OddHat Posted September 6, 2003 Report Share Posted September 6, 2003 I'm working on a high power Mage character with a 60 point Magic VPP; all spells must have -1 in limits. I'd like to post the spells for review and comment. The challenge; I could always use more 60 active point spells, and I'm sure others could as well. So, what do you have for 60 active points? Edit: Deleted hard to read version Quote Link to comment Share on other sites More sharing options...
OddHat Posted September 6, 2003 Author Report Share Posted September 6, 2003 Umm..that was hard to read. Let's try this; Style Cost Power END 33 Immortal: (Total: 85 Active Cost, 33 Real Cost) Life Support , Longevity: Immortal (Real Cost: 5) plus Healing Regeneration 1 BODY (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (Real Cost: 25) plus +5 BODY (10 Active Points); Only to put off point of death (-1 1/2), No Figured Characteristics (-1/2) (Real Cost: 3) 20 Slow Time: +3 SPD (30 Active Points); Only for Mental Actions (-1/2) 5 Spiritual Shields: Power Defense (5 points) 5 Psychic Shields: +5 Mental Defense (11 points total) 23 Magic Reserve: Endurance Reserve (220 END, 1 REC) (23 Active Points) 111 Dream-Sorcery: Variable Power Pool (Magic Pool), 60 base + 51 control cost, Cosmic (+2) (150 Active Points); Spells must have a minimum of -1 in limits (-1/2), Limited Class Of Powers Available: Spells Only Slightly Limited (-1/4) 0 1) See Magic: Detect A Class Of Things 13-, Discriminatory, Range, Sense Affected As Sight (+0), Uncontrolled (+1/2) (22 Active Points); Concentration 0 DCV (-1/2), Requires A Skill Roll (-1/2) Real Cost: 11 0 2) Blind Eye: Flash 8d6 (Sight Group), Area Of Effect (One Hex; +1/2) (60 Active Points) (uses END Reserve) Real Cost: 60 6 0 3) Phatasmal Mists: Sight Group and Hearing Group Images, +/-5 to PER Roll, Reduced Endurance 1/2 END (+1/4), Increases Size (8" radius; +3/4) (60 Active Points); Side Effects (Side Effect only affects the environment near the character -3/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) Real Cost: 30 3 0 4) Dragon Voice: Mind Control 12d6 (60 Active Points); Side Effects (Side Effect only affects the environment near the character -3/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) Real Cost: 30 6 0 5) Cloak of Protection: Invisibility to Sight Group, Hearing Group, Mental Group, Smell/Taste Group, No Fringe, Reduced Endurance 1/2 END (+1/4) (56 Active Points); Side Effects (Side Effect only affects the environment near the character -3/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) Real Cost: 28 2 0 6) Redirection of Forces: (Total: 60 Active Cost, 30 Real Cost) Missile Deflection (Any Ranged Attack), Missile Reflection (40 Active Points); Side Effects (Side Effect only affects the environment near the character -3/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 20) plus +4 with OCV (20 Active Points); Side Effects (Side Effect only affects the environment near the character -3/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 10) Real Cost: 30 0 7) Flight Sphere: Flight 15", Uncontrolled (+1/2), Reduced Endurance 0 END (+1/2) (60 Active Points); Side Effects (Side Effect only affects the environment near the character -3/4), Physical Manifestation (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) Real Cost: 27 0 8) Slow Time: +6 Overall (60 Active Points); Side Effects (Side Effect only affects the environment near the character -3/4), Costs Endurance Only Costs END to Activate (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) Real Cost: 27 6 0 9) Fast Thinking: +12 with all Mental and Knowledge skills (60 Active Points); Only to offset time penalties for tasks (-1) Real Cost: 30 0 10) Ghost Shirt: +8 with DCV, Uncontrolled (+1/2) (60 Active Points); Side Effects (Side Effect only affects the environment near the character -3/4), Costs Endurance Only Costs END to Activate (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) Real Cost: 27 [Notes: Effect ends when struck in combat] 6 0 11) Armor of Avalon: (Total: 58 Active Cost, 27 Real Cost) Density Increase (300 kg mass, +10 STR, +2 PD/ED, -2" KB), Costs END Only To Activate (+1/4) (12 Active Points); Side Effects (Side Effect only affects the environment near the character -3/4), Requires A Skill Roll (-1/2) (uses END Reserve) (Real Cost: 5) plus Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide, 327 kg mass), Costs END Only To Activate (+1/4) (12 Active Points); Side Effects (Side Effect only affects the environment near the character -3/4), Requires A Skill Roll (-1/2) (uses END Reserve) (Real Cost: 5) plus Force Field (17 PD/17 ED) (34 Active Points); Side Effects (Side Effect only affects the environment near the character -3/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) (Real Cost: 17) Real Cost: 27 5 0 12) Sword of Avalon: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), Reduced Endurance 0 END (+1/2), Armor Piercing x1 (+1/2) (60 Active Points) Real Cost: 60 0 13) Psychic Net: Entangle 2d6, 2 DEF, Takes No Damage From Attacks Limited Group (+1/4), Works Against EGO, Not STR (+1/4), Reduced Endurance 0 END (+1/2), Based On EGO Combat Value (Mental Defense; +1) (60 Active Points); Side Effects (Side Effect only affects the environment near the character -3/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) Real Cost: 30 0 14) Ethereal Body: Desolidification (affected by Magic, Transdimensional Powers), Costs END Only To Activate (+1/4) (50 Active Points); Side Effects (Side Effect only affects the environment near the character -3/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses Personal END) Real Cost: 25 4 0 15) Dispel Magic: Dispel 16d6, Expanded Effect One At A Time (+1/4) (60 Active Points); Side Effects (Side Effect only affects