-
Posts
71 -
Joined
-
Last visited
Reputation Activity
-
Villain In Glasses reacted to NuSoardGraphite in Considering a magic system
The details of my magic system are as follows:
It is based on the Three Realms of Magic from Rolemaster/Shadow World. Basically magical radiation/energy known as Essaence permeates the world (and the solar system) and can be manipulated by those trained to do so, or those with natural born abilities, talents or magical mutations. Spellcasting developed deep in antiquity and was originally simply known as Essaence. But over time, as the Essence Lords destroyed themselves, and the faerie and mortal races clawed themselves out of the dark ages, spellcasting began to split into three realms: Essence, Channeling and Mentalism.
ESSENCE: This is the Realm of the classic fantasy wizard. It represents academic knowledge of the Essaence, how it functions and interacts with physical reality and how to manipulate it to change said reality. It is Intelligence based. Typical limitations include; Requires Skill Roll (Essence)*, Incantation (-1/4), Gestures (-1/4), Extra Time-full Phase activation (-1/2), Subject to Essence fluctuations (-1/2)
CHANNELING: This is the Realm of the classic fantasy cleric. It represents magical power as bestowed upon a caster by a supernatural entity of great power such as a deity, a demon lord or other powerful supernatural forces. It is Presence based. Typical limitations include: Requires Skill Roll (Channeling)*, Incantation (-1/4), Focus-Obvious/inaccessible [holy symbol] (-1/2), Subject to the whim of the patron diety (-1/4), Subject to Essence fluctuations (-1/2)
MENTALISM: This is the Realm of the classic fantasy mystic. It represents magical power which originates from within the caster, focused and shaped by their Will. It is Ego based. Typical limitations include: Requires Skill Roll (Mentalism)*, Concentration (-1/4), Extra Time-full phase activation (-1/2), Gestures (-1/4), Subject to Essence fluctuations (-1/2)
ARCANE: The "4th Realm", it is the original realm which represents manipulation of the Primal Essaence itself. Spells of this realm are less focussed and less specialized but can be very far-reaching and extraordinarily destructive. It is based on all three mental Characteristics (the skill roll is determined by averaging Int, Pre, and Ego). Typical limitations include: Requires Skill Roll [at -1/5 Active] (-1), Incantations (-1/4), Gestures (-1/4), Extra Time-full phase (-1/2).
Note that the limitation, "Subject to Essence Fluctuations" means that the areas background Essence can effect the magic. In an area of zero magic, spells just wont work, no matter the realm (except Arcane). Essence Storms are a thing where it causes magic to go haywire, draining magic or boosting it, or causing it to go chaotic. Casting spells during an Essence Storm is completely and utterly unpredictable. Arcane magic, however is completely stable and not affected by null zones or Essence storms.
The limitation, "Subject to the whim of patron deity" simply means the Channeler has to follow the tenents of their faith and the will of their patron, or the may find themselves bereft of their powers. Also, the deity may at any time deny the Channeler access to any of his spells, snuffing out a spell as the Channeler casts it or causing it to have some other effect. This should be rare. However, on the flip side, if the Channeler is under duress, the deity may boost the power of the spell at his or her discretion (I guarantee you this will not happen often) if it serves their purposes. Or just for the hell of it. Whatever.
All spellcasters have a new derived Characteristic known as ESSENCE (ESS) which is determined by adding INT, PRE and EGO together, then dividing by 2. Thus an average character with 10 in all three Characteristics has an ESS of 15 (10+10+10)/2 = 15. The character's Essence score acts like Endurance which fuels the character's magic spells. To increase ESS costs 1cp for every +2 ESS and it has a Normal Characteristic Maxima of 50 (for most mortal characters), with an absolute maximum of 100 (there are ESS boosting magic items...Endurance Reserves...available in the game)
Spells are purchased in a Multipower with each slot representing individual spells. Combined Powers are perfectly okay to buy in a single slot, as long as the combined Active Point cost does not exceed the allotted points in the Multipower Pool. The Pool represents the amount of magical power available for the character to use. All spells must cost Endurance to cast. If a spell calls for a 0 End power, the Cost Endurance limitation will be applied to that individual spell slot.
