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Jkeown

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Everything posted by Jkeown

  1. Re: Anger Management I do remember seeing something from you... when I returned to comment, it was gone. I've always loved your work. It seems to have a polished quality that (from my experience) is only matched by published sources in actual HERO products. I'll look over your Barbarian conversions, and comment on them.
  2. Re: Mount Up! Buying Mounts in Fantasy HERO! Oops
  3. MOUNT UP! In Caleon, we ride enormous Titanis-like critters called Wazzan. Known variously as Axebeaks, Phorusrhacos, or Terror Birds, the domesticated Wazzan has long been a companion to the Players of Caleon. Since, as mentioned elsewhen, I can't draw horses. That aside, I handed out Wazzan "character sheets" to my players, swiftly noticing they were all the same. No personality in their mounts. So... from now on, when someone buys a bird, he'd better inspect it. I think Animal Handling is the correct skill for judging a mount, don't you? A really good roll should result in a bonus to your bird, whereas if you do not make one (i.e. fail to inspect the poultry in question) or roll poorly, you get a disadvantaged ratite (toxonomist talk for "flightless bird"). Conversely, if you let your players pay points for a mounts special abilities, why not let them pick 10pts of options below, just to make the cirtter special. Balance that with one of the disads and BAM! unique mount. It is also possible, in fact quite likely, that some linages are bred for certain traits. Perhaps Ardley's Red Tail Wazzan are all Friendly, and the Lower Thumpington Blue Frills all have Competitive Runner, but suffer from Won't Pull. Possible Mounts The Following Animals from HERO Products that make Cool Mounts: Wyverns (Orcs and Nazgul) Manticores (for evil Dwarves) Unicorns (for Virginal Elven Paladins) Pegasi (Greek Heroes) Rocs (Rox?) (Entire Adventuring Parties) Bears (Russian Folk Heroes) Buffaloes (Old West Badasses) Camels (Everybody) Pteranodons (For crossing water) Sufficiently Large Spiders (for Dark Elves and Goblins) Hippotomi (for patient folks with large clubs) Dolphin (for Sea Elves) Horses (obviously) Rhinoceri (for Ogres) Sharks (for Sharthaks) Orca (for Jason James Ritcher) I'm sure there's more in MMM... but my fingers are now very tired. Time for the ol' Cut and Paste from Hero Designer! (Traits adopted from Gamemaster Law, 1995 ICE.) Positive Mount Traits Friendly: The mount likes people! All Riding rolls are at +1! 2 Friendly: +1 with Riding, Usable By Rider (+1/4) END Cost: 0 Easy to Ride: The mount is so comfortable being ridden, all Riding rolls are attempted at +2! 5 Easy to Ride: +2 with Riding, Usable By Rider (+1/4) (5 Active Points)END Cost: 0 Easy to Train: Easy-going and eager to please, your Animal Handling rolls are all at +2! 5 Easy to Train: +2 with Animal Handler, Usable By Trainer (+1/4) (5 Active Points) END Cost: 0 Athletic: Nimble and quick, your mount's Dex-based skills are at +2. 12 Athletic: +2 with DEX-Based Skills, Usable By Rider (+1/4) (12 Active Points) END Cost: 0 Competitive Runner: This mount loves to run! Whenever he is running with other animals, he can't help but try and pull ahead. 3 Competitive Runner: Running +2" (8" total) (4 Active Points); Only When Other Mounts Are Near (-1/2) END Cost: 1 Curious and Clever: Your mount is smarter than normal. 3 Curious and Clever: +3 INT END Cost: 0 Long-Winded: Your mount receives extra END from his high-powered lungs. 5 Long Winded: +10 END END Cost: 0 Hauler: When used as a beast of burden, your mount displays greater carrying capacity. 3 Hauler: +5 STR (5 Active Points); Only for Lifting STR (-1/2) END Cost: 1 Puller: When pulling a cart or wagon, your mount provides greater power than others of his kind. 3 Puller: +5 STR (5 Active Points); Only for Pulling STR (-1/2) END Cost: 1 Disadvantages Sense of Humor: Strangely, your mount displays a sense of humor. He'll splash you at the watering hole, step aside when you jump from the second floor onto him and generally behave like a jerk. 10 Psychological Limitation: Sense of Humor (Common, Moderate) Scratcher: This mount scratches himself constantly, rubbing up against poles, trees and castle walls while you try to ride him, despite the fact that your legs are quite in the way. Ouch. 15 Psychological Limitation: Scratcher (Common, Strong) Saddlewise: This mount knows the saddle, and does not care for it. He'll draw in a great breath and hold it, breathing out after the saddle is "secured." Try to ride him and you find your self dumped in the road, the saddle having slipped down, loosened by his antics. 