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Citizen Keen

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  1. Re: [Campaign World] Clockwork Fantasy The way I'm viewing it right now, is that many cultures aren't technologically advanced to make guns, especially not Barrel-Loaders. They buy these in bulk from the gnomes, who maintain tight control over the production secrets of these tech marvels. However, due to guns relative fragility (can't get wet, can't get too hot), many people rely on Crossbows, and maybe even Repeating Crossbows, especially if they are a small nation far away from Gnome kingdoms. That's my thought. Thanks for the help - I appreciate it!
  2. Re: fantasy hero gamers Correct me if I'm wrong, but this kind of post is generally more suited in the 'Player Finder' thread. Also, I'm not in Montreal. Sorry.
  3. Re: [Campaign World] Clockwork Fantasy A Note on Fs Just a small note - in this campaign, I will be using the following notation for the pluralization of fs in words like Dwarf and Elf: One Dwarf, One Elf Many Dwarfs, Many Elfs Something made by Elfs or Dwarfs: Elfin or Dwarfin The languages of the Elfs and Dwarfs are known to the ignorant masses as Elfish and Dwarfish. This is not what the educated call the languages, especially since there are many languages used by the Elfs and Dwarfs. I do not plan on using words like 'Elven' or 'Dwarvish'. Obviously, I will still use conventional grammar like 'ourselves' and not switch to 'ourselfs'. I haven't done this before, and I don't know if I'll do it in future campaigns. But in Orath, so it stands. For now.
  4. Re: [Campaign World] Clockwork Fantasy Great Races Package Deals Here are some package deals for the five Great Races. These are purely Racial Package Deals - there will be many Cultural Package Deals (and even some Professional Package Deals) that will be available exclusively to certain Races. Here goes nuthin'. Humans Ok, granted, I could have done something original and made a package deal for Humans. I could have taken a page from FenrisUlf's thread and made Humans weird, or different, or not dominant, or something. But I didn't. I went with the standard "Humans are the default" idea presented in Fantasy Hero and Star Hero, and I went with it because it makes sense to me. Short story long, no Human package deal. Dwarfs Dwarfs are typically short and stocky, generally just over 1 metre tall, just like stereotypical dwarfs. Dwarf women do not have facial hair. +3 CON: 6 pts. +2 BODY: 4 pts. +2 PD: 2 pts. +6 END: 3 pts. Nightvision: 5 pts. Dwarven Longevity: Life Support (Longevity: lifespan of up to 200 years): 1 pt. Resistance 2 (to Interrogation): 2 pts. -1†Running: -2 pts. Total Cost: 21 pts. Light Elfs Light Elfs are generally a little bit shorter than Humans, a bit thinner, and have skin that ranges in color from white to pale, sometimes with a slight blue tint. There hair is generally blonde, white, or blue. There is very little differentiation in Light Elfs, since they have spent years trying to perfect themselves, and as such have had many bouts of racial purification. Light Elfs do not sleep, but rather, must engage in one hour of meditation per day (cannot go more than 24 hours without this). Light Elfs who do not take the time to meditate suffer the same effects to CON rolls and PER rolls and so forth that exhausted Humans do. If they go long enough without (say, four days), they start to go insane. The amount of time a Light Elf must meditate is equal to n!, where n is the number of days they have not meditated. So, if it's been one day, they need one hour of meditation. Two days, three hours of meditation. Three days, six hours of meditation, and so forth. +2 DEX: 6 pts. +2 EGO: 4 pts. +3 PRE: 2 pts. +3 INT: 3 pts. +2 ED: 2 pts. +6 COM: 3 pts. Elven Eyes: +1 Sight Group PER: 2 pts. Elven Meditation: “Sleeps†one hour per night: 1 pts. Elven Longevity: Life Support (Longevity: lifespan up to 400 years): 2 pts. Physical Limitation: Cannot Feel Emotion (All the Time, Fully): -25 pts. -2 PD: -2 pts. -1 STR: -1 pts. -1 CON: -2 pts. Total Cost: -5 pts. Dark Elfs Dark Elfs are generally of the same build as Light Elfs. However, their faces are generally the most elastic of any race (save possibly gnomes), for Dark Elfs admire those with passionate emotions, and the ability to facially express emotions is, at a subconscious level, something Dark Elfs consider sexy. Dark Elfs do not have the same desire for 'perfection' that their Light Elf ancestors do. Orks are frequently 'welcomed back into the fold', and other such