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Gandalf970 reacted to Steve in Fantasy Villain ideas
If you want to throw a twist into things, Deimos could end up being a charmed/mind-controlled pawn of someone else. He is not actually a villain, but someone behind the scenes is pulling his strings. This lets him be a patron, then a villain for a time, then turn out to be okay to work with after all, once the charm is broken.
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Gandalf970 reacted to Ninja-Bear in Fantasy Villain ideas
Oh and here’s some more and with some of LL’s idea too. The Book reveals that the is a key in 3 (or as many) pieces as needed. The book can have maps where these keys are and any other info as needed. The key is what’s used to open the Gate to the demonic world. You could also search for ritual, spells, components or what not. And as a bonus if or when the players are on to Deimos, you can have them run against him to stop his plan! Naturally he’ll have other adventurers to help.
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Gandalf970 reacted to Chris Goodwin in Goddess of Luck
Random Falling Anvils/Pianos/Boulders: Blast 12d6 vs. PD, Indirect (always from above), AoE (2m radius)
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Gandalf970 reacted to Ockham's Spoon in Goddess of Luck
Here are a few considerations:
Lucky Blow: Combat Skill Levels only to increase damage, Activate on 11-
Uncanny Dodging: Desoldification, only to prevent damage, not vs. Area attacks
Always Find What I'm Looking For: +3 PER rolls
Just Nicked Me: Combat Luck
Not As Bad As It Looks: Damage Negation
Minor Malfunction: Minor Transform - Switch from locked to unlocked, closed to open, cinched to uncinched, sturdy to frayed, etc.
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Gandalf970 reacted to HeroGM in Pathfinder to HERO
For world's I normally go with Mystara/The Known World. Fun to see my players squirm because they haven't memorized every little thing like they did for Forgotten Realms/Dragonlance/Etc...Greyhawk is the same way. Old enough and out of print enough to make it fun.
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Gandalf970 reacted to mallet in Honor in Fantasy Hero
Hmmmm, off the top of my head, I'd say that:
The final "system" needs to allow at least two categories, People who believe in honor and People who don't. Any bonuses and benefits the system might give to someone for being a super honorable Samurai wouldn't mean squat to a slimy, non-honorable criminal. In fact it might have the opposite effect on someone like that. Even if the 90% of the entire population of the setting (good and bad people) believe in honor, there should always be some who find the notion silly, stupid or old-fashioned.
As for the actual system, I think an ascending list/chart of bonuses/abilities the person gets the more "honorable" they become is a good way to go.
Reputation, +PRE (only for intimidation/Commanding), Contacts, & Fringe Benefits would all be on the chart. I wouldn't make the chart very long or complex, maybe only 7-8 things in total. Maybe like:
Rank 1 : +5 PRE (Only for intimidation/Commanding)
Rank 2 : Right of Shelter
Rank 3 : Reputation (+1/1d6)
Rank 4 : another +5 PRE (Only for intimidation/Commanding)
Rank 5 : Low Justice
Rank 6 : Another rank in Reputation so now (+2/2d6)
Rank 7 : Kirisutogomen
Rank 8 : Another rank in Reputation so now (+3/3d6)
Or something like that. Maybe certain skills would be needed to get to the higher ranks. For example you couldn't get Rank 5 (Low Justice) unless character spent some points to get the Skill "PS:Law" or something similar to represent they actually knew the laws of the land.
And the Reputation bonuses would actually count as Negative Reputation vs the people/beings who don't believe in honor.
Anyway, that is kind of I think it might go off the top of my head.
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Gandalf970 reacted to massey in Honor in Fantasy Hero
I think there are two different concepts of honor, and we frequently confuse them.
Japanese honor is not chivalry. It's not a matter of following your own internal code and being true to your ideals. In the Japanese samurai context, honor is reputation. It's respect. An honorable warrior is one who people give honors to. He might be an utter dirtbag in real life, but people perceive him as being great. He keeps up a good appearance.
Personal honor in a modern western context is different. That's more strength of character kind of thing. It's the sort of honor you get in a hyper-individualistic society like America, as opposed to the more group-oriented societies of Asia.
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Gandalf970 reacted to pawsplay in Honor in Fantasy Hero
Well, there's Psychological Limitation: Code of Honor, and there's reputation.
Note that bushido's honor system does have an internal component. People killed themselves over disgraces. The difference was that the greatest disgraces were those that offended someone else, rather than being offended.
