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Legendsmiths

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Everything posted by Legendsmiths

  1. Re: Need an Insane assylum I especially like this one with the underground tunnels (essential for Traverse City winters). http://www.rootsweb.ancestry.com/~asylums/northern_mi/b50oldplan.jpg
  2. Re: Need an Insane assylum http://www.oobject.com/category/insane-asylum-plans/
  3. Re: Eclipse Phase conversions to Hero Well, I've started. I've roughed out my conversion guidelines and have started putting it all together. I think it's going to work out very nicely. http://www.legendsmiths.com/eclipse-phase
  4. Re: Eclipse Phase conversions to Hero Have you guys done anything with this... I'm gonna kick it up a notch. I will be running a adventure for this at GenCon.
  5. Re: 6E GM's Screen Pages? They have 4 slots on the front and 4 on the back. I usually use 6 slots, although using the slots on the outside is harder, so really the core 4 pages need to be it.
  6. Re: 6E GM's Screen Pages? Haven't finished it yet, but I am pretty well along I have that same screen.
  7. Re: STR Minimum: somewhat overcooked? Yes, Brace my friend, Brace. It does a pretty good job of dealing with rifles.
  8. Re: Hero System Grimoire - and a magic system to go with it. This is what I came up with, based on the Azgandian Magic System from FH. https://docs.google.com/document/d/1au-eHOyJuEBjtRiKteD5mc5PcJKTfaO_tZ_XMsg31Pg/edit?hl=en
  9. Re: Hero System Grimoire - and a magic system to go with it. It does. The weaker versions are around 40 points. Most of my Fantasy Games start at 100 or less points, so even 40 point spells are powerful. I try to align to the non-adventurer baseline. A 15 STR warrior can do about 5 DC with a weapon, so the basic wizard should be about the same... 5 DC or 25 active points. That's just my typical campaign - obviously this is set to a much higher baseline.
  10. Re: Create Light and the 17 Point Light Spell that isn't Good discussions all around. I like the thinking a lot. Lucius - great job sorting through and examining the options as presented. Very, very helpful. I'm going to focus on the whole Images PER bonus thing because that is something that I had thought of way back when this was first proposed years ago and then stuffed away never to be thought of again. The fact that someone brings up that spectre reinforces that my gut reaction felt right then and feels right now. 6E1 238 talks about easily perceived images and uses a megaphone as an example. This is actually perfect - it's not as if a base image isn't perceivable, just that you can make it louder. In the absence of sound, creating a +0 PER sound is normal and effective and fills the area with sound. The same would be true of light. Now, to create a lighthouse that can be seen for miles, would be where you use the +PER bonus. Lights would also get the High Contrast bonuses (+1 to +5) to PER mods to, essentially, offset the range penalties to perceive them but that doesn't fill those areas in between with light. That's Images with AE. So, here we go... is this it? Is this the final? Cost Power END 1 Candle: Sight Group Images, Darkness penalties: 0-1m -0, 1-2m -1, 2-4m -2, Normal Sight Only, Area Of Effect (4m Radius Explosion; +1/4) (6 Active Points); OAF (-1), Easily Blown Out (-1), Only To Create Light (-1), No Range (-1/2), Extra Time (Full Phase, Only to Activate, To light; Half Phase to snuff; -1/4), 1 Continuing Fuel Charge lasting 1 Hour (-0), Side Effects (Side Effect always occurs whenever the character does some specific act; Real Fire; -0) [Notes: 1 BODY, 0 PD/ED; Causes 0-1 Killing Damage (1d6-5) and then is snuffed out.] [1 cc] 1 Torch: Sight Group Images, Darkness penalties: 0-4m -0, 4-8m -1, 8-12m -2, Normal Sight Only, Area Of Effect (12m Radius Explosion; +1/4) (6 Active Points); OAF (-1), Only To Create Light (-1), No Range (-1/2), Extra Time (Full Phase, Only to Activate, To light; Half Phase to snuff; -1/4), Real Weapon (-1/4), 1 Continuing Fuel Charge lasting 1 Hour (-0), Side Effects (Side Effect always occurs whenever the character does some specific act; Real Fire; -0) [Notes: 2 BODY, 3 PD/ED. Torch can be used as a club doing HA +2d6. The flame can cause 1/2d6 Killing Damage, but then is snuffed out. It is possible to strike with the flaming end to do both club and flame damage (still snuffing out the flame). ] [1 cc] 2 Lantern, Hooded: Sight Group Images, Darkness penalties: 0-2m -0, 2-4m -1, 4-6m -2, Normal Sight Only, Area Of Effect (6m Radius Explosion; +1/4) (7 Active Points); OAF (-1), Only To Create Light (-1), No