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Robert Harrison

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Posts posted by Robert Harrison

  1. I don't know if this has been mentioneed yet, but there's an answer in the FAQ that addresses the original question:

     

    Question: Clairsentience allows for the ability to perceive

    into other dimensions. Could a character apply a similar

    modifier to other Enhanced Senses?

    Answer: At the GM’s discretion, yes. A Dimensional Sense

    Modifier would allow a character to perceive into a single

    other dimension with one Sense for +5 Character Points, or

    with one Sense Group for +10 Character Points. To increase

    the number of dimensions the character can perceive into (one

    at a time) costs an additional +5 Character Points for a related

    group of dimensions, or +10 Character Points for all

    dimensions.

    Alternately, the GM could allow the character to apply

    the Transdimensional Advantage to his regular Sense Groups

    (or to any Enhanced Sense purchased); see 5E 103 for costs

    of the default Sense Groups.

    For a list of possible dimensions to perceive into, see

    5E 111.

  2. Originally posted by Count Zero

    Not only cybernetics... they aren't really the tough part.

     

    I was also trying to figure out how to do the Virtual Reality internet.

     

    I was thinking either multi-form, duplication, or transdimensional travel.

     

    Any ideas?

     

    Later,

     

    Jonathan

     

    The HERO conversion notes for Mage: the Ascension at Surbrook's Stuff has write-ups for Virtual Reality-type powers for the Virtual Adepts tradition. There are three different ways for accessing Virtual Reality (the "Digital Web"), ranging from simply projecting one's senses into the internet to projecting one's entire physical existence.

  3. Originally posted by D-Man

    Okay: here's the first one. An NPC (Toreador). I may put a short background up for her tommorow,

     

    I did change one thing: I used a charges reserve (naked advantage to simulate the blood pool and put the -0 lim "uses charges reserve" on the MP). I did this for characters who may have some form of blood magic (rituals), which I decided to build as stand alone powers.

     

    I defined the drink blood as body to charges, which will be on a 1 to 1 basis. I didn't bother to put in XP to even out her points.

     

    Did you save a lot of points by putting as much as you did in a multipower?

     

    The "charges reserve" on the multipower is an interesting idea - it seems like it might be easier to keep track of a relatively small number of charges than a larger number of END points from an END Reserve.

  4. Originally posted by Bloodstone

    why is the embrace designed as a summon and not as a transform?

     

    Transforms fade away, or have a defined mechanism for being undone - as such, they aren't very good for modeling the Embrace. In contrast, a summon does not need to built with some way of undoing the summon - its effects can last FOREVER.

  5. 2nd Vampire HERO character example

     

    This one is a Ventrue.

     

     

    Ferdinand Avila

     

     

     

    Player:

     

     

     

    Val Char Cost
    17 STR 2
    15 DEX 15
    12/17 CON 4
    12 BODY 4
    10 INT 0
    13/18 EGO 6
    13 PRE 3
    14 COM 2
    4 PD 2
    3/4 ED 1
    3 SPD 5
    4/5 REC 0
    24/34 END 0
    28/51 STUN 4
    6" RUN02" SWIM05" LEAP0Characteristics Cost: 48

     

     

     

