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wlfjstr

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About wlfjstr

  • Birthday 09/03/1969

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  1. Hey all! In the game I am currently playing in, I have a water elemental guy. He has three forms solid(human, more or less), liquid and gaseous. I have several xp to spend for the liquid form and I want him to have a special sense in the water. I am not completely sure how to build it. I want it to be an unusual sense that is targeting, can have full detail of waterbound objects and such. Any ideas?
  2. Let's say that Brickman has a vulnerability to Mental Powers at x2. He gets hit with a 90 AP Mental power for 63 (doubled to 126) points of effect and is now fighting his friends. His buddy, Mental Defender, has a Mental Power Dispel. Does he need to beat the double the AP or just the original AP of the power? Thanks!
  3. Your problem I think is a matter of three things. The first being that a charachter should be built with a concept and be built to show it. The second is the rules tell approximately how they should be handled. Thirdly, it looks like the particular issue shows he is trying to get more than the points allow for. I would suggest putting together packages for types of charachters you expect. It allows players to see what is involved with being a certain class. With the noble example they would probably have higher EGO and PRE scores because of their background. They should have several supporting skills like High Society and Conversation, in addition to KS's. They might have a required disadvantage, such as Vassal to Lord. They may well have several contacts. If you know what it is that the players will be playing you can make story lines around it. The Fifth Ed. and Fantasy Hero explain how Perks are handled and why the costs are so low. In the Fifth it states that most Perks can be nullified through play without the points being returned (effectively making them Independent). Also that a Perk comes with advantage and disadvantage. "being a member of a group means the character also has responsibilities to that group (as reflected by related Disadvantages...)" Hero System Fifth Edition pg 58. In Fantasy Hero it goes on to list the responsibilities of a lord on page 99. To be a full Lord you must spend more than just three points to gain all of the advantages you listed. To have that kind of power you are looking at High King or Emperor (20 points). Let's look at each item. "-- ordering commoners to fight for him" Commoners might fight if the enemy was also threatening his livelihood but are just as likely to flee in terror. Judge the situation and determine what their reaction would be. A lord should already have a standing army of some sort to do that sort of thing. Maybe he should buy a follower and have it changeable to any nearby loyal commoner. "-- ordering people to surrender" I don't understand the problem here. If they are committing some crime where he will punish them if they surrender, then they won't. "-- ignoring laws by being above them, and being immune from punishment" He should be able to do this in his own area, although, that's a sure way to make sure that there is some sort of rebellion from the masses no matter how high his rank. "-- license to kill; to render low justice on the spot" He should be able to do this in his own area, although, that's a sure way to make sure that there is some sort of rebellion from the masses no matter how high his rank. "-- getting bonuses to presence, influence, negotiations, etc." These could be possible depending on situation. I hope this helps.
  4. IMO, unless there is a physical limitation disad (really short) in the halfling package, he should be allowed to wield the sword. If he is not allowed to wield it in the absence of the disad, then the points he spent on STR lose some of their value because the higher STR does not allow him to use stronger weapons. Even with the disad their should be other options for him. What it comes down to is SFX. Why couldn't it have the stats of the big sword (weight, damage etc.) but be smaller for his hands and style of fighting? It could be more difficult to replace than normal human weapons as well since it needs to be fitted to his size. Maybe no human smiths could make one, and halfling smiths don't often make that kind of weapon. I myself have always wanted to play a halfling fighter type, reminescent of the 'Bullroarer' Took.
  5. I haven't done a write-up. I don't usually do that for things like a torch or a flashlight and no-one has ever asked about a light spell. Having looked it up, 'Transmit' under enhanced senses is the thing. 2 pts for a single sense 5 for the group. This really doens't answer slaughterj's worry of how a magical light spell would take away a magical darkness. But I think then that you define it just as a dispel separate from the actual light.
  6. I have always thought that light should not be bought with images or change environment. It is more or less covered under the senses power. When you buy a sense you can define it as active or passive. Sight is always bought passive. If you buy it active then you can be seen by anyone who can see. It seems to me that the active portion of sight is a light transmitter of some sort. In this case a darkness power would effectively negate the active sense. The only way to trump that is for someone to have a dispel vs. darkness.
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