Jump to content

johnflang

HERO Member
  • Posts

    77
  • Joined

  • Last visited

Everything posted by johnflang

  1. Re: league of extraordinary PULP HEROs A pulp hero team I am running has Philip Hawkins - A very wealthy British man. He is the team leader and currently no special abilities. Ranjit Singh Bahadur - an Sikh bodyguard for Mr. Hawkins. He wield two mystical weapons a sword and a dagger. Sterling Spectre - an American teenager who was a castaway and learned martial arts and some mystical abilities from a Chinese ghost. Aiden Cade - A British doctor with an aptiude for the Tarot and some low level psychic abiliites. Marie LaVaue - an African American vodoo priestess from New Orleans. Note all supernatural abilities are capped at 20 active points and they increase by 10 active for every 100 character points.
  2. Re: GateCrasher Hero IRL or Email, Indy wants to know?
  3. Steve, My question is: I have a multipower and all slots are ultra (no flexibility) and all slots maxxed out. At least one of my slots has a continuing charge on it for 5 mintues. When I activate and use that slot, does that mean my multipower is tied up for 5 minutes or can I use other slots in the multipower? John
  4. Re: GateCrasher Hero Pat where is your web page at these days?
  5. Re: GateCrasher Hero Hey Wildcat long time no see. As one of the orginal PBEM players of the campaign most of us are still availbale and willing to PBEM it again if you so desire.
  6. Re: Character creation problems solved One house rule that is common in all the Hero games I play is 10 percent of all points must be spent on lang, KS, sciences, AK, professions, and contacts this help balance out the tendency to concentrate on useful combat abilities and make the characters more balanced. Try it we love it. I am also a big fan of stating campaign limits at beginning of the campaign so that why the GM does not have to NERF a character becuase they are too powerful compared too everyone else in the group. My limits are based on starting and scale up with total point value. I also use the limits in the design of my NPC.
  7. Re: Gods: How do you handle them? In my campaigns I do one of 2 things use existing gods from mytholgy (Greek, Egyptian etc..) or gods from other campaigns (Forgotten Realms, Greyhawk). I have played in a couple of campaigns where gods were created by Gm or based on previous PC in the campaign. Basically it comes down too how much work you want to do in building that part of your campaign.
  8. I have a power, it costs endurace, I want to use it as many times a day as I want, however I want the power to last for a duration. Using continuing charges does not work since the number of charges limits they number of time I can use the power. Any suggestions?
  9. Steve, In our fantasy game last night we had the misfortune of being charged by train cavalryman with lances. We were not equipped to set for charge. The fantasy book covered everything but what happens when you are hit by charging horsemen. 1) How much damage/where (documented) does a trained cavalryman on a trained mount do to the poor schmuck on the ground? 2) If they rules are straight move through rules, then is the damage capped at 2x the base damage of they weapon? Thanks from my gaming group.
  10. In our fantasy campaign limits are normally 8-12 resistant defenses. 60 AP on spells. No combination of skill levels can give you more than 5 levels OCV or add 5 to a skill unless in game you meet a master who teaches you to get above that level.
  11. In our campaign where we were super villians we did the following: 1) Drug dealers have lots of cash cant go to police to report stolen goods a) Steal from him Impersonate him and steal his laundered money 2) Heist 100 million in gems from a diamond repository in New York fence as you need cash. That pretty much solved our money problems and ended the campign since we did not feel like commiting any more crimes.
  12. In the Champions games I play in religion is not a factor. However, in the Hero games set in modern/fantsy time, religion has/does play a role depending on the campaign. The fantasy is obvious with clerics. Modern horror can make a person religious real quick. In one campaign I play a author who is a lapsed Christian. After getting sent back in time and mistaken for a holy man and help raising King Arthur, he is now a more devout Christian. Religion in superhero with my groups is not common. In other genres it can show up in unexpected ways.
