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theinfn8

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  1. theinfn8

    Removing END

    BLUF: It likely won't affect your game at the Heroic level of play. I would just do the math for whatever character you're looking at, and if it looks like they will never have END issues, then just ignore it. From what I've seen, END usage by non-casters is really low. The amount of REC most will have, combined with END levels will make it of negligible importance. You're looking at most spending maybe 4 or 5 END a phase on the high end. That means with SPD in the range of 3, 15 END spent a Turn, then they get that recovery. Even if you don't put anything into your REC, that means you have an END deficit of 11 END per Turn. Which gives you most of a whole second Turn before you have to worry about END (assuming starting END of 20). Depending how deadly you are playing, hit locations, healing capabilities, etc, then most combats won't last more than 2 or 3 Turns. Even your casters, unless they're cranking out a ton of powerful spells, will likely not even have an issue. I observed this over the course of the 5 Magics campaign I'm finishing up. Even for the front-line Evocation combat mage, he never ran into an issue where END was a problem. Almost everyone pushed their REC to 8, END to at least 30, and left their SPD at 2. The only time END came up was when someone was maintaining a couple spells and trying to cast Phase after Phase. And then combat was over very quickly (due to the deadliness dials, they only got in fights if they could control the battle.) I suppose a few bad attack rolls could have made it more of an issue. Technically, they paid for the ability to ignore their END expenditures with CP. Someone else could have chosen to gimp themselves in that area to pick up a few more spells, skills, or to emulate their character concept better.
  2. Having read some of the setting info in my Extinction Event book, you aren't looking at a full blown wastelands and mutants type of post-apocalypse. It's more of a... soft apocalypse. Yeah, it changed a lot of the world order and there was rebuilding, but the world wasn't *completely* devastated. You could probably find a module that has psionics as a front and center theme and convert it to fit your idea. *Note, this is in no way me saying I don't like it. What I've finished so far is still really cool. Just not a hardcore apocalypse like seems to be implied by the question.
  3. Sorry. Of course, when I checked the link I was still logged in, so it loaded just fine! Should be fixed. I updated the original post.
  4. Just finishing up my mage only fantasy game. I was planning to link the starting info here if people were interested, so I will take this to mean people are interested. Some caveats to the primer, it is a living document and as such contains notes and modifications, but we had to tweak some things on the fly that might not have made it in. For example, I would probably drop the Ranks AP ranges down and change the skill penalties to match. No one had any reason to buy access to anything higher than Rank C. In any event: 5 Magics Primer If anyone was interested in the Traveler based character gen we used, here's the whole directory: 5 Magics Setup Documentation
  5. Suppose there are always things that are vaporized and can't be repaired. Maybe structures that are too big to repair easily. Imagine the BODY for transforming part of a six story building. Plus there's always new construction. The guy disappearing could be it's own organized crime subplot. If I were the mayor I would probably send the guy out with a security detail.
  6. We were having a discussion during my last supers game about comic book combat and collateral damage. We figured the City employed a guy that has the singular most useful power in a superhero universe. "Restore Infrastructure". Basically, Transform damaged infrastructure into undamaged infrastructure. He's antisocial, so works nights only, and as the City, why wouldn't you let him? He saves you a crap ton on demolition and building materials every time he does his thing. He doesn't care about taking credit and he just wants to work till he can get his pension. Half the super team didn't believe he existed.
  7. Some gunslinger type talents? Speed reloading, hawkeye vision, trick shot for a PRE boost, ability to track someone with rapidity (some kind of altered sense?). Honestly though, not really sure. I've never run a western game before. Though I think I would use such a source book for a Firefly-esque sci-fi western.
  8. Sometimes I shamelessly steal other people's equipment lists with prices (there are a ton free online). I might base it on modern equivalent pricing. And sometimes I price based on how much I don't want the thing in my game. Current game I just said screw it, everyone has the Pathfinder equipment guide, we're using the prices from that. Oh, and you can always go with an equipment pool if you think managing money isn't fun.
  9. If you're just talking minor effects, I don't see a reason your fellow players should have a problem with it. As with everything though, an honest and open discussion with everyone involved is always the best route. Communication is key to any healthy relationship, and that goes for the relationship you have with your fellows. Personally, I would use your concept as a springboard for some good roleplay interaction between my character and yours. Perhaps play out the "learning to accept the leader" story arc that is fairly common in the fiction. As for powers, I run 6e, but they are pretty similar. It sounds like some Aids, maybe with Requires a Roll on Tactics or Leadership (if you want to really represent that super skill level). I did like the the Invocation limitation from above, but with communications technology being what it is, I don't know that I would limit to must remain in LoS. If your building this character with mental powers, you could consider a Mind Link for your group and limit to only people in that. Basically simulating a "group think" kind of deal and allowing the ability to pass your orders/directions easily. Just some thoughts.
  10. Maybe a Triggered Heal END with some seriously reduced recast time? You could bring the cost down by limiting "for the Hammer End Reserve Only" and "Limited to amount of damage absorbed” or some such. I'm personally tempted to say this is something more in the realm of effect description than needing an actual mechanical description. You don't even have to hurt them, just hit them. How often would you not have the flame running? But then, my players would smile, nod, and roleplay if they went to attack and I asked them, "It's been a while since you hit anyone with that hammer, do you think it just went out?" The strict mechanics being less interesting. But I'm blessed with players that want to create a story. YMMV.
  11. theinfn8

