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Mr. R

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Posts posted by Mr. R

  1. Unfettered a greatsword 

    Charging Minotaur (See above) four time per day

    A bonus to Str of +2 at first and up to +6 (+Str, No figured, OAF)

    Enlarge (Growth) as the spell once per day

    Meld into stone as the spell and +2 OCV while melded once per day

    Stoneskin as the spell once per day only if you are in a Stone Dragon Stance

    Unfettered becomes an energy dancing sword.  Gains +2d6 Deadly Blow during this time. Once per day


     

    Tiger Fang a kukri

    Frenzied Charge +2d6 HKA triggered after doing a regular charge

    Tiger Leap +2 to all leap abilities and attack

    Battle Fever heal self three times a day only after hitting an opponent

    Sharp Claw +2 OCV only to add damage

    Haste as the spell (+4 Dex and +2 Spd ) five times a day

    +2d6 Deadly Blow only if landing a critical

     

    Blade of the Last Citadel adamantine longsword

    Leading the Attack (see above) five times a day

    Prayer as the spell once per day

    Remove Fear others only, three time per day

    Cure Critical Wound self only, once per day

    Blade Barrier as the spell once per day

    Blade becomes a Defender weapon Convert Damage bonus from Deadly Blow into Armour for defense

    Heal self only once per day

    Next up  

     

    Martial Scripts

    Aptitude Weapons

    Wonderous Items

  2. Three more

     

    Kamate is a simple unadorned bastard sword

    Steel Wind (Autofire 3, only to hit three adjacent opponents) five times a day

    Shocking Grasp once per day

    Accurate Strike + 5 OCV only vs concealed/ invisible opponents

    Lightning Bolt three times per day

    Chain Lightning once per day

    Perfect Strike +10 OCV once per day


     

    Eventide’s Sun Mithril short sword

    Crux of Balance (+2 all dex skills)

    Sting Like a Bee +1d6 Deadly Blow only vs opponents larger

    +2 DCV only

    Baffling Defense  Comet Throw (see above) three times a day

    Dance into the Sun 1d6 sight flash ae one hex linked to Improved Invisibility two time a day

     

     

    Umbral Awn Simple dagger that never seems to reflect light

    Shadowcloak +3 to stealth and shadowing

    Sneak Attack +1d6 Deadly Blow only from behind and/or surprise

    Shadowhand  Fast Draw

    Shadow Strike +3 OCV only when in a Shadow Hand stance, only when flanking an opponent

    Invisibility at will

    Shadowstep Desolid for one turn Three times a day and Dagger gaines affect solid advantage


     

  3. OK I am going into history back.

     

    The Fox.  A teleporting thief.  He's basically Danny Ocean (Ocean's Eleven) with super powers.  He'll form a crew to rob something, but usually try to be non violent.  

     

    Also Thunder and Lightning.  A husband-wife duo who were caught, outed, forced to serve as law enforcement, and now that they have done their time, find a normal life impossible.  They commit crimes just to maintain a middle class life style.  Basically Blue collar criminals.

     

    Finally I am going to go out on a limb and say Firewing.  Yeah he wants a good fight.  Yeah he'll throw down just to prove himself tougher.  But on the whole he's not a conqueror, and can even be persuaded to fight on your side IF you can appeal to his sense of honour!

  4. So it would not be an ADnD supplement without a selection of magic items.  First up---- the NINE SWORDS

     

     

     

    These weapons are called Legacy Weapons.  At first they seem to be a simple magical weapon, but as the wielder grows in power ie levels) the sword will grow in power.  BUT to access these powers a certain ritual needs to be accomplished.  These rituals are unique to each blade and so we get some cool role playing opportunities as the PC investigates the history of the weapon and then tries to accomplish the ritual.  

     

    So first the Desert Wind, a scimitar that as it grows in power becomes a Flaming Scimitar.  Also we get the following

    Endure heat and cold (LS)

    With a flourish of the blade it will cast a Burning Hands spell (Basically a 1 hex AE EB with no range)  up to three times a day.

    Fast Draw with the weapon.

    The ability to use Burning Blade (See above) up to three times a day.  

    Fan the Flames (See above) this does not count against your usage if you already know it.

    Wyrm’s Flame (See Hatchling's Flame above and scale it up) three times a day.


