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CourtFool

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Everything posted by CourtFool

  1. != Best Section Header *Ever* This llama is not amused.
  2. Surely Luck can go in a Luck Framework I was wondering that too. Scarlet Witch anyone?
  3. Re: Special Powers in Power Frameworks When I first started playing Hero (4th Edition) I thought Power Frameworks were extremely broad. I thought 'Mutant' was a good enough excuse for a Power Framework. I can not tell you how many characters I built with all of their Characteristics in a Elemental Control. Because of this, I did not understand why special powers required special permission to be allowed. I have since tightened my scope on Power Frameworks, however, it sounds like I am still far too broad compared to many others here on the board. It does make me wonder if this just gives an 'unfair' advantage to people who are a little more creative in skirting the rules. You may not allow a 'Mutant' to put Armor, Energy Blast and Flight in a Multipower but you would let 'Powered Armor Guy'. I think this has been covered in other threads, so I will stop now.
  4. Well I certainly do not trust the bunny! The New & Improved Bunny Song For the linked challenged: The bunny, the bunny, oh, I ate the bunny I didn't eat my soup or my bread, just the bunny The bunny, the bunny, oh, I ate the bunny And now I'm feelin' sick in the head from the bunny.
  5. Saving Throws != RSR You are absolutely right. As a GM, however, I would be willing to allow some sort of 'Requires Failed Skill Roll' and use RSR as an example of cost structure. Something like this was suggested in the thread I linked to.
  6. Saving Throws != Activation Roll I think you will find enough ideas to suit your needs in this thread as well as the other thread I offerred. After re-reading your original post though, I wonder why exactly you want this. It sounds like you just want to give people a chance to avoid this effect other than avoiding the attack (high ECV in this case). This sounds like a pretty straight foward example of an Activation Roll. Well maybe not quite so straight foward since technically, the Activation Roll is required to activate and use the power, not whether the power actually has any effect, but I think it is close enough. Is this for the particular example you gave or are you concerned about other conversion problems around Saving Throws (i.e. Spells that grant bonuses, class bonuses, magical items)?
  7. Re: Who do you trust? Hero Board savants I have to change my earlier answer. There are still not people that I pay 'special' attention to. However, I find myself automatically ignoring all posts by certain people. I would not say it is necessarily animosity, more like I know that I will disagree with what they post.
  8. Re: Saving Throws? Some more [thread=6725]discussion[/thread] for thought.
  9. Re: The Hero curse Actually, I have been mentally placing my favorite character aboard Serenity. I want him to be with Anara, but he seems to fit better with River.
  10. I left but I came back because...well...it's darn good. Pitty.
  11. The Hero blessing Yes. Example, another and another.
  12. How useful would a can of whoopbutt be for other Campaigns be? Dirty Infighting/Fisticuffs/Cinematic Brawling fits in any genre. The other styles may not be as universal, however, UMA is all about individual combat. Any campaign that involves combat can benefit from UMA. May I also suggest a look at Markdoc's take on martial arts?
  13. Only you can prevent forrest fires. This being Hero... Cost Power END 25 Control Fire: Extra-Dimensional Movement (Related Group of Dimensions, Single Location - Another dimension where fire is in desired location) 2 O.k., so all the good ones were done already. Hey, this isn't any sillier than the 'official' Wish spell. Really.
  14. Limitation Min/Maximization I like the idea. I agree that percentages would give more granularity and might be easier for some people to grasp. I also agree that the value of a limitation greatly depends on the GM. When setting a value to 'collection of restrictions' you might want to consider what disadvantages/limitations/restrictions you want to encourage/discourage.
  15. Stop thinking; get the rules. Wait...that did not come out right. I would like to reiterate what Shadowpup and CSgeekHero have said. Hero Sidekick is a great introduction into the Hero System. Many of the supplements available spell things out for you; reducing the learning curve. Hero can simulate any genre without major changes. Many would argue that it handles some genres better than others. Specifically, many people say it is better for cinematic campaigns than gritty, 'realistic' campaigns. I see their point, but I disagree. I think it comes down to taste. I am not familiar with the Grisham novels other than those that have been made into movies. There was nothing in any of the movies that I saw that could not be handled in Hero. I have heard of the Chronicals of Narnia but never read the novels. Personally, I think Hero handles Fantasy quite well. If I had to be negative about Fantasy Hero it would be that building a magic system is a real pain. Not because Hero has a difficult time simulating magic but because there are too many options. You really have to have an idea of exactly what you want and be willing to put in a little elbow grease. To me this is really a strength of Hero. You get exactly what you want instead of playing with someone else's concept of magic and later houseruling it all to hell. Not to mention once you have designed the system anyone familiar with Hero will be able to pick it up without difficulty.
