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Posts posted by lensman
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Re: Turakian Kingdoms
Westerlands
The Eastern Westerlands
the Drakine Realms
The Tornathian League
Valicia
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Re: Turakian Kingdoms
Westerlands
The Central Westerlands
Aarn
Keldravia
Khirkovy
Mezendria
Mircasea
Szarvasia
Tharnrek
Thurgandia
Umbr
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Re: Turakian Kingdoms
Westerlands
The Far Westerlands
Elvenholme
The Mhendarian Palatinate
Vestria
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Re: Turakian Kingdoms
That is exactly the plan.
Then I will avail myself of your help and your knowledge to both add content and to body check errors of content.
Of course this raises the spectre of content and flavor. I am not autocratic and believe in as much input in any labor where HERO is concerned, I plan to explore the Ultimate Base: Kingdoms rules and try not too make everything generic.
Looking forward to the new year.
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This will be my project for 2011, which I will start after the holidays and after recovering from migth prove to be a hellacious New Years Eve.
Stay tuned, not really sure where I wil start, probably the Westerlands and move down the coast.
I have to figure out a good Kingdom character sheet format in text, which most likely evolve as I figure out what I am doing.
EDIT: 11/27/10
Campaign assumptions: Turns. I will define a Kingdom Turn as one season : three Months : 12 weeks : 1 Segment = 1 Week.
Average Speed will be 1 and increased speed for the various Speed categories will have more meaning and reduce cost of Speed overall.
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EDIT: 11/28/10
Granted, this is my first serious read through of the Kingdom rules. I have come to STR in its various forms with listed cost of 1 Character pt for 4 STR and then Modifiers to that cost .
It seems completely unworkable.
Here now it my departure from the black letter rules.
Instead of modifers being a multiplier, I will treat them as Adders. Every +1/4 will be a +1 Adder in cost. Same for -1/4 multipliers
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Westerlands
The Far Westerlands
Elvenholme
The Mhendarian Palatinate
Vestria
The Central Westerlands
Aarn
Keldravia
Khirkovy
Mezendria
Mircasea
Szarvasia
Tharnrek
Thurgandia
Umbr
The Eastern Westerlands
the Drakine Realms
The Tornathian League
Valicia
Mhorcia
Northern Mhorcia
Ingushel
The Sirenic Empire
Tavrosel
Thalera-Saar
Tyrandium
Southern Mhorcia
Arutha
Besruhan
Hrastrin
Nurenthia
Sedrosa
Tanirec
Velkara
Khoria
Vashkhor
Ashurna
Khepras
Vornakkia
Northern Vornakkia
Shar
Sorinsarsoun
Vfian
Southern Vornakkia
Devyldra
Eltirian
Halathaloom
Kurum-Sathiri
Talarshand
Zhor Cacimar
Thun
Aresca
Kumasia
Keshnan
Koren-Var
Thordar
Mitharia
South Mitharia
Halore
Malegyon
Nashara
Orumbar
Thon-Sa
Threyshara
Vendiya
Central Mitharia
The Baghan Plateau
Brabantia
Dragosani
Ostravia
Shularahaleen
Sitheria
Vanerof
Northern Mitharia
Azarthond
Eldrasan
Heltica
Karelila
Khrisulia
Rosskeld
Teretheim
Vorash
The Far North
The Gorthundan Steppes
Wilderland
Turakia
The Sunless Realms.
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Re: Kingdom character sheets
Ok, so from Steve's lips, Kingdoms character sheets not going to be supported.
So, I propose we few, we happy few, create a thread and ask for someone to create a template for HD for Kingdoms characters. We see what some one would charge for theTemplate and then divvy up the cost between us.
Possible or just loopy?
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Re: Kingdom character sheets
I had put in for a feature request on the Hero Designer thread, had one second but nothing, no response from Dan.
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Re: Campaign Building Blocks: General Musings
- Number of known spells is determined by [(PRE/5) +4]
Should that be INT not PRE?
