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Diamond_J

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Everything posted by Diamond_J

  1. Re: Character: Wraith I don't know if you're still looking for ideas, but I'll shoot. Have you tried something more abstract such as an ora of fear so strong it extracts all who enter from reality. They would essentially be blind and deaf to the world because they can only here and see there fears. (Those who leave the area, return to normal) Example I: Delusion of fear; Darkness (x area, Sight and hearing group), personal immunity (+1/4), (doesn't work vs those with mental defense,-1/2) or (Target is effected by contact and only for a brief period) Example II: Touch of fear; (Flash XD6 Sight and hearing group, AVLD extracted to a nightmare realm, defense is mental defense instead of flash, +1/2) (extracted to a nightmare realm), reduced range "0" (-1/2) or ( Tendrils of darkness shoot forth in all directions inflicting fear on selected targets, a roll must be made for each enemy targeted. Effect is temporary) Example III:Tendrils of Horror; Flash XD6 Sight and hearing group, AOE radius, non-selective (+3/4), personal immunity (+1/4), selective target (+1/4), reduced range 0 range (-1/2)
  2. Re: A 'realistic' supers world? Sounds good to me The only thing that jars me about comics these days is that nobody stays dead. It diminishes the impact of a story when one writer undermines the work of another. If Superman stayed dead people would always remember how he went out, and those issues would be worth some money. DC brings him back from the dead and the sales drop off, then nobody cares about the character anymore. Sure in Sups case a revival was planed from the moment they snuffed him out, but there are other examples; Gwen Stacey and Bucky. These were the characters that people would point to and say, see look there are permanent and impactfull changes in comics. I think the biggest impact of a "realistic" game would be to stick with the changes made with characters and the world. Don't change Arachnid Guys powers three times only to retcon him into a loser who still lives with his uncle ray. Also don't have your character go through a rebirth experience twice in the span of several months. I guess what I'm saying is I would like to punnnnch Marvel in the sack for ruining Spiderman. That's what we were talking about, right?
  3. Re: Who is the Champs Univ. Equivalent of . . . Istvasha Vahn? I don't know about that. She does concur dimensions by the truck load, but other then that I don't think she has the Kang feel. I've yet to come across a villain that reminded me of Marvels Kang.
  4. Diamond_J

    Sentry

    Re: Sentry It's PHP inside square brackets "[" at the start of your text and /PHP with square brackets at the end of the text. There's also a PHP button located on the message bar, top right. Just highlight what you like with the mouse or right click and choose "select all" from the menu. Then press the php button
  5. Diamond_J

    Sentry

    Sentry Robert reynolds 105 STR 95 24 DEX 42 60 CON 100 20 BODY 20 10 INT 0 8 EGO -4 28 PRE 18 18 COM 4 50 PD 23 50 ED 33 7 SPD 43 34 REC 0 120 END 0 105 STUN 3 Total characteristics: 387 55 Unreal Strength: HKA 3 1/2D6 (7D6+1 with STR), armor piercing (+1/2), must follow a grab (-1/2) 50 Invulnerable: damage resistance 40PD/40ED, hardened (+1/4) 15 no weakness: Lack of weakness for normal defences PD/ED -15 15 Superhuman Senses: Enhanced PER plus 5 per with all sense groups (PER 16-) 30 Hear a Butterfly sneeze in China Telescopic +30 for Hearing 10 I can see your pressure points: Enhanced Senses: Detect,large class of abstract things, sight related "simulated sense group", Sight) PER roll (16-) 15 Energy Powered: Flash Defence 15pts 26 Energy Field Protection: Environmental control all Plus Imunity to poison toxins, Self contained breathing, Costs END to maintain (-1/2) 90 EC: Greater Energy Field Manipulation (180pt powers) 64 Energy Field: RKA 5D6 (vs ED), continuous (+1/2), Damage Shield (+1/2) Reduced END (one half +1/4), can use with hand to hand (+1/4) No Range (-1/2)(187pts) 45 Unleashed Power: RKA 3D6 Area of effect radius (up to 13" radius +1), Continuous (+1), Penitrating (+1/2), Moves with Sentry (+1/2) no range (-1/2),(180) 9 Enhanced Speed: Lightning reflexes; plus 6 initiative with all actions 155 Variable Power: Power of a Million Exploading Suns (120pts total) Control Cost; , Cosmic (+2), No concious control (-2), Cannot be used to add to existing attributes defences nor abilities,(-1/4) 75 Flight Multipower 7 Flight: 30" x 16 NCM 2 Flight: 10", Meggascale (1"= 1km, +1/4) 1 Travel to the sun in several minutes: FTL; aprox 1/yr Powers: 664 Talents & Skills 20 Fast: Plus four to strike in general (but poor fighter) 16 C.l.o.c: 80pt follower Talents & Skills: 36 Total character cost: 1087 Sample Variable power pool (Power of a Million Exploading suns) 30 Transmit memories: Minor Transform 6D6 (Share memories with targets memories all at once) Works against EGO not Body (+1/4), Reduced range (0 range (-1/2), limited target human memories (-1) (75 active pts) 60 Raise the Dead: Healing 10D6(Body), Ressurection, others only (-1/2) Ressurection only (-1/2) (120 active pts) 53 The Void: Summon 500pt Void, Antagonistic (-3/4) Arrives under own power (-1/2)(120 active pts) Dissadvantages 15 reputation: extremely dangerous liability 15 Public Identity: Robert(Bob) Reynolds 15 Dysthymia (depressive, difficulty making decisions, low self esteem,and feeling of hopelessness, considered less severe then major depression) 20 Agoraphobia (fear of outdoors, & responsibility) 15 Fear of losing control (holds back), rarely cuts lose or uses his greater energy manipulation for fear of losing control to the void. Anytime the full brunt of his power is required. Sentry must make and EGO roll to reach his limits. 20 Schizophrenic: void, manifestation of Sentry's dark side 10 DF: golden ora when using powers, dark ora if influenced by the void 20 Hunted: The void, sentry is his own worst enemy, As powerfull, destructive and manipulative (capture/subsume) 11- 15 DNPC: Lindy Reynolds 11- 10 DNPC: Billy Turner (scout) 8- Total Disadvantages: 155 The Sentry posses vast Energy field manipulation abilities. His fields enhance his considerable resilience, Strength and Speed. While it is theorized that he's capable of nearly anything it's suggested that he lacks the mental ability to handle this aspect of his powers. On rare occasions Sentry has been known to posses odd abilities, such as; transferring his memories to someone else, seeing pressure points on the human body (whatever that means), and hearing a butterflies wings flap in China. This would suggest that Robert is able to access a small portion of his true cosmic potential. The power pool represents what Sentry is truly capable of, but seems to have no control over. In example, when he accidentally brought his wife back from the dead; also the creation of the Void. His low ego results from extensive mental problems, and the ease at which he's manipulated by others. Sentry has displayed little in the way of skills and relies on others heavily to provide ideas and solutions, such as Toney Stark. I toyed with the idea of giving Bob damage reduction 50%, but felt it didn't reflect the way he appears to take damage. Both Thor and Hulk are listed as tougher on the marvel web site IMO damage reduction is best reserved for likes of those characters. The high CON is because he rarely gets stunned and needs an endurance buffer. You'll note that he could burn through endurance fast when using the full spectrum of his power. Sentry rarely goes full boar, however when he does he'll burn out (I believe this is part of the reason he lost his battle in world war Hulk). Though Sentry is weaker then Hulk I would argue he may be stronger then a "calm" Hulk. I wanted the character to be able to do things like rip off dooms armor with ease, hence the 105 STR and Unreal Strength power. I doubt I could create a more accurate version given Sentries short history. The format's a little wonky, but I used notepad so it's expected.
  6. Re: Must use villains Viper Mechanon Dr. Destroyer Demon Ultimates Bulldozer The Dozer is just fun to role play. Every game needs comic relief, right? It's a must to have a good villainous organization or 2. Destroyer is the premiere villain I like to use him sparsely, to keep his appearance more epic.