    Cost Power END
    Undead Toughness
    30 1) (Total: 60 Active Cost, 30 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); STUN (or BODY) Only (-1/2), Not vs. aggravated damage Limited Type of Attack (-1/2) (Real Cost: 15) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN (or BODY) Only (-1/2), Not vs. aggravated damage Limited Type of Attack (-1/2) (Real Cost: 15)
    1 2) Damage Resistance (2 PD/2 ED) (2 Active Points); Not vs. aggravated damage Limited Type of Attack (-1/2)
    1 3) Fortitude: Damage Resistance (1 PD/1 ED) [Notes: This protects against aggravated damage]
    24 4) Life Support , Eating: Character does not eat, Longevity: Immortal, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Self-Contained Breathing
    7 5) Life Support , Immunity: All terrestrial poisons and chemical warfare agents (10 Active Points); Limited Power Not if poison is present in flesh/blood meal (-1/2)
    10 6) Life Support , Immunity: All terrestrial diseases and biowarfare agents
    11 Blood Pool: Endurance Reserve (110 END, 5 REC) Reserve: (16 Active Points); Side Effects (1.5 d6 Drain END Reserve - 10 pts END, recover/year, upon rising each night) (Side Effect always occurs whenever the character does some specific act -1/4) REC: (5 Active Points); OAF (blood to be consumed) Expendable (Difficult to obtain new Focus; -1 1/4), Half effectiveness when animal blood is consumed (-1/2)
    Feeding (The Kiss)
    3 1) Fangs: Killing Attack - Hand-To-Hand 0d6 +1 (plus STR) (vs. PD) (5 Active Points); Must follow successful Grab maneuver (-1/2) (uses Personal END) 1
    40 2) Ecstasy of the Kiss: Entangle 4d6, 4 DEF, Takes No Damage From Physical Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), Invisible Power Effects (Hearing Group; +1/4), Based On EGO Combat Value (Mental Defense; +1) (110 Active Points); Entangle fades at 1 BODY/phase after bite is disengaged (-1/2), Fangs must do BODY damage or penetrate skin Power loses about a third of its effectiveness (-1/2), No Range (-1/2), Half effectiveness against other Kindred (-1/4) (uses Personal END) 11
    10 +5 with BOECV Entangle attack
    12 4) Licking Wounds Closed: Healing 3d6 (max. Healed Points: 18) (30 Active Points); Only to close wounds caused by fangs (-1 1/2) (uses Personal END) 3
    33 Physical Prowess Boosts and Basic Healing: Multipower, 49-point reserve, all slots: (49 Active Points); Self only (-1/2)
    1u 1) Aid: STR 1d6, Can Add Maximum Of 12 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (16 Active Points); Self Only (-1/2), Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 2
    1u 2) Aid: CON 2d6, Can Add Maximum Of 24 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (32 Active Points); Self Only (-1/2), Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 3
    2u 3) Aid: DEX 3d6, Can Add Maximum Of 36 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (49 Active Points); Self Only (-1/2), Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 5
    1u 4) Healing 1d6 (max. Healed Points: 6), Reset Interval of 1 Turn (+1 1/2) (25 Active Points); Does Not Work On Aggravated Damage Two or More Types of Damage (-1/2), Self Only (-1/2), Extra Time Full Phase (-1/2), Increased Endurance Cost 2x END (-1/2), Concentration 1/2 DCV (-1/4) (uses END Reserve) 4
    1 Healing Aggravated Damage: Healing 1d6 (max. Healed Points: 6) (Can Heal Limbs) (15 Active Points); Extra Time 1 Day (-4), Character May Take No Other Actions (-1/4), Increased Endurance Cost 10x END (-4), Does Not Work On Non-Aggravated Damage Two or More Types of Damage (-1/2), Self Only (-1/2) (uses Personal END) 10
    6 Recovering from Torpor: Healing 1d6 (max. Healed Points: 6) (Resurrection (prevented by aggravated damage)), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (60 Active Points); Extra Time 1 Year (-6), Side Effects: 1d6 Drain END Reserve, recover 5 points/month, Side Effect occurs automatically whenever Power is used (-1), Resurrection Only (-1/2), Self Only (-1/2), Does not work if Blood Pool END Reserve is empty Power loses about a fourth of its effectiveness (-1/4)
    Frenzy, all slots: Only when beserk or enraged Power loses about a third of its effectiveness (-1/2)
    7 1) +5 CON (10 Active Points)
    7 2) +5 EGO (10 Active Points)
    13 3) +20 STUN (20 Active Points)
    7 Blood Bond: Transform 2d6: person to slavishly devoted servant (Major), Works against EGO not BODY (+0), Partial Transform (+1/2) (45 Active Points); Gradual Effect 1 Day (-1 3/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), No Range (-1/2), Target must ingest vampire's blood (-1/2), Increased Endurance Cost 2x END (-1/2), Limited Target animals and sentient beings (-1/4), Blood must be consumed on three separate occasions before bond takes hold (-1/4) (uses END Reserve) 8
    14 The Embrace: Summon 550-point vampire (110 Active Points); Extra Time 1 Day (-4), OAF (person) Bulky Expendable (Difficult to obtain new Focus; -1 3/4), Limited Power Summoned vampire is disoriented and weak for a 1-2 weeks (-1), Gestures (drink person's blood down to negative BODY, then feed some back to person) (-1/4) (uses END Reserve) 11
    8 Living Appearance: Shapeshift to normal "living" appearance (Sight Group; Additional Sense Group: Hearing Group, Additional Sense Group: Touch Group), Costs END Only To Change Shape (+1/4) (20 Active Points); Increased Endurance Cost 4x END (-1 1/2) (uses END Reserve) 8
    Dominate
    20 1) Command: Mind Control 9d6 (45 Active Points); Set Effect: Clear, one-word commands (-1/2), Eye Contact Required (-1/2), Does Not Provide Mental Awareness (-1/4) (uses Personal END) 4
    14 2) Mesmerise: Mind Control 13d6 (65 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Eye Contact Required (-1/2), Mandatory Effect: Target doesn't remember control EGO +10 (-1/4), Must Always Achieve Particular Effect (-1/4), Concentration 0 DCV (-1/2), Target cannot be distracted (-1/2), Does Not Provide Mental Awareness (-1/4) (uses Personal END) 6
    13 3) The Forgetful Mind: (Total: 33 Active Cost, 13 Real Cost) Transform 1d6: person to person with altered memories (Major), Based On EGO Combat Value (Mental Defense; +1) (30 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Requires eye contact Power loses about a third of its effectiveness (-1/2) (uses Personal END) (Real Cost: 10) plus Detect Memory Alteration A Single Thing 11- (Real Cost: 3) 3
    29 Summon: (Total: 121 Active Cost, 29 Real Cost) Mind Scan 7d6, +12 ECV (59 Active Points); Only to target associated Mind Control (-2), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Class Of Minds: Only persons whom the vampire has met Subset of a class (-1/2), Concentration 0 DCV (-1/2), Does Not Provide Mental Awareness (-1/4) (uses Personal END) (Real Cost: 10) plus Mind Control 10d6, Telepathic (+1/4) (62 Active Points); Set Effect: "Come to me" (-1/2), Limited Class Of Minds: Only persons whom the vampire has met Subset of a class (-1/2), Mind Control must be reasserted each day Power loses about a third of its effectiveness (-1/2), Does Not Provide Mental Awareness (-1/4), Mental Power based on PRE (-1/4), Half effectiveness against vampires three generations or lower Power loses about a fourth of its effectiveness (-1/4) (uses Personal END) (Real Cost: 19) 12
    5 Potence: (Total: 7 Active Cost, 5 Real Cost) +5 STR (5 Active Points); No Figured Characteristics (-1/2) (uses Personal END) (Real Cost: 3) plus Leaping +2" (5" forward, 2 1/2" upward) (uses Personal END) (Real Cost: 2) 2
    Powers Cost: 331

