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About AlHazred

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    Mad Arab-American
  • Birthday 03/17/1969

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  • Gender
  • Location
    New Jersey, USA
  • Biography
    Into gaming, movies, and food. Who isn't?
  • Occupation
    Field Analyst

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  1. Martial Hero

    To contribute, I worked up the maneuvers of the card game Lunch Money as if it was a martial art. A prefab can be found here, and it's also on the Surbrook's Stuff page here. There was a thread here that I started about it, but it's gone into the ether... In the brawls that spring up in the yard over the lunch money each kid brings to school, it is the girl who fights with the most savagery, the most viciousness, who wins. The little girls, who have practiced their craft, develop the maneuvers and techniques that make up the essence of this art. They tend to be the ones walking away with a jingling purse while their opponents lie bleeding and unconscious on the asphalt behind them.
  2. Magical Tombs & Sacred Texts

    I got some use back in the day with The Big Little Book of Punch-Out Golems. It had perforated sections on every page, with unknown runes on both sides. If you put them together correctly ("Insert Tab Aleph into Slot Sothoth") the paper golem animated and would follow your commands. Unfortunately, it was made of the aforementioned paper, so it could be destroyed if it got wet, and it wasn't very strong. It could inflict savage, poisoned paper cuts, though! There was an article in Dragon magazine issue #082, "Spells between the Covers" by Bruce Heard, which contains a bunch of magical tomes, such as Alterations of the Intrinsic Absolutes by Math the Magician and Ordinary Necromancy by Vecna.
  3. Harn and character point

    I ran a long-running Hârn campaign starting around the late 90s. I believe I ended up going 125 points, with up to 50 from disads. The thing I did that had the most impact, was to use the Hit Location chart and DOUBLE the number in the BODYx column. All of a sudden, a regular fight (in Fantasy Hero terms) could end up being deadly, and a single big wound could take a long, long time to heal (since there was no magical healing). That was a great campaign, helped in no small part by the gorgeous supplements for the campaign. The maps, the art, everything was so evocative...
  4. Fallout Hero: Tri-State

    I like that. I was already thinking of the following in the City: Chryslus Building (Chryslus is the big car manufacturer, making gas guzzlers like their popular Corvega, and apparently also nuclear-powered cars) Empire State Building (possibly with airship dock at the top) Public Library (because why not) Outside of the City, I'm thinking of the following: Wardenclyffe (Nikola Tesla's testbed tower for broadcast power experiments) Thomas Alva Edison Memorial Tower and Museum (because it amuses me to contrast the two; also Edison would be far more idolized in the Fallout universe) Pine Barrens (largest old-growth forest in the Northeast) The "Pink Palace" (IBM facility in Sterling Forest, NY -- which happens to be the forest where they hold the New York Renaissance Faire; it's also a backup and recovery facility that would have been stereotypical for the companies of the Fallout Universe, where I may adapt it for RobCo the Robot company)
  5. Fallout Hero: Tri-State

    I'm in the early planning stages of a Fallout Hero (post-apocalyptic) campaign I plan to run after my current Traveller Hero campaign is over. I've got a handle on the details, and have a knowledge of the setting from playing Fallout 1, 2, and 3 extensively; I will run through New Vegas sometime in the next year, so that will also be under my belt. The wiki is a great resource for Fallout gaming, so I'm not too worried about those details. I've got most of the equipment worked out. What I'm trying to get some input on is specific areas or locations for the game. I live in New Jwrsey (as do my players) so I'm thinking of running a Tri-State area Fallout game. That would cover New York City and the lower part of New York State, all of New Jersey and Connecticut, and parts of Pennsylvania and the Northeast. I'm thinking of making the area at least as big as that of Fallout 3, which covered DC, Virginia, Maryland, and Delaware. New York is going to be my DC equivalent -- mostly bombed to oblivion. I can easily come up with spot locations: a power substation, a strip mall, etc. What would you guys be looking to visit were you playing this game? Any specific cities or towns in the area? Are there any historically-minded people reading this who have a favorite location that would take special prominence in the alternate-retrofuture of the Fallout universe? Thanks in advance!
  6. Hero System 6E had few actual rules changes from 5E, but FIgured Characteristics was one of them -- all Characteristics now have a base value and cost (costs were also revamped), and nothing is dependent on something else.
  7. Hero Combat Survival Guide

