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dragntyr

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About dragntyr

  • Birthday 10/29/1975

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  1. Re: Creating your undead horde, one corpse at a time Ya I know who you are I am Dragntyr on that forum as well:) I can also tell that you are quite annoyed about that. All I have to say is that The magical Theory is a mystery for a reaso (that is the way the game world is written as magic comes from the gods Maybe{Elven, Maybe the Humans, Maybe the Devourer} and that you will not get any hard and fast rules/rulings on it. I am How ever doing a full conversion to the hero system and I will be creating a new magic system that Will fix many of the flaws that there is with the Machanika system. I will leave the normal Magic item creation alone and in that hands of Wizards not Sorcerers, but I sorcerers will get magic item creation focused around Mechanika (since all of the Fluff in the game is centered around Sorcerers making Mechanika). Wizards will be able to create Mechanika as well as alchemy no problems there. The other thing you need to remember is that creating magic items in IK has been substantial increases cost wise. Almost all Normal Magic items are named [Pseudo Artefacts in their own right and that come from Doug SC]. Currently I Just finished writing up the Classes, starting races, Racial maxims. I am about to start the full re write of the magic item creation system to fix and balance it more to the way the game creators have stated on their forums said they would like to see it. This information is very little and very hard to come by, what is known is that Mechanika is cheaper to make, Easier to make, but Bulkier, Heavier, and relies on an independent power sources. Now I will not say that I am an expert on the game world but I have been with/following PP for over 8 years now. I own every Miniature book they have ever produced, I own every RPG book of every they have produced, and I have copies of the Locked and Loaded RPG book that they launched their product with, I believe that I have all of their NQ mags that Have RPG material in them as well. I have tones of game material at my finger tips. I am trying to stay as close to the RPG material as possible creating new balanced rules where needed by using existing 6th Ed Hero rules that were converted that make sense. For me this is a labour of Love, because I love this game but I think that their new game system is going to be just another Beefed up Miniature game with some RPG skills added in for good measure... So that is the reason for the change on my end. Any way i am going to end this as it is too long.
  2. Re: Creating your undead horde, one corpse at a time So MHD it sounds like you are doing a full conversion of the IK world, I am also working on that and just about to start on creating the magic item creation rules. you have already heard some of the ideas that I have on the Privateer Press forum site. There is lots of great help here thought to get the system up and running just the way you think it should be played..
  3. Re: Iron Kingdoms Conversion Have you gotten any furhter on this topic at all? Dragntyr.. :-)
  4. Re: Requires another power limitation? Well there is a Third option that no one has offered up.. I will be the one to do so. It is actually off of KillerShrikes Website using the Vancian Magic System. It will allow you to set spell levels and from there you can set spell progression (you need to have so many of Level X, before taking the next level and so on) as a world mechanic and not as a limitation. The following Excerpt is from KillerShrikes website. Start Quote "SPELL LEVEL TO ACTIVE POINTS All of the Vancian Magic Systems described on this site share the concept of Spells that are ranked by Spell Level; some GMs may prefer to refer to this concept in variant ways, such as Spell Circles, Spell Houses, or Spell Ranks to avoid confusion stemming from the overloaded use of the word "Level", or simply to add more flavor. Each Spell Level starting at Spell Level 0 has 15 Active Points more than the Spell Level before it. Spell Level -> Active Point Range 0 -> 1 - 15 1 -> 16 - 30 2 -> 31 - 45 3 -> 46 - 60 4 -> 61 - 75 5 -> 76 - 90 6 -> 91 - 105 7 -> 106 - 120 8 -> 121 - 135 9 -> 136 - 150 Thus a Level 0 Spell is between 1-15 AP, 1st Level Spells are between 16-30 AP, 2nd Level Spells are between 31-45 AP and so on as indicated in the table below." End Quote" Now if you had the inclination to expand on this then you can. In my games spell casters need to have teachers for the spells that they wish to learn. So if your wizard want to learn Fireball he first needs to find the mentor that will teach him. If he be longs to a school or society of wizards then it should be easy but that mentor may require him to learn the other stuff first, if you are a sorcerer then you need to see another sorcerer cast the spell first in order to see how it is cast and to learn it, Druids and Cleric will not be granted access to cast those spells until they know the basics ie. Fire control, but this is all GM restrictions not any for of limitations (simply because it is just as limiting for all spell casters). Linkage to KillerShrikes Site
  5. Re: Fantasy Hero 6E - initial impressions I am totally excited about this product. I have a project that I was working on, a 3.5 D&D world conversion that was converting to 5e Revised but placed it on hold once 6 Edition was announced, because of the streaming lining and some of the rule changes that was announced. So far I like most of the changes in the 6th Edition, and I am looking forward to see what changes the fantasy rule set has in store. So that I can finish the conversion.
