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Lethosos

HERO Member
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Everything posted by Lethosos

  1. Re: Post your campaign/setting/supplement One could look at Legends of the Shining Jewel--I know it's Pathfinder, but it's a custom setting, heavy on the roleplaying, which was spun off and rebuilt from an old living campaign setting in the Forgotten Realms. (No, it's not City of Raven's Bluff, but it did take place north in Procampur.) I've always wanted to rewrite some of the earlier 1st+ level modules for 5th/6th, but I want to try Living DragonStar modules before that, as it's far easier to get the modules in LotSJ than LDS.
  2. Re: Pirate Hero I did consider one roughly based on Puzzle Pirates--Pirates of the Cerculean Ocean--but as I wanted it to be a community-created setting, it never really got past the planning stage. I still like my idea of a cursed pirate commanding his crew of weresharks in the name of Poesidon as a antagonist, though.
  3. Re: The Sanity Stat Suggestion: a SAN pool (based off END Pool, so you can do recovery per week/roll,) with EGO as an Activation roll to avoid SAN loss and PRE used as a factor in Mental Defense to reduce said SAN loss.
  4. Re: Magic Items go here!! Don't worry, they're illusory demo items. He has to spend his points for the real deal, just like everyone else.
  5. Re: Fantasy Superheroes I recall there was an Ebberon HERO campaign that went that way somewhere... "The Brelish Rose" comes to mind.
  6. Re: Okay class: Make me a rogue. Went back and made adjustments as per suggestions. I also clarified the Local Resources ability so you don't look bad pulling out that 20-pt magic item that you just "borrowed" from an unsuspecting mage. (Not that there's consenquences for doing that as well. ) The Troubleshooter Cost Power END 6 1) +3 DEX 4 2) +4 INT 3 3) +3 REC 4 4) +2 with Deduction 4 5) +2 with High Society 4 6) +2 with Interrogation 4 7) +4 with AK: Local City 8 8) +4 with Lockpicking 8 9) +4 with Security Systems 3 10) WF: Blades, Clubs, Crossbows, Fist-Loads, Thrown Knives, Axes, and Darts 1 11) Local Resources: Equipment and/or Contact Points: 20 (2 Active Points); Extra Time (1 Hour, Only to Activate, -1 1/2), Physical Manifestation (-1/4) [Notes: Can procure standard tools and gear with in-game stats up to listed AP total; specialty/rare or enchanted items are by GM's fiat. The player can "borrow" a contact's skill/ability if the price can be easily met by the player.] 1 12) Find Evidence: Detect A Single Thing 12- (Unusual Group) (3 Active Points); 3 Charges (-1 1/4), Requires A Roll (Skill roll: Deduction; -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) [Notes: With this ability, a player can tell the GM roughly what he is looking for per charge; if the clue is in the area that the character is actively searching, then the GM can describe what the evidence is and where it is, but not what it means. That's up to the player.] [3] Powers Cost: 50 The Troubleshooter isn't a stealthy assassin-type rogue. He's the guy who you go to fix your problems, whether it's finding out who murdered the guildmaster (or planting evidence pointing to someone else,) asking the right questions, getting the right equipment, or busting through that mad mage's inner sanctum without getting everyone killed (or worse.) It's his brains, knowledge, and nimble fingers that saves his bacon--although it never hurts to be prepared beforehand.
  7. Re: Converting adventures from other systems for fantasy hero You're not alone, although I don't have much to work with to begin with: I'm thinking about converting the modules from the old Living Dragonstar campaign to both Pathfinder and HERO System, but the people at Fantasy Flight Games are being non-commital about their old product line. Perhaps if I had the time, I could look for my copy of the Vae Victus module that I know I tried GMing. (With bad results, although it did call for urgency within the module--I may have done that way too much.) In any case, it pays to be familiar with both systems. Take a look at Killer Shrike's website for ideas; he's done a kind of conversion from D&D 3.0 to HERO. You may be able to cut down on time by utilizing the Feats he has filed away there.
  8. Re: Okay class: Make me a rogue. Silliness aside, I decided today was the day I get that Troubleshooter package deal down. So, after a bit of thinking, I punched this one down in HERO Designer 3. The Troubleshooter Cost Power END 6 1) +3 DEX 4 2) +4 INT 2 3) +2 REC 4 4) +2 with Deduction 4 5) +2 with High Society 4 6) +2 with Interrogation 4 7) +4 with AK: Local City 8 8) +4 with Lockpicking 8 9) +4 with Security Systems 3 10) WF: Blades, Clubs, Crossbows, Fist-Loads, Thrown Knives, Axes, and Darts 1 11) Local Resources: Equipment and/or Contact Points: 20 (2 Active Points); Extra Time (1 Hour, Only to Activate, -1 1/2), Physical Manifestation (-1/4) 2 12) Find Evidence: Mental Awareness (5 Active Points); 3 Recoverable Charges (-3/4), Requires A Roll (Skill roll: Deduction; -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) [Notes: With this ability, a player can tell the GM what he is looking for per charge; if the clue is in the area that the character is actively searching, then the GM can describe what the evidence is and where it is, but not what it means. That's up to the player.] Total Character Cost: 50 The Troubleshooter isn't a stealthy assassin-type rogue. He's the guy who you go to fix your problems, whether it's finding out who murdered the guildmaster (or planting evidence pointing to someone else,) asking the right questions, getting the right equipment, or busting through that mad mage's inner sanctum without getting everyone killed (or worse.) It's his brains, knowledge, and nimble fingers that saves his bacon--although it never hurts to be prepared beforehand.
