Jump to content

Talon65

HERO Member
  • Posts

    55
  • Joined

  • Last visited

Everything posted by Talon65

  1. I want to start up a Urban Fantasy game using 5th Ed. Hero and could use your ideas, help and/or opinions. I've always been able to come up with one shot adventures but I'm really bad at coming up with on going or overreaching plots. I have an idea for the intro adventure (which I'm calling Murderer's Row) to introduce the season or series plot if you will, in which each character rudely awakens from sleep, having just murdered a complete stranger and not knowing why or how they got there. Ex: GM: "Player A, you hear a loud "BOOM" and awaken standing over a dyeing transient in an alley. He's just taken a shotgun blast to the chest and he gurgles something as you watch him die. You're hold your gun. Your shotgun. Your smoking shotgun... strange, you don't recall ever owning a gun. What do you do now?" GM: "Player B, you awaken at the sound of a car crash and you're in the driver seat. A man in a business suit with a gun and a badge on his belt is pinned between your car and a brick wall. As you watch his life ebb away you realize... you don't remember going anywhere and this isn't your car. What do you do now?" GM: "Player C, a splash of warm liquid on your face awakens you from slumber. You stand in an abandoned warehouse, over a young women tied to a large table with arcane runes painted upon it. Tears roll from her eyes as the life leaves her body. A large ornate knife has been plunged into her heart. Your hand is on the knife, her blood is on you and you smell sulfur and inscense in the air...but you have no idea what's happening as you know nothing about magic. What do you do now?" GM: "Player D, You jolt awake at the sound of shattering glass as the stranger, you just pushed, plunges out of the window of his hi-rise office. He screams something as he plunges to his death but you can't make out his words. What do you do now?" There will be other adventures not realated to this but the overall plot will be to figure out who did this to them, how and why. What I have in mind so far is someone calling himself or herself "CROW" has possessed or dominated them to kill these people. Though the players won't know this yet, there will be no witnesses to these murders and the players are not connected to the victims in any way that they know of, so as long as they escape, they won't be immediate suspects but it will be hanging over their head. I plan on having all the players know someone else in the group in some form or fashion (which could be why they were chosen) so they may go to another for help and discover the others involvement. I want CROW to appear to be an individual at first but eventually be revealed to be a group. So my big question to you is, who are these people? Why would CROW want them dead? What should CROW's overall objective be? And why did CROW chose our heroes to commit these murders?
  2. Re: Fantasy Gambling Ideas You might try a web search for "dice games" or "bar games". My grandmother owned a bar for several years and they always had a cup and dice behind the counter for all sorts of drinking games. Usually patrons would play to see who bought the next round. The only one I remember is "Ship, Captain and Crew" This is the game as I was taught: You used a cup with 5D6. The object of the game is to get a six (your ship), a 5 (your captain) and the highest possible on the other three dice (your crew). You had to have a Ship before you could get a Captain and a Captain before you could collect a Crew and you had three rolls to do it with. Whomever had the highest total in crew, won. For example: If on my first roll I didn't get any sixes I'd have to re roll all the dice. If I rolled a six, it would be put aside and I would roll all the rest of the dice to try and get my Captain and my Crew. If I rolled both a six and a five in my first roll I could keep those and any high dice I wanted to use for my Crew and still have two more rolls to to try and get the highest Crew. So the best I could possible do would be to get a 6 for my Ship, a 5 for my Crew and three more 6's for my Crew. *Player 1 rolls his Ship on his first roll, Captain on his second roll so he can also keep a 6 from that roll. He rolls the last two dice with his last roll and ends up with a Crew total of 9. *Player 2 rolls his Ship on his first roll but rolls no Captain on his consecutive rolls so can collect no Crew so he loses. *Player 3 rolls no Captain nor Ship on his three rolls so he loses. *Player 4 rolls a Ship and a Captain on his first roll and on his two other rolls ends up with a Crew of 12, so he wins. As a betting game there could be an ante and then individual betting on rolls or everyone could ante and make bets after each round of rolling. Also, you could always change the terminology of the game IE: "Captain, Sgt and Squad" or "King, Queen and Army", "Dragon, Lair and Horde" or some such to give it more of a fantasy feel.
  3. Re: league of extraordinary PULP HEROs She's Alison Doody. She played "DR. Elsa" in Indiana Jones and The Last Crusade.
