Jump to content

Jkeown

HERO Member
  • Posts

    808
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by Jkeown

  1. In my re-envisioning of the setting first glimpsed in FH1 as a few maps and names of cities and rivers, I have come up with what I beleive is a unique idea... :yes: I expanded the maps and stuff, and now, almost two decades later, it's a whole wacked-out Steam Punk world with what I hope is a cool magic system.

     

    I've shown a bit of it in the thread on society's reactions to specific magical conditions. Now... some details...

    ----------------------------------

    Rivers of Magic

    In the world of Caleon, powerful magic particles flow from rifts at the equator toward the poles. The loops and spirals shift from day to day, changing the magical topography and challenging the minds of mages the world over. The patterns are not predictable, but there is a tendancy for some magic to be drawn off the Flows and sent arcing toward nodes, over which sit the Great Cities of Caleon. Some of the magic heading toward the cities is redirected outward by ancient lenses; reflected back to provide power to great city-girdling spells called Wards, and to power smaller personal-scale magic called Matrices (singular: matrix).

     

    Anybody can form and direct matrices, by specialized training at Magical Universities or by birth. Natural spell casters are called Nye. Nye are becoming more common as the ages wear on, and they seem to be an integral part of the planet's magical nature. Nye can see magic flows as if they were glittering winds, blowing north and arcing around the great cities. For that matter, they can feel magic embodied in items, and feel greater pain when spells go wrong. They are usually visible as Nye, having odd eyes or skin coloration. Frequently, enchanters who work their magic while pregnant give birth to natural spell casters.

     

    Magic Flows affect targetting, Skill Rolls and Endurance use. Wizards can fly along the flows at great speed, but had better have a back up plan if the flow shifts suddenly! Casting spells into the Flow is hard (what with the magic flowing into your face, resisting your spellcasting) and easy when cast "downstream," so that the Flow carries the spell along with it. Teleportation is less taxing downstream as well.

     

    ----Spell Failure----

    Spell failure carries a few risks. Some, like the Process Surge, merely accerate the natural working of the world, plants grow rapidly and may twist around your feet, rocks may crumble to dust and small animals evolve into ferocious predators in seconds. Mold can spread out like wildfire and choke an area off or send poisonous spores skyward.

     

    Another known spell failure result is Internalization, taken as magic arcing across the caster's brain... expressed as a killing attack whose active points equal those of the base spell. Other types of internalization involve the spell targetting the caster.

     

    ----Tidal Waves of Magic----

    MageStorms occur infrequently. For reasons unknown, the surging of magic through the Equatorial Rifts can suddenly spike and send vast amounts of raw power surging toward the poles. Within the Magestorm one finds many things. Atmospheric distruption is common, so lightning, thunder and torrential rain is not unexpected, but objects and people from far afield can be found in the aftermath. One thing is known, objects lost in one magestorm frequently turn up in the next! Can it be that the magestorms keep them? Or, as suggested by a certain baked ham being warm and unspoiled after years lost in a 'storm, are magestorms one-way trips into the future?

     

    Spellcasting is risky in a 'Storm, all Skill Rolls for casting are at -10 and random spell effects (Woonfel suspects all spells that ever failed are saved up and thrown around in Magestorms, but he's an idiot) can be experienced.

     

    ----Magic Items----

    Magic Items are a sort of "out" in this sytem. They do not suffer from the effects of the Flows. The creation of the item can be looked at as a way of "freezing" the condition of local magic in the item. Artefacts are like photographs of a spell. Therefore, items and powers cast from items are safer, but can never benefit from any positive effects of the flows.

     

    ----LifeQuests: Becoming Magical----

    It is said that "Following the Flows" can consume a lifetime. Those that understand the ancient ways of the Dharzoon, Elzar or Kuzar sages may undertake a LifeQuest and eventually merge a part of Caleon's Magic Flows with themselves. Permanent magical effects are possible, but there are drawbacks... ancient things awakened into our world, demons haunt the way, and the Questor is cautioned, for he will be forever changed... closer to Magic, and farther away from Humanity.

     

    ----Writing Spells----

    Casters are prohibited from buying spells in a VPP or other framework. Compound Powers are acceptable. Spells are bought using one of 4 styles of magic. Any power and any Special Effect can be used, be it Fire, Ice, Avacados...what have you... The Styles affect the limitations that may by placed on the spells, not the special effect.

     

    There are 4 "styles" of magic... named after the 4 classical elements, of Fire, Water, Earth and Air.

