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mayapuppies

HERO Member
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Everything posted by mayapuppies

  1. Hello All, Just reading through the threads to get caught back up (or at least seem like I have) and a question came to the forebrain that's been rolling around in my head for some time. In a Heroic game (let's say Fantasy) weapons and equipment are paid for with money. This being the non-spellcasters bread and butter they get to pump points into skills. So they "effectively" get their full points AND "free" weapons (free as far as character points are concerned). Now, this is not true for the spell casters, who generally end up with low-level and/or few skills and have to "pay" for their gear (again referring to character points). Now, I got into the HERO system by way of Champions where everything costs points and this mentality has always colored my view of the game. Thus, the paying of money, rather than character points, for "powers" has never translated well with me. I've always wanted a way to have Fantasy characters pay points for their gear, rather than money, but I've never found a way that could be explained in game. Any thoughts on this?
  2. Re: Steve, you dirty boy! At the risk of sounding naive and a perv all rolled into one I will bite the bullet and post it. Hentai is the nomme de plume of anime porn
  3. Re: Language Trees: Do you use them? How would you represent sign anguages? For example, I have a thieves guild that is primarily of one race (i.e. founded by the Ugdul). they've developed their own "thieves cant" of sorts that utilizes hand signals. Would this be considered a separate language or merely a dialect of Ugdul?
  4. Re: Preistly "Domains" Help, Please Ditto
  5. Re: What kind of nations are in Ambrethel?
  6. Re: Ambrethel Map in Free Stuff w00t!
  7. Re: What kind of nations are in Ambrethel? That would be a hint, boys and girls.
  8. Re: Once more in English, please? Ah, the wonderful language of heralds. Definitions can be easily found on the web or at your local library. A nearly lost art form...I may get the Turakian Age just for the descriptions of the Arms
  9. Re: Ambrethel Map in Free Stuff Absolutely beautiful
  10. Re: Climate help Ok, I got anxious. Low and behold they have a global lower control. At 100' there really wasn't much of a change, but at 200'...well, see for yourself. http://www.kamarathin.com/200feet.htm This set to have the altitudes shaded. Should have included the altitude chart. Will do that next time.
  11. Re: Climate help Hmmm, I probably could. It'd add a lot more land mass, though. Let me tinker around with it tomorrow and see what I can do. Haven't played with the global "raising/lowering" stuff so I'm not sure if I can.
  12. Re: Climate help So my sense of scale is just a wee bit off. So if I drop the hexes to about 50 miles each...? Yeah, I absolutely love Fractal Terrains
  13. Re: Climate help A note on the currents: The eastern current would be fairly warm as it is coming down from the equator, while the southern and eastern currents would be damn cold coming up from the south pole. This tells me that the bay would be rather chilly. While the wind currents coming from the NE would be very warm (warm equatorial winds combined with offshore warm currents flowing in the same direction). That southern bay is going to be majorly wracked with storms, no? These would spin off the bay and follow the southern coastline and travel up the western seaboard, possibly never reaching inland as the large lake would play some sort of buffer effect...maybe? This is starting to sound cooler by the minute...well, because I don't live there, but still!
  14. Re: Climate help Begin cabbage patch dance w00t! Always nice to hear that. Now off to create cultures that expect life to be harsh and chaotic.
  15. Re: Climate help Here is another link: http://www.kamarathin.com/hero_system/fantasy/maps/world_map.htm This is the world map. The rose colored square is a link to Southern Kaerell and then you click on each quadrant of that to get a closer look at the area. The trees and such are just filler at the moment. I still have to go back in a do a lot of work on it.
  16. Re: Climate help This is good stuff. Some clarification is in order though: The "forest" is just arbitrary and nowhere near exact. The base map itself was generated by Fractal Terrains and even I was amazed that that entire area is roughly between sea level and 100' above sea level! Not "natural" by any stretch of the imagination, but it does add some interesting weather effects, like you mentioned. From what I know, that low altitude combined with the above average rainfall, would put the water table fairly close to the surface indicating a rather marshy or wetlands condition similar (I think) to southern Louisiana or Florida. The bay, combined with the large inland lake would provide some interesting micro-climate mix up. The overall ocean current on the westside is northernly (i.e. counter clockwise), but I'm imagining the current inside the bay to be clockwise due to the narrow opening and the counter-clockwise ocean current feeding into it. I could be completely off base on that one, though. At the top right corner of the box you'll see some "jungle" icons and that is where the ground peaks a bit ranging from 500-1500' in altitude. not much, I know. That is where the "rivers" generally start and feed into that big lake (roughly 100-150 sq. miles is a big lake, right?). So what I initially pictured when I drew this up, was a hot, humid swamp, everglades type of area that was extraordinarily large and hit with nasty tropical storms (rather than hurricanes), and relatively mild winters (i.e. no snow). Am I too far off base?
