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Monsters & Spells Review


Icel

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I built a Conjurer character with the following VPP:

46 Wizardry: Variable Power Pool, 35 base + 11 control cost, all slots Power Can Draw END from Character or END Reserve (+1/4), Cosmic (+2) (90 Active Points); all slots Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 1/2), Incantations (Requires Incantations throughout; Complex; -1), Extra Time (Full Phase, Delayed Phase, -3/4), Costs Endurance (-1/2), Requires A Wizardry Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)

 

Now, If you can help me polish his sampled spells and conjured mansters, I'll be grateful.

 

25 Conjure Elemental: Summon 450-point creatures, Power Can Draw END from Character or END Reserve (+1/4) (112 Active Points); Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 1/2), Incantations (Requires Incantations throughout; Complex; -1), Extra Time (Full Phase, Delayed Phase, -3/4), Requires A Wizardry Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)

 

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Elementals (300+150):

 

Earth Elemental

Val Char Points Total Roll Notes

50 STR 40 50/70 19- / 23- HTH Damage 10d6/14d6 END [5/7]

13 DEX 9 13 12- OCV 4 DCV 4

40 CON 60 40 17-

30 BODY 40 30 15-

12 INT 2 12 11- PER Roll 11-

16 EGO 12 16 12- ECV: 5

25 PRE 15 25 14- PRE Attack: 5d6

10 COM 0 10 11-

 

19 PD 9 19/43 19/43 PD (0/20 rPD)

8 ED 0 8/32 8/32 ED (0/20 rED)

3 SPD 7 3 Phases: 4, 8, 12

18 REC 0 18

80 END 0 80

75 STUN 0 75

6" Running 0 6"

0" Swimming -2 0"

2" Leaping -8 2"/6" Total Characteristics Cost: 184

 

Cost Powers END

45 Total Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0

 

60 Earthen Body: Armor (20 PD/20 ED), Inherent (+1/4), Hardened (+1/4) (90 Active Points); Always On (-1/2) 0

 

60 Earthen Body: Physical Damage Reduction, Resistant, 75%, Inherent (+1/4), Hardened (+1/4) (90 Active Points); Always On (-1/2) 0

 

27 Earthen Body: Missile Deflection (Any Ranged Attack), Inherent (+1/4), Hardened (+1/4), Persistent (+1/2) (40 Active Points); Always On (-1/2) 0

 

10 Earthen Body: Knockback Resistance -5", Inherent (+1/4), Hardened (+1/4) (15 Active Points); Always On (-1/2) 0

 

7 Regeneration: Healing 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) Notes: No Healing Max (see FREd p. 120). 0

 

25 Stone Form: Density Increase (1,600 kg mass, +20 STR, +4 PD/ED, -4" KB), Costs END Only To Activate (+1/4) (25 Active Points) 2

 

24 Move Through Earth: Tunneling 5" through 5 DEF material, Fill In, x4 Noncombat, Reduced Endurance (0 END; +1/2) (60 Active Points); Only On Appropriate Terrain (Earth or Stone; -1), Restrainable (Hands; -1/2) 0

 

Skills

8 +1 with All Combat

 

Total Powers & Skills Cost: 266

 

Total Cost: 450

 

300+ Disadvantages

20 Distinctive Features: Huge Earth Elemental (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15 Physical Limitation: Huge Size (Frequently, Greatly Impairing)

20 Enraged: (Common), go 11-, recover 11-

10 Vulnerability: 1 1/2 x Effect From Air Manipulating Powers (Common)

10 Vulnerability: 1 1/2 x Effect From Fire (Common)

10 Vulnerability: 2 x BODY From Silver Weapons (Uncommon)

10 Physical Limitation: Inhuman Physiology (Infrequently, Greatly Impairing)

10 Physical Limitation: Sinks like a stone in water, cant swim or float (Infrequently, Greatly Impairing)

15 Psychological Limitation: Bound By Duty (Common, Strong)

15 Psychological Limitation: Must obey anyone who invokes true name (Uncommon, Total)

15 Psychological Limitation: Wants to return home (Common, Strong)

 

