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Thumper

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Everything posted by Thumper

  1. Attached is Super Stuntman Aaron Mayfield, an NPC for a mini-campaign I'm writing. Super Stuntman Aaron is an employee of Superstar Entertainment, a media conglomerate owned by defense contractor Hypergenetics LLC. Hypergenetics owns the patent on Formula P3, a mutagentic steroid that induces superhuman strength and durability, but requires daily injections and causes intense physical and psychological addiction. Hypergenetics has been trying to stabilize their formula and get approval from the Department of Defense, with the ultimate goal of being America's #1 provider of supersoldiers, and created Superstar Entertainment to raise funding for research. Superstar Entertainment has three divisions: the Superstar Wrestling League, Super Stunts, and the pay-per-view mixed martial arts program Superstar Octagon. Super Stunts provides Hollywood film and television studios with superhuman stuntmen capable of doing hyper-realistic stunts no human being could survive at a cost that rivals CGI. Super Stuntman Aaron is a typical example of a Super Stuntman. Aaron has a trick knee, a result of a college football injury, and other Super Stuntmen should have a different 15 points of Complications, but otherwise use the same profile and have similar personalities and motivation. The Trick Knee physical limitation activates any time Aaron performs a leap over 2m, lands from a fall of greater than 2m or takes STUN damage to a Leg Location hit. The Trick Knee activates on an 11-, with a modifier of +1 per 2m of leap/fall or +1 per 5 STUN. If the trick knee activates, Aaron's running speed is halved (9m) and he may not make leaping moves until he has eight hours to rest and ice his knee. Super Stuntman.pdf
  2. These can both be accomplished with the same power: Interdimensional Travel: Extra-Dimensional Movement (Single Dimension, Any Location) Total cost: 25 points This would allow Ares to travel to any location in the world (including to temples and devout followers) by passing through Elysium. If you to be able to teleport from temple to temple, then this power will do the trick: Temple Teleportation: Teleportation 1m, Safe Blind Teleport (+1/4), MegaScale (1m = 10,000 km; +2); Can Only Teleport To Fixed Locations (-1) plus 2 Fixed Locations Total cost: 3 points This assumes Ares has 2 temples. Each additional temple costs +1 point. Teleporting (and Extra-Dimensional Moving) to "devout followers" is more difficult and can get quite expensive and tricky. This is one way to do it: Find Follower I: Detect Psych: Devoted to Ares (Common, Strong) 15- (Unusual Group), Penetrative, Perceive into Earth dimension, Range, Rapid: x10,000, +42 Telescopic Total cost: 60 points Find Follower II: Teleportation 1m, Safe Blind Teleport (+1/4), MegaScale (1m = 10,000 km; +2); Can Only Teleport To Floating Fixed Locations (-1/2) plus 1 Floating Fixed Locations Total cost: 7 points The Find Follower I power allows Ares to search the entire world (Telescopic +42) and find anyone Devoted to Ares at the Strong level or higher, even if they are inside a building or underground (Penetrative). You will need to define some means that a person could hide themselves or others from Ares. I recommend "Substances Consecrated to Gods Other Than Ares," so that Ares can't see into other god's temples or even onto the grounds of their temples. This is a fairly weak exception, but I'd allow it since this Detect can only find people who love you (and thus presumably want to be found). It takes about 250 milliseconds to recognize a person's face, thus a person could reasonably recognize 4 people per second (segment). The Rapid adder increases this to 40,000 people per second. Ares can scan through about 2.4 million followers a minute, so if Ares has more than a million devout followers, you might want to increase the rapid to x100k. Once the target is found, Ares will need to study him for 1 minute to set him as a Fixed Location, and can then teleport or XDM to the follower's location. Adding Concentration and/or Extra Time to Find Follower I would be appropriate and help manage the cost. The easiest way to do this is combine these powers so that Ares can instantly summon any weapon to his hand, and said weapon becomes enchanted and wreathed in flames. I would actually kick it up to an 11 and say the weapon is wreathed in whatever is most dangerous to Ares' enemy! This is a super easy power to build: Master of Magical Weapons: Hand-To-Hand Killing Attack 2d6 (5d6+1 w/STR), Variable Special Effects (Any SFX; +1/2) Total cost: 45 points This power doesn't have the Focus limitation because if Ares weapon is taken away it simply vanishes and he teleports a new one (or the same one) to his hand. He can never be disarmed. The weapon can have any Special Effect Ares wants. It can be a Flaming Axe, Laser Sword, Holy Spear, or Cheese Club, etc. If you know your enemy's Vulnerability, you can exploit it. This power assumes a 75 STR. The easiest way to do this is buy the Oratory skill, but that's boring and very limited. There are a lot of different ways to build this power, depending on the specific effect you want. I like this: God of War: Aid EGO and PRE 3d6, Expanded Effect (x2 Characteristics) (+1/2), Area Of Effect (1m Radius; +1/4), MegaScale (1m = 1 km, Cannot alter scale; +3/4), Reduced