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Gary Ciaramella

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Posts posted by Gary Ciaramella

  1. I was talking to a friend on the phone just now and we figured that even with megascale I couldn't get my POV within 1km unless the GM fudges that, so I may need to go with just a lot of levels of x2 distance, we figured that it would take 23 levels of doubling to get the entire world, or a 115 point adder. :P I can do that I guess, it will fit in the multipower, but if there is a better way, perhaps one of you will know it.

  2. Long time no see everyone, it has been almost a decade for me, but I am in a 5er game! I am making a girl named Portal. (yes, not a very imaginable name)

     

    She opens 2 dimensional portals to walk through and she can do so world-wide. I want to give her the ability to open little peep holes to look through that are clairsentience-based, and I am having trouble figuring out how this is going to work. Do I use megascale? (I have permission) or do I purchase a lot of multiples in the base power description? If I use megascale, how many inches does the base perception give? Megascale gives 1" = (value) and I do not know what that value is. Can someone build this power for me so I can see how it works? I have plenty of points to play with, we are Justice League level PCs, so I should be able to afford it. I want it to have sight, hearing, and smell, since I am literally opening a hole from one place to another. Should it have feedback in case something wants to affect me through it?

     

    Thanks in advance!

  3. He never really demonstrated much in the way of stealth skills.  I know he has a reputation of being a ghost but he basically walks through the front door and shoots people in almost every hit in the movie.

     

    One would be considered a "ghost" if there were no people left alive to talk about who was responsible... only fringe players would have been left, who likely was not close enough to him to warrant a round, but did not get a close look at who was doing the shooting.

  4. I looked up damage over time and it says that if it were damage over time it would be described as "the target takes [amount and type of damage] every [increment of time] for [total length of time]."  The thermite description does not indicate any sort of time step within the total length of time. So I am feeling it likely that the Thermite is not going to be 2d6 RKA AP once per segment for a turn, that sounds less like thermite damage and more like Alien blood burning through 5 decks of platting. :D

    Just talked to a friend on the phone and he suggested it would do the damage over time with a default speed of 3 which he extrapolated from the 5th edition uncontrolled continuous attacks. That sounds ok, 3 applications of the damage sounds more appropriate than 12. One application with the damage applied incrementally over the time span actually does not sound like enough damage... so unless I get something official sounding from someone on this thread, I think I will go with my friend's suggestion.

  5. I am not certain how to read this bit of rules from The Day After Ragnarok... I am about 70% sure, but I figured I would bring it up here so that I am certain.  If it seems super obvious to you guys, please don't tease me too badly, but a bit of eye rolling is ok. :)

     

    Thermite - it does 2d6 RKA AP damage for 1 Turn per 0.1 kg charge before being consumed.

     

    Is this saying that it does 2d6 armor piercing killing damage once after a turn has passed? Or is there some sort of assumed speed (a two speed or that of the person that sets it off?) I don't think it would be that, as it would have the weird effect of making thermite more potent for higher speed users. If it is the first, does the damage happen at the end, the beginning, or take place incrementally over the entire period of 12 seconds?

     

    Just chalk this question up to me being pretty rusty with my Hero rules.

     

    -- Gary Ciaramella

  6. Or make it official.  There is a different damage spread and center, making d6-1 more useful than 1/2d6.  I inserted that as a 'phantom DC' in my own fantasy weapons list to give a little more spread/difference between weapons.  Gary C already has a copy of my list, maybe he can voice his opinion of it.

     

    Making it official would break the 1d6K = 3d6 Normal ratio, but given 6Es changing prices of powers (I'm a 5E grognard, don't know if KA was affected.) It might just work out to make 1 DC Killing 4 AP and a full 1d6K 16 points.

     

    Chris.

     

     Your weapon list is thorough, tis true. What it needs is some work on it's presentation. You know what everything means, but would be a bit complicated for new players. I can figure it out, but what it needs is more labeling and work on making it's rounding work using the Hero System standards.

     

    I do really like that you used the data base... I personally don't have a lot of experience using them, it makes all the math work go away... *poof* Brilliant! :)

  7. I am almost certain that some variation of this has been asked, but it is almost 6 in the morning and my brain will not support an extended search of the forum, so bear with me...

     

    In the equipment guide (and the Fantasy Hero book as well, it turns out) the dagger is listed with an active/real cost of 21/8... I am trying to remake the list in my copy of Hero Designer and so far can only come up with 17/7... so I am missing something. Here is what I have:

     

    Dagger:  HKA 1d6-1, Range Based On STR (+1/4), Reduced END (0 END; +1/2) (17 Active Points); OAF (Dagger; -1), Real Weapon (-1/4), STR Minimum 4-8 (-1/4)

     

    What don't I have included in this?

  8. I know that there is an old argument about not having adventures because they do not sell.  I just really wish that it could work.  I love Fantasy Hero, but with little support compared to other systems.... Look like we will only play it if I GM it.

     

    Norm.

     

    Agreed, the lack of premade adventures does hold the game back, while the freedom to make anything you wish is powerful stuff, there are times where one is too busy or lazy to do so, and having something at the ready would really be worthwhile.

  9. This being the most posted on pure Hero System board, I decided to ask my question here, although the campaign in question is a Fantasy Hero campaign.

     

    Have you ever come up with house rules for Skill Decay? My magic system is going to be skill based, so I wanted to see what some of you may have come up with... I am not certain I want to worry about skill decay, but if I can come up with something clean and elegant, I may give it a go.