  13. I am playing a noble in a current campaign. In the campaign world the oldest son inherits the tilte of the father. Other sons are given a title one rank below. In my case I have no lands. Due to my families business interest I do have a point of wealth. The group I am adventuring with knows I am a magician. I dress well. They currently do not know that I am noble. I am imagine the first time they find out is when I feel it necessary to be identified as a noble. Otherwise I am a magician with money. The point is most of the stuff mentioned early about being noble, I did not think about until I read this post. Thanks for the info, I will make sure not to abuse my 4 point perk Baron.
  14. The 2 consistent house rules we use in our campaigns are: 1) Character creation 10 percent of points must be spent on Lang, KS, PS, SC, and AK. This includes linguist etc... 2) If stun drops below 0 increments of recovery matched to the time chart is what we use. IE 0-1X rec is every phase 2x recoveryis post segment 12 etc...
  15. Let us try this again. Dwarf [Notes: -2 inches of running] 6 1) +6 STR 1 6 2) +3 BODY 6 3) +3 EGO 5 4) Infrared Perception 2 5) Poison/Disease: Resistance (2 points) Elf 9 1) +3 DEX 6 2) +6 PRE 5 3) Ultraviolet Perception Ork 6 1) +6 STR 1 18 2) +9 BODY -3 3) -3 INT -2 4) -4 COM 5 5) Ultraviolet Perception Troll 2 1) +2 STR 1 -9 2) -3 DEX 26 3) +13 BODY -6 4) -6 INT -3 5) -6 COM 5 6) Infrared Perception 15 7) Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide, 399 kg mass), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2) 1 8) Damage Resistance (1 PD) 4 9) Reach: Stretching 1", Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts (-1/4) Cyclops (Troll) 8 1) +8 STR 1 -9 2) -3 DEX 26 3) +13 BODY -6 4) -6 INT -3 5) -6 COM 4 6) Reach: Stretching 1", Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts (-1/4) 15 7) Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide, 399 kg mass), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2) -10 8) -2 with Ranged Combat Koborokuru (Dwarf) 6 1) +6 STR 1 6 2) +3 BODY 6 3) +3 EGO 5 4) Infrared Perception 2 5) Disease: Resistance (2 points) 10 6) Life Support , Immunity: All terrestrial poisons and chemical warfare agents Formoi (Troll) 4 1) +4 STR 1 -9 2) -3 DEX 22 3) +11 BODY -6 4) -6 INT 4 5) Reach: Stretching 1", Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts (-1/4) 5 6) Infrared Perception 7 7) Growth (+5 STR, +1 BODY, +1 STUN, -1" KB, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide, 200 kg mass), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2) Menehune (Dwarf) 3 1) +3 STR 1 12 2) +6 BODY 6 3) +3 EGO 5 4) Infrared Perception 2 5) Disease/Poison: Resistance (2 points) Hobgoblin (Ork) 6 1) +6 STR 1 12 2) +6 BODY -2 3) -4 COM 5 4) Ultraviolet Perception Giant (Troll) 23 1) Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide, 798 kg mass), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2) 24 2) +12 BODY -9 3) -3 DEX -6 4) -6 INT -3 5) -6 COM 5 6) Infrared Perception 4 7) Reach: Stretching 1", Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts (-1/4) Gnomes (Dwarf) 6 1) +3 BODY 3 2) +3 STR 1 12 3) +6 EGO 5 4) Infrared Perception Oni (Ork) 6 1) +6 STR 1 12 2) +6 BODY -3 3) -3 INT 6 4) +3 EGO -2 5) -4 COM 5 6) Ultraviolet Perception Wakyambi (Elf) 6 1) +3 EGO 6 2) +6 PRE 5 3) Ultraviolet Perception Ogre (Ork) 6 1) +6 STR 1 18 2) +9 BODY -3 3) -3 INT Minotaurs (Troll) 4 1) +4 STR 1 -9 2) -3 DEX 22 3) +11 BODY -3 4) -3 INT -2 5) -4 COM 4 6) Reach: Stretching 1", Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts (-1/4) 5 7) Infrared Perception 7 8) Growth (+5 STR, +1 BODY, +1 STUN, -1" KB, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide, 200 kg mass), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2) Satyr (Ork) 6 1) +6 STR 1 -9 2) -3 DEX 18 3) +9 BODY -3 4) -3 INT 6 5) +3 EGO -2 6) -4 COM 4 7) +2" Running (20"/28" total) 1 5 8) Ultraviolet Perception Night Ones (Elf) 18 1) +6 DEX 6 2) +6 PRE 5 3) Ultraviolet Perception Dryads (Elf) [Notes: Females Only] -3 1) -3 STR 9 2) +3 DEX -6 3) -3 BODY 5 4) +5 PRE 3 5) +6 COM 5 6) Ultraviolet Perception 9 7) Animal Handler (Birds, Other: Creatures of Forest) 19- [Notes: The 3 skill levels are in addition to what can be bought based on Presence] Shapechanger Bear 3 1) +3 STR 1 12 2) +6 BODY 4 3) +2" Running (20"/28" total) 1 5 4) Healing 1 BODY (Can Heal Limbs); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage One Type of Damage (-1/4) [Notes: Does not work on Silver damage/magic weapons] 1 14 5) Astral Perception: Detect A Large Class Of Things 4-, Discriminatory, Range, Targeting Sense, Tracking; Side Effects -3 to all skill rolls, Side Effect occurs automatically whenever Power is used (-1), Extra Time Extra Segment (-1/2) 7 6) Growth (+5 STR, +1 BODY, +1 STUN, -1" KB, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide, 200 kg mass), Bear Form (+0), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2) 4 7) +4 STR, Bear Form (+0) 1 9 8) +3 DEX, Bear Form (+0) 12 9) +6 BODY, Bear Form (+0) 5 10) Lightning Reflexes: +3 DEX to act first with All Actions, Bear Form (+0) 1 11) Damage Resistance (1 PD), Bear Form (+0) 4 12) Reach: Stretching 1", Bear Form (+0), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts (-1/4) 10 13) Shapeshift (Sight Group; Cellular, Instant Change), Costs END Only To Change Shape (+1/4); Gamemaster Gimme (-2) 2 Shapechanger Eagle 3 1) +3 INT 2 2) +4 COM 9 3) +3 DEX 4 4) +2" Running (20"/28" total) 1 5 5) Healing 1 BODY (Can Heal Limbs); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage One Type of Damage (-1/4) [Notes: Does not work on Silver damage/magic weapons] 1 14 6) Astral Perception: Detect A Large Class Of Things 4-, Discriminatory, Range, Targeting Sense, Tracking; Side Effects -3 to all skill rolls, Side Effect occurs automatically whenever Power is used (-1), Extra Time Extra Segment (-1/2) 10 7) Shapeshift (Sight Group; Cellular, Instant Change), Costs END Only To Change Shape (+1/4); Gamemaster Gimme (-2) 2 6 8) +6 STR, Eagle Form (+0) 1 9 9) +3 DEX, Eagle Form (+0) 5 10) Lightning Reflexes: +3 DEX to act first with All Actions, Eagle Form (+0) 10 11) +1 SPD, Eagle Form (+0) 16 12) Flight 10", Eagle Form Only (+0); Restrainable (-1/4) 2 Shapechanger Fox 3 1) +3 INT 6 2) +3 EGO 3 3) +6 COM 4 4) +2" Running (20"/28" total) 1 5 5) Healing 1 BODY (Can Heal Limbs); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage One Type of Damage (-1/4) [Notes: Does not work on Silver damage/magic weapons] 1 14 6) Astral Perception: Detect A Large Class Of Things 4-, Discriminatory, Range, Targeting Sense, Tracking; Side Effects -3 to all skill rolls, Side Effect occurs automatically whenever Power is used (-1), Extra Time Extra Segment (-1/2) 10 7) Shapeshift (Sight Group; Cellular, Instant Change), Costs END Only To Change Shape (+1/4); Gamemaster Gimme (-2) 2 9 8) +3 DEX, Fox Form (+0) 5 9) Lightning Reflexes: +3 DEX to act first with All Actions, Fox Form (+0) 10 10) +1 SPD, Fox Form (+0) 