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SKJAM!

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Everything posted by SKJAM!

  1. Re: D&D Magic Items 3.5 to HERO And coming up next is Wondrous Items, aka "Everything Else." All Wondrous Items are Foci of some kind and Independent; beyond that they're not very similar. Many of these items are worn by the owner--only one magical item will work per "slot", so layering isn't always a good idea. Low-cost one-use items (such as Quaal's Feather Tokens) can be found over-the-counter at finer magic shops. Most other items will need to be special ordered, though sometimes a "flawed" version of a powerful item may be in stock and cheap.
  2. Re: A White Wolf aneurysm Well, heightened sense of smell is always fun, especially if it doesn't always cut in at appropriate times. Some sort of extra combat goodies that have "only when enraged" or "only in moonlight". The ability to understand--but not speak--canine languages.
  3. Re: Hero Exchange Program From his previous description, (immortal warrior type), I'm guessing that Kaian would have switched with Ares? How's the god of War doing over on Kaian's Earth? And as Kaian says that, the rest of the Dark Avengers team is divided between applause and mutters of "and I was almost ready to do that!"
  4. Re: D&D Magic Items 3.5 to HERO Wands: In 3.5, wands are simply spell storage devices. They are usually thin cylinders of wood (or other suitable material) about six to eight inches in length. A newly created wand holds fifty charges of any one spell, up to 4th level in strength. Any spell in the appropriate range can be placed in a wand, but traditionally it's reserved for spells that can be Used By Other or Used as Attack. Since that's still a ridiculous number of spells, I'll just describe the general shared write up. A wand is an Obvious Accessible Focus, with 50 (possibly Continuing) Charges that Never Recover, and Independent. They Can Only Be Used by Appropriate Spellcaster -1/2. Many wands created for magic shop sale also have Incantations, a trigger word that is only given to the purchaser after they've paid. Fresh wands are rare in magic shops, usually having to be special-ordered, but slightly used wands with only a few charges remaining are somewhat common. Most wands found as treasure will also be missing a percentage of their charges, if only because the previous owner was trying to kill the player characters. GMs should note that any mage in possession of a fully charged wand with a decent attack spell will be using it as their default tactic until the battery runs low.
  5. Your character has been selected to participate in a new cross-dimensional superhero exchange program. No, it's not voluntary. He/she/it will be spending a week with the Avengers or Justice League (your choice, and you can pick the era you prefer, since both teams are kind of in flux right now in the comics...) while their "equivalent" from that team spends a week in your character's world. If your character is an anti-hero or nominal villain, the host team has been told that they're "trying to reform." (In some cases this will be a blatant lie.) So, how does your character's week with their host team go, and how does the replacement's week in your character's world go?
  6. Re: Things You'd See in a World Full of Supers... And at the end of the story, the narrator mentions that the legal system immediately got off its butt and figured out fixes so the courts would work again.
  7. Re: D&D Magic Items 3.5 to HERO Standard Staffs S-Z Staff of Size Alteration: Multipower, 80-point reserve, (80 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 1) Enlarge Person: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 800 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Usable By Other (+1/4), Limited Range (within 3"; +1/4) (22 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Humanoids only; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4) 2) Mass Enlarge Person: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 800 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Usable By Other (+1/4), Ranged (+1/2), Area Of Effect (3" Radius; +1) (41 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Humanoids only; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4) 3) Reduce Person: Shrinking (1 m tall, 12.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +3" KB), Limited Range (3"; +1/4), Usable By Other (+1/4) (15 Active Points); Independent (-2), OAF (staff; -1), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; -5 STR; -1/2), Limited Power Power loses about a third of its effectiveness (Humanoids only; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4) 4) Mass Reduce Persion: Shrinking (1 m tall, 12.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +3" KB), Usable By Other (+1/4), Ranged (+1/2), Area Of Effect (2" Radius; +1) (27 Active Points); Independent (-2), OAF (staff; -1), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; -5 STR; -1/2), Limited Power Power loses about a third of its effectiveness (Humanoids only; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4) 5) Shrink Item: Minor Transform 8d6 (Inanimate object to 1/6th size inanimate object, 8 days or being thrown onto a solid surface or caster ends spell) (80 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Target Inanimate, non-magical items (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) Real Cost: 22 Description: A stout, sturdy staff for the support mage. While the enlarging properties might seem more frequently useful, sometimes a smaller party is what's needed to get the job done. Staff of Swarming insects: Multipower, 60-point reserve, (60 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by druids; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 1) Summon Swarm: Killing Attack - Ranged 1d6, Variable Targets (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1) (41 Active Points); Independent (-2), OAF (staff; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by druids; -1/2), Reduced Penetration (-1/4), Physical Manifestation (-1/4), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 2) Insect Plague: Killing Attack - Ranged 1d6, Uncontrolled (kill the stinging insects; +1/2), Armor Piercing (+1/2), Area Of Effect (5" Radius; +1), Continuous (+1) (60 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Uses three charges per activation; -1), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Physical Manifestation (-1/4) Real Cost: 15 Description: Made of twisted dark wood with darker spots that resemble crawling insects (and which move when you're not looking), this staff allows the user to call down entomological horror upon their enemies. More of an annoyance than a killing attack, but oh so creepy. Staff of Transmutation: Multipower, 450-point reserve, (450 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 1) Expeditious Retreat: Running +6" (12" total) (12 Active Points); Independent (-2), OAF (staff; -1), Costs Endurance (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 2) Alter Self: (Total: 56 Active Cost, 12 Real Cost) Shape Shift (Sight, Smell/Taste, Touch and Mystic Groups, any humanoid race) (29 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) (Real Cost: 6) plus +2 STR (2 Active Points); Independent (-2), OAF (staff; -1), No Figured Characteristics (-1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only if shifted form larger than caster; -1/4) (Real Cost: 1) plus +2 DEX (6 Active Points); Independent (-2), OAF (staff; -1), No Figured Characteristics (-1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only if form is smaller than caster; -1/4) (Real Cost: 1) plus Nightvision (5 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only if form normally has this; -1/4) (Real Cost: 1) plus Ultraviolet Perception (Sight Group) (5 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only if form naturally has this; -1/4) (Real Cost: 1) plus Discriminatory with Normal Smell (5 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only if form naturally has this; -1/4) (Real Cost: 1) plus Swimming +4" (6" total) (4 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only if target form naturally has this; -1/4) (Real Cost: 1) 3) Blink: (Total: 135 Active Cost, 22 Real Cost) +5 with DCV (25 Active Points); Independent (-2), Activation Roll 11- (-1), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a third of its effectiveness (Does not work vs. Affects Desolid or See Invisible; -1/2) (Real Cost: 4) plus +2 OCV (10 Active Points); Independent (-2), Activation Roll 11- (-1), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a fourth of its effectiveness (Does not work vs. See Invisible; -1/4) (Real Cost: 2) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); Independent (-2), Activation Roll 11- (-1), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a fourth of its effectiveness (Not vs. Affects Desolid; -1/4) (Real Cost: 5) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); Independent (-2), Activation Roll 11- (-1), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a fourth of its effectiveness (not vs. Affects Desolid; -1/4) (Real Cost: 5) plus Desolidification (affected by force effects) (40 Active Points); Independent (-2), Activation Roll 11- (-1), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) (Real Cost: 6) 4) Polymorph: Major Transform 10d6 (standard effect: 30 points) (willing living creature into animal, humanoid or elemental, eight minutes or target's act of will), Improved Results Group (any animal, humanoid or elemental form; +3/4) (262 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), All Or Nothing (-1/2), No Range (-1/2), Limited Target Willing living creatures (-1/4), Limited Power Power loses about a fourth of its effectiveness (Uses two charges per activation; -1/4) 5) Baleful Polymorph: (Total: 450 Active Cost, 63 Real Cost) Major Transform 12d6 (living creature into small non-magical animal w/ 20 Power Defense vs. Transformation, Remove curse or natural shapeshifting abilities), Improved Results Group (any small non-magical animal; +1/4) (225 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), All Or Nothing (-1/2), Limited Target Living Beings (Does not affect desolid or gaseous creatures, even if their Desolid doesn't work vs. magic; -1/4), Limited Range (6"; -1/4), Limited Power Power loses about a fourth of its effectiveness (Uses two charges per activation; -1/4) (Real Cost: 33) plus Major Transform 12d6 (normal mind into animal mind, Remove Curse), Improved Results Group (any animal mind; +1/4) (225 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Limited Power Power loses about half of its effectiveness (Negated by successful EGO Roll or Physical Transformation not succeeding, uses two charges per activation; -1), OAF (staff; -1), All Or Nothing (-1/2), Limited Range (6"; -1/4), Limited Target Living beings (-1/4) (Real Cost: 30) 6) Disintegration: Killing Attack - Ranged 8d6, Does BODY (+1), Attack Versus Limited Defense (Power