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Vanguard00

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Posts posted by Vanguard00

  1. Re: What Fantasy/Sci-Fi book have you just finished? Please rate it...

     

    Just read Brian Ruckley's "Winterbirth" and "Bloodheir", the first two books in a series. While not a BAD read, it's sort of the endless narration/character development of Robert Jordan mixed with low-fantasy could-we-please-get-to-the-evil storylines of George RR Martin. Again, not a BAD read, but not something you plow through in a weekend.

  2. Re: Cursed Amulet

     

    I'm not clear on slot #5. It transforms someone into a "seeker of souls" with a side effect "seeks out death". OK' date=' just what's the diff?[/quote']

     

    To be perfectly honest that was a bit of "try and come up with a catchy name" crap on my part.

     

    The idea behind the amulet, however, is that it feeds on the souls of the newly departed. That's how it conveys the protection, through the power of the souls it has acquired. By the same token, the amulet nudges the wearer into seeking out death, whether it's as a casual observer or, as the amulet's hold grows stronger, as someone who does the killing.

     

    Like I said, it's my first cursed item of this nature. I'm still workin' out the details :)

  3. Re: Cursed Amulet

     

    It looks ok to me.

     

    But it might be easier to make the curse a side effect of the resurrection rather than making it a separate power.

     

    I did it this way because I needed to get the Psych Lim "Wearer Must Seek Out Death" thing in there and I didn't know how else to do that.

     

    'preciate the input.

  4. Okay, gurus. What's needed is a cursed amulet. The amulet provides certain protection but in return wants the wearer to "harvest" souls (i.e. be close enough that the amulet can feed on them). It begins to take over when the wearer dies and the amulet resurrects him/her. Thereafter, whenever the character dies, the amulet again resurrects him/her, but also gains a stronger hold on him.

     

    Here's the build thus far:

     

    Soul Catcher, all slots Independent (-2), OAF Unbreakable (Amulet; -1)

    2 1) Mind Shroud: Mental Defense (7 points total) (7 Active Points); Independent (-2), OAF Unbreakable (Amulet; -1) 0

    2 2) Mystic Defense: Power Defense (7 points) (7 Active Points); Independent (-2), OAF Unbreakable (Amulet; -1) 0

    3 3) Protective Aura: Force Field (7 PD/7 ED) (14 Active Points); Independent (-2), Limited Power Only vs Magic or Magical Effects (-1), OAF Unbreakable (Amulet; -1) 1

    7 4) Soul Restoration: Resurrection BODY 1d6, Resurrection (30 Active Points); Independent (-2), OAF Unbreakable (Amulet; -1) 3

    5 5) Curse of the Soul Catcher: Major Transform 1d6 (Transform wearer into Seeker of Souls, Healed back by exorcism performed by blessed figure), Side Effects (Wearer must seek out death (occasionally, major); +0), Trigger - Resurrection by the amulet (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +1/2) (22 Active Points); Independent (-2), OAF Unbreakable (Amulet; -1) [Notes: Each and every time the wearer is resurrected the Transform is triggered. Each successive transform eventually turns the wearer into someone who will actively seek out death, up to and including causing death, in order to harvest souls.]

     

     

    Questions:

    1) Is the above build legal?

    2) Can it be done better?

     

    Notes:

    Yes, the amulet can be removed at any time, but there is an associated Disad relating to the wearer needing to get it back. In short, the wearer is addicted to it and could possibly die while separated.

     

    I'll probably have more questions when y'all tear me apart. This is, by the way, my first attempt at building a cursed item of this sort, so please be gentle.

  5. Re: Start of an Alien Invasion

     

    Y'all are sort of moving on, but wouldn't an EMP disable the substations directing the landlines? I mean, the lines themselves are intact and it would certainly be possible for a suitably-motivated individual to MacGuyver a working phone from Point A to Point B (on a direct line), but everything's routed through SOMEwhere, so yeah, the landlines would be kaput with an EMP.

     

    Wouldn't they? :think: I mean, if that's what you wanted to do.

  6. Re: What Fantasy/Sci-Fi book have you just finished? Please rate it...

     

    I'm reading "the lies of Locke Lamore." and enjoying it a lot...

     

    Great read. The next book, "Red Seas Under Red Skies" is equally as good. Scott Lynch is quite talented and a worthy inheritor of the Fafhrd and Mouser style of thieves-as-heroes style.

     

    Reading "Winterbirth" by Brian Ruckley, myself. So far so good. Similar to Erickson but perhaps a touch more traditional in some ways.

     

    Prior to that I read Joe Abercrombie's series, including "The Blade Itself", "Before They Are Hanged" and "Last Argument of Kings". I couldn't put 'em down. Highly recommended for fans of epic fantasy in the better-than-Jordan-as-good-as-Martin-not-quite-as-good-as-G.G.Kay genre.

     

    But that's just me :)

  7. Re: The Sacketts

     

    Every other book had a call sent out that brought Sacketts from all over. You had gambler Sacketts, riverboat Sacketts, outlaws and soldiers, gunfighters and yes, even preachers (somewhere around the fifth or sixth book, I think).

     

    I don't know if I'd go as high as 200 points except for a very few "stars" of the novels--Tell, Orrin, Tyrel, Jubal, to name a few--but I could see 125-150 being common enough. Echo was the only woman I remember, but Lando was a fist fighter and Falcon was a ship's captain. You have options all across the board.

     

    I would go with a good solid package build, then tailor each one to a particular niche or staple of the genre.

  8. Re: How many arrows can an arrow maker make?

     

    I can't help but think of the line from Edward Longshanks in Braveheart:

     

    "Not the archers...Arrows cost money. Use up the Irish. Their dead cost nothing."

