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Order of the Stick


Rapier

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Re: Order of the Stick

 

As I was reading this my somewhat sleep befuddled brain booted up and thought of something....

 

"...Azure city's ruler"

"...The TRUE power in Azure City."

 

Wonder if there's a way for Belkar to use Mr. Scruffy to lift the Mark of Justice?

 

I was thinking about this as well. Love to see him find a way to work it out. :)

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Re: Order of the Stick

 

From what I've seen of 4th' date=' it's gonna require something like [i']Crisis on Infinite Earths.

[/i]

JG

 

Hmm... That's an interesting thought. Maybe Burlew is setting up the current arc to carry it to the release of 4e where Xykon or Redcloak will gain control of one of the gates and turn the world upside-down just as Roy is resurrected.

 

(gonna be interesting to see how big book 3 will be when all is said and done.)

 

BTW, how many people think the next Oots book will be about the Origins of the Linear Guild? (Book .75?)

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Re: Order of the Stick

 

Hmm... That's an interesting thought. Maybe Burlew is setting up the current arc to carry it to the release of 4e where Xykon or Redcloak will gain control of one of the gates and turn the world upside-down just as Roy is resurrected.

 

It's certainly shaping up to be a "Snarl" in my opinion.

 

JG

 

[i'm gonna post the .hdc files of the spellcasters, but it's gonna require a separate post explaining the design.]

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Re: Order of the Stick

 

OK, I have the writeups for the spellcaster characters (Elan, Vaarsuvius and Durkon). In most cases they don't have much in skills, but spellcasters in 3E tend to suck at skill points. ;)

 

Their spell repertoires are written as VPP purely for convenience's sake- Rich has never needed to explain exactly which spells the characters had in their spellbooks/slots, so while "real" D&D writeups would probably work better with the Turakian Age system of taking the individual spells and dividing the Real Cost by 3, it wouldn't make sense in this case.

 

Simply having "Magic Only" isn't worth a VPP Limitation given that most powers in D&D World are magic-based. However, arcane spellcasters in D&D are unable to cast healing spells or use other effects reserved for divine spellcasters (like priests). Thus arcane spellcasters do get a -1/4 Limitation on Control Cost, "Arcane Magic Only." If the caster's range of spells is further limited (namely a Bard or a specialist Wizard) that is worth a total -1/2 Limitation. Clerics do not suffer this Limitation but are generally limited in what type of spells they can cast and also have to maintain their faith and religious role, because while they do not need spellbooks, their patron god can always deny them spells. This is already covered in Fantasy HERO's Limitation, "Only For Serving the God's Purposes" (-1/2), which applies to both the spells and the Control Cost on Durkon's VPP.

 

All spells must take the Limitation "Incantations", which in the strip simply means announcing the name of the spell. If the spell requires Extra Time, the Incantations also qualifies for the increased Limitation bonus ('weathercontrol weathercontrol weathercontrol'). In 3rd Edition, it's technically possible to use the Silent Spell feat to avoid the verbal component requirement, but hardly anybody in the strip does.

 

Variable Limitations is applied to the Control Cost (only) to reflect that most D&D spells have more inherent Limitations than just the Incantations. Good candidates are Extra Time, Concentration, Focus (usually Expendable for Wizards) and Charges (see below).

 

D&D magic is the "Vancian" fire-and-forget system where people can only memorize so many spells per day. This basically means that all spells require Charges. (This isn't a Control Cost Limitation because it's feasible to jack Charges up to the level of an Advantage.) Spells CANNOT take the Requires a Skill Roll Limitation- they either go off or the caster gets interrupted. Casters still want to buy their relevant Power Skills high, because the Magic/Faith skill is still used as the Control Skill for the Power Pool. It may also be used in certain Skill vs. Skill rolls (e.g. the D&D Hold Portal spell can be broken by a caster who is sufficiently higher level than the original caster) and may be applied as a house rule for "counterspelling" if the caster doesn't have Dispel Magic memorized.

