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Icel

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Everything posted by Icel

  1. Re: Things you do to acheive immersion If we are talking about calendar system, the Magerian Calendar is the main one for my current focus on Vanor. It is a ceremonial calendar and is based on the religious lore of the fire god Anortren. Since 5 is a sacred number, all month are base on 5x5 matrix- 5 weeks of 5 days. The calendar is arranged in a two year cycle- one with 14 month, and one with 15. Midsummer is a day not attached to any month. Its an independent day. In leap years (years with 15 months) another day is added to Midsummer. Therefore, normal 14-month long years have 351 days, and leap years have 377 days. I don't realy preper special stuff for my games. I do it all anyway for my setting's website.
  2. Re: Quick and dirty campaign settings If I need a quick setting for a game, I mustly use islands.
  3. Re: [Vanor] A Symphony of Magic Thanks! I identify greatly with some of your ideas, although not in this specific setting, like this one: And there is more to come on this, I'm not finished.
  4. Re: [Vanor] A Symphony of Magic Sources of Magic: Spellcasters pulls threads of Seishou in order the power their spells. Different traditions of sorcery have different sources of power to draw from. For example, wizards that use traditional sorcery pull their personal threads of Seishou, while druids pull the threads of natural flora. Even those spellcasters who use the threads of the environment have limits to the power their can handle unaided and without risk. System: Every type of spell power source is built using Endurance Reserve. The basic value of this reserve is equal to the character's END value, and can be bought up to X5 that value. REC is always the REC value of the character. [5rc]Control of Seishou Threads: Endurance Reserve (20 END, 4 REC) Reserve: (6 Active Points); Limited Power Only for Magic (-1/2) This can be made to not only simulate the control of personal thread but the control of foreign threads, such as of nature, the earth or animals.
  5. Re: [Vanor] A Symphony of Magic On Magical Healing: Vanor as no real Divine magic. Only two or three individuals around the world- the heads of religions- have a connection to the gods. Priest of normal position sometimes learn sorcery in order to use special powers in their work. With that said, there is also no real magical healing in Vanor. Healing is done by increasing the rate of the natural recovery of the body, and does causing wounds to be closed faster, blooding to stop sooner, broken bones to mend quicker and so on. That view on healing as a couple of implications: Firstly, healing isn't instant. It takes time. Faster from the natural recovery of the body, but it still takes time. Secondly, the healing cause stress to the target's body, and therefore exhausting it. The following is the buildup for a healing spell: [13rc]Spell of Restoration: Healing Simplified 3d6, Power Can Draw END from Character or END Reserve (+1/4) (37 Active Points); Requires A Sorcery Skill Roll And An Abjuration Skill Roll (-3/4), Gradual Effect (1 Minute; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; Drain 1d6 END; -1/2) I think I would rule that for every 3d6 of healing you go up 1 level of the time table, starting from 1 minute.
  6. And yet, another thread concerning my campaign setting- Vanor. This time it is about the magic in Vanor and its implementation in the HERO System. See the former thread, Vanor: races. A Symphony of Magic The Origins of Magic: The Universe began in an Error, when the being called Life moved in the wrong place in the wrong time and in its movement gave conscious to the Igari, a race of people how moved Existence. Once the Igari where no longer mindless, their presence tore Omega, the World Beyond Worlds, the center of Existence. Existence burst and the Universe was created. But because it was premature, not yet his time to be created by the Purpose of Existence, he was more chaotic, incomplete. When Life began ordering the newly formed Universe they arranged the incomplete void into a form, a pattern, by the power of a pool they put on the world of Vanor on which they settled. In time, the chaotic void covered all there is in the Universe- every star, sun and dust, the ground, trees and people on Vanor. Mortals learned to call it Seishou, the living power of the Universe. Formation of Magic: Seishou is organized in threads. Those thread run through and around every thing in Vanor- rocks, trees, water, fire, living beings. Some places have higher concentration of Seishou in the form of spheres. People can learn to use those threads- and sometime spheres- to create effects they can normally couldn't or in less difficulty then they normally do. Some people- a very tiny percent of them- are born with the ability to sense and use Seishou without training. While most people can only see the thread and spheres they are using, wildborn can see all the fabric of Seishou, called the Symphony of Magic, because those