Jump to content

csyphrett

HERO Member
  • Posts

    10,854
  • Joined

  • Last visited

  • Days Won

    12

Everything posted by csyphrett

  1. Re: DoA Characters I don't know if this is a help, but Enforcer84 has a bunch of writeups for fighting heroines at Surfbrooke's Site. http://surbrook.devermore.net/index/ There listed in the game characters I think CES
  2. Re: A campaign for my kids This might sound stupid, Bill, but have you asked them what they want in the setting? That might make it easier on you. CES
  3. Re: Urban Fantasy dead horses. The thing that bothers me is Magic is science. It was annoying in Blade, it's annoying wherever I see it. I don't know why. An example I guess is when the combined forces of the JSA and JLA turned Surtur the fire giant into a wormhole under the premise he's a walking sun. How does that work? CES
  4. Re: What Fantasy/Sci-Fi book have you just finished? Please rate it... I don't know if you guys have been watching out but the Spider and Eddie Drood are back at Barnes and Noble with new books. City of Doom and Daemons are Forever. CES
  5. Re: Urban Fantasy dead horses. The movie more than the book. That world is shown more with steam tech with flying machines and bombs and views of cities and towns the castle abutts on. GA is right that despite the visit to Howl's home town in Wales in the book, you don't get that feeling that the towns that he operates in would belong to anything but a pastoral setting. CES
  6. Re: Building an Urban Fantasy Setting Ghosts are the action of mental energy remembered by the environment. Some are just echoes left over by repetition. Some are bodiless minds roaming their old haunts, depending on the area to remain the same to keep existing. CES
  7. Re: Urban Fantasy dead horses. I think Howl's moving castle, that movie with the raccoon dogs, Van Helsing, and the pulp style magicians like John Thunstone would fit into this too. I also agree with the Tim Powers pointing out. Most of the books I have read by him have some kind of weird magic thing going on. CES
  8. Re: Dragonia To be honest, I wouldn't be surprised if there were hundreds of Dragonias, Draconias, Dragonlands, etc out there. CES
  9. Re: Dragonia While Sir Donald waited in the plane to deal with the Steam Men, Ichigo Ishiyama and Flames got free. The monk used his weapon's special attack on Coop Cooper. The agent went down, wounded. Ishiyama stabilized Cooper so they could take him in and question him. Sir Donald used his gravity axe spell, trying to hit the lead robot. He missed and hit the inner wall of the plane. Instantly that spot was a hundred times heavier than the rest of the plane. The plane rolled. The robots were crushed. The metal fuselage kept rolling, causing Flames and Ishiyama to jump out of the way, but Cooper was crushed flat. Donald climbed out of the wreckage after it stopped rolling. The two adventurers realize they were stuck in a cave with a wrecked vehicle, and monsters behind them. After a few moments, Ishiyama found a door leading to the outside. They use that to get out of the secret hangar. Flames flew, carrying the knight and monk on his back. They realized they are on the other side of the mountain range. An ice dragon attacked from above. After a small battle which included a loop to loop, the trio broke away and found a place to hide and heal up until the white dragon ceased looking for them. The three took a few minutes to look around the other side of the mountain range. They snuck down into the hills. They spotted the ice dragon moving into the hangar behind and above them as they went. Ahead the giant of fire stood impossibly tall in the distance. They found pools of bubbling tar and statues of things at the edge of the hills. A reading on the statues revealed they had been people and animals caught by the tar. Donald was almost caught by an eruption of heat and tar before they turned back and headed for West Town. The knight filed a report and got his equipment repaired. A message came in for Donald with orders. He had to report back to Mayor Puffin. Something was wrong with one of the town's sanctuaries. The knight asked the monk to journey southeast with him to find out what was going on. They arrived at the sanctuary to find a fight had taken place. They asked the examiners to wait outside. After some investigation, Ishiyama told Donald that Coop Cooper had rigged the controls to make zombies. They get a messenger dragon to spread word to check other sanctuaries especially ones where Cooper had been. A zombie arrived. Donald killed it. The sanctuary reloaded it instantly. Donald killed it again and destroyed the controls before it could be loaded again. The former resident was turned