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bushido11

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Everything posted by bushido11

  1. So I need to get the Ultimate Martial Arts book just to make Martial Arts styles? What a bummer. Right now I'm not in the position to fork out any more cash so it looks like I won't be buying that book. Oh well, looks like I'll have to resort to CSLs and PSLs instead.
  2. I was showing a friend of mine how to make a character in HERO and he told me that he wanted his character to do particular maneuvers with his two swords. I figured that could be done by making it a Martial Arts style. The problem is, I don't know how to make Martial Arts Maneuvers. I saw the way some of the maneuvers were constructed, and the numbers seemed out of whack to me. A maneuver that gives you a +2 to OCV and DCV with Block and Abort for 4 CP only? I don't understand how they came up with those numbers. Could somebody please show me how it's done? Also, about Weapon Element, I want to see if I have this straight: If you want to use a particular maneuver with a weapon but the Martial Arts style doesn't incorporate that weapon, you have to spend an extra CP. Is that right?
  3. OIC, thanks Pattern Ghost. How would I calculate a weapon's BODY and DEF for occurances like a Move Thru?
  4. I play Forgotten Realms from time to time (because it's about the only D&D campaign setting my friends are familiar with, that and Ravenloft). I felt that HERO could make a more accurate representation of Drizzt Do'Urden than D&D could (which is a no-brainer), so I gave it a shot. I also chose him so that I can get more familiar with the HERO System, because when you're making a character concept, you're pretty much forced to try to apply the most appropriate powers for that character. "Book learnin'" is fine and dandy but the stuff really sticks to you when you apply it. HERO's a big sucker and I can't seem to commit myself to straight up read it for too long before all I see is just letters and none of the information being absorbed. I also did a sample combat yesterday to familiarize myself for the feel of combat and it wasn't as bad as many people claim it to be (not bad as in bad, but bad as in horrendously slow). At first, I forgot about tracking spent END in the first turn, but then I remembered and I've kept track of END, STUN, BODY, and the post-segment 12 recoveries. I also tried different combat maneuvers, like disarm, move thru, and haymaker (easier than I thought it would be), because any idiot can make an attack roll, you know? Also, I've become comfortable with the "11+OCV-3d6 = the DCV I hit" formula (since you would be able to keep the opponent's DCV a secret like that from your players). I like the way the SPD chart handles; it makes a lot of sense and it simulates speedy characters excellently. I want to get familiar enough with HERO so that when (or if) I do get to play with my friends, I won't have to flip through the book for every combat maneuver they try to make. One thing that has me concerned, though, is the fact that you take damage from Move By and Move Thru maneuvers. I understand the concept behind that if you want to tackle or closeline someone (for example), but how about if you charge at someone with a melee weapon, like a lance? I don't see the sense in you taking damage by performing a Move Thru with a lance; is there some piece of information I'm missing or am I wrong? Can anybody explain this strange occurance?
  5. I've finished Drizzt's character sheet. He's currently a 710 pt. character. If you want to see his character sheet, just shoot me an e-mail ok? I tried attaching the Excel file to this post, but it won't allow me to attach .xsl files. Creating him took way too long, so I think I'll stick to creating my own characters based on my imagination (and a set number of character points). It's been good mental exercise doing something like that, a lot harder than just slapping on 3 classes, skills, and feats, but it was well worth it.
  6. I couldn't find that Accurate option where it had Area of Effect, but thanks for the input. For the Dispel Field, I think Damaging Shield would be most appropriate. In doing so, one would lose the ability to use in at range, so if he wanted, for example, a Energy Blast (fire) damaging shield and Energy Blast (fire), would it be appropriate to buy it as an EC?
  7. Thanks. Now I think I'll be able to make a complete Drizzt, thanks to all of your input. You guys really know your stuff and are very helpful. One more question: how much is a No Attack Roll Needed advantage worth?
  8. Well, I added Iron Composure, which is the +10 PER but only for defense against PRE attacks (as suggested) and Faerie Fire, which is Images - Sight w +4 to PER rolls but with Only Light and Set Effect (4 orbs of light). Now I'm wondering whether doing Faerie Fire like that will follow the person targeted or the hex. I should think it follows the person if you target it at him (with his DCV opposing your attack roll, of course). Can anyone please tell me how to do a Dispel Field?