Endurance (0 END; +1/2), Constant (+1/2), Persistent (+1/4), Uncontrolled (+1/2); Only to Aid Others (-1/2), Target Must Be In Combat (-1), Always On (-1/2) Total cost: 25 points This power quickly boosts the morale of every person involved in a combat within a 1km radius of Ares, regardless of what side they fight on. Everyone becomes a frothing at the mouth, raging fiend who can't be frightened or driven from the field of battle. Ares has no control over this ability, simply being near the God of War drives men mad for fighting. Here's a different take on the same idea: God of War: Major Transform 1d6 (apply Berserk: In Combat (Common, go 14-, recover 8-) to Humans), Area Of Effect (1m Radius; +1/4), MegaScale (1m = 1 km; +1), Reduced Endurance (0 END; +1/2), Constant (+1/2), Uncontrolled (+1/2), Invisible Power Effects (Fully Invisible; +1); No Range (-1/2) Total cost: 31 points This power transforms every human within up to 1 km into a berzerker who goes mad for carnage in any combat -- and the target has no idea what's happened to them until they get into a combat and suddenly find themselves taken over by furious rage. This is a Mind Transform and so it affects EGO. With the average soldier having 10 EGO, in the time it takes Ares to casually stroll through a military camp he can easily affect the entire camp. After all, he only needs to remain within 1 km of a target for 1 to 2 turns (depending on his SPD) to effect the transform. Here's how to build this power to make yourself grow stronger: Fueled By War: Aid STR 2d6+3, Trigger (No Time, Automatic Reset, Does Not Control; +3/4), Reduced Endurance (0 END; +1/2); No Conscious Control (-2), Only to Aid Self (-1) Total cost: 15 points The Trigger is "Another character within 20m deals physical damage." Ares cannot activate this power himself. It will quickly add 15 points to Ares STR and tend to keep there during the combat. If you use this power, I suggest going with a 60 STR to keep things balanced. You could replace Aid with Healing to STUN or END. Growing larger is a trickier, since you must first have Growth. Honestly, I find Growth impossibly frustrating to work with and would just avoid doing this. It gets even more complicated if you already have the Large template applied. If you mean Enraged as in the condition inflicted by the Enraged complication, then that's Limited Power: Only When Enraged, whose value is going to depend entirely on how frequently you are Enraged. If you mean "enraged" as in "whenever I am in the undefined state of being enraged" then that's not a limitation, because you can choose to be "enraged" in that sense whenever you want. That's really just a Special Effect for whatever power you're buying and doesn't affect the cost.
  3. Pretty sure you meant: Susceptibility: On Consecrated Ground (1d6 per Segment, Uncommon) Total cost: 20 points Other than that, I mostly agree with your point, though I think there should be a halfway point. I dislike the idea of "a priest gives a blessing and boom! Holy Ground." What defines a priest? What defines a blessing? In a polytheistic fantasy world, that could get very complicated and could lead to annoyingly clever PCs declare any battleground on which they are fighting vampires blessed, which seems abusive. Or at least would bump the Susceptibility up to a Very Common. Personally, I handle this specific issue with a dirt-cheap Spirit Transform and that abuses two GM's option in Transforms: A location can be considered a Base. Bases have a lot of BODY, which makes Transforming them a pain in the ass, but what they don't have is a lot of PRE. In fact they have no PRE. Thus a GM could declare a location (Base) has 1 virtual PRE representing its spiritual quality. Since "Consecrated" is a purely cosmetic difference with no inherent game effect, you can build the ability like so: Consecrate: Cosmetic Transform 1d6 (Unconsecrated Thing into Holy Thing, Defilement); Extra Time (5 Minutes, -2 1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) Total cost: 1 point Anyone who has this power can waves his hands around making the sign of the cross or whatever, says some prayers, put in a few minutes of pomp and circumstance, and boom! Holy Ground. Or Water. Or Sword. Or whatever. After all, essentially all objects have 0 PRE, so this ability can never fail to transform them. Then you build all your Evil Creatures Born In The Heart Of Hell with: Susceptibility: On Consecrated Ground (1d6 per Segment, Uncommon) Total cost: 20 points Susceptibility: Holy Water (Instant 3d6, Uncommon) Total cost: 15 points Vulnerability: Holy Weapons (2 x STUN, Uncommon) Total cost: 10 points To get back on subject, I think a very reasonable middle ground would be to give Vehicles a Complication: Physical Complication: Electrical Discharge Causes Breakdown (Infrequently; Fully Impairing) Total: 20 points And then to build Darkhope's harpoon gun as: Harpoon Gun: 2D6 Physical RKA 2d6; 1 Charge (-2), OAF (-1) plus 1D6 Penetrating Energy RKA (+1/2); 1 Charge (-2), OAF (-1), Linked (Physical RKA, -1/4) Total cost: 12 points Then simply define the Special Effect of the Energy RKA as "Electrical Discharge." Then if the harpoon is used against something other than a vehicle (which would be metal as **** and entirely in-keeping with the genre), the electrical discharge actually does damage (as it should), but isn't responsible for the heavy lift of shutting down the vehicle.
