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Hierax

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  1. Re: Rolemaster Magic Conversions? Oh yeah, another thing about the Realms of Magic Power Pools Modifiers: Difficult to Dispel (+1/4 to +1/2) for any Hybrid and Arcane Magic: +1/4 for Hybrid but not vs. same 2 Hybrid Realms or Arcane (-0, +1/4 total), +1/2 for Arcane but not vs. all 3 Realms or Arcane (-0, +1/2 total), This follows the logic of Arcane Companion. You could instead take the opposite view and instead make Hybrid and Arcane Magics more fragile/susceptible to Dispelling/Suppressing etc. and give Hybrid a -1/4 Limitation and Arcane a -1/2 Limitation. Note: these modifiers cost applies to the pool, and the effect also applies to the Slots, but the cost doesn't as per the rules for Advantages on Frameworks.
  2. Re: Rolemaster Magic Conversions? in fact, just the other day, I was looking at a variant of having Animist/Druid/Rangers as Essence instead of Channeling spell-users.
  3. Re: Rolemaster Magic Conversions?
  4. Re: Rolemaster Magic Conversions? I'm glad it's useful to someone! Yes, Illithids/Mindflayers and Zainmoth/Cthughans are definitely linked and as I merge D&D and RM into FH the two become one but Lovecraft et al. and Call of Chthulhu ever lurk behind the scenes. Re: Darkspace: FYI, check out Monte Cook's Chaositech for a d20 take on things and as close of an update/expansion that I'm aware has been done. I would also look at Babylon 5 for some great Darkspace-related/themed stuff -- heck, if you look closely you can see how some Spacemaster elements actually show up in B5!
  5. Re: battle Wear vs. Town Wear I remember way back in AD&D 1st ed. some players trying to talk their way into a city as "Humble Sheep Herders" including: Human battle-scarred wearing blackened full-plate, shield, huge 2-handed sword, spike flail, etc. Half-Troll with some huge weapon, spiked club/mace I think Half-Ogre with spiked leather and gigantic bastard sword Needless to say, they didn't have any luck in getting in -- all they achieved was a good laugh for the gate guards and myself!
  6. Re: Urban Fantasy Setting: Here There Be Monsters Great thread guys, you just keep cranking out the awesome!
  7. FH – Magic - Triple Triangle Thaumaturgy Here's a Pyramid power progression Magic System where the lesser spells can be used more often than the more powerful spells. It uses Multiple (1-3) Multi-Power Pools with each Magic Pool having 3 sub-tiers/levels of Magic. It uses MPP with Conserved Charges and Spell Slots that Require Multiple Charges. This will allow for a soft restriction on spell use between that of a spell point END based System and a strict predictable Charge-based system. The interaction of these 2 limitations is a subtle but far-reaching balancing/control mechanism. (note: I've modified Steve Long's excellent idea of Conserved Charges (DH, APG) with slightly different values that make it more symmetrical/logical progression.) FWIW, each Spell Level of 10 Active Points is only a rough approximation it can actually range from anything that would give it 1 END per Level at 1/10 AP or, alternately, 1-19 = 1st, 20-29 = 2nd, ect... simply slot in spells from whatever source you wish. (note: if you are using Killer Shrike's excellent D&D conversion system he uses 15 AP per Spell Level but my spell levels are 10 AP per Caster Level, it actually works out very close to the same, but there are slight differences) Cost Powers END 8 Triple Triangle Apprentice Magic Power Pool (Low Level): Multipower, 30-point reserve, 9 Charges (Conserved Charges [APG.143 Modified]: Charges Expended on 8-/25% or Conserved on 12-/75%; -0) (30 Active Points); all slots OAF Expendable (Difficult to obtain new Focus; -1 1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Requires A Roll (Skill roll, -1 per 20 Active Points modifier; -1/4), Side Effects (-1/4) 1v 1) 1st Level Spell (10 Active Points) 1 1v 2) 1st Level Spell (10 Active Points) 1 1v 3) 1st Level Spell (10 Active Points) 1 1v 4) 1st Level Spell (10 Active Points) 1 1v 5) 1st Level Spell (10 Active Points) 1 1v 6) 1st Level Spell (10 Active Points) 1 1v 7) 1st Level Spell (10 Active Points) 1 1v 8) 1st Level Spell (10 Active Points) 1 1v 9) 1st Level Spell (10 Active Points) 1 1v 10) 2nd Level Spell (20 Active Points); Requires Multiple Charges (2 Charges per use; -1 1/4) 2 1v 11) 2nd Level Spell (20 Active Points); Requires Multiple Charges (2 Charges per use; -1 1/4) 2 1v 12) 2nd Level Spell (20 Active Points); Requires Multiple Charges (2 Charges per use; -1 1/4) 2 1v 13) 2nd Level Spell (20 Active Points); Requires Multiple Charges (2 Charges per use; -1 1/4) 2 1v 14) 2nd Level Spell (20 Active Points); Requires Multiple Charges (2 Charges per use; -1 1/4) 2 1v 15) 2nd Level Spell (20 Active Points); Requires Multiple Charges (2 Charges per use; -1 1/4) 2 1v 16) 2nd Level Spell (20 Active Points); Requires Multiple Charges (2 Charges per use; -1 1/4) 2 1v 17) 2nd Level Spell (20 Active Points); Requires Multiple Charges (2 Charges per use; -1 1/4) 2 1v 18) 3rd Level Spell (30 Active Points); Requires Multiple Charges (3 Charges per use; -1 1/2) 3 1v 19) 3rd Level Spell (30 Active Points); Requires Multiple Charges (3 Charges per use; -1 1/2) 3 1v 20) 3rd Level Spell (30 Active Points); Requires Multiple Charges (3 Charges per use; -1 1/2) 3 1v 21) 3rd Level Spell (30 Active Points); Requires Multiple Charges (3 Charges per use; -1 1/2) 3 1v 22) 3rd Level Spell (30 Active Points); Requires Multiple Charges (3 Charges per use; -1 1/2) 3 1v 23) 3rd Level Spell (30 Active Points); Requires Multiple Charges (3 Charges per use; -1 1/2) 3 1v 24) 3rd Level Spell (30 Active Points); Requires Multiple Charges (3 Charges per use; -1 1/2) 3 12 Triple Triangle Journeyman Magic Power Pool (Medium Level): Multipower, 60-point reserve, (60 Active Points); 6 Charges (Conserved Charges [APG.143 Modified]: Charges Expend or Conserve on 10-/50%; -1/4); all slots OAF Expendable (Very Difficult to obtain new Focus; -1 1/2), Extra Time (Extra Segment, -1/2), Requires A Roll (Skill roll, -1 per 10 Active Points; -1/2), Side Effects (-1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) 2v 1) 4th Level Spell (40 Active Points) 4 2v 2) 4th Level Spell (40 Active Points) 4 2v 3) 4th Level Spell (40 Active Points) 4 2v 4) 4th Level Spell (40 Active Points) 4 2v 5) 4th Level Spell (40 Active Points) 4 2v 6) 4th Level Spell (40 Active Points) 4 2v 7) 5th Level Spell (50 Active Points); Requires Multiple Charges (2 Charges per use; -1 3/4) 5 2v 8) 5th Level Spell (50 Active Points); Requires Multiple Charges (2 Charges per use; -1 3/4) 5 2v 9) 5th Level Spell (50 Active Points); Requires Multiple Charges (2 Charges per use; -1 3/4) 5 2v 10) 5th Level Spell (50 Active Points); Requires Multiple Charges (2 Charges per use; -1 3/4) 5 2v 11) 5th Level Spell (50 Active Points); Requires Multiple Charges (2 Charges per use; -1 3/4) 5 2v 12) 6th Level Spell (60 Active Points); Requires Multiple Charges (3 Charges per use; -2) 6 2v 13) 6th Level Spell (60 Active Points); Requires Multiple Charges (3 Charges per use; -2) 6 2v 14) 6th Level Spell (60 Active Points); Requires Multiple Charges (3 Charges