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AlHazred
Nov 12th, '04, 07:45 AM
I know many on the Hero boards don't like d20. I usually find a lot of Wizards of the Coast's products bland and of little value for conversion. However, I have to make an exception for their Eberron Campaign Setting. This book sets up a new setting that WotC will be releasing products for. It was the final result of a nationwide contest they had to find a new setting; out of the 10,000 entries the contest generated, this is the one they picked. And it's good.

The setting has a similar background to the Earthdawn setting that FASA published several years ago: a huge, cataclysmic war has just ended, and the characters are amongst the survivors trying to live (mostly) normal lives afterward. Keith Baker (the author) noted the similarity between this setup and the situation after World War II; so, Eberron borrows plots and plot elements heavily from film noir. The last influence was pulp-style action, a la Indiana Jones.

The final result is a setting ripe for conversion to Hero. It actually deals maturely and intelligently with magic and sentient non-humans, something which few other settings do (one notable exception being Hero's Turakian Age, which I'm also a big fan of).

So, I thought I'd throw out a few bits that I've already converted, sort of to get people's impressions and get the ball rolling. I'm sure I'm not the only person who's thought of ripping this stuff off.

AlHazred
Nov 12th, '04, 08:08 AM
To start off, there are four new PC races that I find pretty creative and decently balanced, especially considering this is d20 and easier to misjudge.

Please Note: I'll be posting these with highly abbreviated background text, since I don't want to infringe on copyright.

Changeling

Changelings are the distant descendents of humans and masquers.

Changeling Package Deal
Abilities
Cost Ability
6 Naturally Deceptive: +2 with Oratory, Persuasion, and Analyze Motive
3 Natural Linguist: Linguist
3 Slippery Mind: Mental Defense (EGO+3 points)
16 Minor Shapechange: Shape Shift (Sight and Touch Groups, any humanoid form), Costs END Only To Change Shape (+1/4); Can Only Duplicate Flesh, Not Worn/Carried Items (-1/2), Extra Time (Full Phase, Only To Activate, -1/4)
7 Minor Shapechange: Imitation for Shape Shift, Reduced Endurance (0 END; +1/2); Can Only Duplicate Flesh, Not Worn/Carried Items (-1/2), Requires A Disguise Skill Roll (-1/2)

Total Cost of Package Abilities: 35

Disadvantages
Value Disadvantage
-15 Social Limitation: Mistrusted By Most Other Races (Very Frequently, Minor)

Total Value of Package Disadvantages: 15

Changeling.hdp (http://castle-walls.org/hero/others/alhazred/Changeling.hdp)

AlHazred
Nov 12th, '04, 08:20 AM
Kalashtar

Kalashtars are a race descended from humans who bonded/merged with extradimensional travelers from the Realm of Dreams.

Note that Kalashtar have a Psionic Pool: if the character develops Psionic powers, he/she should be allowed an Endurance Reserve 10 points higher than normal. Also, note that this writeup assumes some sort of "Rank" system, similar to d20 "Levels". If this is not in use (as in my game), just leave it at a value of 1 Hour.

Kalashtar Package Deal
Abilities
Cost Ability
1 +2 COM
4 Dual Spirits: +2 DECV
6 Socially Adept: +2 with High Society, Persuasion, and Streetwise
10 Dreamshield: Mental Defense (EGO/5 + 30 points); Only Versus Dream Powers/Effects (-2)
2 Psionic Power: Endurance Reserve (10 END, 1 REC); REC: Extra Time (1 Hour; -3)
8 Mindlink: Mind Link, Any Willing Target; Normal Range (-1/4), Limited Range (5"; -1/4), 1 Continuing Charge lasting 5 Minutes per Rank (-1/4)

Total Cost of Package Abilities: 31

Disadvantages
Value Disadvantage
10 Hunted: the Quori 8- (As Pow, NCI, Limited Geographical Area, Capture/Kill)

Total Value of Package Disadvantages: 10

Kalashtar.hdp (http://castle-walls.org/hero/others/alhazred/Kalashtar.hdp)

AlHazred
Nov 12th, '04, 08:48 AM
Shifter

Shifters are a race descended from humans who interbred with lycanthropes.

Shifters are so-called because of their ability to shift. To accurately reflect the duration of this ability, the GM should subtract 10 from the shifter’s CON and divide any result by 2. Add 3 to this number, and that is the number of Phases a shifter may remain shifted and gain the benefits. This number increases by 1 for every Option the shifter takes. In addition, for every two Options the shifter takes, the number of Continuing Charges should be bought up by 1. Or, as I would in my game, you can just go with some default value, say 2 Turns to start, and adding 1 Turn per Option. The advantage/limitation values reflect a reasonable upper limit of 5 Minutes.

Note that wildhunt shifters’ Survival skill bonus is effective even when they are not shifted. This is due to the lingering effects of their enhanced sense of smell.

Shifter Package Deal
Abilities
Cost Ability
6 +2 DEX
6 Animalistic Heritage: +2 with Acrobatics, Breakfall, and Climbing
6 Shifter Trait: Choose One:
1) Beasthide: +2 CON; 1 Continuing Charge (see text; -1) plus +4 PD; 1 Continuing Charge (see text; -1), Linked (CON; -1/2) plus +2 ED; 1 Continuing Charge (see text; -1), Linked (CON; -1/2) plus Damage Resistance (2 PD/2 ED); 1 Continuing Charge lasting (-1), Linked (CON; -1/2)
2) Longteeth: +2 STR; 1 Continuing Charge (see text; -1) plus HKA 1/2d6, Lingering (see text; +3/4); 1 Continuing Charge lasting 1 Minute (-1 1/4), No STR Bonus (-1/2), Linked (STR; -1/4), Cannot Be Used With Sweep (-1/4)
3) Cliffwalk: +2 DEX; 1 Continuing Charge (see text; -1) plus Clinging (+10 STR); 1 Continuing Charge (see text; -1), Requires A Climbing Skill Roll (-1/2), Cannot Resist Knockback (-1/4), Cannot Cling To Ceilings Or Surfaces Of More Than 120 Degree Angle (-1/4), Linked (DEX; -1/4), Limited To 2/3 Running Speed (-1/2)
4) Razorclaw: +2 STR; 1 Continuing Charge (see text; -1) plus HKA 1/2d6 (1d6 w/STR), Lingering (see text; +3/4); 1 Continuing Charge lasting 1 Minute (-1 1/4), Costs Endurance (-1/2), Reduced Penetration (-1/4), Linked (STR; -1/4)
5) Longstride: +2 DEX; 1 Continuing Charge (see text; -1) plus Running +3”; 1 Continuing Charge (see text; -1), Linked (DEX; -1/2) plus Leaping +1”; 1 Continuing Charge (see text; -1), Linked (DEX; -1/2)
6) Wildhunt: +2 CON; 1 Continuing Charge (see text; -1) plus Tracking with Normal Smell; 1 Continuing Charge (see text; -1), Linked (CON; -1/4) plus +1 with Survival

Total Cost of Package Abilities: 18

Disadvantages
Value Disadvantage
-2 -2 INT
-10 Psychological Limitation: Bestial Nature (-2 to Interaction Skill rolls, unless the shifter can temporarily repress his reactions) (Common, Moderate)

Total Value of Package Disadvantages: 6

Options
Cost Ability
+3 Beasthide Elite: Increase Armor to 5 PD/5 ED. Only available to shifters with the beasthide Trait.
+1 Cliffwalk Elite: Remove Limited To 2/3 Running Speed from Clinging power. Only available to shifters with the cliffwalk Trait.
+6 Extra Shifter Trait: Choose another Trait from the table. Only available to shifters with at least 2 other Options.
+3 Great Bite: Increase Longtooth HKA to 1d6. Only available to shifters with the longtooth Trait.
+3 Great Rend: Increase Razorclaw HKA to 1d6. Only available to shifters with the razorclaw Trait.
+10 Healing Factor: Add Simplified Healing 2d6, Trigger (when shifting ends; +1/4); Requires A CON Roll (-1), Self Only (-1/2)
+3 Longstride Elite: Increase Running to +5” and Leaping to +3”. Only available to shifters with the longstride Trait.
+4 Shifter Defense: Add Armor (2 PD); Does Not Work Against Silver-Based Attacks (-1/2) plus Armor (2 ED); Does Not Work Against Fire Attacks (-1/2). Only available to shifters with at least 2 other Options.
+4 Greater Shifter Defense: Increase to Armor (4 PD); Does Not Work Against Silver-Based Attacks (-1/2) plus Armor (4 ED); Does Not Work Against Fire Attacks (-1/2). Only available to shifters with shifter defense and at least 3 other Options.
+9 Shifter Ferocity: Add Aid STUN 2d6, Trigger (when character suffers enough STUN damage to be Stunned; +1/4); Only To Prevent Character From Being Stunned (-1/4), Requires An EGO Roll (-1), Self Only (-1/2)
+5 Shifter Multiattack: Add Rapid Attack. Only available to shifters with the longtooth or razorclaw Trait.

Shifter.hdp (http://castle-walls.org/hero/others/alhazred/Shifter.hdp)

AlHazred
Nov 12th, '04, 09:10 AM
Warforged

The warforged are a race of automatons created for the Last War, that were imbued with sentience and free will by their creators. WIth the end of the Last War, the warforged now have to find a new purpose in existence.

Note that the Composite Plating power of warforged has the Mass limitation. This means that even a warforged who carries nothing is effectively carrying a Encumbrance of 5 kg. Those who take one of the Options that grant increased Armor carry even more; those with the adamantine body Option carry 40 kg, while those with the mithril body Option carry 7 kg.

Warforged Package Deal
Abilities
Cost Ability
4 +2 CON
36 Construct Body: Life Support (Diminished Eating: does not eat; Diminished Sleep: does not sleep; Immunity: all terrestrial diseases and biowarfare agents; Immunity: all terrestrial poisons and chemical warfare agents; Self-Contained Breathing)
15 Construct Body: Does Not Bleed
3 Composite Plating: Armor (2 PD/2 ED), Hardened (+1/4); Normal Mass (-1), Visible (-1/4)
3 Metal Fists: HA +1d6; Hand-to-Hand Attack (-1/2)

Total Cost of Package Abilities: 61

Disadvantages
Value Disadvantage
-4 -2 EGO
-20 Physical Limitation: Warforged Body (doesn't heal BODY naturally, curing spells have half efect, and cannot wear armor) (Frequently, Fully Impairing)
-10 Psychological Limitation: Difficulty In Relating To Other Creatures (-2 to Interaction Skill rolls) (Common, Moderate)

Total Value of Package Disadvantages: 34

Options
Cost Ability
+13 Adamantine Body: Increase Armor to 8 PD/8 ED, Hardened (+1/4); Normal Mass (-1), Visible (-1/4) plus Armor (1 PD/1 ED), Hardened (+1/4); Does Not Work Against Adamantine-Based Attacks (-1/4).
+20 Improved Damage Reduction: Physical Damage Reduction, Resistant, 25%, Hardened (+1/4); BODY Only (-1/2), Does Not Work Against Adamantine-Based Attacks (-1/4), Visible (-1/4) plus Energy Damage Reduction, Resistant, 25%, Hardened (+1/4); BODY Only (-1/2), Visible (-1/4).
+10 Improved Fortification: Lack Of Weakness (-5) for Normal Defenses plus Lack of Weakness (-5) for Resistant Defenses.
+7 Mithril Body: Increase Armor to 5 PD/5 ED, Hardened (+1/4); Half Mass (-1/2), Visible (-1/4) and change Composite Plating power Armor to Half Mass. A warforged cannot take this in addition to adamantine body.
+3 Mithril Fluidity: Penalty Skill Levels: +1 vs. mithril body penalties to DCV with All Attacks. This may only be taken by warforged with the mithril body Option, but may be taken multiple times.

Warforged.hdp (http://castle-walls.org/hero/others/alhazred/Warforged.hdp)

mudpyr8
Nov 12th, '04, 09:54 AM
Seems on target so far. Friend just started an Eberron game in d20. It's okay. Seeing a solid HERO conversion would be sweet.

AlHazred
Nov 12th, '04, 10:19 AM
My goal is to make the conversions as tight to the intent as possible while still being completely playable in Hero. Some things don't work the same way: critical hits for example. So, some of the conversions will look a little strange.

Although I wasn't expecting it, I liked the fact that all of the Package Deals came out to between 23 and 61 points, well within reach for 150 point characters.

My next experiment is the dragonmarks.

