Jump to content

CorpCommander

HERO Member
  • Posts

    616
  • Joined

  • Last visited

Everything posted by CorpCommander

  1. Putting the DIP in Diplomacy In a D20 game that takes place in a world run by Orcs I played a Samurai... Hey, had to use Oriental Adventures cuase it was cool. Anyway. We were off to get some bad guys and we saw a party that looked like they might be able to help. So the Samurai slips out of the forest and crosses a field to greet them. Now, I had put a lot of ranks into diplomacy as it fit the chracter. So I approach the other group explain our intentions, make many flattering remarks about them and ask if they will join with us. "make a diplomacy roll" "Sure... Ooops." "I guess my Engrish is not so good! haha! Did I just suggest their leader's lineage consists of forest pigs?" "What's your armor class?"
  2. not from a game but... Don't be alarmed, ladies and gentlemen. Those chains are made of chrome steel. King Kong (1933) :-) I have a terrible memory for these sort of things. I know there have been a lot of them in the games we've run. Usually they are the result of intra-party bitching. I do remember once there was this kid that joined us and played a halfling rogue. The party was chasing down a mutant that broke free of the circus. I am big into maps and I have a very good idea where everyone was. The fighter managed to corner the thing in the loft of a wharehouse or barn. The Rogue made a spot check from a long way away and saw the thing and plinked off an arrow. Mind you the mutant and the figher are in ajacent hexes. I told the rogue, don't miss by '1' because then it ends up in the fighters hex. He rolls and misses by one. The fighter makes a dodge and the mutant gets away. The fighter then said something not appropriate for the family friendly pages of Hero Games. Then to the tune of Wagners "Ride of the Valkarie" the fighter emerged at a run from the barn singing "Hunt the Hobbit! Hunt the HOBBIT HUNT THE HOBBIT!!!" The ended up getting the mutant later and I think the Hobbit was eaten by a jaberwocky many sessions later when the fighter was "slow" to come to his rescue. "Serves the blighter right."
  3. I wonder... I wonder if Ritual limitation would help. It could make the summoning a lot cheaper. Summoning the Risen can be done as a single necromancer. Summoning the bigger ones requires helping hands! pg. 135 of Fantasy Hero has the limits for this. So if you need 10 Risen to help create 1 warrior then that is worth -1. But now I am off topic as this is all about summoning and not about the Bane Shroud and getting that to a reasonable cost structure... Since the shroud can't be turned off, can't be weakened by the bane thrall, perhaps "No Conscious Control" limitation applies? I am sure I will figure out some limitations. I mean, perpaps there is some Inobvious but possibly Accessible Focus (some glyphs) that create the power.
  4. Re: Re: Bane Shroud All good ideas. Here are my responses. A) good catch. a 1" radius should by scientific definition cover 2" across but as I look in the book I see they have a new meaning for radius which suspiciously looks like DIAMETER. Thanks, will fix that. Another great idea. It's worth a point or two so definitely needed! C) Alas that breaks the background description of what is going on. If anything it's the other way around where the basic risen do the work to prepare the bigger undead! In fact in one of the Iron Kingdom modules there is an old battle field where risen are digging away, collecting bones for the manufacture of an undead army. D) That is a good idea but these things aren't coming from no where. They have to be constructed. Though the process of duplication could be construction... It just may work this crazy idea of yours!
  5. Good points Yeah, its not something the party will see a lot of. The type of Thrall this belongs to is extremely nasty and rare. It would be used to protect the controllers most prized posessions or darkest secrets. The Thralls are built on the following point scales: Risen (very few glyphs, pretty much only good for labor) 110. Warrior (moderate glyphs, decent in combat, aware of surroundings and can communicate with other thralls) 130. Lieutenant (heavier glyphing, nasty in melee, can give orders as well) 150. Bane (very heavily covered in glyphs, kicks ass, tough as year old hardtack on an icy cold morning and of course has the bane shroud) 220. Now the characters are around 160-170 points right now so this isn't too bad. Considering the bane shroud really isn't cost effective - it's effect is very broad but not very punishing - it should prove to be not a problem for the characters I think. The ratio that they will come across these things is 100 Risen to each Warrior, 10-20 Warriors per Lieutenant (should be Sergent but I am using the nomenclature of the official setting), and 5-10 Lieutenants per Bane Thrall. There are even worse thralls including a magic casting thrall. Those will be unique. Not sure how or when I'll throw those at the party. Should be fun. Well, for the evil GM in me at least!
