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BhelliomRahl

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Everything posted by BhelliomRahl

  1. Re: Unarmed Damage Cap? In Heroic games I run I have always used the Damage Cap rules. With unarmed damage I say that the Base DC of the attack is Strength (HA Included) plus Martial Arts. Meaning that if a character had STR 15 and uses Martial Strike (Str + 2DC) the Base DC of the Attack is 5DC (5d6) meaning that makes the damage cap 10DC (10d6), after this point he starts damaging him. I Like the optional OCV penalty rules, will have to remember them, it would help to flesh out the Martial Arts.
  2. Re: Making a Summoned Being a Follower When you say magic pool, are you refering to the Summoning Power or the End Reserve I agree that selling back the summon power seems appropiate, just reducing there END does not seem enough. The conversion rate I suggested was better for the players, for every 1 Active Point taken from Summon and put into Follower gains 10 Build points, So only need to pay half the amount. I might see how the game goes, I may allow the Binded Creature to be a free follower gained through roleplaying, I will see how the players handle it. There are limitation with Binding. ----------------------------------------------------------------------------- However since initial posting I have made some changes to Summoning: Powers: 1) Summon - The ability to materialise creatures/beings from the Astral Realm on the Material Realm. Once creature is on material plane remains here under own power. 2) END Reserve - (Mana Pool) - Represents the Etheral Energy Produced by oneself which powers magical abilities. Mages / Aura Users use this to power spells, Warrior Mages convert the etheral energy into physical abilities and Summoners channel it into the creatures/beings summoned. Skills: 1) Summon - Summoning requires skill roll at -1 per 10AP to successfully summon creature. Costs END to activate. 2) Control - To gain control of creature. Difficulty base on same penalty of summoning, certain factors can alter this. If control gained the creature must obey orders but has free will. Depending on it nature it may plot against the summoner. If the summoner orders it do something against its nature it can attempt to break out with difficulty based on the initial control roll. Cost END to gain initial control but not to maintain it. 3) Binding - Allows the Summoner to bind the essence of creature to an object (Object must be of special quality). Once bound the creatures essence is frozen, this means it cannot gain experience but also that it cannot breakout from control regardless of the orders. The binding is broken if the summoner dies or the container damaged (What happens with creature death is an issue). Must pay END each day to maintain binding - Reduces the END Reserve (Can choose to pay this each day, if you don't pay the binding is broken). While the creature is in the container it is immune to summoner abilities. Is a Full Phase action to summon but does not materialise to following segment. 4) Banishing - Skill Roll for using dispel to Banish entity. The degrees of success are the number of days the creature is barred from entering this world x 10. e.g. Make by 2 degrees, the creature cannot be summoned or return under its own power for 20days. A Summoner can make a creature their familiar, this is a special type of binding. Summoners can bind themself or another to a summoned creature (The parties must be roughly the same power, withing 20pts of each other). Both parties must be willing (Although a Summoner could compel a creature). The Ritual requires a sharing of Blood, Flesh and Spirit. The Creature and Summoner merge their essence sharing desting from this point on. The END cost is 5 times the cost of Binding the creature and from this the END reserve is reduce by Half of the Binding Cost. A creature bound in this way is not frozen it can advance and improve in conjuction with the summoner. Although the Creature cannot recharge it mana a summoner can choose to share its REC with the creature. They share senses and can cast magics through each other. The down side to this is that if one party takes damage the other has to make an EGO roll or suffer a penalty on all actions. If one party should die the effect can render the other unconcious or even result in death if severe enough in addition to the negatives to actions. With these negative will probably give them the follower for free. Summoning can also be used to invoke powerfull otherworldly entities, these entities may grant boons and powers that the summoner can use. ---------------------------------------------------- Would be interested to know what people think of the changes I have made? I still have may ideas to resolve and clarify before I use Summoning as an option in my game.
  3. Good day. Planning a new fantasy game. Magic is divided into 3 main section. General Magic, Warrior Magic and Summoning. I have the first two worked out but could use some help with the summoning. Generally speaking a summoner can summon creatures from the Astral Realm to fight for them or other utility tasks. They summon a creature and gain control of it, this is done with a skill roll. From this point on the summoner can summon the being and it will remain here as long as End is supplied. What I want to do is allow a Summoner to bond a creature to themselves. When a creature is bound it remains on this realm indeffinately acting as companion/servant to the summoner. Initial only 1 being can be bound at a time. To accomplish this a Binding Skill Roll is required and the summoner permanently assigns End to keep it, effectively reducing their Magic Pool. A Binding can be broken but the summoner effectively looses then assigned END. I am not sure the cost is enough to effectively gain a follower. Options: 1) The player has to assign Experience Points to the Followers perk to gain the bound creature. 2) Have to reduce their summoning power pool and convert it to a follower. For every 1pt transfered gains 10pts. What do people think?
