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eepjr24

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Everything posted by eepjr24

  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
  15. It sounds as if they wear slippery ones. - E
  16. 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
  17. 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
  18. 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
  19. 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)
  20. 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
  21. 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
  22. 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).
  23. 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
  24. 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
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