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JmOz

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Posts posted by JmOz

  1. A psyc lim (or side effect on the puppet)

     

    then for the powers: gestures through out, IIF (maybe a sideeffect)

     

    Okay here is how it wuold work, the focus is either a universal or personla (Depending on if he is crazy or if there is something to the puppet). If the puppet is powerful then add side effect (Causes MPS), if not give the guy a Psyc lim MPS

  2. Close,

     

    Okay, magic is a learned art, while some people are born with the talent they will rarely start using magic.

     

    It is also a blessing of sorts from three gods of magic, that is to say the origin of magic was the three dragons (all are gods) decided to gift the races with the ability to manipulate the streams of magic. To manipulate the energy is what a mage learns

     

    It is common practice for mages to use certain items to assist them in there castings, chants, gestures, wands, etc...

     

    Yes magical energy can be stored in containers, thus making it so the mage can call on it instead of channeling the stream directly, which can be tiring. To fill a basic container, the first magic items a mage learns how to build, a mage must channel the magic into it, this is tiring but then can function as a battery (Mechanicaly the End Res Rec costs end to use)

     

    Yes I see a mage as having alot of spells,

     

    Magic itself is understood by natives to some degree (a wizard needs not fear being considered a demon)

     

    I need to work on it somemore...

  3. These are the rules I am thinking of making my wizards follow in my new FH campeign, please give me your opinions:

     

    All wizards will use a MP,

    Each slot in the MP is requitred to take the "Can be used with personal End or End Reserve advantage"

    No wizard may have a natural end reserve (Must be via a focus)

    The MP will further be limited with the following limitations: RSR, VarLim -1/4 (-1/2 of limitations)

     

     

    VarLiims include:

     

    Foci

    Gestures

    Incantations

    Concentration

    ExtraTime

    x2 End

     

    Furthermore all spells WILL COST ENDURANCE

  4. A number of odd questions involving computers:

     

    1) If a character buys multiple vehicles (or bases), all with computers, does a single x2 multiplyer multiply the whole unit or do you need to multiply both the Vehicle and the computer (IE Foxbats Boat and car both have Foxcomputers in it, did he pay +5 or +10 for x2?)

     

    2) If a vehicle has a computer and Multiform does the Multiform include the cost of a computer, or does it stand outside of it? Same question for Duplication

     

    3) Deleted by JmOz

     

    4) Deleted by JmOz

  5. Originally posted by Derek Hiemforth

    According to the Spacedock netbook for LUG's version of the Trek RPG (written by our very own Steve Long), the Galaxy-class ships like the Enterprise D have a standard complement of 25 shuttles, 12 shuttlepads, 3 shuttle bays (the main shuttlebay in the saucer section, and two smaller bays in the engineering section), plus a "Captain's Yacht."

     

    So in essence they can launce 12 at a time, have a total of 25 shuttles, plus the "Captains Yatch"? BTW I thought the Yacht was only on the E

  6. Going through the playtest file for UNTIL and saw something, want to confirm I understand the rule first however before I post it on that board

     

    My understanding was that Analyze gives a level of information touching on the supernatural or scientific testing. For example the exact compostion of what you are touching, while discrimitory gave the information you would need to tell it apart

     

    For example: Detect Magic says yes there is magic and roughly how strong it it

     

    Add discrim, and you can tell it is Necromantic magic

     

    Add analyze and you know what the Necro magic is being used for

     

    Is this right?

  7. It actualy is Restrainable as a lim (-1/4 level), this represents the damage it can take from EMP and Cyberkinesis, and IIRC it was a -1/4 in Cyberhero as well

     

    THEN you take a Phys lm for the medical care

    THEN you take a distinctive feature

    THEN you CAN take a Vulnerability to Electrical attacks

    THEN you CAN take a Suseptibility to Magnetics

    etc...

     

    Kind of like building with legos in a way

  8. You want disgusting?

     

    Did some Number crunching:

     

    Assuming a roll of 4 on all dice (including Stun) it fails to injure Dr Destroyer, while it will not con stun him it will also not knock him out, while he will take some stun (40 to be precise)

     

    Assuming a roll of 5, he will only suffer 5 body, and again it will not KO him but will CON stun him (80 stun)

     

    on a perfect roll of all dice it will KO him, he will be at roughly -30 stun (130 Stun Damage)

     

    This is all based on Dr D's normal defenses, not including if he uses his VPP for somekind of additional defence or uses his Force Wall

     

    The above assumes that the Stun multiplier is the same as the damage roll

  9. Question for you all about ships in star trek (assume the same as Enterprise-D

     

    How many shuttles do they carry?

    How many different types?

    How many shuttle bays

    how many can they launch at a time via a single bay

  10. Character has Summon imps x4, 4 charges

     

    okay does this mean he can summon 4 imps, each imp takes a charge or he can summon a total of 16 imps, in batches of 4

     

    really silly question that occured when asking this, if it is the latter, could he turn the charges into "fuel charges" to allow him still to summon a batch of up to 4, but if he only chooses to summon 2, he can still summon 14 more (max batch still being 4)

  11. Actualy got the F/X already, it is a warhead that while in flight if the attack is targeted it goes off prematurly

     

    the attack in question is way over the setting max (it is a 7d6 KA with Explosion and AP) but the character has no imunity (and in truth will be at neg body from an average attack)

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