     

    Faithful Avenger, a Falchion

    A bonus to Con of +2 at first and up to +6 (+Con, No figured, OAF)

    Detect Good/Evil at will

    Lesser Restoration three times a day 

    Immortal Fortitude once per day

    Greater Restoration self only at will

    Resiliency  Ignore damage from a single source once per day (20 pd/ed Force Wall, no range, self only)

     

    Supernal Clarity a simple rapier

    Sapphire Nightmare (see above) five times a day

    +1 OCV with any Diamond Mind Strike listed above

    +3 to Dex rolls for balance

    Haste as the spell (+4 Dex and +2 Spd ) five times a day

    +2 to Dodge/Martial Dodge

    Freedom of Movement (Desolid only vs grabs and entangles)

    Time Stop once per day (13d6 suppress SPD, AE, 5 minute duration)

     

  5. So the strikes, boosts and errata of White Raven

     

    Quote

    2    Strike  Leading the Attack:  +10 PRE (10 Active Points); 1 Charge (-2), Limited Power Power loses about a third of its effectiveness (Only to bolster allies; -½), Limited Power Power loses about a third of its effectiveness (Only after hitting opponent; -½)
         
    2    Battle Leader's Charge:  Deadly Blow:  +1d6 ([limited circumstances]Following Charge) (7 Active Points); 1 Charge (-2)
         
    6    White Raven Tactics:  Lightning Reflexes: +10 DEX to act first with All Actions, Usable By Other (+¼) (19 Active Points); 1 Continuing Charge lasting 1 Turn (-1 ¼), Limited Power Power loses about half of its effectiveness (Only to make their initiative equal to yours; -1)
         
    7    White Raven Strike:  Deadly Blow:  +2d6 (any circumstances, any HTH weapon) (20 Active Points); 1 Charge (-2)
         
    10    Boost  Order from Chaos:  Running +6" (12" total), Usable By Other (+¼), Area Of Effect (2" Radius; +1), Selective (+¼) (30 Active Points); 1 Charge (-2)
         
    18    (Total: 80 Active Cost, 18 Real Cost) Deadly Blow:  +2d6 (any circumstances, any HTH weapon) (20 Active Points); 1 Charge (-2) (Real Cost: 7) plus Energy Blast 6d6, No Normal Defense ([Standard]; +1) (60 Active Points); 1 Charge (-2), Limited Power Power loses about two-thirds of its effectiveness (Does no damage; -1 ½), Limited Power Power loses about a third of its effectiveness (Only to help calculate Stunning; -½), No Range (-½) (Real Cost: 11)    [1]
         
    17    Strike  Wolf Pack Tactics:  Killing Attack - Ranged 2d6, Area Of Effect (3" Radius; +1), Selective (+¼) (67 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Only to add to damage of allies flanking same opponent; -1)    [1]

     

    Leading the Attack is a boost to presence attack.

     

    Battle Leader's Charge, umm yeah.

     

    White Raven's Strike is your standard Deadly Blow.

     

    Order from Chaos is interesting.  Basically I allows the PC to give his allies the ability to place themselves in a better position.

     

    Next (Sorry forgot the name) is another stunning blow.

     

    Wolf Pack Tactics is like the stance and yes they do stack!

     

     

  6. White Raven is the hardest to convert as a lot of it modifies the Action Economy.  Like allowing allies to move and attack even if they did so already.  Allowing both you and an ally to gain flanking bonus even if you are not flanking.  And the signature abilities allow you and an ally(ies) to charge, not provoking an attack of opportunity, at an opponent, gaining a to hit bonus and a damage bonus for all who charged.  The capstone ability instead of saying one or two allies, allows everyone within a certain radius of yourself, to charge an opponent.  Besides the usual damage bonus, you get to add 50 hp of damage, every one of your allies adds 25 (Yeah this can add up real quickly with a large group facing ONE LARGE OPPONENT)

     

    But there are some the I tried to ... convert.

     

    Quote

    7    Stance  Bolstering Voice:  +10 PRE (10 Active Points); Limited Power Power loses about a third of its effectiveness (Only to bolster allies; -½)
         
    28    Stance  Wolf Pack Stance:  Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +½), Continuous (+1), Area Of Effect (4" Radius; +1), Selective (+¼) (56 Active Points); Limited Power Power loses about half of its effectiveness (Only to add to damage of allies flanking same opponent; -1)
     

     

    So the first is the classic rallying stance!