the environment near the character -3/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) Real Cost: 30 6 0 16) Dream Paths: Extra-Dimensional Movement (Any Dimension, Any Location), x8 Increased Weight (60 Active Points); Side Effects (Side Effect only affects the environment near the character -3/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) Real Cost: 30 6 0 17) Snake's Tongue: (Total: 60 Active Cost, 30 Real Cost) Seduction (5 Active Points); Costs Endurance Only Costs END to Activate (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) 13- (Real Cost: 3) plus Conversation (5 Active Points); Costs Endurance Only Costs END to Activate (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) 13- (Real Cost: 3) plus Persuasion (5 Active Points); Costs Endurance Only Costs END to Activate (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) 13- (Real Cost: 3) plus Oratory (5 Active Points); Costs Endurance Only Costs END to Activate (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) 13- (Real Cost: 3) plus Trading (5 Active Points); Costs Endurance Only Costs END to Activate (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) 13- (Real Cost: 3) plus +35 PRE (35 Active Points); Side Effects (Side Effect only affects the environment near the character -3/4), Costs Endurance Only Costs END to Activate (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses Personal END) (Real Cost: 15) Real Cost: 30 8 0 18) Warp Hand: (Total: 60 Active Cost, 26 Real Cost) Hand Portal: Stretching 4", Does Not Cross Intervening Space (+1/4) (25 Active Points); No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) (Real Cost: 12) plus Warp Manipulation: +35 STR (35 Active Points); Side Effects (Side Effect only affects the environment near the character -3/4), No Figured Characteristics (-1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) (Real Cost: 14) Real Cost: 26 5 0 19) Wind Control: Telekinesis (10 STR), Affects Porus Substances, Area Of Effect (5" Any Area; +1 1/4) (56 Active Points); Side Effects (Side Effect only affects the environment near the character -3/4), Affects Whole Object (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) Real Cost: 25 6 0 20) Draw Power: Aid: END Reserve REC 6d6 (60 Active Points); Self Only (-1/2), Requires A Skill Roll (-1/2) Real Cost: 30 [Notes: Adds 18 to END reserve REC] 0 21) Sigil of Protection: Force Field (13 Mental Defense/13 Power Defense), Hardened (+1/4), Uncontrolled (+1/2), Reduced Endurance 0 END (+1/2) (58 Active Points); Side Effects (Side Effect only affects the environment near the character -3/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) Real Cost: 29 [Notes: Broken when Stuned, Sleeps] 0 22) Extended Ritual: Aid 1d6, Can Add Maximum Of 23 Points, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4), Variable Effect All Powers Simultaneously (+2) (60 Active Points); Self Only (-1/2), Concentration 0 DCV (-1/2) Real Cost: 30 [Notes: Boosts all spells by 23 points after roughly 8 phases.] 0 23) Psychokinetic Shield: Force Field (30 PD/30 ED) (60 Active Points); Side Effects (Side Effect only affects the environment near the character -3/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses END Reserve) Real Cost: 30 6 0 24) Psychokinetic Bolt: Energy Blast 12d6 (vs. PD) (60 Active Points); Custom Modifier (-1) (uses END Reserve) Real Cost: 30 6 Powers Cost: 197 Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted September 6, 2003 Report Share Posted September 6, 2003 Im sure youve already seen these, but: Note: Tongues is in GM's Option land. Steve Long has specifically ruled out deconstructing Universal Translator and applying Transmit to it. Cost Power END 14 Dispel Magic: Dispel 6 1/2d6, Expanded Effect (All Powers Simultaneously; +2) (58 Active Points); 1 Charges (-2), Requires A Skill Roll (Abjuration) (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/4), Incantations (-1/4), Gestures (-1/4), Extra Time (Delayed Phase; -1/4) [Notes: Abjuration] 14 Explosive Runes: Energy Blast 6 1/2d6 (vs. ED), Trigger (+1/4), Explosion (Cone -1 DC/2"; +1/2) (58 Active Points); 1 Charges (-2), Gestures (-1/4), Incantations (-1/4), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Requires A Magic Skill vs Spell Resistance Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests -1/4) [Notes: Abjuration] 14 Greater Protection From [Alignment]: (Total: 60 Active Cost, 14 Real Cost) Protection From [Alignment]: Force Field (7 PD/7 ED/4 Power Defense) (Protect Carried Items), Usable By Other (+1/4), Persistent (+1/2) (49 Active Points); Only vs [Alignment] (Power loses about half of its effectiveness; -1), Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), 1 Continuing Charges lasting 20 Minutes each (-1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4), Linked to Anti-Possession (-1/4) (Real Cost: 11) plus Anti-Possession: +11 Mental Defense (13 points total) (11 Active Points); Only vs [Alignment] (Power loses about half of its effectiveness; -1), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Delayed Phase (-1/4), 1 Continuing Charges lasting 20 Minutes each (-1/2), Linked to Protection From [Alignment] (-1/2), Greater Power is Constant or in use most or all of the time (+1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) (Real Cost: 3) [Notes: Abjuration [Alignment]] 15 Magic Circle Against [Alignment]: Force Wall (12 PD/10 ED/1 Flash Defense: Unusual Group/1 Flash Defense: Hearing Group/1 Flash Defense: Sight Group; 2" long and 1" tall) (60 Active Points); Only vs [Alignment] (-1), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Delayed Phase (-1/4), No Range (-1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4), 1 Continuing Charges lasting 1 Hour each (-1/4) [Notes: Abjuration] 