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LoneWolf

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Everything posted by LoneWolf

  1. Take this instead of mute. You cannot take both as this is really just a lesser form of mute.
  2. The normal LTE rules will actually prevent a fantasy hero character from using full plate for much more than 4 hours before they become exhausted. Assuming characters have a 10 Maximum REC before paying double. Full plate weighs 40kg, a large shield weights 7kg, throw in a weapon and some other gear and the character carrying at least 50kg. In a Fantasy Hero (Heroic) game END cost 1 per 5. That means a character with at least 2 SPD is using 4 END per phase just for STR, if he moves that brings his END use up to 6 for the turn. That means a character with a 10 REC loses 1 LTE per 5 minutes. So, after 4 hours and 10 minutes the character is completely out of END. It will take him 25 hours to fully recover all his LTE. After 5 hours of rest the character will have recovered 10 LTE (or his recover), which would allow him to walk for another 50 minutes. If the character has a higher SPD it gets even worse if he is using his full SPD. You can reduce your SPD, but only to 2. Most people forget that moving cost END and don’t factor that in. There is no need to create special rule for this, all you need to do is to apply the rules that already exist. The maximum weight a character can carry without having to worry about LTE is about 25 KG. That pretty much restricts you to DEF 5 or less armor. If a character does not buy up his REC to near max, it is even worse.
  3. Sounds like it would also be visible to mental. Just do it as a physical complication. It would probably be infrequently, barely impairing. That would make it 5pts. All it does is change the sense groups for speech. This would mean that the character is incapable of normal speech.
  4. I would probably give this a little more though about how it works. Using hand signals and body language would not be able to transmit that much information to anyone seeing him without it being some sort of mystic ability. It could be done as a 1-point language, but then anyone who wanted to be able to understand it would need to purchase the language. This is actually not a bad idea as it would allow for secure communication between the party. If you don’t understand a language, it is nearly impossible to intercept the communication. That was one reason that America used Navajo as a code during World War II. Unless the language is related to another language the person understand you cannot translate or understand anything. You could also build this as a mind link with the appropriate addders.
  5. Here are the skills that a caster can take to allow them to do specific things with magic. Magic: Ego based skill that allows characters to cast spells and to use some magic items. Detailed in the first post. Analyze Spell: INT based skill that allows a character to figure out what someone is casting and how powerful the spells is. This can be used multiple times in an encounter but only once per spell. Spell Research: INT based skill that allows a caster to create and modify spells. There are two ways to use this skill. This skill is not something that every caster has. The first and most common is to invent or modify spells out of combat. This takes a fair amount of time. Using this skill like this allows a character to modify their spells permanently. Any change in cost of the spell has to be paid when doing so. The second way it can be used is to modify spells in combat. This allows the caster to modify the limitation on the spell on the fly. Modifying a spell in combat is a dangerous thing to do and can easily blow up in the casters face. Any spell modified in combat takes the side effect limitation based on how much the limitation is being modified. These side effects are based on the Spell Research roll not the magic roll. If the spell already has side effect, it is possible to trigger both. When a spell is modified in combat both the modification and the casting of the spell happen at the same time. If either roll fails, the spell does not work. If you make the magic roll but fail the spell research roll the spells side effect affect the caster but other than that the spell dissipates harmlessly. The spell research roll has to be made each time the spell is modified in combat. Both uses of the skill take a penalty based on the active cost of the spell. Enchantment This INT based skill allows a character to create magic items. This will be fleshed out at a later point, with guidelines on creating items. This skill is required to create a talisman. Analyze spell, spell research and enchantment can only be taken by someone with the magic skill. Enchantment can be taken by someone who only has latent magic (familiarity with magic).
  6. I use 6th edition so figured stats are not a concern.
  7. I corrected the type in the Mortem section. What I am trying to do is to create a framework that allows for the creation of a variety of different caster types. So, there is nothing that prevents a caster from learning all types of magic, except they have to pay for everything. Later after I have fleshed out the system a bit more, I will be creating package deals for different types of casters. Some of those package deals may contain restriction on what magic a caster can learn, but the base system has no restriction. Alium can be used for a lot of different types of magic, including not only Genie Binders, but also the classic satanic witch who sell their soul to the devil for power.
