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Eodin

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Everything posted by Eodin

  1. Re: On Ranking Spells I've got Dangerous Journeys but not Mythus Magick , so I'm not familiar with their magic system, and am not sure if the spell can be cast multiple ways, or a spell of storm is always as you stated below. First thing I would do would be to come up with a set of advantages and limitations for the seven laws. For example, Law of Sympathy uses Requires Magic Skill Roll with No Active Point Penalty, does not use Concentration to cast. Law of Change uses Requires Magic Skill Roll with -1/10 Active Point Penalty, and does not use Concentration, but requires Incantations and Gestures. Law of Obstruction uses Requires Magic Skill Roll with -1/5 Active Point Penalty, and requires Concentration, as well as Incantations and Gestures. I'd first set the limitations as above. That's the Extra Time limitation...the more time it takes to cast, the bigger the limitation. So by what you've said, Eyebite = No Extra Time (0 phase or 1/2 phase to cast) Spell = Extra Time (2 1/2 Turns; -1 1/4 Limitation) Ritual = Extra Time(6 hours; -3 1/2 Limitation) This is all special effects in HERO. Okay, so you take a Law of Change Spell, and assign it your defined standard lims (RMR, Inc, Gest). Your magnitutude of effect is based on the number of modifiers, size of modifiers, and such in the Change Environment power, which affects the Active Point cost. You apply the Spell limitation (Extra Time 2 1/2 Turns) Your drawing from the planes of water and air, which is just special effect. So the grade is really based on the Real Cost of the spell. You'd have to do some conversions and check your numbers, but it's probably something like Grade 1 is less than 10 Real Points, Grade 2 is less than 20 Real Points, and so forth. If that's not clear, please pardon my rambling this late at night...
  2. Re: Trek Hero PDF available I've finally gotten around to making an update to TNGHero.pdf. Not a lot -- tweaked the Borg, Vorta, JemHadar; added info and racial packages for the Breen, Bynar, El-Aurians; some other miscellaneous tweaks.
  3. Re: How would you modify humans With the idea of humans as the common ancestor, Either have the Selkies (Terran Empire) or Atlanteans (Marvel Comics) inhabiting the oceans Have Winged humans inhabit the mountaintops Have Heavy worlders (Terran Empire) live deep within the mountains Each species can have it's own big piece of the world, and yet have trade or clashes with the others. Plus, humans can be English or Zulu or Chinese or... Selkies can be North Atlantean, South Atlantean, Pacifican, ... Winged Humans can be native to the Bighorns or the Andes... Heavy Worlders can be from Applachia or from Urals or... So lots of room for subcultures even within those races I personally find that a lot more satisfying than 4 dozen sentient races roaming around one world...
  4. Re: Transform into living spacecraft If all you want is to envelope the other heroes and carrry them along, use a force wall with no range [He's the forcewall] with enough size to close completely. Unless his LS is bought to area effect or usable by others, the passengers will need their own life support powers or gear. As long as they're inside the Forcewall (ship), they're carried along with him. Keep in mind that all you're getting that way is carrying them around - no sensors, communications, lasers, computers, etc. - just letting them ride in the belly of the wahle, as they put it earlier.
  5. Steve, Suppose that instead of "Ye Spelle of Pounding" being defined as +1d6HA NND, it's defined as +5 STR, NND[1], UBO at Range. Tristam the mage casts it on Corsair the Barbarian, STR 20. Corsair punches an Orc thief. Does the punch do 4d6N only, or 4d6N +1d6NND, or 3d6NND? I would assume the third option, but I wanted to make sure based on 5E273 and the note on Advantaged Strength.
  6. Steve, I sent you my response, just wanted to confirm that my email actually got there.
  7. Re: Star Hero/Orion One Shot Cool. If you decide to take it further, please continue to share
  8. Re: Super-Skills Megathread Don't forget his cousin, Mr. Monkeywrench (aka McGyver): Mister Monkeywrench: Negative Skill Levels (-2 with Any Skill), Reduced Endurance (0 END; +1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Area Of Effect (One Hex; +1/2), Uncontrolled (Until Job Is Completed or 1-2 Hours Pass; +1/2) (60 Active Points); Limited Power Only For Skills Mister Monkeywrench Knows (-1), Extra Time (1 Minute, Only to Activate, Time To Survey Situation And JuryRig A Response; -3/4), Physical Manifestation (Based On Special Effect; -1/4). In Other Words, putting rice crispies in the hall to foil Stealth, putting coal dust in a white area to foil Concealment, using Whoopie Cushions to foil Seduction, etc.
