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Begginner Question


lrojas

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Re: Begginner Question

 

Orc + Backbiter

 

15 STR

11 DEX

15 CON

15 BODY

8 INT

5 EGO

15 PRE

6 COM

4 PD

4 ED

3 SPD

6 REC

30 END

30 STUN

 

7" Run

3" Leap

2" Swim

 

PER: 11-/15- Smell

 

Powers/Skills/Abilities:

Orc

Infravision: Infrared Perception

Powerful Nose: +4 PER Smell Group plus Tracking (Normal Smell)

Thick Skinned: Damage Resistance 4 PD/4 ED

Fast Healing: Regeneration: 1 BODY / Day

 

Backbiter

Deadly Blow (Sneak Attack): 2d6 KA Only With Blows Struck From Behind or Against Surprised Targets; Real Cost: 7 points (per d6)

 

Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 15)

 

WF: Blades

+1 OCV with Blades

Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)

Acrobatics

Breakfall

FAM: Shadowing

FAM: Streetwise

 

Total Cost: 76 points

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Re: Begginner Question

 

Orc + Pyromaster:

 

15 STR

10 DEX

15 CON

15 BODY

10 INT

11 EGO

15 PRE

6 COM

4 PD (4r)

4 ED (4r)

3 SPD

6 REC

30 END

30 STUN

 

7" Run

3" Leap

2" Swim

 

PER: 11-/15- Smell

 

Powers/Skills/Abilities:

Orc

Infravision: Infrared Perception

Powerful Nose: +4 PER Smell Group plus Tracking (Normal Smell)

Thick Skinned: Damage Resistance 4 PD/4 ED

Fast Healing: Regeneration: 1 BODY / Day

 

 

 

Wizard VPP (30 Pool; Only Arcane Magic (-1/2), Only Change Spells With Spell Book & Study Time (-1/2), All Spells Must Have 1 Charge (-1/4), Variable Limitation (-1/2; each Spell must take -1 of Limitations from Extra Time, Concentration, Incantation, Gesture, Limited Range, Restrainable By Spell Components Pouch, or RSR: Magic Skill vs. Spell Resistance in any combination at a MINIMUM))

 

KS: Pyromancy + 3, KS: Aeromancy +1, KS: Geomancy +1

Literacy with Native Language

Damage Reduction 75%; Heat & Flame only (-2)

Life Support: Intense Heat

Combat Spellcasting (+3 All Combat, Only for OCV, Only with Spells)

+1 DCV

 

 

-5 School Ineptitude: Phys Lim: Cannot Learn KS: Hydromancy or use Spellcraft to Circumvent (Infrequently, Limiting)

 

Total Cost: 125 pts

 

 

Spell List:

 

4 Firesdance: Telekinesis (3 STR), Fine Manipulation (15 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Only Works On Fire (-1), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Affects Whole Object (-1/4)

 

5 Lesser Embrace of Fire: Energy Damage Reduction, Resistant, 25% (15 Active Points); Only Works Against Limited Type Of Attack (Heat/Fire only) Very Limited Type of Attack (-1), 1 Continuing Charge lasting 1 Minute (-1), Incantations (-1/4)

 

4 Liquid Pain: Energy Blast 3d6 (vs. ED) (15 Active Points); 1 Charge (-2), Gestures (-1/4), Requires A Magic Skill vs Spell Resistance Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests -1/4), Incantations (-1/4), Extra Time (Delayed Phase, -1/4)

 

6 Mailskin: Armor (5 PD/5 ED) (15 Active Points); Extra Time (Extra Segment, Only to Activate Constant or Persistent Power, Character May Take No Other Actions, Delayed Phase, -1/2), Incantations (-1/4), Gestures (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4), Visible (-1/4)

 

6 Roots in the Earth: Knockback Resistance -7", 1 Continuing Charge lasting 1 Day (+0) (14 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power, Character May Take No Other Actions, -3/4), Only In Contact With Ground (-1/2), Concentration (1/2 DCV; -1/4)

 

5 Stonebones: Density Increase (800 kg mass, +15 STR, +3 PD/ED, -3" KB) (15 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4)

 

5 Lesser Sheild of Airy Comfort: Force Field (8 PD/7 ED) (15 Active Points); Only Works Outdoors (-1), Extra Time (Delayed Phase, Only to Activate Constant or Persistent Power, -1/4), Incantations (-1/4), Gestures (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4)

 

