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i3ullseye

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Posts posted by i3ullseye

  1. Re: Magic system opinions

     

    With regards to spell usage, and keeping it in check, I tend to favor increased endurance cost. Now I know charges covers the feel of the D20 magic systems a bit more accurrately, but then we run into these issues we have here.

     

    I like to set an end reserve, and have the usual recovery limitations (like sleep time or prayer) and then i calculate how many spells can be cast out fo this reserve. Basically, I limit the number of spells by ensuring the end reserve can only accomadate a specific number of castings in a given day.

     

    This also helps simulate spell levels also. I try to make minor spells cost roughly 3 end or so... and each jump form there increases this by 2 or 3 points. The most powerful spells should cost around 20 End to use. When your reserve is at 100, thats 5 castings of your biggest, or multiple castings of smaller spells.

     

    In one game I had a character with 5 distinct levels of spells... End cost on each were 5, 10, 15, 20 and 25. He had a 100 pt reserve when the game began, and got it up to 150 by campaign end. I limited how quickly he could build this so it was a gradual climb.

     

    For recovery, it had a 5 Rec, with the limitation you had to be fully asleep for 2 hours before it woudl kick in. Normally 3 hours of sleep got him back to full, but anything less than 2 would not let it kick in fully.

     

    So, in summary, I like using End... and especially increased End where warranted, as my limitation tool rather than charges. Charges often end up way mroe advantageous in the long run. Plus having the End reserve gives another way to influence the magic in your world by lettign ley lines or artifacts influece his reserve... or even reduce the casting cost of certain spells.

     

    Like taking a Necromancer talent, and now all Necromancy spells cost 1 end less per level, making the new costs 4, 8, 12, 16 and 20. This alone really lets the primary focus on a school of magic have a major influence on how the character works.

  2. Re: Slasher Movies

     

    You coudl go the Freddy Kreuger route also, and make it Mental Illusions. If these were limited to only enhance physical actions, you can severely mess with peoples minds.

     

    Like only the intended target sees the killer out of the corner of their eye, and they are then gone. Hearing the phone ring, and their voice, but the phone line is cut. Seeing weird things on TV.

     

    This can evolve to the killer seeming to walk through walls, and seemingly teleport. Whenever they appear in front of soemone, they often don't catch or kill them, normally the person runs another way. With creative use of this you can herd the target where the killer is waiting just by having his image pop up where you DON'T want the victim to go.

  3. Re: Slasher Movies

     

    Well, one neat twist is how the fear they instill can be immobilizing or debilitating. Create him with Suppress and Drain powers. And lots of fear effects.

     

    Draining your opponents Strength, or especially run speed, is a wonderful trick to make them feel powerless. Draining Ego is great also, because then the fear effect will slowly overpower them. It also explains why they run instead of going to the police, or any other of a million more logical actions.

  4. Re: An Overall Evaluation of Fifth Edition

     

    I think you and I are of like minfd on this Derek. Thanks for putting that so succinctly.

     

    If you speak with any of my players (at least one wanders through here occasionally) you will find i am anything but totalitarian or stifling. I try to be as open and freeform as I can. But I think the magic cookie reference is a pretty decent interpretation of my problems with the drama point systems.

     

    And as the GM, YES your story is vital to the enjoyment of everyone. If your whole next 3 sessions involve the players escaping form caverns underneath a distant tropical island, when they all decide that the transporter beam that catches them just 'misses' with a drama point, you as GM are left with your pants down.

     

    All players have vital input to every story. Certainly. But they have the input of an individual, nothing more. It is key to keep it that way, or else we get into various levels of world influence, and we get into severe metagaming versus role-playing.

     

    By the very nature of GMing, you are role playing, but also hold ALL the meta game cards so to speak. You can (and should) make decisions with out of character knowledge. You shoudl never do so unfairly form the point of view of a character within the narrative, but on the narrative as a whole you do indeed.

     

    A drama point is a completely meta game construct. It says "I know what SHOULD happen, but this point lets me change reality to favor my desired outcome using a pure game mechanic". That just never sits well with me in serious long term games.

     

    There are exceptions. Some games focus on these flights of fancy, and they build a drama point system into the very nature of the games mechanics. This is the case with Army Of Darkness for example, and for that game it works. But all encounters are designed with the expectation of drama point expenditure, so it is more a resource to spend than a plot device in that system.

