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Legendsmiths

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  1. I'm familiar with both, so here's my .02: First, Shadowrun and Earthdawn are not the same at all. Very different systems, especailly magic. Okay, now that that's out of the way. EARTHDAWN RACES This should be pretty straightfoward. Every setting has it. While there are different ways to handle it, FH (Fantasy Hero) is very helpful. MAGIC This is a bit tougher. You need to decide how important the specifics of the ED magic system are to the feel of the game. If they aren't all that important, as compared to the types of powers allowed, then I think you will have a much easier time. TAMRIEL I think this is much easier. Again races are more a matter of detail than anything. The birthsigns will be fun, although balancing them is somewhat of a challenge. MAGIC Perfect match, as far as I'm concerned. The default magic system in FH should really do the trick just perfectly. Have players start with however many spells they can afford. Then, as play progresses, if they want to make them more powerful (e.g. more damage), they have to find a guild which can provide them with the ability to tailor the spell. They then pay money for that, as well as any difference in character points and done. I've spent a lot of time converting a lot of magic systems to Hero and GURPS. It isn't easy and often frustrates the players unless you have a lot of time to convert every effect. I would concentrate on recreating the world, races, economy, and power types, rather than focus on the gritty mechanics of one magic system over another. Focus on things that capture flavor (e.g. blood magic, critical failures, no teleporting, etc.) rather than specific rules. Go for feel not accuracy. I think you'll have more fun. What universal systems did you try?
  2. True, but would the GM allow that? That's what the STOP sign is for. In my game I would allow the forgotten power, but not the forgotten, rich, and dug by chicks power. Just because you can, don't mean you should... the other rule of Hero.
  3. Cost Power END 24 Forgotten: Extra-Dimensional Movement (Single Dimension Where Character is Unknown), Trigger (Once out of Sight; +1/4), Invisible Power Effects, SFX Only (Fully Invisible; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (55 Active Points); No Conscious Control (Only Effects cannot be controlled; If the character stays in view, he is remembered; -1), no Noncombat movement (-1/4) You may need a limitation to represent that he cannot change physical location, but that may already be part of XDM as its built above. I'm not sure no non-combat movement is needed, but the idea is that he is still subject to normal movement (this isn't a teleport). Perhaps link: running would be appropriate (although I think that ends up at -1/4 as well). The invis. effects SFX only is to represent that this power does not "visibly" manifest in any way. The character does register as "paranormal", but it isn't clear why. I hope this helps.
  4. Here are some options: Cost Power END 31 Sleep: Suppress STUN 8d6, Costs END Only To Activate (+1/4), Uncontrolled (Until Target is Woken Up; +1/2) (70 Active Points); All or Nothing (-1), Does not affect targets with LS: Does not Sleep (-1/4) 6 71 Sleep: Drain STUN 8d6, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (160 Active Points); All or Nothing (-1), Does not affect targets with LS: Sleep (-1/4) 16 58 Sleep: Entangle vs. CON 2d6, 3 DEF (Stops A Given Sense Group Hearing Group, Stops A Given Sense Group Mental Group, Stops A Given Sense Group Sight Group, Stops A Given Sense Group Smell/Taste Group), Entangle vs. CON (Digital Hero #5; +0), Cannot Be Escaped With Teleportation (+1/4), Invisible to Sight Group, SFX Only (+1/4), Takes No Damage From Attacks All Attacks (+1/2) (130 Active Points); Target is asleep; Waking up in any manner escapes the entangle (-1), Does not affect targets with LS: Sleep (-1/4) 13 33 Sleep: Extra-Dimensional Movement (Single Dimension: Dreamland), Costs END Only To Activate (+1/4), Uncontrolled (Only until woken; +1/2), Usable As Attack (+1), Continuous (+1) (75 Active Points); Resistance Roll CON (-1), Does not affect targets with LS: Sleep (-1/4) [Notes: For STUN base, use CON roll modified by +1 per (STUN-20)/10] 7 18 Sleep: Drain INT 3d6, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (60 Active Points); Target is asleep; Waking up in any manner escapes the drain (-1), All or Nothing (-1), Does not affect targets with LS: Does Not Sleep (-1/4) 6 16 Sleep: Mind Control 12d6 ( Human class of minds) (60 Active Points); Based on CON (Defense: PD; -1), Target is asleep; Waking up in any manner escapes the Mind Control (-1), Set Effect (Sleeping; -1/2), Does not affect targets with LS: Does Not Sleep (-1/4) [Notes: Sleep depends on the target's state. In battle/extreme activity CON +30, alert but no direct activity/relaxed in unfriendly surroundings CON +20, relaxed in friendly surroundings/exhausted CON +10, meditating/preparing to sleep CON] 6 I don't remember is suppress can be applied to characteristics, but if so, and if as the GM you will allow uncontrolled to apply this is the easiest way to build it. The drain is pretty straightforward, although expensive. I like the entangle very much. You could do an Entangle vs. STUN using 1d6/10 STUN to "escape" the entangle. This wouldn't change the cost, although it is pretty unconventional. The entangle would be cheap if it weren't for the sleep simulations (can't sense anything while sleeping/entangled). The extradimensional movement is a tricky one, although fairly clean. The issue is how do you "resist" it. I added a CON Resistance roll (basically an 11- Activation Roll). You could modify the RR by +/- 1 for -/+ 1/4. You could also base the RR on STUN, but that get's even wierder. One important thing to realize is that the reason these powers are all so expensive is that putting someone to sleep is effectively neutralizing them. Sleeping or dead... there is very little difference. I don't think it is possible to create a "1st level sleep spell" if that is what you are trying to do. If you want a sleep SFX on an attack, use any of the standard attack powers and add the "Does not affect targets with LS: Does not Sleep" -1/4 to it. Draining INT will work quite effectively (and a suppress might work even better). If someone is negative INT, they must make an INT roll to change their action. This could represent a groggy state where they are unsure just what is going on. The Mind control is nice, but can have a high active point cost. It is probably the best representation of how to put someone to sleep, and the susceptibilities they might have given their mental states. It is also the cheapest. When based on CON, the target gets to use their natural PD to resist (not armor I think). Hope this helps.
  5. Sorry, the intro is there, but under convention materials. I added a link to the documents menu so that it would be easier to find (Introduction to Narosia) http://www.narosia.com/index.php?option=com_docman&Itemid=25 This is the 2 pager we hand out at cons to give people just enough to play with. Our internal playtesting is almost wrapping up, and then we will open it up to groups who are willing to run it through it's paces. This will be a complete setting. Our goal is to only require the Sidekick and nothing more, although gamemasters will probably want the main book(s) for support. We will support the grimoire, although the spell list may be truncated as fits the setting. I am happy to answer any further questions, you may have in any detail that I can. Hopefully the intro text will strike a cord with you. Thank you for your interest.
  6. Narosia won't be free, and hopefully you will get what you pay for. The model we are using for Narosia will hopefully be well received by the community and provide the setting with a significant amount of longevity.
  7. Just an FYI. The mailing lists are up and available to any registered users at Narosia.com. I encourage anyone who is interested in keeping up with how this project is going to sign up and subscribe to the announcements list. Thanks.
  8. Re: Re: Fantasy Hero Websites Well, one of our goals at Legendsmiths is to be that setting. If you would like to participate in playtesting, please register on the site (http://www.narosia.com). Once playtesting opens up, we'll let you know. We would be very interested to understand what it takes to be "of premium quality".
  9. We host http://www.narosia.com a new licensed setting for Hero System. Open playtesting will begin soon, for any who are interested.
  10. Fundamentally whether you limit the overall PD or come up with a stacking rule, you accomplish the same thing. I agree that anything over rPD 9 gets crazy, although only for BODY damage. I dislike arbitrary limits. I would prefer to come up with a system that supports whatever limit I want to set, but in a graduated fashion. My armor stacking rule does this, and quite neatly. Its a simple -1/4 limitation and is easy to figure out, even on the fly. My players like it, think it has a realistic feel, and makes sense. If you can accomplish the same thing by imposing an arbitrary limit, that's fine. It's not for me, but it gets the job done in a direct and easy to use manner.
  11. To each his own. I think the MANA stat is a good way of addressing how spells get there energy in a way that is as in system as anything else. I find END reserves to be far too cheap to be interesting. EGO and INT I think I priced just fine. The stat as presented uses the exact same construct as END, but using alternate, although identically priced, base stats. Since you have brought up the END reserve solution, how do you price it? How do you prevent someone from getting 100 END? If you limit them to say 40 points, how is that even worthwhile? 40 points only costs 4 points, assuming no limitations. Ignoring drain or suppress against END reserve, assuming you prohibit such powers, what are you accomplishing by using the reserve? What is the "feel" of the magic system?
  12. Just trying to keep it in line with END which has a 2 pt stat and a 1 pt stat. PRE would be another choice. I agree with John that playing with REC works very well. It provides a large pool of MANA to work with, but you don't get it back quickly. If you run out of MANA, you can get 2 per 1d6 STUN you take, just like END, which makes things REALLY exciting. Especially if you treat it like the dice of bleeding and every 6 = 1 pt of BODY. As for 20 EGO and 20 INT, I generally don't play in that level of game. That's 30 points right there. For 150 pt characters that works, but 75 pt characters can't afford such luxuries.
