on the city of Santa Cruz.  Unable to use high explosives against the invading heroes because of the confined space being their saucer and the bullets being useless, they attempt to hold the invaders down with grappling holds and use shaped charges against the two heroes.  One hero gets grabbed and a shaped charge is set.  Meanwhile to protect the control center, they set up a 50 cal. Machine gun with AP bullets.  Powersuit Guy tosses off the grab and rips off the shaped charge.  With only seconds to spare, he throws the shape charge at the machine gun setup and on phase one, it explodes.  The explosion takes out most of the control center and the gun nest as well as most of the Nazi officers.  The saucer spins out of control and begins to fall to the Earth.  The Powersuit Guy, Sabre, and CyBrite, who joined them, push the saucer into the bay to prevent it from crashing into the beach.
         Meanwhile, the heroes at the motel quietly surround the room.  Mayhem sets himself up in the only possible escape route and meets Stan Lee walking the dog at night past the motel.  Doc Paladin knocks on the door to the room with the spy but Freedom Belle doesn’t want to wait and screams down the door, or at least attempts to.  The door is battered but is not knocked down.  The Human Torch purposely sets off the sprinklers which causes a big ruckus in the motel with people in other room screaming about the noise and unanticipated rain in their rooms.  CyBrite kicks in the door and the spy attempts to fight back.  Freedom Belle covers the spy, but given the spy’s orders, decides to take the damage and escape.  This fails, for while the damage doesn’t do much, the spy is knocked back into the room.  On the ground, Freedom Belle blasts the spy into the ground and into submission.  With nothing much else to do, CyBrite starts flying to where Powersuit Guy and Sabre are fighting.  The human torch soon follows afterwards.  After ensuring the spy is out, Doc Paladin and Freedom Belle join in the flight to the saucer.  They all come to the saucer after the saucer loses control and begins its plummet towards Santa Cruz.  As the saucer is falling, its bomb bay doors open, and Nazi soldiers and bombs drop out.  Everyone but Cybrite that are in flight deal with the bombs and Nazi soldiers.
    The saucer crashes into the bay, its nuclear fuel cracked.  The water cools the small nuclear reactor, but the heroes lift the saucer out of the bay and onto the beach.  The fuel begins to heat but before it can begin to meltdown, Doc Paladin stabilizes the core and repairs the saucer to a semblance of stability.  They get the manual coordinates from the saucer and prepare to head out to the sea.
         Early the next morning, a call comes out from the Eiko Maru, a science vessel for NOA.  They are under attack from Scylla, eco terrorist/pirate group.  The call gets cutoff after the SOS is sent out and nothing is heard from them again.  The coast guard, already with the players because of the saucer on the beach, have asked the heroes for help dealing with the Scylla.  The players agree and they take the boat out in the early morning hours to meet up with the Eiko Maru.  About a half a mile way, they see smoke coming from one of the boats.  Using binoculars and supervision vision, they find out the Eiko Maru has been taken over with hostages by Nazis!  The boat on fire is the Scylla.  All its missiles have been fired and non-essential parts of the boat are on fire.
         The hero plans a surprise attack/rescue.  This is for the most part successful as half the villains (not counting the clones) do not see the heroes coming.  The fight is touch and go for a while, but the hero appears victorious. Die Gratin sees the writing on the wall and leaves combat.  Mako gets called back by the heroes and does not awaken the monster sleeping in the chasm at the bottom of the Monterey Bay.  The heroes find out that the only ones in the ZDR Nazi’s group that could survive at that depth is Ubermensch and Die Gratin.  Die Gratin refuses to do something so unseemly and Ubermensch could not go for a reason not disclosed.
  3. Like
    dsatow got a reaction from Grailknight in Perk or power that make people not remember you   
    I don't know.  It could be a major problem if it only affected people. 
     
    Say you went out to eat and paid for a meal.  As soon as they deposit the money you get no change and you get the bill again.  They've forgotten you got the check and paid for it.  In fact, if you ate alone, they are wondering why you are eating obviously someone else's food since they forgot you ordered anything.  If you are with a group of people, they will constantly asking what you want to order.  Doing anything in person will be problematic if you are on the side of the law.  Are you a witness?  Even if the lawyer has enough mental defense to not forget, what about the 12 jurors?
     
    How about villains?  Have agents?  Why should they follow you?  They don't even remember you.  Colleagues?  You're obviously a law enforcement spy since no one remembers you.  Any job you do for a "client" has to be written down as evidence otherwise they won't pay for a contract they never made.  Any evidence eventually finds it way to the heroes.
  4. Haha
    dsatow reacted to wcw43921 in Favorite agent tropes   
    I went with sexy thong wearing (female) agents, because I've been itching to try out my new hypno-beam pistol that will induce them to surrender to me and become my adoring, obedient--friends.  Yeah, that's it.  Friends.
     
