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GoldenAge

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Everything posted by GoldenAge

  1. I found some old Savage Worlds conversions of Mass Effect and Star Wars that will be helpful! https://docs.google.com/document/d/1XI3CEzxO1qcGY5A3Zaya4_-tyJEp5EJZpWxtpaskNkM/edit
  2. Has anyone created racial packages for races found in the Mass Effect video game? Asari, Drell, Elcor, Hanar ,Keepers, Salarian, Turian, Volus, Batarians, Collectors, Geth, Krogan, Quarians, Rachni, Reapers, Vorcha, Yahg, Leviathans all seem like perfect editions to Star HERO. What about the alien races of HALO? Star Wars races??? Other? Note - I have Star Trek HERO - The Unofficial Guide for 5E, that includes racial packages for Klingons, Gorn, Tholians, Orions and more - Awesome stuff!
  3. Update: The battle went well - I kept their original defenses, their only limitation was a singleminded approach towards attacking "themselves) - eliminating the many bonuses that come from tactics and multiple attackers) Epic Alliance were on their heels for a moment, then got their bearings and strategy together. The castled to take advantage of the doppelgängers enraged state, they englobed with Barrier, entangled, grabbed and blinded their doppelgängers - The ultimate result was multiple called shot heads against entangled or bind opponents. Epic Alliance overcame the problem in shining fashion. It was very interesting watching them overcome their codes against killing and utilize their powers in new ways. Thanks all!!!
  4. Grailknight - The doppelgängers of the heroes possess all of the powers (offensive.Devensive/Movement/Adjustment/Etc.) as their originals. Unfortunately, none of the heroes have any powers that drain Body. The members of Epic Alliance were all built to be heroic and approach their adversaries as wrongdoers that need to be apprehended, not destroyed. If someone has a VPP and can make that power, it might work, but I don't think anyone does. Lord Liaden - That's a fun idea! However, the encounter is designed to enforce teamwork like Castling, Called Shots, and Multiple Attacker Bonuses. As such there are a few stipulations of the battle... 1. The doppelgängers will only attack their likeness, utilizing the most common attack of their likeness or an attack witnessed during the battle. 2. The doppelgängers are immune to damage from their likenesses - The hero's must attack a doppelgänger other than their reflection. The entire encounter is all an inescapable illusion, perpetrated by a guardian Fae whom the heroes need to appease. She is testing them to be her new heroes. To their credit, Epic Alliance has already succeeded in the first 2 (of 3) Enchanted Groves. The Grove of Shattered Reflections is the ultimate test. Perhaps I gan give an example of what I'm looking for: In order to do more BODY than normal one character could grab and hold a reflection (to reduce DCV to 1/2 to offset the -8 Called Shot Head penalty) while another administered a Call Shot Head (gaining x2 Body [after defenses] and gaining another +1 OCV for Multiple Attacher bonus). or A Hero with Flying could grab a doppelgänger they know can't fly and drop him/her from an incredible height.
  5. In my most recent Epic City game I led the heroes (Epic Alliance) into a battle with copies of themselves (a classic comic book trope): Grove of Shattered Reflections Description: A reflective pool of dark violet surrounded by towering crystal mirrors formed by soaring crystals. The heroes see distorted reflections of themselves, making it difficult to identify their true surroundings. At the center of the small pool is a crystal cairn with the following inscribed upon it: "Mirrors shatter, fragments dance in hall's illusion, Distorted echoes reveal a deeper fusion. True reflections pierce the fractured profusion, What hidden truth lies beneath the final illusion?" Encounter: Within the mirrors, illusionary doppelgängers of the heroes emerge, mimicking their every move. The heroes must defeat their own reflections to proceed, and each doppelganger poses a unique challenge based on the hero's abilities. So, out came the refracted copies of the heroes, identical except for the fact that each crystal refraction had only 10 BODY ant their bodies were distorted) - As expected, the heroes assessed the situation quickly and set upon eliminating the threats. Here's the rub... The heroes are built like, well, heroes. Much of what they do is tempered by STUN based attacks - No one in Epic Alliance is running around with a 4d6 AP RKA. The villainous automations have all the powers of the heroes, and can stun them, a worry they conversely don't have. So, the goal: Epic Alliance must battle the refraction automations, breach their (own) considerable defenses and deliver 10 BODY of damage to each villain to shatter them. Question: What are your best, favorite, most creative ways to destroy the corrupted crystal refractions of the heroes themselves? Note: The heroes are quite powerful, built in 6E with between 475 and 650 XP utilizing complex/compound powers and power pools. They can deliver considerable NORMAL damage (in the 12-18d6 range), fly, teleport, create barriers and more, and are allowed access to every 6E maneuver. (*Battlemap of the Grove of Shattered Reflections encounter linked below) Any fun ways to kill themselves???