     

    It should be noted that they do not refer to the Special Effects of the spells, but the method with which they are cast. All styles have the RSR limitation.

     

    Fire Style is quick, dangerous and flashy. Side Effects are required, Limitations like (quick, spastic) Gestures, and (monosyllabic) Incantations and Visible apply here. Extra Time is a prohibited limitation. Fire Style casters tend to dress in clothes that hurt your eyes.

     

    Water Style is "soft" and conforming. Slow and safe, quiet. Use limitations like Gradual Effect, and Gestures and Incantations Throughout. Water Style mages are sure of themselves and do not hurry.

     

    Earth Style is just as slow as Water, but noisier. Noisy or Visible are appropriate. Earth Style mages are boisterous, but steady in their actions. Confident and conservative in dress and manerisms.

     

    Air Style is fast and stealthy, Invisible power effects, a lack of Incantations and general sneakiness. Air Style casters can be quiet, stealthy watchers or quiet stealthy doers, just depends on their mood.

     

     

    ----Sample Spells----

    Here are some "worked examples" of Caleon-style Magic.

     

    Dharheen's Defense

    This is an example of a quick, convenient Fire Style bit of Defensive magic. In a pinch, one might need such a spell. If the field fails to form, the caster receives a harsh warning on the matter.

     

    Dharheen's Defense: FF (4 PD/4 ED) (8 Active Points); Requires A Fire Style Roll (-1/2), Side Effects (Internalized Magic - 1d6 HKA vs ED; -1/2), Incantations (-1/4), Gestures (-1/4), Visible (-1/4)

     

    Tapping the Flows

    A Spellcaster can tap into a nearby flow and pump up his spells with it. Other casters can detect this interference and often decide to investigate.

     

    Basic Power Tap: Aid all magic matrices, any one matrix at a time, Can Add Maximum Of 40 Points 4d6 (40 Active Points); 1 Recoverable Charge (-1 1/4), Does not work in more than 100" from a Flow (-1/2), Visible (-1/4), Gestures (-1/4), Incantations (-1/4) Real Cost: 11

     

     

    The City of Plenty

    In Kythros City, the greatest of Caleon's Cities, one need not eat as often as one has to in other areas. This has led to decadent lifestyles and general decline. For a city of the Steam Age, it is vast and crowded, for here, food is abundant and worries are few. However, all those people have attracted rats, monsters, disease, evil spirits and chaos aplenty...

     

    Sustenance Ward (Kythros City Ward): LS (Eating - Characters only have to eat once per week), Difficult To Dispel (x2 Active Points; +1/4), Area Of Effect (2048" Radius; +3 3/4) (5 Active Points); OIF Immobile Unbreakable Expendable (Extremely Difficult to obtain new Focus; Extradimensional Node of Solidified Magic; -2 1/2) Real Cost: 1

     

    -----------------------------------------

    Any style can have armor piercing, penetrating or the like, but the Styles are really categorized by limitations. Additionally, you can have any special effect with this system. It is a little odd to say "I cast my Earth-styled Fireball." but it should immediately tell you that this is a fire-based spell that will take a bit of time to cast.

     

    Takes a little getting used to, I admit.

     

    Ideas? And.. if this has been done before... PLEASE TELL ME SO I CAN QUIT BRAGGING ABOUT IT TO MY GROUP!

  2. Re: Magical Reality and Society's Reactions...

     

    Ya know... I'd hit upon most of those ideas... but I hadn't thought about innocent bystanders... and oddly, hadn't yet considered the affects of dispelling magic. Of course, the flow would become a bit chaotic near the dispel... creating turbulence, but not as great as a botched spell.

     

    So... the enchanters stay in business, the spellcasters just get weird! This is good... exactly the kind of logic I was hoping for!

     

    I love you guys... HERO fans are the best. :hex:

  3. Re: Anyone else have Eberron and wonder how it would look converted to Hero.

     

    [rant]

    Oh, I certainly did... 18 years ago when my first FH game "Caleon" was begun. I had steam power, warforged (not the word I used...) and dragon-based mythology back then.... Still do...

     

    Makes me wish I'd entered the setting search... you might be holding Caleon in your hands instead of Eberron. My players have gotten a kick out of how similar the two settings really are... but they diverge in so many other ways that my indignation is completely unwarranted.