  7. Re: Pulling Authority & Other Genres Every genre is different with unique traditions and history. Old comics were more violent Pre comics code true, but not nearing the modern violence of the Authority, Sandman and Ultimates. I personally believe the modern definition of hero has changed. I would not consider Mythological Hercules to be a hero by todays standards in example. What did he ever do that was virtuous or heroic. He didn't save any lives or uphold a higher standard of values. He was a warrior not a hero These actions in no way make the US heroic, if you believe they do you have a warped sense of morals. Were the actions necessary, who can say for sure. The world is the way it is as a result of these events. What your arguing is basically semantics. To much of the world the U.S is villainous. A smaller portion sees you as virtuous. Canadians see American politics in shades of gray. I don't demonify or lionify entire countries based on the actions of government. All governments are corrupt, to some extent. Did you ever read George Orwell's 1984. Authority is big brother. Why do you have a bug up your but about the comics code authority? most of marvels books don't use it; I'd say around 60% forgo the mark. DC has several very successfully adult lines. Would you consider Demon Etregan(Etrigan?) to be comics code authority? I'm a big fan of the Authority, but I'm a bigger fan of Thor(MARVEL). Why? Authority is great in small doses but the bleak world view gets depressing, it's an uninspiring work (not uninspired, it is creative). God, when was the last time I bothered to read Superman. He is a toothless boyscout, but what does that have to do with the greater world of comics? IMO no character has been more reduced to irrelevance's over the years. Your reference is a one-dimensional slice, not a proper representation of the modern state of comics. I personally can't stand the standard DC Universe IMO the writing appeals more to small children.
  8. Re: Concepts You Just Can't Build on 350 points.
  9. Re: Captain Thunderbolt - help me spend XP How about a limited form of teliportation; Teliport 10" x 8 NCM, Megga scale (1" = 1 mile; +1/4), Safe Teliport (+1/2) must cross intervening space (-1/4), can only travel along power lines and through electrical outlets (-1/2). Active Cost: 52pts; Real Cost: 30pts This power would allow him to travel anywere on the contenent with limitation since he can't travel by satalite and must rely on phone and power line for travel. If there were no phone lines he'd be secluded or How about Transform: into an electrical being, with the Reversion limitation and costs END to maintain. This form would grant him additional powers while eliminating others at the cost of more book-keeping. The power above could even be researved for his Transformed state with inherant intangabilitie and a damage shield. The GM mite think this a bit to powerfull but with the proper limitations it could be serviceable. Anyway think about it.
  10. Re: Do you use miniatures? Sometimes, although rarely I use minni's. When there's many characters participating in battle I sometimes use minni's for clairifying player and villien locations. Often I just use quick sketch maps with initials for players and NPC's. When somebody moves I draw an arrow connected to a circle that indicats the new location. I should use minni's more, but I get lazy and don't like fishing out my hero clix
  11. I had been concidering GMing a Nightbane game for some time. Certain players were against using the Palladium rules and one player prefered the "intended" rule system. The one that didn't want to switch over didn't think the system would translate well to HERO's With the conversion vote outwaying the Palladium vote I decided what I wanted to do was create extensive conversion guide of my own. While these rules are off to a fare start I figured I'd post them here and see what the HERO comunity has to say. Feel free to add some ideas of your own Palladium to HERO's conversion guide ---------------------------------------------------------------------- Created by Diamond_Jack ---------------------------------------------------------------------- Average hit points palladium con plus 1D6 per lv average level 3, average stat 9-12, average roll 10 Average: HP 20 (Normal person) average S.D.C palladium usually around 15; 4-5D6 S.D.C The average adult may have: 15 S.D.C & 20 HP S.D.C is easier to accumilate then HP through class and physical skill bonuses.Use the equation below to convert hit points and S.D.C to Body. ----------------------------------------------------------------------- ----------------------------------------------------------------------- BODY = X ______________________________________ X = 2\|(HP x 2) + (S.D.C x 1.5) + (CON x 5) (square root) _____________________________________ System: BODY = 2\|(HP x 2) + (S.D.C x 1.5) + (CON x 5) Example: This is an example of a somewhat average level 3, N.P.C labourer with 20 Hit Points and 15 S.D.C BODY = X _ _____________________________________ X = 2\|(HP x 2) + (S.D.C x 1.5) + (CON x 5) (square root) _ __________________________________ 9.6 = 2\|(20 x 2) + (15 x 1.5) + (10 x 5) rounded up in favour of character: BODY = 10 _ ________ SAMPLE CHART # = calculation before \| (square root) ---------------------------------------------------------- # | BoDY | S.D.C Base PD & ED ---------------------------------------------------------- 100 = 10 | 10 = 3 150 = 12 | 15 = 3 200 = 14 | 20 = 4 250 = 16 | 25 = 5 300 = 17 | 30 = 5 350 = 19 | 35 = 5 400 = 20 | 40 = 6 450 = 21 | 50 = 7 500 = 22 | 60 = 7 550 = 23 | 70 = 8 600 = 24 | 80 = 8 650 = 25 | 100 = 10 700 = 26 | 150 = 12 750 = 27 | 200 = 14 800 = 28 | 250 = 15 850 = 29 | 300 = 17 900 = 30 | 350 = 18 1000 = 32 | 400 = 20 1100 = 33 | 500 = 22 1200 = 35 | 600 = 24 1300 = 36 | 700 = 26 1400 = 37 | 800 = 28 1500 = 39 | 900 = 30 1600 = 40 | 1000 = 31 --------------------------------------------------------- Primary Attribute Conversion --------------------------------------------------------- Basic PS = Use the Palladium lifting Chart and compare with HERO Heroes Unlimited Nightbane Beyond the Supernatural Extraordinary Strength = Convert using regular lifting rules and match lifting capacity with HERO Superhuman Strength = Multiply Palladium P.S by 1.2 (Example P.S of 30 = 36 STR) or convert lift as normal whichever is highest. Supernatural Strength = Multipy Palladium P.S by 1.5 (Example P.S of 40 = 60 STR in HERO) Rifts STR Robotic Strength = Multiply P.S by 1.6 Supernatural Strength = Multiply P.S by 2 PP = DEX PE = - CON; may require some grandfathering do to importance (Suggestion PE x 1.2 or more depending on game) - For every 50 SDC ADD 1 point to CON If endurance is Superhuman/Supernatural/tireless ADD 1 to CON for every 30 SDC - If P.E is Superhuman/Supernatural/tireless the minimum Con is 25, use whichever is higher after all calculations are made IQ = INT MA = PRE ME = EGO PB = COM (Palladium also uses the paraphrase SPD, but it refers to land speed not the number of actions per turn) SPD/2 = Running Base up to 30 or use HUC speed chart to get mph then convert to finde the same spd in HERO's. ---------------------------------------------------------- Secoundary Attribute Conversion ---------------------------------------------------------- There are no secoundary attributes in Palladium which makes creating PD, ED, END, REC and STUN more difficult. For all but, SPD, PD & ED it's best to calculate figured stats by simply creating them through the primarey attributes. Attacks/mellee = SPD END: figure as normal; Note: tireless characters may wish to buy strength and movement to half END (+1/4) or even 0 END (+1/2) cost REC: figure as normal STUN: figure as normal ----------------------------------------------------------- _ _______ Base PD & ED = 2\| S.D.C (allways rounded down like HERO's SPD) ADD 1 PD & ED for every point of Natural Armor rating above 10 ADD P.S/20 to PD & ED if strength is Extraordinary or normal or figured from base HERO stats ignoring S.D.C as a factor, use whichever value is higher. ADD P.S/15 to PD & ED if Strength is Superhuman or Robotic ADD P.S/10 to PD & ED if strength is Supernatural These numbers are added together then rounded down and directly applied as both the PD & ED stat. Either PD or ED may then be exchanged on a one for one bases. (See chart above) _____________________________________________________________________ Talents & Powers --------------------------------------------------------------------- Resistant Defence: Calculate based on Natural Armor rating and S.D.C Natural AR 11 = 4 12 = 8 13 = 12 14 = 16 15 = 20 16 = 24 17 = 30 18 = 35 ADD 2 towards resistant Defence for the first 50 S.D.C character posseses then ADD 1 resistant Defence for every 100 S.D.C beyond the first 50. Depending on character this bonus may be relected as combat reflexes Talent, See below. character requires natural A.R for this bonus. Combat Reflexes: Auto Dodge; since combat reflexes represent the ability to evade attacks reflexively Auto dodge is a adaquit reflection of this power. -If character posseses auto dodge add 1 level of combat reflexes for every 5 full points of physical prowess beyond ten with a minimum bonus of 1 combat reflex level. - or -If the character has a low defence for the genra represented he or she will recieve a bonus in the form of combat reflexes Hero's