4 11) +2" Running (20"/28" total), Fox Form (+0) 1 Shapechanger Leopard 2 1) +4 COM 3 2) +3 STR 1 6 3) +3 BODY 4 4) +2" Running (20"/28" total) 1 5 5) Healing 1 BODY (Can Heal Limbs); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage One Type of Damage (-1/4) [Notes: Does not work on Silver damage/magic weapons] 1 14 6) Astral Perception: Detect A Large Class Of Things 4-, Discriminatory, Range, Targeting Sense, Tracking; Side Effects -3 to all skill rolls, Side Effect occurs automatically whenever Power is used (-1), Extra Time Extra Segment (-1/2) 10 7) Shapeshift (Sight Group; Cellular, Instant Change), Costs END Only To Change Shape (+1/4); Gamemaster Gimme (-2) 2 3 8) +3 STR, Leopard Form (+0) 1 9 9) +3 DEX, Leopard Form (+0) 6 10) +3 BODY, Leopard Form (+0) 5 11) Lightning Reflexes: +3 DEX to act first with All Actions, Leopard Form (+0) 20 12) +2 SPD, Leopard Form (+0) 4 13) +2" Running (20"/28" total), Leopard Form (+0) 1 Shapechanger Seal 2 1) +4 COM 6 2) +3 BODY 3 3) +3 STR 1 5 4) Healing 1 BODY (Can Heal Limbs); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage One Type of Damage (-1/4) [Notes: Does not work on Silver damage/magic weapons] 1 14 5) Astral Perception: Detect A Large Class Of Things 4-, Discriminatory, Range, Targeting Sense, Tracking; Side Effects -3 to all skill rolls, Side Effect occurs automatically whenever Power is used (-1), Extra Time Extra Segment (-1/2) 10 6) Shapeshift (Sight Group; Cellular, Instant Change), Costs END Only To Change Shape (+1/4); Gamemaster Gimme (-2) 2 6 7) +3 BODY, Seal Form (+0) 9 8) +3 DEX, Seal Form (+0) 5 9) Lightning Reflexes: +3 DEX to act first with All Actions, Seal Form (+0) 10 10) +1 SPD, Seal Form (+0) Shapechanger Tiger 3 1) +3 STR 1 9 2) +3 DEX 6 3) +3 BODY 4 4) +2" Running (20"/28" total) 1 5 5) Healing 1 BODY (Can Heal Limbs); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage One Type of Damage (-1/4) [Notes: Does not work on Silver damage/magic weapons] 1 14 6) Astral Perception: Detect A Large Class Of Things 4-, Discriminatory, Range, Targeting Sense, Tracking; Side Effects -3 to all skill rolls, Side Effect occurs automatically whenever Power is used (-1), Extra Time Extra Segment (-1/2) 10 7) Shapeshift (Sight Group; Cellular, Instant Change), Costs END Only To Change Shape (+1/4); Gamemaster Gimme (-2) 2 6 8) +6 STR, Tiger Form (+0) 1 9 9) +3 DEX, Tiger Form (+0) 12 10) +6 BODY, Tiger Form (+0) 5 11) Lightning Reflexes: +3 DEX to act first with All Actions, Tiger Form (+0) 20 12) +2 SPD, Tiger Form (+0) 4 13) Reach: Stretching 1", Tiger Form (+0), Inherent (+1/4), Reduced Endurance 0 END (+1/2), Persistent (+1/2); Always On (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts (-1/4) 4 14) +2" Running (20"/28" total), Tiger Form (+0) 1 Shapechanger Wolf 2 1) +4 COM 3 2) +3 STR 1 6 3) +3 BODY 4 4) +2" Running (20"/28" total) 1 5 5) Healing 1 BODY (Can Heal Limbs); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Does Not Work On Some Damage One Type of Damage (-1/4) [Notes: Does not work on Silver damage/magic weapons] 1 14 6) Astral Perception: Detect A Large Class Of Things 4-, Discriminatory, Range, Targeting Sense, Tracking; Side Effects -3 to all skill rolls, Side Effect occurs automatically whenever Power is used (-1), Extra Time Extra Segment (-1/2) 10 7) Shapeshift (Sight Group; Cellular, Instant Change), Costs END Only To Change Shape (+1/4); Gamemaster Gimme (-2) 2 9 8) +3 DEX, Wolf Form (+0) 6 9) +3 BODY, Wolf Form (+0) 5 10) Lightning