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Icel

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Everything posted by Icel

  1. Re: "Vendetta", two characters review Uhm.. I don't know. As it is I have a hard time coming up with disadantages for them, and I would have had to find another 15-points one. They look good and I can just say that I already added their racial attribute. Although I can always give them XP. they don't have to be fresh out of training.
  2. I'm planning on writing an explanation of HERO combat and powers mechanism for a forums I'm in (an israeli one in hebrew otherwise I would've direct you to it). So I wrote those two characters, a human paladin and a orc blademaster in the best traditions of warcraft, and I would like you opinions on them. note: I left out racial trias, because of lack in points. Yozshura Val Char Points Total Roll Notes 14 STR 4 14 12- HTH Damage 2 1/2d6 END [3] 18 DEX 24 18 13- OCV 6 DCV 6 14 CON 8 14 12- 12 BODY 4 12 11- 10 INT 0 10 11- PER Roll 11- 14 EGO 8 14 12- ECV: 5 12 PRE 2 12 11- PRE Attack: 2d6 8 COM -1 8 11- 3 PD 0 3/9 3/9 PD (0/6 rPD) 3 ED 0 3/9 3/9 ED (0/6 rED) 2 SPD 0 2 Phases: 6, 12 6 REC 0 6 28 END 0 28 26 STUN 0 26 8" Running 4 11" 2" Swimming 0 2" 2" Leaping 0 2 1/2" Total Characteristics Cost: 53 Cost Powers END 6 Mirror Image: Sight and Hearing Groups Images 1" radius (15 Active Points); Set Effect (Copy of Self; -1), No Range (-1/2) 1 17 Wind Walk: Invisibility to Sight and Hearing Groups (25 Active Points); Only When Not Attacking (-1/2) 2 5 Wind Walk: Running +3" (11" total) (6 Active Points); Limited Power Only when Wind Walking (-1/4) 1 5 Wind Walker Stance: HA +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), Limited Power Only In Phase of Breaking Wind Walk (-1/2) 1 7 Wind Walker Stance: +2 with HTH Combat (10 Active Points); Limited Power Only In Phase of Breaking Wind Walk (-1/2) 7 Critical Strike: Find Weakness 11- with Blade (10 Active Points); Requires A Blade Mastery Skill Roll (-1/2) 0 22 Bladestorm: EB 3d6, Area Of Effect (One Hex; +1/2), Autofire (5 shots; +1 1/2) (45 Active Points); No Range (-1/2), Requires A Blade Mastery Skill Roll (-1/2) 4 Equipment Banded Mail: Armor (6 PD/6 ED) (18 Active Points); Independent (-2), OIF Durable (-1/2), Real Armor (-1/4) 0 Sword, Bastard: Killing Attack - Hand-To-Hand 1 1/2d6, Reduced Endurance (0 END; +1/2) (37 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), STR Minimum 1-5 (-1/4), Real Weapon (-1/4) Notes: 1 1/2H 0 Skills Trained 3 1) +3 with Warblades 5 2) Analyze: Combat 12- 3 3) Breakfall 13- 5 4) Defense Maneuver I-II 3 5) Stealth 13- 3 6) Concealment 11- 3 7) Shadowing 11- Background 2 1) Gambling (Dice Games) 11- 1 2) WF: Blades 0 3) AK: Draenor 8- 0 4) PS: Blademaster 8- 0 5) Language: Orcish (idiomatic; Literate) (4 Active Points) Familiarities 0 1) Acting 8- 0 2) Conversation 8- 0 3) Deduction 8- 0 4) Paramedics 8- 0 5) Persuasion 8- Total Powers & Skills Cost: 97 Total Cost: 150 75+ Disadvantages 20 Psychological Limitation: Orcish Honor (Common, Total) 20 Psychological Limitation: Adrenaline Junkie (Common, Total) 15 Psychological Limitation: Aggressive In Combat (Common, Strong) 10 Psychological Limitation: Bad Tempered (Common, Moderate) 10 Reputation: Blackrock Blademaster, 11- 0 Normal Characteristic Maxima Total