  4. Or option 3) Dave is not aware Allen is attacking Bob but is aware that the Helm IS something strange. If Bob were to say "Allen is reading my mind!" then it would be reasonable for Dave to conclude Allen was using the Helm to do it. If Dave had captured Allen with the intent to imprison him, it would be reasonable for Dave to take the Helm away, regardless of whether he knows what it does or not -- it's obvious that it does something. What if instead of a Helm of Telepathy, it was a Helm of Danger Sense? Danger Sense is always in use. Would a character with such a Helm be incapable of benefiting from Stealth? What if they were standing in a field of Darkness (Sight Group)?
  5. That's true, but since absolutely no one is arguing that point, it's also irrelevant. Let's look at what Steve said in the first post you cited: Helm of Telepathy A character wearing a Helm of Telepathy is obviously wearing a focus. That makes sense if you look at a Helm of Telepathy. That is very obviously some sort of magical helmet. As a GM, I would assume that anyone who saw a character walking around with that on their head would assume it was magical. Characters with KS: Magical Items or similar skills would have a chance to roll to identify it from sight alone, but most characters wouldn't have any idea what it does until they saw it in use. The Power granted by the Helm of Telepathy, i.e. Telepathy, is both separate from the Focus and Inobvious. It does not become Obvious because the Focus is Obvious, because the Focus is Obvious whether it is in use or not. The "Obviousness" of the Focus is a modifier on the Focus, not on the Power. Only characters who can perceive the power being used can identify the Focus as the source of the power, because you cannot know the source of a Power that you don't know is being used. This doesn't contradict the claim that it's "clear to anyone looking at the character that the power comes from the Focus," as long as we understand that "looking" here means "perceiving with a sense capable of perceiving the use of the power," and not explicitly with Normal Sight. It would be clear to a character with Mental Awareness "looking" at the user of a Helm of Telepathy that they are using a Mental Power and who they are targeting. It would not be clear to a character without Mental Awareness that the user of a Helm of Telepathy is doing anything at all. It would be clear to both that the Helm of Telepathy is some kind of Focus ("magic item"). A reasonable analogy would be to consider the following power: Silenced Pistol: RKA 1d6, Invisible to Hearing Group (+1/2); OAF (-1), 8 Charges (-1/2) Total cost: 9 points In this scenario: Allen attacks Bob, a Noteworthy Normal, with a Silenced Pistol from Surprise and hits the Head location for maximum damage, dealing 58 STUN and 12 BODY and leaving Bob Unconscious, Stunned and Dying. Charles, an ordinary human with no enhanced senses, is a bystander to the crime. Dave, an ordinary human with no enhanced senses and Physical Complication: Blind (All the Time, Fully), is a bystander to the crime. Charles can see the power being used but cannot hear the power. Assuming he is looking towards Allen, he perceives the power and identifies the Focus as the source of the power. Dave cannot see or hear the power. He has no means of perceiving the power has been used and does not know that Bob has been shot, and thus cannot identify the Focus by the use of the power. Is it your contention that Dave magically gains the ability of sight because Allen used an Obvious Focus, and thus can see the bullet?
  6. That strikes me as an oversight. It's certainly not an explicit statement that Inobvious powers become Perceptible when bought through a Focus, a claim I can't find anywhere in the books. If that's the case, then Obvious should be worth a greater limitation when applied to Inobvious powers. Also, your theory has a significant problem in that it means Steve Long doesn't know how to write up Champions characters. Look at all these completely useless powers taken from the published books: Cornelius Liefield's Invisibility Potion: Invisibility to Sight and Mystical Sense Groups, Trigger (open or smash bottle; +¼), Usable By Other (+¼); OAF Fragile (potion and bottle; -1¼), 2 Continuing Charges lasting 1 Minute each (stopped by striking user with a magical attack; -¾). Total Cost: 15 points. Eclipse's Shadow Stealth: Invisibility to Sight Group, No Fringe 0 Reduced Endurance (0 END; +½); OIF (Shadow Crown, -½), Only In Darkness/Shadows (-¼) Total cost: 26 points. Ultrasonique's Stealth Enhancer: Invisibility to Hearing Group; OIF (-½). Total cost: 7 points. Utility's Cloaking Mesh: Invisibility to Sight Group, Reduced Endurance (0 END; +½); OIF (-½). Total cost: 20 points. If you're correct, then buying Invisibility through an Obvious Focus is self-defeating, because "opponents know where the power comes from and can attempt to disable the Focus or take it away." Which apparently means that if you look at Utility while he's using his cloaking mesh, you can -- without making a Perception roll -- know where he is and target him with attacks. What an incredible waste of 20 points. How silly of Steve to write it up like that.
