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Alcamtar

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  1. Like
    Alcamtar got a reaction from PhilFleischmann in Roll High   
    I personally use roll high for combat, because combat rolls are always calculated and the arithmetic is slightly easier... but roll low for skills, because the target number is nearly always static and its easy enough just to roll against it.
     
    I tell players to roll however they are comfortable. Just tell me the DCV you hit and we're good. I haven't had a new Hero player in ages so teaching is kind of a moot point for me.
     
     
  2. Thanks
    Alcamtar reacted to Duke Bushido in What happened to HERO?   
    Sorry to disappoint, but I don't think I have that kind of time tonight!  
     
     
     
     
     
     
    Not at all; go right ahead.  
     
    Okay, assuming that you did:
     
    First off: 4e isn't too terribly different from three and pre-three: it's essentially all the supplemental and additional rules from all the related non-Champions games published by HERO games up to that point.  It's a neat idea, but in the end, required a lot of shaving and cobbling to push it all together.  It worked, at least as a game system, but in rendering them all "part of a single universal system," it took a lot of the genre or setting-specific "feel" away from these rules, as well as crowding them into places that we had never really needed them before.  It's a bit long-winded, and--  well, let's move on for a bit.
     
    First and apparently most-importantly, at least in terms of brevity, is that they weren't written by lawyers.
     
    Yeah....   that's going to get some hate, so let me add more (in my opinion, totally unnecessary save for the touchiness of people these days) to that sentiment:
     
    I have _never_ met any of the Holy Legions of Champions authors.  (and to be fair, the one I regret not meeting the most is probably Aaron Alston; his writings and the mythos around him suggest to me that I would have _loved_ hanging out and discussing things with him, rolling dice, etc).  Never.  Not once.  Why?  Well, there was no Champions when I was growing up in Alaska, and when there _was_ Champions, I lived in Georgia.  Not a lot of those folks from this area. Until Steve, none of them lived within two days of me, and the only Con around here is Dragon Con, which I think we have _all_ boycotted since "The Revelation."  (Proudly, I might add)
     
    I have not met people who have met these people.
     
    However, I _have_ spoken repeatedly with people who have met a lot of these folks, and I have had my suspicions confirmed:  these are great guys.  These are (as I always suspected) _real human beings_ who do real things, one of which is "enjoy playing (or at least playing with) games."  So when I condemn the "written by lawyers," it is not the people who are lawyers I am condemning.  It is the writing of lawyers I am condemning.
     
    Look up the Constitution of the United States and _read_ it.  I _dare_ you!  Not that part we all had to memorize in grade school; the hand-written stuff is _easy_!  Get to the stuff added in later years.  Keep going.  I'll come back in a couple of years and check on you.
     
    Which part was easy?  Which part was unnecessarily over-verbose, ponderously painful to read, required breaking down and diagraming sentences to make sure you followed and understood what was what and which was where and about who?  Oddly, all of this deeply-detailed over-specificity is done in the name of clarity.
     
    Fine.  So Power descriptions go from one or two paragraphs to a full column, to one or two pages for each subsequent edition.  Does that add anything?
     
    Nope.
     
    Each new edition gets better and better indexing, sections, sub-sub-subtitles, etc.  Does that add anything?
     
    Nope.
     
     
    How can I say these horrible things?!
     
    For one, it's been my experience that people who enjoy role-playing games tend to be readers, and it's been my experience that readers aren't really stupid.  We can be curmudgeons, disagreeable, opinionated, and bastardly, but not generally stupid.  When given an outline, we can fill in enough details to make it all work.  Best part of that?  We tend to bias those filled in blanks with things that we like.  When something _seems_ to conflict, we will either read and reread until we get what we missed, or we will re-interpret it in such a way that it doesn't conflict anymore.  
     
    So let's publish new, more intricate, more complex rules:  We will fill in the blanks for you.  Now each power seems to have a long list of how every other power _must_ interact with this power, and how each advantage works with every power-- literally broken down by power!
     
