Jump to content

MrWigggles

HERO Member
  • Posts

    18
  • Joined

  • Last visited

Posts posted by MrWigggles

  1. So here are my attempts at making some spells! They're probably horribly wrong.

     

     

    So this HEAL spell, is meant to be something for my character to cast on another from a safe not engage in combat distance.

    Spells: 

    HEAL!
    Aid
    Active Points: 18
    Real Cost: 7
    Type: Adjustment Power
    Preceivability: Obvious
    Duration: Instant
    Target: Target's DCV
    Range: Ranged
    Cost END: Yes - Cost 2 End
    Cost 6cp per 1d6 of Aid

    Heals 2d6 to either just Body, or just Stun, I dont know which is more important, at a range if
    the caster has one hand free for the gestures.

    Advantage: 1.5
    No Range to Ranged  +1/2
    Requires A Roll (0) ?
    --- (-1/2) Skill Roll (Power), (+1/4) Characer Can Choose between Two Rolls
    --- (+1/4) less Limitation 12-

    Limitation: 2.5
    Only Aid Others (-1/2)
    Incantation (-1/4)
    Only Restores to Starting  Values (-1/2)
    Side Effect (-1/4)
    --- (-1/4) Side Effect Strength Medium, 15 Active Points or forth of AP in power


    -----------------------------

    And this is meant to be a similar attempt for a Defensive Spell to be cast on nother person from a safe, not engage in melee distance. I'm somewhat sure, this is wrong. 

     

    Defense Spell!
    Aid
    Active Points: 27
    Real Cost: 8
    Type: Adjustment Power
    Preceivability: Obvious
    Duration: Constant
    Target: Target's DCV
    Range: Ranged
    Cost END: Yes - Cost 3 End / 1 END to maintain
    Cost 6cp per 1d6 of Aid

    Increases the Target's Physical Defense by 2d6 points.


    Advantages: 2.25
    Hardened +1/4
    No Range to Ranged +1/2
    Instant to Constant +1/2

     

    Limitation: 3.25
    Only Aid Others (-1/2)
    Gestures Both Hands (-1/2)
    Side Effect (-1/2)
    --- (-1/2) Side Effect Strength Medium, 30 Active Points or forth of AP in power
    Requires a Roll (-3/4) Min. Value (-1/4)
    --- (-1/2) Skill Roll (Power), +1/4 less limitation 12-, -1/2 Jammed
    Cost Endurance to Maintain (-1/4) Half END cost to maintain
    Physical Manifestation -1/4
     

  2. Okay, so here is Edwin Abbot Abbot draft 2. 

    So I correct my spending, on Intellect skills. Upped my speed, bought down my running. And have 15pts left over for spells. Maybe I should just not do magic, and reinvest those 24 points in Perks. 

    Edwin Abbot Abbot Draft 2.pdf

  3. Well, I'm not trying to make an exact Giles copy, just his role in the monster fighting genre. And we end up doing a lot of travelI wanted the Contact to be the entire organization, so we can get support, on some level, where ever we go. I'm also throwing in some stuff for the real life person, Edwin Abbot Abbot. My SO thought up this interesting Consequence, and that made me think of the author of Flatworld.

     

    So how would I construct his personal referneces? It would be a Power? Something else I'm a wii bit lost on, is just general equipment too. 

  4. So I know that Lucius said that having Int at 18 would get me at 13- for most of my Int skills. Is that because of Rounding? From reading it straight 9+Int/5 And 18/5 is 3.6. So does that get rounded to +4?

     

    And for the Power: Magic Casting. The GM sheet for charater generation, said that it was an Int Roll. So I included my the Skill Enchancer for Int skills. 

     

    And so there my reading, had my thinking there is a Generic Anaylze skill, and then I can buy into specialized Anaylze as a seperate skills. So Anaylze is always specialize? 

     

    For Money:

     

            CP     Money Per Year    Per Week

    1.       £1000                     £19
    2.       £2000                     £38
    3.       £3000                     £58
    4.       £4000                     £77
    5.       £5000                     £96
    6.       £10000                  £192
    7.       £20000                  £385
    8.       £30000                  £577
    9.       £40000                  £769
    10.       £50000                  £962

    So for when we were playing this in Savage WOrld. Money was a real problem. Everything is so expensive and you only get money IC once a month.And that batch of PC, before they all died starving in the desert, didnt quite have the skills to court rich folks for money.

  5. So attach below is a draft of the character. Its absent Complications and has 18 points unspent, reserved spells. From what I can find, I should be able to make an okay healing spell with 10 pts. And might try to wrangle a defensive spell with the other 8.

