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Lisa Nadazdy

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Everything posted by Lisa Nadazdy

  1. Nice. Do you mind if I put that on my Yahoo group? You'd get credit for it, of course.
  2. The Dark Knight ----------------------- Core Archtype ------------- Cost Ability ---- ------- 2 WF: Common Missile Weapons 2 WF: Common Melee Weapons 3 +1 w/ chosen weapon group 4 +2 w/ favorite weapon (a sword of some sort) 2 KS: Heraldry 11- 2 Fringe benefit: Knight 2 KS: Knightly Code of Honour 11- 2 Money: Well-off 3 One 3-point skill 3 Riding 3 Dark Sword Magic Skill 12 Dark Sword Technique- Shadow Strike- Ranged Killing Attack 2d6, Gestures (-1/4), Incantations (-1/4), Requires a sword for a focus (-1/2), Requires a skill roll (-1/2) End cost- 3 Points Disadvantages ------ ------------- -5 Reputation: Dark Warrior Total ----- 35 Advanced Techniques ------------------- Cost Ability ---- ------- 24 Shadow Defense- Force Field 10rPD 10 rED, Fully Invisible Power Effects (+1), Reduced End- 0 end (+1/2), Persistant (+1/2), Always On (-1/2), Only vs. Holy Attacks (-1) 8 Detect Holy Powers- Enhanced Senses- detect at a range (sight) 15 Combat Sense Martial Arts (Dark Knight Sword Combat- sword element default) 4 -Martial Disarm 4 -Martial Strike 5 -Offensive Strike 4 +1 Damage Class Darksword Techniques -------------------- Cost Ability ---- ------- 20 Darkside- Ranged Killing Attack 4d6, Gestures (-1/4), Incantations (-1/4), Requires a sword for a focus (-1/2), Requires a skill roll (-1/2), x2 end cost (-1/2) End cost- 12 41 Vampire Strike- Transfer 3d6 character points, Body to Dark Knight's Body, 5 char. points returned every 20 minutes (+3/4), Ranged (+1/2), Gestures (-1/4), Incantations (-1/4), Requires a sword for a focus (-1/2), Requires a skill roll (-1/2) End cost- 10 36 Night Sword- Ranged Killing Attack 3d6, Gestures (-1/4), Incantations (-1/4), Requires a sword for a focus (-1/2), Requires a skill roll (-1/2) PLUS- Flash- 5d6 vs. Sight Group, Gestures (-1/4), Incantations (-1/4), Requires a sword for a focus (-1/2) End cost- 9 66 Grim Reaper- Ranged Killing Attack- 4d6, NND- forcefields will block, or Phoenix Down will remove effect if used before time is up (+1), Does Body (+1), Gestures (-1/4), Incantations (-1/4), Requires a sword for a focus (-1/2), Requires a skill roll (-1/2), Gradual Effect- 1 turn (-1/4), End cost- 18 16 Blackout- Darkness to Sight Group 4" radius, Gestures (-1/4), Incantations (-1/4), Requires a sword for a focus (-1/2), Requires a skill roll (-1/2) End cost- 4
  3. Sorry, tesuji... Origins doesn't give out awards for "Most Obnoxious Troll".
  4. Lisa looks around with paranoia. Who's callin' who old, here?
  5. Hint: If you must get Robot Warriors, then do so (I have a copy), but don't overlook the crunchy mecha goodness in Ultimate Vehicle.
  6. I'm glad that WotC didn't get the rights to Dune so they could do a d20 hackjob. Now if only a liscence like that could fall it the hands of HERO....
  7. On page 63 under the description of the Galleon, it has a listing of the of its cannon, but underneath the description of ech cannon type, it has an additional listing, eg: 25 Thirty-Two Pounders: 23 more Thirty-Two Pounders (total of 24) .....what is this describing? Since the weapon above it costs 14, this doesn't seem to be the same power. Or is it? What power is this?
