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tiger

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Everything posted by tiger

  1. When I get my campaign on ther way, just have to find players in hero h*ll, I plan on not only having him come back but having the heroes end up in the middle of his revenge. When he decides the time is right to get his revenge on those who thought they killed him the heroes will have the "great luck" to be fighting them at the time.
  2. In the comic Mystique can only do appearances. She could look like someone but gains no abilities. I haven't followed the comics in awhile but I don't remember her being able to do any other formes. Which made me question her being the statue in the first xmen movie. Here's a great source of heroes. Most are 4th edition but you should be able to convert them with a little work. http://www.sysabend.org/champions/gnborh/
  3. I've always ran the mafia in a lower profile. Basically they're out classed and know it. Sure they have a few super power guys be very few. If you give them to many their just yet another viper/demon etc. If you run the mentality write they will concider all the other groups as rivials and their will be constant wars between the mob and Viper, Demon, Vioce, whoever. They just always seemed to work better as the quit and over looked group. They stick to what they do best. Running the rackets, extorsion and such. They leave the rest to the villain groups. After all why the police, PRIMUS, UNTIL and the superheros are busy with Viper the mob is free to do as the please
  4. Nice doc file list the write-ups for the various spells. Be great material for other conversions and such The write ups are quite nice and could easily be adapted into other GM's campaigns.
  5. Very nice. Your have to post a doc file with all the stats, be highly useful. The only question mark I have is the limitation for Arcane Magic Only. I wouldn't see where a Witch or Wild Mage or even a Illusionist would get the limitation, so I question a Arcane mage having it. Just seems that they would be limited in thre spells they would be allowed to have in the campaign instead, which is one of the limitations.
  6. True..why not just work up the diferent abilities and let er rip from there? Of course this could be why I don't play "level" system anymore, just like the free flow to much. Pf course I was the player that always asked why my mage could learn to pick a lock too
  7. Seems pretty good to me, not be familiar with D20. The only thing I dislike is the "level" system. Why not simple list the different abilities and then the play pick what his monk trained in?
  8. If a mount has a force field, am I right in assuming that the rider ISN"T covered buy the field or would this be a limitation on the FF?
  9. Actually this is. I just didn't give it a seperate sheet and didn't add that it can't recombine if cut off. Which I still can I just figure one sheet and made a note that it has the skill & powers on the sheet.
  10. OK here is a rough draft of the possible writeup for an Orlen from Gamma World. I working it up for a Gamma Hero campaign. It has 2 heads and 4 arms. I bought duplication to represent the fact that it has 2 heads. I worked up a few powers just to give the "feel" of the creature. What you think? Orlens Player: Val Char Cost 10 STR 0 10 DEX 0 10 CON 0 10 BODY 0 10 INT 0 10 EGO 0 10 PRE 0 10 COM 0 2 PD 0 2 ED 0 2 SPD 0 4 REC 0 20 END 0 20 STUN 0 6" RUN02" SWIM02" LEAP0Characteristics Cost: 0 Cost Power END 5 2 Heads: Extra Limbs 5 Extra Set Of Arms: Extra Limbs 12 Second Brian in Second Head: Duplication (creates 90-point form) (18 Active Points); Doesn't created another body (-1/4), Duplicates skills/talents/perks/powers only (-1/4) 45 Mental Powers: Multipower, 45-point reserve 2u 1) Flight 15" (30 Active Points); Increased Endurance Cost (2x END; -1/2) 6 4u 2) Strong Of Mind: Telekinesis (30 STR) (45 Active Points) 4 3u 3) Mental Impressions: Mind Scan 7d6 (35 Active Points) 3 3u 4) Mind Speak: Telepathy 7d6 (35 Active Points) 3 21 Will Force: 20 pt increase to multipower - 5 point increase to ultra slots , Must pay end on increase powers (+1/2) (37 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4) Powers Cost: 100 Total Character Cost: 100 Val Disadvantages 15 Distinctive Features: 10' tall 2-headed man/woman (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) Disadvantage Points: 15 Base Points: 150 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  11. Wish there was a WOTC store near me
  12. What if someone actualy paid for a spd of 11 or 12. Seem to me that they would rarely get to go with this method
  13. well the theroy is that the two brains operator seperate of themselves. So one brain can have the body swing the sword while the other is doing something else. if you buy a second set of arms the "therorically' you could swing two swords at seperate targets. or sword and lockpick at the same time. etc.etc.etc.
  14. I do allow characters to find magic items and they don't have to pay for them. If the manage to find someone selling magical items, I do have a few, they can purchase them with money. They also get to pay through the nose for them. I don't aloow characters to start with them.