    On the Hero Combat Sheet, some of the letters are being cut off on the left side of the page.
  8. Version 1


    In the grimdark future of the Warhammer 40K universe space marines battle the enemies of Mankind, usually xenos or the minions of the Ruinous Powers, in a never-ending religious crusade based on their faith in the Emperor of Mankind. Divided into Chapters, these genetically-engineered supermen develop from the gene-seed of their Chapter Primarchs. Each space marine is the epitome of the human warrior, but this package deal forms the basis of their abilities. It is derived from the description of General Space Marine abilities in the Deathwatch RPG, as well as close reading of the Codex. It is not meant to be a full space marine -- even so, it clocks in at 150 points. The package contains a character file, a template file for the character (for starting a new space marine), a package deal (for applying to an existing character), and a document with the package deal in the old format.
  9. Version 2


    In the grimdark future of the Warhammer 40K universe space marines wear incredibly advanced power armour (the developers are British, so I have retained their proper spelling). The heaviest suits of power armor are the Tactical Dreadnought suits, essentially mounting vehicle weaponry on a man-portable platform. They also bear the Crux Terminatus, a powerful relic and award which wards the wearer from harm. The Deathwatch rulebook contains additional options which have been converted as well. This package contains the prefab, and an armor card.
  10. Version 3


    In the grimdark future of the Warhammer 40K universe space marines wear incredibly advanced power armour (the developers are British, so I have retained their proper spelling). These are precious, specially-fitted devices that are practically an extension of the marine himself -- the Black Carapace organ, when implanted, provides a neural link with the "machine spirit" of the armour, making it an extension of the wearer. The Deathwatch rulebook contains additional options which have been converted as well. This package contains the prefab, and an armor card.
  11. Version 2


    In the grimdark future of the Warhammer 40K universe space marines are subjected to an intense series of modifications to make them into the premiere "human" warriors. These modifications include the implantation of genetically-engineered organs to give them superhuman abilities. This package includes a prefab file and a version in standard "package deal" format.
  12. Darklands Alchemy

    Version 1


    The 1992 computer game Darklands had an interesting alchemy system. This prefab replicates that system tor Fantasy Hero, using the Alternate Enchanted Item Creation Rules from page 320 of the Fantasy Hero 6E book. The package contains the prefab file, an alchemy document (giving real point costs, Alchemy Skill roll modifications, and Long Term END costs for all of the formulas) and a potions document (giving the effects of each potion, price and weight). In a game adhering closely to Darklands, only one or two potions should be for sale in any given city.
  13. Talislanta Hero - Dryad Bush

    Version 1


    This graceful variety of flowering shrub is found primarily in Astar of the Seven Kingdoms. Late at night, dryad bushes undergo an uncanny metamorphosis, becoming beautiful green forest nymphs. The transformation lasts only until dawn, after which the nymphs return to plant-form. The esteemed botanomancer, Viridian, once professed to have been married to a forest nymph, whom he saw only between the hours of sunset and sunrise. The pdf has both the bush and nymph forms.
  14. Version 1


    Equs are a hybrid of mammal and reptile prized as steeds throughout the continent. They are quite intelligent, and have their own language, called equan. Some few are even able to speak the languages of humanoids, though a natural tendency toward secrecy forbids most equs from boasting of this ability. In the wild, they travel in herds of up to about sixty individuals. There are four sub-species of equs: the common and reliable graymane; the swifter but less durable silvermane; snowmanes, built to endure frigid climes and sure-footed on ice or snow; and coal-black darkmanes, aggressive and spiteful creatures who often attack other equs on sight.