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Nadrakas

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Everything posted by Nadrakas

  1. You're Hero is Needed for an Important Mission, perhaps the most Important Mission in Their entire Career! A Major Toy Company would like to create an Action Figure of You're Hero. All proceeds will be donated to the Hero's Charity of Choice! So what do you say Hero? It's for a Good Cause! Help to Feed the Children! Help to Save the Animals! Help Stop Global Change! Find a Cure for AIDS! Find a Cure for Cancer! You're favorite Charity Awaits! Will you Help those in need Hero? Which Charity do You Choose Hero? ~ N
  2. I already checked. Sadly...no. ~ N
  3. How about each spell having their own individual Side Effect? I know that's a lot more work, but it would provide more personalization to each spell. ~ N
  4. No, definitely a Tim Burton bird. Kind of cute that way. ~ N
  5. Hmmm...I'm in the need for a Job. (Just kidding...while I do need a job, I'd prefer people to actually do their own work and stay "honest") ~ M
  6. That is what I meant: A penalty to the skill roll, whether it is derived from the Active Point Cost or the Active Points of the END -- thus my 1 per X END (??). Call it "Similar" then. "Mana Conveyance" -- throwback to Rolemasters "Channeling." Sorry about that. You can call it "Will & The Way" if you want, it's all cool. Thing is...this would be a big change from the "established" FH setting. If this (or any other method) is the way we want to go, then we need to work it out -- but then we'll be moving away from the "established" setting, and making our own. I'm good with that...but let's make that decision now and work out the specifics. What does PS: Palindromery Powers do exactly? ~ N
  7. Mr Freeze is the Leader of...The Warriors? ~ N
  8. Hero 6e, page 140 (Hero 6e, page 109 I understand what you're saying about the Unified Power and Power Frameworks, and it is allowed in Hero Designer (It's the Official Program...but I won't always rely on it as the "End All, Be All" for any rules adjudication. That's what the books & questioning here under Rules Questions are for -- or just going with "GM Decision"). It does make sense from a Certain Point of View, one that I've never really thought about. You could build each weapon, the M4 (old M-16) and the M203, as a separate Power Framework (more expensive) or go with what you've done with the Unified Power. Only thing is, do most of you're Power Frameworks have the Unified Powers Limitations applied to reflect the ability of Drains to affect the entirety of the Power Framework (At least the Power Framework that make sense that is...)? ~ M
  9. Thank you. I stand corrected. Two Questions: 1. Would this also apply to powers bought with Duration (Constant, Persistent, Inherent)? Do they "stay on" when points are switched? (Persistent: If the Power costs END to maintain, then it remains turned on as long as the character still has positive END to “fuel”). So, switch points -- does the Power disappear? 2. What about Uncontrolled? I could see a Character with a Power Framework unleashing a Power (Say, a Tornado), pumping END into it, then switching the points around in the Power Framework. So...would the Power disappear? Forgive me for asking, but I'm simply trying to understand this. I'm pretty sure that I know the answers...but I want to make sure here. I also found the relevant part in the book: Note: I'm not trying to drag this off topic. If this is in another thread, then please point me there. "Sigh"... ~ N EDIT: Added Question #2
  10. Forgive me, but I didn't think that Unified Power could be applied to a VPP. Wouldn't that be like trying to apply Linked? (Which can't be done...) Forgive me if I'm wrong on this... ~ M
  11. With Skill Rolls (Power Rolls), I think it's usually best that the Player define several "Powers" that work off of the same skill. For example, a "Summoning" Skill to represent the Character's ability to cast different Summoning Spells (All of which Require a Skill Roll: Summoning), or a "Psi" Skill for Psionic Powers. I've had players who wanted to define every power as having a separate Skills, and while this works...it get's frustrating for the player after a while when they have 5 or 6 different "Power" skills. As for the Active Point penalty. Other than ignoring it (Which is expressly forbidden per the Rules...), we could go with a -1 per 20 active points, but that reduces the Limitation to -1/4. As for using a "Mana Pool" -- it shifts where the roll is at. Not that it's a bad thing. It can change the "flavor" of the magic -- which is good. Perhaps a Requires a Skill Roll (Mana Convayence) at -1 per X END (??). Then again...the same problem remains. (Nod) Yes on Racial" Packages -- though I think you would have both "Inherent" Packages (See in dark, enhanced/lowered Characteristics. This might be a good place for a +X to skills rolls with races that have "Inherent" bonuses with certain skills: Elves w/Magic, Halflings w/Cooking, Dwarves w/Everything Under the Sun!!! [i like Dwarves]) and Cultural Packages (With skills). ~ N
