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Eodin

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  1. Re: Fantasy Hero Grimoire review discussion I never create spells at -1/10 for that reason. If you ever see my posted stuff with RASR, it's always -0 Lim, No Active Point Penalty. I personally would rather increase the END cost and or time as an indicator of difficulty.
  2. Re: Some converted magic items Yes, I have. 12 Arcanna's Sign Amulet: Multipower, 18-point reserve, (18 Active Points); all slots OIF (Amulet; -1/2) 1u Mana Reserve Enhancer: Endurance Reserve (10 END, 2 REC) Reserve: (3 Active Points); OIF (Amulet; -1/2); REC: (2 Active Points); OIF (Amulet; -1/2) Notes:+2 REC and +10 END to casters Mana (Endurance Reserve) 0 1u Fire Resistance: Energy Damage Reduction, Resistant, 25% (15 Active Points); OIF (Amulet; -1/2), Conditional Power Power Only Works If Wearing 3 Items Of Set (-1/4), Limited Power Only Versus Fire (-1/4) Description: Arcanna's Sign Amulet adds to the END and Recovery of END of the caster's Mana Reserve. If 3 items of the set are worn, it also provides limited protection from fire. 87 Arcanna's Head: Multipower, 130-point reserve, (130 Active Points); all slots OIF (Helm; -1/2) 1u Armor: Armor (5 PD/5 ED), No Mass (+0) (15 Active Points); Helm (Protects Locations 3-5) (-2), OIF (Helm; -1/2), Real Armor (-1/4) 1u Replenish Life: (Total: 23 Active Cost, 10 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), Self Only (-1/2), OIF (Helm; -1/2) (Real Cost: 5) plus +4 REC (8 Active Points); OIF (Helm; -1/2) (Real Cost: 5) 4u Retribution: Killing Attack - Hand-To-Hand 1d6, Penetrating (+1/2), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (60 Active Points); OIF (Helm; -1/2) 1u Deflection: +3 with DCV, Conditional Power Only If Also Wearing Another Item In Set (+0) (15 Active Points); OIF (Helm; -1/2) 1u Lightning Resistance: Energy Damage Reduction, Resistant, 25% (15 Active Points); OIF (Helm; -1/2), Limited Power Power loses about a third of its effectiveness (Only Versus Electricity; -1/2), Conditional Power Only Works If Wearing 3 Items of Set (-1/4) Description: Arcanna's Head helm provides armored protection for the head, but more importantly provides regeneration and a higher REC. Any attacks against the wearer are subject to a retributive damage shield attack. If the wearer is wearing at least 2 items of the set, the helm has a deflection field (+3 DCV vs all attacks). Finally, if at least 3 set items are worn, it provides protection from Lightning/Electrical attacks. 35 Arcanna's Flesh Platemail: Multipower, 53-point reserve, (53 Active Points); all slots OIF (Helm; -1/2) 1u Platemail: (Total: 30 Active Cost, 10 Real Cost) Armor (7 PD/7 ED) (21 Active Points); Full Coverage Long Jacket, High Boots (Protects Locations 9-14, 16-18) (-3/4), OIF (Armor; -1/2), Half Mass (-1/2), Real Armor (-1/4) (Real Cost: 7) plus Armor (3 PD/3 ED), Conditional Power Only If Also Wearing Another Item In Set (+0) (9 Active Points); Full Coverage Long Jacket, High Boots (Protects Locations 9-14, 16-18) (-3/4), OIF (Armor; -1/2), Half Mass (-1/2), Real Armor (-1/4) (Real Cost: 3) 1u Damage Reduction: Absorption 1d6+1 (standard effect: 4 points) (physical, BODY), Can Absorb Maximum Of 11 Points' Worth Of Physical Damage, Absorption As A Defense (x2) (18 Active Points); OIF (Helm; -1/2) 1u Abundant Energy: +10 END (5 Active Points); OIF (Helm; -1/2), Conditional Power Only Works If Wearing 3 Items of Set (-1/4) Description:Arcanna's Flesh platemail provides 7 DEF normally, 10 DEF if at least 2 items in the set are worn. It also absorbs damage from attacks, and adds that to the casters BODY. If the caster is wearing at least 3 set items, it also adds to the wearer's personal END. 68 Arcanna's Deathwand Warstaff: Multipower, 137-point reserve, (137 Active Points); all slots OAF (Staff; -1) 3u Warstaff: (Total: 118 Active Cost, 31 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (25 Active Points); OAF (Staff; -1), STR Minimum 10 (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 8) plus Does BODY (+1), Attack Versus Limited Defense (Power Defense or Magic Defense; +1 1/2) for up to 25 Active Points of Warstaff Base Attack, Reduced Endurance (0 END; +1/2) (93 Active Points); Activation Roll 8- (-2), OAF (Warstaff; -1) (Real Cost: 23) 1u Quickstaff: Lightning Reflexes: +5 DEX to act first with Warstaff Attack (5 Active Points); OAF (Warstaff; -1) 1u Sorcery Expertise: +1 with all Sorceress Skills (8 Active Points); OAF (Warstaff; -1) 1u Mana Enhancer: Endurance Reserve (+50 END, +1 REC added to caster's existing Mana Endurance Reserve) Reserve: (6 Active Points); OAF (Warstaff; -1), Conditional Power Only Works If Wearing 3 Items Of Set (-1/4); REC: OAF (Staff; -1) Description:Arcanna's Deathwand Warstaff is a powerful weapon, acting as a 1.5d6K attack; the attack has a 8- activation roll to make the attack AVLD Does BODY against Power Defense, further increasing the lethalith of the weapon. The staff is magically quick, providing +5 Lightning Reflexes when attacking with the staff. It also provides sorcery expertise, and adds to the wearer's Mana reserve if at least 3 set items are worn.
