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Gandalf970

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Posts posted by Gandalf970

  1. Chris

         I am full on using your Field Guide, Fantasy Codex and Bestiary.  My players are loving it.  We are a group of old school players (youngest player being 52) and they are very much enjoying these books.  They are delving into the detail, the imagination of the spells and has brought a further immersion into the game.  They see monsters now that they have never seen so they are using skills, asking questions and roleplaying more.  

     

    Thank you so much.

     

    Cannot wait for the next thing to arrive.

  2. I am running a Fantasy jungle and savannah campaign and was wondering if you have any thoughts, ideas, monsters or anything you learned from a similar campaign.  I found this neat booklet called Melvin's Minute Monsterium: Jungles and Savannas, its for DnD, but has some great information.  Any help would be appreciated.

  3. MrKinister thank you for your insight.  It is exactly what I was looking for and provides me with food for thought.  I will be removing caps as the game is played and how it feels.  I like my start and my players are spending many points on none combat skills which pleases me.

  4. I have taken your advice on this forum after playing for a year plus and understanding the game and power creep more.  Here are the limitations I am going to put on my campaign to keep it manageable and not have the "arms race"

     

    OCV, DCV, OMCV, DMCV= 6 CAP

    DC= 6 CAP

    Skill Cap=13 

    Armor Tiring Rules=Home Brew

    Magic system will be the Fantasy Codex rules

    PD, ED, rPD, rED= 8 cap (is this too high)?

     

    I have one question, with these caps do you still allow purchasing of maneuvers from fighting styles and martial arts which pushes it beyond the cap or not?

     

    Any more insight as to rabbit holes and traps I need to watch out for?

  5. 13 minutes ago, Lord Liaden said:

    Hero Games contributing author, and our forum colleague, Dean Shomshak, created a supernatural "multiverse" for Hero's house settings, originally for the Champions line, but having been adapted to their fantasy and sci-fi lines. It's inspired by the Sephirothic Tree of Life, cosmology from Kabbalah. Dean also adapted another concept from Kabbalah, the Qliphoth, worlds which God created and discarded before He created our own. In Dean's interpretation the Qliphoth are like a distorted reflection or shadow of the Sephiroth, universes so ancient and decayed that they've become antithetical to life, matter, energy from our own. Yet these universes have also spawned their own forms of very alien "anti-life." Across Fourth, Fifth, and Sixth Edition books, we have game stats and descriptions for a score of these creatures, some intelligent in their own incomprehensible way. These are explicitly inspired by the creations of H.P. Lovecraft and his imitators, even up to analogues to his Great Old Ones, the "Kings of Edom." I guarantee that most of them will be unlike anything your players have ever encountered before. Most would be usable for fantasy games just by adjusting their numbers or modifying their stats a bit.

     

    However, for the kind of large-scale supernatural destruction you want, from that collection I recommend the Ravens of Dispersion (Harab Serapel in Hebrew), sometimes called "Ravens of Death." Here's an excerpt from their write-up in The Super Mage Bestiary for Fourth Edition:

     

    Thousands of universes ago, mighty Lords of Artifice crafted Times for mortals to live in, faceting each moment with care and stringing them into necklaces of hours, days, years, and ages. But with passage of eons, even conceptual entities can die. The Harab Serapel are ghosts of ghosts.


    By rights the Harab Serapel and their dimension, the Pale Cathedral, should have fallen to oblivion eons ago. The Ravens of Death, however, learned how to stave off that final plunge by stealing energy from other planes, pulling the other dimension a little closer to destruction in the process. Stealing small amounts of energy is easy, but each theft only sustains the Pale Cathedral for a short time. To gain whole ages of extra time, the Harab Serapel must pull entire worlds into oblivion — which they do. They have lost the power to create anything, so instead they create Nothing.

     

    Although the Harab Serapel have great power, even they cannot destroy an entire world all by themselves. They can, however, achieve such a feat with the help of other beings. Lesser qliphothic entities are the least of their pawns. Naïve inhabitants of the worlds that the Harab Serapel wish to destroy serve the Raven’s plans much better – or perhaps they simply appeal to some tiny remnant of a sense of humor. The Ravens of Death mentally search the Multiverse for sorcerers who are corrupt, insane, or foolish enough to call on the powers of the qliphothic planes. They teach such wizards through dreams and visions, increasing their power and madness until the mage can open a Gate to the Final Abyss. Unless such a Gate is closed quickly, it can expand out of control as the world’s energies pour away. The Harab Serapel make sure that the Gate does not close.


    A Harab Serapel looks like a human skeleton topped with a bird’s skull. Their obsidian wings wrap around them like the husks of dead, dried-out beetles. They mutter and squawk to themselves in querulous voices as they shuffle about the Pale Cathedral and conduct their deadly rituals.

