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rentauri

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Posts posted by rentauri

  1. Re: Advice Required: Indistructible Force Field

     

    btw, i already know how she can change the thing: she will be tempted by a demon prince of power (and i'm pretty sure he will accept :) ) and also she will go in irontooth and wake up two months later without remembering what appened

     

    the problem is: i can't change it without player's agreement

     

    While it won't win you any GM or the Year awards technically a high enough Transform power could do and be "in the rules." Like others have said if the player's power is sucking the enjoyment from the game and the other players then the item should go.

  2. Re: Extra-Dimensional Personal Sanctuary...

     

    ok, but

    it's better give them extra dimensional and leave the "base" as a "setting element" or rather make them pay for the base?

    in this case, i got less flexibility BUT they know there are limits

     

    Well that depends on the usage. You may want to have them pay for what is simply the safety zones, areas they can relax and be comfortable and not charge them for the parts that are hostile to them. Of course if this is Heroic you could not charge them points and in theory have the dimension go hostile or nice in a sort of 'mirrored mood swing' of the character.

  3. Re: Extra-Dimensional Personal Sanctuary...

     

    so first question is: how i can create it? like a base' date=' or just an extra-dimensional movement to another dimension?[/quote']

     

    I think (and that is normally my problem) buying the entire thing as a Base just stating that it is in a different dimension would work. Getting their would be some item, spell, effect that has Extra Dimensional Movement on it.

     

    second question is: how can i avoid abuse and transform it in a joyful and pleasantexperience?

    the problem is: i'm pretty sure they will abuse this gift' date=' transforming it in a safe haven to go whenever they whant to avoid paying for inns, to store their loot (very poor loot but it's always loot) and like[/quote']

     

    I put these together cause they seem similar. If this is a reflection of the character and not a true 'Demonic Dimension' then the traps and creatures could always re-spawn, they are reflections of the character's innate fears. Also the further they go into the base the move numerous and destructive the effects. On the outer area it could simply be the character's fears creating the monsters however inside more you got not just the fears but also all those self defense mechanisms we throw up to protect are inner self.

     

    third question is: what do you advice me to avoid the standard "yet another demonic dimension" cliché?

     

    Change the environment constantly, whether by spending points to mechanically change it or the simple description. This is the character's inner self so their should be some reflection of the outside world in here.. just different perhaps more darker. Could also be that as the others start to stay their inner selves begin to leave their mark inside the base as maybe a room they always use starts to change to reflect their inner doubts and fears.

     

    Of course if the players start destroying things in the base it could get interesting as what effect it will have on the character whose inner self makes this base possible.

  4. Re: Advice Required: Indistructible Force Field

     

    I would talk to him about it and see if he is willing to flip it out, if not maybe speak to them on how to they use it or when to use it so its not up all the time if you can get away with that.

     

    Another idea is steal the artifact, I am assuming it is a focus because of how it is described. If this person flashes it off a lot something that makes the user basically indestructible has got to get someone in the world noticing it. Perhaps a [insert big baddie type here] has been planning the parties destruction and notices the item thinking it will improve his chances to live so he takes it. Now the characters are forced to go after it and reclaim it because I'm sure A) the player wants it back and B) nobody wants [insert big baddies's name here] to have it. Depending on how long it takes to recover the stolen item you could give the character equal points to purchase replacement items that are found along the quest but the kicker in this scenario is that the players and even the character with the item now are forced to come up with ways to defeat it. Ways that if creative enough you can steal and use once the character safety has it back.

     

    Of course this could backfire and the 'force' the characters to seek out AP and NND spells in the belief that is what will be needed to overcome this.

  5. Re: Holy place

     

    Maybe an Area of Effect Drain (Expanded Characteristic) with Uncontrolled however something like that could get very expensive very fast. Something maybe like this:

     

    Sacred Circle

    Drain BODY 2d6, Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2), Constant (+1/2), Uncontrolled (Duration up for GM's Approval) (+1/2), Area Of Effect (8m Radius; +1/2) (60 Active Points); No Range (-1/2) (40 Real Points) (6 END)

     

     

    Adding Limitations such as Limited Power (Only Affects Evil), Incantations, Gestures, Extra Time, Focus (Holy Items), Requires a Roll (Faith) and the like may hit the flavor you are after.

