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Cantriped

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Everything posted by Cantriped

  1. Re: Summon: Weapon? I was thinking of using a transform. the reason I want to avoid building the "weapon" itself into the core "summon" ability is that while its possible to create a permenant or quasi permentant "weapon" using such a method it would require such a range of high end Advantages that have nothing to do with the "weapon" being created that the Active point cap on the powers would be bloated well out of proportion with the ability gained. Perhaps it will help if I explain the usage. In another thread I presented a magic system (in a sense) based upon the Anime/Manga Full Metal Alchemist, in which the "Alchemists" literally transmute one thing into another, including creating finished items from raw materials. Because the transmutation itself is an instant (or quasi-instant) effect, but the result could perpetuate itself for some time, Summon and Transform powers would be best for the mechanical concepts, but Transform requires a "Heal back" condition, and summon is priced for summoning entire characters, not objects or individual powers. Thus my question is I supose which power would require the least Futzing with to get it to do what I want within the bounds of the system I'm using.
  2. Ok, the title pretty much sums up my question. What would be the best way to handle, mechanically, a power which creates/summons permenant weapons, without resorting to A: a Power Frame Work (since the power has to be able to go into one) or B: an inanly conveluted HKA/RKA build. I was thinking of (most obviously) using a simple variant on the Summon or Craft Item powers (the latter having been presented as a optional rule in Fantasy Hero). Perhaps using either an "(AP+RP)=(AP of Summon)" or "([RP][x])=(Ap of Summon) formula. that way the "Summon" would account for limitations on the weapon when determining its AP value, without being inanly cheap either.
  3. Re: Full Metal Alchemist One thing I was considering was possible Cross-gening the concepts from Generator Gawl into this alchemy based system. it wouldn't be that difficult (Its actually a little scary how easy it would be to explain). and would probably as much or more sense then the whole Chimera angle (I might convert that into more of a "necromatic" thing, crafting dead flesh then reanimating it like a homuculas.
  4. Re: Full Metal Alchemist Not done yet, I still have a few bugs to work out. I need to change the modifier for not having the peoper complementrary skill to -30 at least. as it's suposed to be "Required". effecitly I working off the logic that even a failed roll indicates you managed to come up with some info on what your alchemizing the material into, it just may not be a very workable/effecient design. (ex: failing the comp skill to Alchemize somthing into a gun would indicate a poor design, making the alchemy itself more difficult). of course (for those who havn't red the converion yet) failing the main skill roll dosn't nessarially indicate failure, rather reduced effectivness/minor side effects etc. I felt that fit the special effect of alchemy better. On a side note: made the Extra Time limitation based on the size of the Diagram, (the value didn't change since the default for the default size is still 5 minutes, and you suffer heaty penalties useing smaller diagrams) effectivly the Extra Time now indicates the minimum time required for a diagram of that size. As I go along I'm finding more and more that I wanna distance myself form a true conversion. aside form the fact that some things don't really follow all that well I also want to emphesize different things.
  5. Re: Full Metal Alchemist Okie-dokie, I finished the main body of my conversion, and posted the entire thing Tables and all, in HTML format on the system page http://aldaric.com/fullmetal?type=topic&keyword=alchemy All thats left is sample power writeups.
  6. Re: Full Metal Alchemist I supose its a matter of preferance. I join Alderic Gaming. I'll post the Converion there when I get it uploaded. but for sake of ease its right here too. Edit: Posted on Alderic under "Alternative conversion"
  7. Re: Full Metal Alchemist Sure I can do that. I'll go ahead and post my entire conversion, I've been refining the mechanics quite a bit to encoporate the Laws and Corollaries above. I went and did some research on-line, and refined the Laws a bit to, including the whole Gate thing. the main difference is that I'm using a lot of different terminology.