  9. I'm not very familiar with what kind of SPD is good or even outrageous, so that's why I was off on the SPD. I completely forgot about faerie fire, stupid me. So he lost his magic resistance? I didn't know that. How would I do a presence defense, and one where I wouldn't need an attack roll? And for future reference, how would I make a "dispel field" for lack of a better term?
  10. You made a good point about the bracers. He just seemed to move faster, as in covering more distance in less time, so I'll just put it as Running +10" with OIF. And you're right, he did lose his levitation, so that's going off his sheet. What I did forget to add, however, were two things: - Enhanced Senses: Infrared Perception - Magic Resistance I did Magic Resistance as a Dispel 7d6, 0 END, Expanded Effect (Magic), Inherent, No Range. How would I do "No Skill Roll Required"? He's passively uses Magic Resistance and the only place I've found No skill roll required is for VPPs.
  11. Area effect due to huge hands? I would've never thought of that. I guess it all depends on what kind of growth it is. Thanks for the input. I'd have to check up on both powers and get more info. Thanks for the input.
  12. He IS equally adept with either hand. Remember when Zaknefian did that little coin toss thingy in Homeland and Drizzt caught all 10 coins tossed in the air with both of his hands? Also, if for some reason he can only use one weapon and it's with his off hand, he's covered. About Twinkle and Icingdeath, I'm not sure the books emphasized so much on their superior cutting power by themselves, in contrast to that Sword of Sharpness that Catti-brie acquires (that thing is deadly I tell you, cutting off limbs with every strike and all). About a natural SPD 4, hey, go for it. SPD 4 it is.
  13. I've read in some posts that persistant Growth is not used to create large characters. If so, what do you use to increase a character's size then? Or to decrease it, for that matter?
  14. I started the thread in another board, so I figure I might attach the link to a more appropriate place. http://www.herogames.com/forums/showthread.php?s=&postid=47696#post47696
  15. That's right! I forgot about the Swimming Movement mode. Oh well, just take the 3 points from the "swimming" skill and add it to Swimming Movement. I'm not too familiar with creating martial arts styles, but I figure lots of CSLs, Two Weapon Fighting, and Ambidexterity may cover it up. As for his SPD, don't forget the Anklets of Speed which he gets from one of the nobles of House Baenre (that guy wore them on his wrists to make his attacks seem like blurs, but they were to fast for him). I'm not really familiar with any of the HERO supplements, so I'm just basing his normal SPD off his DEX value. Good idea, however, to add another point of DEX, since he did get lots of training from Zaknefian. I based this character write-up of Drizzt mainly from the books, not from any D&D supplement. What was noted was his particular two sword style, but I really don't know how to translate that into a martial art, so I figured he just kicked major a$$ with 18 OCV and 17 DCV (forgot to add 4 levels of DCV; +1 bonus from WF: Off Hand and +2 DCV bonus from Twinkle) with his scimitars at hand. I've had FRED for some months but was pretty reluctant to learn it (since I got stuck at a lot of parts), but its flexibility kept me persevering to learn it. I'm catching on more and more everyday. I'd like to actually play with some people who also play HERO. Also, I thought that one of the best ways to learn HERO was just to make different kinds of characters (so that I can familiarize myself with how the powers work), and my heart is in fantasy roleplay, not superheroes (although supers are cool). I'm particularly proud of the fact that I was able to bring out just about every skill he might have/has used in the books with HERO, as well as his powers and equipment. Now Elminster would be easier...just give him a huge VPP and a couple of powers with the Triggered advantage representing that spell he has that'll warp him to his pocket dimension should he lose his life, limbs, sanity, etc. Also, thanks for the input.
