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GradonSilverton

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Posts posted by GradonSilverton

  1. Originally posted by MisterVimes

    Is Prep fire an Optional Combat Manuever for FREd?

     

    Dont believe it is in FRED....

     

    but the page listing above is where it is located in Fantasy Hero...

     

    The prob with Rapid Fire (per FRED rules) is that it doesn't take into account the loading of a arrow... it is based on powers....

  2. Originally posted by MisterVimes

    1) Use Rapid Shot and have the Faerie in question take PSL to offset this. This would be a good standard Tinkerbell Military tactic.

     

    Just for clarification...the maneuver he's refering to is Prep Fire...not Rapid Shot.

     

    Rapid shot is a 1/2 phase draw and load...and a 1/2 phase fire...

     

    Prep Fire is (as stated earlier) desighed to fire 2 arrows as a full phase...

     

    p. 89 Fantasy Hero

  3. Originally posted by misterdeath

    So, it seems to me that a -1 limitation on the skill levels seems to price things out about right.

     

    D

     

    Limitations on Skill Levels?!?!?!?!?!?! The thought has never occured. I would think is it against 5th rules by default, but thnigs can change via house rules...

  4. Originally posted by MisterVimes

    Here's a good one:

     

    Cost Martial Arts Maneuver
    Elven Martial Arts
    4 1) Hide under something heavy: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to resist Shove; Block, Abort
    5 2) Run away like a sissy: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
    4 3) Scream like a girl: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6
    4 4) Sneak away before I faint: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
    Martial Arts Cost: 17

     

    (Note: This is a Joke... I know how easily offended Elf Fanciers get) :D

     

    Love and Kisses, the Mystic Order of Humans

     

    You know, I was searcing for a good follow up comment ....

     

    I've got nothing! not a damnded thing!

     

    Good work!

  5. Re: Re: Re: Levels w/DCV for Sweeps

     

    Originally posted by nblade

    While it applies to any OCV penalties, 2 pts CSL do not ever add to DCV, which is what the original poster was trying to fiqure out how to do.

     

    I thought I saw that as the solution earlier in the thread...

     

    the answer is CSL...3 pointers....FAQ again

    http://www.herogames.com/SupportFAQs/rules/COMBAT%20AND%20ADVENTURING.htm

     

    but I agree with Keneton.... its all still halved, why waiste 'em...make 'em count

  6. Re: Autofire and Muliple-Power Qs

     

    Originally posted by C_Zeree

    Sorry for the new question, but I have no XP playing the game. Only looked at stats thus far.

     

    Ok how does Autofire work with martial maneuvers?

    Do you have to build a power to get a martial maneuver, which looks like it would cost a lot more, and then add the autofire adder? Or could you just put the adder on the maneuver?

     

    Basically I am looking for a quick triple strike from an epee.

     

    I was thinking just put the adder on the Slash maneuver from Fencing. This seems like its cheating...

     

    However, if I built a power to simulate it, should I just include the epee damage as well in the HKA? Or is it "more correct" to build the HKA maneuver separate, and then do a multi-power attack with the autofire move + epee damage? How would the damage add for this? Like a maneuver or like two attacks, each getting the STR boost?

     

    Soooo confused. :confused:

     

    This is put together from Info from both 5th and UMA...

     

    Cost Power END
    10 Slash: Killing Attack - Hand-To-Hand 1d6 +1 (vs. PD), Autofire (3 shots; +1/4), Reduced Endurance (Half END; +1/2) (35 Active Points); Increased Endurance Cost (3x END; -1), No STR Bonus (-1/2), Hand to Hand Attack (-1/2), No Knockback (-1/4), Real Weapon (-1/4) [Notes: Add Weapon Damage ] 3
    Powers Cost: 10

     

    UMA p. 131 says Autofire is allowed but doesnt give a good example....

     

    5th p. 162 has a usueable version with throwing knives....

