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BhelliomRahl

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Posts posted by BhelliomRahl

  1. Re: Blood-Fueled Magic/Powers

     

    The Transfer power would of been very useful here but it can be replicated relatively easily in 6th by Linking Aid to Drain.

     

    I would build a vampire's blood drinking as:

     

    Blood Pool: Endurance Reserve (50 END, 0 REC) - 13 Real Points

    Bite: Killing Attack - HTH 1d6 (15AP); No STR bonus (-1/2), No Knockback (-1/2) - 8 Real Points

    Blood Drain: Drain BODY 1d6, Reduced Endurance (0 END), Heals as Body (+2) (35AP); No Range (-1/2), Only if Bite Does Body (-1/2), Linked (Bite; -1/4) - 15 Real Points

    Blood Consumption: Aid Blood Pool 1d6, Points Gained Equal Drained (0), Reduced Endurance (0 END; +1/2), Points Do Not Fade (+2) (21AP); Only to Aid Self (-1), Linked (Blood Drain; -1/2) - 8 Real Points

     

    Its only a rough idea but it works. Might want to make the Aid fade to represent a Vampires need to contantly feed. (the +2 Does not Fade would roughly Fade a 5pts per month but I do not think endurance would last that long) Blood Drain could be made continous to represent the vampire feeding for a time.

     

    Although I like Christopher's idea of Endurance pool with a limited form of REC, only when feeding.

  2. Good day.

     

    I am creating a character with Zeus (Greek god) style powers, dominion of the sky. Mainly this is control over the weather and elements of it.

     

    A key aspect I want to give him is that his emotional state effects the weather. When he happy its Sunny, when he sad it rains and when he's angry storms.

    He has several psycological complication representing different emotion state, mainly that due to him developing these powers when he was a kid to stop the freak weather his guardian gave him medication to suppress his emotions. So he is emotional undeveloped/repressed and when they do surface they tend to come out in sudden uncontrolled bursts.

     

    I have most of the power build, using Champion Powers for others but was wondering how to incorporate the emotional instability into the powers. Does this need to be a mechanical effect or just Special Effects. Potentially it could have implications on the game, if the villians know of his weakness, they could attempt to anger him in a city which could potential create hurricanes and lightning storms leveling the place.

    Potentially his emotional state could supercede his concious control of his powers.

     

    What are peoples opinions?

  3. Re: Why I prefer HERO System over Pathfinder/OGL/D&D for fantasy

     

    I would be interested in a GM's Guide. I have been GMing for a little over 20yrs, but I still learn new things each time I play from experience or observation. Each System has its own flow, what works for one might not work for another. The GM's Guide to a certain extent gets into the system creators GM mindset which I find to be very help full.

     

    Also the Hero System can be a little daunting when first seen from the players' and GM's perspective. As Hyper-Man pointed out most of the books help to walk the player through it but only a little is given for the GM. Most of my players enjoy my Hero System games but would not run it themselves because they are unsure where to begin, to be honest I was not at first. My first game with Hero was good from a story perspective but how I run it with respect to balanced challenges was terrible. I learnt from it and I hope I am a better GM because of it but the Guide would of been useful.

  4. Re: Delaying and Interrupting - How Do You Play It?

     

    Point of order' date=' if you are SPD 3 and have acted on 4, then get boosted to SPD 5, you can not act again until segment 8 as you can not take an action at both speeds until then. Unless teh rule changed and i did not notice. Perfectly possible.[/quote']

    Sorry I forgot that rule of Speed Change, you are correct that if your speed changes you can not act until your original speed and new speed have both had phases. I wonder how this works if the character who had his speed changed had it changed again before they could act. Would they have to wait for all 3 speeds to have phases or only there previous and present?

  5. Re: Delaying and Interrupting - How Do You Play It?

     

    Steve has recently answered several questions regarding the modification of Speed. What is apparent from this is that a character must act on the phase that his current speed dictates immediately from the adjustment. He can choose to hold an action or pass the phase but they must have it. CV Modifers remain ineffect to the character next phase(see previous post on this thread for further details).

