Jump to content

Shadowsoul

HERO Member
  • Posts

    1,149
  • Joined

  • Last visited

Everything posted by Shadowsoul

  1. Re: Fairytale Hero I like that use of spiritual transform. I wonder if, when giving out wishes, a GM should sometimes give some definition of what they can do? FREX. You can have a Wish For, a Wish That, a Wish I or a Wish You. A Wish For can only be used to ask for things e.g. a castle or a pile of gold - 'I wish for a castle'. A Wish That can only be used to make something happen, not to create things - 'I wish that tree would explode'. A Wish I changes the wisher - 'I wish I could fly'. A Wish You changes a specific person - 'I wish you were a slug'. Wishes can also be split into two categories - Cosmic wishes and Command wishes. A Cosmic Wish has its own independent existence. It may have a physical form, be a charge in an artefact or exist in a more nebulous way, like a blessing. When activated the wish does whatever it is told to do, it is not sentient but can be activated by literally saying the magic words and will carry out the wisher's wish just as they asked. A Cosmic Wish would be in the form of a Cosmic VPP with one charge that never recovers. A Command Wish is like a geas, a promise or a contract. It means that a magical being has agreed to carry out a command, in the form of a wish, for the wisher. If the being is evil or has a poor relationship with the wisher then it may try to use the wish against them, misunderstanding the wish on purpose or carrying it out too literally. E.g. the wisher says something like 'I wish to be held above all others in the land' (meaning they want to rule the country they are in) and is transported to a mountain top. Or the wisher says 'I wish to have a magic sword' and the being steals a magic sword from a powerful and extremely vengeful wizard.
  2. Re: Fairytale Hero I see where you are coming from Old Man but I would still like to stat out wishes. If all wishes are created equal then it would be fair to not stat them out, particularly if they are the ultimate form of magic and cannot be stopped. If, however, you want to vary the level of power that a wish can have or place limits on what a wish can achieve then I think it would be worth statting them. Particularly if the wish is provided by a certain being such as a Djinn; a wish gained from a Djinn is basically the power to command the Djinn to carry out a certain task. I can see why it is tempting to avoid statting wishes. Hero does not work well with qualitative or infinite/unstoppbale powers as we know. It would be almost impossible to stat out a wish that could erase a country from history or force all the women in the world to fall in love with the wisher. On the other hand, do we want to give Hero Players that kind of power? Let us say for example that a PC gets a single wish. Unless there are careful limits on what the wish can do they could simply wait until they know the name of the Campaign's major villain and wish that his/her head explodes. Or they could find the largest dragon in the area and wish for it to become slavishly obedient to them. Then they could become incredibly rich and conquer the entire region with their dragon minion. And we would have to ask ourselves, why has no-one done this before? Why hasn't a villain or evil wizard used a wish to make themself overlord of the world? Perhaps there are lots of people holding onto wishes so if you use one that gets you noticed then someone will use their wish to return things to normal. But that could get quite irritating. Characters in Fairytales who get wishes tend to squander them, except possibly the last one. Genre savvy Players could clean up with a single strategically used wish. If you have a good relationship with your players and can convince them not to misuse their wishes too much you might get away with it, but then that would feel like you were artificially constraining them and I think could hurt their enjoyment. I also like the idea of a hierarchy of wishes. You could get a minor wish just by picking the right kind of flower or seeing a falling star. A more powerful wish would have to be granted by a magical being or potent artefact. On a related note. Do you think it would be worth making Transforms cheaper for Fairytale Hero? Perhaps they come with certain Limitations such as Side Effects which make them more affordable at lower levels. So an apprentice could know a Transform spell with a fairly high Active Point Cost but the actual effect is quite variable.
  3. Re: Fairytale Hero Interesting stuff guys. Thanks for the suggested resources. Cheers. Having thrashed out the basics of what a Fairytale campaign could be I would leave things like tech levels and PG ratings to individual GMs. I see no reason why a Fairytale land should not have early black powder weapons. And using a real historical setting with added folkoric elements would also be cool. I also think it would actually be fun to play up the anachronistic elements of Fairytale Land. Celtic knights living in huge castles and that kind of thing. I agree that magical killing attacks are not common in Fairytales. Magic is there to do things, not, (just), kill them. Physical killing attacks are quite common though. Swords, fangs etc. Weird and wonderful weapons such as singing swords and giant sized kitchen utensils also amuse me. More on magic. I agree with Old Man in that failing a spell roll does not mean that the spell fizzles, it means that the spell does something which the wizard did not intend to do. A very cruel GM could demand that all spells used by a PC must be recited by the Player, word-perfect, from memory, otherwise they go wrong. But that should probably only be enforced if drinking is involved.