  6. Did I break the law? Is HERO and ALL other RPG games suddenly obsolete??? Is this a good thing or a bad thing??? HERO SYSTEM custom character creation for a game with 8 players, each controlling a complex superhero ranging from 475 - 750 Active Points in a complex near-future world with all the trimmings can become a HUGE workload. So I tried to cut down on my workload and turned to AI for help. I used a fairly simple prompt and ChatGPT is instantly spitting out wonderful characters for my game! Of course I did NOT download the books! I wouldn't know how to, or even if you can. All I provided was what you see below; the very basics of character creation in 6th Edition Hero System. By providing a complex custom character's background and basic campaign information I was able to ask Chat GPT the following: Please use the 6th EDITION HERO SYSTEM CHARACTER CREATION guidelines and create the Glaistig... This is what I got (It took less than 5 seconds) The Glaistig: Characteristics: 15 STRENGTH: 15 (30 points) 18 DEXTERITY: 18 (24 points) 15 CONSTITUTION: 15 (10 points) 18 INTELLIGENCE: 18 (8 points) 23 EGO: 23 (26 points) 30 PRESENCE: 30 (20 points) 7 OFFENSIVE COMBAT VALUE: 7 (10 points) 7 DEFENSIVE COMBAT VALUE: 7 (10 points) 8 OFFENSIVE MENTAL COMBAT VALUE: 8 (15 points) 8 DEFENSIVE MENTAL COMBAT VALUE: 8 (15 points) 5 SPEED: 5 (25 points) 8 PHYSICAL DEFENSE: 8 (6 points) 8 ENERGY DEFENSE: 8 (6 points) 8 RECOVERY: 8 (0 points) 40 ENDURANCE: 40 (0 points) 15 BODY: 15 (10 points) 30 STUN: 30 (0 points) 12 RUN: 12 (0 points) 6 SWIM: 6 (0 points) 5 LEAP: 5 (0 points) Skills: Acrobatics 15- (10 points) Stealth 17- (14 points) Survival 17- (14 points) Perception 18- (16 points) Charm 23- (18 points) Seduction 20- (15 points) Enchanting Dance 20- (15 points) Occult Knowledge (Faerie Lore) 18- (10 points) Language (Gaelic) 12- (3 points) Perks: Favors from the Faerie Realm (5 points) Beautiful Dancer (3 points) Well-Connected (Faerie Court) (5 points) Talents: Combat Luck (5 points) Evasion (5 points) Powers: Faerie Magic Control (85 points): Illusion (Sight, Hearing, Touch): 15d6 (75 points) Mind Control: 12d6 (60 points) Teleportation: 15m, x4 Increased Mass (75 points) Drain: 3d6 (PD, ED, Speed, PRE) (75 points) Invisibility (Sight, Hearing): (25 points) Temporal Manipulation (65 points): Images (Sight, Hearing): 12d6 (60 points) Flash: 12d6 (60 points) Extra-Dimensional Movement (Time Travel): (60 points) Precognition: (15 points) Enhanced Strength and Speed (25 points): +20 STR: (20 points) +2 SPD: (5 points) Tooth and Claw Attack (30 points): HKA 2d6: (3d6 with STR) (30 points) +2 OCV: (10 points) Disadvantages: Distinctive Features: Faerie Aura (-5 points) Vulnerability: Iron and Cold Iron (Common, x2 STUN and BODY) (-10 points) Psychological Limitation: Protective of the Lake and Lady (-15 points) Reputation: Mischievous Faerie Guardian (-10 points) Hunted: Otherworldly Foes (-10 points) Hunted: Seekers of Faerie Knowledge (-10 points) Total Character Cost: 595 points Disadvantage Points: -50 points Base Character Creation Points: 545 points Total Experience Available: (Depends on GM's discretion) Experience Used: (Depends on character development during the campaign) This detailed HERO System 6th Edition character build captures the essence of the Glaistig, incorporating various characteristics, skills, perks, talents, and powers. Adjustments can be made based on campaign requirements and power level considerations. I added: Please describe the cosmetics of her powers Cosmetics of Glaistig's Powers: Faerie Magic Control: Illusion (Sight, Hearing, Touch): When the Glaistig weaves illusions, the air shimmers with ethereal light, casting a dreamlike glow on the surroundings. Illusory images dance in a mesmerizing display, appearing vivid and tangible to those who witness them. Mind Control: The Glaistig's eyes glow with an enchanting radiance as she influences the thoughts and actions of others. Subtle waves of magic ripple through the air, subtly bending the will of those within her gaze. Teleportation: As the Glaistig teleports, a trail of sparkling faerie dust is left in her wake. The air itself seems to ripple with magical energy, creating a momentary distortion before she disappears and reappears. Drain: Dark tendrils of shadowy energy extend from the Glaistig's fingers as she drains vitality from her targets. The drained essence is absorbed into her, leaving a faint, otherworldly glow in her eyes. Temporal Manipulation: Images (Sight, Hearing): Distorted echoes of past and future events materialize as shimmering mirages. These images appear like spectral reflections, creating a mesmerizing tapestry of time that surrounds the Glaistig. Flash: Flash effects manifest as prismatic bursts of light, temporarily blinding those caught in the Glaistig's temporal manipulations. The colors of the spectrum dance in intricate patterns, disorienting