  5. Re: An Overall Evaluation of Fifth Edition

     

    Because the GM is the one who has the entire campaign, the entire current session, pretty much everything in detail. The players may not even be aware of WHY they can be captured. If there is a hidden controller, behind the scenes, with god like powers... no drama points shoudl allow them to just skip away scott free. And when they spend those points and you still tell them they can't, now it is expected that you explain why.

     

    Do you give away vital campaign info to justify them not escaping?

     

    Again, I think a good GM factors many things in. They adapt and change. But you can consider all things, and reward players without having drama points of any sort. But there is certainly a time and a place for it. Normally, players will spend those points when you least want them to.

     

    Army Of Darkness (basic system like Buffy or Angel) has a really cool drama point system. But that is really a beer and pretzel kind of game. Fast and loose, and none too serious. Campaigns are only loosely campaigns normally, and each session is it's own self contained story for the most part.

     

    In a one off game like that, or something very transitory, I can see it going point wise and being very free form. Diceless games are another good arena for this type thing. But my games tend to be very long campaigns, where actions taken in session one might have an impact on session 12 or so. And the world around the players is always going, and they might not realize just what IS going on behind the veil so to speak.

     

    So for all these reasons, i don't like drama point systems, or any of the other 'player enablers'. A good idea will often give my players HUGE bonuses. And often i let one escape a sure trap just because it will work better to have one of them escape it to rescue the others for example. But these are calls i am well prepared for, or that i am willing to adapt to so the game will be better. Not something I want some drama point to tell me I must do.

  6. Re: All Flesh Must Be Eaten

     

    *Spoilers*

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    Actually, Land in the Dead they had 3 rivers bordering them. And they had wooden walls up. And they used an underwater access tunnel to get in and out. And then on top of all that, the privelaged were in their ivory tower with locked doors. They were pretty much set.

     

    The fences were only out past the tunnel, at the vehicle depot where people actually went in and out. If youa fre going to make it so you can get out, there is also a slim chance that someone can get in.

     

    Remember, it was 2 factors that allowed things to precipitate to the point they did. First, we had a sort of Zombie evolution. If all of them were the same as ever, they wouldn't have used tools to break down walls, they never woudl have walked under water.

     

    And we also had a breakdown on the humans, who allowed their own issues to damage security even farther. If anyone cared to stop them, the zombies never had a chance to make it to the green.

  7. Re: The New Avengers - Good Or Bad, Threat Or Menace?

     

    I liked the first few books actually. The prison break was well done I thought. No one expected the arm!

     

    The itneractions are better than I expected also. Cap pissed? Well, yeah... right now in that story line he has a certain right to be VERY pissed about what has gone on, and is going on. I don't know that it is so much a vast departure for Cap so much as a reaction to current situations that may subside in time.

     

    I really like Peter thinking he isn't 'worthy' to be an Avenger, and Cap just dropping his jaw and saying basically "You are Spiderman! You have done everything!"

     

    Good and bad. I stopped buying it actively after 8 issues or so, but will probably get a TPB of it.

  8. Re: An Overall Evaluation of Fifth Edition

     

    Funny that you brought in a tool analogy. I was thinking of one as I read over more posts in this thread.

     

    If I am following this right, people want every thing in the system spelled out minutely, much how the Martial Arts maneuvers can be reverse engineered and custom buiolt form teh ground up. But there is an inherent problem with this... what makes up those base components?

     

    The powers and skills as presented are already the lowest workable piece. Just like Physics, mass is molecules, and molecules atoms. Atoms have electrons and neutrons, and we can go to quarks even... but can we use a quark?

     

    I can use a screwdriver, but I am not going to smelt the metal and make one myself. I buy a screwdriver. Thats what this 'toolkit' gives us, it gives us tools. It is wood, and hammers, and screws.... we don't need to make the screws or forge the hammers, thats why we buy the toolkit.

     

    I am also not often a fan of the fate points/luck points approach to gaming. I never like any arbitrary points that take control away form the GM... and these ALWAYS do in some way or another. If a character shoudl be caught, they shoudl be caught... and no points or chips should let them get away when it is vital to the story that they be caught.

     

    I honestly think if you GM well enough, these become moot. You reward people for creative ideas with enhanced results. You factor the story in making decisions on outcomes. Thats what GMs do... well, at least decent ones do.

     

    Other points brought up.....

     

    Buying Iron Mans repulsors as all the various stunt powers? No way, he is gadget pool in armor form. he tinkers way too much not to be. Smae with Spidey, he did invent thopse web shooters after all. Many of the wide variety uses are better covered with power pools, if for no other reason than internal character balance concerns. To keep your players on equal footing.

