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Mr. R

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Everything posted by Mr. R

  1. Thank you. Made two NPCs so far, both using the Metier system. I am pleased to say both are turning out pretty different due to the style and the personalization/ individual signature. BUT 125 is NOT a lot of points. Are they capable? Yes! Are they powerful? NOPE! Got a long way to go to get there. I think my third NPC will be about 250-275 to see what a more competent build will look like!
  2. Mr. R

    Setting SFX

    Today I tried to make a NPC using the Metier System from Killer Shrikes page. 34 points for stats OK Mage sight as a sense (will upgrade later) Power skill at 16- and a few Languages, riding, WF, trading (any other skill good for a beginning PC) Spells- Uses a MP with RSR and a set of advantages and disadvantages based on the style chosen (I went 1/2 end and x4 diff to dispel ... Gestures, Incant., Concent. ) Oh and an END Reserve 40 end 3 Rec. Now my point. This is very... generic. How do I personalize the caster? I thought when you get the spell you choose the SFX and it remains that way forever. So two casters who buy EB could have vastly different looking blasts like one is green flames and the other is a blue lightning bolt. Could I go so far as making this their tell? The signature that it is them? All their spells have this signature to it. Heal spell is a comforting green flame, or running leaves little electrical squiggles (woah, that's a word?) . Have a growth spell? Covered in flames, or even more cool and electrical exoskeleton. So how does this sound? OH before someone asks, yes I would say choosing a second style would allow you to choose a new SFX for that style!
  3. Already posted to the HD forum, but I thought I'd ask here as well. I tried to use HD for 5th edition to make a couple of FH characters and well I need to know how to do the following: 1) Equipment- Especially magic items that are independent (-2) of the NPC but I want to list as part of his stats 2) Familiarity as a power- The magic systems I am planning to use allow a familiairity (1 to 2 points) to stand if for the power. But I want to list the power later so show what this Fam bought. Example: 7 Basic Running: Running +5" (6"/21" total), x4 Noncombat (15 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) [Notes: Totemic Shamanism] 1 15 Advanced Running: Running +10" (6"/21" total), x8 Noncombat (30 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) [Notes: Totemic Shamanism] Or do I just make a list on a separate toon and give him the list with the ones he wants highlighted. 3) Again familiarity but there is no set list of powers. These are runes and each has their own construct. Do I do the same as above?
  4. I tried to use HD for 5th edition to make a couple of FH characters and well I need to know how to do the following: 1) Equipment- Especially magic items that are independent (-2) of the NPC but I want to list as part of his stats 2) Familiarity as a power- The magic systems I am planning to use allow a familiairity (1 to 2 points) to stand if for the power. But I want to list the power later so show what this Fam bought. Example: 7 Basic Running: Running +5" (6"/21" total), x4 Noncombat (15 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) [Notes: Totemic Shamanism] 1 15 Advanced Running: Running +10" (6"/21" total), x8 Noncombat (30 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) [Notes: Totemic Shamanism] Or do I just make a list on a separate toon and give him the list with the ones he wants highlighted. 3) Again familiarity but there is no set list of powers. These are runes and each has their own construct. Do I do the same as above?
  5. I like asking questions like this so when I do ever get to run a game I can be a better GM.
  6. Intellectual puzzle.
  7. That's true. I forgot how flavourful those colleges were. Now you have me wanting to meld the Metier System from KS to this College system from 4th ed.
  8. Sorry if I was coming off as adversarial, but the way this guy pitched his PC made it sound like the villains will spend the next 10 rounds trying to put him down. He gets in front of the item to be stolen and will not be moved. Bricks hate him because they can't beat him. I pointed out he can't hurt anyone either and casually remarked he'll by some MA to get around that. OKAY, your trying to play the system. So without seeming to adversarial I tried to point out how he can be negated. Glass Cannons are nasty, but really have to buy into what their limitations are.