  16. Well, I never did get to complete HERO Goku (someone else did that already) but I did complete Drizzt Do'Urden and his panther Guenhwyvar, for all the Drizzt fans out there. Here goes nothing: Characteristics (97 CP) - 13 STR, 24 DEX, 15 CON, 14 BODY, 15 INT, 18 EGO, 18 PRE, 14 COM, 3 PD, 3 ED, 3 SPD, 6 REC, 36 END, 29 STUN Skills (323 CP) - Acting 8-, Climbing 15-, Concealment 12-, Conversation 8-, Deduction 12-, Language - Undercommon (Native), Persuasion 8-, PS: Soldier 11-, Shadowing 14-, Stealth 18-, AK: Underdark 15-, Acrobatics 14-, Analyze 12-, Animal Handler 15-, Breakfall 14-, Bureaucratics 8-, 8-pt CSL: All Combat, 10-pt CSL: Ranged Combat, 15-pt CSL: HTH Combat, 10-pt CSL Scimitars, Defensive Maneuver IV, Disguise 14-, Fast Draw 17-, Interrogation 13-, AK: Icewind Dale 13-, AK: Sword Coast 12-, AK: Calisham 8-, CK: Menzoberranzan 14-, KS: Ten-Town Folk 12-, KS: Dark Elves 14-, KS: Goblinoid Races 12-, KS: Sailing the Seas 8-, Language - Goblin (Basic), Language - Dwarf (Fluent), Language - Common (Native w Literacy), Lockpicking 8-, Paramedics 12-, Rapid Attack (HTH), Riding 14-, Sleight of Hand 14-, Survival - Arctic 14-, Survival - Underdark 15-, Survival - Forest 13-, Survival - Plains 12-, Tactics 15-, Teamwork 14-, Tracking 16-, Two Weapon Fighting (HTH), WF: Common Melee Weapons, WF: Common Missile Weapons, WF: Off Hand, Swimming 12-, 8-pt CSL: +4 DC to Scimitars Perks (14 CP) - Contact 11-: Cadderly (Good relationship w contact, has very useful skills), Reputation 11- (Known throughout much of Faerun for heroics, +4) Talents (59 CP) - Ambidexterity (no penalty w off hand), Combat Luck, Combat Sense 15-, Danger Sense 12- (works as Sense), Lightning Reflexes (+2 DEX bonus on initiative) Powers (123 CP) - Globe of Darkness Darkness to Sight w +1" Radius (20 pts); Reduced END (1/2 END; +1/4), 25 Active Pts.; Charges (3; -1 1/4), No Range (-1/2), 9 Real Pts. - Levitation Flight 6"; 12 Active Pts.; Charges (3; -1 1/4), Up-Down Movement Only (-1/2), 4 Real Pts. - Mithril Chain Mail Armor 10 PD & 6 ED; 24 Active Pts.; Focus (OIF; -1/2), 16 Real Pts. - Twinkle, the Scimitar HKA 1d6+1, +0 STR Bonus, +1d6+1 from CSLs; +2 DCV (10 Pts.); 30 Active Pts.; Focus (OAF; -1), STR Min 10 (-1/2), 12 Real Pts. - Icingdeath, the Scimitar HKA 1d6+1, +0 STR Bonus, +1d6+1 from CSLs; Resistant Damage Reduction 50% (Only Works Against Fire; -1/2; 20 pts), Armor 10 ED (Only Works Against Fire; -1/2; 10 pts), 65 Active Pts.; Focus (OAF; -1), STR Min 10 (-1/2), 12 Real Pts. - Anklets of Speed SPD +1; 10 Active Pts.; Focus (OIF; -1/2), 7 Real Pts. - Dark Elf Lifespan Life Support - Longevity (lifespan 800 years); 5 Active Pts. - Panther Figurine of Wonderous Power Summon 280 pt. Panther (Guenhwyvar); Amicable (Loyal; +1/2), Reduced END (0 END; +1/2), Specific Being (+1), 140 Active Pts.; Focus (OAF; -1), Charges (2; -1 1/2); 45 Real Pts. Disadvantages (+85 CP) - Distinctive Features - Dark Elf (Concealable with disguise skill or major effort; Feature causes major prejudice) - Hunted by Dark Elves 8- (as powerful as PC; has extensive Non-Combat Influence; appears occasionally; hunter desires to kill PC) - Hunted by Artemis Entreri 8- (as powerful as PC; appears occasionally; hunter desires to kill PC) - Social Limitation - Dark Elf 18- (Very Frequent; Major Effects of Restrictions) - Psychological Limitation - Do-Gooder 14- (Common; Moderate) - Psychological Limitation - Protective of Friends 13- (Common; Strong) Phew. Well, it took me about a good 3 days to complete Drizzt. Guenhwyvar is a smarter, more determined version of the Lion template found in FRED, but is immortal, has diminshed eating, regeneration, and his ability to dissipate into the Astral Plane (taking along 100 kg extra worth of stuff). Let me know what you think. It took a long time and a lot of effort but I think it depicts Drizzt of the novels better than Ftr10/Brb1/Rgr5 (he doesn't even cast ranger spells!). In the end, it was well worth it, thanks to that handy Excel HERO character sheet.
  17. Response to Yamo: I figure the borrowing of energy would be more of a special effect than actually using Drain on every single living being on the planet (thanks for pointing that out). Would having to hold up both of your hands to the sky count as a Gesture? Those sound like good limitations (Area Effect sounds more like what it goes for, since Goku has hurled a Spirit Bomb the size of a large house). However, the Spirit Bomb is normally about the size of a beachball, but when it hits, it leaves craters. Once I'm done with Goku, next I'll make a HERO version of Drizzt Do'Urden and post it up to see how accurately I can make it. Response to Lord Liaden: Thanks for the links and the comment.
  18. I did mention what kind of defense the Force Field provided: Energy Defense (rED = Resistant Energy Defense). You've never seen Dragon Ball Z? You can catch it on Cartoon Network Monday thru Friday at 5:30 PM Eastern Time. It's some insane stuff, way up there on the supers scale. I figure Succor with Self Only, since it seems to take Goku's energy to boost his abilities (you'll see them when he turns Super Saiyan: his hair turns blonde, his eyes blue, and he has a flaming aura surrounding him). Also, when he isn't able to maintain his increased state of power, he reverts back to his original self and very weakened (an effect of the reduced END). The abilities he boosts are STR, DEX, BODY, Damage Resistance for PD & ED, and his energy blast. He also has Damage Resistance (as a kid, he took an axe blow to the skull and the axe was smashed to bits, leaving him with just a bump on his head!) as well as Extra-Dimensional Movement (only to the Next Dimension). One thing I think I'd have trouble with is making his Spirit Bomb. Basically, he borrows a bit of energy from every living creature on Earth and hurls it at his opponent which pretty much obliterates him (a last resort move). It takes a long time to gather the energy, however. Any suggestions? Thanks for telling me that I "get" the system pretty good as a beginner. This game has a lot of content in it and it takes a while to absorb. This has led me to be reluctant to learn it at first, but I'm getting the hang of it little by little. I was experimenting with some characters to get more acquainted with HERO. Making Heroic characters is simple enough, but making some of these supers (like Goku) is a mental feat in itself and it takes a LONG time to make. Like the old saying goes, practice makes perfect.
  19. I'm trying to create Goku from DBZ so that I can familiarize myself with the way HERO powers work. This is what I have so far: STR 65, DEX 28, CON 25, BODY 30, INT 10, EGO 20, PRE 15, COM 14, PD 30, ED 30, SPD 8, REC 25, END 150, STUN 100. -MP reserve 450 cp -Energy Blast 30d6, Variable Advantage (+2), Active Points 450; Flexible MP Slot, Real Points 90 -Flight 200", Usable Underwater (+1/4), Reduced END (0 END; +1/2), Active Points 350; Flexible MP Slot, Real Points 70 -Force Field 40 rED, Active Points 40; Flexible MP Slot, Real Points 8 -Teleportation 50", Increased Mass 400 kg (+10cp), Position Shift (+5cp), No Relative Velocity (+10cp), Reduced END (0 END; +1/2), Active Points 187; Flexible MP Slot, Real Points 37 About Goku powering up, which power would seem most appropriate? I'm thinking Succor. What do you all think? What else am I missing here?
  20. It seems more cost effective getting Damage Resistance (1 CP to convert 2 pts. of normal defense into resistant defense) than Armor (3 CP to add 2 pts. of resistant defense between PD and ED). However, the limit of Damage Resistance you can acquire is the value of whatever defense you're making resistant, while Armor has no limit. Armor would seem more appropriate for suits of armor, where you can reduce it's CP cost with OIF, Real Armor, and Mass (depends on armor).
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