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lynnlefey

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Everything posted by lynnlefey

  1. Re: One shot Game Ideas I actually just came across an ID badge one of my players made for a one-shot game I ran. It was called 'Survivor: Isla Nueva' It was patterned off the Jurassic Park idea, and added a twist of players in a game of Survivor competing on the island of dinosaurs. The players were awarded prize money for certain actions (mostly successfully baggin dinos), and were awarded for carrying portable head-mounted cameras (There were no film crews). The groups were allowed a certain budget ($2000 dollars if I remember correctly) for equipment and weapons, and were airdropped onto the island. GPS units gave them coordinates that they had to navigate to for clues to location provisions and such. The island had been declared a biological hazard, and had been scheduled for destruction via nuclear devise. As the game progressed, the players discovered that experiments on the island were on-going. Someone had developed a saurion race that seemed to be sentient, and other experiments were going on. The various NPCs in the game were of all stripes, some being more or less normal, two industrial spies who were after the various technological breakthroughs made on the island, a hollywood action star trying to reboot his career, a big game hunter, etc. The players (and NPCs) were split into two teams (with all PCs being on one team), and given GPS 'extractors'. Should the game ever get too dangerous, they simply had to press an 'extract' button, and hueys would fly in and extract them. Or so the theory went. In fact, the buttons did nothing. It was a fun one-shot, with lots of screaming and mauling by dinosaurs as well as firefights between the PCs' group and rival group as they fought for resources (food, vehicles, etc).
  2. Re: Golden Age Superheroes as Pulp Heroes James Rhodes took over the guise of Iron Man for a while when Stark was dealing with severe alcohol issues. Later on, when Stark took the role over again, he also made a suit of armor for Rhodes, who took on the identity of War Machine. I was just thinking about Green Hornet and such. And really, the whole cast of 'Watchmen' minus Dr. Manhatten.
  3. Re: Calling All Heroes! Due to lack of interest in this project (I think I recieved seven characters), I've let the project drop. It may get revived some day, but as of now, it's dead.
  4. Re: Cleric 3.5 Spell Conversion Dear mister Killer Shrike, It has come to my attention that you totally kick ass. My most sincere thanks for doing all the hard work so we, the lazy pathetic unwashed masses don't have to. In closing, (grovel, grovel, bootlick, genuflect, "We're not worthy")
  5. Re: Spell Idea: Frost-Locked Hands "Fluffy Oven Mittens of Spell Fumbling" Right... That's just too silly!
  6. Re: Stacking a power? After long deliberation, I have concluded that AID would require so much painful shoehorning and so many absurd limitations to make it be what I want, that I will simply use RKA and give it an advantage modifier to make it stack with the existing arrow's RKA. Or, maybe buy the full RAK and limit it to override the normal weapon's damage. Either way, both solutions are vastly more elegant than trying to shoehorn AID into the solution, it seems.
  7. Re: Spell Idea: Frost-Locked Hands The problem with that solution is that we're not talking about a single skill. A cleric may have 'Requires Faith Roll', and there are a handful of magic skills, Body Magic, Thaumaturgy, etc. Secondly, I'm not looking for a decrease in skill. I'm looking for auto-failure for anything requiring gestures. Building it as -18 to a skill roll is, IMO prohibitively expensive. Doing so for multiple skills... man... The numbers hurt my eyes. Now, assuming all casting skills were INT based, I suppose I could just say the effect was a minus to all INT skills... which seems kind of odd for frost covered hands... OR... is there some way to just sort of logically lump all spell-casting skills under one skill penalty? The IDEA of it causing skill penalties isn't bad, just not what I had in mind. Also, keep in mind my special effect of frosted hands is just that, a special effect. The primary function was to cause spell failure for any spell requiring gestures. What came of my initial attempt to do this was a spell that just so happened to also affect fighters and other folks. That was an unexpected side-effect, not an intentional function of the spell. Maybe it would be easier for everyone to accept this as an entangle if you imagine it being hands encased in ice, not just covered with a veil of frost.
  8. Re: Spell Idea: Frost-Locked Hands Yup, I worked that out already. Anything over 3 DEF would go from being a hindrance to screwing the character completely without intervention. The most powerful version I've made so far was 3 DEF, 2 BODY (increased DEF over body). Even that seems fairly powerful. As for DEX drain, the idea is solid, but I'm not seeing how it mechanically achieves what I want to do, which is prevent wizards from casting spells with Gestures. As the Gestures limitation has nothting to do with one's DEX, it's not effected. Sure, if they have to target someone wiht an attack power, it'd make them more likely to miss, but not prevent the casting in the first place. As for the frost being broken away by attacks, that's just one of those things that building in the hero system system seems determined to make difficult. There's other issues, like there really probably ought ot be a linked NND of a die or more damage, as having your hands frozen should do SOME damage. So, the build's not perfect, but that's why I posted the idea, so it can get hammered into a useful form. My intent on the original build was an entangle that could ONLY be attacked by heat/fire, but that's not how the 'Takes no Damage From Attacks' advantage works, and I'm stumped on how to build such a thing. I guess I'm looking for the exact opposite of NND, something that makes a defense impervious to all but one attack type. And, as always, your inputs are greatly appreciated.