     
    (Whew!  Almost said too much again.  .  .)
  5. Like
    dsatow got a reaction from Tedology in Two Questions: Map Scale and Campaign Preparation   
    For documents, I usually write a campaign sheet which has house rules and character design limits.  Especially when it involves a convention game.
     
    For scale, I play 6e but I still use 1"=2m.  The reason is, I usually play Champs.  The 1"=1M doesn't scale well for supers combat when targets are flying back 10m or 5" in a 12d6 game.  On a regular battlemat, most of the players went off the mat in different directions due to movement and knockback.  For Heroic games where there is knockdown instead and more limited movement, 1"=1M scale should be fine.
  6. Like
    dsatow got a reaction from Tedology in Dice-rolling app?   
    There are a lot of dice rolling apps out there but none that do what I want.  The dicenomicon used to be good but the developer mucked it up getting greedy.
  7. Like
    dsatow got a reaction from Tedology in Shape Shift to Mental Sense   
    As a disguise, shape shift mental could mimic (with imitate) a person's mental signature.  But it would not, mimic someone's mental powers.  So, if a impersonated person has a tendency to read thoughts in non-combat time, a intuitive hero might suspect something being wrong.
  8. Like
    dsatow got a reaction from SteveZilla in Designing a Group's Base   
    The interior volume should total the exterior volume unless there is a reason for the volumetric changes.  How tall a floor is matters only to the people using the room.  You might have a danger room 16m tall or maybe 32m to accommodate fliers. In general though, most people make floors about 3m tall or two game inches (10' to 13') in height.
  9. Like
    dsatow reacted to grandmastergm in Origins 2020   
    Hello,
     
    I just submitted 5 game options at Origins this year.  I am not a part of a group, but I will be running 5 HERO games at Origins this year (thought about mixing with Savage Worlds, but figured that it would mess up my DM brain too much).  I'll post the schedule as we get closer.
     
    Champions: Evilution Unchained!: An adaptation of Pete Ruttman's 3-Act adventure for a convention setting. It's a modified "historical" game set 20 years ago. It is set in the late Dave Webb's campaign city of Metro City, which replaces the San Francisco Bay Area in this modified Champions Universe. The players are a team of new superheroes who are taking upon the mantle of the Protectors, the city's legendary super-team. It's been 5 years since a devastating earthquake (some say it was the work of supervillains, others terrorists, others aliens, others mother nature, and others demons) that wrecked the city, along with a devastating nearly-simultaneous attack by Dr. Destroyer. The Protectors also suffered badly, and its surviving members recruited the PCs to take the place of the fallen and those in mourning.
    It is now the year 2000: the new millennium. The players have been tasked with solving a series of high-profile kidnappings plaguing Metro City. The heroes must discover a horrific plot that threatens the entire city or risk the rise of a fresh batch of super-villains.
      HERO 6th Edition: Star Wars Vs Alien Vs Predator: Set between the events of the fall of the Old Republic and Episode IV: A New Hope, with the addition of two of the deadliest monsters in the Sci-Fi/Horror pantheon. The players play a group of Rebels that have crashed-landed on a planet on the edge of the galaxy. They need to repair their ship or find a new one in a barren place without a spaceport. Worse, Xenomorphs have infested the place and the Yautja have decided to make it their hunting ground. Can the players escape or are they doomed?   Kazei 5: More Human Than Human: Set in Michael Surbrook's anime cyberpunk setting, the players are a group of freelancers who work as deniable assets for the best-paying client. Their job starts simple: extract a scientist from a corporate facility. Unfortunately- there's a twist to this job- they have to rescue his daughter too. And then there's the little problem of a rogue Artificial Intelligence. No big deal for a group of experienced mercenaries, right?   Ninja/Martial HERO: World King of the Ring Tournament: The world's best martial artists have been invited to a secret, yet legendary tournament in Hawaii (this time around). The winner gets fame, fortune, and power; and the losers are lucky to survive.  (note: I used the Ninja HERO notation for the game as Ninja is more instantly recognizable in this era than Martial for Martial Arts).
  10. Like
    dsatow got a reaction from Matt the Bruins in Question about VPP’s   
    I generally play VPP, if limited by a special effect, then all powers from that pool must have that special effect.  This is not to say that they can't have multiple special effects.  Fire is fire despite it being a magical effect.  If a mage fires a fireball into a library, are the resultant fires magical or not?  I generally rule, that yes it's fire and will act like fire.  It's also magical and will act magical.
  11. Like
    dsatow got a reaction from Rune in Dundracon 2020: The San Ramon Farewell   
    In case anyone wants to know:
     
