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JohnTaber

HERO Member
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Everything posted by JohnTaber

  1. Re: 6E GM's Screen Pages? You can get a set that I use for Fantasy Hero 6e on my site. Look in the Campaign Files under Spirit Storm. I also have inserts for Terra Incognita (aka Fudge).
  2. Re: How to introduce group to the Hero System? Tons and tons of great ideas here. I agree with them all especially the concept of a tryout game where characters are provided. This way they can get up to speed on the system. If they want to try anything Hero get Digital Hero #9 and my Champions adventure. It has characters, villains, and a simple story. I made it for the sole purpose of introducing folks to Hero. If you want something canned for FH check my website. The Melderyn adventure Peanut Gallery is completely canned and ready to play.
  3. Re: How to Build a Grappling Hook That is how I would do it or maybe a multi-power with Swinging and Stretching OR Swinging, Stretching, and Entangle. Boy I love Hero...this is fun.
  4. Re: IM stumped on this one... Huh...Transfer is not in 6th edition. That would make sense to me. You could use a linked Drain and Aid. That would be spiffy.
  5. Re: Santa Is AWESOME I got FH 6e and the Bestiary 6e from my brother direct from Hero...I mean direct from Santa...so I could get the PDF too. The family got a GPS for Geocaching which has been really fun.
  6. Re: GM chart / screen referance? I have a 6e shield that I made for FH. Here is a link directly to the PDF.
  7. Re: How are magic items (equipment) created in your setting? Here is what I do in my campaign... 1.1 Magic Items Magic items in the Spirit Storm campaign world are simply objects that have spirits bound to them. Once bound these spirits perform some type of service to the user. Magic items are considered fairly rare. Most players will have seen a minor magic item or heard tales of them but they have likely never used one. Magic items take the same time to build as if the user was buying a new spell. The only consideration is that magic items cannot increase their Active Cost over time like a regular spell. They must be purchased with the intended Active Cost or recast at the higher level. As magic items can be quite cheap to purchase this is a way to balance things out a bit. Magic items are built as spells with the following additional advantage and limitation restrictions. Note that the restrictions mentioned above still apply to the spell that is used to create the item. 1.1.1 Advantages · Trigger – The Trigger advantage is used on many magic items except for those with permanent effects (e.g. magic armor or weapons). Often a Trigger with a defined condition that resets automatically is used (+3/4). An example is a wand with a command word and flourish. This also infers that magic items are not as powerful as spells directly cast by a spirit mage. This is intentional. 1.1.2 Limitations In general limitations are applied to the spell which creates the object NOT its actual use. Limitations which affect the usage are simply added as Limitations and should be applied with GM guidance. · Charges – Charges are often placed on magic items. Also they often take the advantage of Increased Recovery Time (i.e. they take longer than a day to recover). · Extra Time – This is a very common limitation in the creation of the item as often they can take quite a while to cast. Note that this extra time does NOT include the collection and creation of the Focus. · Focus – Magic items must take the Focus limitation. Even though items are time consuming to make and take rare materials they should not take the Focus – Expendable limitation as the item is not “spent” when used. Instead see Limited Power: Difficult To Make below. · Limited Power: Difficult To Make – Spells that produce a magic item make take a limitation to reflect the fact that they are difficult to make. This means that if they are destroyed or lost it takes effort to replace the materials needed to cast the spell. Items that are very difficult to replace take a -1/4 limitation. Items that are extremely difficult to replace take a -1/2 limitation.
  8. Re: First Two Chapters Of Posthegemony: Terra Nomenklatura Available I cross posted this on my Facebook page. I think it looks interesting. Definitely not a typical Hero setting.
  9. Re: Presti's Weapon Rebuilds I think this is a good idea. I actually took the weapon list from FH 2e instead of the one from 6e because I think it is better balanced between Str Min, OCV, and damage. I'm less into what a weapon ACTUALLY does but more into balance. In 6e there is no reason to use a broad sword when a hand axe is better.
  10. Re: How to build an Energy Drain power...? [ATTACH=CONFIG]37103[/ATTACH]Attached is a PDF of an electrical villain that I used in an older campaign. It has several fun options that you could use.
  11. Re: More Areas for the Genie's Prison. Hi Denizen: I liked the Genie's Prison as well. I think I really liked the idea of different challenges that the PC have to accomplish. It felt like a FH Danger Room kinda and I like it...I plan to use it for my group in the next set of adventures. Sorry...didn't really answer your question.
  12. Re: THE HERO SYSTEM EQUIPMENT GUIDE -- What Would *You* Like To See? I know this is not likely to go but please consider taking a hard look at the various FH weapons in regard to Str Min, Damage, and OCV mod for play balance. I actually thought the EARLY FH editions were more balanced. For example, current and axe is +0/1d6+1/Str Min 8. A broad sword is +0/1d6+1/Str Min 12. I would never use a sword. Before swords all had +1 OCV...this makes up for the Str Min differences. Anyway...thought I would throw it out there...
  13. Re: Equipment I use a set of standard starting equipment, a Money Perk that is broken out in the common currency, and costs for weapons and armor. Most folks get by without even caring about starting money unless they want to play a knight type character. Then they have to fork out some money to buy the really heavy armor. In my campaign defenses are expensive so I wanted to create a currency system to support it. You can get the campaign doc here that has all of the details: http://www.usandacat.com/herohq/campaigns/SpiritStorm6e.pdf
  14. Re: Locate Object Detect. Apply advantages and adders to get the exact effect that you want to achieve. CAREFUL! This power can be a game breaker depending on how it is constructed. Make sure it would not invalidate investigation type stories if you plan to run those...
  15. Re: Suppress Body with Invisible Effects The way I understand it when you suppress an objects Body it is destroyed. IPA means the cause and maybe the damage is not shown but it is essentially destroyed. Sure...you could use it that way...I'm not sure this would work if you want the user to be able to shut off the power and have it return to a functional state. For that effect you may need transform...not sure...
  16. Re: House rule: a new form of figured CHA? I would just add straight character maximums for OCV/DCV. The reason is that I might want a character who is clumsy but small. Thus I might buy up DCV for being small but still have a low Dex.
  17. Re: Weapon that does knockback with no damage? I'll steal Derek's idea...1d6 Drain On Knockback Resistance with Does Knockback then Double Knockback multiple times. It is really cheap and throws the person WAY back.
  18. Re: Convertiong 5e FH to 6e FH Hi Michael: My group will be going through this transition soon. In 5e the characters are 135 pts with roughly 30 EP each (165 pts total). I converted them all directly into 6e with NO adjustments and got the following: Bilby = 197 Cillian = 188 Kanga = 199 Po = 199 That is the inflation for my group as an FYI. My thought right now is to have them rebalance at 200 pts. Anywho...some data pts...
  19. Re: The Fraim Brothers! Welcome! We are a friendly and active bunch...at least most of us...ok...some of us...
  20. Re: FANTASY HERO Sneak Peek #1: The Cover! Really fantastic cover. The FH covers are so rockin'!
  21. Re: Magic Sword help 6E I would actually go with your second approach. Just buy extra killing attack with a limitation. For example +3d6 HKA with a limitation that you get +1d6 each kill. That seems pretty simple to me.
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