  8. Hmmmm.... it could be bought as an Autofire, Indirect, with a possible Area of Effect.
  9. I don't know If I'd allow for Multipowers, as it would make for too rapid advancement, but if you want to run your campaign in such a way, can't stop you.
  10. The basic framework of the knight has the Find Weakness ability, and will very likely have Sword techniques like Steiner. I don't think I'll use the Black Magic (Vivi) option for now, as I'm not sure how I'd work it. Paladins and Dark Knights will have more powerful Sword techniques than the Knight, but they lack the Find Weakness ability, among others.
  11. They can aquire the powers at the beginning if they have the points (I set my campaign point start at base 125 and 125 disads), and can further aquire powers with XP as per norm.
  12. Basic Archer Template --------------------------------- Cost Ability ------ ----------- 2 WF: Common Missile Weapons 2 WF: Common Melee Weapons 3 +1 w/ Missile Weapons 4 +2 w/ Chosen Missile Weapon 5 Rapid Attack- Ranged Combat 3 Fast Draw- Common Missile Weapons 6 Two 3 point skills of players choice Pnts. Disadvantages ------ ---------------------- -5 Reputation: Skilled Archer Total ------- 20 -------------------------------------------------- Archer Abilities ----------------------- Cost Ability ------ ---------- 10 Arrow Guard - Missile Deflection (deflects thrown objects and arrows) 30 Speed Save- Absorbtion 6d6 vs. Physical Attacks, points go to SPD 4 Higher Ground- Leaping +4" Power Arrows (must buy Archer Magic Skill) -------------------- Cost Ability ------- ---------- 45 Ice Storm- RKA 3d6, AoE 3" radius (+1 1/2), Indirect (+1/2), Gestures (-1/4), Incantations (-1/4), Must have a bow and arrow of some sort to make power work (-1/2), Requires a Skill Roll (Archer Magic Skill, -1/2), Side Effects- shards of razor shrp ice assail the caster- 2d6 RKA (-1/2) End cost- 14 32 Hellfire Arrow- Energy Blast 8d6, Penetrating (+1/2), Explosion (+1/2),Gestures (-1/4), Incantations (-1/4), Must have a bow and arrow of some sort to make power work (-1/2), Requires a Skill Roll (Archer Magic Skill, -1/2), End cost- 8 36 Meteor Rain -Energy Blast 12d6 (physical), Explosion (+1/2),Gestures (-1/4), Incantations (-1/4), Must have a bow and arrow of some sort to make power work (-1/2), Requires a Skill Roll (Archer Magic Skill, -1/2), End cost- 9 24 Thunderstrike- RKA 2d6, Armor Piercing (+1/2), Indirect (+1/2),Gestures (-1/4), Incantations (-1/4), Must have a bow and arrow of some sort to make power work (-1/2), Requires a Skill Roll (Archer Magic Skill, -1/2), End cost- 6 20 Berserker Arrow- Minor Transform (from a calm state to a berserk state) 6d6, target recovers on a -14 after a target is downed or Gysahl Greens are given to victim, All or Nothing (-1/2),Gestures (-1/4), Incantations (-1/4), Must have a bow and arrow of some sort to make power work (-1/2), Requires a Skill Roll (Archer Magic Skill, -1/2), End cost- 6 19 Basilisk Arrow Major Transform (from a normal state to a petrified state) 4d6, heals back as normal, or cured if 'Soft' potion is applied, All or Nothing (-1/2), Gradual effect- 1 turn (-1/4),Gestures (-1/4), Incantations (-1/4), Must have a bow and arrow of some sort to make power work (-1/2), Requires a Skill Roll (Archer Magic Skill, -1/2), End cost- 6
  13. I have a the 'Archer' template written up for the most part, it includes the basic template, and a page of optional powers which are open to those who take the template as part of their character. I think that's how I'll work it; c\players buy the basic template for their character, and they gain access to more advance powers connected to the template. Let me know what you think.
