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Burrito Boy

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Everything posted by Burrito Boy

  1. Re: What Are You Listening To Right Now? "The Vigil" - Blue Oyster Cult
  2. Re: A Game Of Questions Do you do everything game show hosts tell you to?
  3. Re: A Game Of Questions Why are you guys so obsessed with neutering things?
  4. Re: Post-Apocalypse NPCs Someone's going to use something I built? (Well, converted.) I guess that means I did something right. I actually stripped out a few skills that didn't seem appropriate for the characters and substituted them with others. (I was worried I might have gone overboard with the Wasteland Raider.) And the four I've posted so far didn't have any Advantages and Compensations (what Perks/Talents/Powers and Limitations are called in Tank Girl) so I just added whatever I thought fit. The rest are all sample characters so most of those things will be from the book but I'm sure I'll have to add at least a few things. And I guess I better get to work now that someone has showed some interest. By the way, thanks for that link. That's exactly the kind of thing I was going to do. Or wanted to. And now it's all right there! I really can't thank you enough for that. I can already tell I'll be spending days going through all that stuff.
  5. Re: A Game Of Questions Wasn't it Yogi that had a Boo-Boo?
  6. Re: Real World Books in Fictional Libraries Any submarine captain worth his salt should have 20,000 Leagues Under The Sea by Jules Verne in his library. Usually, though, I prefer coming up with fictional books.
  7. Re: A Game Of Questions You're talking about the team that kept the Donkeys out of the playoffs last season, right?
  8. Re: A Game Of Questions Why do I even bother?
  9. Re: A Game Of Questions Does that mean you guys don't like Martin Mull?
  10. Re: A Game Of Questions Don't you remember me mentioning that I have the movie on DVD?
  11. Re: Post-Apocalypse NPCs :rofl:It sure looks that way, doesn't it. No, the cult leader is dependent on the worship of his followers. If they lose faith in him or stop worshiping him for any reason, he goes nuts.
  12. Re: A Game Of Questions Why does this thread keep returning to things we've already talked about?
  13. Re: A Thread for Random Mooings Soylent Moo Juice is made out of cow milk!
  14. Re: A Game Of Questions What's wrong, did you guys forget about the game?
  15. Re: "Neat" Pictures The Joker painted by David Burton. (You can see the unsullied version here.) [ATTACH]31975[/ATTACH]
  16. Re: What Are You Listening To Right Now? "Out of the Darkness" - Blue Oyster Cult
  17. Burrito Boy

    Pulpy Art

    Re: Pulpy Art They're all great pieces but the undead pirate is just...WOW!
  18. Re: A Thread for Random Musings Synchronicity: I just read a book called Limbo of the Lost by John Wallace Spencer. It's about The Bermuda Triangle and other areas where ships and planes have disappeared. The next book I grabbed to read was Rocket To Limbo by Alan E. Nourse. It's about a rocket ship sent out to find another ship that disappeared. Then I watched Blade Runner and saw this in the credits: With Thanks To William S. Burroughs And Alan E. Nourse For The Use Of The Title Blade Runner. I'm a firm believer that there's no such thing as coincidence, that everything happens for a reason. It's just hard to figure out the reason for something that seems so insignificant.