  4. Re: league of extraordinary PULP HEROs HEE! I'll have to remember to use that at some point! Woot! I got rep!
  5. Re: league of extraordinary PULP HEROs I hope this is something like what you had in mind. This is the write up for Veronica Dare, my current PC in our adventure pulp game. This Veronica Dare is actually the second incarnation of the character although the background is the same. I came in about half way through that campaign and Veronica was a surprisingly affective skilled normal with no powers what so ever in what turned out to be (to my surprise!) a Pulp Super/crime fighting hero game in which everyone had powers! The GM asked me to run her again in his new adventure pulp game after that Super Pulp hero game came to an unexpectedly early close. It’s not easy growing up in the shadow of a world famous adventurer… Born Veronica Elizabeth Dare to Jonathan “John” Dare, the famous adventurer and leader of his “Daredevils” and the wealthy heiress, Elizabeth Rockefeller. Veronica’s parents divorced when she was quite young. Elizabeth expected John to settle down to a life of luxury and leave his adventuring behind after they were married but he would have none of it. The world still needed John Dare and his Daredevils. She remarried and while she stays in contact with her daughter, she does not approve of Veronica’s globe trotting and the wanderlust she has inherited from her father. She is also on good terms with her stepbrothers as they enjoy hearing about her escapades when their mother is not in ear shot. Veronica had thus been forced to lead a double life. She had spent most of her life between boarding school, finishing school and college and spending summers digging in Aztec ruins in South America, hunting Indian ghosts in Arizona and on safari in deepest Africa with her dad and his crew. She has nurtured a great thirst for adventure but also has the looks, social skills and contacts to hob knob with New York high societies’ finest. Veronica has stocks and trust funds to finance most adventures and is an admitted thrill seeker out to make a name for herself. Always looking for something new and exciting to do, she is fluent in over half a dozen languages, can ride, hunt and out shoot most any man she’s met. If there is a gun made, she probably owns one, can take it apart and put it back together with her eyes closed and almost always seems to be armed with a pistol upon her person. Veronica has long blonde hair, blue eyes and always appears expensively and fashionable dressed. In the field, she wears her long blonde hair in a braid and dresses in a safari shirt and hat, breeches and riding boots and is armed with her favorite Webley revolver. A personally modified MK 5, given to her by one of her father’s Daredevils, in a shoulder holster. A Lee Enfield SMLE MK 5 and on occasion, if things get truly unpleasant, she’ll unpack her Lewis MK 1 machine gun that she has dubbed *“King Louie II - Bane of the Mongols”. After our Buffy campaign we are in the habit of picking an actor or actress to play our character. *The first King Louie was lost in an adventure involving a false sultan in India. RIP
  6. Re: The Mummy: Tomb of the Dragon Emperor And most, if not all of them were already in the trailers which didn't help. I didn't mind the new Evylin but she lacked the comedic timing that Rachel Weiz had. There was at least more chemistry between Maria and Brandon than there was between the two kids. While the girl playing Michelle Yoe's daughter was a hottie I felt no connection what so ever on her part. I didn't even get an impression that she had any interest in kid O'Connel until the script started bashing you over the head with it. I also think the Director made a lot of poor choices in this one. I thought it felt like a lot of story was cut as well and there was way to much slo-mo going on. You have two of the most well known martial arts actors on the screen and their fight lasts for about three seconds AND is in slo-mo! WTF! That's the most amazing thing about watching martial arts movie actors is their speed in a well choreographed fight. I will say that it was worth seeing because, how many pulp movies do we get these days? It wasn't bad, it just wasn't great.
  7. Re: One shot Game Ideas I had a one shot idea I want to do for my gaming group. I'm a little bit of a WWII buff and wanted to do up a stick of US paratroopers on D-Day. The plan was they were going in, pre D-Day to get the drop on a Nazi weapons lab involved in rockets or buzz bombs in Normandy. The players had to get there before the invasion starts to capture any plans and more importantly, destroy everything before the Nazis start moving it. Of course, everything goes wrong. The paratroopers get all split up and it's not rockets the Nazis are working on... I figured on pre-made paratroopers, a french underground contact and one of the paratroopers would really be an OSS agent and have some idea what the Germans were really up to going in and can't let the Nazis let it loose on the invasion forces. Haven't decided if the Nazi "experimental" weapon will be zombies, demons or horror from beyond the stars yet.
  8. Re: Affecting desol help...
  9. Re: Timm style Heromachine Nat little program but how did you save your character after you made it?
  10. Re: Affecting desol help... Thanks for the ideas. I've already talked to the GM. He didn't think holy items was something someone would normally use as a weapon but I'll keep it "on file" incase we don't come up with something better. Actually, Jefferson was qouting Cesare Beccaria so I've modified my sig just for you.