  7. Yeah, I was pretty sure it was cheating. But sometimes the "correct" way to do something ends up just being an ugly, brutalist kludge that costs way more than the power is actually worth. This felt genre-appropriate, elegant and appropriately priced for its real value. By the rules, this would work: Power Surge: Major Transform 12d6 (Operating Vehicle into Inoperative Vehicle, Mechanics Skill Roll); 1 Charge (-2), OAF (-1), All Or Nothing (-1/2), Limited Target (Vehicles) (-1/4), Linked (Harpoon Gun; -1/4) Real Cost: 24 points The problem here is that this is 120 AP power, which probably blows the lid off any power caps for the campaign. You could reduce the dice, but with most vehicles (according to 6E2 196) having 13 to 25 BODY (average 20), you need to average around 40 BODY with the Transform for it to be worth having at all. You could reduce the dice and drop All or Nothing, but a "surge of power that knocks out electrical systems" sure sounds like an All or Nothing effect, and not a gradual effect. And given how easy it is to undo the Transform, I just feel this power is not worth it. Another approach would require the GM to approve it, but is within the rules...if you use the optional rules for Vehicle Hit Locations from Ultimate Vehicle. Power Surge: 2D6 NND RKA (Defense is Power Defense, +1/2), Does BODY (+1); 1 Charge (-2), OAF (-1), Linked (Harpoon Gun; -1/4) plus +6 OCV to offset Placed Shot (Engine System) penalty Real Cost: 24 points The way this one works is first you must hit with the Harpoon, then make a second placed shot to hit the Engine System of the Vehicle (-6 OCV), but with a bonus to offset the penalty so its just a normal shot. This ensures that if you hit, you hit the Engine. If the engine is shielded (i.e. has Power Defense) this does nothing, but otherwise the Engine takes 2D6 BODY with no DEF. That's likely to Impair the engine, potentially shutting the whole thing down. More importantly, it's 75 AP for the NND RKA, so it hopefully won't blow a power cap. This build also has the advantage that if you decide to be evil and shoot a person with the harpoon, you can electrocute them too. Still think the Dispel Perk design is more elegant and has the more realistic cost for a one shot, all or nothing power that shuts a vehicle down. That's innovative, but I've never really thought of Mechanics as a skill usable in combat. I generally assume a base time of 1 hour for a Mechanics check, so in my games you'd be starting with a -15 Time Chart penalty and it'd just get worse from there. I'm also not sure I'm cool with using Mechanics to substitute for what is clearly an Attack.
  8. This might be cheating, but as a GM I'd allow it: Harpoon Gun: Ranged Killing Attack 2d6+1; 1 Charge (-2), OAF (-1) Real Cost: 9 Power Surge: Dispel Vehicle Perk 9d6; 1 Charge (-2), OAF (-1), Linked (Harpoon Gun; -1/2) Real Cost: 6 Essentially the Power Surge ability targets the Vehicle Perk, treating it the same as the Summons power -- that is, rather than overcome the Active Point cost of the Vehicle itself, you're overcoming the cost of the Perk (AP/5). It turns the Vehicle Perk off, denying the target the use of their vehicle until the vehicle can be restarted, which would require an unmodified Mechanics skill check.
  9. Sure, if you're an eight year old, that's a very appropriate response. The rules do not explicitly state what you are claiming. That is a fact. Your interpretation is not the only possible interpretation. That is also a fact. If you can't deal with these facts, and can't defend your position without resorting to making up facts ("It explicitly does not work that way."), then there is no point in arguing further. I continue to find my position reasonable and consistent with the rules, and your position incorrect. Unless the rules explicitly state otherwise, Inobvious Powers generated by Obvious Foci remain Inobvious and cannot be perceived by characters who lack the appropriate senses, and thus a character cannot determine that a power they cannot see was generated by a Foci.
  10. I'm not sure you understand what the word "explicit" means, because the quoted statement does not explicitly assert what you are claiming. You are reading into the quote and inferring your position. I believe the quoted statement is assuming an Obvious power that anyone can see. If the character was using an Inobvious Power, then it would only be clear that the power comes from the Focus to characters who can sense the use of the Inobvious Power. Characters who cannot sense the Power cannot tell that the power comes from the Focus because they cannot tell a Power has been used at all. The Obvious Focus limitation does not grant other characters extraordinary senses they don't possess.
  11. The Helm of Telepathy is an Obvious Inaccessible Focus, not an Inobvious Inaccessible Focus, so the rules for Inobvious Focus aren't relevant. The real question is whether the "Obviousness" of a Focus overrules the "Inobviousness" of a Power generated by that Focus. That is, does a Mental Power (Inobvious) become Obvious if is generated by a Focus. I don't think the rules support that view. I certainly can't find anything that supports that view. Thus we have to assume that an Inobvious power generated by a Obvious Focus remains Inobvious, and that the Focus is only Obvious to those who can sense the power.
  12. Hey Steve, I'm considering using the optional Mental Blast damage found on page 106 of the Advanced Player's Guide, wherein Mental Blast deals EGO damage equal to the BODY rolled. My question is how would a character recover this lost EGO? BODY damage would recover at a rate of REC/month, but it seems off to tie EGO recovery to REC, which is so clearly a "physical" characteristic -- it seems a little ridiculous to suggest that a Hippopotamus (EGO 5, REC 12) would recover from a mental battering faster than a Succubus (EGO 20, REC 6). What would you recommend? Also, as a follow up, should a character reduced to their own EGO in negatives die in the same way a character reduced to their BODY in negative?
  13. I would think that an Obvious focus that generated an Inobvious power would only Obvious to someone capable of sensing the Inobvious power. Consider the following scenario involving four people, Allen, Bob, Charles and Dave, standing in a room: Allen is wearing a Helm of Telepathy, an OIF that grants Telepathy, and is using his Telepathy to read Bob's mind. Bob is the target of Allen's Telepathy attack. Charles possess the Mental Awareness enhanced sense. Dave is an ordinary human with no enhanced senses. In such a scenario: Bob, as the subject of the attack, would be aware that Allen was attempting to read his mind, and that the power originated from the Helm of Telepathy. Charles would be aware that Allen was targeting Bob with a Mental Power, and that the source of the power was the Helm of Telepathy. Dave would be unaware that Allen was attacking Bob or that the Helm of Telepathy provided Allen with powers.