20 Psychological Limitation: Saddlewise (Very Common, Strong) Impatient: This mount won't stand still for long. If left alone too long, he'll meander away, and try to move when you're loading cargo or adjusting his saddle. 25 Psychological Limitation: Impatient (Very Common, Total) Runner: This mount likes to run. Always. Try Animal Handling to slow him down. 25 Psychological Limitation: Runner (Very Common, Total) Nervous: This critter has 5 less PRE than animals of his type. He'll be generally frightened of every little noise and cannot be ridden into battle. 20 Physical Limitation: Nervous -5 PRE (All the Time, Greatly Impairing) Stubborn: All Animal Handling rolls with this ornery beast are at -4. 25 Psychological Limitation: Stubborn (Very Common, Total) Kicker: Also known as Biter, the mount will kick those behind him, or bite those in front of him. 15 Psychological Limitation: Kicker (Common, Strong) Sensitive Ears: A horse's ears can be very sensitive. He won't take a bridle, or might attack if you try to put one on him. 20 Physical Limitation: Sensitive Ears (All the Time, Greatly Impairing) Won't Carry: The mount will not stand for wieght being placed on his back. While he might take a rider, he doesn't like being a beast of burden. 20 Psychological Limitation: Won't Carry (Very Common, Strong) Won't Pull: Like Won't Carry, above, except the damn animal won't pull carts and wagons. 10 Psychological Limitation: Won't Pull (Uncommon, Strong) Sickly: Your mount is prone to falling ill. I've used a base of Infrequently, but an especially-disease prone mount might have a greater disadvantage frequency. 5 Physical Limitation: Sickly (Infrequently, Slightly Impairing) Allergies: You must feed your mount the same expensive food every day. If you do not, he'll grow weak and sickly. 20 Physical Limitation: Allergies (Frequently, Fully Impairing) Sensitive Feet: This mount's feet are very sensitive. If its a horse, he'll have to be reshod every few days, as he works his shoes off, if a wazzan or non-shod mount, he won't take to his feet being touched, stepped on or made to go over rough terrain. 15 Physical Limitation: Sensitive Feet (Frequently, Greatly Impairing) Unfriendly: This mount has a surly disposition. He'll bite, peck, breathe flame on and generally be evil to those around him. Animal Handling calms him a bit, so he's not totally useless. 20 Psychological Limitation: Unfriendly (Very Common, Strong)
  4. Re: Anger Management That's brilliant. I haven't even started the flavor text for the Rager... but this idea will be used (and credited...) when the final draft goes up on Herowiki!
  5. Re: Orcs as Druidic/Celtic analogs? So last night during what must be my 400th so Caleon game, I used the "new" orcs (or Zarku in the most common tongue of the setting). We're still in the Flashback-Story Telling-100 pt phase, I thought I could get away with something clever. The orc's leader, a 125 pt druid, decided to "power tap" a standing stone, using his first phase to do so. While the other orcs charged, he cast an Aid, preparing to blast his foes. Lead PC wizard hit him in the chest with Roonblast, knocking him silly, that was followed up by a calvary charge from the party's elf tracker, so he died from being ran over by a large, brown chicken. My point is, until I give them a bit more color and Celt-inspired tactics, orcs will still be cannon fodder. I think I was concentrating more on Flavor and less on Substance as using orcs straight from the books leads to them getting chewed up pretty quickly by experienced players. The meaningful, showpeice encounter was a long drawn out affair that lead to a town being destroyed by a poorly-thought-out Roontangle spell.
