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Urlord

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Everything posted by Urlord

  1. I didn't use blueprints. I just saw one online that someone else made that was 4' x 4' and came up with a design of my own in my head. With the wood, stain, polyurethane, cup holders (ordered from online), TV, wiring, four electrical outlets (one at each corner) and glass for top of TV I have about $600.00 in it. It took me 4 weeks and about 100 hours to build. I'm building another now for someone else. He is paying me $1,800.00. I probably won't build another after this one because that is a lot of time that I could be enjoying my own table.
  2. I have found that using MS PowerPoint works fantastic. I create the adventure in PP Slides and display it to the secondary monitor in Presentation Mode. I have a piece of non-glare glass on top of the TV s we can draw on it with Expo Dry Erase Markers. So beats a vinyl battle mat.
  3. Hey Guys, I thought I would share some pictures of the game table I built over the last month. It is 4' wide by 7.5' long and the LED TV in the center is 48" diagonal. Enjoy! Game Table Pix 1 Game Table Pix 2 Game Table Pix 3 Game Table Pix 4
  4. My advice is to never use any Non-Hero material on the fly. Take the time and plan what you want to do and how you want to do it. If you want to use Spell Master spell lists, go ahead and convert the lists your characters or NPCs will be using. If you want to have the spell lists as tomes found as treasure, either convert the lists ahead of time or tell the players it will take time to research the tomes. The later gives you time to convert them while they are doing the research. The point here is to know what you are tossing into the campaign before you add it. That way, you don't end up accidentally unbalancing things. In the campaign I am currently creating, I want to have something akin to Lay Healing (e.g. RoleMaster). I am finding this very difficult to do cost effectively, but I will keep tinkering with it until I get it the way I want it. Had I just thrown it in, I would have to go back and change it over and over until I got it right. This is very frustrating for your players and looks like you didn't plan appropriately. All of us GMs want to always appear like we're really smart and have our shit together.
  5. Well, two of my players have created their characters: Aneirin of Narthwich Flynn "The Mouser" of Narthwich Remember, this is a zero-to-hero campaign starting with 75 pt characters.
  6. Mark - That was a great history lesson. Thanks, I really enjoyed it.
  7. After further discussion with my players, we have decided that this is method will work the best. It was an interesting conversation though, about half the group wanted to do the extra book keeping. Personally, I don't. Between this method and the occasional "UNLUCK", I think it will all work out. Thanks for all your comments.
  8. Thanks NSG for revisiting the material and your comments. I was starting to take it a little bit personal there ;-) My wife pointed out that since I have now acknowledged doing those conversions, I should expect some criticism after 25+ years. Also, now you folks know my real name. *Peeks out the basement window with a paranoid look on his face* I originally had no skills for any NPCs with more than a 20- roll. My philosophy was that even at a -5 modifier, they would still succeed 90% of the time. But, in the editing process, they wanted the major NPCs to be very powerful, so values were changed after my conversion. As for my actual conversion process, that was 25+ years ago - I just don't remember or have that information any more.
  9. Yep ==> Blame me if there are things wrong with the conversions - which I know there are. Wow, that was so long ago... Damn, I'm gett'n old.
  10. Simple - I like it. Let me think on it and I may change what I have. Thanks Outsider!
  11. Here is what I am thinking of so far... Armor Damage Armor has BODY equal to three times its resistant PD. The armor takes damage equal to whatever the wearer takes after armor is applied. The armor is destroyed for a particular hit location when its BODY is reduced to 0. Optionally, the resistant PD of the armor can be proportionally reduced as the armor takes damage. Damaged and destroyed armor may be repaired with the appropriate skill and requires 1 hours per BODY repaired. A crafting skill roll is required to successfully repair the armor piece. Armor pieces may only be repaired so many times before they become less effective or useless. Every third time an armor piece is repaired, lower its rPD by one due to a quality reduction. This means that cloth armor pieces (1 rPD) become useless after three repairs. Weapon Damage All weapons have DEF and BODY values. The DEF is resistant (rPD & rED) and is based on the primary material the weapon is crafted of: Leather weapons have 2 DEF Wooden weapons have 4 DEF Light Metal weapons have 6 DEF Heavy Metal weapons have 8 DEF For simplicity, the BODY value of a Weapon is equal to half its weight in pounds (rounded up). All my weights are in pounds (crazy Americans). Weapon damage may occur under two circumstances: A weapon is specifically targeted by an attack. - The Attacking Weapon does damage to the target weapon per normal rules. A weapon is striking an inanimate object (boulder, wall, etc.) - See Breaking Things. Destroyed weapons may not be repaired, but damaged weapons can with the appropriate Weaponsmith skill and requires 1 hours per BODY repaired. A crafting skill roll is required to successfully repair the weapon. Weapons may only be repaired so many times before they become less effective or useless. Every third time a weapon is repaired, lower its Damage Class by one due to a quality reduction.