Ulimited & Rifts: PD conversion was less then 15 after including body armor, Add 1 combat Skill level. Nightbane: Total Defence is below 12, Add 1 to combat reflexes including body armor, Add 1 combat skill level Ninja's & Superspies, Beyond the Supernatural: Total Defence is below 8, Add 1 combat skill level Note: Use whichever method provides the greatest bonus. If deemed more apropriate for character GM may convert combat reflex bonuses into resistant PD & ED (effectively Armor). In this way every 1 combat reflex level = 2 resistant Denfence _______________________________________________________________________ SKILLS ----------------------------------------------------------------------- Combat: Take the Palladium Skill bonuses and do the following; Add together; Damage, Strike, roll, Pull punch, parry, dodge, 1/2 auto Dodge (if applicable), Subtracting any bonuses gained from P.P and P.S Add 2pts for gymnastics kick(if applicable), 2pts for any hand to hand damage enhancement(including kicks), and add 3pts for any other basic advanced, martial art or Assasine Techneque. If teqnique is listed as a power add 5pts to the total. This number is the total pool of character points available for purchasing CSL'S, RSL's, PSL's, Damage Classes and Martial arts techniques. ----------------------------------------------------------------------- Standared skills: This is more simple then it seems, as both Palladium and HERO tend to be specific with skill types. Weapon Skills; are translated by ignoring the bonus to hit they provide and generalizing them as weapon familiarities. Keep in mind bonuses may be purchased using combat points pooled from combat abilities, as explained above. All other Skills; translate by finding the most applicable replacement for the Palladium counterpart in Heros then use the table below. -------------------------------------------------------------------- Guidlines for translating skill percentage -------------------------------------------------------------------- Percent system minus system ---------------------------------------------------------------------- 40% or less = Familiarity (8-) 41% to 50% = 11- 51% to 55% = 12- 60% to 65% = 13- 66% to 70% = 14- 76% to 80% = 15- 81% to 85% = 16- 86% to 90% = 17- 91% to 95% = 18- 96% to 100% = 19- --------------------------------------------------------------------- every additional 5% equals plus 1 to skill --------------------------------------------------------------------- Note: even though Palladium skill's cap at 98%, bonuses beyond this are used to offset penelties, much in the same way HERO does. If you like these rules you have my permission to use them expand them or change them anyway you see fit, just credit me for partial creation
  12. Re: A Simple rule about 5th edition material in long running campaigns
  13. Re: What's your comfort range? (More Questions than question) I'm the GM of my group and I rather like 200pts base plus 150pts in dissadvantages. 250 base and 100 in dissadvantages also works well for me. I feel any less then this and it's difficult to create certain character concepts. Many of my players arn't looking for power, but diversity. Inversly to many pts make for some rediculously powerfull concepts. You would be surprised what kind of mentalist a character can make off of only 450pts (I learnt that the hard way). My limits are 60 base points, and 75 active pt limit with a 12 DC cap. My defense limits are 25 pd/ed for non bricks 30 pd/ed for bricks. I don't like to see character with speeds greater then 6 unless there's a good reason and I would likely cap spd at 8 or 9. Combat value I cap at 12 but I would allow more for martial artists who haven't massive strength or defence. I'm allways more flexable if the request matches the character concepts. Once the players earns 50 exp I rase most caps accordingly: 14 DC, 70pt base & 90pt active powers, 14 cv, 9 SPD. I would end the game before allowing another rase in the caps. I hate mind control in the wrong hands, (Diamond_J curls into the fetal position and sobs uncontrollabley). I don't dissalow it though. I rely heavy on published material because it's done for me and saves time. I do Modify sometimes but usualy prefer finding a villien that just fits the task I need. If I can't find a character I typically just create one. Not because of these things but inspite of these things I find trends. One of my player likes Bricks and can't use finess character well. Another player enjoys having social outcasts with tons of varied exotic powers. He creates character that a very hard to capture or contain without killing. My third player prefers never to get hit and loves high DEX/high SPD builds, go figure.