     

    There's more about the Ravens in TSMB, including a full 4E character sheet, as well as about the Pale Cathedral. I'll attach their image from the book below, which includes a drawing of another creature from the Qliphoth, a Space-Eater. Should you wish it I can direct you to where game stats for the other creatures can be found, and/or summarize them here. There are also descriptions of two other dimensions of the Qliphoth besides the Pale Cathedral, should you wish your PCs to do a bit of dimension-hopping. ;)
     

    Ravens of Dispersion.jpg

    Thank Lord Liaden, that my be the ticket.

  6. I am looking for a race and enemy for my new campaign.  I don't want it to be something my group has seen before.  I want to create something and get some help from all you devious GM's.  So far the race is using demons for power and can summon them.  I have the Old One's in my campaign, thus a little Cthulu thrown in.  The groups overall plan is to bring about destruction upon the world through driving a star into the planet.  This star is from a demonic plane and thus brings much needed chaos energy to the world.

     

    Obviously very intelligent, but chaotic enough to leave openings for the players.  Any thoughts or ideas would be appreciated.  A picture would be cool as well.  Thank you.

  7. My Fantasy Hero Characters are based on the Heroic standard of 175 Total Points with 50 matching complications and 25 maximum points per complication.   Archer that is the conversation I have had with them and I was just looking for what you did in your campaign.  We have only been playing Hero for a year and a half so we are still learning the system.  We have played together for 40 years as a group, so they understand when I limit them or ask the questions.  As a rookie GM to Hero I was unfamiliar with the power curve and now understand some of the things I must limit.

     

    OCV + DCV 6 max, Weapon Master, skill level max of 13 and small other things that have caused various issues in our game.  Thank you for the help.

  8. Yes I am talking about the talent Weaponmaster 12, 20 or 24 points for +3 DC.  It really overpowers my Fantasy Games as everyone save the Mage takes it automatically.  I just wanted to see everyone's perspective on the use of it.  Thank you steph for answering my question.

    8 hours ago, IndianaJoe3 said:

     

    Your post is a little vague. Do they all have the Weapon Master talent, or do they all have broad weapon-related skills? ("Weapon masters," in the colloquial sense)

    You missed the last sentence of my post, I would appreciate your thoughts on what you have done in your games.  It is any Weapon Master, but they have only been using the 12 pointer.

  9. I am sure you have all seen this.  Everyone of my players is a weapon master.  I find it unrealistic, but don’t want to totally outlaw it.  We use hit locations, impairments, criticals and bleeding rules in our game.  I was thinking of having the complete a certain amount of criticals and or impairments to qualify.  
     

    I would appreciate your thoughts on what you have done in your games.

  10. My players are starting to use sectional armor.  Does anyone have a humanoid body location picture with the various HERO Hit Locations Boxed out.  I was looking for a good image to modify, but my editing skills on something like this are lacking.  I was hoping to find something with Head, Shoulder, Arm, Hand, Chest, Stomach, Vitals, Thigh, Leg and Foot.  Thank you in advance.

  11. 5 hours ago, HeroGM said:

    In Dark Champions they have a fun little super-skill/talent called the above (I believe, my brain is half froze from work).

     

    It basically gives extra STR with the limitation of only to help with the STR min of firearms. 

     

    Has anyone else ported this over to Fantasy Hero? Or even played around with other little talent/feats for people to use?  

     

    +xx runnning, only vs Armor Enc. 

    +xx end, only to cast spells (or even extra ego or int)

    +xx dex/acrobatics, only walking on ledges

     

    I worked up a combination of PSLs and Movement to create Armor "feats" for Light/Medium/Heavy Armor. Also a few to help mages along, mainly Naked Advantages to help with spell casting or to nulify a limitation (or three).

     

    Hero GM, I would like to see these feats.  PM or post would love this.

  12. 8 hours ago, archer said:

     

    Gut reaction: that's probably too powerful if you allow PC's to buy it as a spell with several points of SPD and a pile of other limitations. Probably OK for a boss NPC. 

     

    But for the sake of consideration, what is the list of "Defensive Maneuvers"? 

     

    Dodge

    Martial Dodge

    Moving Dodge

    Block

    Martial Block

    Dive for Cover

     

    Any others?

     

    What about stuff like Missile Deflection? Included or not?

    I appreciate the incite, I thought it was too powerful.  I think those are good defensive maneuvers, Missile Deflection from a Shield User and a Monk type.

  13. Is it realistic in a Fantasy Hero game to buy the Power: Characteristic and buy Speed with the limitation "Only usable with Defensive Maneuvers".  What kind of limitation would that be 1/4, 1/2.  Is that too powerful, but would encourage Blocks and Dodges?

  14. I wanted to ask the community in Fantasy Hero do your players ever Block.  My group is relatively new and some are min/max players and they don't use Block.  They see it more of burn down the opponent before they burn them down.  Am I missing something?  Is this what happens in your campaign?  Have you House Ruled it to make it more compelling?  It may just be my group or something I am missing.  Thank you in advance for the help.

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