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Archon

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Everything posted by Archon

  1. Re: Higher Point Characters in FH/Heroic setting
  2. Re: Higher Point Characters in FH/Heroic setting There's a few differences in skills and disads because I recreated the 150 version without referencing the high version and my memory missed a few things. I'm also too lazy to go back and fix it. Mixtlel Gryphonclaw Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 HTH damage 20 DEX 30 13- OCV: 7/DCV: 7 15 CON 10 12- 13 BODY 6 12- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 18 PRE 8 13- PRE Attack: 3 1/2d6 16 COM 3 12- 6 PD 3 Total: 6 PD (0 rPD) 4 ED 1 Total: 4 ED (0 rED) 4 SPD 10 Phases: 3, 6, 9, 12 6 REC 0 30 END 0 29 STUN 0 Total Characteristics Cost: 81 Movement: Run: 7"/NC" Swim: 2"/NC" Cost Powers END 6 +2 with bows 6 +2 with swords 20 +2 Overall 5 Rapid Attack (HTH) 5 Defense Maneuver: I-II 7 Fast Draw 15- 8 Killing Blow: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD) (15 Active Points); OIF: Blade of Opportunity (-1/2), No Knockback (-1/4) 1 15 Master of Blades: +6 with DCV (30 Active Points); Only to Counter DCV negatives from Rapid Attack (-1) 6 Master of Blades: Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); OIF: any sword (-1/2), Will Not Work Against Heavy Missiles (-1/4) Half-Elf 5 Elf Sight: Ultraviolet Perception 2 Long Life: Life Support , Longevity: 400 Years 3 Language: Elven (Completely Fluent, w/Accent) Martial Arts: MA NAME Maneuver OCV DCV Notes 4 Martial Strike +0 +2 STR +2d6 Strike 4 Charge +0 -2 STR +2d6 +v/5 Strike, FMove 4 Martial Block +2 +2 Block, Abort 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Disarm -1 +1 Disarm; +10 STR to Disarm roll 3 Legsweep +2 -1 STR +1d6 Strike, Target Falls Perks 2 Reputation: Duelist / King's Agent (A small to medium sized group, 11-) +2/+2d6 Skills 3 Acrobatics 13- 3 Climbing 13- 3 Breakfall 13- 3 High Society 13- 3 Paramedics 12- 3 Riding 13- 3 Shadowing 12- 3 Stealth 13- 3 AK: Karathorn (INT-based) 12- 3 AK: Southern Continent (INT-based) 12- 3 Survival (Mountain, Temperate/Subtropical Forests) 12- 3 Tracking 12- 0 PS: Weapon Master 8- 5 WF: Common Melee Weapons, Common Missile Weapons, Off Hand 3 KS: Fencing (INT-based) 12- 1 KS: Savate 8- Total Powers & Skills Cost: 159 Total Cost: 240 75+ Disadvantages 20 Hunted: Enemies of Karathorn 11- (Frequently), As Powerful, Harshly Punish, Extensive Non-Combat Influence 10 Hunted: Moravin (Cousin) 8- (Occasionally), As Powerful, Harshly Punish 10 Rivalry: Talon Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry; Rival is a Player Character) 10 Reputation: Duelist / King's Agent Frequently (11-) 10 Distinctive Features: Fencing Style Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses 15 Psychological Limitation: Duelist Code Uncommon, Total 0 Normal Characteristic Maxima Total Disadvantage Points: 240 Gryphonclaw (for some reason no one in my group wanted to use his given name) had reached that plateau mentioned earlier, and he was picking up abilities that broadened and extended his abilities. Gryphonclaw also carried a very powerful bow based loosely on Ranger's bow from the old D&D cartoon show, a sword that looked like a rapier but did double the normal damage, a mini-crossbow that shot cable bolts for swinging around the scenery, and wore magical spider silk armor. Members of that party became along the way the king of a nation, arch-mage of a continent, chief historian for the king, and high priest of a major diety. Gryphonclaw semi-retired to a keep to train warriors for the king, but he and Talon had a habit of vanishing from their respectable positions and running around the kingdom looking for wrongs to right and trouble to get into. Archon