  9. Steve, I tried a search in the FAQ and this site, but didn't find my answer, so... As I understand it, if a character has a maneuver bought as HA, he can use the HA without using his STR (or essentially using 0 STR). Are there any standard limitations for (1) HA must be used with full STR (2) HA damage is proportional to STR used If not, any thoughts on what those should be (-0, -1/2, etc.)
  10. Re: Super-Skills Megathread Master Ventriloquist: Hearing Group Images 1" radius, +/-3 to PER Rolls, Invisible Power Effects, Source Only (Fully Invisible; +1/2), Reduced Endurance (0 END; +1/2) (28 Active Points); Limited Power Only Sounds Normally Formable With Voice (-1), Requires A Ventriloquism Skill Roll (-1/2), Limited Range (Normal Voice Range (8"); -1/4). Total Cost: 10 points. Lane Jockey: Desolidification , Reduced Endurance (0 END; +1/2), Usable Simultaneously (Car and up to 8 people at once; ; +1) (100 Active Points); Limited Power Only To Change Lanes WIthout A Collision (-1 1/2), Requires A Background Skill (Transport Skill: Autos) Roll (-1/4) Mister Expert: +3 with all non-combat Skills, Usable By Other (+1/4), Uncontrolled (Duration: Until task is completed or 1-2 hours have passed.; +1/2), Reduced Endurance (0 END; +1/2) (54 Active Points); Limited Power Only For Subjects Mister Expert knows (-1), Extra Time (1 Minute, Only to Activate, Time To Explain The Expert Way To Do It; -3/4)
  11. A system loosely based on Might&Magic 6-8; All spls get the x1/3 Real Cost multiplier. This is to encourage having a variety of spls. All spls take the Requires A [magictype] Skill Roll, but with no Active Point modifier, for a -0 to the roll. All spls are powered by an END Reserve, which is based solely on the Mastery of the caster. Mastery.....END.....REC per Hour.....Reserve Cost Novice.......24......3.......................3 Expert.......32......4.......................4 Master.......40......5.......................6 Grandmaster..48......6.......................7 The END Reserve recharges completely in a 8 hour period (such as a night's sleep), but also recharges during the day. The END Reserve is not based on INT, EGO, or any characteristic to avoid 'incentives' to max out stats. The END Reserve is based on the highest level of Mastery the caster possesses, not on additives. That is, if the caster has Fire Mgc at Expert Level, Water Mgc at Novice Level, and Earth Mgc at Master Level, he gets to buy the Master END Reserve. In keeping with M&M, a caster's MR in each type of Mgc can be as high as he reasonably wants. Each +1 would be considered a 'level', so a Fire Mgc +10 would be 10th level in Fire Mgc. However, that does not affect his Mastery. When a character has at least +4 in that Mgc skill, he can search out a guild or teacher to learn the Expert Mastery talent in that Mgc Skill. At +7, can find Master teacher; at +10, can find GrandMaster teacher. Spells are grouped into Mastery: Novice, Expert, Master, Grandmaster. Each GMs' determination may be different, my personal take is based on the "Effective Points" of the spl. Effective Points is my measure of the effectiveness of the spl, which is based on non-casting limitations. For example, "Bluelight" is Images to Sight, 2" Rad (12 AP), Only To Create Light (-2), Inc, Gest, RMR. The only effectiveness limitation is the Only To Create Light, so the Effective points is 12/(1+2) = 4. On the other hand, "Firefinger" is 1/2d6 RKA (10 AP); Inc, Gest, RMR and has no Effectiveness limitations, so the Effective Points is 10. In my system, Novice spells have 20 or less Effective points; Expert is 21-40; Master is 41-60; Grandmaster is 60+; Until a caster attains (buys) that level of Mastery, he cannot learn spells of that Mastery (as per M&M7 and 8). So, if Fireball is an Expert spell, the caster can't learn it until he has bought Fire Magic Expert talent. Mastery Novice.......No Talent required. Expert.......[x] Magic Expert. Variable Advantage (+1/2, limited to 4 GM-specified; +3/4) on up to 30 Active Points. Cost:22 points (or 7 if GM allows x1/3 Multiplier). This allows the 4 preset options on spls: UBO Simulataneously on protective spells in that college (eg Prot From Fire, Flames of Protection in Fire College), One Hex Accurate on attack spls that affect a single target, Increased Area on attack spls that affect an area, and TBD. Master.......[x] Magic Master. Variable Advantage (+1/2, limited to 4 GM-specified; +3/4) on up to 60 Active Points. Cost:45 points (or 15 if GM allows x1/3 Multiplier). This allows the 4 preset options on spls: UBO Simulataneously on protective spells in that college (eg Prot From Fire, Flames of Protection in Fire College), One Hex Accurate on attack spls that affect a single target, Increased Area on attack spls that affect an area, and TBD. GrandMaster...TBD
  12. Re: Has it shipped? And my FLGS doesn't know when they'll get it in. I guess I'll have to wait for it to show up on the online store if they don't have anything in the next week or two...