  11. Re: Affecting desol help... Well, her background is kinda unknown. The character is a ripo..eer "homage" to Adam Hughes' "Ghost". Hey, I was in a squeeze to come up with a character... She woke up in a buried coffin and in a panic, popped out of the grave (desolid) with no memories whatsoever. In game, she has found out that she's a spirit of vengeance and Death himself has paid her a visit and lamented that she was taken from him by a "superior". The group has assumed that she died violently herself. She's currently taken the alias "Rebecca White" (the name on the head stone of the grave she arose from) and works as a secretary for one of the other player characters (who's a private dick) and is looking for clues to her past. She's a little on the cold side, professional and aloof in regards to her personality as Rebecca White. She's even colder as the Wraith. She has no problem with taking out someone guilty of murder in front of witnesses and has point blank, shot dead an unarmed serial killer that was begging for his life because justice must be served. Even The Shadow has looked at her askance. As a spirit of vengeance, she has Desolid, Flight linked to desolid, Retrocog with no conscience control (the dead come to her to ask for retribution against their murderers), Regen linked to Simulate Death, Two handed ranged fighting (two Colt 1911's 'natch), Rapid Fire, Life Support: Does not need to eat, sleep or breath (she's dead or at least something in between) and Insta Change. She also has psych lims: Vengeful and Vigilante Mentality. So far, her skills include Deduction, Criminology, Seduction, Persuasion and few others she's picked up since rising from the grave. That help? I'm thinking along the lines of traditional folklore regarding ghosts or spirits. After posting the OP I thought about something like simple salt. Folklore is that spreading salt across your doorways and windows will keep out spirits. Maybe she could not go disolid if in a circle of salt or can't cross a line of sat while disolid and of course any one shooting rock salt out of a shotgun would hit her while desolid. I'm not to sure that will be what he has in mind since he can't tell me what he has in mind... So any other ideas that might fit in with ghost folklore?
  12. I'm currently playing a character in a Pulp crime fighting game that has desolid. The Wraith has been returned from the dead to exact vengeance for innocents that have died by violence. When taking the power the GM and I agreed that she would be affected by ego powers (as the rules require) and magic when desolid. Well, we've been playing for several months and now the GM has decided that I have to come up with something else that she is affected by since magic isn't common enough and I'm coming up blank. I can't think of anything that fits within her "Spirit of Vengeance" concept. He made suggestions like fire, water or wind and one of the other players suggested cold iron like the Fae but even the GM doesn't think any of these are fitting (including his own) and now I have to come up with something... Any ideas or suggestions?
  13. Re: Dark Champions Guns Table Errata? The Thompson M1928A1 could use the 50 rnd drum, 20 and 30 rnd stick magazines. This is the model used by the US and the British early in WWII. It's easily recognized by the cuts compensator, the square looking rear adjustable sight and cooling fins on the barrel. The M1928A1 was replaced in 1942 in the US arsenal by the Thompson M1A1which lacked the above mentioned distinctions and could only use the stick magazines. The M1928A1 would still be seen in use until the war's end. The C96 Mauser had an internal magazine with max capacity of 20 for some models. The 20 round was quckly retired according to "Military Small Arms of the 20th Century" with the 10 rnd being most common. I would like to see your referance for the 40 rnd magazine during WWI. The M1711 modification (which changed to a detachable box magazine) gave it a 10, 20 or 40 rnd magazine capability. This was not available until 1930 tho'. As for the P08 Luger, both the 8 rnd and a 32 rnd "snail drum" could be used and were available during WWI. The drum was usually issued with the Artillery or Navy models of the Luger which came with a longer barrel and a clip on stock similiar to the C96 Mauser. Matter of fact, the MP18 submachine was designed to use this same "snail drum" but the drum magazine was known for being finicky and easily malfunction when exposed to dirt and mud. Of which there was an abundance of in the trenches of WWI. In 1928 the drum magazine was adandoned all together for the MP18 when it was redesigned as the MP28 which had a standard stick magazine. My referances include the 5th ed. of "Military Small Arms of the 20th Century" and the "Army Service Forces Catalog Government Issue Collectors Guide".
  14. Re: Pulp Anime Series you should be watching Amazon shows Black Lagoon 3 in stock as well as several used: http://www.amazon.com/Black-Lagoon-Vol-3/dp/B000OYCMLC/ref=pd_bbs_sr_2?ie=UTF8&s=dvd&qid=1206149526&sr=8-2 Unfortunately, that's not gonna help you much since Pioneer has stopped distributing anime in the states, so there's no telling if or when any other volumes will be coming...
  15. Talon65

    Sad news...

    Dave Stevens, creator of The Rocketeer died yesterday. Details here: http://www.newsfromme.com/archives/2008_03_11.html#014911
  16. Re: Cool Guns for your Games Well, most of the Taurus firearms I've seen are copies with mods on someone else's design. I've had a Taurus PT92FS for 15 years or so which is a copy of the Beretta 92. Never had a problem with it. Taurus just modified the safety for the better in my opinion. I hated the Beretta safety. Set to high and not intuitive or a natural motion to activate at all. My stepmother has a Taurus .357 revolver which is a copy of a S&W that has worked flawlessly target shooting and numerous javelina hunts. And as I have stated I just picked up a PT1911 which is a copy of a Kimber custom Colt 1911. Although I haven't even had the chance to take it to the range yet so I can't comment on the quality. The Cabella's I picked up the Taurus at even had the Kimber model on the shelf right above it. The Kimber fit and finish was nicer but to me, not $1,000 nicer. YMMV A quick perusal of there website http://http://www.taurususa.com/main/index.cfm?CFID=2169019&CFTOKEN=40592648 doesn't provide any proof otherwise. Tho' I didn't look at every single firearm, I did see the Raging Bull and it looked like a S&W custom to me but I'm no firearms expert nor even a hobbyist level gun nut but I didn't see anything on their site that didn't look to me like someone else's firearm. With everything, I'm sure there is an exception but the vast majority of Taurus' firearms look to be copies. Not that that's necessarily a bad thing...