LittleDevil
Nov 13th, '04, 01:14 PM
Great job, AlHazred. :hail: to the :king: !
This will be really useful for me, so thanks for doing this. *Snatches the Warforged conversion*

AlHazred
Nov 13th, '04, 10:25 PM
For those who plan on using the Hero Designer Prefab files, please note that the Options I list are included in there under the Equipment tab (mainly because I wanted to include them and was too lazy to make another tab). If I think of it later, I'll redo it to include an 'Options' tab. I think it's possible to do that.

Still working on the Dragonmarks. Some of them are actually too cheap, but there's no easy way around it. I'll come up with something.

Michael Hopcroft
Nov 15th, '04, 11:53 PM
What's the magic level in EBerron? Have you decided on a spell cost mutliplier ala Fantasy HERO?

AlHazred
Nov 16th, '04, 01:35 AM
This came out longer than I expected, and I apologize in advance. :)

Eberron uses the standard D&D magic system. Killer Shrike has already done the work on the regular spells and hosts them on his site, so I won't be doing those. However, Eberron adds an additional magic-using character class (the Artificer) and some spells that naturally come out of the considerations of the setting. I'll be converting those after I do the Dragonmarks.

Since it is supposed to be a D&D setting, a lot of the spells come out cheap to start with and then rapidly become expensive. If you wanted to convert straight from the d20, you'd have Power Frameworks with Charges. If you wanted to be exact, you'd have these for each Level of spells.

I'll be honest, I am not interested in adhering to conversion that closely. If I was to run the game for d20 players who wanted that much slavish devotion to the system, I'd use d20. My aim with this is to make these excellent bits available to Hero gamers, since there's already some product out there and guaranteed to be more. If I was to run the game for my regular crew, I would probably use a magic system with an Endurance Reserve, and divide the cost of spells by 3. I would have all magic run off of the Endurance Reserve; that would serve to limit its use.

This would also allow me to tinker with the influence of alternate Planes; Eberron has 12 Planes that it interacts with (some on a regular basis, others sporadically). When certain planes become congruous with Eberron, magic spells become affected, and certain areas can Manifest that plane. One easy effect would be to increase or decrease the Mage's Pool depending on his magical specialty. Other effects would also follow (Aids and so forth - I have to get to those later).

Magic is used every day by the people of Eberron. There is a profession called Magewright. These people have minor magical ability, and form a class of "magical craftsmen." Some use only the barest minimum of magic to enhance their smithcraft (or whatever their specialty is) and turn out a higher number of mastercrafted items than they normally would. Others become more involved in magical enchantments, but their minor powers limit them to crafting only minor items, such as potions, scrolls, and the like.

The presence of the Dragonmarks means that there are significant numbers of people with reliable, innate magical powers. They use these to run their skyships, the Lightning Rail (a magical-powered train), provide magical healing or magically-created food at a price, etc. Really, this is one of the reasons I really like the setting, the thought the creator put into integrating magic into the economy.

Anyway, let me add the Dragonmarks and more will become clear.

AlHazred
Nov 16th, '04, 02:01 AM
Cleaned up the writeups and posted them as post #33 (http://www.herogames.com/forums/showpost.php?p=541421&postcount=33).

kroh
Nov 19th, '04, 02:44 AM
AlHazred

Good work so far...

I am a long time HERO player as well as an Eberron enthusiast. If you are looking for another tool to use in your games... Please check out the site I work for...

www.kchronicle.com

This is a fan based gamming aid in the format of a newspaper. We took the prominent newspaper from the setting and have had great succcess and feedback.

Regards,
Walt

AlHazred
Nov 20th, '04, 02:56 AM
Ah, the Korranberg Chronicle! I'm very familiar with it, having lurked on the Eberron Message Boards for a while before picking up the supplement. Although the promotional materials looked good, I was slow to pick it up due to my experience with TSR products. But Eberron turned out to be really good and I hope your periodical will enjoy many years of popularity!

levi
Nov 20th, '04, 11:35 AM
With the Dragonmarks and the world recovering from a Great war and all the political intrigue going on this setting reminds me of the old Birthright setting, but I am only going on what I have read in your posts and the WotC website.

AlHazred
Nov 21st, '04, 04:51 PM
Don't just go by what I say; I'm being purposely cryptic and vague because I don't want to tread on any toes. I'd definitely recommend that anyone who finds anything I said at all intriguing should skim the Eberron book at their FLGS. Although it's not my favorite system, I'll probably be trying out the Eberron campaign, the Mark of Heroes, in the RPGA, just cause I like the setting so much.

As far as Birthright goes, I'm not that familiar with it. I've seen some of the material that's been posted online, back when I was downloading all of the free material WotC put out from the old TSR campaigns they were discontinuing. It looks like the politics and intrigue level in Birthright is definitely on par with Eberron. I really like some of the political stuff in Eberron that I've only seen in non-D&D games prior to now, like the goblin nation of Darguun (which has ambitions of reviving an old goblin empire) or the monster nation of Droaam (which is run by a trio of powerful hags). Previously, you'd only see this kind of stuff in a Hero or GURPS product, or as a selling point in another company's product.

gewing
Nov 21st, '04, 05:39 PM
Eberron is pretty cool. Since the only gamers I know are resistant to trying a new system, I may end up using D20 when we get the house.

I'm still not sure I like the Warforged. Particularly the fact that they focus on the Adamantine armored form, for the prestige class.

The character I made for a short play term is a 1/2 Ogre who specializes in ranged combat. Harpoon anyone?

AlHazred
Nov 21st, '04, 06:10 PM
Every player I know loves the warforged and the shifters. The disadvantages (half effect from Healing spells, built-in Encumbrance, heaviness, unfamiliarity with social conventions, prejudice due to previous slave status) have to be emphasized by the GM IMO; they're RP disadvantages for the most part, and therefore prone to be overlooked by some mechanics-intensive judges.

gewing
Nov 21st, '04, 07:11 PM
Yeah, the ref in that game is a little lax on actual world stuff...
Part of why I am working on my own.



Every player I know loves the warforged and the shifters. The disadvantages (half effect from Healing spells, built-in Encumbrance, heaviness, unfamiliarity with social conventions, prejudice due to previous slave status) have to be emphasized by the GM IMO; they're RP disadvantages for the most part, and therefore prone to be overlooked by some mechanics-intensive judges.

Lord Liaden
Nov 22nd, '04, 09:51 PM
Perhaps you'd find it useful to look over this breakdown of the "Extreme Explorer" prestige class from Eberron, supplied by our boardmate CourtFool:

http://www.herogames.com/forums/showthread.php?p=479029

AlHazred
Nov 29th, '04, 07:02 AM
Cleaned up and posted as post #34 (http://www.herogames.com/forums/showpost.php?p=543881&postcount=34).

AlHazred
Nov 30th, '04, 08:12 AM
Cleaned up and posted as post #34 (http://www.herogames.com/forums/showpost.php?p=543881&postcount=34).

AlHazred
Dec 1st, '04, 07:19 AM
Cleaned up and posted as post #34 (http://www.herogames.com/forums/showpost.php?p=543881&postcount=34).

AlHazred
Dec 2nd, '04, 07:55 AM
Cleaned up and posted as post #35 (http://www.herogames.com/forums/showpost.php?p=543889&postcount=35).

AlHazred
Dec 3rd, '04, 03:14 PM
Cleaned up and posted as post #35 (http://www.herogames.com/forums/showpost.php?p=543889&postcount=35).

AlHazred
Dec 3rd, '04, 04:49 PM
Cleaned up and posted as post #35 (http://www.herogames.com/forums/showpost.php?p=543889&postcount=35).

AlHazred
Dec 3rd, '04, 06:00 PM
Cleaned up and posted as post #35 (http://www.herogames.com/forums/showpost.php?p=543889&postcount=35).

AlHazred
Dec 6th, '04, 01:56 PM
What, no comments? I'd hoped for some constructive criticism regarding the Dragonmarks, seeing as they're based on D&D spells which require quite a bit of interpretation.

Well, I'll be cleaning up these conversions and reposting them over the next week or so. Please feel free to post or PM recommendations and ideas. Thanks!

TheQuestionMan
Dec 6th, '04, 02:03 PM
I don't know the setting, but I am glad someone has decided to tackle it. Soon we will have convertered them mwhahahahahaha!!!

Maniclly your

QM

mudpyr8
Dec 7th, '04, 05:43 AM
Very nicely done. I just dropped out of a d20 Eberron game because I'd rather be playing Hero. Liked the setting pretty well though, and I think you captured the Dragonmarks very well. Any plan to do up the Abberrant Dragonmarks (which my character had)? Not that I plan on doing anything with it soon, but it is interesting none the less.

AlHazred
Dec 7th, '04, 01:01 PM
Sure. Definitely want to finish with the normal Dragonmarks first, though. So, maybe next week.

daedalus451
Dec 11th, '04, 05:48 AM
i love the work you've done so far, i can't wait for the rest of it! :)

AlHazred
Dec 13th, '04, 06:09 PM
Dragonmarks - First Batch



The Dragonmarked Houses are a fixture of Eberron. Several families have inheritable magical abilities that manifest on selected individuals as magical tatoos. The method of inheritance is not understood: some individuals never manifest their House's Dragonmark, others are born with it; unmarked members still contribute to the business of their House, albeit in a somewhat lesser fashion. At one time, there was at least one more Dragonmarked House, but the War Of The Mark resulted in its destruction.

Players can start as members of a House without taking the Dragonmark (Unmarked members), and they can take the Dragonmark without actually being members of the House (illegitimate children). But, they must be members of an "appropriate" race; hence, only half-elves may take the Mark of Detection, or possibly humans or full elves who descend from the half-elves of this House. It is not permissable to have two Dragonmarks; the magics cancel themselves out.

Players should start with one of the Least Dragonmarks available to them. After earning some additional experience (i.e., earning a few levels), they can take one of the Lesser Dragonmarks of the House, but they must have a Least Dragonmark to do so. When they near the top of their profession (I would estimate at between 200-250 total character points), they can take a Greater Dragonmark, but they must have a Lesser Dragonmark to do so.

In terms of the D&D game, there exist two Prestige Classes (basically, Advanced Occupations) which involve the Dragonmarks. They allow for characters who want to maximize their magical Dragonmark abilities. More on them later.

Mark Of Detection

House Medani is a house of half-elves (they are half-elves, yet breed true) with the Mark of Detection. They use this power to operate the Warning Guild, which offers personal protection services.

Mark of Finding

The half-orcs of House Tharashk possess the Mark of Finding, which they use to run the Finders Guild, an organization of private investigators and scouts.

Mark of Handling

The Handlers Guild is involved with animal husbandry and livestock sales. It is run by the humans of House Vadalis who possess this Mark.

Mark of Healing

The Healers Guild is run by the halflings of House Jorasco. They offer secular healing services in most cities, and their House is the source for "real" physicians.

