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Mr. R

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Everything posted by Mr. R

  1. I posted about divine magic system, now I want some possible spells. These should not be the mobile artillery that arcane mages are, more buff and sustain types. Also I am a proponent that differing deities will have differing abilities. So first up: God of Commerce: Also the traveler, the explorer, of keeping your word, oaths (for good or ill). The god of the legal cheat. The collector, the god of wonder and exuberance! Master of language. (any other ideas?) PS feel free to suggest a name for him as well!
  2. Possibly. Depends on the spells and their costs!
  3. So modified Mandatory is Contact Roll at (-1/2) and Must fit within deity's portfolio of interests and influences, (-1/2) Required Advantages: Indirect (+1/2), IPE (+1/2) Required Limitations: Concentration (-1/2), Extra Time (-1/2) Restricted Advantages: Red. End (+1/4), SUGGESTION PLEASE Restricted Limitations: Side Effects (-1/4), Reduced By Range (-1/4) As well they have to purchase and END Batt with a restricted REC . This makes it so a 30 point MP and five prayers will cost 20 + 2 + 2+ 2 + 2 + 2 =30 Contact at 14- = 6 End Batt = 12 (points of starting character/10 so 125/10) Total = 48
  4. Remember this is for a MP not a VPP. I want to keep this simple as I cannot be sure that my players will have any system familiarity or mastery of Hero System. Plug and Play is my goal. So my next post will be what kind of powers would each deity give out!
  5. I want to describe the city in greater detail. So what are some of the points I need to elaborate on? Government: Elected Consensus Council and Mayor with elections every 8 years Districts: Docks (it is a port) ----Ship builders Merchant quarter Crafters lane City Guard Mage Schools Various temples (should they be in their own district, or spread around the city?) Low class housing Mid class housing High class housing Sewer System Smugglers Lairs City Guard: Three levels 1- Basic guard (the Hawks) 2- Investigators (the Owls) 3- Special Branch (catch all for strike teams to assassins [hey they might be good, but not stupid] called the Eagles) Any other ideas you can think of?
  6. I like that idea! But I don't want it to get too expensive to do even to smallest effect (though that is what limitations are for!)
  7. I am curious though. Is that a straight roll (IE Contact at 14-) or is it modified ( IE Contact 14- with a -1/ 10 points it the spell) or do you do a third alternative?
  8. Either that or Ego. Self confident and sure of themselves and with the will power to resist going off track!
  9. I like the suggestion and was planning a MP (I am not going with the idea that my players are Hero System savvy, so Keep It Short and Simple [KISS])
  10. After some thought I decided I wanted some type of clerical/divine magic. And not wanting to re invent the wheel, I thought the Metier style that I am using for Arcane magic could serve as a framework for Divine magic. SO: Mandatory is RSR at (-1/2) and Must serve deity's plans (-1/2) Required Advantages: Difficult to Dispel x4 (+1/2) Required Limitations: Incantations (-1/4), Gestures (-1/4) Restricted Advantages: IPE (+1/4), Red. End (+1/4) Restricted Limitations: Side Effects (-1/4), Reduced By Range (-1/4) All Clerics will have a Mana Pool (End Batt w/ Rec) that will power all spells. Out of power means that god's done working with you for the day. Also for no points the spells must fit thematically to the deity in question. So - Goddess of Earth: Mistress of Agriculture. Lady of Seasons. Birth, death and milestones. Queen of the Forest/Jungle. The herbalist / poisoner. Will have a different EB than Fire Lord Heat, chaos, Uncontrolled fire, OK poke holes and suggest improvements!
  11. Before I go into it I need to explain how government works in the Northwest Territories of Canada. Federally we follow national politics, with parties and party lines etc. But territorially (think Province but smaller population) we have what is called a Consensus Government. We have an election and Members are chosen for the Legislative Assembly. So who leads? Well the members chose from among themselves who will be Premier (think Prime Minister) who will be minister of <<<<<<<, and minister of >>>>>>>. Etc. My idea is this, there is an election where people vote for a representative from that district. When the Assembly gathers, they chose the Head Mayor and the Second Mayor as well as all the various minister. After four years, the mayors switch places, a ministerial shuffle takes place. Four years after that, new elections! This keeps the idea if the two mayors from history, but also gives a way that said mayors change positions and how Power is ultimately handed down! Thoughts? Suggestions?
  12. Let me stew on this a bit and I'll come back with an idea tomorrow!
  13. I like that! Should I make it hereditary OR should I have elections (on separate years)? If no elections could I go like the old roman emperors and choose my successor?
  14. After going through the History of Aerelios to the present day, it is time to state the government. Now in the History, there was a time when Aerelios was split in two and under the control of two differing nations and having to answer to two different overlords. Thus two mayors. But as they had similar concerns from time to time, they co-operated when it came to emergency measures. I feel like this system has continued in a slightly different format to this day. Before it was Aerelios East and Aerelios West. Now Rather than east and west it is.... and I am stuck. Any suggestions?
  15. And lets not forget the "Here's a new contact for you 8-. Mark it on your sheet!" and the related "OK, everyone, you have a 1 point favour from [insert person], Please mark it on your sheet!"
  16. After reading the thread about Red Doom, it caused me to think about other classic modules and how they can be updated. Some are easy like To Serve and Protect or Wrath of the Seven Horsemen or Target Hero. But some didn't age well, like Red Doom. Now one I liked was Atlas Unleashed. Interesting premise and a selection of villains that some were totally despicable and some were almost redeemable. All framed in a group that wanted to make the world a better place, and were willing to kill you to do it. Silver Age Sentinels later had an example of a villainous organization called the Reborn, but the feel was similar. My question to the group: How would you modernize Atlas? Or are they another group that didn't age well?
  17. Last one is daddy's little girl. In the fluff about her they refered to powers that were not on the sheet, but I think this is because some powers are really package deals. SO I erred a bit and added them in! Lorelei is expensive. She has a summon elemental (not cheap) and the usual fly, ff, eb combo of powers. The elemental alone makes her dangerous as she can have an ally with her adding to her attacks (even at spd 2 it allows her an extra two attacks). Add that she is a totally committed nazi, and you have the workings of a story line to try and reform her and it failing spectacularly. Power up you add to the MP. Telekinesis (wind), more flashes (sound), a NND (cold), darkness (fog).... you get the idea. Making her elemental more powerful could work as well. Weaken her you reduce the MP to 10d6, the summon by 10 points and get rid of the ranged combat levels!
  18. Thank you. I am basically condensing and adding to material from a supplement of mine. And I had to do a LOT of condensing. Their time line goes for 6000 (Yeas SIX thousand) years. Oh and the wars just result in the borders just resetting to where they were before. Like these countries have remained static for 50 centuries! Like I knew the elves were unchanging, but this is OVER the top.
  19. Explain please. If I can make it more concise, I will. Anything extraneous I want to leave out!
  20. Last entry Any suggestions or additions? Should I make the timeline longer (IE make the events happen over a longer period of time)?
  21. Every team needs one totally irredeemable member Like I said above. He's the Human Torch. To power him up , SPD 5, like seriously he's scary enough as is! To power down, reduce both EBs by 2d6 and get rid of the skill levels!
  22. Mr. R

