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Blue Jogger

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Everything posted by Blue Jogger

  1. Re: Make a Green Lantern Oath Ok, it's a Blue Lantern Oath of mine, since I wondered what one of them would look like: "In the greatest doubt, in the darkest pit wherever discarded dreams do sit I pledge my strength to help those in despair guide their way with Blue Lantern's flare."
  2. Re: Half-Breed Love songs (with apologies to Oingo Bongo for parodying Little Girls) A large titan explains... I love little gnomes they make me feel so good I love little gnomes they make me feel so bad When they're around they make me feel Like I'm the only guy in town I love little gnomes they make me feel so good They don't care if I'm mentally inferior They're not frightened by my huge exterior They don't tell me to go away They don't want to scold me They don't mind my big club They just want to hold me Isn't this fun Isn't this what titan's all about Isn't this a curse come true Isn't this a blessing too (repeat first verse) They dont care about my size category They're not frightened by my bedtime story Uh oh take a second take Uh oh it's a mistake Uh oh I'm in trouble Uh oh the little gnome was just too little Too little, too little, too little Isn't this what titans all about Isn't this a curse come true Isn't this a blessing too . . . And I dont care what people say And I dont care what people think And I dont care how we look walking down the street (repeat chorus) (repeat first verse)
  3. Re: stats for common Construction Equipment Front-end loaders can vary from 30 STR (12 hp) to 48 STR (180 hp). The standard yellow bulldozer is probably 48 STR. Steamrollers have a 44,000 lb roller which works out to 50 STR, so if some poor hero gets steamrollered, he's going to probably take 10 normal dice of being smooched. I tend to think of it as a haymaker, (avoidance is normally easy) so 14 normal dice. If you do hit locations, head becomes the major target. So, my very off the cuff calculation puts them all somewhere between 30 and 50 STR depending on the size that you need to get the job done. If they are using sharp, fast-moving blades that works out to say 2d6K to 3d6K+1, possibly 4d6K if they are slow moving with a lot of torque (haymaker). Concrete is an 6 DEF, 5 BODY entangle. A concrete pump can fill an entire hex with concrete in roughly 3 turns (200 cubic yards per hour) making a slow deathtrap. Does that help?
  4. Re: fantasy hero archtypes Fantasy Hero will allow you to build just about any archtype that you want, but there are a few that are easier for Fantasy Hero beyond the basic four (fighter, thief, cleric, mage). And for me, are the ones that I see the most often in Fantasy Hero campaigns. Conjurer / Summoner There is one power called Summon which is used for summoning imps, horses, wolfs, bears, armies, dragons, as well as, castles and carts. This makes it quite easy to build a Summoner, although the difficulty lies in limiting what he can summon, how amicable, and how often. Shapeshifter The power of Multiform makes it fairly easy to build someone who can take on another form. Whether it is a demonic form, draconian form, bear form, or something less dramatic such as buff barbarian form or beautiful amazon, this is the archtype of having a battle-ready form (or if it is a curse, a seemingly not-battle-ready form) that pops up occasionally. Note that some just change their appearance, that's shape shift. Conman / Seductress Although this overlaps with thief, this is the man (or woman) with the million dollar smile. High presence, and lots of presence-based skills. Doesn't do much in combat (unless he's got another specialty) but sweet talking, he's all for it. If your campaign has the word "trade negotiation" or "diplomat" this guy is your best friend. Not so good if the campaign is mainly "dungeon crawling" unless he's really great with illusions or an incredible backstab. Big Guy The ultimate fighter, he's got 25 to 30 STR and he's not afraid to use it. Usually, he's the tallest guy in the party and has the strength of 10 men. He's not above threatening to eat people who argue with him. Healer The guy whose main job is to heal everyone else. Usually by knowing the right herbs and spices (and hey he's also the cook). Has the best mindblowing snacks, but be careful, he may carries some poison to deal with the rats.
  5. Re: You were supposed to turn left! I usually have this happen to me, but this one surprised the heck out of me. The players had spent months preparing their new ship, gathering a crew and otherwise getting ready to leave " after two weeks of game time". This was really important (for the players and their characters) to leave at that time. The subplots weren't all that bothersome except the extreme time pressure that they were under. On the day that they were supposed to leave, an army of orcs attacked the city. The slaughtered the legions of mindless orcs and correctly determined that the reason the orcs were attacking was they spent too much time in one place meaning that the bad guys managed to figure out where they were. Instead of packing up their stuff and leaving, they instead follow the portals back to where the bad guys were. Leaving their precious ship and crew to the hands of fate. They explained that they could have spent their lives running away onboard a ship (as they had planned to for months up to this point), or they could defeat the bad guys once and for all.
  6. Re: A Series Of Spells Wouldn't it just work better to buy an AID to COM and +0 Side Effect (effects target not caster, real minor), +1" of Knockback Resistance (Extra Mass)? I say +1" KB because that's the game effect of gaining nearly double mass. And put Gradual Effect on it, why not.