couplings as well. As such, Dark Elf skin tones range the whole gamut, although they tend to cluster around those with very pale or very dark skins. Pure white skin, and pure black skin, makes up about ninety-five percent of Dark Elf's skin tones. Those with other tones, such as tan or golden, can be assured of non-Elf racial stock somewhere in their parentage. (The black skin tone comes as part of the Light Elf banishment.) Their hair is generally white, silver, grey, or a very light blonde. Dark Elfs have a reputation amongst 'those who don't know better' of being able to change peoples emotion. Although Enchantment is one of the magics practiced by the Dark Elfs, but they have no inherent ability to do so (no more so than Humans can inherently summon up the dead). The Reputation is listed as an 11-, but a GM can assume most educated, higher born people will know this to be false, whilst those less travelled, such as mud-farmers, will probably all believe this rumor. +3 DEX: 9 pts. +3 EGO: 6 pts. +3 INT: 3 pts. +3 PD: 3 pts. +1 CON: 2 pts. Elven Eyes: Ultralight Vision: 5 pts. Elven Eyes: +1 Sight Group PER: 2 pts. Elven Wakefulness: Lightsleep: 3 pts. Elven Longevity: Life Support (Longevity: lifespan up to 400 years): 2 pts. Reputation (11-): Able to change peoples emotions: -10 pts. Total Cost: 25 pts. Titans Titans are big. Really big. Generally, they stand around 12 to 15 feet tall. (Yes, I know I'm breaking my own rule, but I'm not a publisher.) Other than that, they look a lot like really big Humans (or really, really big Halflings). They have complete range of hair and skin tones. Greater Strength +15 STR: 15 pts. Greater Mass +3 BODY: 6 pts. Heavy Knockback Resistance –3â€: Free (I don't generally use Knockback Rules in my FH campaign, so I give it to 'em for free.) More Impressive +5 PRE: 5 pts. Long Legs +6†Running: 12 pts. Reach Stretching 1â€: 4 pts. Resistance 3 (to Interrogation): 3 pts. +4 COM: 2 pts. Physical Limitation: 4 meters tall (Infrequently, Slightly): -5 pts. Total Cost: 42 pts. Regarding the Normal Characteristic Maxima - adjust it by the races inherent bonuses and penalties to scores. Same goes for the Age Limitation. Light Elfs max out at 19 STR, Titans at 35 STR, and a 50 year old Titan at 30 STR. This may seem unbalanced; alter these rules according to your GM style, and to your players. My players are pretty much past the power-gaming point, and allow a lot of GM tinkering. Do what's best for your campaign.
  5. Re: Forum Thingies Yeah, I wasn't sure where to throw this thread. Thanks for the answers, though!
  6. This isn't about HERO as much as it's about the HERO forums. Is there a site I can go to that will explain what the little doohickeys on the site mean? The circle after our names, and their color. The dots after the number of posts... Reputation, and so forth... Where do I find the answers to all my forum-related questions? Thanks in advance!
  7. Re: Superhumans pulling an Authority The government's response would probably be dependent upon the public's/media's response. If the public thinks of the characters as heroes, then the government would probably turn a blind eye. If the public views them as villains, the government would probably try to do something. However, the government is generally influenced by other things as well. If the characters are killing South American druglord/dictators who kao-tao to the US/UK government and do what the government wants, then the government will probably get angry, whereas if the dictators they overthrow are hated by the government, then the government will probably be supportive.
  8. Re: Generation Ship Campaigns I haven't played this type of campaign, but I have played a character from this type of campaign. A character who was about nine generations in on a sleeper ship which was intercepted by the new FTL Galactic Empire. So, I was the 'naive hero' to whom the GM could explain everything about the world that the other players 'already knew'. So my advice is to let players keep their characters once the campaign is over.
  9. Re: Sleeper Ships I hate to disagree, but I really love the name 'Sleeper Liberation Front'. That eeks of college activism. Or you could call it Society to Liberate Unconscious Travellers of Space. That might go over well.
  10. Re: Once more in English, please? Remembered this post... Thought I'd point you here: http://www.sca.org/heraldry/primer/index.html, because the thread it's posted under doesn't mention heraldry in the subject. [Credit where credit's due: Thanks to Wil Hyral for pointing it out.]