16 Protection From Elements: +15 BODY, 1 Continuing Charges lasting 1 Day each (+1/4), Variable Special Effects (fire,acid,cold,sonic,electric) (Limited Group of SFX; +1/4), Uncontrolled (When BODY or STUN is lost, it does not recover. When all is gone, spell ends) (+1/2) (60 Active Points); SFX Must be chosen when cast (-1), Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -1/2), Delayed Phase (-1/4), Concentration (0 DCV; -1/2), Gestures (-1/4), Incantations (-1/4) [Notes: Abjuration] 17 Nondetection: Invisibility to Unusual Group (Clairsentience), No Fringe, Usable By Other (+1/4), 1 Continuing Charges lasting 1 Day each (+1/4), Personal Immunity (+1/4), Persistent (+1/2), Ranged (+1/2) (55 Active Points); Extra Time, Only to Activate Constant or Persistent Power (1 Minute; -3/4), IIF Expendable (Focus (Diamond Dust); Difficult to obtain new Focus; -1/2), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Requires A Skill Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/4) [Notes: Abjuration] 11 Flame Arrow: (Total: 56 Active Cost, 11 Real Cost) Enchant Arrows: Succor 5d6 (max. Aided Points: 30), 1 Continuing Charges lasting 6 Hours each (+0), Delayed Return Rate (5 Points per Minute; +1/4) (31 Active Points); 1-50 Arrows in a Quiver ONLY (-2), Charge Expended by Arrow of Flame (-1), Limited Special Effect (Very Common SFX; -1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 6) plus Arrow of Flame: Killing Attack - Ranged 2d6 -1 (vs. ED) (25 Active Points); 1 Charges (-2), Charge Expended by Enchant Arrow (-1), Incantations (-1/4), Gestures (-1/4) (Real Cost: 5) [Notes: Conjuration] 18 Phantom Steed I: Summon 134-point Phantom Steed, Amicable (Friendly; +1/4), 1 Continuing Charges lasting 1 Day each (+1/4), Usable By Other (+1/4), Persistent (+1/2) (60 Active Points); Extra Time, Only to Activate Constant or Persistent Power (5 Minutes; -1), OIF (Focus (Bit of Horse Hair); -1/2), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4) [Notes: Conjuration (Summoning)] 17 Sepia Snake Sigil: Extra-Dimensional Movement (Single Dimension), Trigger (+1/4), Personal Immunity (+1/4), 1 Continuing Charges lasting 1 Week each (+1/2), Usable As Attack (+1) (60 Active Points); Extra Time (1 Minute; -1 1/2), Concentration (0 DCV; -1/2), Gestures (-1/4), Incantations (-1/4) [Notes: Conjuration] 13 Sleet Storm: (Total: 58 Active Cost, 13 Real Cost) Blinding Sleet: Darkness to Sight Group 3" radius (30 Active Points); 1 Continuing Charges lasting 1 Minute each (-1), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Delayed Phase (-1/4), Gestures (-1/4), Requires both hands (-1/4), Concentration (0 DCV; -1/2), Incantations (-1/4), Linked to Slippery Sleet (-1/4) (Real Cost: 7) plus Slippery Sleet: Change Environment 4" radius, -1 Characteristic Roll and all Skill Rolls based on Characteristic, -3" of any one mode of Movement, 1 Temperature Level Adjustment (28 Active Points); 1 Continuing Charges lasting 1 Minute each (-1), Linked to Blinding Sleet (-1/2), Lesser Power can only be used when character uses greater Power at full value (-1/4), Greater Power is Constant or in use most or all of the time (+1/4), Does not work in dry conditions (-1/2), Concentration (0 DCV; -1/2), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Delayed Phase (-1/4), Incantations (-1/4), Gestures (-1/4) (Real Cost: 6) [Notes: Conjuraton (Creation) [Cold]] 14 Stinking Cloud: (Total: 56 Active Cost, 14 Real Cost) Nauseating Vapors: Change Environment 4" radius, -3" of any one mode of Movement, Personal Immunity (+1/4), Conforming (+1/2) (37 Active Points); 1 Continuing Charges lasting 1 Minute each (-1), Extra Time (Extra Phase; -3/4), Delayed Phase (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Nonselective Target (-1/4), Linked to Nausea (-1/4) (Real Cost: 9) plus Nausea: Drain 0 1/2d6: END, Ranged (+1/2), Uncontrolled (+1/2), Area Of Effect Nonselective Target (4" Radius; +1 1/4), Conforming (+1/2) (19 Active Points); 1 Continuing Charges lasting 1 Minute each (-1), Linked to Nauseating Vapors (-1/2), Extra Time, Only to Activate Constant or Persistent Power (Extra Phase; -1/4), Delayed Phase (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4) (Real Cost: 5) [Notes: Conjuration (Creation)] 16 Summon Monster III: Summon 125-point Fantasy Creatures (x2 Number Of Beings), Expanded Class of Beings (Limited Group; +1/2), Amicable (Loyal; +1/2) (60 Active Points); 1 Continuing Charges lasting 1 Minute each (-1), Extra Time (Extra Phase; -3/4), Delayed Phase (-1/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) [Notes: Conjuration (Summoning)] 15 Clairvoyance: Clairsentience (Sight Group; Additional Sense Group: Hearing Group, Discriminatory, x32 Range) (60 Active Points); Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -3/4), Concentration (1/2 DCV; -1/4), Character is totally unaware of nearby events (-1/4), Blackout (-1/2), 1 Continuing Charges lasting 1 Hour each (-1/4), Incantations (-1/4), Gestures (-1/4), Requires A Divination Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4), Sense Affected As More Than One Sense (Sight, Hearing) (-1/4) [Notes: Divination] 23 Tongues: (Total: 60 Active Cost, 23 Real Cost) Detect Speech: Detect A Single Thing 14-, Analyze, Discriminatory, Sense, Transmit, Sense Affected As Another Sense (Hearing) (+0), 1 Continuing Charges lasting 1 Day each (+1/4), Usable By Other (+1/4) (30 Active Points); Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Delayed Phase (-1/4), Linked to Detect Written Text (-1/2), Lesser Instant Power can be used in any Phase in which greater Constant Power is in use (+1/4), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 12) plus Detect Written Text: Detect A Single Thing 14-, Analyze, Discriminatory, Sense, Transmit, Sense