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Demonsong

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Everything posted by Demonsong

  1. We the power is based of normal poisons. That is where I got the limitation form and I think considering the special effect of the power that it is perfectly reasonable. At lease in my mind. (I guess that’s not saying much ) In a fantasy setting where relatively high PDr are available for free I think it is a good size limitation, isn’t it? Chain is Def 6 and Plate is Def 8, and I will not even get in to wizards shields. Hell even Heavy Ring Mail is Def 4. Your average weapon does 1D6+1 or 1 ½ D6. Sure PC’s and more powerful NPC’s can do a little more damage, but with average defenses like that, if said assassin is using this power against any of then it he will have to do enough damage for his venom to work. I don’t know maybe I am looking at it wrong? What do you think? It’s a good question. Any one else have a diffrent view?
  2. I would also like to state for the record Scuba Hero that..... Its a great character consept.
  3. The actual effect is the charging of a weapon with physic energy (causing the blade to shimmer lightly) and release that physic energy in to the victims nervous system as a kind of physic venom, if the weapon dose any real damage. And I really liked the concept of a psionic assassin. 1-Immunity to poisons (all): If something is immune to all normal poisons then its immunity to this by default. 2-Mental Defense: Any amount will negate this poison. (To be fair psionic’s are rear, but no forbidden, in my world) 3-Having more that 25 points in psionic powers: A trained mind can easily render this poisons effect useless. 4-Being a Warlock: In my world Warlock’s are magic users who channel mana through shear force of willpower. 5-Not having a brain and nervous system. Well that’s kind of what this is all about, it’s for a NPC. I don’t like to use a bunch of things in my campaign that I would automatically veto for a pc. This looks ok to me but I wanted some input. Well the default for your average caster type in my game is a 60 point multi-power. And the game is 75+75. I don’t know if that’s high powered to you or not. It is definitely above average I think. As I think Hero’s should be. I think it about even with the characters power base. This is a treated as another hit. But hit location is not relevant to this damage as it attacks the brain and nervous system (STUN multiplier will be default X3) Wow …..thanks for all the good input. Demonsong
  4. Would you allow this power in your Fantasy Hero game? Say a Thief / Assassin that has a 60 point psionic multi-power and a 100 end reserve to power it. His swordsmanship and bow skills or not amazing but above average. So would you allow this power as a multi-power slot…… Physic Venom 1D6+1 RKA +1 NND +1 Does Body -1/2 requires bladed weapon of opportunity -1/2 Weapon must do body damage With this build he could charge a sword and hit some one with it; or dagger and throw it; or an arrow and shoot some one. To powerful or just cool and in character? Thanks Demonsong
  5. Poison use by characters in low points Hero? How do all you GM’s out there handle this. I am mainly going to use it in my Fantasy Hero setting. But it’s a good question for any setting lower points setting, form ninja hero to commando hero. The creation and application (or other use) of poisons. And I don’t mean a character that uses poisons once in a while. I mean a character that carries half a dozen poisoned darts and 2 poisoned daggers with him at all times. 1-Would you just make it a skill the players buys and them have them roll for it, with various modifiers depending on the poison type and use? And if a char buys his lethal poisons how much of a Perk is that connection worth? 2-Or actually as a power of some type? Although this option could be almost prohibitively expensive for a lot of poisons. If this is your option could you post an example please? As always thanks for the input?
  6. OCV & DCV extras for 4 Armed Sword Demons?!?! Trying to make a power to represent naturally skilled 4 armed sword demons. Fighting with a sword in each of there 4 hands should be just intimidating as hell! And that’s what I am looking for, but I don’t want to over do it. So I am thinking of starting off with Weapons Familiarity Blades and then…. 1) OCV +3 Blades -3/4 Every blade wielded after the first grants an additional +1 OCV 6 Points Active 3 Points real cost *So with 2 blades it’s a +1 OCV, with 3 it’s a +2 OCV, and with 4 it’s a +3 OCV. *I can up with the -3/4 Disadvantage based on the -1/2 Disadvantage of requiring a single blade of opportunity. 2) DCV +3 [i am buying full levels of DCV to represent the fact that they are so skilled they can even attempt to knock missile weapons out of the air!] -3/4 Every blade wielded after the first grants an additional +1 DCV -1/4 Not vs. Firearms 15 Points Active 7 Points real cost *So with 2 blades it’s a +1 DCV, with 3 it’s a +2 DCV, and with 4 it’s a +3 DCV. *I can up with the -3/4 Disadvantage based on the -1/2 Disadvantage of requiring a single blade of opportunity. OK what do you think? Not just about the mechanics, but the way they work. I am afraid it might just be too clunky. In which case I will just give them a +2 OCV and +2 DVC -1/2 Requires blade of opportunity. Thanks Demonsong
  7. Well your certainly entitled to you opinion. But I am talking about game balance. But on the other side of the coin I would love to play in a game in your world where every thing stacked. Let’s see here….. I am a Dwarf Fighter/Mage, with 3 levels of combat luck, chain mail armor and a Def 10 magic force field and enough of a mana pool to run it for several minutes!!! Cool my PD and ED are now 25!!! I am Lord of the battle field! Hummm. I think I will stick with my method.
