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eepjr24

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Everything posted by eepjr24

  1. 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).
  2. 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
  3. It sounds as if they wear slippery ones. - E
  4. I don't think anyone is arguing you should not be able to accomplish it, that I have seen. Even in the current system with no modifications you can buy extra dice limited to just raising the maximum roll. - E
  5. And thus we demonstrate why I don't miss the Increased Maximum Effect. =P In example 2 if you went with my tentatively suggested modification of +3 to max for 2 CP you would pay 18 points get to the max of 4d6+4 (x4 Increased Max). That would put the Active cost at 72 AP which seems much more reasonable to me for something that raises DEX by 10, OCV by 4 and DCV by 2 for no END. Of those listed only DCV counts as a defensive value for adjustment purposes. - E
  6. I mean, if you are the GM, just reinstate the old way of +2 to max for 1 CP. Or set it to some other number that seems equitably priced, like +3 for 2 CP. If you aren't, then either talk to the GM about it or buy the dice limited as you suggested. It may not be ideal from a meta perspective, but you don't have to look at it after you write it up. 😃 Personally, I don't care for Aid bought in this manner in most genre but I get the appeal. I just have to reminder the players what's good for the goose is good for the gander, so don't be surprised when the enemy does this as well. - E
  7. Here is a set I am building for my current campaign. There may be some duplication with above potions, I did not curate the list. Potion of Fire Resistance This clear liquid with a orange tinge gives the imbiber protection from heat and flames for an hour. 50% Resistant ED Damage Reduction [30 CP] AND 6 ED Armor [9 CP] Only versus Heat and Fire (-.5), OAF Fragile (-1.25), 1 Charge lasting 1 hour (-.25), Nonrecoverable (-2), Costs End to Create (-.5), Restrainable (-.25) Potion of Fire Breath Foul tasting oily liquid which gives the imbiber the power to breath fire. Minor Healing Potion Irridescent white liquid that swirls constantly and restores some health to the imbiber. Antitoxin A thick, slightly green liquid with black chunks that when swallowed removes any remaining symptoms of poisoning. Potion of Lightsleep A small dropper vial of viscous milky white fluid. When drops are put in each ear with your head turned sideways for a few seconds it provides extra alertness to sounds while sleeping. +6 Enhanced Perception for Normal Hearing (6 CP); OAF: Dropper Vial (-1), Restrainable: Must be Applied (-.25), Extra Time: 1 Turn (-1.25), 7 Charges lasting 8 hours that never recovers (-2), Costs END to create (-.25), Only to wake up (-1) Incendiary Oil When the flask impacts a target and breaks, the oil creates a tremendous fireball-like explosion in an 8m radius. Those within 2 meters of the impact take full damage. Subtract 2 body for each 2 meters after that. 1d6+1 Ranged Killing Attack [20 CP]; Area of Effect Radius: 8m Explosion (+1/4); OAF Expendable, Fragile (-1.5), 1 Charge (-2), Nonrecoverable (-2), Restrainable (-.25) Dust of Sneezing This vial is filled with what looks like fine white sand. When thrown it bursts into a 5m radius cloud, affecting all creatures that need to breath in the area. Change Environment: Long Lasting (1 Turn), -2m Running, -2m Leaping, -4 Smell PER, -1 to all DEX based rolls, -1 OCV and DCV until next phase if you fail [18]; AoER: 5m (+1/2); OAF Expendable, Fragile (-1.5), 1 Charge (-2), Nonrecoverable (-2), Restrainable (-.25) Blinding Dust Mara's Door Goop The alchemist Mara sometimes found herself in need of a moment to escape a tight situation and designed this goop with that in mind. Smashing it against a door will make the door resistant to being bashed down for up to 5 minutes. It takes a second or so to fill the doorway with a green glowing goop. 2m x 2m x 1/2m Barrier, 5 PD, 5 ED, 10 Body [27]; OAF Expendable, Fragile (-1.5), 1 Charge (-2), Nonrecoverable (-2), Restrainable (-.25), Only usable on existing door (-1), Range By Strength (-.25), Time Limit: 5 minutes (-1.5), Delayed Phase (-.25). Climbers Friend This tube of grey tendril like liquid is used by a wide variety of professions, from scouts to adventurers to troops assaulting castel walls. When opened at the base of a wall it shoots a spray of grey liquid onto the surface which assists anyone attempting to climb the surface. +5 to Climbing Skill [10]; Persistent (+.25), AoEL: 30m (+.5); OAF Expendable, Fragile (-1.5), 1 Charge (-2), Nonrecoverable (-2), Restrainable (-.25), Time Limit: 5 minutes (-1.5), Delayed Phase (-.25), Must have a surface to attach to (-.5). Wasp Repellent This glass flask contains a mostly clear aerosol that when broken discourages wasps from coming close. It is popular both among the outdoor crowd as well as adventurers who meet the giant variety of these insects. It is less effective against summoned insects if the controller makes his EGO roll to control. Change Environment: -2m Flight, -1 to EGO and EGO Based rolls, failure means moving