    In 1985, the United States created the Sentinel program.  A civilian military unit which employs paranormals.  It is the premier super powered group in the United States.  It ranks supervillains/superheroes by category.  Category 1 is the weakest while the highest seen so far is a category 8 which killed several superheroes before being driven off.
    Local Supers
    Lodi Official Super Enemies and Rebels Society (LOSERS)
    The LOSERS are a group of third string supervillains who for one reason or another can’t make it in normal supervillain society.  The LOSERS are very open to supervillains joining their group and do not judge other supers for their disabilities.  They are a cat 3 group.
    Lube – Lube is the primary leader of the group.  His power produces a sticky, slimy gel which constantly excretes from his body.  The gel is slippery, slimy, and gets everywhere.
    Flat – Flat is the lieutenant of the group, primarily because he was the second person to join.  Lube was the first.  Flat wields the awesome U-Lance, a HTH device which channels Flat’s chemical gas generation.
    Ruby Tuesday – Ruby has probably the most socially acceptable power in that she is a shape changer.  Unfortunately, she can not hold any shape more than a day and her base shape changes every time she sleeps.
    Bludgeon – Ruby’s best friend.  Bludgeon is very strong and has huge forearm like clubs.  Unfortunately, this has the effect of not letting her grab or manipulate anything (no fine manipulation).  This makes her life pretty hard (has a hard time getting dressed, can’t eat using finger or utensils, etc).
    Kafka – The cockroach powers super guy.
    Postal – A postman with the superpower of sending a properly addressed package anywhere in the world.  Some restrictions do apply. (Can’t send live animals, no solvents, no contents under pressure, etc.)
    ??? – an unknown member not encountered by the PCs.  He funds the LOSER group.
    Scylla
    Scylla is the name of an eco-terrorist group and the ship they sail on.  They attack any ship they feel is polluting or exploiting the seas.
    Kraken Joe – Leader of the group and Captain of the Scylla.  He is half octopus on his right shoulder and face.
    Tsunami – a Japanese ecoterrorist who can control the water.
    Mako – a supervillain who has the looks, powers and abilities of a Mako shark.
    Seadawg – Members of the Scylla group.  They are eco terrorist pirates who can’t spell.  They man the Scylla and are cat 2 threats.  They have no powers but the Scylla ship is a heavily armed military vessel.
    The Syclla – Is a ship stolen by the Seadawgs to replace the Flotsam, an armored tug boat/fire boat.  The Scylla was a fully armed vessel with light missiles, machine  guns, and a small recoiless.
    ??? – several other cat 3 members have not been met by PCs.
    Zukünftiges Deutsches Reich (Future German Empire)
    The ZDR are based on the moon and are planning to retake the Earth.  They have begun supporting existing groups with similar ideological viewpoints on Earth and secret missions to destroy those who might oppose their rule.
    Ubermensch – “Superman”, a flying brick.  Considers himself an invulnerable, immovable brick.  Others consider him just a prick.
    Die Gratin – “The Countess” is a 400-year-old blood mage/vampire.  Uses blood in interesting ways including magical blood spears and swords.  She’s a bitch but not really a Nazi.  She just works for them for her benefit.  She keeps a list of people who pisses her off but seldom remembers them after a while.
    Blitzableiter – “Lightning Rod” is a relative newcomer to the ZDR group.  He’s good friends with his co-recruit Entzünden.  He turns temporarily into a living lightning bolt which he uses both to move and to attack but the drawback is that he needs to land after each move.
    Der Überreder – “The Persuader” has the ability to make suggestions to people.  He is not well liked by his peers who do not like how he plays with people, enemies or not.  He seems to need to be close enough to his targets to tell them what to do.
    Ein-Mann-Armee – “One Man Army” has the ability to summon clones.  The clones will pop if they take too much damage.  Taking out Ein-Man-Armee will take out his clones.
    Entzünden – “Ignite” is a new recruit.  He has amazing control of fire and can even sheath himself in fire to protect himself and fly.  His fire requires oxygen to create the fire and was defeated by Sabre holding him in the cold water of the Monterey Bay.
    Jägermeister – “Hunt master” is a master martial artist.  Technically, a normal, he is an expert in Kampfrigen both the tradition and new maneuvers he has added to the Lunar branch.  He has taught most of the ZDR’s military martial arts.
    Überschallknall – “Sonic boom” A sonic energy master and former boxer. He’s a bit overconfident and thinks he’s a better soldier than he is.
     
