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The World of Edean


Enforcer84

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Re: The World of Edean

 

This is an "Advanced Job". Taken by someone who has already taken the Light fighter or Swashbuckler style package. The martial arts is a variant of the Weapon Fighting art from UMA. But Any Fencing or Kenjutsu Style will work in it's stead. As a matter of fact these different styles are encouraged as each swordmaster or school of sworrmasters want to be unique and known for their art. This Package is a few required skills (The Swordmastery skill) and a bunch of optional powers. THey can be bought slowly or all at once. They could be put into a MP or VPP as well. But They are listed as separate powers. Also, this could serve as a template for other weapons masters.

 

Swordmaster

 

 

 

Cost**Powers**END

30**Dragon Arc:**Killing Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1) (60 Active Points); OIF (Sword of Opporotunity; -1/2), Requires A Swordmastery Skill Roll (-1/2) 6

17**Impenitrable Defense!:**Force Wall (8 PD/8 ED), Hardened (+1/4) (50 Active Points); Requires A Swordmastery Skill Roll (-1/2), Self Only (-1/2), OIF (Sword or Opporotunity; -1/2), Gestures, Requires Gestures throughout (Must use Sword Do Deflect; -1/2) 5

50**Sowrd Spirit Strike:**Energy Blast 8d6, Affects Desolidified One Special Effect of Desolidification (Undead; +1/4), Personal Immunity (+1/4), Area Of Effect (12" Radius; +1 1/4), Two-Dimensional (-1/4) (100 Active Points); No Range (-1/2), OIF (Sword or Opporotunity; -1/2) 10

20**Steel Barrage:**Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Autofire (5 shots; +1/2) (30 Active Points); OIF (Sword of Opporotunity; -1/2) 3

20**Sword Master:**Find Weakness 11- with Related Group of Attacks (Sword Use)

\tabSword Master's Art (Weapons Combat)

Maneuver OCV DCV Notes

5**All-Out +1 -2 Weapon +4 DC Strike

4**Attack +0 +2 Weapon +2 DC Strike

4**Charge +0 -2 Weapon +2 DC +v/5 Strike, FMove

4**Defend +2 +2 Block, Abort

5**Probe +1 +3 Weapon Strike

4**Resist +0 +0 25 STR to resist Shove; Block, Abort

4**Shove +0 +0 25 STR to Shove

0**Weapon Element: Blades

1**Weapon Element: Off Hand

1**Weapon Element: Empty Hand

Perks

2**Deadly Reputation:**Reputation: Fierce Swordsman (A medium-sized group) 11-, +2/+2d6

3**Former Master:**Contact: Mentor Or School (Good relationship with Contact) 11-

Talents

15**Awareness:**Combat Sense 11-

10**Cleaving:**Follow-Through Attack

6**Peerless Defense:**Combat Luck (3 PD/3 ED)

3**Quicker than the Eye:**Lightning Reflexes: +2 DEX to act first with All Actions

10**Sword Master:**Deadly Blow: +1d6 (any circumstances, any HTH weapon)

Skills

6**+2 with Swords

3**Swordmastery:**Sword Skills 11-

3**Analyze: Combat 11-

3**Fast Draw 11-

2**KS: Sword Fighting Styles 11-

2**KS: Sword Makers 11-

3**Paramedics 11-

 

Total Powers & Skill Cost:**240

Total Cost:**240

 

200+ Disadvantages

0**Hunted: Rival Swordmasters 8- (As Pow, Watching)

15**Psychological Limitation: Proud of their sword skills (Common, Strong)

5**Reputation: MAster Swordsman, 8-

20 Experience Points

 

Total Disadvantage Points:**240

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Re: The World of Edean

 

The summoner is a classic Final Fantasy Job. This is a wizard or Priest who specializes in the communion and summoning of powerful extradmensional beings. Summoners often take other magical jobs for defensive and other abilties as their specialty is both unsubtle and mostly very offense oriented.

 

 

 

Summoner

 

 

 

Cost Powers END

40 Summoned Attack (Level 1): Energy Blast 6d6, Indirect (Same origin, always fired away from attacker; +1/4), Reduced Endurance (1/2 END; +1/4), Variable Special Effects (Any SFX; +1/2), Area Of Effect (6" Any Area; +1) (90 Active Points); Requires A Summoning Magic Roll (-1/2), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4) 4

\tab Notes: This spell is an example of a summoning attack. Essentially, the Summoner calls forth an entity for a brief instant, it attacks and then disappears. It is the easiest of the summoning magics to use.

18 Summoned Shields: Force Wall (7 PD/7 ED; 3" long and 2" tall) (41 Active Points); Requires A Summoning Magic Roll (-1/2), Incantations (-1/4), Limited Range (3"; -1/4), Gestures (-1/4) 4

\tab Notes: This spell summons a being (such as an Earth Elemental) to create a temporary wall of protection. Depending on the type of creture called the wall may vary in strength, opacity, and size.

49 Summon Eidolon: Summon 350-point Magical Entity, Friendly (+1/4), Expanded Class of Beings Limited Group (Intelligent Magical Entity; +1/2) (122 Active Points); Requires A Summoning Magic Roll (-1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4) 12

\tab Notes: This summons a unique being from the Summoning Dimension. More powerful than the "Beast" but also more willful and intelligent

21 Summon Magical Beast: Summon 150-point Magical Beast, Friendly (+1/4), Expanded Class of Beings Limited Group (Magical, combat oriented, intelligent versions of common creatures and animals; +1/2) (52 Active Points); Requires A Summoning Magic Roll (-1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4) 5

\tab Notes: This is the Summoner's Staple. The ability to call fourth a friendly beast from the Summoning Dimension.

81 Circle of Defense against the Summoned : Force Wall (25 PD/25 ED), Cannot Be Escaped With Teleportation (+1/4), Difficult To Dispel (x2 Active Points; +1/4), Costs END Only To Activate (+1/4), Affects Desolidified Any form of Desolidification (+1/2), Backlash (+1/2), Transdimensional (Single Dimension; +1/2) (406 Active Points); Extra Time (6 Hours, Only to Activate, Character May Take No Other Actions, -2), OAF (Circle of Power; -1), Only Works Against Limited Type of Attack (Creatures not native to creator's plane of existance; -1/2), Incantations (-1/4), Restricted Shape (Circular Column; -1/4) 37

\tab Notes: This is an example of a powerful circle of protection.

