Page 1 of 2 12 LastLast
Results 1 to 15 of 26

Thread: My first attempt at a Fantasy HERO mage...

  1. #1
    Join Date
    Feb 2003
    Location
    Everett, WA
    Age
    33
    Posts
    400
    Rep Power
    10

    My first attempt at a Fantasy HERO mage...

    Here's my first attempt at designing a Heroic magic-using character for HERO on the standard 75 +75 points. I managed to start out with a fairly useful selection of spells, but I do still have some concerns over the slow growth in this area that the "single spell = single Power" system can often mean...

    I'm still pretty satisfied with the character as written, though.

    I have only the genesis of a backstory so far, but the stats are complete.

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

    Characteristics:

    STR: 10, Roll: 11-, Lift 100 kg, 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: 18, 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"
    Flight: 6"/12"
    Leaping: 2"/4"
    Swimming: 2"4

    Total Characteristics Cost: 59

    Skills:

    +1 with Short Swords
    +2 with Magebolt
    Analyze Magic 13-
    KS: Arcane Lore 13-
    KS: History 13-
    Languages: Literacy
    Languages: Elvish (Basic Conversation)
    Power: Magic (INT-Based) 13-
    Stealth 12-
    WF: Blades

    Total Skills Cost: 24

    Powers:

    Magebolt: RKA 2d6 (30 Active Points), Gestures (-1/4), Incantations (-1/4), Total Cost: 20 points

    Spellbreaking: Dispel Magic 10d6, Any Magic Power One At A Time (+1/4) (37 Active Points), Gestures (-1/4), Incantations (-1/4), Concentration (-1/4), Increased Endurance Cost (x2 END; -1/2), Total Cost: 16 points

    Arcane Winds: Flight 6" (12 Active Points), Gestures (-1/4), Incantations (-1/4), Concentration (-1/4), Total Cost: 7 points

    Torchlight: Sight Group Images, Increased Size (4" Radius; +1/2) (15 Active Points), Gestures (-1/4), Incantations (-1/4), Concentration (-1/4), No Range (-1/2), Only To Create Light (-1), Total Cost: 5 points

    Magesense: Detect Magic (Considered Part Of Mental Group), Discriminatory (10 Active Points), Gestures (-1/4), Incantations (-1/4), Concentration (Must Concentrate Throughout; -1/2), Extra Time (1 Turn; -1 1/4), Total Cost: 3 points

    Mystic Shield: Force Field (5 PD/5 ED), (12 Active Points), Gestures (-1/4), Incantations (-1/4), Total Cost: 7 points

    Vanishing: Invisibility to Sight Group (20 Active Points), Gestures (-1/4), Incantations (-1/4), Concentration (-1/4), Extra Time (Full Phase; -1/2), Total Cost: 9 points

    Total Powers Cost: 67

    Disadvantages:

    Disinctive Features: Long Scar On Left Side Of Face (Concealable With Disguise Skill Or Major Effort, Noticed And Recognizable, Feature Detectable By Commonly Used Senses), 10 points

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

    Hunted: Former Master's Killer (8-, More Powerful, Extensive NCI, Capture/Kill), 20 points

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

    Psychological Limitation: Obsessed With Obtaining Vengence On Killer Of Former Master (Common, Strong), 15 points

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

    Total Disadvantages: 75

    Equipment:

    Short sword (1d6 Killing Damage, STR Min: 10)
    Leather backpack
    Waterskin
    Whetstone
    Bedroll
    Extra set of clothing
    Quill pen
    Vial of ink
    Scroll case
    Ten sheets of parchment
    Journal
    Silver amulet previously worn by deceased master

    Total Character Cost: 150
    Last edited by Yamo; Apr 13th, '03 at 07:38 PM.

  2. #2
    Join Date
    Feb 2003
    Location
    Hillsboro, Oregon, USA
    Age
    42
    Posts
    3,810
    Blog Entries
    11
    Rep Power
    570061
    This is not (repeat, not, NOT) intended as a flame, personal attack, offensive message, etc.

    But.... it looks like you've built a 75+75 point energy projector.

    I would go back and finish up the backstory first, then come up with something on how his system of magic works, without reference to game mechanics. Then go back and build his spells.