  3. Re: Some converted magic items From D2: 77 Angelic Wings Amulet: Multipower, 116-point reserve, (116 Active Points); all slots OIF (Amulet; -1/2) 4u Angelic Aura: Sight Group Images Increased Size (8" radius; +3/4), +/-4 to PER Rolls, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); OIF (Amulet; -1/2) 2u Angelic Protection: (Total: 30 Active Cost, 20 Real Cost) Energy Damage Reduction, Resistant, 25% (15 Active Points); OIF (Amulet; -1/2) (Real Cost: 10) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF (Amulet; -1/2) (Real Cost: 10) 1u Angelic Wings: Flight 8", 4 Continuing Charges lasting 5 Minutes each (+0) (16 Active Points); OIF (Amulet; -1/2) 1u Angelic Blessing: +1 Overall (10 Active Points); OIF (-1/2), Conditional Power Power Only Works If At Least 3 Items Of Set Are Worn (-1/4) Total Real Cost: 85 Points. Description: This amulet gives off a divine aura that provides illumination, protection, and limited ability of flight. If a total of 3 set items are worn (including this item), the amulet also blesses the wearer in all skills. The MP is set up so that all powers work simultaneously. 23 Angelic Halo Ring: Multipower, 34-point reserve, (34 Active Points); all slots OIF (Ring; -1/2) 1u Regeneration: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2) (22 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), OIF (Ring; -1/2) 1u Health: +2 BODY (4 Active Points); No Figured Characteristics (-1/2), OIF (Ring; -1/2) 1u Blessing: +1 with All Combat (8 Active Points); OIF (-1/2), Conditional Power Power Only Works If At Least 3 Items Of Set Are Worn (-1/4) Description: This ring places a halo around the wearer, providing the ability to regenerate from damage and better health. If 3 set items are worn, the ring also provides better expertise in combat. 32 Angelic Mantle: Multipower, 48-point reserve, (48 Active Points); all slots OIF (Armor; -1/2) 1u Magic Ring Mail: Armor (6 PD/6 ED) (18 Active Points); OIF (Ring Mail; -1/2), Half Mass (-1/2), Real Armor (-1/4) 1u Fire Resistance: Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF (Armor; -1/2), Limited Power Only Versus Fire (-1/4), Conditional Power Power Only Works If At Least 3 Items Of Set Are Worn (-1/4) Description: This magic suit of ring mail provides the same amount of protection as chain, but at half the normal weight. If at least 3 set items are worn, the armor also provides protection from all fire. 50 Angelic Sabre: Multipower, 100-point reserve, (100 Active Points); all slots OAF (Sabre; -1) 3u Blade: (Total: 80 Active Cost, 26 Real Cost) Killing Attack - Hand-To-Hand 1d6+1, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (Sabre; -1), STR Minimum 14 (-1/2), Real Weapon (-1/4) (Real Cost: 11) plus Killing Attack - Hand-To-Hand 2 1/2d6, Required Hands One-Handed (+0), Reduced Endurance (1/2 END; +1/4) (50 Active Points); OAF (Sabre; -1), STR Minimum 14 (-1/2), Limited Power Only Damages Undead (-1/2), Real Weapon (-1/4) (Real Cost: 15) 1u Angelic Swiftness: Lightning Reflexes: +3 DEX to act first with Single Action (Sabre Attack) (3 Active Points); OAF (Sabre; -1), Conditional Power Power Only Works If Wearing 3 Items Of Set (-1/4). Description: This sabre does 1d6+1 dmg to most opponents, but 4d6 dmg to all undead. If 3 or more set items are worn, the weapon becomes extremely swift when used to attack.