 

Most casters have to memorize their spells at a certain time of the day (divine casters) or via books (Wizards). Thus they qualify for the Control Cost Limitation "Only Changes Between Adventures" (-1/2) with the Magic/Faith Skill being used to rearrange the points by Active Cost. "Spontaneous" casters (Bards and Sorcerers) do not get this Control Cost Limitation, but they are allowed to allocate points in combat with a Magic Skill Roll, as per the normal rules for a VPP. In doing so, they're still required to account for the spell's Active Cost penalty to the Control Roll, and the spell's Real Cost (including Limitation value for Charges) is still allocated for the day (e.g. if Elan has an Illusion spell that has a Real Cost of 13 after Limitations, it still takes 13 points out of his 50 point VPP, leaving 37 for a combination of other spells. If that Illusion spell has a total of 4 Charges, Elan couldn't shift the Limitation to give himself more Charges, but with GM permission the player could design a similar spell with its own bank of Charges- taking more points out of the Pool.).

 

Finally, I intend to list each writeup with at least two spells to show how these spells would work. Now I just need to write them out...

 

James

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Re: Order of the Stick

 

 

Finally, I intend to list each writeup with at least two spells to show how these spells would work. Now I just need to write them out...

 

James

 

We had a discussion a while back about how to write up Evard's Tentacles of Spiked Intrusion. should be on here somewhere.

I might go dig around.

 

 

Edit: Got the name wrong "Evan's Spiked Tentacles of Forced Intrusion"

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Re: Order of the Stick

 

Elan:

 

Sample Spells

 

Mending - 1d6 minor Transform (10), single broken object to mended object, permanent until re-broken, Improved Target Group (mundane broken objects, +1/4) (12 Active Points), Gestures (-1/4), Incantations (-1/4), Limited Range (2" or 10 feet, -1/4), 2 Charges (-1 1/2) Real Cost: 4

 

This minor but useful spell will mend a single break in an object of about 1 lb. weight. Ceramic or wooden objects with multiple breaks can be made good as new with one application of the spell. The spell can generally be used on a magic item, but breaking the item destroys its power, so it needs to be re-enchanted to work again.

 

Cure Light Wounds - 2d6 Simplified Healing (10 Active Points), Gestures (-1/4), Incantations (-1/4), 4 Charges (-1) Real Cost: 4

 

Yes, Bards in 3rd Edition D&D can use Cure Light Wounds. Look it up. Why? This is D&D. There is no "why."

 

Silent Image - Images vs. Sight Group, +2 vs. PER Rolls (16 Active), Increased Radius 4" r. (+1/2) (24 Active Points), Concentrate 1/2 DCV, must concentrate throughout (-1/2, see below), Focus (a bit of fleece, Fragile, -1 1/4), Gestures (-1/4), Incantations (-1/4), 1 Charge, lasts maximum of 1 Minute (-1) Real Cost: 6

 

This is a basic illusion ('Figment') spell in D&D. It doesn't allow for very complex illusions and does not include sound, smell or thermal (Touch Sense) components. It lasts only as long as it's concentrated upon, or based on caster level (here I'm putting it as 1 Minute) or if it's dispelled or publicly disproven. More high-level figment spells can last beyond Concentration duration, although they can still be disproven; this can be simulated by increasing the Continuing Charge duration and either removing the Concentration Limitation or bringing it back to -1/4 bonus.

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Re: Order of the Stick

 

Vaarsuvius:

 

Sample Spells

 

Fireball: 2d6 energy RKA (30) (Area Radius 3", Conforming, +1 1/2) (75 Active Points), Concentration 1/2 DCV (-1/2), Focus (OAF Expendable, ball of bat guano and sulfur, -1), Gestures (-1/4), Incantations (-1/4), 4 Charges (-1)

Real Cost: 10

 

"I love the smell of bat guano in the morning. It smells like... victory."

 

Protection From Arrows: Force Field 10 PD (10), Protects Carried Items (+10), Usable By Other (+1/4) (25 Active Points), 1 Charge of 6 Hours (-0), Focus (piece of tortoise shell, OAF, -1), Gestures (-1/4), Incantations (-1/4), Only Vs. Physical Projectiles (-1) Real Cost: 7

 

This used to be called Protection From Normal Missiles, as opposed to Magic Missiles or other energy. As Vaarsuvius points out, it's still good against other projectiles, like shuriken.

