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Lisa Nadazdy
Mar 18th, '03, 08:50 PM
I've been working on a campaign that will try to bring the best elements of the FF series to the table top.

What it is:

A unique game world
Uses ideas put forth in the FF series
Trys to keep the story driven elements as central to the campaign.
A more 'open-ended' campaign, where characters can have abilities and powers outside the realms of combat, and therefor be a more fleshed out and playable world.
Not hampered by restrictions set by the games, nor does it have some of the more strange quirks of videogames (no 99 potions, but carrying food might be helpful).
Not limited to a world smashing plotline. There's room for any sort of campaign.

What it isn't:

A direct translation of any of the FF games.
It doesn't try to copy the mechanics of the FF games.
---------------------------------
Because this is HERO, the flexibility allows any GM who uses the material to reshape things as they see fit. I feel the most important aspects is not accurate simulation, but the story and 'feel' of the FF series. Considering that Square see fit to change the mechanics and elements from game to game, my game won't be constrained to those things, either.

http://groups.yahoo.com/group/final_fantasy_hero/

I'll be posting updates and goodies here, at least until I get my server back up and running.

Zoth
Mar 19th, '03, 08:32 AM
Sounds kelw.

My campaign I’m developing is inspired by final fantasy and other rgp along the same lines. The two most obvious features are my world has Magitek and a gem based magic system. Unlike FF thou magitek in my world doesn’t draw energy from the planet but lowers the mana level in the area over time. The gems that are used to cast spells can power magiteck thou the magic system itself is more inspired by R. A. Salvatores Demonwars Saga.

C_Zeree
Mar 19th, '03, 08:46 AM
Sounds like a good foundation for campaign design. :)

Zoth -
I've been futzing around with a gem based, at least heavy focus, magic system for some time. Only once I found FREd did I find a good mechanic. After a lot of tweeking I am still not that happy.

I've heard Demonwars Saga thrown around before, is it a good read worth picking up? Not only for story, but for "ideas" as well. Also, Fast Forward Games is putting out a d20 campaign line centered around it.

ShadowRaptor
Mar 19th, '03, 09:35 AM
Demonwars Saga is a cool read, probably better than some of his Forgotten Realms novels. I didn't know that there would be a d20 game for it, but if the setting is cool I would pick it up and then convert it to HERO.

Could you guys post what you have on Gem magic? I have been looking for a way to use something similar in my Star Hero game that will also have some elements of FF in it, and probably even more from the Xenosaga game just released.

Zoth
Mar 19th, '03, 10:45 AM
I agreed with ShadowRaptor Demonwars saga is real kelw. I like the first trilogy more then the second trilogy so far (the last book in the second trilogy is not out) thou I like both trilogy a lot. I didn't care for mortals too much it was the book that bridged the two trilogies and too me it kind of felt like it. Still with that said I have read a lot worse then Mortals. To till you a little of the series it is about a ranger named (hope I’m remembering this right hehe) nightbird and his struggles against The Demon who awakens during his lifetime. Rangers are humans that are orphan in the wild north and adopted and trained by elves. The church in the know realm is kind like medieval
Catholic but they train their monks to use martial arts. They also get these magic gems form a sacred island and learn to use them. They feel they are the only ones worthy of there use and they guard them jealously.

Originally posted by C_Zeree
After a lot of tweeking I am still not that happy.

What things where you not happy with?
Hehe could you give me some tips? I think our system sound similar.

Originally posted by ShadowRaptor
Could you guys post what you have on Gem magic?

Sure but I haven’t been able to do much work on my system yet still not sure exactly how I’m gone set it up.

Basically there are a few spells that don’t require gems to cast mostly enchantment spells, one of which is used to enchant specially made gems into magic gems called managen.
Managen gives the skilled user the ability to channel mana and cast spells. The amount of mana that can be cast and the power of the spell will be based on the mana level in the area and the quality of the gem. I’m thinking of the gem determining the energy reserve used and the mana level the active point maximum. There are a lot problems I have not work out doing it this way. The unique characteristics of the gem used to make the managen will determine what spells the managen has (kind of a random thing). The more powerful type of managen allows a mage to attempt to absorb the managen giving the mage the ability to cast the spells the managen had without any managen up to the active point maximum the managen had (of course the PC will have buy off the limitation and managen that can be absorb will be very rare).

C_Zeree
Mar 19th, '03, 11:17 AM
After I get home, and after taxes, finally, I'll try to get some formalized thought up here.

Righ now, some rambling... :)

Basicially all my foci (OAF/OIF) are Independant, this creates a focus trade among magi. An idea I like.
I have decent rules for creation, but it is implementation in game I am hung up on.

It seems most logical to use a VPP, with your standard magical lims (Concentration, Incantation, Gestures, I slap on 2xEND because Channeling is a taxing). The Focus and Independant go on the items themselves, not the VPP, symbolizing the uniqueness of each focus. This way a mage can have a list of foci in his possesion, and available at one time (around 5-6 for a 50 pt pool).

The hang up is the change time for pulling out a focus. For a VPP it says it takes around a minute to do, for no cost and no skill roll. But pulling out a ring/gem/figurine from your pocket or pouch shouldn't take that long. To do that though puts a +2 advantage on the Control Cost.

In the end, for game balance, I will probably leave the VPP as takes a minute to change, no skill roll required. Cosmic VPP's are evil...and for GM character's only. :D

Zoth
Mar 19th, '03, 05:17 PM
Let’s start a gem magic thread so Lisa Nadazdy won't get too mad at us taking over his thread :)

Lisa Nadazdy
Mar 19th, '03, 05:54 PM
Thread hijackers, neh? We don't take kindly to you terrorist lot in these here parts.;)

C_Zeree
Mar 19th, '03, 07:00 PM
I swear I can.

I'd be interested in seeing a take on FF summoning. All of its varied forms, (magicite of course a tie to gem interests). Particularily I like the spin in FF X . Fallen spirits, the idea of fiends in FF X, mesh together to come back to hinder or aid the living.
Temples built to house the spirits of great fallen warriors, and quests necissary to gain their aid.

Just brainstorming.

Lisa Nadazdy
Mar 19th, '03, 07:33 PM
That's one of the things I'm debating. Should summoning be a straight spell effect (EB, RKAs and the like) or should they be actual summoning of a supernatural entity to do your bidding? I'm leaning toward the latter, but I wonder if it's cost effective.

C_Zeree
Mar 19th, '03, 07:55 PM
Originally posted by Lisa Nadazdy
That's one of the things I'm debating. Should summoning be a straight spell effect (EB, RKAs and the like) or should they be actual summoning of a supernatural entity to do your bidding? I'm leaning toward the latter, but I wonder if it's cost effective.

If we're talking oldschool FF, summon Ifrit to do his firestorm spell, then I would say it is a straight effect. However if we are talking FF X, which I like a lot more because you control the Aeon (Is that the right name? So many: Eidolon, Aeon, Esper...), than that would be a summon. With probably slavishly loyal Adder tacked on.

However, I think it would be cool to do a mix of both:

Call upon the power of Ifrit to do a meteor strike like spell, or summon him when you are really in a bind and need heavy hitting power. Sort of a summoning MP.

Enjoy

Zoth
Mar 19th, '03, 08:21 PM
Another thing to consider is summonsing does not have to be the same magic system that mages use. It certainly appears this way in the game. Summonsing usually can only be performed by certain characters and usually take longer to activate.

Lisa Nadazdy
Mar 19th, '03, 08:24 PM
I want to set up a template of the 'Summoner', as well as other mage types, so i need to determine the kind of magic they do.

Zoth
Mar 19th, '03, 08:47 PM
I think what is need is to set the magic systems up in eras (game versons)

If you are talking about FF 1, 2 and, 9 (8 too many be haven’t played 8 yet, thou I have it :) ) then you are talking black magic being attack magic and such and white magic for healing and such. Summonsing being spell effect mostly.
If you are talking about 9 then summonsing are summon power.
If you are talking 3,6 then it kind gem based magic and 7 is kind of a charged based system.

It be kewl to do every eras eventually.

Lisa Nadazdy
Mar 19th, '03, 08:51 PM
I mostly want to base it around some of the framework set by FF Tactics, in that Summoning is a profession, just like Wizards and Priests are a profession.

Thematically, it's a lot like FF VI or FF IX. I would like to keep out a lot of the sci-fantasy stuff and limit the access to things like guns (unless the theme of the character revolved around guns).

Zoth
Mar 19th, '03, 08:57 PM
If you are gone do a Final Fantasy Hero sight then why not strat with Tactics and collaborate with others to develop the other eras? :)

Lisa Nadazdy
Mar 19th, '03, 09:02 PM
Er, my goal is not to emulate what has been done, but create something new, yet maintaining many of the elements that make up the FF 'worlds'. At this stage, I'm merely setting up the ground rules, much like Square does when it creates a new FF game.

C_Zeree
Mar 19th, '03, 09:20 PM
Originally posted by Lisa Nadazdy
I mostly want to base it around some of the framework set by FF Tactics, in that Summoning is a profession, just like Wizards and Priests are a profession.

I like the idea, although I feel it would be more of a sub-profession. A talent that one may really focus on, almost soely, but they still have flavorings of their past profession. This way you could have White & Black Summoners, still heavily focused on summoning, but with a smattering of other spells.


Thematically, it's a lot like FF VI or FF IX. I would like to keep out a lot of the sci-fantasy stuff and limit the access to things like guns (unless the theme of the character revolved around guns).

