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Narf's Fantasy Stuff


Narf the Mouse

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Re: Narf's Fantasy Stuff

 

Proposal for an Advantage:

 

[sTOP SIGN]

Absolute Effect (Attack)

An absolute effect attack takes effect, uncontested, against any defense of a lower absolute level. Against defenses of equal absolute level, it functions as a normal attack of its type.

An AEA may be bought at +1 to bypass either DCV or DEF or at +2 to bypass both DCV and DEF. However, an AEA affects only one subtype of defense by default, such as Plate or Mail Armour; a Tactical Vest; 'Dense Matter Biology' or 'Heavy Power Armour'.

To affect all defenses of a single type, such as Heavy Armour, Bullet-Proof Vests, Innate Super-Powered Defense or Power Armour, multiply the cost by x2.

To affect all defenses, regardless of type, multiply the cost by x3.

That is, if Bargurand the Swordsman has a HKA 1d6: Sword, with AEA Level 2 vs. DEF (Heavy Armour), it will completely bypass any heavy armour with an AED of 1 or less (Including no AED) and act as an HKA 1d6 versus any armour that isn't 'heavy armour' or against any armour with an AED of 2. (It will also cost 75 AP)

A weapon without AEA is effectively the same as a weapon with AEA Level 0 vs. None.

 

[sTOP SIGN]

Absolute Effect (Defense)

An absolute effect defense protects absolutely against any attack of a lower absolute level. Against attacks of an equal absolute level, it acts as a normal defense of its type. An AED may be bought for either DEF or DCV. A level of AED is a +1 advantage.

However, an AED only affects one subtype of attack by default, such as 'Swords', 'Pistols', 'Blasters' or 'Orbital Cannons' - Which may seem overpowering, but how often are you going to be hit with those? Besides, incidental damage...

To buy an AED that affects one type of attack, such as 'Blade', 'Blunt', 'Small Arms', 'Small Arms, Energy' or 'Capital Ship Weapons', increase the cost by x2.

To buy an AED to defend against any attack, increase the cost by x3.

Thus, if Sir Durand has rDEF 10 PD/ED: Plate Armour, with AED Level 2 versus Blade, it will utterly defeat any blade weapons with an AEA Level of less than 2 (Swords, axes, halberds, glaves, spears if not hitting with the blunt end, etc.) and act as a normal rDEF 10 PD/ED versus any blade weapon with an AEA Level of 2 or any non-blade weapon.

It will also cost 150 AP.

An armour without AED is effectively the same as an armour with AED Level 0 vs. None.

 

Basically, this is an expounded version of the Absolute Effect optional advantage in the Fantasy Hero book.

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Re: Narf's Fantasy Stuff

 

I get an error when I try to open the "spoiler". The same with the champions thread.

 

A refined, sneaky and cultured brute, who gained kingship over the dead bodies of his own family. With iron, cold iron, he is determined to master men, all.

 

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Re: Narf's Fantasy Stuff

 

Presenting: A rough draft of 'Essense Magic' - The art of shaping your personal essense into a spell (-1 CP to a Characteristic per 60 AP in the cast spell). While 'smaller' spells (30- AP) can be shaped out of 'free-floating' essense, any spell of real power comes at the cost of your own capabilities (Characteristics). However, the power of this magic is such that it can accomplish feats no other school of magic can (No AP limit).

 

Essense Magic, all slots Side Effects, Side Effect occurs automatically whenever Power is used (Reduce A Characteristic By 1 CP per 60 AP. Spells cast at or under 30 AP do not cost CP. No AP limit; -2)

18

1) Aegis Of Shielding: Energy Damage Reduction, Resistant, 75% (60 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Reduce A Characteristic By 1 CP per 60 AP. Spells cast at or under 30 AP do not cost CP. No AP limit; -2), Nonpersistent (-1/4)

0

9

2) Anima Nucleus (Soul Stone-Seed): Healing BODY 1 point (standard effect: 1 point), Resurrection, Decreased Re-use Duration (1 Hour; +1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Character is dead; +1) (57 Active Points); 1 Charge (Recovers Under Limited Circumstances; Only one at a time; -2 1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Reduce A Characteristic By 1 CP per 60 AP. Spells cast at or under 30 AP do not cost CP. No AP limit; -2), Resurrection Only (-1/2), Self Only (-1/2)

Notes: The character stores their soul in a stone. Thereafter, upon death, their body regenerates from the stone, the stone being used up.

