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Theros
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So if I understood right. Cost is 50 points (real points?). So this works that player has 4 clips with 8 charges each total? It certainly needs that, which is the base of this weapon. Multipower (50 Points) [8c/4 Clips] (-0), OAF: Shotgun (-1) u) EB 10d6 u) EB 4d6, AE One Hex (+1/2), NND [LS: Self Contained] (+1) u) EB 6d6, AP (+1/2) u) EB 6d6, Explosion (+1/2)
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I asked already good quality pdf of character sheets to MHI...basically some other where are equipments and other necessare info. Now we are using standard sheets and those won't work well in MHI. Any ideas where to get?
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Are there any? I need to print some as those would be better than "standard" character sheets.
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That is something that I am looking for. Total of 24 bullets in one clip (6 of each type) . Changing ammo type should take full phase and changing a clip should take one turn. Only single shots can be made. Just thinking that how big the cost will be.
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I am looking for to build a shotgun where are four different type ammo in clip (clip contains 6 of each). Explosive (3d6 aoe), armor piercing (halves armor) , stun (1 hour) and spray shot (few meters wide after 5 meters or so and damage 2d6-1 and decreases a bit after every meter or so). Range for others 100m. Could you help me
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Revisited combat rules to simplify it. Less statistics. OCV and DCV could be changed to skills. Combine statistic rolls and skill rolls. Now there are effect rolls and stat rolls done two different way. Some old school RPG background should be removed.
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I have been thinking to change combat rolls in Hero a little bit. For me...it is little bit odd that attack is calculated: OCV +11 - 3d6= DCV to hit. How about OCV + 3d6 = DCV + 3d6 ? How it will change hitting? Of course it will make it a little bit more random.
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And I will use ponits to buy a multipower (that arms get special features that I mentioned above)?
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Arms will work normally, and are used to replace lost arms.
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I am going to create clockwork arms for one character. Should I treat arms as different or as pairs? I would like character have arms, which give +2 to dex. One arm should have small gun inside (that pops up from forearm and have 8 bullets inside), small tools to repairs inside the fingers (+2 to repairing and PS:mechanics). Other arm should have possibility to shoot hand to be used as grappling hook and small place to hold smoke bombs to be used in escape). How to create those?
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Additionally to above: Coordinated Attack: Use of this ability is a full phase. On her initiative, the tactician calls out a single target and all of her allies within 30 ft. may immediately make their normal melee or ranged weapon attack rolls against that target. These attacks all receive a +1 bonus to both attack and damage for every ally involved, up to a maximum of +5
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How about those lore feats above? How I should treat those?
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Ok...so basically I have to remove this heroic path, as this heroic path gives bonuses for others, not for himself.
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Any ideas from metamagic feats of D&D?
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I faced new kind of problem with Spellsoul Heroic Path...how I should handle these "powers/feats": 2nd: Enlarge Spell—As the feat. 5th: Extend Spell— As the feat. 8th: Reduce Spell—All variable, numeric effects of a reduced spell are decreased by one-half. Areduced spell deals half as much damage as normal, affects half as many targets as normal, etc., as appropriate. Saving throws and opposed rolls (such as that made to overcome spell resistance) are not affected. Spells without random variables are not affected. 11th: Attract Spell—The spellsoul becomes the target of the spell being cast. In order for this ability to work, the spell must have a target (although the target can be an area, such as a fireball) other than the spellcaster and a range of Close, Medium, or Long. If both of these conditions are met, the spellsoul becomes the new target of the spell. Thus, if a legate casts cause fear on one of the spellsoul’s companions, the spellsoul may force the spell to target him instead. Area of effect spells still affect others, but are centered on the spellsoul. 14th: Empower Spell— As the feat. 17th: Maximize Spell— As the feat. 20th: Redirect Spell—The spellsoul may redirect the spell to any point within its normal range. In order for this ability to work, the spell must have a target (although the target can be an area, such as a fireball) other than the spellcaster and a range of Close, Medium, or Long.