  17. Re: Cool Guns for your Games I just picked up one of these this weekend! The PT1911 in Stainless steel. Haven't got a chance to shoot it yet but all the reviews I could find really liked it and it has a lot of features that would normally cost $1200+ in a pistol. I've heard it's a copy of a Kimber model since Taurus apparently designs nothing of their own.
  18. Re: Tell us about your Pulp game! We had another session of our adventure pulp last night and a grand time was had by all. Well, maybe not the poor Ninja or Sky Pirates.... While in Hong Kong, waiting for our plane to be repaired, we started looking into some very busy aircraft part black marketeers and found that some secret Japanese gov't agency and some mysterious Europeans were looking as well. It's the begining of Chinese New Year (and no one will be around but there will be lots of noise from the fireworks) so we decide to break in to the smuggler's warehouse and take a look around. Well, so did the Japanese and the mysterious Europeans (which we thought were Nazis but turned out to be Sky Pirates) and all hell broke loose ending with an uneasy truce with the Japanese Samurai and his Ninja and the warehouse being burned to the ground from the exploding aircraft fuel. Which was not our fault by the way. Really, it wasn't our fault... The poor GM and his bad guys. We were a little worried at first 'cause all the Ninja had pretty good DCVs with their Martial Dodge and the players know that they always show up in gaggles but the players were rolling hot! Out of ten atttacks the heroes made, three missed, a shot gun blast hit a ninja in the arm and one in the chest but the other six attacks all hit the baddies in either the head or the vitals! One of the heroes has Two Weapon Fighting with his Colt 1911s and hit one of the sky pirates. In the head. With BOTH shots! :eek:The sky pirates then blew up the fuel and made a hasty retreat. Leaving us with the Tong's books and papers to turn over to the British authorities and us scratching our heads over the Japanese. I've also edited my OP with new character info.
  19. Re: The Black Lizard Big Book of Pulps Hmm, I wonder if they retitled it. I read that book a couple months ago. At least it had the same picture on the cover and sounds like the same stories but I would swear it had a different title... Is the last story by Quentin Tarantino? Maybe they just used the same painting on the cover.
  20. Re: Durability of shotgun shells Also still in demand for the Western Action Shooting that's popular.
  21. I'm currently playing a very cat-like "catgirl" in a Fantasy Hero game. She's based on your typical house cat and on the African Lion since I was watching a Discovery Channel special on Lions when I came up with the background and Martial Arts package. The GM is using the Torril world for D&D as the setting. There is no feline race in the Toril supplements so I started from scratch and based the character build on the feline package in 4th Ed. Fantasy Hero but added some things such as extra leaping and running. I also bought a non-combat multiple for running since riding a horse was out of the question, she needed to be able to keep up with the group and it fit for their nomadic/hunter lifestyle. The GM allowed for "quirks" in her game IE: 1 point disads. I took several general "cat" disads to reflect that she doesn't like getting wet, is easily distracted, likes raw meat and has no concept about "personal space". So you could just take a 5pt. Psych lim "Feline Disposition" or some such. The felines in this world use weapons and make their own, usually long knives. Being hunters and living in a harsh and barren wasteland, they use what they kill. Bone shards, wood and rock for weapons and leather, hide or even pieces of giant bug carapaces for armor. The only problem I have is finding motivation sometimes. The group wants to go raid some goblin lair or track down a villain and I keep thinking "why would a cat person give a rats ass...". :3 Here's the write up I did for the GM which also includes their Martial Art and their Bone Shaman college. Edit: I tried to just post the link but there seems to be a problem with that. Sorry for the long post but here's the write up: “Felines of the Anarouch” Excerpts from “Journeys in the Anarouch” by Finias Tithwistle, Esq. The feline tribes are a nomadic people that hunt the deserted grassland wastes of the Anarouch. Survival in the Anarouch is quite harsh. There is a plethora of dangerous and bizarre creatures and plant life to compete with for food and water sources and magic and natural storms that erupt at a moment’s notice that can be quite severe. The feline people gather into loose knit nomadic tribes for mutual protection and social interaction. Felines generally hunt as individuals but do form hunting parties to bring down large or especially dangerous prey. They hunt a variety of prey. From the smallest of rodents, to the most vicious of Owlbears, to the mightiest Dragon beetle. Even man can fall prey to a hunt if he is unwary. They are quick and agile fighters often able to take down prey larger than themselves.