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hypnotica

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Everything posted by hypnotica

  1. Re: creating a game based on avatar the last airbender To keep going with this line of thought what books can i turn to to help me create the armies from the various Nations?
  2. Re: creating a game based on avatar the last airbender heres one of the characters I made up as a starting bender. Its 100 points what do you think? Especially the package Name: Nafu Val Char Cost 15 STR 5 14 DEX 12 13 CON 6 14 BODY 8 15 INT 5 13 EGO 6 10 PRE 0 14 COM 2 3 PD 0 3 ED 0 3 SPD 6 6 REC 0 27 END 0 30 STUN 1 Characteristic Rolls: STR: 12-, DEX: 12-, CON: 12-, INT: 12-, EGO: 12-, PER: 12- Run: 6/7", Swim: 2", Jump: 3/13", Lift: 200kg Cost Powers END/Roll 2 EC: (Air Bending) (5-pt reserve); Focus Breakability: Breakable; Concentrate: ½ DCV, -¼; Extra Time Required: Only At Startup, ½; Requires Skill Roll: -½; IAF: -½; Costs END: -½ Because Nafu is learning Air Bending he relys heavily on scrolls that were handed down by his father. Nafu must study the scrolls once a day every day or his bending suffers a-2 Force Wall (Wall of Air) (2 PD/2 ED); Range: 50; Width: 2", +0; Focus Breakability: Breakable; Concentrate: ½ DCV, -¼; Extra Time Required: Only At Startup, ½; Requires Skill Roll: -½; IAF: -½; Costs END: -½ 1 b-3 5" Gliding (NC: 40"); Non-Combat Multiplier: ×8, +10; Non-Combat (MPH): 45; OAF: -1; Focus Breakability: Breakable; Concentrate: ½ DCV, -¼; Extra Time Required: Only At Startup, ½; Requires Skill Roll: -½; IAF: -½; Costs END: -½ Air staff which opens up to an AirRider c-2 Superleap (air riding) (+10", 13", NC: 26"); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22; Focus Breakability: Breakable; Concentrate: ½ DCV, -¼; Extra Time Required: Only At Startup, ½; Requires Skill Roll: -½; IAF: -½; Costs END: -½ 2 Cost Skills, Talents, Perks Roll 14 Air Bender (3) Air Bending (3) Animal Handler (Air Bisons) 11- (3) Breakfall 12- (1) Area Knowledge (Air Kingdom) 11- (3) Acrobatics 12- (1) City Knowledge (City of Birth) 11- (2) KS: (Air Bending) 11- (6) DEX Maximum: +2 (Max. 22) (3) INT Maximum: +3 (Max. 23) (2) EGO Maximum: +1 (Max. 21) (-1) PD Maximum: -2 (Max. 6) (-1) ED Maximum: -2 (Max. 6) (-3) STUN Maximum: -5 (Max. 45) (2) Running (+1", 7", NC: 14"); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 2 1 (-10) Disadvantages (5) Watched (Other Nations) (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0 (5) Distinctive Features (Air Bender); Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0 3 Aeral Navigation 11- 2 PS: Cook 11- 3 Traveler 3 Survival 11- 3 Bump of Direction 3 Lightsleep 3 Climbing 12- 3 Concealment 12- 3 KS: Herbs 12- 50+ Disadvantages 20 Honorable (Always Keeps his word) (Common, Total) 20 Code Against Murder (Common, Total) 10 Phys. Lim.: (Only has 3 fingers on each hand) (Frequently, Slightly) Equipment 0 Equipment 0 Air Rider (0kg) Allows an Air bender to Glide through the air. 0 Backpack (0kg) 0 Sling (1d6+1K); OCV: 0; R Mod: -1; DC: 4; STUNx: +1; STR Min: 10; Shots: 1; Weight: 0 0 Blanket (0kg) 0 Flint (0kg) 0 Rope (30m) (0kg) 0 Tinder (0kg) 0 Waterskin (0kg) OCV: 5; DCV: 5; ECV: 4; Mental Def.: 0; Phases: 4, 8, 12 PD/rPD: 3/0; ED/rED: 3/0 Costs: Char.: 51 Disad.: 50 Powers: + 49 Base: + 50 Total: = 100 Total: = 100 Background: Having lost his parents 6 years ago to a fire nation attack at the eastern Air temple that killed everyone but the lucky few who fled. Nafu's been on his own moving from town to town to different nations trying to find a way to stop the fire nation and to avenge his parents death while honoring them in the process. Height: 179cm (5'10"), Weight: 85kg (187 lbs), Sex: Male, Age: 20, Race: Human Appearance: Looking at Nafu you would pass him by as being just another person. He doesn't appear to be from any nation which helps him blend in and his mild demeanor helps him hide in a crowd.
