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Mr. R

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Everything posted by Mr. R

  1. Mortem or Vita? Which? HMMM! I am getting a Al Qadim Shair type feel for this school (They are genie summoners who could use their lowest type genie to hunt for spells for them. So they had a HUGE spell selection BUT it took time to cast each spell, like minutes or hours time) OK you are going for some classics used in a lot of games. Is there a limit to how many schools you can learn? Are there certain counter schools, like if you know Vita you can't learn Mortis? It has promise and I'd like to see more!
  2. I am leery of making potions that go for longer that 5 minutes, but I did vary the durations for what seemed cool. As many as they want, as long as they have the time. And know the formula. Note IF you want to change a potion so it has a longer duration, or a larger effect, THAT is a new formula and you must learn/develop it. That I am not sure of. I could see a side pouch with maybe 30 potions of varying types. A cleric will have to be very careful in their selection as replacements are goung to be hard to get. But there are also Talismans which are Much Less powerful, but I can see a large amount carried!
  3. Another to read https://www.goodreads.com/book/show/52039930-awakening It is the first in a series about Evolved Ones, people who one day develop some sort of super power. Most are low key, but some are more obvious and so the people become the target of .... less than scrupulous entities. In the case of the MC she's being hunted by a scientist who wants to use her for experiments to find out how EOs come about, if he can duplicate the process to create it artificially, and finally what can be spun off from the abilities (Ex. one lady can secret a substance that can render a person unconscious with NO side effects). So there is the approach that IF people can develop super powers, CAN we do it artificially, control the process, and even choose what abilities they will get. A comic called Strike Force: Mortuary ended its run with a similar. The process to get super powers would kill you after 1-2 years, but later the process was improved and that onerous SE eliminated. Now we have a world where it is possible to buy super powers.
  4. Talismans are the other facet of Cleric Alchemy. These are at best 20 AP BUT have multiple uses OR one use for a long duration (One has a duration of a season) These represent the small holy magic relics that people buy at the temple. As a result I have also made them specific to each deity. This is one where I really can use some help in fleshing out some options. For example Orchen (God of fire and Speed) I could not think of anything that wasn't already a potion! Or am I overthinking this? Anyway, I present... Talismans:
  5. Sounds cool. How does this Talisman figure into things? Is it basically Ego w/ No Figured and Only to raise limit. How common are they? Because Max AP of 2x Ego means AT BEST 40 AP. Nice, but eventually I want my mage to Kick Butt.
  6. I also remember a What If comic where Conan is sent to Modern New York. He starts as a street thief, becomes a gang leader and eventually tussles with Captain America. His only redeeming feature is his code of honor. Otherwise, he's a thug. Place him in a Champions Campaign and play him as written and soon you players will be hunting him down. PS if you wonder how Conan fared against CA, well it was a draw. Conan left him badly injured, but didn't kill him as a nod to a fellow warrior. PPS the comic ends with Cap appealing to the better side of Conan. Will he redeem himself? (If Hawkeye can, so can he!)
  7. This makes me think of Ocean's Eleven. They are all crooks, thieves and liars. The only reason we root for them is that the guy they are stealing from is a total rat- bas%$#d!
  8. Making my Clerics all Alchemist actually makes for an interesting pairing. Everyone loves potions and here we get a ready made source for them. Of course two potions from the same deity will have different SFX. Like Heal from Themis (Law/Prot/Veng) may feel like an emergency medic quickly stitching things together, while Readaer (Know/Magic/Heal) will feel like a comfy blanket wrapping around the wound. As a fast short hand to the Limitations 1 Charge that may be continuous up to 5 minutes (depending on potion)' OAF fragile Extra Time (you do have to drink it) Restrain able To make the potion you need the skill Potions and Talismans (Talismans will come in a future post). It takes one hour/ 10 AP to brew and you need to make a roll at -1/10 AP. If you double the time then the rolls become -1/20 AP. Thus even the simplest heal potion (20 AP) will take 2 hour and -2 to the roll OR 4 hour and -1 to the roll. And so I present a potion list. If you can think of any that can be added on please let me know!
  9. As I was pondering about my "World" I thought about introducing one in a section in my world but for a change of pace make it a matriarchy. BUT... I am not terribly familiar with matriarchies other than what I learned about the Iroquois Confederacy, so I turn to the learned sages here to direct me to any sources of information so I can make it believable. I do NOT want Talislanta Viragos, but something more acceptable!
  10. Mr. R

