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  • LordHeru
    replied to Space Opera
    Oh yeah definitely. In fact I look forward to the time in the future when the game has a sourcebook about Aeon space opera. That said, this thread, was basically me saying "hey, I'm in a space opera mood, anyone else in the same mood, and if so, want to talk about it?" and such.

    Psi teleporters like Dune, star gates, or hyperdrives are all potentially fun ways to go about space travel....
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  • LordHeru
    replied to Space Opera
    One thing I would say is that I am not entirely looking at there being Psions/Psiads. I could see, very much in fact, Talents and Superiors. I could see even adding certain Mesmerist elements when we get that group upon Adventure! coming out. But the space opera I am thinking of right now is a lot less magic psionics then what is present in Aeon.

    Of course that idea could easily change upon my mood changing. Which means come this time next week I could be like "yes, lets have psi be super powerful!!"

    I like the idea of both stellar nations and space empires,...
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  • LordHeru
    replied to Life Path Character Creation
    For me its the whole you did this, then this, then this, etc etc. In the Mechwarrior 3rd version within each life path there are events that can happen, these events add both traits and also adventure notes. I like that. I think its fun. Especially when my mind turns towards making characters, I now have events that I could use to flesh out the background slash story.

    From a pure game perspective its not super necessary. But from a creating a past of a character using a mechanically boosting way, its fun....
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  • LordHeru
    started a topic Life Path Character Creation

    Life Path Character Creation

    So one of the things I really liked about both the Battletech 3rd Edition RPG (Also known as Mechwarrior 3rd or Classic Battletech) and the older Star Trek RPG games was the Life Path system of character creation. This is, for those that might not know, the idea that you pick a set of paths that represent your growth before game start - from affiliation, to early childhood, to late childhood, to higher education, to real life. Each path chosen adds a certain about of years to the character, so one gains experience but also age. It basically creates a background with mechanics to support the various...
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  • LordHeru
    started a topic Space Opera

    Space Opera

    Soo very recently I got back into Battletech, mostly due to a SI (self-insert) story I read where a modern person and fan is brought over there due to an HPG experiment. His presence leads to him creating changes in the Federated Suns / Lyran Commonwealth, changes that make it so the Federated Commonwealth is probably going to rule the Inner Sphere.

    The point is that it turned my mind from fantasy to science fiction once again. Which had the side effect of me thinking once again about using the Storypath System as the rule system for such an idea.

    But it also had me...
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  • LordHeru
    replied to Wuxia supplement
    Thumbs up to you for putting it on the vault. Its very cool. Lots of potential....
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  • Just bought Fists of Flux, really interesting, lots of fun potentials there. The way you define Excelsiors is cool, as is the way you promote a Talent to one of them (or not, as the sidebar indicates, hehe). I like the Edges and Gifts you have here. The powered Gifts are pretty interesting in what they allow one to do. The way that Techniques work is also nifty. Very mechanically simple - using the tags - but they there is sooo much open potential. The powered items chapter is pretty cool too, I like the potentials there.

    There is clearly some grammatical errors but in general, as...
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  • Just bought it and I have to say very awesome. I like the ship listing and the descriptions of the nations in space and the new tags, all very very cool....
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  • O

    I think an Affinity that enhances writing, research, discovery, interpretation, and analysis and other such 'works of idea' as you say makes perfect sense. Being the scribe and or the vizier is just as important and useful as being the crafter or the general. So yeah, Affinities that enhance such things are brilliant.

    Plus, I think there is something awesome about a mummy / Wright having the ability to make or design or organize the creation of works of whatever much quicker than others is brilliant to me.

    ---

    On the topic of Sekhem, thanks...
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  • Ooh. I love this. This is a sort of thematic idea I adore. Its also honestly why I love the Pillar plus Affinity plus Utterance system. It lets usdo such things.

    So yeah, I love said inspiration. I live tge idea quite a lot actually.

    When it comes to mummy I am too much a fan of Resurrection to be entirely happy with the direction they took Curse. For all that I own all 1e books. 2e Curse, minus Sekhem, is really good for me, with it having a lot of fun potential.

    I do really like the Reborn, though they lack Affinities which Wrights do.