  13. I'm not at home, so I can't check my book. If a power is Aid 2d6 to REC of END Reserve, and the End Reserve is 6 REC; Rec per Hour (-2)...if the roll is 6, how much added REC does the reserve get... +6 per Hour or +(6*3=18) per Hour? Found it. I won that bet.
  14. Re: Varied Nkd Adv Now that I'm home and can check 5E, it says "without GM approval". Problem solved
  15. Playing around with my Might&Magic conversion, I want the "Master Magician" Talent to be as follows: ** UBO Simultaneously, up to 4 others, on up to 60 AP (Nonattack spells only) ** No Range Mod on up to 60 AP (ranged attack spells only) ** One Hex (Accurate) on up to 60 AP (non-ranged attack spells only) Or something along those lines... Since you can't put Nkd Advs in a framework, any ideas on how to make this work? With a reasonable point cost for a heroic fantasy game?
  16. Re: Resistance is Futile... Okay, here's the modified version. (And I found the HTML 'board' export in Hero Designer!) Typical Borg Drone Val** Char*** Cost 15** STR 5 10** DEX 0 15** CON 10 13** BODY 6 13** INT 3 13** EGO 6 13** PRE 3 8** COM -1 * 3/5** PD 0 3/15** ED 0 2** SPD 0 6** REC 0 30** END 0 30** STUN 1 *6"**RUN02"**SWIM03"**LEAP0Characteristics Cost: 33 Cost** Power END 17** Borg Neural Subspace Link: Mind Link , Any Willing Target, Any distance, Number of Minds (x8) (35 Active Points); Only With Others [borg] Who Have Mind Link (-1)* 0 11** Borg Collective Knowledge: KS: Galactic Database of Knowledge (16 Active Points); Linked (Borg Neural Subspace Link; Only Available Through Borg Neural Subspace Link; -1/2) 25-* 13** Borg Collective Will: Mental Defense (33 points total) (30 Active Points); Limited Power Not versus non-attack Ego Powers (Telepathy, Mind Link, Mind Scan) (-1), Limited Power Only While Part of the Collective Consciousness (-1/4)* 0 7** Borg Collective Will: +15 PRE (15 Active Points); Limited Power Defensive Only (-1)* 37** Borg Knowledge Assimilation: Telepathy 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); Limited Power Only Versus Beings Who Have Been Assimilated (-1)* 0 2** Borg Cybernetic Right Arm: +5 STR (5 Active Points); Restrainable (-1/2), No Figured Characteristics (-1/2), Limited Power Only Usable With Right Arm (-1/4)* 1 17** Borg Cybernetic Eye: (Total: 26 Active Cost, 17 Real Cost) IR Perception (Sight Group) (5 Active Points); Restrainable (Removable Eyepiece; -1/2) (Real Cost: 3) plus UV Perception (Sight Group) (5 Active Points); Restrainable (Removable Eyepiece; -1/2) (Real Cost: 3) plus Microscopic (x100) with Sight Group (10 Active Points); Restrainable (Removable Eyepiece; -1/2) (Real Cost: 7) plus +4 versus Range Modifier for Sight Group (6 Active Points); Restrainable (Removable Eyepiece; -1/2) (Real Cost: 4)* 0 10** Borg Regulated Physiology: +10 CON (20 Active Points); Limited Power Only To Resist CON-Stunning (-1)* 19** Borg Regulated Physiology: LS (Immunity Bacterial Infections; Immunity Fungal Infections; Immunity Microbe Toxins; Safe Environment: Zero Gravity; Safe in Low Pressure/Vacuum; Self-Contained Breathing)* 0 21** Assimilation by Nanoprobes: Major Transform 1d6 (Transform Living Being into Borg), Partial Transform (+1/2), Uncontrolled (Uncontrolld is stopped by Omicron radiation, counter nanoprobes, or similar effects that destroy the Borg nanoprobes; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (52 Active Points); Gradual Effect (1d6 per 5 Minutes; -3/4), No Range (-1/2), Limited Target (Living beings similar to humanoids) (-1/4)* 0 6** Borg Defenses: Armor (2 PD/2 ED)* 0 20** Borg Defenses: FF (10 ED/10 Power Defense)* 4 13** Borg Defense Adaptation: Missile Deflection (Any Ranged Attack) (20 Active Points); Activation Roll 11- (x1/2 Lim as Activation is for Startup Only; -1/2) [Notes: May not use to defend against first attack; second attack gives Missile Deflection an 8- roll; each subsequent attack gives the Borg an 11- startup Activation roll. Once the Activation roll succeeds, the Borg has adapated to the weapon.]