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BhelliomRahl

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  1. I just ordered a copy. Had to order it from Amazon US as its not on the UK site. The Synopsis makes it sound very interesting and am looking forward to reading it when it arrives. When I have finished it I will comment, but i#f its like any of the settings Steve has previously written I sure it will be good.
  2. Interesting concept. My first thought is the Roman Pantheon of gods. Were they actually immortal beings or were they in fact Super Powered Beings of that time who the people deitifed due to their powers. Also the Titans (Although Greek I believe have an allegory in Roman Mythology) could be a group who oppose the gods, who are the villians and who are the heroes would be an interesting question to answer. The difference between the two groups could be related the Famlies and the source of their powers. The mythical beings were renowned for having extended families within the hundreds (Family does not mean Blood-Relationship Only). I will think on it some more.
  3. This is not RAW. The Skill Two-Weapon Fighting (6E1 p92) cost 10points and offsets the first -2 OCV penalty for using the Multiple Attacks Combat Maneuver. An option would be to buy this skill multiple times, each time offsetting the modifier. So a 4-Limb Character could spent 30pts and purchase it three times allowing them to make four attacks at no penalty. A rule may want to be applied that a different limb must be used for each attack, but I would not make this a limitation. You would still need to by the Extra Limbs and if you did not purchase Ambidextrous the Off-Hand penalty would apply to the attacks which do not use you primary limb.
  4. Are there Incubus, male Succubus? Arousal: Mind Control - Limitations; Only to Inspire Lust for Succubus (-1), Skin Contact Required (-1), Only to Opposite Sex (-1/2) Seduction: Is this a permanent control of the subject or is it only temporary. Permanent: Transform - Severe (Opposite Sex into Willing Slave, heals back through Breaking of Enchantment, Willing Release or Death of Enslaver) ACV (OMCV vs DMCV; +1/4), AVAD (Mental Defense; +0), Works vs Ego, Not Body (+1/4); All or Nothing (-1/2), Limited Target (Human/Sidhe of Opposite Sex; -1/2), Skin Contact Required (-1), Only while engaged in Sexual Intercoarse (-1). Temporary: Mind Contol - Skin Contact Required (-1), Only to Opposite Sex (-1/2) I always like the idea of skin contact with a Succbus character. If people are aware of succubi and their abilities they would avoid skin contact and this could create an interesting culture; People wear gloves and avoid skin contact; shaking hands, etc. for fear of being effected. Of course this all depends on how much is known about them. If they are common they might have to wear a badge or particular clothing to allow people to identify them and to avoid skin contact. This segredation could cause many other issues.
  5. Does the reset of a Triggered power require the actions of the powers creator? i.e. A trigger requires 1 minute to reset. (Advantage Less 3/4) Does this require the powers creator's action to reset or could it do it itself? i.e. From a spike trap drawing the spikes back in and the mechanism reseting. Would there be an increased cost as the reset is automatic or do all trigger resets other than Trigger Resets Automaticly immediately aftter Activation require the actions of the creator? Another option would be to build it as Resets Automaticly Immediately after activation and add Limitation Extra Time 1minute?
  6. If there is no breeding control then the number of people with magic will decrease however the possibilty of a person spontanously developing magic is possible. As the Genetic Trait for Magic is on a Recessive Chromosome it will need to be inherited from both parents. Meaning Half-Bloods will have no magic but will be carriers. Without an understanding of Magic this intial realisation that their Half-Blood Children could lead to interesting directions in the development of Sidhe society if magic is to be maintained. Quick Reference to Breeding Chance of Offspring having Magic or be a carrier Carrier: (For this chart Magic Users are classed as Sidhe) Sidhe x Sidhe = Magic Sidhe x Human = No Magic but Carrier Carrier x Sidhe = 1 in 2 will have Magic. 1 in 2 will be Carriers Carrier x Carrier = 1 in 4 have Magic. 1 in 2 will be Carriers Carrier x Human = No Magic. 1 in 2 will be Carriers If Sidhe wish to maintain magic in there culture this may lead to inbreeding to maintain the magic but this could lead to other genetic problems. So you could end up with a Caste of Pure Blooded Sidhe which have magic but are physically frail. This would depend on initial numbers of Sidhe on Earth. This Pure-Blood Caste, possibly a ruling group, similair to Royalty could create Breeding Houses. Carriers or Halfbloods are collected and kept together in a houses. The people of these Houses have the simple task of Breeding. The Sidhe might even develop a Magic (Detect) to determine if a person is a carrier or Half-Blood if their is no physical signs. Those who are neither are asked to leave the house. Revenue could be gained by the previous mentioned Pure-Blood Caste (Mainly Males) coming to the House and paying for the privilege of mating with Courtesans (Prostitutes). Courtesans who have previously given birth to Magic-Users will become more sort after creating a structure to the House. It would be very interesting. The Book God Save the Queen (The Immortal Empire) by Kate Locke looks at a world in which a mutation of the Plague created Vampires, Werewolves and Goblins (Mix of Both) Mainly in the Aristocracy. Also Half-Bloods. The book goes into detail on the Genetics of breeding and how these groups effected the development of the world. Its a good read too.