     

    Me? I allow the use of the power skill to make a power do tricks, but it costs 1 XP to do it. If they buy that power in the future as an actual power, they get those points spent toward it back, but only to develop that power stunt. Using your jet boots as a weapon though? No, thats just common sense and you work it out.

  9. Re: An Overall Evaluation of Fifth Edition

     

    I think we are honestly comparing apples to oranges here though. When we look at 4th edition, we are almost without fail looking at the BBB. In our current environment, we would then have to hold that against Fred AND the Champions genre book.

     

    Big Blue was both in one really. And thats what is missing in Fred.

     

    That being said, when you look at Fred combined with any of the Genre books available, it is vastly more useful than BBB was, if just for the amount of extra detail on the genre itself, which is part of what the discussion here is really all about. FH is a great example, as it not only talks about magic, but then helps you model any number of various magic systems. It gives you profession and race packages, and then tells you how to create your own. This is then truly a toolkit.

     

    But yes, there is no completed game system. But woudl we really want one at this point? If a book had 20 races, and 40 class packages, and 5 differrent magic systems, and 35 differrent weapon specialties... and you picked just form them, and leftover points went to stats... is that what we are after?

     

    We DO have campaign worlds, and NPCs, and much more... Hudson City, Valdorian Age, etc......

     

    So then the only thing missing is putting it all in one book, or one box, and releasing it as a complete game?

  10. Re: An Overall Evaluation of Fifth Edition

     

    Well, as someone who tends to run Heroic level, or even competent normal level campaigns, I really see the brilliance in scale in the HERO system. Many games make such a chasm between the normal man and the heroes. This isn't a bad thing, but it doesn't allow for interaction.

     

    What makes this system work is not only internal consistency, but a level of compatible scalability. I have had a group of 200pt heroes come to the aid of a 450 point cosmic powered hero, and they never felt outmatched or oveshadowed. I run games with normal level 75 point characters, and even against 300 point adversaries they still have a real chance to always pull it off.

     

    This system does something many (actually most) other systems, including superhero game systems stuble at. This is much like an X-Men books for reference. Youc an have Jubilee be the one who saves the day, pulling Professor X and Jean Greys bacon out of the fire. Other games have a real hard time with this.

     

    But there is one major caveat here. I played Champions since Champs II hit shelves, and have played just about every other game system you can imagine at least once. I actually collect game books, and have bought and read many that I have never actually run or played. This allows for a real insight into games themselves, and how the various systems approach the same topics. Especially things like Levels versus Point Based Construction.

     

    In HERO, you don't ever need to really add any new stats. Everything is there. You need not worry about something in one campaign not existing in another. It really is universal in scope and application. But this often is due to some real vision on the part of the GM. I find it easy to model just about anything I want, and also keep it in context of not only points based game balance, but how it will impact the whole theme and feel of the game itself.

     

    That last part doesn't come form anything actually spelled out in the rules.

     

    The genre books for HERO are great resources, and they do go a long way toward explaining this. But there is no real substitute for years of gaming experience, or knowledge of how other systems have handled some of these itneractions. If you have that type of background, nothing even comes close to the HERo system for flexibility or power, and I really like the 'engine' that we have in the 5th edition.

     

    But I woudl never reccommend this for starting games to try to run. Play? Sure, because the weight of most of this falls squarely on the GMs shoulders. But I think you shoudl really play various different games, and differrent game systems and styles before really jumping into running the HERO system. For those with the background to grasp it all, nothing is better, but that background is pretty critical toward grasping a system like this.

  11. Re: Mystic Team Vehicle?

     

    Dimensional Portals might be best.

     

    Make them long (and loud) to cast. And make them visible form both ends. This way there is no sneaking in anywhere with them, and the risk of using them to evacuate is that someone else might come through also.

  12. Re: [Creative] Need help!

     

    Ok, let's get wacky with this one.

     

    Vampires live for decades, centuries or even millenia. And through all their years, the things they had in life, and many of them might still crave, have always been out of their reach. True love, companionship, family. What they have is a mockery of life, and a limited existence.

     

    They are hollow and many of them use this sorrow to fuel their deisre to feed. Any moral restrictions eventually get broken down by this over arching depresion that is their entire existence.