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Re: "Leadership" multipower
Greets!I'd like to put together a Leadership type multipower for a commander or squad leader. Essentially, I'd like the leader to be able to give commands that grant various bonuses to friendlies.
Here's what I want to have happen:
- Leader makes a PRE roll.
- If successful, all friendlies in range gain a temporary, fixed bonus to some stat (OCV, DCV, etc)
- I don't want the leader to have to make additional rolls (such as attack rolls or rolls to see how much the stat increases by)
I was looking at Aid, but it doesn't seem to work quite like this. Is there any way I can put this together?
Thanks!
Bart
Here is my solution.
One, a mechanic that a leader has to grant the powers to his troops
Two the various Commands that a leader igth have and distribute
5 Command : Naked Advantage: Usable Simultaneously (up to 8 people at once; +3/4), Grantor can only grant the power to others, Recipient must be within Limited Range of the Grantor for power to be granted for up to 20 Active Points; Limited Power: UOO only appliesd to PRE based Command Powers Power loses about half of its effectiveness (-1), Lockout : Only One Command Power per Target (-1/2), Requires A Roll (Characteristic roll, -1 per 20 Active Points modifier: PRE; -1/4) 1
Notes: Grantor can only lend power to others -1/2Recipient must be within Limited Range of Grantor for Power to be granted -1/4
Command Leadership
17 Bounding Overwatch: Running +10m (22m total), Usable [As Second Mode Of Movement] Swimming (+1/4), Reduced Endurance (0 END; +1/2); Limited Power: Only for calculation of half move Power loses less than a fourth of its effectiveness (-0)
20 We Move and Perceive as One: Danger Sense (immediate vicinity, in combat, Function as a Sense, Intuitional, Transmit) 12-
16 +2 with Ranged Combat
Notes: Substitution of Melee lvls if unit is melee based
- Leader makes a PRE roll.
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Re: Campaign Building Blocks: General Musings
Cultural packages are a real strength to a campaign.
My problem with Racial packages, they seem only to make a difference at the margins. Is it worth writing up a Racial package deal that gives
+2 STR, -1 DEX, +2 CON, -2 INT.
Player characters are generally far beyond the mean so th e work is just to give a sense for the general populous. I would argue that a long list of increased and decreased stats, with changes to Stat max and min by a few points here and there, a difference in Skill caps or when stat max kicks in, is just not worth the keystrokes.
Distinctive Looks for Races to offset a Cultural packs deal.
Now Cultural packages are a great indicator of difference.
Ideas I have heard of, the creation of a skill that is only available to those in the culture.
So for a culture that is steeped in Romance, create a custom skill much like in Chivalry and Sorcery. Perhaps Analyze, Social skills
For a culture rife with politics, an Analyze or a Resistence to Persuation or Conversation.
For those cultures based on warfare, Damage Negation when in units or only when Raidng enemy lands
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Re: Campaign Building Blocks: General Musings
Currently, I am kicking around ideas for a dark, low fantasy setting that I will hopefully have the opportunity to GM in the vaguely distant future. I am trying to think of the best way to create my game world, and my idea at present is to sort of break things down into modular units to develop. Things like magic, nations, and races would be over-arching, and there would be a few broad plot threads weaving in and out, but specific towns or area-specific encounters would be mostly self contained within a geographic area. The actions of the PCs determine the outcome of the events happening in the "cell," and that in turn could cascade into broader, more impacting events.For example, there is a small frontier town on the outskirts of Generic Empire's borders. There is a tribe of Token Barbarians vying for power with the outpost. The PCs are sort of dropped in without forcing them to take either side, but character backgrounds will play some part in deciding this. Depending on their actions, either the outpost of Generic Empire or the Token Barbarians will come out on top. Either result will cascade into either Imperial momentum or a renewed Barbarian counteroffensive, driving the tone and consequences of the next adventures.
