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Christougher

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Posts posted by Christougher

  1. I'm planning to run a convention game in September, based on the opening left in Avengers: Endgame. Loki escapes with the Tesseract, learns about the Infinity Stones from Thanos and basically usurps his quest.

     

    The majority of the MCU movies can still follow a similar path, with Loki returning to avenge Frigga and escaping with the Aether in Thor: Dark World, and Bruce Banner's return mitigating the damage caused by Civil War. Thor: Ragnarock would not have happened, and the game would open with Loki returning to Earth after stealing the Power Stone from the Nova Corps, pursued by the Guardians of the Galaxy.

     

    This allows me maximum flexibility of PCs - everyone except Captain Marvel. One of Loki's bits will be creating images/dopplegangers of previous Avengers foes. What other ideas / suggestions would you like to see if you were playing?

     

    Chris.

  2. 17 hours ago, sentry0 said:

    Instead of (or in addition to) limitations to distinguish spell casting schools what about having the RSR characteristic be unique per element?

     

    Fire - INT

    Water - PRE or EGO

    Earth - CON or STR

    Air - DEX

     

    It would encourage spellcasters to focus on stats other than INT in most cases and may lead to some interesting builds.  It also leaves spell design wide open in terms of limitations which may make your life easier in the long run.

     

    I really *really* like this idea, consider it stolen.  Using 5E, the differences in stat costs might be an issue, but I can deal with that.

     

    The choice of stats, and DShomshak's comments dovetail nicely with the races' default bias.  I had considered a racial package for each that modified some stats, this will make me take a second look at that.

     

    I received commentary from CaptPatriot or WyrmOuroboros elsewhere, can't remember which suggested giving Gestures to water mages, leaving air mages only the Incantations.  Still thinking on that.

     

    The other styles of magic have limitations only they can use.  Water should also, just most of the remaining ones should apply to all styles.  Anyone have new limitations that might work?   And why am I suddenly picturing Iron Man 2 here?

     

    Chris.

     

     

  3. I'm developing a fantasy world created by four elemental gods.  Each god has their own chosen race, and a distinct style of magic.  All magic has Requires Skill Roll, and the distinction is enforced by -1/2 of limitations exclusive to each style.  Players are also be free to apply generic limitations like Limited Casting(Charges) and Increased END Cost.

     

       Earth magic requires a different Reusable Foci for each spell.
       Air magic requires Incantations and/or Gestures.
       Fire magic requires Expendable Components.

     

    Water magic is where my problem lies.  Concentration and Extra time seem thematically (calm) appropriate limitations, but also seem like they should be applicable to all magics.
     

    Any thoughts or suggestions from Hero at large?

     

    Chris.

     

     

     

  4. I deliberately avoided describing the race for two reasons.  First being the name of the race carries some connotations that aren't relevant to the discussion, and second, the race is still a work in progress itself.  I'm open to stealing from the suggested ideas, though they will remain humanoid and a PC-playable race, so the four arms and whiptailsword probably won't make it, I can save those details for an appropriate monster.

     

    Thrown obsidian disks are being added to the armory.

  5. 9 hours ago, Scott Ruggels said:

    well what are they like? How do they differ from base humans? are they faster runners? stronger? longer limbs?  do they have long thick tails?   jaws full of pointy teeth? what are their physical capabilities? That would help?

     

    Yes, that's what I'm trying to ask.  I don't know which factors contribute to favoring one weapon over another.

     

    For example, lack of cover implied by desert.  If it's a hilly/dune filled desert rather than flat, how does that affect things?

  6. Slings are taking the early lead.  The shell is interesting too.  Obsidian knives are simple and obvious, possibly overdone.

     

    I realized though, that with the answers I got, I didn't ask the right question.   What makes a race favor a particular weapon?  The water race favors spear and net because they're of everyday use.  Similarly my dwarves are born with a pick in hand - much more useful underground than an axe.  And the flyers have bows to keep out of enemy reach.  

     

    So what should this race favor and why?  Or more properly asked, what would make [Weapon- any weapon] become the cultural go-to for a race?  

     

    Out of time at the moment to write more.

  7. In most fantasy, dwarves love axes and elves love bows.  I'm creating a new fantasy race and need a little help choosing an appropriate cultural weapon.

     

    They prefer hot and dry climates, homeland is a large desert with volcanoes at one edge.  Cultural magic is fire-based.

    Flora tends to be very limited, Fauna is mostly lizard like, and most are some degree of toxic or poisonous.  Materials are likely bone, shell/scale, obsidian and glass, plus anything refined from desert sand.

    Culturally, they tend to be self serving and manipulative.  Probably small or concealable, but being able to strike the opponent from behind is good.

  8. Happened to another player.  Rolled a 3 on the Activation Roll for a Force Wall to imprison one of the Seven Horsemen.  

     

    As we're debating on what that 3 means, we recall this particular Horseman can just Desolid through the FW.

     

    The GM says "I know exactly what effect that 3 has."   Horseman when 'thunk' against the Force Wall that wouldn't let him through.

  9. I'm having a little problem figuring out if or when I need Uncontrolled.

     

    1) Bipolar has a personal defense magnetic force field, this field is strong enough to affect nearby electronics.  (Resistant Defense Costs END plus Change Environment No Range).   He also has a multipower of magnetic blasts that the PDMFF should not interfere with.  How does this work without (and with) Uncontrolled on the Change Environment power? 

     

    2) One of his attacks is projecting a similar bubble to the PDMFF against others (Entangle plus Change Environment).  Pretty sure this time CE needs Uncontrolled, but how does it work without it?

     

    3) What happens when Bipolar gains experience and buys off the Costs END on his PDMFF, also buying the Change Environment to Zero END and Persistent - without and with Uncontrolled? 

     

    4) With more experience, Bipolar amplifies the PDMFF to keep people off with an Energy Blast Damage Shield.  Pretty sure this doesn't need Uncontrolled, but what happens if it's added?

     

    5) Even more experience later, he expands the PDMFF, upgrading to a Barrier, increasing the radius of the Change Environment, and making the Energy Blast a Constant AoE Explosion.  Pretty sure the Barrier doesn't need Uncontrolled (but what if it has it?) and the Energy Blast Constant AoE Explosion does need it (but what happens without it?)

     

    Chris.

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