Reflexes: +3 DEX to act first with All Actions, Wolf Form (+0) 10 11) +1 SPD, Wolf Form (+0) 4 12) +2" Running (20"/28" total), Wolf Form (+0) 1 Martial Arts 4 +1 HTH Damage Class(es) [Notes: For Shapechanger Bear, Eagle, Leopard, Tiger, Wolf] Social Limitation: Elf (Frequently; Minor; Not Limiting In Some Cultures) 5 Social Limitation: Dwarf (Frequently; Minor; Not Limiting In Some Cultures) [Notes: All equipment costs +10%] 5 Social Limitation: Ork (Frequently; Major; Not Limiting In Some Cultures) 10 Social Limitation: Troll (Frequently; Major; Not Limiting In Some Cultures) [Notes: All equipment costs +25%] 10 Cyclops (Troll) 1) Distinctive Features: Cyclops (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 2) Social Limitation: Cyclops (Frequently; Major) [Notes: All equipment costs +25%] 15 Koborokuru (Dwarf) 1) Distinctive Features: Koborokuru (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 2) Social Limitation: Koborokuro (Frequently; Minor) [Notes: All equipment costs +10%] 10 Formoi (Troll) 1) Distinctive Features: Formoi (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 2) Social Limitation: Formoi (Frequently; Major) [Notes: All equipment costs +25%] 15 Menehune (Dwarf) 1) Distinctive Features: Menehune (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 2) Social Limitation: Menehune (Frequently; Minor) [Notes: All equipment costs +10%] 10 Hobgoblin (Ork) 1) Distinctive Features: Hobgoblin (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 2) Social Limitation: Hobgoblin (Frequently; Major) 15 Giant (Troll) 1) Distinctive Features: Giant (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 2) Social Limitation: Giant (Frequently; Major) [Notes: All equipment costs +25%] 15 Gnome (Dwarf) 1) Distinctive Features: Gnome (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 2) Social Limitation: Gnome (Frequently; Minor) [Notes: All equipment costs +10%] 10 Oni (Ork) 1) Distinctive Features: Oni (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 2) Social Limitation: Oni (Frequently; Major) 15 Wakyambi (Elf) 1) Distinctive Features: Wakyambi (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 2) Social Limitation: Wakyambi (Frequently; Minor) 10 Ogre (Ork) 1) Distinctive Features: Ogre (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 2) Social Limitation: Ogre (Frequently; Major) 15 Minotaur (Troll) 1) Distinctive Features: Minotaur (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 2) Social Limitation: Minotaur (Frequently; Major) [Notes: All equipment costs +25%] 15 Satyr (Ork) 1) Distinctive Features: Satyr (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 2) Social Limitation: Satyr (Frequently; Major) 15 Night Ones (Elf) 1) Distinctive Features: Night Ones (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 2) Social Limitation: Night Ones (Frequently; Minor) 10 3) Susceptibility: Sunlight 1d6 damage, per Phase (Common; Stun Only) [Notes: Applies to Night Ones] 15 Dryads (Elf) 1) Distinctive Features: Dryads (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 2) Social Limitation: Dryads (Frequently; Minor) 10 3) Susceptibility: Urban Area 1d6 damage, per Phase (Common; Stun Only) [Notes: Applies to Dryads] 15 Shapechanger 1) Social Limitation: Shapechanger (Frequently; Severe) 20 2) Susceptibility: Silver 1d6 damage, Instant (Uncommon; Stun Only) 5 3) Vulnerability: 2 x Effect Silver (Uncommon) 10 4) Physical Limitation: Dual Nature/No Cyberware (Infrequently; Slightly Impairing) 5
