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tgaptte

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Posts posted by tgaptte

  1. Re: Potions...what limitation for a potion that expires?

     

    Just to make sure I get the question: Are you referring to --

     

    1. You drink the potion, and its effects last however long, then fade, or

    2. The potion loses is potency if it isn't used in a specific length of time

     

    ?

     

    2. ... if not used, the potion will no longer have its powers after the time period...the potion will likely have a separate duration (4 charges lasting 6 hours, etc...)

     

    Thanks!

     

    Tim

  2. Hey all,

     

    I'm trying to come up with a way to do potions that expire over time...how would you do this? Is there some way in the system or do I have to do "Limited Power"?

     

    I was thinking....

     

    -1/4 - Expires in 1 month

    -1/2 - Expires in 1 week

    -3/4 - Expires in 1 day

    -1 - Expires in 1 hour

     

    This would be with the understanding that all potions have lengthy and involved creation times...what do you think, is this fair? I know that it may depend on the campaign...but let's just compare this to the current limitations...balanced?

     

    Thanks!

    Tim

  3. Hi all,

     

    Here's an interesting question that came up and I'm curious what you all think...ultimately I'll go by whatever my GM wants to do, because I'm just that kind of easygoing guy :D

     

    For Weapon Familiarity...is the Staffs selection under "Common Martial Arts Melee Weapons" the same as the Staffs selection under the "Uncommon Melee Weapons" section? The first one you can buy as a group and get Staffs for free...the second requires you to purchase Staffs individually.

     

    It seems silly if you are going to take all Martial Arts Melee weapons that you'd have to take Staffs under Uncommon Melee Weapons as well to cover ALL staffs you might fight with (sticks, jo, broom handle, walking stick etc)

     

    Of course after typing this all in, I now realize that I somehow don't have Common Martial Arts Weapons...hum...must have deleted it...boy don't I feel silly!

     

    Ok, but the question still stands...are they the same?

  4. Re: hanging PCs together

     

    One particularly good setup for a game had the PCs working for a retired Artifact Hunter...he'd be contacted by clients or hear of something and send them off...

     

    Two of the PCs were brothers and another was their ogre bodyguard...made for great roleplaying

     

    Tim

  5. Re: The Incredibles

     

    I'm 35. Myself and all of my friends (around the same age) can't wait for this movie! And, we're planning to go en masse to the theater to see it! "Move over, half-pint, you're in my spot!" ;D

     

    Tim

  6. Re: Bolstering the Fantasy Hero Grimoire

     

    A minor quibble, correct me if I'm wrong:

     

    Gestures & Incantations at -1/4 are presumed to be throughout the length of casting, whether that is Instant or 1 Turn +.

     

    G & I at -1/2 are presumed to be throughout the length of the Effect. Thus Cackleback's Fur Growth cited above features the spell-caster chanting and gesturing throughout the duration of the spell?

     

    (I have FH & FHG II, but admit to not owning FHG so am blissfully ignorant of all rules & stuff contained therein).

     

    Doug.

     

    Hey Waiwode,

    Yep, I think you're right. I got a little carried away with the Limitations... :D

     

    Tim

  7. Re: Bolstering the Fantasy Hero Grimoire

     

    Another possibility to consider for "Gift of Fins" and similar spells: Instead of simply giving the spell an arbitrary maximum duration, give it a Side Effect that will require it to be turned off eventually. In the case of the Fins spell, the obvious SE would be Susceptibility: Takes X damage per Y time when out of the water. You could make the time say a minute or a turn, or even a phase if you want to be really strict. This way, the spell actually turns the recipient into a water-breathing creature. He can swim as long as he wants underwater, but when he's done and wants to come out onto dry land again, he has to dismiss the spell.

     

    I had a player in a campaign who had almost all of his spells designed this way. He called it "Trade-off Magic" - for every magical effect you get, you have to give something up. He had one spell that turned his hands into weapons. IIRC, his right hand became a big sword blade and his left hand became a big hammer head. He could attack with these weapons as long has he wanted, but he always would have to dismiss the spell eventually, if he wanted to pick something up, or grab something or someone, or change his clothes, or write, or do anything that requires hands. This was simply built as a Side Effect that gives the Disadvantage Physical Limitation: no manipulatory limbs for as long as the spell persists.