    I've played characters like this and enjoyed them, for a while. But I didn't really have a sense that what I was doing with them was playing a spellcaster; I was playing a character who had powers X, Y, and Z.

    Those criticisms utterly aside, you could reduce the spell costs with more Limitations (perhaps tied in to your system of magic -- no Requires Magic Skill Roll on any of them?)

    Maybe what I'm trying to get at is this: what is it about this collection of stats that makes this character a wizard and not a superhero on a diet?
    Chris Goodwin

    Visit the Oregon Heroes group at Yahoogroups.com!

  3. #3
    Join Date
    Feb 2003
    Location
    Everett, WA
    Age
    33
    Posts
    400
    Rep Power
    10
    Maybe what I'm trying to get at is this: what is it about this collection of stats that makes this character a wizard and not a superhero on a diet?
    Essentially nothing. That's the point.

    The character is built for my preferred style of fantasy campaign: A very "fire and forget" D&D/random fantasy computer RPG one where magic is quick, powerful, and predictable. More Limitations would hinder my ability to capture that feel in HERO.

    In particular, I dislike RSR because it makes magic less than fully predictable (X doesn't always cause Y). I dislike the idea of a supposedly powerful wizard regularly looking like a doofus when he waves his hands, chants words of power, and...nothing happens because he failed his Skill Roll.

    Even if I didn't prefer D&D/Final Fantasy-type magic in my games, I would still have to ask: What source material does that emulate? Do Gandalf's spells ever just fizzle?

    Anyway, his magic works like I like magic to work in my fantasy games. That's the important thing, since he's my character, after all.

  4. #4
    Join Date
    Feb 2003
    Location
    Bountiful, Utah
    Age
    52
    Posts
    2,579
    Rep Power
    37764
    If you aren't using the RSR then why buy the POWER: Magic (based on Int) 13- ?

    That is the only inconsistency I see. I would either dump the power or add RSR to the spells.
    Starwolf
    Corsairs Lair
    Samantha Arken: Wow you have a lot of guns...
    Wade McCode: Heh... Yeah, bad guys keep trying to kill us, but we keep surviving and collecting their weapons... It's a hobby

  5. #5
    Join Date
    Feb 2003
    Location
    Everett, WA
    Age
    33
    Posts
    400
    Rep Power
    10
    If you aren't using the RSR then why buy the POWER: Magic (based on Int) 13- ?
    "Power stunts", of course. Or "cantrips" to use the typical fantasy gaming lingo.

  6. #6
    Join Date
    Feb 2003
    Location
    Hillsboro, Oregon, USA
    Age
    42
    Posts
    3,810
    Blog Entries
    11
    Rep Power
    570061
    Originally posted by Yamo
    The character is built for my preferred style of fantasy campaign: A very "fire and forget" D&D/random fantasy computer RPG one where magic is quick, powerful, and predictable. More Limitations would hinder my ability to capture that feel in HERO.
    I can't argue with that.
    Chris Goodwin

    Visit the Oregon Heroes group at Yahoogroups.com!

  7. #7
    Join Date
    Mar 2003
    Location
    Worcester, MA
    Posts
    48
    Rep Power
    0
    Okay, maybe a couple of suggestions here...

    1) I would think that spells cost END, even the Detects. I would remove the Reduced END modifier on the spells. They'd cost a bit less, or you could get a little more punch in them.

    2) I agree with Starwolf on the RSR limitation. That's sort of been a little peeve of mine with some systems, that magic will always go off as planned. (Just for grins, a Side Effect for some spells here and there would add to the dangers of magic.)

    3) You've got some of the more standard limitations in there, namely Gestures, Incantations, and Concentration. I'd almost want to throw in Extra Time, at least Full Phase, especially for some of the more powerful effects. Giving it ET: Full Phase would still make it quick; the caster just can't do much else in his active phase.

