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lrojas
Aug 6th, '04, 01:21 PM
Hi!

this is probably not the msot correct place to ask this but since i have a 50% chance of being correct i am posting here.

i finally got fed up with d20 and started looking for some other system ( even crafting my own ) to use as base for my games. I looked at gurps nut the rules seems to be spread too thin across too many books, i looked at White-Wolf Games but integrating then in a coherent manner was nightmarish, I looked at stormbringer but too boring a system, RuneQuest is out of print and so i remembered about champions, came to the page and saw they are using now 5th edition and is called Hero System now, and have spread across genres. Maybe this could be it, i thought and after thinking it over i decided to give this a try.

Now for my question,

Since i am just beggining, what books would i need to get to play a fantasy based game? how about if i wanted a space game? Obvious answer is Hero Core + Fantasy Hero o Hero Core + Space Hero, what i am looking for is the not so obvious that i will end up kicking myself for not getting initially. Nothing derails a campaing more than having your players gathered around you and finding the rule you need is in another book.

On a side note, how much of a wait do i need to do to get the revised edition book, and if i decide not to wait, where can i buy the Hero System Book then as Amazon dont have it and the Online Store is out of stock too.?

thanks in advance, and i apologize for any too obvious questions i might have made.

lazarus
Aug 6th, '04, 01:28 PM
FREd is out of print atm, so you'll have to wait for 5ER for the main corebook.

Until then, get Sidekick. It's only about 100 pages or so, and only about 10$ or so. With almost everything in FREd (or so it seems - FREd basically expands it).

You also probably will want the Hero System Bestiary to get some creatures.

Then your Genre book. Perhaps the "Powers" book for the genre as well (FH Grimoire for FH and Spacer's Toolkit? for SH).

But, all you need to play is Sidekick. Until 5ER comes out, then you'll want 5ER. You'll probably want the above books, though, so you don't have to build everything.

Laz only has Sidekick, and FH on order

Shadowpup
Aug 6th, '04, 01:38 PM
I agree. If you can get your hands on FREd (the big black book) everything is in it. If not, Sidekick will work just fine. The genre books are mostly for background info to save you time as a GM. They also give you some additional ways to use what is already in FREd.

Highly recommend the bestiary to save time. Writing up critters is a pain and it also makes it easy to make custom monsters. It has nice things like normal Lions, Tigers and Bears too.

One of your best resources are these boards - 90% of us are more than willing to help folks.

Turin
Aug 6th, '04, 01:55 PM
The Genre Books also provide examples of how to use Hero System to achive the feel that you are looking for. Fantasy Hero with it's Race and Profession packages, fantasy skill section, new talents and weapons and armor section are IMO invaluable to someone that is forming a Hero System campaign for the first time.

For that matter the Fantasy Hero book is one of the best supliments that I own and I own a lot. I find that it has excellent content for any game system that you would want to play with.

I just started to collect Hero System books this year and have had my two gaming groups switch to Fantasy Hero over the last two months. We enjoy the freedom that comes with Hero System.

Lord Liaden
Aug 6th, '04, 02:02 PM
Welcome, lrojas! I think you'll find that HERO makes for a very interesting ride. Feel free to ask any questions you want - these boards are full of helpful types. :)

You're generally correct about the HERO System Fifth Edition (often referred to as FREd hereabouts - but that's another story) ;) plus the genre books being what you need to play a particular genre. Strictly speaking, all you absolutely need is the core rulebook. The entire system is included in that, and with work and imagination you could build everything you could want with that. The other books merely do a lot of that work for you... and do it very well, I might add.

At the moment 5E is out of print, as you know. The Revised version is tentatively scheduled for October of this year. In the meantime I would suggest that you look for the HERO System Sidekick, which is a slimmed-down introductory version of the HERO System for only $10.00 US. Although it lacks a few elements from the main rulebook, it's mechanically identical in almost every respect, and specifically designed to teach newcomers the system. It's also a complete playable game in its own right, and should be enough to tide you over until 5ER comes out. If you don't want to wait, though, there are still various game dealers who have copies of the previous edition, not to mention eBay the online auction website. I'll hunt around when I get the chance and post links to a few places that have it, if you'd like.

As for what you'll need to play, that will depend somewhat on what you're looking for. The various supplements rarely add anything in the way of new rules to the system; most of what they contribute is advice, guidelines, and system builds. The genre books such as Fantasy HERO and Star HERO offer copious advice on playing those types of games, in general and for HERO in particular. Other books have world settings, premade creatures/foes, spells, gadgets and the like. All optional, but all potentially useful.

I would like to point up a few general-use books that I'd recomment to new HERO gamers whatever genre they plan to play:

The HERO System Bestiary has writeups for real and fictional creatures of every background and power level, with guidelines for running them and for building your own.

The Ultimate Martial Artist stats out tons of real and imaginary martial art styles and weapons, and shows you how to design your own martial maneuvers. If you expect to use martial arts to any great extent in your campaign, this is very helpful.

The Ultimate Vehicle gives the same treatment as the two books above to vehicles of every type and era, and the HERO System Vehicle Sourcebook adds lots of prebuilt vehicles ready to use.

If you go to this page (http://www.herogames.com/FreeStuff/freedocs.htm) on the website, you'll be able to download some free documents which would help you get up to speed on HERO. I'd also suggest checking out the FAQs link in the blue banner at the top of this page.

Any more help you would like, you're welcome to come back and ask.

lrojas
Aug 6th, '04, 03:18 PM
thanks all of you guys.

it seems i have my job cut out for me then... i definitely would want the 5ER so i will wait on the core book maybe i will dispair and buy the old one before that or sidekick...

a couple of questions tho, Magic systems, as i understand it i have to write my own so any pointers regarding this would be apreciated. What does FREd stands for? is there a official IRC channel for this forum or this comunity? if so.. on what server/network does it reside?

arcady
Aug 6th, '04, 03:19 PM
Since a revised core book is on the way, I would avoid buying it now even if your store has copies...

At a minimum to play you will need Sidekick.

Ideally you'd want a core book, and Fantasy Hero. From there it becomes a matter of taste.

lazarus
Aug 6th, '04, 04:27 PM
Speaking of pre-statted creatures ... does anyone know of a good website of creatures? I found one ... can't remember the name of it, but it's got a bunch of FH stuff in it.

Killer Shrike, when are you going to get your creatures section added?

Laz

Turin
Aug 6th, '04, 04:45 PM
thanks all of you guys.

it seems i have my job cut out for me then... i definitely would want the 5ER so i will wait on the core book maybe i will dispair and buy the old one before that or sidekick...

a couple of questions tho, Magic systems, as i understand it i have to write my own so any pointers regarding this would be apreciated. What does FREd stands for? is there a official IRC channel for this forum or this comunity? if so.. on what server/network does it reside?