Which was VI...the one with the Espers/Magitech, and the sundered world? XI was the world with the large tree, and the mist...I liked that one.

However I also like the idea of mixing tech and fantasy XIII was my favorite visibly and stylisticly until X came out. Still not sure which storyline I prefer best.

Your world, and I think your idea is capital, top notch. Keeping the tech low, unless it is character concept. Should give you the "feel" you want. I will definately be interested in your site when it gets up and running. And I will help as a sounding board for ideas, if that is a help. ;)

Lisa Nadazdy
Mar 19th, '03, 09:27 PM
'White' and 'Black' Summoning? Sounds like an interesting idea....

Enforcer84
Mar 19th, '03, 11:14 PM
Cool. I also thought of doing this. I had a nice little write up for the Knights of Alexandria, broken into two groups the Order of Jupiter and the Order of Minerva. I loved IX's fantasy elements.

I am going to work out a Suikoden Hero. I have the beginnings of ideas and most seem to work in Hero terms. I am waiting for Fantasy Hero to come out to see what they offer to help in my creation...

BTW, you got Chocobos?

Lisa Nadazdy
Mar 20th, '03, 12:10 AM
I haven't done a write up on them yet, but it'll have chocobos. It wouldn't be Final Fantasy without them, would it?

I'll do that tomorrow, write up the chocobo, I mean.

I already have the racial types written up, as well as some 'class' templates. Maybe I'll put them up, too.

NuSoardGraphite
Mar 20th, '03, 01:49 AM
I've played in a Final Fantasy inspired game before.

It used Materia from FF7 for its magic system. (anyone could use the magic inherint in a particular Materia, but one needed the Magic skill to activate spell materia and summon Materia etc)

I was wondering, were you planning to use the concept of Limit Breaks? Its been in use in the last few Final Fantasy games (from FF6 on up I believe) and is damn cool to boot.

Lisa Nadazdy
Mar 20th, '03, 01:56 AM
I like the idea of Limit Breaks, but I'm not sure how I'd implement them.

Mavnn
Mar 20th, '03, 04:50 AM
I was looking into doing this as powers brought to a huge END cost (maybe with a few other compulsary limitations) and then giving characters a 0 Recovery END Reserve and Absorption to power them. Similar to how I do 'desperation moves' in fighting Hero games.

Another alternative might be 1 Charge per day, but that's much less interesting as a PC.

Or I suppose just allow each character 1-3 desperation moves, which are allowed to exceed any AP/damage limits in place, but must have at least, say, -5 or -6 worth of limitations.

Hope some of these at least spark inspiration.

Michael

Thag13
Mar 20th, '03, 07:15 AM
mavnn,

I like your ideas.

I normally dont do "me too" posts, but that one really hit home for several ideas for me./ Keep up the good work.

Great thread here everyone. Makes me really wish Fantasy Hero was out.

Mavnn
Mar 20th, '03, 07:23 AM
Well good ideas are an obvious consequence of my escalation to 'Skilled Normal' :).

As an aside, Susano (our very own Mike Surbrook) has several FF character write ups on his web site. They aren't written up the way I would (I'd make FF chars much more 'superheroic'), but they're internally consistant with some good ideas for how to do materia etc. Check his sig for the URL (I can't remember it off hand).

Michael

C_Zeree
Mar 20th, '03, 11:56 AM
Originally posted by Mavnn
As an aside, Susano (our very own Mike Surbrook) has several FF character write ups on his web site. They aren't written up the way I would (I'd make FF chars much more 'superheroic'), but they're internally consistant with some good ideas for how to do materia etc.

I agree on the heroic aspect. Looking at Red XIII, he should kick but far more, one of my favorite characters out of all the games. I would give him the stats of at least a panther plus the rest necissary for a FF character.

Materia wise...I think our gem magic thread is shaping up nicely, and Zoth and I appear to have idea on par with the idea.

C_Zeree
Mar 20th, '03, 12:06 PM
Originally posted by Lisa Nadazdy
'White' and 'Black' Summoning? Sounds like an interesting idea....
I charge $0.02 for all my interesting ideas. ;)

The idea was the Black Summoner would have assult or status affect summons. Like Ifrit, Shiva, BAHAMUT!.

And the White summoner would have healing and support summons, they would even have the holy summons. Like Carbunkle, Saraphim, and even Alexander.

Then there are the cases of the mixed summons, known to have multiple abilities, Phoenix comes to mind. Dunno about them...

Since you want to go the orriginal route just make up all your own Aeons/Espers so they fall within the bounds you want to set.

ShadowRaptor
Mar 20th, '03, 04:40 PM
someone needs to do FF 7 system for materia as the magic focus with gems...I read the other post but neither seems to fit that kind of game as far as gem magic, but both are pretty cool. I would try but its been a long time since I played the game and I am contstantly busy doing something else with no time to create this kind of magic system...unless it has already been done and I don't know the website it can be found at. If anybody knows if it could you post it?

Zoth
Mar 20th, '03, 06:20 PM
Ok as I remember it materia had spells that a mage could learn by being exposed to it over time. The elemental type of spells a materia could teach was based on color, the type of spells where random. Materia also powered items and weapons the characters had, this is how they where exposed to the materia and after so many battle you gained a % of the spells the materia had. When the spell was at 100% you learned it and could then cast it.

I would say this is part campaign guidelines on how learning magic works in a materia magic system and an inexhaustible fuel source. Exp. under a materia engine one of it limits might be Must eq materia (OAF)

The draw back to materia powered devices was it was killing the planet yes?

C_Zeree
Mar 20th, '03, 06:37 PM
Originally posted by Zoth
Ok as I remember it materia had spells that a mage could learn by being exposed to it over time...

I would say this is part campaign guidelines on how learning magic works in a materia magic system and an inexhaustible fuel source. Exp. under a materia engine one of it limits might be Must eq materia (OAF)

I would agree fully with Zoth. It looks like mechanic of how magic is learned. The player states they are trying to learn the magic held in the materia. They apply all xp they get to learn the effect sans OAF & Independant restrictions, and throw it in a Learned Magic MP, EC, or just bare power. To get the full feeling, the GM should have a restriction that the player that they could not use the spell until they had fully paid off its cost.

Lisa Nadazdy
Mar 20th, '03, 07:48 PM
The Chocobo
---------------------
23 Str 13
18 Dex 24
20 Con 20
14 Body 8
4 Int -6
5 Ego -10
12 Pre 2
10 Com 0
5 PD 0
4 ED 0
3 SPD 2
10 Rec 2
50 End 5
40 Stun 4

Total- 64
-------------------------
Powers & Abilities
-----------------------------
2 Size: Knockback Resistance -1"
16 Swift Feet: Running +8" (14" total)
6 Keen Senses: Enhanced Senses, +2 to all Per rolls
4 Choco Beak: HKA 1 pip, reduced penetration (-1/4) (1 end cost)
6 Choco Kick: HA +2d6 (1 end cost)

Optional:
51 Choco Cure: Healing (simplified) 4d6, Area of Effect 2" (+1 1/4), Concentration -1/2 DCV (-1/4), No Range (-1/2) (9 end cost)

Total 35 (85 with Choco Cure)
------------------------------------
Disadvantages (50+)
------------------------------------
10 Physical Disad- large and heavy (weighs 150 kg, -2 DCV, +2 to Per rolls against)
10 Physical Limitation: Limited Manipulation

28 (79) Animal Bonus

Total cost
98 (149)
--------------------------------

The Chocobo (or Choco as they are sometimes called), is huge flightless bird, usually a starteling bright yellow in colour. Having been domesticated many centuries before, it is found in most places in the world where it is used for domestic purposes such as that of a riding animal or beast of burden. they are extremely strong and can carry one or two people and travel long distances before tiring. Although skitish and timid in the wild, Chocobos can be trained to be a feirce war mount, and can be very deadly, particularly in a charge.

Occasionally a rare Chocobo is born with the ability to heal wounds. These rare Chocobos are cherished, as breeders have been unable to generate a true bloodline of healers. It is also rumoured that there are other types of Chocobos hidden in remote places in the world, that have strange mystical abilities, such as the ability to traverse unusual and difficult terrain with ease, or have other magical talents. it is said that these Chocobos can be told apart from normal ones by a different coloured plummage. If this is true, they would extremely valuable to breeders.

C_Zeree
Mar 21st, '03, 07:22 AM
Lisa,

What magic style were you thinking of using? I know you said you wanted your game to be thematically like VI and IX, but will you be using their differing magic systems, or try to include many of the varied systems? The way it sounds, from your earlier posts, you want to keep it profession based, like tactics and V, White/Red/Black Magi. That means none of this gem focus magic dancing around?

Lisa Nadazdy
Mar 21st, '03, 08:15 AM
I'd like to avoid a lot of the "gem learning", although there will be magic stones that can give certain powers...

Mavnn
Mar 21st, '03, 03:26 PM
Just thought you people might want to see the kind of level I would consider a FF character to be. In case you don't guess, I like my games fairly 'epic' in scale :D.

The character has been built as a low-powered superhero because IMHO:

a) NCM should not apply in FF games - these guys appear to pull off a lot of superhuman stunts without breaking a sweat.

b) Almost all weapons and equipment in FF games appear to be unique, and all the characters tend to have a weapon type and stick with it (apart from in FF4). Therefore it made sense to me to have characters spend points on weapons and armour. It also made building the special skills easier and more balanced - it seemed unfair to be able to pick up a bow for free, but have to spend points on creating blade beams with a sword.

I have deliberately built this character as a non-spellcaster, to avoid getting into the various different ways of magic working in FF, but might give a couple of magic using examples a try if people really like the idea.

