Jump to content

Eodin

HERO Member
  • Posts

    614
  • Joined

  • Last visited

Everything posted by Eodin

  1. Re: Wild West Hero Here's a couple to start with (Generic Cowboy and Generic Outlaw) Generic Outlaw Player: Val Char Cost 13 STR 3 11 DEX 3 13 CON 6 10 BODY 0 10 INT 0 10 EGO 0 10 PRE 0 10 COM 0 4 PD 1 3 ED 0 3 SPD 9 6 REC 0 26 END 0 24 STUN 0 6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 22 Cost Skill 2 WF: Handguns, Rifles, Shotguns 1 WF: Blades 1 Survival (Temperate/Subtropical Plains) 8- 3 Streetwise 11- 3 Riding 11- 2 PS: Bandit 11- 2 KS: Outlaws 11- 2 KS: Local Hideouts 11- 2 KS: Famous Lawmen 11- Skills Cost: 18 Cost Equipment END US Dollars35 .45 Cowboy Revolver: Killing Attack - Ranged 1d6+1, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); OAF (-1), 6 Charges (-3/4), STR Minimum 12 (-1/2), Real Weapon (-1/4) [6] Equipment costs shown above are for reference only, and are not included in Total Cost. Total Character Cost: 40 Val Disadvantages 0 Normal Characteristic Maxima 20 Hunted: The Law 11- (As Pow, NCI, Harshly Punish) Disadvantage Points: 20 Base Points: 50 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  2. Re: Wild West Hero Generic Cowboy Player: Val Char Cost 13 STR 3 11 DEX 3 13 CON 6 10 BODY 0 10 INT 0 10 EGO 0 10 PRE 0 10 COM 0 4 PD 1 3 ED 0 3 SPD 9 6 REC 0 26 END 0 24 STUN 0 6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 22 Cost Skill 1 WF: Lariat 2 WF: Handguns, Rifles, Shotguns 1 WF: Blades 1 Trading 8- 2 Survival (Temperate/Subtropical Plains) 11- 5 Riding 12- 2 KS: Local Ranches and Ranchers 11- 2 Animal Handler (Bovines, Equines) 8- 2 AK: Southern Texas Range 11- Skills Cost: 18 Cost Equipment END US Dollars35 .45 Cowboy Revolver: Killing Attack - Ranged 1d6+1, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); OAF (-1), 6 Charges (-3/4), STR Minimum 12 (-1/2), Real Weapon (-1/4) [6] US Dollars3 Lariat: Stretching 15", Reduced Endurance (0 END; +1/2) (112 Active Points); OAF (-1), no Noncombat Stretching (-1/4), Range Modifier Applies (-1/4) 0 Equipment costs shown above are for reference only, and are not included in Total Cost. Total Character Cost: 40 Val Disadvantages 0 Normal Characteristic Maxima 5 Hunted: Herding Boss 11- (As Pow, Watching) Disadvantage Points: 5 Base Points: 50 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  3. Re: Wild West Hero Are you after Clint Eastwood style, or Bonanza/Gunsmoke style characters and plot hooks. Makes a big difference...
  4. Re: Magic and Skill Rolls If you (the GM) give him a gadget with +2 to the roll, he's got a 15-. If he's building a magic item inherited from his uncle, you are perfectly in your right to say no. Keep in mind that a starting cap is to keep the initial build in line. After that, what you need is a progression guideline. Saying a character can NEVER raise his skill above 13- is unrealistic, but having guidelines on how they can spend points is realistic... things like they can increase a skill roll by +1 every 3-5 adventures is perfectly logical. Or saying that without divine intervention, no human(oid) can raise his skill roll above 18- (which is above the starting cap) is also reasonable, depending on the campaign. So my two cents is to develop your campaign skill progression guidelines, as well as the starting cap. And just keep that in mind when deciding what treasure they get or magical items they can buy. It'll help keep things from getting out of hand.
  5. Re: Science Skills List There's a couple of pages of science skills list in my Star Trek Hero pdf. I pulled a lot of the non-Star Trek sciences from one of the web encyclopedia sites, so that's a good source too. For the sci-fi stuff, especially rubber-sci-fi, you'll probably have to make that up yourself or pull it from other sources.
  6. Re: Some converted magic items Throwing Axe of the Coming Storm: (Total: 40 Active Cost, 12 Real Cost) Killing Attack - Ranged 1 1/2d6 (25 Active Points); 8 Charges which Never Recover (-2 1/2), OAF (-1), Beam (-1/4), STR Minimum 5 (-1/4) (Real Cost: 5) plus +3 with Ranged Combat (15 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 7). Description: When thrown, each throwing axe becomes a highly accurate stroke of lightning. Notes: For the Throwing Axe of Fire, change the special effect to flames; for the Thunderbeast Throwing Axe, change the special effect to sonics. Black Raven Throwing Axe: (Total: 40 Active Cost, 9 Real Cost) Killing Attack - Ranged 1d6 (15 Active Points); 8 Charges which Never Recover (-2 1/2), OAF (-1), Beam (-1/4), STR Minimum 5 (-1/4) (Real Cost: 3) plus Drain PRE 1d6, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (20 Active Points); 8 Charges which Never Recover (-2 1/2), OAF (-1), Beam (-1/4) (Real Cost: 4) plus +1 with Ranged Combat (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) Description: Each strike of this black axe drains courage from the target. Potion of Death Armor: (Total: 61 Active Cost, 14 Real Cost) Force Field (6 PD/6 ED), 16 Continuing Charges lasting 5 Minutes each (+1) (24 Active Points); Extra Time (6 Hours, Only to Activate, Brewing Time; -1 3/4), OIF (-1/2), Requires An Alchemy Skill Roll (To Brew; -1/2) (Real Cost: 6) plus Killing Attack - Ranged 1d6, Penetrating (+1/2), Continuous (+1) (37 Active Points); Extra Time (6 Hours, Only to Activate, Brewing Time; -1 3/4), 16 Continuing Charges lasting 5 Minutes each which Never Recover (-1), OIF (-1/2), Requires An Alchemy Skill Roll (To Brew; -1/2) (Real Cost: 8) Description:Death Armor potions provides armor that also inflicts damage on anyone attacking the potion's drinker. Potion of Ironguts:(Total: 10 Active Cost, 2 Real Cost) Life Support (Immunity: All terrestrial poisons and chemical warfare agents) (10 Active Points); Extra Time (6 Hours, Only to Activate, Brewing Time; -1 