  7. Re: What is Your Favorite Item? Ok, this is one of my players favorite item. They had managed to get horseshoes of zephyr but no horses to put on them. (For those that don't know, when shod onto a horse, it allows the horse to fly slightly above the ground, making it easier to move through rough terrain and allow movement on water.) They were out in a desert and their sand glider had been busted by a giant worm. To momentarily distract the worm, they managed to summoned a rather sickly 50 point cow which was quickly munched by the worm. Ok, so they had a busted sand glider, a dead giant worm, and a dismembered cow. The half-orc player decided to try to wear the horseshoes, I said this wouldn't work, the horseshoes need to be nailed in. But, they did have a dismembered cow... So they rebuild the sand gilder with the body of a dead worm with four cow legs nailed to it and the horseshoes nailed to the cow hooves. I allowed it just for the imagery alone and it made the players so happy.
  8. Re: Unreal Darwin Awards I wish we had some beautiful elven sailor women. If you say girls, you could end up with kindergarteners. And I like pointy ears.
  9. Re: Shay, Wood Elf Beastmaster I would give the tiger some small amount of extra running, but that's a minor quibble. (Tigers can go at 35-40 MPH in short bursts, this one goes 12 MPH.) Overall, it's very nice.
  10. Re: A limitation that does not limit Ok, let's make it really simple. We'll start with the typical 300 point energy projector, called unimaginately Hero1. I now buy all my END-using powers with an additional legitimate limitation, "Costs x2 END". So everything has a -1/2 limitation because all my non-natural powers take twice as much energy as they should. Ok, now I double my natural REC and END. Hero2 now created, should be cheaper than Hero1. Hero2 also has effectively a 50% resistance to END Drains than Hero1 (which seems backwards, but Hero2 has twice as much END). Hero2 can do everything Hero1 can do, plus a little more (natural STR and natural Running costs normal END). Hero2 is cheaper, and yet is oddly superior to Hero1.
  11. Re: Non-humanoid races? I did come up with one non-humanoid race, but it was difficult. The children of the race were small humanoid (some would say muppet size), some of the older ones were of adult human mental capability but still having difficulties with some adult concepts. Then a group of them would bond together (physically and mentally) and they would form this hard blob-like horta creature that would be a mental gestalt called a Thok. (From the joke, "it would take a whole group of them just to form a thought.") The Thoks called the smarter children "expendable" and would use them as slave creatures which sadly they didn't mind, since they got to do fun and dangerous things, but it was slowly destroying the race since they wouldn't form new Thoks. It was left as a Star Trek morality puzzle, leave this race as it is, or interfere and demand that the children be allowed to develop into new Thoks. Plus, the players had to discover how the children were made (which I assumed required two Thoks, but I never decided).
  12. Re: Unreal Darwin Awards Stupid Death #104 - Using a Wish Spell. We were on a large boat, by some strange happen stance had most, but not all, of the PCs on it. And none of the crew, somehow drifting off the docks and off into the sea. After considering all other options, we decided that the only course was the old AD&D classic, the Wish Spell. So, my character is fairly smart, so I knew what wouldn't work. Wishing for the boat to go back to the shore would leave all the non-boat at the current position. Wishing all the people on the boat back to the shore would transport the people, but abandon the boat. We were not allowed to use the word "and" which would have made the whole wishing business a lot easier. So, watching one too many episodes of Robotech, I gave up and wished that everything within 400 feet from the center of the boat would be teleported back to the docks. A 400 foot radius bubble of water, boat, people and air teleported 400 feet in the air at the docks. One PC at the docks made his saving throw and hit behind a rock for half damage. This destroyed the one thing that the GM cared about, his carefully constructed map of the docks was no longer accurate. Somehow my Ring of Feather Fall was dispelled, probably by a vengeful but unnamed deity.
  13. Re: Lesser Elementals Oh, if you need her to be a monster: Add about +15 STR and +3 OCV with Grab. And a Psychological need to drown men.
  14. Re: Lesser Elementals Not your typical water elemental... Water Nymph Val Char Cost 8 STR -2 8 DEX -6 8 CON -4 8 BODY -4 8 INT -2 8 EGO -4 8 PRE -2 18 COM 4 2 PD 0 2 ED 0 1 SPD 0 4 REC 0 16 END 0 16 STUN 0 6" RUN 0 2" SWIM 0 1 1/2" LEAP 0 Characteristics Cost: -20 Cost Power 30 Lesser Water Form: Physical Damage Reduction, Resistant, 50% 11 Regeneration: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 5 LS: Breathes Water Powers Cost: 48 Total Character Cost: 28 Pts. Disadvantage 15 Distinctive Features: Water Nymph (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Susceptibility: Extremely hot conditions 1d6 damage per Phase (Uncommon) Disadvantage Points: 30 Here's one of my lesser elemental form, you can slap on more combat abilities, change the element, play around with it. Instead of desolid, I went with Physical Resistant 50% and Regeneration including limbs.