     

    In the past however, a few Vampires found something remarkable. While in wolf form, they were accepted into the packs. Often they were mroe than accepted, but held aloft as the alpha male. And while in wolf form, their body held the warmth of living blood. A group of these vampires started staying in wolf form longer and longer, enjoying the feeling of acceptance, and the feeling of family they gained.

     

    For years other vampires looked down on these 'lesser' vampires and called them everything from mongrels to *****-fiends. What that did not know was that these vampires had found that they could indeed mate with these wolves, but the result was more horrifying than any could have imagined. Their offspring were wolves with an insatiable lust for human flesh. Once they reached adulthood, they seemed to have the ability to occasionally turn into a human form.

     

    They had given birth to Wolfweres.

     

    Wolfweres are wolves who can beome human, unlike the reverse which is the traditional werewolf. For years the vampires who lived among the wolves protected this secret. This was their family afterall, and they loved their children even though all others would shun and outright destroy them. This was all well and good until even more unthinkable happened.

     

    A wolfwere mated with a human woman.

     

    The details are left up to you whether it was voluntary or not, but the end result was the first 'born' werewolf. As he grew, the Wolfweres came to him and told them of his parentage, and he was outraged! He took it upon himself to avenge this atrocity on every wolfwere, and for that matter wolf, he could. His power was par beyond theirs, and the few survivors in his area turned to hiding from him. But as he fought on, his lust for this rage overcame him time and again, normally with the full moon, and he started to attack humans.

     

    The wolves had protectors however, in the form of their vampire friends. They approached this alpha werewolf and explained the entire history. This did NOT make things better. He attacked them in a fit of rage, killing 3 of 5, sending the other 2 running. As they sent more and more, his personal battle raged on. Thats when someone first noticed the news reports, that others of his kind (uncontrollably changing with the moon at first) were killing.

     

    He took this as a means to an end, and started purposely infecting people, and trying to use them as his own persnal army to wage a war against the vampires. And thus the fued has been raging ever since.

     

    Assumptions-

     

    If you like anything like this, here are some things that would have to be true.

     

    1) Some vampires ally with wolves mroe than other vampires, but their numbers are VERY few now.

    2) Wolfweres exists, and are even more rare that any other type creature. Maybe 2 dozen worldwide are left.

    3) Some werewolves are infected in combat or an attack, and become feral on the full moon, and attack anything they can. These often look like normal wolves, but much larger.

    4) Some werewolves have learned to change to their wolf form at will, and also a half man and half wolf form. They do not change with the moon, but might be effected by it still.

     

    Just an idea.....

  13. Re: The Range and speed of arrows

     

    And era becomes a factor also. Modern bows are amazingly more efficient than bows of even 100 years ago, let alone the dark or middle ages.

     

    But still, modelling for accurrate bow characteristics will probably end up making them considerably less desirably than other forms of ranged attacks.

  14. Re: Help with Serial Killer story

     

    On a side note... I ran a campaign one time that had a heavy dose of early criminology, and revolved around the Vidocq Society. the heroes actually were sent through time, by who they found out was the original Vidocq himself.

     

    Only in my world, things weren't as nicely placed as it seems in our real world.

     

    If you find reading on serial killers fascinating, I really reccommend looking up Vidocq. Just Google for it and read some of the many histories, or the page of the society itself. GREAT Dark Champions inspirational stuff there.

  15. Re: Help with Serial Killer story

     

    Zodiak wrote letters.. as did jack the Ripper (really the first modern era serial murderer), and BTK. Unibomber qualifies, and a few others wrote letters also, but not at the level BTK or Zodiak did.

     

    Interesting... art imitates life.. which imitates art....

     

    Being a smarmy punk, in one of the Zodiaks letters to the police, he said he had just seen the Exorcist, and found it a funny little work of comedy. Basically trying to sound very brave and bad. This was during it's first run, and people across the nation were terrified by the film.

     

    As Blatty wrote the sequel to the Exorcist, whcih is called Legion (and BOTH are amazing books that everyone shoudl read once), he basis a lorge portion of the book on a serial killer. This killer has a distinctive MO, and taunted police. His name? The Gemini killer. So a real life killer taunted Blattys work, and in return Blatty made him a piece of the sequel to that work!

     

    Before Jack... there was no classification of serial killer. But there were far too many people to count who had much higher body counts than him, and were much more grisly butchers throughout history. It is only our modern era, and the structure of our new societies that deem these people the abberrants that they are.