3/4), 16 Continuing Charges lasting 5 Minutes each which Never Recover (-1), OIF (-1/2), Requires An Alchemy Skill Roll (To Brew; -1/2), Limited Power Requires A CON Roll (-1/2) (Real Cost: 2) Description: The Potion of Ironguts gives the drinker a fighting chance against poisons that may be encountered over the next 5 minutes. If he makes his CON Roll after being affected by poison, his system shakes off the effect. Snake handlers and similar professions are common users of this potion. Elixir of Horus-Re: (Total: 142 Active Cost, 28 Real Cost) Hearing Group Images Increased Size (8" radius; +3/4), +4 to PER Rolls (30 Active Points); Extra Time (6 Hours, Only to Activate, Brewing Time; -1 3/4), Only To Create Light (-1), 16 Continuing Charges lasting 5 Minutes each which Never Recover (-1), OIF (-1/2), Requires An Alchemy Skill Roll (To Brew; -1/2), No Range (-1/2) (Real Cost: 5) plus Killing Attack - Ranged 2d6, 16 Charges (+0), Personal Immunity (+1/4), Uncontrolled (+1/2), Area Of Effect (8" Radius; +1), Continuous (+1) (112 Active Points); Extra Time (6 Hours, Only to Activate, Brewing Time; -1 3/4), Limited Power Only Versus Undead (-1), No Range (-1/2), Requires An Alchemy Skill Roll (To Brew; -1/2) (Real Cost: 23) Description: This elixir makes the imbiber glow with sunlight in an 8-hex radius, which is also damaging to undead.
  7. Here's one to get this started... Rock Liquifier Transform - Major 2d6, Area of Effect (1 hex; +1/2), Continuous (+1), Reduced Endurance (0 END; +1/2) (90 AP); OAF Bulky Device (-1 1/2), Requires Magic Skill Roll (No AP Penalty; -0), Extra Time (1 Turn, Activation Only; -1). Real Cost: 26 Description: This barrel-shaped device transforms rocks and rocky-material placed inside into a liquid rock. The material stays liquid while in the device, but returns to solid form 5 minutes after it is removed. This device was commissioned by the masonry guild, to allow them to pour the liquid rock into molds for producing multiple versions of art for the buildings they craft. Plot Hook: This device has recently been stolen from the masonry guild. Who took it, and does it's disappearance have anything to do with the recent reports of ghosts at the abandoned silver mines?
  8. Re: Some converted magic items Gotta do something until I get back in the mood to update Star Trek Hero
  9. Re: Some converted magic items Ammunition. Variations are available for Arrows, Crossbow Bolts and Darts/Shurikens. 19 1) Acid Arrow: (Total: 52 Active Cost, 19 Real Cost) Killing Attack - Ranged 1d6, 16 Charges (+0) (15 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 7) plus Killing Attack - Ranged 1d6, Armor Piercing (+1/2), Continuous (+1) (37 Active Points); 16 Continuing Charges lasting 1 Turn each which Never Recover (-1 1/2), IIF (-1/4), Beam (-1/4) (Real Cost: 12) Description: Acid Arrows emit acid on impact. [16]16 2) Flame Arrow: (Total: 45 Active Cost, 16 Real Cost) Killing Attack - Ranged 1d6, 16 Charges (+0) (15 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 7) plus Killing Attack - Ranged 1d6, Continuous (+1) (30 Active Points); 16 Continuing Charges lasting 1 Extra Phase each which Never Recover (-1 3/4), IIF (-1/4), Beam (-1/4) (Real Cost: 9) Description: Flame Arrows burn an additional phase after impact. Variations are available for Crossbow Bolts and Darts/Shurikens.[16] 18 3) Ice Arrow: (Total: 52 Active Cost, 18 Real Cost) Killing Attack - Ranged 1d6, 16 Charges (+0) (15 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 7) plus Killing Attack - Ranged 1d6, Penetrating (+1/2), Continuous (+1) (37 Active Points); 16 Continuing Charges lasting 1 Extra Phase each which Never Recover (-1 3/4), IIF (-1/4), Beam (-1/4) (Real Cost: 11) Description: Ice Arrows have a penetrating cold that lasts an additional phase.[16] 17 4) Lightning Arrow: (Total: 49 Active Cost, 17 Real Cost) Killing Attack - Ranged 1d6, 16 Charges (+0) (15 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 7) plus Killing Attack - Ranged 1d6, +1 Increased STUN Multiplier (+1/4), Continuous (+1) (34 Active Points); 16 Continuing Charges lasting 1 Extra Phase each which Never Recover (-1 3/4), IIF (-1/4), Beam (-1/4) (Real Cost: 10) Description: Lightning Arrows cause additional stun from the current coursing through the body.[16] 15 5) Screaming Arrow: (Total: 45 Active Cost, 15 Real Cost) Killing Attack - Ranged 1d6, 16 Charges (+0) (15 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 7) plus Killing Attack - Ranged 1d6, Penetrating (+1/2), Area Of Effect (One Hex; +1/2) (30 Active Points); 16 Charges which Never Recover (-2), IIF (-1/4), Beam (-1/4) (Real Cost: 8) Description: Screaming Arrows cause severe penetrating damage in a one hex area around the target. 31 6) Piercing Arrow: (Total: 58 Active Cost, 31 Real Cost) Killing Attack - Ranged 1 1/2d6 (Piercing 8 DEF), 16 Charges (+0) (49 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 22) plus Penalty Skill Levels: +6 vs. Hit Location modifiers with This Arrow (Real Cost: 9) [16] 13 7) Mild Poison Arrow: (Total: 35 Active Cost, 13 Real Cost) Killing Attack - Ranged 1d6, 16 Charges (+0) (15 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 7) plus Drain CON 1d6, 16 Charges (+0), Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (20 Active Points); OAF (Arrow Poison; -1), Limited Power Poison Only Works If Arrow Does BODY (-1), Beam (-1/4) (Real Cost: 6) Description: These arrows contain a mild poison that reduces the target's hardiness (CON) for a short time.[16] 15 8) Poison Arrow: (Total: 40 Active Cost, 15 Real Cost) Killing Attack - Ranged 1d6, 16 Charges (+0) (15 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 7) plus Drain STR and CON 1d6, 16 Charges (+0), Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), STR and CON simultaneously (+1/2) (25 Active Points); OAF (Arrow Poison; -1), Limited Power Poison Only Works If Arrow Does BODY (-1), Beam (-1/4) (Real Cost: 8) Description: These arrows contain a stronger poison that affects the target's muscles and nervous system (STR and CON).