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Shadowsoul

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About Shadowsoul

  • Birthday 02/09/1986

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  1. I'm having similar issues with Tasha's export format. Also. Just re-downloaded Hero Designer and the option to print to PDF directly from HD seems to have gone.
  2. This might give you some ideas. I think something with pole-arms or two-handed swords/axes would work well for orcs. Or just a very offensive style based on smashing the enemy to a pulp before they can fight back.
  3. Paranoid Wisdom. Clairsentience that lets you hear voices in your head of anyone who is, (or will be), be talking about you. You don't necessarily know whether the conversation/s you hear are present or future. Doppelganger. Creates a duplicate which is player-controlled but has a different personality to the original PC.
  4. Perhaps you could look at real world examples of guns versus more traditional weapons. There are accounts of Scots highlanders who carried swords and shields succesfully fighting English soldiers who used muskets with bayonets in melee. At range the highlanders died but close in they could parry the unwieldy guns and cut the musketeers down. There are stories, (hotly contested on military history forums), of soaked leather shields or rattan shields providing effective protection against early fire-arms. Even if they didn't work your medieval side could certainly give them a try. There are also stories of Zulu warriors being fed various drugs to make them fearless, faster or more resistant to pain. It would be easy to write up some combat drugs for use by medieval 'shock troops'. E.g. CON - Only to prevent being Stunned.
  5. Ah yes the old one-shot flamethrowers. I actually did a write up of a flamespear for my campaign. It's the only 'gun' write-up I still have a file for. I crow-barred a 'Chinese' character into the campaign so I could use it. As it happens one player liked that character so much that he semi-retired his own character and took the NPC over. The weapon itself was supposed to be used for defending fortified cities if memory serves. It didn't take much training to use and could hopefully disable, (or at least upset), one attacker. With luck it wouldn't burn your hands off, much.
  6. Also. Depending on how technical you wanted to get you could base the armour piercing abilities of black powder weapons on their range. Point blank a bullet should go through armour much more easily. Of course it can also do more damage and Hero doesn't usually allow for ranged attacks, (barring line-shaped explosions), doing less damage at long range. But if you wanted to make your life harder and Mr Rifleman's life easier then you could give black powder weapons levels of Penetrating e.g. 3 at short range, 2 at medium range etc. Could still have Armour Piercing. This would be fiddly as hell but would ruin Ser Knight's day.
  7. How much CON does Ser Knight have? Is he going to be Stunned by the first shot?
  8. Had a dig around, (and had great fun reading some session write-ups which I created for upload to these very forums around a decade ago). Bad news is that I couldn't find a document listing my own rules for black powder weapons or even any write-ups of black powder weapons. I did find a few fragments from old character sheets though. A single-shot rifle, (rifled musket), took 11 rounds to reload by the looks of it. That was without any investment in the loading skill. A musket or pistol would have taken less time. The loading skill cost 1 point per level, (might make it 2 points per level if I were doing this today). Each level knocked a round off the loading time but no matter how high the skill it still took at least one round to reload. I also found a document containing some rules that another poster had made for black powder weapons to use in a pirates campaign setting. I've uploaded it with this post. I didn't use the rules as written in this document but got some ideas from it. I don't know anymore who the original poster was since it was so long ago. I have a feeling that it could have been Spence but that might just be my imagination. Presumably the person who created these rules was happy to share them or I wouldn't have had them in the first place. Nonetheless if the author of this document doesn't want it shared then please let me know and I'll delete this post. Blackpowder Guideline.doc
  9. In response to your question about fighting techniques with spent fire-arms Typist. I see three options. You stick a bayonet on the gun and use it as a spear; advanced fighters could use martial manoeuvres stolen from spear-based martial arts. You use the gun as a club. You could use quarterstaff fighting for this but a gun will be unbalanced so the wielder should get a small penalty. The butt of the gun could be reinforced with metal to make it a more effective club. You combine the gun with another weapon. Wikipedia has some examples of historical weapons which did this. https://en.m.wikipedia.org/wiki/Pistol_sword You could also have a 'gun-tricks' skill or new combat manoeuvres for doing things like firing a half-loaded gun into an enemy's face.
  10. I ran a game which had black powder weapons. The setting was sort of Napoleonic era but with the pace of technological advancement sped up a bit. So the army that the PCs worked for was just in the final stages of retiring pike-and-shot regiments in favour of musketeers. But there were riflemen as well and strange multi-barrelled guns as well. Had a great time finding evidence of weird historical guns like the boarding gun and the pistol cutlass. I had guns as standard so no one bothered with bows, (or at least it was rare). Guns were AP as I recall but did not usually do so much damage as to make melee weapons useless. I also had long loading times. But I had a loading skill that was basically bought as skill levels which reduced the amount of time it took to load a weapon. So an incredibly skilled soldier could reload in a single action while a new recruit might take a Turn or so. Regardless most people at least had pistols that they could use once before getting into melee. I did make the guns fairly inaccurate but again characters could buy PSLs to offset this. Pistols as I recall were fairly accurate at close range but had very low range increments so became rapidly less accurate at longer ranges. All in all it worked fairly well. Characters could focus on being good at melee or at getting the most out of guns, (or use magic of course). Any monsters or villains had to be able to survive the initial hail of bullets the party could unleash but I don't remember the fights being a cakewalk. (Though I did set a Predator on them at one point). Might be able to dig up my old design documents given time.