     

     

     

    Cost Martial Arts Maneuver
    5 Thrust: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
    5 Lunge: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike
    5 Slash: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
    4 Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
    4 Froissement: 1/2 Phase, +2 OCV, -2 DCV, Disarm, +10 STR to Disarm roll
    0 Weapon Element: Blades
    Martial Arts Cost: 23

     

     

     

    Cost Skill
    4 AK: Phoenix Metro area 13-
    2 KS: Spanish history 11-
    3 High Society 12-
    3 Seduction 12-
    1 TF: Equines
    4 WF: Blades, Crossbows, Small Arms
    Skills Cost: 17

     

     

     

    Cost Perk
    5 Money: Well Off
    Perks Cost: 5

     

     

     

     

     

    Cost Equipment END
    8 Cane Sword: Multipower, 22-point reserve, all slots: (22 Active Points); OAF (-1), STR Minimum 7 (-1/2), Real Weapon (-1/4)
    1u 1) Cane: Hand-To-Hand Attack +3d6, Required Hands One-Handed (+0), Reduced Endurance 0 END (+1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), STR Minimum 7 (-1/2), Real Weapon (-1/4)
    1u 2) Unsheathed Sword: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD), Required Hands One-Handed (+0), Reduced Endurance 0 END (+1/2) (22 Active Points); OAF (-1), STR Minimum 7 (-1/2), Real Weapon (-1/4)
    Equipment costs shown above are for reference only, and are not included in Total Cost.

     

     

     

    Total Character Cost: 424

     

     

     

    Val Disadvantages
    15 Social Limitation: Undead monster (Frequently; Major)
    5 Distinctive Features: Pale, cold, clammy skin; no heartbeat or breathing (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    15 Physical Limitation: Must sleep during the day (Frequently; Greatly Impairing) [Notes: -11 to PER roll to wake up]
    5 Physical Limitation: Cannot heal BODY normally (with REC) (Infrequently; Slightly Impairing)
    5 Physical Limitation: 1 BODY lost/day when Blood Pool END Reserve is at 0 (Infrequently; Slightly Impairing)
    15 Physical Limitation: Immobilized by wooden weapon thrust through heart (Infrequently; Fully Impairing)
    23 Frenzy I: Beserk 10-, Recover 11- when induced to frenzy (low or no END in Blood Pool); uncommon
    18 Frenzy II: Enraged 10- when harassed, threatened, humiliated, or provoked, Recover 11-, common
    15 Rotschreck I: Psychological Limitation: Fear of fire (Common; Strong; -0 to EGO roll)
    20 Rotschreck II: Psychological Limitation: Fear of sunlight (Very Common; Strong; -0 to EGO roll)
    9 Code of Conduct: Path of Humanity (+1 EGO roll to violate)
    20 Susceptibility: sunlight 1d6 BODY damage, per Turn (Very Common)
    20 Susceptibility: sunlight 1d6 STUN damage, per Turn (Very Common)
    15 The Downward Spiral: Susceptibility: Vampire commits act that transgresses his Path and Path rating and subsequently fails EGO roll 2d6 Major Transform, vampire to vampire with Path rating reduced by one, Instant (Uncommon)
    20 Psychological Limitation (Ventrue): Will only feed on "mestizos" (Common; Total)
    0 Normal Characteristic Maxima: No Age Restriction

     

    Disadvantage Points: 220

     

     

     

    Base Points: 204

     

    Experience Required: 0

     

    Total Experience Available: 0

     

    Experience Unspent: 0

  6. Re: vampire hero

     

    I'm the guy who wrote the conversion on Surbrook's site.

