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Wyrm Ouroboros

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Posts posted by Wyrm Ouroboros

  1. I'm thinking Desolid, with a minor (-¼?) limitation that the possessing entity (spirit, Agent, whatever) does not take the damage, but the body they're possessing DOES. A Mind Control would also be required, enough to reach EGO + 30, in order to place the 'possessed individual' under full control. Most likely the possessor would want to reach the +10 'Does Not Remember' level as well as the +10 'Contradicts Psych Lims' level, so you'd be looking at +50 total -- or an average/reliable roll of 60 points. Using the 'Average Effect' suggested rule, then, we're looking at between 11d6 (low end) and 17d6 (high end) to reliably possess normal people, even 2-3d6 higher if you want to get to the 'Remembers actions and things them natural'.

     

    Now, granted I'm using this for a villian -- heck, he's even a nemesis for two of my 375-point characters. But I don't want to do a lot of handwaving on this, I need to nail down what, exactly, the powers involved are; one of the two characters may have access to the powers in the future, so I want to be able to provide a solid, tight group of abilities.

     

    Any ideas or suggestions?

  2. While this may not be (okay, isn't) the place to put this, I can't help but ask due to the topic: why the fierce resistance against putting Characteristics into an EC? Honestly, if I was going to be building a Team-Buster brick, he'd have Body, Con, and Strength all in the EC, along with Armor and maybe a few other 'interesting advantages' ...

  3. Just as a thug? For my money (or lack thereof), you can't beat the Juggernaut. Really, he was always just in it for a couple quick bucks and to stick around with his friends -- oh yeah, and to piss on stepbrother Charlie's parade. He has ... well, I don't want to say 'evolved' over the years, but he's gained considerable depth of character while remaining the 'big, irresistable force + immovable object'. Same great powers, more in-depth emotions. And now that he's actually joined Chuck's people, he has an outlet for all the problems he's finally admitting (at least to himself) to having.

     

    My two favorite Juggie moments?

     

    Excalibur: Juggernaut is involved in a breakout from a high security prison. Juggernaut's ignoring SMG and MG fire, shoving over tanks, the usual Juggernaut thing, and Captain Britain zooms in and hammers him. Juggernaut rubs his jaw and says, "You the local good guy?"

    CB: "I'm Captain Britain!!"

    JG: "Nice punch. Cute suit."

    A few more words traded, then ...

    *hit*

    *hit*

    *hit*

    *hit*

    *hit*

    *hit*

    *hit*

    POW!!

    ...and CB comes flying across about 3/4 of a mile worth of knockback...

     

    Recent X-Mens: Wolverine's reaction to Juggernaut being a guest in the X-Mansion (paraphrased): "I've taken you down before, Marko. You even blink wrong, and I'll tear you a new one." And, in sharing an experience with the fish-boy kid: "You've got soda. Cool."

  4. 18-25 points? Two words: Utility Belt.

     

    What you have going here is Batman in the JLA -- other people with POWERS, you with just you, your martial arts, and your ability to outthink the bad guys. Okay, and maybe a suit of armor with some enhancements...

     

    If I may offer a redesign ...

    Falcon

    Lisa Anne Fields

     

    ATTRIBUTES

    15 STR (05)

    20/30 DEX (30)

    15 CON (10)

    15 BOD (10)

    25 INT (15)

    15 EGO (10)

    20 PRE (10)

    14 COM (02)

     

    8 PD (05)

    8 ED (05)

    4/8 SPD (10)

    10 REC (06)

    30 END (00)

    45 STN (14)

    [Attribute Cost: 132]

     

    POWERS

    (7) EC: Enhancement Bodysuit, 30 Actives, OIF (-½), ¼ Mass (30 total kg, -¼), Real Armor (-¼)

    (7) a) "Body Suit": Armor, 10r/10r, (30 Active Points)

    (5) B) "Synaptic Feedback Booster": +10 Dex, (31 Active Points); 1 Continuing Fuel Charge (5 Minutes, -½), Side Effect (Feedback, character takes 1d6 STUN each Turn of activation) (-½)

    (5) c) "Synaptic Feedback Booster": +3 SPD, (30 Active Points); 1 Continuing Fuel Charge (5 Minutes, -½), Side Effect (Feedback, character takes 1d6 STUN each Turn of activation) (-½)

    (6) d) "Hawk Claws": Swinging, 20", 0 END (+½), (30 Active Points); Cannot use Stretching or Clinging in the Same Phase (-½)

    (4) e) "Hawk Claws": Stretching, 3", x4 Noncombat, 0 END (+½), (30 Active Points); Cannot use Swinging or Clinging in the Same Phase (-½), Always Direct (-¼), Range Modifier Applies (-¼), Limited Body Parts ('Hands') (-¼), No Fine Manipulation (Punch/Grab/Pull, -½)

    (5) f) "Built-In Taser", Hand to Hand Attack, +6d6 vs. ED, HtH Attack (-½), 10 Charges (-¼)

     

    (4) "Hawk Claws": Clinging, Normal Strength, (10 Active Points); Cannot use Swinging or Clinging in the Same Phase (-½), OIF (-½), ¼ Mass (Part of Armor, -¼), Real Armor (-¼)

    Helmet Systems:

    (6) Threat Computer: Defense Maneuver IV (10 Active Points); OIF (-½), Real Equipment (-¼)