    There are a lot of reasons I disagree with that, the two foremost being this goes against the grain of advantages being fixed mechanics and pushes more toward the "typical" RPG model of telling you precisely how your power works, period.  We are moving away from "Blast" and toward "Ice Blast," "Laser Vision," "Heat Ray, Normal," and "Heat Ray, Gun."  Yes, a bit hyperbolic, but still:  this level of specificity _denies_ "the generic, do-anything system!" mantra we use to support it.
     
    The additional verbiage doesn't help:  Define each Advantage-- go into great detail there, if you want-- even list out powers that you shouldn't apply it to if you're obsessed about making sure everyone is playing it your way,  but leave it to the groups or the GMs to determine how they affect the Powers.  Personally, I've always felt that if an Advantage can't be applied to every Power, then it should be an adder for the powers to which they can be applied, but you don't see me trying to force that on people, do you?
     
    Where does all this stuff fit?  Where is it written?  Okay, I wish to alter my Skill Levels mid-combat: a situation that I missed but was told to me yesterday: can skill levels be altered when you abort?  Well, let's check under Combat.  Nope.  Aborting?  Nope.  Here it is, under Skill Levels!  
     
    Why?!
     
    Sure, it's a good thing we have an index, but an eighty-page rulebook was even better: check this three-page section.  Nope.  Check this half-column.  Nope.  Check this column on Skill levels.  
     
    But why?  Why would you put the combat particulars for a skill under the skill description when all other skills simply have "what this does and how it works," and all other "here's your combat options" are under "combat?"   Why put this one thing in an entirely _separate book_?  We have an index now, so I suppose searching through 800 pages must now be easier than searching through 80 (or fifty-six).
     
    Reading non-lawyer text is easier.  I totally grant that whoever wrote 4e (the name escapes me; Bell, wasn't it?) was unusually "not dry" for a lawyer, and even Steve tends to be less dry with the setting books and genre books (more "not dry" with the settings than the genre), but rules?  Straight to the lawyer speak (with jarringly "not dry" examples, because I assume he gets tired of lawyer speak, too).
     
     
    Each new addition adds new Powers / Skills / Whozi-Whatsits!
     
    Does it?
     
    I have no idea how many, but I know that there are members still active on this board (besides me) who have been playing since 1e, or 2e or 3e (which seemed to have the largest number of "my first Champions," presumably because it was more successful and wide-spread by then)-- well, let's just say who have been playing since the early to mid eighties.  4e pulled stuff from all the 3e sources, and it added "Multi-Form" and EDM and T-form (though I swear, I _think_ T-form was a fall-out from Fantasy Hero.  My daughter has my FH books right now, so I can't check).  It also added "Talents" and changed some pricing for this or that.   Oh, and Desolid officially lost its granularity, resulting in it ending up being used pretty regularly as "immune to damage."
     
    Or, as I have always been privately amused to notice:  it added the things we argued about the most!    That's not better, in my own opinion, but your mileage etc.  Math fanatics seem to have been the happiest by the costing changes; I was disappointed by the loss of 1/4 END cost the loss of the extreme cost of 0 END on high-dollar powers.  Damn balancing the friggin' _math_; I'm trying to balance characters against each other in actual _play_.
     
    Put another way: it became less expensive to become way more "effective" if you were mathy enough, and not all my players are that mathy.  Further, I do math all damned day for money; I don't want to come home and do it again for "fun!"  It's not my bag, but suddenly I'm having to do all sorts of it for my less math-inclinded players who are desperately trying to keep up with the point-shaving pros.  Yeah, that's not a new thing, but with eight-dozen new options, it became much more prominent.  Today, it is the most _famously renowned part of the system" to outsiders, totally killing any other attraction the game may have to the majority of people who just want to pick up and play something.
     
    But I questioned if the new stuff added anything; I should address that.
     
    (Hey!  You were right, Amorcka!  Seems there _is_ a wall of text coming!)
     
    1) There were no Hulk Clones before 4e.
     
    2) There were no Doctor Strange Clones before 4e.
     
    3) There were no Shape Shifters before 5e.
     
    4) There are new things like "MegaScale"
     
    5) All of the above are bull snuckles.
     
