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Kealios

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Everything posted by Kealios

  1. I have a concept of a character who runs around the battlefield, dropping stakes into the ground that "tether" an opponent in place. Specifically, they can stand where they are and act, but they cannot move from where they stand. The effect is a green beam coming from the "stake" in the ground. To break free, they must destroy the stake, or, I suppose, win a STR check against it? This could either be an Entangle or a Telekinesis? The hard part I am finding is defining the escape. Telekineses, Controlled Charge (breaking free of the grapple or destroying the tether), for Holding a character in place only (-1)? Would Uncontrolled work here? Focus? Entangle, using a Destroyable Focus? I need some help on this one, if you dont mind. Thanks in advance!
  2. Re: Assumed Speed 2 Speed 2 out of combat is your average "walking with the crowd" speed. It's a saunter, a relaxed pace. Kicking it up higher might be the guy who is really threading his way actively through the crowd. Even higher and now you've got a guy drawing attention to himself as he really hustles.
  3. Re: 6E 1 out of print? Yea, for $50. Honestly, for PDFs, which I now only want as protection for my dead tree versions, this is more than a little steep. I also feel that 6E1 and 6E2 are the "grown up" versions of Hero, so once my new players understand the system, I am going to convince them all to buy them. Since they will all own Champions Complete, this will be redundant for them as well, but the examples and expanded explanations will be worth it. $50-worth it? I'm not sure
  4. Re: Champions Complete Sell Sheet Gojira, being from San Jose, I wonder if I know you? Regardless, the FLGS in question is Game Kastle in Santa Clara, and they are definitely a part of the Bits and Mortar program. Neither they nor I can see DoJ or Hero listed on BnM's site tho
  5. Re: Champions Complete Sell Sheet My FLGS doesnt have the PDF for this. Bits and Mortar doesnt have it listed at http://www.bits-and-mortar.com/who-are-we/ . What am I missing? I want to buy this but I'd really like the PDF as well!
  6. Re: Looking For Input On Potential New Fantasy Product I have to agree with a number of posts here about consolidating the product into one, useable book. I learned Champions as my first RPG over 20 years ago via the BBB. I then moved on to Fantasy Hero, before getting into AD&D and, sadly, never looking back. Now I am back full force with 6th Ed, owning over a dozen rulebooks, yet havent played a game yet. I am building my own campaign world, slowly, and read my sourcebooks and forums nightly in my quest for more tidbits of insight that will aid me in my development of a world I plan on introduce to my non-HERO gaming friends. I am treading my way carefully with the balances of maximum stats, OCV vs DCV, DCs vs Defenses, etc (people like Killer Shrike have been immensely helpful, but I suspect "just doing it" will give me even more valuable experience). That being said, holy cow would it have been awesome to have a pre-made Fantasy World to step into! At least for ideas - I could have handed a book or two out to friends, built some characters using guidelines from the book, and been adventuring inside of a week. As it is, with my friends who will be joining my game that have never played, I am already pointing them in the direction of CC. If I could have done that with a Dungeon Hero-type complete book, it would have been that much better. As such, I think a campaign setting with races, cultural templates, a ready-to-use magic system, and then references to other books I could get for more ideas (e.g. Beastiary, Grimoire, etc) would be the best. Republishing 6E Fantasy in B&W would make a lot of sense too, but as a different book than what we're talking about here. I think its interesting that this discussion is really departing from where HERO has come from and is advocating basically reinventing itself. The BBB era had a ton of era-specific books, and 6th Ed is a result of the desire to codify everything into one tome. The more I read this, the more I want to buy more and more 6E1 and 6E2 because I have a feeling I will get more use from them than anything else (ie, once my friends learn the system, hand them the big-boy books). I also have experience working at the FLGS and have turned new roleplayers onto certain books. Usually it is a mom or dad with their teenager in tow, and as much as I admire it, HERO was never one I steered beginners towards. I think it would be great to have that option.
  7. Re: Fantasycraft: Cooking Magic I love the crafting aspect of World of Warcraft, and often work on using Alchemy in my games to simulate this to poor effect Fantasycraft is a real game, by the way: http://www.crafty-games.com/node/348 Hope you have good results!