There is a kinda standard Magic System that is put out with the Grimoire and Turakian age. You can use that as a base and modify as you see fit.

The Side Kick book isn't a bad investment since it has all the base rules and can be used to help others learn how to play. There are 5$ "damaged" versions in the Hero Online Store here, though I am not sure how much the shipping would be to DR.

Lord Liaden
Aug 6th, '04, 07:26 PM
thanks all of you guys.

it seems i have my job cut out for me then... i definitely would want the 5ER so i will wait on the core book maybe i will dispair and buy the old one before that or sidekick...

a couple of questions tho, Magic systems, as i understand it i have to write my own so any pointers regarding this would be apreciated. What does FREd stands for? is there a official IRC channel for this forum or this comunity? if so.. on what server/network does it reside?

If you decide to buy the Fantasy HERO genre book (which I would generally recommend BTW), that includes a very extensive chapter on designing your own magic system, looking at all the issues involved and presenting guidelines and options. The chapter also includes twelve example magic systems with a few sample spells for each.

The Fantasy HERO Grimoire is a copious collection of prebuilt spells that you can crib for your games. They're built to conform to the default magic systems in Hero's "high fantasy" game setting, but due to the modularity of HERO you can easily modify most of them to fit within your own concept. There are also several websites with prebuilt spells that we could direct you to if you like.

FREd has been said to stand for "Fifth Rules Edition" or "Fifth Revised Edition," but that's just a retcon. Before the 5th Edition rulebook was published there was a discussion on the forums as to what its "official" nickname should be. Steve Long remarked that "you can call it Fred if you want, as long as you buy a copy." Things kinda snowballed from there. ;)

I'm afraid I'm not computer savvy enough to answer your IRC question. I'd suggest posting in the "Company Questions" forum to attract the attention of the board moderator, Ben Seeman (nice guy BTW).

Lord Liaden
Aug 6th, '04, 07:38 PM
Speaking of pre-statted creatures ... does anyone know of a good website of creatures? I found one ... can't remember the name of it, but it's got a bunch of FH stuff in it.

Killer Shrike, when are you going to get your creatures section added?

Laz

Laz, for your purposes I'd suggest starting with this section (http://surbrook.devermore.net/adaptionscreatures/creatures.html) of Michael Surbrook's wonderful website, "Surbrook's Stuff." I'd then recommend you check out the riches of the Fantasy HERO Treasure Trove (http://hiddenway.tripod.com/hero/) - just scroll down to "Adventuring Resources."

I'm sure others will be along with recommendations I missed. :)

Killer Shrike
Aug 6th, '04, 07:42 PM
Speaking of pre-statted creatures ... does anyone know of a good website of creatures? I found one ... can't remember the name of it, but it's got a bunch of FH stuff in it.

Killer Shrike, when are you going to get your creatures section added?

Laz
Eventually. It's just a very low priority since between the bestiary & MMM, and the ease of designing creatures from scratch the subject is pretty well covered.

lazarus
Aug 6th, '04, 08:23 PM
Thanks you two. Yeah, the Treasure Trove is the one I stumbled upon recently, although I thought there was some other one with a massive amount of creatures (that went AWOL on me :().

Also useful is the Ultimate Spellbook or somesuch - I don't have the link right now, but a google will get it. It's a bunch of premade spells.

Yes, KS, I realize how easy it is to create creatures, but I just want a generic Orc!

Laz

Killer Shrike
Aug 6th, '04, 08:36 PM
Yes, KS, I realize how easy it is to create creatures, but I just want a generic Orc!

Laz

Just take an Orc Race Template from here:
http://www.killershrike.com/FantasyHERO/GreyHEROContent/RacePackageDeals/humanoidPackages.shtml

add add one or more Profession Templates from here:
http://www.killershrike.com/FantasyHERO/HighFantasyHERO/ProfessionLinks.shtml
;)

lazarus
Aug 6th, '04, 08:44 PM
oo! Thanks!

Laz will be getting a start on his game soon ... it may look vaguely like Gamma World ...

Killer Shrike
Aug 6th, '04, 08:48 PM
Gamma World was a lot of fun. Unfortunately I only have a very few of the books anymore; a former friend back in the day "borrowed" most of my Gamma World stuff and I never saw it again.

lrojas
Aug 6th, '04, 09:19 PM
once more thanks,

as is human nature, each answer brings forth more questions.

when making a character and selectingh a racial package deal and a class package deal, how do i figure out the costs? lest say i have 100 pts and up to 50 pts of disadvantages. and a racial package cost 15 pts, does this means i only have spent 15 pts out of the 100 i have available and the 50 pts disadvantages are still there for th grabing, even tho the package deal has advantages and disadvantages?

Lord Liaden
Aug 6th, '04, 09:21 PM
Laz, I suspect you're looking for "The Ultimate Grimoire." There's a link to it at the bottom of the "FH Treasure Trove" homepage, among all the other cool stuff.

BTW, anyone who's interested in Gamma World a la HERO would do well to check out Ron Miller's Wasteland HERO (http://www.geocities.com/Heartland/Park/3440/rpgs.html) website. It's explicitly inspired by Gamma World, but has lots of stuff useful for post-apoc gaming in general.

Killer Shrike
Aug 6th, '04, 09:53 PM
once more thanks,

as is human nature, each answer brings forth more questions.

when making a character and selectingh a racial package deal and a class package deal, how do i figure out the costs? lest say i have 100 pts and up to 50 pts of disadvantages. and a racial package cost 15 pts, does this means i only have spent 15 pts out of the 100 i have available and the 50 pts disadvantages are still there for th grabing, even tho the package deal has advantages and disadvantages?

The official by-the-book way to do it is all Disadvantages from all sources count towards a character's max Disadvantage Points.


Personally I alter this rule slightly and exclude Race Package Disadvantages from this.

In other words, with all of my Race Packges at www.FantasyHERO.com it is assumed that the Disadvantages serve to reduce the actual cost of the Package and do not count towards a character's max Disads limit. Thus all Race Packages are bought for their final cost in my campaigns. The are self encapsulated so to speak.

