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runescience

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Everything posted by runescience

  1. Any one use Turakian magic? I appreciate your posts. Sometimes the lack of formality leads to vagueness. What do you mean by 'carefully'? what are your considerations? How do you all let players choose spells in Turakian magic? If you use the schools of Turakian magic, how does a person obtain detect magic (1 real point spell) if he is an elementalist? Do you let people take a small number general or simple spells, even if they just have a skill roll for elementalist? How do you all feel about the divide by 3 rule when buying Turakian magic? Others are welcome to chime in?
  2. Re: Turakian magic keeping it balenced? ok. so what is a good judge of balance? What prevents a mage from taking 4d6k spells... aside from the dm not allowing it, but, then again, I have no way other than keeping the active point lvl down. I guess I should also be asking, how do you let the players select spells?
  3. Hi folkses: I was doing a VPP for magic, keeping the active point value around 30, matching the best sword attack in the game. I was thinking of moving over turkarian magic, but I wondered how i keep things balanced with the fighters. It seems FH Grimoire and the spells in the back of the Turkarian book can have high active point values. Whats your take on point value of wizards offensive and defensive capabilties vs non casters? What do you good folks do with active point values of spells? Turkarian magic seems to be a third more expensive than doing it with a vpp. What should I shoot for with power levels. People are about 125-150pts. speed 3, average armor value:3 best melee damage; 1 1/2 d6 or 2d6.
  4. Re: Your Palm Tools? its all amoot point if i cant find a java programming tool for the m125. I thought there was one out there.
  5. Re: Your Palm Tools? thats a good idea. I have this pilot m125 palm os4, from my wife. I think it sells for about 30 bucks now used. I am going to get a 1 gig sd card for it should run about 10-15 bucks. I thought about doing something java wise for the palm. dice program sounds good. its easier to just roll the dice, but wanted it to keep notes till the battery died with out a backup mem stick.
  6. Hey. I was wondering if any of you use any sort of palm pilot tools for reffing heroes? combat orderer program? dice roller program? Potato peeler program?
  7. Re: Help with A Spell nice job.
  8. I need some help with 3 potions: Im trying to duplicate a Fantasy Trip (TFT) potion called Berserker, which comes from the berserker mushroom. This gives the drinker +1 combat, and allows the drinker to take no penalties from combat (stun for instance), for 12 hours. If the hp of the character reaches zero before the end of 12 hours, he dies. I tried doing this with the 60 point automaton ability takes no stun, and combining it with +1 HTH melee 5 point level. But it doesn't look right. Suggestion? -- -- -- -- -- -- -- The other potion is called Pyrotic Ability which lets you start 1 hex fires that persist for 12 turns each. After taking the potion you can start making fires for 12 hours, we can call it 6 hours for the sake of continuing charges. EB lets me start fires. It costs the user STR points in TFT, Endurance to start each fire. So I did Ranged, area effect, persistant, but some how I got sucked into doing a damage shield using HD. I don't remember why... I think its because once the continuing charges are set they take no extra end. ------ the last one is magic fist which does d6-2 damage for 1 STR point, or 'X' end points. You can do stack the spell buy pumping more END into it. How do I do this?
  9. Re: "Sense Motive" In Hero Legsweep? I guess thats it then. I'm starting to re-think the whole hero games thing. sigh. We need a keep it simple edition and I don't mean side kick either
  10. Re: "Sense Motive" In Hero Well I looked at the martial maneuvers section 5th edition revised. I see 3 examples of target falls. These are example of throw maneuvers. Is this the same thing? REally want I want to do is mimic the fantasy trip advanced melee spell called "trip". I found Trip as a -2 ocv maneuver on an old fantasy hero first edition sheet. Also pole weapon fighters have a maneuver designed to trip an opponent. What confuses me IS that I think of this maneuver as a TRIP as opposed to a THROW, is that THROWING requires 2 hands and causes some forward movement, where the target usually ends up prone in an adjacent hex. This is as opposed to TRIPPING which knocks the legs out from some one and causes them to go straight DOWN to the ground. Maybe its called something else? Where are those rules in 5th edition Revised?