     

    combined is what I worked out...

     

    Might be better options...its late and I am very tired....

     

    hope it helps.

  7. Re: What Would (your character here) Do?

     

    Originally posted by Mightybec

    OK, folks. How would your current favorite PC or hero team take care of this situation.

    An insane villain is holding hostages in a local museum. He's strapped with explosives that monitor his heartbeat. If he dies, he goes Boom and so do alot of innocents. He wants alot of money sent a foreign account, and the longer he waits for the money, the more rare artwork that he destroys. What do you do?

     

    Mightybec

     

    I'm sure someone has already mention it...but not in this way...

     

    MENTAL RAPE Baby YEAH!

  8. Re: Levels w/DCV for Sweeps

     

    Originally posted by Supreme

    If I wanted to purchase levels with DCV, but only for performing sweeps (to counteract the 1/2 DCV penalty) how much would that cost? Also, if I purchased levels with DCV for sweep maneuvers, would the levels get halved as well?

     

    According to the FAQ, PSL's aren't to be used to counteract Penalities like those associated with sweep maneuvers...

     

    http://www.herogames.com/SupportFAQs/rules/SKILLS.htm

     

    Q: Could a character buy Penalty Skill Levels to counteract the standard OCV penalty imposed by a Combat Maneuver, such as the -3 OCV for a Grab By?

     

    A: No. If a character wants to buy PSLs with the attack, he has to define some form of negative OCV modifier they counteract — such as the Range Modifier or Hit Location modifiers. If he wants to counteract the OCV penalty associated with a Combat Maneuver, buy 2-point Combat Skill Levels.

     

    I researched this when It came up in another thread... It was focused on OCV to increase the number of people being swept without minus....But applies here also.

  9. Originally posted by Michael Hopcroft

    How do you model such special attack abilities as firing two arrows simultaneously at the same target or using an arrow as a meele weapon?

     

    There's a combat maneuver in Fantasy Hero called "Prep Fire"

     

    That allows the user to fire 2 arrows at a 1/2 phase each...

     

    I use it alot with a character....

     

    He has fast draw and holds on arrow ready (from previous phase)....

     

    Fast draws a second arrow (0 Phase)..and fire the 2 off....

  10. Re: How to make Spells with Durations

     

    Originally posted by Eodin

    Maybe my brain is tired, but I'm having trouble with a magic system I'm creating, and I need some suggestions. I'm trying to come up with a reasonable way of having long-lasting spells that cost END in END per turn or END per minute or END per hour. Here's an example: Torchlight...Images to Sight (10), 2-hex radius (+1/4); Only to create light (-1), Incantations (-1/4), Gestures (-1/4), Concentration (-1/4), Magic Skill (-0).

    This spell should last 1 hour for every 3 END from the END Reserve that the caster spends at casting time.

     

    I could add the Uncontolled advantage, but then it costs 1 END per phase. If I make it Half END, it's still 1 END per phase; If I make it Zero END, it's Zero END. And maybe that's the answer...bring it down to Zero END, but apply an arbitrary (I hate arbitrary) -0 that defines it to be whatever I want... 3 END per Turn, 2 END per Hour, etc.

     

    Anyway, I'm looking for something not quite so arbitrary. Anyone have some bright ideas?

     

    Here's my build on this...

     

    10 Torchlight: Change Environment 2" radius (Long-Lasting: 1 Hour), Requires A Magic Roll (No Active Point penalty to Skill Roll +0) (20 Active Points); Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Plus 1 END (-1/4) 2
    Powers Cost: 26

     

    Please note the Endurnace Should read 3, 2 is the base but the Plus 1 makes 3 (custom Mod in HD).

  11. Try these....

     

    Cost Power END
    6 Extinguish: Telekinesis (8 STR) (12 Active Points); Only Works On Limited Types Of Objects (Very Limited Group of Objects; -1) 1
    10 Ignite : Change Environment 1" radius (Long-Lasting: 1 Hour) (15 Active Points); Only to ignite Candle/Torch (-1/2) 1
    Powers Cost: 16

     

    Simple and Cheap....

