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Killer Shrike

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Everything posted by Killer Shrike

  1. Garrett Garret is a pro at this Hunting thing, and he takes that very seriously. He makes a determined effort to do everything as professionally as possible. He does not tolerate loose cannons or by-the-seat-of-their-pants Hunters on his team, and does not like working with other groups of undisciplined Hunters. Garrett leads a relatively large team of Hunters, and runs a tight ship. His team has formal and oft-practiced standard operating procedures which focus heavily on containment first and enforcement second. He's well liked by Section M as a result, with a long track record of discretely handling incidences, and his crew is often preferentially sent mid-sized problems or called in to take over from less mindful Hunters who have allowed a situation to spin a bit out of control. However, his team is not currently set up to handle the higher end of the spectrum of supernatural threats; the group was previously led by a competent field wizard named Donnovan, but he was killed on a Hunt and no one else on the team has an equivalent skill set. Thus, like it or not, Garrett sometimes has to tolerate working with one or more outsiders who can provide the necessary esoteric abilities to solve a particular problem.
  2. Melissa McBrien...dubbed "old lady Cthulhu face" by a certain player, a creepy possible addition to a party of Monster Hunters. Melissa is descended from one of the various Elder Thing tainted bloodlines. She physically appears normal from the outside (most of the time), but an autopsy would reveal that her physiology is inhuman and disturbing. Those with supernatural senses also recognize her as being of Elder Thing origins. From a practical perspective she is incredibly durable, not invulnerable but very difficult to injure, and her mind and body are resistant to external manipulation. When her true nature is revealed, one or more high-tensile strength tentacles can emerge from her body, primarily from her mouth. This effect is disturbing, and causes psychological damage to many who observe it. * first posted in the Dark Champions forum back in May.
  3. Neil Fell, Ghoul Wrangler Neil Fell is a well known hunter, particularly in the northeast of the United States. He's known to be especially skilled at killing ghouls and similar lesser undead, but he's got several kills of more significant types of monsters on his resume. He comes from a long line of farmers and mountain folk, practical survivors and salt of the earth, and a heritage of old folk magic handed down from mother to daughter, father to son for generations. While learned wizards and mystics of more academic backgrounds may sneer or scoff at the limited homespun magic of these people, there is power in it all the same. Neil never planned to become a professional Monster Hunter, but a few lean years on the farm and threat of bank repossession forced him to get creative over a decade ago. Neil has survived many a harrowing hunt since then, and made a name for himself. Now he gets called in by several groups of hunters around the country to assist on hunts whenever his particular skills might be helpful. * first posted in the Dark Champions forum back in February
  4. This thread is a place to post characters intended for use in the Here There Be Monsters setting. The Here There Be Monsters site has pages for Iconics and NPC's, and individual Vignettes have links to characters particular to that adventure, but as I create new characters for ongoing adventures or when the whim strikes I don't always take the extra time to splice them into the site. Additionally, other people can use this thread to propose new characters for the setting, which I hope at least a few people will take advantage of.
