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cndblank

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Everything posted by cndblank

  1. Re: Question: Differences between Dark Champs 4th and 5th? Which I have and with Hero Designer I can crank out the creatures and NPC needed for a SR Hero session with a few mouse clicks! Hero Designer makes GMing SOOOOOO much easier. BTW, Dark Champions Rocks!
  2. Re: Question: Differences between Dark Champs 4th and 5th? Thanks! It is amazing what he has there. I'm play testing in a SR Hero group now. This one will be on Hero Designer. I see no one has yet done any of the SR critters for Hero. Hmmmm.
  3. Re: Question: Differences between Dark Champs 4th and 5th? With Dark Champions out, I see Shadowrun Hero in my future. Thanks for a great book.
  4. Re: Dark Champions Character Pack now in Online Store Well no guns in the Dark Champions Character Pack is a major turn off. It is like having Fantasy Hero with no weapons or magic. However they really need to do Heroic Equipment in a more user friendly format. I really don't need to see the set of rifle limitations repeated again and again. Better would be a simple one line with the damage, the OCV and RMOD, the Str Min, the magazine size, and the price. Something you could stack together on a character sheet and form a weapons chart for the character. I don't understand why they don't have some fans do them for some free product.
  5. Re: FH Prefabs: Armor,Weapons,Gear etc. Thanks!
  6. Re: Developing Shadowrun Hero, could use some input! This is just a suggestion, but I think to keep the flavor of Shadowrun Magic, Spells should be automatic with the effects of a missed RSR roll coming afterward in the severity of the Drain. I'd like to throw this up and see what you think. What I mean is that Spells nearly always happened in Shadowrun. So put the skill roll and the Side Effect after the spell takes effect. If the spell Magic roll (Skill - active/10) is missed then the Drain Side Effect table is used. The more you miss the roll by the more serious the Drain Side Effect becomes. Of course the Drain should be linked to the active being cast. Perhaps 1 DC per 20 active. It is simple so all the spellcaster PCs will quickly have it memorized. Plus none of this has to be done until after the effect of the spell has be resolved. So the Mage attacks, He rolls to hit, and the GM deals out the results and goes on to the next PC/NPC. The player can then see what price his character pays for pushing his body! Drain Side Effect Table Missed by: Effect 1-2 Lose 1d6 End (Light Drain) 3-4 Take 1d6 NND (Medium Drain) 5-6 Take 1d6 NND that Does Body (Serious Drain) 7-8 Take 1 DC KA NND (Deadly Drain) 9+ Take 2 DC KA NND Drain is equal in DCs to the Active/20 so a 60 active spell missed by 1 cost 3d6 Extra End Note that End lost to a drain will not take the character below zero End. Now the caster knows he can get the spell off, but doesn't know how well he will be when it is all said and done. That was where it was exciting to be a Spellcaster in Shadowrun. Obviously we need to play with: How many levels you can have with your Magic skill (perhaps equal to your magic stat/Essence) (but Fetishes can help) What happens when you are casting an Active over your Essence times 10) (perhaps you start down the chart one level per increment of Active over your Essence time 10. So if you a Burnout Mage with only have 2 Essence left and you cast a spell between 21 and 40 missing a roll by 1-2 does Medium Drain (2d6 NND). Cast one at 41 to 60 and miss the roll by 1-2 and you are at Serious Drain at 3d6 NND Does Body! At 3-4 you are taking Deadly Drain at 1d6 NND KA! If you go off the chart at 5+ then you take 2d6 NND KA!
  7. How would you create a Transform Computer that could be used with Mindscan (Hacker is logging on through the net (Mindscan) and then releases a virus to rewrite the Computer). I thought a BOECV advantage would allow it, but since BOECV isn't completely a mental power.... Or how would you make Transform a mental power? Thanks!
  8. Re: Developing Shadowrun Hero, could use some input! I'll second that. Thanks to you both!
  9. Spirits against Mundanes Very impressive. As I remember Firearms were not that effective against spirits but HTH attacks were because the attackers' Will could be focused against the spirit. I might suggest changing the Resistant Defense to against Ranged attacks only. That way a mudane could hurt a Spirit but it would take a while with the Damage Reduction. All the while the Spirit is chomping on the attacker. Not pretty but possiblely survivable. As it is now these things are unstopable by Mundanes.
  10. A query about Demonologist from the Arcane Adversaries playtest. His End Reserve has a limit Only For Spells And Magic Effects -1/4. That seems a valid limitation, but it was pointed out to me that only powers that are defined to use the End Reserve can use it. How does this limitation actually limit him if only his spells and magic items could use the End in the first place? I was thinking that maybe he was giving up the ability to use his End Reserve to power his running or for STR. Thanks and keep up the good work!