  4. Re: Balancing Magic Yeah you really do have to set the context. In 4th ed FH there was this planning sheet for magic, and a blurb near it that talks about context. If you want an Arabian Nights style, then flight usable with carpets, summoning genies, are appropriate; if you want Norse style, then runes and protection are appropriate, but flight and summoning [genies] isn't. You also have to understand what saturation you want magic to have...destruction of armies, cities in the clouds, or just minor conveniences that have little effect on the world. Either extreme will have a large effect on the kind of characters your players will want to play. The Real/3 cost, plus a 10-point VPP are good for making magic costworthy for mages. But you've got to set the tone of what they get for their points.
  5. Re: Some converted magic items Boots of Air Walking: Flight 6" (12 AP), OIF Boots (-1/2), Limited Power: Movement is by walking on air, speed is directly impacted by ability to walk/run (-0) (Total: 8 points) plus Flight 6" (12 AP), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (24 AP); OIF Boots (-1/2), Only to maintain current position (-1/2) (Total: 12 points). Overall Total: 20 Points. Description: Boots of Air Walking allow the user to step on air as if it were solid ground, so as long as the wearer is capable of walking/running, he can move. Because the air is treated as solid ground, if he is standing 6" above the ground and is stunned, knocked out, or even killed, he remains 6" above the ground without worrying about falls. This leads us to the strange tale of how this particular pair was recovered by a team of adventurers, who happened upon a skeleton floating in the sky near an orc basecamp...
  6. Re: Cheesy diceroll advantages Yep, like I did with phasers, SE + regular is going to have to be the way to go. Gonna make building the swords in Hero Designer fun though - compound powers, STR Mins, etc.
  7. Re: Cheesy diceroll advantages I don't see it as any more harmful than say, doubly armor-piercing or doubly-penetrating, or piercing AND armor-piercing. But the combat-lag time in calculating it does concern me. What I was trying to do was simulate some of the Diab/HF weapons where there is a magical minimum amount of damage, but no change to the maximum. If I go with SE, that affects both the minimum and the maximum. Hmmm....
  8. Somewhat cheesy, but what about this: DRM (Die Roll Mins)... For a +1/2 Advantage, all 1s and 2s are converted to 3s For a +3/4 Advantage, all 1s, 2s, and 3s are converted to 4s For a +1 Advantage, all 1s, 2s, 3s, and 4s are converted to 5s. It's like buying extra dice, only to raise the minimum damage. Notice that I purposely did not make any conversion to 6s. The idea is for those weapons where you don't want to use SE, but damage from even a glancing blow is not to be sneezed at. The numbers work out close to buying extra dice with a proper limitation. Be kind
  9. Re: Trek Hero PDF available Thanks! For those of you who use the FASATrek, as opposed to the TNGTrek, I have a question. Should I copy the Decipher versions of the TOS races (Gorn, Capellans, etc) into FASATrek or leave them alone. I ask because there is usually a difference between FASATrek and TNGTrek (Decipher).
  10. Re: PCs and NPCs in HDC format Here's one of my favorites from 20 years ago, converted to 5E. The campaign started out in AD&D, but was converted to FH after the first few adventures. In D&D terms, he's a fighter-assassin who's Lawful Good. In heroic terms he's an agent in service of the good king of the kingdom. His best friend is a Paladin.
  11. Re: Some converted magic items Armor of Illusion: (Total: 89 Active Cost, 37 Real Cost) Armor (8 PD/8 ED), Variable Special Effects (Limited Group of SFX; May appear as any kind of armor; +1/4) (30 Active Points); OIF (Armor; -1/2), Half Mass (7kg; -1/2), Real Armor (-1/4), Extra Time (Full Phase, Only to Activate (Change Special Effect), -1/4) (Real Cost: 12) plus Shape Shift (Sight, Smell/Taste, Touch and Hearing Groups, limited group of shapes) (29 Active Points); OIF (Armor; -1/2), Extra Time (Full Phase, -1/2), 1 Continuing Charge lasting 1 Hour (-1/4) (Real Cost: 13) plus Invisibility to Sight Group , No Fringe, 2 Continuing Charges lasting 1 Hour each (+0) (30 Active Points); Limited Power Power loses about half of its effectiveness (Automatically dispelled if wearer attacks; -1), OIF (Armor; -1/2) (Real Cost: 12). Description: In normal appearance this is black full plate armor, similar to the armor worn by medieval knights. It has elaborate silver and ruby engravings on the shoulders and breastplate. It has been enchanted so as to be nearly weightless (7kg) and virtually silent. It possesses the following abilties: Change Appearance-armor: The armor can be made to look like any type of armor that the wearer wishes, taking a full phase to will the change. The change lasts as long as the armor is worn. Once put away, it reverts back to it's original shape. Change Appearance-wearer: Once a day the wearer can activate this power and take on the appearance, smell and sound of any typical humanoid, male or female, from human to orc. This power lasts one hour. Invisibility: This ability can be activated twice a day and lasts one hour or until the wearer attacks, whichever comes first. Bracelet of Beauty: (Total: 13 Active Cost, 10 Real Cost) +6 COM (3 Active Points); IIF (Bracelet; -1/4) (Real Cost: 2) plus Magic Damage Reduction, 25% (10 Active Points); IIF (Bracelet; -1/4) (Real Cost: 8). Description: This exquisite silver bracelet make the wearer better looking, and provides some resistance to magic.
