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Eosin

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  1. These are the two that I routinly visit. BUT, I know that there must be other ones out there that are good. A good 4E site is FH Treasure Trove And then a partially worked Birthright Hero site - BR Hero So anyone else have any hidden treasures? Maybe I should google again!!
  2. Alrighty, the number of Hero Games Fantasy Websites is pathetic. I know of several that are not listed so my question is what is stopping people from having DOJ list them? I also think we should create a list here so that we have something to reference. Opinons? I have a general fantasy homebrew website that uses Hero and some d20 stuff - including the Wheel of Time on my website but no Hero specific rules just yet. What do people want to see in Fantasy Hero Websites?
  3. Ok, I got a few comments. Flash DEF (sight and smell)....is this necessary? Kinda cool, I just don't get it. I thought good smellers would be weaker against smell flashes. +2 climbing for a total of 9-......say what Why not just buy the skill out right? I can understand with the concealment and I think the Stealth is meant to be the same as concealment, but the climbing seems wierd. Very good write up BTW.
  4. This is an optional rule for DMs who want to break things up into Slashing/Piercing/Blunt type of damage. It is not considered part of the standard rules. Start reading from page 177...it becomes more obvious than just reading the bullet points. I do agree that it would seem that mail would suck against blunt.
  5. What Kenton said....Armor generally has the same value against attacks but some GMs might house rule certian rDEF being better than others. Generally speaking, blunt trauma (hammer) or spiked weapons (pick) is harder across the board for armor.
  6. [4] - 4 points in Native Language [2] - 2 points in another language [1] - Familiarity with Climbing [1] - Familiarity with Conversation [1] - Familiarity with Healing [1] - Familiarity with Riding [1] - Familiarity with Stealth [1] - Familiarity with Trading [2] - PS: Profession, 11- [1] - KS: History of Home Country, 8- [1] - KS: Native Religion, 8- [1] - AK: Home Country, 8- Mine is pretty similar but I added religion, plus I keep riding and Paramedics (Healing). EDITED - Added PS and points for clarity -- total 17 points.
  7. I also set a max value of rPD in FH ....8.99 rPD across all hit locations averaged is the max value. Meaning metal breast plate + CL = OK even though it is a 11 rPD for areas 9-13, since overall rPD is still less than 8.99 This prevents 3 levels of CL also. Getting above 9 rPD really starts to screw with weapon effectiveness IMO.
  8. Armor and the encumbant penalties are just generally not very attractive to a mage. Their strength should limit most of them, if they are brutes they will still take penalties in the heavier armors. It is nice to be able to dual focus but truth is that a dedicated Bastard-Sword choppin fool or a Mystic Mage is gonna outclass and out power the guy who is split unless the dual focus guy stays on a tight theme like a Ninja or a Jedi. I generally keep my mages in under 3 pts of Armor.
  9. He is a generic Warder. These guys are still tough and the Aes Sedai bond is pretty expensive so their point total is fairly high. Average Warder Val Char Cost 15 STR 5 17 DEX 21 18 CON 16 13 BODY 6 13 INT 3 14 EGO 8 15 PRE 5 10 COM 0 6/11 PD 3 6/11 ED 2 4 SPD 13 17 REC 0 46 END 0 40 STUN 0 6" RUN02" SWIM03" LEAP0Characteristics Cost: 82 Cost Power END 5 Warders Bond: +10 PRE (10 Active Points); DEF only (-1) 20 Warders Bond: +10 REC (Modifiers affect Base Characteristic) 5 Warders Bond: +10 END (Modifiers affect Base Characteristic) 10 Warders Bond: +10 STUN (Modifiers affect Base Characteristic) 5 Warders Bond: Power Defense (5 points) 5 Warders Bond: +5 Mental Defense (8 points total) 22 Warders Bond: Mind Link (One Specific Mind), Any distance, No LOS Needed, Psychic Bond, Invisible Power Effects (Fully Invisible; +1) (50 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) 8 Fan Cloth Cloak: Invisibility to Sight Group (20 Active Points); OAF (-1), Chameleon (-1/2) 2 12 Weapon - Sword: Killing Attack - Hand-To-Hand 1d6 +1 (plus STR) (vs. ED), Reduced Endurance 0 END (+1/2) (30 Active Points); OAF (-1), Beam (-1/4), Real Weapon (-1/4) 8 Light Mail: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2), Real Armor (-1/4) Powers Cost: 100 Cost Martial Arts Maneuver 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR 1 Weapon Element: Blades Martial Arts Cost: 21 Cost Skill 3 KS: Aes Sedai (INT-based) 12- 3 KS: The One Power (INT-based) 12- 3 KS: The Shadow (INT-based) 12- 3 KS: The Westlands (INT-based) 12- 2 PS: Warder 11- 3 Acrobatics 12- 2 Animal Handler 14- 3 Climbing 12- 3 Fast Draw 12- 3 High Society 14- 3 Paramedics 12- 3 Riding 12- 3 Shadowing 12- 3 Stealth 12- 3 Streetwise 14- 3 Tactics 12- 3 Teamwork 12- 5 WF: Common Melee Weapons, Common Missile Weapons, Off Hand 5 Defense Maneuver: I-II 10 +1 Overall 8 +1 with All Combat Skills Cost: 77 Cost Perk 18 Contact: White Tower (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources), Organization Contact (+2) (18 Active Points) 8- 7 Fringe Benefit: Member of the Lower Nobility, Membership: White Tower 4 REP: Warder (A large group; 11-) +2/+2d6 Perks Cost: 29 Cost Talent 3 Lightsleep 15 Combat Sense 12- 5 Resistance (5 points) Talents Cost: 23 Total Character Cost: 332 Val Disadvantages 15 Physical Limitation: Bonded (Frequently; Greatly Impairing) 5 Psychological Limitation: Devoted to Aes Sedai (Uncommon; Moderate) 5 Distinctive Features: Warder (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) Disadvantage Points: 25 Base Points: 75 Experience Required: 212 Warders serve the Aes Sedai of the White Tower (Magic Users). Through a bond created with the One Power the Warder Gains some exceptional abilities. The Aes Sedai also gain from the bond but are more close mouthed about its effects. Warders can be compelled by the Aes Sedai.
  10. Here is my first shot at Mat. He has some whacky stuff to get what he needs. I am sure this will change over time. This is also not a "usable" NPC since so much of his stuff is GM Fiat. Mat Player: NPC Val Char Cost 13 STR 3 25 DEX 30 15 CON 10 11 BODY 2 15 INT 5 18 EGO 16 15 PRE 5 16 COM 3 14 PD 2 14 ED 2 5 SPD 10 6 REC 0 30 END 0 26 STUN 0 7" RUN22" SWIM02 1/2" LEAP0Characteristics Cost: 90 Cost Power END 10 DO's Luck: +5 DEX: DO's Luck (15 Active Points); No Figured Characteristics (-1/2) 10 DO's Luck: +1 SPD: DO's Luck (Modifiers affect Base Characteristic) 35 Luck: DO's Luck 7d6 35 DO's Luck: +14 Overall (140 Active Points); No Conscious Control (-2), Limited Power Power loses about half of its effectiveness (-1) 121 Foxhead Medallion: Force Wall (20 PD/20 ED/30 Mental Defense/30 Power Defense), Trigger: One Power (+1/2), Reduced Endurance 0 END (+1/2), Uncontrolled (+1/2), Invisible Power Effects (Fully Invisible; +1) (875 Active Points); Independent (-2), No Conscious Control (-2), Only Works Against Limited Type Of Attack Very Limited Type of Attack (-1), Self Only (-1/2), Instant (-1/2), IIF (-1/4) 8 Ashendari: Hand-To-Hand Attack +4d6, Reduced Endurance 0 END (+1/2) (30 Active Points); OAF (Focus: Ashendari; -1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Beam (-1/4) 20 Ashendari: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), Reduced Endurance 0 END (+1/2), Armor Piercing x1 (+1/2) (60 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) Powers Cost: 239 Cost Martial Arts Maneuver 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 1 Weapon Element: Staffs 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove Martial Arts Cost: 25 Cost Skill 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Concealment 12- 5 Defense Maneuver: I-II 3 Fast Draw 14- 22 Gambling (Board Games, Card Games, Dice Games, Dog Racing, Horse Racing, Roulette) 18- 3 Lockpicking 14- 3 Persuasion 12- 3 Riding 14- 3 Security Systems 12- 3 Shadowing 12- 3 Seduction 12- 5 Sleight Of Hand 15- 3 Stealth 14- 3 Streetwise 12- 9 Tactics 15- 20 +10 with single Characteristic Roll - Tactics 6 WF: Common Melee Weapons, Common Missile Weapons, Off Hand, Staffs 10 +2 with HTH Combat Skills Cost: 116 Cost Perk 24 Contact: Voices in his head (Contact has: extremely useful Skills or resources, Contact