  8. Re: Full Metal Alchemist Totally unrelated to the above post. After I posted last night I starting writing up some Flavor info based heavily on what I know about the Alchemy system. I say heavily based because its not a straight conversion, Its jsut the best explanation I could design for why Alchemy has the limitations it has. Alchemy is the art of utilizing specific esoteric laws in order to manipulate and transform one thing into another. Because Alchemy follows very specific laws the things that can be accomplished, and how they are done is somewhat limited. Equivalent Exchange: This is the first and most crucial law in Alchemy. The law of equivalent exchange states the following: “In order to gain, something of equal value must be lost”. This is because neither matter nor energy can be created or destroyed; only changed. The First Corollary; True Conversion: A corollary to the first law, True Conversion states the following: “One element cannot become another”. Thus if you wanted to make a steel wall you’d need the raw material, Iron, handy. Ironically, while the First law remains to this day immutable, skilled alchemists can (and frequently do) defy its corollary. The effects are often much more unpredictable unfortunately. When possible, Alchemists will generally follow this corollary, simply because it makes transmutation much easier. The Second Corollary; Sympathy: This corollary states the following: “like begets like”. Thus, it is easier to make say; a table if you already have a table at hand. But by no means necessary. The Third Corollary; Sanctity of Soul: This corollary states the following: “The Soul holds no material before itself in value”. It is unknown exactly why, but by some curse the Soul seems inimical to change by Alchemy, in that it impossible to resurrect those who have died. It is suspected that once the soul has “moved on” it cannot be coaxed by any means to return. Attempts at resurrection often prove fatal to the Alchemist. If done quickly enough it is possible to bind a soul to an object, the soul then possesses said object, much like a ghost, until the object is destroyed, or the binding holding it in place is absolved, even a successful binding however requires great sacrifice from the Alchemist. Due to how the body and soul interact, attempts at transforming living being are often met with severe consequences. It is interesting to note however that this interaction does not seem to interfere with Alchemy when used to heal. Perhaps it is because the soul resists any change which would result in deviating from its natural state, an example of Homeostasis. This raises questions as to why resurrection is impossible. It is said that a legendary object known as the Philosopher’s Stone is capable of bypassing this Corollary. No proof as to the existence of such a stone has ever been found. The Second Law: Alchemic Heraldry: Also called the Transmutation Circles or simply Heraldries, alchemic heraldry is crucial to utilizing alchemy. The origins of the system remain unknown to this day. However, it is only when the alchemist’s talents are focused through Alchemic Heraldry that matter can be manipulated. The exact effect is dependant upon the heraldry used, but can range anywhere from fixing a broken clock, to raising a stone tower. Because of the complexity inherent in creating the necessary heraldry skilled alchemists sometimes have heraldries stitched into cloth, embossed on medallions, or even tattooed directly into their flesh. These pre-built Heraldries allow alchemists to become much more battlefield capable. The downside is that because these Heraldries are purposely kept generalized to allow a verity of different transmutations to be used through them, it is more difficult to produce the desired effect. It is rumored that some, exceptionally rare alchemists, are able to create Alchemic Heraldry through force of will alone!