  17. Hello all, I was wondering if anyone could help me with some climate help. I'm trying to get a solid feel for what the climate and rough ecology would be for the area outlined in a red box. The big black line across the top of the map is the equator. http://www.kamarathin.com/sk_climate.htm
  18. Re: Language Trees: Do you use them? Very nice. I have the same tendency with my data, something I'm also trying to avoid in this creation of Kamarathin. It's damn hard, as I always have to have a "reason" for why everything happens. Tends to turn my "fantasy" games into "reality" games...
  19. Re: Language Trees: Do you use them? Actually, that's perfect. It's exactly the kind of stuff I'm looking to read here.
  20. Re: Language Trees: Do you use them? Very nice Dr. Anomaly Now on to my question: How do you folks determine whether or not a language is related to one another and by how many points? For example: In the beginning campaign, the players will be in the country of Mak-Ugdul. The native tongue of Mak-Ugdul is, of course, Ugdul. This is also the country of "origin" for the language. Now, within this country are a few other races, specifically; Badreen, Dovani, Ichoko and Penztah. All of these races/cultures originate at least 2,000 miles north of Mak-Ugdul. They have been in Mak-Ugdul for several hundred years. My thoughts are that these languages would have mutated a bit over the centuries. So now I need to decide how to utilize the point spread on these languages, with the following thought process: 1. If any of the languages "mutate" it will be a combination with Ugdul. 2. The Ugdul, Badreen, Dovani and Ichoko are fairly short-lived races and thus are much more prone to language change. 3. The Penztah have 1,200 year lifespans are less-likely to change. 4. The Badreen are very isolated, by choice, and will thus incorporate less of the other languages into their own. 5. With the exception of the Ugdul, all of the races are separated by thousands of miles from their original homelands. 6. Badreen, Dovani and Ichoko are within the same 3pt. familiarity 7. Badreen, Dovani, Ichoko and Penztah are within the same 1pt. familiarity 8. Due to the inherently difficult nature of the humans (dovani, Badreen, Ichoko) and the elves (Penztah) to learn Ugdul, the "new" languages would most likely be more similar to their native tongues, rather than Ugdul. Normally I would just create dialects of the human tongues and assign them a 4pt. familiarity with their parent language. However, due to the difficulty of speaking Ugdul for Humans (and vice versa) I am thinking that I should still create the dialects but decrease the familiarity by 1pt. and make them 3 pt. familiarities. I've decided not give the Penztah a separate dialect as it really just doesn't fit their nature. So now I need to draw up a small language tree for Mak-Ugdul or figure out how to draw odd-shapes in photoshop so I can use the standard line-thickness/curved-corner boxes instead of colors...sigh So, those of you familiar with language structure and HERO system (Steve?), how does my logic and methodology sound?
  21. Re: Gods: How do you handle them? Gracias
  22. Re: Package Deals for a 25/25 game Well, I do have to have at least racial package deals. Which thus far seem to be averaging around 8 points or so. I also follow the convention that disads within the racial package do not count towards the players limit, which, to me, really diferentiates the races from each other. I'm thinking, that if I can get the "professional" package deals down to a similar cost, then they should just be fine with plenty of points available for personalization.
  23. Re: Gods: How do you handle them? Wow. Thanks.
  24. Re: Spell Law? Longtime Rolemaster player here as well with the same (it's either RM or HERO) attitude. Unfortunately, back in 4th edition I decided that I would never attempt that greatest of all feats and convert the literally thousands of spells from RM to HERO. I will, however, convert their skill list...at some point...for my own HERO games. The world I'm currently designing is for both RM and HERO.
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