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About mallet

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    The Red Right Hand
  • Birthday February 5

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    Burnaby, BC
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    Creative Development - Film / Television
  1. I Can Feel You Through The Web

    I know this thread (pardon the pun) has run its course, but I've still been thinking about other ways of making this ability. So here is another way that might work: Detection Webs: +6 PER with Normal Touch, 100m area (+1) (12 Active Points); Physical Manifestation (-1/4), Conditional Power Can be avoided by a successful Acrobatics or Contortionist roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) This is the most "realistic" version of the ability. The Character (Spider) has to make the webs first (thus the cost END to activate), then if something touches one of the webs it feels the touch and it gets +6 to its PER check to notice and locate the intruder.
  2. I Can Feel You Through The Web

    I agree. Just look at the builds for stuff like Motion Detector from the Skill Book. It is built as a Detect Moving Person or Object 15-, with a Change Environment -6 to Security System Checks. And the description includes: This clearly shows that Stealth can't be used to hide motion as with the better models even a Stealth check won't help prevent detection. Also, from the Eyebeam trap: This shows that Stealth definitely can't be used to avoid some senses (IR or UV Vision in this case). You can't just Stealth by something detecting with those senses, you need to physically avoid them (unless you have a power of ability that makes you invisible to those senses). This is just a couple of examples, but their are numerous other examples in the books of Detects that can't be avoided by Stealth checks, only by Security System rolls or Powers and Abilities. Another example is the Pressure Sensor in a floor. It detects weight/pressure (so movement for a physical character across it). Stealth can't avoid that, that is why their are talents like "Trackless Stride" that specifically allow you to avoid ground based pressure and motion traps and detection.
  3. I Can Feel You Through The Web

    I personally wouldn't build it as a Sense. I think it sounds more like a Barrier (with 0 BODY, 1 PD, 1 ED, Vulnerability to Fire, Nonresistant Defences, and other Limitations including Conditional: Can be avoided by Stealth/Acrobatics roll ) covering a large area. And then a Linked - Detect: Damage to the Barrier. Or a Triggered Clairsentience with Physical Manifestation (and other advantages and Limitations) Also check out Pg. 289 of the Skill Book (well the whole security skill section of the book), specifically the Taut-Wire Switch which is very close to what you are trying to build.
  4. ALIENS!!!

    Nice! I always loved Living Steel and all the Phoenix Command stuff. Glad to see it hasn't been completely forgotten.
  5. Bolas

    My build was more going for a real weapon in a Fantasy setting, rather then the official "Super Hero gadget" build. I also think that the real weapon version could also be built to include the additional ability of choking the Target if the Attacker chooses to target the Target's head/neck with the bola, so if the bola wraps around the targets neck it could begin to strangle them and cut off their air supply until it is removed.
  6. Bolas

    I might build it like this: Bola: (Total: 17 Active Cost, 4 Real Cost) Blast 1d6 (5 Active Points); 1 Recoverable Charge (-1 1/4), Range Based On STR (-1/4), Real Weapon (-1/4), STR Minimum 5 (-1/4), Extra Time (Delayed Phase, -1/4) (Real Cost: 1) <b>plus</b> Entangle 1d6, 1 PD/1 ED, Entangle And Character Both Take Damage (+1/4) (12 Active Points); 1 Recoverable Charge (-1 1/4), Set Effect (Hands OR Feet Only) (-3/4), Can Be Deflected (-1/4), Extra Time (Delayed Phase, -1/4), Range Based On STR (-1/4), Real Weapon (-1/4), STR Minimum 5 (-1/4) (Real Cost: 3) -The Delayed Phase is because the attacker needs to spin it to get it up to speed to make it work effectively. -Set Effect (Hands OR Feet) is based off the normal Entangle modifier, but reduced in value because a bola could effect one or the other, With this build an Attacker could just simply throw the Bola to do damage, but if they target their Target's limbs (with the appropriate OCV modifiers so they hit the arms or legs) then they would do the damage, plus the Entangle would take effect.
  7. Small character bonuses

    Hi all, Just wondering about how you handle small characters in your campaigns and the bonuses they get. As per the rules, characters at 1/2 the normal size are harder to hit, so the attacker gets -2 OCV. But characters (Players or NPC's or Monsters) that are small buy their smaller size as a Complication and from what I can see this is usually a 5-10 pt. complication, so the free bonus of "giving" the -2 OCV to anyone attacking them is of at least equal (if not more) value then the Complication that provides it. Not much of a Complication (at least in combat) in that regard. Also, most builds for small characters (gnomes, halflings, etc...) that I see in the books also include a +2 DCV (that the character pays for) for a total "swing" of 4 CV (Character has +2 DCV and Attacker gets -2 OCV). This seems a bit excessive. What do you do in your games? Ignore the "-2 OCV for the attackers"? Not allow the "+2 DCV" purchase for the characters? Allow both but make the Complication worth 0 pts? Or just allow small characters to be rarely hit?
  8. Fringe benefit