Least Mark Of Detection: Choose One:
10 1) Detect Magic: Detect Magic 11- (no Sense Group), Discriminatory, Range (15 Active Points); 2 Continuing Charges lasting 1 Minute each (-3/4), Concentration, throughout (1/2 DCV; -1/2), Limited Range (10"; -1/4) plus +2 PER with Sight Group [2 cc]
9 2) Detect Poison: Detect Poison 11- (no Sense Group), Discriminatory, Range (15 Active Points); 2 Charges (-1 1/2), Limited Range (4"; -1/4) plus +2 PER with Sight Group [2]

Lesser Mark Of Detection: Choose One:
10 1) Detect Scrying: Detect Scrying 11- (no Sense Group), Discriminatory, Range, 1 Continuing Charge lasting 1 Day (+0) (13 Active Points); Limited Range (7"; -1/4) [1 cc]
6 2) See Invisibility: Detect Invisible Entities and Ethereal Entities 11- (Sight Group) (8 Active Points); 1 Continuing Charge lasting 1 Hour (-1/4) [1 cc]

Greater Mark Of Detection
9 1) True Seeing: Detect Things As They Actually Are 18- (Sight Group), Telescopic (+5 versus Range Modifier): +5 (20 Active Points); 1 Continuing Charge lasting 10 Minutes (-1/2), Not Versus Mundane Concealment/Disguise (-1/2), Limited Range (20"; -1/4) [1 cc]

Least Mark Of Finding: Choose One:
10 1) Identify: Detect Magic Properties/Charges 13- (no Sense Group), Discriminatory, Analyze (17 Active Points); 1 Charge (-2) plus +2 with Concealment [1]
5 2) Know Direction: Detect North 11- (no Sense Group) (3 Active Points); 2 Charges (-1 1/2) plus +2 with Concealment [2]
9 3) Locate Object: Detect Location And Direction To Inanimate Object 11- (no Sense Group), Range, Telescopic (+12 versus Range Modifier): +12 (16 Active Points); 1 Charge (-2) plus +2 with Concealment [1]

Lesser Mark Of Finding: Choose One:
7 1) Helping Hand: Detect Path To Caster 11- (Sight Group), 1 Continuing Charge lasting 6 Hours (+0), Usable By Other (+1/4), Ranged (+1/2), No Range Modifier (+1/2) [1 cc]
10 2) Locate Creature: Detect Location And Direction To Known Or Familiar Creature 11- (no Sense Group), Range, 1 Continuing Charge lasting 6 Hours (+0) [1 cc]

Greater Mark Of Finding
8 1) Find The Path: Detect Shortest And Safest Path To Destination 11- (Sight Group) (10 Active Points); 1 Continuing Charge lasting 1 Hour (-1/4) [1 cc]

Least Mark Of Handling: Choose One:
17 1) Calm Animals: Mind Control 6d6 (Animal class of minds), Area Of Effect (3" Radius; +1), Selective (+1/4); 1 Charge (-2), Set Effect (calmness; -1), Control Ends After 1 Minute (-1/2), No Range (-1/2) plus +2 with Animal Handler [1]
13 2) Charm Animal: Mind Control 6d6 (Animal class of minds); 1 Charge (-2), Limited Range (4"; -1/4) plus +2 with Animal Handler [1]
11 3) Speak With Animals: Telepathy 5d6 (Animal class of minds); 1 Charge (-2), Telepathy Ends After 1 Minute (-1/2), Communication Only (-1/4) plus +2 with Animal Handler [1]

Lesser Mark Of Handling: Choose One:
16 1) Dominate Animal: Mind Control 10d6 (Animal class of minds), Telepathic (+1/4); 1 Charge (-2), Control Ends After 1 Minute (-1/2), Limited Range (6"; -1/4) [1]
12 2) Greater Magic Fang: Aid HKA 2d6, Limited Range (6"; +1/4), Delayed Return Rate (points return at the rate of 5 per 6 Hours; +1 1/4); 1 Charge (-2), Limited Special Effect Natural Weapons (-1/2), Limited Target (animals only; -1/2) [1]

Greater Mark Of Handling: Choose One:
16 1) Animal Growth: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 800 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Limited Range (33"; +1/4), Usable As Attack (x4 maximum weight per inanimate target; +1 1/2); Only Works On Animals (-1), 1 Continuing Charge lasting 10 Minutes (-1/2) [1 cc]
26 2) Summon Nature's Ally V: Summon 4 300-point creatures, Expanded Class of Beings animals (+1/2); 1 Charge (-2), Summoned Being Must Inhabit Locale (-1/2), Summoned Being Disappears After 1 Minute (-1/2) [1]

Least Mark Of Healing: Choose One:
14 1) Cure Light Wounds: Simplified Healing 3d6; 1 Charge (-2) plus +2 with Paramedics [1]
12 2) Lesser Restoration: Healing 2d6, any Characteristic one at a time (+1/4); 1 Charge (-2) plus +2 with Paramedics [1]

Lesser Mark Of Healing: Choose One:
20 1) Cure Serious Wounds: Simplified Healing 6d6; 1 Charge (-2) [1]
26 2) Neutralize Poison: Major Transform 6d6 (piosoned person into well person, heals back through any normal means that would cause character to contract the same poison); 1 Charge (-2), No Range (-1/2) [1]
24 3) Remove Disease: Major Transform 6d6 (sick person into well person, heals back through any normal means that would cause character to contract the same disease); 1 Charge (-2), No Range (-1/2), Limited Target (sentient beings; -1/4) [1]
21 4) Restoration: Healing 5d6, any Characteristic one at a time (+1/4); 1 Charge (-2) [1]

Greater Mark Of Healing
50 1) Heal: Healing 5d6, all Characteristics simultaneously (+2) (150 Active Points); 1 Charge (-2) [1]

MDetection.hdp (http://castle-walls.org/hero/others/alhazred/MDetection.hdp)
MFinding.hdp (http://castle-walls.org/hero/others/alhazred/MFinding.hdp)
MHandling.hdp (http://castle-walls.org/hero/others/alhazred/MHandling.hdp)
MHealing.hdp (http://castle-walls.org/hero/others/alhazred/MHealing.hdp)

AlHazred
Dec 13th, '04, 06:14 PM
Dragonmarks - Second Batch

The Mark of Hospitality

Possessed by some halflings of House Ghallandra, this Mark allows them to dominate the Hosteler's Guild in most cities.

The Mark Of Making

The humans of House Cannith control this mark, which lets them dominate the Tinker's Guild (whose members travel the countryside repairing things) and the Fabricator's Guild (which dominates the construction and craft industries in the cities). House Cannith artificers created the warforged during the Last War.

The Mark Of Passage

House Orien bears the Mark of Passage. The humans of this House control the Courier's Guild (which has offices worldwide) and the Transportation Guild (which manages caravans and the Lightning Rail.

Least Mark Of Hospitality:: Choose One:
14 1) Purify Food And Drink: Minor Transform 3d6 (contaminated food and drink into pure food and drink, heals back by any method which contaminates food and drink) (30 Active Points); 2 Charges (-1 1/2), No Range (-1/2) plus +2 with Oratory [2]
16 2) Prestidigitation: Change Environment 2" radius, Long-Lasting 1 Hour, Varying Combat Effects, Variable Special Effects (simple minor magical effects that don't duplicate an existing spell; +1/4) (37 Active Points); 2 Charges (-1 1/2), No Range (-1/2) plus +2 with Oratory [2]
17 3) Unseen Servant: Telekinesis (4 STR), Fine Manipulation, Lingering up to 1 Hour (+1 1/2) (40 Active Points); Instant (-1/2), 1 Continuing Charge lasting 1 Hour (-1/2), Cannot Be Used To Attack (-1/2), Physical Manifestation (-1/4), Limited Range (5"; -1/4) plus +2 with Oratory [1 cc]

Lesser Mark Of Hospitality: Choose One:
1 1) Create Food And Water: Life Support (Diminished Eating: Does not eat or drink), 1 Continuing Charge lasting 1 Day (+0), Usable Simultaneously (up to 16 people at once; +1 1/4) (7 Active Points); Extra Time (1 Hour, to consume feast; -3), Extra Time (10 Minutes, to activate, -1) [1 cc]
10 2) Leomund's Secure Shelter: Summon 141-point Secure Shelter, Slavishly Devoted (+1) (56 Active Points); Extra Time (10 Minutes, -2), 1 Charge (-2), Vanishes After 12 Hours (-1/2) [1]

Greater Mark Of Hospitality: Choose One:
41 1) Heroes' Feast: Major Transform 1d6 (sick person into well person), Usable Simultaneously (up to 16 people at once; +1 1/4), Lingering up to 1 Hour (+1 1/2) (56 Active Points); Extra Time (1 Hour, to consume feast; -1 1/2), Extra Time (10 Minutes, to activate, -1), 1 Continuing Charge lasting 1 Hour (-1/2), Self Only (-1/2), Limited Range (8"; -1/4) plus Life Support (Immunity: All terrestrial poisons and chemical warfare agents), 1 Continuing Charge lasting 12 Hours (+0), Usable Simultaneously (up to 16 people at once; +1 1/4) (22 Active Points); Extra Time (1 Hour, to consume feast; -1 1/2), Extra Time (10 Minutes, to activate, -1) plus Aid STUN 1 1/2d6, Usable Simultaneously (up to 16 people at once; +1 1/4), Delayed Return Rate (points return at the rate of 5 per 6 Hours; +1 1/4) (52 Active Points); 1 Charge (-2), Extra Time (to consume feast; -1 1/2), Extra Time (10 Minutes, to activate, -1), Self Only (-1/2) plus +1 with All Combat, Usable Simultaneously (up to 16 people at once; +1 1/4) (18 Active Points); 1 Charge (-2), Extra Time (1 Hour, to consume feast; -1 1/2), Extra Time (10 Minutes, to activate, -1) plus +1 with Mental Combat, Usable Simultaneously (up to 16 people at once; +1 1/4) (11 Active Points); 1 Charge (-2), Extra Time (1 Hour, to consume feast; -1 1/2), Extra Time (10 Minutes, to activate, -1) plus Fearless, 1 Continuing Charge lasting 12 Hours (+0), Usable Simultaneously (up to 16 people at once; +1 1/4) (31 Active Points); Extra Time (1 Hour, to consume feast; -1 1/2), Extra Time (10 Minutes, to activate, -1) [1 cc]
12 2) Mordenkainen's Magnificent Mansion: Extra-Dimensional Movement (Magnificent Mansion Demi-Plane), Usable Simultaneously (up to 32 people at once; +1 1/2) (50 Active Points); 1 Charge (-2), After 1 Day Occupants Are Returned To Starting Point (-1) [1]

Least Mark Of Making: Choose One:
12 1) Make Whole: Minor Transform 4d6 (broken object into whole object, heals back by any method which breaks object) (40 Active Points); 1 Charge (-2), Does Not Repair Items That Have Been Warped, Burned, Disintegrated, Ground To Powder, Melted, Or Vaporized (-1/2), Limited Target (inanimate object up to 10 cubic feet; -1/4), Limited Range (5"; -1/4) plus +2 with PS: any craft skill (or Armorsmith, or Weaponsmith) [1]
6 2) Mending: Healing BODY 1d6, Limited Range (2"; +1/4) (12 Active Points); 2 Charges (-1 1/2), Limited Target (inanimate object up to 1 lb.; -1/2) plus +2 with PS: any craft skill (or Armorsmith, or Weaponsmith) [2]
6 3) Repair Light Damage: Healing BODY 1 1/2d6 (15 Active Points); 1 Charge (-2), Limited Target (constructs/automatons; -1/2) plus +2 with PS: any craft skill (or Armorsmith, or Weaponsmith) [1]

Lesser Mark Of Making: Choose One:
18 1) Minor Creation: Major Transform 5d6 (air into nonmagical, unattended object of nonliving, vegetable matter, heals back by any means that destroys object), Improved Target Group (nonmagical, unliving, unattended object made of vegetable matter; +1/2) (112 Active Points); 1 Charge (-2), Extra Time (1 Minute, -1 1/2), All Or Nothing (-1/2), No Range (-1/2), Object Disappears After 6 Hours (-1/2), Requires A craft Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; to make crafted objects; -1/4) [1]
17 2) Repair Serious Damage: Healing BODY 6d6 (60 Active Points); 1 Charge (-2), Limited Target (constructs/automatons; -1/2) [1]

Greater Mark Of Making: Choose One:
36 1) Fabricate: Major Transform 8d6 (material up to 100 cubic feet into worked object of same mass, heals back by any means that destroys object), Improved Target Group (any object made of same material; +1/2) (180 Active Points); 1 Charge (-2), Extra Time (1 Minute, to activate, -3/4), All Or Nothing (-1/2), Limited Range (8"; -1/4), Limited Target (material up to 100 cu. ft.; -1/4), Requires A craft Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; to make crafted objects; -1/4) [1]
37 2) Major Creation: Major Transform 9d6 (air into nonmagical, unattended object of nonliving, mineral matter, heals back by any means that destroys object), Improved Target Group (nonmagical, unliving, unattended object made of mineral matter; +1/2) (202 Active Points); 1 Charge (-2), Extra Time (10 Minutes, to activate, -1), All Or Nothing (-1/2), Object Disappears After 1 Minute To 20 Hours Depending On Density (-1/2), Limited Range (8"; -1/4), Requires A craft Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; to make crafted objects; -1/4) [1]

Least Mark Of Passage: Choose One:
15 1) Expeditious Retreat: Aid Running 4d6 (standard effect: 12 points) (40 Active Points); 1 Charge (-2), Self Only (-1/2) plus +2 with Survival [1]
15 2) Mount: Summon 99-point Horse, Expanded Class of Beings (riding horse or pony; +1/4), Devoted (+3/4) (40 Active Points); 1 Charge (-2), Disappears After 2 Hours (-1/2) plus +2 with Survival [1]
5 3) Dimension Leap: Teleportation 2" (4 Active Points); 1 Charge (-2), No Noncombat movement (-1/4) plus +2 with Survival [1]

Lesser Mark Of Passage: Choose One:
20 1) Dimension Door: Teleportation 13", x8 Noncombat, Usable Simultaneously (up to 8 people at once; +1); 1 Charge (-2), Extra Time (Full Phase, -1/2) [1]
26 2) Phantom Steed: Flight 24", 1 Continuing Charge lasting 6 Hours (+0) (48 Active Points); Only On Appropriate Terrain (only on surfaces horses could run on; -1/2), Only In Contact With A Surface (-1/4), Physical Manifestation (phantom horse-like creature; -1/4) plus Telekinesis (5 STR) (8 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 1/2), Linked (Flight; -1/2) [1 cc]

Greater Mark Of Passage: Choose One:
20 1) Overland Flight: Flight 8", 1 Continuing Charge lasting 12 Hours (+1/4) (20 Active Points) [1 cc]
7 2) Teleport: Teleportation 2", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (9 Active Points); 1 Charge (-2), Can Only Teleport To Floating Fixed Locations (-1/2) plus Teleportation: Floating Fixed Location (1 Locations) [1]

MHospitality.hdp (http://castle-walls.org/hero/others/alhazred/MHospitality.hdp)
MMaking.hdp (http://castle-walls.org/hero/others/alhazred/MMaking.hdp)
MPassage.hdp (http://castle-walls.org/hero/others/alhazred/MPassage.hdp)

AlHazred
Dec 13th, '04, 06:21 PM
Dragonmarks - Third Batch

The Mark Of Scribing

The gnomes of House Sivis bear the Mark of Scribing, which they have used to control the Speakers Guild (which provides various translational and diplomatic functions) and the Notaries Guild (which notarizes Letters of Credit, important documents, and the like).