    Space Nazis from the Moon
    February 16, 2020
    Roll Call
    Mayhem (played by James Kletzing) Doc Paladin (played by Vernon Putnam) Mr. Powersuit Guy (played by Brian Lienhart) The Human Torch (played by Tony Morreto) Cybrite (played by Isaac Bolmen) A-ko (played by Bruce Hahne) Freedom Belle (played by Barton Bolmen)      Space Nazis from the Moon are planning to destroy California by mind controlling a space monster sleeping in deepest part of the trench in the Monterrey Bay.  Their first step is to get the latest in mental control of giant lizards technology in Silicon Valley.  They outsource this task to Lodi’s Official Super Enemies and Rebels Society (L.O.S.E.R.S.), a group of supervillains (cat 3) who for one reason or another could not cut it in Northern California’s super scene.
         The LOSERS strike a technical company working on high tech animal control techniques.  They get instructed to steal a mind control device which operates on reptilian brains.  They were able to disable the general alarms and security systems, but the restricted lab area was not disabled, and an alarm went off.  The sounds of the alarm, surprised Flat who released a toxic cloud in the company.  The LOSERS evacuate the building only to run into several superheroes on the street.  A quick fight occurs, and the LOSERS lose.  Only Kafka escapes capture but Mayhem allows both Ruby Tuesday and Bludgeon get away.  In exchange, they find out about the tech being stolen and the destination address for the stolen goods.
    When they get to the destination address, they find out it’s a motel room.  Inside the room, a Nazi spy is taking pictures of the device and is sending the information in a narrow beam up to a cloaked Nazi saucer hovering 1 mile above.  The saucer, hidden from sight and radar, relays the information to the second saucer which is running the operation to capture Scylla.  The first couple of heroes who arrive at the motel decide to track the radio signal to its destination and accidentally crash into the cloaked saucer following the beam.  The saucer attempts to see what hit it and opens a hatch when Powersuit and Sabre, the two heroes, enter the saucer.  The Nazis fire assault rifles against the invaders but the guns are to no avail.  Ubermensch who is on board attempts to pull the heroes off the ship but also to no avail.  With reinforcements of the heroes on the way, he makes the decision to scuttle the UFO and drop its payload of bombs on the city of Santa Cruz.  Unable to use high explosives against the invading heroes because of the confined space being their saucer and the bullets being useless, they attempt to hold the invaders down with grappling holds and use shaped charges against the two heroes.  One hero gets grabbed and a shaped charge is set.  Meanwhile to protect the control center, they set up a 50 cal. Machine gun with AP bullets.  Powersuit Guy tosses off the grab and rips off the shaped charge.  With only seconds to spare, he throws the shape charge at the machine gun setup and on phase one, it explodes.  The explosion takes out most of the control center and the gun nest as well as most of the Nazi officers.  The saucer spins out of control and begins to fall to the Earth.  The Powersuit Guy, Sabre, and CyBrite, who joined them, push the saucer into the bay to prevent it from crashing into the beach.
         Meanwhile, the heroes at the motel quietly surround the room.  Mayhem sets himself up in the only possible escape route and meets Stan Lee walking the dog at night past the motel.  Doc Paladin knocks on the door to the room with the spy but Freedom Belle doesn’t want to wait and screams down the door, or at least attempts to.  The door is battered but is not knocked down.  The Human Torch purposely sets off the sprinklers which causes a big ruckus in the motel with people in other room screaming about the noise and unanticipated rain in their rooms.  CyBrite kicks in the door and the spy attempts to fight back.  Freedom Belle covers the spy, but given the spy’s orders, decides to take the damage and escape.  This fails, for while the damage doesn’t do much, the spy is knocked back into the room.  On the ground, Freedom Belle blasts the spy into the ground and into submission.  With nothing much else to do, CyBrite starts flying to where Powersuit Guy and Sabre are fighting.  The human torch soon follows afterwards.  After ensuring the spy is out, Doc Paladin and Freedom Belle join in the flight to the saucer.  They all come to the saucer after the saucer loses control and begins its plummet towards Santa Cruz.  As the saucer is falling, its bomb bay doors open, and Nazi soldiers and bombs drop out.  Everyone but Cybrite that are in flight deal with the bombs and Nazi soldiers.
    The saucer crashes into the bay, its nuclear fuel cracked.  The water cools the small nuclear reactor, but the heroes lift the saucer out of the bay and onto the beach.  The fuel begins to heat but before it can begin to meltdown, Doc Paladin stabilizes the core and repairs the saucer to a semblance of stability.  They get the manual coordinates from the saucer and prepare to head out to the sea.
         Early the next morning, a call comes out from the Eiko Maru, a science vessel for NOA.  They are under attack from Scylla, eco terrorist/pirate group.  The call gets cutoff after the SOS is sent out and nothing is heard from them again.  The coast guard, already with the players because of the saucer on the beach, have asked the heroes for help dealing with the Scylla.  The players agree and they take the boat out in the early morning hours to meet up with the Eiko Maru.  About a half a mile way, they see smoke coming from one of the boats.  Using binoculars and supervision vision, they find out the Eiko Maru has been taken over with hostages by Nazis!  The boat on fire is the Scylla.  All its missiles have been fired and non-essential parts of the boat are on fire.
         The hero plans a surprise attack/rescue.  This is for the most part successful as half the villains (not counting the clones) do not see the heroes coming.  The fight is touch and go for a while, but the hero appears victorious. Die Gratin sees the writing on the wall and leaves combat.  Mako gets called back by the heroes and does not awaken the monster sleeping in the chasm at the bottom of the Monterey Bay.  The heroes find out that the only ones in the ZDR Nazi’s group that could survive at that depth is Ubermensch and Die Gratin.  Die Gratin refuses to do something so unseemly and Ubermensch could not go for a reason not disclosed.
  12. Like
    dsatow got a reaction from Amorkca in Do You Reveal PCs' Backgrounds?   
    From what I could remember the game had 4 Spd 7 characters fighting 3 Spd 7 Characters and a bunch of agents at the bottom of the tripsheet.  The bricks were speed 4 and were fighting bricks.  Back then, most brick actions were limited and most agents had low damage attacks (I've changed my retinue of attacks since 4th ed).  So all the lower damage fighters fought each other while high damage high defense fighters fought each other.  The people playing the bricks would leave their DCV and Def on the table for people to see.  They would get hit a lot, find out how many times they took stun and resume later.  Their defs, stun, and con were high enough that it didn't matter in the short term.
     