  16. The One True Demi-God Dust Raven has already figured out his demi-god of everything...but I thought I would chime in. A prophet begins to preach a new philosophy. There is but one god. Just seen as a radical, if not peaceful, cult this small following gives birth to a demi-god.
  17. So you want to start a revolution Why no mention of magical llamas? We are innately mystical.
  18. CourtFool

    Shameless Plug

    Seamless PlugGame on this weekend! Hmmmm. This could look like post padding. I better include something relevant...like say...my character!Wallace Nox Val Char Cost 20 STR 10 20 DEX 30 20 CON 20 17 BODY 14 13 INT 3 14 EGO 8 20 PRE 10 20 COM 5 8/10 PD 4 4/6 ED 0 3 SPD 0 10 REC 4 40 END 0 37 STUN 0 8" RUN42" SWIM04" LEAP0Characteristics Cost: 112Cost Power END 15 Boxing: Multipower, 15-point reserve 1u 1) Accurate Punch: Reduced Endurance (1/2 END; +1/4), Area Of Effect Accurate (One Hex; +1/2) (15 Active Points) applied to STR 1u 2) Clinch: +15 STR (15 Active Points); Limited Power Only For Martial Maneuvers (-1/4) 1 1u 3) Combination: Autofire (3 shots; +1/4), Reduced Endurance (1/2 END; +1/2) (15 Active Points) applied to STR 1u 4) Counter Punch: Reduced Endurance (1/2 END; +1/4), Damage Shield (+1/2) (15 Active Points) applied to STR 1u 5) Cross: (Total: 14 Active Cost, 11 Real Cost) HA +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 7) plus +2 with any single Strike (Real Cost: 4) 1 1u 6) Hitting Below the Belt: Reduced Endurance (1/2 END; +1/4), NND (Rigid Armor; +1/2) (15 Active Points) applied to STR 1u 7) Hook: HA +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2) 1 1u 8) Jab: (Total: 15 Active Cost, 13 Real Cost) HA +1d6 (5 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 3) plus +2 with DCV (Real Cost: 10) 1 1u 9) Rabbit Punch: HKA 1d6 (2d6 w/STR) (15 Active Points); Restrainable (-1/2) 1 1u 10) Working the Body: Drain END 1 1/2d6 (15 Active Points); Restrainable (-1/2) 1 5 Recovers Quickly: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 6 Hours (-2 1/2), Self Only (-1/2) 0 6 Tough As Nails: Armor (2 PD/2 ED) 0 Powers Cost: 36Cost Skill 0 AK: Kansas 8- 1 AK: Union Station 8- 0 Acting 8- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 1 KS: Boxing 8- 1 KS: Military World 8- 3 Mechanics 12- 1 PS: Boxer 8- 1 PS: Farmer 8- 0 PS: Laborer (Everyman) 11- 1 PS: Marine 8- 0 Paramedics 8- 0 Persuasion 8- 0 Shadowing 8- 3 Stealth 13- 3 WF: Small Arms, Blades Skills Cost: 15Cost Perk 4 Obvious continuity violation Perks Cost: 4Cost Talent 6 Combat Luck (3 PD/3 ED) Talents Cost: 6Val Disadvantages 25 DNPC: Ida and Betty Nox (Mother and Sister) 8- (Incompetent; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) 10 Distinctive Features: Tall, blonde and Handsome (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Jim "Boss Tom" Pendergast 11- (Less Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 0 Normal Characteristic Maxima 10 Psychological Limitation: Curious (Common, Moderate) 15 Psychological Limitation: Impulsive (Very Common, Moderate) Disadvantage Points: 75Base Points: 100Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 173 Height: 1.91 m Hair: Blonde Weight: 100.00 kg Eyes: Blue Appearance: Personality: Wallace loves his mother and sister dearly and would do anything to protect them. Beyond that, he is brash and naive seeing the world as mostly black and white. He would like to pursue a boxing career but has to provide a stable paycheck for his family.Quote:Background: Wallace was born to Daniel and Ida Nox in Spring Hill Kansas. His father died of influenza when he was only 13. Wallace had to take over running the farm. Times were hard and the bank foreclosed on the farm. Desperate to put food on the table for his mother and sister, Wallace joined the Marines and sent most of his paycheck back home. While in the Marines he took up Boxing which his size and dexterity made him a natural at. When World War I started up, Wallace was sent to France. Ida hated having her son so far away and worse yet, in a war. She pleaded with him to leave the Marines and come back home. So immediately after the war, Wallace left the Marines and moved with his family to Kansas City