     

    Originally posted by D-Man

    Okay - Susano has a Vampire to Hero conversion that's hosted at Surbrook's Stuff.

     

    Has anyone playtested it?

    If so, how did it work out?

     

    I've run one multi-session face-to-face game where one of the players ran a WoD vampire made with my conversion notes. I think it went okay, but my objectivity on this matter is suspect. :)

     

    Has anyone built characters with it?

    If so, care to post them?

     

    I've built lots of characters. The key is to not pay attention to point totals, because vampires and other WoD supernaturals are just plain expensive to build.

     

    Here's a couple of characters:

     

    Character #1 (a Tremere)

    Alan Lockridge

     

     

     

    Player:

     

     

     

    Val Char Cost
    10 STR 0
    12 DEX 6
    13/18 CON 6
    10 BODY 0
    18 INT 8
    18/23 EGO 16
    10 PRE 0
    12 COM 1
    3 PD 1
    3/4 ED 0
    2 SPD 0
    5/6 REC 0
    26/36 END 0
    22/45 STUN 0
    6" RUN02" SWIM02" LEAP0Characteristics Cost: 38

     

     

     

    Cost Power END
    Undead Toughness
    30 1) (Total: 60 Active Cost, 30 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); STUN (or BODY) Only (-1/2), Not vs. aggravated damage Limited Type of Attack (-1/2) (Real Cost: 15) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN (or BODY) Only (-1/2), Not vs. aggravated damage Limited Type of Attack (-1/2) (Real Cost: 15)
    1 2) Damage Resistance (2 PD/2 ED) (2 Active Points); Not vs. aggravated damage Limited Type of Attack (-1/2)
    24 3) Life Support , Eating: Character does not eat, Longevity: Immortal, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Self-Contained Breathing
    7 4) Life Support , Immunity: All terrestrial poisons and chemical warfare agents (10 Active Points); Limited Power Not if poison is present in flesh/blood meal (-1/2)
    10 5) Life Support , Immunity: All terrestrial diseases and biowarfare agents
    10 Blood Pool: Endurance Reserve (100 END, 5 REC) Reserve: (15 Active Points); Side Effects (1.5 d6 Drain END Reserve - 10 pts END, recover/year, upon rising each night) (Side Effect always occurs whenever the character does some specific act -1/4) REC: (5 Active Points); OAF (blood to be consumed) Expendable (Difficult to obtain new Focus; -1 1/4), Half effectiveness when animal blood is consumed (-1/2)
    Feeding (The Kiss)
    3 1) Fangs: Killing Attack - Hand-To-Hand 0d6 +1 (plus STR) (vs. PD) (5 Active Points); Must follow successful Grab maneuver (-1/2) (uses Personal END) 1
    40 2) Ecstasy of the Kiss: Entangle 4d6, 4 DEF, Takes No Damage From Physical Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), Invisible Power Effects (Hearing Group; +1/4), Based On EGO Combat Value (Mental Defense; +1) (110 Active Points); Entangle fades at 1 BODY/phase after bite is disengaged (-1/2), Fangs must do BODY damage or penetrate skin Power loses about a third of its effectiveness (-1/2), No Range (-1/2), Half effectiveness against other Kindred (-1/4) (uses Personal END) 11
    10 3) +5 with BOECV Entangle attack
    12 4) Licking Wounds Closed: Healing 3d6 (max. Healed Points: 18) (30 Active Points); Only to close wounds caused by fangs (-1 1/2) (uses Personal END) 3
    33 Physical Prowess Boosts and Basic Healing: Multipower, 49-point reserve, all slots: (49 Active Points); Self only (-1/2)
    1u 1) Aid: STR 1d6, Can Add Maximum Of 12 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (16 Active Points); Self Only (-1/2), Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 2
    1u 2) Aid: CON 2d6, Can Add Maximum Of 24 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (32 Active Points); Self Only (-1/2), Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 3
    2u 3) Aid: DEX 3d6, Can Add Maximum Of 36 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (49 Active Points); Self Only (-1/2), Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 5
    1u 4) Healing 1d6 (max. Healed Points: 6), Reset Interval of 1 Turn (+1 1/2) (25 Active Points); Does Not Work On Aggravated Damage Two or More Types of Damage (-1/2), Self Only (-1/2), Extra Time Full Phase (-1/2), Increased Endurance Cost 2x END (-1/2), Concentration 1/2 DCV (-1/4) (uses END Reserve) 4
    1 Healing Aggravated Damage: Healing 1d6 (max. Healed Points: 6) (Can Heal Limbs) (15 Active Points); Extra Time 1 Day (-4), Character May Take No Other Actions (-1/4), Increased Endurance Cost 10x END (-4), Does Not Work On Non-Aggravated Damage Two or More Types of Damage (-1/2), Self Only (-1/2) (uses Personal END) 10
    6 Recovering from Torpor: Healing 1d6 (max. Healed Points: 6) (Resurrection (prevented by aggravated damage)), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (60 Active Points); Extra Time 1 Year (-6), Side Effects: 1d6 Drain END Reserve, recover 5 points/month, Side Effect occurs automatically whenever Power is used (-1), Resurrection Only (-1/2), Self Only (-1/2), Does not work if Blood Pool END Reserve is empty Power loses about a fourth of its effectiveness (-1/4)
    Frenzy, all slots: Only when beserk or enraged Power loses about a third of its effectiveness (-1/2)
    7 1) +5 CON (10 Active Points)
    7 2) +5 EGO (10 Active Points)
    13 3) +20 STUN (20 Active Points)
