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Plucky

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Everything posted by Plucky

  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
  16. Re: Ninja Hero:Pai Mei Where's the vulnerability to poison?? Interestingly, I think Pai Mei is suppose to translate to "White Brow". It's actually a fairly common character in many WuXia novels. Usually an enlightened Taoist mentor who's achieved the status of "god on earth". Which is to say that he is usually already a legend in your sifu's youth but shows up every once in a while to pass on knowledge to those with potential. I might add a Telekinesis, only with swords, to simulate how he can sheathe the sword at a distance. Plucky
  17. Re: Character creation problems solved Has anyone tried the suggestion of limiting the amount of points players can spend on characteristics versus talents/skills? How did it work? Plucky
  18. Re: WuXia Hero UltraRob, I agree with a lot of what you are saying. That's one of the reasons I had so much trouble organizing my thoughts. Also, I am all for simplicity...as long as players don't ask to do things they saw on tv that's hard to define within the simplified structure. (Then, I've gotta learn to say NO!!) I wish the famous wuxia authors had been more organized. Anyway, for complex gaming purposes, I ended up somewhere around here: 1. A lot of the gong fu has different 'levels' to them - different moves for external or attainment for internal. The fact of the matter is, it's just increasing power of the same basicattack. Some people spend decades trying to advance to the next level. 2. I agree with you completely, by differentiating the external/internal/hard/soft qualities by limiting powers to certain qualities. 3. There are gongfu that have no discernable qualities per se. Realistically, that had more to do with particular author's writing style than anything else. On the other hand, a lot of Asian philosophy goes in cycles - extreme yang becomes ying and extreme ying becomes yang. Practically speaking, elementary gongfu is too basic to have specialized qualities to them while really advanced gongfu has reconcile the differences between the extremes. So, I implement a martial arts skill. Anyone learning martial arts must successfully roll their martial arts. I figure one skill is enough. Before going further, I also want to say that 'side effects' (or losing control to the infernal flame) is a common theme, especially with regards to practicing qi. This happens when someone try to learn something too fast, becomes distracted in their meditation, or attempt to learn something incompatible to what they've already practiced. The effects can be anything from going crazy to losing their qi to losing their lives. Many old masters can no longer fight or walk because they messed up trying to learn some difficult, advanced gong fu. Okay, learning all gong fu, even to attain the next level of mastery, requires a skill roll. Next, any gongfu that people bring up, define it along the hard/soft (and Ying/Yang if desired) axis..say from -5 to 5. Advanced gongfu that are beyond categorization have the Advantage "able to work with any gongfu". All the flavor text become modifiers to the skill roll for advancement. Learning from typical books/scrolls is neutral (unless it's cryptic). Every 5 active points (or 10 point of END in the qi pool) is -1 to skill roll. Creating new gongfu on one's own doubles above penalty. Learning from a great sifu gives bonuses to the roll. Learning gongfu that has a different sign along either axis gives negative modifier (additive). For even more complication, add a 'time to learn' for any gongfu and apply modifiers for moving up and down the time chart. Any failures that miss by 4 or more is subject to the side effect. The severity and effect of the side effect depends on the gongfu this practitioner is trying to learn. Typically, side effects are difficult to get rid of and usually involves: 1. Finding a qi master willing to risk side effect to treat you. 2. Finding a master doctor who also knows a lot about qi. 3. Finding some rare, once-in-a-hundred-year herb or animal. 4. Practicing some ultra-powerful qigong. In novels, you frequently read about the established, 'white' school that teaches people to take one step at a time (this minimize the chance of something bad happening) and the 'black' schools that emphasizes maximum power in the shortest amount of time (with maximum risk...like trying to advance 40 active points in 1 shot). Incidentally, that's why the supreme Shaolin qigong, Yi-zin-zing, is so powerful. It's said to be the qigong that can blend any other qigong. Learning Yi-zin-zing can cure side effects and dramatically reduce incuring side effects in the future. Of course, there can also be specific conditions and effects of each gongfu. Gu Long had one where, before you've completely mastered the qigong, your qi comes and goes at random. And, there's the famous Xin Yun one about castration.... As to your question about how ying and yang oppose each other. Usually, greater qi wins regardless. However, ying or yang aligned powers also have the elemental damage kicker. Typically, only ying can heal yang damage and vice versa, however. That's all for now. Again, hope I make sense. Time for bed. Plucky
  19. Re: Help with Mystic/Pulp Hero Characters Actually, it wasn't so much cynical manipulation - if the agents forgot everything, the bad guys cannot 'mesmerize' the agents into giving secrets away. I agree that it does seem kinda bleak though. I will adapt the bump on the head idea (since this character has such strong willpower, especially against mesmerism). Thanks again! Plucky
