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Posts posted by azato
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Re: A DRAIN that powers AID or REGENERATION
Hmm...you may be on to something. Well, it may be higher since the DRAIN points fade. I think this sounds a lot of bookkeeping for such a simple effect.
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A player wants a character who can AID or regenerate characters but only though a pool of points that corm via a DRAIN. This has me perplexed. HELPPPP!
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Re: Spells in MUltipowers?
For my soon to be launched campaign I am trying something which I am curious to see how ti will work out.
* Multi-powers are built on "levels" Level 1 goes up to 30 AP. LEvel 2 is from 31 AP to 60 AP.
* There are different Categories of lists...Elemental, Life, Meta ETC
* For each Category you need to buy a separate Multi Power.
* I am running magic skill rolls for mages and ego skill rolls for those who come by it "naturally".
* Increased skill levels in magic will run similar to Combat Skill levels.
* I make the spell lists.
* While there are spells to protect vs different types of magic and elemental stuff...There will (probably) be no magic spell that will directly protect against physical attacks (there are walls that can be generated, but not "armor spell")
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Re: Your "2011" Pet Gaming Projects
I have a couple things going on...
1. Running (and coordinating) a number of RPG one shots for the Meetup Group. We haver run Gamma World 1st ed, and scheduled are Fallout and RingWorld. I would like to also run Role Master (maybe even MERP), and Traveller. Hoping to get a guy to run Dogs in the Vineyard.
2. Am starting a new Fantasy Hero(ish) campaign. I am starting everybody as more or less DnDish characters in the World of Greyhawk. I am going to do a 2012 thing that instead of worlds ending, people shift from one world to another. In this campaign these people are going to land around Clinton, Illinois. I am planning on groups of people from Greyhawk coming to this world but will land in different places. I am going to give the orcs a head start in figuring out more rudimentary technology....like cars and guns. I am designing the magic system sort of like that of Role Master.
3. Will be running an off and on Champions campaign.
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Re: Game World Economy
For my last campaign, and even my current pulp game, I just don't worry about it. I ran a sword and sorcery campaign and told them basically if it was reasonable they could have it. I just didn't want to get bogged down with the details. This worked out well because there really was no magic items to upgrade at the local magic shop.
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Re: Rolling for initiative
I know this isn't what you asked per se but....I use playing cards randomly handed out to determine what segments players move on. I think this would remove a good portion of what is the root cause of your problem, that is -- a bunch of characters going on the same segments.
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Re: a character with physique of The Blob but the metabolism of the (1980's) Flash
I think this would work if a computer handled all the math from phase to phase....but I think the book keeping is too much. I think I will go the advice given.
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Re: a character with physique of The Blob but the metabolism of the (1980's) Flash
I think this is a fun concept but may be difficult to do in practice. One thought that partially work is to set up a certain amount of strength onto a certain endurance battery. The battery can only recover while eating. Also link a several things (extra PD/ED STUN)to the strength' date=' so once the strength goes...they all go. The problem with this is that taking endurance damage when getting hit...[b']unless[/b]....I set up a susceptibility that would dink END from the END BATTERY every time he takes damage beyond his normal PD and ED. Hmmmmmm.... Thoughts?Or i could just buy everything with COST END and run it off the battery and not worry about how damage decreased END.
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Re: a character with physique of The Blob but the metabolism of the (1980's) Flash
I know that as a player I would not want to keep track of an extra END stat like that. I would recommend treating this as a Physical Disad instead. If they still want to go the Limitation route just go with a custom -1/4 Limitation and just work out agreement as too how often this should come up during game.If you still want to keep track of END per hit you could build a Naked Trigger that will then cost END to use. But like END Reserve itself you are essentially paying points for what is intended to be a Disad/Limitation.
I think this is a fun concept but may be difficult to do in practice. One thought that partially work is to set up a certain amount of strength onto a certain endurance battery. The battery can only recover while eating. Also link a several things (extra PD/ED STUN)to the strength, so once the strength goes...they all go. The problem with this is that taking endurance damage when getting hit...unless....I set up a susceptibility that would dink END from the END BATTERY every time he takes damage beyond his normal PD and ED. Hmmmmmm.... Thoughts?