  15. Re: Looking For Some Trek Help I recommend Memory Alpha, a wiki that has everything debated in the Star Trek universe including links to other online debates. The only drawback is that it is frequently too much information and limits itself to permitted sources. http://memory-alpha.org
  16. Re: Spell Advice Transform would work for that effect. Usually the changing of one spell to another is considered a Major effect. For ease, we will go with Standard Effect so that's 3 points of Transform for 15 points. Next is figuring out the BODY of spell that's the hard part, if you make spells have a low BODY than they can be easily altered, but give it too much and it's hard to ever change a spell. Let's make 1 BODY per 5 active points. This makes a 30 active point spell have 6 BODY and need 12 Transform points. Which costs 60 active points for the "Tricky Spell" to transform a 30 active point spell to some other 30 active point spell (or less). I think that's about right. You can put a limitation on it to "Only spells from my memorized list", which depending on the size of the list would be anywhere from a -1/2 to -2. It would be a half-phase to "swap" out spells and then another half-phase to cast the transformed spell. I think the cost is about right, since you're spending the cost to make that spell into a VPP, but you get to put limitations on the "Tricky Spell" to essentially make it into a very limited VPP.
  17. Re: Anti-electrical power, a thread for munchkins, rules lawyers, and rules abusers Since you asked for the abuse, I'll toss in Change Environment. The environment is an electrically insulated area, which by Living in a Dangerous World would reduce electrical damage by roughly 50% and make the equivalent damage classes from killing to normal, or from normal to stun only. Suddenly that 4d6 RKA (14 BODY, 37 STUN) becomes 6d6 Normal (6 BODY, 21 STUN).
  18. Re: New option: Absolute Abilties, help please I like it (at least as a house rule). I would probably have made two Absolutes in conflict, that they would cancel each other out and resolve normally. But, that's my preference and a matter of style. The next step is to playtest the rules with your players and see if they love it or hate it and why.
  19. Re: Best Battle Well, this one I was GMing, but the players loved it. They were in a tomb, and they knew that something was gnawing on bones, but they hadn't figure out what. They found a throne room with a skeleton dressed in kingly fashion. Upon closer inspection, they found all the bones actually missing (except the skull) and the clothes all torn. Instantly, they knew that this was a trap. Perception rolls all around. Two of three sensed nothing, but the one crited and looked UP. They were dozens of them, clinging in the shadows of the ceiling. They dropped down and attack, they look kinda gnollish with hyenas heads. The party were outnumbered, but these creatures had no real defenses to speak of. Then one managed to hit with their special attack: bone cracking. a Massive HTH, Only to give Disabling wounds. *CRACK* One got hit in the pelvis, and had to keep making DEX rolls to remain standing. *CRACK* One got hit in the foot took -2 DCV and half running. The third decided to maintain full DCV and defensive strike. They managed to kill all 26 of them, but it was a hard fought battle.
  20. Re: A spirit by any other name... Ensouled?
  21. Re: Classic Fantasy I actually had a plot that consisted of a town trying to expand, but couldn't the tools that the villagers were using kept breaking. Meanwhile, the orcs were attacking because they were kicked out when the villagers arrived and trying to reclaim their homeland. Eventually, the heroes managed to get the forest to retreat back, clearing more space for both the villagers and orcs (and even the forest). The nearby desert got a smaller, but no one seemed to care about that (Hmm, another adventure hook, the infux of moving trees, desert lands becoming forests).
  22. Re: How many hero spoils the plot I basically leave the "Hero" niche to the heroes. (This was the choice of the players and it took me awhile to figure it out.) I'd say roughly 90% of everything they meet are going to be much weaker than the heroes. Now, that upper 10% are group class villains who the heroes do not want to meet alone in a back alley, but on the other side, the villains are going to be frustrated if they have to deal with all of them. They are used to the other 90% that a simple hand gesture will eliminate (or severely damage) a whole room. If they are "heroes" at this level, they are flawed in some way that they can't or won't help the rest of the world. Maybe they have a kingdom to run, maybe they're a bit too old to go adventuring, or maybe their actions are too visible and would cause several group class villains to focus undue attention towards themselves. Usually, they tend to be real jerks as well. I, too, do not worry about the points. But I tend to have things that can threaten the party be either a whole gaggle of lesser points creatures that the heroes can mow down eventually. Or I have the one or two villains that can deal with the party on a fairly even basis.
  23. Re: Tapping the magic I went with something kinda like that. The skill roll represents the ability to draw up the energy and placing that energy into an item for later use. Then there are bonuses and penalties, the most common is how much time one takes. Time Chart ----------- -3.....Full Phase (This represents hasty unplanned casting) -0.....Turn +1.....Minute +2.....5 Minutes +3.....20 Minutes +4.....1 Hour Side effects occur if you miss your roll by 5 or more, or rolling 17 or 18. 16 is an automatic fail (but no side effects). How bad the side effects are is based on the size of the spell cast.
  24. Re: The Cosmic Reset Button: Destroying the World I had magic go away in mine, (based strongly on The_Magic_Goes_Away). Since most of the creatures required magic to survive, most of them died. It was very messy, post-apocalyptic time. Of course the other classic is two (or more) worlds merge, all of the previous worlds end, but the new one is an eclectic blend of the pieces. Most of the people survive, but they only have dim memories of a past that no longer exist and a new retcon of memories that never happened.
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