    [/rant]

  4. Re: Is "evil race" an intrinsically rascist concept?

     

    I don't have evil races in Caleon... I never have. The very first Caleon game occured the afternoon I bought the first Fantasy Hero book back in June or July of 1986. Opened the darn thing, read about trolls. Saw they had a 10 INT.

     

    "Huh! ...my Monster Manual says that Trolls are evil, and have "low intellegence." These FH Troll-guys are as smart as normal folks... they can decide for themselves."

     

    That wasn't the exact thought process, but does serve to note the difference between AD&D 1st edition and HERO. That book sorta let me see that I could use the words "Good" and "Troll" in the same sentence. The original D&D material just said they were all Chaotic Evil and left it at that.... FH1 didn't say anything about behavior... just said they were big and ugly, so no players would come across the table at me barking "rules."

     

    Glad I bought that book... yessir... I like it.

  5. Let's say you have a spell, that spell is affected by the local magic field. The field varies in strength day by day, and the "direction" the magic flows can affect the difficulty of various effects. (Not by much, mind you, just +/-2 on your RSR (Magic) Roll)

     

    Travelling via magic (Flight, Teleport, Magical Bird Legs spells) is harder "Upstream" than "Downstream" with reference to the magical field. (END cost can double or be halved depending on direction)

     

    Oh... and botched spells can create short-lived "rapids" and "turbulence" in the field, introducing all sorts of headaches. (Creating a rapidly flickering bonus/penalty situation for a brief period, and possible effects relating to the natural world, (rapid plant growth, spontaneous enchantment of a small area or the like))

     

    Now, this is the magical "reality" of the world. Players shouldn't have to pay extra for potentially easier magic, nor a get points back for harder casting conditions. It's just how the world works... BUT!!!

     

    If all power contructs are affected by this field, I shouldn't allow a limitation relating to it. However, if some power constructs (say... magic items) are not affected, what then? Limitation on spells or advantage on magic items?

     

    Obviously, spells should be more common, and we want to encourage spell use, so I think a nice hefty (-1) limitation on spells is the better way to go. Call it "Affected by Flows of Magic (-1)"

     

    Would you be tempted to create spells or magic items? Or would society, annoyed by the randomness of the ambient magical domain create more enchanters so as not to deal with the darn thing?

  6. A wonderful, comprehensive...

     

    ... bit of stuff you have there.... glancing about your site... one has to wonder where the Hero Designer files are residing...

     

    Are there legal issues? I for one, am drooling over this... you are a brilliant gamer.

     

    Honestly, I would love them... the professional packages are ... well... BRILLIANT!

  7. Re: Trying to write a magic system...and I got soooo much help!

     

    ... You guys are Da Best! Yes, the HERO bug has bitten me, what with my d20 game going strong, I thought I'd revise my Caleon setting. The original is in GURPS and several "compromises" were taken that maybe I shouldn't have... who knows... now, 6 years later, time to revise and return it to HERO.

     

    Steve told me I could print one for my own use... but I think I'll look over the webpage guidelines... this could be the start of something big...

     

     

    Thanks again!!!

  8. Here are a few facts...

    • Spells are called Matrices (Sing: Matrix)

    • Anyone can be a Spell caster with proper training. [RSR]

    • Those who do not need training are Nye, sometimes called a Mage. [NoRSR]

    • Because of the formulaic nature of Magic, the Spellcaster’s matrices are each a formula, a discrete spell. [No VPPs]

    • The longer one works the magic, the more powerful the spell. [??]

    • Opposing spell casters can use specialized counter-magics to prevent casting. [dispel ]

     

    So... what about the "...longer one casts..." how do we do this? Is there a great big store of magical power points lying around somewhere? Or do we get a limitation on the upper levels of the power...

     

    Base Effect 1 phase casting time -1/4

    Better Effect 1 turn -1 1/4

    Even Better Effect 1 minute... -1 1/2

     

    Maybe just buy it as "20d6 EB (Limited to 1d6 per Phase spent casting spell, -2)"

     

    Not the kinda spells you cast without cover or delaying tactics...

     

    and so on up the time chart? Looks like a Compound Power in HD2... or something... maybe an Aid Over Time effect (not to sound too MMORPG-ish?_

  9. I have an idea about a style of magic that is bound up in a person, but usable only with a certain class of weapons... For example... A person might know a special technique for hitting harder (Bonus Damage, right?). The technique only works when one has a sword... any sword.

     

    So is that a Focus? I think if it is, it's not much of one.