    So say you are at segment 9 as part of the brick pack and just finished your segment, this meant all the agents would go. Then top of 11 with the 7 characters(PCs and NPCs) going, then top of 12 with them all going again, before the bricks went.  Assuming each action took 3 minutes, that's 42 minutes of non-brick actions.  This doesn't include speedsters who did multiple move bys.  If a brick aborted, it was even worse for them.
  13. Like
    dsatow got a reaction from iamlibertarian in Ring of Regeneration   
    Though, that was actually out of combat.
     
  14. Like
    dsatow reacted to pawsplay in Cops, thugs, dojo students, mercenaries   
    Average People. You get Small Child, Senior Citizen, Average Person, Noteworthy Normal, Skilled Normal, and Competent Normal.  You could also choose to replace their skill sets with the Templates for a Policeman, a Child of the Streets, or an Atlantean. So if I need a Skilled Atlantean Policeman, I'm pretty well covered. Or if a I want a Small Child of the Streets.
  15. Like
    dsatow got a reaction from Greywind in Passports, Drivers Licenses, and other Credentials under Fringe Benefits   
    But if it affects the interaction of the story a lot, even if its not combat related, the GM may want you to buy the skill.
     
    For example: If say you have PS: Singer 14-.  Normally, its just fluff and most GMs won't care if you buy the skill or not.  But if you use the skill a lot in the role playing session, it can be a factor.  Like say in one session, you sing to the troops to raise their morale.  In a bar, you begin singing to distract people from your teammates actions.  There is a crime boss you need to infiltrate,  you use your ability to sing to get into his night club.  None of these actions are combat related but could affect the game.
  16. Like
    dsatow got a reaction from Vanguard in Do You Reveal PCs' Backgrounds?   
    Just a comment
     
    I had a player once who asked for other player input.  He basically said, "My Int is at best a 13.  I am playing a 23 Int character.  I could use the help."
  17. Haha
    dsatow got a reaction from Duke Bushido in Ring of Regeneration   
    The answer to any "A normal person can't do it." is "I'm Batman."
  18. Like
    dsatow got a reaction from Amorkca in Do You Reveal PCs' Backgrounds?   
    Just a comment
     
    I had a player once who asked for other player input.  He basically said, "My Int is at best a 13.  I am playing a 23 Int character.  I could use the help."
  19. Like
    dsatow got a reaction from Brian Stanfield in Do You Reveal PCs' Backgrounds?   
    You want to leave whether they reveal their secrets or not up to them. You can, however,  help them along based on your scenarios and environment.  Start subtly and watch the player reaction.  If they feel comfortable with this, you can expand otherwise back off.
     