    (3) UV Perception (5 Active Points); OIF (-½), Real Equipment (-¼)

    (6) Flash Defense, 5 Points vs Sight & Hearing (10 Active Points); OIF (-½), Real Equipment (-¼)

     

    (10) Multipower "Utility Belt": 15 Active Points, all OIF (-½)

    (9) u) 9 Ultra Slots (1 Point Each)

    [Powers Cost: 77]

     

     

    SKILLS

    Eclectic Combat Training:

    5 Martial Block, VF/X (+¼)

    4 Martial Throw, VF/X (+¼)

    5 Nerve Strike, VF/X (+¼)

    5 Martial Strike, VF/X (+¼)

    4 Martial Dodge

    5 Martial Escape, VF/X (+¼)

    4 Martial Grab, VF/X (+¼)

    8 2 Damage Classes (+2 DC, +10 STR)

    6 2 Combat Skill Levels w/ Eclectic Combat Training

    2 Weapon Elements (Clubs, Karate Weapons)

    3 Analyze: Martial Style, 14-

     

    Dexterity Skills

    3 Acrobatics, 13-/15-

    3 Breakfall, 13-/15-

    3 Climbing, 13-/15-

    3 Lockpicking, 13-/15-

    3 Stealth, 13-/15-

     

    Intelligence Skills

    3 Bugging, 14-

    3 Computer Programming, 14-

    3 Criminology, 14-

    3 Cryptography, 14-

    3 Deduction, 14-

    3 Electronics, 14-

    3 Forensic Medicine, 14-

    3 Inventor, 14-

    3 Mechanics, 14-

    3 Security Systems, 14-

     

    Presence Skills

    3 Acting, 13-

    3 High Society, 13-

    3 Interrogation, 13-

    3 Streetwise, 13-

     

     

    3 PS: Body Armor Designer/Mechanic (INT Based), 14-

     

    3 Scholar

    2 KS: Armor Systems, 14-

    2 KS: Undetermined, 14-

    2 KS: Undetermined, 14-

    1 KS: Undetermined, 11-

    [skills Cost: 121]

     

    PERKS

    3 Well Connected

    8 Points of Contacts

    5 Well off

    4 Reputation, Ruthless Vigilante (2 Levels, 14-, Cops & Underworld in Campaign City)

    [Perks Cost: 20]

    [Total Cost: 350]

     

    DISADVANTAGES

    15 DNPC: Elderly Father, Incompetent, 8-, Unaware of Secret ID, Useful NonCombat Skills

    10 DNPC: Fraternal Twin, Slightly Less Powerful, 11-, Unaware of Secret ID, Useful Skills (Co-Owner of Company)

    10 Rivalry: Fraternal Twin, Romantic & Professional, Rival less powerful but in better position, outdo, aware.

    20 Social Limitation: Secret ID (Frequently, Severe)

    10 Social Limitation: Hero ID considered an Urban Legend (Frequently, Minor)

    5 Reputation: Philanthropist (11-, Limited Group: High Society)

    15 Distinctive Features: Costume (Concealable, Major Reaction)

    10 Psychological Limitation: Deceptive (Common, Moderate)

    20 Psychological Limitation: Improve Society, Don't Just Fight Crime (Very Common, Strong)

    25 Psychological Limitation: Relentlessly Devoted to Justice (Very Common, Total)

    10 Hunted: Black Harlequin, As Powerful, 11-, Humiliate PC

    [Total Disadvantages: 150]

     

    Increasing her INT from 19 to 25 gives a noticable boost to the character's skills; building the Armor, two Attribute boosts, and the swinging/stretching 'claw' into an EC gave significant bonuses. I admit that I cut a few things, such as the one Overall Skill Level and several of the Martial Arts bonuses, but with the 'Variable F/X' on the maneuvers, you free up your capabilities -- the Nerve Strike doesn't have to be to the same place every time, the Grab doesn't have to be a Clinch (though it can), you can execute the Martial Strike with any part of your body, any movement.

     

    I dropped the languages for now; they can be added as 'Oh I knew them all the time, you just never asked' background items. Similarly, one or two of the KS's got cut, though overall there was more points spent there, in order to get everything as an INT roll. (What's the use of having a 25 INT if you don't have the skills to put it to use?)

     

    The Disads also got a revamp. 'Father' is now someone whom she can get assistance from, possibly/probably put into a wheelchair by the 'trigger' for her crimefighting. But Falcon isn't only a crimefighter; she's also a firm believer in urban renewal, social programs, and the like -- a true philanthropist and do-gooder, possibly unlike her DNPC/Rival sister, who perhaps is technically above her in the company they co-own. Sibling rivalry -- ain't it wonderful?

     

    'Relentlessly Devoted to Justice' is the Batman psych lim -- she's going to go out every night if she can manage it. She sees something wrong, she's driven to fix it.

     

    Heh. This girl's going to make it into MY campaign...

  5. Moving along ...

     

    As I get to the 'Enhanced/Control' and 'Enhance/Control Other's' items, I'll be doing them together; after all, most of the time it's the same power, just with a few tweaks to the disads.

     

    Force Skill: Accellerate Healing (Control)

    Healing, 1d6, to Body, Increased Maximum (+10; 16 pts/8 Body), (15 Active Points); Self Only (-½), Gradual Effect (1 day, -1¾), Requires Skill Roll (-½), Concentrate 0 DCV (-½), Extra Time (Extra Phase, ¾): 3 Points, 1 END.

