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Snarf

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Everything posted by Snarf

  1. Snarf

    Ncm:15

    Re: Ncm:15 I'd be worried that everyone would go from having DEX 20 to everyone having DEX 15.
  2. Re: How to make this power, Shadow Dagger Shadow Dagger: 2d6 HKA (up to 3d6 w/STR), Ranged (+1/2), Reduced Endurance (0 END; +1/2) (60 Active Points); Range based on STR (-1/4), Costs END to create dagger (4 END; -1/4), Character still pays END for STR (-1/4), Restrainable (-1/4), Can be used for melee indefinitely, but must be created again once thrown (-0). Total cost: 30 points. END 0(1), 4 to create. That looks good, but as far as I know, you already always have to pay endurance for the damage you add with strength. I think you don't need the "Character still pays END for STR" limitation.
  3. Re: How to make this power, Shadow Dagger Shadow Dagger: 3d6 HKA (up to 4d6 w/STR), Ranged (+1/2), Reduced Endurance (0 END; +1/2) (90 Active Points); Range based on STR (-1/4), Costs END one time to create dagger (-1/4), Character still pays END for STR (-1/4), Restrainable (-1/4). Total cost: 45 points. END 0(1), 4 to create. The problem with this is that there's no charges or anything to make the dagger unavailible after it is thrown. As written, you can throw each dagger you create an unlimited number of times without having to recreate it.
  4. Re: How to make this power, Shadow Dagger For the endurance cost to create but not to use, I think that would be worth about +1/4, because 0 END is +1/2 and Costs Endurance to Activate is -1/4. To make the knife throwable, you could use a naked advantage as JJR suggested, or an RKA slot in a multipower with 1 Recoverable Charge and Lockout -1/2 (cannot use other powers until charge is recovered). The rules FAQ suggests doing it with a naked advantage and Fantasy Hero suggests doing it with a Multipower.
  5. Re: Is OAF worth a -1 limitation? Thanks for all the great advice. In my last game, people didn't lose foci at all, but it was a heroic game, so the value of the limitation was less important. This time I'm going to make sure some of the enemies can exploit the limitation.
  6. One of the players in my RPG group thinks an Obvious, Accesible Focus isn't worth a -1 limitation, when compared to other -1 limitations, and I tend to agree with him. We worked out these alternate costs which might become a house rule in our game: -0: Inobvious, Inaccessible Focus -1/4: Obvious, Inaccessible -1/4: Inobvious, Accessible Focus -1/2: Obvious, Accessible Focus Has anyone else found focus overpriced in their games? Any hints on making foci more disadvantageous?
  7. Re: Disad Advice If he had to carry a tank of compressed oxygen with him everywhere, I would allow one dependence disadvantage. Anything short of that and I'd go with what everyone else is saying and tell him to cut the cheese.
  8. Re: EC Concerns... what is legal? You can also turn modifier intelligence to a moderate level that warns if something is illegal, but doesn't stop you from using it. That's my preferred setting.
  9. Re: Why play Fantasy Hero over other fantasy games? 1. There's no default spell system in the basic 5'th edition books. You can either make your own with the 5'th edition book only, make your own using 5'th edition and the advice in Fantasy Hero, or use the premade magic systems in Fantasy Hero or The Turakian Age setting book. There are also free magic systems availible on the internet. 2. Check out this site for tons of recognizable example characters, some of which are Fantasy based: http://surbrook.devermore.net/index/archive.html
  10. Re: Jedi Ghosts and fade-to-deaths? I would call this a limited form of ressurection, if the ghost continues to be an active player character. If the ghost is just a friendly NPC, then transform works fine for me.
  11. Re: I've Gone Totaly Mental! There's a lot of great tips and clarifications in this thread. I hope stuff like this is included in the next edition of Ultimate Mentalist.
  12. I'm trying to do a hero write-up of Captain N, a character from the shoddily made cartoons and comics based on nintendo characters that came out in the late 80's.Captain N's Fabulous PowersI'm still pretty new to Hero System so any help would be appreciated. In particular, suggestions for characteristic levels and different ways to build the powers would be great. Also, if anyone remembers the comics well, suggestions for skills and disadvantages are also needed. I'm aiming for a low powered superhero point level, so I have to make 45 more points of disadvantages.The Cap's Picture Here Captain NKevin Keene Val** Char*** Cost 10** STR 0 23** DEX 39 10** CON 0 10** BODY 0 13** INT 3 11** EGO 2 10/25** PRE 0 10** COM 0 * 2** PD 0 2** ED 0 6** SPD 27 4** REC 0 20** END 0 20** STUN 0 * 6"** RUN 0 2"** SWIM 0 2"/22"** LEAP 0 Characteristics Cost: 71 Cost** Power END 33** Zapper: RKA 3d6, Penetrating (+1/2) (67 Active Points); OAF (-1)* 7 13** Power Belt Jump: Leaping +20" (2"/22" forward, 1"/11" upward) (20 Active Points); OIF (-1/2)* 2 20** Power Belt Shift: +8 with DCV (40 Active Points); Costs Endurance (-1/2), OIF (-1/2)* 4 40** Power Belt Pause: Suppress SPD 8d6, MegaScale (1" = 1 km; +1/4), Personal Immunity (+1/4), Area Of Effect (One Hex; +1/2) (80 Active Points); OIF (-1/2), Increased Endurance Cost (x2 END; -1/2)* 16 16** Power Belt Battery: Endurance Reserve (200 END, 10 REC) Reserve: (30 Active Points); OIF (-1/2); REC: (10 Active Points); Limited Recovery (Only When Plugged In; -2)* 0 10** N Jacket: +15 PRE (15 Active Points); OIF (-1/2)* Powers Cost: 132 Cost** Skill 16** +8 with Zapper* 11** KS: Video Games 20-* 9** PS: Video Gaming 20-* 3** Deduction 