Range (-1/2), Side Effects (Side Effect always occurs if broken; Real Oil-Based Fire; -1/4), Extra Time (Full Phase, Only to Activate, Half Phase to extinguish; -1/4), 1 Continuing Fuel Charge lasting 6 Hours (1/2 liter of oil; +1/4) [Notes: 2 BODY, 3 PD/ED. The lantern can be used as a club doing HA +1d6 damage (STR Min 5; max damage is 5d6), however the lantern takes any damage it causes and can break. Breaking a lantern may ignite (11-) all of the oil doing 1d6 Killing Damage in a radius based on the amount of oil left in the lantern (1-2 hours = 0.25m, 3-4 hours = 0.5m, 5-6 hours = 2m) and burns for 1 turn. Any object that takes BODY damage (after defenses) ignites and burns for an additional 1d6 Killing Damage at the end of the next segment if not extinguished.] [1 cc] 2 Lantern, Bullseye: Sight Group Images, Darkness penalties: 0-6m -0, 6-12m -1, 12-18m -2, Normal Sight Only, Area Of Effect (18m Cone Explosion; +1/2), Thin Cone (-1/4) (7 Active Points); OAF (-1), Only To Create Light (-1), No Range (-1/2), Extra Time (Full Phase, Only to Activate, Half Phase to extinguish; -1/4), 1 Continuing Fuel Charge lasting 6 Hours (1/2 liter of oil; +1/4) [Notes: 2 BODY, 3 PD/ED. The lantern can be used as a club doing HA +1d6 damage (STR Min 5; max damage is 5d6), however the lantern takes any damage it causes and can break. Breaking a lantern may ignite (11-) all of the oil doing 1d6 Killing Damage in a radius based on the amount of oil left in the lantern (1-2 hours = 0.25m, 3-4 hours = 0.5m, 5-6 hours = 2m) and burns for 1 turn. Any object that takes BODY damage (after defenses) ignites and burns for an additional 1d6 Killing Damage at the end of the next segment if not extinguished.] [1 cc] 4 Lantern, Storm: Sight Group Images, +/-1 to PER Rolls, Darkness penalties: 0-6m -0, 6-12m -1, 12-18m -2, Normal Sight Only, Area Of Effect (18m Radius Explosion; +1/2) (14 Active Points); OAF (-1), Only To Create Light (-1), No Range (-1/2), Extra Time (Full Phase, Only to Activate, Half Phase to extinguish; -1/4), 1 Continuing Fuel Charge lasting 6 Hours (1 liter of oil; +1/4) [Notes: 3 BODY, 4 PD/ED. This reinforced lantern can be used as a club doing HA +2d6 damage (STR Min 7; max damage is 7d6), however the lantern takes any damage it causes and can break. Breaking a lantern may ignite (11-) all of the oil doing 1d6 Killing Damage in a radius based on the amount of oil left in the lantern (1-2 hours = 0.5m, 3-4 hours = 1m, 5-6 hours = 3m) and burns for 1 turn. Any object that takes BODY damage (after defenses) ignites and burns for an additional 1d6 Killing Damage at the end of the next segment if not extinguished.] [1 cc] 10 Torch: Multipower, 26-point reserve, all slots Side Effects (Side Effect always occurs whenever the character does some specific act; Real Fire; -0); all slots OAF (-1), Real Weapon (-1/4), STR Minimum 5 (-1/4) [Notes: 2 BODY, 3 PD/ED] 1f 1) Torchlight: Sight Group Images, Increase Sight PER penalty by -1 per 3m from center, Normal Sight Only, Area Of Effect (12m Radius Explosion; +1/4) (6 Active Points); OAF (-1), Only To Create Light (-1), No Range (-1/2), Extra Time (Full Phase, Only to Activate, To light; Half Phase to snuff; -1/4), 1 Continuing Fuel Charge lasting 1 Hour (-0) [1 cc] 1f 2) Club: HA +2d6; Hand-To-Hand Attack (-1/4) 1 1f 3) Flame: RKA 1/2d6; 1 Recoverable Charge (Striking with flame snuffs the flame; -1 1/4), No Range (-1/2) [1 rc] 7 Torch: Sight Group Images, Increase Sight PER penalty by -1 per 3m from center, Normal Sight Only, Area Of Effect (12m Radius Explosion; +1/4) (6 Active Points); OAF (-1), Only To Create Light (-1), No Range (-1/2), Extra Time (Full Phase, Only to Activate, To light; Half Phase to snuff; -1/4), Real Weapon (-1/4), STR Minimum 5 (-1/4), 1 Continuing Fuel Charge lasting 1 Hour (-0), Side Effects (Side Effect always occurs whenever the character does some specific act; Real Fire; -0) plus HA +2d6; OAF (-1), Hand-To-Hand Attack (-1/4), Real Weapon (-1/4), STR Minimum 5 (-1/4), Side Effects (Side Effect always occurs whenever the character does some specific act; Real Fire; -0) plus RKA 1/2d6; 1 Recoverable Charge (Striking with flame snuffs the flame; -1 1/4), OAF (-1), No Range (-1/2), Linked (Torchlight; -1/4), STR Minimum 5 (-1/4), Real Weapon (-1/4), Side Effects (Side Effect always occurs whenever the character does some specific act; Real Fire; -0) [Notes: 2 BODY, 3 PD/ED. Torch can be used as a club doing HA +2d6. The flame can cause 1/2d6 Killing Damage, but then is snuffed out. It is possible to strike with the flaming end to do both club and flame damage (still snuffing out the flame). ] 1 2 Flashlight: Sight Group Images, Normal Sight Only, Increased Maximum Range (50m; +0) (6 Active Points); OAF (-1), Only To Create Light (-1), 1 Continuing Fuel Charge lasting 6 Hours (+1/4) [1 cc] 5 Flashlight, Bright: Sight Group Images, +/-2 to PER Rolls, Normal Sight Only, Increased Maximum Range (110m; +0) (16 Active Points); OAF (-1), Only To Create Light (-1), 1 Continuing Fuel Charge lasting 1 Day (+1/2) [1 cc] 8 Flashlight, Superbright: Sight Group Images, +/-4 to PER Rolls, Normal Sight Only, Increased Maximum Range (340m; +1/4) (25 Active Points); OAF (-1), Only To Create Light (-1), 1 Continuing Fuel Charge lasting 6 Hours (+1/4) [1 cc] 2 Lantern, Solar Powered: Sight Group Images, Increase Sight PER penalty by -1 per 3m from center, Normal Sight Only, Area Of Effect (9m Radius Explosion; +1/4) (9 Active Points); OAF (-1), Only To Create Light (-1), No Range (-1/2), Real Item (Batteries need replacement after 2 years/100,000hrs of use; -1/4), 1 Recoverable Continuing Fuel Charge lasting 10 Hours (Recovers Under Limited Circumstances; 1 hour of sunlight = 2 hours of battery; +1/2) [1 rc] 3 Create Light Spell: Sight Group Images, Darkness penalties: 0-5m -0, 5-10m -1, 10-15m -2, Normal Sight Only, Area Of Effect (15m Radius Explosion; +1/4), Costs Endurance Only To Activate (+1/4), Time Limit (20 Minutes; +1) (12 Active Points); Only To Create Light (-1), OIF (Object of Opportunity; -1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4) 1 1 Campfire: Sight Group Images, Darkness penalties: 0-8m -0, 8-16m -1, 16-24m -2, Normal Sight Only, Area Of Effect (24m Radius Explosion; +1/2) (9 Active Points); OAF Immobile (-2), Only To Create Light (-1), Extra Time (1 Minute, Only to Activate, Once built, Full Phase to light; Full Phase to extinguish; -3/4), No Range (-1/2), Requires A Roll (Survival roll; -1/2), Side Effects (Side Effect always occurs whenever the character does some specific act; Real Fire; -1/4), 1 Continuing Fuel Charge lasting 3 Hours (1 bundle of wood; +1/4) [Notes: 2 BODY, 3 PD/ED. Characters can reduce the illumination radius to 1/4 normal by building in a pit or some other shielding method. Someone thrown into a fire will take 1-2d6 Killing Damage every 3 segments, depending on how hot or large the fire is. As a guide, start with 1d6 for a new fire and add +1 DC for each half hour of burn time, once you get to 2d6K then subtract -1 DC for each half hour of burn time. In other words, new = 1d6, stoking = 1d6+1 to 1 1/2d6, full burn with hot coals (about 1.5 hrs in) = 2d6, dying = 1 1/2d6 to 1d6+1, dwindling = 1d6 and fading -1 DC per 1/2 hour thereafter offering no light just heat and the possiblity to reignite the fire.] [1 cc] One of the things I have been trying to do lately is to select builds that are as RAW as possible and jive with the published material. You see, I'm a bit of a Hero evangelist and when I steer people towards the game I like them to be able to grab books and use them. That doesn't necessarily jive with some of the stuff we have, and Narosia is very much a "I'm going to do it the way the campaign needs it" type setting, but there is so much great material that it is very frustrating for newbies to pick up a book and then come to the boards only to discover that us grognards don't do it that way (although everyone is very helpful so that's at least good). Anyway, I pulled out my copy of Fantasy Hero and looked up the lighting section. Interestingly enough the lighting gear has no detail on the equipment list, and the write-up on FH 415-416 simply talks about the effects of lighting without any reference to specific powers. This actually makes it easier to associate with just the base Images power. I threw in a build of the Torch as a multipower because it can technically be a functional weapon. The tricky part was that it can actually use all three of its powers simultaneously. I also built it as a compound power which may be more appropriate, but technically you can't choose to not hit someone with the flaming end in that case whereas in the multipower you can. I added some other lims like "Real Weapon" and "Side Effects: Real Fire" as if you aren't careful you can set things on fire. I also added the effects of what happens when you break a lantern, since that was detailed in the book. I'm feeling pretty good about the completeness of this, not to mention the low cost of many of the effects including the Create Light Spell at 12 active and 3 real points. That very much works for me. The last bit was the campfire, not so much as an object as it was detailed in the book so I thought it would be handy to build it out in the same way.
