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LittleDevil

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About LittleDevil

  • Birthday 05/08/1988

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  1. Re: [Magic System]Thematis Magica Also, before I start rewriting this, what needs clarification? Everything? It seems the part on the Succor needs rewriting, at least. I know I forgot to include the explanation about College Powers, I didn't bother to explain what the Spheres of the Colleges dealt with, I need to come up with some decent setting fiction regarding the Colleges (which is a bit hard, considering I don't have a setting to add them to *sighs*), I should probably add something about casting methods (basically, it's up to the caster himself) and I should add what I've written here on the purpose of the system.
  2. Re: [Magic System]Thematis Magica Ah, then I understand completely. And, on a sidenote, my respect for you just went up a few notches. I hadn't even considered half of those arguments. :hail: And, yes, a Metruvian more than likely could whip a Thematian's behind any time, assuming the Thematian didn't have anything special prepared. I guess it isn't a High Magic system. It's supposed to be a common system, which is one of the reasons why the power is capped, that's very flexible. The reason why I went with Psych Lims is mostly that I like the Mad Mage archetype a lot (and Colours of Magic: Orange had some really nice setting fiction) and it came after thinking: If they store their spell in their minds... What happens when that storage becomes larger? Draw some parallells to Final Fantasy VIII, and this is the result. Essentially, the Thematian in the village is the person you'd go to if you had a problem that normal means couldn't solve. He'd go over it for a while, a few days probably, then sit and chant for a few minutes (Gathering the Strands) and finally cast a spell. They're not the fellows you'd want as walking artillery tanks (that's for another system), but as someone you'd expect to be able to come up with a solution to most problems, hopefully in time. It could be a lot less restricted, but I want to avoid a system as flexible as this ruining every plot within a Full Phase with a nasty 40 AP power.
  3. Re: [Magic System]Thematis Magica And Killer, it's actually intended to be more High Fantasy than Low. But that's a matter of definition, I guess. And I think that these fellows, who can do nearly everything (assuming they've studied the Colleges) with their powers belong in the High Fantasy spectrum. They just have to use their powers to their maximum extent. In other words, think like a munchkin. Plus, don't you feel a little bit more proud of your Mage if he uses a 5 STR TK and the environment to bring down his foes rather than blast them with a 10 DC EB?
  4. Re: [Magic System]Thematis Magica Well, that's for certain. I'm not used to writing these kinds of text, and in my defence, most of it was written in the night. I'll try to write a better version tomorrow (and I should probably study the ones you have created, Oh Great Killer Shrike).
  5. Re: [Magic System]Thematis Magica That's a College Power, they're not meant to be purchased in the Pool itself. They're signature abilities that practioners of a style of magic can use when they've reached a certai level. They're very similar to spells mostly, but some aren't. And if it had been a spell, they could fit in the Pool with the Succor (5ER, p. 109). Or, as a Perfected Spell (essentially, a Talent), which would mean you use the RC as the AP (this is the most rule-breaking thing about this system, but it's still semi-canon).
  6. Re: How to use the President You know, that gives some rather disturbing mental images. I'd rep you again, but I just did.
  7. Re: [Magic System]Thematis Magica Also, 10 AP really shouldn't be underestimated. +5 Running? That's nearly twice the speed of a normal man! Flying with nearly the speed of a running man? Powerful! Sure, Attack Powers are a bit weak, but that's why those are Perfected Spells or boosted with Gathering the Strands and used from ambush (so they can run in, take care of what's left and get something for the headache the Mage has after using the Succor). Simply, they are not blasters and those who are (the Reds), have College Powers that help them to do that efficiently. Like this one: Conjuring the Wrathful Rays of Mother Sun: Killing Attack - Ranged 2d6-1, Indirect (Always from the sky; +1/4), Penetrating (+1/2) (44 Active Points); Increased Endurance Cost (x3 END; -1), Power Does No STUN (-3/4), Gestures (Requires both hands; -1/2), Requires A Red Magic Roll (-1/2), Beam (-1/4), Inaccurate 1/2 OCV (-1/4), Incantations (-1/4), Noisy (-1/4) Also, many favour HKA instead.