Total Disadvantages Points: 150

 

Fire Elemental

Val Char Points Total Roll Notes

25 STR 15 25 14- HTH Damage 5d6 END [2]

40 DEX 90 40 17- OCV 13 DCV 13

30 CON 40 30 15-

20 BODY 20 20 13-

15 INT 5 15 12- PER Roll 12-

15 EGO 10 15 12- ECV: 5

15 PRE 5 15 12- PRE Attack: 3d6

10 COM 0 10 11-

 

5 PD 0 5 5 PD (0 rPD)

6 ED 0 6 6 ED (0 rED)

5 SPD 0 5 Phases: 3, 5, 8, 10, 12

11 REC 0 11

53 END -3 53

48 STUN 0 48

10" Running 8 10"

0" Swimming -2 0"

9" Leaping 4 9" Total Characteristics Cost: 192

 

Cost Powers END

65 Fiery Body: Desolidification (affected by Water/ Cold), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (130 Active Points); Always On (-1/2), Cannot Pass Through Solid Objects (-1/2) 0

 

16 Fiery Body: Energy Blast 1d6, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2), Continuous (+1), Affects Physical World (+2) (29 Active Points); Always On (-1/2), No Knockback (-1/4) 0

 

7 Regeneration: Healing 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) Notes: No Healing Max (see FREd p. 120). 0

 

45 Total Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0

 

15 Fire: Elemental Control, 30-point powers

36 1) Heatwave: Change Environment 1" radius, +10 Temperature Level Adjustment, Personal Immunity (+1/4), Affects Physical World (+2) (104 Active Points); Extra Time (Extra Segment, -1/2), No Range (-1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Nonselective Target (-1/4) 10

18 2) Fire Bolt: Energy Blast 2d6, Personal Immunity (+1/4), Explosion (+1/2), Affects Physical World (+2) (37 Active Points); No Knockback (-1/4) 4

15 3) Sun Blast: Sight Group Flash 2d6, Personal Immunity (+1/4), Area Of Effect (One Hex; +1/2), Affects Physical World (+2) (37 Active Points); No Range (-1/2) 4

33 4) Incinerate: Drain BODY 3d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Personal Immunity (+1/4), Affects Physical World (+2) (105 Active Points); PD Applies (-1), Others Only (-1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4) 10

 

Skills

8 +1 with All Combat

 

Total Powers & Skills Cost: 259

 

Total Cost: 450

 

300+ Disadvantages

20 Distinctive Features: Huge Fire Elemental (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10 Vulnerability: 1 1/2 x Effect From Cold (Common)

20 Vulnerability: 2 x Effect From Water (Common)

15 Susceptibility: Water, 1d6 damage per Turn (Common)

15 Physical Limitation: Cannot cross running water (Infrequently, Fully Impairing)

10 Physical Limitation: Inhuman Physiology (Infrequently, Greatly Impairing)

15 Psychological Limitation: Bound By Duty (Common, Strong)

15 Psychological Limitation: Must obey anyone who invokes true name (Uncommon, Total)

15 Psychological Limitation: Wants to return home (Common, Strong)

15 Psychological Limitation: Protective of Home Terrain (Uncommon, Total)

 

Total Disadvantages Points: 150

 

=====

 

I need for you to note any mistakes in those builds.