    7 Blood Bond: Transform 2d6: person to slavishly devoted servant (Major), Works against EGO not BODY (+0), Partial Transform (+1/2) (45 Active Points); Gradual Effect 1 Day (-1 3/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), No Range (-1/2), Target must ingest vampire's blood (-1/2), Increased Endurance Cost 2x END (-1/2), Limited Target animals and sentient beings (-1/4), Blood must be consumed on three separate occasions before bond takes hold (-1/4) (uses END Reserve) 8
    8 Living Appearance: Shapeshift to normal "living" appearance (Sight Group; Additional Sense Group: Hearing Group, Additional Sense Group: Touch Group), Costs END Only To Change Shape (+1/4) (20 Active Points); Increased Endurance Cost 4x END (-1 1/2) (uses END Reserve) 8
    14 The Embrace: Summon 550-point vampire (110 Active Points); Extra Time 1 Day (-4), OAF (person) Bulky Expendable (Difficult to obtain new Focus; -1 3/4), Limited Power Summoned vampire is disoriented and weak for a 1-2 weeks (-1), Gestures (drink person's blood down to negative BODY, then feed some back to person) (-1/4) (uses END Reserve) 11
    Auspex
    33 1) Heightened Senses: (Total: 71 Active Cost, 33 Real Cost) Enhanced Perception (+3 to PER Rolls for All Sense Groups) (9 Active Points); Nonpersistent (-1/4), Side Effects (2d6 Flash vs. Sight, Hearing, and Smell Groups upon encountering sensory overload in these areas) (Side Effect always occurs whenever the character does some specific act -1/4) (Real Cost: 6) plus Precognitive Clairsentience (Sight Group) (40 Active Points); No Conscious Control (-2), Precognition/Retrocognition Only (-1), Vague and Unclear (-1/2) (uses Personal END) (Real Cost: 9) plus Danger Sense (Function as a Sense, Sensitivity: Out of Combat) (22 Active Points); Nonpersistent Power loses about a fourth of its effectiveness (-1/4) 13- (Real Cost: 18) 4
    7 2) Aura Perception: Detect Auras A Class Of Things 13-, Discriminatory (10 Active Points); Concentration 1/2 DCV (-1/4), Nonpersistent (-1/4)
    Thaumaturgy
    4 1) Taste for Blood: Detect Vampire Blood Pool A Single Thing 13-, Discriminatory (8 Active Points); IIF (a little iof the blood of the target) Expendable (Difficult to obtain new Focus; -1/2), Costs Endurance Costs END Every Phase (-1/2) (uses END Reserve) 1
    19 2) Blood Rage: Mind Control 10d6, Telepathic (+1/4) (62 Active Points); Limited Class Of Minds: Vampires Single species/type of mind (-1), Set Effect: Spend blood as I specify (-1/2), No Range (-1/2), Does Not Provide Mental Awareness (-1/4) (uses END Reserve) 6
    33 3) Movement of the Mind: Telekinesis (15 STR), Fine Manipulation, Reduced Endurance 1/2 END (+1/4) (41 Active Points); Affects Whole Object (-1/4) (uses END Reserve) 2
    56 Summon the Simple Form: Multipower, 70-point reserve, all slots: (70 Active Points); Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4)
    3u 1) Killing Attack - Hand-To-Hand 2d6 +1 (plus STR) (vs. ED), Usable Simultaneously (x4 Number of Targets +1) (70 Active Points); Costs Blood Pool END/phase to maintain (-1/2), Real Weapon (-1/4), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4), Vampire must have knowledge of the weapon created (e.g. Weaponsmith) (-1/4), STR Minimum 1-5 (-1/4) (uses END Reserve) 7
    2u 2) Hand-To-Hand Attack +7d6, Usable Simultaneously (x4 Number of Targets +1) (70 Active Points); Hand-To-Hand Attack (-1/2), Weapon costs Blood Pool END/phase to maintain (-1/2), Real Weapon (-1/4), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4), Vampire must have knowledge of weapon created (e.g. Weaponsmith or other) (-1/4), STR Minimum 1-5 (-1/4) (uses END Reserve) 7
    4u 3) Transform (heals back when Blood Pool END not spent to maintain existence) 3d6: air to simple non-weapon object comprised of a single substance (Major), Improved Target Group: Any simple object made of one substance (+1/2) (67 Active Points); Item cannot be larger than vampire (-1/4), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4) (uses END Reserve) 7
    Thaumaturgic Rituals: Dur-An-Ki
    21 1) Horoscope: (Total: 90 Active Cost, 21 Real Cost) Detect Person's Traits and Past History (Mental Sense) A Class Of Things 13-, Discriminatory, Each Extra Thing or Class of Things, Increased Arc of Perception: 360-Degree, Telescopic (+20) (40 Active Points); Extra Time 5 Minutes (-2), Character May Take No Other Actions (-1/4), Costs Endurance Costs END Every Phase (-1/2), Concentration 1/2 DCV (-1/4), Vampire requires birth date of target Power loses about a fourth of its effectiveness (-1/4) (uses END Reserve) (Real Cost: 9) plus Detect Person's Traits and Past History (Mental Sense) A Class Of Things 13-, Discriminatory, Each Extra Thing or Class of Things, Increased Arc of Perception: 360-Degree, Megascale (1" = 10000 km; +1 1/4), Can Be Scaled Down: 1" = 1km (+1/4) (50 Active Points); Extra Time 5 Minutes (-2), Character May Take No Other Actions (-1/4), Costs Endurance Costs END Every Phase (-1/2), Concentration 1/2 DCV (-1/4), Vampire must know birth date of target Power loses about a fourth of its effectiveness (-1/4) (uses END Reserve) (Real Cost: 12) 9
    6 2) Astral Portent: Precognitive Clairsentience (Sight Group) (40 Active Points); Extra Time 6 Hours (-3 1/2), Character May Take No Other Actions (-1/4), Precognition Only (-1), Vague and Unclear (-1/2), Requires A Power Skill: Vampiric Thaumaturgy Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) 4
    Powers Cost: 436