The Mark Of Sentinel

The humans of House Deneith possess this mark, which they use to control the Defenders Guild, an organization of professional bodyguards, sentinels, and similar.

The Mark Of Shadow

The elves of two rival Houses hold the Mark of Shadow. House Phiarlann runs the Entertainers & Artisans Guild, and its roving members gather information from all regions and all walks of life. The schism House Thuranni, patron of the Shadow Network of spies and informants, split from House Phiarlann during the War.

The Mark Of Storm

The half-elves of House Lyrandar bear the Mark of Storm, which they use to form the Windwrights Guild (which controls most shipping and travel) and the Raincallers Guild (which aids farmers).

The Greater Mark Control Winds power is really immensely powerful. Heck, superheroes are built on such powers. It is, however, still only usable once per day, and it's effects last 1 Hour (I would allow the player to exert his will over the effects over that time). The Control Winds spell that it duplicates is limited in a number of quirky ways that I found difficult to translate to Hero in a meaningful way.

Least Mark Of Scribing: Choose One:
22 1) Arcane Mark: Sight and Mystic Groups Images 1" radius, Usable As Attack (+1), 2 Continuing Charges lasting 1 Month each (+1) (45 Active Points); Set Effect (inscribed rune or personal mark of six characters or less; -1), No Range (-1/2) plus +2 with Cryptography [2 cc]
14 2) Comprehend Languages: Universal Translator 11- (20 Active Points); 1 Continuing Charge lasting 10 Minutes (-1/2), Must Touch Person/Writing To Be Understood (-1/2) plus +2 with Cryptography [1 cc]
9 3) Whispering Wind: Hearing Group Images 1" radius, -2 to PER Rolls, Time Delay (up to 1 Hour; +1/4), Increased Maximum Range (1,750"; +1/2) (19 Active Points); 1 Charge (-2), Set Effect (whisper-quiet message up to 25 words or other mild sounds; -1/2) plus +2 with Cryptography [1]

Lesser Mark Of Scribing: Choose One:
40 1) Illusory Script: Mind Control 8d6, 1 Continuing Charge lasting 6 Days (+1/2), Trigger (whenever an unauthorized person tries to read the script; Trigger Resets Automatically; Reset Requires No Action; +1), Continuous (+1) (140 Active Points); OAF (object written on; -1), Extra Time (1 Minute, to activate, -3/4), Hypnosis Only (cannot achieve full range of Mind Control effects; -1/2), Suggestion Fades After 30 Minutes (-1/4), Does Not Provide Mental Awareness (-1/4), Requires Light To Use (-1/4) plus Cryptography 20-, Personal Immunity (+1/4); 1 Charge (-2), Extra Time (1 Minute, -1 1/2), OAF (object written on; -1), Linked (Mind Control; -1/2), Requires Light To Use (-1/4) [1 cc]
7 2) Secret Page: Cosmetic Transform 5d6 (change script into script that can only be read by intonation of the secret word, heals back through double intonation of the secret word) (25 Active Points); 1 Charge (-2), No Range (-1/2) [1]
10 3) Tongues: Detect Spoken Words 11- (Hearing Group), Transmit, Usable By Other (+1/4) (15 Active Points); 1 Continuing Charge lasting 1 Hour (-1/4), One Language At A Time (-1/4) [1 cc]

Greater Mark Of Scribing
15 1) Sending: Mind Link , Alien, Animal, Human and Machine classes of minds, Any Willing Target, Any dimension, No LOS Needed (65 Active Points); 1 Charge (-2), Limited Class Of Minds (subject with which user is familiar; -1), Does Not Provide Mental Awareness (-1/4) [1]

Least Mark Of Sentinel: Choose One:
16 1) Mage Armor: Armor (4 PD/4 ED), Affects Desolidified (+1/2) (18 Active Points); 1 Continuing Charge lasting 1 Hour (-1/4), Does Not Stack With Other Armor (-1/4) plus +2 with Analyze: Motive [1 cc]
8 2) Protection From Arrows: Force Field (10 PD), Usable By Other (+1/4) (12 Active Points); Only Works Against Ranged Nonmagical Attacks (-1), Ablative (BODY Damage Subtracts From Force Field; -1), 1 Continuing Charge lasting 1 Hour (-1/4) plus +2 with Analyze: Motive [1 cc]
8 3) Shield Of Faith: +2 with DCV, Usable By Other (+1/4) (12 Active Points); 1 Charge (-2) plus +2 with Analyze: Motive [1]
35 4) Shield Other: Energy Damage Reduction, Resistant, 50%, Usable By Other (+1/4) (37 Active Points); Side Effects, always occurs (caster takes the damage Reduced by this power; -1), 1 Continuing Charge lasting 1 Hour (-1/4) plus Physical Damage Reduction, Resistant, 50%, Usable By Other (+1/4) (37 Active Points); Side Effects, always occurs (caster takes the damage Reduced by this power; -1), Linked (Damage Reduction; -1/2), 1 Continuing Charge lasting 1 Hour (-1/4) plus +1 with DCV, Usable By Other (+1/4) (6 Active Points); 1 Charge (-2), Linked (Damage Reduction; -1/2) plus +2 with Analyze: Motive [1 cc]

Lesser Mark Of Sentinel: Choose One:
17 1) Protection From Energy: Armor (0 PD/30 ED), Usable By Other (+1/4) (56 Active Points); Ablative BODY or STUN (-1), Only Versus Attacks Of One Special Effect (choose from acid, cold, electricity, fire, or sonic; -1), 1 Continuing Charge lasting 1 Hour (-1/4) [1 cc]
27 2) Lesser Globe Of Invulnerability: Suppress 4d6, any Magic Spell power one at a time (+1/4), Personal Immunity (+1/4), Uncontrolled (+1/2), Area Of Effect (2" radius; +3/4), Continuous (+1) (75 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), No Range (-1/2) [1 cc]

Greater Mark Of Sentinel
45 1) Globe Of Invulnerability: Suppress 6d6, any Magic Spell power one at a time (+1/4), Personal Immunity (+1/4), Uncontrolled (+1/2), Area Of Effect (2" radius; +3/4), Continuous (+1) (112 Active Points); 1 Continuing Charge lasting 1 Minute (-1), No Range (-1/2) [1 cc]

Least Mark Of Shadow: Choose One:
16 1) Darkness: Darkness to Sight Group 3" radius (30 Active Points); OAF (object touched; -1), No Range (-1/2), 1 Continuing Charge lasting 10 Minutes (-1/2) plus +2 with Bureaucratics, High Society, and Streetwise [1 cc]
19 2) Disguise Self: Shape Shift (Sight Group, may seem 1 foot shorter or taller, thin, fat, or in between) (20 Active Points); 1 Continuing Charge lasting 10 Minutes (-1/2) plus +2 with Bureaucratics, High Society, and Streetwise [1 cc]
23 3) Mirror Image: Force Field (18 PD/18 ED) (Protect Carried Items) (46 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Ablative BODY Only (-1/2), Physical Manifestation (mirror images of caster; -1/4) plus +2 with Bureaucratics, High Society, and Streetwise [1 cc]

Lesser Mark Of Shadow: Choose One:
11 1) Clairaudience/Clairvoyance: Clairsentience (Sight And Hearing Groups), Increased Arc Of Perception (360 Degrees) (35 Active Points); Must Choose Sight Or Hearing Group Only When Used (-1), Sense Affected As Sight Or Hearing Group As Well As Mystic Group (-1/2), 1 Continuing Charge lasting 6 Minutes (-1/2), Limited Range (55"; -1/4) [1 cc]
43 2) Shadow Conjuration: Sight, Hearing, Mental, Smell/Taste, Touch and Mystic Groups, Danger Sense, Combat Sense and Spatial Awareness Images Increased Size (4" radius; +1/2), -6 to PER Rolls (96 Active Points); 1 Continuing Charge lasting 5 Minutes (-3/4), Only To Duplicate Conjuration (Summoning) Or Conjuration (Creation) Spells (-1/2) [1 cc]
32 3) Scrying: Mind Scan 8d6, Transdimensional (Eberron Cosmology; +3/4) (70 Active Points); 1 Charge (-2), Character Cannot Attack Through Link (-1 1/2), Does Not Provide Mental Awareness (-1/4) plus Clairsentience (Sight, Hearing And Perceive into Eberron Cosmology Groups), Mobile Perception Point (can move up to 48" per Phase) (60 Active Points); Set Effect (only to follow target of Mind Scan; -1), Sense Affected As Sight And Hearing Group As Well As Mystic Group (-1/2), Linked (Mind Scan; -1/2), 1 Continuing Charge lasting 6 Minutes (-1/2) [1]

Greater Mark Of Shadow
17 1) Mislead: Invisibility to Sight Group , No Fringe (30 Active Points); 1 Charge (-2) plus Sight, Hearing, Smell/Taste and Touch Groups Images 1" radius (25 Active Points); Set Effect (image of exact double of caster; -1), Concentration, throughout (1/2 DCV; -1/2), Linked (Invisibility; -1/2), 1 Continuing Charge lasting 20 Minutes (-1/2) [1]
25 2) Prying Eyes: Clairsentience (Sight Group), x4 Range (1,280"), +6 to PER Roll, 12 Perception Points, Mobile Perception Point (can move up to 6" per Phase), 1 Continuing Charge lasting 10 Hours (+1/4) (76 Active Points); Perception Points Must Return To Caster To Deliver Experiences (-1 1/2), Physical Manifestation (semitangible, Miniscule magical orbs; -1/4), Sense Affected As Mystic Group As Well As Sight Group (-1/4) [1 cc]
27 3) Shadow Walk: Extra-Dimensional Movement (Plane Of Shadow), Usable Simultaneously (up to 8 people at once; +1) (40 Active Points); 2 Charges (-1 1/2) plus Flight 4", 1 Continuing Charge lasting 10 Hours (+1/4), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (16 Active Points); Linked (Extra-Dimensional Movement; -1/2) [2]

Least Mark Of Storm: Choose One:
8 1) Endure Elements: Life Support (Safe Environment: Intense Cold; Safe Environment: Intense Heat), 1 Continuing Charge lasting 1 Day (+0), Usable By Other (+1/4) (5 Active Points); Only Between –50 And 140 Degrees Fahrenheit (-1/4) plus +2 with Acrobatics [1 cc]
13 2) Fog Cloud: Darkness to Sight Group 3" radius (30 Active Points); OAF (object touched; -1), 1 Continuing Charge lasting 10 Minutes (-1/2), Dispelled By Strong Winds (-1/2), Limited Range (18"; -1/4) plus +2 with Acrobatics [1 cc]
24 3) Gust Of Wind: Telekinesis (25 STR), Area Of Effect (16" Line; +1) (75 Active Points); 1 Charge (-2), Instant (-1/2), Affects Whole Object (-1/4) plus +2 with Acrobatics [1]