Defense; +1 1/2) (420 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Limited Power Power loses about half of its effectiveness (CON Roll halves damage, uses three charges per activation; -1), OAF (staff; -1), Beam (-1/4), No Knockback (-1/4) Real Cost: 115 Description: This potent staff is usually made from or decorated with petrified wood. It allows the caster to change herself or others in various ways--including to dust. A quick rundown of the various transformation spells might be handy here. "Alter Self" basically turns the caster to "myself if I happened to be a (name of humanoid species)." It grants some limited physical abilities based on the species turned into, but none of their niftier powers. "Polymorph" works similarly for the willing recepient of the spell, but has a much wider assortment of possible shapes. The target gains any abilities granted by the new shape's physical form, but nothing supernatural or mental in nature. Baleful Polymorph has a more limited selection of shapes, but can be used as an attack. If the Mental Transformation fails to take hold, the victim retains their normal intellect and any skills, powers and abilities not taken away by the change in form. If the mental transformation is successful, the victim's INT and EGO drop to animal levels, and they lose any abilities that require conscious thought. Baleful Polymorph is usually considered a "jerk" spell and a target really has to earn it. Staff of the Woodlands--quarterstaff: (Total: 19 Active Cost, 4 Real Cost) Hand-To-Hand Attack +1d6+1, Autofire (2 shots; +1/4) (9 Active Points); Independent (-2), OAF (staff; -1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2) (Real Cost: 2) plus +2 OCV w/staff (10 Active Points); Independent (-2), OAF (staff; -1), Required Hands Two-Handed (-1/2) (Real Cost: 2) Staff of the Woodlands--Pass Without Trace: Flight 6" (12 Active Points); Independent (-2), Only On Appropriate Terrain natural surfaces (-1), Limited Power Power loses about a third of its effectiveness (Only to not leaves tracks or a scent trace; -1/2), IAF (staff; -1/2), Only In Contact With A Surface (-1/4) Staff of the Woodlands Spells: Multipower, 208-point reserve, (208 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by druids; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 1) Charm Animal: Mind Control 4d6 (Animals class of minds), 50 Continuing Charges lasting 8 Hours each which Never Recover (+1/2), Continuous (+1) (50 Active Points); Independent (-2), OAF (staff; -1), Set Effect ("I am your friend"; -1/2), Limited Power Power loses about a third of its effectiveness (Automatically ends if caster or allies attack animal; -1/2), Does Not Provide Mental Awareness (-1/4) 2) Speak with Animals: Universal Translator 14- (23 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Animals only; -1), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4) 3) Barkskin: Armor (3 PD/3 ED), 50 Continuing Charges lasting 1 1/2 Hours each which Never Recover (+0), Usable By Other (+1/4) (11 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Does not stack with other artificial Armor enhancements, uses two charges per activation; -1/2) 4) Wall of Thorns: Force Wall (15 PD/15 ED; 8" long and 1" tall) (Alterable Size, Opaque Sight Group), Hardened (+1/4), 50 Continuing Charges lasting 1 1/2 Hours each which Never Recover (+1/4), Backlash (+1/2) (208 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Uses three charges per activation; -1), OAF (staff; -1) 5) Summon Nature's Ally VI: Summon 300-point Creatures from the approved list, Expanded Class of Beings Limited Group (+1/2), Devoted (+3/4) (135 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Limited Power Power loses about half of its effectiveness (Creatures only stay 1 1/2 minutes, each activation uses three charges; -1), OAF (staff; -1) 6) Animate Plants: Telekinesis (50 STR), Area Of Effect (8" Radius; +1) (150 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Uses four charges per activation; -1), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Only Works On Limited Types Of Objects Limited Group of Objects (Non-Animate Plants; -1/2) Real Cost: 61 Description: This staff looks it was naturally grown into its present shape, but don't be fooled. It's been magically shaped to work as a quarterstaff. The user can use it to not leave tracks in the wilderness, and this ability remains even after all the charges are gone. But your druid's probably most happy with the assortment of spells the staff makes available. And that's a lot of staff!
  8. SKJAM!

    Pulparize It!

    Re: Pulparize It! My preference would be to have the Baroness be evil by choice, perhaps whipping out one of those alibis in an attempt to avoid the heroes getting rough with her.
  9. Re: D&D Magic Items 3.5 to HERO You could certainly do that, though D&D magic armor doesn't normally get less effective after being hit unless it's deliberately hit to break it.
  10. Re: D&D Magic Items 3.5 to HERO Standard Staffs P-R Staff of Passage: Multipower, 135-point reserve, (135 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 1) Dimension Door: Teleportation 1", Safe Blind Teleport (+1/4), MegaScale (1" = 1 km; +1/4), Can Be Scaled Down 1" = 1km (+1/4), Usable Simultaneously (up to 4 people at once; must be touching; +3/4) (5 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Extra Time (Full Phase, -1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 2) Passwall: Tunneling 2" through 10 DEF material (34 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Medium Limited (No metals; -1/2), Limited Power Power loses about a fourth of its effectiveness (Passage automatically closes after eight hours; -1/4) 3) Phase Door: Major Transform 4d6 (Wall into invisible passage, Being passed through four times), Usable By Other (+1/4), Invisible Power Effects (Fully Invisible; +1) (135 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Limited Target wood, plaster or stone walls (-1), OAF (staff; -1), No Range (-1/2), All Or Nothing (-1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation costs two charges; -1/4) 4) Greater Teleport: Teleportation 10", Safe Blind Teleport (+1/4), Usable Simultaneously (up to 4 people at once; +3/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (65 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a fourth of its effectiveness (Uses two charges per activation; -1/4) 5) Astral Projection: Extra-Dimensional Movement (Single Dimension), Usable Simultaneously (up to 4 people at once; +3/4) (35 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Limited Power Power loses about half of its effectiveness (Leaves physical body behind, automatically returns if astral body killed or silver cord cut, uses two charges per activation; -1), OAF (staff; -1) Real Cost: 34 Description: A potent staff that allows the user to get where they're going and get out of bad places. Because sometimes running away is the best answer. Staff of Power--Quarterstaff: (Total: 19 Active Cost, 4 Real Cost) Hand-To-Hand Attack +1d6+1, Autofire (2 shots; +1/4) (9 Active Points); Independent (-2), OAF (staff; -1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2) (Real Cost: 2) plus +2 with staff (10 Active Points); Independent (-2), OAF (staff; -1), Required Hands Two-Handed (-1/2) (Real Cost: 2) Staff of Power Retributive Strike: (Total: 400 Active Cost, 41 Real Cost) Energy Blast 50d6, Explosion (+1/2) (375 Active Points); 1 Charge which Never Recovers (-4), Limited Power Power loses almost all of its effectiveness (1d6 damage per remaining charge, uses all charges and destroys staff; -2), Independent (-2), OAF (staff; -1), No Range (-1/2) (Real Cost: 36) plus Extra-Dimensional Movement (Safety Dimension), Safe Blind Travel (+1/4) (25 Active Points); Independent (-2), OAF (staff; -1), Activation Roll 11- (-1) (Real Cost: 5) Staff of Power Spells: Multipower, 280-point reserve, (280 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 1) Smite: Hand-To-Hand Attack +1 1/2d6 (8 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Hand-To-Hand Attack (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 2) Magic Missile: Killing Attack - Ranged 1d6-1, Penetrating (+1/2), Autofire (5 shots; Four Shots!; +1/2), No Range Modifier (+1/2) (25 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Cannot Use Targeting (-1/2), Limited Power Power loses about a third of its effectiveness (Cannot affect inanimate objects; -1/2) 3) Ray of Enfeeblement: Drain STR 1 1/2d6, Custom Modifier (Heightened; +1/4), Ranged (+1/2) (26 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Beam (-1/4), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 4) Continual Flame: Minor Transform 1d6 (inanimate object into inanimate object that sheds light like a torch, Dispel Magic or 3rd-level or better Darkness spell) (10 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), All Or Nothing (-1/2), No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Target Inanimate objects only (-1/4), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 5) Levitation: Flight 4", Usable By Other (+1/4), Ranged (+1/2) (14 Active Points); Independent (-2), OAF (staff; -1), Levitation (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 6) Lightning Bolt: Energy Blast 8d6, Custom Modifier (Heightened; +1/4), Area Of Effect (20" Line; +1) (90 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 7) Fireball: Energy Blast 8d6, Custom Modifier (Heightened; +1/4), Explosion (+1/2) (70 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 8) Cone of Cold: Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4) 9) Hold Monster: Mind Control 16d6 (Humanoid and Monster Class of Minds classes of minds) (90 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Set Effect (Stand still and take no actions including speech; -1/2), Does Not Provide Mental Awareness (-1/4), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4) 10) Wall of Force: Force Wall (30 PD/30 ED; 6" long and 1" tall) (160 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), No Range (-1/2), Restricted Shape (Dome over user only; -1/4), Limited Power Power loses about a fourth of its effectiveness (Uses two charges per activation; -1/4) 11) Globe of Invulnerability: Suppress Incoming magical powers 16d6, all incoming magical powers of fourth level or less simultaneously (+2), Area Of Effect (One Hex; +1/2) (280 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) Real Cost: 121 Description: This smooth, straight staff is the sort of thing your party wizard wants to see under the Hogswatch tree. First off, it's an actual quarterstaff, and remains one even after the charges run out. Second, it has a wide variety of useful spells. And if the situation is hopeless, you can snap it in half, escaping to another dimension while all around you are consumed by magical power. (Escape not guaranteed.) Only the Staff of the Archmage is more coveted. (Gamespeak: The "Heightened" advantage makes a spell a higher "level" so it can evade level-checking defenses such as Globe of Invulnerability.)
