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AmadanNaBriona

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Everything posted by AmadanNaBriona

  1. Re: 70's Fashion Horrors *Shudder* I just had a flashback to those old, like 4 wale corduroy pants. Gods, I hated corduroy....
  2. Re: What Are You Listening To Right Now? You've Got to Fight for Your Right to Party Richard Cheese and Lounge Against the Machine
  3. Re: 70's Fashion Horrors 'Tis the tragedy of my sub-generation. Old enough to remember the 70's, but young enough not to have been able to drug them away.
  4. Re: 70's Fashion Horrors *2001 voice* My God, it's full of lapels... (man, I don't miss the 70's)
  5. Re: Taverns and tavern games Rereading this thread suddenly snapped something loose in my memory. Gluckhaus, favorite dice game of my Landsknecht comrades.
  6. Re: Musings on Random Musings Standard paintballs are, yes, and some muskets are as well. I used to drink at a pub out in the boondocks that had a strict no fighting policy... If you insisted on resolving a dispute with violence the proprietor had a pair of matched flintlock pistols of an appropriate caliber (I think they might have been .70, but I'm not 100% on this). He'd load with paintballs, give each "duelist" a set of safety goggles, and take them out beside the pub (with much ado) to do the traditional back-to-back, walk ten paces, turn and fire duel. Always thought it was a cool.
  7. Re: House Rule: Only half of your defense stops body damage. yes, but in that second part I was referring to the standard optional Critical rules, so a 12d6 attack throws 24 body on a Crit. Suddenly makes normal attacks dangerous again.
  8. Re: House Rule: Only half of your defense stops body damage. I like the bleedthrough damage rules as well, but as usual in these types of discussions I feel compelled to point out that one of the main reasons this happens is because of the way the Normal Damage mechanic strongly tends to the center of the bell curve, an effect that gets paradoxically worse the more damage thrown. Ways to fix this by the RAW include Critical Hits and Hit Locations. High die normal attacks become much more fearsome if you have the possibility of a Body Multiplier or semi frequently inflicting twice the attacks dice in BODY.
  9. Re: HPA In The Works: The Great White Hunter's Bestiary Much as I absolutely adore the Great White Hunter archtype (and I do... "Buck" Landis, my first Justice Inc. character, was a Lost World Romance Great White Hunter. I confess to Genre Fiend tendencies), I'm actually drawing sort of a blank on this one. Maybe some of the alternative cryptid explanations for some of the ones commonly thought in the current gestalt to be dinosaurs, like Moloke Membe or "Water Horse" lake monsters like Nessie. I did recall Mbwun from Relic, which is a possibility that could be explored, a cryptid "created" by a shamans potions using cryptoflora ingredients. Other than that... beats me. I usually wound up shooting at megafauna. Speaking of megafauna. to be blunt, the Bestiary versions of a lot of the real megafauna could use a good makeover into more cinematic forms. Right now even big animals have a certain sameness to them. OHHHHHH.... I just had an idea.... maybe the answer is a section for talents/superskills for animals! like Eviscerate, a naked trigger for a claw attack that goes off with a successful Grab & Bite MPA, perfect for Utahraptors and Tigers alike. in the same vein, it'd be a good section for adding toughness packages to customize how hard your beastie will be to drop.
  10. Re: The Voynich Manuscript They're from Pennick's above mentioned book. I think you're right, but I'll double check the illustration key to confirm.
  11. Re: The Voynich Manuscript I poked around online for a full alphabet or font, but all the hits referenced back to the same book I have, Magical Alphabets by Nigel Pennick. Danzig did use it on an album cover, however... Here's your sample
  12. Re: The Voynich Manuscript Letsee... In order, No I haven't, I look forward to them as well, and, yeah, same Vehm. The League of the Holy Court, The Vehmgericht, vigilante secret society extraordinare. They used their own alphabet & encrypted their writings, and I happen to like the look of the Vehmic characters better than the ones from the Inquisitorial alphabet. Oh, and check it. I've so got to send a copy of this to the Foglios... Proof from the Voynich Manuscript of early human Winslow Cultists....
  13. Re: Kill all the Wraith-men... Well, that's ALWAYS the right answer. IMO, it's not so much stretching the spell as looking at the SFX to which the Wraith's desolidification is vulnerable. "Magic" is a huge category. I'm presuming Sanctify Weapon is a Spiritual Transformation that makes a weapon "holy" for purposes of triggering Vunerabilities, Susceptiblities, and Limitations related to such. The Wraith as written has none, but the weapon hitting it is still "magic", unless you consider deity style miracles a separate effect from Magic. Pretty much any weapon buffing type spells are going to also count as magic for purposes of hitting here, like a Paladin's Smite Evil Deadly Blow ability. Wraiths don't really need a weakness to Holy stuff because they already have a huge hole in their defenses against an overarching special effect that in many cases also includes the Holy FX under it's umbrella.
  14. Re: How i can make The Ravager cows away I'll ponder a write up and get backatcha. The idea was spawned by the somewhat more.. assertive Paladin powers one finds in Rolemaster combined with the "Impressive as all get out" sidebar example in the Advantages section of Fred, for applying "Does Knockback" to PRE. It'd probably be a nicely animated effect, making the turning more of a shock-wave of holy power that blows the undead back without causing so much as a candle flicker to anything "real". swatting back the gathering hordes to give some breathing space just feels a bit more martial than the "The power of Bob compels you" banishment style you get with the straight PRE attack model.