and dazzling the senses. Extra-Dimensional Movement (Time Travel): When engaging in time travel, the Glaistig is enveloped in a luminous portal that radiates a soft, eerie glow. The air around her crackles with temporal energy, creating a palpable sensation of time bending and folding. Precognition: Faint, ghostly images of potential futures flicker in the Glaistig's eyes as she glimpses snippets of events yet to unfold. A subtle aura of foresight surrounds her, hinting at the mysteries of time. Enhanced Strength and Speed: As the Glaistig enhances her strength, an ethereal glow envelops her muscles, emphasizing her otherworldly might. The air seems to ripple with faerie energy, enhancing her movements with a graceful and supernatural fluidity. Tooth and Claw Attack: The Glaistig's teeth and claws take on an otherworldly luminescence as she engages in combat. Each strike leaves behind a trail of sparkling energy, emphasizing the mystical nature of her physical attacks. The air crackles with faerie magic, enhancing the impact of each blow. These cosmetic details not only add visual flair to the Glaistig's powers but also contribute to the mystical and enchanting atmosphere surrounding her presence. The combination of shimmering lights, faerie dust, and subtle auras enhances the fantastical nature of her abilities. I added: Please provide 5 complex and detailed options for the Illusions the Glaistig would create to attack or deter the heroes. Also provide examples and descriptions of the Images she would create and how she might combine both Illusions and Images for unique and wondrous effects Be sure to include the 6th EDITION HERO SYSTEM when creating your examples. 1. Illusionary Faerie Army: Description: The Glaistig conjures a grand army of ethereal faeries, complete with fluttering wings and glowing auras. Each faerie appears real and wields fantastical weapons, creating an overwhelming visual spectacle. HERO System Example: Illusion (Sight, Hearing, Touch) 8d6 (40 points), Area Effect (2m Radius; +1/4) (10 points), Selective (+1/4) (10 points), Constant (+1/2) (20 points), Uncontrolled (+1/2) (20 points), No Range (-1/2) (-10 points). Total: 90 points. 2. Illusionary Mirror Maze: Description: The Glaistig surrounds the area with mirrors reflecting distorted images of the heroes. As they move, the reflections become nightmarish versions of themselves, causing confusion and disorientation. HERO System Example: Illusion (Sight, Hearing, Touch) 6d6 (30 points), Area Effect (3m Radius; +1/4) (15 points), Constant (+1/2) (20 points), Megascale (1m = 1 km; +1) (20 points), Selective (+1/4) (10 points), No Range (-1/2) (-10 points). Total: 85 points. 3. Illusionary Elemental Storm: Description: The Glaistig creates a terrifying storm of illusionary fire, ice, and lightning. The heroes experience extreme heat, bone-chilling cold, and electrical discharges, even though no actual elements are present. HERO System Example: Illusion (Sight, Hearing, Touch) 10d6 (50 points), Area Effect (4m Radius; +1) (20 points), Constant (+1/2) (20 points), Selective (+1/4) (10 points), No Range (-1/2) (-10 points). Total: 90 points. 4. Illusionary Crystaline Shadow Beasts: Description: Dark, shadowy creatures with crystalline facets emerge from the surroundings, attacking the heroes with illusionary claws and fangs. These beasts, composed of shadows interwoven with mesmerizing crystal patterns, seem to materialize from the very essence of the crystal-rich environment. Their movements refract the ambient light, creating an eerie play of prismatic hues that dance along the crystalline surfaces. HERO System Example: Illusion (Sight, Hearing, Touch) 8d6 (40 points), Area Effect (2m Radius; +1/4) (10 points), Constant (+1/2) (20 points), Selective (+1/4) (10 points), Uncontrolled (+1/2) (20 points), No Range (-1/2) (-10 points). Total: 90 points. This adaptation infuses the Illusionary Shadow Beasts with the essence of the crystal-rich environment, enhancing their visual impact and aligning them with the unique characteristics of the Realm of Garland and the surroundings of the Lake of the Lady. Adjustments can be made based on further details or specific preferences. 