  3. Re: creating a game based on avatar the last airbender I was wondering what powers do any of you recommend to start out each nation with, especially beginner. Most of the stuff you see in the show is very advanced (IMHO) because the Avatar is going against very advance foes. I would let my players have EC's one EC:Fire Nation, EC:Earth Nation .. etc... I wanted to create some NPC's to show the guys I've recruited how say an earth bender would look on paper, and I ll do that with each nation. I have plans of tweaking the Universe to my specs so it wont be a rip off of the show but close enough ( after all in the show you only know a little about the whole avatar universe the avatar may be only a few generations old or it may be hundreds of thousands it may have started on a post apocolyptic world say earth a thousand years after a nuclear or biological war humans carved their way up to where they are now in the story ) sorry too far off topic but basically just looking for ideas on packages and basic maybe to advanced powers that you would think each of the nations would possess.
  4. Re: creating a game based on avatar the last airbender yep i love the cartoon and the story and how everything works that i wanted to run a campaign(SP) in that universe. Of course I['ll tweak it a bit, I of course as the GM will be the Avatar (if the Avatar ever shows up ). What I really wanted was to have package deals for each nation so when they make their characters, if they want to be able to bend, they will have to buy this package (or I might give it to them havent decided we'll see the closer the games starts). I was hoping for some ideas of packages (i mean what skills, perks, powers and then to offset that what disadvantages would each nation have). If you've seen the show then you know they do martial art moves that actually causes bending. I'm not sure how I would create the actual bending with the martial arts. Theres just so much I could do Im just feeling a bit overwhelmed. So I thought turning to you wonderful creative people would help.
  5. Re: creating a game based on avatar the last airbender I was also wondering for a basic air/water/fire/earth bender what would you have say in a package or a general write up?
  6. I dont know if anyone has done anything with avatar yet. I was thinking of starting up a campaign in that universe (of course tweaked probably wont ever come across the avatar from the series or even one of his incarnations) I just found the whole Avatar "Universe" an interesting concept and one worthy of some Role Playing. Ive tried creating a map but Im not too happy. So ive looked for maps online that i could tweak. Then looked for anything on this website but the search paramaters arent coming up anywhere useful. Can you stear me in the right direction of where to look or if you have any ideas I would appreciate it.
  7. I have been running an SGC campaign for about a month now going on 2 and im having it set in the same continuity as the show is now with General O'neill (2 l's) and before the show picks up this coming season. I know where i want my team to go, fight,meet, etc... but i have been having a bit of trouble with creating "villains" that are going to be a good match for my pc's but without being push overs. Right now i have a PC that wrote up a sniper thats a bad a$$ and the jaffa that i ran by them last week (10 to 12 jaffa to 5 pc's) (2 were busy setting up the "BIG GUN" it was a good test of their characters but i feel it was a bit easy . I was reading on this board a few months ago and a post got me to think about creating villains for my pcs but not having to bring in off the wall types of villains. Someone mentioned the Horus Guard as being sort of an elite Jaffa Team, and that got me to wonder if you were going to write up an elite special ops team but on the jaffa side how would you go about it? What kinds of things would you go about adding in for packages, skill (skill sets) etc... my pc's are based on 200 points, ncm, humans heroic level hope im not being too confusing its 3 30 am now as i post this and im getting ready gaming in the morning BTW does anyone remember the name of the race in the episode of SGC when the team went to this world where they rescued a scientist was trapped for 50 years alone. The military 50 years ago accidently opened the gate to an abandoned world that used to be a sort of UN with the Nox, the ancients, the asgards, and this other race. I mention this because im stumped on how to write up the race im going to bring them back in my game and i was wondering for any suggestions.
