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Snarf

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Everything posted by Snarf

  1. Re: Absorbsion, usable by others... That would normally give Bill the ability to absorb points when Bill gets damage, and Bob and Bill would still be seperate. But a lenient GM might just call it special effects and let that slide.
  2. Re: Cursed Items I never thought to do cursed items as side effects. I was going to do cursed items as triggered drains and transforms and stuff like that. Maybe with a physical manifestation limitation. But the side effect method is way more devious.
  3. Re: Case Closed aka Detective Conan I saw a few more episodes of the show and did a rough draft of a full write up of Conan. My current version of Conan comes out as 200 points. Check it out here. Comments and suggestions are welcome.
  4. Re: A spell that shatters swords For destroying the weapon, you could use a limited Dispel or an RKA with an Only To Destroy Foci limitation. For the shrapnel burst, you could use a small explosive RKA linked to the main power with a limitation like Only Works When Dispel Is Succesful.
  5. Re: Case Closed aka Detective Conan Here's my write-up of Conan's gadgets, based on the 3 episodes I've seen. Voice Changing Bow Tie: Shape Shift (Hearing Group, Any Voice, Imitation, Reduced Endurance (0 END; +1/2), (37 AP); OAF (-1), (RC 18). Knockout Dart Watch: EB 6d6, NND (defense is having covered skin or immunity), Invisible Power Effects (fully invisible, +1), (AP 90); 4 Charges (-1), OIF (-1/2), (RC 36). Power Kick Shoes: EB 8d6, Reduced Endurance (0 END; +1/2), (AP 60); OIF (-1/2), (RC 40). I'm still not sure about a character write up, but Conan would have something like IQ 30 and 20- skill in deduction and criminology.
  6. Re: Lack of Power coverage I've seen Wish spells done with change dimension. It would definitely have preferred some new power slipped into Fantasy Hero instead.
  7. Re: is this legal? The added STR damage is the main advantage of hand attacks and hand killing attacks over ranged attacks, so I think the attack should be allowed to go over 12 DC. But there should be some sort of secondary limit (max of 40 STR, max of 18 DC w/ all added damage, etc.) that keeps these attacks from controlling the game. At the very least, if this guy gets to make a power that bends the limit, then the limit should be loosened for everyone else too.
  8. Re: is this legal? If you're putting limits on damage classes, you should also put limits on the amount of strength someone can buy. Or you could include the damage added by strength when comparing an attack to the campaign limit.
  9. Re: Zelda HERO 1. Fixed 2. Hrmm, that sounds pretty useless. Would light reflection even be a power? Maybe Images with light only, AOE:Line, only to reflect light, and such.
  10. Re: Lack of Power coverage Absorbtion is more complicated than it has to be because it can never absorb both physical and energy damage. You have to buy the power twice, track two seperate absorbtion pools, and so on. It'd be simpler and more in-genre if those two seperate purchases of the power could be merged into one power.
  11. Re: Zelda HERO I'm starting some write ups of the equipment from Wind Waker. I plan on posting the rest of the stuff in a week or two. For now, here's some basic stuff ready for critique. Hero's Sword: HKA 1/2d6, Reduced Endurance (0 END, +1/2), (15 AP); OAF (-1), (RC 7). Master Sword: HKA 1d6+1, Reduced Endurance (0 END, +1/2), (30 AP); OAF (-1), (RC 15). Awakened Master Sword: HKA 2d6, Reduced Endurance (0 END, +1/2), (45 AP); OAF (-1), (RC 22). Hero's Sword Art (5) Defensive Strike/Horizontal Slice: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike (4) Martial Strike/Vertical Slice: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike (5) Offensive Strike/Thrust: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike (4) Sacrifice Lunge/Jump Attack: 1/2 Phase, +2 OCV, -2 DCV, Weapon +v/5, FMove (4) Martial Dodge/Counter: 1/2 Phase, +5 DCV, Dodge, Affects All Attacks, Abort (4) Counterstrike/Counter: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Dodge Sword Spin: HKA 2d6, Area Of Effect (12" Line, +1), (AP 60); Extra Time (Full Phase, -1/2), Increased Endurance Cost (x2 END, -1/2), OIF (sword of opportunity, -1/2), Concentration (1/2 DCV, -1/4), (RC 16). Notes: I figure Wind Waker's more detailed fighting system would be simulated in Hero as a martial arts style. Most of Link's moves had matching martial maneuvers, but I wrote up the sword spin as a magic power. I made the sword damages smaller than in the original Zelda write up so martial maneuvers would make more of a relative difference. Hero's Shield: +2 with DCV, (AP 10); OAF (-1), (RC 5). Mirror Shield: +2 with DCV, (AP 10); OAF (-1), (RC 5) plus Missle Reflection (Magic), (AP 30); OAF (-1), (RC 15). Total Cost: 20. Notes: I don't really remember what the mirror shield did in Wind Waker, but I remember it reflecting fireballs and spells in some of the other Zelda games. I'm going to assume that's what it does until my memory recovers.