Disadvantages Points: 75 Arius the Seeker Val Char Points Total Roll Notes 16 STR 6 16 12- HTH Damage 3d6 END [3] 12 DEX 6 12 11- OCV 4 DCV 4 14 CON 8 14 12- 14 BODY 8 14 12- 12 INT 2 12 11- PER Roll 11- 12 EGO 4 12 11- ECV: 4 16 PRE 6 16 12- PRE Attack: 3d6 10 COM 0 10 11- 3 PD 0 3/40 3/40 PD (0/37 rPD) 3 ED 0 3/40 3/40 ED (0/37 rED) 3 SPD 8 3 Phases: 4, 8, 12 6 REC 0 6 28 END 0 28 29 STUN 0 29 6" Running 0 6" 2" Swimming 0 2" 3" Leaping 0 3" Total Characteristics Cost: 48 Cost Powers END 5 Essence of Light: Endurance Reserve (20 END, 4 REC) Reserve: (6 Active Points); Limited Power Light Spells Only (-1/2) 0 Disciple of Light, all slots Requires A Faith Skill Roll (-1/2) 11 1) Holy Light: Healing Simplefied 2d6 (standard effect: 6 points) (20 Active Points); Requires A Faith Skill Roll (-1/2), Incantations (-1/4) 2 21 2) Devution Aura: +3 with DCV, Usable By Other (+1/4), Area Of Effect (2" Radius; +1), Selective (+1/4) (37 Active Points); Requires A Faith Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 4 24 3) Divine Shield: Force Field (30 PD/30 ED) (60 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1), Requires A Faith Skill Roll (-1/2) 6 Equipment Field Plate Armor: Armor (7 PD/7 ED) (21 Active Points); Independent (-2), OIF Durable (-1/2), Real Armor (-1/4) 0 Hammer, War: (Total: 40 Active Cost, 14 Real Cost) Killing Attack - Hand-To-Hand 1d6+1, +1 STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) (Real Cost: 12) plus +1 with HTH Combat (5 Active Points); OAF (-1), Reduced Endurance (0 END) (-1/2) (Real Cost: 2) Notes: 1 1/2H 0 Perks 3 Reputation: Knight of the Silver Hand (A large group) 14-, +1/+1d6 6 Fringe Benefit: Membership: Knight of the Silver Hand Skills Trained 3 1) +3 with Warhammers 9 2) Power: Faith 15- 3 3) High Society 12- 3 4) Paramedics 11- 3 5) Persuasion 12- 3 6) Conversation 12- 3 7) Riding 11- Background 4 1) KS: Doctrine of the Holy Light 12- 1 2) WF: Axes, Maces, Hammers, and Picks 0 3) Language: Common (idiomatic; literate) (5 Active Points) 0 4) PS: Paladin 8- 0 5) AK: Stormwind 8- 0 6) TF: Equines Familiarities 0 1) Acting 8- 0 2) Climbing 8- 0 3) Concealment 8- 0 4) Deduction 8- 0 5) Persuasion 8- 0 6) Shadowing 8- 0 7) Stealth 8- Total Powers & Skills Cost: 102 Total Cost: 150 75+ Disadvantages 20 Psychological Limitation: Code of Conduct (Common, Total) 20 Psychological Limitation: Believes In the Holy Light (Very Common, Strong) 15 Psychological Limitation: Always Fights Fair (Common, Strong) 10 Hunted: Order Superiors 8- (Mo Pow, NCI, Watching) 5 Psychological Limitation: Cannot Tell A Lie (Uncommon, Moderate) 5 Physical Limitation: Colorblind (Infrequently, Slightly Impairing) 0 Normal Characteristic Maxima Total Disadvantages Points: 75
  3. Here is sonething I wrote once for a near-future military setting. We didn't play it in the end... I updated it today for Star HERO pricing guide but I didn't include x5 for military gear since all the players are supposed to be military men. A note on names: don't let them mislead you! I chose a frost theme for all Nova tech weapons but that doesn't mean a freeze gun really freezes. Technologies Sonic pressure weaponry: the basic rifle & guns weapon technology. The weapon’s engine produces sound waves that interfere with human nerve system. Those weapons don’t usually kill, but instead stun