     

    This meaning that a character with speed 5 who acts in phases 3,5,8,10 & 12 was reduced to speed 3 which act in 4,8 & 12 would act in this manner; If the character aborted to Dodge in segment 4 to avoid a drain but was still struck reducing their spd to 3 the CV modifiers from the dodge maneuver would remain in effect until his phase in Segment 8.

     

    However the reverse would be true also. A character with spd 3 who performs a Haymaker in Segment 4 and then his spd is boosted to 5 would act again in segment 5. Their CV modifiers would reset on their next phase which is 5 instead of 8.

  6. Re: Delaying and Interrupting - How Do You Play It?

     

    I'm coming a little late to the discussion but from how I have read 6th Edition I come to these conclusion.

    1) A players phase begins on his Dex in a Segment he acts in.

    2) Aborting means you use your Next Phase early but only for Defensive actions.

    i.e. Character is Spd 3 and aborts in Segment 5 to Dodge, the character loses there actions in segment 8 as they took their actions early but the CV modifers remain in effect until his Phase in Segment 12 (On his Dex) because as he aborted this turn his phases are on segments 4,5 & 12

    3) Holding/Delaying an action is an action in a Phase and there for resets the CV from maneuvers (CSL/SL are not maneuvers)

    4) A character can not have 2 actions/phases on a Segment. That explains the Null Zone but the point is made that with GM permission (I would give this) that a character can use the held action at the beginning of a phase to increase effective Dex for delcaring a Held Action.

    5) Aborting/Held Actions can be done at anytime before dice are rolled.

    i.e. After the opponent has declared what actions he is taking but before the dice are rolled.

    6) CSL are set and do not reset at the beginning of your Phase. They only change when the character changes them or the character is rended helpless.

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

    Now to the original question put forward by Theron:

     

    As the GM won the Dex roll his phase occurs before Theron. As Theon has not had his Phase he retains any modifers to CV that he had from his last phase.

    You can't Abort to an action if you made the DEX roll. If you want to abort this must be done before the roll because by making the roll your character is committing to the contest. These rules are state 6E2 p19.

     

    From my reading of the rules thats the ruling I would make as a GM.

  7. Re: Array - the Mistress of Duplication

     

    I would think you talk about a Special Effect for her main form learning Skills.

    That is one of the option I considered

     

    What would the game effect of multiple personalities be other than "having skills when not using duplicate X"?

    Is she less likely to notice stuff, because she is disracted? More observabnt because more than mind looks at the eyes pictures?

    Each personality would have different interests and knowledge, meaning how they percieve the world around them is different. I guess a good way to describe the effect would be to get 50 people (each person has different skill, knowledge & powers) in a room with a moniter at one end and each of them has a microphone & headphones. Array walks around outside the room in the real world with a head mounted camera and headphones & microphone connected to all the headsets in the room. As Array does stuff the people in the room can choose to observe or talk amoungest themselves and comment on what they see.

     

    Example: Array is looking for entrance to the warehouse, as they are looking they see entrances. She moves to a door and a Thief persona who was watching could say stop that door has alarm on it and point it out. Array could ask the Thief persona if she could bypass it; if yes the thief could point it out if simple or Array could summon that element or if the theif cannot bypass it, an element could be created that is capable of bypassing the door which in turn creates a new personality and adds another person to the room. Of course while this is going on a Hulk like persona could be shout to smash the door and an architect could be analysising the structure for other entrances but the key point is that the persona are all in harmony,

     

    Important to note is that Array perceives the personalities as they elements but Ghostly. Whether these visions are part of Array's coping mechanism or that the personalities actual project themselves and therefore can percieve indepentantly of Array would be an important question to answer. I think that might come down to the points I have left at the end.