    Dome City

    Interesting. Is the city unified under one "government"? Does the dome enclose just the city or a bit of biome around it? The city could be a failed utopian society attempt and be kind of a post apocalypse setting. There's still some pretty advanced tech hidden within the city, which is fractured into small warlord domains. The Skulls could have control of most of the city, but not the part that would give them the tech they're seeking. Your heroes could either fall in with The Skulls accidentally on arrival, neutralize their opposition, and then realize their mistake (in typical comic style). Or they connect with the "good guys" out the gate and need to help them defend against attacks that are part raid, part search party. Just some random ideas to get the gears moving.
  12. This does bring us back to the possibility of a sword and sorcery piracy campaign. You want to get around to all of these awesome places with ruins and danger and adventure, put the PCs on a pirate ship. Have boat, will travel. Piracy has definitely been around forever. Not sure where to look for ancient Mediterranean pirates, but I think there are some Arabic source pirate materials. I'll have to putz around the interwebs now...
  13. I have broken down in the process of writing a small... campaign path(?) using only FHC for new players. Giving a unified format to explain the powers that won't require understanding the whole book and giving options to upgrade parts of the characters as you work through it so new players can see how you spend points and "level up" (as it were). Each scene focuses on an individual aspect of the game, working with Normal Damage (no weapons or improvised), then Killing Damage, then a skill challenge type scene, and so forth. As with most projects drastic life changes have made me put it to the side. As far as other system's mechanics, my current game, the players enjoyed the Traveller character creation system so much that they wanted a Fantasy Hero adaptation. So I complied, with their understanding that characters would not end up as a completely equal point value. They are happy with the results, so who am I to complain?
  14. Didn't have access, had to ditch it to live, was too busy chasing someone to be bothered, and even the occasional not safe to be wearing any. Rust issues aside, while chainmail isn't the heaviest thing in the world, I certainly wouldn't want to go swimming with it on (should I get knocked of my boat while pirating). Especially if I was wearing Conan sized chain.
  15. There are definitely some exceptions to note with regard to magic. Since we are looking at the works of REH and pulp in general, let us not forget that Solomon Kane had a friend that was a shaman and used a magic staff gifted to him by said shaman. Not all magic was demonic, otherworldly, or corrupting. It just makes a great scape goat and villain for the hero to overcome.
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