them, and there by it is the favorite weapon among GPF soldiers. If the pressure is to be increase, those weapons could destroy the nerve system completely. The Sonic weapon system can also disrupt electrical wiring. Nova magnetic-radiation weaponry: advance technology which is used mainly in heavy vehicles and aircrafts. The Nova weapons use electromagnetic fields to transfer Nitrogen molecules which are transferred into plasmatic state. This ionized form of gas is very radioactive and dangerous to carbon-base life forms. Nova weapons weaken the armor of the unit they hit. Shielding: in order to protect its troops beyond enemy lines, GFE scientists developed Shielding devices which are base on the same magnetic fields used in the Nova reactors. Those high-dense fields can slow down bullets (even ones that are propelled by Gauss systems) and discharge energy loads (such as those of Nova based weapons). The Equipment List Armory Standard-Issue Field Battlesuit, all slots OIF (-1/2): 1) Bulletproof Vest: Armor (7 PD/5 ED), Hardened (+1/4) (19 Active Points); OIF (-1/2) 2) Breathing Mask: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2) 3) Breathing Mask: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) (10 Active Points); OIF (-1/2) 4) Head Screen: Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-1/2) 5) Head Screen: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 6) Comlink: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) Total Cost: 46; END Cost: 0. Price: 690$. Light Field Operations Suit, all slots OIF (-1/2): 1) Light Plating: Armor (5 PD/0 ED) (8 Active Points); OIF (-1/2) 2) Camouflage: (Total: 20 Active Cost, 14 Real Cost) +5 with Stealth (10 Active Points); OIF (-1/2) (Real Cost: 7) plus +5 with Concealment (10 Active Points); OIF (-1/2) (Real Cost: 7) 3) Field Binoculars: +5 PER with Sight Group (10 Active Points); OIF (-1/2) 4) Advanced Comlink: Radio Perception/Transmission (Radio Group), +3 to PER Roll, Concealed (-1 with Radio Perception/Transmission PER Rolls), Discriminatory (19 Active Points); Requires A Systems Operation Skill Roll (-1/2), OIF (-1/2). Total Cost: 35; END Cost: 0. Price: 525$. Medium Body Armor: Armor (4 PD/4 ED) (12 Active Points); Independent (-2), OIF (-1/2), Real Armor (-1/4). Total Cost: 3; END Cost: 0. Price: 45$. Personal Shield: Force Field (20 PD/20 ED) (Protect Carried Items), Miniaturization (+1/2) (75 Active Points); Ablative BODY or STUN (-1), 4 Continuing Fuel Charges lasting 1 Extra Phase each (-1/2), IAF (-1/2). Total Cost: 25; END Cost: [4 cc]. Price: 3,750$. Anti-Sonic Defense: Armor (5 PD/5 ED), Hardened (+1/4) (19 Active Points); Limited Power Only Vs. Sonic Attacks (-1/2). Total Cost: 13; END Cost: 0. Price: 1,950$. Armament Sonic Rifle: Multipower, 90-point reserve, (90 Active Points); OAF (-1), STR Minimum 6-14 (-1/2), Real Weapon (-1/4), Beam (-1/4). 