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PoorWandering 1

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Everything posted by PoorWandering 1

  1. Im my continuing quest to build the strangest charactor ever I hit on the idea of a superleap based speedster. This led to the realization that Superleap is the only power with a built in naptime. Apparently whem you are doing multiphase leaps you can take no actions while en route to your target. Why? If you are using your x ungodly superleap NCM to jump from NY to Pittsburg you are going to spend a good bit of time in the air. So you can't read a book? Use a healing aid mid hurtle. Use your telescopic vision to see who's sunbathing at the viper base you are carreening over. I can just get my head around disallowing attack actions midjump but even then it seems odd that a leaper could not drop a bomb onto a city they are currently passing over. Anyway this is something that i doubt will come up very often but it seems odd that Superleap is treated is this way. I could see flight having the action lockout as flying takes action but once you leap gravity and momentum take over and there is nothing you need or really can do to effect the results one way or the other. Is this the 'no attacks while moving noncombat' rule again? Please send help, I am currently stumped.
  2. MR. Long declined to answer this one so i'll throw it open to herodom. I am wondering why Superleap UAA is specifically forbidden? Flight, Teleport and the other movement powers are fine UAA. So why not superleap? I think superleap UAA would be a good sim for a gravity control supers' ability to hurl opponents away from him or her. Something like x" superleap, UAA, aoe rad, personal immunity, targets must move directly away from super, no noncombat move. Can the collective genius that is this board explain this one to poor blockheaded me? Why is Superleap treated differently than other movement powers in this case?
  3. Re: Five magics I second this one. Lace and Steel was a good game and this was one of their best ideas. It l & s demons were summoned only for specific destructive tasks. No demon gaurdians or bodyguards here. They are uncontrolled barely restrained rage. The idea is that the more you hate the target the stronger the demon will be. I did it as a summonable follower whose real cost was related to the Psyc disads that the target of the attack activated. This leads to a nasty feedback loop in powerfull summoners. They are powerfull because they are crazy and crazy because they are powerfull. It would not be too difficult to create the inverse as well. Maybe some folks could summon their own angels for creative or protective purposes. Maybe the best wizards could do both. A world steeped in this magic would be very dark but surprisingly polite. Hmmm maybe an "everything else" system for the remaining world. Someplace where power levels are low but effects are not restricted. In case one of your players REALY wants to play a specific type of mage.
  4. Why is superleap UAA forbidden while Flight and Teleport UAA are not? I mean one could duplicate superleap UAA as x"flight UAA must name target hex when power is used(-something), subject must follow superleap arc (-something else). Am i missing something?
  5. Re: FH Magic Colleges The kill the wand wielder bit was part of the idea when i created them. The history of that order was soaked in blood. The member hated and feared each other but the needed each other. Both for research etc but for refuge and understanding against a largely hostile society that had been caught in a few too many crossfires. It made for VERY paranoid wand-wielder players. In the one wand duel we played out the two mages fought to a standstill destroying most of a city ward in the process. The independant lim makes for LARGE powers. I like the snake oil order. One question though are they the only ones who can make decent potions or are they just better at it than the others? I was toying with a potion order when i made the wand jockies. The idea was for an order which made extensive use of the Independent lim. I can see some pretty nice potions with independant 1 charge does not recover esp. if you toss activation and side-effects in as well. I wonder how many of the gems are really paste and how much of the snake-oil is a cover. Cool idea.
  6. Re: FH Magic Colleges Where they meet your larger, better fed, better equipped, army supplimented with very well paid mercenery death dealing wizards. Think of it like a RTS game. This order would have the cheat codes that increase resource production. The other side might have a few better high end fighters but these folks have the grunts and they can recover from war much faster than the other side. They might not allways win but it would not be wise to bet against them too often. Also how loyal is a hungry soldier. Anyway this is all off topic, suffice it to say that an order centered on Healing and Crop effecting powers has the possability to be a major power in a pre-industrial society. It woud be interesting to see a campaign where this order was the hidden evil.
  7. Re: FH Magic Colleges I find it a little difficult to believe that any group would walk away from political power. I could see that more of this orders members may want to try to stay away from politics than is the case in the avarage college, but the order as a whole.... I could see them having a non-political image I could even see them trying to stay non-political but they couldn't. They have power and power breeds politics. Why should they be any different than the other orders in that respect. Mages are people after all.
  8. Re: FH Magic Colleges Oh dear deity of choice. Not major players!! These would be THE major players. Imagine, You annoy them you kingdom vanishes in a sea of famine, you please them and bumper crops allow you to double your standing army. Worse yet crops in the orders lands NEVER fail this allows them to buy more land. Repeat as needed. The only folks who could oppose them would be the Necromancers (troops don't eat) summoners (troops don't eat here) or meta-mages who can block the spells. They would be kings and kingmakers and that is not even considering their healing powers. "Why yes oh great and venerable emperor our carnel brethren are offering you a better price for the Tremagistus codex, and we understand their representitive has been most ... persuasive. Our offer is simply this three gold coins... and you will live to see your great granddaughters wedding. Please sleep on the question. These negotiations have no doubt been tiring to your grace." I would recommend against an organized healer collage or if you do make one then put it under severe restrictions in a non industrial economy these folks have all the power they want. There was a college i made for a long ago f-hero game. All this orders magic had to work through their personal wand or staff but they were the only mages to have access to all powers and SFX. The only really nasty rule was that any effect over 15 active points had to be independent and enchanted in the wand. Effects under 15 pts simply had to use the wand as a focus. In the game a senior wizard of this order was killed and wars were waged over that wand. The order was called "the pristine order of the external soul" or the pristine order for short
  9. Re: Jorune HERO Damn this brings back memories. Journe was / is an amazing setting. The "magic system" is fully intragratred into the setting. The setting is so tight so interwoven that it can can pose a bit of a vertical learning curve to new players. You pretty much have to copy and hand out the old Skyrealms players book a week before the first play session just so ther players know enough to make resonable charactor choices. The origional rules were a bit opaque but HERO could adapt the setting easily. Great game though. Blast i was hoping to see how they handled the Hero versions of the Earth-tech. Good job overall though.
