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waiwode

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Everything posted by waiwode

  1. Re: Magic-Noir (Pulp?) Hero Done more work, the game planning is proceeding apace. Where I might jump in and just run it for most games, I'm taking my time with this one. Doing a lot of spell design, guided by FHG & FHG II. Had to deal with the role of magic, and why it hasn't changed the physical world of the 30s. Came up with this bon mot: "It's a world where a man can make a carpet fly, but not one where he can make a flying carpet." Essentially, it may be a focus rich world, but it will not be a magic item rich world. I'll toss in a couple of powerful ancient, and difficult to use relics, of course! How well do you think this captures a design philosophy for a world's magic system? Doug.
  2. Transforming a scroll or a book into a collection of un-understandable gibberish. 1d6 (not much body in a scroll) Cosmetic Transformation? (buying back time, ading a release trigger, etc). If you bought it with "Invisible to Detect Magic" then would look it have high Deduction characters tearing there hair out? How hard should it be to figure out that it doesn't mean anything? Or is there a better way to do this? Doug.
  3. Campaign Guidlines Got some more work done. Completed the "generic" spells, now I have to work on the Hermetic/Masonic Colleges and Cosa Nostra Black Magic, as well as Capelli's secret Atlantian School. In many ways I allowed myself to be guided by the creator/GM of Savage Earth. Not 1930s or Noir, but very "barbarian pulp." Great site. Morality 1 2 3 4 5 As a "mob" game about bad people being good, I expect things to get a little "dirty" from time to time. Realism 1 2 3 4 5 Half world of magic and demons, half the depression/prohibition 1930s (of course, the prohibition wasn't repealed here). Outlook 1 2 3 4 5 The characters are going to make out okay. The pressures will be enormous, but they'll have an ace up the sleeve (and 25-40 more character points than most people around them). Seriousness 1 2 3 4 5 The game will be serious. As usual, OOC we will not be. Continuity 1 2 3 4 5 Everything fits in. Notes on Char-gen, posted to draw comments & criticism: Characters will be 75+, but I'm going to recommend capping disads at 50 points. (And the players will be starting with a Bad Rep & Watched anyway). A) Normal CHA Max are in effect. STR over 10 cost double. (This includes powers like Telekinesis, but doesn't include strength for vehicles ... if the game had zoot-armoured gangster mecha it would, though!). Other than Combat Luck, this is a game without armour. I really want to keep Str damage in check... more on this later. C) Modern Everyman skills. Works for the 30s. D) Combat Skills (including Autofire, CSL, Defensive Manuever, PSLs, Rapid Attack, & Two Weapon Fighting) have an NCM of 10, after which they cost double. This is designed to slow "combat inflation" down, and make one-weapon specialization less attractive. (ie, Dirk Poignard buys + 4 OCV w/Colt .45 (8 points), + 2 vs Range w/Colt .45 (3), and Ranged Two-Weapon Attack (10). The total cost is 21, but the real cost is (21-10)*2+10 = 32. E) Martial Arts (and there are only three: Boxing, Dirty Fighting, and Wrestling) cannot give more than a +2d6 damage bonus. The Cross in Boxing is the exception, at 3d6. Yep, it means I have to re-tool the Martial Arts. No rest for the wicked. F) Wealth: As a simple conversion divide dollar numbers by 10. Wealth isn't really suitable for starting PCs. What's the point of lying awake at night, watching roaches climb the wall, when you can motion for Jeeves to get the Rolls and whisk you away to ther Waldorf-Astoria? G) Combat Luck. Almost a prerequisite for the PCs. H) Danger Sense, Simulate Death, and Universal Translator? Nope. I still have a fair amount to do on Membership levels and Mage Talents. Sigh. Doug.
  4. Re: Magic-Noir (Pulp?) Hero Wow. I love the internet. ThothAmon, that is one awesome link. Pages saved to be perused in greater detail later. Wow. Doug.