Lesser Mark Of Storm: Choose One:
20 1) Sleet Storm: Change Environment (create sleet storm) 8" radius, -4 to Sight Group PER Rolls, -4 to DEX Roll, Multiple Combat Effects (46 Active Points); 1 Continuing Charge lasting 3 Turns (-1), DEX Roll Penalty Only Affects Characters Who Are Moving On The Ground (-1/4) [1 cc]
30 2) Wind's Favor: Telekinesis (20 STR), 1 Continuing Charge lasting 6 Hours (+0), Area Of Effect (24" Line; +1 1/4) (67 Active Points); Concentration (0 DCV; for one Phase to turn Line 60 Degrees; -1/2), No Range (-1/2), Affects Whole Object (-1/4) [1 cc]
20 3) Wind Wall: Force Wall (10 PD/4 ED; 10" long and 5" tall) (61 Active Points); 1 Continuing Charge lasting 3 Turns (-1), Cannot Be Used To Englobe (-1/2), Limited Range (26"; -1/4), Visible (-1/4) [1 cc]

Greater Mark Of Storm: Choose One:
46 1) Control Winds: Change Environment (control the winds) 32" radius, +10 Points of Telekinetic STR, Long-Lasting 1 Hour, Multiple Combat Effects, Varying Combat Effects, Hole In The Middle (+1/2) (150 Active Points); 1 Charge (-2), Limited Range (60"; -1/4) [1]
46 2) Control Weather: Change Environment (alter the weather) 2" radius, +8 Temperature Level Adjustment, Multiple Combat Effects, Varying Combat Effects, MegaScale (1" = 1 km broad and deep; +1/4), 1 Continuing Charge lasting 1 Day (+1/4), Varying Effect Limited Group (any weather appropriate to climate and season; +1/2) (92 Active Points); Extra Time (10 Minutes, to activate, -1) [1 cc]

MScribing.hdp (http://castle-walls.org/hero/others/alhazred/MScribing.hdp)
MSentinel.hdp (http://castle-walls.org/hero/others/alhazred/MSentinel.hdp)
MShadow.hdp (http://castle-walls.org/hero/others/alhazred/MShadow.hdp)
MStorm.hdp (http://castle-walls.org/hero/others/alhazred/MStorm.hdp)

AlHazred
Dec 13th, '04, 10:33 PM
Aberrant Dragonmarks

Fifteen hundred years ago, the true-blooded Dragonmarked Houses launched the War of the Mark to end the threat of aberrant and mixed dragonmarks. Aberrant Dragonmarks do not seem to breed as true as true-blood dragonmarks, and there are no Houses of Aberrants. Aberrant dragonmarks do not develop further powers. It is not permitted to have an aberrant dragonmark and a true dragonmark, nor may a character have more than one aberrant dragonmark. A character with an aberrant dragonmark may not join one of the Dragonmarked Houses. A few of the features of the aberrant dragonmarks (notably the durations of most of these) do develop beyond their starting level, but only very slowly.

Aberrant Dragonmarks
7 1) Burning Hands: RKA 1/2d6, Area Of Effect (3" Cone; +1), Conforming (+1/2) (25 Active Points); 1 Charge (-2), No Range (-1/2) [1]
10 2) Cause Fear: Mind Control 9d6 (Human class of minds) (45 Active Points); 1 Charge (-2), Only To Inflict Fear (-1), Normal Range (-1/4), Limited Range (6"; -1/4) [1]
12 3) Charm Person: Mind Control 10d6 (Human class of minds) (50 Active Points); 1 Charge (-2), Set Effect (perceive caster as friend and ally; -1/2), Normal Range (-1/4), Limited Range (6"; -1/4) [1]
6 4) Chill Touch: Drain STUN 1d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (12 Active Points); 1 Charge (-2) plus Drain STR 1 point, Delayed Return Rate (points return at the rate of 5 per Month; +2) (9 Active Points); 1 Charge (-2), Linked (Drain; -1/2) [1]
Notes: Special Effect allows the user to make a Presence Attack on an Undead creature touched, as if it were Necromantic magic.
7 5) Detect Secret Doors: Detect Secret And Concealed Doors 14- (Unusual Group), Discriminatory, Range (18 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) [1 cc]
4 6) Feather Fall: Gliding 12", Usable By Other (+1/4), Limited Range (6"; +1/4) (18 Active Points); 1 Charge (-2), Only To Move Straight Down And Land Safely (-1 1/2) [1]
13 7) Inflict Light Wounds: RKA 1d6, No Normal Defense (defense is being Undead or having a Force Field; +1), Does BODY (+1) (45 Active Points); 1 Charge (-2), No Range (-1/2) [1]
1 8) Jump: Leaping +2" (4" forward, 2" upward) (2 Active Points); 1 Continuing Charge lasting 1 Minute (-1)
8 9) Light: Sight Group Images Increased Size (2" radius; +1/4), +4 to PER Rolls (27 Active Points); Only To Create Light (-1), OIF (object touched; -1/2), No Range (-1/2), 1 Continuing Charge lasting 10 Minutes (-1/2) [1 cc]
7 10) Pass Without Trace: Gliding 6", Usable By Other (+1/4), Uncontrolled (duration of 1 Hour; +1/2) (10 Active Points); Ground Gliding (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4) [1 cc]
17 11) Produce Flame: RKA 1d6, Lingering up to 10 Minutes (+1 1/4) (34 Active Points); 1 Continuing Charge lasting 20 Minutes (-3/4), Gestures (throughout; -1/2), Charge Exhausted When Used As A Ranged Attack (-1/2), Range Based On Strength (-1/4) plus Sight Group Images Increased Size (2" radius; +1/4), +2 to PER Rolls (20 Active Points); Only To Create Light (-1), No Range (-1/2), Linked (RKA; -1/2), 1 Continuing Charge lasting 10 Minutes (-1/2) [1 cc]
5 12) Shield: +4 with DCV (20 Active Points); 1 Charge (-2), Limited Coverage (only protects one hex side; -1)
13 13) Tenser's Floating Disk: Telekinesis (5 STR), Affects Porous, Uncontrolled (duration of 1 Hour; +1/2), Invisible Power Effects, SFX Only (Fully Invisible; +1/2) (35 Active Points); Only To Carry Items Three Feet Off The Ground (-1 1/2), 1 Continuing Charge lasting 1 Hour (-1/4) [1 cc]

MAberrant.hdp (http://castle-walls.org/hero/others/alhazred/MAberrant.hdp)

AlHazred
Dec 14th, '04, 01:11 PM
To reiterate CourtFool's most excellent writeup, and keep the Eberron stuff in one place:

Prestige Class - Extreme Explorer

The ancient depths of Sharn, the tangled jungles of Q'barra, the howling crags of the Demon Wastes, and the cyclopean ruins of Xen'drik are like home to the extreme explorer. Whether motivated by a thirst for knowledge about Eberron's most ancient civilizations, a hunger for the long-lost secrets of tremendous arcane power, or simply a lust for gold, extreme explorers subject themselves to tremendous danger to achieve their goal--and somehow manage to escape in one piece, often by the skin of their teeth. The extreme explorer is the iconic action hero of Eberron: courageous, resourceful, determined, and just plain lucky.

EXTREME EXPLORER PACKAGE DEAL


Ability Cost
+3 INT 3
+3 EGO 6
Often Escapes By The Skin Of His Teeth: Combat Luck (3 PD/3 ED) 6Just Plain Lucky: Luck 1d6 5
+2 OCV with weapon of choice 4
AK: choose one (Sharn, Q'barra, Demon Wastes, or Xen'drik) 11- 2
Evasive 18
KS: Dungeoneering 11- 2
Lightning Reflexes: +2 DEX with all actions 3
Running +2" 4
Survival (Mountains or Underground) 11- 2
6 points' worth from the following list 6
+1 with Agility Skills, +2 to Hearing Group PER Rolls, +2 to Sight Group PER Rolls, Acrobatics, Breakfall, Climbing, Contortionist, Cryptography, KS: Arcane & Occult Lore, KS: History, Language, Leaping +2", Lockpicking, Riding, Security Systems, Survival, Swimming +2"

Disadvantages Value
Pychological Limitation: Hunger For Long-Lost Secrets Of Tremendous Arcane Power, Lust For Gold, or Thirst For Knowledge (Common, Strong) -15
Total Cost of Package: 46

AlHazred
Dec 14th, '04, 05:05 PM
To people who might get some use out of this stuff: what should I do next? The prestige classes would be a possibility; I would follow Court Fool's lead and stat them out as Package Deals, since this seems to me a better way to do it. Another possibility is the magic of Eberron - the spells and the artificer and magewright classes, along with some of the dragonshard stuff. Really, I'm asking for ideas.

mserabian
Dec 20th, '04, 04:35 PM
Really wonderful work on the conversions. Thanks so much for working so hard on those.

As for suggestions, I'd love to see the artifcer and magewright classes done up as well as the prestige classes as your next project!

mal

simplygnome
Dec 20th, '04, 09:45 PM
Awesome work. I'd love to see the Articifer, myself.

I am doing an Eberron converstion as well, although I am skewing the world. The magic system is no where NEAR D&D, and theres none of this FEATS bull-honkey either. My "conversion" is really more just idea theft, but you've done a great job so far. =P

I'm having trouble making the Articifer fit into my world, yet I love the concept.

AlHazred
Dec 21st, '04, 01:02 PM
Right, then. I'll be leaving for vacation tomorrow. While I'm in sunny Florida, I'll develop the Artificer, Magewright, and at least a few of the prestige classes (I'm probably going to give the Dragonmarked Heir a miss, since it only does stuff that the Hero player can do anyway.)

trechriron
Dec 22nd, '04, 12:22 PM
This stuff is awesome. How would you recommend marking a creature as an Aberrant? My current campaign centers around this. I am going to introduce the group to HERO this weekend over the holiday and see if I can convince anyone to convert. :-D After all the class work I would love to see Ebberon specific spells and possibly some creature write ups.

Thanks for the great work!

AlHazred
Dec 22nd, '04, 08:06 PM
How would you recommend marking a creature as an Aberrant?
Do you mean an Aberration? In HERO, you'd go by the actual definition of the term, as opposed to applying some hard-to-define quality to each creature in the Bestiary.

The 3.5 SRD says this (http://www.wizards.com/d20/files/v35/TypesSubtypesAbilities.rtf) about Aberrations: "An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three." So, I'd call the Butatsch (from Monsters, Minions, and Marauders) an Aberration, for example, but that's for the GM to define. I know where you're going with that, and it's one of the things I'm thinking about, but I have a lot of other things to get to before I start on the Eldeen factions.

CourtFool
Dec 24th, '04, 05:23 AM
I done been quoted. I am flattered. I guess I will have to scrounge up some more material from Wizards and present my take.

CourtFool
Dec 28th, '04, 01:13 AM
It seems obvious that Eberron places the PCs in the Important to All Important category. Even the most powerful NPCs are at most in the mid-level range. In the article Eberron Under the Glass: Character Classes and Levels (http://www.wizards.com/default.asp?x=dnd/ebug/20041227a) it is mentioned that the focus should be on the PCs. It is suggested that even after a few adventures the PCs should begin to see some notoriety.

To keep this feel of the campaign I suggest the GM award small bonuses of XP that may only be used for Reputation. The GM could also offset the cost with appropriate Disadvantages such as Public Identity or Famous.

CourtFool
Dec 31st, '04, 04:37 AM
Master Inquisitive

Skills
3 Analyze (Crime Scene) 11-
3 Conversation 11-
3 Criminology 11-
17 “…takes the art of investigation and deduction to the ultimate level.” Deduction 18-
2 “…quintessential investigator…” Interrogation 11-
2 “…digging up details on corruption and conspiracies.” KS (Conspiracies) 11-

Powers
12 “…intuition and insight becomes so finely tuned as to appear supernatural…” Detect Lie (Discriminatory, Sense)

Disadvantages
-20 “…insatiable curiosity and a need to solve mysteries…” Psych Lim (Curious, Very Common, Strong)

22 points

Personally, I would take the 17 points from Deduction and spread some skill levels between Analyze, Deduction and Interrogation. I would also add some levels to Detect Lie. This should be a good start for a beginning character though.

CourtFool
Jan 4th, '05, 03:08 AM
Swordbrother of the Broken Blade

15 "...passing grueling mental, physical and doctrinal test..."
+3 CON
+3 EGO
KS (Broken Blade Philosophy) 11-
3 "...training emphasizes physical skills such as Balance, Jump, and Tumble": Acrobatics 11-
4 Dodge: Martial Dodge
6 Improved Critical: PSL +3 vs. Hit Location w/Broken Blade Style
4 Improved Disarm: Martial Disarm
12 Martial Arts (12 points worth)
3 Quick Draw: Fast Draw 11-
6 Weapon Focus: CSL +2 w/Broken Blade Style
5 Whirling Steel Strike: Rapid Attack (HTH)
58 Total Points

-20 "The ultimate goal is to attain enlightenment through conflict...": Psych Lim (Seeks enlightenment through conflict, Very Common, Strong)

AlHazred
Jan 17th, '05, 11:22 AM
Just thought I'd mention I haven't forgotten this thread. I'm just at the 1 Meg limit on attachments and am trying to figure out where to host them. In the future, I'll probably provide links.