This is all explained in this document: http://www.killershrike.com/FantasyHERO/HighFantasyHERO/racePackageNotes.shtml
Specifically:

"TOTAL COST OF RACE PACKAGE
The intention is for the Race Package Deals (and only the Race Package Deals) to be purchased for their Total Cost, so that the Disadvantages in the Package do not count towards a Character's Disadvantage Maximum. Individual GM's may not agree with this as it is a specific deviation from the Hero System Rules; in that case simply increase a Character's Maximum Disadvantages limit sufficiently to allow the Race Package Deal's Disadvantages on top of the Character's personal Disadvantages.
EXAMPLE: If making a High Elf character, that Character pays 15 Real Points for the High Elf Race Package rather than the Cost of the abilities in the Package (50 Character Points), and does not include the Disadvantages (35 Disadvantage Points) as part of his Personal Disadvantages. The entire Package can be listed as a single line Entry, "HIGH ELF: 15 Points", on the Character Sheet. "

Killer Shrike
Aug 6th, '04, 10:03 PM
Currently I have 1892 spells up on my site (some are duplicates used by more than one type of caster).

http://www.killershrike.com/FantasyHERO/GreyHEROContent/Powers/Spells/Spells.asp?Type=Arcane&Subtype=Wizardry&Category=Universal

Most of the spells are intended for the Wizard, Arcanis Magnicus, Sorcery, Sortiligists, Rangers, Paladins, and Clerics professions provided elsewhere on the site; the other Magic Systems don't use "Spells" in the same fashion and thus dont have entries in the database, though many of the base effects of the Charge based Spells could be used as the basis for the effects of other Magic Systems.


There are some errors in the Spell builds. I did them all in a pretty compressed timeframe, often on little sleep and into the wee hours, but overall they are usable as is. If you happen to spot an error, just email me a quick idea of what spell you think is in error. Ill eventually get to it :D


Click on the different links to load up various types of Spells.

CourtFool
Aug 7th, '04, 04:41 AM
In other words, with all of my Race Packges at www.FantasyHERO.com it is assumed that the Disadvantages serve to reduce the actual cost of the Package and do not count towards a character's max Disads limit. Thus all Race Packages are bought for their final cost in my campaigns. The are self encapsulated so to speak.

Once again humans get shafted. :D

I am sure this has been covered ad nauseam in another thread. Not trying to fire up a debate. Just being a llama.

Killer Shrike
Aug 7th, '04, 04:49 AM
Killing time at work waiting for a proc to run, so here is a trained Orc Warrior for you:


Orc Package + Medium Foot Package

18 STR
11 DEX
16 CON
16 BODY
5 INT
5 EGO
15 PRE
6 COM
5 PD (4r)
5 ED (4r)
3 SPD
8 REC
32 END
33 STUN

7" Run
4" Leap
2" Swim

PER: 10-/14- Smell

Powers/Skills/Abilities:
Orc
Infravision: Infrared Perception
Powerful Nose: +4 PER Smell Group plus Tracking (Normal Smell)
Thick Skinned: Damage Resistance 4 PD/4 ED
Fast Healing: Regeneration: 1 BODY / Day

Warrior
AF: Medium Armor Proficiency
AF: Shield Proficiency
WF: Common Melee, Common Missile
Penalty Skill Levels: +1 to Offset DCV Penalty of Medium Armor
Combat Skill Levels: +2 All Combat
PS: Warrior
Tactics
Fast Draw

Deadly Blow: +1d6 Killing, any circumstance, any weapon
Rapid Attack (HtH)

Total Cost: 75 points

Killer Shrike
Aug 7th, '04, 05:04 AM
More barbaric Orcs

Orc + Savage

18 STR
11 DEX
18 CON
18 BODY
5 INT
5 EGO
15 PRE
6 COM
5 PD (4r)
5 ED (4r)
3 SPD
8 REC
36 END
36 STUN

7" Run
4" Leap
2" Swim

PER: 10-/14- Smell

Powers/Skills/Abilities:
Orc
Infravision: Infrared Perception
Powerful Nose: +4 PER Smell Group plus Tracking (Normal Smell)
Thick Skinned: Damage Resistance 4 PD/4 ED
Fast Healing: Regeneration: 1 BODY / Day


Savage
AF: Light Armor Proficiency
AF: Shield Proficiency
WF: Common Melee, Common Missile
Survival: Any 1 Environment
Combat Skill Levels: +2 All Combat

Rage 1/Day: 1 Continuing Charges lasting 1 Minute each; -5 STR, -5 Dex, -3" Run for 1 Minute after Charge elapses; Cant use any Full Phase actions or anything requiring Concentration
+10 STR, Reduced Endurance (0 END; No Figured Characteristics)
+5 CON (No Figured Characteristics)
+5 BODY (No Figured Characteristics)
+5 EGO
+2 with HTH Combat
-2 with DCV

Total Cost: 75 points

Killer Shrike
Aug 7th, '04, 05:12 AM
Orc + Light Foot:

15 STR
12 DEX
15 CON
15 BODY
8 INT
5 EGO
15 PRE
6 COM
4 PD (4r)
4 ED (4r)
3 SPD
6 REC
30 END
30 STUN

9" Run
3" Leap
2" Swim

PER: 11-/15- Smell

Powers/Skills/Abilities:
Orc
Infravision: Infrared Perception
Powerful Nose: +4 PER Smell Group plus Tracking (Normal Smell)
Thick Skinned: Damage Resistance 4 PD/4 ED
Fast Healing: Regeneration: 1 BODY / Day

Light Foot
AF: Light Armor Proficiency
WF: Common Melee, Common Missile, Slings
Precision: Find Weakness 13-: One Attack (choose)
Combat Skill Levels: +1 All Combat
Combat Skill Levels: +1 w/ Weapon of Choice
FAM: Acrobatics
Breakfall
Fast Draw

FAM: Stealth
FAM: Concealment

Total Cost: 75 Points

Killer Shrike
Aug 7th, '04, 05:18 AM
Orc + Brawler

20 STR
15 DEX
15 CON
15 BODY
5 INT
5 EGO
15 PRE
6 COM
7 PD (4r)
4 ED (4r)
3 SPD
7 REC
30 END
33 STUN

7" Run
4" Leap
2" Swim

PER: 10-/14- Smell

Powers/Skills/Abilities:
Orc
Infravision: Infrared Perception
Powerful Nose: +4 PER Smell Group plus Tracking (Normal Smell)
Thick Skinned: Damage Resistance 4 PD/4 ED
Fast Healing: Regeneration: 1 BODY / Day

Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike
Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls
Evasion: (Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove)
+1 DC w/ Martial Arts (not counted in)
Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
Combat Skill Levels: +3 w/ Martial Arts
Breakfall


Total Cost: 75 points

Killer Shrike
Aug 7th, '04, 05:28 AM
Orc + Backbiter

15 STR
11 DEX
15 CON
15 BODY
8 INT
5 EGO
15 PRE
6 COM
4 PD
4 ED
3 SPD
6 REC
30 END
30 STUN

7" Run
3" Leap
2" Swim

PER: 11-/15- Smell

Powers/Skills/Abilities:
Orc
Infravision: Infrared Perception
Powerful Nose: +4 PER Smell Group plus Tracking (Normal Smell)
Thick Skinned: Damage Resistance 4 PD/4 ED
Fast Healing: Regeneration: 1 BODY / Day

