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Hero 5th: Weapon Invisible When Not In Use?

 
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lewis

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Since: Jun 14, 2005
Posts: 44



(Msg. 1) Posted: Fri Dec 16, 2005 11:29 pm
Post subject: Hero 5th: Weapon Invisible When Not In Use?
Archived from groups: rec>games>frp>super-heroes (more info?)

All,

In the Hero System (5th Revised) How would you make a weapon invisible
to sight and instruments that detect weapons or metals? I dont want the
weapon to be invisible in any circumstance other than when its in the
holster or scabbard. Basically, if you wanted to have a magic character
who had enchanted his sword or gun to be invisible and undetectable
while walking through a security scanner, but the focus would become
immediately apparent when used or drawn or dropped, and the focus could
still be felt in a pat-down and taken away whether invisible or not,
how would you do that?

Thanks,

Lewis

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Blue Petal

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Since: Dec 31, 2005
Posts: 1



(Msg. 2) Posted: Sat Dec 31, 2005 10:56 am
Post subject: Re: Hero 5th: Weapon Invisible When Not In Use? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

I am still using the older rules, but if I were your GM I'd suggest
that the holster or scabbard not be invisible, just that they do not
look like a holster or scabbard but more like an MP3 player or a cane.
Hiding in plain sight. The invisibility to scanners, unrecognizibility
to vision, say a -10 to perception rolls, since it would only be when
not in use, say a +1/4 advantage.

Blue

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denosor

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Since: Dec 31, 2005
Posts: 1



(Msg. 3) Posted: Sat Dec 31, 2005 4:22 pm
Post subject: Re: Hero 5th: Weapon Invisible When Not In Use? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

lewis DeleteThis @lwb.org wrote:
> All,
>
> In the Hero System (5th Revised) How would you make a weapon invisible
> to sight and instruments that detect weapons or metals? I dont want the
> weapon to be invisible in any circumstance other than when its in the
> holster or scabbard. Basically, if you wanted to have a magic character
> who had enchanted his sword or gun to be invisible and undetectable
> while walking through a security scanner, but the focus would become
> immediately apparent when used or drawn or dropped, and the focus could
> still be felt in a pat-down and taken away whether invisible or not,
> how would you do that?
>
> Thanks,
>
> Lewis
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Peter Meilinger

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Since: Nov 16, 2005
Posts: 70



(Msg. 4) Posted: Sun Jan 01, 2006 7:52 pm
Post subject: Re: Hero 5th: Weapon Invisible When Not In Use? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

lewis.RemoveThis@lwb.org wrote:
> All,
>
> In the Hero System (5th Revised) How would you make a weapon invisible
> to sight and instruments that detect weapons or metals? I dont want the
> weapon to be invisible in any circumstance other than when its in the
> holster or scabbard. Basically, if you wanted to have a magic character
> who had enchanted his sword or gun to be invisible and undetectable
> while walking through a security scanner, but the focus would become
> immediately apparent when used or drawn or dropped, and the focus could
> still be felt in a pat-down and taken away whether invisible or not,
> how would you do that?

What genre are you doing it in? Superheroic, fantasy, superspy?
If it's superheroic and you're not buying the weapon as a Focus that
can be taken away from you, this could just be a special effect. The
"Other Notes" section in the Focus rules on page 191 says you can
define a super-weapon as something that just teleports to your hand
whenever you want it, even if someone disarms you. From there
it's an easy leap to "It's there, but it's invisible until I draw it."

That doesn't fit many character concepts, though. To build a more
or less normal piece of equipment that does what you want, here's
what I come up with after looking over the rules.

First, you need to define exactly what powers are being used.
Luckily, that's the easy part. Invisibility does everything you want.
Invisibility to the sight group is 20 points. Then you can throw in
invisibility to "detect metal" or something similar for another
5 points, if I'm reading the rules right. It'd be a Nontargeting
Sense Group for sure. Looking at the Enhanced Senses rules
shows that this could get really complicated if we want to let
it, but if I were the GM I'd have no problem at all letting you do
this with invisibility to just sight and a generic "detect metal,"
so call that 25 points. Maybe 30 points if you want to make
it vs. "detect metal" and "detect whatever other materials
the weapon or scabbard are made of."