[16] 14 9) Arrow of Translocation: Teleportation 10", x2 Increased Mass, x8 Noncombat, Usable As Attack (+1) (70 Active Points); 16 Charges which Never Recover (-2), OAF (-1), Limited Power Teleports target 1 hex in front of user (-1) [16 nr] 35 10) Arrow of Petrification: Major Transform 10d6 (standard effect: 30 points) (Target into Stone, Dispel Magic or Stone To Flesh) (150 Active Points); 16 Charges which Never Recover (-2), OAF (Arrow; -1), Beam (-1/4) [16 nr] 35 11) Bolt of Polymorphing: Major Transform 10d6 (standard effect: 30 points) (Target into Squirrel, Dispel Magic) (150 Active Points); 16 Charges which Never Recover (-2), OAF (-1), Beam (-1/4) [16 nr] 10 12) Bolt of Paralysis: Entangle 2d6, 2 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks Limited Group (+1/4), Works Against CON (+1) (50 Active Points); 16 Charges which Never Recover (-2), OAF (-1), Limited Power Entangle Loses Minimum Of 1 BODY Per Target's Phase (-1/2), Cannot Form Barriers (-1/4), Beam (-1/4) [Notes: Works against CON - body has to fight off the shock.] Description: The paralysis is an Entangle that works against CON. Each phase the victim can make an attack on the Entangle with 1d6 per 5 points of CON. Regardless of how much BODY the victim inflicts on the Entangle, the Entangle take a minimum of 1 BODY, so the effect lasts at most 2 phases.[16 nr] 14 13) Screaming Bullet (Sling): (Total: 62 Active Cost, 14 Real Cost) Killing Attack - Ranged 1d6+1, +1 Increased STUN Multiplier (+1/4), Penetrating (Sonic Vibrations; +1/2) (35 Active Points); 16 Charges which Never Recover (-2), OAF (-1), Required Hands Two-Handed (-1/2) (Real Cost: 8) plus Hearing Group Flash 6d6, Area Of Effect (One Hex; +1/2) (27 Active Points); 16 Charges which Never Recover (-2), OAF (-1), Can Be Missile Deflected (-1/4) (Real Cost: 6) [16 nr] 30 14) Giants Bane Bullet: (Total: 61 Active Cost, 30 Real Cost) Killing Attack - Ranged 1 1/2d6 (Piercing 8 DEF), 16 Charges (+0), +1 Increased STUN Multiplier (+1/4) (61 Active Points); OAF (-1) (Real Cost: 30) [16] Thrown Items 14 1) Acid Dart: (Total: 47 Active Cost, 14 Real Cost) Killing Attack - Ranged 1/2d6, 16 Charges (+0) (10 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 4) plus Killing Attack - Ranged 1d6, Armor Piercing (+1/2), Continuous (+1) (37 Active Points); 16 Continuing Charges lasting 1 Turn each which Never Recover (-1 1/2), OAF (-1), Beam (-1/4) (Real Cost: 10) [16] 10 2) Asp Nest Dart: (Total: 30 Active Cost, 10 Real Cost) Killing Attack - Ranged 1/2d6, 16 Charges (+0) (10 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 4) plus Drain CON 1d6, 16 Charges (+0), Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (20 Active Points); OAF (-1), Limited Power Poison Only Works If Dart Does BODY (-1), Beam (-1/4) (Real Cost: 6) [16] 7 3) Dart of Accuracy: (Total: 15 Active Cost, 7 Real Cost) Killing Attack - Ranged 1/2d6, 16 Charges (+0), No Range Modifier (+1/2) (15 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 7) [16] 14 4) Shining Light Dart: (Total: 60 Active Cost, 14 Real Cost) Killing Attack - Ranged 1/2d6, 16 Charges (+0) (10 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 4) plus Entangle 2d6, 2 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks Limited Group (+1/4), Works Against CON (+1) (50 Active Points); 16 Charges which Never Recover (-2), OAF (-1), Limited Power Entangle Loses Minimum Of 1 BODY Per Target's Phase (-1/2), Cannot Form Barriers (-1/4), Beam (-1/4) (Real Cost: 10) [16]
  10. Re: Some converted magic items Stout Charm: Armor (+1 PD/+1 ED), Limited Power Must Be Carried Or Worn Somewhere On Person (+0) (3 Active Points); IIF (Small Charm; -1/4). Total Cost: 2 points. Description: This small charm in the shape of a shield adds 1 DEF to the person who carries this charm somewhere on his person. Lucky Charm: Luck 1d6, Limited Power Must Be Carried Or Worn Somewhere On Person (+0) (5 Active Points); IIF (Small Charm; -1/4). Total Cost: 4 points. Description: This small charm, shaped like a rabbit's foot, gives 1d6 Luck to the person who carries this charm somewhere on his person. Owl Charm: Nightvision, Limited Power Must Be Carried Or Worn Somewhere On Person (+0) (5 Active Points); IIF (Small Charm; -1/4). Total Cost: 4 points. Description: This small charm, shaped like an owl, gives Nightvision to the person who carries this charm somewhere on his person. Small Charms are minor magic charms, like the proverbial rabbit's foot. They only need be carried someplace on the user's person to be effective. 64 Fletcher's Charm: Multipower, 80-point reserve, all slots Limited Power Must Be Carried Or Worn Somewhere On Person (+0) (80 Active Points); all slots IIF (Grand Charm; -1/4) 1u Bow and Crossbow Expertise: +1 with Ranged Combat (5 Active Points); IIF (Grand Charm; -1/4) 1u Crafting Expertise: +1 with Weaponsmith (Muscle-Powered Ranged) (4 Active Points); IIF (Grand Charm; -1/4) 5u Bow-Based Power Enhancer: Bow-Based Power Enhancer: Aid Bow and Archery - based powers and powerskills 2d6 (standard effect: 6 points), Any Four Bow and Archery Powers simultaneously (+1), Delayed Return Rate (Permanent While Worn; +2) (80 Active Points); Self Only (-1/2), IIF (Grand Charm; -1/4) Description: The Fletcher's Charm, one of the "Grand Charms", is a more powerful charm, capable of enhancing a craft or skillset. The Fletcher's Charm here gives +1 Combat SKill Level with Bows and Crossbows, gives +1 with Weaponsmithing to make Bows and Arrows, and gives a 6 AP Aid to any 4 powers simultaneously that are based on Bows or Archery (e.g. Mana Arrow spell).
