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Legendsmiths

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Everything posted by Legendsmiths

  1. Re: Multiple Power Attacks: Abused? At least in heroic games MPAs are not supposed to have similar effects. Squeeze and Headbutt wouldn't work. Multiple energy blasts wouldn't work. Grab & Headbutt would. EB and Entangle would. Even if at the superheroic level I would require the separation of effects, otherwise it seems like a cheap way to sweep. I also require a full phase for MPA, although no DCV penalty. The only way to move and MPA is if the MPA elements have a move element associated with it. In the abstract, it means that if you move and MPA you are -2 OCV -2 DCV. In the specific you have to perform a Move By or Grab By type maneuver. I prefer the abstract, as it is simpler and more universal, but that's just me.
  2. Re: Question: Differences between Dark Champs 4th and 5th? And oddly enough, an Action! system adventure now... http://www.goldrushgames.com/trm.html with d20 stats... moonlighting, are we?
  3. Re: Fate systems I will also respectfully disagree. People's playing styles differ. Those who hoard the chips and spend them on abilities they never risk or use cinematically have a different experience than those who are out in front making a go of it. Hopefully each player is getting what he wants out of the game. However, let me offer this perspective. I do not award bonus XP for good roleplaying purely subjectively, but also objectively. Players can gain a bonus by playing up their disads in light of the situation, making a witty statement in character, or doing something amazing that everyone at the table is impressed with. I've had players actually say that another player's actions were "chippable". Also, if someone does something extreme because it is the right thing for their character to do, and then actually fails and DOESN'T use a chip, that's worth a chip. So, the guy that hoards his chips and doesn't do anything is going to get a flat 3 chips per session... and that's his XP. The guy that lives life on the edge burning chips and playing hard will get bonus chips for being the hero and playing up the scene. My hope would be that both players are enjoying themselves. If the hero is a little light on XP, I'll work in in-game bonuses for him (vehicles, bases, contacts, equipment, magic fountains) that reward his play and keep him on par with the other players if that's a problem. Having the chips tied to XP gives them greater meaning than something arbitrary and consistent. Previous incarnations of fate systems I have used have been more similar to what you propose and separate from XP. I have had the most fun with this system, but that may also just suits my players more than it suits yours. I think keeping them separate has its advantages, and in such a system I would still reward good roleplaying and actions with fate chips, not XP, because I do see the value in keeping characters balanced. Just another POV.
  4. Re: Multiple Power Attacks: Abused? Yes, lots of fun. I strickly enforce the "must be different effects", but it makes for handling grab and bite or grab and stab/punch/headbutt much easier.
  5. Re: Fate systems Funny, I like the system to be crunchy tight and then come up with ways to break it. I love the detail of the HERO system and love how easy it is to bend it at the same time. To answer the bizzarre ricochet question. Is that possible in the standard rules? I'm not sure it is. The actions all have to be possible to succeed. If there is less than an 8- chance of success, the odds are extreme: So, that would at a minimum require 2 pts of fate. However, since crit failure is defined as +7 or more, something that has a 3- chance is a crit failure on 10 or better. This would mean the character would have to, 62.5% of the time, spend 2 pts of fate to make the crit failure a regular failure, then 2 pts of fate to make it a success since it is extreme odds. At best then I would rule that the ricochet would hit the unarmored portion of the head, but roll damage normally. If he wanted to do max damage, he would have to spend another 2 pts of fate to make it a crit for max damage. THEN it would have to be a weapon capable of killing the target (i.e. 1d6+1 9mm to an Ogre is unlikely to kill). So, 6 fate points later he turns a crit failure on this trick shot into a crit success, which may or may not kill the target, assuming that such a trick shot could happen. Unfortunately, you cannot spend 5 points, but if you allowed it, either he is spending 6 white chips (2 full sessions worth of chips) or all blues (which means a lot of luck or more than 2 sessions to amass them) or reds (in which case I get some GM chips). With all of that I doubt the player would be into it. 3 pts is about all a player will spend, in most cases.
  6. Re: Fate systems The players in my DC game are Deadlands nuts, and slowly coming to have a lot of fun with HERO. I really like fate systems, and have always like the Deadlands system, but I do not like soak. I think this is a great way to handle both XP and fate. I like a lot of what you have posted RDU, and may blend it with mine. Thanks for sharing.
