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Blue Jogger

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Everything posted by Blue Jogger

  1. Re: New(ish) Magic System - Critique Me! I like it, I'm a little worried with an unconditional 20 REC land and/or a 2d6 AID to the VPP (It's like candy only highly addictive and it makes you feel like a GOD!) Then again, every mage and their mother will be trying to sneak onto this land and topple the god-mage, so maybe it's not so off-balancing. But, you could balance it with getting horrible side-effects for staying too long or using too much power. It's a very flexible system. You can make it even more flexible by coloring the END gathered (Red:Fire, Blue:Water, Green: Nature, White: Society, Black: Necromancy) and then allowing a spell to spend 3 Green to make 2 Red. A question is how do they make Independent Magic Items?
  2. Re: peasent campaign: simple spells Here's another simple spell, summon a 27-point pixie to light one's way. I'm not sure I believe that 1" Radius strong light should be 44 active points, but this way it becomes a 5 active point Summon. Which I don't complain too much since Nightvision is 5 points and is, frankly, more useful.
  3. Re: Genre-crossover nightmares Teleformers, more than meets the tummy.
  4. Re: peasent campaign: simple spells That's okay with me.
  5. Re: superuseless superpowers 4D6 Simplified Healing, Side Effect (-0, Target Only, Always Occurred), 4d6 Energy Blast, LIM: Healing can not do more healing than the side effect did in damage. (-1?) Although I think it is the most cathartic superuseless superpower I've seen. It's like having a built-in boffer bat.
  6. Re: I need help with a Magic System This might be a strange way to do it, but use Requires Skill Roll, Side Effect and give additional modifiers for using scrolls and books, also for based on additional time used or penalties for fast casting. Just work out the bonuses and penalities such that an hour casting with the proper materials work out to 18 or less (no failure possible) and figure out what penalties you want to impose on Speed Casting with (and without) proper materials.
  7. Re: When he bleeds, he bleeds vermin I would use something like my "Never-Ending Summon" special. It's designed to be generator that, one started, spews creatures until it is somehow stopped (as per Independent rules). Although my original design was to flood a planet with "smurf-like" creatures, it can be easily modified for bleeding vermin, swarms of insects and snakes (limited group, +1/4). The effect uses Gradual Effect to slowly summon lots of creatures over a long period of time. Of course, you could summon a bunch of "creatures" (the spewing remains of the demon scatter to the ends of the earth) that has this summon and they travels the world, so the summon creatures don't have to slither or fly around the world on their own power. Man, I need to crosspost this to Power Game, this is horribly nasty for the points.
  8. Re: Shadowsoul's Monster Corner I'd put it over there, but I thought the explanation was too long. After saying that, I will give a full explanation of what happened. My gameworld is built on the premise that it was once a decadent high-magic world (we're talking floating cloud cities). And then, one day, it all collapsed (literally with the cloud cities). Elves started becoming sick and either died or went away. Humans adapted, but without magic returned to a medieval society. The Dwarves were an interesting case. They could have survived the lost of magic but they died of alcohol poisoning, since their resistance was based on magic. The magic went away slowly enough that they didn't realize what was happening until it far too late. Now, magic didn't fade away completely (although try telling that to some poor farmer who had to raise crops the old-fashion way). Under certain conditions (say underground where a huge population suddenly died), the magic didn't go away, but became somewhat... changed. This necromantic magic manefested itself in floating shadows that fed on whatever it could to surrive. When the magic came back, the shadows learned that it could give the dwarves a false semblance of life. Somehow the shadows learned that it could feed off the dwarves in the same way we would raise cows and drink milk. A slight illusion and the dwarven city was ready for adventures to come in and give the shadows something more meaty to feed upon. The game is in hiatus, so I don't know if the paladin will fulfill his vow.
  9. Re: Normal Human The Age Disadvantage is great for building ancient wizards, not for explaining why Gramapa is not as young as he used to be. If you want that, you need Physical Limitations such as Arthritis or Senility.
  10. Re: Useless Hero Facts Actually Silver Age can be worse. (Announcer) "Enraged by Sean Waters' suggestion, AmazingDude flies into Outer Space. Where, grabbing the Earth's Moon, he throws it at Sean at Supersonic speeds!" (Amazing Dude's thought) "Luckily, I did not throw the moon at full strength, it could crack the planet in half!"