  12. Re: Some converted magic items CatsEye Necklace: +3 with Trading (6 Active Points); IIF (Cat's Eye Necklace; -1/4) . Total Cost: 5 Points. Description: Provides mastery of the Trading skill. Cloak of Guises: Cosmetic Transform 2d6 (Cloak into various sets of clothing and back again), Improved Target Group (Cloak into any clothing; +1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); Limited Target (Cloak only) (-1/4). Total Cost: 14 Points. Description: A full length cloak that can magically turn into several complete sets of clothing at will. This includes a shirt, pants, socks and vest, or coat, or a full length dress. The clothing is limited to various shades of the cloak's original color. The pieces cannot be separated and must be worn as a complete set. Bracelet of Charms: (Total: 358 Active Cost, 104 Real Cost) Summon 90-point Wolf, Devoted (+3/4) (31 Active Points); 1 Charge (-2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), IIF (Charm; -1/4) (Real Cost: 7) plus Summon 192-point Leopard, Devoted (+3/4) (66 Active Points); 1 Charge (-2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), IIF (Charm; -1/4) (Real Cost: 15) plus Summon 1-point Raven, Devoted (+3/4) (2 Active Points); 1 Charge (-2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), IIF (Charm; -1/4) (Real Cost: 1) plus Summon 39-point Ferret, Devoted (+3/4) (14 Active Points); 1 Charge (-2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), IIF (Charm; -1/4) (Real Cost: 3) plus Summon 99-point Horse (Riding), Devoted (+3/4) (35 Active Points); 1 Charge (-2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), IIF (Charm; -1/4) (Real Cost: 8) plus Major Transform 4d6 (standard effect: 12 points) (Inanimate Object into Bracelet Charm, Removal from Bracelet and command word), Reduced Endurance (0 END; +1/2), Continuous (Keeps working until item is transformed; +1), Improved Target Group (Any Inanimate Object; +1) (210 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), IAF (Charm Bracelet; -1/2), No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (May only have 20 charms other than the five animal charms on the bracelet at any given time.; -1/4) (Real Cost: 70) Description: This is a seemingly normal charm bracelet of silver with five animal charms on it. The five animal charms are: Wolf, Leopard, Raven, Ferret and Horse. When taken off the charm becomes a real version of itself and is empathically linked with the owner of the bracelet. Each charm can be active for 12 hours. The charm bracelet has been further enchanted to accept up to 20 additional charms. Any non-living item, be it magic, mundane, rune or otherwise can be carried in this fashion. The item must touch the bracelet for 12 seconds and be willed by the owner to become part of it. It will then be represented by a small charm version of itself. There is no limit to the number of uses within a day for the extra charms or the ability of the bracelet to accept new charms. The bracelet is indestructible and can become invisible at the owner's wish. Ring, Protection from Thievery: Negative Skill Levels (-4 with Sleight of Hand (Pickpocketing)), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Area Of Effect (One Hex; +1/2), Invisible Power Effects (Fully Invisible; +1) (45 Active Points); IIF (Ring; -1/4). Total Cost: 36 Points. Description: This is a simple silver band with a small amber setting. Anyone attempting to pick pocket or otherwise thieve from the wearer's person has their skill reduced by -4. Fire Opal Ring: Multipower, 45-point reserve, (45 Active Points); OIF Unbreakable (Fire Opal Ring; -1/2). Cost: 30 Points 1u) Blinding Flash: Sight Group Flash 6d6, Area Of Effect (One Hex; +1/2) (45 Active Points); 2 Charges (-1 1/2), OIF Unbreakable (Fire Opal Ring; -1/2) 1u) Cloud of Smoke: Darkness to Sight Group 2" radius (20 Active Points); 2 Continuing Charges lasting 1 Turn each (-1), OIF Unbreakable (Fire Opal Ring; -1/2) 1u) Energy Blast 6d6, Area Of Effect (One Hex; +1/2) (45 Active Points); 2 Charges (-1 1/2), OIF Unbreakable (Fire Opal Ring; -1/2) 1u) Fire Fist: Hand-To-Hand Attack +4d6, Continuous (+1) (40 Active Points); 2 Continuing Charges lasting 1 Turn each (-1), Hand-To-Hand Attack (-1/2), OIF Unbreakable (Fire Opal Ring; -1/2) Total Cost: 34 Points. Description: This is a ring made entirely of fire opal. It gives the wearer the following abilities 2/day: Blinding Flash Cloud of Smoke (1 Turn) Fire Bolt Fire Fist (1 Turn)
  13. Re: Trek Hero PDF available I've updated TNGHero pdf and added a few more templates to the web page. I've added Sisko and Nerys writeups to a chapter after the Decipher converted characters, and made graphic additions and format fixes to the TNG Races chapter.