Also, CourtFool, nice writeups! Thanks!

CourtFool
Jan 18th, '05, 12:02 AM
Thank you. I just got Sharn: City of Towers so I may be adding stuff from there as the inspiration hits me.

CourtFool
Jan 20th, '05, 12:08 AM
Citadel Elite

Skills
2 AK: Breland 11-
3 Citadel Training: +1 w/Conversation, Perception & Persuasion
10 Combat Sense: +2 DCV
3 Conversation 11-
2 Diplomatic Protection: Fringe Benefit
6 Disciplined Mind: +3 EGO
3 Persuasion 11-
6 Royal Contact: Contact (Crown) 8-
4 WF: Common Melee & Common Missile

Disadvantages
-20 Psych Lim (Loyal to the Crown, Very Common, Strong)

19 Points

While this package is far from the "best of the best" it is pretty much all that is specifically mentioned in the prestige class. You could always include an optional list of aditional skills to choose from.

I can not read the description of the Citadel Elite without thinking of the musketeers. Dumas would be proud.

CourtFool
Jan 20th, '05, 12:19 AM
I was thinking, which is always a dangerous proposition, that instead of converting the spells so literally from the dragon marks that I would take a broader interpretation of them. For example, the house of Medani bares the Mark of Detection so why not build them with a Multipower with some Clairsentiences and Detects?

D&D spells are very specific which can be cool. I just think the dragon marks should have a broader range of abilities. Of course you would have to do some juggling to balance them so they do not become supers in your nice little fantasy campaign.

Metaphysician
Jan 20th, '05, 06:11 AM
Thats certainly an option. Each Dragonmark has numerous power possibilities, too, so slots are available.

Just be aware that any such change is going to have major consequences, given that a sizeable percentage of the applicable populations have dragonmarks.

AlHazred
Jan 20th, '05, 07:26 AM
Oh, hey, I agree. I just wanted to make them as tight as possible to the original incarnation for people that really love the setting and want to simulate it with Hero (and incidentally convert any d20 fans they game with...) If I use the Dragonmarks, it will be with my own stamp. I'd most likely have a sequence of development for one core power, kind of like the gradual development of specific powers you see with superheroes. But that's really hard to do elegantly in D&D, so...

Jkeown
Jan 24th, '05, 03:26 AM
Ya know what bugs me about Eberron? It bears shocking similarity to a game I've ben running for 20-odd years and didn't think was up to the challenge presented by the Setting Search.

Look at the similarities: Construct PCs, Articifers, Steam Power, Dragon-centered mythology...many more exist...

I'm not saying, of course that Keith Baker ripped me off, but my material was on a public website for years. Makes me think I should have entered, but with my various Attention Disorders, I don't think I'd have stood up to the pressure of actually writing it all down.

Does make me kick myself at times... I have a sort of "Been there, done that..." kinda attitude toward the setting...

AlHazred
Jan 24th, '05, 11:14 AM
FWIW, I got a chance to talk to him at GenCon, and he freely talked about his influences. I've seen the same movies and read the same game supplements he talked about, and I think I see where he's coming from. I think lots of people went there over the years, but it's nice to see a nice guy and decent writer getting the backing to make something cool.

And Eberron does not have steam power. They have Fantasy Tech, sure, and trains and things that look like they should operate on steam, but they don't - there's the typical magically-beruned, stainless-mithril stuff driving the Fantasy Tech.

Jkeown
Jan 24th, '05, 02:45 PM
Then I have been mislead somewhat... But we both use Elemental Furnaces... and I have demon powered stuff like Peirs Anthony suggested once...

Still... makes me think they might have gone for Caleon... who knows?

CourtFool
Jan 24th, '05, 10:04 PM
Still... makes me think they might have gone for Caleon... who knows?
I feel your pain, Jkeown. Fortune favors the bold.

CourtFool
May 28th, '05, 04:02 AM
Artificer

I am not going to touch magic because that would totally depend on how you were doing magic in your campaign. You could use Killer Shrike's excellent High Fantasy Hero (http://www.killershrike.com/FantasyHERO/FantasyHERO.htm) for spells and just add an appropriate Focus Limitation.

I am not going to touch their ability to craft magic items either. I know this is the corner stone of their abilities but I doubt anyone would agree how to write it up. My personal preference would be to require them to take the Wealth Perk to simulate their ability to create and sell magic items and make them pay character points for any items they craft for themselves.

2 "...understand Magic on a different level from spellcasters...": KS: Magic 11-
2 "They have an amazing facility with magic items and constructs...": KS: Constructs and Magic Items 11-
3 Artificer Knowledge: Detect Magical Aura 14- (Unusual Group) (8 Active Points); Extra Time (1 Minute, -1 1/2)
6 Disable Trap: (Total: 8 Active Cost, 6 Real Cost) +2 PER with all Sense Groups (6 Active Points); Limited Power Only To Find Traps (-1/2) (Real Cost: 4) plus KS: Traps 11- (Real Cost: 2)
4 "Artificers are proficient with all simple weapons...": WF: Common Melee Weapons, Common Missile Weapons
Total Cost: 17

CourtFool
May 28th, '05, 04:17 AM
Magewright

As with the Artificer, magic will depend on how you do it in your own campaign. I would again refer people to Killer Shrike's High Fantasy Hero (http://www.killershrike.com/FantasyHERO/FantasyHERO.htm). IIRC, he does not put any sort of spellbook Limitation on the spells so you would not need to change anything. I would simply limit the list of available spells for a Magewright character and allow them to spend fewer character points in magic.

1 Member of guild run by a dragonmarked house.
4 "Magewrights are proficient with all simple weapons...": WF: Common Melee Weapons, Common Missile Weapons

CourtFool
May 28th, '05, 04:34 AM
5 Absentia: Clairsentience (Sight, Smell/Taste, Touch And Hearing Groups), x2 Range (500") (55 Active Points); 1 Continuing Charge lasting 1 Hour which Never Recovers (-2 1/4), Independent (-2), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), OAF Fragile (-1 1/4), No Conscious Control (Only Effects cannot be controlled; -1), Side Effects, Side Effect occurs automatically whenever Power is used, A Quori Spirit can possess the user's body (-1)

Lethosos
May 31st, '05, 10:27 AM
One would do very well to pick up Races of Ebberon, as it further details the races in here and more. Very insightful--it helped me shape up the psycological behavior of my Warforged Eldeen Ranger. There's even a few things that would further expand the traits on 'Forged and Shifters.

All in all, I like. If you need hosting space, PM me. I own Biolante.net, after all.

CourtFool
Jul 1st, '05, 12:23 PM
I have toyed with the idea of running an Eberron Champions campaign where the PCs would be 'supers' but in the Eberron setting. Magical origins and all that. Specifically, I thought they would be Citidel Elite stationed in Sharn. I think Sharn makes a great fantasy Gothum.

I have also thought that I would make Warforge 'complete' automoton abilities (Does Not Bleed, Takes No Stun, No Hit Locations & Life Support: Total). I really think they should have all of those, but that is 100 points in a fantasy campaign. Not really practical...but in a Champions campaign it should work fine. The PCs will be battling the Lord of Blades and all of his minions. (insert evil laughter here)

Brick = Ogre, Troll, Warforged
Gadgeteer = Artificer
Mystic = Mystic (der!)
Metamorph = Shifter, Druid, Were-thing
Patriot = Paladin, Knight
Martial Artist = Monk
Weapon Master = Weapon Master (really, work with me here!)

Lethosos
Jul 1st, '05, 12:29 PM
The Lord of Blades is quite a mystery--there's some rumors that a Reforged (organic 'forged, prestige class) named Hammer might be his origin. But since this is your campaign, feel free to do as you like. I would suggest something like Xen'drik 'forged artifacts having to do with his rise of power. There's a lot of mystery behind them, and I believe there's one in particular in the campaign book that would be an excellent starting point... :eg:

CrosshairCollie
Jul 4th, '05, 07:33 PM
The Lord of Blades is quite a mystery--there's some rumors that a Reforged (organic 'forged, prestige class) named Hammer might be his origin. But since this is your campaign, feel free to do as you like. I would suggest something like Xen'drik 'forged artifacts having to do with his rise of power. There's a lot of mystery behind them, and I believe there's one in particular in the campaign book that would be an excellent starting point... :eg:

In a recent Dragonshards on the WotC site, the idea that the Lord of Blades might be the original House Cannith artificer who concieved of the Warforged, either in a suit of armor, or who has somehow transferred his mind into a Warforged body. ;)

AlHazred
Jul 4th, '05, 09:07 PM
I'd be wary of having a fully automaton character. You drastically reduce your ability as GM to non-lethally threaten the characters. Eventually, it becomes a contest to see if you can challenge the automaton without making the threat so deadly it will instantly kill the PCs.

Or, at least, that's my experience.

[EDIT - That was a really crappy post 1000. I promise something better for post 1001.]

NuSoardGraphite
Jul 5th, '05, 12:21 AM
I think I would've done Improved Critical differently. Since I use Critical Hit rules in my games anyway I would have written it thusly:

+3 CSL(15) Only to improve critical hit ratio (-2) 5pts.

This means if the character has an 13 or less chance to hit, his Critical Hit chance is 6 or less. With Improved Critical, that would make his "to hit" a 16 or less for determining Critical, which changes the Critical Hit threshold to 7 or less.

I'm going to be playing the D20 version of Eberron soon and if I like it, I may join in converting it to Hero...

CourtFool
Jul 5th, '05, 07:36 AM
I'd be wary of having a fully automaton character. You drastically reduce your ability as GM to non-lethally threaten the characters. Eventually, it becomes a contest to see if you can challenge the automaton without making the threat so deadly it will instantly kill the PCs.

That is a good point. I may disallow Warforged PCs.

katal3
Jul 5th, '05, 08:35 AM
Remember Warforged arn't true Constructs, thier "Living Constructs" (AKA, poor mans golem), so Hit locations would be appropiate, He has wood so don't give him immunity to disease an poison (Sterotypical good guy "Holy Crepes heros, sombodies Salted the warforged again!"), Keep the Stun for "easily repariable injuries" and minor damage to the Livewood core. throw in some resistant Defence and a lot of extra Body an you have yourselves a 'forged.

CourtFool
Jul 5th, '05, 10:08 AM
Remember Warforged arn't true Constructs, thier "Living Constructs" (AKA, poor mans golem), so Hit locations would be appropiate, He has wood so don't give him immunity to disease an poison (Sterotypical good guy "Holy Crepes heros, sombodies Salted the warforged again!"), Keep the Stun for "easily repariable injuries" and minor damage to the Livewood core. throw in some resistant Defence and a lot of extra Body an you have yourselves a 'forged.

I thought the "Living Contructs" concept was a weak explanation to make the 'forged playable. I think they make more sense (merely a personal opinion) as more of a true construct. I plan on giving them complete Life Support, Does Not Bleed and No Hit Locations (although I would think they could still be blinded and deafened). I think I will not give them Takes No Stun nor Can Not Be Stunned. It would still fit genre (I think the Sentinels in X-Men can be stunned).

AlHazred
Jul 5th, '05, 11:32 AM
The "Living Construct" type wasn't just added to make warforged playable, although I'll admit it was one reason. The other reason has to do with the Eberron setting. Keith Baker wanted to make one of the themes, "What does it mean to be 'human'?" If the warforged were full automatons, there would be no question but that they were tools. However, it has been seen that warforged seem to have "souls" of some kind. Where did they come from? How does this affect their place in the universe? The giants seem to have had living constructs as well; is this an indication that something about Eberron is striving to become alive? What does it all mean?

CourtFool
Jul 5th, '05, 11:52 AM
Ah. I am fine with giving them souls and allowing them to be affected by abilities that affect the mind and soul, although for my campaign I may make them a different class of minds. Yet another reason I may not allow PC Warforged. Even in such a high powered campaign, they may just be too powerful but perfect as minions.

katal3
Jul 5th, '05, 12:32 PM
Edit: Ok, note this sounds jsut a little agressive so plase don't take it personally, I tend to very antagonistic when I'm trying to make a point.

I don't know, if your letting them be Stunned I think Hit Locations are highly appropiate, disallowing them makes as much sence in my oppinion as disallowing Critical Hits back in D20, Humans and constructs arn't much different in the long run anyway, cept the constructs are likely made out of less easily damaged materials.
To use Sentinels as an example they wouldn't have suffered much if cyclops had blasted one of thier feet rather then taking off the head (represented via the damage multipliers on the given Hit Locations).

