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lensman

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Everything posted by lensman

  1. My .02 I built this idea into Mecha Weapons. It may apply here. Side Effect: Transform, Body. Working Component into NOn-working Component Buy the Dice as you like and apply the side effect every time the power is used. The more the power is used the more the transform goes off. The "Cooling off" is the Transform recovering. Also you could use the transform to increase the END cost . Add that advantage, Partial Transform, I think. to allow grades of effect. At one point I even let the pilots buy power def useablwe on their Mecha to reflect Veteran like effeciency of use. The def lessens the effect of the Transform and they could manage the system heat and recovery better than rookies.
  2. lensman

    Wow Steve,

    Re: Wow Steve, Okay, I am a hardcore gamer. I will try and refrain from religious superlatives, and vulgar expletives but... Holy F 'ing C_%$#@! Last time I felt anything like this was when I saw the Matrix for the first time at a sneak preview. This is how I like my Fantasy Hero, and Steve has, and all his playtest henchmen, put into a Fantasy Heronomicon concepts and mechanics that even experienced players in my games are still figuring out. Cost? BAh ! What price do you pay for gold. Pure gold that then has the value add of clear, inspiring artistry? No price would be too much.. < End Hyperbole > Short Reply: Great Stuff.
  3. Where are we in the process? I kind of lost track, has somebody picked up, or dropped the ball? What is the current challenge?
  4. Done. Topic posted Thanks for the lead Monolith
  5. If your reading this, I would like to find I good resource for finding an artist, Ink, and getting some illo's for my soon to start campaign. Ranging from Coastal City-state to creatures to NPC"S. Yes, I know Storn is great. i would try him, but for one thing. He retains all rights to the work, and I, who comissioned it get a copy. Not like I am looking to publish but as much as he likes to retain his rights, I like to retain my intellectual Property. So, any leads for me, where I could check out some samples would be greatly appreciated. Thanks
  6. Nice work Great job enforcer. Excellant interpritation. Great MP Thanks
  7. Well use if his Clair is very tiring. His first Psych lim is Hunts Fire / Flame useing villians useing HD v 1.31 I will go back to my copy and see if the descriptions are there. I know you will suggest I go 1.43, but I need to know how to transport the update by floppy medium, my only option, by multiple disk. As the .jar eclipses 1.4 m disk storage Any help would be great. As the power lets him try, it jumps around to the most powerful "event / thing" because those are easiest to see. If I were GMing the power while the character might get clues of who, what, where; the When and How are elements that all the detecting and action come from. I thought that a very powerful but hhighly limiyed power would be better for game play/ Visions the character might get may use the Microscopic to detect chemical trace combustion or use tghe the detect / analyze to rule out all use of materials, leading the character to thin k spsionic or mystic motis.