  12. Hi Folks - I hope everyone is having a great day! In setting up my realistic, gritty, street level, fantasy campaign, I was wondering if anyone had a simple way to handle Weapon and Armor Damage... or just plain Equipment Damage in general? We are using the Hit Locations optional rules. I don't want to the game to get too bogged down, but for this campaign where any gear at all is going to be very important, I thought it may be appropriate. Character's would use skills to repair damaged gear. Thanks,
  13. There has always been a strong tie between RoleMaster products and the Hero System thanks to licensing at that time and the fact that many of the I.C.E. staff were huge Champions players (shout out to Rob and Chad). I actually worked for I.C.E in the late 80's and did the RM to Hero conversions for the ShadowWorld products. It was my only actual paid gig for the gaming industry - pay was crap, but I loved every minute of it.
  14. NuSoardGraphite, It sounds like your campaign magic system was inspired by RoleMaster. Did you make a FH version of "Lay Healing"? If so, I would love to see it as I am trying to duplicate something like it for my campaign.I don't want to hijack bigdamnhero's thread, so you could PM me if you want to share. Thank,
  15. Sleesmalb, the legendary Goblin Wraith of the Brier-Nuts tribe, continuously drifts in circles round and round his grotto; moaning and howling with the wind that occasionally wafts through the empty passages. Ages ago, Sleesmalb ventured into the spent copper mines above looking for baubles and shinnys to add to his meager collection. He hoped to one day amass enough wealth to buy his way into the tribe leadership. But that day would never come. As Sleesmalb searched and scratched his way through the abandoned mine, he heard a sing-song voice from the natural caverns below. The voice called to him and he squeezed through a narrow fissure into the natural beauty of the deep earth. As the voice called, he continued searching past chambers filled with stunning rock formations and subterranean waterfalls. At last, he came to a treasure hoard that was larger than any he had ever seen. Gleaming gold, silver, ivory and gems littered the grotto floor. A shadowy wisp of black smoke drifted in front of him and took the form of tall humanoid woman. In a hollow voice she spoke to him in the common tongue, "Who are you and why have you disturbed my grotto?" Clutching the gems he had pilfered from the floor, he grinned and replied, "I listened your voice and it brings me here. Oh, and me Sleesmalb, um, um, slayer of wispy things.". The female shadow did not appear alarmed, but asked, "So, are you here to slay me Sleesmalb?" Seeing his opportunity, Sleesmalb spoke up with more confidence, mustering every ounce of presence he had, "Yep, I here to puts yous down for goods! Unlets yous gives me lots of shinnys!" The shadow drifted back a few feet from the goblin feigning fear. "Oh my!" she exclaimed, "To spare me, I shall give you my most precious treasure, a magical silver sash that makes you as strong as a giant and invincible. It is there, on the floor beside the chest. You may take it and all that you can carry. Just please do not attack me, oh slayer of wispy things." Sleesmalb moved and saw the silver sash sparkling on the ground next to a large chest overflowing with treasure. Knowing he could not carry the chest with his current strength, Sleesmalb picked up the sash and draped it around his scrawny neck. The sash began to glow with a blueish light as its magical energies coursed through him. He grinned from ear to ear and turned to the shadow. As he stared, the shadow solidified into a beautiful elven rogue. He was so awestruck by the transformation, he didn't even hear the sound of the silver sash hit the stone floor as is fell through his wraith-like body. With that, the elven rogue gave a flourishing bow, said "Keep it all goblin - you will grow tired of it after a century or two!" And she fled the grotto. The only thing Sleesmalb could think, was... "What's a century?" Next: An Outcast Ogre Tinker
  16. Why did the the pimp beat his Ulronai whore with an ugly stick? He was applying makeup to make her more desirable!
  17. I would do this with a Talent: A Talent called Spell Mastery (Cost 5 CP) which allows a spell caster to ignore limitations for additional difficulty to the casting roll. The only limitation that cannot be ignored is Requires a Skill Roll.
  18. Healers, I think, have always been able to tell if an injury isn't healing right. There's excessive redness and tenderness, the patient feels hot to the touch and is swearing/shivering, the wound is becoming puss filled, discoloration, etc. They may have called it different things, like Gang-green, sepsis, demon possession, and so forth. Finally, the treatment for infection before antibiotics, were varied as well. Things like leeches, blooding letting, exorcism, and amputation to name a few. Amputation seemed to emerge as a a treatment which had the highest rate of success. As for diagnosing infection, I personally think it could be done the same as any other diagnosis roll. You need to read about the campaign to understand why clerical magic won't available for quite some time in the campaign. I have included a link to the documents below if you want to read it. Yes, First Aid and Healing Rolls are just the Paramedics Skill. To me, the First Aid task is primarily... "By the Hells, that is a lot of blood! We've got ta' staunch it or she's gonna bleed out. Quick, get some rags/cotton/whatever to put in this wound." This is why I gave all Healer Kits a +2 to First Aid. Because it is a ready supply of materials to stop bleeding. Thanks for your comments as they help me think deeper about the system and justify the decisions I made. Here are the campaign links if you want to read it: Map of Edrios Fragments of Hope Player's Guide (work in progress)
  19. We are just finishing up a very heroic, high magic campaign that we have been playing for the last 3.5 years. When we sat and discussed what kind of campaign they wanted to play next, the words: deadly, gritty, realistic, street-level, low/no magic came up. I even had a second discussion with them to make sure this is what they wanted and it was. Our first session won't be until June after we finish up the current one. If you want to read about the campaign I am creating, here are the links. Map of Edrios Fragments of Hope Player's Guide (work in progress) Thanks for your feedback.
