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Plucky

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  1. Re: How to Create Spell: Freedom of Movement Oh, I didn't mean to say that it's a god/NPC. Actually, it's a minor avatar/PC of the god with that ability as his one claim to fame. (And it only works most of the time.) And no...I wouldn't bother stating out a god as well...unless this is a campaign of Fantasy Hero gods...hmm....
  2. Re: How to Create Spell: Freedom of Movement Thanks for everyone's help!!! I wasn't actually trying to translate from d&d to Hero. Instead, I have an avatar of the god of travels who cannot be restricted from moving and can free others from immobility. Freedom of Movement was simply the easiest example I can think of. Plucky
  3. I am almost positive I've read this here before but I cannot find it right now, so here it goes. I want to create a spell that lets a person retain their freedom of movement under most situations. I figure there are 3 main ways to stop a person from moving. 1) Entangle 2) Drain, Transfer, Change Environment or otherwise reduce Dex and Spd 3) Mental confinement Are there any others? Is the best way to build this spell using Dispel or Suppress for all these powers? How would I do that anyway? With Expanded Effects? To affect all Powers of a given special effect simultaneously? I feel that I am close but not sure whether the solution is elegent. Thanks!! Plucky
  4. It seems that, over the past few years, many games have introduce the concept of "action points, heroic points, dramatic editing" that allows the PC to "mega-game" legally to a limited extent. To those few not familiar with the concept, this is usually a new stat that allows the players to break the rules or change the GM's setting in a limited way for a limited # of times. (A live grenade dropped in front of me? I just happen to be carrying a hair pin that's just the right size....) (I know my character acted this turn but this is his life's work. So he'll run over the top of the swimming pool and push that guy out of the way.) Has anyone tried to implement this in Hero System? I wasn't so much thinking of a new stat/power. But, if the player is willing to sacrifice an experience point for a dramatic effect, I see this as an even trade. (The dragon picked me up and tossed me over the cliff? Well, I just happened to grab this huge piece of cloth from its treasure hoard that can act as a parachute...) What do you think?
  5. Re: Thanks to Keith Curtis... Well, since you can never have too many compliments, Great Job!!! I really like the maps (and the book) and am looking forward to more of your work! Plucky
  6. First off, this is kind of a long post. But I am very excited to finally start a Fantasy Hero game!!! (Well, okay, I am pressing one person into playing without giving her a choice.) As with everyone else, I am toying with the "supernatural" powers arena to give player(s) more options and adopt what I think is neat. Given all the posts on that topic lately, hopefully people have specific suggestions for me. Specifically, I want to mesh the current default magic system (no framework and 1/3 rest cost) to Killer Shrike's magic classes (different ways of accessing magic) and streamline it a bit (for my player(s) who do not like to read and get confused easily). So, I want to run this by you experts to see whether this is mostly balanced and what the potential issues I will face. The setting is mostly standard high fantasy (Greyhawk, Turakian-esque) with 1 difference drawn from Scarred Land/Exalted. Namely, the Primordials/Titans were recently defeated by the gods a few short hundred years ago. However, these entities were so powerful that their essences scattered coherently insteadly of extinguishing and merging into Creation. These mindless essences randomly seeked out hosts at the very beginning stages of life. The result is that, over the last hundred years, babies started to be born mutant/titan-blooded. These Titan-Bloods tend to be greatly feared and distrusted (like Marvel mutants) but there are very few of these at any one time as the same essence sparks recycle again and again (Exalted). The idea isn't that these mutants are suppose to be more powerful than anyone else. This is simply suppose to be a different option for players to gain abilities - in addition to greater skill, magic, or psionics. However, in the sense of major races having infinite potentials, these mutants are a level up in what they can potentially evolve into. So, other than being the master of different skills and talents, there are 3 avenues of power. 1) Magic: I figure I'd just go with Steve's model with the different arcana's and skill rolls with 1/3 real cost. He already went through the trouble setting this up, why not just use it. 2) Psionics: Players will pay full-cost for psionic powers. However, I believe this is balanced because psionics is NOT magic. 