    This is why I generally don't allow Wealth in Fantasy campaigns where "big treasure" gains are not only possible, but kind of part of the genre (thanks to D&D). The issue I have with using wealth like you described is that the "jump" between Destitute and Poor is far less then between Wealthy and Filthy Rich. Yes, they are both a 5 point jump, but Destitute ( less then $3000 per year) to Poor (Less then $10,000 per year) is a lot different then Wealthy(10) (Less then $5,000,000 per year) to Filthy Rich (Unlimited income, more money then they can spend). Yes, both are a 5 point jump, but because of doubling effect the 5 points at the high end has a much great in game effect. In a "normal" Fantasy Games (adventuring, questing, etc...) if a character should be Wealthy (the Noble fringe benefit or the like) I generally treat it as a background perk, meaning they don't spend points on it, and they also don't get direct access to that money either. Yes, they are rich, but all that gold is back in the family castle or lands, and it is not like they can just make a phone call and have the money deposited in their bank account. If they aren't carrying it on them, then it might as well not exist for the most part. They would need to somehow send a message by courier across the continent (taking weeks or months to get there (if ever)) then the gold would need to be delivered by armed guards also back across the continent back to them (taking more weeks or months) with the hope that bandits don't capture it. So if the Perk of being Wealthy doesn't have any in-game effect, then they shouldn't need to pay character points for it. If the characters do buy the Fringe Benefit of being a noble or business ranks or the like, then I do give them better gear and extra gold at the start of the campaign (based on how high they bought the Perk) because they have spent points on having that as their background, but once the campaign starts and they are far away from their home or business then they are on their own and at the mercy of what they can acquire in game.
  9. Fear!

    A little late to the conversation, but this is how it is described in Fantasy Hero 6th ED: I personally feel that if you do a Change Environment build like you have shown, it should be a PRE roll to resist not EGO, as PRE is the characteristic used for Fear, Awe, etc... and by changing it to EGO any Player who has built a Character believing their PRE score would help against Fear attacks will be annoyed that it is EGO instead that they have to role (unless you tell them right at the begnning of the campaign when they are building their characters that it will be an EGO check in your game, not PRE)
  10. For the Campaign Life & Advancement I think there are a lot of factors that you should fully consider before the campaign (or even char gen) begins. Most importantly how powerful do you want the characters to be at the beginning of the campaign, and how powerful by the time they reach the end. This will give you a general idea of how the progress should go. According to 6th Ed rules 175cp is a "standard" heroic character and considered the starting point for beginning characters. I personally feel this is more powerful then what I like starting out in a FH campaign, but maybe it is what you like. Most (all?) sample characters (from Fantasy Hero) and most of the creatures in the Bestiary seems to work based off of this starting point, so you have to factor that in when designing adventures using any of that source material. Someone once posted that a starting "standard hero" in FH is the equivalent of a 6th level character in D&D, I don't know how that calculation was made but it seems reasonable from what I remember from my D&D days. If you you use that as a base, and decide to start your players at a lower point total, say built with 75cp, then if they eventually earn 100 xp, that would make them only 175cp characters which is actually what the base starting FH character is recommend to be and (as stated above) about 6th level in D&D. Is that how powerful you'd like them to be at the end of the campaign? If so, and you plan of playing roughly once every two weeks for for 4 years then the players should get about 1.25 xp a session (20 sessions a year * 4 years = 80 sessions/100 xp = 1.25). But if you want them to end up more powerful then 175cp, maybe at 275 cp then you would double the xp given per session to 2.5 xp. But you also have to decide if the players will need to spend xp on magic items or not (both ways have advantages and disadvantages) and how much stuff like learning new spells costs the magic using characters. With hero some spell effects can be very expensive (The Turakian Age setting got around this by apply a solid "divide spell real cost 3 to get the cost the players pay". That does help keep things in alignment with other non-magic using characters, but rubs some people the wrong way and can still be very expensive. All these things have to be considered before the players make their characters and the campaign begins, if you really want to evenly spread out the xp you are giving out over the course of the campaign.
  11. I see the reasoning for using PRE as the base stat for this kind of thing, and as per the characteristic descriptions, that is probably what would be used in any official rules on the subject if they are ever made, but personally I think EGO should be the way to go. Or actually a combination of the two. Maybe it is a PRE attack the character has to resist, and if he fails he gets a temporary Psych Lim complication (cowardice) that he then needs to overcome with an EGO roll. Just like if a character had a permanent complication Psych Lim: Timid, Frequent, Strong, or something similar that he or she would always have to use EGO to overcome. PRE should be used to resist the effect of dangerous combat situations, but once you are effected, then EGO should be used to recover and move on. The Resistance talent could be used to help in the roll, or an alternate form of Resistance (like the examples given in the 6th ed vol 1 rule book).
  12. Haymaker question...