  14. Sure, but it wouldn't give you all the other advantages. Here's another idea: Bear Traps: Ranged Killing Attack 1d6, Personal Immunity (+1/4), Constant (+1/2), Area Of Effect (Nonselective, 64m Radius; +1) (41 Active Points); 1 Recoverable Charge (-1 1/4), Requires A Roll (11- roll; -1/2), Limited Power Only Targets Moving Characters (-1), Extra Time (20 Minute, Only to Activate, -3/4), IAF (Traps; -1/2), No Range (-1/2), Only in Natural Environments (-1/2) Real Cost 6 The character carries a number of bear traps. Given twenty minutes, he can conceal them across a large area. Once laid down, any character moving through the area runs the danger of stumbling into a trap and being attacked. Any character (other than the ranger, who has Personal Immunity as he knows where the traps are concealed) who takes a movement action within the 64m radius is attacked by a trap on a roll of 11-. The trap attacks with the ranger's OCV, dealing 1d6 Killing. The area remains trapped until the Ranger collects his traps (recovers the charge). Technically this ability requires a roll to activate it, however I would rule that the power is automatically activated and only requires the roll to make attacks.
  15. So here is a classic Ranger ability: Pass Without Trace: Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2), Only in Natural Environments (-1/2). Real Cost 20 I know, Desolid that neither prevents damage nor allows one to pass through solid objects. So what does it do!?! The character doesn't leave tracks of any sort. No footprints pressed into soil, no bits of hair or fabric snagged on thorns, no broken twigs. Tracking relies on the Locard Exchange Principle -- "Every contact leaves a trace." But a Desolid character never makes contact with anything, and thus leaves no traces of their passage and cannot be tracked. The character can pass through objects that are less-than-solid without interacting with them, thus the character ignores any penalties for moving through heavy underbrush or dense foliage. According to 6E2 146, characters in thick undergrowth suffer -2 DCV and -1 OCV, and usually cannot move more than 4m per Phase (at most) on the ground. This character suffers none of these effects (essentially duplicating the Thicketmaster talent). Since a Desolid character technically has no mass, this character can walk across quicksand without sinking in. Likewise, the character doesn't trigger any sort of traps. Deadfalls, covered pits, none of these are triggered by the character's passage. Since the character doesn't break twigs or cause leaves to rustle, GM's might give the character a bonus to Stealth checks in natural environments. Likewise, the character can move into a semi-solid object, such as a bush, without disturbing it, which might grant a bonus to Concealment checks.
  16. HERO is definitely the system for recreating a magic system like that, since you're basically describing super powers. The description of Magiers makes me miss Elemental Controls, since they'd be a perfect fit. Definitely grounds for a Unified Power limitation.
  17. Aid without advantages should probably target and affect a man-sized object (i.e. 2m x .5m x .5m, 100kg), which means a Harden Stone spell without AoE would only affect a man-sized area. I think it would be fair to adjust the size to 2m x 2m x .125m, which would be sufficient to stop Tunneling. If you want the spell to affect all material in a large area, I would require it to be bought with an AoE. Though really, I'd just build the spell like this: Harden Stone: Change Environment (-10m of Tunneling), Area Of Effect (32m Radius; +1) (20 Active Points) Then add any appropriate limitations.
  18. Here is an example of one the schools of magic and a few spells. ASTROLOGICAL MAGIC Astrological Magic is a form of White Magic that requires significant training and education to master. Practitioners of Astrological Magic are called Astromancers. Astromancers call upon the power of the stars themselves to create magical effects. When casting, the Astromancer must call out complex strings of astrological correspondences, binding the powers of the Moons, Planets and Zodiac and causing them to converge on, while tracing their corresponding signs in the air with their fingers. Astromancy is famous for its powerful divinatory abilities, and many people are unaware that these stargazers can call upon cosmic energies to vanquish the most powerful of foes. The signature ability of Astromancers is Astrology. Astrology By spending an hour studying the relative position of Rhûne's moons and stars, the Astromancer can perform any one of the following divinations: Fate: The condition or general whereabouts of any once individual may be divined. The Astromancer may divine if the individual in question is "safe," "in great danger," "nearby," "faraway," etc. If desired, the general direction in which an individual may be found can also be discerned. Wisdom: The wisdom or advisibility of a single course of action may be determined in advance; i.e. "is it safe to cross the swamp by day," "is it wise to offer a bribe to the city magistrate," etc. Only "yes" or "no" answers may be determined through this type of divination. Destiny: The