For each 'cell," there would be a predetermined list of "miniadventures," each with some sort of power consequence. So, if the PCs rescue a lost detachment of legionnaires then that will tip the balance in the favor of the Empire in a coming armed conflict. Or maybe the PCs help the Barbarians raid Imperial resource caravans, weakening the local fort for a future assault. There would also be some other predetermined factors in each cell, such as terrain, typical weather, animal types, etc. There would also be "hidden areas," places that sharp and perceptive PCs will pick up on and discover, that contain more powerful items or something of the sort that increases THEIR personal power and influence.
So, I guess this format is more like a video game than anything else. Naturally, I am hesitant to come up with too many rigid outcomes, because I wouldn't want to be too limiting or railroading at all. Of course, it's difficult to anticipate PCs' actions.
Some of this may seem common sense, but the last game I ran was very geographically unrestricted and very freeform. Mostly, I'm just wanting to provide plenty of rich, dependable detail without limiting the PCs too much. Winging it is fine to a certain point, but I'm afraid that improvising too much leeches game quality.
So, for those more experienced GMs out there, what has been your experience with these formats? Is what I'm describing too much work given the unpredictable nature of PCs, or is it good to have a bunch of contingency options written out and planned beforehand? And would you, as a hypothetical potential player, be interested in a game like this?
Thanks in advance.
This method is entirely workable and reasobnable. GM's are responsible for many thing, having a framework or cells in order to organize strata of political, economic and personal drives is necessary. The skill involved is blending these cells with story arcs and following the literary practice of conflict, rising action, climax.
Short answer, yes.
Long answer, it is worth the work to build a bunch of cells or contingency options because you never known what will appeal or draw player attention. It helps to flesh out ideas for the campaign or certain areas of the campaign, that themselves are building blocks for the entire campaign.
And speaking for myself, you have gold in the idea of a dark, low fantasy game. If you are looking for a player let me know, I would join in a heartbeat.
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My charcaters are going into a Dreamscape and I need a series of Dreams ranging from th enot very powerful Dreamer up to the Dreams of very Powerful Dreamers.
Should have a Psych at the center and an environment. Set in a Fantasy universe but th e setting does not matter since in is all Dream.
Thanks
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Re: Need Help
From Fantasy Hero 5th ed 106 pg:
5 Magesight
Detect Magic [No sense Group]
or 17 pt version is
Detect Magic [No sense Group]
Discriminatory, Sense, Range
As far as Barriers, usually they are FF or FW (without being Opaque to the Detect)
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Re: A Number Six 'follower'
I would suggest an AI
A mind Link that takes time to forge a connection to the wearer, ie a Transform Mental : Current bearer always is Willing receipiant of item powers.
Then use Images to create what ever scene the gem has stored in it
pprograms for AI's can be used as Skills or memories that can be used complimentry by th euser or buy Naked UOO (Useable on Others)
The Gem could have things like LS no need to sleep and Mind Control useable only if Bearer asleep
Also Images (Mental group) t apppear as the Psychic signature of the bearer, making it very hard, depending on levels of -'s to PER, to detect or perceive by Mental senses.
With Transform you can even futz around and give more points by offsetting witha disafvantage like: Dependence on Gem, if removed then damage.
Many powers and abilities can be dormant and use gradual effect to wake them depending on how long the gem is 'held' by the bearer.
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Re: Science Fiction League of Extraordinary Gentlemen
My picks:
Ender Wiggin : Leader, Ender's Game
Maya : Shapechanger, Space 1999
John Preston : Jedi Gunslinger, Equilibrum Thx Major Tom 2009
Kerr Avon : Brilliant, Blake's 7
Philip Lynx : Linquist/Xenologist, Humananx Commonwealth
Owen Deathstalker : Adventurer Deathstalker series
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Re: Weighted Net
Yes in the Ultimate Martial Artist ISBN 1583660011 DOJHERO101 168 pg with description on 184 pg.