12-* Skills Cost: 39 Cost** Perk 8** Follower: Duke* Perks Cost: 8 Val** Disadvantages 25** Hunted: The League Of Darkness 14- (Mo Pow, Harshly Punish)* 15** Psychological Limitation: Overconfidence (Very Common, Moderate)* 10** Psychological Limitation: Makes Terrible Puns (Common, Moderate)* 5** Social Limitation: Teenager (Occasionally, Minor)* Disadvantage Points: 55Cost Summary:Base Points:150Disadvantage Points: 55Experience Required: 45Total Experience Available: 0Total Character Cost: 250Height: 1.80 mHair: BrownWeight: 80.00 kgEyes: BrownAppearance: A gangly teenager, sporting a stylish N-embroidered jacket.Personality: Kevin is fearless and unshakable in his fight to protect videoland and in his loyalty to his friends. Like many great heroes, he tries to wisecrack at every opportunity, but playing video games 20 hours a day has left him unable to manage anything better than agonizingly bad puns.Quote:Background: Kevin Keene was an ordinary teenager, until he was transported to Videoland, the world inside his Nintendo. Now, he must use his superior video game skills to save Videoland as Captain N: The Game Master.Powers/Tactics: Kevin is armed with a fearsome array of Nintendo accesories. His Zapper gun can vaporize baddies and blast down those normally impenetrable video game walls. His Control Pad Power Belt has many powers. Hitting up and down makes powererful jumps. Hitting left and right dodges with lightning speed. Hitting the start button pauses, stopping the bad guys in their tracks. All these powers rapidly drain the power belt's battery, and once the battery is empty, he is reduced once more to a helpless nerd.Campaign Use:
  13. Re: CHARs as Powers I don't see anything wrong with letting drain mutant powers work on characteristics. In my games, players define how much of their characteristics were from their normal human body and how much are from psi powers at character creation time. The enhanced characteristics have the special effect of psi powers and can be drained and aided as psi powers.
  14. Re: Enhanced Power Yeah, I've been using those rules for new powers and advantages so far, but I'd like something more well defined. I see your point though, there's just not common ground to compare advantages like there is with new limitations.
  15. Re: Enhanced Power There is some need for new advantages, or these new advantages wouldn't be getting haphhazardly created in various supplements. I don't like being forced to buy supplements to get new rules. One of the things I like about Hero System is how little it does that. If everything new was squeezed into 5'th Revised or some rules for making new advantages were established (hopefully better than the ones I was suggesting), that would make me a Haaappy Panda.
  16. Re: Enhanced Power It's come up in my group when people want a power advantage that works like something from another game, like GURPs for instance. It's also come up when I wanted to create a certain kind of Energy Blast, and I made a new STR Adds To Damage advantage. Usually, the problems that it solves go away when I'm less picky about exactly how a power is going to work and just concentrate on concept.
  17. Re: Thrown Weapons Actually, I like the sound of that.
  18. Re: Should this be called Dark Champions? I'd rather the Dark Champions name was kept, but the book was made more like the title and was half street supers stuff. Other than that, I agree Action Hero is a catchy title.
  19. Does anyone think Hero System needs an advantage equivalent of limited power? In other words, officially recognized guidelines to construct new advantages? I suppose new advantages are more unpredictable and potentially unbalancing than new limitations, but sometimes it would be the simplest way to create a tricky power. I was thinking of inverting the guidelines for limited power and offering them to my players as a guidelines for making new advantages. It would be something like this: Enhanced Power +0 Power becomes less than a fourth more effective +1/4 Power becomes about a fourth more effective +1/2 Power becomes about a third more effective and so on. It's not a huge deal, but I'd prefer if new advantages like Lingering from Fantasy Hero were made through some catch-all rule like this, rather than being additions to the core rules (similar to how new limitations like Window of Opportunity are a form of Limited Power). So what do y'all think?
  20. Re: Super Skills Swinging is basically a super skill, even though it's technically bought as a form of movement.
  21. Re: DARK CHAMPIONS: What Do *You* Want To See? I'd like to see the full write ups for weapons and equipment, like what was in Star Hero.
  22. Re: Ye Old "Hero is Hard" Debate In my experience, Hero works better than many other systems for genre mixing games. Games that introduce new rules for each genre require a lot of changes and end up with balance problems, when you try to kludge sourcebooks together that were never intended to be combined.
  23. Re: Star Wars Hero : Ready for Comment
  24. Re: Star Wars Hero : Ready for Comment I read through the pdf on the force. It's great! Lot's of interesting stuff in there. I especially like the different way luck was used. I like the system for dark side corruption, but it doesn't seem like it would give enough points to make a big difference. If that was intentional, forget I said anything, but I'd like opportunities to get more points somewhere. Maybe the character could also have the option to increase the level of his other disadvantages when getting corrupted, or instead of one catch-all disadvantage, it could be broken down into multiple specific ones like Power Hungry or Callous.
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