  8. Re: [Magic System]Thematis Magica You are quite right, powerful mages ARE bonkers (the Orange College is FULL with powerful mages that are completely bat**** crazy), or they use the different ways to overcome the small size of the pool, such as the Succor they learn as part of the basic training or developing spells as Talents. So, either they learn to use the small Cantrip-level powers to the maximum, or they take a lot of time to get around the limits. Essentially, mages from the Academy are the true Swiss Army-Knife. They have LOTS of tools, but I wouldn't want to carve a statue with them. This is a design choice.
  9. Yo! Haven't been to these forums for quite a while now. Have I missed anything? Anyways, I whipped up a quick magic system today, which I hope I've given the right name (latin isn't something I've bothered to learn) but I think it means Magical Subjects. It's an academic system and it's very Vancian..ish. In fact, the Colleges are ripped straight from a series of D20 supplements called Colours of Magic. It's also an amalgamation of some of the better ideas I've seen here and in some HERO books. I'll write up some example spells later, maybe. Comments, questions, pats on the back, go ahead and write.
  10. Re: Good News For Time Travelers! Man, Kill Doctor Lucky is great (though it takes a wee bit too long to play), as is Save Doctor Lucky. Thanks for the reminder, Michael. *checks their site* ...Okay, the premise behind Unexploded Cow is just ...brilliant. ...Oh yeah, sorry for the derail. Yay for time-travel, or something.
  11. Re: [Character Concept] Mutant w/ Latent Telekinetic Power & Activator Foci Well, VPPs always have a degree of munchkinism to them, but I think Telekinesis is one of the few SFX that can justify a large VPP. It might be good if it had a few Limitations, though, like Reduced By Range or RSR, or Only One Power (if guys have trouble multitasking with their normal limbs, how hard wouldn't it be to use several telekinetic limbs?). Mostly for flavour and so he won't intrude too heavily on the other PCs' schticks (how is this spellt, anyway?) too often. Personally, I'd cut them down a slight bit, to 15- in most, keeping Ego and Int as they are; though his mutant nature and what appears to be at least some serious training may have given him a few boosts. Well, crowns and such are suitable for most mental powers, though gloves or a visor of some sort would fit a TK, I think.
  12. Re: "Stances" for magic wielders Nice! Definately yoink-worthy. *Bookmarks*
  13. Re: Magic system question Just wanted to say: This ROCKS! I wish I had thought of this earlier, when I was in the mood for Celtic saga-esque gaming. *Bookmarks this page for future yoinking* One method I can think of immediatly is cost divisors that scale depending on the number of powers one has. For instance, the first spell is bought at RP/5 or whatever, the second at RP/3, the third at normal cost, the fourth at RPx2, and so on. Of course, this is slightly bothersome, and easy to abuse, but tell me what you think of it.
  14. Re: Be like unto a god I definately agree with OddHat. Limiting yourself to Olympic champions will mean that you'll lose out on a lot of interesting concepts. Go with the Awarder granting powers and also influence to those that excel in any area. Most of the uplifted might come from the athletic circles, but not everyone. If you want, the Awarder might not be the only entity capable of this...
  15. Re: Vari Lim with Limited Use question Actually, this is a rather nice solution. The normal build would be "Only vs. technological Devices -½" instead, but then a single spell could smash everything in the area (I'm assuming it has AoE, based on your description), no mather what the technomancer has in mind. On the second question: It seems to be more of a Dispel instead of an RKA. You could have them both in a MP or just go with the latter build. Then, Variable Limit would be exchanged for Expanded Effect instead. Something like: Dispel xd6, Area of Effect [Radius, Selective] (+11/4), Expanded Effect [Any technological power, one at a time] (+1/4). 7.5 points/die. Add limitations for flavour and stir.
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