7 Bursting Flames: Energy Blast 4d6 (vs. ED), Explosion (+1/2) (30 Active Points); 1 Charge (-2), Extra Time (Full Phase, Delayed Phase, -3/4), Incantations (-1/4)

 

7 Fiery Propulsion: Leaping +25" (2" forward, 13 1/2" upward) (Accurate) (30 Active Points); 1 Charge (-2), Upward Movement Only (-1), Incantations (-1/4)

 

10 Lesser Flight of the Pheonix: Flight 12", Combat Acceleration/Deceleration (+1/4) (30 Active Points); Extra Time (Full Phase, Only to Activate Constant or Persistent Power, Delayed Phase, Character May Take No Other Actions, -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Gestures (-1/4), Incantations (-1/4), No Noncombat Movement (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4)

 

11 Obscuring Smoke: Change Environment 8" radius, -4 to Hearing Group PER Rolls (29 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Incantations (-1/4), Gestures (-1/4), Does Not Work In High Winds Or Rain (-1/4)

 

 

7 Stone-fisted: Hand-To-Hand Attack +3d6, Lingering (1 Minute) (+1) (30 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Visible (-1/4), Incantations (-1/4)

 

15 A Breath Of Fresh Air: Change Environment (Freshen Air) 32" radius (30 Active Points); Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4), 1 Continuing Charge lasting 1 Hour (-1/4)

 

10 Armor of Air: Physical Damage Reduction, Resistant, 50% (30 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Visible (-1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4)

 

8 Lesser Move Like The Wind: Teleportation 7", No Relative Velocity, Position Shift (29 Active Points); 1 Charge (-2), Must Pass Through Intervening Space (-1/4), Incantations (-1/4)

 

8 Lesser Thunderstruck: (Total: 30 Active Cost, 8 Real Cost) Hearing Group Flash 5d6 (15 Active Points); 1 Charge (-2), Gestures (Requires both hands; -1/2) (Real Cost: 4) plus Energy Blast 1d6 (vs. ED), No Normal Defense (Hearing Group Flash DEF; +1), Does BODY (+1) (15 Active Points); 1 Charge (-2), Linked (Flash; -1/2), Gestures (Requires both hands; -1/2) (Real Cost: 4)

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Re: Begginner Question

 

Orc + Totem Warrior:

 

15 STR

11 DEX

15 CON

15 BODY

5 INT

8 EGO

15 PRE

6 COM

4 PD (4r)

4 ED (4r)

3 SPD

6 REC

30 END

30 STUN

 

7" Run

3" Leap

2" Swim

 

PER: 10-/14- Smell

 

Powers/Skills/Abilities:

Orc

Infravision: Infrared Perception

Powerful Nose: +4 PER Smell Group plus Tracking (Normal Smell)

Thick Skinned: Damage Resistance 4 PD/4 ED

Fast Healing: Regeneration: 1 BODY / Day

 

Totem Warrior

Wolf Totem (Basic Senses, Advanced Senses, Basic Tooth & Claw, Basic Running)

Wolf Companion

Mind Link, WolfCompanion, Psychic Bond

Wolf Lore: Power (EGO-based) +1

Canine Handler +1

Tracking +2

 

Totem Powers:

Beast Speech, Only With Wolves

 

Basic Running: Running +5" (12"/48" total), x4 Noncombat (15 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) [Notes: Totemic Shamanism] 1 END

 

Basic Tooth and Claw: HKA +1/2d6 (vs. PD), Lingering up to 1 Turn (+1/2) (15 Active Points); Incantations (-1/4), Gestures (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4) [Notes: Totemic Shamanism] 1 END

 

Advanced Senses: (Total: 29 Active Cost, 14 Real Cost) +8 PER with all Sense Groups (24 Active Points); Concentration (0 DCV; -1/2), Costs END (Only Costs END to Activate; -1/4), Nonpersistent (-1/4) (Real Cost: 12) plus Nightvision (5 Active Points); Concentration (0 DCV; -1/2), Costs END (Only Costs END to Activate; -1/4), Nonpersistent (-1/4) (Real Cost: 2) [Notes: Totemic Shamanism] 3 END

 

Total Cost: 76 points

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Re: Begginner Question

 

Once again humans get shafted. :D

 

I am sure this has been covered ad nauseam in another thread. Not trying to fire up a debate. Just being a llama.