caster may determine whether a given event or circumstance will occur in the near future; i.e. "will the wizard be in his tower tomorrow night," "will we encounter goblins as we pass through the forest," etc. Only "yes" or "no" answers may be determined through this type of divination. Use of this ability requires a clear night sky, telescope and astrolabe and one hour. Astrology is a form of magic but is not a spell, rather it is is a magical talent. Spellcasters who choose Astrological Magic as their free School gain the Astrology talent for free, but must still purchase the Astrology skill. Otherwise, Astrology costs 5 points. Astrology: Precognitive Clairsentience (Sight Group) (40 Active Points); Extra Time (1 Hour, Only to Activate, Character May Take No Other Actions, -1 3/4), OAF Bulky Fragile (Telescope and Astrolabe; -1 3/4), Precognition Only (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Conditional Power: Stars Must Be Visible (-1/4), Limited Power: Fate, Wisdom, Destiny Only (-1/2), Requires A Roll (Skill roll; -1/2); Real Cost: 5 SPELLS All of the following spells have the standard spell limitations (Requires A Roll (Skill roll, -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Real Spell (-1/4), Side Effects (-1/4)) in addition to any listed Limitations. Constant powers and Skills bought as spells also have Cost Endurance (Only to Activate, -1/4) limitation and Time Limit (varies) advantage. Astral Bolt This spell allows the Astromancer to hurl a shimmering bolt of silver light crafted from pure cosmic energy from his hand. This astral energy affects all forms of intangible and ethereal creatures, whether they be ethereal, air elementals, spirits, etc. Apprentice: Blast 2d6, Affects Desolid (Any); Beam (-1/4); Skill -1, END 1, Range 150m Journeyman: Blast 4d6, Affects Desolid (Any); Beam (-1/4); Skill -3, END 3, Range 300m Master: Blast 6d6, Affects Desolid (Any); Beam (-1/4); Skill -4, END 4, Range 450m Grandmaster: Blast 8d6, Affects Desolid (Any); Beam (-1/4); Skill -6, END 6, Range 600m Archmage: Blast 10d6, Affects Desolid (Any); Beam (-1/4); Skill -7, END 7, Range 750m Fortune This spells allows the Astromancer to protect her allies from magical attacks for 24 hours. While under the influence of this spell, the target gains a bonus to their DCV against any Real Spell that requires a To Hit roll. Apprentice: +1 DCV, Usable By Other (+1/4), Time Limit (1 Day; +1 3/4); Only Against Real Spells (-1 1/2); Skill -1, END 1, Range Touch Journeyman: +2 DCV, Usable By Other (+1/4), Time Limit (1 Day; +1 3/4); Only Against Real Spells (-1 1/2); Skill -3, END 3, Range Touch Master: +3 DCV, Usable By Other (+1/4), Time Limit (1 Day; +1 3/4); Only Against Real Spells (-1 1/2); Skill -4, END 4, Range Touch Grand Master: +4 DCV, Usable By Other (+1/4), Time Limit (1 Day; +1 3/4); Only Against Real Spells (-1 1/2); Skill -6, END 6, Range Touch Archmage: +5 DCV, Usable By Other (+1/4), Time Limit (1 Day; +1 3/4); Only Against Real Spells (-1 1/2); Skill -7, END 7, Range Touch *The Only Against Real Spells (-1 1/2) limitation may seem excessive, and for some campaigns it may be, however I rarely use villainous spellcasters as enemies. In my last campaign, less than 3% of enemies used Real Spells in combat. Lesser Incantation of Mars The Astromancer calls upon the martial power of the planet Mars to grant himself proficiency with melee weapons and skill in combat for a few minutes. Apprentice: +1 with HTH Combat plus WF: Common Melee Weapons, Time Limit (1 Minute; +1/2); Skill -2, END 2, Range Self Journeyman: +2 with HTH Combat plus WF: Common Melee Weapons, Time Limit (2 Minutes; +1/2); Skill -3, END 3, Range Self Master: +3 with HTH Combat plus WF: Common Melee Weapons, Time Limit (3 Minutes; +1/2); Skill -5, END 5, Range Self Grand Master: +4 with HTH Combat plus WF: Common Melee Weapons, Time Limit (4 Minutes; +1/2); Skill -6, END 6, Range Self Archmage: +5 with HTH Combat plus WF: Common Melee Weapons, Time Limit (5 Minutes; +3/4); Skill -8, END 8, Range Self Lesser Incantation of Sagittarius The Astromancer calls upon the unerring aim of the Zodiac Sagittarius to grant herself proficiency with missile weapons and skill in combat for a few minutes. Apprentice: +1 with Ranged Combat plus WF: Common Missile Weapons, Time Limit (1 Minute; +1/2); Skill -2, END 2, Range Self Journeyman: +2 with Ranged Combat plus WF: Common Missile Weapons, Time Limit (2 Minutes; +1/2); Skill -3, END 3, Range Self Master: +3 with Ranged Combat plus WF: Common Missile Weapons, Time Limit (3 Minutes; +1/2); Skill -5, END 5, Range Self Grand Master: +4 with Ranged Combat plus WF: Common Missile Weapons, Time Limit (4 Minutes; +1/2); Skill -6, END 6, Range Self Archmage: +5 with Ranged Combat plus WF: Common Missile Weapons, Time Limit (5 Minutes; +3/4); Skill -8, END 8, Range Self Air Sign Mastery of the Air Sign allows the Astromancer to call upon the powers of Zephyrion, the Air Moon, to summon and control winds, bending them to a number of purposes: Wild Wind creates a swirling ball of winds that the caster can hurl at targets, where it explodes in a powerful burst of intensely strong winds that will hurl every human-sized targets in a random direction. Depending