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Gandalf970 got a reaction from Khas in New to Hero: Poisons
Thanks Ninja-Bear and bluesguy! This helps alot as they are fighting Darkun Assassins who are using poison and really screwing these guys up. This forum is great and very helpful, really appreciate all the help.
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Gandalf970 got a reaction from Panpiper in Equipment for characters in Fantasy Hero
Pick up "And a Ten Foot Pole" it is for Rolemaster, but it has so much gear, equipment and everything you would need. Might be hard to find but worth the money. It also separates all equipment by Age (stone, medevil, Iron) etc.
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Gandalf970 reacted to archer in Goddess of Luck
Instead of just a bonus to stealth, it'd probably work better as skill level to a small group of rogue skills appropriate to the character concept. Like "Gambling, Sleight of Hand, Forgery" or "Breakfall, Acrobatics, Stealth". If you pick a bonus to just one skill, the player could conceivably go through a number of adventures without ever needing that one skill (which could be frustrating).
If there are 10-15 active points you could try things like (some examples, not recommending this group)
Combat Luck
PRE
Damage Reduction (lucky that wasn't as bad as it could have been)
Missile Deflection (maybe with special effects to make it appear luck is happening to intercept the missile)
Defense Maneuver
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Does the character get to choose when the pool activates? Or does it activate and/or change at random? That's going to make a hell of a lot of difference in how the power plays out and how much of a limitation the randomness is.
If he can just re-roll at will until he gets exactly the power he wants then that power stays with him until he doesn't want it to, many times that's not hugely limiting when he's got set up time available. Consider this setup:
1) Bonus Gambling
2) Bonus Forgery
3) Bonus Sleight of Hand
4) Additional movement power
5) Some combat power
He knows when he's gambling, forging, or going out to pick pockets so he's going to keep the power set on movement or combat all the time.
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Gandalf970 reacted to LoneWolf in Goddess of Luck
For something like this you will probably want to go with things that will almost always be useful instead of those that will be more specialized.
1) Overall skill levels. This is going to be useful no matter what he is doing
2) Damage Negation
3) Summoning (A random person show up and helps him)
4) Variable Aid to any attack (Expanded weapon master)
5) Striking Appearance (Bonus to social skills and PRE attacks)
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Gandalf970 reacted to mallet in Goddess of Luck
Indirect Attack - Roof falls in on bad guy attacking him or statue falls over on bad guy
Reflection (any target) - Attack aimed at him accidentally "misses" or bounces off his dagger or armor or something and hits another enemy
Change Environment - Enemy has to roll or slip/trip, etc... because of a banana peel, or oil spill or whatnot.
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Gandalf970 got a reaction from massey in New to Hero: Poisons
Thanks Ninja-Bear and bluesguy! This helps alot as they are fighting Darkun Assassins who are using poison and really screwing these guys up. This forum is great and very helpful, really appreciate all the help.
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Gandalf970 got a reaction from Scott Ruggels in Running a Dark Champions game
Thanks Scott Ruggels this is exactly what I was looking for. I am going to watch some 80's flicks and get my Dark Champions on soon.
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Gandalf970 reacted to Scott Ruggels in Running a Dark Champions game
For me it was a lot of gritty, war gamer, paramilitary mercenaries, versus drug cartels, and Marxist guerillas, in Fictitious foreign countries. The games were essentially 80’s and 90’s action movies, with strong tactical element. And at the time in the 80’s and 90’s, the games started as Danger International games with the occasional weird pulp element or talent. The players were a number of prior service, law enforcement, and cold warriors looking to lay a game with looser rules of engagement, and clear goals. Role play was strong, but combat was careful, as it was a heroic level game. But it usually proceeded like the movies it was inspired by, with a lot of explosions at the finale. This may not be precisely your cup of tea, but it was fun.
