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LoneWolf last won the day on March 14

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  1. I don’t restrict martial arts in campaigns I run, especially weapon based martial arts. My players are free to create appropriate martial arts for their concept. Martial Arts don’t have to be of an eastern style there are plenty of combat techniques from all cultures. The training of a medieval knight can easily be considered a martial art. If the character wants something that does not fit the culture I am running I will try and work with them to allow them to play the character they want, but I may veto some things. Letting them be from a different part of the world may be cliché but will often work. If the player is getting too off the wall there may be some consequences to their choices. For example if they want to specialize in an exotic weapon the chances of finding a magical version of their chosen weapon is going to be slim to nonexistent. I will let the player know this but if they still want to do that I will usually let them. There are some obvious limits like no lightsabers or high tech weapons in my Fantasy Hero games.
  2. Adding on the advantages 0 END and persistent brings the cost up to 7 per level. If we add on invisible powers to make it inobvious to two sense groups that brings the cost up to 9pt per level. Density Increase is not overpowered it is priced exactly right.
  3. Is this also being imposed on characters that are not using a VPP? If this is a campaign wide hose rule it is not worth anything. Attack powers are usually a lot more expensive than other powers so the restriction is not as severe as it seems. 60 points of resistant DEF works out to be 20 points of both PD and ED. That is in addition to the characters regular defenses outside the pool. With a VPP you could also focus it all into a single DEF and go for 40 PD or 40 ED. If you are facing an opponent who only does one type of damage and have some other defense out of the VPP that is game breaking. Same thing with movement or other powers the ability to create exactly what you need is a huge advantage and one reason why a lot of GM’s are reluctant to allows VPP to begin with. I would actually simply consider that a good house rule for someone who wanted to use a VPP for attacks and not give any value to the limitation. Normally I would be very hesitant to allow VPP that high, but with that stipulation I might go for it.
  4. You are already into the house rules territory with is fine. That actually makes it simpler since you don’t have to worry about coming up with a legal way to do this. As long as you let you players know there is nothing wrong with a house rule. The easiest way to handle it is to allow the advantage does body to be used for EGO. So for a mental blast it would be a +1 advantage. If you want to apply it to a RKA you need to first add the AVAD and then the Does Body/EGO for an additional +1 advantage. Assuming the RKA goes against mental DEF. If the attack is going up against its normal defenses it would be a +0 advantage, but would no longer do body damage.
  5. The big problem with hiding the opponents CV is that it slows down the game considerably. While some people are able to quickly figure out what the results of combat are, there are a lot of people out there that have trouble doing the math in their heads. If the numbers are out in the open those who are better at math can help the players who are not as good with numbers. If the GM is one of those that have problems with math but insist on trying to hide the numbers it can absolutely ruin the game. If you are using some of the more complex rules like critical hits and impairing wounds it makes it even worse. Then there is the fact that most GM’s do not have the ability to quickly and accurately describe the situation. Take the following situation and try and describe it? 2 non-combatants trying to stay alive by dodging with a DCV of 5. 5 security guards who fired last phase so are not acting, but have a DCV of 5. The snipper on the rooftop 100m away who is set and braced with a DCV of 3 (-5 on OCV of someone attacking them for range). A character attacking the player with a weapon with a DCV of 6. 1 opponent that was stunned by your teammate with a DCV of 4. And last the Boss at full dodge with a DCV of 11. Assume combat has already begun and the character is an experience combatant with a decent number of skill levels. You have about 30 seconds to come to describe the situation so that the player understands everything the character would but cannot use any game terms.
  6. I never understood the whole concept of hiding the opponents DCV from the player. If you are trying to shoot someone you can see them moving around so should be able to get a good idea of how fast they are moving and how difficult they will be to hit. The only exception to this is going to be if they cancel to a dodge or a block. But at that point it does not really matter anyways because you have committed to attacking so cannot change your action. In real life you can see your opponent including when and how they move in combat. This gives you a lot of clues on how fast they are and allows you to judge their combat ability. In a game a player does not have this information and even if the GM is a world class author they do not have the time to describe everything. If they try it is going to drag out the game to the point where each characters turn takes so long that the game becomes unplayable. Telling the players what their opponents current DCV is, is a simple an elegant way of conveying to the player the information the character should have. As long as you don’t allow the character to change their actions when the opponents cancels their action the game is not negatively affected by the players knowing the opponents DCV.
  7. One of the best “Cleric” I played in a Fantasy Hero game had almost no powers of his deity that were under his direct control. About the only thing he had control over was his ability to bless an item (that was a transformation of any item to holy). He had lots of Divine Favor that was bought as luck with religious restrictions. We were using the variant luck where you roll your luck at the beginning of the session and can change that many rolls. I think I got the divine favor up to 8d6 at the end of the campaign. His luck was high enough that he could affect the rolls of others so he made the rest of the party a lot more effective. He had some decent fighting ability and a lot of social skills. From the other characters standpoint it was almost impossible to tell when he was using his powers. From the standpoint of the players it was a lot more obvious. It was a blast to play the character.
