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JakSpade

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Everything posted by JakSpade

  1. I would suggest only using Combat Luck when the character is in a compromising position, where he is unable to count on his luck (someone Finds Weakness on him, perhaps, but mostly if he is unarmored or stunned, unconscious). Having 3rPD all the time is a little too efficient, I think... It might help him from getting hit with range weapons, say, if someone was firing into a melee... Just a thought... Jak
  2. Man, I've been falling down on the job... here's one I thought up the other day... "Pass me by..." Description: Mortally wounded soldiers or those who don't wish to fight any longer (due to injury or cowardice) use a small cantrip to mask themselves from the enemy, as they prowl the battlefield, looking for wounded. This cantrip camoflages(sp?) the soldier from the eyes of his enemy by making him appear to be part of the dead lying about, or covering him to the local terrain (rocks, trees or leaves). This cantrip has been abused by several thieves and assassins to gain an upper hand on the enemy during and after a battle. Mechanics: Images vs. Normal Sight (10pts), User must be prone or 0DCV (-1), 1 minute preparation (-1 1/4), Incantations (-1/4), No Range (-1/2), Requires a Stealth skill roll (-1/2), Does not work in darkness (-1/2); Cost: 2pts or Simulate Death (3pts), User must be 0DCV throughout (-1), Requires a Stealth skill roll (-1/2), Does not work in darkness (-1/2); Cost: 1pt How's that? Jak
  3. These are all coming out pretty nice... I was thinking about writing up a quick trick for storytellers/puppeteers, but it would have required too many points... It would have been something like: Puppeteer Description: Every child in the villiage remembers the old man who sits in the corner of the hall and tells stories with his neat puppets... and sometimes, if they look closely enough, they can see that the puppeteer isn't using any strings! Mechanics: 2 STR Telekinesis (2pts), Fine Manipulation (+10pts), 0 END, AOE 1 hex (+1/2), Gestures (-1/4), Incantations (-1/4)... and I ran out of ideas for limitations... help? Jak
  4. I like these a lot. Very "OId School Grandma". I think you could write these both up the same way (1 pip Heal Body, Only vs. Cloth), but Mend would probably have an instant affect, where as Needle could be over time, and require a PS: Seamstress skill roll. I'm not sure how I like Change of Pace... that would probably help if you were a Storyteller or something... Color and Kwirai could also be written up the same way (1d6 Cosmetic Transform, OAF, Phase Delay, Only vs. Clothing, etc)... I know Hero v5 changed Instant Change, but I can't remember if it's part of Transform or not... Good examples, Jak
  5. Here's one I just thought up... an interesting side occupation for an old farmer or crafter in the villiage would be as a diviner, someone who was taught to locate water (or other items) by using an old-time technique, taught by fathers to sons, or mothers to daughters. Divining(?) Rod Description: Taking a bendable stick or rope, a diviner may use this device to locate the proper location to dig a well, open a mine, or find a stolen object. Mechanics: Detect Water (or other single item, 5pts), OAF stick, rod, or rope (-1), Concentration (-1/2), Incantations (-1/2), Gestures (-1/2)
  6. Ok, here's a ragged attempt at producing my first Midwife Charm: Newborn's Blessing Description: After a baby is born, a serving midwife may create a poultice or herbal charm that will protect the newborn from common infections and diseases until he is old enough for his immune system to take over. Mechanics: Life Support: Immunity to all diseases and biological agents (10 pts), OAF charm necklace (-1), Fragile (-1/4), Only works on newborns and infants (-1), Extra Time to prepare One Hour (-3), Requires a KS: Herbology-1 or KS: Alchemy-1 skill roll (-1/2) What do ya think? It comes out to 1.48 real points... that close enough? Jak
  7. OMG, I love the art, Storn... my campaign art folder is chocked full of Storn Cook art. My players love to see your characters when I show them. Of course, when I usually show a picture of an NPC, it means they'll be around for a while... very cliche', I know... I'm hoping to commission a couple of characters from you myself as soon as I get money.... Jak