His background should ring a bell with most FF players: an amnesiac ex-special forces member who has hooked up with a rebellion lead by a guy called Cid, to right the world of injustice (and accidently seduce an awful lot of women whenever the GM feels like some fun). :D

<font size=+1><b>Cyrus Typhoon</b></font>

Player:

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val  </b></font></td><td><font size=2><b>Char   </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>15  </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>23  </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>39</font></td></tr><tr><td align="right"><font size=2>23  </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>26</font></td></tr><tr><td align="right"><font size=2>13  </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>6</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>11  </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>15  </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>5</font></td></tr><tr><td align="right"><font size=2>14  </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>2</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>15  </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>6</font></td></tr><tr><td align="right"><font size=2>15  </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>5  </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>17</font></td></tr><tr><td align="right"><font size=2>8  </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>46  </font></td><td><font size=2><b>END</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>33  </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>0</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"  </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"  </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>9"  </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 112

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">18  </td><td><b><i>My Sword Dances To My Will: </i></b>Multipower, 37-point reserve, all slots: (37 Active Points); OAF (-1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u  </td><td>1) <b><i>Sword Blade: </i></b>Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. PD), Reduced Endurance (0 END; +1/2) (37 Active Points) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1u  </td><td>2) <b><i>Blade Beam: </i></b>Killing Attack - Ranged 2d6 +1 (vs. ED) (35 Active Points); Increased Endurance Cost (2x END; -1/2) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">1u  </td><td>3) <b><i>Faster Than The Eye Can See: </i></b>Missile Deflection (Any Ranged Attack), Ranged (Adjacent Hex; +1/2) (30 Active Points); Will Not Work Against Heavy Missiles (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2u  </td><td>4) <b><i>Chi Strike: </i></b>Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. ED), Armor Piercing x1 (+1/2) (37 Active Points) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">11  </td><td><b><i>Anime Leap!: </i></b>Leaping +6" (9" forward, 4 1/2" upward) (Accurate) (added to Primary Value) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">9  </td><td><b><i>Desperation Moves: </i></b>Multipower, 60-point reserve, all slots: (60 Active Points); 2 Charges (-1 1/2), Increased Endurance Cost (4x END; -1 1/2), OAF (-1), Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (Move Name) (-1/4), Concentration (1/2 DCV; -1/4) </td><td valign="top" align="right">24</td></tr><tr><td align="right" valign="top">1u  </td><td>1) <b><i>Slash All!: </i></b>Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), Personal Immunity (+1/4), Area Of Effect (2" radius; +3/4) (60 Active Points) </td><td valign="top" align="right">24</td></tr><tr><td align="right" valign="top">1u  </td><td>2) <b><i>Crimson Wave!: </i></b>Killing Attack - Ranged 2d6 (vs. ED), Area Of Effect (12" Line; +1) (60 Active Points); No Range (-1/2) </td><td valign="top" align="right">24</td></tr><tr><td align="right" valign="top">1u  </td><td>3) <b><i>Destruction Strike!: </i></b>Killing Attack - Hand-To-Hand 4d6 (plus STR) (vs. PD) (60 Active Points) </td><td valign="top" align="right">24</td></tr></table><b>Powers Cost:</b> 47

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Martial Arts Maneuver</b></td></tr><tr><td valign="top" align="right">  </td><td>Swordsmanship </td></tr><tr><td valign="top" align="right">4  </td><td>1) Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort </td></tr><tr><td valign="top" align="right">4  </td><td>2) Lightning Strike: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike </td></tr><tr><td valign="top" align="right">5  </td><td>3) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove </td></tr><tr><td valign="top" align="right">5  </td><td>4) Probing Attack: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike </td></tr><tr><td valign="top" align="right">5  </td><td>5) Massive Strike: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike </td></tr><tr><td valign="top" align="right">4  </td><td>6) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort </td></tr></table><b>Martial Arts Cost:</b> 27

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">3  </td><td>Acrobatics 14- </td></tr><tr><td valign="top" align="right">3  </td><td>Climbing 14- </td></tr><tr><td valign="top" align="right">3  </td><td>Fast Draw 14- </td></tr><tr><td valign="top" align="right">2  </td><td>KS: Sword Fighting Styles 11- </td></tr><tr><td valign="top" align="right">3  </td><td>Paramedics 11- </td></tr><tr><td valign="top" align="right">2  </td><td>PS: Soldier 11- </td></tr><tr><td valign="top" align="right">5  </td><td>Rapid Attack (HTH)  </td></tr><tr><td valign="top" align="right">5  </td><td>Seduction (15 Active Points); No Conscious Control (-2) 18- </td></tr><tr><td valign="top" align="right">3  </td><td>Shadowing 11- </td></tr><tr><td valign="top" align="right">3  </td><td>Stealth 14- </td></tr><tr><td valign="top" align="right">6  </td><td>Survival (Desert, Mountain, Temperate/Subtropical) 11- </td></tr><tr><td valign="top" align="right">3  </td><td>Tactics 11- </td></tr><tr><td valign="top" align="right">3  </td><td>Teamwork 14- </td></tr><tr><td valign="top" align="right">2  </td><td>WF: Common Melee Weapons </td></tr><tr><td valign="top" align="right">6  </td><td>+2 with Swordsmanship </td></tr></table><b>Skills Cost: </b>52


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">12  </td><td>Combat Luck: 6 PD/6 ED </td></tr></table><b>Talents Cost:</b> 12


<b>Total Character Cost:</b> 250

<table cellpadding="0" border="0"><tr><td align="right"><b>Val  </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">15  </td><td>Physical Limitation: Amnesia of Life Prior to Joining the Military, Frequently, Greatly Impairing </td></tr><tr><td valign="top" align="right">10  </td><td>Psychological Limitation: Tired of the Killing, Common, Moderate </td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Limitation: Protect Those Weaker Than Yourself, Common, Strong </td></tr><tr><td valign="top" align="right">10  </td><td>Psychological Limitation: Rivalry with Other Swords Wielders, Common, Moderate </td></tr><tr><td valign="top" align="right">10  </td><td>Distinctive Features: The Hair!, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses </td></tr><tr><td valign="top" align="right">15  </td><td>Hunted: The Military (Biggs and Wedge, normally), As Powerful, 11- (Frequently), Harshly Punish </td></tr><tr><td valign="top" align="right">5  </td><td>Dependent NPC: Cid, Slightly Less Powerful than the PC, 11- (Occasionally), Useful noncombat position or skills </td></tr><tr><td valign="top" align="right">5  </td><td>Reputation: Dangerous Rebel Special Forces Member, Sometimes (8-), Extreme, Known Only To A Small Group (Military types) </td></tr><tr><td valign="top" align="right">15  </td><td>Hunted: Person who Caused the Amnesia, More Powerful, 8- (Occasionally), Mildly Punish, Extensive Non-Combat Influence </td></tr></table>
<b>Disadvantage Points:</b> 100

<b>Base Points:</b> 150
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0

Feel free to tear into this - he's more designed to provoke ideas then as an actual character, although he might be quite fun to play in the right game. I'm afraid I've completely ignored the profession side of things, but I have tried to avoid effects that I think should be the realm of spell casters - he has no elemental damage effects (Black Mages), mystic healing (White Mages) or transforms (either).

Michael

Lisa Nadazdy
Mar 21st, '03, 04:29 PM
Hm, well, I did consider making my game a low level superheroic game (and there's nothing really wrong with that), but i want to maintain a level of flexibilty that SH games don't quite have. My game has a high powered heroic feel (125/125), with equipment having no point cost in general, and points more obviuosly spent on magical powers and talents.

ShadowRaptor
Mar 21st, '03, 08:53 PM
Mavnn....Cyrus is COOL. :cool:

That is a cool character and it does have a FF feel to it. Can you do a Magic user as if he lived in the FF7 world?

Also, when you made this character, did you have any creation limits on points for powers and how did effect your decisions? I ask because I am still getting used to this system and you seem to have a good grasp on how to apply the advantages and limitations to powers to make them feel really like a FF character...or at least that is how I see it.

C_Zeree
Mar 22nd, '03, 12:02 AM
ShadowRaptor you are dedicated about getting someone to do a materia write-up for you. :p

NuSoardGraphite
Mar 22nd, '03, 01:52 AM
Character looks pretty good to me. No need to go tearing into him...

Mavnn
Mar 22nd, '03, 02:48 AM
Originally posted by C_Zeree
ShadowRaptor you are dedicated about getting someone to do a materia write-up for you. :p

He is, isn't he? ;). Fortunately, flattery will get you anywhere :).

I'm not a huge fan of the FF7 magic, mostly because it externalises the magic abilities so much - anyone can pick up a materia and just start casting. I'd suggest looking at the Gem Magic thread for some other ideas, or in fact almost any of the other FF games (apart from 8...). Having said that, I can see at least 3 ways of doing FF7 materia in HERO:

a) Give characters a Mana END Reserve with slow recovery. Declare that all Materia are fully independent powers that cost Mana.

Advantages: Captures the feel of FF7 very well - materia can be swapped, bought, sold, given to allies and the only limit on casting them is how much mana you have.

Disadvantages: Makes magic very cheap, especially if you think (like me) that FF characters should be buying mundane equipment with points. Can be slightly off-set by giving all the materia huge Increased Endurance limitations.

b) Buy a Variable Power Pool. Buy off the requires skill roll, and add the OIF, 'Only carried materia' and Incantations limits. Probably still buy a Mana END Reserve.