  5. Re: Magic-Noir (Pulp?) Hero Actually, with the exception of minor "cinematic" effects the magic will never be coincedental. It will be gangsters chanting, and the Mob Boss's Rolls Royce Phantom I swarming in protective glowing sigils visible only to those with enchanted senses, and a demon manifesting out of the bloody horse head left at the foot of your bed. It will be La Cosa Nostra Curses that render the stoolies words into the gibberish of "Speaking in Tongues," or that strike untrustworthy witnesses blind. It will be unseen creatures in the fog and the Lanterns of Trismegistus whose brilliant rays destroy spirits. The Seal of Solomon binding demons into Lead urns, and long forgotten tomes better left lost. It will be old German candle witches, Jewish kabbalists, and Gypsy fortune tellers dealing with drop-dead songbirds, femme fatales, rum-runners, bookies, G-men and mafia gunsels. Doug.
  6. Re: Magic-Noir (Pulp?) Hero You're right, I may have to wait. That's okay, lots of work to do first/as well. I've been to the link, and I found it useful when I was building my Fantasy stuff. May well find it useful again! Doug.
  7. Re: Magic-Noir (Pulp?) Hero Hey, I'm starting over here, gimme a bit! Still undecided. First off, the NPCs. They'll get a small "low level" common grimoire, the kind of stuff every mage has. Then add the Masonic/Hermetic "College" and the Black Magic "College." I already have a pretty good collection of spells done up for those due to my earlier project. The characters would have a third "college" of fixed effects. Basically if the Government is White and the Mob is Black the characters are Red, to put this in Final Fantasy terms. But there will be no "Blizzaga." No elemental attack magic. The other extreme is give them a "cosmic power pool." The middle ground for me is to create twenty or so "multipower slots" and let each player chose 3 to 5 of them for his character's magic multipower. I still have time to ruminate on this, and as always, welcome input. (That's why I post on forums, instead of keeping it all to myself!) Doug.
  8. Re: Magic-Noir (Pulp?) Hero Just watched the trailer. Neat! I'm pretty sure I have Bloodshadows somewhere in the basement.. ...and if I remember correctly Bloodshadows isn't what I want. Something about it always just failed to impress me. Doug.
  9. So it appears I have gone insane. A month ago I started work on a Fantasy Hero game. Posted a bit about it in the FH forum. One of the critical elements was a number of distinctive non-elemental schools. Then I bought Turakian Age. I wish I didn't. I liked it, but it derailed my thought/creative process for over two weeks. I've just finally gotten "back on track" though. Now, however, I'm left with something that in no way resembles the original concept: Some people, not many, have access to magic. For years it has remained sequestered, behindthe scenes, but the increasing urbanization of the world have brought magic-weilding cultures into conflict. New York, the early 1930s. The authorities are backed by a formulaic Hermetic tradition with roots in the Freemasons, going back to King Solomon. Lots of wards and seals and talismans. The mob uses "Black Magic". Learned in desperation by Sicilian rebels against the King of france centuries ago it has become a powerful tool of organized crime. And being a Made Man means something. Curses, fetishes, and some summoning. The characters are a new faction, hard men struggling to protect their neighbourhood, men with access to a "new" magic, wilder, untamed, but with a great personal risk. So. How crackers am I? Any thoughts? Doug.
  10. Re: [Waiwode's World] Cave & Forest Skraelings The following are very "Dwarfy" or Elfy with just minor changes. I'm pretty much over it. Options, Cave Skraelings Feel Stone: 5 pts KS: Stone and Stonework 11-. (+ 2 pts) +3 Concealment, only to find weak*, hidden, concealed, or secret stone-work. (-1) (+3pts) Underground Folk 4 pts (same as Dwarves in FH) This isn't "Find Weakness." This is "judging by the poor job that was done putting up these support beams, and the damage we just did when Vesuvius cast Summon Incarnate Destruction Bunny this Mine is going to collapse any minute." Wow. Long note. I should learn to be concise. Naaah. Options, Forest Skraelings Beastfriend 9 pts Animal Empathy (Canines, Felines, Raptors, Birds) at PER +2. Almost have my Drakonians ready to be posted. w00t. Doug.