  8. Here are more details of the magic system I am working on. Types of Magic Magic is divided up into nine schools. Each school represents a specific aspect of the world. The schools of magic are Vita (Life), Mortem (Death), Mentis (Mental), Ignis (Fire), Aqua (Water), Aeris (Air), Terra (Earth), Imago (Image), and Alium (Other). Vita is the magic that affects normal living things. It can alter, control or detect any living thing. Mental powers that use Vita use go against CON instead of EGO. Vita also includes healing. Vita does not work against creature of other worlds. Mortem is the magic of death and decay. It can create, summon and control undead. Spells of death and decay fall under Vita. Another thing that Mortem can be used for is to contact the dead for information. Mentis is the magic of mind and thought. It can alter, read and control the minds of normal creatures. Ignis is the magic of creating and controlling energy. Fire is probably the most common form of energy, but it includes all energy. Aqua is the magic of creating and controlling liquid. Aeris is the magic of creating and controlling gas. Terra is the magic of creating and controlling solids. Imago is the magic relating to perception. It includes illusion and divination. Alium is the magic of other worlds. It includes contacting, controlling and summoning creatures and things from other worlds. Traveling to those other worlds are also under Alium. To cast a spell using the type of magic the magi has to have the skill for the type. These are bought as sciences not knowledge skills. This skill is a complementary skill for the magic skill roll to cast the spell. The four elemental schools (Ignis, Aqua, Aeris, & Terra) involve direct manipulation of things in that state but do not involve creatures of any sort. There are no parallel worlds similar to our own. Other worlds are worlds are where powerful magical creatures dwell. Demons, Genies, Fae are all examples of those types of creatures. Alium involves contacting and dealing with those creatures. It often includes making pacts with those creatures for power. This makes it one of the most versatile schools as it can grant powers similar to the other schools. Any ability outside these schools cannot be achieved with magic.
  9. Mages have a couple things to balance out having to pay for spells. When a mage attacks is based on EGO instead of DEX. Since EGO is cheaper and is the mages primary stat, they tend to act first. Mental skill levels are cheaper than normal combat skill levels, so the mage pays less for those than the fighter. Spells also get an additional -1 limitation in addition to any other limitation just for being a spell. This puts the minimum limitation on a spell to a – 1 ½. That puts the cost of a 1d6 RKA to 6 pts, throw on a few more limitations like gestures, incantations and side effect it drops to 4 pts. Mages have one big advantage in that they get more than just basic damage. Being able to add advantages and use unusual forms of attacks is quite powerful, so I don’t want to give them too much. I will be adding more details latter including what magic can and cannot do.
  10. Sorry I forgot to include the rules for a talisman. In Game terms a talisman is simply extra EGO with some limitations on it. A character can only create a talisman equal to half of his EGO. The character must pay for the cost of the talisman with character points but applies the -1 limitation only to calculate the maximum active cost of a spell, and the appropriate focus limitation (Minimum of IIF). All talismans are breakable focus. The idea is that characters will often buy spells that they cannot cast without the talisman. This gives a character a reason to use the traditional foci, but still allows them to function without them. When you put a focus limitation on a spell, and you don’t have the focus you are useless. This way you can still do something but are still not as powerful without it.
  11. I am working on a magic system for fantasy hero and wanted to get some feedback on it. Since wizards have to buy their attacks as spells instead of getting them free I am giving them a couple of things to kind of offset this. First is that for purpose of when combat spells count as mental powers. Since a Wizard is going to have a decent EGO this means they don’t need to worry about DEX as much. Reducing the cost of their skill levels makes it easier to match other characters OCV. Spells also get a -1 limitation to further reduce the cost. I implemented a rule dispel magic does not require the +1/4 advantage to be able to target any spell. This was done to fix the problem of dispel magic being too expensive. Spells are bought individually, and power frameworks are not allowed. All spells are required to take the -1/2 requires magic skill roll limitation. This skill costs 3/2 points and the roll is 9 + EGO/5. This skill can only be bought at character creation. A character does not need to purchase the full skill at character creation and can buy latent magic for 1 point. Latent magic is basically purchasing familiarity with the skill so gives you an 8- roll. This skill will often be required to use certain magic items. In addition to the requires a magic roll all spells must also take the -1 limitation spell. This limitation has two major effects. The first is that it gives magi a cost break on purchasing spells to offset the fact that spells have to purchase the full power, where other character can use gear without having to spend points on it. The second is that all spells are considered to be a single effect for the purpose of dispelling. You still have to target each power separately, but you do not need to purchase the +1/4 advantage any single spell. The maximum active cost of a spell that a character can cast is equal to 2x EGO. This is a casting requirement not a limit to how much the character can buy. A magi can increase this limit by creating a talisman. The maximum number of spells a magi can have active at one time is INT/5 All spells cost END to cast, but only cost END to activate is acceptable. Spells cost 1 END per 10 active points in the spell. Since most characters get their attacks and DEF without having to spend points normal STR costs 1 END per 5 points. STR bought as a spell uses the rate of 1 END per 10 active points. Spells cannot produce the Holy effect. Most attack spells unless they are mental powers, should take the +0 advantage use OMCV vs DCV. Spells can take the full use OMCV vs DMCV if they want but are not required to. Spells that use OMCV use mental combat skill levels instead of normal combat skill levels but are not considered mental powers for any other purpose unless the appropriate advantages are purchased.