  10. Re: Campaign: The Turakian Age *knock* * knock* Anyone home? Please sir may we have some more?
  11. Re: Alpha Male Contest It all depends on the purpose of the fight. if it is to some how decide who is tougher then preventing one side from ysing all the tools at their disposal would be unfair. Say the fight was between Cyclops and Wolvereen. Saying that Cyclops could not use his eye blasts would result in a false test. Or swap Mr. Fantastic for cyclops but don't let him use stretching powers. Its the same with summoning and duplication. If the powers are part of the charactor then they have a place in the test because they would have a place in a real fight. Now it would be quite questionable for say Nightcrawler to port out and port back into the ring with Beast riding along and beast is not part of nightcrawler but it would not be questionable assuming Dr. Strange was in the ring if he called on demons angels and amway salespersons. The summoning is part of the character and you see the same behavior when Strange is in a real fight. Now if the compatents want to agree in advance that's another story. Wolvereen and cyclops could go at it agreeing no claws no blasting in advance simply to see who is the more skilled HTH fighter but they would not be simulating a real fight. Like iu said it all depends on why you are fighting.
  12. Re: Modern campaign power limits I must respectfully disagree from unpleasent personal experience. Shock and pain can do wonders as far as unplanned napping is concerned. 'Cept for that bit i second the post. I would like to add that point levels can be more easily ignored in modern games than in other time periods. $.02 anyway
  13. Re: Jet City Champions Campaign Log Hmmm must buy life support. Gorund control to major Tom....
  14. Re: Jet City Champions Campaign Log I love it when a plan comes together. The whole fight lasted what 4 phases? Wait a min...OUTER SPACE!!!
  15. Re: FH Racial Balance question for the GM's A troll doesn't need weapons. A troll IS a weapon. I played a half-giantin old fantasy hero for a good while. The only weapons I ever used were my hands, feet, forehead, the odd throwing goblin, 3 chairs, 1 bench, the gold inlaid lid of a sarcophagus and half a door. I love sweep attacks.
  16. Re: AOE 1 hex Accurate. HELP!!! From what i found in the FAQ it appears that the advantage only negates the base DCV of the target so dodges and manuvers will apply to the dcv of the hex. Missle def would depend on the SFX, i think. Hmmm i wonder if target cover, poor light, etc would effect the attack
  17. Re: AOE 1 hex Accurate. HELP!!! Cool thanks. I thought it was trying to be a "does not miss" advantage but I couldn't get around it being related to the area of effect advantage. I suppose its cleaner than just buying a handfull of ocv levels with the power in question. Has anyone used it or seen it used in play?
  18. I can't seem to get my head around this advantage. It seems that this advantage is nothing more than a way to avoid buying skill levels. As I currently understand the advantage it would allow an attack, say a simple EB to hit someone using a hostage as a shield, in the same hex in other words, at DCV 3 regardless of the fact that the target has say DEX 33 DCV 11 with at least 50% cover provided by the hostage. This makes no sense to me so I am calling for help. Has anyone seen this advantaged used in a way that doesn't ring the cheese alarm? What SFX would call for it? Have I completely misunderstood how the advantage works? Will Batman survive this fiendish trap? (sorry Adam West moment)
  19. Re: Five magics Western tranlations / interprations of pre-modern japanese and chinese metaphysical systems name one of the elements void. As i do not speak the languages in question and haven't made a study of the metaphysics involved I cannot speak to the accuracy of the inerprations. I know the game Ledgends of the 5 rings used air-earth-fite-water-void and the game Bushido used soil-metal-wood-fire as part of their respective magic systems. Note to Arcady. The comment you made about the real world 5th element being spirit. Is sailing dangerously close to starting a discussion on RW metaphysics. A worthy subject but not exactly on thread. In past FH games i have allowed players to define their own magic schools. The idea being that magic expression is unique to each creator. In one game the main pc spellcaster became known as the Wizard of dogs. He chose "Dogs" as his element/ theme and all his magic involved dogs in the effect. He could smell magic for example or summon spirit mastiffs for protection or riding beasts, transform into a wolfman and even as his control of magic grew effect how loyal beasts and even troops were to their masters or commanders. But if i had to limit it to 5 themes then i would say Divination, Cursing, Astral travel, blessing, and meta-magic. Add weather magic if you call blessing and cursing the same theme.
  20. Re: Any missing deities? You definately need a hearth/home deity. Winters in the north are long and the only thing between you and freezing to death in the night is that fire. The hearth has power.
  21. Re: Any missing deities? If you are going norse Maetar, Mandar, and Marsen have a strong overlap. The norse were a mainly oral culture and the laws were remembered rather than recorded. Poetry therefore was VERY important. Poets were wizards and lawgivers. Runic knowledge was also very closely related to kingship. Remember Odin torturing himself on the tree to gain that knowledge. Minor point but i think "mandar" is the name of a bad guy in Dexter's Lab. The players might have difficulty supressing giggles.
  22. Re: Anyone have Tomb of Horrors? That was me. Thanks. I hope the hero version works out.
  23. Re: Favorite Pulp Character Well seeing how i am playing a legacy Rocketman at the moment he has to be on the list but my real favorite would be Pickman he shares my obsession with books. Btw. What is the G-8 apart from the G7 plus Russia?
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