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brichter

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Posts posted by brichter

  1. Re: Starfall - A Gamma HERO campaign

     

    A few notes:

     

    1] Missed the "no power frameworks"; did not ignore on purpose.

    2] Thought the suggestion was to wait to flesh out the character.

    3] Thought the Transform was ok at lower power level due to lack of immediate combat applicability. Basically, a broad, slow, iron to steel to blacksteel effect.

    4] He made the armor himself - thought that was evident.

     

    But no problem. Good luck with your game.

     

    Okay, this is going to sound harsh, but...where's the character?

     

    I see a Hero Designer file that shows characteristics, powers useful for combat, martial arts...and skills that are used to create or maintain devices of destruction. I look at Disadvantages and see Distinctive Feature: Coolness, something saying he's a mutant (even though we're marking that with Distinctive Features instead of a Social Limitation, per the character creation guidelines), and an unnamed hunted.

     

    Trust me, I understand the appeal of cool powers, and shining in combat...I really do. But I see nothing that makes me want to include the character in the game, and a lot to convince me to deny the application. He has equipment with no explanation of how he got it, that violates the standards set out in the character creation guidelines on the first page of the thread. He has stop sign powers that are horribly subject to abuse (Transform any non-living to any non-living? Really?) and not even bought by the rules (your Transform should have the Improved Results Group advantage for Transforming into any non-living). Finally, he's using a Power Framework when they are prohibited in this game.

     

    Most telling of all, though, it that you have nothing to tell me who the character is. No background, no Psychological Limitations, nothing. You say he's missing background detail...I say this isn't a character, it's just some powers slapped onto a basic framework so it functions for combat.

     

    Based on the lack of background and the character ignoring the character guidelines, I can only come to one conclusion. You're not looking to play in Starfall...you're just looking for a chance to use this combination of powers in a game. We're going to be telling a story...and while there will be combat, there will also be character development. I see no character here to develop. For that reason, I'm going to have to say no.

  2. Re: Starfall - A Gamma HERO campaign

     

    So, here is the first (basic) pass at my submission; there are holes, and background detail. But I think he could be a lot of fun in a gamma world game.

     

    Thanks!

     

    -------------------------------------------------------------------------------------------------------------------------------------------------------

     

    Aerias Duranian

     

    Player:

     

    Val Char Cost

    15 STR 5

    18 DEX 24

    13 CON 6

    13 BODY 6

    13 INT 3

    13 EGO 6

    18 PRE 8

    13 COM 2

     

    3/9 PD 0

    3/4 ED 0

    4 SPD 12

    6 REC 0

    26 END 0

    28 STUN 0

     

    6" RUN 0

    2" SWIM 0

    3" LEAP 0

    Characteristics Cost: 72

     

    Cost Power

    15 Blacksteel Katana: Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR) (30 Active Points); OIF Unbreakable Expendable (Difficult to obtain new Focus; -3/4), Real Weapon (-1/4)

    6 Blacksteel Chainmail: Armor (6 PD/1 ED) (12 Active Points); OIF Unbreakable Expendable (Difficult to obtain new Focus; -3/4), Real Armor (-1/4)

    12 Matter Control: Multipower, 30-point reserve, (30 Active Points); all slots Limited Power Power loses about half of its effectiveness (Only Works on Non-Living Substances; -1), Concentration (0 DCV; -1/2)

    1u 1) Matter Sense: Detect A Large Class Of Things 17- (Unusual Group), Discriminatory, Targeting (30 Active Points); Limited Power Power loses about half of its effectiveness (Only Works on Non-Living Substances; -1), Concentration (0 DCV; -1/2)

    1u 2) Transmutation: Major Transform 1d6 (Any Non-Living into Any Non-Living), Partial Transform (+1/2) (22 Active Points); Limited Power Power loses about half of its effectiveness (Only Works on Non-Living Substances; -1), Concentration (0 DCV; -1/2)

    1u 3) Telekinesis (20 STR) (30 Active Points); Limited Power Power loses about half of its effectiveness (Only Works on Non-Living Substances; -1), Concentration (0 DCV; -1/2)

    Powers Cost: 36

     

