Mr. R
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1 hour ago, death tribble said:
And there is one glaring omission. The city guard are not technically the military. So what about the army and navy leaders or those who aspire to those roles.
Good point!
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Extra Info
QuoteYear 1
Humans enter the Gefting Sea Basin and begin to settle along its coast. Most settlements were at rivers that empty into the Sea.
Aerelios was founded at the mouth of the Kulana River as a fishing village and convenient port. Located at the end of a finger pointing into the land, it was sheltered from the storms and led to the North and the jungle trade.
Year 50
Sailors from Aerelios locate a second city on the Kulana River. Just downriver from where the Speno River empties into the Kulana and where the Fairn River empties into the Kulana, this three river city calls itself Danris. Trade compacts between the two cities are signed and trade established.
Year 75
First of the Major Goblyn incursions. Goblyns, aided by Ogres, Trolls, and Giants, stage attacks on outlying settlements of both Aerelios and Danris. Battles flare until finally the Goblyns retreat out of the Basin area. Aerelios expands along the coast of the Gefting Sea to the Onel Hills (West) and the Lost River and the Shattered Hills (East).
Year 150
Rise of Tenryk and Danris. Tenryk, a city occupying the plains east of the Kulana River, begins organizing cities nearby into a nation. Danris follows suit and occupies the west bank of the Kulana River down to the Onel Hills. Aerelios is split in half. Smuggling across the river has become a huge industry. Other cities along the Gefting Sea establish their own ports and merchants and pirates both expand!
Year 150-300
Rise of the City States.
Tenryk
Danris
Rasul
Ditren
Thomar
Ixon
Kerqod
All are found along the shores of the Gefting Sea and are all near or at rivers.
300-400
The Compact Wars
City states get into alliances and petty wars for control of the Gefting Sea. Aerelios begins expanding as it is one of three good anchorages on the North shore of the Sea ( the others being Koy on the Lost River and Kerqod along the Tamed River). Smuggling between Aerelios east and Aerelios West expands and more than one secret dock is built into the hillside near the city to hide activity.
Aerelios attacked at least three times and sacked once. Mayors on both sides start sharing funds for common defense and rebuilding.
400-500
Rise of Tenryk Empire
After 100 years of intermittent war, Tenryk begins expanding east and west. It begins by taking Danris and the whole Kulana River to Aerelios. It then expands east to the Shattered Hills and south and west to the Onel Hills.
Aerelios is fortified as its main port on the Gefting Sea. Over the next 100 years Tenryk expands across the basin taking cities either by force or treaty. The last to join is Ixon and the lords of Feydor.
Tenryk Language is standardized across the Empire as well a Currency. Aerelios thrives as the Major port of the Empire.
500-650
The Tenryk Empire sends expeditions to explore the rest of the continent. Better communication with the K’rsondi Jungle cities are made, the Corridor leading to the Northern Plains is mapped, formal contact with the Nomads of the Forbek Steppes is made and the Tramel Highlands are recognised.
Aerelios became the de facto capital of the Empire due to its position on the Gefting Sea and Kulana River. A great library is established along with a set of colleges, both mundane and magical. The Three Paths of Magic, Metier Casting, Totem Casting, and Rune Crafting are categorized and a section of the Library is set aside for formulas and matrices. Only Ebon Bay in Feydor has a larger collection.
Goblyn attacks happen across the whole of the Empire, but rarely achieve any results.
650-675
Cramlyk Plague
Cramlyk starts as a small infection in North Kerq near the Wyrm Pass and quickly spreads. Within months all of Kerq is infected. Soon after it reaches Aerelios. Death Rates are between 25-40%. Many ruling houses are wiped out and in some cases whole villages /small cities disappear. Most cities, despairing of support, break off from the Empire in self preservation. Goblyns take advantage of the situation and take over many areas and roam at will. The fact that they are immune to Cramlyk aids them. Many former human cities are now dominated by goblyns/ogres/trolls/giants.
Tenryk was effectively destroyed and looted. Shunned ever since, the ruins surrounded by a dense forest that grew around it.
Aerelios stands behind its walls and concentrates on keeping sea and river traffic open. Pioneers the use of independent adventures to help strike back against the Goblyns. Soon most major cities on the Gefting Sea have Adventurers Clubs and Companies!
675-850
Goblyn Wars
For the next one hundred seventy five years Goblyns rampage over the Basin states. Many smaller settlements are destroyed and most larger ones just hold on. As the Goblyns are pushed back, a new threat emerges, the Black Wind. Many of the dead refuse to stay buried. Some come back as skeletons or zombies, some much worse. The only consolation is the Goblyns hate these UN-dead as much as the humans. Finally after many battles and skirmishes the Goblyns seem to disappear from the Basin Area.
850-1000
Warring States period
Basin area is divided into dozens of small states across the land. Aerelios and Stonova extend the Steppes Road that crosses the Forbek Steppes and links through the Coastal Jomoloto Mountains to the west coast! This gives Aerelios more access to the east west trade. Aerelios and Stonova join in an alliance that sees them control not only the Steppes Road, but the northern part of the Hrange Forest, and part of the Onel Hills!
1000-1200
The Second Compact
This was not the way it started, but the way it ended. Events began when Thosque (formerly Rasul) decided it wanted to be the pre-imminent port on the Gefting Sea. So began a hot-cold war that lasted 200 years and eventually encompassed the whole basin area. It started with naval engagements in the western parts of the Gefting Sea. Both sides attacked merchants of the other and blamed it all on pirates. But then there would be a peaceful time. Then war again. Then It started to spread to other ports and cities and soon these other cities started to ally together to face off against the two main rivals.
Eventually it became a north/south conflict with only one city staying neutral to all these events. Now armies were landed on enemy soil for fast raids to disrupt the enemy. One Thosquan general rampaged over Aerelios for over two years, before making his way back home. Peace came because of the return of an old enemy, the Goblyns had returned!
1200-1275
Though the Goblyns had returned, their effect was not as dramatic. Most cities had decent militias, and there was no Cramlyk to aid them. But it did result in an end to the Second Compact War, as the Goblyns were seen as the greater threat. But Adventures based in the major cities led campaigns to blunt the effects of the return. Many areas are still under Goblyn control though.
1265-1275
Drought
For seven of the last ten years a drought has plagued the Basin area and if rumors are true, extend all the way up the K’rsondi Jungles and Northern Plains. Nomads of the Forbek Steppes are ranging farther to find pasturage for their herds and the Trammel Highlands are experiencing warm winters with little snow. The Gefting Sea itself dropped four meters and many ports have to extend their docks. Only three years ago did it break and regular rains return. The Gefting Sea is rising back to its regular level and farm production is back to previous levels.
Such is the state of the Basin area today.
QuoteThere are of course other cities around the Basin Area known as the Gefting Sea. Basically an inland lake that is about 1000 kms East-West and about 200 kms North-South and is roughly rectangular in shape. The Kulana River is the only outflow that leads up to the Northern Jungles. Aerelios is located at the start of this river and has been described elsewhere. Now we will look at some of the other major cities and states that surround this sea.