  12. On the Power Frameworks, I'd agree for a Setting book and for "Advanced Adventures." As for "Basic Adventures" meant to introduce the system to New Players...I'd avoid them in order to streamline the play and to avoid over complicating things. I think that Power Frameworks can come later in the process. One problem with Power Frameworks though, is when you have a spell that has a long duration. When you switch the active points around, then doesn't that turn the spell/power off? That has been my understanding (And, if I'm not mistaken, has been explained that way in the forum and books...). That makes it difficult to make duration spells without large Power Frameworks. ~ N
  13. All well put. I've always believe that two heads are better than one. And, I will say, at least you're not "Cat-Dog." ~ N
  14. I'm with Tasha. I've known two people that did their own loading and bullet making (One was a Gunsmith by trade), and I've tried my hand at it (I have some of the stuff in storage). It's not easy (Though they made it look easy). As Tasha suggested, perhaps they could come across some of the necessary tools in the house (Perhaps along with a small journal relating an attack by a "Man Beast"?? Perhaps with a few preloaded silver bullets/shot ??). Loading shot in a shotgun would be easier, though "easy" is a relative term. Without the correct skill, and I'll assume that one of the PCs has Weaponsmith (Firearms) with the possibility of SS: Ballistics included, then they are going to have difficulty making bullets, loading them properly and not having them misfire/jam/blow up in the chamber. Not trying to take away from your adventure. ~ N
  15. Not bad ideas. Maybe not for the Basic Adventure (But then again...maybe..why not...). I like this idea. An older warrior with a peg leg (Lost it in a fight against an Orc/Ogre). A Wizard with a drinking problem (Complete with a magical item that summons "Beer"...or a spell that does the same) A Halfling Thief (Who is kind hearted and gives his money to an orphanage) A Dwarven Wizard! (Who doesn't Drink or Curse) A Cleric who lost his faith and is now a recluse (Perhaps the adventure is what he needs to regain his faith?). A kind hearted Orc healer who helps those in need (And is a Pacifist) A Wizard that wears metal armor (Nod) Agreed. Unless we want to go with something completely different here, I'd stay with what we're all familiar with. It's a good, solid base. Not saying that later we can't build/create a setting with it's own "Power Style." We could. Just at first, I agree that it's a good idea that we take advantage of what already exists as much as possible. ~ N
  16. The Joker is the Master. ~ M
  17. Sounds good (Again, if we decide to go with a Fantasy Setting...) As for the "Power System," I'm not sure that using Power Frameworks for a Basic Adventure is the way to go. I want to keep things as simple as possible. I'd provide any "Power Users" with just a few straight forward Powers (all well explained on what they do & how they work in "game terms") and then move on to the adventure. I mean...if we really had to use a Multipower, then I'd say that the Slots Lock out all other Powers, but that would be it. Multipowers are kind of complicated beasts and I wouldn't want to have to start explaining things and then loose new players because of that. Now, that being said, the more Advanced Adventures with Pregenerated Characters...sure, regular builds with all the "point savings" that we're familiar with. No "House Ruling" here...but we should make good, solid builds, along with Power Frameworks (Both Multipower and VPP). Of course, some explanation would be in order for any new players who pick up the product, so they don't get confused. Hmmm...perhaps a rewrite of the characters from the Basic Adventures, incorporating their powers into a Multipower Framework? Just a thought. I'm thinking of it as a Teaching Process, in that we're Teaching Heroes to other people. Heck, I've done it with other games (Usually in person though...but the concept is the same.). Peace ~ M
  18. So...who would Robin be? Adric? ~ M
  19. Lucius, that could be real difficult. How can you tell which way you are going? ~ N
  20. Well, my wife does say that I'm a "Pain" sometimes. Glad to be "of assistance." ~ N
  21. Shotgun, with a "Silver Shot" load. Good spread and easier to make than a "full" silver bullet. Besides, combine it with an H&K CAWS or USAS-12 (or other Auto Shotgun) and "Wolf Sweeper." ~ M
  22. WhoBat. Intrinsically wrong...but funny. Of course this does explain why, in every single TV Show and Movie, Batman is a different person. ~ N
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