  6. Re: I am looking for magical items. How about this: http://www.geocities.com/jephkay@sbcglobal.net/magical_gear.htm I've used it every week for over a year now.
  7. I was thinking the other day, Orcs live close to nature, they're tribal, they're not a little savage. Nature is the ultimate savage. So too, my ancestors, the Ancient Irish. My own family name is derived of Eogann, who appears in some tales. Why not "template" the orcs to such tales. I think it fits, has anyone seen this done before, or done it themselves?
  8. I have an idea. Rather than write up a bunch of (eventually) predictable demons for my campaign, I think I'll make a few "Demon Frames" Brute High STR & CON Mage High INT & EGO Lithe High DEX & SPD Schemer High INT & PRE Seducer High PRE & COM There are certainly others... Then... Add special powers and attacks on a table Shapeshifting Hellfire Aura Aura of Fear Aura of Unholiness Aura of Vileness Claws (3 types) Horns (3 types) ......You get the idea. Then you just add special powers to frames based on "Function within the Story" type templates and boom! Demon. And then some fun disads and some guideline for balancing them. I think it will be a useful bit of work... thoughts?
  9. Re: Your favorite Fantasy Hero villains Greatest Villian? My campaign breathes because of the Chaos Lord Arkoon and his evil "daughter" Zootiakka. It was years before I revealed there was any link between the two. She doesn't even know she's the Bad Guy's little girl, reborn over and over into the world to cause strife. She's about to be born again... now that I think about it. She's born every few years, grows up, tries to take over the planet. Her demon form, of course, knows the truth, but her often mortal guise is totally unaware. I'm not even sure how this works in game mechanics, but it works for the game.
  10. Ragers use the power of their Berserk disad to manifest "super-skills" to aid them in combat. In Caleon, they are a cultural archetype within the human Zo subrace. I'll flesh this out before posting to HeroWiki. Your campaign details may vary, perhaps in your game, only Dwarves ever become Ragers. Also, you may want to limit your PCs to the Anger Management list, and prevent them from using Advanced Pissitivity (a word I learned in the Air Force) Cost Skills 3 Climbing 11- 10 +2 with HTH Combat 3 Fast Draw 11- 3 Hoist 11- 3 Oratory 11- 5 Rage 12- Anger Management Cost Powers END 2 Miffed: +1 with HTH Combat (5 Active Points); Only While Berserk (-1), Requires A Rage Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 1 3 Angry: +2 with HTH Combat (10 Active Points); Only While Berserk (-1), Requires A Rage Roll (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-1 DCV; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 1 8 Dispel Exhaustion: Aid END 2d6 (20 Active Points); Only While Berserk (-1), Requires A Rage Roll (-1/2) 0 5 Mad: +3 with HTH Combat (15 Active Points); Only While Berserk (-1), Requires A Rage Roll (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-2 DCV; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 1 6 Raging: +4 with HTH Combat (20 Active Points); Only While Berserk (-1), Requires A Rage Roll (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-3 DCV; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 2 8 Raging: +5 with HTH Combat (25 Active Points); Only While Berserk (-1), Requires A Rage Roll (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-4 DCV; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 2 7 Adrendal Strength: Aid STR 2d6 (20 Active Points); Only While Berserk (-1), Costs Endurance (-1/2), Requires A Rage Roll (-1/2) 2 3 Insane in the Brain: Mental Defense (10 points total) (8 Active Points); Only While Berserk (-1), Requires A Rage Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 1 5 Ignore Missiles: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Only While Berserk (-1), Requires A Rage Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 