  9. Re: Full Metal Alchemist Cool, nice to get responce so quickly. I'll go over the logic I used, I realise mine wasn't perfect, but I tend to be hardheaded. Extra Time: That one is pretty simple, have you ever tried drawing complex sombolism on an average span of 3-6 feet, and do so accuratly? it takes forever. much longer then 5 minutes, you can easily spend an hour on it depending on how complex it is and how much of a stickler to detail you are. the reason I set ti to 5 minutes as a base was I'm assuming that an alchemist probably has lots of little tricks to speed up the process, from there taking extra time will make it easier. Typically alchemists who bypass the extra time lim are also bypassing the entire drawing stage. (See below) Diagram/Array I was using the whole Diagram thing because if you look at the actual effects, most of the Stuf in Alchemy seems to be either "Instant" with long-lasting effects, like Entangles, Summons, and Transforms, in which case the Phys Mani would only be active while the power activated. Or sometimes powers were Bindings, seals, or general Animation effects which would be built as continous or persistant (probably at 0 END and Uncontrolled with the caveat that they end when the array is broken). Also you can tell what the general effects of an Alchemy are going to be if you know the lingo. One could postulate that if sombody were to destroy or damage the array while the alchemy was still "active" that it would cause all kinda of problems. However, your are right that the core Diagram isn't nessessary. the recognizability aspect could simply be handeled by having the characters take Analyze: Alchemic Heraldry or somthing. For Arrays, the Surface Diagram (a modifier on the origional limitation) is still appropiate since that effecitvly states that the "Manifestation" must be attached to a solid surface, or what its modifying, and that its Def cannot exceed the Def of the surface it's placed on. without the other aspects of the Diagram limitation it would become -3/4. Skill Roll I actually think thats appropiate. keeping the Skill Roll even when you arn'tdrawing the symbol, because all the "Bypass" methods still require an Array after a fashion, which is often more generalized then ones you draw yourself, so using those might even impose a penalty on your roll. VVP Pool/Alternative Arrays: Aditionally if you really wanna model their abilities Alchemists would use a Cosmic pool IMO. You could also state that because Alchemy suffers from the Requires a Skill Roll lim in normal usage that they shouldn't have to take "No Skill Roll to Change Powers" as a +1 limitation, perhaps they could take that as a +1/4 or +1/2 Instead. the 0-pahse to change though is highly approipate considering that in one of the first three episods I've actually seen Ed raises an Iron Wall as an Aborted Action, then transforms a Wall into a door so that they can excape. Ed, Mustang, and Scar seem to be three primary examples of what we'll call Exceptions to the Array rules. As such their abilities should be modeled as Naked Power Advantages which modify the Control cost. That way they arn't actually eliminating the normal laws, they just have very specific means of bypassing those laws. For Instance, without a specially inscribed glove mustang would be pretty much incapable of using Alchemy if the OIF was taken on his Pool. where-as if you build the Array Rules as default, and treat methods of bypassing said rules as seperate powers when the character dosn't have access to said power for whatever reason, they can still do it the "old fashioned way". That way there also isn't any problems inherent in the SFX limitations of any given characters Alchemy, and no need for the GM to make any arbitrary overrides of normal game mechanics in order to keep the system sensible (Other then allowing Naked Power Advantaged to Off set Limitations that is...) [rant]Note: that happens to be one of my soap boxes; using what is effectivly an infinitly moddable system, then copping out and jsut making arbitrary rules due to lack of creativity.[/rant] [digging self out of hole]not that that is what your doing, of course[/digging self out of hole] PS: Thanks for the Rep ya'll