     

    I honestly have no idea how good this character is. Most of my points are in Skills. I can see some skills, I can take off, which might require the removable of the Skill Enhancer. As it seems to me, that its only worthwhile to get the Skill Enhancer if you're going to get at least 4 skills of that group.

    Edwin Abbot Abbot Draft.pdf

  6. How would you build this complication?

     

    In this game, doing this sorta League of Extrodinary Gentlmen version of Edwin Abbot Abbot. Hes notable for being the author of the novel, Flatlands. 

     

    So I want this complication, to be that Edwin is visually but physically two demensionals. He only visually has height and width. You can see his front and back, but hes a faint line from sides and top.  Physically, he still takes up three demensions. So he cant use this ability to slide under cracks in doors or stealth around really, as he only "invisable" from a very particular propesctive, so I dont see it or want it to be that practical. 

     

    So this is kinda comical but when things are given to him, they still retain their three demensional ality, except when hes holding it, visually collopses into 2d space. Kinda pops from 2d to 3d.  It doesnt damage any objects.  He can still freely interact with things.

     

    I'm just not sure if fits better as a social or physical complication, or something stranger still.

  7. So when we were playing this in Savage World, the monsters were all very tough. I dont have system mastery enough over Heroes to really judge how combat-ey we can be.  So he might be trying to preserve the loopsided battles between the Rippers and monsters.

    As for the Ripper Claws. They are a extranious weapon. It has a long thick leather half sleeve and straps, with a leather sleave over the top of the hand and strap over the inside grip, with three long strudy claws about equal length to the forearm. In Savage World, beside offering +1 parry (defensive bonus), also couldnt be disarm with, being literally disarm. 

     

    I was looking into a healing spell, but I couldnt find a stock one. I like the concept of the troll blood thing, with it granting regneration through active concentration.

     

    So what would the spell version of Analyze do over the skill itself?

     

  8. Heya, 

     

    SO was I curious if maybe I could get some help with making a character, to get something to go on. We're using the Savage World's Ripper setting. Which is this late 19th century pulp, gothic adventure horror setting. Mostly in the UK, but not only in the UK. We're part of the Ripper organization, and we fight monsters, and beg for money. 

     

    The GM gave us 125pts, with 50pts in Complication which we must take. 20 points is already tied into being Hunted by the Rippers bad dudes, 'The Cabal'.

     

    My concept, is a Giles from Buffy the Vampire Slayer tv show. A support character. So I was picturing the character as Primary, knowledge skills, and information getting. I was also picturing them haveing a very strong standing in the international Ripper organization. With some fighting. And also healing as a strong secondary ability. 

     

    So Primary: Knowing Stuff and getting to know stuff: Secondary: Organization standing and contacts and healing. Tritionary combat. In particular, melee, with Ripper the ripper claws. Forearm attached Wolverwine claws. 

    We already have a very focus Social character, and two combat characters. But think everyone is going to need a bit of combat. Though I was looking at Tactics and Teamwork, to maybe using that to be supportive in combat without in the fray. I dont know. Combat is fun. Stabbing monsters. 

     

    There is the ability to have powers. The framing for the Ripper setting, is that their Monster Parts grafted into you. 

     

    And the other GM notes on CG:

    Characteristics

    PD and ED: Cannot be purchase - gear / magic only

     

    Skills: No Skill CAP directly, your maxima will cap at 13-

    CSL: Not restricted but CV's are capped 7 from all sources

    DC: Max is 8 from all sources/maneuvers

    AP: 40

     

    Magic: 

    Must have the magic skill to learn/use spells

    3cp for base INT roll 2cp +1 This can be the one 16- skill

    Requires Roll limiation - 1/4 less limitation

    ---Must have the 0 Limitation "only make one" for activation roll

    ---Must have the 1/2 less limitation "-1 10 AP" modifers

    Must use END (1 per 10 AP) - cannot AVD it off.

    Must either use "Gestures" or "Incatations" modifers

    Must use side effects modifers - see table

     

    Complications:

    No more then 25cp per complication

     

    Powers:

    No Stop Sign or Exclmation powers, AP max at 40

    Powers are subject to GM approval

    Powers are only gained by Rippertech or Magic

    Ripper tech must have -1 worth of limtations

     

    Campaign Specific Skills:

    PS: Ripper Tech

    SS: Ripper Tech

    KS: Ripper Tech

    PS: Ripper Organization

    KS: Ripper Organization\

     

     

    Um. Thanks for any help or interest. I havent made too many Hero characters. 

×
×
  • Create New...