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Wyrm Ouroboros

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Everything posted by Wyrm Ouroboros

  1. Campaign now open on Hero Central: Star Wars: Fading Light The Republic is fracturing under the pressure of hundreds, perhaps thousands, of cloned Jedi Knights. Made insane by the cloning growth process, these faux-Jedi have access to the Force, and have begun seizing power in systems and colonies across the Galaxy. Jedi and Grand Army alike are dedicated to finding and stopping them -- but for very different reasons ... Fading Light is a 5e game. Players will be playing two characters, a Jedi Knight and a Republic agent, on different teams. Clone Wars, yes, but by the Expanded Universe timeline; specifically, it was suggested/implied in Timothy Zahn's 'Grand Admiral Thrawn' trilogy (Heir to the Empire, Dark Force Rising, The Last Command), then more or less codified in West End Games' d6 Star Wars RPG Second Edition.
  2. Re: My Elves Are Different! The best way (IMO) to vary your elves is via their origin. Ageless First People, mutations, feline-extract humanoids ... Romans, Nazis, whatever.
  3. Re: Star Wars: i was wondering... Still in 5e: Having a 20- at the skill (or all three skills -- if you played WEG, you know your Control/Sense/Alter) doesn't mean you won't mess up, since there's that -1 penalty per 10 AP. My lightsaber writeup was an RKA AVLD, plus some other nastiness; very expensive pointwise. The Force is a limited VPP; likewise expensive. Jedi Knight-level characters are 400-point Super equivalents. My stuff is, I believe, in the above link to the thread with all the links.
  4. Re: A Marvel-ous Suicide Squad? ...As I recall, DC's Suicide Squad is 'bad guys given missions for the government in exchange for reduced sentencing' or whatever. This differs from Marvel's original concept for Freedom Force how, again?
  5. Re: Ensi’Ki, Divinity of the Earth Expendable Focus == spell components. Over on HC I've been whacking people left and right to remind them not to add 'expendable' onto their 2d6 HKA Focus swords and stuff...
  6. Re: Stigmata or other manifestations of divinity Side Effects do always ignore defenses. And as 'No Knockback' is a disad, that doesn't matter. So 3d6 is a Minor (15 AP) limitation, for -1/4; that it always occurs is x2, for a total of a -1/2 Limitation to the power.
  7. Re: Too Big HERO works off Normal Human as being standard. You purchase shrinking, you get DCV bonuses; you take Miniature as a disad, you don't get them for free, you have to buy them. Purchasing Growth results in DCV penalties, sure, but doubling up their penalties -- not only can you hit me easier, it sucks for me to try to hit you -- is screwing them over but bad. Giants get DCV penalties; smacking them with OCV penalties as well seems to be outright cruelty. If you want to make it 'fair', reduce the DCV penalties for opponents relative to their sizes. As well, remember that Shrunk characters retain the same movement, whereas giants are working almost with areas-of-effect. Hitting a fly that moves something like 1-2m/sec is tough when you're normal human size. Hitting something that moves 1-2m/sec when your palm covers 6m is ... easier.
  8. So I'm thinking up some things that would be especially neat for a mystic character of mine to have way in the distant future, and I think, 'oh, hey, Invisibility to Precognition' -- not that she's inherently unpredictable, but that she's moved 'outside the weave of Fate'. (Though Darkness might actually be more interesting, and might be the way I go. Anyhow.) And then I thought, "Well, what if she can not only not be seen by precog, but she can see precognition occurring 'around' her? And ooh, what if she could Ego Blast 'em to boot, and/or Dispel their precog?" So ... how would you build this set of abilities? Or perhaps, what level would you select Trans-Dimensional at for the Ego Blast? (And would 'see precognition/clairsentience' be just a basic sort of Detect?)