outside radius of cloud [6 CP]; AoER: 8m (+1/2); OAF Expendable, Fragile (-1.5), 1 Charge lasting 8 hours (-0), Nonrecoverable (-2), Restrainable (-.25), Delayed Phase (-.25), Only versus wasps / vespids (-1) Bear Repellent This glass flask contains a mostly clear aerosol that when broken discourages wasps from coming close. It is popular both among the outdoor crowd as well as adventurers who meet the summoned of these animals. It is less effective against summoned animals if the controller makes his EGO roll to control. Change Environment: -2m Running, -1 to EGO and EGO Based rolls, failure means moving outside radius of cloud [6 CP]; AoER: 8m (+1/2); OAF Expendable, Fragile (-1.5), 1 Charge lasting 8 hours (-0), Nonrecoverable (-2), Restrainable (-.25), Delayed Phase (-.25), Only versus bears / ursids (-1) Scents End This slightly irridescent liquid has an overpowering smell mixing musk, jasmine and hint of decay. Often used to throw off the scent of pursuers who track by smell. Change Environment: -6 Smell PER [18 CP]; AoER: 16m (+3/4); OAF Expendable, Fragile (-1.5), 1 Charge lasting 8 hours (-0), Nonrecoverable (-2), Restrainable (-.25), Delayed Phase (-.25) Vitality Restoration Dust A small vial containing a slightly shimmering white powder. The common name for it is "Sigil Dust" by those who use it. The effect of inhaling the dust is both euphoric and potentially addictive as well as painful. After taking it the user will be incapacitated for about 5 minutes and somewhat euphoric for an hour or two, less if they are a frequent user. 3d6 LTE Healing [30 AP]; Achieves maximum effect in 5 minutes (6 LTE gain) (-0), OAF Expendable, Fragile (-1.5), 1 Nonrecoverable Charge (-4), Restrainable (-.25), Concentration 0 DCV throughout, unaware of surroundings (-1.5), Extra Time: 5 minutes (-2), Side Effect: 1d6 Blast, Add Complication: Craves Sigil Dust [Com, Str] for 1 day, 3d6 Major Mental Transform: Dependence on Sigil Dust (-2)
  8. I am able to find the drop down to switch between them, just not the advantage that indicates to use either. I am able to find it in the 5e template. This was also verified by 2 other people in the Discord chat. - E
  9. Using HD ver 20210301. In the 5e template I can find the advantage for Power can draw END from Character or END Reserve but in 6e I cannot find the same, using the same steps to create the END reserve and a power to draw from it. It is also not listed in the Unavailable Advantages. Another one that I don't see either in 5e or 6e is the Double Endurance Cost (-1/2) limitation from 6e1, pg 206 which causes the power to draw from both the personal END and END reserve, not sure if that is intended or not. Thank you. - Ernie
  10. I already implemented this (a bit more than -1/4) in my current magic setting. Here is the "Spell" limitation: 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: > They must cost END > They draw from an END Reserve > The END Reserve can only recharge in certain circumstances > There are powers (drain, dispel, suppress, etc.) that can affect all magical powers by SFX > There are things which spells cannot do > Cannot be bounced without GM permission > All researched spells require GM approval 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).
  11. In 6e Skills, pg 54 an alternative is suggested of treating skills as Defense Powers and having adjustment powers only have half effect on them. For Characteristic based skills (magic rolls are often, but not always, characteristic based), you can drain the characteristic itself, either with or without the limitation "Only for calculation of skill base" (which I would value at -1 generally). Personally, I use a mix of CE and Killer Shrike's "GM Fiat" method. If the effect is imposed externally (another caster creating a field that disrupts the ability to call magic) then I generally use Change Environment because I prefer to have mechanics available in case the players come up with something innovative to offset or mitigate the effect via their own magic. If the effects is self imposed (Side Effects or other penalties built into the system itself for improper materials, rushing, etc.) then I generally lay out those penalties for myself and don't worry about mechanics. If a situation comes up where someone has a great idea to work around it and it works for the flow of the story I just go with it. - E
  12. General release is now available here: https://github.com/eepjr24/ImportHS6e Still working on getting approval for One Click installation, it is a bit more complicated than initially expected and they only migrate once a week. - E
  13. You could call whatever serves as a dump or trash yard the Ballast Field or similar. A fancy neighborhood or one with ostentatious aspirations could be called Coxcomb (a name for fancy knotwork on railings to prevent hands slipping). Another could be Crows Nest. The road adjacent to the wharf areas could be called Stantion Way or the like. The widest or largest courtyard could be called the Beam. A large central road could be called Keel Way. If you have an area that handles machinery you could go with Capstans Circle. Lower class neighborhoods could be called Bollards.
