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SteelDoom
Jun 18th, '06, 11:41 PM
This is not another thread about converting RM, this is about campaign specifics. I'm talking to the GM of our Middle Earth game about converting to Hero. The specifics of spells and the such will be fun to change however some of the special powers our characters have are quite odd. We are all quite powerful because the game has been going on for years and it seems to me that RM is starting to loose its ummm focus as the game system was designed for a much lower power level. In short our characters are trying to replace the "old gods" as gods of man and have made a good start in this. We all have special powers some of which are pretty straight forward like desolid or multi forms.
Some of the powers that I will need help to convert are:
The power to suppress magic use (not items) and to feel the use of magic. I was thinking a VPP w/ Change Environment. This would allow a lot of tricky effects but still keep the power within it's concept. Not sure how to stat that though.
Another is "Earth Weaving" which allows the user to literally move mountains at around 30 cubic miles per phase. After the moving it could be moved back by someone else with a similar power unless the character spends perminant exp to "tie it" to his spirit, a bit like Souron did with his tower. So someone would need to over come his power level to re mold something that is tied. This could be a transform with megascale area effect, with maybe a constant zero end to explain the fixing aspect (using exp instead of END?)

sbarron
Jun 19th, '06, 08:51 AM
Some of the powers that I will need help to convert are:
The power to suppress magic use (not items) and to feel the use of magic. I was thinking a VPP w/ Change Environment. This would allow a lot of tricky effects but still keep the power within it's concept. Not sure how to stat that though.I'd use the suppress power w/ AoE for this, since it seems to be exactly what you're looking for. However, maybe if you would better define this power, I would understand why you think a VPP w/ change environment makes more sense.

Another is "Earth Weaving" which allows the user to literally move mountains at around 30 cubic miles per phase. After the moving it could be moved back by someone else with a similar power unless the character spends perminant exp to "tie it" to his spirit, a bit like Souron did with his tower. So someone would need to over come his power level to re mold something that is tied. This could be a transform with megascale area effect, with maybe a constant zero end to explain the fixing aspect (using exp instead of END?)Again, it could be transform, but it seems to be loads of telekinesis to me. What do you mean by "move" exactly? We'll talk about the "tie-it" element after we figure out which power is best to use.

Frenchman
Jun 19th, '06, 09:33 AM
The power to suppress magic use (not items) and to feel the use of magic. I was thinking a VPP w/ Change Environment. This would allow a lot of tricky effects but still keep the power within it's concept. Not sure how to stat that though.
If all magic in your game has the RSR limitation, then a CE will work very well. Existing magic will still function, but spellcasters will have a very difficult time casting new spells.
Another is "Earth Weaving" which allows the user to literally move mountains at around 30 cubic miles per phase. After the moving it could be moved back by someone else with a similar power unless the character spends perminant exp to "tie it" to his spirit, a bit like Souron did with his tower. So someone would need to over come his power level to re mold something that is tied. This could be a transform with megascale area effect, with maybe a constant zero end to explain the fixing aspect (using exp instead of END?)
Yeah...expensive. Go with megascaled transform, with very specific effects. For the fixing part, either have the character use the transform to add some power defense to the affected area (see Adding Powers in the transform description) or have the character buy it (with XP, since thats what you want). I'd say give em a huge break on the cost, though - like 5 power defense for 1 point.

Shike019
Jun 19th, '06, 09:37 AM
I would think a Larget AE Suppress (possible with Standard Effect) with a limit "Does note effect Magic Items -1/4 to -1/2" would work.

[QUOTE=SteelDoom]Another is "Earth Weaving" which allows the user to literally move mountains at around 30 cubic miles per phase. After the moving it could be moved back by someone else with a similar power unless the character spends perminant exp to "tie it" to his spirit, a bit like Souron did with his tower. So someone would need to over come his power level to re mold something that is tied. This could be a transform with megascale area effect, with maybe a constant zero end to explain the fixing aspect (using exp instead of END?)

I would say buy this as Loads of TK and then for the "Permanancy" buy it as a Perk costing however much XP seems reasonable, and then name the Perk "Pernamant Location of MT. X".

SteelDoom
Jun 19th, '06, 03:52 PM
Slight errata, I meant 30 cubic tonnes, not miles (actually I'll check this with the GM as it isn't a power my character has). The power allows rivers to be moved, foundations for cities to be levelled and tunnels to be made, among other things. It is only for course shaping, nothing finer than say a jack hammer could do. As far as the CE goes, yes all magic is with a RSR limitation. Which is why I was thinking the modifiers that CE can give to skills might be the go. A suppress might work too but with say a limit, Only for new spells.