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Mr. R

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Everything posted by Mr. R

  1. So a fix! Coldar is the chief guard at the gate. He is very serious about his job and will look at EVERY bag, box, and wagon. He is hoping to rise up the ranks soon as his wife is pregnant again and he could use the extra money. Some other guards worry that this could be used to put pressure on him to look the other way, and then fall out if he doesn’t comply!
  2. Point taken. Thank you, I will fix this and re-present it!
  3. Some people found near the Gates Tenryk Gate Farmer's Gate Fisher's Gate Danris Gate The Steppes Gate The Forest Gate
  4. Actually that was part of my inspiration!
  5. Sorry I gave the wrong dimensions. East-West 700 Miles (1120 KM) North-South 150 Miles at the Narrowest (240 KM) and 250 Miles at the Widest (400 KM)
  6. The supplement has suggestions in it, so I'll go off that. But also the Aerelios is a trade hub. Its like that story about Harrods (that store in London) where someone goes to its pet department. Client "I'd like to buy an elephant!" Salesperson "African or Asian?" This has been a learning experience to be sure. It has certainly opened my eyes to what goes into a good supplement (and also what they SHOULD NOT do or insert)
  7. When I was developing my ideas, I wanted a varieties of magics. AND I wanted concept that were easy to grasp by people who may not be familiar with Hero System. Metier was the traditional caster type but it is easy to grasp and easy to expand. I teach at a high school and I explained it to a few of my D&D playing students and they got it pretty fast (One really liked the Invisible effect style). Totemic magics was that more primitive magic type, but again easy to implement. Runecrafting was for a) a more proactive type, with a time constraint and b) a source for all those wonderful toy...er magic items. But I had deities in the mix, and I wanted to make them different yet again. I tried at least two types of magics, and then I remembered an OLD Bard Games supplement with alchemy being from two traditions, one of which was called Force of Will. So I mashed it together, calling it Clerical Alchemy. Clerics use the Alchemy rules provided, with the Power Skill based on EGO not INT. Add a few KS based on knowledge of your temple's lore and history, and certain rituals, and I have a package deal. Also this gives a rational for why all those potions (you know that D&D staple) are around. Ther may not be a lot of clerics who can do the proper rituals, but there are more than enough to keep the campaign supplied.
  8. Noted. I'll add that in!
  9. I am using an OLD Shadow World module as an inspiration. Image a great basin area dominated by an inland sea (Called the Gefting Sea). It runs 250 KM east west and 100-150 north south. It looks like a rectangle with the long side on the bottom. Now imagine ALL the rivers flow into this basin, except one at the upper left corner. This is the Kulana River and it flows north to eventually reach the norther jungles. Aerelios is the city located at that corner area. So all trade eventually funnels though it. The city itself is actually on both sides of the river (It is a BIG RIVER as it has to handle ALL the water coming into the Basin), so there is an East Town and a West Town. Who are the Gatekeepers?
  10. Goblyns Are more like demons. They viscerally hate humans. They represent the wildness and chaos and dangers of the places yet to be seen. And Goblyns is a catch all term for: Goblyns- your usual nasty hack and slashers. Some make it to Lord and Mage status Bugbears- Larger, stronger and more sneaky Ogres- for when you want to give a serious challenge (And yes there are Ogre Mages) Trolls- "They have a Cave Troll!" Giants- Some are not that bright, but some are Lords and Mages and can give a whole party great challenge.
  11. History of the City On this continent the Jungles are north because this is the southern hemisphere. As such the colder, more ice bound areas are to the south. As for magics, I am steal... err, borrowing it from here: Traditional Casters http://www.killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/Metier.aspx Totemic Magic http://www.killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/TotemicShamanism.aspx Runecrafting http://www.killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/runecrafting.aspx Finally Clerical Magic is potion based (Called Clerical Alchemy) http://www.killershrike.com/FantasyHERO/Content/PackageDeals/BasicPackages/AlchemistMaster.aspx http://www.killershrike.com/FantasyHERO/HighFantasyHERO/shrikeMagicItemsArtificing_Ephemeral.aspx Sorry for the info dump!
  12. Maybe, but I am keeping this list smaller for starting purposes. I'll add to it after I get a campaign going! But this is just to add some verisimilitude to the game!
  13. Not White Dwarf! White Wolf. From back in the late 80's early 90s!
  14. A city is made up of people and so I am delineating some of the personages of the city. Not only the movers and shakers but also some of the more street people. Lets start with the two people who run this town. Any comments and suggestions welcomed!
  15. Thank you keep them coming!
  16. I have an idea for a villain team. At the top is Singularity, who has bequeathed power to four people who act as his minions and agents in the world. We have: (name): Electromagnetics. Electric blasts, Flight, FF. Mass Driver: Gravity. Similar to above, but also some TK Brute: Strongman. Brick, flight. (name): Radioactive decay. So a lot of drains. And flight. Singularity: good Str, PD ED, flight and a large VPP which allows him to use any power his minions have. I need some names and a few ideas for some powers. Also ideas for plots and such! (Yes this is cribbed from a VERY old White Wolf Magazine article)
  17. View my comment above about a PC falling behind. Given your usual roll for damage is 8-10 dice, this means, in the case mentioned, burning at least 6-8 exp. At 1-2 exp per session, that is four sessions minimum, six on average. What can I get for 6-8 exp? Two new skills +1 all combat A new talent or two +3" fly at 1/2 end Yeah..... no thanks. Please get away from this idea of burning exp. for dice rolls. It looks cool, but in reality it is a death spiral as the PC that uses it is now in a hole compared to the rest of the group. I am going to go heretical here and refer to ADnD. For the quick benefit now, you get NO Exp. for the next 4-6 sessions. It matters not the level, you get NO EXP. Now all you group mates are at least one and maybe two levels higher, with the extra to hit, HP, skills, skill checks, spells, special abilities. NOPE!
  18. I remember reading about a game that used this and it was found that the PC who decided to burn his XP like that was slowly falling behind the rest of the team. As he had no XP to improve, he had to burn more XP to just keep up, which hindered his advancement further. I would recommend the suggestions above IF you want to keep the the idea of XP as luck points. As an alternative though you could just use Luck and modify it. Roll your luck and that is how many points you can use to modify your rolls.
  19. Remember that the number of points are a lot LOWER. I made some NPCs at 150 pts, then some at 125 pts. It may seem a small amount, and in a Champions game it is, ( 325/350 is 93%), but at that lower level it is HUGE (125/150 is 83%). So you make a thief Dex 18 (24) Spd 3 (-4) Int 13 (3) PD 5 (3) ED 5 (3) Skills Stealth (3) Conceal (3) Climb (3) Breakfall (3) Pick Locks (3) Security System (3) Paramedic (3) Shadowing (3) Streetwise (3) WF (2) Combat Skill Levels (5 to 10) Contact (3) Favour (3) So very basic costs 69 to 74 points. Now at 125 pts you have about 50 pts to spend. Languages, riding, TF, Knowledges, Prof Skills. Believe me it disappears Fast! At 150 you have 75 pts. A little more room.
  20. Another organization. Module "From Beneath the Waves" That group of villains with an underwater theme. There was a whole villain team and a group of agents. And considering that earth is Mostly covered by water!
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