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lendrick

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Everything posted by lendrick

  1. Re: Psionic powers -- any comments? It depends. Apart from the physical defense it provides, the armor is a piece of electronic equipment. I hadn't considered exactly how, but I'd imagine there might be multiple ways to weaken or disable it (possibly including psionics).
  2. Re: Psionic powers -- any comments? Good call. XS3 Stealth Power Armor XS3 Stealth Power Armor (7 CP) Resistant Protection (5 PD) (9 Active Points); Unified Power (XS3 Stealth Power Armor; -1/4) XS3 Stealth Power Armor (13 CP) Invisibility to Sight Group , Custom Adder, Reduced Endurance (0 END; +1/2), Time Limit (1 Minute; +3/4) (45 Active Points); 3 Charges (-1 1/4), Instant (-1/2), Bright Fringe (-1/4), IIF (-1/4), Unified Power (XS3 Stealth Power Armor; -1/4) Multipower, 18-point reserve, (18 Active Points); all slots IIF (-1/4), Unified Power (XS3 Stealth Power Armor; -1/4): Enhance Strength (1f CP) +5 STR, Reduced Endurance (0 END; +1/2) (7 Active Points); IIF (-1/4), Unified Power (XS3 Stealth Power Armor; -1/4) Force Field (1f CP) Resistant Protection (12 PD) (18 Active Points); IIF (-1/4), Unified Power (XS3 Stealth Power Armor; -1/4) Targeting Assist (1f CP) +2 with Ranged Combat (16 Active Points); Can only be used to raise OCV Power loses about two-thirds of its effectiveness (-1 1/2), IIF (-1/4), Unified Power (XS3 Stealth Power Armor; -1/4) XR4 Heavy Power Armor XR4 Heavy Power Armor (6 CP) Resistant Protection (12 PD) (18 Active Points); -5 DEX, Side Effect occurs automatically whenever Power is used (-1), OIF (-1/2), Unified Power (XR4 Heavy Power Armor; -1/4) XR4 Heavy Power Armor: Grenade Launcher (15 CP) Killing Attack - Ranged 2d6, Area Of Effect (3m Radius Explosion; +1/4) (37 Active Points); 6 Charges (-3/4), OIF (-1/2), Unified Power (XR4 Heavy Power Armor; -1/4) Multipower, 22-point reserve, (22 Active Points); all slots OIF (-1/2), Unified Power (XR4 Heavy Power Armor; -1/4): Enhance Strength (1f CP) +15 STR, Reduced Endurance (0 END; +1/2) (22 Active Points); OIF (-1/2), Unified Power (XR4 Heavy Power Armor; -1/4) Force Field (1f CP) Resistant Protection (12 PD) (18 Active Points); OIF (-1/2), Unified Power (XR4 Heavy Power Armor; -1/4) XR5 Combat Power Armor XR5 Combat Power Armor (7 CP) Resistant Protection (8 PD) (12 Active Points); OIF (-1/2), Unified Power (XR5 Combat Power Armor; -1/4) Costs 0 END Multipower, 18-point reserve, (18 Active Points); all slots OIF (-1/2), Unified Power (XR5 Combat Power Armor; -1/4): Enhance Strength (1f CP) +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); OIF (-1/2), Unified Power (XR5 Combat Power Armor; -1/4) Costs END Targeting Assist (1f CP) +2 with Ranged Combat (16 Active Points); Can only be used to raise OCV Power loses about two-thirds of its effectiveness (-1 1/2), OIF (-1/2), Unified Power (XR5 Combat Power Armor; -1/4) Costs END Force Field (1f CP) Resistant Protection (12 PD) (18 Active Points); OIF (-1/2), Unified Power (XR5 Combat Power Armor; -1/4) Costs 0 END Phasor Rifle: Accurate (1 CP) +2 RSL (4 Active Points); OAF (-1), Limited Power Only works when firing single shots (-1/2), Unified Power (-1/4) Costs END Fusion Battery (5 CP) Endurance Reserve (40 END, 2 REC) Reserve: (12 Active Points); OAF (-1), Unified Power (-1/4); REC: (2 Active Points); Slow Recovery 1 Minute (-1) Costs 0 END Kill (13 CP) Killing Attack - Ranged 2 1/2d6 (40 Active Points); OAF (-1), Lockout: Stun (-1/2), Beam (-1/4), Unified Power (-1/4) Costs 4 END Stun (7 CP) Blast 4d6, STUN Only (+0), Autofire (3 shots; +1/4) (25 Active Points); OAF (-1), Lockout: Kill (-1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Unified Power (-1/4) Costs 4 END Phasor Pistol: Fusion Battery (3 CP) Endurance Reserve (20 END, 1 REC) Reserve: (7 Active Points); OAF (-1), Unified Power (-1/4); REC: (2 Active Points); Slow Recovery 1 Minute (-1) Costs 0 END Kill (8 CP) Killing Attack - Ranged 1 1/2d6 (25 Active Points); OAF (-1), Lockout: Stun (-1/2), Beam (-1/4), Unified Power (-1/4) Costs 2 END Stun (4 CP) Blast 3d6, STUN Only (+0) (15 Active Points); OAF (-1), Lockout: Kill (-1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Unified Power (-1/4) Costs 2 END
