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Wardsman

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Everything posted by Wardsman

  1. When is last time you saw holographic displays on the street?
  2. Why not use focus expendable? is it just simplification on your part? I do that with my custom light effect that just images at half price. I would argue at least OAF in the above case.
  3. Look at the example at the bottom of p. 279, 2nd column, 5th Ed. FH. They are running the previous example of a sword creation on p. 278 through the alternate process. In both cases they give OAF and then some. Remember under this version of Create Effect you don't get the -2 independent bonus on the item. I'm just going by RAW.
  4. sez who? Technically the focus in the second step is raw materials not the the finished wand.
  5. Example: Wand of Magery END Reserve 50 END with 5 REC: 10 AP +2 to all KS related to magic: 10AP Total 20AP Limitations: OAF -1 Real cost of Wand of Magery : 10 PTS Create Wand of Magery: base cost 10 AP OAF Expendable: Wand must be crafted from wood from a rare type of tree that has been struck by lightning. -1 1/2 I got it wrong in one spot but right in another. It should be similar in the base effect except for expendable. You don't expend the wand when using it. You just expend the raw material to make the wand when creating or enchanting the wand.
  6. very low magic. I'm building a basic toolkit myself that may change from setting to setting. Mostly on spell where spell END comes from.
  7. You can have both and I like your thinking on that. You think a crit on Swordsmithing would create an unreal weapon? But how do you build a wand of fireballs?
  8. Steve Long suggests the active penalty be applied to both rolls, I tend to go -1/ 5 AP. Both would affect how much a boost a player gets. I have to mull my tradition -1/5 over in regards to that. after all 10% of 15 active points isn't much. It takes a 50 point spell to hit 5 points per 10 %. I was looking at a way to build a weak (low active point) enchant that could on a good roll create moderate item. Looks like like if I did that I need to boost the bonus and start all enchant spells at low lever for balance or come up with a reason ther 50AP spell only get 10% boost while the 5 or 10 AP lowlevel spell gets a higher boost. Strangely enough I only have -1 OAF, It should have a more due difficulty in finding a lightning struck tree. I didn't have a Focus in the Create Wand. Though you could argue it does apply with expendable.
  9. yes and no. You still need to spend some time and LTE to do it. And you need an appropriate craft skill. A wand maker won't be able to forge a sword unless he has that skill as well.
  10. Found some interesting rules in ultimate skill. Since I'm going to require two skill rolls, one create or forge the item and one to enchant, I thought I'd use them. The first idea is to reduce the time it takes to make the item based on how much the roll is made. The base time is 1 day per 10 active points unless modifiers are applied. I think I will let the player shorten that based on his crafting roll. Say making it by 3 point moves it up one step on the time chart. Meanwhile making his enchant rule by a few points could lead to a more powerful item if the player wants to expend the extra LTE. I think that might add some flavour to the system. Originally I was going to apply a +3 to enchant rolls if the character made the item himself and -3 if he didn't. But the using the Create Effect system has its own bonuses and negatives for that. I still may apply a negative if someone else makes the item but allow complimentary rolls like I had originally planned.
  11. I see also being very situational a fireball near a known gas leak is much coincidental than normal. The luck scale may help in discerning how radical an effect is. Some people may not care about this unless running a urban fantasy. Harn is the first traditional fantasy I've seen with is built in. It surprised me.
  12. Mage: The Ascension, Mage: The Awakening, and Shek-Pvar magic from Harn all have a concept of mages doing magic that could be explained away. The first two games call it coincidental magick. They have system that penalizes blatant magic. I haven't seen anything in the Harn rules that gives bonus or negative yet based on how obvious the magic is. Doesn't mean that Harn doesn't have system for it. So do any of you have an idea for building systems to replicate this? Say bonus on casting if it can be explained or a negative if it is blatant magic?
  13. Apprentice level Ring of Spell Storing This item is for settings were casting spells take longer than a phase. Naked Advantage-Delayed Effect for up to 15 AP: Active Cost 18.75 Limitations- Obvious (ring glows on spell release) , Inaccessible Difficult to replace -1 Increased END -1/2 extra time -1/2 (if spell already has this move down the charts) -1 total limitations -2: Real Cost 6 Points This ring allows an apprentice to precast up to 15 active points of spell and store in the ring ( Limit INT/5 or whatever GM decides). All normal spell limitations are fulfilled during precasting. The ring requires the spellcaster to take extra time and energy above what is normally needed to cast each spell. Releasing a spell is a 1/2 phase action and ring wearer is full DCV. END is pay during precasting not the release. addendum: One could treat the 18.75 Active points as int and give the ring four spell slots independent of what the mage can prepare in advance.
