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badger3k

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Posts posted by badger3k

  1. Re: Fishy, Fishy, Fishy, Fish!

     

    Not magic at all, just a comment: from the library research I've done, it looks like the top sustained speed for a single-masted sailing vessel of this tech level is 6 knots, and with a single square sail, you can't do much better than one point into the wind (though even small improvements over that win you a lot).

     

    Windmaking magics would help this, of course, assuming they can be sustained for many hours to days.

     

    I can't work on it now (puppy is in ultra-max play mode!), but you can use either swimming, Aid to swimming, flight (ground movement) for really fast travel, megascale swimming (maybe a naked megascale modifier). I am not sure if there is anything to enhance the turn mode, but if so that is possible (maybe a roundabout teleport with position shift that has no or 1" distance, requires moving through hexes to cause winds to swirl and spin a ship around). Make any of those usable as attack and you can use the winds to cause damage or problems to the enemy (add in suppress swimming to cause counter winds - forgot the name).

     

    I was thinking of a brazier or something similar, bulky but it can be moved from ship to ship, that requires the individual to stand watch (but this can be sustained by an apprentice), perhaps with the color of a summoned elemental. This sounds like several games, but I remember it from a fantasy novel (can't figure out what, I don't think it was Earthsea). Of course, you could change all of this around to fit what you want.

     

    If I can, I'll try to work something up in HD like this.

  2. Re: Learning from the mistakes of others

     

    Of course these words were chosen for a reason. But MTG is the first thing I remember which heavily used names for something you could also write out, therefore I used it as an example. For example the old difference of "Destroy" vs "Bury". Bury meant you could not regenerate, but you could against Destroy. WoW (the best MMO example) does it too, excessively even (Stun, Daze, Root, Fear, Terror, DoT, Armor Penetration, etc). And there comes D4, with it's "shift 4 squares" and so on. That is something that reminds people of MMOs. It's also very different from DnD, especially first and second edition. The descriptions in D4 are also more "Rules-Lawyering". If you read a couple hundred MTG cards, you will realize that they always use the same formulaeic sentences, and so does WoW.

     

    There was a game industry before CCGs? How did they make money back then? :P

     

    Now if you want to see me sprout hate, talk about D3.5. I have not even played it and I cannot stand it's messed-up-ness.

     

    My point was that they used terms that had their roots (mostly) in the original wargaming that spawned the hobby. I've never played any card game other than the normal (poker, gin, etc), so any connection to that is lost on me, and I'd bet on a lot of the older players. Now, the hoped-for new players hooked on other WOTC products that they want to drag into the 4e buying frenzy...they may recognize the terms and their use in that context.

     

    As for the formulaic way they describe things, that's part of every game that uses jargon. We like things to be organized and easily read, and that's going to be a tendency in any writing. The original boxed set was all over the place, and over time it evolved into what we see today. But, I do agree that they took the majority of "color" (to use a not-so-great term) and basically gives "just the stats, ma'am." It works for some people, not for others. In Hero, I don't mind just the stats, but a bit of color or description is useful. In D&D, which has a tradition of such color built into the system itself...the lack of it is jarring and sterile. That, and the artwork ranges from so-so to just plain hideous, and the whole presentation puts me off. The older books were fun to read, this...like reading a textbook in a subject you don't like, but have to take. Not pleasant.

  3. Re: Traveller Hero

     

    I haven't been online much lately, so sorry for the late reply.

     

    Badger, the character generation in TH was written with either of 2 options in mind:

     

    1. Create the character in Hero just as you would any other heroic-level game.

     

    -or-

     

    2. Roll the character up in your Traveller system of choice and convert from there.

     

    The system is a little biased toward option 2 since that's the system I submitted, but Eodin and Shadowcat did a good job of expanding on the existing Star Hero packages to make option 1 completely viable, too.

     

    Hope that helps.

     

    Thanks anyway, even if it is late ;). I guess I was looking for more of something of a hybrid between the two (something like Traveller20 tried, although that was a bit hard to follow at times).

