Jump to content

Manic Typist

HERO Member
  • Posts

    3,476
  • Joined

  • Last visited

Everything posted by Manic Typist

  1. Aren't the reasons you describe situations in which the character wasn't forced to buy everything through a Framework, since they are keeping their Utility/Defense powers outside the Framework?
  2. They are. My main hangup was that it doesn't seem very limiting and the book was stressing that; however it appears that a Multipower is only intended to be slightly limiting. Which is fine.
  3. One of my PCs wants to have a magical gauntlet that provides constant rProtection and also a MP. The MP has 3-4 different kinds of attacks and one Barrier. I've never used a MP, so I'm reviewing the rules, and the described intention of a MP is that a character should have to choose between powers and balance the level of points going into each slot. So if you are a wizard using a staff MP to fly, you have to consider reducing your personal force field or your amount of flight if you want to use a blast (assuming they are variable slots), or even land entirely (if they are fixed slots and therefore to free up points you need to turn one or more powers off). This makes sense, both in terms of what a MP is (a common source of power divided up among different power manifestations, like an engine powering a ship if you will) and how it works - you get points savings for this limiting feature. However, the way the PC the gauntlet is described, and most of the examples in the opening of the MP section, aren't consistent with this. Most attacks, and certainly not the attacks the book uses or the PC would use, do not last more than a Phase. Therefore the example "lazer rifle" and gauntlet would typically only be used one way each Phase. It seems like this is only limiting if the PC ever intended to regularly Sweep attack with the gauntlet. Am I way off base here? Am I missing something?
  4. But.... it's exactly the same distinction!
  5. Close. 6th, Vol II, p.107 It's instead of using Impairment and Disabling rules. If you do 1/3 of an opponent's BODY to a limb, after defenses, you break/sever it. Impairment does not sever a limb, and kicks in at 1/2 BODY. Disabling triggers at 100% BODY, and I think it technically also doesn't extend to severing (although mangling/rendering useless are called for).
  6. Ask your GM if he has ever seen or read any fiction in which a creature dies and emits a psychic deathcry that affects everyone in a significant radius around it. That's how it works. You got a brain? You're in range? Prepare to grab your head and scream.
  7. I built slate of example powers for the PC using the VPP; I'm envisioning he will choose to buy armor or other defensive abilities. Unfortunately he's been very non-responsive during the build process so I just hashed something out with little context to go on. However, your point on DCV is well taken. I'm not sure how much I can do about it, given that the PC is meant to be an elderly, some people think she's senile, academic. Most opposition will be OCV 3-5, before modifiers. I can double check, but I'm using the suggested maxima rules for Heroic level fantasy play, so I think maybe that's what you're missing? Or I messed it up. Originally HD had all maxima set to 999, so I had to fix that myself. While I agree with you about paying more for less, I'm torn on this. I want to strongly differentiate between those who have access to magic and those who don't. Magic users are supposed to be very powerful, but checked by their rarity (and the fact that a bullet into your squishy bits is really bad for you). It also means that the PC can use magic items that require a user to have some power. At the same time, maybe I should just drop it? I just want to discourage dabblers as that isn't really possible in this setting. It takes major, dedicated effort to learn the secrets of wizardry. I wouldn't consider 75 points into a VPP a "point sink" - the PC is getting what she's paying for, and could do a lot of damage with it. Behind the scenes, the PC is supposed to have a Multipower representing their sorcery abilities (all wizards are sorcerers first, it's a prerequisite). However I didn't bother to build that as the PC wants to be a wizard, so the idea is just that the PC will never use her sorcery until she can afford it. These 5 points could be a downpayment toward that. Thanks for the food for thought.