Advantages: Can pick up and use any materia with less AP than the pool, places a fixed limit on how many materia you can use at a time.

Disadvantages: Makes it expensive to be a spell caster. The main thing you pay for in a VPP is flexibility, and unless you give out a lot of materia, the character won't have that and may feel cheated. Also, you can't pick up and use materia with higher AP powers than your pool allows. Probably works much better in an established game than for starting characters.

c) Buy a Multipower like the VPP above. Buy each materia as a fixed slot.

Advantages: Price more in line with other abilities, new materia can be added for a small number of xp.

Disadvantages: It costs xp to pick up and use a new materia, and you can't just toss it over to a friend (unless they've paid the xp already). Adding high AP materia may require you to increase the multipower reserve, which will be expensive.

Any of these options assume that materia have fixed, pre-generated abilities. I would then stick a 'Aid Materia' ability onto specialist mages for that they can be more effective with a materia than Joe Bloggs.

Hope one of these inspires you,

Michael

Mavnn
Mar 22nd, '03, 03:04 AM
Originally posted by ShadowRaptor
Also, when you made this character, did you have any creation limits on points for powers and how did effect your decisions?

Hmm... question number two. To be fair, what I actually did was base these numbers off a character who looked right, rather than build the character from the numbers, but here goes:

Stats: FF characters give me the impression of being very tough, so I went for No Normal Characteristic Maxima. It makes it much easier to create someone who can chew up the mooks like Mr. Typhoon above. However, most of them arn't the 'throw cars around' type - I'd go with calling 25-26 about as good as it gets for a human, and build from that assumption. There is, of course, no reason all the PCs should be human :).

Defenses: I kept these fairly low, partly because it seems that bonuses would be relatively easy to come by from magic, and partly because at high level Damage Reduction would seem the way to go for FF characters. I'd call Cyrus about average on that with 15 odd - he mostly relies on Dodging and Parrying against serious opponents. Combat luck seemed more appropriate than armour, and I'd be wary about letting characters buy both (especially if you're not charging points for mundane armour).

Speed: I'd probably keep that in the 4-6 range, with maybe really big bruisers going down to 3.

Powers: I arbitarily decided that 40 AP sounded a good limit for readily available powers. This might have to be adjusted for each character - remember, Cyrus gets to add his STR to a lot of his slots. Also remember most (or at least a lot of) characters should be buying skill levels and Martial Arts which will crank up the damage further.

I decided on 60 AP for the desperation moves, as I know from experience in superheroic games that for 60 AP you can build an ability that while either do noticable damage to a lot of 'normals' or smite a single normal person completely. Given the FF feel, I thought that seemed the minimum level of ability a 'limit break' should have. I then piled on the limitations (particularly note the 2 charges on the multipower pool) to make sure these were desperation moves, and not pulled out at the beginning of every fight. Notice this will be very cheap to increase once the games started, and probably should be.

Skills: Rack 'em up. Cyrus doesn't have enough, in my opinion :). Despite the lack of NCM and the fact characters are buying equipment with points, this is still primarily a heroic game. Characters should be smart as well as tough. Well, maybe not smart in all cases - but useful in other situations than combat... If you think about most FF characters, they do have random knowledge skills lying around - you just don't control their use, and only see them as part of the plot.

Hope that helps,

Michael

feywulf
Mar 22nd, '03, 11:17 AM
Originally posted by Mavnn
c) Buy a Multipower like the VPP above. Buy each materia as a fixed slot.

Advantages: Price more in line with other abilities, new materia can be added for a small number of xp.

Disadvantages: It costs xp to pick up and use a new materia, and you can't just toss it over to a friend (unless they've paid the xp already). Adding high AP materia may require you to increase the multipower reserve, which will be expensive.


How about a multipower with independent slots? It still ahs the disadvantage of high ap limits, but so does the vpp, and then you solve the disadvantage of costing xp to use new materia.

Then again, it might make sense to have to train with a materia before being able to use it correctly. The materia could include a lower powered non MP slot version of its power to represent the untrained level as well as an independent slot.

Lisa Nadazdy
Mar 22nd, '03, 09:50 PM
I have a the 'Archer' template written up for the most part, it includes the basic template, and a page of optional powers which are open to those who take the template as part of their character.

I think that's how I'll work it; c\players buy the basic template for their character, and they gain access to more advance powers connected to the template. Let me know what you think.

ShadowRaptor
Mar 23rd, '03, 08:59 AM
Originally posted by Lisa Nadazdy
I have a the 'Archer' template written up for the most part, it includes the basic template, and a page of optional powers which are open to those who take the template as part of their character.

I think that's how I'll work it; c\players buy the basic template for their character, and they gain access to more advance powers connected to the template. Let me know what you think.

can you post it, it sounds cool.

Lisa Nadazdy
Mar 23rd, '03, 11:38 AM
Basic Archer Template
---------------------------------
Cost Ability
------ -----------
2 WF: Common Missile Weapons
2 WF: Common Melee Weapons
3 +1 w/ Missile Weapons
4 +2 w/ Chosen Missile Weapon
5 Rapid Attack- Ranged Combat
3 Fast Draw- Common Missile Weapons
6 Two 3 point skills of players choice

Pnts. Disadvantages
------ ----------------------
-5 Reputation: Skilled Archer

Total
-------
20

--------------------------------------------------
Archer Abilities
-----------------------
Cost Ability
------ ----------
10 Arrow Guard - Missile Deflection (deflects thrown objects and arrows)

30 Speed Save- Absorbtion 6d6 vs. Physical Attacks, points go to SPD

4 Higher Ground- Leaping +4"

Power Arrows (must buy Archer Magic Skill)
--------------------
Cost Ability
------- ----------
45 Ice Storm- RKA 3d6, AoE 3" radius (+1 1/2), Indirect (+1/2), Gestures (-1/4), Incantations (-1/4), Must have a bow and arrow of some sort to make power work (-1/2), Requires a Skill Roll (Archer Magic Skill, -1/2), Side Effects- shards of razor shrp ice assail the caster- 2d6 RKA (-1/2) End cost- 14

32 Hellfire Arrow- Energy Blast 8d6, Penetrating (+1/2), Explosion (+1/2),Gestures (-1/4), Incantations (-1/4), Must have a bow and arrow of some sort to make power work (-1/2), Requires a Skill Roll (Archer Magic Skill, -1/2), End cost- 8

36 Meteor Rain -Energy Blast 12d6 (physical), Explosion (+1/2),Gestures (-1/4), Incantations (-1/4), Must have a bow and arrow of some sort to make power work (-1/2), Requires a Skill Roll (Archer Magic Skill, -1/2), End cost- 9

24 Thunderstrike- RKA 2d6, Armor Piercing (+1/2), Indirect (+1/2),Gestures (-1/4), Incantations (-1/4), Must have a bow and arrow of some sort to make power work (-1/2), Requires a Skill Roll (Archer Magic Skill, -1/2), End cost- 6

20 Berserker Arrow- Minor Transform (from a calm state to a berserk state) 6d6, target recovers on a -14 after a target is downed or Gysahl Greens are given to victim, All or Nothing (-1/2),Gestures (-1/4), Incantations (-1/4), Must have a bow and arrow of some sort to make power work (-1/2), Requires a Skill Roll (Archer Magic Skill, -1/2), End cost- 6

19 Basilisk Arrow Major Transform (from a normal state to a petrified state) 4d6, heals back as normal, or cured if 'Soft' potion is applied, All or Nothing (-1/2), Gradual effect- 1 turn (-1/4),Gestures (-1/4), Incantations (-1/4), Must have a bow and arrow of some sort to make power work (-1/2), Requires a Skill Roll (Archer Magic Skill, -1/2), End cost- 6

ShadowRaptor
Mar 23rd, '03, 01:32 PM
Lisa, that's cool. That Ice Storm attack looks devestating to both the targets and the archer.

On the archer powers with the arrows, does the archer begin with any of them or do they acquire them after gaining experience points, or both?

another question is how are you going to handle magic in your FF game?

Your archer sounds like something I could also do from Exalted, and I like Exalted also.

Lisa Nadazdy
Mar 23rd, '03, 01:48 PM
They can aquire the powers at the beginning if they have the points (I set my campaign point start at base 125 and 125 disads), and can further aquire powers with XP as per norm.

Enforcer84
Mar 23rd, '03, 05:09 PM
That was very cool. (The Archer) how about Sword magic? Are knights like Steiner?

Lisa Nadazdy
Mar 23rd, '03, 05:24 PM
The basic framework of the knight has the Find Weakness ability, and will very likely have Sword techniques like Steiner. I don't think I'll use the Black Magic (Vivi) option for now, as I'm not sure how I'd work it. Paladins and Dark Knights will have more powerful Sword techniques than the Knight, but they lack the Find Weakness ability, among others.

C_Zeree
Mar 23rd, '03, 06:02 PM
(Quietly snatching the spell like abilities for his own nefarious purposes. Mmm...meteor rain.)

Are you going to allow Multipowers for these abilities, or do the players have to by their special "maneuvers" outright?

I'm assuming multipowers will be allowed, seems more FF like. :)

Enforcer84
Mar 23rd, '03, 06:16 PM
Does make for fast advancement though.