  14. Re: Palladium's Nightbane for HERO's Yes, because if I give 6 exp for a story arch that gives the players aprox 5 times as many points to adjust there multiform. Things could get out of hand quickly, players Nighspawn/Morphus forms would advance to fast for my taste. I guess I could dissallow adjustment to the multiform, but that seem unfair to the pc's. Also keep in mind many abilities are common to both the Morphus and facade; if I increased the END researve in one form I would have to do the same to the other. If I didn't then there would be more numbers to keep track of. To many numbers hurt my friends brains.
  15. Re: Palladium's Nightbane for HERO's oops I f'ed up with my calculation. A PS of 26 equals 13, 000 lbs not 2, 600lbs. That would be a HERO STR of 40, still since every 5 STR is a doubling in HERO a 50 STR cap mite work. There obviously needs to be some compromises.
  16. Re: Palladium's Nightbane for HERO's Nightbane was released (I think re-released) before the Revised (secound?) edition of Hero's Unlimited. Palladium changed how much you could lift and carry with Supernatural Strength. Nightbane is lift 50 times and carry double that; I think. Regardless of this I could have sworn there was an official statement released in some book (the web site or possibley the Rifter) that strength changed across the board to the HU2 rules. Is this the case because I'm not sure? If the average Nightbane PS is say 26, at a guess, then by Palladium rules that would indicate a carry weight of 2, 600 lb's. Translated to Hero a STR of say ummm 28; seems low. By the HU2 rules physical strength ten times aforementioned, a Hero STR of 38 approximate. I think at one point I managed to (legally) make a minitor style Nightbane with a Strength of 42 (HU2). Mini would seem to have been the upper limit for strength, if not close. Let’s say a HERO strength cap of 50 for my game. I think if the Nightspawn (Morphus) form gave a plus 18 STR base bonus, that would be adequate. Even if the base character had 20 STR that would only add up to a 38, with lets say certain morphus options providing up to a 10 STR bonus. The most important thing would be the DC cap though. I would say a 10 DC starting campaign cap. What say you? Keep in mind martial arts, talents and natural weapons should easily bridge the DC gap between character STR.
  17. Re: Palladium's Nightbane for HERO's That's cool arguing can be fun some times One of my friends once said that if I didn't complain he would think something was seriously wrong and become concerned. You're point about the balance issue is interesting because I've felt the same. The thing is that Nightbane are randomly generated much like in Hero's Unlimited (optional) creation system. I had players roll characters that ranged from gods to clods, so to speak. I think Hero should help balance things a bit better. That's the biggest reason I decided to switch over. Some people in my group were pissed that there characters were dwarved by other players. I'll definately check out those sites you suggested.
  18. Re: Palladium's Nightbane for HERO's
  19. Re: Palladium's Nightbane for HERO's I think we got off on the wrong foot her let me start over. HY there my name is Diamond_Jack, but I've also posted as the Paragon, and Marduk(once apon a time). I am curently intent on running a Nightbane game, but prefer the Hero rule system over Palladium's. Two players are on board with this idea, but the third is a firm believer in keeping systmes with there "intended" rules. It sure would be great if someone on this board with some Nightbane experience would help me out. If not, any ideas from those familiar with Palladium would be cool too. I'm particulary having conversion balance issues with SDC/HIT POINTS. Palldium system is built so that characters can take a pounding but anything can hurt them from punches to bullets. Do people think a damage reduction would be a good idea? I'm not sure about this because it seems to be a rather expensive thing for a racial package deal. If somebody could submit a general write up or package deal who knows Nightbane that would be awsome, or maybe just a palladium to Heros coversion meathod.
