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Yesman

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Everything posted by Yesman

  1. Hello all, I was toying with having a character be able to abort an action to recieve damage reduction vs. an attack. kind of like rolling with the blow. Manuevers have allways been a mysterious, scary thing to me. Is this possible, or is it something only do-able with modifiers (maybe a -1, only when aborting to dodge, or something along those lines....)? Also any ideas on what the limit would be to take knockback in a campaign that doesnt use knockback? I think that would be another appropriate limit for the ability.
  2. I'm sorry to ask, but I couldn't find where the book explicitly states that using acrobatics to add to your OCV was a 1/2 phase action. I assumed it was, was that correct?
  3. Hello, Does a character get the full benifit of a 1/2 phase move when using the acrobatics skill to gain a + to OCV/DCV. (terrain, etc. aside)
  4. Here's a few from the game I'm running. Most of them don't have costs or in some cases even effects easily defined by the rules.... but hey... why not... The game is Low-Fantasy, set in an 1190's-ish re-imagining of the Fading Suns gameworld. Dragon Horn of Sieghrud --- + 2 reputation to Vuldrok who know the Sagas. --- + 3 dice presence attack when blown. --- blowing horn costs 10 End. --- additionally the character blowing the Horn must make a CON roll to avoid 4d6 Stun with no defenses. The Dragon Horn can be heard for miles, it's deafening roar is terrifying at close distances. It's made of what appears to be a single large piece of ivory (about 3' long by 14" diamater at the end.) Along the horn is engraved scenes of Sieghrud slaying a dragon on a mountain of skulls, under a thundering sky. Vau Crystal of the Focused Mind --- 10 pts. of END only for casting spells. This END returns at rate of 1 pt. per day. --- If the Crystal is at Full END, it can expend it all as a 3d6 Aid to any Magic Spell. This Drains the Crystal to 0 End. The Crystal is a small Crystal ball, perfectly smooth, and about 3" in diameter. It is surrounded by a filigre of worked Mithril. Heartseeker --- If the wielder of Heartseeker draws the blade of the spear across any part of his body, it will inflict a 1d3 Body wound with no defenses. However the next attack the wielder makes (if the attack is successful) will hit the Vitals - Hit Location. Heartseeker is a spear with a Greek style Leaf blade. It is made of bronze, and has a ring of deep rust red semiprecious stones set in the fittings under the spear-tip. The blade itself is stainded a deep red along the edges of the blade. Durandel --- Durandel will never break, nor will it ever lose it's razor-edge, or chip. --- Durandel is Armor Piercing. Duarndel is a broadsword seemingly made from one piece of a slightly golden shimmering metal. Very faintly on the crossguard are runes in an ancient form of Imperial, on one side the rune says "ever-sharp", on the other "never-break". Bright armor of Aethel --- The armor is 4 rPD 4 rED, covers the same locations as a Chain Hauberk, but is 1/2 the weight. --- The armor is Hardened against AP only, and gives 2 lvls. Of lack of weakness. The bright armor appears to be a hauberk of shimmering golden scales. These scales are very small and close-knit giving the armor an almost fish like look. Light catches and plays along the scales brilliantly, and it's almost impossible to dull over for very long. Thrasymachus' Razor --- This knife will affect Desolid objects regardless of the special effect behind the Desolid. --- It also will always act as any material that an object/being has a vulnerability too. The razor appears as a slightly curved knife of an almost Kurgan style with a blade made of Ivory and a handle made of green jade. Dark Mirror --- The Dark Mirror allows anyone who has read the instructions to summon one of three Succubi who are trapped within the mirror. They are not amicable beings, and unless beaten in a contest of Egos may turn on the summoner. The book with the instructions gives a +20 to Presence and +10 to Ego for purposes of commanding the Succubi. Only one Succubus may be summoned at a time. They use the stats from the Bestiary. The ritual takes an hour, and requires candles, incense and words and circles of power drawn in human blood. The mirror is made of a blackish and rust pitted piece of metal that dully reflects anyone looking into it, as if through a mist or fog. It's rim is bronze and it is supported on two legs that are sculptures of beautiful women, bracing the mirror on their shoulders. The instruction book is written in blood, and bound by the tanned leathery flesh of a female torso. There is a desiccated breast on the front. Lucky Charm --- This charm gives the wearer 1 Die of Luck. This Charm is a simple ward against bad luck, a shiny -though ancient- Imperial coin engraved with a pictogram of a rising sun. The coin is pierced and hangs on a thin silver chain. Mirror Charms --- These charms protect the wearer from the contagion spread by the Mirror Ghouls. (undead that spread undeath like a disease) The charm is a small shard of mirrored glass set into a choker, or bracelet woven from cloth striped from priestly raiments. Many of these charms also have prayer beads woven into the cloth, and the clasps are a holy cross that fits through a circle.
  5. The main reason I moved away from the drain, and toward extra dice for disabling was that a mechanic already exists for disabling limbs.... that mechanic is based on Body damage. Hence the HKA with the limit. Why add a new power to the mix? Also... a drain doesn't disable a limb, It reduces a(n) attribute(s). For a Heroic level game, this just seemed closer to what I wanted. Believe me, I have no qualms with adding powers to characters.
  6. Thanks Talon, that hit the nail on the head. and thanks to everyone else that posted. Shrike, I did at first model the power as a drain to dex and mov (a hamstring attack essentially) then changed my mind and decided to add dice only good for disabling. The drain just didn't feel right for the game. I would certainly go that way if it were a super-hero game though...
  7. I'm not so sure, the extra damage is conditional on the character involvd sucessfully doing bod with an attack using the appropriate focus.... so the normal attack's damage would apply if it hit.... The real question is whether or not the dagger attack (for example) that causes the "Disabling Cut" should inherit the need to hit the -8 Hit Location to do it's damage as well. That might be a better way to phrase my original thinking....
  8. Hello, here's an interesting (at least to me) question that's come up.... to preface: Here's the power the player in question has Disabling Cut 2d6 Killing (30 AP) OAF: Short Bladed Weapon (shortsword or smaller)(-1) Only to Disable/Impair Arms & Legs (-1) Must hit with a -8 Hit Loc. Penalty (-1) Original attack must do body (-1/2) No Str added to damage (-1/2) Cost: 6 pts. Endurance Cost: 3pts. The power is meant to represent a charaters ability to disable his opponents limbs with precision strikes to joints, veins, tendons, ligaments, etc. [ edited for clairity: The attack requires the character to cut his foe and do at least a point of damage on that attack to gain the extra "disabling damage". Here's his question... Hmmmm. I want to make sure I understand how this works. If I roll good enough to hit, but not good enough to hit with a -4 penalty (the effective result of a -8 penalty and the +4 PSL's), what happens? Does the attack completelty fail, or does it just become a normal attack doing normal damage? I'm of two minds on this. On the one hand, the disads apply only to the extra disabling damage, so I can see where only that damage is affected by the hit location roll. On the other hand, the location should be called with the attack that causes the damage, and if it's missed... it's missed..... any Ideas for a conflicted GM ? The original post in it's unabridged version is at: http://www.theinterzone.org/forum/topic.asp?TOPIC_ID=23
  9. Hello, Can anyone confirm or correct the following sentence?... Speed Reading costs 4 pts for x10 plus 2 additional points for each extra 0 behind the one. Thank you very much, tim.
  10. Hello, If a character has the Linguist Skill Enhancer, and wishes to upgrade his Everyman Native Language with the addition of Literacy, does he pay the 1 point? or does Linguist reduce that to 0?
  11. Hello, I know that Summons don't get the points for Disadvantages, but what about the points for characteristics under 10 ?
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