  11. Re: Create Light and the 17 Point Light Spell that isn't How do the modifiers work? Well, the RAW rule is that if you have a 0 or positive PER modifier, you don't need to make a roll. Moving objects grant +1, High Contrast objects grant +1. A goblin moving within the area of effect of a light effect I would say gets both mods (he is lit up at a shallower depth than the darkness behind him). So, even a +3 PER mod from Images will allow you to see the target without a roll. Even in the second ring you are at +0. The third ring however you would have to make a roll at -1 to target him. of course, if you spent a 1/2 phase to track all targets in the area (1/2 phase to perceive), that gets you back at +0. I know a lot of GMs would probably be annoyed at this level of detail (and about half of my players too, the other half likes this stuff). I always like to look at the rules in this way, make sure that the approach is sustainable within the rules, and then just say, "A torch allows you to target anything out to it's radius. Discerning fine detail, such as insignias, recognizing specific individuals and such will require a roll, but you can fight without penalty). Living out in the country, in the woods no less, there are nights when it is black. We finished a session once, in which we had a discussion about darkness, and after the game (about 3am) we went outside and did some testing with various light sources. Based on that experience (and others) I can say that the write-ups I've made jive well enough that I hope to not have to think through this anymore. But, of course, I love this type of thing.
  12. Re: Create Light and the 17 Point Light Spell that isn't Oh, and yes you can keep casting the Light spell every 20 minutes (a pattern established in the new Pathfinder rules and one I happen to like and that is now easy to build in Hero). But if the party relies solely on the mage for light, that gives you nice 20 minute intervals in which to eat the mage.
  13. Re: Create Light and the 17 Point Light Spell that isn't So, I'm putting together a standard Lighting file to keep track of these types of decisions. Here's what I have so far, establishing that "Only to Create Light" is a -2 lim, and that you can buy Normal Sight Only rather than Sight Group for images (using a custom adder at -5 points). 3 Candle: Sight Group Images, +/-3 to PER Rolls, Increase Sight PER penalty by -1 per 0.7m from center, Normal Sight Only, Area Of Effect (2m Radius Explosion; +1/4); Only to Create Light (-2), OAF (-1), Easily Blown Out (-1), No Range (-1/2), 1 Continuing Charge lasting 1 Hour (-1/4) - END=[1 cc] 4 Torch: Sight Group Images, +/-3 to PER Rolls, Increase Sight PER penalty by -1 per 4m from center, Normal Sight Only, Area Of Effect (12m Radius Explosion; +1/4); Only to Create Light (-2), OAF (-1), No Range (-1/2), 1 Continuing Charge lasting 1 Hour (-1/4) - END=[1 cc] 5 Lamp: Sight Group Images, +/-3 to PER Rolls, Increase Sight PER penalty by -1 per 3m from center, Normal Sight Only, Area Of Effect (9m Radius Explosion; +1/4); Only to Create Light (-2), OAF (-1), No Range (-1/2), 1 Continuing Fuel Charge lasting 6 Hours (+1/4) - END=[1 cc] 5 Lantern: Sight Group Images, +/-3 to PER Rolls, Increase Sight PER penalty by -1 per 6m from center, Normal Sight Only, Area Of Effect (18m Radius Explosion; +1/2); Only to Create Light (-2), OAF (-1), No Range (-1/2), 1 Continuing Fuel Charge lasting 3 Hours (+1/4) - END=[1 cc] 5 Flashlight: Sight Group Images, +/-4 to PER Rolls, Normal Sight Only; Only to Create Light (-2), OAF (-1), Limited Range (85m; -1/4), 1 Continuing Fuel Charge lasting 6 Hours (+1/4) - END=[1 cc] 6 Flashlight, Bright: Sight Group Images, +/-4 to PER Rolls, Normal Sight Only, Increased Maximum Range (170m; +0); Only to Create Light (-2), OAF (-1), 1 Continuing Fuel Charge lasting 1 Day (+1/2) - END=[1 cc] 6 Flashlight, Superbright: Sight Group Images, +/-4 to PER Rolls, Normal Sight Only, Increased Maximum Range (340m; +1/4); Only to Create Light (-2), OAF (-1), 1 Continuing Fuel Charge lasting 6 Hours (+1/4) - END=[1 cc] 5 Lantern, Solar Powered: Sight Group Images, +/-3 to PER Rolls, Increase Sight PER penalty by -1 per 3m from center, Normal Sight Only, Area Of Effect (9m Radius Explosion; +1/4); Only to Create Light (-2), OAF (-1), No Range (-1/2), Real Item (Batteries need replacement after 2 years/100,000hrs of use; -1/4), 1 Recoverable Continuing Fuel Charge lasting 10 Hours (Recovers Under Limited Circumstances; 1 hour of sunlight = 2 hours of battery; +1/2) - END=[1 rc] 7 Create Light Spell: Sight Group Images, +/-3 to PER Rolls, Increase Sight PER penalty by -1 per 4m from center, Normal Sight Only, Area Of Effect (12m Radius Explosion; +1/4), Costs Endurance Only To Activate (+1/4), Time Limit (20 Minutes; +1); Only to Create Light (-2), OIF (Object of Opportunity; -1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Gestures (-1/4), Incantations (-1/4) - END=3 I threw modern stuff in there too as I wanted to have a baseline for flashlights and, of course, a solar powered lamp for post apocalyptic games. I got most of my data from maglite and then fudged a little to fit. Images does work well for flashlights since you are illuminating just a 1mr, but I supposed CE would also accomplish that. Any critiques beyond the obvious "you used images, you daft git"?