  3. Re: "Leadership" multipower Here's an updated version. I liked the bit where it increases PRE versus Presence attacks, so I added that. I also like the suggestion that it be limited to characters who are actually following orders, so I added that too. Here's the new version: Multipower, 27-point reserve, (27 Active Points); all slots Requires a PRE roll (Characteristic roll; -1/2), Limited Power Power loses about a third of its effectiveness (Recipients must be following follow leader's orders to receive benefit.; -1/2), Incantations (-1/4): Attack! (1f CP) +2 OCV, Usable Simultaneously (within 6m) (up to 8 people at once; +1 1/4), Recipient must be within Limited Range of the Grantor for power to be granted (22 Active Points); Time Limit (1 Minute; -2), Requires a PRE roll (Characteristic roll; -1/2), Limited Power Power loses about a third of its effectiveness (Recipients must be following follow leader's orders to receive benefit.; -1/2), Incantations (-1/4) Costs END Take Cover! (1f CP) +2 DCV, Usable Simultaneously (within 6m) (up to 8 people at once; +1 1/4), Recipient must be within Limited Range of the Grantor for power to be granted (22 Active Points); Time Limit (1 Minute; -2), Requires a PRE roll (Characteristic roll; -1/2), Limited Power Power loses about a third of its effectiveness (Recipients must be following follow leader's orders to receive benefit.; -1/2), Incantations (-1/4) Costs END Hold the Line! (1f CP) +20 STUN, Usable Simultaneously (within 6m) (up to 8 people at once; +1 1/4), Recipient must be within Limited Range of the Grantor for power to be granted (22 Active Points); Time Limit (1 Minute; -2), Requires a PRE roll (Characteristic roll; -1/2), Limited Power Power loses about a third of its effectiveness (Recipients must be following follow leader's orders to receive benefit.; -1/2), Incantations (-1/4) Costs END We're in this Together! (1f CP) +5 Teamwork, Persistent (+1/4), Usable Simultaneously (within 6m) (up to 8 people at once; +1 1/4), Recipient must be within Limited Range of the Grantor for power to be granted (25 Active Points); Time Limit (1 Minute; -2), Requires a PRE roll (Characteristic roll; -1/2), Limited Power Power loses about a third of its effectiveness (Recipients must be following follow leader's orders to receive benefit.; -1/2), Incantations (-1/4) Costs END Fight the Good Fight! (1f CP) +10 PRE, Persistent (+1/4), Usable Simultaneously (within 6m) (up to 16 people at once; +1 1/2), Recipient must be within Limited Range of the Grantor for power to be granted (27 Active Points); Time Limit (1 Minute; -2), Limited Power Power loses about two-thirds of its effectiveness (Only versus Presence attacks; -1 1/2), Requires A PRE Roll (Characteristic roll; -1/2), Incantations (-1/4) Costs END Powers Total: 17
  4. Re: Psionic powers -- any comments? Okay, here we go. I made a number of modifications: Pyrokinesis does more damage Cryokinesis does a bit more damage, and also lowers SPD Sleep does slightly less damage, to make it DC 8. Heat Vortex only applies defense once. I swapped out the Telepathy power (which was intended for communication) with a slightly limited Mind Link. Haste now costs a lot less. The point of Awareness is that it allows you to sense things through walls and the like. I haven't changed it, but given that, maybe people can make suggestions? Thanks for all the help thus far! Bart Healing: Psionic Healing (11 