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rentauri

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Posts posted by rentauri

  1. Re: Enerjutsu

     

    Don't have the book with me' date=' but I'm pretty sure it was GM option whether to allow "all Blasts" and such as one weapons element or to make the character buy a Weapons Element for each individual power.[/quote']

     

    The point was its unique in that it can be use by the power if the GM wishes to as it is listed that way. The Option is to set up to work like other Martial Arts.

     

    You would allow Ranged Disarm or Ranged Trip with a Smell/Taste Flash?

     

    Never Smelled or Tasted something so bad you dropped something or fell down?

     

    Or a Drain vs' date=' well, anything?[/quote']

     

    Strangely enough you can buy a +1 with Art Use with Drains so Enerjutsu seems to work with them on some level.

  2. Re: Pinball Punch

     

    I think you mean something like this:

     

    Yep. I think that is actually want inspired it except that instead of Superman hitting Darkseid down into the ground the second attack would be in any direction.

     

     

    But there is one big question:

    How much is the effective Movement/Knockback?

    You can easily "pinball punch" somebody to exactly the same position where you started - it's just a away to describe a attack that does damage and has "No Knockback" (yes, ironically). It doesn't need to be autofire, just having a high damage is also used to built "punch him a thousand times" attacks.

     

    Well its going to be Double Knockback and around 6 to 10 DCs worth of damage so I was going to try and figure out an above average knockback distance and put the flight at that. The idea being if he exceeds it then he just sent them to hit them to far to get to making it a power he can improve via xp. The thing about the actual punch is that it is not really full of Huge Damage, its about average in damage its just measured in distanced.

  3. Re: Enerjutsu

     

    Well Enerjutsu seems unique in that the weapon elements are powers themselves not SFXs. The weapon element is listed as Usable with Blasts; Blasts Weapon Element is Free and the Elements Section were you normally list kicks, swords, staffs abilities has +1 Use Art with Ranged Killing and +1 Use Art with Drains. That said I would image that all Blast powers no matter the SFX are covered with theoretical Ranged Trip attack and if we wanted to use a Deadly Cutting Laser well you would need to buy the Weapon Element Ranged Killing Attack to do it.

  4. Re: Paladin Martial Art?

     

    It can work very well but my understanding of the sweet science is not good; it seems kinda limited in its nature. For me the biggest problem with Paladin Marital Arts is that traditionally guys in Full Plate don't move around a lot, this is what lead me to Sumo mainly. They may be slow but once they get moving watch out they are coming. In the same sense however that could lead to boxing being a good choice.

     

    Outside the full plate I could see Karate and Muay Thai I think would be good. Karate would be good since it was developed to combat a weaponed foe and the Paladin is probably in deep crap if he is outside his armor and weaponless. Muay Thai I orginally thought of but rejected only because doing elbow and knee strike in Plate would hurt the paladin (I don't think it bends that well) but outside I could see them taking to it as a brutal way of harnessing the body as a weapon. They may seen the knees and elbows are clubs and see its effectiveness.

  5. Re: My Campaign Is Starting to Flesh Out... I Need Help!

     

    Actually' date=' I wasn't... Bad choice of words. What I meant was, how do I design an adventure so that it can be completed within the time constraints?[/quote']

     

    Thats going to be hard. The fluid nature of the group could mean something takes 10 minutes to do but later on the same thing takes 30 minutes to do. My advice would be to cut the adventure into Acts or Chapters and note what is important and not in each one. If time starts to be an issue cut an one out of the story but note what you need and transfer it into another chapter. That way if everything is going well you keep the adventure intact but it time starts pressing you can cut sections out but put the important things in later areas. Its not prefect but it can work.

     

    But' date=' I think you've brought up another issue I hadn't considered... that is, how to balance equipment like magic items and such. I'm not familiar with the Resource System. I'll have to look into that. Another thing I could try, is to make equipment found and bought part of the Merc/Adventure groups that can be "borrowed" by members... hmmm, not sure I like that idea... What do you think? Maybe the Resource System is better...[/quote']

     

    Well with the Resource System currency isn't as important, Dark Champions and Advanced Players Guide has the rules. The character get a block of points for their Equipment Pool (they get others for other 'categories') and they can only bring an amount of equipment up to the amount of points in the Equipment Pool. So the character may have hundreds of weapons littered around the Guild but if his Pool is set to 60 points then he can only bring 60 points with of stuff on the adventure. The neat thing about the system is that at the end of the adventure you can reward the characters with normal xp but then award them with equipment xp as well so maybe the next adventure they can bring 65 points worth of stuff.