As an aside, I would rule that this wouldn't make the
weapon completely and absolutely indetectable. Someone
with a really good sense of smell might detect the oil or
something else distinctive, for example. A mage with a
"detect weapon" spell might be able to sense it, if your
special effect isn't magical. If it is I'd say it works against
other magic spells. If you want to make it completely,
100% invisible to absolutely everything, that'd cost
you. But this would make it about 99% effective,
at least, and I wouldn't even bother to roll for
detection except under very unusual circumstances,
like if Daredevil's working airport security that day or
you're trying to sneak the weapon past a master mage
or someone else with superhuman senses.

Okay, back to the rules. You'd have to make the power
0 Endurance and Persistent, that's a +1 Advantage. You
can also make it Always On, though, for -1/2. Normally
Always On wouldn't work since it becomes visible when
used to attack, but there are a couple of points in our
favor for that.

1) It's a disadvantage for the character if the weapon
is visible during attacks, so you're not trying to crock
the rules.

2) Weapons and attacks are always visible unless
you specifically buy invisible power effects for them,
and that trumps the Always On.

So, so far we've got a 25 or 30 point power with a +1
advantage. Call it 60 active points. We've got a -1/2
disad so far, but we can add to that.

First, it'll be a Focus of some sort. Probably Obvious and
Accessible since it's a weapon, but possibly Inobvious
and Accessible if the weapon is disguised in some way.
Inobvious means that people wouldn't know it was the
weapon even while it's being used, though, and that
doesn't really fit the invisibility idea - if people can't
identify it as a weapon even when it's being used, what
the hell are we going through all this trouble for? So
for argument's sake, call it Obvious and Accessible.
That's a -1 disad.

If you want the weapon to have to be in a specific
holster or scabbard to be invisible, we might be
able to con the GM into granting us an additional
-1/4 disadvantage, using the "Multiple Foci" section
on page 190. I'd allow it for this particular power,
anyway, since it's really so limited.

Speaking of limited, here's where we save some
serious points. Normally buying Invisbility in
a Focus would allow the character himself to
be invisible. Since the power only works on
the Focus itself, that definitely calls for the
Limited Power disad. Going by the guidelines
chart on page 194, I'd say this at the very
least cuts 2/3 of the effectiveness of the
power. That's a -1 1/2 disadvantage. I'd
have no problem giving it the full -2 myself,
but I'm a lenient GM.

So let's break it down. 25 or 30 point
power with a +1 advantage. That's
pretty solid, I think. The limitations
are where it gets weird.

- 1/2 for Always On
-1 for Obvious Accessible Focus
- 1 1/2 for Limited Power - Only Works On Focus

I'd say those are pretty solid, too. I think
most GMs would agree. The extra -1/4
for the Focus and the extra -1/2 for the
Limited Power are a bit more iffy, but I
honestly don't think they're out of line.
I think most GMs would allow them,
especially considering how limited in
scope this power is.

So if we use the 60 active points number
and only the rock solid disads, the total
cost comes out to 15 points. Right? Dear
God, let me have not messed up the math.
Thanks. Anyway. Not a bad price if the
power will be useful in the campaign. A
little high but not unreasonable, at least
if you have a decent number of points to
start with. Adding in the extra -3/4 only
brings the cost down to 13 points, so
I think most GMs would be okay with
it.

And that's how I'd do that. Thank you
for giving me an excuse to geek out.
It's been too long.

Pete
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naD

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Since: Dec 21, 2004
Posts: 6



