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Odraude

HERO Member
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Everything posted by Odraude

  1. Re: Any voip/skype super games? at all? edward.ortiz1
  2. Re: Any voip/skype super games? at all? That'd be cool. Saturdays are good for me right now. I don't mind RPing though I do like a bit of combat every so often . I should be aok. Who are all the players again?
  3. Re: Any voip/skype super games? at all? I just downloaded Skype and got a microphone the other day. I would totally be interested in a Skype game, as long as it isn't on Tuesdays as I do play in another game that day. I've got me 6th Ed books and a nifty Excel/OpenOffice character sheet for anyone interested in using it. I usually enjoy playing blaster or brick types, but I'm up for trying new things with superheroes. I too can wait, as I have finals the next couple weeks. For map tools, go to http://www.rptools.net to get the Map Tools program. Pretty handy, albeit a bit of a learning curve. For dice rolls, we can actually use the HERO website chat for that. It has it built into the chat to do Attack Rolls, Damage Rolls, and Skill Rolls. Plus, since it automatically posts your dice roll, you can't really cheat. Od "Getting some feedback from my mike" raude
  4. Re: Shackles as weapons nvm got it answered
  5. Re: Gladiators vs Werewolves NOOOOO! *commits ritualistic Sudoku*
  6. Re: A Master Trapper Thanks for the responses. I definitely imagined him having alot of skills. One thing I do wonder is the actual trap that needs to be built. He does want to have different traps he can build and while paying Character Points to buy the different traps as a power would normally suffice, these traps are either equipment (which the characters can essentially buy) or things that are scratch built. How do I represent the fact that he can make a different trap for different situations?
  7. I am running a fantasy campaign online and I current have someone who wants to be a trapper. They can MacGuyver traps, or buy the necessary components for them. The traps can do any number of things, from basic attack, entangles, trapdoors, explosives (there are alchemical explosives in this campaign). The concept is he places them before or during the combat without the enemy seeing the traps, then lures them into the traps. Obviously, since it is a Standard Heroic game, I allow buying of equipment. However, I am not sure how to handle the impromptu creation of traps. Skill? Pay for the power? What do you all think? -Od
  8. Re: Creatures of Irish Myth Will you be including heroes of Irish myth, such as Cú Chulainn?
  9. Re: Shield of Thunder. Here is an example, since I think you want to still be able to use your DCV after you block Light Shield: 10 AP Multipower, all slots Focus OAF (-1), Real Armour (-1/4), STR Minimum (5; -1/4) 1 1u) Defensive Shield: +1 DCV, 5 AP; Focus OAF (-1), Real Armour (-1/4), STR Minimum (5; -1/4), 2 RP plus +1 OCV, 5 AP; Focus OAF (-1), Real Armour (-1/4), STR Minimum (5; -1/4), Only For Blocking (-1/2 or whatever seems adequate), 2 RP; Total Points: 10 AP; 4 RP 1 2u) Shield Bash: HTH +1d6, 5 AP; Focus OAF (-1), Real Armour (-1/4), STR Minimum (5; -1/4), HTH Attack (-1/4), 2 RP Should work a bit with some fixing. Didn't have the book on me so it's done mostly by memory. As for the actual Thundering power, wouldn't making the flash Persistent be a bit better? Means that if you pass out, the shield still has that ability. Also, would the power have the Focus (Shield, OIF; -1/2) limitation?
  10. Re: Shield of Thunder. So then construct your own shields using the Hero Rules that you feel comfortable with.
  11. Re: Fantasy Hero 6th Edition rules? [monotone] yaaaaay [/monotone]
  12. Re: Fantasy Hero Power Levels I remember you asking this last night so Ill repost what I said (Im Ed btw) In 5th Edition Core Rules Revised, that table is on page 28. In 6th Edition Book 1, it is on page 35. As Steve said already, looking through the first chapter of Fantasy Hero will tell you what each sub genre of Fantasy usually uses. -Od
  13. Re: World of Avina (High Fantasy Campaign) Added Schools of Magic into the Mage section
  14. Re: Yet Again: Please Help Name My Character I like Frequency. Thats a good choice for a name. If we are going for a more music theme to the name, maybe Hymn or Crescendo. Stereo and Amp would be good for a more hip sounding name.
  15. Re: Assassin's Death Touch hehe fair enough. thanks for the help.
  16. Re: Assassin's Death Touch Not sure I follow... Made a mistake with the first page number. Its page 447 in the first 6th Ed Book, at the appendix where it shows how the talents were created. I was pretty much rebuilding the Deadly Blow talent (which is in the first build), only adding the two new limitations Extra Time and RAR. The rules on CSLs are on pg 71 though of the first book and state this: "With the GM’s permission, characters can put Limitations on CSLs (for example, to build equipment, like a laser sight for a gun). The GM may restrict which types of CSLs a character can Limit; for example he might rule that only 3-point or more expensive CSLs can have Limitations. Unless the GM rules otherwise, CSLs with Limitations can only increase the user’s OCV, not DCV or damage. (Limitations such as “Only For OCV” or “Only For DCV” are not legal for CSLs; if a character wants that, he should just buy more of the OCV or DCV Characteristics.)" That makes me a bit hesitant to use a limitation on Deadly Blow but it would be the choice I'm more comfortable with.