CP) Healing BODY 2d6, Decreased Re-use Duration (1 Hour; +1/2) (30 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Concentration (1/2 DCV; -1/4) Costs 12 END Enhancement: Haste (10 CP) +2 SPD (20 Active Points); Costs Endurance (-1/2), Increased Endurance Cost (x2 END; -1/2) Costs 4 END Fortitude (2 CP) +20 STUN (10 Active Points); Increased Endurance Cost (x6 END; -2 1/2), Costs Endurance (-1/2) Costs 6 END Leap (1 CP) Leaping +8m (12m forward, 6m upward) (4 Active Points); Increased Endurance Cost (x6 END; -2 1/2), Costs END To Maintain (Full END Cost; -1/2) Costs 6 END Speed Burst (3 CP) Running +12m (24m total) (12 Active Points); Increased Endurance Cost (x6 END; -2 1/2), Costs END To Maintain (Full END Cost; -1/2) Costs 6 END Mental Powers: Telepathic Link (10 CP) Mind Link , Human and Alien and Additional Class of Minds classes of minds, Any Willing Target (20 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Limited Power Power loses about a fourth of its effectiveness (Doesn't work when there's an energy shield between user and target.; -1/4) Costs 2 END Awareness (15 CP) Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees) (37 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; Character is totally unaware of nearby events; -1), Costs Endurance (-1/2) Costs 4 END Mind Shield (13 CP) Resistant Protection (10 Mental Defense), Allocatable (+1/4), Time Limit (1 Minute; +1/2) (26 Active Points); Perceivable (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; -1/4) Costs 3 END Sleep (12 CP) Mental Blast 2 1/2d6 (25 Active Points); Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4), Normal Range (-1/4) Costs 4 END Energy Manipulation: Telekinesis (10 CP) Telekinesis (10 STR) (15 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) Costs 1 END Psionic Blast (15 CP) Blast 6d6 (30 Active Points); Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4), No Knockback (-1/4) Costs 6 END Telekinetic Missile (11 CP) Killing Attack - Ranged 2 1/2d6 (40 Active Points); 1 Recoverable Charge (-1 1/4), Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4), Limited Range (-1/4), Beam (-1/4) Costs 4 END Pyrokinesis (21 CP) Blast 6d6, Area Of Effect (8m Cone; +1/4) (37 Active Points); Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4) Costs 8 END Cryokinesis (24 CP) (Total: 50 Active Cost, 24 Real Cost) Blast 4d6, Area Of Effect (8m Cone; +1/4) (25 Active Points); Increased Endurance Cost (x3 END; -1), Concentration (1/2 DCV; -1/4), No Knockback (-1/4) (Real Cost: 10) plus Drain SPD 2d6, Area Of Effect (8m Cone; +1/4) (25 Active Points); Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4) (Real Cost: 14) Costs 10 END Heat Vortex (18 CP) (Total: 40 Active Cost, 18 Real Cost) Blast 1d6, Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (5-6 damage increments, damage occurs every Turn, can be negated by Heat; +3) (20 Active Points); Increased Endurance Cost (x3 END; -1), Concentration (1/2 DCV; -1/4) (Real Cost: 9) plus Blast 1d6, Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (5-6 damage increments, damage occurs every Turn, can be negated by Cold; +3) (20 Active Points); Increased Endurance Cost (x3 END; -1), Concentration (1/2 DCV; -1/4) (Real Cost: 9) [NOTE: This power designates two targets and transfers heat from one to the other, causing cold damage to one and heat damage to the other. ] Costs 12 END Psionic Shield (13 CP) Resistant Protection (5 PD/5 ED), Allocatable (+1/4), Time Limit (1 Minute; +1/2) (26 Active Points); Perceivable (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; -1/4) Costs 3 END Powers Total: 189
  5. Re: Psionic powers -- any comments? I'm working on some revisions based on these comments. I'll post them shortly.
  6. Re: Psionic powers -- any comments? For some reason I was thinking that 20 end was per turn. Clearly that's not good as it is.
