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Wilfred_Death

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Everything posted by Wilfred_Death

  1. Re: Moderately Large Creatures and DCV Two Without Eyes, It is 'Blind Fighting' ie it is 'in the Dark'. In HTH range it's still going to 'Hit' because of the way I defined its' HTH attack - It threshes around in an area, Its bite would need to be aimed. Yes they can be 'Barded' then they are at Negatives to their own perception, and must rely more on their 'Driver' - For Where to go and what to attack next. The Driver can be shot fairly easily, in which case the beast just attacks wahtever it chooses. Of course the barding restricts its' vision and annoys the hell out of it.... Yes, It's little piggy eyes are exactly that its' primary visual sense organs. What I'm really talking about here is the DCV for a player to put an Arbalest Bolt into the EYE - Whether or not he gets chewed afterwards, PCs will generally act first with higher DEX - This 'Bolt' is then assumed to have 'Pentrated' the Brain - Hence the higher BODYx, and If this area is ever Hit, it has No Armour at All, and I assume No PD either. THe Bolt has to be aimed Through the Eye Visor IF it has one, that's why the -12 OCV. - This is THe Harold HareFoot Effect ! - And why I asked this question........................ I didn't think that this was neccessary, if you are next to it it can hit you, bite you or crush you. But it has No Neck and stumpy little legs. Yeh, More lethal ones can have that. Perhaps I should Rephrase this Question: - The Orks have Captured Albert Einstein, And Leonardo Davinci, Soon enough they have brough the Mark I Ork Battle Tank, onto the Field. This Tank is only a Little 'Tougher' than Plate Armour (10rPD ), But has a massive reinforcing Structure ( 20 PD ) It's only weak spot is the Two Vision Slots On the 'Eye Area Turret' ( -8 OCV to attack the turret itself ) However an arrow that Passes through one of these slots, always is funnelled directly into the Eyes of the Ork Behind the slot. There are two of these,: The Pilot or Driver, and the Gun aimer. Once these two are dead, the Tank loses most of its effectiveness. The Infamous Elf Legolas claimed to have stopped one of these Ork Tanks. He said that he fired an arrow into each of the slots, then waited til the tank bogged down, after that he ripped open the hatch and threw some hobbit commando inside. What DCV Did Legolas Have to Hit? Oh and the tank had Spikes and growth, and Effects desolidified, and everything else too
  2. Re: Continous Area Effect Entangle That'd be fine, The Entangle effect desired won't stop people from shooting at the mage, they'll also be able to Hack out of it easily with swords or even small Knives, and Grok The Troll will be able to walk through it no problems. Most of these spells are supposed to work vs Normal Humans with STR 10 or less, the fit hero's can easily overcome them. I'll go figure out 'Trigger'
  3. I want an Entangle spell: If I make a spell like : Plant Entangle: 2D6 Entangle AoE Radius 4" Continuous Charges - Continuing Charges lasting 5 Minutes Only works in areas with Vegetation Blah etc Where the effect is 'Plants magically clutch at your legs' Does that mean that for the 5 Minutes of the 'charge', anyone entering one of the covered Hexes, gets grabbed, and must break the Entangle before moving on, only to be grabbed again in the next Hex ? If it does, then I can use 'quite small' entangles as unless You can Casual STR through them, you're going to get stuck for at least one action in each hex. This then enables a minor wizard to slow up an advancing group of enemies, probably enough that they can then be 'shot' by his compadres, without going for a high AP entangle. If it doesn't then how do I build spells that do that sort of thing?