  8. Trying KS export Hboards Template I'll ba an f*^&%&$# monkey's uncle, same problem
  9. Wasz'up Killer S It is the power Clairsentience, For the power origin I had imagined that the Family line A long time ago faced a Fire Elemental. just before dispatching it The Elemental cursed the family line to be tortured by visions of the element at work. The values, I am guessing you want the descriptions are in the HDc, having trouble getting them to print - any ideas, are on the hdc Enforcer: can't wait to see what you coome up with
  10. Precognitive, Street level Martial Artist/Detective the Fever Player: Val Char Cost 15 STR 5 20 DEX 30 23 CON 26 18 BODY 16 15 INT 5 15 EGO 10 30 PRE 20 8 COM -1 8 PD 5 5 ED 0 6 SPD 30 10 REC 4 40 END -3 45 STUN 7 7" RUN22" SWIM03" LEAP0Characteristics Cost: 156 Cost Power END 30 Elemental Curse "Unto the Thousand'th generation": Clairsentience (Sight Group; Additional Sense Group: Hearing Group, Additional Sense Group: Smell/Taste Group, Additional Sense: Normal Touch, Analyze, Discriminatory, Increased Arc of Perception: 360-Degree, Microscopic (x100), Precognition, Rapid (x1), Telescopic (+5), Tracking, x32 Range) (121 Active Points); Precognition/Retrocognition Only (-1), Limited Power (Only to see "Fire/Flame" events/things; -1), Increased Endurance Cost (3x END; -1) 36 Powers Cost: 30 Cost Martial Arts Maneuver 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +5d6 Strike, Must Follow Block 4 Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3 1/2d6 NND 4 Charge: 1/2 Phase, +0 OCV, -2 DCV, STR +5d6 +v/5 Strike, FMove 4 Crush: 1/2 Phase, +0 OCV, +0 DCV, STR +7d6 Crush, Must Follow Grab 5 Grappling Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block 5 Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6, Disable 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 12 +3 HTH Damage Class(es) Martial Arts Cost: 42 Cost Skill 1 Climbing 8- 1 Conversation 8- 1 Shadowing 8- 1 Stealth 8- 3 Analyze: Singing Talents: Analyze: Style 12- 15 Brute Force Infighting: +5 with any three maneuvers or a tight group of attacks 17 +10 with DCV (50 Active Points); Limited Power (Useable only once per Oppenent, vrs. first attack roll Only; -2) 5 Private Investigator: PS 14- 2 Accountant: PS 11- 9 Deduction 15- 9 Criminology 15- 7 Concealment 14- 5 Interrogation 16- 3 Bribery 15- 9 Forgery (Documents, Machine/Vehicle Parts, Paper Money, Vehicle License Plates) 14- 3 Lockpicking 13- 3 Security Systems 12- 3 Bugging 12- 3 Scholar 5 1) Crime: Arson: KS (6 Active Points) 15- 3 2) Crime: Racketeering: KS (4 Active Points) 13- 1 3) Crime: Smuggling: KS (2 Active Points) 11- Skills Cost: 109 Cost Perk 5 Propeitor & Owner: Bar / Blues Club "the Pipe Dream": Vehicles & Bases (27 Base, 25 Disad) 3 Club Acesss: Never waits in Lines, no search : Custom Perk 2 Fringe Benefit: Private Investigator License Perks Cost: 10 Cost Talent 1 Bump Of Direction (3 Active Points); Limited Power (Only to Location of Precognition; -1) 2 Eidetic Memory (5 Active Points); Limited Power (Only for Precognition power; -1) Talents Cost: 3 Total Character Cost: 350 Val Disadvantages 15 Psychological Limitation: (Common; Strong) 15 Psychological Limitation: (Common; Strong) 10 Distinctive Features: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: 11- (As Pow; Watching; Extensive Non-Combat Influence) 5 Hunted: 11- (Less Pow; Harshly Punish; Limited Geographical Area) 5 Vulnerability: Mental Illusions (Uncommon) 5 Unluck: 1d6 10 Physical Limitation: Freezes when confronted by Magic (Infrequently; Greatly Impairing) Disadvantage Points: 75 Base Points: 200 Experience Required: 75 Total Experience Available: 75 Experience Unspent: 0 Next Challenge: Hyper Intelligent Construct, Matter shaping powers Ahh..nuts. None of the Disads came out & I used the HTML - HeroBoards template
  11. Anybody have copies they are willing to part with ? yes, searceed e-bay. Nothing. I have some lucre to spend. You can reach me also @ p_shafer@hotmail.com