     

    Could she multitaks (one personality reads' date=' another listens to music, a third uses her hands to craft)[/quote']

    Array could multitask but each of them has independant memories although Array can draw upon that knowledge although they can chose to share that knowledge between themselves

     

    I could see the other personalities be built as a Computer (that is part of her body)' date=' but would need more information about game effects before I know if that is helpfull.[/quote']

    That is a very interesting method; create each personality as an A.I. Computer when a body is created possible using Summon (Summon would have to have no task/time limit- GM Approval) the personality enters it.

     

    Array might end up being "plot device" powered.

    Our GM loves using characters as plot devices - In one game my character organised the assasination of the Emperor. Turned out be someone disguised as me but using all my resources to accomplish it. Due to the party attempting to save their own selves we end kill all but 2 of the party. (I survived)

  8. Good day.

     

    I'm a big fan of the Gold Digger comics and one of the most interesting characters is Array (Pre-Dreadwing). This character can create elements (other bodies) which can possess any form (Although can create male form, can't create male personality), ability (physical and Supernatural) or skill shes desires. When first created each form gains a new personality. She can create or remove these elements at will but the personality is permanently a part of her, always talking in her head. Although (Can recreate a previous element and it will have the same personality) Harmony exists and Array remains the dominate party in control.

     

    I have a game coming up and the GM has said to go wild with our character designs, so I was thinking of building Array.

     

    My Ideas:

     

    Duplication - Inherent, Range Recombine, Altered Duplication 100%. approx. 500 build points. x 20 dupilcates

    Mind Link - Limited Class of Mind - Elements Only, No LOS, Psychic Link. Dimensional.

     

    The main issue is how to represent the fact that the personalities remain in her mind. Its more than story because each element would have a knowledge set which they could impart to Array as need especially as they share her perception.

     

    What ideas do people have?

  9. Good day.

     

    I have a couple of queries regarding Duplication and Summon:

     

    1) If the Duplication power is adjusted (Drain, Aid, etc) does this effect already created duplicates?

    2) If Duplication is bought in a Power Framework (GM Approved), if a duplicate is created and the framework is reallocated would the duplicates disappear (I have read 6E1 P.400) or would it be said to recombine?

    3) The above question also in regard to Summon; if the power framework is reallocated would the Summoned being depart or would it remain and complete its tasks?

    4) If a being is summoned using the advantage amicable, when its tasks are complete can an Ego vs. Ego roll be made to have it do additional tasks and if so does the Being get the cumlative +1 to its Ego. Or is the summoned power used again?

     

    Thank you in advance.

  10. Re: Race based were-creatures for a high fantasy setting.

     

    I like the idea.

     

    Markdoc made the point of needing to explain why only certain types of Lycanthrope are found in specific races, however with magic and divine intervention this does not have to be so important. How Magic interacts with different type of life can be an unknown and could be an interesting story/personal quest for players.

     

    The lycanthrope in my current game were engineered by an ancient Mage using Chimera Magic for a war, his skill was such that the creations were genetically viable. He only used humans, for the simiple reason that slaves/serfs were human. The magic worked by altering the person's Aura(outer edge of Soul) and combining them with traits from a specific animal; Rats for spies & Assasins and Wolves for Guards for starters. Other changes were also made to the aura to enhance physical characters and regeneration. The changes to the aura imposed changes on the Body.

    If a similair principle was used in relation to Racial Lycanthrope it could be explained that each races Aura was in a pattern that only allowed a specific animial traits to be bound to it. But with magic it could be just a easily said that the gods of each race chose a specific animal form to grant their chosen. If its a magical curse or disease it could simple react differently to different races.

     

    Of course what is really interesting is if your world allows Half-Breeds. What Lycanthrope form would a Half Human-Elf have, or a Part Human, Dwarf and Orc possess. Is the Lycanthrope form a hybrid or will it be one of the parents. Of coarse the possibility exists that it could be a completely different form which no other race possesses, will all half-breeds have the same form or will it be random for each one.