     

    Force Skill: Accellerate Other's Healing (Control/Alter)

    Healing, 1d6, to Body, Increased Maximum (+10; 16 pts/8 Body), (15 Active Points); Gradual Effect (1 day, -1¾), Requires Two Skill Rolls (-¾), Concentrate 0 DCV (-½), Extra Time (Extra Phase, ¾): 3 Points, 1 END.

     

    The 'Self Only' gets replaced by the extra skill roll; at much, much higher levels this actually makes a point or two of difference, but it isn't enough to matter. A possible advantage might be Area of Effect (Radius, +1); this would raise the Active cost to 30, Real cost to 6, and END cost to 3. It would, of course, be quite the interesting effect.

     

    It may seem like a cheat, adding on all the disadvantages, but using the HERO system to design the Force brings out, well ... disadvantages. The healing doesn't happen instantly, it takes concentration to do something like this, and perhaps extra time -- or increased endurance. In fact, Increased Endurance (x3, +1) would be a better limitation than Extra Time; either way it doesn't generally matter, considering that this sort of thing usually happens out of combat...

     

    Force Skill: Control Pain (Control)

    Overall Skill Levels, One Level (10 Active Points); Only to Offset Skill Penalties Due to Impairment (-½), Requires a Skill Roll (-½), Extra Time (Full Phase, -½), Concentration (½ DCV, -¼), Costs Endurance to Use (-½): 3 Points, 1 END.

     

    Force Skill: Control Another's Pain (Control/Alter)

    [Overall Skill Levels, One Level, (10 Active Points); Only to Offset Skill Penalties Due to Impairment (-½), Costs Endurance to Use (-½): 5 Points, 1 END], Usable by Others and Simultaneously (4 Others, +1), (10 Actives); Requires Two Skill Rolls (-¾), Extra Time (Full Phase, -½), Concentration (½ DCV, -¼), Costs Endurance to Activate (¼): 4 Points, 1 END

     

    An interesting thing I saw on that 'Control Another's Pain' -- presuming you have few (or no) advantages on the initial power, and you have penalties ... creating a power/spell/skill/whatever that enables OTHER people to do things is very efficient. Scarily, even. In the above case, the Force User can enable 4 people plus the Jedi to work even when they've had the cr@p kicked out of them...

     

    Force Skill: Distort Perception (Control/Sense/Alter)

    Mental Illusions, 4d6, Area of Effect Selective (x8 Radius, 16" Total, +2), (60 Active Points); No Range (-½), Requires Three Skill Rolls (-1), Side Effects (Character always acquires Disadvantages Tempted by the Dark Side (Common, Strong), Cruel/Sadistic (Very Common, Strong), and Violent (Common, Moderate) when using this power and for 1 hour afterwards) (-2): 13 Real Points, 6 END.

     

    Or for the space battle version ...

    Force Skill: Distort Perception (Vast) (Control/Sense/Alter)

    Mental Illusions, 4d6, Megascale (Radius, 1"=1000km, +1), Area of Effect Selective (Radius, 2" Total, +1¼), (65 Active Points); No Range (-½), Requires Three Skill Rolls (-1), Side Effects (Character always acquires Disadvantages Tempted by the Dark Side (Common, Strong), Cruel/Sadistic (Very Common, Strong), and Violent (Common, Moderate) when using this power and for 1 hour afterwards) (-2): 15 Real Points, 6 END.

     

    Very, very ... ummmmm ... dangerous. Vicious. Better hope you know where your buddies are. Probably best used only in a furball -- close, tight fights in practically touch range, so to speak...

  6. Originally posted by Space Cadet

    I'm not sure where this one would fit on the Force Powers chart, but given Luke's reaction to it the one time that he used it, it should definitely be red-flagged as a Dark Side power.

     

    Distort Perception: This power was first used by Luke in the Heir to the Empire trilogy written by Timothy Zahn a few years ago. At one point during a space combat against Imperial forces, Luke used the Force to distort the perceptions of the TIE fighter pilots; however, immediately upon doing so, he experienced what was described as a "wrongness" in the Force, as if he had stepped upon a line that Jedi were forbidden to cross. From that point on, Luke refused to ever use that power for any reason.

     

    If I had to guess at the way to represent this in Hero System terms, I'd have to say that this was Mind Control with Illusion thrown in for good measure.

    Going by your description, I'd call it either a Sense/Alter skill (going off the 'Dim Other's Senses' schtick) or else a Control/Sense/Alter skill (going off the 'Control Mind' power). I think I'd make it 'Mental Illusions', though, as you're just twisting what they see, not making them actually DO anything.

     

    Thanks for the power; I'll toss it onto the list. This is what I'd really like, especially from the 'Heir to the Empire' sourcebooks, etc. etc. -- more of the Force powers you talk about/find in them.

     

    rayoman, while I appreciate the conversation, it's out of place on this thread; this is for the development of the powers, not 'I'm doing this, going to do that'. SHOW me what you're doing, what you think the powers that have been used (whether in the movies or otherwise) are, according to HERO. Writeup discussion, not background discussion, not license discussion.

  7. Actually, that is exactly where I'd say the problem is -- the GM isn't handling the racial packages correctly. Or at least, how I always saw them as being properly used.

     

    Pay for your racial advantages.

    Disadvantages accrue.