     

     

     

     

     

    Cost Skill
    3 Power (INT-based) 13-
    5 KS: Magic 14-
    2 KS: Mesopotamian culture 11-
    1 WF: Handguns
    6 +3 with Telekinesis attack
    Skills Cost: 17

     

     

     

    Cost Perk
    15 Contact with the local Tremere chantry (Contact has: very useful Skills or resources, Good relationship with Contact), Organization Contact (+2) (15 Active Points) 11-
    Perks Cost: 15

     

     

     

     

     

     

     

    Total Character Cost: 506

     

     

     

    Val Disadvantages
    15 Social Limitation: Undead monster (Frequently; Major)
    5 Distinctive Features: Pale, cold, clammy skin; no heartbeat or breathing (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    13 Physical Limitation: Must sleep during the day (Frequently; Greatly Impairing) [Notes: -9 to PER roll to wake up]
    5 Physical Limitation: Cannot heal BODY normally (with REC) (Infrequently; Slightly Impairing)
    5 Physical Limitation: 1 BODY lost/day when Blood Pool END Reserve is at 0 (Infrequently; Slightly Impairing)
    15 Physical Limitation: Immobilized by wooden weapon thrust through heart (Infrequently; Fully Impairing)
    20 Frenzy I: Beserk 9-, Recover 12- when induced to frenzy (low or no END in Blood Pool); uncommon
    15 Frenzy II: Enraged 9- when harassed, threatened, humiliated, or provoked, Recover 12-, common
    13 Rotschreck I: Psychological Limitation: Fear of fire (Common; Strong; +2 to EGO roll)
    18 Rotschreck II: Psychological Limitation: Fear of sunlight (Very Common; Strong; +2 to EGO roll)
    15 Code of Conduct: Path of Humanity (-1 EGO roll to violate)
    20 Susceptibility: sunlight 1d6 BODY damage, per Turn (Very Common)
    20 Susceptibility: sunlight 1d6 STUN damage, per Turn (Very Common)
    15 The Downward Spiral: Susceptibility: Vampire commits act that transgresses his Path and Path rating and subsequently fails EGO roll 2d6 Major Transform, vampire to vampire with Path rating reduced by one, Instant (Uncommon)
    15 Psychological Limitation (Tremere): Loyalty to Tremere leadership (Common; Strong)
    0 Normal Characteristic Maxima: No Age Restriction