  14. Re: Create Light and the 17 Point Light Spell that isn't *sigh* I guess I will be beaten into submission and accept images as the way to go. Any arguments for "Only to Create Light" being more of a -2 limitation? I think this is a case of "Power loses almost all of its overall effectiveness" rather than half of its effectiveness. I mean, Images is used to create a perceivable object, capable of movement and much more. Simply illuminating the area seems to be but a fraction of that effect. That does get Images down to more manageable point levels.
  15. Re: Create Light and the 17 Point Light Spell that isn't Here I altered the radii slightly to be easily divisible by 4 so there is a smooth progression in the diminishing light. I like it! 3 Candlelight: Nightvision, Increase PER penalty by -1 per 0.5m from center, Usable Simultaneously (up to 2 people at once; +1/4), Recipient must remain close to Grantor, Grantor can take back power at any time, Area Of Effect (2m Radius Explosion; +1/4) (7 Active Points); OAF (-1), Perceivable (Bright Light; -1/4), 1 Continuing Charge lasting 1 Hour (-1/4) () 4 Torchlight: Nightvision, Increase PER penalty by -1 per 3m from center, Area Of Effect (12m Radius Explosion; +1/4), Usable Simultaneously (up to 8 people at once; +3/4), Recipient must remain close to Grantor, Grantor can take back power at any time (10 Active Points); OAF (-1), Perceivable (Bright Light; -1/4), 1 Continuing Charge lasting 1 Hour (-1/4) () 4 Lamplight: Nightvision, Increase PER penalty by -1 per 2m from center, Area Of Effect (8m Radius Explosion; +1/4), Usable Simultaneously (up to 4 people at once; +1/2), Recipient must remain close to Grantor, Grantor can take back power at any time (9 Active Points); OAF (-1), Perceivable (Bright Light; -1/4), 1 Continuing Fuel Charge lasting 6 Hours (-0) () 6 Lanternlight: Nightvision, Increase PER penalty by -1 per 5m from center, Area Of Effect (20m Radius Explosion; +1/2), Usable Simultaneously (up to 32 people at once; +1 1/4), Recipient must remain close to Grantor, Grantor can take back power at any time (14 Active Points); OAF (-1), Perceivable (Bright Light; -1/4), 1 Continuing Fuel Charge lasting 6 Hours (-0) () Multipower
  16. Re: Create Light and the 17 Point Light Spell that isn't I think that about does it. 3 Candlelight: Nightvision, Usable Simultaneously (up to 2 people at once; +1/4), Recipient must remain close to Grantor, Grantor can take back power at any time, Area Of Effect (2m Radius Explosion; +1/4) (7 Active Points); OAF (-1), Perceivable (Bright Light; -1/4), 1 Continuing Charge lasting 1 Hour (-1/4) () 4 Torchlight: Nightvision, Area Of Effect (12m Radius Explosion; +1/4), Usable Simultaneously (up to 8 people at once; +3/4), Recipient must remain close to Grantor, Grantor can take back power at any time (10 Active Points); OAF (-1), Perceivable (Bright Light; -1/4), 1 Continuing Charge lasting 1 Hour (-1/4) () 4 Lamplight: Nightvision, Area Of Effect (9m Radius Explosion; +1/4), Usable Simultaneously (up to 4 people at once; +1/2), Recipient must remain close to Grantor, Grantor can take back power at any time (9 Active Points); OAF (-1), Perceivable (Bright Light; -1/4), 1 Continuing Fuel Charge lasting 6 Hours (-0) () 6 Lanternlight: Nightvision, Area Of Effect (18m Radius Explosion; +1/2), Usable Simultaneously (up to 32 people at once; +1 1/4), Recipient must remain close to Grantor, Grantor can take back power at any time (14 Active Points); OAF (-1), Perceivable (Bright Light; -1/4), 1 Continuing Fuel Charge lasting 6 Hours (-0) () I like it. There is a point differential in both real and active. It's somewhat intuitive. It's also RAW as far as I can see. Thanks for working through this with me - it's why I love this place. Big rep for you, Lucius.