is slavishly loyal to character), Organization Contact (+2) (24 Active Points) 11- 5 Money: Gambeling Winnings: Well Off 5 REP: Taveren (A small to medium sized group; 14-) +5/+5d6 5 REP: Hornblower (A small to medium sized group; 8-) +5/+5d6 Perks Cost: 39 Cost Talent 3 Ambidexterity (Reduce Off Hand Penalty to -2) 6 Combat Luck (3 PD/3 ED) 6 Combat Luck (6 PD/6 ED) - DO's Luck (12 Active Points); No Conscious Control (-2), Only Effects cannot be controlled (+1) 38 Danger Sense: Dice in his head (Area: Any Area, Intuitional, Sensitivity: Any Danger) 15- 3 Lightsleep 5 Resistance (5 points): Holes in his head Talents Cost: 61 Total Character Cost: 570 Val Disadvantages 15 Dependent NPC: Olver 8- (Incompetent) 20 Hunted: The Dark One 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 5 Hunted: The Women in his life 11- (Less Pow; Watching; Extensive Non-Combat Influence) 5 Physical Limitation: Missing memories (Infrequently; Slightly Impairing) 10 Physical Limitation: Drawn to the Dagger (Infrequently; Greatly Impairing) 10 Distinctive Features: Taveren (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) 10 Psychological Limitation: Lazy (Common; Moderate) 10 Psychological Limitation: Don't Get Involved (Common; Moderate) Disadvantage Points: 85 Base Points: 75 Experience Required: 410 A wiry body and brown eyes that have the glint of mischief in them and very quick hands. When young he was mischivous, always up to pranks. He was greedy for money and adventure; he was to get both! Born within a few weeks of Rand and Perrin he is born of the blood of Arad's line. Extremely lucky, especially when the game is one of chance, Mat loves to gamble which has gotten him into trouble many times - winning approx 70 to 80% of the time. He has moments of unbelievable luck, where no matter what he does, and what the chances are, he will win. His other pastime is chasing women, at which he is most often successful. Although he may have met his match in Tylin. On Winternight, Trollocs attacked his house. He was led away by Moiraine Damodred with Rand and Perrin with the belief he may be the Dragon Reborn. While in Shadar Logoth, he stole a dagger from Mordeth with greed in his heart. The dagger, as tainted as Shadar Logoth, embeded itself on Mat making him suspicious and hating, until he was dangerous to be around and saw friends as enemies. Before it became rooted to his bone, Moiraine helped him to hold the taint away until he could be properly Healed. The dagger was stolen from Mat by Padan Fain in Fal Dara. Mat, Perrin, Rand, Ingtar and Shienaran soldiers followed Padan Fain to Falme. Here Mat reaquired the dagger and blew the Horn of Valere to fight the Seanchan. Mat was taken back to the White Tower and was Healed of the Dagger. This Healing almost killed him. During the Healing, Mat unconciously spoke the Old Tongue, ordering men in battle. Afterwards Mat discovered the dagger had taken away many of his memories, leaving holes. He travelled from Tar Valon to Tear to save three stuck up girls, getting no thanks for his troubles. Without any direction, he entered the redstone doorway and visited the Aelfinn (snakes) where he was given a prophecy: To die and live once more a part of what once was: Being hanged; other men's memories. To marry the Daughter of the Nine Moons: Tuon. To give up half the light of the world to save the world. This information led him to Rhuidean where he entered the land of the Eelfinn (foxes), again by a redstone door. Here he was given three wishes: To have the holes in his memory, holes in his life, filled: Other mens memories. To have a way to be free from Aes Sedai and the Power: The fox head medallion. To be away from the foxes and back to Rhuidean: Self explanatory. The price he paid for these wishes was to die (it is believed). Rand returned life to him via good old fashioned CPR. Mat also received an Aes Sedai wrought spear - called an ashandari - for his troubles. For more on Mat's prophecies see the WOT FAQ. Because these other mens memories (most of which are from Manatheren, and some from before the doorway) he can now: ride a horse very well, speak, read and understand the old tongue