     

    Having the books in hand did help, as it's a lot easier to flip back and forth between the pages than doing it in the pdf files. I'm not sure how I'll do it if I can get the campaign going, but for nostalgia I'd thought about rolling up the old first edition way and taking it off from there. Just because I used to love the way characters were created. You had a history before you started.

  4. Re: Fishy, Fishy, Fishy, Fish!

     

    The military applications of such "technology" are interesting. Makes placing hazards in the way of invading fleets a much more difficult proposition if the enemy can merely avoid anything but the most subtle (magically shielded?) barriers. This would be a great spell for Vikings and those of that ilk, who raid from the sea to land.

     

    And those magically shielded barriers? No war is forever, and when the port is once again at peace you need to find a way to get rid of them somehow....

     

    Such things could be triggers - built to detect ships with a certain talisman, or have a certain word spoken, to lower force fields or defensive traps. This might be an interesting situation if the shipbuilders have forgotten the traps, but all their ships have the talisman as a part of the ship (more as tradition). The few ships that are from elsewhere that try to come in are torn apart by the traps, even though no one knows of them (they effectively do not detect the native ships and so don't activate). What about a trap that sinks a ship and transforms the dead into underwater undead? This new hazard, caused by an increase in trade starting, threatens all activity. The worried populace hire the PCs to find the creature that is sinking ships, both to stop the undead and maybe prevent a war with the original ships homes.

     

    Basically, use a "forgotten magic" setting instead of a post-apocalyptic "forgotten technology".

  5. Re: Fishy, Fishy, Fishy, Fish!

     

    Ah' date=' but a Focus for what Power?[/quote']

     

    Could be clinging, to stick the fish to it - or it could be TK, stretching, Teleport with HKA - to give the hook that leaves the fishes mouth, but if it is a regular fishing line, simply give it +x to PS: Fisherman, or Survival (only to fish with hook & line). The last way just gives a bit of a skill benefit while keeping the unbreakable.

     

    Of course, if it is unbreakable, you could also make it an MP with entangle and HKA (if it is a thin enough line - I'm unsure of what a medieval-style fishing line might be, even though that is not applicable to fantasy).

     

    Also, any of the summons given above...heck, if you even wanted to be really cheesy, make it life support: does not need to eat, usable simultaneously with others, representing the ability to catch fish (obvious limitation, only where fish can be caught), extra time, and limited duration (1 day).

     

    How's that? :)

  6. Re: Lance of Faith

     

    The initial post said that the lance :

     

     

     

    How I read it :

    "Another player" = the next person to attack the creature, whoever they might be

    "Their next attack" = the next single attack made on the target, but not subsequent ones.

     

    Maybe I was misreading it.

     

    In any case, I still think the best way to go would be an adjustment power, rather than negative skill levels.

     

    Yeah - the power gave one character (chosen by the lance of faith user) a bonus to their next attack, so long as they attacked the same target.

  7. Re: [NEWBIE] How to decide encounter power

     

    Hi guys,

     

    just tried out Hero System at GenCon and liked it a lot. I just got the sidekick and have run through and still like it a lot :)

     

    I guess other source books will give you an idea how to run game in Hero System as I could not find f.x. how to measure the encounter heroes should face.

     

    Take your typical d&d where a group of level 5 heroes 4 of them meet an encounter you know pretty much how to balance it.

     

    Is there something similliar in Hero?

     

    I second the "welcome aboard", and hope you enjoy the Hero System.

     

    What type of game will you be running - fantasy, science fiction, superhero, pulp, etc? This can have an effect on the consideration. A super-powered campaign uses higher attacks and defenses, and if the villain defeats the party, they don't always have to die. A fantasy campaign can work the same, but the damage is usually more lethal so death is more often a result.

     

    It does take some knowledge of the system, but the first rule of thumb is to look at the attacks and defenses of the opponents.

     

    Consider average damage for an attack. A normal d6 average roll works out to 3.5. This would round to a 4 (I'd round up in this case), so for a normal attack it would be 4 Stun and 1 Body, and a killing attack would be 4 Body. Look at the defenses, and see how their attacks stack up against the defenses.