     
    Why Multiform when we already had "Only in Hero ID?"  It was pretty easy to extrapolate that into "only in Hulk ID."  And we did.  I mean, it made a lot of sense for "Accidental Change."  Certainly that limitation couldn't apply only to people who had bought "Instant Change?" If that was the case, Instant Change could be more-than-free if you were willing to take a chance on the dice; effectively free if you stuck with 8 or less.
     
    I am willing to bet most inter dimensional travel was handled by tweaking Teleport.  Most of the groups (man, I miss the 80s with their "game stores and game groups _everywhere_" golden good times!  Yeah, I'm not Australian enough to be able to fully commit to that joke) I encountered were doing it as a -0 Limitation: only for interdimensional travel, but again: mileage varied, and people tended to do _what they liked_.
     
    Shape Shifters?  Hell, I _still_ ignore the disaster that 5e gave us: the biggest reason you shape shift is to gain some sort of advantage:  certain powers, disguise, whatever--  the fact that you changed shapes is just a special effect.  You don't even need multiform for this; do it the original way:  A list of powers with "only in appropriate ID / form."  Decide with your players which forms are appropriate and cost it accordingly.  Certain forms won't have +15 STR; certain forms won't have 3 levels of Shrinking, either.  
     
    Was one better than the other?
     
    Well, go through the history of the board.  Use the Wayback Machine to find as much of the old Red October as you can.  Which one generated the most disagreement?  Spurred the most complaints, confusion, and discussion?
     
     
    Mega Scale, while never really written up as an advantage, has floated around many game groups-- those who were interested enough of had a strong enough need to build it-- since the very first edition, when the maps presented in The Island of Doctor Destoyer were spelled out as being displayed in Tactical Hexes, and the movement of the helicopters was given in Tactical Hexes.  No; no stats for that, but it's not hard to take the inspiration and extrapolate, or come up with it on your own, if you have a need.  (We called ours "UpScale," because in the eighties, "Tactical" was pretty much a buzzword used to sell absolute garbage on TV.  Come to think of it, that came around again in the mid oughts, with the new LED "Tactical Flashlights" and-- well, utter crap painted black.  Even today, calling something "tactical" makes me feel all Skeevy McFastbuck).
     

     Which one --
     
    well, let's skip that.  The shorter approach to the discussion-- rather than rattling off example after example of differences-- is that the newer editions focus on minutiae; minutiae that wasn't really a problem for most people.  Yes: if you didn't have a group already, you didn't have anyone to bounce ideas off of to get an idea how something might or might not work, and I agree: that kind of sucked.  Still, it wasn't insurmountable.  You could still get an interpretation that worked for you, and if you finally found a group, that's how you played.  Once upon a time, we accepted with _any_ game that some people were going to play it differently, and you let it ride.  As a result of the steady push of "must play the same," when we offer up "house rules" or rules variants, there is endless discussion about the pros and cons (which I enjoy), and invariably there is at least one person taking major issue on the grounds that it is _not_ "The Rules as Written"  (there is more complaint here about drifting away from the letter of the rules than there is in church, for Pete's sake), and is therefore wrong.  Yeah; it's easy enough to ignore that, but still- what's the driving force?  Tighter and tighter bindings of the "must do this way" phrasings of the rules.
     
    Today, the big control-freak push to make sure that everyone is playing the _exact_ _same_ _way_ is even more ridiculous: rather than make a call or an interpretation that works for everyone in your group, we can send a letter to the author (which, I do not deny, is _extremely_ gracious of him, and re-enforces all I've heard about him being a wonderful human being) to make sure we are playing a game correctly.
     
    While there is a small resurgence for certain old classics, this isn't one of them.  As others have noticed, HERO is pretty much dead, at least for now and for the foreseeable future.  It was dead before 5e stopped pumping out books; it was dead before 6e came to exist.  Google it up, and you find us few diehards, and lots and lots of nostalgia about "this game that used to exist."  With the fan base at an all-time low and dwindling, sweet merciful Jesus on a stick, why does it matter that we are all playing the exact same way?!  The only single partially-justifiable reason for making calls that may counter your group's enjoyment of the game is the laughable idea of importing a character from one table to another.  Yes; I said it: laughable.  Allow me to recant that and rephrase as "Damned laughable."
     