  20. Re: Palladium's Nightbane for HERO's Now that were finally back on track Id like to state that I personally do not want to use multiform for Nightbane for reasons more then thoroughly explained in above posts. This has nothing to do with feeling that my way is the only way to do things. Other people may use Multiform as they wish. I personly believe(my opinion) that I would not use it for this situation, and it's my game were talking about isn't it? Stop being such a damned Otaku there is more to life then anime. Everything does not need to relate back to it. That being said I have a friend that does the same thing and it's anoying. He knows it bothers me and riengns his fandom in. He's a good guy and not at all a jackass. Sorry for having an opinion, oh lord god of the message board.
  21. Re: Palladium's Nightbane for HERO's You must realize that japanimation (anime) did not become widely popular in Canada and the US untill the mid to late 1990's when shows such as sailor moon Hamtaro and Dragon Ball were ported to America. Yes, many people were familiar with and loved shows such as speed racer, Astro boy, Robotech and thunder cats in the 80's but few people even new they were from Japan. MegaTen as you call it, had only been released here (Canada and USA) in the mid 90's. Nightbane was created in the early 90's. At this time you would've been hard pressed to find one person out of 10 million in America that new anything about the series. I think I have better odds of wining the lottery today then Nightbane having been inspired by persona. Since you have never played Nightbane it makes me wonder why you would be so certain that it's a rip off of MegaTen. I've played both and am far more informed on the matter, I know better. Basicly nobody cares what came before. Everything has been done and the world of anime in particular has become very formulaic and predictable (not saying thats the case with MeggaTen). Thank you for your input
  22. Re: Palladium's Nightbane for HERO's Mega what? Wasn't that a Fuzion game at one point? I've played incarnations of these games all which came a few years after Nightbane was created, but yes they have a similar feel at least. The one thing I should mention however is that Unlike Degital Devil Saga or Nocturn the bulk of the world does not know of the "Demons" or in this cas denizens of the Nightlands. They cetainly don't realize the influence the forces of darkness realy have. Most people in this world are in denial (its not just a river in Egypt). There are no spirit familiars in fact there are no ghosts so to speak, uless the GM wanted to include them. Think supernatural monsters and lots of them.
  23. Re: Palladium's Nightbane for HERO's
  24. Re: Palladium's Nightbane for HERO's It dawns on me that nobody on this forum may be familiar with the Nightbane RPG. That's fine because it really is ubscure; especially considering stores only carry lame D&D crap that's both uninteresting and uninspired. I blame nobody for this but wizards of the cash (a yet I'll likely buy the 4th ED player guide when it arrives...grown). Although it really only helps me if your comments come from an experience of playing Nightbane, I don't wish to leave people in the dark so I will post bellow a description of the game from www.palladiumbooks.com, sorry. ------------------------------------------------------------------------- "The world has never quite been the same since Dark Day. The day there was no sun rise — no moon or stars for that matter — only absolute darkness and hysteria. "It is your seventeenth birthday when "The Becoming" changes your life and your world view forever. That was the day you discovered there were two of you, your human-self and the inhuman creature you can become at will. "You quickly learn there are "monsters" in the world, both human and supernatural, evil and good. The question is, which are you?" The Nightbane are characters who discover that they not entirely human. In fact, they are shape-changers who possess a comparatively frail, human "facade" and a supernatural, superhuman "morphus." The morphus is said to reflect the character's personality or subconscious fears, desires and self-image. Thus some are exotic and beautiful, while others (most) are misshapened monsters. No two appear exactly alike and even the most hideous can have the spirit of a saint, while the handsome and beautiful may be evil incarnate. Whether hideous or beautiful, cruel or kind, the Nightbane are feared and slaughtered by most humans who see only a monster. Creatures of shadows, when slain, they disappear like the morning mist, as if they never existed (and leaving no evidence of their existence). A surprising number of Nightbane cherish and cling to their humanity. Many of these become secret protectors of humankind and