 

Nope, humans make out just fine; in fact they probably have the best race package of all, including a juicy +1 Overall Level

 

http://www.killershrike.com/FantasyHERO/GreyHEROContent/RacePackageDeals/humanPackages.shtml

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Re: Begginner Question

 

Orc + Spellweaver Adventurer:

 

15 STR

11 DEX

15 CON

15 BODY

15 INT

10 EGO

15 PRE

6 COM

4 PD (4r)

4 ED (4r)

3 SPD

6 REC

44 END

30 STUN

 

7" Run

3" Leap

2" Swim

 

PER: 12-/16- Smell

 

Powers/Skills/Abilities:

Orc

Infravision: Infrared Perception

Powerful Nose: +4 PER Smell Group plus Tracking (Normal Smell)

Thick Skinned: Damage Resistance 4 PD/4 ED

Fast Healing: Regeneration: 1 BODY / Day

 

Spellweaver Adventurer

Spell: Change Environment (EGO-based) 12-

Spell: Clairsentience (EGO-based) 12-

Spell: Dispel (EGO-based) 12-

Spell: Drain (EGO-based) 12-

Spell: Energy Blast (EGO-based) 12-

Spell: Entangle (EGO-based) 12-

Spell: Force Field (EGO-based) 12-

Spell: Invisibility (EGO-based) 12-

Spell: Killing Attack Ranged (EGO-based) 12-

Spell: Teleport (EGO-based) 12-

Spell: Transform (EGO-based) 12-

 

KS: Scribe Codex +1

Magesight (FH pg 106)

+1 Overall Skill Level

Combat Spellcasting (+3 All Combat, Only for OCV, Only with Spells)

+3 Penalty Skill Level to offset Combat Casting Penalty with All Spells

 

Total Cost: 125 points

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Re: Begginner Question

 

Orc + Striker

 

20 STR

20 DEX

20 CON

20 BODY

5 INT

5 EGO

15 PRE

6 COM

5 PD (4r)

5 ED (4r)

4 SPD

8 REC

40 END

40 STUN

 

7" Run

3" Leap

2" Swim

 

PER: 10-/14- Smell

 

Powers/Skills/Abilities:

Orc

Infravision: Infrared Perception

Powerful Nose: +4 PER Smell Group plus Tracking (Normal Smell)

Thick Skinned: Damage Resistance 4 PD/4 ED

Fast Healing: Regeneration: 1 BODY / Day

 

 

Striker

+1 Overall

Excellent Cardio: Extended Breathing (1 increment)

Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND (Defense: Rigid Armor)

Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike

Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike

Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +v/5; FMove

Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6

2 HtH Damage Class (not counted in)

Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2)

+2 with Martial Arts Style

 

 

 

Total Cost: 125 points

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Re: Begginner Question

 

Orc + Living Weapon

 

15 STR

11 DEX

18 CON

15 BODY

8 INT

8 EGO

15 PRE

6 COM

4 PD (4r)

5 ED (4r)

3 SPD

7 REC

36 END

32 STUN

 

7" Run

3" Leap

2" Swim

 

PER: 11-/15- Smell

 

Powers/Skills/Abilities:

Orc

Infravision: Infrared Perception

Powerful Nose: +4 PER Smell Group plus Tracking (Normal Smell)

Thick Skinned: Damage Resistance 4 PD/4 ED

Fast Healing: Regeneration: 1 BODY / Day

 

Living Weapon

Psionic MPP (30 Pool; May use Personal END or END Reserve (+1/4); All slots must take RSR: Discipline Skill/Psicraft (-1/4))

 

1u All-Seeing Eyes: (Total: 15 Active Cost, 9 Real Cost) UV Perception (Sight Group) (5 Active Points); Requires A Clairsentience Skill Roll (-1/2), Costs END (Only Costs END to Activate; -1/4) (uses END Reserve) (Real Cost: 3) plus IR Perception (Sight Group) (5 Active Points); Requires A Clairsentience Skill Roll (-1/2), Costs END (Only Costs END to Activate; -1/4) (uses END Reserve) (Real Cost: 3) plus Nightvision (5 Active Points); Requires A Clairsentience Skill Roll (-1/2), Costs END (Only Costs END to Activate; -1/4) (uses END Reserve) (Real Cost: 3) (Make one Skill Roll to Activate all 3 Powers.) 3 END

 

1u Armored Skin: Armor (6 PD/3 ED), Hardened (x2; +1/2) (20 Active Points); Requires A PS:Psychometabolic Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) (uses END Reserve) 2 END

 

1u Bat Ears: Active Sonar (Hearing Group) (15 Active Points); Requires A Clairsentience Skill Roll (-1/2), Costs END (Only Costs END to Activate; -1/4) (uses END Reserve) 1 END

