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Mr. R

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Everything posted by Mr. R

  1. I posted this on Fantasy Hero forum, but I figure I'll get more feed back here as these are simple rules adjudications. This it in two sections: A) The Dosao Style of magic is one that is very structured (X4 Dispel ) but relies on precise words, gestures and minutie (Gest, Incan, Ext Time). Lockland, a Dasao practitioner, is casting a spell hoping to take out the enemy spell caster. But he decides to do extra focus to really power his spell. Finally his spell goes off. He hits the enemy and feels satisfaction when he appears to drop. (Game Speak he has a 30 point MP with a 6d6 EB slot. He decided to Haymaker the spell.) 1- Is this legal? 2- Since he has Extra Time as a limitation, when does his haymaker spell strike? Assuming SPD 3 and he begins on phase 8, does it hit on the end of phase 9? Or end of Phase 10? The Martial Art Style Glorious Flower is very defensive in orientation. Triana is a practitioner and finds herself surrounded by three goglyns. Her friends are coming to help her, so to buy herself time she decides to use Prelude to Sleep against all three. (Game Speak she is using a Martial Throw against all three as a Sweep) 3- Is this allowed? (As both are separate maneuvers)
  2. Thank you both! What about the MA?
  3. The Dosao Style of magic is one that is very structured (X4 Dispel ) but relies on precise words, gestures and minutie (Gest, Incan, Ext Time). Lockland, a Dasao practitioner, is casting a spell hoping to take out the enemy spell caster. But he decides to do extra focus to really power his spell. Finally his spell goes off. He hits the enemy and feels satisfaction when he appears to drop. (Game Speak he has a 30 point MP with a 6d6 EB slot. He decided to Haymaker the spell.) 1- Is this legal? 2- Since he has Extra Time as a limitation, when does his haymaker spell strike? Assuming SPD 3 and he begins on phase 8, does it hit on the end of phase 9? Or end of Phase 10? The Martial Art Style Glorious Flower is very defensive in orientation. Triana is a practitioner and finds herself surrounded by three goglyns. Her friends are coming to help her, so to buy herself time she decides to use Prelude to Sleep against all three. (Game Speak she is using a Martial Throw against all three as a Sweep) 3- Is this allowed?
  4. I'll also organize it into common sections!
  5. OK I'll go through it and organize it for ease of reading!
  6. I am compiling a list of special abilities for (mostly ) warriors and rogues. Most I found on the sight of M. Shrike, and I made a list. But if you can think of any others that you have used in your game, please add!
  7. Since this is a thread in Fantasy, lets keep in mind how useful some of these are in a fantasy game. Rounding- Yes. if you are making a mage, int 18 vs int 20 results in the same skill roll for Power Skill Odd numbers- If you use End (mine will) this is a good idea Levels- Especially useful in fantasy where eventually you will have a host of spells or weapons you are good with! Dex and Con - Yes. I will encourage at least Dex 11 and Con 13 for most When you have 125-150 pts to play with.....
  8. I am so going to use part of this. I have a plains area called the Divided Plains as a river splits it in half. OHHH yeah!
  9. I love this take. And it fits nicely into a new Deathstroke. In the module it was take over the world because we are criminals and admit it. New Conquerors are all scientist types who believe that they are best suited to run things!
  10. For me the Conquerors were a tough team hampered by A VERY silly origin for Neutron (He and his father would rob banks for a living. Father dies at the hands of a policeman so the Government MUST be deposed for allowing such an injustice! But he's a mutant and had his powers during those robberies and so how.....? what ever) Mechanically he was tough clocking in a 400 pts with 60 pt Active Point powers. This was when most heroes and villain had 40 - 50 Active Point powers. To bring him up to speed I'd go 70 AP and give him a Magnetics EC and a Large MP for various attack. (Note keep the TK in the EC, so he can hold one enemy and blast another) Arc was OK, just needed a boost to Int and better defined attack (I could never figure how it worked) Now he needs at least two more, I'd go with a Brick and either another Blaster OR a Speedster
  11. Mr. R

    MA soft hard

    That is what I want!
  12. Or take a page from "Sky High" Warren Peace Hero Mother, Villain Father! Imagine the role playing: "Hey mom I fought with dad last week!" "Oh dear! Who was he working for this time?" "Dr. Demonicus! Don't worry we won, but he got away!" "Thank you! I'll have to talk to him again I see!" "Please mom, don't! You either end up hooking up for the weekend, or arguing and almost getting into a fight! What do you see in him?" "He has the bluest eyes, (Sigh)!" "EWwwwww! MOM!"
  13. So I use HD for 5th Ed and it has Deadly Blow. So I will use that, but interpret it as adding to the Base damage but with Limitations, like backstab OR limited by weapon type, only daggers/knives. So you have a pair of daggers and have the twin weapon MA style and Deadly Blow (Daggers / Knives). Dagger 1/2 HKA str min 5 Character has str 10 Has Deadly Blow Uses maneuver that adds +2 dam classes Dagger is now 1 1/2 d6 base, 2d6 w/str, 2 1/2 d6 w/ maneuver. If he wanted to use it with swords, he'll need to buy DB w/swords Sword 1d6+1 HKA str min 10 Character has str 10 Has Deadly Blow Uses maneuver that adds +2 dam classes Sword is now 2d6+1 base, Nothing for str, 3d6 w/ maneuver. I think I can live with this. Note I know I'll get the person who say "Can I use twin Broad Swords?" Well if you have the strength, yeah, but seriously he may want to use Sword Board Style. But He has Str 18. OK... Broad Sword 1 1/2 HKA str min 13 Character has str 18 Has Deadly Blow Uses maneuver that adds +2 dam classes BS 2 1/2 d6 base, 3d6 w/ str, 3 1/2 d6 w/ maneuver Anything I need to watch out for?
  14. Mr. R