* These hunts are the basis for which their lives are based. All play and social activities seem to revolve around either the hunt or propagation of the species. Individuals intermingle or join with other tribes, apparently at will, although the tribes as a whole tend to be very territorial. Due to their nomadic ways, their “territory” changes with their location and only another feline tribe’s territory is respected. It’s quite possible for a traveler to camp for the night and find himself trespassing in the middle of a feline encampment the next morning. Although all members of the tribe hunt (even the children) only the males lead. The leader decides when and where a tribe will travel, hunt, gets the first choice of food and mates and makes all decisions regarding the tribe. A tribe is lead by the strongest male fighter and competition can be fierce. As a consequence, the leadership role in the tribe can be very fluid at times as one individual takes leadership and can then quickly lose it again to another. This could be devastating to the social unit if it weren’t for the “shaman” class of the tribe. The shamans of feline tribes fulfill a role beyond and separate from the tribal leaders. They tend to be female but male shamans are not unheard of. They act as “diplomats” between tribes, healers, seers, teachers and weapon smiths. The shaman’s mystical abilities are varied. Through ritual they can see into the future and past, heal terrible wounds and can make weapons out of bone that are as strong and can hold an edge as well as any steel. Shamans use what I can only describe as “Bone Magic”. They can manipulate bones like clay, use bones in their rituals to so see into the future and past and can mend and even manipulate the bones of themselves and others. Although the shamans do not actually lead the tribe, they often hold the tribe together and have great influence and are afforded great respect. No feline would knowingly harm a shaman of any tribe. From what I was able to gather, shaman are the only individuals that do not wander, join other tribes or hunt. If the feline leader were the head of the tribe the shaman would have to be its heart. The language of the felines consists of sound and body language, much like ours, but also includes smell as well. They have a heightened sense of smell and can give off odors, that I could not even detect, that can vary or change completely the meaning of a statement or word. Sometimes, dangerously so. Although I was able to learn many of their “words” with out this sense of smell, ability to produce these odors or tail for some body language cues, I was at a great disadvantage in communicating with them. They were also able to learn some words from me when they showed an interest. One male feline, named Abcara, learned to speak some common and pronounced me as “his favorite gnome” and insisted on sleeping in my tent and on top of me most nights, waking me at ungodly hours and rubbing his head against me in an effort to have me scratch his head and back. I also found it of interested that they had no apparent name for their own race. Whether there was just no word that would suffice or it just never occurred them, I'm not quite sure. A custom that is useful to remember when dealing with the felines is the presentation of food. Food holds a high value in feline culture. They hunt for it, it sustains life and is the only material the felines see as having real, if transient, value. Presenting food to a feline is seen as an offer of friendship and equality. They also seem to have no concept of ownership, trade or personal space. Anything that you can not guard and are not willing to fight for belongs to no one and is free for the taking. Usually, a denial is enough to proclaim ownership but you must be careful, for if you do so in too threatening a manner, a feline may attack but if one does not proclaim ownership before a feline takes possession, it is considered theirs and worth fighting for until they are done with it. You must also be careful about moving to quickly around the feline people. A quick gesture by a stranger can be taken as aggression and running can register you as prey, even if you are familair to them, as I found out to my chagrin. The felines of the Anarouch are a strange contradiction. They are social creatures and can be loving and show great affection, even for a stranger but are also loners and can become quite violent and deadly with little visible provocation. They are a mercurial race and caution is strongly recommended when dealing with these people. *As a side note, I was struck by how their fighting technique mimicked that of an assassin I observed in Waterdeep many years ago. Perhaps someone has observed the feline people before and has used their fighting ability as a basis for their own." Neko-Do Maneuver Cost OCV DCV Effect Evade 4 - +5 Abort, Dodge Block 4 +2 +2 Abort, Block Slash 4 +2 +0 Strike, DC +1 Eviscerate 5 -2 +1 Strike, DC +2 Swipe 5 +1 +3 Strike Running Strike 5 +1 +0 STR + velocity/5, Full move Pounce 3 +0 -1 STR + velocity/5, Full move, Both target and you fall Grab 3 -1 -1 Grab, +10 STR