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Nevenall

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Everything posted by Nevenall

  1. Re: Help with faith based VPP In the same vein as the "Only While in Good Standing" limitation, my spiritual magic uses the Side Effect limitation to represent the concept. There is no "Only When..." limitation, you can use your spells anyway you choose but if you use them in a way that runs counter to your higher power then there are consequences. Perhaps your END is drained, or your powers. You might be enveloped in cleansing flames. Or perhaps you are cumulatively transformed into something. As a GM I can create dramatic situations by playing temptation, or even necessity, against the consequences of the side effect and I can fit the side effect to the situation.
  2. Re: 6E Cool Stuff Shout-Outs Goodness where to begin! I'm very impressed overall and not just by the mechanical changes but, as others have mentioned, the layout is nice and clean. Also, the writing style is clear and concise.
  3. Re: What Have You Watched Recently? Been watching the Ghost in Shell based series Stand Alone Complex. Very good cyberpunk.
  4. Re: Hero System Good Idea/Bad Idea... Good idea: A character with a mithril sphere Bad idea: A character who is a mithril sphere
  5. Re: Top 5 Favorite 5E Supplements Demon & Hudson City for best writing. Urban Fantasy Hero Valdorian Age Combat Handbook for most referenced. The Ultimate Skill for most exhaustively researched.
  6. Re: Poll: What do you play I'm currently game mastering a Champions in the Shadows game where super humans have only just begun to appear in today's world. The players are trying to fight villains while keeping away from the public and the police. Some believe that soon a global war between superhuman factions will begin. Not sure what would be next. A Lankhmar campaign could be great fun, or perhaps a game in the Shadowrun universe.
  7. Re: Surprisingly Effective Builds? It's not all that surprising, but I have a character in my campaign with Invisibility and a high Find Weakness roll.
  8. Re: Niffty City for Pulp Adventures It's true. I also penalize your Fishing attempts by -6 while in the area.
  9. Re: Weakness Question Inability to read the freeking thread. We tend to believe what we know rather then what we see.
  10. Re: Niffty City for Pulp Adventures
  11. http://books.google.com/books?id=aoZYYz1ZieYC&printsec=frontcover&dq=weapons&as_brr=1#PPA15,M1 From the section on holograms. "The projection of the image of an ancient god over an enemy capitol..."
  12. Re: Niffty City for Pulp Adventures I don't know. Could be.
  13. I found this and used it in my Champions game but it probably fits best in a Pulp game. It's a very old city founded by the Etruscians on a volcanic plateau. http://en.wikipedia.org/wiki/Civita_di_Bagnoregio
  14. Re: Martial Arts Idea Acutually, you can already buy Lightning Reflexes for one specific maneuver at a cost of 1 pt per +1 DEX. The only reason to integrate it with maneuver building is so it can contribute to the 3 point minimum cost. And the 10 pt minimum of maneuvers. And I think it's a cool idea.
  15. Re: Music to Kill Zombies By 1. Plasma Repeater - The really fast firing thing from Doom 2 2. The Doors - Break on Through 3. Han Solo
  16. Re: Indiana Jones 4 Trailer is now out!!! My friend always wondered what other sorts of things were in that werehouse they stored the Ark in. Looks like we might get another peek.
  17. Re: An observation on two systems I hear what you're saying. I always have a conflict between keeping things running smoothly and looking up a rule so I can rememeber it next time. You might consider starting with the smallest set of rules you can and then slowly expanding the avaliable options.
  18. Re: Very Cool Inspirational Tool Good site. My friends and I used to love random plot generators because they were like mad libs "Pepita the halfling princess is kidnapped by a war horse and taken to the Taj Mahal." But now the writers have gotten smart and made them useful. Too bad, thems were good times. Not bad... Locations: A boggy field, buzzing with stinging insects. (Wilderness) Items: The corpse of a lord’s hunting hound, caught in a rose-briar. (Wilderness) Characters: A necromancer who steals the knowledge of the dying. (Magical) Characters: A scholar and antiquarian, unmindful of danger. (Ruins) What knowledge did the Lord's hound have that necromancer wanted?
