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Jkeown

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Posts posted by Jkeown

  1. Re: Thor of the AESIR

     

    Thanks for the Rep, everybody. I have nearly finished putting my notes on the Wiki, and then its on to actually posting HERO constructs of it all.

     

    If anyone has any additions, I'd love to hear about them.

     

    Additionally... My cancer is still in remission. This is a good thing!

  2. Re: Thor of the AESIR

     

    Wow. Looks like you played Too Human. They use a nearly verbatim concept.

     

    Actually, I read a review of Too Human. I was a little annoyed at the underused concept. Consider this a re-tool of the whole idea.

  3. From my latest experiment, with a caveat, I wrote this while coming down off of anathesic. I have notes to extend this to a full campaign write up.

     

    N.O.R.S.E.

    CMDR THOR, lord of Thrudvang

     

    Thor is the son of Odin, lord of the AESIR, the Asgardr space-borne commandos. He weilds the hammer Mjollnr, crafted for him by the Dvergar miliary contractors, Sindri and Brokkr of Savartalfheim.

     

    He is truly his father's son, having defeated many Jotun in both space and ground conflicts, gaining much honor for his unit of AESIR. Many of his own warriors have been promoted to either VALKYRIE or EINHERJAR, Odin's elite units, and rather than consider them lost, he exults in their new positions at AESIR Command in Asgard.

     

    His love interest is a member of AESIR, Lieutenant Sif. When deployment schedules conspire to allow meetings, they usually engage in games of Tafl and get very drunk.

     

    Thor has engaged in an ongoing affair with a Jotun battle-suit pilot, Jarnsaxa. If the affair came to light, it could cause Thor his position. It would be a great embarasment at the very least. In this, he is very like his father, as his mother is the Jotun, Jord, whom he rarely sees due to the current conflict.

     

    He has been tasked with tracking down his traitor uncle, Loki, and uncover clues about something called Operation: Ragnarok and the battleship Jormundgandr. Loki is suspected to have gone over to the Jotun. If true, it is likely that Fenris and Hel, Thor's cousins, have most likely defected as well.

     

    THOR

    Val Char

    18 STR

    15 DEX

    15 CON

    13 BODY

    15 INT

    13 EGO

    16 PRE

    14 COM

     

    4/19 PD 0 Total: 4/19 PD (0/15 rPD)

    4/19 ED 1 Total: 4/19 ED (0/15 rED)

    4 SPD 15 Phases: 3, 6, 9, 12

    7 REC 0

    30 END 0

    30 STUN 0 Total Characteristic Cost: 74

     

     

    Movement: Running: 6" / 12"

    Swimming: 2" / 4"

    Leaping: 3" / 6"

     

    Talents

    16 Berserk Fury

    3 Absolute Range Sense

     

     

    Skills

    3 Combat Driving 12-

    3 Combat Piloting 12-

    9 +3 with Mjollnr

    3 Demolitions 12-

    3 Electronics 12-

    3 Gambling (Tafl) 13-

    0 Language: Asgardian (completely fluent) (3 Active Points)

    3 Language: Jotun (completely fluent)

    2 Language: Dvergar (fluent conversation)

    1 Language: Alfer (basic conversation)

    3 Mechanics 12-

    3 Paramedics 12-

    4 PS: Soldier 13-

    3 Stealth 12-

    3 Survival 12-

    5 Systems Operation (Power Armor) 13-

    3 Tactics 12-

    1 TF (Large Military Spacecraft)

    3 WF (6 points' worth): Common Melee Weapons, Energy Weapons

    3 Weaponsmith (Armorer) 12-

     

    Total Powers & Skill Cost: 80

    Total Cost: 154

    100+ Disadvantages

    15 Hunted: Jotun 14- (Less Pow, Harshly Punish)

    25 Social Limitation: Subject to Orders (Very Frequently, Severe)

    15 Distinctive Features: Uniform (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

    15 Dark Secret: Affair With Jotun Jarnsaxa

    20 Psychological Limitation: Sense of Duty (Very Common, Strong)

     

    Total Disadvantage Points: 90

     

    Standard Equipment:

     

    Medium Battle Armor

    Thor's battle armor, Jarngreipr is a standard issue suit crafted in Asgard by the Ivaldi Brothers. It has been decorated with a great deal of personal heraldry. See Spacer's Toolkit for details on Battle Armor.

