Jump to content

Lord Quintus

HERO Member
  • Posts

    73
  • Joined

  • Last visited

Everything posted by Lord Quintus

  1. Re: Harry Potter HERO It's a nice, comprehensive list (I actually compiled the entire book one, slightly more accurately, on my own, long before that.) But it has some errors. This is a case of people not using their brains and/or reading the entire description. For instance "Relashio" doesn't scare away Grindilows. It does that, but that is not it's main purpose. Relashio shoots harmful sparks out of the wandtip (something like EB 1 or 2 d6, fire special effect) and instead of losing effectiveness underwater, it scalds the enemy with steam instead of firey sparks. "Aranea Exume!" is a non-book spell (so I don't care about it as much) but it repels spiders not just anything. Thus the rootword "aranea" (spider) at the beginning. The movies tend to make spells more specific. In the same vein, Oculus reparo repairs eyewear not everything. That's the job done by the regular old "reparo" charm in the books. Sorry about that. I started ranting. Nothing agaisnt anyone here, but I had to let that out.
  2. Re: Harry Potter HERO That's coherent enough to work! However, really basic spells, (like lumos) seem to almost always work. I would probably allow my players to buy off the magic skill roll (for free) for a set number of spells everytime they moved up a year. I.E. at the beginning of first year, all magic requires a skill roll. Once they graduate from 1st year, they get to start using one or two spells for free, and so on. The "Magic" skill should also let them do some tricks "for free" such as send non-harmful sparks out of thier wands. Harry does this when he first holds his wand and in the Triwizard tournament and the exploration of the Forbidden Forest in first year, students use sparks without any sort of incantation or even effort really. Also, if a young (and especially magical) student gets really mad, they should get a few tricks done without wands, and without set powers. Example, when Harry blows up Aunt Marge in the third book, and also when the (locked) cubboard flies open as he walks past. Harry at that point is slinging magic around in a rage, not even needing the benefit of a wand.
  3. Re: Harry Potter HERO Not to be rude, but could you explain what you mean? I don't recall any predictions Harry made that weren't lucky geusses.
  4. Re: Harry Potter HERO The only thing is, what about spells like lumos (wand-light) or permanent transfiguration spells that don't require any effort past the initial casting?
  5. Re: Ambidexterity and two-weapon fighting. Hmm.. it is kinda odd isn't it. I can just see its mother saying: "JIM! GET DOWN OFF OF THAT PLANET NOW!!!" lol Seriously programmer guys. Work on that :ninja: thing!
  6. Re: Ambidexterity and two-weapon fighting. I'm glad we finally made a convert out of Austenandrews Does anyone else think the planet smileys are weird? I think that the :ninja: smiley would have been a more productive use of time.
  7. Re: I need serious help!!! Once again, Herodom restores my faith in the universe. Thank you very much guys! As for Digital Golem's suggestion, I do plan to turn it into a multipower later. Unfortunately I don't have $80.00 to spend on a Core Rulebook (I've been using my friend's. I was like "If you want a GM, you let me use the book!" ) and Herodesigner software. Yet. Rob, you are a Godsend! I can't beleive I didn't think of the linked thing sooner. Thanks guys.
  8. Okay Herodom, I need your help. I have in mind a weapon for a character which I think would be best if built as a multipower. Normally it's a 3d6 RKA with 16 shots/charges. However a limited number of times per day, I'm thinking around 7, it is able to imbue the bullets with magic, making them do more damage. The problem is that I can't seem to figure out how to write it up so that it uses up to separate types of charges, a "bullet" charge and a "magic shot" charge. Also, I plan to add more types of ammunition to it--later. If anyone has any ideas on how to build it help me out. I'm not very good with multipowers--they get me all confused and stuff.
  9. Re: Ambidexterity and two-weapon fighting. Well that's good to know! It's almost like being in Japan! By the way Shrike, I like your signature. I'd like to say that out of those 10 people, I am among the former group rather than the latter. Happy April 11011th!
  10. Re: How do you get players to role play in genre? My advice is to kick them. Kick them mercilessly and repetitively. Kick them till they squirm. But seriously. It depends on what genre you are running. Since your group are veterans of good ol' D'n'D I would start them off in a Fantasy Hero campaign close to what they are dealing with. Slowly build up more and more roleplaying. Do it sneakily. Start out with as many fights and such as you normally would, then, over the course of several sessions-maybe even several campaigns-bring them more and more into the roleplaying aspect. If that doesn't work, refer to my original advice.
  11. Re: Ambidexterity and two-weapon fighting. I'm glad to see there's been some (positive and/or nonmalicious) response! I was somewhat afraid people would make fun of me for not being able to understand the rules. We really need to get that ninja smiley made.
  12. When I read the stuff in the rulebook, I was lead to beleive that purchasing two-weapon fighting allows you to ignore penalties for the off-hand, effectivley giving you ambidexterity only for purposes of fighting with two weapons. Ambidexterity, while redundant for two-weapon fighting allows you to have no "off-hand" in any situation, not only when fighting with two weapons. Is my interperation correct according to everyone else? I'll give an example for the heck of it: Tynell has two weapon fighting for the purposes of using handguns, but he does not have ambidexterity and is right handed. Ally has ambidexterity and likes to use her right hand a little more than her left, but she only uses one weapon at a time-a rapier. Dr. Malicious manages to break the right hands of both characters during a battle. Ally picks up her sword with her left hand and continues to fight without penalties. Tynell has dropped his right hand-gun, and begins to take penalties with his left-hand gun. Would this be correct? On an unrelated note, there should be a :ninja: smiley.
  13. Sorry if this question has already been answered, but transform really confuses me. From what I can gather, all organic targets will gradually transform back into their original state unless a specific way to heal is specified. But some of the examples, like blindness or psychic surgery don't make sense. They say that they heal back normally, but what good is removing someone's memories if they will come back. And the discussion of the blindness example led me to believe that the sight would not return (barring some sort of spell or something that the creating player wouldn't have to think of in advance and define as a specific way to heal back) however, it seems that according to the rules, in a few months, possibly a year or two even, the sight will be back. Am I just misinperterpting the rules or something? Also, what if a transformation is irreversible? For example, I am getting ready to start a campaign centering on vampires. Once a human has been transformed into a human or ghoul (basically a zombie) the process cannot be reversed. How are my players to build that power?
×
×
  • Create New...