people describe the fabric as been heard as well as seen. Using Magic: Three things are required in order to use magic. First, you must have strong spirit and will power, also called Seishin. The second in the Seishou. Although Seishou can be found anywhere, not anyone can use it. You must use your power of will to force the threads of Seishou to act as you desire. The third part is form, or Tai, which is how one shapes the Seishou with its willpower. You can say that Tai is the spell itself. Spellcasters use a variety of methods in order to gather and shape Seishou to form spells, also known as Sorcery. Sorcery: Sorcery is one of three different forms in which Seishou can be worked, and also the most active of them. The other two are Magical Sciences, which deals with the creation of unique objects using magic, and Magical Arts, which are various talents that are related to magic but are more subtle in effect. Sorcery can only be used by one who has learned how to use it. Even one born with the ability to sense and use Seishou need to learn how to shape it into spells. The are many different traditions of doing so, the most common of them is Traditional Sorcery, which uses the caster's own Seishou threads to power its spells. Fields of Spells: Traditional Wizards divide their spells into different categories by the effects of those spells. Conjuration-spells that deal with the transport of objects across space and time. Most Conjuration spells required the use of Sealing spells. Powers of Conjuration: Desolidification, Extra-Dimensional Movement, [Faster-Than-Light Travel*], Summon, Teleportation. In addtion, any power that its effect can be describe as crossing space or time can be treated as Conjuration power. For example, one can use Conjuration to summon lava from a volcano, and treat is as Change Environment, or AOE Energy Blast. Sealing- those spells are used mostly in conjunction with other spells. Some seals are used to bind an object to the caster for that he can summon it. Other is used with Abjuration spells to permanently imprison a being. One can say that Seals are used to create long-lasting spells. Powers of Sealing: none. Use the powers of other fields. Transmutation- spells that change objects, either their features, or completely to other object. Powers of Transmutation: Change Environment, Density Increase, Duplication, Enhanced Senses, Extra Limbs, Growth, Multiform, Shape Shift, Shrinking, Stretching, Transform. Other powers with certain special effects can be treated as Transmutation powers- transfiguration of the ground to carry the caster as a type of running or flight. Abjuration- spells that deals with defense. The basic are defense spells, but true Adjurors can deny spells entirely. Powers of Abjuration: Aid, Armor, Damage Reduction, Damage Resistance, Dispel, Flash Defense, Force Field, Force Wall, Healing, Knockback Resistance, Life Support, Mental Defense, Missile Deflection, Power Defense, Succor. Attack power with damage shield can sometimes be treated as Abjuration powers, as well as other powers with defensive special effects- such as illusions ment for warding (invisibility ward, for one). Disruption- spells that are meant to harm others. Powers of Disruption: Drain, Ego Attack, Energy Blast, Entangle, HKA, RKA, Suppress, Hand-To-Hand Attack. Several other powers can be defined as Disruption powers- transforming the enemy into a harmless critter, using Telekinesis to hit him, using Change Environment to hinder him and many powers brought with Usable As Attack. Illusion- spells that deal with the senses of others. Powers of Illusion: Darkness, Flash, Images, Invisibility, Mental Illusions. Many other powers can be view as "illusions made real", like killing attack, force walls or entangle, to name a few. Reflection- spells that deals with the minds of others and also with the general field of thought, which include spells it the areas of divinations. Powers of Reflection: Clairsentience, Mind Control, Mind Link, Mind Scan, Telekinesis, Telepathy. BOECV can have some powers classified as Reflection powers and +OCV/DCV powers can have special effect of divination. System of Sorcery: I'll start with traditional sorcery buildup and then move to other traditions of sorcery because they are built on the same foundations. [18rc] Traditional Sorcery: Variable Power Pool, 10** base + 8 control cost, Cosmic (+2); all slots Power Can Draw END from Character or END Reserve (+1/4) (26 Active Points); Limited Class Of Powers Available Magic (-1/4); all slots Requires A Sorcery Skill Roll And A Spell Field Skill Roll (-3/4) As use can see, a wizard needs to make 2 skill rolls to cast a spell- a Sorcery Skill roll which deals with the control of power and a Spell Field Skill roll which deals with the shaping of the spell. Some wizards are better in one or other field of spells, and so can cast those spells more easily. Options- Some wizards use objects to help focus the energy needed to cast a spell. If one takes focus as limitation he must take reduced endurance. [16rc] Focused Traditional Sorcery: Variable Power Pool, 10 base + 6 control cost, Cosmic (+2); all slots Power Can Draw END from Character or END Reserve (+1/4), Reduced Endurance (1/2 END; +1/4) (27 Active Points); Limited Class Of Powers Available Magic (-1/4); all slots OAF (-1), Requires A Sorcery Skill Roll And A Spell Field Skill Roll (-3/4) That's it for now. More sorcery traditions will come in the future. ===== Notes: * There can't be any Faster-Than-Light Travel in this setting, but I mentioned it anyway. ** I put 10 points on the VPP just for the sake of example. Wizards are by no means limited to this sum.