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I am back in business again... I have made some rules and done conversion. There are only few things to be done and then document conversion is done (I am still looking for voluntare people to review material and give some feedback). I faced problems with following D&D Feats: Commune ( http://www.dandwiki.com/wiki/SRD:Commune ) Divination ( http://www.dandwiki.com/wiki/SRD:Divination ) Legend Lore ( http://www.d20srd.org/srd/spells/legendLore.htm ) Vision ( http://www.d20srd.org/srd/spells/vision.htm ) Those are rather simple, but how I can convert those?
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Maybe I will make ferocity as you suggested (don't have books with me now but...) REC +5, +10 STUN, Trigger STUN <10 (no control, instant +3/4)(Active Points X) retributive rage...hmmm you gave an idea. Is there some redirect power? Maybe delayed effect added to that redirect. Limitation (usable once per round). More powerful version will get additional Blast attack with d6 and next power level will get 2d6 instead?
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Thanks....hmmm... I have to figure out it a bit more. Next "feat" is tricky one... I think that it should modified somehow to fit into Hero System, but how? Retributive Rage: For the painless, the pain that should be caused by wounds are channeled into raw fury instead. Once per round when the painless suffers damage equal to twice his character level from a single attack, he may channel the pain it would cause. His next melee attack gains a bonus equal to his character level. If the painless does not make an attack on his turn, the rage dissipates. Multiple attacks in the same round that would cause retributive rage do not stack. For instance, a 4th-level painless might be hit by an orc’s vardatch for 11 points of damage at the beginning of the round, then suffer 19 points of damage from a fireball later in the round, both before his turn. On his turn, the painless still only gains a +4 bonus to his first attack roll. At 14th level, if the attack hits, the bonus is added to damage as well. And next one is tricky too: Ferocity: Starting at 5th level, the painless does not fall unconscious when below 0 hit points. He may continue to fight without penalty even while disabled or dying.
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I remember atleast one berserking monster. Minotaur. Even berserk is dangeours for non superheroic characters, it is good to use last option against overwhelming mass of foes.
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Ok... here is the next issue. Seems to be rather hard to convert. Any ideas how these can be converted? Simplier the better I would say. Animal Friend: Starting at 5th level, animals must make Will saves (DC 10 + character’s Cha modifier) each round in order to attack the naturefriend. In addition, the character gains a +4 bonus to all Handle Animal checks. Plant Friend: Starting at 10th level, plant creatures must make Will saves (DC 10 + character’s Cha modifier) each round in order to attack the naturefriend. In addition, the character gains a +4 bonus to all Diplomacy checks against intelligent plant creatures. Elemental Friend: Starting at 15th level, elementals must make Will saves (DC 10 + character’s Cha modifier) each round in order to attack the naturefriend. In addition, the character gains a +4 bonus on all Diplomacy checks involving elementals. One with Nature: At 20th level, the naturefriend becomes intrinsically tied with nature. She may use commune with nature as a spell-like ability at will.
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I think that I will be limiting spells to certain lists. Originally that "Feat" was excluding Greater Evocation and Greater Conjuration spells.
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This seems to be quite interesting power... how I can convert it in game terms: Characters the mountainborn concealed can fire ranged weapons with impunity. When using the sniping action, such characters only suffer a –2 to their Hiding checks on the surprise round and first round of combat, rather than the usual –10. Each round, the penalty to Hide checks while sniping increases by 2, until it reaches the normal penalty of –10. Situation where this power is needed... Mountainborn uses his power to help characters when hiding in ambush. Then Mountainborn activates this power and gives characters possibility to fire their bows and still stay hidded (if they succeed in Steal checks).
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Tell me more...
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Any idea how this can be converted? I think that it is rather powerful, so should I just eliminate this power? Spontaneous Spell: The jack-of-all-trades gains the ability to cast whatever spell he needs as a spell-like ability. Once per day, he may cast any spell the list as a spell-like ability. He may not cast Conjuration or Evocation spells. This spell is usable once per day. There are one power in this heroic path where it is possible to choose any spell (except Conjuration and Evocation) as spell like ability usable once per day.