  4. Re: Moderately Large Creatures and DCV This Sounds like it might be the way to go. The Creature in question is like an oversized Tasmanian Devil - They had Huge Dinosaur ancestors apparrently. For Various Reasons in this campaign, the toughest creature armor possible is 10 rPD, this one has 8rPD. The Non Resistant PD can be much higher for large creatures. This creature has 'Dinosaur' bony plates over most of its' body ( 8 DEF Hardened) Dinosaur Scales over the Rest ( 6DEF Hardened ) A Hit location chart that makes , hitting the 'Eye' Area -8OCV with 6DEF. It has a 2D6 HKA Bite, a 9D6 N 'Bash' Carries a crew of 3 'Elite Soldiers' 2 Of which man a Semi Automatic Arbalest. As by the 'rules' it has a Base DCV of 0. Because it is 'Enormous' like an Elephant. The Actual Eye-Balls, are supposed to be 'fist sized' and the "heroic' way of stopping these creatures is to shoot them in the 'eye - ball' - 0 DEF So this is why I am wondering whether if I set it at -12 OCV to hit the 'Eye-Ball', should that only End up being DCV 12, Or Do I 'Ignore the Size penalty for that' and thus make it DCV 16 ? Of course PCs trying to go toe to toe with these things are going to be Squashed, Bitten, Or merely Shot. And Also they have to deal with the 'Panzer Infantry' analogues who travel with the beasts. I assume that sooner or later the PCs will find some way to Ninja Stealth and try to take out these creatures using Placed Shots. I have tried to balance the PD levels on creature so that a Human 'Druss the Legend' type will be able to do some damage, however slight to any creature that can exist. Issues Of Damage reduction and etc don't really come into those considerations. Assuming that one could 'convince' peasants to mindlessly attack ( Nigh to impossible to do ) a Swarm of Fanatic Peasants should be able to Kill anything, even though they take 100% casualties - I.E. No Creature Is Immune to Killing Damage. The Mass Cubing, yes, that's realistic, but because of the above concerns I can't really use it here. Also My problem only deals with a smal area that has 0 DEF, 0PD
  5. Re: Moderately Large Creatures and DCV Good example thanks.. I still think PCs are going to Do placed Bow shots to the eye really easily, and yes I did write up a revised Hit location chart for this creature For actually bashing at the things like Vanguard00 said I think that's a good explanation.... I guess it'd be really easy to Hit an Elephant in a random location, with an Assegai, and then get crushed on the Elephants phase. I Just Think that it is still too easy this way. To Stab it in the "vulnerable spot" which causes it to stop attacking ( faint, run, etc ) is too easy. PCs are just going to 1/2 Move back and Bowshot to Eye, by which I mean like in the old Dark Champions Books : -12 OCV, x5 STUNx x 2.5 BODYX - No armour at all on the Eye-Ball - (So Using an Elephant ) and Longbows.. They can Probably kill the thing in two or three shots, as they only have to Hit DCV 12 on the first shot, and that shot will probably stun it. Leaving the thing much more vulnerable to the next shots... Or at least 'blind in one eye' If the thing catches them, they're going to suffer badly, but I assume they will have PRE - attacked - a load of Spear Carriers to go forward and slow down the 'Elephant' So I think that I might try what nevereverend suggested.. and see how that goes
  6. I've been designing a couple of larger creatures for my setting, and they seem fine except when it comes to their DCV rating. This is because of the Negatives to DCV when creatures are larger. In the Fantasy Hero Bestiary, They have a Chimera ( 291 pts), which is merely "large" ie -2DCV. Its writeup seems fine, until I remember that LIm. Which changes its Base 5 DCV to 3 Ok so now the Average NPC townsman will hit it no problem ( Of course he will get killed first ) But vs Startting 75/75 PCs this thing will tend to be minced, as at worst to Hit any desired spot will be DCV 11 OK. So I am designing this beast, roughly analogous to a War Elephant. Its Lumbering - SPD 2, but has a Fairly High Ground Speed 10" - with no NCV that is it can only do 10" but can do it all the time. It's also not supposed to be the most Dextrous thing in the world either (12 ) SO now it has a base DCV of 4 However it counts as 'Enormous' ie -4 DCV This gives it a DCV of 0. ANY peasant can hit it with an unbalance rock.... The Beast has the Campaign Max Armour. 8 rPD, and about 10 PD with a couple of weak Spots with less armour, and unarmoured Eyes. The Idea was that 'Heros' would perhaps shoot the thing in the Eyeball, or in other vulnerable spots, thus enraging it. But Even using the -11 DCV penalty to Hit something right in the Eyeball that makes DCV 11 That's not a difficult shot for anyone, let alone a 75/75 PC to hit this thing in the Vitals is only DCV 8....... probably an 11- roll or better for any PC... My question is : How do you guys run larger creatures ? Do you give them a throbbingly High DEX to start with ? Or do you ignore the size penalty? Or do you give the things 'Mystical DCV' Levels ? Whilst this size thing seems great for Dragons and such, I'm not sure for creatures like the two mentioned.
