Jump to content

iena

HERO Member
  • Posts

    38
  • Joined

  • Last visited

Everything posted by iena

  1. Thanks to you all guys, for your contributions and support but my party has senteced... We will try with Mutants and masterminds... It's a D20 system based quite easy to learn... I'm sorry for this but my dream is over...
  2. Hello everybody, I'm an italian fan of Hero System and since years I'm trying to introduce the system in my rpg party but without success... a part the barrier of the language (I'm the official translator of the party) the main problem still remain the speed chart. My friends can't accept the complexity of this approach (even if I understand it's the best one)... and I was wondering if a well balanced alternative exists. Have you ever applied a different approach? Looking forward to read about your experience.
  3. @Ninja-Bearwith my party we use the core rules handbook (1 and 2) plus Hero System martial arts. No advanced player guides because my friends don't want to further increase the complexity
  4. Hi Everybody, I'm happy to see the topic I have proposed is stimulating an interesting conversation. To be honest I don't have problem in building the gunting with an approach different than the classic maneuver. A maneuver would have been good because of his semplicity but even a "power like" approach would be ok for me. What is important to me is to keep everything within the limits of 6th edition rules.
  5. Many thanks for your replies. Follow this link to see what i mean with gunting:
  6. Hi to all, I would like to build (if possible) a manuver to simulate what in escrima we call gunting (scissors, basically)it is a special block (so it should have the feature "abort") combined whit a movement (like a scissors) of the "other hand" aimed to hit the arm of the opponent and to damage it. Is there in your opinion a legal way to introduce it in the hero system 6th. To be noted that an exemple of this manuver can be found in third season of Cobra kai... It is the technique that chozen teaches to Daniel Larusso to defeat Krees.
  7. Is it a matter of balance only or is there something related the fight management as well?
  8. Dears, I hope this is the right place for this kind of question. One premise: I don't want to put in discussion the effectiveness of the design of the 6th edition but just to know your preferences or your approach. In the creation of a character "martial artist" do you prefer to buy the classic martial maneuvers or do you prefer generate the maneuvers with a power framework? I'm asking this because, from a certain point of view, the martial arts as they are conceived (maneuvers that can cost 4-5 CP) seem something "separated" or not well integrated with the rest of the core rules... In your opinion which is the most satisfying approach? Thanks in advance
  9. Dears, I’m looking for some support because I’m going to start a really titanic did (at least to me): I’m going to create starting from zero a complete fantasy setting using the 6th edition of Hero System… Furthermore, I have to involve my current RPG party that don’t speak English at all and explain all the rules… Anyway, my main doubt is about the magic system. I know that “Fantasy Hero” handbook proposes a lot of different magic systems but you have to understand that I don’t have time to test the system…Once I have implemented it, I must to be sure that it works and, most important, that it is balanced. The only magic system I know very well is the one of D&D (3rd or 5th edition). In this system the wizards have two important limitations: 1) the power level of the spell based on the character level 2) the number of spells castable per day. In the magic systems presented in the handbook “Fantasy Hero” these limitations seem not be implemented (at least in my opinion). The mandatory roll on the skill “Power: Magic” seems not to be enough… If during the character creation the player put a lot of CP in this skill the result could be that the wizard could cast one single but very powerful spell (and this can be really unbalancing). Do you have introduced some house rule to limit the CP expendable for the skill “power: Magic”?? Second point: how to limit the spells per day?? Even if a spell can cost Endurance, the recovery phase would virtually allow the wizard to cast an infinite number of spells per day. Is this acceptable for you? I repeat once again, my only reference is the D&D where, with the exclusion of the cantrips, an infinite number of spells would be a nightmare. Thanks for your help and please excuse me for my poor English.
  10. Hi Everybody, I'm going to revamp this topic (Started by me, by the way) in order to ask you for some suggestion (especially from the rules point of view) for the building of a multipower. The multipower is going to contain a set of defensive powers to simulate the most mysterious defensive positions of a lethal martial art style. 1) Could I apply the "trigger" advantage to all the slots of the multipower? If yes, could the trigger condition be something like "The character aborts to block"? 2) Could the slots of this multipower be built as a compound power? Something like +6rPD/+6rED plus ​Knockback resistance, for instance. 3) The limitation "costs endurance to activate" could be applied for slot like one mentioned above? The resistant protection usually doesn't cost endurance, Am I right? 3) The resistant protection deriving from this multipower would stack with the one garanteed by other sources (like Combat Luck, for instance)? Thanks in advance for your support.