  14. Re: Some converted magic items I'm looking through the games/manuals of other rpg/crpgs that I have, but I'm having trouble finding interesting things. Rage of Mages - the wizard staves are interesting, especially the prismatic and stoning staves, and the bows of stoning are interesting. (Stoning is essentially an Entangle). But outside of RoM, steel swords, adamantine swords, crystal swords... they are just variations of the theme. Diablo/Hellfire - the potions affecting weapons and armor, and the gems/ jewels/ runes, etc. are interesting, especially if they were written up as transforming a weapon rather than requiring a socketed weapon. And the armor/weapon/ring sets could be interesting, but they need some tweaking to make them more interesting for other worlds. Baldur's Gate/Neverwinter Nights. Definitely some interesting stuff, like the Darts of Stunning (which I've already done). Keep the stuff coming folks!
  15. Re: Some converted magic items
  16. Re: "Spell" Limitation in Grimoire FHGrimoire I, page 3, next to the last paragraph says Spell limitation is described in Fantasy Hero page 246. The Spell limitation is in the next to the last paragraph on page 246 (but read the entire 2nd column to understand it).
  17. Re: Some converted magic items Cloak of the Sheep: (Total: 40 Active Cost, 20 Real Cost) Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents) (20 Active Points); OIF (Cloak; -1/2), Side Effects (Gullibe (-4 to INT Rolls); -1/2) (Real Cost: 10) plus Power Defense (20 points) (20 Active Points); OIF (Cloak; -1/2), Side Effects (Easily Swayed/Decieved (-4 to PRE Rolls); -1/2) (Real Cost: 10) Description: Created for agents of the Cult of Baa, it confers immunity to poisons, diseases, stoning transforms, sleep transforms, paralysis transforms; but it makes the agents gullible and easily deceived by the Cult. Hands Of The Master: +2 with HTH Combat (Unarmed Combat) (10 Active Points); IIF (Gloves; -1/4). Description: These gloves are meant for Monks (ie Martial Arts monks), but a few Rogues have put them to good use. Belt of Saint Perci: (Total: 38 Active Cost, 19 Real Cost) +10 STR (10 Active Points); OIF (Belt; -1/2) (Real Cost: 7) plus +1 with All Combat (8 Active Points); OIF (Belt; -1/2) (Real Cost: 5) plus Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), OIF (Belt; -1/2) (Real Cost: 7) Description: Created for Saint Perci in his quests against evil, it was unable to save him from death at the hands of the red dragon Wromthrax. Lady's Escort: (Total: 33 Active Cost, 20 Real Cost) Flight 6", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (24 Active Points); OIF (Ring; -1/2), Only In Contact With A Watery Surface (-1/4) (Real Cost: 14) plus Gliding 6" (6 Active Points); OIF (Ring; -1/2) (Real Cost: 4) plus Damage Resistance (3 PD/3 ED) (3 Active Points); OIF (Ring; -1/2) (Real Cost: 2) Description: This ring was obviously crafted for a woman, and was crafted for one of mage Terrax's lady friends. Unfortunately, the ring and friend disappeared somewhere en route to Erathia.
