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Scifi_Toughguy

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Everything posted by Scifi_Toughguy

  1. Re: Skill roll on linked powers There is no limit. If you have 10 gems, you can blast with all ten.
  2. Re: Skill roll on linked powers So to be correct, I need to build each separate instance of the power?
  3. If you link powers and want a skill roll to use the power, does one need to add the skill roll limitation on every link of the power? In my fantasy game, gems are required to cast spells. In certain spells, the more gems one uses the more powerful or effective that spell becomes. I have modeled this as linking multiple 2d6 blasts together. I want the spells to have a skill roll penalty of -1 for every 10 AP in the power. In order to use the more powerful versions of the spells, I want the penalty to calculate on the combined AP of the linked powers. Does that have to be a limitation in every linked power or just on the base?
  4. Re: cancelling out the source of their mystic power My understanding is that the effect of the spell is to eliminate the power source. There is no mention of it returning later. The SFX has to do with the power of light and the sacrifice of a being of light serves to cleanse or purify the dark power source (half of them anyway).
  5. Re: Can you dispel just one skeleton? The only issue with an RKA is that you have to deal with defenses. If the target is armored, then the attack loses its effectiveness. I don't feel that is the intent behind the SFX, if you will. The summoned beastie is there unnaturally and the SFX are such that the harmony is restored thus snuffing out the undead. Transform is still valid with this line of thinking.
  6. Re: cancelling out the source of their mystic power In principle, one requires a certain number of gems to cast each spell. Each spell defines the number of gems required to cast it (I'm converting this from a strategy game I liked so I'm pulling the information from material associated with such). If you don't have the correct number of gems to fuel the spell, you don't get to cast it (so far). By design, casters use gems to fuel their spells. The gems are usually associated with one of the four elements or light or darkness. The object of this particular spell is to reduce the power supply, not necessarily to negate a spell, hence my dilema.
  7. Re: Can you dispel just one skeleton? Holy Cow, a 179 point skeleton! I'm just looking for basic cannon fodder stuff. Sheesh, the PCs in a standard heroic campaign are only built on 250 total points. Am I surprised because I'm a n00b and unversed in the ways of Fantasy Hero?
  8. Re: Can you dispel just one skeleton? So, if I'm going to dispell this summon (in a fantasy setting) do I take the advantage 'Variable Effect' to be able to dispell any undead, or do I take a dispell summon with a limitation (only to dispell undead)?
  9. If the enemy has a Summon power that calls 16 skeletons from the ground, can I build a spell that banishes just one of them, if the dispel is built to dispel just the cost of one of the skeletons? Say he summons 16 30 pt skeletons, can I buy a 10d6 Dispell that axes just one or do I have to dispell the whole summon?
  10. Re: cancelling out the source of their mystic power It says I need to spread rep around, Ockham's Spoon. I would actually love to make the spell only affect half of the opponents gems. I did build it as an RKA with a AoE and magic gems only limit.
  11. Re: cancelling out the source of their mystic power That is a good suggestion, CalumX and one I am considering. The issue I find with Dispel is in the operation. Dispel rolls dice, totals the numbers, subtracts power defence and then that sum is used to mitigate a certain active point total. The catch being that Foci have no active point value in and of themselves. They only serve to modify the active point total of the power they facilitate.
  12. If the source of power for the majority of the magic in this campaign are mystic gems represented as a focus in every spell, how do you build a spell that drains or dispells the source of the power which in this case is the focus? Granted, this is only for those of the light to be able to reduce the fuel for darkness spells. It is not a universal spell, so far.
  13. Re: Needs multiple foci to function at all? Just want to clarify. Thanks for all the help.
  14. Re: Needs multiple foci to function at all? Would that make it Accessable of Inaccessable? I have it currently listed as Accessable.
  15. In my fantasy campaign, the magic system requires the use of magic gems to do spells. I need to build the spells so that they will only function if they have say, all three required gems. If they only have two gems, no dice. Is it simply an added note on the focus limitation and an increase to the value of the limitation or should it be addressed on the accessability of the foci?
  16. I'm trying to build this into a power. The power requires a skill roll. I'd like to build it so that the success of the skill roll can increase the damage dealt. Is this feasible?
  17. Re: Someone called it mutagenic. I really appreciate the characteristic maximum advice. I may have to do that.
  18. Re: Someone called it mutagenic. Important feedback, thank you so much. The faction that uses these 'drugs' are well known for the use thereof. It helps to make them 'obvious', people are expecting them. They hang on belts (at least on the miniatures they do) and from armor and capes. The biggest reason they are OAF is that they can be the object of grabs and taken from the posessor, at least according to the 6ed Focus explanation. I pulled most of the Variable Effect (all characteristics) from the variable effect explanation in the 6ed book. It mentions all characteristics as a possible example. It did seem a bit generous to me, I honestly think it should be +1 for something like that. It can only really affect physical-type characteristics. INT, EGO, PRE, OMCV, DMCV are exempt. I'm thinking about making REC, END, BODY and STUN exempt as well. Base movement is able to be modified.
  19. Re: New to Hero Carnus, I know exactly how you feel. I've been playing games a long time and just found my way to Hero late in the last edition. I'm even using it to convert a miniature strategy game for use as a setting. Welcome.
  20. They are basically combat steroids. The kicker is, they can be used to buff all sorts of things from movement to STR to DEX to CV. I modeled them as: Aid 3d6 (18 AP) Variable Effect (all characteristics) +1/2, Expanded Efect (3 simultaneously) +1 (45 AP), OAF (Syringes full of goo) -1, Charges (6) -3/4 (16 RP) This is actually for a fantasy-ish style game that is probably more along the lines of steam-punk.
  21. I have been looking over my copy of 6ed and finally noticed something I didn't like. I have to look in three separate places to find all of the possible modifiers to my power! It was very unwieldy to keep a place marker in the power description, another in the modifiers chapters and yet one more in a place that was thankfully mentioned in the power description itself. Why do I need to look in three separate places to find all the possible modifiers to a power? I expected to be able to find them all in the chapters about modifiers and limitations.
  22. Re: The magic system from Confrontation As far as the END reserves go, I would have to put a limitation on them stating that they could only be used for the appropriate spell, is my thinking. Something like -1/2 Only for spells from element of fire?
  23. There used to be a wonderful famtasy skirmish game using gorgeous miniatures that I really enjoyed. It was called Confrontation. I am trying to adapt this world so I can play it in fantasy hero. The magic system is giving me problems as I've never done fantasy hero before. The magic in this world comes from the gods in two forms, arcane and divine. The arcane type is channeled through concentration, gestures and mana gems. The gems correspond to the four elements (fire, earth, air, water) and two principles (light and darkness). To cast a spell, the magician needs to have a gem or gems that contain enough power to bring it to pass. After the spell is cast, the gems lose their power (or are destroyed) but can recharge themselves depending on the quality of the gem and the skill of the caster. How do I simulate the gems being needed and then either exhausting themselves or being able to recharge?
  24. Re: If You Draw It...They Will Come Either that or put his torso more upright, not leaning so far to the left. It should make him more centered.
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