into a misshapen mess at the sanctuary he had saved his memory at before the sabotaged center. Sir Donald, Flames, and Ishiyama went back to the capitol after receiving an all clear from sanctuary teams across the nation. They were drinking punch at a local café when Donald's attention was attracted by a deadly odor. They decided to head into the sewer and investigate. They found claw marks like that of a bear in the tunnels. That took them to the Dragon Airport the city used as a central flying coordinator. They decided to investigate the airport, noting the departure of a Steam plane overhead. They found a wooden box in the air terminal among the waiting passengers. A check revealed the box was a bomb counting down. The two warned everyone to get away before trying to create defensive force walls to protect the fleeing people. The bomb went off, but most of the force had been directed away from the intended victims. Donald caught a whiff of that strange smell as the building burned down. They head back down into the sewers and spotted someone heading toward the center of the city. Trailing the shadowy figure, they realized the mystery man was heading for the dragon knight barracks. The trio confront the figure. Their quarry identified himself as the Inspector General of the Dragon Knights and had Sir Donald and Flames thrown in jail by the barracks guards with the threat of charges in the morning. The next day Sir Donald and his dragon were released. There were no charges filed for whatever reason. They were ordered to get out. They decided to visit the king and talk to him about the bombing. After wrangling with the clerk at the door, and asking for a conference, King Sam ordered Donald to find the steam plane. Donald went back to the airport. After talking to several experts on the scene, and the lighthouse crew, he gained two clues. Shrapnel in bomb came from crystal shards carved by a kingdom in the north. The steam plane flew north just before the bomb went off. Donald decided that he needed to go to Opal, the North Men's capitol, and straighten things out. The Three Avengers flew north, stopping at North Town, the last Dragonia city before having to brave the snowy mountains of the Yeti. They overheard discussions of whole families turning up missing. It seemed like the local Knights had no clue. Donald offered their services to the locals after a brief altercation. The knight who had disagreed with his junior led them to the latest empty house. Ishiyama used his clairvoyance on the house. He declared violence had been done on the first floor, and the killer resided in a basement somewhere. They checked a map, and found that all of the disappearances were in a circle. Donald decided they should talk to the people who lived in any house in the center of the circle. Their first suspect seemed an ordinary old man. Donald, Flames, and Ishiyama decided to check out an abandoned sanctuary in sight while the other knight started knocking on house doors on that block. The adventurers found disturbed graves in the graveyard next to the sanctuary. Flames opened the graves to find decomposing bodies on top of skeletons. A brief examination revealed bite marks on the most recent victims and no blood when the heroes touched the corpses. Checking the old building, they saw the rebirth vats and controls have been stripped, the pews were gone or broken, but new candles had been put in holders near the door and lit. A footprint in the dust points the way to the supply closet. Donald chopped into the door, knocking it aside since it was unlocked. That revealed steps leading into the basement. Donald used his flash spell, revealing tombs in the basement. He ordered Flames to set fire to the area. The dragon hit a tomb which caused one of the corpses to stand up. A brief battle ensued with Ishiyama being knocked out, Donald and Flames both about to be choked out or worse. The knight used his flash again. That caused the vampire to release them and teleport away.
  10. Re: Time travel in the Marvel Universe How are you running time travel, Bill? I thought Marvel had a rule that the past couldn't be changed. And the Yankee Clipper got a belt that allowed him to time travel from a visitor from the future in the Lost Generation. Someone told me that got moved to an alternate world for some reason. Maybe because it had Skrulls in it. CES
  11. Re: A New Dawn. 'Post-Apocalyptic' Fantasy I don't have a problem with the name. CES
  12. Re: Enterprise, Inc. Unmanned probes to the edge of the solar system could be done cheaper too now that I think about it. CES
  13. Re: Enterprise, Inc. No problem. It just seemed easy from my POV but I have never had players decide to set up bases on another planet so I have never had to think about it except in comic book terms. CES