  8. I've posted the PC over in my "Building the Party" thread, but here she is for those interested in the rough draft I built using some of your ideas. VAL CHA Cost Roll Notes 8 STR -2 11- HTH Damage 1 1/2d6 END [1] 10 DEX 0 11- 13 CON 3 12- 18 INT 8 13- PER Roll 13- 20 EGO 10 13- 10 PRE 0 11- PRE Attack: 2d6 3 OCV 0 3 DCV 0 8 OMCV 15 8 DMCV 15 3 SPD 10 Phases: 4, 8, 12 6 PD 4 6 PD (0 rPD) 15 ED 20 15 ED (0 rED) 6 REC 2 30 END 2 13 BODY 3 40 STUN 10 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward FLIGHT 56m/112m Characteristics Total: 100 Cost Powers 10 I'm an (evil) GENIUS!: Mental Defense (10 points total) - END=0 75 Variable Power Pool (Magical Gadget Pool), 40 base + 70 control cost - END= 0 1) Kindermauer: Barrier 10 PD/10 ED, 10 BODY (up to 19m long, 10m tall, and 1/2m thick) (70 Active Points); OAF (A bag of children's building blocks; -1), 4 Recoverable Charges (-1/2), Incantations (-1/4), Gestures (-1/4) Real Cost: 23 [Notes: A bag filled with a children's toys that when scattered assemble themselves into a large wall. (Real Cost 23)] - END=[4 rc] 0 2) Jetpacks of (soulsucking) VROOM!: Flight 56m, Usable By Other (+1/4) (70 Active Points); Increased Endurance Cost (x6 END; -2 1/2), Requires A Roll (Skill roll; Must be made each Phase/use; Piloting; -1), 6 Charges (-3/4), OIF (-1/2), Costs Endurance (-1/2), Cannot Hover (must make at least a Half Move per Phase; -1/2), Incantations (-1/4), Leaves A Trail (-0) Real Cost: 10 - END=42 0 3) The "Eyes" Have It MuAHAHA!: Sight Group Flash 3d6, Area Of Effect Nonselective (1m Cone; +1/4) (19 Active Points); 8 Charges (Recovers Under Limited Circumstances: Getting more blind eyes; Dessicated human eyes; -1 1/2), Gestures (-1/4), Incantations (-1/4) Real Cost: 6 [Notes: The wizard grinds up a dessicated human eye and blows the dust from her palm towards those whos vision is too limited to UNDERSTAND HER PLANS. (Real Cost 6)] - END=[8] 0 4) Lecturing Phonograph: Mental Blast 2d6 (Human class of minds), Personal Immunity (+1/4), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; Someone opens the musicbox; +1/4), Persistent (+1/4), Area Of Effect Nonselective (16m Radius; +1/2), Attack Versus Alternate Defense (target is unable to hear; All Or Nothing; +1/2), Constant (+1/2) (65 Active Points); 1 Charge (-2) Real Cost: 22 [Notes: This is a small phonograph that can be prepared to play automatically when opened. It plays a long, technical, somewhat disturbing lecture on a field of magical theory that will eventually force anyone listening to it unconscious - except of course for the brilliant intellect who gave the lecture originally. (Real Cost 22)] - END=[1] 0 5) Armor of mice: Dispel Mundane armor 10d6 (standard effect: 30 points) (30 Active Points); 1 Recoverable Charge (Enchanted cheese; -1 1/4), OAF (Mousetrap Catapult; -1), Gestures (Requires both hands; -1/2), Incantations (-1/4) Real Cost: 7 [Notes: This spell, if successful, transforms the wearer's armor into a swarm of mice which quickly scurry away. (Real Cost 7)] - END=[1 rc] 0 6) Bubbles of Pure Madness: Change Environment (-5 INT Roll and all Skill Rolls based on INT, Target must make an INT Roll to make a decision/process information), Area Of Effect Nonselective (8m Radius; +1/4), Uncontrolled (+1/2) (35 Active Points); OAF (Bubble Sphere Mark II; -1), 4 Recoverable Charges (-1/2), Conditional Power Power does not work in Uncommon Circumstances (For every 5 points of Mental Defense, reduce effect by 1. -0=Spell has no effect.; -1/4), Gestures (-1/4), Incantations (-1/4), Range Based On Strength (-1/4) Real Cost: 10 [Notes: This spell fills the area with a swirling nimbus of tiny, iridescent