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Lord Quintus

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Posts posted by Lord Quintus

  1. Re: Power Building Quandry

     

    If all you want is the Undetectable effect' date=' add +7d6 Mind Scan, Standard Effect (+21), Only For Making Mind Scan Undetectable (-1). 35 Active, 17 Real.[/quote']

     

    Unless I'm misunderstanding your suggestion, this is not needed. There's an optional 20 point adder for Mind Scan to make it undetectable in the rules.

  2. Re: Power Building Quandry

     

    These are all good ideas, but I think I might want to clarify a little? I want the character to always be able to know what direction he needs to go and about how far away he is from the "mark" until he gets within visual range of it. That sounds like some sort of detect, but the scale is bothering me. On the other hand, the first two levels of Mind Scan do that, but making them undetectable even if they are purely passive seems maybe too expensive for what I want the spell to do. I think I've gotten enough suggestions here to properly construct the power and I'll post it later tonight or tomorrow.

  3. Re: Power Building Quandry

     

    I think the mind scan would also need a couple of other modifiers. Off the top of my head the +20 Mind Scan is Undetectable by target, and a limitation related to the fact that the Mind Scan is only usable to determine the target's location.

     

    Although, even a cheaper version would at least tell one what direction the target is in, assuming the character had an even moderate success on his roll. I guess it would work well, since it would always allow the character to know at least what direction to go and would tell more if he did better.

     

    It's starting to seem like it's pretty expensive for what it is. . .

  4. I've come to a difficult realization: I've dreamed up a power I cannot immediately create in HERO off the top of my head. What I'm thinking of is a tracking spell that allows the character to find a creature as long as that character has a personal item of the creature he is tracking. I've got nothing for ideas. Anyone?

  5. It's been a while since I've used HERO, though I still feel confident of my ability to make nearly anything using these rules. Right now, a friend and I are sharing a copy of FRED (because we're poor), so I don't have the book to answer my question.

     

    Now on to said question.

     

    Recently, I have been reading various GURPS books for some nonsense one of my friends wants to do. I was wondering if there is any easy way to simulate the "morph" abilities of doppelgangers and the like. Multiform, if I'm not mistaken, works like "were" version of GURPS shapeshifting. That is, it lets you shift between predefined forms. Is there a way to make a shifter who can take any shape? Or at least, any humaniod shape or the like?

     

    Thanks,

    Quint

     

    (Sorry I'm wordy. :( I ramble.)

  6. Re: Is "evil race" an intrinsically rascist concept?

     

    The first thing is to ask yourself -how- different your various races are from eachother. Are they peanut butter heads*, or are they -really- different, despite similarities in gross anatomy? IE : Is it racist to say that chimpanzees are not as good at sybolic reasoning as humans, or that humans are not as strong as chimpanzees?

     

    Second, you have to decide for yourself how much of the way a person turns out is nurture and how much is nature. If nurture is predominant, then morality is largely a matter of upbringing. If nurture is predominant, then its the blood that matters, not the environment. A little of each, and sometimes, despite the best efforts of the "parent", the kid just turns out evil (or good!).

     

    I tend to go for nurture peing -mostly- predominant as far as good/evil goes. If you get a wee little baby orc and raise him under different conditions than he would otherwise have been, his 'moral code' will turn out different as well. He may still prefer 'action' based solutions, since his physiology has a more highly developed "fight or flight" mechanism, but that doesnt mean he will necessarily be a bully. He may even develop some different habits, since his physiology will support them (example : his digestive system is more tolerant of things like spoiled foods, so they dont smell or taste bad to him. Subsequently, he often eats them, grossing out other people....)

