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diocletianx

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  1. I see a couple of arcane spell conversions. Didn't know if anyone worked on clerics and druids.
  2. How is POW vs POW calculated for resistance? Is it a stat calculation (9+EGO/5) with EGO decreasing as you cast spells?
  3. I plugged the New version into Hero Designer and got a different result. Here's what I have: 18 Change Environment 2" radius (-1 : DCV, -1 : OCV, -4 PER Roll: Normal Smell), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (45 Active Points); No Range (-1/2), Conditional Power (Power does not work in Common Circumstances; -1/2), Conditional Power (Power does not work in Common Circumstances; -1/2) [Notes: No Effect if CON roll at -2 (-1/2), only effective for 1 minute (-1/2) ] Note: 45 Active, 18 Real. you have to assign CV penalty to OCV or DCV.
  4. Scuba Hero: Do you have any elecronic output for your RQ conversion that you can share?
  5. Can someone explain to me how the cost is calculated for a naked power advantage? Example: Autofire 3 shots with all pistols
  6. How are these items created in this book? One example is a potion where there is no unctrollable, independent, usable on others advantages? How do you share an item like that with other people?
  7. How are these items created in this book? One example is a potion where there is no unctrollable, independent, usable on others advantages? How do you share an item like that with other people?
  8. Below is a magic system I am thinking of implementing. I’d like to get peoples feedback. Magic System All characters built on 100 + 25 CP Magic Skill (CP 3/2) – (9+EGO/5) EGO allows you to control the forces of magic Talents (3CP each): Magic Aptitude – must have to use magic (not necessarily magic items) Magic Ritual – must have to participate in ritual magic; requires Magic Aptitude Create Magic Items – must have to create magic items; requires Magic Ritual Intelligence is required to recall spells. There is a penalty when you attempt to cast spells of higher level. Spell Level: AP/10 Spell Delta: (INT-10) - Spell Level Skill Roll: (9+EGO/5) – 1/10AP – Spell Delta Magic Discipline • College of Elemental Earth o SFx: Magic:Earth • College of Elemental Air o SFx: Magic:Air • College of Elemental Fire o SFx: Magic:Fire • College of Elemental Water o SFx: Magic:Water • Sorcery o Innate magic ability. Must use endurance. Cannot use Focus limitation. o SFx: Magic • Magician o Conjurers, Prestidigitators, etc.. Must use Focus limitation. o SFx: Magic • Necromancer o SFx: Magic:Death • Druid o Must be channeled through a living (or once living) natural element (wood, dirt, leaf, etc..) o SFx: Magic: Nature • Priestly o Must be channeled through a focus (holy symbol) (OAF) o SFx: Magic: Divine All magic is setup in VPP. Some disciplines require limitations on the control cost (all mages may choose to have a limitation). Endurance Reserve: required for the VPP. All spells draw from the reserve and then the casters END then STUN. Reserve Max is 2 x END, REC 1 / 5 MIN. Magic Ritual: One or more Mages of the same Discipline may combine VPP power. Use the lowest Spell Delta and the lowest skill roll. It takes 1 minute for the casters to combine pools. Create Magic Item: Must have this talent to create magic items. The appropriate advantages, permanent, uncontrolled, etc… are required. That's it so far.
  9. What I am comparing force wall to is a force field with area effect. I can get a 15/15 3" radius force field for 60 CP. Granted the effect is not the same and you will be taking some STUN with the force field. Based on your force wall estimates I think I know that the force wall approach is better. Thanks.
  10. I'd like to simulate the effect of the invisible girl who can create a force field bubble in an area affect. I like the use of force wall because of how damage either gets through and breaks the wall or no damage gets through. The problem I am having is creating a 2-3" radius force wall that won't cost tons of points. A force field with Area Affect is doable, but lacks the damage "resistance" effects of force wall. Any suggestions?
  11. I can not find any rules regarding combat facing in the 5E rules. Does anybody know of such a rule or have some insight on how this might effect game play?
  12. So maybe a combat manuever where you can abort to attack with a -2 OCV, -2 DCV and you lose your next phase leaving you open to take a beating from all combatants. Not a very appealing option, but when you have to stop that enemy from passing you by to trigger the summon demon ritual, it might be your only option.
  13. Although the use of AOO in 3E can get cheezy, there is something heroic about the game effect. Enemies do not get to pass by character without being threatened if they move too close. The whole concept of the AOO makes some movement very dangerous and can create some very sticky situations. I was wondering if anyone has considered how such a game effect would work in FH.
  14. I'm not implying that I need to create a power that is not covered in 5th edition, but on page 354 there are guidelines on how to make "new" powers. They seem to be more of a combined set of powers and advantages/limitations. What I'd like to see are examples of how people followed these guidelines and where they may have diverged. -d.
  15. Anyone have experience with creating new powers? Have you deviated from the guidelines in 5th edition? What are your recommendations? Thanks, -d
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