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Herolover

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Posts posted by Herolover

  1. Re: Conspiracy X HERO

     

    Well, the following is just my opinion. It has no consideratiion for systems.

     

    IMO, Consipracy X is the best all around Modern "What the Hell is going on game..."

     

    Usually, in these types of games the mythology is good at explaining one or two areas of the paranormal folklore, but fail or doen't even address some elements of paranormal folklore. Conspiracy X does a good job, IMO, of explaining it all.

     

    Conspiracy X if one of the few games I have ever read and said, "Yeah, this could be right." Don't get me wrong I don't believe it, but it does explain most EVERYTHING.

     

    An example is "Magic" and the "Greys." Most games could explain on or the other, but not both. A very abbreviated explanation is this:

     

    All humans, well 90%, are actually psychic. This is why you get feelings of Deja Vu or just happen to know where you left your keys. It is your innate "Psychic" abilites.

     

    The problem is all humans "leak" psychic energy. This has built up over time till there is a vast amount of "seepage" that is subconsciously acting upon many human fears, loves, hates, etc. This is why we have ghost, poltiergiest, and many other paranormal items.

     

    Some people can become so deluded into believing they have supernatural abilites that the "seepage" can grant them their powers. Other humans are just as deluded, but they don't have the powers.

     

    The "Greys" are aliens that are completely Psychic in nature. They have no real technology, that is why when we see or capture on of their disk we can't figure out how it works.

     

    The problem is the "seepage" is slowly killing them off. They can't take it so they have come to study earth and try to figure out what to do. They don't understand ANYTHING about our culture so they abduct people to try and figure us out.

     

    They is why there are so many, and so varied, adbuctions. They don't understand cheerleading so they abduct a cheerleader, they don't understand housewives so they adbuct a housewife...and so on.

     

    I could go into a lot more, but this gives you an very brief idea. Of course there is a LOT more than this. The basic facts come down to this.

     

    The authors understand the modern folklore of the paranormal. You can really tell they spent some time studying it.

    They created a mythology that explains it in total, not just pieces.

  2. My advice

     

    I have just two pieces of advice>

     

    1) If you have a questions ask in this board. I promise you will get an answer quick, easy, and 99% of the time correct.

     

    2) FORGET THE POINTS AND RULES!!!

    Many Herophiles get locked into HERO says this so you must to it this way. Forget it. If you see a rule you don't like change it. If you can't make up the character you want on 400 points and need 470 go with 470. Just do it.

  3. The Staff Weapon

     

    The Staff Weapon is actually harder to do than the Zat because it is a lot harder to judge how much damge it does.

     

    Staff Weapon facts.

    1) In melee combat it is used as the equivalent to a a quarterstaff.

    2) It fires "focused plasma." This is able to penetrate most forms of Body Armor easily.

    3) The Staff is notoriously imprecise. It is very difficult to aim even for those that have training with the Staff and it is very difficult to hit one target and not another if they are close by.

    4) Those that master the Staff can use a "burst" mode. This is an autofire attack and the "plasma" comes bright like incendiary bullets allowing the shooter to aim better.

    5) In D20 terms the Staff weapon does about 3x as much damage as the SGC's submachine guns.

     

    Okay so how do you writeup a Staff Weapon.

    1) Due to the nature of the Staff Weapon it is bought as WF: Staff Weapon for 1pt and cannot be purchased as part of a 2pt group

    2) The Staff weapon is imprecise and provides a -2 OCV.

    3) The Staff weapon is armor piercing.

    4) "Burst" mode is a special attack only usable by those that have WF: Staff Weapon and several combat skill levels related to the Staff Weapon. It adds autofire (x5) and provides a +2 OCV to the weapon.

    5) Now the hard part is damage. I assume that a .50cal is 3d6 RKA. I feel that the Staff Weapon is significantly more powerful than a .50cal, luckily the Staff Weapon is AP. So I say 3d6+1 RKA, AP.

    Yes, this is a major attack and I could possible see it going even higher, but not much.

     

    Using the 3d6+1 RKA, AP number you see that the average Staff shot will do 12 BODY. This means that someone with 10 DEF (cut to 5 for AP) will take 7 BODY. Chances are they will be unconscious or atleast seriously wounded.

