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jaws

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  1. Re: [Alera - Furies of Calderon] Advice on Summoning/Elemental Ally

     

    I am halfway through book 4 my self at this time and love them. Personally I believe it is a VPP per element. There are many effects possible related to an element so it needs to be flexible.

    furymanifests

    Reading the 4th book says having a fury manifest is not a requirement, but is necessary to reach higher power effects. So I would limit powers to 30 or 45 AP's until a follower is purchased and then limit the VPP AP to 2x the follower AP as suggested. This is per element.

     

    Genetic

    Also I would make each element a talent that can only be purchased at character creation at 1 point per 10 max AP the VPP will have. This cant grow or change as it seems power level of furycrafting is genetic. Powerful furycrafters are obligated by law to wed other powerful furycrafters in order to ensure the Empire has powerful citizens.

     

    I would also require talents at a minimum level of 1+2 for every element controlled. To reflect that only powerful crafters have multiple elements.

     

    Status

    Characters with more than 2 elements must have levels of citizenry or nobility to justify their powerful blood, the more elements available the higher level of blood. (this can be waved by GM based on background - unknown bastard, lost child, whatever).

     

    Inheritable

    Most furycrafters attract their own furies. However a powerful crafter can transfer a fury (follower) to another character. This is complex and should be carefully monitored by GM to avoid abuse preferably only one way.

     

    Furycrafting requires END.

    This is personal END since it can incapacitate a crafter by exhaustion. The more powerful the crafter the less endurance they consume for similar effects (How would you do this?)

    Furycrafting requires concentration.

    The primary way through out the books furycrafting is countered or broken is by the crafter loosing concentration.

     

    furycrafting is mostly reliable

    Unless concentration is broken or impossible due to countering elemental effects, furycraft always seems to work and is reliable in intensity. However damaged crafters seem to have weekend or unavailable powers due to pain. Also wild furies are mentioned to be less reliable but this is actually never demonstrated or exemplified (in the first 4 books).

     

    Perception

    Any furycrafter can detect anthers crafting if he possess crafting of the same element (this may be inaccurate but seems to be the way it works). Other types seem harder to perceive.

     

    Furycrafting leaves a trail. Other furies can perceive the use of furycraft as well as who uses them. This can be watched for or tracked.

     

    It is possible be invisible to certain types of furies by using the opposing element creatively. Invisible to earth furies if not touching ground, wet salted cloak to be invisible to air furies, etc.

     

    Most furies, unless manifest cant perceive a person not actively furycrafting.

     

    Elemental weakness

    All elements have a weakness that hampers and/or blocks their use. Earth doesnt work if not touching the earth, air is blocked by earth (especially salt), water can be blocked by a ring of fire, etc..

     

    "Tame" and "Wild" Furies

    City furies are usually tame, this means that a manifest is more an extension of the caster and follows instructions with out question or consideration. These furies provide 3x their AP to the VPP but are limited to 50ap (this is just an estimation).

     

    Country or wild furies are less reliable and require a skill to direct. The more complex or dangerous the task the greater the penalty. Failing the roll means the fury acts of its own accord or does nothing. These furies provide 2x their AP to the VPP and are limited to 100ap (this is just an estimation).

     

    Manipulation over transformation

    Most powers manipulate the element they control to manage the effect desired. Actual transformation is rare.

     

    Build-up

    Strong powers and movement powers require buildup, they gradually increase in effect, most are not instant.

     

     

     

    Elements(this is copied from somewhere lost source):

    Water: Used in healing, communicating over large distances, reading emotions, shape shifting (only to alter appearances), keeping a youthful appearance, and manipulating water; disrupted by fire. A water-fury-wielder is named Knight Aqua

    Earth: Used to gain strength, tracking and hunting, manipulate the earth, and calm animals. Earthcraft is disrupted when contact with the ground is lost. An earth-fury-wielder is named Knight Terra

    Tree/Plant Life: Used in manipulating plants, tracking and for camouflage; used by archers to bend massive bows to allow arrows to fly further and faster, and to increase accuracy of arrows. Also used to instantly create wooden tools. Requires nearby wood or plant matter, living or dead, in order to use. Disrupted by surrounding the user with metal. A wood-fury-wielder is named Knight Flora

    Fire: Used to control firelight to subliminally manipulate passionate feelings such as joy, anger, and fear; used to create and manipulate flames for either constructive or massively destructive purposes; can be used to create cold by extracting heat from an object; disrupted by water. A fire-fury-wielder is named Knight Ignus

    Air: Used to fly, control the wind, and to increase speed and agility; Also able to bend air into a lens to see farther or into an echo chamber to allow voice communication without the need for water, however the effective range is much shorter; strong crafters may be able to bend the air to make objects or people seem invisible or to create lenses of air to focus light into a damaging beam; can be used to manipulate the weather. Windcraft is disrupted by earth, particularly in the form of salt. An air-fury-wielder is named Knight Aeris