soap bubbles. Targets struck by these soap bubbles experience a sudden powerful hallucination which makes it difficult to discern reality from fantasy, make reasoned decisions, or remember important information for the duration of the spell. A great intelligence, a strong will, or protection from mental attacks can reduce or negate the effects of this spell. (Real Cost 10)] - END=[4 rc] 0 7) Polka Squeezebox of DOOM!: Killing Attack - Ranged 3d6, Area Of Effect Nonselective (64m Cone Explosion; +1/4) (56 Active Points); OAF Bulky (Accordion; -1 1/2), Gestures (Requires both hands; Complex; -3/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) Real Cost: 15 [Notes: Real Cost: 21] - END=6 Powers Total: 85 Cost Skills 3 Deduction 13- 3 Inventor 13- 3 Scientist 2 1) Science Skill: Anatomy 13- (3 Active Points) 2 2) Science Skill: Chemistry 13- (3 Active Points) 2 3) Science Skill: Classical mechanics 13- (3 Active Points) 2 4) Science Skill: Steamtek 13- (3 Active Points) 3 Scholar 2 1) KS: Mad Science (3 Active Points) 13- 2 2) KS: Magical flaura/fauna (3 Active Points) 13- 2 3) KS: Magical theory (3 Active Points) 13- 2 4) KS: Things Better Left on the Drawing Board (Terrible magical inventions) (3 Active Points) 13- 3 Combat Piloting 11- 0 TF: Jetpacks 3 Mechanics 13- 3 Forensic Medicine 13- 3 Electronics 13- 3 Cryptography 13- 3 Conversation 11- 1 Language: Panalect (completely fluent; literate, Literate in an illiterate world) (5 Active Points) Skills Total: 47 Cost Perks 5 Can Use Magic Perks Total: 5 Cost Talents 5 Eidetic Memory 3 Lightning Calculator 4 Speed Reading (x10) Talents Total: 12 Base Points: 250 Experience: 0 Experience Unspent: 0 Total Character Cost: 249
  9. The junior civil servant, drummed out of the service and beset by gambling debts. Adelaide Stork VAL CHA Cost Roll Notes 12 STR 2 11- HTH Damage 2d6 END [2] 13 DEX 6 12- 13 CON 3 12- 15 INT 5 12- PER Roll 12- 15 EGO 5 12- 18 PRE 8 13- PRE Attack: 3 1/2d6 5 OCV 10 5 DCV 10 3 OMCV 0 3 DMCV 0 3 SPD 10 Phases: 4, 8, 12 4 PD 2 4/10 PD (0/6 rPD) 4 ED 2 4/10 ED (0/6 rED) 6 REC 2 30 END 2 13 BODY 3 25 STUN 3 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 73 Cost Powers 17 Electro-blade: (Total: 52 Active Cost, 17 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (Real sword); OAF (-1), STR Minimum 8 (-1/4) (Real Cost: 0) plus Blast 6d6, Area Of Effect Nonselective (1m Surface; Surface of blade; +1/4), Attack Versus Alternate Defense (insulation, grounding, magic; All Or Nothing; +1/2) (52 Active Points); OAF Fragile Expendable (Difficult to obtain new Focus; Sword, cord, battery; -1 1/2), No Range (-1/2) (Real Cost: 17) - END=5 5 Mechanical Potential Converter and Battery: Endurance Reserve (40 END, 5 REC) Reserve: (18 Active Points); OIF Fragile Expendable (Very Difficult to obtain new Focus; Battery pack, cord; -1 1/4), Side Effects (Side Effect always occurs whenever the character does some specific act; Crtical overload when submerged in water; -3/4), 8 Recoverable Charges (-0); REC: , Increased Recovery (1 Phase; +1) (8 Active Points); Limited Recovery (Only Recovers when manually cranked; -1), OAF (Charging lever; -1), Gestures (-1/4), Concentration (1/2 DCV; Must brace; -1/4) - END=[8 rc] Powers Total: 22 Cost Martial Arts Fencing 0 1) Weapon Element: Blades 5 2) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike 5 3) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike 20 4) Riposte: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike, Trigger: Immediately After a Block (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates, Trigger can expire (it has a time limit); +1/2) (20 Active Points) 5 5) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 6) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 22 STR 4 7) Root: 1/2 Phase, +0 OCV, +0 DCV, 27 STR to resist Shove; Block, Abort 4 8) Shove: 1/2 Phase, +0 OCV, +0 DCV, 27 STR to Shove Martial Arts Total: 47 Cost Skills Everywoman 1 1) Language: Pantalect (imitate dialects; literate) (6 Active Points) 0 2) Climbing 8- Wasted Education 5 1) Cramming 3 2) Deduction 12- 3 3) High Society 13- 3 4) Riding 12- 2 5) TF: Carts & Carriages, Equines, Two-Wheeled Muscle-Powered Ground Vehicles 3 6) WF: Early Firearms, Blades Cahsiered Civil Servant 3 1) Bribery 13- 3 2) Bureaucratics 13- 3 3) Charm 13- 3 4) Conversation 13- 2 5) Forgery (Documents) 12- Fencer 3 1) Breakfall 12- 10 2) +2 with fencing arts 3 3) KS: Fencing styles, history, and customs 12- 3 4) Analyze: Combat Skills and Tactics 12- 3 5) Fast Draw: Blades 12- Knows the Odds 10 1) Gambling (Board Games, Card Games, Dice Games, Sports Betting, Roulette) 12- 3 2) KS: Games of chance, gambling customs and locales 12- Skills Total: 69 Cost Perks 15 Contact: Various Humarian officials, civil servants, and officers (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources), Organization Contact (x3) (15 Active Points) 8- Perks Total: 15 Cost Talents 12 Combat Luck (6 PD/6 ED) 2 Off-Hand Defense Talents Total: 14 Value Complications 15 Psychological Complication: Loves a Sure Thing: Gambling Problems (Common; Strong) 10 Psychological Complication: It's the principal of the matter: Pride/hates to lose (Uncommon; Strong) 10 Negative Reputation: On the outs: has debts to families throughout Huma uppercrust society, Frequently (basically anytime after contact with Humarian officials) 5 Poor Complications Points: 40 Base Points: 200 Experience: 0 Experience Unspent: 0 Total Character Cost: 240
  10. A build of the mad wizard in the party. No character background/bio, so I took a shot in the dark based on what few details I gathered. VAL CHA Cost Roll Notes 8 STR -2 11- HTH Damage 1 1/2d6 END [1] 10 DEX 0 11- 13 CON 3 12- 18 INT 8 13- PER Roll 13- 20 EGO 10 13- 10 PRE 0 11- PRE Attack: 2d6 3 OCV 0 3 DCV 0 8 OMCV 15 8 DMCV 15 3 SPD 10 Phases: 4, 8, 12 6 PD 4 6 PD (0 rPD) 15 ED 20 15 ED (0 rED) 6 REC 2 30 END 2 13 BODY 3 40 STUN 10 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward FLIGHT 56m/112m Characteristics Total: 100 Cost Powers 10 I'm an (evil) GENIUS!: Mental Defense (10 points total) - END=0 75 Variable Power Pool (Magical Gadget Pool), 40 base + 70 control cost - END= 0 1) Kindermauer: Barrier 10 PD/10 ED, 10 BODY (up to 19m long, 10m tall, and 1/2m thick) (70 Active Points); OAF (A bag of children's building blocks; -1), 4 Recoverable Charges (-1/2), Incantations (-1/4), Gestures (-1/4) Real Cost: 23 [Notes: A bag filled with a children's toys that when scattered assemble themselves into a large wall. (Real Cost 23)] - END=[4 rc] 0 2) Jetpacks of (soulsucking) VROOM!: Flight 56m, Usable By Other (+1/4) (70 Active Points); Increased Endurance Cost (x6 END; -2 1/2), Requires A Roll (Skill roll; Must be made each Phase/use; Piloting; -1), 6 Charges (-3/4), OIF (-1/2), Costs Endurance (-1/2), Cannot Hover (must make at least a Half Move per Phase; -1/2), Incantations (-1/4), Leaves A Trail (-0) Real Cost: 10 - END=42 0 3) The "Eyes" Have It MuAHAHA!: Sight Group Flash 3d6, Area Of Effect Nonselective (1m Cone; +1/4) (19 Active Points); 8 Charges (Recovers Under Limited Circumstances: Getting more blind eyes; Dessicated human eyes; -1 1/2), Gestures (-1/4), Incantations (-1/4) Real Cost: 6 [Notes: The wizard grinds up a dessicated human eye and blows the dust from her palm towards those whos vision is too limited