     

    Now, I know what some of you are gonna say. "Yeah, but I have seen SG-1 get shot on the show." For this I have two replies.

    1) They are the stars of the show. The GM did, as is his right, use dramatic license.

    2) Are you sure it was a full on shot and not a graze? How do you know the guy shooting them didn't "roll bad for his damage."

  4. I thought I would chime in and give my $.02 worth.

    Normally I hate D20 games, but had heard a lot of good things about Spycraft (What the Stargate D20 is based on) so I picked up Stargate D20

     

    That Zat gun:

    This "gun" causes the target's molecules to loose their electrical charge.

     

    1-shot on person: Might knock them out, definantly cause them discomfort.

    1-shot equipment: No effect on non-electrical equipment, but would short out any electrical equipment.

    2-shot on person: 90% of the time it would overload the person's nervous system unless they had developed a resistance to the Zat which is possible.

    2-shot on equipment: See above

    3-shot equipment or person: At this point the electrical charge on the target's molecules have been so disrupted that the atoms of the target can no longer maintain themselvs and the atoms literally fly apart. The target appears to disentigrate.

     

    Obviously there are several different effects going on here.

    1) You have a normal EB which damages people only.

    2) You have a suppress on electrical current.

    3) You have a major transform or an RKA to represent the disentigration (Actually in HERO Major Transform and RKA basically the same thing.)

     

    So how do you right up the Zat. I am not going to post it here right now, but I will work on it, but for the time being I will give you the basics and some of you may do it for me.

     

    1) Elemental Control. With three slots. Alls slots or cumulative.

    Slot 1 will have a normal EB. Of the top of my head I would say 8d6.

    Slot 2 will have a Suppress vs Electrical energy.

    Slot 3 will have a 3 1/2d6 Major Transform (transform into nothing.)

     

    The Zat uses the multiple attack rules so that when a person shoots the zat all three attacks either hit or miss together.

    Slot #1 means a soft target (person) has a chance to be knocked out and with cumulative they most probably will on the second shot. Slot #2 provides for the short circuitiing of electrical equipment. Slot #3 provides that given enough shots the Zat will disentigrate anything.

  5. Re: Star Wars in HERO

     

    1) I LOVED KOTR. Better than the movies in my opinion and one day will load it again just to play the darkside.

     

    2) I created that old Star Wars thing under 4th edition, but never really got a chance to play it and give it a good test run.

     

     

    Good luck. If you can find them there are some good resources out there.

  6. Re: Autofire as Accuracy Booster

     

    Currently, one can use autofire to either gain potential extra hits against a target or to fire against multiple targets. However, it seems that one should also be able to use an autofire spray as a way to increase the likelihood of hitting. How would you model this??

     

    My inclination: +1 OCV bonus per extra shot spent on accuracy ( meaning that said shot cannot be an extra hit ).

     

    This is not meant in a negative way and how anyone plays their games is up to them, but I really don't understand this. You want Autofire to increase the chance of hitting. Well, that is exactly what Autofire does in the game now as written. More bullets directed at a target mean more chances of hitting. It sounds to me what you want to do is limit the amount of rolling and instead roll one time instead of each time for each shot.

     

    I suggest when you want to create one of your "autofire" attacks you make an attack that has extra OCV bonus plus higher damage than normal to represent the extra damage that you would take from extra shots hitting.

  7. Re: Please delete

     

    No' date=' I mean so that it doesn't even show up on the list. This is possible on many other forums, and on many Usenet newreaders.[/quote']

     

    What possible reason could you have for not wanting to read such an informative thread? The things I have learned reading this thread will effect me for the rest of my life. :P

  8. Originally posted by BobGreenwade

    My take on this is:

     

    Star Hero explains very well how to run a sci-fi game using the HERO System.

     

    Terran Empire explains very well why you want to do so. :D

     

    I have never heard it put so well.

    My take on this

     

    1. Hero Bestiary

    It isn't a great "read," but if you use any kind of animals or creatures (what game doesn't) it is a must. The 4th edition Bestiary is to 5e Bestiary what the horse is to the modern car.

     

    2. Star Hero.

    If you ever want to run a science fiction game it is a must.