  7. The initial build looks fine. I assume that the weapons are concealed when not in operation? When in operation they would be obvious however when not in use would be inperceivable. However if the car was inspected at security point they may notice them, it might be worth taking for the car the Skill: Concealment (Only inbuilt weapons when inactive; -1/2)
  8. In Eberron there are many Arcane magic using professions (Artificer, Bard, etc.) are you intending to seperate these or is it going to fall under the perview of the Wizard? I think this is a important question because it will help determine the flavor of magic. I would following on from this by suggesting defined spell lists; Either pre-generated spells or a set of guidelines & restriction determining what spells a Type/Profession can cast. This will help keep the different types of magic seperate, Arcane should have little or no healing (exception of Necromany) but have a wide selection of spells, where as Divine focuses on areas of Life, Death & Undeath. In Eberron many practitioners of the Arcane exist but not all in the same manner. This would best be defined by a Professional Skill: Wizard, Artificer, Sorcerer and Bard With taught Magic Users they share a fundimental foundation in knowledge and practise but have developed differently. i.e. Artificers - Magic Engineers are responsible for many of the Techno-Magic Devices; Lighting Rail (Train), Street Lights and Airships. Although they share some spells with with they work differently. In Hero terms they have the same effect but the special effect/process are different. Artificers' magic relates to their craft focusing on enchantment. i.e. A wizard casts Bull Strength on a person, the Artificer would cast it on a possession of the person such as their belt. In effect the Artificer has created a temporary Belt of Bull Strength. Builds: 1) Talents - Arcane, Divine & Psionic - When a talent is purchased it grants the relevent Power Skill:and a Spell List which a character can select spells from. a) Arcane a1) Wizard a2) Artificer a3) Sorcerer a4) Bard Divine c) Psionic Although each type of magic draws its power from a different source I would use a give each a Endurance Reserve with a Slow Recovery (Type Specific): Arcane (Learnt) - 5 Hours resting or light activities and 1 study Arcane (Innate) - 5 Hours resting of Light Activities Divine - Perform faith specific ritual (Only once per 12 hours) to fully recover. Psionic - 5 Hours resting or light activities and 1 meditation This is to maintain a balance between Magic Types, The Talents could be expanding into a ranking system (Fantasy Hero). A characters rank could restrict spell list access (Active Point) and provide a quick reference for the power level of a magic user. In restricting spells by rank your will show a clear difference be a dedicated practitioner and a person who is dabbling in magic. Also when a person reachs a specific rank they can purchase a relevent perk. i.e: Arcane - Wizard Rank.1 - Novice. Rank.3 - Journeyman, Rank.5 - Master & Rank.8 - Grandmaster Limitations as suggested. If you are going to cost the Spells on a fraction of the real cost in relationship to the Sorcerer and Wizard I would make spells more expensive for the Sorcerer but their Endurance Researve Cheaper. To represent that they only have a small selection of spells compared to a wizard but have more mana to cast spells, keeping with a D&D feel. These are just some brief ideas. I not sure if this was what you were after.
