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Super Squirrel

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Posts posted by Super Squirrel

  1. Re: Purpose of Playing a System-Philosophical, Unscientific and Wordy

     

    Mine won't be too wordy.

     

    I'm very creative, at times so crafty that it scares me. In other game systems, you have a pick and choose system. As GM, you can simply make things up to add in. But with Hero System, it offered a guide and it is the guide that I like. I can be creative and crafty and yet still follow the rules.

  2. Re: Full Metal Alchemist

     

    I'm assuming you are refering to Lust, Greed, Envy, etc. I haven't seen past five episodes yet and I'm so far only planning on using the system.

     

    I probably should request that people not spoil things for the moment.

  3. Re: Full Metal Alchemist

     

    I don't think there's a side effect to working with gold, SS, unless you are counting the fact that a licsenced alchemist can lose their mandate, and be barred from practing again.

    CES

    Edited. It isn't like it changes the limitation's power.

  4. Re: Full Metal Alchemist

     

    Alchemy Transmutation: Xd6 Transform Anything into Anything, Improved Group Results (+1) (Active Points: 30 Points per Die); Concentration (1/2 DCV; -1/4), Requires Alchemy Roll (-1 per 20 Active Points; -1/4), Variable Limitation(OAF Fragile Arrangement, OAF Fragile and RSR(Alchemy), OIF Fragile, Very Difficult; -3/4), Gestures (-1/4), Laws of Transmutation or the Philosopher's Stone (-1), Target and Alchemist Must Be In Contact With Same Ground (-1/4), Side Effects(Extreme, Whenever the Alchemist Attempts to Transmute Humans; -3/4), Visible (-1/4), Extra Time(Full Phase, Can Be Pushed Up Time Chart; -1/4). Total Cost: 6 Points per Die.

     

    To be a decent Alchemist you need to have at least 30 points invested into Alchemy. You would need to put in 60 points to be a powerful Alchemist. People who focus on a particular Alchemy can reduce the Active Point Cost by dropping the Improved Group Results.

  5. Re: Full Metal Alchemist

     

    Can anyone think of a case in Full Metal Alchemist that can't be covered by Transform? And just so I'm clear, I don't mean better represented with another power. Even the cannon created in episode five is covered as a transform.

  6. Re: Full Metal Alchemist

     

    Well, 1) is an immutable law of alchemy, as I understand it in the anime. You simply cannot do transmutation without following it. Ed and Al find this out the hard way at the beginning ofthe series.

     

    2) and 3) are more like ethical rules. You will see later in the series that both of these are broken by people they meet. Although, both are very hard to do correctly (and/or permanently) without using the Philosopher's Stone.

     

    Also,you might add that most people need a transmutation circle to perform alchemy. I remember seein an early episode where Ed scribbles one on the side of a train engine to create a small cannon to knock a badguy of the train.

    I'm still mulling over in my head HOW to do the Tranmutation process.

     

    Thanks for the clarification on #2 and #3.

  7. Re: Are Jacks of all Trade Effective PCs?

     

    They don't make effective team players. All players should complement the team and that means some players being able to do somethings well and somethings not at all. A jack of all trades steps on everyone's toes skill wise and contributes little overall.

  8. I've just started watching Full Metal Alchemist recently and I really feel the world system behind the anime would make a very interesting roleplaying game.

     

    The anime world seems to be a sort of steampunk system. Alchemists are a popular phenomina in the world. Alchemy is sort of a spell system but has very strict rules to it.

     

    1) You must work with an equal amount of material.

    2) You cannot transmute gold.

    3) You cannot transmute humans.

     

    As I have been looking for a game to put together for starting a new tabletop game, I'm thinking that this might be a good system to go with. Alice liked the concept so I'm probably going to do more work on it.

     

    If anyone would like to help with this process, it would be greatly appreciated.

  9. Re: Sharing the Campaign ideas you can't use... yet

     

    I thought of this idea in an attempt to come up with a Dark Champions game that I could get people interested in.

     

    Players build a 50 + 50 base character. The character's age is between 13 and 20 years old. Disadvantages are restricted to Distinctive Features (For Fashion Style or Tattoos if applicable) Physical Limitations, and Physical Limitations. EGO is important.

     

    Then the players get a secret power and a massive hunted bringing the character to a total of 75+75. The secret power is, well, a summon.

     

    The story background was going to go something like this. The players give me their character sheets and I determine a point in their upbringing that they were kidnapped. They are taken to a secret facility in which they begin undergoing a brainwashing plus strange ritual. The players were intended to be the ultimate assassins until the start of the first game when a NPC stages a breakout. The first game would be the breakout and discovery of their powers.

  10. Re: Sharing the Campaign ideas you can't use... yet

     

    Planet Fall

    Two pre-colony ships are sent through a wormhole located at the edge of Earth's Solar System after it is determined that the wormhole is two way and that there is a planet safe for humans. Unbeknownst to the colonists, the planet was once occupied by an alien race and beneath the planet's surface exists ancient artifacts. One of these artifacts includes a massive energy generator. This generator causes an unstable mutation in 10% of all humans giving them super powers.

     

    The plan is to send two seperate colony groups to the planet. One will go to the eastern edge of the continent, the other will go to the western edge of the continent. Both colony ships will detach the passanger model and land it as near as possible to their corresponding ideal colony location (Site A). In case of problems, each colony ship has a secondary location that has been picked out as a suitable location for a colony (Site B). Also, each colony ship is equipped with two equipment models that will be dropped to land roughly in locations near the two primary colonization spots.

     

    Unfortunately, a solar storm causes the planet fall to go less than pleasant. The Player's Passanger Ship lands off course and one of their equipment units is dropped on top of a mountain range. The other one is accessable but is not in an easy to reach location.

     

    The other passanger ship has a worse time. The ship lands without problem and the cargo lands relatively near their intended locations. The passanger ship lands closer to the buried energy generator. They suffer from 25% mutations and many people do not survive the mutation. This includes the Captain whose mutation turns him into a living shadow. Also the higher exposure to radiation corrupts many of the colonists. The military chain of command crumbles into a dictatorship. Those in charge of their crew realize that if they take out the other colony, when the colony ship arrives three years from now, they will be unaware of the situation planet side. When the ten thousand colonists arive, they can use them to build a total dictatorship and completely control the planet.

     

    The players have three years timeline wise to completely build a colony that is ready to handle 10,000 colonists and at the same time deal with the threat facing them from the other side of the continent.

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