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Wardsman

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Everything posted by Wardsman

  1. It has been in almost every edition FH since 1st, I think 4th didn't have it 6th seems to be moving away from the core rules concept with its X complete path It simulates a very common trope in magic depending on the magic system of the campaign it may be only imbuing a small perk or skill, remember it was just a proof of concept As written it could be used by a magus on a world be apprentice.
  2. Ultimate Skills from 5th had a solution. In a Heroic campaign change the calculation for Charistic base skills. I'm playing with CHA/3 which gives an 8-10 normal an 11-.
  3. So 6th FH edition did away Create as well as Independent? Then how do y'all create magic items? In game that is.
  4. Caveat I don't play 6th edition but I don't think it has changed that much. Nothing you listed is inherently an adder or an advantage. Can be done that way though Flaming sword is extra HKA with fire sfx. Sling bullet? Depends on what the blessing does. I build my demons with disadvantages vulnerable and susceptible to consecrated items and use a transform to make weapons consecrated. Others have suggested a simple KS as ritual can make a weapon consecrated. Variable sfx advantage is another option. Could be an naked advantage(advantage as a power).
  5. Hows that different than doing it via transform? You still have to define the transformation. I suspect you are unfamiliar with the Create effect, It goes back to FH 1st edition. Originally I hated it but it has grown on me. It is one way to do in enchantment(create magic items,curses) in Hero System. By default it uses an existing power effect with all its modifiers as its base effect to which you add advantages and limitations not unlike differing Differing Modifiers on page 177 of the original 5th Edition Hero System. The Create effect I'm using is from page 279 of 5th Edition Fantasy Hero, top of the second column. A non-fantasy use would to use it to stat out Green Lanterns ability to create backup power rings. Or a nano tech seed that creates bases or vehicles.
  6. There are campaigns that do strange things with time. A standard Pendragon game represent one year. Playing once a week for 3 months is twelve years in the character's life. Twice a week for three months is 24 years. There ar several RPG's where flashbacks in can be be played out just like in Highlander Movies and TV shows. There is one where the players are dragons reborn as humans and karmically tied to both friends and foes and must rediscover their past. Notice this is a theme in the stories about Hawkman and Hawkgirl. Though they do it thru reincarnation. It pops up some styles of Vampire as they are effectively immortal. Vandal Sage and Immortal Man have this built in as does Nabu the lord of Order. It is different type of story telling technique but a few of your long lived PC's and NPC's could have flashback scenes.
  7. My original process was a balanced package that required a differing enchantment (create END Battery) to be successfully completed to activate. But I got to thinking if a muggle could enchant a mystic reservoir of power to become a mage, why couldn't the wouldbe Mage enchant himself into whatever makes you a mage? This was a more proof of concept. The ritual does not have self only Could be used by another on the wouldbe mage. Doesn't have to have all the stuff I included It should be cheap I If one is the result of the other that is not a conflation. You suggest a Transform. I just used an enchantment instead. Transform has a reversal condition. I did not think that fit what I was trying to do. One of the possible options to what I propose is to include inherent for whatever mage abilities you decide. so that you can't dispell it . But a transform could still remove it. Maybe I'm off base But I was just looking possible options on doing things.
  8. Nods . It is called plot. And was feature not a bug. I've been looking at some of those RQ rules. There are lay members who do not get divine at all. Other Ranks could perks that require some level of attainment to reach. Which brings us to the POW problem. POW was sacrificed for divine spells both non reusable and reusable. POW was the Primary stat basis for mana though they often equaled POW was you Divine intervention Stat it was kinda their ego Thoughts: Seems to be closest to EGO. And while sacrificing EGO for Divine power has a certain poetry, I think using a hero mana stat derived from EGO works better for sacrificing. I might even treat it like an LTE expenditure and let them recover with LTE rest. Kind of makes sense worshipers are directing power to the Gods. Or is that too cheap? Especially if they have access to reusable divine? Which may be charge based and recover through ritual to the god. At a loss on the Divine intervention. Spirit or Folk magic. I don't see a point on the extra time (extra phase or segment). It should cost mana. May have the spirit combat to learn. It could from a bound spirit. Hero hasn't fleshed that out. Use traditional hero mechanics or something novel and skilled base? Still thinking on that. Will use my own native arcane system that will use extra time and delayed effect.