  8. Re: Help with balancing fighters with magic users Maybe im not understanding it or not asking the right questions but i dont see how you would balance out a fighter and a mage with this? If for example a mage has a 6d6 attack and for a few more points they can keep raising the dice to an 8d6, 10d6,etc.... It looks to me that my fighter is getting whimpier and whimpier
  9. Re: Help with balancing fighters with magic users yes exactly for example a mage can easily justify adding more d6 to say a fireball spell but what can fighters do to increase their damage first and keep up with mages that do that? (without using magic to increase their abilities etc..)
  10. Re: Help with balancing fighters with magic users To better help me see how you are going to increase the damage of attacks between fighters and mages can you give me some examples of how you would write up the deadliest fighter you can on 150 points they have no magic abilities or items to increase their attacks ?
  11. Re: Help with balancing fighters with magic users im thinking of increasing the damage of attacks for example if i were a magic user i could cast say a rka fireball ( i know usually its an eb not a ka but this is an example) adding a bunch of limitiations very cheaply but if i were a fighter theres not as many limitaitons that i could do to increase the damage of a sword(HKA) if its a 1d6 HKA (sword) its going to always be a 1d6 HKA right? if i wanted to buy more KA on that sword it would have to be magically enhanced. (thats the key that our gm has that he cant see it doing more damage unless it was magical) thats just one example but thats his thinking What im also looking for is to have other ways that I can increase damage if its more limitations or advantages or talents that you could explain as natural or define in a natural way.
  12. Re: Help with balancing fighters with magic users Typically, Fantasy HERO warriors don't actually need to pay for weapons or armor. Normal equipment is free, only magical equipment needs to be bought. Is that how you're playing it? *GamePhil* yes thats what he's doing. the weapons and normal equipment is free to start off with but if you want lets say a sword to do more than normal damage lets say an extra 2d6 than it normally does then you would have to buy the extra hka on that sword but he puts a few limitations on it. also with mages they can increase the damage their spells do with a few limitations thrown here and there its very inexpensive but a fighter really cant increase the damage a sword does if its a 1d6 hka sword its always going to be unless you magically increase the damage it does. What can you do (that wouldnt be magical) but would increase the damage a fighter can do and/or his weapons
  13. I would like some assistance please. In this game that my GM is running ( I was hoping for some good feedback that I can run by him)THis is the first RPG that my GM has been running and he s been running this about a year off and on. Of course its fantasy based thats why I'm posting it here. He feels that the game is unfair to fighters that a ka cost 15 points per 1d6 but that the magic users can bring those down by adding a bunch of limitations that the fighters can't use. So he has done something that just feels wrong somehow to me. If the fighters want to increase the d6 of their damage they can buy extra ka but (since he doesn't want it to be magical just to show the fighters increased expertise with that particular weapon) he has put some limitations only the use of that particular weapon if it should break or he lose it that would be awful for the fighter. I hope that you can give me some really good ideas to swing by him on how he can both lower the cost (without it seeming magical) for the fighters that dont use magic and different limitations that he can use for the same that dont necessarily have to be used on a particular weapon. I know there are other ways that you can decrease the cost of a ka without it being magical for the fighter but im not being persuasive enough. I know its all up to the gm how he wants to run his game and im ok with that but I would like to show him there are other things he can do to get the same results. BTW no power frame works allowed at all in the game (not now anyway due to power gamers playing in the past) If you need more input from him let me know and I'll get the specifics I appreciate all the input i can get
  14. Re: mystical challenge i think that your right i could have people give examples of everything in hero but i wasnt asking for that i wanted many different examples which i got and i thank everyone who responded any input is appreciated even critical input. i told her that you can make anything from the powers section of the rules and justify it and i stand by that if you have enough imagination and use the limitations and advantages at your disposal but im just not making my point and i wanted some examples to show her and i agree with you that it all depends on your imagination and how you reason the power you want to work.