There are three mechanics based on size Small, Normal, Large
Samll Toami:
Enttangle 4d6 4 DEF , Entangle and Character both Take damage,(+1/4)
50 Active Points
OAF(-1) or IAF(-1/2
1 Recoverable charge (-11/4)
Normal Toami:
Enttangle 4d6 4 DEF , Entangle and Character both Take damage,(+1/4)
1 Hex Area of Effect(+1/2)
70 Active Points
OAF(-1) or IAF(-1/2
1 Recoverable charge (-11/4)
Large Toami:
Enttangle 4d6 4 DEF , Entangle and Character both Take damage,(+1/4)
5" Hex Area of Effect, Radius(+1/2)
90 Active Points
OAF(-1) or IAF(-1/2
1 Recoverable charge (-11/4)
Checked Mythic Greece, no nets listed
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I want to build some kingdoms for a game I am thinking of trying/running on Obsidian Portal.
Is there a template for these modified stats for Kingdoms from Ultimate Base?
Just checking before I start editing in a WP.
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Re: DDC 34 : Battlefield by Gas Giant
Offical change form DDC, change in game list number
Game number 412 is now 481
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Re: A Calendar Fantasy World
Thirded?
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Re: Starfall - A Gamma HERO campaign
Not feeling the character any more. I have been second guessed and nitpicked beyond my tolerance.
Clearly you have a specific vision I hope it works out, I am withdrawing my character submission.
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Re: Starfall - A Gamma HERO campaign
I've read over the revised version' date=' though I'm waiting to have a conversation with Zac before I reply. Should have something for you in the next day or two.[/quote']Come on coach, put me in the game
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Re: Starfall - A Gamma HERO campaign
Ok need a little help with disads
Took a Mut Hunted still need 5 pts.
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Re: DDC 34 : Battlefield by Gas Giant
Here is the Offical acceptence, as of Sat Jan 9, 2010
412 Battlefield by Gas Giant
System: Hero 6th Ed
Saturday 7 PM Salon FG Tables 1-4 for 8 hours
GM: Peter C. Shafer
Power Level: Mecha Warfare Heroic
Variations: Ultimate Vehicle/Star Hero/Robot Warriors
Expected, Mainstream
Number of players: 8
Type: All materials provided by GM
System Tau Agate has been entered by both the Tellus Construct and factions
loyal to the Instrumentality. Secure the Orbit seven satellite, achieve
Objectives, destroy the enemy. NOTE: THIS IS A HYBRID RPG/MINIATURES GAME
WITH TWO TEAMS OF 4.
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Re: Starfall - A Gamma HERO campaign
Here are my answers for Arc:
Has your brother Trig undertaken the quest for Cargo? If so, did he survive?
Trig older by a few years has quested for Cargo. Trig and a few others older than him left Fedrex a few years ago and while they have appeared to trade at the base of the Mountain they have not returned, even once, with Cargo to submit to the Council.
They have traded some Cargo but the stories from the traders who dealt with them is that they are haggard and wounded but in good spirits.
There are rumors they are on a secret mission for the Council, some say they have found a better place to trade Cargo, and yet others say thatthey are being used by other townships as protection while they are hunting for Cargo. Some say its a sign that Cargo is becoming harder and harder to find.
You have some potent mutations - far more than most muts. Did they make any difference in how you were treated? Did you ever use them in anger?
It rapidly became evident that use of his mutation had severe limitations. His father made him exercise his Mind Speak citing that if that is what Arc had he had better learn to use it well before going out into the world. Learning that it is almost impossible for Arc to use his Telepathy without the subject
learning of its use, and where it might be coming from. As for the Scribing, Arc practiced leaving images of people and places on small objects as reminders or like a map, where he had hidden things. Before leaving to trade or to help with construction Arc would scribe in the ideas of what he wanted to trade for or what others wanted him to trade for. On hunting missions in the mountains he would look around for locations to guide by and scribe them in, or when told if this plant was good to eat or that plant to be avoided, he could scribe that on to a a piece of cloth or metal or stone.
Arc would practice sending thoughts, describing plants or tracks or items he had tucked away or places he would be at a certain time. A near impossible power to abuse, but on occasion his father would require attempts at stealthy use, but they never worked out well, except in rare cases.