The Multipower itself has the Realm-based limitations applied to it's cost, which affects all spells of that Realm. ALL SPELL POOLS MUST HAVE REQUIRES A SKILL ROLL, NO EXCEPTIONS. In general, Multipower pools must have at least -1 in Limitations applied to them and a maximum of -2. Additional limitations may be applied to each individual spell as necessary.
Characters may learn more than 1 Realm. They all draw off of the same pool, but Variable Limitation must be applied to the pool. This increases the cost of the initial pool, but opens up quite a bit of variation and versatility to the character. They may now pull spells from 2 or more Realms of Power. When casting spells from the appropriate Realm, the requisite Limitations and guidelines must be observed.
Spellcasting requires a skill roll and a penalty of -1 per 10 active points in the spell is applied (-1 per 5 active points for Arcane magics!). Failing a skill roll means the spell fizzles and the caster looses the Essence anyway. critically failing the skill roll (always a roll of 18, or double the roll after penalties. For example, a character with a Essence roll of 16 or less, casts an 80 active point spell at -8. That gives him a chance of 8 or less to cast the spell. If the character rolls a 16 or more, the spell is considered a critical failure) then the character has had a mishap, either the spell goes awry or the caster internalizes the spell, doing physical or mental harm to him or herself. (there is a chart) A success means the spell goes off as normal. A critical success (rolling half or less of the skill roll) means the character casts the spell but spends only 1/2 the Essence.
There are many ways to increase one's chance to cast a spell. Taking extra time to cast the spell gains +1 per step on the Time chart. Spending extra Essence gains +1 per X2 Essence spent. (this requires a Spell Mastery roll). Utilizing ritual materials will gain a material bonus (+1 to +3 generally, but can be more). Casting spells at a Foci or Essence flow will generally net a small bonus (and add a boost to the spell as well).
There are also many things which can inhibit spell casting. Null zones which is completely devoid of the background Essence will prevent spellcasting altogether. Encumbrance penalties apply to spellcasting, especially the wearing of armor (it is binding, restricts movement which interferes with gestures, metal interferes with the channeling of background Essence and prevents concentration) Being unable to fulfill a Gestures or Incantation limitation does not automatically cancel a spell, but trying to cast one without fulfilling said Limitation is a -3 skill penalty (-6 if both cannot be fulfilled!), environmental penalties may apply as well (watch out for Change Environment!)
There's so much more to this. Perhaps I will post more later.
-
Villain In Glasses got a reaction from Ndreare in Roll20 export template?
Hi Ndreare,
Yes, the sheet I maintain is the Hero-themed one on Roll20 (HeroSystem6eHeroic), which I recently updated to handle 17 powers. The API script for importing HeroDesigner characters is in the API one-click install menu. You will need the HeroDesigner export definition file, which can be found here:
-
Villain In Glasses got a reaction from C.R.Ryan in Roll20 export template?
Hi C.R.,
There are export formats for Hero Designer for both Roll20 character sheets.
For the sheet I maintain, Hero System 6e Heroic, use the export format HeroSystem6eHeroic_HDImporter. The import script for the sheet is installable from the Mods (API) Scripts setting using the 1-click install menu or from its GitHub folder, which also has the manual and a sample character. As the name implies, HeroSystem6e_Heroic is intended for Heroic campaigns such as Fantasy Hero or Star Hero. It will work in a pinch for Supers, but this wasn't the design intent.
For the other sheet, Hero System 6e, use ImportHS6e. The script is installable using the 1-click install menu. The export format file is available from its GitHub folder. I don't support this script and can't comment on its status.
Be advised that you need a Roll20 Pro-level subscription to use API scripts.
Cheers,
ViG
-
Villain In Glasses got a reaction from Ndreare in New Roll20 Character Sheet - Hero System 6e Heroic
I've added support for the optional hit location system. The sheet will calculate OCV penalties (with PSL support), roll target locations (for head shots, body shots, etc.), and calculate STUN for killing attacks. On the sheet weapons checked as AoE will not use hit locations, so the system can be turned on or off on a case by case basis. Whether or not an AoE weapon should use hit locations seems to be a GM-decision thing so this seemed a convenient marker. An AoE tag is useful with or without hit locations anyway.
