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Jkeown

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Posts posted by Jkeown

  1. Re: Monster Hunter Campaign?

     

    But would you like to read it before I finish it and send it to Steve? Add to that statistic the fact that I know there's more I could squeeze into it. I'm thinking of a bit called "The Awful Truth" that explains some plot holes.

     

    Plot? Hmmm... it's a very open-ended product, more of a "Here is the problem, now throw your heroes into it" sorta thing.

     

    Its 5,276 words with only 2 package deals (out of about 20). I figure it's gonna hit 6000 when I'm finished.

     

    That's the most productive writing day I've ever had.

  2. How many of you are doing Monster Hunters? I have a something I'm writing for submission to DH, but I'd like to know if it's valuable... I've just started today, and I'm up to about 4100 words without stats just yet.

     

    Interested in Playtesting? Lemme know.

  3. I like posting stuff for others to use in their games, so maybe this will be of more use than the "Epic" stuff I've been posting lately. The game's been running forever (off and on since 1983, from OD&D to a Homebrew RPG to HERO to GURPS to d20 and now, for the last few years, HERO) and we decided to try a larger point total than normal (75+75+50xp to start, with about 75 xp since then). But this material is nearly usable at 75+75, I think.

     

    Notes for Use Try this stuff with the Crusading Priest or the Paladin from Fantasy HERO. Volshann is the Ilzar (god) of the Moon and Stars in Caleon, and the spells might be suited to your campaign's Moon god as well. In Caleon, we use Channelling skill for "Divine" magic and it usually doesn't carry the Side Effects limitation that other spell styles suffer from. (Though lately I've begun to reconsider that idea, the party's channeller is quite the terror.)

     

    Volshann's main prophet was Askwa, a fellow from the Land Sea who carried his message to all of Serantia. Deep in the Mountains of Dawn lay his tomb, a well-gaurded, most holy of places. The Spell College contains a Fixed Location for the Priest or Paladin to teleport to when using Moongate.

     

    Lastly, spellcasters in Caleon use Cost Multipliers (x0.3333) to make them more powerful, as the game is focused on magic and its affects on the world.

     

    Included in the attachment are spells and a few artifacts. The title, Saarka Volshannu is Dharzooni for "Tears of Volshann."

  4. Feel free to use this in your own games, or line a birdcage with it... matters not to me... but I love posting my nonsense for you folks.

     

    A Tale of The Scattering

    In those days, before Mighty Kythros had ever laid the first brick upon the breast of the Lord of Snows, a great nation arose in the south. Serrule it was, a mighty gem in the crown of Serantia. So mighty a city and nation it was that all who did not enjoy her delights despised her. Set upon by Lord Arkoon, who was, in those dark days, but a man like any other, he made his war upon Serrule and sought to bring her down. Serrule had many a hero in those days, and all quested against the darkness of Arkoon, but none prevailed, Man, Elf, Dharzoon, all made their attempts at the Dark Lord. The 12 greatest of these gathered to the Elzar Lord of the Smithy Hylothian of Steelfire Gorge. Securing the Smith's favor, they bade him fashion twelve blades... Master Blades.

     

    When at last the work was done, and Hylothian had laid aside his tools and considered what he had created. He took him a dagger, and opened his veins so that he died and none could make war with his skills again. Imeleaith found him, but that is another tale.

     

    The Blades were taken up by the twelve, but so long was the laboring of them, that Arkoon heard of it. And he, being clever, forged from Raw Chaos a sword to oppose the Twelve; the Sword of Doom, of which we will speak no further utterance.

     

    The Twelve, Master Blades in hand, assaulted Lord Arkoon, defeated his Demon Army and made footfall in his most private of chambers. There, great deeds of arms were done, great forces unleashed and the Twelve... they won out in the end.

     

    But a happy ending is just an unfinished tale... The Blades of the Twelve were scattered for all must fall or die or forget... and from time to time, one arises, makes a name for its finder, and fades again into history.