    ...
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  • Hehe. Cool.

    Yeah, small restrictions like that make no sense to me.

    Honestly, I don't see a point in making it Wright only. Especially as I ckuld see ypur version being used for lesser immortals like the reborn as well.

    I really do have to say your character type sounds perfect to me. Its basically what I want out of Mummy. Sekhem 1 to 10. Access to Pillars, Affinities, Utterances. Cool fun Merits and Sorcerous Rites. Its very much a good way to do it.

    I definetly woud include, and you do mention it, Cult access. Mostly bevause leading others...
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  • The cool thing about merits is its easy to add. Hehe

    Also, for the record, your awesome Sorcerous Knowledge merit is different from the one in 2e curse. That one has a Resolve maximum, yours don't. I like yours, and would ignore their max.
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  • Roght, but see te thing about "mages' use of yantras, Werewolf rites, vampiric blood sorcery" is that they are group specific. They are calibrated around the power source of said template.

    Sorcery Rites are mortal magics. They are lesser things compared to what other beings can do. Which is why in this case the Wrights, or the Reborn for example, overwhelming power should allow them to ignore aome trappings.

    All that said. I can see letting Wrights replace one element with a Pillar naturally. I could see a merit and sekhem under 5 letting a second element...
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  • I think that thanks to the Hammersmith event the Inspired, of all three categories and multiple power groups, are capable of appearing ith humans at any point in time and space.

    That said, those that manifest outside of certain time periods are often lower in both number and power. They arent mutated and horrible, at least not for the most part, rather what they can do is more hidden and difficult to advance.

    In game terms i would say they start with less experience and need to spend more to progress. Additionally, I would say Psi or Quantum maxes are naturally lower....
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  • Honestly, I think if you are basically a supernatural being with high magic on your own you should be able to conduct magic without using the crutches of mundane folk. You don't need time or place or object, your sheer overwhelming power lets your will conduct the magic. To me this is both practically and thematically important when the suprnatural has powers that are intrinsically greater than mundane rites.

    I'm also a fan of adding supernatural potency to all mundane magic using rolls to represent your greater knowledge of arcane truths when casting magic....
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  • One of the core character concepts I have is a young, just starting at college age, man who happens to have something happen that leads to his awakening in the social and mental arena - business and politics and science. I take this base idea twist it in different directions whether he becomes a Talent, a Superior, a Nova, or a Psiad. I also have the idea that he is given some money do the event that will secretly give him powers. Money that he uses to begin walking the path of importance.

    What happens after that I do not know. hehe
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  • Longevity. Those two rites being a stepping stone is great. Maybe a followu Rite could exist that rewuires a Vessel and boosts them to decades or something. This cpuld be a stuff of campaign story rather then something else.

    Rites. The whole only one Pillar can be used to modify a Rite is not something I'm a fan of. I think I might add amerit that allows for multiple Pillars to be used to change a rite. Maybe call it Sorcerous Shaping and have a 2-dot and 4-dot version, each adds +1 to pillars points used while increasing certain Sekhem and pillar dot requirements.

    ...
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  • I like the idea of gaining power abilities slowly, piecemeal. Its fun. At first such a character is only barely more then human but given time, and the experiences of adventure, they become more.

    I also really like the Rites of Dancing with the Dusk and Rising with the Sun. The idea one makes them super old and then tje next toung again, well, its awesome. I do think a year is too short, and I also see no benfot in the risk - im pretty sure I wouldnt end a gme cayse a player's character dies due to a bad roll in his home. BUT, that said, I like the idea.

    (Honestly,...
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  • Everything about this is awesome. THIS is basically the Mummy character template I want. This looks fantastic.

    There are two things I would want to add, both rate to the same thing, time. I would find a way to make them immortal and find a way to let them jump through time, as I like that element from the second edition.

    Oh, and I might find another way besides sacrifice to raise Sekhem.

    But yeah, this is brilliant. Its a great structure.
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  • LordHeru
    replied to TC Assasin book
    This is something I actualy really like. You have the core, the base, then you have additions going in other ways.

    That said, are Assassins there own template or something like modified say Talents....
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LordHeru
LordHeru
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