     

    This way, humans have greater flexibility ('spent 15 points on that elf package? Hell, I got 5 more skills...') but also a greater chance of being hunted, having psychological problems, or just being more 'well-known'. This, of course, rather assumes the 'humanocentric' campaign. If you want your campaign to be elf-centric (or dwarf-centric, or whatever), you can include the package 'for free', thus enticing individuals to take the package.

  8. Originally posted by Demonsong

    And I am not a new gamer. Thank you very much. I have been playing various games including HERO for over 15 years. I cut my teeth on Champions in like 87. Sure this is the first time I have Played 5th Edition. But it’s not that different.

     

    And I assure that I know how to build characters correctly.

     

    I think the problem here is that weather you mean to do it or know you come off very condescending. You should work on that. May be take a step out side and realize that you are not your persona. Just a thought. Nothing personal.

    Actually, Demonsong, you've gotten very, very worked-up over the suggestion that the way you're thinking about building it is, well, perhaps incorrect, certainly clumsy. You've also started to become, errr, set in your way; accept the critique of your construct and change it, don't post ... well, what you've done above.

     

    The side-effect of 'becoming larger' is, as Monolith states, not a disadvantage in this particular case, especially not as the character is portrayed. You apparently want him to become a) stronger, B) bigger, and c) more intimidating. This says Transfer to me, into 1) Strength, 2) Growth, and 3) PRE. If you want B), you should not get a limitation out of it; it is VERY CLEARLY an advantage. I would therefore build him thus:

     

    "Is It Just Me, Or Are You Gettin' Smaller the More We Fight??"

    Transfer, 2d6, +48 to Maximum (60 Max), From Strength to Strength (3/6), Growth (1/6), Density Increase (1/6), and PRE (1/6), Continuous (+1), Damage Shield Usable with All Maneuvers (+¾), Delayed Return Rate (1 Minute, +¼) [162 Actives]; 162 Points.

     

    This maxes him out at: 10 points of Growth, 10 Points of DI, +10 PRE, and +30 Strength. If you want it to be nastier, up the maximum or, worse, add another power such as Absorption to really add insult to injury. After all, losing 60 STR among an entire group of Bricks isn't going to necessarily throw them off, but losing 90 or 120 might -really- frighten them. And remember, you need to give this guy the starting DEF to be able to handle the punches YOUR people are going to be starting off with. No fun having him knocked out at the first Phase 12...

  9. Hmmm. Actually, I'd let it work on all materials ...

     

    That's one way of doing it. The next would be a Transformation -- up to the GM whether or not it's superficial. The third way would be a very limited Change Environment.

  10. Breaking glass, vast winds immediately thereafter...

     

    Air Harpoons: I'm not entirely certain when the US Navy began using steel/metal cables, but an ultralight metal cable with the spring-loaded harpoons (goes through the plane, then the prongs go *snap* out) would make them tough bastards. Hmmm -- titanium cables... ha! Better yet, little 'seperation' charges. Picture this: a thick-shafted harpoon, but the metal of it is crosshatched. If/when it penetrates the airplane, an electrical signal is sent down the wire. First, a small charge at the base (where the cable is attached) blows, and the harpoon is 'left' inside the plane. Set off by the separation charge, a short (3-second) fuse runs inside the body of the harpoon, then to set off a 'solid explosive' inside the harpoon -- the first plastic explosive, perhaps. ;) The 'scoring' means that the body of the harpoon will shatter along those lines, into razor-sharp jagged diamonds that chop apart everything in the ship.

     

    To demonstrate this, of course, you simply MUST use a bomber -- perhaps during the aforementioned ball, they 'drift' over a city and a bomber (more guns on it, see?) comes up and attacks the Stinking Nazi Airship. The characters see the line snake out, harpoon at the fore, and the Baron says, "Oh, this will be good; pay attention, now." Then the Baron gives a moment-by-moment description of what happens (i.e. describes the harpoon's workings) as the thing hits the plane just behind the wings ... then blows the bomber in half when it detonates.

     

    Originally posted by AlHazred

    I'm thinking of naming it Luftschloss Falkenburg. It's German for "Air Castle Falkenburg." [/b]

    And that's a very good name.

  11. Couple of things ...

     

    1) WFRP is not, thank the gods, either WFB (Fantasy Battles) or WH40K (Space Battles). What it IS is a good, simple system that, with a very few house tweaks (like instead of having a 50/50 chance on Risk tests, you have a chance based on the skill appropriate to the test...), is excellent for low-fantasy play.

     

    2) If you're playing HERO, play HERO; it has the maneuvers, all the fun gidgets and gadgets and moves you want. What I was recommending is not the WFRP SYSTEM, but its BACKGROUND. (Please note that again, this is not the WFB background, which isn't worth the use as toilet paper its 5 editions were printed on.)

     

    Next time you're in your gaming store, look for the WFRP book, and skim to the Gazeteer section (or whatever it's called, I misremember). Take a quick read; it's loosely based on Europe, albeit different countries moving ahead at somewhat different speeds. Editing out the influence of Chaos is possible and relatively easy/painless.

     

    Good luck, and have fun.

  12. Originally posted by Lord Liaden

    Should you wish to see how others here have approached the Force (gee, that sounded mystical), here are a couple of earlier threads with detailed discussions:

    Participated in the first thread, noticed that the second never really went anywhere. Here, I want to working on a full writeup of each power/ability, with the several ways to do it.