  9. Re: Throw people away I have built a similar power in the past. Write Up: Telekinesis (30 Str), AOE (6m Radius; +1/2) (67APs); Only to Throw Back (-1), No Range (-1/2), Restrainable (Gagging; -1/4). 24 Real Points. This is a Sonic Shout which throws all those around back. If the game is going to involve time in space or underwater that could involve additional modifiers. In Space; Does not work in a Vacuum (-1/4) In Water: Naked Advantage - Double Knockback (+1/2); Only Works in Water (-1)
  10. Re: Spell of Ugliness Striking Appearance can represent either striking beauty or ugliness depending on how its defined. So Draining Striking Appearance would make either a ugly or beautiful person normal in appearance. You would use Transform to create a spell of ugliness. Cosmetic for 2 levels or Minor for more. Quick Write Up: 1) Curse of Ugliness: Minor Transform 6d6 (Person into Ugly Person (4lvls Striking Appearance - Ugly), Heals by Curse Removal Ability/Spell), Partial Transform (+1/2) (45APs); Extra Time (Full Phase, -1/2), Incantations (-1/4), Gestures(-1/4). Real Cost 22pts. 2) Curse of Ugliness: Minor Transform 6d6 (Person into Ugly Person (4lvls Striking Appearance - Ugly), Heals by Curse Removal Ability/Spell), Partial Transform (+1/2), Area of Effect Accurate (1m Radius; +1/2), Megascale (1m Covers Entire World; +2) (120APs); Extra Time (1 Minute, -1.1/2), Incantations (-1/4), Gestures(-1/4), No Range (-1/2), Focus OAF Expendable (Very Difficult to Obtain New Focus (Piece of Target - Hair, Nail,etc.); -1.1/2). Real Cost 24pts. Two versions of a Curse of Ugliness. No.1 is for use while confronting a person while No.2 is more of the Traditional Black Magic curse which requires a piece of the target and can be performed from the comfort of your home.
  11. Re: The Chain Sword/Sword Whip As I said here is the mechanical build: 22RPs Chain Sword Multipower, 45-Point Reserve, (45APs); all slots OAF (-1) 1) 2f - Sword - Killing Attack - HTH 1.1/2d6, Armor Piercing (+1/4), Reduced Endurance (0 End; +1/2) (44APs); OAF (-1), Real Weapon (-1/4) 2) 1f - Chain Whip - Killing Attack - Ranged 1.1/2d6, Reduced Endurance (0 End; +1/2) (37APs); OAF (-1), Limited Range - 6m, Real Weapon (-1/4) 3) 1f - Chain - Stretching 6m, Reduced Endurance (0 End; +1/2) (9APs); OAF (-1), Requires A Roll (Attack Roll; -1/2), No Non-Combat Stretching (-1/4), Always Direct (-1/4) 6RPs Blade Segments - Killing Attack - Ranges 1/2d6, Constant (+1/2), Reduced Endurance (0 End; +1/2) (20APs); OAF (-1), Limited Range - 6m, Linked (Chain; -1/2), Requires A Roll (Chain Sword Tricks -1/2) Real Weapon (-1/4). Note: Jointly Linked with Chain, Requires a Chain Sword Tricks Roll to not use Chain Segments Power when Chain is used. The Reason that Chain Segments is outside of the Multipower is due to RAW in regards to Linking powers within a Multipower. Blade Segments is to represent that although it function like a whip when grabbing a target due to the blade segments it inflicts damage. However with the appropiate Skill roll the user can use the flat of the blade and not damage the target. Decided to use Linking instead of Side Effects as the damage does not effect the user only the target and it has a combat benefit. Opinions?
  12. Designing a character whose signature weapon is the Chain Sword. Description: The Weapon appears to be a normal Longsword and functions as such but a mechanism allows the sword to break apart into small segments linked by a Chain/Cable and return to its sword form. The Weapon now functions in a similar manner to a whip; it has reach and can be used to entangle/grab but still maintains some of the lethality of a sword. This weapon was use by Ivy in Soul Caliber & the movie 'Brotherhood of the Wolf' (Great Film). My thoughts on the build are: 1) Hand Killing Attack with usually qualities of Equipment. (Focus, Real Weapon, Strength Min, No Endurance Cost, etc) with Reach 6m (Stretch with relevent Limitations) 2) Multipower; a) HKA RKA; Limited Range 6m c) Stretch 6m; Direct Only, No Non-Combat Stretching: Link with HKA 1/2d6; Only if successfull with Grab Link a HKA to the stretch is to represent that Blade Segments are wrapping around the target which means that if the ability is used it will cause damage even if used to aid another. This might be better represented as a Side effect which occures if a Power Skill: Chain Sword Roll is failed. Option 2 is more expensive to build but I think it better represents the abilites of a Chain Sword. When I have written both Options up I will post the mechanical design but wanted to get people's thoughts on the matter to see if I am going in the wrong direction.