Perks

15 Summoned Familiar: Follower

3 Contact: Eidolon (Contact has very useful Skills or resources) 8-

Skills

2 Animal Handler (Summoned Beasts Magical Creatures) 11-

3 Bureaucratics 11-

2 KS: Arcane Circles 11-

2 KS: Eidolons 11-

2 KS: Magical Wards & Symbols 11-

3 KS: Summoning Magic 11-

3 Language: Anturak (Summoners' Tongue) (completely fluent)

3 Persuasion 11-

3 Spell: Summoning Magic 11-

1 WF: Choose one Weapon

9 Choose 9pts worth of the following, Private Adder; all slots: Common Adder

0 1) Analyze: Magic 11- (3 Active Points)

0 2) Bribery 11- (3 Active Points)

0 3) Conversation 11- (3 Active Points)

0 4) High Society 11- (3 Active Points)

0 5) Interrogation 11- (3 Active Points)

0 6) KS: Any relevant Topics (3 Active Points) 11-

0 7) KS: Demonology (3 Active Points) 11-

0 8) KS: The Summonned Domains (3 Active Points) 11-

0 9) Language: Another Language (completely fluent) (3 Active Points)

0 10) Oratory 11- (3 Active Points)

0 11) PS: Appropriate Profession (3 Active Points) 12-

0 12) Seduction 11- (3 Active Points)

0 13) Streetwise 11- (3 Active Points)

0 14) Survival (Choose Appropriate Environment) 11- (3 Active Points)

0 15) TF: Transport (s) of Choice (3 Active Points) (3 Active Points)

0 16) WF: Weapon (s) of Choice (3 Active Points) (3 Active Points)

 

Total Powers & Skill Cost: 260

Total Cost: 260

 

200+ Disadvantages

10 Reputation: Consorts with all manner of Demons and Horrors, 11-

50 Experience Points

 

Total Disadvantage Points: 260

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Re: The World of Edean

 

Knight of the Azure Shield

 

 

 

Cost**Powers**END

19**Azure Shield:**Force Wall (8 PD/8 ED; 2" long and 1" tall), Backlash (+1/2) (63 Active Points); Gestures, Requires Gestures throughout (Requires both hands; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Skill Roll (-1/2), Incantations (-1/4) 6

12**Sword of Stars:**Aid Strength & OCV (5pt levels) 2d6, Can Add Maximum Of 22 Points (25 Active Points); Requires A Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)

12**Shield of Storms:**Aid PD/ED (Resistant) 2d6, Can Add Maximum Of 22 Points (25 Active Points); Requires A Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)

21**Silver Tower Stance:**(Total: 44 Active Cost, 21 Real Cost) Energy Damage Reduction, Resistant, 25% (15 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Skill Roll (-1/2) (Real Cost: 7) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Skill Roll (-1/2) (Real Cost: 7) plus Knockback Resistance -7" (14 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Skill Roll (-1/2) (Real Cost: 7)

1**Sentinal's Vigilance:**Life Support (Sleeping Character only has to sleep 8 hours per week)

5**Iron Will:**Mental Defense (14 points total)

12**Silver Rings of Security:**+3 with DCV, Usable Simultaneously (up to 8 people at once; +1) (30 Active Points); Gestures (Requires both hands; -1/2), Requires A Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4) 3

8**Astral Shields:**Force Field (7 Mental Defense/7 Power Defense/1 Flash Defense: Hearing Group) (15 Active Points); Requires A Skill Roll (-1/2), Incantations (-1/4) 1

Perks

1**Reputation: Knight of the Azure Shield (A small to medium sized group) 8-, +1/+1d6

5**Fringe Benefit: Knight, Membership: Order of the Azure Shield

Talents

10**Armor Proficiency:**Combat Luck: 6 PD/6 ED (12 Active Points); Only when in Medium or Heavy Armor (-1/4)

3**Aware of ones Surroundings:**Lightsleep

Skills

8**+1 with All Combat

3**Knight of the Azure Shield (Power) 11-

3**Defense Maneuver I

3**KS: Order of the Azure Shield 12-

2**KS: White Magic Orders 11-

 

Total Powers & Skill Cost:**128

Total Cost:**128

 

0+ Disadvantages

20**Psychological Limitation: Sworn to uphold the Tennants of the Order Common, Total

15**Reputation: Defender of the Weak, Frequently (11-), Extreme

5**Rivalry: Knights of the Crimson Blade Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

10**Social Limitation: Subject to Orders from Higher Ranking Knights Occasionally (8-), Major

5**Distinctive Features: Azure Rose & Shield Device (in addition to Personal Device) Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses

73 Experience Points

 

Total Disadvantage Points:**128

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Re: The World of Edean

 

More or less a traditional Warrior Monk as depicted in FH, I added some special maneuvers.

 

Warrior Monk

 

 

 

Cost**Powers**END

10**Martial Arts Maneuvers:**Custom Power (10 Active Points)

23**Flow Restoration:**Aid End or Stun 6d6, One Power At A Time (+1/4) (75 Active Points); Only Restores to Starting Values (-1/2), Target must have reachable Pressure Points (-1/2), Others Only (-1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4)

7**Adanced Superior Balance:**Flight 6" (12 Active Points); Only alond reasonable horizontal surfaces (-1/2), No Noncombat Movement (-1/4) 1

26**Double Hand Strike:**Hand-To-Hand Attack +6d6, Double Knockback (+3/4) (52 Active Points); Hand-To-Hand Attack (-1/2), Increased Endurance Cost (2x END; -1/2) 10

50**100 Palm Strike :**Hand-To-Hand Attack +6d6, Penetrating (+1/2), Autofire (10 shots; +1) (75 Active Points); Hand-To-Hand Attack (-1/2) 7

11**Strong Leaper:**Leaping +6" (8" forward, 4" upward) (Accurate) 1

Perks

2**Fringe Benefit: Monk of Established Order, Right to Marry: Can perform the marriage ceremony

Skills

2**KS: Temple Philosophy 11-

2**KS: Specific Martial Art 11-

4**WF: Common Martial Arts Melee Weapons, Common Melee Weapons

 

Total Powers & Skill Cost:**137

Total Cost:**137

 

0+ Disadvantages

15**Psychological Limitation: Code of the Order Common, Strong

10**Style Disadvantage

112 Experience Points

 

Total Disadvantage Points:**137

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Re: The World of Edean

 

The Holy City of Mathisia

 

 

Mathisia is a truly remote city. Inexplicably built in the peaks of the northernmost mountains on the main continent of Edean, this city is run by the church of Othuros. Othuros is a God of Commerce, Politics and Honesty in such dealings. He is the enemy of Gilanth, the God of Greed and Theivery. Lastly, and most importantly, he doesn’t really exist.

The Church of Othuros is actually a front for worshipers of Myrra. The Empire of Myrra developed the city in secret, via her alliances with the Demon Lords of Crux. (A neighboring dimension and home of her Consort, Lord Ekreigis) The city is about three hundred years old; though they pretend to be much older. For the last 275 years it has been where most of the main treaties for the Great Kingdoms have been signed. The Church acts as a neutral party and provides witnesses and security to the annual treaty renewals and to the once a decade “Council of Kings” when the rulers of the various kingdoms themselves arrive to renew the Mathisia Accords.