1) [7u] Blast Rounds: Killing Attack - Ranged 3d6, No Normal Defense (Force Field/Wall; +1) (90 Active Points); 2 clips of 8 Charges (-1/4) 2) [1u] Stun Rounds: Entangle 1d6, 1 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks All Attacks (+1/2), Continuous (+1) (27 Active Points); 2 clips of 4 Charges (-3/4), Entangle Has 1 BODY (-1/2), Cannot Form Barriers (-1/4) Total Cost: 38; END Cost: [8x2]/ [4x2]. Price: 1,140$. Icicle Sprayer: Energy Blast 2d6, Penetrating (+1/2), Area Of Effect (11" Cone; +1), Continuous (+1), Does BODY (+1), Attack Versus Limited Defense (Resistance Energy Defense; +1 1/2) (60 Active Points); OAF (-1), No Range (-1/2), Real Weapon (-1/4), 2 clips of 4 Continuing Fuel Charges lasting 1 Extra Phase each (-1/4). Total Cost: 20; END Cost: [4x2]. Price: 600$. Freeze Gun: Energy Blast 6d6, Armor Piercing (+1/2), Penetrating (+1/2), Does BODY (+1), Attack Versus Limited Defense (Resistance Energy Defense; +1 1/2) (90 Active Points); OAF (-1), Beam (-1/4), 2 clips of 8 Charges (-1/4), Real Weapon (-1/4). Total Cost: 49; END Cost: [8x2]. Price: 1,470$. Sonic Missile Launcher: Killing Attack - Ranged 4d6, Explosion (-1 DC/2"; +3/4), Nonselective Target (-1/4), Armor Piercing (+1/2), No Normal Defense (Force Field/Wall; +1) (180 Active Points); 2 clips of 1 Charge (-1 1/2), OAF (-1), Real Weapon (-1/4). Total Cost: 48; END Cost: [1x2]. Price: 144$. Sonic Disrupter: Killing Attack - Ranged 3d6, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2), Penetrating (+1/2), Autofire (5 shots; +1/2), Double Knockback (+3/4) (157 Active Points); OAF (-1), 2 clips of 4 Charges (-3/4), Beam (-1/4), Real Weapon (-1/4). Total Cost: 48; END Cost: [4x2]. Price: 144$. Gauss Rifle: Killing Attack - Ranged 3d6, Autofire (5 shots; +1/2), Armor Piercing (+1/2), 4 clips of 32 Charges (+1/2) (112 Active Points); OAF (-1), Beam (-1/4), Real Weapon (-1/4). Total Cost: 45; END Cost: [32x4]. Price: 1,350$. Magnetic Sniper Rifle: Killing Attack - Ranged 3d6, Armor Piercing (+1/2), No Range Modifier (+1/2), Penetrating (+1/2), Increased Maximum Range (14,000"; +1/2) (135 Active Points); 16 clips of 1 Charge (Increased Reloading Time; -1), OAF (-1), Beam (-1/4), Real Weapon (-1/4). Total Cost: 38; END Cost: [1x16]. Price: 1,140$. Disc Launcher: Multipower, 120-point reserve, (120 Active Points); OAF (Disc Launcher; -1), STR Minimum 6-14 (-1/2), Real Weapon (-1/4), Beam (-1/4): 1) [2u] Starfire Discs: Energy Blast 6d6, Explosion (-1 DC/3"; +1) (60 Active Points); 2 clips of 2 Charges (-1 1/4), Limited Power Only vs. Air Targets (-1/2), Can Be Missile Deflected (-1/4). 2) [4u] Razor Discs: Killing Attack - Ranged 4d6, No Normal Defense (Force Field/ Wall; +1) (120 Active Points); 2 clips of 2 Charges (-1 1/4), Beam (-1/4), Can Be Missile Deflected (-1/4). 3) [3u] Seeker Discs: Energy Blast 6d6, Explosion (+1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; When Come In Contact With Other Units; +3/4) (67 Active Points); 2 clips of 2 Charges (-1 1/4), Can Be Missile Deflected (-1/4). 4) [4u] Gustwind Discs: Killing Attack - Ranged 4d6, Autofire (2 shots; +1/4), +1 Increased STUN Multiplier (+1/4) (90 Active Points); 2 clips of 2 Charges (-1 1/4), Beam (-1/4). Total Cost: 53; END Cost: [2x2]. Price: 15,900$. Pulse Gun: Energy Blast 5d6, STUN Only (+0), 4 clips of 16 Charges (+1/4), Double Knockback (+3/4) (50 Active Points); OAF (-1), Beam (-1/4), Limited Range (-1/4), Real Weapon (-1/4). Total Cost: 20; END Cost: [16x4]. Price: 6,000$. Pulse Missile Launcher: Energy Blast 7d6+1, Explosion (-1 DC/2"; +3/4), Nonselective Target (-1/4), Armor Piercing (+1/2) (74 Active Points); OAF (-1), 2 clips of 4 Charges (-3/4), Can Be Missile Deflected (-1/4), Real Weapon (-1/4). Total Cost: 23; END Cost: [4x2]. Price: 6,900$. Pulse Mine: Energy Blast 