  11. Re: A Weapon that creates wounds that can only be healed by a particular method.

     

    At least 20? And how many of these ultrapowerful artifacts are running around loose in your campaign world?

     

    By the way, why does an Order of Fearless Monster Hunters need to hire outside adventurers, as opposed to sending their own members on their own quests? Is it that aside from the swords they're not very effective? That would explain how someone managed to swipe their whole armory.

    The weapons were stolen by a renagade member of the Order. To allow for the theft he poisoned the well of the Order rendering most of them enfeebled for the next few months. One member of the party is a member of the Order (the renagade is his rival) and was out of the compound when the theft occurred. He was instructed to gather adventurers and reclaim the swords. The magical effects that they possess are unknown to the world in general.

    Also the renagade was with allies, one of which was killed. Upon investigation of the body it was discovered that the man was from a distant nation, one which the Order was forbiddened from entering.

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

     

    I like the weapon design.

    Although Transform seems the better option, unless I wish to create House Rule which I would rather not.

  12. Re: A Weapon that creates wounds that can only be healed by a particular method.

     

    In the game I have used Vulnerabilities for apporopiate creatures; Werefolk - Silver, Vampires - Direct Sunlight, etc.

    The key thing about the weapons is thats its a magic enchantment placed upon the weapons during Forging, the material is not so important. The key aspect that the players might learn to their detriment is that the magical enchantment on the weapons is not selective, it effects any being hit with the weapons (Secret of the Order). It bypasses if only a little all defensives (Penetrating - No creature/item grants the advantage inpenetrable). The most serious effect is that the wounds caused by it do not heal through natural or innate regeneration abilities(Werefolk have Vulnerability, Susceptibility and Regeneration Prevented by Silver), only certain magical healing can heal the injury or a significant amount of time for natural healing (Decades)

    As every being can be effected by this ability its not a vulnerability.

    I like the idea of using Transform - Major - Targets Body is reduced by an ammount equal to damage, healed by Magic or 1yrs time. Or might be better to use Drain with a fade rate of 1 year, although this would cause addition damage, using transform may still be the better option.

     

    The Swords are part of the campaign, the group has been hired by the Order to recover 20 swords which have been stolen.

     

    All the ideas are interesting, would be interested in what you have with this additional information.

  13. Good day.

     

    Am currently running a fantasy game in which the fantasy creatures have the ability to magically regenerate their wounds. Their is an order which hunts these monsters with special weapons which negate their regenerative and natural healing abilities, also always cause injury (Penetrating).

     

    How to build these:

    My thought was to link a Drain regeneration to a Hand Killing Attack with a long fade rate. But how to reduce the rate of natural healing. If I Drain REC this will effect stun as well, could I apply a limitation; effects REC of Body only.

     

    What are peoples thoughts?

  14. Re: Paladin Martial Art?

     

    NuSoardGraphite makes the point that a Paladin's Martial Arts would be based upon the opponents they face. Also a point would be that a Paladin is part of a Holy Order, the Martial Arts they practise would possible be part of the philosophy of their order.

    Similar to Tai Ch'i Ch'uan which was devised by Taoist Priest, so it has religious practices aswell as practical. Tai Ch'i Ch'uan would also be a practical skill for the Paladin for its a Internal Art which Focus on developing internal energy (Spiritual Power) where an external style focuses on developing the body and physical abilities, although this does not mean one style excludes practising the other.

    Tai Ch'i Ch'uan style revolves around dodging then attacking usually by a grab. It also had strikes and grabs designed to kill (Killing Damage).

     

    Your best option in my opinion would be to create the style from scratch, taking a combination of internal and external arts.

  15. Re: Smokesculpting

     

    Barrier seems to be the spell' date=' but it lacks permanency.[/quote']

    In Hero 6th Edition Rules 6E1 p.170 states relating to a Barrier duration: "A Barrier, once created, is a physical object that remains in existence until destroyed by attacks, the passage of time, or other factors."