     

    Disadvantage Points: 209

     

     

     

    Base Points: 297

     

    Experience Required: 0

     

    Total Experience Available: 0

     

    Experience Unspent: 0

     

     

     

    Character #2 - see next post

     

    The reason I ask is this: I've been running a vampire PBEM that's based loosely on the World of Darkness (I say loosely because its a work of canonical heresy that ignores the meta-plot and pulls elements and characters from all over the place). Its not my preferred game, but the players are having a good time, and its been a good writing exercise. Right now its virtually systemless (I've been using the DP9 Core System), but I've been thinking about using hero.

     

    Not having done PBEM before, I don't know how the Vampire HERO conversion would work.

  7. I read this review, too. It struck me as being, on balance, a negative review. One statement near the end struck me as being particularly unfair:

     

    "It is my opinion that Fantasy RPGs are the primary driving force behind the growth of the hobby -- but Fantasy Hero will never bring new players to the hobby."

     

    This sentiment - that some games do a better job than others at bringing new players into RPGing - has also been expressed over at the RPG.net boards, and is sometimes used to bash HERO and other "rules-heavy" RPGs. It seems ridiculous to me - I wasn't brought into RPGing by any particular game; I was brought in by other players.

  8. Re: Gun-kata???

     

    Originally posted by Susano

    John Preston, Grammiton Cleric may yet get the "Surbrook Treatment," but first I'm interested in suggestions on what gun-kata would entail.

     

    I saw this movie last week, and I really liked the action sequences. When John Preston was fighting multiple opponents, he seemed to use the same movements with guns that he used with HTH weapons, so I'd build gun katas as lots of CSLs, Only to compensate for Rapid Fire and Sweep penalties (-1/2), along with Two-Weapon Fighting and Defense Maneuver IV.

  9. If you don't mind spending some money, you should purchase Mike Surbrook's Kazei 5 e-book (found in the Online Store). It provides a comprehensive HERO (4th ed.) treatment of cybernetic enhancements.

     

    With regard to your questions,

    (1) Characters in Kazei 5 do not have their cybernetic enhancements placed in Power Frameworks.

     

    (2) Your complicated example would probably be handled with a "Skilljack", which is a VPP for skills.

     

    (3) Kazei 5 discusses the drawbacks and limitations associated with cybernetics, but I can't recall if your particular drawback (too many cards = emotional deterioration) is explicitly addressed.

  10. Well, in my case (50% Resistant Damage Reduction, Stun Only, + Damage Resistance up to half PD/ED), I was trying to reproduce the damage-absorbing properties of WoD vampires.

     

    In V:tM (revised edition), vampires can soak lethal damage with a Stamina roll. This means that tough vampires (with high Stamina) can absorb more lethal damage than wimpy, low-Stamina vampires. I reproduced this with Damage Resistance up to half of the vampire's PD and ED. Since PD and ED are derived from STR and CON, tough vamps end up being able to absorb more lethal damage than wimpy vamps. The 50% Damage Reduction just reproduces the vampire's ability to stay up after getting hit with lots of lethal attacks.

     

    It certainly would be simpler to just use straight Resistant Damage Reduction, but then the wimpiest Toreador would be able to absorb as much lethal damage as the toughest Brujah (excluding contributions from Fortitude).

     

    I look forward to seeing your conversion some day. :D

  11. Originally posted by AnotherSkip

    One of the thnigs I did was Multipower the Disciplines/Gifts.

    Cheap, sligtly more limiting than straight powers and it fits some of the rules notes (no Domminate five times per turn with Celerity 5 for example).

     

    I reproduced this by adding the limitation "Only to perform physical actions (-1/2)" to the Celerity powers (SPD and Lightning Reflexes), with the assumption that Dominate powers are not physical actions.

     

    Multipowers are certainly appropriate, though.

     

    Mage? Mage would have to be a VPP with a -1/2 Limitation: Dots in chosen Spheres. Kinda cheezy like VPP: Level based magics(-1/2) for capturing the AD&D mechanics.

     

    I agree with the VPP approach and have adopted it in my latest conversion notes. I dumped Spheres, which ultimately struck me as nonsensical. I allow mages to do any magickal feat permissible by (a) their Paradigm, and (B) the size of their VPP (which can be increased by Quintessence, built as an Aid to the VPP). Really restrictive Paradigms (such as what you find with Syndicate "mages") are worth an extra limitation on the Control Cost.

  12. Originally posted by Nuadha

    I So, if I'm making powers and want to allow players to create new abilities, HERO seems best.

