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L. Marcus

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Posts posted by L. Marcus

  1. Originally posted by CarlSagan

    NO! STAY!! You Fool! Don't you know that normals who reside in the NTH Dimension will gain super-powers?!?

     

    (I personally am holding out until I gain the power to transform myself into Brittany Spears.)

    Why not aim higher? Go for Martha Stewart! :D

  2. Yup, they've got it, all right . . . Now, to get it from There to Here . . . I'm already way over budget on RPG stuff, with Fantasy, Star, Ninja, Bestiary and UMA bought in the same month!

     

    I'm weak, I tell you! So very, very weak!

  3. Originally posted by austenandrews

    There are some rules for mass combat with ships in the old Fantasy Hero Companion II.

    This sounds like what I´m searching for. Any idea where one can be found?

     

    And I´d make the sail-ripping trick a straight Acrobatics roll and the swinging would be resolved with Climbing.

     

    Oo oo! EM: Sea Legs is essential!

  4. Originally posted by dugfromthearth

    I think you are confused

     

    the -1/2 is a -.5 limitation

     

    it is not a modifier to the contortionist or lockpicking roll (I think you think that it is -1 to lockpicking skill and -2 to contortionist)

     

    there is no modifier to the skill rolls.

    Aaaah, so that´s what he meant!

     

    But as handcuffs are really easy to pick (as per example), and as the write-up says Modified Skill, I´d still say +2 . . .

  5. Originally posted by Snarf

    Another thing about that book. The fuel source in that spaceship was extracting energy from empty space. This is theoretically possible - physicists have theorized that space is a bubbling foam containing an unbelievable amount of energy - but of course nobody has the faintest idea how we could get that energy.

    I've been fiddling with this for a SF-campaign, and technobabbled it as a result of deflector screen technology. Really rubbery, you know . . . :rolleyes:

  6. Originally posted by Susano

    Okay. That's a valid point. I was alsolooking for ways to make it less expensive, but then, that's a powerful ability to have there.

    A-yup! :) You know, you could always make it incremental. Begin at Heal 2d6 and let the player buy more as the game progresses . . . ?

  7. Originally posted by Susano

    In all seriousness, i was trying to decide if the "Only to amount rolled on Healing" limitation was valid. Or served any purpose. Basically it limits the STUN damage you *don't* take, which is a limitation.

    Hmmm. Didn't think of this on the first look.

     

    It depends, I guess, on how you want it to ´taste´, so to speak. I'd drop the limitation, since it goes with the fact that you don't get damaged at all by the blow. And if any STUN get past that 48 rDEF + PD, well, A mighty blow like that ought to do something, right? :)

  8. Yes, the formulation in G:CM is a bit iffy, I agree. But I think that your initial interpretation is the correct; that you sort of use the damage taken in the latest attack to heal yourself.

     

    Now you've gotten my curiousity piqued; exactly what are you up to . . . ?

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