     

    The second is an example of above.  It does nothing for you, but allows allies to do extra damage.  Rogues doing a Sneak Attack would go crazy for this!  Basically the way it works is IF your ally is flanking a common opponent, then you can make a to hit roll, but only IF they hit the opponent.  This damage then adds to their own.  

     

     

  7. So various maneuvers

     

    Quote

    4    Strike  Wolf Fang:  Autofire (2 shots; +¼) for up to 45 Active Points of Weapon up to 45 AP (11 Active Points); 1 Charge (-2)    [1]
         
    3    Boost  Sudden Leap:  Leaping +5" (13" forward, 6 ½" upward) (Accurate) (10 Active Points); 1 Charge (-2)
         
    2    Strike  Claw at the Moon:  Deadly Blow:  +1d6 ([limited circumstances]After a Leap) (7 Active Points); 1 Charge (-2)
         
    3    Strike  Rabid Wolf:  Deadly Blow:  +1d6 (any circumstances, any HTH weapon) (10 Active Points); 1 Charge (-2), Limited Power Power loses about a fourth of its effectiveness (- 2 DCV; -¼)
         
    7    Strike  Flesh Ripper:  (Total: 20 Active Cost, 7 Real Cost) Negative Combat Skill Levels (-1 to opponent's DCV) (5 Active Points); 1 Charge (-2) (Real Cost: 2) plus Negative Combat Skill Levels (-3 to opponent's OCV) (15 Active Points); 1 Charge (-2) (Real Cost: 5)    [1]
         
    5    Boost  Fountain of Blood:  +30 PRE (30 Active Points); 1 Charge (-2), Limited Power Power loses about two-thirds of its effectiveness (Only after downing an an opponent; -1 ½), Limited Power Power loses about half of its effectiveness (Offence only; -1)
         
    14    Strike  Hamstring:  (Total: 40 Active Cost, 14 Real Cost) Drain DEX 2d6 (20 Active Points); 1 Charge (-2) (Real Cost: 7) plus Change Environment 1" radius, -6" of any one mode of Movement (20 Active Points); 1 Charge (-2) (Real Cost: 7)    [1]
         
     

     

    All of these simulate the frenzied attacks that a predator would do to cripple and kill their prey.

     

    The one I think has the best name is Fountain of Blood.  After killing an opponent is a really violent manner, you growl and howl at your opponents, causing fear.  That just screams a presence attack!

     

     

  8. Remember when I said you could reskin the Desert Wind into other elemental styles.

     

    Well Tiger Claw represents those predators like tiger and leopard.  But not all animals are like this.  So I propose reskinning Stone Dragon to The Bear's Roar (it sort of fits).  Shadow Hand becomes Lizard Moves.  I am sure you can think of others.

     

    So on to Tiger Claw

     

    Quote

    30    Stance  Hunter's Stance:  (Total: 30 Active Cost, 30 Real Cost) Tracking with Smell/Taste Group (Real Cost: 10) plus Targeting with Smell/Taste Group (Real Cost: 20)
         
    16    Stance  Leaping Dragon:  Leaping +6" (13" forward, 6 ½" upward) (Accurate), Reduced Endurance (0 END; +½) (16 Active Points)
         
    27    Stance  Wolf Pack Tactics:  Running +6" (12" total), Reduced Endurance (0 END; +½), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; After hitting with an attack; +¾) (27 Active Points)
     

     

    Hunter's Stance makes you Wolverine 

     

    Leaping Dragon and Wolf Pack Tactics are movement bonuses.  

     

    All this re-enforces the idea of a fast agile predator.

     

     

     

  9. Last abilities of Stone Dragon and these are powerful!

     

    Quote

    26    Strike  Colossus Strike:  (Total: 86 Active Cost, 26 Real Cost) Hand-To-Hand Attack +6d6, Double Knockback (+¾) (52 Active Points); 1 Charge (-2), Hand-To-Hand Attack (-½) (Real Cost: 15) plus Naked Advantage: Double Knockback (+¾) for up to 45 Active Points (34 Active Points); 1 Charge (-2) (Real Cost: 11)    [1]
         
    27    Strike  Earthquake Strike:  Energy Blast 10d6, Personal Immunity (+¼), Does x1 ½ Knockback (+½), Area Of Effect (9" Radius; +1) (137 Active Points); Limited Power Power loses about half of its effectiveness (No damage  only for KB/ KD; -1), No Range (-½), Limited Power Power loses about a third of its effectiveness (Only vs targets on the ground; -½), 1 Charge (-2)    [1]

     

    Colossus Strike is the "I hit him across the Battlefield!" ability.  Great for knocking opponents off cliffs!