  4. Good day. Wanted to confirm the use of CSL for DCV. CSL of 3pts or more can be assigned to increase DCV by +1 for the appropiate attack, HTH or Ranged. The query is do you need to be armed with the relevant weapon. i.e. if you have a 3pts CSL with Longswords can you use it to increase DCV only if you have a longsword drawn or at anytime. I think its only when its drawn, but wanted to confirm this? Second Question: (Depending on answer to first) What I was wondering if this could be applied if you did not have a subject of the CSL but your opponent did. I thought this would be the only way to apply ranged CSL to DCV because you have a understanding of how the weapon is used which allows you to predict it (would apply to HTH also). Thank you.
  5. I think I understand what you mean. The doubling Damage Optional Rule and the Adding Damage Table have no correlation. The Base DC is = Base Cost/5. Therefore if I had a Killing Attack 2d6 (Base 30pts) with AOE (+1/2) and AP (+1/4) (Active Cost 53pts) Using the Optional Double Damage Rule the max damage able to be done is 4d6 (6DC x 2 = 12DC) regardless of whats added to it. Meaning he would have to use 11DCs to do max damage with this attack after referring to the Adding Damage table. Thank you.
  6. Re: absortion ? An option is to make a situaltional Aid. When he kills an opponent or causes physical damage with the specific weapon the Aid is triggered. Similar to the Chaos Blade ability in Fantasy Hero. Aid - Puchase enough for Standard Effect equal to max damage can cause with sword. Advantages: Trigger - When causes physical injury with Specific Weapon. Reduced Endurance Delayed Fade Rate Limitations: Custom (-1/2) - Points gained = damaged caused. Focus - OAF Aid Self Only ---------------------------------------------------- This eliminated the need for Drain. To be honest Beast's system would work better. This is more for the character to be vampiric, growing stronger from infliciting damage on opponent.
  7. Good day. My query related to the optional rule (6E2 99) of limiting added damage to double the base DC. It says that you can't do more than double the damage of the base DC of the weapon/Attack. My query related to the Example given: The dagger does 1/2d6 Armor Piercing. This is a 2DC Attack. So the weapon can only do 4DC damage. Checking the Table on 6E2 101; Killing Damge +1/4 4DC is 1d6 damage. But the example say the Max damage is 1d6+1, this is the damage for a Killing Damage +0 4DC attack. I don't understand this. I will do my own example and please tell me if I have done this right. Example Character using Sword 2d6 Armour Piercing (+1/4) Damage (No Str Min.), this is 8DC attack. Character has Strength of 60, this allows him to add 12DC of damage to attack. The attack does 5d6 damage but we are using the Doubling rules. So checking the table on 6E2 101 a 16DC for a +1/4 attack attack does 4d6 damage. This means that the character does 4d6 damage instead of 5d6 due to the doubling rule. This is how I do it. But if I follow the example on 6E2 99 I would do it this way. 2d6 Armour Piercing Attack. 8DC attack but Base DC is 6. Character has strength of 30, can add 6DC. Therefore the Max. damage is 12DC, 4D6. Check the table 6E2 101 column +1/4, 4d6 is 16DC. On the table go down to 8DC on +1/4 and we add 6DC to this with a limit of 4d6 damage, this takes use to 14DC which is 3.1/2d6 damage. If the Character had STR100, added 20DC due to str would take us off chart, but this is not an issue because we are limiting damage to 4d6. Again with we go to the +1/4 coloum start at 8DC and add 20DC until we get to 4d6 damage where we stop. In this cast that is 16DC. ----------------------------------------------------------------------- How am I ment to do this? Thank you for your help.
  8. Good day. Want to confirm what is a Combat Maneuver in relation to purchasing PSL. I would consider it to be any technique which alters how combat is done, Those on the List 6E2 56 but the Skill Two-Weapon Fighting appears to be a specific PSL to offset the first Multiple Attack Penalty to OCV. Is this a special exception to the rule? If no can you purhcase more PSL to offset further penalties. What is the rule on buying PSL to offset the Multiple Blocking Penalty? The other option is just to purhase CSL with limitations to offset the penalty, is this allowed or is it just another way of doing PSL? Could just by standard CSL. Thank you.
