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Era Scarecrow

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Everything posted by Era Scarecrow

  1. Re: Talking to the duplicates If they are all in the same room, yes i agree with you. What if they aren't? Example. Say the character splits into 32, and 16 go in the left room, and 16 go in the right room. Separate NPC's talk with them, Both are told the same lie, the ones of the left fail, and the ones on the right succeed (Or see through the lie). So question. I see it this way, the player gets 1 set of rolls, and both sides are determined separately. (Makes his Per by 3, the left room made his by 6, the right room made his roll by 1) Unless they are all mind linked, they both half believe do/don't believe what's going on. How do you address this? Good roleplaying, and perhaps recombining (which would default to the winning side) Perhaps if they recombined, the difference in those convinced should get a modifier for effecting the original character. Ex: If 8 were lied to successfully, and 24 saw the truth, he gets a +3 (+1 for each double) to his full roll. Same for the opposite direction. Then once combined, should the roll have caused him to go to his negetive (made his by 2, but has -3 from duplicates, so then believes the lie), or simply has a -3 on all interactions thereafter with those that were lied to on that person. GM's choice i think.. Era
  2. Re: Attunement Modifier? I see what you are saying. And it's a good guideline, based on similar limitations that is stated in the book. -1 only works half the time (only on WOMEN) -2 extreamely limiting, or works under specific circumstances (During a full moon (3-4 days in a month, and at night)) -3 Super limiting (i don't recall the exact limitation, Works 1-2 days out of the year, Ect.) Need to add the -1/4 for replacable once a day, although charges by default restore once a day, this isn't charges you recommend. oh well Era
  3. Re: Attunement Modifier? I must appologize, i read through the 'extra time' disadv modifier again, in the 5ER rules, and it answered my question quite throughly. It states Extra time in this way, Not word for word mind you. 1) Extra time is the amount of extra time it takes to activate a power. You can activate the power, and continue to move about and do other actions, when the power activates it's effects take place. (With the exception of an attack, then you can't move or do anything till the attack ends) (I wonder.. What if you made a sword 3D6 HKA Extra time (1 Century) and had it conviently laying around for an enemy, would he be stuck unable to do anything while you go up, disarm him and turn him over to the authorities while he tried to attack you? I assume he could abort to dodge but i don't know..) 2) Extra time with HALF the disadv effect, can simulate charged weapons. Weapons once you charge, they will hold the charge and you can use the power without waiting extra time. (magical sword, wand, Ect.), Minimum -1/4 With that in mind, a 6hour wait would actually only be worth 1min's worth of extra time. Unless you have more than 6 hours to devote to waiting. (But just picking up a sword and it becoming magical over, say a week, this is perfect.. For those that just leak power out to anything magical) It does greatly increase the cost, but at the same time, covers about the same thing. So, i believe then.. Attunement modifier = -3/4 Focus (Item type of opportunity -1/2) Extra time (-1/4, Full segment, further time is half the modifier) If it's a ceremony (this sword is passed down from generations, say these words to activate it, or a wizard charging it) Ect, assuming you have a quiet place, add gestures (complex, throught -1), and incantations (complex, both hands, throught -1), can help with the costs and keep it respectible. I appologize for not finding my own mistakes earlier. Era PS: I didn't build the original sword, i was told what it was and rebuilt it by the GM's ruling and guidelines. Which is i believe the following Flame sword 9pts: (I think this is right, for the sword i'm basing it on) 1D6 HKA, Penetrating, 0END, OAF-1, INDEP, STRMIN 12 1D6 HKA ED FLAME, Penetrating, 0END, OAF-1, INDEP, Linked, NoSTR OCV+1, OAF, INDEP, Linked OCV+1 Vs Evil (Like above + limited -1) Detect evil (one thing, radius), (Also like above)