 

1u Chameleon: Invisibility to Sight Group (20 Active Points); Chameleon (-1/2), Requires A Psychometabolic Skill Roll (-1/2) (uses END Reserve) 2 END

 

1u Combat Precognizance: +3 with All Combat (24 Active Points); Requires A Clairsentience Skill Roll (-1/2), Costs END (Only Costs END to Activate; -1/4) (uses END Reserve) 2 END

 

2u Combat Psychoportation: Teleportation 15" (30 Active Points); Requires A PS: Psychoportation Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) 3 END

 

1u Crown of Eyes: Increased Arc Of Perception (360 Degrees) with Sight Group (10 Active Points); Requires A Clairsentience Skill Roll (-1/2), Costs END (Only Costs END to Activate; -1/4) (uses END Reserve) 1 END

 

1u Crushing Strength: +30 STR (30 Active Points); No Figured Characteristics (-1/2), Requires A PS: Psychometabolic Skill Roll (-1/2) (uses END Reserve) 3 END

 

2u EGO Whip: Ego Attack 3d6 ( Human class of minds) (30 Active Points); Requires A Telepathy Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) 3 END

 

1u Endless Breath: Life Support (Self-Contained Breathing) (10 Active Points); Requires A Psychometabolic Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) (uses END Reserve) 1 END

 

1u Reaching: Stretching 3" (15 Active Points); Requires A Psychometabolic Skill Roll (-1/2) (uses END Reserve) 1 END

 

1u Self Polarizing Eyes: Sight Group Flash Defense (10 points) (10 Active Points); Requires A PS: Psychometabolic Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) (uses END Reserve) 1 END

 

1u Psychoportive Hop: Leaping 5" (Accurate) (10 Active Points); Requires A PS: Psychoportation Skill Roll (-1/2) (uses END Reserve) 1 END

 

2u Psychoportive Acceleration: Teleportation 9", Position Shift, Safe Blind Teleport (+1/4) (29 Active Points); No Noncombat Movement (-1/4), Must Pass Through Intervening Space (-1/4), Requires A PS: Psychoportation Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) 3 END

 

1u Ogrish Might: Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 399 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide) (10 Active Points); Requires A Psychometabolic Skill Roll (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2) (uses END Reserve) 1 END

 

Psionic Strength: END Reserve: 30 END / 3 REC

 

PowS: Clairsentience (INT)

PowS: Psychokinesis (EGO)

PowS: Psychoportation (INT)

PowS: Telepathy (EGO)

PowS: Psychometabolism (CON)

 

+ 2 with all Psionic Discipline Power Skills

1 Literacy w/ Native Language

 

5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 4d6 Strike, Must Follow Block

3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 2d6 Strike; Target Falls

4 Charge: 1/2 Phase, +0 OCV, -2 DCV, 4d6 +v/5 Strike, FMove

4 +1 HTH Damage Class (not counted in)

 

Total Cost: 125 points

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Re: Begginner Question

 

Ack!

 

Found a dude that was willing to loan me his not-in-good-shape book of FREd, reading up on it now :)

 

Now all i have to do is get Fantasy Hero!

 

( althought, and please dont get me wrong, the gurps core 4th ed is looking pretty spiffy *sigh* decisions are hard when you dont have enough cash )

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Re: Begginner Question

 

IMO, you'll end up shelling out a lot more on GURPS products then on HERO. Simply because GURPS has a supplement for everything. So you buy GURPS 4th Ed. Then find you need GURPS Fantasy, GURPS Fantasy Bestiary, GURPS Magic, GURPS Goblins, GURPS Blood Types, GURPS Undead, GURPS Spirits, GURPS... and that's just to do fantasy stuff (and I'm not done yet...).

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Re: Begginner Question

 

i reckon you are right, but, Hero also has a lot of suplemental Genre Books. Granted, the genre books for Hero are more all-encompansing and thus you tend to shell less money over-all...

 

you could, with both systems, just get the core and make your own, with GURPS 4th Edition they streamlined the game mechanics and added a bunch of stuff to make it less clunky. Still is a taste thing.

 

What swinged my decision in the end was amount of material, just ordered Fantasy Hero and Space Hero, after i look them over and ppl review the new 5ER, i will consider buying that also.

 

Still have to get The Following Books :

- The HERO System Bestiary

- The HERO System Vehicle Sourcebook

- The Spacer's Toolkit

- The Fantasy Hero Grimoire

- Monsters, Minions, And Marauders

- The Ultimate Vehicle

 

Donations acepted ;)

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Re: Begginner Question

 

i reckon you are right, but, Hero also has a lot of suplemental Genre Books. Granted, the genre books for Hero are more all-encompansing and thus you tend to shell less money over-all...