     

    Mjollnr - Unique Master-crafted Weapon

    Mjjollnr is crafted from materials that have been phased 90 degrees from realspace, partially existing in the Gungingagap, or hyperspace. While this removes most of the weight, the inertia remains behind, giving it an incredible impact. It has also been fitted with a gravitic motor and tracking device, so it can return to its owner's hand.

    1) Impact: Energy Blast 6d6, 16 Charges (Gravitic Power Pack; +0), Armor Piercing (+1/2), Area Of Effect (One Hex; +1/2) (60 Active Points); STR Minimum 18 and higher (-1), No Range (-1/2), Real Weapon (-1/4) (, ) [16]

    2) Thrown Hammer: Energy Blast 6d6, 16 Charges (Gravitic Power Pack; +0), Armor Piercing (+1/2), Area Of Effect (One Hex; +1/2) (60 Active Points); STR Minimum 18 and higher (-1), Real Weapon (-1/4) (, ) [16]

     

    Ivaldi Laser Pistol:

    Thor's sidearm was a gift to him by his mother Jord. Though politics prevented her from being present at his graduation, the gift was well recieved. This is a standard laser pistol from Spacer's Toolkit.

  4. So we're starting up a post-oops Seattle game tonight using Post Apocalyptic HERO. I figure the Space Needle is the most iconic thing I can insert to suggest where the PCs actually live. They won't know at the start. The world ended in 2008 with an alien invasion, so our current culture is intact after a fashion, though twisted almost to the point of absurdity.

     

    A few things I have in mind:

     

    Music Cults: Seattle is still a very music-oriented city, certainly, after the invasion and the destruction that followed, something like our music of today lives on. Seattle bands like Nirvana, Queensryche, Harvey Danger, Pearl Jam, Jericho... Something in there suggests gangs of warriors and psychics with "band" themes. Would you groan too loudly if your GM threw a clone-gang of Eddie Vedders after you? Or a bunch of shotgun-weilding Kurt Cobains? (Staring at the floor (-5 to Ranged Combat))

     

    The Fremont Troll: Maybe there are real trolls in Fremont now? Or the statue is worshiped by a buncha guys who use the leftover alien technology to augment themselves into the likeness of the statue?

     

    Starbucks: I'm tempted to add something about Coffee... but that might be too obvious. Perhaps the Starbucks logo is a symbol of some fake goddess now?

     

    Art Museums: There are five major museums in Seattle, perhaps each is the headquarters of some Warlord?

     

    Ferries: There is no city on earth with a more extensive ferry system. Have they been converted into floating hospitals by do-gooders, or are they haunted water-borne ruins, reminders of the city's glorious past?

     

    I've got more, but the game is tonight... so any off-the-cuff comments are very welcome. To residents of Seattle on the board: I'm not trying to make fun of your city, I feel it has so much culture that it would survive a war with aliens and mark the future with its uniqueness. My other choice was Indianapolis, but we live here... it's boring to us (and to a lot of others, I suspect!)

  5. Ashes of Narthad: Ramshackle Palace

     

    In Ancient Times, mighty Narthad dominated in the East of Caleon. Far from Serantia, she reigned, her great cities drifting soundlessly on the winds. In her shadow dwelled the goblins in their millions, toiling away so that Great Narthad should never perish.

     

    Came then the Dharzooni to Caleon, and conflict with the Narthadi was aflame, deeds of arms and armor, of magics that set the world ablaze with the heat of total war. When it was done, Narthad lay in ruins, but so great was their magic that they fell not to the earth nor into the ocean but stayed aloft, adrift in the rivers of magic; the remains spreading out across the world like dim reminders of what had been.

     

    Over time, by means of magic or flying beasts, Men and Elves and others reached the once-great towers, castles and landmasses and made them their own. The Narthadi themselves lived on in debased form, ignorant of the wonders of the previous age, but they knew to protect the shattered remnants of the home. Slowly, the savage ruin-dwellers were brought to heel or destroyed outright, and their homes made to serve new empires and new masters.

     

    Of the Narthadi Ruins known today, the Sky Castles of the Rumallan Empire are the most visible. Leashed in like warhounds by massive chains, they await activation by the precious Runic Keys. Some silently standing watch in distant shadow-swept valleys, some drifting like stone sentinels over the cities of the Empire, ignored by the citizens, who go about their business having grown accustomed to their presence.