Danica
We will start with Danica, which is located down river from Aerelios and has a friend/foe feel to it. Often called the Rivers City because Speno River and Fairn Rivers empties into the Kulana and near this location. One river starts in the Elfhost Forest, the other near the Wyrmian Mountains. As well, the city is close to the Forbek Steppes. It is the last city before you pass out of the basin area and as such is the first to get items from the Bola Wates, the Divided Plains as well as the K’Rsondi Jungle. Recently the city's fortunes have taken a downturn due to the new kingdom at the end of the Kulana River. This new kingdom has outlawed slavery and persecutes any and all slaver operations that pass through it. Since part of Danica’s wealth was from trafficking, this has been a blow to the city.
It does have many other industries however. It remains the clearing house for goods coming from the North. As well it gets wood from the Elfhost Forest and metals from the Wyrmian Mountains. These are turned into finished goods it sends downriver to Aerelios and then to all the Gefting Sea.
Government is a monarchy, with an advisory council. Until recently Danica was patriarcal with women being used as bargaining chips in political games. After the Week of Red Blindness however, females are getting a larger share of power and rights. There is talk of allowing a noblewoman on the council, but old habits linger.
Koy
Koy is a smaller city located 160 km north and east of Aerelios on the banks of the Lost River. Its actual location is actually about 300 km inland up river. The reason for this placement is that it is right next to one of the passes that lead into Kerq through the Shattered Hills. Both the river and the hills start north in the Wyrmian Mountains. As such it makes an ideal spot to get items from the mountains and the hills as well as trade goods from Kerq.
Most of its items are shipped by boat to Aerelios for refinement and distribution.
Government is by a local hereditary ducal family (the current leader is the Duchess of Koy) and is passed to a family member that is judged to be the most qualified.
Koy has had it hard as of late. Goblyns control the hills and River to the North, and the other two river towns are goblyn occupied ruins at this time. Thus most of Koy’s source of income has been cut off.
Kerqod
Is located on the upper east corner of the rectangle that is the Gefting Sea. Located at the mouth of the Tamed River, which is the major river that drains most of Kerq. Between the Tamed itself and the smaller rivers that drain into it, almost all the goods in Kerq end up in Kerqod.
Kerq itself is almost self contained. It comprises most of the northern coastline of the Sea and the southern part of the mountains. East to west it has the Shattered Hills to the Wyvern Hills.
Kerqod was hit hard by the Cramlyk plague years ago and almost all the noble family was killed. Those that remained were in no shape to govern and so the local craft guilds began to run things unofficially. Eventually it became official and has worked well enough ever since. Every craft guild (and yes this includes Runecrafters and Cleric Alchemist) elects one of their number to serve on the city council. Once there, the council elects one of their members to serve and Prime Councillor. This happens every five years.
Kerqod has weathered events pretty well so far, but goblyns still control most of the northern and western sections. Of prime concerns are the incursions into the Goddess Wood (Scared to Mareleea and the danger of cutting off the Bola Pass, one of the only passes through the Wyrmian Mountains into the Bola Wastes to the North!
Ixon
As the Gefting Sea turns south, it is framed by the Wyvern Hills to the east. Finally at the bottom of the eastern corner the Sea turns to the west. Here the Onel Hills start in the Hrange Forest and head east/west with some of it going into the Gefting sea as a small chain of islands. Just north of the hills is the only city on the Sea that is not tied to a river. This is Ixon.
Ixon exists because it is the representative city of Feydon. As the Wyvern Hills decrease and before the Onel Hills is a flat plains area that Feydon has claimed. Feydon has most of its cities on the Eastern Coast, but realized that having an outlet for its goods, and a presence in the Basin was good business and politics. Thus a road was built from Ebon Bay the capitol to the Sea and a city was founded just at the north of the Onel Hills.
Ixon is also called the Cliff City, because it is literally built into a cliff. The top of the cliff has the city, and the base of the cliff was hollowed out to form a small harbor and anchorage. Ixon is not very large, but happens to be the clearing house for Feydon made magic items as well as Reuchian weapons and armor (More on Reuchia next) as well as items from Ebon Bay and the Far Islands. As a result the city is VERY well defended. During the Compact Wars, it remained neutral.
Feydon is a Magocracy, and Ixon is no exception. Only those who practice magic (Metier, Totemic, Runecrafting, Clerical Alchemy) are allowed to vote. The current High Mage reports to the High Mage in Ebon Bay. Currently the High Mage is a Totemic Shaman from the Far Islands, who was elected by those who thought she was easily led. Now many are regretting their decision as she has proven to be a fast learner.
Ixon today is surviving well, but goblyn raiding parties from Moreg’s Brow and the southern part of the Hrange Forest have been raiding caravans coming from Ebon Bay. Also the problem with Reuchian refugees continues to plague the northern border.
The failed state of Reuchia
Reuchia was at one time a feared state amid the Basin States. Famed for its weapons and armor, as well some of the best trained soldiers anywhere. But this was built on a foundation of slavery. The warriors were able to learn and practice because a large population of slaves did all the menial jobs. But Cramlyk from decades ago hit the whole population hard and the proportion of slaves to slave holders was becoming harder to maintain. Then the supply of northern slaves dried up, and though Reuchia tried to find another source, it was difficult. The thought of having to change never entered their minds.
It did not help that Faydon to the south was a meritocracy with no slaves, and Kerq, just on the other side of the Wyvern Hills had a very limited type of slavery, didn’t help matters. Some slaves even preferred escaping into the Bola Wastes. Then the Compact Wars occurred and many Reuchian left to make their fortune. When the Goblyns attacked, the Reuchians left were sadly insufficient and pushed to the coast. Most slaves took this opportunity to leave their farms and head south to Feydon, or take their chances through the Wyvern Hills to Kerq. What is left are the cities of Corisar and Jerayn, both on the Far Coasts at the mouths of the Dragonsblood and Breath River’s respectively. Just south of Jerayn is the Faydon border. The former capital, Dragon City, located inland on the Breath River at the foot of the Wyrmian Mountains is now a Goblyn Stronghold.
Many former Reuchians dream of the day they may go home, but many wonder what kind of Reuchia they are going to make after it is done!
Thomar
As the Gefting Sea’s Coast now goes West we come to the next major city! Thomar is a leftover from the former state of Moregador. Near the end of the Compact Wars, Moregadar was already fracturing. Ruthless politics and backstabbing made it that in many cities there were new rulers every 3-4 months. In fact the head of the country was usurped five times in a period of two years. But between the stress of the Compact Wars, the Goblyn attacks, and the seven years of drought, the country fractured. Thomar Is one of those cities. Located near the mouth of the Nacha River that ran down from Moreg’s Brow in the south. It benefits from a secure anchorage and access to the Onel Islands. Also it has a trade deal with Ixon for selling and buying products as they are so close. Thomar’s greatest asset though is that it controls one of the largest fleets of merchant ships in the Gefting Sea, a left over from the former state of Moregador. They are not the best merchants, but they do make excellent sailors, such that most trade on the Sea is carried on Thomar ships. However, Thomar has lost easy access to the Hrange Forest for replacement wood and her ships are starting to age.
