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Champions and Hero player since 1987
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Aquatic biologist
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Re: Need feedback on a magic system Thanks for the input everyone. Sorry I took so long to get back to this. I am in the process of relocating from Nashville to Knoxville for my new job. As for you question NuSoard, yes the minimum a roll can drop to is 8 or less. I just started playtesting with a group of friends, so we'll see how cumbersome the mechanics are in play. So far, no one has complained, but only 2 spells were cast during the first session, and neither character failed the burnout roll.
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Re: Need feedback on a magic system Hello. Is anybody out there? Where did everybody go? Why am I talking to myself? AAAAAAGGGHHH!
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I am creating a new magic system for my fantasy campaign. Please give me some feed back. In the world I have created, magic is performed in one of two ways; Alchemy or sorcery. Alchemy is the creation of magical effects through distilling the essences of various substances. Alchemy is used to create magic elixirs or to invest physical objects with supernatural qualities. The effects that can be achieved through alchemy are useful, however handling the volatile mixtures used in alchemical formulae is risky. The mechanics of alchemy are fairly simple. All powers take the "extra time" disadvantage with a minimum activation time of 5-minutes; however the delayed effect or trigger advantages may be applied. Powers must take the expendable focus limitation. All powers require a skill roll with a side effect. There is a -1 penalty to the skill roll per five active points in the power The relevant skills that may be applied are: SC: Alchemy SC: Natural philosophy KS: Herbalism KS: Arcane lore PS: Brewer PS: Apothecary Sorcery is the manifaestation of supernatural powers through the assistance of spirits, demons or divine beings. A sorceror may command lesser spirits, while more powerful spirits must be bargained with through the offering of sacrifices or promises of servitude. Sorcerous powers must be bought using the following mechanics. All spells require incantations and many also require gestures. All spells require the "extra time" limitation with a minimum activation time of two segments (the spell activates at the end of the segment following the phase in which it was initiated). All spells require an ego roll; however, there is no penalty associated with the active cost of the power. All spells must take either the "burnout" limitation (for spells involving lesser spirits and demons) or the "jammed" limitation (for spells involving divinities or powerful spirits and emons). This simulates the fact that the spirits may tire of being constantly pestered for assistance, and will ignore further calls for assistance. Players do not roll for burnout. The GM rolls secretly. The only way for a character to know that the spirits have tired of rendering assistance is when the character unsuccesfully attempts to cast a spell after failing the burnout check. To regain the use of a spell that has burned out or jammed, the character must perform a lengthy ritual (lasting at least an hour) and make a succesful skill check vs an appropriate skill. Skills that may be applicable include: KS: Religion (Player must name a specific religion, such as the cult of the sun) KS: Necromancy KS: Demonology KS: Spirit lore (player must specify the type of spirit, such as fire elementals, household sprits, or animal totems) PS: Medium PS: Priest (Player must name a specific religion, such as the cult of the sun) I also want to institute a new disadvantage, "Diminishing." This disadvantage can be applied to powers that have a burnout or jam roll. A power with disadvantage becomes increasingly difficult with constant use. Each time a successful check is made vs the burnout or jam roll, a cumulative -1 penalty is applied to the next attempt. For instance Wundagore, priest of a death cult has an animate dead spell with a burnout roll of 13 or less. One busy day he makes plans to animate four bodies. The first body is animated and he rolls a 9 for his burnout check. He may cast the spell again; however, he must then roll 12 or less to avoid burning out the spell. Wundagore animates the second body and rolls a 12 on his burnout check. He may now animate the third body, but his burnout roll has dropped to 11 or less. Wundagore animates the third body, but rolls another 12 on the burnout check, failing. The spirits will no longer answer his calls to grant unlife to a corpse, thus Wundagore's next attempt to raise dead is unsuccessful. How much should this disadvantage be worth? Any feedback would be appreciated.
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Need feedback on house rules for my new campaign
Briguy123 replied to Briguy123's topic in Fantasy Hero
Re: Need feedback on house rules for my new campaign -
Need feedback on house rules for my new campaign
Briguy123 replied to Briguy123's topic in Fantasy Hero
Re: Need feedback on house rules for my new campaign -
Need feedback on house rules for my new campaign
Briguy123 replied to Briguy123's topic in Fantasy Hero
Re: Need feedback on house rules for my new campaign -
I have decided to run a low powered campaign in a setting of my own design. Characters will have 50 base points + 50 points from disadvantages. I intend for the PC's to have better than normal stats, but don't want them to be that much better than compotent NPC's built on 50-75 points (i.e. Town gaurdsmen, Local priests, or goblin warriors). Where I want the PC's to shine is the range of skills, talents and perks they have compared to the Average NPC. I have come up with several house rules to alleviate the problem of stat inflation, and I'd like your feedback on my ideas. 1. Strength costs 2 points instead of 1. 2. Players can spend no more 60 points on statistics. 3. NCM limits for base stats are set at 15 instead of 20. My hope is that each player will chose one or two base stats that are "signature abilities" for his or her character that will be bought higher than fifteen while other stats are kept in the 10 to 15 range.
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Re: Do you use the official Champions Universe? Robert, you've been a champions geek ever since I've known you. It's about time you started posting on these boards. P.S. Can you guess who this is? (Hint: Fish hate me!)
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Re: A new take on "Deadly Blow" Thanks for everyones input. I like the suggestion of increasing the limitation "only to do damage" from -1 to -1 1/2. Granted, regular 3 point CSL's or extra strength may be more efficient; however, I do have maximum OCV caps in place and I charge double for strength. I have one player who wants to play a character who's not particularly strong but specializes in ambush attacks. The player wants his character to have a high dex and plenty of levels, but feels the character concept doesn't justify purchasing martial arts to increase his damage. We were trying to come up with a viable alternative to the deadly blow talent as it was designed in the Fantasy Hero source book.
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I am currently running a Fantasy Hero campaign and though I like the Fantasy Hero source book, it is geared toward a higher power level than my current campaign. One example of this is the Deadly blow talent. A character with 11 strength and the deadly blow talent can deal out as much damage with a knife (1/2d6 HKA, str. min. 4) as a character wielding a great sword (2d6 HKA str. min 17). While this is fine for a high fantasy setting, it doesn't fit the tone of the campaign I'm running. However, I do think the general concept of deadly blow (being able to strike highly accurate and damaging blows under limited circumstances) fits my campaign. Because of this I have developed an alternate build for deadly that I believe is less powerful but still useful enough to be worth taking. I would like some feed back. The power is constructed using CSL's rather than a naked RKA adder which resolves several issues. Skill levels can only increase weapon damage up to double the initial value. The "naked attack power being cumulative with another attack power" issue is avoided. The CSL version can be applied to normal damage weapons as well as killing damage weapons. CSL's don't cost endurance. The CSL version of deadly blow can be bought multiple times with each successive purchase increasing damage by 1 DC. Deadly Blow Cost: 3, 4 or 5 character points (bought as 2 levels with H to H or ranged combat; only to increase damage( -1), -2, -1/2 or -0 limitation based on circumstances in which bonus damage applies). I have two questions about this variant. First, are there any possible rules violations associated with this version of deadly blow, and second, if you were a player, would you consider this version of the talent worth taking?
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Re: "Yor Momma" one liners needed Yo' momma's so stinky she turned a dragon vegetarian!
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Re: "Yor Momma" one liners needed Yo' Mama's so big that if she were made of stones she'd be a castle. Yo' Mama's flail doesn't have a full length of chain. Yo' mama's so ugly she could win a staring contest with a basilisk. Yo' mama's so stupid she lost an argument with a zombie.
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Re: Creepy Pics. I thought I would resurect this thread because I just recieved these pictures. This is a picture of the largest alligator gar ever caught. It was reported to the Arkansas Game and Fish Commision last month measuring 8 feet and 2 inches long and weighing in at 240 pounds. It was caught in a commercial fishing net in the White River. This is a fish that could literally bite off a human limb should it so desire. Who wants to go swimming in the white river?
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death tribble reacted to a post in a topic: Creepy Pics.
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Re: Creepy Pics.
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Re: Sell me the FH line Buy all the books or I'll kill these puppies!