  17. I've been looking through all of my old DnD 3.5 books as well as Pathfinder books and I've been working on recreating the assassin prestige class as a package. I am looking to build an ability they have where they watch a target and their next attack does much more damage. I am building it with Extra Time (watching the target for 5 minutes) plus a RAR: Analyze Skill Roll so they have to succeed with an analyze roll. I decided to build this in two ways. The first is built using the rules of Deadly Blow in 6E1 pg 447. However, according to the 6E1 pg 71, I cannot add damage with CSLs that have limitations... this conflicts with the rules of Deadly Blow, which is made up of CSLs specifically to add damage under certain circumtances. Not sure what to do with that but here is the "Deadly Blow" alternative build. Death's Caress: 6 8-point CSLs, 48 Active Points; Only To increase Damage (-1/2), Only with weapons (-1/2), Only Against Humanoids (-1), RSR (Analyze Roll: -1/2), Extra Time (5 Minutes: -2); 9 Real Points The second uses a cheaper, more legal alternative, though the relative cheapness of the power concerns me a bit. Death's Caress: HKA +1d6, 15 Action Points; Only With Weapons (-1/2), Only Against Humanoids (-1), RSR (Analyze Roll: -1/2), Extra Time (5 Minutes: -2); 3 Real Points I am not sure which is the better (or legal) to use. I feel more comfortable with option 1. Any suggestions?
  18. Re: Spear-based Martial Arts Well in 6th this could be Spear Cyclone: Area of Effect for up to 50 AP worth of medium spears (2m radius, +1/4); 12 Active Points
  19. Re: Spear-based Martial Arts Is there magic in your setting? I know you want to be a bit more low key with magic so here is an example of a magic spear that is more low fantasy magic. Maybe you can find it on your journeys. It's built keeping the weapon advantages/limitations of 6E2 in mind. I based it off of the medium spear. Spear of Coinchenn: A magic spear made from the bone of a massive sea dragon known as Coinchenn. It has barbs on the end of the spear that can bypass the hardiest of armours and strike a clean blow into the enemy. HKA 2d6, Reduced Endurance (0 END; -1/2), Armour Piercing (-1/4) plus +1 2-point OCV CSL plus +2m Reach: 56 Active Points; Real Weapon (-1/4), Two Handed Weapon (-1/2), OAF (-1), STR Min (13; -1/2): 17 Real Points
  20. Re: Spear-based Martial Arts Also look into Mesoamerica spear arts, specifically Aztec and Incan. I can't seem to find anything good right now... but Ill keep searching.
  21. Re: Spear-based Martial Arts Some ideas. A choke where you strangle someone with the shaft A nerve strike where the spear hits a weak point (neck, groin, wrists) An armour piercing strike from above (jump then stab down) A throw using the shaft of the spear From something less realistic, try watching this and replace the bo staff with spear Spears are good for keeping your distance in melee. Attack the sword swinger before they can get to you and keep your distance.
  22. Re: World of Avina (High Fantasy Campaign) Warlock has been updated. Changed the way the RSR works and allowed them to use Multipower pools.
  23. Re: Looking for an online Fantasy Hero game... Im running an online game Narf in my setting. If you are interested just PM me and I can give you details. -Od
  24. Re: The Chronicles of the Winning Adventuring Company (Avina) The cart rolled into Hillshire around mid morning. Stepping off it were a group of five adventurers from the city of Roudon. They stared off into the horizon, each with the hint of adventure in their eyes. The first was a handsome seadog by the name of Captain Robert Hawk. He had dark brown hair under his captain's hat and green steely eyes that could freeze the sternest of pirates. Upon his shoulder was Flint, a small green drake that speaks very little, but was very cunning. To his left was She'kon, a beautiful graenir woman of the wilds. Her long black hair enshrouded her voluptuous and nigh-bare body. Tribal markings could be seen on her blue splotched body. The force of the spirits were strong around the shaman woman. To Hawk's right was Scei, a greil mercenary armed to kill. A brash and avaricious man with an appetite for adventure and money, Scei always had his trusty sword and pistol at his side against danger. Behind them were Leo and Balthazaar. Leo was a taller greil who had given his soul to the dragons of Avina. Now empowered with the might of the elemental wyrms, Leo uses his sharp wits, sorceror powers, and his incredible archery to protect his company. Balthazaar was an enisi, light purple skin but an incredible build. Coming from a monastery town, this monk is learned in an esoteric martial art of his town. Peaceful yet determined, Balthazaar joins his friends in the search of adventure. This ragtag group of adventures didn't know it, but they would be a part of an adventure well beyond their scope. Whether they make it through or not will depend on their courage... or love of money.
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