  11. Re: Things You'd See in a World Full of Supers... The latest issue of "Streets of Gotham" focused on "The Broker", an evil real estate agent who hooks villains up with theme-appropriate hideouts. (It also explains why Gotham City seems to have a never-ending supply of abandoned amusement parks.) Other things you might see: Supers trying to parlay their powers into an entertainment career, with decidedly mixed results due to talent; and conversely entertainment types trying to parlay their celebrity into a super career (generally a bad idea.) Heck, Disney or a similar company might artificially create a super-idol singer or super-boy band for commercial/PR purposes. Anti-super sentiment being cyclical, depending on the latest events. Sure, there's a small core of bigots who hate supers all the time, but when Mighty Girl saves the world from the Xorton invaders, the hate tends to die down--when the Protectors are mindzapped by a jade skull and start trying to "purify" their city, the hate tends to go up. Specialists in meta-medicine. A scam artist who sets up a sperm bank claiming to have the genetic material of particularly handsome and powerful supers.
  12. Re: Umolau Smit (1000 posts!) Huh. It's down to Hero Designer. Because I'd bought Mind Control, that made Mental Awareness free, with Discriminatory and 360% being five points each. If Umolau had no other Mental Powers, this power would cost 15.
  13. As my 1,000 post on the Gaming part of the Hero boards, I've decided to celebrate and share my current Gamma HERO player character. Umolau Smit Player: Scott K. Jamison Val Char Cost 10/50 STR 0 11 DEX 3 11 CON 2 10 BODY 0 24 INT 14 24 EGO 28 10 PRE 0 10 COM 0 3/11 PD 1 2/10 ED 0 3 SPD 9 4 REC 0 22 END 0 21 STUN 0 6" RUN 0 2" SWIM 0 2"/10" LEAP 0 Characteristics Cost: 57 Cost Power 10 Developed Mind: Mental Awareness, Discriminatory, Increased Arc Of Perception (360 Degrees) 10 Immunity: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 27 Mental Reflection: Missile Deflection (Any Ranged Attack), Missile Reflection (40 Active Points); Only Works Against Limited Type of Attack (Targeted Mental Powers; -1/2) 17 Confusion: Mind Control 6d6 (Humanoid class of minds) (30 Active Points); Set Effect (Only to cause confusion; -1/2), Stops Working If Mentalist Is Knocked Out (-1/4) 50 Density Control-Others: Multipower, 50-point reserve 2u 1) Ghost Touch: Desolidification (affected by radiation), Usable By Other (+1/4) (50 Active Points); Limited Power Power loses about half of its effectiveness (Cannot use on self; -1) 2u 2) Rock Touch: Density Increase (17,900 kg mass, +40 STR, +8 PD/ED, -8" KB), Usable By Other (+1/4) (50 Active Points); Limited Power Power loses about half of its effectiveness (Cannot use on self; -1) 1 Mental Discipline: Mental Defense (6 points total) Powers Cost: 119 Cost Skill 1 AK: Ancient Ruins 8- 1 AK: Mississipi River 8- 3 AK: M'nkato environs 14- 1 CK: Sain Looey 8- 0 Language: Post-Apocalypse English (idiomatic; literate) (5 Active Points) 3 Paramedics 14- 2 PS: Hunter/Gatherer 11- 3 PS: Scholar 14- 3 Scholar 2 1) KS: Ancient Technology (3 Active Points) 14- 2 2) KS: Edible plants and animals of the area (3 Active Points) 14- 2 3) KS: Post-Apocalyptic Cultures (3 Active Points) 14- 3 Survival 14- 3 Trading 11- 4 TF: Riding Animals, Rafts, Small Rowed Boats 6 WF: Common Melee Weapons, Common Missile Weapons, Energy Weapons Skills Cost: 39 Cost Perk 3 Fringe Benefit: Membership in the Restorationists 1 Reputation: Successful explorer (Local villages) 11-, +1/+1d6 Perks Cost: 4 Total Character Cost: 219 Pts. Disadvantage 5 Distinctive Features: Antennae, no nose (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Physical Limitation: No nose (no sense of smell, poor sense of taste, easier to suffocate (Infrequently, Slightly Impairing) 20 Psychological Limitation: Curious (Very Common, Strong) 20 Psychological Limitation: Prefers reason to violence, will always try negotiation first (Very Common, Strong) Disadvantage Points: 50 Base Points: 150 Experience Required: 19 Total Experience Available: 22 Experience Unspent: 3 APPEARANCE Hair Color: Black, tightly curled Eye Color: Brown Height: 1.66 m Weight: 70.00 kg Description: A boy in his late teens with dark brown skin, no nose, sharp-looking (but actually flexible) antennae, and a high forehead. In the field, he will normally wear light leather armor festooned with belts to hold his equipment. BACKGROUND Many and many ago, the World that Was was consumed by fire and plague. Now, the places that were great cities in the Ancient Age are radioactive pits, braved by only the hardiest mutant warriors and most twisted monsters. The remaining "pure strain" humans share their fragmented civilization with mutated humans, intelligent plants and animals, and an artificial intelligence or two. Welcome to the Gamma World. It was this world that Umolau Smit was born into, a citizen of the M'nkato village in Soda Territory. Though his intellectual gifts were noted at an early age, the immediate needs of the village was for hunter/gatherer types, so that was the primary training he was given. When initial results of his food gathering turned out badly, Umolau was given further instruction as to just what "normal" people considered edible. A retired Restorationist took pity on the boy and started instructing him on knowledge of the Ancients, and inducted him into the cryptic alliance. Recently, Umolau and a group of his peers began being the village's default action team. First, they investigated a partially intact (and relatively unlooted Ancient hospital. Then they dealt with a termite people invasion, a nest of insane robots and traveled down the great river to Sain Looey. Umolau's certainly getting an education...in the school of hard knocks. PERSONALITY Umolau is a bright, curious lad who would prefer to trade peacefully with others and learn from them rather than fight and kill. Sadly, he lives in an era where fighting and killing are pretty much mandatory actions. In most cases, Umolau "goes along to get along" with his peers, presentling his insights as suggestions rather than instructions. He hopes one day to be able to study with the Scholars of Oom or a similarly learned enclave. QUOTE "One day, all sentients will live in peace. You, I fear, will not live to see that day." Umolau sounds like he's got a really bad stuffed nose. POWERS/TACTICS Umolau has a very developed brain, with heightened intelligence and willpower. He can sense psychic activity in his area with some precision, being able to tell what sort of powers are being used, and able to tell one psionic frequency from another. While his mental attacks are weak, only able to cause mild confusion, his psionic defenses are strong, to the point he can hurl others' attacks back at them. He's also immune to almost all poisons, and able to help other people control their own density. Umolau has no nose, and thus no sense of smell, and a very limited sense of taste. In combat, Umolau tends to hang back and act as support. If the opponents have normal minds, he'll try to confuse them as a distraction. If that is ineffective, he'll try using his stun pistol. For closer work, he prefers a short spear or a dagger. CAMPAIGN USE Umolau was designed as a player character for a Gamma HERO campaign. If his abilities seem a bit random, that's because they are. He's wound up being the team's resident "Smart Guy" by default. If he needs to be more combat-powerful, give him more dice in his confusion ability, make him able to use his density powers himself (or as an attack!) and perhaps a combat level or two. To weaken him, just remove some of his more random abilities. An older, more experienced Umolau will have many more Knowledge Skills. Umolau does not Hunt people himself, though his group might be ordered to deal with enemies of the village. In a fantasy campaign, Umolau's village might be an isolated place near a source of wild magic or the like, the inhabitants having become warped over generations. He's not particularly suited to "realistic" campaigns due to the powers and appearance issues, but could be a sewer-dwelling mutant in a supers or "modern fantasy" campaign. His psychic sensitivity might make Umolau a good target for PSI or a similar organization.
