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Jkeown

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Everything posted by Jkeown

  1. Re: A spirit by any other name... Ascended? Celestial? Urge? Dave?
  2. Re: Trade and Speculation in FH Right... here's a chunk of it. Far from done, but it's on its way. I think the biggest help I might need is in the pricing and weight of the Expanded Trade Goods Table toward the end. Its fine to have your players by 4 Lots of minerals, but I'd like to be able to realistically "game it up" by having them buy 4 bags/crates/whatever of Iolite or what have you. Anyone who wants the original Word .doc so as to pitch in, I'll gladly post that too. Don't be too harsh... the layout and flow needs a lot of work.
  3. I have this awesome resource, the WFRP Companion. It has a renaissance-era trade system I've been tinkering with for a few hours. Would an adaption of this be of interest? I'd include details from my homebrew, but one could substitute your own cities and trade routes/trade centers and such.
  4. Re: Flame Carved Affliction I've always thought that once a given element or Magic takes hold of you, there's not enough left for some other to get a foothold on your existance. I suppose it could happen, but it's most likely very rare.
  5. Re: Flame Carved Affliction That's a very good question. Magically afflicted characters should probably rise to the top of society. The culture I portray in Caleon tends to be suspicious of "Non-College Trained" mages. A child was born some time ago to an NPC Wizard, who, against Imperial policy, practiced Enchantment while pregnant. The baby was Essence Afflicted and caused quite a stir about the rights of a child to decide its own fate. If the kid hadn't been nobility, I'm sure the controversy would have taken a different form. Humans learn magic, their ancient oppressors, the Dharzooni, were magic. They dispise anything that comes to resemble those folks in any way. Counterintuitive, but that is the way I play it. I have several other templates with this theme in my game, such as how Giants come to be (it's a form of Affliction), natural wizards (such as the child, above), and a certain kind of Elf that can transform over time to adjust to its environment (the Ashtar, thought to be the original stock from which Trolls sprang). I should have made that clearer. The circus full of Afflicted seems like fun. I bet folks would stand in line to see that which they fear.
  6. Flame-Carved Runic Affliction This is a set of abilities that can be applied to an NPC or very unlucky PC who either: a) Uses Fire magics too often. Annoys the God of Fire in some small way. It gives a unique look to a creature, immediately letting PCs know what they're dealing with. These creatures are usually loners; outcasts who must try to stay out of view of "decent folk." The constant flames and brightly glowing runes slowly crawling their way across the creature's skin make hiding difficult. On rare occasions, they band together with other Runic Afflicted (there are many varieties; Essence Afflicted, Unlight Afflicted, Soul-Tossed, etc) forming bizarre communities in poor quarters, sewer systems, Megadungeons or abandoned cities. In Caleon, the largest Flame Afflicted community is that of Bright Arkoss in the Deep Aura Megadungeon below the city of Chalasa. Over twenty of the wretched creatures live there, and rumor has it, they breed true. A monster with Flame Affliction becomes a deadly force of nature. Application of this template to an Ogre, for example, created the vile FireBrutes of Narlong. Give it to an already-magically gifted creature (such as a DragonBone Goblin of Loosh) and you get an awesome Saturday night of scorched players and long-term memories of the Flaming Gobbo. Put this template on a "cool" animal and watch the fun. I think it would go well with a large hunting cat. Another obvious use is to change the exact element, apply modifiers and apply it differently. Change Fire to Ice and get Deathrime Ogres and Cryo-Goblins. You can also turn up the heat, so to speak, by changing the Flame Aura II to a killing attack. Flame-Warded: Armor (0 PD/12 ED) (18 Active Points); Limited Power (Only Vs Fire/Heat Attacks; -1/2) Real Cost: 12 Flame Aura I: Sight Group Images 1" radius (10 Active Points); Only To Create Light (-1) Real Cost: 5 Flame-Warded: Life Support (Safe in Intense Heat) Real Cost: 2 Distinctive Features: Flaming Runes Carved Into Skin (Concealable with EGO Roll) (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) Value: 15 Vulnerability: 1 1/2 x Effect Cold/Ice (Common) Value: 10 Physical Limitation: -5 To Concealment Rolls (Frequently, Greatly Impairing) Value: 15 Options: Flame Aura II: Energy Blast 4d6, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (75 Active Points) Real Cost: 75
  7. Re: Training away DCV Penalties from Armor I decided on a simple build: Manuvering In Armor I: Penalty Skill Levels: +1 vs. armor penalties to DCV with All Attacks Real Cost: 3 Manuvering In Armor II: Penalty Skill Levels: +2 vs. armor penalties to DCV with All Attacks Real Cost: 6 Manuvering In Armor III: Penalty Skill Levels: +3 vs. armor penalties to DCV with All Attacks Real Cost: 9 That, of course, suggested a magic item: Ring of Free Movement Created by the deadly Yodza Kye warrior mages, the Ring of Free Movement allows one to manuver effectively, unhindered by armor. Ring of Free Movement: Penalty Skill Levels: +3 vs. armor penalties to DCV with All Attacks (9 Active Points); OIF (-1/2) Real Cost: 6
  8. So you could use Penalty Skill Levels to train away your DCV penalties from armor, should a PC be allowed to buy off the entire penalty? I was thinking allowing a fraction to be bought off, but is it realistic to allow the whole banana? That, and I need to think of a good name for that skill. Armor Training seems a bit boring. Moving in Armor 101, 102 etc seems a bit much.