  9. Good day. I'm just putting myself forward to request that Hero System Vehicles gets moved over to KickStarter to get it published. We have books for Creatures, Equipment, Magic/Powers and Martial Arts. Vehicles seems the next logical step to me. I always found Ultimate Vehicle to be an incredibly useful book for both pregens and methods for creating my own. I would like to like to see what can be done with 6th Edition. Over the coarse of 5th Edition many different books were release about vehicles; covering the mundane, futuristic, magical and super. I feel we should give the people at Hero Games the chance to put all the experience they gained over the years together for our benefit. I know I will support the project, when it goes ahead I hope you do too.
  10. Re: Building a Computer Virus I am using Mental Defense for Cyberspace and Cybernetic Hacking. APG1 has a section on Cyberkinesis and Possession, great powers for cyberspace and rigging. ------------------------------------------
  11. Good day. Thank you I have read the section in Ultimate Vehicle regarding that. If I take the meaning of the passage. If the pilot is rendered unconsious and the computer the sense groups that the vehicle sensors are linked to are removed, because the senses that the vehicle has are linked to sense groups that the pilot has but the computer does not. So if I wanted the computer to be able to operate the vehicle I would have to buy the sense groups or purchase Targeting, Sense and Range for it perceptions to represent this. i.e. I have a mecha with Infrared and Ultraviolet Perception linked to sight group. The Mecha has an adv. Computer (Int:28 Ego: N/A) which is able to operate the mecha by itself. The pilot makes a systems operation roll to use the IR and UV perception and these are treated as having Sense, Ranged and Targeting because the pilot does. However if the computer was using the IR and UV they would lack the Sense, Ranged and Targeting Enhanced Senses traits because computer lack these. What is the best way to resolve this? If I was intending for the vehicle to be able to operate independantly due to advanced computers could I build the vehicle as an automation to get the senses is it best just to buy the sense groups from the sidebar on 6E1 p.209?
  12. Good day. I wanted to query how senses work relating to Vehicles, Computers and Automations. Has Senses as Standard: Automations. Computers have no sense, they need to be linked to a Automation or Vehicle and uses them. My query related mainly to vehicles. It says that they don't have senses, but the person can percieve out. i.e. A Combat Mecha (Enclosed Cockpit) would have moniters and audio sense to allow the character to percieve normally, these do not need to be purchased (Would purchase Radar and similar powers). However if the pilot was unconsious and the computer system took over operation how would it percieve as it has no senses of its own; If the vehicle has Infrared Perception its linked to sense group Sight giving it Sense, Range and Targeting, but vehicles don't have the sense groups, so I assume this relates to the pilot but the computer lacks this. Are vehicles assumed to have the basic sense groups? Thank you.
  13. Good day. Am Running a Cyberpunk game and need to create a computer virus trap in a system. The purpose of the trap is when a particular file on the computer is attempted to be used the virus will trigger and purge the system. Have built this as Major Transform - Computer Data to Erase. Undone by Having a Back-Up. Have given the power a Trigger relating to reading the file. Also made it continuous and cumlative so it will keep working until its done. My query relates mostly to the players disabling the virus. Either when its inactive or active. I believe Dispel it the way to do this but was wondering about what defenses apply to the power. i.e. Does the power defense of the person who placed the virus protect it or would the defenses of the computer its running on protect it. Meaning if the players disabled the defense of the host computer it would be relatively simple to disable it, however this would also imply that if the virus had been loaded onto a computer system it would of already bypassed the computers defenses also. Would welcome an input on this.
  14. Re: Creating a Wheel of Time Magic System with the Hero System. I noticed that myself, one of the reasons I posted the question was that I was hoping to get some ideas from him. ------------------------------------- I did a search for Wheel of Time on the Forum and nothing came up.