     

    For this is the way of things.

     

     

    First among the Twelve is Azzerik, the Sword of Strife Unending, borne into battle by the Renegade, Djenarzouvis Vosh, it was he that conceived of the swords and named them to the Heroes of the Blades.

     

    Azzerik: Multipower, 75-point reserve

    u 1) Azzerik : (Total: 70 Active Cost, 25 Real Cost) Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Minimum 17 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 13) plus +5 with HTH Combat (25 Active Points); OAF (-1) (Real Cost: 12) Note: 2H END: 0

    u 2) Meteor Strike: (Total: 75 Active Cost, 71 Real Cost) RKA 2d6+1, Area Of Effect (4" Radius; +1) (70 Active Points) (Real Cost: 70) plus +1 with Ranged Combat (5 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Requires A Channeling Roll (-1/2), Real Weapon (-1/4) (Real Cost: 1) END: 7

     

    Next was Kailoon, the Sword of Perseverance, carried into battle by the Spiralling Oskoon of Grolaan, who had adopted Serrule as her home. She was called Stormtossed, and Tempted, though none now alive can say why.

     

    Kailoon - Sword of Perserverance: (Total: 80 Active Cost, 30 Real Cost) Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Minimum 17 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 13) plus +3 with HTH Combat (15 Active Points); OAF (-1) (Real Cost: 7) plus +10 CON (20 Active Points); OAF (-1) (Real Cost: 10) (, ) Note: 2H END: 0

     

    Odoon, the Spirit Blade was wielded by D'Borlaia on the Fateful Day, and she needed it, as she was young and brash...not yet the master of her days.

     

    Odoon: (Total: 90 Active Cost, 50 Real Cost) Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Minimum 17 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 13) plus +3 with HTH Combat (15 Active Points); OAF (-1) (Real Cost: 7) plus +10 EGO (Real Cost: 20) plus +10 Mental Defense (19 points total) (Real Cost: 10) Note: 2H END:0

     

    Ezzod, the Blade of Yore was carried by Calephoon of Narthad, he that had defeated demons unnumbered, but had not mastered his own heart.

     

    Ezzod - Sword of Yore: Multipower, 60-point reserve

    u 1) Ezzod - Sword of Yore: (Total: 60 Active Cost, 20 Real Cost) Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Minimum 17 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 13) plus +3 with HTH Combat (15 Active Points); OAF (-1) (Real Cost: 7) Note: 2H END: 0

    u 2) Retrocognitive Clairsentience (Sight Group), Reduced Endurance (0 END; +1/2) (60 Active Points); OAF (-1), Requires A Channeling Roll (-1/2) END: 0

     

    Lagos of Yn carried Harrikoon, the Sword of Vengence, and that is more than enough to have said.

     

    Harrikoon - Sword of Vengence: Multipower, 90-point reserve

    u 1) Haarikoon: (Total: 75 Active Cost, 30 Real Cost) Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Minimum 17 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 13) plus +4 with HTH Combat (20 Active Points); OAF (-1) (Real Cost: 10) plus +10 STR (10 Active Points); No Figured Characteristics (-1/2) (Real Cost: 7) Note: 2H END: 1

    u 2) Blade Wall: HKA 2d6 (2 1/2d6 w/STR), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2), Persistent (+1/2), Damage Shield (+1/2) (90 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Requires A Channeling Roll (-1/2), Real Weapon (-1/4) END: 0

     

    Serrular was carried by she of the Mark, Gathos of Serrule, she who sought the death of the Dark Lord Saakan

     

    Serrular - Sword of Serrule: (Total: 102 Active Cost, 35 Real Cost) Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Minimum 17 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 13) plus +4 with HTH Combat (20 Active Points); OAF (-1) (Real Cost: 10) plus FF (8 PD/8 ED/4 Mental Defense/5 Power Defense), Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Requires A Channeling Roll (-1/2) (Real Cost: 12) Note: 2H END: 0

     

    Ond was carried by Buun, before that other tale ended him.