     

    Well, it certainly works for me.:D

     

    Changeling was one of the more difficult conversions to put together. I ended up representing the Fae Mien/Mortal Seeming dichotomy with a weirdly limited Duplication, with the Fae Mien acting in the Chimerical Reality dimension and the Mortal Seeming doing the same thing in Mundane Reality. I hope to revisit this (and how I handled the Arts and Realms system for Glamour powers) sometime soon.

  13. Originally posted by SleepyDrug

    One of the things that bugs me about conversion is preserving the feel of some of the powers. HERO does change the dynamics of the powers a bit

    I agree with Agent333 that a completely faithful reproduction of Storyteller apples with HERO oranges isn't possible. Nevertheless, I'm quite happy to shed some of the less satisfactory aspects of the way powers are handled in Storyteller.

     

    For example, the duration, intensity, and area affected by a power in the Storyteller system are often determined randomly (i.e. by how many successes are rolled). I wasn't very happy with this as a player, and much prefer the HERO way, where such properties are determined by the player when building the power or are determined by how much END the character wants to spend. This gives more control to the players.

     

    I guess the extent to which you would be happy with WoD done HERO-style depends on what you like and don't like about Storyteller.

  14. Originally posted by SleepyDrug

    I'm new to this discussion. Please excuse any repetitivness.

     

    First off, very nice job on the conversion.

     

    Thanks!

     

    2) How many different conversions are being discussed here?

     

    Two sets of conversions (mine and Agent333's). IIRC, Agent333 has conversions of Vampire, Werewolf, a different take on Kindred of the East, and something for the Risen (a sub-species of Wraith). I have conversion notes for every WoD game except the recently released Demon: the Fallen.

     

    3) What is the thoughts behind the WW level system and point cost. Was it just decided not to worry about more costly powers in HERO being lower level then other powers?

     

    Basically, yes, I didn't bother with trying to make lower-level powers cost less than higher-level powers of the same Discipline.

     

    One of the Storyteller System's faults (IMHO) is the way characters have to buy powers in a set order. Characters end up having a cookie-cutter appearance to them; for example, all vampires with Auspex 3 automatically also have Auspex 1 and 2.

     

    Sometimes, lower-level powers are logical prerequisites for high-level powers, but this clearly isn't always the case.

     

    For these reasons, I allow players to purchase whatever powers they want (subject to my judgement about the appropriateness of their selection), without paying attention to the what level the power was at in the Storyteller version of the game.

  15. Originally posted by Agent333

    Also, I'm happy as a cat in a sea-food store to see Robert Harrison skulking about the shadows here.

     

    Hey Agent, it's good to hear from you too.

     

    Originally posted by Agent333

    Robert's stuff is WAY more rules faithful than mine and likely more useful to anyone bringing WoD into the Champs universe. My rules are house-rule heavy stuff I did for myself and my players. I'm not done with my 5th Edition conversion yet, but when I am it'll be even MORE removed from the standard rules I'm sure, so help me Long...

     

    (Agent 333 likes to do things such as cut active points in half for things like Summon and Duplication. That just drives other people buggy and shouldn't be read by small children.)

     

    I'm afraid to layer on too many house rules, for fear that I'll alienate the rare Gamer Who Actually Goes To The Trouble To Buy And Read the Rule Book. For some things, though, I had to make alterations - like parsing out the points given and rolls made in association with Disadvantages, so that vampires with a 10-pt. scale for Humanity wouldn't be stuck with Frenzying (Beserking) only at 8-, 11-, and 14- ;)

     

    I'm looking forward to seeing your 5th ed. conversions.

  16. Originally posted by Susano

    Ahhh yes. This is from taking a Word file and converting it directly to HTML. I need to get back to cleaning all that up. Robert, which ones of these are complete and up to date?

     

    IIRC, Vampire, Changeling, Wraith, Kindred of the East, and Ghoul are complete for 4th ed. HERO. I recently sent you complete 5th ed. versions of Werewolf, Mummy, Gypsy, and Demon Hunter X which I don't think have made it to your site yet. The Mage conversion is kind of wonky (it just reproduces Storyteller's Spheres + Arete system with a big home-made Talent) and I'm working on a more HERO-compatible, VPP-based conversion which I should finish by the end of the month.

  17. Originally posted by Marcus

    Its a valid point that a serious elder, in either system, would be built on more points, and far less efficiently, than a high-end Dr. Destroyer.

     

    I agree. Neonate vampires in my game start at about 400-450 points, yet they would have trouble with a 250-350 pt. superhero. Though I look for the cheapest way to build things, I'm more interested in emulating WoD supernaturals than point efficiency. I let players have whatever points they need to build the vampire (or other supernatural) they want (within reason), and I try to avoid introducing any flying ubermenschen in tights during play.;)

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