on the terrain, this can deal devastating damage as targets are thrown into walls or each other. Wind Wings creates miniature tornado around the caster, lifting them off the ground and propelling them through the air. Dispel Barriers counters and dispels magical barriers of earth and stone. The Astromancer may only activate one of these 3 powers with each casting of the spell. Apprentice (Multipower, 15-point reserve); Skill -1, END 1, Range 150m or Self Wild Wind : Blast 1d6, Area Of Effect (4m Radius; +1/4), Knockback x8 (+1 1/2); Does No Damage (-1) Wind Wings: Flight 6m, Time Limit (20 Minutes; +1) Dispel Barriers: Dispel Magical Earth/Stone Walls 5d6 Journeyman (Multipower, 30-point reserve); Skill -3, END 3, Range 300m or Self Wild Wind : Blast 2d6, Area Of Effect (6m Radius; +1/4), Knockback x8 (+1 1/2); Does No Damage (-1) Wind Wings: Flight 12m, Time Limit (20 Minutes; +1) Dispel Barriers: Dispel Magical Earth/Stone Walls 10d6 Master (Multipower, 45-point reserve); Skill -4, END 4, Range 450m or Self Wild Wind : Blast 3d6, Area Of Effect (8m Radius; +1/2), Knockback x8 (+1 1/2); Does No Damage (-1) Wind Wings: Flight 20m, Time Limit (20 Minutes; +1) Dispel Barriers: Dispel Magical Earth/Stone Walls 15d6 Grand Master (Multipower, 60-point reserve); Skill -6, END 6, Range 600m or Self Wild Wind : Blast 3 1/2d6, Area Of Effect (16m Radius; +3/4), Knockback x8 (+1 1/2); Does No Damage (-1) Wind Wings: Flight 20m, Time Limit (1 Hour; +1 1/4) Dispel Barriers: Dispel Magical Earth/Stone Walls 20d6 Archmage (Multipower, 75-point reserve); Skill -7, END 7, Range 750m or Self Wild Wind : Blast 4d6, Area Of Effect (24m Radius; +1), Knockback x8 (+1 1/2); Does No Damage (-1) Wind Wings: Flight 20m, x8 Noncombat, Time Limit (1 Hour; +1 1/4) Dispel Barriers: Dispel Magical Earth/Stone Walls 25d6
  19. BACKGROUND On August 14th, 1983 Antoni "Tony" Biagiotti, a 17 year old heavy metal enthusiast and avid AD&D player, stepped off a curb and into the path of an oncoming car while leaving the Richfield Coliseum after attending a performance by the band Iron Maiden. Critically injured, Tony was rushed to the Community Hospital of Bedford and stabilized, but his injuries left him in a coma, hovering in the liminal space life and death. This internal struggle, the choice to live or die, gave birth to World of Rhûne. The World of Rhûne Rhûne is a fantastic, multi-dimensional world of magic where the forces of Good and Evil are locked in a titanic struggle to determine Tony's ultimate fate. The World of Rhûne itself exists alongside the four Elemental Planes inside the "multidimensional core" of the Aetherial Plane, with each Elemental Plane manifesting as a moon-like sphere that orbits the World of Rhûne (Rhûne has no sun, it's heat and light are provided by the Fire Moon). "Outside" the Aetherial Plane, wrapped around it like the layers of an onion, are the Outer Planes of the Celestial Realms and the Endless Abyss, which are themselves contained within the Astral Plane. This whole "Cosmic Onion" is polarized, with a positive pole (Source) and negative pole (Oblivion). A cosmological map of Rhûne If one travels "down" through the dimensional layers from Rhûne, one arrives in the Endless Abyss. Each successive layer of the Abyss is worse and more inhospitable to life, until one reaches Oblivion itself, which nullifies the existence of anything that comes into contact with it. In addition to housing the souls of the damned, the Abyss is home to numerous terrifying beings, Demons, that exist to inflict pain and suffering, to bring ruination to the works of man, and to corrupt souls to darkness. They are lead by the powerful Demon Princes, and their ultimate agenda is to drag the planet Rhûne into the Endless Abyss, causing the world to plunge into Oblivion. This will result in Tony dying. Meanwhile, if one travels "upwards," one finds oneself in the increasing idyllic Celestial Realms, which is final resting place of uncorrupted souls, as well home tocelestial beings known as Angels. Existing on the uppermost levels of the Celestial Realms requires great purity, and the impure will find themselves burning with holy fire. The Source itself burns away everything, reducing all who try to explore this realm to beings of pure, motiveless light. The beings of the Celestial Realms are lead by the wise Archangels, whose ultimate agenda is to raise the planet Rhûne into the Celestial Realms, transforming the world and all the souls who reside upon it into a massive burst of light which will wake Tony from his coma. An alternate way of mapping Rhûne's cosmology It is also possible to travel into Rhûne's "interior dimensions," known variously as Arborea, Avonlea, etc. At the very core is the Verdant Place, world where life energy is so abundant that any who travel to it find themselves instantly consumed by the hyper-efficient kudzu that dominates the entire plane. These Inner Planes Like the humans of Rhûne, and unlike the Angels and Demons, the Fey have moral freedom and are not bound to either good nor evil, and thus are a far more morally ambiguous faction Their agenda is to prevent the destruction of Rhûne and maintain Tony's coma indefinitely. Together the Verdant