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Doc

HERO Member
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Everything posted by Doc

  1. Re: Galactic Federation It's an undead post...
  2. Re: Damage from fire and Enchanting a sword? While I may not be a specialist, I believe it was more about cast iron than steel at that time. I don't know though if this material have the same properties... NO!!! After a wiki-check (http://en.wikipedia.org/wiki/Steel#History_of_steelmaking), it seems that steel making was known in some way back in antiquity... My mistake!
  3. Re: Galactic Federation Another book we all long for and unfortunately we'll never see...
  4. Re: Damage from fire and Enchanting a sword? Just to add to the "I know all" attitude that we're expected to show on this kind of forum (i.e.: GEEK FORUM!!! ), I'd just say that there were never any steel armor as steel was invented during the 19th century... So, unless you rule that there is a "fantasy way" to produce steel without resorting to massive coal mining, climate change and industrialisation in general, I'd say that this doesn't solve this question... P.S.: I wonder if this sounds harsh to readers, but if so, don't worry: it's half a joke...
  5. Re: Gith, flayers and othe psions I'm presently starting a Dark Sun Hero campaign and wondered a lot about those issues. As I'm not very experienced yet with the Hero system rules, I didn't manage to build a very complete adaptation, but still... I decided that all psionic powers would be built as elemental controls, one elemental control for each original d&d psionic discipline. An exeception to this are wild talents, who get all their powers from the same elemental control. I choosed this option to mark a difference between the three types of powers of this world (psionics, priests' spells and wages' spells). Priests' spells are built as multipowers (one multipower for each sphere wich are, in Dark Sun: earth, air, water, fire and cosmos) while mages' spells are bought as single powers, but with much more limitations (notoulsy profanation stuff and all...). It may look a bit complex for nothing, but I really wanted to keep the different flavors for all those types of powers from d&d. I didn't play test it yet, though. As for the detailed mechanic, wild talents cannot have more than four to five powers (depending on their potency) and cannot have poers of more than 15 or 20 AP. All psionic powers have to be fed from an endurence reserve, with the limited recovery (-2) limitation. I choosed to use the old d&d PSPs recovery table (yes, as you noted, this endurence reserve acts much like d&d PSPs). So the reserve recovers at different rates depending on the activity level of the psionist (heavy efforts: 0/hour, light effort: 3/hour, no activity, awaken rest: 6/hour and sleep or meditation: 12/hour). Continuous, cost end to maintain and stops workin if psionosct is stunned must all be taken for powers from the telepathy discipline (as well as for others that might not be instant in-game, but I didn't defined them yet). Finally, all powers have to be based on EGO combat values and a sucessful skill roll (one skill per discipline, except for wild talents wich always use their ego) has to be made in order for the power to be manifested. Wew... It might not be as efficient as Killer Shrike's adaptation, but anyway... Moreover, as I wrote before, I didn't play-test this yet. So, eventhough I don't intend to highjack jaws' post, feel free to comment and ameliorate it... Aye... I usually hate long posts, but I guess I just had to this time... Anyway, hope this will help in some way. Have fun!
  6. Re: Create water (or something else) spell? Well, that really IS metalanguage...
  7. Re: Create water (or something else) spell? Well, thanks guys! I'll opt for the transform method as the create water spell I need isn't necessarily for drinking use only.
  8. Hi everybody, I still thrive on my new Dark Sun campaign (starts tomorrow! - ie: july 16th). I was wondering if there was a better way to build a create water spell (just like the old D&D one) as the one I imagined with transform? Transform, minor (air to water) limited power effect (one cubic meter per use) plus any other classical limitations (gestures, etc). Or would this be some kind of weird change environment? What do you think? Thanks a lot!
  9. Re: A person and an AI Or maybe as a kind of multiform? This should require that both forms simultanously exist, though... This would be a multi-multiform...
  10. Doc

