PDA

View Full Version : Extension template questions



TMIB
Sep 11th, '05, 08:35 PM
I'm working on creating an extension template for my campaign, and it's coming along nicely, though I have a few questions that have cropped up during the process. I'm hoping that someone here can help me out with these.

1) The campaign is set in 15th century Germany. By using the <REMOVE> tag, I've taken out the perks and talents that are inappropriate for the campaign, such as Computer Programming. However, I notice that some of the adders for the Fringe Benefits are inappropriate. I'd like to keep most of the adders, as some of them are quite nice, (lordship, for example) but I'd like to be able to remove some of them (starship license, galactic computernet access card, etc)

How do I remove an adder for a perk from the extension template without removing the perk itself?



2) My template uses an additional characteristic "VIR" for virtue. I designed this using the CUSTOM1 tag. I also created a figured characteristic "Divine Favor" which is derived from Virtue (Virtue*2=Divine Favor) using the CUSTOM2 tag.

This is all working very well. However, I would like to remove the ability to raise Divine Favor directly, so that it can only be increased by purchasing more Virtue.

Is it possible to make it so that a figured characteristic can ONLY be raised by its parent characteristic, rather than directly? I could increase the cost to raise it directly by an ungodly amount so no one would do it, but that's kind of a kludgy solution.


Thanks in advance for any help!

Simon
Sep 12th, '05, 03:00 AM
1) You will need to "re-define" the Fringe Benefit Perk in your custom template. The easiest way is to copy the definition from main.hdt and remove the Adders that you don't want.

2) Characteristics were no designed to act like that in the Hero System, so the way that you describe is going to be your best bet.

TMIB
Sep 12th, '05, 05:28 AM
Excellent, thanks for the fast response, Simon!

TMIB
Sep 13th, '05, 08:08 PM
Heya, I've got another question...

in my campaign world most of the people are mundane- they have no magic abilities or other supernatural abilities. I'd like to give my player only a few pre-made powers to choose from to begin with. I can construct these as prefabs and access them that way, so that's no problem.

However, I'm going through and using the <REMOVE> tag on my extension template to remove the contents of the powers tab. (I don't want my players to be able to pick anything from the list that is not a prefab I've supplied)

I have successfully removed all the powers, except those that are extensions of other areas, for example; talents, skills or characteristics bought as powers. These still show up on the powers tab.

Is there any way to remove these? Leaving them on the powers tab may be a bit confusing for my players. I'll be sitting with them to work through character creation, but the less confusion for them, the better.

Thanks in advance for any advice or suggestions!

--TMIB

Simon
Sep 14th, '05, 07:21 AM
I would not recommend doing that. Just tell your players not to purchase Powers.

The Hero System is designed around Powers --- and, from the sound of things, you want to use some of them in your campaign. The prefabs that you have designed will require the Powers and Modifiers that were used to construct the abilities (the prefabs don't replace them...they just specify pre-formatted purchases of the existing abilities).

TMIB
Sep 14th, '05, 11:20 AM
Ah, I thought that removing them from the powers tab merely made them unavailable for purchase, and that the prefabs would still work. Thanks for the clarification.