  9. Your right, he should have swimming. I forgot about that Marianas Trench thing.

     

    I gave his extra limbs, because he has his two hand and it does how that his chair has "Waldo" type thingy's. I can remember the scene or comic, but I know it does.

     

    This points to one of the problems I had. Now remember, I am creating these characters for a convention. If I give Zodon anye extra HA it will increase his points. That means I either A) Increase everyone else's points.

    B) Take something away from him.

     

    Anyway, I don't see Zodon in melee very often.

  10. First, let me say that I appreciate all the feedback everyone is giving me and hope that when I explain something you will understand where I am coming from.

     

    1) It was very important to me that the charactes be balanced.

     

    2) That the characters have pretty much the same powers they have in what comics I have.

     

    3) That the characteers be easily played by people completely unfamiliar with HERO system.

     

    In truth, I wouldn't consider these to be good characters. However, I do think for the purposes of one adventure they are close to their comic descriptions.

     

    Zodan.

    Yes, you can buy a disadvantage and then buy it off with a focus. Otherwise your telling me that a wheel chair can never be taken away. If if can't be taken away then you are correct.

     

    No, he doesn't have any attacks. Do you really think Zodan walks around with attacks and the people at the school let him have them? In the adventure I am going to run Zodan will be able to use his tech skill to quickly repair some of the villians equipment and that is going to be his attacks.

     

    Suzi Fusion

    I had to give her some powers that she doesn't exhibit in the comic to make her balance out with the rest of the party.

     

    Captain Clarinet

    I hate superman characters. I tried to give him a little of everthing.

     

    Emerald Gauntlet

    This is the only character I gave a powerframework. I didn't want to, but it was the only way I could buy his powers and balance him with the rest of the party.

     

    Benard

    Once again, I had to give him more powers than he shows in the comic to balance him out.

     

    Average Boy

    The way I am going to rule his VPP is that if the player wants a common every day item he will just happen to have it. Also, I may give the players clues that he could pick up and the others wont be able to.

     

    For his 5d6 luck I am going to use one of the alternate rules and let him change die rolls that directly effect him.

  11. Originally posted by Whitewings

    First, Ron and Suzie do still need to breathe, and to eat and sleep. This is established in issue 4. Also in issue 4, we see that Bernard does in fact require a space suit, so presumably does not have Life Support.

     

    If you read the writeups you will see that this is how are they are written up. I just kept the name Total Life Support, which I agree I shouldn't have, but did to save time.

     

    Originally posted by Whitewings

    My main problems, however, are with Zodon.

     

    Many of the things I did in these writeups were for playability. I feel Zodan "could" though probably never happen be out of his chair.

     

    I agree on the high skills and things are odd for children that are that young. However, I felt the way the comic was written and again for playability I had to pretty much ignore the fact that they are "children." I even played around with not giving them some of the "children" powers and disadvantages, but decided to leave it in for flavor.

     

    In truth, if I were creating these characters for a regular game I would never write them up the way I did.

     

    The way you would writeup Zodan is just as accurate, I just didn't want to do it that way.

  12. Benard

     

    Player:

     

    Val Char Cost
    60 STR 50
    20 DEX 30
    25 CON 30
    20 BODY 20
    8 INT -2
    10 EGO 0
    18 PRE 8
    8 COM -1
    25 PD 13
    10 ED 5
    4 SPD 10
    20 REC 6
    70 END 10
    60 STUN -3
    4" RUN-41" SWIM-112" LEAP0Characteristics Cost: 171

     

    Cost Power END
    20 The Big Wrap-Up: Entangle 6d6, 6 DEF, Side Effects (Side Effect only affects the environment near the character; +0) (60 Active Points); OIF (material of opportunity) (-1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Defense Depends On Material Used (-1/2) 6
    24 Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (+1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (60 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) 6
    12 Toughened Body: Damage Resistance (15 PD/10 ED) 0
    29 Total Life Support: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
    Powers Cost: 85

     

     

    Cost Skill
    4 +2 with Smash
    10 +2 with DCV
    4 +2 with Stealth
    3 Breakfall 13-
    3 Climbing 13-
    Skills Cost: 24

     

     

     

     

    Total Character Cost: 280

     

