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Everything posted by Grym

  1. I have a question for those of you running "low powered" FH. What sort of magic system are you using, and how competent are starting mages? Are they more along the lines of apprentice at the beginning (light spell, detect/read magic), 1-3 lvl D&D (some ranged damage, armor, and general utilities), or something else? Not having played, I don't really know what point levels map to what concepts.
  2. Also last night showed a close up of the gun firing. There were no casings, and and pressurized air shot out ports on the bottom of the gun. As to what it is shooting, it is green like the orbo necklace, so that would be a good guess. Can't tell whether it is a contact thing or pierces the skin. The benefit of using pressurized guns is that they are, by nature, silenced. There is no way the projectile is breaking the sound barrier, and the "pop" of firing would be quieter than an explosive charge. As for the continuing magic vs psi, at the very least it is a psi framework of some sort, as Robin somehow uses her PyroK to sheild herself from attacks of other powers, even without displaying fire of any kind. One possibility is that every witch has only one primary "active" use power, but they all develop some passive abilities, like shielding, or being able to power certain rituals. Kind of like the ritual vs adept magic of Unkown Armies. If I was running a game in this setting, I'd probably allow all witches to do "real" magic, but just make the rituals so hard to find that most witches just use their primary talent.
  3. Uhh.. lessee... Creepy Mines/Forests Dark Conspiracy (controlled by nasties) Trapsing through Sewers/Subway Tunnels Meet a fallen angel to continue the Neverwhere riff, have two unstopable assasins trailing you Something killing off those that won't be missed in the sketchy part of town Meet neutral'ish supernaturals who are just getting by Meet Puck (he always seems to show up in modern urban fantasy) Have the crazy mumbling guy downtown be right Meet your exact twin Find the secret buried city Have the crazy mumbling dog be right Have the crazy mumbling dog give them a very important package Which they can't open. Have a modern Nautilus show up. Evil Nazi Magic Cults are always a safe bet. Find The Ark(boat), The Lost Ark(as in Raiders of), remains of the Cross, Spear of Destiny (Loginus, pierced Christs side) Do the whole Alien thing Do the whole Aliens thing Do the whole Predator/Predator 2 thing Have them run into the mumbling crazy superhero Have them run into the dark vigilante monster hunter Have an Evil God swing by Have a Chaos God swing by Have a drunk God swing by Have them wake up in an asylum, and convince them it was all fake. Have an unknown ancestor make a poor choice, which the descendant has to rectify. Soon. Have someone who should be dead show up to help Titanic trip is always popular. Antartica can also be fun. Watch out for the pengiuns. They know. Stonehenge, Pyramid, Easter Island, yadda yadda. Austrailian aboriginal Dreamtime. Native American shamans come to the rescue. To borrow from Unkown Armies..: a.) Those who are crazy enough to know better can beat reality into submision with a strong enough will b.) Those who are clever enough can get power by conforming to a classic Archetype. Have a demon help due to common goals. Have champions of old gods show up. Thor, Shiva, etc. Have the Buffy the Vampire Slayer be real. Have Harry Potter be real Have Voldemort be real Show them glimpses of a blasted future and don't let them know if it is caused by them failing, or worse, succeding. Give them hints both ways. Pod People. Okay, so some of these are more toward the wierd/funny x-files, than the dark scary x-files, but this is what you get at 4am. Have fun. I'll add more later if I think of any. This house had a door out when we entered right? We were in my car and not on a carousel a second ago, right? Where did the sun go? Bunnies. Evil floppy, hoppy bunnies. That little girl is wearing a ribcage for a hat. That little boy seems to be chewing on a femur. Being run down by a pack of things that might be mistaken for dogs. In *really* bad light. You don't want to see what they really are, honest. There is a dragon sleeping under San Francisco. The dragon under New York doesn't like him much. You see dead people. They tend to be annoying. At certain places, at certain times, magic leaks into the world and changes things. (mardi gras, oktoberfest, halloween) A young child is given incredible powers. He acts his age. The powers go poof after 24 hours. There is a killer on the loose who does sick things. He turns out to be a mundane human who is completely sane. Okay, now I really need to get to bed. That was fun. Thanks.