 

The Empire of Myrra is waiting until word from their goddess; and then, during the Council of Kings they will capture or (more likely) slay the heads of their Rival Kingdoms and take over the world. Thus far the only thing holding her back from doing this is the knowledge that such a plan would be suicide as the rest of the world unites against her. Still, the plan sits in the back of her mind like a shiny red button…

 

The city itself is surprisingly large, built on the top of a series of leveled mountain peaks and deep into the mountains that support it. The centerpiece of the city, the Temple of Othuros, is a gigantic palatial temple with more secret entrances, rooms, dungeons, and nasty surprises than you can shake a tree at. Not only does it serve as a center of political discourse, it has the biggest air ship port north of the Principalities of Druugan. It is a major business center; both for the fact that the priests of Othuros known for their fair and honest dealings (a reputation they have earned) and that nearly every major trading company, merchant guild, or Trade Noble Family has offices there. You can literally find anything there, though certain more illicit items (slaves, contraband, and fenced goods) have to be found deep into the bowels of the city and almost never operate with the church’s public approval.

 

The current head of the church is Astros Maghalland; a human priest of Myrra. (in her guise as Othuros) The church of Othuros has its own regalia, symbols, and holy days and Myrra planned well to keep from being discovered. Often her Consort acts as Othuros on her behalf and provides the priests with their messages and holy scripts.

 

Astros has a good relationship with the chief of the city guard, Bollar Deneen, but a less happy relationship with the Commerce Overseer, a brin by the name of Gelphor

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Re: The World of Edean

 

The Imperial Paladins, holy warriors chosen from the cream of the Empire's crop. This package should be placed on a warrior package (making an impressive physical specimen indeed) These guys are at minimum a Captain in the Imperial armies. It should be noted that regardless of what brought these noble men to the paladinhood, their patron Goddess will eventually corrupt them. Their abilities will be tempered towards protecting her and striking at her enemies, not defender of any particular ideal. Many don't realize until it is far too late that they had been fooled by their goddess.

 

Imperial Paladin Package

 

 

Cost**Powers**END

5**+5 STR 1

9**+3 DEX

10**+5 CON

6**+3 EGO

5**+5 PRE

20**20 points' worth of paladin powers

**Sample Paladin Powers

4**1) Create Light:**Sight Group Images 1" radius (10 Active Points); Only To Create Light (-1), No Range (-1/2) 1

4**2) Demonslayer:**Deadly Blow: +1d6 (versus demons)

10**3) Detect Evil:**Detect Evil 11- (no Sense Group)

7**4) Evil's Bane:**Deadly Blow: +1d6 (versus Evil)

14**5) Fear no Evil:**Fearless

5**6) Fear no Evil II:**Power Defense (5 points)

7**7) Holy Strike:**Deadly Blow: +1d6 (versus Enemies of The Goddess)

16**8) Lay On Hands:**Healing BODY 4d6 (40 Active Points); 4 Charges (-1), Extra Time (Full Phase, -1/2) [4]

5**9) Pure in Mind and Deed:**Mental Defense (8 points total)

17**10) Righteous Courage:**(Total: 30 Active Cost, 17 Real Cost) Power Defense (20 points) (20 Active Points); Only To Protect Against Fear-Based Presence Drains And Like Attacks (-2) (Real Cost: 7) plus Naked Modifier: Usable Simultaneously (up to 8 people at once; for Power Defense; +1); Persons Affected Must Remain Within 4" Of Character Or Power Stops Working For Them (-1/2) for up to 15 Active Points (10 Active Points) (Real Cost: 10) 1

Perks

15**Option: Paladin's Warhorse:**Add a medium warhorse, a Follower of 75 Base Points

5**Money: Well Off

1**Reputation: Elite Holy Warriors (A medium-sized group) 11-, +1/+1d6

6**Fringe Benefit: Captain, Knight

Skills

8**Combat/Penalty Skill Levels (8 points' worth)

3**Faith : Magic Use 12-

2**KS: Imperial Chain of Command 11-

2**KS: Myrian Doctrine 11-

4**KSs (4 points' worth)

1**Literacy

3**Tactics 11-

4**WF: Common Melee Weapons, Common Missile Weapons

9**6 points' worth of Skills from the following list:, Private Adder; all slots: Common Adder

0**1) Armorsmith 12- (3 Active Points)

0**2) Climbing 12- (3 Active Points)

0**3) Combat Driving (Charioteering) 12- (3 Active Points)

0**4) Combat Skill Levels (3 Active Points)

0**5) Deduction 11- (3 Active Points)

0**6) High Society 12- (3 Active Points)

0**7) Interrogation 12- (3 Active Points)

0**8) Oratory 12- (3 Active Points)

0**9) Paramedics (Healing) 11- (3 Active Points)

0**10) Penalty Skill Levels (3 Active Points)

0**11) Persuasion 12- (3 Active Points)

0**12) Riding 12- (3 Active Points)

0**13) Stealth 12- (3 Active Points)

0**14) Streetwise 12- (3 Active Points)

0**15) Tracking 11- (3 Active Points)

0**16) WF: Choice of Weapons (3 Active Points) (3 Active Points)

0**17) Weaponsmith (Weapons of Choice) 11- (3 Active Points)

0**18) any Background Skill (3 Active Points)

 

Total Powers & Skill Cost:**207

Total Cost:**207

 

200+ Disadvantages

25**Psychological Limitation: Devotion To The God And His Purposes (Very Common, Total)

 

Total Disadvantage Points:**207

 

 

 

This is mostly a narrower focus of the basic Paladin Package with a few more optional powers.

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Re: The World of Edean

 

First NPC! And he's a doozy.

Art from Tactical RPG Brigandine.

Stole his last name too...