    MA soft hard

    So I changed the Splendid Fist First Fist into a Fast Strike. It does fit better making for a more aggressive style! SO..... Splendid Fist 4 Fast Strike +2 +0 Str + 2d6 First Fist 5 Offensive Strike -2 +1 Str +4d6 Second Fist 4 Killing Strike -2 +0 1/2d6 HKA Third Fist 4 Martial Block +2 +2 Abort Intercepting Fist 4 Martial Dodge +0 +5 Abort Darting Fist 4 Martial Disarm -1 +1 +10 Str DA Removing Fist 3 Martial Grab -1 -1 +10 Str Grab Open Fist
  15. Mr. R

    MA soft hard

    I'll look into that!
  16. OK where did this get mentioned? The thought of that old school villain the Monster with a 2d6 HKA and 60 Str can now do a whoping 6d6 HKA scares the *&^% out of me! I like this as it seems easier to explain and implement. I am going for Plug and Play ideas as I will never be sure whether I will have people who know Hero as players. (Heck I was in a Palladium game where one of the players forgot to check what level her experience indicated for two whole levels. After we checked it turns out she had just been adding exp pts since level eight and she was now technically level ten. No one noticed because she was SUCH a great role-player. )
  17. Mr. R

    MA soft hard

    The names are just place holder right now. I'll give them more appropriate names later, but I like Glorious Flower. May I stea... err borrow it?
  18. So in addition to the four b's of weapon styles (one hand, paired, sword and board, two handed) I want to make some non weapon MA. I may have presented these before, but JIC please critique: Soft Glorious Lotus Cost Maneuver OCV DCV Notes Name 4 Martial Strike +0 +2 Str + 2d6 Shining Fist 5 Defensive Strike +1 +3 Str Three Fold Strike 4 Nerve Strike -1 +1 2d6 NND Pacifying Touch 5 Defensive Block +1 +3 Abort The Soft Wall 4 Martial Disarm -1 +1 +10 Str DA Sublime Removal 3 Martial Throw +0 +1 Str+v/5 Falls Prelude to Sleep 4 Martial Dodge +0 +5 Abort Splendid Protection Hard Splendid Fist 4 Martial Strike +0 +2 Str + 2d6 First Fist 5 Offensive Strike -2 +1 Str +4d6 Second Fist 4 Killing Strike -2 +0 1/2d6 HKA Third Fist 4 Martial Block +2 +2 Abort Intercepting Fist 4 Martial Dodge +0 +5 Abort Darting Fist 4 Martial Disarm -1 +1 +10 Str DA Removing Fist 3 Martial Grab -1 -1 +10 Str Grab Open Fist Go ahead. I was thinking of making a medium style, but I don't want to overcomplicate things!
  19. I don't want that to happen. I want the guy who knows Hand Axes SOOOOO well that in his hands they are extremely lethal. I am trying to follow you guys for ideas, but this one lost me. So suggestions?
  20. So thank you for all your help. I think I'll go with the following ideas: I think a more elegant solution is weapon based MA. I like the Four Bs from a while ago, and it will make warrior types differentiate themselves more (Like a Bull [two weapon] stylist using twin axes, another twin daggers and the last a classic sword and dagger combo). I will also include at least two non weapon MA, for those who want to play a Caine type PC. One will be very defensive, the other very aggressive. Deadly Blow- only to mimic something like a strike from behind, the classic thief ability! Combat Luck- Since I am limiting armor (Leather is Def 2, Studded is Def 4, Chain is Def 6, NO PLATE), this will help give some resistant def. One level per 100 CP with a second if limited, like only in heavy armor OR even better Only in No Armor. SO yes the MA type could have 6/6 def, but the moment he places a leather armor on... POOF gone! Ideas?
  21. Call me curious, but why not. I can see in a superhero game (just up the damage) but in a heroic? I have never GM at the heroic level, so hint and such will really be useful!
  22. OK, I am not having this problem right now, but JIC! I made a NPC, assassin type with Deadly Blow +2d6 KA. Questions: Does this apply to ranged attacks like bow or slings? If I have magic weapon that is 0 End and Armor Piercing do I prorate the Damage? How Much? Do I count both the 0 End and AP (therefore making it + 1d6)? (To me that is making having a magic weapon MUCH less useful as a normal weapon will add the 2d6 ) Any other suggestions!
  23. If I may make a suggestion? Add a slot to the MP with a non lethal version of the field. Keep it as is EXCEPT for the Does Body. Then it functions as a room broom vs agents. Any agent close to her takes 2d6 damage on every one of her phases, so ave dam 7 X 6 SPD = 42 stun. Add her MA and she makes for a great anti agent type. Then when the VIPERbot Shows up she can go lethal! Just a thought!
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