Thomar’s government appears unstable as before, with people vying for power and still engaging in pointless games. What few realize is that a VERY well trained bureaucracy runs everything and the leadership are just for show. They have no real power, the achievement of office is all for bragging rights. Those in the know head to the chiefs of various departments for anything official. Some are wondering when the “supposed leaders” are going to realize they have been played.
Speaking of play, there is one group from the former Moregador that still has an affectionate part in many Thomarian hearts, The Players. The Players are devotees to Chast the Goddess of Chance and Trickery. They go about vying to do amazing feats, and taking amazing chances, all for the bragging rights. At the moment, for many, the great feats are freeing some of the Southern parts from the goblyns as well as reestablishing a presence near the Hrange Forest to help reinvigorate Thomar’s Navy!
Diltren
At the midpoint along the southern coast line is the Thrubben River. At one time this was the border between the former states of Moregador and Thosque, but with the break up of those states after the results of the last years, the cities along the river have banded together. As a result they have been better able to weather the last few years. The main city is Diltren, called the City of Bridges. Though most trade follows the coast, some is shipped overland and has to cross the river. The city makes good money charging a toll. As well it has docking facilities for boats that need to stop before continuing onward.
As well, Diltren makes good money as its farms are still producing. The city leaders know they will not be a major power on the Sea, but still wishes to be more than a border city where the money goes elsewhere.
Government is by the Prince of the City. This is a hereditary position. With an advisory council made up of nobles and merchants who chose their successors based on ability, supposedly. Recent events have dealt a council that is not as capable as before. Fortunately the current Prince is capable, but some fear for the next in line. Many still remember being a border state with feuding governments.
Rasul
Located at the lower west corner of the rectangle that forms the Gefting Sea is Rasul, along the Sandine River. Rasul has a reputation for having the best merchants in the Basin area, which is not far from the truth. Toubaris, God of Commerce, holds a special prominence in the city. As a result, merchants hold special prominence in the city. So the city holds a dislike for Aerelios as it feels it should be the preeminent city in the basin. As it is it also is doing well, but some problems still plague it. Goblyn raids from the Elfhost forest and from Moreg’s Brow still occour, and trade routes to the Trammel Highlands continue to be attacked. But areas to the east are still producing and so it still has a viable economy.
Government in Rasul is run by merchants. They form an assembly with a small group forming the ruling council. Any merchant in good standing in the city may vote. Any merchant outside the city may not. Thus merchants tread a fine line as they must continue to be viable (ie travel), but be present for crucial votes. This results in a chaotic system at times, but it seems to work. The other change going on in Rasul is the decline in slavery. With the source of slaves cut off, more freeborn people are being forced into the menial positions and demand at least a small wage. This is cutting into the bottom line of some merchants and more graft and corruption than usual occurring.
QuoteGods of Order
God of Commerce: Also the traveller, the explorer, of keeping your word, oaths (for good or ill). The god of the legal cheat. The collector, the god of wonder and exuberance! Master of language. (any other ideas?)
Toubaris, God of Trade , contracts, and commerce. appears as a solid, middle aged man, but with a very mobile face. The first commandment of Toubaris is to have a goal, then to have a plan, and then work, day by day along to plan, towards your goal. His Holy Symbol is four coins, from where you took his oath first, arranged into a diamond shape, with the highest denomination uppermost, worn around the neck. The oath, administered by a priest over the coins empowers it. The reason for the coins is to test one's commitment, as one can keep it as a holy symbol, or one can part the coins off, and spend them. In extremis, one can part things out, but they will have to make a new symbol within the month, even if they are reduced to digging ditches or cleaning stables. The Symbol has to be remade from local coins once again, and blessed within a moon's cycle. Tavern owners, shop keepers, and traders, are often worshippers of Toubaris, but the worship is often seen amongst larger land owners, horse breeders, and millers. The worship is decidedly middle class, and unless a country is ruled by merchant princes, The nobility may only see their exchequer, or Senechal as worshippers of the trading god.
Priests of Toubaris and successful Merchants are nearly indistinguishable, save for the fact that the deep green and bright gold trim on hats and clothing here and there, Walking shoes, or boots, and that four coin holy symbol. The Clergy can be male or female, so long as they uphold the doctrine., and don't get carried away by emotion. It's just business. His Clergy are instructed to wear clean, presentable clothes, quality working shoes, and to go about armed. The Clergy are schooled in accountancy, as well as theology, and members often specialise in various aspects. They encourage the acquisition of languages. They test for intelligence, and "Wisdom". Their philosophy is that everyone's coin is valuable, and one wisely spent will improve people's lives. They will advise business owners and the populace if consulted on what would be a good course of action to improve their income, business and lives. They are educated in the law, and so, for coin can be an advocate. They tend to be very polite, as goodwill is the first part of any business, but they will know how to defend themselves.
Spells often seen are the sealing of oaths, magical penalties applied to oath breakers (penalties declared before the oath is administered, so the breaker will know why they are in constant pain, have gone blind, or members of their family have become gravely ill), to lock in contracts, so both parties are bound to it. Detect debased coins, Detect forgery, Translate Languages, a suite of spells to secure rooms or buildings (Often, a priest will have one pocket of their garment full of unremarkable stones, that they will use to mark boundaries around temporary lodging for the night). Illusions. sleight of hand. Like other clergy, they can heal, but they aren't the ones to go to if one has suffered grievous wounds. Toubaris' healing tends to be a bit more subtle, in that it is to enhance or provide endurance to people and animals, to banish sleep for a time, to enhance mental focus, especially during boring tasks, such as accountancy), to calm the digestion, so that they do not suffer in foreign lands, and to prevent sickness or disease from taking hold. They may also define a boundary so that if a wagon is driven into it, the weight, the percentage of spoilage, if gold then its percentage of debasement total (good for tax time), and to drive away vermin. As they are representatives of the god of commerce, all services are provided either for coin, or for labour. There is no free lunch. (but often free drinks). Magic items they may carry are enchanted scales that give correct weights to items, regardless of attempted deception or debasement. weather proof cloaks, Magical shelters, Strong Boxes with magical puzzle locks. Inkwells that never run out, a roll of papyrus (some cultures object to parchment as it is an animal product, and animal products interfere with contracts, as both parties have to sign in blood), A weather proof tent, and Regenerating wagon wheels and axles. If there is a lot of nautical adventuring or travel, they would have a compass, but not the normal kind, and ways for their goods and containers to float.