  13. That really depends on what you are trying to model. I would argue that when a normal commoner is 25 points, a 150 pt mage is far from a beginner. If then you plan to start your campaign at the competent level (50-75 pt characters), they will be limited in the power of the spells, but not the frequency (since weaker spells use less MANA). There are lots of things you can do to slow down the number of spells. Make MANA RECOVERY per hour, instead of like normal REC. That limits it right there. You might throw in some kind of long term cost, like "cast the spell more than once per minute and each subsequent casting is LONG TERM MANA". By virtue of allowing these powers in the game beyond the mundane abilities of everyone else you kind of have license to make the system whatever you want. Since he was talking about making a stat based on EGO/3, I assume V. already had some "rulez bendin'" in mind. Very easily you can also require all spells to cost x2 END or anything like that.
  14. EGO/3 seems very low and will be challenging to find appropriate costs for spells. There is a standard variant for "mages": MANA = EGO*2, cost 1/2 MANA RECOVERY = EGO/5 + INT/5, cost 2 This makes it virtually identical to END and so you can use the standard 10 Active Points/MANA, as well as reduced END advantages or increased END limitations. It keeps the system "in tact" but makes mages no longer dependent on STR & CON. Does that help?
  15. However, consider this: how many significant levels of STR do you really need? I see the problem with a linear system that it is too detailed. The geometric progression captures the signficant levels of 10, 13, 15, 18, and 20 just fine. Isn't that enough detail, especially for a cinematic RPG? All I see linear STR doing is breaking the damage and END system, costing way to much to make a reasonable "normal" body builder, breaking the STR min system, and complicating STR vs. STR contests, entangles, and so on. You get nearly the same effect by just paying 2 pts per point of STR and it doesn't break anything.
  16. For the rules interpretation, page 20 says: "... the maximum amount of weight he can just manage to lift off the ground, stagger for a step or two, then drop". I'm pretty sure most people didn't by Megascale 1" = 1 km, so a step or two is just that. Also, the 4 END/turn: So that means, in addition to the 2 END/Phase he would spend, he spends an additional 4 END/turn. Since his REC is 4, this effectively negates it and he is losing REC at a rate of 4 END (assuming SPD 2) per Turn. Additionally, since he is at -8" of movement due to encumberance, he would have to be moving non-combat (his DCV is half anyway from enc.) he also has to spend at least 1 END/Phase (full move) just to move. So now he is spending 10 END/turn, recovering 4, for a net of 6 which gives him, roughly, 3.5 turns of movement, or about 40 seconds. Those are the "straight rules", as it were. Assuming you are a normal man, head to the gym and pick up 220lbs and let me know when you've finished your first lap around the track. I think these rules are a little on the cinematic side, but certainly playable.
  17. Casual STR at no penalty doesn't work. That means a 10 STR guy can carry 50kg with no penalty. Having carried 30kg I can tell you that is just not true, even with a distributed load. I am in shape, stronger than average, so this just doesn't seem realistic at all. Casual STR should be the Heavy limit of encumberance, not the start. Remember, lift is a deadlift that you can barely shuffle around with. The records you quoted were clean & jerk, meaning over your head. The biggest deadlift is about 900 lbs, just over 400kg... uncannily similar to 20 STR. Here's the link to the records: http://www.mcshane-enterprises.com/ASL/coan.html. Back in my GURPS days I ran a statistical analysis of lift records. Benching is about 65% of your deadlift. So, considering I can bench 275 lbs (or could I should say), or 125 kg, I could deadlift 192kg (which seems dead on). That would give me a 15 STR. I have always been physical, but I am not a "burly" man. Clean & Jerk and Bench are very close, within 10% usually. So, I think the Hero chart is perfect, but too cheap, hence why I charge 2 pts per point instead of 1 for heroic games. If I did enc based on casual STR (lift actually), I would have a heavy enc of 100 kg, almost my bench. Considering it was even distributed (it would have to be), that would be a lot. Here's what my enc chart would look like: Enc Mass DEX/DCV Move END None 13 +0 - 0.5 Light 25 -1 - 1 Med 50 -2 -1, 80% 2 Heavy 100 -3 -2, 60% 4 X-Hvy 150 -4 -4, 40% 8 Lift 200 -5 -8, 20% * I'd have to carry 13kg or less (about 30lbs) to not be encumbered. That also means, as in my story above, when I had my 30kg pack plus weapon I was med enc, -2 to DEX/DCV and -1 move. I also was paying END and getting tired faster than normal. This is still very heroic, but realistic enough for me. If I wanted serious realism, I'd play GURPS, which has linear STR and reality tests amazingly well. This system reality tests well enough for the cinematic feel that it also allows. It's a nice balance. All that for a tweak to enc and STR that costs 2pts. That seems an easy fix that does what it needs to do.
