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Cantriped

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Everything posted by Cantriped

  1. Re: What I Learned Playing a Mage.... HODOKEN is the only spell you'll ever need. Unda Pugneus (Spell, Black Magic) The Unda Pugneus is a vile spell which drains love from the world and twists it into destructive energy capable of mass destruction Unrivaled by any spell before it. Effect: RKA 4d6, Armor Piercing, (energy based) Target/Area affected: 1km Casting Time: Full Phase Procedures: Incantations, Gestures, Concentration (1/2 DCV) Duration: Instant Range: 16875” (17.8 km) Magic Roll Penalty: -15 END Cost: 30 Charges: 1 of 1 Game Information: RKA 4d6; Armor Piercing (+1/2), Area Of Effect (one Hex; +1/2), Megascale (AoE) (1km/1”; +1/4), Range Advantage (25x Active points, Not counting this Advantage; +1/4) (150 active points, 135 for range calculation); Incantations (Hadoken!) (-1/4), Gestures (-1/4), Charges (Plus Endurance)(1 charge) (-2 1/2), Concentration (1/2 DCV) (-1/4), Extra Time (Full Phase) (-1/2), Increased Endurance Cost: x2 (-1/2), Requires a Skill Roll (Black Magic; -1/2). Total Cost: 26 Point
  2. Re: A Killing Song True, that one is tougher to adjudicate, Mental illusions would probably work, better. My main problem is that Mental powers usually have to be pretty high on the AP scale to be useful, even if the RP is low. which can make it touch to get into some campaigns iwth the character.
  3. Re: A Killing Song Song of Illusions: Sight , Hearing , Smell/Taste and Touch Groups Images Increased Size (2" radius; +1/4), Reduced Endurance (1/2 END; +1/4) (31 Active Points); Incantations (Requires Incantations throughout; -1/2), Voice Range Incantations (-1/2) again, form the same bard.
  4. Re: The Echoes of Heaven This looks like a really nice campaign concept, I might just have to get this one.
  5. Re: A Killing Song Dirge of the Fallen:This haunting performance is so heart rending and tragic that those that hear is find their breath quite literally catches in their throats. The dirge of the fallen has been known to actually kill the audience. Game Information: Killing Attack - Ranged 1 point, No Normal Defense (Defense is Self Contained Breathing or the Inability to feel sorrow; +1), Does BODY (+1), Continuous (+1), Area Of Effect (12" Radius; +1 1/2), Invisible Power Effects, Hide effects of Power (Fully Invisible; +2), Personal Immunity (+1/4) (39 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Spell (-1/2), No Range (-1/2), Incantations (Requires Incantations throughout; -1/2), Voice Range Incantations (-1/2)
  6. Re: A Killing Song (oops... forgot Personal immunity... hehe, oops...)
  7. Re: A Killing Song I did a similar power for a bard I briefly played once, mine was a lot lower AP though. Dirge of the Fallen:This haunting performance is so heart rending and tragic that those that hear is find their breath quite literally catches in their throats. The dirge of the fallen has been known to actually kill the audience. Game Information: Killing Attack - Ranged 1 point, No Normal Defense (Defense is Self Contained Breathing or the Inability to feel sorrow; +1), Does BODY (+1), Continuous (+1), Area Of Effect (12" Radius; +1 1/2), Invisible Power Effects, Hide effects of Power (Fully Invisible; +2) (37 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Spell (-1/2), No Range (-1/2), Incantations (Requires Incantations throughout; -1/2), Voice Range Incantations (-1/2)
  8. Re: Herophile Fantasy art Yeah, the top one is essentially little more then a variant on the concept of a Bayonetted rifle, I was trying to keep the weapon practical. the Rail Glaive on the other hand was just for fun, I can jsut imagine this guy in huge *** powered armor (with a huge furnace on the back for the power) stabing one of these things into another guy on the battle field and taking out not only that guy but everything in a two or three mile line. A full regiment of these guy's (enough to form a line) would devestate most convention armies "What to you mean their first volley took out a third my troops!"
  9. Re: Herophile Fantasy art Oh, And since I havn't been doing much new art lately, heres some weapons I've designed when I was bored. [ATTACH]21385[/ATTACH] This one, is a light, greatsword type design. while cool in itself the main thing I was designing here is the scabbard, which allows the blade to be drawn smoothly and yet stay secure even when straped to the back (as is often seen in games, what they don't show however is that you can't actually draw a blade in that position unless its pretty short. [ATTACH]21384[/ATTACH] These my friends, are Gunblades. The larger one, labled Rail Glaive is of special interest. It is, plain and simple, a Rail Gun powered useing a combination of Steam-tech and Magic that is relativly prevelant in the oft mentioned story I've been working on. the beauty fires 1/2 inch diameter at somewhere around 10 to 20 kilometers per second. In the story these weapons are the worlds equivalent to heavy artillery, and are extremely rare.