  3. Re: Higher Point Characters in FH/Heroic setting Thia, Here's the build for my long running character in FH at the start of his career. I'll post his final version later. That version went through 2 long running campaign and several one-shots. He also picked up some fairly powerful magic equipment. Mixtlel Gryphonclaw Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 HTH damage 20 DEX 30 13- OCV: 7/DCV: 7 15 CON 10 12- 10 BODY 0 11- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 18 PRE 8 13- PRE Attack: 3 1/2d6 14 COM 2 12- 5 PD 2 Total: 5 PD (0 rPD) 3 ED 0 Total: 3 ED (0 rED) 4 SPD 10 Phases: 3, 6, 9, 12 6 REC 0 30 END 0 26 STUN 0 Total Characteristics Cost: 70 Movement: Run: 7"/NC" Swim: 2"/NC" Cost Powers END 2 Fast Runner: +1" Running (7" total) 1 Half-Elven 5 Elf Sight: Ultraviolet Perception 2 Elf Life Span: Life Support , Longevity: 400 Years Martial Arts: MA NAME Maneuver OCV DCV Notes 4 Slash +0 +2 STR +4d6 Strike 4 Running Stroke +0 -2 STR +4d6 +v/5 Strike, FMove 4 Parry +2 +2 Block, Abort 4 Sidestep -- +5 Dodge, Affects All Attacks, Abort Skills 6 +2 with Fencing 6 +2 with bows 6 WF: Common Melee Weapons, Common Missile Weapons, Off Hand, Whips 3 Acrobatics 13- 3 Breakfall 13- 3 Concealment 12- 7 Fast Draw 15- 2 Gambling (Card Games) 12- 3 High Society 13- 2 KS: Fencing 11- 3 Oratory 13- 3 Paramedics 12- Total Powers & Skills Cost: 80 Total Cost: 150 75+ Disadvantages 0 Normal Characteristic Maxima 25 Campaign Hunteds 15 Psychological Limitation: Duelist Code (Common; Strong) 15 Psychological Limitation: Protective of Innocents (Common; Strong) 10 Reputation: Duelist 11- 10 Rivalry: Professional (Jingoro), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry, Rival is a Player Character Total Disadvantage Points: 150 Archon
  4. Re: Higher Point Characters in FH/Heroic setting I'll have to dig out a copy of my char, Mixtlel Gryphonclaw. He started at 150 and by the end of 2 campaigns had around 100xp not including his equipment. However, the aforementioned superskills is a good description of where he was going. He never grew much in direct power, except for his artifact class super bow, but his versatility was becoming nuts. He was also the only character in that campaign that wasn't a mage. Archon
  5. Re: So if I have 30 rPD/30 rED armor... Thia, If this is looking through ways to hurt your sorcerer with his 60 AP powers in the EC, let me make a suggestion. Lower the overall AP. A 60 AP level for Fantasy Hero is just too high for the average spell. That's superhero level action and supers just don't feel threatened. Reserve the 60 AP level for those long casting time major incantations. Not for the everyday spells. That's my $0.02 and you know what inflation has done to that. Archon
  6. Re: Quote of the Week from my gaming group... He was going to dip his arrowheads in the molasses and then the salt so the salt would stick. Then shoot the zombies. Archon
  7. Re: Duration Caps on Spells? That is a critical question. I'm going to run a few assumptions here for my suggestion. #1) Shield spell costs 1 END per phase. #2) Basic attack spell costs 4 END per use. (Attack spells could be EB, dispel, teke, etc.) Total: 5 END per phase base. Caster is SPD 3 and fights last 3 turns. (Actually I've rarely had fights last more than 2, but I'm being a pessimist.) Total END use: 45 END for 1 fight for just combat spells. Occasional spells: Travel spell: 2 END per phase (Travel could be flight, running, whatever.) Utility spell: 2 END per phase (Utility could be teke, shapeshift, literally anything.) Each probably not used more than 2 turns in a day. Total END for Travel and Utility 12 END. Subtotal: 57 END for a day's spell use. Add some extra for the odd ball use that comes up. My opinion use about 80 END. If it's not enough, the player can spend more XP on the reserve. I realize this is the same amount I gave back over in the Magic System thread, but there's a reason I said 80 END back there. I figure this is enough for 1 to 2 fights, utility spells, etc. It also means the player has to ration his use for when needs a spell, not just when he wants a spell. Archon
  8. Re: Quote of the Week from my gaming group... What I think is the best quote so far from our new Fantasy Hero game. "Bring me a bag of salt and a jar of molasses." Said by an archer who just found out he has to face some undead. Archon
