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The_Saint

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  1. Re: Spell Law? Actually,I've got no homepage,but I will post them here.One by one.Besides:I'd be grateful of conversions of RM-Monsters,especially Shards.Perhaps,if s.o. hasn't already done them,a little teamwork will do;-).Tomorrow I will post spells.
  2. Re: Spell Law? Indeed,I have converted Rolemaster-Spells.So far converted Magent,Bard,Magician and Ranger-Spells and some of the open and closed lists.It is actually not that difficult to convert them once you have it;-)).But,of course,you have to free your mind a bit.After all,we play Hero and no longer Rolemaster meaning a slightly different approach.If you are really interested,I can post these spells,but for now,keep this in mind:There are actually far fewer spells than one might assume.Many spells on the spell lists are just the same spell in different versions(Firebolt I,II having greater range).In Hero,just build the most powerful version og that spell available and scale down other versions,if characters can't afford them.Many of the spell mechanics in Rolemaster are simply a function of active points.(e.g.Firebolt-2D6 RKA.30 AP meaning 150'' Range.A "Lvl 6" Firebolt might perhaps have just have 1D6 RKA,15 AP,75" Range.)SFX is of great importance and I would either handle some SFX with House Rules or by applying appropritate Adv+Lims(Firebolts in Rolemaster tend to do higher Crits when used against organic targtes.Either you halve the value of organic armor or build fire spells with AP,only vs organic targets or apply the Ignite Spells,to simulate catching on fire).Same is,by the way,true for weapon.If you want spells to be especially devastating(remember Plasma,Nether,etc.),build them NND Killing Attacks,or Penetrating or s.th.else.Uncontrolled and Continous mmay also be appropriate.The most difficult spells are simply naked advantages.For example Spell Store from Rolemaster is simply a trigger naked advantage.Runes may be built that way,though in FH there are also other ways mentioned to simulate them. How to simulate Spell Lists?I tell you,how I,inspired by many years of Rolemaster-playing,handle that.Basically,each Professional Spell List Package is bought as a Multipower with the characters buying each spell as a slot.Apply appropriate Limitations to the Multipower(Essence:Incantations,gestures(both hands),RSR,Side Effect,etc.).I set up a Lim.Value 0f -2.Players may take more,to simulate apprentices and lower costs but never less.Well,that's lot.... More to come if you're still interested.Here a few sample spells from Rolemaster:Magent Base Spells:1.)Study Victim:Eidetic Memory(5AP),Extra Time Full Phase(-1/2),only for studying one person at a time,remains in effect 2 days,after that must be recast,(-1/2),costs end(Power Points) to cast 2.)Slaying Attack:+1D6 KA,only vs target,character has studied with spell(-1/2),Full Phase(-1/2),character may take no other actions(-1/4) 3.)Open Ambush:+4 with all attacks only to offset Penalty for targeting Hit Locations(12 AP),full phase(-1/2),Full Conc.(-1/2),costs end.(-12) 4.)Conceal Weapon:Invisibilty for any Weapon up to 4DC's,Invisible Power Effects,Source only(Fully Inv.+1/2),Full Phase(-1/2),character may take no ther actions(-1/4),automatically cancelled,when weapon is used for attack(-1/4) 5.)Shadow Assassin:Invisibitly to Clairsentience and 3 Ranger Spells: 1.)Facade:Sight,Hearing,Touch,Smell/Taste and Mental Group Images,-5 to Per Rolls(45 AP),No Range(-1/2),Self only(-1/2),set effect(only animals/Plants)-1/2 2.)Nature's Awareness:Danger sense(Area:Imm.Vic,OoCombat,16,-,Uncontrolled(1 hour+ 1hour by which spell roll is made),Costs End to cast(-1/4),only outdoors(-1/2) 3.)Passing Lore(Retrog.Clairsent.),40 AP,Retrog only(-1),1 Turn(-1 1/4),Fixed Perception Point(Only Paths,must be touched)(-1),Time Mods(-1/2),Blackout(-1/2)
  3. Re: How to build this weapon? Falls Du Deine Welt inkl. Waffen fertig hast,kannst ja mal posten.Bin echt neugierig. Ansonsten schöne Grüsse aus dem hohen Norden.
  4. Re: What about the warriors I don't think,I can say anything,which hasn't already been said,especiallly Killer Shrike.1.)Magic is a greater problem as you have to build a whole magic system2.)A good warrior is rather easy to build.Even if he has all the stats he need,all the Combat Skill Level available and some good Talents,that doesn't mean his development ends.There are still some amazing feats to learn,which can even lead to interesting quests.Perhaps there is an ancient Master of an even more ancient combat art on an unknown continent....blabla.....What kind of abilities you get,is up to GM,but UMA is a really good source for this.In my Shadow World Campaign,for example,I have a really good swashbuckler with Katanas and Martial Arts but his archfoe,who killed his father,is using an unknown and highly sophisticated form of martial arts and my PC knows,to keep up with him he has to find someone who can teach him more than just Combat Skill Level and some new Maneuver.3.)Roleplaying is not only Cmbat Abilities.There are skills to learn,which may be very important.(Languages,PS,KS,etc.).From my Rolemaster Days I can say,that Fighters after they reach a certain Level are not getting better and better in terms of fighting,but are developing broader and thus get more flexible.Same may be true for Hero.4.)This is Hero-System.Nothing stops a 500 Point Warrior from learning magical skills,rogue skills or anything else.