5. Illusionary Gravity Distortion: Description: The Glaistig warps the perception of gravity, creating illusions of objects floating or falling in unusual directions. The heroes struggle to maintain balance as the world around them defies the laws of physics. HERO System Example: Illusion (Sight, Hearing, Touch) 6d6 (30 points), Area Effect (3m Radius; +1/4) (15 points), Constant (+1/2) (20 points), Megascale (1m = 1 km; +1) (20 points), Selective (+1/4) (10 points), No Range (-1/2) (-10 points). Total: 95 points. Combining Illusions and Images: Illusory Faerie Ballroom: The Glaistig combines the illusion of a grand faerie ballroom with images of heroes dancing with spectral partners. As they twirl, the reflections in the illusionary mirrors show ever-changing masquerade masks, creating a surreal and enchanting experience. HERO System Example: Illusion (Sight, Hearing, Touch) 10d6 (50 points), Images (Sight, Hearing) 8d6 (40 points), Area Effect (5m Radius; +1 1/4) (25 points), Constant (+1/2) (20 points), Selective (+1/4) (10 points), Megascale (1m = 1 km; +1) (20 points), No Range (-1/2) (-10 points). Total: 155 points. Illusionary Elemental Inferno: The Glaistig combines illusions of a raging elemental inferno with images of heroes trying to escape the illusory flames. As they run, the reflections in the mirrors show distorted paths, intensifying the perceived danger. HERO System Example: Illusion (Sight, Hearing, Touch) 12d6 (60 points), Images (Sight, Hearing) 6d6 (30 points), Area Effect (6m Radius; +1 1/2) (30 points), Constant (+1/2) (20 points), Selective (+1/4) (10 points), Megascale (1m = 1 km; +1) (20 points), No Range (-1/2) (-10 points). Total: 160 points. These combinations of illusions and images provide the Glaistig with versatile and captivating abilities, enhancing her trickery and creating unique challenges for the heroes. Adjustments can be made based on campaign requirements and power level considerations. ----------------- WOW! Also, this is ChatGPT 3.5, NOT the version (4.0) that can "access" the internet.
  7. From the Crisis on Christmas game I ran a few years ago: Suddenly, the howling wind dies down, the growls and grunts of Desparia’s minions are silenced, and a single voice booms out. “Ho, ho, HO!” laughs the jolly old elf in the red suit trimmed in white fur. “What have we here? You’ve been a very, very bad, sad girl Heather. Do you want to ruin Christmas for all the boys and girls out there?” “Why not?” Desparia cries out, face twisted with anger. “It was ruined for me! Why did my mommy and daddy have to die? Why?” Desparia’s tall, pale form seems to shrink in on itself, becoming more like a thin little girl with a tear-streaked face. In a burst of black smoke smelling of brimstone, a dapper man dressed in a dark suit appears, one eyebrow raised in a sardonic expression. Infamy – “Because life isn’t fair, my dear,” he says. “Not for you, any way, so why should it be for anyone?” “Dearest Heather, the truth is obvious. There is no Christmas. This red clad clown is a fake, a fantasy of inanity. You have felt the reality of Christmas. It’s just a day like any other when accidents can happen and parents of an eleven-year-old girl can die. There is NO Santa Clause, no Christmas, no joy…. Only despare. Santa’s speech: “HEATHER, your friend is wrong. He’s been affected by the skepticism of a skeptical age. He does not believe except what he sees. He thinks that nothing can be which is not comprehensible by his little mind. All minds, Heather, whether they be men’s or children’s, or other, are little. In this great multiverse of ours man is a mere insect, an ant, in his intellect, as compared with the boundless world about him, as measured by the intelligence capable of grasping the whole of truth and knowledge. Yes, HEATHER, there is a Santa Claus. He exists as certainly as love and generosity and devotion exist, and you know that they abound and give to your life its highest beauty and joy. Alas! how dreary would be the world if there were no Santa Claus. It would be as dreary as if there were no HEATHERS. There would be no childlike faith then, no poetry, no romance to make tolerable this existence. We should have no enjoyment, except in sense and sight. The eternal light with which childhood fills the world would be extinguished. The most real things in the world are those that neither children nor men can see. Did you ever see fairies dancing on the lawn? Of course not, but that’s no proof that they are not there. Nobody can conceive or imagine all the wonders there are unseen and unseeable in the world. You may tear apart the baby’s rattle and see what makes the noise inside, but there is a veil covering the unseen world, which not the strongest woman, nor even the united strength of all the strongest men that ever lived, could tear apart. Only faith, fancy, poetry, love, romance, can push aside that curtain and view and picture the supernal beauty and glory beyond… Is it all real? Ah, HEATHER, in all this world there is nothing else more real and abiding. Look here, upon ME and see if you must. But better, look outward and embrace the love of those around you, right now. Use your magical might, search their beings, They stand before you ready to help, to give up their very selves — to think only of others — they seek to bring the greatest happiness to you — that is the true meaning of Christmas, Heather. That is the embodiment of Santa Clause. Mrs. Clause walks up to embrace Santa and stand beside him. Heather: Why did you come here? Infamy: The truth is simple, Heather – They come to destroy you!