     

    You also need to look at the OCV and DCV - a high OCV creature that does low damage can be as effective as a low-OCV-but-high-damage creature.

     

    Look at the type of attacks as well as the type of defenses. If no one has armor or resistant defenses, a killing attack will be brutal. If everyone has low ED, then a fire creature with high attacks vs ED could likewise be brutal.

     

    You also consider (in certain genres) what the characters (and the opponents) are also vulnerable to - sometimes having an enemy that targets a hero, or an enemy that is vulnerable to one hero, can be good (or bad, if things go that way).

     

    It sounds like a lot to consider at once, but it does come to you. I'd start out easy and try a few encounters first, to get a feel to how the characters handle them. This can give you a better idea of what the characters are capable of. The very strength of the system, it's flexibility, can cause some problems for new GMs (and players, too!). Just stick with it and have fun. And don't forget to come here and ask for advice (or give some!).

     

    Also, (shameless plug), when you get into the game more, consider the Hero Designer program - it's the best and easiest way to make characters, bases, vehicles, etc on your computer! Sorry, I bought it years ago and it's the best program for any system that I have found - I'm biased. (no, I didn't make it - can't program for squit, but it is good).

  8. Re: Fishy, Fishy, Fishy, Fish!

     

    An unbreakable fishing line would be of enormous usefulness. Given that the Hero System resists absolutes' date=' this would need to be modeled as a [b']very[/b] hard to break line.

     

    I am not sure what would be the best way to accomplish this.

     

    Since it is not actually a power, you could simply treat it like other items and give it a high def and body, with 75% damage reduction to everything.

     

    Or simply give it the Unbreakable Focus limitation.

  9. Re: Skrull vs. Avengers

     

    What I've long wanted to see is a storyline featuring the last of the Skrullian Eternals. The Skrulls were supposed to have had "normal" and "Eternal" strains due to Celestial experimentation, until the shapeshifting "Deviant" branch of the race achieved dominance.

     

    I imagine the last and strongest Skrull Eternal having fought and hunted the Deviant Skrulls alone for eons, until they finally captured him (or her). The Skrulls imprisoned and tortured the SE in revenge for many millennia, which is why we've never seen or heard of him. But something happens which finally frees him. Maddened from his long torment he goes on a rampage, seeking to exterminate the Skrulls even if it means destroying the universe along with them. As humans have had the greatest success thwarting the Skrull Empire, his quest eventually leads him to Earth...

     

    Incredible Hulk/Hercules 120. The Eternal Skrull's name is Kly'bn, and He Loves You. That's about all the spoiler I will give unless other people are curious and want to see it. I'm not sure how to do that spoiler thing where you have to click on it, or highlight it. It's twisted, all right.

  10. Re: Opinion wanted about coverage of Detect Life Force power

     

    Just realized that I have a second question with respect to this power AS CONSTRUCTED. Can both detects be used at the same time on the same subject without taking the time to switch them? If it had been bought as a Sense (i.e. a zero phase action to use the detect), my answer would be "yes". However, I am not so sure about this case where the detect takes an extra phase to start up. Obviously, once it gets started/tuned in, details can be picked up as quickly as a normal detect, however, the question is only about Detecting Life switching to Detecting Physical Health/Injury/Symptoms or visa versa.

     

    Gemphyre

     

    If they both work off the same sense, then I would be wary of letting them both be on at the same time (unless they are "sense" as you said). To me, though, this does sound similar to the "multiple power attack" mechanic, and if used in this case, you'd make one die roll for both powers and use that result.

     

    If they used different senses, then I wouldn't have any problem with both on.

     

    If either had the "concentration" limitation, then I definitely wouldn't allow it.