  10. Re: Full Metal Alchemist Given my tendency to modifier existing works, I figured I'd give Alchemy a crack. Sticking with the VPP concept, here’s how I would build Alchemy. Cosmic VPP with the Following Limitations Alchemic Heraldry (AKA Transmutation Circle; treated as a single Procedural Limitation): Extra Time (5 Minutes; -2) Gestures (Throughout -1/2) *Diagram (1” per 50 active points; Surface Diagram; -1) IIF (Drawing utensils of Opportunity; -1/4) Requires a Skill Roll (Alchemic Heraldry, INT based; -1/2) Total Limitation Values: -4 1/4 These limitations represent just the Transmutation Circle necessary for Alchemy. From there you'd need additional limitations/Side-effects for the whole Equivalent Exchange thing. The Skill Roll limitation is to represent that if the diagram is miss-drawn it could fail, or have some negative effect. Naturally taking Extra time (above the minimum 5 minutes) would grant bonuses. *:This is a variation on the Physical Manifestation limitation I developed myself. bear in mind that I only have a vague idea of how Physical manifestation actually works because my budget is limited and can't afford a whole book just for one limitation right now (unless there is a compilation book of rules additions made in supplements that I can buy somewhere?) so here is the write up I came up with for the limitation, some stuff may need to be changed to fit with Alchemy better. Diagrams (-1/2): This special form of Physical Manifestation signifies a power that requires a recognizable diagram or complex symbol be present in order to the spells effect to take place. Characters with Knowledge: Arcane and Occult Lore may make a skill check to recognize the diagram and thus the effects of the spell. This is due to the fact that the Diagram uses long established symbolism to focus the effect of the spell. Like a normal Physical Manifestation the spell effect ends immediately if the diagram is damaged of marred. The Physical Manifestation can gain several modifiers to its base value depending on the nature of the Diagram. In the case of Diagrams, space becomes an important issue, as the power will not be usable if there isn’t sufficient space for the diagram. Diagrams require 1” of free surface area per 50 Active points in the power. Diagrams are worth -1/4 more limitation then normal Physical Manifestations (as shown above). Unless stated otherwise the Diagram is created (often in energy) as the spell activates and requires no effort in and of itself to create. Modifiers: 1”/25 AP: +(-1/4) Surface Diagram; there must be a large enough surface capable of supporting the diagram, Always Immobile. Examples include drawn on a stone floor in chalk or etched into mud with a stick. Again, the symbols are assumed to just “appear” unless this limitation is combined with the Extra Time (minimum of 1-5 minutes), and Gestures limitations to represent drawing the diagram. Note: In this case, the DEF of the Diagram cannot exceed the Def of the surface it is placed on, so if its drawn in sand (DEF 0-1) it also has DEF 0 to 1: +(-1/2) The interesting Part! Now we come to the interesting part, individuals who appear to be Exempt from the normal laws of Alchemy, and Those who use shortcuts. Effectively these would be built as Naked Power "Advantages" which offset existing limitations on the VVP’s Control Cost. Example: a Glove with alchemic symbols stitched into it for, say, Fire based Alchemy. would be built as follows. User has an 80 point Cosmic VPP with just the Alchemic Heraldry (see above) limitations for this example *notes are in Italics Naked Power Advantage: Offset Alchemic Heraldry (-4 1/4) On "Alchemy" VPP Control (because VPP Modifiers are applied only to the control up) to 120(120/(1+4.25)=22.8) (Active Points 97 (120-23=97)); Only for Fire-Alchemy Powers (Breakable, Fragile; -3/4), OIF (Glove with Alchemic Heraldry embroidered into it; -1/2), Gestures (-1/4). Total cost: 39 (Limitations on they Power Advantage would apply to all Alchemy Powers purchased through that Pool since the limitations are effectively being replaced by the new ones.) End result: The example Character would pay 102 Points for his 80 Point Pool, before accounting for additional limitations based on Equivalent Exchange and etc, and an additional 39 for the Glove, which might be waived in heroic games. For a grand total of 141 points total in Alchemy Related powers. In any case that’s my two cents; bear in mind that I have a rather limited knowledge of the series itself and am currently using some slightly outdated source material.
  11. Re: Spells You Don't Want to Model in FH personally I always though that the alignment axesis were switched. look at the Evil people, they typically spend all their time in their lairs, ineffectivly plotting to take over the world but never getting the gonads to do it cuz they actually have everything they need right here and are a bunch of nerds anyway (or thier jsut some tribal-cave dwelling people like orcs) Then look at the Good people, who make a living by who make a living raping and pillaging the homes of sentient creatures becaure they have green skin or a vaguely unhealthy obbsesion with corpses and the "heros" don't. Usually unleashing some Evil Beyond the ages in the process, which the "heros" then put down, pillaging yet more homes on the way.