    Where does it happen?  Let's see...   Now I'm not playing favorites, here, but in my time on this board, I have had interest in playing with _many_ of the forum members, as I enjoy their takes on certain things.  In no particular order, if I were to select five at random, let's make a quick run-down:
     
    Chris Goodwin:  lives, based on his posts, somewhere near Seattle.  Maybe some hours from it, but a damned sight closer to Seattle than Vidalia, Georgia.
     
    Lord Liaden.  Trapped in the frozen wastes of Cannuckistan.  Same for Hugh-- though he's never stated it as such, he gives off a powerful vibe of having also been born and raised in the mystic lands of Canadia.
     
    Doc Democracy:  Again, I'm not entirely certain, but I think Scotland or thereabouts.  If that's the case, I couldn't play there anyway, because while Scottish reads and writes enough like English to allow easy communication, it certainly doesn't translate as easily for spoken conversation.
     
    Sean (Shawn?) who's last name fell from my mind even as I went to type it....   From England.  I think he's only popped up one time since I came back, though he used to be extremely active in rules and variants discussions.  Not only is it no less time and money-i-don't-actually-have consuming to visit--- WATERS!  Sean Waters!  -- him than it would be to game with Doc Democracy, but by Sean's own admissions, he doesn't actually _play_ the game.  Still, lots of neat ideas about tweaking rules.
     
    Christopher Taylor:  he is extremely invested in his personal fantasy setting, which makes me believe that as a GM, he could really sell it, and even though it's Fantasy, I would probably have a great time.  I think he's in the US, but _where_?  And even if it were only a two-day drive, well-- that's a hell of a trip.
     
    We are diverse and spread out enough (certainly there are lots and lots of players who aren't on this forum.  Or I'd like to believe so.  It's been my own experience that there are lots and lots of _former_ players who aren't on this forum because they're pretty sure HERO and Iron Crown both died some time in the 90s) that the odds of actually being able to _present_ a character to another group is in itself laughable.
     
    Then there's the absolute fact that the GM has guidelines for his campaigns (well, most of them do.  Mine are pretty damned lax, and I'm not changing that, which just reinforces where I'm going), particularly non-supers games where "no; my magic works _this_ way,"  or "no; I'm not willing to let your 35 STR adventurer in this game because that's above the level of realism I'm going for" or "no; you have to take 'real weapon' because that's how I want all equipment built' and on and on and on and on and on and on and on----
     
    There is a _perceived_ need, at least among some people, that making sure we are playing lock-step with identical rules is a good thing.  Personally, I think it stifles creativity and results in characters-- and sometimes adventures-- that all have a certain sameness.  I don't view that as a good thing.  You know what?  Let's just stop.  Let's stop with the examples and the discussions and the complaints and even all the stuff I've just said.  It's stupid.
     
    The point is, as many well-practiced individuals point out above, that the editions all play the same.  Granted, that's because you can pick and chose the rules you want to use from _any_ edition, and I expect that most of us are going to select only the "new stuff" that we like and are using only the rules that let us more or less play the way that we always have.  Granted, this is another point on the side of "why all the verbiage, then?", but remember that different people are going to like different new stuff, so there's that.  But still----
     
     
     
    I can sum _all_ the differences between "old" and "new" with one word (and probably should have, about four thousand words ago  ):
     
    "No."
     
    There is a Hell of lot more "NO" in the newer editions than there were in the old ones.  The old ones are short, easy to read, learn, and teach, and extremely open to creativity and novel suggestions.  The new ones tell you precisely how you must use individual Advantages and Limitation and how that varies from Power to Power to Power to Power....
     
    Each time you expressly say "this is how it's done," you are also saying "it cannot be done any other way," and I find that unconscionable next to the idea of "build anything you imagine."
     
    So there you have it:  
     
    The differences between the new editions and the old editions?  They are all personal problems. 
     
     
     
    Enjoy.  
     