Name : Toubaris
Holy Symbol: four coins in a diamond shape
Professions: Merchants, tradesmen
Clothing: Any clothing but with green and gold markings
Weapons: Any weapon, but small easily concealed ones are prefered
Education: Accountancy, theology, Languages
Spells: Oath spells, detect forgery, Securing locations
Magic Items: Magical balance, weatherproof clothing, magical strong box, magic tents
Goddess of Justice: The balancer, the god of just endings. Goddess of vengeance. the goddess of honour, (any other ideas?) Feuds? Perseverance? Retribution
Name : Themis
Holy Symbol: Balance with feather on one side
Professions: Judges, administration, ?????
Clothing: Any clothing but when in an official capacity, must be wearing their holy symbol and a sash of office.
Weapons: Any weapon, but small easily concealed ones are prefered
Education: Law, bureaucracy, theology, any specialisations they prefer
Spells: detect lies, locate object, Aura of calm, Aura of protection (FW),
Magic Items: magic armour,
Suggested changes:
Clothing: When presiding as Judges, they wear black robes and a tall, white, collar, for "Difficult" trials, they may also wear a white mask.
Education: Same as above, but also some of the specializations may edge towards criminology and magic theory.
Spell Additions: The clergy of this Goddess may edge towards combat disciplines in the same way police have assumed some paramilitary duties, so they may have spells that can be triggered as, and within combat actions. One spell of that type they may all have is Silence, and many would have Silence as an AOE (The Gesture difference being pointing their finger at an individual to silence them, and an open and spread hand to silence the gallery. No impotent banging of a gavel to quiet the crowd. There may be inquisitors, or Investigators that have a panoply of combat spells,. magic items and equipment that make them into formidable pursuers or opponents.
Magic Item Additions: Goggles of the owl (Night vision),
Telescope,
Scroll of duplication: A blank scroll that duplicates the writings (and drawings) from another document upon itself, until the scroll runs out of room,
Jar of voices: records the voices for X number of minutes once the lid is opened and stops recording when the lid is replaced, then if the lid is opened again will repeat what is said for all to hear.
Goddess of Earth: Mistress of Agriculture. Lady of Seasons. Birth, death and milestones. Queen of the Forest/Jungle. The herbalist / poisoner. (any other ideas?)
Name : Marileea
Holy Symbol: Metal Leaf enamelled with white, green, yellow and red
Professions: Farmers, midwives, herdsmen, healers
Clothing: No official outfits other than the Holy Symbol
Weapons: Any weapon, but small easily concealed ones are prefered.
Education: Law, herbalism, farming, animal husbandry, food preservation
Spells: Locate plants, brew potions, neutralise poisons, healing brews, Neutralise disease, Drains (Str, Dex, Spd) Change environment (season), Bless crops,
Magic Items: Potions, ointments, bags of preservation,
Weapons: Repurposed farm tools. This includes Axes, and pruning hooks.
Education: Animal Husbandry, Seasonal Weather variations, Animal Anatomy. Local Land Ownership History.
Spells: Spells listed are missing AOE options. Other Spells: Purify field, Purify water, Change Environment: remove weeds/vermin from field, Mend bones (healing), cure disease . (some with AOE inside of a defined or Sanctified area).
Magic Items: 4/6/8 magic stones that define areas, and within a max distance, and will "sanctify" and area within the stones. Stones probably start as valuable (Emeralds larger than one's thumbnail). Ceramic Tableware of Purify food. Goblet of Purify Drink. Pitcher of create water. cotton wraps of healing.
God of Knowledge, learning, tactics, logistics, Healers, cooking
Name : Readaer
Holy Symbol: Book or Scroll
Professions: teachers, scribes, sages, physicians,
Clothing: No official outfits other than the Holy Symbol
Weapons: Any weapon suitable to their profession, but staves and swords are favoured
Education: Any the interest them, as long as they devote themselves to it at the time
Spells: Speed Reading, Healing (they are closest to a traditional healer type),
Magic Items: glasses of translation, bags of preservation, Blankets of warmth, Charms vs diseases,
Gods of Neutrality
God of the Sky: Lord of the sun. The one who gives warmth. The drought lord. Mountains (any other ideas?),
Name : Kogano
Holy Symbol: Sun symbol
Professions: ?????,
Clothing: Robes or coats coloured yellow
Weapons: Bows are sacred, and thus preferred.
Education: Any the interest them, as long as they devote themselves to it at the time
Spells: warmth, light, blindness, thirst, dessication
Magic Items: Robes of warmth, orbs of light,
Goddess of the Night Sky: Lady of the Stars, the navigator, Patroness of sailors, desert travellers. The night predator. romance. (any other ideas?) Poetry, beauty
Name : Selan
Holy Symbol: Stylized Crescent Moon
Professions: sailors, navigators, ??????,
Clothing: Robes or coats dark blue with star motif
Weapons: Scimitars/ cutlasses
Education: Any the interest them, as long as they devote themselves to it at the time
Spells: Sense Direction, darkness, ??????, Precognition, enhances senses, Empathy, Aid Comeliness
Magic Items: Magic Compass, See in the dark lenses, Pen of poetry
Lord of Storms, the rain bringer, Thunderer, Destroyer, Renewer,
Name : Tolar
Holy Symbol: Lightning Bolt
Professions: sailors, farmers, ??????,
Clothing: Good clothing
Weapons: Hammers, maces, bows
Education: Weather,
Spells: Weather sense, Fog, Flashes (sight, sound), Call lightning, Call wind, Circle of protection
Magic Items: Magic Compass, See in the dark lenses, Pen of poetry
Pestilence, Purges, sickness,
Name : Zylan
Holy Symbol: Stylized Crescent Moon
Professions: Doctors, morticians,
Clothing: Black with red highlights
Weapons: Any
Education: Diseases, ??????
Spells: Drains, AE drains, Blindness, deafness, Damage over time
Magic Items: Charms vs ****, Circle of protections,
Gods of Chaos
The Lady of Luck/Trickery, the queen of chance, the thrill seeker, the one who brings down the mighty, fortune favours the bold
Name : Chast
Holy Symbol: Dice and Card
Professions: Any
Clothing: No official outfits other than the Holy Symbol
Weapons: Any weapon.
Education: Law, gambling,
Spells: Bestow Luck, Bestow Bad Luck, Chameleon, Safe Fall, Life Support
Magic Items: Charms of Luck,
One group associated with Chast are the Players, a group of thrill seekers who look for challenges to test their skills
Wrath God. Blood, suffering, anger, suffering cruelty, war
Name : Bitva
Holy Symbol: sword and Shield
Professions: Soldiers, men of battle, battle doctors, torturers
Clothing: At least leather armour
Weapons: Any weapon
Education: Tactics, intimidation, persuasion
Spells: Protect Armour and Weapons, Sharpness, True Strike, Protection from Weapons
Magic Items: Weapons and Armour,
The closest to an evil god. He is the personification of all the bad aspects of battle. He is a counterpart to Readaer and Themis.
