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Icel

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Everything posted by Icel

  1. In the Inuyasha anime, Inuyasha's sword, Tesaiga has an attack that push back energy attack of other demons, dealing them the damage from their own attacvk pulse the damage from Tesaiga's wind scar. A writeup of Inuyasha and Tesaiga can be found in Surbrook Stuff, but this vesion doesn't have that attack, the Bakaryuuha. How do you build this kind of power? Say the enemy's attack is EB or RKA, how does you make your attack deals the same amount of damage?
  2. Re: Example of combat Thank you all.
  3. To begin with, I know there is one in the core book... Now, in one of the forums I read, someone ask for example of how combat works in diffrent systems (not the normal d&d combat she is use to). So before I start writing one myself, I wanted to know if there is one somewhere over the web that I can post.
  4. Icel

    HEROs of Heaven

    Re: HEROs of Heaven I didn't understood that, but thanks, that was helpfull. Yea, I guess you're right.
  5. Icel

    HEROs of Heaven

    Re: HEROs of Heaven Yea guys, I'm familiers with all does games, but what I wanted to know is if there is a HERO convestion for this sort of game.
  6. Icel

    HEROs of Heaven

    Re: HEROs of Heaven I'm talking about a game in which players play angels on earth in the battle between heaven and heel, like in games like "children of fire", "archangel" and "in nomine".
  7. Does anyone know a HERO conversion for an angels and demons game?
  8. Hey, You know how in many TV shows and books character have a power burst when they are emotionally stressed? It usually happen to characters with mistic/magical powers. How would you express that in HERO? Aid, Limited Power Only In emotionally stressed situation?
  9. Re: Armor Spell Failure Thanks for al your replays, I need to do some thinking about it, but Hugh Neilson idea look about right.
  10. If I want spell casters in my game to suffer a spell faliure chance when wearing armor, I would I do that? I tried something like this: Armor Spell Failure: ; Activation Roll 8- (-2) for up to 30 Active Points of Wizardry (-20 Active Points); Limited Power Only If Caster Is Wearing Armor (-1/2) But it isn't good. Why? Because you can't reward a player for wearing armor when he shouldn't, and this method reduce his spell point cost by -13.
  11. Re: Villains of the Cult Cult priest V2: Seke Diloen, Priest of the Unhallowed One Val Char Points Total Roll Notes 12 STR 2 12 11- HTH Damage 2d6 END [2] 16 DEX 18 16 12- OCV 5 DCV 5 12 CON 4 12 11- 10 BODY 0 10 11- 20 INT 10 20 13- PER Roll 13- 18 EGO 16 18 13- ECV: 6 16 PRE 6 16 12- PRE Attack: 3d6 10 COM 0 10 11- 2 PD 0 5/8 5/8 PD (3/6 rPD) 2 ED 0 5/8 5/8 ED (3/6 rED) 4 SPD 14 4 Phases: 3, 6, 9, 12 4 REC 0 4 30 END 3 30 22 STUN 0 22 6" Running 0 6" 2" Swimming 0 2" 2" Leaping 0 2" Total Characteristics Cost: 73 Cost Powers END 33 Unhallowed Mark: Aid 3d6 (standard effect: 9 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), DEX, INT, EGO, PRE simultaneously (+1) (67 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Costs Endurance (Only Costs END to Activate; -1/4) 7 35 Prana-body Transference Technique : Transfer 3d6 (standard effect: 9 points) (BODY to END Reserve), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Reduced Endurance (0 END; +1/2) (79 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Self Only (-1/2) 0 6 Prana Induration Technique : Force Field (3 PD/3 ED/3 Mental Defense/3 Power Defense), Power Can Draw END