9d6+1, Explosion (+1/2), Nonselective Target (-1/4), Double Knockback (+3/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; Character Is 1'' From The Mine; +3/4) (129 Active Points); 1 Charge which Never Recovers (-4), IAF (-1/2), No Range (-1/2), Real Weapon (-1/4). Total Cost: 21; END Cost: [1 nr]. Price: 630$. Hopping Landmine: Killing Attack - Ranged 4d6, Area Of Effect Nonselective (One Hex; +1/4), Armor Piercing (+1/2), Penetrating (+1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; Character Is 1'' From The Mine; +3/4) (180 Active Points); 1 Charge which Never Recovers (-4), IAF (-1/2), No Range (-1/2), No Knockback (-1/4), Real Weapon (-1/4). Total Cost: 28; END Cost: [1 nr]. Price: 840$. Utility Equipment Gene Reconstructive Drug Injector: Healing Simplified 8d6, Can Heal Limbs, Decreased Re-use Duration (1 Turn; +1 1/2) (212 Active Points); OAF (-1), Extra Time (Full Phase, Delayed Phase, -3/4), Self only (-1/2), 2 clips of 8 Charges (-1/4) Total Cost: 60; END Cost: [8x2]. Price: 12,000$. Advanced Wave Scanner: Detect Cloaking 16- (Unusual Group), Discriminatory, Analyze, Increased Arc of Perception (360 Degrees), Range (30 Active Points); OAF (-1). Total Cost: 15; END Cost: 0. Price: 3,000$. Personal Cloaking Device: Invisibility to Sight and Radio Groups , 4 Continuing Fuel Charges lasting 5 Minutes each (+1/4), Miniaturization (+1/2) (44 Active Points); IAF (-1/2). Total Cost: 29; END Cost: [4 cc]. Price: 4,350$. Autorepairer Device: Healing BODY 6d6, Reduced Endurance (0 END; +1/2), Decreased Re-use Duration (1 Turn; +1 1/2) (180 Active Points); OAF (-1), Extra Time (Full Phase, -1/2), Limited Power Only Works on Machines (-1/2), Requires an Electronics Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4). Total Cost: 55; END Cost: 0. Price: 1,100$. Jet Pack: Leaping 40" (Accurate, x8 Noncombat) (55 Active Points); 4 clips of 2 Continuing Fuel Charges lasting 1 Extra Phase each (-1/2), OIF (-1/2) Total Cost: 27; END Cost: [2x4]. Price: 540$. Drone Control Unit: Multipower, 150-point reserve, (150 Active Points); OAF (-1); all slots OIF (-1/2), Requires a Systems Operation Skill Roll (-1/2): 1) [3u] Spider Drone: Clairsentience (Sight and Hearing Groups), x2 Range (800"), Discriminatory, Tracking, Mobile (+1) (90 Active Points); 1 Recoverable Charge (-1 1/4), OIF (-1/2), Requires A Systems Operation Skill Roll (-1/2). 2) [1u] Wasp Drone: Energy Blast 3d6, Indirect (Same origin, always fired away from attacker; +1/4), Explosion (+1/2) (26 Active Points); 2 clips of 1 Charge (-1 1/2), OIF (-1/2), requires a Systems Operation Skill Roll (-1/2), Can Be Missile Deflected (-1/4). Total Cost: 54; END Cost: [1x2]/ [1 rc]. Price: 1,080$. Field PCU: (Total: 30 Active Cost, 22 Real Cost) High Range Radio Perception (Radio Group), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 0.1km (+1/4) (24 Active Points); IAF (-1/2) (Real Cost: 16) plus Endurance Reserve (15 END, 5 REC) Reserve: (6 Active Points); Limited Power Only For PCU Programs (-1/4) (Real Cost: 6). Total Cost: 22; END Cost: 0. Price: 440$. PCU Programs, all slots requires a Computer Programming Skill Roll (-1/2): 1. Hologram: Sight and Radio Groups Images 1" radius, Mobile (+1) (30 Active Points); requires a Computer Programming Skill Roll (-1/2). Total Cost: 20; END Cost: 3. Price: 200$. 