  14. Re: D&D Magic Items 3.5 to HERO Standard Staffs J-O Staff of Life: Multipower, 240-point reserve, (240 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by clerics; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 1) Heal: Healing All Below-Normal Characteristics 8d6, all below-normal characteristics simultaneously (+2) (240 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by clerics; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 2) Raise Dead: Healing All Below-Normal Characteristics 4d6, Resurrection, all below-normal Characteristics simultaneously (+2) (180 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Limited Power Power loses about two-thirds of its effectiveness (Uses five charges per activation, plus see text description; -1 1/2), OAF (staff; -1) Real Cost: 57 Description: Golden-brown crust, soft, aromatic body, tastes delicious...oh, the other Staff of Life. The magical one is thick, oaken and shod in gold. While death is cheap in D&D-style campaigns, it's not free. In addition to draining quintuple charges, the Raise Dead spell cannot restore missing parts, cannot call back a being that doesn't want to come back (or is restricted by their god), only works for a few days after death (one day per "level" of the caster), will not work if the corpse has been undeaded or was slain by death magic and the raised character loses two CON permanently. (If you're using levels and want to make sure this spell is treated with caution, the character loses two levels worth of improvements.) Staff of Necromancy: Multipower, 240-point reserve, (240 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 1) Cause Fear: Mind Control 5d6 (Humanoids class of minds) (25 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Set Effect (causes fear; -1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Does Not Provide Mental Awareness (-1/4), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 2) Ghoul Touch: Major Transform 6d6 (living humanoid into paralyzed, stinking humanoid, passage of one minute) (90 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), All Or Nothing (-1/2), Limited Target Living humanoids only (-1/2), No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 3) Halt Undead: Mind Control 8d6 (Undead class of minds), Autofire (3 shots; +1 1/4) (90 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Set Effect ("Stand still!"; -1/2), Limited Power Power loses about a third of its effectiveness (each shot must target different undead creature, auomatically ends if target attacked; -1/2), Does Not Provide Mental Awareness (-1/4) 4) Enervation: Negative Skill Levels (-4 with Overall levels), Ranged (+1/2), Cumulative (+1/2), 50 Continuing Charges lasting 8 Hours each which Never Recover (+1/2) (100 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only vs. living beings, uses two charges per activation; -1/2), Beam (-1/4) 5) Waves of Fatigue: Drain REC 5d6, Area Of Effect (11" Cone; +1) (100 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only vs. living beings; uses two charges per activation; -1/2) 6) Circle of Death: Killing Attack - Ranged 8d6, Area Of Effect (4" radius; +1) (240 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Limited Power Power loses about half of its effectiveness (Only vs. living creatures, must do enough BODY to kill creature or has no effect, uses three charges per activation; -1), OAF (staff; -1), No Knockback (-1/4) Real Cost: 60 Description: This staff is normally made of ebony or other dark wood, and carved with images of skulls and bones. It features a number of powers that channel "death energy." While neither the staff itself nor using it are inherently evil, the bad reputation of necromancers make it a public relations nightmare. A nicely matched pair, if I do say so myself.
  15. Re: Public Domain Super Heroes The comic book Green Lama is way more powerful than the pulp magazine version, starting with that whole "can fly" thing.
  16. Re: D&D Magic Items 3.5 to HERO Standard Staffs G-I Staff of Healing: Multipower, 108-point reserve, (108 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by clerics; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 1) Lesser Restoration: Aid Any one below-normal stat + END 1d6, Any one below normal stat + END simultaneously (+1/2) (15 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Only Restores to Starting Values (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by clerics; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 2) Cure Serious Wounds: Healing BODY 5d6+1 (53 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by clerics; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 3) Remove Blindness/Deafness: (Total: 65 Active Cost, 10 Real Cost) Dispel Blindness/Deafness causing powers 12d6, any Blindness/Deafness-causing power one at a time (+1/4) (45 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4) (Real Cost: 7) plus Healing Flashed Sight or Hearing Group 2d6 (20 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4) (Real Cost: 3) 4) Remove Disease: Dispel Diseases 12d6, all Disease-based powers simultaneously (+2) (108 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Each activation uses three charges; -1/2), No Range (-1/2) Real cost: 28 Description: A white ash staff with inlaid silver runes, this is a boon companion to the busy cleric. You can be sure the rest of the party will appreciate keeping this beauty around. Staff of Illusion: Multipower, 120-point reserve, (120 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 1) Disguise Self: Shape Shift (Sight Group, any generic being of roughly the same size and shape), 50 Continuing Charges lasting 1 1/2 Hours each which Never Recover (+1/4) (25 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 2) Mirror Image: +4 with DCV (20 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Not vs. Area Effect or non-sight-targeted attacks; if an attack misses by less or equal to the extra levels, one is destroyed; -1), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4) 3) Major Image: Sight, Hearing and Smell/Taste Groups and Detect Temperature Images Increased Size (2" radius; +1/4), +/-1 to PER Rolls (32 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Limited Power Power loses about a third of its effectiveness (Vanishes when struck unless caster makes INT Roll to make it react appropriately; -1/2) 4) Rainbow Pattern: Mind Control 8d6 (Humanoids class of minds), Variable Targets (+1/4), Area Of Effect (2" radius; +3/4), Continuous (+1) (120 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Limited Power Power loses about a third of its effectiveness (not vs. blind creatures, each activation costs two charges; -1/2), Set Effect ("watch the pretty colors and take no other actions"; -1/2), Does Not Provide Mental Awareness (-1/4) 5) Persistent Image: Sight, Hearing and Smell/Taste Groups and Detect Temperature Images Increased Size (2" radius; +1/4), +/-2 to PER Rolls (36 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4) 6) Mislead: (Total: 70 Active Cost, 12 Real Cost) Invisibility to Sight Group , No Fringe (30 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a third of its effectiveness (Each activation uses three charges; -1/2) (Real Cost: 6) plus Sight, Hearing and Smell/Taste Groups and Detect Temperature Images 1" radius, Variable Targets (+1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2) (40 Active Points); Independent (-2), Set Effect (Only duplicate of self; -1), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Limited Power Power loses about a third of its effectiveness (Each activation uses three charges; -1/2) (Real Cost: 6) Real Cost: 32 Description: This staff is made of ebony or other dark wood, carved in a twisted or spiral pattern. It allows you to cast various helpful illusions, which requires some subtlety to be fully effective. A note on "Mislead"--the duplicate of the caster lasts as long as the caster concentrates, but the invisibility continues even if the caster doesn't concentrate, until the expiration of the spell. Staff of Illumination: Multipower, 224-point reserve, (224 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 1) Dancing Lights: Sight Group Images 1" radius (10 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 2) Flare: Sight Group Flash 2d6 (10 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 3) Daylight: Sight Group Images Increased Size (6" radius; +3/4), 50 Continuing Charges lasting 1 1/2 Hours each which Never Recover (+1/4) (20 Active Points); Independent (-2), Only To Create Light (-1), OAF (staff; -1), No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4) 4) Sunburst: (Total: 224 Active Cost, 36 Real Cost) Sight Group Flash 6d6, Area Of Effect (6" Radius; +1 1/4) (67 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Uses three charges per activation; -1/2) (Real Cost: 11) plus Energy Blast 6d6, Area Of Effect (6" Radius; +1 1/4) (67 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Uses three charges per activation; -1/2) (Real Cost: 11) plus Energy Blast 8d6, Area Of Effect (8" Radius; +1 1/4) (90 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Limited Power Power loses about half of its effectiveness (Only vs. Undead and slime/mold/ooze creatures; uses three charges per activation; -1), OAF (staff; -1) (Real Cost: 14) Real Cost: 54 Description: Sheathed in silver and decorated with sunburst patterns, this staff is a good choice for parties with no nightvision members. For purposes of triggering Susceptibilities and Vulnerabilities, Dancing Lights is a soft, pale illumination; Flare and Daylight are a bright light but with no "sun" component; Sunburst is full sunlight. Vampires are not fond of this staff.
  17. Re: Some Help for WWII Icons Too bad he sold out to the Vichy. Ah, Axis Powers Hetalia. So silly. But it has great fun with the stereotypes--like the time America and the Allies are discussing their attack plans. "Okay, France, you'll be support. And England, you're back up. China is rear echelon, and Russia, you'll be making a feint as a distraction." "And what will you be doing?" "Why, I'll be the Hero, of course!"
  18. Re: Public Domain Super Heroes I did a write-up for the pulp version of Green Lama some time back--searching the site should turn it up.