 

[b]Lord Auric Vaynard - [/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
28    STR     18   28      15-       HTH Damage 5 1/2d6  END [3]
17    DEX     21   17      12-       OCV 6 DCV 6
26    CON     32   26      14-
16    BODY    12   16      12-
15    INT      5   15      12-       PER Roll 12-
17    EGO     14   17      12-       ECV: 6
20    PRE     10   20      13-       PRE Attack: 4d6
14    COM      2   14      12-
9    PD       3   9/20             9/20 PD (0/11 rPD)
8    ED       3   8/15             8/15 ED (0/7 rED)
4    SPD     13   4                 Phases:  3, 6, 9, 12
11    REC      0   11
52    END      0   52
43    STUN     0   43
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
6    LEAP     0   5 1/2"                5 1/2" forward, 2 1/2" upward

[b]CHA Cost: 133[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
18     [b][i]Inspire Might[/i][/b]: Aid  STR 2d6, Area Of Effect (4" Radius; +1 1/4), Selective (+1/4), Two-Dimensional (-1/4) (45 Active Points); Others Only (-1/2), Costs Endurance (Only Costs END to Activate; -1/2), Gestures (-1/4), Incantations (-1/4) - END=4
41     [b][i]Earth Render[/i][/b]: Energy Blast 12d6, Area Of Effect (48" Line; +1 1/4) (135 Active Points); No Range (-1/2), OIF (Weapon of opporotunity; -1/2), Extra Time (Full Phase, -1/2), Gestures (Requires both hands; Strikes the Ground with his weapon; -1/2), Concentration (1/2 DCV; -1/4) - END=13
2     [b][i]Strong Willed[/i][/b]: Mental Defense (5 points total) - END=0
10     [b][i]Dragon Speak[/i][/b]: Mind Link , Animal class of minds, One Specific Mind (Gordath the Dragon), Psychic Bond - END=0
1     [b][i]Longevity[/i][/b]: Life Support  (Longevity: 200 Years) - END=0

[b]POWERS Cost: 72[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Weapons Combat
5      1)  All-Out:  1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike
4      2)  Attack:  1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
4      3)  Charge:  1/2 Phase, +0 OCV, -2 DCV, Weapon +2 DC +v/5 Strike, FMove
4      4)  Defend:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5      5)  Probe:  1/2 Phase, +1 OCV, +3 DCV, Weapon  Strike
4      6)  Resist:  1/2 Phase, +0 OCV, +0 DCV, 43 STR to resist Shove; Block, Abort
4      7)  Shove:  1/2 Phase, +0 OCV, +0 DCV, 43 STR to Shove
0      8)  Weapon Element:  Axes, Maces, Hammers, and Picks
1      9)  Weapon Element:  Polearms
1      10) Weapon Element:  Staffs

[b]MARTIAL ARTS Cost: 32[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
8      +1 with All Combat
5      +1 with HTH Combat
12      +4 Axes
3      Analyze:  Agility Skills 12-
10      Animal Handler (Dragons) 17-
3      Bureaucratics 13-
3      Climbing 12-
3      High Society 13-
1      Language:  Brin (basic conversation)
2      Language:  Draconic (fluent conversation)
3      Language:  Maurr (completely fluent)
1      Literacy 
3      Oratory 13-
6      Penalty Skill Levels:  +2 vs. OCV versus Mounted Combat penalties with All Attacks
3      Persuasion 13-
7      Riding 14-
3      Scholar
1      1)  KS: Heraldry (2 Active Points) 11-
1      2)  KS: Knights (2 Active Points) 11-
1      3)  KS: Large unit tactics (2 Active Points) 11-
1      4)  KS: Nobility and Royalty (2 Active Points) 11-
2      5)  KS: Politics (3 Active Points) 12-
1      6)  KS: Treaties and Laws (2 Active Points) 11-
3      Stealth 12-
2      Survival (Mountains) 12-
4      TF:  Riding Animals, Airships
3      Tactics 12-
3      Teamwork 12-
3      Tracking 12-
6      WF:  Common Melee Weapons, Common Missile Weapons, Lances, Matchlocks

[b]SKILLS Cost: 107[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
40      Castle: Wyrmsgart
40      Follower: Gordath (Draconic Mount)
50      Follower: Troops
45      Followers: The Dragon Legion
4      Fringe Benefit:  Baron
6      Money:  Wealthy
8      Reputation:  Fierce Warrior (A large group) 11-, +4/+4d6
4      Reputation:  Respected Leader  (A large group) 11-, +2/+2d6
3      Well-Connected
7      1)  Contact:  King Alric of the Draconic Empire (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) (8 Active Points) 11-
6      2)  Contact:  King Hyrum of the Al-Seraph (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) (7 Active Points) 11-
17      3)  Contact:  Order of the Azure Shield (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11-

[b]PERKS Cost: 230[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
14      Deadly Blow:  +2d6 (Dragons)
2      Environmental Movement (no penalties on Rough/Steep Terrain (Mountains))
4      Mounted Warrior (HTH Combat)
3      Lightning Reflexes: +2 DEX to act first with All Actions

[b]TALENTS Cost: 23[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Distinctive Features:  Badge of Office (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)
15     Hunted:  Havvek the Shade 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15     Hunted:  The Dragons of Doom 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25     Hunted:  The Holy Myrran Empire 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Capture)
15     Psychological Limitation:  Desires to keep the current peace on Edean (Common, Strong)
15     Psychological Limitation:  Intolerant of Cruelty (Common, Strong)
20     Psychological Limitation:  Personal Code of Honor (Common, Total)
10     Reputation:  Hot Headed Warrior/Ruler, 11-
10     Rivalry:  Professional and Romantic (High Priest Gayvord Warrenstod (Deis), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
5     Social Limitation:  Responsibilities of office (Occasionally, Major, Not Limiting In Some Cultures)
5     Unluck: 1d6

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 150
Exp Required: 297
Total Exp Available: 347
Exp Unspent: 50
Total Character Cost: 597

[b]Background[/b]:Lord Vaynard began his career as an adventurer.  He travelled the land with a number of his contemporaries in the world of politics, Alric Yelir, King of the Draconic Empire, Ashton Gahar, the Crown Prince of the Al-Seraph, 
Gayvord Warrenstod, the now high priest of Deis, and the lovely Shallah Weis from the Principalities of Druugan. As their adventuring days began to wind down, and their responsibilities to their respective peoples called them homeward, Auric 
found himself drawn to the Dragon Mountains. Once a home to the Draconic Empire's Clan Sundaar, the Dragon Mountains had fallen to a group of evil dragons and their henchmen (read: Slaves) calling themselves the Dragons of Doom. Auric found 
a hutch of dragon eggs, carefully stolen by the Dragons of Doom to replentish their membership. Auric gathered as many of the remaining warriors from the Clan holdings and lead them to the secret hutch. There, they stole the eggs and escaped 
back to the Thunder Mountains. 
When the Dragons of Doom came to enact revenge, there was quite the comined army to stop them. Auric Vaynard lead the defense, and personally slew three of the Dragons. He and his allies pursued and drove out the Dragons of Doom. Auric was 
given lordship over the shattered clan holdings and brough people from all over Edean that he'd met on his adventures to turn the decimated mining community into a thriving one. Forgemaster Rufollo Firehorn brought several promising
apprentices and set up shop. The mountain fortress and city at it's base now are one of the largest independant cities in Edean. Lord Vaynard has been a quick study in politics and rulership. He owes much to his childhood friends and uses
his small army and elite Dragon Cavalry to aid the Alliance of Winter agianst aggressions from the Holy Empire and some of the Monster Kingdoms.