  9. Re: Okay class: Make me a rogue. Now, now, wrong thread for this kind of shenanigans. We do have a whole stable of highwaymen to write up and send after you two if we feel like it.
  10. Re: Giant weapons and characters There's another way to approach this, but it comes with a caveat. Just build the giant as a normal character--stats and powers are similar to campaign standards. This reduces the build overhead and allows you to apply the same campaign limits. But you have to proportionaly decrease damage if it's a Normal-to-Giant attack, and vice versa. This is how I approach daikaiju and giant robots in general--there's no real way for puny humans to directly affect giant mutants without building something that ends up being no smaller than a Maser Tank.
  11. Re: Okay class: Make me a rogue. You guys reminded me of an old 2nd AD&D rogue I used to enjoy playing with, way back in my early D&D days. His name is Rusty Nailbender, and he is a dwarf. And, because dwarves had natural disads for some traditional rougish skills, I focused on his Lockpicking and Trap-finding skills. In time, I started calling him a "Troubleshooter", whose main job is to do the things your ordinary adventurer might not know how to do (besides magic.) And I was pretty handy at it, too--didn't get poisoned or burnt. I'll come back with a 50-point package deal for a Troubleshooter character.
  12. Re: quick question: multiform and equipment If you go with D&D's rules (which tends to make sense in a fantasy standpoint,) and use the "Real Armor" limitation as a guideline, then any magical armor could conform to the werewolf's body. Just keep in mind that this only works for humanoid forms, so it gets real funky if your character changes into an actual wolf. A workaround can be found in the pages of Werewolf: The Apocalypse; the Garou have this same problem which they solved long ago by using a 1-person minimum Rite that "dedicates" the equipment in question to the character. This is essentially removing the "Real Armor/Weapon" limitation from any statted item; regular clothing is automatically dedicated by virtue of this Rite. I'd recommend no more than 1 point per dedicated item to be permanently spent; if you want to use "Independent" instead, you could but it costs more per item.
  13. Re: Fantasy game props If you know where to look, Mageknights Dungeons is not a bad choice for a dungeon setting. You'd have to adjust for the plates being at, what, 1.5" square?, but they do have interesting props that go with it as well.
  14. Re: Undead Labor: why not? *points to Ollie North's RYM world as an example of an undead workforce* Mind you, the controllers are the evil guys, but it does show a downside... wear and tear is invetiable. You'll have to replace your workforce every month or so.
  15. Re: Chucking How many woodchucks could Chuck Norris chuck with a roundhouse kick?
  16. Re: Vampire: the masquerade style blood pool Heh, you're on my territory (sorta.) I have an old project on my back burner on converting the old Werewolf:the Apocalypse material to HERO; I haven't done much to it since the rough basic write-up for the foundations. But one of things that I thought about is the Gnosis/Rage/Willpower system. Ultimately, I settled on a modified Charges system, where each point is one tier of Disadvantage, with scaled costs similar to how the pools are brought. In the end, it made writing up the Gifts/Rites easier, without having to worry excessively about the END costs of each one. (I still want to consider normal END costs, though--we're talking about big, fuzzy beasts that don't tire easily.) BreedWiki
  17. Re: Circle of Protection ("Realistic") You could take a page from M:tG's own Circles of Protection and call it a Shield Wall with a linked Desolid, Only Vs Supernatural Critters. Then scale the barrier strength up and down based on the strength of user, purity of substances used, etc.
  18. Re: Help - Criminal Organization I'm fond of Anazazi, the name of the Spider-Trickster, as is... but that's what I get for reading too much old WoD books.
  19. Re: Dark Piper's Dilemma *facepalms at Starblaze's Johnny Quest joke* Hrmm... Let's take my old character from Uberworld--CrashTest from the Hero City campaign. I know I'm sharp enough for a ride-boy speedster to see that "or he will be returned" threat is highly suspicious. (It may very well be Eisner's grand-kid or someone that was taken.) The legend of the Pied Piper is well-known to suspect a psychic component in it--but I'd still recommend not paying it and have Fantasia (the group mage) and both Dr. Tomorrow I and II (the group leader/genius and the gadgetteer, accordingly) find out if there's anything wrong with the kid and fix it if there is. I'm pretty confident that whatever is fishy about it, it's likely it won't smell like Jaws. ("Villan" team of Heroes of Filmland, based in MGM Studios.)
  20. Re: World without horses Considering that one of my races in 8Sages is the Horse-kin (and therefore actually lacks the 4-legged variety across the world,) I have struggled with this concept on and off for some time. Now I see I do have options to work with. Thanks for the informative thread--I'll certainly ravage it for details, but I have a better idea for daily life in the Jade Empire now.
  21. Lethosos