     

    You beat me to it! That's pretty much exactly what I was going to say. That's the way we've always run our D&D games. I once had a paladin and we slaughtered a whole tribe of Goblins, but their children were unharmed. The other players wanted to kill the kids or leave them to starve. That wouldn't have sat well with my paladin, so I took the goblin children back to my temple to be raised by good people. Because I did something that could have potentially gotten myself killed (people really didn't like goblins in this area, the gate gaurds almost didn't let me into the city) I got a few bonus XP. Even though we killed a whole lot of goblins, we still had the basic understanding that it was their inferior intellect coupled with society that made them evil. (The lower intellect giving birth to that society.) If you look at it closely, the "evil races" like orcs and goblins tend to act like the societies of the pre-sentient humans, like neanderthals (spelling?).

  7. Re: Zelda HERO

     

    Heh' date=' glad you like it. These are only the items for the first Zelda game. If you want, I could start working on items from some of the others. I'd need to do some research though, because the only Zeldas I've completely beaten are the original, ocarina of time, and Link's Awakening.[/quote']

    Anything you could offer would be great. They may be only from the first game, but most of the weapons and items function mostly the same.

  8. Re: Zelda HERO

     

    I can't help any with monsters and character packages, but I did stat out the power ups from the first zelda game for one of my stranger games. It might give you some ideas.

     

    Wooden Sword: HKA 1d6, Reduced Endurance (0 END, +1/2), (AP 22); OAF (-1), (RC 11) plus RKA 1d6, Reduced Endurance (0 END, +1/2), (AP 22); OAF (-1), Only Usable When At Full Health (-1), Linked (to HKA, -1/2), (RC 6). Total Cost: 17.

    White Sword: HKA 2d6, Reduced Endurance (0 END, +1/2), (AP 45); OAF (-1), (RC 22) plus RKA 1d6, Reduced Endurance (0 END, +1/2), (AP 45); OAF (-1), Only Usable When At Full Health (-1), Linked (to HKA, -1/2), (RC 13). Total Cost: 35.

    Magic Sword: HKA 4d6, Reduced Endurance (0 END, +1/2), (AP 90); OAF (-1), (RC 45) plus RKA 4d6, Reduced Endurance (0 END, +1/2), (AP 22); OAF (-1), Only Usable When At Full Health (-1), Linked (to HKA, -1/2), (RC 26). Total Cost: 71.

     

    Shield: +2 DCV, (AP 5); OAF (-1), Not Usable Against Energy Attacks (-1), (RC 3).

    Magic Shield: +3 DCV, (AP 15); OAF (-1), (RC 7).

     

    Blue Ring: Physical Damage Reduction, Resistant, 50%, (AP 30), OIF (-1/2), (RC 20) plus Energy Damage Reduction, Resistant, 50%, (AP 30), OIF (-1/2), (RC 20). Total Cost: 40.

    Red Ring: Physical Damage Reduction, Resistant, 75%, (AP 60), OIF (-1/2), (RC 40) plus Energy Damage Reduction, Resistant, 75%, (AP 60), OIF (-1/2), (RC 40). Total Cost: 80.

     

    Power Bracelet: +25 STR, Reduced Endurance (0 END; +1/2), (AP 37), Only For Pushing Things (-2), OIF (-1/2), No Figured Characteristics (-1/2), (RC 9).

     

    Blue Candle: Sight Group Images, Increased Size (16" radius, +1), Conforming (+1/2), (AP 25); OAF (-1), No Range (-1/2), 1 Recoverable Continuing Charge (5 minutes, recovers after ending combat and leaving the area, -3/4), (RC 6) plus RKA 2d6, Area Of Effect (one hex, +1/2), 1 Recoverable Charge (recovers after ending combat and leaving the area, -1 1/4), (AP 60), OAF (-1), Limited Range (2", -1/4), Linked(to Images, -1/4), (RC 12). Total Cost: 18.

    Red Candle: Sight Group Images, Increased Size (16" radius, +1), Conforming (+1/2), Reduced Endurance (0 END, +1/2), (AP 30); OAF (-1), No Range (-1/2), Only to Create Light (-1), (RC 7) plus RKA 2d6, Reduced Endurance (0 END, +1/2), Area Of Effect (one hex, +1/2), (AP 60), OAF (-1), Limited Range (2", -1/4), Linked(to Images, -1/4), (RC 24). Total Cost: 31.

