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Wyrm Ouroboros

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Posts posted by Wyrm Ouroboros

  1. Re: Major NPCs from your campaign...who got ganked before their time.

     

    Deathstalker was a kickass DFV in a post-heropocalypse game -- the guvmints nuked the gathered heroes/villains, much like what COULD have happened in DC's Kingdom Come futuristic storyline. Any case, using Powers and doing the vigilante thing was illegal, and they came down hard on everyone. She was Pittsburgh's ass-kicker, pistoleer with speed/dex/int boosts, could channel power through her signature weapons to convert their bullets into plasma, that sort of thing.

     

    So a bunch of the Powers, both heroes and villains, are being held in Mt. Weather, an underground holding tank until they can be sent on to the international court for disposition. They decide to break out in the middle of lunch, and Deathstalker grabs guns and starts shooting the marine guard company like nobody's business. They, of course, shoot back, and she gets hit a few times. Still shooting from on top of one of those big double-sized lunch tables with the built-in benches, she gets blown into the wall when the just-freed TKer concussion-blasts the place. Let me extract and quote the various portions ...

     

    Tables twist and warp, flung about as well; plates, trays, silverware, weaponry, even spent brass is caught up in the momentary near-tornado. Almost everyone who wasn't already flat on the ground has been knocked there; only Kickback is still standing, looking mighty irritated.

     

    "The next time," roars the woman, kicking her way through stunned and prone Marines to deliver serious smackdowns onto the others that are clearly NOT concussed, "you're gonna do that, f*cking TELL somebody!!"

     

    ...

     

    In a heartbeat, Atalanta's over checking out the two battered figures of Anvil (buried under a flipped table) and the barely-conscious Nightstalker. "Oh my ... somebody get ... f*ckin' ... dammit!!" She looks up at the two cowering brains-of-the-outfit. "You got about eight minutes to get her out of here and into an ICU or something."

     

    ...

     

     

    That's pretty much simultaneous to Atalanta snapping, "I can keep her together until we get somewhere, if we find something to wrap her head with. Meleager, I need you to carry and bodyguard her."

     

    Nightstalker rolls her eyes slowly up at Atalanta, looking a little dazed. "My head hurts," she says quietly. "'s different than the other headaches." Her speech is ... a little slurred.

     

    Atalanta shushes Nightstalker. "Shh, it'll be okay. You just banged your head. Here, my husband'll be carrying you, 'kay?" She gently turns the tactician over to her husband, who seems quietly relieved to have something to do that isn't beating up on Marines and is protective and all that. A heartbeat later, the woman is back in the kitchen, then out with a bunch of towels, carefully starting to wrap Nightstalker's head. The gunwoman's left hand, dangling as she's being carried, is trembling a little.

     

    There's the quiet groaning of injured Marines all around; Kickback is helping Anvil support himself, the young man/thug grimacing as he hops on one leg. "Y'know," she says to him with the sort of comradely acidness that only two smartasses together can have, "you really shouldn't get into major fights outside of your suit." Despite the pain of what's probably a clean break of his upper thigh, he snorts laughter. "I'll try to keep that in mind."

     

    Their levity is probably good, because the faces of both Atalanta and Meleager are pale with dread; Meleager looks a little green as his wife discards first one, then a second hand towel that's turned bright crimson. Nightstalker, her hand still twitching slightly and her gaze wandering a drunkard's track across the ceiling. "Little hole," she says, voice still a little slurred. "Little people looking at us. Y'think th' little people care wha' happen to us??"

     

    Re: the 'little people', one of the other heroes, coming to break them out, had shrunk to 'pebble' size and bored a hole down through the rock and concrete into the cafeteria; even dazed, damaged, and shocked as she was, she could still spot him.

     

    One side effect of her boosts was a sapping of her abilities; after a typical 20 minute boost, she had massive migraine headaches as her biology strained to catch up with her powers. But this time, there's real head trauma...

     

    It never got played out beyond that point, really; as the GM, I was of two minds whether or not she'd live. She was a fantastic, kickass character -- but callously letting her die would have underscored the fact that the game world was lethal, and punches weren't going to be pulled...

  2. Re: Ultimate Adaptation

     

    VPP's the way to go. Granted, some stuff isn't usually allowed in a VPP, as 'GM permission only' -- but considering you're restricting the pool considerably, I think it's a good idea. You MIGHT want to make it pretty sizeable, for those times when the only way to adapt is to have the legendary 'Desolidification, Only Vs. X'. Toss the guy into the Sun, and sure, he'll survive....