  7. Re: Fire Balls Spells and Hit Locations. Thanks for the help people. I suppose I shouldn't have mentioned the magic words "Fire Ball" I'm setting up a Low AP FH game, where spells can have a Maximum of 60 AP and starting PCs are capped at 45 AP. So Starting Mages might buy a :- D6 +1 RKA Elemental Bolt Earth, with the effect that 'Shards Of Rocks' Stream towards the Target.. And as we're using Hit locations and limited armor you'd probably end up aiming this at the 'thighs' ( Probably no armour on light troops ) Or the Face ( No armour on most troops ) or even at the eyes ( Using the expanded Dark Champions Hit locations ) Combat Mages make aimed Shots with PSLs and such... If later the PC 'expands' this spell to have AoE, they'll lose a lot of effectiveness - if they don't get the Hit Location rolls - Which is why I asked this question. As for AoE EB's that's not so much of a problem - the 'expanding gas fireball thingy' well I'm quite happy to use Average Defences for that.
  8. Re: Fire Balls Spells and Hit Locations. How about if I let it work this way: If a PC Nominates a target Character; then they get to roll Hit location ( and have to hit the appropriate DCV ) - and get bonuses or whatever, the rest of people in the Area just take 'Damage vs Average DEF' Or If the PC just nominates a HEX then everyone gets 'Average DEF' and no Hit Locations?
  9. Reading over some of the disadvantages like "Does not use Hit Locations" ........ I will be using Hit Locations in my campaign ( when it starts ), I'm also using 'Sectional Armor' I was wondering However about 'Fire Ball' type spells and Hit locations. Is it normal usage that : RKA AoE Spells Use Hit Locations? Do I then check different locations for each person in the blast area? Or do I make Spells Cheaper by using a 'Does Not Use Hit Location' Limitation? After all a small fire ball such as Starting PCs will be able to have has much more affect if it is able to be aimed at the 'Face' where few NPCs will have any armor. Any advice on how this is normally handled?
  10. I am trying to build these like 'magical grenades', they are 'expensive' in monetary terms, hard to get 'parts' for, and only 'governments' are likely to have any of them. They are to be fired out of Trebuchets and such like, and when they hit something they break, and go boom!. In my setting they do the Campaign maximum damage and are the biggest 'hurty thing' you can get. I'd also like that when they hit, PCs may do the "I jump on the Grenade" thing ( and probably die ) to smother some of the effect. They are dangerous to use, as if someone shoots a 'Fire' spell at the launcher, the ammunition goes off - bang -, A Wagon accident whilst moving them around - bang - The trouble is, not only do they work out as expensive, they work out as too expensive, and the average government is not going to be able to afford many. I'm also having problems designing a launcher for them. I'm having trouble getting the Real Cost down past 5 Character Points. These are One use only , hard to replace items What I Have is: 3D6-1 RKA ( 40 pts ) , Trigger ( +1/4 ) Explosion ( +1/4 ) ( 60 AP ) Independent ( -2 ) One CHarge ( -2 ) Charge Never Recovers ( -2 ) Fragile OAF Hard to Get Focus ( -1 1/4) , Side Effect ( - 1 ) etc... Real Cost about 5 -6 Pts 3 Character Points would probably be about right for the Government ( King ) to use them..... Am I going about this the wrong way ? I Have a Cost system based on Real Points and Active Points for magic items, They tend to be expensive. But A magical Wand that would do the same thing and not be so dangerous to use, would cost a similar ammount but be useable over and over... Do I have the right Advantage "Trigger" for something that blows up if you drop it? Or should that just be "Side Effect"
  11. Re: Knocking People On The Head. Thanks guys; I guess I should've explained a little better, this will most likely be used as 'Hand over mouth, Knife through trachea' Probably used most with a 1 Pip HKA - Dagger ( not as a grab either ) So I'll think I'll stick with: +1DC ( Base ) Only with 'total suprise' - 3Pts. So that attack will probably do about 8 Body and 40 * 2 Stun thus: 1Pip = 1 DC, + 1 DC ( Base ) gives a 2DC Base Attack, STR MIN = 3, giving 4 DC at STR 13 = D6+1 HKA Assume you roll '4', Does 8 Body and 40 (?) stun for someone not wearing a gorget... And that's probably not too cheap for something that has to be set up well. Of course they can also choose to use their Baton / Club, and hit the guy On the helmet, for that 'bong,... slump' sound.
