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Lisa Nadazdy

HERO Member
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Everything posted by Lisa Nadazdy

  1. I want to set up a template of the 'Summoner', as well as other mage types, so i need to determine the kind of magic they do.
  2. That's one of the things I'm debating. Should summoning be a straight spell effect (EB, RKAs and the like) or should they be actual summoning of a supernatural entity to do your bidding? I'm leaning toward the latter, but I wonder if it's cost effective.
  3. Thread hijackers, neh? We don't take kindly to you terrorist lot in these here parts.
  4. I've been working on a campaign that will try to bring the best elements of the FF series to the table top. What it is: A unique game world Uses ideas put forth in the FF series Trys to keep the story driven elements as central to the campaign. A more 'open-ended' campaign, where characters can have abilities and powers outside the realms of combat, and therefor be a more fleshed out and playable world. Not hampered by restrictions set by the games, nor does it have some of the more strange quirks of videogames (no 99 potions, but carrying food might be helpful). Not limited to a world smashing plotline. There's room for any sort of campaign. What it isn't: A direct translation of any of the FF games. It doesn't try to copy the mechanics of the FF games. --------------------------------- Because this is HERO, the flexibility allows any GM who uses the material to reshape things as they see fit. I feel the most important aspects is not accurate simulation, but the story and 'feel' of the FF series. Considering that Square see fit to change the mechanics and elements from game to game, my game won't be constrained to those things, either. http://groups.yahoo.com/group/final_fantasy_hero/ I'll be posting updates and goodies here, at least until I get my server back up and running.
  5. Arthur has it correct. That's the kind of effect I'm looking for. The idea is to transform a cold (or whatever) into a different effect (to, say, a non-special effect type attack, like a 'pure mana' type attack). This wat you can create a spell that can change an attack so it doesn't target a vulnerability.
  6. KS: Heraldry, depending on how pervasive it might be in your campaign.
  7. I'd keep the WF. WF doesn't mean real competance, merely operating knowledge.
  8. Wouldn't that work better as a Minor Transform effect?
  9. It would depend on how the GM defines his campaign. If you were modeling after, say, Final Fantasy, the GM would set clear restrictions on what kinds of magic a particular character can do.
  10. I want to construct a weak defensive power that would change the 'special effect' (and only that) to something else. It has no effect other than that. I think a Cosmetic Transform, damage shield might work, but I'm not sure if that's the way to approach this. Suggestions?
  11. Pick up GURPS WW II if you can afford it. Lots of chunky details on the war itself, and it makes for great background material at the very least.
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