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Snarf

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Posts posted by Snarf

  1. Re: Hard to build powers.

     

    I would Steve' date=' but I make almost no money. I'm borrowing a friend's FREd until 5Erevised comes out. I can't afford extra things.[/quote']

    Check out Mimic Pool in the sidebar on page 210 of 5'th edition for some ideas. I kind of prefer power pools to the way power stealing was done in USPD.

  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

     

    Ok I know the basics for how to build this but there are a few spacific things i need a hand with.

     

    I have a character who can form Shadow Daggers (basicly dagger of negitive energy) he can use them for melle or throw them. Here is the catch it takes endurance to from the dagger but not to use it or throw it, other then STR, like a real weapon, it can be disarmed then he would have to form another, after he throws it he has to form another.

     

    I originaly built this as a Multipower, then started thinking how they build daggers in FH, they just make a HKA can be thrown. Also would this have the focus disadvantage?

     

    Ok i think that is all, lets see what you come up with.

     

    PS: I'm looking for about 3 Dice of Killing Damage, the character has a 15 STR.

     

    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. 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?

  6. Re: Why play Fantasy Hero over other fantasy games?

     

    1.How does the spell system work?

    2.Could someone right up a quick character that I could show my players? ...

    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

  7. 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 N

    Kevin 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: 55
    Cost 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: 
  8. 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.

  9. Re: Enhanced Power

     

    There are rules specifically for creating new Advantages. There in 5E 355-56. The thing with creating a new Advantage is that it will have nothing in common with any other new Advantage. Each and every Limitation under the umbrella of Limited Power has the "can't do [this]" description' date=' with [this'] being something the Power normally could do. There is just no way to create a generic Advantaged Advantage and have it fit the current structure of the rules.

     

    But there are rules for it, they just aren't printed with the rest of the Advantages.

    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.

  10. Re: Enhanced Power

     

    Hmmm... How many are there actually? Lingering, STR Adds Damage, Lock Sensing, what else? Is three enough to warrent inclusion? Especially since one was published already as an advantage in FH, and one can be bought in a different way.

    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.:hex:

  11. Re: Enhanced Power

     

    I like the concept' date=' but like Limited Power, it can be quite difficult to assign values.[/quote']

    Yeah, it's way more difficult than limited power. I wouldn't use it unless I could work out some good examples.

     

    Well, the one example you give already exists, and you can just move it over from Fantasy Hero. I'd need to see a serious need for it (in specific examples) before I'd even consider it as a house rule, and I seriously doubt it'd be needed as an official rule

    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.

  12. 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?

  13. 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.

  14. Re: Star Wars Hero : Ready for Comment

     

    As for the single Darkside disadvantage. Partly it's just one disadvantage because it's quicker and easier' date=' not necessarily more powerful. Though I do rule that you get the character points even if you are at the normal maximum for the campaign. Mostly though, it's because I started my campaign at 50 total points, so 5 can make a big difference, especially in an emergency.[/quote']

    Ah, I get it now. It makes perfect sense for a game like that. Those other options I was talking about would just be ways to scale it up for higher point games.

  15. 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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