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One of Us, One of Us / Re: Joining the Gaming Nerds ᴙ Us Forum
« Last post by rredmond on September 15, 2018, 04:47:27 pm »
Even you, Brutus?
One of Us, One of Us / Re: Joining the Gaming Nerds ᴙ Us Forum
« Last post by tystates on September 15, 2018, 03:50:00 pm »
And now I have an avatar!
One of Us, One of Us / Re: Joining the Gaming Nerds ᴙ Us Forum
« Last post by tystates on September 09, 2018, 05:57:14 pm »
I'm here too. An old man in the MSH online scene.
Over on Unseen Servant ( we've got a ton of D&D games, a Star Wars d6 game, a Star Trek Game, Ghostbusters, L5R, T&T and even Boot Hill. But folks have been clamoring for a Super Heroes game forever. MSH and V&V have both come up, garnering interest, but I don't think any have gotten off the ground.

If you ever wanted to work this game out in a PbP - the pace makes things easy to learn for the players, and modify as you go for the DM - you should definitely head over that way. :D
Be well!
One of Us, One of Us / Re: Joining the Gaming Nerds ᴙ Us Forum
« Last post by rredmond on September 09, 2018, 01:53:43 pm »
Not a Bot, not a Bot, nanner nanner nanner!!
Well I didn't say I was mature. ;)

Heydee all newcomers, I'm Ron. I play AD&D 1E, though my oldest daughter (of 4 girls  :o ) has forced me to try 5E recently. She's 16yo is my only excuse. It ain't bad, it ain't 1E, but it ain't bad. I'm not sure if I have a signature, but I belong to a couple forums and PbP a lot at Unseen Servant and do stuff for & Magazine, which is an AD&D ezine. In real life I'm a social worker in New Jersey, thus broke but relatively happy. Most of my D&D/TSR collection is PDFs because it's cheaper, and easier to travel with   ;D

Hope everyone is well and I hope that the spammers don't return. And I'm glad my daughter is in the local physics HS because the verification question below, about square roots, isn't fun for a social worker.  :-\

Be well all,
The Marvel Super Heroes Role Playing Game / Universal Heroes: the Manual of the Psi
« Last post by Firebomb on September 09, 2018, 09:29:37 am »
What is psionics?

Psionics is the practice of tapping into your inner potential, letting you perform feats with your mind, body, and soul that are normally considered impossible. All sentient beings have a psionic potential, for psionics is inherent to the very notion of thought itself. Actually developing one's psionic abilities requires intense dedication and training, however, qualities that most lack in some capacity.

Those who do have the capability and opportunity to master the powers of the self are the subject of the Manual of the Psi. A handy reference for this obscure path of power, the Manual includes the following information:

* CORE CONCEPTS: the basics of psionics in the Universal Heroes core rules are expanded upon here. This details all nine disciplines of psionic power, six of which are standard, while three are technically for combination characters. These three disciplines are included here as opposed to within the Combination Character Cookbook, the better to keep all the psionics rules in one place. The three forms a psionic can take are also spelled out here.

* PSIONIC AWAKENING: how does one expand the extent of the interactions between their mind, body, and soul in order to manifest psionics? This portion of the Manual explains the three basic methods of acquiring psionic ability: through intense training, through lucky happenstance, and through overwhelming belief. All psis will earn access to additional psionics through at least one of these three methods, though some utilize several!

* CHARACTER GENERATION: how to build a psi, whether trained, natural, or a believer. From ability scores to psionic powers to quirks to talents to contacts to those difficult to quantify personal touches, everything players need to craft a psi for use in their games is included here. Two methods of character generation are detailed, in fact: random (dice-based) and systematic (point-based) creation systems are included, depending on a game's needs.

* PSIONIC ROLEPLAY: once you've got a psi, what do you do with them? This final portion of the Manual explains how a psi advances once play begins, whether improving extant abilities and powers or mastering all-new ones! The effect of mastering disciplines is also expanded upon, as is the use of psionics as compared to other super human capabilities. Finally, optional limitations for psionics, whether for the path of power overall or individual characters, are included.

As it so happens, the Manual of the Psi is the first book I crafted to detail a specific path to power, though I have recently revised it considerably. In its current iteration, it definitely pulls its own weight compared to subsequent works of mine - even when pit against the possibly over-written Book of Magic. On the other hand, perhaps instead of being overburdened with detail, the streamlined approach the Manual takes is preferable.