  6. Here is an interesting power. It comes from the Iron Kingdom's setting put out by Privateer Press. I've given it my best Hero interpretation. Basically it is an inherent nigh-tangible field of gloom that projects for 1" around Bane Thralls (think: rather powerful undead skeletons or zombie types.) What it is, is a 1" radius modifier to all checks and rolls. Oh, and you can't heal body while in it. Nice write up. But it is freaking expensive and I am not sure how to prevent healing of body while in the shroud. I've just ignored that aspect of it. The power already clocks in at a whopping 45 points which puts me WAY over budget for my design (since the necromancer that can call this bad boy up has to pay for the summoning costs it blows her costs out of the budget too. Grrr.) I sometimes become fascinated when I read about something in a non-point cost system and then see what the cost is in Hero, because usually something the author considered mundane ends up translating into something horrifically expensive! 45 Points Bane Shroud: Change Environment 1" radius, -1 : DCV, -1 : ECV, -1 : OCV, -1 Characteristic Roll and all Skill Rolls based on CON, -1 Characteristic Roll and all Skill Rolls based on DEX, -1 Characteristic Roll and all Skill Rolls based on EGO, -1 Characteristic Roll and all Skill Rolls based on INT, -1 Characteristic Roll and all Skill Rolls based on PRE, -1 Characteristic Roll and all Skill Rolls based on STR, Personal Immunity (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (90 Active Points); No Range (-1/2), Always On (-1/2)
  7. just a quibble, but the focus is expendable because after I create my first skeleton, I can't create a second with THE SAME SKELETON! I will keep expendible on the summon as well since this seems to be the way to go. Thanks for the discussion.
  8. Ok I am converting a D20 module over to Hero. In it there is a sorcerous necromancer that animates an army of skeletons. Her means consists of taking bones, inscribing them with special runes and special ink. I am thinking that this sounds like a transform. Turning bones + ink into a skeletal thrall. I just want to make sure I am doing this right. As always I suspect there are many ways to do it. Its doesn't feel like a summon (though FRED pg 153, last para makes me think it might be.) She has to have the bones and prepare them. Say 5 minutes of time. Lets assume that a skeleton has 5 body. 2D6 should be enough to transform it in one go. No? The result is an automaton of about 200 pts. (undead aren't cheap!) I clearly need to transform SPIRIT - that is the motivating force. I don't think I need to transform MIND as this thing isn't going to operate on it's own. I also don't think I am going to transform BODY... or do I? If the target has more body than the source would I need to include that? Is it Minor (functional changes) or Major (total change?) FRED pg. 153 under Creating Objects gives some advice about not allowing transform to create unbalancingly useful/powerful objects. I assume this is for say turning pebbles into ATOM BOMBS. Finally, such thralls as created with transform... are the susceptible to having the transform drained thus rendering them back into bones? This isn't a power the PC's are going to get. However they could potentially learn it (at least the party sorcerer could). What do you think of my approach and what pitfalls should I be aware of. Here are the possibilites: Animate Dead: Transform 6d6: Skeleton into Thrall (Major) (90 Active Points); Extra Time 5 Minutes (-2), Character May Take No Other Actions (-1/4), OAF Fragile Expendable (Focus: skeleton; Difficult to obtain new Focus; -1 1/2), All Or Nothing (-1/2) Cost: 17 END: 9 Animate Dead: Summon 300-point, Expanded Class of Beings Very Limited Group (+1/4), Amicable Slavishly Devoted (+1) (135 Active Points); Extra Time 5 Minutes (-2), Character May Take No Other Actions (-1/4), OAF Fragile Expendable (Difficult to obtain new Focus; -1 1/2) Cost: 28 END: 13
  9. Long live the D12! More powerful than the lowly D10! Able to take on 2 D6's! The oft forgotten D12! Doesn't roll around as much as the D20 (which is more spherical) and thus saves time during gaming sessions. After 50 years of gaming with a D12 system you will THANK me for the hundreds of extra games you got to play in over those D20 guys! My luv of D12 knows no bounds! /hack/
  10. When I was a physics major... I heard it was 125mph. A quick search of the internet found this: http://hypertextbook.com/facts/JianHuang.shtml 200kph or 56 meters per second or 124 mile per hour.
  11. OMG is that funny! I've seen extremely large gaming groups (largest was at UCONN with 17 players and around 32 characters in 1985) and groups would infight all the time, but that story takes the cake!
