Jump to content

Jongluer

HERO Member
  • Posts

    12
  • Joined

  • Last visited

Everything posted by Jongluer

  1. Re: Mad Cult-Leader of the Elder God of Pestilence A Damage Over Time can always be a good illness power. Something that slowly eats away at the character. If you expand pestilence to include things like locust swarms that cause famine and the like, maybe barriers or entangles of insects? Also entangles versus things besides strength, a Con entangle representing coagulating blood or the like can always spice things up.
  2. Re: Humans Need Not Apply: Campaigns Without Humans I'm currently joining a game without humans. It's a friend of mine's homebrew setting that he made explicitly to have a world without humans (so that everyone would take a unique and interesting racial packages). There are only two standard fantasy races (Dwarves, and Halflings) who have some twists to them, and then a horde of various other races culled from other fantasy ideas and even some that are drawn a little from science fiction more than fantasy.
  3. Re: We Loves Us Some Elves, Dwarves, and Orcs I like the standard assortment of fantasy races since it's a solid guideline for character creation, and has become so well known that people have an idea of how their Dwarf or Elf or Orc is going to be. I'd also love to be in a game where the standard fantasy races were replaced with rarely seen or completely original fantasy races. If the GM did a good job of conveying how they acted, their cultural values, etc. it could make for games just as good as if the players were using the traditional stand-bys we've all known for years. As for mixing the two, I don't think I'd play in such a game. Would be just a little too much insanity for me.
  4. Re: Peasent Campaign I never ran one, but have been toying with the idea. However, friends of mine played in a very long running game where they started out as peasants and ended as beings of God-like power. The GM started them out at 0 points with 50 in Disadvantages. I've always thought that was a little tight, and would suggest either 25+25 or 10+40. The best part of a peasant game as I can see it is that the PCs really do start out as humble characters who grow into their power at a reasonable pace. They start out protecting sheep from wolves, or the like, and the end of the first major story arc might be them leading their village against the harassing orc tribe. I'd agree with Curufea that having each of them have a definite occupation in the beginning can be helpful. Helps character creation, and get into roleplaying their character more (ie if you're the lazy and commonly drunk town guard, you know to perhaps get Dependency as a disadvantage, know a little about law, and have some weapon ability).
×
×
  • Create New...