As for the Precision, yes it has been used in Training and in anger. In training always against other kids is age or even if father could arrange other moree seasoned muts to train. In Anger if hurt or by surprise but since Arc does not carry weapon outsdie of training, little chance anyone was seriously hurt, and if they were, well, there is worse waiitng outside in the world.
Are there any other Muts with mental mutations?
Do you have any friends in Fedrex, given your lack of time for socializing?
Oh yes, kids that are within a few years of Arc yes, the system was designed for failure. Meaning, being driven to work and to have chores all the time, meant that when Arc drifted off to play, slacked off to help a friend, sandbagged to stay longer at a place, which is inevitable, the blame was always his not the workload or chore load.
As a background matter I have no idea what other reactions would be, some might nod and agree that work and training need to be extreme , others might think it harsh and a little too brutal. In the end all would say that it is the fathers way to raise his son.
Did you go to the Council and ask to take the quest for Cargo early?
No Arc has been told over and over he is not ready, must work harder and train more. It probably would never occur to Arc that this is a possibility. Given his brother is still out there and it appears that the Cargo hunting is not going well for him,Arc listens to his father.
Are you more interested in completing the quest for Cargo, or seeing if there is a better place in the outside world?
Arc has had drilled into him time and time again the social contract. Cargo ensures citizenship. The world in full of things that will, in no particular order, Eat you , Kill you, starve you, burn you, use you to find others to Eat/Kill, enslave you.
Your value is directly related to the Cargo you bring in, fight, work , defend yourself, bring in Cargo, then you die.
That is life.
There are other places in the world, but none could be better. In fact because Fedrex is hidden it is better than other places in the world.
What do you intend to do should you survive the quest for Cargo? Settle in Fedrex? Continue to work for your father?
What else is there. Find Cargo, earn your keep in Fedrex, your keep expires, find more Cargo. Find muts you trust to bring back Cargo, kill backstabbers and those that would take cargo from you. Simple.
Why do you hate Cinders?
Pillar, Arc's father, raised Arc on stories of hair raising horror and maiming of Cinders and that they are a terror and plague on all things that think and feel in the world, not just Muts or Pures. Wiping out towns, dragging populations to underground burrows and warrens of tunnels to be kept in darkness and served to the Queen in pieces. Pieces after the cuts had been cauterized by firey acid. Populations of breeders raising a sickly crop of children made albino by lack of light, that are fattened up and then served to the Queen alive. His father heroic struggles to stop tides, waves of soldiers as they marched in hundreds of thousands( strange words) that they form unnatural chains and even combine to make monstrous sized shapes composed of hundreds of Cinders working together, rare Cinder muts that have wings and fly, some ion numbers so large they blot out the Great Solar.
They injured your father, a man who apparently treats you like crap because your work is never up to his standards. How would you describe your relationship with your father?
The relationship works like all others. I do that he says, I don't and I get thrown in a hole or practice becomes especially painful and I spend some days trying to work with a host of bruises and injuries. He looks after me, feeds me, trains me, tells me things I need to know like Cinders, things I need to know to survive and bring back Cargo.
He is a great man, and when his leg was bitten off by a Cinder, was he given extra cargo? No. He did what he had to and bore th e consequences. Greatness.
The Treasure Thread
in Fantasy Hero
Posted
Re: The Treasure Thread
Ingots of folded iron, stamped with the an ancient Empire insignia
A thick course woven blanket, design of a stylized Sun on one side, stylized moon on the reverse side.
A dagger with a broken blade, blade becomes whole only when over water.
A brass flower with large petals. Opens and closes as itis exposed to Sunlight.
A whetstone made from a strange reddish gold sandstone
Any blade sharpened by it cauterizes any wound it creates
A green jade bar of dye, when shavings or powder are taken and then exposed to fresh water, the water turns into a hard jade colored ice.
When added to salt water the water boils until it becomes evaporated