  4. The sand thingie also points to something a bit more than just Psi powers. It was in a special glyph that Robin studied. But beyond that, yeah, I was hoping for more "real" witchery. The biggest tell is that each witch only has one limited range of power. Robin can't even put out fires she creates, so it's not even a "complete" PyroK. As for how many are around, from the show I don't seem to recall them chasing anyone who hasn't done something wrong. I'd guess that as long as you behave yourself, you are okay, unless you are really powerful and they collect you at an early age to train you or something. The opening bits mention seed of magic being planted elsewhere, and that it isn't native to Japan, so as a random hunch, I'd guess that the ancestor of all witches came from one place (Atlantis, Mu, ShangriLa, etc.?) I really wish there was more info about this. I mean, I appreciate the attention to character development and whatnot, but Americans have a greater need for the action and the techno bits. I can't even count the number of times that I've lost my nifty airship before I could even look at all it's bits in some Japanese RPG. Maybe they are keeping secrets, but even what I assume to be the main website has no more info on Orbo then what was said in the first episode. If anyone has more info about this stuff, I'd love to hear it. Unless it is spoilers for later episodes, in which case, don't. Or at least warn first.
  5. Well, for sources of technology looking like magic, there is the techno-mage on the short lived B5 spinoff Crusaders, or Excalibur, or something like that. They are looking for a cure for a plague. Anyway, one of the characters is basically a fantasy wizard, but it is explained away with the inverse of the rule mentioned. There is also the Anarchy Online MMORPG where NanoMages control Nano swarms to produce their effects. I think there was some mention of it in the new incarnation of Gamma World as well. If you are thinking a fantasy world with "High" science instead of magic running everything, then it might be worthwhile to wonder where the intervening tech went, like guns. I've often pondered the other direction, where magic progresses and science stagnates, until you end up with Spelljammer and an Ether-net as in magical Ether, and so on. If you want to mix them, you can't get much past Steampunk before bullets start looking like a really good idea compared to a pointy bit of metal, and become cheap enough that the common folk can avail themselves. I suppose, with a high enough magic level, most people could have counter measures.
  6. Everytime someone mentions running horror, I mention the Unisystem. It is like clockwork. To sum up, they have a lot of archetypes premade for modern horror gaming (a complete book, actually, of fan created archetypes). Witchcraft is a free pdf on the Eden website, as well as sample archetypes (check the All Flesh section as well), and some pretty decent fiction. One of the supplement books details players as wraiths/vampires/vengeful dead (Think Jason). It is hard to balance them, but not impossible. To borrow ideas from WC's metaphysics, you could have the wraith character be required to create a "physical" body out of Essence in order to even be present in the living world. Damage to the "body" is essentially disrupting the pattern, and if they lose too much, they lose physical form and return to the land of the Dead. Then they have to aquire enough Essence to rebuild their body. If you wanted your wraith more insubstantial, then you have to make them weaker in general. Maybe they can't regenerate "Essence" on their own, and need to parasitically feed on living hosts. Obviously you will need opponents that can affect desolid, by way of magic, or mundane folklorish stuff (salt, rice, fresh blood, etc.) As for balancing the "Norms" with the "Gifted" it might not be that big of an issue. Magic'ish powers in such a setting should be rather expensive, which means they'll fall behind in skills and stats. Of course it may be a problem with a bunch of cerebral people with a limited range of useful skills (the academic vs. the doctor you mentioned). If, on the other hand, your group is more mixed (Biker dude getting revenge for his mates, Theif who broke into the wrong house and saw some messed up stuff, and the aforementioned academic with a magical bent) it should work out okay. Anyway, hope any of this helps. If you haven't noticed, I'm the type that mooches off other peoples work that's already been done, so I tend to collect game systems. Give the PDF a flip.err.. skim through and see if anything tickles your fancy. Hope this helps.