  11. Re: harnworld -- worth it for HERO? I support what they all said! Harnworld is great when low-fantasy is your flavour. And it is so systemless, I've never had any trouble adopting it to any system. Doug.
  12. Re: [Waiwode's World] Cave & Forest Skraelings
  13. All those magical colleges I was working on have started to come together. Working on races. Want some "vaguely tolkienish things" wtihout being standard western fantasy. Thoughts & Comments welcome. Race Name: Skraelings (Cave & Forest) Homeland: Northern Aerta, Cave Skraelings live underground . Language: Skrael. Quick Image: Elfquest Elves crossed with Warhammer Goblins. Average Height: 3’6â€-4’ Ave Weight: 50 lbs Description: Both Cave and Forest Skraelings are of the same race, their differences are more cultural or cosmetic than physiological. Cave Skraelings have pale skin and dark brown or black hair. Their eyes are red, violet, or blue. Forest Skraelings have tanned complexions and brown, red, or blonde hair. Their eyes are deep green, light green, or brown. Facial hair is very rare for either group. As a rule Cave Skraelings are more muscular, Forest Skraelings slimmer, but neither group can be called stout. They have two genders, divided close to equally. The females are rarely more than half an inch smaller than the males. Although an integrated part of Aertan society, Skraelings who live in the wild form tribal hunter-gatherer bands numbering between 20 to 40 members, on average. Skraelings have no special gift for magic. However the Forest Skraelings form a large part of the Oakleaf and Silvertongue Schools, and Cave Skraelings form a large part of the Stormrune School and the Lantern of Ixloss College. Both groups exist in every College and School. Skraelings are omnivorous, however the Cave Skraelings have a much higher plant content in their diet. Once the Skraelings worshipped a pantheon of deities, but like most these gods perished in Heaven’s Fall. Now the Skraelings never become more than lay members of the Temples of Aerta. Skraeling warfare has always been based around tribal skirmishing. They form lightly armed and armoured skirmish units that specialize in hit-and-run tactics. Skraeling datha seem like short-swords to humans, but to Skraelings they are more like heavy sabers. Forest Skraelings also use sho-had, powerful horn recurve bows that pack a considerable punch for their size. Skraelings work hand in hand with Humans and Drakonians, and are as much a part of the petty struggles of the Cities of Aerta as any race. Skraelings dislike Beastmen, troll, and trollkin. Racial Abilities Cave Skraeling Climbing (DEX) +3 +2 DEX +6 Easily Hidden: +2 to Conceal, Self Only, +3 only in caverns, rocky terrain. Hard to Hit: +2 DCV +10 Hard to Perceive: +2 Stealth. +4 +1 Listening Group PER +2 Longevity (up to 200 years) +1 Nightvision +5 34 -1 STR -1 -2 PRE -2 -2†Running -4 Phys Lim: Small (Infrequent, Slight) -5 -12 Total: 22 Forest Skraeling Climbing (DEX) +3 +2 DEX +6 Easily Hidden: +2 to Conceal, Self Only, +2 only in forested terrain. Environmental Movement: Thicket Master, +3 no penalty for moving through undergrowth. Hard to Hit: +2 DCV +10 Hard to Perceive: +2 Stealth. +4 +1 Sight Group PER +2 Longevity (up to 200 years) +1 Nightvision +5 36 -3 STR -3 -2 PRE -2 -1†Running -2 Phys Lim: Small (Infrequent, Slight) -5 -12 Total: 24 Doug.
  14. Re: Using Images to Change Environment? Hmmm. I'm a big fan of just using CE for light creation anyway, however this may be what they were thinking: Despite "Dungeon Thinking," a torch or a lantern doesn't just illuminate the immedeate region, like a bubble. Any light source is visible for a considerable distance. Since any image that is created with Images is essentially visible as far as the eye can see, a flashlight or lantern makes some sense handled this way. However. What about IR Flashlights/Spotlights? How do we create an image in IR? It was pretty easy to say "Change Environment (IR Illumination) Beam (or Cone) Only" in the old rules. Doug. Along the same path, we once had a Sorceror in a Superhero game use CE to raise the temperature in an area to body-temp to help defeat the effects of a sniper's Thermal Sight.