  8. Okay, we've all heard of the Power Limitation, "Does not work in electromagnetic fields," but has anyone really enforced it? EM fields are much more prevalent in a modern world than one might think. Mobile phones, power lines, computer screens, and anti-gravity generators are examples of equipment that generates electromagnetic fields. So, how would you enforce this limitation in a modern/near future/Sci-Fi campaign. Would you even allow it? What are some other fun ways to enforce Power Limitations?
  9. Please edit this for spelling and grammar. 😀👍
  10. Sorry if I was unclear. This is what I was trying to do... Per Fantasy Hero 6e pg. 267: "Another problem that sometimes arises with spell Multipowers and VPPs is the Active Point cap imposed by the Framework. A lot of spells are complex, with several Powers chained together or other impressive effects that end up costing a lot of Active Points. To afford even one of these spells, a character may have to buy a larger Framework than he generally needs... and then he has the temptation to increase some of his other spells to take advantage of the inflated Active Point ceiling. If you find that this is a problem in your campaign, you could consider granting exceptions to the Active Point restriction on a case-by-case basis — as long as the Real Point cost of the spell fits within the reserve or Pool, a character can still buy the spell through his Framework." Per your second question - Attunement is a Full Phase Action (our arbitrary ruling). You may certainly try and try to Attune to an Arcane Artifact if that's how you like to play Fantasy Hero. We, however, try to add cinematic sensibility to our game whenever possible, min/maxing percentages be damned. 😁
  11. The standard 6e rules say: "The GM should decide how the Focus gets replaced based on the special effects involved and the exact circumstances. Replacing a Focus can even form the basis of another adventure. However, regardless of the method used, replacing or repairing a Focus does not cost the character any more Character Points." In our games we've always allowed a character to pick up and utilize any focus that's use makes sense (Accessibility only dictates acquiring the focus while in combat and that may not always be the case). Once the focus is secured it is like any other equipment and need not be paid for. But, if the focus is Arcane, it must be attuned. So, Winnie would receive a reimbursement of the full amount of Real Points they spent to create their (recently stolen) focus and may use them however they see fit (within the limits of the current story, of course)... Or, they could quest to get their Arcane Artifact back if that seem more appropriate (to the GM or player). Any character that donates CPs loses those CPs permanently. But, that only applies to focuses created for characters other than the donator. Having an Arcane Artificer create a focus for your character is not considered a donation since you retain the focus when the crafting is complete.