fluently, understand battles and war better than anyone else. Never a good one for duty (or so he believes), he will do what he must, no matter the cost to himself and is always ready to help when he can. It is this and the memories that got him an army around him, with the name of Shen an Calhar - The Band of the Red Hand. Nalesean, Talmanes and Daerid were his generals, however Nalesean died in Ebou Dar. After killing Melindhra in self defence, Mat went to Caemlyn where he was promptly killed by Rahvin's lightning. Because of the size of balefire Rand used to kill Rahvin, his death was undone (so is that twice he has died, or not at all?). He promised Rand to take Elayne to Caemlyn, which landed him in Ebou Dar trying to protect her. Whilst there, Nynaeve and Elayne apologised to him for their previous behaviour and offered themselves for his protection. He became mates with Birgitte, sharing a secret. He moved into the Tarasian Palace, where Tylin promptly started chasing him, without mercy. Apparently he is good in bed and has become her Pretty, or as the Seanchan call him: Toy. She dressed him in lace and bright clothing. When Elayne and Nynaeve and company left Ebou Dar he was looking for Olver and then a building fell on him during the Seanchan invasion, sustaining a broken leg and broken ribs and injuring his hip. He was last seen trying to escape Ebou Dar and the Seanchan, with Tuon, Selucia, Egeanin, Bayle, Renna, Seta, Bethamin, Edesina, Teslyn, Joline, Olver, Juilin, Thom, Noal, Thera, Vanin and the remaining Redarms. Quite a strange group. When he hears the dice rolling in his head, "it is almost like a warning that a fight was just over the next hill, now." His father is Abell, and his mother, Natti. He has two sisters, Bodewhin and Eldrin. He as also become a foster father to Olver.
  11. I think I am gonna run with the 5 Skills and VPP on the write-ups that I am doing. One of the big honkers with the One Power is predefining the power of the One Power. Rand is the most powerful channeler in the world BAR NONE. Ishi is next in the scale .... ... ... Alvia Nyn Taim Logain Egwene .... ... Suiane Moiroine The scale is just to give you guys an idea of what I am talking about. SO my question would be what is the absolute limit on the One Power VPP. Remember that this limits your active costs also. IMO - Rand is busting down a 150-180 point VPP By the time we get to the Suiane/Moir levels we are already down to the 90-100 point level and your average sister is a 60 pt VPP with weak sisters coming in with 45 pt VPP. Less than weak means they were turned away aftewr some training. One other comment on the Angraels. Most of them should have a built in buffer - the little fat man should give +4 to all One Power Rolls. Some of the Sa' Angraels do not seem to offer as much protection - perhaps they only have +1 per 20 AP and Callandor stacks 90 Points onto the VPP and adds no Skill - this would mean it was unbuffered and prone to burning out users. Is that a good representation? Check out the thread where I am writing some of the Wheel characters up. Feel free to pick at them and let me know where I have gone wrong.
  12. I followed the thread on the previous board incarnation. So I am pretty familiar with the thread....I may look through it so I don't re-invent the wheel. I have already notes some things that I want to do differently with Lan. I may try to polish him off tonight and get one of the other really hard and contriversial builds out of the way: Mat. If anybody has any recommendations on who they would like to see after Mat I am all game. I am also game for trying to nail down organizational write-ups like White Cloaks, Dark Friends, Queen's Guard, Defenders of the Stone, Stone Dogs, Maidens, Trolloks, Myrrdraal, or anyone else so don't be shy about recommending that I write anyone up. I will probably defer on the Forsaken for the time being since they are complicated and you have to work on balancing their powers not only against each other but also against Rand and the Wonder Girls. I can use most of these builds in my own Homebrew so they are just part of pregame creation for me. I have refined Lan a little bit.