Roll20's servers should start using the updated version in a few days.
-
Villain In Glasses got a reaction from Ndreare in New Roll20 Character Sheet - Hero System 6e Heroic
Hello everyone,
I’d like to announce the availability of a new Hero System character sheet for Roll20 intended for heroic-level campaigns. “Hero System 6e Heroic” is available alongside Darren’s “Hero System 6e” in Roll20’s game options. This is an entirely new character sheet that uses no code from the earlier sheet.
HS6e Heroic has a different design philosophy motivated by the needs of heroic settings such as Fantasy Hero and Star Hero. Over the last year or so I worked on a Star Hero campaign, but felt stymied because the existing character sheet was inappropriate for the setting. Eventually I decided I would either have to drop the idea or learn html and javascript and develop my own sheet. I hope the result makes running and playing Hero games easier, especially for new players. The project took about three months.
Features include:
1) A bookkeeping system, which hopefully provides a full accounting of points spent on characteristics, skills, powers, talents, perks, and complications. Includes support for skill enhancers, group levels, and overall levels and calculates skill rolls.
2) Self-contained. No custom APIs needed. Usable with a basic free Roll20 account. Those with a pro-level account may still find the Hero Roller script useful for more flexible macros.
3) Heavy focus on skills. Support for 30 general skills, 7 combat skills, 6 martial skills, and 9 languages.
4) Support for 10 powers and/or frameworks.
5) Designed for purchased equipment, armor, and weapons. Adds weight and calculates END, DCV, and dexterity penalties.
6) Support for normal and killing damage weapons. Rolls and calculates BODY and STUN of each attack type. (Only recently possible without custom APIs.)
7) Uses basic armor activation instead of hit locations since this is simpler and probably more appropriate for heroic settings.
Some caveats:
1) Unfortunately, you will not be able to easily switch between the two 6e Roll20 character sheets. The code bases and lists of attributes are really very different. Although it should be possible to write some kind of translation script, I don’t have plans to do this.
2) I should mention that except for a few items needed to support the underlying math there are no lists of skills, power descriptions, power advantages, etc. You will need official Hero Games source material to actually fill out the character sheet and understand how to create a character and play the game. I am intrigued by eepjr24’s Hero Designer to Roll20 import script and may look into porting it. No promises though.
3) The new API for displaying your avatar on-sheet is implemented, but only supported on the Dev Server at this time. I expect it to be approved for general use soon.
I’ve tested my code in Chrome, Firefox, Safari (Mac and iPad), and MS Edge. There are some cosmetic differences between browsers, but nothing major. Roll20 on iPad Safari is harder to use, but it does work. Note that although Safari and Edge aren’t officially supported by Roll20, that hasn’t stopped me from using Safari as my primary browser in Roll20 games.
I welcome your comments and bug reports. I’m thinking about ways to improve handling of basic and martial maneuvers, possible optional support for hit locations, and general ways to improve usability.
GitHub Readme with screenshots: https://github.com/Roll20/roll20-character-sheets/blob/master/HeroSystem6eHeroic/README.md
Cheers,
Villain In Glasses
-
Villain In Glasses got a reaction from Steve in New Roll20 Character Sheet - Hero System 6e Heroic
Hello everyone,
I’d like to announce the availability of a new Hero System character sheet for Roll20 intended for heroic-level campaigns. “Hero System 6e Heroic” is available alongside Darren’s “Hero System 6e” in Roll20’s game options. This is an entirely new character sheet that uses no code from the earlier sheet.
HS6e Heroic has a different design philosophy motivated by the needs of heroic settings such as Fantasy Hero and Star Hero. Over the last year or so I worked on a Star Hero campaign, but felt stymied because the existing character sheet was inappropriate for the setting. Eventually I decided I would either have to drop the idea or learn html and javascript and develop my own sheet. I hope the result makes running and playing Hero games easier, especially for new players. The project took about three months.