  7. Re: question about normal damage With the caveat that STUN vs. Killing is STUN - (0) if rPD = 0 So they aren't quite the same.
  8. Re: Fate systems Create a pot of chips with the following distribution: 50 white 25 red 10 blue 3 Draws/session white = 1 pt red = 2 pts / GM draw blue = 2 pts crit success is less than effective skill/2 or nat 3 crit failure is failure by 7+ or nat. 18 A maximum of 5 points can be spent at once. Notice that there are no soak rules. However, since a Dive For Cover maneuver is a roll, and a crit success can get you almost anywhere, you can probably avoid damage in that fashion. FATE 1 point failure to success/success to failure 1 pt of LUCK (see Luck power) 1 pt Favor 2 points crit to non-crit success to crit success failure to crit failure 2 pts of LUCK 2 pt Favor +1 point affect enemy extreme odds on success conversion (less than 8- chance of success) +1 LUCK +1 pt of Favor These are also your XP. Bonus draws will be awarded on completion of a mission, as well as a reward for creative play and in character humor. XP: Red/White are worth 1 pt, Blue are worth 2. Chips can only be turned in after the session ends in which they are awarded. Upon completion of a particularly heroic/epic mission/adventure, a legend chip should be put in the pot. This is worth 3 pts on its own, both for XP and fate. When used there is a 50% chance that it is gone forever. You can have more than 1 legend chip. Some other extensions/synergies based on these rules: 1. Pick your location for 1 pt. This is basically the assumption that if you take the location penalty you can spend a white chip to hit it unless you fail miserably. Instead of slowing the game down, if a character hits/succeeds let them spend a chip and hit the location they want. 2. Don't allow soak. HERO already has rules for Roll With Blow and Dive For Cover... that's how they should be used. It results in a far more cinematic play of chips than "I take no damage", and stresses these abilities that already exist in the system. Warnings This system scews fate but can create very memorable scenes that normally would not happen. As an example, last night there was a floating sorcerer with vampire like immunities (a real morbane-powered bad-@$$). One of the characters pulled a stake and lept after him. Since the sorcerer wasn't really expecting such an affront, and the parley that had occured just moments before, I asked for Stealth vs. PER to determine surprise. The character lost, but spent a white chip to succeed, making a surprise attack on the sorcerer. This allowed him to grab and stab (multiple power attack) the sorcerer in the heart. Tough nut that he is, the sorcer wasn't killed, but was stunned. Another character in the group seeing his opportunity (and the fact that the sorcerer had his DNPCs hostage), ran, leapt in the air and said he was using his sledgehammer (big guy) to pound the stake further in. I told him it was -10 OCV to hit the stake specifically (already embedded in the vitals) and the sorcerer was at DCV 4. He had a 6 or less to hit, rolling an 8. He spends not only a white to succeed but a blue to make it a crit, doing max damage. I rule the stake is already past the sorcerers armor and takes full damage. Dust (but is he really dead, hmmmm). Anyway, the players cheered and fun was had by all. Will this happen all the time? Unlikely. 1st, the rarity of blue chips and 2nd, that was 3 XP. some characters will hoard their chips, spending them on abilities while others will only spend a few points here and there on abilities using them in play. Regardless, it's a lot of fun and if that's what you are looking for then I can recommend it. I like combining XP with the Chips as it makes people understand their value better. It's also easy to go, "That was a great idea," or "Man that was a great soliloquy," and give them a chip draw. Mucho fun. For fantasy, especially our setting, we have a variant of this that is very much in context. It will be part of the published setting and certainly applicable in other settings.