  11. Hi everybody, is quite strange but in the forums I was not able to find a build of Deadpool. Let's say that the task is in general not so hard but I would like a suggestion about a particular power I would like to build. As you know, Deadpool is the "mercenary with a mouth" and I'm trying to build a power to simulate this incredible attitude in saying bull***t to distract and confusing the opponents especially during a combat. It should be something that requires a roll in oratory or persuasion to work... But the effects much more powerful (Deadpool could daze and confuse even Thanos)... Some suggestion?
  12. Hi Everybody, In this period I'm trying to recreate with the Hero System a post nuclear-holocaust ambietation centered on the most esotic and lethal martial art. I don't know if in the USA this character is a as famous as in Europe and, most important, in Japan (the country he comes from): Hokuto No Ken. The manga is known with several different name as Ken, the warrior, the fist of the north star and others... The sacred school of Hokuto Shinken is the most powerful and lethal martial art ever seen (the style born 1800 years ago with the aim of defending the chinese emperor): the style allows the hokuto master to make the opponents explode by pressing particular pressure points on the body called "tsubo". The effects I can obtain with the pressure points are a lot: explosion, mental control, control of the body and others. How would it be possible to creat powers that match this description?. Let's focus on the mortal strikes that make the opponents explode... Should they be HTH killing attack on AVAD? In this case the alternative defense would be very rare... something "having an anathomy different that the human one". What do you think about it? Thanks.
  13. Hello everybody, in this thread I would like to collect suggestions, recommendations, opinions about martial art characters building, martial arts systems and so on. Let's start with a short introduction to the topic I would like to discuss first.In my personal opinion the martial arts approach in hero system 6th is not fully satisfying... It seems to be a "separate part" not totally matching the philosophy of the system. I have recently built a couple of 500pts. Characters and in both cases I had preferred a multipower approach to build the martial arts style instead of using the martial maneuvers...this because the killing attacks powers can be much more effective. What about you? Which is your favorite approach?
  14. BoloOfEarth, massey, bigdamnhero, ​Thanks a lot for your suggestions... I will share this with the friend I have to support.... It's funny but, as in my party game I'm the only one speaking a bit of English, I'm considered the expert of the rules... there's nothing farest from the truth... I'll do my best...
  15. Hi guys, as usual thanks everybody for your so complete answers. Now I can understand the difference between the two editions... But let me say that they are not so little... To build the same vvp in the 6th edition implies much more CP or quite weaker powers... My friend won't be really happy...
  16. Hello everybody, I'm trying to support a member of my game party in building a ~ 520 point Spiderman version. I have found in the web a 5th edition version of the web shooters build as VVP: 111 Webslinging Variable Power Pool, 90 base + 21 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (180 Active Points); Limited Class Of Powers Available (Webbing; -1), Restrainable (-1/2), Visible (Webbing; -1/4), IIF (Two independently useable web shooters; -1/4), Real Weapon (-1/4); all slots OAF (Web Line; -1) 1) Webswinging. Swinging 35", x4 Noncombat, Usable As Gliding (Car Surfing, sliding down surfaces or along lines, etc.; +1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); OAF (Web Line; -1) Real Cost: 30 2) Web Line. Stretching 12", Reduced Endurance (0 END; +1/2) (90 Active Points); OAF Unbreakable (-1), Always Direct (-1/4), Range Modifier Applies (-1/4), Limited Power (No damage from striking or squeezing; -1/4) Real Cost: 33 3) Web Bonds. Entangle 5d6, 5 DEF, Takes No Damage From Attacks Limited Group (+1/4), Reduced Endurance (0 END; +1/2) (87 Active Points); Set Effect (Hands Only/Feet Only) (-1), OAF (Web Line; -1), Limited Range (80"; -1/4), Limited Power (Only lasts 1 hour; -1/4) Real Cost: 25 4) Web Snare. Entangle 3d6, 5 DEF, Takes No Damage From Attacks (+1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Trigger can expire (it has a time limit), Character does not control activation of personal Trigger; Web entraps any who happen into it unknowingly; +1/2), Reduced Endurance (0 END; +1/2) (90 