  15. I am looking to run a Wheel of Time game and need to create a magic system for it. Looking for some suggestions on how to do this. Below is what I have so far: Talent: These talents must be taken during character creation. 20pts - Wielder of the One Power – Saidin - Born (Male) 20pts - Wielder of the One Power – Saidar – Born (Female) 15pts - Wielder of the One Power – Saidin – Trained (Male) 15pts - Wielder of the One Power – Saidar – Trained (Female) 10pts - Affinity – Air 10pts - Affinity - Earth 10pts - Affinity – Fire 10pts - Affinity – Spirit 10pts - Affinity – Water 20pts – Detect Channeling (Only same Sex)– Unusual Sense Group; 360º, Discriminatory, Range and Tracking; Extra Time – Full Phase 5pts – See Weaves (Same Sex Only) – See Weaves – Sight Group; Discriminatory 5pts – Know Channeler (Female Only) – Detect Female Channeler – Sight Group Skill: 3/2pts - Weaving – Roll required to weave/cast spells. 3/2pts – KS: One Power – Knowledge of One Power 3/2pts – SS: Weave – Used to study weaves; create new and learn from observation. 3/2pts – Inverting the Weave – Ability to conceal weave from perception other than Channelers – Lost Art. Powers: Virtual Variable Point Pool – This will be bought at variable levels to represent power and control in the One Power. Value Rating vVPP Total 10 Feeble 25 AP 15 Weak 50 AP 20 Average 75 AP 25 Strong 100 AP 30 Elite 125 AP – This level and below can only be taken with Channeler of the One Power - Born 35 Legendary 150 AP 40+ 200 AP Endurance Researve - Varaible size but with Limitation Slow Recovery 6hrs (-2.1/2) - Can use personal instead but suffer 1d6 Stun for each point used. Takes 6hrs to recover what is used. Character is Draining his life force. Weaves (Spells): Characters will learn weaves as the game progresses (Starting with INT/5) with Study, Observation and perhaps instinct (Soul Memory). They will not pay for them directly. Casting Weaves: Once the weave is selected the player makes a Weaving skill roll (-1 per 10AP) to cast the weave. If the character has Affinity for all Elements of the spell the skill roll is -1 per 20AP, however is they have no affinities for weave it -1 per 5AP. I am unsure if I should work affinities as this or just do them as do them each as a +2 Skill Levels for the skill roll and +2CSL(5pt for each affinity.) ----------------------------------------------------- This is the basic concept for my magic system, what do people think and how can I improve it?
  16. On the Action List for time to Speak it says a soliloquy is a No Time Action and conversation varies. My Query regarding this matter is related to issuing commands to followers/automation. If the conversation is verbal or visual depending the length I would take it to be either a Zero Phase or Halk Phase Action. However if the conversation is mental (Telepathy or Mind Link) how long would it take. The query is in regard to Steel Tenticles (HSEG 183). For commanding the tenticles which are built as Automation. Also knowing for other instances would be useful; e.g. Person has 6 Automation under his control, time for giving group orders and individual orders both verbally and mentally? Thank you.
  17. Good day. Want clarify knockback rules. 1) Knockback into a object. The Body of the object used in determining Knockback. Is it the objects current body or maximium? Assuming Current. 2) If an object is knockbacked 30m breaks through a wall and continues for 15m: a) If he hit the ground would they take another 3d6 damage? hits a wall after 5m, to determine if they break through the wall would you use total knockback or work the knock back as if it started from the wall broken through, 15m in this case. That would determine if they take 7d6 damage (based on knockback after breaking through the wall) or 15d6 damage based on the overall knockback if they did not break through the second wall? Theoretically the object could pass through several walls. taking damage from each before stopping. 3) Does any sort of defense reduce damage from knockback, or would how the defense works determine this. Thank you
  18. Good day. Have a player who has a taser which works as a Blast NND. He has said that the defense is being insulated. Would any rED as long as its in the relevant location class as being insulated? 6E1p326 - NND Defense Taser - Any Type of rED, Target is completely insulated. Does this mean he needs both rED and be insulated (not grounded) or either? How do you represent insulation as a defense? Thank you.
  19. Good day. Is there a method to pierce the effects of invisibility? I don't want to drain or dispel the effects, just be able to percieve through it. If I created a sense which operated as Sight but was not part of the Sight Sense Group would it not be effected the power? What do people think?