  10. Okay... see, there's this alternate dimension, an elemental plane where wizards, mages and other beings can store documents, spell scrolls, drawings, hypotheses (sp?) and any odd data they want to save.

     

    Other wizards can access the information via special Contact Other Plane spells, or simply connect to it quickly with a KS: Cipherspace roll.

     

    It's the magical equivalent of Cyberspace, inhabited by the ghosts of old studious wizards turned to lore-ravenous Revenants, Info-mentals, Brain-hacking Cipherghouls and young idealistic mages called cipherpunks who want to plant Delayed Effect thaumic viruses in spells to burn out rival wizard's minds.

     

    Extradimensional Movement gets one there in a special avatar form, where you can engage in magical combat with the memory-gaunts of great wizards of the past. Its all there, and at the center of the Deep Aura, beyond the Memory Palaces of ancient spell casters (complete with Data-Golem Gaurdians) waits Cypher, the God of Information, ready to reward or punish those who trespass in his realm.

     

    Inspired by the real-world internet (you may have heard of it), The Great Art of Memory, Sci-Fi's Cyberspace and Terry Pratchett's excellent Library Space concept, I think this new plane offers a great deal of potential to GMs and Players alike... thoughts?

     

    Would we like to see this expanded? Or am I just not getting enough sleep?

     

    (I think dweomer-downloading should be represented as a VPP (active points acting as a sort of Download Limit) and general data acquistion being a simple KS roll, modified by GM Fiat)

     

    Can one summon a Memory-Gaunt? "We need to talk to Kastaboondarfanok, but he's been dead for fifty years! Quick... Call up his 'gaunt, we'll question it 'til dawn!"

     

    Travel in Cipherspace would be Flight Only Usuable In Cipherspace (-1), and on and on and on...

  11. Dispel Teleport 30d6, MegaScale (1" = 1 km; +1/4), Area Of Effect Nonselective (One Hex; +1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (225 Active Points); OAF Immobile (-2), Independent (-2), No Range (-1/2)

     

    Say you stick this thing at the center of a town or city, what other avenues of attack are available. Would this shut down the average teleport-crazy wizard in most FH games? I must know.

  12. Let's see if I got this right...Taking all of your suggestions to heart... he's what I came up with... A question remains... does Rust Lord use the body's DEX or the AI's? My thought is, the AI's DEX. And I was thinking of allowing him to possess other machines, basically through tthe Ferrokenesis power, below, but maybe there's a more elegant method? Thanks again.Rust LordPlayer:

    Val Char Cost
    55 STR 45
    15 DEX 15
    20 CON 20
    19 BODY 18
    0 INT -10
    0 EGO 0
    30 PRE 5
    7 COM -1
    17 PD 39
    15 ED 42
    4 SPD 15
    0 REC -30
    0 END -20
    24" RUN02" SWIM011" LEAP0Characteristics Cost: 138
    Cost Power END
    25 Jaws: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR) 2
    37 Claws: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR), Armor Piercing x2 (+1/2) (37 Active Points) 4
    63 Ennervation: (Total: 121 Active Cost, 63 Real Cost) Transfer 0d6+1 (BODY to END Reserve), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Delayed Return Rate (points return at the rate of 5 per 6 Hours; +1 1/4) (16 Active Points); Only Against Entangled Target (-1/2) (Real Cost: 11) plus Entangle 5d6, 8 DEF (Stops A Given Sense: Normal Sight), Reduced Endurance (0 END; +1/2) (105 Active Points); No Range (-1/2), Must Follow a Successful Grab (-1/2) (Real Cost: 52)
    5 Soul Burner: Endurance Reserve (35 END, 4 REC) Reserve: (7 Active Points) REC: (4 Active Points); Recovers only via Ennervation (-1) [Notes: Soul Burner powers Everything.]
    54 Heavy: Knockback Resistance -9"
    5 Life Sense: IR Perception (Sight Group)
    36 Long Legs: Running +18" (24" total) 4
    15 More Impressive: +15 PRE
    17 Reach: Stretching 4", Reduced Endurance (0 END; +1/2) (30 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4)
    60 Standing Tank Body: Automaton (Takes No STUN)
    45 Standing Tank Body: Damage Resistance (15 PD/15 ED)
    15 Standing Tank Body: Does Not Bleed
    10 Standing Tank Body: No Hit Locations
    50 Rust Lord's Animating Spirit: Computer (50 Active Points) 5
    Powers Cost: 437
    Val Disadvantages
    20 Reputation: Ravening Necromechanical Beast, 14- (Extreme)
    20 Psychological Limitation: Ravening (Common, Total)
    15 Physical Limitation: Huge (Frequently, Greatly Impairing)
    25 Distinctive Features: "Look out! Its RUST LORD! Run for your lives!" (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
    20 Social Limitation: Machine (Very Frequently, Severe, Not Limiting In Some Cultures)
    15 Physical Limitation: Mechanical - Does Not Heal Except By Repair Skills (Frequently, Greatly Impairing)
    Disadvantage Points: 115

