Killer Shrike Posted August 7, 2004 Report Share Posted August 7, 2004 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 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted August 7, 2004 Report Share Posted August 7, 2004 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) Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted August 7, 2004 Report Share Posted August 7, 2004 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 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted August 7, 2004 Report Share Posted August 7, 2004 Re: Begginner Question Once again humans get shafted. 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 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted August 7, 2004 Report Share Posted August 7, 2004 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 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted August 7, 2004 Report Share Posted August 7, 2004 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 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted August 7, 2004 Report Share Posted August 7, 2004 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 Quote Link to comment Share on other sites More sharing options...
lazarus Posted August 7, 2004 Report Share Posted August 7, 2004 Re: Begginner Question Thanks for all those KS. Laz Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted August 7, 2004 Report Share Posted August 7, 2004 Re: Begginner Question Thanks for all those KS. Laz np assuaged my boredom Quote Link to comment Share on other sites More sharing options...
lrojas Posted August 8, 2004 Author Report Share Posted August 8, 2004 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 ) Quote Link to comment Share on other sites More sharing options...
Susano Posted August 8, 2004 Report Share Posted August 8, 2004 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...). Quote Link to comment Share on other sites More sharing options...
lrojas Posted August 8, 2004 Author Report Share Posted August 8, 2004 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 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted August 8, 2004 Report Share Posted August 8, 2004 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. Quote Link to comment Share on other sites More sharing options...
arcady Posted August 8, 2004 Report Share Posted August 8, 2004 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? Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted August 9, 2004 Report Share Posted August 9, 2004 Re: Begginner Question You gave your humans 20 points back for Normal Characteristic Maxima - is that how it's done in 5E' date=' that Heroic characters get points for it?[/quote'] Nope. Thats how I do it, for all characters. It's all explained in the Race Package Deal notes linked to above. Quote Link to comment Share on other sites More sharing options...
Rick Posted August 9, 2004 Report Share Posted August 9, 2004 Re: Begginner Question These days I'm concidering more and more Fantasy Hero a must have, do to the fact that it gives you so many options for freeing up your system. SOme of these things translate to any heroic genre. Quote Link to comment Share on other sites More sharing options...
Susano Posted August 9, 2004 Report Share Posted August 9, 2004 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. Quote Link to comment Share on other sites More sharing options...
lrojas Posted August 9, 2004 Author Report Share Posted August 9, 2004 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. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted August 9, 2004 Report Share Posted August 9, 2004 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 Hope this helps.... Quote Link to comment Share on other sites More sharing options...
LordGhee Posted August 9, 2004 Report Share Posted August 9, 2004 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 Quote Link to comment Share on other sites More sharing options...
lrojas Posted August 9, 2004 Author Report Share Posted August 9, 2004 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? Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted August 9, 2004 Report Share Posted August 9, 2004 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. Quote Link to comment Share on other sites More sharing options...
lrojas Posted August 9, 2004 Author Report Share Posted August 9, 2004 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. Quote Link to comment Share on other sites More sharing options...
lrojas Posted August 9, 2004 Author Report Share Posted August 9, 2004 Re: Begginner Question Btw Killer, isnt the right quote : "A complex system that wont work is invariably found to have evolved from a simple system that worked" ? Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted August 9, 2004 Report Share Posted August 9, 2004 Re: Begginner Question Btw Killer, isnt the right quote : "A complex system that wont work is invariably found to have evolved from a simple system that worked" ? You'll have to ask John Gall Quote Link to comment Share on other sites More sharing options...
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