  8. The D&D concept of a spell casting priest always seemed a little strange to me. If you can channel the power of a true deity why is it affected by the same things as a wizards spell? You should not be able to dispel a power of deity the same way you would a wizard. Divine power should not have the special effect of magic. When I run a campaign priests are not granted spells by their deity, they are granted gifts. In game terms they are bought as talents not spells. They do not have the special effect of magic. Divine favor (luck with religious restrictions) is probably the most common divine power. Others include the ability to bless an item (Make it considered Holy without changing anything else) is also common. Personally I prefer running something closer to a medieval European culture so often go for a monotheistic culture rather than a pantheistic. If I am doing a pantheistic culture the various gods will grant gifts based on their portfolio. For example a fire deity may grant protection from fire or other fire based powers. Priests are able to learn magic like anyone else, but that is separate from the powers granted by their god. Nothing prevents the priest of a god of fire from learning fire magic and using it as a weapon. In some cases the church may runs schools to teach specific kinds of magic just like they may teach specific fighting styles. This may lead to a situation where certain types of magic may become associated with a specific order or deity, but other can still learn it.
  9. Depending on how tall humans are in your world a Giant does not have to be 12 feet tall. Most people in the middle ages were not that tall. Little John of Robinhood was supposed to be about 6 feet tall, and he was considered to be nearly a giant. Make your Giants be around 7’ -8’ tall and they will still could still tower over people without having a the equivalent of a level of growth. The guy in the second picture is JJ Watt who is a 6' 5" NFL player.
  10. In the Hero System there are always multiple ways to write up a power. As long as the character bought the powers they are using they have a wide leeway on defining them. This is the thing that people coming from other games have the hardest time with. If you are used to a game where everything is defined and you simply choose from a list it can be a shock. In a Champions game you have to pay character points for any and all attacks. This means you have to pay for the guns with character points. There are plenty of examples of a two shot autofire being defined as using two guns. This just expands it out. Since you can always choose to not use the autofire purchasing it this way allows you to use the gun(s) normally. You don’t need to purchase anything else to fire multiple guns besides the guns themselves. The special effect that you are using telekinesis does not cost anything. If you want to be able to do other things with TK you will need to purchase that. You can always put the power in a multipower to reduce the cost.
  11. Autofire is probably what you are looking for. But you might want to look at more than just the base autofire for something like that. Suppression Fire would allow attack moving in a defined area. Don’t forget to look at some of the Autofire Skills especially Accurate Sprayfire. Buy it as a RKA with Autofire but use OIF instead of OAF. The special effect is you are using multiple guns instead of single gun. The value of the focus is reduced because they have to take away all the guns to deprive you of the power. Buy the appropriate Autofire Skills and make sure your GM allows suppression fire. Instead of one big gun with a huge clip you have multiple smaller guns with smaller clips.
  12. Use a partially limited power. Basically you apply an extra limitation to part of a power. In this case it would apply to the adder for regenerates from death. So buy the regeneration at the level you want like normal. Then add on the regenerate from death and apply the extra time limitation to only that part of the regeneration.
  13. An easy way to track END is to figure out how much END over your Recovery you spend per turn. Then divide your END by that number. That gives you how many turns you can fight. As long as you are not pushing or doing something else that burns END don’t sweat the END until you get close that number. If you get close to that number then figure out how much END you have and start tracking from that point. Most of the time it will save a lot of time, but once in a while it may slow things down when you need to do some calculations before beginning to track END. Since pushing uses up so much END you can figure out how many turns pushing costs and subtract that from the number of turns you start tracking.
  14. Actually according to the Fantasy Hero book weapons with advantages do need to account for the advantage when adding STR. Look at the table in the Fantasy Hero book and it references 6E2 99-102. This section gives rules for adding damage to attacks with advantages including weapons with STR Min.
  15. It really depends on the character. Besides any mechanical restrictions and guidelines all characters will need information on the level of technical sophistication of the setting. Knowing if full plate is available is going to be important to all characters even if they don’t wear it. Most characters will also need to know what weapons are available. Knowing the basic culture of the setting is also something g that all characters will need. There is a big difference between an iron age Celtic setting and an French renaissance setting. This will help is choosing appropriate skills. If I am playing a caster I need to know what if any magic system the GM has adopted and the attitude towards spell casters. How common are spell casters is another useful piece of information that the character should know. If I am playing a religious (or anti-religious) character I need details on the religions in the settings. Does the GM have a pantheon of deities or can I create my own. What privileges are available to religious characters? Of all character types this on will usually require more details on the setting them others.
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