  13. Thanks...that still does not mean that I don't want to see your take on "the Ultimate Bladesman" at some point.
  14. I felt like creating a few Hero Characters for my Wheel of Time webpage and thought I would see what some of you thought of them and point out any obvious defincies in the write-ups. I probably will not make up the magic system for Wheel of Time in Hero so I will just whack on a VPP to represent that when I build channelers. Most of these characters should be usable in just about any fantasy world....all be it they are the notable characters and will often be powerful in terms of points spent. I use a little faster speed chart than most Hero Players - mine runs from 3 for soldiers to a max of 6 for Legolas and Xena like characters. It is just my scale so bump down the speed if you like. Lan Val Char Cost 18 STR 8 23 DEX 39 20 CON 20 15 BODY 10 15 INT 5 21 EGO 22 25 PRE 15 14 COM 2 11/14 PD 4 11/14 ED 4 5 SPD 17 18 REC 0 60 END 0 45 STUN 1 9" RUN62" SWIM04 1/2" LEAP1Characteristics Cost: 154 Cost Power END 20 Warder's Constitution: +10 REC (Modifiers affect Base Characteristic) 10 Warder's Constitution: +20 END (Modifiers affect Base Characteristic) 10 Warder's Constitution: +10 STUN 7 Sense Shadowspawn: Detect A Class Of Things 12-, Sense 13 Aes Sedai Bond: Mind Link (One Specific Mind), Any distance, No LOS Needed, Psychic Bond, Invisible Power Effects (Fully Invisible; +1) (50 Active Points); Only With Others Who Have Mind Link (-1), Limited Power Power loses about half of its effectiveness (-1), Always On (-1/2), Does Not Provide Mental Awareness (-1/4) 3 Aes Sedai Bond: Power Defense (5 points) (5 Active Points); Only Works Against Limited Type Of Attack Limited Type of Attack (-1/2) 1 Aes Sedai Bond: +1 Mental Defense (5 points total) 8 Fancloth Cloak: Invisibility to Sight Group (20 Active Points); OAF (-1), Chameleon (-1/2) 2 4 Battle Ready: Armor (3 PD/3 ED) (9 Active Points); Requires A DEX Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points -1), Only Works Against Limited Type Of Attack Limited Type of Attack (-1/2) 18 Power-wroght Blade: Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. PD), Armor Piercing x1 (+1/2) (37 Active Points); OAF Unbreakable (-1) 4 8 Sword Form: Missile Deflection (Arrows, Slings, Etc.), Required Hands One-Handed (+0) (10 Active Points); Will Not Work Against Heavy Missiles (-1/4) 30 Find Weakness: Blade Attacks 13- (Related Group of Attacks) Powers Cost: 132 Cost Martial Arts Maneuver 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +4d6 Strike, Must Follow Block 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +4d6 Strike 4 Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 2d6 NND; Target Falls 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +20 STR to Disarm roll 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +25 STR vs. Grabs 4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +6d6 Strike 5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, STR +6d6 Strike 5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +20 STR to take weapon away 4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +20 STR 8 +2 HTH Damage Class(es) 1 Weapon Element: Blades, Default Element Martial Arts Cost: 67 Cost Skill 3 KS: Aes Sedai Traditions (INT-based) 12- 3 KS: Flora and Fauna (INT-based) 12- 4 KS: Hearth Lore/Traditions (INT-based) 13- 3 KS: History (INT-based) 12- 3 KS: Items of Power (INT-based) 12- 3 KS: Nobility (INT-based) 12- 3 KS: The One Power (INT-based) 12- 5 AK: Border Lands (INT-based) 14- 5 AK: Blight (INT-based) 14- 3 AK: Westlands (INT-based) 12- 4 PS: Ranger (INT-based) 13- 11 Analyze: Combat 16- 3 Acrobatics 14- 2 Animal Handler (Equines) 14- 3 Breakfall 14- 1 Bureaucratics 8- 3 Climbing 14- 5 Concealment 13- 3 Disguise 12- 0 Gambling 8- 3 High Society 14- 3 Paramedics 12- 3 Riding 14- 3 Find Traps 12- 3 Shadowing 12- 3 