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Re: Monsters & Spells Review

 

There is the new version of the Fire Elemental:

 

Fire Elemental

Val Char Points Total Roll Notes

25 STR 15 25 14- HTH Damage 5d6 END [2]

40 DEX 90 40 17- OCV 13 DCV 13

30 CON 40 30 15-

20 BODY 20 20 13-

15 INT 5 15 12- PER Roll 12-

15 EGO 10 15 12- ECV: 5

15 PRE 5 15 12- PRE Attack: 3d6

10 COM 0 10 11-

 

 

5 PD 0 5/10 5/10 PD (0/5 rPD)

9 ED 3 9/24 9/24 ED (0/15 rED)

5 SPD 0 5 Phases: 3, 5, 8, 10, 12

11 REC 0 11

53 END -3 53

48 STUN 0 48

10" Running 8 10"

0" Swimming -2 0"

9" Leaping 4 9" Total Characteristics Cost: 195

 

Cost Powers END

65 Fiery Body: Desolidification (affected by Water/ Cold), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (130 Active Points); Always On (-1/2), Cannot Pass Through Solid Objects (-1/2) 0

 

16 Fiery Body: Energy Blast 1d6, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2), Continuous (+1), Affects Physical World (+2) (29 Active Points); Always On (-1/2), No Knockback (-1/4) 0

 

30 Fiery Body: Armor (5 PD/15 ED), Inherent (+1/4), Hardened (+1/4) (45 Active Points); Always On (-1/2) 0

 

7 Regeneration: Healing 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) Notes: No Healing Max (see FREd p. 120). 0

 

45 Total Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0

 

15 Fire: Elemental Control, 30-point powers

16 1) Heatwave: Change Environment 1" radius, +5 Temperature Level Adjustment, Personal Immunity (+1/4), Affects Physical World (+2) (55 Active Points); Extra Time (Extra Segment, -1/2), No Range (-1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Nonselective Target (-1/4) 5

18 2) Fire Bolt: Energy Blast 2d6, Personal Immunity (+1/4), Explosion (+1/2), Affects Physical World (+2) (37 Active Points); No Knockback (-1/4) 4

15 3) Sun Blast: Sight Group Flash 2d6, Personal Immunity (+1/4), Area Of Effect (One Hex; +1/2), Affects Physical World (+2) (37 Active Points); No Range (-1/2) 4

20 4) Incinerate: Drain BODY 2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Personal Immunity (+1/4), Affects Physical World (+2) (70 Active Points); PD Applies (-1), Others Only (-1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4) 7

 

Skills

8 +1 with All Combat

 

Total Powers & Skills Cost: 256

 

Total Cost: 450

 

300+ Disadvantages

20 Distinctive Features: Huge Fire Elemental (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15 Physical Limitation: Huge Size (Frequently, Greatly Impairing)

10 Vulnerability: 1 1/2 x Effect From Cold (Common)

20 Vulnerability: 2 x Effect From Water (Common)

15 Susceptibility: Water, 1d6 damage per Turn (Common)

15 Physical Limitation: Cannot cross running water (Infrequently, Fully Impairing)

10 Physical Limitation: Inhuman Physiology (Infrequently, Greatly Impairing)

15 Psychological Limitation: Bound By Duty (Common, Strong)

15 Psychological Limitation: Must obey anyone who invokes true name (Uncommon, Total)

15 Psychological Limitation: Wants to return home (Common, Strong)

 

Total Disadvantages Points: 150

 

When making the Conjure Elemental spell I forgot about Amicable for summoning. Now I added it, and so this is how the spell look like:

35 Conjure Elemental: Summon 450-point Elemental, Power Can Draw END from Character or END Reserve (+1/4), Loyal (+1/2) (157 Active Points); Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 1/2), Incantations (Requires Incantations throughout; Complex; -1), Extra Time (Full Phase, Delayed Phase, -3/4), Requires A Wizardry Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 16

 

I have also came up with a new spell for this character:

34 Invoke Elemental Weapon: Killing Attack - Hand-To-Hand 3d6, Power Can Draw END from Character or END Reserve (+1/4), Affects Desolidified Any form of Desolidification (+1/2), No Normal Defense (Force Field; Force Wall; Damage Reduction; +1), Does BODY (+1) (169 Active Points); Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 1/2), Incantations (Requires Incantations throughout; Complex; -1), Extra Time (Full Phase, -1/2), No STR Bonus (-1/2), Requires A Wizrdry Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), No Knockback (-1/4) 17

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