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Wardsman

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Everything posted by Wardsman

  1. Some bit rot. Before tackling dragon marks you will have convert the general magic over first. Figure out how each of those effects will work under hero. Example lesser mark of detection could be a detect (1/2 phase) or sense(0 phase). But Marks of detection could get danger sense as well. Question does the bearer of a mark get only one effect or both?
  2. Depends on the effect. I built a clairaudience power (Laser mike) that was both sight and sound sense group.
  3. More thoughts. Dragon shards could be bundles of XP used pay enchantment(if your enchantment system requires expenditure of XP) or activating (buying) new dragon marks. May also function as material components (Foci) for spells or magic item creation. Possibly used as mana stones(End reserves) to power spells? That last one depends on how you build your arcane magic. Possible bonuses to magic skills as well.
  4. Let me bump this. I'm an old AD&D Grognard. So a lot the newer stuff I won't understand. But you you have to understand that a lot of the old D&D conceits may not work in a classless system. Example: The Differences between Clerics and Paladins. Are they really two different classes? They are both based on the same trope, the crusading holy knight. Both have some martial skill. Both have access to healing and divine magic. And both are quite effective against undead. From a hero system perspective they can both use the same basic package deal with slightly different advanced version of their respective package deals. One is better at combat while the other is better at divine magic. Alignment is another. There are a lot of unspoken assumptions in that system and it affects a lot different things both magical and mundane. This is important in the setting you are talking about. You may have to designate a Holy and Unholy SFX for certain types of magic. Not sure how much Order and Chaos come into play in that setting. Hero is a great system for differentiating magic schools or systems. I noticed there was an artifice system in that setting Tula Morn had something similar. You could have Wayland Smith style characters who built items of power. These Characters used the Create effect to make weapons of power. They didn't have any other magic. Dragon Marks seem to be similar to Tattoo magic which written up in 4th edition FH . 4th edition also had draconic magic but I don't know how much meshes with the draconic magic in your setting. You can have ritualistic magic without the spell memorization if you like. Or you can replicate it it almost exactly it is up to you. I'm building a setting with normal characteristic maxima and ritual magic casting so spell users will have to e able to hang spells for combat. Since I assume normals are between 8-10 in primary stats I'm tweaking some rules. Instead int/5 for spells hanged I'm using int/3. Skills in my world are CHA/3 not 5. But you can decide different. Different schools of magic can draw their power from different things, ambient energy, personal energy, the Gods or what have you. I'll have dive into the setting little more before I can comment.
  5. That is exactly why I'd want a Mystic sense group. Nystal's Magic Aura , Wizard Marks, Darkness vs detect magic or clairsentience. That is possibility too. Conditional certainly seems the way independent items. One the fantasy books did have ritual prep system. My goal is that consecrated items would act low power magic in certain situations but again depends on conditions. Say creature or mage hard to kill with normal weapons but his Damage reduction or desolid doesn't work against a consecrated blade. And would not take extra damage unless the foe had a vulnerability keyed to such things.
  6. A consecrated athame should show up on mystic senses. Or any other mystic tool But I'm curious is requiring that extra step of consecration of material components (Foci) of spell is worth added limitation value. Certainly in the case of an independent item it could a conditional limitation. Perhaps that is the way to go with spell components.
  7. only recently. In past shamens and priests said they could see such things and were taken at their word. Real example will carry so far since none of this really exists.