  12. Re: Knocking People On The Head. Thanks for the help. But assuming The players Must buy the power ? ( and they probably will insist ) What is a good limitation for "Experienced Cosh / Black jack User " : X Pts This 'Talent' allows the user to add +1 DC ( Considered Base Damage ) To his Weapon Attacks ( Base Cost 5 Pts. ) Limitation: Only Works when Target is 'Unaware' and 'Out Of Combat' - ??? ( - 1/ 2 )
  13. Re: Limitation or Disad? I'd make it a small Psychological Limitation ( 5 Pts ), So he could resist using it if he 'really tried'. Then also define an Images Power, with loads of limitations, and he can only turn off when he resists his Psych Lim. - included would be the theme music and such - So When the group is sneaking through warehouse, He has "M E G A - S T E A L T H !" in like lurid glowing letters above his head. And other things like : "Caught By Suprise!", "Will Our hero survive?", "little did they know....". Back at HQ, things like: "meanwhile....", "in another part of town...", "National Anthem tries to think..." Eventually the other PCs will shoot him, but if he happens to be looking up he might see the words - "Betrayed!" I suppose you'd have to add "usable ON/By Others", So other team members get exclamation marks over their heads from time to time, you know like in the Manga / Anime.
  14. I have the 5th Edition Revised rule book and the 5th Edition Fantasy Hero, But I haven't got the new UMA or such like. I was trying to design a manuever that specialized swordsmen used for breaking through mage's Force Fields. Then In Fanatasy hero I come across maneuvers like ( On Page 387 ) Chop Smash, -2 OCV +1 DCV Weapon +4DC Strike Looking through the Old Ninja Hero and UMA, you couldn't make a maneuver quite this good.... I was expecting to get the max damage at -2 OCV -2 DCV Full Phase +XDC Strike ( -4Pts ) (-4Pts ) + ( 3 Pts Per DC Killing ) What Is the Biggest Killing Damage maneuver available now? It's to be used in a martial art where the default element is Killing Damage Swords. And In the Above Example Is that still Halved when you add it to your weapon? Eg If PC Has a 6 DC ( 2D6 ) GreatSword and enough STR ... Does He Do 8 DC ( 3D6 - 1 ) + Excess STR DC ? or is it 10 DC ( 3D6 + 1 ) + Excess STR DC ? I seem to remember seeing a Maneuver written Similiarly with +6DC Killing,? It seems I may not need to design a new maneuver if the standard Ones give you +4 DC of Killing Damage and a DCV Bonus -------------- I didn't want to use 'Deadly Blow' or any power like construct, This is just the Special Maneuver "Fencing" Martial Artists may learn to help them deal with Wizards So I just wanted to know what the biggest Killing Damage Marial Arts Maneuver is? ---------------
  15. Re: Does anyone else play this style of Dark Champions?
  16. Re: Sleep Spell Design Help In past games people taking mentalists were usually out of luck, cos their spells hardly ever worked if they were in the Campaign limits ( say 45 to 60 AP Max ) Also once I let in one kind of Mental SPell, Then the worms escape..... This looks like the way to go I think, I assume this creates an area where people in it get Sleepier and sleepier, without realising it until they keel over ? Of course in this setting a 350 pt person is a minor deity...... The Elves will fall asleep just as humans, and will then hunt you down and kill you after......... I'm not sure if this was supposed to be like D&D sleep, it's just that that system has a ( rather dumb ) sleep spell... I could use the Charges, if it was 'the expendable spell focus', . How do I make it still cost END to cast though,? Do I just work out how much END it costs for the Base Power per phase, then say : You dump Blah times that END into the spell to make it last? That's the last of my questions : A clarification on How to work out END use for Uncontrolled Powers, and How to make Powers like Regeneration Cost END ?