Affected As Another Sense (Sight) (+0), 1 Continuing Charges lasting 1 Day each (+1/4), Usable By Other (+1/4) (30 Active Points); Linked to Detect Speech (-1/2), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Delayed Phase (-1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) (Real Cost: 11) [Notes: Divination] 13 Hold Person: Entangle 1d6, 2 DEF (+1 Additional BODY), Takes No Damage From Physical Attacks (Limited Group; +1/4), Works Against EGO, Not STR (+1/4), Cannot Be Escaped With Teleportation (+1/4), Invisible Power Effects, SFX Only (Fully Invisible; +1/2), Based On EGO Combat Value (Mental Defense; +1), Range Modifiers Apply (-1/4) (60 Active Points); 1 Charges (-2), Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Gestures (-1/4), Incantations (-1/4), Cannot Form Barriers (-1/4) [Notes: Enchantment (Compulsion) [Mind Affecting]] 13 Suggestion: +60 PRE (60 Active Points); 1 Charges (-2), Only vs 1 Person (-1), Mental Defense Applies (-1/2) [Notes: Enchantment (Charm) [Mind Affecting, Language Dependant]] Fireball 15 1) Fireball I: Energy Blast 8d6 (vs. ED), Explosion (+1/2) (60 Active Points); 1 Charges (-2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase; -1/4) [Notes: Evocation [Fire]] 15 2) Fireball II: Killing Attack - Ranged 2d6 (vs. ED), Area Of Effect (3" Radius; +1) (60 Active Points); 1 Charges (-2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Extra Time (Delayed Phase; -1/4) [Notes: Evocation [Fire]] 15 3) Fireball III: Energy Blast 6d6 (vs. ED), Area Of Effect (3" Radius; +1) (60 Active Points); 1 Charges (-2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase; -1/4) [Notes: Evocation [Fire]] 15 Gust of Wind: Change Environment 32" radius, -4 Points of Telekinetic STR, Altered Shape (Cone; +0), Conforming (+1/2) (58 Active Points); 1 Charges (-2), No Range (-1/2), Gestures (-1/4) [Notes: Ecocation] 17 Leomunds Tiny Hut: (Total: 59 Active Cost, 17 Real Cost) Nice & Cozy: Change Environment 2" radius, 1 Temperature Level Adjustment, 1 Continuing Charges lasting 6 Hours each (+0) (10 Active Points); Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -3/4), Linked to The Hut (-1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 3) plus Lights: Sight Group Images, 1 Continuing Charges lasting 6 Hours each (+0), Increases Size (2" radius; +1/4) (12 Active Points); Only To Create Light (-1), Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -3/4), Linked to The Hut (-1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 3) plus The Hut: Darkness to Sight Group 2" radius (Additional Sense Group: Hearing Group, Additional Sense Group: Smell/Taste Group), 1 Continuing Charges lasting 6 Hours each (+0), Hole In The Middle (Fixed Size; +1/4) (37 Active Points); Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -3/4), No Range (-1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Linked to Nice & Cozy (-1/4) (Real Cost: 11) [Notes: Evocation [Force]] Lightning Bolt 15 1) Lightning Bolt I: Energy Blast 6d6 (vs. ED), Area Of Effect (12" Line; +1) (60 Active Points); 1 Charges (-2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase; -1/4) [Notes: Evocation [Electricity]] 15 2) Lightning Bolt II: Energy Blast 6d6 (vs. ED), Area Of Effect (3" Any Area; +1) (60 Active Points); 1 Charges (-2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase; -1/4) [Notes: Evocation [Electricity]] 15 3) Lightning Bolt III: Killing Attack - Ranged 2d6 (vs. ED), Area Of Effect (12" Line; +1) (60 Active Points); 1 Charges (-2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Extra Time (Delayed Phase; -1/4) [Notes: Evocation [Electricity]] 15 4) Lightning Bolt IV: Killing Attack - Ranged 2d6 (vs. ED), Area Of Effect (3" Any Area; +1) (60 Active Points); 1 Charges (-2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Extra Time (Delayed Phase; -1/4) [Notes: Evocation [Electricity]] 18 Wind Wall: Change Environment 16" radius, -1 PER Roll: Hearing Group, -5 Points of Telekinetic STR, -6" of any one mode of Movement (Flight), Altered Shape (Any Area; +0) (58 Active Points); 1 Continuing Charges lasting 1 Minute each (-1), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Delayed Phase (-1/4), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4) [Notes: Evocation] 15 Displacement: +9 with DCV, Usable By Other (+1/4) (56 Active Points); 1 Continuing Charges lasting 1 Minute each (-1), Not vs Opponents w/ Targeting Sences other than Sight (-1/2), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Delayed Phase (-1/4), Incantations (-1/4), Gestures (-1/4), Visible (-1/4) [Notes: Illusion (Glamer)] 16 Illusory Script: Mind Control 3 1/2d6, Trigger (+1/4), Telepathic (+1/4), Invisible Power Effects (Mental Group; +1/2), Cumulative (x1 max.) (+1/2), 1 Continuing Charges lasting 1 Month each (+3/4) (58 Active Points); Extra Time, Only to Activate Constant or Persistent Power (1 Minute; -3/4), Set Effect (-1/2), IIF Expendable (Difficult to obtain new Focus; -1/2), Does Not Provide Mental Awareness (-1/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4) [Notes: Illusion (Phantasm) [Mind Affecting]] 18 Invisibility Sphere: Invisibility to Sight Group, No Fringe, Usable Simultaneously (x4 Number of Targets +1) (60 Active Points); Only When Not Attacking (-1/2), 1 Continuing Charges lasting 20 Minutes each (-1/2), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Delayed Phase (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4) [Notes: Illusion (Glamer)] 18 Major Images: Sight Group, Hearing Group, Smell/Taste Group and Touch Group Images, +/-3 to PER Roll, Increases Size (8" radius; +3/4) (59 Active Points); 1 Continuing Charges lasting 5 Minutes each (-3/4), Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -1/2), Delayed Phase (-1/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Gestures (-1/4) [Notes: Illusion (Figment)] 15 Gentle Repose: Transform 4d6: Corpse into Non-decaying Corpse (Minor), Uncontrolled (+1/2) (60 Active Points); 1 Continuing Charges lasting 1 Turn each (-1 1/4), Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -3/4), Limited Target (Corpses) (Slightly Limited; -1/4), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4) [Notes: Necromancy] 10 Halt Undead: Entangle 2d6, 4 DEF, Takes No Damage From Physical Attacks (All Attacks; +1/2), Invisible Power Effects, SFX Only (Fully Invisible; +1/2) (60 Active Points); 1 Charges (-2), Only vs Undead (-2), Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Gestures (-1/4), Cannot Form Barriers (-1/4) [Notes: Enchantment (Compulsion) [Mind Affecting]] 15 Vampiric Touch: (Total: 55 Active Cost, 15 Real Cost) Vampiric Healing I: Drain 2 1/2d6: BODY (25 Active Points); 1 Charges (-2), Linked to Vampiric Healing II (-1/2) (Real Cost: 7) plus Vampiric Healing II: Healing BODY 2 1/2d6 (max. Healed Points: 15) (Can Heal Limbs), Only up to Amount Rolled on Drain (+0) (30 Active Points); 1 Charges (-2), Self Only (-1/2), Linked to Vampiric Healing I (-1/4) (Real Cost: 8) [Notes: Necromancy] 17 Blink: +12 with DCV (60 Active Points); 1 Continuing Charges lasting 1 Minute each (-1), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Delayed Phase (-1/4), Incantations (-1/4), Gestures (-1/4), Visible (-1/4), Concentration (1/2 DCV; -1/4) [Notes: Transmutation] 19 Fly: Flight 14", Position Shift, Usable By Other (+1/4), Persistent (+1/2) (58 Active Points); Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -3/4), Gestures (-1/4), Requires both hands (-1/4), 1 Continuing Charges lasting 1 Hour each (-1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4) [Notes: Transmutation] 17 Gaseous Form: (Total: 60 Active Cost, 17 Real Cost) Gas Form: Desolidification (affected by Wind/Air) (40 Active Points); Cannot Pass Through Solid Objects (-1/2), 1 Continuing Charges lasting 20 Minutes each (-1/2), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Delayed Phase (-1/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Linked to Lighter than Air (-1/4) (Real Cost: 11) plus Lighter than Air: Flight 10" (20 Active Points); 1 Continuing Charges lasting 20 Minutes each (-1/2), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Delayed Phase (-1/4), Linked to Gas Form (-1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) (Real Cost: 6) [Notes: Transmutation] 17 Greater Magic Weapon: (Total: 56 Active Cost, 17 Real Cost) Enchant Weapon: Succor 5d6 (max. Aided Points: 30), Delayed Return Rate (5 Points per Minute; +1/4) (31 Active Points); 1 Continuing Charges lasting 5 Minutes each (-3/4), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Delayed Phase (-1/4), Limited Special Effect (Very Common SFX; -1/4), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 9) plus Enchanted Accuracy: +5 with HTH Combat (25 Active Points); 1 Continuing Charges lasting 5 Minutes each (-3/4), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Delayed Phase (-1/4), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 8) [Notes: Transmutation] 18 Haste: Succor (Speed) 6 1/2d6 (max. Aided Points: 39), Invisible Power Effects (Sight Group, Hearing Group; +3/4) (58 Active Points); 1 Continuing Charges lasting 1 Minute each (-1), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Delayed Phase (-1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) [Notes: Transmutation, Standard Effect: 20 points/ +2 Speed] 13 Secret Page: Transform 8d6: 1 Page of Text into another Page of Text (Cosmetic), Original Text can be Read by True Sight & Comprehend Languages in combination (+0), Transform removed by Erase (+0), Uncontrolled (+1/2) (60 Active Points); 1 Continuing Charges lasting 1 Turn each (-1 1/4), Extra Time, Only to Activate Constant or Persistent Power (5 Minutes; -1), All Or Nothing (-1/2), Limited Target (Pages) (Slightly Limited; -1/4), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4) [Notes: Transmutation] Shrink Item 10 1) Shrink Item I: Shrinking (0.4953 m tall, 0.2476 m wide, 1.5592 kg mass, -4 PER Rolls to perceive character, +4 DCV, +6" KB), Persistent (+1/2), Ranged (+1/2), Usable As Attack (+1) (60 Active Points); 1 Charges (-2), Items only (-1), Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -3/4), No Growth Momentum (-1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) [Notes: Transmutation] 13 2) Shrink Item II: Transform 2d6: Item to Cloth version of item 1/12th size (Major), Uncontrolled (+1/2), Transform turned off at will (+1/2) (60 Active Points); 1 Continuing Charges lasting 1 Turn each (-1 1/4), Limited Target (Objects) (Very Limited; -1), Extra Time, Only to Activate Constant or Persistent Power (1 Turn (Post-Segment 12); -3/4), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4) [Notes: Transmutation] 18 3) Slow: Change Environment 2" radius, -2 : DCV, -2 : OCV, -4" of any one mode of Movement, Selective Target (+1/2) (58 Active Points); 1 Continuing Charges lasting 1 Minute each (-1), Extra Time, Only to Activate Constant or Persistent Power (Full Phase; -1/4), Delayed Phase (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4) [Notes: Transmutation] Quote Link to comment Share on other sites More sharing options...
OddHat Posted September 6, 2003 Author Report Share Posted September 6, 2003 Many thanks KS! I'm sending a party of your AD&D style adventurers against some beginning Supers on Thursday. Should be interesting. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted September 6, 2003 Report Share Posted September 6, 2003 Heh. No kidding? That could be bloody -- let me know how it goes Quote Link to comment Share on other sites More sharing options...
