Jump to content

Vexxation

HERO Member
  • Posts

    18
  • Joined

  • Last visited

Everything posted by Vexxation

  1. You have a High Magic Campaign where Common magics for NPCs are Shrinking & Growth (10 inches to 4 Meters), teleportation once a day up to 40 meters, and invisibility once a day. How would you defend your homes, castiles, lands, country, etc. from thieves, soldiers, etc. that would be invading, breaking in, etc? What kind of traps would you build? What type of magics would you place to keep things safe? Thanks for the ideas and help.
  2. Can anyone prove or disprove this?????

  3. I think i have a few of the boxes the cheese came in from my childhood.

  4. something to bring a smile to your face!

  5. And your response to this would be?

  6. Knowing is half the battle.

  7. I blame that groundhog for all this white stuff!

  8. How I feel most of the time.

  9. It is going to be one of those days when I need a sonic screwdriver!

  10. Re: Fairy Darts Thank you all for your opinions. Here is what I came up with as the final product. Fairie Dart: Drain STR, DEX, CON, BODY and RUNNING 1d6, Alternate Combat Value (uses OMCV against DCV; +0), Reduced Endurance (1/2 END; +1/4), Invisible Power Effects (Fully Invisible; +1/2), Cumulative (96 points; +1 1/2), Expanded Effect (x5 Characteristics or Powers simultaneously) (+2), Delayed Return Rate (points return at the rate of 5 per Month; +2 3/4), Damage Over Time, Target's defenses only apply once (33-64 damage increments, damage occurs every 1 Hour, +3 1/2) (115 Active Points); Limited Power Power loses all of its effectiveness (against worn resistance armor; -2), Limited Power Power loses about two-thirds of its effectiveness (when used on humans; -1 1/2) 115 active points, 25 real points, 5 END
  11. Re: Fairy Darts Actually the death aspect is important as I have found reference to Fairy Darts killing cats, dogs, sheep and cattle with one shot. But strangely not humans. Perhaps maybe a multipower or multiple variations of a spell?
  12. I need some help building Fairy Darts for a Fantasy Hero game. Description from The Encyclopedia of Celtic Mythology and Folklore "Both people and animals were targets of the tiny weapons thrown by the fairy folk, sometimes for spite, sometimes as retribution for treading on fairy property, and sometimes just to make mischief. People would typically not feel the darts, but their hands would soon swell with painful arthritis. The date passed through the skin without puncturing it, so it was not always possible to accurately diagnose the fairy wound. Without treatment however, the wound was invariable fatal. I was thinking a drain but not sure if that would work. Any suggestions would help.
  13. Re: STAR HERO Reading List I would like to suggest "The Dark Wing" novels by Walter H Hunt, i.e. The Dark Wing, The Dark Path, The Dark Ascent, and The Dark Crusade. The series has a nice detail presentation of space battle tactics, but also discusses the morality of exterminating another race.
  14. Re: Make Your Own Motivational Poster Something a little bit simpler.
  15. Re: THE HERO SYSTEM BESTIARY: What Do *You* Want To See? I would like to see more like the information of how to build your own monster/animals/etc as was done with 4E Bestiary. How to build the claw and bite attacks. rules on building poisons and especially diseases from bites. It is always so much fun to watch your player agonize over the DNPC as they slowly suffer from lycanthropy or vamperisim. Or how does a animal hide best compare to Resistant protection. How to do special skills and attacks for each type of Creature. Also alternate Hit Location for Creature types. And please make sure the math is checked. It is always so much fun to put a creature into Hero Designer and it comes up with different cost than what is in the book. To sum up I would like to see it as an Advance Player Guide for Game Master to making the Beasts/Foes the players are to encounter/fight.