     
    Duke
     
     
     
  3. Like
    Alcamtar got a reaction from Nolgroth in What's in your hoard?   
    Nomunah, the Ghost Bear, is the Guardian of the Valley of the Ancients. The valley is a circular sinkhole in a tableland, ringed by vertical cliffs, open on one side to the outer world by a winding slot canyon. The valley is virtually unknown as the plateau is covered with thick clouds, which eddy and descend through the valley in a sluggish vortex, and exit through the Whispering Canyon.
     
    The Treasure of Nomunah is the Will of the Ancients, even their Testament, and is inscribed on the cliffs overlooking the valley in hoary and puzzling petroglyphs. The four thousand, three hundred and twenty-one petroglyphs are found at regular intervals on the faces of the rocks, descending in a spiral around the circumference; some covered in mosses and lichens, some behind wispy waterfalls, and others concealed by fog and protected by vertigo. The few who have found a petroglyph have neither understood it, nor been made aware of the others, for all must be known before even a single one is understood.
     
    Nomunah the Moaning One dwells in the slot canyon, where the foggy wind sighs and caresses the meanders of the canyon, his form obscured in the billows and his voice lost in the wind. Do not seek him at the shrine of Bear Rock, where the superstitious leave offerings of flowers and honey and fish, for he is not a stone nor does he grant blessings. Neither seek him in the cave of the obsidian throne, where the glittering gold of the ancients mingle with their bones in a deep cenote*, for he may not enter there. But for those with ears to hear, he murmurs the Song of the Ancients, of their Will and Testament. For the Song of Nomunah is the melody of the Inscription, and the Inscription is the words of the Song.
     
    And what is this Will of the Ancients? That their last Necromancer-King should rule forever from his obsidian throne, and that his enemies should mingle their bones at his feet. And so he shall, when the Seeker sings the incantantion of the glyphs while sitting on the obsidian throne, and thus breaks the spell whereby Nomunah is ensorcelled. The Seeker shall certainly have his reward, and shall be made an arch-lich and shall be a pupil at the feet of Nomunah, to learn all his black secrets and become his heir. For necromantic lore is his treasure, and power. And Nomunah shall cast down the Couatl that imprisoned him and the Sun, and shall bind them in darkness forever, and the Black Moon shall ascend and shine forth its black radiance, and the Seeker shall be his vizier and lieutenant. Such is the Will of Nomunah, the Ancient Demon, the Ghost who shall be Great once again.
     
    *Indeed, besides ordinary gold, the cenote contains the Dragon Orb, a head-sized crystal that stabilizes and strengthens the Dragons, but which also destabilizes and weakens Nomunah. If removed (by Gothormr for example), it will set into motion the inevitable escape of Nomunah, allowing him to immediately call and instruct some depraved and weak-willed madman to do his bidding. But a very clever seeker could wield the orb, such that when Nomunah is released he may be commanded through the orb. Doing so would require defiance of both Gothormr and Nomumah, and involves the weaving of a counter-spell into the incantation that releases the curse. Unfortunately that counter-spell was inscribed on a golden scroll, which Gothormr has already liquidated and lost, not knowing its value.
     
    Next: The Secret of Sorcerer's Spire
  4. Like
    Alcamtar got a reaction from Old Man in What's in your hoard?   
    Nomunah, the Ghost Bear, is the Guardian of the Valley of the Ancients. The valley is a circular sinkhole in a tableland, ringed by vertical cliffs, open on one side to the outer world by a winding slot canyon. The valley is virtually unknown as the plateau is covered with thick clouds, which eddy and descend through the valley in a sluggish vortex, and exit through the Whispering Canyon.
     
    The Treasure of Nomunah is the Will of the Ancients, even their Testament, and is inscribed on the cliffs overlooking the valley in hoary and puzzling petroglyphs. The four thousand, three hundred and twenty-one petroglyphs are found at regular intervals on the faces of the rocks, descending in a spiral around the circumference; some covered in mosses and lichens, some behind wispy waterfalls, and others concealed by fog and protected by vertigo. The few who have found a petroglyph have neither understood it, nor been made aware of the others, for all must be known before even a single one is understood.
     