Sleight Of Hand 14- 3 Stealth 14- 3 Streetwise 14- 8 Survival (Desert, Mountain, Temperate/Subtropical, Urban) 12- 11 Tactics 16- 3 Teamwork 14- 9 Tracking 15- 4 +2 with any single attack 10 +2 with HTH Combat 16 +2 with All Combat 20 +2 Overall 12 +4 with any three related Skills 10 Defense Maneuver: I-IV 1 TF: Equines, Two-Wheeled Muscle-Powered Ground Vehicles 8 WF: Common Melee Weapons, Common Missile Weapons, Lances, Off Hand, Staffs, Staffs Skills Cost: 206 Cost Perk 27 Contact: Borderland Nobility (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources, Very Good relationship with Contact), Organization Contact (+2) (27 Active Points) 11- 14 PERK: Lord of the Seven Towers: Knight, Member of the Aristocracy/Higher Nobility, Membership, Security Clearance 5 Money: Well Off 5 REP: Aan' allein, The Last Lord of Malkier (A medium-sized group; 11-) +5/+5d6 Perks Cost: 51 Cost Talent 6 Combat Luck (3 PD/3 ED) 15 Combat Sense 12- 3 Lightsleep 5 Resistance (5 points): Warders Ego Talents Cost: 29 Total Character Cost: 639 Val Disadvantages 5 Enraged: Aes Sedai Disabled (Uncommon), go 8-, recover 14- 20 Hunted: The Dark One 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 10 Hunted: The White Tower 8- (Mo Pow; Watching; Extensive Non-Combat Influence) 5 Distinctive Features: Warder (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 25 Psychological Limitation: At war with the Shadow (Very Common; Total) 15 Psychological Limitation: In love with Nyn (Common; Strong) 15 Physical Limitation: Bonded to Moiraine (Frequently; Greatly Impairing) Disadvantage Points: 95 Base Points: 75 Experience Required: 469 The Aiel call him Aan'allein which means "a man who is an entire nation" in the Old Tongue. Uncrowned King of Malkier, a land which was swallowed by the Blight shortly after his birth in 953 NE. He is Dai Shan (DYE SHAN) a Diademed Battle Lord of the Malkieri and the last surviving Malkieri lord. At the age of sixteen he began a one-man war against the Blight and the Shadow which continued until he was bonded as Warder by Moiraine in 979 NE. Warder. His full name is al'Lan Mandragoran and his title is Lord of the Seven Towers. (LoC,Glossary) Physical Description He is very tall with shoulder length hair held by a leather headband or hadori (New Spring). Tall with long hair which is "gray at the temples, held back from his face by a narrow leather band. That face was made from stony planes and angles, weathered but unlined despite the gray in his hair." (TEotW,Ch2) He has blue eyes, very tall, his long hair is grayer than it used to be. (ACoS,Ch12) Lan is arguably the best warrior in all of the Wheel of Time world. I debated a 6 speed and +2 OCV swords but decided that he was pretty gross as built. When using his Martial Arts - these are sword forms and they all have flowery names. His HTH skill should be limited to about half of his martial arts.
  15. Eosin

    Not him!

    I had a big race war in my game. The primary bad guys were the racists on both sides of the color line. The strange thing was that the PCs never had problems with the Super-Arian Nation but god forbid they actually run into The Brotherhood. The leaders name was Messiah and man did they hate/love him. The other bad guy that was really memorable was the Lannister family in my fantasy game. One of the players witnessed something that he found offensive and challenged Jaime Lannister to a duel. Jaime sicked his mercenary champion on the PC knight. The pc screamed "When I am done with your man I am gonna come for you Lannister." To witch the Merc replied "When I am done with you I am gonna @#&*# you in the *($@#." Stunned silence. Serious dice rolling. Tense moments. Player looses. DM makes the player leave the room. Player comes back "Have I been violated?" After that blood pressure went up in 90% of the players whenever a Lannister came into play.