  14. What tag (if any) is available to identify the powers that are contained in a VPP and which VPP they are tied to? I only see the <!--IS_VPP--><!--/IS_VPP-->, is it something contained within those? Is there a parent UID available to tie powers to a particular VPP? - Ernie
  15. Steve does not answer "why" questions (for good reason, in my mind, he would never answer anything else if he did and the arguments would not be worth it). Only thing that comes to mind for me is that you could still limit the PSL's further? Dunno otherwise. - E
  16. Do you mean for the CSL's? Steve has indicated it's not legal to buy "OCV only" or "DCV only" for CSL's, but I'm not sure why you would want to anyway. Just buy limited OCV at that point for 4 points each? It's cheaper and it makes more sense. nods. Also why I said set it to what you like for your game. Universal Translator already exists. Talents can be created for exactly the purpose you describe. Weapon Savante in my games would cost at most 10 points, 3 OCV bought as "Only to counter weapon familiarity penalties". I'm waffling between -1/2 and -1 on that, probably start with -1/2 (10 points) and if that did not unbalance up it to -1 (7 points). - E
  17. Sorry, yes. trying to do too many things at once. - E
  18. Limitations are calculated by how frequently the limitation will come into play, not by the pricing of other powers. But it's your game, set it to whatever you want. Interesting. That conflicts with what I see in Hero 6e1 on page 85. I don't use the "complete" books because they are unfortunately not complete and provide little inconsistencies like this. - E
  19. There are a number of these codified under PSL's in the book. Range, Targeting and Unbalanced / Unaerodynamic are some. Others include target size, behind cover, etc. They cannot be used to offset maneuver penalties or off hand penalties. I have not seen CSL's bought the way you are talking about and would look askance at much of a limitation since there is an existing method for doing it in the book already. If I did allow it it would count against OCV cap (PSL's don't for me generally) and would not be more than -1/4 since there is generally SOME penalty you are trying to offset with anything you are shooting at (range and targeting being the most common). The first part of your sentence is true, the second is not. I have not seen a published example of DPSL's for "fighting in any environment". You can buy DPSL's to offset a "group of related conditions", for example "Slippery Surfaces" would cover ice, grease and a friction reduction field. Bouncing requires CSL's. Full cover could be PSL's or CSL's, your choice. I would chat with your GM, since +8 OCV to counter a head shot would exceed OCV caps for most games and thus using PSL's would be a workaround for that. If the campaign has no CV caps then that makes the choice easier I would just buy +10 CSL's with her preferred weapon. - E
  20. I used roughly 15 points per level when I was running from starting characters. Converting from existing might be higher, but I would not worry about getting exact points and just try to get the feel close to what the player is used to and figure the points after. You still don't pay points for anything that won't have a game effect, so if your player wants to be an expert at solving number puzzles in an alien language that only they know... free! 😃 - E
  21. Mostly. They may have official rulings in 6e that were not present in 5e. As many as the GM decides exist. No. On the order of operations table halving and setting to a value occur last. There's a post by Steve on this one if you want to look it up. On 6e 84 it spells out pretty clearly that you cannot apply PSL's to more than one specific penalty. So above you would need two different OPSL's to counteract vertigo and wind, although the might be cause from a single type of power or even a single instance of a power (if the CE in question caused both wind and vertigo, for instance, although in that case they would not stack you would just take the highest remaining penalty after OPSL's applied). If you need examples to compare to, take a look at Environmental Movement. Nearly all (if not all) of those effects can be created with Change Environment but they all require separate purchase. - Ernie
  22. @John Desmarais - Let me know if you are interested in trying out the Roll20 character importer. I am close to ready for general release, although there will be bugs I suspect it will still reduce the work of getting characters loaded by a factor of 10. - E
  23. Good outside the box thinking, but I am trying to avoid having the user do manual work. It's possible to do in the javascript that will be the target, so I'll just build functions to parse the limitation adders and pull it from there. Was just looking for the easiest way, since the javascript is 800 lines and growing. - E
  24. Is there a way to create a flag that is set when a power has Reduced Endurance as an advantage? If not, I think I can loop through all the adders to find it, I was just hoping there was a way to create toggles for 1/2 END and 0 END. Thanks. - E
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