  9. Since I plan to use Killer Shrikes' Metier and Runemaster for magics I will make sure the caster defines their spell when they buy it. So a 9d6 EB could be a fire bolt from one mage and a lightning bolt from another even if they use the same style of magic. Want a different SFX, buy it again with the new effect. Want a rune that entangles? Great! HOW? Webs? Earthen Grasp? Define when you buy the rune. 1) Rune of the Spider's Grasp 2) Rune of Earthen Hands
  10. I use the following benchmarks for my games Attack 50 AP (65 w/ Advan) Defense 50 AP (basically 25/25) [again 65 w/advan) Dex and CV 20/7 (up to +3 w/ Skills) SPD 5 Reduce on means you can add to another. SO..... Att 70 (+20) Def 50 (0) Dex 17/6 (+2 w/ skills) (-10) SPD 4 (-10) I'd allow Att 80 (+30) Def 40 (-10) Dex 17/6 (+2 w/ skills) (-10) SPD 4 (-10) Still good Now to flip it Att 20 (-10) Def 80 (0)--- basically 40/40 Dex 17/6 (+2 w/ skills) (-10) SPD 4 (-10) A friend once described how this character (his PC) was a PITA to the villains because they couldn't hurt him. In addition he had some LS, KB resist. "I get in front of the bad guys and they can't get around me or hurt me" I said if that was in my game it would last about five sessions before the villains began thinking of ways to get around him or even more totally ignoring him as he COULD NOT HURT them in any way. Even Agents would quickly negate him. He laughed and said how? So that is my question..... HOW? I'll start: Entangle--- a 4def 4d6 attack will keep him out of action for the entire fight. Next!
  11. I am going to refer to a game I heard about called "Pointless Champions" This was a high power campaign, but after you made your toon, that was it. Experience points were not used to improve characters. If you got a new skill it was because it was thematically appropriate for your toon to get it. Ditto with talents, powers and stats. This emulated the source material that characters in comics generally stayed the same over time. Get a base? Yeah because it fit the story, not because you spent XP! Character points were just to gauge how powerful PCs and NPCs were in regard to each other. To make it work, strict genre conventions were held and stuck to. Make a Martial Artist, great! But no EBs, no flight, no super str. EVER. And all the conventions for MA were there, you know the ninja opponents, secret societies, etc. Maybe someone else on the forum can direct him better, but this seem JUST WHAT HE NEEDS!
  12. Updates The Furious Ogre style Named for the almost all out offence that it pumps out, many say it emulates the ogres that inhabit the mountains and deep forest Martial Strike Offensive Strike Sacrifice Strike Takedown Martial Dodge Martial Block Weapons- any, but favours BIG two handers or weapon and shield (sword and board). The Eldritch Shield style A very defensive style, that was developed by mages who were tired of having to use magic to defend themselves. It is big on defensive moves to get them out of trouble Martial Block Martial Dodge Defensive Block Defensive Strike Takeaway Nerve Strike Add Basic Strike Weapons- favours small one handed weapons. Golden Sword Style Another balanced style. Their is a friendly rivalry with those of the Splendid Sword Style over which is superior Defensive Strike Fast Strike Martial Block Sacrifice Strike Martial Disarm Add weapons- Favours twin weapons or single weapon
  13. Take a look at a book called the Algernon Files. The teams they describe there are POWERFUL. One team the Sentinels have members between 750 and 900 points. Damage is low 12 d6 to high 16d6. Defenses range from 25 for the speedster to 35+ for the team brick. AND a lot of combat bonuses. And some of the bad guys are just scary. BUT not because they do so much damage, but because they have a large number of alternatives. I recommend it if you are looking for some high powered examples!
  14. In my neck of the woods the go to game was PFRPG (Windsor is right across from Detroit) So Palladium was a huge influence on the Windsor gaming scene. And I will admit the PFRPG was a bit of fresh air compared to AD&D 2nd ed. with skills and different magics. With a good DM it was great. But with a bad DM it was terrible!
  15. I will so totally use these in my next game where I GM. CIIAW but for weapons you use a Reduced Penetration limitation, correct?