  12. Re: Suggestions for Brick power Sounds like a Limited Power on high defenses to me. The absorbtion also works, but it would require more bookkeeping.
  13. Re: Frozen Feet: Entangle? I think Entangle is the power closest to what you're looking for. You could make it work if you applied enough advantages and limitations. For instance, maybe something like Entangle with Set Effect: Feet Only (-1), Does Not Prevent Use Of Accesible Foci (-1), Cannot Form Barriers (-1/4), and Takes No Damage From Attacks (+1/2).
  14. Re: House rules: Luck Comparing it with some of the other optional forms of luck, it makes sense to me. I'll try it out in the game I'm GMing at some point. I'd be concerned in some no-NCM games that players who have tons of recovery might be getting too much benefit from it though. I don't know if this would actually be a problem, but if it is, it might be necessary for it to give different benefits in heroic and superheroic games. It could be similar to how CSLs add to damage differently in heroic and superheroic games. In heroic games they could have a recovery, but in superheroic games they could recover some flat amount. Maybe 6 STUN and END per luck point spent or something like that.
  15. Re: Zelda HERO Heh, glad you like it. These are only the items for the first Zelda game. If you want, I could start working on items from some of the others. I'd need to do some research though, because the only Zeldas I've completely beaten are the original, ocarina of time, and Link's Awakening.
  16. Re: Help with two power stunts? I'd consider just using huge double knockback attack and overwhelming it with raw power. The player might feel gypped if you cheaply go around a defense he spent a ton of points on.
  17. Re: Zelda HERO I can't help any with monsters and character packages, but I did stat out the power ups from the first zelda game for one of my stranger games. It might give you some ideas. Wooden Sword: HKA 1d6, Reduced Endurance (0 END, +1/2), (AP 22); OAF (-1), (RC 11) plus RKA 1d6, Reduced Endurance (0 END, +1/2), (AP 22); OAF (-1), Only Usable When At Full Health (-1), Linked (to HKA, -1/2), (RC 6). Total Cost: 17. White Sword: HKA 2d6, Reduced Endurance (0 END, +1/2), (AP 45); OAF (-1), (RC 22) plus RKA 1d6, Reduced Endurance (0 END, +1/2), (AP 45); OAF (-1), Only Usable When At Full Health (-1), Linked (to HKA, -1/2), (RC 13). Total Cost: 35. Magic Sword: HKA 4d6, Reduced Endurance (0 END, +1/2), (AP 90); OAF (-1), (RC 45) plus RKA 4d6, Reduced Endurance (0 END, +1/2), (AP 22); OAF (-1), Only Usable When At Full Health (-1), Linked (to HKA, -1/2), (RC 26). Total Cost: 71. Shield: +2 DCV, (AP 5); OAF (-1), Not Usable Against Energy Attacks (-1), (RC 3). Magic Shield: +3 DCV, (AP 15); OAF (-1), (RC 7). Blue Ring: Physical Damage Reduction, Resistant, 50%, (AP 30), OIF (-1/2), (RC 20) plus Energy Damage Reduction, Resistant, 50%, (AP 30), OIF (-1/2), (RC 20). Total Cost: 40. Red Ring: Physical Damage Reduction, Resistant, 75%, (AP 60), OIF (-1/2), (RC 40) plus Energy Damage Reduction, Resistant, 75%, (AP 60), OIF (-1/2), (RC 40). Total Cost: 80. Power Bracelet: +25 STR, Reduced Endurance (0 END; +1/2), (AP 37), Only For Pushing Things (-2), OIF (-1/2), No Figured Characteristics (-1/2), (RC 9). Blue Candle: Sight Group Images, Increased Size (16" radius, +1), Conforming (+1/2), (AP 25); OAF (-1), No Range (-1/2), 1 Recoverable Continuing Charge (5 minutes, recovers after ending combat and leaving the area, -3/4), (RC 6) plus RKA 2d6, Area Of Effect (one hex, +1/2), 1 Recoverable Charge (recovers after ending combat and leaving the area, -1 1/4), (AP 60), OAF (-1), Limited Range (2", -1/4), Linked(to Images, -1/4), (RC 12). Total Cost: 18. Red Candle: Sight Group Images, Increased Size (16" radius, +1), Conforming (+1/2), Reduced Endurance (0 END, +1/2), (AP 30); OAF (-1), No Range (-1/2), Only to Create Light (-1), (RC 7) plus RKA 2d6, Reduced Endurance (0 END, +1/2), Area Of Effect (one hex, +1/2), (AP 60), OAF (-1), Limited Range (2", -1/4), Linked(to Images, -1/4), (RC 24). Total Cost: 31. Wooden Boomerang: Entangle 12d6, 0 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From