Features include:
1) A bookkeeping system, which hopefully provides a full accounting of points spent on characteristics, skills, powers, talents, perks, and complications. Includes support for skill enhancers, group levels, and overall levels and calculates skill rolls.
2) Self-contained. No custom APIs needed. Usable with a basic free Roll20 account. Those with a pro-level account may still find the Hero Roller script useful for more flexible macros.
3) Heavy focus on skills. Support for 30 general skills, 7 combat skills, 6 martial skills, and 9 languages.
4) Support for 10 powers and/or frameworks.
5) Designed for purchased equipment, armor, and weapons. Adds weight and calculates END, DCV, and dexterity penalties.
6) Support for normal and killing damage weapons. Rolls and calculates BODY and STUN of each attack type. (Only recently possible without custom APIs.)
7) Uses basic armor activation instead of hit locations since this is simpler and probably more appropriate for heroic settings.
Some caveats:
1) Unfortunately, you will not be able to easily switch between the two 6e Roll20 character sheets. The code bases and lists of attributes are really very different. Although it should be possible to write some kind of translation script, I don’t have plans to do this.
2) I should mention that except for a few items needed to support the underlying math there are no lists of skills, power descriptions, power advantages, etc. You will need official Hero Games source material to actually fill out the character sheet and understand how to create a character and play the game. I am intrigued by eepjr24’s Hero Designer to Roll20 import script and may look into porting it. No promises though.
3) The new API for displaying your avatar on-sheet is implemented, but only supported on the Dev Server at this time. I expect it to be approved for general use soon.
I’ve tested my code in Chrome, Firefox, Safari (Mac and iPad), and MS Edge. There are some cosmetic differences between browsers, but nothing major. Roll20 on iPad Safari is harder to use, but it does work. Note that although Safari and Edge aren’t officially supported by Roll20, that hasn’t stopped me from using Safari as my primary browser in Roll20 games.
I welcome your comments and bug reports. I’m thinking about ways to improve handling of basic and martial maneuvers, possible optional support for hit locations, and general ways to improve usability.
GitHub Readme with screenshots: https://github.com/Roll20/roll20-character-sheets/blob/master/HeroSystem6eHeroic/README.md
Cheers,
Villain In Glasses
-
Villain In Glasses reacted to CAL in New Roll20 Character Sheet - Hero System 6e Heroic
Low hanging fruit! I like it!
-
Villain In Glasses got a reaction from CAL in New Roll20 Character Sheet - Hero System 6e Heroic
Update on the Hero Designer importer: the skeleton has some joints and internal organs.
The HDE+Roll20 Importer now does complications, perks, and talents. This is Page 5 of the character sheet. Still lots to do and I'm tackling the easier bits first.
-
Villain In Glasses got a reaction from CAL in New Roll20 Character Sheet - Hero System 6e Heroic
Good to know about names. Until I get into, it's hard to say how it will work out.
Each power, talent/perk, and complication on the sheet has space for notes. So I should be able to bring them over (within some reasonable size limit).
I agree on the dice rolls. There's only so much one can do.
-
Villain In Glasses got a reaction from CAL in New Roll20 Character Sheet - Hero System 6e Heroic
I can add that I have made progress on a Hero Designer importer. It's only a start, but my current HDE and Roll20 API script will import all the standard characteristics and background text into the sheet. Basically, Page 1 of the Roll20 sheet above. The next bits will be harder to implement, but since I have a skeleton working, it should be only a matter of effort.
-
Villain In Glasses got a reaction from CAL in New Roll20 Character Sheet - Hero System 6e Heroic
Thanks, Stonewild. When I get there, debugging will be pretty useful. Hero Designer can do a lot of stuff and that might cause unexpected issues.
-
Villain In Glasses got a reaction from Stonewild in New Roll20 Character Sheet - Hero System 6e Heroic
I can add that I have made progress on a Hero Designer importer. It's only a start, but my current HDE and Roll20 API script will import all the standard characteristics and background text into the sheet. Basically, Page 1 of the Roll20 sheet above. The next bits will be harder to implement, but since I have a skeleton working, it should be only a matter of effort.