  9. Re: Spell Idea: Frost-Locked Hands Rapier, the description of Entangle specifically states "restrain, immobilize, or paralyze" which the exact intent of the spell. I know its not how we usually imagine Entangle ot be used, but I'm pretty sure its the power for the job. As for STR to break... yeah, rereading 'Takes No Damage from Attack' makes it a little more clear about this. I think this being the case, I'd remove the advantage, as it doesn't help much in this case. However, since no one, not even any of the fighters in my game, have 20 STR, none of them would escape it as a free (casual STR) action. Adding a second die would make it a LOT harder to escape, and even at double the cost I mentioned earlier, it'd still be a reasonably cheap spell. With 2 DEF, 2 BODY, even the use of full strength by the strongest of the characters would take more than one action, and it would take at least two from the spell casters. This may be a better representation of what I'm after. I'll play with it a bit more and see what I can come up with to suit my intent and needs. However, as the dice start climbing, it doesn't seem ot be the uberspell I feared.
  10. So, I have been tinkering with a low powered spell for wizards to use against other wizards, and came up with this... Frost-Locked Hands Entangle 1d6, 1 DEF (Standard effect, 1 BODY, 1 DEF), Takes no Damage from Non-Heat attacks (+1/2) (15 Active Points); Set Effect, Hands Only (-1), Requires Magic Roll (-1/2), Cannot Form Barriers (-1/4), Incantations (-1/4) Real Cost 5 After casting this spell, the target's hands are covered in a numbing frost which does not melt naturally. This is to wreck any spell the wizard has with 'gestures' as a limitation, which I've made virtually mandatory in my game. First, note that the Takes No Damage limitation is actually bought at the "All Attacks" level, even though the special effect should allow heat/fire to get rid of it, but since that was only one special effect group, it seemed that the "All Attacks" level was most appropriate. Now, Turakian Age magic is bought at 1/3 cost, so this spell would only cost a caster 2 points to purchase. And for 2 points, you get to screw not just wizards, but virtually every character class that requires the use of their hands... which is pretty much all of them. Did I just stumble across a massively abusive spell, or am I missing something? If you purchase an entangle with "takes no damage from all attacks", well... then... how do you ever get rid of it? Since this is an attack power, you attack the target normally, but the limitation is applied of 'Set Effect, Hands Only' where you normally have to take massive penalties ot target hands specifically. Well, yes, I understand that without the limitation, the spell would also make them incapable of walking, moving their head, etc. So, I guess I can accept this particular limitation as viable. And, heaven forbid I add 'Line of Sight', and 'Area of Effect, one hex' advantages, which would only boost Real Cost to 8 (and Turakian Age cost to 3 pts.) and make all attacks with it against DCV 3. In short, it just seems that the cost is not nearly as high as its usefulness would dictate. Any thoughts?
  11. Re: Ultimate Grimoire HD Prefabs updated Dude... you are like my hero... and stuff. Seriously, this is a great resource. Thanks.
  12. Re: Stacking a power? Well, I think mechanically speaking, Aid is exactly what I'm looking for, but in this case, its rediculously expensive. As I pointed out earler, it'd be cheaper to buy the RKA power at full 4d6, than buying a power that added 2d6 to an existing 2d6. And, it's not even a LITTLE cheaper. UltraRob, yeah... sorry to be so quick on the draw there.
  13. Re: Star Fantasy, some ideas please? Before the introduction of Spelljammer, I had added ships to my game that could cross the nothing. My custom-built world was disk shaped, with basically two different worlds, one on each side, and the edge of the world could only be traversed with these ships. While I understand the potential draw, just remember that in actual practice, a fantasy in space game is virtually no different than a fantasy game set in a series of islands. As for the big villian races. Seems that being undead might be a handy thing out in the nothing. Maybe even ships that were just big balls of skeletons clinging together like army ants crossing a stream. In their midst, a few (or just one) more sentient, powerful undead, lich or vampire. Other things you might want to consider are things like can dragons fly through this stuff? My final analysis of space crossed with Fantasy (tried several times throughout my gaming years) was not nearly as satisfying as it seems like it should be. However, YMMV.
  14. Re: Stacking a power? RKA 2d6 would require 30 points standard effect, right? That's 10d6, at 10 points per die. That's 100 points (revised 5th ed.)
  15. Re: Stacking a power? Hmmm... An aid to RKA that could add 2d6 (doubling a damage on a heavy longbow, for instance) would cost 100 points, whereas just buying a 4d6 RKA would only cost 60. As this is supposed to represent an arrow that has been enchanted, I think imight just go with building the whole attack power as an RKA, instead of trying to IMPROVE an existing power. The STR idea grates at me as the way to solve this problem, as no amount of additional strength would add to the damage of the arrow shot. How much do you all think a custom advantage (stacks with base damage) would be worth? Since 2d6RKA+2D6RKA costs the same number of active points as 4D6RKA, I can't imagine it'd be all that much of an advantage. At most 1/2?