  11. Re: Some converted magic items Thanks Enforcer84. Keep yours coming too as you have time! Fulminating Potion: Killing Attack - Ranged 2d6, Explosion (+1/2) (45 Active Points); 6 Charges which Never Recover (-2 3/4), OIF (Potion Bottle; -1/2), Range Based On Strength (-1/4). Total Cost: 10 points. Description: These bottles of orange liquid (from D2/D2X) explode in a fiery blast when they impact with a surface or target. 31 El Runestone: Multipower, 71-point reserve, (71 Active Points); all slots Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (El Runestone; -1/2) 2u Enlightened Attack: (Total: 71 Active Cost, 22 Real Cost) +2 with All Combat (16 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (El Runestone; -1/2), Limited Power Only Works When Affixed To A Weapon (-1/4) (Real Cost: 6) plus Sight Group Images Increased Size (4" radius; +1/2), +4 to PER Rolls, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (55 Active Points); Only To Create Light (-1), Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (El Runestone; -1/2), Limited Power Only Works When Affixed To A Weapon (-1/4) (Real Cost: 16) 2u Enlightened Defense: (Total: 65 Active Cost, 20 Real Cost) +2 with DCV (10 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (El Runestone; -1/2), Limited Power Only Works When Affixed To Armor or Shield (-1/4) (Real Cost: 4) plus Sight Group Images Increased Size (4" radius; +1/2), +4 to PER Rolls, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (55 Active Points); Only To Create Light (-1), Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (El Runestone; -1/2), Limited Power Only Works When Affixed To Armor or Shield (-1/4) (Real Cost: 16) Description: Runestones work the same way as Gems, in that they are affixed to a weapon, armor, or shield. The main difference between runestones and gems is that 2 or more runes affixed in the correct order form rune words, which add additional abilities.
  12. Just for the fun of it, decided to write up my namesake character from 20 years ago. My friend DMed an AD&D campaign and he was a big fan of the Amber books - hence the red hair and psionics. Eodin Feltin Player: Rob Val Char Cost 17 STR 7 16 DEX 18 20 CON 20 12 BODY 4 20 INT 10 15 EGO 10 15 PRE 5 18 COM 4 4/10 PD 1 4/10 ED 0 3 SPD 4 7 REC 0 40 END 0 31 STUN 0 8" RUN42" SWIM03" LEAP0Characteristics Cost: 87 Cost Power END Elf Abilities 4 1) Elven Longevity: Life Support (Longevity: 1600 Years) 0 2 2) Elven Eyesight: +1 PER with Sight Group 0 5 3) Elven Eyesight: Ultraviolet Perception (Sight Group) 0 5 4) Elven Mind: Mental Defense (8 points total) 0 Psionics Powers, all slots Requires A Psionics Skill Roll (No Active Point penalty to Skill Roll; +0) 11 1) Domination: Mind Control 10d6 (50 Active Points); Costs END To Maintain (Half END Cost; -1/4), Stops Working If Mentalist Is Knocked Out (-1/4) 5 6 2) Clairvoyance: Clairsentience (Sight Group), x2 Range (250"), Mobile Perception Point (can move up to 6" per Phase) (30 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Extra Time (Full Phase, Only to Activate, -1/4) 3 8 3) Invisibility: Invisibility to Sight Group , No Fringe (30 Active Points); Extra Time (Full Phase, Only to Activate, -1/4) 3 10 4) Shape Shift (Sight Group, any shape), Costs END Only To Change Shape (+1/4) (37 Active Points); Extra Time (Full Phase, Only to Activate, -1/4) 3 11 Psionics End Battery: Endurance Reserve (100 END, 1 REC) (11 Active Points) 0 Wizardry Spells, all slots Requires A Magic Skill Roll (No Active Point penalty to Skill Roll; +0); all slots Gestures (-1/4), Incantations (-1/4) 7 1) Burning Hands: Energy Blast 6d6, Area Of Effect (One Hex; +1/2) (45 Active Points); No Range (-1/2), Gestures (-1/4), Incantations (-1/4) 4 2 2) Feather Fall: Gliding 6", Trigger (Fall More Than 6 feet; +1/4), Uncontrolled (1 Hr + 1 Hr per point magic roll made by; +1/2) (10 Active Points); Coasting (-1/2), Gestures (-1/4), Incantations (-1/4) 0 7 3) Light: Sight Group Images Increased Size (4" radius; +1/2), +4 to PER Rolls, Costs END Only To Activate (+1/4), Uncontrolled (Duration 1 Hr + 1 Hr per point Magic Roll made by; +1/2) (49 Active Points); Only To Create Light (-1), Gestures (-1/4), Incantations (-1/4) 4 3 4) Protection Versus Evil: +2 with DCV, Uncontrolled (Duration 1 Hr + 1 Hr per point Magic Roll made by; +1/2) (15 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4) 1 3 5) Spider Climb: Clinging (normal STR), Uncontrolled (Duration 1 Hr + 1 Hr per point Magic Roll made by; +1/2) (15 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4) 1 16 6) Unseen