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lensman

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Posts posted by lensman

  1. A power that acts as another Power, is that other Power.

     

    The spell proposed only wants to do one thing. Display information, albeit to a specified target or targets.

     

    This is Images. It does not do damage, it affects more than one target, has nothing to do with willpower.

     

    Images can select for Senses or Sense Groups. Trigger has the only mechanic that links a Detect specifically to it for X variable.  I do not see the argument for MI.

     

  2. HERO is a game of Limitations.

     

    I have a MU who wants to put a limitation on Images, which last for a time based on END Reserve.

    The Limitation is: Viewable only by X. Where X is re-definable. 

    The possibilities Being: Only Seen by Ultraviolet vision, Only by those who are color Blind, Only by Orcs, Only by Party members, Only by descendants of X.

    Images are not bought with Invisible Power Effect (IPE) Advantage with the limit, Not IPE v X. And trigger only speaks to the Power activating, not who can see the Images.

     

    The argument is that since Images are visible to all, all the time, this is a limitation. Feels like an Advantage to me.

    A way t have IPE without paying for it. So it is IPE with a Limit on IPE so that IPE does not apply to a Class, or is it an Advantage on IPE so there is a Class that is excluded?

     

    Second, A Limitation on DEF, that only works v One opponent per Phase.  Realizing that is scales depending on campaign and the Commonality of circumstance of its use. Assume it is a Duelist in a Heroic Fantasy HERO campaign.

     

     

  3. I would say that the concealment of valuables would be the way the culture would go.

    Homes festooned with pots, leveled gardens, many boxes, homes with bags of flour or (sneezing/pepper)powder in the attic where a rope or sash could pull them down into a gravity feed shower for a room.

     

    Hiding things would become an obsession or hidden panels for one man hidey holes.

  4. 8 hours ago, Lord Liaden said:

     

    I've noticed a few similarities, e.g. the Nyr Dyv in Oerik and the Sea of Mhorec/Lake Beralka in Ambrethel. Aarn and Tavrosel also seem to play similar roles as Greyhawk and Dyvers in their respective settings. But I'm not sure that was a deliberate act of imitation -- maybe just following a common fantasy RPG zeitgeist.

    Yes, given the size of the two works, finding some similarities is inevitable.  I make no assertion as to intention or imitation.  I simply comment on the vibe as I read through.

     

    Because as I read, page by page, I grok it through the prism of all my game knowledge.

     

    I understand zealous defense of good works. This will be the cloth my campaign will be cut from, just looking at the macro elements. magic seems more common, not item magic, but spell magic. HERO players almost all want to play in that sandbox.

     

    Anyone that has observations of the macro or on magic, I'd like to hear them.

     

    @LL : Read your post on the location you would start a campaign and thoroughly enjoyed it.

  5. I think we all agree, SPD is catnip for players. Everyone can explain why they should have a certain SPD, typically max allowed. All HERO players know that SPD will make them more effective or competent and others not that SPD will simply see it as a correction made up with XP. SPD differential engenders jealous, envy and a certain amount of Alpha / Beta dynamic. Few player would not sacrifice 10 pts for a higher SPD.

     

    As mentioned earlier, with a discount in 6th ed. of DEX from SPD, mechanically, SPD is just a barometer.

     

    My GM can have players pass a litmus test of background for a SPD over any other SPD.  It has to be a campaign mechanic. If we agree all the PC's are a cut form the same cloth, ie Mortals, humanoids, flesh, then SPD has to be like limbs, senses and breathing.

     

    DEX can be different say DEX 8 to DEX 20. In addition Lightning Reflexes, Skill lvls in DEX based skills or DEX char rolls. Time mods penalties for performing DEX based skill faster on the Time chart can be bought as PSL. SPD is only 2, 3 or 4 and as mentioned a huge difference.

     

    Attack Feats / Talents / Super skills ie Powers , Martial maneuvers, and PSL / CSL can be bought to give combat heavy characters the ability to handle mass ranks, enemy surrounds, Tactical lapses etc. That is where HERO shines and show off flexibility and imagination.

     

    SPD 2 world, SPD 3 for PC level threats. I would start my game at SPD 3 and say when all players have reached a level of acclaim or notoriety in the campaign then I would allow a jump to SPD 4 if all players have the requisite XP and that would signal a jump in Heroic stature.

  6. 14 hours ago, Lord Liaden said:

    Nobles, Knights, And Necromancers

    Alright, good leads thanks.  This ain't my first rodeo, and though I have no idea yet where the campaign will start or center around, I am looking forward to flexing my HERO rules from supplements I have not used in... a while

     

    Namely Horror HERO, Pirates, Mythic Greece, Combat Handbook and maybe PA HERO. Not to mention APG Kingdom HERO.

     

    So many dials, knobs, levers, switches and  buttons to push. 