  12. Re: Herophile Fantasy art oooh pretty
  13. Re: Make them Pay! Thats part of the advantage I found in building Enchantments seperatly form the base weapon, in many cases its relativly sensible depending on the genre that when the "Hero" finds the "Uber Sword of Ultimate Kick ***/Mcguffin" he usually has to go through some major internal plot progression and/or lots of training before he can use the blade "to its full potential" which is very workable by "Paying" points for the weapons Enchanted properties as you progress. in spite of this he still uses the weapon on a regular basis.
  14. Re: Epic Fantasy: The Five Essentials LoTR is certainlly Epic, but as far as capturing the feel, The Hobbit does it better in my oppinion. The Door into [sunset] series by Diane Daune is a pretty good Epic Fantasy. Most of Melanie Rawn's works qualify too, but those tend to feel a little more High-Fantasy. Dragonriders of Pern also qualifies, but it casts aside many of the fantasy elements early on. The Anime Orphen (if you take out the comedic elements) has some of the Epic Tropes.
  15. Re: Make them Pay! the main thing about Fantasy and Hero in my oppinion is that in Fantasy Characters only pay points for Personal abilities. Armor, Weapons, and such are much more mutable. Typically the only time that equipment should be paid for is when its somthing the character can Make. or when its somthing intrinsic the the characters concept, like Frodo and the One Ring. In my camapign the players don't pay for normal equipment like your average longsword. but magical crap they probably will. with the Caveat that they only pay for the Enhancement itself. Thus if they have a Longsword that does +1 DC of Damage then they pay for the +1 DC of Damage, not all the other DCs that come from it being a friggen longsword. But then, Normal equipment is also using the variant of the weapon system presented on Killer Shrikes site. Weapon and Armor enhancements are built as Seperate powers from the armor/weapon itself.
  16. Re: Horror/Fantasy Sick Concept Hell, Necromancers already make Armor just as effective as Full Plate from bones, why can't they make a flute from materials normally impractical as well. I demand Necromatic Equality! Give me windpi-erg! Necromancer: I'm sorry, you had such lovely windpipes I hope you don't mind Katal3: *flump* Necro: thats what I thought *walks off in his osseous Full Plate carrying the poor readers bloodly windpipe*
  17. Re: Hard Science....easy descriptions. must... resist... tacky... Wouldn't those olive skinned slave girls actually help make the "rebbery bits" harder? *cowers in terror from the inevitable mob with monomelecular pickforks and fusion torchs*
  18. Re: Spells You Don't Want to Model in FH heres a practial version of the above spell you wouldn't want to let in either. Time Stop: Change Environment (Freeze Everything) 1" radius, Multiple Combat Effects, Varying Combat Effects, Personal Immunity (+1/4), Costs END Only To Activate (+1/4), Invisible Power Effects, SFX Only, Hide effects of Power (Fully Invisible; Characters See the Caster Casting, But have not perception of the interlude in time.; +1), MegaScale (1" = 10 million km; +2) (90 Active Points); No Range (-1/2), Spell (-1/2), Limited Power (Everything Effected By the Change Environment (read; everything but the caster and his personal effects) is Completely Immutable, And cannot be damaged in anyway for the duration of the ability. This includes attacking and opening containers or doors; -1/2), Increased Endurance Cost (x2 END; -1/2), Incantations (-1/4), Gestures (-1/4). Total Cost: 26 And heres a few extra spells I doubt woudl be a good Idea to let them have. Contingency:Trigger (Variable Trigger; +1/2) for Magic up to 60 AP; Varible Special Effect (Any Arcane Magic one at a Time; +1/2)(45 Active Points); Gestures (Throughout; -1/2), Incantation (Throughout -1/2), Concentration (0 DCV; Throughout -1), Extra Time (5 Minutes; -2), Non Offensive Spells Only (-1/2), RSR (Wizardry; -1/2). Total Cost 7 As it Was: Major Transform ( Object to Object “As It Was” at time specified by caster within the last week) 1d6, Partial Transform (+1/2), Continuous (+1), Cumulative (up to 8x maximum effect)(+1 1/4),(56.25 Active Points (56)); Gestures (Both Hands; Throughout)(-3/4), Incantations (“As it Was”)(-1/4), Limited Power (“Inanimate Objects Only)(-1), Limited Power (“Can only Reverse Changes up to one Week back”)(-1). Total Cost: 17 Points.
