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torelin32

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  1. Re: What does routine skill check, easy skill check & difficult skill check mean to y You guys are great...keep giving me good ideas. I'm writing a program to take all this into account...what you all have mentioned in this thread. When I'm finished I will share my fruits of my labor.
  2. Hi Everyone, I have been pondering this for a little while and I have come to you all to get some expert advice. In the hero system we have routine skill check modifiers and additional modifiers which as a GM we can apply accordingly. My question is how in a game setting can we describe the situation where a routine skill modifier would be needed, or a easy skill modifier or even a difficult skill modifier would be needed to determine success when a roll of the dice is made. Any input on this question would be greatly appreciated. Thanks in advance.
  3. Re: Need all of your suggestions for this power build Cool, idea...I like it. But I am wondering how many AP the surrounding environment would have that the character could drain off to fuel his end reserve by.
  4. Hi Guys, I have a power build that I am a little puzzled over. The power that I want to build would be as follows: A character will have the power to absorb energy from his surrounding environment, such as heat, light, what ever energy source is available and convert and transform that energy to power an end reserve that he has, so in turn the end reserve will power the characters powers such as aid, etc. Does anyone of you really smart guys want to take a stab at this, to help me out. Thanks, in advance.
  5. Hi guys, Would one of you very intelligent and smart guys explain to me how boostable and continuing charges work ? Would boostable charges be alright to use in a magical spells to give it some umph. So I really don't have to set the AP for each and everyone. Thanks in advance really appreciate it
  6. Re: Hero/Fate/Karma points for Hero System Hi Everyone, I personally like Derek's idea for using cards in his game. It made me think somewhat about my game, and I decided that for my PC's in my game, each would get 1 card to start with, and for PC's with luck they would get to roll against their luck in the standard to fashion to determine how many extra cards they would get. The only limitation I' am placing on it, is that they can't trade amongst themselves and the maximum they can have at anytime is five in their hand. Anyway I made some cards based on Derek's idea for my Bleach game and I would like you guy's to take a look and let me know what you think. Thanks to everyone in advance.
  7. Hi everyone, I really could use your help writing up this power Description: The most prominent supernatural power possessed by a Shinigami is their Zanpakutō, a supernatural sword generated from the Shinigami's soul. Shinigami also naturally give off spiritual energy, which varies greatly in magnitude with the strength of a Shinigami. A Zanpakutō is a physical manifestation of this force concentrated into a blade. While its appearance varies amongst Shinigami, its damage rating is only dependant on the Shinigami's spiritual strength. Game Mechanics: You possess a katana or wakisashi shaped Zanpakuto that deals 1d6 damage. Your Zanpakutō sharpens as your Reiatsu grows stronger. Each time you gain an additional attack from your Weapon attack skill ranks, your Zanpakutō damage increases by +1d6. You are automatically considered proficient with your Zanpakuto. This is based on a d20 game system and I would like the help converting it to Hero based rules. Thanks for all the help in advance.
  8. Re: How would you build this power I like...I definately like !!
  9. Hi guys, Here's a concept for a power put I'm not sure how to write it up. Please help ! He is able to tear a small portal called Chave, often sending out his hands, or just a simple EB. He can also use this to open wounds within the body of his enemy. This is my concept...and I really could use the help on how to write it up in hero stats Thanks
  10. Hi Guys, I'm just wondering something and maybe you could help me out. Let's say you have a hero or superhero who has a high PRE and wants to use that as a PRE attack. Now let's say this same hero uses it against a group of soliders or Viper agents, now here comes the question. With all the specialized training that these soliders or agents recieve would they be more resistant to a PRE attack than a normal civvy. And I'm just wondering how I would write it up, can anyone give me a suggestion. Thanks for everything in advance.
  11. Re: Bleach Conversion Project Hi Susano, Would you be interested pointing m down the right direction tho. Would really appreciate it. Thanks,
  12. Hi Guys, I was wondering if anybody watche the anime Bleach and I'm looking for a few good people to help me convert the anime into Hero statistics and powers. If anyone is interested please let me know. Thanks,