  12. A social complication is supposed to affect your interaction with people and society. It limits or restricts your actions. I don’t see this complication affecting your interactions with others. A distinctive feature makes your more easily recognizable or difficult for you to hide or conceal yourself. As to the everyman knowledge that is still something the character has. This would only be worth something if it affected someone who knew nothing about the race, and that makes no sense. Why is someone who has never heard of a race suddenly know every racial ability you have? Done as a distinctive feature it actually does create issues for the character. Now when someone sees the character, they recognize him as an elf. At this point if they have a KS elf, they get the roll to see if they know what he can do, characters without the roll might get to roll to recognize your abilities if the GM determines this is part of the everyman knowledge. Even if they have never heard of elves and fail the everyman roll, they still recognize you as being something other than human. Without the distinctive feature someone seeing you may need to roll a perception roll to recognize that you are not human. Depending on the level of the distinctive feature you may be able to disguise yourself as human, but that takes some effort.
  13. I would not allow it for several reasons. Most package deals like this have a distinctive feature complication. This is too similar to that and taking both a social complication and distinctive feature complication is getting points for the same thing. Distinctive feature seems like the better choice for a complication and that is what should be used. The proposed social complication would be at best infrequently, minor and have the not limiting in some cultures, so would be worth 0 points. The complication would be infrequent at best because it only comes into effect when the opposing character has a specific knowledge skill. This type of knowledge skills is pretty rare. Other than a character who has a consuming hatred for a race I have almost never seen a character purchase a KS about a specific race. It would be minor because all it does is give a slight bonus to a roll the character can already make. The not limiting in some culture or society is appropriate because there are going to be a lot of situations where the race in question has either never been heard of, or no one really cares about it. Unless the race in question has some major restrictions on it a social complication is probably not an appropriate complication for a package deal. Now, if the race faces extreme prejudice that may be a different story. Unless the character is going to be severely restricted in his behavior simply for being a member of the race a distinctive feature is probably more appropriate.
  14. I agree with Ninja-Bear it would be s straight detect observer (Large class of things). You are probably going to want to add increased arc of perception (360 Degrees), Range, and sense at minimum. Depending on the campaign and the spell other modifiers may also be appropriate. Without Range you would only be able to detect an observer that was next to you. The defined area variant is not going to be needed because if you have ranged you can already do this. Without range the spell is pretty much useless. Add UBO for the third variant.
  15. The extra advantage would make it so that the target of the drain does not realize that they are being affected, but someone else would notice.
  16. Invisible power effects only conceal the activity, source, path target, special effect and intensity. It does not ever conceal the target effect or the source effect (if any). The target effect is the effect of the power on the target. So, the target would know his ego is being drained, but would not know who is doing it or how.
  17. One of the most useful powers I ever made for a cleric the ability to ritually bless an item. It used a transformation to make the item holy. It did not add any extra dice or any other ability but did trigger any vulnerabilities or susceptibilities to holy. Since it does not add any advantages to the weapon or increase its damage it only needs to be a minor transformation Bless Item: 1d6 minor transformation Extra Time 1 turn – 1 ¼, Gestures -1/4, Incantations -1/4. Real cost 2 pts. It takes about 4 turns to bless a sword. The items loses the holy property when the user of the item breaks any of the deities' religious restrictions.
  18. A decent PRE attack has a good chance of getting people to stop fighting. You will need to be able to get the dice up to about 11d6 or so to stop most characters. Start with a decent PRE and use a couple of the things I was talking about like reputation and striking looks to give it a bit of a boost. A couple more modifiers from the chart should be able to get you up to where you can get the results you want.
  19. For one thing mental powers can do a lot more than a PRE attack can. AT EGO +30 I can mind control a person to kill his loved ones, or even to simple die. A mental illusion at EGO + 10 I can make the make the targets allies look like enemies. Getting most information from someone only requires getting their EGO. The book even mentions the tactic of asking someone about the subject to bring the though t the surface. With a PRE attack about all I am going to do put them at a disadvantage in combat and cause them to run away. There is a chance they may do other things I want but no guarantee. The biggest abuse is the ability to purchase extra dice at lower cost. I simply have a character buy a single dice of mental power with the suggested +1 advantage that raises the cost to 10 pts. After that I buy striking appearance or reputation at 3 pts per die. This allows me to spend 41 points to get a 12d6 mental power instead of spending 60. Basically, after the 4th die it is a lot cheaper. If I use a local reputation (whole state) I can get the extra die for 2pt. This means that the advantage allows you to purchase mental power significantly cheaper than a normal mentalist. An advantage is supposed to increase the cost of a power, not decrease it.