     

    The largest of these is Ramshackle Palace, seeming to be no more than a broken-down castle suspended by chains over the Farkeen River as it cuts its way through the white stone of the city of Chalasa. Known to the commoners as the Aerie, in times of need it unleashed on the enemies of the city.

     

    Its lower depths are home to Wyvern Command, who fly sorties daily, while its upper reaches are lined with cannon and ancient mana lenses that amplify and direct the arcane works of the city's Mage Guard.

     

    Ramshackle Palace

    Val Char Cost

    18 Size 90

    100 STR 0

    15 DEX 15

    28 BODY 0

    8 DEF 8

    3 SPD 5

     

    0" RUN -12

    0" SWIM -2

    0" LEAP 0

    Characteristics Cost: 114

     

    Cost Power

    15 Narthadi Mana Engines: Flight 12", Sideways Maneuverability half velocity (+1/4) (30 Active Points); OIF Bulky (-1)

    27 Narthadi Essence Converter: Endurance Reserve (50 END, 50 REC) (55 Active Points); OIF Bulky (-1)

    10 Medium Cannon: Killing Attack - Ranged 2d6, Increased Maximum Range (3,750"; +1/2) (45 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Limited Arc of Fire (180 degrees; Only on the same horizontal level; -1/2), Real Weapon (-1/4), 12 Charges (-1/4)

    15 8 More Cannon: Custom Power (15 Active Points)

    30 Mana Lenses: Aid All Magic, One Spell at a Time 6d6 (60 Active Points); OIF Bulky (-1)

    15 8 More Lenses: Custom Power (15 Active Points)

    22 Amplifier Lens: Area Of Effect (up to 5" Radius; +1) for up to 50 Active Points of Killing Attack (50 Active Points); OIF Bulky (-1), Limited Arc Of Fire (180 degrees; -1/4)

    15 8 More Amplifier Lenses: Custom Power (15 Active Points)

    19 Rocket Rack: Killing Attack - Ranged 2d6, No Range Modifier (+1/2), Armor Piercing x1 (+1/2), Explosion (+1/2) (75 Active Points); OIF Bulky (-1), 6 Charges (-3/4), Extra Time (travels at a rate of 120" a Segment) (Extra Segment, -1/2), Limited Arc of Fire (180 Degrees; Only on the same horizontal level; -1/2), Real Weapon (-1/4)

    Powers Cost: 168

     

    Total Character Cost: 282

    Pts. Disadvantage

    25 Distinctive Features: Large Mobile, Floating Castle (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

    15 Reputation: Danerous Ancient Magical Construct, 14-

    5 Hunted: Enemies of the Empire 8- (Less Pow, Harshly Punish)

    Disadvantage Points: 45

    Base Points: 75

    Experience Required: 162

    Total Experience Available: 0

    Experience Unspent: 0

     

    Campaign Notes: It was very difficult not to spill it to my players the the Ramshackle Palace was going to fly away during one of the games. I mentioned it in most of the games, calling it the Aerie and generally getting them used to the fact that it was just what it appeared to be, a bit castle suspended on chains in the river valley. When the rebels attacked, they were told to take the runic key to a guy they couldn't find until it was too late, and he told them with his dying breath to take the key to the Aerie... "it will know what to do.

     

    They'd seen that key before, and kinda knew how my mind works, so they easily slotted it into the control box of the Aerie. They seemed so pleased to be able to pilot a flying castle around that evening, blowing up rebel scum. It was a fitting end to an awesome story arc.

     

    Their biggest concern seemed to be for the bridge they destroyed on the way out of the valley, as they'd crossed it dozens of times, it had become the "center" of things for them. Quite unexpected, that.

     

    I have many "floaty" things in Caleon, but i didn't have a good explaination for them until recently. I kept it a "secret," while in reality, I just hadn't invented a reason for them. This Narthad place does a good job at putting a face to the ruins, while giving reason for Goblin Air Pirates, flying castles, big chunks of land and all the while making it look as though I planned it.