  12. This is perhaps one of the eviler things I've thought about doing to the party in my campaign but it needs some work. Basically your typical adventure consists of a bad guy and his minions which the adventures seek out. They then stomp on the minions, stomp on the bad guy, steal his loot and take advantage of his women. Change the gender and wording as you like but that is basically what happens. Monster of the Week. (MotW) OK. Now then lets take that to a higher level. The party needs adventures to get loot to pay for stuff. The world is big so there are of course other adventuring parties. I propose creating one with a flamboyant leader who boasts of many great deeds. At first he will see a good friend of the party's - buying them drinks, paying them compliments. However, the party will soon learn that all the juicy jobs have been taken by this fellow and his band of so-called do-gooders. Should they even GET a contract they will enter the lair of the MotW only to find the place slick with the blood of dead minions. Every stone is unturned, every chest looted, every basket upended and every fabulous treasure taken. On the body of the bad guy is a note basically saying "when you mess with the best you die like the rest." and signed by that creepy do-gooding adventurer and his party! What I am trying to figure out is what the party can do about this guy and get them to think along similar lines. For example I think they could find out about a fabulous mission he is going on and preparing for and try to get their first thus ensuing a RACE to kill the boss monster! No finesse, no attempt to be thorough in clearing the dungeon -- just a brutal hack and slash to get to the FINAL CHAMBER (there is always a final chamber!) and get the bad guy. And then the evil GM in me says the following -- let there be a curse, retribution, something from the bad guy. Force the characters to form a temporary alliance just to get out of the dungeon alive! Make it ten times worse than what Indiana Jones had to go through in the first movie trying to get out with his not so trustworthy companion! Oh its so evil I am giving myself an evil GM only hug! So, what kind of dirty tricks can I/should I play? What do you think of the concept?
  13. You forgot to add.. Player1: "This scenario is a crock of shit. You just wiped out the party!" GM: "Just roll your dice." Player1: "Hey, just because you had a bad week isn't an excuse to take it out on us. I mean really! This guy is more bogus than Dr. Destroyer! Even Steve Long would think its starting to get rediculous! What does he have for strength, like 500???" ...ah, player griping. Gotta love it.
  14. How many points? How many points of luck do you think would be necessary? 1, 2, 3? 2 seems reasonable. 1 in 36 chance for that to happen with 2d6 of luck. Even slightly better with 3d6.
  15. Fantasy Name Generator next time you are stuck for names just head on over to one of several fantasy name generators on the web! here is one that I like, it is sometimes a bit slow. http://spitfire.ausys.se/johan/names/default.htm
  16. Ok, was doing laundry and watching "The Fellowship of the Ring" on DVD. As happens often I think about what is happening in Hero terms. Sauron basically has all of his powers locked into an OIF with the disadvantage Independent I believe. When he lost it, he lost all life force and corpreal body form. It takes 3,000 years for him to return to life powerful enough to start calling the One Ring again. (Discussion of the ring is worthy of it's own thread, but lets ignore it for now - the point here is how to get an inaccessible focus. Ok, since it is Inaccessible the only way to get it was to strike at Sauron's hand. How much body was needed To sever just the fingers? 1/3 of Sauron's total or something lower? How about 1/10th? 1/3rd is the suggested FRED amount for severing an extremity. How much armor is at that point? Is there a guideline to follow? What kind of minus to OCV was needed to hit just the fingers? In thinking about it I would say you'd need 1/5th body to sever just the fingers, armor for the glove would depend. If you were doing a campaign where you tracked all of the bits of armor (sadistic GM) then you'd just go by that, otherwise I'd say the armor was 1/3rd rounded in favor of Sauron. As for OCV penalty, I don't think -8 is out of line. What say you?
  17. Disagree -1 PER with the hatch popped is too harsh. It should be +0 PER and could even be better. The TC usually has binoculars and there is a huge advantage to being 8-10 feet up in the air when it comes to making perception rolls.
  18. some thoughts Reminds me a lot of the game "Fringe Worthy" - gee, that dates me. I would say that players won't mind the concept since it is interesting but your players may vary. I have one player that loves fantasy (using Hero no less) but can't stand superpowers at all. So your mileage may vary. As for disads, you certainly could have hunteds (rival time travelers were mentioned). DNPCs would be more problematic but certainly possible. There are so many disads you could take though - I mean you start out as a fish out of water no matter what and that compounds the fact that most likey you have to hide the fact that you are a time traveler. Imagine finding yourself on a mission. It appears to be a medium sized industrial town in Japan. A calender in the room you Teeped into show's it's early August 1945... and all that that implies...
