Jump to content

Kraven Kor

HERO Member
  • Posts

    1,761
  • Joined

  • Last visited

Posts posted by Kraven Kor

  1. Yeah, I'd go with Clairsentience linked to Mindscan. This would have the effect that a powerful mentalist type would be able to resist being used as a clairsentience point. (by simply being too hard to "hit" with a mind scan. To create the effect of the subject not knowing they are being ridden you could buy Invisible Power Effects for the Mind Scan as a Naked Advantage with a limitation of "only successful with a competitive ego roll" or similar.

     

    You might also want to limit the Clarisentience with something like "blocked by target's mental defence" or "target's mental defence creates static in the picture." Something like that, I'm just riffing now.

     

    Eh, if the Clairsentience is linked to the mind link, this is automatic - if the mind scan fails, the clairsentience fails.  

     

    However, Mind Link can only be used, it seems, on a willing target - I don't even see the option to make it an attack.  So I think this would be telepathy + clairsentience, with the CS having the "Only through the Senses of Another" option rather than the mobile perception point (the perception point is the mind-linked character.)

  2. 6e2 pg 120 One Hit Wonders:

    Gamemasters using this option don’t worry about the exact STUN and BODY a minor enemy has — they simply decide how many hits it takes to kill him. The weakest are one-hit wonders: a single successful Attack Roll against them kills them. Stronger foes require more, or better, hits. For example, a two-hit foe takes two successful Attack Rolls to kill, or only a single Attack Roll that’s made by 2 or more; a three-hit foe needs three hits, or one hit made by 3 or more; and so on. To disguise what he’s doing, the GM should still have the players roll damage dice; if a character gets an especially good roll, the GM may treat that as the equivalent of having made the Attack Roll by 1 or 2 points more.

     

    It's been a part of the official rules forever. Mostly used in LARGE combats where you really don't want to be dealing with 20+ minions.

     

    I don't think it made into Champions Complete :(  Perhaps if they do a Fantasy Hero Complete it will appear there.

     

    In campaigns using Hit Locations and wounding and such, this is even more of a go-to option since any real BODY damage would likely take someone out of the fight anyways, and the more actors involved the more tracking there is of wounds and the like if you don't.

  3. Well, I my first HERO character, for a humorous one-shot, earned his powers be taking entirely too much LSD and becoming "Acid Boy" - who was basically tripping so hard that his hallucinations were (usually) real.  Cosmic Power Pool, with an EGO roll activation on all slots :D

  4. Well if the Fantasy World is more low magic and has more science behind it. Then you might then need to come up with something different for the subterranean races. Perhaps the 'Light source" comes from a special moss or mold that grows underground and emits some light wavelength that specific races have the ability to see. Handwavium can be a strong thing to use esp for something somewhat minor like a "see in the dark" vision ability.

     

    And I use ample amounts of handwavium where I wish to; as can / should any GM.  

     

    If you want any kind of scientific plausibility, you look to the real world.  Most real underground creatures are blind, or at best can tell light from dark.  They rely on delicate antennae which detect movements in the air currents, or on chemical senses to track their prey, or sonar like bats.  Some literally just blunder around in the dark and feel their way around.  

     

    There are some underground habitats with bio-luminescent flora or fauna and these are some of the strangest and most wonderfully weird places on Earth - like the one cave where these inch-worm things hang glowing globs of glue from the ceiling to lure and entrap bugs.  Or caves where the entire life cycle revolves around giant piles of bat guano - creatures living in, on, and above the pile not seen anywhere else on the planet.

     

    One of my favorite CRPG's, the Exiles or "Avernum" series, had the huge underground chambers lit by glowing fungus.

  5. Pretty sure she was referring to the D&D settings.

     

    I understand that, was merely responding with why I can't go with that answer for my own purposes.

     

    On a side note, I remember the old "no absolutes" commentary in regards to things like Magic Missile always hitting or "real invulnerability" where something simply cannot be damaged, and find this kind of one of those odd little exceptions to everything in HERO playing so nicely together in my mind :D

  6. When you have provable God and Goddesses running around creating all of the Sentient Species, you can just toss Evolution out the window.

     

    That's just it.

     

    I don't.

     

    On Lostorum, people believe what they will and that belief can even grant them great magical power, to the point such a believer can make others believe through the manifestation of that power; but, ultimately, "proving" God's existence on Lostorum is as nebulous a concept as it is here.  

     

    Those of faith believe "The Veil" (the southern aurorae) separates the land of the Gods ("The World That Was") from the land of the Mortals ("The World That Is.")  The Gods and Mortals were divided from each other long ago, and mortals pass to the other side of the veil when they die.  But the Gods cannot and do not walk the lands; you can't summon angels or demons (merely shadowy "projections" of them which are easily written off as illusions or hallucinations.)