  16. So from an OLD Adventurers Club magazine (Issues #17 and 22) I found a few interesting fictional MAs that I will reskin for a Fantasy Hero game. So for your perusal: The Furious Ogre style Named for the almost all out offence that it pumps out, many say it emulates the ogres that inhabit the mountains and deep forest Martial Strike Offensive Strike Sacrifice Strike Takedown Martial Dodge Weapons- any, but favours BIG two handers or weapon and shield (sword and board). The Eldritch Shield style A very defensive style, that was developed by mages who were tired of having to use magic to defend themselves. It is big on defensive moves to get them out of trouble Martial Block Martial Dodge Defensive Block Defensive Strike Takeaway Nerve Strike Weapons- favours small one handed weapons. Splendid Sword style Developed by soldiers of Old Reucha, it is a tried and true warrior style with a good mix of offense and defense. Martial Strike Offensive Strike Martial Block Martial Dodge Martial Disarm Weapons- favours weapon and shield (sword and board) or two weapons Golden Sword Style Another balanced style. Their is a friendly rivalry with those of the Splendid Sword Style over which is superior Defensive Strike Fast Strike Martial Block Sacrifice Strike Martial Disarm Glorious Meditation style More an exercise that a fighting style, the moves make for a formidable defensive style. It is one of two styles that has no weapons Defensive Strike Nerve Strike Defensive Block Martial Disarm Martial Throw Martial Dodge Shining Amber The other non weapon style. For those who want to make their body into a weapon, and live Martial Strike Chock Hold Passing Strike Defensive Block Takedown Reversal Weapon Bind So any other ideas?
  17. I like that. And I think that is the feel the original author wanted as well. I don't want the "every person" to get a VPP, but that clerics and pawns (c'mon they are champions, at least to the god in question) seem to have a link to the god in question. The clerical side is for someone who has attracted the deity's attention from within the church. The later is someone outside the church the deity uses for "plausible deniability' (yes deities have Impossible Mission operatives). Fafard, the Grey Mouser, Elric, Corum, even the Count of Monte Cristo, are all of the pawn side!
  18. You guys are right. A -2 Limitation is like and Act 8-! Maybe instead more of an equivalent to Act 11 or 12-! I don't want them to feel persecuted, but I don't want the Paladin mentioned above either! I remember a friend describing his player for a Palladium game and commenting he always chooses Aberrant for his alignment so he can be considered trustworthy but still be able to torture people if he wanted to! Still makes me shiver!
  19. So what would you suggest be an acceptable level, or an alternative to indicate that sometimes the god is going to give him NOTHING because it doesn't serve his aims?
  20. While perusing my Adventurers Club booklets I cam across an article I think I will use for my version of clerics. It is from Issue 25 "Help from Above" by John Ward. Synopsis: There are two flavours 1) Clerics 2) Pawns For clerics they get a VPP with the following - 0-phase action to change (+1) - No skill roll (+1) - Under deity's control (-2) - Limited powers (-1/2) - Concentrate 1/2 DCV (-1/4) Then an End Reserve - End reserve has a max of 100 - Only for deity (-2) Recovery - Max 3 - Must pray at DCV 0 for 5 minute (-1 1/2) So a 20 point pool with 40 End and a 3 Rec will cost 28 + 1 +1 = 30 Pawns VPP pool as above but replace Concentrate with an Act roll. In addition you will take a Watched Complication. The Watched chance will match the Act Roll. So watched 14- also means Act Roll 14- End Reserve - Max is 50 - Only for deity (-2) Recovery - No limit - Must have served deity's interest (-1) So a 15 point pool with an Act 14- with 30 End and 9 Rec will cost 21 + 1 + 4 = 26 BUT they also have a Watched at 14- (the deity) OK give me ways this could be abused, any other suggestions or helpful comments. PS I realize that at higher points and use of a Ritual limitation and / or Window of Opportunity could make for some obscene abilities. But that also means a VPP of around 90 points. That in and of itself means a lot of power!
  21. That's OK. I think I can make up my own stuff.
  22. AHHHH! I'll have to look there then! Thank you! Edit: They are in deep storage, GRRR!
  23. Do you happen to remember what Issue of Adventurer's Club it was in? I was looking through what I have and cannot find it. Worse comes to worse, can you give a synopsis of the styles so I can re-create them?
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