  4. Fairytales/folktales. Is there a Fantasy Hero niche for this kind of game setting? And what would a Fairytale Hero setting look like? Would it be more interesting to stick strongly to the source material, (the stories made famous by Grimm's Fairy Tales and also by Disney), or to blend in ideas and beings from other mythologies? Even original Fairytales are often linked to other mythologies e.g. Celtic, Arthurian, Arabian Nights. Consider the background. Fairytales have provided rich pickings for fantasy authors and GMs alike for many years. Fairytale style fantasy novels such as Blue Moon Rising, the Castle In The Air, the Xanth novels and the Wizard in Rhyme series form a little sub-genre within mainstream fantasy. More recently the Fables series of Graphic novels has depicted a dark and mature Urban Fantasy take on the world of fairytales. The even more recent tv series Grimm attempts to do the same. Fairytales are also big on screen in the form of films such as Shrek or Snow White and the Huntsman. Fairytale Hero could also cover classic novels such as Alice in Wonderland, Peter Pan and the Wizard of Oz, which have, (in my mind), a similar feel to Fairytales or are at least aimed at children, just as modern Fairytales usually are. For the moment I'm just going to throw together some key themes and ideas which I think are common in Fairytales and to a lesser extent Fairytale fantasy novels, (which are not the same as their source material). Ordinary People have adventures. In the original stories main characters are quite often ordinary people, although they may be knights or princes. A low-level party of adventurers in a generic fantasy setting might include an aspiring priest, a young sorcerer, a skillful but green warrior woman and an apprentice thief. A Fairytale party on the other hand might include a woodcutter, the third son of the King, (who has not received much attention or training),an apprentice baker and a talking cat. Magic items are common. To balance out their lack of power Fairytale protagonists often stumble across magical artefacts or gain the help of a supernatural entity. Qualitative Magic. Wizards and magical creatures in Fairytales are good at absolute abilities such as granting wishes or turning people into things. When wizards fight each other they are more likely to try and transform themselves or their opponents into things than they are to try and whittle down their opponents elemental defences with repeated fireballs or counterspells. Magical items do a certain thing e.g. creating a kingly meal or turning someone invisible and they never fail to carry out their purpose unless they are misused. Magical beings often have specific weaknesses and may be invulnerable to all other forms of attack, magical or mundane. Talking Animals. These are common, with or without explanation. Some have magical powers or extraordinary skills. Some talking animals act like humans e.g. walking on their hind legs and building houses. Violence is not always the answer. While it is not uncommon for Fairytale heroes to kill giants, dragons, ogres etc they are less likely to use standard combat tactics and may instead use tactics such as running, hiding, lying, disguising themselves, pushing people into ovens and using wishes. However, Fairytale style fantasy novels usually have as much blood and slaughter as any other high fantasy story. Words Matter. Riddles, lies and word games quite often feature in Fairytales e.g. Rumpelstiltskin. Magical beings and even humans are usually bound by their word, sometimes even if this means their death or utter defeat. Lots of Royals. Fairytale lands tend to have a lot of knights, kings, queens, princes and princesses. This is despite the fact that dragons prefer to dine on princesses or noble maidens and monsters of all kinds routinely slaughter dozens of knights and princes before one hero is lucky or clever enough to bring them down. It is possible that Fairytale Monsters are a necessary check on the population of knights and royals in Fairytale-Land, which would otherwise grow out of control and devastate the countryside like a plague of locusts. One more idea to think about is Comedy versus Horror. The original Fairytales, (Pre-Grimm), were often quite horrific. The original Red Riding Hood was not saved by a woodcutter; she took all of her clothes off and then got devoured by the Wolf. I believe she was was supposed to be a cautionary tale warning young women to avoid dangerously attractive and/or hairy men. Modern retellings such as the Fables series focus on the darker aspects of these childrens' tales. Other stories, such as Shrek or Castle In The Air, are funny because they play around with the weird rules that Fairytales seem to have. Some stories, like Blue Moon Rising, manage to mock traditional Fairytales and force their heroes to wade through rivers of blood. If someone were to run a Fairytale Hero game it would be important for the GM to agree with the players beforehand whether the campaign was supposed to be a light-hearted riff on Fairytale cliches, a devastating journey into the bloodsoaked nightmares of folk-legend or something in between. So. Does anyone have any thoughts on this?
