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Vestnik

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Posts posted by Vestnik

  1. Perhaps this has been addressed somewhere, most likely in Fantasy Hero (which I don't have).

     

    Here is my question. I'm building a character who uses a lot of magic that involves rituals. They all take the Gestures, Incantations, Extra Time, Focus, and Concentration limitations.

     

    If an Instant power is purchased this way, what are the limitation values for Gestures, Incantations, and Concentration? His "Become Unto a Shadow" spell (Invisibility), has a lengthy preparation time, during which he must concentration, make various arcane signs, and otherwise engage in magical moogly-moogly. Do those Limitations take the values for an Instant or Constant power?

  2. Re: Building John Carter of Mars

     

    Don't forget that Captain Carter "remembers no childhood" (Psych Lim: Partial Amnesia) and has apparently always appeared to be about 30 years old. AFAIK it is never made clear just how long he has appeared to be 30... years? Decades? Even longer? It certainly would explain how he became such a great swordsman (lots of practice and experience)' date=' but on the other hand it makes it harder to believe that he is as clueless as he often acts... anyway some kind of Life Support: Longevity/Immortality seems appropriate.[/quote']

     

    He's senile.

  3. Re: Telekinesis Super.

     

    This whole discussion is the reason I build my "TK" characters with Stretching instead of TK. As pointed out above' date=' without manuevers TK is substandard as an attack power in an AP capped game.[/quote']

     

    Just get it in a Multipower with an Energy Blast.

  4. Re: Telekinesis Super.

     

    For the most part' date=' only Ranged MA maneuvers should be used with Ranged Attacks like TK.[/quote']

     

    I was thinking of the list Sean gave:

     

    4 Choke Hold -2 +0 Grab One Limb; 2d6 NND

    4 Martial Disarm -1 +1 Disarm; 50 STR to Disarm

    3 Martial Grab -1 -1 Grab Two Limbs, 50 STR for holding on

    4 Martial Strike +0 +2 10d6 Strike

    3 Martial Throw +0 +1 8d6 +v/5, Target Falls

    5 Offensive Strike -2 +1 12d6 Strike

    1 Weapon Element: Telekinesis: Default Element, Empty Hand

     

    Choke Hold makes sense; Disarm and Grab make sense; the others I'm having problems with.

  5. Re: Telekinesis Super.

     

    How fine is his fine manipulation? Can he reach inside a target's body and seize their heart (RKA NND Does Body, or just NND, depending on what exactly he does, I suppose)? Screw with the workings of moving parts (Dispel or Suppress Technological Devices)? There's also Suppress Movement Powers...

  6. Re: A strange setting: Trekkian alien supers

     

     

    Or you could do it as a straight Supers setting; science was pure technobable in Star Trek, and Superpowers were common.

     

    Don't forget that, despite being set in the far future and with superscience levels of technology, computers run on tapes and are easily destroyed by presenting them with simple logical paradoxes.

  7. Re: Musing on Movement: Is Velocity "Persistent"

     

    I think it depends on the situation.

     

    1. Gopher Guy sees some agents. I does a half-move, spins, and fires an exploding gopher at them. Logically, Gopher Guy is now stopped.

     

    2. Coward Lad is retreating, as usual, from the same bunch of agents. He's running full tilt, but ducking and weaving (not an NCM) to avoid getting hit by their bullets. Coward Lad is still moving at the end of his phase.

  8. Re: CoC HERO feedback sought

     

    Of course, it will also be much easier to be a scholar than a daredevil, since a 20 INT takes only 1/3 of your stat points while a 20 DEX takes all of them. Mind you, that may not be such a bad thing in CoC.

     

    If you wanted to, you could change the costs of characteristics to reflect their CoC utility, so INT would cost 2 for 1, for instance.

  9. Re: Access

     

     

    The palindromedary contemplates that idea of Contact with ghouls....

     

    I actually bought it as this:

     

    12 Contact: Ghouls of Boston, 8-, Contact Has Useful Skills or Resources, Good Relationship with Contact, Group Contact

     

    He can also Summon ghouls with the Loyal adder, which makes me wonder about that 8- roll. I suppose the roll is to get the "organization" to do something for you, not the individual ghouls you have just caused to claw their way up from underground.

  10. I've been looking at the little-used Perk Access (you know, which gives you knowledge of secret entrances).

     

    I've been building a character -- mentioned elsewhere on these boards -- who is the greatgrandson of Pickman, artist-of-the-macabre and friend-of-ghouls of Lovecraft's short story Pickman's Model. I want the character to have knowledge of the network of ghoul tunnels that underlie the city (AK: Ghoul Tunnels), and also have knowledge of a number of access points to the surface that lead into useful places (forgotten basements in government buildings, for instance) or not-so-useful places (a graveyard, of course).

     

    I've been thinking about using Access for this. What do you guys think -- would you allow this just with an AK, or go with the Perk?

  11. Re: Characteristics in an EC

     

     

    I might allow an "Adrenaline Overdrive" EC with boosts to STR and SPD for example, but there'd have to be some hefty limits on them like an Enraged Side Effect as well as No Figured on the STR.

     

    I just use Aid, Self Only, Costs END.

  12. Re: Brainstorming Randolph Carter

     

    I'd start with his stats from the Dreamlands supplement' date=' port them to Hero, and then look at the original stories for anything they've missed.[/quote']

     

    I don't really agree with most of the stats Call of Cthulhu uses -- so for instance to make a Shantak, since Lovecraft descibes it as being larger than an elephant (I assume slightly larger), I just used the Elephant from the Bestiary as a template and then fiddled with it, adding wings and such.

  13. I freakin' loved Devil Dinosaur when I was kid. How would you guys write Big Red and his flunky Moon-Boy up? How many points is DD built on? Is he just a big animal? My memory fails me.

     

    Hmmm, now I'm pontificating about Turock Son of Stone...

  14. Re: Brainstorming Randolph Carter

     

    Hooray! A response! :)

     

    I've actually reenvisoned the character somewhat, making him into the grandson of Pickman (of Pickman's Model), who took a ghoul wife. He has enhanced physical abilities and senses due to his heritage, lots of occult knowledge, much skill in things related to ghouls and their ways (AK: Ghoul Tunnels under Boston, CuK: Ghouls, LNG: Ghoul [idiomatic, Fluent], and various Summon spells). Oh, and of course PS: Painter.

     

    I like him an awful lot actually.

  15. Re: We are Seeclons, we are many

     

    Here's my ooze power that I used for one character. It's great for the whole "I flow through that tiny hole" power without having to resort to Desolid.

     

    5" Teleport, Safe Teleport, (Extra Time (1 Turn) -1 1/4, Self Only -1/2)

     

    I'd smack a "not through sealed walls, energy fields, or hostile environments" limitation on that myself.

  16. Re: Dune HERO

     

    To the tune of dozens of automatic weapons blazing away for minutes. One example I recall was a ship in an asteroid field burned out it's shield because of the effects of tens of thousands of micrometeors coupled with about a dozen battleships pounding away at it. In addition, there is a mention that Shields are useless in the Desert because the constant blowing sands quickly overheat them.

     

    Hot sandy winds = dozens of automatic weapons blazing away for minutes? :confused:

  17. Re: Simple Falcon/ Bird of Prey

     

    Several GM's I've known don't allow Combat Luck to be used against your own Move Through' date=' since you are basically allowing yourself to be hit. I'm on the fence, myself, but the poor bird doesn't know whose game it's in.[/quote']

     

    This is why birds have to live dangerously.

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