     

     

  7. In 6th ed., for Heroic, Standard, char total of 175 pts, under Character Ability Guideline Vol1, 35 pg.

    CV limit is listed at 3 - 7 for heroic Standard.

     

    My question PSLs should they count toward total CV?

    Ranged levels cannot be applied to DCV, so less utility than HTH Lvls.

     

    EDIT:

     On the same page CV is defined as the characters base CV

     

    My revised question:

    What is a good Campaign limit on CV inflation?

  8. Skill levels, not CSL, and Focus. I will be running a Heroic Dark Champions run.

    I thought the rule was no Skill less than 5 points could be subject to modifiers, like focus.

    That was how it was in 5th ed. but in 6th ed. equipment that adds +2 Skill levels to a skill like Stealth show 4 active pts, not 10 AP

    I know I can make it be anything I want, I just want to know if that is the rule.

  9. Re: Fallout Hero (6E)

     

    Hey guys, awesome thread, great work.

     

    I have just started a pbp Fallout HERO game, here is a list of Traits that I converted.

     

    Bruiser benefit: +2 d6 N, +2 HTH lvls

    penalty: -5 DEX for initiative

     

    Built to Destroy benefit: +3 OCV, only for causing Critical hit

    penalty: +1 d6 Transform: Weapon into non functioning weapon

    Fade: only PS Weponsmith

     

    Chem Reliant benefit: Power Def. 7 pts v. chem side effects

    penalty: -3 to EGO roll to resist Addiciton

     

    Chem Resistant benefit: +3 to EGO roll to resist Addication

    penalty: +1 d6 Heal/minute v chem side effects duration

     

    Increased Metabolism benefit: +2 d6 Heal(Environmental effects)/5 hours

    penalty: Radiation Resistance & Poison Resistance start at -5 Power Def.

     

    Fast Shot benefit: May Autofire 2 shots, any ranged, single shot weapon

    penalty: May not use Called shots (Hit locations)

     

    Four Eyes benefit: +3 Sight perception with Glasses on

    penalty: -1 Sight perception with Glasses off

     

    Gifted benefit: +1 Overall lvl

    penalty: 1 d6 Unluck

     

    Good Natured benefit: +2 All PRE based skills

    penalty: -1 OCV

     

    Heavy Handed benefit: +3 d6 N, +10 STR for Combat Maneuvers

    penalty: -3 OCV for HTH critical

     

    Jinxed benefit: 50% Dam Red v Side Effects

    penalty: +1.5 effect on Side effects damage/area

     

    Kamikaze benefit: +5 DEX for initiative

    penalty: -1 DCV

     

    Loose Cannon benefit: Rapid Attack, only for Thrown weapons

    penalty: Max Throw range -5 STR

     

    Night Person benefit: +1 to all INT/PER rolls at Night

    penalty: -1 to all INT/PER rolls during day

     

    One Hander benefit: +1 OCV CSL with One handed weapns

    penalty: -2 OCV CSL with Two handed weapns

     

    One In a Million benefit: If you hit and the attack roll is a triple,

    treat as Critical + 1 d6 K

    penalty: If attack roll is an 18, critically hit yourself

    treat as Critical + 1 d6 K

     

    Red Scare benefit: +2 PSL for Range with Sight PER

    penalty: -1 OCV

     

    Sex Appeal benefit: +2 PRE based skills with opposite Sex

    penalty: -1 PRE based skills with smae Sex

     

    Skilled benefit: +6 points for skills at chargen, exclude CSL

    penalty: -2 to oppose Conversation/Persuation/Interrogation

     

    Small Frame benefit: +1 DCV

    penalty: -5 STR for Carry capacity

     

    Trigger Discipline benefit: +2 OCV with guns and energy weapons

    penalty: -2 shots from Autofire

     

    Wild Wasteland benefit: Scavenging results go to Special Table

    penalty: Scavenging results ignore Common Table

  10. Re: Hit Locations

     

    Those are some nice house rules. So no aiming for a Head hit location unless your character has 8 CSL's or more?

     

    Correct, if it applies to melee attacks and allows for the exception of 0 DCV

     

    Melee attacks

    Specific Hit Locations may only be used if the Specific location modifier

    is <= the number of Melee CSL a character possesses.

    This limit does not apply to opponents that are Zero DCV

     

    and thanks.

  11. Re: Hit Locations

     

    I currently run a Heroic 100 pt Competent Normal game of Fallout HERO, using 6th ed. and I have the following as House Rules for Hit location.

     

    Ranged attacks

    Specific Hit Locations may only be used if the character is Braced and Set

     

    Area locations may be used but the character may not move in the segment he targets an area location

     

     

    Melee attacks

    Specific Hit Locations may only be used if the Specific location modifier

    is <= the number of Melee CSL a character possesses.

    This limit does not apply to opponents that are Zero DCV

     

    Area locations may be used anytime.

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