  5. Re: Bard villain/mastermind: how? You could draw on Rock Stars/Singers like Alice Cooper, Meat Loaf, Rob Zombie and Lordi. What would a Demonic Bard be like? Maybe someone who was employed to turn the screams of tormented sinners into sweet and poisonous music.
  6. Re: Bard villain/mastermind: how? I agree with the idea of music which can corrupt those who listen to it. Imagine of all the stories about Heavy Metal artists of Goth bands were actually true. Perhaps the Bard's music was taught to him by a Demon in a sort of 'crossroads deal'. The bard as a diplomat, spy or assassin is also entirely possible. I think that a master villain would show a pleasant, even harmless, face to the world while concealing a ruthless streak or even sociopathic tendencies. Don't know if you've ever read the Woman in White but there is a villain in that who would suit the model perfectly. Count Fosco He is charming, amusing and very good company. He is also greedy, calculating and completely unrestrained by morality, though he is capable of feeling affection for people, even if they get in his way. While seeming to be nothing more than an entertaining eccentric on the surface, Fosco manages to mastermind a complex and cruel plan to destroy a young woman and steal her fortune. He will also happily kill people who threaten his plans. Your Bard will probably have more ambitious plans than Fosco but I think that this would be a good way to build the character.
  7. Re: Sci-Fi Melee Weapons: Bat'leth, Lirpas, Lightsabres, Rykk Blades, Koltari, Denn'B The Darkstalker series has an interesting excuse for the laser and sword combo. If I recall correctly, the idea is that humans developed energy shields, (force fields), which were impervious to standard projectile weapons, (slug throwers). But energy weapons, (called disruptors), can get through these shields or at least short them out. Unfortunately even the most advanced hand held disrupters take a couple of minutes to re-charge. Energy shields do not provide 360" coverage and so are used like physical shields, carried on the arm and used to block incoming attacks. It is entirely possible to get past someone's guard in close combat and hit them or stab them with a melee weapon. So in the Deathstalker series battles are a bit like battles from the age of sail and flintlocks. Everyone fires their gun and then rushes into close combat and starts hacking away at each other until their guns recharge. The most dangerous people in the Deathstalker universe are usually close combat experts; swordsmen and psychopaths. Can't recall any signature melee weapons though. Just swords and axes for the most part.
  8. Re: SHADOW WOLF: Just cant get him right (please help) Sounds like a VPP which is limited to only using specific sets of powers that are based on animals.
  9. Re: Recommended Book for Fantasy GMs
  10. Re: Spartans I created a Hoplite character based on 300 for a convention once. Here is a word file of his character sheet.
  11. Re: Creating a Shadow Demon I did create a character sheet for a Shadow. Which was a cat-like shadow demon from Devil May Cry 1. You can find the HDC, (5er), file on this page of the currently defunct thread 'Shadowsoul's Monster Corner'. (Guess who started that one). But here is the text and character sheet re-produced. Shadow Genre High Fantasy, Urban Fantasy, Sword and Sorcery. Background Evil demons that once haunted ancient battlegrounds and added their own killing sprees to the general slaughter. In modern times they lurk in places where battle or murder were once commonplace and dream of the lost glories of the past. Personality/Motivation Shadows are all about killing things. What they do the rest of the time is of little interest, possibly even to themselves. Powers/Tactics The keys to a Shadow's attacks are mobility and range. Although they prefer the form of a huge panther Shadows can stretch and shift their bodies into an unlimited number of shapes and use this ability to strike at their opponent from a distance and often from an unexpected direction. They will also use their runnning, leaping and clinging powers to outflank or ambush opponents. One favoured tactic is for the Shadow to compress itself down into a dark pool not much thicker than a real shadow and send out a long tendril of darkness that drives spikes upwards into their opponent's body from ground level. Shadows