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lensman

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Posts 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. Re: Wow Steve,

     

    Originally posted by JmOz

    Having nothing intelegent to say about the new FH book yet, I do want to ask Steve a question:

     

    How fast do you go through Keyboards? 709 pages, wow...

     

    After I have read some I will comment on the Playtest boards...

     

    What is the ESTIMATED cost of this book going to be?

     

    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. 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

  4. Originally posted by Killer Shrike

    Im still not getting it. Do you mean that he can see fires everywhere? At 36 END per use? :confused: :confused:

     

     

     

    Ill take a look at it now that Im home (and have access to HD), but in HD if you put the explanation in the "description" slot it should display.

     

    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.

  5. Originally posted by Killer Shrike

    What does the Elemental Curse do? Also, what are the values for the PsyLims, Hunteds, and Distinctive Features?

     

    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

  6. 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

  7. Know thyself

     

    Originally posted by Yamo

    II just can't find a satisfying way to do magic!

     

    A too expensive method, and the opposite is true (i.e. the mage just bought four highly useful spells with the same 8 points the fighter wasted on his one puny CSL).

     

    So, anyway, I'm this close to just saying "HERO doesn't work for fantasy. Period." and going back to D&D or something. What can I do? I just want a system where mages advance in magical power at about the same rate they do in most fantasy rpgs. Is that too much to ask?

    IS THERE NO WAY TO BALANCE MAGES!!?!?! :( :( :(

     

    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.

  8. 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

  9. 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.

  10. 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 !

  11. 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.

  12. 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.

  13. Re: World Creation

     

    Originally posted by GradonSilverton

    #1 Where would you reccomend someone start for their world creation?

     

    #2 What worlds have you created? And if you have a web page for it, why not post it for all to see.

     

    #1: I say start at the top and work down.

    Gods, Magic, Tech, Races, Environment, Culture, History.

     

    For each of these create:

    Emotional Theme, Plot theme, Mechanics

     

    Then do the "details" as you go.

    Politics, Infrastructure, local flavor, Personalities

     

    Obviously this scales based on the campaign desired. If you intend to run City-State of the God Emporer then your location is relatively narrow. Want to run a World spanning, plane shifting, polynational campaign, much more work required.

    Beginning players, to the system, or veterans?

    Characters are paupers or Princes?

     

    #2 Attached is a write up for players to my Seven Kingdoms campaign

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