  19. Re: Spells You Don't Want to Model in FH Heres a Spell you never want a person to Cast Time Stop: Suppress Speed 40d6 (standard effect: 120 points), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), MegaScale (1" = 100 million km; +2 1/4) (850 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Gestures (Requires both hands; -1/2), No Range (-1/2), Spell (-1/2), Incantations (-1/4) It makes Everythign Stop, Forever, including the caster (I knew I should have bought Personal Immunity). granted this is a totally silli power, but still.
  20. Re: Removing a Focus with a different power I wonder, There are a lot of "Powers" that exist as optional rules in several suplements, but that arn't listed as True powers, why not? Naked Power Advantages are a prime example, 5e states that its a Special power, and there are rules for it, and examples, but it was crammed into a half a paragraph rather then given an actual power entry. You also have the "create item" power of Fantasy hero, presented as an optional Magic Item creation rule. but really, its just a variant on the Summon, replacing the Loyalty factor with automatic Extra Time and Long Term EnD cost standard... Maybe they'll be turned into real powers for the next revision... Ok musing over. In anycase I like the idea of Naked Un-Limitations. Just assign the "Advantage" a value inversly porportionate to the limitation it removes. That would be a good way to handle d20 style Metamagic feats, or the ability to freely exchange a a powers limitations with a different set. I had a character idea which one of his powers was that a single weapon he designated essentially Lost is Foci limitation. you could still take it away, sunder it, etc. but it alwasy came back to him the moment he needed it.
  21. Re: Herophile Fantasy art Nice as always. I havn't done as much Fantasy stuff lately so I havn't had much to post here, but I did do this nice little piece (well its little now, it wasn't before I photoshoped it.) I did this morning http://i13.photobucket.com/albums/a285/Katal3/Leashin_Touchup.jpg
  22. Re: Batman, the Disgustingly Powerful Ninja (BTW, Batman is also pretty similar to the d20 Monk with gadgets and ****.)
  23. Re: Batman, the Disgustingly Powerful Ninja I think primarially the problem isn't that thier trying to creat everything Batman has, or Everything Superman has, its a matter of Scale, for instance, I'm sketching out The Darkness (Top cow comic book character) and technially the Darkness can do jsut about anything so long as it screws people up, and he's Immortal (literally, he blew himself and an entire warehouse to hell in the comic and regenerated). he's the kind of person who'd rip Batman to shreds if they existed in the same world, but thusfar he only has about 220 points in Powers. he has an 80 point VPP, an Armor power, his most "iconic" offensive power, and a lifesupport and Regen for the immortality. The thig most important to remember when making any characer is KISS (Keep it Simple Stupid) a lot of thigs characters do in-game arn't nessessairially handeled via powers, but as SFX of a sucessful skill roll/characteristic roll. and just because Batman can hit hard dosn't mean ne has or needs a Strength of 30, or every gadget and skill he's EVER used, Just give him Cramming and a Gadget pool. anyway, thats my two cents sorr if I sound like an ***.
  24. Re: Magic System... Again Yeah, "As it Is" would require an Inanely high AP Drain SPD, the whe SFX that is stops time. "As it will be" would be Extra-Dimensional Movement; Up to one week forward in time. simple Precognition wouldn't work because it wouldn't be in keeping with the Name/SFX of the predessesors. "As it [bLANK]" implies change, in this case in your environment
  25. Re: Magic System... Again Noted, The bottem paragraph of the House Rules section I think was also ripped from Shrikes site, I'll E-mail you what I have done to your Weapon System, I finished my editations all I still have un completed is the Weapons Chart, which may take some time.
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