LordQulex Posted August 14, 2016 Report Share Posted August 14, 2016 A cleric prays to his deity and his sword is engulfed in holy flames. A mage casts a spell and a sling bullet becomes enchanted. A witch blesses her father's service revolver to be able to damage demons. These are all examples of things I can not figure out how to do in the HERO system. They all have one generic thread in common - how to enhance a mundane item with adders. In heroic campaigns, where above average people purchase average gear with in-character money, how does a hero magically enhance their equipment? . If the cleric is to harm ghosts, it needs affects desolidified. If the mage wants to enchant sling bullets to hit better and explode, it needs range advantages and area-of-effect. If the witch needs the bullets to pierce the hide of a demon, it needs armor piercing. Can the noble and benevolent community share how you have enchanted equipment in your games? I'm looking for powers that give adders to common equipment. Thanks! Quote Link to comment Share on other sites More sharing options...
Steve Long Posted August 15, 2016 Report Share Posted August 15, 2016 Since this is a request to the community, I've moved it to the Discussion board, where anyone can reply. Quote Link to comment Share on other sites More sharing options...
Doc Democracy Posted August 15, 2016 Report Share Posted August 15, 2016 They are called naked modifiers. Check them out. :-)what edition are you playing? Quote Link to comment Share on other sites More sharing options...
Nolgroth Posted August 15, 2016 Report Share Posted August 15, 2016 Well there is Naked/Independent Advantage. That might be a good place to start. For Sixth Edition, you have the following resources; 6E1, Page 314 (called Naked Advantage) Champions Complete Page 95 (called Independent Advantages) Fantasy Hero Complete Page 112 (also called Independent Advantages) Naked Advantages also were in 5th Edition, though I don't have my 5th Ed resources as readily available. Edit: Ninja'd. Quote Link to comment Share on other sites More sharing options...
Christopher Posted August 15, 2016 Report Share Posted August 15, 2016 Mostly naked advantages. "Extra resistance to attacks" is usually done by limiting a defenses to a special effect/not against one. Some powers (like Desolidification, Regeneration, Resurrection) even have what I call a "mandatory weakness".Just add "Variable Special Effect" as a naked advantage. For the Holy/Flaming sword, also consdier my answer to this thread: http://www.herogames.com/forums/topic/93923-making-fiery-tackle/?p=2526512 Quote Link to comment Share on other sites More sharing options...
dsatow Posted August 16, 2016 Report Share Posted August 16, 2016 I'll give you several options. As the saying goes, "There is more than one way to skin a cat. 1d6 HKA, 1d6 Body Drain rec/century, 1d6 Blast does body NND, ..." 1) The naked advantage option. (Give an advantage to the base weapon) 2) Major Transform. (Transform mundane weapon to magical weapon) 3) Usable by other with appropriate limitation (ex: 1d6+1 HKA AP lim: replaces base weapon damage -1/2) 4) Give XP to buy up the power and possibly a disad/complication to pay for it. 5) Treat it as part of the story and just allow the weapon to be enchanted. (ex: with this expensive and ridiculously hard spell, I transform the sword to "Middling" the sword before they got it right and made Excalibur) Quote Link to comment Share on other sites More sharing options...
InfiniteKarma Posted August 16, 2016 Report Share Posted August 16, 2016 This depends on heroic or superheroic games, but it sounds like this is for heroic based on your examples. The other option is building a power with the effect you want (e.g. an enchanted weapon does 3d6 killing damage whether it's a sword or a knife.), and a "Focus of Opportunity -0.5" limitation. As long as you have a suitable weapon available, it can be used to produce that effect, without worrying about what the weapon did before. Quote Link to comment Share on other sites More sharing options...
Wardsman Posted August 19, 2016 Report Share Posted August 19, 2016 A cleric prays to his deity and his sword is engulfed in holy flames. A mage casts a spell and a sling bullet becomes enchanted. A witch blesses her father's service revolver to be able to damage demons. These are all examples of things I can not figure out how to do in the HERO system. They all have one generic thread in common - how to enhance a mundane item with adders. In heroic campaigns, where above average people purchase average gear with in-character money, how does a hero magically enhance their equipment? . If the cleric is to harm ghosts, it needs affects desolidified. If the mage wants to enchant sling bullets to hit better and explode, it needs range advantages and area-of-effect. If the witch needs the bullets to pierce the hide of a demon, it needs armor piercing. Can the noble and benevolent community share how you have enchanted equipment in your games? I'm looking for powers that give adders to common equipment. Thanks! Caveat I don't play 6th edition but I don't think it has changed that much. Nothing you listed is inherently an adder or an advantage. Can be done that way though Flaming sword is extra HKA with fire sfx. Sling bullet? Depends on what the blessing does. I build my demons with disadvantages vulnerable and susceptible to consecrated items and use a transform to make weapons consecrated. Others have suggested a simple KS as ritual can make a weapon consecrated. Variable sfx advantage is another option. Could be an naked advantage(advantage as a power). Quote Link to comment Share on other sites More sharing options...
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