  5. Re: How to build this weapon? Ever read the Deathstalker Series?There they use blasters you want.Instead of charging before shooting,they have to recharge after shooting-much the same way as if you would reload Front-loading Pistol in terms of time.Furthermore,they can only be used a few times,before the Energy Crystal has to be replaced,which results in a deadly but unreliable one-shot blaster.That is the reason,why most Fighters in the Deathstalker Universe use Melee-Weapons.I would build such a weapon with charges and a limitation,only once every minute.
  6. Re: "Fantasy HERO general comments & ?" pt.1 Sounds interesting.What also is interesting is,that I too have started with Rolemaster and played it for several years.When I finally decided to use FH instead of Rolemaster for several reasons,the only thing,that gave me hard time was actually the Magic System.But after FH being published and bit more experience in the Hero-System,I finally got my Magic System which is,as your system,is influenced by ICEs Rolemaster.Multipower with different aspects of magic(Channeling,Essence and Mentalism),a ManaPool(EndReserve) and powerful,old magic(Arcane Magic/Ritual Magic which can only be bought as single spells and have to be found in ruins or have to be teached by Archmages.Of course,I made my own changes,as the HeroSystem is very flexible and allows very different styles of magic and PlayerCharacters.Essence Users are not that strictly encumbered by wearing armor for example and some spellcasters have a quite unique magic system,as for example my Sword Dancers,who are Essence Users,but focus on the Essence by dancing which is part of their combat style.Mentalism Users are generally speaking no true spell caster.In Rolemaster,all who have Abilities beyond normal human limitations were considered spellcaster,but if you think of Monks for examle(Mentalism Users after Amthorian View),you can very well consider their magic as Ki-Powers,which would work differently and adds some flavour.Have fun.
  7. I am trying to build a character based on pulp hero The Shadow.He should have some telepathic abilities which are bit harder to use,maybe Inc.End. and Conc.,blazing Pistols and some typical Shadow Abilities(Teleport in Shadow Areas,Invisibilty,etc.).This is all rather easy to build,though I would nonetheless glad of some input.A bit trickier is following:I want to underline a bit schizophrenic character,one who can really assume The Shadow as a form.But though he gets some powers,his Shadow form should make him somewhat untrutsable to other characters by being somewhat....well,not that good.Thought of Multiform or OIHID,any ideas?
  8. Well ,it is actually about 8 Points,for you have to pay for the reserve and the rec.And 8 Points are 8 Points.The End.Res. is personal one,and as such very close associated with Personal End,meaning-you have the same Max.Values for the End.Reserve as for normal End(50).After that,cost values are doubled but no one can have more than 100 End.Considering the Active Cost of most spells,that is not too high.
  9. I do not care if defenses stack,after all,PCs invest Points in Combat Luck or Magic Defenses and those who don't have these free points for Combat Skill Lvl,Body,etc...I simply set up a max.value for defense.
  10. Generally-I prefer to stay in system-meaning i do not use mana based on ego.To me,the question arises wether ego and int should not have higher costs,for these stats have a higher game impact.I use esentially an end reserve as a mana pool with approriate limitations.
  11. Alibear When will it hit Europe? Hi Alibear, meine Version von FH kommt am Montag an.Hab bei Pegasus bestellt.
  12. If you really got a problem with heavy armor,then use following approach: Instead of calculating encumbrance based on Str,simply take a penalty of -1DCV/Dex per 2 or 3 Def.Someone in Plate would thus have about -3/-4 DCV. Someone has to train in heavy armor to wear it.Use Weapons Element:Armor to reflect that. In my own FH-Campaign I don't use any of these options and I have an Half-Elven Swashbuckler and Dwarven Warrior in my group.The Swashbuckler uses his high DCV and Spd to avoid being hit and the dwarf totally relies on his armor and it works.
  13. Damn,Guys- while you will be holding FH in your hands within the next days,me here in good old germany got to wait ...well much longer.(Sigh)
  14. Not that difficult,I assume- 5 Pts Immortality LS:Longevity 1 Pt Diminished Sleep 2 Pts Safe Environment:Intense Cold 2 Pts Safe Environment:Intense Heat 10 Pts Immunity to all diseases 5 Pts UV-Perception 6 Pts Enhanced Perception +2 with all senses 3 Pts Lightsleep 4 Pts Ground Gliding(leave no tracks,running on snow without sinking into it,etc..-) + the stats(High Dex,Spd,Com,some Int) all in all 38 pts + stat cost
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