     

    You can add a temperature change to the ignite if you desire. The Time limit is also optional (GM Call) via p. 91 5th...

     

    You can Add the Fine Manipulation clause if you'd like, but I'd rule as a GM that its not a requirement to "blow out a candle, torch, etc."

  12. Originally posted by Nelijal

    What was this thread about?

     

    It WAS a thread about giving information on building a world from scratch for someone about to undertake the task for the 1st time.....

     

    along with offering ideas for those who have created before....

     

    along with a place to link, share, tell about your created world....

     

    Everybody come back to the flock! Its OK! Just come back to the Flock!

  13. What I'm leaning toward (as much as I dislike it) is building the Armor as shown above and keeping the Dice amount...uh, Well...."Variable." I currently dont have enought creation done on the world to know if a 150 Point Magic Attack will exist...so, IF it does come up...then Mr Armor with become capable of handeling 200 point attacks.....Unless anyone else has a system mechanic to fix the situation.... the Armor is uintended to be completely reistant to magic....this is the nature of the power and the reason why the wizards are so against it getting out...and why they cant understand it...and why they want to know WHO made it, etc.

     

    Would YOU as a player be highly PISSED at a GM for doing that? Understanding that a system mechanic cannot be found?

  14. Originally posted by Shadowpup

    You could apply the Standard Effect Rule to either of the armors to avoid the chance of bad rolls. p 72 FREd.

     

    The Dispelling Armor would dispel any magical power of 36 points or less.

     

    The Supression Armor would reduce any magical power by 30 points.

     

    Since I can invoke the Evil GM Clause, I have come up with this....

     

    Cost Power END
    167 Armor: Dispel 50d6: Magic (Standard Effect Rule (3 Auto Per Die)), Inherent (+1/4), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Expanded Effect (All Powers Simultaneously; +2) (712 Active Points); Independent (-2), OIF (-1/2), Always On (-1/2), Real Weapon (-1/4)
    Powers Cost: 167

     

     

    ....Thats dang expensive, but that Dispells a 150 Active Point Attack..... I wish there was another way to pull this off....I can still imagine a power over that and dont want to just "Make the Magic attack unsuccessful....."

     

    I remember a Fuzion "Invulnerbility"....and thats what I need.....any more suggestions or thoughts?

  15. Originally posted by sbarron

    I am concerned that a bad role using either of these powers would allow spells to hit the owner pretty hard. That doesn't seem particularly impressive to me. If I were going to build this for my campaign, I would use damage reduction.

     

    Anti-Magic Chainmail:

    5 Armor (6 PD / 6 ED) (18 Active Points); Independent (-2), OIF (-1/2) (added to Secondary Value)

    17 Magic Damage Reduction, Resistant, 75% (60 Active Points); Independent (-2), OIF (-1/2)

     

    Now granted, making this be a "Magic" damage reduction might bother some purists, but there is an easy enough work around. Just buy the physical, mental and energy reductions, then limit them by "only vs. Magic."

     

    Building it with Damage Reduction would still be letting damage through, it just wouldn't ever be very much. If letting absolutely no damage leak through to the player is the intention, I'd recommend just piling on resistant defenses, only vs. magic, in combination with the supress. I wouldn't do it that way for my game, but I can see how that might work from the description you gave.

     

    Aahhh... I unfortunatly have found a problem with the damage reduction...

     

    From the FAQ

    Q: For a specialized form of Damage Reduction, like Magic Damage Reduction, would it apply to Entangles, Flashes, and the like?

     

    A: No, no more so than normal Damage Reduction reduces the effect of Entangles or Flashes. It just reduces actual damage.

     

    This would unfortunatly not allow the defense against the magic as hoped... as above, a entangle would still be successful....great thought though.