  5. until
    Face to face gaming session @ At Ease Games
  6. I discuss this topic a bit in these documents: http://www.killershrike.com/FantasyHERO/HighFantasyHERO/armamentsNotes.aspx#DEADLY BLOW & http://www.killershrike.com/FantasyHERO/HighFantasyHERO/armamentsNotes.aspx#COMBAT LUCK http://www.killershrike.com/FantasyHERO/HighFantasyHERO/shrikeLethalityOptions_BuiltIns.aspx (a couple of paragraphs at the bottom) ------------------- That aside, a few stray thoughts... Deadly Blow / Weapon Master are IMO best in lower pointed heroic level games where the cost of them relative to a character's total points helps keep them in check and gear doesn't cost character points. In campaigns that allow powers, consider making characters buy a KA based power instead. For instance, if the character is paying character points for their "sword", defined as an HKA, it makes more sense for the character to just buy the HKA higher vs buying Weapon Master (6e) / Deadly Blow (5e). Combat Luck works pretty well in both heroic and superheroic level games, but in superheroic situations a character that relies entirely on Combat Luck is playing with fire so to speak...very brittle in clutch situations. In a non-lethal superheroic level game it isn't necessarily that big of a deal if the player is ok with their character sometimes getting pasted into GM's discretion land. In a lethal superheroic level game, it isn't necessarily a problem if the player is ok with the idea that they will likely end up needing a replacement character. When combined with some other form of defense which in combination brings the character into "competitive" range for the power level of the campaign, it can work well to model a basically survivable but somewhat squishy character and maps well over the idea of an "exceptional normal"...for instance some not-ridiculous combat armor plus some combat luck is a pretty common and plausible set up for a superagent or gadgeteer. A character with a lot of Deadly Blow is basically just a burst damage / boss killer as long as the Deadly Blow applies to point target attacks; such a character can still be mobbed up on and challenged by mooks because the amount of damage beyond what is necessary to remove a single combatant from the equation is X and anything beyond what is needful is irrelevant and they are not much better at grinding thru a lot of weaker opponents one at a time than a character with less total dice but enough to reliably meet or exceed X. Beware of allowing a character who can easily translate Deadly Blow / Weapon Master into multi-target attacks.
  7. The puzzle box refused to yield its secrets to the young wizard, as he sat scowling upon it in an overstuffed tufted leather club chair before a banked fire, smoking jacketed and slippered. In the corner a wooden cabineted television, a very recent and somewhat gauche addition to the richly appointed study, reeled grainy color images of a new show...Lucy something or other. In a moment of reflection the young wizard imagined the quirked eyebrow and paternal "suggestion" he would have received were his father present to free himself from distractions and focus on the task literally at hand...opening the box...instead of watching "that infernal contraption". The box was cube shaped, 9'' square, each side variously bearing geared cogs, buttons, sliders, knobs, panels, or other manipulatives. Standard puzzle box fare and perfectly mundane. However, such mechanical impediments were of little consequence compared to the complex layering of mystical wards, traps, binds, and riddles the object was festooned with. His father had made this in a mere afternoon and an evening before departing on a junket, a casual effort for him that would take even most master wizards the better part of a year and great planning to accomplish, and left it for the young wizard to solve in his absence. All his father would say was that he'd be in the budding state of Israel, founded a mere few years ago, for a month or so to "keep a steady hand on the tiller", and that the puzzle box would "keep you busy" until his return. Four days later our young wizard had made some progress, mostly in the first day, but had become stumped on a clever combination of a magical cryptogram intertwined with a multi-step mechanical release for a hatch on one of the sides. It seemed to require him to partially unravel the mystical construct, move a piece, re-weave the construct, move a different piece, and then repeat that basic sequence several times. One wrong move, and the puzzle box would magically reset. Starting over and going through the entire sequence from the beginning took at least two hours just to get back to the same step in the process, an arduous and aggravating exercise even for someone inured to practice and repetition. After half a dozen wrong moves today alone, a low throbbing headache competed with general frustration and the long suffering low-level resentment the wizard sometimes felt about his life situation. A late-thirties academic of some prowess, by societal norms he should be an independent man with his own career and household, perhaps with a family or at least a wife, and entirely out from under the shadow of his father. He might perhaps be a professor or a writer of serious literature. But other than the outward charade of normalcy maintained to hide in plain sight, there was nothing normative about his actual situation as a journeyman wizard subordinated to a vastly more capable master who also happened to be a doting and overprotective parent. Even per the traditional journeyman-master relationship the young wizard should be striking out on his own initiative at least from time to time, but he was still treated more like a senior apprentice. It was stifling. Nearly suffocating at times. Finally, with a grimace he gave up for the nonce, put the puzzle down upon a side table next to his chair, deactivated the amulet that allowed him to see supernatural auras, and sprang to his feet filled with pent up frustration and a desire to leave the house. In an act of mini-rebellion he decided on the spot to do something his father would strongly disapprove of...visit a den of iniquity, risking injury to his finely trained hands with ill-advised physical activity, possibly even polluting his finely trained mind with cheap alcohol and cigarettes, and squandering his finely trained social graces by rubbing elbows with the hoi palloi of less monied folk. He was going bowling! It was a secret pleasure which he only rarely got the opportunity to indulge in on the few occasions when father was away. He was unable to join a league and had no friends, but just getting a solo lane and allowing himself to be in the company of other people doing something...well...normal...was sufficiently thrilling. He even had a pair of shoes and a bowling ball hidden away in his room, and several bowling shirts and slacks which were charmingly cheap and common compared to his usual attire of bespoke suits and respectable evening wear. The headache was already giving way to excitement as he left the study and ascended the stairs to don his illicit bowling garb. He did not notice several of the elements of the puzzle box, magical and mundane, changing after his back was turned...
