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steriaca

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Everything posted by steriaca

  1. Re: Meta Power: Instant Change (Coments Welcomed) Power Examples. Magical Girl Henshin: Instant Change, No Indenity Conection, Incarnations (-1/4), Gesters (-1/4), Focus (Henshin Wand/Pen, IAF, -1/2). Active Cost: 4. Real Cost: 3. END Cost: 1. Speedster's Superspeed Change And Costume Storage Ring: Instant Change, Concentrate (1/2 DCV, -3 to PER Roll, -1/4), Increased END (X5, -2), Focus (IIF, Ring -1/4). Active Cost: 3. Real Cost: 1. END Cost: 5. Powered Armor Mechcase: Instant Change, Reduce Endurance (0 END, +1/2), Focus (breefcase, IAF, -1/2). Active Cost: 5. Real Cost: 3. END Cost: 0.
  2. Re: Meta Power: Instant Change (Coments Welcomed) Behind The Curtan Section. This is how I came up with the cost for the power. Base Power: 1d6 Cosmetic Transformation (clothing to another set clothing), Area Of Effect (Surface, +1/4), No Range (-1/2). Active Cost: 4. Real Cost: 3. Incresed Wardrobe and Unlimited Wardrobe: GM fiat. No Idenity Conection: 1d6 Cosmetic Transformation (looks to another look, can not impersanate others normaly), Self Only (-1/2), No Range (-1/2), Linked (to Base Change, -1/2). Active Cost: +3. Real Cost: +1. Gender Change: 1d6 Cosmetic Transformation (gender. Note: male to female transformations cannot get pregnet or menstrate...usaly), Self Only (-1/2), No Range (-1/2), Linked (to Base Change, -1/2). Active Cost: +3/ Real Cost: +1. Nude Change: Replace Base Change to 1d6 Major Transformation (air to set clothing...can also be used for clothing to set clothing), Area of Effect (Surface, +1/4), No Range (-1/2). Active Cost: 13 points. Real Cost: 8 points. As an added effect: +5 points (8-3=5).
  3. I don't know if APG2 or the full rules covers "Instant Change" as an example power, but I miss the full power in the BBB, so I tried to recreat it using Transformation as a base. What I created is below. Enjoy. Name: Instant Change Type: Special Power/"Attack" Power Duration: Instant Range: Self And Self's Clothing Only Cost END: Yes (othoe GMs can wave the cost if thay wish) Cost: 3 Charater Points for the base power, with apropeate adders for expanded effects. A charater with this power can change his clothing as a zero phase action to a defined costume or uniform and back again. The charater defines exactly what the costume looks like when he creats the charater, and it normaly can not be changed (the GM might alow the costume to be modified at a later date to reflect 'radiation acadents' which increse the charater's powers). The costume does not normaly have it's own powers. To have an empowered costume, the player must spend charater points as normal and defind the costume as a source of the powers as opose to himself. (Focus and Only In Alternate Identity are common limitations to reflect such changes which costume/powers do. The GM can alow OIAID for players with Instant Change, in spite of the full phase requierments, if it dosen't disrupt gameplay or give an unfair advantage). Not all charaters need Instant Change. If a 'costume' is merly an activation of another power (like Multiform or Resistant Protection), it is not needed. It is not needed for charaters with no control over the change (like thoes with the complication Accidental Change). It is also not needed if the change is a non-stopable special effect (like villians like Dark Serpa and White Rhino). Because of it's nature, do not alowe advantages which alowe it to be used on others (to do so, just buy Transformation). While Instant Change is 'based' on Transformation, please ignore the BODY and Power Defence of the target clothing/self. The power can be drained. This does not reverse the transformation, but once the transformation is fadded, it can't be restarted till the drained points return. A person with this power usaly cannot use this to disguise himself. As an option, a person with Incresed Wardrobe or Unlimited Wardrobe AND the Disguise skill can do so. Adders: Incresed Wardrobe: +1 Charater Point for X2 wardrobe, up to +4 Charater Points for X16 difrent costumes. More than that, please use "Unlimited Wardrobe" instead. Unlimited Wardrobe: +5 Charater Points for an infident amount of costumes. No Idenity Conection: Normaly there is a conection of some kind, so that if you unmask infrount of someone you know (without turning off this power) thay will know your that costumed person. For + 1 Charater Point, there is enougth difrences between idenities that makes such idenity conections null. This might be because of difrences in hair color or eye color, body structer, or even some sort of minor magic or psionic effect which keeps people 'in the dark' unless thay see you change. Gender Change: Normaly a male charater can only change into a male charater, and a female charater can only change into a female charater. For +1 Charater Points, the charater crosses the gender line. Note that a male who changes into a female still looks rather like a female version of the male person (to look not like a female version of yourself, you must also take No Idenity Conection). Nude Change: Normaly, you need to be wearing something to use this power (even if it is just a bathtowle or a necklace or a bedsheet). For +5 Charater Points, the charater can change into the costume even if he is in the buff.