  17. Re: Sleep Spell Design Help Wow Thanks for the help. The Two options I like best at the moment are: Though I'd add to the Defenses for NND - Does Not Work If On heightened Alert - That is: In Combat, Running around, The Lieutenant is Making them Stand Up Straight etc And I was trying to construct a spell that: Stealthy PCs could cast into a guard post, after a few turns the guards may be 'Asleep' or disadvantaged in some way, Like being at Low STUN, They then run in and "Whack" - Post secured sir! Alert Sentries, well this won't work... I suppose In Dark Champions, this would be represented by a 'Grenade' that puts forth an invisible gas cloud, that may cause stupor, Works on skin contact, ANtidote: Coffee, Or Klaxon sound I am a little loathe to use Mentalism, as In My setting, there are no 'Mental Power' Spells allowed by default - I usually never allow NND either. There was another reason I asked this question: In my Campaign Setting, : All Spells Require Mana [ END ] to cast. They may be bought down to Zero END to maintain, but they count as an active spell, with PCs limited to INT / 5 active spells at any time, Collapse If User Is Unconcious etc. Also They will always Cost Mana to Start At least. So it's allowable to buy Force Field that costs 40 Mana to Start 0 End to maintain, and it will then run until the PC is stunned, needs to sleep, or not scare the peasants. I was having more trouble with 'Constant' (?) Powers. Some Powers and effects don't seem to be allowed to cost END, Or Have them Built so that it cost END to Start them, Especially END * 5 or such, ANd then have them Cost Reduced END or Even Zero END to maintain. This Is one type of effect where it would be good to 'Pay all the Mana Up Front' then Have the Spell cost Zero Mana, But still count as an Active Spell. Part Of the reason for this, Is that in this setting NPC Mages can 'Club together' and cast a Spell with the same 'Power' But an enormous area of effect. That Is One sides Battle Mages can 'Sleep' whole Battalions. And Therefore It would be better to build this so that all Mages Perform some Extra Time Ritual and then Lose 60 Mana Each, Then The spell takes affect and the troops advance, whilst the mages go for a drink... The Other Reason Is for Things like Regeneration. I would Like to be able to create this as a SPell. ( That May cost say 3 Mana Per Phase ), Without running into the problem Described In 'Fantasy Hero' that because such Powers are Zero END, one casting confers them in perpetuity. If I just flatly state : "It costs mana anyway" what is the points break? I'd Like to be able to create Regeneration spells that say cost 40 Mana and then the recipient regenerated for X Turns . And Also ones that Cost Mana as long as the PC was regenerating. Certain Other Spells I think Uncontrolled is good for, and there is an example given for the 'Set someone On Fire' Spell, but I'm still a little confused about it. For the feel of the campaign, Zero End Spells are OK, because you can only have limited numers of spells running. They Can be collapsed by being 'Banged On the Head'. And Most Spells Don't have any effect unless the PC is actually in combat, or trying to interact with NPCs or the Gameworld. Fred The Paranoid Fire mage can have that Fiery Shield On all Day ( with only perhaps LTE loss ), But he can't go to a restaurant in it, guards Harass him, and peasants panic about the Fire Demon.... Any further help will be appreciated.
  18. How would you build a Power. talent or skill that has the following Function: If and Only If the Target is unaware , eg you have sneaked up from behind, and they are out of combat, you have an easier time than most of delivering a blow that will knock out or incapacitate the victim. - You got this ability in Commando school or such like. Head shots are fairly easy in such circumstances, but players demand to be able to do the old 'Britisher Commando' attack, or the "robin Hood' Bean on the Bonce... Would it Be something like +DC Only In limited Circumstances? +1 Stun Mod ? PSL's ? Or should I Just rule "You do maximum Damage", ( The players would prefer to roll I think )
  19. hi: I'm trying to create a Sleep spell that fits into my campaign, but I'm having a little trouble understanding Fantasy Hero and FRED when it comes to - Uncontrolled and the like My Game has fairly low AP cap and most spells usually cost around 5 points I have a Mana stat for spells which is equivalent to END The affect I wanted to create: The Mage casts a spell, ( possibly) at a huge drain to himself, He designates an area. All people In that area Lose Stun, the loss builds up over a period to a set maximum ( about 36 ) They are then asleep, which will last at least 5 Mins, even though their Stun comes back, Any Loud noise, or boot in the head etc will wake them from this sleep. - If this works out it will probably end up being a death spell - Most NPCs will be 'Normals' with no Power Defense. What I have Botched together so far is like this: For 12 Points Character gets this spell: Suppression Field STUN 3d6 (standard effect: 9 points) (52 Active Points); Costs END Only To Activate (+1/4), Invisible to Single Sense, ( Normal Sight ) SFX Only (+1/4), Uncontrolled (+1/2), Cumulative (Up to 36 points of stun; +3/4), Area Of Effect (4" Radius; +1), Two-Dimensional (-1/4) OAF Fragile Expendable (Easy to obtain new Focus; -1 1/4), Increased Endurance Cost (x3 END; -1/2), Gestures, Requires Gestures throughout (-1/2), Requires A Magic Skill Roll at -5 (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) - 15 Mana per Phase = 60 Mana ( END ) The Spell Needs to be invisible to Sight so that the victims don't see a 'Blue Glow' or such like. Can't have Incantations giving the game away, Victims who 'see' the mage will know he's casting a spell, Those using 'See Magic' will see the Spell's effects. I assume that 'Uncontrolled' allows me to define this as : - The Caster uses 60 Mana in one big go ( probably almost collapsing ), and the victims lose stun until they keel over - if they had 36 or less Stun - in 4 Phases Of The Caster. I'm just stymied by this, I know a Sleep spell should cost, because then the PCs can kill everyone, like in D&D, But am I even heading in the right direction? Few Players would buy this because of the cost, but would like a sleep spell to be available. How Do You do this? How do you do this so the Targets get to Roll their CON rolls vs your Magic Skill to stay 'awake' ?