Hierax Posted September 6, 2003 Report Share Posted September 6, 2003 Can't have too many Fireballs Can't have too many fireballs! Here's a standard 60-point Fireball with a bit more limitations than -1: Fireball (6th Level): RKA 2d6 vs. ED (30 Base Points); Area of Effect (Radius 3"/6m/20'; +1) (+1; 60 Active Points); Charges (1; -2), Extra Time (Delayed Phase; -¼), Focus (OAF Expendable, tiny ball of bat guano and sulphur; -1¼), Gestures (-¼), Incantations (-¼) (-4; 12 Real Points). END: 6, Range: 35†(70m, 210’). But since you are putting the spells vs. supers a few less limitations will still feel more limited, and thus more 'magical', than most superpowers. Here's a multi-power using a wand as a focus that provides a wide range of 60-point Fireball variant effects. Burne's Baton (Wand of Fireballs): created by renowned pyromancer Burne of Hommlet, this unassuming baton acts as a wand of fireballs but with a lot more options. The user need only point the baton, focus his attention for a moment and utter one of fifteen command words and it will shoot forth one of a variety of fireballs. Fireball Multi-Power, 60-point reserve (60 Active Points); Charges (100 Charges that don’t recover; -1¼), Concentrate (½ DCV; -¼), Extra Time (Delayed Phase; -¼), Focus (OAF wand; -1), Incantations (-¼), Independent (-2) (-5; 10 Real Points). 1u Standard: RKA 2d6; Area of Effect (Radius 3" or 19 Hexes; +1). 1u Concentrated Blast: RKA 2d6; Area of Effect (One Hex plus One Hex Radius or 7 Hexes; +¾), Increased STUN Multiplier (+1 STUN; +¼). 1u Focused Blast: RKA 2d6; Area of Effect (One Hex; +½), Increased STUN Multiplier (+2 STUN; +½) 1u Arcing: RKA 2d6; Area of Effect (One Hex plus One Hex Radius or 7 Hexes; +¾), Indirect (from wand; +¼) 1u Ground Zero: RKA 2d6; Area of Effect (One Hex plus One Hex Radius or 7 Hexes; +¾), Personal Immunity (+¼) 1u Delayed Blast: RKA 2d6; Area of Effect (One Hex plus One Hex Radius or 7 Hexes; +¾), Time Delay (+¼) 1u Flash: RKA 1d6 and Flash 3d6 vs. Sight Group; Area of Effect (Radius; +1). 1u Flickering: EB 6d6; Autofire (x5; +½), Explosion (+½). [each successive AF burst is 1 segment later -0] 1u Big Boom: EB 6d6; Explosion (-1 DC/3";+1). 1u Conforming: EB 6d6; Conforming (+½), Explosion (+½). 1u Penetrating: EB 6d6; Explosion (+½), Penetrating (+½). 1u Armor Piercing: EB 6d6; Armor Piercing (+½), Explosion (+½). 1u Line of Sight: EB 6d6; Explosion (+½), Line of Sight (+½). 1u Long Range: EB 6d6; Explosion (+½), Increased Maximum Range (x25 Range; +½). 1u Accurate: EB 6d6; Explosion (+½), No Range Modifier (+½). Total Real Cost: 25 points The real fun is mixing and matching, e.g. a ground-zero flickering flash fireball 8) Yes, I realize that you asked for spells in a VPP not an item in a MP, but the wand still fits the power level and if you need it to be spells instead of an item this would be easy enough to re-jig the limitations on the wand's reserve/slots and put it into a VPP as Spells; Maybe something like: Concentrate (½ DCV; -¼), Extra Time (Delayed Phase; -¼), Gestures (-¼), Incantations (-¼)(-1 Total). Be interesting to hear how it turns out for you; please keep us posted... Quote Link to comment Share on other sites More sharing options...
OddHat Posted September 6, 2003 Author Report Share Posted September 6, 2003 Hierax, Excellent wand! Please consider it stollen. The "AD&D" adventurers will be 350 point characters. They're looking very ballanced against a team of Wild Cards level Supers so far, but attack DCs are a bit low for a four color game. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted September 6, 2003 Report Share Posted September 6, 2003 RE: DCs: Check out this weapon chart, and dont forget Deadly Blow.... Arms & Armor Quote Link to comment Share on other sites More sharing options...
OddHat Posted September 6, 2003 Author Report Share Posted September 6, 2003 Originally posted by Killer Shrike RE: DCs: Check out this weapon chart, and dont forget Deadly Blow.... Arms & Armor Dude! I see an Anti-Paladin equiped with Guantlets of Ogre Power and a Girdle of Storm Giant Strength with Massively Heavy enchanted claymore in hand... Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted September 7, 2003 Report Share Posted September 7, 2003 Works for me. How many points does that work out to? Quote Link to comment Share on other sites More sharing options...
Southern Cross Posted September 7, 2003 Report Share Posted September 7, 2003 Energy Lance Energy Staff :6d6 HA,+1/2 Variable Advantage (Only Affects Desolid,AP,Ranged or Zero END Cost)(+3/4), Variable SFX (+1/4) (60 Active Points) Full Phase to Activate (-1/4),Incantations (-1/4),Hand Attack (-1/2) (Limitation Total -1, 30 Real points). This spell enables the caster to create a staff of pure energy that can cause either flame OR electrical damage,and can be thrown like a spear.It can also affect Desolid targets or carve through an opponents defenses,or used as a normal staff ( i.e. the spell doen't drain the casters Endurance). Quote Link to comment Share on other sites More sharing options...
OddHat Posted September 7, 2003 Author Report Share Posted September 7, 2003 SC: Good staff.KS: Here he is, 350 points of Knightly Wrath! Combat Information Page Character Name: Sir Otto Von Friechenburg Alternate Identities: Player Name: CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 50 STR 10 10 50 19- HTH Damage 10d6 END [2] 20 DEX 10 30 20 13- OCV 7 DCV 7 18 CON 10 16 18 13- 20 BODY 10 20 20 13- 18 INT 10 8 18 13- PER Roll 13- 14 EGO 10 8 14 12- ECV: 5 20 PRE 10 10 20 13- PRE Attack: 4d6 8 COM 10 -1 8 11- 11 PD 4 4 11/23 11/23 PD (3/15 rPD) 11 ED 4 4 11/23 11/23 ED (3/15 rED) 6 SPD 3.0 10 6 Phases: 2, 4, 6, 8, 10, 12 8 REC 8 0 8 36 END 36 0 36 39 STUN 39 0 39 12" Running 6 0 12" 2" Swimming 2 0 2" 10"/5"" Leaping 10 0 10" 119 Total Characteristics Points EXPERIENCE POINTS Total earned: 0 Spent: 0 Unspent: 0 Base Points: 200 Disad Points: 150 Total Points: 350 MOVEMENT Type Total Run (6) 12" [12" NC] Swim (2) 2" [4" NC] H. Leap (10") 10" V. Leap (5") 