1 4 Unsettling Fury: Negative Combat Skill Levels (-2 to opponent's DCV) (10 Active Points); Only While Berserk (-1), Requires A Rage Roll (-1/2) 1 8 Unnerving Fury: Negative Combat Skill Levels (-4 to opponent's DCV) (20 Active Points); Only While Berserk (-1), Requires A Rage Roll (-1/2) 2 7 Ignore Wounds: Aid BODY 2d6 (20 Active Points); Only While Berserk (-1), Costs Endurance (-1/2), Requires A Rage Roll (-1/2) 2 Advanced Pissitivity 10 SHOUT!: Missile Deflection (Any Ranged Attack) (20 Active Points); Only While Berserk (-1/2), Requires A Rage Roll (-1/2) 0 10 Bleeding Pain : Absorption 5d6 (physical, BODY) (25 Active Points); Only Restores To Starting Values (-1/2), Only While Berserk (-1/2), Requires A Rage Roll (-1/2) 0 10 Bright Ire: Absorption 5d6 (energy, BODY) (25 Active Points); Only Restores To Starting Values (-1/2), Only While Berserk (-1/2), Requires A Rage Roll (-1/2) 0 25 Burning Rage: Energy Blast 4d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2) (50 Active Points); Only While Berserk (-1/2), Requires A Rage Roll (-1/2) 0 37 Searing Rage: Energy Blast 6d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2) (75 Active Points); Only While Berserk (-1/2), Requires A Rage Roll (-1/2) 0 8 Shake it Off: Healing 3 BODY (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Only While Berserk (-1/2), Requires A Rage Roll (-1/2) 3 14 Steel Rage: (Total: 30 Active Cost, 14 Real Cost) Energy Damage Reduction, Resistant, 25% (15 Active Points); Only While Berserk (-1/2), Requires A Rage Roll (-1/2) (Real Cost: 6) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); Only While Berserk (-1/2), Requires A Rage Roll (-1/2) (Real Cost: 6) 0 Common DIsadvantages Value Disadvantages 15 Enraged: In Combat (Uncommon), go 11-, recover 11- 15 Distinctive Features: Zo Rager Runescars (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Social Limitation: Everybody knows you're insane (Frequently, Major)
  11. How much? As soon as I get a consensus... I'll post my Anger Management "Rager" spell list.
  12. Re: Ring of Bouyancy It looks fine. People are always gettin' dumped off the South Bridge in my campaign's home city. I bet these would fetch a pretty penny.
  13. Re: Monsters I use my Monster Guides located here: http://www.geocities.com/jephkay@sbcglobal.net There are no hard and fast rules in there, but I think the underlying philosophy is sound.
  14. Re: [Compilation] "to Fantasy HERO Conversions & Adaptations" While we're talking about the Wiki... please feel free to wiki-fy any of my stuff, edit it... just leave my name on it... Maybe like SoulWind Channels by Jeffery Keown, Modified by Herbert Hoover or some such... or I'll put it up myself after I figure it all out.
  15. You might want these for use as Magic Items the PCs can't take with them: The Laan Long ago, a god died on a great slab of stone. As his blood soaked into the rock, some small part of his power stayed behind. Now, those who touch the stone feel their will expand, their resolve harden, the mind attains a steely, razor edge. The Laan is a large, flat, rune-carved rock found in Thundai, near the village of Roos. Several times a year, diviners from all over the continent arrive to cast powerful spells. The Laan: Aid EGO 8d6, Area Of Effect (8" Radius; +1) (160 Active Points); OIF Immobile (Location; -1 1/2) Note: The Laan is a large, flat, rune-carved rock found in Thundai, near the village of Roos. Several times a year, diviners from all over the continent arrive to cast powerful spells. Chaos Node Several times each century, Sphere Unspeakable crashes into the Sphere where Caleon resides. Reality cracks and is slow to heal. Every few weeks, the flow of pure Chaos peaks. Unwise wizards seek out these places, hoping to cast their biggest, most dangerous spells in larger, more hazardous fashion. The lucky ones merely get flashier spells, those unlucky enough end up Chaos-Tainted. They become chaos, leaving