Hopefully, the game's players will like both, but I suppose only time will tell!
One of Us, One of Us / Joining the Gaming Nerds ᴙ Us Forum
« Last post by Firebomb on August 27, 2018, 05:38:44 pm »
For those of you who have just joined the Gaming Nerds ᴙ Us: welcome! We're glad to have you, and though we're starting over from scratch for the most part, we hope you can ultimately participate in plenty of discussions - whether related to games, nerds, or some combination therein. The only problem is that, while the forum was previously rather open-ended, for the most part, it has become positively inundated with automated spammers from all corners of the earth.

As such, countermeasures have been put in place to bring these irksome, automated antagonists to heel. When you first join the forum from now on, the One of Us, One of Us portion of the board is all you will initially have access to. Sure, you can read the whole thing while logged out, but once you're in, you can only interact with us here - at least, at first. Once we see that you're not a scammer, we'll happily give you board rights to access the rest of the forum.

This may be a bit inconvenient, but it seemed the easiest way to cull the vast majority of bad actors from the site before they can even get started. The admin, despite his ceaseless protestations otherwise, is only human, and can't keep up with the snake oil salesmen otherwise. Thus, upon joining the board, just drop a message here, and we'll add you to the 'Not a Bot' group that can engage with the rest of the forum as 'regular members' formerly could.

Once more, welcome to Gaming Nerds ᴙ Us, and we hope you enjoy being a part of our small, but quirky community!
The Marvel Super Heroes Role Playing Game / Universal Heroes: the Book of Magic
« Last post by Firebomb on July 26, 2018, 06:38:09 pm »
A meddling with the nature of probability itself, magic is the art of producing outcomes to events that, without its assistance, would be staggeringly unlikely. Generally circumventing just about everything we know about the conventional rules of existence, magic is the great equalizer, letting otherwise normal human beings perform feats to shake the heavens themselves. Of course, the risks of such power often exceed the reward, as many would-be sorcerer have found out in their day.

The Book of Magic is an effort to assist players of the Universal Heroes Role Playing Game in understanding this inherently incomprehensible phenomenon, and thus put it to use within the confines of the game. While naturally every conceivable detail about the power of magic is impossible to detail, the Book provides numerous different fashions through which characters can attempt to corral this unpredictable force. It includes the following segments of knowledge:

* CORE PRINCIPLES: getting to the brass tacks, this small but vital portion of the Book details how magic is not an inherent power, so much as a procedure through which anyone can manipulate cause and effect to some extent. It also expounds upon the six different types of magic spells, all of which utilize one of three different forms of magical energy, and how some of these spells are simply based directly on a form of magic energy, while others utilize some combination of the three to function.

* MAGIC SCHOOLS: the vast majority of beings who would wield magic cannot just grab a spell and run with it, no matter its origin. No, for the most part magicians must study a school of magic in order to figure out how it works. Magic schools are a philosophy of sorts, a tradition that is built around principles scientific and otherwise, which ultimately allows its adherents to cast spells. There are thirteen different schools of magic in all, allowing for a staggering variety when wielding magic!

* CHARACTER GENERATION: once you understand how magic works in the game, at least kinda sorta somewhat, the next step is to actually build a character who can wield it! This portion of the Book will walk players through this process, from determining their physical and mental capabilities, what school of magic they will belong to, the spells they are armed with, a magic artifact of their very own, and all the background information required to really flesh their characters out.

* SORCEROUS ROLE PLAY: while understanding how spells generally function is a good start, this portion of the Book spells out how ancillary details about magic functions within the game. Detailed notes about mystic instructors, maintaining spells, attempting entreaties and casting entreaty spells, character advancement, and spellcasting limitations (optional for the character or the campaign as a whole) are given here, the better to complete your mystical knowledge!