  4. Re: Attack type Inconsistancies Ahh, that makes a little more sense. Perhaps for the damage types, we need a simple table that will say base damage, if +str for damage (that can double the DC's), and ranged. That's more for the technical players, like myself trying to break things down, understand them, and rebuild them later. (Like the attunement, which i will post with my own corrections shortly) Ex: Mix and match Normal: 3 Killing: 10 Ranged +1/2, Add Str +1/2, (kinda a small table.. Hmm) Partly what stumbled me here, was i see RKA and HKA, but they cost the same although RKA has range. *shrugs* My appologies, i'm still learning on the KA's, and the rules. Take care Era
  5. Question. I see there's disadv's in powers that make it more useful to build it one way but not another. Example Ranged HTH attack: Normal 5pts for 1d6 effect HTH attack: 5pts for 1d6 effect, HTH -1/2 Ranged KA: 15pts for 1d6 effect HKA: 15pts for 1d6 effect. This makes me wonder if i should just make all HTH attacks non killing, and the body will average anyways, but i'll pay a little less for it. Ex: 3d6HKA (45AP) 9d6HA (45AP) HA (-1/2) (30AP) RHA / Energy burst Ect. Same Pts as the HTH / Ranged KA. Unless i've missed something, from what i can tell the powes are built in with the appropriate modifiers and point costs to cover it. You could in return do ?d6 RKA No range (-1/2), basically turning it to HKA. Is that right? Or perhaps i've just come late and not noticed it in a release somewhere? (Or perhaps the Hero builder 2 i'm using wasn't updated with it?) Era
  6. Re: Continuous unlimited? That answers many of my earlier questions. But still.. 0END, Persistant, Uncontrolled, can be quite brutal. But i see using a END reserve, and dropping the 0end (or 1/2 END) would make an interesting way to control it for time. Perhaps in the form of a virus, say chicken pox? (Side effects -1/2, target gains 1pt LS:immunity to Chickenpox).?? Since IRL once you have chickenpox you can't get it again. (Not the same for the flu though ) Guess i'll have to re-look over different adv's and disadv's for durations. Era
  7. Re: Talking to the duplicates A question on the subject. Interaction between the character and his duplicates. Assuming the following. 1) one player/enemy has duplicates 2) he's not 'mind linked' but all basically have his personality 3) he splits and sends 'himself' in large numbers on a mission, like (I'm going to split into 32 me's and go stop that tank pick it up, and take it to the site and drop it into the enemy's HQ, then blow it up in their face), once split they all know the mission 4) Enemy has a high disguise, invisibility to sight groups, and mind reading (surface thoughts), learns the full details of the mission by reading his thoughts, watches them split. How would this play out? He disguises himself exactly as on of the duplicates, goes invisible, gets in the group (very back, or while they are busy and don't notice), makes his Disguise by about say.. 10? Acting, 6-10. Then passes himself off as a duplicate, talks in his manerisms, does some powers he can do, or acts on his preferences (Say someone who is watching him for a while) THEN! While they are busy moving the tank, he has a conversation with the duplicates either changing the mission, or how it worked, or convincing them he's the original and the mission changed. (The mayor's under attack in that limo, go protect him 'while i set a bomb in the tank and when you get back you will all be blown to bits when you pick it up again'), or decides to 'backstab' or neatralize each duplicate till one notices there's something wrong, then passes off as one. Since he can do surface thoughts, and probably still reading one or two of them, knows how they are thinking and reacting and continues to pass off as one. LATER when they go to recombine, he goes as one, and instead of re-combineing, he knocks him out using a martial NND attack and stuns him out. If there's another duplicate, he talks with them, convincing them the one knocked out was someone in disguise, comment about what was going on to prove he wasn't the original, and then cause mass confusion. Well? anyone going to tackle this? Era
