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tgaptte

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Posts posted by tgaptte

  1. Must...be...patient...

     

    Boy...this is the hardest part, waiting the last week.

     

    Glad it's almost over and looking forward to the Grimoire!

     

    You're planning on reprinting the Bestiary along with FH, right?

     

    Tim

  2. I agree...seems like it should be special effect. If you really want to pay points for it (we ONLY have 250 pts you know), then I'd go with the images or bright fringe invisibility. :)

     

    Tim

  3. I am a long time HERO player (~20 years). I've owned all editions of the FH rules. This will be the best yet and I cannot wait for it...it's so close! _And_, this time there will actually be decent support for the genre (Grimoire, Worldbooks etc).

     

    I have 5 copies on order from my FLGS.

     

    Tim

  4. Hey SB,

     

    I like your version better!

     

    Tim

     

    Originally posted by SuperBlue

    Okay, here's what I've come up with

     

    Scroll of Discern Alignment:

    Detect Alignment of all within range, Ranged, Discrimitory, 360 Degree Sensing (Base 25)

    OAF -1

    Focus is fragile -1/4

    1 Continuous Charge: 5 Minutes -3/4

    Charge does not recover -2

    Independent -2

    Incantations to start -1/4 (Read the words)

    Gestures to start -1/4 (Unfurl the scroll)

    Must have adequate light to read by -1/4

    Extra Time: Full Phase -1/2

    Doesn't Work in Anti Magic Feild (-1/4)

     

    AP: 25

    RC: 3

     

    Slightly more expensive than tgaptte's version, but it lasts longer and is more versitile.

  5. Hee hee, sorry...you caught me double-dipping! ;D Purely unintentional, of course!

     

    Tim

     

    Originally posted by Snarf

    Gah! Forgot! That would work way better than expendable.

     

    Tgaptte, I think you're not supposed to include the expendability limitation if you're already using a nonrecoverable charge.

  6. Hi Steve,

     

    I read through your old and new responses to 5e questions and the FAQ, as well as FRED and did not see this issue discussed, so here we go...

     

    The way Package Deal cost is worded seems a bit confusing to me. Let's take the Policeman from pg. 17 of FRED as an example.

     

    The Package Cost is listed at 2 pts, but the total of all his skills is 17pts. This might lead a new player to believe that all they have to pay is 2 pts to become a Policeman, when in fact they have to pay 17 pts. The 2 pts left over is really the amount of extra points in Disadvantages they have to come up with, right?

     

    I'm just trying to clarify this, because I saw all too often in 4e games players and GMs alike buying packages for the "Package Cost", which creates deceptively low point characters.

     

    Thanks in advance for your response.

     

    Tim

  7. Let's try it out

     

    Scroll of Discern Alignment:

     

    Detect Alignment (3), Range (+5), Discriminatory (+5)

    OAF (-1)

    Focus is expendable: Difficult to obtain (-1/4)

    Focus is fragile (-1/4)

    1 charge (-2)

    Charge does not recover (-2)

    Independent (-2)

    Incantations to start (-1/4) (Read the words)

    Gestures to start (-1/4) (Unfurl the scroll)

    Must have adequate light to read by (-1/4)

    Extra Time: Full Phase (-1/2)

     

    1 RP/13 AP Total Cost

     

    Hope that helps!

     

    Tim

  8. Hi all,

     

    How would you build a skill that let's a character have a pretty good chance of determining the value of any item they might come across (silver studded chalice, pentagonal amulet etc)? DnD 3e has the skill Appraise (and I only use this for illustrative purposes...the HERO skill system is WAY more complete in my opinion). I guess part of the problem, that there are potentially SO MANY ways to do this in HERO. What are some of the ways that you all have come up with?

     

    Here are my initial ideas:

     

    KS: Value of items

    PS: Merchant or PS: Thief

     

    Tim

  9. Hey Steve,

     

    Two questions about Spacer's Toolkit:

     

    1.) on Page 34, the way the Adrenal Flooder is written up: Won't the charges of Aid pretty much only last one phase? If you trigger a charge of 3d6 AID to STUN, won't the added points only stay around that phase?