  19. Re: D&D Magic Items 3.5 to HERO Standard Staffs D-F Staff of Defense: Multipower, 259-point reserve, (259 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Staff can only be used by clerics; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, each time one power is used, it reduces charges for all slots; -1/4) 1) Shield: (Total: 60 Active Cost, 11 Real Cost) Missile Deflection (Any Ranged Attack), Affects Desolidified Any form of Desolidification (+1/2) (30 Active Points); Independent (-2), Only Works Against Very Limited Type of Attack (Magic Missiles; -1), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Staff can only be used by clerics; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, each time one power is used, it reduces charges for all slots; -1/4) (Real Cost: 5) plus +4 with DCV, Affects Desolidified Any form of Desolidification (+1/2) (30 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only vs. frontal attacks; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4) (Real Cost: 6) 2) Shield of Faith: +3 with DCV, Usable By Other (+1/4) (19 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Staff can only be used by clerics; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, each time one power is used, it reduces charges for all slots; -1/4) 3) Shield Other: (Total: 113 Active Cost, 20 Real Cost) Energy Damage Reduction, Resistant, 50%, 50 Continuing Charges lasting 8 Hours each which Never Recover (+0), Usable By Other (+1/4), Ranged (+1/2) (52 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Caster takes damage equal to that stopped by Damage Reduction; -1), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Staff can only be used by clerics; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, each time one power is used, it reduces charges for all slots; -1/4) (Real Cost: 9) plus Physical Damage Reduction, Resistant, 50%, 50 Continuing Charges lasting 8 Hours each which Never Recover (+0), Usable By Other (+1/4), Ranged (+1/2) (52 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Cater takes damage stopped by Damage Reduction; -1), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Staff can only be used by clerics; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, each time one power is used, it reduces charges for all slots; -1/4) (Real Cost: 9) plus +1 with DCV, 50 Continuing Charges lasting 8 Hours each which Never Recover (+0), Usable By Other (+1/4), Ranged (+1/2) (9 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Staff can only be used by clerics; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, each time one power is used, it reduces charges for all slots; -1/4) (Real Cost: 2) 4) Shield of Law: (Total: 259 Active Cost, 45 Real Cost) +4 with DCV, Usable By Other (+1/4), Area Of Effect (3" Radius; +1) (45 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a third of its effectiveness (Uses three charges per activation; -1/2) (Real Cost: 9) plus +5 with DCV, Usable By Other (+1/4), Area Of Effect (3" Radius; +1) (56 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only vs. spells cast by chaotic creatures or with the "chaotic" descriptor; -1), OAF (staff; -1), 64 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a third of its effectiveness (Uses three charges per activation; -1/2) (Real Cost: 9) plus +10 Mental Defense (12 points total), Usable By Other (+1/4), Area Of Effect (4" Radius; +1 1/2) (31 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Only Works Against Limited Type of Attack (Mind Control and Possession effects; -1/2), Limited Power Power loses about a third of its effectiveness (Uses three charges per activation; -1/2) (Real Cost: 6) plus Drain SPD 3d6, Damage Shield (+1/2), Cumulative (36 points; +3/4), Area Of Effect (10" Radius; +1), Continuous (+1) (127 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only against Chaotic attackers; -1), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a third of its effectiveness (Uses three charges per activation; -1/2) (Real Cost: 21) Real Cost: 62 Description: This plain-looking staff throbs with power when held defensively (but does not in fact have any non-charged defensive capabilities.) The protective spells granted by the staff will be much loved by the party, especially if they frequently face chaotic opponents. This staff can only be created by clerics of Law. (Gamespeak: If your campaign does not use alignments, the Limitation becomes more valuable, as it will only apply to "creatures of Chaos" and the like.) Staff of Divination: Multipower, 82-point reserve, (82 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, any use of a slot removes charges from all slots; -1/4) 1) Detect Secret Doors: Detect A Single Thing 11- (Unusual Group), Range (8 Active Points); Independent (-2), OAF (staff; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, any use of a slot removes charges from all slots; -1/4) 2) Locate Object: Detect Any one inanimate object 14- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range (23 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Must have clear description of object--magical shapechanges foil detect; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4) 3) Tongues: Universal Translator 14-, 50 Continuing Charges lasting 1 1/2 Hours each which Never Recover (+0), Usable By Other (+1/4) (29 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Spoken word only; -1/2) 4) Locate Creature: Detect A Large Class Of Things 14- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, 50 Continuing Charges lasting 1 1/2 Hours each which Never Recover (+0) (23 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (only to find specific known creature--magical shapechange baffles detection; -1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4) 5) Prying Eyes: Clairsentience (Sight Group), x4 Range (1,340"), 8 Perception Points, Increased Arc Of Perception (360 Degrees), Mobile Perception Point (can move up to 6" per Phase), 50 Continuing Charges lasting 8 Hours each which Never Recover (+1/2) (82 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Eyes must return to caster to deliver sense information; -1/2), Physical Manifestation (-1/4), One Sense Only (Normal Sight; -1/4), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4) 6) True Seeing: Detect True Appearances 18- (Sight Group), Usable By Other (+1/4) (21 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Each activation uses three charges; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4) Real Cost: 24 Description: This staff is traditionally made of willow, with a forked tip. It allows the user a good chance of finding what they're looking for, though the translator function might be the most useful on a regular basis. Staff of Earth and Stone: Multipower, 191-point reserve, (191 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges shared, when a slot uses a charge, it affects all slots; -1/4) 1) Passwall: Tunneling 2" through 10 DEF material (34 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Medium Limited (No metals; -1/2), Limited Power Power loses about a fourth of its effectiveness (Passage automatically closes after eight hours; -1/4) 2) Move Earth: Telekinesis (50 STR), Affects Porous, 50 Continuing Charges lasting 4 Hours each which Never Recover (+1/4), Area Of Effect (11" Any Area; +1) (191 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only for slow re-shaping of terrain; -1), OAF (staff; -1), Gradual Effect (1 Minute; -1/2), Only Works On Limited Types Of Objects Limited Group of Objects (Earth, dirt, loam, sand, etc. (NOT Stone); -1/2) Real Cost: 44 Description: This staff looks impressive, being topped with a fist-sized emerald that smoulders with suppressed power. Sadly, its powers of making very short tunnels and slooowly landscaping an area are unlikely to thrill player characters. This one is better suited as a present to your local government, who can use the landscaping abilities to best effect. Staff of Enchantment: Multipower, 140-point reserve, (140 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges shared--each use of one slot removes charge from all slots.; -1/4) 1) Sleep: Mind Control 8d6 (Humanoid class of minds), Area Of Effect (2" radius; +3/4) (70 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Set Effect (Fall Asleep; -1/2), Limited Power Power loses about a third of its effectiveness (Does not work vs. Elves, half-Elves, the undead, constructs and beings w/LS: No need to sleep; -1/2), Does Not Provide Mental Awareness (-1/4) 2) Tasha's Hideous Laughter: Mind Control 8d6 (Humanoids, Monster Minds and Outsider Minds classes of minds), Continuous (+1) (120 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Set Effect ("laugh! Laugh! and do nothing else!"; -1/2), Limited Power Power loses about a third of its effectiveness (Does not affect beings w/INT of 2 or less, beings of different class of mind than the caster get +4 to EGO Roll; -1/2), Does Not Provide Mental Awareness (-1/4) 3) Suggestion: Mind Control 8d6 (Humanoid class of minds), 50 Continuing Charges lasting 8 Hours or until completed each which Never Recover (+1/2), Continuous (+1) (100 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), Does Not Provide Mental Awareness (-1/4), Set Effect (Any one course of action that the victim "would not mind doing"; -1/4), Limited Power Power loses about a fourth of its effectiveness (All charges shared--each use of one slot removes charge from all slots.; -1/4) 4) Crushing Despair: (Total: 120 Active Cost, 20 Real Cost) Mind Control 8d6 (Humanoid class of minds), Area Of Effect (9" Cone; +1) (80 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Set Effect (Despair!; -1/2), No Range (-1/2), Does Not Provide Mental Awareness (-1/4), Limited Power Power loses about a fourth of its effectiveness (each activation costs two charges; -1/4) (Real Cost: 11) plus Negative Skill Levels (-2 with Any Roll), Area Of Effect (5" Cone; +1) (40 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (each activation uses two charges; -1/4) (Real Cost: 9) 5) Mind Fog: Suppress EGO 3d6, 50 Continuing Charges lasting 30 Minutes each which Never Recover (+0), Sticky (+1/2), Area Of Effect (2" radius; +3/4), Continuous (+1) (49 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can be dispersed by a stiff breeze; -1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4) 6) Mass Suggestion: Mind Control 8d6 (Humanoid class of minds), 50 Continuing Charges lasting 8 Hours or until completed each which Never Recover (+1/2), Area Of Effect (10" Radius; +1), Continuous (+1) (140 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Each activation uses three charges; -1/2), Does Not Provide Mental Awareness (-1/4), Set Effect (Any one course of action that the victims "would not mind doing"; -1/4) Real cost: 40 Description: Made of applewood with a clear crystal on the top, this staff offers a number of fun ways to mess with people's minds. Make sure to have backup, though, as opponents will quickly come to the decision that you need to die first. Staff of Evocation: Multipower, 287-point reserve, (287 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Staff can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, each time one power is used, it reduces charges