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Nerdnumber1

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  1. Re: Horror/Urban Fantasy Monster Hunter Game I will eplain it to them in general terms and, since they get more powers as they embrace the darkside, it won't be too nasty at first and I will give plenty of in game and out of game warning before and during their descent. Also, it isn't like normal attacks will cause this kind of occurance. Only if the players go out of their way to indulge in their unnatural appitites or they start feasting on monsters (despite warnings from their patron), do they risk dire consquences (or have the chance of dark rewards). For example: if a vampire drinks a non-lethal amount of blood, she'll be fine, but if she takes the time to suck a human dry, especially if she wasn't starving, she could increase her vampire powers and weaknesses. If a werewolf bit off a chunk of monster meat and dropped it, he would be fine, but if he mauled and ate the same monster, he might have side effects (which would really be a "power" of the monster in question).
  2. Re: Horror/Urban Fantasy Monster Hunter Game I'm not going to give hard game rules to the darkness within because the characters and players need to FEAR the consequences, not look and say "oh, I have enough body to take another hit of darkness". It is easy to get comfortable if the rules are spelled out, but when they are completely unknown, that is when things start to get creepy. And also, horror games aren't supposed to be fair.
  3. Re: Horror/Urban Fantasy Monster Hunter Game Equipment is free (except maybe if the character starts with some strange, evil artifact), but I'm not sure how much firepower I should give them. Considering they're occupation, they will probably want large caliber weapons with holy silver bullets so I might have to give the baddies some defenses that still work against their weakness so that they don't start blowing up vampire heads (the covert nature of the game will put some limit on their resources, but a flowy long coat or a large purse could hide some serious weapons). Also, since the players can be beastly, I need to think of how much defense a young werewolf or vampire should have (I was ever thinking of giving damage reduction that can be bypassed by certain attacks). Another interesting interesting thing I want to put in is less solidly constructed in the rules. Basically, certain actions can make players "give in" to the darkness, little by little. So every time a vampire character gorges himself on blood to the point that his victim dies, he might get extra disadvantage points (assigned by me.) While physically, he becomes stronger, he will lose some of his humanity (his blood-lust will grow, the sun will burn more, silver and holy will become more effective, he will get enraged or berzerk easier, etc.) Also, if anyone feeds on the blood or flesh of another supernatural being, they *may* gain short or long term effects.
  4. Re: Horror/Urban Fantasy Monster Hunter Game I was thinking of having pseudo-supernatural templates for reletively normal characters (basic resistances to magic, danger sense, or similar) which could be the reason they survived supernatural contact. I'm not 100% sure on this point however. Yes magic exists, but it is difficult to use, potentially dangerous, and, in terms of raw power, generally inferior to equivilent technological options. The mage may have access, however, to specialized abilities otherwise impossible to recreate mundanely (such as mental shields, demon summoning and specialized sensory powers.) I was thinking of statting it out as a ~30point vpp that can only be changed between scenes, with access to bulky spell books, and what powers are available are uncontroled (basically, when a player wants to research a spell, he describes what he wants it to do in general terms, then makes a magic roll. The higher the roll, the closer the spells are to what he wants (he isn't making spells from scratch, he is looking for an existing spell that does the job ok)). The organization does not have the manpower to micromanage the players. Life expectancy of a monster hunter are low and most monsterous hunters eventually succome to their dark sides (and even those that don't start as the monsters can later become ones). Those veterans who survive and prove that they can resist the darkness are removed from the field to organize efforts by looking at the big picture (the patron will be such a veteran and later, the players might catch a glimpse of some of his old team mates that fell to the dark side and became the worst sort of monsters, showing them their possible fate ). I might also have some plot device contacts, but I'm not sure if the organization wants too much interconnectiveness on the lower levels (in case they go nuts.)
  5. I was toying with the idea of a Horror/Urban Fantasy Monster Hunter Game in hero system. Basically, the players have been recruited by a mysterious patron (a powerful, veteran monster hunter) working for a larger shadowy organization (it is cell based to that when the underlings inevitably go insane or become monsters the organization isn't compromized) and are sent on missions to investigate and neutralize supernatural threats. The PCs will likely be supernatural themselves, but I get lots of influence on how the supernatural effects are bought and there will be many dangers and disads to using or even having such abilities. For example, a werewolf would have increased abilities and durability compared to a human (even in normal form), but risks turning into a berzerk, unstopable monster that will likely eat his friends. I really want to make the players fear their powers and feel that they risk losing their humanity (so any supernatural being must be at least part human or formally human (such as a half-demon or a vampire). The PCs will be built on 75+75disads but can get 50 extra points + a variable ammount of disad points that can only be spent on special templates that I create (or otherwise have great control over). Basically the 50+ points are for the supernatural aspects. A scholar that knows some magic will have 50points of (severly limited) magic and few bonus disads while a vampire will have a laundry list of disads including berzerk (I think giving more power to the party members that may eat the rest of the party sounds fun). Now, does anyone have any ideas about the concept in general, template ideas, or tips, I would very much appreciate it. Also, I was wondering how much equipment I should supply to the group.
  6. Re: Duct Tape The GM likes to know what the players can do. Too many times the gadgeteer wipped up an encounter-killing power. Hence, he banned VPPs.
  7. Re: Duct Tape You don't need much mechanical skill to tie someone up with duct tape, however. Also, an idiot with duct tape could probably seal a leak quicker than a mechanic with less job-specific tools.
  8. Re: Duct Tape My GM has a strict no-VPP rule. Though it would be funny if duct tape was the most unbalancing piece of equipment in a sci-fi game.
  9. I'm starting a new low-scifi game and wanted to create rules for duct tape. Sounds like a joke, but NASA has used duct tape multiple times to repair vital systems, seal cracks, and even suggest its use to restrain a crew member in the case of a nervous breakdown. What should be the powers? I think heal (items only) or aid with a long duration, some sort of entangle, possibly a limited power to heal (only to stop bleeding until real help can be found), some sort of gag, etc. How much should it cost (in credits)? Duct tape is normally pretty inexpensive, but would have many active points because of it's various uses and effectiveness. Any thoughts?
  10. Re: Quote of the Week from my gaming group... I personally know someone who punned Steve Jackson to a tie. There is now a card in a Steve Jackson game that deals more damage to him than other players. I game with a man who punned the word halon without the slightest falter. I fear not such lesser puns as these.
  11. Re: Quote of the Week from my gaming group... Sometimes the other guy has a crappy weapon (whether due to poor taste, low budget, poor maintainance or an unorthidox number of limbs) and you want to make sure you have a weapon you can count on and access immediately.
  12. Re: Quote of the Week from my gaming group... 7. I once sued the Fox Network... and won. (This is actually an achievement of a character I know).
  13. Re: Quote of the Week from my gaming group... A frog-like, magic using inquisitor that wears pink! What a horror!
  14. Re: How not to be seen. Batman: Wears black, rellies on stealth Robin: Sidekick, wears red. This is why Robin is known in my group as "Robin the Boy Decoy."
  15. Re: How not to be seen. Our group has had similiar stealth problems. One member (Grey Ghost) has better stealth abilities than most invisible characters (~30-). Two have fair stealth (~14-), but nothing compared to our infiltrator. Then we have our two shiny teammates: one is half on fire (he glows like a torch in the dark!) and the other is an angel (neither have stealth).
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