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A player wants to play an overweight hero who must consume lots of calories in order to maintain his strength and toughness. In some ways an endurance battery with some limitations should work, but not fully. It would be very easy to tie the Str to an endurance batter and perhaps somehow link other stats to his strength...but how does one create a defense that only sucks up END when a character is hit.
HELP.
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Re: Items of myth and legend
Here is a little different twist.... I came across this BBC podcast A HISTORY OF THE WORLD IN 100 OBJECTS. They give an item and then give some history of what was going on in relation to the object. Many of these are not useful, but some really are. It would just take a little imagination for many of these objects especially since they are given in context.
http://www.bbc.co.uk/ahistoryoftheworld/
For example:
The serpentine mask from a long dead Mexican empire
The Jade Cup of Ulugh Beg
There are many ways to look for objects...http://www.bbc.co.uk/ahistoryoftheworld/exploreraltflash/?tag=56&tagname=Aztec,+Maya+and+Central+America
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Re: How to portray alcoholism...
Hmmm, need to read and think. @starcloud I don't know that I want the character disadvantaged either when he is sober and when he isn't. At that point it becomes trying to determine for each situation what you want him to be...almost like a multiform or muli-power for a disad. I know it is legal, but I don't think that is what I want. But i do appreciate the thoughts though. I will probably lean toward's @CO's advice. I was thinking of coming up with a custom Disad...at least this give me some guidelines.
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Re: How to portray alcoholism...
No, I want this to be a hindrance....that to stay sober is a problem. And if he isn't sober then he takes some penalties. It is like a cross between a psychological problem (has problems not drinking) with a physical problem (limitation when he is drunk) It may have to be a two step disadvantage, but that is, in some ways double dipping.
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We are in Chicago in 1936. The character is Irish and we are looking for disads. I had this thought where the character is a functional alcoholic and that before the adventure he would have to make an ego roll and lose, say 1D6 in character points, if he fails. Those points could be taken from Dex and perhaps suffer negatives on certain skill rolls. What are some suggestions on how to best set this up?
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Re: Excerpted PDFs
For me, in general, it would just be the settings portion of books like Urban Fantasy Hero.
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Re: How would you build a cheap detect supernatural or detect magic?
If its sight based' date=' then it applies to anything you can see (and thus ranged), and suffer any penalties applied to seeing things (like not work in Darkness, penalties for seeing at night, range penalties, etc)[/quote']It also comes down to how you want to play it. If you want to be strictly sight based then it is cheaper, but then you will have to be looking at it....looking directly at it. If you want a sense that encompases a radius around you that anything coming within that space triggers regardless of walls, lighting, etc....it will cost.
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Re: Gun laws in the south circa 1936
Thanks, Yansuf....actually this does take place in a small town in Arkansas. I got enough info to make a decision.
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What were the gun laws at this time period? Could people legally carry pistols in town?
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Re: Scion Hero Conversion
Here is the list of virtues....Not sure if I need to reword these since they came out of the book. If there is an issue with copyright, let me know and I will remove the text until I get it reworded.
The way I see these as working is that the Scion will choose two virtues and will choose the strength...the GM can pick the how often it occurs.
It is going to take me a bit, but I will get it done.
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10 Psychological Complication: Virtue - Conviction (Common; Moderate) [Notes: The character is selflessly devoted to a cause and is willing to take any measures necessary to further the cause or take action against those who oppose the character's beliefs.]
15 Psychological Complication: Virtue - Courage (Common; Strong) [Notes: The characters seeks to test his mettle against the deadliest opponents he can find. Death is something to be faced stoically, even embraced, for it is better to die in an epic struggle with a worthy foe than to live a callow life without struggle.]
15 Psychological Complication: Virtue - Duty (Common; Strong) [Notes: Putting aside personal ambition and devoted to maintaining and contributing to community, authority and the laws that govern a decent society. Personal sacrifice for the greater good is to be expected and celebrated, for a prosperous and safe society reflects its glory on each one of its citizens.]