for all slots; -1/4) 1) Magic Missile: Killing Attack - Ranged 1d6-1, Penetrating (+1/2), Autofire (5 shots; Four shots!; +1/2), No Range Modifier (+1/2) (25 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Cannot Use Targeting (-1/2), Limited Power Power loses about a third of its effectiveness (Does not affect inanimate objects; -1/2) 2) Shatter: Energy Blast 8d6, Area Of Effect (One Hex; +1/2) (60 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Limited Power Power loses about half of its effectiveness (Only vs. inanimate objects or crystalline beings; -1), OAF (staff; -1), Conditional Power Area Effect only works vs glass & crystalline objects (-1/4) 3) Fireball: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Staff can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, each time one power is used, it reduces charges for all slots; -1/4) 4) Ice Storm: (Total: 97 Active Cost, 18 Real Cost) Energy Blast vs. PD 3d6, Indirect (Same origin, always fired away from attacker; from above; +1/4), Area Of Effect (2" Radius; +1) (34 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4) (Real Cost: 6) plus Energy Blast vs. ED 2d6, Indirect (Same origin, always fired away from attacker; from above; +1/4), Area Of Effect (2" Radius; +1 1/4) (25 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a fourth of its effectiveness (each activation uses two charges; -1/4) (Real Cost: 4) plus Change Environment 2" radius, -4 to Normal Sight PER Rolls, -4 to Active Sonar PER Rolls, -1 Temperature Level Adjustment, -2" Running, Multiple Combat Effects (38 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4) (Real Cost: 8) 5) Wall of Force: Force Wall (30 PD/30 ED; 8" long and 1" tall), Difficult To Dispel (x2 Active Points; +1/4), Affects Desolidified Any form of Desolidification (+1/2) (287 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4) 6) Chain Lighting: Energy Blast 8d6, Autofire (10 shots; Nine shots altogether; +1) (80 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Each shot must be aimed at different target in chain, each no more than 3" from the last; -1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation costs three charges; -1/4) Real Cost: 72 Description: A very smooth-polished staff made of hickory, willow or yew. This staff is the sort of thing your artillery mage will orgasm over, with multiple destructive options. Oh, and a defensive option for emergencies. Staff of Fire: Multipower, 60-point reserve, (60 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 1) Burning Hands: Energy Blast 3d6+1, Area Of Effect (4" Cone; +1) (34 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 2) Fireball: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 3) Wall of Fire: Energy Blast 3d6+1, Area Of Effect (14" Line; +1), Continuous (+1) (51 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation costs two charges; -1/4) Real Cost: 16 Description: Made of bronzewood with brass fittings, this staff is not as versatile as the one above, but is dear to the hearts of pyro wizards. It's also relatively less expensive. Staff of Frost: Multipower, 201-point reserve, (201 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) 1) Ice Storm: (Total: 97 Active Cost, 16 Real Cost) Energy Blast vs. PD 3d6, Indirect (Same origin, always fired away from attacker; from above; +1/4), Area Of Effect (2" Radius; +1) (34 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) (Real Cost: 5) plus Energy Blast vs. ED 2d6, Indirect (Same origin, always fired away from attacker; from above; +1/4), Area Of Effect (2" Radius; +1 1/4) (25 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) (Real Cost: 4) plus Change Environment 2" radius, -4 to Normal Sight PER Rolls, -4 to Active Sonar PER Rolls, -1 Temperature Level Adjustment, -2" Running, Multiple Combat Effects (38 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) (Real Cost: 7) 2) Wall of Ice: Force Wall (24 PD/24 ED; 8" long and 1" tall), Backlash (+1/2) (201 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (1/2 effectiveness vs. fire/heat attacks; -1/4) 3) Cone of Cold: Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4) Real Cost: 49 Description: A rune-covered staff tipped with a glittering diamond on each end, this staff is excellent for crowd control.
  20. Re: D&D Magic Items 3.5 to HERO Standard Staffs A-C Staff of Abjuration: Multipower, 150-point reserve, (150 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, using a charge from one slot reduces all slots; -1/4) 1) Shield: (Total: 60 Active Cost, 11 Real Cost) Missile Deflection (Any Ranged Attack), Affects Desolidified Any form of Desolidification (+1/2) (30 Active Points); Independent (-2), Only Works Against Very Limited Type of Attack (Magic Missile Spells; -1), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, using a charge from one slot reduces all slots; -1/4) (Real Cost: 5) plus +4 with DCV, Affects Desolidified Any form of Desolidification (+1/2) (30 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only from frontal attacks; -1), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4) (Real Cost: 6) 2) Resist Energy: Armor (0 PD/20 ED), 50 Continuing Charges lasting 80 Minutes each which Never Recover (+0) (30 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (only vs. one kind of energy (choose acid, cold, electricity, fire or sonic) ; -1/2) 3) Dispel Magic: Dispel Any one magical effect 8d6, any Magic power one at a time (+1/4) (30 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, using a charge from one slot reduces all slots; -1/4) 4) Lesser Globe of Invulnerabiliry: Suppress All incoming magical effects under 3rd Level 8d6, all incoming magical powers 3rd Level or under simultaneously (+2), Area Of Effect (2" radius; +3/4) (150 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (uses 2 charges per activation; -1/4) 5) Dismissal: Extra-Dimensional Movement (Home Dimensions, Single Location), Ranged (+1/2), Usable As Attack (+1) (62 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Limited Power Power loses about half of its effectiveness (Only to send extra-planar beings to their home dimensions; -1), OAF (staff; -1), Limited Power Power loses about a fourth of its effectiveness (Uses two charges per activation; -1/4) 6) Repulsion: Telekinesis (20 STR), Invisible to Sight Group (+1/2), Area Of Effect (5" Radius; +1) (75 Active Points); Independent (-2), Limited Power Power loses about two-thirds of its effectiveness (Only to prevent beings from getting closer to caster; -1 1/2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), No Range (-1/2), Only Works On Limited Types Of Objects Limited Group of Objects (Animate beings; -1/2), Limited Power Power loses about a third of its effectiveness (Uses three charges on each activation; -1/2), Affects Whole Object (-1/4) Real Cost: 39 Description: This staff is usually carved from the heartwood of an oak or other sturdy tree, and has a variety of defensive spells. Best used against other spellcasters, though the Repulsion effect is excellent for holding off large groups of infantry. Staff of Charming: Multipower, 70-point reserve, (100 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, using a charge from one slot reduces all slots; -1/4) 1) Charm Person: Mind Control 8d6 (Humanoids class of minds) (40 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Set Effect ("I am your friend"; -1/2), Limited Power Power loses about a third of its effectiveness (Automatically ends if caster or ally attacks victim; -1/2), Does Not Provide Mental Awareness (-1/4) 2) Charm Monster: Mind Control 12d6 (Humans, Monsters and Additional Class of Minds classes of minds) (70 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Effect automatically ends if caster or ally attacks victim; -1/2), Set Effect ("I am your friend"; -1/2), Does Not Provide Mental Awareness (-1/4), Limited Power Power loses about a fourth of its effectiveness (Uses two charges with each activation; -1/4) Real Cost: 17 Description: This staff is made of twisted wood, intricately carved. It's a little limited in function, only able to make people and monsters believe you're their friend. Best combined with a smooth talking user and non-trigger-happy allies. Staff of Conjuration: Multipower, 450-point reserve, (450 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared; each slot that uses a charge reduces all slots; -1/4) 1) Unseen Servant: Telekinesis (2 STR), 50 Continuing Charges lasting 8 Hours each which Never Recover (+1/2), Uncontrolled (+1/2) (6 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Cannot attack, only to handle simple chores; ends if 6 BODY done to hex; -1/2) 2) Summon Swarm: Killing Attack - Ranged 1d6, Variable Targets (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1) (41 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 Minute each which Never Recover (-3/4), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), Reduced Penetration (-1/4), Concentration (1/2 DCV; -1/4), Limited Power Power loses about a fourth of its effectiveness (Charges are shared; each slot that uses a charge reduces all slots; -1/4) 3) Stinking Cloud: Mind Control 8d6 (humanoids class of minds), Area Of Effect (2" radius; +3/4) (70 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Based on CON (Defense: PD; -1), OAF (staff; -1), Set Effect ("This stinks! I need to move away at full speed, taking no other actions"; -1/2), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared; each slot that uses a charge reduces all slots; -1/4) 4) Minor Creation: Major Transform 3d6 (Air to object made of non-living plant matter, 8 hours), Requires A Background Skill Roll (Variable RSR; Appropriate Professional Skill; +0), Improved Results Group (any common inanimate object; +1/4) (56 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), All Or Nothing (-1/2), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared; each slot that uses a charge reduces all slots; -1/4) 5) Cloudkill: Killing Attack - Ranged 6d6, No Normal Defense (Immunity to Poison; +1), Does BODY (+1), Area Of Effect (4" radius; +1), Continuous (+1) (450 Active Points); Independent (-2), No Conscious Control (Only Effects cannot be controlled; -1), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Does no STUN; -1/2), Limited Power Power loses about a third of its effectiveness (Successful CON Roll reduces effect to 1/2d6 CON Drain; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Uses two charges when activated; -1/4) 6) Summon Monster VI: Summon 300-point Any monster from approved list, Expanded Class of Beings Limited Group (See approved list; +1/2), Slavishly Devoted (+1) (150 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Each activation uses three charges; -1/2) Real Cost: 108 Description: This staff is made of ash or walnut and carved with animal images. Its specialty is summoning things, from a small invisible servant that does menial chores for the caster, though dangerous clouds, up to mighty monsters. Very impressive indeed. Note that while Cloudkill looks good at first, it tends to drift randomly around the battlefield for the next eight minutes, killing or damaging everything in its path. This can be bad. If you have any questions about any of the individual powers, let me know.