     

    Sure, there were many killers in the past. But they were often seen as doing what was neccessary, or warriors, or despotic leaders. But never out and out serial murderers. Modern press made the paradigm shift, and really turned them into celebrities. This is also what ended up fueling many of them to kill more and more as a result.

  16. Re: The Range and speed of arrows

     

    Oh, the velocity part.

     

    Hehe, ok... now I really am going to ramble a bit, so please feel free to skip this post once your eyelids droop.

     

    One thing I tore into pretty heavily in the TK Article was the velocity of Telekinesis versus the velocity of a fired arrow. Right now, a standard arrow travels it's full range on the same phase it is fired. If we are to assume immediate release and immediate hit, all contained within that phase, that means whatever it's max range is becomes how far it moves per second. Thats 275" per second for this heavy longbow. Thats (275 x 6.5 ft) = 1787.5 Feet per second! About on par with a .44 Rem. Mag. (240 FP) at 1760fps. I this is a bit much for an arrow.

     

    Yes, adding the delay of flight is an option. Further, it can make the cost of the weapon go down noticably. A flight time that maxes out it's travel speed woudl be ideal, but there may not be a way to accurrately model that in points.

     

    For the record, both Crossbows and Longbows of medieval period style have been tested, and both have produced roughly the same velocity... right around 135fps. Yes, only 135fps. Thats 20 hexes... only 4 Active points worth of range! Now obviously if we go strictly real world, we can;t model this that way. But that does give us a reliable base to consider... the arrow flies at a speed of 20", and moves that full 20" on every phase. We coudl easily enough add a limitation "Real Arrow (-1/4)" and call it good I suppose.

     

    One part I DO like about this, is that Speedsters can then outrun those arrows. And they really should be able to. This also gives soemone time to respond form a distance, and get their defenses up and in place. If the range is long enough, you coudl even allow for Dive For Cover to get out of the way of arrows.

     

    But then, how does this match up with the other game powers?

     

    Let's go back to telekinesis. Assuming we have 50 active points in TK, that gives us about 35 Strength, and a range of 250". This means we can affect anything within our range. We can move anything within this range also. But we can throw this item as if we had a Str of 35 and made a running throw. this means we can move it 28" or 182fps. This actually works very well for a comparison to an arrow, and maybe thats what we could base the velocity on.

     

    Of coruse, this then unduly limits the max range of the bow, so doesn't work completely. We can't really apply the Strength to the bow itself either, because normal 15 strength warriors can pull bows that shoot much farther than this would indicate.

     

    In the end (never thought I would get to an end eh?) I think that adding a limitation for arrow velocity, and capping it's movement to 20" per phase, might end up being the best approach if anyone wants to model real world archery for the game. With creativity, they could even use this to their advantage by leading targets, and timing their shots for specific effects.

     

    It would add a lot, but it might also overly complicate matters. Same thing for arcing shots high to drop down to the targets. Maybe there is room for advanced archery rules for those who would want it, but I am not sure that the game woudln't be better served by keeping archery as fast as the other forms of ranged combat. Otherwise bows will become a rapidly ignored weapon in all but the most traditionally mundane campaigns.

  17. Re: "Mostly Harmless" powers

     

    Well, the light light-bulbs thing actually has some decent potential. Maybe the characters touch, or a 1 hex area, can power most devices. Use cell phones or PDAs without ever having batteries in them for example.

     

    Sense color by touch.

     

    Speak with animals.

     

    Universal translator is a great one.

     

    Empathy is always a great one also.

  18. Re: Sharing the Campaign ideas you can't use... yet

     

    One I hop to start up this weekend actually.....

     

    Ach Tung! Cthulhu!

     

    the heroes are working with/for the Allies in late World War I. As the war ends, they follow up on some of the activities of the new growing Nazi/Workers party. I want this to run during the transisiton between the end of WWI and the start of WWII. The rumour is that the Nazis are after occult artifacts, and the group is trying to make sure they don't find anything actually useful.

     

    As time goes on, they find out the truth is that Hitler thinks the occult is all bunk, but masterfully uses symbo.logy and Jungian archetypes to control people. All very real world history here. Also real world history, some of his higher lieutenants are into the occult and believe that holds the key to their power. So while the masses think hitler is an occult crazed nutjob, the players realize he isn't, but his followers just might be onto something.

     

    As they investigate further, they uncover ancient evils ala Cthulhu, and have to intercede without making anyone aware of the real power, and real danger, that lurks just beneath the surface.

     

    Dark Shores!