  15. Re: Dimensional Exiles Years ago I ran something x-dimensional, with old Fantasy Hero. However, instead of modern, the characters were peaceful political disidents in an authoritarian futuristic world. (And were 50 + 25 disad characters). After a session or two of this they were captured and framed by digital evidence for a kangaroo court. They were marched to the "Disintegration Chamber." Disintegration, which for decades had been used by The State to dispose of criminals (psychotic or otherwise), political disidents, and any other embarrassments, turned out to actually be a one-way Dimensional Transfer to an already off-kilter fantasy land... ...meaning there were hundreds of violent criminals wandering around (and hundreds of other "radical" politicos). Dwarves with Labour Unions. Peasants who seek to control the means of production. Elves trapped by a madman's delusions. It was strange but fun. Doug.
  16. Re: Bolstering the Fantasy Hero Grimoire Dang! I was hoping I was wrong! Doug.
  17. 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.
  18. Re: Bolstering the Fantasy Hero Grimoire "Unless the enemy has studied his Agrippa, and I have." -Princess Bride. Sometimes sorcerers get in a tight spot, where skill with a blade, or even a barstool, makes up for the fact that you bought Fireball with Megascale Area of Effect. An Apprentice's Study of Agrippa's Principle or PLAMF: Parry Like A Mad Fool Constant Self Only Force Field: 10 PD Active Cost = 10 Endurance Limitation: Increased x2 (-0.5) Focus: OAF Any Common or Improvised Melee Weapon (-1) Incantations: To activate only. (-0.25) Gestures: To activate only. (-0.25) Limitation: May not Gesture while Spell is active. (-0.5) Limitation: Only against attacks character is aware of. (-0.5) Requires Magic Skill Roll: -1 per 10 Active Points (-0.5) Real Cost = 2 Active 10, Real 2, End 2, -1 Skill Roll. A Master's Study of Agrippa's Principle Constant Self Only KS: Fencing 11- (2) Martial Strike (4) Martial Block (4) Martial Disarm (4) Sword-Only Martial Art (0) + 4 Levels with Fencing (20) Active Cost = 44 Extra Casting Time: Full Phase (-0.5) Focus: OAF Any One-hand Sword (-1) Incantations: To activate only. (-0.25) Gestures: To activate only. (-0.25) Limitation: May not Gesture while spell is active. (-0.5) Requires Magic Skill Roll: -1 per 10 Active Points (-0.5) Real Cost = 11 Active 44, Real 11, End 4, -4 Skill Roll. Doug.
  19. Re: Skill & Talent: Lore & Mastery I think the difference between Feats and this Talent is that I fully expect every magic-using character to take it. I would be shocked and horrified if someone attempting to play anything other than a medler didn't. The control measure is going to come with the rank limitation. Most starting characters are going to bump EGO up to 13 to catch the round-off and take three ranks of Mastery. Total cp spent= 21. The occasional character may take the plunge and have EGO 18 and four ranks of Mastery. Total cp spent= 36. But with Normal Human Maxima in play not many are going to be willing to run their EGO up to 23 for five ranks of Mastery. Total cp spent= 57. For 25 points of spells and 15 points of tight group levels. (Oh, and an unholy ECV). That being said, you are correct. I think cost reduction works better. Just not for me! Doug.
  20. Re: Skill & Talent: Lore & Mastery Using END for a Magic RSR Well I played around with trying to buy each spell as a skill-only deal. Or having each spell as a Talent. Or having each rank of Membership giving you so many Real Cost points in spells. Didn't like any of it. If I was playing at 50+Disads I would re-evaluate that, but since I'm prolly headed for the 75+Disads range for the PCs.... As for stealing, anything I post here is here to garner ciriticism and just possibly give someone else a hand. Everyone is welcome to it all. Please don't copyright it and sue me though! Just about have my student loan paid off, need all my cash! Doug.