Fire Lord Heat, chaos, Uncontrolled fire,
Name : Orchen
Holy Symbol: Stylized circular flame
Professions: Farmers, midwives, herdsmen, healers
Clothing: No official but yellow, orange and red prefered
Weapons: Any weapon
Education: Any
Spells: Anything with flame and heat
Magic Items: wands of fire, charms vs fire, ,
Orchen represents all the benefits and detriments of fire. Warmth, heat, tools, but also fire unleashed, the fire of the forest, or the city.
Goddess Revelry thieves, generosity, the potlatch, Alcohol, Celebrations
Name : Olea
Holy Symbol: Stylized flask
Professions: Brewers, vintners, thieves, messengers
Clothing: No official outfits but always have something of dark blue
Weapons: Any weapon
Education: Law, herbalism, brewing, wine making, food preservation, appraisal
Spells: cause drunkenness, cure drunkeness, TK small objects,
Magic Items: Ever full purse, Magic tools, Flask of Plenty, Bag of forever rations.
Olea is on good terms with Marileea as she helps celebrate the births, milestones and sometimes deaths (Celebratory Wake). Just check that they are not leaving with more than they came with!
Hope this helps!
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So this is what I have for my main city
QuoteGovernment: Elected Consensus Council and Mayor with elections every 8 years
Districts:
Docks (it is a port)
----Ship builders
Merchant quarter
Crafters lane
City Guard
Mage Schools
Various temples (should they be in their own district, or spread around the city?)
Low class housing
Mid class housing
High class housing
Sewer System
Smugglers Lairs
City Guard:
Three levels
1- Basic guard (the Hawks)
2- Investigators (the Owls)
3- Special Branch (catch all for strike teams to assassins [hey they might be good, but not stupid] called the Eagles)
Aerelios is not on the coast where the Gefting Sea empties into the Kulana River, but rather a few kilometers inland. The river at this point is about five (5) kilometers wide, allowing for communication between the East and West parts of the city by ferries that operate day and night (night being more expensive and restricted for safety reasons). There are docks on both sides, with a restricted dock further up the city on the East side for the supply of warships the city can call on. This is also where the barracks for those soldiers living in town are located. As well it has very simple accommodations for warriors visiting and staying for a limited time.
Each city is surrounded by a wall, the cities populations have spread over the walls and into the surrounding areas. Here are found most of the farms and orchards that help supply food to the cities. Each wall has three gates for ease of access. There is no wall over the river, but instead a LARGE chain at the end of both upper and lower wall, can be raised to hinder traffic. Also there are catapults on the bank sighted to fire on the river and traffic.
Because of the size of the river, there are two ruling districts, where the Lord Mayor and Deputy Mayor reside, one to a side. Either side also has a headquarters for the city guard arranged as follows
City Guard:
Three levels
1- Basic guard (the Hawks) Patrol the city sometimes accompanied by a cleric of Themis
2- Investigators (the Owls)
3- Special Branch (catch all for strike teams to assassins [hey they might be good, but not stupid] called the Eagles)
Courts are on the West side with serious cases having a cleric of Themis in attendance
Both sides also have sizable fishing fleets as it is simpler to bring food directly to both cities, rather than just one, then ferry it over. Many accuse some of the fisher people of being smugglers, but as the families are fluid, it can be hard to prove. This is also where most of the low cost housing can be found.
If the East side has the Warships, the West is where the ships are built. Most of the boat builders and craftsmen are located on the west side. As a result of this most of the high end crafters and tradesmen are located on the West side. There are some on the East Side, but the better ones are on the West.
Medium and high class housing are located just off from either City Hall, with the best houses being closer to the Hall and the worst (this being a relative term) being a few blocks out.
One the west side is the Mage School. Here people study one of the three known magic traditions, Metier, Totems, Runecrafting. It is also closest to a magic market, with potions, scrolls and limited use items for sale. Also there is a fourth building for those who are not studying magic, but learning other academic skills.
Most accommodations are found at the dock areas, with better accommodations near the gate areas on both sides of the cities.
Temples and Shrines to all the major deities can be found around each city. Major temples are located at the following locations:
Toubaris– West side near the Crafts lane.
Themis– Either City Hall
Marileea– Two, one in either market on the east and West side
Readaer– The Mage School
Kogano, Selan and Tolar don’t have Major temples or shrines, but minor ones are found all along the dock areas, and in the communities just outside the city walls.
Zylan has a shrine in the hospital, but mostly it is an attempt to placate him rather than worship
Chast – Next door to Toubaris, (she likes to take digs at him)
Bitva– At the barracks and military docks
Orchen– Has no major Shrines, but many smaller ones are located around town, especially where people work with fire (black and white smiths, dye shops, brewers, taverns etc.) Again this is mostly to placate him.
Olea– Like Marileea, one at either market, though they are not that large.
So now i want to flesh it out. IE populate it
I am figuring I need to give a name and personality to the following-
Mayor
Deputy Mayor
A few Council members
A few of the city guards (including at least one Known Eagle)
Some of the crafts people
Head of the Magical college/university
Some of the less ... savory... members of the city (smugglers, thieves etc)
One cleric for each shrine
Anything else?
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I have four weapon based MA, two non-weapon based MA, and then I realized, I have nothing for the Robin the Hood types, the Hou Yi wannabe, Mr. Tell and the apple.
So I ask if any of you have ever made a Ranged MA for your campaign? What did it look like? Any suggestions?
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10 hours ago, Grailknight said:
1- Yes.
2- At the end of segment 9.
3- Yes, though with the minuses for multiple opponents, I doubt it'll be effective. I'd use a Martial Dodge instead.
Thank you. In regards to Number Three, yes a Martial Dodge would be better, ( and the style does have it) but I was going with the idea of the old Sweep idea (I looked it up last night and found it now named Multiple attacks). Yeah that -4 to OCV would be brutal, unless she has a lot of CSL to compensate!
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I posted this on Fantasy Hero forum, but I figure I'll get more feed back here as these are simple rules adjudications.
This it in two sections:
A) The Dosao Style of magic is one that is very structured (X4 Dispel ) but relies on precise words, gestures and minutie (Gest, Incan, Ext Time). Lockland, a Dasao practitioner, is casting a spell hoping to take out the enemy spell caster. But he decides to do extra focus to really power his spell. Finally his spell goes off. He hits the enemy and feels satisfaction when he appears to drop.
(Game Speak he has a 30 point MP with a 6d6 EB slot. He decided to Haymaker the spell.)
1- Is this legal?
2- Since he has Extra Time as a limitation, when does his haymaker spell strike? Assuming SPD 3 and he begins on phase 8, does it hit on the end of phase 9? Or end of Phase 10?
The Martial Art Style Glorious Flower is very defensive in orientation. Triana is a practitioner and finds herself surrounded by three goglyns. Her friends are coming to help her, so to buy herself time she decides to use Prelude to Sleep against all three.
(Game Speak she is using a Martial Throw against all three as a Sweep)
3- Is this allowed? (As both are separate maneuvers)
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Thank you both!
What about the MA?