  11. Your all? Up? As in 'I give up'. 'Well done; you have answered correctly.' Thanks? Because that's not a physical thing. Time's a good one; I'll third it. You could add a second clue/s. What can be bought but not sold? What can be spent but buys nothing? Chances?
  12. Yeah I wouldn't want to share a dimension with that thing.
  13. Thanks guys. You've given me some things to think about. Let me tell you a bit more about the scenario I had in mind. This would be a survival horror game of sorts. The game would start with the PCs in Rapture, next to an elevator. I would tell them that they are the survivors of a shipwreck who managed to make it to a Rapture 'lighthouse' in a lifeboat. They would soon be contacted over a radio by a doctor who is seeking to cure the residents of Rapture of the effects of Adam and Eve abuse and requests their help since, as newcomers, they are still sane which is an increasingly rare trait in Rapture. The idea is to get the lab which produces a new Plasmid called Purity, (or possibly Cain), that reverses the effects of Plasmid mutation up and running again; restoring power, removing some Splicers from the area etc. Another character would contact them after that suggesting that they play along with the doctor but then betray her and join him in a straightforward escape attempt using a stolen submarine. I would have a small number of Plasmids, Gene Tonics and weapons for the PCs to find which would be written out on pieces of card or perhaps just printed onto pieces of paper. As PCs start using Plasmids and Gene Tonics and/or suffering stress and injury they'll start to remember things which call their memories of being innocent sailors and passengers into question and potentially erode their sanity. The final reveal is that the PCs are not actually visitors from the world above; they are Splicers who were used as test subjects by the doctor and now their Purity treatments are wearing off. Those who survive long enough will have to decide whether to accept a second round of treatments in the hope of regaining their humanity or escape the nightmare of Rapture in order to roam the surface world as the monsters they have become. Splicers will not attack in mass waves. They will be unique, heavily mutated horrors who are more than a match for a lone PC, at least at first. Weapons and Plasmids will be rare enough that the PCs will have to think carefully about who gets what, particularly if their 'memories' have the desired effect of making them distrust each other. I will try to give the Players the chance to use Rapture's environment against the Splicers as well. But don't want to pack too much in. Big Daddies and Big Sisters will be replaced by 'Clankers', Steampunk cyborgs which carry out various tasks around the crumbling city and are probably too powerful for the PCs to take on, though they could be lured into clearing out Splicers.
  14. Hi all. I'm thinking of creating a one shot scenario to run at my Gaming Club which is set in a somewhat modified version of Rapture; the underwater city from Bioshock. Somewhat altered backstory and no Little Sisters, (because I just know at least one player would start harvesting Little Sisters and I would not be able to look them in the eye afterwards), but still with hideously mutated Splicers everywhere and Plasmids galore. Has anyone ever tried statting out Bioshock or Rapture Hero? And does anyone have any thoughts or suggestions?
  15. An attack that messes up the target's brain chemistry? Ego Attack (Mental Blast) with AVAD Con Roll and Disadvantage All or Nothing. It would probably Do Body Damage as well as Stun and would target DCV rather than DMCV. Messing with the fluids in the target's inner ear could be a less lethal version of this that just causes Stun or possibly creates a Mental Entangle, (how can you move when you aren't sure which directions are which anymore?) An Entangle which requires a considerable amount of liquid that is then condensed into watery shackles that have High Def. Similar spells could create Barriers and even Resistant PD. Water cannon attack. An energy blast that targets PD and has increased Knockback/Knockdown. Fly (run) across a surface (liquid) would give you the classic walk on water power. For a really specific and annoying ability you could Dispel or Drain Swimming with a power that basically causes liquids to stop resisting the target so that they sink to the bottom of whatever pool, river or sea they are in and potentially drown. Controlling liquids within a person's body would of course allow for all kinds of horribly inventive NND attacks. The most vile I can think of would be forcibly extracting the liquid from the target's eyes; doing one point of NND Body Damage and Major Transforming them by giving them the Physical Complication 'Blind'. Causing liquids in the ground and atmosphere to move, coalesce or vibrate could create various different Change Envrionment powers. From creating a large patch of mud to summoning a mighty storm. And if you allowed non-automaton characters to use this power, (which I personally do), they could grant themselves the power Does Not Bleed. Because if you can control liquids then you certainly aren't going to let your own blood get away with trying to escape its cage. The flipside to this would be a horrible Vampire the Masquerade Thaumaturgy style power where you do a powerful Killing Attack AVAD with the alternative defence being that the target must already be bleeding and the effect is you mentally/magically reach out and compel the target's blood to leave their body at a greatly increased rate. This style of magic could be a real horrow show. I don't think a Hero Power Build has made me wince so much since I read a write-up for Vitus's 'Detonate Scrotum' spell.
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