Jump to content

Weldun

HERO Member
  • Posts

    1,329
  • Joined

  • Last visited

Everything posted by Weldun

  1. Re: .50 cal Longarm The game is tonight and I'm going with a .300 Weatherby Magnum in a bullpup rifle. With a muzzle energy of about 5.7 kJ on a 66cm (26in) barrel, and an introduction date of 1944, it should do quite nicely.
  2. Re: .50 cal Longarm I'm also trying to follow the cardinal rule of RPG encounter equipment. Never give the antagonists a "shiny" that you are not willing to have the PCs claim as loot.
  3. Re: .50 cal Longarm One other idea I had was for a slide-action rifle. Basically a rifled shotgun, modified specifically for deer-slugs. No. Just... ...no.
  4. Re: .50 cal Longarm Rep to you, Toadmaster. The Model 70 is just what I was looking for as a base. I'm thinking a 5 round, detachable box magazine.
  5. Re: .50 cal Longarm Ah, yes. My usual problem of not providing enough details. I need it as a general infantry rifle, similar to No.4 Lee-Enfield, but I need the heavy round as this needs to be able to harm 50-60ft. giants! As I am using Mekton-Ζ, this means it needs to inflict 5d10 hits, or 1 kill worth of damage or it's going to have no more effect than mosquito. But yeah, I'm worried about the recoil basically pulverizing the user's shoulder, if not shattering the clavicle. Unfortunately, the South America Quadrant in mostly dominated by Zentraedi renegades, both full-sized and mirconized, and the prevalent tech-level is equal to Europe/America in the 1940's.
  6. Here's the deal. I am currently running a Robotech campaign, set in the year 2015, Robotech Timeline. My problem is that I want a locally produced longarm for the South American micronian (human-sized) population, and I know next to nothing about gun-smithing as opposed to gun design. I was thinking about going with a large-bore (.50 cal), hammerless semi-automatic rifle. Any thoughts?
  7. I know, I know. "You use the vehicle rules." Trust me, I have no troubles designing mecha. My problem is this. I'm trying to design a suit of Landmate-style powered armour for a character of mine, but I've hit a snag. Size 0 (1 Hex tall) is too large. "How can 2 meters be too tall?", you ask? Simple. The pilot is the size of a coke can. I'll post up the pilot a little later, but...
  8. Re: Quote of the Week from my gaming group... Ah, Youtube. A runner's best friend.
  9. Re: anyone know the Fuzion system? In short, it was an abomination before the gaming gods (Long, Gygax and Jackson), that I have been trying to purge from my memory. So, I thank you for bringing back to my attention.
  10. Re: Answers & Questions Q: Every year my Mother-in-law ends up hitting me in the head with something. What should I do about it? A: It's not always a good idea.
  11. Re: Quote of the Week from my gaming group... Something that my Character has been desperately trying to avoid becoming' date=' to the extent that during his blood-trial he "cheated". Hey, he's a former member of the 139th Striker Cluster (The Sphere Hunters), so he has [i']Martial Arts/Battlemech[/i].
  12. Re: Quote of the Week from my gaming group... Meh, we're Ghost Bear, so we actually get some respect. It's all "for the good of the family" after all. Well, that and between us all we have about 6 lines in our clan's Rememberance, five members are bloodnamed (3 'Mechwarior, 1 Elemental, 1 Aerospace) and my character has a Glory of 24. We tend to get respect.
  13. Re: Quote of the Week from my gaming group... Yep, the 307th Watch-star, Clan Ghost Bear.
  14. Re: Quote of the Week from my gaming group... I'm playing a 33 year old Clan Mechwarrior (Elemental Phenotype), Interest/Semantics is a survival skill.
  15. Re: Quote of the Week from my gaming group... My favorite TftFV skill: Hit person with person! Repped. From our Mechwarrior campaign (Set in 3053). As we discuss the legalities of our Clan unit going to Solaris VII. Me: It's okay as long as we're invited and we don't engage in military actions. Elemental: But what if someone accuses us of being there for military reasons? Me: Then they will have impugned our honour and we would have to demand an immediate Trial of Grievance. Elemental: Ah, so at that point we are there to cause trouble. Me: Yes, but it'll be their fault.
  16. Re: A DC Animated-style HeroMachine
  17. Re: Answers & Questions Q: Wait, I'm my own Great-Grandfather? A: Well, we threw out the dixie-cup.
  18. Re: Quote of the Week from my gaming group... Actually, our analogue would be Orca, believe it or not.
  19. Re: Quote of the Week from my gaming group... No, the Tripod mas being held by "M". The Spectre helped put them put stash it there. The secret society had nothing to do with this one. It think. They still haven't taught the Spectre the secret handshake or anything, so they might still be withholding some information.
  20. Re: Quote of the Week from my gaming group... Subtle?!