10 Psychological Complication: Virtue - Endurance (Common; Moderate) [Notes: Character endures hardship beyond mortal limits in order to overcome the challenges. He embraces the stoic ideal, taking strength from the suffering they must endure. They grit their teeth and accept what comes.]
5 Psychological Complication: Virtue - Expression (Uncommon; Moderate) [Notes: This is the Virtue of artistic excellence, which venerates the musician, the painter the skald and the story teller. This virtue seeks to create new works of art, restore damaged works and assist in musical, theatrical or oratorical performances.]
10 Psychological Complication: Virtue - Harmony (Common; Moderate) [Notes: Holders of this virtue believe in the cosmic forces that govern creation, which even the gods themselves are but part of a grander design. The Scion seeks order and peace within a society and groups. Sometimes creating or even maintaining that peace requires very harsh measures. Scions with this virtue fight aspect in society that causes change to occur too rapidly and they are not above using violence to ensure Harmony is restored.]
5 Psychological Complication: Virtue - Intellect (Uncommon; Moderate) [Notes: It exalts the power of reason as the link that joins the moral to the divine. Scions with this virtue believe that raw power must be harnessed to the engines of logic and imagination in order to truly master the secrets of the cosmos. They hone their minds through diligent study, relentless inquiry and various debate, constantly grappling with the myriad of riddles of creation and the complexities of everyday life. . They will not destroy or delete sources of information or knowledge, suppress or censor knowledge, silence debate, or promote ignorance in any form.]
15 Psychological Complication: Virtue - Order (Common; Strong) [Notes: The belief that the rule of law forms the foundation of mortal civilization. AS the bulwark against the threat of anarchy and chaos, laws must e upheld and enforced, even when their applications seem harsh or unjust. For society to function it must trust in the impartiality of its laws which demands courage and steadfastness on the part of lawgivers. The scion will not commit a crime, turn a blind eye to a criminal act, allow a criminal to escape, bend the rules or selectively apply rules to himself or anybody else.]
10 Psychological Complication: Virtue - Piety (Uncommon; Strong) [Notes: The scion exalt and respect their god (or gods), their ancestors, and traditions of their forbearers. Taking strength from the wisdom of the ancients. Those who break with tradition insult the hard work and sacrifice of their predecessors and show reckless arrogance that can only lead to misfortune. The scion will not defy the wishes of her god, family or break with tradition or custom and will step in if someone does break with tradition or advocate new thinking.]
10 Psychological Complication: Virtue - Valor (Uncommon; Strong) [Notes: The scion believes in defending the helpless, fight with honor and offer up her life in necessary in service of a worthy cause. They do not believe in fighting for its own sake. They master the art of battle so evil cannot impose its will on decent folk. They fight honorable and will not ambush a foe or use underhanded means, will not avoid battle because of personal safety, nor will the allow others to suffer at the hands of evil.]
5 Psychological Complication: Virtue - Vengeance (Uncommon; Moderate) [Notes: Those who offend the gods or commit crimes against mankind must be made to suffer in kind, regardless of the cost. It is not about petty revenge, but in redressing of the cosmic balance, paying back a dept incurred by violating the divine order in some fashion. They will not let a criminal go unpunished, forgive a crime against himself or another, show mercy or leniency to a criminal, or give up the pursuit of an offender for any reason.]
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Re: Recreational Drugs - Diseases and Poisons
Maybe it will in 6e. It might also show up in the Equipment Guide.Equipment guide?!? Taking literally the term "drug trip"?
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Re: Recreational Drugs - Diseases and Poisons
Thanks...I am not sure why this stuff never appeared in Dark Champions.
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Has anybody done any Hero System write-ups on various recreational drugs, real world diseases and poisons?
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I am not intending to do a full White Wolf conversion, but I do want to a good rough conversion of the work. It may take me a bit to get 'er done
I do not yet have the Scion:Hero book and am working off the WW wiki. The following is a conversion of the Knacks....at least the first three. There are some that are missing and I am sure that there are some problems with some of the powers listed below. Please feel free to chime in an critique.