     

    My favorite part of this is that if a player finds a magic weapon that he loves he still needs to fit into it in the Pool which means less stuff to bring for him. Pools are reset between adventures.

  6. Re: Paladin Martial Art?

     

    Using the Martial Arts book:

     

    Savate - Many for for the symbolism. Its a French Martial Art and Paladins are from there.

    Sumo - Guy in full plate and a guy that practices Sumo could be the same wiegh (wild guess on my part) so the limited movements may work for the armored paladin.

    Pankration - Its an old Greek style that is a grappling/striking art.

  7. Re: My Campaign Is Starting to Flesh Out... I Need Help!

     

    Does this setup sound good?

     

    Sure, using one city as the base of operations helps flesh it out in ways traveling does not. Me personally I would make it a mid size city that can get many normal things but may have trouble with the expensive and exotic stuff this way the City Districts become like cities of a kingdom. Something to explore and see plus the classic sewers or old ruins in town can be adventure seeds for in town affects. If that is to big a small frontier town can work as well but the smaller the town is the more the people matter. In a Mid sized city the adventures may have competition and it may take awhile for the to gain reputation to meet the mayor but in a smaller town they may be the only real game in town and the mayor could also be the tavern keeper they talk to all the time.

     

    What sort of issues will come up that I need to consider?

     

    re-hashing old stuff with players that are missing games. Once your overarching plot starts to develop if a player missed a week then he will need to be filled in so that he can begin to contribute to the new plot developing. If you and your players can I would suggest http://www.obsidianportal.com/ if just for the adventure log, don't worry its free. Put your more important notes on the site and they can check in at there leisure but the Adventure Log may help. If your players agree to it have one or two type out what happened to the group that week and post it to the portal that way everyone can see it. Add your own notes but even if no one wants you can post the week's adventure to fill in those that missed it.

     

    What sort of issues will come up that I need to consider?

     

    That certain characters you count on to be there, whether they had knowledge or an item/power to greatly help, will not be there. If they come from other games, DnD suffers this greatly, they may have a mind set of kill everything and loot their stuff. This can be fine if you game for it but with Hero I think your missing out on some fun with that mind set.

     

    How do I gear adventures to fit into 2-3 hours?

     

    Are you talking about rewards? I would suggest the Resource System, to my mind its the best way to handle Heroic Level gear and can easily balance rewards.

     

    Anyone have any short adventure ideas?

     

    While traveling to the next adventure thru a forest the group seems to become hopelessly lost in the forest until they come upon a obviously evil and powerful creature (or group of lesser powerful creatures). Observant characters ould notice that the creature(s) are just as surprised as they but as will adventurers meeting evil creatures combat ensues. Once the adventures are successful a spirit of the Forest appears before them and thanks them for ridding the Forst of the taint of evil. During the conversation (or yelling) the spirit reveals that creatures have been infesting the areas outside of the forest for awhile and are now moving into the forest and it wants them stopped. The Spirit may offer the Forests Bounty (all the food they can eat plus rare herbs) or even quicker travel thru the Forest as a reward for looking into the matter and stopping it. Dropping into the conversation as a seed or aside that the Spirit has offered this to other groups and none have returned can add to the idea it is hard. What they find can be many things; Demon Summoning, Zombie creation, an Ancient Seal broken...

     

    Below would be for a larger size city and can go many ways depending on how dark you want to go.

    The Carnival has come to town and the children are excited but strangely orphans are going missing and those citizens form the upper class along with the guards are coming back strange. The adventurers learn that Illusions, Hypnotism and Mind Games are being played at the carnival and any investigators will discover that this carnival has never existed before coming here. During the quest the characters become trapped in the illusion .... Is that a Monster they fought? ... maybe killed?.... then why did it scream like a Human? Vertigo takes over as they can no longer tell the illusion from reality and beware or they may be the next victims of the Carnival.