from Character or END Reserve (+1/4) (15 Active Points); Requires A Prana Learning Skill Roll (-1/2), Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 2 17 Prana Renascence Technique: Healing Simplified 4d6, Power Can Draw END from Character or END Reserve (+1/4) (50 Active Points); Requires A Prana Learning Skill Roll (-1/2), Increased Endurance Cost (x2 END; -1/2), Self Only (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4) 10 15 Control of Prana Flux: Endurance Reserve (50 END, 10 REC) (15 Active Points) 0 76 Heights of Prana Learning: Variable Power Pool (Magic Pool), 45 base + 31 control cost, Cosmic (+2); all slots Power Can Draw END from Character or END Reserve (+1/4) (116 Active Points); Limited Class Of Powers Available Curses (-1/2); all slots Gestures (-1/4), Extra Time (Delayed Phase, -1/4), Requires A Prana Learning Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 0 1) Necrotic Bolt: Energy Blast 2d6, Power Can Draw END from Character or END Reserve (+1/4), No Normal Defense (Soulless; +1), Does BODY (+1) (32 Active Points); Gestures (-1/4), Extra Time (Delayed Phase, -1/4), Requires A Prana Learning Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 18 3 0 2) Curse of Crippling: Drain CON 2d6, Power Can Draw END from Character or END Reserve (+1/4), No Normal Defense (Soulless; +1) (45 Active Points); Gestures (-1/4), Extra Time (Delayed Phase, -1/4), Requires A Prana Learning Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 26 4 0 3) Curse of Blindness: Darkness to Sight Group 3" radius, Power Can Draw END from Character or END Reserve (+1/4) (37 Active Points); Gestures (-1/4), Extra Time (Delayed Phase, -1/4), Requires A Prana Learning Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 21 4 0 4) Curse of Pain: Change Environment 4" radius, -2 DCV, -2 OCV, Multiple Combat Effects, Power Can Draw END from Character or END Reserve (+1/4) (44 Active Points); Gestures (-1/4), Extra Time (Delayed Phase, -1/4), Requires A Prana Learning Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 25 4 0 5) Curse of Cerebral Disruption: Drain INT 2d6, Power Can Draw END from Character or END Reserve (+1/4), No Normal Defense (Soulless; +1) (45 Active Points); Gestures (-1/4), Extra Time (Delayed Phase, -1/4), Requires A Prana Learning Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 26 4 0 6) Curse of Deafness: Hearing Group Flash 12d6, Power Can Draw END from Character or END Reserve (+1/4) (45 Active Points); Gestures (-1/4), Extra Time (Delayed Phase, -1/4), Requires A Prana Learning Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 26 4 0 7) Curse of Weakness: Negative Combat Skill Levels (-7 to opponent's OCV), Power Can Draw END from Character or END Reserve (+1/4) (44 Active Points); Gestures (-1/4), Extra Time (Delayed Phase, -1/4), Requires A Prana Learning Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 25 4 0 8) Curse of Breaching: Suppress 4d6, any protective power one at a time (+1/4), Power Can Draw END from Character or END Reserve (+1/4), Cumulative (+1/2) (40 Active Points); Gestures (-1/4), Extra Time (Delayed Phase, -1/4), Requires A Prana Learning Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 23 4 0 9) Curse of Shattering: Dispel Magic 8d6, Power Can Draw END from Character or END Reserve (+1/4), Cumulative (+1/2) (42 Active Points); Gestures (-1/4), Extra Time (Delayed Phase, -1/4), Requires A Prana Learning Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 24 4 Gentle Palm Style 8 1) +2 HTH Damage Class(es) 4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 4) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 32 STR for holding on 4 5) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike 3 6) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls 5 7) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike Equipment Heavy Animal Hides: Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF Durable (-1/2), Real Armor (-1/4) 0 Mace, Small: Killing Attack - Hand-To-Hand 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) 0 Perks 3 Fringe Benefit: Priest 5 Money: Well Off Skills Background 4 1) PS: Priest 14- 3 2) KS: Gentle Palm Style 13- 0 3) Language: Common (idiomatic; literate) (5 Active Points) 4 4) Language: Black Tongue (idiomatic) 0 5) AK: Home country or region 8- 0 6) TF: Equines, Everyman Skill 1 7) WF: Axes, Maces, Hammers, and Picks Trained 13 1) Power: Prana Learning 18- 3 2) Acting 12- 3 3) Conversation 12- 3 4) Bribery 12- 3 5) Bureaucratics 12- 4 6) Forgery (Commercial Goods, Documents) 13- 3 7) High Society 12- 3 8) Lockpicking 12- 3 9) Persuasion 12- 3 10) Sleight Of Hand 12- 3 11) Streetwise 12- Familiarities 0 1) Climbing 8- 0 2) Concealment 8- 0 3) Deduction 8- 0 4) Paramedics (Healing) 8- 0 5) Shadowing 8- 0 6) Stealth 8- Total Powers & Skills Cost: 277 Total Cost: 350 200+ Disadvantages 20 Reputation: Madmen, Heretic Priest, 14- (Extreme) 20 Social Limitation: Harmful Secret (Frequently, Severe) 20 Social Limitation: Subject to Orders (Very Frequently, Major) 15 Vulnerability: 1 1/2 x STUN From Poisons and Toxins (Very Common) 15 Social Limitation: Secret Identity Frequently (11-), Major 15 Psychological Limitation: Does Not Trust People (Common, Strong) 15 Psychological Limitation: Bound By Duty (Common, Strong) 10 Psychological Limitation: Short tempered (Common, Moderate) 10 Hunted: Cult Superiors 8- (Mo Pow, NCI, Watching) 10 Distinctive Features: Unhallowed Presence (Concealable; Extreme Reaction; Detectable Only By Unusual Senses) 0 Normal Characteristic Maxima Total Disadvantages Points: 150 As use can see, beside +2 speed I added I also cut the VPP to 45 point (for the speed, actually), I added NND to the EB, Drain CON and Drain INT. BTW, is "Soulless" a valid defense for NND?
  12. Re: Villains of the Cult Note to self- increase speed of foes. Now, for the Bone Golme SFX, here are some pics (small ones, but still) from naruto: Dance of the Larch Dance of the Young Ferns Dance of the Clematis • Vine Dance of the Clematis • Flower Dance of the Camellia
  13. Re: Villains of the Cult Here is the second one: Seke Diloen, Priest of the Unhallowed One. He is a priest of the "new gods" that made a generous donation to the local temple and thats why the head priest let him stay. In secret, he is the leader of the Cult, and he is conducting the rituals that draw the souls of human out of their bodies. He will be accompanied by 4 cultiest warriors (50+50 each) and will use his transfer power when the character will attack him on a body in the room. Seke Diloen, Priest of the Unhallowed One Val Char Points Total Roll Notes 12 STR 2 12 11- HTH Damage 2d6 END [2] 16 DEX 18 16 12- OCV 5 DCV 5 12 CON 4 12 11- 10 BODY 0 10 11- 20 INT 10 20 13- PER Roll 13- 18 EGO 16 18 13- ECV: 6 16 PRE 6 16 12- PRE Attack: 3d6 10 COM 0 10 11- 2 PD 0 5/8 5/8 PD (3/6 rPD) 2 ED 0 5/8 5/8 ED (3/6 rED) 2 SPD 0 2 Phases: 6, 12 4 REC 0 4 30 END 3 30 22 STUN 0 22 6" Running 0 6" 2" Swimming 0 2" 2" Leaping 0 2" Total Characteristics Cost: 59 Cost Powers END 33 Unhallowed Mark: Aid 3d6 (standard effect: 9 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), DEX, INT, EGO, PRE simultaneously (+1) (67 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Costs Endurance (Only Costs END to Activate; -1/4) 7 35 Prana-body Transference Technique : Transfer 3d6 (standard effect: 9 points) (BODY to END Reserve), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Reduced Endurance (0 END; +1/2) (79 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Self Only (-1/2) 0 6 Prana Induration Technique : Force Field (3 PD/3 ED/3 Mental Defense/3 Power Defense), Power Can Draw END from Character or END Reserve (+1/4) (15 Active Points); Requires A Prana Learning Skill Roll (-1/2), Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) 2 20 Prana Renascence Technique: Healing Simplified 4d6, Power Can Draw END from Character or END Reserve (+1/4) (50 Active Points); Requires A Prana Learning Skill Roll (-1/2), Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4) 10 15 Control of Prana Flux: Endurance Reserve (50 END, 10 REC) (15 Active Points) 0 86 Heights of Prana Learning: Variable Power Pool (Magic Pool), 50 base + 36 control cost, Cosmic (+2); all slots Power Can Draw END from Character or END Reserve (+1/4) (131 Active Points); Limited Class Of Powers Available Curses (-1/2); all slots Gestures (-1/4), Extra Time (Delayed Phase, -1/4), Requires A Prana Learning Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 0 1) Necrotic Bolt: Energy Blast 5d6, Power Can Draw END from Character or END Reserve (+1/4), Explosion (+1/2) (44 Active Points); Gestures (-1/4), Extra Time (Delayed Phase, -1/4), Requires A Prana Learning Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Real Cost: 25 4 0 2) Curse of Crippling: Drain CON 4d6, Power Can Draw END from Character or END Reserve (+1/4) (50 Active Points); Requires A Prana Learning Skill Roll (-1/2), Gestures (-1/4), Extra Time (Delayed Phase, -1/4) Real Cost: 25 5 0 3) Curse of Blindness: Darkness to Sight Group 4" radius, Power Can Draw END from Character or END Reserve (+1/4) (50 Active Points); Requires A Prana Learning Skill Roll (-1/2), Gestures (-1/4), Extra Time (Delayed Phase, -1/4) Real Cost: 25 5 0 4) Curse of Pain: Change Environment 4" radius, -2 DCV, -2 OCV, Long-Lasting 20 Minutes, Multiple Combat Effects, Power Can Draw END from Character or END Reserve (+1/4) (50 Active Points); Requires A Prana Learning Skill Roll (-1/2), Gestures (-1/4), Extra Time (Delayed Phase, -1/4) Real Cost: 25 5 0 5) Curse of Cerebral Disruption: Drain INT 4d6, Power Can Draw END from Character or END Reserve (+1/4) (50 Active Points); Requires A Prana Learning Skill Roll (-1/2), Gestures (-1/4), Extra Time (Delayed Phase, -1/4) Real Cost: 25 5 0 6) Curse of Deafness: Hearing Group Flash 1d6, Power Can Draw END from Character or END Reserve (+1/4) (4 Active Points); Requires A Prana Learning Skill Roll (-1/2), Gestures (-1/4), Extra Time (Delayed Phase, -1/4) Real Cost: 2 1 0 7) Curse of Weakness: Negative Combat Skill Levels (-8 to opponent's OCV), Power Can Draw END from Character or END Reserve (+1/4) (50 Active Points); Requires A Prana Learning Skill Roll (-1/2), Gestures (-1/4), Extra Time (Delayed Phase, -1/4) Real Cost: 25 5 0 8) Curse of Breaching: Suppress 5d6, any protective power one at a time (+1/4), Power Can Draw END from Character or END Reserve (+1/4), Cumulative (+1/2) (50 Active Points); Requires A Prana Learning Skill Roll (-1/2), Gestures (-1/4), Extra Time (Delayed Phase, -1/4) Real Cost: 25 5 0 9) Curse of Shattering: Dispel Magic 9d6, Power Can Draw END from Character or END Reserve (+1/4), Cumulative (+1/2) (47 Active Points); Requires A Prana Learning Skill Roll (-1/2), Gestures (-1/4), Extra Time (Delayed Phase, -1/4) Real Cost: 23 5 Gentle Palm Style 12 1) +3 HTH Damage Class(es) 4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 4) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 37 STR for holding on 4 5) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike 3 6) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/5, Target Falls 5 7) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike Equipment Heavy Animal Hides: Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF Durable (-1/2), Real Armor (-1/4) 0 Mace, Small: Killing Attack - Hand-To-Hand 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) 0 Perks 3 Fringe Benefit: Priest 5 Money: Well Off Skills Background 4 1) PS: Priest 14- 0 2) Language: Common (idiomatic; literate) (5 Active Points) 4 3) Language: Black Tongue (idiomatic) 0 4) AK: Home country or region 8- 0 5) TF: Equines, Everyman Skill 1 6) WF: Axes, Maces, Hammers, and Picks Trained 13 1) Power: Prana Learning 18- 3 2) Acting 12- 3 3) Conversation 12- 3 4) Bribery 12- 3 5) Bureaucratics 12- 4 6) Forgery (Commercial Goods, Documents) 13- 3 7) High Society 12- 3 8) Lockpicking 12- 3 9) Persuasion 12- 3 10) Sleight Of Hand 12- 3 11) Streetwise 12- Familiarities 0 1) Climbing 8- 0 2) Concealment 8- 0 3) Deduction 8- 0 4) Paramedics (Healing) 8- 0 5) Shadowing 8- 0 6) Stealth 8- Total Powers & Skills Cost: 291 Total Cost: 350 200+ Disadvantages 20 Reputation: Madmen, Heretic Priest, 14- (Extreme) 20 Social Limitation: Harmful Secret (Frequently, Severe) 20 Social Limitation: Subject to Orders (Very Frequently, Major) 15 Vulnerability: 1 1/2 x STUN From Poisons and Toxins (Very Common) 15 Social Limitation: Secret Identity Frequently (11-), Major 15 Psychological Limitation: Does Not Trust People (Common, Strong) 15 Psychological Limitation: Bound By Duty (Common, Strong) 10 Psychological Limitation: Short tempered (Common, Moderate) 10 Hunted: Cult Superiors 8- (Mo Pow, NCI, Watching) 10 Distinctive Features: Unhallowed Presence (Concealable; Extreme Reaction; Detectable Only By Unusual Senses) 0 Normal Characteristic Maxima Total Disadvantages Points: 150
  14. Re: Villains of the Cult Sound very good. I think I'll post the next guy tomorrow.
  15. Re: Villains of the Cult As you can see in the edited version, the total rD are 5/5. Thanks for the tip about the test play.
  16. Re: Villains of the Cult Ok, I needed that. Anyway, I already cut down his clay skin to 5/5 instead of 10/10. Is that enough? Here is the V2 version: Derek Sid, Bone Golem Val Char Points Total Roll Notes 20 STR 10 20 13- HTH Damage 4d6 END [2] 15 DEX 15 15 12- OCV 5 DCV 5 15 CON 10 15 12- 13 BODY 6 13 12- 12 INT 2 12 11- PER Roll 11- 8 EGO 16 8 11- ECV: 3 10 PRE 0 10 11- PRE Attack: 2d6 10 COM 0 10 11- 5 PD 1 5/10 5/10 PD (0/5 rPD) 5 ED 2 5/10 5/10 ED (0/5 rED) 3 SPD 5 3 Phases: 4, 8, 12 10 REC 6 10 30 END 0 30 30 STUN -1 30 6" Running 0 12" 0" Swimming -2 0" 4" Leaping 0 4" Total Characteristics Cost: 70 Cost Powers END 33 Unhallowed Mark: Aid 3d6 (standard effect: 9 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), STR, DEX, CON, BODY simultaneously (+1) (67 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Costs Endurance (Only Costs END to Activate; -1/4) 7 47 Corpse Bone Pathways: Multipower, 70-point reserve, (70 Active Points); all slots Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2) 2u 1) Teshi Sendan, Ten Finger Drilling Bullets: (Total: 30 Active Cost, 23 Real Cost) Killing Attack - Ranged 1d6-1, Armor Piercing (+1/2), Autofire (5 shots; +1/2) (20 Active