champions of good. Yet even these misbegotten heroes must operate in secret lest fearful, evil or misguided humans torment or destroy them. But there are far greater horrors loosed in the world than this. Evil Nightbane, vampires, human sorcerers, supernatural predators and other dark forces all busy building their petty power structures, preying on the weak and innocent, or engaging in foul pursuits. Worse, the Nightbane are hunted and slaughtered without just cause and without mercy by the Nightlords and their minions. The Nightlords™ plan to quietly seize control of the world! They have already secretly infiltrated the highest levels of world government and business, and have begun to manipulate and enslave humankind. Their only opposition: humans who have uncovered the truth, vampires (rivals for world domination), and the Nightbane who have elected to fight their own kind to save the human race. Feared and hunted by humans, the Nightlords, and the forces of evil, the Nightbane are the ultimate anti-heroes who struggle to triumph against all odds! -------------------------------------------------------------------------------------- There are other important concepts, such as the Nightlands a parallel world the exists as a reflection or shadow of our own. It's from here that the Nightlords plot and plan complete domination of earth and the subjecation of all mortals (a task which they are very close to completing). The most common enemy the Nightbane face are hounds. Hounds are constructs created by the Nightlords and there minions as there personal army and as a means to ferrite out and destroy Nightbane. The Nightbane are blessed in a way because there abilities are exceedingly damaging towards Nightlords and there minions, including the hounds. Hounds are not dog like constructs but humanoid semi sentient suits of living armor. They are dubbed such do to there ability to sense or smell supernatural presence particularly those of the Nightbane. I can’t explain it any better then this. If you want to know more check out the palladium website: www.palladiumbooks.com. In my opinion this is by far there best product and one they foolishly don't support in favor of Rifts (a game that's become to munchkinish for my liking). There books are dirt cheep concider picking one up a copy of Nightbane.
  25. Re: Palladium's Nightbane for HERO's Alright I was going to keep this post lose and easy so that I wouldn't influence others opinions, but I realize I'm being a little un-descriptive. Allow me to elaborate. To keep it simple lets start with just the Nightbane them-selves. I've begun to build them as follows: The players must first make competent normals using the basic hero rules. They build there characters on 50pts plus 25pts from disadvantages (75pts total). I then intend to use a package deal that blankets the Nightbane and there abilities. All attribute bonuses are applicable only in full Nightbane form, when they change. I've accomplished this with the limitation of OHID(only in Heroic Identity) but the disadvantage will introduce an activation roll. The roll will be the stipulation that allows me to excuse the (-1/4) pt deduction, if you follow me. My idea is to allow Nightbane to shift into Nightspawn form from the facade as follows: time taking one turn for no roll or a failed roll, a combat action if roll succeeded by 2, a move action if succeeded roll by 4 and a free action if the roll succeeds by 6 or more. A botched roll might mean the Nightbane may not be unable to attempt a change for a full turn or possibly a minute (haven't figured that out yet). Certain situations may incur some penalties, but the point is players would have to buy the skill separately. I don't think I'd include the skill in the starting package. Perhaps I could make the skill a Nightbane exclusive talent. Anyway I've included in the package loose concepts like: 50 pts towards Nightbane talents of choice and 30 pts towards for customizing Nightspawn form only. This would hopefully allow players some individuality. Naturally they would have abilities that are common to all Nightbane. These Include things like mental defense 5pts, power defense 20pts only vs transforms (-1/2 or 3/4?), regeneration and the ability to pass darkly (pass through reflective surfaces into the Nightlands). These abilities would be accessible whether in Nightspawn or facade form and would not be subject to requiring a skill roll to activate. Should talents (blatant powers) require a skill roll? How much base strength should every Nightbane have? How many dmg classes should they be allowed 10 or 12, inconsequential? Should they have dmg reduction to simulate ability to absorb massive dmg? Whatever general suggestions you may have would be much appreciated.
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