for holding Escape 4 +0 +0 +15 to STR vs. Grabs Throat Hold 5 -2 +0 Grab, 2d6 NND vs. hard neck armor, Targets neck with no bonus, Both you and target fall Frenzy Strike 6 -0 -0 If attack roll is made by 2 pt. Opponent takes an additional hit. Skill and Elements WF: Swords WF: Off-Hand Use art with swords KS: Neko-Do Breakfall Superleap +5” Bone Magic Bone Magic involves the manipulation of bone through mystical means and the practitioners of the art can even draw power through said bones. Some may mistake a practitioner of this art with Necromancy due to the effect these spells invoke. The practice of Bone magic seems to be exclusive to the feline tribes of the Anarouch. Bone Shamans teach their skill to a feline apprentice that displays the ability, temperament and the wisdom to serve the tribe. Bone is the usual foci for this college. Unfortunately, failure in casting a bone spell properly can result in great pain for the caster. Common Limitations: Gestures (-1/4), Incantations (-1/4), Requires a magic skill roll (-1/2), OAF – Bone (-1), Character must have at least 20 points in spell from Bone College (-1/2), Most bone spells have Side Effects (-1/2). Basic Spells Skull Blast With this spell, the caster summons up skulls that propel themselves at the target. If the caster fails his roll, the skulls attack the caster. Power: Energy Blast 8D6, Physical Modifiers: Gestures (-1/4), Incantations (-1/4), Requires a magic skill roll (-1/2), OAF – Bone (-1), Character must have at least 20 points in spell from Bone College (-1/2), Side Effects (6D6 Physical Energy Blast) (-1/2). Active cost: 40 End: 4; Magic Skill Roll: -4; Casting Time: ½ Phase Bone Shield The caster can summon a swirling field of bones to protect him self from damage. If this spell is miscasts the caster will feel exhausted by the effort. Power: 6 PD/ 6 ED Force Field Modifiers: Gestures (-1/4), Incantations (-1/4), Requires a magic skill roll (-1/2), OAF – Bone (-1), Character must have at least 20 points in spell from Bone College (-1/2), Side Effects (3d6 END Drain) (-1/2). Active cost: 12 End Cost: 1; Magic Roll: -1; Casting Time: 0 Phase Real Cost: 3 Dispel The caster throws a bone foci at a spell or magic item and the magic is dispelled. Power: 8D6 Dispel Modifiers: Affects any single magic spell (+1/4), Gestures (-1/4), Incantations (-1/4), Requires a magic skill roll (-1/2), OAF – Bone (-1), Character must have at least 20 points in spell from Bone College (-1/2), Active Cost: 30 End Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase Real Cost: 9 Detect The caster holds a small bone in the palm of his hand. It will hover and spin in the presence of magic. The closer the magic, the faster the bone spins. Power: Detect Magic Modifiers: Gestures (-1/4), Incantations (-1/4), Costs END (-1/2), Requires a magic skill roll (-1/2), OAF – Bone (-1), Character must have at least 20 points in spell from Bone College (-1/2). Active Cost: 3 End Cost: 1: Magic Roll: -0; Casting Time: 0 Phase Real Cost: 1 Wall of Bone The caster summons a wall of bones from the ground for protection. If miscast, the caster is weakened by the effort. Power: 6 PD/ 6 ED Force Wall (bone), Opaque to Sight Sense Group. Modifiers: Gestures (-1/4), Incantations (-1/4), Requires a magic skill roll (-1/2), OAF – Bone (-1), Character must have at least 20 points in spell from Bone College (-1/2), Side Effects (3d6 STR Drain) (-1/2). Active Cost: 40 End Cost: 4; Magic Roll: -4; Casting Time: 0 phase Real Cost: 10 College Spells Bone Shards When used, a bone shards shots forth from the spell caster’s hand. Failure to cast this spell properly will cause the bones of the casters hand great pain. Power: 2d6 RKA (Sharp Bone Fragment) Modifiers: Autofire 5 (+1/2), Gestures (-1/4), Incantations (-1/4), Requires a magic skill roll (-1/2), OAF – Bone (-1), Character must have at least 20 points in spell from Bone College (-1/2), Side Effects (3d6 Physical Energy Blast) (-1/2). Active Cost = 45 END Cost: 3; Magic Roll: -3; Casting Time: ½ Phase Real Cost: 11 Shape Bone This spell allows the caster to manipulate and shape a piece of bone as if it were made of clay. If the caster fails to cast this spell properly, he feels exhausted. Power: 1D6 Transformation, Minor Modifiers: Cumulative (+1/2), Variable (+1), Gestures (-1/4), Incantations (-1/4), Extra Time: Full Phase (-1/2), Requires a magic skill roll (-1/2), OAF – Bone (-1), Character must have at least 20 points in spell from Bone College (-1/2), Side Effects (3d6END Drain) (-1/2). Active Cost: 25 End Cost: 2; Magic Roll: -2; Casting Time: 1 Phase Real Cost: 6 Bone Spear When cast a long shaft of bone shoots from the caster’s palm at the intended target. If miscast, the mage can be stunned. Power: 2 ½ RKA Physical (Bone Spear) Modifiers: Gestures (-1/4), Incantations (-1/4), Requires a magic skill roll (-1/2), OAF – Bone (-1), Character must have at least 20 points in spell from Bone College (-1/2), Side Effects (3d6Stun Drain) (-1/2). Active: 40 End Cost: 4; Magic Roll: -4; Casting Time: ½ Phase Real Cost: 10 Summon Bone Golem With this spell, a bone golem forms from any bones in the immediate