 

Explosive Runes: 2d6 physical RKA (30), Explosion (+1/2), Trigger (reading the runes, +1/4) (52 Active Points), Focus (the trapped object, Expendable, -1 1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 11

 

A spell frequently used by V, and a major example of how the Trigger Advantage works, Explosive Runes is set upon a piece of written material and goes off whenever someone reads the written message (for example, 'I prepared Explosive Runes this morning'). The caster and anyone he selects upon casting can be immune to the effects. The spell also consumes the item it's cast upon, which means it counts as needing an Expendable Focus, although it's normally used specifically as a last-ditch defense against that object's theft. Vaarsuvius normally uses it for cheesier purposes.

 

Evan's Spiked Tentacles of Forced Intrusion-

2d6 physical RKA (30), Continuous (+1), +2 Increased STUN Multiple (+1/2), Penetrating (+1/2) (90 Active Points), Concentration (1/2 DCV, -1/4), Focus (dried tentacle of squid, OAF Difficult, -1 1/4), Gestures (-1/4), Incantations (-1/4), Only vs. Organic Beings (-1/2), 1 Charge of 1 Minute (-1) Real Cost: 20

 

A "house" variation on Evard's Black Tentacles, the special effects of this spell are better implied than described. Basically the "intrusion" will get into the target's vital areas and leave him writhing in pain. It should count as both "displaying a Power" and "extremely violent action" when making a follow-up PRE Attack.

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Re: Order of the Stick

 

Durkon:

 

Sample Spells

 

Cure Serious Wounds: Simplified Healing 8d6 (40), Gestures (-1/4), Incantations (-1/4), Only When Serving The God's Purposes (-1/2), 8 Charges (-1/2) Real Cost: 16

 

A straightforward healing spell. 8d6 may not seem like much, but since characters don't automatically get extra "hit points" (BODY) for level gain in HERO, this is often enough to fully heal a 10 BODY character and regain over 30 STUN in concussion damage.

 

Control Weather: Change Environment 2" r., +3/-3 Temperature Level, Varying Combat Effects (+10), Long Lasting (20 Minutes, +5), Broad Group (+1), MegaScale 1" = 1km (+1/4) (70 Active Points), Concentration 1/2 DCV (-1/4), Extra Time (5 Minutes, only to activate, -1), Gestures (-1/4), Incantations (-1/4), Only When Serving the God's Purposes (-1/2), Only For Seasonal Weather (-1/4), 2 Charges, 20 Minutes each (-1/4) Real Cost: 19

 

In D&D, the spell must be cast over 10 minutes, and lasts over 4 hours, during which time the caster can alter the weather again by casting another 10 minutes. This is a rough approximation. It allows the caster to create variable effects based on the desired weather (thus the Adders) but only weather appropriate to the season (no snowstorms in summer). And like HERO's Change Environment, the D&D spell does not allow for directed combat effects like lightning bolts, although a caster can use it to create the conditions needed for (say) a Call Lightning spell.

 

Thor's Might: Growth 6 Levels (30), 1 Charge of 5 Minutes (-1 1/2), Extra Time/Full Phase (-1/2), Focus (OAF/warhammer, -1), Gestures (-1/4), Incantations (-1/4), Only When Serving The God's Purposes (-1/2)

[Real Cost: 6] plus Damage Reduction 50% resistant physical (30 Active Points) same Limitations (-4) plus Linked (-1/2) [Real Cost: 5] (60 Active Points, Real Cost 11)

 

This is (I think) a custom spell for a warlike pantheon, granting great combat prowess, but only for the duration of the effect.

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Re: Order of the Stick

 

Allow me to thank James prodigiously for the work he's done on this. Hopefully the people I run this for at GameStorm will have equal cause to be grateful.

 

Now I need to figure out the dungeon (because the adventure will have them doing their dungeon-crawling bit again) and some odd monsters for them to face as a break from Zyklon's minions.

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Re: Order of the Stick

 

And' date=' apparently, inaccessible. I've been trying all day, and still can't get it to load. :([/quote']

I've been unable to get giantitp.com to load during US hours for the past few weeks. Only when people in the US go to bed can I actually see the comics.

 

Stop reading it, you people! Stop! It's always easier to read fringe comics that no-one likes, so the servers aren't in trouble due to hits!

 

Giant, write crapper comics, then people will stop coming to the site so much.

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