per use; -2) 6 2v 15) 6th Level Spell (60 Active Points); Requires Multiple Charges (3 Charges per use; -2) 6 12 Triple Triangle Master Magic Power Pool (High Level): Multipower, 90-point reserve, (90 Active Points); 3 Charges (Conserved Charges [APG.143 Modified]: Charges Expend on 12-/75% or Conserve on 8-/25%; -1); all slots OAF Expendable (Extremely Difficult to obtain new Focus; -2), Extra Time (Extra Phase, Delayed Phase, -1), Requires A Roll (Skill roll, -1 per 5 Active Points modifier; -1), Side Effects (-1), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) 2v 1) 7th Level Spell (70 Active Points) 7 2v 2) 7th Level Spell (70 Active Points) 7 2v 3) 7th Level Spell (70 Active Points) 7 2v 4) 8th Level Spell (80 Active Points); Requires Multiple Charges (2 Charges per use; -2 1/4) 8 2v 5) 8th Level Spell (80 Active Points); Requires Multiple Charges (2 Charges per use; -2 1/4) 8 2v 6) 9th Level Spell (90 Active Points); Requires Multiple Charges (3 Charges per use; -2 1/2) 9 3 MPPs 45 Slots for Individual Spells Total Powers Cost: 98 Notes: This (above) is for a Master Wizard (equivalent of a 9th level D&D Magic-user or 18th Level Rolemaster Pure Spell-user). For a Journeyman only the first 2 MPP with 3 Charges on the MPP and 1x6th, 2x5th, 3x4th; and with 6 charges on the MPP and 4x3rd, 5x2nd, 6x1st level spells; with the (above) Master Common Limitations on the Journeyman MPP and the (above) Journeyman Common Limitations on the Apprentice MPP. For an Apprentice only the first MPP with 3 Charges on the MPP and with 1x3rd, 2x2nd, 3x1st level spells; with the (above) Master Common Limitations on the Apprentice MPP. If you wish to further reduce the cost, I suggest using Killer Shrike's great idea for a so-called "Spontaneous Casting Discount" (see his Vancian Sorcery) of -1/2 per additional MPP which I'd call a "Multiple Magic Pool Discount" and give -1 per additional MPP. FWIW, I've stripped out the Greyhawk flavour of my original to present this as a neutral generic mechanic more easily adopted by others. The short of it is: this is a Magic System used by certain Agents of Balance on Oerth serving Boccob/Zagyg/etc. and there are related Martial/Monk/Psion and Martial/Fighter/Thief schools with a similar underlying dual-axis tripartite 9-Alignment Balancing philosophy.
  8. Re: Rolemaster Magic Conversions? ARCANE All Arcane Spell Lists: all slots common (-4): Mindful Manipulation: Concentration (½ DCV, ESF: none -3, 0 DCV +1; -¼), Power Points: Costs END (all spells must Cost END even if only to start, ESF: x½ END -3, x2 END +1, x3 END +2, etc.; -0), Personal Power: END Cost Increased (Increased END x2: END x1 from both END Reserve and Personal END, only to start spell, ESF: x½ END -6, x1 END -3, x4 END +1, x6 END +2, etc.; -¼), Essence Flow Power Variability (more or less powerful depending on local essence conditions, variable extreme effect; -0), Essence Flow Sensory Disturbance - Perceivable (+1/5 Active Points to PER by Arcane and Essence spell-users, +1/10 by Mentalism and Channeling; -¼), Extra Time (Casting Time: varies by spell list type: see below), Gestures (Hands: 2-h +0, ESF: 0-h -6, 1-h -2; -½), Incantations (Voice: Normal Voice +0, ESF: None -2, Whisper -1, Shout +1; -¼), Realm Restriction: (Armor Worn: none +0, ESF: organic -1/2rED, organic/inorganic -1/1rED, inorganic -2/1rED; -¼), Realm Restriction: (Helm Worn: none +0, ESF: organic -2, organic/inorganic -4, inorganic -6; -¼), Realm Restriction: (Material Carried: none +0, ESF: inorganic -1/10 kg/20lbs over 10 kg/-20 lbs; -¼), Requires a Skill Roll (varies by type of spell list: see