     

    Also reduced END cause feeding the Beast can get expensive but you could always go the route of No END and make it a Charge based effect to or delay the payment of the END payment (I believe Fantasy Hero has an Advantage to do that but the name escapes me at the moment).

     

    Of course the above is only true if the power I put together works like I think it will, still new and trying to grasp some of the powers. I believe that this will hit an 8m radius around the caster Draining two characteristics and/or powers that would be determined when the player purchased the spell. The spell will last until the Duration is up or until the END fed into the power is used up and end. As written the spell will hit everyone in the circle caster, allies and baddies however giving the Selective Advantage or taking the Limited Power (Only Affects Evil) disadvantage will solve that, unless an ally is evil.

  6. Re: A star hero movie list

     

    Star Trek 1 and 2 (late 70's and early 80's) I think can work. Even the newer one could be a more action packed version of the older ones.

    If you want to inject comedy you got the classic Space Balls but I think it would fall under a parody more or less.

    The Last Starfighter (with or without the guy from a backwater world saying the universe).

    Then we got Dune and you can do what you want with it

  7. Re: Powered Suits as Vehicles

     

    Are all the units of more or less equal power? Tanks advance' date=' so I assume these will as well, with some older ones being clearly lower powered.[/quote']

     

    Yep, the solider units for instance are the most common and oldest and are simply exist as a sealed suit of armor that walks, the weapons it used where simply mundane or runic weapons picked up. For them everything is a custom add-on. The newer Saber units are meant to replace them and have extras and even weapons attached to it. Even after years of use Soldiers are still used because they work and they can grab a Greatsword do more damage then the average infantry man with the weapon.

     

    I'd say the most crucial thing to watch is Suit defenses. If no BOD gets through' date=' the driver takes no STUN either. If BOD is too easy to get through, damaged suits will become a frustrating issue for the wearer to deal with.[/quote']

     

    Agreed, this has been a challenge, I think I'm on Soldier version 4 trying to get this part right.

     

    I suspect the common PC won't bother either - what can they do with Runecrafting or Alchemy that is worth spending 5x as many points on?

     

    Well that is up to them, I doubt it as well. Runecrafting and Alchemy are the domain of the non-magical for stories where I want to run with the low powered (or when the character's adventure takes them to the Mad Alchemist) but mainly for those that want to tinker with it.

     

    I'd be careful with this. It sounds like the characters will be restricted in what they can have outside the suit' date=' which will free up more points to buy the suit. Will this make them overpowered in the suit and useless when it's denied them? If they simply match other characters for power in the suit and will have access to the suit as much as the other characters will have access to their abilities, that should work. But if they're overpowered in the suit and underpowered outside of it, they will always either overshadow or be overshadowed by the other characters.[/quote']

     

    No it will not. I am freeing up 10-20 points in Characteristics and 5-10 points in Complications. It just means if I drop the character's STR, DEX and CON (examples not sure what will drop) by 3 then the highest the Characteristic Maxima for them can be is 17 and not 20. I'm not planning on dropping any one stat by more then 3 for this point transfer. It is a slight drop I feel but one that is noticed as the character now rides in the suit.

     

    Incantations or Gestures?

     

    Gestures, my bad.

     

    Would the Wizard be allowed a limitation for those spells (ie "not in Suit") if he has a Suit he plans to use frequently? At the extreme' date=' he might want a Multiform, changing forms by entering and exiting the suit, if some powers are only useful when he's in it and others only when he's outside.[/quote']

     

    Maybe not sure, guess it will depend on how good the player can sell it to me. I'm against it but open to the suggestion.