  8. Re: Attunement Modifier? From how i understand independant works, is if you loose the focus, you loose the points. Period. In order to get another focus, you 'repay' the points. If it cost you 10pts for a great item, it will cost you 10pts to replace the item. However, I've somewhat considered how you would do the charges bit. (Charges 1, Recoverable, Extended time for charges to recover, 1 week, -1 3/4)(I think this is right) Correct me if i'm wrong, but the problem is 1) the item would then have to have 'continuous' on it, or some other means to allow you to use the power without a certain limit on how many times you can use it. Since as i understand, charges are 'usages' before the charges had to be replenished (Ex: A gun with cartriages, or a flashlight with batteries), otherwise i could put a number of charges on how many items i wanted to effect, instead of paying the +5pts for doubling. 2) Duration isn't the best described in the system, it's more 'turn on/off' as i recall. or 'turn on, when i get ko'd it turns off' and then 'turn on, and i can't turn it off'. I think the continous, persistant (still looking into) you can just simply say 'the effect lasts for 24 hours) and leave it be, with no other modifiers. I've considered you could do a 'focus easily replacible) -1/4, but that seems kinda lame, i'm not sure the best way to do it. I suppose it could be: Focus (IIF, Easily replacible -1/4 (not a fixed focus type?, worth +1/4?)) + Extra time (-1/2 Full segment) = Attunement -3/4 But to me this seems like a way too easy problem for ballancing issues, depending on how far you can stretch a 'focus' use. Doing it that wa you could easily. Barbashing bonus: 3d6 Ha(15ap), Attunement -3/4, Ha -1/2, Charges (1 -2): 3pts In a barfight? Pick up beer bottles, stools, or anything useful, first segment normal damage, second segment, POW and the item breaks, dealing a whopping extra damage. Era
  9. I am curious, and i don't recall seeing it anywhere in the manual, and the best examples never limited for time. So here it goes. I recall seeing a poison example, which was something like this (sorry, no book today ) 2D6 KA, reduced end(0 END), Persistant, continuous(was 70something AP). Extra time (1 Turn), limited (only by injestion/injection) Although that's a basic poison, and i know it can be 'turned off' by the owner, or Neatralized (dispelled), how would you turn around and put a time limit on it? Say, it's Independant, Uncontrolled, and has resistance to dispelling, and instead of poison it's a virus? To simulate it, a certain period of time in order for the body to learn to make anti-bodies. (Example: Mo~taba?, from the movie Breakout). what disadv would you do for that? Or would you be forced to die or get to a hospital and hope you live long enough? Era
  10. Re: Fix for Ninja Hero-It's only a Flesh Wound True the minimum requirement for a perticular task COULD be an hour. But if you attempt to drop it down by each level of time, you add a -2 penalty, don't you? (27-14 = 13-) Still, i see your point for simulating effects. I do appologize i don't have the experience playing and building for the game yet. Perhaps it's more Consistancy than anything else that's important. If you, all your other players and the enemies work for flavor, and can only follow 'real world rules', and point cost isn't an issue, like say.. All characters allowed 5 abilities that are 'for flavor' and can't be a major power issue, than by all means i don't see a problem with a huge AP cost, and total cost, if it doesn't cause game ballance issues. Thanks ghost-angel, i appreciate your feedback Era
  11. Re: Attunement Modifier? >>Focus of opportunity' (-1/2, or -1/4 if it is not obvious) has already been suggested - you can enchant any item that works for whoever has the focus, but the enchantment would only last a certain time before needing to eb reapplied to the same or a different focus.<< I was curious on this as well, after i was thinking about it. Since in full consideration you can add damage onto an item for little to no cost. Ex. 1d6 HA: 3pt. I recall in the rules, you can use as many attack powers as you want, but they all fall under 1 attack, all hit or miss. (except AOE rules differ ) That just makes me wonder if my +1/2 is too steep. I was also attempting it in this way. Trigger +3/4 (Resets itself, used when focus is used, Ect) Trigger +1/4 (When willed by attuner, the other trigger will be unset and never set again) extra time (Full segment-1/2, to set both triggers for use) the +5 for doubling, i considered that too. But when i attempted it in different forms, it messed up and was either way way too cheap, (Using the naked modifier as a multiplier pool), but would work for the individual items that you wanted to double attunements, but when assuming you don't need groups to qualify for a single weapon as the earlier example the multiplier pool might be allowed. But it's still up and to be considered. Era