  9. I get what you are saying. But as I said this is in part inspired by my musings on an urban fantasy game where there is distinction between muggles and mages. But almost any muggle can be a mage but there would be downsides to being a mage. It is also an attempt to replicate a very real trope in ceremonial magick. Addendum: My target group would appreciate the roleplay of going thru the initiation and consecrating tools. But I get that most people would be unaware of those tropes
  10. At the moment I'm looking help in building intrigue , political or otherwise. Mysteries in a fantasy setting are fun they magic can complicate that.
  11. On the total limitations I thought you added 1+ Tota limitations. I may be misremembering or dealing with version ddifferences. I thought there was a rule to round in the player's favor. I'm rusty Like I said this the kitchen sink example . A lot depends on the magic system in question(ie what makes you a mage). I was thinking about it. But the thing is this is an enchantment (create effect) that uses a KS. By magick I mean non-enchantment spell work that takes less than an hour or day. In one particular setting I'm looking at Mages are not quite human anymore. They have susceptibilities and vulnerabilities that mundanes do not. It is part of the price of having power. They are also noticed by forces that ignore normal humans. In that setting I don't really need the mana part. All spells used endurance batteries that must be created via ritual. But it is the mage sight pushing up the active cost. Could go with the weaker version. Could drop that to make it cheaper. Should mages have innate magesight is a good question. But this has got me thinking on a system where there are no spells, just tools the mages must enchant. They may or may not be usable long term( Charges or Batteries). It would have that ritualistic feel if done thru create effect which takes time and cost LTE.
  12. I changed some costs and added a few limitations Got the kitchen sink version down to 4 or 5 points depending how you round. Do you still round in players favour or use standard? Ritual of Awakening Thy Higher Self, also known as Invoking Thy Higher Self or The Ritual of Becoming In a prepared area used to cast ceremonial magick this difficult 2 hour long ritual awakens the ability to sense and use magical energies. This ritual is cast during the full moon. Create Effect: Base time 1 day per 10 AP, 1 LTE per 10 AP Talent Mage Power Skill (magick) 3 AP Mage sight (detect Magic [no sense Group] , Discriminatory, ranged , sense) 17 AP Other options: Activates Mana stat ( 2X EGO + 2 pts) = 1 AP Activate Mana Recovery (INT/5 +EGO/5 + 1 pts)= 2AP Arcane Defense, [functions as PD, ED, Ego, Power & flash defense against mystical or magic SFX] (EGO/5 +1) = 3 AP (3AP per point) Total 26 AP Advantages: Reduced time from 2 days to 2 hours (1 + 1/2) = 39 AP Limitations Ritual( Requires 2 to cast, both must know spell, -3 to roll if single cast) -1/4 Requires Ceremonial Magic Skill -1 per 10 -1/2 Requires a prepared sacred space Focus OAF immobile arrangement -2 1/4 Concentration throughout 0DCV -1 Gestures throughout -1/2 Incantations throughout -1/2 Window of opportunity , Only During the Full Moon -2 Total Limitations: -8 Real cost 4 pts 4 LTE -4 to ceremonial magic roll (-7 if single cast)
  13. Getting back BW questions, how well do you know your target group and what is their style of play and what do they want? Again if they want something akin the D&D tropes it can be done. Even without being slavish in how D&D executes the trope. In other words yo replicate in hero without being exact copies. Or replicate it down to vancian magic if you want. Or you do something completely different. However you like. I would poll your group about setting preferences and character types. They may not want magic at all except in NPC hands. Sword and Sorcery does that alot. Or they may all want to be mages. I'd lean toward everyone being a different magic college in that one. Find out what tweaks their interest fantasy wise then build it.