     

    So' date=' will this form more limitations for the wizard choosing to use the suit, making for characters who are very powerful, but burn out fairly quickly? hmmm...30 YO Mage can spend 3,650 hours in the Suit, becoming 40. How much time will he log in a typical campaign?[/quote']

     

    In my typical campaign the second limitation will not effect them I don't think it is more of a in-game limitation that shies away most, just as some plan on it. The first limitation is the killer. All magic requires a Skill Roll (Power Skill: Magic) and outside the suit it is -1 per 10 Active Points, inside the suit it is -1 per 5 Active Points as the deadened sensation makes it harder to grasp the source of power.

     

    Are all these restrictions needed? As you say' date=' the wizard in a suit will have to divide his points between magic and Suit, so he's already disadvantaged.[/quote']

     

    Nope. The point cost on the Vehicle will stop the player from using it but I feel that the 'risks' the in game idea as why the mages don't touch them. Also I am thinking on a story seed as to why they exist.

     

    I'm trying to wiggle into the plot of the story and the secret history that the flaws above (except for the vehicle cost) aren't flaws but are actually working as designed, sorta. Its a plot seed I'm not sure what I want to do with but I know in the future I will do something with it. The idea being that the initial creators discovered the problem and kept it but are researching ways to exploit this creating runes and alchemy specifically to deadened and age mages in some scheme. While others attempt to fix the 'flaws' they exist in area of construct that cannot be easily fixed without comprising the suit itself.

  8. Re: Powered Suits as Vehicles

     

    All of which would be excellent in-game reasons why these suits are limited in their availability' date=' very expensive and can't just be obtained by looting their present owner. But that's not consistent with the sense I got that these things were pretty common (from things like 20 basic models with custom features for later add-on)..[/quote']

     

    They are about as common as a tank is today (or maybe around WW2), enough to be known and recognized and some units made exclusively of them but most are not. Rich nations field many, middle class nations field some, poor nations field few and while the individual can have one their is always a story involved in how (even if it is something as simply as a family heirloom). Being how many types of tanks are in the world and variants after how many years I don't think 10-20 base units is much. The only difference, I think, I'm presenting is that modifying and upgrading the units are easier then it is for tanks.

     

    Players as adventures would fall into the 'story' category and while in a more military set game the suit will generally be owned by the army or mercenary unit they are attached to (unless they own the merc unit).

     

    ------

     

    I was told to be careful with the point cost of the vehicle but Fantasy Hero has 2 systems same systems where a spells Real Cost is divided by 5 and I am using that as a base in the magic system. Also like the Chaos Blade system in the book I've decide to move away from a pre-generated spell list (I got to the E's in my list it was starting to get to me realizing how much more I had) and allow the player's to craft their own spells, with GM approval, like a mystic superhero.

     

    One of my players showed interest in this however he wanted to play a character that was both a pilot and a tech to tinker with it. Talking with him I decided to remove Alchemy and Runecrafting from the overall 'magic' and allow everyone to pick it up. Unlike the magic system these formulas and engravings don't get the divide by five so they must be normally bought. These are hard to learn, understand and advance so while not rare not everyone knows them.

     

    The common mage doesn't bother with Runecrafting or Alchemy because to their mind their spells can replicate the effects easier and better. Not all mage's believe this because no mage has been able to successfully duplicate the golemsuit as yet. Magic seems to be able to craft a Golem or a Living Golem, which many a mage scoff and say are better anyway, but the cost to create them compare to the cost of a suit is wildly different. So in the depths research continues on crafting a magical version of the suit and the power it will have if ever completed could turn the scales of any battle easily. But most simply hope to overcome the 'flaws' the suits have dealing with mages.

     

    The suits will be bought with Character Points and any character to become a pilot must have Alchemical implants and Runecrafts placed on the skin. The process will actually reduce the Character's Stats (as the points for the ritual are moved to the Vehicle Perk) and worse yet his Characteristic Maxima is reduced as well (something to do with the surgery stealing a part of you lifeforce or some such hogwash, the surgeons always say its nothing but lies anyway).

     

    Mage's can use the suit but costing character points means the mage is not using it for spells, also it means having some Alchemist and Runecrafter poking around in their insides, something they aren't keen on. Their have also been horror stories about mages getting the surgery and losing their magic altogether (Samus' best firend's wife's second cousin lost his ability to craft magic ain't no way I getting it done to me). While they can cast magic while in the suit mages find that any spell requiring Incantations can not be done, the suit is not flexible enough.