  16. Re: Stacking a power? Thanks all for the input. I've got many years playing Champs (4th Ed.), but am just coming back to Hero, and getting into the mindset of how it would be best used for FH is a little bit of gear shifting. I appreciate the assistance. Expect more inane questions in the near future!
  17. Let's say I wanted to create a spell that added 1d6 to an existing RKA, for instance, representing an enchanted arrow or something. I'm not talking about linking a second RKA to the first, since I imagine the two would only have to penetrate DEF once. Suggestions?
  18. Re: Sorceror/Wizard 3.5 Spell Conversion I was just about to ask if Cleric spells would be forthcoming any time soon. BTW, thank you very much for the effort. As a FH GM, I know nothing seems to be easy, and every bit of shared work helps us all along. So, again... thanks.
  19. Re: (worst ever)...reasons to be a supervillain "Okay... look, I got an INT of 70. Seriously. To me, you are all about as smart as inbred beagles. SO, really, you have to take my word for this... What I'm doing is the right and ONLY way to get you crap-flinging monkeys through the next 200 years of your history." "I was just down to the corner bar, having a cold one... and O'Malley took a swing at me. I took a swing back, and it's been one drunk slug-fest ever since. Great fun, that." "I am your future incarnation, and I know the hardships you will face. If I don't give you an obstacle, you will never grow into the hero the world really needs. I mean, come ON! You DO notice that I never actually KILL you, right?" "Oh sure, you knock over a few banks, they call you a villian. You rob from everyone in the country, they call you an oil executive!" "Just... think of it as population control" "It wasn't just one thing. I mean, first, I went to QT where they were out of Diet Coke. I mean, come ON! They got cherry vanella diet coke, cherry coke zero, blueberry rootbeet diet coke. Where's the frickin DIET COKE? Right, so, then when I go to pay for my full sugar coke, and you KNOW how cranked up those things get me, the idiot in front of me is asking for smokes they don't have, while the checkout dude is talking on the phone! So, I get stuck on the way home behind a city bus, and apparently someone has to get off at every stop, and when I get home, my idiot neighbor is smoking right out in front of the apartment where she flicks her cigarette butss onto MY patio. So, I try to calm down, turn on the TV, where my upstairs neighbor is blending something, and you know how that screws up TV reception, then when the pizza I order gets there, there are no jalapenos on it, even though the jerks charged me for it. and just as I'm about to eat the sub-par pizza, my phone rings, and it's that one friend who while a PHD, doesn't know the meaning of the word brevity! Look, YOU can call it a rampage. I call it justifiable homicide."
  20. Re: Turakian Age Calendar Program Thank you for the e-mails. I hope the program will make my game run just that much smoother.
  21. Re: Requirements for Sainthood As to your (Zindil's) response to my post... right, got it. I'd think that dying for your beliefs would be all but mandatory to be elevated to Esaile. Serving far beyond the call of duty in all instances. Since it seems thatthe Blue Gods create Essailes, I'd think you should show as many of the traits of all of them as possible to ascend. These qualities might be different between the High Faith and the Hargeshite Faith. I don't see anything about other religions and Essailes, but i don't suppose it's impossible. But, for that matter, Gods may take someone who was not all that spectacular a performer in life and elevate them, just to create questions in the minds of the devoted, and make them HAVE to rely on faith, instead of seeing some kind of reason to it all.
  22. Re: Turakian Age Calendar Program So... what's the attachment on your first message on this thread? If you'd be so kind, e-mail it to lynnlefey (at) hotmail (dot) com I would much appreciate it.
  23. Re: Turakian Age Calendar Program Man, I cannot for the life of me get my machine to recognize the zip file. Something's up there. Is there a chance of getting a link to a non-zipped version, since I'm running a TA game, and might find this mucho useful? Would it help if I begged?
  24. Re: Requirements for Sainthood This is my view, and while not necessarily canon, I think it's what you're looking for. See page 212 of Turakian Age, 'Esailes'. My game has no 'saints'. Esailes are made so by decree of the Gods, not by any personal act (although it is their acts of devotion, piety, etc. that the Gods take note of). So, IMO, nothing one does will certainly qualify them for being elevated to an Esaile. Only the whim of the Gods may make one so. Also, this side-steps (in my game) the political power plays within the church (such as the issues with Joan of Arc), and prevents minor Non-High Faith house gods and the like (Such as Bridget, originally an Irish goddess if I remember correct) from being adopted into the church for convenience sake to convert them heathens.
  25. Re: The Cadfael session In that regard, I found the episode where a woman owned a wool business very interesting, just seeing the equipment and methods used in the process. I've noticed props in the background that I couldn't figure out what they were. One of them I recently discovered was a grain cradle. Very neat stuff.
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