     

    So... Skill Decay, anyone?

  10. Yeah... I'd mentioned on another forum that Gary and I were in a Pathfinder group that neither one of us could stand, not only because of all the house rules, but because the GM was deliberately slowing XP advancement to a crawl because apparently he wanted the game to be gritty.  Which you just can't do if you're playing D&D/Pathfinder past a certain level because people have lots of hit points and healing.  And I thought, "Why doesn't he just play HERO or GURPS or some other game where character advancement does not automatically translate into taking more damage?"

    Basically some people are so attached to the D&D paradigm that they want to fit the peg into holes where it won't go.  (Which explains, among other things, D20 Modern.)

    Of course it's also been pointed out to me that converting a Pathfinder game to HERO basically means *creating* Pathfinder HERO almost out of whole cloth.  But I think most of it other than the magic shouldn't be too hard.

     

    JG

     

    To be fair to all the rules systems of the world, I would not really enjoy playing under that GM no matter the rules system... it was by no means Pathfinder's fault, as you have seen, I've been running the system. :)

  11. I have been recently been running a Pathfinder campaign, via an adventure path... all has been going well, I've enjoyed myself a lot in fact...

     

    Until today.

     

    Until I had the bright idea of running a side adventure... in which I wanted to create some unique magic... and found out that it was next to impossible to do so within the rules.

     

    This is where the love of Fantasy Hero comes in. When you GM Fantasy Hero, or play it for that matter, there is no such thing as... You cannot do that. You can make any magic you wish. There is no rule that says that spell scrolls are limited to 4th level spells... there is no limit that says that you cannot cast a mass dominate person spell... or put that spell on a scroll... or a wand...

     

    Fantasy Hero, and the Hero System in general, allows you to do what you want, the way you want.

     

    And that is why Hero will always be the game for me.

     

    I :love: Hero!

  12. My idea is to have a brew potion power by making a transformation attack to transform water and ingredients into a potion, giving the resulting liquid powers according to the rules listed in the 5e revised core book. So, it will not really require much transformation attack for the water and ingredients, most of the need for transformation will be to add the powers. :)

  13. Spend $50k more on the armored version of this baby, and you are set to go! :)

     

    [ATTACH=CONFIG]44285[/ATTACH][ATTACH=CONFIG]44286[/ATTACH]

     

    The world is a dangerous place—the stuff is always ready to hit a fan somewhere—so what better way to protect yourself than an armored vehicle? And what better armored vehicle to use than Conquest Vehicles’s Knight XV, a massive SUV designed to stop bullets while looking like it can stop a cruise missile. But the world also is an unpredictable place, as partially proven by Conquest Vehicles’s introduction of a new, light-grade XV lookalike that isn’t armored. The Toronto-based company is calling its more-vulnerable new model the Evade, which seems apt given that is exactly what buyers will have to do when the bullets start flying.

     

    Like the XV, the Evade is based on a Ford F-550 Super Duty commercial truck chassis and wears brutally styled bodywork. Typically, consumer-grade armored cars hide their armor and blend in, but not the Dartz-like Knight XV—and so it goes for the Evade, minus the armor, of course. Conquest Vehicles colorfully describes the Evade’s new body panels as “massive,” but apparently they’re “significantly” less so than the 13,000-pound Knight XV’s beefed-up fare. The panels are rendered using an aluminum/mild-steel blend, but this dose of superleggera engineering is offset by the truck’s steering wheel, hinges, and running boards, all of which are machined from solid blocks of stainless steel.

     

    An interior chock-full of luxurious doo-dads and high-tech security features also doesn’t alleviate the pain felt by the pavement beneath the Evade’s tires. Standard equipment includes four-wheel drive, FLIR front and rear night-vision cameras, joystick-operated exterior searchlights that offer 360 degrees of lighting coverage, leather and Alcantara interior furnishings, and a “commercial-grade” air suspension. The interior is set up with a 2+2 rear-seating configuration with two pairs of chairs facing each other, limousine-style, and buyers can add retractable flat-screen monitors, a partition between the rear quarters and the front cabin, and power rear seats. Like the XV, the Evade can be had with one of two Ford engines, one gas and one diesel.

     

    We understand that not every buyer in the market for a commercial-truck-based land crusher needs armor or blast-resistant tires, but lose the armor and the Knight XV–derived appeal seems lost. Then there is the Evade’s price tag, which at $579,000 falls just $50,000 shy of the Knight XV’s base price. That’s big money for something that lacks a winged B or a flying lady hood ornament, let alone one that also doesn’t save your bacon when the heat is on. We’d splurge for the armored XV, which soon will inherit the Evade’s minor styling updates, so that we may indulge in its paramilitary looks and the assurance that it packs paramilitary chops, as well.

     

    http://autos.yahoo.com/news/conquest-vehicles-reveals-the-evade--its-new--gigantic-unarmored-suv-20120809.html

  14. I am working on a character that is sort of a cross between Iron Man/Tony Stark and Batman/Bruce Wayne. In his secret ID he is the Tony Stark style Scientist and in his hero ID he is a violent Batman-esque type. There are skills that when in costume he would not use... maybe more than would not, possibly even COULDnot use. The background is not finalized, but it may go as far as being a split personality.

     

    Is the idea of a multiform based on psychological factors valid? I originally was thinking of using lockout to prevent him from using certain skills while in costume, but I think that multiform would be more elegant.

     

    What do you think, multiform or lockout?

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