ShadowRaptor Posted May 29, 2003 Report Share Posted May 29, 2003 For anybody that has played Talislanta and understands its magic system, what would be the best way to achieve its versatility using the HERO system? Quote Link to comment Share on other sites More sharing options...
AlHazred Posted June 2, 2003 Report Share Posted June 2, 2003 I have been considering this while doing various Talislanta Hero conversions for my own Fantasy Hero campaigns. Tal magic is very versatile. Essentially, magic users learn an Order, a school of magic, then develop skill ratings in various Modes which represent the different ways to use the magic of the Order; thus the Move Mode skill rating would be tested if the caster wanted to move a rock, or fly, or deflect missiles. Similar to Hero, the "special effect" is less important than the result. Each Mode represents hundreds of spells the magician knows -- the player is encouraged to make these up, but he only has to develop a skill rating in the Modes themselves. It costs about 100 XP to develop a new Order, in a system where each experience point represents about a week of training. A new Mode costs 25 XP to develop in comparison. These seem to be Variable Power Pools, with a special set of Limitations to the Control Cost. Let's see: Requires a Skill Roll, since there seems to be a chance it doesn't work. I'm thinking it may require a separate Skill for each Mode. Limitations based on the Order chosen: each Order has its own special bonuses and penalties associated with it. For instance, Crystallomancers require crystals to make their magic work, Cryptomancers must have a writing surface, Cartomancer magic only works with a specially-prepared deck of Zodar cards, etc. I think all of them require Gestures and Incantations, except maybe for Mysticism which requires Concentration. Powers Can Be Changed At Any Time (+1) No Time To Change Powers (+1) Strongly Limited Powers Based On Mode Skills (-1 to -2). Basically, there are 12 Modes, each of which is strongly attached to a number of effects: Alter (Aid/increased stats/decreased stats), Attack (EB/HA/RKA/HKA), Conjure (Transform used to create objects), Defend (Armor/FF/FW/etc.), Heal (Healing), Illusion (Images), Influence (MC/increased PRE), Move (any Movement Power), Reveal (Detects and Enhanced Senses), Summon (Summon), Transform (Transform), and Ward (?; have to check the book when I get home). If you charge a character to learn each one as a seperate Skill, charge for the Pool, and forbid Skill Levels to cover the Modes, then you have a cost structure remarkably similar to Talislanta. Quote Link to comment Share on other sites More sharing options...
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