  11. Re: Fishy, Fishy, Fishy, Fish!

     

    Even without magic devices, the fish won't run some years. Good thing you've got boats, and can try other fishing grounds. Murmansk, Iceland, Greenland, Newfoundland.... There's a reason Vikings got around so much, and plenty of adventure hooks. A Buddhist monk travels up the Volga and down the Dvina to board at Murmansk, seeking passage to Shamballah, which, obviously, is northwest along the coast from the Greenland settlements. I hope you pack Wendigo repellent, and even more that you tumble to the fact that this innocent young monk is actually the rightful Ming emperor, and that not everything sent after him is merely mortal.

    Oh, and...

    Cloak of Comfort Life Support, Safe Environment, Cold (2 points), +3 Dex (only versus clothes-related penalties for Dex-related rolls, -1 1/2), +5 Strength (only for casual strength, only versus clothes-related encumbrance, -2), Usable simultaneously (+1/2), OAF (-1/2); real cost 8.

    (Bearing in mind that I haven't done many of these. It seems rather expensive for what it aims to do....)

     

    Cloak of Comfort: (Total: 19 Active Cost, 4 Real Cost) LS (Immunity: Common Cold/Flu; Safe in Intense Cold) (4 Active Points); Independent (-2), OIF (-1/2) (Real Cost: 1) plus +3 with Agility Skills (15 Active Points); Independent (-2), Only to Counter Encumbrance Penalties for Clothes (-2), OIF (-1/2) (Real Cost: 3)

     

    I'd go with something more like that, but I'm not even sure I'd include the dex/str/agility modifiers, since a character wearing this would not need to wear a lot of clothes as long as they had the cloak (except for getting wet, that is). Encumbrance penalties mainly modified Agility skills, and I put that in to reflect that, using 3 just as a base, not because I looked into it. I left Str off, since I can't see anyone wearing a huge amount of clothing that would cause a penalty. If that is a possibility, then I'd go the Str route, but I'd leave out the "usable simultaneously" since only the wearer is affected by it. If you want the cloak to cover a group, you'd need to add that advantage to everything.

     

    Stove of Comfort: LS (Immunity: Common Cold/Flu; Safe in Intense Cold), Area Of Effect (8" Radius; +1 3/4) (11 Active Points); Independent (-2), OIF (Iron Box; -1/2). Real Cost: 3

     

    This iron box gives the people around it a resistance to cold and some diseases that tend to go along with cold weather (although colds are caused more by people staying indoors than by the cold, this item may be used in such conditions and thus the protection might not be bad).

  12. Re: Learning from the mistakes of others

     

    I haven't played PC-RPGs. Well' date=' unless you count Rogue and nethack. Not my thing. I'm vaguely aware of the terminology from hearing people talk about it, but it's not natural language to me.[/quote']

     

    Which got me to notice the list you (and Kdansky originally) gave:

     

    "Flanking, Banding, Trample, Regeneration, and all of these"

     

    Flanking has been military terminology since we decided to start using tactics. Trample is what happens when a horse or elephant runs over you (or a crowd of music fans). Regeneration is regrowth of body parts (and other things - there are other definitions) and has been around for a long time (from Old English and Latin, IIRC). Banding - other than striping of an object or a creature, or tagging it with an identifying marker, I'm not sure of this - unless it means that people or creatures form bands?

     

    It's all the other jargon that has sprung up and become popular. The only one I really remember and can't stand is the "aggro" bit. That, and whatever the term is that the kids use to mean "stay in one spot".

     

    Hell, to be fair, the Keep module has frigging "spawn points" in one part. The skeletons almost killed the party, and would have if I didn't stop it early. Luckily my players didn't waste their time trying to destroy them (as they might have done in Gauntlet) - the things had too many points to be destroyed by a 1st-3rd level character.

     

    I'm just waiting until the get rid of "raise dead" or "resurrection" and simply call it "respawn".

  13. Re: Fishy, Fishy, Fishy, Fish!

     

    Reminds me of the notorious Here Fishy' date=' Fishy, Fishy[/i'] spell in Slayers, which calls fish to your hook. You only catch one fish at a time, but you can get an extraordinary number of them over time.

     

    What is to prevent the fishery becoming depleted by such spells? Does some of the magic actually create fish where there were no fish before?