    Metal: Used in sword play heavily as crafters can change the hardness of metal, allowing them to strike with diamond-hard blades. Combat can be totally in the dark as metalcrafters do not need light to sense nearby metal. Shields can also be made more flexible to absorb a greater amount of impact force than normal. Also used in forging weapons and other precise metal objects, and metalcrafters also have dramatically increased pain tolerance and physical endurance. Although they gain speed, accuracy and deadly ability in combat, metalcrafters do not become physically stronger, and still require metal weapons/armor to make the most of their abilities. If attacked by something made of stone or organic material, the crafter is able to block some of the attacks, but multiple would quickly overload his/her defenses. Gaius Sextus, First Lord of Alera, is the only character to display the ability to manifest a metal fury - the effect being that Sextus transformed into metal, in an effect reminiscent of Colossus. A metal-fury-wielder is named Knight Ferrous.

     

    I think that covers the basic theory. Now to put it in to clear working AleranHero.

  2. OK, this is actually for some fantasy world building but I am sure Sci-Fi buffs have a greater knowledge of the potential SFX that would be perceived by inhabitants of a planet that has 2 suns. Seasonal, day/night cycles, etc...

     

    I am considering both options of an S-type orbit (around only one of the stars) and a P-type orbit (around both suns).

     

    I am not really interested in making it real, just consistent enough for fantasy. Especially to consider all the cool effects that might derive from the situation.

     

    Any help appreciated.

     

    Sci-Fi version of the thread

  3. Re: Mass Effect Campaign Setting

     

    Ah i figured that out already, my main issue is with the universe itself. There are still too many unrevealed facts that would be important in a good game. I could make them up, but I am new to SCIFI campaigns so I don't have a lot of stuff i can pull out of my pocket yet. I guess to start my first SciFi campaign I need something that backs me up a bit more so I feel comfortable.

     

    I don't really worry too much about mechanics in the end as long as the game is fun. And i hate loading screens. And that is what would happen often if i tried running this now.

     

    Once i have palyed the trilogy I will probably go 4 it.

  4. Re: Mass Effect Campaign Setting

     

    I stopped this whole idea for a while. Mainly because there is just enough info available to get you hyped and in trouble, but not enough to really run a campaign with out a ton of luck. Unless you want to make up most of the universe or restrict your group to a very small area of space or even to a single planet.

     

    Examples:

    * Aside from what they look like, there is really not enough information on the races, their architecture and ships to accurately describe to your players with out making up a hell of a lot of info, that may lead to inconsistencies since the thing I appreciate most about the races of ME is there is more difference between them than there is between the wildest human cultures. (I could wing it, but id rather wait until the creators are done with the basics before I go breaking it). sorry I'm a consistency freak when it comes to what I do.

     

    Another is the deadliness factor. Weapons are so automated and powerful, that battles are won primarily on tech level. Strategy is important but tech is more. I can balance this out for my own version of ME but for now it is just another issue that makes it more work than its worth for now.

     

    Well I don't want to derail you but if your GM comes up with some cool stuff I would greatly appreciate he throw a bone in this direction.

  5. Re: [Magic System] Piedragemasi (Gemstone Magic) Update

     

    always liked the system you got here. I am finally implementing Piedragemas and Totemic Shamanism.

     

    There are a few open ended powers that I'm curious about how they should be defined for use.

     

    For example:

     

    The ruby powers

     

    7 Basic Bolts: EB 3d6 (vs. ED) (15 Active Points); OIF (Ruby; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4) 1

     

    15 Advanced Bolts: EB 6d6 (vs. ED) (30 Active Points); OIF (Ruby; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4)

     

    Do they have a certain type of energy special effect, is this and assumed instead of aplied with the advantage, is it defined by campaign or does the character select on purchase and keep it that way?

     

    I know these are all valid options, however what was your intention when creating thees?

     

    The Enerald Powers:

     

    7 Basic Dispel: Dispel 1d6, Any Magic One At A Time (+1/2), Cumulative (24576 points; +3 1/2) (15 Active Points); OIF (Emerald; -1/2), Extra Time (Full Phase, -1/2) 1

    15 Advanced Dispel: Dispel 2d6, Any Magic One At A Time (+1/2), Cumulative (24576 points; +3 1/2) (30 Active Points); OIF (Emerald; -1/2), Extra Time (Full Phase, -1/2) 3

    22 Signature Suppression: Suppress 4d6+1, Area Of Effect (2" Radius; +1) (44 Active Points); OIF (Emerald; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4)

     

    I remember you specifying in the magic systems discussion that to cover special effects they needed to be detailed or to cover all it required an expanded effect (or something like that) advantage at +2 to affect any type of spell.

     

    Same questions as for ruby.

     

    I will assume any other instances similar to these have the same answer.

     

    Thanks.

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