    Nomunah the Moaning One dwells in the slot canyon, where the foggy wind sighs and caresses the meanders of the canyon, his form obscured in the billows and his voice lost in the wind. Do not seek him at the shrine of Bear Rock, where the superstitious leave offerings of flowers and honey and fish, for he is not a stone nor does he grant blessings. Neither seek him in the cave of the obsidian throne, where the glittering gold of the ancients mingle with their bones in a deep cenote*, for he may not enter there. But for those with ears to hear, he murmurs the Song of the Ancients, of their Will and Testament. For the Song of Nomunah is the melody of the Inscription, and the Inscription is the words of the Song.
     
    And what is this Will of the Ancients? That their last Necromancer-King should rule forever from his obsidian throne, and that his enemies should mingle their bones at his feet. And so he shall, when the Seeker sings the incantantion of the glyphs while sitting on the obsidian throne, and thus breaks the spell whereby Nomunah is ensorcelled. The Seeker shall certainly have his reward, and shall be made an arch-lich and shall be a pupil at the feet of Nomunah, to learn all his black secrets and become his heir. For necromantic lore is his treasure, and power. And Nomunah shall cast down the Couatl that imprisoned him and the Sun, and shall bind them in darkness forever, and the Black Moon shall ascend and shine forth its black radiance, and the Seeker shall be his vizier and lieutenant. Such is the Will of Nomunah, the Ancient Demon, the Ghost who shall be Great once again.
     
    *Indeed, besides ordinary gold, the cenote contains the Dragon Orb, a head-sized crystal that stabilizes and strengthens the Dragons, but which also destabilizes and weakens Nomunah. If removed (by Gothormr for example), it will set into motion the inevitable escape of Nomunah, allowing him to immediately call and instruct some depraved and weak-willed madman to do his bidding. But a very clever seeker could wield the orb, such that when Nomunah is released he may be commanded through the orb. Doing so would require defiance of both Gothormr and Nomumah, and involves the weaving of a counter-spell into the incantation that releases the curse. Unfortunately that counter-spell was inscribed on a golden scroll, which Gothormr has already liquidated and lost, not knowing its value.
     
    Next: The Secret of Sorcerer's Spire
  5. Like
    Alcamtar got a reaction from Hadmar von Wieser in What's in your hoard?   
    Nomunah, the Ghost Bear, is the Guardian of the Valley of the Ancients. The valley is a circular sinkhole in a tableland, ringed by vertical cliffs, open on one side to the outer world by a winding slot canyon. The valley is virtually unknown as the plateau is covered with thick clouds, which eddy and descend through the valley in a sluggish vortex, and exit through the Whispering Canyon.
     
    The Treasure of Nomunah is the Will of the Ancients, even their Testament, and is inscribed on the cliffs overlooking the valley in hoary and puzzling petroglyphs. The four thousand, three hundred and twenty-one petroglyphs are found at regular intervals on the faces of the rocks, descending in a spiral around the circumference; some covered in mosses and lichens, some behind wispy waterfalls, and others concealed by fog and protected by vertigo. The few who have found a petroglyph have neither understood it, nor been made aware of the others, for all must be known before even a single one is understood.
     
    Nomunah the Moaning One dwells in the slot canyon, where the foggy wind sighs and caresses the meanders of the canyon, his form obscured in the billows and his voice lost in the wind. Do not seek him at the shrine of Bear Rock, where the superstitious leave offerings of flowers and honey and fish, for he is not a stone nor does he grant blessings. Neither seek him in the cave of the obsidian throne, where the glittering gold of the ancients mingle with their bones in a deep cenote*, for he may not enter there. But for those with ears to hear, he murmurs the Song of the Ancients, of their Will and Testament. For the Song of Nomunah is the melody of the Inscription, and the Inscription is the words of the Song.
     