  12. Know thyself Been there Yamo But what ever you do keep the faith. Back to D & D, Never. So build in a curve. You want a system that maybe is easy to start with some diveristy of spells but not to powerful. then gradually get more spells with increasing power. Here are some ideas that I have had either in concert with others or myself. Start with a system that models how fighters start in Hero. Make a series of spells that model the weapons groups of fighters, only with spells. Simply buy SF; ( spell familiarites) for Groups or uncommon spells. As GM create spells that Require the limitations you wantwith active and real costs for balance, then create groups for them. i.e.: Swords might be a HKA with 0 END adv, Maces might have +1 STUN mod, Pole arms would have Stretching, Shielkds could add +1 to +3 Def or DCV, Bows could be RKA Long Bows could have increased range, cRossbows could be bought with AP or Penetrating or instead of straight analogs, you could add variations like + 3 -5 Lightning reflexes to spells , faster than any sword is the mind of a Mage, or change the effects to other effects such as Flash or Drain or Trandsfer Try giving the Mages to adventure for Knowledge or objects that grant _1 limitations. If learned they could apply to a class type of Spells, single spell type, or single spell effect like Darkness or Spell SFX or in combination. Same for Active points. For multipowers just make a rule that all spells must be Multi slots You could also build in a mechanic Limit on the MP that a double number of spells are requires at lower AP I.e.: 8 spells at 40 active support 4 spells at 80 active which support 2 spells at 160 active. Or any steps you think work. That way a MU could have a lot of lower spells like shield, dispel, detect, Rka, flight etc, running but when he wants a big effect he lowers his repitoire. Which works great for spells that are continuious or constant because he has to keep the slot there. As soon as he shifts away the spell ends I really have not found a way to make Elemental control work yet , so I agree with you here. you could use a VPP buy having the characterbuild a lot of spells before hand ,say on idex cards, then use a VPP to reflect the spells he has on hand without changing them by switching out spells by use of a spell book or other method. Those are some of my ideas. Just think outside the box. but what ever you do make sure you have a way to explain to players that any system or rule or mechanic you create adds flavor to the game and is not just a way to &%$(* them.
  13. Re: Re: R'bon for more Preaching to the choir, Old Man
  14. One of my favorites Scythis Val Char Cost 30 STR 5 13 DEX 9 20 CON 20 12 BODY 2 15 INT 5 11 EGO 2 14 PRE 4 12 COM 1 8/13 PD 5 5/8 ED 1 3 SPD 7 8 REC 2 40 END 0 45 STUN 15 6" RUN05" SWIM35" LEAP0Characteristics Cost: 81 Cost Power END 3 +10 STR (10 Active Points); Increased Endurance Cost (5x END; -2), No Figured Characteristics (-1/2) (added to Primary Value) 10 -5 Native Language Offset: (-5 Active Points) -10 Naturalist Offset: Skill Enhancer (-10 Active Points) -38 Racial Pckg. Offset: Lizard Man: (-38 Active Points) 10 Racial Pckg. : Lizard Man: CHAR Maxima: +10 STR (30) (10 Active Points) -7 Racial Pckg. Lizard Man: CHAR Maxima: -5 DEX (15) (-7 Active Points) 5 Growth (+5 STR, +1 BODY, +1 STUN, -1" KB, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide, 0" reach), Reduced Endurance (0 END; +1/2) (7 Active Points); Limited Power (Always On; -1/2) (added to Primary Value) 8 Armor (5 PD / 3 ED) (12 Active Points); Activation Roll 15- (-1/4), Visible (-1/4) (added to Secondary Value) 1 Damage Resistance (1 PD / 1 ED) 7 Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD) (10 Active Points); OIF (-1/2) 1 5 Infrared Perception 5 Discriminatory Sense (Normal Smell) 4 Tail: Extra Limbs (5 Active Points); Limited Manipulation (-1/4) Powers Cost: -12 Cost Skill 3 Naturalist 5 Language: Lizardman, Native: Imitate