Lisa Nadazdy
Mar 23rd, '03, 06:22 PM
I don't know If I'd allow for Multipowers, as it would make for too rapid advancement, but if you want to run your campaign in such a way, can't stop you. :)

C_Zeree
Mar 23rd, '03, 06:33 PM
Oh I agree it would be fast advancement. It would take a session to gain a new MP slot, with those power levels, assuming 3-4 xp per session. But if I ever did find a game, and if I ever did GM, lots of those ifs..I would be a GM who would restrict a player: No you can't spend those 10 XP so you can have 10 new MP pwers! :D

Reason has to step in somewhere. And its up to someone to figure out wether meteor rain is worth the same as, roughly, 4 CSLs. I can't say.

ShadowRaptor
Mar 23rd, '03, 09:51 PM
I was wondering, can any of you remember what all kinds of different magic systems Sqaresoft has used in the ten final fantasy rpgs and the one tactics game it made? I remember FF1, where their was the white and black mage and they bought their spells, I remember FF7, which was materia, and I remember FF10, which was using the sphere grid to gain powers but I can't remember if the magics themselves were labelled something like white or black. I also remember FF8, but I didn't really like that one so I tend to forget it.

ShadowRaptor
Mar 24th, '03, 04:17 PM
Lisa, here is another arrow attack I was thinking of...I think this one would be pretty cool.

Have a power where the archer is able to focus his magic and as he fires off one arrow it splits into three or five arrows, and it can either all go at one person or each arrow can maybe hit different people. What do you think?

Lisa Nadazdy
Mar 24th, '03, 04:51 PM
Hmmmm.... it could be bought as an Autofire, Indirect, with a possible Area of Effect.

Lisa Nadazdy
Apr 4th, '03, 09:44 PM
The Dark Knight
-----------------------
Core Archtype
-------------
Cost Ability
---- -------
2 WF: Common Missile Weapons
2 WF: Common Melee Weapons
3 +1 w/ chosen weapon group
4 +2 w/ favorite weapon (a sword of some sort)
2 KS: Heraldry 11-
2 Fringe benefit: Knight
2 KS: Knightly Code of Honour 11-
2 Money: Well-off
3 One 3-point skill
3 Riding
3 Dark Sword Magic Skill
12 Dark Sword Technique- Shadow Strike- Ranged Killing Attack 2d6,
Gestures (-1/4), Incantations (-1/4), Requires a sword for a focus
(-1/2), Requires a skill roll (-1/2) End cost- 3

Points Disadvantages
------ -------------
-5 Reputation: Dark Warrior

Total
-----
35

Advanced Techniques
-------------------
Cost Ability
---- -------
24 Shadow Defense- Force Field 10rPD 10 rED, Fully Invisible Power
Effects (+1), Reduced End- 0 end (+1/2), Persistant (+1/2), Always On
(-1/2), Only vs. Holy Attacks (-1)

8 Detect Holy Powers- Enhanced Senses- detect at a range (sight)

15 Combat Sense

Martial Arts (Dark Knight Sword Combat- sword element default)
4 -Martial Disarm
4 -Martial Strike
5 -Offensive Strike
4 +1 Damage Class

Darksword Techniques
--------------------
Cost Ability
---- -------
20 Darkside- Ranged Killing Attack 4d6, Gestures (-1/4),
Incantations (-1/4), Requires a sword for a focus (-1/2), Requires a
skill roll (-1/2), x2 end cost (-1/2) End cost- 12

41 Vampire Strike- Transfer 3d6 character points, Body to Dark
Knight's Body, 5 char. points returned every 20 minutes (+3/4), Ranged
(+1/2), Gestures (-1/4), Incantations (-1/4), Requires a sword for a
focus (-1/2), Requires a skill roll (-1/2) End cost- 10

36 Night Sword- Ranged Killing Attack 3d6, Gestures (-1/4),
Incantations (-1/4), Requires a sword for a focus (-1/2), Requires a
skill roll (-1/2)
PLUS- Flash- 5d6 vs. Sight Group, Gestures (-1/4), Incantations
(-1/4), Requires a sword for a focus (-1/2) End cost- 9

66 Grim Reaper- Ranged Killing Attack- 4d6, NND- forcefields will
block, or Phoenix Down will remove effect if used before time is up
(+1), Does Body (+1), Gestures (-1/4), Incantations (-1/4), Requires a
sword for a focus (-1/2), Requires a skill roll (-1/2), Gradual
Effect- 1 turn (-1/4), End cost- 18
16 Blackout- Darkness to Sight Group 4" radius, Gestures (-1/4),
Incantations (-1/4), Requires a sword for a focus (-1/2), Requires a
skill roll (-1/2) End cost- 4

Enforcer84
Apr 4th, '03, 10:24 PM
<font size=+1><b></b></font>


<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">  </td><td>Knight </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">10  </td><td>1) <b><i>Weapon Mastery: </i></b>Find Weakness 11- (Single Attack), Sense Affected As Sight (+0) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">  </td><td>Knight of the Azure Shield </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">19  </td><td>1) <b><i>Azure Shield: </i></b>Force Wall (8 PD/8 ED; 2" long and 1" tall), Backlash (+1/2) (63 Active Points); Gestures, Requires Gestures throughout (-3/4), Requires both hands (-1/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Skill Roll (-1/2), Incantations (-1/4) </td><td valign="top" align="right">6</td></tr><tr><td align="right" valign="top">12  </td><td>2) <b><i>Sword of Stars: </i></b>Aid 2d6 (max. Aided Points: 22): Strength & OCV (5pt levels) (25 Active Points); Requires A Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">12  </td><td>3) <b><i>Shield of Storms: </i></b>Aid 2d6 (max. Aided Points: 22): PD/ED (Resistant) (25 Active Points); Requires A Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">21  </td><td>4) <b><i>Silver Tower Stance: </i></b>(Total: 44 Active Cost, 21 Real Cost) Energy Damage Reduction, Resistant, 25% (15 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Skill Roll (-1/2) (Real Cost: 7) <b>plus</b> Physical Damage Reduction, Resistant, 25% (15 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Skill Roll (-1/2) (Real Cost: 7) <b>plus</b> Knockback Resistance -7" (14 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Skill Roll (-1/2) (Real Cost: 7) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1  </td><td>5) <b><i>Sentinal's Vigilance: </i></b>Life Support (Sleeping: Character only has to sleep 8 hours per week) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">5  </td><td>6) <b><i>Iron Will: </i></b>+5 Mental Defense (7 points total) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">14  </td><td>7) <b><i>Silver Rings of Security: </i></b>+3 with DCV, Uncontrolled (+1/2), Usable By Other (x4 Number of Targets +3/4) (34 Active Points); Gestures (-1/4), Requires both hands (-1/4), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4) </td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">8  </td><td>8) <b><i>Astral Shields: </i></b>Force Field (7 Mental Defense/7 Power Defense/1 Flash Defense: Hearing Group) (15 Active Points); Requires A Skill Roll (-1/2), Incantations (-1/4) (added to Secondary Value) </td><td valign="top" align="right">1</td></tr></table><b>Powers Cost:</b> 102


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">  </td><td><b>Knight </td></tr><tr></b><td valign="top" align="right">8  </td><td>1) +1 with All Combat </td></tr><tr><td valign="top" align="right">2  </td><td>2) Animal Handler (Equines) 11- </td></tr><tr><td valign="top" align="right">3  </td><td>3) High Society 11- </td></tr><tr><td valign="top" align="right">3  </td><td>4) KS: Codes of the Order (INT-based) 11- </td></tr><tr><td valign="top" align="right">2  </td><td>5) PS: Knight 11- </td></tr><tr><td valign="top" align="right">3  </td><td>6) Riding 11- </td></tr><tr><td valign="top" align="right">0  </td><td>7) TF: Equines </td></tr><tr><td valign="top" align="right">3  </td><td>8) WF: Common Melee Weapons, Lances </td></tr><tr><td valign="top" align="right">  </td><td><b>Choice of 15 pts worth </td></tr><tr></b><td valign="top" align="right">8  </td><td>1) +1 with All Combat </td></tr><tr><td valign="top" align="right">5  </td><td>2) +1 with HTH Combat </td></tr><tr><td valign="top" align="right">3  </td><td>3) +1 with any three maneuvers or a tight group of attacks </td></tr><tr><td valign="top" align="right">3  </td><td>4) Bureaucratics 11- </td></tr><tr><td valign="top" align="right">3  </td><td>5) Climbing 11- </td></tr><tr><td valign="top" align="right">3  </td><td>6) Defense Maneuver: I  </td></tr><tr><td valign="top" align="right">3  </td><td>7) Fast Draw 11- </td></tr><tr><td valign="top" align="right">2  </td><td>8) Gambling (Other (General): Choice) 11- </td></tr><tr><td valign="top" align="right">2  </td><td>9) KS: Choice 11- </td></tr><tr><td valign="top" align="right">3  </td><td>10) Interrogation 11- </td></tr><tr><td valign="top" align="right">3  </td><td>11) Language: Choice (Completely Fluent, w/Accent) </td></tr><tr><td valign="top" align="right">2  </td><td>12) Navigation 11- </td></tr><tr><td valign="top" align="right">3  </td><td>13) Oratory 11- </td></tr><tr><td valign="top" align="right">2  </td><td>14) Survival 11- </td></tr><tr><td valign="top" align="right">3  </td><td>15) Stealth 11- </td></tr><tr><td valign="top" align="right">2  </td><td>16) TF (Aditional): Other, Other </td></tr><tr><td valign="top" align="right">2  </td><td>17) WF (Additional): Common Missile Weapons </td></tr><tr><td valign="top" align="right">  </td><td><b>Knight of the Azure Shield </td></tr><tr></b><td valign="top" align="right">8  </td><td>1) +1 with All Combat </td></tr><tr><td valign="top" align="right">3  </td><td>2) Knight of the Azure Shield (Power) (INT-based) 11- </td></tr><tr><td valign="top" align="right">3  </td><td>3) Defense Maneuver: I  </td></tr><tr><td valign="top" align="right">3  </td><td>4) KS: Order of the Azure Shield 12- </td></tr><tr><td valign="top" align="right">2  </td><td>5) KS: White Magic Orders 11- </td></tr></table><b>Skills Cost: </b>95

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">1  </td><td>Reputation: Knight of the Azure Shield (A small to medium sized group, 11-) +1/+1d6 </td></tr><tr><td valign="top" align="right">5  </td><td>Fringe Benefit (Knight, Membership: Order of the Azure Shield) </td></tr></table><b>Perks Cost:</b> 6

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">12  </td><td>Combat Luck: 6 PD/6 ED </td></tr><tr><td valign="top" align="right">3  </td><td>Lightsleep </td></tr></table><b>Talents Cost:</b> 15


<b>Total Character Cost:</b> 218


<b>Base Points:</b> 200
<b>Experience Required:</b> 18
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0


Here is two "Knight Packages" I put together over the weekend when my internet service was on the blink. To take the Knight of the Azure Shield package you need the Basic Knight Package.
A side note: None of the talents or "Powers" are required for either package. They are optional.