Strength Knacks
Power: Killing Attack - Hand-To-Hand
Name: Crushing Grip
Killing Attack - Hand-To-Hand 1d6 (3d6 w/STR), Constant (+1/2) (22 Active Points); Must Follow a Grab (-1), Required Hands Two-Handed (-1/2), No Knockback (-1/4)
Power: Naked Advantage
Name: Armor Crusher
Naked Advantage: for up to 30 Active Points, Armor Piercing (+1/4) (0 Active Points); Requires - Holy Rampage (-1/4)
Power: Aid
Name: Titanium Tools
Aid PD 4d6, Reduced Endurance (0 END; +1/2), Constant (+1/2) (48 Active Points); One Use At A Time (-1), Only for Mundane objects the Scion uses as weapons. (-1), Only to Aid Others (-1/2)
Power: Leaping
Name: Divine Bound
Leaping +10m (18m forward, 9m upward) (x4 Noncombat)
x4 Noncombat
Power: Leaping
Name: Holy Bound
Leaping +4m (18m forward, 9m upward) (x4 Noncombat)
x4 Noncombat
Power: Naked Advantage
Name: Holy Rampage
Naked Advantage: Penetrating (+1/2) for up to 30 Active Points (15 Active Points); Only Against Inanimate Objects (-1)
Power: STR
Name: Hurl To the Horizon
+5 STR (5 Active Points); Only for determing distance of thrown objects (-1)
Power: STR
Name: Mighty Heave
+10 STR (10 Active Points); Only for determing distance of thrown objects (-1)
Power: STR
Name: Hurl To the Moon
+20 STR (20 Active Points); Lifting and Throwing Objects (-1/2)
Power: STR
Name: Uplifiting Might
Power: Deadly Blow: +1d6
Name: Divine Rampage
Deadly Blow: +1d6 (Only Against Inanimate Objects) (12 Active Points); Requires - Holy Rampage (-1/4)
Power: Killing Attack - Hand-To-Hand
Name: Knockback Attack
Killing Attack - Hand-To-Hand 1d6 (3d6 w/STR), Does no Body Damage (+0), Double Knockback (+1/2) (22 Active Points); -2 Decreased STUN Multiplier (-1/2)
Power: Killing Attack - Ranged
Name: ShockWave
Killing Attack - Ranged 2d6, Does No Body (+0), Area Of Effect (1m Radius Explosion; +1/4) (37 Active Points); -2 Decreased STUN Multiplier (-1/2), No Range (-1/2), Gestures (-1/4)
-2 Decreased STUN Multiplier
Power: Killing Attack - Hand-To-Hand
Name: Divine Wrath
Killing Attack - Hand-To-Hand 1d6 (4d6+1 w/STR) (15 Active Points); Requires - Crushing Grip (-1/4)
Power:
Name:
Need to add Shock Wave
Power:
Name:
Dexterity Knack
Power: Flight
Name: Lightning Sprinter
Flight 24m (24 Active Points); Cannot Hover (must make at least a Half Move per Phase; -1/2), Only In Contact With A Surface (-1/4), Must be on relatively horizontal surfaces (-1/4)
Power: Flight
Name: Fast As Thought
Flight 48m (48 Active Points); Cannot Hover (must make at least a Half Move per Phase; -1/2), Only In Contact With A Surface (-1/4), Must be on relatively horizontal surfaces (-1/4)
Power: Flight
Name: Anti-Gravity Climber
Flight 12m (12 Active Points); Only In Contact With A Surface (-1/4), Requires - Spider Climber (-1/4)
Power: Combat Skill Levels
Name: Untouchable Opponent
+5 with Dodge
Power: Flight
Name: Divine Balance
Flight 1m (1 Active Points); Only In Contact With A Surface (But not on fluid surfaces; -1/4), Must be on relatively horizontal surfaces (-1/4)
Power: Contortionist
Name: Escape Artist
Contortionist 17-
Power: Penalty Skill Levels
Name: Shot to the Heart
Penalty Skill Levels: +4 vs. Hit Location Pentalies with to offset a specific negative OCV modifier with all attacks
Power: Naked Advantage
Name: Ricochet Symphony
Naked Advantage: Indirect (Source Point is the same for every use, path is indirect, but the same with every use; +1/2) for up to 30 Active Points (15 Active Points)
Power: Clinging