  12. Oh no, don't toss it. I'm going to USE it! Unfortunately, there's no "Rule of Player Competence", which accounts for a lot. 🤣
  13. That's not a bad idea! I'd leave that up to the creativity of the player and GM cooperation. My players are always coming up with interesting takes that will help them succeed. Unfortunately (fortunately???) opening the "sacrificial" route may lead to "other" sacrifices being attempted. Not that I'm saying it wouldn't work. 🤣 🤣 🤣 🤣
  14. To take your example... You stumble across Stormbringer (yes, THAT sword)... No one is around... The power could be YOURS! 1. Acquire the Artifact • At this stage it is simply a 2d6 Bastard Sword (being magical, it can be used against creatures immune to Mundane attacks). If you have Weapon Familiarity Bastard Swords, you can use it (but not access its magical abilities). You can use it even if you don't have the appropriate WF, but will accrue the appropriate minuses. • If the Arcane Artifact is built as Innate, no Attunement is necessary and you may use the weapon, gaining all of its magical powers. 2. Attune to the item if you share Affinity with the same Caste(s) if Reality (make a Magic Affinity Roll) and gain all of its power! • Attunement requires a Magic Affinity Roll, minus 1/10 AP of the Arcane Item. • If the Artifact has links to multiple Castes (Srormbringer has BODY and SPIRIT) and you share both, you can use you choice as a Complimentary Skill to the Magic Affinity Roll you've chosen to utilize (probably the highest roll). • If you have points in an Order(s) that directly links to the Artifact (in this case you are a disciple of Arioch) you may add your order Bonus to the Affinity Roll you'll be using to Attune. • If you have Orders that tangentially link to the Caste of the Artifact (Orders based on BODY and SPIRIT, but not necessarily linked to Stormbringer) you may add their Order Bonuses to the Magic Affinity Roll per GM approval. • If you take extra time you may add those bonuses to you Attunement Roll • If there are any environmental bonuses or complimentary help, you may add that to your Attunement Roll So Stormbringer was created on 500 Active Points. To Attune to Stormbringer, you must have Affinity to the BODY or SPIRIT Castes (or both). Your Attunement Roll (based on Magic Affinity + Bonuses) is made at -50 on 3d6. Whelp, it's gonna take you, a ton of research, a horde of Chaos underlings, and about a year to attune to this thing, but have faith, you'll get there. 🤣🤣🤣 On the other hand, if you pick up a simple +3 sword you can probably Attune in a single phase. (Attunement takes a Full Action). It's all about scale, power and experience - Characters with more experience (or "Higher level") will be able to Attune to more powerful things faster utilizing their wide array of Orders, and other bonuses. Meanwhile lower level characters might take a minute or longer to Attune to a +3 Sword. And simple Mundane fighters and Thieves might be relegated to magic that is purchased Innate.
  15. Are you even considering Multiple Power Attacks? It's similar to Spreading but much more dangerous. Heck, "multiple" everything is available to all characters - Rapid Attack and a simple skill level purchased to offset Multiple Attack penalties can turn an average Martial Artist into a spinning whirlwind of awesome! 😄 (See my villain: Dervish) How do you factor maneuvers into the Rule of X when complimentary Skills can create huge power shifts? Impossible? Anyone ever have a player pony up and Multiple Attack an Area Effect, Autofire EB??? I have. I'm still shook.
  16. Sorry, didn't mean to usurp this thread. My bad.
  17. GOT IT! Thanks!!! Magic Items are NOT Equipment and are purchased with points. The Innate Advantage allows the circulation of magic to be universal, but someone, somewhere had to make (pay for) that magic item at its creation. It's not easy in the 9 Realms to get custom magic items made, but I allow for fungible XP. If a player wishes to "donate" XP to a wizard, then the wizard can use that XP to create the item. Magic Items have been around for many millennia. Unfortunately, folks don't last so long, so there is a natural abundance of magic in some parts of the world and availability just about everywhere. The 9 Realms of Epoch is High Fantasy!
  18. The mere fact that its possible to turn a regular spell into a massive ritualistic spell is a major plus of the HERO System!!! Billy the Acolyte could have a normal costing VPP (say 25 Pool/80 Control Cost)... But Billy knows that the RAY OF RAY spell is only limited by the spiritual energy used to cast the spell. Allowing him to break the Control Cost AP cap rule will leave open the option for an amazing cinematic event like the one above! HERO ROCKS! NOTE: I edited the previous post, so give it a reread to be sure you didn't miss anything) On Innate: Yes, if a magic item is purchased as Innate, anyone can use it. It's a net +1/2 Advantage since it negates the limitations of Castes of Reality and Affinity Rolls, and helps define magic item use. On Attunement: A character can try as often as they like, but items often have a very high Active Point value and require xtra time to offset the -1/10 AP attunement penalty. GMs can certainly apply environmental or ant other bonuses to Attunement Ross in the same way they can any Skill Roll.