  21. Re: D&D Magic Items 3.5 to HERO A few preliminary words on magical staffs. These handy spell-casting items are about 3-5' long, and just thick enough to be comfortably grasped in an adult human hand. Usually staffs are made of wood (and often a type symbolic of the staff's purpose), but ivory and other carvable materials will work too. Unlike wands, staffs can hold multiple spell matrixes, of any level. Most magical staffs have a theme to the spells they can cast. Also, spells are cast from the staff at the level of the user, not the staff maker. Thus if the character is wimpy, the staff's powers will be weak, but if the user is powerful, the spells will be potent indeed. (Adjust the staff to match your campaign standards.) Despite similar appearances, most staffs are not balanced or durable enough to use as quarterstaffs; exceptions will be noted in their descriptions. I've bought the staffs coming up as Multipowers with OAF Staff, Independent, 50 Charges (some Continuing) that never recover, Limited Power: Only usable by kind of spellcaster, Limited Power: All charges are shared, using one slot consumes charges from all slots. Staff charges are one of the things that have changed in Pathfinder--their staffs only have ten charges, but those charges can Recover in Certain Circumstances. Due to the immense cost of most staffs, they will hardly ever be found in magic shops, needing to be special-ordered. Staffs found as random treasure will be missing a percentage of their charges, if only because the previous owner was trying to kill the party with it.
  22. Re: Making up a current Day Germany for Champions..... You might be able to filch some ideas from the Perry Rhodan series. (Is that still running? Last I heard of it was nearly a decade ago, when another abortive attempt was made to bring it to the States.) With the draft screenings, it looks like most of your "rogue" supers below a certain age will be draft dodgers (knew about their powers ahead of time and didn't want to go into public service) or somehow gained powers in adulthood not having to do with their genetics. Oh, and since female supers are detected by athletic competition, most of the women on the official teams will be "jocks". Though early bloomers, both male and female, might choose to volunteer for public service.
  23. Re: Public Domain Super Heroes Interestingly enough, the Ferret was not the first police commissioner to assume a second identity to fight crime outside the limits of the law. That honor goes to James "Wildcat" Gordon, aka the Whisperer. Wait, you say, Commissioner Gordon? Yep. The Batman character was named after him, though not fully so until the Fifties when it was safe to reveal his full name.
  24. Re: D&D Magic Items 3.5 to HERO So, Scrolls. As they can literally contain any spell in the book, I'm not going to stat up specific examples. But in general: In D&D 3.5, a "scroll" is a piece of parchment or paper inscribed with the necessary incantations for a spell or spells. For ease of carrying, it is rolled into a cylinder, which must be unscrolled to read. To use a scroll, the caster unrolls the scroll and reads the inscription aloud. This destroys the portion of paper or parchment the spell was written on. Reading a scroll is a half-phase action, though it may take longer to ready the scroll to be read (if for example it's tucked away in a backpack.) All materials and preparations for the spell are done at the time the scroll is made, though if it must be cast on an object to work, the caster will need to provide that object. Likewise, the spell will not require any extra Gestures. To build a single-spell scroll, use the following Limitations: 1 Charge (possibly Continuing) which Never Recovers -4, Independent -2, OAF Fragile scroll -1 1/4, Limited Power: Caster must qualify to cast spell normally -`1/2, Incantations -1/4, Requires Light to Use -1/4. Multiple spell scrolls, which can have up to six spells, can be created as a Multipower, each ultra slot of which has one non-recoverable charge. The "qualification" limitation means that you can't use a scroll if you haven't taken the proper character class, achieved the proper "level" and fulfill any other prerequisites for casting such a spell. (This is why rogues have "Use Magic Device" to get around this.) Scrolls make excellent random treasure, as this is the primary way wizards get spells to copy into their books for later, and sorcerors need the versatility of spells outside their small repetoire. Less so for the divine spellcasters, where it's just another extra charge of whatever spell. Minor one-spell scrolls can be found in well-stocked magic shops--these will always be set to the lowest-level spellcaster that can make one. Once a player character learns the "Scribe Scroll" feat, he or she can buy off "Independent" on any scroll they want to have be a permanent part of their power set. Perhaps the best tactical use of scrolls for player characters is not combat spells, but those "utility" spells that are only usable under specific circumstances, thus freeing up space in the prepared spell list.
  25. Re: D&D Magic Items 3.5 to HERO Standard Rods T-Z Rod of Thunder and Lightning I: (Total: 18 Active Cost, 4 Real Cost) Hand-To-Hand Attack +1 1/2d6 (8 Active Points); Independent (-2), OAF (Rod; -1), Hand-To-Hand Attack (-1/2) (Real Cost: 2) plus +2 OCV w/rod (10 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 2) Rod of Thunder and Lightning II: Multipower, 113-point reserve, (113 Active Points); Lockout (-1/2); all slots Independent (-2), OAF (rod; -1) 1) Thunder: (Total: 38 Active Cost, 5 Real Cost) Hand-To-Hand Attack +1 1/2d6 (8 Active Points); Independent (-2), 1 Charge (-2), OAF (rod; -1), Hand-To-Hand Attack (-1/2) (Real Cost: 1) plus Hand-To-Hand Attack +3d6 (15 Active Points); Independent (-2), 1 Charge (-2), OAF (rod; -1), Limited Power Power loses about half of its effectiveness (only to induce CON Stun effect; -1), Hand-To-Hand Attack (-1/2) (Real Cost: 2) plus +3 OCV w/rod (15 Active Points); Independent (-2), 1 Charge (-2), OAF (rod; -1) (Real Cost: 2) 2) Lightning: (Total: 28 Active Cost, 4 Real Cost) Hand-To-Hand Attack +1 1/2d6 (8 Active Points); Independent (-2), 1 Charge (-2), OAF (rod; -1), Hand-To-Hand Attack (-1/2) (Real Cost: 1) plus Energy Blast 2d6 (10 Active Points); Independent (-2), 1 Charge (-2), OAF (rod; -1), No Range (-1/2) (Real Cost: 1) plus +2 OCV w/rod (10 Active Points); Independent (-2), 1 Charge (-2), OAF (rod; -1) (Real Cost: 2) 3) Thunderclap: (Total: 16 Active Cost, 3 Real Cost) Energy Blast 2d6 (10 Active Points); Independent (-2), 1 Charge (-2), OAF (rod; -1) (Real Cost: 2) plus Hearing Group Flash 2d6 (6 Active Points); 1 Charge (-2), Independent (-2), OAF (rod; -1) (Real Cost: 1) 4) Lightning Stroke: Energy Blast 9d6, Area Of Effect (18" Line; +1) (90 Active Points); Independent (-2), 1 Charge (-2), OAF (rod; -1) 5) Thunder and Lightning: (Total: 113 Active Cost, 17 Real Cost) Energy Blast 9d6, Semi-Armor Piercing (+1/4), Area Of Effect (22" Line; +1) (101 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Independent (-2), OAF (rod; -1) (Real Cost: 15) plus Hearing Group Flash 2d6, Area Of Effect (2" Line; +1) (12 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Independent (-2), OAF (rod; -1) (Real Cost: 2) Real Cost: 35 Description: This iron rod with silver rivets makes an effective light mace. In addition, the following abilities can be used once a day each: a blow accompanied by a loud noise that helps stun the victim; an electrically-charged blow, a sonic attack that deafens the target, and a lightning bolt. Once a week, the rod can create an improved lightning bolt that penetrates armor better, and deafens everyone in its path. If only so many critters weren't immune to electrical attacks--good thing immunity to sonics is rare. Viper Rod: (Total: 100 Active Cost, 18 Real Cost) Hand-To-Hand Attack +1 1/2d6 (8 Active Points); Independent (-2), OAF (rod; -1), Hand-To-Hand Attack (-1/2) (Real Cost: 2) plus Drain CON 3d6+1, Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (82 Active Points); Independent (-2), OAF (rod; -1), Limited Power Power loses about half of its effectiveness (only works for ten minutes a day (continuous); -1), Gradual Effect (1 Minute; -1/2), Limited Power Power loses