  21. Re: Shadows into Light Here is the Code of the Council of Shadows. And attached is a diagram of the ritual circle used by most cells, which incorporates elements from the two most common mystical traditions within the Council.
  22. Re: Not enraged, just loves a good fight? Sorry' date=' but for an instant I read that as "Catastrophic Irrational Attraction to Scrappy." But yeah, instead of concentrating on the SFX "Loves to fight", ask yourself what the game effect is, and go with that. If the character's love of battle makes it difficult (if not impossible) for them to break off from combat so long as there are opponents to fight, that's probably an enraged. If they love fighting so much that they'll start a fight simply for that reason (like Khelgar Ironfist from Neverwinter Nights 2) then it's a psych lim, and there's nothing saying you can't take both, at which your chances of breaking out of the enraged should proably be taken fairly low. Remember that in HERO we must always ask ourselves two questions. What's the Special Effect, and what Game Effect best reflects that?
  23. Re: Shadows into Light RESET!!! I'll leave it to Fireleaper to explain what we learned from the last attempt. My entry this time will be Nightwalker. The campaign is designed around five players, each playing a member of a particular organisation called The Council of Shadows. All characters are going to have the following package. [b]Shadow Council Operative Package - [/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 2 [b][i]Gate Key[/i][/b]: Extra-Dimensional Movement: Floating Fixed Location (1 Location), Usable By Other (+1/4) (6 Active Points); OAF (Key; -1), Requires a Door with a Mechanical Lock (-1/2), Gestures (-1/4) - END=0 11 [b][i]The Circle Is Never Broken[/i][/b]: Mind Link , Human class of minds, Cell Members, Any dimension, Number of Minds (x4), Inherent (+1/4) (37 Active Points); Only With Others Who Have Mind Link (-1), Always On (-1/2), Concentration (0 DCV when Transmitting; -1/2), Does Not Provide Mental Awareness (-1/4) - END=0 [b]POWERS Cost: 13[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 1 KS: Shadow Council 8- [b]SKILLS Cost: 1[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 2 Fringe Benefit: Council of Shadows Membership (Rank 1 - Initiate) 8 Vehicles & Bases 6 Contact: Master of the Outer Circle (Cell Controller) (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 8- [b]PERKS Cost: 16[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 15 Hunted: Council of Shadows 11- (Mo Pow, very easy to find, Watching) 15 Social Limitation: Subject to Orders (Frequently, Major) [Notes: The disadvantages in this package DO NOT count towards either your maximum allowable disadvantages or your maximum allowable from a given category. This is an exception to the normal package deal rules.] [b]DISADVANTAGES Points: 30[/b] Total Character Cost: 0 Which brings us to the base. [b]Shadow Cell Base - [/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 8 Size 16 8 [font=Verdana][size=3][font=&quot]Length 25.4", Width 12.7", Area 322.54" DCV -9[/font][/size][/font] 7 BODY 5 7 10- 5 DEF 9 5 [b]CHA Cost: 30[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 45 [b][i]Gate[/i][/b]: Extra-Dimensional Movement (Any Dimension, Any Location), Position Shift, Usable By Other (+1/4), Area Of Effect (One Hex; +1/2), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4), Continuous (+1) (157 Active Points); OIF Immobile (Doorway; -1 1/2), Gate (-1/2), Can Only Teleport To Fixed Locations (-1/2) - END=0 15 [b][i]Other Gates[/i][/b]: 5 other gates (15 Active Points) - END=0 4 [b][i]Wards[/i][/b]: Cannot Be Escaped With Teleportation (+1/4) (4 Active Points) applied to DEF - END= 20 [b][i]Ritual Chamber[/i][/b]: Aid 2d6, any Magic power one at a time (+1/4), Continuous (+1) (45 Active Points); Ritual (5 casters; -3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) - END=0 [b]POWERS Cost: 84[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] Library 14 1) KS: Arcane and Occult Lore 20- Magic Lab 7 1) Analyze: Magic 11- 6 2) KS: Magical Research 12- Criminal Sciences Lab 5 1) Criminology 10- 3 2) Forensic Medicine 9- 3 3) Forgery 9- 3 4) SS: Serology 9- 3 5) SS: Document Analysis 9- 3 6) SS: Hair/Fibre Analysis 9- 3 7) SS: Geology 9- 3 8) SS: Forensic Anthropology 9- [b]SKILLS Cost: 53[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 50 Location: Distant; Location Easily-defended location, Modifier Another Dimension 3 Anonymity [b]PERKS Cost: 53[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 10 Hunted: Council of Shadows 8- (Mo Pow, very easy to find, Watching) 10 Social Limitation: Secret ID (Frequently, Minor) [b]DISADVANTAGES Points: 20[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 220 Yes, there is a reason why the package is not currently on Nightwalker's write-up.
  24. Weldun