* 0 20** Borg Defense Adaptation: +10 with Missile Deflection OCV* 5** Multitasking: Rapid Attack (HTH) , Limited Power Noncombat actions only (+0)* Powers Cost: 218 Cost** Skill 6** +2 with any Grab* 14** Computer Programming (Hacking and Computer Security, Data Mining and Retrieval) 17-* 7** Demolitions 14-* 24** Electronics (Communications Systems, Computer Systems, Defensive Systems, Environmental Systems, Flight Control Systems, Matter Tranport/Transmutation Systems, Medical Systems, Power Generation Systems, Sensor Systems) 15-* 9** Mechanics 15-* 4** Tactics (Ground Forces, Starship Fleet) 12-* Skills Cost: 64 Total Character Cost: 315 Val** Disadvantages 0** Normal Characteristic Maxima* 5** Physical Limitation: Slow (No Noncombat Running, Maximum SPD of 2) (Infrequently, Slightly Impairing)* 20** Psychological Limitation: Borg Hive Mind / Collective Intelligence (Common, Total)* 20** Psychological Limitation: Collective Will: Fearless (Common, Total)* 15** Reputation: Borg - Monster to be feared and destroyed on sight, 11- (Extreme)* Disadvantage Points: 60 Base Points: 100 Experience Required: 155 Total Experience Available: 160 Experience Unspent: 5
  17. Re: Resistance is Futile... All good points. Second wave later
  18. Here's my latest tweak to the Borg, based on Decipher's Trek Aliens books. Any thoughts? TYPICAL BORG DRONE Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6; [2] 10 DEX 0 11- OCV 3 DCV 3 15 CON 10 12- 13 BODY 6 12- 15 INT 5 12- PER Roll 12- 13 EGO 6 12- ECV: 4 13 PRE 3 12- PRE Attack: 2 1/2d6 8 COM -1 11- 4/6 PD 0 Total: 4/6 PD (0/2 rPD) 3/15 ED 0 Total: 3/15 ED (0/12 rED) 2 SPD 0 Phases: 6, 12 7 REC 0 30 END 0 31 STUN 0 Total Characteristic Cost: 39 Movement: Running: 6" / 12" Swimming: 2" / 4" Leaping: 4" Cost Powers END 17 Borg Neural Subspace Link: Mind Link , Any Willing Target, Any distance, Number of Minds (x8) (35 Active Points); Only With Others [borg] Who Have Mind Link (-1) 0 11 Borg Collective Knowledge: KS: Galactic Database of Knowledge (16 Active Points); Linked (Borg Neural Subspace Link; Only Available Through Borg Neural Subspace Link; -1/2) 25- 4 Borg Cybernetic Right Arm: +10 STR (10 Active Points); Restrainable (-1/2), No Figured Characteristics (-1/2), Limited Power Only Usable With Right Arm (-1/4) 1 17 Borg Cybernetic Eye: (Total: 26 Active Cost, 17 Real Cost) IR Perception (Sight Group) (5 Active Points); Restrainable (Removable Eyepiece; -1/2) (Real Cost: 3) plus UV Perception (Sight Group) (5 Active Points); Restrainable (Removable Eyepiece; -1/2) (Real Cost: 3) plus Microscopic (x100) with Sight Group (10 Active Points); Restrainable (Removable Eyepiece; -1/2) (Real Cost: 7) plus +4 versus Range Modifier for Sight Group (6 Active Points); Restrainable (Removable Eyepiece; -1/2) (Real Cost: 4) 0 21 Assimilation by Nanoprobes: Major Transform 1d6 (Transform Living Being into Borg), Partial Transform (+1/2), Uncontrolled (Uncontrolled is stopped by Omicron radiation, counter nanoprobes, or similar effects that destroy the Borg nanoprobes; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (52 Active Points); Gradual Effect (1d6 per 5 Minutes; -3/4), No Range (-1/2), Limited Target (Living beings similar to humanoids) (-1/4) 0 10 Borg Regulated Physiology: +10 CON (20 Active Points); Limited Power Only To Resist CON-Stunning (-1) 6 Borg Defenses: Armor (2 PD/2 ED) 0 10 Borg Defenses: FF (10 ED) 2 10 Borg Defense Adaptation: Missile Deflection (Any Ranged Attack) (20 Active Points); Only Works Against Energy Attacks (-1/2), Activation Roll 11- (x1/2 Lim as Activation is for Startup Only; -1/2) Note: May not use to defend against first attack; second attack gives Missile Deflection an 8- roll; each subsequent attack gives the Borg an 11- startup Activation roll. Once the Activation roll succeeds, the Borg has adapated to the weapon. 0 20 Borg Defense Adaptation: +10 with Missile Deflection OCV 5 Multitasking Skills 6 +2 with any Grab 14 Computer Programming (Hacking and Computer Security, Data Mining and Retrieval) 17- 7 Demolitions 14- 24 Electronics (Communications Systems, Computer Systems, Defensive Systems, Environmental Systems, Flight Control Systems, Matter Tranport/Transmutation Systems, Medical Systems, Power Generation Systems, Sensor Systems) 15- 9 Mechanics 15- 4 Tactics (Ground Forces, Starship Fleet) 12- Total Powers & Skill Cost: 195 Total Cost: 234 100+ Disadvantages 0 Normal Characteristic Maxima 5 Physical Limitation: Slow (No Noncombat Running) (Infrequently, Slightly Impairing) 5 Physical Limitation: Slow, maximum SPD is 2 (Infrequently, Slightly Impairing) 20 Psychological Limitation: Borg Hive Mind / Collective Intelligence (Common, Total) 104 Experience Points Total Disadvantage Points: 234