Backbiter
Deadly Blow (Sneak Attack): 2d6 KA Only With Blows Struck From Behind or Against Surprised Targets; Real Cost: 7 points (per d6)

Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 15)

WF: Blades
+1 OCV with Blades
Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
Acrobatics
Breakfall
FAM: Shadowing
FAM: Streetwise

Total Cost: 76 points

Killer Shrike
Aug 7th, '04, 05:44 AM
Orc + Pyromaster:

15 STR
10 DEX
15 CON
15 BODY
10 INT
11 EGO
15 PRE
6 COM
4 PD (4r)
4 ED (4r)
3 SPD
6 REC
30 END
30 STUN

7" Run
3" Leap
2" Swim

PER: 11-/15- Smell

Powers/Skills/Abilities:
Orc
Infravision: Infrared Perception
Powerful Nose: +4 PER Smell Group plus Tracking (Normal Smell)
Thick Skinned: Damage Resistance 4 PD/4 ED
Fast Healing: Regeneration: 1 BODY / Day



Wizard VPP (30 Pool; Only Arcane Magic (-1/2), Only Change Spells With Spell Book & Study Time (-1/2), All Spells Must Have 1 Charge (-1/4), Variable Limitation (-1/2; each Spell must take -1 of Limitations from Extra Time, Concentration, Incantation, Gesture, Limited Range, Restrainable By Spell Components Pouch, or RSR: Magic Skill vs. Spell Resistance in any combination at a MINIMUM))

KS: Pyromancy + 3, KS: Aeromancy +1, KS: Geomancy +1
Literacy with Native Language
Damage Reduction 75%; Heat & Flame only (-2)
Life Support: Intense Heat
Combat Spellcasting (+3 All Combat, Only for OCV, Only with Spells)
+1 DCV


-5 School Ineptitude: Phys Lim: Cannot Learn KS: Hydromancy or use Spellcraft to Circumvent (Infrequently, Limiting)

Total Cost: 125 pts


Spell List:

4 Firesdance: Telekinesis (3 STR), Fine Manipulation (15 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Only Works On Fire (-1), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Affects Whole Object (-1/4)

5 Lesser Embrace of Fire: Energy Damage Reduction, Resistant, 25% (15 Active Points); Only Works Against Limited Type Of Attack (Heat/Fire only) Very Limited Type of Attack (-1), 1 Continuing Charge lasting 1 Minute (-1), Incantations (-1/4)

4 Liquid Pain: Energy Blast 3d6 (vs. ED) (15 Active Points); 1 Charge (-2), Gestures (-1/4), Requires A Magic Skill vs Spell Resistance Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests -1/4), Incantations (-1/4), Extra Time (Delayed Phase, -1/4)

6 Mailskin: Armor (5 PD/5 ED) (15 Active Points); Extra Time (Extra Segment, Only to Activate Constant or Persistent Power, Character May Take No Other Actions, Delayed Phase, -1/2), Incantations (-1/4), Gestures (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4), Visible (-1/4)

6 Roots in the Earth: Knockback Resistance -7", 1 Continuing Charge lasting 1 Day (+0) (14 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power, Character May Take No Other Actions, -3/4), Only In Contact With Ground (-1/2), Concentration (1/2 DCV; -1/4)

5 Stonebones: Density Increase (800 kg mass, +15 STR, +3 PD/ED, -3" KB) (15 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4)

5 Lesser Sheild of Airy Comfort: Force Field (8 PD/7 ED) (15 Active Points); Only Works Outdoors (-1), Extra Time (Delayed Phase, Only to Activate Constant or Persistent Power, -1/4), Incantations (-1/4), Gestures (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4)

7 Bursting Flames: Energy Blast 4d6 (vs. ED), Explosion (+1/2) (30 Active Points); 1 Charge (-2), Extra Time (Full Phase, Delayed Phase, -3/4), Incantations (-1/4)

7 Fiery Propulsion: Leaping +25" (2" forward, 13 1/2" upward) (Accurate) (30 Active Points); 1 Charge (-2), Upward Movement Only (-1), Incantations (-1/4)

10 Lesser Flight of the Pheonix: Flight 12", Combat Acceleration/Deceleration (+1/4) (30 Active Points); Extra Time (Full Phase, Only to Activate Constant or Persistent Power, Delayed Phase, Character May Take No Other Actions, -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Gestures (-1/4), Incantations (-1/4), No Noncombat Movement (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4)

11 Obscuring Smoke: Change Environment 8" radius, -4 to Hearing Group PER Rolls (29 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Incantations (-1/4), Gestures (-1/4), Does Not Work In High Winds Or Rain (-1/4)


7 Stone-fisted: Hand-To-Hand Attack +3d6, Lingering (1 Minute) (+1) (30 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Visible (-1/4), Incantations (-1/4)

15 A Breath Of Fresh Air: Change Environment (Freshen Air) 32" radius (30 Active Points); Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4), 1 Continuing Charge lasting 1 Hour (-1/4)

10 Armor of Air: Physical Damage Reduction, Resistant, 50% (30 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Visible (-1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4)

8 Lesser Move Like The Wind: Teleportation 7", No Relative Velocity, Position Shift (29 Active Points); 1 Charge (-2), Must Pass Through Intervening Space (-1/4), Incantations (-1/4)

8 Lesser Thunderstruck: (Total: 30 Active Cost, 8 Real Cost) Hearing Group Flash 5d6 (15 Active Points); 1 Charge (-2), Gestures (Requires both hands; -1/2) (Real Cost: 4) plus Energy Blast 1d6 (vs. ED), No Normal Defense (Hearing Group Flash DEF; +1), Does BODY (+1) (15 Active Points); 1 Charge (-2), Linked (Flash; -1/2), Gestures (Requires both hands; -1/2) (Real Cost: 4)

Killer Shrike
Aug 7th, '04, 05:56 AM
Orc + Totem Warrior:

15 STR
11 DEX
15 CON
15 BODY
5 INT
8 EGO
15 PRE
6 COM
4 PD (4r)
4 ED (4r)
3 SPD
6 REC
30 END
30 STUN

7" Run
3" Leap
2" Swim

PER: 10-/14- Smell

Powers/Skills/Abilities:
Orc
Infravision: Infrared Perception
Powerful Nose: +4 PER Smell Group plus Tracking (Normal Smell)
Thick Skinned: Damage Resistance 4 PD/4 ED
Fast Healing: Regeneration: 1 BODY / Day

Totem Warrior
Wolf Totem (Basic Senses, Advanced Senses, Basic Tooth & Claw, Basic Running)
Wolf Companion
Mind Link, WolfCompanion, Psychic Bond
Wolf Lore: Power (EGO-based) +1
Canine Handler +1
Tracking +2