     

    Wooden Boomerang: Entangle 12d6, 0 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From All Attacks (+1/2), Reduced Endurance (0 END, +1/2), (AP 202); No Defense (-1 1/2), OAF (-1), Ranged Based On STR (-1/4), (RC 54) plus Telekinesis (2 STR), Reduced Endurance (0 END, +1/2), (AP 4); Only To Pull Items Toward User (-2), OAF (-1), Linked (to Entangle, -1/2), Range Based On STR (-1/4), (RC 1). Total Cost: 55.

    Magic Boomerang: Entangle 12d6, 0 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From All Attacks (+1/2), Reduced Endurance (0 END, +1/2), (AP 202); No Defense (-1 1/2), OAF (-1), Limited Range (20", -1/4), (RC 54) plus Telekinesis (2 STR), Reduced Endurance (0 END, +1/2), (AP 4); Only To Pull Items Toward User (-2), OAF (-1), Linked (to Entangle, -1/2), (RC 1). Total Cost: 55.

     

    Bombs: RKA 2d6, Time Delay (+1/4), Explosion (+1/2), 99 Charges (+1/2), (AP 67); OAF (-1), No Range (-1/2), (RC 27).

     

    Key: Lockpicking 20-, (AP 25); OAF (-1), 1 Charge (never recovers, -4), (RC 4).

    Magical Key: Lockpicking 20-, (AP 25); OAF (-1), (RC 12).

     

    Bow: RKA 2d6, 99 Charges (+1/2), (AP 45); OAF (-1), (RC 22).

     

    Magic Wand: RKA 1d6, Reduced Endurance (0 END,+1/2), (AP 22); OAF (-1) (RC 11).

    Magic Book: Aid RKA 4d6 (max effect: +1d6 to Magic Wand), Persistent (+1/2), Continuous (+1), (AP 100); OIF (-1/2), Limited Special Effect (magic, -1/4), (RC 57).

     

    Red Potion: Simplified Healing 30d6, (AP 300); 1 Charge (never recovers, -4), OAF (fragile, -1 1/4), (RC 48).

    Blue Potion: Simplified Healing 30d6, (AP 300); 2 Charges (never recovers, -3 1/2), OAF (fragile, -1 1/4), (RC 48).

     

    Stepladder: Teleportation 12", Reduced Endurance (0 END, +1/2), (AP 36); Extra Time (1 Turn, -1 1/4), OAF (-1), Must Pass Through Intervening Space (-1/4), (RC 10).

    Raft: Swimming 10", Reduced Endurance (0 END, +1/2), (AP 12), OAF (-1), Surface Only (-1), (RC 5).

     

    Monster Bait: Mind Control 4d6 (Animals), Telepathic (+1/4), Reduced Endurance (0 END, +1/2), Continuous (removed by winds or rain, +1), Cumulative (72 points, +1), NND (defense is sealed body covering, self-contained breathing, or immunity), Area of Effect (10" Radius, +1), (AP 115); Set Effect (taste me; -1), OAF (-1), No Range (-1/2), (RC 33).

     

    Heart Container: Aid BODY 2d6 (standard effect: +3 BODY), Delayed Return Rate (5 per century +3 1/2), (AP 85); OAF (fragile, -1 1/4), 1 Charge (never recovers, -4), (RC 13).

     

    Heart: Simplified Healing 3d6, (AP 30); 1 Charge (never recovers, -4), OAF (-1), (RC 5).

     

    Stopwatch: Major Transform 6d6 (all targets into targets stopped in time, heals after leaving the area), Personal Immunity (+1/4), Affect Desolidified (any form, +1/2), Area of Effect (15" radius, +1), Continuous (+1), (AP 337); 1 Continuing Charge (1 turn, never recovers, -3 1/4), OAF (-1), No Range (-1/2), (RC 59).