     

    Earthquake Strike is another classic.  I strike the ground and they all fall down!

     

     

    Next up Tiger Claw!

     

     

     

  10. 23 hours ago, Scott Ruggels said:

    I am completely unfamiliar with the source material. What is this front. 

    The Book of Nine Swords

     

    It is a supplement for ADnD 3rd ed to make hth types a bit more than " I roll to hit, if I  hit, roll for damage" rinse repeat.  Thus we get the following

     

    Stances - these give you a set of bonuses active all the time.  You can ONLY have one stance active at a time, so picking the right one for the situation is key.

     

    Maneuvers- three varieties

     

    Strike- adds to damage or adds a condition or gives you a benefit (like one that heals you when you hit an opponent)

     

    Boosts - these give you a boost, an added element.  Example one style has a boost that turns your sword into a flaming sword for one turn.  And yes the boosts and strikes are additive.

     

    Counters- You do this to turn an opponent attack on him.  OR it lets you re-roll a save.

     

    Basically it was to give to the martials something similar to the spells of the mage/cleric classes.

  11. The following are all really cheap, but they are also all the low powered versions of later abilities, you know the Lesser Insightful..., the Insightful..., the Greater Insightful.  So....

     

    Quote

    1    Strike  Charging Minotaur:  Deadly Blow:  +1d6 ([very limited circumstances]) (4 Active Points); 1 Charge (-2)
            Notes:  Only with a charge
         
    4    Strike Stone Bones: Force Field (5 PD/5 ED) (10 Active Points); 1 Continuing Charge lasting 1 Turn (-1 ¼), Limited Power Power loses about a third of its effectiveness (Only after hitting in HtH; -½)    [1 cc]
         
    7    Strike  Mountain Hammer:  Armor Piercing (+½) for up to 45 Active Points of Up to 45 pts of attack (22 Active Points); 1 Charge (-2)    [1]
         
    5    Strike  Stone Vines:  Entangle 2d6, 1 DEF (15 Active Points); 1 Charge (-2)    [1]
         
    3    Strike  Bone Splitter:  Drain CON 1d6 (10 Active Points); 1 Charge (-2)    [1]
     

     

    You will note that I am using Deadly Blow a lot more.  That is because it does what I need and the limitations are mostly built in.

     

    So Charging Minotaur has only with a charge attack which I feel is very limiting.  Later examples add 2d6 or 4d6, which is a lot of damage.  Also remember tis in the form of a KA.  Switch it to regular dice if you find it appropriate ( like charging with your fists)

     

    Stone Bones in DnD gives you resistance 5 I think.  Lasts one round.  So a Force Field that activates after a HtH hit.  Also there are more powerful versions (Iron Bones and Mithril Bones and finally Adamantine Bones) that add more defense.  That giant with str 40 and a 3d6 HKA seems a lot less dangerous after you activate Mithril Bones ( 15/15 FF)  Depending on what your GM allows this could bring your defenses up to 40 pts.  

     

    Mountain Hammer is your find weakness attack.

     

    Stone Vines exist to hinder opponents.  There are more powerful versions, but I'd make them all with one Def, so anyone could break out of given time.

     

    Bone Splitter is also one which had more dice so a 4d6 Drain is possible.  

     

     

  12. Stone Dragon is a style where you make like a mountain, with deep roots and quiet strength

     

    Quote

    25    Stance Root of the Mountain:  (Total: 30 Active Cost, 25 Real Cost) Clinging (normal STR) (10 Active Points); Limited Power Power loses about half of its effectiveness (Only to prevent unwanted movement; -1) (Real Cost: 5) plus Knockback Resistance -10" (Real Cost: 20)
         
    10    Stance  Giant's Stance:  Deadly Blow:  +1d6 (any circumstances, any HTH weapon)
     

     

    Root of the Mountain is almost a signature of this style.  You are immovable, and thus a rock to rally around!

     

    Giant's Stance is channeling the giants of the mountain to increase your damage!