  21. Re: Skill & Talent: Lore & Mastery Actually, using END as the base of the Casting RSR is mentioned in FH. If we assume that spell-casting is exhausting, then casting one or two spells will have a minor effect, however wizards will quickly wear themselves out if they continually cast. All spells will have to cost END, of course. That doesn't upset me though. Yes, Mastery is giving away points for free, paying for spells as well as being a "tight group" skill level. It's not the cheapest way to toss spells to characters, though. I was messing around with Frameworks, but just wasn't happy with how they worked out. Mastery offers a bit of a rebate, and the EGO cap prevents rampant abuse. Thanks for the feedback. Doug.
  22. Doing some thinking about my magical colleges and schools from an earlier post, and how spells would be purchased and used in the game. Came up with the following bad ideas, tossed out for your disapproval. New Skill Lore, (College). (9+INT/5, 9+END/5). Cost 3/2 Each College has a different approach to Magic, their jealously guarded Lore. in order to take a (College) Lore skill characters must have at least one rank of Membership (College). Spells will be learned by rolling (College) Lore as an INT skill. Every 10 points of Active Cost is a -1 penalty. A spell that is learned must still be paid for, the player must cover the Real Cost. Spells will be cast by rolling (College) Lore as an END skill. Every 10 points of Active Cost is a -1 penalty. Why two stats for one skill? I want to make "smartness" an important aspect of spell-casting, and more importantly, spell research, but I want fatigue and general physical conditioning to be a critical factor for spell-casting. New Talent Mastery, (College). Cost: 5/rank. Max Ranks = EGO/5. Mastery represents an intuitive grasp of the secret Lore of a Magical College or School. Every rank of Mastery does two things: a) It adds +1 to any spell learning, spell research, or spell casting roll. It pays the next five points of real cost of spells from that College the player pays for. Doug.
  23. Re: Why would Dwarves Trade with Humans Plain old-fashioned food. Mountains have metal. And sheep. And ice. And mushrooms, in standard fantasy setting caves. In some fantasy settings I'm sure Dwarves survive on Mushroom meals and Mushroom wine. But my dwarves drink beer. And eat bread. And beer and bread require grains. And grains grow on plains. And humans love plains. If your dwarves want beer (and other than gold, what do dwarves really want?) they'll trade with humans. Doug,.
  24. Re: FH Magic Colleges The following is all conjecture. I haven't truly started planning this game yet. The Alembic School are the best at potion-making. But. They're a School. Colleges, controlling an entire city, can afford to use divination to find likely recruits. As a result, they recruit folks with a fair degree of talent. Schools are scattered. Decentralized. Less standardized. You find a willing master here or there willing to impart the School's Lore. However students tend to find the School, and I'd imagine Colleges do a bit of head-hunting among the best a School has to offer. I'd imagine The Alembic School is about 1/4 fairly skilled magi who make effective potions ... enough that the Alembic Schoolmen aren't treated solely as fakes and charlatans. I'd add another group, about an 1/8, who are reclusive research types. The kind of "pure research" alchemists who spend their entire lives searching for the Elixir of Immortality. (Hmmm. That's official now!) Supported, no doubt by the Masters of the School, who see the sheer profit in such a venture. The remaining... 15/28ths of the Alembic Schoolmen are nothing but snake-oil salesman capable of only the most minor of enchantments. Doug.
  25. Re: Five magics Magically speaking, in Asia it was Wood, Metal, Fire, Water, Air. No Void. That was a sword-fighting guy. My choices: Necromancy (because I hate undead, but they love me). Sorcery (the raw power of light and dark mana, used for it's destructive and shielding power). Alchemy (Mmm. This philtre is bold, spicy but not piquant, and has a pleasing oaky after-taste) Mage-craft (The forging of light and dark mana into "effect." From conjuring out of thin air to creating illusions, glamours, scrying, etc. the largest conceptual school). Demonology (The art of summoning your own personal demon. The more you hate, the more powerful your demon is. A very dark art indeed!). -Some ideas stolen from Lace & Steel. Doug.
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