  9. Re: How much dark matter is there? Sphere: V=4/3*pi*r^3 -- not 3/4.
  10. Re: Sort of a WWYCD: Overthrowing Charismatic Conqueror I'd offhand say that you're screwed, unless you have Absolute Proof that Tamerlane was the guy giving the orders for the cruel, unusual, and inhumane treatment of the people of Uzbekistan. Simply put, if his people -- who still match the racial profile of Uzbekistan's previous governmental bodies -- approve of him, and if the previous government was worse than Tamerlane in the eyes of the world, then Uzbekistan is on the way up, and its new government (superpowered dictator though he may be) is on the international 'level'.
  11. Re: Trying to figure out how to build this Missiles lock on to radio sources only if they're specifically designed to, i.e. anti-radiation missiles, which most missiles AREN'T. Otherwise, you might consider the use of 'three points of perception' -- which for your flight might be sight, mental, and radio. The 'difficult to see' part in regards to radar, however, I've always found to be tough to adjucate without going with some sort of Invisibility or Darkness when your character is themselves a radiant body...
  12. Re: Predator: rough draft. Any comments? As a result of the primarily thermographic vision, I'd switch their vision mods -- automatically give them thermographic with all the bells and whistles, but take away the 'full-spectrum color' portion. All in all, I'm not sure how much of a disad that might or might not be, in addition to getting the thermo for free...
  13. Re: Advice needed on building a half-Atlantean Extended Breathing already 'costs' END, in that you lose one point of END every X amount of time; normally, I believe it's every time your Phase comes around. In addition, remember also that a character cannot RECOVER END until they can breathe normally. So if it's a physical thing, just build them with Extended Breathing at whatever level you need it to be.
  14. The Power: Teleportation 5", Safe Blind Teleport (+1/4), Costs END Only To Activate (+1/4), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (One Hex; +1/2), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Armor Piercing, Invisible F/X, Usable As Attack, Variable F/X ('Hellish'); +3/4), Continuous (+1), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 10m (+1/4) (57 Active Points); Gate (-1/2) The Question: I have a target locked into a Floating Fixed location. Can I use that fixed location, along with 'Usable As Attack', to reach out and teleport-grab him from where-ever he is to where I am?? The gate opens right at him courtesy of the Floating Fixed Location, he gets nailed by the 'Usable As Attack' part, and the gate is closed with him in my location.
  15. Re: "Ya better talk Oculon, or you'll get the spike!" (A Super law question) Ultimate Universe Banner/Hulk had to do the injection thing, but when they recovered Captain America, he juiced the injection with some of Cap's blood, which fused the serum into his body; all normal Hulkinator. In any case. IMO, since the villain was condemned, did the death row thing, got 'killed' and survived, presuming he escaped I think all of heroes would be given leeway to finalize the bastard. If they catch him again, well, I imagine someone has the power to fling the sod into the sun...
  16. Re: Dragon-riders of Pern Ian, I'm not saying that they CAN'T -- I'm saying that unless they can SEE their destination (which, if they're going back to their Riders, shouldn't be a problem, because the Rider says 'Right here, dammit!!') they have something like a 6- roll to NOT get themselves killed. You're using a one-time-only world-rocking event as proof that they can do it; I'm using the same one-time-only world-rocking event as proof that there was an Author behind the event, and that everything else points to that 6- roll. I've played the series, and that's how we RPed it on-MUSH; I've read it half a dozen times, as well as associated stories, short- or novel-length. The idea that your dragon needs a clear location is written out consistently, people die because they fail, etc. etc. It's a 6- (or a 3-!) roll, in my book. In your book, I guess not. ... guess Ruth switched STR/BOD/CON and Stretching for more Teleport locations, eh?