below) Requires a Roll (Arcane Spell Failure, 4%: Activation 15- or unmodified 16+ apply on the regular Skill Roll dice; -0), Resistance Roll - living beings and magical objects are often Subject to a Skill vs. Skill Contest (modified by materials of target’s armor, helm, shield, etc.; -¼), Side Effects (Spell Failure - SF - greater: variable average of 45 Active Points or ¾ power, affects both character and environment; -1), Side Effects (Extraordinary Spell Failure - ESF - only upgrade from major to extreme: variable average of 60 Active Points or full power, affects character and environment, only if choose to use ESF modifiers; -¼), Side Effects (Power Drain: minor, END is LTE for both END Reserve and Personal END, x1 for SF, x3 for ESF; -¼), Base Arcane (Primary Spell Lists): 
all slots (-½ = -4½ total) [(semi- -¾ = -4¾ total)] Extra Time (Delayed Phase, Class I Spell, +1 to Skill Roll for each step of more Extra Time, -3 to Skill Roll for each step of less Extra Time; -¼), Requires A Roll (Skill roll, -1/20 Active Points; -¼), 
[(semi- = -1/10 Active Points; -½)] Open Arcane (Secondary Spell Lists): 
all slots (-1 = -5 total) Extra Time (Extra Segment, Class II Spell, +1 to Skill Roll for each step of more Extra Time, -3 to Skill Roll for each step of less Extra Time; -½), Requires A Roll (Skill roll, -1/10 Active Points; -½), Closed Arcane (Tertiary Spell Lists): 
all slots (-2 = -6 total) [(pure -1½ = -5½ total)] Extra Time (Extra Phase, Delayed Phase, Casting Time for Class III Spell, ESF: +1 to Skill Roll for each step of more Extra Time, -3 to Skill Roll for each step of less Extra Time; -1), Requires A Roll (Skill roll, -1/5 Active Points; -1), 
[(pure spell-users = -1/10 Active Points; -½)]
  9. Re: Rolemaster Magic Conversion MENTALISM All Mentalism Spell Lists: all slots common (-2): Mindful Manipulation: Concentration (½ DCV, ESF: none -3, 0 DCV +1; -¼), Power Points: Costs END (all spells must Cost END even if only to start, ESF: x½ END -3, x2 END +1, x3 END +2, etc.; -0), Personal Power: END Cost Increased (Increased END x2: END x1 from both END Reserve and Personal END, only to start spell, ESF: x½ END -6, x1 END -3, x4 END +1, x6 END +2, etc.; -¼), Essence Flow Power Variability: (more or less powerful depending on local essence conditions, minor effect; -0), Essence Flow Sensory Disturbance - Perceivable (+1/10 by Mentalism and Arcane spell-users, +1/20 by Essence and Channeling; -¼), Extra Time (Casting Time: varies by spell list type: see below), Realm Restriction: (Helm or headgear worn: none +0, ESF: organic -6, organic/inorganic -9, inorganic -12; -¼), Requires a Skill Roll (varies by type of spell list: see below) Resistance Roll - living beings and magical objects are often Subject to a Skill vs. Skill Contest (modified by target’s headgear; -¼), Side Effects (Spell Failure - SF - minor: 15 Active Points or ¼ power; -¼), Side Effects (Extraordinary Spell Failure, upgrade from minor to major+: variable average of 30 Active Points or ½ power, only if choose to use ESF modifiers; -¼), Side Effects (Power Drain: minor, END is LTE for both END Reserve and Personal END, x1 for SF, x3 for ESF; -¼), Base Mentalism (Primary Spell Lists): 
all slots (-½ = -2½ total) [(semi- -¾ = -2¾ total)] Extra Time (Delayed Phase, Class I Spell, +1 to Skill Roll for each step of more Extra Time, -3 to Skill Roll for each step of less Extra Time; -¼), Requires A Roll (Skill roll, -1/20 Active Points; -¼), 
[(semi- = -1/10 Active Points; -½)] Open Mentalism (Secondary Spell Lists): 