    And what is this Will of the Ancients? That their last Necromancer-King should rule forever from his obsidian throne, and that his enemies should mingle their bones at his feet. And so he shall, when the Seeker sings the incantantion of the glyphs while sitting on the obsidian throne, and thus breaks the spell whereby Nomunah is ensorcelled. The Seeker shall certainly have his reward, and shall be made an arch-lich and shall be a pupil at the feet of Nomunah, to learn all his black secrets and become his heir. For necromantic lore is his treasure, and power. And Nomunah shall cast down the Couatl that imprisoned him and the Sun, and shall bind them in darkness forever, and the Black Moon shall ascend and shine forth its black radiance, and the Seeker shall be his vizier and lieutenant. Such is the Will of Nomunah, the Ancient Demon, the Ghost who shall be Great once again.
     
    *Indeed, besides ordinary gold, the cenote contains the Dragon Orb, a head-sized crystal that stabilizes and strengthens the Dragons, but which also destabilizes and weakens Nomunah. If removed (by Gothormr for example), it will set into motion the inevitable escape of Nomunah, allowing him to immediately call and instruct some depraved and weak-willed madman to do his bidding. But a very clever seeker could wield the orb, such that when Nomunah is released he may be commanded through the orb. Doing so would require defiance of both Gothormr and Nomumah, and involves the weaving of a counter-spell into the incantation that releases the curse. Unfortunately that counter-spell was inscribed on a golden scroll, which Gothormr has already liquidated and lost, not knowing its value.
     
    Next: The Secret of Sorcerer's Spire
  6. Like
    Alcamtar reacted to Old Man in What's in your hoard?   
    Th'rom rules from the Ivory Throne of the Full Moon, from which he can summon forth mighty winds, rending thunderclaps, and sudden storms. Paradoxically, after unleashing these furies, anyone seated upon this mighty edifice experiences an unusual inner peace and mental clarity.
     
    Also within Th'rom's chamber are the Eternal Pool of the Cleansing Depths, which can wash away even the vilest curses and diseases; and the Scroll of Contempt, an endless roll of paper that curses the people whose names are written upon it to lives of ridicule and afterlives of damnation.
     
     
    Next: Gothormr God-Snake, Eater of Cities, a fearsome dragon with an unfortunate allergy to precious metals.
  7. Like
    Alcamtar reacted to DShomshak in What's in your hoard?   
    Er, this doesn't actually include a treasure hoard, so I'll treat the Bog Beast as still open.
     
    The Bog Beast's treasure is... the bog. More precisely, several medicinal mosses, herbs and fungi that grow in the bog; growing in this location, their healing virtue is greater than equivalent plants that grow in other bogs. Local apothecaries value them highly. The Beast makes gathering these plants dangerous, but that is why the gods made apprentices. 
     
    Some believe the Bog Beast gains its unnatural resilience from living among the magical herbs, but sages know the truth is the other way around: The herbs gain their virtue from the Beast. The greatest treasure of the Beast is... how to put this delicately... its leavings. To be blunt, its poo. As its droppings dissolve into the muck, the plants they fertilize gain a bit of the supernatural life-force of the Beast itself. If one can collect the Bog Beast's dung fresh, it can be used as a poultice that cures almost any disease. The hazards of collection are extreme.
     
    Dean Shomshak
  8. Like
    Alcamtar reacted to shadowcat1313 in Traveller Hero is BACK!!!!   
    Marc got the CDs today, and they are now available on his website, https://www.discmakers.com/AVLFlashViewer/?p=ecTr4vCQS1CXg3vP2PTHUw%3D%3D#.VwvqMUfGApr is a flash demo of the packaging etc
    http://www.farfuture.net/FFE-CDROMs.html
  9. Like
    Alcamtar got a reaction from Hyper-Man in Welcome to Hero Forum - Please Introduce yourself (especially Lurkers)   
    Alcamtar was a character name from an example magic item build from the 1985 edition of Fantasy Hero.
     
    My first game was B/X D&D, circa 1981 or 82. That was also my first GM experience... I didn't have anyone else to play with so I roped my family into it.
     
    Currently prepping a Fantasy Hero (FHC) adaptation of Master of the Desert Nomads (X4/X5). This is the first Hero in some years, as we've been playing B/X D&D and ACKS exclusively, and Dungeon World before that.
     
    First played Fantasy Hero in 1985. Also played Star Hero once in 1986 (IIRC). Those are the only Hero genres I've played.
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