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The Dosao Style of magic is one that is very structured (X4 Dispel ) but relies on precise words, gestures and minutie (Gest, Incan, Ext Time). Lockland, a Dasao practitioner, is casting a spell hoping to take out the enemy spell caster. But he decides to do extra focus to really power his spell. Finally his spell goes off. He hits the enemy and feels satisfaction when he appears to drop.
(Game Speak he has a 30 point MP with a 6d6 EB slot. He decided to Haymaker the spell.)
1- Is this legal?
2- Since he has Extra Time as a limitation, when does his haymaker spell strike? Assuming SPD 3 and he begins on phase 8, does it hit on the end of phase 9? Or end of Phase 10?
The Martial Art Style Glorious Flower is very defensive in orientation. Triana is a practitioner and finds herself surrounded by three goglyns. Her friends are coming to help her, so to buy herself time she decides to use Prelude to Sleep against all three.
(Game Speak she is using a Martial Throw against all three as a Sweep)
3- Is this allowed?
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So bolded and separated!
Quote2 Load Bearing: +6 STR; No Figured (-1/2), Only for Encumbrance Purposes (-1 1/2)
2 Strength of Will: +5 STR (5 Active Points); Requires An EGO Roll (-1), No Figured Characteristics (-1/2), Increased Endurance Cost (x2 END; -1/2)
2 Weapon Strength: +4 STR, No Figured (-1/2), Only to Offset Strength Minima (-1/2)
5 Fearless: +10 PRE; Defensive Use Only (-1)
5 Frightening Intensity: +10 PRE; Offensive Use Only (-1)
4 Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima of Bows (-1)
10 Follow-through Attack: Trigger on up to 60 Active Points of Killing Attack (Trigger: when current opponent is killed in battle and there is another opponent in HtH Range attack that opponent, +1/4); OIF (weapons of opportunity; -1/2); Costs 1 END to use; Note: takes a Half Phase Action to "Reset Trigger"
Quote20 Superior Follow Through Attack: Trigger on up to 60 Active Points of Killing Attack (Trigger: when current opponent is killed in battle and there is another opponent in HtH Range attack that opponent; Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +1/2) for up to 60 Active Points (30 Active Points); OIF (Weapon of Opportunity; -1/2); Costs 3 END to use; Note: Trigger resets automatically after an opponent is slain; the character has no choice about using the ability -- if there is an opponent in HtH range they must attack them and further if there are multiple opponents the GM can decide which is attacked based upon events in play.
Quote10 Kill Them...Kill Them ALL!!!!: +5 OCV with Sweep {allows four strikes with almost no penalty}
Quote4 Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2)
4 Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Heavy Armor (-1/2)
4 Tough: Damage Resistance 4 PD/4 ED
6 Passive Blocking: +3 DCV; OIF: Weapon of Opportunity (-1/2), vs HtH Only (-1)
5 Active Shield Defense: Armor (4 PD/0 ED) (6 Active Points); OAF (Shield; -1), Costs Endurance (-1/2), Only When Using Shield For DCV (-1/4); Costs 1 END per Phase
5 Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
5 Have My Cake And Eat It Too: +3 with DCV (15 Active Points); OAF (Shield; -1), Only When Using Shield To Bash (-1)
5 Behemoth Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)
10 Behemoth Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2)
10 Last Gasp: Healing STUN 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Character does not control activation of personal Trigger; Reduced To Negative BODY; +1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); 1 Charge (-2), Self Only (-1/2)
10 I Ain't Tired Yet: +12 END and I'll Be Good In A Few: +2 REC
2 Heavy: Knockback Resistance -1"
Quote10 Precision: Find Weakness 11-: One Attack (choose)
+10 More Precise: Increase Find Weakness to Tight Group
+20 Incredibly Precise: Increase Find Weakness to All Attacks
+10 Reliably Precise: Find Weakness to 13-
+40 Always Precise: Find Weakness to 17-
Quote15 Adroitness: DEX only for DEX Rolls: +10 DEX (30 Active Points); Only For DEX Rolls (-1)
15 Adept: +3 with DEX Based Skills
15 Improved Lightning Reflexes: +10 with All Actions
Quote30 Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster -1/4)
25 Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory, Increased Arc of Perception: 240-Degree, Range
2 *Sense Traps: Add Sense to above: +2 points
23 Sublime Remove Traps: Dispel Traps 20d6, Expanded Effect One At A Time (+1/4), Reduced Endurance 0 END (+1/2) (105 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Required Hands Two-Handed (-1/2), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), No Range (-1/2), Requires A DEX Roll (No Active Point penalty to Skill Roll -1/2)
15 Become a Shadow: Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)
15 Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense (Normal Hearing) (Real Cost: 10)
10 Advanced Climb Walls: Clinging (+15 STR) (15 Active Points); Cannot Resist Knockback (-1/4), Requires a Climbing Skill Roll (-1/4)
Quote10 Missed Me!: Missile Deflection (Arrows, Slings, Etc.)
+20 It's All In The Reflexes: Add Reflection to Deflect Arrows
4 Slow Fall: Gliding 10" (10 Active Points); Only in contact with Vertical Surface (-1/2), Only to prevent falling damage (-1/2), No Noncombat Movement (-1/4)
10 Cast In Relative Safety: +3 DCV; Only When Casting A Spell In Combat Conditions (-1/2)
7 Here Comes The Cavalry: Deadly Blow: +1d6 (when Charging On Horseback)
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6 hours ago, Scott Ruggels said:
Carriage returns between each skill/ power or bold each entry st the beginning.
I'll also organize it into common sections!
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4 hours ago, Khymeria said:
That’s a lot to read. Might get more response if you bold and italicize some bits. I am looking it over to add a few from my game, but it’s a chore. Thanks though, the effort is solid for conversation.
OK I'll go through it and organize it for ease of reading!
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I am compiling a list of special abilities for (mostly ) warriors and rogues. Most I found on the sight of M. Shrike, and I made a list. But if you can think of any others that you have used in your game, please add!
Quote2 Load Bearing: +6 STR; No Figured (-1/2), Only for Encumbrance Purposes (-1 1/2)
2 Strength of Will: +5 STR (5 Active Points); Requires An EGO Roll (-1), No Figured Characteristics (-1/2), Increased Endurance Cost (x2 END; -1/2)
2 Weapon Strength: +4 STR, No Figured (-1/2), Only to Offset Strength Minima (-1/2)
10 Follow-through Attack: Trigger on up to 60 Active Points of Killing Attack (Trigger: when current opponent is killed in battle and there is another opponent in HtH Range attack that opponent, +1/4); OIF (weapons of opportunity; -1/2); Costs 1 END to use; Note: takes a Half Phase Action to "Reset Trigger"
20 Superior Follow Through Attack: Trigger on up to 60 Active Points of Killing Attack (Trigger: when current opponent is killed in battle and there is another opponent in HtH Range attack that opponent; Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +1/2) for up to 60 Active Points (30 Active Points); OIF (Weapon of Opportunity; -1/2); Costs 3 END to use; Note: Trigger resets automatically after an opponent is slain; the character has no choice about using the ability -- if there is an opponent in HtH range they must attack them and further if there are multiple opponents the GM can decide which is attacked based upon events in play.