  16. Re: Dwarves, Elves and Hobbits Need Not Apply! Here is one I use. I hope you all like them. Character Urisk Archer Point Breakdown Base 200   171 Characteristics Complications 45   104 Skills Experience 191   116 Powers Total   391   391  Total Characteristics Val Char Base Cost Pts Roll Notes 15 STR 10 1 5 12- * Lift: 200.0kg * HTH Damage 3d6 END [1] 18 DEX 10 2 16 13- * Initiative: 18 * 17 CON 10 1 7 12- * Stun Threshold: 17 * 15 INT 10 1 5 12- * PER Roll 12- 17 EGO 10 1 7 12- * 12 PRE 10 1 2 11- * PRE Attack: 2d6 7 OCV 3 5 20 * 7 DCV 3 5 20 * 7 OMCV 3 3 12 * 7 DMCV 3 3 12 * 5/7 PD 2 1 3 * Resistant: 0/2 * Total: 5/7 5/7 ED 2 1 3 * Resistant: 0/2 * Total: 5/7 5 SPD 2.0 10 30 * Phases: 3, 5, 8, 10, 12 10 REC 4 1 6 * Recover 1 BODY every 3 days * 60 END 20 1/5 8 * 1⁄3: 20 * 1⁄2: 30 * 2⁄3: 40 * 1: 60 * 20 BODY 10 1 10 * 1⁄3: 7 * 1⁄2: 10 * 2⁄3: 13 * 1: 20 * 30 STUN 20 1/2 5 * 1⁄3: 10 * 1⁄2: 15 * 2⁄3: 20 * 1: 30 * 12m Run 12 m 1 0 * Total: 12m * END [1] 4m Swim 4 m 1/2 0 * Total: 4m * END [1] 16m Leap 4 m 1/2 0 * Total: 16m * 16m forward, 8m upward 171 Total Characteristics Cost                                   Hit Senses PER Roll: 12- Sense Effect END Device Effect END Movement Effect END Leaping 1 Equipment Effect END Complications Complication Points Social Complication: Must follow orders of Military Superiors Frequently, Major 15 Hunted: By Military Superiors Frequently (Mo Pow; NCI; Watching) 15 Alt Hunted: Local Sheriff Frequently (As Pow; NCI; Limited Geographical Area; Harshly Punish) 15 Total Complication Points 45 Fantasy Hero Everyman Skill List 40 +5 with Ranged Combat 6 Human Culture: CuK 15- 15- 2 Human Common: Language (fluent conversation) 6 TF: Carts & Carriages, Chariots, Equines, Large Rowed Boats, Rafts, Small Rowed Boats 4 WF: Axes, Maces, Hammers, and Picks, Blades, Clubs, Common Melee Weapons, Common Missile Weapons, Unarmed Combat 9 Bowyer: PS 18- 18- 9 Fletcher: PS 18- 18- 3 Shadowing 12- 12- 4 Survival (Temperate/Subtropical, Mountain) 12- 12- 11 Magic: Power 16- 16- 1 11) Language: Native / Racial Language (Idiomatic, native accent; literate) (5 Active Points) 3 12) Climbing 13- 13- 3 13) Stealth 13- 13- 0 14) Concealment 8- 8- 0 15) Deduction 8- 8- 0 16) Disguise 8- 8- 0 17) Paramedics 8- 8- 0 18) Acting 8- 8- 3 Absolute Range Sense 104 Total Cost Powers Points Power Range END 11 Leaping +12m (16m forward, 8m upward) (Accurate) 1 105 Variable Power Pool, 45 base + 120 control cost; all slots: Common Adder, (105 Active Points) 0 1) Concussive Shot: Blast 12d6 (standard effect: 36 STUN), STUN Only (+0), Reduced Endurance (1/2 END; +1/4), Area Of Effect (1m Radius Explosion; +1/4), Variable Special Effects (Any SFX; +1/2) (120 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (Arrow; -1/4), Incantations (-1/4), No Knockback (-1/4), Requires A Magic Roll (Magic Skill roll, -1 per 20 Active Points modifier; -1/4) Real Cost: 34 600m 5 0 2) Explosive Shot: Explosive Shot: Killing Attack - Ranged 4d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (2m Radius Explosion; +0), Selective (+1/4), Variable Special Effects (Any SFX; +1/2) (120 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (Arrow; -1/4), Incantations (-1/4), Requires A Magic Roll (Magic Skill roll, -1 per 20 Active Points modifier; -1/4) Real Cost: 37 600m 5 0 3) Silencing shot: Darkness to Hearing Group 30m radius, Alterable Size, Reduced Endurance (1/2 END; +1/4) (112 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (Arrow; -1/4), Incantations (-1/4), Requires A Magic Roll (Magic Skill roll, -1 per 20 Active Points modifier; -1/4) Real Cost: 34 850m 4 116 Total Power Cost Equipment Weight Equipment Range END 0.50kg Long Bow, Heavy: Killing Attack - Ranged 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Minimum 14-18 (15 Str; -3/4), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4), Concentration (1/2 DCV; -1/4), 12 Recoverable Charges (-0) 300m [12 rc] 0.25kg