[b]Personality/Motivations[/b]: A hands on kind of leader, Auric never liked sitting in a throne and directing others. He trains daily with his men and spends much of his time visiting his allies. He trusts his adivsors implicently and
this may one day be his undoing. He is a loyal friend and a protector of the meek.

[b]Quote[/b]: [i]"I don't think that's the best course of action, but if you don't mind dying, go right ahead."[/i]

[b]Powers/Tactics[/b]: A powerful physical juggernaut with vast skills with his war axe. The Earth Render and Inspire Courage are "Dragon Knight" abilities. Though he isn't an official Dragon Knight, Vaynard picked them up from his good
friend Alric Yelir. His two main magic items, the [i]Axe of the Dragon Lord[/i] and the [i]Winter Plate[/i] are items he always carries on his person. If he's going to adventure he'll also bring along potions, scrolls, herbs, and perhaps a
few rings or other magic baubles. He gets his through his association with Lady Weis who is a skilled wizard/alchemist.

[b]Campaign Use[/b]: Leader that PC's could approach. Auric is a "do it yourself" kind of guy and he is more likely than any other world leader to be "seen".

[b]Appearnce[/b]: See Picture. Tall and burly, wears enchanted plate mail.


[size=1]Character sheet by Chad Riley, art from Brigandine[/size]


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Re: The World of Edean

 

I can't Stop! After seeing this piece of work that Susano posted. I had to make a character of it...Again, appallingly powerful...I'll have to post some lesser characters soon...or develop the Power GM rep..:D

 

[b]Alluette Drakeshire - The Dragonhawk[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
17    STR      7   17      12-       HTH Damage 3d6+1  END [2]
23    DEX     39   23      14-       OCV 8 DCV 8
18    CON     16   18      13-
12    BODY     4   12      11-
20    INT     10   20      13-       PER Roll 13-/15-
17    EGO     14   17      12-       ECV: 6
18    PRE      8   18      13-       PRE Attack: 3 1/2d6
18    COM      4   18      13-
5    PD       2   5/10             5/10 PD (0/5 rPD)
5    ED       1   5/10             5/10 ED (0/5 rED)
5    SPD     17   5                 Phases:  3, 5, 8, 10, 12
8    REC      2   8
36    END      0   36
30    STUN     0   30
8    RUN      0   8"                END [2]
2    SWIM     0   2"                END [1]
3    LEAP     0   3"                3" forward, 1 1/2" upward

[b]CHA Cost: 124[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
2     [b][i]Black Magicians[/i][/b]: +2 with KS: Necromantic or Unholy Magic - END=
2     [b][i]Granted Immortality[/i][/b]: Life Support  (Longevity: 400 Years) - END=0
19     [b][i]I fear no Element[/i][/b]: Energy Damage Reduction, Resistant, 25%, Inherent (+1/4) (19 Active Points) - END=0
11     [b][i]Mind Wards[/i][/b]: Mental Defense (14 points total) - END=0
5     [b][i]Nighteyes[/i][/b]: Nightvision - END=0
10     [b][i]Swashbuckler's Luck[/i][/b]: Luck 2d6 - END=0
4     [b][i]Swift[/i][/b]: Running +2" (8" total) - END=1
      - END=
    Alchemical & Witchcraft Magics - END=
17     1)  [b][i]Beautify[/i][/b]: Aid  COM 3d6, Delayed Return Rate (points return at the rate of 5 per Hour; +1) (60 Active Points); OAF Expendable (Easy to obtain new Focus; a rose; -1), Requires A Witchcraft Roll (-1/2), Self Only (-1/2), Gestures (-1/4), Incantations (-1/4) - END=0
17     2)  [b][i]Bewitchment[/i][/b]: Major Transform 2d6 (free-willed male into witch's willing slave, heals back normally), Works Against EGO, not STR (+1/4), Reduced Endurance (1/2 END; +1/4), Based On EGO Combat Value (Mental Defense applies; +1), Continuous (+1) (105 Active Points); OAF Expendable (Difficult to obtain new Focus; small gem; -1 1/4), Extra Time (Full Phase, -1/2), Concentration, throughout casting (1/2 DCV; -1/2), Gestures, throughout casting (-1/2), Incantations (throughout casting; -1/2), Limited Target ([Limited]; humanoid males; -1/2), Requires A Witchcraft Roll (-1/2), Spell (-1/2), Normal Range (-1/4), Limited Range (20"; -1/4) - END=5
14     3)  [b][i]Love Charm[/i][/b]: Mind Control 15d6 (75 Active Points); OAF Expendable (Very Difficult to obtain new Focus; heart-shaped golden amulet; -1 1/2), Only to Make Victim Fall In Love (-1), Extra Time (Full Phase, -1/2), Requires A Witchcraft Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4) - END=7
9     4)  [b][i]Moon Goddess's Blessing[/i][/b]: Aid  any Witchcraft spell 3d6, any Witchcraft spell one at a time (+1/4), Delayed Return Rate (points return at the rate of 5 per Hour; +1) (67 Active Points); Extra Time (5 Minutes, -2), OAF Expendable (Difficult to obtain new Focus; five types of flowers; -1 1/4), Concentration, throughout casting (0 DCV; -1), Gestures, throughout casting (-1/2), Incantations (throughout casting; -1/2), Only At Night (-1/2), Requires A Witchcraft Roll (to make; -1/2), Self Only (-1/2) - END=0
5     5)  [b][i]Potion of Elemental Resilience (Strong)[/i][/b]: Armor (8 PD/8 ED), 4 Continuing Charges lasting 1 Hour each (+0), Delayed Effect (x2 number active; may have available a number of potions equal to the character's INT; +1/2) (36 Active Points); Extra Time (6 Hours, to brew; -3 1/2), OAF Fragile (-1 1/4), Concentration, throughout brewing (0 DCV; -1), Requires An Alchemy Roll (to brew; -1/2), Only Versus Fire/Heat and Ice/Cold Damage (-1/4) - END=[4 cc]
4     6)  [b][i]Potion of Healing (Weak)[/i][/b]: Simplified Healing 2d6, Delayed Effect (x2 number active; may have available a number of potions equal to the character's INT; +1/2) (30 Active Points); Extra Time (6 Hours, to brew; -3 1/2), OAF Fragile (-1 1/4), Concentration, throughout brewing (0 DCV; -1), 4 Charges (-1), Requires An Alchemy Roll (to brew; -1/2) - END=[4]
8     7)  [b][i]Potion of Swiftness (Strong)[/i][/b]: +4 SPD, Delayed Effect (x2 number active; may have available a number of potions equal to the character's INT; +1/2) (60 Active Points); Extra Time (6 Hours, to brew; -3 1/2), OAF Fragile (-1 1/4), Concentration, throughout brewing (0 DCV; -1), Requires An Alchemy Roll (to brew; -1/2), 4 Continuing Charges lasting 1 Minute each (-1/4) - END=
3     8)  [b][i]Stonyskin Salve (Strong)[/i][/b]: Armor (7 PD/5 ED), 4 Continuing Charges lasting 1 Hour each (+0), Only Works On Living Skin (+0), Delayed Effect (x2 number active; may have available a number of potions equal to the character's INT; +1/2) (27 Active Points); Extra Time (6 Hours, to brew; -3 1/2), Extra Time (1 Minute to apply to character; -1 1/2), OAF Fragile (-1 1/4), Concentration, throughout brewing (0 DCV; -1), Requires An Alchemy Roll (to brew; -1/2) - END=[4 cc]
17     9)  [b][i]Witch's Herdsman[/i][/b]: Summon 64 130-point domesticated herd animals, Expanded Class of Beings Very Limited Group (domesticated herd animals; +1/4) (70 Active Points); OAF Expendable (Easy to obtain new Focus; bit of food the animals like; -1), Requires A Witchcraft Roll (-1/2), Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2), Gestures (-1/4), Incantations (-1/4) - END=7
      - END=
    Swordmaster Skills - END=
17     1)  [b][i]Impenitrable Defense![/i][/b]: Force Wall (8 PD/8 ED), Hardened (+1/4) (50 Active Points); Requires A Swordmastery Skill Roll (-1/2), Self Only (-1/2), OIF (Sword or Opporotunity; -1/2), Gestures, Requires Gestures throughout (Must use Sword Do Deflect; -1/2) - END=5
20     2)  [b][i]Sword Master[/i][/b]: Find Weakness 11- with Related Group of Attacks (Sword Use) - END=0
50     3)  [b][i]Sword Spirit Strike[/i][/b]: Energy Blast 8d6, Affects Desolidified One Special Effect of Desolidification (Undead; +1/4), Personal Immunity (+1/4), Area Of Effect (12" Radius; +1 1/4), Two-Dimensional (-1/4) (100 Active Points); No Range (-1/2), OIF (Sword or Opporotunity; -1/2) - END=10