  7. How could I have forgotten? Doh. If you have a Gamecube, or know someone who does, play Eternal Darkness. It is one of the best survival horror games around. Not only is it creepy as hell, but as you lose sanity, it becomes even more so. At first you don't notice it.. perspective gets a little off, and creepy sounds start in the background. When you get really messed up, you start having psychotic breaks, where you'll enter a room, and your limbs will fall off, and then you'll recover and realize you hadn't really gone into the room yet. Then it *really* messes with you so that when you go to save, it looks like it is deleting all your old saved games, or you go into a room full of zombies and it says the conroller is unplugged, or the game will mute itself and show the little green MUTE in the top right corner like most TV's do. The reason it is so effective is because, for once, the game messes with the players, and not the characters. I could see doing something like this in an RPG. Since a character sheet is like a big list of options that players can use to get out of situations, take away the character sheets. Have them throw dice in a box to roll so that they can't see the results. Being a player is about being in control. Horror is about not being in control.
  8. Since creating "true" horror is so much more difficult, most "horror" RPG's are more dark pulp or supers. For actually scary RPGs, the independants have more variety. Kult, Chill, Little Fears, etc. As for not being afraid since you describe the monster, the quick answer is "don't." Follow the movie greats. Don't let them see it until it is on them, then describe only what they'd notice, which ain't much when a large shape is rushing at you. Instincts kick in, and instead of your brain going.. hmm.. lets see.. big thing coming at me in a predatious manner? Uhh.. well, what kind of predator is it? Your brains goes CRAP! MOVE! at which point the whole Fight or Flight kicks in. As always comes up in these threads, Nightmares of Mine is "THE" Horror supplement. While for Rolemaster, it doesn't really have a system attached to it. Ultimately, it borders on impossible to have a campaign where every session is scary. Instead, it may be easier to have only one or two sessions be truly scary for the players and just have scary moments during other sessions. Also, there is different types of fear, some are easier to create than others, though as with life, the more difficult types are usually the best.
  9. Doh, forgot one. This one was even made by goblins. In Warcraft 3, you can buy neutral units. One is a goblin lumberjack called a Shredder. There should be a picture of it on the Warcraft 3 site on http://www.blizzard.com .
  10. Well, 'Bretto from Battle Chasers has displayed a flame thrower, a high velocity ball bearing thrower (bullets) with laser sight type thing, and after he got hit with lightning, he discharged it into some baddies. He said a second lightning strike would take him out though. The Warmachine Miniature Rulebook has a number of "WarJacks" and gives detailed stats on each. It may be worth it for that info alone. I would heartily reccomend flipping through it if you get a chance. The Privateer Press website also has a number of concept sketches up for their upcoming expansion. Good Luck, and I'd love to see what you come up with.
  11. I've always loved the look of steampunk golems, so I've been keeping my eyes open. A comic called Battle Chasers has one named Calibretto that looks pretty nifty. The MageKnight line has a couple good ones as well. Of course, THE source for steampunk mecha is Privateer press, and their Warmachine setting. Their mini's are awesome. What else... oh yeah.. I don't know what game you are referring to, but there is one for the PS2 called Dark Cloud 2, where a machanic hero builds one to ride around on. It looks a lot more low tech, with the base model being made out of wooden barrels. Web searches for any of these should get you some artwork. As for the rules, wish I could help, but I don't have any real Hero experience. I'm assuming the Ultimate Vehicle, and possibly Star Hero/Spacer's Toolkit would have Mecha info that you could use as a base model to tinker with. Good luck!
  12. At that power level, I would suggest Unisystem(All Flesh, Witchcraft, Buffy, etc.) or Unknown Armies before WoD. Witchcraft being a free dl at the Eden Studios site, you might be able to grab some ideas from there. I've always liked Eden's fiction, it is well written. It seems like I go around mentioning these in all sorts of threads, to the point where I may sound like a raving fanboy. I just consider myself a "conissuer" of the less well known systems. Neil Gaiman's Neverwhere (book and BBC tv show), and the Underworld RPG are also good sources. I've been wanting to play in or run a setting like this for a long time, so I have a nice little collection of source material.