  18. Re: Some converted magic items Ring of the Unicorn: (Total: 11 Active Cost, 7 Real Cost) Luck 1d6 (5 Active Points); OIF (Ring; -1/2) (Real Cost: 3) plus +3 REC (6 Active Points); OIF (Ring; -1/2) (Real Cost: 4). (revised from above) Drogg's Helm: (Total: 98 Active Cost, 40 Real Cost) Armor (6 PD/6 ED), No Mass (+0) (18 Active Points); Helmet (Protects Locations 3-5; -2), OIF (Helm; -1/2), Real Armor (-1/4) (Real Cost: 5) plus +15 PRE (15 Active Points); OIF (Helm; -1/2) (Real Cost: 10) plus +15 INT (15 Active Points); OIF (Helm; -1/2) (Real Cost: 10) plus Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), OIF (Helmet; -1/2), Self Only (-1/2) (Real Cost: 15) Description: In the history of the Vori (vikings), it's rare to find a chieftain who rules for long. Drogg was one of the few chieftains to survive decades of raids. With his helm, you can understand why. Inspiration: Might and Magic 8 Ring of Fusion: (Total: 45 Active Cost, 22 Real Cost) +5 with Alchemy Skill(s) (25 Active Points); OIF (Ring; -1/2), Costs Endurance (-1/2) (Real Cost: 12) plus +20 INT (20 Active Points); OIF (Ring; -1/2), Costs Endurance (-1/2) (Real Cost: 10). Description: The signet ring of the master of the Freehaven Alchemist's Guild, this ring is only meant to be worn when mixing potions, and it uses 4 END per phase it is worn. It's no wonder his potion creations were fabulous, if rare. Inspiration: Might and Magic 8 Gibbet, Monster Slayer: (Total: 135 Active Cost, 43 Real Cost) Killing Attack - Hand-To-Hand 2d6, Ranged (Can Be Thrown; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (75 Active Points); OAF (Spear; -1), STR Minimum 13 (-1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 25) plus Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); OAF (Spear; -1), Limited Power Only Versus Undead, Demons, and Dragons (-1), Real Weapon (-1/4) (Real Cost: 18) Description: An unimpressive weapon, it was forged by the great Mekorig the Blind to help end the Age of Monsters and bring in the Age of Man. Though the damage is impressive (2d6K vs. most targets, 4d6K vs. Undead, Demons, and Dragons), it is more often found in a Dragon's hoard than in the hands of a living adventurer. Inpiration: Might and Magic 7
  19. Re: Some converted magic items
  20. Re: Some converted magic items Archangel Broadsword: Killing Attack - Hand-To-Hand 1d6+1 (Piercing 6 rPD), Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Affects Desolidified Any form of Desolidification (+1/2) (95 Active Points); OAF (Broadsword; -1), STR Minimum 12 (-1/2), Real Weapon (-1/4). Total Cost: 34 points. Description: This blade of pure erudine steel can cut through armor like butter and glows with a blue-white light. The blade can also penetrate spells of protection (e.g. Potion of Invulnerabilitly to Normal Weapons) and can affect spirits. Inspiration: Might and Magic 8. Havoc, Broadsword of Legend: (Total: 85 Active Cost, 31 Real Cost) Killing Attack - Hand-To-Hand 1d6+1, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); OAF (Broadsword; -1), STR Minimum 12 (-1/2), Real Weapon (-1/4) (Real Cost: 14) plus +2 SPD (20 Active Points); OAF (Broadsword; -1) (Real Cost: 10) plus +5 with HTH Combat (OCV Only) (25 Active Points); OAF (Broadsword; -1), Limited Power OCV Only (-1), Side Effects, Side Effect occurs automatically whenever Power is used (x1/2 DCV in Combat, cannot use Block/Parry; -1/2), Real Weapon (-1/4) (Real Cost: 7) Description: This legendary sword enhances the speed and accuracy of the sword-wielder, but at a cost. The aggressive, offensive nature of the weapon reduces the defense of the wielder, and prevents the use of Block and similar defensive maneuvers. Inspiration: Might and Magic 8 Divine Amulet: (Total: 125 Active Cost, 83 Real Cost) +10 STR (10 Active Points); IAF (Amulet; -1/2) (Real Cost: 7) plus +10 DEX (30 Active Points); IAF (Amulet; -1/2) (Real Cost: 20) plus +10 CON (20 Active Points); IAF (Amulet; -1/2) (Real Cost: 13) plus +10 BODY (20 Active Points); IAF (Amulet; -1/2) (Real Cost: 13) plus +10 INT (10 Active Points); IAF (Amulet; -1/2) (Real Cost: 7) plus +10 EGO (20 Active Points); IAF (Amulet; -1/2) (Real Cost: 13) plus +10 PRE (10 Active Points); IAF (Amulet; -1/2) (Real Cost: 7) plus +10 COM (5 Active Points); IAF (Amulet; -1/2) (Real Cost: 3). Description: These rare amulets infuse the wearer with a measure of divine energy, greatly enhancing their characteristics. Inspiration: Might and Magic 8 Amulet of Doom: (Total: 14 Active Cost, 10 Real Cost) +1 STR; IAF (Amulet; -1/2) (Real Cost: 1) plus +1 DEX (3 Active Points); IAF (Amulet; -1/2) (Real Cost: 2) plus +1 CON (2 Active Points); IAF (Amulet; -1/2) (Real Cost: 1) plus +1 BODY (2 Active Points); IAF (Amulet; -1/2) (Real Cost: 1) plus +1 INT; IAF (Amulet; -1/2) (Real Cost: 1) plus +1 EGO (2 Active Points); IAF (Amulet; -1/2) (Real Cost: 1) plus +1 PRE; IAF (Amulet; -1/2) (Real Cost: 1) plus +1 COM (1 Active Points); IAF (Amulet; -1/2) (Real Cost: 1) plus Damage Resistance (1 PD/1 ED); IAF (Amulet; -1/2) (Real Cost: 1) Description: These relatively common amulets are aptly-named, as they are most often used by the inexperienced adventurers, who often go do their doom believing they could beat the odds. Ring of the Golem: (Total: 54 Active Cost, 36 Real Cost) Armor (5 PD/5 ED) (15 Active Points); OIF (Ring; -1/2) (Real Cost: 10) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF (Ring; -1/2) (Real Cost: 10) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); OIF (Ring; -1/2) (Real Cost: 10) plus Life Support (Extended Breathing: 1 END per Minute; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (Ring; -1/2) (Real Cost: 6) Description: The Ring of the Golem provides the same resistance to most damage as if the character were a stone golem. Inspiration: Might and Magic 8 Ring of the Unicorn: (Total: 65 Active Cost, 43 Real Cost) Luck 1d6 (5 Active Points); OIF (Ring; -1/2) (Real Cost: 3) plus Aid REC of Spell END 2d6 (standard effect: 6 points), Delayed Return Rate (Permanent While Worn; +2) (60 Active Points); OIF (Ring; -1/2) (Real Cost: 40). Description: The pearlescent ring increases the Luck of the wearer, and enhances the recovery rate of the END used to cast spells. If the caster's spells use personal END, add +3 to the REC stat; if the spells use an END Reserve, add +3 to the REC of the END Reserve.