  19. Steve, What happens to the BODY of a power that costs END (such as Aid/Succor 10 BODY, or +10 BODY, Costs END (-1/2) ) after one or more attacks? If the character takes 5 BODY to this effect, does he automatically go back up to +10 BODY the next phase because he's continuing to spend END to power it? Or is the BODY gone for some time period determined in the rules?
  20. Steve, Since a barrier can be represented as Force Wall (continous END) or Entangle with the Barrier advantage, is there [currently] a legal way to do the same with Force Field? That is, personal protection can be Force Field (continuous END) or Entangle (no movement/DCV restrictions) ? {What I'm thinking about is a way of representing Trek shields, where each attack removes BODY until the shields are gone...}
  21. Re: Resistance is futile... My 2 cents --- Use either Mind Link or HRRP for the mass telepathy, but my preference for what you're asking would be Mind Link. A x8 level should be more than sufficient to guarantee at least one 'line' is open. You might also give them a low power Mind Scan usable only if/when a connection is lost (like the cellphones trying to find the closest tower). Mind Link assumes anywhere on the planet, so unless you want them to communicate anywhere in the universe, you don't need the Anywhere adder. And I agree with the others about the all knowledge - buy it as KS: Knowledge of Everything 25- (16 Active Points), Only Usable When Mind Linked (-1/4). Cost 9 points. If you want everyone to have access to the same non-background skills as well -- Electronics, Mechanics, Weaponsmith, etc. -- then I would go with a VPP for skills only, and I would enforce a max on the skills at about 16- to 18-, and again make it dependent on the Mind Link being active. You've got to be very careful with this VPP, and not let it replace other learned skills the telepath possesses through experience of life.
  22. Re: Need help creating an alien bad guys. On the downside, you need to consider how long the host remains intact with the Spectre inside. Since the host is dead and without internal organs, if the Spectre is not "sustaining" the physical body somehow, the body's going to decay. You can be practical (about 3 days of low activity) or pick something for dramatic impact.
  23. Re: What kind of Star Hero 'teams' are you gaming? Hmmm, So far then we've essentially got space cops, an adventuring group of diverse individuals, outlaw (smuggler) heroes, and starliner crew/passengers. For maps/layouts we have spaceships, space station, futuristic colony, an alien embassy/consulate, and typical starport facilities such as warehouses and such. Anybody else with good stuff to add?
  24. Re: Need help creating an alien bad guys. If you REALLY want to complicate things, add a touch of Mental Illusions to that, so that if the characters start getting suspicious the Mental Illusions can "point the finger" at someone other than the host. Nothing big, just a character thinks he saw a glow momentarily around someone (other than the host) or thought he heard an inappropriate sound from someone (other than the host). Essentially Telepathic "ventriloquism".
  25. Re: Miniaturized Manufacturing Units? And it certainly wouldn't be out of line to add x2 or more to the END cost. I know you're not running Trek, but as a comparison... in one of the TNG shows, Geordi had to shut down the Warp Drive so he'd have enough power available to spend a couple of hours replicating engine parts. Depending on what you ship's END and REC are, a x5END cost wouldn't be out of the question.
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