  16. Originally posted by Shadowpup

    You could apply the Standard Effect Rule to either of the armors to avoid the chance of bad rolls. p 72 FREd.

     

    The Dispelling Armor would dispel any magical power of 36 points or less.

     

    The Supression Armor would reduce any magical power by 30 points.

     

    The more I think about this, if I go this way, Supress is not correct...IT doesn't fit the concept correctly....

     

    The standard effect rule is a interesting thought....

     

    Only problem I see is cost....I'd need to be able to dispell massive amounts of Active Cost....and since Dispell is all or nothing...Thats ALOT!

     

    But I am getting closer....thanks for the help to everyone that has posted....keep the ideas coming.

  17. Originally posted by sbarron

    I am concerned that a bad role using either of these powers would allow spells to hit the owner pretty hard. That doesn't seem particularly impressive to me. If I were going to build this for my campaign, I would use damage reduction.

     

    Anti-Magic Chainmail:

    5 Armor (6 PD / 6 ED) (18 Active Points); Independent (-2), OIF (-1/2) (added to Secondary Value)

    17 Magic Damage Reduction, Resistant, 75% (60 Active Points); Independent (-2), OIF (-1/2)

     

    Now granted, making this be a "Magic" damage reduction might bother some purists, but there is an easy enough work around. Just buy the physical, mental and energy reductions, then limit them by "only vs. Magic."

     

    Building it with Damage Reduction would still be letting damage through, it just wouldn't ever be very much. If letting absolutely no damage leak through to the player is the intention, I'd recommend just piling on resistant defenses, only vs. magic, in combination with the supress. I wouldn't do it that way for my game, but I can see how that might work from the description you gave.

     

    I had not thought about the Damage reduction route....what I would probably due is GM rules it 100% for 80 Normal and 160 Resistanet cost....

     

    As for the purist....I looked it up..P. 95 5th Ed.....there is a Magic Example on the side bar so they can eat it!

     

    I'm also going to think about the post about the standard effect.....

  18. Originally posted by D-Man

    Linux is great.

     

    If you like writing your own drivers.

     

    Da...da...chink!

     

    Thanks everyone.... He'll be here all week!

     

    And remember to please tip your waitress!!!!

     

    Goodnight!!!!

     

     

    :)

     

    Funny stuff!

  19. Re: Re: Newbie Question

     

    Originally posted by Chaosliege

    For this you want The Ultimate Vehicle.. As far as time, I'd suggest you settle in. Hero doesn't do fast battles.

     

    Speed of the battles ALWAYS depends on the GM....and the Players.... Good gm, bad players (when it comes to rules, attention, etc.) = mediocre battle speed.

     

    Good GM + Good Players = Fun, fast paced battles.

  20. Originally posted by Markdoc

    I'd go for the +2 "all powers of a special effect" - especially since it's a GM's magical guffing built out his limitless pool of XP.s :-)

     

    sssssshhhhhhh! We dont like to talk about that around here!

     

    But the more I've thought, you are correct (along with those that pointed it out origionally).... +2 it is.

  21. Since we've had a decient number of replies to this thread...and hopefully more to follow... I thought that I might throw up some of the stuff I'm working on in a cheap looking web page...

     

    The link will take you to a document, that when finished is designed to represent a Book put together by an extremely prominent Mage. For those that have read my Help with This Armor thread.... the Order the Mage belongs to is the one designed to protect the Armor in question, along with a few other Things....

     

    http://www.herogames.com/forums/showthread.php?s=&threadid=574

     

    ...This book is to represent the 1st complete account and history of Nalrius.....

     

    Any help or ideas are appreciated... anything that is added as creation goes along that comes from suggestions made to me via email or on this board will recieve due credit in the notes at the end....

     

    I will update it from time to time as I get my notes together and on digital paper...

     

    http://webpages.charter.net/shawnawatkins/Nalrius/Index.html

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