    There is a precedent in the rules for an attacker using Mental Powers to have problems with LOS, outside of the target being behind cover, etc... As per 6th Ed. volume 1: Unfortunately it doesn't go on to give examples of when this particular rule might be used. But it does imply that LOS can be fuzzy in some circumstances and still needs to "lock on" to a target. So maybe when a character is using a mental attack with Haymaker the target does become "fuzzy" enough that if he moves the attacker is no longer "locked on", and the attack will miss. This topic also makes me wonder what DMCV actually is. Mental Defence is fairly easy to describe, it is having a strong or tough mind that can take punishment/damage and is able to fend off attempts to control it, but what is DMCV actually. Is it having a "fuzzy" mind, making it harder for an attacker to target? Is it having some sort of mental power to "dodge" part of his mind from an attack? Is it just training to trick an incoming mental attack to somehow miss? Is it instantaneous, unconscious, mental battle between both parties that takes place at the speed of thought and that results in an attack hitting or missing? Much like the way one combat phase is sometimes described as being a series of attacks and parries with the final result of a major "hit" doing damage, or a "miss", meaning all the attacks and parries missed? Deciding on how DMCV works, might shed some light on how a mental haymaker might work and why the target moving may effect that, LOS or not.
  13. Resurrecting the Create Power

    It took me a couple of reads to get it, but I think I did. But I think any power that makes the player spend xp to create items is honestly a waste of your time (beyond a thought exercise) and a waste of pages in any book you might publish. I know that might sound harsh, but it is not meant to. I can not ever see a campaign where a player would do that, not unless xp was flowing fast and furiously. XP is one of the main things players are working for, why would they want to spend it on something they would then sell or give away? And since this is Hero why wouldn't the player just spend that xp on spells, powers or abilities that give them the same effect as the magic item that was being created? This seems like a power that would only be used by NPC's at the GM's discretion, and if that is the case, then rules might not be needed, as it is GM controlled. I think it might be better to build the power as a spell/ritual that a player can learn (by spending xp) that would allow them to place any spell they already know (which they have also already spent xp on) into an item suitable for enchantment. This would take time, and especially special ingredients, expendable foci, etc... This makes creating an item, not only possible, but also adds to the game because the players must locate or buy or discover the stuff needed to make the item. For example, Bob the Fire Mage wants to enchant a flaming Long Sword to do fire damage. He already knows a 1d6KA Flaming Touch spell, so first he needs to learn the spell/ritual to make magic items, then he and his party must find a a blacksmith who can make them a mastercraft silver long sword (and give him the silver to make it with) and then they also need to locate some Phoenix Feathers and a vial of Liquid Flame. Once they have all of that then Bob can do the ritual and spend a week to make the magic long sword that does +1d6KA fire damage. This makes crafting a magic item something that creates adventures and social interactions, etc... rather then just number crunching. Some of this is also campaign dependant as well. If it is a High or medium fantasy setting, where magic items are fairly common, then it doesn't make a lot of sense that people are spending XP to make them, as where would all of these enchanters find the time to gain xp by adventuring, etc... in order to have enough to keep making more magic items? 5xp is roughly 2 sessions maybe, in a normal campaign, so that is a lot of adventuring needed to turnaround and spend that xp on making an item, unless they can sell it for a huge sum. But then, if they can make so much money for it, why do they need to keep adventuring? So once again, it ends up being something more for NPC's to use, rather then player characters.
  14. Animal Friendship too expensive?

    I agree, if there is ever a 7th edition, I would recommend that subcategories for skills like Animal Handler, Survival & Riding be the optional rule for campaigns that focus on those types of elements, but in general campaigns just having the base skill should be enough and the standard. If I remember correctly, it is much like System Operations was a subcategory skill in 5th edition, that was turned into a "general" skill in 6th. Otherwise, most skills could be built with subcategories. Security Systems (physical, electronic), the same for lockpicking. Acrobatics (tumbling, bouncing, etc...) and that is just getting too crunchy and expensive for most games.
  15. Animal Friendship too expensive?

    All good points, Lucius. I guess it does depend on the campaign the game is set in. I was thinking more along the lines of what is mentioned in the Skill book: (It also mentions that Charm can sometimes be used as a complimentary skill to Animal Handler, so that implies other Interaction skills could also be relevant in some circumstances) I do feel that in most campaigns not putting Animal Handler into subcategories would work best, and instead just adding additional difficult modifiers for more unusual animals (like dragons(which I don't even know if they should count as they are generally intelligent creatures)) would be best. And getting back to the cost of Animal Friendship, since the talent doesn't actually give you the Animal Handler skill (or any of the subcategories) to gain its full benefit the character would also need to have already spent 14 points in purchasing all of the Animal handler subcategories, making the full Skill/talent combo of being an expert with animals cost a crazy 34 character points. Unless the campaign is very animal focused (a party of Druids maybe) that seems prohibitively expensive. At 34 points, it is probably getting to the point where it would be more cost efficient to build the ability as a power (mind control: Animals) or something similar.