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Dr Divago

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Everything posted by Dr Divago

  1. Hi all i got a little doubt about Affect Physical World and normal STR powered HA if i got an HA without advantage, i add a +1 DC for every 5 STR so if i get a HA+1d6 with 10 STR it means total damage is 3d6 if i got an advantaged HA i add +1 DC for every X STR, where X is calculated mulitplying 5*(1+sum of all advantage) (6E2 97-100 got also some table to help in calculation) so if i get an HA +1d6 with Affect Physical World it just add a +1d6 for every 15 STR. So, in the example above it would become 1½d6 (or even worse, stay 1d6 damage 'cause you cannot buy "half a DC". Maybe it's changed in 6E, i don't remember) Now, assuming i got a desolidification form (thus justifying affect physical world) i could do 6d6 while in physical form and 4d6 while desolidified? or i need to pay (ie increase STR needed for DC bonus) for Affect Physical Form even if i'm not using it? one more question: assuming power is built as a compound power in this way: Ice Javelin: HA 1d6 (3d6 with STR) [5 Active Points]; Hand to Hand Attack (-½) [real cost 3] plus Ranged (+½) for up to 1d6 HA [2 Active Points total]; Range Based on STR (-¼), Extra Time (Full Phase; -¼) [real cost: +1] it does add +1 DC for 5 STR for hand to hand and +1 DC for 7.5 STR while used at range? or does naked advantage add only to the base (not STR powered) damage? if i upgrade it to Ice Javelin: HA 1d6, Affect Physical World (+2) [15 Active Points]; Hand to Hand Attack (-½) [real cost 10] plus Ranged (+½) for up to 1d6 HA; Affect Physical World (+2) [6 Active Points total]; Range Based on STR (-¼), Extra Time (Full Phase; -¼) [real cost: +4] it still does only 1d6 damage from ranged ('cause APW apply only to base damage) or still i can increase damage by +1 DC every 17.5 STR?
  2. Re: The Treasure Thread cool. i'd use it already did it u.u ah ah ah ditto i'd like the idea
  3. Re: Star Wars: i was wondering... yep i found this post from question man: http://www.herogames.com/forums/showthread.php/18766-Star-(WARS)-Hero with a lot of realted links x,x
  4. in the past few days i saw SW ep IV-V-VI with my flatmate. and the other one flatmate are talking me about "clone wars" cartoon he's seeing we played for a long time with West End Star Wars RPG, and campaign stopped few years ago. so, in the morning we where talking about SWd6 rpg and limit and adaptation with clone wars/ep I-II-III and obviously we ended up talking about Hero System and how would you do it with Hero System so i'm wondering... does anyone did the star wars to hero conversion? i mean: the setting are easily and clearly defined it's all matter of ruling them, so, big question: Does Anyone Did Star Wars setting/adaptation for Hero System? 5 or 6? it would be not really difficult: - equipment, you can easily steal from other star hero settings - as far for ship, also you can steal from other star her and/or ultimate veichles (as a starting point) then adapting them - Jedi and Jedi Power. this is the hard thing my idea could be giving a talent/perk "force connection": if you got it, you could use the force. if you haven't you can't use the force. 1) problem: a level-able talent, which limit the maximum active points in jedi powers or just a flat "force use"? 2) if a levelable talent, you did limit it in characthers creation so we could have someone who could be very powerful ("the Force is Great in Him") and someone who's limited and could never been as powerful as Darthy? - force powers are, well, powers a) all with RSR; it would be necessary decide if one single power skill or more ("control, sense and alter" as in SWd6? or more broader one like the arcana in Turakian Age?) full point cost, no cost (like in SWd6 where powers just need to be teached) or half/third cost like turakian age magic system? - lightsaber combat obviously a martial art (maybe even more than one... just name it... seven different styles? ) but did you would permit to overcome the standard "no more than twice DC from martial maneuver and CSL"? or would you permit to more than dubling? i'm in the latter, so jedi master are very powerful 'cause thei got a lot of csl and martial maneuver... ok, just few questions. i did not plan on starting a sw game soon (and maybe i'll never start one again ;_; ) and probably i would use SWd6 system 'cause i played it for a very long timeand i know it very well (plus: i got a lot of manuals ) but wondering... if someone already did conversion, in the miracle event it happens to start a SW campaign again, i could also decide if using SWd6 or Hero and remember... May the Force be with you!