     

    If you want to create a wall or any sort of barrier you are best using the Power Barrier.

  16. Good day.

     

    In my game I have a group of fairies, size: miniscule who can temporary take on normal human size. This is a physical change and have linked growth to Shape Shift to factor in the increase of mass and height.

    I used the templates on 6E1 p.444 for miniscule. So becoming normal they lose these bonuses and disadvantages.

     

    1) What should the cost of growth be?

    2) What bonus should they recieve for the growth?

     

    Thank you.

  17. Re: Superheroic fantasy

     

    Actually' date=' the Rules never indicated that you have to kill them. They clearly state that "overcomming" them is what gives you XP, with overcomming including a rather broad amount of tactics.[/quote']

    As with most things, whats is said and what are done can be completely different things. Don't get me wrong I enjoyed D&D, I started with AD&D myself but most D&D games I have played in have usually devolved to a HackFest regardless of initial tactics in the style of Knights of the Dinner Table. Could have something to do with the mentality of the average D&D player while playing or that the system itself encourages this mentality and therefore outcome.

  18. Re: Consuming a defeated Foe to gain his Power; It's the Demon Way.

     

    From what I read It sounds like you try to do exactly that and I can only say those things rarely work out. But it's propable I jsut understand your intentiosn wrong.[/Quote]

    Whats important to the Demon game is the setting and thats whats been passed on, each person has used a different rule system to bring the setting to life, we can't even remember what system it started with. The key idea is that Demons grow in power by consuming the mana(lifeforce) of living beings and are evil sadistic monsters who enjoy pain and suffering.

     

    Hero is all about "tying powers usable to the amount of XP/Total Points you have" with the greatest possible amount to "mix' date=' match and scale" powers.[/quote']

    My fault, what I mean is that their is two different experience pools.

     

    1) This experience is gain exclusively from consuming mana and is used to purchase a new Demon level which will randomly grant them a new form in that level or return to one previously lost level after destruction (When a demon reachs 0 Body his form is destroyed and he returns to Level 0, he then has to use this experience to return to that form, however only a fifth of the orginal cost is needed). Each form gives a different set of abilities, I have done this as templates. Each Template will be built on a set number of points for each level, so I will accurately know the power level of each player. However only one template can be used at a time. So some players may choose to remain a lower level because it grants abilities more suited to them until they gain enough experince to take a higher level.

     

    2) I will also get each player to give me a list for the character and one for the group covering short and long term goals. Experience will be award from working towards or completing these goals. This

    experience can be used for anything. Although their will be restrictions and limits on spending depending on Demon Level and Form.

  19. Re: Superheroic fantasy

     

    You get what you reward. When I plan to run a game' date=' the first thing I do is re-think how experience is rewarded. I don't like that most games reward players based upon kill count; so, I re-write the rewards to be split between goal completion and story forwarding. For instance, if the goal is to save the princess from the tower, then you get rewarded for rescuing the princess from the tower. It doesn't matter if you used up most of your resources and lost a couple of party members doing a frontal assault or sneak in through the back door and escape unawares.[/quote']

    I agree with you. I always get my players to give me a list of Short and Long Term goals for their characters and the group as a whole. I award experience based on advancing or completing these goals, it usually gets the players away from the monster grinding of D&D.

     

    If you are looking to run Superheroic Fantasy I would advise looking at Manga or Anime. The settings are usually designed around characters whose power level is far beyond that of mere mortals. Depending on what sort of fantasy setting you want their is probably a setting which covers it.

  20. Re: Consuming a defeated Foe to gain his Power; It's the Demon Way.

     

    Just way to complicated. I once tried playing in a game that forced some other games structure on hero (FF with Changeable Jobs). It worked horobile too not at all.

    Every single thing you hardcode in the rules, is a lot of freedom lost for the players.