  6. Have a look at this:

     

    Durann Breastplate: (Total: 27 Active Cost, 5 Real Cost) Armor (4 PD/4 ED) (12 Active Points); Independent (-2), Breastplate (Protects Locations 9-13; -1 1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 2) plus Armor (4 PD/4 ED), Hardened (+1/4) (15 Active Points); Independent (-2), Breastplate (Protects Locations 9-13; -1 1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 3)

     

    Say I'm hit with an AP Attack -- Do I have 4 or 6 rPD on my chest?

     

    I think this gives me 6.

     

    Durann is a crystalline metal forged by the Glass Smiths of Steelfire Valley. If you use twice as much it's called Durann Durann and becomes subject to bad critical review past 1994 or so.

  7. Re: Flame Carved Affliction

     

    "b) Annoys the God of Fire in some small way. " You got some nasty gods! :fear:

     

    BTW, I'm guessing this is your own setting====is there more info on it? Like, gathered in one spot?

     

    http://www.geocities.com/jephkay@sbcglobal.net

     

    There is currently underway a Revision of sorts. I have new ideas that I want to throw in, like the Trade System (found in this forum), a more comprehensive spell system, and a general streamlining and standardization of the whole thing.

     

    Also, more illustrations and an actual printed book or high quality PDF. I'm not sure how many I'm allowed to give away, but I intend to query Steve on what I'm able to do. A free book or download can still violate copyright, you know.

     

    I'm pleased by your interest! Any ideas you have that might allow themselves to be twisted into fitting the setting would be welcome. (That goes for everyone, BTW)

  8. Re: Trade and Speculation in FH

     

    Right... here's a chunk of it. Far from done, but it's on its way. I think the biggest help I might need is in the pricing and weight of the Expanded Trade Goods Table toward the end. Its fine to have your players by 4 Lots of minerals, but I'd like to be able to realistically "game it up" by having them buy 4 bags/crates/whatever of Iolite or what have you.

     

    Anyone who wants the original Word .doc so as to pitch in, I'll gladly post that too.

     

    Don't be too harsh... the layout and flow needs a lot of work.

  9. I have this awesome resource, the WFRP Companion. It has a renaissance-era trade system I've been tinkering with for a few hours. Would an adaption of this be of interest? I'd include details from my homebrew, but one could substitute your own cities and trade routes/trade centers and such.

  10. Re: Flame Carved Affliction

     

    That's a very good question.

     

    Magically afflicted characters should probably rise to the top of society. The culture I portray in Caleon tends to be suspicious of "Non-College Trained" mages. A child was born some time ago to an NPC Wizard, who, against Imperial policy, practiced Enchantment while pregnant. The baby was Essence Afflicted and caused quite a stir about the rights of a child to decide its own fate. If the kid hadn't been nobility, I'm sure the controversy would have taken a different form.

     

    Humans learn magic, their ancient oppressors, the Dharzooni, were magic. They dispise anything that comes to resemble those folks in any way.

     

    Counterintuitive, but that is the way I play it. I have several other templates with this theme in my game, such as how Giants come to be (it's a form of Affliction), natural wizards (such as the child, above), and a certain kind of Elf that can transform over time to adjust to its environment (the Ashtar, thought to be the original stock from which Trolls sprang).

     

    I should have made that clearer. The circus full of Afflicted seems like fun. I bet folks would stand in line to see that which they fear.

  11. :smoke:Flame-Carved Runic Affliction:smoke:

    This is a set of abilities that can be applied to an NPC or very unlucky PC who either:

     

    a) Uses Fire magics too often.

    B) Annoys the God of Fire in some small way.

     

    It gives a unique look to a creature, immediately letting PCs know what they're dealing with. These creatures are usually loners; outcasts who must try to stay out of view of "decent folk." The constant flames and brightly glowing runes slowly crawling their way across the creature's skin make hiding difficult. On rare occasions, they band together with other Runic Afflicted (there are many varieties; Essence Afflicted, Unlight Afflicted, Soul-Tossed, etc) forming bizarre communities in poor quarters, sewer systems, Megadungeons or abandoned cities.

     

    In Caleon, the largest Flame Afflicted community is that of Bright Arkoss in the Deep Aura Megadungeon below the city of Chalasa. Over twenty of the wretched creatures live there, and rumor has it, they breed true.

     

    A monster with Flame Affliction becomes a deadly force of nature. Application of this template to an Ogre, for example, created the vile FireBrutes of Narlong. Give it to an already-magically gifted creature (such as a DragonBone Goblin of Loosh) and you get an awesome Saturday night of scorched players and long-term memories of the Flaming Gobbo. Put this template on a "cool" animal and watch the fun. I think it would go well with a large hunting cat.