their bodies subject to ruin by the forces of Essence and Unlight. Chaos Nodes spring up at random once a month, somewhere. Chaos Node: (Total: 600 Active Cost, 205 Real Cost) Aid Any One Chaos Spell 10d6, Any One Chaos Spell, One at A Time (+1/4), Explosion (+1/2), Nonselective Target (-1/4) (150 Active Points); Window Of Opportunity (once per Month; window remains open for 1 Turn; -3 1/2), OIF Immobile (Location; -1 1/2) (Real Cost: 25) plus Major Transform 10d6 (Normal Person to Chaos-Tainted, Transform), Explosion (+1/2), Persistent (+1/2), Reduced Endurance (0 END; +1/2), Partial Transform (+1/2) (450 Active Points); OIF Immobile (Location; -1 1/2) (Real Cost: 180) 0 Unlight Node Where death has placed her mark, Unlight, the wasted scraps of souls shredded and discarded gathers in her footprint. The pooled magical dross builds up until some foolhardy necromancer gathers it for his own use. Unlight gathers near battlefields, graveyards and Maws. Unlight Node: (Total: 600 Active Cost, 205 Real Cost) Aid Any One Unlight Spell 10d6, Any One Unlight Spell, One at A Time (+1/4), Explosion (+1/2), Nonselective Target (-1/4) (150 Active Points); Window Of Opportunity (once per Month; window remains open for 1 Turn; -3 1/2), OIF Immobile (Location; -1 1/2) (Real Cost: 25) plus Major Transform 10d6 (Normal Person to Unlight Scarred, Transform), Explosion (+1/2), Persistent (+1/2), Reduced Endurance (0 END; +1/2), Partial Transform (+1/2) (450 Active Points); OIF Immobile (Location; -1 1/2) (Real Cost: 180) 0 SoulWind Gale In some places, the SoulWind blows with such force that channellers can tap into it, overwelming their senses and powering their spells with a flood power. Its use is hazardous, however. Too much of this power can rip the soul from your very body, send it flying on the SoulWind. While you are soulless, you do not detect as alive, food "turns to ash in your mouth" and you cannot be healed by Soulwind channelling. Graveyards provide positive pressure to the SoulWind, Maws are negative pressure. If the two are too close together, a Gale can form between them. SoulWind Gale: (Total: 600 Active Cost, 205 Real Cost) Aid Any One SoulWind Channel 10d6, Any One Unlight Spell, One at A Time (+1/4), Explosion (+1/2), Nonselective Target (-1/4) (150 Active Points); Window Of Opportunity (once per Month; window remains open for 1 Turn; -3 1/2), OIF Immobile (Location; -1 1/2) (Real Cost: 25) plus Major Transform 10d6 (Normal Person to Soul-Tossed, Transform), Explosion (+1/2), Persistent (+1/2), Reduced Endurance (0 END; +1/2), Partial Transform (+1/2) (450 Active Points); OIF Immobile (Location; -1 1/2) (Real Cost: 180) 0 Essence Node Essence leaks into the universe beyond where our mere senses can detect. In some "weak spots" in reality, Essence burns a great hole in the cosmos. Find this place, at the right time, and your spells will be powerful indeed. Drink too deep, and Essence will carve runes in your flesh, leaving you vulnerable to Unlight and Chaos magics. Essence nodes tend to form in ancient cities, ruins and areas of surpassing beauty. Whether one causes the other or vice-versa is not known. Essence Node: (Total: 600 Active Cost, 205 Real Cost) Aid Any One Essence Channel 10d6, Any One Essence Channel, One at A Time (+1/4), Explosion (+1/2), Nonselective Target (-1/4) (150 Active Points); Window Of Opportunity (once per Month; window remains open for 1 Turn; -3 1/2), OIF Immobile (Location; -1 1/2) (Real Cost: 25) plus Major Transform 10d6 (Normal Person to Essence-Afflicted, Transform), Explosion (+1/2), Persistent (+1/2), Reduced Endurance (0 END; +1/2), Partial Transform (+1/2) (450 Active Points); OIF Immobile (Location; -1 1/2) (Real Cost: 180) 0 Acquired Disadvantages (For Transform Effects): Essence Afflicted 20 Vulnerability Essence Affliction: 2 x Effect Chaos and Unlight Magic (Common) 10 Dependence: Essence Magic Takes 3d6 Damage (Easy To Obtain, 6 Hours) Chaos-Tainted 20 Vulnerability: Chaos Touched: 2 x Effect Essence and Unlight Magic (Common) 10 Dependence: Chaos Magic Takes 3d6 Damage (Easy To Obtain, 6 Hours) Unlight-Scarred 20 Vulnerability: Unlight Scarring: 2 x Effect Chaos and Essence Magic (Common) 10 Dependence: Unlight Magic -Takes 3d6 Damage (Easy To Obtain, 6 Hours) Soul-Tossed 10 Physical Limitation: Soul-Tossed (Frequently, Slightly Impairing) Note: Character cannot be healed by magic spells that are not SoulWind-based. 