  14. Re: What Fantasy/Sci-Fi book have you just finished? Please rate it... I have a bunch packed away from the old Bantam days, but I saw like eight or nine of those doubles and just picked them up. I don't have them in front of me right now, but I know I have Cold Death/South Pole Terror, Man of Bronze/Land of Terror, The Squeaking Goblin, the Dust of Death. I know I read some of these years ago but the rereading is still just as good. CES
  15. Re: What Fantasy/Sci-Fi book have you just finished? Please rate it... Finished the first of the Doc Savage doubles I bought. Brand of the Werewolf and Fear Cay. They are magazine size reprints with additional material like a story on Pat Savage, and one on the Doc Savage radio show. CES
  16. Re: A New Dawn. 'Post-Apocalyptic' Fantasy Thanks Ss. CES
  17. Re: A New Dawn. 'Post-Apocalyptic' Fantasy Is it feasible to carry the food and things in the workshop? That will save us a lot of encumbrance. CES
  18. Re: A New Dawn. 'Post-Apocalyptic' Fantasy No, but you're right. My character just needs some mundane tools, some armor, paper, pencils, a back up anvil if my forge is rendered powerless, an ammo bag, any collected manuscripts I might have come across. A lot of this I can keep in my workshop as long as I don't lose the door. CES
  19. Re: Enterprise, Inc. That's up to you and the speed of your campaign. Depending on what you get as powers, there's no reason why a group of Alts could not start a colony and turn it into a thriving city within a few years. One, maybe two heroes like Firestorm could create domes for living space in a few seconds out of the Martian landscape. A lot depends on what you got, and how to use it. CES
  20. Re: Enterprise, Inc. Once you get a ship, you can get colonies just that easy. Special teams would be able to construct walls with the same new tech or powers. I think Cowboy Bebop had the Martian cities terraformed with a curtain to hold in air and livable conditions from the rest of the planet. CES
  21. Re: A New Dawn. 'Post-Apocalyptic' Fantasy Cool. CES
  22. Re: A New Dawn. 'Post-Apocalyptic' Fantasy Powers written out finally: Bowcaster: Ranged Killing Attack 2d6 30 pts, Variable advantage (+1), OAF (-1) 30 pts Gravity Gun: Telekinesis 40 str, 60 pts, Only to lift target straight up (-1), affects whole target (-1/4), Does not work against flying targets (-1), OAF (-1) 14 pts Gravity Shield: Missile deflection 20 pts OAF (-1) 10 pts Gravity Flight Pack: Flight 15" 30 pts, OAF (-1) 15 pts TK Enhancer: Aid to Telekinesis 3d6 30 pts, OAF (-1) 15 pts Hold Out Knife: Hand Killing Attack 1d6 15 pts, armor piercing (+1/2), OAF (-1) 11 pts Multitool: Dispel Locks 2d6 6pts, Dispel Technology any one power at a time (+1/4) 2d6 8 pts, Transform broken technology into working technology 2d6, 30 pts, No range (-1/2), gestures (-1/4) OAF (-1) 16 pts Universal Translator: Universal translator 20 pts OAF (-1). 10 pts Recorder/Encyclopedia: Eidetic memory 5 pts, KS: Everything 8- 3 pts OAF (-1) 4 pts Scanner: Nightvision 5 pts, N ray vision 10 pts, Detect Structural Make up discriminatory, analyze, 20 pts (OAF -1) 18 pts Mobile Forge: Transform broken, or partial, equipment into working equipment 5d6 60 points, Requires burning fuel (-½), Extra time (-½), gestures (-1/4), concentration (-½), OAF (-1) 16 pts Workshop: Extradimensional Movement to workshop 20 pts. OAF (-1) 10 pts
  23. Re: Enterprise, Inc. Also you can have ships that can reach solar system space if you have two things. One is a genuis that can design spacecraft. The other is a transformer that can take those designs and build them. Robotic factories, teams of paranormals, so forth can fill the second slot. But I expect that eventually at least you could launch missions as far as Neptune within a year. CES
  24. Re: Completely Undetectable Depends on the game, depends on the system. Let's say you have played as Eagle Eye in several long adventures with a npc or another pc. These characters have had to pass through several detection attempts by others, or yourself, to verify that they are the same person that arrived with you. Then that character badly hurt your pc in mid mission and revealed that he was really a shapeshifter that you had encountered earlier that had no way to prevent detection by your careful examination of his science or native skills and had been that way for say half your missions. He just learned how to be invisible to all attempts at detection somehow. Few people want to play in a game with a flimsy explanation like that. And some don't want to read about something like that when they have body of work that says no way. CES
×
×
  • Create New...