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Nightshade

HERO Member
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About Nightshade

  • Birthday 12/13/1973

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  • Biography
    HERO lover for life
  • Occupation
    Project Engineer

Nightshade's Achievements

  1. Re: reverse vulnerability In lieu of triggers, use Continuing Charges lasting one month each and put a limitation "Only when X type action takes place" (value based on how common action is). So if there are a fair number of healers, perhaps the healing buff is -0 or -1/4, but if healing magics aren't common, maybe it's -1/2 or more. Nightshade
  2. Re: Ultimate Metamorph for Fantasy? I thought the Ultimate Metamorph was OK for fantasy, but it is definately geared toward supers. The Ultimate Mystic is my favorite Ultimate Series book so far . That one definately worked for fantasy the best of any of them so far, IMO. Nightshade
  3. Re: New to Fantasy Hero Just to get back on topic, slightly... The single best thing I did for my Fantasy game was buy HERO Designer. While I do own the Grimoire (and like it), I have my own way to doing spells. HERO Designer allows me to create them and store them as Prefabs, which means when someone says "I'd like to play a wizard!" I can just load the appropriate prefab Arcanum and they can just pick their spells. It is truly awesome. You can do the same thing with martial arts, talents you want for your game, creature templates of your own making... Considering that I have over 25 Arcana and something like 1000 spells, it really is a life (and work) saver. For books, I'd definitely get Fantasy HERO. If you can find one now, I'd just buy it and not wait for the new printing. If you can't find one, beg Steve some more. I think he likes it. Nightshade BTW: Steve, my FH book is starting to wear out from over use. PLEASE print the new one! Pretty please!!!
  4. Re: Urban Fantasy Recommendations If TV shows are something you were interested in, if you can find Poltergeist: the Legacy and Forever Knight, those were some pretty reasonable Urban Fantasy shows. Nightshade
  5. Re: Urban Fantasy Recommendations I don't know if other gaming books is what you wanted, but I highly recommend the Everlasting series. They were originally written by Steven Brown, who used to work for White Wolf and as far as I know now runs a gaming store down in Georgia. I found them far superior to the World of Darkness in terms of world building. Of course, I use the HERO system to run the game due to the, IMO, inferior system (although basically a cross between HERO and WoD). The setting itself is very cool, though, and the ideas in it are pretty interesting. Nightshade PS I just realized that I am basically advertising someone else's products on the HERO boards. If this is a problem, let me know and I'll edit. Thanks.
  6. Re: Fantasy Hero Setting Conversions? I've actually tried to do that with my home-grown world. I designed it using HERO as the system. However, prior to 5th edition, I couldn't get any players. So, I tried to convert it to 3rd ed. D&D. Let's just say it wasn't a positive experience. However, I did decide to do my fantasy world as if I were going to publish it. So, my main world-book is the World of Spheryl, which lists all of the pertanent information on the setting. Then, I have Mythic Legacy, which is a spell-book. Bloodlines details vampires, Savage Grace lycanthropes, Kingdoms of Magic fae, and Nature's Wrath druids (who need their own sourcebook for my world). The primary reason for doing it this way is the same for any company: I can't find anything if I put it all in one book, or I have to lower the detail to the point that it isn't good enough for what I want it to be. Nightshade
  7. Re: Epic Fantasy: The Five Essentials I'll second most of those listed, but I would like to mention the movie Krull. While certainly has elements of Sci-fi, I would call it an epic fantasy movie. Nightshade
  8. Re: The First Hurdle: Creating a *gulp* Magic System An explanation of delayed effect: Powers are bought with some sort of preparation required (usually extra time), and that preparation is done before hand. You slot your powers (sometimes referred to as "stacking your rack") by performing some of the work ahead of time (spending the extra time, in this case, but using foci, gestures, incantations, and the like can be included, as well). But the power doesn't go off or actually get used until the character wants it to. By performing the last word, the last gesture, the whatever you want, the power is used, using up that slot. I'd suggest looking at the full description in the power advantages section of the book. How many slots they get is up to you as GM. They have advantages that can be applied in order to get more slots as time goes on. An example spell system that works like this is Alchemy in the FH Grimiore. Hope that helps! Nightshade