  20. "The Infection Roll, is a Healing Roll as above with the same modifiers." It is there.
  21. In order to get the gritty, street-level, and deadly feel I want for my new campaign, I came up with these alternate healing rules. Please provide your feedback - Good and Bad... Realistic Healing (House Rule) This is a House Rule and supersedes the normal Healing rules. Whenever a character is injured (takes BODY damage). The process for dealing with an injury is Diagnosis, Treatment and Healing. When dealing with injuries, each damaged area (according to the hit locations) is considered separately. If the same hit location received damage more than once, the damage is added together and considered as a single injury. Note: hit locations that have right and left are considered two different locations. First Aid First Aid (Healing Skill) is used to stop bleeding. To stop a characters bleeding, make a Healing Roll modified by -1 per 2 BODY taken (minimum 3- roll). This is a Full Phase action. If the injured character begins exerting himself again afterward (using STR or Full Moving), the Bleeding resumes on a roll of 9 + (Bleeding d6) or less (check at the start of the next Turn). Healing Kits (see Treatment below) may be used to aid First Aid. If used, modify the Healing Roll by +2 (regardless of the Healing Kit quality) and each use to stop bleeding consumes 1 charge. PS: Physician is a complementary skill. Make only one First Aid Roll for the entire body (All Bleeding). Diagnosis (Optional) Diagnosis is a Healing Skill Roll at -1 per 2 BODY sustained to that Hit Location (minimum 3- roll). If the Rolls succeeds, apply a +2 modifier to the Treatment Roll. If the Roll fails, apply a -2 modifier to the Treatment Roll. Diagnosis requires 1d6 TURNS to perform. PS: Physician is a complementary skill. Make only one Diagnostics Roll per injured area. Treatment (Optional) Treatment is a Healing Skill Roll at -1 per 2 BODY sustained to that Hit Location (minimum 3- roll). If the Rolls succeeds, the area is considered “Treated”. This stops all bleeding and allows the area to heal normally. If the Roll fails or the injured area is not treated, the area is considered “Not Treated” (see Healing below). Treatment requires a 5 minutes to perform for every BODY of damage to the area. PS: Physician is a complementary skill. Make only one Treatment Roll per injured area. Healing Kits – In order to Treat an injury, the healer must have a Healing Kit. All Healing Kits have a limited number of charges. When a wound is treated (successful or not), deduct the Body damage of the Treated area from the charges in the kit. When the kit’s charges are used up, it can no longer be used to treat injuries until it is restocked. They can be restocked in any settlement. Healing Kits come in different levels of quality: Healing Kit, poor [+0 to Treatment Rolls] [25 charges], 5 sp, Restock cost 1 cp/charge Healing Kit, average [+1 to Treatment Rolls] [50 charges], 5 gp, Restock cost 5 cp/charge Healing Kit, good [+2 to Treatment Rolls] [100 charges], 50 gp, Restock cost 25 cp/charge Healing Each healing period (30 days divided by REC), an injured character makes a Healing Roll for each injured area. A Healing Roll, is a CON Roll with a modifier of -1 per 2 BODY taken for that particular area (minimum 3- roll). If the Healing Roll succeeds, the injured area heals by 1 BODY. If the Roll fails, the injury does not heal this healing period. If the Roll fails by 5 or more, the injury has become infected (see Infection below). Modifiers: Not treated ==> The Healing Roll is modified by an additional –2 Full bed rest for entire time ==> The Healing Roll is modified by an additional +2 Infection When an injury becomes infected, the character must make an Infection Roll each day to check for infection damage for each infected area. The Infection Roll, is a Healing Roll as above with the same modifiers. If the roll fails, the injured area takes 1 BODY of additional damage from infection, and has an 8- chance of infecting each adjacent hit location (1 BODY damage to each). The infection is beaten for a specific area if the character succeeds at three consecutive Infection Rolls. Infection may also be combated with magic, herbs and amputation. While any area is infected, the injured character may not make any normal Healing Rolls. Once the infection has been beaten, normal healing rolls may continue after 30/REC days. Infection in a limb may also be stopped by amputating the infected area. The process of amputation does the character’s full BODY value time the BODYx multiplier in damage to the appropriate adjacent hit location. However, the infection is beaten. Historically, it was more common to die of infected wounds than to die outright in battle. The chance of infection in these rules is less than is historically. justified for playability purposes.
  22. If you are interested, check these out: Map of Edrios Fragments of Hope Player's Guide (work in progress) Comments are welcome.
  23. Hey - just found this character sheet - great job. The only thing I would add is a small (non-printable) button somewhere to clear the form. But thanks for doing this. It saves me the time of having to do it myself.
  24. Does anyone have fillable PDF character sheets for FH6e?
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