  19. Book Suggestions I would recommend the following books (and they are probably at your library) "Goddesses, Heroes and Shamans - The Young People's Guide to World Mythology", Kingfisher, ISBN 1-85697-999-7 Yes, its a children's book but it gives a great survey of many, many mythos including Japanese, Indian and Chinese. For example, ever hear of Moyang Melur? That is a Malayan spirit, half human, half tiger. He lives on the Moon where there is order as the rules of civilized behaviour are kept there. On Earth there is chaos because humans are savages and don't know the rules. One day Moyang fell to Earth and would have destoryed all people unless he was returned at once. A hunter managed to trap the spirit, return him to the moon, capture the rules of society which he then returned to Earth with. Lots of neat stuff like that in here. "Japanese Tales", Pantheon Fairy Tale and Folklore Library, ISBN 0-394-75656-8, edited by Royall Tyler. Fantastic book. It has an amazing introduction that should be worth a few college Sociology credits just for reading. If you want an education on Chinese and Japanese folklore this is a great place to start! Learn the differences and similarities of Chinese Yoga and Buddhism. Learn Yin-Yang Lore. Learn what a Bodhisattvas is! The other suggestions are good. Especially GRG's Sengoku. Look on Half.com for a cheap one. I have mine for sale up there. Hint hint. Good luck, the Journey of 1000 miles starts with the first step.
  20. 20 August 2003 If the Party keeps to their current rate of dungeon crawling they should encounter the beastie on next Wednesday night. I will let you know how it comes out then post the cirtter here. Sadly one of the best roleplayers has left for college and he was the one most likely to get ensnared by it first. Still the others will be interesting. The party wizard has a 25 point disad for being a coward. He should absolutely freak. The Priestess of Morrow should pretty much kick it's ass though. She has some decent long range stun only attacks. There is an Ogrun martial-artist. It ought to be interesting if he decides to jump in the water to face off the creature or stay out and defend his mates from the tentacles. hmmm, wasn't there a movie "Day of the Tentacle"???
  21. Re: Re: Electricity They are new to the system. I want them to see what happens when things go wrong. I am not sure they are aware that such transformations are even possible in the game. This should set them straight. I expect it will give them one heck of a fright. Since the squid is in a pool and happy being there it won't come after them. It is a swamp squid though so it does have some ability to cross land (thogh this ability has never been witnessed, simply speculated on) it would never use this ability to attack something outside of its water nitch beyond reaching out and saying "Hello!" with a suckered tentacle! I am going to translate a few other Iron Kingdom creatures and come up with an adventure. I'll PDFize it and see who will be willing to host it. One of the things I think this system could use are more free/cheap adventure modules. Thats the only thing I like about D20 - lots of sellers in the market.
  22. Electricity Ok, looks like they ARE going to try electricity on this beast... Heehehe. FReD, pg.88, Absorbtion... How about 5D6 absorb Electricty, points go to SPD... Damn. That is just evil. "OK, its segment 3 and, what's this folks, unbelievable, the champ is getting up early! He's flapping his tentacles! he's striking the poor, hapless heroes! Oh Gods I have to turn away, its too horrible to watch!" "Dude, hit it harder with that electric probe of yours!" {the GM laughs evily now... very evily}
  23. Capturing Supers I agree and had thought of that already. Capturing Supers by both sides will be a prioritiy. Should a player super get captured that would lead to and "Escape from Coldlitz" scenario. History offers a lot of ideas to take and use for gaming purposes. I am begining to see the problem in terms of its advantages. I think the point of the campaign will be to make sure allied victory is assured - that things come to a historical conclusion. Looking forward to the future I can see a lull in super activity after the atom bomb is used and takes the limelight. That is until 1947 when the saucers arrive... Pete
  24. Why that is the evilest thing I've heard in a while... Do you gamemaster? :-D I know for a fact that they are eventually going to try fire. The beastie is too powerful as is without them having something to defeat it with easily. Of course by the time they figure it out someone could be quite dead. ;-)
  25. Good responses Thanks, I think I have an idea on what to do. I think what I will do is create a few missions starting in 1942. I'll be vague about the progress of the war other than showing the Germans own most of Europe and her resources, the British have been isolated and America is not yet armed. The Germans have a head start in Super Heroes because of their advantages in science and the governments complete lack of scruples. So Germany gets supers as early as 1939. OSS agents and Betchley park break the secret of German Super Science but without the specialized labs the Germans have they can only mimic some of the powers until a crash program is completed. The strength of the Supers is going to be low I think. +100 base, +100 from disadvantages. Since this is a secret project (like ULTRA) every super will have to maintain the sembelance of being normals. Not even other agents can know. Perhaps 50 people will be aware of the project and of those only a few will know their true potential. The effect on the mass population if word got out would be unpredictable so the secret must be maintained at all costs. Captured supers are of prime importance. No matter what the mission is, it is a failure if any member of the team is captured. Candidates for Superpower augmentation can come from any walk of life. Each character will first be defined as a competent normal - that gives a basis for past history. So you could have a soldier, professor, nurse -- anything from the time period. anyway, thats my big start. I'll post again as i start to come up with some more solid details.
×
×
  • Create New...