dialects 3 Language: Pelvacian: Fluent Conversation (Literacy) 5 KS: Vocabulary: Pelvacian 14- 4 KS: Culture: Pelvacia 13- 1 KS: Religon: Pelvacia 8- 2 PS: Expedition QuarterMaster 11- 5 Survival (Temperate/Subtropical Forests, Tropical) 13- 3 Tracking 12- 2 KS: Terrain: Swamps 11- 2 AK: Swamp: Lizard Man 11- 4 KS: Flora / Fauna: Swamps 13- 3 KS: Ecology: Swamps 12- 3 Tactics 12- 2 KS: Tactics: Ambush 11- 2 KS: Blinds, Traps & Snares 11- 3 Healer 12- 3 SS: Medicine 12- 3 SS: Pharmacology 12- 3 SS: Botany 12- 2 SS: Ecology 11- 2 KS: Fevers / Infections 11- 2 KS: Lacerations / Amputations 11- 3 KS: Physiology: Lizard Men 12- 2 KS: Materials, Alchemical 11- 5 +2 with a group of similar Skills (10 Active Points); Limited Power (Only in Swamps; -1) 3 Stealth 12- 3 Concealment 12- 3 Climbing 12- 3 Trading 12- 2 KS: Trade: Gemstones 11- 2 KS: Asses: Gemstones 11- 3 WF: Blades, Polearms and Spears, Thrown Chain & Rope Weapons Skills Cost: 96 Cost Perk 9 Contact: Gemcutter Guild (11-) (Contact has: useful Skills or resources), Organization Contact (+2) (9 Active Points) 6 Contact: Count Xemer, Pelvacian Alchemist (13-) (Contact has: very useful Skills or resources) Perks Cost: 15 Cost Talent 1 Bump Of Direction (3 Active Points); Limited Power (Only in Swamps; -1) Talents Cost: 1 Total Character Cost: 181 Val Disadvantages 15 Physical Limitation: Tempature Vunerable, Infrequently, Fully Impairing 15 Distinctive Features: Large Lizard form, Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 15 Dependent NPC: Synthis ( Benny the Claw; Guild name ), Normal, 14- (Frequently), Useful noncombat position or skills 5 Obligation: Brother is in debt to Thieves Guild, I am obligated to Guild until they are satisfied 10 Secret Disadvantage Points: 60 Base Points: 90 Experience Required: 31 Total Experience Available: 31 Experience Unspent: 0
  15. What, ...no substance Besides having the mental image of you drawing the above in crayon, what is your difficulty? Fred activelu supports powers as skills, what is it, the name "Feat"? Really it is just a condensed Talent or other mechanic bending tool to specialize a skill or personality trait. And if creating "Feats" in Hero forms a bridge from 3rd ed. to FHero then really, it is a service.
  16. Games I have run with Hero Gamma Hero: Great fun, short lived Gamma World meets Rifts Wild martial Atrs Campaign: 1980's Di meets Ninja Hero Black File Ops: Futuristic Psionic Detective Crime thriller Black Powder Fantasy Fantasy Hero; Swords and Sorcery 4 color Champions: Westguard, set in S.F. Dark Champions: set in San Augustine Star Hero: Spiral Arm jalopies in Space Campiagns I want to run in the future with Hero: Mecha Hero: Humanity, at the brink of colonizing the Galaxy and reaching to the Magellanic Clouds, having found no other sentient life;begins a new stage of evolution Alien Legion: Pink fleshy mamals, that speak? Nope, haven't seen 'em. Watch the tetacles, you nitrogen breathing offspring of a black hole. CyberPunk: Build your Mega-Corp, build your agents and stamp out the Sprawl for the good of Profit. May the most profitable, back-stabbing, assassin of Industry become your *^$# !(**^ tool !
  17. It's a matter of re-inventing the wheel UMA is a better choice for understanding the system of complex HTH in Hero. You could convert Gurps MA into Hero and gain, through the conversion process, valuable exercise in building powers as manuevers or power frameworkds or evn skills but that is just reinventing the wheel. Get UMA and get a great baseline on how the mechanics work, then go to Gurps and convert as you like.
  18. My .02 Somewhere, some has made a matrix for Damage with d6's. On one axis you have number of dice, on the other is a 3 d6 result. So say you have 10 d6 effect. You roll 3 d6, the result is 10. The damage done is 10 Body and 35 Stun, set. I like this method because it saves counting dice and it is a more dymanic system.
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