     

    Ond - Sword of Strength: (Total: 65 Active Cost, 22 Real Cost) Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Minimum 17 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 13) plus +1 with HTH Combat (5 Active Points); OAF (-1) (Real Cost: 2) plus +15 STR (15 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 7) Note: 2H END: 1

     

    Peskoon, called the Hell-hone Blade by the Powerful and Paranoid, was mastered that day by Mindus, he of the Dharzoon, who had so lately occupied Caleon.

     

    Peskoon - Sword of Fear: (Total: 140 Active Cost, 105 Real Cost) Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Minimum 17 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 13) plus +1 with HTH Combat (5 Active Points); OAF (-1) (Real Cost: 2) plus Drain PRE 6d6, Armor Piercing (+1/2) (90 Active Points) (Real Cost: 90) Note: 2H END: 9

     

    Gonizar was weilded by Gaddros of Lyrdoonach, the brother of Yethros, who was later the first King of Kythros. All Kyth Kings are descended from him.

     

    Gonizar - Sword of Understanding: (Total: 76 Active Cost, 28 Real Cost) Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Minimum 17 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 13) plus +2 with HTH Combat (10 Active Points); OAF (-1) (Real Cost: 5) plus +5 INT (5 Active Points); OAF (-1) (Real Cost: 2) plus +5 EGO (10 Active Points); OAF (-1) (Real Cost: 5) plus +3 with Channeling (6 Active Points); OAF (-1) (Real Cost: 3) Note: 2H END: 0

     

    Xathos was swung that day by the Fool Entullian of Pelkyr, of whom more is said elsewhere.

     

    Xathos: (Total: 100 Active Cost, 31 Real Cost) Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Minimum 17 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 13) plus +3 with HTH Combat (15 Active Points); OAF (-1) (Real Cost: 7) plus Healing 4 BODY (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), OAF (-1), Requires A Channeling Roll (-1/2) (Real Cost: 11) Note: 2H END: 4

     

    Aian, the Troll of Yarkoon, who slew his weight in demons at the mouth of Steelfire Gorge, carried Nythos, the blade of Night.

     

    Nythos: Multipower, 60-point reserve

    u 1) Nythos: (Total: 60 Active Cost, 20 Real Cost) Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Minimum 17 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 13) plus +3 with HTH Combat (15 Active Points); OAF (-1) (Real Cost: 7) Note: 2H END: 0

    u 2) Night's Dawn: (Total: 60 Active Cost, 22 Real Cost) Darkness to Sight and Mental Groups and Detect Magic 4" radius, Personal Immunity (+1/4) (60 Active Points); OAF (-1), Requires A Channeling Roll (-1/2), Real Weapon (-1/4) (Real Cost: 22) END: 6

     

    Es'laan, that which was in later days called the Firestarter was borne by Lar Kyeon, the Dragon Warrior.

     

    Es'laan: Multipower, 60-point reserve

    u 1) Es'laan: (Total: 60 Active Cost, 20 Real Cost) Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Minimum 17 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 13) plus +3 with HTH Combat (15 Active Points); OAF (-1) (Real Cost: 7) Note: 2H END: 0

    u 2) Firebolt: (Total: 60 Active Cost, 23 Real Cost) RKA 2d6, Armor Piercing (+1/2) (45 Active Points); Independent (-2), OAF (-1), Required Hands Two-Handed (-1/2), Requires A Channeling Roll (-1/2), Real Weapon (-1/4) (Real Cost: 8) plus +3 with Ranged Combat (Real Cost: 15) END: 4

     

    And yet... more is to come... for the Darkness of the Sword of Doom has yet to pass from this world and may never, so long as Men and Elves covet power, and Death holds sway over Fate.