    Rust Lord's SpiritPlayer:

    Val Char Cost
    15 DEX 15
    20 INT 10
    20 EGO 20
    4 SPD 15
    Characteristics Cost: 60
    Cost Power END
    9 Ferrosense: Detect Metals A Class Of Things 13- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense (27 Active Points)
    14 Whirling Death: HKA 2 1/2d6, Autofire (3 shots; +1/4), Armor Piercing (+1/2), Persistent (+1/2), Damage Shield (+1/2), Reduced Endurance (0 END; +1) (150 Active Points); Activation Roll 11- (-1), No STR Bonus (-1/2), OIF (Spare Parts; -1/2), Spell (-1/2)
    16 Summon Necrothrall: Summon 4 300-point Necromechanical Creatures, Expanded Class of Beings Very Limited Group (+1/4), Slavishly Devoted (+1) (157 Active Points); OAF (Spare Parts, Dead Bodies; -1), Arrangement (-1/4), Spell (-1/2), Gestures (-1/4), Incantations (-1/4) 16
    14 Ferrokinesis: Telekinesis (55 STR), Fine Manipulation (93 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (Mechanical Parts or Vehicles; -1/2), Spell (-1/2), Gestures (-1/4) 9
    20 Ferrus Barrier: FW (8 PD/8 ED; 8" long and 2" tall) (Opaque: Normal Sight) (61 Active Points); Spell (-1/2), Must have metal objects nearby (Spare Parts; -1/2), No Range (-1/2), Physical Manifestation (-1/4), Gestures (-1/4) 6
    10 Sense Life: IR Perception (Sight Group), Discriminatory
    Powers Cost: 83
    Cost Skill
    30 +6 with HTH Combat
    2 AK: Chalasyan 11-
    3 Conversation 9-
    3 Deduction 13-
    3 Demolitions 13-
    3 Interrogation 9-
    3 Inventor 13-
    5 KS: NecroMechanics 14-
    9 Magic 14-
    3 Mechanics 13-
    0 WF: Unarmed Combat
    Skills Cost: 64
    Cost Perk
    20 Follower
    Perks Cost: 20
    Cost Talent
    3 Absolute Range Sense
    3 Absolute Time Sense
    14 Fearless
    Talents Cost: 20
    Val Disadvantages
    25 Enraged: Berserk When his Hull is Damaged (Uncommon), go 11-, recover 11-, Berserk
    15 Physical Limitation: Hunger (Frequently, Greatly Impairing)
    Disadvantage Points: 40

    Base Points: 75Experience Required: 132Total Experience Available: 0Experience Unspent: 0Total Character Cost: 247

    Base Points: 75Experience Required: 385Total Experience Available: 0Experience Unspent: 0Total Character Cost: 575

    Height: 5.50 m Hair: N/A
    Weight: 1000.00 kg Eyes: N/A
    Appearance: 5 meters of rusting metal and steaming hoses. Personality: Self-styled Wizard, Necromancer and aspirant ruler of all of Chalasyan. Quote:I have died a thousand times, and I am done with it. It is your turn.Background: Created by the legendary Necromancer Kastaboondarfanak (We blame his parents for his fall to the Dark Side, BTW), Rust Lord is the ultimate Death Machine. Built of oxidized Standing Tank parts and animated by a dark spirit out of Chaos, this masterpiece of Steampunk Necromechanical Design can withstand an armed assault by nearly any group of Puppy Kickers Chalkcliff has ever produced. With Kastaboondarfanak's death in 582, Rust Lord has sat silent, awaiting a time when he can again manifest and create an army of Necrothralls to do his bidding. Powers/Tactics: Grab, Bite, Ennervate, Blast, Destroy, Collect spare parts. Campaign Use: Consumate Dark Lord in Training.
  13. Rust LordRust LordPlayer: NPC