  7. Re: Paladin Warrior of the Holy Light Holy Light Abilities, all slots Requires A Faith Roll (-1/2), Gestures (-1/4) 27 1) Redemption: Healing BODY 6d6, Resurrection (80 Active Points); Resurrection Only (-1/2), Others Only (-1/2), Requires A Faith Roll (-1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4) 8 26 2) Touch of Light: Healing BODY 2d6, Decreased Re-use Duration (1 Minute; +1 1/4) (45 Active Points); Requires A Faith Roll (-1/2), Gestures (-1/4) 4 32 3) Flash of Light: Healing BODY 2d6, Area Of Effect (5" Radius; +1), Decreased Re-use Duration (1 Minute; +1 1/4) (65 Active Points); Requires A Faith Roll (-1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4) 6 20 4) Holy Fire: Energy Blast 2d6, Affects Desolidified Any form of Desolidification (+1/2), No Normal Defense (Protection from Holy damage; +1), Does BODY (+1) (35 Active Points); Requires A Faith Roll (-1/2), Gestures (-1/4) 3 23 5) Consecration: Energy Blast 2d6, Affects Desolidified Any form of Desolidification (+1/2), Explosion (+1/2), No Normal Defense (Protection from Holy damage; +1), Does BODY (+1) (40 Active Points); Requires A Faith Roll (-1/2), Gestures (-1/4) 4 10 6) Exorcism: +30 PRE (30 Active Points); Limited Power Only to make Fear based PRE Attacked (-1/2), Limited Power Only vs. Creatures of the Shadow (-1/2), Requires A Faith Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4) 3 14 7) Holy Shield: Force Field (5 PD/5 ED) (Protect Carried Items), Hardened (+1/4) (25 Active Points); Requires A Faith Roll (-1/2), Gestures (-1/4) 2 12 8) Cleanse: Dispel 6d6, any Poision, Disease power one at a time (+1/4) (22 Active Points); Requires A Faith Roll (-1/2), Gestures (-1/4) 2 8 9) Sense Shadow: Detect Creatures of the Shadow 11- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Sense (17 Active Points); Requires A Faith Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4) 2 A revision. Added: 1. A PRE attack against shadow creatures. 2. Protection power. 3. Poision/Disease removing power. 4. Sensing power to detect shadow creatures.
  8. Re: Paladin Warrior of the Holy Light Maybe. What if I enlarge the concept to "creaturs of the dark"? I think 2 attack powers is enough. Could work. I need to give it some thought.
  9. "Hands up high Oh warriors of light And carry on a thousand times You're forever lasting ride Land of light The glorious unite Oasis for a thousand lifes Forever we survive" - Freedom Call, Warriors of Ligth. So, I have World of Warcraft and sometime about two weeks ago urge came over me to play a Paladin. Not the best class choice in the game, I know, but their fluff is one of the best. After a while I started planing on building a nice Paladin character. The paladins in D&D just sucks, and unfortunately my roleplaying group plays D&D, but two thing still keep me happy: 1. There is a good paladin class in World of Warcraft RPG, and 2. I can alway start playing around with HERO. And so I did. Mind you, this in not a complete character yet, just a couple of ideas. Holy Light Abilities, all slots Requires A Faith Roll (-1/2), Gestures (-1/4) 27 1) Redemption: Healing BODY 6d6, Resurrection (80 Active Points); Resurrection Only (-1/2), Others Only (-1/2), Requires A Faith Roll (-1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4) 8 26 2) Touch of Light: Healing BODY 2d6, Decreased Re-use Duration (1 Minute; +1 1/4) (45 Active Points); Requires A Faith Roll (-1/2), Gestures (-1/4) 4 32 3) Flash of Light: Healing BODY 2d6, Area Of Effect (5" Radius; +1), Decreased Re-use Duration (1 Minute; +1 1/4) (65 Active Points); Requires A Faith Roll (-1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4) 6 20 4) Holy Fire: Energy Blast 2d6, Affects Desolidified Any form of Desolidification (+1/2), No Normal Defense (Protection from Holy damage; +1), Does BODY (+1) (35 Active Points); Requires A Faith Roll (-1/2), Gestures (-1/4) 3 23 5) Consecration: Energy Blast 2d6, Affects Desolidified Any form of Desolidification (+1/2), Explosion (+1/2), No Normal Defense (Protection from Holy damage; +1), Does BODY (+1) (40 Active Points); Requires A Faith Roll (-1/2), Gestures (-1/4) As you can see, the powers are divided as the following: 1. A Resurrection power. 2. A single target healing power. 3. A AOE healing power. 4. A single target attack power. 5. A AOE (Explosion, actually) attack power.
  10. Re: Help with Werewolves Of Wolf and Man is a werewolf writeup in the Ogmios Project.
  11. Re: Gun-Fu or MA with guns question Watch Equilibrium, understand Gun Kata.
  12. Icel

