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jml

HERO Member
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  1. Hello, Are there any restrictions in the Turakian Age setting book to do with wizards and armor? I've been looking, but I can't find anything.
  2. I'm setting up to run a Turakian Age campaign that starts in Mezendria. One of my players wants to be a Knight of the Griffin -- bully for him. Players are to be built on 75+75 Heroic. To be a Knight of the Griffin, my player would have to buy his griffin as a follower (81 points) and also buy the Knight package deal (63 points). After paying for the appropriate TF to be able to ride said griffin (2 points), our aspiring knight has only 5 points to play with. I've yet to speak to the player, but I'm certainly not happy with this situation. What are my options?
  3. Re: Gods of Civilization Yeah: Ancient Rome, London, New York, Sharn, Lankhmar -- only really big cities.
  4. Re: Garrote rules? Also two t's in the index.
  5. Re: Garrote rules? Thanks! I didn't find it in my PDF search because it's spelt "Garrotte" on the table and "Garrote" everywhere else!
  6. Gods, elements, forces -- whatever you call them, these are the powers that pull merchants out of bed and drive men to despair. These things are the stuff of which your city is made. Wealth. Waste. Words. War. Wanton. ---- I got these after reading Don De Lillo's Underworld and musing about how waste is almost a force of nature (in fact, a force of civilization). I think these could be used as gods, elements of some kind of magic (in an urban fantasy or swords and sorcery setting) or whatever. I'm unlikely to get a chance to do anything with them in the near future, so I thought I'd share, and instead get the pleasure of watching.
  7. Hello, Despite being mentioned in 5ER and UMA, I can't find a write up of a garrote as a weapon, nor rules to be used in the case of garroting. Do said rules exist? jml
  8. Hello, I feel a little dense for asking this. p249 of 5ER says that "This Area of Effect covers a straight line of hexes, based on the target hex." I don't know how to interpret this on a hex mat. Does this mean that the "straight line" must be in one of six possible directions? (i.e. must the line be perpendicular to the sides of hexagons?) If so, then the implication is that although one could draw a line between two targets, one might not be able to draw a "straight line of hexes" between two targets. If not, what does it mean? No one else seems to have ever asked this, so I assume I'm being slow to comprehend. Thanks, jml
  9. Re: You Only Get One Turn I should have mentioned: if someone else picks it up after you've deactivated it, it will work just fine. You've just used up your only chance.
  10. I'm writing up an artifact in a campaign, and I think I want a limitation. The item grants you Luck, until you do something against the purposes of the deity that grants it. Then it stops working for you forever. Should I put some sort of Charges limitation on it?
  11. Is it valid to use telepathic mind control to get a bilingual person to translate things for you?
  12. Hello, The "Who Goes First" ssection on p360 of 5ER says that when there is "some question as to the exact timing of Actions (for example, a character is trying to Desolidify when someone's trying to hit him), the GM should resolve the situation by having both characters make DEX rolls". However, I'm having trouble figuring out when there could be any question. You act when your DEX comes up in your phase. Seg 8, DEX 18 comes before Seg 8, DEX 17. If your DEX matches someone elses, you roll a d6. Have I misunderstood HERO's time model? When could there possibly be any question as to the exact timing of actions? Thanks, jml
  13. Re: How To Model: Magic adversely affected by cold iron Thanks very much for the cool ideas guys. I've figured out my own take, based on your collective advice, and submit it here for review and feedback. (The "On Stranger Tides" stuff sounds very cool, if only for having magic and pirates in the same setting.) The magic system (working title "Uncanny Astrology") has spells bought individually, with a Required Magic skill roll per arcana. There are other magics in the world, but cold iron affects only this one kind, which gains its powers from the stars. Excerpt: For some reason, not understood by the wise, it is more difficult to work magic in the presence of wrought iron or forged steel. The closer a magician is to a large body of iron, the more difficult it is to cast his spells. Some say this is because iron is the dust to which the stars return. Others claim iron spends its life hidden from the stars in the earth and, though mined and wrought, still seeks to hide from them. By constant exposure and diligent practice, some magicians are able to become better at performing magic around iron. Magicians have adopted the elven habit of referring to all worked iron and steel as "cold iron". Difficult Around Cold Iron (-1/2): A magician in a hex with between 10kg and 100kg of wrought iron takes a -4 penalty to his Magic roll. Every hex of distance decreases that penalty by 1. For every extra 100kg or part thereof, the penalty increases by 1. Every additional large body of worked iron "in range" increases the penalty by 1. Wearing steel armor makes the task even more difficult for the magician, and imposes an additional -2 penalty. Magicians may buy PSLs to offset this penalty.
  14. Hello, I want to have a system of magic where magic is adversely affected by the proximity of cold iron. Now, the effect could either be increased END cost, or some sort of drain, or increased difficulty. I haven't really decided yet. What I don't know is how to model the very fact of cold iron's influence. Should magicians take a Disad? Should it be a Limitation on spells? Should it have any point cost impact at all? Thanks, jml
  15. Hi. Buying Clinging gets your normal STR. Paying extra gets increased STR for Clinging. What is this STR used for?
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