  8. Re: The Treasure Thread

     

    A fist sized black Magic Ball with two clear areas on the opposite sides of each other known as the Truth and Falsehood. By shaking the Magic Ball and speaking a question both clear areas will turn murky and a ghostly but vague answer will reveal itself. The problem for those asking questions is that one side will vaguely reveal the Turth of the Question and the other side will vaguely reveal the Falsehood of the Question. Further compounding the issue is that the sides seemly randomly change and may tell the truth one time and a falsehood the second time. The most annoying part of the ball is that the side that speaks the Truth is completely accurate no matter how vague. After looking at the answers, if the user is in doubt on which side is truth and which side is not, the Magic Ball casts Aid Strength on the character with the limitation Only for determining Throwing Range and Throwing damage.

    ...The Magic Ball is very aerodynamic and sturdy.

  9. I have a player that is enjoying the use of the knockback rules and has asked for help with his speeder/brick character to create his signature move the Pinball Punch.

     

    It is a punch attack (auto fire 2) that allows him to punch a target then appear where the target was hit to and then punch him a second time, maybe in a different different (like up in the air), all for some nice air time if possible. The thing is I can't think of a way to get the 'appear where the target was hit to' portion of the power down. The only thing I can think of is compound power with flight (in case the first punch is in the air) but if that is the case isn't the Flight Power the first to activate?

  10. Re: Fear Absorption Power

     

    Could buy two END Reserves, one that has only END in it and the other with only REC but make the second one have a limitation that the REC only triggers when the levels of Fear and/or Rage are right. Then have all the powers use only the END Reserve. Of course this idea is less of the Drain/Absorb the fear and rage of attacks and more being around it long enough to use it as a power source.

  11. Re: Fear Absorption Power

     

    Well I guess the question is how is this power working? Is it Absorbing the Presence Attack of the Fear/Anger, is it Guarding the target against it or is it Draining the effect from ever starting?

     

    I would image that Absorption would target the PRE of the attack instead of the BODY (but Im not good with this power). If it is Guarding then buying PRE with a (-1) only works against Presence Attacks would work (I've seen templates with that power to show resistance training). Drain would probably just buy it as a Drain PRE with the limitation, only affects PRE for Presence Attacks. You may also want a transform in there only to act as am ultimate Fear/Anger cure, sort of a Psychic Surgey vs fear/anger.

  12. Re: Enerjutsu

     

    As the original creater of "Energy Blaster Combat Arts" (from a Digital Hero artical)' date=' I would not alow using the AoE attack with that Enerjutsu manuver. [/quote']

     

    So my Ghostly Army bought as a Telekinesis STR 20, Fine Manipulation AoE 16m with the SFX that I summon Ghostly Soldiers in the to do my bidding could punch all the targets but can't trip or disarm? Put it another way in the first X-men (and other comics) movie we have a prefect example when Magneto uses his TK (an Area of Effect ability) to disarm all the Police of there weapons in one 'attack.'

     

    Any manuever with any power? So my 2x Armor Piercing' date=' Penetrating, Beam, No Knockback RKA defined as "deadly cutting laser" can be used to Trip someone? Or to Disarm them? Disarming doesn't do damage so it can't be hitting the person and the laser does no Knockback so how does the Ranged Disarm work with such an attack? "But Bigby, you're using some crazy edge-case exception built just argue." Am I? Okay, letms try this: Stun Blaster, 12d6 Blast, No KB (which automatically includes no Body). Thatms a pretty bog-standard superhero power. How does an attack that does no KB or Body and whose SFX include no concussive force disarm or trip someone?[/quote']

     

    Tripping and Disarming doesn't simply mean applying force to a target and knocking them down or the item away it simply means getting them to fall down and let go of something respectively. In both of the examples the success of the maneuver doesn't actually mean the full power of the attack (damage/advantages) hits the target. The Blaster could work just like a nerve pinch, it hits the target and causes them to let go of the item (Disarm) or causes their legs to give out (Trip). The Deadly Laser may generate heat/energy and a 'near-miss' causes a slight burn or causing a leg to give out (Trip) or the person to drop the item reflexively (Disarm). Of course the Deadly Cutting Laser would more likely disarm or trip in the way Jedi wielding a Lightsaber would Disarm someone.

     

    In the end I think that it depends on the SFX of the power however I think that if the player can cleverly describe the how and why they are accomplishing the maneuver then let them try it. I would make them however roll a Power skill roll (Deadly Cutting Laser Tricks or Blaster Tricks) but we have that skill there to attempt to do weird crap with the characters.