  17. Re: Dragon-riders of Pern My apologies, Ian -- I didn't think to toss the Harper Hall trilogy into the mix. It could be argued (considering Menolly's reaction to Brekke's psychic call) that if Brekke could talk to all dragons the way Lessa could (and, for the purposes of the story, the amount of distress she was under could be considered a 'push' of the Mind Link) then she subconsciously fed Canth's descent-path into the minds of all the dragons who weren't actually at Benden. HOWEVER. This was a one-time-only event, the way Ruth is a one-time-only weirdo dragon. Again and again throughout the books, it's stated that if the Rider doesn't give his dragon a firm location, anything could happen, and often does. In HERO terms, I'd call that 'can only Teleport to in-sight locations or those given by Rider'. I do not say that dragons cannot between without their Rider, just that they need to be fed the location they're going to, IF it isn't right there in front of them. Firelizards, on the other hand, can go bloody anywhere...
  18. Re: What skills are necessary for a trial? I think Nolgroth hit the nail on the head, myself.
  19. Re: Dragon-riders of Pern Very, very incorrect. I agree that Ruth bends the rules; he's the sole exception. However, in every other case, you're looking at either a) a Rider directing the dragon, or the dragons dying. F'nor and Canth went to the Red Star because F'nor directed him to do so. While it could be argued that all the Weyrs came to help lower Canth to the ground, the 400-500 dragons of Benden could well have done the same thing. Every dragon, firelizard, and watchwher in Benden was freaking, note. As for the two queens earlier in that book, betweened half because they were already dying, half because of massive confusion, and half due to the passions of the mating flight. The dragons can either see their location, or else they receive between locations from their Rider -- or they don't come out again. The mind link also has a 'limited range' -- riders and dragons can't hear each other on the other side of the continent. Interesting note, however: dragons apparently DO have a limited 'safe blind teleport', in that they never between into each other.
  20. Re: Dragon-riders of Pern Thinking about it, 'Flying Dodge' or 'Dive for Cover' -- with the between teleportational F/X -- would probably cover it, used as an Abort. Most Thread clumps are essentially AoE attacks; very infrequently would it be considered a regular attack. Threadscoring would happen if the dragon's CV was still hit, or the DFC roll failed. The problem with their teleporting is that their instinctive escape-from-danger teleporting usually would go to the dragon's Fixed Location -- or, if trained this way (and this would be a very intelligent option), a certain distance down and away from the Fall (usually 'forward and down', because Thread falls in sort of a down-angled sheet or ribbon). I suppose it'd be best to simply give them a good amount -- 20"? -- of regular Teleport for this sort of purpose, then rely on the 0 DCV out-of-combat can-go-anywhere to get you back into the fight -- '5", Megascale 1"=100m' sort of thing, to go to 'that point in the sky there'. Hm. 25 Between: Multipower, 25-point reserve 2 u) Teleportation 12" (24 Active Points): 2 END 2 u) Teleportation 5", MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 10m (+1/4) (25 Active Points); Can Only Teleport To Visible Points or Floating Fixed Locations (-1/2): 2 END Again, thinking about it, the 'down and away' training would be better, at least for the build; it lets you just 'go', with something that isn't going to take a half-phase or full-phase before you can go. However, thinking about it, dragons are never written as going between on their own without a solid image in their Rider's minds. In game terms, they'd take all their locations from the Riders -- and if the Rider screws up (as is often possible), the pair can between anywhere. One particular gruesome image was of a dragon/rider pair that was found inside the rock of the Weyr as they were carving out new tunnels. And, of course, the Rider can screw up and fail to properly image the destination (lack of concentration, tiredness) or just forget to do so (fear, pain).