 

you could, with both systems, just get the core and make your own, with GURPS 4th Edition they streamlined the game mechanics and added a bunch of stuff to make it less clunky. Still is a taste thing.

 

What swinged my decision in the end was amount of material, just ordered Fantasy Hero and Space Hero, after i look them over and ppl review the new 5ER, i will consider buying that also.

 

Still have to get The Following Books :

- The HERO System Bestiary

- The HERO System Vehicle Sourcebook

- The Spacer's Toolkit

- The Fantasy Hero Grimoire

- Monsters, Minions, And Marauders

- The Ultimate Vehicle

 

Donations acepted ;)

The main point Susano was making is that since all the rules are in one book in the HERO System, and you can make anything you want with them, you actually dont NEED any of the other books. They are just time savers. There is nothing in them that you couldnt make yourself out of the main rulebook.

 

The only other book which has a large chunk of useful new bits that you should get is the Ultimate Martial Artist IMO.

 

 

GURPS is on a different model.

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Re: Begginner Question

 

Nope, humans make out just fine; in fact they probably have the best race package of all, including a juicy +1 Overall Level

 

http://www.killershrike.com/FantasyHERO/GreyHEROContent/RacePackageDeals/humanPackages.shtml

You gave your humans 20 points back for Normal Characteristic Maxima - is that how it's done in 5E, that Heroic characters get points for it?

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Re: Begginner Question

 

The main point Susano was making is that since all the rules are in one book in the HERO System' date=' and you can make anything you want with them, you actually dont NEED any of the other books.[/quote']

 

Exactly. If you are going to run fantasy, all you need is 5th Edition and Fantasy Hero. The HSB, MMM, and FHG are all icing on the cake but don't add anything to the system. Up until GURPS 4th edition you couldn't say that about GURPS.

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Re: Begginner Question

 

Point Taken, if you notice i did say i have choosen Hero System, was just pointing out that with the new ruleset GURPS is trying to aproach the Hero Model.

 

On another note, i have a few questions regarding magic systems, Power FrameWorks, Bow and Arrows, and Character Grow.

 

can somebody probive me with a general idea of a magic system? How does the VPP, MP or EC work in regards to spells for a wizard? after i make the character and get a few ep during game play, how would i signify the learning of a new spell in a Power Framework? individually? How do i represent munitions for Bows / Pistols ? like if i am firing and the pistol has a clip of 12 shots and i have to reload the pistol with a new clip? how about if we where talking arrows? can i dip an arrow in a poison vial prior to shooting it or do i need to buy a poisoned arrow power? Same for fire or any other type of special kind of arrow or bullet ( Armor Piercing, Explosive, etc ) ?

 

thanks in advance you all, i really apreciate all the time and answers you have given me. My Fantasy Hero and Star Hero shall arrive sometime during this next week ( I hope ), and maybe i would not be as dumb as i am now.

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Re: Begginner Question

 

Well, Magic Systems are something of an obsession w/ me, so Ill field that one.

 

First off, good news -- FH has like 12 sample Magic Systems. Plenty to cherry pick.

 

However, Ive also done a number of Magic Systems as well. Here they are:

 

 

 

And here is a document discussing the designing of Magic Systems:

 

http://www.killershrike.com/FantasyHERO/GreyHEROContent/Powers/Magic.shtml

 

Specifically, the Wizard and Sorcerer systems are VPP and Charge based. Wizardry has a major variant called Arcanis Magnicus. Sorcery has a minor variant called Stregari. Sortilege and Elementalism are both mod systems that can be applied to any one of the Sorcery, Wizardry, or Magni mechanics.

 

Aeldenaren is an EC and Talent based System. It has a basic set up and expanded options. It is END based.

 

Spellweaving is a Skill based system where a Skill is bought for each base Power and functions like a mini-VPP only for Powers of that type. Thus you might buy PowS: Ranged Killing Attack, allowing you to cast any Spell Effect based on RKA. It has 3 minor variants listed -- Esowyc, Derwydd, and Spellchanneling. It is END based.

 

Magecraft is another Skill based system where each Spell effect is bought as a Skill, with Active points determined by the Skill Roll times 5. Thus an 11- Skill with the power allows up to a 55 Active Point Spell Effect. To increase the magnitude of one's Spells, you just buy the Skill higher and spend some time in research to up the effect. It has one minor variant called the Three Crafts. It is END based.