  8. No different than defining a radio sense group in champions. Each genre is going to b different.
  9. There is if there is a mystic sense. Check any of the fantasy or urban fantasy supplements.
  10. What is IPE? I'm using 5th edition. As Ninja Bear stated This could sensed on the Mystic sense group. All right As OP I'll give some background. This is designed as a minor enchantment to give an ordinary item a SFX that would trigger Susceptibilities, Vulnerabilities, SFX weaknesses in Desolidification and damage reduction. All of which would built into certain haints. Spell users will have such susceptibilities as as part of their package deal as well as some of the monsters. Consecrate is not just holy. It is an item of minor power. That power can be wiccan, hermetic, vodoun , etc That covers the original premise. So think of it as a +1 weapon that doesn't give a + but lets you hit things not normally affected by weapons or doing damage or xtra damage certain things. Or just warding and blocking against witches and monsters. Red Brick dust stops voodoo priests and voodoo spirits (susceptibility using force wall) Been thinking of adding to that. A lot real world belief systems in the occult and religion require items used in ritual to be consecrated. Holy water, oil and candles are easy(low body). That Chalice or Sword a little more difficult. is that +0 effect you think for requiring this on material components in a spell or would give more? Also for enchantment I might let just pay points but again the item must be consecrated. Again this mimics certain belief systems. Have decided if that is worth a limitation on independent items or not. I'm thinking even a non magic user can desecrate an object . Doesn't unenchant it but renders it inert until reconsecrated. Archeologist Howard Pickman has stolen the Dagger of Dagon from a foul cult in Innsmouth. The fell item is capable of summoning Deep Ones and other fell beings from the nether void. Pickman is not initiated in any occult arts so he cannot disenchant the item. However he has determined any prayer to one of the Gods of Man by a devout worshiper will desecrate the item rendering it inert until it can be reconsecrated(a lengthy ritual). Pickman, a devout catholic says the Rosary over the item. This will buy some time. He stashes the item in a church (holy ground) to keep cultists away from it. Meanwhile he tries to find a hermetic or a member of Opus Dei to disenchant this foul thing.
  11. Nor the powers of a God as both are magical.
  12. Wasn't bad writing . It an acknowledgement of a historic weakness he has had. One which the mary sue fans try to overlook.
  13. I'm a Gloranthan fan. Avalon Hill had Glorantha . They just had other settings as well. I heard good things about the viking setting.
  14. Well I guess the writers of Dark Justice #1 didn't get the memo.
  15. I have respectfully to disagree. The imp from the 5th dimension was not the only mystic foe for superman to face in the silver age. Mortal mystics also face offed against him with considerable effectiveness.
  16. Never played that oe. I wish I had the Sandals of Darkness spell for Orlanth in RQ3. And the Sword that bites like the wind. They sound cool. I meant Darkness elementals. For those who don't know in RQ Darkness was more than shadow. For Shadow and Cold descended from Darkness. What I know is RQ3. Never touched the Mongoose stuff was based BRP or Wizards of the Coasts game engine.
  17. People forget that in RQ everyone has some magic even the warriors and rogues. Hell even some the players of RQ forget that. I had to explain to a longtime player why I was a trickster initiate. While yes there were thief gods. They A) are minor and tied to one city. A roving rogue does better to go Trickster. A lot of the same skills very cool magic(Illusions, Strike from murderer aspect) and you can double initiate with Orlanth for good combat training and his spells. Great for a fighter/rogue type. Brings up another point In RQ enchantment and summoning were skills if I recall correctly. They had a really cool and different take on enchantment and repairing enchanted items. But you bring up a point without the right spell (Spirit sight?) you could not see spirits. And I think it took magic or engaging in a pow battle. The rules I need to bone up on to see if I want to replicate or not. remember shades?
  18. Does he have to be the sacred cow in your Game? Just DC makes it so doesn't mean you have to. Saw an interesting scan from Dark justice #1. Superman was getting shredded by old crooked witches teeth blown in the wind. I mean you would have thought it was kryptonite glass or something.
  19. No wonder it gets compared to a video game. I just divided hit points by level. Possible adding a full hit point level before division to hero body.
  20. No spirits were in the wild You could get attacked by disease spirits or chaos spirits.. Spell spirits were a bit more esoteric. In the divine paradigm they associated with a deity. We didn't deal shamans So I;m not sure how they gathered the needed spirit. I guess you could hunt them down but where do you find bladesharp spirits. I think statting them out and using summons is the way to go . But the trick is the build.
  21. I not getting your references Advanced players guide? What detail are you advocating for? RQ you had defeat a more powerful spirit to learn the spell at a higher power. And in a setting like Glorantha the spirits are not on another plane so EDM isn't necessary.
  22. Some of us are just becoming aware how this may affect American interests. The geopolitical fallout could be bad as a brexit is expected to weaken Europe in dealing with Russia and other problems. This not getting enough news play over here.
  23. No in the Glorantha fantasy setting spirits were everywhere. They were the main source of disease via possession by disease spirits. To learn Spirit magic a shaman or priest summoned the spirit of the spell at the rank you wanted to learn and you had to defeat in spirit combat. I need to dig those RQ books up. Spirits were scant on stats. If I recall correctly they were a power stat rating and whatever effect they had. Almost like naked effects with ego and maybe endurance.
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