  8. Yes, I was planning for us to play. Steve and I have already worked out some possibilities for Beretta.
  9. It had taken three years before the "bull" finally appeared in the boy's slumbers...so long that the boy's father had begun to struggle to not show his concern. It turned out to not be merely a male cow, but rather some horrible thing from someplace beyond...a beast of metal skin and lethal breath, four legged and horned but bearing as little resemblance to an auroch as a locomotive bears to a flock of migrating sheep. A thing of El, also called An and many other things...ruler of the god-folk of that other time of the dream...an engine of destruction unleashed as a weapon against those who would stand against the star-borne. In the logic of dreams, Enki was still alive when the "bull" attacked, and it was only by fighting together as one that the boy's dream self and Enki were able to slay the beast...it was in retribution for helping to kill the thing that Enki was struck down soon thereafter, by treachery. The battle was dire, and the boy nearly failed...he sensed that if he were to fall to the bull in his dream there would be consequences in real life. But he had been prepared well and mustered the mental disciple even in sleep to overcome his morphean opponent. Over the next couple of years, the nightmare saga elaborated and progressed, not always in logical order, sometimes repeating certain scenes. Meanwhile, the boy's training continued...learning esoteric lore bit by bit at his father's side. The lad was not particularly precocious, had no special talent for the work, and if not for the seemingly infinite patience of his father was unlikely to have progressed very far by himself. He lacked even the ability to sense the auras of magical things innately and failed to develop the knack regardless of multiple techniques his father attempted. Finally, his father guided the boy through the making of a minor artifact, an amulet invested with a spell to compensate for the boy's lack of esoteric awareness. Armed with this and tireless discipline the boy grew to become a young man whose life consisted of day in day out practice, repetition, practice, repetition, practice, repetition. By dint of constant grinding at the whetstone of his father's curriculum the young man became a fairly reliable, technically proficient journeyman wizard, skilled at rote casting in controlled circumstances and with a head full of the lore of classical hermeticism as well as tidbits of secret knowledge salted here and there to keep things interesting. Eventually, in the evolving nightmare narrative, the young man's adventures descended into a nether place, and he was forced to slay daemonic guardians with impenetrable skin and other such dark entities to gain power with which to force the gods themselves to give up the secret of endless existence. Eventually his dream self overcame all the challenges put in his path...yet in success he also failed and his dream self died a natural death having accepted that eternity is not for mortals such as he, no matter how great they may be. But in so dying he rose again from Death's embrace, reborn with a spark of the everlasting as either a gift of the gods or a side effect of the power he had stolen to travel to the other side by harvesting the essence of a psychopomp. This dream death would prove to be the young wizard's final dream in the sequence. He never again returned to it, having reached the culmination of an extended, complicated, Hermetic rite of internal transmutation, a subtle spell cast upon the self in many parts. In the waking world, the young man was forever changed, no longer as bound to the turning of the wheel of life and death, unshackled from senescence, the count of his days extended. It was the first time he expanded his own life span, but not the last. He had taken the first steps onto the long and tightrope like road of eternal life. One misstep and he might still meet his end, but with diligence and a little luck such an outcome need not be considered inevitable. Perhaps more importantly, when playing out the by now nearly-routine breakfast nook scene one last time the morning after the final dream and describing to his father his dream self's death and rebirth, the young wizard basked in the rare glow of his father's unmasked pride. The memory of which would sustain him in later leaner years in moments of self doubt, an often reached for moment of validation.