    I don't plan to impose another system onto Hero, this Demons game has been running for over 15 years at different points. Their is a fleshed out world including different types of Demon. Every so often a new person is given the material and they write up a game using the system of their choice. Apparently its been run with; Uni-System (Witchcraft / All Flesh Must Be Eaten), Rolemaster, D20 and now HARP (modified) This game could be called the Legacy of the Club, seems like quite a repsonsability to be asked to run it. After the current game ends I am going to get the material myself. With a couple of years I would be interested to see what I can come with.

     

    The Template Form of the Demons' is a standing practise. Now I have started to play, its become apparant that Demon Form/Level is independant of experience/character level. Each living creature has Mana and in the instant that a creature dies its mana leaves them, if a demon is close enough to the death or better still is responsible for the death they can absorb it. With enough mana a Demon Level can be purchased (Roll on d7, 1-6 is a demon type and 7 is a choice of the 6). If you are killed (Form Destroyed not Killed, you retain your mana) you return to you basic form but only need to pay a fifth of the mana to return to you an already possessed level. Each Level increase the maximium allowed characteristics. However you do not gain experience to develop yourself, that is done seperately.

     

    I think with some work I could create a system within Hero which would work very well but only time will tell.

  21. Re: VPPs used liberally to prevent character stagnation?

     

    I find VPPS very useful for magic, although I do modify them. In the past I have created a Virtual Variable Power Pool System.

     

    Example:

    Magic Users firstly bought Mage Gift. 10pts this allowed them to use magic. Also Detect Magic (Sense, Range) 10pts to see magic and then a Endurance Pool to fuel the magic.

     

    I then divided Magic into different Schools; Elemental, Conjuration, Sorcery, etc. The player would spend 10pts to get a school talent. This would give them a 25pt pool and 50pt Control of the VPP. Each 2pt additionally put into the talent would increase the VVPP by +5 pool and +10 control. This VVPP is not used at all as a VPP is used in the book, its just there as guide for what spells a magic user is capable of using, also it makes a good guide for judging repesective power levels between magic users.

     

    Control of magic was handled by a Magic Skill (Power Skill at a -1 per 10AP in Spell) to cast spells, it was the same skill for all schools of magic. The daily spell limit was based upon a mana endurance pool which had slow recovery; 6 hours rest/mediation.

     

    Players did not pay for spells but learned them, they started with half intelligence in spells. They could cast any spell which they knew, had the school for and it fell withing the VVPP limits. I mainly used the spell grimoire (5th Edition) but wrote several of my own. Occasionally if a player roleplayed a spell and discribed it well I would let them role a spontantious spell witn a negative modifier of -4 plus additional penalties based on the percieved AP of the effect.

     

    If martial characters purchase martial arts the points usual balance out. Later on I developed a Rune system that martial character could use on equipment then utilise a crystal which stored magical energy to temporary empower them. Although at that point the mage spent his spare time as a battery charger, got him out of doing the washing though. LOL

     

    If you look in Fantasy Hero (6th) this has been done for the Gift magic example. Fantasy Hero explains and demostrates many different methods for creating magic. I would recommend having a good look at it before you decide what type of Magic System to create/use.

  22. Re: Recreating Magic from the Manga Fairy Tail.

     

    Yes' date=' it's [i']way[/i] too insignificant for Cost Endurance.

    The closest -1/4 Limitaitons is "Costs Half endurance to Maintain", your idea is a big step down.

    Their is the option of a -1/4 limitation 'Costs Endurance to Activate'. So in effect the character is paying the End to activate the power and again each segment 1 to maintain it. Why I suggested the limitation as a -1/4 only. Basicly I am increasing the limitations on the Power but not reducing the cost further. I don't think this will break the system.

