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View Full Version : My Fantasy HERO mage revised.



Yamo
May 9th, '03, 08:08 AM
Here's my latest try at a character. I built him using the following rules:

a) Must fall within Standard Hero ability guidelines (FREd pg. 15)

b) 40 AP limit on spells.

c) At least -2 worth of Limitations on all spells.

I wanted as great a variety of useful spells as possible, so I guess the end result is a sort of "jack of all trades" spellcaster with lots of spells, but none over 40 AP and most well below that. I tend to have most major "bases" covered, though (attack spell, defense spell, healing spell, movement spell, stealth spell, communication spell, magic-detection spell, light spell, magic dispel, etc). I learned a valuable lesson from all this: You can do A LOT with relatively low AP Powers in a Heroic game, particularly if you pile on the Limitations. :)

I also wanted him to be a competent (but by no means phenominal) swordsman who can handle himself in a melee if he needs to.

Finally, I wanted him to have a good selection of knowledge and lore, magical stuff in particular, but also history and geography so he can give the impression of always knowing where he is, who's in charge and what went on there in the past.

His background isn't all worked-out yet, but I kind of envision him as a Gandalf-type character; a guy's who's been around the block a few times, knows the score and can act as a guide and mentor to the younger and more rash characters.

Name: Ziran Reilore
Player: Will Mistretta
Race: Human
Gender: Male

Characteristics:

STR: 13, Roll: 12-, Lift 150 kg; 2 1/2d6
DEX: 14. Roll: 12-, OCV:5/DCV:5
CON: 13, Roll: 12-
BODY: 10, Roll: 11-
INT: 18, Roll: 13-
EGO: 14, Roll: 12-, ECV: 5
PRE: 20, Roll: 13-, PRE Attack: 4d6
COM: 10, Roll: 11-

PD: 5
ED: 5
SPD: 3
REC: 6
END: 30
STUN: 24
Phases: 4, 8, 12

Movement:

Running: 6"/12"
Leaping: 2"/4"
Swimming: 2"4
Flight: 6"/12"

Total Characteristics Cost: 59

Skills:

+2 With Broadswords
+2 With Magebolt
AK: Known World 13-
Analyze Magic 13-
Defense Maneuver I-II
KS: Arcane Lore 13-
KS: History 13-
Languages: Literacy
Power: Magic (INT-Based) 13-
TF: Equines
WF: Blades

Total Skills Cost: 31

Powers:

Arcane Winds: Flight 6" (12 Active Points), Gestures (Both Hands; -1/2), Incantations (-1/4), Concentration (-1/4), Extra Time (Full Phase; -1/2), Variable Limitations (OAF: Staff or Increased Endurance Cost: x3 END; -1/2), Total Cost: 4 points

Dweomerlight: Sight Group Images (3" Radius; +1/2) (15 Active Points), Gestures (Both Hands; -1/2), Incantations (-1/4), Concentration (-1/4), Extra Time (Full Phase; -1/2), Variable Limitations (OAF: Staff or Increased Endurance Cost: x3 END; -1/2), No Range (-1/2), Only To Create Light (-1), Total Cost: 3 points

Healing Touch: Healing BODY 3d6 (30 Active Points), Gestures (Both Hands; -1/2), Incantations (-1/4), Concentration (0 DCV; -1/2), Extra Time (1 Turn; -1 1/4), Variable Limitations (OAF: Staff or Increased Endurance Cost: x3 END; -1/2), Total Cost: 7 points

Magebolt: RKA 2d6, Variable Special Effects (Any Magic Special Effect; +1/4) (37 Active Points), Gestures (Both Hands; -1/2), Incantations (-1/4), Concentration (-1/4), Extra Time (Full Phase; -1/2), Variable Limitations (OAF: Staff or Increased Endurance Cost: x3 END; -1/2), Total Cost: 12 points

Mystic Hand: Telekinesis (10 STR) (15 Active Points), Gestures (Both Hands; -1/2), Incantations (-1/4), Concentration (-1/4), Extra Time (Full Phase; -1/2), Variable Limitations (OAF: Staff or Increased Endurance Cost: x3 END; -1/2), Total Cost: 5 points