Place, the Source, and Oblivion are the Pure Realms, projecting outward and creating the other planes through the interaction of their cosmic energies. MAGIC The cosmic motion of the Pure Realms generates a form of cosmic energy known as Mana. There are three "colors" of Mana, depending on the Pure Realm from which they emanate. Mana emanating from the Source is "white," mana from the Verdant Place is "green," and mana (technically anti-mana) from Oblivion is "black." Magical effects are accomplished through the manipulation of Mana, which generally takes the form of spellcasting. Spells can be divided into categories based on the nature of mana they manipulate, i.e. White Magic, Green Magic and Black Magic. Regardless of the magic type used, all spells are built with the following limitations: Concentration (1/2 DCV, -1/4) Extra Time (Delayed Phase, -1/4) Gestures (-1/4) Incantations (-1/4) Requires A Roll (Skill roll; -1/2) Side Effects (-1/4) Real Spells (-1/4) The Real Spells limitation changes how the power interacts with Dispel effects. A power built with the Real Spells limitation uses it's Real Cost rather than its Active Points when calculating the effect of a Dispel. Real Spells may also be used in conjunction with Spellcasting Maneuvers. Spells with the Real Spell limitation may also be identified with a successful Analyze Magic roll. A successful roll identifies both the Spell, the School the spell originates (see below), and the type of Mana that powers the spell. The Side Effect is determine by the type of Mana used: White Magic (Spellburn): Caster takes 3D6 STUN Only Damage for which there is no defense. If the spellcaster has any Corruption, this becomes 1D6 Killing Damage and deals BODY up to the amount of Corruption the spellcaster has. Each BODY taken from Spellburn removes 1 point of Corruption. Green Magic (Feycurse): Caster immediately rolls 3D6 Unluck. For each one (1) rolled, the spellcaster must roll on the Feycurse Table. Curses last for 1D6+1 days. Black Magic (Corruption): Caster gains 3D6+1 Corruption (Cosmetic Partial Transform Damage) with no defense. Corruption transforms the spellcaster into a demonic entity. If the spellcasters gains Corruption equal to 2xBODY, they are fully transformed into a demonic entity, however any amount of Corruption will affect a visible transformation in the caster. Corruption heals as BODY damage (fades at a rate of REC per month). Roll on the Mutation Table to determine the Spellcasters final form. To gain spellcasting ability, a character must first purchase the Spellcaster talent. The Spellcaster talent is built as a VPP, and may be bought at the following levels: Apprentice (7 Points): VPP, 5 base + 15 control cost, (13 Active Points); all slots Requires A Roll (Skill roll; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Side Effects (-1/4), Real Spells (-1/4) Journeyman (15 Points): VPP, 10 base + 30 control cost, (25 Active Points); all slots Requires A Roll (Skill roll; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Side Effects (-1/4), Real Spells (-1/4) Master (22 Points): VPP, 15 base + 45 control cost, (38 Active Points); all slots Requires A Roll (Skill roll; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Side Effects (-1/4), Real Spells (-1/4) Grand Master (30 Points): VPP, 20 base + 60 control cost, (50 Active Points); all slots Requires A Roll (Skill roll; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Side Effects (-1/4), Real Spells (-1/4) Archmage (37 Points): VPP, 25 base + 75 control cost, (63 Active Points); all slots Requires A Roll (Skill roll; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), Side Effects (-1/4), Real Spells (-1/4) This VPP gains the Cosmic (+2) advantage for free, and spellcasters may change their VPP as a free action without a skill roll. In addition, Spells are divided into discrete Schools of magic. Access to a school of magic requires the Arcane Training (School) perk, which costs 5 Points per school. Purchasing the Spellcaster talent grants the Arcane Training (School) perk in a single school. The schools and their associate mana type and Characteristic are: Astrology (White/INT) Black Magic (Black/PRE) Divine Magic (White/PRE) Elemental Magic (Green/PRE) Enchantment (Green/PRE) High Magic (White/INT) Low Magic (Green/PRE) Mysticism (White/EGO) Sorcery (Any/INT) All Spells are bought as individual skills. Spell Skills cost 3 points for a base roll of 9+(CHA/5), with the CHA determine by the Spell's School. Spellcasters may purchase Skill Levels with magic at the following prices: +1 with a single Spell is 2 points. +1 with all Spells of a Single School is 6 points. +1 with all Spells is 10 points. Thoughts and feedback welcome.
  20. Nevermind. I realized I had it set to Superheroic instead of Heroic. That fixed it.
  21. I am trying to create a prefab of custom weapons for my campaign. I'm building them as compound powers on the equipment tab in a prefab file. Most of the are HTH Killing Attacks. When I attempt to add the Min. STR Requirement and Real Weapon limitations, they don't show up in the Limitations or Unavailable Limitations list. Any idea what I'm doing wrong?
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