  8. Wow, that's a pretty interesting idea... I've thought about adding 'knack' like magic to my campaign. Those are some good examples, I hope you don't mind if I use them... I've actually started to think about what kind of professions would use knack magic... one that comes to mind... midwives. I can see grandmother midwives using knacks to help women with pregnancy, childbirth, and even the child's early life (to keep them from dying from diseases early on)... Wow... thanks for the inspiration... keep it up... I might post some stuff here (if I get a chance). Jak
  9. Jurrasic Timeline? The government has lost contact with the isolated Pacific island that housed Project Promethius, the NASA project to create and test Earth's first massive ion drive engine. Satelite and fly-by recon has detected strange energy emissions (and vehicle power loss) coming from the island. Since this project isn't public knowledge, the player characters must infiltrate the island, and find out what's going on. [GM info] What the players will discover, is that one of the scientists on the project, has modified the ion drive engine to absorb neutrinos as a power source. The scientist doesn't know that the engine is absorbing an enormous amount of neutrinos, and instead, generating an unstable space/time bubble, which is warping time on the island. The island now has pockets of time bubbles, linking the present to different time periods... jurrasic period, old west, WWII, etc. The characters have to figure out how to shut down the engine without causing a temporal incident.] Interesting enough, NASA is actually testing a real ion engine. Check it out here... http://www.jpl.nasa.gov/releases/96/ioneng.html How's that? Jak
  10. Here's something I just got in the mail... edited of course. The most Reliable Extended Super Vehicle Warranty Out More Information Here We have over 20 years experience in the auto industry and will offer you a full range of Plans for you to choose from.
  11. Re: Re: Ars Magica inspired magic I started reading this document, and I thought to myself... what if the Hermetic Techniques decided what Limitations could be used with the spells? For example, the "Creo (I Create)" technique would only require that the mage use a quick wave of the hand (Gestures -1/4) or power phrase (Incantations -1/4) , but the "Rego (I Control)" technique required that the mage be able to speak to the target, or have telepathic contact. Any ideas? Jak
  12. I don't have my book with me, but I think it goes like this: A Profession Skill is a general skill that gives the character knowledge about the procedures to do a specific job (I know how to work as a taxi driver, or a baggage claim guy), basically the ins and outs of a job (or the experience of doing a job). If I were a genetic researcher, a PS: Genetic Researcher would mean I know how to use a lab to extract DNA from a cell, etc. A Knowledge Skill says that a character can recall specific information about a topic (I know what a taxi cab looks like, I know that the cab driver gives people rides for money) without any specific experience of the job itself. If I were a genetic researcher, a KS: Genetics or SS: Genetics would mean that I know almost anything about genetic research, but I don't know how to physically extract DNA from cells (even if I had a lab). I would think that PS: (Magic School) would tell the GM that you know how to research a magic spell, make magic items in a lab, and know the ins and outs of the mage environment. But a KS: (Magic School) might tell the GM that your character knows how to read magic writing about that school's spells, cast those spells, etc. How's that? Jak
  13. I like it! I can see that you put a lot of work into this document. And I liked it a lot. What I found most interesting about your notes is that they allow for basic magic use as well as 'mix-n-match' mages. It also leaves the system open ended for experience spending, so that you either start out a powerful mage with little control (like Luke Skywalker), or a beginner with the ability to expand (like say, Harry Potter). What I found a little confusing was your point cost description (under Arcane Magic, #1) seemed a little vague to me... when I read the example (of John) later on, the 5x(points spent on perk) didn't seem to make sense at first. But maybe that was just me. Are you planning on using Knowledge skills in this as well as Professional skills? JakSpade
  14. Any chance there's going to be an Ultimate Doomsday Device sourcebook? Jak