  5. Re: Flash Vs Darkness I agree darkness-blind is different from flash; and darkness-blind give some disadvantage flash does'nt (reduced OCV to attack the darkness blinded guy, half DCV vs darkness blinded guy's attacks, you can't see past the darkness field, etc) BUT darkness-blind is way too cheap compared to flash-blind: to be effective for a turn Flash need 60 active points. Ok maybe you got extra lucky and 50 active points (10d6 Flash) does the trick. That's 50 active points. and FD is only 1 point, so 60 active points flash could be counteracted by a 12 point FD honestly, until today i assumed flash was for _phase_, i mean it lasted for every segment target's got a phase, so a 3d6 flash could hinder a slow guy for a turn; ok, my fault btw even still a single phase could be bad for a villain blinded (my pc one-shotted a lesser dragon 'cause half DCV was enough to try a called shot to the unarmored -12 hit location but darkness is way too cheap as for penalities: i agree that darkness come with the "you can't see the target either" package; and also, i use 5 ed where minimum AoE is 1"=2m and ok a human is full trapped inside darkness area so you can't see the target either but what about a darkness field centered on the head (eyes) of a 16m long dragon??
  6. Re: The Wonderful Story of the Flying Skeletons eh eh eh it was more similar to this one (skip to 4:33): but with skeleton as the villains and a knight and a paladin as main chars
  7. Re: The Wonderful Story of the Flying Skeletons
  8. Re: The Wonderful Story of the Flying Skeletons
  9. Once upon a time, there was a Knight in khirkovy He found a magical gauntlet in irontooth that (among other things) will let him to a powerful hand attack (HA +5d6 with double knockback) then, with his companion, he found a tower filled with various skeletons, and they realized skeleton got double damage from blunt attacks (including his gauntlet powered fists) so he started using his gauntlet powered fist to punch away the skeleton then he got: - 9½d6 hand attack vs the skeleton (5d6 from gauntlet, 3½d6 from str 18 and +1 DC from CSL). Average is 10 BODY damage rolled - skeletons got double damage, so average is 20 BODY; minus the 2 PD is 18 BODY - rolling for kb (body inflicted minus 2d6) average is 7, so it's 11 point knocbkack - doubling the knockback average is 22 point knockback, aka 44 meters running tower rooms where 10x10m so in the better scenario skeleton will fly for 10 meters (hitting someone else in the room, including his companions) before hitting the wall and getting 15d6 damage. Sometime, they also opened a breach in the wall. i sure did something wrong... really really really wrong... but what?
  10. Re: Knockback Attack Long time ago (more than 1 year...) while i was trying to do a "mass effect hero rpg" i did some writeup of the most popular biotic powers, and i had same problem for the "Throw" then i came up with this results: Throw: 4d6 EB; double knockback (+¾) [35 Active Points] No Damage, Only to KnockBack (-1½), Reduced Range (up to 25”/d6 of effect; -¼), Need to Biotic Sense the Target (-¼), Requires Biotic Skill Roll (-½) real cost: 10; END cost: 3 hope this help you...
  11. Re: Megascale costs hi all i'm not really familiar with 6e,i know only what my mate (hi Lifo!) told me btw, in 5e i always thought you can't scale to "any value", just some "quantum" (sorry, i got no better term) i mean: assuming a 1m teleport, megascaled to 1m=10km you can teleport to 1m (personal), you can teleport to 10 km. you can teleport to 1 km or to 100 m but not to 123,5 m or 3 m as a GM i'd impose a minimum of 1km for any "jump" but i'ts just a rule of thumb; i could also set it to 100m minimum or 10m minimum, not less than it. But i would have serious problem permitting to set the scale at not even number to be honest, i would have serious problem permitting to scale to personal range too. (yes i know in the 6ed you can by default, but in 5ed by default you can't) there's another reason why megascale teleport is not so big catch: if you buy a 1 m = 100 km teleport, then you blind teleport to somewhere and miss the roll: you could ends up 200 or 300 km away from the target destination; this could be very dangerous if the bad master will let you in orbit because you missed the roll if you buy a 100m teleport megascaled to 1m=1km and you miss the blind teleport roll you are only few km away from target destination, so really not a big problem btw problem still persist: you can also apply it to 1m=10 km megascaled running or flying, and still got better results than a "plain" running/flying i think as a master i'd not allow to megascale under some minimum scale; or i'd permit only if there is some really good reason AND some other limitations (like turn mode, linking to long range perception, etc) my 2 cents
  12. Re: Equipment stripping mmmmmhhh i never thought about it x_x the main problem is you need a STR vs STR contest x_x i could explain the damage shield effect will trigger because she teleport the object inside her hands... so ultimately she get the damage after the grab... ... ok is poor explaination >_<
