Senjaz Posted February 19, 2018 Report Share Posted February 19, 2018 Hopefully a Hero System Guru can assist in designing a power based on a description of what I want it to do. I am building Fantasy Hero spells based on a popular online game, several are weapon enhancement spells. Here are the shared traits: Only one weapon power can be active on any given weapon at a time. Casting of further weapon powers replace the effects of earlier ones. Enhancement spells only affect the caster's weapons. It's typical for the caster to wield two weapons, one weapon + shield or a two-handed weapon Caster pays END (mana) on activation only. The enchant lasts at least 1 minute. Spells typically require incantations and/or gestures. The weapon enchant has a chance to activate a beneficial effect when the wielder hits with an attack with the weapon (some might be 100% but if less can we use Requires a Roll?) Examples of effects: Fire damage, the power always does an extra 1d6 killing attack damage if the weapon attack hits Taunt, the power increases the wielder's PRE specifically for taunting foes with a presence attack immediately after the weapon hits. Fury, wielder gets 2 instant attacks against the same target (or extra damage equal to such attacks) about 25% of the time after the weapon hits. Part of my confusion stems from the rules stating that the continuous modifier of a power means that you don't need to make future rolls against the same target, this was not my intention. I'd like it so that the casting of a weapon enchant takes time a half-phase to give the bonus and for it to affect future attacks for a duration. Quote Link to comment Share on other sites More sharing options...
dsatow Posted February 22, 2018 Report Share Posted February 22, 2018 Can the spells be used on another's weapon or only their own? Quote Link to comment Share on other sites More sharing options...
Senjaz Posted February 22, 2018 Author Report Share Posted February 22, 2018 Only their own, and probably only while they hold it. Quote Link to comment Share on other sites More sharing options...
Doc Democracy Posted February 22, 2018 Report Share Posted February 22, 2018 Right now, I am leaning towards a multipower where slots are all bought 0 END but there is an END cost to switching slots. I am thinking that the reserve will also be bought with a limitation of slot only remains active for 1 minute, though not sure what price I would give that - would depend on how often I thought that a player would want the slot to continue for longer than that...five turns is a long combat in my games and that would mean the player deciding not to switch to alternative enchantments in that time... Senjaz 1 Quote Link to comment Share on other sites More sharing options...
dsatow Posted February 22, 2018 Report Share Posted February 22, 2018 22 hours ago, Senjaz said: Only their own, and probably only while they hold it. I would simply make it a multipower with a focus limitation downgraded for the availability of the focus. Again, this is how I would do it, other GMs might have different ideas. example: 15 multipower (Weapon spells) (30) OAF: Any weapon (downgraded to -1/2) Requires a roll 13- 1u Ice Rune: 3d6 Entangle no range -1/2 1u Fire Rune: 6d6 Blast No knockback -1/4 1u Lightning Rune: 1d6K RKA +4Stun Mod No range -1/2 1u Thunder Rune: 6d6 Sonic Flash No range -1/2 1u Pestilence Rune: 3d6 Con Drain Senjaz 1 Quote Link to comment Share on other sites More sharing options...
Senjaz Posted February 23, 2018 Author Report Share Posted February 23, 2018 Good advice so far. Thanks Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted February 23, 2018 Report Share Posted February 23, 2018 Most of the time you can get by with an Aid, which will boost an item's power over a specific time period and can be used on others. Quote Link to comment Share on other sites More sharing options...
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