  15. Re: mystical challenge so far looks like blacksword is in the lead he has given many examples and backed up how a normal would use it WOO HOO lets see some more creativity Thank everyone that has sumbitted their ideas too i think they're all great!!!!
  16. Re: mystical challenge i appreciate the few of you who stepped up to meet the challenge yet im feeling that either im not asking the right question or no one really has a good enough imagination to come with a variety of examples to meet the challenge. So once again i state the challenge come up with several examples of powers in hero i.e... invisibility,teleportation,flight,hka/rka(easy ones here), energy blast,super leap etc etc etc that you would give a normal "NON Magic User" and define how they would work... i liked the entangle example hand cuffs versus ice cuffs both do the same thing you entangle the person yet one is clearly normal and the other magical (or sci fi genre)...examples like this are what im looking for another example clinging (magical example)=spider climb your embued with the natural ability of spiders to climb surfaces with ease //(Normal Example)= climbing boots where you have small suction cups or a sticky substance on the bottom of shoes and gloves enabling the wearer to walk along surfaces...
  17. Re: mystical challenge i think im explaining things right but the people im explaining this to are very basic to role playing and im not sure if im being very helpful i try to explain that having a fireball or shadow walking or poison hands or clinging or lightning bolt, anything that would be defined by a power, is just a special f/x. You decide what power or ability you want and then you decide how you want them to work in the game and then go to the power section in the rules and make the best of what you find. Am i right? so going back to the beginning challenge how many non magical (meaning any non mage class can use) abilities/powers can you give your normal fantasy characters? Then you need to justify how they work how is it non magical
  18. Re: mystical challenge the main thing she wants is shadow walk and she wants to move from shadow to shadow but she see s it as being magic what i was looking for were two fold one i wanted a good write up of shadow walk for a thief/assassin that is a talent something she would have that wouldnt be magical and two to show her different examples of where you can write up a power as a non magical ability/talent ..... I WANT TO PROVE IM RIGHT HERE ... LOL
  19. Re: mystical challenge To give some background on why im asking this i have a friend who has a theif and im trying to explain to her that she can use any power in hero even though she s not a magic user and it doesnt have to be magical. If your creative enough to justify how the power works (is that the special effect?) then you can have a magic power. I was trying to explain about shadow walk that she wants for her theif she wants to be able to move from shadow to shadow without being noticed (not invisibility) she just cant understand that a power doesnt have to be a magical ability. I tried to say maybe have it was a learned ability from her assassins guild teachers. Its not a magical power but she can move from shadow to shadow. I suggested teleport but only from shadow to shadow and you have to have sneakiness bought to 18- before you can buy this Talent.
  20. i have a challenge i would like to set forth to anyone who has it in them to go for the mystic challenge. Using fantasy hero, write up abilities that you can give your non magic users ie theives, assassins, fighters, etc using the powers in hero. Now the crux is you have to justify how the power would work being non magical, you have to justify it. For instance Clinging is a power i want my theif to be able to have. She can cling to surfaces walking alone the wall and or ceiling at will, but my theif doesnt know nor can she use magic what am i to do?? I could say she has suction cups on her shoes that allow her to walk on walls thus justifying a power for my non magic user characters.