  19. Hugh Nelson - Per your previous question: I have opted to grant exceptions to the Active Point restriction on a case-by-case basis — as long as the Real Point cost of the spell fits within the reserve or Pool. (per FH 5e pg. 267). I should reword it to be more understandable. Its true that purchasing a VPP with a huge Control Cost just to cover potential character growth could result in lost XP (and frustration)... But any level of power is attainable by anyone (assuming that they're connected to the correct Caste of Reality). If a character purchases a 240 Control Cost in hopes of eventually gaining a high enough Order Bonuses to utilize said VPP at its max value all the time, so be it... How, the character can STILL access the full AP of his spells right now... with help and time - Suppose Billy the Acolyte, follower of RAY, Goddess of Sunbeam (Spirit Caste), purchases his religious domain as a VPP with a Control Cost of 240. He starts the Game with an Magic Affinity Roll (SPIRIT) of 11-, an Order Bonus of +3 (due to his teachings and devotion to The Church of RAY). Of course it'll be a looooong time before he can dash that Tarask with a single Ray of Light spell (if ever!). But what if Billy the Acolyte gathered his fellow disciples (5 brothers) and began praying to RAY for the next 24 hours... At Sunrise they rise together, channeling their combined holy might through Billy the Acolyte, who focuses it into a terrible beam of righteousness aimed at the monstrosity destroying their holy city... That'd be a HUGH bonus to Billy the Acolyte's Magic Affinity Roll (assuming all Billy's brothers had the same Order Bonus and rolled average) --- Including Billy the Acolyte, that'd be +35 to Billy's Aspect Roll!!! [Billy's Magic Aspect Roll = 11, + Billy's Order Bonus of +3, +7 for xtra time... Complimentary Skill Bonuses from 5 Brothers; Base Order Roll for each acolyte = 11+3, and xtra time for each acolyte of +7, Each acolyte succeeds by 10. These are all Complimentary Skill Rolls so divide the success by 2, and add the results to Billy the Acolyte's Magic Affinity Roll for a total Complimentary Skill Bonus +5 from each Brother for a combined +25.] DESTROYING RAY OF RAY - 16d6 RKA; 240 Active Points. Billy's Magic Affinity (SPIRIT) Roll = 11- Billy's Order Bonus = +3 Billy's xtra time bonus = +7 +25 (Complimentary Skill Bonus from 5 Brothers helping for a full day) - 24 (Active Point Penalty of -1/10 AP) That's a total of +11 on Billy the Acolyte's Roll!!! Billy the Acolyte will assuredly smite the Tarask!!! (Better hope he doesn't roll a Critical Miss) 🤣 Was it worth the original expenditure on Billy's Control Cost (240/2 AP)? Ask Billy!!!! Please let me know if I'm getting something wrong. I'm an Artist, not a Mathematician, Jim!
  20. Oops... The Attunement problem is mostly caused by an incorrect example that made it into the document. My bad. I've worked it out thusly: Arcane Artifact Creation 1. Determine what it is. · If an item uses magic in any way, it is an Arcane Artifact · To adhere to the Attunement Rule, all Arcane Artifacts must be purchased under the Focus subsection Applicability as a Restricted Universal Focus (FH pg. 164), reflecting the restriction that Arcane Artifacts may only be utilized by Arcane characters that share a Caste of Reality. 2. Determine the Arcane Artifact’s Order · Be sure to include the Order’s Primary Caste(s) (Mind/Body/Spirit). This will determine the Arcane energy needed to attune to the Arcane Artifact. o Example: Mitttigan’s Blade of 1000 Cuts, an arming tsword that magically adds extra attacks, would be of the Body Caste, while Silvia’s Scepter of Séances, a wand that controls minds and summons ghosts, would be of both the Mind and Spirit Casts. · Arcane Artifacts may be linked to unlimited Orders of Magic. However, it is more customary that the Arcane Artifact come from a few or even a single tradition of magic. A character of the same Order of magic may receive an Order Bonus when Attuning to the Arcane Artifact. · Artifacts not linked to any order of magic are considered innately magical and should be built using the Advantage, INNATE MAGIC (+1/2) Arcane Artifacts that have been constructed with the Innate Magic Advantage fall under the purview of the Order of Innate Magic. This Order does not have any cost associated with it and does not provide any Order Bonus. Its primary function is to allow inherently magical entities to be classified as Arcane. Arcane Artifact Creation Shorthand · Build a Power with the Focus Limitation o ALL Arcane Artifacts must be Focuses and include RESTRICTED UNIVERSAL APPLICABILITY (+0) except as otherwise noted (see Innate below) o Restricted Universal Applicability may be added to an Arcane Artifact multiple times. Example: First to fulfill the Arcane Order Requirement, again for Dwarves only, again for Bartenders only, and again only if they know the secret command word… etc.) · If it comes from a specific Order of Magic, define said order. o Arcane Artifacts with Restricted Universal Applicability must be Attuned. o To