  11. Re: [Campaign World] Clockwork Fantasy An Intro to Guns Ok, I'm not going to post any guns yet, as I haven't gotten that far. What I will do, however, is post the theories I have governing guns in my Clockwork Fantasy campaign. Guns are divided into three categories. Any people who have real experience with firearm history are welcomed (read: requested) to chime in and help me out. I'd greatly appreciate it. Muzzle Loaders: Namely, muskets, blunderbusses and hand cannons. These technologies are reliable (as long as they are average quality or better, poor quality ones have an Activation Roll) and cheap. They do not do as much damage as barrel loaders, but they make up for this with the fact that anyone can make the lead shot bullets needed to fire, as long as they have molds, lead and heat. Barrel Loaders: Namely, rifles, shotguns and pistols. These are equally reliable, and the pistols can be faster. The downside to these higher damage weapons is that you have to purchase the bullets, or have a Weaponsmithing: Bullets skill to make them. (Even then, GMs should impose hefty penalties for making bullets in the wilderness, if only for game balance.) Automatic Weapons: Having stabilized the power of non-automatics, the gnomish weaponsmiths of the world have turned their minds to gatling guns. These large, bulky devices are incredibly deadly, and notoriously buggy. In addition to a high likelihood of Jamming, gatling guns frequently have side effects, like fatal explosions.
  12. Re: Standard Adventurers Pack Yeah, being the maker of the game does afford you nice little benefits like that.
  13. Re: That is Entertainment …… Not to reference a most obvious source, but look to Robert Jordan's first Wheel of Time book, Eye of the World. The Gleemen do more than sing. They have language familiarities for the different Cants (telling stories in different levels of formality). They are also jugglers and stage performers. Lots o' slight o' hand, and acrobatics, and juggling, and probably some conversation and seduction. Throw ins some CSLs with daggers and throwing knives, and you've got yourself a bona fide ad-ven-tur-er.
  14. Re: Magic Skill Levels The +4 w/ Magic is not a Skill Enhancer, it is a 3 Point Combat Skill Level. That means she can increase OCV with spells, increase DCV against spells, or increase damage. My belief is that this is not a representation of Taal Salira's mastery of magic, but mastery of magic in combat - a 22- in magic versus an 18- represents a better mastery, but Taal Salira knows how to aim her spells - she can do more damage, or defend against them. The ability to cast and the ability to use in combat are two seperate things - A character with with a 22- to cast and no CSLs is a potent caster, and not so good in combat. A caster with a 14- to cast and 5 CSLs is less competent caster, but can really do some damage when they do successfully cast a spell. Just my dos centavos.
  15. Re: [Campaign World] Clockwork Fantasy The Isle of Thorpe I don't know how much use this will be, but I thought I'd throw it up anyhow. This is an island I created for my characters to start on, then scrapped when there character conceptions indicated this would not be a feasible starting location. The Isle of Thorpe is a medium island located off the coast of my primary continent in Orath. It is about eight miles wide (east-west) and two miles deel (north-south). Covered in temperate rainforest and arid farmland, the island exists as a "last stop for the next bazillion leagues", since it is two days of solid sailing away from the mainland. The Isle of Thorpe is also a little famous as the birthplace of the man who later became Saint Tommis. It is also the place where he died and later manifested as a Saint. The island is home to one town and a small handful of villages. The villages are: Brightcandle: A small village of about six hundred people that has grown up around Brightcandle Keep, a tall tower on the tallest point of the island (about two miles in from the west coast), which is constantly lit as a reference point for ships. Turbridge: Turbridge is a village of about four hundred in the middle of the Isle of Thorpe that exists solely as a home to those who choose not to live in the urban center of EnThorpe. Scoutsdown: A small military-based village in the northeast corner of the Isle of Thorpe, Scoutsdown is maintained by the Entamik Trading League to monitor and curb pirate activity in Moth-Eaten Harbor. In addition to the three small villages and the town of EnThorpe, the Isle is also home to Moth-Eaten Harbor. A high cliffed harbor on the northeast corner of EnThorpe, the harbor is home to an everchanign nest of pirates, who are constantly evicted (read, killed or captured) by the Entamik Trading League and Scoutsdown. The cliffs are riddled with caves, many of which connect to other caves forming a complex labyrinth that makes a perfect home for those seeking to escape the law. The Town of EnThorpe EnThorpe (translating to "on Thorpe" or "of Thorpe") is a town of about four thousand people on the southeast corner of the Isle. It exists mostly as a port to refill travelling ships, although many of the inhabitants live there for other reasons. It is an independent city-state, although, were it ever to be troubled by a large menace, it could easily turn to help from the Entamik Trading League for help that would most certainly be granted. The town is ruled by the 'Crowns EnThorpe', a democratically elected council of seven who rule for seven year terms, staggered so one is elected each year. However, many of the council members hold such sway in the town (and since there are no laws regarding non-violent 'coercion', use such sway) that they are frequently reelected. All men over age fifteen may vote. The town's flag is azure, a chevron inverted cotised brunatre. (Courtesy of the SCA website brought to my attention by Wil Hyral.) The town is protected by the 'Swords EnThorpe', the name given to the City Watch. A force of about seventy five men, they are barely more than mustered troops who mostly exist to break up barfights and discourage padfoots. Many a sailor song also refers to the Girls EnThorpe, for EnThorpe maintains a bustling industry of parlour girls and prostitutes. Dancing girls are an expected part of an evening's entertainment in any of the numerous pubs that exist to house the sailors on R&R, and the Brothel Quarter is a district that kicks it up at night. The Girls EnThorpe are neither especially beautiful nor talented, but are frequently the first girls the boys see after a very long voyage. The fashion of EnThorpe (and the rest of the Isle) consists of mostly drab earth-colored clothing, browns, greys and blacks, in a wide variety of cuts and materials (mostly wool and imported cotton). The people of EnThorpe generally excercise their creative flair through their hair. Fanciful styles decorate nearly every citizen. Beads, braids and dreadlocks are very common. Shaving patterns into ones hair (such as shaving off the front half, or mohawks, or cutting one's hair really short and shaving in patterns (such as a checkerboard)) is less common, but still quite prevalent. Simply cut hair is the clearest sign of an outsider. The people of Thorpe speak Gaurdün, a language very much like English. Naming conventions are such: take a common English name, and change it so its spelled differently, but phonetically similar. Last names are generally a variation on the person parent's occupation, and when travelling abroad, the second last name EnThorpe is added. (So, the owner of the Jug 'n' Bucket, when travelling abroad, is Georj Taverner EnThorpe.) Places of Note Jug 'n' Bucket: One of the more famous inns in EnThorpe, due to its location halfway between the docks and the town proper, the Jug 'n' Bucket is famous for starting an EnThorpe trend of serving ale in large earthen buckets. Owned by Georj and his new wife Maeri. The Monastery of the Enjournaling Order of Saint Tommis: St. Tommis is the Patron Saint of Exploration, and most of his followers are intrepid explorers as well. However, on the Isle of Thorpe is the Monastery of the Enjournaling Order, a sect dedicated to the chronicling of the journeys of others. The monks, locally referred to as the 'Quills EnThorpe', make their money by buying books from traders before they reach the mainland, copying them, and selling them on the mainland at a bit of a markup. They can also be hired as scribes. The Scarlet Stage: A dancing hall and brothel of strong reputation, the Scarlet Stage is home to the wildest shows on the island, and generally the women are the most beautiful, cleanest, and most expensive. No trip to the Isle of Thorpe is complete without a drink at the Scarlet Stage (or so the hawkers will tell you).
  16. Re: [Campaign World] Clockwork Fantasy The Basics of Religion On Orath, one spiritual concept dominates. That's not to say, however, that one religion dominates - far from it. In fact, religious strife is a constant source of turmoil and adventure stimulus in the world of Orath. The world of Orath was created by one god, herein referred to by the generic name "the Creator" (each culture has their own name for the Creator, each in their own language, and frequently colored by the needs of their people). The Creator is the source of all that is good in the universe... virtue, altruism, order (when used to benefit people), and so forth. The Creator has his opposite, the Destroyer (also with a plethora of names from each culture). The Destroyer is the source of all that is evil in the world - vice, sin, oppression, hatred, and so forth. Neither the Creator nor the Destroyer ever have a direct influence in the world of Orath, rather, they manifest themselves through three forces in the world: Angels/Demons: Both gods create armies of avatars of their nature. Angels are benificent, demons are malicious. They are generally the most powerful of the minions of the gods, but they lack the compelte agency of the other minions. Spirits: All dead mortals have a spirit from the afterworld who can interact with the real world when summoned. Sometimes they are able to manifest on their own. Also, most natural objects in the world have their own spirits, but many aren't strong enough to manifest themselves. (Rocks virtually never manifest a spirit, old trees and streams frequently do.) Saints/ArchSinners: When mortals die, and have lived a life in such accordance with a certain aspect of a god, they are frequently elevated to the status of Saint/ArchSinner. These beings have the agency of Spirits, but the sheer power of Angels/Demons. They are frequently the patron of some sort of aspect or another. Many "religions" worship aspects of the Creator/Destroyer. Angels/Demons, the Saints/ArchSinners, and Spirit worship (groups of spirits, usually not individual one) are the most common, but other kinds are common. Orders of religions even worship aspects of individual saints and angels/demons. The relationship between the Creator and the Destroyer is a hotly contested one. Some view them as two powerful forces fighting each other. Other view them as siblings, fighting over the universe. And some even view them as two different manifestations of the same being. Thanks much for the help!
  17. Re: by request starship quirks and disadvantages Hey shadowcat, thanks much - I really like SF campaigns, but that kind o' detail often escapes me. Next time I start up a SF campaign, I'll make sure to blatantly rip you off... :-)
  18. Re: Anti-Magic? Thank you for the website: that's a really useful guide for those of us who like to add that stuff to our campaigns!
  19. Re: [Campaign World] Clockwork Fantasy Thoughts/comments/questions/advice/criticism welcome, by the way. And requested.
  20. Re: [Campaign World] Clockwork Fantasy Shamanism Shamanism is probably the greatest of the Lesser magics. All five Great Races have their own magic, called a Great magic. Any other system of magic is known as a Lesser magic. (This has nothing to do with the Lesser Races. Many Lesser Races practice Great magics, and Great races practice Lesser magics.) Shamanism is a wide-spread system of hedge magic. It is a rural magic, but this does not mean primitive. Many complex societies revere Shamans over other magic-wielders of great power, because Shamanism is influenced by all aspects of the world. And to be influenced by all aspects of the world is to be wise. Shamanism is a versatile magic, in many ways more versatile than the Arcane. However, Shamanism is not necessarily a powerful magic - Shamans generally use their magic to guide communities, not to rule them. Shamanism is broken down into the following Aspects: Elemental Magic, Nature Magic (being plant and weather magic), Animal Magic, Spirit Magic (including Healing magic), and Totem Magic. Shamanism is a skill based magic system, and to cast from any given Aspect requires a 10 Point Talent of that Aspect. All spells take a mandatory Requires a Shamanism Skill Roll at the -1 per 5 Active Points level. All spells also require an OAF - Shaman's Staff (-1), and frequently have Incantations and Gestures. Many spells also have Expendable Focus spell components. All spells require the Delayed Effect advantage, and characters can cast a number of spells equal to their INT/5 plus their EGO/5. This number can be doubled for 10 Points. All limitations, save for Extra Time - 20 Minutes, are Releasing limitations. I'll post some Shamanism spells soon (I'll have to, my friend wants to play a Shaman).
  21. Re: [Campaign World] Clockwork Fantasy Just realized I completely left out the Delayed Effect advantage and concept from all the spells and the system. All spells require the Delayed Effect advantage. The number of spells a wizard can have memorized at any one time is as such: Apprentice: 2 Journeyman: 5 Wizard: 9 Adept: 14 High Wizard: 20 All spells take the Extra Time: 20 Minutes Limitation as part of their preparation time. A character can cast a spell at any power level, they only have to memorize one. (Example: a High Wizard could memorize Arcane Light and cast it at any Power Level from Apprentice to High Wizard.) I'm not going to add all this in to the Arcane Light spell right now, I'm tired and it's a lot of work. But after a nap or something, maybe. But all future Arcane spells will have that aspect built in.
  22. Re: [Campaign World] Clockwork Fantasy The Arcane Colleges Here I'll present the first magic system. Each of the Great Races has their own magic system, and there isn't a lot of interchange - most casters use the system of their race. One of the newer magics to be developed, the Arcane knowledge of the humans is a potent magic. Capable of providing the caster with great power, and more importantly, versatile power, the magic of the Arcane is an art that has proliferated across the face of Orath with amazing speed. The magic of the Arcane gains its strength from its complex power and it's adaptability, versatility, and flexibility. What it lacks, however, is permanence, scope, and the ability to heal. Arcane magic is generally very personal, affecting a small number of targets at a time, and it is generally short, fast and flashy. Arcane magic is taught to Humans and their Lesser kin (Orks, Half-Elfs, Half-Giants, and Halflings). However, Gnomes have been taught the art of the Arcane as well, and have become quite proficient at it. Other races need a very good character conception to know the Arcane. The Arcane is a skill based magic divided up into eight Colleges. The Colleges of the Arcane are as follows: Summoning - The ability to alter spacetime, to summon things from nowhere, to teleport, and to create portals between dimensions. Conjuration - Creating something from nothing, and also the inverse, the absolute destruction of things. Transmutation - The altering of one thing into another. Enchantment - The imbuing of things with magic power. Divination - The discovery of information. Necromancy - The magic of the dead. Thaumaturgy - Using magic as a pure force, a powerful and volatile task. Illusion - Creation of sensory input that is not there. To cast spells from the Arcane, a character must have purchased a Talent indicating their power level. There are five Talents in the Arcane system, each costing 5 Points, and each having as a prerequisite the power level beneath it. The five power levels are: Apprentice, Journeyman, Wizard, Adept, and High Wizard. All spells take as a mandatory limitation Requires a Skill Roll (College). The skill roll required depends on which College the spell belongs to (thus, there are 8 different Power Skills, one for each College). A few spells belong to multiple Colleges, and as such, one College Power Skill acts as a complimentary skill to another. All spells come in a variety of power levels, ranging from Apprentice to High Wizard. A few are limited to only the higher Power Levels, and even fewer are those that are limited to only the lower Power Levels. A character can cast any spell he knows at any Power Level, up to the highest Power Level Talent he has purchased. Apprentice level spells take RASR at the -1 per 20 Active Points level. Journeyman and Wizard spells take RASR at the -1 per 10 Active Points level, and Adept and High Wizard spells take it at the -1 per 5 Active Points level. Apprentice and Journeyman level spells must take the limitation OAF - Wand or Wizards's Staff. Higher level casters must have this limitation to cast the lower level variants. Wizard level and higher spells do not require a wand or a wizard's staff, but gain a bonus to the skill roll if the caster has one. (+1 for Wizard level, +2 for Adept level, and +3 for High Wizard level). Apprentice and Journeyman level spells take Incantations and Gestures. Wizard level spells only take Incantations. Below is an example spell, in all five power levels. Arcane Light Apprentice (Illusion): Sight Group Images, 1" Radius (10 Active Points); OAF (-1), Only to Create Light (-1), No Range (-1/2), Incantations throughout (-1/2), Gestures (-1/4), Requires an Illusion Roll, -1 per 20 AP (-1/4). Total Cost: 2 Journeyman (Illusion): Sight Group Images, 1" Radius, +2 to PER rolls (16 Active Points); OAF (-1), Only to Create Light (-1), No Range (-1/2), Incantations (-1/4), Gestures (-1/4), Requires an Illusion Roll (-1/2). Total Cost: 4 Wizard (Illusion): Sight Group Images, 3" Radius, +3 to PER rolls (28 Active Points); Only to Create Light (-1), No Range (-1/2), Incantations (-1/4), Requires and Illusion Roll (-1/2) (10 Real Points) AND Dispel Darkness 5d6 (15 Active Points); No Range (-1/2), Linked to Images (-1/2) (7 Real Points). Total Cost of Power: 17 Points Adept (Illusion): Sight Group Images, 3" Radius, +5 to PER rolls (37 Active Points); Only to Create Light (-1), No Range (-1/2), Requires and Illusion Roll, -1 per 5 Active Points (-3/4) (11 Real Points) AND Dispel Darkness 15d6 (45 Active Points); No Range (-1/2), Linked to Images (-1/4) (26 Real Points). Total Cost of Power: 37 Points High Wizard (Illusion): Sight Group Images, 5" Radius, +5 to PER rolls (50 Active Points); Only to Create Light (-1), No Range (-1/2), Requires and Illusion Roll, -1 per 5 Active Points (-3/4) (15 Real Points) AND Dispel Darkness 15d6 (45 Active Points); No Range (-1/2), Linked to Images (-1/2) (22 Real Points) AND Flash Sight Group 5d6, Selective 5" Radius (+1 1/2) (62 Active Points); No Range (-1/2), Linked to Images (-1/4) (35 Real Points). Total Cost of Power: 72 Points Characters do not pay points for their powers. (NOTE: I'm not sure if I wrote up the Compund Powers correctly... Any help?)
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