    As stated previously, it's your system. Do with it as you will.
    ==========================
    That was Zen...
    This is Tao...
    ==========================

    Main Systems: D&D (1e, 2e, 3.5e, 4e), HERO (5e/6e), HARP
    Other Systems: GURPS 4e, d20 Modem, TimeLords, Beyond the Supernatural (1st ed), Hackmaster, Call of Cthulhu, others upon request

  8. #8
    Join Date
    Feb 2003
    Location
    The Edge of Forever
    Posts
    111
    Rep Power
    10
    This looks like a serviceable battle mage for a Heroic game. One very good attack that is superior to just about everything but a very heavy long bow (and even then, mage bolt is saving 1 END per shot). The defense is equivalent to chain mail but without the endurance problems. Invisibility gives you some defense when the going gets rough in combat and you need to avoid being hit, plus it has utility uses as well. A useful movement spell, a sensory-helping spell, and the standard detect and dispel magic.

    Because you chose not to save points on spells through multiple limitations, you don't have any points for some more exotic things (flashes, drains, the dreaded BOECV Entangle). But if easy, reliable magic is the most important thing to you, that's fine. This character has all the major bases covered.

    If you're adhering to the character ability guidelines table on pg. 15, the cap on rPD is 5, so I'd reduce the 6/6 Force Field to 5/5.

    I can't see a reason to go with 15 Ego rather than 14 Ego (which still gets you ECV 5).

    I feel like you're a little low on skills for a Heroic character.

    One idea to add limitations and save points is to use variable limitations. All your spells could have material components (OAF), but if you find yourself without the material components for whatever reason, you can still cast your spell but it's more taxing (x3 Increased END). A variable limitation of either OAF or x3 END will get you -½ extra to each spell. Decent point savings, and you've spread your risk out.
    Last edited by bjbrown; Apr 13th, '03 at 05:49 PM.

  9. #9
    Join Date
    Feb 2003
    Location
    Washington, DC
    Age
    39
    Posts
    846
    Rep Power
    8374
    Rather than allowing mages to put all spells into a MP, which would be very cheap, you could also limit MPs to groups of related spells. Offensive Spells, Defensive Spells, Movement spells are some that pop to mind. Here is your character's offensive spells in a "Offensive Spells" MP, with a couple extra spells thrown in. You'll note that you would save points with this version, even with the extra spells and the higher power level. And adding new offensive spells would be cheaper, addressing your concerns for advancement.

    25 Offensive Spells: Multipower, 37-point reserve, all slots: (37 Active Points); Gestures (-1/4), Incantations (-1/4)
    2u 1) Magebolt: Killing Attack - Ranged 2d6+1 (vs. ED) (35 Active Points)
    2u 2) Mageblast: Energy Blast 7d6 (vs. ED) (35 Active Points)
    2u 3) Piercing Energy Arrow : Killing Attack - Ranged 1 1/2d6 (vs. ED), Armor Piercing x1 (+1/2) (37 Active Points)
    2u 4) Spellbreaking: Dispel 10d6: Any Magic, Expanded Effect (One At A Time; +1/4) (37 Active Points)

    The Ultimate super mage had a large section devoted to many Specific Spell MPs. So rather than just an Offensive Spells MP, you might go for "The Flames of Venus" MP. This MP could have any spells in it that had a fire sfx, but wouldn't help much for healing, communication, mind spells, etc. The GM would need to oversee this to avoid abuse, but it's another way to go.

    Just kicking out ideas, here. If you can do it in D&D, you can do it in Hero. You just have to find the balance that's right for your game.

  10. #10
    Join Date
    Feb 2003
    Location
    Washington, DC
    Age
    39
    Posts
    846
    Rep Power
    8374
    And by the way, the mage you created is completely playable at 150 pts. He just doesn't have as many spells as most players would like to play, myself included. That's why I think some sort of power framework is in order. Though which one is up to you.

  11. #11
    Join Date
    Feb 2003
    Location
    Dexter, Michigan
    Posts
    1,727
    Rep Power
    243080
    Having played in many FH campaigns with no special magic mechanics, the mage you've created is typical. It sounds like that is what you are going for, however I just want to share that essentially most every mage would be like this, especially using standard END rules.

    Combat begins, the mage throws up his FF, Flys out of harms way and then starts dishin' out the love. He's really just a dark age superhero, and for me at least that got old pretty quick. YMMV, I just want to provide some anecdotes for what you are getting into.

    This is definitely a flash-bang type mage in a world, it seems, where magic simply is, and the metaphysics concerning its use are either unknown or uninteresting to its denizens.