    Mapping the galaxy

    Re: Mapping the galaxy Wow! Still very impressive!
  11. Re: Handling day and night on infinite plane? ...
  12. Re: Longest Running Thread EVER HOLY CRAP, GUYS!!! YOU REALLY KEPT THIS UP FOR 16748 REPLIES?!?!?!?
  13. Re: Negative side effects for spell casting
  14. Re: What's the most useless supplement you'd actually like to see? Communist Hero. You'd have setting infos and new specific rules about 1910s and 1920s Russia, maoism during World War 2 and until 1954, North Viet Nam, south american liberation mouvements, african liberation mouvements and covert ops of cold war. Maybe there'd also be some tricks about transfering some classical characters to communist ones, just like in People's Mario:http://fr.youtube.com/watch?v=Q_xQ-ns5whw That'd be cool to play a soviet super agent!
  15. Re: Negative side effects for spell casting Thank guys! That was most usefull.
  16. Re: Handling day and night on infinite plane? Personally, I'd go with something less "absolute", less hard science. I mean, the reason why people invented mythes is that they had no other way to explain the world in wich they lived. They just saw the sun going down on every evening and imagined a story to explain it. Of course those stories were minimally coherent, but they didn't have to take in consideration every detail of physical "realism"... To keep a good feel of mythology, (if that's really what you want), you should not embarass yourself with such hard facts. I'd say that the god's in the sky during day time, and everybody, everywhere can see it at the same time and that's all. At least, that's what I think... I hope this can be usefull, anyway...
  17. Re: Negative side effects for spell casting Thanks! I'm still unsure about how I'll do this, because this side effect, though inherent to magic, can be controlled by good magicians in order to prevent it to hurt anything. Moreover, to evil ones who don't give "a crap about killing things around them", I'd even buy it as an advantage, as it can damage opponents as wel...
  18. Hi every body, I just posted something about rules in my starting Dark Sun campaign there: http://www.herogames.com/forums/showthread.php?t=66735 I'd like some advices about how to build profanators' destructive capacities. By the way, have any of you ever has transfered this D&D univers to Hero? How did it go? How did you do? I think I'm doing good for now, but I didn't play test anything yet. I should be able to come back on this next week if someone is interested.
  19. Hi everybody, I was wondering how to create an area of effect negative side effects for a spell casting character. I'm going to run a Dark Sun campaign and I want to reproduce the Profanators' circle of casting life drain. Technically, every character that is in a given radius of a casting profanator takes damages. I had thought of buying an area of effect killing attack, linked to every spells the profanator has, but a lesser power cannot be linked to more than one greater power in the standard rules. The simplest way to build this I tought about is to cancel this rule in this case only, but maybe some of you may have better ideas? Thanks a lot.
  20. Doc

    Perfect bodyguard

    Re: Perfect bodyguard Ok, now I understand what you mean... It should work effectively if the GM allows optional rules about holding actions (can hold untill his next phase, can hold untill unspecified moment), wich should not be a problem with this, as I'm the GM! I was working on a NPC... Thanks a lot!
  21. Doc

    Perfect bodyguard

    Re: Perfect bodyguard Well, that's exactly what I'm trying to simulate... I tought about something else. Could I build an abortable to combat manoeuvre wich would include a teleport move and a block for a defined character? About the trigger thing, would it permit the character to abort to block before a blow can touch the protectee?
  22. Doc

    Perfect bodyguard

    Re: Perfect bodyguard Well, I hadn't read that. I'm not sure though it's what I'm really looking for... In fact, I'd simply like the character to be able to abort to a block to defend his pretectee wherever he might be. At first, I thought of it as a Force Wall, with enough range to be placed in front of the protectee, with the special effect being the protector simply being at the right place, at the right time. But as this involved movement, I felt it was a little to much for "just" a special effect. Maybe I could build this as an abortable to teleportation with a set destination, in front of protectee, to block? But I don't think a character can teleport and block in a same abort action, can't he? Unless the teleport serves as a dive for cover to take the damages instead of the protectee...? I'm still not sure...
  23. Hi everybody, I'm searching for the best/simpler way to build a power for a bodyguard character. This bodyguard would always be able to "appear" in front of the person he has to protect to block an attack, provided he is in the same area (same room, etc). You can see an animated exemple of what I mean in this Lineage II promotion movie: http://fr.youtube.com/watch?v=iZXJOAXqZ8s The simplest way I came with is to buy him a force field, maybe combined with teleportation to represent his movement. That's a power wich should be abortable to. Is this legit? Can you come with improvements to this basic idea or have you a hole better do do this? Thank you very much.
  24. Re: How do you put someone to sleep?
  25. Re: Self-destruct attacks Still pretty cool... pretty much more frightening, though...
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