  13. Re: Where is your campaign based? I live in Italy, and i based my campaign in italy. In Rome, where we live this was very funny some time later when we go in some place and remembered "hey here your chars created a sheet of ice" "here the very heavy villain was stopped while fleeing" and similar on the plus side, i can use google map to find a suitable place for an adventure and noone is wondering if this is something realistic, and i can use my knowledge for the game; for instance, i placed the base for RS33 (italian version of torchwood agency) on the place i work (really... if you could see the palace... brrr... 18 floor building, with corridors ending in noplace, entire floor completely empty and underground passage from two building... if there's something like RS33, i'm sure it's here u.u ) btw, i did this because campaign is low level iron age "just discovered power" game, a twist between misfits and heroes... more misfits than heroes actually if i would run a "classic" superhero campaign, i would prefer using a totally fictionary american city like gotham or metropolis or star city
  14. Re: Equipment stripping i did something in the exact opposite way: for a power to "teleport in my hand an object" i used stretching, no nocombat, does not pass through intervening space, no velocity damage, etc
  15. Re: How much do you customize the setting? in my Turakian Age (fantasy) campaign some big player made huge change to the settings: - Alarch of Aarn was secretely allied with Kal Turak killed all stormriders in Aarn, killed some important politicians, and then tried a coup d'etat. Ilurian army captured the city (now is a Thurgandia protectorate) and executed the Alarch. Well, just tried 'cause alarch fled with a bone dragon-thing into wailing wastes - Iakta, a demon prince of deception, made the PC bring an (un)holy amulet to Volzhev, in khirkovy. This set a chain reaction of magical events (including a solar eclipse) that allowed Turakian Army to be teleported inside major khirvian cities - war with Southern Turakia (formerly khirkovy) to restore free the khirkovy is main focus of the campaign - i also created a new orcish "state", Three Eyes Clan, inside black forest. At the moment they are playing a crucial role in battle for Narkosk and in the future maybe this state will be a khirvian province - other thing, hwalurulasiolar (dark elves) is no "black skinned": they are absolutely indistinguishable by "normal" elves, safe from some cultural differences, magic (they use technomanthic golem and construct powered by magical being similar to will'o'wisps) and of course habitat. Hwalurulasiolar are descendent of a 13th elven clan i stop here, 'cause maybe you where talking about champions settings but the point is: i use the book to save me from all the boring parts of inventing names, states, drawing maps, etc. then i adapt the settings to my needs for the Superheroic campaign, they are playing in Rome, my home, and thus i had to invent almost anything looking around; the plus side is they are at the moment more like misfits, so i could create "step by step" all things i need. btw i sometime go to Conquerors Killers and Crooks for suggestion, and also pick some NPC (like utility, even if it's slightly different from the one in the book...)
  16. Re: Flash in a cone AoE Yeah i think main problem is defining if it's an advantage or a limitation i think i'll got with a plain -0 limitation, and assume a 180 degree of effect; and a DEX roll for the doubtful cases ty all for the help
  17. Re: Flash in a cone AoE exactly so i'm wondering if i need a limitation, an advantage (mostly of the time the friends will be not looking towards the source, while the enemies will be almost always looking at it), or just to explain this with the special effects (it got almost same chance of being useful or hindrance)
  18. hi all i'm just wondering a thing about flash with aoe cone: AoE specifically says it affect everyone in the area, both friends or foes so if i buy a flash in a cone AoE it affects everyone in the area if i need a flash like the one of the camera but more powerful, a torchlight who can blind everyone in the area that are facing the torch, not the one in the opposite direction, i should give the Flash a limitation? maybe a -½ limitation "only who are facing the torch"? or i could just describe it in the special effect? ty for answers
  19. Re: How to explain healing effect? wow a lot of replies i was thinking "nah, teleport and healing is a bad mixture, i'll tell her she can't" but then i read all this intersting ideas so i think i'd suggest her if we both agree on something interesting, i'll let her do it
  20. hi all i got a player who's asking me about an healing power and it's totally ok for me problem is we both fail at explaining healing effect with her powers' special effects: she's mainly a teleporter; she molecularly deassemble things (objects and people) and reassemble in different locations she's got also a secondary power: a cybernetic eye with X-ray, telescopic and microscopic vision, as well as a light cone from the eye (always liked it ) i got literally no idea how to explain/justify healing effects with those special effects... i checked also in UNTIL Superpowers Database but found no real suggestion :\ anyone got an idea? ty for help
  21. Re: Desolidifed attack in the same special effect they are affected by yeah they got Affects Solid World for their power; i'm wondering if they will need it for the spells (i know i know... they are mobs of the weeks so no problem if they ends up with lot more points, is just some laziness 'cause i don't whanna copy-paste-and-modify grimoire spells while i could just point at the book... )
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