  11. Blue Jogger

    Fembot

    Re: Fembot Hmm, some customizations I've thought of. Neck Snap - 8 points When ordered, the fembot grabs the head of the opponent and twists violently. As a safety feature, this ability can only be done 4 times a day, but this can be removed, increasing the cost to 12 points. Please note that this customization is illegal in some areas. Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR) (30 Active Points); 4 Charges (-1), Required Hands Two-Handed (-1/2), Only on Living Targets (-1/2), -2 Decreased STUN Multiplier (-1/2) Extenders - 3 points Fembots arms and legs can be replaced with limbs that can extend up to almost 1 meter per limb giving an approximate 2 meter extension. Stretching 1" (5 Active Points); Always Direct (-1/4), no Noncombat Stretching (-1/4) Extra Space - 5 points By using smaller components, we free up the insides of your fembot for more storage space. This space can be refrigerated if desired at an additional cost. We can even add the ability to dispense chilled liquids from, say the index finger, of the fembot. Concealment 15- (11 Active Points); Only to store things inside (-1)
  12. Re: spells and active cost There really isn't a simple device (that I know of). I managed to hodgepodge a working magic system out of Hero, but it was very kludgy. On the other hand, it was fairly easy for the players to use and it represented the flavor of magic that I wanted fairly easily.
  13. Re: spells and active cost In mine, I add bonuses and penalities to the Skill Roll based on materials and situational circumstances. Good idea: Doing necromantic spells in a graveyard at midnight, that's definately a bonus. Bad idea: Doing necromantic spells at a children's birthday party at noon (living children, sunny day), that's definitely a penalty. Although, this may mean that the players will have to work really hard to justify a slaying spell that only slays albino whales at midnight under the full moon. Unless they happen upon the teeth of vamperic lunar weresharks who natural prey is albino whales. Then the spell would "naturally summon" vamperic lunar weresharks to spring forth and bite into whales until they disappear a second later into the loam. You could also modify the END cost with a similar system. Using the hair of a golden maiden (who was slained by an albino whale at midnight) might reduce the cost of the spell. (You're calling on the vengeful spirit to assist your noble goal.) AND if your player flubs the rolls, well you got an extremely angry and vengeful spirit and hungry weresharks to explain the Side Effects... No more generic backlash for spells.
  14. I finally wrote up Town Portal effect to use in my Fantasy game and I thought I would share. First is the generic Gate effect: Teleportation 1", Safe Blind Teleport (+1/4), Costs END Only To Activate (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1), Usable Simultaneously (up to 16 people at once; +1 1/4), MegaScale (Planet) (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (12 Active Points); Gate Power loses about a third of its effectiveness (-1/2) This is worth 8 real points, perhaps rather cheap for the effect. Because of the megascale, the portals must be at least 1 km apart and the destination spot is pre-determined within that 1km "hex". Although if it is blocked or already has a portal, a new portal will appear beside it. Scroll of Town Portal Teleportation 1", Safe Blind Teleport (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1), Usable Simultaneously (up to 16 people at once; +1 1/4), MegaScale (Planet) (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (11 Active Points); OAF Fragile (Scroll of Town Portal; -1 1/4), 1 Continuing Charge lasting 1 Minute (-1), Gate Power loses about a third of its effectiveness (-1/2), Requires Light To Use (-1/4) This is worth 3 real points. You might want to replace the charges with Cost END only to Activate, this makes it 4 points. I decided against Waypoints, independent portals that allow anyone to teleport to another city as it would have too many unforeseen effects on commerce, warfare, etc. But, to build one: Waypoints Teleportation 1", Safe Blind Teleport (+1/4), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1), Usable Simultaneously (up to 16 people at once; +1 1/4), MegaScale (Planet) (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (12 Active Points); Independent (-2), Gate (-1/2); 3 Real points Has anyone done this (or something similar) in their game and how did it affect game play?
  15. Re: Spell of gods comunication If you were getting the mental image (sight and sound) of a particular question, then I would used #1. If the special effect was calling down a representative to bargain, argue, or beg with them, then I'd use #2. I'd use #3, it is simple, but it costs 20 active points (one specific mind, psychic bond, any dimension). The GM would be wise to demand certain limitations on this one to prevent getting frequent calls on trivial mortal matters. You should not (in my humble opinion) get a limitation for only getting "yes" or "no" from a all-knowing deity. (I so wanted to answer this post with a single "yes".)