Totem Powers:
Beast Speech, Only With Wolves

Basic Running: Running +5" (12"/48" total), x4 Noncombat (15 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) [Notes: Totemic Shamanism] 1 END

Basic Tooth and Claw: HKA +1/2d6 (vs. PD), Lingering up to 1 Turn (+1/2) (15 Active Points); Incantations (-1/4), Gestures (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) [Notes: Totemic Shamanism] 1 END

Advanced Senses: (Total: 29 Active Cost, 14 Real Cost) +8 PER with all Sense Groups (24 Active Points); Concentration (0 DCV; -1/2), Costs END (Only Costs END to Activate; -1/4), Nonpersistent (-1/4) (Real Cost: 12) plus Nightvision (5 Active Points); Concentration (0 DCV; -1/2), Costs END (Only Costs END to Activate; -1/4), Nonpersistent (-1/4) (Real Cost: 2) [Notes: Totemic Shamanism] 3 END

Total Cost: 76 points

Killer Shrike
Aug 7th, '04, 05:59 AM
Once again humans get shafted. :D

I am sure this has been covered ad nauseam in another thread. Not trying to fire up a debate. Just being a llama.

Nope, humans make out just fine; in fact they probably have the best race package of all, including a juicy +1 Overall Level

http://www.killershrike.com/FantasyHERO/GreyHEROContent/RacePackageDeals/humanPackages.shtml

Killer Shrike
Aug 7th, '04, 06:20 AM
Orc + Spellweaver Adventurer:

15 STR
11 DEX
15 CON
15 BODY
15 INT
10 EGO
15 PRE
6 COM
4 PD (4r)
4 ED (4r)
3 SPD
6 REC
44 END
30 STUN

7" Run
3" Leap
2" Swim

PER: 12-/16- Smell

Powers/Skills/Abilities:
Orc
Infravision: Infrared Perception
Powerful Nose: +4 PER Smell Group plus Tracking (Normal Smell)
Thick Skinned: Damage Resistance 4 PD/4 ED
Fast Healing: Regeneration: 1 BODY / Day

Spellweaver Adventurer
Spell: Change Environment (EGO-based) 12-
Spell: Clairsentience (EGO-based) 12-
Spell: Dispel (EGO-based) 12-
Spell: Drain (EGO-based) 12-
Spell: Energy Blast (EGO-based) 12-
Spell: Entangle (EGO-based) 12-
Spell: Force Field (EGO-based) 12-
Spell: Invisibility (EGO-based) 12-
Spell: Killing Attack Ranged (EGO-based) 12-
Spell: Teleport (EGO-based) 12-
Spell: Transform (EGO-based) 12-

KS: Scribe Codex +1
Magesight (FH pg 106)
+1 Overall Skill Level
Combat Spellcasting (+3 All Combat, Only for OCV, Only with Spells)
+3 Penalty Skill Level to offset Combat Casting Penalty with All Spells

Total Cost: 125 points

Killer Shrike
Aug 7th, '04, 06:26 AM
Orc + Striker

20 STR
20 DEX
20 CON
20 BODY
5 INT
5 EGO
15 PRE
6 COM
5 PD (4r)
5 ED (4r)
4 SPD
8 REC
40 END
40 STUN

7" Run
3" Leap
2" Swim

PER: 10-/14- Smell

Powers/Skills/Abilities:
Orc
Infravision: Infrared Perception
Powerful Nose: +4 PER Smell Group plus Tracking (Normal Smell)
Thick Skinned: Damage Resistance 4 PD/4 ED
Fast Healing: Regeneration: 1 BODY / Day


Striker
+1 Overall
Excellent Cardio: Extended Breathing (1 increment)
Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND (Defense: Rigid Armor)
Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike
Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +v/5; FMove
Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6
2 HtH Damage Class (not counted in)
Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2)
+2 with Martial Arts Style



Total Cost: 125 points

Killer Shrike
Aug 7th, '04, 06:51 AM
Orc + Living Weapon

15 STR
11 DEX
18 CON
15 BODY
8 INT
8 EGO
15 PRE
6 COM
4 PD (4r)
5 ED (4r)
3 SPD
7 REC
36 END
32 STUN

7" Run
3" Leap
2" Swim

PER: 11-/15- Smell

Powers/Skills/Abilities:
Orc
Infravision: Infrared Perception
Powerful Nose: +4 PER Smell Group plus Tracking (Normal Smell)
Thick Skinned: Damage Resistance 4 PD/4 ED
Fast Healing: Regeneration: 1 BODY / Day

Living Weapon
Psionic MPP (30 Pool; May use Personal END or END Reserve (+1/4); All slots must take RSR: Discipline Skill/Psicraft (-1/4))

1u All-Seeing Eyes: (Total: 15 Active Cost, 9 Real Cost) UV Perception (Sight Group) (5 Active Points); Requires A Clairsentience Skill Roll (-1/2), Costs END (Only Costs END to Activate; -1/4) (uses END Reserve) (Real Cost: 3) plus IR Perception (Sight Group) (5 Active Points); Requires A Clairsentience Skill Roll (-1/2), Costs END (Only Costs END to Activate; -1/4) (uses END Reserve) (Real Cost: 3) plus Nightvision (5 Active Points); Requires A Clairsentience Skill Roll (-1/2), Costs END (Only Costs END to Activate; -1/4) (uses END Reserve) (Real Cost: 3) (Make one Skill Roll to Activate all 3 Powers.) 3 END

1u Armored Skin: Armor (6 PD/3 ED), Hardened (x2; +1/2) (20 Active Points); Requires A PS:Psychometabolic Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) (uses END Reserve) 2 END

1u Bat Ears: Active Sonar (Hearing Group) (15 Active Points); Requires A Clairsentience Skill Roll (-1/2), Costs END (Only Costs END to Activate; -1/4) (uses END Reserve) 1 END

1u Chameleon: Invisibility to Sight Group (20 Active Points); Chameleon (-1/2), Requires A Psychometabolic Skill Roll (-1/2) (uses END Reserve) 2 END

1u Combat Precognizance: +3 with All Combat (24 Active Points); Requires A Clairsentience Skill Roll (-1/2), Costs END (Only Costs END to Activate; -1/4) (uses END Reserve) 2 END

2u Combat Psychoportation: Teleportation 15" (30 Active Points); Requires A PS: Psychoportation Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) 3 END

1u Crown of Eyes: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); Requires A Clairsentience Skill Roll (-1/2), Costs END (Only Costs END to Activate; -1/4) (uses END Reserve) 1 END

1u Crushing Strength: +30 STR (30 Active Points); No Figured Characteristics (-1/2), Requires A PS: Psychometabolic Skill Roll (-1/2) (uses END Reserve) 3 END