  9. Re: question about normal damage The combat summary covers this on the first page: http://www.herogames.com/FreeStuff/freedocs/Two-Page%20Combat%20Summary.pdf KILLING DAMAGE 1. Apply STUN multiplier to BODY damage rolled. This multiplier is either 1d6-1 OR determined by hitlocation. 2. Subtract all resistant DEF from the BODY damage rolled. The result is the amount of BODY taken. 3. If the target has resistant DEF, subtract all resistant and non-resistant DEF from the STUN caused. The result is the amount of STUN taken. NOTE: If the target has no resistant DEF, he takes full STUN... his non-resistant DEF is ignored. NORMAL DAMAGE 1. Apply NSTUN muliplier based on hit location to the STUN rolled. If not using hit locations, no multiplier is necessary. 2. Subtract all resistant and non-resistant DEF from the BODY damage rolled. The result is the amount of BODY taken. 3. Subtract all resistant and non-resistant DEF from the STUN caused. The result is the amount of STUN taken. EXAMPLE 1 Target is hit in the head with a 1d6 killing attack vs PD, rolling 4 for damage. Target has no resistant PD on his head but has 6 non-resistant PD. Target takes 20 STUN (hit location STUNx is 5) and 8 BODY (hit location BODYx is 2). EXAMPLE 2 Target puts on a helmet with rPD of 3 and is hit by the same attack. Target takes 11 STUN (4 x 5 (hit location) - 3 rPD - 6 PD) and 2 BODY ((4 - 3 rPD) x 2 for hit location). EXAMPLE 3 Target is hit in the head with a 3d6 normal damage club after removing the helmet in triumph, rolling 10 STUN 3 BODY for damage. He has no rPD right now, but that's okay. Target takes 14 STUN (10 x 2 (hit location) - 6 PD) and 0 BODY ((3 - 6 PD) x 2 for hit location). EXAMPLE 4 Target, having taken 14 STUN, which is greater than his 10 CON, is now stunned. His assailant hits him in the head again.Since he is stunned, he takes x2 STUN. The second blow is the same: 10 STUN 3 BODY. Now Target takes 34 STUN (10 x 2 (location) x 2 (stunned) - 6 PD) and 0 BODY ((3 - 6 PD) x 2 for hit location). Ouch! If he wasn't unconcious before, he should be now. So, wear your helmet. It keeps you safe. A couple of easy rules to remember: 1. STUN multipliers before defenses, BODY multipliers after. 2. Killing BODY is only stopped by resistant defenses. 3. Killing STUN is stopped by all defenses unless the target has no resistant defense. 4. Normal damage (BODY and STUN) is stopped by all defenses.
  10. Re: entangle I agree. Zut Alors! Anyway... If it is a spiderweb, he should buy it as transparent to crushing damage and vulnerable to flame. I also agree that 5 DEF 5 BODY is way huge. I hope you are fighting creatures which typically have 50 STR or more otherwise your combats will go like this (especially if you buy transparent to crushing damage): Players to Arachnomancer: Web it!!! Arachnomancer: Webbed! Players: Clubs to the front! GM to himself: Can I push the STR of my Troll by 20 pts???
  11. Re: Character Sheet Hey Greg, good to hear from you. oooh, probably not. Simply from a time standpoint (I have them in excel). However, you can do a replace on the indirect(p19) formula with this: LOOKUP(P19;$P$3:$P$13;$V$3:$V$13) That will work as well. INDIRECT works in OO if you use a name in the formula, but if you use a reference to a name it does not. Odd. If there is enough demand, I will make an OO Narosia Sheet. The conversion was actually pretty easy, mostly cosmetic.
  12. Re: Magic Missile My Way I thought multiple attack rolls were only with Non-Selective. Or is it that with any selectivity multiple rolls are required.
  13. Re: Magic Missile My WayThe irony is that all of these are actually fairly expensive and not 1st level in anyway.One could argue that 1d4+1 per hit is more of a 2 DC attack.Another aspect is the fact that you can attack any target(s) in range, and that a magic missile at 9th level caster only has a 20" range.How about this: Cost Power END 12 Magic Missile I: EB 2d6, NND (Force Field; +1), Does BODY (+1), Area Of Effect (24" Radius; +1 3/4), Selective (+1/4) (50 Active Points); Cannot Use Targeting (-1/2), No Range (-1/2), Max Targets = (Level-1)/2 (-1/2), Requires A Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4) 5 17 Magic Missile II: (Total: 45 Active Cost, 17 Real Cost) EB 2d6, Area Of Effect Accurate (One Hex; +1/2), No Range Modifier (+1/2), NND (Force Field; +1), Does BODY (+1) (40 Active Points); Cannot Use Targeting (-1/2), Requires A Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Limited Range (Magic Skill * 1.5"; -1/4) (Real Cost: 12) plus +5 (Real Cost: 5) 4 Powers Cost: 29 MAGIC MISSILE ISince the area affected would be in his hex, the DCV would be 0. The area is 24" radius, actually bigger than the D&D spell, but not by much. AE avoids basic cover issues, although a target in another room would not be affected. Since it is selective, the caster does not need Personal Immunity. The Max Targets limitation is in there because I think it's about a -1/2 limitation however you decide to resolve it. You could have it be open and say it is -1 Magic Skill per additional target after the first. It could be defined by STAT/5 or Magic Skill/2 - 5 or something along those lines.I don't think there is a way to perfectly emulate the original MM spell. I also think that Autofire is the wrong path because of the attack roll dependency (i.e. make it by X). AE, especially considering the relatively short range of MM seems a more cost effective way to go.MAGIC MISSILE IIAnother approach is to allow a Sweep/Rapid Fire casting maneuver using this version of Magic Missile. This builds in the inherint high skill required for multiple castings. If a mage were casting 4 missiles, he would be at -6 to each casting. If he misses the first, he is done. As a GM you would have to decide whether the Rapid Fire would then count on the attack roll as well. I think that wouldn't be necessary, since the Rapid Fire effect already took place in the casting roll. This creates a pretty reasonable approximation of the spell.I hope this provides more fuel for discussion.