  8. Re: Summoned Creatures walking the earth: Capturing and Summoning them The downside to putting the control on the monsters is that it removes the proactive player approach. I want them to have to work for these things, not just have the abilities fall into their laps. I think I have the VPP Mimic Pool dialed in now...in fact, Ive got the capture and summoning techniques dialed in as well. They wont be play tested for months to come yet, though, so Im keeping track of all these excellent suggestions, just in case
  9. Re: Summoned Creatures walking the earth: Capturing and Summoning them
  10. Re: Summoned Creatures walking the earth: Capturing and Summoning them Holy cow. The more I think about your solution, the more brilliant it becomes. Well dang, there goes all my brain effort on figuring out the subject
  11. Re: Summoned Creatures walking the earth: Capturing and Summoning them Thanks, guys. Shrike, I've really enjoyed your site with all the content and articles on it. I know this is a challenging concept to get right, and I've wrestled with it for quite some time. I need to blend the excitement of hunting and capturing these creatures with the reward of using them as personal (dangerous, slavering) bodyguards that might have a chance to get away at some point in the future. The thing I appreciate about HERO is how many ways there are to do things. The hard part, at least for a rookie like me, is getting it right using all the tools available I have been studying Mind Control as a way to control these monsters. I've been reading your campaign material and I like it, but one of your Elementalists who owns a Fire Elemental for a Follower would be walking down the street with his Fire Elemental by his side. In my setting, this would freak the local population out, to say the least To get past this, currently I have Extra-Dimensional Movement as the "Capture" mechanism, with "Summon, specific captured being" as the Summon mechanism. This actually "put the monster away" and then "brings him out again". What this DOESN'T do is make it easier on subsequent uses of the creature to put it away, although as I touched on, above, maybe the EGO vs EGO roll that results from the Summon will have the side effect of the next capture being easier. I am also contemplating putting in a Mind Scan element before the first capture is made, sort of a "Mind Meld, Hah! I've got you now!" limitation. If the character can manage a short range Mind Scan, then use EDM on the monster, and Summon it out again later, I think thats a pretty solid set of rules for how things will work. Honestly, its the EDM that complicates things...and Follower or Mind Control would make it sooo much easier, but doesnt capture the "appear/disappear" aspect I am hoping for.
  12. Re: Tremorsense 6E Fantasy, p71 has the power "Sense Tremors" written up under the Earth Template: Cost: 35 Detect Physical Vibrations (INT roll)(Touch Group), Discriminatory, Increased Arc of Perception (360 Degrees), Range, Targeting
  13. Re: VPs, charges, triggers & multiforms
  14. Re: Summoned Creatures walking the earth: Capturing and Summoning them Found it: Extradimensional Space, APG2 27. I have another question, now that I pretty much have the Capture/Summon mechanic down. Let's say the character wants to "borrow" a power from the creature he has in holding. This looks like a Severe Transform on himself, right? Transforms are a tricky lot that I dont totally understand. If the Transform power exceeds, what, his own BODY x2, he can grant himself a Power he doesnt already have, with some type of Limitation, "Must belong to a creature currently captured (-1)"? I can make the characters take a Talent that has multiple ranks, and the more ranks a character has in it, the more powerful of an ability he can "borrow"? Otherwise, what is another way to limit what the player can borrow? I want there to be a benefit to the character for possessing a creature, but not always wanting to summon it out and risk losing control of it, or have it be a social no-no.
  15. Re: Summoned Creatures walking the earth: Capturing and Summoning them Question: the EGO vs EGO roll required by the character who is using Summon follows the "Skill vs Skill contest" on 6E1 57, right? This implies that the Summoner, if he succeeds on his roll, can impose a negative on the summoned creature's EGO roll. Just want to make sure I understand the mechanic correctly.
  16. Re: Summoned Creatures walking the earth: Capturing and Summoning them Yes, you're both right. The character can choose what limitations he wants on his Summoning power, since it really reflects his level of control over the crystal, but I am certainly going to "encourage" Antagonistic creatures to begin with. Each creature captured will require its own crystal. Now that I think about it, I am more inclined to put a Limitation on the Capture element, stating that only 1 creature can ever exist in the prison at one time, and it must be released if the character intends to "trade up". This will be interesting because, like in the VGs, certain monsters have resistances and susceptibilities that may play a role in any given combat.
  17. Re: Summoned Creatures walking the earth: Capturing and Summoning them You know, the more I read it, the more I think "Extra-Dimensional Movement, Useable as Attack, Ranged" is the correct method for capturing the monsters. 6E1 222, under "Other Uses", says it can "simulate any situation in which a character is in a different state of being, cannot interact with the "real world", or is any place which is inaccessible to others." The "Dimension-Shifter Ray" gun in the Equipment Guide p173 gives some good examples. I cant find a "Bag of Holding" power having been built in any of my 6E books, but Im sure there is one out there (I was hoping to see if the crystal, carried around by the character, counts as "one location", since it moves with the character...). In this case, the capturing will be MUCH cheaper than a Severe Transformation or Dispel/Suppress power. It will move the creature to "One location, in one dimension (crystal extradimensional prison)" which is an OAF held and used by the character. The downside to not using Severe Transformation is once captured, there is no way for the creature to get out, except maybe using its own power of extradimensional travel, or maybe if the OAF is destroyed. However, "Summon (specific being), only creatures locked in extradimensional prison (-1/2)" would work nicely... Do I have it solved? I can apply advantages and limitations as needed, but this looks like the framework upon which I will solve my dilemma!
