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PhosphorRose

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  1. Has anyone already started doing (or done) this? It seems like an interesting place to host a darker(?) fantasy campaign since the entire area is in a fight for survival in the coming ice age. There's only the barest information available I know of so alot of things I've just started working on my own. Mainly taken from the cards themselves. Right now I have a (piecemeal) map and some background worked on. Especially that dealing with the Ebon Hand. So included below are some excerpts (& basic map) for opinion. I'm still deciding, however, if "pumped" abilities of cards such as the "Order of..." are personally faith based, leadership based (such as a Sauron-type(s) who directly aids Ebon Hand minions or Clerical-Lord-type(s) who aid Leitbur), or personally based. Any opinions are welcome. (Please forgive the sentence structure, etc... ) --- Icatia (White) Icatia is a nation very much like those found in Western Europe during medieval times. Similar to the intolerant religious fervor at that time, there are two religious sects that via for control of the hearts and minds of the people: The Order of Leitbur and the Followers of Farrel. After the downfall of the forces of the Ebon Hand following the Thrull rebellion this division deepens until Icatia itself stands divided, making the nation easy prey for the surrounding Orcish hordes. Homarids (Blue) The origins of these supernatural crustaceans have been hotly debated for decades. The most popular theory being that these beings are warped experiments by the Ebon Hand fleshmages. Certainly, if such were true it would explain a great many things. Regardless, these beings trouble all coastal dwellers as well as their prime enemies, the Merfolk. To make matters worse, it seems the number and strength of these creatures has recently grown in strength with the coming Ice Age. Merfolk (Blue) Originally strong allies of Icatia, the Dwarves, and the Elves, Merfolk tribes were forced to neglect those ties due to battles with their Homarid enemies and more concerted attacks from their old Goblin enemies... (TBC) Orcs & Goblins (Red) At first only a persistent nuisance, Orcish and Goblin tribes have been left to their own far too long and have recently rallied under more charismatic (i.e. strong) and sophisticated (i.e. somewhat goal oriented) leaders. These tribes have even now begun advanced campaigns against almost all neighbors, with the Dwarves suffering the most. Even the Merfolk have fallen under strategic coastal raids by strange and occasionally horrific goblin devices. Only the dark followers of the Ebon Hand remain for the most part unscathed from such attacks due the lingering dread of the Great Marsh. But even the most fearful dark minion treads warily (if at all) in Orcish or Goblin lands. Of these two related humanoid races, Goblins tend to most of the metalworking and delight in the building of strange devices. Many of these contraptions are seemingly more dangerous to their owner then the enemy, although occasionally these artifices are used to evil effect. However, although the Orcs & Goblins become the eventual heirs of Sarpadia, they too fall before the coming endless winter. The Ebon Hand (Black) In ancient legends it is said that the first humans in Sarpadia lived in harmony with nature and practiced many sacred rites displaying that peaceful state. At a later point in these legends it is said that some of these humans began to deviate from this path of natural co-existence to tend to other, darker, paths. The cause and effect of all this was the creation of Leitbur in Icatia and the Ebon Hand who migrated into the Great Ebon Marsh, two opposite militant orders bent on the destruction of one another. As the war progressed each side suffered grievous losses. At first it appeared the Icatians would carry the day, however, the creation of Thrull slave armies by the Ebon Hand has had a drastic effect on the war, with Icatia losing ground on many fronts. But even as the reach of this fell order pushes ever farther, there can be heard whispers in the most dismal places of the Ebon Marsh that the Thrull slaves have begun to question their dark masters, and may even perhaps rebel against their current masters in the coming years… The Thrulls (Black) Originally created by Ebon Hand fleshmages for various tasks, Thrull slaves live dismal and horrific lives. Considered less then human, these creatures are continuously subject to the worst sorts of abuse imaginable. This includes being the subject of various hideous body and mind warping experiments. Eventually, however, the Ebon Hand overlords go too far in these experiments and inadvertently create resentful intelligence in these beings and after decades of mistreatment the Thrulls turn on and overthrow their tormentors. Thrull disadvantages are set during the timeline just before the majority of Thrulls fully gained intelligence. GMs who wish to use these creatures during other timelines may wish to adjust these slightly. (Black Creatures) Armor Thrulls were primarily created both as front line fodder against well armed opponents and as piece armor for Ebon Hand troops themselves. Using the Thrull’s exoskeleton for armor parts kills the Thrull. Since no two Thrulls look alike, potential Thrull “donors†are matched in size to their respective recipients. In game terms Thrull armor plating is treated as rPD/rED 8 Armor. A variant Armor Thrull was recently created that can live in or out of water. These are used to help patrol deeper parts of the Marsh and attack Merfolk invaders. [basal Thrull]These creatures were specifically created to help aid Ebon Hand masters in further magical casting and study. When one of these Thrulls is sacrificed under a special unholy rite, the mage is said to gain potent magical power. In game terms this means a +2d6pt (Max 12pts) Aid to all magical VPPs, Multipowers, and Elemental Controls the slaying mage casting the appropriate Rite of Sacrifice may have. These benefits fade at a rate of 1pt a minute. Because of this, Basal Thrulls are the most sought after and abused of Thrulls and are only used in combat under the most dire of circumstances. Physically, these creatures are smaller then most humanoids, only averaging 1.5m in height. [breeding Pit Thrull]These are the most standard of Thrulls from which all other Thrulls are created. There is more of this type then any other. In fact, the current number of these Thrulls is more then twice all other Thrulls and their Ebon Hand masters combined. The massive number of these creatures has been a source of concern for some but need has kept production high. Breeding Pit Thrulls are typically used in basic experimentation and menial labor and with some of the most important Ebon Hand overlords having 10 or more of these being under its purview. Occasionally, however, these Thrulls are used in emergency combat skirmishes. [Derelor Thrull]When these Thrulls were first created they proved far too ferocious and uncontrollable for use on a large scale and were banished to an unnamed plane of existence known only to their Ebon Hand masters. Occasionally, individuals (or even small units) are summoned and used against various Ebon Hand enemies. As they require continuous upkeep, they are rarely kept around for long. [Ebon Praetor Thrull]This apparently fell and ravenous creature is not depicted in any picture or description as of this writing. However, as the source card attributes to it the First Strike and Trample abilities it can be assumed that the beast is large and fast. Without food the Praetor also weakens and in this description is handled in the HERO System by making it vampiric. Thankfully, these horrid creations are rare indeed. However those that survive the Thrull rebellion in turn help seal the fate on their fellow Thrulls. During the endless winter, food becomes too scarce and these nightmares eventually become extinct. [Order of the Ebon Hand - Cleric]Also known as Marsh Clerics or Dark Druids these Ebon Hand members specialize in scouting and staging guerilla attacks within the Ebon Marsh when they were first driven there by their archrivals, The Order of Leitbur. Note: I'm using the illos on the cards in some cases to sub-divide types. For example, the Order of the Ebon Hand actually has 3 types of units: Clerics, Mutants, and Warriors with slightly different abilities and specialties.