  11. Actually I posted more so that it could be added to the FH Errata. Thanks
  12. I got FH and I'm very impressed. I did notice that on page 218 under Sample Units while Knights, afoot is listed, no Knights, mounted is listed. At first I thought that the Heavy Cavalry were Knights by any other name, but the OCV, Dex, DCV, and Def are different. I've posted here before and then found the answers so I did a quick check of the FH Errata and a search of the boards and no answer. So what are the stats for Knights mounted? Thanks and keep up the good work.
  13. Rifts Seconary Vampire Note: While not immune to normal attacks, He is able to ignore most of them. Any suggestions appreciated. Name: Rifts Vampire (Secondary) Val Char Cost 25 STR 20 18 DEX 24 18 CON 16 10/25 BODY 0 13 INT 3 14 EGO 8 15 PRE 5 14 COM 2 10 PD 7 10 ED 8 4 SPD 12 9 REC 0 36 END 0 47 STUN 0 Characteristic Rolls: STR: 14-, DEX: 13-, CON: 13-, INT: 12-, EGO: 12-, PER: 12- Run: 6/7", Swim: 2", Jump: 5", Lift: 800kg Cost Powers END/Roll 168 Vampire Powers (20) Regeneration (4 BODY/Turn); Regenerate: Standard, +0; Not against Wood, Sunlight, Running Water, Holy Items, Silver, and Fire (while Staked): -1 (5) Regeneration (1 BODY/hour); Regenerate: Standard, +0; May Not Regenerate if in Sun or Staked: -¼ (30) Damage Reduction (Physical, 75% Resistant); Not against Wood, Sunlight, Running Water, Holy Items, Silver, and Fire (while Staked): -1 (15) Damage Reduction (Energy, 50% Resistant); Not against Wood, Sunlight, Running Water, Holy Items, Silver, and Fire (while Staked): -1 (2) Damage Resistance (5 PD/5 ED); Not against Wood, Sunlight, Running Water, Holy Items, Silver, and Fire (while Staked): -1 (3) Immune to Aging (10) Need Not Breathe (15) Doesn't Bleed (20) +15 BODY; Not against stake in heart, having head severed, or another Vampire.: -½ (7) Mind Link (thralls/his own Vampires); Minds: Related Group, +10; Number of Minds: 1, +0; Distance: Single Planet, +0; Dimension: Current, +0; Link with: Anyone, +0; Limited to Summoning Mostly: -½ (7) +15 PRE; Offense Only (Horror): -1 (10) 1d6 Bite: Killing Attack (HTH) (Total 2d6); Range: 0; No Knockback: -¼; Restrainable: -¼ 1 (10) Sense Blood (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5 (5) Ultraviolet Vision (2) Running (+1", 7", NC: 14"); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 3 1 (7) Multiform: Bat/Mist/Wolf; Form: Second, ×2; Works only Out of Sunlight: -½ Bat: Sonar, - 4 Per, +4 DCV, +6KB, and Flight 15" Wolf: Running 14" +1 Spd Mist: Desoldification (may not pass through solid objects) only 3" run 37 Vampire Powers: Multipower (37-pt reserve) More powerful Vampires will have 8, 10 or even 12d6 Mental Powers u-3 6d6 Hypnotic Gaze: Mind Control; Communication: Telepathic, +¼; Requires eye contact unless his own Thrall/Vampire: -¼ 4 u-3 6d6 Mind Scan; Attack Roll Bonus: 3, 6; Number of Minds: 100,000; Only against his own Thrall/Vampire: -½ 4 u-4 2d6 Transform Thall/Vampire (Major, Limited Class); Range: 185 4 u-2 6d6 Telepathy; Only against his own Thrall/ or a Vampire: -½ 3 u-2 Mental Defense (38 pts); Add to Total; Not against his own Sire and Elders or Ego Attacks/'Mental Illusions: -½ u-3 MV Fog: Darkness (Normal Sight, 3" radius); Range: 150 3 u-4 MV: Summon Vermin (1 0-point creatures); Range: 0; Summon: Limited Group, +¼ 4 Cost Skills, Talents, Perks Roll 3 Stealth 13- 1 Area Knowledge 8- 2 Professional Skill 11- 6 +2 level w/Bite: 3 Maneuvers 150+ Disadvantages 10 Distinctive Features Red Eyes when using Powers/Hungry/Enraged; Concealability: Easily, 5; Reaction: Always noticed & major reaction, +5 10 Distinctive Features: Low Body Heat; Concealability: Easily, 5; Reaction: Always noticed & major reaction, +5 25 Hunted by Vampire Hunters (14-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 