Servant: Telekinesis (20 STR), Fine Manipulation, Costs END Only To Activate (+1/4), Uncontrolled (Duration 1 Hr + 1 Hr per point Magic Roll made by; +1/2) (70 Active Points); Gestures (-1/4), Incantations (-1/4) 6 12 7) Mage Armor: Force Field (6 PD/6 ED) (Protect Carried Items), Costs END Only To Activate (+1/4), Uncontrolled (Duration 1 hr + 1 hr per point Magic Roll made by; +1/2), Usable Simultaneously (up to 4 people at once; +3/4) (55 Active Points); Gestures (-1/4), Incantations (-1/4) 5 4 8) Detect Magic: Detect Magic 14- (Unusual Group), Discriminatory, Range, Sense (23 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4) 2 6 9) Magic Missile: Killing Attack - Ranged 1d6, Autofire (2 shots; +1/4), No Range Modifier (+1/2) (26 Active Points); Gestures (-1/4), Incantations (-1/4) 3 11 Wizardry End Battery: Endurance Reserve (100 END, 1 REC) (11 Active Points) 0 Powers Cost: 133 Cost Skill 0 Acting 8- 0 AK: Native Country of Tornvar 8- 0 Conversation 8- 0 Deduction 8- 0 Paramedics 8- 0 Persuasion 8- 0 PS: Hunter 8- 0 Shadowing 8- 2 CK: Tornvar 11- Elf Skills 3 1) Concealment 13- 0 2) Language: Elvish (Native) (idiomatic; literate) (5 Active Points) 3 3) Language: Common (completely fluent; literate) (4 Active Points) 1 4) Language: Goblin/Orc (basic conversation) 1 5) Language: Pixie (basic conversation) 5 6) Survival (Temperate/Subtropical Forests) 15- 3 7) Climbing 12- 3 8) Stealth 12- 5 9) +5 with Stealth (10 Active Points); Limited Power Only In Forests (-1) Fighter Skills 4 1) WF: Common Melee Weapons, Common Missile Weapons 9 2) +3 with Blades 9 3) +3 with Bows Mage Skills 9 1) Power: Magic Skill 16- 2 2) KS: Arcane And Occult Lore 11- 3 3) Spell Research 13- Psionics Skills 9 1) Power: Psionics Power 16- Skills Cost: 71 Cost Perk 20 Follower Perks Cost: 20 Cost Talent Elven Abilities 3 1) Lightsleep Talents Cost: 3 Total Character Cost: 314 Val Disadvantages 0 Normal Characteristic Maxima 5 Distinctive Features: Psionic (Not Concealable; Noticed and Recognizable; Detectable Only By Small Group) 10 Hunted: Slavers Organization 8- (As Pow, Harshly Punish) 10 Psychological Limitation: Practical Joker (Common, Moderate) 10 Psychological Limitation: Loyal (Common, Moderate) 10 Psychological Limitation: Hatred of Slavers (Uncommon, Strong) 5 Hunted: Red Ninja Clan 8- (Mo Pow, Watching) Disadvantage Points: 50 Base Points: 100 Experience Required: 164 Total Experience Available: 164 Experience Unspent: 0
  13. Re: Some converted magic items Magic Ammo Prefab so far...
  14. Re: Some converted magic items Diablo 2 and Diablo 2 X
  15. Re: Some converted magic items Not really converted, but could be fun... I'll fix the writeups after I get home. Bigby's Arrows were originally commissioned by Oleg Brandt, a wizard in service to the Silver Helm Mercenaries. Batches of these arrows show up from time to time, usually after giantish incursions. Bigby's Clenched Fist Arrow: Energy Blast 8d6, Area Of Effect (One Hex; +1/2) (60 Active Points); 16 Charges which Never Recover (-2), OAF (-1), Beam (-1/4). Total Cost: 14 Points Description: When fired, one of these arrows become a giant opaque clenched fist flying at the target, which solidifies moments before impact. Bigby's Grasping Fist Arrow: Entangle 4d6, 4 DEF, Area Of Effect (One Hex; +1/2) (60 Active Points); 16 Charges which Never Recover (-2), OAF (-1), Limited Power Entangle Disappears After One Turn (-1/2), Beam (-1/4). Total Cost: 13 points. Description: When fired, one of these arrows become a giant opaque open hand, which closes on the target hex. The hand dissipates after 1 turn unless destroyed beforehand. Bigby's Pounding Fist Arrow: Energy Blast 8d6, Area Of Effect (One Hex; +1/2), Continuous (+1) (100 Active Points); 16 Continuing Charges lasting 1 Turn each which Never Recover (-1 1/2), OAF (-1), Beam (-1/4). Total Cost: 27 points. Description: When fired, one of these arrows appears as a giant opaque clenched fist flying at the target. When the ghostly hand reaches the target, it hits the target and continues pounding the target for 1 full turn. Bigby's Squeezing Fist Arrow: Telekinesis (40 STR), Area Of Effect (One Hex; +1/2) (90 Active Points); 16 Continuing Charges lasting 1 Turn each which Never Recover (-1 1/2), OAF (-1), Limited Power Hand Grabs and Squeezes Only (-1/2), Beam (-1/4). Total Cost: 21 points. Description: When fired, one of these arrows appear as an giant opaque open fist (as per grasping fist); however the fist grabs the target, it squeezes the target, and continues to squeeze at full STR (40) for 1 full turn.