99% of the world do not know what psionics is and wouldn't have defenses against it. Magic cannot affect psionics directly though it can affect the effects of psionics. (Dispel/Suppress Magic won't work against psionic powers but magic can detect if someone's mind is being influenced. Magic spells and psionics can wrestle over the same person's mind for control.) Most of the psionists automatically belong to one of the few ultra-secretive psychic societies when their powers awaken and these societies systematically wipe the minds of any non-psionics who became aware of the psychics' existance. Psionic powers have no visible special effects in my world by default but all psionic powers must take concentration as a limitation and activation rolls that can eventually be bought off (works like skill rolls for individual powers). Any mental powers that actually affect the physical world (telekinesis, EB) must be purchased with at least X2 Edurance. I am trying to decide whether to also force players to have Endurance reserves for psionics; I think a psionist's powers should be able to be attacked all at once because it's really one 'mind' being used in different ways. So, I don't think someone should be only able to suppress a psionist's Mental Control, without also affecting the Ego Blast and Mental Illusions at the same time. Problem is, I am not sure how to do that without putting the powers into a framework and I don't know whether this is over-handicapping psionic powers. (Conversely, I don't know if I'd make psionic powers too cheap if I mendate Elemental Control framework for psionics.) Need some help here. 3) Titan-powers: These are basically superpowers. They are bought at full cost but can have any limitation (or lack of) that the players wish. Their powers are natural but the effects are considered divine magic. (So, Suppress Magic on a Titan-Blooded who naturally has a 40 Strength won't do any good, nor can Dispel Magic take away a Titan-Blood's power to transform people into frogs. However someone who had been transformed into a frog by a Titan-Blooded's power can be restored via Dispel Magic.) The balance to this is that the war against the titans happened only a few hundred years ago. There are still rare artifacts and spells that can specifically affect the Titan-Bloods and restrict their powers. Incidentally, most of the people fear the Titan-Bloods like they fear demons. Mages/Clerics have certified that the Titan-Bloods gain their powers from the dead Titans and so people considers these mutants Titan-corrupted. The fact of the matter is that the Titan's are dead. These few vestials of the titans' life forces are completely without mind or personality. Whatever evil the Titan-Bloods perform, they do it on their own. Please give me your feedbacks and thanks for your help!! Plucky
  7. Re: Spell: Faerie Fire? Thanks Killer Shrike! Though that does bring up another question. If someone has Image (Light) stuck to them then turns invisible, would others still be able to see the glowing light (thus possible to extrapolate position) or would the light disappear as well? Same as with the Transform? (Though I think, in the case of Transform, the light would disappear as well.) Plucky
  8. Re: Spell: Faerie Fire? I think what you say make a lot of sense. Just wasn't sure that it's a 'legal' way of building things. Thanks! Plucky
  9. Re: Spell: Faerie Fire? So this is saying that the -4 penalties are circumstantial modifiers (like cover imposes circumstantial penalty to OCV) and not directly related to the light itself? Therefore, the penalties doesn't have to be "purchased" separately for this spell. That makes sense. I guess I just always thought every effect, direct or indirect, must be separately defined and paid for. Thanks, Plucky
  10. Re: Spell: Faerie Fire? Thanks!!!!!!!
  11. Hi everyone, This is another "how to build this" question. I am designing a weapon that, when successfully striking the target, has a chance of covering the target with an outline of light - a la the old 1st level Druid spell of faerie fire. This is actually a pretty useful spell. The target becomes easier to hit, finds it difficult to hide in darkness/shadow, and (depending on ruling) remains glowing with invisibility running. So, my quick thoughts on this is to build a Suppress Invisibility with link to Image (light only), Environmental Change to impose penalties to Concealment, Shadowing, DVC. However, I am wondering whether there is a simpler, more elegant way to do this. Maybe this had been covered before but I haven't seen it. So thanks for your help in advance! Plucky
  12. Re: Qliphothic Hunter Picture? Maybe, if your name is Randolph Carter.
  13. Re: Qliphothic Hunter Picture? Thanks!! Just like me to remember things but remember it wrong because my attention keeping wond....hey, shiny stuff to chase after!
  14. Hello All, I distinctly remember that was a question before regarding whether the Qliphothic Hunter picture was suppose to be blank or not. I also remember the answer was yes, there was suppose to be an actual picture. However, I don't recall ever seeing a picture ever posted for the creature. Was it ever available? Was I suppose to email someone for it? I cannot find it on the site anywhere. Thanks, Plucky
  15. Re: Ninja Hero:Pai Mei
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