  9. Re: Duration Caps on Spells? Thia, For your sorcerer, did you go with an End Reserve or personal end to power his spells? If you went with the reserve and it has a fairly long recharge period, it should take care of itself. After all, the player only has so much end, and it takes forever to get more. He can't leave the power on all the time. If he's still using it too much, consider adding a costs extra end limitation on the spell. Of course, if you went with a quick recharge or personal end set up, then you have a different problem. For personal end, don't forget the long-term end rules. He'll exhaust himself pretty quick. For a quick recharge reserve, I'm not sure off the top of my head. Archon
  10. Re: What Fantasy/Sci-Fi book have you just finished? Please rate it... The Gazettes are only available online right now in ebook, Word, and a few other formats. There's also 2 more coming in the next few months. You can see snippets for them baen.com in the forums or compiled at this address: thefifthimperium.com Archon
  11. Re: Question about 350pt campaign limits...
  12. Re: National Geograpic Maps Special Edition I have the 1889-2001 complete run of the magazine on CD complete with pictures. That one is another great resource. Archon
  13. Re: Chronicles of Gor It's been over 20 years since I had that teacher. lol Archon
  14. Re: The First Hurdle: Creating a *gulp* Magic System Looks like it's time for another example. Try this. 10 EC - Fire Magic Sorcery (20 pts), I, G, OAF various 10 (1) Fire Bolt, 8d6 EB (40 AP) 10 (2) Flame Shields, Force Field (20/20) (40 AP) 8 (3) Wafting, Flight 20" (40 AP), Extra Time - full phase Each slot in the EC applies the Incantations, Gestures, and OAF to its value in addition to any other lims you might use. I said various as OAF must apply to the whole EC but no one ever said the OAF had to be the same for each slot. Add in an attack with variable advantage to cover AOEs, autofire, etc and then all you really do is buy to oddball spells you want. As you can see, it only takes 38 pts to cover most of the spells you'll really ever need. Actually I doubt most of your spells will be 40 AP. Most will probably be less. Now you have to deal with how you'll power it. If you use personal END, your wizards will really scream foul. I recommend aa End Reserve. End Reserve 8 END (80) 2 REC (10), Extra Time - 1 hour(-2), Concentration - 0 DCV throughout(-1) This gives enough END for a good number of effect, but he can't just cast, rest a couple of minutes, cast at full power like you can using personal END. Archon
  15. Re: Chronicles of Gor Back in junior high, I actually had an English teacher, female, recommend the first 5 or so of the series as well constructed books in their genre. She said after that that the books went downhill in both writing quality and their content. I never had the nerve to ask just how many books of the series she read. Archon
  16. Re: New Teen Champions: Ravenswood Academy Sorry for the segue, but Bruce Beemer? My dear McCoy, Clayton Moore is the only true Lone Ranger. Archon
  17. Re: The First Hurdle: Creating a *gulp* Magic System Actually a power in a VPP can have any AP from 1 up the max value of the VPP. Ex. 60 VPP (60 base) 30 12 d6 EB, OAF staff(-1) 10 Force Field (10/10)(20 AP), Incantations, Gestures, OIF magic necklace 20 2d6 Entangle, AoE radius (40 AP), Incantantions, Gestures, OIF magic belt BTW, I stopped here because those 3 powers take up 60 real points which is the max allowed in the VPP because it has a 60 pt base. With other power examples I could have had 5, 10, etc number of powers if they had a lower RP value that also added up to 60. Archon
  18. Re: Mystic Team Vehicle? In the book, On a Pale Horse by Piers Anthony, Death literally rides a horse. However, the horse can transform into a pale limosine, boat, and various other types of vehicles. BTW, I recommend that one series by Anthony if not much else. I'm working on a Mystic game also right now so I'm running into the same problem. In my case I'm trying not to combine magic and technology so I can't use that solution. Archon