2u EGO Whip: Ego Attack 3d6 ( Human class of minds) (30 Active Points); Requires A Telepathy Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) 3 END

1u Endless Breath: Life Support (Self-Contained Breathing) (10 Active Points); Requires A Psychometabolic Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) (uses END Reserve) 1 END

1u Reaching: Stretching 3" (15 Active Points); Requires A Psychometabolic Skill Roll (-1/2) (uses END Reserve) 1 END

1u Self Polarizing Eyes: Sight Group Flash Defense (10 points) (10 Active Points); Requires A PS: Psychometabolic Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) (uses END Reserve) 1 END

1u Psychoportive Hop: Leaping 5" (Accurate) (10 Active Points); Requires A PS: Psychoportation Skill Roll (-1/2) (uses END Reserve) 1 END

2u Psychoportive Acceleration: Teleportation 9", Position Shift, Safe Blind Teleport (+1/4) (29 Active Points); No Noncombat Movement (-1/4), Must Pass Through Intervening Space (-1/4), Requires A PS: Psychoportation Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) 3 END

1u Ogrish Might: Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 399 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide) (10 Active Points); Requires A Psychometabolic Skill Roll (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2) (uses END Reserve) 1 END

Psionic Strength: END Reserve: 30 END / 3 REC

PowS: Clairsentience (INT)
PowS: Psychokinesis (EGO)
PowS: Psychoportation (INT)
PowS: Telepathy (EGO)
PowS: Psychometabolism (CON)

+ 2 with all Psionic Discipline Power Skills
1 Literacy w/ Native Language

5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 4d6 Strike, Must Follow Block
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 2d6 Strike; Target Falls
4 Charge: 1/2 Phase, +0 OCV, -2 DCV, 4d6 +v/5 Strike, FMove
4 +1 HTH Damage Class (not counted in)

Total Cost: 125 points

lazarus
Aug 7th, '04, 07:38 AM
Thanks for all those KS.

Laz

Killer Shrike
Aug 7th, '04, 08:04 AM
Thanks for all those KS.

Laz
np

assuaged my boredom :D

lrojas
Aug 8th, '04, 06:03 AM
Ack!

Found a dude that was willing to loan me his not-in-good-shape book of FREd, reading up on it now :)

Now all i have to do is get Fantasy Hero!

( althought, and please dont get me wrong, the gurps core 4th ed is looking pretty spiffy *sigh* decisions are hard when you dont have enough cash )

Susano
Aug 8th, '04, 07:32 AM
IMO, you'll end up shelling out a lot more on GURPS products then on HERO. Simply because GURPS has a supplement for everything. So you buy GURPS 4th Ed. Then find you need GURPS Fantasy, GURPS Fantasy Bestiary, GURPS Magic, GURPS Goblins, GURPS Blood Types, GURPS Undead, GURPS Spirits, GURPS... and that's just to do fantasy stuff (and I'm not done yet...).

lrojas
Aug 8th, '04, 12:29 PM
i reckon you are right, but, Hero also has a lot of suplemental Genre Books. Granted, the genre books for Hero are more all-encompansing and thus you tend to shell less money over-all...

you could, with both systems, just get the core and make your own, with GURPS 4th Edition they streamlined the game mechanics and added a bunch of stuff to make it less clunky. Still is a taste thing.

What swinged my decision in the end was amount of material, just ordered Fantasy Hero and Space Hero, after i look them over and ppl review the new 5ER, i will consider buying that also.

Still have to get The Following Books :
- The HERO System Bestiary
- The HERO System Vehicle Sourcebook
- The Spacer's Toolkit
- The Fantasy Hero Grimoire
- Monsters, Minions, And Marauders
- The Ultimate Vehicle

Donations acepted ;)

Killer Shrike
Aug 8th, '04, 02:56 PM
i reckon you are right, but, Hero also has a lot of suplemental Genre Books. Granted, the genre books for Hero are more all-encompansing and thus you tend to shell less money over-all...

you could, with both systems, just get the core and make your own, with GURPS 4th Edition they streamlined the game mechanics and added a bunch of stuff to make it less clunky. Still is a taste thing.

What swinged my decision in the end was amount of material, just ordered Fantasy Hero and Space Hero, after i look them over and ppl review the new 5ER, i will consider buying that also.

Still have to get The Following Books :
- The HERO System Bestiary
- The HERO System Vehicle Sourcebook
- The Spacer's Toolkit
- The Fantasy Hero Grimoire
- Monsters, Minions, And Marauders
- The Ultimate Vehicle

Donations acepted ;)
The main point Susano was making is that since all the rules are in one book in the HERO System, and you can make anything you want with them, you actually dont NEED any of the other books. They are just time savers. There is nothing in them that you couldnt make yourself out of the main rulebook.

The only other book which has a large chunk of useful new bits that you should get is the Ultimate Martial Artist IMO.


GURPS is on a different model.

arcady
Aug 8th, '04, 03:54 PM
Nope, humans make out just fine; in fact they probably have the best race package of all, including a juicy +1 Overall Level

http://www.killershrike.com/FantasyHERO/GreyHEROContent/RacePackageDeals/humanPackages.shtml
You gave your humans 20 points back for Normal Characteristic Maxima - is that how it's done in 5E, that Heroic characters get points for it?

Killer Shrike
Aug 8th, '04, 07:13 PM
You gave your humans 20 points back for Normal Characteristic Maxima - is that how it's done in 5E, that Heroic characters get points for it?
Nope. Thats how I do it, for all characters. It's all explained in the Race Package Deal notes linked to above.

Rick
Aug 8th, '04, 09:18 PM
These days I'm concidering more and more Fantasy Hero a must have, do to the fact that it gives you so many options for freeing up your system. SOme of these things translate to any heroic genre.

Susano
Aug 8th, '04, 09:50 PM
The main point Susano was making is that since all the rules are in one book in the HERO System, and you can make anything you want with them, you actually dont NEED any of the other books.

Exactly. If you are going to run fantasy, all you need is 5th Edition and Fantasy Hero. The HSB, MMM, and FHG are all icing on the cake but don't add anything to the system. Up until GURPS 4th edition you couldn't say that about GURPS.

lrojas
Aug 8th, '04, 11:25 PM
Point Taken, if you notice i did say i have choosen Hero System, was just pointing out that with the new ruleset GURPS is trying to aproach the Hero Model.

On another note, i have a few questions regarding magic systems, Power FrameWorks, Bow and Arrows, and Character Grow.

can somebody probive me with a general idea of a magic system? How does the VPP, MP or EC work in regards to spells for a wizard? after i make the character and get a few ep during game play, how would i signify the learning of a new spell in a Power Framework? individually? How do i represent munitions for Bows / Pistols ? like if i am firing and the pistol has a clip of 12 shots and i have to reload the pistol with a new clip? how about if we where talking arrows? can i dip an arrow in a poison vial prior to shooting it or do i need to buy a poisoned arrow power? Same for fire or any other type of special kind of arrow or bullet ( Armor Piercing, Explosive, etc ) ?

thanks in advance you all, i really apreciate all the time and answers you have given me. My Fantasy Hero and Star Hero shall arrive sometime during this next week ( I hope ), and maybe i would not be as dumb as i am now.