     

    Also while it may be the materials of the suit, the Alchemical solutions or crystals, perhaps the Runes craved into the suit or all of the above or even none of it mages know two strange things: 1) Magic 'feels' deadened to them inside the armor, it is more difficult to summon and cast spells and 2) Mage's feel as if their lifespans shorten inside the suits and indeed they do. Every hour in the suit seems to take them one day closer to the Wheel of Reincarnation. Why and how this occurs no one knows but it is a fact and because of it only mages who are crazy, desperate, dying or those with nothing to lose pilot them. In fact Sora has a famous prison unit filled with mages that are pilots all attempting to earn freedom before death claims them.

  9. Re: Powered Suits as Vehicles

     

    Such artificers tend to construct very rare magical items for very specific purposes. I've never been a big fan of the commoditization of magic' date=' which doubtless influences my perceptions. Some obviously like it - D&D has evolved into a structure where being able to purchase magic items is an expectation. But then, why only one type of magic item that becomes a commodity? Why, specifically, one that operates at cross purposes to its creators? [/quote']

     

    I'm not sure if it has or hasn't or how far I want to take the industrialization of magic. Certain items crafted from Alchemy and Rune magic can be common and I have been talking with my players on how common they want certain things and how rare. So how common things are and how I will price a sword that has a rune to ignite the blade in flame I am unsure.

     

    One approach would certainly be magicians who are artificers' date=' but not themselves adventurers. Then it makes sense that they ally with, and bolster the abilities of, the knights. But it seems from the poster's comments that these items developed primarily as a means of allowing those not magically gifted some means of competing against those that are. I don't see why a significant number of those capable of mastering magic would be so eager to level the playing field that these magical armored suits would become a commodity.[/quote']

     

    Money, the desire to protect their kingdom and in some cases the desire to conquer their neighbors (and in one case the desire to conquer everyone). The first suits were created to protect a kingdom from a monstrous horde and the nation realizing that the suits allowed a trained soldier to kill monsters dead real good and kept them. Other nations saw the potential as well and made their own and they are mainly used by the armies for war, in fact I really don't except the players to be using them unless they wish to play a character with a suit or game focused more on the suits as mercenaries, soldiers and the like. Most likely these will be seen in game as enemies and allies but not apart of the player character arsenal.

     

    I'd also want to know where the boundaries lie. If' date=' to use your example, being surrounded in magical metal cuts you off from the mana, why are there no wizards who use these suits for combat while using their own magic to deal with challenges such combat can't resolve? Why would no wizards use these suits when it benefits them, and cast it off to use their other magic when that is more effective? [/quote']

     

    That was a shot in the dark, and yes the examples would work. Personally I'm unsure as of yet how or if I want to limit the suits. All I do know is that talking with my players they like the idea of the suits and prefer them to be vehicles.

     

    One problem with transferring genres to games is the need to justify the internal tropes. If a trope of this universe is "knights use magical suits that wizards make for them, but never use themselves, to place themselves on a level footing with those wizards", then I'd want to know why that trope is adopted by the people in that universe.

    If the players and the GM enjoy that game, that's great - go with it. I like some internal consistency (and we all have different points that make it more of a stretch to suspend our disbelief).

     

    Why it was accepted? Honestly I'm not entirely sure and you bring up some points I should consider. It was an interesting idea that both my players and I liked so I added it to my game world. Do I see my players sitting down and playing one of these the first game? Nope, I except one of them will play some character that uses magic to enhance his physical self and his martial combat techniques (similar to a marital artist), another player playing something more along a traditional wizard, one going more druidic in nature and the last one to play something combing along the lines of a paladin.. or I could be completely wrong and they play other things.

     

    Bottom line is: They like it, I like it and they asked I add it so its their as an option. The whys and why nots have yet to be decided so far it just is.