    Examples:
    In the former Red Sparrow:
    They encounter another Red Sparrow whose skills appear to be very similar to the player.  That player can make Int rolls to determine what the other Red Sparrow will do. The team encounters a spy and tracks them back to their base of operations.  Again, the PC can make Int rolls based on what spies generally do. A security incident at the League of Nations has them tracking the player down.  Some suspicious items in her background sent up red flags.  If they don't respond to this threat, the player will be arrested by the League of Nations task force and possibly scapegoated. Maybe the program hasn't had a spy as good as her and want to take her back in.  Several current Red Sparrow trainees come after her to take her back.  Of course, the trainees are conditioned not to talk about the program, but other players maybe curious why this trained assassin group are after the player.  This scenario is a hit the players on the head with a brick scenario. In the former actress:
    A millionaire obsessive fanboy has canisters of film, publicity photos and posters, of the character.  They may even have gone so far as to send a detective to take pictures of her in stalker-ish fashion. Family is big with the Romani in a Clan-Mafia sort of way.  If she is a practicing Romani, this might be included to her being sold as a bride since as she's no longer an actress her worth is declining.  Her extended family sold her to take advantage of what worth she has now and the bridegroom has come to collect. The players come across a circus they need to infiltrate and guess what, the circus has an opening which the player has done before.
  20. Like
    dsatow got a reaction from Ninja-Bear in Building a somewhat peculiar form of immortality   
    Personally, I would do it like this:
     
    20 Regeneration (20 BODY per Week), Can Heal Limbs, Resurrection (65 Active Points); No Conscious Control (-2), 1 Recoverable Charge (Recovers Under Limited Circumstances; -1/4)
     
    5 Teleportation 3m, Safe Blind Teleport (+1/4), Reduced Endurance (0 END; +1/2), MegaScale (1m = 1 km; +1) (8 Active Points); Linked (Regeneration; -1/2)
     
    The regen is no conscious control because the character doesn't know if he's gotten enough credit to respawn or how much time it takes in bureaucracy.  The 1 recoverable charge with limited recovery is based on if they do enough good deads in this new life to earn them another respawn.  The teleport is enough to put them somewhere safe with about 1 mile of the body/death site.
  21. Like
    dsatow got a reaction from PhilFleischmann in Move Thru/Move Bys and Weapons   
    I see this mostly as a way to curtail jousting from being overly effective.  If you are mounted on horseback, you hold the lance but it's the strength of the horse and its movement you are using.  Basically, you are using the strength of the mount and the rider's accuracy.  I can also see people without mounts running across a battlefield at full tilt having a hard time swing the weapon as you aren't going to be bracing your feet for the momentum compensation of swinging a large weapon.  A smaller weapon, the move through/by wouldn't be as effective as most of the weapons have a damage cap of 2x the base weapon damage.
  22. Like
    dsatow got a reaction from Gnome BODY (important!) in Building a somewhat peculiar form of immortality   
    Personally, I would do it like this:
     
    20 Regeneration (20 BODY per Week), Can Heal Limbs, Resurrection (65 Active Points); No Conscious Control (-2), 1 Recoverable Charge (Recovers Under Limited Circumstances; -1/4)
     
    5 Teleportation 3m, Safe Blind Teleport (+1/4), Reduced Endurance (0 END; +1/2), MegaScale (1m = 1 km; +1) (8 Active Points); Linked (Regeneration; -1/2)
     
    The regen is no conscious control because the character doesn't know if he's gotten enough credit to respawn or how much time it takes in bureaucracy.  The 1 recoverable charge with limited recovery is based on if they do enough good deads in this new life to earn them another respawn.  The teleport is enough to put them somewhere safe with about 1 mile of the body/death site.
  23. Like
    dsatow got a reaction from Brian Stanfield in Move Thru/Move Bys and Weapons   
    I see this mostly as a way to curtail jousting from being overly effective.  If you are mounted on horseback, you hold the lance but it's the strength of the horse and its movement you are using.  Basically, you are using the strength of the mount and the rider's accuracy.  I can also see people without mounts running across a battlefield at full tilt having a hard time swing the weapon as you aren't going to be bracing your feet for the momentum compensation of swinging a large weapon.  A smaller weapon, the move through/by wouldn't be as effective as most of the weapons have a damage cap of 2x the base weapon damage.
  24. Like
    dsatow reacted to Greywind in Passports, Drivers Licenses, and other Credentials under Fringe Benefits   
    Skills don't have to have a combat use to be on the character sheet.
  25. Thanks
    dsatow got a reaction from Scott Ruggels in Dundracon 2020: The San Ramon Farewell   
    In case anyone wants to know:
     