  5. Re: Transcendant Armor: Immolation

     

    How's about a transform into some horrid, flaming spirit of destruction? A column of vengeful hate given fiery form and function... an undead creature, in short, the character's original mind trapped in the flaming, ruinous wreck of his own body forever?

     

    Too much?

     

    I like it. Write up later... I gotta go to work.

  6. A Fantasy Hero Artefact...

    You have to collect the whole suit before you can use the Immolation effect, and I'm thinking of backing that off to an RKA ex (Fire)... this is for a game with 300 point characters, who routinely face down other artefact-wielding bozos. Also, only the Burning Helm has been recovered, the rest of the suit is still hidden away in the nooks and crannies of the world.

     

    Also, I'm trying to figure out the best way to model the "price" the whole "soul consuming" bit.

     

    Immolation Set

     

    Far back in time, before the Walls of Ancient Chalasa went up, and they who would become the Sea Elves still walked with Men under the sun, during the Occupation by the Dharzooni, there was forged a suit of armor more deadly than any ever conceived.

    Individual pieces of the armor were black, soot-stained objects, warm to the touch and holding a fiery promise. Together, they transformed the wearer into a great beast of flame... but at a terrible price... for a bit of his soul would be consumed in the flames that devoured his enemies...

     

    Burning Helm: (Total: 89 Active Cost, 20 Real Cost) +4 with DCV (20 Active Points); Independent (-2), OAF (Weapon; -1), Real Weapon (-1/4) (Real Cost: 5) plus Armor (8 PD/8 ED) (24 Active Points); Independent (-2), Helm (Protects Locations 3-5; -2), OIF Durable (-1/2), Real Armor (-1/4) (Real Cost: 4) plus RKA 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Independent (-2), OAF (-1) (Real Cost: 11)

     

    Heartfire Breastplate: (Total: 56 Active Cost, 12 Real Cost) Armor (8 PD/8 ED) (24 Active Points); Independent (-2), Breastplate (Protects Locations 9-13; -1 1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 4) plus LS (Safe in Intense Heat) (2 Active Points); Independent (-2), OIF (-1/2) (Real Cost: 1) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); Independent (-2), OIF (-1/2), Only vs. Fire and Heat (-1/2), Real Armor (-1/4) (Real Cost: 7)

     

    Flaming Paldrons: (Total: 86 Active Cost, 20 Real Cost) Armor (8 PD/8 ED) (24 Active Points); Independent (-2), Paldrons (Protects Location 9; -2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 4) plus HKA 1 1/2d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2) (62 Active Points); Independent (-2), OIF (-1/2), Real Weapon (-1/4) (Real Cost: 16)

     

    Searing Gauntlets: (Total: 54 Active Cost, 10 Real Cost) Armor (8 PD/8 ED) (24 Active Points); Independent (-2), Gauntlets (Protects Locations 6-8; -1 1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 4) plus +5 STR (5 Active Points); Independent (-2), OIF (-1/2), Real Weapon (-1/4) (Real Cost: 1) plus Sight Group Flash 5d6 (25 Active Points); Independent (-2), 4 Charges (-1), OIF (-1/2), Real Weapon (-1/4) (Real Cost: 5)

     

    Firewalking Boots: (Total: 45 Active Cost, 9 Real Cost) Armor (8 PD/8 ED) (24 Active Points); Independent (-2), Boots (Protects Locations 17-18; -1 1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 4) plus Teleportation 6", Safe Blind Teleport (+1/4), MegaScale (1" = 10 km; +1/2) (21 Active Points); Independent (-2), Only Between Fires Large Enough to Step Into (-1), OIF (-1/2) (Real Cost: 5)

     

    Immolation Armor, Full Set: (Total: 190 Active Cost, 157 Real Cost) Desolidification (40 Active Points); Independent (-2), 1 Continuing Charge lasting 1 Turn (-1 1/4), OIF (-1/2), Arrangement - All Other Pieces of the Immolation Suit (-1/4), Cannot Pass Through Solid Objects (-1/2) (Real Cost: 7) plus HKA 2 1/2d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (Offensive; +3/4), Area Of Effect (11" Radius; +1) (150 Active Points) (Real Cost: 150)

  7. How's this? No costs are listed, and I use NPAs pretty loosely, allowing them to be applied... oh... interchangeably, really.