    Nightwalker

    Re: Nightwalker And yet a suspicious lack of rep for it. I kid. Actually, this character is intended for a mystic team in the standard CU, rather than a Dark Champions campaign, but yeah, he's also going to be the the teams own Wolverine. It should be lots of fun. The GM has put a lot of thought into the the campaign, and the other players are excellent role-players who love exploring group dynamics.
  25. Weldun

    Nightwalker

    Re: Nightwalker What will probably be the final starting write-up for Nightwalker, after having confered with the GM and some of the other players. [b]Nightwalker - Joshua Walks-by-Night[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 15 STR 5 15 12- HTH Damage 3d6 END [1] 17 DEX 21 17 12- OCV 6 DCV 6 15 CON 10 15/20 12- / 13- 11 BODY 2 11 11- 13 INT 3 13 12- PER Roll 12- 18 EGO 16 18 13- ECV: 6 13 PRE 3 13 12- PRE Attack: 2 1/2d6 13 COM 2 13 12- 4 PD 1 4/23 4/23 PD (0/19 rPD) 4 ED 1 4/23 4/23 ED (0/19 rED) 5 SPD 13 5 Phases: 3, 5, 8, 10, 12 6 REC 0 6 30 END 0 30 40 STUN 8 40 6 RUN 0 6" END [1] 2 SWIM 0 2" END [1] 3 LEAP 0 3" 3" forward, 1 1/2" upward [b]CHA Cost: 85[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 10 [b][i]Headware Radio/Cellphone and Image Link[/i][/b]: High Range Radio Perception (Radio Group) (12 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4) - END=0 15 [b][i]Synaptic Accelerator[/i][/b]: (Total: 15 Active Cost, 15 Real Cost) Lightning Reflexes: +3 DEX to act first with All Actions (Real Cost: 4) [b]plus[/b] +1 SPD (Real Cost: 10) - END=0 12 [b][i]Trauma Damper[/i][/b]: (Total: 15 Active Cost, 12 Real Cost) +5 CON (10 Active Points); No Figured Characteristics (-1/2) (Real Cost: 7) [b]plus[/b] +5 STUN (Real Cost: 5) - END=0 10 [b][i]Biomonitor[/i][/b]: Detect Own Biological Signs 12- (no Sense Group), Discriminatory, Analyze, Sense, Transmit (17 Active Points); Sense affected as Sight Group (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4) - END=0 7 [b][i]Smartlink[/i][/b]: (Total: 15 Active Cost, 7 Real Cost) Detect Ammuntion Level/Weapon Settings 12- (Touch Group) (5 Active Points); Sense affected as Sight Group (-1/2), OIF (Any Smartlinked Weapon; -1/2) (Real Cost: 2) [b]plus[/b] +2 OCV (10 Active Points); OIF (Any Smartlinked Weapon; -1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4), Counts as a Sense (Sight Group; -1/4) (Real Cost: 5) - END=0 - END= 35 [b][i]Summoning Magics[/i][/b]: Multipower, 62-point reserve, (62 Active Points); all slots Requires A Conjuring Roll (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END= 3u 1) [b][i]Spirit Summoning[/i][/b]: Summon 250-point Nature Spirit, Expanded Class of Beings Very Limited Group (+1/4) (62 Active Points); Requires A Conjuring Roll (-1/2), Summoned Being Must "Inhabit" Locale (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=6 3u 2) [b][i]Control Spirit[/i][/b]: Mind Control 10d6 (Summoned class of minds), Telepathic (+1/4) (62 Active Points); Limited Class Of Minds [subset of a class] (Spirits, Elementals and other such creatures; -1/2), Requires A Conjuring Roll (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=6 3u 3) [b][i]Banishment[/i][/b]: Dispel