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Ramlatus

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  1. I took the idea of buying off the limitations from one of the example magic systems in the Fantasy HERO 6E book. I was attempting to simulate that powerful wizards can cast some spells with a word or a single gesture. Kind of like hey I have truly mastered this magic. Other ideas concerning this element? One source of magical energy would be easier, but then I would have to make a whole subset of rules on how getting two types of spellcasting works together. Like being both a cleric and a mage. I would also have to make allowances for that in the perks. When you take a second one of the perks you gain X amount added to your Magic characteristic. I would also need to work up maximum limits because a mage/cleric has more spellcasting energy then just a mage even if both characters had placed the same points into the mage portion of the character. I thought three sets would be easier when people “multiclasses”. The reason that I set the limitations up the way they are is for flavor purposes. It defines what is different between mages, cleric, and druids. In addition since limitations and real cost don't affect the cost of a spell they have only an impact of flavor to the setting. Active point cost determine the END cost to cast the spell, but nothing depends on the real cost. See my explination for my thinking on mage school spells for more on why real cost doesn't matter. Purchasing access to a school grants you the spell from that school. A starting mage will also be able to choose 3-5 other spells from any school he has access to. This is his starting spellbook. He gains further spells to add to his spellbook in game through game play. He does not purchase individual spells with points. I feel that makes magic and spellcasters to ridged. No character could ever afford even a fraction of all the spells. Archmages should have access to a thousand spells or more. Do you have an idea on how I can prevent the mages who have adventured for a while and gotten say 100 experience, but only have two dozen spells? Gives me bad flashbacks of the D&D sorcerer class. I agonized over trying to get it right for weeks. I was hoping to avoid the whole specialist wizard thing. The idea of super smart people being unable to learn some aspect of their chosen field just never made sense to me. If it were me I would want to learn every scrap of magical knowledge I could get except for things that just knowing would violate my morals. I chose not to use a multipower or variable power pool because they are not friendly to spells with time limit durations. There were a few other reason I cant remember at the moment as well. I feel like I sound like I am just disagreeing with your to disagree, but I am just voice my thought process so you can know what I think and why I made some of the choices I made. I look forward to hearing some ideas that might let me improve the system. I should also add that the majority of my magic RPG experience is D&D with a bit of shadowrun. I found shadowrun's magic system extremely limiting. My goal was to make a magic system that actually had power that was as simple as possible for my players since they would all be new players. Most likely to Roleplaying as well as the HERO System. I have added the following element to spellcasting in an effort to prevent spellcaster from getting a really powerful spell to soon and nuking everything and then waiting to recharge energy and then moving on. No spellcaster can cast any spell with an Active Point cost more than 40 + (experience ÷ 2). If anyone has any ideas how to address these things another way I would love to hear about it. Please post so I can refine my system to be the best it can be.
  2. I have never actually played HERO System, but I'm trying to do so. I was hoping to get some feedback on my magic system from more experienced players. Are there any glaring holes, did I miss something or is the system unstable. I am assuming that I wil need to at the very least make some tweaks once the system gets a shake down in actual game play. Here it is. Magic System There are three types of magic in the world; arcane, divine, and druidic. Each requires both a specific skill and perk to use. Magic Skill and Magic Perk for arcane magic, Prayer Skill and Faith Perk for divine magic, and Spirit Calling Skill and Spirit Talker Perk for druidic magic. Spellcasters can pay Character Points to improve the effectiveness of spells they already know. For 1 Character Point, a Spellcaster can buy off a single spell’s need to use Gestures, Incantations, or a Focus. (For 2 Character Points he could buy off two of these procedures, if a spell has all three.) However, all spells must have at least one of these restrictions; a Spellcaster can’t buy them all off. Arcane Magic Arcane spells require the following limitations: Requires A Magic Roll (-½), Gestures (-¼), and Incantations (-¼). With spells requiring a Focus being very common as well. Wearing armor interferes with the casting of arcane magic. For each point of armor protection the mage wears they suffers a -2 penalty to their Magic rolls. This is known as armor interference by mages. Divine Magic Divine spells require the following limitations: Requires A Prayer Roll (-½), Gestures (-¼), Incantations (-¼), OAF (holy symbol; -1), and Only When Serving The God’s Purposes (-½). With spells requiring a Focus being very common as well. Druidic Magic Druidic spirit callings (spells) require the following limitations: Requires A Spirit Calling Roll (-½), Gestures (-¼), Incantations (-¼), and Only When In Good Standing With The Spirits of Nature (-½). With spells requiring a Focus being very common as well. A druid is a force of nature, a spirit caller who communes with and lives in harmony with the natural world around them. Druids can wear only leather armors and carry no more than 2 metal knives/daggers, 1 larger metal weapon, metal arrow heads, and a few pieces of basic equipment made of metal. Cantrips and Charms Spellcasters can make a Magic roll to perform trivial magical “stunts” to impress people or accomplish equally trivial tasks. Often referred to as “charms” or “cantrips,” these abilities include generating and shaping puffs of colored smoke (tiny