  15. Heh Heh... "All the 1pt gadgets you can keep down for a dollar!" I would think that a gadget book should hold information for many types of heroes: Realistic: Police officer gear (pepper spray, hand cuffs, night sticks, battering ram, gas masks, eye protection, special boots, etc) Heroic: James Bond or Lara Croft gadgets (flying hats, garrots, boot knives, swing lines, mini lasers, rebreathers, collapsible knives, lock pick tools...) Superheroic: Jet boots, blaster gauntlets, force field and invisibility suits, special use items (arrows, pills, shuriken, tiny bombs), gasses and drugs, eye gear...) that's it for now... Jak
  16. Is the division of the Real Cost by 3 including all the lims on the spell, or some other ruling of fuction of the magic system? If I know that all the spells in a certain magic system have a -2 lim on them, I can customise the limitations to fit the system. Jak
  17. You guys are working too hard... Xd6 Energy Blast, Damage Field, Uncontrolled, Continuous, Only Works on Metal Targets, Reduced Penetration ... blah blah blah Pump some endurance into it (heating the metal), and let the damage sheild work. It's not cheap, but effective. Jak
  18. You know, I haven't read much of this thread (other than the first page, man it's long), but here's some things I'd like to see... * Mastermind and minion creatures you can expect to encounter on a local or kingdom setting. What I mean by this is: Say an Ogre Mage set up camp in the area, what kind of forces could he be expected to have, and what other monsters could he control to cause havoc in the local shire, barony, or kingdom. * Monster teamwork notes - tribe, pack and family issues, tactics or just notes. * Don't forget to give us some ideas about what motivates these minions and villains... if the Ogre Mage loves gems, then he should be bothering the player characters by getting his hands on as many of the local gems as possible. That's all for now... Jak
  19. A POX ON YOU AND YOUR WONDERFULLY ADDICTIVE SERIES OF BOOKS, ACTING LIKE A PLAGUE ON MY WALLET... er I mean... Congratulations! All Hail Hero Games! Jak
  20. VPPs work well for "utility belt" type characters, who can create various gadgets and effects at the drop of a hat. You can even limit the pools so that they don't change until out of combat situations (that require gadgeteering, prayer, rituals or re-equiping closets). I think that people are most upset with the cost of VPPs as compared to the other frameworks... personally, I thought about using elemental controls for magic... haven't tested it yet... Granted multipowers are cheaper, I (as a GM) wouldn't allow a character to change slots in his multipower (it's just the nature of the beast), even if he created it to be his spellbook or box of potions. Jak
  21. I would place potions, scrolls and such into the pile with the rest of the magical items, which I wouldn't charge experience for unless the characters wanted to use the item for long periods of time. In other words, I would consider it normal equipment (such as weapons, armor, and such). The players have the choice of paying for the magic item, which means it's THEIRS. If they don't pay the experience, than the item can be stolen, broken, hunted for or become a plot point for the GM... The character creating the items would have to have all the $bucks$, skills, tools and time to create the items. If he wants to keep a potion and use it exclusively, he has to pay points for it. But if he wants to sell it or give it away, he doesn't have to spend maintenance points for it, just spend the time and effort making it. Once it leaves his hand, he get's those points back. Jak
  22. Re: New RPG The Spycraft d20, produced by the Alderac Entertainment Group is probably one of the coolest d20 games that I've seen come out (besides Swashbuckling Adventures, also by AEG). It's basic d20 mechanics with some of AEG's twists. It handles a four-color espionage style game well, and is easily ported to games like StarWars d20, etc. You should go check it out. I highly recommend it. Thanks a boatload. I had heard that AEG was doing a SG1 game, but didn't know the particulars about what was offered in the book. This article helped a LOT. Jak
  23. Hey HL, If you want, you can send those to me, @ dboddie@uark.edu... I'd be happy to give you feedback, and also point you in the direction of some really nice Stargate SG1 info sites... Thanks in advance, Jak:)
  24. Reload your page, unless you have Java and Javascript turned off on your browser, in which case, you'll have to turn it back on ... I think. Jak
  25. You know, I still haven't quite figured out the Hero Central site... I know it's an online play site, but I guess I just haven't worked out the whole navigation scheme... Jak
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