     

  13. Final abilities from Shadow Hand

     

    Quote

    15    Strike Shadow Garrott:  (Total: 60 Active Cost, 15 Real Cost) Energy Blast 6d6 (30 Active Points); 1 Charge (-2) (Real Cost: 10) plus Entangle 3d6, 0 DEF (30 Active Points); 1 Charge (-2), No Defense (-1 ½), Entangle Has 1 BODY (-½), Limited Power Power loses about a third of its effectiveness (Only to stop movement; -½) (Real Cost: 5)    [1]
         
    16    Strike  Hand of Death:  Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+½) (60 Active Points); 1 Charge (-2), No Range (-½), Cannot Form Barriers (-¼)    [1]
         
    11    Counter  Shadow Stride:  Teleportation 20" (40 Active Points); 1 Charge (-2), Limited Power Power loses about a third of its effectiveness (Only into Shadow; -½), Must Pass Through Intervening Space (-¼)    [1]

     

    Shadow Garrott is forming the shadows into a rope that you then throw at your opponent that does damage (nice) and stoping his movement (even Better).

     

    Hand of Death is a paralysation touch.  

     

    Both the above are the basic abilities and can be upgraded.

     

    Finally Shadow Stride is a classic tport using shadows.  It is almost a meme.

     

     

    Next up  Stone Dragon

     

     

     

  14. A few basic strikes

     

    Quote

    4    Strike  Clinging Shadow's Strike:  Negative Combat Skill Levels (-2 to opponent's DCV) (10 Active Points); 1 Continuing Charge lasting 1 Turn (-1 ¼)    [1 cc]
         
    3    Strike  Drain Vitality:  Drain CON 1d6 (10 Active Points); 1 Charge (-2)    [1]
         
    3    Strike  Drain Strength:  Drain STR 1d6 (10 Active Points); 1 Charge (-2)    [1]
         
    13    Boost Cloak of Deception:  Invisibility to Sight Group , No Fringe (30 Active Points); 1 Continuing Charge lasting 1 Turn (-1 ¼)    [1 cc]
     

     

    The first three basically mess with the opponent by making easier to affect them or harder to affect you!

     

    And if you were doubting whether this is an assassin's style, Cloak of Deception should make it obvious, it is!

     

     

  15. Now onto Shadow Hand, or as I like to call it, the Assassin's style.

     

    Quote

    7    Stance Assassin's Stance:  Deadly Blow:  +1d6 ([limited circumstances])
            Notes:  Only for sneak attacks
         
    12    Stance Dance of the Spider:  Clinging (15 STR)
         
    14    Stance Step of the Dancing Moth:  Flight 12", Reduced Endurance (0 END; +½) (36 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only to float up to 2 meters above ground; -1 ½)
         
    18    Stance Balance on the Sky:  Flight 6", Reduced Endurance (0 END; +½) (18 Active Points)
     

     

    With the exception of Assassin's Stance, all the stances involve movement to get into strange places.

     

    Dance of the Spider is a wall crawling ability.

     

    Dancing Moth is a glide over the ground, leaving no trace.

     

    Balance is true flight, but not beyond run speed.

     

    Then we have the sneak attack ability.  

     

    So just going by the stances, this looks like an assassin's special!

     

     

     

  16. So not much in Setting Sun as most are equivalent  to things like Martial Dodge (1 Charge) or Martial Block (1 Charge).  Hero is much better in this regard!

     

    Quote

    6    Strike  Comet Throw:  (Total: 25 Active Cost, 6 Real Cost) Hand-To-Hand Attack +3d6 (15 Active Points); 1 Charge (-2), Hand-To-Hand Attack (-½) (Real Cost: 4) plus +10 STR (10 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Only add to Throw Distance; -1), No Figured Characteristics (-½) (Real Cost: 2)    [1]
         
    13    Strike  Hydra Slaying Strike:  Energy Blast 6d6, No Normal Defense ([Standard]; +1) (60 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (No stun; -1), Limited Power Power loses about a third of its effectiveness (Only to help calculate Stunning; -½)    [1]
         
    34    Strike  Tornado Strike: Hand-To-Hand Attack +8d6, Personal Immunity (+¼), Does x1 ½ Knockback (+½), Area Of Effect (7" Radius; +1), Selective (+¼) (120 Active Points); 1 Charge (-2), Hand-To-Hand Attack (-½)    [1]
     

     

    Comet Throw is an addition to Martial Throw.  Upper level abilities add 6d6 to 10d6 and a lot of strength to toss people around the area.  

     

    Hydra Slaying Strike is another Stunning Blow type.

     

    Tornado Strike SFX is you running around to each opponent in the AoE and throwing each like a Martial Throw.  Yes it is a fair number of dice, but you only add maybe 1/2 dice due to the advantages.  