about a fourth of its effectiveness (Can only be used by evil possessors; -1/4) (Real Cost: 14) plus +2 OCV w/rod (10 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 2) Real Cost: 18 Description: This heavy rod looks like a mace with a serpent's head pattern. Once a day, for ten minutes, the holder can make it become a "real" serpent's head, adding poison damage to each blow. Handy against massive enemies that need to be worn down, but since it's known to only work for the evil, will do no favors to your reputation. (Gamespeak: If your campaign does not use alignments, the Viper Rod will only work for a wielder who has at least one Common Strong or better Psychological Limit stereotypically associated with being "evil", and no Common Strong Psych Lims stereotypically associated with being "good.") Rod of Withering: (Total: 26 Active Cost, 6 Real Cost) Drain STR + CON 0 1/2d6, STR + CON simultaneously (+1/2), Cumulative (24 points; +1 1/4), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (21 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 5) plus +1 OCV w/rod (5 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 1) Real Cost: 6 Description: The muscles of a being struck with this rod wither, weakening both their strength and general health. It's not much good in regular combat, but a good choice for subduing an opponent you want to take alive, and making sure that prisoners stay weak and helpless. The Rod of Withering is not innately evil, but it tends to be used for evil purposes, and is thus not good for your reputation. Rod of Wonder: Multipower, 195-point reserve, (195 Active Points); Random effect (The user chooses when to activate the power, but not what it does; -1); all slots Independent (-2), OAF (rod; -1) 1) Slow: (Total: 100 Active Cost, 24 Real Cost) Drain SPD + Running 4d6, SPD + Running simultaneously (+1/2), Ranged (+1/2) (80 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 20) plus Negative Combat Skill Levels (-1 to opponent's DCV), Ranged (+1/2), Uncontrolled (Until SPD Drain ended; +1/2) (10 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 2) plus Negative Combat Skill Levels (-1 to opponent's OCV), Ranged (+1/2), Uncontrolled (Until SPD Drain ends; +1/2) (10 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 2) 2) Faerie Fire: Suppress Concealment + any one concealment-type power 7d6, Concealment and any one "concealing" power simultaneously (+1/2), Reduced Endurance (0 END; +1/2), Uncontrolled (Ends after ten minutes; +1/2) (87 Active Points); Independent (-2), OAF (rod; -1) 3) Delusion: Mental Illusions 10d6 (Human class of minds) (50 Active Points); Independent (-2), Self Only (-1), Limited Power Power loses about half of its effectiveness (Only to delude owner into thinking rod did something useful; -1), OAF (rod; -1), No Range (-1/2), Does Not Provide Mental Awareness (-1/4) 4) Gust of Wind: Telekinesis (18 STR), Area Of Effect (10" Line; +1) (54 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only to simulate wind effects; -1), OAF (rod; -1), Instant (-1/2), No Range (-1/2), Affects Whole Object (-1/4) 5) Detect Thoughts: Telepathy 10d6 (Humanoid class of minds) (50 Active Points); Independent (-2), OAF (rod; -1), Receive Only (-1/2), Stops Working If Mentalist Is Stunned (-1/2), Limited Power Power loses about a third of its effectiveness (Surface thoughts only; -1/2), Does Not Provide Mental Awareness (-1/4), Concentration (1/2 DCV; -1/4) 6) Stinking Cloud: Mind Control 10d6 (Humanoids class of minds), Area Of Effect (4" radius; +1) (100 Active Points); Independent (-2), Based on CON (Defense: PD; -1), OAF (rod; -1), Set Effect ("Oh gods this stinks, I must move away as quickly as possible, taking no other actions."; -1/2), Limited Range (Centered 6" away; -1/4), Visible (-1/4) 7) Rainburst: Change Environment 4" radius, -4 to Hearing Group PER Rolls, -4 to Sight Group PER Rolls, -2" of Running, Multiple Combat Effects (47 Active Points); Independent (-2), OAF (rod; -1), No Range (-1/2) 8) Summon Animal: Summon 75-point 25% elephant, 25% rhino, 50% mouse, Slavishly Devoted (+1) (30 Active Points); Independent (-2), OAF (rod; -1), Limited Power Power loses about a third of its effectiveness (Caster does not choose which animal; -1/2) 9) Lightning Bolt: Energy Blast 6d6, Area Of Effect (12" Line; +1) (60 Active Points); Independent (-2), OAF (rod; -1), No Range (-1/2) 10) Butterfly Cloud: Darkness to Sight Group, Active Sonar and Radar 2" radius (30 Active Points); Independent (-2), OAF (rod; -1), No Range (-1/2) 11) Enlarge Person: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 800 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Uncontrolled (ten minute duration expires; +1/2), Ranged (+1/2), Usable As Attack (+1) (45 Active Points); Independent (-2), OAF (rod; -1) 12) Darkness: Darkness to Sight Group 3" radius, Costs END Only To Activate (+1/4) (37 Active Points); Independent (-2), OAF (rod; -1), Limited Range (centers 3" from caster; -1/4) 13) Grass Growth: Change Environment 8" radius, Long-Lasting 10 Minutes, Varying Combat Effects (35 Active Points); Independent (-2), OAF (rod; -1) 14) Ethereal Object: (Total: 195 Active Cost, 39 Real Cost) Invisibility to Sight and Touch Groups , Ranged (+1/2), Usable As Attack (x4 maximum weight per inanimate target; +1 1/2) (75 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Inanimate objects only; -1), OAF (rod; -1) (Real Cost: 15) plus Desolidification (affected by Magic), Ranged (+1/2), Usable As Attack (x4 maximum weight per inanimate target; +1 1/2) (120 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Inanimate objects only; -1), OAF (rod; -1) (Real Cost: 24) 15) Shrinking: Shrinking (0.25 m tall, 0.1953 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9" KB), Costs END Only To Activate (+1/4) (37 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (1/4 Movement powers and STR for duration; -1), OAF (rod; -1), Limited Power Power loses about a third of its effectiveness (Cannot be turned off for ten minutes; -1/2) 16) Fireball: Energy Blast 6d6, Explosion (+1/2) (45 Active Points); Independent (-2), OAF (rod; -1) 17) Invisibility: Invisibility to Sight Group , Costs END Only To Activate (+1/4) (25 Active Points); Independent (-2), OAF (rod; -1), Limited Power Power loses about a third of its effectiveness (Automatically ends if user attacks, or after ten minutes; -1/2) 18) Leaf growth: Cosmetic Transform 10d6 (target into target w/leaves on it, Twenty-four hours) (50 Active Points); Independent (-2), OAF (rod; -1), All Or Nothing (-1/2) 19) Gem Burst: Energy Blast 6 1/2d6, Area Of Effect (14" Line; +1) (66 Active Points); Independent (-2), OAF (rod; -1), No Range (-1/2), Can Be Missile Deflected (-1/4), Reduced Penetration (-1/4), Limited Power Power loses about a fourth of its effectiveness (Attack loses 1d6 for each obstacle between caster and target; -1/4) 20) Blinding Colors: Sight Group Flash 2d6, Area Of Effect (2" Radius; +1 1/4) (22 Active Points); Independent (-2), OAF (rod; -1) 21) Color Change: Cosmetic Transform 10d6 (being into blue, purple or green being, Remove Curse or Dispel Magic), Difficult To Dispel (x2 Active Points; +1/4), Improved Results Group (+1/4) (75 Active Points); Independent (-2), Activation Roll 11- (If activation roll fails, affects caster instead; -1), OAF (rod; -1), All Or Nothing (-1/2), Limited Target Living Beings (-1/4) 22) Stone/Flesh Transformation: Major Transform 10d6 (Flesh being to stone or stone to flesh, reverse transformation spell), Improved Results Group (reverse of current state; +1/4) (187 Active Points); Independent (-2), OAF (rod; -1), All Or Nothing (-1/2) Real Cost 70 Description: This bizarre but powerful magical device is the stuff of legends. The possessor triggers it, and a random magical effect occurs (with the ones listed being a suggested list.) Note that some of the effects are nigh-useless, while others are actually harmful to the caster. If this item is still too powerful for your campaign, add the Charges limitation. Also, the GM should feel free to pick a specific effect if it would be dramatically appropriate. A Rod of Wonder can only be made by a Chaos Mage. (If you need further explanation of any of the effects, let me know.) And that wraps up the Rods.
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