     

    Actually, there is nothing to stop these items from depleting a fishing ground, except that the likely area will be small. This assumes that the items are not in common use, are hard to make, and will be kept out of common circulation. And, if you consider our world, we have a history of destroying the environment. Why should this world be different?

     

    But...you can always have fish midwifery spells! ;)

     

    That does put an interesting spin on things...what if these items are causing a depletion of fish, and this affects the colony of aquatic dark elves. Or, what if these items deplete the fish, and the adventurers must find the wizard who made the items, to get an item to make/summon fish from other areas. Or the players find that the magical item made to summon/create new fish has been causing some unusual side effects, such as after a dinner of cod in the inn, the characters wake up to find they have gills...and air is soooooo dry....

     

    Of course, the obvious answer is that the fish in the area are of such concentrations that, at least for the present time and population, there is no danger of overfishing. Yet......

     

    I like how such a simple, mundane magical item can springboard into adventures, especially from such a good observation as "what happens to the fish". Thanks for the question.

     

    I may have to use this. I like the possibilities.

  14. Re: Fishy, Fishy, Fishy, Fish!

     

    The Monster's idea about Clinging boots makes a great deal of sense' date=' though my guess is that you'd really want more like STR 30 (or even more) in the Clinging. You'd definitely want them to be able to hold you on deck in a storm. Is there a mechanic for an unknown Variable Effect when creating Independent magic items, so you don't know how good they are until they fail in real usage?[/quote']

     

    Build it as No Conscious Control, maybe an activation roll for some of the Str, so that you'd never know what it was going to be, hmm....

     

    Boots of Steady Feet: Clinging (+30 STR) (20 Active Points); Independent (-2), Only on ships/boats (-1), OIF (Boots; -1/2). Real Cost: 4

     

    Boots of Unsteady Feet: Clinging (+30 STR) (20 Active Points); Independent (-2), Only on ships/boats (-1), No Conscious Control (Only Effects cannot be controlled; -1), OIF (Boots; -1/2). Real Cost 4

     

    Boots of Sorta-Steady Feet: (Total: 48 Active Cost, 8 Real Cost) Clinging (+5 STR) (12 Active Points); Independent (-2), Only on ships/boats (-1), OIF (Boots; -1/2), Activation Roll 15- (-1/4) (Real Cost: 2) plus Clinging (+5 STR) (12 Active Points); Independent (-2), Only on ships/boats (-1), Activation Roll 13- (-3/4), OIF (Boots; -1/2) (Real Cost: 2) plus Clinging (+5 STR) (12 Active Points); Independent (-2), Only on ships/boats (-1), Activation Roll 11- (-1), OIF (Boots; -1/2) (Real Cost: 2) plus Clinging (+5 STR) (12 Active Points); Independent (-2), Activation Roll 9- (-1 1/2), Only on ships/boats (-1), OIF (Boots; -1/2) (Real Cost: 2)

     

    This could be taken as either 4 rolls, or one roll that works like autofire.

  15. Re: Opinion wanted about coverage of Detect Life Force power

     

    In my case, it was already in the Mental Sense Group since the character is a biokinetic, and most of her attacks and powers are based on Ego.

     

    After reading the current posts, I think that I have an answer for many of the questions (my opinion of power as GM). Since the power is in the Mental sense group, and is NOT meant to take the place of Mind Scan, it would not work well on "Search for life signs in area." More than a couple feet of material would almost certainly block the sense. (based off of combat rules that say that you must see the target to attack it, eased up since the power is non-combat and not targeting (i.e. dramatic sense).) However, it would work through most powered armors, since they are not very thick, and you can attack the occupant with mental powers without any special penalty.

     

    Force Fields in general do not change matters for the powers, but mental force fields and force walls do since they extend past the person's skin. The penalty for a reading is -1 per 2 Mental DEF.

     

    The same penalty and restrictions apply to the "Detect physical health/ Status/ injuries" side as well.