    In 1985, the United States created the Sentinel program.  A civilian military unit which employs paranormals.  It is the premier super powered group in the United States.  It ranks supervillains/superheroes by category.  Category 1 is the weakest while the highest seen so far is a category 8 which killed several superheroes before being driven off.
    Local Supers
    Lodi Official Super Enemies and Rebels Society (LOSERS)
    The LOSERS are a group of third string supervillains who for one reason or another can’t make it in normal supervillain society.  The LOSERS are very open to supervillains joining their group and do not judge other supers for their disabilities.  They are a cat 3 group.
    Lube – Lube is the primary leader of the group.  His power produces a sticky, slimy gel which constantly excretes from his body.  The gel is slippery, slimy, and gets everywhere.
    Flat – Flat is the lieutenant of the group, primarily because he was the second person to join.  Lube was the first.  Flat wields the awesome U-Lance, a HTH device which channels Flat’s chemical gas generation.
    Ruby Tuesday – Ruby has probably the most socially acceptable power in that she is a shape changer.  Unfortunately, she can not hold any shape more than a day and her base shape changes every time she sleeps.
    Bludgeon – Ruby’s best friend.  Bludgeon is very strong and has huge forearm like clubs.  Unfortunately, this has the effect of not letting her grab or manipulate anything (no fine manipulation).  This makes her life pretty hard (has a hard time getting dressed, can’t eat using finger or utensils, etc).
    Kafka – The cockroach powers super guy.
    Postal – A postman with the superpower of sending a properly addressed package anywhere in the world.  Some restrictions do apply. (Can’t send live animals, no solvents, no contents under pressure, etc.)
    ??? – an unknown member not encountered by the PCs.  He funds the LOSER group.
    Scylla
    Scylla is the name of an eco-terrorist group and the ship they sail on.  They attack any ship they feel is polluting or exploiting the seas.
    Kraken Joe – Leader of the group and Captain of the Scylla.  He is half octopus on his right shoulder and face.
    Tsunami – a Japanese ecoterrorist who can control the water.
    Mako – a supervillain who has the looks, powers and abilities of a Mako shark.
    Seadawg – Members of the Scylla group.  They are eco terrorist pirates who can’t spell.  They man the Scylla and are cat 2 threats.  They have no powers but the Scylla ship is a heavily armed military vessel.
    The Syclla – Is a ship stolen by the Seadawgs to replace the Flotsam, an armored tug boat/fire boat.  The Scylla was a fully armed vessel with light missiles, machine  guns, and a small recoiless.
    ??? – several other cat 3 members have not been met by PCs.
    Zukünftiges Deutsches Reich (Future German Empire)
    The ZDR are based on the moon and are planning to retake the Earth.  They have begun supporting existing groups with similar ideological viewpoints on Earth and secret missions to destroy those who might oppose their rule.
    Ubermensch – “Superman”, a flying brick.  Considers himself an invulnerable, immovable brick.  Others consider him just a prick.
    Die Gratin – “The Countess” is a 400-year-old blood mage/vampire.  Uses blood in interesting ways including magical blood spears and swords.  She’s a bitch but not really a Nazi.  She just works for them for her benefit.  She keeps a list of people who pisses her off but seldom remembers them after a while.
    Blitzableiter – “Lightning Rod” is a relative newcomer to the ZDR group.  He’s good friends with his co-recruit Entzünden.  He turns temporarily into a living lightning bolt which he uses both to move and to attack but the drawback is that he needs to land after each move.
    Der Überreder – “The Persuader” has the ability to make suggestions to people.  He is not well liked by his peers who do not like how he plays with people, enemies or not.  He seems to need to be close enough to his targets to tell them what to do.
    Ein-Mann-Armee – “One Man Army” has the ability to summon clones.  The clones will pop if they take too much damage.  Taking out Ein-Man-Armee will take out his clones.
    Entzünden – “Ignite” is a new recruit.  He has amazing control of fire and can even sheath himself in fire to protect himself and fly.  His fire requires oxygen to create the fire and was defeated by Sabre holding him in the cold water of the Monterey Bay.
    Jägermeister – “Hunt master” is a master martial artist.  Technically, a normal, he is an expert in Kampfrigen both the tradition and new maneuvers he has added to the Lunar branch.  He has taught most of the ZDR’s military martial arts.
    Überschallknall – “Sonic boom” A sonic energy master and former boxer. He’s a bit overconfident and thinks he’s a better soldier than he is.
     