Killer Shrike
Aug 9th, '04, 02:05 AM
Well, Magic Systems are something of an obsession w/ me, so Ill field that one.

First off, good news -- FH has like 12 sample Magic Systems. Plenty to cherry pick.

However, Ive also done a number of Magic Systems as well. Here they are:

<iframe width="100%" height=500 src="http://www.killershrike.com/FantasyHERO/HighFantasyHero/magicUserProfessionLinks.shtml"></iframe><ilayer width="100%" height=500 src="http://www.killershrike.com/FantasyHERO/HighFantasyHero/magicUserProfessionLinks.shtml"></ilayer>


And here is a document discussing the designing of Magic Systems:

http://www.killershrike.com/FantasyHERO/GreyHEROContent/Powers/Magic.shtml

Specifically, the Wizard and Sorcerer systems are VPP and Charge based. Wizardry has a major variant called Arcanis Magnicus. Sorcery has a minor variant called Stregari. Sortilege and Elementalism are both mod systems that can be applied to any one of the Sorcery, Wizardry, or Magni mechanics.

Aeldenaren is an EC and Talent based System. It has a basic set up and expanded options. It is END based.

Spellweaving is a Skill based system where a Skill is bought for each base Power and functions like a mini-VPP only for Powers of that type. Thus you might buy PowS: Ranged Killing Attack, allowing you to cast any Spell Effect based on RKA. It has 3 minor variants listed -- Esowyc, Derwydd, and Spellchanneling. It is END based.

Magecraft is another Skill based system where each Spell effect is bought as a Skill, with Active points determined by the Skill Roll times 5. Thus an 11- Skill with the power allows up to a 55 Active Point Spell Effect. To increase the magnitude of one's Spells, you just buy the Skill higher and spend some time in research to up the effect. It has one minor variant called the Three Crafts. It is END based.

Adepts are VPP based, with a Partially Cosmic VPP. There is one minor variant for Divine Magic, and 2 minor variants called Thanomancy and Volomancy. END Based.

Totemic Shamanism is Familiarity based, and arranged around animal Totems. It has an extended fantasy Totem option, and a major variant based around gemstones called Piedragemas, which is different enough to warrant it's own seperate write up. They are both END Based.

Artificing is a general document that applies to any of the Magic Systems which allow Item Creation. It is Skill based.

Runeforging is a specific kind of pure Artificing which lacks a Spell Casting element.

I have plans for some more Magic Systems in the future, including some detailed notes on a few. Just pending the time to write them up :D

Hope this helps....

LordGhee
Aug 9th, '04, 03:56 AM
here is my orc captain that made an apperance in my FH game weeks back


Orc (Captian)

Player: NPC

Val Char Cost
18 STR 8
17 DEX 21
18 CON 16
15 BODY 10
13 INT 3
11 EGO 2
13 PRE 3
8 COM -1

7 PD 3
7 ED 3
3 SPD 3
8 REC 0
36 END 0
33 STUN 0

7" RUN 2
2" SWIM 0
3 1/2" LEAP 0
Characteristics Cost: 73

Cost Power
5 Nightvision
Powers Cost: 5


Cost Skill
4 PS: Orc Captian 13-
10 +1 Overall
3 WF: Common Melee Weapons, Javelins and Thrown Spears
15 +3 with HTH Combat
6 +2 with any three maneuvers or a tight group of attacks
3 <i>Shield work:</i> Custom Skill
2 KS: Area 11-
4 PS:: Orc Warrior 13-
4 PS: MOS 13-
2 PS: Secondary MOS 11-
7 Tactics 14-
3 <i>Personal Skill:</i> Custom Skill 11-
1 Language: Black Speach: basic conversation
Skills Cost: 64

Cost Perk
3 <i>Orc:</i> Reputation (A large group; 14-) +1/+1d6
3 <i>Captian:</i> Custom Perk
Perks Cost: 6

Cost Talent
2 Environmental Movement: Woods
Talents Cost: 2

Total Character Cost: 150

Pts. Disadvantage
15 Distinctive Features: Orc, (Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses
10 Hunted: Free Peoples, (As Pow, 8-, Harshly Punish
20 Reputation: Orc, 14-, (Extreme
5 Rivalry, Professional, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry, Rivalry Desc.
10 Rivalry, Professional, Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry, Rivalry Desc.
15 Physical Limitation: Strong Light, (Frequently, Greatly Impairing
10 Enraged: Varies - Racial Foes, and other means, (Uncommon), go 8-, recover 11-
15 Psychological Limitation: Fear of Leaders, (Common, Strong
Disadvantage Points: 100
Base Points: 50
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

lrojas
Aug 9th, '04, 06:12 AM
Thanks Killer, this sure helps.

but i still need to know how does the mechanics work when a character is trying to "improve" on a Power FrameWork, in the case of the mage with a EC, MP or VPP by buying a new spell? what do i do? do i deconstruct the whole power framework and rebuild it with the new points or is there another mechanic that i am not seeing?

Killer Shrike
Aug 9th, '04, 07:57 AM
Thanks Killer, this sure helps.

but i still need to know how does the mechanics work when a character is trying to "improve" on a Power FrameWork, in the case of the mage with a EC, MP or VPP by buying a new spell? what do i do? do i deconstruct the whole power framework and rebuild it with the new points or is there another mechanic that i am not seeing?Um....not quite clear what you are asking here.

With a MP, you just add a slot to the MP. With an EC you buy a new power and add it to the EC. With a VPP, the powers in the VPP dont affect the characters actual cost.

lrojas
Aug 9th, '04, 08:28 AM
Ahhhh... i Thought you had to rebuild the reserve of the frame work to add powers to it...

ok, makes more sense this way... Maybe i am trying to hard to see things in a D&D light. i was thinking in a mechanic to have the spell be scrolls that you could either cast directly or inscrive in your spell book and that you could pay money for them or found in Dragin Hoards. but i guess i am being too D&D centric.. maybe is time to begin trying to seee how the rest of the world looks at magic...

still, there is the point of dealing with weapons that use ammo, like pistols or arrows... i know you can buy the weapon as having charges but in the case of a pistol, how do you define the reload clip for the weapon? or in the case of arrows how do you define that the quiver is empty.

lrojas
Aug 9th, '04, 08:30 AM
Btw Killer, isnt the right quote :

"A complex system that wont work is invariably found to have evolved from a simple system that worked" ?

