Jump to content

UbiquitousRat

HERO Member
  • Posts

    110
  • Joined

  • Last visited

2 Followers

About UbiquitousRat

  • Birthday 04/18/1971

Contact Methods

  • Website URL
    http://ubiquitousrat.net

Profile Information

  • Gender
    Male
  • Location
    Nottingham, UK
  • Biography
    Gaming since 1977, initially into Traveller RPG but rapidly became obsessed with all RPGs. A period of being UK events and club champion for Games Workshop UK led to my eventual decline into real life.
  • Occupation
    Teacher

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

UbiquitousRat's Achievements

  1. On improv, I'd strongly recommend Walmsley's booklet: http://rpg.drivethrustuff.com/product/106247/Play-Unsafe?filters=0_44293_0_0_0 Lots taken from drama improv, but applied directly to roleplaying. Another question: I keep asking players to describe what they want to have their character be able to do, not to worry about the mechanics of modelling it. That allows me to focus them on the roleplaying, why I solve the questions of roll-playing to emulate their ideas. When is it appropriate for a player to take more direct control over modelling their own creations? What are the risks / benefits from letting them do so?
  2. Having recently started playing HERO, my group is keen for me to put together some key advice in the form of a Roleplayer's Guide. Although a lot of the content is system-neutral, I feel that the inclusion of HERO-specific advice is also important - mostly because, in a separate discussion on the topic, the players said that they feel the GM should help players to understand how to "finesse" (at least at a basic level) the choices they make for their character. To this end, does anyone more experienced than me (which means a person who has played more than 4 sessions of HERO) have any advice, nuggets of wisdom, or other guidance aimed at players of HERO? If so, would you object to be quoted in our Guide? Secondly, how does one approach ensuring that anyone you write and provide online does not infringe HERO Games copyright? I can't seem to locate the appropriate guidance that I am sure used to exist. Thanks in advance for your assist!
  3. The idea of the Conditional Power is to limit the damage of the additional missiles to no more than the original missile. Thus, if I fire my Light Bow (1d6) I can only have 1d6 damage from the Multimissile. Of course, in this case, I might want to up my Bow damage a few damage classes with my CSLs to take advantage of the spell's power. The Time Limit works to limit the spell, which is cast on a missile (say, an arrow), to function for no longer than 5 minutes after the spell is cast. Thus, the caster has to prep the arrow and use it inside the Time Limit, or lose the benefit. Of course, there are questions around whether I want to import the RuneQuest-inspired parameters. Hmm. Could you build it as a naked Power Advantage, with Limitations? Thus: Multimissile Spell: Autofire (2 shots; +1/4) for up to 40 Active Points of a single missile attack, Time Limit (5 Minutes; +1) (20 Active Points); 1 Recoverable Charge (-1 1/4), Requires A Death Rune Affinity Roll (Skill roll; -1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4)
  4. While we're at it, here are two other spells: Speedart Spell: +9 with a single missile attack; +3 CSL to OCV, 6 CSL (+3 DC) to damage, Time Limit (5 Minutes; +3/4) (47 Active Points); OAF (spell cast onto a missile; -1), Requires A Death Rune Affinity Roll (Skill roll; -1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) Silence Spell: +4 with Stealth, Time Limit (5 Minutes; +3/4) (14 Active Points); Requires A Harmony Rune Affinity Roll (Skill roll; -1/2), Gestures (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) These seem more straight-forward.
  5. Yes, I've been referring to it. I'm not, however, emulating RuneQuest... just referring to it. The set up for Multimissile there uses a continuing, recoverable charge: Power: 2d6 RKA, trigger (fire missile, +¼), (can only do same damage as original missile, -½), Consumes POW (-½), requires a magic Roll (-½), limited range (-¼), 1 continuing (5 minutes) recoverable charge, (-½) Isn't a continuing charge going to mean that the missile continues to do damage for 5 minutes after striking the target? That is not the effect I want. Ok. So what will get me additional missiles (up to 4, depending on the version of the spell) all in one go when you fire the original missile? Is it enough to simply drop the "cannot be recovered"? Multimissile-1 Spell: Killing Attack - Ranged 2d6, Time Limit (5 Minutes; +1) (60 Active Points); 1 Charge (-2), OAF (cast on a single missile; -1), Requires A Death Rune Affinity Roll (Skill roll; -1/2), Conditional Power cannot roll more damage than original missile (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) Suggestions, please?
  6. I've begun to set-up a campaign set in the classic Glorantha setting. So far, so good. Today, I've tried to create a Multimissile spell. I'd like to know if you think it makes sense. In short, you cast the spell on a missile like an arrow or sling stone. When the missile is fired, the spell releases additional copies of the missile which do the same damage dice as the original. Multimissile Creates a second missile, doing the same damage as the first. Multimissile-1 Spell: Killing Attack - Ranged 2d6, Time Limit (5 Minutes; +1) (60 Active Points); 1 Charge which Never Recovers (-4), OAF (cast on a single missile; -1), Requires A Death Rune Affinity Roll (Skill roll; -1/2), Conditional Power cannot roll more damage than original missile (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) Multimissile-2 Spell: Killing Attack - Ranged 2d6, Time Limit (5 Minutes; +1) (60 Active Points); 2 Charges which Never Recover (-3 1/2), OAF (cast on a single missile; -1), Requires A Death Rune Affinity Roll (Skill roll; -1/2), Conditional Power cannot roll more damage than original missile (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) And so on... Thoughts?
  7. Quick update: Four of five regular players have played the new HERO conversion Tikhon campaign, and all seem happy. Just one guy to teach, who's only absent due to work pressures. Also had interest at the school club for an MHI scenario, allowing me to demo HERO to the teen lads. Looks good. Once again, big thanks for prior and ongoing support!
  8. Thanks, mhd! My guy has a Heavy Bow (1 1/2 d6) and struggled against the Skeletons armoured with 7PD full panoply armour. Most of the time, he couldn't do more than scratch them. The 2d6 Hvy Longbow, however, does pack more punch, I guess. I might go the root of Draxian War Arrows, an enchanted and very rare commodity, with AP. That seems a nice, flavourful compromise which also reveals that, although Drax don't usually use bows, they can make cool arrows for their allies.
  9. mhd: Forgive my ignorance here, but can you qualify / explain how bows are too good against armour without AP? Thanks to the others for suggestions - keep it simple, eh?
  10. Question about Bows: We are using the Bow designs from the HSEG. One player wants to use Armour Piercing Arrows. What is the recommended way of handling this? Do I design the AP Arrow as an item? Does that mean I need to redesign the Bow and add a normal Arrow? Or should I add to the Bow, perhaps making it a multi-power with AP and normal arrow options? Thoughts?
  11. Although not essential, I am going to write a Player's Guide to Tikhon. What do I need to include? What would be nice to include?
  12. Wow - Spence - that Trek stuff is also high quality fan work! Thanks, dude!
×
×
  • Create New...