    Cost Martial Arts Maneuver

    1 Weapon Element: Blades, Default Element

    4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block

    4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike

    5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove

    4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm

    4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    Martial Arts Cost: 22

     

    Cost Skill

    3 Demolitions 12-

    3 Electronics 12-

    3 Inventor 12-

    3 Mechanics 12-

    4 Weaponsmith (Firearms, Swords And Daggers) 12-

    3 PS: Metalurgy 12-

    1 WF: Blades

    Skills Cost: 20

     

     

     

    Total Character Cost: 150

     

    Pts. Disadvantage

    10 Distinctive Features: Eyes of Blackfire, Like Molten Evil Suns (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) [Notes: Usually Wears Sunglasses]

    15 Social Limitation: Mutant (Frequently; Major)

    10 Hunted: 8- (As Pow; Capture)

    Disadvantage Points: 35

    Base Points: 100

    Experience Required: 15

    Total Experience Available: 0

    Experience Unspent: 0

  3. Re: Starfall - A Gamma HERO campaign

     

    Hey...

     

    So, I have an idea for a mutant with power over unliving substances - low-level, but given time he can fix devices, transform materials into other things, craft very strong swords, etc. He can see and distinguish different substances (knows lead from gold). Has blade skills, no obvious signs of mutation.

     

    Thanks!

  4. Re: 5th Edition Healing

     

    In Fantasy Hero, the concept of a decreased re-use period was raised, and this advantage appears in 5th Ed p 188. The default is that the healing max applies on a daily basis. If you take an advantage on Healing, you can reduce that 24 hour period (with a minimum period of 1 turn).

     

    As to the "why", most gamjes resrict healing in some way. D&D, for example, limits how many spells can be cast in a day. Where is the risk of injury if healing is unlimited, so 1d6 of Healing can restore the entire group to full health after the battle is over? When will combat ever end if each side has a powerful Healer constantly restoring their team? Often, the tone of the game will set restrictions on healing (in a very gritty game, healing might be much more restricted).

     

    So, to be clear, since I bought the re-use period down to a single round, does that mean (I bought 2D6 of healing) that I can now do 2D6 per round, and that the healing is cumulative/additive, aka, 8 points, +7 points, +3 points, etc?

  5. 5th Edition Healing

    test ad asdf

    Hi!

     

    As a site and system newbie, I've been playing over on Hero Central and I generated a healer character, but ran afoul of the "Max Effect" rule, which for healers, seems absolute and, well, pretty draconian. It appears that the game designers really don't like healers, for whatever reason, but regardless of that, I was wondering if there are any workarounds for that?

     

    For example, is there a way to use repeated healings cumulatively? I had bought the "repeat interval" modifier which now seems useless... can regeneration be used on others? How long can someone be dead before they cannot be resurrected? Once a body is a corpse, and therefore inanimate, can Transform be used to patch the body together before using Heal on it, basically, allowing the healer to heal someone who was dead for longer or damaged worse?

     

    In short, are there any suggestions out there for ways to beef up healing, because it certainly looks like the game designers nerfed it pretty effectively.

     

    Thanks!

     

    Bob

     

    ps - this is a duplicate post for one I put up in the "Rules" section - a window came up and told me only the game designer can respond, and suggested I repost it here.

  6. Hi!

     

    As a site and system newbie, I've been playing over on Hero Central and I generated a healer character, but ran afoul of the "Max Effect" rule, which for healers, seems absolute and, well, pretty draconian. It appears that the game designers really don't like healers, for whatever reason, but regardless of that, I was wondering if there are any workarounds for that?

     

    For example, is there a way to use repeated healings cumulatively? I had bought the "repeat interval" modifier which now seems useless... can regeneration be used on others? How long can someone be dead before they cannot be resurrected? Once a body is a corpse, and therefore inanimate, can Transform be used to patch the body together before using Heal on it, basically, allowing the healer to heal someone who was dead for longer or damaged worse?

     

    In short, are there any suggestions out there for ways to beef up healing, because it certainly looks like the game designers nerfed it pretty effectively.

     

    Thanks!

     

    Bob

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