[1]

20

3) Soulblade: Killing Attack - Hand-To-Hand 2 1/2d6 (3d6 w/STR), No Normal Defense ([Extraordinarily Common Defense]; Not being Damned; +1/2) (60 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Reduce A Characteristic By 1 CP per 60 AP. Spells cast at or under 30 AP do not cost CP. No AP limit; -2)

6

18

4) Arcane Armour: Armor (20 PD/20 ED) (60 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Reduce A Characteristic By 1 CP per 60 AP. Spells cast at or under 30 AP do not cost CP. No AP limit; -2), Nonpersistent (-1/4)

0

10

5) Essense Clone: Duplication (creates 150-point form) (30 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Reduce A Characteristic By 1 CP per 60 AP. Spells cast at or under 30 AP do not cost CP. No AP limit; -2)

0

20

6) Heal: Healing BODY 6d6 (60 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Reduce A Characteristic By 1 CP per 60 AP. Spells cast at or under 30 AP do not cost CP. No AP limit; -2)

6

26

7) Indetectability: Invisibility to Sight, Hearing, Mental, Radio, Smell/Taste, Touch and Mystic Groups, Danger Sense, Combat Sense, Detect and Spatial Awareness , No Fringe (78 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Reduce A Characteristic By 1 CP per 60 AP. Spells cast at or under 30 AP do not cost CP. No AP limit; -2)

8

20

8) Killing Breath: Killing Attack - Ranged 2d6, Area Of Effect (12" Line; +1) (60 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Reduce A Characteristic By 1 CP per 60 AP. Spells cast at or under 30 AP do not cost CP. No AP limit; -2)

6

20

9) Restoration: Healing BODY 5 1/2d6, Can Heal Limbs (60 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Reduce A Characteristic By 1 CP per 60 AP. Spells cast at or under 30 AP do not cost CP. No AP limit; -2)

6

20

10) Restoration Of Life: Healing BODY 3 1/2d6, Can Heal Limbs, Resurrection (60 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Reduce A Characteristic By 1 CP per 60 AP. Spells cast at or under 30 AP do not cost CP. No AP limit; -2)

6

14

11) Rip Life: (Total: 60 Active Cost, 14 Real Cost) Killing Attack - Ranged 2d6 (30 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Reduce A Characteristic By 1 CP per 60 AP. Spells cast at or under 30 AP do not cost CP. No AP limit; -2), No Range (-1/2), Required Hands Two-Handed (-1/2) (Real Cost: 7) plus Healing 2 BODY, Reduced Endurance (0 END; +1/2) (30 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Reduce A Characteristic By 1 CP per 60 AP. Spells cast at or under 30 AP do not cost CP. No AP limit; -2), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) (Real Cost: 7)

3

20

12) Slaying Bolt: Killing Attack - Ranged 4d6 (60 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Reduce A Characteristic By 1 CP per 60 AP. Spells cast at or under 30 AP do not cost CP. No AP limit; -2)

6

20

13) The Silent Knife: Killing Attack - Ranged 1d6, No Normal Defense ([standard]; The target can see their attacker; +1), Invisible Power Effects, Hide effects of Power (Fully Invisible; +2) (60 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Reduce A Characteristic By 1 CP per 60 AP. Spells cast at or under 30 AP do not cost CP. No AP limit; -2)

6

20

14) Spell of Sleep: Ego Attack 6d6 (60 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Reduce A Characteristic By 1 CP per 60 AP. Spells cast at or under 30 AP do not cost CP. No AP limit; -2)

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Re: Narf's Fantasy Stuff

 

Narf: on our "Magic costs XP" discussion last night:

 

Here is how I would build that, and some info on how/why.

 

First off, I was wrong, it would not be an extreme side effect. It would be Major - the nastiest 1-pip Drain that does what we want it to do only comes to 25 AP.