all slots (-1 = -3 total) Extra Time (Extra Segment, Class II Spell, +1 to Skill Roll for each step of more Extra Time, -3 to Skill Roll for each step of less Extra Time; -½), Requires A Roll (Skill roll, -1/10 Active Points; -½), Closed Mentalism (Tertiary Spell Lists): 
all slots (-2 = -4 total) [(pure -1½ = -3½ total)] Extra Time (Extra Phase, Delayed Phase, Casting Time for Class III Spell, ESF: +1 to Skill Roll for each step of more Extra Time, -3 to Skill Roll for each step of less Extra Time; -1), Requires A Roll (Skill roll, -1/5 Active Points; -1), 
[(pure spell-users = -1/10 Active Points; -½)]
  10. Re: Rolemaster Magic Conversion CHANNELING All Channeling Spell Lists: all slots common (-3): Power Points: Costs END (all spells must Cost END even if only to start, ESF: x½ END -3, x2 END +1, x3 END +2, etc.; -0), Divine Favour & Religious Restrictions (spell use can be limited by divine will, religious beliefs, and personal faith; -½), Divine Power Proximity (more or less powerful depending on proximity to divine power source: god, holy site, relic; -0), Essence Flow Power Variability: (none: not affected by fluctuations in, or even absence of, essence flows; -0), Essence Flow Sensory Disturbance - Perceivable (+1/5 Active Points to PER by Channeling & Arcane spell-users, +1/10 by Mentalism, +1/20 by Essence; -¼), Extra Time (Casting Time: varies by spell list type: see below), Gestures (Hands: 1-h +0, ESF: 0-h -4, 2-h +1; -¼), Incantations (Voice: whisper +0, ESF: none -2, normal voice +1, shout +2; -¼), Realm Restriction: Metal Armor Worn: none: +0, ESF: partial-metal -1/1rED, metal -2/1rED; -¼), Realm Restriction: Metal Helm or headgear worn: none: +0, ESF: partial-metal -2, metal -4; -¼), Realm Restriction: Metal Material Carried: none: +0, ESF: -1 per 2.5kg/5lbs over 5 kg/10lbs; -¼), Requires a Skill Roll (varies by type of spell list: see below) Resistance Roll - living beings and magical objects are often Subject to a Skill vs. Skill Contest (modified by metal materials of target’s armor, helm, shield, etc.; -¼), Side Effects (Spell Failure - SF - minor: 15 Active Points or ¼ power; -¼), Side Effects (Extraordinary Spell Failure, upgrade from minor to major+: variable average of 30 Active Points or ½ power, only if choose to use ESF modifiers; -¼), Side Effects (Power Drain: minor, END is LTE for END Reserve, x1 for SF, x3 for ESF; -¼), Base Channeling (Primary Spell Lists): 
all slots (-½ = -3½ total) [(semi- -¾ = -3¾ total)] Extra Time (Delayed Phase, Casting Time for Class I Spell, ESF: +1 to Skill Roll for each step of more Extra Time, -3 to Skill Roll for each step of less Extra Time; -¼), Requires A Roll (Skill roll, -1/20 Active Points; -¼), 
[(semi-spell-users = -1/10 Active Points; -½)] Open Channeling (Secondary Spell Lists): 
all slots (-1 = -4 total) Extra Time (Extra Segment, Casting Time for Class II Spell, ESF: +1 to Skill Roll for each step of more Extra Time, -3 to Skill Roll for each step of less Extra Time; -½) Requires A Roll (Skill roll, -1/10 Active Points; -½), Closed Channeling (Tertiary Spell Lists): 
all slots (-2 = -5 total) [(pure -1½ = -4½ total)] Extra Time (Extra Phase, Delayed Phase, Casting Time for Class III Spell, ESF: +1 to Skill Roll for each step of more Extra Time, -3 to Skill Roll for each step of less Extra Time; -1), Requires A Roll (Skill roll, -1/5 Active Points; -1), 
[(pure spell-users = -1/10 Active Points; -½)]