     

    2.) Page 35, Trauma Compensator: Shouldn't this have been written up as Healing? Aid, Only to starting values is the old way to write it up (4th) and will suffer the loss of 5 CHA pts/turn...

     

    Thanks for your time!

     

    Tim

  10. Whoa, that is so cool. I want it now! I've been waiting for this book for 10+ years. Sign me up for 5 copies.

     

    Tim

     

    Originally posted by Steve Long

    At present it appears that it will be longer than Star Hero. The text is already longer, and I haven't finished writing yet.

     

    Storn's doing the cover.

  11. PRE attacks can be used to cause a target to change their mind...it's more a strong suggestion that may sway a target o behave a certain way, rather than "control"

     

    Tim

     

    >>>

    --------------------------------------------------------------------------------

    Originally posted by Peregrine

    On the OLD, old boards (back in the Days Of Which We Do Not Speak), someone posted the idea that the infamous 'Jedi Mind Trick' ('JMT') was, in fact, PRE 'Only to do Presence Attacks'.

    --------------------------------------------------------------------------------

     

     

     

    I don't understand that concept. The mind trick force them to do as your wish thus mind control.

     

    There has been the concept that it will only work on egos of 15 or less. I fail to see this idea either. Their were only 2 people that it didn't work on. Jabba and the Junkman. I would think that mental defense would be more accurate than just a ego

     

    <<<

  12. Pointless FH

     

    Here is a character from a game a friend of mine and I ran 10 years ago (man!). We started it in 2nd edition DnD and then switched the game over to FH without telling the players what we were doing...this character sheet is one of the tricks we used to help make the transition easier...no points.

     

    Enjoy!

     

    Tim

     

    ====

     

    Fantasy Hero Character

     

    Sir Fimdul the Fallen

    Cobbler, knight

    May 25, 1993

    Moon Elf

    160 yrs

     

    Sir Fimdul stands tall and wiry in true elven form. His shoulder length silvery locks complement his emerald green eyes and pale features. A good looking lad, he is popular with many due to his openness and desire to be friends with all he meets. He usually wears a suit of full plate mail with a red tabard with gold trim adorning it. His undergarments consist of light leathers, dark blue tunic and pantaloons. He wears well worn (and well made!) leather boots. On his left hand he still wears a beautiful silver ring with a unicorn etched on one side, it's horn entertwined in the tail of a pegasus on the other. This ring serves as a constant reminder of his lost love, Lady Amaysha. On his left side, he carries a thoroughly beaten, battered and nicked long sword he refers to as "Gliming" which means "friend" in elven. It is obvious that it has been through many battles with him and he is very attached to it. When ever out and about adventuring, Sir Findul can be seen riding his great brown roan, "Chalice". Sir Fimdul and Chalice have been together for many years and understand each other well. A deeply stained and battered ale mug hangs loosely off his belt from a stout cord for easy access. It is obvious that Sir Fimdul likes to drink.

     

    Statistics

    18 STRength STR Roll: 13

    11 DEXterity DEX Roll: 11

    12 CONstitution CON Roll: 11

    12 BODy

    8 INTelligence INT Roll: 11, PER Roll: 12

    8 EGO EGO Roll: 11

    16 PREsence

    16 COMliness

    8 PD (Physical Defense)

    4 ED (Energy Defense)

    3 SPD (Speed)

    6 RECovery

    24 ENDurance

    27 STUN

     

    Weapon skills

    Broadsword STR Min: 13 OCV Bonus: +1 Damage: 1D6+1/1.5D6 Killing

    Mace STR Min: 10 OCV Bonus: +0 Damage: 1D6+1/1.5D6 Killing

    Lance STR Min: 13 OCV Bonus: +0 Damage: 1.5D6/2D6 Killing

     