     

    They were all done more in the style of accuracy to the video game, instead of a way that would make sense in a story.

     

     

    Snarf! You are my FREAKING HERO!

  9. Re: Zelda HERO

     

    A thread i LIKE

     

    so.. well

     

    Kokiri: are little elf with a fairy companion; i think is not likely to be played, 'cause kokiri tend to be immortal,linked to earth and forest, and like. Even Link from OoT is not a Kokiri so... besides, if you want to play Kokiri, give them some Life Support

     

    Goron: rock race,a beautiful race, high damage resistence (even higher from fire, see Darmani in Majora Mask); rolling ability may be treated like a multiform or an HA, as you like

     

    Zora: an even beautiful race; swimming aquatic people. high agility, swimming, water breathing, and, if you like Mikau "boomerang" (Majora Mask) even a EB (you can impose "only warrior subrace" but i don't think Mikau was a warrior... he was a guitarist :))

     

    Rito: race from Wind Waker. Interesting bird-people, but i prefere Zora and Goron

     

    Ocarina: without every doubt, is a strong and powerful object, may be a VPP or a Mutlipowered, even if some are nothing more than teleport, we are a summon (summon Epona), a Change Environment, and some more

    you can make Ocarina of Time a powerful artifact, better if central point of history

     

    Masks: have you ever played Majora Mask? play it. I've just finished (on GCN) and is BETTER than OoT (i prefere OoT at WW ;))

    Masks are very powerful (specially Fierce Deity :love::cool: ) and may be very nice to play with masks

     

    a suggestion: you can permit even Deku Scrubs (from Majora Mask) as player characters race

    Deku Scrubs: a wooden plant-boy; he can "ground glide" on water (with some limitation), shoot some "bubble" and fly/high jump using pink/yellow flowers

    Thanks for your valuable insights. Personally I could never get past the first temple in Majora's mask, I kept falling into the poison water when I needed to light the torches. Maybe my control will be better on GCN :winkgrin:! Anyway. I won't be including the ocarina, except possibly very late in the game in the hands of a corrupted Link. Also, I'm not including the deku because I doubt they survived the destruction of Hyrule. Since the Zora are aquatic, I'm geussing their civilization actually flourished. The Koroks are what the Kokiri were transformed into by the Deku tree, and in my version of the world, he changed them back when Hyrule rose from the sea. I've just been informed that the Hylians (Link/ Zelda) and the Hyrulians (normal people) are different. Apparently, Hylians are longer-lived and have the pointy ears, so they're kinda "Zelda Elves." The Hyrulians are just normal humans. Can anyone comfirm/deny that last bit?

  10. Re: Zelda HERO

     

    Here are some thoughts...

     

    - If you're going to make the combat of the game feel like the video game, then the strength of your monsters will all depend upon how you deal out damage. In the first game, Red Octoroks could be killed with one swing of the Wood Sword. So are the Octoroks weak or the Wood Sword strong? That's up to you to decide.

     

    - I've been working on Mega Man HERO conversions this week and I've learned that for video game type damage you're better off making all of your attack damage use Standard Effect. Again, this only applies if you want to recreate the feel of the video game.

     

    - Monsters had different strengths in different games. The Leevers in The Ocarina of Time were a lot more difficult to kill than they were in Zelda 1. So you should decide which game you're pulling from, or a combination.

     

    I think this is a very interesting project and would be interested in contributing.

    :hail: I've been graced with the direct words of BEN! Wait until the Benites hear, they'll writhe. :hail:

     

    Seriously, thanks for the advice (he's magnicent and useful). I'm doing the basic backstory from The Wind Waker (cuz it's the only one I beat all the way :whistle: ) synthesized with the monsters from Ocarina and Wind Waker. They seem to be mostly compatable. Thanks for the standard effect rule idea. I think it may work.

     

    On a realated note:

    Does anyone know the name of the litte goat-things with the pitchforks that never seem to run out?