All Attacks (+1/2), Reduced Endurance (0 END, +1/2), (AP 202); No Defense (-1 1/2), OAF (-1), Ranged Based On STR (-1/4), (RC 54) plus Telekinesis (2 STR), Reduced Endurance (0 END, +1/2), (AP 4); Only To Pull Items Toward User (-2), OAF (-1), Linked (to Entangle, -1/2), Range Based On STR (-1/4), (RC 1). Total Cost: 55. Magic Boomerang: Entangle 12d6, 0 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From All Attacks (+1/2), Reduced Endurance (0 END, +1/2), (AP 202); No Defense (-1 1/2), OAF (-1), Limited Range (20", -1/4), (RC 54) plus Telekinesis (2 STR), Reduced Endurance (0 END, +1/2), (AP 4); Only To Pull Items Toward User (-2), OAF (-1), Linked (to Entangle, -1/2), (RC 1). Total Cost: 55. Bombs: RKA 2d6, Time Delay (+1/4), Explosion (+1/2), 99 Charges (+1/2), (AP 67); OAF (-1), No Range (-1/2), (RC 27). Key: Lockpicking 20-, (AP 25); OAF (-1), 1 Charge (never recovers, -4), (RC 4). Magical Key: Lockpicking 20-, (AP 25); OAF (-1), (RC 12). Bow: RKA 2d6, 99 Charges (+1/2), (AP 45); OAF (-1), (RC 22). Magic Wand: RKA 1d6, Reduced Endurance (0 END,+1/2), (AP 22); OAF (-1) (RC 11). Magic Book: Aid RKA 4d6 (max effect: +1d6 to Magic Wand), Persistent (+1/2), Continuous (+1), (AP 100); OIF (-1/2), Limited Special Effect (magic, -1/4), (RC 57). Red Potion: Simplified Healing 30d6, (AP 300); 1 Charge (never recovers, -4), OAF (fragile, -1 1/4), (RC 48). Blue Potion: Simplified Healing 30d6, (AP 300); 2 Charges (never recovers, -3 1/2), OAF (fragile, -1 1/4), (RC 48). Stepladder: Teleportation 12", Reduced Endurance (0 END, +1/2), (AP 36); Extra Time (1 Turn, -1 1/4), OAF (-1), Must Pass Through Intervening Space (-1/4), (RC 10). Raft: Swimming 10", Reduced Endurance (0 END, +1/2), (AP 12), OAF (-1), Surface Only (-1), (RC 5). Monster Bait: Mind Control 4d6 (Animals), Telepathic (+1/4), Reduced Endurance (0 END, +1/2), Continuous (removed by winds or rain, +1), Cumulative (72 points, +1), NND (defense is sealed body covering, self-contained breathing, or immunity), Area of Effect (10" Radius, +1), (AP 115); Set Effect (taste me; -1), OAF (-1), No Range (-1/2), (RC 33). Heart Container: Aid BODY 2d6 (standard effect: +3 BODY), Delayed Return Rate (5 per century +3 1/2), (AP 85); OAF (fragile, -1 1/4), 1 Charge (never recovers, -4), (RC 13). Heart: Simplified Healing 3d6, (AP 30); 1 Charge (never recovers, -4), OAF (-1), (RC 5). Stopwatch: Major Transform 6d6 (all targets into targets stopped in time, heals after leaving the area), Personal Immunity (+1/4), Affect Desolidified (any form, +1/2), Area of Effect (15" radius, +1), Continuous (+1), (AP 337); 1 Continuing Charge (1 turn, never recovers, -3 1/4), OAF (-1), No Range (-1/2), (RC 59). They were all done more in the style of accuracy to the video game, instead of a way that would make sense in a story.
  18. Re: Power Reflection or Inversion Since the advantages and disadvantages of the altered physiology you describe sort of cancel out, it might be easiest to just declare aids and drains are reversed for this character and not make any powers or anything.
  19. Re: AoE and Mental Powers I assumed it was against the hex, since I haven't found anything that says otherwise.
  20. Re: Comeliness? -10 PRE (social based only, -1) wash. I've never heard of applying modifiers to negative characteristics. Is this a house rule you're using or something?
  21. Re: Comeliness? Check out the power Characteristics and the example powers in the sidebars around it. Then check out the power limitations Limited Power and Conditional Power. What you need is presence that works in fewer situations than it normally does. A Conditional Power limitation can do this. Presence normally works for both smooth talking friendliness and fearsomeness. Buy presence with the Conditional Power limitation "Only To Cause Fear" and the presence would only be useable in appropriate situations. As an alternative, you could just buy normal presence, but roleplay all social skill interactions as based on intimidation and don't learn or use interaction skills which having nothing to do with scaring people.
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