* ACCESSORIES: while most of my rule supplements have one or two accessories with which to aid players in their use, the Book of Magic goes above and beyond in this respect. As of now, there are currently twenty (!) accessories with which you can further expand upon the knowledge the Book already provides about magic, each focusing on a magic school or type of magic spell. More may be coming in the future, but for now, you can already make use of the following accessories:

Spell Roster Accessories (seven):

Dimensional Spells: dimensional spells are one of the easiest forms of spell to cast, in that they do not drain the energy of their wielder one iota. Instead, they depend on extradimensional sources of power in order to function, which can be fraught with more than a little peril. However, their staggering utility makes the abilities they provide absolutely vital to virtually every spellslinger. For more:

Entreaty Spells: different than entreaties for power, entreaty spells are magical formula that draw upon specific beings, things, or places of power to fuel their effects, whether they're resident in our own space-time or another. The easist magic to cast, entreaty spells have numerous benefits that allow their casters to bypass many of the limitations that normally hamstring their craft. For more:

Group Spells: there are only thirteen group spells in all, but they make up for what they lack in number with overwhelming versatility. Each group spell is comprised of six other, related spells, from which a mage may choose only one on a given day. This allows a thaumaturge access to a considerable amount of spell effects, all while greatly reducing the number of spells required to do so. For more:

Personal Spells: the most intimate of magic, personal spells are those which are actualized using the energies of their caster. These spells are perhaps the most draining on wizards, but at the same time, they don't require one to rely upon outside agencies of any stripe in order to function. Furthermore, they're the fastest spells to cast, which makes them perfect for combat usage. For more:

School Spells: while most of the spells that sorcerers can study by dint of their mystic school tend to be treated similar to personal spells, at least as far as casting them is concerned, they in truth draw power from numerous sources. Each school described in the Book of Magic has thirteen spells to (mostly) call its own, and altogether form the largest block of magic, bar none. For more:

Uncategorized Spells: though the intent was to build a comprehensive roster of spells for the Book of Magic, one that players could rely upon to create any sorcerous character they could imagine, I can't think of everything. Thus, the uncategorized spell roster is provided to warehouse spells and mystic ideas that exceed the original vision for the Book, made available for everyone's use! For more:

Universal Spells: spells of this stripe draw ambient power from the universe around their caster in order to function. This process is less draining on a spellbinder than the casting of personal spells, and offers the a much greater ability to affect the world outside their wielder. Sure, the effects of universal spells may take a bit longer to manifest, but the time spent is more than worth it. For more:

School Elucidation Accessories (thirteen):

Alchemy: a practice humanity has developed for as long as it has experimented with the many and various substances in the world, alchemy is the magic of material things. The product of seven thousand years of trial and error, alchemy excels in manipulating objects both mundane and fantastic, whether creating, altering, or destroying them. For more:

Clericism: for as long as thinking beings have existed, they have worshiped various people, places, and things in their environments. Fueling them with this veneration, sentient life is occasionally rewarded for their fealty, and some gods are happy to school their most faithful servants in the fine art of magic that furthers their interests. For more:

Eclecticism: while magical schools are a great way for the most characters to develop spellcasting abilities, some sorcerers do not follow their teachings, whether by intent or by circumstance. These mages find themselves on their own when attempting to advance their mystic career, and must work that much harder in their efforts to manifest magic. For more:

Elementalism: elementalism is what schools like geomancy ultimately evolve into, for the most part, shedding their clerical trappings and embracing thirteen elements instead of a mere seven. Scattered across the multiverse, elementalists strive to understand how reality - or at least some portion of such - functions! For more:

Entreatism: while any mage can conceivably base their entire sorcerous arsenal on entreaties for power and entreaty spells, it is the entreatist who has elevated such a practice into an art form. Using interations of the Sorcerous Concordat, entreatists can draw ever more power from as many entities as they have time and inclination to support. For more:

Faerie Magics: as the entities known as Faerie spread across the face of reality, intermingling with just about every kind of life that exists, they brought their sorcery with them. Faerie magic is a reflection of its creators, acting to manipulate and degrade the capabilities of others, the better to assert their superiority over everyone they encounter! For more:

Geomancy: designed around the notion that everything in reality is comprised of one or more of seven stoicheion, or classical elements, geomancy involves drawing forth the power of these elements to a variety of ends. Whether focusing on one element or sharing one's focus amongst many, geomancers are great protectors of nature itself. For more:

Paraprobabilitism: paraprobabilitism is a study of the very nature of magic, and how to manipulate it in various fashions. While other wizards rely upon knowledge gleaned by others in order to cast spells, paraprobabilitists dig deeper into that unpredictable source of power, regardless of the cost wreaks upon themselves... or others. For more:

Philosophy: long before our universe was born, when the first sentient beings came into existence in some unknown plane, they immediately quarreled about the nature of morality. This conflict ultimately spawned thirteen distinct psychoturgical energies, power which can be tapped with sorcery by its adherents to further the aims and influence of other, like minded individuals. For more:

Physiomancy: different than other schools of magic, physiomancy involves a supernatural focus on one's physical prowess above all else. Whether directly channeling the power of one's spells into their body or casting magic to staggeringly increase their capability, physiomancers have the capability of overcoming almost any physical challenge. For more:

Technomancy: proponents of the products of knowledge above all else, technomancers comingle sorcery with devices - either their own or someone else's - in order to merge the two into a singular, unstoppable source of power. While either technology or thaumaturgy are dangerous in a mechanical magician's hands, both combined are more than doubly so! For more:

Thaumentalism: the wizardry of thoughts, the sorcery of sentience, thaumentalism is a mystical study of how intelligence works. This school of magic can be wielded to alter the thoughts of either oneself or another, and can even be used to unlock, like the mother of all skeleton keys, the psionics inherent to the minds of every intelligent life form. For more:

Voodoo: generally described as an experience that ties both body and soul together, Voodoo can be viewed as either a faith, a philosophy, or simply a means to an end. This mystic school makes use of parley with Loa, souls of the deceased that walk the earth, whether to bargain for power, exchange knowledge and sensations, or to otherwise further each others' ends. For more:

So if any of this interests you, feel free to head on over to read the Book of Magic, available here:
General Gaming Nerds ᴙ Us Data / Re: Welcome (back) to Gaming Nerds ᴙ Us!
« Last post by Lurker13 on June 09, 2018, 02:30:04 am »
Yay!!! You're back
Technology is an amazing thing. The sum total of human innovation, technology is an additive phenomenon, each advance ultimately feeding into the rest of human knowledge, and growing it in new and exciting ways. Thus, it is inevitable that characters will appear whose super human capabilities are derived from technology, whether using devices to access those powers, being considerably augmented by science somehow, or even being the product of bleeding-edge industry.

The Technical Reference is an attempt to give players of the Universal Heroes Role Playing Game the tools they need to add characters whose abilities are based on technology. While every conceivable technological angle that can offer players powers cannot truly be covered by a single document, the Technical Reference gives a good base from which high tech heroes and villains can begin play. It includes the following segments of knowledge:

* SPECIFICATION: this bare-bones section breaks down the three basic kinds of characters that are detailed in the Technical Reference: device-wielders, cyborgs, and robots. Each come with inherent advantages and disadvantages in the game, or in other words, character limitations. This invariably tends to make technology-based adventurers more powerful than their conventional counterparts, but at the same time, does hamstring them now and then.

* DOCUMENTATION: this extensive portion of the Technical Reference provides the rules necessary to add common technologies to one's game. These can be the source of one's power, or simply something characters have laying around the house. Everything you need to know to handle armor (powered or otherwise), computers, cybernetics, firearms, robots, and vehicles is provided, along with notes for the basic characteristics of other, less common items one may encounter.

* GENERATION: want to build characters whose powers are derived from technology in some form or another? Here's how to do it! From start to finish, whether using the random or systematic method, the process for building characters with the Technical Reference is provided in exquisite detail. From character type to ability scores to powers/equipment to limitations to enhancements to quirks to talents to contacts, you won't need anything else to make your Child of the Electron!

* CREATION: once your character is active in the world, adding new technological capabilities to them isn't as easy as spending points or rolling dice. No, they have to build or otherwise acquire the technology they need in-game. This portion of the Technical Reference explains the process of invention in lurid detail, whether simply buying the gear off the shelf, spending hard-earned Karma to add new capabilities, or bypassing both to build things (mostly) from scratch!

* CULMINATION: the end of the Technical Reference, this portion of the book focuses on issues which may affect characters of a technological bent over the course of a campaign. Whether referring to actual character limitations or simply the sociological ramifications of such characters and their capabilities, this material is intended to be food for thought for all players, whether Judging or otherwise. Anything that puts an idea in someone's head, after all, is totally a good thing.

Should characters based on, augmented with, or comprised of technology strike your fancy, the Technical Reference has (most) everything you could ever need to make them happen in your game. If my probably gushing summary of the Technical Reference has stoked your interest in that project, you can naturally head on over to Technohol 13 to check it out, or even download the entire thing if you wish. You can find it at the following address:
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