  12. Re: Attunement Modifier? Alright. I'm taking this from 2 different parts. 1) Hero rules. It states in the rules you can activate as many powers, attack abilities as you want and have, so long as you can pay the end for it. (if it requires all your attention, only one can be done at a time, if it requires gestures, only one at a time, if Verbal only one at a time). If you use more than one to attack, they are all based on the original attack roll (you attack with 6d6 energy blast, and a 2d6 flash eyesight, if you miss, both miss and you pay both) 2) There's no rule specifying a way to 'charge' or set a temporary enchantment/ability. There's some similarly, like Alchemy which it dictates takes 6 hours of work, a lab, other focus's, Ect. If you end up making an Independant item (-2), you need other limitations with it. (Reduced End 0 -1/2) (Focus, you choose -1/4 to -1), Weapons and armor add appropriately. These rules are simple and good for static items. Say though that i wanted to add to a current item, or shift my original +1d6 HKA Penetrating Fire (ED), from my sword to a spear? With GM's permission i can do that by adding the appropriate modifications and paying it off. The rules state when you make a static item this way, if you loose it it's gone and will never come back (But i'm sure more gm's won't be that mean) What if instead you could take the needed time, put abilities into a weapon temporarily, and improve those abilities as needed, spending a few hours or days having it 'attune' to you. Loose the weapon? You don't loose the ability. Instead of linking it permenantly to a focus/item, you spend the time every time you want to link it, and use it till you link it to something else. There's a question if it would be unballancing, but that's for the player and hopefully gm to keep from going too far. I'm proposing an idea, but i need further feedback. Era Era
  13. I have someone in our game, that our GM says qualifies as a 'Lore Smith'. Meaning the person would enchant items with magic, and if the item get lost/taken away, Ect, Instead of a Independant -2 (Lost Points), it would have a different modifier. However it hasn't fully been fleshed out yet. I have a consideration, that shouldn't be too strong. I need some feedback on this. Attunement +1/2 Built from: Focus (Variable Focus +1) (Not in rulebook) Extra time (-1/2 Full segment) The idea behind it, is the character can add an ability to an item for temporarily or permenantly, and when he's tired of it on the item or gets a new one, can add it to that. I can see how it can cause some game ballance issues, but i've been building/rebuilding the items, and they cost pretty close to the same. So i'll explain it and you can tell me your thoughts on it. (Only in some situations would this be allowed, it helps by being a replacement for Focus, Linked and Independant limitations, but with Extra time added on, say 6 hours to a week(to attune), lowers the cost for attuning and having the power readily avaliable.) Attunement: +1/2 Takes a Full segment to attune a few Focus/item with a power, and it retains the power until attuned to something else, or willed by the attuner to be un-attuned. (Un-attuning is a zero phase action) additional +1/4 double the number attuned with this power at once. (if you only have 1-2, instead of a lot of options) Extra time: Starts at full segment (-1/2), time to attune focus with power. Multiplier pool: This is intended where you could have a pool of, You can attune X number of items at once, (say you are a warlord, or a pirate captain), and you can attune your force's weapons all the same, And suddenly the crew decides to mutiny the captain? He can at will stop the attunement for all the weapons, suddenly he's in less of a pinch with regular weapons. The number you can do is anything 'attuned' but can't exceed it's AP count. Making it. Naked Modifier: AP=Highest Attunable power. Extra time: Time to attune. Remember, Full phase extra time still there so -1/2 to your extra time. (The individual powers have to at least match, or exceed this value, if they exceed, it's upgraded to the level the power's length is for extra time) Attunement +1/4 for each the first extra one, and all +1/4 after double it. Other Disadv's can be put in here, Skill rolls for various smiths, Monks, those that have to spiritually attune themselfs, concentration throughout, Ect. NOTE: In situations where you have duplicates, the attuned item does NOT split. Instead, if you wanted it to split, make a multiplier pool, and put all of them onto one weapon, when you split they will all be the same, and can be dis-abled at any moment. If there is only one, the original holds onto it, unless he specifies otherwise. -------------- Personal