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Khaalis

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  1. Another quick question as I'm second guessing myself. In a Multipower. The Limitations we added for Charges, Focus, etc. are applied to the cost of each individual slots not the base cost of Multipower correct? Thus if I say create a Coinshot Multipower with a reserve of 40 and add the Flare power as a slot, it would look like this? 40 - COINSHOT: Multipower, 40-point reserve 4v - 1) Flare: Aid 2d6 to Coinshot Power where... FLARE: Variable Slot; AID Power [6 CP per 1d6] to Coinshot Power; Total CP Value = 2 CP (rounded from 1.75) per 1d6 * Multipower Limitations: (-2.25) --
  2. Thanks Lucius. This is a very detailed response and good peice of education material. Ok, so we're back to pretty much where I had originally started with Charges but instead of what I had initially thought (Clips and Fuel) between you and MHD it looks like the suggestion is this (using Iron for this example). To represent the metals once ingested into the body. * CHARGES (Iron): Value = -1.5 Limitation --- 8 charges/day (-1/2) --- Continuing Charge (1 hr) (+1) --- Charges Never Recover (-2) I'm not sure what the cost should be for hourS. The table on 6E1 p370 only goes up to 1 hour. S
  3. Awesome for that. Now another stupid question. What exactly makes one fixed and the other variable? Is it that Mental Blast is a flat cost and telekinesis has modifiers? Or does it have something to do with the Active Point pool?
  4. Awesome. Thanks for the responses. I'll start with this and start myself a cheat sheet and add to it as I find new ones. To answwer about sources, I'm using 6E and I think have all of the books (pdfs), but with primar focus on Fantasy Hero (and Fantasy Hero Complete). I'll eventually also be looking at most of the 6E expansions (the APGs, Equipment Guide, Grimoire, Martial Arts, etc.). Thanks for the tip on the Glossary. I found it in 6E1 in the Basic Book which I hadn't dug very deeeply into yet. So much material to go through!! Quick question. This was an example power I was present
  5. Hi all. A real quick question this time. Is there a master list of Hero acronyms anywhere? I've been looking through the forums and through general web searches but I haven't been able to find anything. As someone new to the system, I tend to get lost when reading a lot of the information about Hero System due to all the acronyms used and its difficult to stop and try to dig through the rules looking for something that might be related. A cheat sheet of acronyms would be useful.
  6. Wow, ok. People posted as I was replying. So some more comments... Awesome. That makes so much more sense now. Ok so this is where it gets tricky and I see where the Crunchy vs Narrative style matters now. Considering the "Charges" option is volatile when the charges can change (which is true with allomancy as it all depends on how many grams of metal you consume), I can see where it won't work. My question then comes back to the Focus. Is it Accessible or Inaccessible? Again, I think this comes down to how you want the "system" to play in the game. Considering that I feel
  7. Thanks again for the continued comments. My logic was that Inherent seemed to fit as Allomancy is a "natural, inherent part of the character's being" and "cannot be Aided, Dispelled, Drained, or the like". You are (with 1 incredibly rare exception) born a Misting/Mistborn. It is not a trained magical art or form of spellcasting, it is a biological form of "magic". I was also under the impression that Inherent required Always On but I now noticed the "if applicable" statement. So how would you list it considering the fact that allomancy should be an innate ability that can't be tamper
  8. So what is the real difference (in laymans terms) between the Focus and Charges? Additionally, could both be used as in my earlier post (sorry for the split in posts but I'm still on probation). In that post my first instinct on going through the book was that the Vials of Metals would be a Focus, while Charges would cover how many "charges/units" of metal imbibed? Or is that simply too complicated and using one or the other is better? As for the in-game use, I'd have to say our group will lean more toward the narrative as they dislike the minutia of inventory control (i.e. having to track
  9. Thanks for the responses. Some answers and clarifications first. * On gaining Allomantic powers, if staying true to the source material, you either "snap" (your power awakens) into a Misting which can only burn a single metal, or a Mistborn which can burn all the metals. You are either born with the power and it awakens, or you can ingest a special and incredibly rare metal (Larasium) to become a Mistborn. * Allomancers ingest their metal and then "burn" it to effectively activate their power reserve. Beginning to burn is instantaneous and is burned gradually, consuming the reserve. Each re
  10. Hi all. Very new to the Hero System, but I'm liking what I'm seeing so far. I have 5E, 6E and the Kickstarter Fantasy Hero Complete as my current sources of material. Our intent for the system would be a mix of Dark and High Fantasy with a Large mix of elements from many fantasy genres (kind of a frankenstein universe). Thus, I am currently attempting to see how I can convert/create some of our campaign concepts via the system. As my big test, I am trying to model some of the magic systems we want. Some examples are: Blood Magic (may be redundant since most magic works off END?), Divine Ma
  11. Hi all. Very new to the Hero System, but I'm liking what I'm seeing so far. I have 5E, 6E and the Kickstarter Fantasy Hero Complete as my current sources of material. Our intent for the system would be a mix of Dark and High Fantasy with a Large mix of elements from many fantasy genres (kind of a frankenstein universe). Thus, I am currently attempting to see how I can convert/create some of our campaign concepts via the system. As my big test, I am trying to model some of the magic systems we want. Some examples are: Blood Magic (may be redundant since most magic works off END?), Divine Ma
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