  21. Re: Feedback on a Magic System Instead of straight Active Points per 'level', you might try what I call "Effective Points", which is the Active modified by non-casting limitiations. So a Light Spell that has an AP of 16, but has the -2 Lim: Only For Light has an Effective Cost of 16/3 = 5 points. I find that tends to keep Light as an L1 spell instead of L2 or L3. Other than that, I'd say keep the number of additional spells per +1 consistent across lists, and treat each list like an MP in that all should have pretty much the same casting lims with only minor variations. Also, I'd decide what upper limit you want for the AP (or Effective Points if you use that), so you don't get someone spending 31 points on the skill to get spells of 140 Active Points.
  22. Re: Some converted magic items Chayapa gives the sensation of having one's breath pulled forcefully from the body, as one of chayapa's effects is the consumption of oxygen in the bloodstream. Chayapa also has a magical component that spreads negative energy through the bloodstream. The victim tends to turn as blue as the chayapa gel from lack of oxygen and negative planar energy coursing through the body.
  23. Re: Some converted magic items Dart of Stunning: Killing Attack - Ranged 1/2d6, Required Hands One-Handed (+0), Penetrating (+1/2), +5 Increased STUN Multiplier (+1 1/4) (27 Active Points); 32 Charges which Never Recover (-1 3/4), STR Minimum 5 (STR Min. Cannot Add/Subtract Damage; -3/4), OIF (Darts; -1/2), Limited Range (16"; -1/4), Real Weapon (-1/4). Total Cost: 6 points. Description: Darts of Stunning don't do much BODY damage, but excel at stunning the target. (Average 2 BODY, which is ignored by even Leather Armor; STUN Mult is +5, so a hit to the chest is x(3+5) or x8, so 16 STUN). When a dart is used, its magic consumes it and it disappears. Animal Control Potion: Mind Control 8d6 (Animal class of minds), Requires An Alchemy Skill Roll (to brew; No Active Point penalty to Skill Roll; +0), Telepathic (Direct Mental Control; +1/4) (50 Active Points); Extra Time (6 Hours, Brewing Time; -3 1/2), OAF Fragile (Potion; -1 1/4), Stops Working If Mentalist Is Knocked Out (-1/4). Description: This version of the potion lets the drinker pick any animal in sight to control. So if he sees a pig, a donkey, and a tiger, he may choose which of the 3 to try to control. Total Cost: 8 points. Clairaudience Potion: Clairsentience (Hearing Group), Requires An Alchemy Skill Roll (No Active Point penalty to Skill Roll; +0), 4 Continuing Charges lasting 20 Minutes each (+1/4) (25 Active Points); Extra Time (6 Hours, Brewing Time; -3 1/2), OAF Fragile (Potion; -1 1/4). Total Cost: 4 points. Potion of Heroism: (Total: 95 Active Cost, 14 Real Cost) Aid BODY (+8 BODY) 5d6+1 (standard effect: 16 points), Requires An Alchemy Skill Roll (No Active Point penalty to Skill Roll; to brew; +0), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (79 Active Points); Extra Time (6 Hours, Brewing Time; -3 1/2), OAF Fragile (Potion; -1 1/4), 4 Charges (-1), Self Only (-1/2) (Real Cost: 11) plus +2 with All Combat, Requires An Alchemy Skill Roll (No Active Point penalty to Skill Roll; to brew; +0), 4 Continuing Charges lasting 1 Hour each (+0) (16 Active Points); Extra Time (6 Hours, Brewing Time; -3 1/2), OAF Fragile (Potion; -1 1/4) (Real Cost: 3). Description: Drinking this potion gives the user +8 BODY and +2 Overall Combat Levels. Potion of Invulnerability [to Nonmagic Attacks]: Desolidification (affected by Magic), Requires An Alchemy Skill Roll (No Active Point penalty to Skill Roll; to brew; +0), 4 Continuing Charges lasting 20 Minutes each (+1/4) (50 Active Points); Extra Time (6 Hours, to brew; -3 1/2), OAF Fragile (Potion; -1 1/4), Only To Protect Against Non-magical attacks (-1), Cannot Pass Through Solid Objects (-1/2). Description: This potion protects the drinker from any non-magic attack. Swords, arrows, tiger's claw, punch, all have no effect. Spells and magical weapons