     

    Another obvious use is to change the exact element, apply modifiers and apply it differently. Change Fire to Ice and get Deathrime Ogres and Cryo-Goblins.

     

    You can also turn up the heat, so to speak, by changing the Flame Aura II to a killing attack.

     

    Flame-Warded: Armor (0 PD/12 ED) (18 Active Points); Limited Power (Only Vs Fire/Heat Attacks; -1/2) Real Cost: 12

     

    Flame Aura I: Sight Group Images 1" radius (10 Active Points); Only To Create Light (-1) Real Cost: 5

     

    Flame-Warded: Life Support (Safe in Intense Heat) Real Cost: 2

     

    Distinctive Features: Flaming Runes Carved Into Skin (Concealable with EGO Roll) (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) Value: 15

     

    Vulnerability: 1 1/2 x Effect Cold/Ice (Common) Value: 10

     

    Physical Limitation: -5 To Concealment Rolls (Frequently, Greatly Impairing) Value: 15

     

    Options:

    Flame Aura II: Energy Blast 4d6, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (75 Active Points) Real Cost: 75

  12. Re: Training away DCV Penalties from Armor

     

    I decided on a simple build:

     

    Manuvering In Armor I: Penalty Skill Levels: +1 vs. armor penalties to DCV with All Attacks Real Cost: 3

     

    Manuvering In Armor II: Penalty Skill Levels: +2 vs. armor penalties to DCV with All Attacks Real Cost: 6

     

    Manuvering In Armor III: Penalty Skill Levels: +3 vs. armor penalties to DCV with All Attacks Real Cost: 9

     

    That, of course, suggested a magic item:

     

    Ring of Free Movement

    Created by the deadly Yodza Kye warrior mages, the Ring of Free Movement allows one to manuver effectively, unhindered by armor.

    Ring of Free Movement: Penalty Skill Levels: +3 vs. armor penalties to DCV with All Attacks (9 Active Points); OIF (-1/2) Real Cost: 6

  13. So you could use Penalty Skill Levels to train away your DCV penalties from armor, should a PC be allowed to buy off the entire penalty? I was thinking allowing a fraction to be bought off, but is it realistic to allow the whole banana?

     

    That, and I need to think of a good name for that skill. Armor Training seems a bit boring. Moving in Armor 101, 102 etc seems a bit much.

  14. I've been running Caleon since the late Devonian Period, it seems... at least since 1986. Lately, something new has been showing up; Necromechanical Magic, the fusion of life and machines. It's not pretty, and some other systems have done things like this, notably Iron Kingdom's Cryx faction and Monte Cook, he had a supplement for d20 along these lines. I think it was called Chaositech. Perhaps I'll dig that up and do a conversion?

     

    Anyway... here are some items form Caleon that my players have yet to see used in action against them.

     

    Necromechanical Flamer Arm

    This replaces a users real arm and runs off of his life force. Special amplifier/converter circuits transmute the life force into raging flames of death. It's exhausting to the wearer, but fatal to the target. Technically, one could wire this thing up to one's body without loping off an arm, but it's creepier that way.

     

    Necromechanical Flamer Arm: (Total: 45 Active Cost, 18 Real Cost) RKA 2d6+1 (35 Active Points); Increased Endurance Cost (x4 END; -1 1/2), OIF (-1/2), Limited Range (-1/4) (Real Cost: 11) plus +2 with Ranged Combat (10 Active Points); OIF (-1/2) (Real Cost: 7)

     

    Necromechanical Tentacles

    Yeah, I liked Spiderman II as well. These writhing metal tentacles are grafted onto a bad guy and the pseudoflesh nerves braided into his spine. From then on, he's much more effective at close range. For an advanced version of these, try buying them as an Automaton the user wears and attacks independantly of him.