  10. Re: WWYCD: Flipside Lets see... Lucian (Aka: The Darkness) Is Aloof, An incorrigible Flirt, Farsighted (as in can't read without glasses) Powers supressed by Light (not really a disadvantage, more like a limitation on his powers.) Vistorian accent [now for stuff related to his personality that Arn't lims because they don't limit him.] A casual killer Always turns situation to his own advantage if he can nocturnal is always cold always wears a particular piece of jewlery casual and disarming demeneor Voices in his head tell him to kill people (the Darkness is a sentient force using him as a host) Serial Killer does assassinations and kidnappings for money He would become An honerable, nearsighted pasifist who speaks using slang that wont be popular for 200 years. loves to party but is incapable of flirtation. he would always feel to warm, and never wear jewlery. Hates going out at night, and his powers, though Macabre and destructive in every application would only function where light was in abundance. Pron to emotional outbursts as the "voices in his head" command him to use his... vile and destructive powers to contribute to the greater socity. He works in a meat processing plant and volenteers at the batted womens home. Never takes advantage of any situation that might be beneficial to him. Uhm... and he's gonna live a very very very very long time. Vyse Deamon (this one is more straight foreward) Sense of Duty Comtempt of bullies Poor Unregistered Paranormal [non limiting] Prone to emotional outbursts he would become: An irresponsible Bully whos rolling in dough, he registered as a paranormal, and never speaks his mind...
  11. Re: [review] Earth Magic Why? isn't that kinda over complicated when summon does the job in the most thematically simple way. your summoning a "base" so why wouldn't "Summon: Base" be an appropiate construct for this kind of power. the whole point of Hero is that there is a minimal amount of Band-aiding required to get whatever concept you could ever want.
  12. Re: Herophile Fantasy art Here is anouther Alexi-piccy, this one is just line art, but it took forever for some reason. also done digitally. [ATTACH]21346[/ATTACH]
  13. Re: Herophile Fantasy art Yay Thread Necromancy! This one is pruely digital, done in Photoshop 7 with Tablet. About 7-8 hours to complete [ATTACH]21331[/ATTACH] The character is Alexi Hartia, a Seal Magician. He's one of the main characters in a little peice of fiction i've been writing.
  14. Re: Herophile Fantasy art Thanks Keyes, The main difference is that I'm doing the vast majority of the work digitally now.
  15. Re: Herophile Fantasy art heres another digital piece. This one is a favorite character of mine by the name of Melchiah, he's an undead mage. [ATTACH]20952[/ATTACH]
  16. Re: Medieval Farming Villages If the area has sufficient grazing land you can add in livestock, which would probably increase production to cost ratios slightly at the very least
  17. Re: Staggered Square Map Tiles Indeed
  18. Re: IK Hero? Personally I'd prefer to use END for everything simply because its more internally consistant. Also, once you find a workable value for Coal you can do something much better then merely mimic the mechanics, you can create a system, and while said system may not match the origional IK figures, I bet you it will be a hellav'a'lot more accurate. While it is true that the PC will have to track end for the War'Jack as it travels, this is a rather simple calculation, just find the things End-cost per turn of travel, and then multiply for time. since the things don't have a Recovery score you don't have to fret how much its gaining back. Nor would you have to worry about converting End back into charges via percentages and stuff (which would take just as long as accounting for movement loss because you still have to figure out how much it lost during combat, then convert the remaining End back into "Travel" Charges. Oh course to achive an even higher level of realism, one could even limit how long each reserve of coal is good for (via placing continueing charges on them) thus after X amount of time that amount of end burns out, even if it hasn't been used yet. Like any realism rule though this means more paperwork and calculation. However, Its much easier just to say the War'jacks can regulate their internal feul usage based on activity (AkA, not dropping more feul and water into the furnace until its needed, thus keeping the engine running at a lower output) and then storing the excess temporarially in an Eldritch battery. One other important fact is that 'Jacks suck at long distance, they still need refeuling on a regular basis, and its much more effecient to use just one engine to carry the Jack, its personell, and necessary feul, then it would be to keep the Jack active during transport. Althrough they might keep one active in hostile teritory so as not to be ambushed with their big-guns in storage.