  15. I'm working on a creature with 2 brians. I have thought of a couple ways of doing this but wasn't sure on the legality of them. 1)Increase the Spd, Allows the creature to act more an could reflect the two brains. I realize this is legal 2)Limited form of duplication. Doesn't create a second body. Just a second brain. Speciall effect is that the body would react twice in a round. This I'm totally unsure of the legality
  16. Ok this something I through together. It may have some errors, I don't have FRED at work. It's a start and I might even rethink my dislike of MP for mages, although it still can make them a bit overpowering. The character only has a few spells picked and has used up 60 pts. Still leave quite a bit for skills and different/more/stronger spells. I would still reguire that the mage have KS of magic and still coulc use a magic roll as well. Note: Uses Mana is a -1/2 Limitation. It forces the spells to pull from a Mana pool only and stops spells from functioning in mana dead areas. Magic Test Player: Val Char Cost 10 STR 0 10 DEX 0 10 CON 0 10 BODY 0 10 INT 0 10 EGO 0 10 PRE 0 10 COM 0 2/22 PD 0 2/22 ED 0 2 SPD 0 4 REC 0 20 END 0 20 STUN 0 6" RUN02" SWIM02" LEAP0Characteristics Cost: 0 Cost Power END 15 Offensive Magic: Multipower, 35-point reserve, all slots: (35 Active Points); Gestures (-1/4), Requires both hands (-1/4), Uses Mana (-1/2), Incantations (-1/4) 1u 1) Ego Attack 3d6 (30 Active Points) (uses Personal END) 3 1u 2) Energy Blast 3d6 (vs. ED), Area Of Effect (2" Radius; +1) (30 Active Points) (uses Personal END) 3 1u 3) Dispel 3d6, Area Of Effect (2" Radius; +1 1/2) (22 Active Points) (uses Personal END) 2 13 Defensive Powers: Multipower, 30-point reserve, all slots: (30 Active Points); Gestures (-1/4), Requires both hands (-1/4), Uses Mana (-1/2), Incantations (-1/4) 1u 1) Energy Damage Reduction, 50% (20 Active Points) 1u 2) Force Field (10 PD/10 ED) (20 Active Points) (uses Personal END) 2 1u 3) Armor (10 PD/10 ED) (30 Active Points) 15 Magic Powers: Multipower, 35-point reserve, all slots: (35 Active Points); Gestures (-1/4), Requires both hands (-1/4), Uses Mana (-1/2), Incantations (-1/4) 1u 1) Teleportation 10" (x2 Increased Mass), Safe Blind Teleport (+1/4) (31 Active Points) (uses Personal END) 3 1u 2) Flash 2d6 (Sight Group) (10 Active Points) (uses Personal END) 1 1u 3) Summon 15-point (x2 Number Of Beings) (8 Active Points) (uses Personal END) 1 1u 4) Flight 10" (20 Active Points) (uses Personal END) 2 7 Mana Pool: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points); Must rest - No fighting or spellcasting (-1/4) REC: (10 Active Points); Slow Recovery (1 Hour; -2) Powers Cost: 60 Total Character Cost: 60 Val Disadvantages 0 Normal Characteristic Maxima Disadvantage Points: 0 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  17. One thing to remember is a Drow loses his MR outside the underdark. Actually they loses all spell abilities. Only retaining the natural Elves' resistance to sleep and charm. Of course I also know GMs that totally ignore this as well. Although TSR/Wizards have stated this many times, it seems that they don't enforce it in either their stories or modules As far as the SPD goes I would give him a 4, maybe a 5. But as a GM I seldom allow SPDs over 5 in heroic. I also have to agree that the bracers/anglets would be along the line of Lightning reflexes more than pluses to SPD
  18. I'm slightly familiar with it. They had some awesome creature to battle.
  19. If I allow VVP one of the limitation I will put on it is that they only can only use set spells. At the beginning of the campaign give them 5, 8, 10 spells. These are all they know how to cast at the time. As they adventure and find/buy/trade for more spells they can add them into their pool of spells that they have access to. I don't care for the theroy of mages being able to throw whatever magic they need whenever they need it. I prefer the "learned" theroy. First you have to learn the spell and the workings of it, then you can use it. Even if they find a spell they will need some study time with it to use it properly. Mages would have minus to their rolls when using the spell until the "master" it. Otherwise, as was mentioned before, while what use is the rest of the party.
  20. I have to agree with Starwolf. Assuming everyone is holding then go by highest dex. Modified as necessary by Lightning Refelexes and the like. Skill like quick draw or Slight of hand would modify minus to OCV for drawing a weapon but I wouldn' think it would help for first shot. After all it wasn't only being able to draw fast but was aslo being able to hit the opponent. I agree that character wouldn't have armor. You just have to hope that your opponent either misses or hits you badly. Personal armor came around much later. Although you could pull an Eastwood and make some for yourself. I like the John Wayne movies, ajorly hooked on Big Jake, and the Eastwood flicks. I also enjoy the Selleck movies and TV movies for Lamar books.
  21. Sounds alright to me but will need watching. I can see some players trying to put skills in that have nothing to do with their race or "class"
  22. Yes but unlike other game system EP directly effects your character. If you get 3-4 EP a game then after 5 adventures or so you have your new spell. The only way I'd be willing, at this point, to allow a MP is with a small reserve. Having a mage having access to 8+ spells that have a active cost of over 25+ points just seems to much. And as you said 1 point poof new spell. 1 point poof new spell. You get 3 EP from a run thats 3 spells at a 10 point ultra or 1 at 20 & 1 at 10. That makes even low "level" mages to powerful. I'm not even sure I'd allow veteran mages use the concept. While MP & EC or VPPs work well for superheros, they seem to unbalance things just to much to me. Like I said I'd have to see it played to make a finial judgement, but looking at the numbers it favors the mages to much.
  23. I like the right up myself. I prefer mages buy spells seperately. I have looked into allowing MP, EC & VPP. The problem is in affect you merely allowing players to crunch all the points the can at the expensive of the campaign example: For a framework mage to be effective he would have to have a defense frame & an offensive frame. This would mean that he would have several offensive spells and several defensive spells. most players would also want some middle ground spells. Detects, flights, aids etc. As a GM I have a problem with a starting mage fresh out of the school having access to numerious spells. I also limit the starting damage os spells to within 2 DC of the most potent weapon available to the players. So if a 2d6K sword is the best weapon then a mages attack can only be 2/12d6K. It is illogical to me for a starting mage to be able to throw powerful spells. That comes later. Now I have will admit that I have only looked at the frameworks a bit. I'd have to see a complete character before I'd say noway in heck.
  24. Why does a mages spell have to be more powerful. Look at magic missle in D&D it's just a autofire dagger Seems to me the Gandolf used it in the move. Most mages in any story you pick up used similar abilities
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