  11. Rolemaster Magic Conversion Here's my own take on Rolemaster/Shadow World Magic Realms based on an amalgam of RM2/Classic and RMSS/RMFRP (warning it is very detailed!): Power Level: Pure & Hybrid: RM Level 1-20 x5 = FH Active Points cap; Level 30+ x4. Semi-: RM Level 1-20 x4 = FH Active Points cap; Level 30+ x3. Non-: RM Level 1-20 x3 = FH Active Points cap; Level 30+ x2. Frameworks: Frameworks MPP and/or VPP are strongly encouraged (except for non-Spell-users who somehow acquire spells, for them no Frameworks allowed, must buy spells individually) to access the wide variety and large number of spells available to RM spell-users. Type of Spell List (Base, Open, Closed) and Type of Spell User (Pure, Hybrid, Semi-, Non-) determine the Skill Roll penalty based on the Active Points of the spell: Pure Spell Users: Base Spell Lists -1/20; Open -1/10, Closed -1/10. Hybrid- Base Spell Lists -1/20; Open -1/10, Closed -1/5. Semi-: Base Spell Lists -1/10; Open -1/10, Closed -1/5. Non-: Open -1/5. Notes: n.b. I changed how the Class of a Spell works from being based on the level of the caster relative to the level of the spell to being based on whether the spell list is open, closed, or base -- much less hassle that way in RM or FH. ESF (Extra-ordinary Spell Failure): is the most complicated part but it's not as bad as you might think, basically if a caster chooses to break/stretch the magic realm restrictions when casting a spell they get additional modifiers to the Skill Roll and an increased intensity of Side Effect as well. It is an optional rule in RM that adds detail, if you like the restrictions more absolute, simply ignore this layer of complexity. ESSENCE: All Essence Spell Lists: all slots common (-3): Power Points: Costs END (all spells must Cost END even if only to start, ESF: x½ END -3, x2 END +1, x3 END +2, etc.; -0) Essence Flow Power Variability: (more or less powerful depending on local essence conditions, major effect; -0), Essence Flow Sensory Disturbance - Perceivable (+1/5 Active Points to PER by Essence & Arcane spell-users, +1/10 by Mentalism, +1/20 by Channeling; -¼), Extra Time (Casting Time: varies by spell list type: see below), Gestures (Hands: 1-h +0, ESF: 0-h -6, 2-h +2; -¼), Incantations (Voice: normal voice +0, ESF: none -3, whisper -0, shout +1; -¼), Realm Restriction: Armor Worn: none: +0, ESF: organic -1/2rED, organic/inorganic -1/1rED, inorganic -2/1rED; -¼), Realm Restriction: Helm or headgear worn: none: +0, ESF: organic -4, organic/inorganic -6, inorganic -8; -¼), Realm Restriction: Material Carried: none: +0, ESF: live organic -1 per 12.5kg/25lbs over 25kg/50lbs, dead organic -1 per 2.5kg/5lbs over 5kg/10lbs, inorganic -2 per 2.5kg/5lbs over 2.5kg/5lbs; -¼), Requires a Skill Roll (varies by type of spell list: see below) Resistance Roll - living beings and magical objects are often Subject to a Skill vs. Skill Contest (modified by materials of target’s armor, helm, shield, etc.; -¼), Side Effects (Spell Failure - SF - major: variable average of 30 Active Points or ½ power, affects both character and environment; -¾), Side Effects (Extraordinary Spell Failure - ESF - only upgrade from major to extreme: variable average of 60 Active Points or full power, affects character and environment, only if choose to use ESF modifiers; -¼), Side Effects (Power Drain: minor, END is LTE for END Reserve, x1 for SF, x3 for ESF; -¼), Base Essence (Primary Spell Lists): 
all slots (-½ = -3½ total) [(semi- -¾ = -3¾ total)] Extra Time (Delayed Phase, Casting Time for Class I Spell, ESF: +1 to Skill Roll for each step of more Extra Time, -3 to Skill Roll for each step of less Extra Time; -¼), Requires A Roll (Skill roll, -1/20 Active Points; -¼), 
[(semi-spell-users = -1/10 Active Points; -½)] Open Essence (Secondary Spell Lists): 
