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eepjr24's Achievements

  1. I think you answered my question, but the wording left me one small doubt. You said if it could not be applied in its current state. So let's take a simpler example and make sure I am getting this right. 3 PD 3 ED Resistant Defenses, Time Limit: 1 Minute (-2), Variable Limitations (requires -1/4 worth of Limitations; -0) Okay, the query I have here is can the caster take Non-persistent (-1/4) as their variable limitation? If so, does that potentially increase the END cost since time limit is an advantage on Constant powers. Or are there other impacts I am not thinking about? I think it is just not allowed because powers cannot change cost after creation? But I want to be sure as I am working with new to hero players who ask LOTS of questions. 😃 - E
  2. So I have a power that has variable limitations. What happens if that variable limitation at the point of application interferes with a power build? This is particularly applicable to spells where the user can change which limitations they take. Example 1: Persistent Power (does not matter which) Advantages: 0 End Limitations: Time Limit: 5 minutes, Limited Range: 30m, Variable Limitations (at least -1/4) So what happens if the spell caster chooses Costs End only to Start (-1/4)? Or if they choose Nonpersistent (-1/4)? Both of these would appear to violate the constraints of Time Limit as a limitation. Example 2: Instant Attack Power (no matter which) of > 30 AP Limitations: Variable Limitations (at least -1/4) What happens if the spell caster chooses to link his attack spell to a weapon attack as his variable limitation? For instance, he decides to link his 30 AP blast (larger) to his dagger attack (smaller) for -1/4. Is this legal? And yes, I unfortunately have actual cases where both of these could happen, just trying to look ahead to how to handle in game play. - E
  3. If you do the math at -1: 6 points at -1 is 3 points. That is 1 point for 2 points added, same as it was in 4e. It doesn't work out quite as well for 1 pip or 1/2d6 of aid, but if you just keep it to 1 for 2 it works out well enough IMO. Otherwise I would be in favor of some other sort of linear increase, doubling seems to be easily abused. - E
  4. That was it. Not sure why the View Reason did not mention that one. - E
  5. I have a power I am working on but for some reason it is showing Always On as not available. Here is the screen shot: Under view reason it says: Always On may only be applied to abilities which are either Persistent or Inherent And the power text: Stabilization field: Aid PD 2d6, Area Of Effect (16m Radius Explosion; +1/4), Persistent (+1/4), Constant (+1/2), Affects Desolidified Any form of Desolidification (+1/2) (30 Active Points) What am I doing wrong? - E
  6. On 6e1, 142: "Any level of Expanded Effect allows a character can use an Adjustment Power to Adjust both the reserve/Pool and one or more slots in a Power Framework at once". This contradicts the text on 6e1, 140 and I think it is a cut and paste left over from Variable Effect in 5er on page 112 when it still was possible to apply such things to Elemental Controls? If so, should it be updated in the errata? - E
  7. Here is a sample list of 10 "feats" from DND 5e that are favored by the warrior classes: https://www.nerdsandscoundrels.com/fighter-feats/ To provide some possible rough hero translations, which could easily be written up as talents Charger: Method 1: +12m movement, may only half move and attack, must move in a straight line, +2 CSL's with same. Method 2: +12m movement, may only half move and shove, must move in a straight line, +X STR with same, only to shove. Crusher: Naked "Double KB" on up to Xd6 HKA, only crushing weapons. Slasher: Change Environment, -4m Running, No Range, Must be paired with slashing weapon attack. Dual Wielder: Prerequisite - Two Weapon Fighting +2 DCV, only when dual wielding Resilient: 50% Energy Damage Resistance, RAR: Ego, 3 Charges, Costs END Lucky: Not going to attempt this one, you can cost rerolls however you like in your game. Weapon X Expert: Fast Draw + Lightning Reflexes + CSL's with whatever weapon you like.
  8. Hero System Bestiary has a Spectre which will get you a decent template for Shadows. The PENANGGALAN is not a strige but has similar abilities and would make a good starting point as well. - E
  9. Hi John. Sorry to hear you are having difficulties. The script should be in one Click on Tuesday. It has been updated so you will need the new JSON export to go with it. If you want to send me a copy of the HD file for the character I will do an export and try it out to make sure the script itself is not getting hung up on something. I had a few bugs with odd characters in the JSON export that could be your issue as well. Edit: I will also update my gihub with the latest .js and HD JSON export format today. - E
  10. This sounds a lot like Time Limit to me. The example with Claws on 6e1, 346 seems to do exactly what you are asking for unless I am missing something? - E
  11. Trying to work out list export to JSON. I can identify the number of each item in the list with <!--IS_LIST_ITEM--><!--LISTPREFIX--><!--/IS_LIST_ITEM-->, and I can look backwards to the nearest <!--IS_LIST--><!--/IS_LIST--> to find WHICH list it is a part of for instances with multiple lists. Is there a way to determine whether the list is a framework or simply a list? Is there a way in code to distinguish between framework types (MP, VPP?)? Also, how do you distinguish between a fixed and variable slot (so that they can be displayed as such on the sheet)? - Ernie
  12. To juxtaposition Asperion, magic works differently in nearly every setting I design. My current setting has 3 major categories of "spell" magic, each with 4 sub spheres. They all work under one system (call it Vitality Pools for simplicity) but have differing SFX and rules for casting (required limitations and style). There is also an alchemy system and two forms of runic magic for making items of either temporary or permanent nature. Magic is common enough that 1 in 100 or so people will know a minor magic or two. I don't think it's too many as long as it makes sense to your players and they don't get lost in the details. - E