attack without fear and will continue to fight even if badly wounded or surrounded. Campaign Use Shadows can be used as a 'random encounter' in ruins, castles, dungeons, catacombs, old battlefields and other unpleasant or gothic areas. In plot terms a Shadow could be the manifestation of the malice in a cursed or haunted area, (in which case a ritual may be required to force it to manifest). Alternatively they make fine pets and guard dogs, (cats), for evil sorcerers and necromancers. Also a good summon for a Shadow Mage regardless of his morality. Quote (Unexplained rock music plays in the background as the PCs fight it). Appearance Shadow beast in the form of a big black panther with glowing red eyes. Also a pool of shadow, a huge spike or a ball of lighter shadow, (when stunned or unconscious). Val Char Base Cost 20 STR 10 10 18 DEX 10 24 16 CON 10 12 18 BODY 10 16 13 INT 10 3 13 EGO 10 6 20 PRE 10 10 10 COM 10 0 4 PD 4 0 3 ED 3 0 3 SPD 2.8 2 7 REC 7 0 32 END 32 0 36 STUN 36 0 12" RUN 6 12 2" SWIM 2 0 8" LEAP 4 0 Pts. Power END 45 Shadowshift Attacks: Multipower, 45-point reserve 4u 1) Spike: Hand To Hand Killing Attack 2d6 (2 1/2d6 w/STR), Armor Piercing (+1/2) (45 Active Points) 4 3u 2) Leap/Charge: Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Hand-To-Hand Attack (-1/2), Conditional Power Must move at least 6" (-1/4) 0 2u 3) Rake/Trispike: Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR), Autofire (3 shots; +1/4) (25 Active Points) 2 28 Molten Shadow: Shape Shift (Sight and Touch Groups, any shape), Instant Change, Reduced Endurance (0 END; +1/2) (57 Active Points); Limited Power Can not change colour or texture (-1) 0 7 Shadow Slide: Clinging (normal STR) (10 Active Points); Linked (Molten Shadow; -1/2) 0 2 Shadow Armour: Damage Resistance (4 PD/3 ED) (3 Active Points); Nonpersistent (-1/4) 0 30 Attenuation: Stretching 6", Reduced Endurance (0 END; +1/2) (45 Active Points); No Velocity Damage (-1/4), no Noncombat Stretching (-1/4) 0 4 Leaping +4" (8" forward, 4" upward) 1 Power Cost: 125 Pts. Skill Roll 3 Acrobatics 13- 13- 6 +2 Shadow attacks 6 Penalty Skill Levels: +4 vs. Autofire with Rake/Trispike 3 Breakfall 13- 13- 3 Concealment 12- 12- 2 KS: Warfare 11- 11- 3 Stealth 13- 13- Skill Cost: 26 Pts. Talents 14 Fearless Talent Cost: 14 Disadvantages Pts Susceptibility: Strong Light 1d6 damage per Phase (Common) 20 Physical Limitation: Cannot cross certain mystical barriers (Infrequently, Greatly Impairing) 10 Physical Limitation: Greatly Limited Manipulation (Frequently, Greatly Impairing) 15 Vulnerability: 1 1/2 x STUN Fire (Common) 10 Vulnerability: 1 1/2 x BODY Fire (Common) 10 165 Abilities Cost 95 + Characteristics Cost 260 = Total Cost Base Points: 195 Disads Total +65 Total Cost 260 Design Notes As I said this is not an exact match to the original monster but I've tried to make it a little more versatile. One ability which I left out is a virtual invulnerability to HtH damage while conscious. This power can be built as 10 points of Resistant PD combined with 75% Physical Damage Reduction, Resistant. (Nonpersistent, Only against melee attacks). I added in the Vulnerabilities to make the Shadow more a creature of darkness. They can be removed to make it more versatile/formidable. Psy lims such as 'Murderous', 'Utterly Evil' or 'Loyal to greater demons' make good replacements for these Disadvantages.
  12. Re: Help Me Populate: The Undead Asylum Might as well add a denizen of my own. Another riff on the Eater of Undead theme. Please excuse the portentous style. "Gethenthrax is a snake so old that he has grown to the size of a dragon. Once he slithered beneath the earth and was free. Once he had worshippers who fed him screaming sacrifices in the hope of favour, though he had no interest in answering their prayers. But now the land has been devastated by plague and the Snake's worshippers are all dead. Nearing starvation, he settled beneath the Undead Asylum and hunted through its depths for sustenance, gorging himself on the pitiful creatures that rotted there. This, however, was a poisoned feast because the flesh of the Undead is cursed and any creature that preys on them will share their fate. Gethenthrax does not move much nowadays. The urgency of life has long since fled from his decaying bones. Yet he is still dangerous, for he feels a hollow ache deep within the pit of his belly and he mistakes it for hunger ..."