  11. Re: Zelda HERO

     

    Zelda.com

    Ta da!

    Forgive me if I sound rude, but this hardly seems to be pertinent to my particular problem. Mostly I'm after HERO conversions for monsters. I've looked and I think I can handle the races. It's the monsters that I really need help with. I beseech assembled Herodom to aid me. Please. Pretty please. With sugar on top.

  12. Re: Zelda HERO

     

    Kokiri are those little Elf guys and the Gorons are the roundish rock people...what are the others like? I can't remember.

    You are correct on both counts that you attempted. Rito are birdmen, the Zora are aquatic people with long heads, Hyrulians are the "normal" people of Hyrule (Link, Zelda) and many have pointed ears, but not all. The Gerudo are a mostly female race that are like gypsies, from what I understand. Every hundred years a male is born, and the last one was Ganondorf. Does that clear it all up?

  13. I'm getting ready to do a Zelda game on HeroCentral. It's 75-point heroic characters. I was wondering if anyone had done something like this before and had some Package deals for the races that I could look at, too speed things up. I'm allowing people to be Hyrulians, Kokiri, Zora, Gorons, Rito, and possibly Gerudo (female). The Rito, Hyrulians, and Kokiri aren't much of a problem, but ideas are still welcome. If anybody knows of a cache of converted monsters, I'd really appreciate it.

  14. Re: Harry Potter HERO

     

    I'll agree that it's an advanced charm, but I doubt only Aurors know it, let alone their top people only. Lupin knew about it and he had no problem attempting to teach a child the charm.

     

    Harry's good, let's not turn him into a god though.

     

    TB

    Your right, I overexaggerated. What I meant is that only people uncommonly proficient in battling the Dark Arts seem to be any good at it. Even Lupin isn't able to summon a full patronus.

  15. Re: Harry Potter HERO

     

    Harry was learning Expecto Patronum in his third year, and many were impressed that one of his age could cast that spell. I do not remember if the book stated what year it is normally taught, but I would think it would be in the 5th year or higher.

    This is just Me speaking, but due to the level of impressiveness that other wizards veiw Harry's Pratronusing abilities with, I suspect it is a highly advanced charm taught normally only to top Aurors. That's just my shilling though.

  16. Okay, while I've been able to build the powers for almost any character I've thought of so far, there have been a couple which have stumped me. I can't remember them all at the moment, but the one that I do remember is Rouge, from the X-Men. How would one build that set of powers?

  17. Re: Harry Potter HERO

     

    Actually, the site lists the spell as "Arinea Rximae", which makes even less sense. I suppose it's from a video game, since the HP Lexicon lists most movie spells (and identifies them as such).

     

    Keith "Arinea Rximae?" Curtis

    Well, I wasn't quite sure how to spell it. It is probably "Areanea Eximae" but the "r" and "e" keys are right next to each other, so I gave them the benefit of the doubt. That one is a movie spell, from Chamber of Secrets.

  18. Re: Harry Potter HERO

     

    In the fourth book' date=' when Harry was making up predictions he claimed that he would have a falling out with a friend and later in the book Harry and Ron had a falling out when Harry was entered in the Triwizard tournament. That's the only one I can remember off hand alas. It is suggestive of something though, aside from nifty foreshadowing on JK Rowling's part.[/quote']

    Ah, okay. I'll concede that point. IMEHO, that was more likely foreshadowing for that particular book. Also, even Trelawlny makes certain predictions which turn out to be true, like the rabbit dying. While we're on the subject of predections, did anyone else who read the fifth book think that that prophecy means neither Harry, nor Voldemort can die by anyone else's hand? This would be quite liberating for Harry, I would think, since he now knows he can survive anything thrown at him. However, a broader interperatation could be that only Harry or Voldemort can cause the other to die. That would mean that as long as Voldemort was the reason for Harry being in a situation, he could die. Any thoughts from the others?

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