Suggestions from this, is that you need strong role play at the start, to give the upcoming conflict a strong emotional context so the players are deeply invested. Sympathetic NPCs, really despicable villains, and clear stakes help. Combat in these situations can be wildly unpredictable. As a GM, plan the villain’s forces intelligently for the opposition they expect. This might require a bit of research into real world analogues for your fictional forces , but will give them a firm base as to what they capabilities and equipment are, and give idea and flavor to the players. A Toyota Hillux with a 12.7mm DShK, and a T-55 tank present two levels of opposition to the players. The key is for the players to plan something unexpected, then game it out. Miniatures on a mat will help. This sort of thing is very poor for theater of the mind style play, as distances, cover, facing, and fields of fire, become very important for player decisions and actions. The consequences of poor decisions could be fatal, and giving the characters good situational awareness will keep them thinking and involved. As this is generally a heroic level game with plentiful mil spec weapons, chances of death are high, so warn the players ahead of time, that character death is a possibility. Don’t fudge the die rolls if you can help it, as this can ratchet up the tension up quite a bit. Open rolls during combats, and saving hidden rolls for non combat or unseen actions in the background also help the tension. But a caution Is that some players do not enjoy a high level of tension. Know your players. If a character goes down during combat, hand them Mooks, and enemies to control. It keeps everyone involved, lowers the amount of work the GM needs to do, and may add some variety to the opposition. Keep the goals clear, and never plan the scenario to be completed in only one way. The usual way these scenarios are approached are, direct guns blazing, stealth, indirect through persuasion (“Let’s you and him fight!), or some way that seems plausible that you didn’t think of. Say the group doesn’t have any resources to smuggle their weapons into this exotic, foreign land, but all of them are trained and deadly martial artists, each a master of a different art? This gives the adventure a very different flavor than if the group were made up of CIA special operators. Same set up. Different protagonists.
Now, this may not entirely be the flavor you are looking for, but it’s a good formula for running a convention game. Hopefully these suggestions are helpful.
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Gandalf970 got a reaction from ScottishFox in Endurance cost for maneuvers
Thank you so much, Gnome BODY and Ninja-Bear
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Gandalf970 got a reaction from Gnome BODY (important!) in Endurance cost for maneuvers
Thank you so much, Gnome BODY and Ninja-Bear
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Gandalf970 reacted to Ninja-Bear in Endurance cost for maneuvers
What Gnome said. Maneuvers DO NOT increase END. However a maneuver built with Powers may.
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Gandalf970 reacted to Gnome BODY (important!) in Endurance cost for maneuvers
Maneuvers do not modify END cost. A Strike, a Haymaker, and a Martial Strike all cost the same amount of END. (Unless performed with different powers or amounts of STR, of course).
Talents vary, and you should check the Talent writeup directly. For example, Deadly Blow costs END in 5th but not in 6th because the way it was built changed.
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Gandalf970 got a reaction from drunkonduty in Fantasy Villain ideas
I have started a new campaign set in the City of Ptolus (not that important). It is a city with a deep history and background with dungeons below and a more open dynamic. I am not running this as high fantasy more of a dark criminal underground type of campaign. One thing I am introducing is a patron/villain for the group.
They have been treading water a little and I had hoped they would run with it and explore and do whatever they wanted. I am introducing a Devil or Half-Devil named Deimos to them. I am not sure if I tell them up front he is a devil. I need to come up with a plot that he wants to accomplish (looking for ideas here).
I am going to lead the characters on this plot and perhaps let them decide if they want to continue (good idea?)
My question is what else can I introduce and add intrigue and drama.
Any thoughts and ideas would be appreciated!
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Gandalf970 reacted to ScottishFox in Fantasy Villain ideas
A patron that is morally flexible can cause some angst and drama for the heroes.
Get some slam dunk heroes vs. evil missions out of the way and then start to drive them into morally dicey endeavors. Something along the lines of secure funding for the orphanage by planting contraband on a political rival to make sure the patron's paying customers wins their election.
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Gandalf970 reacted to MordeanGrey in Fantasy Villain ideas
Having a patron who turns out to be a "bad" guy can be a lot of fun.
Long ago I had a fantasy hero game set in the Planescape universe. The party did several jobs for a shady NPC named Willum, who was actually a pit fiend in human form. He was charming and loved to manipulate the party.
At one time, he asked the group members (individually) if they wished to work for him ... when they eventually said "yes," he said, "then let it be so."
Turns out, he could grant wishes...
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Gandalf970 reacted to Ninja-Bear in Fantasy Villain ideas
Don’t worry about the name Deimos. Players can be blind to clues. 😂 I would present him as a wizard of some sort. That is why he is sending the PC to gather pieces of the macguffin. If he’s a half demon, perhaps he is trying to get knowledge about his demonic half. Note too that he could use the PC’s to strike against other rival bad guys. How about his for one scenario. Deimos sends the PC’s into the sewers because he found out that an ancient temple was built over. The temple has paladins that in times past fought evil but now the sect is no more (and hasn’t been for a long time.) He tells the PCs that there or tomes down there (which are true) that he wants (also true). The tomes besides general knowledge of paladin group also has esoteric knowledge of Demons which he wants. When the tomes are disturbed, naturally zombie paladins arise to protect said books. The thing is you can plant the idea that the paladins are good and later use that as a clue when you want to do the big Reveal!