where he found a job as a maintenance worker at the newly constructed Union Station. At night, he continued pursuing boxing at the local gym. When Jim “Boss Tom†Pendergras organized a strike, Wallace refused to walk out; one because he needed his paycheck and two because he wanted nothing to do with the corruption involved. Wallace and Boss Tom crossed paths a few months later when Wallace refused to keep quiet about a murder he witnessed. The murderer worked for Boss Tom. The police were in Boss Tom’s pocket and the prosecution’s case would have fell through if not for the testimony Wallace gave on the stand. A year later, Wallace put a couple of Boss Tom’s cronies in the hospital when he caught them beating up a prostitute, earning him even more of Boss Tom’s ire. Boss Tom used his considerable influence to have Wallace fired from his job at Union Station and made sure to it that Wallace never finds work in Kansas City again. Powers/Tactics: Campaign Use:
  19. Gay port in town - Hudson City This entire thread is so...well...gay.
  20. Early Firearms It occurred to me that a lot of space is taken up with the same limitations. Really, the only differences are die of damage and wheter it is a pistol or rifle (Requires Two Hands). Increased Reloading Time did not print the length of time (that is annoying). It should be a Full Turn. Fantasy Hero suggest allowing this to be shortened to Two Full Phases with a successful Fast Draw roll. There probably should have been some negative range modifiers for the weapons. There are already quite a few Limitations on the firearms and since I am running a cinematic style campaign I did not think the extra work would really add any value. Those wanting a more realistic game are free to add some Side Effects (Negative Skill Levels).
  21. Early Firearms While I am working on the campaign... Early Firearms Cost Power END Matchlocks 3 1) Arquebus: RKA 1d6+1 (20 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 4 2) Caliver: RKA 1 1/2d6 (25 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 3 3) Matchlock Pistol: RKA 1d6 (15 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 5 4) Musket with rest: RKA 2d6 (30 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 3 5) Target Rifle: RKA 1d6+1 (20 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] Wheellocks 2 1) Belt Pistol: RKA 1d6-1 (10 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 4 2) Horse Pistol: RKA 1d6+1 (20 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 5 3) Jager Rifle: RKA 2d6 (30 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 2 4) Pocket Pistol: RKA 1/2d6 (10 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] Flintlocks 5 1) Blunderbuss: RKA 2d6 (30 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 5 2) Brown Bess: RKA 2d6 (30 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 4 3) Charleville: RKA 1 1/2d6 (25 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 4 4) Durs Egg Holster Pistol: RKA 1d6+1 (20 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 4 5) Fusil: RKA 1 1/2d6 (25 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 3 6) Highland Pistol: RKA 1d6 (15 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 4 7) Musketoon: RKA 1 1/2d6 (25 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 3 8) Naval Pistol: RKA 1d6 (15 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 5 9) Pennsylvania Rifle: RKA 2d6 (30 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] 3 10) Wogdon Dueller: RKA 1d6 (15 Active Points); 8 clips of 1 Charge (Increased Reloading Time; -1 1/2), Activation Roll 14-, Jammed (-1), OAF (-1), Beam (-1/4), Concentration (1/2 DCV; -1/4), Real Weapon (-1/4) [1] Basically ripped off from G.U.R.P.S. Swashbucklers.
  22. Encounter Penguins I see a difference of style here. I do not want my role playing experience to simulate real life. I game to escape real life. I prefer a cinematic game. The heroes do not flee. They rush headlong against overwelming odds and, somehow, come out successful. Of course with this approach you run into the problem of if the PCs know they will always win, where is the challenge?
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