  3. Re: How do mutants work out?

     

    It is essentially a question about power level. If someone has an 'innate power' and no way to explain it -- I mean, Spider Man DID get nailed with 'mutant hysteria' a few times -- they're a mutant. They can glow, they have butterfly wings, they can turn 2D for fifteen seconds, whatever. They are frightening, or at least they weird the normal person out; think of how much attention someone who's just got significant scarring gets.

     

    But run the numbers. Make mutation, oh, 1/10th of 1%. Out of 6 billion people, that's 6 million mutants. 95% of the world's mutants are that 'Normal plus 25 points in powers' sort, however -- 5.7 million, scattered across the globe. Out of the 300k left, 95% are the 'Normal + 75' power folk. Out of the 15k left, 5% have some serious combat-use powers; the other 95% are 'rainmakers', people who can do something neat, but don't have the ability to walk into a potentially lethal fight and walk out the other end alive.

     

    You're now down to 750 people across the globe with significant power and combat capabilities. Of those 750, you need maybe 50, tops, to band together and start committing terrorist attacks 'in the name of mutantkind' to attract a some of the 15k -- and spook the Normals enough for some of them to KKK and thereby give a bad name to ordinary, decent black people ... err, I mean household mutants.

     

    "He can turn paper-thin!! You never know when he'll slide under the door and kill you all in your beds!! Kill him!!!"

    *insert mob noises*

  4. Re: Enchanted battle axe

     

    I disagree; I like the way you've got it there, Matt.

     

    Typically, Foci require a half-phase action of 'prep'; this is what buying Fastdraw is for, after all, to change that to a 0-phase action. Putting 'Restrainable (must have full and open hex of space to wind up, -1/2)' on the wall-bashing power is, in my mind, a very elegant way of phrasing it. I might actually switch it to a 2" cone, just because that gives a bit more sense of 'here's the windup, and the pitch...'

     

    Defining it as 'Conditional -1/2' or 'Restrainable -1/2' is a matter of semantics, really. I'd say restrainable; guards getting up tight around you is going to prevent it just as readily as being dropped into a bloody outhouse.

     

    Curufea's question is, of course, also appropriate; your setting rules for 'real weapon/armor' may nudge this down another quarter, half, or even full point; I imagine this is a two-handed head-whacker...

     

    IMO, good job.

  5. Re: New Magnetic Power

     

    Don't quote me, but roughly ...

     

    Magnetic VPP: 85 Power Pool, Control Pool (42 Base); No Roll (+1), 0-Phase Action (+1); Control Pool Active Cost: 126. Mutant Magnetic-Derived Powers Only (-1/4): Control Pool Real Cost: 100. Total Real Cost: 185 Points.

     

    The reason that 'Mutant Magnetic-Derived Powers Only' is only a -1/4 (as compared with 'magic only' or whatever, -1/2?) is because you can explain almost everything via magnetics, and especially if you use Foci to work through. But this would let you do pretty much everything you have, and a lot of stuff simultaneously, depending on your disads.

     

    I'd STILL give your GM control over approval for the pool skills; just write up a few more, give them to him, and say you might want to fiddle with advantages/disadvantages as you go along. OR, better yet, clear Powers with him. 'Okay, he's learned TK, Force Field, and EB/RKA pretty well. I'd like to work on Flash now...' Because the character is only 15, let the powers develop along with him; be WILLING to take it slow with the refinements, unless you happen to have the world's foremost master of magnetism teaching you how. A willingness to do these things, note, is how you get the GM to OK the VPP.

     

    As for Affects Desolid, that's mostly an F/X thing. But I can theorize anything but magic...

  6. Re: How do you become a Jedi

     

    Emotions are a tool of the Darkside. As wrong and messed up as that sounds it's actually true. Normally love leads to desire which in turn leads to jealousy which in turn leads to anger etc...

     

    Interesting philosophy, if sadly wrong. Simply put, the Jedi made the same mistake their Sith opposition did -- they went to an extreme. In the case of the Jedi, though, it was extreme personal isolation, which is exactly what you're recommending. Love, anger, passion -- all are powerful tools for the Force User. It is what you do with those tools that makes you good (Jedi) or evil (Sith). Great passion, shown brightly, can bring enlightenment and joy to billions; great passion, given to destruction, can bring death to those same billions.