    Originally posted by NuSoardGraphite

    In fact I'd probably have two Enhance Abilities slots:

    One slot would be add to All physical characteristics (well STR, CON and DEX at least) and another slot with an Aid that can add to one at a time (for a siginificant boost to a single characteristic).

    I generally agree; unfortunately, the Star Wars dogma (which my karma, driven by my katma, has run over) says that a Jedi can enhance only one attribute at a time. I, for the record, throw the following into the 'possible-to-enhance' pool:

    Strength		Speed		Running
    Dexterity		Recovery	Superleap
    Constitution		Endurance
    		Stun
    

    With running and superleap, however, I usually put it in directly. As this is a Control skill, it gains the 'benefit' of RSR: Control (-½).

    Force Skill: Enhance Abilities (Control)

    1. Succor, Xd6, vs SFX (One power at a time: Str, Dex, Con, REC, END, STUN) (+¼), Self Only (-½), RSR (-½): (6 Active Points, 3 Points per 1d6)
    2. Aid, Xd6, vs SFX (One power at a time: Str, Dex, Con, REC, END, STUN) (+¼), Self Only (-½), RSR (-½): (12 Active Points, 6 Points per 1d6)
    3. Running, X", Not while Aid/Succor/Superleap is active (-¼), RSR (-½): (10 Active Points, 6 Points per 5")
    4. Superleap, X", Not while Aid/Succor/Running is active (-¼), RSR (-½): (5 Active Points, 3 Points per 5")

    Conversely, one could simply put both Running and Superleap into the Succor/Aid, and do away with those two enhancements.

     

    On reflection, I believe that I'd build the 'Absorb/Dissipate Energy' thus:

    Force Skill: Absorb/Dissipate Energy (Control)

    1. Life Support: Safe in High Radiation, Intense Heat (4 Active Points); RSR (-½) (3 Points)
    2. Force Field, 7 rED, IPF/X (Not Visible to Sight unless dissipating energy, +¼) (9 Active Points); x2 Increased Endurance (-½), Concentrate ½ DCV Throughout (-½), RSR Each Time (-1): 3 Points
    3. Drain, 1d6, Fully Variable SF/X (Vs. any Energy, +½), One Effect At a Time (+¼), Returns at 5 Points/Minute (+¼) (20 Active Points); x3 Increased Endurance (-1), Concentrate 0 DCV Throughout (-1), RSR Each Time (-1): 5 Points.

    The third effect, the Drain, is so that the Jedi can do such 'fantastic, wonderful!' things as shutting down force fields by draining them, or cooling down a red-hot object so that they could hand it off to someone else. Please note that the latter two effects DO require a considerable effort from the Force user; only talented Jedi would/should be able to do them 'casually'.

  13. If a) you don't have everything all whacked together, B) you don't really have the time, and c) your players have never played Warhammer Fantasy Role Playing, I recommend that world to you. Fully eliminating magic perhaps unbalances things a little, but not really; WFRP is a low-magic game anyhow...

  14. Originally posted by Trebuchet

    1) Why not? A vaccuum is certainly lighter than any gas, so at least theoretically it should work. (The practical problems of a vaccuum chamber 500 feet long might be another issue entirely.)

     

    A vacuum is not lighter than any gas; while I don't know how a vacuum-'filled' container works in water, I believe it sinks. Again, I may be wrong.

     

    However, when you're talking about atmospherics, a 'lack of air' does not provide buoyancy; in fact, it guarantees the reverse. While buoyancy is a matter of the atmosphere INSIDE the object being of lower pressure than the atmosphere OUTSIDE the object, a complete lack of ANYTHING inside the object means that ... you have Just The Object. Yes, the object desires to seek its natural pressure equivalency, thus desiring to rise; the fact that there's ZERO pressure on the inside means that nature's simply trying to fill it, not shove it into the stratosphere.

     

    Again, I don't know all the specific details, but I'm a) absolutely certain this will not work for an airship, and B) half certain this doesn't work for liquids, i.e. water. Somebody feel free to correct me on the latter ...

  15. Originally posted by tkdguy

    The campaign is a mostly based on 17th century Europe with a few Asian influences (belief in reincarnation, eastern martial arts styles). One player isn't into politics, but it will raise its ugly head because of another player's character.

    ...

    A disrobed priest ...

    'Defrocked' is the term, actually.

     

    I'm still detailing the countries in the continent. I'm trying to detail the NPCs involved in the campaign.
    I'd go with actual locations and people. 17th Century Europe, on the other hand, is NOT Robin Hood -- it's Three Musketeers. (Robin Hood would be 13th-15th century.) Remember, the 17th century (1600s) saw the New World being explored and exploited; it's been in the consciousness of the Europeans for a century now. This is the Elizabethan age; during the first half of the 1600's Shakespeare is writing and producing his plays, Cardinal Richelieu is keeping an eye on the various Kings of France (Henry IV, Louis XIII, Louis XIV), the Mayflower Expedition is landing in Massachusetts.

     

    All the rest of the world is being discovered; it's just a matter of where you (and they) want to go...

  16. First power:

    • Absorb/Dissipate Energy: Ranges from simple protection from sunburn to radiation defense to blocking/deflecting/absorbing blaster bolts and Force Lightning.

