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Snarf

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Everything posted by Snarf

  1. Re: Sleep spell - one GM's take I used that once, but the problem is they're still conscious and able to use mental powers and activate items and such. It only works as sleep in games where paralyzing someone is enough to totally disable them.
  2. Re: Succor Question No Range is worth -1/2, so that sounds good to me.
  3. Re: Some suggestions for FRED revised. This is a very minor issue, but it'd be great if there was an official way to make a ranged normal damage attack where strength adds to damage. According to the FAQ, the best rules legal way to do this is to buy a big energy blast and say the special effect is using stregth. Maybe there could be a power specific advantage for Hand Attack or something.
  4. Re: Succor Question I'm pretty sure the points wouldn't fade like aid. You'd be maintaining the points every phase, even though you're not actually using endurance, so if you get knocked or stop, the points dissapear instantly.
  5. Re: Variable Power Levels for Heroes I think there can be plenty of variation in power anyway, among characters with the same point level. Especially if some players are experienced at making characters and others aren't.
  6. Re: Could somebody check this spell for me? I think the concentration is supposed to be Concentration (0 DCV, throughout; -1) for the effect you want.
  7. Re: Translating Magic Resistance I think the simplest thing to do is to create a new power called spell resistance, based on the price of buying the other kinds of defense with the Spells Only limitation.
  8. Re: Non-combatant campaigns? The Tri-Stat system also tries to give equal emphasis to mental and social abilities. It actually suggested Romantic Comedy and Soap Opera as genres to play in.
  9. Re: Super Monster-Hunters Need Your Help! I just found this the other day. Super Monster Killer Squad Adventure: 1 2 3 5
  10. Re: Spell Storing Ring I like it! Another way to do it would be a naked delayed effect advantage, in campaigns that use delayed effect.
  11. Re: Non-combatant campaigns? Much more than ever wanted to know about the worst RPG ever made: http://atrocities.primaryerror.net/fatal.html
  12. Re: Steve, you dirty boy! Well, that mystery is solved. Now let us never speak of this again.
  13. Re: Non-combatant campaigns? Uhhh ... well, it's better than FATAL ...
  14. Re: It's all about willpower I'd use Aid to any ability, one at a time, with costs X5 END. Paying lots of endurance feels more like a massive effort than an Ego roll, to me.
  15. Re: Value of this limitation? I think it would be simplest to just let the armor stack. If that gives too much armor then make the force field weaker.
  16. Re: Tenmporary Weapon Enchantments Hmm, I'd probably go with a partially limited power for the demonslaying spell. I'd make the spell as extra HKA damage with the demons only limitation, and whatever other limitations are needed for spellcasting procedures. I'd use the Lingering advantage from Fantasy Hero to make it last a certain amount of time. Golden Sword: +3d6 HKA, Lingering: 5 mins (+1), (AP 90); Demons Only (-1 1/2), RSR: Magic (-1/2), (RC 30). If you don't have Fantasy Hero, you could use continuing charges or uncontrolled instead of lingering.
  17. Re: How do I...? Aid with the limitation self-only should be perfect for an effect like this.
  18. Re: How do people feel about multi-power attacks? I use them a lot in my fantasy game. Every spell is built with 2 powers that are used in a multipower attack. I can't say much about the balance, but it seems to me like it would help balance multipowers against buying powers individually.
  19. Re: Shelf life for potions and scrolls I like this idea a lot. I might try to work it in to the fantasy game I'm running. If you removed the firm cap on the max number of potions, you'd have to manage the game so players couldn't whip up a couple thousand potions. I guess that would just come down to making sure powerful potions take a lot of time to brew.
  20. Re: Help with a power I use transform for time stopping. It's simpler than a lot of other ways and heals slowly. I added area of effect: radius to solve that problem.
  21. Re: Steve, you dirty boy! Yeah, according to my dictionary, "pervert" is the literal translation. One of the translations, at least. That's an unfortunate name, if the character ever visits Japan.
  22. Re: Need Feedback on a Campaign Idea [long] Yeah, I'll second this. Make sure none of your players are uncumfortable with this. If I were in this game, I'd want the choice between joining the Demons and Empowered to not happen right away. Start with a few games that happen during their transformation or something like that, so they can get a feel for their characters and the setting and understand the case for joining either side.
  23. Re: Disadvantage/Limitation GURPS has a version of No Conscious Control that works like this. You can use the powers how you like, but when under stress the power will go haywire and spontaneously activate in inconvenient or dangerous ways. This seems like a missing limitation to me because it's appeared in various stories I've read. I was thinking of making a house rule that makes it a new version of -1 No Conscious Control that players could use.
  24. Re: Massive engineering projects? Have you ever heard of Ringworlds? These are from the Ringworld series of books and I think there was one in the game Halo. It's like a big ring you can live on that encircles a sun and is spun to create fake gravity. It has the habitable area of a couple million Earths or something like that. Simalar to space elevators, it's realistically possible once you can make loads of super strong material cheaply. picture: http://chemphys.phys.boun.edu.tr/~semiz/universe/far/21ext/ringworld.jpg The inner ring blocks the sun sometimes to simulate nightime.
  25. Re: Oops... The rules for concealment coould handle that. When only half a person's body is exposed, that gives -2 OCV to the attacker. When only a person's head and shoulders are exposed, it's -4 OCV. Looks like it has exactly the result as your +2/+4 DCV Bonuses. So, super martial artists are better off with full DCV, but bricks and normals are usually better off hitting the dirt.
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