  10. Re: Powered Suits as Vehicles

     

    The powered armor is designed by the player. I also don't see many games that have multiple powered armor users. When they do, their abilities tend to be quite different, and we don't have that "near-identical characters" issue.

     

    I thought this was for the Fantasy genre. I'm also somewhat biased by a dislike of "magic as a commodity" Fantasy settings.

     

    I normally do Scifi settings so the whole slap whatever power you want and call it some powered armor ability isn't the most common to me. Generally when they are used they are somewhat common in their core build so for my players having ten or twenty (to start) and then having my players modify them as they need isn't something new for my group. Heck they probably will be impressed with my allowing them be more open with my allowing them to modify their suits. This is of course if they choose this.

     

    I think you would dislike my setting then because I think I'm heading in that direction with what I am doing.

     

    From your initial comments' date=' such as "I wanted was magic to be supremely powerful but to counter this the great Knight that adventures in the land does not do it on a proud steed but instead rides a powerful magical suit of armor", I somehow got the sense that your intent and expectation was that "normal" nonmagical abilities would not allow the character to be competitive. [/quote']

     

    The golemsuit is self contained to have all those trinkets, weapons, armors and items of magic that the knight on proud steed might carry into battle with his friend the Archmage to be able to fight effectively. Its basically that the knight rides the suit because it has all the things that he wold have are part of the suit or can be upgraded to have.

     

    What prevents a Wizard from using a similar suit?

     

    Well I was thinking of having the magic of the golemsuit disrupt the casters ability to summon his power but I think I like it being a social stigma or wizards just look down on it. While the second appeals to me more I think I may go for a mix of both in some form.

  11. Re: Powered Suits as Vehicles

     

    While I agree that maintaining the genre and mood make sense, I don't see the point in eliminating the possibility of non-mages keeping up in terms of effectiveness with skill. As was noted above, one can simply purchase powers with the SFX of skill with weapons. Should skill with a sword allow the character to channel a lightning bolt through it? I would say no. But abilities such as the following seem reasonable within a high fantasy setting:

     

    - enhanced damage

    - striking multiple opponents

    - throwing the sword for range

    - striking multiple times

    - striking non-lethally using the flat of the blade

    - a slash across the face which blinds the opponent

    - shattering gear such as armor, shields or other weapons

    - causing injuries that impair movement or use of limbs,

    - draining of physical characteristics rather than (or in addition to) direct damage

    - skill with herbalism allowing the blade to be coated in substances with all manner of debilitating effects

    - displays of skill that intimidate opponents (ie PRE bonuses)

    - use of the sword to deflect incoming attacks (hand to hand or ranged)

     

    That's all over and above martial maneuvers and various skill levels to make one's combat skills more effective directly.

     

    What in this list is outside what normal mortals can do? So a guy picks up a sword and learns some fancy tricks to help him in life, I have no problem with that as it falls under the 'feats that mortals can do.' What I do have a problem is if guy with sword and fancy trick starts cutting mountains in half (just an extreme example) just because he spent the character points to do it, to me it is one of those things that break reality and should be apart of magic.

     

    Upper limits for mortals exist and magic is simply the way to move beyond them, which is something in High Fantasy... the warrior or non magical character getting the Sword and Armor of power to assist them. These items help the character break the limits such as the Characteristic Maxima or No Cutting Mountains in half ban for instance.

     

     

    I'd much rather have a group of characters with a wide array of skills and abilities that fit the genre and campaign setting than rule that you can use magic' date=' or you can have this one pre-defined ability to allow you to keep up. If there are two or more players who happen to go this route, I'd want them to be able to be differentiated, not be virtually identical because they all use the same "powersuit" writeup with the same SFX for their identical abilities.[/quote']

     

    How is wearing a big suit somehow stifling the characters skills and abilities champions does it all the time with powered armor? Is it because I'm making ten to twenty core units that the character selects one and then customizes instead of handing him a block of points and staying design your own? Cause that is sorta a stable of the Mecha genre for a reason, its hard to finance, design and build your own totally custom unit.

