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Yog Sothoth

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  1. Re: Valdorian Age Thanks Rigel! MIssed Darren's post also. January... mmm, too bad it wont be there for Chrismass. This is going to be a good book me thinks. Thanks again for the info! Hugues
  2. Anybody with news of this future release, the Sword&Sorcery Age for Fantasy Hero? Is it just me, or is the project postponed to an "unspecified" later date. Many thanks!! Hugues
  3. Re: [eBay] Adventurer's Club Magazine 26 Issues Excellent Condition! Ok, i'm officially in the race
  4. Re: Polishing The HERO System Problem GRANULARITY: Known by all on this thread already. Here are my 2 cents solutions to add to the melting pot, taken from house rules I wrote while ago. Scuzy for any mistakes or if this was already proposed on the thread already: 3 possible solutions: (1) - In Skill VS Skill or Char VS Char Contest, when a TIE is rolled, the higher characteristics always wins. (2) - In skill, damage, CHAR uses, when relevant to do so, there is always a chance that a lower CHAR or skill will equal a higher break level. Damage is pretty much rules by break points of 5 STR, Skill/CHAR rolls also by breaks of 5 each. 10STR does 2D6N. 15STR does 3D6N. 10DEX implies 11- dex roll. 15DEX implies 12- dex roll. In all cases, if you have STR13, DEX12, etc you find yourself in the granualrity zone problem. This is far less a problem for the Supers genre since char are usually ridiculously high. But not for the heroic genre. Add a D6 dice to the tray, lets call it the Granul Dice (D6). Just like the Stun dice for killing damage. Whenever a char roll is rolled, or STR is used for CHAR stuck in between breakpoints (i.e. ending in 1,2,3,4), in any way, use the dice. If the result od the dice is equal to the last digit of the char + 1, then for that roll, the Char is treated as being at the next breakpoint level. So for 11STR (2D6N) means the Char Dice needs a roll of 2 or less (1+1). If successful, the for that one shot, treat the STR as 15 (3D6). Same goes for char or skill uses. A 13 DEX (11- dex roll), the Char Dice need to roll 4 or less (3+1). If success, the DEX is treated as 15 (next breakpoint) for that roll only, so the dex roll becomes 12- (or gets a +1 bonus, same thing). And etc etc for all the rest of the Game. Result of 1 on the Char Dice is always a succes, and 6 always a failure. (3) - Some tasks can be assigned by the GM for which a certain minimum level of characteristics (often paired with a step on the Time Chart), Char Min, is needed to try the task. Those with characteristics lower either simply cannot or suffer penalties based of the rules for STR Min (Char Min in this case). Suffer a –1 to the roll per 5 Char below, or get a +1 bonus per full 5 Char above. Same goes for the time chart, a step lower on the time chart imposes a –3 penalty, while a step higher, if times permit, grants a +1 bonus (as per the official rules). Example: A GM defines a Strange and Ancien Relic of Chutgha as –4 (18 INT minimum, 1 hour min study) to analyse with an anthropology roll. Gustave come to the museum at night, in the hope of discovering what ancien secrets are held within the relic. Gustaves is 11 INT, with an anthropologie roll of 16- (he is considered somewhat an expert in England on the subject, albeight a slight dumb one). He is at –4 from the start. His 11 INT compares to the 18 INT min, giving him a further –2 (twice 5 char steps lower than 18). He roll his Char Dice and gets a 3 (failure for 11, so no +1 bonus on his roll). So his effective skill then becomes 16-4-2+0 = 10-. Gustave looks at his watch and decides to take some aditional time, cause, baby that thing is hard to comprehend!!.So Gustave spends 5 hours (1 step more than 1 hour on the time chart for a +1 bonus) studying the Relic of Chutgha, giving him a final roll of 11-. Good luck Gustave, this is your chance to finally make it big. That was that.
  5. Re: Lovecraft Horror Hero You can find the adventure about the Anopheles on the Red October website. It is a txt file but still there. Yep a grreat adventure it is. Gratis
  6. Re: Waterspout Spell: -21 to Water Magic Roll? Simply create the power from scratch... ...and call it as suggested by Outsider "bloddy ritual", or "water rite", etc (very good idea). Buy many skill levels, with all the limitations wanted (extra time, extra end, etc etc), and the limitation that it only affects the next spell roll. I would give "Only affects next spell roll" a -1/2 value (-1 seems too high to me). Don't have the books handy anyways, so don't really know. Only a guess, I guess. Outsider would be more apt to give you all the specifics of it. The Wonders of the hero system!
  7. Correct me if I am wrong, or as been stated above. For missile, you can us the "Snap Shot" maneuver. Won't elaborate. And for mele the "Move-By" maneuver. If you attack before any movement is made, I consider it a "Move-By" with a velocity of 0". The attack is less powerful yes, but lets you move later on. I consider the lost, in attack power, as if given to the preparation of the momentum you will need to move afterward. Its just a game also, pretty damm good one I must say.