all slots (-1 = -4 total) Extra Time (Extra Segment, Casting Time for Class II Spell, ESF: +1 to Skill Roll for each step of more Extra Time, -3 to Skill Roll for each step of less Extra Time; -½), Requires A Roll (Skill roll, -1/10 Active Points; -½), Closed Essence (Tertiary Spell Lists): 
all slots (-2 = -5 total) [(pure -1½ = -4½ total)] Extra Time (Extra Phase, Delayed Phase, Casting Time for Class III Spell, ESF: +1 to Skill Roll for each step of more Extra Time, -3 to Skill Roll for each step of less Extra Time; -1), Requires A Roll (Skill roll, -1/5 Active Points; -1), 
[(pure spell-users = -1/10 Active Points; -½)]
  12. Re: Western Spaghetti Samurai Frontier Feel to Fantasy Sword & Sorcery Armor, eh? well... The heart, Ramone. Don't forget the heart. Aim for the heart, or you'll never stop me.
  13. Re: Herb that heals 'Impairing Effects' or 'Disabling Effects' In terms of Disabling, you could use the guideline for Side Effects of each 1 Character Point of Complication/Disadvantage = 1 BODY for purposes of Healing (H6e1.394). I suppose you could also treat lesser Impairments like LTE for recovery REC/day or /5 hours of rest. You could create a scale of injuries based on the Time Chart for REC Healing of the BODY / Character Point Complication/Disadvantage equivalent; like Drains etc. have to buy up on the Time Chart for inflicting long-term BODY Damage, you could have Healing similarly have to buy up on the Time Chart to effect the more serious injuries.
  14. Re: Rolemaster Shadow World Conversion Shards: in addition to the basic info in the Shadow World Box/books there is also a chapter/section on Shards and Shard creation in RMSS's Arcane Companion that might be worth a look.
  15. Re: Rolemaster Magic Conversions? FWIW, I convert Rolemaster Spell Casters Casting Levels like this: Pure/Hybrid/Arcane Spell Users (High-Medium Powered Conversion): 1st - 20th Level: RM Level x 5 = FH Active Points (RM Level x .5 = D&D Level) 30th+ Level: RM Level x 4 = FH Active Points (RM Level x .4 = D&D Level) RM Level = FH AP: 5=25, 10=50, 15=75, 20=100, (25=110), 30=120, 40=160, 50=200, 60=240, 70=280, 80=320, 90=360. Semi-Spell Users (Medium-Low Powered Conversion): 1st - 20th Level: RM Level x 4 = FH Active Points (RM Level x .4 = D&D Level) 30th+ Level: RM Level x 3 = FH Active Points (RM Level x .3 = D&D Level) RM Level = FH AP: 5=20, 10=40, 15=60, 20=80, (25=85), 30=90, 40=120, 50=150, 60=180, 70=210, 80=240, 90=270. YMMV, but the suggested RM Level Conversion of x .75 or x .6 is too high. Some of the better FH Conversions in the Shadow World stuff use a x3/.3 conversion ratio which works but is somewhat at the low-end of the power scale (IMO). This is all IMO as I try to work out things so that I can use D&D and Rolemaster and Fantasy Hero stuff interchangeably (to best leverage the library) -- 20th level RM Lord = 10th level D&D Lord; 50th level Rolemaster normal max = 20th level D&D normal max. Now, if that isn't a concern for you, then go with something that fits the power-level that you prefer to play at; basically I'd suggest a Level to level/Active Point formula of: x5/x.5 = high-powered conversion x4/x.4 = medium-powered conversion x3/x.3 = low-powered conversion I essentially did a hybrid of these to make it work best for me for most character conversions for Shadow World and MERP. P.S. Note that when converting the actual Character Level of Semi- Spell Users I use the same formula as for Pure/Hybrid/Arcane Spell users, effective Caster Level is where Semi- Spell Users are lesser and thus get less Active Points for their Power Pools. That's how I convert Rolemaster Magic Power Levels, how about you guys? What Level : Active Point ratio do you tend to use?