  16. Doh, I will try again when I get back this weekend.
  17. Attached is the HD file that contains all the packages for Shadowrun race. All info is on martial arts, powes, and disads. Enjoy
  18. Metahumans and Disads the four basic (troll, dwarf, elf, and ork) Have a social limation of various degrees including not a lim in certain cultures. The meta out of Shadowrun Companion all have DF and SL that is more severe than there common form counterparts. For the shapechangers I decided not to do multiform or OIHD. I figure if I use multiform it would be so efficent everyone would be a shapechanger. OIHD is not a limitation since I am unaware of anyway in Shadowrun to force a shapechanger to change that is worth a -1/4 limitation. A shapechanger dual nature and lack of ability to handle cyberware as a 5 pt physical limation. Astral perception for my campaign is 42 point power with a gamemaster -2 limation to make it affordable. The ability to shape change also has a GM -2 limation to make it affordable. I hope to be able to post my racial packages sometime next week. Any preference (prefab or character sheet)? Now for something totally different any thought on availbility numbers translated to Hero. I am thinking a pre based skill with modifiers to refelct the availablity.
  19. I agree with you Damon, I am going to give trolls 2 levels of growth. I am going to modify the stretch to be inherent. As for armor no decision, probably won't make one until I decide how magic works. As for shapechanger since they retain their skills in both forms OIHD may be appriopriate. As for your question on astral form. You may require the astral form to have a multi-power with suppress or dispel and they use that to affect magic items. Remeber to give all spells/ magic items/dual nature creatures a zero limation affected by astral space when active.
  20. I have converted the basic races found in SR III and Shadowrun Companion. Two areas I need to look at again are reach and levels of growth for Trolls. Currently I have one level of growth for Trolls, I am considering making it 2 levels. For Reach I did one inch stretching with no modifiers. For disads I am basing my campaign in Seattle. So orks, trolls, elves, and dwarves are have a social limatation. The other metahuman variants have SL and DF. In addition as part of the SL for dwarves and trolls is the increase in the cost of equipment to make it dwarf/troll usable. Next on the agenda is shape shifters. I am thinking either multiform or human package (add to primary) with shape shift package (add to secondary)/OIHD. Any comments or suggestions? I have also reconsidered my previous statement about ballistic/impact. My new thought is no ED, mental defense, power defense. 1) Impact (Only vs HTH) Ballistic (only vs Ranged) 2) Impact (Normal) Ballistic (Killing) 3) PD (Impact) ED (Ballistic) Any comments or suggestions?
  21. DF vs SL In 4th edition you would call the different races a DF. However, in 5th with introduction of social limitations and how race is handled in Shadowrun I am thinking that race should be a social limitation not a distintive feature. Magic/cyberware/bioware if obvious should be a distintive feature or social limitation. Any comments/suggestions on how to handle this?
  22. How would you handle the quickness modifer of Shadowrun in Hero?
  23. I understood the orginal question and know of no way to make it clearer. However, Lord Liaden response indicates he did understand the question and answer it. Thanks, I too had this same question and I like your answer.
  24. What I meant by the power skill was magic is based on int. For every 2 points of int above 10 you can increase you magic skill by 1. If you have a 20 int and maxxed magic skill of 18- that limits how much cyberware/bioware you can have. So I am using the magic skill as a "magic attribute". The more cyberware/bioware you have the more often you fail. As a house rule for this campaign no 3 pt/5pt/8pt/10pt skill levels exist, because in Shadowrun you can only improve skills.
  25. As regards to armor I am going to use standard Hero PD/ED. I am not going to worry about impact/ballistic. This is personal prefernce. I reviewed your bioware section which is well done. For my campaign I belive I am going with no disadvantages, DF, campaign limit of body *10 active points, and for every ten active points of bioware -1 skill roll for magic. For the magic attribute I am going to use the Power Skill magic as my magic attribute. For every 2 points of int above 10 you can increase the skill by one. Every level of initation will include an increase to magic skill, conjuring skill, and enchantment skill.
×
×
  • Create New...