  10. "Papa, I had the nightmare again last night.", the boy said over breakfast the next morning while eating his cereal...his favorite, store bought Washburn’s Gold Medal Whole Wheat Flakes! The boys father, a dapper man dressed finely in tailored pants, a starched cuff-linked shirt, bow tie, and suspenders, folded down one corner of the New York Times he was reading to peer over at his only son. One eyebrow quirked, sharply intelligent and uncommonly shrewd eyes pinning the boy to his chair. "Did you face the bull this time?", the man asked in an urbane and sophisticated voice that suggested eloquence and a hint of Old Europe filtered into English through some place stuffy, perhaps Cambridge. "No, papa.", the boy seemed despondent. He did not know why the "bull" was important, for his father rarely told him anything before it was needful. But given that his father always asked every time, the boy could tell it was important. He was left with a vague feeling of inadequacy he always awoke before any kind of thing that could be called a bull entered his slumber. The boy had been having this same nightmare at least once a week for nearly a year. His father had gotten excited when the boy had first mentioned them, and had said it was normal, a strong sign that the process was working and that the boy's studies were progressing. But that had been months ago, and whatever was supposed to happen next had not yet happened. A couple of times the boy had gotten further...one time he even dreamed of a fight with a pair of horrific lion-like monsters which had delighted his father. But for the last couple of months, nothing more. And definitely no bulls thus far. A small, nearly microscopic, downturn of the father's mouth was the only hint of disappointment. He then repeated nearly verbatim what he said every time the subject was brought up, "...Well, no worry then. Remember, when it happens, you mustn't lose your head. Remember what I've taught you and stay with it until the bull is defeated." "Yes papa, I will remember". "Good, good. You'll do well, lad, when the time comes. What you lack in talent you make up for in tenacity. You will best the bull, I have no doubt about it. Now, eat up. I'm planning to start you into the third passage of the Acatropix today. There are a few forms in particular in there you'll not want to attempt on an empty stomach." "Yes, papa." The boy returned pensively to his cereal, the father to his paper.
  11. My friend Enki lays dead upon the bier, three days gone and wormy. My attendants scurry around the edges of my awareness, concerned, bored, anxious, exhausted, obsequious in turns. Secretly wishing, hoping, that I'll leave off the death vigil I've held for two passings of the sun and moon too long. But my grief...it will not let me. The cloying smell of flesh turning cannot be hidden by the cloves and smoking fronds any longer. Despite the efforts of fan-bearing slaves flies have congregated and relentlessly alight upon Enki's noble body whereever sallow skin remains exposed. In a moment of clarity, I become self-aware enough to know that I soon must gather my wits and reform my power and put aside my remorse and resume my place as a great king of the land of Sum, warlord of Ur. For though my heart has been emptied by the felling of my battle brother, mine enemies, the enemies of all my kind, are without mercy, without respect for anguish. Particularly the greatest enemy of all...Time...and the handmaiden thereof...Death. In the last three days I have passed through madness and emerged again sound of mind but of new certainty. I must defeat Death. That which has claimed great Enki and left him reduced to this flyblown corpse must not claim me. I will become immortal. I will seek out the secrets of the old time, the long lived ones of the days before the floods, those who came to this world from the other place, those who are like unto gods, the several severals who have survived and live still. I will wrest the answer from one of them. I will become like them. I will ascend.