5" APPEARANCE Hair Color: Blond Eye Color: Blue Height: 5' 8" Weight: 220 lbs Description: Somewhat short heavy broadshouldered man in full plate mail. MARTIAL ARTS MANEUVERS Cost Maneuver Kenjutsu 4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 4 3) Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 4) Lightning Stroke: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike 5 5) Sacrifice Stroke: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike 0 6) Weapon Element: Blades 1 7) Weapon Element: Empty Hand (Bind, Block, Disarm, Evade, Takeaway maneuvers only) 22 Total Martial Arts Cost DEFENSES Type Amount Notes Physical Defense 11/23 Current BODY: Res. Phys. Defense 3/15 Energy Defense 11/23 Current END: Res. Energy Defense 3/15 Mental Defense 0 Current STUN: Power Defense 0 COMBAT INFORMATION OCV: 7 DCV: 7 Combat Skill Levels: +4 with All Combat COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon Block 1/2 +2 +2 Block, Abort Disarm 1/2 -1 +1 Disarm; +10 STR to Disarm roll Evade 1/2 -- +5 Dodge, Affects All Attacks, Abort Lightning Stroke 1/2 +2 +0 STR +2d6 Strike Sacrifice Stroke 1/2 +1 -2 STR +4d6 Strike COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 POWERS Cost Power END 12 Enchanted Heavy Field Plate: The Angel's Wings: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); Independent (-2), OIF (-1/2), Activation Roll 15- (There are exploitable gaps in the plate) (-1/4) Notes: This field plate includes a full helm, boots and gauntlets. As Sir Friechenburg is wearing a slightly mismatched helm, pair of boots, and pair of gauntlets, hits to his head, feet and hands should be applied against the defences of those armor pieces in campaigns using hit locations. This superb plate armor is covered in an intricately carved pattern of feathers, and is almost entirely weightless. 17 Enchanted Great Sword: The Death Of Nations: (Total: 97 Active Cost, 17 Real Cost) Killing Attack - Hand-To-Hand 4d6 (plus STR) (vs. PD), Reduced Endurance 0 END (+1/2) (90 Active Points); Independent (-2), Str Minimum: 20 (-1), OAF (-1), Required Hands Two-Handed (-1/2) (Real Cost: 16) plus Stretching 1", Reduced Endurance 0 END (+1/2) (7 Active Points); Independent (-2), OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts (-1/4) (Real Cost: 1) Notes: This huge horsecutter sword shines red in battle and gives off an almost palpable aura of evil. 23 Everful Flask of Healing: The Lady's Mercy: Healing 6d6 (max. Healed Points: 36) (Can Heal Limbs), Reduced Endurance 0 END (+1/2) (97 Active Points); Independent (-2), OAF (-1), Gestures (-1/4) 7 Gauntlets of Ogre Power: Garthok's Hands: (Total: 33 Active Cost, 7 Real Cost) Armor (6 PD/6 ED) (18 Active Points); Activation Roll 8- (Only covers Hands, Wrists, Forearms) (-2), Independent (-2), OIF (-1/2) (Real Cost: 3) plus +10 STR, Reduced Endurance 0 END (+1/2) (15 Active Points); Independent (-2), No Figured Characteristics (-1/2), OIF (-1/2) (Real Cost: 4) 13 Boots of Speed: (Total: 47 Active Cost, 13 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Activation Roll 8- (only Feet, Calves, Shins) (-2), Independent (-2), OIF (-1/2) (Real Cost: 2) plus +2 SPD (20 Active Points); Independent (-2), OIF (-1/2) (Real Cost: 6) plus +6" Running (12" total), Reduced Endurance 0 END (+1/2) (18 Active Points); Independent (-2), OIF (-1/2) (Real Cost: 5) 7 Girdle of Giant Strength: Tor's Girdle: +20 STR, Reduced Endurance 0 END (+1/2) (30 Active Points); Independent (-2), OIF (-1/2), No Figured Characteristics (-1/2) Notes: This thick leather belt is covered in silver runes telling the story of Tor's wars with the Giants in ancient Norse. In multiplies the strength of its wearer by 16. 3 Helm of Brilliance: Armor (6 PD/6 ED) (18 Active Points); Activation Roll 8- (Head only) (-2), Independent (-2), OIF (-1/2) 16 Helm of Brilliance: Multipower, 60-point reserve, all slots: (60 Active Points); Independent (-2), OIF (-1/2), 32 Charges which Recover every 1 Week (-1/4) 2u 1) Blaze of Light: Flash 6d6 (Sight Group), Area Of Effect (3" Radius; +1) (60 Active Points) 2u 2) Fireball: Energy Blast 8d6 (vs. ED), Explosion (+1/2) (60 Active Points) 2u 3) Solar Lance: Killing Attack - Ranged 4d6 (vs. ED) (60 Active Points) 104 Total Powers Cost TALENTS Cost Name 6 Combat Luck (3 PD/3 ED) 6 Total Talents Cost SKILLS Cost Name 4 Animal Handler (Canines, Equines, Raptors) 13- 3 Breakfall 13- 3 Concealment 13- 3 High Society 13- 3 Oratory 13- 3 Persuasion 13- 4 Survival (Arctic/Subarctic, Mountain) 13- 3 Tactics 13- 3 Tracking 13- 2 TF: Riding Animals 8 WF: Common Melee Weapons, Common Missile Weapons, Flails, Lances, Siege Engines 3 Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 13- 32 +4 with All Combat 3 Analyze: Combat 13- 3 Analyze: Style 13- 3 Linguist 1 1) Language: French (German Native) (basic conversation; literate) (2 Active Points) 1 2) Language: Latin (basic conversation; literate) (2 Active Points) 1 3) Language: Spanish (fluent conversation) (2 Active Points) 3 Scholar 1 1) KS: Supernatural Beasts (2 Active Points) 11- 1 2) KS: Arcane & Mystic Lore (2 Active Points) 11- 1 3) KS: Myths & Legends (2 Active Points) 11- 1 4) KS: History (2 Active Points) 11- 3 Traveler 1 1) AK: Germany (2 Active Points) 11- 1 2) AK: Europe (2 Active Points) 11- 1 3) AK: Spain (2 Active Points) 11- 99 Total Skills Cost DISADVANTAGES Cost Disadvantage 15 Psychological Limitation: Sadistic & Cruel (Very Common; Moderate) 10 Psychological Limitation: Casual Killer (Common; Moderate) 20 Vulnerability: 2 x Effect Ego Powers (Common) 15 Physical Limitation: Very limited knowledge of the modern world (Frequently; Greatly Impairing) 15 Hunted: Law Enforcement 8- (As Pow; Harshly Punish; Extensive Non-Combat Influence) 20 Hunted: Moragu 8- (Mo Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find) 15 Distinctive Features: Filthy German Knight in full armor in a modern city (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Enraged: In Combat (Common), go 11-, recover 11- 20 Normal Characteristic Maxima 150 Total Disadvantages