     

    Sword Edges

    The magical Sarkeen Guilds long held the secrets of the Edge, the art of enhancing a weapon with interchangeable gem-like magic items. They were active during the Interregnum, and few who know their art live today. These days, swords and axes that can use them are rare, but the Edges themselves turn up every now and then. They are solidified spells, ready to boost your weapon’s power.

     

     

    Bone Edge: Healing 3 BODY (30 Active Points); Independent (-2), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), OIF (-1/2), Arrangement (-1/4), END: 3

     

    Death Edge: Penetrating (+1/2) for up to 50 Active Points of Killing Attack HtH (25 Active Points); Independent (-2), OIF (-1/2), Arrangement (-1/4) Only Affects Attacks with Slotted Weapon (-1/2) END: 2

     

    Deazar's Edge: Mental Defense (12 points total) (10 Active Points); Independent (-2), OIF (-1/2), Arrangement (-1/4), Only Affects Attacks with Slotted Weapon (-1/2) END: 0

     

    Dominance Edge: Mind Control 12d6 (60 Active Points); Independent (-2), OIF (-1/2), Arrangement (-1/4) END: 6

     

    Doom Edge: Armor Piercing (+1/2) for up to 50 Active Points of Killing Attack HtH (25 Active Points); Independent (-2), OIF (-1/2), Arrangement (-1/4), Only Affects Attacks with Slotted Weapon (-1/2) END: 2

     

    Elemental Edge: HKA 1d6 (1 1/2d6 w/STR), Variable Special Effects (Limited Group of SFX; +1/4) (19 Active Points); Independent (-2), OIF (-1/2), Arrangement (-1/4), Only Adds to Attacks with Slotted Weapon (-1/2) END: 2

     

    Elemental Shroud: EB 4d6, Variable Special Effects (Limited Group of SFX; +1/4) (25 Active Points); Independent (-2), OIF (-1/2), Arrangement (-1/4), Only Adds to Attacks with Slotted Weapon (-1/2) END: 2

     

    Grip Edge: Entangle 4d6, 5 DEF (45 Active Points); Independent (-2), OIF (-1/2), Arrangement (-1/4) END: 4

     

    Heart Edge: Area Of Effect (up to One Hex; +1/2), Selective (+1/4) for up to 50 Active Points of Killing Attack HtH (37 Active Points); Independent (-2), OIF (-1/2), Arrangement (-1/4), Only Affects Attacks with Slotted Weapon (-1/2) END: 4

     

    Holy Edge: Healing BODY 4d6 (40 Active Points); Independent (-2), OIF (-1/2), Arrangement (-1/4), Only Affects Attacks with Slotted Weapon (-1/2) END: 4

     

    Khouros' Edge: +5 STR (5 Active Points); Independent (-2), OIF (-1/2), Arrangement (-1/4), Only Affects Attacks with Slotted Weapon (-1/2) END: 1

     

    Kythoon's Edge: Dispel 12d6 (36 Active Points); Independent (-2), OIF (-1/2), Arrangement (-1/4), Only Affects Attacks with Slotted Weapon (-1/2) END: 4

     

    Light Edge: +1 SPD (10 Active Points); Independent (-2), OIF (-1/2), Arrangement (-1/4), Only Affects Attacks With Slotted Weapon (-1/2) END: 0

     

    Lore Edge: Variable Special Effects (Limited Group of SFX; +1/4) for up to 50 Active Points of Killing Attack HtH (12 Active Points); Independent (-2), OIF (-1/2), Arrangement (-1/4), Only Affects Attacks with Slotted Weapon (-1/2) END: 1