2. Tracing Program: Clairsentience (Sight Group), Increased Arc Of Perception (360 Degrees), Tracking, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 0.1km (+1/4) (60 Active Points); Requires A Computer Programming Skill Roll (-1/2), Attack Roll Required (-1/4). Total Cost: 34; END Cost: 6. Price: 340$. 3. Worm Virus: Entangle 3d6, 3 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage from Attacks All Attacks (+1/2) (52 Active Points); Limited Power Only Vs. Machines (-1), Requires A Computer Programming Skill Roll (-1/2). Total Cost: 21; END Cost: 5. Price: 210$.
  4. Re: "Divine Shield": ultimate defense Blah... forgot to write the "-3 OCV" I guess, or should it be 1/2 OCV?
  5. Re: "Divine Shield": ultimate defense Okay, the charges thing look good. I'll keep the other stuff in mind. thanks.
  6. Re: "Devotion Aura": group defense bonus Then way is HD3 tells me I can only put AOE on powers that work on others? And so I have to but UBO to buy AOE.
  7. Re: "Divine Shield": ultimate defense A couple of points: 1. Why Limited Coverage? 2. since in warcraft they don't work with gods but with faith, Only When Serving The God's Purposes means nothing. 3. Like wise there is no reason "holy people" will be able to penetrate the defense. as I siad, noting is supposed to harm the paladin for the few seconds he is under the shield. 4. Way Charge and not straight END cost?
  8. Re: "Divine Shield": ultimate defense Metaphysician, he is supposed to be able to attack while the shield is in effect, only with penalty. SirViss. disolid won't work because there isn't supposed to be a way to harm him when he is shielded. I think the safest way to go is high defense force field, like this? Divine Shield: Force Field (30 PD/30 ED) (60 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1), Requires A Faith Skill Roll (-1/2) RC: 24; END: 6.
  9. Re: "Divine Shield": ultimate defense Sure, It a paladin, warcraft like, hance the name of the ability. Heroic 75/75 game. plain 3/4 DR for both PD and ED is 80 poits if I remember correctly. Are there cheaper way to do this kind of defense? I'm not talking about the cost after I add things like endurense, RSR and other limitations to lower its cost, just the plain power.
  10. How do you build an ultimate- or near ultimate- defense without going with the overly expensive 75% RPD reduction+ 75% RED reduction?
  11. Re: "Devotion Aura": group defense bonus I built it like this: Devution Aura: +3 with DCV, Usable By Other (+1/4), Area Of Effect (2" Radius; +1), Selective (+1/4) (37 Active Points); Requires A Faith Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) RC: 21; end: 4.
  12. How can I turn a +DCV bonus that he will affect all allies within range?
  13. Re: [Vanor] Artifacts of Power Both options look nice. I can imagine him slashing with his sword and a blastwave appear in the other side of the area. But I get your point on the source.
  14. Re: [Vanor] Artifacts of Power A. Yeah, It's realy strong and he can do it whenever he wants. Thats the way it's supposed to be. B. I thought LOS means you can fire it towards anything in your LOS as opposed to been limited in range and have range penalties.
  15. Re: [Vanor] Artifacts of Power Hmm... I guess no one is interested? Are those items just too powerful? Or them just isn't enough background to justify them?