  16. "To stand against the shadow so long as iron is hard and stone abides. To defend the Malkieri while one drop of blood remains. To avenge what cannot be defended." Allegiance: The Light, Moiraine. Title(s): Lord of the Seven Towers, Lord of the Lakes, uncrowned King of Malkier, Dai'shan, Diademed Battle Lord of Malkier, Aan'allein. Favorite Saying: Face it on your feet. Lan was born in 953 NE, the year Malkier was betrayed to the Shadow. He has long hair, greying at the temples held back from his face by a narrow braided leather band - the hadori. Cold blue eyes in a face made of stony planes and angles, weathered but unlined. Born the heir to the throne of Malkier. When he was an infant and Malkier was falling, his parents placed the sword of the Malkieri kings in his hands, named him Dai'shan, a Diademed Battle Lord of Malkier, and swore the ancient oath of Malkieri kings and queens in his name. His mother placed a locket around his neck for remembrance and twenty of Malkier's best swordsmen then carried the baby to Fal Moran. Only five reach the city, all wounded. The surviving men then began teaching the child all they knew, learning weapons and the Blight for a childhood. When he was fifteen, Edeyn made herself his Carneira - first love. At age sixteen he was given the hadori and became a man. He began his one man war against the Shadow that he could not win, with the oath graven on his mind. He has nothing left to defend, only to avenge. He will not raise the golden crane to lead other men to their deaths, but will court death himself without a second thought. Moiraine, searching for a newly Reborn Dragon, met Lan in Kandor soon after the Aiel War. He managed to throw her into a pond, and she threw a pond onto him. After a battle with the Black Ajah and losing the last of the men that carried him to Shienar, Bukama, he joined her quest and became her Warder. He is the best Warder there is. He has followed Moiraine everywhere, at any cost. He once rode a horse to death and almost himself, carrying Moiraine to Anaiya for Healing. After a life of nothing but war and death, he has fallen in love with Nynaeve. He did not believe in giving a bride the certainty of widow's black, but married her anyway, in an unusual Sea Folk ceremony. He has helped Rand, where he could, to face the future and whatever comes standing, not cringing. When the bond with Moiraine was broken, he was compelled to seek out Myrelle, so he travelled to Salidar to see his new Aes Sedai. Egwene soon put him in charge of Nynaeve's safety in Ebou Dar. But nothing can take away the certainty of his death, now the Aes Sedai he was bonded to has died. His father was al'Akir and his mother was el'Leanna. His uncle was Lain and his aunt was Breyan. The only other living Malkieri aside from Lan, although no one knows of him, is Isam, Lan's cousin.
  17. You are thinking of Hammar. Lan is Moiraines warder....Nyn is in love with him and he is arguably the best bladesmaster in all of Randland. Personally, I think Galad is better but for the time being that is speculation. Think Aragorn but angsty. I like Elrond. PS - I was looking for an Elrond like character so I was not going to be a stickler for "nope he has a 16 STR." Overall a really good write up. I like the way you worked some of the powers. PS that Presence is the bomb. I would have never thought of that.
  18. Or both? I would like to see some of the secondary characters in LotR built since nearly everyone can use an Elrond, Faramir, Glorfindil, or Galadriel type character. Why don't we start with building someone in the vein of Elrond? Elder elf, some magic but tied to his lands, powerful but leary to engage in combat, with some magic but more of a druidic type.
  19. I have something similar in one of my games ad I gave them a 4 shot autofire with the weapons as a coup da gras (sp).
  20. That is only part of the story. They can also casually carry around thier casual strength - or 220 lbs for a 20 strength character. I like to believe that there are very, very few people on this earth who can casually carry me around [Few, as in no one!!] I require ego rolls for pushing in my games but it is not uncommon to see a character push once every other game, perhaps more if the combat is tight. Pushing really depends on the fight....I consider it a failure if the players don't push during a climactic battle. As long as the DM uses pushing commensurate with the PCs and in the appropriate situations, than all is good. We have always operated under a different lift chart but I like the fantasy/heroic version proposed. It solves some really queer numbers problems.
  21. Spiffy, I was just making a comment in the POWERS THREAD that I was looking forward to reading this write up. Now to scrutinize
  22. I would post it in the Duncan Thread - you might change the title to "Highlander Characters" I would also Cross Link the Threads like this so that you can flip back and forth
  23. I agree with this premise and like its simplicity. I think it is hereby stolen.
  24. I do allot of the same. I take maps from one area, bastardize them and then take a culture from another area. I spin in a little magic and whalla!
  25. I looked at these guys from work. The area affect along with the CSLs give them tremendous accuracy. DCV of a hex is 3, base OCV =3. The four combat skill levels mean that these bruisers land their blows on a 15- 12-13 dice hitting 85% of the time is a quick way to the grave. About the only way out of this jam is a dive for cover, just hope that you are not alone while fighting one of these guys. I like them but I might just give them "Giant Hands + 3 OCV" and lower their HTH to a +3, this gives them an OCV of +9 more than enought to threaten most folks. OR I would lower their CSL to +2, meaning they hit on a 13- against the hex.
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