  13. I partially agree with your thoughts on Earthdawn. Awesome setting, and strange rules. That being said, I would be leery of divesting the setting from the rules, mainly because of how tied together they are. The Step mechanic, while unique, will generate some of the most realistic probabilities seen in the industry, and the magic is such an essential party of the world that reimagining it might get sticky. That being said, there are a lot of gaps, and some things don't work out right. So, if you want to convert, the flexibility of the power system allows you to make characters that have a magical "edge" without being spell tossers. Buying down the cost of the powers with limitations will give you appropriately cheap powers. Look in the Minor Magic thread for some ideas and how cheap they can get. ED Hero's would probably be built with 100+ base points, and 100+ points from disadvantages. I'm new to Hero myself, but the Ultimate Martial Artist and Ninja Hero are next on my list, and I think they will help you as well. UMA details real and fantasy martial arts, some of which have the feel of "beyond the powers of mortals", which describes adepts. Ninja Hero takes this even farther into the realm of Wushu/Wuxia - Crouching Tiger type stuff, which is also appropriate at high levels. As for the mages, I'm not the best source, since, like I said, I'm new to Hero. On a hunch, I'd say the Matrix style casting can be recreated with multiple smallish Variable Power Point Pools that you slowly increase the size of as you level, and then rule that you can cast spells without putting it in the pool first if you are willing to risk the backlash and getting Horror Marked. The thread weapons are also possible, since you can not only build characters with points, but Items, Vehicles, and Bases. So if you get a Threaded Sword, it would have a point cost, that your character would have to pay to activate each new level. I hope this helps. Sorry I can't be more specific, but since I've yet to play either system, I don't fully grok them. Basically the answer is a "generally yes, you can do Earthdawn."
  14. I have always wanted a system with such tiny magics. I usually try and wing it with a cantrip substitute. As names go, I vote for Charms. It evokes the feeling of something taught in late childhood, early adulthood. I am sure I have some RPG's somewhere in storage that have a couple good candidates for conversion. Anyway, here are my additions. Oh, and I have close to zero experience with Hero (just got FReD), so I don't have the skills to stat them out and make sure they are appropriately weak. Soldier: Shut Eye - By going through a small ritual and reciting a poem/prayer, a soldier can fall asleep anywhere, in most conditions, and get a decent few hours of sleep. (represented by either functioning on less sleep, or being able to sleep like a baby while wearing armor and sunk up to your neck in a foul smelling bog.) Tuck In - Similar to above, but allows you to eat slop, and eat it quickly. Scout: Far Sight - Slight Telescopic vision. Gestures, Incantations, and Extra time are the obvious limitations, plus a few others. Fair Maidens/Kids/Old Folks/(Possibly mages): Roll of Quarters/Brass Knuckles - When someone offends you, insults you, or pushes you around until you are so angry you crack, your first punch does far more damage than should be reasonably expected. (Not sure whether more damage, or regular damage with knockdown would be better. There should be a maximum STR to use this charm.) Zap - Kills small rodents and bugs, damages smallish animals (enough to stun a small bird), and has no effect on larger creatures (other than a possible small sting). Handy if you are allergic to cats, or are afaid of spiders. A one point Flash would also be appropriate, to give them just enough time to jump on the heel toe express. Couldn't have Extra Time limitation obviously. Forgetful People: Red Rover - By spinning around and chanting a rhyme you can locate any misplaced personal object in the room/vicinity(not sure on range, if not visible, will most likely give you a direction). You must own, and be reasonably familiar with the object. Hmm.. running with my preferance of calling them Charms: Charm Bracelet/Necklace, etc. - Either work as a Charm spellbook of sorts (each charm being a spell), or it could work to store charms so you could cast them instantly if you were prepared. Obviously you can't have two identical charms on the same bracelet, I mean come one, you ever seen two identical things on a girls keychain? Travelers: Hurry up and Wait - When waiting for something that has a reasonable chance of happening soon (someone to arrive, hitching a ride on a well traveled road, pot to boil, girlfriend to get ready) by performing a simple "downtime" activity (smoking a pipe, playing solitare) ritualisticly, the event will happen when you finish. (By GM fiat of course). Like Change of Pace, but instead of being less boring, it *encourages* the event to happen sooner. I yanked the general idea for many of these from Underworld. Since I just parsed through it I have to mention (though it is waaaaaaay overpowered for this thread): For people who are scr..eh.. in serious trouble: Umbrella of Impending Doom - Open the ubrella and cower under/behind it. Oh, and no peeking. Completely negates one ranged "attack" (EB, hail of bullets, falling boulder, subway train, etc.) If you peek, it doesn't work. If another attack is coming soon, finding real cover would be good. Wow, this is really long. That's what I get for writing at 4am.
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