  16. Re: Magic and Mechanics, to you [Vanor] A Symphony of Magic covers pretty well the magic system in my campaign setting Vanor, though not completely finished.
  17. Re: Regeneration [13rc]Spell of Restoration: Healing Simplified 3d6, Power Can Draw END from Character or END Reserve (+1/4) (37 Active Points); Requires A Sorcery Skill Roll And An Abjuration Skill Roll (-3/4), Gradual Effect (1 Minute; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; Drain 1d6 END; -1/2) Ignor the unimportant spell stuff... 12 Troll Blood: Healing 1 BODY, Can Heal Limbs, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (34 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2).
  18. Previous Vanor threads: Vanor: races; [Vanor] A Symphony of Magic. This time I'm building Vanor's specific Artifacts in HERO. Hakkei, the Sword of Release "Once the Anderyan came and start using all thier magic, the Elves didn't have a choice. So they just fought, and this guy Lytan started blasting them away with his sword..." - Jargalakz Scarazzer on the Battle of Names. The first known Named Artifact, the sword which was wielded by Lytan, the elven hero of the Age of Slavery. It was made by dwarven smites as a gift to the elf before they reble agianst the Anderyan. In one of the early battle of the rebellion- the War of Three Nations- Lytan discover a hidden power in his blade. After calling out the name of the weapon Lytan was able to use the blade mystical powers. This gave the battle its name, the Battle of Names. In later times, scholars understood that objects receive a part of the wielder's mystical energy and are able to awaken. Items that belong to a long line of people become even more powerful and are known as Ancestoral Artifact. Lytan's sword, Hakkei, was past down in elven generations of elves over 6000 year to become the most powerful Artifact even known. It is now in the hands of Lydan, the half-elf King of Tyar, who with its power slew the Demon Skazi during the Was of Shadow. [133] Hakkei, the Sword of Release: Multipower, 300-point reserve, (300 Active Points); all slots OAF (-1), Required Hands One-And-A-Half-Handed (-1/4) [2u] 1) Sword's Blade: Killing Attack - Hand-To-Hand 2d6+1, Reduced Endurance (0 END; +1/2) (52 Active Points); OAF (-1), STR Minimum 6-14 (-1/2), Required Hands One-And-A-Half-Handed (-1/4) [11u] 2) Releasing the Power: Energy Blast 10d6, Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2), Line Of Sight (+1/2), Area Of Effect (46" Cone; +1), No Normal Defense (+1), Does BODY (+1) (275 Active Points); OAF (-1), Incantations (-1/4), Required Hands One-And-A-Half-Handed (-1/4) [Yeah, thats kinda powerful and expensive...] Taiyoushi, the Shielding Sun "...in that battle the human leader of Clan Takara succeed in releasing his shield which gave him the power to overturne the balance for his people and claim the battle field which later was known as Torlan Pass..." - Jargalakz Scarazzer, Chronicles of the Age of Darkness. Torlan Tyran was the leader of the human Clan Takara in the beginning of the Age of Darkness. It was a time of was between all of the human clans on the land they arrived to from the northern continent. In one such battle which was held in a high mountain pass Torlan began to be aware to his goldn shield, his symble. He learnd the name of his shield and released his powers, which made a significant contribution to the battle. When Torlan established the nation of Tyar her symble became the Shielding Sun and the shield itself was place inside the throne room of Tyar's kings. It will be used several times during the 4000 years to come until it became an Ancestoral Artifact and was used by the current king of Tyar, Lydan, in the War of Shadow to vanquish the demon Skazi. [100] Taiyoushi, the Shielding Sun: Multipower, 200-point reserve, (200 Active Points); all slots OAF Durable (-1) [1u] 1) Large Metal Shield: (Total: 30 Active Cost, 12 Real Cost) EB 3d6 (15 Active Points); STR Minimum 18 (-1), OAF Durable (-1), Real Weapon (-1/4) (Real Cost: 5) plus +3 with DCV (15 Active Points); OAF Durable (-1), Real Weapon (-1/4) (Real Cost: 7) 1 [2u] 2) A Shining Shield: Force Field (6 PD/6 ED/6 Flash Defense: Sight Group), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Hardened (x4; +1) (54 Active Points); OAF Durable (-1), Limited Coverage [61-180] Degrees (-1/2) [9u] 3) A Bursting Sun: Sight Group Flash 10d6, Personal Immunity (+1/4), Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2), Line Of Sight (+1/2), Area Of Effect (14" Radius; +1) (187 Active Points); OAF Durable (-1) ===== Thats it for now, replies will be most welcome.