     

    Basically it is that the Golemsuit enhances what is they have because unless I missed something, and I could have, their was nothing in the rules stating that a character can't have a trick outside the golemsuit to cause a slash across the face which blinds the opponent and be able to do inside the golemsuit suit as well as long as he purchases an advantage to do so (basically learning to control the suit) or maybe makes the piloting roll, not sure which is is better.

  12. Re: Powered Suits as Vehicles

     

    If you have a soft spot for mecha that is all well and good but magic is just a special effect... you don't need a mecha or magic items to equalize the power... character points are character points. You can equalize magic with skill' date=' gear, psychic power, pink fuzzy bunny power... or any special effect you want. There is nothing preventing a "Non-Magic" character from building an RKA and defining it as superior skill with a bow... or an exploding blast defined as some sort of chemical bomb... or a flight ability that only works against surfaces that is defined as acrobatics... or an invisibility power defining it as superior stealth. Granted there are some powers that you would be hard pressed to realistically define as skill based... but the idea that "non-magic" can't compete with "magic" is ridiculous in the HERO system. So long as all characters are built on the same character points with similar levels of defense and attack it doesn't matter what the special effect of the powers is.[/quote']

     

    Sure I can use skill, gear, psychic power, pink fuzzy bunny power... or any special effect but I feel that magic is the best suited SFX for what I am after in a Fantasy based genre. In my setting all the other SFX need not apply, simply put they all exist under the guise of Magic whether they want to or not. Those that have access to this SFX are capable of performing great feats of strength and prowess or displaying strange and powerful effects beyond what mortals are able to. Those that don't have access to this SFX are only able to preform feats that mortals can (sticking to the Characteristic Maxima for example) and in general cannot break my loosely understood concept of what reality is because that is the domain of Magic. Its a choice based on the SFX I want and those I don't want, similar to why I believe most GMs would stop you from making a mage character in a Scifi based game. Sure all your character points are spent the same as the other characters but the SFX may not mesh with how they want the setting of the game played out.

     

    The characters that are magic users are still able to spend their points however they wish (spells follow a magic system loosely based on the Fantasy Hero 6e example) that are predefined unless they wish to research their own new spell. Taking characters from Champions Menton, Witchcraft and Ironclad would be purchased and use their points in the same way (essentially) but with a lot fewer points to use. While in Champions their SFX's are (kinda sorta) Mental, Magic and Alien in my setting they are all rolled under one SFX Magic. Same characters just one broad SFX that defines the source of all their power.

     

    Characters such as War machine and Defender, characters that are at their core normal joes (with massive wallets and brains) built powered armored devices that allow them to work with/against the previous examples. Instead of their powered suits working off whatever wonderful technology powers them (I'm thinking sugar and spice and everything nice for Defender and snips and snails and puppy dogs tails for War machine) they would be fueled by the only SFX capable of it Magic. It then comes back to how to create those powerful armors they use which in my game are called Golemsuits. In my setting and for reasons previously stated I feel it is better served as a Vehicle instead of a Focus.

     

    Some other ways of getting it without using Golemsuits were stated before, carving Runes into the body and using gear that is not a Golem suit but it is powered by magic instead of whatever other SFX it could use for the same effect.

  13. Re: Powered Suits as Vehicles

     

    I have been really enjoying this conversation. The thing I wonder about the Golem Suits is' date=' can someone else get in yours and use it. One of the main differences I find in vehicle vs focus discussion is can someone else get in it and use it. [/quote']

     

    Yes it can be be used by others or even stole but in the stolen case it has a lot of protections to prevent that thing, in theory, from happening.

  14. Re: Powered Suits as Vehicles

     

    First things first... This doesn't sound like a vehicle to me it sounds like a focus' date=' or some kind of multi-form. I'd be very wary of [b']allowing[/b] a character to build it as a vehicle much less forcing them to. Points spent on vehicles are significantly cheaper than points spent on your character. They are cheaper for a simple reason... You are not expected to have your vehicle with you at all times. Vehicles should have logical limitations. You can't remain inside them indefinitely, they may require maintenance or fuel, they are too large to be brought inside most building, their powers can not be pushed, they don't naturally have limbs or fine manipulators, characters can not perform most physical skills while inside a vehicle etc. That is not to say you can't build a giant automaton vehicle, but I would be very hesitant to let a player build it that way, and if I did I would make them pay for EVERY SINGLE THING that vehicle can do.