     

    So evolution is not out the Window on Lostorum, and in fact Lostorum's Darwin is just now writing Lostorum's version of The Origin of Species, Lostorum being in the midst of the railroad boom.  The "missing link" problem will be massive, though, as humans do not have a common ancestor in Lostorum's fossil record.  Many theories exist concerning why that is - from "%deity% created us" to "humans came to Lostorum from another planet" (the latter being derided by the former, naturally.)

  7. Wouldn't it be similar as creating a automaton with limitations that reflect the human or alien side that is still living?

     

    Not really.

     

    I mean, you could build a character with Automaton powers, sure; but most people would not recommend it and most GM's won't allow it.

     

    Look at some of our cinematic or literary "cyborgs" to base things off of:

     

    Does a "cyborg" bleed?  Can it be stunned, or knocked out?  Is it a human mind with cybernetic gizmos, or wholly a computer mind?  Good questions to ask, but for the sake of gameplay, you probably want your Cyborg PC to not be an automaton due to the necessity of using killing attacks to even inconvenience said character.  In other words, using some of the automaton stuff for a PC cyborg is likely going to have unforeseen consequences, and not just for the person playing the cyborg.

  8. Just keep in mind that making your non-Jedi characters "match up to" the Jedi characters does deflate the sails of the Jedi a bit.

     

    At the same time, Han Solo and Boba Fett were just as bad-ass as a Jedi; just in their own light.

     

    Don't worry about non-Jedi going toe-to-toe with Jedi; just ensure that the non-Jedi aren't going to be completely overshadowed by the Jedi. 

     

    This actually makes Star Wars a rare RPG genre where "splitting the party" actually works - Old Ben goes to shut off the generators, the rest of the party frees the princess :D

  9. The thread for my Cybernetic Super-Soldier "Hardcase" might have some useful info; maybe?  :D

     

    http://www.herogames.com/forums/topic/88024-critique-a-character-hardcase-cyborg-super-soldier/

     

    Basically, Cybernetics don't end up with much in the way of limitations, is the final verdict.  Your GM may or may not allow some of the things I did on this character; but Hardcase is very similar to Street Samurai, just at the super-heroic level.  

     

    A cyberpunk street sam would probably have far lower strength, defenses, and none of the built in energy weapons.  

  10. Why get hung up on what it's called when the rulebook spells out what it does? "The character can see in total darkness..."

     

    Because then it goes on to say it doesn't work in "Darkness" (the power) and that it is built / toolkitted as "+4 Penalty Skill Levels vs. Darkness Penalty on Normal Sight."

     

    Again, this is already settled, for me, by Steve Powers saying typical fantasy "Darkvision" can be done just using "Nightvision."

     

    I have already determined I will simply add a -1/4 limitation to Nightvision on my racial packages to reflect this confusion and my intent to have these species with "realistic nightvision" and not "fantasy darkvision."

  11. Well I have found teenagers learn the rules faster and are less intimidated by changes.

    My nephew and his friends have been allowed to play with us since they turned 16 (now 18+) and they are easy more opened minded than people my own age (35).

     

    Indeed.

     

    Many gamers are also always most fond of the first game system / edition they played, even if they do admit and understand its faults.

  12. Hmmm I wonder where I get that Spacial Awareness is a 32point power... Could it be that I opened a rule book? Would you like page numbers so you can see that I didn't pull that number out of my ample tush?

     

    Since we are talking about Magical Races. Perhaps what People with Darkvision see a certain kind of Magical emanation that everything gives off, Perhaps it just fracking works because it's "Magic". This is Fantasy and not Sci Fi not everything needs to have a scientific explanation as to WHY it works. Besides the rules for Passive vs Active are there more for whether there is something for a detect to perceive when the sight is working. Radar and active Sonar, vs Passive Solar and Passive IR vision.

     

    Well, sure, but again I'm running "SteamPunk Fantasy" and *do want* a bit of science-y stuff.

     

    Also, determining *how* something works can inform one on *how to build it in HERO* and what strengths or weaknesses it might have.

     

    I also question if "See in total darkness" was the intent, or a misstatement, given that we know that "Nightvision" is "Penalty Skill Levels vs. Darkness Penalties on Normal Sight."  I, at least, can see the reasoning behind both lines of thinking, and really don't think the book is as clear as we would like, even given Steve's response I linked earlier.

  13. But again; if you want to "Destroy a Focus;" build a killing attack, not a dispel.

     

    Dispel "turns a power off until it can be re-activated."  That's it.  It does not, and should not be used for, actual destruction of a focus or as the basis of any permanent effect.  (Naturally, just my take on it.)

     

    This is why it is only 3 points per d6 and instant, instead of being built like a Drain with point return / fade rate.

×
×
  • Create New...