  19. Re: Post-Apocalypse NPCs Why do you have to make trouble, pruttm? But since you insist, I'll try.
  20. Re: What Are You Listening To Right Now? "The Great Sun Jester" - Blue Oyster Cult
  21. Re: Post-Apocalypse NPCs Wasteland Raider/Slaver/Bandit Val Char Cost 15 STR 5 15 DEX 15 15 CON 10 10 BODY 0 13 INT 3 14 EGO 8 13 PRE 3 10 COM 0 5 PD 2 5 ED 2 3 SPD 5 6 REC 0 30 END 0 30 STUN 4 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 57 Cost Power 3 +1 PER with all Sense Groups Powers Cost: 3 Cost Skill 8 +1 with All Combat 3 +1 Acting, Conversation, Persuasion 3 AK: The Wasteland 12- 0 Acting 8- 3 Breakfall 12- 3 Bribery 12- 0 Climbing 8- 3 Combat Driving 12- 3 Concealment: Scavenging 12- 3 Conversation 12- 0 Deduction 8- 3 Fast Draw 12- 4 Gambling (Card Games, Dice Games) 12- 3 Interrogation 12- 2 KS: Raiding/Slaving/Banditry 11- 3 KS: The Wasteland 12- 0 Language: English (idiomatic) (4 Active Points) 3 Lockpicking 12- 3 PS: Raider/Slaver/Bandit 12- 1 Paramedics 8- 3 Persuasion 12- 3 Riding 12- 3 Security Systems 12- 3 Seduction 12- 3 Shadowing 12- 3 Stealth 12- 3 Streetwise 12- 2 Survival (Desert) 12- 0 TF: Equines, Small Motorized Ground Vehicles 3 Tactics 12- 3 Tracking 12- 3 Trading 12- 7 WF: Common Melee Weapons, Common Missile Weapons, Small Arms, Homemade Weapons Skills Cost: 90 Total Character Cost: 150 Pts. Disadvantage 5 Debt: Poor 20 Hunted: Local Law Enforcement 11- (Mo Pow; NCI; Limited Geographical Area; Capture) 15 Psychological Limitation: Sadistic (Common; Strong) 10 Reputation: Raider/Slaver/Bandit, 11- (Extreme; Known Only To A Small Group) 10 Rivalry: Professional (Other Raiders/Slavers/Bandits; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 15 Social Limitation: Hatred Of Mutants (Frequently; Major) Disadvantage Points: 75 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  22. Re: Post-Apocalypse NPCs Wasteland Mutant Val Char Cost 16 STR 6 15 DEX 15 16 CON 12 11 BODY 2 13 INT 3 14 EGO 8 13 PRE 3 10 COM 0 6 PD 3 6 ED 3 3 SPD 5 6 REC 0 37 END 3 34 STUN 7 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 70 Cost Power 3 +1 PER with all Sense Groups Powers Cost: 3 Cost Skill 0 Acting 8- 3 Breakfall 12- 3 Climbing 12- 3 Combat Driving 12- 8 +1 with All Combat 3 Concealment: Scavenging 12- 0 Conversation 8- 0 Deduction 8- 2 KS: Own Profession 11- 2 KS: The Wasteland 11- 2 AK: The Wasteland 11- 0 Language: English (idiomatic) (4 Active Points) 0 Paramedics 8- 0 Persuasion 8- 2 PS: Own Profession 11- 3 Riding 12- 0 Shadowing 8- 9 +3 Interrogation, Persuasion, Seduction 6 +2 Acting, Conversation, Persuasion 0 Stealth 8- 1 Streetwise 8- 2 Survival (Desert) 12- 3 Tracking 12- 0 TF: Equines, Small Motorized Ground Vehicles 6 WF: Common Melee Weapons, Common Missile Weapons, Small Arms Skills Cost: 58 Total Character Cost: 131 Pts. Disadvantage 10 Distinctive Features: Mutant (Concealable With Effort; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) Disadvantage Points: 10 Base Points: 75 Experience Required: 46 Total Experience Available: 0 Experience Unspent: 0 Notes: Tank Girl describes mutants as "half-animal humanoid creatures" but adds that "Other tales speak of strange tentacled beasts with large bulging eyes looking more like blobs than Earth creatures." I'm assuming this template is for the humanoid animals because I don't see how a blob would learn how to use weapons or drive a car. Who would teach it? The book doesn't say. It doesn't list any mutations either, leaving it up to the GM to choose on a mutant by mutant basis. To make sure there were points available for mutations, I left out a few of the less important skills from the Tank Girl game. You can find mutations on pages 112-128 of Post-Apocalyptic Hero. Or, since this is Hero, you can give them any power you want and call it a mutation.