    Depending on exactly what needs to be defended against, this could be anything from 'Safe Environment: Radiation' or 'Intense Heat' to 'Armor (X rED)'. As the sense I get from the 'Absorb' part isn't a 'absorb and make me stronger', I would not put that particular ability into this.

  17. Okay, okay, okay. We've all heard the ruckus before; me, I just want to get a good list of coherent Force powers. Most are obvious; some aren't. Most are easy; some aren't. First, some background.

     

    Star Wars holds there to be three areas of the Force: to Control yourself, to Sense the world around you, and to Alter the world around you. Thus, three 'Power' skills (Control, Sense, Alter) and a set of powers that fit in under each one. However, as the Force user grows more adept, these can be combined; thus there are Control/Sense skills, Sense/Alter, and Control/Alter -- as well as the 'highly adept' abilities that combine all three aspects.

     

    What I'm going to do is start out with the Control powers, move on to Sense, then Alter; after that, we can work on the combination powers. In this first post, I'm going to list what powers I have, from the Star Wars RPG list that I've been able to find, with short definitions for each if it's more complex than the name says. After that, we can get down to brass tacks. If you have additional powers, please please PLEASE list them, including a short blurb on what they do. We'll work them into the study. As we work on powers, I'll edit this post to indicate that they're either finished (to my satisfaction -- hey, it's my thread!!) or being discussed. Once these are finished, I'll put together a web page, and all you happy-go-lucky fun people can download the suckers.

     

    All powers in red are, according to the SW RPG, either Sith/Dark Side powers or else powers that automatically get you a Dark Side point. Some of them ... I question. Surely there is a way to do the same thing without the use of fury/rage/whatever, i.e. the Dark Side.

     

    These abilities are being built by way of a VPP, so there CAN be a range of actual HERO powers for each skill.

     

    Control Skills

    • Absorb/Dissipate Energy: Ranges from simple protection from sunburn to radiation defense to blocking/deflecting/absorbing blaster bolts and Force Lightning.
    • Accellerate Healing
    • Concentration: Enhances the skill of one action only and one action only; must be an exclusive action, though the character can use a Force Point. (See Below.)
    • Contort/Escape
    • Control Disease: This controls a disease, but does not cure it -- i.e. it works mostly/only on the symptoms.
    • Control Pain: Hrm. Essentially, it shunts pain away, enabling the Jedi to not take skill penalties due to wounds.
    • Detoxify Poison: This actually removes the poison from the system, 'curing' it.
    • Emptiness: A really, really, really deep meditation -- functionally, a combination of a hibernation trance, a 'conceal self from other Force Users', and a 'enhance future Force Skills'.
    • Enhance Abilities: All the neat fun physical Jedi tricks, rolled into one package -- the leaping, the acrobatics, enhanced strength and running. Only one at a time, though.
    • Force of Will: Helps the Jedi resist other Jedi's mental powers, including TK. (This gives credence to the thought that Jedi TK is psychokinetic.)
    • Hibernation Trance
    • Instinctive Astrogation Control (Piloting): Making the ship go where you want it to -- pointing it in exactly the right direction. An astrogation computer has two aspects -- computing the right trajectory, and putting the ship ON that trajectory. This is the Force skill that does the latter.
    • Rage: the Sith/Dark Jedi version of Emptiness. Has a backlash function (can't contact the Dark Side without danger, buddy.)
    • Reduce Injury
    • Remain Conscious
    • Remove Fatigue
    • Resist Stun: Resistance from being CON-stunned.
    • Short-Term Memory Enhancement

     

    Sense Skills

    • Beast Languages: Not 'communciate with animals', but more along the lines of an understanding of what an animal wants; gets the Force user 'in tune' with the animal. Enhances Riding and other animal handling skills.
    • Combat Sense
    • Danger Sense
    • Instinctive Astrogation Sense (Direction): Figuring out where to go. An astrogation computer has two aspects -- computing the right trajectory, and putting the ship ON that trajectory. This is the Force skill that does the former.
    • Life Detection (Specific Location, ID, Force Sensitive): An AoE detection that can be fine-tuned. Presumably, one could locate a specific individual with this ability. It is more easy to detect a Force user, as they are 'stronger' in life. (Yes, even Dark Jedi/Sith.)
    • Life Sense (Physical Condition): A specific sense, though this might be merged with 'Life Detection' above. Could possibly enable someone to find weakness on the person.
    • Life Web (Pick species, find general direction/approx distance): A Megascale detection, both in range and in 'quantity'; according to SW, the Force user cannot detect populations less than 100,000...
    • Magnify Senses: Increases the effectiveness of a Jedi's senses.
    • Merge Senses: Perceive through a nearby animal's senses.
    • Receptive Telepathy: Can read surface thoughts/emotions; can 'dig deeper' for memories no older than 24 hours. Might be able to use this as a 'Sense Truth' ability.
    • Sense Force: Used on an area or object, not on a person who may be a Force user.
    • Sense Force Potential
    • Sense Path: A sort of special precognition, this helps the Force user sense the potentialities of a situation -- essentially, if following a particular course of action will bring them closer to the Dark Side.
    • Shift Sense: Enhanced and new senses, from thermographic sight to sensing radio frequencies to detailed chemical analysis.
    • Translation: Translates what the other is saying/writing. Pretty much Universal Translator. Includes machine languages (like R2 units), though those are much more difficult.
    • Weather Sense: Get an idea what the weather is doing. The longer the Force user has lived in the area, the easier it is.