     

    As near as I can tell by glossing over some medieval sites, the archer was typically issued 20-24 arrows for battle, with more made available as needed. Otherwise it was rare for an archer not in combat to have more than 10.

     

    Arrows cost time and money to produce. Without either in sufficient quantity it becomes necessary for the GM to impose penalties on the OCV of the archer and/or the damage the arrow does. Glue, goose feathers, good birch or pine for shafts, steel or iron heads and twine and/or glue to hold 'em in place...I would impose a minimum of -1 OCV on every area skimped, and possibly a - 1 DC, as well.

     

    A more reasonable expectation would be to allow the bowyer to cut and treat wood one time, make feathers (flights) another, and even arrow heads yet another time, then be able to say, "Time to put some arrows together". To have him do it all at one time within days or even hours is highly unrealistic to the point of impossible.

     

    Assuming the wood shafts are made and treated already, I'd allow 2 arrows per hour plus 1 for every 2 by which he makes his roll (-2 off roll is another arrow, and so on). A failure on the roll means he screwed something up (the glue on the fletching didn't dry properly, the arrow heads weren't secured, etc), but I'd still allow a roll every hour.

     

    But yeah, there's a reason why folks always tried to salvage arrows after a battle.

  9. Re: Thoughts on Evolving Villains

     

    It's been a while since I instituted this, but way back (like, a decade and a half ago), my friends and I ran a series of games in a "shared world" where we frequently used the same characters. For giggles, the GMs often used the same villains.

     

    Your "thug w/ a gun" comment amused me, because that's exactly how Demon Dog became a big-time villain. In the early games our GM used a version of "The Hand", ninja-trained assassins and sort of a cross between VOICE and VIPER. One of them showed up three or four times, to our amusement (it was the old "Oh, no, not again!" kinda thing). The next GM, however, took that guy and turned him into a "pack leader", and he seemed bent on revenge. When it was my turn I ran a campaign where small-time heroes were being killed, and it turned out he was earning bonus points for racking up a body count.

     

    The next GM turned him into an "Alpha", essentially a group leader, and we had to take the guy down. He went on the run from villains and heroes alike, and turned up later a full-fledged villain, Demon Dog, with his own mercenary group of hi-tech martial artists.

     

    No game I've run since then has had the pleasure of watching a villain evolve, but I always loved the fact that we had Demon Dog under our belts as a "success" story for a villain.

  10. Let's say a character has a VPP:

    83 Arsenal: Variable Power Pool (Gadget Pool), 67 base + 16 control cost, (100 Active Points); VPP Powers Can Only Be Changed In Arsenal (-1/2), Limited Class Of Powers Available Slightly Limited (All items must be built as a Focus of at least -1/4 Limitation; -1/4), Limited Special Effect Very Common SFX (Only Technology-based powers; -1/4)

     

    This character then puts together a variety of lists for a variety of configurations. One of these lists include the MP-built Utility Belt from GnG (p. 98). Another list includes a variation of the "Halloween Arsenal" on p. 53, which is essentially an MP filled with weapons.

     

    Now the character has submitted a list which is simply an MP containing a variety of firearms, blades and grenades, then a couple of misc sensory items.

     

    Is it legal to continuous build MPs from a VPP? Legal or not, should it be allowed if it doesn't break the technical rules?

  11. Heya, folks.

     

    I can't seem to wrap my head around how to do this:

     

    I want a cursed item. The amulet will provide a variety of defenses against magic and magic-based attacks (25% Dam Reduction, Physical, Energy and Mental), as well as Mental Defense and Power Defense. Possibly other powers like some sort of magic sense or whatever. Anyway...

     

    The items curse is that it's drawn to death and in fact draws strength from it. The name of the item is Soul Catcher, and it does just that. Eventually it will grow in power. To start it might simply nudge the character towards someone close who is dying. As it grows in strength it will cause the character to seek out death, and, perhaps one day, cause death in order to feed it.

     

    So...how do you build that?

     

    It's the curse part that throws me. I can build the magic item, but I'm not sure if individual powers are the key, or perhaps an MP, or what. Are "Side Effects" the way to go on the curse, or should the whole thing be built as an AI Follower with INT, EGO and so on, and the appropriate disads?

     

    I've been out of gaming for a while and I'm out of practice on the more esoteric builds. Any help y'all can provide would be greatly appreciated.

     

    Thanks in advance.

  12. Is it reasonable to have the Disadvantage Social Limitation: Family Obligations (Occasionally, Major) 10pts? I don't want to make 'em DNPCs, but I want to reflect that sometimes the character has to do something with/for the family.

     

    It's been awhile since I had to make a fresh character so I'm a little out of practice...

     

    Thoughts and/or ideas?

  13. Re: We Loves Us Some Elves, Dwarves, and Orcs

     

    Sadly, though, no one has compared a particular race to the Nazis yet. Folks are just too civil around here.

    I did have in mind that the elves were once all about genetic cleansing, but it's part of their background. The "current" state has the elves as an empire on the decline, so their military might is most defensive rather than offensive.

     

    Then again, there's a human faction in my fantasy world that wishes to see the end of all sentient races except their own. They view all other races as either competition or an abomination, and either way they should just go.

     

    Again, though, this is a world that has seen very little game play, and none in recent years.

  14. Re: No Horses For You

     

    There was a campaign way back when--I know it was on the internet, but I don't remember names, dates, or anything else germaine--that used a variety of riding steeds for every day use, be they large flightless birds, ram/bovine-type creatures or whatever. Horses were relatively rare and reserved for military and government usage. I've been trying to find whatever it was I read (it might have been a world-builder thing and not a game) but am unsuccessful thus far.

     

    In any case, it's yet one of many ideas.

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