    Skill levels with weapons

    +4 OCV w/ Broadsword Total OCV: 9 Total Modified OCV: 20

    +2 OCV w/ Mace/Club Total OCV: 6 Total Modified OCV: 17

    +2 OCV w/ Lance Total OCV: 6 Total Modified OCV: 17

     

    Racial abilities and skills

    Ultraviolet Vision

    Ages slowly

    +1 on all PERception

    Light sleeper

    7" Running

    Fam: singing and songs (8)

    Fam: musical instruments (8)

    Fam: artistry (8)

    Fluent Elven

    Fluent Common (with Elven accent)

     

    Skills and Talents

    High Society (12)

    Horse riding (11)

    KS: Heraldry (8)

    KS: Well known knights (11)

    KS: Lords and Rulers (11)

    Bureaucratics (12)

    Navigation (8)

    Oratory (12)

    Healer (11)

    PS: Cobbler (14)

    PS: Knight (11)

    Tactics (11)

    Trading (12)

    TF: Cart

    WFam: Common melee

    WFam: Lance

    AK: Home city (11)

    AK: Area of Quest (11)

    AK: Area of Quest (11)

    PK: People of Quest (11)

    PK: People of Quest (11)

    KS: Good footwear (13)

    KS: Good ales (12)

    KS: Knights and codes (11)

    Perk: Knight (fallen)

    Trained in armor: +2 DCV vs Armor only

     

    Disadvantages, Personality Quirks and Other interesting information

    Sir Fimdul is well known both as a superb cobbler (11) and a knight who has fallen out of grace with the local baron (11)

    Sir Fimdul loves to drink, he has a tankard tied to his belt by a stout cord.

    He is constantly getting himself into jams, he has very little common sense and great lack of foresight.

    Sir Fimdul is obsessed with good footwear and the effect if can have on people...something he always makes time to point out.

    Sir Fimdul is Gung Ho. "Never mind the details, lets just get on with it!' Is a favorite quote of his. He is usually able to get people to follow him with his great charisma...even if it would have been against their better judgment.

    Sir Fimdul is watched by his baron, like other knights (11); He may be watched more frequently because his baron desires him to fail

    Sir Fimdul follows the knightly code of the realm and must uphold it to the best of his ability.

    Sir Fimdul is questing for his baron and must complete his task to regain his full knighthood.

  13. Gadget: Shield

     

    Uh, hello. Another one from the Bay Area...South Bay!

     

    Here's one for you:

     

    15 Multipower (30), OAF - shield

    1 u 10/10 Armor, Act 14- (30 Act)

    1 u +6 DCV, Act 14 - (30 Act)

    1 u Missile Deflection, all ranged, adjacent (+1/2) (30 Act)

    1 u +6d6 Hand Attack (30 Act)

     

    I've built it as a MP, but you can take out the individual elements and use them in your Gadget pool.

     

    Tim

  14. Ignite/Douse

     

    I like Gradon's solution, makes more sense to me using the rules, though I don't think you need 8 STR to blow out candles/torches. The other option is to use the same CE to extinguish the flames and just expand your effect a bit.

     

    Tim

     

    >>>

    6 Extinguish: Telekinesis (8 STR) (12 Active Points); Only Works On Limited Types Of Objects (Very Limited Group of Objects; -1) 1

    10 Ignite : Change Environment 1" radius (Long-Lasting: 1 Hour) (15 Active Points); Only to ignite Candle/Torch (-1/2)

    <<<

  15. My .02 on FH

     

    I would like to see the following in the new FH:

     

    - Information on how to build spell systems, including MP, EC, VPP, END Reserve, Ley Lines, Nodes, Foci etc.

    - Packages: Cultural, Professional, Racial

    - Tips on how to balance magic users against other party members, both at the beginning and over time.

    - Ways to differentiate magic from super powers, as well as making Divine, Nature, Arcane and other magic all "feel" different.

     

    In short, pretty much most of what you're including!

     

    Thanks for listening.

     

    Tim

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