  9. I've been running Caleon since the late Devonian Period, it seems... at least since 1986. Lately, something new has been showing up; Necromechanical Magic, the fusion of life and machines. It's not pretty, and some other systems have done things like this, notably Iron Kingdom's Cryx faction and Monte Cook, he had a supplement for d20 along these lines. I think it was called Chaositech. Perhaps I'll dig that up and do a conversion? Anyway... here are some items form Caleon that my players have yet to see used in action against them. Necromechanical Flamer Arm This replaces a users real arm and runs off of his life force. Special amplifier/converter circuits transmute the life force into raging flames of death. It's exhausting to the wearer, but fatal to the target. Technically, one could wire this thing up to one's body without loping off an arm, but it's creepier that way. Necromechanical Flamer Arm: (Total: 45 Active Cost, 18 Real Cost) RKA 2d6+1 (35 Active Points); Increased Endurance Cost (x4 END; -1 1/2), OIF (-1/2), Limited Range (-1/4) (Real Cost: 11) plus +2 with Ranged Combat (10 Active Points); OIF (-1/2) (Real Cost: 7) Necromechanical Tentacles Yeah, I liked Spiderman II as well. These writhing metal tentacles are grafted onto a bad guy and the pseudoflesh nerves braided into his spine. From then on, he's much more effective at close range. For an advanced version of these, try buying them as an Automaton the user wears and attacks independantly of him. Necromechanical Tentacles: (Total: 65 Active Cost, 37 Real Cost) HKA 2 1/2d6 (40 Active Points); OIF (-1/2), Reduced Penetration (-1/4) (Real Cost: 23) plus Stretching 3" (15 Active Points); OIF (-1/2), no Noncombat Stretching (-1/4) (Real Cost: 8) plus Extra Limbs (2) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus +1 with HTH Combat (5 Active Points); OIF (-1/2) (Real Cost: 3) Necromechanical Arm Replacement Using the same amplifier/converters employed by the Flamer, above, the Arm is a massively disproportionate limb. It multiplies the wearer's strength, provides some armor, but mostly just lets the user pound walls into powder and drain the life force from his victims. Necromechanical Arm: (Total: 148 Active Cost, 72 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Limited Coverage (Locations 6-9 only; -1), OIF (-1/2), Real Armor (-1/4) (Real Cost: 3) plus +3 with HTH Combat (15 Active Points); OIF (-1/2) (Real Cost: 10) plus +3 DEX (9 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) (Real Cost: 4) plus HKA 1 1/2d6 (2d6+1 w/STR) (25 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; 1 BODY per Month (Drain BODY 1 pip AP NND (Not using Arm)), Points return at 1 per year; -1/2), OIF (-1/2) (Real Cost: 12) plus IR Perception (Sight Group), +3 to PER Roll, Discriminatory (13 Active Points); OIF (-1/2) (Real Cost: 9) plus +10 STR (10 Active Points); No Figured Characteristics (-1/2), OIF (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; 1 BODY per Month (Drain BODY 1 pip AP NND (Not using Arm)), Points return at 5 per 5 years; -1/2), Real Weapon (-1/4) (Real Cost: 4) plus Transfer 3d6 (BODY to BODY), Required Hands One-Handed (+0), Armor Piercing (+1/2) (67 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; 1 BODY per Month (Drain BODY 1 pip AP NND (Not using Arm)), Points return at 1 per year; -1/2), OIF (-1/2), Extra Time (Delayed Phase, -1/4) (Real Cost: 30) Perhaps later I'll post pictures of these twisted implements. And I'll certainly post more items from the Vaults of the White Tower.
  10. Re: URBAN FANTASY HERO -- What Do *You* Want To See? What about information on "advancing" a Fantasy HERO campaign into its equivalent of the Modern World? I'd also like to see an art list, but I have to get my portfolio in order.
  11. Re: Tapping the magic I like this. Some of my systems use 0 END any way (Woonsar and Channelling) but I think I can adapt this nicely. Thanks for posting it!
  12. Re: Active Points For Spell Builds
  13. Re: Jumping mouth! This might help a little: http://www.geocities.com/jephkay@sbcglobal.net/monsters.htm
  14. Re: Active Points For Spell Builds Caleon places huge meaning on Active Points and Source of the magic in question. Magic is subject to Casting Styles (which KS was a big help with!) that define a minimal set of limitations and advantages, and Source (which is largely dependant on Advantages allowable). Generally, a given caster has one Style and draws on one Source. The most common Sources are: Holy/Noble Essence: Default Source, no extra required. Unlight/Dark Essence: Adjustment powers have Delayed Return Rates Chaos/Deep Essence: AVLD(Power Defense) where applicable Void: AP, Penetrating on attack powers Channelling: As above, but always at 0 END Cost and the channels are tied to an extradimensional font of the specific source. This font can be an object, being or even a fold in an ambient magic field. The specific limitations of each source are unique to the source. Spells come in distinct power levels: AP Descriptor 1 - 20 Lesser 21-30 Minor 31-40 No Descriptor 41-60 Major 61-100 Exalted 101+ Transcendant So a Deep Essence-Based Fireball-type spell with 62 active points would be an Exalted Fireball of the Deep Essence. Then again, the caster may refer to it as Laarn's Fire Blast so as to keep others clueless as to the source and power level. Each Source is a Multipower and requires a separate Power Skill (-1/10AP) to use. Any adjustment powers can target all spells of a given source by use of a +1/4 Expanded Effect advantage. A +1/2 Expanded Effect advantage allows all magic of any source to be targetted by your Adjustments.
  15. Re: No Horses For You http://www.herogames.com/forums/showthread.php?p=1170820#post1170820 How's this? I did this a while back, but maybe it's relevent to this thread... If not...
  16. Re: We Loves Us Some Elves, Dwarves, and Orcs My Orcs (Zarku) were made citizens of the Empire by the stroke of somebody's pen. Most of the younger ones don't know or care that they are now citizens, and the older generation is still of the "Empire as Target" mindset. It's a wonderful thing.
  17. Re: We Loves Us Some Elves, Dwarves, and Orcs I have many races. In fact, I've been thinking of cutting back since no one plays anything but Humans and Elowan and Dharzooni in my games. As you can see from the link, I renamed all the races, and Half-Elves are a true-breeding race, not one-off hybrids. To confuse matters, Half-Elves do happen, and most folks call them Elowan out of ignorance. I'm about to revise the setting and put out a new guide (the old one is 10 years old and only 144 pages. The new one could go twice that length!). Races are one thing I'm considering overhauling. Forever (since 1986 at least) every intelligent critter has had a player-accessible package deal. Why I do not know... completeness, perhaps. Also, I hate the idea of a Non-Player Race. If the campaign point levels allow, shouldn't you be allowed to play anything? No? We'll see. I think the players will like the new book, even with NPC races.
  18. Jkeown