  14. Someone dubbed it the game where you learn to become murder hobos. I would add racists murder hobos. After all you go into someone else's home, kill them and take their shit. And why did you kill the kobolds? Because they are kobolds! At least RQ gave reasons the elves disliked humans or why everyone disliked the trolls.
  15. I always felt given that Dwarves in AD&D were Lawful Good, took negatives to hiding in shadows, Wall climbing, backstabbing while getting bonuses to pick locks and find traps, that they locksmiths not thieves.
  16. I'm working on converting some ideas from RQ3 to Mythic Egypt. A lot of the RQ ideas would work in Egypt For magic points I'd use the mana stat that has been used in past versions of FH Mana =2XEGO bought like END MANA REC= EGO/5 + INT/5 Bought like REC I'm thinking of importing the spirit combat to learn spirit Magic and making a rule where MANA is treated like stun in Spirit combat. Or have a rule that loss of mana does stun.
  17. Status in a cult should be a perk. But that Perk may require you to have certain skills. IE an Acolyte , who can cast reusable divine, had to have 50% in cult related skills. I guess that would 11- in Hero? Then initiates could be set at FAMs? Priests were required to reach 90%. I don't know what that would be in Hero. Initiates were required 1% of time and money to the Cult, Acolytes 50%., Priests and Runelords(paladins ) 90% of both. The upside for Rune Ranks though was the Cult had your back on supplies and expenses. You just didn't have freedom to do what you wanted. Hmm perhaps resource pool rules for that. Or at least access to money and equipment is better for Priests and Cult Paladins.
  18. interesting ideas but for long term it looks transform or create. I'll try to whip a create effect long range curse. I've been exploring the create effect for a couple different things.
  19. I remember some of those Thieves quests or Wizards quests. In our D&D group this wasn't an issue as two of the Main characters were Elven fighter/mages and one was a Fighter/mage/thief. The latters backstory was he was really a scout. They didn't allow Elven Ranger/mages then. They didn't advance fast but they were tough to kill. The other main character was Paladin. Plus some NPC hench men A druid here a Cleric there. the FTM had an illusionist apprentice. Like I said before when start translating D&d to hero things warp. Clerics and paladins become pretty much the same thing. Just one is better a Clerical magic and Turning undead and one id better at Martial skills. I think Arcane magic should be based on EGO(arcane is bending reality to your will) and Divine on INT(knowledge of your gods rituals). How are clerics really different from a someone who makes pacts with other supernatural entities? And shouldn't what the cleric be able to do be based on what God he worships and not on him being a Cleric? IE in a polytheistic setting not all clerics should be able to turn undead. Not all clerics should be able to heal.Only the ones who serve healing gods.
  20. N may have point. Some people freak when you take them out of what they know. Others find it exhilarating. We don't know his/her group. But if the GM wants to show them "this how you can do what you know" BUT your are not limited to that if you want get out of the box, he can. Ironically Fathrd and Grey Mouser were earlier D&D Icons and they broke a lot of D&D tropes. A thief who was a former Wizards apprentice? Come on? A singing Barbarian? WTF?
  21. A lot depends on your setting. Unlike D&D FH does not have classes per se. If you want a setting like Glorantha (Rune Quest) where everyone has access to some magic you can. Mages and Priests are just specialists at magic in that type of setting. But even a barbarian warrior know some healing spells in that setting. Of course Jacks-of-all-trades are masters of none. On the other hand you can have something more traditional like D&D. Or somewhere in between. It is up to you. I'm not up on 6th but I'll bet it has a lot of little rules like 5th does that make healing without magic easier. So you can take that onus off you. Healing could herbalism by hedge wizards by the way. Decide how much magic you want. High power or low, Can everybody use some type magic(doesn't have to arcane)? Or only a few? Are things like healing herbs common and available to those who know how to use them? How gritty do you want the combat? Are you going use optional rules like bleeding and impairing(more danger and healing? Or is it going to be more swashbuckling like a what you are used to? Just think about those ideas a little.
  22. I'll take a look at it . Though I'm trying to move away from the modern western bias about demons. Not that there won't be bad (qlippothic) things in mine. I just want break the mold get back to some older concepts in myth.
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