     

    A true Jedi can be compared to those who seek Zen enlightenment. That Zen, that 'emptiness', is a singular flash -- simultaneously encompassing a moment and forever. Who you are after the moment of enlightenment is not who you were before that moment; even though it is an instant later, it is a lifetime, an incarnation, apart. During the search for the Zen moment, however, the student and master both do what life requires; they chop wood, they carry water, they eat and drink, they love and marry and have children and get old and, well, eventually die. Life does not stop because they seek that moment; life does not stop because they have found it.

     

    During that search, the Jedi learns to attune themselves to the universe, to the Universal Force. They learn to guide it and let it guide them; eventually, perhaps, some of them experience the moment of enlightenment, and it transforms them. Most of them do not, no matter how much they learn to guide the Force, or how much the Force can guide them. This does not stop them from yet seeking that moment.

     

    I've not read all the books in the EU, though I've obviously seen all the movies. In the movies, I've seen nothing that makes me believe any of the Jedi portrayed to have experienced enlightenment. What I've read of the books, I can only say four -- Zonoma Sekot, Vergare, Anakin Solo, and Jacen Solo.

     

    Both Zonoma Sekot (or rather its representative) seemed to contain the settled core and peaceful awareness I've come to associate with enlightenment; Vergare, though she certainly seemed to have played politics with grace and viciousness, held the same inner core and awareness. Anakin Solo gained that core, that awareness, and a unifying and consuming channeling of the Force during his last battle with the Yuuzhang Vong; Jacen Solo (Anakin's long-time practice partner) achieved a similar core and awareness during his last battle as well, though his unifying channeling of the Force was fortunately not so all-consuming as Anakin's.

     

    A Jedi seeks the ah-ness of that moment, the deep understanding of the universe, the instant of emptiness within which is the sum total and distinct individualism of all things. The knowledge and power of the Force is a secondary thing to that search, a form of practice and seeking that dims in comparison to enlightenment. A Sith, on the other hand, seeks but the knowledge and the power of the Force itself.

     

    For a Jedi, the Force is the journey, not the goal.

    For a Sith, the Force is the goal, not the journey.

     

    But I bet you that Jedi write a lot of haiku...

     

    A dark lightsaber

    Cold and heavy in my hand

    Why do I have it?

  7. Re: New Magnetic Power

     

    That's the trick isn't it? My character is Beta level (over 500 points)' date=' but Magneto is Omega (Well over 1000). There's a level of scale here...at least till I catch up to the big guy in sheer XP.[/quote']

     

    Not really. It depends on whether or not a) your GM agrees with you re: how much magnetics can do, and B) whether or not you're willing to pour the majority of your points in Powers into a VPP. My various Magneto 'clones' are roughly the same scale as yours, and they can all whack out a pretty impressive TK strength, force field, and whatnot while still having the flexibility to mind-zot someone. This, however, requires the GM acknowledging your 'magnetics can do darn near everything' explanation for the flexibility.

  8. Re: Mass Effect Campaign Setting

     

    Biotics, as well as the other skills used in ME, all use time-based recharge. I'd actually avoid the charges thing, and go with the same sort of setup that was proposed for your weaponry -- perhaps part of what biotics need to do is purchase seperate END (as an END Battery) which runs their biotics. Your enhanced biotic tools can then boost the Battery's REC directly, instead of messing with trying to figure out the personal END.

  9. Re: How do you become a Jedi

     

    One they do mention would be the Trial of the flesh. It was mentioned that Anakin Skywalker was no stranger to this test' date=' I'm thinking that they are refering to the loss of his limb. Possibly some sort of pain tolerance test?[/quote']

     

    Or a fight for your life. You cannot honestly know what a person will do or be, especially with the amount of power a Jedi can wield, until they've been in a high-stress potentially-lethal situation. That'd be my answer, anyhow.

  10. Re: Mental regen

     

    Is this Mind Control or a Mental Transform?

     

    If it's the former, say "Breakout Roll" to him, and make sure you take every chance you're allowed, which at some points may include your character's friends pointing out how crazy you gotta be.

     

    If it's the latter, get the GM to CLEARLY DELINEATE which kind of transform it is -- insta-heal or gradual heal. If it's the latter, then every game month you get back your REC in Transformed BOD (or EGO, or whatever for a mental Transform) -- and you'll hopefully be able to move on to the legal issues in a few months. If it's a insta-heal 'snap' transform ('Prince to frog' spell), make sure YOU KNOW what the magic bullet is -- and it SHOULD be something that's reasonably possible to happen, as per the Transform rules. Then watch events like a hawk.