  20. I have actually done something similar. I really dislike spell casting clerics so look for alternative powers that fit a divine caster better. For personal powers I usually use something similar to talents but put the limitation religious restrictions on them in addition to any other limitations. But clerics also need to be able to aid the worshipers of their deity. To do this most clerics have the ability to create talismans that can be given out to others. The exact form the talisman takes depends on what the nature of the deity and the power granted. It could be a medal, weapon or just about any other object including something to be eaten or drank. The differing Modifier under UBO works really well for this type of thing.
  21. +26 for strong psychological complication, +1d6 for surprise, +1d6 for exhibiting a power a power, +2d6 for extremely violent action, +1d6 for a good soliloquy, +1d6 for appropriate setting, +2d6 for target in partial retreat. That adds up to +10d6. I skipped over a couple of categories completely, like interaction skills, need, and logic, nor did I take the maximum in most categories. This also does not include talents and perks. A positive reputation in a small area like a city or a state on a 14- is 2pts per +1d6. Striking appearance is 3 pts per +1d6 to affect all characters. So, I spend 6 pts to get a +3d6 reputation and another 6 pts to get +2d6 striking appearance and now I am getting an additional +5d6. The reputation and striking appearance allow me to eliminate the violent action and psychological complication and still hit the +10d6. I think most players seriously underestimate PRE. The biggest abuse of this would be when the character buys low number of dice and uses the PRE chart to gain enough dice to have a real effect. If I buy 2d6 mind control and then get to add another 10d6 to it for things I have either not paid for or paid very little for that is abusive.
  22. The big problem when moving at megascale speeds is that you end up out of range of the other ships weapons and sensors when you move a single hex. When you take a -14 penalty to OCV, and perception rolls for a target that is 1hex away it makes combat kind of difficult. The way I would handle it is to have the weapons and sensors of the ship buy the same level of megascale as the movement. At that point everything is about equal and combat should be able to be run normally. You can also scale up the sizes at the same time so that the ships are not getting penalties because of size. This is probably going prevent some weapons from being used. This is similar to what they did in Robot Warriors. One thing I have noticed in a lot of your post is you are pretty focused on the rules and are often looking for rulings. The Hero System has a complex rules system and for the most part the rules are fairly well written. But the philosophy of the Hero System encourages the GM to modify things to suit their campaign. When Steve Long was answering the rules questions, he almost always added a line like “This is how I would do it, but the of course the GM is free to alter if they choose”. Most people on the forums also go by this idea. We may argue on some aspects of the rules, but almost everyone here expects there to be a lot of house rules. In the Hero System you will almost never see some of the ridiculous RAW arguments that other game systems have. You are not going to see someone here arguing that a dead person can take an action like I have seen in other games.
  23. The problem with this is that it is very easy to get very large bonuses on PRE attacks. Looking at the chart you could in theory get up to +21 d6. Getting the full 21 dice is going to be pretty hard but getting a 10d6 bonus is not that difficult. This also allows the character to easily exceed the active point limit of the campaign. This is too easy to abuse and should not be allowed. If I did put a cost on the advantage, I would say it would need to be at least a +2 advantage and probably more. Buying it as extra dice with a limitation is a lot better way to do it. That gives the character a defined maximum. This gives both the GM and the player a pretty good idea on what the power can accomplish. By using it as an advantage sometimes the player will get nothing for it, and at other times they get a huge boost. That is not fair to anyone. You should get what you pay for, but you should also pay for what you get.
  24. A lot of dark champions characters are highly skilled. Many of those characters have skills that would normally make them fairly wealthy. More often than not most of these type characters can easily earn enough money to survive by using those skills. The reason they are not wealthy is that they are spending most of their time fighting crime so don’t earn as much as they could. Instead of working full time they work as independent contractors. Their level of skill allows them to get the work done in a fraction of the time, but they bill it as if they were less skilled. For example, someone who is a world class programmer could work as an independent contractor for a tech company. It takes him a day or two to write what would take a lesser programmer a month to do.
  25. What makes a master villain is more than just points. All it takes to make a villain that can stand up to multiple heroes in combat is a few points of speed and some extra defenses. That is not what makes the character a master villain. A master villain is a character that can control the situation. This can be done many different ways. Some master villains do it through powers; others may use followers and contacts: other through skills. The best of them uses all of the above. In some cases, the master villain could even be fewer points than the players, although that is rarely the case. If you really want to make the master villain memorable look at the weakness of the players characters. Not necessarily the combat weakness, but rather the other weakness of the characters.
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