  4. Re: What would you put on a 6th Edition GM Screen...? True. Your right. So, what would you put in a refence book which would go along with the screen. Or would that be another subject?
  5. I asked Steve about the old power Transfer and he refered me to pages in a book I can't get yet (I only have the Basic Rulebook and APG1). So, I take it that 'Transfer' (the special effect) is more than using Linked the power Drain for the power Aid, right? What else do I need (like what advantage or limitation do I need to use one dice roll for both powers like the original power)?
  6. Re: Create a Villain Theme Team! Brian Morgen was the adopted son and sidekick to the super-martial artest known as Seeker. He was a loyal asistant to the Champions, and eventuly was skilled enougth and old enougth to join them in the fight aganst crime. He sergested Kid Seeker, but Quantom and Solitare wisely talked him out of the name. So he chose Finder instead (he was a minor mutant with the ability to find anything he realy put his mind to, along with the martial arts training his adopted father put him through). Then, the big event happened. And the universe was reordered. Donald Morgan did not exist...or if he did, not in the way he use to exist. But Brian Morgan still remembers. So, out of longing for what the multiverse took away from him he became Remember, the youngest of the group, and prehaps the most idealistic. OOC: Someone get Badger for me for his contrubution. Red Bat...ha. Sounds better than Red Fox thoe. (Can't get him till I spread more rep around to others.)
  7. steriaca

    Gunslinger

    Re: Gunslinger That would be Knolage Skill: Native American Culture and Knolage Skill: Old West History. Knolage Skill is a catch-all skill for thoes skills based on knolage, but are not defined in the rules. Each KS must be bought sepertly, and defined by the player and gm. As for piano...try 16 or less. In case Meadyaon dosen't know, here is a quick rule on KS:
  8. Re: My First 6ed (BR) Villain: Doctor Dair (Coments Welcomed) Remember, Doctor Dair is supose to be a villian. A starting out villian, but a villian non-the-less. This, the 'player' is whoever the gamemaster is...and he or she is free to modifie the charater as he or she sees fit. The great question is, how does he stack up to other starting villians?
  9. Humm...looking at my copy of 6ed BR, there is no mention of Transfer in the book. Not even in the 'see Advance Rules' sidebars. I say for 6ed it is Drain, with Aid built to be on the same dice level and Aid Linked to Drain (prehaps with Unified Power on both powers). Do I need any other advantage to have both Drain and Aid use the same dice roll? Quick, Power Crusher and Timemaster need to know.
  10. Is it legal to allow someone with Craming and Martial Arts to pick up via Cramming a temperary "Use Art With..." skill?
  11. Re: Custom Martial Art Skills Lets expand on this ideal. Master (lesser): 1 point cost. Perks: Can teach students. Can set up a dojo to the org. in out of the way and less important cities. Can colect dues from students. Can expect room and bord at any org. dojo while traveling, but must work for it. Can ask for materials and help (but may not nessasary get it). Duties: Teach students in the art. To pay a part of the dues to the main org. Master: 2 points. Perks: As above, but the cities increse in importance. Can expeect more quality equipment. Can ask the org. for a loan, if needed and the member is of a good standing. Duties: Also as above. Master (greater): 3 points. Perks: As above, but more so. Duties: As above. Grandmaster: 4 points. Perks: No longer can thay train students, Grandmasters train Masters. There dojos are in important cities, and thay are almost revered by the locals (let alone the org.). Can exist without funds (the org. provides all). May run tourniments. Duties: To train masters. To select where dojos are needed, and who will go as master. Other duties as needed. Founder: 5 points. Perks: May train or not train as he sees fit. Can comand all the resources of the org. May select grandmasters from the master pool. Can run touriments. Duties: To make shure the art survives, in any way posable!