  21. hi im playing in a game where there's 6 to 8 players and were having problems with our gm throwing huge villains at us all the time. This is his first time GM'ing and were playing 150 point characters where he s throwing 350 point villains 2 to 9 at usat a time. What guide lines can you guys suggest in building villains and or in throwing villains at us? He doesn't want it to be too boring for us where we beat the villains in no time but frankly with his tough villains it takes forever to get anywhere in the game. He also have to make his villains do things to speed up the game that I dont think they normally would. What im hoping is to get good suggestions in building villains and also how powerful to build them? is there a good guideline to go by like for a 150 point player throw a 250 point villain or every 200 point player then throw a ??? point villain(S) at us?
  22. NOOOO dont let this thread die !!!!! NOOOOOO..... must ... keep... thread .. alive..... at least til i get ... some ... answers to my last reply
  23. clarification on damage ok first i want to thank everyone for your tremendous input into my post/delima I went over last night with some of my players and i got some clarification it all boils down to two things. does damage you take stack before you get an impairment or disablement or doesnt it. I see it as you cant get an impairment/disablement until you take half to the full body in one hit. Everyone else see's that the damage you take every phase from every player/villain will add together ( if your going with the optional to hit table which we are ) I really can see where they're coming from that it would stack. I'm just feeling theres a reason why its not clearly stated in the rules. I would like to get everyones input please (especially if you've played realistic fantasy hero) about this issue. If you think it should stack til you get to half/full the body in one area ie the arm , shoulder etc etc then your impaired/disabled there, or would you recommed with not getting the impairment/disablement until you get that one big hit that makes you "impaired/disabled" I think they are willing to go with one hit then your "impaired/disabled" but only if there's a good enough reason, other than because the rules say so, or because the GM doesn't want to make it too hard/easy on the characters. Otherwise they reallllly are leaning to damage stacks in that area til you get to half/full your body. Please any input is appreciated . :confused:
  24. clairification on damage I have a need for some serious input. I am running a game where my players want realism. I do too but id like to stick to the rules as closely as i can without altering them too much. Last sun we played (3 pc's) against 3 ogres and 15 orcs ( the orcs they faced 5 at a time not all 15 at once) the ogres they faced one at a time and easily defeated them (with the help of the cleric and his (1d6) entangle spell ) and orcs were attacking the town my pc's were in. the pc's handily destroyed the villains ( btw im having each pc be a starting character with no more than 150 points and no more than 1d6 rka/hka or 1d6 normal attacks no autofire or nnd or special attacks either to start) we were playing (from what i can determine) wrong with adding modifiers to the villains. one of the pc's deteremined (from the attack table ) that when the villains took body they would get modifiers that would stack ( remember they are only getting hit with mostly arrows and when their almost dead swords) it wasnt until the 2nd turn that i realized what was going on and that it should be me not the pc's who determine any modifiers. Now I am trying to determine the right way or (the best way for me as a gm) to determine damage or any negative modifiers if any. The pc's dont like the rule that if you take half your body in a single area in a SINGLE HIT that you are impaired or full body in a single area in a SINGLE HIT that your disabled in that area. They think for realism's sake that there should be modifiers that you put on the ogre for instance if he has 3 arrows in his arm he shouldnt be able to use that arm or he should have negative modifiers to slow him down ( one player thinks if we continue with the way i want to go that im just going to kill everyone and they ll have an awful game) HEEELLLPPP :-) how can i rectify this ? I'm personally happy with the way the rules state it with a SINGLE HIT if you take half your body your impaired or all your body your disabled. yet this player thinks for realisms sake thats bull**** that you shouldnt be able to use your full strength with your hit shoulder for instance or arm etc . Any help would be appreciated to clarify why its ok to stick to what the rules state etc
  25. i have a question on taking damage or even stacking it. Does damage stack when you take damage in an area like your arm or shoulder? For example getting hit by an arrow? if you take body do you get negative modifiers stacked on? Is there a table in the fantasy hero book? i didnt see one but curious?
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