  7. I'm trying to put together some psionic powers for a sci-fi campaign I'll be running in the near future. I'll be starting the characters off at 150 points and going from there. I might allow characters to group similar powers into a multipower and add, say, a focus of some sort. Anyway, I'm looking for ideas and comments, so if you have any thoughts, please let me know. I'm a complete noob at this. (I'm also, for the record, working on a nice 6E exporter for the forum. It only does powers right now.) Here are the powers I've come up with so far: Healing: Psionic Healing (11 CP) Healing BODY 2d6, Decreased Re-use Duration (1 Hour; +1/2) (30 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Concentration (1/2 DCV; -1/4) Costs 12 END Energy Manipulation: Telekinesis (7 CP) Telekinesis (10 STR) (15 Active Points); Costs END To Maintain (Full END Cost; -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) Costs 1 END Psionic Blast (10 CP) Blast 4d6 (20 Active Points); Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4), No Knockback (-1/4) Costs 4 END Pyrokinesis (15 CP) Blast 3d6, Area Of Effect (8m Cone; +1/4) (19 Active Points); Concentration (1/2 DCV; -1/4) Costs 2 END Cryokinesis (15 CP) Blast 3d6, Area Of Effect (8m Cone; +1/4) (19 Active Points); Concentration (1/2 DCV; -1/4) Costs 2 END Telekinetic Missile (8 CP) Killing Attack - Ranged 2d6 (30 Active Points); 1 Recoverable Charge (-1 1/4), Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4), Limited Range (-1/4), Beam (-1/4) Costs 3 END Heat Vortex (14 CP) (Total: 30 Active Cost, 14 Real Cost) Blast 1d6, Damage Over Time (5-6 damage increments, damage occurs every Turn, can be negated by Heat; +2) (15 Active Points); Increased Endurance Cost (x3 END; -1), Concentration (1/2 DCV; -1/4) (Real Cost: 7) plus Blast 1d6, Damage Over Time (5-6 damage increments, damage occurs every Turn, can be negated by Cold; +2) (15 Active Points); Increased Endurance Cost (x3 END; -1), Concentration (1/2 DCV; -1/4) (Real Cost: 7) [NOTE: This power designates two targets and transfers heat from one to the other, causing cold damage to one and heat damage to the other. ] Costs 6 END Psionic Shield (13 CP) Resistant Protection (5 PD/5 ED), Allocatable (+1/4), Time Limit (1 Minute; +1/2) (26 Active Points); Perceivable (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; -1/4) Costs 3 END Mental Powers: Telepathy (2 CP) Telepathy 1d6 (5 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Costs END To Maintain (Full END Cost; -1/2), Communication Only (-1/4) Costs 1 END Awareness (15 CP) Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees) (37 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; Character is totally unaware of nearby events; -1), Costs Endurance (-1/2) Costs 4 END Mind Shield (13 CP) Resistant Protection (10 Mental Defense), Allocatable (+1/4), Time Limit (1 Minute; +1/2) (26 Active Points); Perceivable (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; -1/4) Costs 3 END Sleep (15 CP) Mental Blast 3d6 (30 Active Points); Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4), Normal Range (-1/4) Costs 6 END Enhancement: Haste (4 CP) +2 SPD (20 Active Points); Increased Endurance Cost (x10 END; -4), Costs Endurance (-1/2) Costs 20 END Fortitude (2 CP) +20 STUN (10 Active Points); Increased Endurance Cost (x6 END; -2 1/2), Costs Endurance (-1/2) Costs 6 END Leap (1 CP) Leaping +8m (12m forward, 6m upward) (4 Active Points); Increased Endurance Cost (x6 END; -2 1/2), Costs END To Maintain (Full END Cost; -1/2) Costs 6 END Speed Burst (3 CP) Running +12m (24m total) (12 Active Points); Increased Endurance Cost (x6 END; -2 1/2), Costs END To Maintain (Full END Cost; -1/2) Costs 6 END
  8. This is kind of a continuation of a thread I started a week ago with a bunch of newbie questions. I've done a lot of reading and thinking since then (plus I've muddled around in Hero Designer), and my discovery is that with 6th edition (with Star Hero not out yet) I'm pretty much on my own in terms of determining how I'm going to put the system to use. This is both awesome and really scary. Some background info: I'm going to be starting my players out with pre-generated characters for an adventure or two so they can get the feel for everything and then let them make characters of their own. My current plan is to run a heroic campaign and start them off at 150 points. I'm not going to allow them to build their own powers (some of them are notorious rules lawyers) but if they come up with cool non-game-breaking ideas, I'll implement them myself. The actual campaign will be a fairly standard space-based campaign with multiple alien races and psionics. I'll be capping their abilities to the "Standard" values listed on 6E1 p35, possibly with the ability to exceed them at a large character point cost. For