  12. #12
    Join Date
    Feb 2003
    Location
    Miami Beach
    Age
    46
    Posts
    54
    Rep Power
    10
    It looks good, but I'm just wondering why you spent points on stuff you can do with mundane items of no points. You have the 2d6 magebolt, but that's not really any different than a heavy longbow. Sure, it is defended by ED, so you may get a few more points through, but most FH characters/monsters have nearly the same PD/ED. In terms of combat effectiveness, I would think that you would do better to take those 20 points and drop them into STR, SPD, and DEX, and the necessary WF, and just use a bow. And those are all useful in other situations, too. Or, if you want to keep it more Magic-y, use those points to buy and Aid to those CHA.

    And the magelight spell, too. Why not just pick up a torch or lantern. Sure, it's only 4 points, but with 150, every point counts. I have always found it most effective as a mage to not spend points on stuff you can get for free.

  13. #13
    Join Date
    Feb 2003
    Location
    Topeka, KS
    Age
    49
    Posts
    640
    Rep Power
    150906
    Originally posted by sbarron
    And by the way, the mage you created is completely playable at 150 pts. He just doesn't have as many spells as most players would like to play, myself included. That's why I think some sort of power framework is in order. Though which one is up to you.
    Yes but if your a starting mage what are you doing with a large number of spells?

  14. #14
    Join Date
    Feb 2003
    Location
    Topeka, KS
    Age
    49
    Posts
    640
    Rep Power
    150906
    Originally posted by coach
    It looks good, but I'm just wondering why you spent points on stuff you can do with mundane items of no points. You have the 2d6 magebolt, but that's not really any different than a heavy longbow. Sure, it is defended by ED, so you may get a few more points through, but most FH characters/monsters have nearly the same PD/ED. In terms of combat effectiveness, I would think that you would do better to take those 20 points and drop them into STR, SPD, and DEX, and the necessary WF, and just use a bow. And those are all useful in other situations, too.
    Why does a mages spell have to be more powerful. Look at magic missle in D&D it's just a autofire dagger

    And the magelight spell, too. Why not just pick up a torch or lantern. Sure, it's only 4 points, but with 150, every point counts. I have always found it most effective as a mage to not spend points on stuff you can get for free.
    Seems to me the Gandolf used it in the move. Most mages in any story you pick up used similar abilities

  15. #15
    Join Date
    Feb 2003
    Location
    Topeka, KS
    Age
    49
    Posts
    640
    Rep Power
    150906
    I like the right up myself. I prefer mages buy spells seperately. I have looked into allowing MP, EC & VPP. The problem is in affect you merely allowing players to crunch all the points the can at the expensive of the campaign

    example:
    For a framework mage to be effective he would have to have a defense frame & an offensive frame. This would mean that he would have several offensive spells and several defensive spells. most players would also want some middle ground spells. Detects, flights, aids etc.

    As a GM I have a problem with a starting mage fresh out of the school having access to numerious spells. I also limit the starting damage os spells to within 2 DC of the most potent weapon available to the players. So if a 2d6K sword is the best weapon then a mages attack can only be 2/12d6K.

    It is illogical to me for a starting mage to be able to throw powerful spells. That comes later.

    Now I have will admit that I have only looked at the frameworks a bit. I'd have to see a complete character before I'd say noway in heck.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Similar Threads

  1. Rifts HERO?
    By gauss in forum Other Genres
    Replies: 351
    Last Post: May 20th, '12, 08:24 AM
  2. Fantasy HERO page count?
    By hybris in forum Fantasy Hero
    Replies: 29
    Last Post: May 31st, '03, 08:19 AM
  3. FANTASY HERO -- What Do *You* Want To See?
    By Steve Long in forum Fantasy Hero
    Replies: 236
    Last Post: May 28th, '03, 09:41 AM
  4. My Fantasy HERO mage revised.
    By Yamo in forum Fantasy Hero
    Replies: 5
    Last Post: May 12th, '03, 11:53 AM
  5. Some Fantasy HERO questions
    By Jeff T. in forum Fantasy Hero
    Replies: 4
    Last Post: Apr 26th, '03, 01:41 PM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •