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Demonsong

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Everything posted by Demonsong

  1. Geoff: I see where you are coming from. The True Mage is the supreme spell caster. Requiring a minimum of 10 years, some twice as long, of intense training to the exclusion of all else. Practicing, understanding and living with the flow of mana through ones body. In the example you stated of the True Mage that use to be a solider, I would say after re-teaching his whole body how to work indeed even how to breath, his mind would kind of forget or at least fall out of practice of the art of war he studied earlier in his life. During character creation said character would then spent the 5 point to maintain his WF with his Broad Sword. But after so long he would no longer be as skilled as he once was. If this is not expectable to the character concept then The True Mage is not what the character is. The character is a normal Warrior-Mage. Tiger: How are you handling the underpowered spell caster in relation to the normal fighter type? It sounds as if in your world mages are spending a lot of points for the ability to cast spells, and still not have a very lager range of spell to pick form due to points limitations. Or do I understand you wrong? KillerStrike: I agree see my earlier post about True Mages wearing armor. Thanks again for the input.
  2. Wizard War! Dispel as an defensive action. Two Wizards throwing spells at each other. It is a great mental picture. And in order to expand on that I was wondering what you all thought of making a Dispel attempts as an Defensive action that a Wizard can Abort to, just like a Dodge or Parry. Thoughts.
  3. I thought it was obvious. The propose is to give full spell casters a bonus for being True Spell Caster. To even the playing field. Because the playing field is not even. And it’s not a class it’s a set of restrictions and a bonuses for following the restriction. The reasoning for it is simulating the lack of general combat training that a true mage would generally not have. And in fluff terms True Spell Caster has learned to perfect the flow of mana thought his body, armor restricts it. As far as what happens if True Spell Casters then putting on armor and using weapons after the character was made. Well it would disrupt the flow of mana through there bodies. Having no training in Armored Mage at all, I would first assign a penalty of -3 in addition to any penalty they had for the armor they were wearing for casting spells. Weapons would just receive the standard not trained penalty for using the weapon. And finally all there spells would suddenly function at half power, but with full magic skill check penalties. If the spell no longer had the pts to function, oh well, it doesn’t function. Finally, Yes character will buy the armored mage Skill because, as the GM I will not let them increase there magic skill to some insane level just to off set there armor penalty fully. And using armor with the skill will imposes an addition -3 unskilled penalty. It seams to me that you’re worried more about twisting the rules that the concept be hind the system. Please remember that it’s all about character concept. Can you see Gandalf throwing down his staff and putting on Field Plate and wielding a Battle Axe and Large Shield. It just doesn’t seem right.
  4. The magic system I am considering using for my FH Campaign. I believe that FH Hero has one main flaw. (If one can even call it a flaw. Did I mention I love this book?) It is that it leans toward non-magic users. That is to say, it is easier to make a good well balance non-magic user that it is to make a good well balance magic user. Now I believe that Steve realized this was the case. And that is why they provide the Players and GM with so many different options for magic system. (Well done Steve!) All of which are great examples. These example have lead me too the current Magic system that I think I want to use in my FH campaign. The basic premise it that with enough training, time and dedication just about any one can be come a mage. Is that going to make magic users too common? I don’t think that’s going to be a problem. As finding an instructor willing to train you will be no easy task and there are no magic schools. With that knowledge, we understand that there will be several different Simi-Skilled Magic users. People with only a little training, say 2 to 5 spells. These will be built with an appropriate magic skill, Say wizardry (INT/5) at normal cost 3/2. And all spells will be built with: -1/2 Requires a Magic Skill Roll, and -1/2 END X2 (or greater, up to X5). There will be no END Reserves, so all spell throwers/users will get tired fast. Spells will then be created using standard Hero 5th edition rules, I.E all the normal limitations. This will make it fairly easy to make a warrior mage, bard, or ranger type character with a few minor abilities. To balance the armor aspect there will be a magic demising effect when one layers oneself in too much clothing or armor. It will hamper the flow of mana. This will be equal to the total DEF of the armor -3. So some one wearing full plate mail, DEF 8 will have a (8 – 3 = 5) -5 spell casting penalty on there Magic Skill roll. There will of course be a skill that allows one to buy off this penalty. Armored Mage: 2 pts per level, each level cancels out one level of penalty. And that all there is to it for normal Simi-Skilled magic users. Simple…no? Dedicated spell casters will be built just like Simi-Skilled caster, with a Magic skill and the same mandatory limitation. However they will have an option available to then that arms users do not have. A 0 point Disadvantage called True Spell Caster. -0 pts-True Spell Caster: -Cannot and will not ware any armor heavier than soft leather (DEF 3) -Cannot and will not learn any non-magic related combat skills, talents or perks -Cannot and will not learn any weapons familiarities other than the approve true spell caster weapons: Stick (or Rod), Club, Knife (or Dagger), Quarter Staff. These WF can be learned normally at a cost of 1 pt each. ONE other weapon not no the True Spell Casters list may be learned at a cost of 5pts. -Can and will purchase all spells (and only spells) and half real cost. Example: Fire Ball: 2D6 RKA; +1 Area Effect: Radius 3â€; Active points 60; -1/2 Requires Magic Skill Roll; -1/2 END X2; -1/4 Gestures; -1/4 Incantations; Real Cost: (12 / 2 = 6) 6pts Well that’s it, nothing too difficult. But it should allow any True Spell Caster to have a decent number of low to mid ranged power spell and not play second string to all the 7 foot tall, steel encased, sword wielding maniacs, out there. What do you think? Will I be giving True Spell Casters too many free spell points? Will it even out? Am I on Drugs? What color is the sky in my world? Thanks for the input.
  5. Monolith is totaly right. Speed 3 should be for elite special forces types.
  6. After I read your post again Geoff I agree... Darkness 1†HRRH (Non Targeting Sense 5pts) +1/4 Mega Scale 1km +1/2 END =0 +1 Continuous +1 Uncontrolled +1 Usabale as an attack Active Cost 24pts -1/2 No Range -1/4 Activation 15- -1/4 Activation END -1 END X5 -1/4 Deactivation END -1/2 Concentration (DCV = 0) at Activation and Deactivation -1/2 Deactivation 11- [i reduced this one because it’s not as big of a disadvantage to have problems turning it off, in my opinion.] Total Cost 6pts
  7. Geoff, I am not sure about the usable as an attack. Darkness is already an attack power. In the dictionary under redundant there are two definitions. Electrokineses: I would probably use a multi-power (I like multi-powers) with several fixed slots, like: EB, RKA, TK, Mind Control Machines, ECT…. Add in a separate Flight or Teleportation (visible and call it lighting transport). A little Adsorption energy to multi-power. And top it off with a force field. I don’t now what else to add, but I think that would cover most of the electrical powers Electrokineses would manifest, I guess.
  8. Armor Penalties, what do you use. I was just wondering what armor penalties, if any; you use in your FH games or the games you play in. The new FH (Did I mention I love that Book!!) give several options. And I am not sure what options(s) I should use. And do you put a penalty on magic of wearing armor?
  9. Take it all. The more people I can turn away for the evil mindless game that is D&D the better.
  10. I have no idea how to figure the points cost. I just want say that I thought the power Idea was really cool. ****Edit**** Let me give it a shot. Darkness 1†HRRH (Non Targeting Sense 5pts) +1/4 Mega Scale 1km +1/2 END =0 +1 Continuous +1 Uncontrolled Active Cost 19pts -1/4 Activation 15- -1/4 Activation END -2 END X5 -1/4 Deactivation END -1/2 Concentration (DCV = 0) at Activation and Deactivation -1/2 Deactivation 11- [i reduced this one because it’s not as big of a disadvantage to have problems turning it off, in my opinion.] Total Cost 4pts (You big spender) As a GM I probably would only give you half value for the END X5 modifier, bringing the cost up to a big 5pts total.
  11. Hummmmm, well that would work. +0 charges 4 lasting up to 20 min each. -1/2 Uses END. Ok, it is not perfect, but I can live with it. Good call dbsousa. Hugh, I agree with a lot of what you say but I think this might be the easiest way to do it. And with the -1/2 Uses END on if a char is stunned or knocked out the power will turn off just like any other power the requires END.
  12. But that’s not what I want. I want the Character to pay for endurance normally, and be able to keep the power turned on (say a force field) for as long as they pay the end cost. However they can only activate the power a maximum of 4 times a day. Thanks for the input though.