Attune an Arcane character must make a Magic Affinity Roll. o Order Bonuses may be applied to the Magic Affinity Roll if Order(s) are shared between the Arcane character and the Arcane Artifact. o Complementary Skills and Skill Modifier bonuses (extra time, study, help from friends, etc.) may be added to the Magic Affinity Roll (6E1 pg. 58) § NOTE: The Base time to Attune is 1 Turn. · If it has NO ORDER (meaning anyone can use it), add the Advantage INNATE MAGIC (+1/2) o The Innate Magic Advantage is the 9 Realms alternative to the Advantages Always On (considered advantageous), Persistent, and 0 Endurance (6E1, pgs. 128, 334, 347, 367). ----- The Critical Miss penalty of 1d6 AVALD + a roll on the Crit Chart was included to reduce the chance that less experienced mages would attempt to cast large spells. A beginning character's base Magic Affinity Roll is usually 8- to 13- due to the expense (a 14- costs 12 AP for a single base Magic Affinity). Casters will also want/need to buy Orders of Magic to add bonuses to their base Magic Affinity Rolls. Generally, a caster will have no more than a +2 to +8 on his Magic Affinity Roll after purchasing Order Bonuses but Order bonuses can be increased over time with XP. As time goes by, he can increase his Order Bonus (immerse himself into his Order or discovering other Orders), making larger Magic Affinity Rolls easier to achieve. Since spells can be purchased at any AP level (no caps) a character can build a spell that will grow in effectiveness as the character adds XP to his Order Bonuses. Example: Fireball - 8d6 RKA AoE 18m Radius. - 240 Active Points (wow, that's why there's no cap in frameworks!) To cast this spell for its full effect would incur a -24 to the casters Magic Affinity Roll (not gonna happen for poor little Jimmy the Prestidigitator who is a part of the FIRE Order and only has a +3 Order Bonus. Not even a full day of ritual casting (gaining him an additional +7) will help. If he tries anyway it'll hurt, and maybe even kill him. However, he very well COULD cast a smaller version, say 2d6 AoE 8" radius = 45 AP (-4 to cast). Since he has an Order Bonus of +3 and a Body Aspect of 12- Jimmy would need an 11- to successfully cast his fireball on his Action Phase (casting is a 1/2 phase attack Action). If he ritualized the spell and cast it after a full Turn, he'd get a +1 casting bonus for time (per 6E Time Chart - a minute's prep would get Jimmy a +2, an hour a +3 and if he got help from another FIRE Order mage (or any Arcane with the Body Aspect) he could get additional bonuses). Over time, Jimmy becomes JIM THE WIZARD and has invested a great deal of XP into his Order, achieving a +12 Fire Order Bonus. Now JIM could easily cast that little 2d6 RKA 8m radius Fireball (needing an 18- on 3d6). He could even attempt a 5d6 RKA 8m radius Fireball (needing a 12- to successfully cast the spell). If he's fighting an army of Goblins he could cast a 3d6 18m (the max radius at which the spell is purchased) needing a 15- to successfully cast the spell on his Action Phase = BOOM! Sure, he has a chance to fail, but magic is Chaos and 3d6 HERO rolls naturally provide a bell curve, increasing his chance of success. It's all intended to scale up as XP is gained and applied to Order Bonuses. Thanks for taking a look! Very helpful!
  21. I'm putting together a guideline for magic use in our 9 Realms of Epoch FH 6e game... I've gone this far... Any thoughts? (I realize that there are some edit mistakes, they will be fixed in later editions.) 9 Realms Magic(sm).pdf
  22. Guess I was just trying to force square peg in a round hole. No real problem, just semantics. Thanks for all your help!!!!
  23. I'm probably not doing a good job describing what I want to do... I've created a character - A robotic body - It's composed as a 6e Superheroic .hdc file... I've created the robot's brain - An AI composed as a 6e AI .hdc file. I was looking for a way to add the AI computer brain to the Robotic Body's sheet. I was wondering if there was was a way to import the AI file into the Superheroic file (perhaps as equipment, or a Template or a Prefab). The end result would be 1 character sheet: a robot with a computer mind where Hero Designer adds the completed computer to the robot and. adds the pricing for the computer to the robot body. I thought it might go something like this: 1. Create robot 2. Create computer 3 With the robot file active, import computer. 4. Hero Designer adds computer and its cost (as a whole) to the robot as a separate thing (perhaps like equipment or a prefab that sits in its own section of the character) ending in a single .hdc file. I'm sorry if I was (or still am) unclear. Thanks!
  24. Thanks so much for getting back to me so quickly... I built the computer in as an AI in Hero Designer - It currently is its own character (that I couldn't print until I converted a copy of it to Superheroic 6e). I'm at a loss. I want to add (import) the AI to a separate character. Should I save the computer as a Package Deal?
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