  15. Re: Kill all the Wraith-men... Wraiths are in Monsters, Minions & Marauders. No special weaknesses to Holy anything by the write up, but their Desolid is hit by "magic" so I'd say a weapon that had had "Sanctify" cast on it would count. If your fighter waltzed over it like that, then he played it well or the Wraith/GM was overconfident. It's even noted in the write up that their big weakness is a lack of Resistant defenses, and their tendency to withdraw if threatened with foes who can harm them. A fairly normal fighter type might have problems with a foe who can summon darkness, scares the bejebburs out of you (45 Offensive PRE), drains your lifeforce and vitality with a touch, moves quickly (21 dex, 4 speed) and flies, even if he can hurt it. I don't have the FHG, but if the wraith can tell with any of it's spooky senses that the weapon is Holy, it's not gonna stand there and just take the shot. Edit: Also... there's nothing saying you can't have a wraith pull a Nazgul and wear some armor. Spectral black iron with spiky bits & gothic fluting seems to be the usual fashion of the day for wraith armor styles. Oh, and tattered maile. I'd be a sport and build it something like this: 10 Ancient and Ornate Burial Armor +8 PD +8ED Armor (24 points), Partial Coverage/Activation Roll 14- (-1/2: I'd use locations only for the armor, but a roll works just as well for a critter with No Hit Locations), Ablative (-1: attacks that penetrate the armor decrease the activation roll, this was to somewhat replace a Focus Limitation, which doesn't really feel right for a permanently Desolid critter, and rather give a "feel" of smashing off bits of the Wraiths armor as you fight it, because I imagine the main thing this armor has going for it is that it's desolid.... once a weapon can hit it it's just baroque and somewhat crumbling ceremonial armor)
  16. Re: How i can make The Ravager cows away Fantasy Hero, pg 107-108 "Turn Undead" Talent
  17. Re: How i can make The Ravager cows away Well, to retype my note from last night that appears to have been devoured by the Internet Great Old Ones... Another option I'm somewhat fond of, especially for Paladin or Holy Warrior "Turning" abilities (as opposed to the classic D&D Cleric model) is to reduce the bonus PRE down to a more campaign reasonable level, but add the "Does Knockback" advantage. Gives a different feel, and adds a noticeable in play effect that gives it a nice flavor without having to go all the way up to "destroys the Undead" PRE effect levels... which in and of itself might be the problem. Normal PRE attack bonuses are pretty cheap, because no matter how epic you roll, the game effects are somewhat limited in scope. Adding a damaging level to PRE attacks without also adding some sort of Advantage doesn't quite sit right.
  18. Re: The Voynich Manuscript must spread it around yadda yadda yadda.... I figured someone'd appreciate that. Figures it'd be you Edit: OK, That's it. Next prop grimoire I make is gonna be The Secret Writings of Doktor Geisel. and I'll do it in Vehmic script.
  19. Re: Taverns and tavern games the Tafl Games wiki page is pretty good, and does mention halatafl in passing as the Old Norse name for Fox and Geese. And yeah... TOTALLY different games. I dig Hnefatafl quite a lot, but remember hunting up the O.N. name for Fox & Geese back when I first had the idea to make a Norse style "R'yleth" halatafl board , using the "trying to escape the fox" rules , little warrior pawns, and a big Cthulhu fox. pick an Old Norse saga form, bang out a few verses about the fate of this damned crew, & carve the tale of woe in runes ringing the board and you'ree golden. Farkle (sometimes better known these days as Cosmic Wimpout) makes a fun dicing game as well, one we adapted for gambling around our sheilds on campaign long ago. It's faster paced than any of the Hazard family of games and makes for better theater.
  20. Re: Musings on Random Musings no mousse isn't a flavor. Mouse is a flavor
  21. Re: Armored Cheongsam This write up here I'd almost certainly let into a game, with the caveat that I'd want to discuss how the real armor limit will limit in play. It's only a -1/4 tho, so it's not a huge deal to me. Yeah, they're a bit scattered and can be confuzzling. Even now, I think you might have miscalculated, because the Mass limit, in the edition we both own, is calculated using DEF, so if things worked your way, it'd have come out at 35 Kg, not 70, because 40 "points" of Armor defences translates to 20 DEF.
  22. Re: Armored Cheongsam Yeah, I don't have a problem with the uber-armored dress in a Supers game. My old Gadgeteer character did the bulletproof spandex thing hisself, and on at least one occasion hid it in an IIF tuxedo. It's not the gadget I was questioning, merely those two limits. Generally they're of limited applicability for Supers characters, and many GM's require that anything taking the various "Real" limitations at least fall into the ballpark range for the real item the gadget is simulating. Is the occasional need to repair your Focus (part of the Focus Lim, btw) the only part of the Real Armor Limitation you see this conveying? As for the real Mass, well, according to the Equipment section listing for "Mass", the base weight is 2.5 Kg for full coverage at 2 DEF, doubled for every additional +2 Def. This gets proportionally reduced, but even so, checking the totals for a 14- Activation (Because there's no listing for 13- and I'm too lazy to do the math) nets (at Quarter Mass)... Letsee.... 70 KG@ Act 14- @10 Def, 5 doublings, then quarter total.... 560 KG. Heavy dress, innit?
  23. Re: Armored Cheongsam Just as an aside... You might want to check in with your GM about the "Real Armor" and "Mass" limitations. Just because, you know, some people might take issues with the idea that a formal dress and sheer stockings can conceal enough "Real" defenses to armor an AFV. I know in most of my games that'd be a firm "HELL NO!", and I tend to be very liberal with Limitations. Moreover, does the outfit inhibit the characters movement, flexibility, heat retention, perception, or any of the other aspects that makes Real Armor a limit? Unless you want your armored dress of doom to have the general characteristics of one of the lead aprons you wear getting an X-ray, you'd best not take the limit.
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