[b]POWERS Cost: 234[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Fencing
5      1)  Ballestra:  1/2 Phase, +2 OCV, -2 DCV, Weapon +4 DC Strike; Half Move Required
4      2)  Ceduto:  var Phase, +0 OCV, +0 DCV, 15 STR to escape Bind
4      3)  Double a Double:  1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Predefined Maneuver
5      4)  Fleche:  1/2 Phase, +1 OCV, +0 DCV, Weapon  +v/5; FMove
4      5)  Froissement:  1/2 Phase, +2 OCV, -2 DCV, Disarm, 27 STR to Disarm roll
5      6)  Lunge:  1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike
4      7)  Parry:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4      8)  Prise de Fer:  1/2 Phase, +1 OCV, +0 DCV, Bind, 27 STR
4      9)  Riposte:  1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block
5      10) Slash:  1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
5      11) Thrust:  1/2 Phase, +1 OCV, +3 DCV, Weapon  Strike
3      12) Trip:  1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls
4      13) Void:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
0      14) Weapon Element:  Blades

[b]MARTIAL ARTS Cost: 56[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
12      +4 with Swords
6      Penalty Skill Levels:  +2 vs. Hit Location modifiers with All Attacks
10      +2 with DCV
3      Sword Skills 14-
3      Acrobatics 14-
3      Analyze:  Agility Skills 13-
3      Analyze:  Combat 13-
3      Breakfall 14-
3      Climbing 14-
3      Conversation 13-
3      Fast Draw 14-
3      High Society 13-
3      Inventor (Spell Research) 13-
3      Paramedics 13-
3      Persuasion 13-
2      SS:  Alchemy 11-
3      Scholar
2      1)  KS: Arcane And Occult Lore (3 Active Points) 13-
2      2)  KS: Black Magic (3 Active Points) 13-
1      3)  KS: Draconic Empire (2 Active Points) 11-
1      4)  KS: Fencing (2 Active Points) 11-
1      5)  KS: Flora And Fauna (2 Active Points) 11-
1      6)  KS: Herbalism And Healing-Lore (2 Active Points) 11-
2      7)  KS: Nobility & Royalty (3 Active Points) 13-
1      8)  KS: Politics (2 Active Points) 11-
1      9)  KS: Sword Fighting Styles (2 Active Points) 11-
1      10)  KS: Sword Makers (2 Active Points) 11-
2      11)  KS: Witchcraft (3 Active Points) 13-
3      Sleight Of Hand 14-
3      Stealth 14-
3      Tactics 13-
10      Two-Weapon Fighting (HTH) 
4      WF:  Common Melee Weapons, Common Missile Weapons
1      WF:  Off Hand
2      Weaponsmith (Swords And Daggers) 13-
13      [i]Witchcraft/Alchemy[/i]Magic 18-


[b]SKILLS Cost: 123[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
3      Contact:  Mentor Or School (Good relationship with Contact) 11-
15      Familiar: Dragorr the Microdrake
10      Money:  Wealthy [Notes: Replaces Money Perk]
20      Castle
3      Fringe Benefit:  Baronet or Seigneur
5      Money:  Well Off
13      Well Connected and 10 pts worth of Contacts in the Draconic Empire

[b]PERKS Cost: 69[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
15      [i]Awareness[/i]: Combat Sense 13-
10      [i]Cleaving[/i]: Follow-Through Attack
6      [i]Ah-Ha! A mere scratch![/i]: Combat Luck (3 PD/3 ED)
3      [i]Quicker than the eye can follow[/i]: Lightning Reflexes: +2 DEX to act first with All Actions
10      [i]Sword Mistress[/i]: Deadly Blow:  +1d6 (any circumstances, any HTH weapon)

[b]TALENTS Cost: 44[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Distinctive Features:  "The Witch Child of the Dragonic Empire" (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10     Distinctive Features:  Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
15     Hunted:  Enemies of the Draconic Empire 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15     Hunted:  Esmeralda Whitecloak (rival Witch) 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
0     Hunted:  Rival Swordmasters 8- (As Pow, Watching)
20     Psychological Limitation:  Absolutely Loyal to King Alric (Common, Total)
15     Psychological Limitation:  Overly Pragmatic (Common, Strong)
15     Psychological Limitation:  Proud of their sword skills (Common, Strong)
5     Reputation:  Master Swordsman, 8-
5     Rivalry:  Professional (Alen Thirdson; Rival is As Powerful; Seek to
Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) [Notes: Love/Hate Relationship. Alen is a skilled Swordsmaster and he and Alluette
are fierce rivals. However, there is a serious attraction between them as
well.]