    Val Disadvantages
    10 Distinctive Features: Blue Form like father's (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    15 Physical Limitation: Short----1m tall, 12.5 kg mass, +2 DCV, +3" Knockback (All the Time, Slightly Impairing)
    25 Psychological Limitation: Not very intelligent (Very Common, Total)
    15 Social Limitation: Age: Younger than 10 years old (Very Frequently, Minor)
    5 Quirks
    10 GM's Bonus

    Disadvantage Points: 80

     

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  13. Average Boy

     

    Player:

     

    Val Char Cost
    10 STR 0
    13 DEX 9
    13 CON 6
    13 BODY 6
    21 INT 3
    13 EGO 6
    10 PRE 0
    10 COM 0
    17 PD 3
    17 ED 2
    4 SPD 17
    10 REC 10
    35 END 5
    40 STUN 15
    4" RUN-41" SWIM-12" LEAP0Characteristics Cost: 77

     

    Cost Power END
    75 Common Items: Variable Power Pool, 30 base + 45 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (75 Active Points)
    12 Bullet Proof Suit: Armor (6 PD/6 ED) (18 Active Points); OIF (Gauntlet; -1/2) 0
    8 Special Communcator: HRRP (Radio Group) (12 Active Points); OIF (-1/2) 0
    7 Defensive Cape: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 11- (-1), OIF (-1/2) 0
    8 Normal Thought Processes: +8 INT
    25 Average Boy Luck: Luck 5d6 0
    Powers Cost: 135

     

     

    Cost Skill
    10 +2 with DCV
    4 +2 with Stealth
    24 +3 with All Combat
    5 Acrobatics 13-
    5 Breakfall 13-
    3 Climbing 12-
    7 KS: Common Sense 17-
    4 WF: Common Melee Weapons, Small Arms
    Skills Cost: 62

     

     

    Cost Talent
    6 Combat Luck (3 PD/3 ED)
    Talents Cost: 6

     

     

    Total Character Cost: 280

     

    Val Disadvantages
    15 Physical Limitation: Short----1m tall, 12.5 kg mass, +2 DCV, +3" Knockback (All the Time, Slightly Impairing)
    15 Physical Limitation: Parents always putting him in danger (Frequently, Greatly Impairing)
    5 Psychological Limitation: Scarred of getting hurt because he doesn't have powers (Uncommon, Moderate)
    15 Social Limitation: Age: Younger than 10 years old (Very Frequently, Minor)
    5 Quirks
    25 GM's Bonus

    Disadvantage Points: 80

     

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  14. Emerald Gauntlet

     

    Player:

     

    Val Char Cost
    10 STR 0
    24 DEX 42
    18 CON 16
    10 BODY 0
    10 INT 0
    10 EGO 0
    10 PRE 0
    10 COM 0
    17 PD 3
    17 ED 1
    6 SPD 26
    6 REC 0
    36 END 0
    40 STUN 16
    4" RUN-41" SWIM-12" LEAP0Characteristics Cost: 99

     

    Cost Power END
    30 Emerald Gauntlets: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2), Restrainable (-1/2)
    3u 1) Gauntlet Blast: EB 12d6 (60 Active Points) 6
    3u 2) Energy Cage: Entangle 6d6, 6 DEF (60 Active Points) 6
    3u 3) Energy Wall: FW (12 PD/12 ED) (60 Active Points) 6
    3u 4) Energy Hand: Telekinesis (40 STR) (60 Active Points) 6
    16 Gauntlet Force Field: FF (12 PD/12 ED) (24 Active Points); OIF (Gauntlet; -1/2) 2
    25 Gauntlet Flight: Flight 16", x4 Noncombat (37 Active Points); OIF (Gauntlet; -1/2) 4
    26 Gauntlet Protection: LS (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); OIF (Gauntlet; -1/2) 0
    8 Gauntlet Radio: HRRP (Radio Group) (12 Active Points); OIF (Gauntlet; -1/2) 0
    33 Gauntlet Power Cell: Endurance Reserve (200 END, 20 REC) Reserve: (40 Active Points); OIF (Gauntlet; -1/2) 0
    Powers Cost: 150

     

     

    Cost Skill
    10 +2 with DCV
    4 +2 with Stealth
    3 Breakfall 14-
    3 Climbing 14-
    11 Power 15-
    Skills Cost: 31

     

     

     

     

    Total Character Cost: 280

     