  8. It may seem a little harsh, but I do not allow any armor to stack in my Fantasy Hero Game at all! In cases of double armor like Chain Def: 6 and then a mage armor spell of some kind say Def: 10, you only get one, player’s choice. (I have to have a player pick the lowest) It has worked out really well so far. Then again I have some great players who are there for the fun and not just to power game
  9. LOL Now I would pay big money to see that!!!!!! :D :D
  10. I am no expert, but it seems to me the -1 is still just to expensive for what your paying for. -2 is more in line (IMO) for how often the power is going to be used and its effectiveness. Just my 2 cents
  11. Flaming Sword Spell? How do you build a spell that covers a sword (or other weapon) in flames? Say a 4D6 EB? 4D6 EB (Flaming Weapon) +1 Continuous -1/2 requires melee weapon of opportunity -1/2 No Range -1/2 Liked to Sword Strike Would you even need continuous? Any one have any better ideas? Thanks
  12. Aura Advantage? A power that is basically area affect, radius 2 hex. That is centered on the person that is using the power but does not effect him. I have not seen a good example of this so I am thinking….. +1 Area of Effect +1/4 Personal Immunity -1/2 No Range (if appropriate) -1/2 reduced AOE: radius 2 hex (if appropriate) That’s kind of clunky…..but it fits what I want to do. Any one else have any ideas? Maybe just a new +1/2 or +3/4 Aura Advantage? Thanks
  13. 360 Degree Sense Combat Bonuses? Specifically 360 Degree Vision, but I would assume any sense would be the same. A char with this power would obviously be very difficult to surprise. But beyond that what direct influences does this power have in combat. I was thinking that no opponent could ever be considered “Behind†a Char with this power, thus the ½ DCV from behind would not apply to this char. However all other combat bonuses and penalties would be standard? Input? Much Thanks
  14. I could name at least 3 different companies that could learn more than a thing or two form you Steve.
  15. Well if you going for the most ubber max adsorption combo you can find 1/3 and 2/3 is the way to go. Any thing less than 1/3 in to raising the cap and eventually you will hit your cap. But 1/3 X 2 = 2/3. So your cap will always rise at the same rate as what ever you are putting your adsorption points in to. It’s a scary thought. I love it.
  16. Mardoc, But they are paying 10 or more points for the ability to do it with my method Lets break it down: 5 points for the ability, 3 points to buy off the -2 OCV Penalties 2 points for the KS: Monkey Grip Style And then damage is probably going to be the same; + or – only 1DC! How is that you say? OK said pole arm has a min STR of say 15; with Monkey grip that min STR is 20. And the pole arm does 2d6 Damage. Joe blow the fighter has a STR of 20 he picks up a bastard sword, 1 1/2 D6 STR min 13; one handed STR min 15, +1 DC for having a STR of 20, BAMMMM, 2D6 damage. All things considered it’s really close to the same effect. The only difference is the reach, and I could easily see a GM saying that due to way the weapon is held and used the character can not use the extra reach the weapon provides. Any way thats just my thoughts on it.
  17. I got mine last night and I have a huge problem with it ......... it kept me up reading for half the night The spell descriptions are great, they add life and character to all the spells making them much more than just a set of stats and rule, that regrettably, I have a tendency to do when making my own spells. The art work is fabulous, outstanding even. I think what I like the best is all the variations of each spell. It’s all right there. This is a must for all Hero Gamers. Way to go Steve and all the guys.
  18. The truth be told, two handed weapons are only 1 or 2 DC above most normal one handed weapons. So I don’t see it as two unbalancing. Just make up some rule and go with it. And lets be honest this is not a power gaming thing, if it was he would just be using a Battle Axe in one hand, with martial arts and Killing Blow. 3 1/2 D6 to 4D6 Axe any one. Let’s see… 5pts Monkey Grip: Allows a character to use a 2 Handed Weapon in 1 Hand. The Strength Minimum for that weapon increases by 5 points and the weapon receives a -2 OCV to represent the difficulty of balancing and controlling such a large weapon with one hand. As a GM, I would probably make the character come up with a good story and background. And probably require some kind of Knowledge Skill about this unique style of fighting.
  19. It this a house rule of yours? Because I have never read anything that stats this. If it is a real rule could you post a book and page please. Thanks a lot.
  20. Would you allow a Block/Strike or a Block/Leg Sweep? Would you allow a Block/Strike or a Block/Leg Sweep? As a GM would you / do you allow these built martial maneuvers from the Ultimate martial artiest in your game? I have created several martial arts forms for my World and I am introducing both of these maneuvers soon. I just wanted some input from other GM’s out there. They are potentially very powerful maneuvers. Buy since a character can not abort to them I do not think that they are over powered. What do you think? As always, Thanks
  21. I have been toying with a penalty system, at first it was very comprehensive and very long and way to cumbersome. Now I and thinking of a more kiss system. Full to1/2 Stun = No penalties Below half stun = -1 to all rolls, actions, DCV and OCV Full to 1/3 Body = No penalties 1/3 to 2/3 Body = -1 to all rolls, actions, DCV and OCV Below 2/3 Body = -1 (-2 total) to all rolls, actions, DCV and OCV All penalties are accumulative. It’s not perfect but it is simple and easy. I have not introduced it in to my game yet because some of the players are sill learning the system. But I think it might work well.
  22. Stat Roll for Half Damage? Obviously a rip off from an unmentionable evil game system but still applicable. This is for spells in a Fantasy Hero Game. Mainly this question came about on a spell I was designing called Blinding Vapor. It’s a scroll that the party I am GMing acquired. Any way it is simply a 4D6 Flash vs. normal sight group, with the explosive advantage on it. Basically the caster shoots a ball of dark liquid that explodes in a burning vapor that temporary blinds its victims. My thought was that even if a victim of this spell did not have the foresight to dive for cover they might think to close there eye and move out of the cloud at there first opportunity. Maybe a perception or dex roll. Any way if one was to use a limitation on a spell like this what would its value be. I was thinking… -1/2 Half damage or duration with successful perception check OR -1/4 Half damage/duration with successful perception check with a -3 penalty Input???
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