  14. Hm, well, I did consider making my game a low level superheroic game (and there's nothing really wrong with that), but i want to maintain a level of flexibilty that SH games don't quite have. My game has a high powered heroic feel (125/125), with equipment having no point cost in general, and points more obviuosly spent on magical powers and talents.
  15. You COULD argue that unless FTL travel is bought, all regular movent powers are limited to the Einsteinian laws of physics...
  16. Ah yes... 1st edition Champions.... cheesy HERO goodness.
  17. Using a Transform to do this isn't within the spirit of the rules. You would most likely be able to pull it off with a large Killing Attack, bought with No Normal Defence (vs. Saving Throw), which enable the KA to bypass all defenses if the Save is failed.
  18. I'd like to avoid a lot of the "gem learning", although there will be magic stones that can give certain powers...
  19. The Chocobo --------------------- 23 Str 13 18 Dex 24 20 Con 20 14 Body 8 4 Int -6 5 Ego -10 12 Pre 2 10 Com 0 5 PD 0 4 ED 0 3 SPD 2 10 Rec 2 50 End 5 40 Stun 4 Total- 64 ------------------------- Powers & Abilities ----------------------------- 2 Size: Knockback Resistance -1" 16 Swift Feet: Running +8" (14" total) 6 Keen Senses: Enhanced Senses, +2 to all Per rolls 4 Choco Beak: HKA 1 pip, reduced penetration (-1/4) (1 end cost) 6 Choco Kick: HA +2d6 (1 end cost) Optional: 51 Choco Cure: Healing (simplified) 4d6, Area of Effect 2" (+1 1/4), Concentration -1/2 DCV (-1/4), No Range (-1/2) (9 end cost) Total 35 (85 with Choco Cure) ------------------------------------ Disadvantages (50+) ------------------------------------ 10 Physical Disad- large and heavy (weighs 150 kg, -2 DCV, +2 to Per rolls against) 10 Physical Limitation: Limited Manipulation 28 (79) Animal Bonus Total cost 98 (149) -------------------------------- The Chocobo (or Choco as they are sometimes called), is huge flightless bird, usually a starteling bright yellow in colour. Having been domesticated many centuries before, it is found in most places in the world where it is used for domestic purposes such as that of a riding animal or beast of burden. they are extremely strong and can carry one or two people and travel long distances before tiring. Although skitish and timid in the wild, Chocobos can be trained to be a feirce war mount, and can be very deadly, particularly in a charge. Occasionally a rare Chocobo is born with the ability to heal wounds. These rare Chocobos are cherished, as breeders have been unable to generate a true bloodline of healers. It is also rumoured that there are other types of Chocobos hidden in remote places in the world, that have strange mystical abilities, such as the ability to traverse unusual and difficult terrain with ease, or have other magical talents. it is said that these Chocobos can be told apart from normal ones by a different coloured plummage. If this is true, they would extremely valuable to breeders.
  20. How about a 'rule-lite' variant? One of the great things about 4e, is that I bought a copy of the BBB, and several copies of the basic rules (the softcover ones), and handed them out to players during a game for reference. Having a stack of 5e books would give me a hernia, I'm sure.
  21. I like the idea of Limit Breaks, but I'm not sure how I'd implement them.
  22. I haven't done a write up on them yet, but it'll have chocobos. It wouldn't be Final Fantasy without them, would it? I'll do that tomorrow, write up the chocobo, I mean. I already have the racial types written up, as well as some 'class' templates. Maybe I'll put them up, too.
  23. 'White' and 'Black' Summoning? Sounds like an interesting idea....
  24. Er, my goal is not to emulate what has been done, but create something new, yet maintaining many of the elements that make up the FF 'worlds'. At this stage, I'm merely setting up the ground rules, much like Square does when it creates a new FF game.
  25. I mostly want to base it around some of the framework set by FF Tactics, in that Summoning is a profession, just like Wizards and Priests are a profession. Thematically, it's a lot like FF VI or FF IX. I would like to keep out a lot of the sci-fantasy stuff and limit the access to things like guns (unless the theme of the character revolved around guns).
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