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Nolgroth

HERO Member
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Everything posted by Nolgroth

  1. Re: Tesunden Isles Go ahead and spend them if you like.
  2. Re: Tesunden Isles For both of the items under Problems, apply Extra-Time (Delayed Phase, Only to Activate, -¼). While that doesn't explicitly say that it transforms the Sense into a Detect, the amount of time to Activate it (½ Phase) will make it a Detect in my mind. So this is what you get. Nightvision (5 Active Points); Extra Time (Delayed Phase, Only to Activate, -¼) Real Cost 4 IR Perception (Sight Group) (5 Active Poiints; Extra Time (Delayed Phase, Only to Activate, -¼) Real Cost 4
  3. Re: Hero In Two Pages - Complete Now THAT is just expecting too much. Sheesh. I could imagine that it might be called Sticky or something else catchy like that. One can dream though.
  4. Re: Tesunden Isles I think that you should read up on the "Simulated Sense Group" stuff. Basically, because those senses are "attached" to their respective Sense Groups (Sight and Hearing) they are affected as if they were natural. The big difference between Detect (which is the standard method for purchasing these senses) and Sense is that Detect requires a 1/2 Phase action to "activate" in order to make a PER roll. A sense is treated completely natural and a PER roll is made with contact (just like Normal sight getting a chance to spot something or a Smell PER check to see if you smell the faint tint of almond on your food). You don't have to take that 1/2 Phase, it just happens. So to answer your question, all of your character's Enhanced Senses are currently Detect. They require a 1/2 Phase to activate. If you want some of them to behave like a natural sense, spend the +2 points per Enhanced Sense to upgrade it from Detect to Sense. Does that make an sense? (pun right back at ya!)
  5. Re: Tesunden Isles Those senses are bought with the Sight Sense group. I'd say that they are Inherent as is. If your eyes are damaged (Transformation) those senses are automatically affected too. If your Sight Group if flashed, so too are they. Forgive my misinterpretation. By the text of the initial message I took it that you wanted to boost some Skills.
  6. Re: Tesunden Isles Very nice. I can see some stuff that can be useful at some point.
  7. Re: Tesunden Isles Don't worry. I don't think character points are going to be a problem.
  8. Re: Tesunden Isles I actually think "Always On" would be an advantage and covered by buying them as Senses. In regards to Linked, I do not think that having both activate at once would be an explicit problem unless one or both senses had a Side Effect: Character is Vulnerable to Flashes while Detect is Active or Costs END plus x2 END or some other Power Limitation that makes it detrimental to use both powers at once. The standard method of "linking" powers is to make them a compound power. Check out 5th Edition, Revised: Elven Sight page 162 Sidebar for an example of that. As much as I hate to say "no" I am going to disallow that.
  9. Re: Hero System Books Have Way to many Typos RE: Selling OMCV Selling it down == 6 Pts (assuming all stats have a 1 minimum). For a supers character, that seems the proverbial drop in the bucket. For a heroic character it is a higher percentage but still nothing to worry about. I think as long as there are hard, fast rules for things like Skill roll max, DC max, etc then 6 points just seems like a clever rebalance of points. That's three new background skills, two regular skills, possibly a spell write-up, a CSL or two. I can see where it seems somehow "unfair" but that is not where I see it. Another option that I have considered for many moons is to have all stats start at 1 and increase the base points in the campaign. That way there is no selling off. All of this digresses from the topic of "typos" though. On that subject, I have nothing more to add. Sure there are typos. I'll bet there are even incorrectly figured power constructs. I just don't see a massive amount of them and Hero Games has been pretty good at releasing errata and FAQs. Even if I forget to read them before posting questions to Steve sometimes.
