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[Magic System] Runecrafting Update


Killer Shrike

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Re: [Magic System] Runecrafting Update

 

I suppose. On the other hand each Rune equals a specific power construct, its appearance is unique and there is no limit on the total number of Runes. Since there is essentially an infinite number of different HERO System Power Constructs in practical terms, that means that there can be an infinte number of Runes.

 

 

It is quite conceivable however that one could use the Futhark as the BASIS for such a system, with all Runes using one or more Futhark Runes as their base as appropriate to the effect of the Rune, and then embellishing on the base Runes in ways having a specific meaning.

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Re: [Magic System] Runecrafting Update

 

Random Rune Description Generator

 

http://www.montecook.com/arch_stuff5.html

 

Something interesting that may be useful.

 

Thanks for the link; though thats not really what I had in mind by "runes", the concept is certainly mutable.

 

That randomizer could actually be useful to the the Glyphics variant of Runecrafting for instance.

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Questions on Mechanics

 

So here is the first exmple:

 

Falrath's Rune Of Dimensional Warding

Change Environment 4" radius, -10" Teleportation

Trigger (Someone In Area Affected Trying To Teleport Out or Someone Trying To Teleport In, Self-Resetting; +1)

(84 Active Points)

6 Continuing Charges lasting 5 Minutes each which Never Recover (-1 3/4)

No Range (-1/2)

Physical Manifestation (-1/4; Rune of Dimensional Warding)

 

Trigger only can perceive events with normal senses, three I believe.

So wouldn't you have to build in a Sense Magic or specifically a Detect Teleport in order for the trigger to work?

Otherwise how can it know when to activate? Unless all teleports power SFX are the same, someone with IPE could get around that.

 

Change Environment is a Constant power, as soon as the user falls asleep or is Knocked Out, the power turns off, why not add Uncontrolled or Persistent?

Also user must keep LOS to area of CE unless Uncontrolled or Persistent.

 

With Never recovering charges, is the idea that once drawn, without the Independent limit, the user only gets 6 uses of 5 Minutes before another Rune is required?

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Re: Questions on Mechanics

 

So here is the first exmple:

 

Falrath's Rune Of Dimensional Warding

Change Environment 4" radius, -10" Teleportation

Trigger (Someone In Area Affected Trying To Teleport Out or Someone Trying To Teleport In, Self-Resetting; +1)

(84 Active Points)

6 Continuing Charges lasting 5 Minutes each which Never Recover (-1 3/4)

No Range (-1/2)

Physical Manifestation (-1/4; Rune of Dimensional Warding)

Trigger only can perceive events with normal senses, three I believe.

So wouldn't you have to build in a Sense Magic or specifically a Detect Teleport in order for the trigger to work?

Otherwise how can it know when to activate? Unless all teleports power SFX are the same, someone with IPE could get around that.

 

That could go either way. It depends on if the person Teleporting were visible to standard senses or not. Most are. Its really more of a case of whether the GM' requires a special detect to be purchased for standalone triggers even for things that are normally detectable for free.

 

Change Environment is a Constant power, as soon as the user falls asleep or is Knocked Out, the power turns off, why not add Uncontrolled or Persistent?

Also user must keep LOS to area of CE unless Uncontrolled or Persistent.

 

Look up Continuing Charges.

 

With Never recovering charges, is the idea that once drawn, without the Independent limit, the user only gets 6 uses of 5 Minutes before another Rune is required?

 

No, each time a Runecrafter that knows that Rune inscribes it upon something, that instance of the Rune has 6 charges of 5 minutes and then expires.

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Re: [Magic System] Runecrafting Update

 

Look up Continuing Charges.

 

Right, did that. Learned that CC work as if persistent.

 

Although, what is the "reasonably common way" to turn this power off?

 

Great fan of your body of HERO work, just trying here to see how deep the rabbit hole goes.

 

On that last point we agreed, just expressed it differently.

 

So is it right to look at this Rune as a counter to Combat teleports and short Teleporting of objects(UAO)?

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Re: [Magic System] Runecrafting Update

 

Look up Continuing Charges.

 

Right, did that. Learned that CC work as if persistent.

 

Although, what is the "reasonably common way" to turn this power off?

 

Great fan of your body of HERO work, just trying here to see how deep the rabbit hole goes.

 

On that last point we agreed, just expressed it differently.

 

So is it right to look at this Rune as a counter to Combat teleports and short Teleporting of objects(UAO)?

Thanks; constructive feedback is always welcome, feel free to ask.

 

Yah, Continuing Charges are the bomb. They're better than Persistent in some ways, in fact.

 

The reasonably common way to deactivate it in my campaign would be Anti-Magic. Covering up the Rune could also work depending on circumstances / SFX of the cover up, etc. As you note, without a custom detect the Rune is limited to standard senses and can be evaded / fooled too.

 

Put into gamist terms it's main use is to hose Dimension Door. However since it affects hexes, it also does a good job of hosing MegaScale T-Ports and T-Ports with low hexes and high NCM Multiples as well.

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