     

    I don't like the idea of a multiform and I did think think seriously of having it set to be a Focus and using it as that however I wanted the Golemsuit to be self-contained, its own Defenses, Body, Endurance and abilities to be wholly its own. Needing to be re-fueled and repaired as it operates with the user as well appealed to me. I also wanted those that started with it to start with base models that are commonly available units and then the players put points, money and time into customizing, modifying or improving the units (or hire someone to do it for them). With those two main ideas I felt that the Golemsuit as a vehicle fit what I wanted more then the Focus.

     

    Second... What's the point in playing HERO if you want all knights to be the same? It seems to me that is counter to what HERO intends to accomplish. play D&D if you want to pigeon hole your players. Create a template for a knights powers as a launching pad' date=' but I would once again be very wary of forcing a huge template onto any character.[/quote']

     

    Because I don't the idea of a character with no magical (or whatever) power in the world being able to keep up with those that do without something giving him an equalizer (sorta like champions throws out the occasional hero that uses powered armor). If everyone wants to play one of the huge variety of characters in the world capable of manipulating magic (the power of my world) that is fine however like many fantasy settings this is a pre-generated spell list with the ability to for the spell casters to create their own spells with research.

     

    Those that don't have the ability to manipulate magic but do want to keep up with those that do have two real alternatives (at this time, may expand it later) 1) Ride a Golemsuit and then either modify and improve it, if they can, or hire someone to work on it themselves. 2) Use magical items, runes crafted in flesh or the like.

     

    If the players want I can run a low magic setting in this world and simply not have the characters deal with the magical items. All that said I am excepting them to play some type of magical character but I wanted flesh out this side in case someone was interested in it. Besides I have a soft spot for Mecha and thought this would be an interesting addition even if it is never used.

     

    Having said all that Vehicles use the vehicle's characteristics. As was pointed out above Dex and Spd are special you use the character's Dex or the vehicle's Dex which ever is LOWER' date=' and the same goes for speed. As I said above vehicles don't automatically get many of the things characters get. Leaping, and Swimming Movement, limbs with hands on the end, they don't heal automatically, senses... In fact a real argument could be made that being in a vehicle can hamper your senses. So when building your golem suit you have to be very careful that you build it properly and completely, and you are not letting your player have powers like life support or enhanced senses for free.[/quote']

     

    I have a set of pre-generated items that the suit needs such as lifesupport, END reserve, ground movement and mind link (only with other golemsuits) for communication. I was using the Hero designer and the 6e2 both said that ground movement based was 12m and I didn't see anything listed about needing to purchase limbs but since I missed the entire thin on how DEX and SPD work I could have missed that section easily.

  15. Re: Need help with New Campaign

     

    The problem with this though, is that it depends on 1 player to always be around. I'm planning on this being an online game at Hero Central, and in my experience the person you base the game around inevitably is the first one to drop out.

     

    The other thing is I don't want a Hero and then Hero Support. I want them all to be equal... but different. Maybe one is more or less rare, but the same power level.

     

    What if the Legend/Prophecy/Song/Drunken Ravings of the Uber Mage are wrong to begin with. Instead of it being one person being the Uber Mage it was always more of a concept and an idea and the real Uber Mage was in the past a group of people collective known as Uber Mage. That the players themselves channel a particular aspect of the Uberness like it was done in the past but because no one really knows the truth the other players are credited with being Warsingers and Gingerbeard Men. Whether you want to take it to the extreme of "let our powers combine!" is something else but I'm more talking about the sense that each character may embody something like an element, a school of though more then anything else. If they don't want to play Mages you could always switch the idea being a reborn God or something more open in concept and the players all take an aspect of power from that being.