     

     

     

  17. Setting Sun will not have a lot of entries.  The reason is the Maneuvers it has are already part of Hero, namely Martial Dodge, Flying Dodge, Martial Throw, Legsweep, etc.

     

    This set is making you and Aikido / Judo Master with a bunch of throws and redirections.   But there are a few gems....

     

    Quote

    13    Stance  Shifting Defense:  Running +3" (9" total), Reduced Endurance (0 END; +½), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; Only when missed in HTH; +¾) (13 Active Points)
         
    30    Ghostly Defense:  Missile Deflection (Arrows, Slings, Etc.), Missile Reflection
     

     

    Shifting Defense allows the user to move to a safer place.  I am not sure about the structure, but I think it could work!

     

    Ghostly Defense is a classic someone attacked me but I positioned myself so that it hits one of his friends.  As written it can also work for HtH, but I am not sure how to cost that!

     

     

  18. Next set of maneuvers to Iron Heart.

     

    Quote

         
    13    Strike  Dazing Strike:  Energy Blast 6d6, No Normal Defense ([Standard]; +1) (60 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (No stun; -1), Limited Power Power loses about a third of its effectiveness (Only to help calculate Stunning; -½)    [1]
         
    13    Counter  Manticore Parry:  Missile Deflection (Any Ranged Attack), Missile Reflection (40 Active Points); 1 Charge (-2)    [1]
         
    13    Strike  Finishing Blow:  Deadly Blow:  +4d6 (any circumstances, any HTH weapon) (40 Active Points); 1 Charge (-2)
         
    17    Strike  Lightning Throw:  Killing Attack - Ranged 2d6, Area Of Effect (12" Line; +1) (60 Active Points); 1 Charge (-2), No Range (-½)    [1]
         
    7    Strike  Adamantine Hurricane:  Naked Advantage: Autofire (5 shots; +½) for up to 45 Active Points (22 Active Points); 1 Charge (-2)    [1]
     

     

    Dazing strike is a Stunning Blow.  Basically it con stuns the opponent causing all powers to shut off, OCV at 0, DCV at 0.  Target is flat footed. 

     

    Manticore Parry is what it says.

     

    Deadly Blow is just a nasty addition to regular damage.  Note in the BoNS some of the capstone abilities read "Do weapon damage + feats + bonuses + 100 hp"  Yep you read that right.  So assuming a +3 weapon, and a feat that allows extra damage of say + 6, and weapon of 1d8, that is 114 dam (on average).

     

    Adamantine Hurricane is another Autofire ability.

     

    Lightning Throw has the following SFX.  You throw your weapon and it bounces from opponent to opponent until finally bouncing back into your hand.  Think Thor's Hammer, but with any weapon you have on hand.  

     

     

     

  19. Basic Strikes of the Iron Heart School

     

    Quote

    9    Strike  Exorcism of Steel:  Negative Combat Skill Levels (-4 to opponent's DCV) (20 Active Points); 1 Continuing Charge lasting 1 Turn (-1 ¼)    [1 cc]
         
    6    Counter Iron Heat Surge:  Dispel 10d6 (30 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Only to dispel negative effects on self; -1), No Range (-½), Limited Power Power loses about a third of its effectiveness (Self Only; -½)    [1]
         
    7    Strike Mithril Tornado:  +5 with any three maneuvers or a tight group of attacks (Custom Adder)
            Notes:  Only to offset Sweep penalties one charge
     

     

    Exorcism of Steel SFX it you strike their weapon so hard that they fall off balance and open themselves to your attacks.

     

    Iron Heart Surge removes any entangles, NCSL, drains, transforms....  Any effect that is something hindering and is not damage.  Note a DoT attack will be removed by this!

     

    Mithril Tornado is the classic three with one blow.  I may have costed it wrong.  I believe Tuala Morn has a similar ability.

     

     

  20. Sorry here is one more to use as a stance.  If you want to make it Invisible (+1/2) then reduce it to 7/7.   As it is it represents that damage reduction because you always deflect with your blade!

     

    Quote

    30    Supreme Blade Parry:  Force Field (10 PD/10 ED), Reduced Endurance (0 END; +½) (30 Active Points)
     

     

  21. Iron Heart is a school that almost seems ... normal.  This is the school that seems to lack all those mystical flourishes.  No flames, no healing.  This is a straight up (for the most part) hit hard school.