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), OAF (Web Line; -1), Limited Range (80"; -1/4), Limited Power (Only lasts 1 hour; -1/4) Real Cost: 26 5) Web Blind Fold. Sight Group Flash 7d6, Reduced Endurance (0 END; +1/2), Continuous (+1) (87 Active Points); OAF (Web Line; -1), Beam (-1/4), Does Not Work Against Desolidified Characters (-1/4), Limited Power (Only lasts one hour; -1/4), Limited Power (Can be removed from non-stick surface; -1/4) Real Cost: 29 6) Web Parachute. Gliding 12" (12 Active Points); OAF (Web Line; -1), Gestures, Requires Gestures throughout (-1/2) Real Cost: 5 7) Add More Webbing. Aid 2 1/2d6, Can Add Maximum Of 45 Points, any Web power one at a time (+1/4), Continuous (+1) (90 Active Points); OAF (Web Line; -1), Gestures, Requires Gestures throughout (-1/2), Limited Power (Only Lasts One Hour; -1/4) Real Cost: 33 Well, the problem here is that when I try to put this VVP in the Hero Design I can't match completely all the limitations... especially the ones listed for the VVP. How is it possible to have a "double" focus limitation IIF and OAF... ? And again, in the current version of the Hero Design I can't find the limitation "limited class of powers"... and what about the limitation "visible"... Could you suggest the corrections to adapt this VVP for the 6th edition?? Thanks in advance.
  17. Hi to All, I kindly ask you for your support for the building of a Powered Armor hero. I have to insert the character in an already started campaign so the total available CPs are 460, not just 400. Well, my intention is to build a balanced PG... You know, with a powered armor is quite easy to abuse of the rules...The OIF limitation could be a blessing. To understand how to start I have taken my inspiration from the Iron Man build you can find at this link: http://surbrook.devermore.net/adaptationscomic/marvel/ironman.html The character here is built with much more CP but I would have some question about the concept and about some rules used: First all, for this Iron man version there's not an endurance reserve (basically the battery of the armor)... How is it possible?? May be the armor uses the character END...I don't understand... Second, what do you think about the omni-present limitation UNIFIED POWER?? It represents a further save of CP... Is it counterbalanced during the game by a real problem/issue or is it just a free source of CP?? In the attached pdf file you can find a first build... feel free of commenting, changing everything you want... Please Have a look if from the rules point of everything is ok. Thanks in advance for your support John Ewing III (Powered Armor).pdf John Ewing III.hdc
  18. Dears, I'm very happy of this warm participation to this discussion... The forum is so...Alive and kicking!!!! Coming back to my initial speech... I said that the Hero System seems, in my humble opinion, not so suitable for heroic setting... well, I should have chosen some more appropriate words to make me understand. Virtually with the Hero System it's possible to create and manage any kind of setting but sometime this is not so immediate... Reading the "fantasy Hero Complete" I was a bit surprised of finding a lot of interesting option to manage the magic system and wizards and so few examples and options for the other type of characters... Why my "double blade multipower" seemed so original and nothing similar can be found in the handbook... Well, imho, the answer is that the creation of such kind of multipower is really complicated if you want to keep it a bit flexible... And in fact the best suggestion was to use a naked advantage applied to a multipower and bla bla bla... obtaining at the end something very borderline with the official rules... In D&D, if my warrior knows a maneuver... I can use it with every weapon I'm familiar with... and full stop... but the draw back is that very often the d&d system is not so balanced as Hero System is... It's always matter of finding the right compromise between complexity of the system and fun during the session. For the moment I'm doing all the work with my party... I listen to my party (what kind of characters they want, what the characters are able to do etc etc) and I try to translate everything in terms of rules... They only get the final product.... without any calculation in the between... As usual, sorry for my poor english.
  19. bigdamnhero you have been great!!! You have been really clear, much more clear than the handbook (Steve Long, please forgive me!!)... This is a important step forward for my setting. Please don't misunderstand me, Hero System is great but my feeling is that the system is great for the superheroes campaign but less effective if applied to other settings...