    Not D&D

    Re: Not D&D I know, I'm thinking Fafnir and the Grey Mouser myself. I just don't think you can properly apply pulp without making it sound like Hyborean Adventures 2.0.
  22. Lethosos

    Not D&D

    Re: Not D&D Oh, I'm just showing a world-creation option; really, faith-mages are all wierd as heck. There was one who was formerly a follower of justice; he ended up believing in an unmagical collar he wore constantly that it controled his powers instead. The twin city-states of Ziland and Zeraland (i think, been a year since I've been back there) are complete polar opposites of themselves, being govered by two different theocratic entities that are quixotic in nature to each other. Says a lot about the lack of actual divine natures controlling the world, yet it still leaves a mark all the way to the 6th Seal. (As far as speculation went on the forums, faith pretty much died out in the 7th Seal.)
  23. Lethosos

    Not D&D

    Re: Not D&D heh, if you want to have a setting that doesn't involve gods messing with the mortals, I reccomend the Leirune setting; it's a bit dated (and furry,) but the backstory is worth looking at. In a nutshell, an ancient civilization got fed up with the gods screwing around with the world and practicaly shut them out altogether with the Great Seal. By the end of the First seal, all the "priests" ended up being a special class of mages called "faith mages," where their power of belief manifested as magic. So technically you can have priests in the game; they just follow a philosophy or doctorine that movitates their faith-magic. The closer they cleave to their faith, the more powerful their faith becomes.
  24. Re: Your "2010" Pet Gaming Projects I still need to actually start writing up my World of the Eight Sages furry wuxia source book. Bleaugh. Other than that, I'm looking at a friend's comic book world, Iron City (sorta like Hudson City but more esoteric in nature,) and work out both a website and write-ups of the heroes.
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