  16. Re: Some converted magic items Acid Arrow: (Total: 52 Active Cost, 19 Real Cost) Killing Attack - Ranged 1d6, 16 Charges (+0) (15 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 7) plus Killing Attack - Ranged 1d6, Armor Piercing (+1/2), Continuous (+1) (37 Active Points); 16 Continuing Charges lasting 1 Turn each which Never Recover (-1 1/2), IIF (-1/4), Beam (-1/4) (Real Cost: 12) Description: These arrow emits acid on impact, which eats away at the target for the next 12 seconds (1 Turn). The arrows are consumed on use. Piercing Arrow: (Total: 58 Active Cost, 31 Real Cost) Killing Attack - Ranged 1 1/2d6 (Piercing 8 DEF), 16 Charges (+0) (49 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 22) plus Penalty Skill Levels: +6 vs. Hit Location modifiers with This Arrow (Real Cost: 9) Description Piercing Arrows are specially made to pierce through armor and target the heart (vitals). The 8 points of piercing will bypass most armor and magic, and the Penalty Skill Levels offset some of the modifiers for aiming for the vitals (heart). Arrow of Translocation: Teleportation 10", x2 Increased Mass, x8 Noncombat, Usable As Attack (+1) (70 Active Points); 16 Charges which Never Recover (-2), OAF (-1), Limited Power Teleports target 1 hex in front of user (-1). Total Cost: 14 points Description: These rare arrows are used to move a target from a "safe" location to within HTH range of the arrow's firer. Bolt of Polymorphing: Major Transform 10d6 (standard effect: 30 points) (Target into Squirrel, Dispel Magic) (150 Active Points); 16 Charges which Never Recover (-2), OAF (-1), Beam (-1/4). Total Cost 35 points. Description Bolts of Polymorphing transform the target in a squirrel, unless the target has enough resistance (BODY) or protection (Power Defense) to prevent the transformation. Variations of these bolts also appear from time to time that change the target into a rabbit, chicken, or sheep. The effects are removed with a successful Dispel Magic.
  17. Re: Some converted magic items Negation Armor: (Total: 78 Active Cost, 34 Real Cost) Armor (6 PD/6 ED), No Mass (3.5kg; +0) (18 Active Points); OIF (-1/2), Real Armor (-1/4) (Real Cost: 10) plus +30 PD, No Mass (+0) (30 Active Points); OIF (Armor; -1/2), Limited Power Only Versus STUN of Attacks (-1/2), Limited Power Blocks Maximum of 5 STUN per 1 BODY blocked by Armor (-1/2), Real Armor (-1/4) (Real Cost: 11) plus +30 ED, No Mass (+0) (30 Active Points); OIF (Armor; -1/2), Limited Power Blocks Maximum of 5 STUN per 1 BODY blocked by Armor (-1/2), Real Armor (-1/4) (Real Cost: 13) Description: This uniquely enchanted armor negates up to 5 STUN for every 1 BODY result of a Killing Attack. That is, if a 1d6+1K Attack generates 4 BODY, the armor negates up to 5*4=20 STUN. If the attack result was 7 BODY, the armor can only block 6 BODY and 30 STUN of the attack. If the damage is from a Quarterstaff (4d6N), and the damage rolled is 16 STUN and 4 BODY, the Armor blocks 4 BODY and 5*4b = 20 STUN.
  18. Re: Question on Spell skills With the spell as written, yes, it will cost 7 END to cast it.
  19. Re: Question on Spell skills If you want to do it this way instead of Active Point penalties, build your spells all with the Requires A Magic Skill Roll (No Active Point Penalty; -0) limitation, but use Side Effect for the penalties (this is the same method used to build minuses to accuracy for guns, according to Steve and Simon). In other words, Simple....................-0 to cast..... Side Effect (None; +0) Common...............-1 to cast..... Side Effect (Minor, -1 to casting roll; -1/4) Difficult................. -2 to cast.... Side Effect (Minor, -2 to casting roll; -1/4) Very Diff............... -3 to cast.... Side Effect (Minor, -3 to casting roll; -1/4) Ext. Diff................ -4 to cast.... Side Effect (Major, -4 to casting roll; -1/2) Near Impossible... -5 to cast.... Side Effect (Major, -5 to casting roll; -1/2) As per 5ER, a -3 is worth no more than a -1/4 Lim, so -1 to -3 to casting would be worth -1/4, -4 to -6 to casting would be worth -1/2, -7 to -9 MIGHT be worth -3/4, etc.
  20. Re: Question on Spell skills Unless you buy the Reduced END advantage for the spells you build, yes. If you want to go this route, build "Simple" spells that have the No Active Point Penalty on the RASR; "Common" spells that have the -1/20 Penalty; "Difficult" spells that have -1/10 Penalty; and "Exteme" spells that have -1/5 Penalty. It requires more bookkeeping on your side, and you have to group the spells where you want them, but it definitely adds flavor. e.g. Tim the Wizard has Fireball 13- (Simple) and Vapors of Vata 13- (Difficult). He's got a straight 13- to get the fireball cast, but only an 8- to get the Vapors of Vata off because of it's AP penalty. The main thing is that you have to build (or borrow) the spells as you want them to behave. Tim has... "Simple" Fire Spells: -0 RSR Fire Bolt: EB6d6 (30); Inc, Gest, RSR (No AP Penalty; -0) ... give 13- to cast Fire Blast: EB 6d6, AoE Line (+1); Inc, Gest, RSR (No AP Penalty; -0) ... 13- to cast Fire Ball: EB 6d6 Explosion; Inc, Gest, RSR (No AP Penalty; -0) ... 13- to cast "Common" Fire Spells: -1/20 AP Storyteller Flames: Images to Sight, 2" R (10 AP), Inc, Gest, RSR (-1/ 20AP; -1/4) ... 13-1 = 12- to cast. Campfire Vision ... Clairsentience Sight (20 AP), Inc, Gest, RSR (-1/ 20AP; -1/4) ... 13-1 = 12- to cast. Flame Flash: Flash Sight 6d6 (30 AP), Inc, Gest, RSR (-1/ 20AP; -1/4) ... 13-2 = 11- to cast. "Difficult" Fire Spells: -1/10 AP Fire Wall: Force Wall 5 DEF (25 AP), Inc, Gest, RSR (-1/ 10AP; -1/2) ... 13-2 = 11- to cast. Summon Fire Elemental "Extreme" Fire Spells: -1/5 AP Fiery Chariot Rain of Fire and so on.
