yukonhorror Posted August 19, 2010 Report Share Posted August 19, 2010 I am trying to build the final fantasy game into the HERO system. I took a first stab at a power called Mighty Strike. In the original system, it does double dam (with a weapon), has a charge time, but has half the accuracy. For "double" dam it seems as though there are a lot of venues for that. It could be a straight up characteristic (STR) power (with non-persistent(-1/4) and instant(-1/2)) added (+10 seems good for a start). Also it could be a +1d6 HKA atk. Also it could be a aid 3d6 str with a self only (-1) limitation These cost 6,15,and 9 real pts, respectively. I know the Aid has a fade. So what would be the best way to approach it?? For the charge time I gave it delay phase (-1/4), and for the half accuracy, I used the Inaccurate Limitation (-1/4). Finally, it has to be used as part of a weapon atk. This is heroic fantasy (not super-heroic) so equipment is free. So would it be more appropriate to do OAF (-1) or do "only with weapons" (-1/2). The last point, I am curious for spells too. I want my mages to use spells through an implement of sorts. Whatever is appropriate for that mage class is fine with me. I don't want a "wand of fire blasting" which I KNOW would be an OAF. What I want is a fire blasting spell that must be used through ANY wand. So is OAF appropriate or "only with wands"?? Any help would be VERY appreciated. Quote Link to comment Share on other sites More sharing options...
phookz Posted August 21, 2010 Report Share Posted August 21, 2010 Re: clarification on what is more appropriate for "spells" and "weapon" powers? Sounds like you're on the right track. I would just do it as a bonus HKA - the aid just gets messy. As far as requiring a weapon, it's generally accepted to do that as an OIF: Weapon of Opportunity - it's obvious and can be taken away, but you can replace it easily, so it's essentially inaccessible. Quote Link to comment Share on other sites More sharing options...
JavalTigar Posted August 22, 2010 Report Share Posted August 22, 2010 Re: clarification on what is more appropriate for "spells" and "weapon" powers? I would just do an extra attack that has a trigger with the less acurate limitation. For the magic part, I would not have the focus limitation at all, just use gestures and incantations limitations plus a magik skill roll. That gives a total of -1. Put that on a MultiPower with fixed slots that use an END reserve to represent mana. Easy as Pi. Also this site gives a lot of great ideas: http://www.killershrike.com/FantasyHERO/HighFantasyHERO/FantasyHERO.aspx Quote Link to comment Share on other sites More sharing options...
Fireg0lem Posted August 25, 2010 Report Share Posted August 25, 2010 Re: clarification on what is more appropriate for "spells" and "weapon" powers? For #1, I think you should build it as the Weaponmaster talent with Delayed Phase and Inaccurate. For #2, a specific wand is OAF, but "any wand" is probably OIF; a character could, for example, carry a bunch of wands on themselves so it's hard to disarm them. It should possibly also be Restrainable and/or have Gestures and/or have Required Hands or something like that, depending on what you see the wizard as needing to do with the wand to cast spells. Quote Link to comment Share on other sites More sharing options...
prestidigitator Posted August 25, 2010 Report Share Posted August 25, 2010 Re: clarification on what is more appropriate for "spells" and "weapon" powers? You could also limit a power or CSLs to only working with a Haymaker which is a bit delayed and--while it doesn't impose a penalty to hit--does leave you open to counterattacks (DCV penalty) and can be thwarted by movement during the delay. Quote Link to comment Share on other sites More sharing options...
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