 

Adepts are VPP based, with a Partially Cosmic VPP. There is one minor variant for Divine Magic, and 2 minor variants called Thanomancy and Volomancy. END Based.

 

Totemic Shamanism is Familiarity based, and arranged around animal Totems. It has an extended fantasy Totem option, and a major variant based around gemstones called Piedragemas, which is different enough to warrant it's own seperate write up. They are both END Based.

 

Artificing is a general document that applies to any of the Magic Systems which allow Item Creation. It is Skill based.

 

Runeforging is a specific kind of pure Artificing which lacks a Spell Casting element.

 

I have plans for some more Magic Systems in the future, including some detailed notes on a few. Just pending the time to write them up :D

 

Hope this helps....

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Re: Begginner Question

 

here is my orc captain that made an apperance in my FH game weeks back

 

 

Orc (Captian)

 

Player: NPC

 

Val Char Cost

18 STR 8

17 DEX 21

18 CON 16

15 BODY 10

13 INT 3

11 EGO 2

13 PRE 3

8 COM -1

 

7 PD 3

7 ED 3

3 SPD 3

8 REC 0

36 END 0

33 STUN 0

 

7" RUN 2

2" SWIM 0

3 1/2" LEAP 0

Characteristics Cost: 73

 

Cost Power

5 Nightvision

Powers Cost: 5

 

 

Cost Skill

4 PS: Orc Captian 13-

10 +1 Overall

3 WF: Common Melee Weapons, Javelins and Thrown Spears

15 +3 with HTH Combat

6 +2 with any three maneuvers or a tight group of attacks

3 Shield work: Custom Skill

2 KS: Area 11-

4 PS:: Orc Warrior 13-

4 PS: MOS 13-

2 PS: Secondary MOS 11-

7 Tactics 14-

3 Personal Skill: Custom Skill 11-

1 Language: Black Speach: basic conversation

Skills Cost: 64

 

Cost Perk

3 Orc: Reputation (A large group; 14-) +1/+1d6

3 Captian: Custom Perk

Perks Cost: 6

 

Cost Talent

2 Environmental Movement: Woods

Talents Cost: 2

 

Total Character Cost: 150

 

Pts. Disadvantage

15 Distinctive Features: Orc, (Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses

10 Hunted: Free Peoples, (As Pow, 8-, Harshly Punish

20 Reputation: Orc, 14-, (Extreme

5 Rivalry, Professional, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry, Rivalry Desc.

10 Rivalry, Professional, Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry, Rivalry Desc.

15 Physical Limitation: Strong Light, (Frequently, Greatly Impairing

10 Enraged: Varies - Racial Foes, and other means, (Uncommon), go 8-, recover 11-

15 Psychological Limitation: Fear of Leaders, (Common, Strong

Disadvantage Points: 100

Base Points: 50

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Begginner Question

 

Thanks Killer, this sure helps.

 

but i still need to know how does the mechanics work when a character is trying to "improve" on a Power FrameWork, in the case of the mage with a EC, MP or VPP by buying a new spell? what do i do? do i deconstruct the whole power framework and rebuild it with the new points or is there another mechanic that i am not seeing?

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Re: Begginner Question

 

Thanks Killer, this sure helps.

 

but i still need to know how does the mechanics work when a character is trying to "improve" on a Power FrameWork, in the case of the mage with a EC, MP or VPP by buying a new spell? what do i do? do i deconstruct the whole power framework and rebuild it with the new points or is there another mechanic that i am not seeing?

Um....not quite clear what you are asking here.

 

With a MP, you just add a slot to the MP. With an EC you buy a new power and add it to the EC. With a VPP, the powers in the VPP dont affect the characters actual cost.

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Re: Begginner Question

 

Ahhhh... i Thought you had to rebuild the reserve of the frame work to add powers to it...

 

ok, makes more sense this way... Maybe i am trying to hard to see things in a D&D light. i was thinking in a mechanic to have the spell be scrolls that you could either cast directly or inscrive in your spell book and that you could pay money for them or found in Dragin Hoards. but i guess i am being too D&D centric.. maybe is time to begin trying to seee how the rest of the world looks at magic...

 

still, there is the point of dealing with weapons that use ammo, like pistols or arrows... i know you can buy the weapon as having charges but in the case of a pistol, how do you define the reload clip for the weapon? or in the case of arrows how do you define that the quiver is empty.

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