    New Styles

    So as many of you know I am (slowly) working on my campaign. Mostly its an intellectual exercise, but if I ever use it, I want to make it work. So I am using a system of magic from Mr. Killer Shrike http://www.killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/Metier.aspx Central to this system is the Styles that differentiate the different practitioners. On the Page he has five General Purpose styles. They are: Preciat Required Advantages: Reduced Endurance (0 Endurance; +1/2) Required Limitations: Incantations (-1/4), Side Effects (-1/4) Dosao Required Advantages: Reduced Endurance (0 Endurance; +1/2), Difficult to Dispel x4 (+1/2) Required Limitations: Concentration (-1/4), Extra Time (-1/4), Incantations (-1/4), Gestures (-1/4) Grendmere Required Advantages: Difficult to Dispel x8 (+3/4) Required Limitations: Increased END Cost x2 (-1/2), Extra Time (-1/4) Selembri Required Advantages: IPE (at least to two senses; +1/2) Required Limitations: Increased END Cost x2 (-1/2) Vorba Required Advantages: Difficult to Dispel x4 (+1/2) Required Limitations: Gestures (Complex, -1/2) I like. But then he gives examples of more ... Limited Styles Conde (con-DAY) is a purely offensive Style known for its destructiveness. This Style only has attack oriented Matrixes. Signature: Matrixes of this Style are typically simple and single-purposed, and feel "hot", "volatile", or "dangerous" to those with Mystic Senses. Required Advantages: Armor Piercing (+1/2) Required Limitations: Gestures (-1/2) So Mental Powers, EBs, RKA, HA, Flashes. But would Dispels and Supresses be included? Fegoh (FAY-go) is a highly specialized Style based entirely around enhancing movement. This Style only has movement oriented Matrixes. Signature: Matrixes of this Style are typically simple and single-purposed, and feel "swift", "efficient", or "quick" to those with Mystic Senses. Required Advantages: Combat Acceleration/Deceleration (+1/4) Required Limitations: Concentration (Only to Activate, -1/4) So Flight, Running, Gliding, Swimming Would Tport be added? So now my question/ appeal. I want other of these... niche styles Example a Warding Style with only FF, FW and Entangle (Barriers only) One that only deals with senses like Flash, Darkness, Change Environment, Images, (Invisibility?) Any Other ideas?
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