  13. Re: Unleash The Clockworks Of War! Sorry, I never answered this question, did I? The idea for the project, (possibly an e-book if I'm very, very lucky and/or get my act together), is to create Package Deals and Powers for different kinds of unusual adventurers or heroes which can then be slotted into most Fantasy settings. So, some worlds will have gunpowder and others won't. But I have no objection to devices that use gunpowder; clockwork cannons and gatling guns are always fun. Devices like the one AmadanNaBriona linked to are also an interesting possibility. As long as it doesn't require electricity, petrol or modern munitions/fuel its probably alright. Just had another thought. The Murder Mill. A mobile windmill with sharpened blades. During windy conditions the blades turn and can slice through enemies. However, the blades are connected to various springs and wheels which store tension, (energy), and so can be turned even on a calm day. Other devices, such mechanical crossbows, secondary slashing blades and catapults can be run off the energy gathered by the turning blades. A stationary Murder Mill could use the wind power it gathers to power various clockwork traps and killing mechanisms inside it. Making it a perfect un-manned defence system for treasure etc.
  14. Re: Help Me Populate: The Undead Asylum More good ideas. Thanks guys.
  15. Re: Unleash The Clockworks Of War! Thanks to everyone who's contributed so far. Some very interesting ideas, (and a few frightening ones). I'm particularly intrigued by the idea of the materials which might be available to inventors in a Fantasy setting. It could lead to some interesting adventures e.g. An inventor hires the party to raid a nearby band of Dark Elves and steal as much of their armour and weaponry as possible, because Dark Elf equipment makes great springs once you melt it down and reforge it. How would people respond to inventors in a Fantasy setting? Would they be feared? Lumped in with the magic users? Or respected and sought after?
  16. Re: Quote of the Week from my gaming group... Not always. One series, called 'The Exploits of Ebenezum' has a rhyming demon lord as its main antagonist. http://www.fantasticfiction.co.uk/g/craig-shaw-gardner/exploits-of-ebenezum.htm
  17. For a future project I'm planning to create Package Deals and Powers for a series of unusual types of adventurers. Including a Leonardo Da Vinci style Inventor class. My question is. What kind of weapons could be made using clockwork in a Fantasy world, without using magic? They don't have to be practical enought to have been used in real life, but they should be practical enough that you could get away with using them in a High Fantasy world. I'm assuming that clockwork automata could not be used as soldiers or androids without the intervention of magic as it would be too expensive to make ones which have complex enough behaviours to actually 'fight' people. I suppose a clockwork golem could just walk towards people and smash them. My main idea so far is the 'Thresher'. A clockwork mechanism is attached to a large steel shield or wall, several metres wide, a series of sword blades, axeheads or scythe blades stick out from the front of the shield and sweep back and forth or up and down with mechanically enhanced force. The whole device is wheeled and must either be pushed be soldiers walking behind it or have its wheels run off the clockwork 'engine'. The Thresher is used to break up the enemy line, by crashing into it and chewing up anyone who gets in its way. It can also be used to clear narrow passages such as city streets or breaches in castle walls, forcing the enemy to retreat or die while protecting the soldiers behind it. Does anyone have any other ideas or thoughts on this one?