     

    If your character hasn't been Transformed to LIKE all of this (and it doesn't sound like he has), I can very easily see him deliberately hunting down what needs to be done to reverse the effects. Another Mentallist, or even just a good psychologist/psychiatrist, may be able to say what'll help 'cure' the effects; these sorts of Transforms are, essentially, 'just' Strong psych lims. Use what's available.

     

    Also, since it's pretty clear that the GM has a) taken this long past the point where it was enjoyable and B) never bothered to tell you how it could be broken, I'd request a retcon back to whatever point you could have broken it. If not, well -- I'd personally become a lot more polite during games.

  11. Re: New Magnetic Power

     

    Ah, I see. Well, you sort of go with 'what part does the brain control', and 'am I good enough to target just that part' sort of questions -- stuff that may require skill rolls and the like.

     

    This could include stuff like an END/COM/PRE drain (causing the brain to have the digestive system act in certain manners) as well...

  12. Re: Powerframe&Maximum Points

     

    All such restrictions are defined by the GM. If you're going with a 75 Active Points max, then yes, the Powers in a framework are restricted to the maximum of 75 Active Points. Your costs, of course, should vary.

     

    Some GMs may run this differently -- your MPow's total AP is 75 points, or the AP on your VPP is 75 Active Points. It's up to the GM, so ask him. Or her...

  13. Re: New Magnetic Power

     

    Depends on what you're wanting to do, going by the read. If it's just a quick 'zot' to induce a flow and read the brain's functionality, I'd call that 'Detect Brain Function'. If you're wanting to cure stuff, that'd be a mental Transform.

     

    Otherwise, your AVLD magnetic-vs-bioelectric attack is spot on. Further refinements would, of course, enter into the Mental Powers areas...

  14. Re: Various Powers at Edge of System

     

    Thank you everybody' date=' MOST helpful. As is obvious, part of this is to try to figure out what's already possible in the system so I don't try to fix what isn't broken - I don't want my ignorance that X is possible already to make me try to come up with a way to do X when it already exists.[/quote']

     

    I hate to be the broken record on this, but if you don't play some, you aren't going to be able to ever figure out what you're doing. As has been repeatedly said: Anything Is Possible In HERO System. As has also been repeatedly said: Crawl Before You Walk, Walk Before You Run. Half of what you're wanting done is outlandishly expensive in HERO system, but possible. The other half is 'by GM Permission Only'. (Which, since you seem to be the GM, is a given.)

     

    All of it is, well, silly. Even for a GM of 25+ years.

     

    You seem to be wanting big things on a little budget, and things that go against the system philosophy. You want absolutes; HERO doesn't deal in 'em, because one of the core philosophies of HERO is 'for every attack, there is a cheap(er) defense.' (That, and 'All Twinks Must Die', but that might only be in my games...)

     

    Honestly? If you want to do all of the things in your first post anywhere near Game Start, You Do Not Want HERO. You want, I dunno, Aberrant or something. (Which, if I ever run a 'Heroes' TV show game, I'll probably use...) If you DO want HERO, I think you need to a) play a few games and build a few characters to get used to what does what, B) step back from your crazy dreams and decide what power level you want in your game ('I have a character that eats planets.' 'Well, I have a character that eats SUNS!!'), and c) stop trying to fix something of which you have no idea the function.

     

    Alternate to C), go break in to your neighborhood nuclear power plant and start 'fixing' their stuff; same idea, more concrete example.

  15. Re: Covering a Hex with a Beam Attack

     

    This does sound more like something with the autofire rules -- 'Suppressive Fire'. However, considering you're having someone use a non-autofire weapon ... dunno. I might allow a single-hex 'cover' at 1/2 OCV or something, just because. Failing that, have the archers hold their actions in order to shoot anyone who goes past that certain point.

  16. Re: Variable Power Pools

     

    Killer Shrike has plenty of great points. The essential one, though, is that of the definition of the F/X of the VPP as being 'Magic'. Again, compared to anything -- technology, cosmic power, etc. etc. This is only slightly limiting, therefore -1/4.

     

    Compare to a VPP Mimic Pool, where the F/X is limited to 'only powers the target has', etc. etc.

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