  9. Re: The First Hurdle: Creating a *gulp* Magic System Ok, I think I have it now. First, for someone not familiar with the system, VPP's can be tough. I don't use them in my game specifically because my players can't handle them. To me, the framework has a stop sign for a reason. To me, HERO used delayed effect specifically to do what you are looking for, so that's what I'd use. If you want your spells to be cheaper, do what they did in the Turakian age and divide the spell total cost by some number. As for your priests, I would do the following: 1. No END reserve for them. They pay with their own endurance. Rituals often exhausted the priests performing them. 2. Ditch the Faith skill. Faith isn't learned. It is felt. It simply is. Therefore, no effect requires a skill roll. 3. All spells should require extra time, incantations (calling to their gods for aid, etc.), foci, and any other limitations that make sense for their particular religion. You may want to increase the end cost to make it so that they can't necessarily cast a lot of spells in any particular encounter. 4. Priests have access to only certain effects (spell list) based upon their priesthood. So, the sun god has a different spell list than the god of war, which is different than the plant god and the weather god. While there may be some overlap, each god has only their own spheres of influence. You can do that many different ways (spheres of influence, effect lists for every god, domains as well as general). 5. Gods require specific rituals, have specific rules, codes of behavior, and the like. Perhaps you simulate that with a dependence (do this stuff or you lose your spells), a psych lim, or a spell limitation (must perform services to the god). Hope this helps! Nightshade
  10. Re: The First Hurdle: Creating a *gulp* Magic System I think that you are doing just fine. If you like D&D wizards and sorcerers, then use them! Here's how I'd do it: Wizard: All spells have the delayed effect (+1/4) advantage with the number of slots they have is equal to their total base character points + XP/10 (to simulate levels) or total slots equal to their INT/3 or even a spell progession if you really wanted to get wacky. Then, build all of their spells with 1, 5, or 20 minute casting times (to make them cheaper). They then "memorize" their spell as the casting time. I'd probably do it with the 5 minute casting time, so then they can memorize 12 spells in an hour. The spells could be fueled off an endurance reserve or bought with zero endurance with uncontrolled (with the duration based upon how much they make their skill roll by). Sorcerer: Spells have a short casting time (1/2 phase), and no delayed effect. Power all of the spells off an endurance reserve with a recovery rate that is either very slow (1/hour, as mentioned above), or a recovery that works only when asleep. This has the effect of making the spells more expensive, and allowing the sorcerer to cast whatever spell whenever. Priests: Spells will be much like wizard spells, but with faith in lieu of skill. The spells will have two extra times: one for memorization, one for casting, to reflect that priests generally have a longer casting time than wizards do. Use delayed effect, as above. Fuel all of the spells by an end reserve. Buy all of the healing spells (or summoning spells if you are going to do this with Druids) with an advantage "abort slot to cast" for an additional +1/2 (or +0 if you wish, but I'd make it into some sort of advantage). Just my 2 cents. Nightshade
  11. Re: Third Magic System (Please Help) How about Theurgy? It would be like a combination of the two you have described, where you are summoning beings to do things, but instead of elemental things, these are more (for lack of a better term) outer-planer in nature - pure emotion, spiritual advisers, holy light (or unholy darkness), spirits of law or chaos, etc. Or, you could do something more based upon the physical world. Something like a combination of alchemy, herbalism, and druidism (using mixtures with incantations to make something useful or deadly, summoning mystic beasts and/or animals, knowledge of useful plants ala Athalas from Lord of the Rings). Perhaps knowing a little more about the cultures would help. Nightshade
  12. I've always been annoyed about artistic abilities in the HERO system. I have been doing these as PS: art in question, but most artists (at least recently), study other artists in order to be able to become a better artist themselves. To me, this sounds similar to Science Skills, but with artistic ability. For example, SS: Chemistry not only gives one chemical knowledge, but also allows one to conduct chemical experiments and deal with chemical apparatus. Why not do the same thing with artistic abilities? AS: Sculpture would not only allow a character to create sculptures, but would also give them knowledge of styles of sculpting, sculptures, sculptors, instruments used, and knowledge of some of the materials available. What do you think? Nightshade
  13. Re: Monsters, Minions, and Marauders: Opinions? I love that book. It has lots of good creatures, including giants, which aren't in the Bestiary. While I like the Bestiary better (more critters), I can't complain about the quality of the ones they have in there. Nightshade
  14. Re: Mass Area Effect I'd go with a naked AoE advantage affecting spells up to a certain active point cost. To add to the fun, I would make it a +1 advantage to all spells from the caster. It will be great for some spells, but when you cast (for example) a healing spell, and it affects everyone in the area (bad guys included), I'd like to see the players' faces... Nightshade
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