  20. Re: little man big sword If the little people in the 'game world' are actually capable of being STR 15, and it's just Special Effect - You are a little person - then let him have the sword no matter how ridiculous it would be 'in real life' or in the game. That way you get the D&D effect of being bashed around by Halflings and Dwarves, who often are stronger than your Human PC, faster & etc. Fantasy games ideas of weapons sometimes lead to characters being descibed as carrying really large weapons, which would be 'impossible' to swing. Look at all those pictures in books and stuff of these huge 20Kg + Axes and etc. The Real Arnold Schwarzenegger, whilst he could lift them easily, more than likely could not swing the things at any speed. - Well you may swing once, - then give youself a hernia trying to stop the swing - If the guy's actually bought Shrinking or some such to reflect the small size it's another matter: I assume you did something like : Little People have 0 STR as normal and 10 as Maximum. Even then the player is going to whinge if he pays 20 points to get STR 15 and then you won't let him use the weapon. This sort of rules lawyering is of course 'correct' - he pays the points and gets the power - However it ruins the Game you are trying to create, and such things should be ruled out by fiat. Remember also that most of the other players, who have Human sized characters, probably imagine that they are carrying around 5' long swords as well, and not wondering - What do I do with this thing, when we go into the tavern - bonk! oh Sorry!, crash -- oops! I don't know about the other examples of the long 2"x4", they're probably applicable ( if risky ), but you could - Just grab a Broom, or your 6' Staff, if you have one, and spend an afternoon carrying it around. If you let Dwarf Boy have STR 15 , you've got to expect him to be trying to use it. It's hard to come up with a Limitation : STR - Does Not work For Long Weapons, Probably Just Make a new Weapon Familiarity: Extremely Hard to Swing Long Weapons Group 3 Points: With this Familiarity a Character has developed the skill required to be able to use such long weapons as: The 24' Long Chinese Stave. The 20' Long Spear - for use in formations The 14' Long Orc sword - seen at Live Role Playing I used to go to. & etc Characters who have some sort of size reduction, must buy this for an appropriate level. For Example 3' high people consider Katana and other similar weapons to be in this category, (Short Swords and such may be used as 2H weapons). I'm sure that Dwarf Boy will probably balk, then accept this, then later in game buy a potion of Growth - usable on weapons.........
  21. Re: Further Question On Suppress Spell Yes, I just noticed that was available last night. Thanks for the replies.
  22. In another thread I asked a similar question and got a lot of help from various people, thank you. I just got FRED and Fantasy Hero and am studying away. Thanks to the help I've almost built the Spell I want. The Effect I wanted is something like this: ( Dr Strange Like ) If the PC has this spell running: "Your Lightning bolts cannot harm me! ( quite as much ) My Elemental Mastery Is like a shield of steel!" - He is able to cast 'small counterspells' which have appropriate visible effects, and if attacked by a 'mundane' who has bought a wand at the magic shop : The PC gets a greater effect. I settled on this Spell ( Which can be bought at various levels ie Dice ) Mages' Suppress Spell ( 3 Pts ) - May Be Aborted to. Suppress 1 D6 - Suppression Field, SER Suppresses 3 AP (Base Cost 5 Pts ) +1/2 AoE 1 Hex centred on caster +1/4 personal Immunity +1/4 Any Single Magical Effect ( most spells ) 1 at a time -1/2 RSR Magical Power Skill Roll to activate -1/4 Gesture 1 Handed to start -1/4 Incantation to start -1 x3 END ( Mana ) to run this Spell -1/2 No Range -1/4 Requires Skill vs Skill Roll for full effect on each incoming Spell My only remaining question is : Is it a limitation to say "You must make a contested skill roll every time you suppress a spell"? If that's ok then it would have 'more effect' against some 'mundane' who merely bought a wand - and doesn't have a Magic Skill. And may be totally useless versus 'Arkelos The Mighty' N.B. This protection is meant to have absolutely No affect versus anything but Spells. A user will probably have other defences as well. My campaign has a fairly low DC setting. The 1 Dice version for this is meant for a beggiinner mage.
  23. Re: Doc Savage Write-up? Erm, I hope you don't have your PCs adopt the culinary peculiarities of Doc Caliban and Lord Grandrith, or for that matter some of their more obscure methods for killing flies. ROFL
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