  21. Re: Some converted magic items Pts. Skill/Perk/Talent/Power END 13 Flawless Ruby: Multipower, 30-point reserve, (30 Active Points); all slots Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Ruby Gem; -1/2) 1u 1) Fire Resistance: Energy Damage Reduction, Resistant, 25% (15 Active Points); Limited Power Only Versus Fire Damage (-1), Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Ruby Gem; -1/2), Limited Power Only Works When Affixed To A Shield (-1/4) 0 1u 2) Life Essence: +3 BODY (6 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), No Figured Characteristics (-1/2), OIF (Ruby Gem; -1/2), Limited Power Only Works When Affixed To Armor (-1/4) 1u 3) Magic Flames: Killing Attack - Ranged 1d6+1, Reduced Endurance (0 END; +1/2) (30 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Ruby Gem; -1/2), Limited Power Only Works When Affixed To A Weapon (-1/4), Range Based On Weapon (-1/4) 0 58 Flawless Sapphire: Multipower, 130-point reserve, (130 Active Points); all slots Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Sapphire Gem; -1/2) 1u 1) Cold Resistance: Energy Damage Reduction, Resistant, 25% (15 Active Points); Limited Power Only Versus Cold Damage (-1), Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Sapphire Gem; -1/2), Limited Power Only Works When Affixed To A Shield (-1/4) 0 1u 2) Increased Mana: Endurance Reserve (30 END, 0 REC) Reserve: (3 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Sapphire Gem; -1/2), Limited Power Only Works When Affixed To Armor (-1/4); REC: Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Sapphire Gem; -1/2) 0 5u 3) Magic Cold: (Total: 129 Active Cost, 50 Real Cost) Killing Attack - Ranged 1d6+1, Reduced Endurance (0 END; +1/2) (30 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Sapphire Gem; -1/2), Limited Power Only Works When Affixed To A Weapon (-1/4), Range Based On Weapon (-1/4), Limited Power Only Works When Affixed To A Weapon (-1/4) (Real Cost: 10) plus Drain Agility and Movement 3d6+1 (standard effect: 10 points), Ranged (+1/2), Reduced Endurance (0 END; +1/2), DEX, SPD, and Running simultaneously (+1) (99 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Sapphire Gem; -1/2), Limited Power Only Works When Affixed To A Weapon (-1/4) (Real Cost: 40) 0 107 Flawless Skull Gem: Multipower, 240-point reserve, (240 Active Points); all slots Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Skull Gem; -1/2) 1u 1) Invigoration: (Total: 23 Active Cost, 6 Real Cost) Healing 1 BODY, Reduced Endurance (0 END; +1/2) (15 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), Self Only (-1/2), OIF (Skull Gem; -1/2), Limited Power Only Works When Affixed To Armor (-1/4) (Real Cost: 3) plus +4 REC (8 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Skull Gem; -1/2), Limited Power Only Works When Affixed To Armor (-1/4) (Real Cost: 3) 0 3u 2) Retribution: Killing Attack - Ranged 1d6+1, Reduced Endurance (0 END; +1/2), Continuous (+1), Damage Shield (Affects Mental And Physical Attackers; +1) (70 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Skull Gem; -1/2), Limited Power Only Works When Affixed To A Shield (-1/4) 0 10u 3) Vampiric Drain: (Total: 240 Active Cost, 96 Real Cost) Transfer 1d6 (standard effect: 3 points) (BODY to BODY), Can Transfer Maximum Of 36 Points, Ranged (Range Based On Weapon; +1/2), Reduced Endurance (0 END; +1/2), Delayed Return Rate (BODY Heals as Wound; +2) (120 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Skull Gem; -1/2), Limited Power Only Works When Affixed To A Weapon (-1/4) (Real Cost: 48) plus Transfer 1d6 (standard effect: 3 points) (Mana END to Mana END), Can Transfer Maximum Of 36 Points, Ranged (Range Based On Weapon; +1/2), Reduced Endurance (0 END; +1/2), Delayed Return Rate (END Heals as Wound; +2) (120 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Skull Gem; -1/2), Limited Power Only Works When Affixed To A Weapon (-1/4) (Real Cost: 48) 0 13 Flawless Topaz: Multipower, 30-point reserve, (30 Active Points); all slots Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Topaz Gem; -1/2) 1u 1) Lightning Resistance: Energy Damage Reduction, Resistant, 25% (15 Active Points); Limited Power Only Versus Electrical Damage (-1), Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Topaz Gem; -1/2), Limited Power Only Works When Affixed To A Shield (-1/4) 0 1u 2) Magic Lightning: Killing Attack - Ranged 1d6+1, Reduced Endurance (0 END; +1/2) (30 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Topaz Gem; -1/2), Limited Power Only Works When Affixed To A Weapon (-1/4), Range Based On Weapon (-1/4) 0 1u 3) Rogue's Luck: Luck 2d6 (10 Active Points); Limited Power Only Works To Find More Magic Items (-1), Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Topaz Gem; -1/2), Limited Power Only Works When Affixed To Armor (-1/4) 0
  22. Re: Some converted magic items These magical gems (inspired by D2/D2X) can be affixed to a weapon, piece of armor (including helm, boots, etc), or a shield, and the effect the gem creates is based on what it is attached to. It takes one minute to affix a gem to said item, or to remove the gem from said item, so trying to do that in combat is a bad idea. 11 Flawless Amethyst: Multipower, 24-point reserve, (24 Active Points); all slots Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Amethyst Gem; -1/2) 1u Combat Expertise: +3 with All Combat (24 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Amethyst Gem; -1/2), Limited Power Only works while affixed to a weapon (-1/4) 1u Combat Strength: +8 STR (8 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), No Figured Characteristics (-1/2), OIF (Amethyst Gem; -1/2), Limited Power Only works while affixed to armor (-1/4) 1u Combat Defense: +3 with DCV (15 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Amethyst Gem; -1/2), Limited Power Only works while affixed to shield (-1/4) Description: This magical amethyst provides +3 with Combat when attached to weapons, + 8 STR when attached to Armor, or +3 DCV versus all attacks when attached to Shields. 