     

    Gemphyre

     

    :thumbup:

  16. Re: Opinion wanted about coverage of Detect Life Force power

     

    Perhaps N-Ray percption is involved?

     

    I actually thought of making that a linked power, but the whole "unusual senses" thing is a bit on the fuzzy side. There aren't any guidelines on what it can or cannot do. Whether the detect is active or passive, you can always adjust the PER roll for difficulty.

  17. Re: Traveller Hero

     

    most definately... Mongoose now has an exclusive licensing deal with him...

    which I wont even get started on my opinion of.

     

    Mongoose is doing their own traveller, while he is working on T5 (I assume he is working on it)?

  18. Re: Fishy, Fishy, Fishy, Fish!

     

    Traps and Gloves of Retrieval. These are specially prepared fish traps and a set of gloves. Both items are enchanted at the same time. When the gloves are clapped together within a certain range, the trap teleports to that location. There is no effect if the gloves are clapped together outside of the range of the teleport.

     

    Traps and Gloves of Retrieval: Teleportation 10", x8 Noncombat, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; When gloves are clapped; +1/4) (37 Active Points); 1 Charge (-2), Independent (-2), Can Only Teleport To Floating Fixed Locations (Gloves of Retrieval; -1/2), OIF (Trap; -1/2). Real Cost: 6.

     

    This is a bit of a stretch, as it pushes the envelope a bit (no detect for the trigger, for instance), but for a mundane item like this, I wouldn't worry about it. If the players wanted a trap that would catch something larger and teleport to their location, then you may want to tweak it a bit.

  19. Since I saw this:

    Actually' date=' I was only half-snarky there. I'm trying to cobble stuff together for a maritime setting, circa 1250 AD North Sea type tech, and so "Magic Fishnets" of the fish-catching sort was [i']exactly[/i] something I was hoping to come across today.

     

    I was curious to see what I could come up with. So, here are a few items invented by the Mage Pisciwiddle the Third, who loved sailing and wanted to reward the fishermen who indulged him in his hobby and aided him in his studies.

     

    The first is a net that summons fish to the area, for others to haul in.

     

    Fish net of Bountiful Harvest: Summon 1,024 50-point Fish, Friendly (+1/4) (75 Active Points); 1 Charge (-2), Independent (-2), OAF Bulky (Net; -1 1/2), Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2). Real Cost: 10

     

    (I was unsure of how many points a fish might cost, so I went with 50 as a base. That obviously is a bit small for predators, so they should not be summoned)

    ---------------------------------------------

    This is a net that enhances the skill of the individual using it. It both makes them a better fisherman in general, but gives a bonus to searching for food (the survival skill). These nets were often gifts to fishermen who ranged widely, but some were sold to other captains, who kept them as survival gear.

     

    Fish net of the Skillful Catch: (Total: 19 Active Cost, 4 Real Cost) +5 with PS: Fisherman (6 Active Points); Independent (-2), OAF Bulky (net; -1 1/2) (Real Cost: 1) plus +5 with Survival (Arctic/Subarctic Coasts, Marine Surface, Temperate/Subtropical Coasts) (13 Active Points); Independent (-2), OAF Bulky (net; -1 1/2), Only for Catching Fish (-1/4) (Real Cost: 3)

    -------------------------------------------------

    This is a net that can increase the speed of surface vessels, to aid them in getting to and from an area. It can also work when trawling with the net.

     

    Net of Fast Travel: Swimming 10" (x4 Noncombat) (15 Active Points); Independent (-2), OAF Bulky (Net; -1 1/2), Surface Only (-1), Only to increase the speed of a vessel (-1/2) Real Cost: 2

    ----------------------------------------------------

    This is an amulet he gave to certain captains, who used it to find areas rich in fish, especially certain types the the mage loved to eat!

     

    Amulet of Fish Sensing: Detect A Large Class Of Things - Fish 15- (base 11- +4)(Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Telescopic: +10 (36 Active Points); Independent (-2), OIF (Amulet; -1/2) Real Cost: 10

    ------------------------------------------------------

    This net causes all fish in a certain area to come to the net and be caught. It's like the summons above, but a bit more specific. Note that the net has no modifiers to actually catching the fish, and they can be added in, or adjudicated as desired. I left this simple since fish don't have real intelligence and the "reeling them in" can just be handwaved if desired.