area. If the Magic roll is failed, the mage is greatly weakened from the exertion. Power: Summon Bone Golem (150pt) Modifiers: Gestures (-1/4), Incantations (-1/4), Requires a magic skill roll (-1/2), Extra Time: 1 Turn (-1), OAF – Bone (-1), Character must have at least 20 points in spell from Bone College (-1/2), Side Effects (3d6Stun drain) (-1/2). Active Cost: 60 End Cost: 6; Magic Roll: -6; Casting Time: 1 Turn Real Cost: 12 Ex. Bone Golem 25 STR Disads 14 DEX Vulnerability x 1 ½ Body from blunt weapons 10 CON Follows commands of summoner 18 BOD 5 INT - EGO Powers 16 PRE Takes No Stun 0 COM Does Not Bleed 6R PD Full Life Support 4R ED IR Vision 3 SPD 0 END STR 2 REC HKA 1d6 (2d6 with STR) 0 END Growth (3 levels), 0 END, Persistent, Always On, - STUN -2 DCV, +2 to others sight rolls, +1” reach, -3” KB Resistance Bone Grip When this spell is cast, skeletal arms reach from out of the ground to grab the target. If the caster fails the magic roll, the arms will reach out of the ground to grab him. Power: Entangle 5D6 Modifiers: Gestures (-1/4), Incantations (-1/4), Requires a magic skill roll (-1/2), OAF – Bone (-1), Character must have at least 20 points in spell from Bone College (-1/2), Side Effects (3d6 Entangle) (-1/2). Active: 50 End: 5; Magic Roll: -5; Casting Time: ½ Phase Real Cost: 14 Throwing the Bones A mage can use this spell to sense the past and future through reading of bones. If the caster fails his magic roll, he exhausted by the effort. Power: Clairsentience (Past, Present and Future). Modifiers: Gestures (-1/4), Incantations (-1/4), Concentrate: 0 DCV (-1/2), Requires a magic skill roll (-1/2), Extra Time: 5 Minutes (-2), OAF – Bone (-1), Character must have at least 20 points in spell from Bone College (-1/2), Side Effects (3d6 END Drain) (-1/2). Active Cost: 60 End: 5; Magic Roll: -6; Casting Time: 5 Minutes Real Cost: 9 Sense Bone This spell allows the caster sense any bones in the area. Power: Detect Bones (Sense) Modifiers: Gestures (-1/4), Incantations (-1/4), Requires a magic skill roll (-1/2), OAF – Bone (-1), Character must have at least 20 points in spell from Bone College (-1/2). Active Cost: 5 End Cost: 1; Magic Roll: -1; Casting Time: 0 Phase Real Cost: 1 Mend Bone A mage can mend broken bones with this spell. If the caster miscasts this spell he experiences great pain. Power: Regeneration (4 Body per turn) Modifiers: Gestures (-1/4), Incantations (-1/4), Concentrate: 0 DCV (-1/2), Requires a magic skill roll (-1/2), Costs END (-1/2), OAF – Bone (-1), Character must have at least 20 points in spell from Bone College (-1/2), Side Effects (3d6 Physical Energy Blast) (-1/2). Active Cost: 40 End Cost: 4; Magic Roll: -4; Casting Time: ½ Phase Real Cost: 8 Manipulate Bone With this spell a mage can manipulate and control bones at range. Power: Telekinesis 10 STR Modifiers: Gestures (-1/4), Incantations (-1/4), Only vs. bones (-1), Requires a magic skill roll (-1/2), OAF – Bone (-1), Character must have at least 20 points in spell from Bone College (-1/2). Active Cost: 15 End Cost: 1; Magic Roll: -1; Casting Time: ½ Phase Real Cost: 3 Weaken Bone The caster can weaken an opponent’s bones to their detriment. If the caster fails his roll, he is racked with pain. Power: Body Drain 2D6 Modifiers: Gestures (-1/4), Incantations (-1/4), Requires a magic skill roll (-1/2), OAF – Bone (-1), Character must have at least 20 points in spell from Bone College (-1/2), Side Effects (3d6 Physical Energy Blast) (-1/2). Active Cost: 40 End: 4; Magic Roll: -4; Casting Time: ½ Phase Real Cost: 10 Bone Claws This spell grants the caster large bone claws that spring forth from his fingertips. Power: 1d6 HKA (up to 2D6 with STR) Modifiers: 0 End, Persistent (+1), User must pay STR end cost to use (-1/4), Gestures (-1/4), Incantations (-1/4), Requires a magic skill roll (-1/2), OAF – Bone (-1), Character must have at least 20 points in spell from Bone College (-1/2). Active Cost: 15 End: 0; Magic Roll: -3; Casting Time: 0 Phase Real Cost: 8 Grant Bone Claws This spell can grant Bone Claws to up to 4 recipients. Power: 1d6 HKA (upto 2d6 with STR) Modifiers: Usable by others only, at range, up to 4 (+1 1/4), 0 End, Persistent (+1) User must pay STR end cost to use (-1/4), Gestures (-1/4), Incantations (-1/4), Requires a magic skill roll (-1/2), OAF – Bone (-1), Character must have at least 20 points in spell from Bone College (-1/2). Active cost: 49 End: 0; Magic Roll: -5; Casting Time: 0 Phase Real Cost: 13 Strengthen Bones With this spell, a caster can increase the density of his bones. Failing to cast this spell properly can be very painful for the caster. Power: Density Increase (3 levels) Modifiers: 0 END (+1/2), Gestures (-1/4), Incantations (-1/4), Requires a magic skill roll (-1/2), OAF – Bone (-1), Character must have at least 20 points in spell from Bone College (-1/2), Side Effects (3d6 Physical Energy Blast) (-1/2). Active Cost: 23 End: 2; Magic Roll: -2; Casting Time: 0 Phase Real Cost: 6 Unique Spells Achshalan’s Bone Mastery This nasty little spell allows the caster to crush an opponent by controlling and squeezing its bones. If the caster fails his roll, his