  17. Re: Create Light and the 17 Point Light Spell that isn't I agree, and I do the same thing. It's just annoying. 4 Candle: Sight Group Images, +/-3 to PER Rolls, Normal Sight Only, Area Of Effect (2m Radius; +1/4); OAF (-1), Only To Create Light (-1), Easily Blown Out (-1), No Range (-1/2), 1 Continuing Charge lasting 1 Hour (-1/4) () 6 Torch: Sight Group Images, +/-4 to PER Rolls, Normal Sight Only, Area Of Effect (12m Radius Explosion; +1/4); OAF (-1), Only To Create Light (-1), No Range (-1/2), 1 Continuing Charge lasting 1 Hour (-1/4) () 7 Lamp: Sight Group Images, +/-4 to PER Rolls, Normal Sight Only, Area Of Effect (9m Radius Explosion; +1/4); OAF (-1), Only To Create Light (-1), No Range (-1/2), 1 Continuing Fuel Charge lasting 6 Hours (+1/4) () 9 Lantern: Sight Group Images, +/-4 to PER Rolls, Normal Sight Only, Area Of Effect (18m Radius Explosion; +1/2); OAF (-1), Only To Create Light (-1), No Range (-1/2), 1 Continuing Fuel Charge lasting 6 Hours (+1/4) ()
  18. Re: Create Light and the 17 Point Light Spell that isn't Creating a Light power built on Darkness doesn't work either. You end up getting more expensive than Images. Change Environment works, although is not RAW. 3 Candlelight: Change Environment (-4 to Normal Sight PER Rolls, Offsets Penalties) (8 Active Points); OAF (-1), No Range (-1/2), 1 Continuing Charge lasting 1 Hour (-1/4) () 4 Torchlight: Change Environment (-4 to Normal Sight PER Rolls, Offsets Penalties), Area Of Effect (12m Radius Explosion; +1/4) (10 Active Points); OAF (-1), No Range (-1/2), 1 Continuing Charge lasting 1 Hour (-1/4) () 4 Lamplight: Change Environment (-4 to Normal Sight PER Rolls, Offsets Penalties), Area Of Effect (9m Radius Explosion; +1/4) (10 Active Points); OAF (-1), No Range (-1/2), 1 Continuing Charge lasting 1 Hour (-1/4) () 4 Lanternlight: Change Environment (-4 to Normal Sight PER Rolls, Offsets Penalties), Area Of Effect (18m Radius Explosion; +1/2) (12 Active Points); OAF (-1), No Range (-1/2), 1 Continuing Charge lasting 1 Hour (-1/4) () But results in no differentiation between each level, even at the Active Point level. So, while it is cheaper, it's also not RAW. The Nightvision route is at least marginally RAW. I do agree that it is the more intuitive way to approach it. The problem with AE Explosion on Nightvision or just Enhanced PER is that isn't allowed, hence the UOO route. "d20 elements" meant using the definitions for light in d20/Pathfinder games. Here's another stab at the UOO route: 4 Torchlight: Nightvision, Uncontrolled (Until expires or is extinguished; grants power to all who approach; +1/2), Usable Simultaneously (up to 8 people at once; +3/4), Recipient must remain close to Grantor, Grantor can take back power at any time (11 Active Points); OAF (-1), Time Limit (1 Hour; -3/4), Perceivable (Bright Light; -1/4) Uncontrolled might be the way to address the issue of people walking into the area. So far that's more RAW than anything else besides Images. 4 Candlelight: Nightvision, Usable Simultaneously (up to 2 people at once; +1/4), Recipient must remain close to Grantor, Grantor can take back power at any time, Uncontrolled (Until expires or is extinguished; grants power to all who approach; +1/2) (9 Active Points); OAF (-1), Perceivable (Bright Light; -1/4), 1 Continuing Charge lasting 1 Hour (-1/4) () 4 Torchlight: Nightvision, Uncontrolled (Until expires or is extinguished; grants power to all who approach; +1/2), Usable Simultaneously (up to 8 people at once; +3/4), Recipient must remain close to Grantor, Grantor can take back power at any time (11 Active Points); OAF (-1), Perceivable (Bright Light; -1/4), 1 Continuing Charge lasting 1 Hour (-1/4) () 4 Lamplight: Nightvision, Usable Simultaneously (up to 4 people at once; +1/2), Recipient must remain close to Grantor, Grantor can take back power at any time, Uncontrolled (Until expires or is extinguished; grants power to all who approach; +1/2) (10 Active Points); OAF (-1), Perceivable (Bright Light; -1/4), 1 Continuing Fuel Charge lasting 6 Hours (-0) () 6 Lanternlight: Nightvision, Uncontrolled (Until expires or is extinguished; grants power to all who approach; +1/2), Usable Simultaneously (up to 32 people at once; +1 1/4), Recipient must remain close to Grantor, Grantor can take back power at any time (14 Active Points); OAF (-1), Perceivable (Bright Light; -1/4), 1 Continuing Fuel Charge lasting 6 Hours (-0) () Still not a whole lot of differentiation. Images does give me differentiation, it's just more expensive than I would like. I suppose I could make Light a "commodity effect" and apply a cost multiplier to it.