[b]DISADVANTAGES Points: 110[/b]

Base Pts: 150
Exp Required: 390
Total Exp Available: 390
Exp Unspent: 0
Total Character Cost: 650

[b]Background[/b]: Alluette is the daugther of Silvious Drakeshire, the Dark Clan representative to the Council of Nine. By all accounts an arrogant bastard who eyes the throne for his own; Silvious is very unpopular. The
truth is, he'd rather cut his own head off than become King. He is not
interested in power and only holds his spot due to family obligation and a 
sense of duty to the Kingdom. Silvious is aloof and unapproachable, but far 
from the arrogant sychophant he's portrayed as. Silvious's wife is far closer 
to his percieved behavior, but she is such a clever actress and discreet in her
dealings that she appears to be the long suffering, loyal bride. The truth is 
something rare and beautiful in the Drakshire family. Alluette is the truth. 
Sent as a child to her mother's mentor, a witch who had tutored many of the 
women of the Bachanoire family in the arts of witchcraft, Alluette was gifted, 
but stubborn and resentful of the deceptive nature of her "required learning". 
The women of the Bachanoire family had basically used curses, charms,
and potions to secure husbands, and they had done this for generations. 
Alluette was appalled. When she returned during the first summer she told 
her father what she was being taught to do. He sat her down and explained 
to her; in a warm, slightly exasperated tone, he'd never used before, that he 
knew what she was learning and he knew of the Bachanoire Girls reputation 
for witchcraft. He'd married her mother, despite these rumors because he had 
found her lovely, brilliant, and interesting to talk to. He also knew that she'd 
be very helpful in his line of work as an advisor to the King. He told
Alluette to do well with her lessons in the witch's magic, because he'd hoped 
she could use her talents to aid the Kingdom as she grew. Alluette promised 
she would. 
When Alluette turned sixteen she returned home from her summer lessons for 
the last time. The witch had taught her everything she knew and Alluette 
was now to take her lessons from the various courtiers and members of the 
nobility. 
Shortly afterwards, Alluette, on something of a lark, joined a few of the 
young ladies in fencing and sword lessions. The girls were training to protect 
themselves and perhaps the Ladies that they attended if they had too. 
Alluette proved a gifted prodigy. Her trainer asked Lord Drakeshire for
permission to send Alluette to a small academy run by one of the most famed 
swordmasters in Edean, Scias Bladeborne. Alluette was delighted. She 
recently returned and has been asked by her father to be an agent and 
bodyguard to the King himself. Alluette is quite content to be the King's "Unherald" and agent. She respects and adores the King, but despite 
court gossip,  her heart seemingly belongs to a rival Swordmaster, Alen 
Thirdson.


[b]Personality/Motivation[/b]: A fanatically loyal agent of the Draconic
Empire. Her father's pride and joy, though something of a disappointment for 
her mother. Alluette is a warrior first, witch second. Her alchemical and 
witchcraft are complementary and she tends to go on missions backed with a
small arsenal of charms, potions, and trinkets. She avoids curses because 
they don't fit in her ideals of honor. She quested for and captured the
[i]Archangel Broadsword[/i] and created [i]The Hawker's Cloak[/i] herself. 
She is justifiably proud of her sword skill and enjoys testing opponents.

[b]Quote[/b]: [i]"At once, my lord."[/i]
      [i]"Please, leave me out of your incesant schemes mother!"[i]

[b]Powers/Tacics[/b]: A brilliant swordswoman and capable witch, Alluette 
vastly prefers the former to the latter. In fact she uses her witchcraft only
as a last resort or by orders of King Alric or her father. 

[b]Campaign Use[/b]: Uber character to serve as patron, ally, hindrance, or 
hunted of characters depending on the whim of the GM

[b]Appearance[/b]: Beautiful and youthful in appearance, Alluette dresses as 
a noblewoman with a flair for the dramatic. Her enchanted coat gives her 
protection and preserves her modesty somewhat as it is quite covering when 
she is not active. But the coat and her other gear are cut for active
movement and her neckline is cut to distract. See art. 

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Re: The World of Edean

 

I have been checking your “Hero a Day†topic and this topic and I just have to say that you have a new fan. :hail:

 

The only problem I have is that I have yet to buy then Hero System (must send money order today :mad: ) so I don’t understand all (no I’m not asking for explanation, that’s my problem). Especially since I have yet to read all of your work, I been around only for 2 weeks.

 

Keep them coming Enforcer84! :bmk:

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  • 2 weeks later...
  • 1 month later...

Magic

 

One of the places that video game RPG's come up short against their pen and paper contemporaries is magic. In video games Magic is generally limited to combat, healing, and transport. The point of video games is for magic to look cool.

In an open ended world of Fantasy Hero, however, you want spells that do otherthings too, divination, disguise, communication, construction, etc.. This is the hardest part to grok, as what I envision is both easy and complex. How the frick do I do that? I love the ideas that all magic is based on a school. Those who enjoy their Final Fantasy will recall their schools to be: White, Black, Red, Blue, Time, Geomancy, and Summoning.

 

However, I like the Divine and Arcane spell types. My problem is I want both worlds.

 

Edean has magic colleges; if you learn at them you are a Wizard. You use Arcane Magic. There are six types of Arcane Magic: Arcanology (General Wizardry), Mentalism/Spiritualism (Enchanted Psionics), Elementalism (Command over one of the Edean Elements), Eidolonic (Summoning), Runic Alchemy (Creation of magical devices), and everyone's favortit, Necromancy

Most Wizards are versed in all six, specialize in one, or generalize in all.

 

Edean also has Temples and Churches. And Divine Spells fall into Domains (thanks TSR!). There are a number of domains based on each individual Deity. The most prominent are: Healing, War, Divination, Spiritualism, Nature, Elementalism, and Summoning.

 

I have not decided if unlearned Arcane Magic (similar to Sorcerers, or perhaps Blue Mages) is available.

 

Arcane Spells require: Incantations, Gesture, and Skill Rolls. They can be improved by special foci (Wand, staff, etc)

 

Divine Spells require: Incantations, Divine Focus, and Skill Rolls. Gestures are generally not required.

 

 

Arcane Spellcasters have spell lists

Divine Spellcasters have a VPP that they can set daily.

 

For the most part spells do not heap limitations on to keep costs down.

Arcane and Divine Spells have a cost multiplier of .5. Specail skills have a similar cost multiplier (Superskills for swordsmen, archers, etc.).