     

    Quote

    10    Stance Punishing Stance:  Deadly Blow:  +1d6 (any circumstances, any HTH weapon)
         
    6    Stance Dancing Blade:  Stretching 1", Reduced Endurance (0 END; +½) (7 Active Points); no Noncombat Stretching (-¼)
     

     

    This was the only way I could justify Punishing Blow.  If this is a part of your stance MP, it is not too bad as if you desire to use another stance, this shuts off.

     

    Dancing Blade is a way you can extend your range.  The SFX is you take movements and swings that would cause others to trip themselves up.  

     

     

  22. Last of Diamond Mind maneuvers, next up Iron Heart

     

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    10    Moment of Alacrity:  Lightning Reflexes: +20 DEX to act first with All Actions (30 Active Points); 1 Charge (-2)


    7    Strike Avalanche of Blades: Autofire (5 shots; +½) for up to 45 Active Points of HtH    Applies Auto fire  All charges must be used as one (22 Active Points); 1 Charge (-2)    [1]


    9    Counter Rapid Counter:  Killing Attack - Ranged 1 ½d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +¼) (31 Active Points); 1 Charge (-2), No Range (-½)    [1]


    5    Strike Insightful Strike:  Deadly Blow:  +2d6 ([limited circumstances] Must make a RSR of Meditation) (14 Active Points); 1 Charge (-2)

     

    I made a mistake in Moment of Alacrity, it should have 1 turn  duration.  This adds about 2-3 pts to the cost.  But this is when you absolutely have to go first!

     

    Avalanche of Blades is very straight forward.  This is Inigo Montoya hitting four opponents in less that 6 seconds.

     

    Rapid counter is another riposte.

     

    Insightful Strike.  In ADnD terms you make an attack, but make a Concentration Roll to determine damage.  The low level version is a basic roll, but higher versions make it X2 and X4 damage and the Roll is better, thus upping the damage appropriately.  So my kludge is make a RSR Meditation with no minuses.  Succeed and you up the damage. 

  23. So some strikes!

     

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    8    Strike  Emerald Razor:  Energy Blast 2d6, No Normal Defense ([Standard]; +1), Does BODY (+1) (30 Active Points); 1 Charge (-2), No Range (-½)    [1]


    12    Counter  Perfect Mind:  (Total: 20 Active Cost, 12 Real Cost) +10 Mental Defense (12 points total) (10 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Only to add to break out rolls; -1) (Real Cost: 2) plus +5 with single Characteristic Roll (Real Cost: 10)    [1]


    7    Strike  Bounding Assault:  Running +12" (18" total) (24 Active Points); 1 Charge (-2), Limited Power Power loses about a third of its effectiveness (Only to add to charge; -½)


    12    Strike  Mind Attack:  Ego Attack 5d6 (50 Active Points); 1 Charge (-2), No Range (-½), Visible (-¼), Does Not Provide Mental Awareness (-¼), Limited Power Power loses about a fourth of its effectiveness (Uses regular OCV; -¼)    [1]
     

     

    Emerald Razor is the low powered version of a set of strikes.  In ADnD the idea was you make a touch attack and do this damage.  This means you ignore any armour and they only get dex modifiers.  So I made it a NND does body.  If you want you can make the attack equivalent to your weapon damage, but up the cost appropriately.

     

    Bounding Assault is a charge bonus.

     

    Mind Attack is an Ego Attack but using your weapon.  Again you can scale it with your weapon damage. 

     

     

     

  24. Now the Diamond Mind

     

    Quote

    8    Stance  Clarity:  +2 with All Combat (16 Active Points); Limited Power Power loses about half of its effectiveness (Only vs one opponent  - 2 CSL vs others; -1)
         
    15    Stance  Pearl of Black doubt:  +6 with DCV (30 Active Points); Limited Power Power loses about half of its effectiveness (Starts at +1 then goes up by one for every attack that misses  Resets at end of turn; -1)
         
    30    Stance  Hearing the Air:  (Total: 30 Active Cost, 30 Real Cost) Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees) (Real Cost: 27) plus +3 PER with Normal Hearing (Real Cost: 3)
     

     

    Clarity is a simple modification to Hero Combat Skills.  But it does reinforce the idea that this is a dueling style.  Pick one opponent and tear him apart.

     

    I really love Pearl of Black Doubt.  It oozes flavour in the name and the effect.

     

    Hearing the Air is situational, but could have its uses!

     

     

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