     

    Mage Edge: Armor Piercing (x2; +1) for up to 50 Active Points of Killing Attack HtH (50 Active Points); Independent (-2), OIF (-1/2), Arrangement (-1/4), Only Vs Creatures with a Magic Roll (-1/2), Only Affects Attacks with Slotted Weapon (-1/2) END: 5

     

    Power Edge: Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); Independent (-2), OIF (-1/2), Arrangement (-1/4), Only Affects Attacks with Slotted Weapon (-1/2) END: 0

     

    Shock Edge: Indirect (Same origin, always fired away from attacker; +1/4) for up to 50 Active Points of Killing Attack HtH (12 Active Points); Independent (-2), OIF (-1/2), Arrangement (-1/4), Only Affects Attacks with Slotted Weapon (-1/2) END: 1

     

    Sorrow Edge: NND (Magical Shielding; +1) for up to 50 Active Points of Killing Attack HtH (50 Active Points); Independent (-2), OIF (-1/2), Arrangement (-1/4), Only Affects Attacks with Slotted Weapon (-1/2) END: 5

     

    Speed Edge: Running +6" (12" total) (12 Active Points); Independent (-2), OIF (-1/2), Arrangement (-1/4) END: 1

     

    Summoner's Edge: Summon 400-point Chaos Beast (80 Active Points); Independent (-2), OIF (-1/2), Arrangement (-1/4) END: 8

     

    Vile Edge: Continuous (+1) for up to 50 Active Points of Killing Attack HtH (50 Active Points); Independent (-2), OIF (-1/2), Arrangement (-1/4), Only Affects Attacks with Slotted Weapon (-1/2) END: 5

  8. Re: Herophile Fantasy art

     

    While I puzzle over the layout of Curufea's Campaign Cover... (that font is "First Order Regular" and a liberal helping of Superblade Pro...Old Silver setting, I think)

     

    Here's a sample from the Magic Gear Section of the Caleon Campaign Book... the Rust Orb.

     

    Rust Orb

    Only one of these terrors exists (thank the Gods Below) when activated, its greenish beam corrodes armor.

     

    Rust Orb: Multipower, 50-point reserve

    U Narrow Beam: Dispel Armor 11d6, Area Of Effect (One Hex; +1/2) (49 Active Points); Independent (-2), OAF (-1), 4 Charges (-1), Only Affects Metal Armors (-1/2), Real Weapon (- 1/4), Beam (-1/4)

    U Wide Beam: Dispel Armor 8d6, Area Of Effect (2" Radius; +1) (48 Active Points); Independent (-2), OAF (-1), 4 Charges (-1), Only Affects Metal Armors (-1/2), Real Weapon (-1/4), Beam (-1/4)

  9. Re: Herophile Fantasy art

     

    Here's the companion to the map of the Northlands I posted a little while ago; this time the southern half of the campaign area. It's a PDF, about 1.1 MB, and it's still a work in progress (though mostly complete)

     

     

    Very nice... is that hand drawn, for the most part? I do see some photoshop work, but it looks largely hand-made...

  10. Re: Herophile Fantasy art

     

    That's a great idea!

    Would you mind if I stole the concept for my Western Shores campaign?

     

    Which concept? The notebook cover? DO IT! We should all have cool artwork to inspire the players!

     

    Do you have photoshop? Do you need assistance of any sort? I'm currently laying out the pages for Caleon (it will wiegh in at about 200 pages, I'm hoping) and I know nothing about layout... so I might be awhile...

     

    But I could send you the .psd's .... Ooh... look for another post soon...

  11. Re: Herophile Fantasy art

     

    Nice Poser work, as usual!

     

    Here's the cover to the Caleon Campaign Notebooks my players will be receiving soon!