Spear, Short: Killing Attack - Hand-To-Hand 1d6+1, Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); OAF (-1), STR Minimum 9-13 (12 STR; -1/2), Real Weapon (-1/4) Notes: Can be thrown, carries three spears var. 0 5.00kg Leather Armor: Resistant Protection (2 PD/2 ED) (6 Active Points); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4) 0 General Non Magical Equipment: 15- Notes: Chance to have the correct peice of equipment with Urisk Archer. or the "I was smart enough to pack what I need before I left Skill" APPEARANCE Hair Color: Brown Eye Color: Brown Height: 1.50 m Weight: 44.00 kg Description: The Urisk is a satyr-like creature with a goat like head with four curved ram horns. they are usually wear light to medium leather armor and clothing. BACKGROUND Urisk live in rugged and mountainous regions. Most are simple hunters/gathers or farmers. A few do hire out as mercenary / soldier work or work as bandits if they have been expeled from society. PERSONALITY Normal soldier / mercenary or bandit movitation QUOTE POWERS/TACTICS Urisk archers act as Archer / Artillery CAMPAIGN_USE Urisk Archer act as back up / support. They will hire out in ones and twos for small groups, larger groups have been know to support militarty companies and full compaines of Urisk have been seen in major military battles. Urisk Archer can use any arrow with any bow to work their magick. If an Urisk Archer is trapped and beleives he is going to tortured and/or killed he has the ability to use his arrow magic and strike the arrow on the ground to take him and his closing enemy with him. Character created with Hero Designer (version 20100110)
  17. Greetings Fellow Herophiles The scenario is that you are part of a Colony that was established six months ago. Now all of your technology is breaking down for some unknown reason. No electricity to houses. Pumps that supply the water pressure have stop for no apparent reason. Tractors do not run. Your colony is falling in the dark ages. Torches and candles are used for light at night. Horse and carts are use to move peoples and things from place to place. Now for the challenge. Each of you has found that you can make on item that seems to work by magic. It has to be made with any advantage and limitations that are legal under 6th edition rules. The item has to be 25 real points or less. What will you make to help and / or make you family, friends, neighbors, and the Colony life easier, and safer?
  18. Re: Priest Banishment Prayer A little back ground. the Priest is in Heathen Lands where they believe Fairies, and Demons and such can enter and leave at will. Passage way between Fairie Land and the prime world can happen at any time. example a hunter could be out hunting in the forest and spot a white deer and give chase and find himself in Fairie land when the chase is over. Or a Rob-Goblin could wonder out of Fairie lands to attack human settle and the priest could use this bainishment prayer to force the Rob-Goblin back into Fairie. I also need some way to show that if the priest has a doubt that the creature is from another dimension that the spell will not work.
  19. I run a Fantasy Hero Game with extra-dimensional creatures. I need a priest prayer to send the creature back that has crossed through gate spell. This is what I came up with. Any suggestions on how to do it better? Return From Wince Thee Came: Extra-Dimensional Movement (Single Dimension), Area Of Effect (2m Radius; +1/4), Affects Desolidified Any form of Desolidification (+1/2), Usable As Attack (+3/4), Grantor can only grant the power to others (50 Active Points); Conditional Power Power Only Works Against Extra Dimensional Beings That Are Physically On This Plane, That Are Not Possessing Another's Body, And That The Priest Believes Is From Another Dimension (-2), OAF (Holy Symbol; -1), Requires A Priest Magic Skill Roll (Skill roll; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4)
×
×
  • Create New...