  18. Re: Cool Guns for your Games I remembered today that I posted write-ups of three very outlandish guns in the Star Hero Forum many moons ago. Thought I might as well post them here as well, though they may be a bit silly for this thread. Here are three guns from the Xbox 360 game - Bulletstorm. They are very over the top and quite complex. But should be fun to use. Best for 'soft' or slightly humorous Sci-Fi. Each weapon has a standard shot and a rarer charge shot. Some weapons have additional abilities which affect or complement their standard attacks. The Flailgun. This custom built weapon launches two grenades which have been attached to each end of a chain. If the chain hits a target then it wraps around them, holding them captive. The two grenades can then be detonated at the shooter's leisure, tearing their haples victim apart and killing anyone else who is too close by. Standard Shot (Flailgun): (Total: 85 Active Cost, 15 Real Cost) Chain Entangle 2d6, 3 DEF (25 Active Points); Independent (-2), OAF (-1), 8 clips of 2 Charges (-3/4), Required Hands Two-Handed (-1/2), Limited Power Will Hit Throat, Arms or Legs. (-1/2), Real Weapon (-1/4) (Real Cost: 4) plus Blast Killing Attack - Ranged 2 1/2d6, Linked (Chain; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; +0), Explosion (+1/2) (60 Active Points); Independent (-2), OAF (-1), 8 clips of 2 Charges (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 11) Notes. I suggest that there is no need to make a second attack roll to blow the target up, since the grenades are already attached to them, even if the shooter waits for a Phase or two before detonating the grenades. The Flailgun's charge shot fires a superheated chain that rips/burns through anything in its path, before exploding as normal. Charge Shot (Flailgun): (Total: 150 Active Cost, 23 Real Cost) Burning Chain, Killing Attack - Ranged 3d6, Area Of Effect (18" Line; +1) (90 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), No Range (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 14) plus Blast Killing Attack - Ranged 2 1/2d6, Explosion (+1/2) (60 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Linked (Burning Chain; -1/2), Real Weapon (-1/4) (Real Cost: 9) It is possible, in game, to slice an enemy apart by firing the Flailgun's standard shot at a piece of cover which is next to them so that the wildly spinning chain lashes into them. This power simulates that special attack, it replaces the Chain attack but not the Blast attack. Slicer: Killing Attack - Ranged 2 1/2d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Conditional Power Only Works When Standard Shot Strikes Cover Nearby Target (-1), Linked (Standard Shot (Flailgun); -1/2) The Penetrator. This crudely named weapon is a modified industrial drill. The gun launches motorised drill heads powered by small rockets. This weapon can punch through multiple targets and drill through all but the toughest armour. Standard Shot (Penetrator): Killing Attack - Ranged 3d6+1, Armor Piercing (+1/2), Area Of Effect (30" Line; +1) (125 Active Points); Independent (-2), 8 clips of 1 Charge (-1), OAF (-1), No Range (-1/2), Conditional Power Must Attack Targets Rather Than Hexes. (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) Notes. While the Penetrator attacks target in a straight line it does not automatically hit every character within the affected hexes. This is because the attack is actually a Beam and the targets must be perfectly lined up if they are all to be hit. To simulate this, the player must roll to attack each affected character individually, although missing one character does not prevent attacks against other characters further down the line. This power could also be simulated with an Activation Roll or even built as some kind of Autofire. The Penetrator's Charge Shot is a two part attack. The first attack is exactly like a Standard Shot. The second attack simply turns the drill towards a new target, effectively making a second AoE Line attack which begins wherever the first attack ended. The second attack can be used before the first attack has reached the end of its line. Charge Shot (Penetrator): (Total: 250 Active Cost, 33 Real Cost) First Attack Killing Attack - Ranged 3d6+1, Armor Piercing (+1/2), Area Of Effect (30" Line; +1) (125 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), No Range (-1/2), Conditional Power Must Attack Targets Rather Than Hexes. (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4) (Real Cost: 17) plus Second Attack Killing Attack - Ranged 3d6+1, Armor Piercing (+1/2), Area Of Effect (30" Line; +1) (125 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), Limited Power Must Begin Where First Shot Ends (-1), Conditional Power Must Attack Targets Rather Than Hexes. (-1/2), Required Hands Two-Handed (-1/2), Linked (First Attack; -1/2), Real Weapon (-1/4) (Real Cost: 16) Notes. The second attack is made against a different target and requires a second attack roll. GMs may state that the second attack must be made in the shooter's next phase, rather than in the same phase as the initial attack. The Head Hunter. Perhaps the most complex of the three guns. The Head Hunter is an extremely advanced