CrosshairCollie
Aug 27th, '05, 02:45 PM
Time for a bit of thread necromancy. ;)

How much do you think a Perk for 'Member of Dragonmarked House X' should be worth? I'm seriously considering some Eberron HERO as of late ...

The Artificer is looking remarkably problematic, though ... unlike D&D, experience points in HERO are significantly more powerful (You can get a skill with a typical 3XP in a HERO game, whereas a game's worth of XP in D&D just accumulates), and HERO doesn't have anything like the D&D 3.5's self-correcting XP system (where a lower-level character is awarded more XP so he catches up faster).

The artificer also has a Craft Reserve, which is essential a pool of XP that can only be spent on the XP required to craft magic items ... something else that's just unworkable in HERO.

I may just let artificers have 'magic gadget pools' and leave it at that (the powers must be focussed, only change in a lab or the like, etc.), especially since I'll probably not be using anything resembling Vancian magic.

CourtFool
Aug 27th, '05, 06:31 PM
How much do you think a Perk for 'Member of Dragonmarked House X' should be worth?

I would use the Guild Member Table in Fantasy Hero on pg 101. Maybe add a point or two to the cost since the Dragonmarked Houses are extremely powerful in the Eberron world.

The artificer also has a Craft Reserve, which is essential a pool of XP that can only be spent on the XP required to craft magic items ... something else that's just unworkable in HERO.

I would not even consider going that route. I think the Craft Reserve is an awkward method even for D&D. I would consider using the alternate enchanted item creation rules in Fantasy Hero on pg 279, a VPP as you mentioned or maybe even allow them to buy Resource Points from Dark Champsions.

AlHazred
Aug 27th, '05, 08:01 PM
In the work I was doing on it before, I was going the route of the alternate enchanted item creation rules in Fantasy Hero page 279. I think it works remarkably well for Artificers; I was even considering some way for them to Transfer points from magic items to put into an Endurance Reserve that they would use to make the items, a Reserve which would have no Recovery of its own.

nexus
Feb 28th, '06, 11:27 AM
Hi, sorry about the Necromancy but I am attempting an Eberron Hero game myself and was hoping to see some more conversions?

Curufea
Feb 28th, '06, 01:55 PM
Hmm, thread necromancy is a strong indication to me that the thread should be stored on my wiki :)
Or is there a website for Ebberon Hero now?

AlHazred
Feb 28th, '06, 09:12 PM
I've got a lot of stuff on my plate right now, but I might have time for an odd project or two. Do you have any particular thing you'd like to see converted?

Tim
Mar 6th, '06, 12:07 AM
Al Hazred and Courtfool, great work.

CrosshairCollie
Mar 11th, '06, 03:37 AM
I had an artificer brainstorm last night whilst flipping through FH.

It's probably broken as hell, but it seems to work with the artificer's ability to craft magic items easily.

Using the Alternate Item Crafting rules in FH, you basically make a spell with the same Active Cost as the Real Cost of the item you're crafting. So, f'rinstance, a 2d6 HKA, OAF Sword (a weightless greatsword), real cost 15. Then, to that 15 points, you apply Extra Time, and other limitations.

Of course, that only lets you craft that one item ... which means you'd need an Item Crafting VPP that you can use to make a variety of items, with Requires a Skill Roll and an appropriate skill for each type of item (PS: Weaponsmith, PS: Wandsmith, PS: Potion Brewer, etc.), which mimics the Artificer's requirement to make Use Magic Device checks in the D&D System.

The Alternate Crafting system uses Long Term Endurance to represent the draining effect of crafting magic items; you could build the Artificer's Craft Reserve as an END Reserve with a really slow return rate, put the 'variable END source' advantage on the VPP, and it seems like a close conversion.

You could even do a Dispel vs magic items linked to an Aid to the Craft Reserve to represent Retain Essence.

This would require some pretty close GM intervention to keep it from going overboard, but I think it might actually work. Thoughts?

Tim
Mar 11th, '06, 03:52 AM
sounds good.

CrosshairCollie
Mar 11th, '06, 03:31 PM
sounds good.

Short, sweet, to the point.:thumbup:

AlHazred
Mar 11th, '06, 04:06 PM
I'm now leaning toward the idea of an END Reserve, with a Recovery limited to only kick in when the Artificer destroys a magic item.

MorpheousXO
Mar 13th, '06, 06:31 AM
I'm now leaning toward the idea of an END Reserve, with a Recovery limited to only kick in when the Artificer destroys a magic item.
Hmm... sounds like a World of Warcraft Enchanter... :straight: oh crap, did I mention World of Warcraft in here? *hides*:fear:

Tim
Mar 13th, '06, 09:28 AM
Hmm... sounds like a World of Warcraft Enchanter... :straight: oh crap, did I mention World of Warcraft in here? *hides*:fear:
BURN THE HERITIC!

:D :D ;)

CrosshairCollie
Mar 13th, '06, 10:05 PM
BURN THE HERITIC!

:D :D ;)

We need a 'torch and pitchfork wielding mob' smiley.

CrosshairCollie
Mar 25th, '06, 05:11 AM
Just a combination of a bump for a thread and a(nother) public thanks for starting all this. It's incredibly helpful. :)

CrosshairCollie
Apr 23rd, '06, 04:32 PM
*casts Animate Thread*

Working on some more Eberron HERO stuff (trying to wedge in another gaming night in the week, thinking about taking my stuff for a test-drive), and I'm having a disconnect on how to do Artificer Infusions.

Infusions are kind of like spells, however you don't cast them on people; you imbue them upon objects, which can then act like temporary magic items. Example: A wizard can cast Bull's Strength directly on a person; the artificer must imbue an item the person is wearing with the Bull's Strength infusion, giving him (for example) a temporary Belt of Giant Strength. The belt can then be passed around (if time and situations permit), and whoever's wearing the belt at the time gets the benefit of the spell.

How do you make *this* work?

Michael Hopcroft
Apr 23rd, '06, 05:20 PM
*casts Animate Thread*

Working on some more Eberron HERO stuff (trying to wedge in another gaming night in the week, thinking about taking my stuff for a test-drive), and I'm having a disconnect on how to do Artificer Infusions.

Infusions are kind of like spells, however you don't cast them on people; you imbue them upon objects, which can then act like temporary magic items. Example: A wizard can cast Bull's Strength directly on a person; the artificer must imbue an item the person is wearing with the Bull's Strength infusion, giving him (for example) a temporary Belt of Giant Strength. The belt can then be passed around (if time and situations permit), and whoever's wearing the belt at the time gets the benefit of the spell.

How do you make *this* work?
+15 STR, OAF, Independent would be a start.

The Fantasy HERO trope that to make a magic item anyone can use, you must expend your own Character Points and cannot get them back is in conflict with the concept of D&D enchanters in general.

CrosshairCollie
Apr 23rd, '06, 05:31 PM
+15 STR, OAF, Independent would be a start.

The Fantasy HERO trope that to make a magic item anyone can use, you must expend your own Character Points and cannot get them back is in conflict with the concept of D&D enchanters in general.

That works for a permanent item (there are alternate, not-XP-draining item creation rules in FH and the Grimoire that I'm using), but this is a temporary item.

The Streamlined version:
Artificer imbues (let's say) a pair of boots with Cat's Grace (Aid DEX), which lasts an hour.
For that hour, whomsoever wears the boots gains the DEX Aid.
After that hour, the spell wears off and the boots are normal, but the infusion can be easily recast. It doesn't cost the artificer any XPs (in either system).

It's that thing where the buffs have to be cast on items, rather than on the recipient, that's throwing me. Other than the transferability, it's not much different from just doing a direct Aid on another character.

Curufea
Apr 23rd, '06, 06:38 PM
Enchantment can be handled in similar manner as alchemist potions - intelligence used to determing how many items they can have operating at one time.
Or - you can treat the items as equipment and not pay character points for them. I once suggested that magical ingredients be given character points - and combining ingredients lets you use those points to buy a power/enchantment/potion.

Tim
Apr 24th, '06, 07:08 AM
OAF(Universal), Independant, 1 charge,(lasting X),
All placed as limitations on a VPP (infusions)

Lethosos
Apr 24th, '06, 10:39 AM
I kinda see it roughly as a series of OAF Lingering Uncontrolable enchantments. Of course, this should be a limited VPP, where you drain magic from another magical item to power it. (Or have I been forgetting aspects of Ebberon? It's been a year since I read the book; if so, I'll look at it again.)

Independant, IMO, should be regulated to outside magical items.

CrosshairCollie
Apr 24th, '06, 01:35 PM
I kinda see it roughly as a series of OAF Lingering Uncontrolable enchantments. Of course, this should be a limited VPP, where you drain magic from another magical item to power it. (Or have I been forgetting aspects of Ebberon? It's been a year since I read the book; if so, I'll look at it again.)

Independant, IMO, should be regulated to outside magical items.

The Retain Essence (magic drain to power another item) only really applies to Permanent Item Crafting, which is different. It could possibly be done with OIF 'items of opportunity', though ...

AlHazred
Apr 24th, '06, 09:39 PM
What you want is just Focuses. Focuses can be Personal or Universal. If anyone can use it, it's Universal. It's not Independent, because an Artificer gets his infusions back the next day. And the durations of the effects are rather short.

I would do it with Delayed Effect. I forget off the top of my head how long it takes an Artificer to prepare his spells every day, but split that up into a number of Extra Time limitations. Then he gets another Extra Time limitation on each spell to reflect how long it takes to cast when he wants to use it in the field. Then, also, most spells have a Universal Focus, or Usable By Other. Mix 'em all together and spice to taste.

Savinien
Dec 28th, '06, 11:34 PM
Playing a warforged in a d20 game now. I feel pretty twinky.

Also starting to play in a Eberron Hero game. I'm here looking for character concepts...

Rise!

CrosshairCollie
Dec 28th, '06, 11:40 PM
Playing a warforged in a d20 game now. I feel pretty twinky.

Also starting to play in a Eberron Hero game. I'm here looking for character concepts...

Rise!

Heh ... anything I can steal for mine? ;)

Nolgroth
Dec 29th, '06, 12:28 AM
Funny, I glanced at a friend's copy of Eberron and decided to look through here just the other day.

Mastermind
Dec 29th, '06, 08:57 AM
Warforged
+10 Improved Fortification: Lack Of Weakness (-5) for Normal Defenses plus Lack of Weakness (-5) for Resistant Defenses.


Is this how you are modelling the base fortification that all warforged's have or is there another mechanic to combat crits?

CrosshairCollie
Dec 29th, '06, 09:22 AM
Is this how you are modelling the base fortification that all warforged's have or is there another mechanic to combat crits?


Well, there's not a real 'crit' mechanic in HERO, other than a couple of suggestions in TUMA (as far as I know). I generally consider that a 'critical hit' means you got it in a x4 or x5 hit location. Given the way Warforged operate, I've been considering allowing some GM fiat on using some Automaton powers for them without requiring them to be Automata (like No Hit Locations).

CourtFool
Dec 29th, '06, 09:56 AM
Playing a warforged in a d20 game now. I feel pretty twinky.

Also starting to play in a Eberron Hero game. I'm here looking for character concepts...

A pirate warforged! He can't swim. He can't drown either, so who cares?!

Lethosos
Dec 29th, '06, 01:55 PM
Try playing a House member. I've got this human Inquistive-like fellow from House Thrashk (Rune of Finding,) named Task D'Thrashk--you can borrow him.

Or... try a shapechanged dragon from the Argonassen--they have their interests in the Prophesy, and you can use that to shape your character's viewpoint.

CrosshairCollie
Dec 29th, '06, 05:39 PM
A pirate warforged! He can't swim. He can't drown either, so who cares?!

Actually, Warforged can swim. They're mostly wood. :)

Michael Hopcroft
Dec 29th, '06, 05:46 PM
Two questions about Warforged:

1. Does anyone ever feel the need to build new ones, for whatever purpose? Also, do warforged themselves, if they gain the relevant skills, have the ability to create more of their kind?

2. If a particular Warforged were to develop a sincere hatred of other sentients, would he be able to get other warforged onto his bandwagon, or would most of his kind reject him?

CrosshairCollie
Dec 30th, '06, 04:46 AM
Two questions about Warforged:

1. Does anyone ever feel the need to build new ones, for whatever purpose? Also, do warforged themselves, if they gain the relevant skills, have the ability to create more of their kind?