  19. Re: "Lethality", Improve Critical Chance Ah... Amm... Oops?
  20. Re: "Lethality", Improve Critical Chance Heroic fantasy game, where the character knows how to use daggers but also other weapons, she has "blades" as WF.
  21. Re: "Lethality", Improve Critical Chance Another Rogue related question: If I get ambidexterity with "only when using daggers", how much this limitation cast?
  22. Re: "Lethality", Improve Critical Chance Oh... Okay, thank you.
  23. Many game systems as a "Critical Strike" mechanism to simulate hitting important organs HERO has Hit Locations. I want to simulate a Rogue ability to hit critical spots, Like some talents in World of Warcraft that gives you x% crit chance. I figured that something like +OCV (Only to negate Hit Locations Penalty) would work. How much do this limitation cost? Do you have other ideas?
  24. Re: [Vanor] A Symphony of Magic More on Traditional Sorcery: I presented here the two most common forms of Sorcery used by Spellcasters in Vanor, but more variations are available. Please note that this refers to Traditional Sorcery only. there are different methods of Sorcery which will be discussed later. Specialized Sorcery- Some Spellcasters chose to specialize in a specific field or forms of spells, like Gnome mages who practice arcane, fire and frost magic or some groups who practice Conjuration and Disraption spells only. [17rc] Specialized Form Sorcery: Variable Power Pool, 10 base + 7 control cost, Cosmic (+2); all slots Power Can Draw END from Character or END Reserve (+1/4) (26 Active Points); Limited Class Of Powers Available 1/2); all slots Requires A Sorcery Skill Roll And A Spell Field Skill Roll (-3/4) [16 rc] Specialized Field Sorcery: Variable Power Pool, 10 base + 6 control cost, Cosmic (+2); all slots Power Can Draw END from Character or END Reserve (+1/4) (26 Active Points); Limited Class Of Powers Available Conjuration and Disruption Spells (-1); all slots Requires A Sorcery Skill Roll And A Spell Field Skill Roll (-3/4) Ceremonial Sorcery- Most large groups of Spellcasters don't usually go out on big adventures. They cast thier spells in laboratories, using severe precautions. Those Spellcasters usually use special formulas designed to maximize the effact of the energy used to cast the spell, like hand gesturs and unique chants. [16 rc] Ceremonial Sorcery: Variable Power Pool, 10 base + 6 control cost, Cosmic (+2); all slots Power Can Draw END from Character or END Reserve (+1/4) (26 Active Points); Limited Class Of Powers Available Magic (-1/4); all slots Requires A Sorcery Skill Roll And A Spell Field Skill Roll (-3/4), Incantations (-1/4), Gestures (-1/4) Please note that those options can be used together. A Spellcaster can have Specialized Ceremonial Focused Sorcery, for example: [14 rc] Specialized Ceremonial Focused Sorcery: Variable Power Pool, 10 base + 4 control cost, Cosmic (+2); all slots Power Can Draw END from Character or END Reserve (+1/4), Reduced Endurance (1/2 END; +1/4) (27 Active Points); Limited Class Of Powers Available Arcane, Fire and Frost Magic (-1/2); all slots OAF (-1), Requires A Sorcery Skill Roll And A Spell Field Skill Roll (-3/4), Incantations (-1/4), Gestures (-1/4). Thats it for today .
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