Points); Extra Time (Delayed Phase, -1/4) (Real Cost: 16) plus +2 with Ranged Combat (10 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2) (Real Cost: 7) 2 4u 2) Tsubaki no Mai, Dance of the Camellia: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Armor Piercing (+1/2), Autofire (5 shots; +1/2) (60 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2) 6 3u 3) Karamatsu no Mai, Dance of the Larch: (Total: 41 Active Cost, 27 Real Cost) Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Damage Shield (Offensive; +3/4) (26 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2) (Real Cost: 17) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2) (Real Cost: 10) 3 3u 4) Tessenka no Mai- Tsuru, Dance of the Clematis- Vine: (Total: 65 Active Cost, 29 Real Cost) Entangle 5d6, 5 DEF (standard effect: 5 BODY, 5 DEF) (50 Active Points); Limited Power Only When Unhallowed Mark Is Active (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Cannot Form Barriers (-1/4) (Real Cost: 22) plus Killing Attack - Ranged 1d6 (15 Active Points); Linked (Entangle; -1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2) (Real Cost: 7) 6 3u 5) Tessenka no Mai- Hana, Dance of the Clematis- Flower: Killing Attack - Hand-To-Hand 4d6 (5d6+1 w/STR) (60 Active Points); Limited Power Only When Unhallowed Mark Is Active (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Limited Power Doesn't Effect Foce Walls (-1/4) 6 3u 6) Sawarabi no Mai, Dance of the Young Ferns: Killing Attack - Ranged 2d6, Area Of Effect (7" Cone; +1) (60 Active Points); Limited Power Only When Unhallowed Mark Is Active (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2) 6 Golem Qualities 12 1) Fast Movement: Running +6" (12" total) 1 13 2) Clay Carapaces: Armor (5 PD/5 ED), Inherent (+1/4) (19 Active Points); Always On (-1/2) 0 4 3) Clay Carapaces: Touch Group Images 1" radius, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (10 Active Points); Set Effect (Make Clay Carapaces Feels Like Real Skin; -1), Always On (-1/2) 0 36 4) Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Self-Contained Breathing; Sleeping Character does not sleep) 0 15 5) Automaton (Cannot Be Stunned) 0 15 6) Does Not Bleed 0 10 7) No Hit Locations 0 Dances of the Bone Pathways 1 1) Weapon Element: Blades 4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll 4 4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 5) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike Skills 6 +2 with Martial Maneuvers 5 Language: Common (idiomatic; literate) 3 Acrobatics 12- 3 Breakfall 12- 3 Climbing 12- 3 Concealment 11- 3 Conversation 11- 3 Disguise 11- 3 Paramedics 11- 3 Persuasion 11- 3 Shadowing 11- 3 Stealth 12- 2 KS: Dance of the Bone Pathways 11- 2 KS: Medicine 11- 1 WF: Blades 0 Language: Black Tongue (idiomatic) (4 Active Points) Total Powers & Skills Cost: 266 Total Cost: 336 200+ Disadvantages 20 Vulnerability: 2 x Effect From Water (Common) 20 Social Limitation: Subject to Orders Very Frequently (14-), Major 20 Reputation: Member of a Questionable Organization, 14- (Extreme) 15 Psychological Limitation: Bound By Duty (Common, Strong) 15 Psychological Limitation: Fear of Water (Common, Strong) 15 Psychological Limitation: Must obey the Master (Uncommon, Total) 15 Susceptibility: Water, 1d6 damage per Turn (Common) 10 Vulnerability: 1 1/2 x Effect From Cold (Common) 10 Physical Limitation: Sinks like a stone in water, cant swim or float (Infrequently, Greatly Impairing) Total Disadvantages Points: 140 As you can see, I don't have enough disadvantages points, but as a GM, maybe its not so bad.
