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Krieghandt

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  1. Re: Sentient Weapons Using multform comes to mind as well. The creation spell will give a hammer a living form. The hammer, tho, controls the multiform (Living form, or inert form). Multiform is also a 5-1 bargain, but there is only one form(GM approved), and a total physical lim that only the weilder can command the living form. Another version would be a two part power, one is a follower (the sentient) and the other a multiform hammer. just some random thoughts
  2. Re: New Spells for a New Player in a New Campaign I would place the END pool in the spell itself, with a REC of 0. This requires the caster to recast the spell to reaugment the spell. Another way would be to give recovery, but conditioned so that it worked only during casting of the spell (requiring extra time, ie: while chanting and drawing the rune, the mage summoned the energies that would empower his wind trap). Dramatic advantage would be, the longer he casted, the more END the spell would have (subject to an arbitrary limit set by the GM).
  3. Krieghandt

    Armor

    Re: Armor Leather and other organics decay in the constant presence of human sweat, and straps are constantly being stressed any time the wearer moves. In battle breakage is usually a dex penalty as the armor ALWAYS moves into the wrong place. Trust me. with plate, the plates are warped and dont fit the body (rare), or more commonly, the straps have broken. So I would remove the section. Chain is the easiest to deal with, as a piece of cord will tie it back in place, so I would use a 14- for less armor. Brigadine and Leather tend to have large, hard to repair rips in them, but tend to stay on, like a torn leather jacket. 14- to by pass all armor, no dex penalty. Just some fast rules based on personal exprience with broken armor Krieghandt
  4. Krieghandt

    Armor

    Re: Armor from personal exprience, armor doesnt really "wear out" so much as it gets sections ripped off. Roman chain being one of the exceptions. I just use armor damage as a plot device, forcing Sir Steelplate to visit a nearby smith for repairs. Oh, and hacked up monster hide isnt worth as much as whole. Krieghandt
  5. Re: Magical House Locks What is this "over the top" you speak of? Seriously, I do like some of the ideas, if only for other uses.
  6. Re: Magical House Locks I think your going at it backwards. I like the door as a force wall idea. Now, instead of changing the FW into a lock, change the key into a suppress (magical locks only). Now guild keys would be OIF, and theif tools would be IIF. Add in a simple side effect NND (defense, blessed by Locksmith patron god) for the Guild key, and viola, one mechanically unpickable lock. Add some power defense for midlevel locks and PD/difficult to dispell for the high end locks. These would also be hardened to prevent teleportation. Yep, good ideas, think I'll steal them for my self. Krieghandt
  7. Re: Help request with new power Actually, why cant you use drain? Drain flight, x dice, cannot drain below hover ( 0" ) -1/4, all or nothing -1 or drain str, only for flight, all or nothing remeber, 0 str characters cant move Krieghandt
  8. Re: A Whole New Way To Deal With Magic I presently use multipower, and require all adds be bought on the power. keeps the power levels in the heroic range, gives players flexibility, and cost 1/5 or 1/10 the points. After all, when was the last time you didnt use an EXP, PEN, +1 stun fireball at full force? Krieghandt
  9. Re: Building a Cybernetic "brainjack" I like it, except the EMP part. Anything needing that kind of bandwidth will probably be made of fiber optics. On the otherhand, pulling out the cord will "restrain" it, so I would just go with a grab to restrain. YMMV krieghandt
  10. Re: Are HERO gamers more wedded to more "realistic" game physics? Since I was around for the original genre conversions, I got to see how little it takes to tweak Hero rules to get "flava". In fact, the easiest way to make "missles that never miss" is to make it a +2 add, requires reduced penetration over 3DC. Bang, done:thumbup: . Even leveling isnt that hard to create. But some systems are smoother than Hero, like the orginal Boot Hill (I own versions 1 and 3) and some go further in directions then Hero (Aria is one, but the base combat system is sooooo broken) And for realism, I made a quick rule on weapon "classes". So a military vehical class weapon has a +6 body add. Makes the M2HB .50 a LOT more deadly. So I think that Hero has such a solid foundation, that you can just add flavor rules, and with a little tweaking for balance, be on your way. Most of the time. Boot Hill was soooo cool. Krieghandt
  11. Re: New Liquid Armor (for real) Dusters. And its significant against knifes and shrapnel. The first sales will actually be to prison systems, since shivs exploit the weakness of kevlar. Another use will be to protect the inevitable joints in the Kevlar/Ceramic sandwich armor. BTW, anyone notice the parrallels in modern armor and post chain mail armor design paths?
  12. Re: Need designing a magic system This is a perfect opportunity for player involvment. I would create several basic marks and several combinations (say, bout 20) and let the players help you come up with even more. of course you will need to rule with an iron hand here else they take advantage of your good nature. "known symbols" sounds like a knowlege to me. And I would have the VP limited to known symbols unless the disad, MegaSideAffects is taken. Cost of limitation, well glad you asked. I would use it to scale the cost of the VP for the campaign, anything from -0 to -2.
  13. Re: Magic System Question #4 not necessarily, as I sell spells as multipower slots, and some GMs sell them as skills, or as powers derived from skills. Krieghandt
  14. Re: How's the Turakian Age working out for you? Is it going to have salt flats? In my world, one of the reasons ships stop there is for the sea salt. And since salt is an overlooked force of medieval economies, I added it to Turakian Age. For more historical info, check out the book called.... drum roll please... Salt:D Krieghandt (and here I was getting ready to make Ptoloumus Aarn)
  15. Re: Archery Ballistics location, location, location. arrows that dont hit organs or major blood vessles are just painful areas of potential infection. Another known effect is that major muscle groups that have arrows, fencing blades, pencils, etc have a good chance of "shutting down" about 45 seconds after being damaged. I think the biggest reason of arrow penetration of kevlar is speed. bullets try to strecht and snap kevlar strands, which is 100 % of its strength, while slower objects try to move the weave aside. Carbon fibers are only 10% strength vs. sheer stresses. just some observations Krieghandt
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