    A Storm Comes

    That sounds cool so far!
  11. Hey that's a cool riff on your lute! Yeah, and if you shut up and play, it will make a good song!
  12. 11 Canadian PMs St. Laurent, Diefenbaker, Pearson, Pierre Trudeau, Turner, Mulroney, Campbell, Chretien, Martin, Harper, Justin Trudeau Interesting fact, the Queen met Justin Trudeau as a child when his father Pierre Trudeau was in office!
  13. AS an experiment I took one of my NPCs, eliminated the spells and added in the Package for a Master Alchemist. For a 125 pts character it actually added about 10 points to the cost. So I think rather than 30 familiarities (formulas) at 1 point each, I'll go for 20. Also I was thinking of a graded scale for costs depending on how powerful the item: 1 point for potions 1-20 AP 2 points for Potions 21-40 AP 3 Points for Potions 41-60 AP I think I'll cap potions at 60 AP, as if it is say a Potion of Healing, THAT is pretty powerful! Comments? Ideas?
  14. Items like this are Temporary Items, with limited (Very limited --- 3 to 4 max) uses. So they don't really count for character points. You buy them, you use them. As far as lab types, Mr Shrike has (I think ) a good system for alchemy that can be modified for my use. http://www.killershrike.com/FantasyHERO/Content/PackageDeals/BasicPackages/AlchemistMaster.aspx Basically each formula is a 1 pt familiarity. You make a skill roll based on the AP of the ability (Powerful talismans take time) For each separate Power Construct in the Item it takes one hour per 10 Active Points to prepare and enchant the Item For each separate Power Construct in the Item a Skill Roll with the appropriate Item Creation Skill and a Magic Skill Roll with the appropriate Magic Skill for the Power being added to the Magic Item must both be made with a -1 penalty per 10 Active Points in the Power Construct.. The crafter may opt to take twice as long for each roll, reducing the penalty to -1 per 20 Active Points in the Power Construct.
  15. She-Devil with a sword (and better armor)
  16. I like that idea. Mr. Shrike has rules for making a potion master ... add small icons and talismans to the list. HMMMM! I think I may have to toss out all my work I have done so far and remake my clerics. Toubaris (travel, skill, commerce) Potions healing, Potion Endurance, Talisman of glibness (+2 on trading for one day), Talisman of alarm, Oil of movement (rub on shoes get +3 to run and all run is at 0 End) Themis (Law, Protection, Vengeance) Potion of armour, Flask of protection (break it for a 6/6 FW at you location), Oil of vengeance (rub it on you to get a damage shield) Ohhhh I can see some possibilities now. Lesser potions (up to 20 AP), Potions (21 - 40 AP), Greater potions (41 - 60 AP) Substitute Oil, Philter, Talisman, Icon, Coin, etc As long as it has limited uses and defined durations (We need the worshippers to come back again to donate) Marilea (Plants, Earth, Death/milestones) Dust of crops (CE field to a fruitful field), Talisman of labour (Healing only to offset Birthing), Loam of Healing (Place over wound to HoT), Greater Talisman of Alarm (Protects for up to a season).
  17. Hear me out. rather than casting spells a cleric has learned to focus their faith and belief into a more portable form. Sort of like the old Bard Games alchemists. They used Force of Will to make Agents react in a certain way to make "..potions, inks, dusts, creams, salves, unguents, elixirs, simple explosives, smoke bombs, agents and reagents, glues, poisons...". Though some potions are universal Cough Healing Cough, some will be distinctive to the deity in question. So what do you guys think? At worst it explains all those potions in circulation!
  18. His thievery has divine sanction!
  19. So my clerics get spells based on their domains ranked from 1 to 5. Right now I have one power per level per domain, but I am prepared to allow more spells as long as they meet the domain criteria (no Call Lightning if you have the Heal domain for example.) BUT.... Some low level abilities almost seem to be universal So I come to you people for ideas. Help me flesh out the ALL domain. This is what I have so far All Level 0(1-15 pts) Healing BODY 1d6+1 (13 Active Points); 4 Charges (-1), Magic: Detect A Single Thing 12- (Unusual Group), Discriminatory, Analyze (13 Active Points); Protection: Force Field (5 PD/5 ED) (10 Active Points); Alarm: Hearing Group Images Increased Size (2" radius; +¼), +/-1 to PER Rolls, 4 Continuing Charges lasting 6 Hours each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger can expire (it has a time limit); +¼) (12 Active Points); Level 1(16-30 pts) Level 2(31-45 pts) Spirit Weapon: Killing Attack - Ranged 1d6, Variable Targets (+¼), Uncontrolled (+½), Continuous (+1) (41 Active Points); Level 3(46-60 pts) Level 4(61-75 pts) Level 5(76-90 pts) Feel free to add what you think is appropriate. I'll add or reject as I see fit!
  20. I really went outside the box for this cleric. Instead of a sickly, moldy individual, I went with a) a beautiful lady, b) a reluctant cleric. I was inspired partially by that old Twilight Zone episode where death was portrayed by Robert Redford, and partially by the trope of Cursed with Awesome. But really who would want to voluntarily want to represent Zylan. Also the shrine is in the hospital, and I thought a yin yang with Serafina above would be cool!
  21. If you can get it San Angelo is a nice city and for a change is on the west coast!
  22. I apologize if the Background seems a little... DARK. But smiley, happy people are balanced by those who have a .... bad upbringing. Actually this could lead to some great role playing with a mature enough group.
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