  19. Re: Create Light and the 17 Point Light Spell that isn't Thank you, Lucius. What I was trying to outline was that, in so many words, the base power was superior in every way to a Torch or a Lantern but achieved the same effect. So, at the upper limits, a Torch or Lantern should never cost more than this power build, assuming the build is accurate. AE Explosion works for effects that can be incremented, but Nightvision cannot. I can definitely see how to use explosion (and have several builds using that with images and other stuff), but I always end up with an inferior effect solution. Grantor can take back power at anytime has to be in the context of all or nothing, perhaps as a -0 clarification to the advantage. Recipient must remain close to Grantor means they must remain within 10m, the outer limit of really most portable light sources. The "Magic" part of the name is that it never burnt out. I realize I have Expendable on there which is I think part of a half-thought. In its current state, I would activate the light and it would remain on, forever, until I turn it off, at which point it would be burnt out. Unlikely that fits anyone's metaphysical models, but that doesn't alter the cost all that much. Removing expendable makes it magic. Adding Continuing Charges: Fuel makes it more like a traditional torch/lamp (although the difference in duration has very little impact on the cost). The one problem I do see here is that someone can't walk into the area after the effect starts and benefit from it, at least not without an action on the Grantor's part. That does break the model somewhat. Grrr. For what it provides, Images just seems way more expensive that it should be for the impact on the game. I say that with the full realization of how dangerous darkness can be and how we all take the ability to see in the dark for granted. The metagame impact of having to spend significant points on a power to see is annoying at best, even though that ability is critical to survival. It is essentially a given, the absence of which gets in the way of the rest of the adventure and rarely is dealing with darkness the focus of most fantasy adventures. Here are the Images builds using d20 lighting elements: 5 Candle: Sight Group Images, +/-3 to PER Rolls, Area Of Effect (2m Radius; +1/4); OAF (-1), Only To Create Light (-1), Easily Blown Out (-1), No Range (-1/2), 1 Continuing Charge lasting 1 Hour (-1/4) () 7 Torch: Sight Group Images, +/-4 to PER Rolls, Area Of Effect (12m Radius Explosion; +1/4); OAF (-1), Only To Create Light (-1), No Range (-1/2), 1 Continuing Charge lasting 1 Hour (-1/4) () 9 Lamp: Sight Group Images, +/-4 to PER Rolls, Area Of Effect (9m Radius Explosion; +1/4); OAF (-1), Only To Create Light (-1), No Range (-1/2), 1 Continuing Fuel Charge lasting 6 Hours (+1/4) () 11 Lantern: Sight Group Images, +/-4 to PER Rolls, Area Of Effect (18m Radius Explosion; +1/2); OAF (-1), Only To Create Light (-1), No Range (-1/2), 1 Continuing Fuel Charge lasting 6 Hours (+1/4) ()
  20. So, I am working on stuff and light, as a power/effect has been lurking out there. This has been a bugaboo for a while, something that I've hand waived for years. With some of the new additions to 6E there is a rather elegant way to build a "light" effect if you are reasoning that the goal of a Create Light power is to enable others to see (reasoning from effect). Lamp: Nightvision, Persistent (+1/4), Usable Simultaneously (all targets standing within 10 meters of Grantor; +1 1/2); Time Limit (20 Minutes; -1), OAF (-1) Active 14, Real 5 Now, where I am going with this is that this is far more than what I want to achieve with a torchlight equivalent magical light. A small orb the size of a tennis ball that can create a light bright enough for a 4m radius space. Using the power above as the maximum boundary of effect. How do I roll this back? Working through it some more, I get: Lamp: Nightvision, Persistent (+1/4), Usable Simultaneously (all targets standing within 10 meters of Grantor, Grantor can take back power at any time; +1), Recipient must remain close to Grantor; OAF Fragile Expendable (Easy to obtain new Focus; -1 1/4), Time Limit (20 Minutes; -1), Physical Manifestation (Visible Light; -1/4), Perceivable (Bright Light; -1/4) Active 12, Real 3 The Physical Manifestation is for the physicality of light (reflections, being able to hood the item, etc.). Perceivable is because otherwise every target simply has Nightvision there is no sense that the power is sourced at the "Lamp". The further challenge is that minor variations either in area of effect or duration have little to no impact on the cost of the power and yet this is probably the purest instance of "Create Light" from a game mechanics point of view, reasoning from the "we all want to see in the dark" effect. As a persistent item, a magical torch for example, it would be 4 points. Ahh, I've got it. In Usable Simultaneously use the number of targets as an analog for area of effect. Magic Candle: Nightvision, Usable Simultaneously (up to 2 people at once; +1/4), Recipient must remain close to Grantor, Grantor can take back power at any time, Persistent (+1/4); OAF Fragile Expendable (Easy to obtain new Focus; -1 1/4), Restrainable (-1/2), Perceivable (Bright Light; -1/4). A/R 7/2 Magic Torch: Nightvision, Persistent (+1/4), Usable Simultaneously (up to 8 people at once; +3/4), Recipient must remain close to Grantor, Grantor can take back power at any time; OAF Fragile Expendable (Easy to obtain new Focus; -1 1/4), Restrainable (-1/2), Perceivable (Bright Light; -1/4). A/R 10/3 Magic Lantern: Nightvision, Persistent (+1/4), Usable Simultaneously (up to 16 people at once; +1), Recipient must remain close to Grantor, Grantor can take back power at any time; OAF Fragile Expendable (Easy to obtain new Focus; -1 1/4), Restrainable (-1/2), Perceivable (Bright Light; -1/4). A/R 11/4 Magic Lamp: Nightvision, Persistent (+1/4), Usable Simultaneously (up to 64 people at once; +1 1/2), Recipient must remain close to Grantor, Grantor can take back power at any time; OAF Fragile Expendable (Easy to obtain new Focus; -1 1/4), Restrainable (-1/2), Perceivable (Bright Light; -1/4). A/R 14/5 So, somebody just point me in the right direction if I just jumped off the deep end. Thanks.