4 Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2)
4 Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Heavy Armor (-1/2)
6 Passive Blocking: +3 DCV; OIF: Weapon of Opportunity (-1/2), vs HtH Only (-1)
5 Frightening Intensity: +10 PRE; Offensive Use Only (-1)
5 Fearless: +10 PRE; Defensive Use Only (-1)
5 Behemoth Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)
10 Behemoth Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2)
4 Tough: Damage Resistance 4 PD/4 ED
2 Heavy: Knockback Resistance -1"
10 Precision: Find Weakness 11-: One Attack (choose)
5 Active Shield Defense: Armor (4 PD/0 ED) (6 Active Points); OAF (Shield; -1), Costs Endurance (-1/2), Only When Using Shield For DCV (-1/4); Costs 1 END per Phase
4 Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima of Bows (-1)
5 Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
15 Adroitness: DEX only for DEX Rolls: +10 DEX (30 Active Points); Only For DEX Rolls (-1)
15 Adept: +3 with DEX Based Skills
15 Improved Lightning Reflexes: +10 with All Actions
10 Me First!: Lightning Reflexes: +3 DEX to act first with All Actions
30 Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster -1/4)
25 Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory, Increased Arc of Perception: 240-Degree, Range
2 *Sense Traps: Add Sense to above: +2 points
23 Sublime Remove Traps: Dispel Traps 20d6, Expanded Effect One At A Time (+1/4), Reduced Endurance 0 END (+1/2) (105 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Required Hands Two-Handed (-1/2), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), No Range (-1/2), Requires A DEX Roll (No Active Point penalty to Skill Roll -1/2)
15 Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)
15 Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense (Normal Hearing) (Real Cost: 10)
10 Advanced Climb Walls: Clinging (+15 STR) (15 Active Points); Cannot Resist Knockback (-1/4), Requires a Climbing Skill Roll (-1/4)
36 Deflect Arrow Slot: Missile Deflection (Bullets & Shrapnel), Missile Reflection, Reflect At Any Target ; Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4)
10 Missed Me!: Missile Deflection (Arrows, Slings, Etc.)
+20 It's All In The Reflexes: Add Reflection to Deflect Arrows
4 Slow Fall: Gliding 10" (10 Active Points); Only in contact with Vertical Surface (-1/2), Only to prevent falling damage (-1/2), No Noncombat Movement (-1/4)
10 Cast In Relative Safety: +3 DCV; Only When Casting A Spell In Combat Conditions (-1/2)
10 Last Gasp: Healing STUN 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Character does not control activation of personal Trigger; Reduced To Negative BODY; +1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); 1 Charge (-2), Self Only (-1/2)
10 I Ain't Tired Yet: +12 END and I'll Be Good In A Few: +2 REC
5 Have My Cake And Eat It Too: +3 with DCV (15 Active Points); OAF (Shield; -1), Only When Using Shield To Bash (-1)
4 You Should Buy Fantasy HERO: Rapid Archery Talent
8 You Should Buy Fantasy HERO: Combat Shooting
7 Here Comes The Cavalry: Deadly Blow: +1d6 (when Charging On Horseback)
10 Kill Them...Kill Them ALL!!!!: +5 OCV with Sweep {allows four strikes with almost no penalty}
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1 hour ago, Christopher R Taylor said:
These are the entries from the Goodman School of Cost Efficiency. They are actually longer and more detailed than I remember, about a 3rd of the page. These are summaries:
-After a certain point, complications start to lose their effectiveness and become a net loss for your character (this was before 6th edition, when complications brought down your total overall character cost).
-Rounding in characteristics results in certain break points such as 13 and 18 (anything ending in a 3 or 8 ) which makes them very efficient
-Odd numbers of dice or point totals round down giving you better END Cost, especially if you buy half END on a power (both 8d6 and 9d6 blast is 4 END for example).
-Levels are the great equalizer, allowing for a lower CV character to be excellent where they need it, particularly broader categories like a level in Multipower or Overall levels which are very efficient
-DEX is super efficient because it gave you several figured characteristics, including "hidden" ones like CV and combat order.
-Rounding comes up again in movement, giving you a full 1" added half move (8" running is 4" half move, but 9" is 5" and only cost 2 more points).
-CON is the biggest bonus for figured characteristics, giving you ED, REC, END, and STN not to mention protecting you from being stunned
Some of these aren't as significant any more, and all of them probably seem really obvious to old time players, because we all studied Goodman's ideas and took them to heart decades ago but I think they matter a lot to new players, helping them see how to construct a more effective character.
Since this is a thread in Fantasy, lets keep in mind how useful some of these are in a fantasy game.
Rounding- Yes. if you are making a mage, int 18 vs int 20 results in the same skill roll for Power Skill
Odd numbers- If you use End (mine will) this is a good idea
Levels- Especially useful in fantasy where eventually you will have a host of spells or weapons you are good with!
Dex and Con - Yes. I will encourage at least Dex 11 and Con 13 for most
When you have 125-150 pts to play with.....
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On 10/7/2022 at 2:18 PM, DShomshak said:
Rivers of Life is a PBS series about, duh, notable rivers. The Zambezi in Africa sounds like it would fit well in a Fantasy world. Here's a link to the episode:
Rivers of Life | Zambezi | Season 2 | Episode 1 | PBS
Highlights include:
*Headwaters are a spring in a sacred forest.
*But the flow is intensely seasonal. In an exceptionally flat plains region, the rainy season turns the Zambezi from a river into an immense shallow lake, a cycle of wet and dry that shapes the lives of the inhabitants. Not magical as such, but this could be a cool location and culture.
*Further downstream, the Zambezi flows through spectacular gorges with many rapids and Victoria Falls, the widest waterfall in the world. At least that's the case in the rainy season; in the dry season it's just a few trickles going over the cliffs. Local name is "The Smoke That Thunders." Obvious home for a god or nature spirit.
*As the water level drops after the rainy season, there's one spot where an underwater ledge of rock creates a permanent standing wave -- a breaker that never breaks. One can surf the Zambezi Wave. Perhaps you must do so if you want a boon from the God of the River, or it's a gate to another plane.
*The next stage is a broad river valley with abundant wildlife. The show visits a safari resort where the wildlife has learned that people won't hurt them. Watch the family of elephants troop through the resort's lobby to reach a mango tree. Temple of the Elephant God?
(The next episode, about the Danube, did not have so much Fantasy potential. Though one might do something with the water-filled cave network beneath Budapest.)
Dean Shomshak
I am so going to use part of this. I have a plains area called the Divided Plains as a river splits it in half. OHHH yeah!
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22 hours ago, Lord Liaden said:
The Stronghold Files version of Neutron is described as having had a 200 pt. VPP only for electro-magnetic effects, when he was in his prime. It was undoubtedly intended to fit him for a master-villain role.