to UNDERSTAND HER PLANS. (Real Cost 6)] - END=[8] 0 4) Lecturing Phonograph: Mental Blast 2d6 (Human class of minds), Personal Immunity (+1/4), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; Someone opens the musicbox; +1/4), Persistent (+1/4), Area Of Effect Nonselective (16m Radius; +1/2), Attack Versus Alternate Defense (target is unable to hear; All Or Nothing; +1/2), Constant (+1/2) (65 Active Points); 1 Charge (-2) Real Cost: 22 [Notes: This is a small phonograph that can be prepared to play automatically when opened. It plays a long, technical, somewhat disturbing lecture on a field of magical theory that will eventually force anyone listening to it unconscious - except of course for the brilliant intellect who gave the lecture originally. (Real Cost 22)] - END=[1] 0 5) Armor of mice: Dispel Mundane armor 10d6 (standard effect: 30 points) (30 Active Points); 1 Recoverable Charge (Enchanted cheese; -1 1/4), OAF (Mousetrap Catapult; -1), Gestures (Requires both hands; -1/2), Incantations (-1/4) Real Cost: 7 [Notes: This spell, if successful, transforms the wearer's armor into a swarm of mice which quickly scurry away. (Real Cost 7)] - END=[1 rc] 0 6) Bubbles of Pure Madness: Change Environment (-5 INT Roll and all Skill Rolls based on INT, Target must make an INT Roll to make a decision/process information), Area Of Effect Nonselective (8m Radius; +1/4), Uncontrolled (+1/2) (35 Active Points); OAF (Bubble Sphere Mark II; -1), 4 Recoverable Charges (-1/2), Conditional Power Power does not work in Uncommon Circumstances (For every 5 points of Mental Defense, reduce effect by 1. -0=Spell has no effect.; -1/4), Gestures (-1/4), Incantations (-1/4), Range Based On Strength (-1/4) Real Cost: 10 [Notes: This spell fills the area with a swirling nimbus of tiny, iridescent soap bubbles. Targets struck by these soap bubbles experience a sudden powerful hallucination which makes it difficult to discern reality from fantasy, make reasoned decisions, or remember important information for the duration of the spell. A great intelligence, a strong will, or protection from mental attacks can reduce or negate the effects of this spell. (Real Cost 10)] - END=[4 rc] 0 7) Polka Squeezebox of DOOM!: Killing Attack - Ranged 3d6, Area Of Effect Nonselective (64m Cone Explosion; +1/4) (56 Active Points); OAF Bulky (Accordion; -1 1/2), Gestures (Requires both hands; Complex; -3/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) Real Cost: 15 [Notes: Real Cost: 21] - END=6 Powers Total: 85 Cost Skills 3 Deduction 13- 3 Inventor 13- 3 Scientist 2 1) Science Skill: Anatomy 13- (3 Active Points) 2 2) Science Skill: Chemistry 13- (3 Active Points) 2 3) Science Skill: Classical mechanics 13- (3 Active Points) 2 4) Science Skill: Steamtek 13- (3 Active Points) 3 Scholar 2 1) KS: Mad Science (3 Active Points) 13- 2 2) KS: Magical flaura/fauna (3 Active Points) 13- 2 3) KS: Magical theory (3 Active Points) 13- 2 4) KS: Things Better Left on the Drawing Board (Terrible magical inventions) (3 Active Points) 13- 3 Combat Piloting 11- 0 TF: Jetpacks 3 Mechanics 13- 3 Forensic Medicine 13- 3 Electronics 13- 3 Cryptography 13- 3 Conversation 11- 1 Language: Panalect (completely fluent; literate, Literate in an illiterate world) (5 Active Points) Skills Total: 47 Cost Perks 5 Can Use Magic Perks Total: 5 Cost Talents 5 Eidetic Memory 3 Lightning Calculator 4 Speed Reading (x10) Talents Total: 12 Base Points: 250 Experience: 0 Experience Unspent: 0 Total Character Cost: 249
