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Lightbane

HERO Member
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Everything posted by Lightbane

  1. Re: Avatar: The Last Airbender It's not the greatest show ever nor am I a slobbering fanboy, but it is certainly better than the vast majority of shows that Nick produces. Aang has shown that he can waterbend, but he's only done it twice and only when he was in real danger. Waterbending was how he froze himself in a block of ice for a century. His earth and fire powers may be completely dormant since in one episode they mentioned that the avatar had to learn each of the bending styles in a certain order (air, water, earth, then fire, I believe, which is the same as his reincarnation cycle). Plus how could you go wrong with a six legged beaver tailed flying bison?
  2. Figured I would post in Other genres as I know the martial arts fans gather here. Has anyone else seen this? It comes on Friday at 7:30 pm and 8:00 pm, plus Saturdays at 7:00 pm and 7:30 pm (I think these are right anyways, the time seems to move around a bit) on Nickelodeon. I was flipping through the channels and stumbled across it one night. Here's a link to the TV Tome description (it explains it better than I could). The four elemental clans and the avatar kind of remind me of Exalted. It's also pretty well animated for a show on nickelodeon. Hope they don't cancel this one as it has an actual overall plot. Avatar: The Last Airbender
  3. Re: Fullmetal Alchemist: How to model? I would model the Alchemy in full metal alchemist as a VPP with the limitations (alchemy (this should cover equivalent exchange (requires equal matter to create an object)); -1/2), (OAF (arrangement, fragile) - alchemy circle; -1 1/2), and Requires Skill Roll (-1/2). The reason is that alchemy can also be used for direct attacks (RKA's and HKA's), such as, growing spikes from the ground, imploding people's heads, creating fire attacks, and the rock bullet that Armstrong uses in a fight with scar. Colonel Mustang's flame attack is described in the manga (if I remember correctly) as creating a pocket of pure oxygen around the thing he's aiming at (and I'm also assuming a trail of oxygen to the target), which he then uses his spark gloves to toss a spark into causing it to ignite and burn the target. All of that is basically the special effect but in Hero I would model it as an RKA, probably with reduced range. Another example is Scar's attack where he grabs your head and destroys the matter inside of it causing your head to implode, which is just an HKA, but with a limitation that he has to know what the substance is that he's attacking (He failed to break Ed's arm with his first attack because he thought it was flesh instead of automail). Most people have no clue as to how to use alchemy so it can't be an everyman skill. Alchemy just like magic in most settings takes years of study to learn and even longer to master. The Elric brothers are considered geniuses by most people and rightfully so they've learned alchemy at a much younger age than most people have. The number of alchemists in the world is probably closer (in ratio to the population) to the number of quantum physicists with PhD's in ours (I may be exaggerating here but you get the point). Also just like physics some people will pick it up without much trouble while others will never get it (I suck at any form of advanced physics myself). Ed's ability to not have to use an alchemy circle is because he performed human alchemy (and that's all I'll say about that since anymore would be a spoiler). So instead of an OAF he would use gestures (two hands needed); -1/2, as the limitation on his variable power pool. The state alchemists watches would be an aid to the alchemy VPP, I don't believe it's ever been said how much it amplifies their powers, so that's up to you as to how much of an aid it is. I would use the standard effect modifier, so that it always gives the same boost though. The red stones would be there own VPP (based upon the size of the stone) with just an OIF or OAF limitation (counting on if in example, it's a ring (OIF) or say an expose amulet (OAF)), as they don't need equivalent exchange. I would also though give them an END reserve based upon their size and a side effect that when the END reserve was used up rebound occurs (which is basically that the ring tries to use part of your body to make up for it's lack of power, at least that's how I understood it). The red stones should just require basic knowledge of alchemy to be used without a skill roll, as even that false priest (who was a fairly weak alchemist) was able to use one to make a machine gun. Which from what I can tell isn't all that easy with all those moving parts and the bullets being necessary. You could also use something like the Gift from fantasy hero where you get a VPP with so many active points per point you have in the skill alchemy. This might be the way I would go to show that skill equals power in alchemy.
  4. Re: Help with racial abilities Thanks for the help MitchellS, 1) You meant Damage Reduction right? As poison is usually a NND attack and damage resistance wouldn't do anything against it would it? Damage Reduction is a good idea I never even thought about it. 2) Simple solutions are often the best. 3) That's pretty much what I was thinking. 4) In 3rd edition D&D the only real difference is that sorcerers just learn spells naturally while wizards need to use a spell book to memorize spells for the day, as I'm not really fond of D&D's magic system I'll probably just ignore the difference or down play it. Thanks for all your input and I bow to your expertise in this matter.
  5. Hello all, I am attempting to convert the races from the Iron Kingdoms setting (uses d20 rules and is a fantasy game so I thought it best to post in the Fantasy Hero section) and I was hoping for some feedback from those more experienced with Hero than I am. I'm just going to list all the abilities that I'd like help with and ideas that I have to simulate this ability, any feedback would be helpful. 1) Poison resistance 4, Hero doesn't really have a mechanism already in place to handle partial resistance to poison so I was thinking of using this: +8 body (-1, only to determine damage caused by poison) Power Defense 6 (-1, only versus effects due to poison) The only problem that I can think of is that this body would have to heal back like normal body wouldn't it? This isn't really all that bad a thing, but a poison will generally run through a person's system faster than it would take to heal the body used to subtract from that damage. I may just rule that it stays static just so that I don't have to pay attention to how fast this body damage is healing as I don't see myself using poisonous creatures very often. 2) The goblins of this world can change their skin color to blend into there surroundings giving a bonus of +1 to +4 to hide counting on how much clothing they're wearing. Invisibility with the chameleon (-1/2) and perhaps a variable activation roll based on how much of their body is covered would seem to be in the same spirit as the original d20 ability. What limitation would you apply to a variable activation roll though, especially since if the goblin ran around nude the power would always work (not that I'd let a player do this without repercussions, but I know sooner or later someone might try it). Does any one have a better idea on how to handle this? 3) Another race of larger goblins (basically similar to hobgoblins) doesn't suffer from exposure for temperatures between 0-110 degrees Fahrenheit. A group of elves in the setting also have a similar ability, but can withstand cold temperatures up to 40 degrees (Fahrenheit) lower than normal without problems, while suffering problems from heat as 20 degrees higher than normal if they're wearing pretty much any armor. Would this be some form of limited life support intense cold/heat or maybe a change environment that only effects them (possessing modifiers, such as, self-only (-1/2), 0 end (+1/2), persistent (+1/2), and inherent (+1/4))? The change environment seems too pricey to create a weaker version of another cheaper power. Also, a susceptibility seems way too strong to use against the elf for they're weakness against heat, so any suggestions would be greatly appreciated. I'd like to try to emulate these abilities otherwise I'll just use normal life support intense heat/cold, as it won't make a huge difference. One last item, in this setting the difference between sorcerers and wizards is actually somewhat important, how would or do you handle the difference between them. If it wasn't part of the setting I would ignore it myself and I still might, but I'd like to hear some ideas. This post has gotten pretty long and jumbled so I'm going to end it here, as I'm fairly certain I can handle the rest. Thanks in advance for any help you can provide me (and your patience in reading this messy post).
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