  12. This thread is for various narrative snippets related to HtbM, as the whim to produce them takes me.
  13. I added the list of skills we agreed to use the Ultimate Skills version of to the ground rules post at the beginning of this thread:
  14. Running about a week behind on this, but the last session went off without a hitch, with the Hunters extricating themselves from the swamps. Murgy and Drew smoothed the waters w/ Mr. Timothy Ladoux at the El Dorado Casino, their employer, for the mayhem and alchemical glue bomb residue caused by Jack's possession and escape in the previous session. Before that Drew was able to dispose of the car he had "borrowed" to pursue Jack by posing as a valet, depositing it in the valet parking area of the casino and placing the key in the key box. No need to borrow trouble, as they say. Meanwhile, Beretta decided to follow up on a hunch that the perpetrators might have something to do with the rival Margaritaville Casino directly across the river, following the age old rubric of "follow the money"; she talked Killroy into going with her and everyone thought it best if Jack did not show his face again around the El Dorado. Checking in, Jack got cleaned up while Killroy unpacked his sniper rifle and did some routine maintenance in preparation for possibly needing it. A little more goal oriented than her male counterparts, Beretta showered and got dolled up to forward her plan of going down to the gambling area and doing some recon work. In between she put in a call to her "friend" back at Section M, Analyst Eric Cohen, and pumped him for info on the Cult of the Red Hand and any historical details of the area in general and the casinos specifically. Upon hearing that not only was the Cult of the Red Hand but also Albert Armos was involved, Eric became audibly distressed and implored Beretta to immediately leave as her life is in danger...multiple times and quite strenuously. Beretta was unmoved...she is `Fearless` after all. In the other room Killroy took a phone call from Drew, and in the course of conversation casually mentioned that he had noticed, thanks to his new spec tech contact lenses, noticed a supernatural emanation coming off a chair in the lobby and maybe Murgy should come over and take a look at it before the aura fades completely away. Some consternation ensued but Drew, Murgy, and Joey got in the rental SUV and headed over after grabbing their teammates stuff from their rooms at the El Dorado to take over to their new rooms. As Beretta was getting ready to go down to pursue her passive surveillance plan at the Margaritaville gambling hall, Drew, Joey, and Murgy showed up and eventually everyone ended up in the lobby where Murgy and Joey used their differing forms of supernatural senses to hone in on the fact that indeed, the female sorcerer who had been with Albert when they encountered him in the swamp had been recently sitting in this chair...and had even left a half empty iced margarita in a plastic cup tucked away under the chair. Joey tracked the scent back to the valet stand. Waiting for their own cars to be brought around by the valet service, Jack struck up a conversation with Roy the helpful valet and eventually it came to pass that Albert and the mysterious sorceress they were tracking had been staying at the hotel all week along with `about a dozen` other `friends`. The lot of them had left about an hour ago. According to Roy the group seemed rushed and out of sorts. The Hunters took to the streets spread across two cars, the rented SUV driven by Drew and Beretta'a souped up Mustang. Using Joey's nose to trail their prey, the Hunters found themselves wending through streets a relative hop skip and a jump away to some kind of civic museum in a restored antebellum building. Murgy's arcane perceptions of mystical energies seeping from the upper windows of the two story building were sufficient to inform him that a demon summoning of some kind was already underway...this information was relayed to the other car via cellphone and with no hesitation Beretta peeled out and surged ahead leaving the slower SUV in her wake. Tearing into the nearly-abandoned parking lot of the museum and roaring to a hard screeching stop, Beretta and Joey piled out of the car and assaulted the museum while Killroy got out and calmly began assembling his sniper rifle. Joey busted open a locked trellis gate between the parking lot and the museum, and Beretta pushed forward....directly into a `BIG HERO MOMENT`. Beretta unexpectedly took pistol fire from two cultists hidden behind windows to either side of the large double doors, but while most people would have been put down and into shock or trauma upon getting shot not once but twice by 9mm pistol rounds, she shrugged off the bullet wounds [using Heroic Recovery] and proceeded to vault over a broken window into an Atomic Blonde style take down of the two cultists with some tight, mechanical close quarters tumbling and shooting. It was a very cool sequence. Joey, close on her heels, blew thru the locked double doors with his superhuman strength and followed his nose directly up the grand stairs into the midst of a summoning circle on the second floor gallery where the ritual was occurring. Joey took in the scene with his preternaturally sharp senses...young girl laid out on a cleared off display pedestal in the middle, the goth sorceress Joey had been tracking next to the 'victim' leading the ritual, a circle of other cultists arranged geometrically around them, a couple more lay cultists armed with pistols at the head of the stairs and a couple more by windows, as well as the big bad Albert who was observing the