  10. Re: Tesunden Isles Must wait to see it, but don't wanna. Normally I would say "yes" but for two conditions that are present; We sort of rushed the character builds. I am still waiting on the final version of the Celedron/(archer) character (hint hint Starwolf). So as a one time deal, I will allow a minor tweak here or there. Let me know what it is first if you will. I don't foresee any abuse, but I like to know what I am saying "yes" to before I do. After this next session, all characters will be locked down. That includes modification to the pregens. (hint hint Starwolf )
  11. Re: What Have You Watched Recently? Sunshine What a horrible movie. Neat premise. Hate everything past the "last dinner" scene. I guess that means I hate the entire movie and I suppose that is true.
  12. Re: Fallout Hero (6E) Sounds brutal. I imagine that it would be a very fun mini-campaign divergence. I think these rules are also a sound basis for a Dark Sun style game. Repped.
  13. Re: "Space" music recommendation! I have a "Best of" for the Babylon 5 music. Some of it is good stuff. Some of it is repetitive. I agree that is a good addition to the genre.
  14. Re: Tesunden Isles I didn't see any potential plot hooks. EDIT: Sheesh. Already I have a whole two or three session ideas based on that little blurb alone. I also found inspiration elsewhere. The second idea may take time to mature. And this is in addition to the five or six outlines that I already had for short one-offs. I can see this being a well-developed campaign.
  15. Re: Rules of thumb for the "challenge level" of bad guy creation? From my own perspective..... I once ran an encounter where some basic robots (Dex 10, Speed 2, Average Combat Values and Damage Class) stomped a party of seasoned characters with twice the stats on average (Dex 20, Speed 4, 2x DC and CV). Bad rolls on the players' part and good rolls on my part made for a very bad time. So bad that I had to have two of the players activate backup characters. My point being is that there is no tried and true methods. HERO, if played using all the combat bells and whistles, can be deadly. It can also be the exact opposite. Some of the things I have concluded are; Small changes in DC, CV, and Defenses can make a significant difference. Moreso than you might think. Lots of disposable bad guys should have low Body scores. It really doesn't matter whether it makes sense or not. You have the characters fighting 20 kobolds, then those kobolds should have around 4-5 Body max. The longer a fight goes, the more likely a character is to suffer a nasty wound. The more options (Hit Locations, Bleeding, etc) you use, the more lethal combat will be. A single opponent is going down quick, unless he violates every campaign guideline that the characters are built around (max CV, DC, Speed, Defenses, etc). For single opponents, use Damage Reduction and moderate defenses whenever possible. It will allow the characters to take him down, but it will be one heck of a fight. Don't pump his attacks up by a lot, but maybe an extra DC or two plus maybe an increased Stun Multiple will make him seem really powerful as somebody is likely to get Stunned each time he attacks. Use AoE attacks too. Those are just some straight up combat options. Start small. If the characters beat the snot out of your first couple of encounters it's okay. Note how easily Grognak the Barbarian took out that Orc Sergeant. Compare the relative combat stats (Alibear has a nice layout) and see how the Orc Sergeant might have been improved. Make the next Orc tougher, faster, able to withstand more punishment, hit better, whatever it takes. Tactics, as mentioned before, play a critical roll in combat. Surprise Maneuvers and Coordinated attacks can turn some schlub Goblins into mean killing machines. Always nice to throw that sort of curveball when the players least expect it. Aside from that, Master Villains can add Summon, Mind Control ("Ack! Grognak just turned on us!"), and a whole slew of other powers that are not direct combat powers to their resources. The best advice I can give you is to get in there and experiment. Try this out (assumes Normal Characteristic Maxima and Heroic Guidelines): Mooks/Disposable Bad Guys CV: 1/2 of Characters DC: 4-5 Defenses: 1/2 