  23. Re: Post-Apocalypse NPCs Cult Leader Val Char Cost 15 STR 5 14 DEX 12 15 CON 10 10 BODY 0 15 INT 5 18 EGO 16 18 PRE 8 10 COM 0 5 PD 2 5 ED 2 3 SPD 6 6 REC 0 34 END 2 31 STUN 5 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 73 Cost Skill 3 Acting 13- 3 Breakfall 12- 3 Bribery 13- 3 Bureaucratics 13- 0 Climbing 8- 3 Combat Driving 12- 3 Concealment: Scavenging 12- 3 Conversation 13- 3 Deduction 12- 1 Disguise 8- 3 High Society 13- 3 Interrogation 13- 2 KS: Cult Rituals 11- 2 AK: Wasteland 11- 0 Language: English (idiomatic) (4 Active Points) 5 Oratory 14- 1 Paramedics 8- 3 Persuasion 13- 3 PS: Cult Leader 13- 3 Riding 12- 3 Seduction 13- 0 Shadowing 8- 6 +2 Acting, Conversation, Oratory 6 +2 Interrogation, Persuasion, Seduction 3 Stealth 12- 2 Survival (Desert) 12- 0 TF: Equines, Small Motorized Ground Vehicles 7 WF: Common Melee Weapons, Common Missile Weapons, Small Arms, Homemade Weapons [Notes: Or Replace Homemade Weapons With Any One Uncommon Melee Or Uncommon Missile WF] Skills Cost: 77 Total Character Cost: 150 Pts. Disadvantage 15 Dependence: Worship Incompetence: -1 to Skill Rolls and related rolls per time increment (Very Common, Addiction) 5 Distinctive Features: Robes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: Other Cults 8- (As Pow, NCI, Limited Geographical Area, Harshly Punish) 5 Money: Poor [Notes: Must Use Donations To Support The Cult] 15 Psychological Limitation: Fanatic (Common, Strong) 20 Psychological Limitation: Delusions Of Grandeur (Very Common, Strong) 5 Rivalry: Professional (Other Cults; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) Disadvantage Points: 75 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Notes: I've left out the Followers perk and the Dependent NPCs disadvantage since each cult will have a different number of members.
  24. Re: Post-Apocalypse NPCs Cultist Val Char Cost 14 STR 4 14 DEX 12 15 CON 10 9 BODY -2 13 INT 3 15 EGO 10 13 PRE 3 10 COM 0 5 PD 2 5 ED 2 3 SPD 6 6 REC 0 34 END 2 29 STUN 5 6" RUN 0 2" SWIM 0 2 1/2" LEAP 0 Characteristics Cost: 57 Cost Skill 0 Acting 8- 3 Breakfall 12- 3 Bribery 12- 0 Climbing 8- 3 Combat Driving 12- 3 Concealment: Scavenging 12- 0 Conversation 8- 1 Deduction 8- 1 Disguise 8- 2 KS: Cult Rituals 11- 2 AK: Wasteland 11- 0 Language: English (idiomatic) (4 Active Points) 1 Lockpicking 8- 1 Paramedics 8- 3 Persuasion 12- 2 PS: Cultist 11- 3 Riding 12- 0 Shadowing 8- 3 +1 Interrogation, Persuasion, Seduction 3 Stealth 12- 2 Survival (Desert) 12- 0 TF: Equines, Small Motorized Ground Vehicles 7 WF: Common Melee Weapons, Common Missile Weapons, Small Arms, Homemade Weapons [Notes: Or Change Homemade Weapon To One Uncommon Melee Or Uncommon Missile Weapon] Skills Cost: 43 Total Character Cost: 100 Pts. Disadvantage 5 Distinctive Features: Robes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Cult Leader 14- (Mo Pow, NCI, Limited Geographical Area, Watching) 10 Debt: Destitute [Notes: Must Donate All Money To The Cult] 15 Psychological Limitation: Fanatic (Common, Strong) 5 Rivalry: Professional (Other Cults; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) Disadvantage Points: 50 Base Points: 50 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Notes: Obviously, there are all kinds of cults. Some might be crusaders who force their beliefs on others. Some might be peaceful, not even knowing how to fight or use weapons. A cult like Those Who Have Experienced Hendrix probably wouldn't go around hurting people. If they did, though, they'd probably bash people with guitars and set things on fire. In which case you'll need this: Guitar: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-2 OCV; -1/2), Real Weapon (-1/4), STR Minimum 5 (-1/4)
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