  11. Lots of great ideas. Thinking about this today, I was musing over the image a large metallic die the wizard could toss out. Nothing to look at, made of cheap tin, it could easily be a piece of tinkerer's inventory, except that when it's tossed out, it lands flat without tumbling and can't be moved. Based on whatever side is facing up, every living creature in the room suddenly experiences a shift in gravity. Up, down, sideways - or suddenly pressing down with twice its normal force. Every now and then the box will pop up and change sides, changing the direction of gravity once again.
  12. Now I have this visual of a gadget that puts out a little drummer; and over time it summons a swarm of whatever local pests and rodents there are to fill the area. Over time it goes from being an mild inconvenience (OCV/DCV minuses), to an Entangle as it reaches up to your needs and chest, and finally to a form of Darkness/Killing attack as the swarm overpowers and devours you. Not sure how to build it, but boyo does it fit with everything else. Also, Armor of Mice made me think of the wizard turning an opponent's armor INTO mice, which then scramble away. I later realized you meant an armor made of mice.
  13. One of my PCs will be a wizard/mad scientist type, but has not given me any ideas in terms of spells she would be able to cast. So, I'll just make up some based on the faux-German accent and "DOOMship" expression the player kept mentioning (somewhat in jest but I believe true to the core concept of the PC). I figure the main thing is that the spells should either be somewhat finicky, dangerous to allies, or both. For instance, I imagine the PC releasing small elementals/golems onto the battlefield, but they don't really distinguish between friend and foe all that well. (Probably just an AoE attack without Discriminatory, special effect of these little devils jumping around and attacking things in the space). Another spell might be one that turns another PC invisible, but there's a slight chance it will set them on fire instead/in addition. Or a healing spell that could render a PC temporarily blind, or overcome with bloodlust, etc. What sort of effects do you think of when trying to imagine a wizard ally who sometimes makes you wonder if you'd be safer if he was on the OTHER side...except that the other team (mostly) gets it worse than you do.
  14. I'm sorry, I don't follow. Linked by default requires one power to be the "greater" power and the other "lesser." You can use the former without the latter, but not vice versa. I haven't found a reference to a "lesser" version of Linked (I could be missing it; but even still that sounds off because a version of it that allowed the relationship to go both ways instead of just one direction (as it by default is) sounds like an Advantaged version, not a Limitation. Please correct my error if I am mistaken.
  15. I did; it didn't look like the way I wanted to go with respect to using Change Environment. I also think I only own APG1.
  16. Except that Blast is a Ranged power by default, so even if I were to go the Combined Attack route, I'd still need to add limitations that reflected that. Otherwise the focus would be a sword that throws Blasts- which is still cool, but different. Right now I'm leaning Damage Shield for simplicity/cost, though I'll stat out the other way. The player is new so I would like builds to be straight forward, hence my initial preference for Charges, though I'm going to take a hard look at Endurance Reserve.
  17. The problem with Linked is that you should be able to use the shock without using the HKA of the blade. Press the flat of the blade against someone = zap.
  18. Does anyone have any favorite reference materials they like to print and hand out (besides Hero in 2 pages! Did that!) or post on a GM screen?