characteristics not listed on that table (BODY, STUN), I'll be capping them at the top end of the "Competent" range in the comparison table in 6E1 p 48. Does that seem fairly reasonable? In terms of equipment, I'll be assigning the cost per item to 100 times its point cost, and giving them 5000 credits to purchase gear, which should limit them (at the beginning) to 50 points' worth of equipment, without making the equipment into a "power" like in a Superheroic campaign. Is *that* reasonable? Now, the meaty questions: I'd like to have them fight off large numbers of generic goons. Assuming 150 points for a player character (plus 50 for gear), how many points (ballpark, I know it's a matter of preference) should a typical goon have? What kind of damage class should they be able to do? Is there a good way to calculate how challenging a particular encounter will be for a whole party? That is, how many goons can I throw at them at once? If they fight a single "boss" NPC, how powerful can that NPC be to pose a serious challenge but not wipe them out? Endurance seems pretty easy to come by, relative to how much various powers cost. How does this balance out in actual combat? Do people find that special powers are used too frequently if you don't increase the endurance cost of them to very high levels, or are things relatively well balanced as is? I don't want my psionicists to seem like super heroes. Would anyone be interested in looking at my WIP list of psionic abilities and giving some suggestions? Thanks! Bart
  9. Re: "Leadership" multipower Here it is, in HD format: http://www.herogames.com/getHDPrefab/247918/Leadership.hdp
  10. Re: "Leadership" multipower Here's my attempt at it. Since they're part of a framework, the leader can only give one command at a time. Each command can affect up to 8 people of the leader's choice, provided they're within 6 meters. At that point, the people affected can move away, but the command expires after one minute. I stayed away from Aid and Boost because this way was actually a bit cheaper, and it feels simpler. Thoughts? [b]Cost Power[/b] 14 [b]Leadership[/b]: Multipower, 25-point reserve, (25 Active Points); all slots Requires a PRE roll (Characteristic roll; -1/2), Incantations (-1/4) 1f [b]1)[/b] [i]Attack![/i]: +2 OCV, Usable Simultaneously (within 6m) (up to 16 people at once; +1 1/2), Recipient must be within Limited Range of the Grantor for power to be granted (25 Active Points); Time Limit (1 Minute; -2), Requires a PRE roll (Characteristic roll; -1/2), Incantations (-1/4) 1f [b]2)[/b] [i]Take Cover![/i]: +2 DCV, Usable Simultaneously (within 6m) (up to 16 people at once; +1 1/2), Recipient must be within Limited Range of the Grantor for power to be granted (25 Active Points); Time Limit (1 Minute; -2), Requires a PRE roll (Characteristic roll; -1/2), Incantations (-1/4) 1f [b]3)[/b] [i]Hold the Line![/i]: +20 STUN, Usable Simultaneously (within 6m) (up to 16 people at once; +1 1/2), Recipient must be within Limited Range of the Grantor for power to be granted (25 Active Points); Time Limit (1 Minute; -2), Requires a PRE roll (Characteristic roll; -1/2), Incantations (-1/4) 1f [b] 4)[/b] [i]We're in this Together![/i]: +5 Teamwork, Persistent (+1/4), Usable Simultaneously (within 6m) (up to 8 people at once; +1 1/4), Recipient must be within Limited Range of the Grantor for power to be granted (25 Active Points); Time Limit (1 Minute; -2), Requires a PRE roll (Characteristic roll; -1/2), Incantations (-1/4) [b]Powers Cost: 18[/b]
  11. Re: Why no Penalty Skill Levels in a Multipower? I ended up dropping the multipower altogether and went with Unified Powers and Lockouts. The result actually costs slightly less. Phasor Rifle 1) Accurate: +2 RSL (4 Active Points); OAF (-1), Limited Power Only works when firing single shots (-1/2), Unified Power (-1/4) 2) Fusion Battery: Endurance Reserve (40 END, 2 REC) Reserve: (12 Active Points); OAF (-1), Unified Power (-1/4); REC: (2 Active Points); Slow Recovery 1 Minute (-1) 3) Kill (6): Killing Attack - Ranged 4d6 (60 Active Points); OAF (-1), Lockout: Stun (-1/2), Beam (-1/4), Unified Power (-1/4) 4) Stun (4): Blast 4d6, STUN Only (+0), Autofire (3 shots; +1/4) (25 Active Points); OAF (-1), Lockout: Kill (-1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Unified Power (-1/4) I also managed to work in an "optional" Autofire in Stun mode. You always pay for it, but if you fire more than one round, you don't get the benefit of the extra accuracy. A fun mechanic is that now that I'm using an endurance reserve, it recharges between fights. Current version of this is here: http://www.herogames.com/getHDPrefab/247881/Phasors.hdp
  12. Re: Question about keeping equipment balanced in heroic campaigns? A sci-fi campaign with psionics, which I suppose is just magic by another name.