Images), moving objects small distances (1 STR Telekinesis, can only move an object 1m maximum), lighting candles with a wave of the hand, and so forth. The GM decides what a character can and cannot accomplish with a “cantrip roll.” A spellcaster can only produce minor magical effects related to spells they’ve can cast: a character needs at least one Fire spell to light candles or create colored smoke; he has to have a Telekinesis spell to use that Power in a cantrip. Spellcasting Skills Magic – Intellect – 9+(INT/5) – 3/2 Prayer – Ego – 9+(EGO/5) – 3/2 Spirit Calling – Presence – 9+(PRE/5) – 3/2 Magic Cost: 5–25 A Character with this perk is a practitioner of arcane magic, able to cast arcane spells. Upon taking this perk for 5 points the Character gains the following: The Characteristic: ARCAN with a base value of 20. For 1 point the value is increased by 5, but the maximum value cannot exceed 40 + (experience ÷ 2). Arcane spells draw their energy from the ARCAN like other action do from END. The Characteristic: ARCAN RECOVERY (AREC) with a base value of 4. For 1 point the value is increased by 1, but the maximum value cannot exceed ARCAN ÷ 4. AREC does not recover at the end of every turn, but instead recovers once every 30 minute. In order to actually cast any spell the character must first have access to the arcane school the spell belongs to and have that spell scribed into their spellbook. Access to each school costs 2 points and adds the spell listed next to each school to the characters spellbook. Characters do not have to buy access to every school, and they can purchase access to a school after the start of a campaign, but the GM may require them to find a teacher in game to do so. Arcane Schools School of Combat – Spells of war and battle. Offensive spells. (Spell: Mage Blow) School of Divination – Spells used to gather information or see beyond the normal senses. (Spell: Detect Magic) School of Enchantment – Spells use to enchant something. Blessings, curses, charms, enspellment. The creation of magic items. (Spell: Unsure Yet) School of Illusion – Spells that make things appear different than they are. Deception and trickery. (Spell: Light) School of Nature – Spells used to manipulate things of the natural world and the elements. (Spell: Unsure Yet) School of Necromancy – Spells dealing with life, death, undeath, and related subjects. (Spell: Unsure Yet) School of Protection – Spells used to protect something. Defensive spells. (Spell: Armor) School of Summoning – Spells used to summon or create creatures and objects. (Spell: Unsure Yet) School of Transformation – Spells used for transforming, altering or changing matter or energy. (Spell: Unsure Yet) School of Wizardry – Spells that do not fit into any of the other schools of magecraft. (Spell: Unsure Yet) Faith Cost: 5–25 A Character with this perk is a cleric, able to cast divine spells. Upon taking this perk for 5 points the Character gains the following: The Characteristic: BROSIA with a base value of 20. For 1 point the value is increased by 5, but the maximum value cannot exceed 20 + (experience ÷ 4). Divine spells draw their energy from BROSIA like other action do from END. The Characteristic: BROSIA RECOVERY (BREC) with a base value of 4. For 1 point the value is increased by 1, but the maximum value cannot exceed BROSIA ÷ 4. BREC does not recover at the end of every turn, but instead recovers once every 30 minute. In order to cast any spells the character must purchase access to the scriptures the spell belongs to. Access to each book of scriptures costs 2 points and gives the cleric access to all the spells within those scriptures. Their patron deity may forbid some spells or even whole scriptures from use. Characters do not have to buy access to every book of scriptures, and they can purchase access to scriptures after the start of a campaign, but the GM may require them to find a teacher or spend time in prayer and meditation in game to do so. Divine Scriptures of Magic Scriptures of Death – Spells dealing with death, undeath, and related subjects. Scriptures of Enchantment – Spells use to enchant something. Blessings, curses, charms, enspellment. The creation of magic items. Scriptures of Evil – Spells of dark and unholy powers. Scriptures of Good – Spells of pure and holy powers. Scriptures of Healing – Spells used to heal or protect from injury and disease. Scriptures of Knowledge – Spells used to commune with higher or lower beings, gather information, or see beyond the normal senses. Scriptures of Protection – Spells used to protect something. Defensive spells. Scriptures of Summoning – Spells used to summon or create creatures and objects. Scriptures of Transformation – Spells used for transforming, altering or changing matters or energy. Scriptures of War – Spells of war and battle. Offensive spells. Spirit Talker Cost: 5–21 A Character with this perk is a practitioner of druidic magic, able to cast spells known as spirit callings or simply callings. Upon taking this perk for 5 points the Character gains the following: The Characteristic: MANA with a base value of 20. For 1 point the value is increased by 5, but the maximum value cannot exceed 30 + (experience ÷ 3). Callings draw their energy from the MANA like other action do from END. The Characteristic: MANA RECOVERY (MREC) with a base value of 4. For 1 point the value is increased by 1, but the maximum value cannot exceed MANA ÷ 4. MREC does not recover at the end of every turn, but instead recovers once every 30 minute. In order to actually cast any calling a druid must first have access to the nature spirits the calling belongs to. Access to each type of nature spirits costs 2 points. Characters do not have to buy access to every type of nature spirit, and they can purchase access to a type of nature spirit after the start of a campaign, but the GM may require them to find a teacher or spend time communing with nature in game to do so. Nature Spirits Spirits of Air – Spells of air. Spirits of Animal – Spells related to animals. Spirits of Earth – Spells of earth. Spirits of Fire – Spells of fire. Spirits of Plant – Spells related to plants. Spirits of Water – Spells of water. Spirits of Weather – Spells related to weather. Spirits of the Soul – Spells related to spirits and any spells that don't fit into any other category.