  19. Do you have a preferred export format from the Downloads section for its simplicity and ease of adding this kind of table?
  20. So, I really like this image of the PC struggling to wind the lever plugged into the battery pack in the middle of combat to recharge the battery for a few more shocks. However, when playing in HD with Blast as a Damage Shield, I can't seem to get the options that allow me to reduce the time for Charges to less than a day - I can't find Charges as an Advantage. Yet an Endurance Reserve seems way over the top since the ONLY thing being powered is the sword. Thoughts on how to get this effect? I guess I could manually walk it through the Time Chart with a Custom Modifier priced accordingly. I think I'd put it at -1/4, as it would require the PC to basically be Concentrating to recharge during combat. Perhaps -0.
  21. Some good thoughts. 1) I do not plan on having any copies of the rules in front of the players. Partly because my hard copies of the rules are in another state (thankfully I saved all my electronic files from the store before the purge, just in time). I want the players to focus on engaging with the game itself while I handle the rules, and will slowly explain rules over time. Eventually I will suggest some books that they could purchase- the APGs for instance. 2) I do plan on running an intro combat - I will give the players a group of NPC mooks who are more limited in power than the PCs. They will engage in a brief mission that ends...not well for them, but sets the scene for the kick-off of the campaign. Essentially, the PCs won't see that particular locale until much later in the game, and hopefully the reappearance of it will pique their interest and put them on their guard for the terrible force the fell upon the NPCs they piloted. 3) I think a brief summation of how I envision the PC's working is a good idea, especially for the wizard I still have to build. 4) I also go with a similar "here's the ruling; I'll look up the rule another time and be better in the future" approach. Does anyone have any game aids or other shortcuts that they like? Chips, using dice to track health, beads? I'm definitely going to teach the players "Take your OCV, add 11, roll. Whatever # you make it by, that's the DCV you hit (unmodified by hidden things). Just call out "I hit DCV X" to me during combat." Anything else? Such as "a +X modifier increases your chance of success by this % on the bell curve." Has anyone used that, and if so did you find it useful?
  22. Hero 6th Core (2 volume set, though only I own them to my knowledge and I am building all PCs except for one player who is fairly familiar with the system- however I will rebuild his using HD for both ease of access and validation). Hero Designer output sheets.
  23. So, it looks like my HERO campaign is going to kick off sooner than later, and of course I'm further behind on my preparations than I'd like. I obviously want to make this a great experience for them, both for my personal sake (I like GMing great games) and to hopefully create 5 new HERO regulars. Besides the great HERO in 2 pages resource, which I've already given them, what other tips, tricks, handouts, or other resources have you leveraged when showing new players the ropes/trying to jazz them up for how great HERO is. It's a high fantasy/steampunk game that I've referenced several times on the Fantasy forum.
  24. Ninja-bear - I agree, I think I am overengineering the Focus aspect of the limitations (still need to do the charging aspect, of course). Netzilla- Damage Shield, of course! I've never actually used that power but I think would fits perfectly for my needs.
  25. Playing around with a build for a PC. She wields a normal rapier that has been upgraded with a steampunk features - it spits off crackling electricity. I'm thinking a NND Blast (defense is insulation, grounding, and magic). However, I'm not sure how to build the Charges/Battery, and how easily the Focus is disabled. The PC has a battery that is worn on the belt that feeds power into the sword - she uses a hand crank to recharge it. So the battery represents a target, as well as the cord attaching it - the sword would still work, but one could disable the electrical aspects of it by attacking either one. So perhaps a Bulky Foci? Or perhaps it's just SFX of OAF. I'm also not sure how to handle the on/off aspect of it. If you get hit with the sword, then the Blast should hit you automatically. However, you should be able to just shock someone without stabbing them- just hit them with the flat of the blade. I'm also looking at an Endurance Reserve. Essentially I want to be able to achieve the effect that the PC might have to pause in combat to awkwardly turn the hand crank to charge up the sword again.
×
×
  • Create New...