  13. I have a few things I use. Skill Maxima is one option. I also allow those mages who hate failing spells to essentially buy penalty skill levels for individual spells. So a +4 to cast Spider Climb costs 4 points. I have not played this out in a game yet, so I will let you know on that one. I still have some point figuring to do to see if it mostly balances out. I also like a little more variety than the typical RSR allows, so I have designed some house limitations based on it. Feel free to use, modify or discard as you see fit. Endurance Based on Roll This limitation modifies the Increased Endurance and Requires a Roll limitations. The effect is that instead of failure to activate, the amount the roll is missed or made by affects the endurance cost of the power. This limitation is an exception to the lack of crossover between Endurance Reserves and normal Endurance. If the amount of END required for the spell depletes the remaining END in the endurance reserve it then continues to consume from the Sigildrists normal endurance and then 1d6 Stun for every 2 END or part thereof. Skill Based Roll For a -1/2 limitation you make an activation roll based on your casting. If you miss the roll, the spell still goes off, but for each 1 you miss it by the END multiplier goes up. If the power normally uses 4 END and you miss your roll by 1 it now costs 8 END. If you miss it by 4 the END cost is 20. For -¼ you can have a less harsh penalty and for every 2 (or part thereof) you miss your roll by the END multiplier goes up. So if the roll is missed by 3 or 4 the power would use 3x END. Unmodified Roll Less commonly used is the unmodified roll to determine the END cost. This is appropriate for particularly random effects or chaotic magics that are difficult to control. At a 12- roll the limitation value is -¼ for increasing the END multiplier one per number the roll is missed by. Each decrease from there increases the limitation by another ¼. To half the value of the penalty (each 2 or portion the die is missed by increases the END multiplier) decrease the value of the limitation by ¼. ================================================================================================================================= Resistible Fully Resistible This limitation modifies the Requires a Roll limitation. It allows the target of a power an additional opportunity to resist the effects of the power by making a characteristic roll defined at the time the power is created (STR, DEX, CON, INT, EGO, PRE). If the power in question has a required roll, then any amount above what is required for the RAR acts as a penalty to this roll. If the power in question does not have a required roll then the penalty starts at -2 to the roll. This power has 3 levels, at the -1/2 level it allows the target to make a roll with an indicated characteristic minus the amount the Magic Roll is made by (or -2 if no roll is required). At the -1/4 level the characteristic roll is penalized by an additional 2 points. At the -0 level the roll is penalized by an additional 4 points. Examples: The Chaos sigil “Chaos Lens” is defined as: 3d6 Mental Blast [30 CP]; Requires A Magic Roll (-.5), Gestures both hands (-.5), Incantations (-.25), Variable Limitations (-.5), Noisy (-.25) AND Naked Does Body (+1) for 1d6 of Mental Blast [10 CP]; Requires A Magic Roll (-.5), Gestures both hands (-.5), Incantations (-.25), Variable Limitations (-.5), Noisy (-.25), Fully Resistible: Ego (-.5) If the caster makes their Magic roll by 1 point, the target will take no damage from the Does Body portion of the sigil if they make an EGO roll at -1. Half Resistible Half Resistible is another option for RAR with 2 levels. At the -1/4 level, the effect of the power will be halved on the target if they make their characteristic roll (minus any penalties). At the -0 level the characteristic roll is penalized by an additional 2 points. This halving of effect goes in favor of the target using the normal HERO system rounding rules. By default, Half Resistible affects only the effect of the power not how long it lasts. It can be alternatively applied to the length of the power if the power has effects that last beyond a phase (via Change Environments long lasting adder, Continuing Charges or Time Limit as an example). It could also be applied to both effect and length for double the limitation value. ================================================================================================================================= Lastly I'll throw in the catch all "spell" limitation from the current campaign. Spell The Spell Limitation covers the ground rules under which spells operate in Aralun. This includes the following limitations and guidelines that apply to all spells: ü They must cost END ü They draw from an END Reserve ü The END Reserve can only recharge in certain circumstances ü There are powers (Drain, dispel, suppress, etc.) that can affect all magical powers by SFX ü There are things which spells cannot do ü Cannot be bounced without GM permission It also includes the limitation requirements for spheres and sub-spheres and things like the ability to add skill roll requirements to powers via Change Environment and the fact that most sigils cannot be pushed. The Spell limitation is worth -1/2 to offset these various requirements and penalties (and others as identified).
  14. I always look to the setting to define the limitations and shape the spells. It sounds like magic is fairly easy but requires either some skill, some training or some "spark" to allow you to use it at beyond minor levels. It does not sounds like there are any severe side effects but it also does not sound so powerful that everyone wants to be a mage instead of a sword swinger. But that can still mean very powerful transportation spells or mundane spells that eliminate the need for basic manual tasks exist. If all of that is right, then from there I look to the culture. Is magic revered? Scorned? Tolerated or ignored? Do mages need to disguise their nature or physically protect themselves more? Do they inspire fear or respect? All of that shapes the spells that would evolve. Beyond that, magic is like any other advancement, it will naturally move to fill the greatest needs. Does accomplishing the typical goals of the campaign require spells that smash things or spells that cure poisons common in the environment? Is seafaring common or no longer needed? The needs of the rich or powerful often dictate the direction of research so perhaps castle and fortification building led to a mastery of stone manipulation as a popular school of magic. Or fashion has led to magic cloth that resists attacks and spells that make your clothes attack you. The possibilities are really quite enormous and for me it is very easy to get lost in the details. Just pick a thread and follow it until you can see the whole cloth. - E
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