5 Watched by Elders (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Limited, -5; Only Watching: ×½; Punishment: Harsh, 0 10 Phys. Lim. cannot enter a human home without an invitation (Infrequently, Greatly) 10 Phys. Lim. Cannot cross running water even by flight (must use bridge) (Infrequently, Greatly) 20 Phys. Lim. Frozen if Staked in Heart (Frequently, Fully) 10 Susceptibility to holy items (1d6 STUN/Turn); Condition: Uncommon, +5 35 Susceptibility: to sunlight (3d6 STUN/Phase); Condition: Very Common, +15 10 Vulnerability Mind Powers of Sires (2× STUN); Attack: Uncommon, +5 15 Overconfidence/Evil Predator (Very Common, Moderate) 10 Disdainful of Technology (Uncommon, Strong) 8 Enraged if very Hungry (14-, 14-); Circumstances: Uncommon, +5 10 Reputation Vampire (8-, Extreme) OCV: 6; DCV: 6; ECV: 5; Mental Def.: 38; Phases: 3, 6, 9, 12 PD/rPD: 10/5; ED/rED: 10/5 Costs: Char.: 105 Disad.: 188 Powers: + 235 Base: + 150 Total: = 340 Total: = 338 Background: Wild Vampire: Total drop Presence by 5, Drop Int by 5, Ego by 3, Com by 3 and increase speed by 1, increase Running to 9", and increase Offensive PRE by 10. Also remove no knock back from Bite (now has claws) Master Vampire: Increase Strength by 10, Con by 5, Dex by 5, PD by 5, ED by 5, Speed by 2, Multipower by 25 and Bite levels by 4
  14. Secondary Vampire for Rifts Note: While not immune to normal attacks, He is able to ignore most of them. Any suggestions appreciated. Name: Rifts Vampire (Secondary) Val Char Cost 25 STR 20 18 DEX 24 18 CON 16 10/25 BODY 0 13 INT 3 14 EGO 8 15 PRE 5 14 COM 2 10 PD 7 10 ED 8 4 SPD 12 9 REC 0 36 END 0 47 STUN 0 Characteristic Rolls: STR: 14-, DEX: 13-, CON: 13-, INT: 12-, EGO: 12-, PER: 12- Run: 6/7", Swim: 2", Jump: 5", Lift: 800kg Cost Powers END/Roll 168 Vampire Powers (20) Regeneration (4 BODY/Turn); Regenerate: Standard, +0; Not against Wood, Sunlight, Running Water, Holy Items, Silver, and Fire (while Staked): -1 (5) Regeneration (1 BODY/hour); Regenerate: Standard, +0; May Not Regenerate if in Sun or Staked: -¼ (30) Damage Reduction (Physical, 75% Resistant); Not against Wood, Sunlight, Running Water, Holy Items, Silver, and Fire (while Staked): -1 (15) Damage Reduction (Energy, 50% Resistant); Not against Wood, Sunlight, Running Water, Holy Items, Silver, and Fire (while Staked): -1 (2) Damage Resistance (5 PD/5 ED); Not against Wood, Sunlight, Running Water, Holy Items, Silver, and Fire (while Staked): -1 (3) Immune to Aging (10) Need Not Breathe (15) Doesn't Bleed (20) +15 BODY; Not against stake in heart, having head severed, or another Vampire.: -½ (7) Mind Link (thralls/his own Vampires); Minds: Related Group, +10; Number of Minds: 1, +0; Distance: Single Planet, +0; Dimension: Current, +0; Link with: Anyone, +0; Limited to Summoning Mostly: -½ (7) +15 PRE; Offense Only (Horror): -1 (10) 1d6 Bite: Killing Attack (HTH) (Total 2d6); Range: 0; No Knockback: -¼; Restrainable: -¼ 1 (10) Sense Blood (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5 (5) Ultraviolet Vision (2) Running (+1", 7", NC: 14"); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 3 1 (7) Multiform: Bat/Mist/Wolf; Form: Second, ×2; Works only Out of Sunlight: -½ Bat: Sonar, - 4 Per, +4 DCV, +6KB, and Flight 15" Wolf: Running 14" +1 Spd Mist: Desoldification (may not pass through solid objects) only 3" run 37 Vampire Powers: Multipower (37-pt reserve) More powerful Vampires will have 8, 10 or even 12d6 Mental Powers u-3 6d6 Hypnotic Gaze: Mind Control; Communication: Telepathic, +¼; Requires eye contact unless his own Thrall/Vampire: -¼ 4 u-3 6d6 Mind Scan; Attack Roll Bonus: 3, 6; Number of Minds: 100,000; Only against his own Thrall/Vampire: -½ 4 u-4 2d6 Transform Thall/Vampire (Major, Limited Class); Range: 185 4 u-2 6d6 