have normal effect. Potion of Long Life: Life Support (Longevity: 400 Years), Requires An Alchemy Skill Roll (No Active Point penalty to Skill Roll; to brew; +0), 1 Continuing Charge lasting 1 Century (+0), Difficult To Dispel (x16 Active Points; +1) (4 Active Points); Extra Time (6 Hours, to brew; -3 1/2), OAF Fragile (Potion; -1 1/4). Total Cost: 1 point. Description: For the next Century (100 years), the drinker ages at 1 year for every 4 that pass. When the potion expires, he ages normally. Note that although the Real Cost is very low, the $$$ cost is extremely high, as most nobles and kings want to live a long, long time. Chayapa: Energy Blast 7d6, Requires An Alchemy Skill Roll (No Active Point penalty to Skill Roll; to brew; +0), 16 Continuing Charges lasting 1 Turn each (+0), Reduced Endurance (0 END; +1/2), Continuous (+1), Attack Versus Limited Defense (Power Defense; +1 1/2) (140 Active Points); Extra Time (6 Hours, to brew; -3 1/2), Limited Power Only If Weapon Does BODY (-1), OIF (tin container; -1/2). Total Cost: 23 points. Description: This blue gel smells vaguely of mulberries, and is often used to coat arrows, daggers, darts, and so forth. Chayapa is quick acting, and very powerful. Ghoul Sweat: Drain DEX 5d6 (standard effect: 15 points), Requires An Alchemy Skill Roll (No Active Point penalty to Skill Roll; to brew; +0), 16 Charges (+0), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2) (87 Active Points); Extra Time (6 Hours, to brew; -3 1/2), Limited Power Weapon Must Do BODY (-1), OIF (tin container; -1/2). Total Cost: 14 points. Description: This scummy green gel smells like, well, ghoul sweat. Like Chayapa, it is often used to coat arrows, daggers, and so forth. Ghoul sweat causes painful muscle cramps, making physical activity very difficult (and painful).
  24. Re: Another Steampunk Fantasy And the one I picked up - Victoriana.
  25. Re: Some converted magic items Leather of the Pirate King, all slots OIF (Leather Armor; -1/2). Enchanted Leather: Armor (6 PD/6 ED), No Mass (+0) (18 Active Points); OIF (Leather Armor; -1/2), Real Armor (-1/4) Nimble-fingered: Sleight Of Hand 13- (11 Active Points); OIF (Leather Armor; -1/2) Disarming Expertise: +2 with HTH Combat (any Disarm Maneuver) (10 Active Points); OIF (Leather Armor; -1/2) Water Walking: Flight 6", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (24 Active Points); OIF (Leather Armor; -1/2), Only In Contact With A Surface (Water) (-1/4) Rogue's Luck: Luck 2d6 (10 Active Points); OIF (Leather Armor; -1/2) Created for THE Pirate King, the armor kept him alive in many raids. Unfortunately, it didn't save him from being poisoned by his wife when he returned from his last raid. Inspiration: Might and Magic 7 Longbow of Carnage: Killing Attack - Ranged 2d6, Explosion (+1/2) (45 Active Points); OAF (Bow; -1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; 13 STR; -1), Real Weapon (-1/4). Total Cost: 14 points. Created during the Monster Wars, these bows tranform any arrow fired from them into a globe of fiery energy that explodes on impact. The tricks for the archer, of course, are to remain out of the range of the explosion, and to keep his friends out of said explosion. Inspiration: Might and Magic 7 Ring of Air Magic: (Total: 175 Active Cost, 86 Real Cost) Aid 3d6+1 (standard effect: 10 points), all Air Magic powers simultaneously (+2), Delayed Return Rate (points return at the rate of 5 per Month; Permanent While Worn; +2) (165 Active Points); Self Only (-1/2), OIF (Ring; -1/2) (Real Cost: 82) plus +5 with Air Magic Skill (10 Active Points); Limited Power Power loses about half of its effectiveness (Only To Offset MR penalties of higher AP cost of spells; -1), OIF (Ring; -1/2) (Real Cost: 4). Created for guildsmen of the college of Air Magic, these rings increase the power of all Air Magic spells cast, without increasing the difficulty of said spells. Inspiration: Might and Magic 7
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