Lisa Nadazdy
Apr 4th, '03, 10:30 PM
Nice. Do you mind if I put that on my Yahoo group? You'd get credit for it, of course.

Enforcer84
Apr 5th, '03, 12:11 AM
not at all, I have been looking at my "RPG" Hero (*that's a silly title) ideas and I probably will swipe liberally from your excellent work. Let me post my first character here too. Based on my wife.

<font size=+1><b>Jenn</b></font>

Player: My WIfe

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val  </b></font></td><td><font size=2><b>Char   </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>13  </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>9</font></td></tr><tr><td align="right"><font size=2>13  </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>6</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>20  </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>10</font></td></tr><tr><td align="right"><font size=2>13  </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>6</font></td></tr><tr><td align="right"><font size=2>18  </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>8</font></td></tr><tr><td align="right"><font size=2>22  </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>7</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6/15  </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>1</font></td></tr><tr><td align="right"><font size=2>6/15  </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3  </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>7</font></td></tr><tr><td align="right"><font size=2>7  </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>4</font></td></tr><tr><td align="right"><font size=2>30  </font></td><td><font size=2><b>END</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>25  </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>3</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"  </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"  </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"  </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> 63

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">  </td><td>Other Magic Spells </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">11  </td><td>1) <b><i>Vestements of Protection: </i></b>Force Field (5 PD/5 ED/1 Mental Defense/1 Power Defense) (Protect Carried Items) (22 Active Points); Requires A Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) (added to Secondary Value) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">  </td><td>Air Magic </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">12  </td><td>1) <b><i>Wings of Eagles: </i></b>Flight 11" (Improved Noncombat Movement (x4)) (27 Active Points); Gestures (-1/4), Requires both hands (-1/4), Requires A Skill Roll (-1/2), Incantations (-1/4) </td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">21  </td><td>2) <b><i>Wind Blast: </i></b>Energy Blast 6d6 (vs. PD), Double Knockback (2x KB; +3/4) (52 Active Points); Requires A Skill Roll (-1/2), Side Effects (Caster is takes damage and Knocked back in the opposite direction than spell was cast) (-1/2), Gestures (-1/4), Incantations (-1/4) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">12  </td><td>3) <b><i>Shield of Storms: </i></b>Aid 2d6 (max. Aided Points: 22): PD/ED (Resistant) (25 Active Points); Requires A Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">10  </td><td><b><i>Blessed: </i></b>Luck 2d6 </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">4  </td><td><b><i>Blessed: </i></b>Power Defense (4 points) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">4  </td><td><b><i>Stubborn: </i></b>+4 Mental Defense (7 points total) </td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 74


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">3  </td><td>Persuasion 13- </td></tr><tr><td valign="top" align="right">1  </td><td>TF: Air Ships, Equines </td></tr><tr><td valign="top" align="right">3  </td><td>Riding 12- </td></tr><tr><td valign="top" align="right">  </td><td>Apprentice Mage </td></tr><tr><td valign="top" align="right">11  </td><td>1) Air Magic Skill (INT-based) 17- </td></tr><tr><td valign="top" align="right">3  </td><td>2) WF: Blades, Bows, Clubs, Fist-Loads, Staffs, Unarmed Combat </td></tr><tr><td valign="top" align="right">3  </td><td>3) Bureaucratics 13- </td></tr><tr><td valign="top" align="right">3  </td><td>Linguist </td></tr><tr><td valign="top" align="right">2  </td><td>1) Language: Trade Tongue (Completely Fluent, w/Accent) (3 Active Points) </td></tr><tr><td valign="top" align="right">0  </td><td>2) Language: Gandreal (Idiomatic, native accent; Native Language) </td></tr><tr><td valign="top" align="right">2  </td><td>3) Language: Drobbin (Completely Fluent, w/Accent) (3 Active Points) </td></tr><tr><td valign="top" align="right">2  </td><td>4) Language: Aesyre (Completely Fluent, w/Accent) (3 Active Points) </td></tr><tr><td valign="top" align="right">3  </td><td>Scholar </td></tr><tr><td valign="top" align="right">3  </td><td>1) KS: Arcane Lore (INT-based) (4 Active Points) 14- </td></tr><tr><td valign="top" align="right">2  </td><td>2) KS: Air Magic (INT-based) (3 Active Points) 13- </td></tr><tr><td valign="top" align="right">1  </td><td>3) KS: Abjuration (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">1  </td><td>4) KS: Artifacts & Relics (2 Active Points) 11- </td></tr><tr><td valign="top" align="right">2  </td><td>5) KS: Nobility (INT-based) (3 Active Points) 13- </td></tr><tr><td valign="top" align="right">2  </td><td>6) KS: Religion (INT-based) (3 Active Points) 13- </td></tr></table><b>Skills Cost: </b>47

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Perk</b></td></tr><tr><td valign="top" align="right">8  </td><td>Contact: Lady Irredaier (Court Advisor and Mentor) (Contact has: very useful Skills or resources, Contact is slavishly loyal to character) 12- </td></tr><tr><td valign="top" align="right">10  </td><td>Contact: King Johan (Contact has: extremely useful Skills or resources, Contact is slavishly loyal to character) 13- </td></tr><tr><td valign="top" align="right">34  </td><td>Follower: Duncan (137 Base, 120 Disad) </td></tr><tr><td valign="top" align="right">5  </td><td>Fringe Benefit (Member of the Aristocracy/Higher Nobility) </td></tr></table><b>Perks Cost:</b> 57

<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">3  </td><td>Bump Of Direction </td></tr><tr><td valign="top" align="right">6  </td><td>Combat Luck: 3 PD/3 ED </td></tr></table><b>Talents Cost:</b> 9

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Equipment</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">8  </td><td><b><i>Quarterstaff: </i></b>(Total: 25 Active Cost, 8 Real Cost) Energy Blast 4d6 (vs. PD) (20 Active Points); OAF (-1), STR Minimum (10; -1/2), No Range (-1/2), Real Weapon (-1/4) (Real Cost: 6) plus +1 with HTH Combat (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) </td><td valign="top" align="right">2</td></tr><tr><td align="right" valign="top">7  </td><td><b><i>Dragon Silk Traveller's Uniform: </i></b>Armor (4 PD / 4 ED), Armor Weight (No Mass; +0) (12 Active Points); OIF (-1/2), Real Armor (-1/4) (added to Secondary Value) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">40  </td><td><b><i>Sword of Alexandra: </i></b>(Total: 141 Active Cost, 40 Real Cost) Killing Attack - Hand-To-Hand 1d6 +1 (plus STR) (vs. PD), +1 STUN Multiplier (+1/4) (25 Active Points); OAF Durable Expendable (Extremely Difficult to obtain new Focus; -2), No Knockback (-1/4), Real Weapon (-1/4), Required Hands (One-And-A-Half-Handed; -1/4), STR Minimum (1-5; -1/4) (Real Cost: 6) plus Enhanced Perception (+3 to PER Rolls for All Sense Groups; Increased Arc of Perception: 360-Degree) (14 Active Points); OAF Durable Expendable (Extremely Difficult to obtain new Focus; -2) (Real Cost: 5) plus Killing Attack - Ranged 2d6 (vs. ED), Linked to Killing Attack - Hand-To-Hand (-1/4), Lesser Power need not be used proportionally to Power with which it is Linked (+1/4), +1 STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2) (82 Active Points); OAF Durable Expendable (Extremely Difficult to obtain new Focus; -2), Only vs Undead (Power does not work in Common Circumstances; -1/2), No Knockback (-1/4) (Real Cost: 22) plus +4 with OCV (20 Active Points); OAF Durable Expendable (Extremely Difficult to obtain new Focus; -2) (Real Cost: 7) </td><td valign="top" align="right">2</td></tr></table><i>Equipment costs shown above are for reference only, and are not included in Total Cost.</i>