  2. I was thinking about strong creatures with relatively minor HKAs that can do a bunch of damage by virtue of high strength. From past experimentation I've tried two variant ideas: * Bonus HKA for STR is at 20pts instead of 15pts but can go above max, * Once max HKA is reached additional damage is rolled above that seperately as normal damage and then it's all added together The first idea got abused somewhat on the supers powerlevel side of things, but also system-wise it could be argued that since HA damage can be added infinately so should HKA. I just came up with the following that seems to be a good idea for gritty fantasy and wanted to get some opinions. In retrospect if used for HKAs it should apply to HAs too. Killing Attack – HtH Enhanced Strength may increase the Damage Classes by more then the HKA itself, but the character risks damage or destruction to the HKA in the process. HKA DAMAGE CHART % over HKA: Damage Roll: 25% or less 8- 33% 9- 42% 10- 50% 11- 58% 12- 67% 13- 75% 14- 83% 15- If the number is rolled exactly, then the HKA suffers a deduction is 25% of its total damage and BODY. If the number rolled is one point below then the HKA suffers a deduction of 50%. If the number is two points then there is a reduction of 75%, and if the number rolled is three or greater, then the HKA is destroyed. Example: Regnor the warrior attacks with a 1d6HKA shortsword. (3 DCs) Due to the effects of a potion of great might, he currently has strength of 20. (4 DCs) This is 33% more DCs then the base sword allows so if Regnor uses all his strength in an attack and he rolls an 9, the sword will be damaged and only do ½d6HKA. However, if he rolled 7 or less the shortsword would be totally destroyed. Optionally, the GM may allow such destroyed weapons to do 1 a pip (or more) KA or HA damage based on circumstances.
  3. I like the D&D method too. For anyone interested here's an expanded growth chart based on that method. This is still very much in draft form. POWERS Size Powers Differences in Growth and Shrinking OCVs and DCVs have been expanded and are listed completely in their respective entries. GROWTH Modified The effects of growth have been changed and expanded as listed in the growth chart and the new changes in that chart are as follows: Hght & Wdth: The height and width listings are approximate between every doubling of 15pts. To get a closer figure, GMs may decide figuring these numbers to the closest one third and two thirds. Note that just as in Growth listed in FRED, these are non-absolute ranges. CV & PER: This is the negative modifier for both OCV & DCV of the character as well as the positive modifier for others to perceive her and the negative modifier for the character to perceive things around her. PRE: This is the presence bonus the character gains while in the larger form. AE: This is the Area Effect attack the character has when using limbs and the character may now “attack the hex†instead of trying to hit the enemy’s DCV in combat. Mv: This is the movement bonus for all forms of movement the character gains while in the larger form.
  4. I don't have my book with me at work but here goes the question anyways... In the description of the Transform power it lists three different types: Physical, Mental, & Spiritual. Now I can understand the use of the first two in game terms, however, Spiritual seems somewhat dubious of what it exactly covers and I'm a bit confused. I believe in the text an example is given of a person transformed into a Demon being only a physical & spiritual Transform, so from that spiritual seems to encroach somewhat on the mental area which leaves alot of open calls. An thoughts on this are appreciated.
  5. I was roaming around the net and found the old Space 1999 Eagle that I super'ed a hex map on for anyone interested. That I found it was cool, that I'm old enough to remember the show is not.
  6. Game Chest in Dallas has it. Not sure when it came in, I just grabbed, paid, and ran off to read it. First impression is prettimuch like everyone else tho: "Holy crap, this thing is big!" It also looks like the book had some special TLC: The book size and section dividers remind me of Warhammer Fantasy Battle Roleplay, while some of the artwork seems RIFTs-ish. (Which to me is a good thing.) $31.99 is an insanely low price for this book. I'm definately happy I got this.
  7. http://forum.rpg.net/showthread.php?s=&threadid=39280 Stick some hex maps on 'em and you're gtg
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