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Chris Goodwin

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Everything posted by Chris Goodwin

  1. You spend, say, 25 points on the Naked Advantage. That allows you to apply Autofire: 3 Shots to any Power of up to 100 base points.
  2. Why not just a Transform with the reversal condition being "When user stops spending END"?
  3. Who cares about the points? It is the sword that in fable and legend has caused empires to rise and fall, to grant its wielder ultimate power and to cause him to pay a terrible price, etc. etc. No one has been able to find it for at least three hundred years, and many teams of adventurers have gone looking for it and failed. The thing is, in reality its powers don't matter. Maybe it's like the One Ring, in that it has a piddly little power but slowly corrupts the wielder, making him want it more and more. Its power lies more in its legend than in its substance. It has a fearsome reputation, which is part of its power; people quake in fear in its presence, armies break and rout when facing its wielder, etc., not because of anything intrinsic to the sword but because their guts turn to water when they're facing it. (Maybe its power is to strike fear into its opponents, and it's just picked up the reputation as a result.)
  4. UMana was intended to tweak GURPS' crunchy bits to give more fun results. Hero doesn't have the same limitations GURPS does as regards emulating magic.
  5. The way some GMs do it is that all races get a 0 point everyman DF of their race.
  6. Re: Should FH wizards use VPPs? Check with the GM. Unless the GM is using a pretty generic magic system, he's probably got something in mind for how magic works in his campaign. It might be that you can't use VPPs or other frameworks.
  7. Re: Suprised by the "free magic" in FH? I wasn't, but then I've created many a magic system that worked similarly. I'd guess it's because warriors can go around in 8 DEF Armor, throwing ~3d6 killing attacks, without paying any points for the privilege. With all the wizards I've played, I never had a problem with it, but then I built wizards with 8 DEF magical protection, throwing 4d6 killing attacks.
  8. http://www.sysabend.org/champions will get you to John Desmarais' web page, including all of the info on joining the list. At one time there was a Fantasy Hero mailing list, but traffic on it died, and pretty much everyone there was on the Champions list. There are a few mailing lists on Yahoogroups for Champions and Hero System; if you do a search there on 'champions hero' you'll find probably most of them. Edit: If you search on 'hero system' you'll find more, and won't get as many hits on wrestling related groups.
  9. For a con game or a pickup game, I'd just get it pretty close using the existing rules (maybe the extra Healing, only for maximum) and not sweat it. For a regular game in which you have house rules and/or can discuss it with the GM, I'd push the house rule.
  10. Re: What's the weather going to be like tomorrow? ??????????? One minute would be -4, and one day would be -14. Assuming the "base time" is one Phase. You might work with the GM (or, if you're the GM, just decide) that the "base time" for Precognition is different, like, f'rinstance, one hour (heck, most people can watch the Weather Channel, go outside, and have a pretty good chance of guessing what the weather is going to be like in an hour).
  11. About the best way is to build a required package for all wizards with a fairly high buy in cost; it should be something pretty useful for wizards, but that a warrior type is going to decide against spending 15 points on.
  12. Flash is an attack whose primary effect is CV penalties and could easily represent someone coughing with watering eyes, etc.
  13. If it was for a character's primary or secondary defense power, or for someone's Fortress of Solitude, I'm not sure I would either, but c'mon! It's a glorified umbrella. With 3 PD, 3 ED, I don't see too many possibilities for abuse. But... now that I look at it, the Transparent Advantage is used for Force Walls that have 0 in either PD or ED. If I were GM, I'd probably let him go with Force Wall, Only Vs. Weather, or Force Wall, Not Vs. Guys With Passkey, with the understanding that that particular construct is only allowed with the weather dome and not for general usage.