     

    Alter Skills

    • Bolt of Hatred: Essentially a Force-based energy blast.
    • Dark Side Web: This is actually more in the nature of a drain, of the target's Force skills (or powers, in HERO) and their Strength.
    • Injure/Kill: A touch-based killing attack.
    • Telekinesis: A very useful skill, this includes (in the SW RPG) fun things like flight -- even propulsion of space vehicles! In HERO, one could acquire flight, fast draw, and other more-or-less 'simple' TK exertions from it. By the SW system, using a TK'd object to attack people with gets the Jedi a Dark Side point, but I dunno ...
    • That's it. That's the entire extent of the Alter skills that I have. Sad, isn't it?

     

    Control/Sense Skills

    • Farseeing: The fun one, which includes pre- and post-cognition. Megascale distance advantages on this one, buddy.
    • Life Bond: A sort of mind link with backlash.
    • Lightsaber Combat: Jedi butt-kicking for goodness!! This adds the Sense Skill to the to-hit roll, and the Control Skill to the damage done -- which is why Jedi butt-kickers for goodness kick butt so well. Also does the whole MD thing.
    • Projective Telepathy: Leia, can you hear me? Usually requires the Force user to speak out loud (Incantations?), but it isn't necessary. Also note that this is projective, not receptive -- but if you kick 'Receptive Telepathy' up, you have true 2-way communication...

     

    Control/Alter Skills

    • Accellerate Another's Healing
    • Aura of Uneasiness: Projects a field of 'vague discomfort and unease', causing all non-sentient creatures to avoid him. You know, despite the 'unease and discomfort' thing, this -really- doesn't sound like a Dark Side ability. Wouldn't the Sith be all, like, 'Bring 'em on, I'll kill 'em dead'??
    • Control Another's Disease: As the personal version, usable on someone else.
    • Control Another's Pain: As the personal version, usable on someone else.
    • Control Breathing: A sort of 'Breath In Unusual Environment', though it might not work in atmospheres/environments which are mostly hostile. Still, it 'controls the amount of oxygent flowing into his body', so if there's oxygen there, the Jedi can breathe. If there's no oxygen (space, vacuum, in the midst of a halon system going off), this wouldn't work...
    • Detoxify Poison in Another: As the personal version, usable on someone else.
    • Electronic Manipulation: 'The Jedi, using this power, can channel his anger into the circuits of a computer, droid, or machine, and reprogram it by manipulating its physical and electrical components.' Why does this have to involve anger?!?
    • Feed on the Dark Side: Lets the Dark Side user gain power from their opponents' negative emotions. I can see where this is coming from, but shouldn't there be a Light Side version of this?
    • Force Lightning: Cool blue bolts from the Emperor's hands.
    • Inflict Pain: Stun damage only. Might be a Light side version of this, a sort of 'sleep' command...
    • Place Another in Hibernation Trance: As the personal version, usable on someone else.
    • Remove Another's Fatigue: As the personal version, usable on someone else.
    • Return Another to Consciousness: As the personal version, usable on someone else.
    • Transfer Force: A lifesaving device, the Jedi taps themselves and boosts the life of someone else with the Force.
    • Waves of Darkness 'Aura of Uneasiness', boosted. Targets entering the AoE first become confused, then repulsed, fleeing if at all possible. Light Side version?

     

    Sense/Alter Skills

    • Dim Other's Senses: Or, How to Sneak Around in Six Easy Lessons. I prefer an 'obfuscation' sort of thing, but ...
    • Force Wind: Whips up a tornado-level wind. I see other potential Light Side applications of this...
    • Lesser Force Shield: Force Field/Wall -- but why does it give the Jedi a Dark Side point?!? And where's the Greater Force Shield?

     

    Control/Sense/Alter Skills

    • Affect Mind: Alters memories, muddles judgements. This is the ''These are not the droids you're looking for' power.
    • Battle Meditation: Turns opponents against each other or turns the tide of battle by transferring skill from opponents to allies. Useful but difficult, I imagine, even though the two uses are two totally different powers in the Hero system...
    • Control Mind: Full-bore mind control puppetry.
    • Create Force Storm: Very very nasty, very very difficult, very very liable to backlash. We're talking hurricane, here.
    • Distort Perception (Active): Warps the target's perception, making them see things as they aren't.
    • Doppelganger: Creates a functional duplicate/illusion of the Force user that operates at 1/2 efficiency/skill. Why this gives the user a Dark Side point I'll never know; it certainly doesn't HAVE to be powered by rage, hate, or any other fierce emotions...
    • Drain Life Energy: Pulls strength from nearby non-sentients in order to keep the Force user going. Much easier to use 'Remove Fatigue', I'd think...
    • Drain Life Essence: Empowers the Force user at the expense of others; also channels the Dark Side into the victims (willing or not).
    • Enhance Coordination: Fun ability, combining a subconscious Mind Link with an 'enhance skill use'. (SW Note: it's said that Palpatine uses this to enhance the coordination/skill of the Imperial forces, especially during the expansion period.)
    • Force Harmony: Major bonuses in resisting powers called forth by the Dark Side.
    • Memory Wipe: Destroys all knowledge of an event, person, or even skill. Requires physical contact.
    • Projected Fighting*: TK fighting at range, I guess. Causing more than stun damage gainst the Jedi a Dark Side point, and it says the Jedi should only use this in defense of an innocent. You know, with all these restrictions, no wonder the Jedi got themselves killed off...
    • Telekinetic Kill: See Vader. See Vader get mad. See various Imperial Army/Navy commanders die. Go, Vader, go!
    • Transfer Life: Major bad juju. Transfers the Dark Jedi's spirit into a new body, including but not limited to clone bodies and 'live unwilling hosts'. Immortality at the cost of others.