  18. Re: Summoned Creatures walking the earth: Capturing and Summoning them I dont totally get what you meant there (dont know what VGs are), but I do agree that I need a detailed method of capture. Severe Transform seems the way to go so far. I dont totally understand this either, but it appears something to look into. Thanks!
  19. Re: Summoned Creatures walking the earth: Capturing and Summoning them Well, I did mention that the world has been severely twisted, so let me explain further: This is a world full of ninjas and spellcasters. One large portion of the population casts spells. The other half doesnt, but instead captures monsters to use. The "trainers" will indeed be in the fight, swinging their swords alongside their pocket monster as they fight other bad guys. I did have a desire to add xp to these pocket monsters, so that a character has incentive to not just kill their pocket monster off (you know, like so many of us are wont to do in D&D with our summoned monsters!), besides the fact that it is just damn hard to capture one of these creatures from the wild. So once a character has gone out, located a monster, used Transform or Dispel or something, he can "capture" it for use later. The Later Use will be a summon spell with enough active points to cover the cost of the creature, so a starting character might be able to afford a 200-point monster, but not a 250- or 300-point creature. Even controlling that monster in battle is going to be tricky, but Im sure I'll figure all this out. These Trainers need as many points as the spellcasting people because their Summon and Dispel powers, plus maybe Mind Control and Telepathy, are going to be plenty expensive as it is. A Mind Control against the monster will be a lot easier than having to RE-transform or RE-dispell, convincing it to "go away" in order to be summoned later. Not sure on that either...
  20. Re: Summoned Creatures walking the earth: Capturing and Summoning them Steve, you get one hundred donuts for figuring out my game plan Ive put a seriously twisted spin on the creatures in the world, but yes, it is Pokemon in disguise I will look into Transform. Thanks!
  21. In the setting I am building, summoned monsters populate the earth. They arrive by one method or another, but once in the world, arent leaving (ie they cannot be banished) until dead. I am building a character class that can go "capture" these creatures and pocket them away, for later use. To Capture, I am saying that a Dispel (6E1 193) with Cumulative advantage needs to be used on the creature. Once the creature's total points have been exceeded, it can be "captured" into a focus and help for further use. I dont think Suppress, a variant of Drain, is appropriate. To reuse this creature at a later time, I am using Summon. I am wondering, however, if I need to buy the "Specific Being" advantage at +1, since the individual captured creature is the one that is brought back, till death do us part, or just assume that in my world, this is "how it is". Once combat is over and the character wants the monster to "go away", another Dispel is probably needed, so the character doesnt "lose" the creature and have to start over. Its starting to sound a little clunky to me...but the creatures that the characters are going to be capturing are stronger than they are, and, if properly controlled (still learning about this), will be powerful allies. Of course, they might run away, forcing the characters to go find another one to capture, or they may turn on the summoner instead of helping... How does this sound to you?
  22. Re: "Spell" limitation not in 6E any more? I JUST found it. I swear, took me 4 tries of combing through it. Im getting old. Thanks, all!
  23. While I was waiting to get my hands on the 6E rulebooks, I spent a lot of time reading my 5E books. In 5E Fantasy, under "Combat Modifiers and Maneuvers" on p.246, it describes what could be put into the "Spell" limitation. I cannot find a paragraph like this ANYWHERE in my 6E Fantasy book! Am I blind, or should I just assume it isnt there and copy the 5E paragraph for my new players?
  24. Ive seen quite a few requests asking about/discussing GM screens for 6th edition. Ive also seen a few veiled references to personal projects that people have done, but havent dug up any that Ive been able to download. I am going to be running a Fantasy game, and was wondering, before I try to reinvent the wheel, if anyone has a copy of something they have done that I could have access to? Thanks!
  25. Re: VPPs used liberally to prevent character stagnation? I just acquired Fantasy 6th ed, 6th ed Martial Arts, and 6E2. 6E1 is in the mail, as is Grimoire. Your input, all of you, has been fantastic. Thank you. I will read the Fantasy book and get more ideas.
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