(Msg. 5) Posted: Mon Jan 02, 2006 2:06 pm
Post subject: Re: Hero 5th: Weapon Invisible When Not In Use? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Peter Meilinger" <p_meilinger.RemoveThis@hotmail.com> wrote in message
news:1136173940.367848.26780@g49g2000cwa.googlegroups.com...
>
> lewis.RemoveThis@lwb.org wrote:
>> All,
>>
>> In the Hero System (5th Revised) How would you make a weapon invisible
>> to sight and instruments that detect weapons or metals? I dont want the
>> weapon to be invisible in any circumstance other than when its in the
>> holster or scabbard. Basically, if you wanted to have a magic character
>> who had enchanted his sword or gun to be invisible and undetectable
>> while walking through a security scanner, but the focus would become
>> immediately apparent when used or drawn or dropped, and the focus could
>> still be felt in a pat-down and taken away whether invisible or not,
>> how would you do that?
>
> First, you need to define exactly what powers are being used.
> Luckily, that's the easy part. Invisibility does everything you want.
> Invisibility to the sight group is 20 points. Then you can throw in
> invisibility to "detect metal" or something similar for another
> 5 points, if I'm reading the rules right.
>
>You'd have to make the power 0 Endurance and Persistent, that's a +1
>Advantage. You can also make it Always On, though, for -1/2. Normally
> Always On wouldn't work since it becomes visible when used to attack, but
> there are a couple of points in our favor for that.
>
> 1) It's a disadvantage for the character if the weapon is visible during
> attacks, so you're not trying to crock the rules.
>
> 2) Weapons and attacks are always visible unless you specifically buy
> invisible power effects for them, and that trumps the Always On.
>
> So, so far we've got a 25 or 30 point power with a +1 advantage. Call it
> 60 active points. We've got a -1/2 disad so far, but we can add to that.
>
> First, it'll be a Focus of some sort. Probably Obvious and Accessible
> since it's a weapon, but possibly Inobvious and Accessible if the weapon
> is disguised in >some way. So for argument's sake, call it Obvious and
> Accessible. That's a -1 disad.
>
>
> Normally buying Invisbility in a Focus would allow the character himself
> to be invisible. Since the power only works on the Focus itself, that
> definitely calls for
> the Limited Power disad. Going by the guidelines chart on page 194, I'd
> say this at the very least cuts 2/3 of the effectiveness of the power.
> That's a -1 1/2
> disadvantage.
>
> - 1/2 for Always On
> -1 for Obvious Accessible Focus


As per the rules "A Limitation that does not limit the character isn't worth
any bonus!" Always On is of no limit to this character unless the weapon can
be dropped and not be found. Invisibility will be on all the time because of
the advantages on it.
The focus needs to Inonbvious otherwise you would see it all the time (but
that only applies to the Invisibility power all other powers that make up
the sword are normally OAF, but some GM's might make this one IAF, because
the sword not easily seen and that much harder to take away)

Also if you are playing fantasy you could use the Independent Limitation
(-2)

If I was to have something like this is my campaign this is how I would
build it:
Fantasy Campaign
7 Sword, Broad: Killing Attack - Hand-To-Hand 1d6+1, Reduced Endurance
(0 END; +1/2) (30 Active Points); Independent (-2), STR Minimum 12 (-1/2),
IAF (-1/2) 0
13 Invisibility to Sight Group, Detect Metal and Detect Weapons , No
Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (72 Active
Points); Independent (-2), Limited Power: Only Affects Focus (-1 1/2), IAF
(-1/2), Only When Not Attacking (-1/2) 0
20 Total Cost


Non-Fantasy Campaign
15 Sword, Broad: Killing Attack - Hand-To-Hand 1d6+1, Reduced
Endurance (0 END; +1/2) (30 Active Points); STR Minimum 12 (-1/2), IAF
(-1/2) 0
20 Invisibility to Sight Group, Detect Metal and Detect Weapons , No
Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (72 Active
Points); Limited Power: Only Affects Focus (-1 1/2), IAF (-1/2), Only When
Not Attacking (-1/2) 0
35 Total Cost


You might want to change the Only When Not Attacking (-1/2) to Only When Not
Attacking and In Scabbard (-3/4) to better fit your needs
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d.&#117;nion

External


Since: Aug 29, 2006
Posts: 3



(Msg. 6) Posted: Tue Aug 29, 2006 1:55 am
Post subject: Re: Hero 5th: Weapon Invisible When Not In Use? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Why not just use the special effect that since it's not 'visible' or
attackable
when not in use, it's SFX is weapon but it's bought as just a power.
Just don't take a focus limitation for it...

Then if the GM thinks it's likely to be disarmed in combat, take a
limitation to that effect - 'can be disarmed' - the GM can give
points based on how likely that is to happen in their campaign.
How many people actually try to disarm, and based on the
character's CV, how many are likely to, determine what it's
really worth in the given campaign.

DMU


"Blue Petal" <blue_petal.DeleteThis@hotmail.com> wrote in message
news:1136055369.389617.140660@g47g2000cwa.googlegroups.com...
>I am still using the older rules, but if I were your GM I'd suggest
> that the holster or scabbard not be invisible, just that they do not
> look like a holster or scabbard but more like an MP3 player or a cane.
> Hiding in plain sight. The invisibility to scanners, unrecognizibility
> to vision, say a -10 to perception rolls, since it would only be when
> not in use, say a +1/4 advantage.
>
> Blue
>
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