  13. Re: Fantasy Swordsman - How much Mental Defense? I have also never seen a need to use it in a generic game. I believe some of my players had it in a Dark Sun Campaign, where Psionic abilities are common and magic is little used. I have had several players have power defense with Limitation; Only vs. Ingested Poison. Although this was in a Fantasy Political Setting, where assasination was a common occurance and exotic poisons from the southern jungles were common. At the start of a game I usually talk with my players and advice them on any potential factors which might come into the game which would effect their character build or background. In the case of the Political Setting I said that accidents, food poisoning and illness had been the lose of many figures of importance. I would recommend talking with your GM and finding out if he has any defensive power recommendation. If they are planning to use a lot of Adjustment Powers they might suggest some Power Defense or if Mental Combat is common Mental Defense. But if the game is generic fantasy I would not bother with Power, Mental or Flash Defense.
  14. Re: Jury-Rig bio-junk Healing What long term benefits are these mechanical parts going to provide? Are people going to want to receive a short-term benefit for a long-term disadvantage? Are the impairments to CV going to fade as the character adapts to the replacement parts? I would consider balancing it out if the disadvantages are permanent. A decrease in combat values but increase Strength or Resistant Protection (If using Hit Location) limited to the locations replaced. Or unique abilities related to the parts. You could use the Limitation - Side Effect Major/Extreme - Transform; Severe, Always occurs when Power used. to create the complications: 1) Social Complication: Cyborg - Frequent Minor 2) Distinctive Feature: Cybernetics - Depending on what is replaced if the parts are concealable. 3) Dependance: Cybernetics requires regular maintenance or suffer malfunction. (example: Common 10pts; Time: 1-day -15pts; Requires a Skill Roll -11 +10pts; Total Cost: 5pts) If you are altering abilities: Side Effect Extreme - Transform Major - Can Decrease CV up to 4 levels. I would consider allowing players to purchase Penalty Skill Levels to offset any penalties generated by the jury-rigged parts to represent the character growing accustomed to them. Another option is just to hand wave it, if a character receives Jury-Rigged Parts they receive these complications and CV penalties. Some people don't like this but it is the simplest method.
  15. Re: Converting Skyrim to Fantasy Hero ... any thoughts? Have a look at the Legendsmiths website. They have done some adaption work on Skyrim. I warn you it is Extremely in Progress but offers some good ideas on starting. http://www.legendsmiths.com/adaptations/skyrim. They have two methods: Adapt 'Skyrim to Hero' or 'Hero to Skyrim'. Most of the material relates to converting Hero to Skyrim. Even if you choose not to use the material it may spark some ideas.
  16. Re: Dispel and "Instant Duration" Powers HSAPG1 p.170 presents the Optional Combat Manuver Interference. This is the ability to use a power which has a similiar or opposite Special Effect to negate or lessen an attack. At GM descretion this can be used as an Abort action. I would see no reason not to allow dispel to be used to negate or lessen the effect of an attack is appropiate. Visually I see it as the Dragonball Z effect of two characters energy blasts meeting and contesting over which is more powerful, although it is not an attack by the defender.
  17. Re: Alternative Necromancy The Dungeons and Dragons Setting of Eberron presented the concept of an elven society lead by The Undying Court. Death was a key aspect of their society with interaction with the spirits of the deceased aiding their House with advise and incite. Also a form of undead called the Deathless were introduced. The Undying Court is a pantheon of Deathless Elves. The Elves despise Undead but venerate the Deathless, this is due to the Deathless being an embracement of life rather than the perversion of life like other undead (Positive Energy was benefical and Negative was harmful as with living creatures). Spirits of the Past are chosen for an elf to act as their guide throughout their lives (This is usually ancestor) and the Elf is duty-bound to emulate the Ancestor Spirit as it is believed that a Spirit of the Past can live again if their deeds are recreated. With this being the case many Elves can commune with the Dead and the method for creating the Deathless which is a form of Necromancy (They might not call it Necromancy, can't remember of the top of my head).