10 DF: Soul-Tossed (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 10 Dependence: SoulWind Magic Takes 3d6 Damage (Easy To Obtain, 6 Hours)
  16. Re: Soulwind Channels Adventure Seeds! Mostly Dead! A known Maw has become a source of trouble after several of your nation's VIPs are killed and their souls trapped by evil channellers! Recover the vessels they're held in before the Bad Guys get to the Maw and kill them permanently! And Stay Dead this Time! The Dark Lord is dead for now, but he's been known to survive that before. Take his captured soul to a Maw and throw it in! Beware, for his loyal minions (who include both a SoulWind Channeller and a power warrior, as well as plenty of cannon fodder) are hot on your tail, seeking to return their master to life.
  17. Re: Soulwind Channels Its yours! Do you want the Midnight Blue or the British Racing Green? Be sure to hide it in an out of the way place, or your world will soon become populated with beautiful, deadly people.... kinda like mine. Stay tuned for new stuff.... same SoulWind Time, same SoulWind Channel.
  18. Re: Soulwind Channels The Maw During the Scattering, undead were a plague. At certain dark times, the Dust Lords would rouse themselves from their millenia-long slumber and make war upon the living. So it came that the Soul Cleavers were first forged deep beneath the soft green hills of Serrule. Many of the blades were weilded with fantastic zeal, their blades thrust deeply into immaterial bodies of the Dead. When a Soul Cleaver breaks (a mighty deed in itself) a negative pressure zone springs up, sucking souls down into its black depths where they are consumed, their vital Essence twisted into the vile power of the unlight. Careful with that blade, son. The Maw: (Total: 397 Active Cost, 76 Real Cost) Killing Attack - Hand-To-Hand 4d6, Affects Desolidified One Special Effect of Desolidification (SoulWind-Borne; +1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), No Normal Defense (Being Alive; +1/2), Area Of Effect (23" Radius; +1), Does BODY (+1) (285 Active Points); OAF Immobile (-2), Independent (-2) (Real Cost: 57) plus Telekinesis (20 STR), Reduced Endurance (0 END; +1/2), Area Of Effect (160" Radius; +2 1/4) (112 Active Points); OAF Immobile (-2), Independent (-2), Only Vs Spirits (-3/4) Real Cost: 19
  19. Re: Soulwind Channels Soul Cleaver Wraiths, Ghosts and other incorporeal creatures have cause to fear. The secret of the soul cleaver has been revealed to Woonley Aroon. The half-Sadi SoulWind Channeller has made two of these ghost-slicing weapons for the Grand Hardiel (Sad: King) of Saduria. He, in turn, has awarded them to his greatest undead-hunting champions. The blades are wicked, curved monstrosities, rune-carved and steaming ecto-vapors. They pass through flesh harmlessly, but bite deep into spirits of any kind. Soul Cleaver: Killing Attack - Hand-To-Hand 1 1/2d6, Affects Desolidified One Special Effect of Desolidification (Soulwind-Borne; +1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); OAF (-1), STR Minimum 12 (-1/2), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4) (Real Cost: 15) plus +2 with HTH Combat (10 Active Points); Independent (-2), OAF (-1) (Real Cost: 2) Total Real Cost: 17