  14. This is ameliorated by the house rule of mine that made it, in slightly modified form, into FH. Take one level more on the Time Chart than your Healing normally takes, and you get the maximum amount you could roll. I suspect that the alterations in Healing come from the fact that in 4e Healing was part of Aid, and in fact was the most abused part of Aid and that, at some point, even Steve Long had to draw a line. But to be honest, there's nothing in the rulebook that specifically prohibits buying Cumulative Healing. Yeah, I know, Steve refers to FREd p. 75 in the FAQ, but it doesn't specifically mention Healing by name, and technically, Healing has no rules for increasing its maximum (and thus doesn't fall under the restrictions listed under the Cumulative Advantage). OTOH, you could house rule it that you can buy up Healing as per Aid and that Healing is Cumulative up to its max by default. I strongly advise limiting Healing in other ways if you're going to do either of these, though (like require certain levels of Extra Time, etc.). If you do allow Cumulative Healing of any kind, bear in mind that it takes, on average, two rolls to max it out. So that, effectively, two Phases of Cumulative, say, 4d6 Healing (60 Active Points) gets you 8 BODY and 24 STUN.
  15. 100% official. Look at FREd pp. 157 and 180. You'll probably want to use a Naked Advantage if you're using HeroDesigner, as Dan Simon refuses to add the Limited Advantage functionality. But you get a Force Wall that is either transparent to everything but weather, or transparent to nothing but guys with the keys. Which sounds like what the original poster was asking for.
  16. Dude, it's called house rules. I got some good ones for Healing at my house rules page (one of which made it into Fantasy Hero, woohoo!). There's also an "official" entry in the FAQ regarding reset times. I don't like the FAQ entry myself, which is why I came up with my house rules, but to each their own. There's a good reason for not allowing the Healing maximum to be bought up. Look at http://www.herogames.com/oldForum/Rules/000996.html The ability to freely buy up the Healing maximum essentially makes any BODY damage that does not kill irrelevant. As in, may as well not even bother. Yes, I saw it happen. I'm quite happy that they reverted Healing back to the 3rd edition rules. And dude. A 60 Base Point BODY Healing (6d6) can restore up to 18 BODY. What are you worried about?
  17. I'd say buy extra CON. I once bought extra CON with a Limitation Only Vs. Being Stunned, to represent a high pain resistance, but the Limitation is not absolutely necessary.
  18. Try this then. Force Wall with either a Limited Advantage or Naked Advantage: Transparent, Not Vs. Weather, or Transparent, Only Vs. Guys With Passthrough Keys.
  19. Why not? Make them Recoverable Charges and set up the recovery condition as "repair the generator".
  20. Why not either Force Wall, Only Vs. Weather, or Force Wall, Not Vs. Guys With Passthrough Keys?
  21. #1. Skill defaults are another method of gaming the system and don't work out as well as it seems. In GURPS, in practice, everyone buys their stats up to ridiculous levels and lives on the defaults. #2. Champions got it from The Fantasy Trip, written by Steve Jackson. Champions refined it, but GURPS didn't by any means take the idea from Hero.
  22. Worst gaming experience for me was a GURPS Horror game, in one of the prepublished modules. The party was split, and my half was exploring a cave. GM rolls some dice, says to me "You go unconscious, I'll get back to you later," and switches to the other half. He never got back to us. The session ran another two hours after that. (Btw, this should probably be moved to General Roleplaying.)
  23. Drain REC, Only Vs. Body Recovery. Buy recovery time up to per month or more.
  24. I wouldn't give a straight up characteristic roll to someone trying something unskilled. Probably let 'em try at characteristic roll -5 for starters. If it's something that's doable by someone unskilled, I wouldn't use the Extraordinary rule (-10), because something that's doable by someone unskilled is by definition not impossible. Or, if it's up to random chance that much, I'd try a luck/unluck rule (a house rule my old group used, now playing at my house rules page linked below).
  25. I guess my original question is this: we have a category, Mental Powers, that generally (but not always) encompasses an SFX. Why can't we come up with other such categories, one being Magical Powers?
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