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Nevenall

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Everything posted by Nevenall

  1. I've toyed with the idea of using the megascale advantage, or something like it, for attacks and defenses. Something like every muliple of x5, is a +1 Advantage. Then you get extra damage, without the terrible cost. What I haven't figured out is a reasonable drawback to megascaling your attacks and defenses. Something similar to the normal megascaling drawback of not being able to use less then what one 1" is. Perhaps it automatically costs x10 Normal End?
  2. If you are using charges with the clip option, then it officially takes a full phase to change a clip. Without fast draw, that is.
  3. I think the effect is too minor to warrant a power construction of it's own, and it fits in perfectly with what Conversation does. Get information from people without them realizing it. Followed, perhaps by a Deduction roll to put it together. In fact, with a 20- Conversation skill (17 points, assuming Pre 20) your special effect could be reading peoples’ minds. On the other hand, I think this would also be a perfect trick for someone with an full fledged Telepathy power to do with just a Power skill roll. The simulations which I would favor, which may not find their own favor, which all right because Hero is big enough for everyone. : )
  4. How about a really high Conversation and/or Deduction skill?
  5. Millitary SF There is a military sf web comic at http://www.schlockmercenary.com. It's a lot to slog through, but worth it. Especially if you start at the beganning. Besides being funny, there is some well though out and interesting weapons technology.
  6. More Fantasy Movies It's more of a martial arts thing, but you might enjoy the Anime, Ninja Scroll. Both the story and the artwork are excellent. After I saw it the first time, I just HAD to start a martial arts campaign. I mention it as fantasy because there is lots of monsters and magic.
  7. I would recommend The Warrior’s Apprentice by Lois Bujold McMaster. There are two other books that come before that one in the series, namely Shards of Honor and Barrayar, and lots more that come after, but it you only have time to read just one...
  8. I simulate it by letting character abort to an attack, but only in very limited circumstances. I haven't used it much so I can't really say how well it works.
  9. Indeed, I find myself severely disabused by the FAQ. Ah well, I should learn from my signature and keep my fingers shut.
  10. That's true, but using Block counts as an attack action. I haven't checked the FAQ so there may be some official ruling which would disabuse me of my absurd notions.
  11. Grab Fist Actually, I think you could do it with a multiple-power attack. You would have to take the CV penelties from the Grab, -1/-2.
  12. Memorization Here are two cents about your memorization problem. I have mages take KSs to represent their ability to remember spells of various types. Each spell has 2 RSR skills. One to remember and one to cast, but because the one to remember the spell is a KS the limitation value does not change. So then you can represent spell books by giving them a KS of the appropriate type and value. 13- in fire magic. For example. Finally, almost all mages take a limited Edetic Memory talent. Edetic Memory (Only for Spells -1) Costs 2 Points. Then the character will not forget any spell that he has already learned, and if he comes across a new spell he can learn it and remember it. So, maybe that was more like three cents. db
  13. More Grist For The Mill Author: Lois Bujold McMaster Books: Miles Vorkosigan Novels. (Excellent Military Fiction)
  14. Pierce/Slash/Crush Here is the kernal of a suggestion for implimenting a Piercing, Slashing, and Crushing damage system. I was thinking, there is already a distinction between physical and energy damage, and between normal and killing damage. When you buy an armor power you are already ratioing the point between PD and ED, so why not add Piercing, Slashing, and Crushing Defense too. Then when you buy armor you establish a ratio between Piercing, Slashing, Crushing, and Energy Defenses. Doing the same thing for weapons is a little more difficult. Maybe the best would be to say that when you buy a killing attack you must define what type of damage it does. Piercing, etc... For a weapon that can do two types of damage, then you could construct a multipower for it, or you could ratio the points of you killing attack just like armor, or you could make an on the spot decision as the GM.
  15. Nevenall

    Spell Pool

    An alternative I've always wanted to make a VPP based magic system, but the active point limit was always the thing that got in the way. Some of the example spells in 5th ed top a 100 active points. What I have done, is to give the control cost a bunch of power modifiers to model the way magic works in my world, but these modifiers only apply to the control cost. Each spell has these control cost modifiers, but does not get the bonus points for them. So, to get a spell more powerful then your VPP you have to add yet more limitations to the spell. Then I don't feel so bad about ignoring the active point limit for some spells. Anyway, I'm not sure if that helps, you, but I can say that your player it either trying to pull a fast one, or he doesn't understand the rules all that well. PS: You can always let him do it if you want.
  16. 2 Weapon versus PSL's for Sweep I know I read some where that Steve based the cost of the Two Weapon Fighting at least partial on the cost of PSL's to counter act the penelties for Sweeping.
  17. Asassin/Thief Feats I have been working up a few feat-like special skills that could be part of a profession package deal. So far I've done a few assassin ones. Some of them you could even make free manuevers that any character with the applicable skill can do. Silent Kill Real Cost: 2 points Darkness (Hearing Group, One Hex) 0 End Cost +1/2 Concentration (0 DCV) -1/2 Instant -1/2 No Range -1/2 Only to silence a kill -1 Requires Skill Roll (Stealth) -1/2 Trained Kill Real Cost: 5 points PSL (+4 vs. Targeting, for either Blades or Bows) Concentration (0 DCV) -1/2 Requires Skill Roll (Stealth) -1/2 Only Against Unaware Opponents -1/2 Sprinting Real Cost: 4 points +3†Running 0 End Cost +1/2 Concentration (0 DCV) -1/2 Instant (Must roll every phase) -1/2 Requires Skill Roll (Dex Roll) -1/2
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