  11. Re: question about a sword with "armor piercing" Gentle differ of opinion here. I like to keep it simple, regardless of whether or not the sword has AP I apply 1 DC per 5pts of STR over the minima. Ya, HD will do it for you but... If I had time to do all these calculations by hand I still would do it my way Try to keep it simple. Thia gives the reason that I dont allow deadly blow in my game: 1a) Generally, you can never do more than double the damage of the weapon. However, the by-the-book version of Deadly Blow "extends" the base damage... The heroes are powerful enough. I also agree with Thia and Killer on point 2) & respectively... except, what the heck can I use it for it if doesnt get counted in. Well... it might set him on fire. Undead are very catchy when it comes to fire. I might give the guy a few extra pips for the fire, even just to make him feel like hes doing something special with a nice weapon like a flaming sword.
  12. Re: The fear of fire and gas bombs. heheheh fry'em up. human=long pig? ever hear that reference?
  13. Re: "Sense Motive" In Hero Thia: thank you for the rep boost. I promise to look it up later in the martial arts section.
  14. Re: "Sense Motive" In Hero Then there is Transfromage... this is the power that one aquires that turns something from something into cheese. Very, very stinky cheese. Im not a real fan of 5th edition but will play it if I need too. 4th is less wordy. I've been looking for a regular trip attack, and found it in my old fantasy hero edition 1 notes. Where does one find a Trip attack in in 5th edition Revised?
  15. Re: The fear of fire and gas bombs. Well perhaps I am wrong but I see fire as penetrating because armor doesnt completely cover you except for maybe full plate or a clean suit made of fire proof canvas. I know you can see people running thru fire blazes in the movies but well heck, thats what we heroes live for
  16. Re: The fear of fire and gas bombs. thats a bit too complicated. something simpler?
  17. Re: Old races, new tricks. ive always been facinated by the Runequest Dragonnewt, as a player character. Normally this creature a bi-pedal dragon/man, has a crested saurian mane. I believe he has a tail. This creature goes through 4 or 5 incarnations. If I recall correctly every after each form he returns to some sort of egg form and turns into the new one. The first form is a rather weak saurian. The second is a warrior and the third form is a hearty Saurian with some runequest cult affiliation and probably becomes a rune lord. The next form is larger and finally the last form is full dragon. FULL DRAGON... kills with a single thought etc... brrr.. scarey...but I thought the 2nd and 3rd form would be fun to play as a pc.
  18. I had an epiphany... put the fear of fire back into the game. Make it d6 killing penetrating for any one stopping in it. same thing for a poison gas bomb continuous 2 minutes... ls:breathing or ?... take damage!!!! How long can you hold yer breath? those with high speeds take damage faster how does one hold breath or save versions poison gas?
  19. Re: TFT style potions/Gems; feedback? Here's a potion. Its gives the advantage of being able to throw a Trip spell. The effect as you may have guessed is that your opponent lands on his derriere The other potion lets you spend ST pts or End in hero case to build a fire ball of different strengths. Im really not sure how to do that. It might seem to obvious for my little brain. There is a similar spell called magic fist which does d6-2 per St/End spent. I didnt know what to do with that either.
  20. Re: TFT style potions/Gems; feedback? I renewed the first posting. I added some potions in that I had problems with. TFT states that the recipient ignores all negative modifiers to combat after taking damage. This roughly equates to cant be stunned. Also the recipent acts like a killing machine, which is really the berserk disad. I started with a custom power 60 pt automaton stipulating no stun taken and added in a 10 pt disad to it as a berserk 14- in/ 8 out. Also put a drain on the characters str/bod etc after 12 hours. I wanted to run that by you guys. The pyrotic ability lasts 2 hours, where the recipient can 1 hex start fires when/where he wants. Fire damage is cumulative, but i checked the 5 edition revised and it says that ranged spells are already considered cumulative. Im not sure how closely this matches 5th edition. Comments on all spells gems?
  21. Re: TFT style potions/Gems; feedback? Well I want to sell potions to the group. So I plan to put an .hdp or hdc file together. If you guys could proof them for adv/disa and power in general, please let me know
  22. Re: TFT style potions/Gems; feedback? heck no... its for us old time rpgers. the game was the predacessor to Gurps. http://www.reese.org/tft/index.html Its about 30 years old. It was the first 3d6 combat game. I think.