    Vanor: races

    Re: Vanor: races Races of Vanor Revised Elves 4 +4 STR. 4 +2 CON. 4 Running +2". 8 Magesight: Detect Magic 11- (Sight Group), Discriminatory. 10 Starsight: Ultraviolet Perception (Sight Group), Discriminatory. 3 Longevity: Life Support (Longevity: 560 Years). -10 Distinctive Features: Elf (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures). 23 Total Cost Dwarves 8 +4 CON. 2 +2 INT. 10 Darkvision: Nightvision, Discriminatory. 10 Poison Immunity: Life Support (Immunity: All terrestrial poisons and chemical warfare agents). 2 Longevity: Life Support (Longevity: 320 Years). -5 Distinctive Features: Dwarf (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures). -4 -2'' Running. 23 Total Cost Gnomes 4 +4 INT. 4 +2 EGO. 10 Inquisitive Mind: +2 with Intellect Skills. 4 Acute Smell: +4 PER with Smell/Taste Group. 2 Longevity: Life Support (Longevity: 240 Years). -5 Distinctive Features: Gnome (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures). 23 Total Cost Humans 4 Strong Minded: Mental Defense (4 points + base points from EGO) 10 Highly Social: +2 with Interaction Skills 3 Jack of All Trades 5 Human Spirit: Luck 1d6 22 Total Cost Trolls 4 +4 INT. 6 +2 DEX. 4 Running +2". 9 Ambidexterity (no Off Hand penalty). 12 Troll Blood: Healing 1 BODY, Can Heal Limbs, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (34 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2). 1 Longevity: Life Support (Longevity: 200 Years). -10 Distinctive Features: Troll (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures). 26 Total Cost Ogers 4 +4 INT. 2 +2 PRE. 9 Ogre Hide: Armor (3 PD/3 ED), Inherent (+1/4) (15 Active Points). 9 Ambidexterity (no Off Hand penalty). 12 Troll Blood: Healing 1 BODY, Can Heal Limbs, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (34 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2). 4 Longevity: Life Support (Longevity: 1040 Years). -15 Distinctive Features: Ogre (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures). 25 Total Cost Goblins 12 +4 DEX. 4 +2 EGO. 6 Extra Joint, Strong Legs: Leaping +4". 9 Extra Joint, Strong Legs: Running +3". 12 Extra Joint, Strong Legs: +2 with Acrobatics. 4 Distinctive Features: Goblin (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures). -1Short Life Span (60 Years). 24 Total Cost Orcs 8 +4 EGO. 2 +2 STR. 5 Call of the Wild: Mental Awareness 10 Acute Hearing: Tracking with Hearing Group 4 Acute Hearing: +2 PER with Hearing Group -5 Distinctive Features: Orc (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures). 23 Total Cost ===== As you can see, Vanor now has Gnomes! They are a subrace of Dwarves. The Orcs and Humans have beed greatly modified.
  13. Icel

    Vanor: races

    Re: Vanor: races I didn't want to just open a new thread for this, but I did wanted to show you my new map of Vanor, here. The world's site itself is in hebrew, so I don't expect you to read it.
  14. Re: Magic irem writeup question Thanks for all you replays. Is there a diffrance if I want it to be FW and not Armor?
  15. Re: Magic irem writeup question What? Armor is a persistent power. For it to be Instant I need to downgrade him 2 levels- to Constant and then to Instant. This was done with HD, so how can it be worng?
  16. My Gm gave my (what I think is) a cool magic item. We are playing D&D in our group and so I want to convert this item into HERO stats. This is called Orb of defense. Oce per day it gives a +7 AC bonus, for the next attack only. I wrote it up like this: Zhenkir Orb of Defense: Armor (10 PD/10 ED) (30 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Instant (-1/2), Nonpersistent (-1/4). The PD/ED amount is unimportant for now. The thing I want to know is if the Instant (-1/2), Nonpersistent (-1/4) limitations provides the "for the next attack only" effect? P.s. sorry for the typing error in the subject line, but it can't be edited...
  17. Icel