  20. Re: Help with Mystic/Pulp Hero Characters
  21. Re: WuXia Hero Eek, I guess I should post this here instead of under System Discussion... *********************** Interestingly, ever since Fred came out, I've been kicking around WuXia Hero in my mind. Twice before, I started typing things out but then figured I'd actually read Ninja Hero first to see what was covered. Eventually I got distracted and the thing went nowhere. As someone who's actually read way too many of these novels (and tv series) since a kid, I had a hard time trying to combine everything I've seen into one semi-coherent structure. I hashed out the basics again a few weeks ago. But seeing as you beat me to posting yours, I don't know if I'd bother. However, I will say that, from what I've seen, gong fu goes along 2 axis. One axis is internal/external. Internal is qi (chi, ki, whatever) and external is the outer physical kung fu moves/reflex. The other axis is Hard and Soft. The philosophy of the Hard style tend to be a huge burst of power to overwhelm the enemy - like lightning striking a tree. The philosophy of the Soft style is to redirect and erode the enemy's force - much like yielding water creating a valley over time. Typically, Shaolin tends to be associated with Harder arts while Wu-Tan is associated with Softer arts (that's not always a fair accessment though). Internal can be further separated into Yang (heat) and Ying (cold). Amongst other things, this really means heat and cold effects. The 'qi veins' in the human body are separated into yang and ying. Depending on how the person practices qi, it is possible to build up yang qi or ying qi only. This is not necessarily harmful, by the way. Dragon Girl can be considered a mistress of Ying internal style. (The ultimate style practiced by Guo Jing/Yang Guo/Dragon Girl formally translates into the Scripture of Nine Ying while that practiced by Cheung Wu Zee translates to the Scripture of Nine Yang.) Frequently, the most powerful gong fu is a balanced blend of internal/external, hard/soft, and ying/yang. However, there are also some really powerful ones that are more focused along one axis or another. Here are some examples. (Since I don't know what the 'formal' translated names of the styles, I'll make up my own.) Tai-chi is both internal and external but primarily soft style. The "Sunflower scroll" practiced by Asia the Invincible is ying internal with hard external. "18 Palms of Dragon Slaying" practiced by Guo Jing (as taught to him by the North Beggar) is hard internal and hard external "Iron Shirt" is hard external In Heavenly Sword and Dragon Saber, Cheung Wu Zee (the main character) learned, from a scroll, gong fu that allows him to redirect forces and use the enemys' attack against them. In the novel, there were no "moves" associated with this gong fu so this is soft internal art. "Scripture of Nine Yang" would be yang, hard internal. "Scripture of Nine Ying" incorporates manuvers with qi practice so it's ying internal (with both hard and soft elements) and hard external. Anyway, it's late and I really should go to sleep. Hopefully, I make sense. Plucky
  22. Re: WuXia Hero Interestingly, ever since Fred came out, I've been kicking around WuXia Hero in my mind. Twice before, I started typing things out but then figured I'd actually read Ninja Hero first to see what was covered. Eventually I got distracted and the thing went nowhere. As someone who's actually read way too many of these novels (and tv series) since a kid, I had a hard time trying to combine everything I've seen into one semi-coherent structure. I hashed out the basics again a few weeks ago. But seeing as you beat me to posting yours, I don't know if I'd bother. However, I will say that, from what I've seen, gong fu goes along 2 axis. One axis is internal/external. Internal is qi (chi, ki, whatever) and external is the outer physical kung fu moves/reflex. The other axis is Hard and Soft. The philosophy of the Hard style tend to be a huge burst of power to overwhelm the enemy - like lightning striking a tree. The philosophy of the Soft style is to redirect and erode the enemy's force - much like yielding water creating a valley over time. Typically, Shaolin tends to be associated with Harder arts while Wu-Tan is associated with Softer arts (that's not always a fair accessment though). Internal can be further separated into Yang (heat) and Ying (cold). Amongst other things, this really means heat and cold effects. The 'qi veins' in the human body are separated into yang and ying. Depending on how the person practices qi, it is possible to build up yang qi or ying qi only. This is not necessarily harmful, by the way. Dragon Girl can be considered a mistress of Ying internal style. (The ultimate style practiced by Guo Jing/Yang Guo/Dragon Girl formally translates into the Scripture of Nine Ying while that practiced by Cheung Wu Zee translates to the Scripture of Nine Yang.) Frequently, the most powerful gong fu is a balanced blend of internal/external, hard/soft, and ying/yang. However, there are also some really powerful ones that are more focused along one axis or another. Here are some examples. (Since I don't know what the 'formal' translated names of the styles, I'll make up my own.) Tai-chi is both internal and external but primarily soft style. The "Sunflower scroll" practiced by Asia the Invincible is ying internal with hard external. "18 Palms of Dragon Slaying" practiced by Guo Jing (as taught to him by the North Beggar) is hard internal and hard external "Iron Shirt" is hard external In Heavenly Sword and Dragon Saber, Cheung Wu Zee (the main character) learned, from a scroll, gong fu that allows him to redirect forces and use the enemys' attack against them. In the novel, there were no "moves" associated with this gong fu so this is soft internal art. "Scripture of Nine Yang" would be yang, hard internal. "Scripture of Nine Ying" incorporates manuvers with qi practice so it's ying internal (with both hard and soft elements) and hard external. Anyway, it's late and I really should go to sleep. Hopefully, I make sense. Plucky