    Val Disadvantages
    15 Physical Limitation: Short----1m tall, 12.5 kg mass, +2 DCV, +3" Knockback (All the Time, Slightly Impairing)
    10 Psychological Limitation: Thinks Aliens are behind everything (Common, Moderate)
    10 Psychological Limitation: Always looks to use powers before anything else. (Uncommon, Strong)
    15 Social Limitation: Age: Younger than 10 years old (Very Frequently, Minor)
    5 Quirks
    25 GM's Bonus

    Disadvantage Points: 80

     

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  15. Captain Clarinet

     

    Player:

     

    Val Char Cost
    50 STR 40
    25 DEX 45
    25 CON 30
    15 BODY 10
    10 INT 0
    10 EGO 0
    15 PRE 5
    10 COM 0
    20 PD 10
    15 ED 10
    6 SPD 25
    15 REC 0
    60 END 5
    50 STUN -3
    4" RUN-41" SWIM-110" LEAP0Characteristics Cost: 172

     

    Cost Power END
    7 Super Punch: HA +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 1
    15 Toughened Body: Damage Resistance (15 PD/15 ED) 0
    35 Superhuman Flight: Flight 15", x4 Noncombat 3
    29 Total Life Support: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
    Powers Cost: 86

     

     

    Cost Skill
    10 +2 with DCV
    4 +2 with Stealth
    3 Breakfall 14-
    3 Climbing 14-
    2 PS: Clarinet Player 11-
    Skills Cost: 22

     

     

     

     

    Total Character Cost: 280

     

    Val Disadvantages
    15 Physical Limitation: Short----1m tall, 12.5 kg mass, +2 DCV, +3" Knockback (All the Time, Slightly Impairing)
    15 Social Limitation: Age: Younger than 10 years old (Very Frequently, Minor)
    10 Susceptibility: When exposed to material X, 2d6 damage Instant (Uncommon)
    10 Vulnerability: 2 x STUN To Argonite (Uncommon)
    10 Vulnerability: 2 x BODY To Argonite (Uncommon)
    5 Quirks
    15 GM's Bonus

    Disadvantage Points: 80

     

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  16. Suzi Fusion

     

    Player:

     

    Val Char Cost
    10 STR 0
    21 DEX 33
    18 CON 16
    15 BODY 10
    10 INT 0
    10 EGO 0
    10 PRE 0
    10 COM 0
    17 PD 3
    18 ED 2
    5 SPD 19
    11 REC 10
    58 END 11
    41 STUN 12
    4" RUN-41" SWIM-12" LEAP0Characteristics Cost: 111

     

    Cost Power END
    18 Heat and Fuzion Powers: Elemental Control, 36-point powers
    28 1) Heat Beams: EB 12d6 (60 Active Points); Restrainable (-1/2) 6
    18 2) Fuzion Force Field: FF (12 PD/12 ED), Reduced Endurance (0 END; +1/2) (36 Active Points) 0
    15 3) Fuzion Flight: Flight 20", x32 Noncombat (60 Active Points); Side Effect (KA 2d6, 7" line behind engines, automatically occurs when flight is in use) (-1 3/4) 6
    32 4) Radioactive Zone: Change Environment 32" radius, 6 levels (300 Rads) of Radiation (50 Active Points) 5
    29 Total Life Support: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0
    Powers Cost: 140

     

     

    Cost Skill
    10 +2 with DCV
    4 +2 with Stealth
    3 Breakfall 13-
    3 Climbing 13-
    9 Power 14-
    Skills Cost: 29

     

     

     

     

    Total Character Cost: 280

     

    Val Disadvantages
    15 Physical Limitation: Short----1m tall, 12.5 kg mass, +2 DCV, +3" Knockback (All the Time, Slightly Impairing)
    5 Physical Limitation: Poor Sight---Needs Corrective Lenses (Infrequently, Slightly Impairing)
    15 Psychological Limitation: Easily Scarred (Common, Strong)
    10 Psychological Limitation: Hesitant to use her powers (Common, Moderate)
    15 Social Limitation: Age: Younger than 10 years old (Very Frequently, Minor)
    5 Unluck: 1d6
    5 Quirks
    10 GM's Bonus

    Disadvantage Points: 80

     

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

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