  13. Re: How to balance mages in high fnatasy.

     

    I've never like the whole extra time, concentration on everything ideas, certain spells sure but not everything. One thing that can help limit it is a Pre-generated spell list. Simply limiting the selection to your pre-approved list can help balance some of your issues. Also Fantasy Hero has plenty of ideas of Spell Systems to help with some ideas, Lex Magisterium (page 303) is "This is a magic system appropriate to High Fantasy campaigns featuring lots of powerful magic." Of course it also tries to make magic cheaper so you may need to tweak it. One of the core ideas is that a character has a Spell Rank and the spell's listed have a Spell Cirlce. To be able to cast a spell the mage must have a Rank at least twice the Spell's circle or he can't even cast it and the circle is based on the Spell's Active Points/20.

     

    Another way you can work with magic is require all magic to use an Endurance Reserve instead of the normal character's Endurance however in this Endurance Reserve the mage is limited to only 1-4 REC with all magic costing END (and only a select few having the Half END advantage). This way magic becomes a resource that can be used as a huge striking attacks that the character will need to recharge or they have cast all day at a slower pace. Of course this idea, I think, goes against some aspects of High Fantasy however it is not limiting the power of the spell simply that which fuels it. It can also become very nasty for these mages when your Anti-Magic Spell is bought as Suppress Endurance Reserve and can be even more of a bad day if warriors have a mystical combat technique that allow them to 'cut' at the heart of a mages magic and use Suppress Endurance Reserve. This idea is based on the Eldrtich Lore system (page 300) in Fantasy Hero and one of my favorite ones.

  14. Re: Adding Damage To Attacks With Advantages

     

    When he wants to go to 2d6+1, Armor Piercing that are 9 DC so he needs one more DC. You could allow him to buy a +4 DC version of Weaponmaster (Dagger) - Just increase the cost of the talent by 1/3. Or he could add one DC by using Combat Skill Levels that apply to daggers.

    Note that if this weapon has a "Real Weapon" limtiation, then he is capped at 10 DC of Damage (twice the base damage of 5 DC).

     

    This is what I am trying to do . I understand that I could buy CSL to up the damage but what I am looking for more is how to turn Weapon Master (or even Combat Skill Levels) into an easy way to take into account the advantages of a weapon so I don't need to reference that table. If I am going to up the base cost of Weapon Master to 'buy an extra DC' it sounds like I could a +1/4 advantage to it to cover the cost of the Armor Piercing on the Dagger and allow the talent to add +1d6 damage to the attack.

  15. Sorry if this is asked somewhere else

     

    Character is using AP daggers based on the Optional Equal HTH Damage, Equipment Guide page 37. This is a 1d6+1 No END (+1/2), Armor Piercing (+1/4) weapon. The character has Weapon Master (+1d6 or 3 DCs with Daggers) in order to show his skill with all things Daggers. The player wants to be able to add 3 DCs of Weapon Master to the attacks and not worry about adjusting the damage (making it a 2d6+1 weapon). How is this done? Does he buy a Custom Advantage on the Weapon Master Talent to cover all the advantages on the dagger? Does he create a Naked Advantage with the base cost being 20 points and a Custom Advantage that covers the advantages?

     

    --

     

    I found the answers to most of the questions in 6E2 page 97 in the Damage Classes Of Advantaged Powers section. I am unsure if this part of the question is answered around as well.

  16. I was using the equipment for my fantasy weapons, armor and shields (since it looks the same as FH's but expanded) and found that while it gives ideals for for better and worse Armor and Weapons it is lacking on the Shield department.

     

    What ideas do you have for High- and Poor-Quality Shields?

  17. Re: Zip-Line Flight

     

    May be a problem to get that 40 meter per phase distance on a swing in a place were the buildings are no more than one or two stories tall such as the Suburbs. While you could still swing in that environment I would think the distances would be a lot shorter then you could actually swing.

  18. Re: Evasion Talent

     

    Yes but I was under the impression that Combat Luck was not Resistant Protection. Could buy the advantage Resistant for the exact same thing.

     

    EDIT: and I was wrong it is... huh guess that means I should opening my eyes and read the Resistant part it clearly stated.

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