  14. Because we have this thing called the constitution. You may have heard of it.
  15. Ok th Ok looking at source the main effect is the illumination the damage is secondary. I've decided to have a light effect based on Images for 5pts( unless I change my mind and use Change Environment). a 4" radius is +1/2 for 7.5 or 7 AP --- No range -1/2 , RSR -1/2, restrainable-1/2 , Incantations and gestures, casting only -1/2 total -2 real point = 2 CP EB 1d6 AVLD Only natural defenses apply (3/4), Lingering 1 minute (+3/4)* 12.5 or 12 AP --- Common limitations -2, linked -14 6 real points Total AP 20 total real points 8 (20 ap /10+ 8 RP/10) = 2.8 Level I was shooting for first or second level, but it is a start. Will use rules either 5th edition FH or Ultimate skill that let the mage boost the effective active points either based mage rank or how much he/she succedes. Since the description is an 2" globe of ethereal flame and the damage is not the main effect may reduce eb further and let skill boost raise it. I'll work on it some more. Will go with the Susceptibility for ethereals * lingering is in 5th FH.
  16. I just don't like frameworks in heroic. Not wrong per se It is just not how I learned to do things. Also makes hard to build this as a low level spell if you have spell levels. It does bring up an interesting theoretical point. What determines if the attacker pays for an effect or that the effect is built into the defender's power as vulnerability or susceptibility? This actually comes up a lot in fantasy. Since all ethereals are supposed to be affected by Ethereal Fire and Water like the regular elements affect regular matter, it could argued that that should be required in all desolid builds in the campaign. I'm more worried about letting the continuous No range EB provide light as a SFX. But I think it legal as long as the area small at most a hex. Just rechecked Sphere of Shanakar. I will have to rethink that last line. At 10- roll in Hero terms the spell illuminates a radius of about 25 ft(just over 8 yards/ meters or 4 inches). It does 2d6 ethereal damage(harn system) if you touch with it, You can't throw it except at much higher levels. This is looking like a in the spirit translation of this effect. Not unlike the D&D fireball exercise. How many different versions have I seen of that?
  17. Might work but a bit complicated for a simple spell. I also tend to shy away from frameworks in heroic level. Seems too much like SH, Frameworks in heroic level didn't pop up until 5th edition It is not fair to give "mages" frameworks and not fighters, thieves etc.(yes I know some people do)
  18. Nothing states you can't change or tweak things in setting. UNTIL was always call UNIT in my games and Viper Hydra.
  19. I'm thinking stun only EB with NND or AVLD(natural defenses). And requiring a susceptibility or vulnerability on desolidification to let the ethereal element attack to affect the desolids. One spell I saw was small ethereal fire globe to provide light. At lower skill level it stayed in the hand. At higher level skill it could be thrown. I'm thinking making that a small EB as above and let the light be a SFX be a gimy.
  20. What to do about Ethereal Fire and Water? Fire mages can conjure Ethereal Fire. It requires no seed(fuel or flame), does not interact with inanimate matter(armor doesn't affect it), and it has lesser effect on living beings but affects ethereals like normal fire affects normal matter( sounds like stun only EB by treat as normal fire against desolids). So how to model that in 5th?
  21. that is in 6th Right? I also hear the cost of END reserves has changed in 6th.
  22. Add to that you must be resting to get that LTE recovery or else you only get your LTE recovery back per day. I assume that the daily is due to a nights sleep but the books don't say.
  23. I think SL's are cheaper in 6th than 5th but I'm still reading. But back to the original thought of this thread. I think having ideas on stating apprentices could useful as they could DNPC's or followers. Back when I played Murderer Hobo's, we use to let players run their henchmen and even use them as PC's when the main PC's were stuck in downtime actions. Also starting a newbie on the IC process of gaining skills might be a good thing. I've been looking skill learning in Ultimate skills for ideas. This is usually waved in the main gateway RPG. But in Chaosium games somebody is always learning new skills sometime in game. I remember my quest in RQ to learn Blacksmithing , Ceremony, Enchant and other skills to build my character a sword of power.
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