     

    Net of Fish Attraction: Mind Control 8d6 (Animal class of minds), Telepathic (+1/4), Continuous (+1), Area Of Effect (72" Radius; +1 3/4) (160 Active Points); Independent (-2), OAF Bulky (Net; -1 1/2), Set Effect (Come to the Net!; -1/2), Limited Class Of Minds [subset of a class] (Fish; -1/2), 1 Continuing Charge lasting 1 Hour (-1/4) Real Cost: 28

  20. Re: Opinion wanted about coverage of Detect Life Force power

     

    I disagree with the "detect boy buried under rubble" scenario.

     

    shouldnt the power work when you can see skin ?

     

    does the detect work though armor ? force fields ? walls ?

     

    I'd say that generally that would be up to SFX, but you can always say that some things prevent it from working, or give a minus to the PER roll due to that (-2 per 1m thickness material, or -4 for force fields). Maybe require the power to be Penetrating or AP to work through solid objects. That could work, but it would mean that it requires hardened armor or force field to stop that detect.

     

    Given that such a Detect is a staple of Sci-fi stories, and they seem to have no problem working through objects (although some force fields and powers can block the). It would be hard for a spaceship to scan another ship for life if the detect couldn't get through armor, or for the same ship to scan for life on a planets surface if it couldn't penetrate buildings.

  21. Re: D&D Magic Items 3.5 to HERO

     

    Standard Rings U-Z

     

    Wizardry Ring: Okay, you got me on this one. The effect is that the wearer (who must be an arcane spellcaster) gets double the number of spell slots for a given "level" for the day. It comes in 1st, 2nd, 3rd and 4th Level varieties. Anyone want to take a stab at it?

     

    Appreciate all the work on these. For this ring, a possible option is a VPP, limited in power. The ring can't be set unless the parameters of what a 1st - 4th level spells are. KS's 15 active /level (IIRC) is one option. If you use this, then a ring for 1st level spells would be limited to spells of 15 active points or less, 2nd level from 16-30 active points, etc. The "doubling" would be tricky, since there is no idea what the standard is - it depends on game world - but you could simply build it with 1 charge in each slot, or else make sure that the Pool has enough points for a typical compliment of spells.

     

    Or...you could make it a simple END reserve (if you do not forget spells), with enough power for an average doubled casting. This ring is just really, really hard to try to make without knowing they magic system that is in use. Other items can be dropped in as is...this one, not so much. :)

  22. Re: Traveller Hero

     

    I've always been amazed by the amount of fan support Traveller has always had on the net. were the keepers of the flame I guess. considering all thats gone before us, especially considering how many folks have written traveller material and have gone on to bigger and better things.

     

    as far as further net sources for traveller material, and please note, we dont know yet what the Mongoose Policy on fan sites will be, its in discussion apparently. but there are a ton of great sources out there. most of which are listed in the main books for Traveller Hero, but a google search will turn up even more than are listed in the books. IIRC the original preview version of TH book 1 has the reference sites list in it. if not, I can post some here if needed.

     

    Pg 12 of book 1 does have a bunch of sites, but I can't say what was in the preview version. I figure an easy place to get a lot is the Traveller Webring (http://www.webring.com/hub?ring=traveller), but I haven't gone there to see how many sites there are (found it at another site). Travellers Aid Society (or Journal of the Travellers Aid Society) are other search options that can find good links.

  23. Re: Active Points For Spell Builds

     

    Wait, I get it!

     

     

    So I could adjust it so that really simple effects (the moral equivalent to the cups and balls trick that has no reall combat effects) could take no penalty at all (and if the player gets his PwS up high enough, might allow the RSR to be removed entirely), while the big, complex heavy-hitters would need more skill and thus would have a higher RSR penalty.

     

    Gotcha.

    :thumbup:

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