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Kealios

HERO Member
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Everything posted by Kealios

  1. Re: A WoWarcraft Shaman-like Totem? OK, some good points. _I_ am the GM, so this is something I am going to offer the characters How does Succor work with a power that requires no END? I didnt see something like "Pay X END to keep it going" - and since the power itself doesnt require END to use, Im stuck. I suppose I can buy "Uses END" as a Limitation, thus giving me a reason to pump END into it. I also dont see a Physical Manifestation limitation in the 5E core book, but I imagine I can come up with something like this after a splash more research. EDIT: Argh, I dont see Two Dimension anywhere either! Hmmm...
  2. I am working on building a World of Warcraft-style totem dropped by the Shaman class: An AoE Aid that increases party member's stats. I only own 5th Ed books right now. So far my power is: AID: 2d6 to Speed (20 pts) AoE Radius, 2x distance (+1 1/4) Selective Targets: Friends (+1/4) Continuous (+1) Cumulative, x4 max (48 character points max) (+1) I havent gotten into Limitations quite yet, but Uncontrolled seems good. My problem is Succor, the option for Aid. My idea is, this item (which will be targetable and hittable by the Bad Guys, equals some type of Focus? or Independent?), will pulse every Segment the Shaman acts, slowly increasing the party member's speed. I dont want it to bleed until it is done - but since Succor requires the caster to pay END, and Aid doesnt use END, Im a bit stuck. How can I: 1. Make the Character Points from Aid not bleed off until the power is done, or the recipient leaves the AoE? 2. With Continuous requiring END, how can I represent this item that will sit and continue to AID the party members over the course of, say, a Minute, and then it will poof away and the AID will go away with it? 3. How do I make it so this "Totem" is a physical object that can be destroyed, and if it is killed, make the Shaman just cast another one without losing anything from the loss (except that the AID goes away) 4. How do I make this able to act on its own, so the Shaman can continue to drop more totems over the next few Segments, each giving an AID to a different stat? Thanks!
  3. Re: VPPs used liberally to prevent character stagnation? Ive wanted the Grimoire as one of my required books, but tracking it down in dead tree form is proving challenging. I shall continue my quest, however - thanks for the tip!
  4. Way back when I used to play Champions, I remember being in situations where my one or two attacks just werent cutting it, or I wanted to do something else at the moment but couldnt. This led to two distinct reactions from me, as a player: 1. I made my powers as stacked with Limitations as I could, to get the most "bang for my buck" (I also used Multipowers a TON) 2. Well, I dreamed up and made more characters, of course!!!! Now I am preparing a Fantasy Hero game for friends who really only ever have played D&D (3.5 exclusively, for 2 of them). They have characters with lots of options (druids who can, on any given day, memorize any spell in the book as needed, for example), and I want the best for them as they port over into my world. One way I am thinking of doing this is by allowing fairly free use of Variable Power Pools. Sure, I'll limit how often the slots can be changed, and require players to Pre-Build their powers so we dont all have to pick our noses while they make in-game decisions, but what is your opinion on this? I played Alpha Omega a year or so ago, and its magic system is 100% a VPP - but its even more situational than HERO is, so we often DID sit around picking our noses while the spell details were hammered out. I liked the flexibility - the implementation wasnt the best. I even want to have this for Martial Arts characters - allow a staggering amount of Martial Arts moves and powers, without draining the life out of the characters who try to be super diverse. Thats why Im interested in your thoughts on this. Do you allow VPPs? Do you find them helpful, giving players options, or hindering by making it too easy for the players or hard for the GM?
  5. Re: How to Build: Global (Inherent) Power that affects the campaign world? Thanks for the feedback. It is really helpful. I think in my mind, the Nightmares would have a chance of being summoned WHENEVER a spell was attempted. Doesnt matter if it succeeded or failed - and the bigger the spell was (ie the more Active Points in it), the more likely it is to bring the Bad Things. The suggestions for Side Effects have been excellent, and I will keep them in mind. However, I think my Global Power with a defined Trigger might be a splash more of what I want. I'll keep working on this, though. I have good food for thought now!