  8. same answers as above: 1-Before 2-Yes 3-No My post count is ludicrously low for the amout of time I have been browsing this Hero Board forum. Needs boosting a litle too. *** now at 21 post !!! wouhou!!!! *** I realy hope you enjoy the game Power-Mad, it is one of the best IMPO. Cheers! Hug
  9. Learned something new I always thought that Iguana could not loose their tails. Other lezards yes, but I thought it was different with Iguanas. Was puzzled when read your iguana write-up, checked it out, and I was wrong all along!! They do actually do lose their tails as a defence option. Many years of false belief down the drain :-). One of my friend lives with one right now. It's his roommate pet (my friend is not really glad of this), and they will have to unfortunately get rid of it because of that. He is named Emilio, and is quite a beast. Must make a good 6 feet with the tail. I though of adopting Emilio, but my cat would make a serious nervous breakdown (my cat's sanity is well below normal), I don't have the place for such a reptile in my small apparment, and it needs a lot of care. They will hopefully find a good home for him. Good Iguana write-up by the way!
  10. I just read the FAQ carefully concerning images-touch sence, and agree with all that is written there, as well as in Hero 5th Rulebook. I was the one that questionned what would putting a glass of liquid on the image of a table with the touch sense do, to know the outcome (thanks for putting it in the FAQ!). So here is my question. Would buying an image power, with among others, the touch sense group, and then buying a couple of BODY as a seperate power, linked to the image, make it appear more physical (giving it mass along the way)? Like the example of a character bouncing of the image of a wall, with BODY linked to it? Or would this be illegal, meaning that, either another power achieves the same result, or that linking BODY to it would not change anything to the image power per see. The BODY would not heal itself, and once BODY is gone, by any physical blow for example, the image would then again, become "intagible", but still affecting touch. The DCV of the image could be 0, like hitting an adjacent hex. Hope I don't tire you with this image-touch thing . Like you said in the FAQ, this is indeed a nebulous power. Thanks in advance!
  11. To me insanity looks something like this: http://www.badgerbadgerbadger.com I admit, failled my ego roll again.
  12. Here are other ideas I have been poping with in my head, which might contributed to the thread. Also, like using casual STR, which I also think is a great idea (Shadowpup brought it up many times), the total weight carried could be split in different parts. Calculate the encumbrance penalties for armor, then add to that the encumbrance penalties for weight carried in a backpack, then add the encumbrance for the weight of weapons as another part, etc. Could add up all those - 1 or somethings, or decide that the total encumbrance penalty from all that equal the same level on the FRed encumbrance table. It would in general increase the penalties. I never tested none of this personnally. Or as a last resort, since it is FH, I though of using pounds instead of kg when reading the table. I don't know what the result of that would be like. I just though of it now. Very interesting thread.
  13. Voted too! Tonight it will be my cat's turn Hero Games will win them all!
  14. Ahhh... Insanity... I just love insanity rules. The free pdf "Genre by Genre" on this site, speaks about it simply, but clearly. I have developped my own system based on it. Transorm can be clunky at times. So here is what I came up with. I once owned Champions 3D, but I unfortunately sold it years ago. I think you can still find a draft txt file on the red october website. Not sure. "SPECIAL RULES": SANITY When the very sight of certain creatures causes mere mortals to go insane over time, this works well as a new Characteristic: SANITY. SANITY= (EGO + PRE/2+INT/2). SANITY REC=(INT/5+EGO/5), recovers REC per month. Psychiatry etc, will help recovery, just like Hospitals help healing. A Successful Ego roll will halves effect, a success by 5+ negates effect. The Ego roll is made at a -1 per 10 PRE in the attack (like a normal RSR). Base SANITY damage on the PRE stat in D6/5 PRE points of the sanity draining creature. Read the Damage to SANITY like if it was normal damage, counting only for BODY damage. If encountering a group of sanity draining creatures, use the higher SANITY attack as base damage, and add +1 to the SANITY damage for each additional creature present. At zero SANITY, further points go towards a new disadvantage: INSANITY. Based on the events which brought down the Sanity to zero, this can be phobia at first, etc, increasing in steps of 5, but when it reaches 30 pts in this disadvantage, the PC effectively becomes totally insane, becoming an NPC. Ok, it this is very in the "House Rules domain", but might give ideas to someone wanting to create his/her own sanity system using hero. Like written at the end of FRed, which speaks very slightly of insanity, just create the new stat for this particular horror genre. Any comments are welcomed, since I'm still working on this. Third party observations are the best at discovering flaws, etc. And I am not a super expert on Hero System Ruling either.
  15. Further Armor & Encumbrace questions Most don't like the FRed encumbrance rules, as written. Being to 'lite' for heroic genre. I was wondering if anybody tried this, splitting encumbrance in multiples. i.e. calculate Enc. for carried weight (back pack), and seperately calculate Enc. for Armor. Then add them up. This might give heavy armor combatant more penalties. No more plate dude swiging from the chandelier. I never tried it so don't know the outcome. Just an idea I got. Also, how would one calculate the activation roll penalty for different DEF, using one Activation Roll? Example: Lets say a knight wearing plate, with padded leather underneath or chain. Armor has an activation roll, or is ablative. Now lets say the Activation Roll is 15-. A roll from 8 to 15 will attivate the plate (DEF 8), but a roll 7 or less will mean the blow passed in between the plate pieces, leaving only the underneath armor as protection (leather, DEF 3 lets say). Would one call that a -0 SFX campaing limitation? Or would there be a better way to set the value of this limitation?
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