  13. Are there any good rules of thumb for keeping equipment balanced in a heroic campaign? Say, if I have a 175 point character, how may points' worth of equipment is it safe to give them without throwing the whole game out of whack?
  14. Re: Why no Penalty Skill Levels in a Multipower? It will, yes. It just complains about it.
  15. I'm trying to put together a laser rifle with several firing modes and I want to apply a penalty skill level to reduce the range penalty. Hero Designer is complaining that I shouldn't put PSLs in a Multipower. Why is this? As a GM, will this come back to bite me in some way? Bart
  16. Re: "Leadership" multipower Okay, a bit of background on where I'm coming from. My players and I are all rank beginners at Hero (coming from D&D/Pathfinder) so for the time being I'm trying to keep combat as simple as possible by reducing the number of rolls needed. On the other hand, I want this power to reflect the fact that it's derived from the leader's Presence. It's not intended to be magical or psionic or something of that nature, more that the leader is issuing a specific order and raising the morale of the troops. I don't want to let people choose an arbitrary characteristic to increase -- I'd rather pre-make a few different orders that increase a particular characteristic (or set of characteristics). I also want to make sure that no more than one order can be active at one time. It doesn't make sense to tell people to take cover and simultaneously make an all-out attack. I'm torn on whether or not the power should cost endurance to maintain or just have a fixed duration, however I don't really like the fading mechanic that the standard Aid power has.
  17. Re: Questions from a newbie Just wanted to say thanks a lot for all of the excellent advice. Given what I've heard, my plan at the moment is to pre-generate a group of space marines (around 150 points or so) with varying skill sets and let them choose a character, then run an adventure or two for them. In the meantime, I'll be putting together various items and powers and such that make sense in my campaign (psionics, etc), and when they're done with the one adventure I'll let them make new characters, and present them with a list of powers and items they can choose. If they want to make their own, I'll have them tell me what they want, and build something reasonable for it. I'll also be setting some reasonable caps so things don't get out of hand. Now, I didn't see anything about this in the book for heroic campaigns, but it seems reasonable that for starting equipment, I give everyone roughly the same number of points' worth, so I'm going to take that into account when I balance the character out. Anyway, thanks again. Bart
  18. Greets! I'd like to put together a Leadership type multipower for a commander or squad leader. Essentially, I'd like the leader to be able to give commands that grant various bonuses to friendlies. Here's what I want to have happen: Leader makes a PRE roll. If successful, all friendlies in range gain a temporary, fixed bonus to some stat (OCV, DCV, etc) I don't want the leader to have to make additional rolls (such as attack rolls or rolls to see how much the stat increases by) I was looking at Aid, but it doesn't seem to work quite like this. Is there any way I can put this together? Thanks! Bart
  19. Greets! In a few weeks' time, I'll be attempting to get a skeptical D&D35/Pathfinder group to try the Hero System (which I've never played myself). I want to run a sci-fi campaign, and rather than waiting for Pathfinder Future book (if such a thing will ever exist), I thought we might try something different. Anyway, I've got a couple of questions: D20 (D&D in particular) doesn't, in my experience, scale very well past about level 12 or so. Combat tends to take a long time (in actual minutes) to play out, while happening over a very short amount of in-character time. At a similar level of power, is Hero less cumbersome? How does it scale as you become more and more powerful? I'm reading that your typical sci-fi or fantasy game is "Heroic" and starts at around 175 points per character. How many more points might someone accumulate during a fairly long campaign? One of the more annoying aspects of D&D in the mid to high levels is how easy it can be to kill off characters, which is something I prefer to avoid unless they brought it on by doing something dumb. If you're dealing with very powerful characters in Hero, how easy is it to accidentally kill them off? In another post, someone mentioned pre-generated characters as a way to ease people in to the Hero System. Any other suggestions? Thanks! Bart
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