  14. Re: Character Sheet Having designed the original sheet and some HD export templates my experience says no. I saw your question to Simon about this. You are welcome to the sheet, although the one I posted was in OpenOffice format (attached again). If you haven't used OO I highly recommend it. It's a fantastic product. I will be posting excel versions when I am done testing them for our setting. We use the spreadsheet because HD doesn't support sectional armor and equipment management the way many of us play fantasy (which is fine, HD doesn't have to do that).
  15. Re: WHy does everything have to be by the rules? I agree 100% with Keith and Derek (assuming, of course, their opinions do not conflict). I stat things out as much as I can, usually on the fly, with little regard for points. Points for the GM are a guideline to guage the power of an ability. I don't want to throw a 120 active point attack at my group of 75pt heroes... that's just mean. So, I have an idea of how many points (60,80, whatever) and then figure it out from there. Simple benchmarks go a long way: 12d6/9d6/6d6 for standard/AP/NND. With that in mind, I can handle anything. I always want to ensure the end effect/ability of an NPC are played out as system based as possible. How I arrive there is another question entirely, if I can say I arrived there at all. Deciding a demon should have a 2d6 NND Area Effect Infernal Aura is more important than understanding how many points that costs. It costs what it costs: all demons should have it. If I have to write up the adventure for publication, obviously. If the effect is a plot device, or simply too complex to figure out I would certainly hand waive the ability knowing that 360 active points = instant death, 120 active points = immunity. I know many people on these boards don't like to say Effect = x points without acknowledging what rules might get you there, but in the end if its not for a PC what difference does it make? Points are for PCs. Thank you Keith.
  16. Re: A Crisis of Faith... All of the crunchy bits that you want to print out are posted in pdf already. If you like print books, they are nicely done. I'm going to pick up the revised as soon as it is out. The test drive is very complete and gives you an excellent overview of the game. We actually played for a few months using only that before the original was released.
  17. Re: A Crisis of Faith... You couldn't download the Test Drive from http://www.greatwhitegames.com/Downloads/index.htm? The revised rules + Necessary Evil are out today (pdf and print). Yay! I also own AFMBE (All Flesh...). It's good, and unisystem is a solid system. I definitely want to give Dungeons and Zombies a look (I like fantasy), but I really prefer the way Savage plays over Unisystem. Nice thing is that Unisystem translates nearly effortlessly to Savage, so things like Buffy are totally doable. Not HERO, but a fistfull of Heroclix + SW = fast super smackdown.