  3. Not really. It is more like a chapter about how to build the equipment to fit your campaign.
  4. I have a few questions. I am new to HERO System and hope to form a group to play RPGs with. After some research it HERO System looks to be the closest to what I am looking for for my sci-fi game. I of course am daunted by the amount of work I have to put in to begin a game since I have to build a setting and such from scratch. I am having trouble building some pieces of equipment I wish to put n the equipment tables. I don't understand the scope examples from the HERO System Equipment Guide. I was trying to reverse build the telescopic scope x2. It lists its Active Points Cost at 12, but the table don't describe how the powers are built. It gives hints, but I could not find a power stat block for me to look at for comparison purposes. This is what I have so far, but it does not match with the 12 Active Point cost from the chart. The campaign is a Heroic campaign where the PCs buy most of their equipment with currency. Scope: Ranged Penalty Level (+2 vs range modifiers for sight group) (2 Action Points); OAF (-1), Only When Shooter Braces And/Or Sets (-1), Real Weapon (-¼) (Total Cost: 1 points) Plus +1 PER vs darkness (Sight Group) (2 Active Points); OAF (-1), Only When Shooter Braces And/Or Sets (-1), Only to Counteract Darkness Modifiers (-½), Real Weapon (-¼) (Total Cost: 1 points). Combined Total Cost: 2 points. The text indicates that the requires two-hands limitation was left off because the scope could be put onto a pistol so I left is off as well. I am also trying to build blasters with power packs. I am using the endurance reserve because it will let me build a battery without having it as part of the weapon. This way characters can buy and carry extra power packs without having in automatically attached to a weapon. I want the power pack to sparate from the weapon. Now should I add the power pack as a second power attached to the multipower framework itself like this: Blaster Pistol Type II Cost – Power 16 – Blaster Pistol Type II: Multipower, 30-point reserve (30 Active Points); Limited Range (200m; - ¼), OAF (-1), Real Weapon (-¼) (Total Cost: 12 points) Plus Endurance Reserve (48 END, 6 REC) (16 Active Points); Limited Recovery (only when plugged into a source of electricity; -1), IAF (-½), Slow Recovery (1 minute; -1) (Total Cost: 4 points). 1f – Blaster Bolt: RKA 2d6 (defense is ED Resistant Protection) (30 Active Points); Beam (-¼), Decreased Stun Modifier x2 (flat stun modifier is x1) (-½), OAF (-1). Total Cost: 11 points. 1f – Stun Bolt: Blast 6d6 (defense is ED Protection) (30 Active Points); Beam (-¼), OAF (-1), Stun Only (-0). Total Cost: 13 points. Total Cost: 18 points I also had the thought of just building it into the weapon and look for a way to build the “power pack” that just recharges the existing endurance reserve in the weapon. Not sure how to do that though. If I want something other than a weapon to require maintenance can I apply real weapon to a non-weapon for the same effect, like a vehicle, starship, or a computer? Am I building compound powers correctly? Like with the scope it does more than one thing when you look through it so it would be (power Plus power Plus power) and all three would function when you used it? Similar to the way that the Energy Sword is built on p190 of the HERO System Equipment Guide. Energy Sword Cost – Power 122 – Energy Sword: RKA 3d6, NND (defense is ED Resistant Protection defined as a force-field, or the like, an ED Barrier, or being blocked by another energy blade; +1), Does BODY (+1), Reduced Endurance (0 END; +½) (157 Active Points); OAF (-1), No Range (-½), Real Weapon (-¼) (total cost: 57 points) plus RKA 3d6, NND (defense is ED Resistant Protection defined as a force-field, or the like, an ED Barrier, or being blocked by another energy blade; +1), Does BODY (+1), Area Of Effect (personal Surface — Damage Shield; +¼), Constant (+½), Reduced Endurance (0 END; +½) (191 Active Points); OAF (-1), Linked (-¼), Only Affects Material Objects Which Strike Blade (-½), Real Weapon (-¼) (total cost: 64 points) plus Reach +1m (1 Active Point); OAF (-1), Real Weapon (-¼) (total cost: 1 point) Thank you for your time and effort in answering my questions.
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