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Stormspace

HERO Member
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About Stormspace

  • Birthday 04/13/1964

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  1. Re: Advantagous sfx When I read the first post that used stretching as an example I immediately thought of a PC in a game I played in. Unlike Mr. Fantastic the characters stretching special effect duplicated spiderman's web swinging. In effect the webs stretched to the target and then she swung on those. The SFX didn't include the PC stretching at all. In this case the PC wouldn't be able to avoid a grab manuever like Mr. Fantastic.
  2. Re: Teleport Questions, megascale and fixed location Yeah. If it were me I'd likely hand wave it, but after some thought I considered: Teleportation 8", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (36 Active Points); Only On Appropriate Terrain Open Phone Line (-1), Must Pass Through Intervening Space (-1/4) Safeguards would have to be added to prevent the PC from appearing in a wall. Perhaps some sort of clairsentience.
  3. Re: Teleport Questions, megascale and fixed location I'm a big noob here, but couldn't you work this as FTL travel through phone lines?
  4. Re: How to build a Gene Mutator? I'm running a game called Second Sun and unfortunately like Smallville a large Meteor broke up orbit and rained down on the earth. The fragments are causing mutations in people around world. Some of the mutations are beneficial, others are not. The machine is supposed to be used to reverse or modify some of the more unusual mutations. The machine uses a meteor fragment for power. As for END, I did reduce it to 0. I made it IIF since it is hidden and will likely remain so for the duration of the campaign. I guess that OAF wouldn't change much though since it is immovable. BTW: Characters Name is Dr. Gene. 20 CP Gene splicing machine: Major Transform 6d6 (Current Genetics to new genetics), Reduced Endurance (0 END; +1/2), No Normal Defense ([standard]; +1) (225 Active Points); Extra Time (6 Hours, -3 1/2), Independent (-2), Fuel Dependent (fuel is Uncommon; must refuel Once per 6 Hours; Fuel is very expensive or difficult to obtain; -1 3/4), IIF Immobile (-1 1/4), No Range (-1/2), Required Hands Two-Handed (-1/2), Requires A Skill Roll (Genetics Roll; -1/2)
  5. I'm building an NPC that can manipulate people's genetic structure and essentially gift them with permanent powers, however he can only work with what he has. (Same number of points for the person, just rearranged to suit) He has one drawback however, he sometimes has mixed results. So he only uses his abilities to correct very bad genetic mutations. I remembered that Apocalypse did something similar in the X-men comics, but on looking at his write-up in the net book it didn't look right to me. Any ideas on how to build that power?
  6. Re: Adult themes in gaming, a rant of sorts For me the fun in a fantasy setting is the Heroic Fantasy part, not the erotic Fantasy. In most cases the plot moves forward based on the actions of the PC's and the opposing villains. To have an NPC somehow violate the PC in that type of manner to me does nothing to move the game along and in most cases causes resentment with the player regardless of maturity. Sure, if the players know up front that these situations might happen, then at least they had the chance to back out of the game, but it's easiest to just not approach it at all. In my games conflicts tend to be politically motivated, with the end result that one group wants another to go away and it becomes quite involved. Behind the scenes machinations, intrigue, and the occasional combat such that the game becomes one of discovery. I have had one or two players join my game thinking that they would just start playing and begin the seduction, only to be rebuffed by the other players before I could get to it. Even so extended bedroom antics hardly move the game along.
  7. Re: Crazy idea for a magic "system". To me part of the reason spell abilities in Hero seem too mechanical or lack flavor is that the system itself lends itself to this. Hero is the best of breed, but it is also a great deal of work. Several things which I have tried to make spell creation this less machanical. 1) Develop a set of limitations that must be taken by all spell casters that follow a certain ethos. (Staff mages, Feather mages, Book mages, etc..) These limitaions can be as complex as you want them, such that if you want all spells to require elaborate ceremonies that can only be performed once per month, you can do that. 2) For each ethos design a list of spells that are readily available with a fixed cost so the player is just picking one out instead of jumping through hoops to design a uinique spell. 3) Require mages to take a spell research skill. 4) Also in item one where the spell casting requires a focus(ie Material Component) you can make them rare by requiring an additional skill to be able to create one. So now when that mage starts getting a little out of hand..poof goes his staff and he either has to recover it or make a new one. 5) Unique spells will still be available but make the spell research involve his ethos in some way. A Staff mage whose primary source of information comes from guild structure might have to consult the guild library, a nature based mage might have to study items in a particular place, etc. 6) The important part to making it all seem like a coohesive magic system is for everyone the PC's meet use an ethos they are familar with or has been detailed somehow. Staff Mages are the Enemy of the Tome mages so our tome mage PC may have run in's with his Staff bearing rivals. 7) Make certain that all of the different ethos tie to your world as well. Perhaps Staff Mages come from a single geographic area, or are considered to be wild mages since they don't rely on the written word as the Book mages do. Later!
  8. Re: Clairsentience and Teleport Shade doesn't have the movement option of Claivoyance, so he would be forced to find a target to zone in on and basically hop from one place to the next with different readings. Apply megascale to either from what I gather would make either Clair or teleport wildly inaccurate unless the GM ruled otherwise. edit: Removed question to Nexus.
  9. Re: Clairsentience and Teleport You and me both.
  10. Re: Clairsentience and Teleport If a PC were to try and clairvoy something they had no clue as to where it existed there'd be lots of penalties on the PER roll, right? But if it was something that he knew existed and had seen it in the past, perhaps from a photograph or TV, and knew the general area it was, could he still find it? Short Range Teleport example: An apartment he knows is in that building. He's seen the inside of it, but has never been inside, so doesn't know exactly which floor it is on. Megascale Teleport example: Teleporting to the Washington Monument in DC although he has never been to DC? Another question comes to mind as well. In a low power game as you describe, would the PC need to calculate the distance to that apartment on the second floor using exact measurements? Meaning, would he have to survey the area and know how far from the wall he was and how far up so he could use a formula for determining the actual distance to the target, or is the PC's distance sense innate?
  11. Re: Clairsentience and Teleport My original post was to see how this could be built using the 5th edition rules. Nexus has explained to me how he rules it in his game, but I was looking for a way to build this legitimately in a way that wouldn't be unbalancing. As Nexus explained, it is a low powered game, but I have plans for Shade and wanted to see if I could get some direction. Thx!
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