    Val Char Cost
    55 STR 45
    15 DEX 15
    20 CON 20
    19 BODY 18
    15 INT 5
    0 EGO 0
    30 PRE 5
    7 COM -1
    17 PD 39
    15 ED 42
    4 SPD 15
    15 REC 0
    40 END 0
    24" RUN02" SWIM011" LEAP0Characteristics Cost: 203
    Cost Power END
    25 Jaws: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR) 2
    37 Claws: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR), Armor Piercing x2 (+1/2) (37 Active Points) 4
    59 Ennervation: (Total: 115 Active Cost, 59 Real Cost) Transfer 0d6+1 (BODY to END Reserve), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (10 Active Points); Only Against Entangled Target (-1/2) (Real Cost: 7) plus Entangle 5d6, 8 DEF (Stops A Given Sense: Normal Hearing), Reduced Endurance (0 END; +1/2) (105 Active Points); No Range (-1/2), Must Follow a Successful Grab (-1/2) (Real Cost: 52)
    54 Heavy: Knockback Resistance -9"
    5 Life Sense: IR Perception (Sight Group)
    36 Long Legs: Running +18" (24" total) 4
    15 More Impressive: +15 PRE
    17 Reach: Stretching 4", Reduced Endurance (0 END; +1/2) (30 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4)
    1 Soul Burner: Endurance Reserve (35 END, 0 REC) Reserve: (3 Active Points); Recovers only via Ennervation (-1)
    60 Standing Tank Body: Automaton (Takes No STUN)
    45 Standing Tank Body: Damage Resistance (15 PD/15 ED)
    15 Standing Tank Body: Does Not Bleed
    10 Standing Tank Body: No Hit Locations
    75 Points In Reserve: Spells (75 Active Points)
    Powers Cost: 454
    Cost Skill
    5 AK: Chalasyan (Chalkcliff, B'nye's Stand, Southern Blasarka) 14-
    25 +5 with HTH Combat
    4 KS: Necromechanics 13-
    3 Streetwise 15-
    0 WF: Unarmed Combat
    3 Mechanics 12-
    3 Inventor 12-
    3 Demolitions 12-
    9 Magic 14-
    Skills Cost: 55
    Val Disadvantages
    20 Reputation: Ravening Necromechanical Beast, 14- (Extreme)
    20 Psychological Limitation: Ravening (Common, Total)
    15 Physical Limitation: Huge (Frequently, Greatly Impairing)
    25 Distinctive Features: "Look out! Its RUST LORD! Run for your lives!" (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
    20 Social Limitation: Machine (Very Frequently, Severe, Not Limiting In Some Cultures)
    Disadvantage Points: 100

    Base Points: 75Experience Required: 537Total Experience Available: 0Experience Unspent: 0Total Character Cost: 712

    Height: 5.50 m
    Weight: 1000.00 kg
  14. I'm gonna post a beastie in the next message, a large hulking creature that recharges its END reserve by draining the BODY of its victims. I want to add one more attack or defense power, but I'd like comments on the basic creature and the Soul Burner powerplant it uses.

     

    This guy was built some time ago, and now that his creator is dead, he seeks to understand his existance and create, maybe, an army of necromechanical critters to serve as his buffer against a cruel and intolerant world. He knows he's evil, but he sees the rest of the world as much worse than he is. Kinda like a Frankenstein's Monster, without the little girl and the flowers.

     

    So what kinda spells should he have? I was thinking some sort of Zombie summoning abilty based around machinery and some other necromantic effects.

  15. Any chance...

     

    ...of getting those spells as .hdc's or .hdp's?

     

     

    We'd love ya for it!

     

    Maybe the HERO website would support a HERO Designer download area of user's home-brewed stuff?

     

    Or do they already and I'm just clueless?

  16. Suppose, if you eat a given portion of a critter, you get a magical effect. It's like a potion, but maybe the critter gets to use the power normally.

     

    How do you do that? Usable by others? Or is there a second write-up besides the critter entry?

     

    I only ask because chickens in Caleon have something like this, and after years, I'm going back to FH to run it.

     

    Your Thoughts, O Assembled Hero-dom?

  17. Love it.

     

    Excellent use of some normal animals as monsters, wolves with horns and such... reminds me of that panther with wings that hung around in the Wormy comic in Dragon so long ago... Steve didn't just stick horns on the wolf, tho... He changed the way they behave... very cool/

     

    And the War Demon... He's a HORSE... love that.

     

    Get this book, ye huddled masses of HERO GM's yearning to scare the pants off yer players...

×
×
  • Create New...