  18. Re: Playing 3.5 after Fantasy Hero When playtesting Narosia for d20 (2 weekly 6 hour campaigns by 2 GMs) the net result was the same in both cases. While some combats were fast, others were tediously slow. This is a generalization from both campaigns. One encounter of equal CR at higher level and 6 combatants per side took 4 hours and wasn't all that fun. Nobody died but the bad guys and nothing terribly heroic happened. That was the straw that broke the camels back. We all said that if we were going to spend 4 hours in combat we'd rather play GURPS or HERO where at least we can enjoy the actions we take other than simply watching the dice roll and tallying damage. There are numerous ways to speed up HERO combat, if you feel the need, and many of them capture the heroic element that is often missing from d20 combat. d20 is a great game, and can be a lot of fun to play, but it is what it is. 12 equal CR combats in a single 6 hour session doesn't sound all that fun. That's one combat per half hour without any accounting for breaks, etc. I question how rewarding those 12 combats would be beyond,"Yay, we win". I want characters teetering on the edges of cliffs, characters stunned at the worst time forcing players to dive for cover and take the "killing blow" on them, characters falling down mountains forcing mages to improvise force walls to stop them before they plummet to their dooms. That stuff is fun and never happens in d20 without bizarre house rules, which isn't the point is it. It's all about what you expect out of the game and what kind of experience you want. I like to talk about the actual events of the combat instead of the simple victory in the abstract. Reneshat mentioned a 1st level character and a 150 pt HERO character being equal. That is another argument entirely, but I'll put my 2 cents in and say I respectfully disagree. I put 1st level characters at 25 pts, +10 pts per level. This makes 10th level characters about 225 pts and relative to a 25pt militiaman seems about right. Experts/Merchants/Sig. NPCs are usually around 35-65 pts and I start a "1st level game" at 75 total points. That doesn't seem like much but you can define a character very well and have an enjoyable "1st level" experience at that level, assuming your adversaries are typically 25pt gobbos and such. This brings the game down to an earthy level and makes 150pt character "Heroes" in the very real sense.
  19. Re: Mike's Quick and Dirty 1st Ed. AD&D to HEROGood point about personal immunity. So, if you could mind control a demon with psionics (i.e. not magic) then you could get him to cast a spell on himself.Anyway, I think we've almost got it. Use Desolid and Add Requires Skill Roll subject to SvS contests instead of using your activation roll. Then the monster would have an appropriate level of Magic Resistance bought as a 3/2 based on 11-. The contest would be against a magic skill of the caster.Assuming a mage casts all of his spells at 11-, then a "9th level" spell would require a 20 Magic Skill. I don't remember the impact of level on MR but I assume its 5% per level (an 11th level caster vs. an MR of 100% reduces it by 55%). Without getting into the specifics of % to 3d6 translation, an 11th level caster casts 6th level (-6 Magic Roll) spells, having thus a 17- skill. If you think the base casting would be 12-/13-, then plan on a 19-. This means a "100%" Magic Resistance is still around 19-. Just so you aren't making too many rolls, just translate that into a penalty of -8 (19- minus 11-). In summary, and a bit simpler: Cost Power END 44 Magic Resistance: Desolidification , Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Personal Immunity (+1/2) (110 Active Points); Only To Protect Against Magic (-1), Requires A Resistance Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll; -1/2) 0 Powers Cost: 44 Increased Magic Resistance: 2 pts per -1; base penalty is +3.Magic Penetration: 3 pts for +2 to Magic Skill to penetrate Magic Resistance.Greater Magic Penetration: 6 pts for +4 to Magic Skill to penetrate Magic Resistance.Equivalents25% Base (+3)35% +250% +160% -075% -185% -290% -395% -496% -597% -698% -799% -8100% -9You could allow "Negative MR" at -2 points per +1 to the base. This would get you down to 5% at +3 for 6 pts.To make things easier to build, just create a number of preset compound powers that include the cost of the MR skill levels. Cost Power END 54 Magic Resistance -2: Desolidification , Magic Skill Penalty +3 (25% base resistance), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Personal Immunity (+1/2) (110 Active Points); Only To Protect Against Magic (-1), Requires A Resistance Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll; -1/2) plus +5 to Increase Magic Skill Penalty 0 Powers Cost: 54
  20. Re: A Crisis of Faith... http://www.guardiansorder.com Unfortunately their site is down (nice). I have the Tri-Stat dX book sitting right here. I think Tri-Stat is a nice system, but I don't think it has the depth of HERO. It's fast, easy, and pretty comprehensive, but I think it comes down to playing style. If you are looking for light and fast I would point you to Savage Worlds (http://www.greatwhitegames.com/). The supers book is coming out tomorrow. It is a universal system with Fantasy (2 settings), WWII, Vietnam, Supers, and the new Deadlands Reloaded will be in Savage Worlds. It is a lot of fun to play, mechanically and experientially, and I think has more crunch than Tri-Stat plus a lot of flavor. It is my game of choice when not playing HERO. If that's what you are looking for, grab Savege Worlds Test Drive. Personally I want more detail in my regular games, and and only one other system provides that (GURPS). Unfortunately, that other system doesn't handle juiced up nanopunks throwing derelict cars at each other very, um, cinematically (i.e. lots of guacomole after the first throw), so HERO it is. I understand how players can be... it took me a couple of years to get my group to even consider HERO but now that's pretty much all we play. The options can be daunting, but the options are what make it tastey. Just because you have a whole spicerack doesn't mean you must add every spice to your dish. Be selective. Go with sidekick. Use some of the materials produced by HERO, materials from the fans (http://www.killershrike.com/, http://surbrook.devermore.net/index/, http://www.starherofandom.com/h_trekhero/index.php, plus more), or Narosia if you are looking for more fantasy material. There are a lot of options out there. System is important, but I think the whole experience is what will sell it to the players. If they play in an awesome setting with a great story the system will be more transparent than otherwise. What you don't want is the system to poke through at inappropriate times and break the spell -- the system should work, and support any actions the characters take, logically, consistently, and quickly.