notes: I'm not sure of the long term game ballance of the power, but i've experimented with a 'flame sword', which has 5 powers. +Pen to original Weap, HTH+Penetrating, Detect Evil, OCV+1, OCV+1 Vs Evil, DCV+1 vs Evil. It cost the same when built (without the base weapon), but doubling would take 5 slots and would cost 4-6 in the multiplier pool, Doubling each attunement cost 7-9 more instead. In order for you to use the Multiplier pool, i was considering earlier using a +1/4 to the attunement so you can use that power with the multiplier pool, but that was when it was +1/4, not +1/2. Much higher it starts getting too expensive compared to the normal methods for it to make sense. -- Side question. Extra time means the power activates after a period of time, so after you activate a power, you still have all your actions to act upon right? Era
  14. Re: Building Whirlwind Attack Originally a paladin in our game was thinking about having a whirlwind/like attack, which is why 'surrounded by evil characters' However, that wasn't in the limitations, if you note. Naked Modifier, seems like the best way to 'add' the ability to a weapon without buying a new weapon. Still tinkering with it though, it is rather strong. So, drop the Linked to strike. (I put that in, since i consider it a manouver, it would start off with strike's attributes and then add my modifications later) Focus, Change to Weapon of Opportunity? -1/2? (I doubt slapping everyone in your area is going to be much use, which is why i put focus needs a weapon.) I didn't do 'selective' since i thought it would be better and faster (when surrounded by 15 something creatures) not to attack each individually. If your friend is close enough to you when you are doing this, it's his fault (abort to dodge), or it better be for the greater good. But selective might work, since it's not like sweep where once you miss, all others miss. If you take selective, you loose personal immunity (you won't select yourself ) Updated: Naked Power Modifier: AOE: One hex, X2 size, Selective +1 Limited Power: Requires Full Phase action to use. -1/2 Weapon of Opportunity (-1/2) Increased Endurance Cost: X3 -1 (Increase as needed) Era
  15. A question came up in one of our games, how to build a whirlwind attack (Roughly based on D&D) Here is my attempt at building it, and perhaps obvious flaws can be pointed out and explained. --- Whirlwind Maneuver This is it's own maneuver and linked to standard strike (or martial strike, your preference), When surrounded you will attack everything in your hex, and all adjacent hex's. It can only be used when surrounded by evil opponents, and takes a full phase to use. (Unlike sweep, this leaves your DCV alone) Naked Power Modifier: AOE: One hex, X2, +3/4 Personal Immunity: +1/4 Limited Power: Requires Full Phase action to use. -1/2 Extra Time: Delayed Phase -1/4 Focus: Requires a hand held weapon. (-1/2) Linked: Strike/Martial Strike -1/2 Increased Endurance Cost: X3 -1 Costwise is turned out from the AP's of the attack used. Ex: Every 5AP of your Str or attack you pay 1 Point to use it. (Not including strength) Example: so a HKA 1d6+1 is 20ap, so it would costs 4 to use it (Even if you had 20 str to take it to 2d6-1, 1 1/2d6). Era
  16. Re: Fix for Ninja Hero-It's only a Flesh Wound I see my original post has got a lot more interest then i thought. I disagree once again. As mentioned before it is about point cost, but also about which type of game you are playing. The price between the 35 and the 8 is still a large gap. I've so far only touched 150pt characters, and a possible 50pt character. 100-200: Most characters you don't want to put more than 40pts into any one, or multiple powers, since that highly limits your ability to make the character more useful (Better off making 1 multipower costing no more than 15 points, and then make ultra slots, and add 5 abilitys, 20 total). Most useful will be skills, stats (improving skills in turn) and one or two very useful things. I try to split it in 3 groups, Stats, skills, powers/perks/talents, roughly 50/50/50, although it tends to be 60/50/40 (so the 20% should be 40-50% of your avaliable points for powers, unless you decide you don't want to take any HTH or skills.... kinda dumb if you don't) 200-300: Yes you can easily drop 30-50 into any one power, and still have more than enough for many skills and stat points. But every point you save, you can put to something else. Or you can build a big wonderully powerful multipower, with a few disadvs, and the points go longer ways and