    CthulhuTech?

    Re: CthulhuTech? I've a bit of it done, actually... I have etherflyers done, some vehicles, races (kinda bashed together, since race in S1889 meant only stat changes), and skill conversions. I've yet to do the professional package deals or the exclusively Martian packages. RPGs from that age make me just a little nostalgic and prone to sitting and reading them instead of doing actual work. But that will change.
  19. Jkeown

    CthulhuTech?

    Re: CthulhuTech? We played a long drawn-out Miskatonic University campaign from c.'87-'93 it was... different. I think I'll shelve this idea until the core book becomes available again. Meanwhile, I think Space:1889 needs a HEROfication.
  20. Jkeown

    CthulhuTech?

    Anyone had a look at this? I was thinking of a conversion. (Then again, I was thinking of converting Dark Heresy as well, and we ended up playing right out of the book!). This is a different sort of Mecha setting, based on Lovecraft... but the system itself is awful. My players liken the dice conventions to Yahtzee. HERO makes everything easier IMO...
  21. Re: Colonial Gothic? Here is the Skills and Knowledges stuff, plus one possible version of Witchcraft... the game doesn't go into to much detail on casting times, but in the interest of not having fireball flinging Colonial magi running around, I settled on longer casting times.
  22. Re: Colonial Gothic? I'm keeping things intentionally simple. Package deals are little more than Cultural in nature at the moment. Here they are. Let me strees... this is a very rough draft... I added some disads, mostly Distinctive Features. If a GM doesn't want to deal with the ugly reality of Race Relations from those days, I think such a GM should delete any references to appearance. I myself am not sure how I'm going to run it. Heroes are different from the masses, so they might not worry that one of their number is a freed slave or a Native... other groups might go for Ugly Reality, though... to each his own.
  23. I'm about halfway through converting Rogue Games' Colonial Gothic. It's an interesting setting. America, April 1st, 1776. Your character is a warrior in a different battle waged alongside the Revolution. A battle against the forces of the Dark Native Gods, angry animal spirits, Old World Sorcerors, Amerindian Vampires and the maddened Land Itself that rages against the on-coming European Tide of colonization. One thing that bugs me about the original rules is that it applies different stat modifiers to Native Americans and those that are adopted by them. For example, Natives get extra STR and CON (in HERO terms) and Adopted get extra INT and EGO. Why is this? Amerindians are just as smart as any European, with the exception of Tech Level. Anyway... I'm going to push ahead... and start on the magic system. If there's interest, I'll post some stuff later.
  24. Re: Name that flag-suited hero! Captain Constitution?
  25. Re: ShadowrunHero game? I am currently running Caleon 1337. It's my normal Fantasy Hero Timeline, but 750 years in the future of our last game, and a few dozen years before the planet gets eaten by a great cosmic magical rift-thingy. I make the PCs pay points for Cyberware, Bioware, Decks and Magic. Guns and stuff are paid for with cash. This has resulted in high SPD characters who are so wired they can't think straight. They take damage after they use that SPD, though... so it's not so bad.
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