  16. Re: Bizarre Spell Ideas Frosty the Snow Golem This ol' gray hat has been known to cause all sorts of trouble when placed upon the head of a snowman. This version requires actually building a snowman in the winter, which is not difficult (compared to other golems) but takes time. Summon 100-point Snow Golem (20 Active Points); Window Of Opportunity: (Winter) (once per Year; window remains open for 1 Season; -3 1/4), IAF (Focus: Ol' Gray Hat; -1/2), Gestures (Requires both hands; -1/2) 4 Real Points
  17. Re: Bizarre Spell Ideas Time Out This spell doesn't really stop time (people remember being time stopped), but temporary stops all motion in a local area, allowing the caster to move things around before returning motion to the scene. Time Stop (Cartoon style) 14d6 (standard effect: 42 points) (Transform Area into Time-stopped and Altered Version), Personal Immunity (+1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset; +1/4), Area Of Effect (21" Radius; +1) (350 Active Points); OAF Fragile (Focus: Hourglass; -1 1/4), 4 Charges (-1), Limited Power: Transformation "heals" in 1 minute, any alterations to the area must be completed in that time. Power loses about half of its effectiveness (-1), Side Effects: Caster is confused as he relives the last minute (-1), No Range (-1/2), Cannot Be Used With Multiple-Power Attacks (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Active Points: 350, Real Points: 56
  18. Re: Shadowsoul's Monster Corner This reminds me of The Lost Underground Dwarven City. The effect was a Mental Illusion at EGO+20 (Completely alters the setting) with enough dice to have it last for a few minutes. The illusion is that a otherwise dead underground Dwarven city is actually alive and thriving. The Dwarves are friendly, but do not understand that anything is wrong although they are dressed in clothes that are out of date (assuming anyone can make a roll of KS:Dwarven culture) and the claim that it is fifty years ago (or whenever the city was no longer happy and thriving). Everytime they breakout, they briefly see the Dwarven city as completely ruined with small stocky skeletons in the places of the Dwarves. There is also floating shadow-like beings which occasionally attack the players, but for the most part, floating high in the air and observing. The skeletons never attack, mimicking the movements of the illusionary Dwarves. This was an interesting for the players because their characters didn't want to break out of the illusion, they wanted to believe that the Dwarven city somehow survived leaving the inhabitants a little confused of what year it was, but otherwise a perfectly tranquil city. There was a touching scene with the group's paladin: Paladin: (softly) "It's time this town was put to rest." Dwarf Skeleton: "But... But, there is so much that needs to be done, who will remember what we did? What we tried to accomplish?" Paladin: "I will make sure they will know. I swear."
  19. Re: Drain vs END Reserve Good catch Hyper-Man, I meant Turn not Phase.
  20. Re: Drain vs END Reserve In heroic campaigns, End Reserve is indeed mighty powerful if the REC recovers every Phase. It's not so off balancing if the REC recovers at a much slower time frame. For the same 12 real points, you could have: Sunset Star: Endurance Reserve (130 END, 7 REC) Reserve: (20 Active Points); IIF (-1/4); REC: (7 Active Points); Slow Recovery 1 Day (-3), IIF (-1/4) But, it would take 12 sunsets to gain over 80 END instead of 144 seconds. With this one, a lost of 14 END (due to 7 points drained) is two sunsets worth.
  21. Re: Cosmic Entity Adventures! Here's my favorite cosmic character: Green Liberty (A Green Lantern ripoff) ------------------------------------------------------------------------ Jed was a simple Kansas farmer. A good, honest man, but truth be told, he wasn't exactly bright. The ring had taken too much damage, it's former alien master had died but left the ring with one last command: "Search the entire planet for the noblest man, the man without fear and make him the newest member." The ring did so, as best as it heuristic could manage. Searching the nearby city, it watched as Jed rushed into a burning building to save a little girl. "Noble. Check. No Fear. Check." The ring fell into Jed's hand. "Wear me and the fire shall not burn you." Now most people might question why an telepathic alien ring was talking to them, and indeed most of the people that the ring tried to communicate with just thought they were going mad, but Jed did not question a lot of things and so placed the ring on his finger. At that moment, the ring explain the infinite cosmic powers that was his to control at his very whim. Everyone but a saint would have forgive him if, in that instance, his soul had become corrupted with greed by the sheer power that was given to him at that instant. Jed just look confused, "Ok, first, I'm going to save the little girl." The one weakness the ring has is wood. It can not scan through wood or thick lead. Jed is still learning the full extent of the ring's capabilities but his childlike creativity coupled with green glowing telekinetic manifestations makes combat much more complicated than one might expect.
  22. Re: Create-A-Character Animal Melt Not much is known about this liquid pile of radioactive goo, but it does seem to be at somewhat sentient and will take the animal form of the animal part that it touches. Because it can not maintain any shape coherency, the shape quickly becomes deformed or melted. He used to be called "Mercury Cougar" until a certain car company sued. Next Name: Wolf Bolt
  23. Re: What to do about Hydras The main advantage that you lose with Cannot Recombine (-0) is you can't minimize damage or take up less space by recombining. The advantage that you gain is that you are always able to use all your duplicates as long as they survive. Connected duplicates get the advantage of being "carried" by the collective with the obvious limitation of being connected. I would rule that one head should lose the ability to attack if the body takes a full move, on the other hand, I would not say that if the main duplicate's head is lopped off that the hydra's body suddenly could not move.
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