  13. Re: Review this character Yep, That's what it means. Is tht too much or resonable limitation side effect. ?
  14. Re: Review this character Hi ! You guys have been wonderful with your input...here is the revised character taking in all the input you have given me...while keeping the initial concept that my player presented me. STR - 4 DEX - 13 CON - 13 BODY - 10 INT - 11 EGO - 20 PRE - 10 COM - 20 PD - 1 / 11 - rPD (10) ED - 1 / 11 - rED (10) SPD - 3 REC - 4 END - 30 STUN - 30 Mental Attack Set: Multipower, 50-point reserve, (50 Active Points); all slots Requires An EGO Roll (Active Point penalty to Skill Roll is -1 per 10 AP; -1/2), Side Effects (make skill roll of effect is 1d6 stun / 10 AP Used; -1/2), Concentration (1/2 DCV; -1/4) Ego Blast: Ego Attack 5d6 (Human class of minds) (50 Active Points); Requires An EGO Roll (Active Point penalty to Skill Roll is -1 per 10 AP; -1/2), Side Effects (make skill roll of effect is 1d6 stun / 10 AP Used; -1/2), Concentration (1/2 DCV; -1/4) TK Energy Blast: Energy Blast 10d6 (50 Active Points); Requires An EGO Roll (Active Point penalty to Skill Roll is -1 per 10 AP; -1/2), Side Effects (make skill roll of effect is 1d6 stun / 10 AP Used; -1/2), Concentration (1/2 DCV; -1/4) Mental Defense Set: Multipower, 30-point reserve, (30 Active Points); all slots Requires An EGO Roll (Active Point penalty to Skill Roll is -1 per 10 AP; -1/2), Side Effects (make skill roll of effect is 1d6 stun / 10 AP Used; -1/2), Concentration (1/2 DCV; -1/4) TK Force Field: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2) (30 Active Points); Requires An EGO Roll (Active Point penalty to Skill Roll is -1 per 10 AP; -1/2), Side Effects (make skill roll of effect is 1d6 stun / 10 AP Used; -1/2), Concentration (1/2 DCV; -1/4) Mental Manipulation Set: Multipower, 50-point reserve, (50 Active Points); all slots Requires An EGO Roll (Active Point penalty to Skill Roll is -1 per 10 AP; -1/2), Side Effects (make skill roll of effect is 1d6 stun / 10 AP Used; -1/2), Concentration (1/2 DCV; -1/4) Psionic Mind Control: Mind Control 8d6 (Human and Class of Mind: Animal classes of minds) (50 Active Points); Requires An EGO Roll (Active Point penalty to Skill Roll is -1 per 10 AP; -1/2), Side Effects (make skill roll of effect is 1d6 stun / 10 AP Used; -1/2), Concentration (1/2 DCV; -1/4) Psionic Mind Link: Mind Link , Human class of minds, Any Willing Target, Any distance, No LOS Needed, Number of Minds (x8), Psychic Bond (50 Active Points); Requires An EGO Roll (Active Point penalty to Skill Roll is -1 per 10 AP; -1/2), Side Effects (make skill roll of effect is 1d6 stun / 10 AP Used; -1/2), Concentration (1/2 DCV; -1/4) Psionic Mind Scan: Mind Scan 9d6 (Human class of minds), +2 ECV (49 Active Points); Character Cannot Attack Through Link (-1 1/2), Requires An EGO Roll (Active Point penalty to Skill Roll is -1 per 10 AP; -1/2), Side Effects (make skill roll of effect is 1d6 stun / 10 AP Used; -1/2), Concentration (1/2 DCV; -1/4) TK Utility Set: Multipower, 50-point reserve, (50 Active Points); all slots Requires An EGO Roll (Active Point penalty to Skill Roll is -1 per 10 AP; -1/2), Side Effects (make skill roll of effect is 1d6 stun / 10 AP Used; -1/2), Concentration (1/2 DCV; -1/4) Telekensis (Crude Manipulation): Telekinesis (33 STR) (50 Active Points); Requires An EGO Roll (Active Point penalty to Skill Roll is -1 per 10 AP; -1/2), Side Effects (make skill roll of effect is 1d6 stun / 10 AP Used; -1/2), Concentration (1/2 DCV; -1/4) Telekensis (Fine Manipulation): Telekinesis (20 STR), Affects Porous, Fine Manipulation (50 Active Points); Requires An EGO Roll (Active Point penalty to Skill Roll is -1 per 10 AP; -1/2), Side Effects (make skill roll of effect is 1d6 stun / 10 AP Used; -1/2), Concentration (1/2 DCV; -1/4) TK Relocation: Teleportation 10", Position Shift (25 Active Points); Requires An EGO Roll (Active Point penalty to Skill Roll is -1 per 10 AP; -1/2), Side Effects (make skill roll of effect is 1d6 stun / 10 AP Used; -1/2), Concentration (1/2 DCV; -1/4) Toxicity Resistance: Endurance Reserve (100 END, 1 REC) (11 Active Points) Auto Drug Injector: Aid to any characteristic 3d6, any characteristic one at a time (+1/4) (37 Active Points); OIF Durable Expendable (Difficult to obtain new Focus; -3/4), Self Only (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-1/2), Extra Time (Delayed Phase, -1/4), 6 Recoverable Charges (-1/4), Linked (Toxicity Resistance; -1/4), Gestures (-1/4) These are they key powers and I'm wondering what you guys think about this revamped character. Thanks in advance.
  15. Re: Spear of Destiny Thanks Psylint, I don't know how to give you a rep point, but I would if I could.
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