Cost Height: 5' 8" Hair: Blond Weight: 220 lbs Eyes: Blue Appearance: Somewhat short heavy broadshouldered man in full plate mail. Personality: Otto is an exceptional German knight of his time. Arrogant and well trained in combat, more than willing to steal and kill for pleasure and profit, and convinced that God's forgiveness can be bought. He fears Moragu and feels some regret over his flight, but the modern world baffles and repulses him, and he will do anything to get home. Quote:(In German) Die freakish thing! Background: Sir Otto Von Friechenburg grew to manhood in the late 13th century, serving first his father (a minor noble), then a series of masters in his long career as a mercenary. An able leader despite his violent temper and fondness for sins both of the flesh and spirit, he was selected by the witch Moragu to lead a small band of travellers into the middle-marches, the shadow lands between heaven and hell. Otto agreed, and was paid handsomely for his troubles both with gold and with a suit of extraordinary magical armor. He served Moragu faithfully enough for many years, occasionally prodded along by the witch's dark magics. When Moragu's plans went wrong and stranded the travellers on an early twenty-first century version of Earth, an Earth as filled with fantastic beings as the middle-marches themselves, Otto rebelled, fleeing the Moragu and taking with him many of her artifacts. Now accompanied by his remaining travelling companions, he seeks the path home. Powers/Tactics: Otto is a superb knight even armed with mundane weapons; with his magical weapons and armor he can go toe to toe with most Supers and have a reasonable hope of winning. His blade does 7d6 of killing damage per blow, 8 with his sacrifice strike and two levels devoted to damage; There is very little that can resist it. His defenses are on the other hand comparatively low, something that he has yet to realize. He will generally strike at distant foes using his Helm of Brilliance to blind, then close in for the kill using his Boots of Speed. He has no concept of chivaric honor whatsoever. Campaign Use: In a pure fantasy hero game, Friechenburg is a member of the lower nobility and will probably be wealthy. His disads should be swapped out to match the campaign world; subject to orders from and absolutely obedient to Moragu would be a good choice. Character created with Hero Designer (version 1.47) Quote Link to comment Share on other sites More sharing options...
OddHat Posted September 7, 2003 Author Report Share Posted September 7, 2003 The HD file... Quote Link to comment Share on other sites More sharing options...
Guest cubist Posted September 13, 2003 Report Share Posted September 13, 2003 Spray Of Thorns 1/2d6 RKA(physical) AE:Cone(11" sides, +1), NND(defense is physical forcefield or forcewall, +1), Does Body(+1), Autofire:5 shots(+1 1/2), No range(-1/2), Requires magic roll at -3 to roll(-1/4), Gestures and Incantations(-1/2). Active Cost:60 Points, real cost:27 points. Quote Link to comment Share on other sites More sharing options...
OddHat Posted September 14, 2003 Author Report Share Posted September 14, 2003 Originally posted by cubist Spray Of Thorns 1/2d6 RKA(physical) AE:Cone(11" sides, +1), NND(defense is physical forcefield or forcewall, +1), Does Body(+1), Autofire:5 shots(+1 1/2), No range(-1/2), Requires magic roll at -3 to roll(-1/4), Gestures and Incantations(-1/2). Active Cost:60 Points, real cost:27 points. Cool spell, potentially quite nasty. I'm not sure I'd go for an NND on it; I might use Penetrating instead. Quote Link to comment Share on other sites More sharing options...
Southern Cross Posted September 14, 2003 Report Share Posted September 14, 2003 New Spell: Mystic Web Mystic Web: $d6 Entangle,Transparent to caster's attacks(+1/4),1/2 END Cost (+1/4); Gestures(-1/4),Incantations (-1/4),Requires a Magic Skill Roll (-1/2) (60 active,30 Real) Quote Link to comment Share on other sites More sharing options...
Blue Jogger Posted September 16, 2003 Report Share Posted September 16, 2003 Walk the Forbidden Path 13" Teleport, x4 Non-Combat, x8 Mass, Safe Blind Teleport +1/4, Gestures -1/4, Not into or out of Warded Areas -1/4, Requires Skill Roll -1/2 (57 Active Points, 28 Real Points) Caster can teleport himself and up 800 kilos (minus the caster's weight) to a safe distance up to 100 yards or 14 yards really quickly. Quote Link to comment Share on other sites More sharing options...
Southern Cross Posted September 16, 2003 Report Share Posted September 16, 2003 More new spells I like the new spell described above and I have two new spells.Both are only 30 Active Points,and both have the following Limitations:Gestures & Incantations (combined -1/2 value) plus Requires a Magic skill roll(-1/2) (for a total Limitation value of -1). Improved Shield :+10 PD/ED Force Field,Hardened vs.AP(+1/4),at 1/2 END Cost (+1/4) (30 Active,15 Real). Mystic Flight : 10" Flight at 1/2 END Cost (+1/4),Usable Underwater(+1/4) (30 active,15 Real) Quote Link to comment Share on other sites More sharing options...
OddHat Posted September 16, 2003 Author Report Share Posted September 16, 2003 Some very cool spells Southern Cross and Blue Jogger! Quote Link to comment Share on other sites More sharing options...
Blue Jogger Posted September 16, 2003 Report Share Posted September 16, 2003 Thanks OddHat, 14 yards (7") doesn't sound like much in a Superhero game, but when you're in a classic 10ft by 10ft dungeon crawl, it's an impressive half-move. Here's one more, it has no combat effect, but impressive in its own way. Clean and Shiny in a 10 Foot Radius 6d6 Cosmetic Transform, Area Effect 3" Radius (+1), Gestures (-1/4), Incantation (-1/4), OIF Staff (-1/2) (60 Active Points, 30 Real Points) Caster waves his staff, says some impressive words and all matter of filth, grime, etc. is banished from the nearby area. It will not work against magical effects. Quote Link to comment Share on other sites More sharing options...
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