Jump to content

Hida Tsuzua

HERO Member
  • Posts

    31
  • Joined

  • Last visited

Everything posted by Hida Tsuzua

  1. Re: magic cost It depends on how the power is built. If you used Independent and unrecoverable charges, then yes, it'll cost 4 CP to renew. If you built it with normal charges, it'll recover charges without additional CP cost. The charges will return after the adventure, day or however you set the charges to be recovered.
  2. Re: Armor Spell Failure While I know this is different from the way you're trying to do casting spells in armor, here's how I'm doing it in my High Fantasy game. Basically I've divided armor into 4 types (Cloth, Leather, Mail and Plate) and allow the disadvantage "Only in X armor type or lighter" at -1/4 (Leather or below) and -1/2 (Cloth Only). This lets the players decide how much armor they'll be willing to trade for more powers. It also lets you do clerics and other well-armored spellcasters. As for doing it by random chance, the major thing is why does armor affect casting? If it's because it's hard to move in, you might want to have it be a DEX check or otherwise based off any armor penalties the armor grants. If it's somehow due to metal, that has implications of its own. If your system is based off activation or skill rolls, just saying armor affects those rolls as well would work quite well as armor has "Side Effect- Affects Magic Activation Rolls by X -0."
  3. Re: Lack of Fully Developed Worlds I do not believe that all attempts at converting things to Hero is due to the lack of a setting for Hero. The reason that coversions is common is that it's possible to easily convert things into a coherent transparent system. Among my friends, we can watch any movie and convert them on the spot to Hero. If I wanted to do this with another system that uses a twenty sided die as its base mechanic, I'll have to come up all sorts of prestige classes, feats, and unique races/beings with no firm guidelines. In many games, the base mechanics of an RPG is like that of a black box. How did the D&D designers make fireball vs burning hands when both are nearly the same except for size and damage? In Hero, I can look at the power I see how it all was formed together, a fireball is either a KA or EB with AoE radius on it while burning hands is the same with disadvantage (only half circle). In other RPGs, I have a feeling they made stuff via dartboard such as the brokenness of the Smartlink in Shadowrun. As for setting, I've found myself so radically altering setting so many times due to all the crazy things in it that a well-supported setting can mean more work for me in the long run. While entertaining to read, the Shadowrun universe has problems such as the fact if something is important to hire shadowrunners, it's important enough not to hire shadowrunners, its history, the problem with insanely cheap firepower, and really bad interior architecture (you have to walk though the bedroom to get to the living room?). The WoD has all sorts of issues. Many things such that in most games, people not knowing about vampires and the supernatural is given not earned either though innate ability or widespread idiocy among NPCs. Another issue is that there are a ton of things that vampires and werewolfs can do like blood bonding and breeding metis that isn't done very often "because they don't" even when it makes sense with all that is given. Mage suffers a problem of "cool setting but what am I suppose to do?" There are really nice settings like Legend of the Five Rings's Rokugan and Earthdawn. I never did mess around with D&D's settings very much so I can't say much there. But for the most part, if I want to have problems with my settings, I'll like them to be my mistakes. That way, either I can argue why that is the case or fix it without worrying about some sort of metaverse.
  4. Re: Post your most abusive munchkin character here Mole Man- Mole Man's major power is duplication with a 295 point adder letting him become 1 mol copies of himself (be sure to add in all sorts of Side Effects to make it cheaper and to show that he's now really small). He also has a 1d6 EB with a +4 Variable Advantage, Life Support Does Not Eat/Sleep, and a bit of Flight. Now Mole Man is usually split up so that there's at least one on every hex on the planet or into 1000 man hit squads. When in combat (assuming he's going with the hit squads) have 500 mole men hold their actions. The other 500 modify their EB with +2 worth of advantages. For example 100 get NND, No Range, AoE One Hex, another 100 Quad Penetrating, etc. The end result is 500 1d6 EB with all sorts of advantages! Even if the target can effectively resists much of the EB, chances are one group's will get though their defenses doing around 50d6 or 100d6 damage! I don't go with Shrinking because Mole Man will be short for points. Also he doesn't really need the advantages it offers. Just go with the disadvantages and let your DCV and Body be low. You can only hit one mole man at a time anyways. For AEs, that's why you have mole man split up whenever possible. I know you can make him as a 500 point character, but how cheap I don't know. As for background, Mole Man was once a janitor at a weapons research facility. After a malfunction of the Cheese Grater of Death prototype, Mole Man was hit by it dividing him into a mole of himself! The accident also gave him control over molecules. Now he went rogue and now works as an assassin for hire. Aggro Man- Aggro Man in my opinion is just as broken as Mole Man, but in a different way. First have Aggro Man disadvantage's such that nearly everyone has a reason to hate him (such as Rep- Nazi, Racist, Puppy Drowner, Hippy, whatever). As for his powers, get him a ton of defensive powers such that he's extremely hard to take down (hardened defenses, absorption into Stun, whatever). His offensive power is a Mind Control with the Set Effect (Attack me). It doesn't have to be that big of a mind control either, just enough to beat most people's Ego scores regularly (maybe 5d6 or so). Aggro Man's tactic is simple. When combat begins, make a presence attack to anger the other side. Then, hit the enemy with the Mind Control. As they're inclined to attack him due to the presence attack, reputation, and being in combat, Aggro Man only needs to exceed their Ego Values! When the enemy begins to attack Aggro Man, it leaves the rest of the team freedom to attack the enemy at their leisure. Aggro Man takes the punishment while his teammates can haymaker, put all their CSL into OCV and damage, or take extra time. Aggro Man's background is that as a child, he was ignored by his rich and busy parents. Desperate for their attention, he began to do all sorts of bad things. However no matter what he did, his parents won't care or notice. Finally when Aggro Man's powers manifested, it was influenced by his desire for attention, giving him the powers he has now so that he can always be the center of attention in combat, at least.
×
×
  • Create New...