  19. Re: IK Hero? I think that could definitly work. One very workable explanation for the early development of certain kinds of tech, and their meshing with magic, is to require all Magic items and spells cost Mana (or Eldritch), this would include golems, undead, any of it. Then limit who has this "Mana" Score to just those with a Talent required for magic. now, in order to gain the tactical advantage of magical stuff kingdoms would have to either rely on Mages to power their stuff diredtly (or perhaps to recharge the "batteries" which could take a long time) or, develop an alternative. Gunpowder and then Steam Engines would be that solution. Gun-Powder allows the creation of weapons which are equilivant in killing power to the mages spells, and Steam-Engines would have developed to produce Eldritch rather then electricity, providing a method of powering magical constructions such as Golems (which would then be renames Steam/War-Jacks because they are not true golems, having no real connection to their creator, but rely on steam power and are mechanical like a jack-in-the-box), and when built into a suit of armor, such an engine could provide great strength to the wearer (through the magical equivalent of hydrolics) as well as power enhanced weaponry (aka +1 Longswords or uber Armor Piercing spears). Since most of these developments were primarially "Militeristic", and as alternatives to magic one can still impose a certain amount of the traditional tech level prevalent in most settings As for using fuel charges, I don't know, it may look simpler, but it makes it more difficult in my oppinon, unlike END, Charges are much more difficult to share across a verity of powers, and are almost impossible to transfer around
  20. Re: IK Hero? I see. that still falls into the realm of High-Fantasy (in fact thats uaually considered the highest, where magic takes the place of technology).
  21. Re: IK Hero? aaah, I see, so your more taking bits and melding them into high fantasy that creating a true conversion, thats good too.
  22. Re: IK Hero? Thats fine I can understand that. I've got ittsues with DnD too. I'm actually working on a Steam-Punk kind of Campaign myself. Err... That doesn't sound right, Multi-Powers are cheep as dirt, Variable Powers Pools on the other hand get expensive fast because you can only apply limitations to 1 third (on average) of the total cost of the pool. Given the normal set of "Magey" Limitations, Incantations, Gestures, Concentration, and maybe an Expendable Foci. getting the price down on the Multi Power can be really easy, and with that many Common Limitations characters can afford to buy new powers relativly quickly (depending on how much XP you hand out. where as a VPPs price will always be greater then 2/3s the the base cost. Example: As a multipower: a sorcerer could purchase a 60 (the AP Cap in many games) point pool with the Gestures (-1/4), Incantations (-1/4), Noisy (Aka Highly visible to Detect Magic; -1/4), and Concentration (1/2 DCV; -1/4). thats -1 in limitations, thus that MP has a base cost of 30. Now, lets assume the caster has a good repitour os spells, all at max AP, and all using flexible slots. thats 6 Points per (60 AP) Power, assuming they have no SFX related Limitations (not bloody likely) or additional procedural limitations (like Extra Time). Also lets say the sorcerer has 6 spells. thats 66 points total cost. As a VPP: Assuming the same Pool level and Common Limitations, As well as an additiona -3/4 (-1/4 for Magic Only, and -1/2 for Powers Can Be Changed Only In Given Circumstance) The VPP Pool Will Cost 71 points. Even Assuming only the bare minimum of Cost breaks the Multi-Power wins out price wise. Considering that IK is suposed to be Low-Magic (yeah right) APs as low as 45 might be appropiate, widening the price gap between MP and VPP. I will granted you that VPPs are more versatile (which can make them worth to additional cost) but they can also slow down the game noticably, and are woefully easy to abuse unless they have an insane number of limitations (which defeats the purpose usually.) Fundementally I love VPPs, but their generally very bad for emulating any magic "system" other then Vancian style fire and forget DnD magic. I've tried making VPP systems before and it alwasy ends up a conveluted mess. That point aside, it makes more sence thematiclly in a low magic setting for a Sorcerer to have to put time and effort into every spell they learn. if All they have to do is buy a pool up the the AP maxima then occasionally raise it with more XP, you'll lose some of that feel. since they can do just about anything within the AP cap, it will make it more difficult to challenge your party. As for why I sugest an Item (or more accurately a Focus) based system, Wizard-types often ended up pretty Item centric in DnD anyway since they had the Spell lists to make really good item crafters. plus the potential mechanical aspects of creating Magical Foci for their powers fits well not only with the whole intelectual study based magic of wizardry, but also fits well with the Warcaster and Gunmage concepts, both of which are hevially reliant on Magi-tech, and use it in the spellcasting (or at least they do in what I've read). I only sugested it in regards to "Wizardry", Sorcery would remain more like "Normal" magic. I see, well that seems like more of a DnD specific thing, It was likely put in to try to Nerf clerics, and make play seem more gritty. Healing in Hero already has caps on how much the power can heal at a time, just change that from a hard cap to an "Or Very Bad Things will Happen" Clause. no additional limitation being applicable since all your really doing is replacing a hardcoded restriction for a Severe Side effect.
  23. Re: Herophile Fantasy art And here is one I did for a friend of mine. its his *shiver* DnD Character, Valis Yaun. [ATTACH]20819[/ATTACH] After killing a Black Dragon, the insane mage working for him, and small army of uber Orcs.
  24. Re: Full Metal Alchemist Hola everyone, given that this thread seems to have died (again) I think I will post what I have thus far as far as Alchemy goes, it isn't perfect and could still use from work, but I think its about time I got a fresh perspective. the system has gotten all confusseled in my head. plus there are just so many caveats for alchemy that trying to create a cohesive system to account for all of them, while keeping it simple and play-able, has jsut about burned me out [ATTACH]20817[/ATTACH]
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