    Vanor: races

    Re: Vanor: races the only realy different races are the elves and the ogres. I like the names and I don't like changing them. Also, its a world that has been published over the net for some time, so I don't going to make big changes.
  18. Icel

    Vanor: races

    Re: Vanor: races Ok, I get you point and it will be done.
  19. Icel

    Vanor: races

    Re: Vanor: races The thing is, it's part of being an orc. It will be unfair for onr orc characters to have more points because he chose not the have any magical abilities...
  20. Icel

    Vanor: races

    Re: Vanor: races I said before that there was an error. The error is that I need to add a RSR to the orc mind link power. The skill will be any "mystic"/ magic skill, to represent that only orcs with at least a little spiritual learing can use his mind link.
  21. Icel

    Vanor: races

    Re: Vanor: races First about the orcs: the orcs are connected to the spirit world also known as the "dead zone". this connection allows them to reach to each other in direct mind link. Training may give some orcs (known as seers) more control over thier connection. But I just saw an error that needs to be fixed... INT bonus for the trolls and ogres: they are just plain smart.
  22. Re: Backlash Attack Can't Link work? i.e. EB linked to Missle Deflection?
  23. Icel

    Vanor: races

    Vanor is a fantasy setting I have been working on for several years, and since I got my HERO book I'm starting to make a vanor conversion for it. For now I have built some racial pakage deals for all the player races in vanor and I'll like to post them for a review, if you may. Elves (not your everyday elves...): 4 +4 STR. 4 +2 CON. 4 Running +2". 8 Magesight: Detect Magic 11- (Sight Group), Discriminatory. 10 Starsight: Ultraviolet Perception (Sight Group), Discriminatory. 3 Longevity: Life Support (Longevity: 560 Years). -10 Distinctive Features: Elf (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures). 23 Total Cost Dwarves: 8 +4 CON. 2 +2 INT. 10 Darkvision: Nightvision, Discriminatory. 10 Poison Immunity: Life Support (Immunity: All terrestrial poisons and chemical warfare agents). 2 Longevity: Life Support (Longevity: 320 Years). -5 Distinctive Features: Dwarf (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures). -4 -2'' Running. 23 Total Cost Humans: 4 Strong Minded: Mental Defense (4 points + base points from EGO) 10 Highly Social: +2 with Interaction Skills 14 Total Cost Note: those are just basic human features. There is a human sub-race with much greater capabilities. Trolls: 4 +4 INT. 6 +2 DEX. 4 Running +2". 9 Ambidexterity (no Off Hand penalty). 12 Troll Blood: Healing 1 BODY, Can Heal Limbs, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (34 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2). 1 Longevity: Life Support (Longevity: 200 Years). -10 Distinctive Features: Troll (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures). 26 Total Cost Ogres: (Basicly a subrace of trolls) 4 +4 INT. 2 +2 PRE. 6 Ogre Hide: Armor (2 PD/2 ED), Inherent (+1/4) (15 Active Points). 9 Ambidexterity (no Off Hand penalty). 12 Troll Blood: Healing 1 BODY, Can Heal Limbs, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (34 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2). 4 Longevity: Life Support (Longevity: 1040 Years). -15 Distinctive Features: Ogre (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures). 22 Total Cost Goblins: 12 +4 DEX. 4 +2 EGO. 6 Extra Joint, Strong Legs: Leaping +4". 9 Extra Joint, Strong Legs: Running +3". 12 Extra Joint, Strong Legs: +2 with Acrobatics. 4 Distinctive Features: Goblin (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures). -15 Short Life Span (60 Years). 24 Total Cost Orcs: 8 +4 EGO. 2 +2 STR. 18 Spiritual Connection: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Inherent (+1/4) (31 Active Points); Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4), Stops Working If Mentalist Is Knocked Out (-1/4). -5 Distinctive Features: Orc (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures). 23 Total Cost
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