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HeroGM

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Everything posted by HeroGM

  1. Beverly hills cop with james Gordon?
  2. Emma (Frost) as done by Austen
  3. <object width="450" height="344"><param name="movie" value="http://backend.deviantart.com/embed/view.swf?1"><param name="flashvars" value="id=609398509&width=1337"><param name="allowScriptAccess" value="always"><embed src="http://backend.deviantart.com/embed/view.swf?1" type="application/x-shockwave-flash" width="450" height="344" flashvars="id=609398509&width=1337" allowscriptaccess="always"></embed></object><br><a href="http://adamwithers.deviantart.com/art/Batman-609398509">Batman</a> by <span class="username-with-symbol u"><a class="u premium username" href="http://adamwithers.deviantart.com/">AdamWithers</a><span class="user-symbol premium" data-quicktip-text="Core Member" data-show-tooltip="1" data-gruser-type="premium"></span></span> on <a href="http://www.deviantart.com">DeviantArt</a>
  4. Or you could do change environment to give them the temporary disadvantage. Especiall if it affects everyone in a large area
  5. "Don't have a mirror for your makeup? Use a cylon!"
  6. HeroGM

    Damage class

    I look at it this way. It's a cinematic game. A weapon breaking is a GM call to push the storyline or create a cliff hanger. A low fantasy game I could see using the double damage cap and breakage. Reality is good in small doses. That and I believe if a player pays the points he should get the benefit. Besides it goes both ways. That orc has a 25 star too and whoops @$$
  7. HeroGM

    Damage class

    Generally speaking I toss it out in my games.
  8. Straight. There's more to the article. Such as mid if the roll is adjusted up to +/-4 (ie con roll -2)
  9. Heroglyphs from DH 18. Avoidance roll. -1 roll reduces effect by 50-75% -1 1/2 roll reduces effect by 100% Can be charaatic rolls, existing skills, or skill created for the avoidance rule system.
  10. Steve did an article for digital he to about saving throws. Will pull it out later
  11. HeroGM

    int min

    I know. Sometimes things in games are done for flavor more than rules advantages or disadvantages. By pathfinder a mage can cast only as high as their intelligence goes...10 + the level of the spell
  12. HeroGM

    int min

    That's the gm's job. And people with a higher _______ can cast more powerful spells. And this, like arcana in the gift may forceages to think about their points.
  13. You have to have the talent for each arcana though. So if you have 9 arcana sketched out that would be 108pts to get that 60/120 for all of them.
  14. Prison uniform picked up from DeviantArt Showing the meanings of all of the different uniforms a person can find themselves in during their stay at The Cage. He also wrote the following descriptions: Yellow Flat: This uniform is the standard jumpsuit for inmates in The Cage at Low Security. Inmates have both name and number printed on each breast of the uniform. On The Back is the Block letters ‘INMATE’ as well as the facility ‘THE CAGE’ underneath is smaller lettering. Down One Leg is the lettering ‘INMATE’ Orange Flat: This jumpsuit is for MEDIUM SECURITY INMATES ONLY. Transport restraints are the Transport belt, Cuffs and Leg Irons. Inmates in this Security have both name and number printed on each breast of the uniform. On The Back is the Block letters ‘INMATE’ as well as the facility ‘THE CAGE’ underneath is smaller lettering. Down One Leg is the lettering ‘INMATE’ Orange and White Striped: This uniform is for HIGH SECURITY INMATES ONLY. Inmates in this uniform are to be Cuffed and Leg Ironed appropriately at all relevant times. The Uniform has both Name and Number on each breast as with the Orange Standard, however on the Back it reads ‘HIGH SECURITY’ with ‘THE CAGE’ underneath in smaller lettering. Down One Leg is the writing ‘INMATE’ Red Jumpsuit: This Jumpsuit is a Deep Red and Only To Be Used By ISO INMATES. This jumpsuit has NO markings for numbers or names. Inmates wearing this uniform MUST BE IN THEIR CELLS AT ALL TIMES OR BAGGED AND STRAITJACKETED WHILST OUT OF CELL. On the Back of the jumpsuit is the words, ‘ISO INMATE’ with ‘THE CAGE’ under it in smaller letters. Down the Leg is the word ‘ISOLATION' With the straitjacket design I tried to keep it functional, and this design features prominent straps on the arms and legs to escort, or even carry, a prisoner, since they're going to need some help knowing where to go while hooded.
  15. HeroGM

    int min

    AP/5 to cast the spell period. So to do a 50Ap spell you need a 10 INT, A 12 INT to do 60Ap one. Now could you allow someone to do a 60ap and they only have a 10 INT, sure. I think I'd just do a -1/level penalty (so -2 for him to do a 60ap one).
  16. HeroGM

    int min

    I'm using roll along with int min. Or at least debating it. I'm wanting to use the Gift from Fh6 and see how it goes. I'm playing with the D&D Rules Cyclopedia along with killershrikes website. Also a bit of Pathfinder. Just a mosh in general.
  17. HeroGM

    int min

    Oh. Also wanted to ask about INT min for spells. Hit post before I could add it. I've found AP/5 seem to give a good base most often, espexiall playing around with D&D style magic.
  18. In FH6 pg302 is the gift style of magic. Has anyone used it? As is or altered? For those that don't have it you have 9 arcana. You buy a talent called gift(arcana) for 5pts. This buys you a 25+50 vpp for that arcana (only). Each +1 to the talent gets you ans additional +5 pool/+10 control to the vpp Characters and the GM keep a list of spells the character knows. I'd he doesn't have the spell or the arcana talent he can't cast the spell
  19. We had the bazier (sp) inhabited by Arcane's spirit so when it was lit the new one could meditate and speak to Avery.
  20. On the next food shows

  21. Ok. A few more. I was finally able to sit down and go back through all of it. While sparse to today's standards? I feel like it holds up to the test of time. It's a nice starting adventure for characters and is written so you can play it as one game or breaking up the scenarios to fit between other adventures. Even though you'd have to convet to 5th or 6th edition there is enough here to make it worth the $8 (well $7.99) they're charging for the pdf
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