     

    I hope to re-start a FH campaign I ran years ago with new players. the basic idea is that a prophecy has come true on the Western Shores (form the FH 4th Ed book) and a powerful lich like creature has turned the lands into a dark and undead infested shell of it's former self. Very Ravenloft stuff.

     

    All the lands were tainted, except for the one bastion of purity and hope in all the shores, the pirate island of Dornica! It was protected from the darkness so the only chance for salvation comes form the peoples of the island of crime and backstabbing. This limits the magical choices, and many other backgrounds, but keeps things very tightly focused into a common goal.

     

    As the campaign progresses, 2 major foes are found to be trying to take the dark power they both thought was rightfully to be theirs. One, a dark lich who leads a council of death knights, the other a Lich empowered Shogunate lord, who uses accupuncture needles to turn normal humans into walking Samurai undead.

     

    The players, while trying to stop the overall evil, get caught between a power feud of these 2 liches, each of which see the heroes as bait, or potential tools, to steal the dark power for themselves.

     

    Kolchak/Chronicle

     

    Both of these shows were great. I woudl love to run a game where the players ran investigators or reporter types, looking into bizarre and supernatural happenings. Not to be overly cliched X-Files type stuff, but kinda tongue in cheek the world isn't ready for the truth type stuff.

     

    This one would make for GREAT one shots, and the few overarching storylines could be almost anything.

  19. Re: how would you do this

     

    Well, if they aren't actual real world objects, then you don't neccessarily have to build them as vehicles. It could just be a special effect... and the underlying power is a travel power that is area effect use, with force walls included. With light illusions on top of that, and a change environment, you coudl easily create a single power that looked and acted like any vehicle you wished.

     

    Just depends on if you want to summon real vehicles, or if you want to travel and make it appear as a normal vehicle.

  20. Re: The Range and speed of arrows

     

    In order to model real world you can certainly adjust that however. And we are also looking ar max range, versus max effective range. And with the range penalties in play, I find that your effective chance to hit a target is at, or just under, the real world expectations.

     

    As an aside... I once wrote up a document on Telekinetics (which was published in al old Haymaker actually) which covered everything form basic uses to a Martial Art designed for telekineticists. This was all 4th Ed, and I think maybe I need to dig it out and see what needs to be updated. But I bring it up for this reason...

     

    I broke down how active points and strength related to damage, and thus determined the logical result of using telekinesis on an arrow to propel it toward a target. Generally it takes about 30 telekinetic strength to match the force of an arrow delivered accurrately form a strong bow. Telekinetics don't have the same sheer velocity of movement that the fired bow would, so they tend to be less efficient. I think i came up with about 8 Pts per DC.... but again this was under 4th ed and I will need to start looking at it again to see if anything has changed.

     

    But the whole point of this was to see the real interaction between building bows and other forms of ranged damage. Bows are very efficient at harnessing their force to a specific point, and it is kinda tough to match that by other means. the real weapon range limitations however keep this in a bit of check, so you certainly shoudl enforce range penalties where applicable on bows.

     

    Also, that Max range is just that, Max range... not reliable effective range. Anything over 64" is at -10 for range mod, so thats pretty hefty. Even if the bow WILL go to 235", to hit anything at that range requires a hit at -12 OCV. Thats with no other mitigating penalties.

     

    Some Samurai and Normal Longbowmen were known for amazing feats of long distance archery however, and this would be best represented by range skill levels.

     

    So for any man-made or real weapons... assume 5Xactive Pts as your max range... but consider that ANYTHING over 64" is really going to become unreliable in most hands anyway.

     

    Looking at the basic weapons on pg 330 of Fred... Heavy Long Bow is 2d6 damage and 55 Active Points. Thats including a +1 RMod.... Max Range of 275". Even with this Rmod bonus, you are at -13 OCV at Max range.

  21. Re: Storn's Art & Characters thread.

     

    I just have to say it again, I really admire your work Storn.

    From the earliest times I saw your pics in games (mostly HERO) I always liked the themes and the action involved. Being honest, there has been a definate progression and growth, and it is noticable. It seems like now you are able to accurrately nail what your mind wanted to show in the past.

     

    Always good really, but now the work is just great.

     

    I tend to like your Black and Whites (and expecially your pencils) better than your colors, but your book covers are certainly an exception. Your digital coloring looks great now and I like that it isn't ever overdone.

     

    Just a question, do you prefer the black and white work? Do you feel that pics are often complete at that stage and don't need the color? Or do you generally feel your works are done only after fully colored?

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