Summon 20d6 (60 Active Points); Only vs. Spirits, Elementals and other such creatures (-1/2), Requires A Conjuring Roll (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=6 9 [b][i]Astral Perception[/i][/b]: Detect Aura/Astral Entity (A Class Of Things) and Physical Objects 12- (Sight Group), Discriminatory, Analyze (20 Active Points); Lockout (Normal Sight; -1/2), Side Effects (-2 To Attack/Skill Rolls Involving Physical World; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Limited Power (Limited Discriminatory Sensing of Physical World; -1/4) - END=0 12 [b][i]Astral Projection[/i][/b]: Extra-Dimensional Movement (Astral Space/Metaplanes [Group of Related Dimensions], Location as corresponds to real-world loacation.), Reduced Endurance (0 END; +1/2) (37 Active Points); Meat Body (character's body remains in the real world, cannot move, percieve, or act, and damage to either the astral form [in astral space/the metaplanes] or the real body [in the real world] can hurt or kill the character; -1), Self Only (-1/2), May Only Take Bound Magical Items (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=0 11 [b][i]Sorcery[/i][/b]: Elemental Control, 40-point powers, (20 Active Points); all slots Requires A Sorcery Roll (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END= 8 1) [b][i]Power Bolt[/i][/b]: Killing Attack - Ranged 2d6, LOS (+1/2) (45 Active Points); Requires A Sorcery Roll (-1/2), Increased Endurance Cost (x2 END; -1/2), Spell (-1/2), Extra Time (Full Phase, -1/2), -2 to Sorcery Roll when casting spell on objects that have no aura (-1/4) - END=8 11 2) [b][i]Stun Bolt[/i][/b]: Ego Attack 3d6 (Human, Animal and Alien classes of minds) (50 Active Points); Spell (-1/2), Extra Time (Full Phase, -1/2), Requires A Sorcery Roll (-1/2), -2 to Sorcery Roll when casting spell on objects that have no aura (-1/4) - END=5 11 3) [b][i]Personal Armor[/i][/b]: Force Field (16 PD/16 ED), Costs END Only To Activate (+1/4) (40 Active Points); Requires A Sorcery Roll (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=3 5 4) [b][i]Heal[/i][/b]: Healing BODY 4d6 (40 Active Points); Extra Time (1 Minute, -1 1/2), Requires A Sorcery Roll (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (3d6 STUN Damage; -1/2), Cannot heal objects that have no aura (-1/2), Concentration (1/2 DCV; -1/4) - END=4 12 5) [b][i]Dispelling[/i][/b]: Dispel Magic 12d6, Variable Special Effects (Any Non-Summoning Magic, One Power at a Time; +1/4) (45 Active Points); Extra Time (Full Phase, -1/2), Requires A Sorcery Roll (-1/2) - END=4 Magesword - END= 12 1) Killing Attack - Hand-To-Hand 1d6, Affects Desolidified Spirits and Astral Forms (+1/4), Reduced Endurance (0 END; +1/2), Transdimensional (Near Astral Space; +1/2) (34 Active Points); OAF (Sword; -1), STR Minimum (12; -1/2), Real Weapon (-1/4) - END=0 2 2) +1 OCV (5 Active Points); OAF (Sword; -1), Real Weapon (-1/4) - END= 4 [b][i]Form-Fitting Body Armor[/i][/b]: Armor (3 PD/3 ED) (9 Active Points); Activation Roll 12- (-3/4), IIF (-1/4), Real Armor (-1/4) - END=0 [b]POWERS Cost: 195[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 7 Power: Conjuring (PRE) 14- 3 Power: Sorcery (EGO) 13- 3 Analyze: Aura 12- 12 +4 with Conjuring, Sorcery and Analyze Aura 1 Animal Handler (Canines) 8- 3 Combat Driving 12- 1 Computer Programming 8- 3 Scholar 1 1) KS: Arcane and Occult Lore 11- 1 2) KS: Shamanism 11- 1 3) KS: Thaumaturgy 11- 0 Language: English (idiomatic; literate) 4 Language: Séliš (fluent conversation; literate) 3 Mechanics 12- 3 Paramedics 12- 3 Stealth 12- 3 Streetwise 12- 3 Tracking 12- 0 TF: One-Wheeled Muscle-Powered Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 3 WF: Small Arms, Blades, Clubs, Fist-Loads, Unarmed Combat [b]SKILLS Cost: 58[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 4 Contact: Wolf (Good relationship with Contact), Spirit Contact (x2) (4 Active Points) 8- 4 Contact: Karl Vorhees, Magic Shop Owner (Contact has significant Contacts of his own, Contact has useful Skills or resources) 11- 3 Anonymity 1 False Identity 1 Reputation: Champion of the Underdog (A small to medium sized group [Millennium City Homeless]) 14-, +1/+1d6 [b]PERKS Cost: 13[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 20 Normal Characteristic Maxima 10 Distinctive Features: Cybernetic/Biological Implants (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: Mystic Aura (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 5 Dependent NPC: Sarah Sharpe, volunteer worker at the local homeless shelter. 8- (Normal; Useful Noncombat Position or Skills) 15 Enraged: When character takes BODY or is Stunned (Common), go 11-, recover 14- 15 Hunted: Local Mob 11- (As Pow, NCI, Limited Geographical Area, Harshly Punish) 10 Money: Destitute 5 Physical Limitation: Unfamiliar with this Earth's customs and technology (Infrequently, Slightly Impairing) 10 Psychological Limitation: Champion of the Downtrodden. (Common, Moderate) 10 Psychological Limitation: Distrustfull of Large Corporations and Government (Common, Moderate) 10 Psychological Limitation: Casual Killer (Common, Moderate) 15 Psychological Limitation: Confrontational, Will Not back Down From A Confrontation (Common, Strong) 15 Susceptibility: Pushing Magic, 3d6 damage Instant (Uncommon) 0 NOTE: Spell Limitation [Notes: In Fantasy Hero, as a default, characters cannot make multiple-Power attacks with spells. In Fantasy Hero, as a default, characters cannot perform the following Combat Modifiers with spells: Bouncing An Attack; Spreading. The other Combat Modifiers work with spells in appropriate conditions, or if spells have the appropriate Advantage. In Fantasy Hero, as a default, characters cannot perform the following Combat Maneuvers with spells: Blazing Away, Grab By, Haymaker, Hipshot, Hurry, Move By, Move Through, Pulling A Punch, Rapid Fire, Snap Shot, Suppression Fire, and Sweep. The GM can allow spellcasters to use the other Maneuvers in appropriate circumstances (e.g., a Disarm when casting an attack spell that strikes with physical force, a Grab with a Telekinesis spell, Set and Brace with a long-range combat spell). He can also grant exceptions to the list above. By the same token, the GM can add to the list above if he doesn’t think characters should perform some other Maneuvers.] [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350
×
×
  • Create New...