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danbuter
Sep 25th, '03, 05:31 PM
Just curious if anyone has expanded on this particular sample system yet. I really like the idea behind it, and think it could be run kinda like Highlander. As for spells usable, I think I'd limit the effects to stuff like increasing damage, jumping, aid to different stats and maybe skills, etc. Is there any guideline for how long the Aid from killing another Chaos Blade lasts?

Steve Long
Sep 25th, '03, 06:38 PM
I haven't worked out the specifics, but it'd probably be on the order of weeks or months, maybe even years.

Everyone seems to like that system. One of these days maybe I'll have to write more about it. ;)

tkdguy
Sep 26th, '03, 10:39 PM
If you want a Highlander theme in your campaign, just modify the Immortality Jar spell from The Arts Arcane and use the Chaos Blades abilities. That would work. After all, nothing is stopping you from learning spells from different schools.

Stephen Mann
Oct 3rd, '03, 08:08 PM
I'm re-opening this thread to get some help from the board members. Rather than wait for Steve to write the Chaos Blade book, I'd like to put together an example newbie Chaos Blade for players. The relevant section in Fantasy Hero is rather vague about the Blades. What we know is that the Chaos Blade package includes a Detect (other Blades), A Perk (Chaos Blade), and Bladetheft (Aid).

My first question: is this it? Is that all that is needed to be a Chaos Blade? If not, what else is there?

Secondly: how many spells does a Chaos Blade have? Considering the sample spells cost from 3-21 points, newbies will probably only have 1 or 2 spells, with the most experienced having maybe several spells.

Thirdly: what spells are suggested for newbies? Is there a suggested standard set, or does it depend on the personality of the newbie? I can see each newbie starting with a low-powered set of spells that enhance senses and defend/protect.

What brought these questions to mind was that I started to create a Chaos Blade using the Light Warrior template, with the addition of the Chaos Blade abilities mentioned in the magic section. I'm stuck at this point; I have too many questions to continue.

New Chaos Blade

Char Val
STR 13
DEX 17
CON 15
BODY 10
INT 10
EGO 10
PRE 10
COM 10
PD 3
ED 3
SPD 2
REC 6
END 30
STUN 25


Cost Powers
15 Chaos Blade Package
6 Detect: Chaos Blades (+1 to PER); Passive Sense; Sense; Detect Category (A Single Thing): +3
8 Bladetheft: 1d6 Aid (Fade/1 Year, 6 Maximum); Range (0"); Delayed Return Rate (1 Year): +2 1/2; Affects (Single Power): +0; Only Works After Killing Another Chaos Blade (Very Uncommon): -2; Extra Time (1 Turn): -1ΒΌ

Cost Skills, Perks Roll
10 Chaos Blade Package
10 Perk: Chaos Blade

9 Fencing
Used with Blades Weapon Group
4 Parry (OCV +2, DCV +2, Block, Abort)
5 Thrust (OCV +1, DCV +3, STR Strike, 3d6)

8 +1 Combat with All Combat
9 +3 Combat with Swords
2 KS: Sword Fighting Styles 11-
2 KS: Military Tactics (small unit) 11-
4 WF: Common Melee Weapons: 2; Common Missile Weapons: 2
3 Defense Maneuver I
5 Rapid Attack: Hand-To-Hand
3 Fast Draw (Small Arms); Weapon: Small Arms 12-


34 Characteristics
69 Powers
103 Total


As you can see, this alone leaves the character with only 47 more points, assuming he's 75+75. Buying up the other stats leaves very little for the spells.

Where do I go from here?

danbuter
Oct 4th, '03, 06:38 PM
I don't see Chaos Blades casting fireballs and such. I think they should get spells that enhance senses, increase attributes, possibly armor, speed enhancers, etc. Maybe some divinatory stuff, as well.

Stephen Mann
Oct 5th, '03, 01:36 PM
I don't see Chaos Blades casting fireballs and such. I think they should get spells that enhance senses, increase attributes, possibly armor, speed enhancers, etc. Maybe some divinatory stuff, as well.