Name: Spider Climber
Clinging (normal STR)
Power: Teamwork
Name:
Teamwork 15-, Usable Simultaneously (up to 4 people at once; +1), Grantor can take back power at any time (22 Active Points)
Power: Resistant Protection
Name: Roll With It
Resistant Protection (5 PD/5 ED) (15 Active Points); Requires A Roll (12- roll; -1/4)
Power: Compound Power
Name: Omnidexterity
(Total: 8 Active Cost, 8 Real Cost) Extra Limb (1) (Real Cost: 5) plus Ambidexterity (no Off Hand penalty) (Real Cost: 3)
Stamina Knacks
Power: Resistant Protection
Name: Damage Conversion
Resistant Protection (10 PD/10 ED) (30 Active Points); Only to reduce body damage from killing attacks (-1/2)
Power: Life Support
Name: Holy Fortitude
Life Support (Eating: Character only has to eat once per week; Sleeping: Character only has to sleep 8 hours per week)
Power: Life Support
Name: Inner Furnace
Life Support (Eating: Character does not eat) (3 Active Points); Must consume any organic matter on a regular basis (-1/2)
Power: Regeneration
Name: Self-Healing
Regeneration (1 BODY per Hour)
Power: Resistant Protection
Name: Solipsistic Well-Being
Resistant Protection (15 PD/15 ED) (45 Active Points); Conditional Power - Only for the first suprise attack in a scenario Power does not work in Extremely Common Circumstances (-1 1/2)
Power: Resistant Protection
Name: Body Armor
Resistant Protection (5 PD/5 ED)
Power: Life Support
Name: Devourer
Life Support (Eating: Character does not eat) (3 Active Points); Must consume any form of matter and any form of liquid on a regular basis (-1/4), Requires - Inner Furnace (-1/4)
Power: Life Support
Name: Divine Fortitude I
Life Support (Sleeping: Character does not sleep) (3 Active Points); Requires - Holy Fortitude (-1/4)
Power: Life Support
Name: Divine Fortitude II
Life Support (Eating: Character does not eat) (3 Active Points); Must still drink fluids to sustain life (-1/2), Requires - Holy Fortitude (-1/4)
Must still drink fluids to sustain life
Power: Life Support
Name: Divine Fortitude III
Life Support (Eating: Character does not eat) (3 Active Points); Must still eat food to sustain life (-1/2), Requires - Holy Fortitude (-1/4)
Must still eat food to sustain life
Power: Regeneration
Name: Regeneration
Regeneration (1 BODY per Minute), Can Heal Limbs (19 Active Points); Requires - Self-Healing (-1/4)
Power: Life Support
Name: Extended Youth
Life Support (Longevity: Immortal)
Power: Resistant Protection
Name: Impenetrable
Resistant Protection (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Requires - Body Armor (-1/4)
Power: Life Support
Name: Internal Refinery
Life Support (Immunity All terrestrial diseases; Immunity: All terrestrial poisons) (10 Active Points); Requires - Devourer (-1/4)
Requires - Devourer
Power: Naked Advantage
Name: Tireless Worker
for up to 10 Active Points of Strength, Reduced Endurance (0 END; +1/2) (0 Active Points); Requires - Divine Fortitude (-1/4)
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Re: Scion Hero of sorts
urban fantasy HERO would be good for thisI will have to check it out again. I remember looking at a review a few months ago but decided not to buy it. I may need to check it out again.
A DRAIN that powers AID or REGENERATION
in HERO System Discussion
Posted
Re: A DRAIN that powers AID or REGENERATION
I will have to check that out Matt.
@hugh...1.) that might do 2.) the problem is that it is costing points (AID) to get what is supposed to be a limitation.