  21. Re: removing/reducing the STUNx I play a lot of fantasy and use Hit Locations, so I see everything from x1/2 to x5. Doesn't really mess my game up one way or another. What you might consider is going with x2 as a standard and then perhaps do something special on a critical hit, like 4x or so.
  22. Re: Question about martial arts 6th book Chin Na specifically is catalogued as a substyle of Kung Fu. The book you seek is definitely Martial Arts.
  23. Re: Eclipse Phase conversions to Hero I could fire up a wiki or google site and we could start posting all of this in a structured fashion right along side the core material. It's all available under CC and as long as we provide attribution we could do it pretty plainly, much like http://www.firewall-darkcast.com/. Anyone interested?
  24. The new Grimoire is out and it is really well done. It is designed for a higher point level than I usually start my games, but I think it is more consistent than the past 2 grimoires and brings the material together very well. From the cover: nearly 800 spells organized into over two dozen categories including Alchemy, Black Magic, Conjuration, Cybermancy, Divine Magic, Druidry, various types of Elemental Magic, Necromancy, Oriental Sorcery, Shamanism, Sorcery, Superheroic Thaumaturgy, Voodoo, Warrior-Magery, Witchcraft, and Wizardry What I was looking to do, with the goal of incorporating this into my "Be a Hero" material, is to establish a very simple magical framework for using the material straight out of the book. Without modification it works fine for a D&D 4E style game where a mage has a limited array of spells to choose from. The advantage of this approach is both simplicity and well as synchronicity with non-mages -- an archer would essentially build an "Arrow Storm" power in the same way that a mage would build a "Fire Storm" power. Perhaps this is the simplest approach. Most combat spells cost 10-20 points and movement/defensive spells cost 3-10 points. So, 2 defensive spells, 1 movement spell, and 3 offensive spells would cost about 60 points. If fighters and rogues are also building powers in a similar fashion, what you end up with is a standard character of about 100 points or so plus 60-75 points of Powers. This might actually be the best option for presenting the system to new players as it is the most direct implementation of the book. Where you become challenged is if you try to model a more expanded spell repertoire - and maybe Hero isn't very good for that sort of thing. I don't agree with that, but it all depends on how you like the detail of your magic system. My thought is to use the concept of Resource Points. This is a standard Hero system mechanic for managing, well, resources. The GM sets a campaign starting point and then the rate at which characters can expand their points. The points represent the resources he has on him during the adventure - his "armory" can be much larger, but for any given point in time you can only have what is in your "kit" or current point allocation. Essentially this system is an alternative to using money, although money can add realism to the system by allowing you to expand your armory without expanding your kit (e.g. you buy a new pistol but you only ever carry 1). In a fantasy game, a resource is defined as anything that can be taken from you. This goes beyond the standard definition of the Focus limitation (i.e. something that makes a power cheaper because it requires a certain item, or focus, to use). If I take away a Focus, you get it back, for free, on the "next adventure". I can only deny you the focus in the short term (generally combat). However, if it is a resource then it can be taken away semi-permanently, like a Follower or a Vehicle. Money could then be required to replace it, enabling the restoration of the item, or you could find something to replace it. Either way you don't have the resource until it is restored in play. If spells are considered a resource, as a combination of Spell Book (which can be stolen or destroyed), arcane bonded item (as an essential casting focus) and possibly generic consumable "spell components" I think you can then use the Grimoire straight up as well. The Spell Book represents your "armory" of spells, and can include scrolls, and other ancient texts. The arcane bonded item represents a single item that can be taken in combat, like a fighter's sword, to prevent further casting. The generic consumable components represents "ammo" that could be depleted and requires wealth to restore. With the right XP to Resource Point conversion a couple of XP would be all that is required increase the Resource Pool ("kit") and expanding the number of spells or powers the character has available. At the same time, it allows you to use the Hero Grimoire without modification. The impact this would have on non-spell casters is that essentially the resource pool, for them, becomes the "attunement pool" for magic items. If a fighter finds a magic sword in an adventure he can use it for the duration of that adventure and then add it to his armory for free. However, if he wants to use that on a subsequent adventure he will have to make room in his "kit" in order to adventure with it. It's not unlike a lot of TV shows - the cast of characters always has their standard load out unless they are doing something special. If they come across an item that is extremely useful, they only ever use it for that episode and then they are back to normal. The use of Resource Points models that almost 100% with a dose of metagaming mechanics to manage it. Thoughts?
  25. Re: The Ruins Of Detroit We are hoping that Mayor Bing can begin to address this. They have started holding neighborhood talks. The biggest problem is that the city is too big for its population and too much money is spent operating services for parts of the city that are dead. Detroit really needs to condense its population to a manageable area and then turn the rest in to green swaths with light rail spidering out to the suburbs, making it even easier for people to get back into the city.
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