  6. Re: How to Build: Global (Inherent) Power that affects the campaign world? Excellent advice, thanks to all. I know that I dont NEED to define it, per se, but it was a good exercise in remembering the rules and how the Advantages apply to Powers. Its been so long since Ive built anything in HERO The Side Effect limitation is an interesting one. The only problem with that is, as near as I can tell, better spell casters will bring about their Nightmares less often, rather than what I want to be more often. The World reacts to magic by materializing Bad Things, and bigger, more powerful spells will have a greater chance of bringing about said Bad Things. Maybe I can impose an opposed Skill Check, Caster vs World, with positive modifiers instead of negatives based on the Active Points of the spell used. Hmmmm.. The reason this is such a big deal is that the Major Clans, the original groups of people who discovered and now use magic, refuse to give it up, even at the peril introduced continuously to the world. They just protect themselves better now. The Minor Clans, those former Major Clan members who object, now NEVER use magic, but have found that using Foci allows them some leeway when it comes to replicating magical abilities. Focus items will be required to be Full Round actions or Concentrate, so they arent as tactically flexible as a full on Magic Spell, but there are less Bad Things that happen as a result. This is a major philosophical difference between these major people groups. I just need to define it perfectly before I actually try to play it Re: Variable summoning points - do I just introduce a random roll that covers all available Point Spreads (like 1d6 x 100 points, etc)?
  7. I am building "enhanced martial maneuvers" for my Fantasy Hero game. I want some of these to only be usable while wielding a weapon. The power itself comes from the character, so I dont think having a Focus is appropriate. Is a "Only usable with weapons" (-1/4) limitation reasonable, and along the lines of what I am looking for? Thanks!
  8. I am building a fantasy world with a whole bunch of campaign details taken from my favorite sources of literature and other games. One thing I want to have is DANGEROUS MAGIC, and as a result, there are two major factions: Those who use this dangerous magic and deal with the consequences, and those who refuse to use this magic and just find other ways of dealing with the bad guys. What do I mean by dangerous? Remember C.S. Friedman's Coldfire Trilogy, where nightmares can come alive? Yup. Casting magic (ie using "Powers" as spells or martial arts abilities) has a random chance of summoning monsters that dont like you and are (likely) much meaner and nastier than you are. So, it dawned on me today during church (a great time to get creative thinking and problem solving down on paper...*ducks*) that I could actually BUILD this global power. I can define it, and as such, define the triggers that make it happen, as well as build in ways around it (ie ways that havent been discovered yet by the PCs and NPCs of the world to use magic without summoning bad guys). The POWER: Summoning - I havent statted up the Nightmares of the world yet, so I dont know the range of points value that this summon is going to need to produce, but it needs to be variable (ie doesnt always summon the same points-value each time). Amicable (+1): the Nightmares summoned will always do what the Power wants, ie eat humans nearby, always Advantages: Area of Effect - Whole Continent. This is a large Japanese-style island, alone on a world as far as the island nation knows. The Power is pervasive and everywhere, always there (+?) Persistent (+1/2) Reduced End, 0 END (+1/2) Megascale (not sure how to tie this into AoE, but it sounds right somehow) (+1, continent) Ranged - needs to summon the creatures where ever on the island the PCs or NPCs are doing their spell casting, ie omnipresent. (+?) Trigger: Whenever a Power with more than 30 Active Points and not using a Focus is used (+1/4) Invisible Power Effects: all Sense groups. No one can perceive that the Power exists around them, but when it goes off, they know if it is in their vicinity (+1) Limitations: Activation Roll (6-) (-4) - the magic users of the world can get lucky...until their time runs out Always On (-1/2) Independent (-2) - not connected to anyone or anything, this is a Global World Effect brought on by the introduction of Magic to the world Ideally, I'd like a way to make this power be more reliable if the PCs or NPCs use a larger Active Points power - ie, the stronger the magic they use, the more likely it is that a Nightmare will be summoned to them and really want to ruin their day. I also need a way to have the Nightmare summoned be of a random points value. Dont laugh: My "Nightmares" are all based on Pokemon creatures, and I will be statting each individually, so I will have several hundred different monsters available. OK ok, you can laugh...a little. The fun part is, notice the Trigger allows Foci to be used? Some of the magic users in the world have figured out that they can harness these Nightmares and encapsulate them into crystals, and then summon them during combat to fight for them ("Pikachu, I choose yoU!!!!!!!!"). Ok, laugh a lot now if you like. This is me playing a practical joke on my Pokemon-phobic friends. Am I on the right track for this? The actual cost of the Power isnt really important: if it is worth 1 point or 1000 pts, this just is the world that the players are in, and part of the game is to find out more about when the Power works (ie they'll want to start gambling with their lives as the game goes on, trying to learn more about the triggers). Keep in mind I havent played since 4th (my last Champions game was over 15 years ago), and this is all from my perusing 5th Ed book during the evenings. The world is coming together quite nicely. I am still struggling with some of the philosophical ramifications of this World Power, but it'll all come together in due time. I'd love your input on this power, though, if you have some time. Thanks! ps (using Dispel to get rid of these player-summoned Nightmares is a whole other thread...)
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