  17. Re: Villains of the Cult Oh, replays, fun! UltraRob, there are 3 players 150-point base each. In my power levels thread people suggest to build the foes around 250-350 points. So: a. I needed does points to build his the way I like him, and b. I can always twik him down during play. CraterMaker, that was a great post, thanks. First, I'll add the changes to the powers you suggested. The idea is that he hit the ground in his hand the a cone of bone spikes is created... there is no need for HITM, you right... Thats a good idea, although his martial arts are there to represent his mastery of bone weapons. Its unlikely he'll ever teach them to anyone. Cut down inhuman physiology, add total life support. The truth is I just dodn't have any good disa ideas... I tought buying him some mental defense to represent his empty mind and the control the Master has on him. I'm getting to a point when I'll need to cut-down his powers. Obey the Master represent his incapability to do anything else if the master order him to do something. Bond by Duty represent is ongoing commitment to his mission. I'll explain it in the end. He is a golem built by the Master of the Cult of the Unhallowed One as one of 2 planes to kidnap people and steal their souls in order to awake the Unhallowed One. He is the head of the organization could "The Institusion of Health" which has bad reputation dua to their use of "normal" medicine, without any reletions to the local church. So you see, his reputation has nothing to do with the pact he is a evil golem-assassin. He pretend to be a normal human while he continue his mission. Any more question? Outsider, I think I'll drop the magic ressistace idea. Thanks anyway.
  18. Hey, Next week I'll start running an adventure in HERO for my group, a one-time thing, I just wanted them to try HERO for once instead of the usual D&D. You can view my previous posts on the subject here, here and here. As I explained in the Power Levels thread, there going to be 4 villains in the adventure. I wish to post them for your review. The first to be posted is Derek Sid, a Bone Golem. His character was inspired by Kimimaro, a character from the Naruto anime series. For him, except for review I also need some advise: I want to add in a Magic Resistance power, but I don't know how to do that. I'll love some help. Derek Sid, Bone Golem (200+150): Val Char Points Total Roll Notes 20 STR 10 20 13- HTH Damage 4d6 END [2] 15 DEX 15 15 12- OCV 5 DCV 5 15 CON 10 15 12- 13 BODY 6 13 12- 12 INT 2 12 11- PER Roll 11- 8 EGO 16 8 11- ECV: 3 10 PRE 0 10 11- PRE Attack: 2d6 10 COM 0 10 11- 5 PD 1 15/20 15/20 PD (10/15 rPD) 5 ED 2 15/20 15/20 ED (10/15 rED) 3 SPD 5 3 Phases: 4, 8, 12 10 REC 6 10 30 END 0 30 30 STUN -1 30 6" Running 0 12" 0" Swimming -2 0" 4" Leaping 0 4" Total Characteristics Cost: 70 Cost Powers END 33 Unhallowed Mark: Aid 3d6 (standard effect: 9 points), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), STR, DEX, CON, BODY simultaneously (+1) (67 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Costs Endurance (Only Costs END to Activate; -1/4) 7 60 Corpse Bone Pathways: Multipower, 90-point reserve, (90 Active Points); all slots Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2) 2u 1) Teshi Sendan, Ten Finger Drilling Bullets: Killing Attack - Ranged 1d6-1, Armor Piercing (+1/2), Autofire (10 shots; +1) (25 Active Points); Extra Time (Delayed Phase, -1/4) 2 4u 2) Tsubaki no Mai, Dance of the Camellia: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Armor Piercing (+1/2), Autofire (5 shots; +1/2) (60 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2) 6 3u 3) Karamatsu no Mai, Dance of the Larch: (Total: 41 Active Cost, 27 Real Cost) Armor (5 PD/5 ED) (15 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2) (Real Cost: 10) plus Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Damage Shield (Offensive; +3/4) (26 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2) (Real Cost: 17) 3 4u 4) Tessenka no Mai- Tsuru, Dance of the Clematis- Vine: (Total: 90 Active Cost, 40 Real Cost) Entangle 10d6, 5 DEF (standard effect: 10 BODY, 5 DEF) (75 Active Points); Limited Power Only When Unhallowed Mark Is Active (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Cannot Form Barriers (-1/4) (Real Cost: 33) plus Killing Attack - Ranged 1d6 (15 Active Points); Linked (Entangle; -1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2) (Real Cost: 7) 8 4u 5) Tessenka no