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Edsel

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Posts posted by Edsel

  1. Horror Hero 4th Ed. had rules for Astral Travel which were a refinement of the Astral Projection rules from the old Hero System Almanac 1.

     

    Basically you used a power called Shift Spirit (20pts per 1d6) to transfer the spirit (EGO was used) out of the body. This was also useful for things like "soul jar" type spells. If you only wanted to be able to Astrally Project yourself you'd take a Self-Only (-1) limitation.

     

    Once seperated from the body the spirit was completely invisible and intangible. The spirit took with it the character's INT, EGO, DEX, PRE and SPD. The body kept the other attributes. To use any powers while Astral they'd have to be bought to 0 END or you'd need an END Reserve. Most skills were useless to a spirit unless you bought Telekinesis with a +2 Advantage to affect the real world.

     

    Only another spirit could affect a spirit. You could also buy an Effects Spirits advantage, which was just like affects desolid but was a seperate and distinct advantage. In other words attacks bought with affects desoild would have no effect on a spirit, you'd have to buy affects spirits to do that.

     

    To "kill" a spirit you'd have to destroy its EGO. There is also a power called Consume Spirit with was basically a ranged transfer/drain that cost 30pts per 1d6.

     

    Astral Vision was a 10 point enhances sense that allowed you to see into the Astral plane.

     

    The old Horror Hero spirit rules, in retrospect, seem a little cumbersome. It'll be interesting to see if the New Horror Hero, when released, covers this topic.

  2. Would someone who jumped to earth from an orbital platform actually create enough friction to get burned? Meteors enter earth's atmosphere at cosmic velocities 15,000 km/h or faster, that's why they create fireballs. How much velocity would you build up before the atmosphere slowed you down? I guess the distance you fell through the vacuum before reaching dense atmosphere would have something to do with it.

  3. This may be jumping the gun a bit (its not yet Thanksgiving day) but... I did a search on the forum but had no luck finding Santa Claus. Has any body tried to build St. Nick?

     

    He's gotta have a lot of duplication to be in all of the department stores at the same time.

     

    He's gotta have telepathy "only to tell who's been naughty and nice".

     

    He's gotta have some sort of a time stop ability to get all that stuff delivered in only one night.

     

    He's got a hidden base at the north pole with all those elf agents/followers.

     

    Would Mrs. Claus be a follower or a DNPC?

     

    He's got to have some sort of a special power to allow a person of his girth to squeeze down those chimneys.

     

    Do you need Combat Piloting with a sled?

     

    He's gotta have some sort of invisibility to radar because I think the local "weathermen" are lying when they say they've got him on their weather radars. Of course his time stop ability may eliminate the need for such a power.

     

    You get the general idea. Has anybody tried to write up this guy?

  4. What sort of an Active Point level will result in a -1 to the Magic Skill roll? For instance is it -1 per 10 Active Point, -1 per 5 Active Points?

     

    What about Power Frameworks? Are Elemental Controls allowed? What about Multipowers? Or are all spells bought independently? If the latter will the Real Cost of spells be done with a divisor such as in the Turakian system?

     

    Of course I kinda have an inside as to what you are thinking but I imagine that the questions I have posed will foster a little better understanding of what you are doing and get you some better feedback. If I hadn't talked with you some before I would have looked at your first post and went huh...;)

  5. I have noted in several games that I have played in that the trend is to make agents more powerful and thereby more of a challenge to the Heroes. However it seems to be going too far.

     

    For instance I have a character with a multi-power, three of the slots are as follows.

     

    12d6 EB (60 Active Points)

    8d6 EB, explosion (60 Active Points)

    6d6 EB, 6"AE radius (60 Active Points)

     

    The first attack overkills agents.

    The second generally only takes out the one in the hex of impact. Any who are more than a hex or two away usually shrug it off.

    The third attack usually fails to drop even a single agent.

     

    Not much point in this... its just a gripe.:rolleyes:

  6. I usually run VIPER in squads of 5 agents and try to get a 3:1 or 4:1 ratio over the Heroes. Its a tricky thing to balance and depends on the make-up of the Heroes. Our group's Martial Artist is hell on agents (multiple move by, AE Hand to Hand attack, etc.) they've learned not to bunch up around him. The Brick on the other hand can generally only manage to attack one at a time and is much better off fighting single super-powered foes.

  7. If you are asking how many points they are built on...

     

    The non-superhuman agents are all built on 50 points plus disadvantages according to the VIPER: Coils of the Serpent book. They all get varying amounts of experience as well. The Air Cavalry Agents are worth a total of 267 points with 50 points of disads and 167 Experience (specified as "experience and individual disadvantages"). The General Combat Specialist (whom I'd definately call a vetran) is worth a mere 186 total points. Obviously a rookie agent should be worth 100 points with no experience. Of course since they are built for the Champions genre they are paying points for all their equipment.

     

    Basically I just build individual squads of identical agents (except specialists) figuring that the squad has worked together for a time and are therefore about equally experienced.

  8. The old Eye for and Eye rules (page 62) considered a turn of 121-180 degrees in a single hex to be a -3 modifier to your Combat Driving roll. However you also have to reduce your Turn mode which is an additional -4 penalty (reduce turn mode to 0).

     

    However if you are going slower your turn mode is less. Zero, for instance, if you are starting from a dead stop.

     

    The tables are reproduced below.

     

    Degree of Turn / Modifier

    01-60 (one hex side) = -0

    61-90 (up to 1.5 hexsides) = -1

    91-120 (up to 2 hexsides) = -2

    121-180 (up to 3 hexsides, bootlegger) = -3

    One hex line drift = -0

     

    Decrease in Turn Mode / Modifier

    -1 = -1

    -2 = -2

    1/2 current Turn Mode = -3

    Bootlegger (move one vehicle

    length forward and reverse

    vehicle facing, eliminating the

    Turn Mode for this maneuver = -4

     

    Hope the table is readable. Hope this helps.

  9. One night during a Middle-Earth based fantasy game I was playing in my Ranger had a really bad string of luck. During two seperate combats I failed to roll above a 5 on a d20 and never managed to hit anything. Once the party stumbled into town we were asked to identify ourselves. I gloomly replied, "My name is Orodil, that's elvish for I missed."

  10. Originally posted by Michael Hopcroft

    Do you have the Hero Designer file for Yuri that I could either download or have e-mailed to me?

     

    I love collecting characters (I convinced Derek to send me all the characters from his Challenge of the Superfirends game from DunDraCon) and wish there was more exchanging of hero Designer files.

     

    The character sheets look very good. I too am looking forward to Mughi.

     

    I'd really like to see a Hero Designer file of Mink (from Dragon Half) someday. She must bem what, 600 points?

    Yuri's Hero Designer File is posted with her revised character sheet (about 10 post or so above this).

     

    I haven't gotten around to working on Mughi yet. Our game has been delayed and I don't yet know which version I would prefer to build. The cuddly over-grown cat of the classic anime or the more serious giant displacer-beast-looking-thing from the novels.

  11. Originally posted by Old Man

    Good work, but I really think the DP cause more havoc than could possibly be explained with a mere 5d6 of luck. There should be a cosmic VPP. A big cosmic VPP.

    I agree. When I use them they'll be NPCs so the GM fiat is probably the way to go.
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