  19. Re: The First Hurdle: Creating a *gulp* Magic System Everyone, I've been reading over this thread and I want to congratulate everyone for their very patient efforts to help Thia model the systems that he wants. Now I'm going to stick my oar into the water and see if I can help. Thia, One of your hanging questions was on Elemental Controls. If there was an answer to this, I missed it in the thread. As you seem to work best with concrete examples, let me try this. RP 15 EC - Force Power (15 AP base) (1) 15 a) 6d6 Energy Blast (30 AP, Force Blast) 30 30 str Telekinesis (45 AP, Force Teke) 7 c) Force Field (30 ED), only to stop blaster bolts(-1) (30 AP, Force Shield) (1) All powers must have an AP >= 2 x EC base (2) The RP value of an EC power may be lower than the EC base value. As a side note, if you apply any limits to the EC base, all powers in the EC must have the same limit applied to it. This same rule applies to Multipowers and it's slots, and on VPPs if the limit would affect a power. Ex. RP 25 Multipower (50 base), OAF Magic Staff (-1) 2 u 10d6 Energy Blast (50 AP), OAF Magic Staff(-1) Ex. RP 50 VPP (50 base) 11 Control Cost, Magic only(-1/4), OAF Magic Staff(-1) The Magic only lim is applied to the Control Cost and reduces it's RP value, but is not applied to the powers in the VPP. The OAF Magic Staff lim is applied to the Control Cost AND is applied to all powers in the VPP. Ex Power in VPP from above 25 10d6 Energy Blast, OAF Magic Staff(-1) (50 AP, 25 RP) This power takes up 25 of the base points in the VPP leaving 25 points for any further powers. You also had a question for what powers are included in the purchase of a VPP. The general answer is that buying a VPP means that you can change the Pool into any combination of power that you can think of with no further spending of CPs. The general idea, used for a VPP that would be similar to your d20 system, is that you would give the mage a Spell Book with X number of predefined spells in it. Through research or adventuring you would allow the mage to add spells to his spell book giving him further versatility. Ex. Wizard Spell VPP 60 VPP (60 RP base) 9 Control Cost, OAF spell focus defined by spell (-1), (1) Incantations(-1/4), and Gestures (-1/4), (1) Must have bulky spellbook to prepare spells (-1/2), (2) May only prepare spells listed in spellbook (-1) (2) (1) This limit applies to powers in the VPP and the Control Cost (2) This limit applies to the Control Cost only I'm sure I've added some stuff that's confusing. Goodness knows it took me a long time to figure out VPPs. I'll do my best to answer any questions you may have. Archon
  20. Re: City of Heroes - Online Hero Game There are certain special requirements to meet to be raided. We've deliberately not met them yet because we're not much into PvP. So no, we're not being raided. But the disappearance of items has happened 3 times so far. Also, the Bug board has had numerous reports of the same problem. Archon
  21. Re: City of Heroes - Online Hero Game Keep checking the boards. There's a major flaw in the base system right now. Some purchased items are vanishing without a trace. For my Vg it's been the beacons. We've bought 5 of them and they're all gone now. We're still waiting for the GMs to either refund the mission prestige or return the beacons. But you're looking good otherwise. I love the beacon system by the way. It's probably saved me an hour of playtime in travel time. We're going to get one setup for our CoH group. No more transitting between Green and Yellow Line zones. Archon
  22. Re: What Fantasy/Sci-Fi book have you just finished? Please rate it... Yeah, I was happy with Night's Dawn until he pulled the biggest Deus ex Machina since the DS9 magic minefield and Prophets slaughtering Jem Hadar. Let me know if he does that again. Archon
  23. Re: City of Heroes - Online Hero Game For any of you looking for a CoV SG on Champion, the Omega Directive is operating and has a base with a teleporter to multiple zones. Contact Astarelle or Meltdown via email or tells. We'll bring you aboard. Archon
  24. Re: City of Heroes - Online Hero Game
  25. Re: City of Heroes - Online Hero Game FYI for you guys, normal playing time is 6-8 pm cst also known as 7-9 est. This Sat. there is a special session from 12-4 pm cst Archon
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