 

 

 

Example:

The Fire Suite:

 

Flame 1: Killing Attack - Ranged 1d6 (15 Active Points); Spell (-1/2), Requires A Fire Magic Skill Roll (-1/2), Limited Range (5"; -1/4) [ Real Cost: 3 ]

Flame 2: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4) (37 Active Points); Spell (-1/2), Requires A [arcane or Fire] Magic Skill Roll (-1/2), Limited Range (5"; -1/4) [ Real Cost: 8 ]

Flame 3: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4), Area Of Effect (14" Line; +1) (67 Active Points); Spell (-1/2), Requires A [Arcane or Fire] Magic Skill Roll (-1/2), Limited Range (5"; -1/4) [ Real Cost: 15 ]

Flame Ward 1: Force Field (10 ED) (Protect Carried Items) (20 Active Points); Only Works Against Fire (-1/2), Spell (-1/2), Requires A [Arcane or Fire] Magic Skill Roll (-1/2) [ Real Cost: 4 ]

Flame Ward 2: Force Field (15 ED) (Protect Carried Items), Usable Simultaneously (up to 8 people at once; +1) (50 Active Points); Only Works Against Fire (-1/2), Spell (-1/2), Requires A Fire Magic Skill Roll (-1/2) [ Real Cost: 10 ]

 

So to have all these spells costs: 40 pts.

 

A University trained wizard who specialized in Arcanism might look like this:

 

KS: Arcane Magic 13-

KS: Fire Magic 16-

KS: Elemental Magic 11-

KS: Eidolonomy 12-

KS: Runic Alchemy 12-

KS: Mentalism 8-

 

 

This particular practicioner disdains Necromancy altogether and didn't pay attention to mentalism when in school.

When he wants to study or understand a particular item, effect, spell or whathaveyou he uses the appropriate ability. When casting he uses the best skill available for that spell if the spell can be used by more than one school.

Spells will have their schools in the description.

 

 

Divine Magic will be a bit different, Priests will chose their domains (probably 2) and then have access to all those spells, but will choose to fill their VPP with a few spells for that day.

 

 

Does this sound reasonable? Doable? Stuipidly Brilliant? Brilliantly Stupid? Like Plagarism?

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Re: The World of Edean

 

Maybe just allow some simple adder system, if the GM sees the spells as compatible then for each +5 CPs adds 1 CP of effect on top (i.e., a 60 pt attack adds 12 pts). GM can award less of a bonus if it's not as compatible, a greater award if even more compatible.

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Re: The World of Edean

 

The Holy Myrran Empire

 

 

Because every fantasy world needs an “Evil Empire”, here it is. Myrra is a goddess of discord and duplicity. She founded a religion with her as the only goddess and managed to create a decent sized country around it. While the rank and file citizens and peasants of The Myrran Empire are simple folk who worship all the gods of the Edean Pantheons, the state religion controls their lives. The Empress is Myrra her self, who has sent an unaging avatar to over see her people. The Avatar is treated as de facto ruler but in truth Myrra is far too fickle, distracted, and self absorbed to guide her people full time. Her church and its hierarchy do most of the day to day running. They depict Myrra as a benevolent Goddess, one who has provided a wealth of natural resources to her people and a strong military to protect them.

 

The Empire’s official stance on the other deities of Edean is denial. The coming of Myrra simply replaced all that came before; she is the beginning and the end. The fact that none, even her clergy believe this doesn’t bother her in the slightest. It’s just nice to hear it in their prayers. As long as she gets the lip service she requires, Myrra isn’t a very intrusive goddess.

 

She isn’t patient though, and when she gets it in her head that a monument, war, conquest, celebration, or anything that moves her is required, her church jumps to action and brings a swift conclusion to her current want or they face consequences. Several High Priests have found themselves in trouble or simply eliminated for failing to appease her whims. Curiously enough; she has seemingly matured in recent decades, leaving her Empire to its own devices. Allowing it to grow and prosper in her name. Alternately, it could be that she has grown bored with it and now seeks her thrills elsewhere.

 

The Empire is always trying to expand its borders at the expense of its neighbors but right now is licking its wounds from the last Great War. The uneasy truces and new wastelands act as stopping points for their expansion. How long this will last is anyone’s guess.

 

The current High Priest of Myrra has been dubbed its Pope; Curran Wahl is a master administrator and actor. He was the instigator of the “Paladins”, an order of knights who receive divine power and inspiration from Myrra herself. The Paladins are a small, but popular group in the Empire. In general they act as traditional holy knights, protecting the lay people from monsters and evil. The fact that the Goddess they serve is a selfish and evil being in her own right is a testament to how good PR can help a cause. Pope Curran is the greatest motivator the country has had. It is believed by some that if he had been in charge during the last Great War, the Empire might have won.

 

Physically, the Myrran Empire is a very fertile pocket of land surrounded by mountains to the northeast, the great Dragon River on the west, the desert of Lost Wood on the southeast, and then open to travel from the south and south west. The Wastelands are dark and mysterious areas where fortresses fell, villages were razed, and battles were fought. It is often unsafe to use even the major roads at night, let alone travel off them.

For these reasons much of the trade is conducted either on the Dragon River or airship. The port cities of Myria, Angel’s Gate, and Goldport are major business hubs. Angel’s Gate and Myria both have large airship ports as well as sea ports. Goldport is so close to the border of the Myrran Empire that it receives the bulk of the land caravans.

 

Scholarly Magic is taught in the Empire at the College of Arcane Arts in Myria, the Capital. Also in Myria is the University of Myrran a training ground for the priests of the faith. The Foust Military Academy, where military leaders and martial knowledge are taught, is in the city of Brumeron, the largest non port city in the country. Brumeron also sports the Arena of Kurask, named for famed gladiator Kurask the Unbound. Not so much a thriving business community, Brumeron is a military city and a haven for adventurers, mercenaries, and roughnecks.

 

Adventures in the Holy Empire

 

In the Wastelands that surround the Empire, ruined castles, monster lairs, and haunted battle fields abound. In the country proper there are fewer ruins to explore but more intrigue to take part in. The church is blindingly corrupt at the top levels, yet pious in its own way. The local priests serve as healers, arbitrators, advisors and teachers. The populace lives simply and the church provides a tremendous sense of security and order. In the cities, Myrra’s influence is more keenly felt, aspects of the goddess abound in the art, architecture, and the temples are generally the most impressive buildings in the city. Nominal secular governments exist, but really, the mayors, and constables are agents of the local high priest. The people are friendly but can be cool to outsiders as they know newcomers are often scrutinized by the law from a safe distance.

In the smaller villages or rural areas the people are like any you would see in other kingdoms. The quality of life is better overall for the citizens of the Empire and it shows in their attitudes; generally friendly and quite tolerant for a nation based on religious zealotry.

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