<b>Total Character Cost:</b> 250

<table cellpadding="0" border="0"><tr><td align="right"><b>Val  </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">5  </td><td>Distinctive Features: Mage Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses </td></tr><tr><td valign="top" align="right">15  </td><td>Distinctive Features: Nobility Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses </td></tr><tr><td valign="top" align="right">10  </td><td>Enraged: If innocents abused Uncommon, go 8-, recover 11- </td></tr><tr><td valign="top" align="right">15  </td><td>Hunted: Enemies of Gandreal 8- (Occasionally), More Powerful, Harshly Punish </td></tr><tr><td valign="top" align="right">10  </td><td>Hunted: Sir Barowick 11- (Frequently), As Powerful, Mildly Punish </td></tr><tr><td valign="top" align="right">15  </td><td>Hunted: Lady Irredieer 11- (Frequently), More Powerful, Watching, Extensive Non-Combat Influence </td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Limitation: Thrill seeker Common, Strong </td></tr><tr><td valign="top" align="right">20  </td><td>Psychological Limitation: Nobilesse Obligee Common, Total </td></tr><tr><td valign="top" align="right">10  </td><td>Psychological Limitation: Curious/Inquisative Common, Moderate </td></tr><tr><td valign="top" align="right">10  </td><td>Social Limitation: Undercover Princess Frequently (11-), Major, Not Limiting In Some Cultures </td></tr><tr><td valign="top" align="right">0  </td><td>Normal Characteristic Maxima: No Age Restriction  </td></tr></table>
<b>Disadvantage Points:</b> 125

<b>Base Points:</b> 125
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0

<b>Background</b>:
The oldest daughter of the King of Gandreal. Princess Jennifer, preferring to be called Jenn is an apprentice Magician and a skilled one at that. She has taken to Air Magic as her specialty. She and her familar/guardian, Duncan have run away from the castle and set about finding adventure. She is young and willful, but skilled and blessed with good fortune and good graces.
<b>Personality/Motivation</b>:
Seeker of Adventure. Jenn really wants to see the world an all of its wonders.
<b>Quote</b>:
Let's see what this does!
<b>Appearance</b>:
Beautiful noblewoman in her late teens who wears nice clothes and carries superior gear. It is obvious she comes from money. She also gracious and skilled in court etiquette. She has long brown hair, blue eyes, and flawless, pale skin. She tends towards modest clothing. She is never seen without her familiar/guardian Duncan, an elementally enhanced Pug.


Said Pug:
<font size=+1><b>Duncan</b></font>

Player: NPC; Familiar to Jenn

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val  </b></font></td><td><font size=2><b>Char   </b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>25  </font></td><td><font size=2><b>STR</b></font></td><td><font size=2>-15</font></td></tr><tr><td align="right"><font size=2>11  </font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>3</font></td></tr><tr><td align="right"><font size=2>17  </font></td><td><font size=2><b>CON</b></font></td><td><font size=2>-6</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>BODY</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>13  </font></td><td><font size=2><b>INT</b></font></td><td><font size=2>-2</font></td></tr><tr><td align="right"><font size=2>8  </font></td><td><font size=2><b>EGO</b></font></td><td><font size=2>-4</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>PRE</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>COM</b></font></td><td><font size=2>0</font></td></tr><tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>16  </font></td><td><font size=2><b>PD</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>13  </font></td><td><font size=2><b>ED</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>3  </font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>9</font></td></tr><tr><td align="right"><font size=2>10  </font></td><td><font size=2><b>REC</b></font></td><td><font size=2>2</font></td></tr><tr><td align="right"><font size=2>40  </font></td><td><font size=2><b>END</b></font></td><td><font size=2>3</font></td></tr><tr><td align="right"><font size=2>35  </font></td><td><font size=2><b>STUN</b></font></td><td><font size=2>1</font></td></tr><td><font size=2></font></td><td><font size=2> </font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>6"  </font></td><td><font size=2><b>RUN</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>2"  </font></td><td><font size=2><b>SWIM</b></font></td><td><font size=2>0</font></td></tr><tr><td align="right"><font size=2>6"  </font></td><td><font size=2><b>LEAP</b></font></td><td><font size=2>0</font></td></tr></table><b>Characteristics Cost:</b> -9

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">5  </td><td><b><i>Bite: </i></b>HKA 0d6 +1 (plus STR) (vs. PD) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">1  </td><td><b><i>Leap: </i></b>Leaping +1" (6" forward, 3" upward) (added to Primary Value) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">9  </td><td><b><i>Canine Senses: </i></b>Enhanced Perception (+3 to PER Rolls for All Sense Groups) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">5  </td><td><b><i>Canine Nose: </i></b>Tracking (Normal Smell) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3  </td><td><b><i>Canine Ears: </i></b>Ultrasonic Perception (Hearing Group) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">  </td><td>FAMILIAR </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">10  </td><td>1) <b><i>Magical Communication: </i></b>Mind Link (One Specific Mind (the wizard); Psychic Bond) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">32  </td><td>2) <b><i>Magic Augmentation: </i></b>Aid 2d6 (max. Aided Points: 12): Magic, Limited To One Power At A Time (+0), Variable Effect (any magic power one at a time; +1/4), Delayed Return Rate (5 Points per Hour; +1), Invisible Power Effects (Fully Invisible; +1) (65 Active Points); Only When Within 5" Of Wizard (-1) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">32  </td><td>3) <b><i>Shared Senses: </i></b>Clairsentience (Sight Group; Additional Sense Group: Hearing Group, x4 Range), Usable Simultaneously (familiar and wizard at once) (+1/2), Reduced Endurance (0 END; +1/2) (80 Active Points); Only Through The Senses Of Others (familiar only) (-1), Blackout (-1/2) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">5  </td><td>4) <b><i>Shared Intelligence: </i></b>+5 INT (added to Primary Value) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">  </td><td>ELEMENTAL, EARTH </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">30  </td><td>1) <b><i>Strength Of The Earth: </i></b>+30 STR (added to Primary Value) </td><td valign="top" align="right">3</td></tr><tr><td align="right" valign="top">20  </td><td>2) <b><i>Body of Stone: </i></b>+10 CON (added to Primary Value) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">30  </td><td>3) <b><i>Body Of Earth: </i></b>Armor (10 PD / 10 ED) (added to Primary Value) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">52  </td><td>4) <b><i>Passage Of Earth: </i></b>Tunneling 6" through 10 DEF material (Fill In Hole) </td><td valign="top" align="right">5</td></tr><tr><td align="right" valign="top">5  </td><td><b><i>Stonesight: </i></b>N-Ray Perception (Sight Group) (cannot perceive through organic matter) (10 Active Points); Only To See Through Earth And Stone (-1) </td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 239


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Skill</b></td></tr><tr><td valign="top" align="right">5  </td><td><i>Hard To Hit:</i> +1 with DCV </td></tr><tr><td valign="top" align="right">5  </td><td>Concealment (7 Active Points); Self Only (-1/2) 14- </td></tr><tr><td valign="top" align="right">5  </td><td>Stealth 12- </td></tr><tr><td valign="top" align="right">2  </td><td>PS: Retrieve/Fetch 11- </td></tr></table><b>Skills Cost: </b>17


<table cellpadding="0" border="0"><tr><td align="right"><b>Cost  </b></td><td><b>Talent</b></td></tr><tr><td valign="top" align="right">3  </td><td>Lightsleep </td></tr><tr><td valign="top" align="right">2  </td><td>Environmental Movement: Rocky/Mountainous  </td></tr></table><b>Talents Cost:</b> 5


<b>Total Character Cost:</b> 252

<table cellpadding="0" border="0"><tr><td align="right"><b>Val  </b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">5  </td><td>Distinctive Features: Elemental Nature Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses </td></tr><tr><td valign="top" align="right">15  </td><td>Physical Limitation: Animal Intelligence Frequently, Greatly Impairing </td></tr><tr><td valign="top" align="right">5  </td><td>Physical Limitation: Small (no larger than about 1m; +2" KB) Infrequently, Slightly Impairing </td></tr><tr><td valign="top" align="right">15  </td><td>Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing </td></tr><tr><td valign="top" align="right">25  </td><td>Psychological Limitation: Devoted to Jenn Very Common, Total </td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Limitation: Stubborn Common, Strong </td></tr><tr><td valign="top" align="right">15  </td><td>Psychological Limitation: Fearless Common, Strong </td></tr><tr><td valign="top" align="right">20  </td><td>Social Limitation: Considered Nonsentient (No Rights) Frequently (11-), Severe </td></tr></table>
<b>Disadvantage Points:</b> 115

<b>Base Points:</b> 75
<b>Experience Required:</b> 62
<b>Total Experience Available:</b> 62
<b>Experience Unspent:</b> 0

Wht do you think?

C_Zeree
Apr 5th, '03, 08:39 AM
Enforcer,

For your Sword of Alexandra writeup: I don't think you should have expendable as part of the Focus in there. That applies more twoards a wizards spell components that they need to gather every time to cast the spell. You could always use Iindep if anyone can pick up her sword.

And for STR min, it should be higher than 1-5, looks like you were using Hero Designer. Had the same problem when I was making a Samurai, my Katana could be weilded by a 5 yr old. :D Should be 12 I think.

Like the ideas (stealing random cool powers liberally.) :)
I just scanned through the posts, but when I hit Jenn's long sword writeup I stopped and took note for a bit. Kick some undead behind.

Yamo
Apr 5th, '03, 09:12 AM
Of course, you need to add the following Everyman Powers:

First off, nobody EVER complains when you walk into their home and start taking stuff.

Don't Mind Me... Mind Control 10d6, Telepathic (+1/4), Persistant (+1/2), Area of Effect (11" Radius; +1), Reduced Endurance (0 END; +1/2) (162 Active Points), Always On (-1/2), Set Effect ("Ignore me while I rob you blind"; -1/2), Total Cost: 81 Points

It's absolutely vital for proper genre emulation that the PCs be attacked every few paces by random monsters that they can can never see beforehand.