  13. Charges lasting variable length that cost endurance? The concept is granted power (Clerical) that can only be activated a few times a day, for simplicity sake we will say 4 times a day. Now this cleric must pay endurance on these powers and but they will last al long as the Cleric does pay the endurance, so they are not continuing charges. See my predicament? How do I would this? -1 Charges 4/Day -1/2 Uses END Just doesn’t look right. So how about. -1 Can only activate 4 times per day. This would imply that the power would still have to use END but could run as long as that END was paid? I can’t find any thing in FAQ for this. Input? Thanks
  14. No Range: follow up to the follow up. Would that mean that an EB with Explosive Line of Hex’s or Explosive Cone and No Range could start in the hex next to the originator and not the hex the originator is in. I use Explosive Line of Hex’s for a special Flame Thrower, and it just doesn’t seem right to me to have to buy personal immunity. Which I have to do if the power start in the same hex the operator is in. Thanks
  15. This is the email I sent to my players last night, I thought I might share it with you all. Currently we are all playing a Super Mercenaries Champions Game. None of them had ever played Hero before and the all seem to really be enjoying the game and the system. This is just one more reason never to go back to that evil game system…you know the one. I LOVE THIS BOOK. Any way here is how I described to my player (Edited for the kids) ***Email start***** I just got Fantasy Hero, its not a book it's a f***ing brick. 415 pages of kick a** stuff. No more of this I have to wait to be 5th level to cast a fireball, s**t. If I want to be a Sword Master and train with the sword above all else, good for me I can, I don't have to wait until I am 5-7 Level to buy in to some prestige class so I can get an extra +1 to hit. What, what's that you say your a 1st level Paladin and you can lay hands once a day to heal 2 hit points, well get back sissy boy I can heal 3D6 normal Damage, 4 times a day. So you think your one with the Earth? Well I can turn my skin to armored stone, beat that. Look at the mighty thief +1D6 Hit Points if you sneak up on me and you have been studding to be an assassin for how long? Son I am the master of the dagger, any dagger I use in combat I get an extra +1D6 Killing Attack, lets dance.... b***h. Needless to say it a great book and I will be up all night reading it. What does it mean to you? Not much in Champions, but it is just open more source of material I can draw on in my quest to take over the world and kill all the PC's.... err.... um I mean it will help to enrich our current campaign, ..... (help can't control it) ..........by giving me more ideas to beat you down with....... (evil laugh) Mmmmmaaaaawwwwwhahahahahahahahaha I must get back to my tome of evil........ ****Email end***** By the way I was didn't stay up all night I did get 2 hours of sleep. But I do love the book.
  16. But that form is not going to see throught wall. Correct?
  17. Ok but then you would but a -½ (?) disadvantage on it, Only Moving Items?
  18. That is really different that what I thought. Thanks
  19. Actually IR and Heat detectors are two different animals. IR can literally see differences in temperature. Heat Detector simply notices a change in temperature. And you can think of a snakes Thermo Since as a short range heat detector. So basically you could take Invisibility to Heat Since Group 20pts and be covered for every thing. I like that.
  20. How would you build a Motion Tracker? You know like in the Aliens Movie, that the Marines were using. Would it be active like radar, or passive? Would you use some form of N-Ray Vision to since motion through walls, it would probaly be 360 degee. Yuck, this could get overly complicated and expensive quickly.
  21. Hummm...Thanks. Then how would you cover all aspects of IR perception like Heat Detector or a Snakes Thermo Since?
  22. What if the IR is purchased as a Heat Detector or a Snakes Thermo Since? Then it would still pick the character up. And I guess I have the wrong understanding of Invisibility. It was my understanding that Invisibility to Normal Sight Group only included Normal Vision and Night Vision. Any other perceptions are not covered by this even if they are purchased as sight. So you would need to buy Invisibility to IR of 20 points and that would cover all types of IR. Can some one clarify this one way ore another. State references please. Because now I am really confused.
  23. How far can you take a mentalist? Disolification (sp)? Would it be going too far; if in a Super Heroic Campaign for a Mentalist to describe the ability to turn ones self in to a body of pure mental energy. I know it’s a Supers Campaign but I try to stay believable and in character. And since this power would be going in to a multi-power with other psionic abilities I want your input as to how far out the power would be. Thanks
  24. Now that’s a great title. It would make the NYT Best seller list on the title alone. I know I would by one.
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