  16. Re: Rolemaster Magic Conversions? Great idea! Shadowcat, if you're only going to do a single conversion for each RoleMaster character from Heroes and Rogues, either: do the conversions at 20th level that way everything is included and just remove and reduce to get lower powered versions or convert at 10th level to have an average take on the character that can be scaled up or down from that mid-point. Or If you're going to do 2 conversions do 1st and 20th and then you have the full range of the character and can fill anything in between in pretty easily. Another way to look at it is to convert it at whatever level you think is about equal to a standard Hero System kind of character, so they are easily comparable and compatible with other existing FH Characters. Heck, I'm sure we're all happy to see them at whatever level you want to do them at! Bismark, btw, what RM levels are the characters (200-225 points, 50-75 AP Spells) you posted at? (everyone converts things a bit differently so it's useful to know the scale the conversion works on) Anyway, good threat guys! keep it coming...
  17. Re: Herb that heals 'Impairing Effects' or 'Disabling Effects' Link to relevant old thread: http://www.herogames.com/forums/showthread.php/45018-If-Healing-was-a-flavor-HERO-Vanilla
  18. Re: Herb that heals 'Impairing Effects' or 'Disabling Effects' I'd like to see more of this Rolemaster/MERP-like herb healing stuff and a lot of it could very well be built as heavily limited Healing effects but there are other things one could do as well, here's one crazy idea: Some forms of Disabling are effectively like Transforms giving a character a Disadvantage/Complication, so a Transform based on the BODY of the limb could be used to remove the Disabling just as some other herbs could grant a Power/Skill/Talent by using a Transform mechanism. Granting Infravision vs. Curing Blindness from a head wound depending on how many points the Blindness costs kind of thing. Besides using the Impairing/Disabling BODY value of the limb you could use a point value of the ability (Power/Skill/Talent) being granted or removed. Or you could even use Dispel vs. the point value of the Disadvantage/Complication (or Negative Skill Levels) equivalent that the Impairment/Disabling has caused. Lots of options.
  19. Re: Rolemaster Shadow World Conversion Here's an updated version of the Skills conversion: [edit : working on new update of file ... ] having now re-done numerous conversion examples it looks like this one should work better than the old version.
  20. Re: Rolemaster Shadow World Conversion For my 1,00th post on the Hero Boards: Since some of you seemed to find my Characteristic Conversion useful, here's my Skill Conversion document for RoleMaster (and d20) to Fantasy Hero System: [edit: removed old file, updated file in message below] This works specifically for Shadow World, Middle Earth Roleplaying (MERP), and generic Rolemaster (as well as for d20 D&D 3.xe and Pathfinder). It'll work for everything ranging from the starting characters of Terry Amthor's "Grand Campaign", through the Heroes and Rogues characters, right up to the big boy Kuor himself. Hopefully some of you will find this Skill conversion to be useful.
  21. Re: Sword & Sorcery Showdowns - Fast Draw and Initiative Modifiers? All of these look good, Thanks!
  22. Re: Cool Guns for your Games Is there a modern equivalent of a LeMat Pistol -- with both regular bullets and a shotgun style one both in the same handgun? That would be cool.
  23. Re: Western Spaghetti Samurai Frontier Feel to Fantasy Sword & Sorcery Actually just did a few days ago along with Django too.
  24. I'd like to add the feel of flavourful elements from Spaghetti Westerns and Samurai Chanbara but still maintain a strong Sword & Sorcery Fantasy feel. Suggestions?
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