     

    Further it could be that if the scholars screwed up the translation they believe that one of the characters is in fact the de facto 'hero' when in fact they all are. The quest to learn about the hero's power is what makes the adventurers realize the truth about themselves as they seem to grow in power to match the 'hero.'

  16. Re: Need help with New Campaign

     

    What if it is being around the Uber mage that causes them to power up as Gingerbread Men or War Singers. Trying to discover more about his power his friends follow him where he must go and eventually he arrives at a War Singer holy place and here one of his friends is possessed by the ancient spirits becoming the next War Singer. This friend now has all that power but now has to deal with a one thousand year old War Singer ghost using his body as a time share. Later discovering a site of power the Uber mage attempts to dispel the wards cast by the last Uber Mage and doesn't quite get the spell right with delicious but horrible results as another of his friends becomes a Gingerbread Man. Now he needs to deal with being cursed in this form yet trying to manifest the powers that the miscast granted him. Being around the Uber Mage seems to be bad luck with a side of power ups for his friends. They all may be built on the same points but to keep to the idea of the Uber Mage being more 'special' perhaps his powers are more varied, either with VPPs or simply with spell selections while the Gingerbread Men and War Singers are more focused into a certain path of power and growth.

  17. I am crafting a fantasy world to run and one of the ideas I wanted was magic to be supremely powerful but to counter this the great Knight that adventures in the land does not do it on a proud steed but instead rides a powerful magical suit of armor, called the Golemsuit. Being that these Golemsuits are more standardized in creation and not custom built (but they can be customized and improved upon over time) I thought it better to buy it as a Vehicle since the player is 'forced' to start with the standard unit and improve upon it later. There are some other reasons as well but that was a big one.

     

    I can't seem to find anything in the entry for Vehicles about this but would the character's stats stack with the Golemsuit or would they use the suits stats and not touch the players stats? I could understand if it went either way but I was trying to see if something more official existed.

  18. Re: So how did you guys learn the system?

     

    Currently trying to. I played about 15 years ago but ended moving to other games and when 6th edition came out I was looking for a new game system. Got the game system and finally ran it last weekend, my players and I are learning as we play and are hoping getting it right but since everyone is liking the game, the characters and the adventures so far I call it a success.

  19. Re: Stun Damage and Armor

     

    It does. My major concern with telling them to raise the armor was that it would get to the point where they wouldn't take any body damage unless the roll was near prefect.

     

    With no-one in my group ever playing Hero before (well I have but that was 15 years ago) we where going off the examples of Hardpoint, Maelstrom, Taurus and Eagle Eye. The first big fight was indeed an eye opener I will tell you.

     

    Thanks

  20. Hello I am new to the game and ran my first Hero game last weekend (a Superhero Champions based game) and I have to apologize if this question has been dealt with somewhere else.

     

    While running the adventure I became concerned with the amount of Stun that was getting thrown at my players with there armor. The players have around 10-15 Resistant Armor (add another 5-10 non resistant) and the majority of them, and the super villains of equal level, have 60 point mulitpowers and dealing between 9-12d6 of Normal Damage and 3-4d6 of Killing Damage and between 40-60 Stun. This seemed to be okay since the example characters of Firebrand, Maelstrom and Hardpoint all have that (and have resistant armor between 10-20) and around that Stun as well (even the brick example in is less then 70 Stun I believe). It would seem that 3 solid hits or 4-5 pretty good hits would take the players dangerously close to be knocked out, if not knocked out, and that seems like its a little bit fast. I was wondering if there was someway around this without telling them to just buy armor or reducing the amount of damage dealt because it is perfectly where I want it for taking body, that being the small chance of the characters taking Body damage (and normally no more then 5 Body, generally 0-2 at most).

     

    My fear is that I cant run a semi-long dramatic fight because my heroes just don't have the staying power to take the damage that the super villain group would put them through. The grunts, oh they are easily taken out (well if the swordsman could hit the broadside of a barn while leaning on it maybe) but when they fight an equal amount of villains, or when they are forced to put themselves in harm's way (defending the people) it becomes a problem, in my opinion.

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