     

    Just about any spell could be built this way: The classic fireball? Make it like a "Dragon Breath" spell. Everytime you open your mouth, flame comes out. Very useful, but you have to turn it off when you want to talk or eat (or kiss).

     

    Hey Phil, thanks! That's a really cool idea!

     

    Tim

  8. Re: Bolstering the Fantasy Hero Grimoire

     

    So...taking Paige's suggestions into account and adding a dash of salt, we have:

     

    Gift of Fins

    Casting Gift of Fins blesses the target with the ability to breathe water and survive any natural underwater conditions, along with the ability to swim at super fast speeds.

     

    This spell requires the scales from a single barracuda as a material component, and those scales are consumed in the casting as the target is infused with the essence of the barracuda.

     

    Game Effects

    12" Swimming

    LS: Expanded Breathing (underwater)

    LS: Safe in High Pressure

    LS: Safe in Intense Cold

    ADVANTAGES: Usable by Others, one other(+0.25)

    LIMITATIONS: OAF: Barracuda Scales, Expendible(-1.25), Extra Time: 5 minutes(-2), Requires a Thaumaturgy roll(-0.5), Gestures(-0.5), Incantations(-0.5), Restricted Duration (1 hour, +30 min per point the caster makes his Thaumaturgy roll by (-0.25)

    4 REAL/25 ACTIVE/ -2 Magic roll / 2 END

  9. Re: Bolstering the Fantasy Hero Grimoire

     

    You know what would really help the more complicated Fantasy Hero spells? A straightforward explanation of what they do in practical terms is addition to the game stats.

     

     

     

     

    Gift of Fins

     

    Casting Gift of Fins blesses the target with the ability to breathe water and survive any natural underwater conditions, along with the ability to swim at super fast speeds.

     

    This spell requires the scales from a single barracuda as a material component, and those scales are consumed in the casting as the target is infused with the essence of the barracude.

     

     

    12" Swimming

    LS: Expanded Breathing (underwater)

    LS: Safe in High Pressure

    LS: Safe in Intense Cold

    ADVANTAGES: Usable by Others, one other(+0.25)

    LIMITATIONS: OAF: Barracuda Scales, Expendible(-1.25), Extra Time: 5 minutes(-2), Requires a Thaumaturgy roll(-0.5), Gestures(-0.5), Incantations(-0.5)

    3 REAL/20 ACTIVE/ -2 Magic roll / 2 END

     

     

    Note, this spell seems to have some issues. The combination of advantages and limitations makes it seem that the spell lasts forever.

     

    Hey Paige, thanks! I like your description...also good point about the spell lasting for ever...I'll have to correct that.

     

    Tim

  10. Re: Bolstering the Fantasy Hero Grimoire

     

    Gift of Fins

    12" Swimming

    LS: Expanded Breathing (underwater)

    LS: Safe in High Pressure

    LS: Safe in Intense Cold

    ADVANTAGES: Usable by Others, one other(+0.25)

    LIMITATIONS: OAF: Barracuda Scales, Expendible(-1.25), Extra Time: 5 minutes(-2), Requires a Thaumaturgy roll(-0.5), Gestures(-0.5), Incantations(-0.5)

    3 REAL/20 ACTIVE/ -2 Magic roll / 2 END

  11. Re: Bolstering the Fantasy Hero Grimoire

     

    I like them because you kept them all at a reasonable point level. I use magic as a multipower in my campaign' date=' so I'm glad anytime I see a spell under 60 active points :D[/quote']

     

    Cool! Yeah, I am trying to fill out the college and it seems to be missing lower casting cost spells...so I'll try to keep them all under 30 active.

     

    Tim

  12. Re: Bolstering the Fantasy Hero Grimoire

     

    Gift of Wings

    12" Flight

    ADVANTAGES: Usable by Others, one other(+0.25)

    LIMITATIONS: Foulable(-0.25), OAF: Eagle's feather, Expendible(-1.25), Extra Time: 5 minutes(-2), Requires a Thaumaturgy roll(-0.5), Gestures(-0.5), Incantations(-0.5)

    5 REAL/30 ACTIVE/-3 Magic roll / 3 END

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