proceedings from the far side of the room...and charged directly in with a brutal move through on his quarry...the female sorceress...propelling her directly across the room to smash into the far wall with bone crunching force. Joey, in the middle of a 'touchdown dance' over the unconscious body of his target, abruptly took a bullet to the temple which scrambled his brains and dropped him to the floor. His regeneration immediately started repairing the damage, but the young Innati was seeing stars and was at dire risk of being focused down and killed before he could heal. Beretta had her second `Big Hero Moment` of the night...despite being injured, seeing Joey in jeopardy Beretta tumbled into the room into a flanking position and put down the cultist who had shot Joey, with punishing return fire. Albert was in a position to finish Joey off and visibly considered it, but with a grimace he instead moved into the ritual circle and took up leadership of the proceedings to finish the summoning. Beretta struggled to survive in the face of incoming fire from the remaining pistoleers, while Joey lay insensate, his head visibly and rapidly regenerating. >>> MORE TO COME <<< The roleplaying was, in my opinion, strong this session. I felt like all of the characters had at least one focus scene or exchange where their player was particularly in the pocket and fully "in character". I think the players have really settled into their roles and begun to inhabit their character's personas. I had a lot of fun, and I walked away from the table feeling like it was one of the best sessions we've had. Everyone received 4 XP, and despite several strong showing by other players, the table voted Jack MVP again (mostly for things that happened towards the end of the session).
  15. Effectively but not exactly; as it says in the second paragraph: Each MP reserve in that system represents a "spell level", thus a sorcerer capable of casting up to "4th level spells" has 5 overlapping MP's...one each for Spell Levels 0 thru 4. Each Spell Level MP has some number of charges on the reserve itself representing the "X times per day" idea. Thus our example sorcerer might have 8,6,4,2,1 spells per day across spell levels 0,1,2,3,4. In each Spell Level MP the sorcerer must have at least one spell slot, and can have up to some maximum number of spell slots per MP; these are the spells that they "know". A given sorcerer might have more spells in a given spell level MP than the MP reserve has charges...for instance in our example maybe the sorcerer who can cast 1 "4th level spell" per day knows three "4th level spells"...aka has 3 slots in their 4th spell level MP. On any given day the sorcerer can potentially cast any of the three "4th level spells" that they know but once they cast any one of them they can't cast the others that day...but their # of "3rd level spells" and "2nd level spells" etc are separately tracked and unaffected by how many "4th level spells" they have cast. This basically models a scheme which I think is pretty familiar to most gamers...the Sorcerer class circa D&D 3.x / Pathfinder. A mechanical issue rears its head here...this works fine for Instant spells on Charges but what about spells that are not Instant? The magic system wants those to be on Continuing Charges. The Charges on the reserve are just normal charges. Normally either the reserve or the slots would carry the charges. It is awkward, mechanically, to try to hoop jump around that. My general approach when using a toolkit game system is, when a particular rule such as this gets in the way of me modeling something I assess the rule to determine if I think it is "load bearing" or not...if I think it is then I respect the rule and find a work around and if I think it is not load bearing I feel free to modify or make an exception for that rule, or to try to respect the intent of the rule but via a different mechanism. For instance, in the Hero System action economy an attack or abort ending a character's turn is what I would consider to be load bearing; one can certainly envision a model where a character is allowed to move and attack or attack then move (plenty of other systems allow that) but in the Hero System the costing of various things and certain assumptions are founded upon that basic idea and changing it to ease a design problem in one area would have a significant ripple effect so I would consider that "load bearing", on the other hand an accounting restriction such as Charges on reserve and slot does not seem load bearing to me, so I opted to make an exception to the general rule within the context of that magic system. Thus, in that magic system, a spell like "detect magic" which sticks around for a while is built on Continuing Charges, and an Instant magical attack is built on normal Charges, and both can co-habitate in a spell level MP with normal charges built on the reserve. Lets say you have a sorcerer with a reserve that has [6] charges total at max capacity, and 5 slots each also with a maximum of [6] charges. Over the course of the day the sorcerer casts slot 2 once expending a charge from slot 2 and a charge from the reserve, slot 4 once expending a charge from itself and the reserve, and slot 5 twice expending 2 charges from the slot and 2 charges from the reserve. At this point, the reserve has [2] charges remaining. The sorcerer gets into a combat situation and casts 2 more spells...slot 4 once more leaving that slot at 4 charges remaining, and slot 5 again leaving it at 3 charges remaining. The reserve now has [0] charges remaining for the day, and the sorcerer cannot cast any more spells from that spell level MP for the day.