    Space Nazis from the Moon
    February 16, 2020
    Roll Call
    Mayhem (played by James Kletzing) Doc Paladin (played by Vernon Putnam) Mr. Powersuit Guy (played by Brian Lienhart) The Human Torch (played by Tony Morreto) Cybrite (played by Isaac Bolmen) A-ko (played by Bruce Hahne) Freedom Belle (played by Barton Bolmen)      Space Nazis from the Moon are planning to destroy California by mind controlling a space monster sleeping in deepest part of the trench in the Monterrey Bay.  Their first step is to get the latest in mental control of giant lizards technology in Silicon Valley.  They outsource this task to Lodi’s Official Super Enemies and Rebels Society (L.O.S.E.R.S.), a group of supervillains (cat 3) who for one reason or another could not cut it in Northern California’s super scene.
         The LOSERS strike a technical company working on high tech animal control techniques.  They get instructed to steal a mind control device which operates on reptilian brains.  They were able to disable the general alarms and security systems, but the restricted lab area was not disabled, and an alarm went off.  The sounds of the alarm, surprised Flat who released a toxic cloud in the company.  The LOSERS evacuate the building only to run into several superheroes on the street.  A quick fight occurs, and the LOSERS lose.  Only Kafka escapes capture but Mayhem allows both Ruby Tuesday and Bludgeon get away.  In exchange, they find out about the tech being stolen and the destination address for the stolen goods.
    When they get to the destination address, they find out it’s a motel room.  Inside the room, a Nazi spy is taking pictures of the device and is sending the information in a narrow beam up to a cloaked Nazi saucer hovering 1 mile above.  The saucer, hidden from sight and radar, relays the information to the second saucer which is running the operation to capture Scylla.  The first couple of heroes who arrive at the motel decide to track the radio signal to its destination and accidentally crash into the cloaked saucer following the beam.  The saucer attempts to see what hit it and opens a hatch when Powersuit and Sabre, the two heroes, enter the saucer.  The Nazis fire assault rifles against the invaders but the guns are to no avail.  Ubermensch who is on board attempts to pull the heroes off the ship but also to no avail.  With reinforcements of the heroes on the way, he makes the decision to scuttle the UFO and drop its payload of bombs on the city of Santa Cruz.  Unable to use high explosives against the invading heroes because of the confined space being their saucer and the bullets being useless, they attempt to hold the invaders down with grappling holds and use shaped charges against the two heroes.  One hero gets grabbed and a shaped charge is set.  Meanwhile to protect the control center, they set up a 50 cal. Machine gun with AP bullets.  Powersuit Guy tosses off the grab and rips off the shaped charge.  With only seconds to spare, he throws the shape charge at the machine gun setup and on phase one, it explodes.  The explosion takes out most of the control center and the gun nest as well as most of the Nazi officers.  The saucer spins out of control and begins to fall to the Earth.  The Powersuit Guy, Sabre, and CyBrite, who joined them, push the saucer into the bay to prevent it from crashing into the beach.
         Meanwhile, the heroes at the motel quietly surround the room.  Mayhem sets himself up in the only possible escape route and meets Stan Lee walking the dog at night past the motel.  Doc Paladin knocks on the door to the room with the spy but Freedom Belle doesn’t want to wait and screams down the door, or at least attempts to.  The door is battered but is not knocked down.  The Human Torch purposely sets off the sprinklers which causes a big ruckus in the motel with people in other room screaming about the noise and unanticipated rain in their rooms.  CyBrite kicks in the door and the spy attempts to fight back.  Freedom Belle covers the spy, but given the spy’s orders, decides to take the damage and escape.  This fails, for while the damage doesn’t do much, the spy is knocked back into the room.  On the ground, Freedom Belle blasts the spy into the ground and into submission.  With nothing much else to do, CyBrite starts flying to where Powersuit Guy and Sabre are fighting.  The human torch soon follows afterwards.  After ensuring the spy is out, Doc Paladin and Freedom Belle join in the flight to the saucer.  They all come to the saucer after the saucer loses control and begins its plummet towards Santa Cruz.  As the saucer is falling, its bomb bay doors open, and Nazi soldiers and bombs drop out.  Everyone but Cybrite that are in flight deal with the bombs and Nazi soldiers.
    The saucer crashes into the bay, its nuclear fuel cracked.  The water cools the small nuclear reactor, but the heroes lift the saucer out of the bay and onto the beach.  The fuel begins to heat but before it can begin to meltdown, Doc Paladin stabilizes the core and repairs the saucer to a semblance of stability.  They get the manual coordinates from the saucer and prepare to head out to the sea.
         Early the next morning, a call comes out from the Eiko Maru, a science vessel for NOA.  They are under attack from Scylla, eco terrorist/pirate group.  The call gets cutoff after the SOS is sent out and nothing is heard from them again.  The coast guard, already with the players because of the saucer on the beach, have asked the heroes for help dealing with the Scylla.  The players agree and they take the boat out in the early morning hours to meet up with the Eiko Maru.  About a half a mile way, they see smoke coming from one of the boats.  Using binoculars and supervision vision, they find out the Eiko Maru has been taken over with hostages by Nazis!  The boat on fire is the Scylla.  All its missiles have been fired and non-essential parts of the boat are on fire.
         The hero plans a surprise attack/rescue.  This is for the most part successful as half the villains (not counting the clones) do not see the heroes coming.  The fight is touch and go for a while, but the hero appears victorious. Die Gratin sees the writing on the wall and leaves combat.  Mako gets called back by the heroes and does not awaken the monster sleeping in the chasm at the bottom of the Monterey Bay.  The heroes find out that the only ones in the ZDR Nazi’s group that could survive at that depth is Ubermensch and Die Gratin.  Die Gratin refuses to do something so unseemly and Ubermensch could not go for a reason not disclosed.
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