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Kzinbane

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About Kzinbane

  • Birthday 06/01/1961

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  1. Re: Paladins of Venus Healing magic... I.e. Viagra spell. Ahem, (slap) I shall shut up now!
  2. Re: Fantasy GM's - question... I expect that "my" TA has Dragons, though I hope not to run into an unpleasant one any time soon. Changing into one is a different matter - maybe if my character ever gets enough points to be at about a dragon's level I'll suggest that he should be allowed to "morph" into one. We shall see.
  3. Re: Fantasy GM's - question... No Problem Lethosos - it wasn't directed your way. Why I should care anyway I don't know, but you've got a pretty good community here so I guess I do! Got thinking about this spell in general - it does look like an awfully "dangerous" one - and I don't mean for the enemy. If you have a group of 150 pt characters and one (or more) can "pop" into 300 pt characters (critters, monsters, animals, whatever) you've got a problem! Some of the spells are pretty powerful, but I can't think of one that lets a fairly low level character potentially kick butt like the "poof I'm a monster" ones. I think were I GM I'd have to find some way to monkey with these spells. Maybe a 25% chance that one or more of your opponents change instead of you would provide a good diversion, LOL.
  4. Re: Fantasy GM's - question... Sheesh people, do you not READ anything? I don't mean to be rude, but I already stated I'm limiting things on purpose. I thought it was clear I was kidding about the Dragon thing after stating a few times I'm not going to push on this spell and am limiting to mundain (mundane?) sorts of critters. My GM has expressed concern about this spell so I'm goign to follow his wishes. I too am a GM and have decided to limit it some - perhaps to a few critters and then maybe only once a day or something else. I guess in this medium it's not clear when somone's kidding but just for the record - again - I'm not intending to screw up the entire game. I simply am looking for a spell or two that will allow the character to get in and mix it up as a fighter type instead of forver casting spells from afar. The monster idea is one of them that would let my wizard do that - and if I DO choose that spell I'm not going to pick a zillion point super beast that is impossible to beat.
  5. Re: Fantasy GM's - question... Oh? heh..heh...ha...hah...HAH..BWAHAHAHAHAHA!!! Ahem.
  6. Re: They wont die I thought the origial Borg were a great idea. A sort of life completely different and monsterously alien. But then they had to go and humanize them, add a queen and all that rot. Anyone who has kept up on Stargage SG-1 has probably noticed that they have a "borg" too. In Stargate they are called the replecators and they assimilate unknown technologies constantly and run around in the form of roughly foot long metalic insect like constructs. At the start they were the main enemy of the Asgard race. Much like the original borg - they could not be reasoned with, talked to or otherwise even communicated with. Their aim was to be fruitful and multiply - using new technology as they can find it to improve their odds of not being destroyed.
  7. Re: Fantasy GM's - question... There must be a lot of players that whine constantly at GM decisions out there! Several people have advised against badgering the GM about this - and I have already said I will not a few times! I am planning to limit this spell useage on purpose to mundane sorts of monsters not magical ones. It seems utter foolishness for my mage to have a lmited spell list but be able to change into a Dragon with a larger one - for example. I'm going to leave out most monsters with magical powers such as the Basalisk and the like. Bottom line is I want to enjoy the game. I am also thinking of limiting the spell to once per day. If I want to change enemies to stone I'll learn the Thaumatology spell that does that. The only reason I wanted this one and probably the aid strength one is so that at times I can enjoy a good hand to hand battle instead of always casting spells from afar. A change of pace on occasion, don't cha know.
  8. Re: Fantasy GM's - question... Mixed forms like Chimera's or Griffons and the like really should not be too much of an issue. I would not expect the spell to be used for long periods of time due to the potential for personality loss (i.e. forgetting that you're a mage and not a critter). I suppose if my mage gets a giant eagle or something like that in his list though transportation may be a use rather than the main use right now which will likely be fighting off monsters and hordes of orcs and such.
  9. Re: Fantasy GM's - question... I am a GM/DM myself - we tend to move around in my group depending on who wants to run what. As far as the monster spell - I'm not going to push it - but I have suggested that if it's going to be further restricted from the one in the Grimoire that it gets to take additional disad's - making it cheaper. As far as decisions such as this one - I don't take the game seriously enough to really get too annoyed. Mildly yes, because the decision impacts on the fun I have in the game. When I GM I try to let the players have fun, as long as they aren't going to "break" the game. My mage turning into a T-Rex won't do that - but enough complaining - it is his game and that's that! A side note though - I just bought the spell (still pending GM approval) and am going to simply use very large versions of cratures the character is familiar with. In the end while more realistic (lol, well - sorta) the monsters will likely be more effective than if he'd just have let me change into a dinosaur! I'll be changing into things like Giant ants, crabs, spiders and the like. Giant versions of familiar critters in other words. 20 foot long Yellowjacket anyone? I'm spending a few points on Turakian world zoology so hopefully I'll be expanding out of the insects, arachnids and crustatians soon. The problem is the monsters listed in the books are limited. I can't see changing into undead monsters (even if he allows it I'd put restrictions on my own character there) or demons. Dragons though... hmm. Any text anywhere that indicates that the Turakian age setting HAS dragons? If so.... Bwah ha ha ha ha is all I have to say!
  10. Re: Fantasy GM's - question... Ewww! Character is Vegetarian! And he changes into a giant hot pepper and maces the attacking orc hordes!
  11. Re: Monster Manuals needed! Thanks Steve and all, but that only puts us back to square one - we need a guide to the monsters and critters of the world during the Turakian age. The manuals already out don't do the trick. The world book is very detailed as far as the history, cities, etc. but has little or nothing about the plants animals and monsters and such that inhabit the world. I suppose a GM could go thought he various publications already out and put together something of a list of what's real and what isn't - but at least I for one would gladly purchase a Turkanian age book of critters. Field guide to the Turkanian age - by Audobon or some early mage...
  12. Re: Fantasy GM's - question... I'd say this was fairly reasonable, however other spells of the same cost as the monster one - don't have any restrictions and potentially can do a heck of a lot of damage. In fact in poking around for spells for my mage to learn I was thinking of limiting the monster spell to familiar forms as a way to make it cheaper (more limitations in other words).
  13. Re: Fantasy GM's - question... I figure he just uses his imagination and goes for something big and frightening. I'm sure rumors abound about Dragons and whatever - as well as giant squid, sea monsters and the high father knows what else. Monster by definition means freaky and scary - I personally can think of a few forms I could go with that are not "real" or imagined but could be damn frightening! You are probably right though to some degree - I suspect he'd go for HUGE versions of something familiar. Giant crabs, giant insects, whales, etc. The Basic spell allows 32 (IIRC) monsters - I'm really going to have to work at what 32 "real" monsters are allowed. The Turakian critters book will help though - then I'll double check with the GM to see if he objects to what I choose. I suppose I could just make it easier and not pick the spell(s) at all - stick with high power fire bolts and such - but it seems more fun to me to get to wade in and do some damage up close and personal instead of standing back as the wimpy mage casting death and distruction from afar.
  14. Re: Monster Manuals needed! Is it now? Verrrry interesting. Me thinks I need to get a copy and have my mage spend some points in KS - exotic and dangerous monsters. It would not be fair for me to have the book without - it's hard for me not to tell my characters things that I know...
  15. Re: Fantasy GM's - question... Ok, good enough! The reason I wrote here was for opinions - the fact that the replies went in favor of the GM is fine with me. Part of the fun of the game is working around things. Since I'm not going to be able to convince him to change his mind I'll just work with what I have and figure something out. Thanks for the replies!
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