  21. Re: Mike's Quick and Dirty 1st Ed. AD&D to HERO I think you also need to add No Range -1/2 to your Dispel.
  22. Re: Mike's Quick and Dirty 1st Ed. AD&D to HERO But as a special effect it works very well and handles the issue elegantly. I certainly wouldn't allow a character to have it, but a monster is another issue entirely. If you are going to use Dispel, then 30d6 is not enough. Many spells from the Grimoires and elsewhere have far more than 90 active points. To use the absolute effect rule, if you are trying to adhere to the guidelines as much as possible, then 180 active points is more appropriate (page 250 FH). Death is 8d6K, NND Does BODY. That means it is 360 active points, meaning you would have to have 360 active points of dispel to stop it. If you applied the HERO standard of 10 pts = 2 BODY damage, 3 pts = 2 BODY DEF, then you could extrapolate and say 120 active points should be enough for 100% immunity. However, I agree that Dispel has the appropriate scope... 90 active points is just too few. Additionally the way you've built it would result in the creature suffering the effects of a second spell in a single phase, since the power can only affect a single spell at a time. Yes desolid requires GM approval, but this is for monsters and it is to simulate a particular game effect. Add a VPP with enough active points to accomodate the creatures largest power + Affects Physical World. However, if you do that then you need to add the limitations such as "Can't pass through objects" and so on since it isn't truly desolid. I think this option, as presented in the main book, handles MR easily. Is it too cheap? Maybe, but that's easily fixed. Another option would be to use Damage Reduction as a model, but interpret the percentage as an all or nothing. So, 25% is 15 pts, 50% is 30 pts, 75% is 60 pts, and 100% is 120 pts (uncanny). You could define "magic" to be enough of a special effect that it is effectively the same as physical/mental/energy; while it can be any of those as appropriate by spell type, each of those forms isn't necessarily magical. By all or nothing I mean that 75% gives a 75% of stopping all effects or it lets 100% of the effect through. 8-/10-/12-/18- for 15/30/60/120 pts. Casters could by skill with reducing this (Find Weakness, success = -1, + -1/2 pts of success). 120pts just seams about right for the active point cost. 400 some seems too much... defenses should be cheaper than attacks.
  23. Re: Mike's Quick and Dirty 1st Ed. AD&D to HEROI think this might be a better case for Desolid, Immune to Magic Only. Buy it as inherent, and then apply your limitation to it. Cost Power END 22 Magic Resistance: Desolidification , 25%, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Activation Roll 8- (-2), Only To Protect Against Magic (-1) 0 28 Magic Resistance: Desolidification , 50%, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Activation Roll 10- (-1 1/4), Only To Protect Against Magic (-1) 0 33 Magic Resistance: Desolidification , 75%, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Only To Protect Against Magic (-1), Activation Roll 12- (-3/4) 0 40 Magic Resistance: Desolidification , 95%, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Only To Protect Against Magic (-1), Activation Roll 15- (-1/4) 0 45 Magic Resistance: Desolidification , 100%, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Only To Protect Against Magic (-1) 0 Powers Cost: 168 It is much cheaper, so you may want to apply an arbitrary cost multiplier to it. Otherwise you can accept that within the scope of special effects it is as balanced as anything else.
  24. Re: Creature: Ettin I'm confused. So the starfandom site isn't yours? Are you any good at php coding? What would be sweet is a direct hdc to html display module. Upload an hdc file to the directory and it is instantly available on the site, fully rendered. I could provide space for something like that on the http://www.narosia.com site, but the creatures would have to be Narosia biased. What is Pocket Empire?
  25. Re: The Dogs of War (AD&D canines for HERO) Drawback is that everyone now wants a dog.
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