I do think the trauma of their father being killed in front of them would be sufficient to motivate anyone to change the direction of their lives; but Neutron's stated direction seemed rather vague, and more based in ego than in any logical viewpoint. For my Fourth Edition games using Neutron, I borrowed the motivation of the Champs villain Beamline, of imposing government by elite scientists like himself, being best trained to think rationally and objectively. My Neutron gathered scientist supervillains for his team, and established a covert network of other sympathetic scientists.
I love this take.
And it fits nicely into a new Deathstroke.
In the module it was take over the world because we are criminals and admit it.
New Conquerors are all scientist types who believe that they are best suited to run things!
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For me the Conquerors were a tough team hampered by A VERY silly origin for Neutron (He and his father would rob banks for a living. Father dies at the hands of a policeman so the Government MUST be deposed for allowing such an injustice! But he's a mutant and had his powers during those robberies and so how.....? what ever)
Mechanically he was tough clocking in a 400 pts with 60 pt Active Point powers. This was when most heroes and villain had 40 - 50 Active Point powers. To bring him up to speed I'd go 70 AP and give him a Magnetics EC and a Large MP for various attack. (Note keep the TK in the EC, so he can hold one enemy and blast another)
Arc was OK, just needed a boost to Int and better defined attack (I could never figure how it worked)
Now he needs at least two more, I'd go with a Brick and either another Blaster OR a Speedster
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8 hours ago, Old Man said:
In a more general sense MA gives warrior-type PCs a much wider range of choices on their phase. Even a 'conventional' fighter can attack, haymaker, trip, grab, move through, as well as shifting levels around. But MA gives a much wider range of attack choices that make fighters much more interesting to play.
That is what I want!
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Or take a page from "Sky High" Warren Peace Hero Mother, Villain Father!
Imagine the role playing:
"Hey mom I fought with dad last week!"
"Oh dear! Who was he working for this time?"
"Dr. Demonicus! Don't worry we won, but he got away!"
"Thank you! I'll have to talk to him again I see!"
"Please mom, don't! You either end up hooking up for the weekend, or arguing and almost getting into a fight! What do you see in him?"
"He has the bluest eyes, (Sigh)!"
"EWwwwww! MOM!"
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So I use HD for 5th Ed and it has Deadly Blow. So I will use that, but interpret it as adding to the Base damage but with Limitations, like backstab OR limited by weapon type, only daggers/knives.
So you have a pair of daggers and have the twin weapon MA style and Deadly Blow (Daggers / Knives).
Dagger 1/2 HKA str min 5
Character has str 10
Has Deadly Blow
Uses maneuver that adds +2 dam classes
Dagger is now 1 1/2 d6 base, 2d6 w/str, 2 1/2 d6 w/ maneuver.
If he wanted to use it with swords, he'll need to buy DB w/swords
Sword 1d6+1 HKA str min 10
Character has str 10
Has Deadly Blow
Uses maneuver that adds +2 dam classes
Sword is now 2d6+1 base, Nothing for str, 3d6 w/ maneuver.
I think I can live with this.
Note I know I'll get the person who say "Can I use twin Broad Swords?" Well if you have the strength, yeah, but seriously he may want to use Sword Board Style. But He has Str 18.
OK...
Broad Sword 1 1/2 HKA str min 13
Character has str 18
Has Deadly Blow
Uses maneuver that adds +2 dam classes
BS 2 1/2 d6 base, 3d6 w/ str, 3 1/2 d6 w/ maneuver
Anything I need to watch out for?
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So I changed the Splendid Fist First Fist into a Fast Strike. It does fit better making for a more aggressive style! SO.....
Splendid Fist
4 Fast Strike +2 +0 Str + 2d6 First Fist
5 Offensive Strike -2 +1 Str +4d6 Second Fist
4 Killing Strike -2 +0 1/2d6 HKA Third Fist
4 Martial Block +2 +2 Abort Intercepting Fist
4 Martial Dodge +0 +5 Abort Darting Fist
4 Martial Disarm -1 +1 +10 Str DA Removing Fist
3 Martial Grab -1 -1 +10 Str Grab Open Fist
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13 hours ago, Trencher said:
I would switch around Splendid fists martial strike with an fast strike.
I'll look into that!
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On 1/31/2023 at 8:47 AM, Hugh Neilson said:
Pre-6e, Deadly Blow was an orphan mechanic - floating damage classes. 6e based Deadly Blow on skill levels adding DCs, so if your game imposes the doubling limit (which 6e also removed from the baseline rules and relegated to "optional" status), it could certainly restrict deadly blow.
OK where did this get mentioned? The thought of that old school villain the Monster with a 2d6 HKA and 60 Str can now do a whoping 6d6 HKA scares the *&^% out of me!
18 hours ago, Duke Bushido said:(What Hugh points out here is the biggest- not the only, but the biggest- reason when my Players want a super-smite maneuver, I build it as +damage instead of any kind of skill, maneuver, or talent. _Mechanically_, +damage is _in addition to_ what you can do with the weapon already. It is now a quasi-magical level of ability and not tied to the limits of the weapon. I just like to avoid headaches and keep things rolling).
I like this as it seems easier to explain and implement. I am going for Plug and Play ideas as I will never be sure whether I will have people who know Hero as players. (Heck I was in a Palladium game where one of the players forgot to check what level her experience indicated for two whole levels. After we checked it turns out she had just been adding exp pts since level eight and she was now technically level ten. No one noticed because she was SUCH a great role-player. )
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The names are just place holder right now. I'll give them more appropriate names later, but I like Glorious Flower. May I
stea... err borrow it? -
So in addition to the four b's of weapon styles (one hand, paired, sword and board, two handed) I want to make some non weapon MA. I may have presented these before, but JIC please critique:
Soft
Glorious Lotus
Cost Maneuver OCV DCV Notes Name
4 Martial Strike +0 +2 Str + 2d6 Shining Fist
5 Defensive Strike +1 +3 Str Three Fold Strike
4 Nerve Strike -1 +1 2d6 NND Pacifying Touch
5 Defensive Block +1 +3 Abort The Soft Wall
4 Martial Disarm -1 +1 +10 Str DA Sublime Removal
3 Martial Throw +0 +1 Str+v/5 Falls Prelude to Sleep
4 Martial Dodge +0 +5 Abort Splendid Protection
Hard
Splendid Fist
4 Martial Strike +0 +2 Str + 2d6 First Fist
5 Offensive Strike -2 +1 Str +4d6 Second Fist
4 Killing Strike -2 +0 1/2d6 HKA Third Fist
4 Martial Block +2 +2 Abort Intercepting Fist
4 Martial Dodge +0 +5 Abort Darting Fist
4 Martial Disarm -1 +1 +10 Str DA Removing Fist
3 Martial Grab -1 -1 +10 Str Grab Open Fist
Go ahead. I was thinking of making a medium style, but I don't want to overcomplicate things!
I need to flesh out the city
in Fantasy Hero
Posted
WOW!