  23. Re: Recreating Magic from the Manga Fairy Tail.

     

    Well for a start dragon slayer magic grants VERY high defenses against that element. Natsu is said to be totally immune to fire magic' date=' while it's possible that there is someone or something in that world that can hurt him with fire, you don't every see it. I'd say a MINIMUM 30rED (against fire only, Hardened *2)[/quote']

    We see that Natsu is effected by Fire attacks used by a God Slayer. Probaby build Dragon Slayer near immunity as Resistant Damage Reduction 75% - Fire Only and 10rED vs. Fire Only. (Possible remove the Vs Fire only and make it an absolute effect rule)

     

    Requiping effectively is either a multi-form' date=' Multipower or a VPP with the limitations that each different set of powers is visibly different. Erza requips instantly but it's noted that she's faster the bad guys ever saw. Presumably requipping is takes a segment, 1/2 phase or even full phase for most people who can do it. We never hear how Erza got all this stuff and it's never said that she spent a whole lot of money on it, so it might be created by her. Having over 100 armor (and god knows how many swords, dozens are seen AT ONCE) seems kinda expensive.[/quote']

    Had the same thought myself. 'Where does she get those wonderful toys' Always wondered why other people can't get armour like hers and have power similiar to hers. Although from what I have read I believe that the armour and weapons need magic power channelled into them to power the effect and she also uses her Sword / Knight Magic to enchance the offensive and defensive quailities of her equipment. So possibly only someone with the talents and magic power of Erza can handle the equipment.

     

    Think I will make the armour as a VPP with 1/2Phase Combat change but leave requires a magic Roll to change Armour.

     

    Brings me to another point. Would want to require the user to expend endurance to maintain the armour but not a massive amount. Is there any reason not to allow me to do this:

    Defensive Ability - Cost Endurance 1 per Turn (paid Segment 1) (-1/4 Limitation).

  24. Good day.

     

    Building a character for a game who can channel energy to enhance his abilities.

    The Character can channel energy into himself which grants him the abilities:

    1) Enhanced Physical Abilities: Str +30, Dex +15 and Con +10.

    2) Force Field : 10rPD/10rED Hardened.

    3) Flight

    4) The abilities to Project Energy as an attack

    5) Create Blades of Energy.

     

    How to build this?

     

    Some of my Speculation:

    1) Aid (Boost) 10d6 (30 standard effect). Only Aid Self, Costs End to maintain.

    2) Resistant 10rPD/10rED; Costs End to Maintain.

    3) Flight

    4) Energy Attack

    5) Hand Killing Attack.

     

    Was thinking of giving them all Only Available in Alternate Identity. If this transformation causes a appearance change do I need to make it Shape Shift Power or just say its his alternate form.

     

    Would it be better to purchase this as a Multiform which cost End to Maintain?

     

    This form can be maintained indefinately. Is it better to purchase the Aid as Characteristic and have Costs End to maintain. Never been sure of this.

     

    What are people opinions?

  25. I'm a big fun of the Manga Fairy Tail and want to recreate some of the magic for my game.

    Most of the Magic is realitively easy to recreate, most of it is just SFX:

     

    Types of Magic:

     

    Dragon Slayer Magic: Gain abilities similiar to a dragon of a peticular element and enhanced physical characterisics. Also able to eat own element to heal and regain strength.

     

    Element Magic: Manuipulation of a particular element.

     

    Equipment Magic: Use magic to enchance weapons and armour, also to attack with magic using the weapon as a medium.

     

    Transformation Magic: To transform one appearance

     

    What I would like some help with is this:

     

    Requip Magic: The ability to summon from a pocket dimension different equipment. In the case of clothing/armour it appears worn. The limitation of this is that the user must of stored the relevent equipment there before hand.

     

    Take Over Magic: This ability allows the Magician to transform parts or all of his body into that of a animal, beast, demon, etc. which they have assimilated in the past. This means defeating in battle or just touching. Again I think this is just SFX for part transformations and was thinking Multiform for the full take over.

     

    Any ideas on creating these magical abilities.

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