Telepathy; Only against his own Thrall/ or a Vampire: -½ 3 u-2 Mental Defense (38 pts); Add to Total; Not against his own Sire and Elders or Ego Attacks/'Mental Illusions: -½ u-3 MV Fog: Darkness (Normal Sight, 3" radius); Range: 150 3 u-4 MV: Summon Vermin (1 0-point creatures); Range: 0; Summon: Limited Group, +¼ 4 Cost Skills, Talents, Perks Roll 3 Stealth 13- 1 Area Knowledge 8- 2 Professional Skill 11- 6 +2 level w/Bite: 3 Maneuvers 150+ Disadvantages 10 Distinctive Features Red Eyes when using Powers/Hungry/Enraged; Concealability: Easily, 5; Reaction: Always noticed & major reaction, +5 10 Distinctive Features: Low Body Heat; Concealability: Easily, 5; Reaction: Always noticed & major reaction, +5 25 Hunted by Vampire Hunters (14-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 5 Watched by Elders (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Limited, -5; Only Watching: ×½; Punishment: Harsh, 0 10 Phys. Lim. cannot enter a human home without an invitation (Infrequently, Greatly) 10 Phys. Lim. Cannot cross running water even by flight (must use bridge) (Infrequently, Greatly) 20 Phys. Lim. Frozen if Staked in Heart (Frequently, Fully) 10 Susceptibility to holy items (1d6 STUN/Turn); Condition: Uncommon, +5 35 Susceptibility: to sunlight (3d6 STUN/Phase); Condition: Very Common, +15 10 Vulnerability Mind Powers of Sires (2× STUN); Attack: Uncommon, +5 15 Overconfidence/Evil Predator (Very Common, Moderate) 10 Disdainful of Technology (Uncommon, Strong) 8 Enraged if very Hungry (14-, 14-); Circumstances: Uncommon, +5 10 Reputation Vampire (8-, Extreme) OCV: 6; DCV: 6; ECV: 5; Mental Def.: 38; Phases: 3, 6, 9, 12 PD/rPD: 10/5; ED/rED: 10/5 Costs: Char.: 105 Disad.: 188 Powers: + 235 Base: + 150 Total: = 340 Total: = 338 Background: Wild Vampire: Total drop Presence by 5, Drop Int by 5, Ego by 3, Com by 3 and increase speed by 1, increase Running to 9", and increase Offensive PRE by 10. Also remove no knock back from Bite (now has claws) Master Vampire: Increase Strength by 10, Con by 5, Dex by 5, PD by 5, ED by 5, Speed by 2, Multipower by 25 and Bite levels by 4
  15. Rifts/Hero So has have the Rifts/Hero games been going?
  16. I was reading the FAQ for Powers. In one it says: Q: If a Force Wall covers up to three hex sides per inch, does that mean the minimum size Force Wall needed to form a connecting “dome†or “bubble†is 2â€? A: Yes. In another it says: Q: If a character has a Force Wall that has no increased size (i.e., it covers 1â€), can he still use it to englobe a single target? A: Yes, provided the target is human-sized or smaller. So to create a Self Only FW you only need the base 1" of FW to completely enclose yourself inside the FW? Thanks
  17. Can you take a normal Darkness and center it on someone? Then the Darkness will follow where the target goes. Like a silence spell on a Magic User. I assume you have to hit them at their normal DCV. What if the Darkness is no range assuming you are able to touch them? Thanks
  18. After doing an complete search of the boards, I'm just going to post a question to you on it. If you cast multiple Suppress at the same target are they cumlative? Do you have to pay endurance to keep each one active? Do you just get to keep your best roll? Is there an max like 4d6 means a max of 24 points of Suppression. Example: Dr Magus throws Spell Bindings 4d6 Suppress vs all Magic. He rolls an 18. Can he then throw it again to Suppress more assuming he keeps paying the end on the first one? Next phase, He hits and rolls an 19 on his 4d6 of Suppress. Is he suppressing 19 points of Magic for 6 End or 37 points for 12 End? Or is it 37 for 6 End? What if your Suppress is Continuous? How do you handle Endurance for it? Thanks Steve!
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