Killer Shrike
Aug 9th, '04, 08:37 AM
Btw Killer, isnt the right quote :

"A complex system that wont work is invariably found to have evolved from a simple system that worked" ?
You'll have to ask John Gall :D

Killer Shrike
Aug 9th, '04, 08:39 AM
Ahhhh... i Thought you had to rebuild the reserve of the frame work to add powers to it...

ok, makes more sense this way... Maybe i am trying to hard to see things in a D&D light. i was thinking in a mechanic to have the spell be scrolls that you could either cast directly or inscrive in your spell book and that you could pay money for them or found in Dragin Hoards. but i guess i am being too D&D centric.. maybe is time to begin trying to seee how the rest of the world looks at magic...

still, there is the point of dealing with weapons that use ammo, like pistols or arrows... i know you can buy the weapon as having charges but in the case of a pistol, how do you define the reload clip for the weapon? or in the case of arrows how do you define that the quiver is empty.Several things all at once there.

a) the Wizardry system on my website is a pretty close match to D&D Wizards.

b) Charges normally recharge once daily, whether they are arrows or bullets or a batter charge, or whatever. If they dont, you can put a sub limitation on the Charges.

lazarus
Aug 9th, '04, 09:00 AM
Charges being rechargable act like clips, or arrows. After each combat you get them back. This is for an endless ammo world.

For a non-endless ammo world, put in a lim on the Charges, only recovers when x$ paid for ammo (+1/4) ... (lim on a lim is double negative, so positive?) ... also, for clips, step down one lim level and double the clips. For example (Sidekick, 68): "Normally a character who has 8 Charges gets a -1/2 value for the Limitation. If he reduces the value one step down the table (to -1/4), he can have two clips, each with 8 Charges".

Laz

Killer Shrike
Aug 9th, '04, 10:28 AM
Charges being rechargable act like clips, or arrows. After each combat you get them back. This is for an endless ammo world.

For a non-endless ammo world, put in a lim on the Charges, only recovers when x$ paid for ammo (+1/4) ... (lim on a lim is double negative, so positive?) ... also, for clips, step down one lim level and double the clips. For example (Sidekick, 68): "Normally a character who has 8 Charges gets a -1/2 value for the Limitation. If he reduces the value one step down the table (to -1/4), he can have two clips, each with 8 Charges".

LazActually you get your Charges back per day typically, not per combat.

lrojas
Aug 9th, '04, 01:09 PM
i saw a review on RPG.net for star hero, and one point the reviewer made was that in he liked the fact that in Space Hero all characters where done with 75+75, but in Fantasy Hero all where 75+75 except the wizard. Does that mean that the wizards have a clear advantage over other type of characters in Fantasy Hero?

lazarus
Aug 9th, '04, 01:28 PM
Actually you get your Charges back per day typically, not per combat.
I was talking about Rechargable Charges, not plain Charges. Page 63 or so of Sidekick. Plus clarification by Steve Long.

Laz

Rick
Aug 9th, '04, 01:31 PM
It depends, on how you want wizards. If they are powerful and all others fear them, then you will probably allow them to take Power Pools, or give them point breaks on their spells, or allow them to start of W/more points. Or if you want magic to be rare and hard, and not, intitially atleast, as power as a man and a sword, then you will make them pay full price for every speel and allow no powerpools.

In actuallity spell slingers ussually start W/the same points as everyone else, it's how they are allowed to spend those points that makes the difference.

Killer Shrike
Aug 9th, '04, 01:37 PM
I was talking about Rechargable Charges, not plain Charges. Page 63 or so of Sidekick. Plus clarification by Steve Long.

Laz
Ah. Sorry.

Killer Shrike
Aug 9th, '04, 01:41 PM
i saw a review on RPG.net for star hero, and one point the reviewer made was that in he liked the fact that in Space Hero all characters where done with 75+75, but in Fantasy Hero all where 75+75 except the wizard. Does that mean that the wizards have a clear advantage over other type of characters in Fantasy Hero?
Well for starters any of the characters in any of the genre's start at whatever combination of base points and max disads you want them to as the GM.

For seconders, no "Wizards" (and that's just a label in the HERO System anyway), dont per se start with any more points than any other type of character.

What the person may have been referring to is that in the default Fantasy Setting of the Turakian Age, Wizards pay the Real Cost/3 for their Spells.

This isnt exactly the same thing as them getting three times as many points however. For starters any one of the three Power Frameworks grant a discount of sorts (though none as large as a straight divide by three), so the difference of the Turakian Age divisor method isnt as drastic as a flat x3 benefit. For seconders, a spell caster likely does not spend all of their points on Spells.

lrojas
Aug 9th, '04, 01:52 PM
gotcha! Killer.

btw, i was reading your wizardry system and i have a question, there is no way a wizard can start with the ability to use powerfull spells ( basing this on the default 75+75 split ), so, lest say that he makes a VPP that he can afford, and after a while he gets enough xp to increase its VPP, how would he do that? dumb question but i cant seem to figure out the right way to do it.

Killer Shrike
Aug 9th, '04, 02:37 PM
gotcha! Killer.

btw, i was reading your wizardry system and i have a question, there is no way a wizard can start with the ability to use powerfull spells ( basing this on the default 75+75 split ), so, lest say that he makes a VPP that he can afford, and after a while he gets enough xp to increase its VPP, how would he do that? dumb question but i cant seem to figure out the right way to do it.
Just buy more points of VPP. Each 15 Pool in the VPP costs a Wizard 17.5 Character Points due to the Control Cost of the Wizard VPP.

So take the sample Wizard Yortheon Malafrid (link at top of doc) as an example. When Yortheon has 17.5 xp to spend on Magic, his Pool grows from 75 Pool to 90 Pool, allowing him to learn & prepare Spells with up to 90 Active Points. He still has to acquire and learn Spells to his known Spell List as detailed within the document.

lrojas
Aug 9th, '04, 03:37 PM
bummer, you are right, i was the one that got the quote wrong:

A complex system that works is invariably found to have evolved from a simple system that worked…A complex system designed from scratch never works and cannot be patched up to make it work. You have to start over with a working simple system.
-John Gall, from "Systemantics: How Systems Really Work and How They Fail"

lrojas
Aug 9th, '04, 04:27 PM
Killer i was wondering. wouldnt you hapen to have a skyship laying around there somewhere? would that requiere the Ultimate Vehicle to make?

Killer Shrike
Aug 10th, '04, 12:31 AM
Killer i was wondering. wouldnt you hapen to have a skyship laying around there somewhere? would that requiere the Ultimate Vehicle to make?Fresh out of sky ships. TUV is an excellent supplement, but you should be able to make one easily with just the main rulebook.