Sage's Comprehension: Universal Translator (INT Roll) (20 Active Points), Gestures (Both Hands; -1/2), Incantations (-1/4), Concentration (Must Concentrate Throughout; -1/2), Extra Time (1 Turn; -1 1/4), Costs Endurance (-1/2), Variable Limitations (OAF: Staff or Increased Endurance Cost: x3 END; -1/2), Total Cost: 4 points

Sorcerous Shield: Force Field (5 PD/5 ED) (10 Active Points), Gestures (Both Hands; -1/2), Incantations (-1/4), Concentration (-1/4), Extra Time (Full Phase; -1/2), Variable Limitations (OAF: Staff or Increased Endurance Cost: x3 END; -1/2), Total Cost: 3 points

Spellbreaking: Dispel Magic 10d6 (Any Magic Power One At A Time; +1/4) (37 Active Points), Gestures (Both Hands; -1/2), Incantations (-1/4), Concentration (-1/4), Extra Time (Full Phase; -1/2), Variable Limitations (OAF: Staff or Increased Endurance Cost: x3 END; -1/2), Total Cost: 12 points

Vanishing: Invisibility To Sight Group (20 Active Points), Gestures (Both Hands; -1/2), Incantations (-1/4), Concentration (-1/4), Extra Time (Full Phase; -1/2), Variable Limitations (OAF: Staff or Increased Endurance Cost: x3 END; -1/2), Total Cost: 7 points

Wizardsense: Detect Magic (INT Roll), Range, Discriminatory (15 Active Points), Gestures (Both Hands; -1/2), Incantations (-1/4), Concentration (Must Concentrate Throughout; -1/2), Extra Time (1 Turn; -1 1/4), Costs Endurance (-1/2), Variable Limitations (OAF: Staff or Increased Endurance Cost: x3 END; -1/2), Total Cost: 3 points

Total Powers Cost: 60

Disadvantages:

Age: 40+, 5 points

Distinctive Features: Long Scar On Left Side Of Face (Concealable With Disguise Skill Or Major Effort), 10 points

Distinctive Features: Mystic Aura (Not Concealable, Always Noticed, Detectable Only With Unusual Senses), 10 points

Hunted By Rival Mage 8- (More Powerful, Kill), 15 points

Psychological Limitation: Curious About All Things Magical (Common, Moderate), 10 points

Psychological Limitation: Protective Of The Weak (Common, Strong), 15 points

Social Limitation: Feared And Distrusted By The Superstitious (Frequently 11-, Minor), 10 points

Total Disadvantages: 75

Equipment:

Staff (used as club, +4d6 Normal Damage, STR Min: 10)
Broadsword (1d6+1 Killing Damage, STR Min: 13)
Dagger (1d6-1 Killing Damage, STR Min: 6)
Robes
Leather backpack
Waterskin
One week's trail rations
Whetstone
Bedroll
Extra set of clothing
Quill pen
Vial of ink
Journal
Ruby amulet

Total Character Cost: 150

Ndreare
May 9th, '03, 08:29 AM
I don't reply to many character post but I must say I like the character very well done and as a GM I would defenitly allow him in my campains. Although I do allow multi powers for casters so you sould get away with a little less on the disadvantage side of things.

Ndreare
May 9th, '03, 08:30 AM
I meant limitations not disadvantages sorry.

Nolgroth
May 10th, '03, 01:48 PM
I think he is a perfectly acceptable character. I like some of the spell names you used, specifically dweomerlight. Nothing really unbalancing that I can see and yet he is still very versatile. Good work.

Chris Goodwin
May 10th, '03, 05:37 PM
I'd let him into my games without a second thought. Literally no changes needed, unless there was something specific about the world I was running that he didn't fit in with.

Mordlyth
May 12th, '03, 11:53 AM
Hmmm....it looks to be a very well developed character, but, I'm not sure of the Dispel cost. Now, I don't have my book with me, but isn't Dispel 5pt/d6? If it isn't, then I'm sorry...I'll try to blame it on the coffee here at work (though I'm not certain anyone would believe it).

That's it though. Good job. BTW...let me know if I'm mistaken.