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fredrik_nilsson

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Everything posted by fredrik_nilsson

  1. Re: KULT Conversion? Anyone? I had thoughts on doing a KULT conversion. The main key to Kult, at least the original Swedish edition, is that one should let the setting take first seat (since the rules are a bit static). I guess the later foreign version shouldn't differ that much. The thing that made me quit the conversion project were that I could convert the rituals in a satisfying way into HERO System rules. I made it into seeing that all rituals should have various amouts of: Extra Time, Focus, Gestures, Invocations, Requires A Skill Roll (Lore of X) Many will also have Concentration (there might be more, but my memory betrays me) The problem I had were: "How do I handle leghty (but fixed time) durations"
  2. A friend of mine have plans to run a witch, with spirit magic as her speciality. This has lead to a few problems, because I'm not totally familiar with constructing these kind of powers. The magic style is very ritualistic (Extra Time, Invocation, Gestures and Focus), but I haven't figured about a good way to simulate long durations (like 24 hours for example). Below are the first powers I need help with together with my guess: Protective Pentagram (Force Field) Consecrate Temple (Aid Magic Roll) Banishment, from area Exorcism, from possessed person See into spirt world (Clairsentience together with Transdimensional advantage) Open gate to spirit world, that can be seen through (Extra-Dimensional Movement, the rest is SFX)
  3. Re: Warning silly question, serious players beware It sounds good. Maybe a bit too points-heavy for a Heroic campaign, but it is a powerful power. Maybe you could buy it as a computer that uses Precognition to sense players in need, and then uses the power?
  4. Re: Warning silly question, serious players beware Hmmm, that made sense. I guess your right.
  5. Re: Warning silly question, serious players beware In general I wouldn't allow that either, but now that we've gone this far it would be fun to field test the power. I guess this is the bad part of the HERO System. You can do any power and I do mean any power (provided that your bored enough). Some example are: Absorbption linked to Comeliness, so that a little violence makes you look better (or more sexy). Perfect for Pulp Hero, Dark Champions or Sword n' Sorcery. In the movie Pulp Fiction, imagine the surprise if a triggered EDM (Middle Ages) had changed the meaning of the expression "go medieval on your ass". I know wouldn't have seen that coming. Come to think of it, if he'd only sent the ass to the dark ages, I would probably have created that power with the help of a killing attack.
  6. Re: Warning silly question, serious players beware I thought about adding the visible SFX limitation, just so that the file management menu becomes clearly visible for the group when the power activates. How much would that be worth (I currently haven't got FRed)?
  7. Re: Warning silly question, serious players beware Before we continue... I like all ideas, but some of them aren't really what I initially searched for. In a normal campaign, I wouldn't even consider introducing a power like this one so the idea about making it part of the games natural laws would have been my normal approach. This time I want to make it hard for what ever GM, like myself, foolish enough to even consider using this power in a campaign.
  8. Re: Warning silly question, serious players beware The specific condition thing might be needed to avoid consistent "saves and loads".
  9. Re: Warning silly question, serious players beware Interesting, I shall give this a thought
  10. Re: Warning silly question, serious players beware Any player can active the trigger, but since every player has to live with the effect of the trigger I guess sooner or later the trigger will become a "group thing". You can only play through a certain number of deja vu experiences before it becomes boring.
  11. Re: Warning silly question, serious players beware Why the Teleportation? Isn't it enough to just say that you use EDM to enter a reality that reminds of the original? The reason that I ask is that I've seen that suggestion before, and obviously I was just as stupid last time, but that time I forgot to ask.
  12. I'm trying to figure a really silly power, the save and load functions from Sierras old games. The way I've reasoned this far is that it should function like this: It's an all or nothing effect. It will effect the entire group (and all NPCs), not just a group. It will bring everybody back to a certain point (called 'Saved Game') in campaign. Everything (both good and bad) between that point and the point where the 'Saved Game' where 'Loaded' will be lost forever. The player can set the so called 'Saved Game' points, by simple indicating that he 'Saves' the game. The group can only have a certain number of 'Saved Games' at a specific time. When the pool of 'Saved Games' is full, the player has to sacrifce a previously 'Saved Game'. I thought about using the Extra-Dimensional Travel power, and then add suitable advantages and limitations. Naturally this could be changed if anyone have a better idea.
  13. Re: Aid and Drain Correct! I understand that I might have been a bit too vague. What I wanted to hear is how people handle "aids 'n drains" in mid-combat. I might do it wrong, but they tend to take too long time. One or two of them during a combat isn't such a big issue, the problem starts when there's more of them during the same fight.
  14. Re: Sierra RPGs For those that had doubts in the existence of fan-boys (god bless them), here's a little more stuff: An introduction the games http://www.vintage-sierra.com/ Larry info http://www.direneeds.com/larrylives/ Gabriel Knight http://www.geocities.com/TimesSquare/Arcade/9097/ritter/ Quest for glory http://www.questformoreglory.com/index.php Space Quest http://www.wiw.org/~jess/roger.html http://www.spacequest.net/main.shtml Police Quest http://www.if-legends.org/~adventure/Sierra_On-Line%2C_Inc/PQ.html http://www.a2gs.com/the_fairway/game_pages/police_quest.html
  15. Re: Sierra RPGs ... but wait there is more ... http://www.geocities.com/petter_holmberg/index.html This guy has dedicated an entire site at the King's Quest series. I sure hope there are such fan-boys for the rest of the Sierra collection.
  16. Re: Sierra RPGs I've found this cool site... http://www.queststudios.com/quest/Sierra1.html It contains most (maybe all?) of the music from Sierra's classic games. Wow, this sure brings back memories.
  17. Re: Sierra RPGs Please write down what you've done this far.
  18. How do you handle (or rather speed up) aids and drains in mid-game situations? I know this might be a no brainer, but I thought about beginning to writing down to the number of Active Points per dice (AP/D). This way I can directly see how many dices a player should add to, or remove from, future dice pools. Have anyone tried something similar to this before? Pros and cons?
  19. Re: Sidekick I've only seen the play-test version of Sidekick, but as far as I've understood you use the same character sheet as you do for the full version rules set ... and yes, you can run a fully working Fantasy Hero game with Sidekick.
  20. Walk-thru Does anyone know where I can get walk-thru instructions for the games (all Sierra quest series)? They would provide tonnes of inspiration.
  21. Does anybody remember the old computer games King's Quest, Space Quest and Leisure Suit Larry? I intend to run a short story based on either of them (I haven't decided which yet), but I haven't played either of them for almost 20 years so I need a bit of help. Even if direct story help is always welcome, what I really need help with is how to get the right atmoshere. Those parts of the games that I remember appealed to me was: 1. Humor 2. Extensive use of important features of each genre The games them self where (according to memory) something like this: King's Quest Fantasy Hero I'd say you could run the game as a standard 75+75 game. The key isn't the character, but rather the surrounding and to some extent the way magic and monsters are handled. Space Quest Space Hero The interesting twist here is that the hero's abilies are on a normal level, or even below it. The character were a looser that became a hero by chance. The game should at a maximum power level be around the heroes of the movie Spaceballs. Leisure Suit Larry? (Comedy) Dark Champions Talking power level here is not so in relevant, this is plain simple modern day conspiracy meets comedy. So, what did I miss, mix-up or forget?
  22. More GURPS... I know that this really isn't the right place to talk about this, but since we are already talking about the game... Is GURPS worth the money? If I were to buy the stuff from scratch, which books are needed to run GURPS Illuminati?
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