  16. My "solution" for this design problem in the "Sorcery" magic system I offered circa 5e was an alteration of RAW, as described in the following section, repeated here for convenience: CHARGES The most significant of the above restrictions is that all Spells must be on Charges in this system of Magic. As a deviation from the letter of the HERO System Rulebook Charges may be applied to individual slots even though the Reserve has Charges so long as the Charges on a slot do not exceed those on the MP. This is allowed primarily so that the individual Spells can function on Charges rather than costing END, and take advantage of some of the other features of Charges without causing major mechanical headaches. Some slots might have fewer Charges than the Reserve; for example a Spell might have two Continuing Charges, but the Reserve for that Spell Level might allow six Charges. The intention is that activating a slot expends one Charge from the Reserve and one Charge from the slot. In order to use a slot, the Multipower and the Spell Slot both must have a Charge available. CONTINUING CHARGES Continuing Charges are used for Spells that are not Instant in nature. All Continuing Charges must have a defined method to end their effect, which for Spells is globally defined as Anti-Magic, which is any Area of Effect Suppress or Dispel which would affect the Spell and is of equal or greater Active Points, regardless of any Effect Rolls. OTHER CHARGE OPTIONS By default Recoverable Charges are not allowed. Fuel Charges can be used with GM permission, but if a slot with a Fuel charge is activated and later the Multipower is switched to another slot the entire Fuel charge is expended instantly regardless of how much "fuel" was remaining. Boostable Charges may be used with GM Permission, but a GM might require that Boostable be applied to the Charges on the Reserve instead of individual slots, or both. NUMBER OF CHARGES ON SPELL LEVEL MULTIPOWERS A Spell Level Multipower Reserve cannot have more Charges than the Spell Level Multipower below it. In other words if a Sorcerer has six Charges on their Spell Level 0 MP, then their Spell Level 1 MP can have no more than six Charges. Similarly if that Sorcerer had four Charges on their Spell Level 1 MP then their Spell Level 2 MP can have no more than four Charges, and so on. EXAMPLE: Kael the Sorcerer starts off with 3 MP's for Spell Level 0 through Spell Level 2. If Kael has 12 Charges on his Spell Level 0 MP then he can have up to 12 Charges on both the 1st and 2nd Spell Level MP's. If Kael only takes 8 Charges on his Spell Level 1 MP, then he may have up to 8 Charges on his Spell Level 2 MP.
  17. until
    face to face session @ At Ease Games
  18. I'm planning to run tomorrow at 5pm @ At Ease Games... @Scything, @L0rd_Magg0t, @WilyQ, @Durzan Malakim, @Steve, @King Red
  19. i probably have a somewhat similar multipage 5e version from WAAAAAY back in the day. This is a little weird, but back while I was on hiatus from the Hero System, before he passed away Hyper-Man asked me via email for my old templates. I sent him whatever detritus I could find with a few minutes of searching with no quality control...and he at some point posted them here on these boards at the below link...I think there is at least one paginated html template for 5e in the lot: Now that I'm back doing Hero stuff again, I could make the time to be more selective if you don't find something useful in there.
  20. So...this format is multipaged html; does something like this check your boxes? http://www.killershrike.com/HereThereBeMonsters/Characters/Durzan/Murgatroyd/217/Murgatroyd.HTML (print preview demonstrating page break, in Chrome):
  21. So...basically you want everything to fit on one sheet?
  22. But Chrome does recognize page breaks...since version 1.0
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