  20. Soul Forge Soul Forge Just as a smith alloys elements and metals to produce fine steel, the master of a Soul Forge alloys spirits to produce Visions. A Vision is a ideal being, perfection varying with each channeller who uses a given forge. Do you like redheads? Fine swordsmanship? Deadly magical ability? Fix the Vision in your mind, take up the tools and after much laboring the ideal soul is ready. Cast Returning True quickly, before the soul escapes on the wind! At its climax, the Vision becomes the person you imagined. Hope you don't regret it. The only known Soul Forge in Caleon is the one that gives Soul Forge Keep its name. Hidden beneath the ogre-infested castle, somewhere within miles of teleport-shielding tunnels and trap filled rooms, lay the most wondrous of treasures. /Soul Forge Keep entered my game is 1986, but the name only made sense this afternoon, when I had to come up with more SoulWind stuff \ /It so happens that you can make the Channelling Roll for the Player. Don't tell him the result. If he blows it, one of the souls that swarms around the forge inhabits the Returned body! This of course, will not be immediately obvious. Given what souls go through on the Wind, this creature may be of any disposition...\ Soul Forge: Summon 150-point Vision, Friendly (+1/4), Reduced Endurance (0 END; +1/2), Specific Being (+1) (82 Active Points); Extra Time (1 Hour, -3), Independent (-2), OIF Immobile (-1 1/2), Requires A Channelling Roll (-1/2), Concentration (1/2 DCV; -1/4), Side Effects (-1/4) Real Cost: 10
  21. Re: Soulwind Channels I shall meditate on the SoulWind this afternoon. While going about the duties of my day, I'll spin such up for you! I'm thinking... More Spells, some Items, a channeller Package Deal, perhaps? Or maybe even a more comprehensive look at the Djaari? Perhaps a complete SouWind-Themed armor set you can hide in various places around your campaign and let the PCs hunt down?
  22. Re: On Arcanomechanical Beings (long!) Projections A hybridization of Illusion magic and Golem programming theory, free standing, willful illusions become possible after Zard, Hero of Another Story, raided Cleophar Lasthatta's laboratory. They tend to become wizards themselves, being made of magic. Dispels , drains and supress effects are deadly to them. [This method is very expensive and on seriously shaky ground from a game-mechanical standpoint. I'd welcome refinements to it. One possible avenue is a non-Desolid version that is simply vulnerable to Adjustment spells. That would cut 90 pts of fat out of the build.] Cost Powers 90 Illusory Form: Desolidification (affected by Magic), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points) END: 0 40 Illusory Form: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) END: 0 16 Focus: Affects Physical World (+2) for up to 10 Active Points of STR (20 Active Points); Concentration (1/2 DCV; -1/4) END: 2 Value Disadvantages 30 Susceptibility: Magical Dispels and Supress Effects 3d6 damage per Phase (Common) 20 Distinctive Features: Semi-Transparent (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Social Limitation: Magical Construct (Frequently, Major)
  23. Re: Campaign and build style differences Your tables will come in handy. I tend to design based on the campaign's current needs. One day, I'm gonna sit down and do all those minion level characters I've just been letting the PCs wade through. Stats for them (aided by your work, since it seems close to what I do off the top of my head) are gonna be quick in coming now...
  24. Re: On Arcanomechanical Beings (long!) The Necrostrider is a favorite of mine due to the customizability of the things. I liked the idea of "plugging in" the various weapon and armor options, as well as the Golem code skill level packages. This enabled me to create a vast array of the things (some of which worked great in concert with others (Try a force wall/extra armor combo on one, and give another the barrage bomb launcher!) By varying the bolt-ons, you get a point and click necromechanical menagerie! I'll post again with more bits from my notebook.
  25. Re: "Mundane" Magic Items You've never been married, have you?
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