  18. I really think you are making this more complicated than it needs to be. The amount of damage a character can do is pretty balanced and if you allow characters greater STR it gets whacky. If you pay 2 pts per point of STR the issues with the STR chart go away in Heroic campaigns. Combine with casual STR enc, and you are set. Changing the lift rates on the STR chart seems more kludgy to me than just charging double. When you charge double, you get the same result as doubling every 10 instead of every 5 but you don't change the damage rate.
  19. As a hiker and former soldier, capable of benching 130 kg, I can tell you that a well-packed and balanced 30 kg backpack is about all I would ever want to carry. I was mobile, but certainly felt like -2 or -3 DEX rolls and I was moving slower. I can't imagine if I had to fight with that pack on, which is one of the reasons military packs have quick release straps. Add a 5kg weapon to the mix and a 3kg helmet and you get the picture.
  20. Base encumberance off casual STR and charge 2pts per point of STR and the problem "goes away". This is no more extreme than coming up with a linear STR chart. I think the Hero STR chart works fine for normals, even in a heroic game, as long as the STR is 2pts per. 23 STR is about world record level for deadlift, and at double cost (something suggested in FRED), that would be 26 points... definitely not something your typicaly normal or even competent hero can afford, but not out of reach if that is your schtick.
  21. The problem is the geometric nature of the game. If each DEF is essetially a doubling of the stopping power, much like each DC is a doubling of the power (ala STr), then you cannot add the numbers since, fundamentally, they are exponential values. Using the Hero rounding rule, stacking 2 defenses together should at best up the highest one up by 1, much like multiple characters exerting STR. If 4 STR 10 (100 kg lift) characters try to push something, they have a 20 STR (4x100kg = 400), not 40 (6400kg). If you apply this, then with 6 DEF armor plus combat luck you get 7 DEF. He loses his armor, he is DEF 3, he is suprised he is DEF 6. Thus, combat luck still has value, but so does wearing armor. I do apply a -1/4 to combat reflexes (basically 5 pts/level), and I agree with Shrike on the total point limits. This has worked out very well for my game and, at least to me and my players, it makes sense. Just keep thinking about the STR exertion example above and it will help. In a heroic game I would make FF immune to the stacking rules as long as it is manage responsibly.
  22. Monolith: that's more or less what I have now. The question is how to cost out the penalty for more severe diseases, not that it really makes much of a difference. My thought was a base of 12 - an Activation Roll. Therefore, a +4 CON roll disease would be a -2 lim. a -3 CON roll would be -1/4, and -4 would be without a limitation. This works since disease are so expensive anyway (NND and such).
  23. In a heroic setting where disease is real, what I want to avoid is simply having disease be a straight effect like poison. I use the threat of disease like I would any other challenge, and it adds a sense of reality to the game. I can simply add a resistance roll to every disease, but I was more concerned about how to represent disease resistance. If 10 pts makes you immune to all disease, is it possible to create a talent that gives you a bonus, and is it worthwhile? Another way to handle it would be to build resistance as Armor & Power Defense, vs. Poison or Disease only. Even though these powers are usually NND (immunity), GM fiat could allow the defenses to apply since they are simply a graduated form of immunity.. Armor is 3/2pts or 1/1 DEF. Power DEF is 1/1 pt. -2 limitation for Poison or Diseas only. 6 pts of Resistance would then cost 8 points, not much of an improvement over Immunity. Thoughts?
  24. It's pretty obvious how to handle immunity, but what about resistance? Poison I am not so concerned about, as poisons generally affect everyone, some survive and some don't, but everyone suffers (unless they're immune). Disease however is a different story. People can encounter a virus once, not be affected, only to encounter it again a year later and get sick. Diseases in Hero are typically modeled as NND Drains and NND RKAs. This results in everyone being affected everytime. Imposing a Resistance Roll seems appropriate, but does it make sense in terms of doing things hero-style. You could apply an activation roll to Immunity, be it a set amount or a CON roll of some kind. But this doesn't vary by disease, nor represent that some strains are stronger than others. So, what do you guys think? What's the best approach?
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