Pointless Random Battles: Summon Up To 1000-Points Of Random Monsters Determined By GM, Invisible Power Effects (Fully Invisible; +1), Reduced Endurance (0 END; +1/2) (500 Active Points), No Conscious Control (automatically activates every time character takes 3d6 steps; -2), Violent (-3/4), Summoned Being(s) Must Inhabit Locale (-1/2), Limited Power: Doesn't Work In Towns (-0), Total Cost: 118 Points

You can always tell how bad somebody is hurt in combat (or how effectively they're healed) because huge numbers fly out of their heads broadcasting this information to the world!

Number Cascade: Sight Group Images 1" Radius, Reduced Endurance (0 END; +1/2) (15 Active Points), No Conscious Control (automatically activates whenever character's BODY/STUN increase or decrease in combat; -2), No Range (-1/2), Set Effect (only to display amount by which character's BODY/STUN increase or decrease in combat; -1), Total Cost: 3 Points

Okay, so I'm not fully serious with these, but who says HERO can't go that extra mile to emulate a genre, eh? ;)

ShadowRaptor
Apr 5th, '03, 12:59 PM
Lisa, what yahoo group are you talking about, I want in.

Also, I wish I could play in your final fantasy HERO game. Your ideas are sweet. With school and studying hours at a time I have not much time to work on anything, and since school has started my studying of the HERO system has taken a second priority, which stinks, so I am not learning it as I want to be.

Would it be possible to use www.rpol.com as a place to play online for some of you?

C_Zeree
Apr 5th, '03, 01:38 PM
Originally posted by Yamo
Don't Mind Me...
Pointless Random Battles:
Number Cascade

LOL! Simply love it Yamo.
Although I might use that random monster idea...heh. :D

Lisa Nadazdy
Apr 5th, '03, 04:13 PM
Enforcer84: I like these things, I'll post them on my Yahoo group as at least alternate ideas.

Yamo: :eek: :D

ShadowRaptor: my Yahoo group is:

http://groups.yahoo.com/group/final_fantasy_hero/

... and my message board is at:

http://pub69.ezboard.com/bradiofreearcadia

I also have a chat which I moderate, too:

http://members.shaw.ca/nadazdy/galaxy_express_999.html

C_Zeree
Apr 5th, '03, 04:48 PM
I figure instead of stealing ideas I could add some to the project.

Here are some nifty abilities for those characters who use swords. Specifically, I made them for a samurai and others like him I was working on, but it would take but a little modification to use almost any style.

None of them are in multipowers or any framework, they are just in "lists," used by hero designer. I grouped them by concept, and put them in lists because it was easier to add lims without obscuring the powers themselves.

Enjoy, and do as you will. :)

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost  </b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">  </td><td>Combat Techniques </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">6  </td><td>1) <b><i>Speed I: Flurry of Blows: </i></b>Up to 2d6 HKA, Autofire (3 shots; +1/4) (7 Active Points); OIF: Blade of Oppertunity (-1/4) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">10  </td><td>2) <b><i>Wind II: Distance Cut: </i></b>Stretching 6", Does Not Cross Intervening Space (+1/4) (37 Active Points); OAF: Blade (-1), Only To Cause Damage (-1/2), Requires Hands: Two-Handed (-1/2), Always Direct (-1/4), No Velocity Damage (-1/4) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">  </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">  </td><td>Blade Attacks: Overide Blade Damage, all slots: OAF: Blade (-1), Required Hands: Two-Handed (-1/2), STR Minimum: 12 (-1/2), Real Weapon (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">13  </td><td>1) <b><i>Speed II: One Draw Two Cuts: </i></b>HKA 3d6 (plus STR) (vs. PD) (45 Active Points); Reduced Penetration (-1/4) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">14  </td><td>2) <b><i>Earth I: Stone Sword: </i></b>HKA 2d6 (plus STR) (vs. PD), Armor Piercing x1 (+1/2) (45 Active Points) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">14  </td><td>3) <b><i>Flame II: Flameblade: </i></b>HKA 2d6 (plus STR) (vs. ED), Penetrating (+1/2) (45 Active Points) </td><td valign="top" align="right">4</td></tr><tr><td align="right" valign="top">23  </td><td>4) <b><i>Wind III: Ghost Blade: </i></b>HKA 1 1/2d6 (plus STR) (vs. PD), NND: Force Fields or Magic (Standard; +1), Does BODY (+1) (75 Active Points) </td><td valign="top" align="right">7</td></tr><tr><td align="right" valign="top">  </td><td> </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">  </td><td>Multi-Power Attack Adders, all slots: OAF: Blade (-1), Required Hands: Two-Handed (-1/2), STR Minimum: 12 (-1/2), Real Weapon (-1/4) </td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">4  </td><td>1) <b><i>Flame I or Wind I or Water I: Flaming or Electrified or Cold: </i></b>HKA 1d6 (vs. ED) (15 Active Points); No STR Bonus (-1/2), No Knockback (-1/4) </td><td valign="top" align="right">1</td></tr><tr><td align="right" valign="top">10  </td><td>2) <b><i>Water II: Acidic Blade: </i></b>HKA 3d6 (vs. ED) (45 Active Points); Gradual Effect (3 Minutes; -1/2), No STR Bonus (-1/2), No Knockback (-1/4) </td><td valign="top" align="right">4</td></tr></table><b>Powers Cost:</b> 94

Lisa Nadazdy
Apr 5th, '03, 04:52 PM
Ooooo... I might use those for the Samurai Template. I was considering the 'Draw-Out' techniques from FF Tactics, but I'll consider other things.

ShadowRaptor
Apr 5th, '03, 07:19 PM
Lisa, just out of curiosity but do you also play Exalted. Some of your powers look like they would come out of that game, which is also a cool game that I have read but never played.

Lisa Nadazdy
Apr 5th, '03, 07:36 PM
Yep. I bought Exalted during my tour of the US during the summer.

ShadowRaptor
Apr 5th, '03, 09:53 PM
I was wondering if anyone has come up with anything regarding all the status effects that normally happen to characters in final fantasy games... things like poison, haste, slow, zombie, turned into stone, darkness, and the other 20 status effects or so.

For my game I have decided that it might be easier to do a more normal final fantasy game as far as magic goes, using Black Magic, White Magic, Summon Magic and then also incorporate Weapon Techniques but now I am needing some helpful guidelines on how to work it into the HERO system. Any thoughts?

Enforcer84
Apr 5th, '03, 10:02 PM
Took much laboring tonight but I finished a sketch of my wife's character.

Enforcer84
Apr 5th, '03, 10:05 PM
and Duncan (bare in mind he's pretty young here)

Enforcer84
Apr 5th, '03, 10:07 PM
Ooh, I do have a more current one of Dunc. Let me get it...



There!

C_Zeree
Apr 5th, '03, 10:27 PM
Originally posted by Lisa Nadazdy
Yep. I bought Exalted during my tour of the US during the summer.

Lets hope you found some good places besides the inside of a FLGS. ;)

Boy would I like to take a tour, NZ...AU I'll stick with there for now. :D

C_Zeree
Apr 5th, '03, 10:28 PM
Originally posted by Enforcer84
Took much laboring tonight but I finished a sketch of my wife's character.
Good stuff, in the ruff. Talent. My compliments.

Enforcer84
Apr 5th, '03, 11:05 PM
Thanks, not doing "union suits" (ie skintight superhero costumes) is hard. Me no likee.

Lord Liaden
Sep 29th, '05, 08:54 PM
As you've doubtless noticed, the HTML code on the discussion boards having been turned off has rendered several of the fine writeups posted to this thread illegible. However, I've been able to reconstruct them more or less as originally presented, and have attached them as RTF Document files in the order in which they were first posted. If any of the creators of these writeups is unhappy with this, please PM me and I'll remove the pertinent documents.

Enforcer84
Oct 1st, '05, 09:35 PM
Not at all. THanks for the save.

azinith07
Oct 4th, '05, 12:41 AM
Im interested in final fntasy hero game? Is it based on the animated series Final Fantasy? Tell more about it..? thanks

NuSoardGraphite
Oct 4th, '05, 01:13 AM
Im interested in final fntasy hero game? Is it based on the animated series Final Fantasy? Tell more about it..? thanks

It would be based on the video game series of the same name.

There have been 3 Animated features that have been given the Final Fantasy name as well:

Final Fantasy
Final Fantasy Unlimited
Final Fantasy 7: Advent Children.

The first Final Fantasy anime wasn't very good, and wasn't very well recieved, which is why Squaresoft did not pursue any more animated versions until Final Fantasy Unlimited (no counting The Spirits Within, but thats another story)

Final Fantasy Unlimited is a unique anime not set in any of the worlds represented by the videogame versions. It is, however, very Final Fantasy in its presentation.

FF7: Advent Children is their latest attempt and considered their greatest triumph, as it took characters and situations from what many consider to be the best of all the Final Fantasy games: FF7, and brought them to life with high quality CGI animation. In fact check out this trailer from here:

http://www.gametrailers.com/gamepage.php?id=1669

Gorgeous, no?

Anyway, all the Final Fantasy videogames, even though each one is a seperate game world (with 1 exception so far) they all play by pretty much the same rules.

Magic works a specific way and characters have special attacks called "Limit Breaks" or "Over Drives" or some such. Magic oftentimes revolves around crystals of some sort and Summon creatures play a central role in the game.

There have been 12 games in the series so far (the 11th game being Final Fantasy X part 2, and the 12th game b