  20. Good day. I am running a cyberpunk game. One of my players is a Rigger using a large number of drones (automation - computer controlled). ------------------------------------------------------------------- The the drones are the same but vary in size. The drones have a main gun which has a strength requirement of 20. Each meets this strength requirement. In an encounter he had 8 of these drones clamped to his armour and fired them at the same time. The drone can handle the blast and stay clamped to the armour but the PC is not. I figured that the shot would cause him to be pushed back. I figured the strength requirement to fire them all would be 85. I did this by STR 20 can lift 400kg, 8 x 400 = 3200kg. It takes STR 85 to lift this. PC had strength 35. I had him take damage (normal) and knockback for the difference (10DC Normal, using only personal PD to defend). Do people think I did this correctly or is their a better way to do it? ----------------------------------------------------------- Another matter relating to the drones. The PC wants to give the Drones standing orders. 1) If drone attacked but do risk damage use Stunning Weapons. 2) If drone attacked with weapons capable of its destruction, use Killing Weapons. 3) If lose signal from Rigger continue current orders for 1 hour then return to rally point or home base if rally point not set. The Computer has Intelligence of 28 - can run 6 programs at once. The drones have programs to moniter its status, attack target and travel from point A to B. It has the relavent skills to do these task. Should I allow these standing orders to exist or do I need to have him make them as a program - Operational Protocols? Also should the computer be allowed to change which program it has running to accomplish requested task, should this be a Int roll or as it falls into Operational Protocols should he do it as standard? ------------------------------------------------------------ Something I have been working on is that the Rigger uses Mind Link (Encrypted Communication) in conjuction with Speed Reading x1000 for burst communications to communicate with the Drones. The Drones can only communicate with the PC and not with each other or any other outside system. How to I break into this communication? 1) Considered using Flash relating to Encrypted Communications (Mind Link) to disrupt the signal. 2) Using Detect to Detect the signals. 3) Using Mind Scan to locate the computer then Mind Control to Hack into and control it. (The problem is that the player says that the Mind Link is limited to between him and the drones - Disadvantage only with those who have same mind link) How do i replicate the PC Mind Link without first hacking his brain to get the info? Any ideas would be appreciated. Thank you
  21. Good day. What I want to do is create a creature which is highly skilled at using its multiple limbs. Use the Extra Limb Power to represent the additional 10 arms The Talent Ambidextrous seams a logical starting point but not sure if its enough for a creature which has 10 addition limbs. Relating to Combat: My thoughts were initially to use PSL to negate the penalty for Multiple Attacks but after reading the rules realised this was not allowed. So my other thoughts were: 1) Give is CSL (3pts) relating to its natural attacks with the limitation of only when used for multiple attacks, thinking a -1/4 limitation. 2) Create an attack power: Blast 4d6 (20): AOE - 5m Radius, Selective (+3/4) (35AP). No Range (-1/2) - 23 Real Cost. Would be interested to know what ideas people have.
  22. This thread expands and queries my previous thread, " Using CSL and PSL with Multiple Attacks". Assigning SL to attacks when using a Multiple Attack using different Powers. Do you have to assign CSL and PSL to the individual sources of attacks or do they apply to the whole. Example: A PC is piloting a robot equipped with autofire mounted cannon on his shoulder and a railgun in his hand. He has +4 CSL with Ranged Attacks and +2 CSL with the Robots Weapons. Also +6 RSL (The +4CSL is from PC and the +2CLS and +6RSL are benefits of the Robots targeting systems). He wants to shoot 2 targets in front of him. So he has a total of 6 CSL to use. Does he split them between the attacks or does each each weapon get +6. I think he has to split them between each power but my players have queried and I wanted to confirm this. However the +6RSL i think can be applied to both attack fully. Thank you
  23. Good day. Want to confirm how Combat and Penalty Skill Levels can be allocated in relation to Multiple Attacks. If the CSL applies to all attacks used (assuming different sources) can they be applied to all of them. i.e. Character has 2 CSL with All range Weapons(8pt) and 2 CLS with All Pistols(3pt) and had +4 PSL to offset Range Penalty. Assuming he fires two guns; one pistol and one shotgun (sawn-off). How can he apply his skill levels? Would it be +2 OCV to Shotgun and +4 OCV to pistol, negating -4 for his RSL or do you have to apply each SL to one source of attack.. Or would he only be able to use the +2 to All ranged attacks as it can be applied to both attacks and not the +2 to all pistols because it can only be applied to one attack of the multiple attack?
  24. Thank you. Sorry for bombarding you with further questions, but I need to get this straight in my head or its going to drive me to distaction I have looked at the tables in APG2 and understand how to use them but not how they were created. I understand the concept but the results I get don't match. I am doing something fundimentally wrong but cannot see what. I can see that the 3d6 Armour Piercing x2 Attack adding STR 60 (12DC) equals 5.1/2d6 on the table. This attack costs 22AP per 1d6 damage therefore 1d6 = 4DC. So 12DC should increase the attack by 3d6. Why is the attack 5.1/2d6 not 6d6. I am missing something very basic here. This will keep me up for another couple of nights if I don't get it clear in my head why it works this way. ------------------------ As I mention we have the rule that you cannot more than double the DC of the base attack. (As suggested in the book) For the 3d6 + Armour Piercing x2 (67AP) should I take the base DC as AP/5 therefore the its DC is 13 and I can increase the attack by 13DCs up to DC26 on using the table on p.65 APG2. ------------------------ Drain used against power frameworks. If drain/suppess or another point modification power is used on a Multipower or a VPP what part does it effect? I think it would be the reserve for the Multipower and the pool for the VPP. Just needed to confirm this. Thank you very much for your patience.
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