  19. Re: Old races, new tricks. I enjoy putting new twists on old races as well. In my homebrew fantasy campaign elves and dwarves were born from spirits of water, trees, and stone so they can live forever and some can speak to their spirit ancestors. Also, one on my players wanted to be a troll character so in this world trolls are things of living stone but each has a heart of gold and if you possess a troll's heart gold then you can command that troll. The troll in my campaign had an accomplice with a fake gold heart to show authorities who would otherwise be very nervous.
  20. Re: NO everyman skills I like it very much. Plus, I can sell off one or two and replace them to better fit my character's background.
  21. Re: What game would you LOVE to play in? Something that's a cross between the Davinci Code, Underworld, and Cyberpunk. The character's are part of a secret Jesuit order who, with God and guns, battle the rising tides of Hell in a near future dystopia.
  22. Re: "I shoot the escape pod!!!" As a player I once prematurely ended a campaign by not investigating why the sun was rising in the west and setting in the east.
  23. Re: Star Wars - The Jedi Academy Campaign: The Final Chapter So, here’s the mini-run down, cheesy as it is. Dark Skywalker captured an ancient Sith library from which he learned the legend of a group of dark force users who supposedly retreated to a hidden underground world before the founding of the first Jedi Order. Dark determined that the planet Corellia was the location of this secret world, so, in the hopes of finding allies against the new Jedi Order and making inroads into New Republic territory, he launched a massive surprise attack against Corellia. The Jedi slipped past the Imperial blockade to the planet’s surface and snuck into the space port where they sensed Dark’s presence. The Imperials had dug into a cavern from the space port’s power core and at end of this cavern the Jedi found a gigantic spherical room with a single narrow spire in the middle and half filled with human skulls. On top of the spire Dark was waiting at some strange kind of control panel while, at his command, a hundred Ego-less space port personnel sifted through the skulls looking for the one that contained the key to the hidden world. Towards the end of the battle Dark was running out of End to use his Dex and Speed boosting power when one of the searchers finally found the skull with the key. Dark used his telekinesis to grab the skull, but as he was just about to catch it one of the Jedi aborted to catch the skull and rolled a 3 in the attempt. Dark’s final stratagem was to throw away his saber away and command Bruja, the Jedi who had struggled with the Dark Side for the whole campaign, to strike him down. Bruja killed Dark, but it left him teetering on the edge of the Dark Side. During the campaign I would always call for an Ego roll with various modifiers to resist the fear and anger that leads to the Dark Side, but this time I let Bruja’s player decide what the final tone of the campaign would be. He chose not to give in.
  24. Re: Star Wars - The Jedi Academy Campaign: The Final Chapter So, here’s the mini-run down, cheesy as it is. Dark Skywalker captured an ancient Sith library from which he learned the legend of a group of dark force users who supposedly retreated to a hidden underground world before the founding of the first Jedi Order. Dark determined that the planet Corellia was the location of this secret world, so, in the hopes of finding allies against the new Jedi Order and making inroads into New Republic territory, he launched a massive surprise attack against Corellia. The Jedi slipped past the Imperial blockade to the planet’s surface and snuck into the space port where they sensed Dark’s presence. The Imperials had dug into a cavern from the space port’s power core and at end of this cavern the Jedi found a gigantic spherical room with a single narrow spire in the middle and half filled with human skulls. On top of the spire Dark was waiting at some strange kind of control panel while, at his command, a hundred Ego-less space port personnel sifted through the skulls looking for the one that contained the key to the hidden world. Towards the end of the battle Dark was running out of End to use his Dex and Speed boosting power when one of the searchers finally found the skull with the key. Dark used his telekinesis to grab the skull, but as he was just about to catch it one of the Jedi aborted to catch the skull and rolled a 3 in the attempt. Dark’s final stratagem was to throw away his saber away and command Bruja, the Jedi who had struggled with the Dark Side for the whole campaign, to strike him down. Bruja killed Dark, but it left him teetering on the edge of the Dark Side. During the campaign I would always call for an Ego roll with various modifiers to resist the fear and anger that leads to the Dark Side, but this time I let Bruja’s player decide what the final tone of the campaign would be. He chose not to give in.
  25. Re: Star Wars - The Jedi Academy Campaign: The Final Chapter We finished the campaign this summer with a two part battle. The first against two Sith, one an acrobat and the other a sneaky Sith with strong mental powers. Then the final battle against Dark which had some nice dramatic moments, especially when the player who always rolls terribly rolled a natural 3 to thwart Dark's evil plot.
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