  23. Re: Help with Mystic/Pulp Hero Characters Charly Baltimore Val** Char*** Cost 15** STR 5 18** DEX 24 15** CON 10 15** BODY 10 13** INT 3 14** EGO 8 10** PRE 0 14** COM 2 * 7/11** PD 4 7/11** ED 4 3** SPD 2 7** REC 2 34** END 2 34** STUN 3 * 8"** RUN 4 4"** SWIM 2 5"** LEAP 2 Characteristics Cost: 87 Cost** Power END 5** The Moon is round and bright.: Mental Defense (8 points total)* 0 Powers Cost: 5 Cost** Martial Arts Maneuver 4** Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND* 4** Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort* 4** Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike* Martial Arts Cost: 12 Cost** Skill 7** Acrobatics 15-* 2** Animal Handler (Canines) 11-* 7** Breakfall 15-* 5** Bribery 12-* 5** Climbing 14-* 5** Concealment 13-* 3** Contortionist 13-* 3** Deduction 12-* 3** Demolitions 12-* 11** Disguise 16-* 1** Forensic Medicine 8-* 6** Forgery (Documents) 14-* 9** Interrogation 14-* 1** Language: French (basic conversation)* 2** Language: German (fluent conversation)* 2** Language: Italian (fluent conversation)* 2** Language: Japanese (fluent conversation)* 2** Language: Russian (fluent conversation)* 5** Lipreading 13-* 9** Lockpicking 16-* 5** Mimicry 13-* 4** Penalty Skill Levels: +2 vs. Range Modifier with a tight group of attacks* 13** Shadowing 17-* 5** Security Systems 13-* 9** Stealth 16-* 6** TF: Common Motorized Ground Vehicles, Camels, Carts & Carriages, Equines, Two-Wheeled Motorized Ground Vehicles* 10** WF: Common Melee Weapons, Common Missile Weapons, Small Arms, Blowguns, Garrote, Nets, Off Hand* 5** Ventriloquism 13-* Skills Cost: 147 Cost** Perk 10** Fringe Benefit: License to Kill* Perks Cost: 10 Cost** Talent 3** Resistance (3 points)* Talents Cost: 3 Cost** Equipment END ** .30-06 (Springfield M1903): (Total: 55 Active Cost, 14 Real Cost) Killing Attack - Ranged 2d6+1, +1 STUN Multiplier (+1/4) (44 Active Points); STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 5 Charges (-3/4), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 9) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) plus +2 vs Range (6 Active Points); OAF (-1) (Real Cost: 3)* [5] ** .41 Magnum (S&W Model 57): Killing Attack - Ranged 1 1/2d6 (25 Active Points); STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 6 Charges (-3/4), Beam (-1/4), Real Weapon (-1/4)* [6] ** .41 Magnum (S&W Model 57): Killing Attack - Ranged 1 1/2d6 (25 Active Points); STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 6 Charges (-3/4), Beam (-1/4), Real Weapon (-1/4)* [6] ** Experimental Body Armor: Armor (4 PD/4 ED)* 0 Equipment costs shown above are for reference only, and are not included in Total Cost. Val** Disadvantages 20** Hunted: Counter Spy Organizations from other governments 8- (Mo Pow, NCI, Harshly Punish)* 0** Normal Characteristic Maxima* 15** Psychological Limitation: Must learn about own past (Common, Strong)* 20** Psychological Limitation: Love United States/Protect America and its allies (Common, Total)* 5** Reputation: Blood-thirsty killer, invincible assassin, 8- (Extreme; Known Only To A Small Group)* 15** Mysterious Disadvantage* Disadvantage Points: 75Cost Summary:Base Points:190Disadvantage Points: 75Total Experience Available: 0Total Character Cost: 264Height: 1.68 mHair: BrownWeight: 50.00 kgEyes: BrownAppearance: Personality: Protect America and its allies against threats. Recovery your memory. Interestingly, more and more so now, when you are under great danger or duress, you started having snapshot, flashbacks of memories you do not recall. This has caused you to sometimes seek out danger unnecessarily.Quote:"Wow, I knew how to do that?"Background: Your own history is a mystery to you. While you can distinctively remember the past 5 years, everything prior to you finding yourself floating down Rhein River, badly injured, is blank. After being rescued by some kindly French farmers, you traveled to the United States in an attempt to find your past. Instead, you found yourself dodging assassins and hitmen. Eventually, the Special Projects Division (top secret agency within the US government) recovered you. Back 'home', you learned that you were a top (and 1 of only 3 female) agents for SPD. All the agents were required to go through an experimental, psychological conditioning program that automatically 'erase all memories' in case of imminent capture. Unfortunately, there is currently no known way to reverse the process, though the agency agreed to provide you with your files (heavily edited due to security reasons). Even now, you cannot remember your past except through half-remembered hazy dreams. The only strong emotion you've retained is the love for your country. That, and that SPD is the only family you know of now, convinced you to become an active agent again. There are more to this world than what 99.9% of the people realize and that is as it should be. Your job is, and has always been, to protect these people against those unknown and unknownable threats.Powers/Tactics: Campaign Use:
  24. Re: Help with Mystic/Pulp Hero Characters
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