  21. Re: Dragon-riders of Pern Under the impression -- har har. Rex Mundi's got a good idea; a dragon needs to chew/swallow/digest firestone (a 'phosphene-bearing rock') in order to breathe fire. In Fall, it gets fed by its rider during lull times (some of which are 'forced', i.e. the dragon withdraws from fighting if it's coming down too heavily), and the riders -- which carry something between six and ten sacks of 'stone -- also receive resupply mid-flight of sacks thrown by second-year weyrlings (Riders in training). So ... flame expulsion should be able to be Constant, if necessary... one sack should be good for three or four regular bursts, let's say. I should also note that dragons should have one Fixed Location that Activates on an 17-, namely the sky above their home Weyr. (Which should be changeable if they get transferred, but that's rare.) The dragons' RIDER should have a small catalogue of Fixed Locations that he can 'feed' to the dragon, dependent in his case on an RSR (as a Weyrling) or just on an 17- or something -- because ANY Rider can screw up. Nota bene: there is NO 'safe teleport' option. Likewise, dragons and firelizards go 'between' at a moment's notice, and show up anywhere on the planet. As a GM override, I'd simply give the dragon planetwide teleportation range (technically interstellar, but no dragonrider's made the trip or gotten a good enough image, so ...) and permit them to do the 'within sight personal-scale' teleport for free -- and the planetwide with no 'full-phase' action required. Usable as a Defensive Action, actually, because that's what their instinct is when a danger comes near -- to between away from it. As for the rest, Al-Hazred -- ummm. Take away combat (claw/bite) abilities, tail buffets, etc; define the claw and bite as being KAs if you want, but nothing else is needed. These are not, emphatically, D&D dragons. No 'mountain survival'. Hell, no 'Pernese history'. Stealth, or Dragon Lore. Firelizards have fabulous long-term memory, perhaps even racial memory; 9th-Pass firelizards remembered the arrival of the first settlers. Dragons, on the other hand, have mega-crappy memory past four or seven days. (See the DLG.) They also don't have scales; Pernese dragonhide is leathery, not scaly. T'rod, on Bronze Beltanth Quickfire Wingleader Ista Weyr, PernMUSH
  22. Re: Engineered Sun Explosion Transform, Xd6, Cumulative (LOTS!!): Star to Supernova. Oh, and Megascale range on the order of a few light-years, unless you want to die...
  23. Re: Dragon-riders of Pern I'm sorry if I'm smacking anyone in the face, but really -- 'It's bloody cold' is all you need. It's trans-dimensional space, the Void, whatever you want to call it. 'Bloody cold' is all you need. -1 END per phase should be enough, and either disallow the time travel ("The queen forbids it") or just remember that a) temporal travel takes extra time (Lessa almost dies from her 400-plus-Turn jump) and that being alive at the same time as yourself has serious psychic shock issues. Dragons are human-like in intelligence; 8-12 typical range, with the metallics being typically brighter than the chromatics. Psych lims on all but the golds, very common to common, and TOTAL -- must obey queens. (Not sure if that was in those postings.) Also, the higher-echelon dragons do not necessarily Impress to smarter people; there were plenty of examples of dumb-ass bronzeriders, just not as PCs. T'rod, on bronze Beltanth Ista Weyr, PernMUSH
  24. Re: I killed a PC. Here's the thing -- did you ask him if he WANTED to turn his FF on? Or if he wanted to get shot? Because it's a Standard Rule that one can Abort to a defensive action -- such as 'put up my Force Field so I don't get cored'. So, IMNSHO, you screwed up. Done, however, is done ... Is the player OK, or thrilled? I think you need to take him aside and discuss if he wants the old character back, or really wants to try something new. If the former, then organize a spirit-quest, and maybe the player can temp-RP the spirit-guide. If the latter, do the same (while the character puts together their new character) but make sure that the PC can't (or doesn't want to) come back. Regarding resurrection routines (religious ramifications, etc.), I'd make sure that the 'spirit quest' was based upon that PC's religious background -- and, in your opinion, partially based on where you think the character would have gone. Have I whacked characters? Yes, of course; in fact, it's often far too easy to do so, because after all, the GM knows all (or at least mostly). How I've dealt with it is usually dependent on the player's reaction...
  25. Re: Resurrection Machine Healing Sarcophagus: Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); OAF Immobile (-2), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (Character May Take No Other Actions; -1 1/2)
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