Mai- Hana, Dance of the Clematis- Flower: Killing Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), No Normal Defense (Force Wall; +1), Does BODY (+1) (90 Active Points); Limited Power Only When Unhallowed Mark Is Active (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2) 9 3u 6) Sawarabi no Mai, Dance of the Young Ferns: Killing Attack - Ranged 2d6, Hole In The Middle (+1/4), Area Of Effect (8" Cone; +1) (67 Active Points); Limited Power Only When Unhallowed Mark Is Active (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2) 7 Golem Qualities 12 1) Fast Movement: Running +6" (12" total) 1 25 2) Clay Carapaces: Armor (10 PD/10 ED), Inherent (+1/4) (37 Active Points); Always On (-1/2) 0 4 3) Clay Carapaces: Touch Group Images 1" radius, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (10 Active Points); Set Effect (Make Clay Carapaces Feels Like Real Skin; -1), Always On (-1/2) 0 15 4) Automaton (Cannot Be Stunned) 0 15 5) Does Not Bleed 0 10 6) No Hit Locations 0 Dances of the Bone Pathways 1 1) Weapon Element: Blades 4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll 4 4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 5) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike Skills 9 +3 with Martial Maneuvers 5 Language: Common (idiomatic; literate) 3 Acrobatics 12- 3 Breakfall 12- 3 Climbing 12- 3 Concealment 11- 3 Conversation 11- 3 Disguise 11- 3 Paramedics 11- 3 Persuasion 11- 3 Shadowing 11- 3 Stealth 12- 1 WF: Blades 2 KS: Medicine 11- 0 Language: Black Tongue (idiomatic) (4 Active Points) Total Powers & Skills Cost: 258 Total Cost: 328 200+ Disadvantages 20 Vulnerability: 2 x Effect From Water (Common) 20 Social Limitation: Subject to Orders Very Frequently (14-), Major 20 Reputation: Member of a Questionable Organization, 14- (Extreme) 15 Psychological Limitation: Bound By Duty (Common, Strong) 15 Psychological Limitation: Fear of Water (Common, Strong) 15 Psychological Limitation: Must obey the Master (Uncommon, Total) 15 Susceptibility: Water, 1d6 damage per Turn (Common) 10 Vulnerability: 1 1/2 x Effect From Cold (Common) 10 Physical Limitation: Inhuman Physiology (Infrequently, Greatly Impairing) 10 Physical Limitation: Sinks like a stone in water, cant swim or float (Infrequently, Greatly Impairing) Total Disadvantages Points: 150.
  19. Re: Power levels of PCs and NPCs Yea, I figured that out. I also need to do this for teaching my players the combat system.
  20. Re: Power levels of PCs and NPCs They won't complain, they don't now the systems. It's a kind of introduction adventure.
  21. Re: Power levels of PCs and NPCs The genre is fantasy. There will be 3 secondary villains, one is a priest that will be backed by 4 cultist, one is a lich that will fight on his own and the last is a golem-like foe that will have skeletons as backup. In the end there will be a master villain, an Arcanist, which will bring back from the dead the priest and lich, but in weakened form.
  22. Next week I'm going to start running an adventure to my group. Up until now I wasn't the GM and we played D&D, but I convinced them to let me run an adventure in HERO. There are 3 players, each with 150-point character. My question is, what point-base I need for building a foe that will be a decent fight for them (considering that there is one foe for 3 characters)? And what point-base I need for building a foe that will be slightly weaker? stronger?
  23. Hey, First, I want to ask if anyone know of a good site that gives information on time delays when traveling near light-speed or FTL speeds. Second, I know that in D20 Future there is a nice table that gives you values of time delay by speeds. Is there somthing like that in Star HERO too?
  24. Re: Money System I am going to use the third system, to some extent. Players will be payed in-game for their work (as long as they stay mercs), but the basic value will be changed according to perk/disad they buy in character creation. This basicly means that characters with the Money perk are more wealthy and/or know how to take care of their money, while character with the Money Disadvantage has trouble handlingmoney and/or are in debt. So, the basic "wages" they get is not just the gross value, but the net value after "taxes" and/or "interest".
  25. Re: Money System Again, this is only "creation" cash. After character creation the perk will work as you say in the game setting.
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