  23. Potions 20 SP 1) Speed Potion: Running +4" (10" total) (8 Active Points); 1 Continuing Charge lasting 1 Day which Never Recovers (-1 3/4), OAF (-1), Restrainable: must be imbibed or applied (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4) 30 SP 2) Invisibility Potion: Invisibility to Sight Group (20 Active Points); 1 Continuing Charge lasting 1 Hour which Never Recovers (-2 1/4), OAF Fragile (-1 1/4), Only When Not Attacking (-1/2), Conditional Power Power stops working after attacking (-1/2), Restrainable (must be imbibed or applied; -1/2) [1 cc] 30 SP 3) Increase ST Potion: Aid Strength 2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (25 Active Points); 1 Charge which Never Recovers (-4), OAF Fragile (-1 1/4), Self Only (-1/2), Restrainable (must be imbibed or applied; -1/2) [1 nr] 30 SP 4) Increase DX Potion: Aid Strength 2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (25 Active Points); 1 Charge which Never Recovers (-4), OAF Fragile (-1 1/4), Self Only (-1/2), Restrainable (must be imbibed or applied; -1/2), Extra Time (Delayed Phase, Only to Activate, -1/4) [1 nr] 30 SP 5) Increase IQ Potion: Aid Strength 2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (25 Active Points); 1 Charge which Never Recovers (-4), OAF Fragile (-1 1/4), Self Only (-1/2), Restrainable (must be imbibed or applied; -1/2) [1 nr] 40 SP 6) Healing Potion: Aid 3d6 (30 Active Points); 1 Charge which Never Recovers (-4), OAF Fragile (-1 1/4), Self Only (-1/2), Extra Time (Full Phase, -1/2), Restrainable (must be imbibed or applied; -1/2) [1 nr] 90 SP 7) Pyrotic Ability Potion: Killing Attack - Ranged 1d6, Reduced Endurance (1/2 END; +1/4), Persistent (+1/2), Damage Shield (+1/2), Area Of Effect (One Hex; +1/2) (41 Active Points); Conditional Power Power Only Works In Water (-1 1/2), OAF Fragile (-1 1/4), Restrainable: must be applied or embibed (-1/2), 1 Continuing Charge lasting 1 Hour (Recovers Under Limited Circumstances; -1/4) 70 SP 8) Poison gas bomb: Killing Attack - Ranged 1d6, Area Of Effect (One Hex; +1/2), Lingering up to 1 Turn (+1/2), No Normal Defense (Vs Lifesupport, or holding breath?; +1) (45 Active Points); 1 Continuing Charge lasting 1 Turn which Never Recovers (-3 1/2), OAF Fragile (-1 1/4), Conditional Power Power does not work in wind or rain (-1/4) [1 cc] 90 SP 9) Berserker potion: subject dies when bod reaches 0. Side effect: After 12 hours: Drain 3d6 Str, Bod, end recovers as normal: roll in: 14: out 8- per encounter.: (Total: 55 Active Cost, 9 Real Cost) Takes no stun: as automaton: mindless killing machine: (50 Active Points); 1 Continuing Charge lasting 6 Hours which Never Recovers (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect always occurs whenever the character does some specific act; -1 1/2), OAF Fragile (-1 1/4), Restrainable: must be applied or imbibed (-1/2), Extra Time (Delayed Phase, -1/4) (Real Cost: 8) plus +1 with HTH Combat (5 Active Points); 1 Continuing Charge lasting 6 Hours which Never Recovers (-2), OAF Fragile (-1 1/4), Restrainable: must be applied or imbibed (-1/2) (Real Cost: 1) [1 cc] Gems 10 SP 1) Dazzle Gem: Sight Group Flash 1d6, Area Of Effect Nonselective (1" Radius; +3/4) (9 Active Points); 1 Charge which Never Recovers (-4), OAF Fragile (-1 1/4), Conditional Power Gem must be broken (-1/4), Range Based On Strength (-1/4) [1 nr] 20 SP 2) Summon Myrmadon or Wolf Gem: See FH Bestiary 75-point creatures (15 Active Points); 1 Charge which Never Recovers (-4), OAF Fragile (-1 1/4), Extra Time (Full Phase, -1/2), Conditional Power Gem must be broken (-1/4) 70 SP 3) Blast Gem: Energy Blast 5d6, Hole In The Middle (+1/4), Area Of Effect (2" radius; +3/4) (50 Active Points); 1 Charge which Never Recovers (-4), OAF Fragile (-1 1/4), Range Based On Strength (-1/4), Gem Must be Broken (-1/4)
  24. The elric story line and runequest conversion has a wonderful mechanic of binding demons/spirits to items. How do you approach spirit binding? What are the Hero-based mechanics? What are the effects for success? and what are the effects for failure. Id like to include that in my game.
  25. Re: Fantasy Hero Printing Error i didnt buy the champions annivrsary edition either. you cant make a perfect thing better
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