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tgaptte

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Posts posted by tgaptte

  1. Re: Bolstering the Fantasy Hero Grimoire

     

    Cackleback's Fur Growth

    LS: Intense Cold - plus -

    Armor (2 PD/2 ED)

    Limitations: Visible (-1/4), OAF: Clump of bear fur, Expendible and Difficult to Obtain (-1.25), Costs END to change only (-1/4), Extra Time: 5 minutes (-2), Requires a Thaumaturgy roll (-1/2), Gestures (-1/2), Incantations (-1/2), Concentration: 0 DCV (-1/2), x2 END cost (-1/2) (-5 total)

    1 Real / 8 Active / -1 Magic roll / 2 END

  2. Re: Bolstering the Fantasy Hero Grimoire

     

    Here's a couple I patterned after existing Thaumaturgy Spells in the FHG:

     

    Calmir's Cantrip of the Monstrous Form

    Multiform: 1 monster of up to 150 points

    Standard spell limitations from FHG: -4.75

    5 Real / 30 Active / -3 magic roll

     

    Jezric's Cantrip of True Seeming

    Multiform: 4 animals of up to 100 points each

    Standard spell limitations from FHG: -7

    4 Real / 30 Active / -3 magic roll

     

    Thurlond's Cantrip of Disguise

    Shapeshift: 4 predefined shapes, Sight and Touch groups

    Standard spell limitations from FHG: -2.25

    5 Real / 18 Active / -2 magic roll

  3. Hi,

     

    Has anyone written up additional spells in the spirit of the colleges/schools listed in the FHG? I think this book is a great start, but as they mention in the beginning, they are not trying to be all encompassing.

     

    One school that I noticed in particular that could use some help is Thaumaturgy. It has very few low point/roll/active point spells.

     

    Has anyone written up additional spells for Thaumaturgy or other FHG schools?

     

    Thanks.

     

    Tim

  4. So far we have...

     

    Viper opposed by Until

    Demon opposed by...Primus?

     

    Primus doesn't really fit, as I recall, their purpose focuses on the United States paranormal crime.

     

    It seems to me that there would be a "good" mystical organization working at cross purposes to Demon. Are there plans to resurrect something like "The Circle" from Aaron Allston's "The Circle and M.E.T.E"? I realize that these organizations may be owned by Aaron, but I'd like to know if Herogames has any plans in this area.

     

    Thanks.

     

    Tim

  5. Re: Super-Skills Megathread

     

    Well prepared

    Somehow your character always has what's needed in a pinch...need a coat hanger to open your car? No problem? Wearing high heels and need running shoes? Easy! Need a personal fold out hang glider? Yep, got that too!

    VPP (10) - Gadget Pool.

    Control (5) - No skill roll required (+1), Only technological items that are currently available in society (-3/4), Must have access to car/backpack/location of stored items to change pool (-1/4), Extra Time to change pool: 5 minutes (-2), Must be some sort of a focus (IIF, IAF, OIF, OAF) (-1/4 minimum)

    12 Real/20 Active

  6. Re: Alpha or Beta Gamer?

     

    Hum...I'd say I would normally fall into 'Beta' gamer, as I like to follow other's leads...but more often than not I find myself as the group leader...never seems to fail, so my real answer is that I don't know.

     

    Tim

  7. Re: Super-Skills Megathread

     

    Master forger

    This character can forge any type of document!

    1d6 Cosmetic Transform - Blank paper into exact copy of source document

    Limited Target - blank paper (-1)

    Gestures throughout (-1/2)

    Requires a Forgery/Documents skill roll (-1/2)

    Extra Time: 5 minutes (-2)

    Limited Power: Must have a reference document to work from (-1/2)

    1 Real /5 Active

  8. Re: Super-Skills Megathread

     

    Additionally, my thought was that he could use his normal running movement for moving horizontally, and this flight would allow him to not fall, as long as he remained moving...can he use two modes of movement simultaneously? Flight to remain buoyant, running for ground movement? If so...how would you work knockback, 1d6 or 2?

     

    Tim

  9. Re: Super-Skills Megathread

     

    would that work if it only works on a surface that would mean that after you fell you wouldn't be able to fly?

     

     

    Well...my thought was that he could not fall as long as there was a surface below him...so if it were just air, then he would fall...but on water or other such surfaces where someone would normally fall and sink, he'd be able to walk...but now that I think about it, I'd add the limitation that he/she must remain moving or fall.

  10. Re: Super-Skills Megathread

     

    Best choice: check what the disad amount for limiting something to the Head Only hit location would be.

     

    Ah, good suggestion.

     

    Well here's another one, idea courtesy of a friend of mine (Senyor Cuatro)...

     

    Crashing Bore

    This character is so boring that when he talks he puts people to sleep.

    Mind Control (1d6), Cumulative (+1 1/4, x8 (48 pts)), Telepathic (+1/4), Zero END (+1/2), Persistent (+1/2), Inherent (+1/4), Area of effect: 4" radius (+1.25), Personal Immunity (+1/2), Always On (-1/2), No Range (-1/2), Incantations throughout (-1/2), Set effect (only to put audience to sleep) (-3/4)

    8 real/27 active

  11. Re: Super-Skills Megathread

     

    Okay...it's not really a skill but...

     

    Heroic chin

    Missile Deflection, bullets and shrapnel (15), not vs heavy missiles (-1/4), only vs shots near his gigantic jaw (-1/2), Always On (-1/2), Zero End (+1/2), Uncontrolled (+1/2), Persistent (+1/2), Inherent (+1/4).

    18 Real/41 active

  12. Re: Martial Arts to represent "Basic Training"

     

    So "Airborne" isn't so much an elite unit itself, but a separate skillset learned. Whole units of "Airborne" would tend to work together because of this and would give the "appearance" that they were an elite unit. It would be the same if the army had "Waterborne" for those army soldiers amphibiously trained.

     

    Thanks.

     

    Tim

  13. Re: Super-Skills Megathread

     

    >>>

    Doctor Mark Sloan I presume?

    <<<

     

    Didn't catch the reference...but after a quick Googly search...yep, that would be him!

     

    Doctor Mark Sloan: Character played by Dick Van Dyke on "Diagnosis: Murder" who had a knack for stumbling into solutions to murders...

     

    Tim

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