of Characters Speed: 2 Body: 4 Number: Up to three times the number of PCs Tactics: Usually not too much in the way of tactics, but you may want to layer on Coordinated attacks or Surprise from time to time to keep the players guessing. Henchmen/Just Under PC Quality CV: 3/4 of Characters DC: 5-6 Defenses: 3/4 of Characters Speed: 3 Body: 7-10 Numbers: About 1 1/2 times the number of PCs. If you mix these guys with mooks, drop 3 from the mook total. Tactics: Usually not too much in the way of tactics, but you may want to layer on Coordinated attacks or Surprise from time to time to keep the players guessing. Hero-level Bad Guys Stats: Build with the same guidelines and care as PCs. Numbers: 1 for each character in the party. If used with Mooks, subtract 5 mooks from the total. Subtract 2 Henchmen from the total. Monitor the fight, if it looks like the characters are going down hard, change all the Henchmen to Mooks. Tactics: Use coordinated tactics to give the bad guys whatever advantage they can find. Boss Villains CV: 2 Higher than the highest PC. DC: 2 Higher than the Highest PC. Defenses: About 25% more than the characters. Speed: 5 Body: Anywhere up to about 50% more than campaign max for characters. Tactics: Be ruthless with this character. He may not have the same resources as a Master Villain, but he should have access to some unusual attacks like Poison, Entangles, Magic or whatnot. Numbers: 1 per Adventure. Usually surrounds himself with Henchman or Hero-level baddies. Master Villains CV: 4 Higher than the Highest PC DC: 3 Higher than the Highest PC (throw in +1 Stun Multiplier or Does Knockback just for fun) Defenses: About where the PCs are at, but add in 50% Damage Reduction Speed: 5 or 6 Body: Same as Boss Monster. The 50% Damage Reduction will stretch this out. Tactics: Extreme craftiness and intelligence. This should be the endgame character for the campaign or story arc. When the characters finally encounter this person, it should be in a fight for their very lives. Pull no punches. Use whatever tactics, allies or whatnot that this NPC has available to skew the outcome. Once the characters beat this guy, they will forever talk about it around the table when nostalgia waxes. Numbers: 1 per Story Arc or Campaign These are not hard and fast rules. Play with those for a while. See where you can tweak them. You might have to go up or down, especially if you are playing outside the parameters I set for the campaign. Even within each subset, you can tweak. Sorry for the length of this post. This is an extraordinarily complex subject for Hero and there is probably no answer that is "just right." I have provided no more than a suggestion on how to start.
  16. Re: Tesunden Isles Hover your mouse over the word "Here."
  17. Re: What Are You Listening To Right Now? Wind chimes. I love wind chimes.
  18. Re: Tesunden Isles Here is an Equipment list. It is not 100% in line with Fantasy HERO but it is close enough that it will serve instead.
  19. Re: Ctrl+V power1:name=custom ; hname=custom ; rsr=0 ; rsrName=custom ; rsrRoll = 0 ; rClass=0 ; endCostMult=0 ; useCharges=0 ; charges=0 ; defType=PD ; dmgType=normal ; AP=0 ; curActPts=0 ; ActPts=0 ; totAdv=0 ; statMin=0 ; statName=custom
  20. Re: Tesunden Isles Hurm. I'll see what I can do to get you a list then.
  21. Re: Tesunden Isles I've been using the one from Fantasy HERO. Do you have a copy of the 5th Edition version. It is the same exact list.
  22. Re: Tesunden Isles Almost makes me wonder if I can get an animated GIF into the token. Have it be the second one default, and then every few seconds have the lamp eyes light up. Probably too much effort.
  23. Re: King Kong adventure. Sounds like a fine adventure to me. Wonder what MacGuffin would be though. Rare island plant needed for a cure? The contents of the treasure vault of an ancient and long since abandoned temple?
  24. Re: Tesunden Isles Ragnarok, since I woke up so early, I decided to play around a bit with the token concept. Both are posted so you can compare. Let me know what you think. [ATTACH=CONFIG]36960[/ATTACH][ATTACH=CONFIG]36961[/ATTACH]
  25. Re: Tesunden Isles Reserved for additional content - additional setting information if needed.
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