each ability/spell is cheaper in the long run. You also have 'magic' or some other fling you can say to explain why it works, therefore making more avaliable. (In a no magic it won't work, but a were might still get regen.) A second look at this could do the following, (Not sure on this one) Parametics: 3pts for 11- or whatever you choose to use. Take extra time 6 hours, (+6-+8 for 6 hours) and so long as you have the medical items, perhaps chemicals, stimulants, can speed up, if not quickly heal wounds on the spot, depending on the complexity and location of the wounds. If you're going to be somewhere for 8 hours, you obviously need somewhere quiet and undisturbed, and can almost simulate this. Or you can easily just put the points into parametics and leave it be. (Every soldier/ninja should have an emmergency First aid kit, 3pts skill, 32/2=16 = 11+16, Parametics 27- no extra time, i see a power gap:eg:) A third and final note: I recall there are a few movies and anime that have the person in a tank, and a machine is healing them (enriched water and technical advanced robots (Think DBZ, Starship troopers)), or a unique herb that speeds healing on the character but no one else, these can be added in or replaced in the disadv's,( OAF Bulky, -2, limited must be submerged -1? (guessing)) (Focus IIF, Rare hard to replace -1/2 - -1 1/2, requires skill roll to properly administer to patient/self? -1/2 - -1) as for the -1/-0 disadv you mention, yes i do see your point on those. And as mentioned above, and was merely a help workaround, but the longer it takes a power to truely work, the more suseptible it is to being inturrupted. The 5-20 minute wait is still more than workable, but paying 25+ extra points just so you can get 8 body an hour instead of 1 body every 5-20 minutes is kinda a waste. (course if those that can only have healing are 'gifted', pay a 1-2 point perk to be gifted to use that power, but no more than 10pts total for the perk and the power) In the 150pt are more realistic, but not always following life rules. That's why the characters are given the points, so they are above average. Would you truely force a person to pay 25+ points more for something that is very in-effecient just for flavor? I'd rather get a super weak (raw) healing that works well, and a high DCV or rPD/rED for the same points, and have a lot more use in it, depending on the limitations/max requirements in the game. I'd say, as a last option, leave the 35pt alone, and drop it's price to 5-8, and leave it at that. :oBut that's just my opinion. Era
  17. Re: Fix for Ninja Hero-It's only a Flesh Wound I appologize, and I understand. However that's why you put an additional limitation on it for those situations. Limitation(Must be used for an Hour at a time, inturruption cancels all power's effects, -1) (An hour is a long time..) If you had a lot of body (or lost a lot of body, to the negative), and wanted to simulate you needed multiple days. Limitation (Can only be used one time a day, -1) There are many other things you can add/change in order to simulate real/alternate effects. But i posted this originally considering i knew i could get a much much higher healing effect from a simpler cheaper way. And thought i'd comment on it, since i wouldn't want to pay 35 points to get 8 BODY in an hour:confused:. Just my opionion. Era
  18. Referencing page 36: Healing 8d6(Regeneration; 8 BODY per hour), Reduced Endurance (0 END; +1/2), Persistant (+1/2) (160 Active Points); Extra Time (1 Hour, character cannot take other actions until Hour passes; -2 1/2), Self Only(-1/2), Only Heals Certain types of Damage(-1/2) Total: 35 Price for points this is a bit up there, depending on what your GM will allow. I've been playing a Werewolf, but the highly simplified format is only 9pts for 1 BODY every Post12. Here is a Simplified re-write to be considered. Healing 1d6(Regeneration; 1 BODY per 5 Minutes), Reduced Endurance (0 END; +1/2), Persistant (+1/2) (30 Active Points); Extra Time (5 Minutes, Can make no other actions.; -2), Self Only(-1/2) Total: 8 Points. If you add a Limited power 2/3 can only work in incriments of an hour, it decreases the cost to 6 pts. A note, the power in question refers to healing 8body in an hour, but this would easily heal 12 body in an hour at a fraction of the price. The higher the d6 Values you put up for healing, the more you pay in the long run, even doing a 2d6 w/ extra time 20 minutes, will cost 9 points., for only 6 body, or 13 points for 9 body. Era
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