  12. Re: Custom Martial Art Skills Another way to think of it is...what does Master alow the player to do what other things do not. Master: A member in good standing of a martial art orgizenation. Can teach at a dojo. Alowes the player to set up a dojo dedicated to the orginzation in places where none exist. Can find shelter in such dojos when traveling. Can call upon other members for help. Subject to the whelms of other higher up members. Must be a black belt. Grandmaster: As above, but dojos are more elabrate and in more populated or important citys. Founder: Head of that orginzation, or of there famaly.
  13. Re: Custom Martial Art Skills So, 'combat craming' is not needed, since craming already covers it (at least the WF portion).
  14. Re: Advance ACV, "To Go On". Coments Welcomed. OK...That seems fine. But what if your building a 'pisonic trigered small arms' for anyone to use in a Star Hero game? It is a bit hard to know how much Lighting Reflex to buy with the limitation "Only To Make DEX Equal To EGO" when you don't exactly know who would be using it at the time.
  15. Re: Custom Martial Art Skills My guess is that the talent "Combat Craming" could be created using a small VVP with "Physical Skills Only" and "Requiers 3 To 6 Hours To Change Skills", and the gamemasters permition.
  16. I do not know if this was covered in APG2, but I'll give it my all for this table. Normaly, powers go on DEX, unless your using Mental Powers, which goes on EGO. This may not allways fit the charater concept (for example, a 'psudo-mentalist' who's Mental Powers are based on logic manipulation, or a hi-tech gunman from space with a psionic trigered gun which alowes him to fire it at EGO instead of DEX). This table gives you a rougth ideal on what is what. Note: Mental Powers go on DEX is considered 'free' for Mental Powers Based On CON limitation. Mental Powers go on DEX, +1/4 (standard) Mental Powers go on DEX +1/2 (high DEX campain) Mental Powers go on DEX -1/4 (low DEX campain) Mental Powers go on CON +1/4 (standard) Mental Powers go on CON +1/2 (high CON campain) Mental Powers go on CON -1/4 (low CON campain) Mental Powers go on INT +0 (standard) Mental Powers go on INT +1/4 (high INT campain) Mental Powers go on INT -1/4 (low INT campain) Physical Powers go on EGO +1/4 (standard) Physical Powers go on EGO +1/2 (high EGO campain) Physical Powers go on EGO -1/4 (low EGO campain) Physical Powers go on INT +1/4 (standard) Physical Powers go on INT +1/2 (high INT campain) Physical Powers go on INT -1/4 (low INT campain) Physical Powers go on CON +0 (standard) Physical Powers go on CON +1/4 (high CON campain) Physical Powers go on CON -1/4 (low CON campain)
  17. I don't know if you handeled this in APG2, but what advantage would you use, and how much, to get a Physical Power to go on EGO (and nothing else changes for it...it is still a OCV VS DCV power)? What would be the value for the oposite (Mental Powers going on DEX)? I think it is a vareant of Alternate Combat Value. What do you think?
  18. Re: Custom Martial Art Skills Humm...any ideals on how to do "Combat Cramming", where a martial artest spends a few hours and gains a Weapion Familiry and a Use Art With..., only to forget them in a day after he needs it? (In other words, the way Ranma usaly operates...if he needs to know how to so something martialy, he crams it then after that, never uses it again)
  19. Re: Weapon Mastery (Coments Welcomed) Any ideals on a new name for this tallent, so it would not get confused with the other tallent?
  20. Re: My First 6ed (BR) Villain: Doctor Dair (Coments Welcomed) Standard Superhero. I just got the 6ed (and only the Basic Rulebook), so I am unfamiler with what the 'norms' are with stats. Thanks for the help. Now I got to go and edit the main charater post. Keep up with the feedback.
  21. Re: My First 6ed (BR) Villain: Doctor Dair (Coments Welcomed) I need to add 118 points in powers/skills/whatever to this charater to make him balance. What would you sergest, keeping in mind that I only have the 6ed Basic Rules (and I am not going to give him anything I can't look up in basic). Prehaps a new multipower slot and some Combat Skill Levels?
  22. Re: Weapon Mastery (Coments Welcomed) Just got the Hero System Basic Rules, and there is a refrence to an advance talent named Weaponmaster on the sidebar of page 32 of the book. Since all it tells me is that it is an advance tallent, and that I can find the rules for it in the full rules, it bairs for me to ask...did I just did a Clive Crashcoff hear and invent something which has already been invented? Or does that talent refer to something else?
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