     

    The Green Haired Fellow is a Vug (or Troll) the large grey gentleman is a Jhuniz (or Ogre) and the young lady is Arela "RavynShadoe Dethgayte" Kinivan, a follower of the Chaos Lord Arkoon.

  12. See... there are a lot of great Pulp resources out there, and I don't have time to run a campaign for each one, so the following idea seems to have taken root to solve the problem.

     

    Cast of Characters: The Usual Suspects, my Fantasy Hero Group (Dawn, Jeff Jr, Brian, Dan, Laura, Bridget, Nathan.... no problem there)

     

    PCs: 150 pt characters (75 + 75 most likely)

     

    Setting: Different each week. Same Cast, Different Film (Like A Fish Called Wanda and Savage Creatures)

     

    Dawn's Amazon and Brian's Two-Fisted Hero would be the same, but the conditions of their lives would be different, allowing me to run Solar Smith one week, then Dordogne Zodiac the next...

  13. So... Its known that I play waaaay too much World of Warcraft, but the game has given me a few ideas.

     

    In the game, we can acquire (through luck and skill) Sets of armor that provide a special bonus if all the pieces are worn at once.

     

    Can a be purchased as several foci under the "Arrangement" rules? As in some kind of mythical "Must Have All Armor Pieces to Function" limitation?

     

    I see it as a separate power bought as a whole other construct from the individual bits. Say, the helm and the chestplate have certain powers, but the two worn together do a third, unique function.

     

    Is there a better way to create this effect? I personally think this is the simplest method.

  14. Re: Manless

     

    Well, I can see it being something like the Valdorian Age "races," in which you can't buy an "Elf" package, instead you buy a "Wood Elf" or a "High Elf" or whatever, and you can't assume you're a human, but instead buy a "Northerner" or "Westerner" package.

     

    Am I right or am I right?

     

    I have 16 human "races" in my Caleon and Exodus games... and in my (never completed) Galactice Empire game, Humanity was long extinct, and I still used them as the baseline. The PC races were all quite odd, just to prevent folks from playing a Guys In Suits campaign.

  15. My son is insisting on a continuance of my WH40K work. I have weapons, some package deals and some ideas... but little inspiration. I was thinking of waiting until WarGear came out to finish this monster, but tell me... how popular would this be?

     

    I've counted about 50 vehicles that need stats... Though most of them are (for example) a Chimera with a dozen weapon load outs... so that speeds things up.... I guess I just need focus.

     

    What would YOU do with a subfolder in HERO Designer called "M41"?

  16. This week, we had our 40th Anniversary, celebrating it by having a big "Convention-like" show catered by Subway with Smead, Sanford, 3M and all the other big office products manufacturers supplying prizes and stuff. One way to get prizes was to win in a trivia contest that I had to MC. About 500 customers showed up.

     

    I've never ran a game for "mundanes" before, let alone 500 of them. I didn't prepare one single joke or routine. I just just waited for my first round of contestants and found myself in Game Master Mode.

     

    Turns out, the improv skills one learns in Fantasy Hero can be used in social situations. Who knew? 22 years I've been GMing, and never tried to apply that skill in public. It will not be the last.

     

    A woman from a local TV station was in the audience. Right there in the middle of the show, I asked her for a job. She laughed and said she'd look into a gig for me.

     

    And I'll owe it all to HERO if it comes true!

  17. Re: An Experiement!

     

    I have 3 so far... they are nothing like one another... very cool. Someone has used Caleon as a reference, others not so much, but that is entirely optional.

     

    What counts is where the points go... :)

  18. Re: An Experiement!

     

    Okay... to clarify...

     

    I'm doing an article to show the variability of FH characters. Sorry I wasn't more detailed earlier. I was at work when the idea struck me.

     

    Small town (or farm) girl goes to the big city... decides to go adventuring. What does that mean to you?

     

    Once I've got 10 characters, I'll write it up and post it at my website.

     

    Thanks in advance...:)

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