11 Flawless Diamond: Multipower, 24-point reserve, (24 Active Points); all slots Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Diamond Gem; -1/2) 1u Undead Destruction: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); Limited Power +1d6K to weapon, Only Affects Undead (-1), Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Diamond Gem; -1/2), Limited Power Only works while affixed to a weapon (-1/4) 1u Combat Expertise: +2 with All Combat (16 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Diamond Gem; -1/2), Limited Power Only works while affixed to armor (-1/4) 1u Enhanced Protection: Armor (2 PD/2 ED) (6 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Diamond Gem; -1/2), Limited Power Only works while affixed to shield (-1/4) Description: This magical diamond provides +1d6K versus Undead when attached to weapons, + 2 CSLs with All Combat when attached to Armor, or +2 DEF when attached to Shields. 23 Flawless Emerald: Multipower, 52-point reserve, (52 Active Points); all slots Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Emerald Gem; -1/2) 1u Poison Damage: Killing Attack - Hand-To-Hand 1d6, Reduced Endurance (0 END; +1/2), No Normal Defense (Immunity to Poison; +1), Does BODY (+1) (52 Active Points); Limited Power +1d6K to weapon, Only Affects Undead (-1), Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Emerald Gem; -1/2), No STR Bonus (-1/2), Limited Power Only works while affixed to a weapon (-1/4) 1u Snake Agility: +8 DEX (24 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), No Figured Characteristics (-1/2), OIF (Emerald Gem; -1/2), Limited Power Only works while affixed to armor (-1/4) 1u Poison Resistance: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) (10 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Emerald Gem; -1/2), Limited Power Only Works When Affixed To A Shield (-1/4) Description: This magical emerald provides 1d6K poison damage when attached to weapons, + 8 DEX when attached to Armor, or +Immunity to Poisons when attached to Shields.
  23. Eodin

    My Game is Stale

    Re: My Game is Stale Hmmm.... low fantasy, selfish characters... I'd read some of the Conan stories and pull some plots from there. However, some ideas... A ship carrying some kind of treasure (gold for paying soldiers, spices bound for the mainland, a powerful magical/religious relic, etc.) is rumored to be coming into port. Naturally the characters will want to sneak on board to sample the riches. Once on board, they succumb to a trap, and the next thing they know they are out to sea in the brig. What to do from there... One of the characters steals a coin which turns out to be a magic coin. The coin is cursed, and can only be gotten rid of if it is stolen by someone else. The coins curse could be bad luck, can never lie, or some suitably inconvenient but nonlethal effect. While chasing prey in the jungle, the characters fall into a hole, and end up face to face with an ancient menace - dinosaurs, elder race, or other pulp-fictionesque menace. The trick won't be defeating the menace (though that should be hard); the trick will be returning to the real world above. A mysterious stranger (mage) appears in port, asking for one of the characters. Seems he believes one of the characters is related to his dying master, who wishes to visit with that character before passing, and if such character does visit they will be in the will. Of course, arriving at the relative's location is a bit of a trip, and once there it can be good or bad. A good ending - the character inherits a bit of land or a magic item whose nature is known and coveted by others. The bad ending - the relative is undead, and seeks to drain the soul of the visitor. Just some ideas off the top of my head.
  24. Re: Might and Magic Package(s) The reason I'm looking for tweaks is --- if I can make the time --- I want to run a PBEM campaign. The campaign keeps the politics and drama, removes the stupidity (eg barrels of CHA enhancers, mithril ore laying around, magic plants that nobody picks but the characters, etc.) And the size of the MM6 area is equivalent to Europe, so travel times are much longer. Mainline plots are there (although changed as needed for good stories).
  25. Here's a package for Clerics in my Might&Magic-based campaign. The idea is to keep it very close in power to what a beginning character in Might & Magic 6 would get. Characters would be 50/50. I'm also flavoring it with some various options for special orgs that I want (i.e. Justinian Monks are monastery monks who raise crops, such as wine; Molenites are like the Jesuits; Loganites are Healers (nuns and monks) ). Thoughts/tweaks? And yes, the "Good Shepherd's Cult" is the renamed Cult of Baa. Cleric Package Cost Ability 8 8 points worth of Magic 4 Mana Pool: Endurance Reserve (20 END, 2 REC) Perks 2 Fringe Benefit: Local Priest 1 Fringe Benefit: Right to Marry Skills 1 WF: Staff 2 Armor Familiarity: Leather 3 Choose: Body Magic (EGO) 11-, Spirit Magic (EGO) 11-, or Mind Magic (EGO) 11- 2 PS: Priest 11- 2 KS: Dogma of Chosen Faith 11- Disadvantages -25 Psychological Limitation: Devoted to his Deity and Deity's purpose 0 Total Package Cost Options +3 Holy Trinity Priest: Add Persuasion +0 Holy Trinity Justinian Monk: Add PS: Farmer 11-, Literacy, KS: Agriculture 11-, and Social Limitation: Vow Of Poverty +3 Holy Trinity Missionary: Add Persuasion, PS: Teacher 11-, AK: Mission Area 11-, and Language: Mission Culture (Basic); add Social Limitation: Vow Of Duty To Teach +5 Holy Trinity Molenites: Add Persuasion, Literacy, PS: Secular Profession 13-, KS: Politics 11-; add Social Limitation: Vow Of Duty To Society of Molenia +1 Holy Trinity Loganites: Add Paramedic, Literacy, KS: Medicine 11-, and Social Limitation: Healer's Vow +7 Holy Trinity Order of Turin: Add Scholar and 4 points in KSs. +0 Good Shepherd's Cult: Add KS: Prophecies of Cult 11-, KS: Cult Worship Centers 11-, Paramedic, and Reputation: Loony Cultist 8-
×
×
  • Create New...