2. If a particular Warforged were to develop a sincere hatred of other sentients, would he be able to get other warforged onto his bandwagon, or would most of his kind reject him?

1. By the treaty of Thronehold, all the House Cannith creation forges (which made the warforged) were shut down and no new Warforged can be legally created; however, it's canonical that Merrix d'Cannith, the guy who really got the whole thing started, operates at least one illegal forge in secret. Making Warforged requires a creation forge, which is a not-completely-understood device put together from information gleaned from the long-dead giant culture on the continent of Xen'drik

2. A 'renegade' Warforged who has dubbed himself the Lord of Blades has started a 'flesh-hating' cult already. He only attracts a fringe of 'Forged, of course, but that's still enough to scare a lot of people and put some anti-'Forged bigotry on the worldface.

Here's a couple of articles from the Wizards website by Eberron's creator, Keith Baker:
http://www.wizards.com/default.asp?x=dnd/ebds/20050627a
http://www.wizards.com/default.asp?x=dnd/ebds/20050711a

Tim
Dec 30th, '06, 06:29 AM
Also, there is speculation that the Lord of Blades operates a lost Forge in Deadlands.

AlHazred
Dec 30th, '06, 10:40 AM
Well, there's not a real 'crit' mechanic in HERO, other than a couple of suggestions in TUMA (as far as I know). I generally consider that a 'critical hit' means you got it in a x4 or x5 hit location. Given the way Warforged operate, I've been considering allowing some GM fiat on using some Automaton powers for them without requiring them to be Automata (like No Hit Locations).
I considered it, but No Hit Locations is really, really powerful for PCs. Without Hit Locations modifying STUN and BODY, the PC will typically take a lot more damage before dropping unconscious. Besides which, I decided, based on the fiction, that Warforged are just as affected by head shots and vitals shots as everybody else. Warforged are really tough, sure, but they're still living constructs, as indicated by their vulnerability to criticals. So I decided that Improved Fortification makes it harder to hit them in a vulnerable spot. In Hero, I usually model that as Lack of Weakness.

CrosshairCollie
Dec 30th, '06, 09:48 PM
I considered it, but No Hit Locations is really, really powerful for PCs. Without Hit Locations modifying STUN and BODY, the PC will typically take a lot more damage before dropping unconscious. Besides which, I decided, based on the fiction, that Warforged are just as affected by head shots and vitals shots as everybody else. Warforged are really tough, sure, but they're still living constructs, as indicated by their vulnerability to criticals. So I decided that Improved Fortification makes it harder to hit them in a vulnerable spot. In Hero, I usually model that as Lack of Weakness.

I'm not sure it's quite so powerful, myself (it just means you go from Hit Location Chart to a Stun Lotto ... which is a mixed blessing), but I can't come up with a convincing argument against your viewpoint. I'm doing a looser translation anyway, so it's not that huge of a deal. :)

Lethosos
Jan 4th, '07, 01:46 PM
Also, there is speculation that the Lord of Blades operates a lost Forge in Deadlands.
The Mournlands. In any case, there's been some strange new warforged in his ranks that are... odd, to say the least. No one knows for sure where they came from, but all agree that the Forge involved must be broken or corruped.

Take that as you will. :D

Savinien
Jan 4th, '07, 02:04 PM
NEW EBERRON HERO GAME STARTED AT HERO CENTRAL

I'm playing a Sorcerer anmed Jon Shannow (lame, I know) that wors as an amateur sleuth in Dura. A Shifter friend from the Last War returned to Dura and helps Jon solve crimes and mysteries in the lower portions of Sharn for the beatten and down-trodden.

Jon has a Aberrant Dragon Mark and some trouble with the local criminal organizations. He's also a member of the Guild of Starlight and Shadow.

Game just started today if you're interested in looking. Magic system is Vancian straight off of Killer Shrike's website.

Game is called Sharn: City of Towers

CrosshairCollie
Jan 4th, '07, 06:26 PM
NEW EBERRON HERO GAME STARTED AT HERO CENTRAL

I'm playing a Sorcerer anmed Jon Shannow (lame, I know) that wors as an amateur sleuth in Dura. A Shifter friend from the Last War returned to Dura and helps Jon solve crimes and mysteries in the lower portions of Sharn for the beatten and down-trodden.

Jon has a Aberrant Dragon Mark and some trouble with the local criminal organizations. He's also a member of the Guild of Starlight and Shadow.

Game just started today if you're interested in looking. Magic system is Vancian straight off of Killer Shrike's website.

Game is called Sharn: City of Towers

*twitch*
*twitchtwitch*
Pardon me, temptation is about to kick my door in.

Edit:
Never mind, it looks like Hero Central is incompatible with my computer or somethin'. It's blank and stays blank.

Savinien
Jan 5th, '07, 08:28 AM
*twitch*
*twitchtwitch*
Pardon me, temptation is about to kick my door in.

Edit:
Never mind, it looks like Hero Central is incompatible with my computer or somethin'. It's blank and stays blank.

Heh. I didn't mean to 'advertise' it as an open game, just let you know what we were trying. We're doing both play-by-post and chat. Last night was our first chat and we had a ball.

As for Hero Central, you need to use Firefox.

If someone wants to post an HTML version, that would be cool.

CrosshairCollie
Jan 5th, '07, 04:49 PM
Heh. I didn't mean to 'advertise' it as an open game, just let you know what we were trying. We're doing both play-by-post and chat. Last night was our first chat and we had a ball.

As for Hero Central, you need to use Firefox.

If someone wants to post an HTML version, that would be cool.

It's cool, I was mostly interested in looking to see how it panned out than playing ... time is a resource I seem short on most days. :)

Savinien
Jan 6th, '07, 07:53 AM
It's cool, I was mostly interested in looking to see how it panned out than playing ... time is a resource I seem short on most days. :)

Is it worth a [CAMPAIGN LOG] type thread of its own? Or, would you like to see something in this thread? I'm thinking this should stay a resource and the campaign specifics of our game in its own?

Mastermind
Jan 6th, '07, 10:08 AM
I agree...If you want to start a campaign log, Sav, I dont mind.

I have a copy of Races of Eberron coming in the mail, and would like to convert the feats therein to here if I am able.

My next purchase will be Dragonmarked. I flipped through it at my FLGS. It looks very good. Nice PrCs. Expandable Aberrant D'marks....

The truth behind the wars...

CrosshairCollie
Jan 6th, '07, 03:39 PM
I agree...If you want to start a campaign log, Sav, I dont mind.

I have a copy of Races of Eberron coming in the mail, and would like to convert the feats therein to here if I am able.

My next purchase will be Dragonmarked. I flipped through it at my FLGS. It looks very good. Nice PrCs. Expandable Aberrant D'marks....

The truth behind the wars...

D'Marked is, indeed, a sweet book.

Mastermind
Feb 2nd, '07, 10:32 AM
Pbp/Chat game going very well so far. Combat definitely deadlier in HERO.

Savinien
Feb 8th, '07, 06:53 AM
In our game at Hero Central, I'm playing the sorcerer/sleuth Jon Shannow. As previously mentioned, we're using KS's site and particularly, Vancian Magic. In a recent encounter, our characters (Jon and Onase) met up with a couple Shifter assassins in one of the many tunnels of the Cogs (Blackbones to be precise).

The Shifters were quicker than us, close in ability (higher Dex, same speed). The way all the spells are crafted (extra time) made it pretty much impossible for Shannow to cast any spells. He needed to actively block incoming swordstrokes, or risk incapacitation (little rDEF as a spell caster).

So, what needs to change?

Mastermind
Feb 8th, '07, 09:48 AM
So, what needs to change?


More cowbell?

lensman
Feb 8th, '07, 10:14 AM
The Shifters were quicker than us, close in ability (higher Dex, same speed). The way all the spells are crafted (extra time) made it pretty much impossible for Shannow to cast any spells. He needed to actively block incoming swordstrokes, or risk incapacitation (little rDEF as a spell caster).

So, what needs to change?

Have you implemented the 'Five foot step' as a free action if you do not use any ohter movement in that Phase?

'Cadting on th edefensive' should give you some extra DCV against melee.

Markdoc
Feb 9th, '07, 09:10 AM
In our game at Hero Central, I'm playing the sorcerer/sleuth Jon Shannow. As previously mentioned, we're using KS's site and particularly, Vancian Magic. In a recent encounter, our characters (Jon and Onase) met up with a couple Shifter assassins in one of the many tunnels of the Cogs (Blackbones to be precise).

The Shifters were quicker than us, close in ability (higher Dex, same speed). The way all the spells are crafted (extra time) made it pretty much impossible for Shannow to cast any spells. He needed to actively block incoming swordstrokes, or risk incapacitation (little rDEF as a spell caster).

So, what needs to change?

Depends on how you want him to develop.

If you want him to be more combat capable, buy some levels, perhaps specifically in "dodge" or combat luck.

If you want to be able to "grit your teeth and bear it" by some extra CON, with "No figured CHA" and perhaps with "requires an EGO roll" to enable to to take the hit and not lose his spell.

You could buy some armour :D

Or if you want to avoid developing more combat abilities, try to ensure there is someone between you and them when you need to cast spells - even if that means "Wow! I almost got killed! I need to hire a bodyguard!"


cheers, Mark

AlHazred
Feb 9th, '07, 10:12 AM
You need to take levels in the Artful Dodger prestige class - that'll fix you right up, all front-loaded with kewl powerz and spellcasting to boot.

Oh, wait, you're using Hero. :p

Buy Danger Sense.

Shanester
Feb 27th, '07, 08:23 AM
Jon's a verteran - so it seems reasonable to buy up DCV. You could even say that he's trained to actively dodge while casting (unlike most sorcerors) and lower the cost to reflex that the protection is only valid during casting - sorta like Drunken Master Somantics.

Many of the new classes break the classic mage mold of "no armor, no decent weapons and few HP", Jon could incorporate a few more of those ideas besides just using a rapier.

If Mastermind was cool with it, his battle experience could also be reflected by Combat Luck, as mentioned before.

Beef him up or make him harder to hit. Onase sucks as being the meat shield. ;)

Mastermind
Mar 15th, '07, 12:54 PM
I think it was just a difficult fight. In the module as written for d20, you're looking at four PCs v two assassins. Here, things are more evenly matched numberswise and HERO using heroic rules options is more deadly.

Savinien
Mar 16th, '07, 06:30 AM
Perhaps... I'd like to think the small changes we made in the chargen will help, but without you two actually PLAYING...

It's hard to tell.

misterdeath
Mar 16th, '07, 07:56 AM
As a note, as a big Eberron fan, I really dig this thread. Thanks to all who've created it, and those who performed the Threadcromancy so I can see it.

FWIW, every saturday at the gaming store my wife runs a d20 Eberron based Age of Worms [from dungeon magazine] campaign. We just got to level 19, we're going to be entering the Tabernacle of Worms to fight Dragotha, the first dracolich in hopes that we can stop the Worm God Kyuss from returning. Which is a fool's errand, since we seem to be bringing about the prophecy rather than stopping it.

I'm a Shifter (Dreamsight) Druid (gatekeeper)-9/Moonspeaker-10, if it matters. My job is to hold back the darkness from beyond, so this is the mission for me.

D

lynnlefey
Mar 23rd, '07, 01:10 PM
This may or may not interest some of you here, but I wrote an Eberron novel that I posted on-line. Wergild (http://www.d20forge.com/contribution/display.html?id=1708)

It was written on spec, and sent to WotC, with no response, when they had an open call for fantasy novels.

It's a complete 85,000 word novel, broken into individual chapters on the site linked above, and deals with farily low-level characters.

My gaming group didn't dig Eberron so much as a campaign setting, and we have moved since through D20 Star Wars, Serenity, 7th Sea (still partially active), and are currently playing a FH Turakian Age game.

I very much liked the Eberron setting, and thought it had some great potential.

Roy_The_Ruthles
Apr 2nd, '07, 07:17 PM
Warforged
-20 Physical Limitation: Warforged Body (doesn't heal BODY naturally, curing Warforged.hdp (http://castle-walls.org/hero/others/alhazred/Warforged.hdp)

At least your warforged arn't as terribly shafted as the DnD warforged are. More power to you

Mastermind
Jun 6th, '07, 03:58 PM
Jon and Onase keep finding themselves in over their head.

They might be looking for another investigator to take on those crimes that the guilds are too 'busy' to take.

Check out Sharn:City of Towers (http://www.herocentral.net/storyBoard.htm?newCampaignId=616551)

if you're interested.

CourtFool
Jun 8th, '07, 05:47 AM
What? No Citadel Elite? I guess they would not be slumming in Dura.