 

Again, basically you are buying a power (or framework) with a Side Effect: Costs "XP" (as we discussed, the non-meta reasoning is that magic costs a piece of your soul or essence.) So we attach a Side Effect to the power which would be as follows (build in HD 3):

 

Drain END 1 point, any [special effect] power one at a time (+1/4), Cannot be Healed except by re-spending XP/CP (+1), Cumulative (512 points; +2 3/4), Delayed Return Rate (points return at the rate of 5 per Century; +3 1/4) (25 Active Points)

 

This would be a -1 Limitation: Side Effects (25 AP - 1 CP Permanent Drain built as above), and it should scale with the AP of the power it is attached to - 50 AP would be 2x the 25 AP of the Side Effect, the side effect would then double to 2 CP at 100 AP, 3 CP at 150 AP, 4 CP at 200 AP, etc. This is "built into" the Side Effects limitation (Major is 30 AP or 1/2 the limited power's AP whichever is higher, IIRC.)

 

I would maybe recommend making the Side Effects a temporary but more powerful drain for lesser powers - say, 30 AP or less, depending on your campaign power level - then kick in the permanent at 50 AP or higher (again all depends on average AP in your campaign and a few other factors you'll have to consider as you encounter them.)

 

(Moved per your request, Narf)

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Re: Narf's Fantasy Stuff

 

I'm not sure 'any [special effect] power' works - does 'being a Characteristic' count as a 'special effect'?

 

I've changed the side effect to the new version.

 

Edit: The spells are now rather costly, though. A high RP cost and a high 'Essence' cost don't go together well, methinks.

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Re: Narf's Fantasy Stuff

 

I'm not sure 'any [special effect] power' works - does 'being a Characteristic' count as a 'special effect'?

 

I've changed the side effect to the new version.

 

Edit: The spells are now rather costly, though. A high RP cost and a high 'Essence' cost don't go together well, methinks.

 

Huh - I changed that to "any power" not "any special effect" but I guess it didn't take (or at least didn't show up in the main HD window.)

 

It is meant to be "Variable Effect: Any Characteristic"

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Re: Narf's Fantasy Stuff

 

Would a Conditional Modifier to represent the general lack of Essence for the spells work? I'm thinking 'Very Common'.

 

In any case, on the whole, it does not look balanced (Numbers notwithstanding) - The character is going to lag behind the other characters and not be able to fire off near as many spells.

 

While flavourfull, it's mechanics leave something to be desired - Especially since the character still has to pay END.

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  • 1 month later...

Re: Narf's Fantasy Stuff

 

Harrk Nesson grew up a gutter rat and scrapper in a large and rather decadent city. He soon gained a reputation, even at an early age, as a good head-knocker and all-around smasher. He didn't mind, much. They were just making their territory safe. Getting a bit of money for it bothered him, but seemed fair. And slowly, he slid into a comfortable life of relative ease. Exactly what lead to his current state is not known; what is known is that the criminal underworld - His former friends - Have put a thousand Solidi bounty on his head. Harrk has spent the last ten years in the desert, killing the occasional assissin and working as a bounty hunter and respected adventurer and mercenary.

 

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Re: Narf's Fantasy Stuff

 

Apprenticed to a master sorcerer at the age of eight, Hassef learned fast and well, such that he was thought to have a particular geni for it. He completed his apprenticeship at twelve and his journeyman at fifteen. At sixteen, the River War broke out, requiring himself and his master to halt their studies for practical applications. As such, he could not formally complete his mastery until the age of twenty, but both his master and the two other judges pronounced that the real-life experience had helped, rather than hindered, his already intuitive grasp of the fundamentals. Hassef the Blue keeps a stone cottage near the city, but spends most of his time adventuring in far lands, expanding his knowledge and skills, as well as studying different magics.

 

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  • 5 months later...

Re: Narf's Fantasy Stuff

 

And today we have an expert swordsman who disdains the use of magic. Please give a big round of applause to

A Swordsman par excellence, Orson has focused on learning the blade and the honour of a swordsman to the exclusion of all else. In battle, he is deadly... ...But please, don't send him to negotiate with the Duke. They'll either get along like a house on fire...Or they'll get along like a house *On Fire*...

 

Orson is my attempt at a no-powers, no-magic, Standard Heroic combat character that can stand with the deadliest without fear. I'd like to think that I've managed...Especially if he can get into melee range...

 

Annoyingly, it seems to have messed up the STR Minimums on the weapons.

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