  20. I'm very sorry but I'm too newbie with the hero system to understand the explanation above... without some other clarification. I've tried to understand the speech about the naked advantage but honestly, maybe due to the tongue, I didn't understand almost anything... My problem is: how can I build an attack power where the damage is a function of the weapon used by the warrior? When I build a power, the first thing I do is to decide the amount and the type of damage, then if the power is blast or whatever, the area and so on... Here the approach is different: I've established all the elements of the power with the exception of the damage, because in theory the damage could change over the time... By changing the weapon...
  21. Hi everybody, I'm trying to develop my setting by taking the inspiration from the world of Dragon Age (origin). I've found an issue from the rules point of view because I would like to build the attack powers/maneuvers as a Multipower Framework. About this I have several doubt: 1) all the slots in the framework would have the same limitations: a) Focus ==> the weapon(s), requires a roll (weapon trickery) The question is: to what have I to apply the limitation? to the framework or to every single slot? 2)The damage done with every slot/maneuver should depend by the weapon wield by the character: This is quite logical because, for instance, a warrior executing a special hit with a standard sword should do less damage than the same warrior using Excalibur... what a kind of advantage/limitation should I apply to obtain this? I report here the Multipower I have built for a rogue using the double short sword style... just to make you understand what I mean. The damage done with every maneuver is not indicated because, as already told, it should depend by the quality of the sword wield: Double Sword Maneuvers : Multipower, 30-point reserve 1f ) Whirling Blades: Killing Attack - Hand-To-Hand, damage XD6+X w/strenght, Area Of Effect (2m Radius; +1/4), Selective (+1/4) (22 Active Points); OAF (Only with 2 Blades; -1), Requires A Roll (Skill roll; Must be made each Phase/use; Weapon Trickery roll required; -1) Cost: X 1f) Large Swath: Killing Attack - Hand-To-Hand, damage XD6+X w/strenght, Area Of Effect (2m Cone; +1/4), Selective (+1/4), Penetrating (+1/2) (30 Active Points); OAF (Only with 2 Blades; -1), Requires A Roll (Skill roll; Must be made each Phase/use; Weapon Trickery roll required; -1) Cost: X 1f) Rain of Steel: Killing Attack - Hand-To-Hand, damage XD6+X w/strenght, Armor Piercing (+1/4), Autofire (5 shots; +1/2) (26 Active Points); OAF (With 2 blades only; -1), Requires A Roll (Skill roll; Must be made each Phase/use; Weapon Trickery roll required; -1) Cost: X Please let me know what do you think about this approach to the combat maneuvers... If you think this could be interesting or completely useless (maybe a martial arts with weapon element could be the most logical approach) Thanks for your feedback.
  22. Thanks. I don't know the reason why but I was not able to find the product by searching it in the store.
  23. Good Morning Everybody, For a easier character sheet generation for Fantasy Hero, I was asking to my self if for the Grimoire (6th edition) the hero design files are available... I've found the files of "Hero Fantasy" but I would like to get the Grimoire as well as already done for the handbook "Powers". Thanks for your feedback.
  24. All this stuff is just... Fantastic!!!! Thanks a lot!!! My party and me... well basically we come from years and years of D&D (all the editions, including the fourth ) so for us this approach is the easier!!! We are still quite far from starting because the handbook will arrive on June (maybe)... Anyway if some interesting development is done iin our sessions, I will share it with you for sure, Regards.
  25. Hi Everybody, After having approached Hero System 6th edition with "Champions: Complete", my party would like to move to the Fantasy Hero... The first contact with the "fantasy side" I hope it's going to be smoother with respect the one with Champions... Now the majority of the rules are clear, we have already done our semplifications and so on... But I'm afraid of the game balancing...I've just bought "Fantasy Complete" but the book will arrive in 1 month... Will I find everything I need to balance the game? Will I find information about how to manage the damage? Last but not least: is there some "self made site" collecting material, resources and other stuff for Hero fantasy 6th edition?? I've found some good site for the 5th edition but none for the 6th... Thanks in advance for your feedback.
×
×
  • Create New...