  18. Re: Magically Returning Sword - Should this be a Focus or Not Physical Manifestation was something I had not considered. It sounds appropiate. The -1/4 Limitation for OIF was an error on my part. The obviousness of the relationship between the pendant and the sword is inobvious. The character holds the pendant and it changes from a pendant to the sword. If a person watches him summon the sword they would probably understand the relationship, the pendant itself is a small disc with the image or a Warrior fighting a Demon (This image is very clear, it almost appears that the image is alive and moving upon close observation. As a Pendant its inobvious but as a Sword its obvious. Putting aside what we call the limitation, does a -1/4 sound appropiate for the nature of this item/power? Putting in mind that the item can be taken from the character for short times (average 2mins, although return is determined by GM) and without the weapon his offenses powers are hampered. Powers which require Sword: 1) Hand Killing Attack - The Sword Attack 2) Blast - Fire Blast 3) Blast - Fire Blast - AOE (Line), Constant, Time Limit (1 minute) Should the powers mentioned above have a Focus OIF Limitation or should it be something different? My thought was the same limitation that the Pendant/Sword has in this relationship.
  19. Re: Tracking Bugs There is a Tracking Bug in Hero System Equipment Guide (HSEG) page 305, which builds the Tracking Bug as: Images to Radio Group, +4 to PER Rolls, Area Of Effect (64m Radius; +1¼), Usable As Attack (allows character to “stick” the Image to a target; +1¼), 1 Continuing Recoverable Charge lasting 1 Week (stops functioning if it gets wet or experiences severe radio interference; +1) (76 Active Points); IAF (-½), Image Only Perceivable On Special Radio Frequencies (-0), No Range (character must place the bug on the target to be followed; -½), Set Effect (detectable signal; -1). Total cost: 25 points. The signal is detectale outside of the radius but every step decreases the Perception modifier. i.e. 65-125; +2, 126-250; +0, 251-500; -2, etc. The Player will need a Receiver to perceive the signal, something simple as: Radio Perception; +4 to PER Roll, Tracking (17 Active Points); Focus IIF (-1/4). Total Cost: 14 points. To be honest I am unsure about the Tracking aspect. Tracking allow the sense to be used to perceive in this case a radio signal and track it. Alternatively the Tracking Bug could be linked with a GPS (Talent - Bump of Direction) to allow it to transmit coordinates which a computer could use to show the location on a Map. The HSEG has a great selection of Espionage equipment. I would recommmend having a look. Also the Hero System Skills from 5th Edition goes into more details on Bugs and Bugging in Hero System Terms.
  20. Re: Magically Returning Sword - Should this be a Focus or Not Thanks for all the input. I can see what you mean with some thought. Its not a focus because it cannot be permanently removed (although a Focus can represent any object of opportunity - e.g RKA OIF - Any Throwable Bladed Object). However Restrainable (need to look outside the name) is a limitation with represents a power that through a particular method can be temporarily suppressed/removed. In the case of the character he can be disarmed or have the pendant taken which will remove certain powers the sword/pendant grants until it returns (After speaking with the GM it will usually be a couple of minutes but it could be longer or shorter - Its return will be GM controlled.) In both cases of Focus OIF and Restrainbale the limitations are -1/4. So I could call the limitation something meaingful but the value would be -1/4.
  21. Re: Alternative Necromancy The Chronicles of the Necromancer by Gail Z. Martin revolves around the central character of Martris Drayke a Summoner/Necromancer. Able to summon the spirits of the dead and also possessing power over undead (has other magic also but this is a special gift). People celebrate the dead in certain festivals and the Summoner is a honored position. Vampires exist also defined as the chosen of the Dark Lady an aspect the the 3-fold goddess that the people worship. Its and interesting take on Necromancy and did intrique me on the potential of player a good necromancer.
  22. Re: Magically Returning Sword - Should this be a Focus or Not
  23. Re: Magically Returning Sword - Should this be a Focus or Not Thanks for the input. The thought on the sword as a focus was that the character could be disarmed in combat which would reduce his effectiveness but it would return at the end of combat. My thought was IIF -1/4 to represent that the power can be temporary removed in combat. Restrainable is a -1/4 limitation, does it matter really what we call it. The fact that the character can lose the power (HKA) during a combat situation, does that constitute a limitation?
  24. Designing a character that is bound to a sword. The sword is stored as a pendant that the character wears. When he grabs the pendant and wills it becomes a Bastard Sword within his hand. If he is disarmed or the sword is taken away after a while, couple of minutes it will appear as the pendant around his neck. Through very powerful magic the sword can he taken away, only a god or a being of equal power would be capable of this. So its not practically going to happen. So its possible in combat for the the character to be deprived of the weapon, but it can never be taken away for very long. What are peoples opinion in making this a focus? I have not built the teleportation power of the sword, was going to be a Special Effect.
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