That's logical, but I have a couple of problems with that: Firstly, FH mentions lightning, teleport, and resurrection spells, as well as Blades devastating towns. So, the Chaos Blades as written have flashy spells. Secondly, they're the only source of magic on their world, and it'd be a real shame if their spells were subtle.

Actually, I suppose I can see a two-tiered hierarchy amongst Blades; with your style of enhancements describing the average Chaos Blade. Suppose that a few create such powerful enhancements that they move to the second tier. It's these Blademasters who have the flashy and overt spells.

danbuter
Oct 5th, '03, 06:28 PM
It's probably just my prejudices showing through. I'm not a fan of flashy magic. I like the Merlin or Elrond type, where stuff happens, but isn't blatant.

If you like the flashy stuff, you could try stuff like electrified, frost or flame blades, flying mages, soul-stealing blades, etc? Something akin to Exalted.

Stephen Mann
Oct 7th, '03, 01:51 PM
Actually, that's a good idea, thanks for reminding me that I own that book.

After weeding out some of the more obnoxious charms, that should still leave a hefty list of neat powers. Now, if only I can find a person who's statted out all the charms in Hero terms, I'd be set....

Steve Long
Oct 7th, '03, 03:45 PM
The Chaos Blades as I conceive of 'em are definitely of the "flashy magic" variety. I'm a big, big fan of the "flavorful wizard" (to label what danbuter's talking about), but I was angling for that more with things like Talriadan Druidry or the Tuala Morn setting we'll eventually publish. The CBs are big 'n' zappy. ;)

But of course, YMMV. Do with 'em as you will for your own campaigns. ;)

Stephen Mann
Oct 9th, '03, 12:05 PM
If you wouldn't mind, Steve, I've got a couple of questions for you:

These flashy wizards with swords you envision, do they each have lots of spells? That is, are they wizards with swords? Or swordsmen with a few spells?

Steve Long
Oct 10th, '03, 04:58 AM
They don't have swords -- well, they could have swords, if they wanted, but that's not the defining element of their existence. A Chaos Blade's "blade" is his magical powers. That's the weapon he fights with and is known for. The name derives more from terms like "hired blade" -- if a mercenary is a hired blade, then these guys are "Chaos Blades" because they wield the primal, chaotic forces of magic.

But if you want to give 'em swords, go right ahead. I'm a big fan of the "warrior-mage" archetype myself. ;)

Stephen Mann
Oct 10th, '03, 08:36 AM
Originally posted by Steve Long
They don't have swords -- well, they could have swords, if they wanted, but that's not the defining element of their existence.

Ah, things become quite a bit clearer now. I thing we all were picturing them as warrior-mages, sort of Highlander with overt spells.

Over the past few weeks, I've been creating an anime-inspired setting for my version of the Chaos Blades. It takes elements from Ranma 1/2 (the ki-powered martial arts) and Tenchi Muyo (super-powered aliens). All Chaos Blades in this setting have one spell in common; to summon their sword from where ever it currently is. Their boast is that no Blade is ever unarmed since "No Chaos Blade can be separated from his sword".

tkdguy
Oct 10th, '03, 12:38 PM
That's the beauty of the HERO system. You have a lot of flexibility to take an idea and modify it to your tastes. If you want immortal, sword-wielding Chaos Blades, no problem. If you want to do something else with them, piece of cake.

That's why I'm trying to wean my players out of D&D. Not that it's a bad system, but you can do so much more with HERO.

Markdoc
Oct 14th, '03, 04:16 AM
>> That's why I'm trying to wean my players out of D&D. Not that it's a bad system, but you can do so much more with HERO.<<

Preaching to the choir, I know but one of the players from my last game (a complete HERO virgin at the time) is playing DnD 3e with his friends now and he contacted me recently for help converting his GM away from the (ahem) Dark Side.

As he stated "Now it's just so frustrating being strait-jacketed into one character class!"

cheers, Mark