bones are crushed instead. Power: 30 STR Telekinesis Modifiers: Telekinesis only to grab and squeeze (-1), Gestures (-1/4), Incantations (-1/4), Requires a magic skill roll (-1/2), OAF – Bone (-1), Only Affects Creatures with Bones (-1/4), Character must have at least 20 points in spell from Bone College (-1/2), Side Effects (3d6 Body Drain) (-1/2). Active Cost: 45 End: 4; Magic Roll: -4; Casting Time: 0 Phase Real Cost: 8 Destroy Bones A Bone Mage can turn bones or a creature made of bone to dust with this spell. Should the mage fail to cast this spell properly, his own bones will be the target of the spell. Power: 8d6 Transform, All or Nothing (Bones to dust) Modifiers: Gestures (-1/4), Incantations (-1/4), Requires a magic skill roll (-1/2), OAF – Bone (-1), Character must have at least 20 points in spell from Bone College (-1/2), Side Effects (3d6 Body Drain) (-1/2) Only against bone (-1/4), Extra Time: 1 Phase (-1/2). Active cost: 120 End Cost: 12; Magic Roll: -12; Casting Time: 1 Phase Real Cost: 25
  22. Re: "I shoot the escape pod!!!" We have a long going (almost 10 years!) FH campaign. One of our newer players decided she wanted to run a session to which we all agreed and encouraged. She spent weeks preparing. The plan was for us to explore a lost pyramid in the desert and fight a nasty monster to free her PCs siblings in an epic battle. The group falls into a cesspool with the big nasty (composed of a big giant eyeball and tentacles) and phase 12 begins. My warrior has a barely better dex and going first, I immediately use my phase to do a full move toward it. On it's segment the big bad goes into a tirade about it being a terrifying god, you'll be my slaves, yadda yadda, etc. and hits the entire group with an area affect mind control which generates from it's giant eyeball with the command "FLEE IN TERROR!". Everyone flees except for me 'cause I've already used my move and can't flee. At post 12 she gives everyone an EGO roll to fight the mind control and myself and our air mage succeed. In the next phase I again go first and chuck my mighty harpoon at the "God of Sewage". And hit it. In the head. Which is a big eyeball from which it's powers originate. Then one of the other players points this out and asks if it's blind, with a quavery voice, she replies "Yeees and it's stunned too...." followed by the mage lightning bolting it to death. The big epic battle she had planned for weeks lasted less then two combat phases. And for a good year, evertime some villian tried to wow us with his mighty presence, I got to reply "Pffft, and are you a god?". The GM has since learned to have a back up plan and to lie like a dog when she runs now. So, lesson learned.
  23. Re: Tell us about your Pulp game! Nah! He's played with us for years and knows how we are. And he's read the pulps. Many of the crime fighting and noir heroes were killing bastards when they wanted to be. Just check out the Spider. His Shadow character in our crime fighting pulp game has had no qualms about surprising and gunning down a bad guy. He told us latter that in the first case, he had just forgot that I had that kinda money and hadn't anticipated a counter offer to his mercenaries and had to scramble for an excuse that let them refuse such an offer to keep the plot on track. Which was for them to double cross us which we all knew was comming but went along with anyways, 'cause this is the pulps. In the second, he didn't know what to expect. He figured we would either abandoned ship or just start shooting pirates. He knows how we feel about outlaws and pirates. In another surprise, I let the one pirate go with a life boat for helping us and actually, that pirate that got kicked overboard probably got off better then the rest. For being an "example", he at least got a chance to survive tho' a small one. All the rest were turned over to the British authorities where they will most likely get hung or shot for piracy. And since this is the pulps. It gives the GM a perfect opportunity to have that bad guy survive and show up again.
  24. Re: Tell us about your Pulp game! Well, we had an interesting game in my Adventure Pulp pitting us against those pesky Japanese. The Japanese hired infiltrators on the crew who created some engine difficulty during a storm to get us to abandon ship. They wanted the cargo of aircraft engines secretly bound for China. The look on the GM's face was priceless when one of the infiltrators refused to tell me what they had done to the ship's engines and I promptly kicked him over board in the middle of the storm. The rest got real helpful then... We also had a new member added, a National Geographic photog that can turn himself invisible due to some wierd science accident and has a Mongolian sidekick/bodyguard named "Giggles". And it looks like we may be getting another player who wants to play the airplane pilot/two-fisted hero. Yea! I may re-edit my original post when I get the new character's names and write ups.
  25. Re: Name for a Pulp Hero group? Thanks for the reply. Yeah, we thought of that as kind of a default but we decided to use "The Phantom League".
×
×
  • Create New...