sniper rifle. Each bullet is equipped with a guidance system that the shooter, (whose perception of time is slowed down by cybernetic implants that automatically insert themselves whenever the gun is picked up), can use to steer it towards the target. With its sophisticated targeting AI, that can detect targets within a 360 Degree arc of the shooter, and powerful scope the Head Hunter makes sniping ridiculously easy, as long as you have the dexterity required to use its manual guidance system. Standard Shot (Head Hunter): (Total: 56 Active Cost, 9 Real Cost) Killing Attack - Ranged 3d6, Indirect (Same origin, always fired away from attacker; +1/4) (56 Active Points); Independent (-2), 8 clips of 1 Charge (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 9) Targeting AI: Detect Viable Targets 15- (Sight Group), (20 Point Active Cost, 5 Point Real Cost). Increased Arc Of Perception (360 Degrees), Telescopic: +1 (20 Active Points); Independent (-2), OAF (-1) Scope + Range Finder: (16 Point Active Cost, 4 Real Cost). Penalty Skill Levels: +8 vs. Range Modifier with Head Hunter, Independent (-2), OAF (-1). Guidance System: (Total: 20 Active Cost, 4 Real Cost) +4 with Head Hunter, Independent (-2), OAF (-1), Requires A Dex Roll (-1/2), Real Weapon (-1/4) plus Penalty Skill Levels: +6 vs. Hit Location modifiers with Head Hunter, Requires A Dex Roll (-1/2), Real Weapon (-1/4). Notes. I suggest that a player, (or GM), should declare that they are attacking a particular target and note whether or not they are attacking a particular Hit Location and then make their attack roll as normal. If the attack roll fails then the player can make a Dex roll to try and apply the extra CSLs and PSLs to the attack, thereby hopefully allowing the attack to succeed. In background terms the Guidance System can be used to steer a bullet, which is about to miss the target, onto the correct course. The Head Hunter's Charge Shot is a complex multiple power attack. The initial attack is identical to a standard shot and can use the scope, targeting AI and guidance system as usual. However, once the bullet hits home it lodges in the target and allows the shooter to move his victim's flailing body wherever he wills. Once the target has been manouevred to the shooter's satisfaction he can detonate the explosive charge within the bullet, blowing the victim apart and killing anyone nearby in a similar manner to the Flailgun's standard shot. Charge Shot (Head Hunter): (Total: 146 Active Cost, 22 Real Cost) Bullet Killing Attack - Ranged 3d6, Indirect (Same origin, always fired away from attacker; +1/4) (56 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 9) plus Movement Telekinesis (20 STR) (30 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), Limited Power Only For Grabs (-1), Linked (Bullet; -1/2), Required Hands Two-Handed (-1/2), Conditional Power Must Attack Same Target As Bullet (-1/2), Real Weapon (-1/4) (Real Cost: 4) plus Explosive Charge Killing Attack - Ranged 2 1/2d6, Linked (Movement; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; +0), Explosion (+1/2) (60 Active Points); Independent (-2), 4 clips of 1 Charge (-1 1/4), OAF (-1), Conditional Power Must Strike Same Target As Movement (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 9). Notes I suggest that only one attack roll is necessary for the whole attack. Once the bullet is inside the target there is no need to roll again to 'grab' him with it, nor is there any need to make an attack roll to detonate a bull
  19. Re: The Treasure Thread A book on Marxism with the following label attached - 'Interdimensional Artefact. Highly dangerous! Keep away from intellectuals and disgruntled workers or face the inevitable revolution.'
  20. Re: Quote of the Week from my gaming group... Lets see if I can work this out. Though I'll probably get it wrong.
  21. The new CRPG dungeon crawler Dark Souls has an interesting premise. (Apart from the fact that it is insanely difficult). The game world is suffering from a plague of Undeath. Certain people develop stigmata called 'the Darksign', which means that when they die they will become Undead. The Undead are initially rational beings with the same personalities and motivations they had when alive, they can even appear to be alive if they can gain a stat called Humanity. All Undead, however, will sooner or later become Hollow. Hollow Undead are very obviously walking corpses and are also completely insane and inclined to murder any non-Hollows that they encounter. The exact causes of becoming Hollow are not entirely clear. It seems to happen automatically to any Undead after an unspecified amount of time but can also be triggered by 'dying' for a second time. New Undead are dumped in Undead Asylums, there to await the end of the world while their sanity decays alongside their withered bodies. What kind of characters or creatures might lurk in an Undead Asylum? There's no need to stick to the mythology of Dark Souls. I'm just interested in the kind of people and creatures which might be dumped in an Asylum in a world plagued by Undeath. And what kind of adventures might an Undead, or a visiting mortal, have in or around the Asylum?
×
×
  • Create New...