     

    Necromechanical Tentacles: (Total: 65 Active Cost, 37 Real Cost) HKA 2 1/2d6 (40 Active Points); OIF (-1/2), Reduced Penetration (-1/4) (Real Cost: 23) plus Stretching 3" (15 Active Points); OIF (-1/2), no Noncombat Stretching (-1/4) (Real Cost: 8) plus Extra Limbs (2) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus +1 with HTH Combat (5 Active Points); OIF (-1/2) (Real Cost: 3)

    Necromechanical Arm Replacement

    Using the same amplifier/converters employed by the Flamer, above, the Arm is a massively disproportionate limb. It multiplies the wearer's strength, provides some armor, but mostly just lets the user pound walls into powder and drain the life force from his victims.

     

    Necromechanical Arm: (Total: 148 Active Cost, 72 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Limited Coverage (Locations 6-9 only; -1), OIF (-1/2), Real Armor (-1/4) (Real Cost: 3) plus +3 with HTH Combat (15 Active Points); OIF (-1/2) (Real Cost: 10) plus +3 DEX (9 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) (Real Cost: 4) plus HKA 1 1/2d6 (2d6+1 w/STR) (25 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; 1 BODY per Month (Drain BODY 1 pip AP NND (Not using Arm)), Points return at 1 per year; -1/2), OIF (-1/2) (Real Cost: 12) plus IR Perception (Sight Group), +3 to PER Roll, Discriminatory (13 Active Points); OIF (-1/2) (Real Cost: 9) plus +10 STR (10 Active Points); No Figured Characteristics (-1/2), OIF (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; 1 BODY per Month (Drain BODY 1 pip AP NND (Not using Arm)), Points return at 5 per 5 years; -1/2), Real Weapon (-1/4) (Real Cost: 4) plus Transfer 3d6 (BODY to BODY), Required Hands One-Handed (+0), Armor Piercing (+1/2) (67 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; 1 BODY per Month (Drain BODY 1 pip AP NND (Not using Arm)), Points return at 1 per year; -1/2), OIF (-1/2), Extra Time (Delayed Phase, -1/4) (Real Cost: 30)

     

    Perhaps later I'll post pictures of these twisted implements. And I'll certainly post more items from the Vaults of the White Tower.

  15. Re: Tapping the magic

     

    I use something like that....

     

    Spells are all RSR with -1 per 5 AP

    Spell Casters can pay double END for an RSR of -1 per 10 AP

    Spell Casters can pay quintuple END for an RSR of -1 per 20 AP

    A Spell Skill Roll of less than 5 is either 1/2 END or 0 END

     

    Spell casters rarely fail a roll but magic is ruled by END rather than the skill roll.

     

    I like this. Some of my systems use 0 END any way (Woonsar and Channelling) but I think I can adapt this nicely.

     

    Thanks for posting it!

  16. Re: Active Points For Spell Builds

     

    For spells that have an active cost of 5 or less' date=' is it reasonable to just waiver the skill roll penalty as -0?[/quote']

     

    Yes. Though with all of the modifiers my mages are tossing about, I don't see that happening much. I'm going to try to create one. :)

  17. Re: Active Points For Spell Builds

     

    Caleon places huge meaning on Active Points and Source of the magic in question. Magic is subject to Casting Styles (which KS was a big help with!) that define a minimal set of limitations and advantages, and Source (which is largely dependant on Advantages allowable). Generally, a given caster has one Style and draws on one Source.

     

    The most common Sources are:

    Holy/Noble Essence: Default Source, no extra required.

    Unlight/Dark Essence: Adjustment powers have Delayed Return Rates

    Chaos/Deep Essence: AVLD(Power Defense) where applicable

    Void: AP, Penetrating on attack powers

     

    Channelling: As above, but always at 0 END Cost and the channels are tied to an extradimensional font of the specific source. This font can be an object, being or even a fold in an ambient magic field. The specific limitations of each source are unique to the source.

     

    Spells come in distinct power levels:

     

    AP Descriptor

    1 - 20 Lesser

    21-30 Minor

    31-40 No Descriptor

    41-60 Major

    61-100 Exalted

    101+ Transcendant

     

    So a Deep Essence-Based Fireball-type spell with 62 active points would be an Exalted Fireball of the Deep Essence. Then again, the caster may refer to it as Laarn's Fire Blast so as to keep others clueless as to the source and power level.

     

    Each Source is a Multipower and requires a separate Power Skill (-1/10AP) to use. Any adjustment powers can target all spells of a given source by use of a +1/4 Expanded Effect advantage. A +1/2 Expanded Effect advantage allows all magic of any source to be targetted by your Adjustments.

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