     

    Force Points

    These are fun wonderful things that let you do wild, wonderful, fantastic things like shoot down Death Stars and suchlike. In general, it doubles whatever ability you're using at the moment.

     

    That's what I know. Know others? Post!!

  18. Re: Fantasy without magic

     

    Originally posted by tkdguy

    Considering this varies from the "normal" fantasy game, how well would you receive it? What would you want to see in it? There's already a lot of swashbuckling swordplay and kung fu. I wanted to add court intrigue, but one of the players isn't too keen on that. Suggestions?

    Unless you're going for the Imperial Era, the exploration of the New World and the looting of NA empires ... leaving out politics doesn't leave you much, does it?

     

    Honestly, you and your players need to discuss the particulars of the campaign -- what 'magical' things could be real, whether you want any supernatural aspects at all (even if they aren't a part of the PC domain), all that other fun stuff. If you haven't already, you might want to read George R. R. Martin's 'Song of Ice and Fire' books for a 'low fantasy' campaign. It involves, of course, certain supernatural/mystic elements, but they're kept to a bare-bones minimum, more a thing of history and legend than actually having an effect on current events.

     

    Well, mostly. I could say more, but it'd spoil it for you.

  19. Originally posted by Kristopher

    Anyway, as I pointed out earlier, each doubling of the mass decreases the velocity significantly. If you Grow or DI much, you fall to the ground before you ever get to the target, because even a projectile accelerates downward at 9.8m/s^2 at least around here.

     

    Yes, but you still only accellerate downwards at that same speed. Jumbo 747s accellerate downwards at 9.8m/s^2. Pinballs accellerate downwards at 9.8m/s^2. BBs accellerate downwards at 9.8m/s^2. Whether you're 1.25kg or 1,250 kg, you still accellerate downwards at 9.8m/s^2. Neither growth nor DI is going to change that.

     

    Besides, the point is moot; presuming that the Shrinking/Growth/DI is instantaneous, i.e. it takes no time to increase density or size, the Fastball simply triggers the power at the time of the punch, thus getting all that wonderful growth momentum (or additional strength) into the picture.

     

    It's legal. It's actually GOOD legal. It may be uglified legal, but this isn't the sort of thing you use on thugs; this is the sort of thing you use on Dr. Destroyer.

  20. Don't forget to add the Megascale advantage to the ghost cost of his base leaping -- which, actually, is off his base STR. So do you buy the STR Megascale or just the inches of Leaping you get off it?

     

    Considering that you did the math right, yes, that's correct. However, Megascale has a big huge STOP sign next to it. Is anyone else taking megascale on any of their powers? If not, and you don't like the effect (which I understand), simply disallow Megascale as an option. "I'm not comfortable with having to deal with that, Todd. I'm going to disallow Megascale." End of story.

     

    If, on the other hand, you have other players using Megascale and you don't have problems with it, perhaps you could 'simply' require a minimum purchase of Leaping -- 10" perhaps, adding on that which you get from STR. That means he can leap 20km, but at least he's paying 15 points for the full power in order to get it...

     

    Oh yeah, one other thing. Even if you allow him to do the 2.5 point Megascale on his innate Leaping, well -- if he does that, he CAN'T LEAP IN COMBAT. At least I don't think so; Megascale powers seem to be 'all or none'.

     

    ---- Edit after a read-through

     

    Ahh, yes, there it is. 'The tradeoff for MegaScale is this: you can't use the Power on a personal level anymore. A MegaScaled Power can't be "scaled back" to cover or affect a range or area lower than one kilometer per hex. A character with MegaTeleportation --' (Lila Cheney, anyone?) '-- can teleport from the Earth to the next galaxy in the blink of an eye, and can even reduce his power so that he's only teleporting 1" ... but he can't Teleport across the street.'

     

    So your Mighty Mighty Bosstone could then Leap 1" (1 km), but could NOT jump 10" (20m). Feel free to smile at him evilly the next time he asks you if he can do it.

     

  21. Riots. Lynch mobs. Front-lawn cross-burnings -- with real live mutants on them. Mr. Trask creating Sentinels over in Utah or Montana or Colorado or some sh!t.

     

    I'm not saying they can't win; it's up to you to decide what sort of game world you want to evolve into, because this is the deciding point -- although it MAY have gone too far already. Sure, people might cheer them -- for 10 days, maybe. Then the side-effects set in. 'How do I know Joe Mutie next door isn't going to take over my home town?' 'Hey, the Ruling Council is all mutants, and so am I. I don't have to take sh!t from you no more, baseline.'

     

    Sounds to me like your PCs are too powerful, and that it's time for them to be retired. Perhaps a mystic/seer walks up the steps as they're landing on the Capitol building, holds out her hands to stop them, and gives them a flash-forward image of the world 'if they do what they are setting out to do' -- in effect, the concentration camps of Days of Future Past... or something even worse.

     

    It's your campaign; you, even more than the players, are going to have to live with the decision. YOU have to run it.

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