  6. Re: A Variant Origin For Elves (version 2) I really like what you have done here with this whole thread, From the races to the magic system. It is a start to what I have envisioned for my game world. Although I do have a few more races in mind and would actually like to have spell casting classes with spells for players to play. I hope that you do not mind if I use lots of your ideas and incorporate them in to my game world that I am working on.
  7. Re: Iron Kingdoms FH Conversion Well that will be all for tonight I seam to have lost 1 post that went to the moderator. So I will wait and see if that will get posted before I post it again. Most of my stuff I have converted is based Heavily on Killer Shrikes stuff, and Shadowcat, and a few others (I feel if someone else has gone trough the trouble to convert it then use what they have and adjust as needed) just make sure to give credit where it is due. I am currently in the process of changing the format of Killer 's spells list on his site from Excel format (which he was very kind to provide me CSV for and I converted to excel) to a Doc. format to allow for easier editing and changes. This is slow going as you may guess since there are thousands of spells on his site. I will work on the weapons and armor this weekend sometime Since I have the IK Weapon and armor lists already done I just need to plug in FH stats for them that should only take a few hours I will post that once I am done... Well may be not since it is in table format (and I seem to have to reformat every thing with a table and posting tables like That is turning in to a nightmare). Dragntyr
  8. Re: Iron Kingdoms FH Conversion Chapter Fourteen – Magic system Iron kingdoms Magic system for Hero conversion. There are few types of magic in Iron Kingdoms, they are Arcane, Divine, Wild, and Mentalism. Over time the different races and monsters of Immoren have learned different ways to tap in to these two sources of magic. I will be defining some of the many ways and how they differ for the Player characters (PC) and even some of the other races. I would like to take a minute to cover the Mentalist magic system. This magic type is for psionic, I know that most Ironkingdoms Fans will not like this and feel that this is not apart of the Ironkingdom world. I am a fan of psionic and since this is my Conversion I have decided to include it. I will leave it so that if you do not want to use it that you can just cut it out or omit it from your games with little to no effect on the rest of the magic system. Arcane Magic Classes: Wizard, Sorcerer, Gun Mage, WarCaster Wizards Wizards need to gain their spells from research, study, and other of like mindedness. There need to categorize and label stuff has led them to create “Schools of Magic” which they have access to and gain spells from. Most of the spells cast by this group tend to be formulaic and vary vocal. Divine Magic Classes: Cleric, Monk, Druid, Paladin, War Priest Magic systems From the arcane stand point, I don't mind d20s separation of Wizards and Sorcerers. Wizards learn spells through study and practice, while sorcerers have some innate ability to see and shape arcane forces. Building the magic system with Hero system does allow reshaping of the spell lists to better reflect the setting. I have decided to have all magic work off of a skill roll in stead of having it work automatically like in the D20 system. Each type of magic (Arcane, Divine, Wild, Psion) will have its own skill roll that the player will need to roll against in order for the spells to work. I have chosen this way to balance the magic system instead of using VPP, or MP which can get very confusing for players especially new players. Each type of magic will have specific Limitations that apply to all spells of that Type of magic, these base Limitations are not changeable. Although there area optional limitations that you can add to your spells to lower the cost of the spell. You can see below for the limitations for each type of magic under their own headings. Magic System Magic School Skills (One is needed for each school of magic. All are INT based) Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation Arcane Magic These fallowing classes Wizard, Sorcerer, Gun Mage, WarCaster tap in to the arcane energy. This has lead to similarities in the way that they cast their spells. The following gives the limitations for all of the arcane classes. You will know that they will be very similar and yet different at the same time. I have strived to make each class’s spell casting different and still fallow game mechanics somewhat. I have made some adjustments to the spell system to make it easy to use and for game balance. This system is not a D20 carbon copy, just a similarity. Note: This magic System does not use nor make use of VPP or MP of any type if you would like this type of system please feel free to ignore this and use the system on KillerShriks website. Wizards (These class uses this system) Wizards always cast there Spells with an END Reserve (Page 158 HSGB) to pay for the cost of the spell. Wizards have learned that it could be dangerous to use there own endurance to power magic in combat so they created a way to cast spells with formulas and gestures which then draws on the magical energy directly bypassing them and not leaving them drained. Now every once in a while you need to draw on your own energy to make the spell work, when they have temporarily depleted the magic in the area (This is taping their reserve). Game Mechanics Type: Special Power Duration: Persistent Target: Self Only Range: Self Cost End: No Cost: Ø1 Character Point for every 10 END. Ø1 Character Point for every 1 Recovery. Power Notes: (some powers effect things in different ways) 1)Adjustment Powers: if a character uses an adjustment power to increase or Decrease the END in an END Reserve, treat it like normal END which costs 2 END for 1 Character Point. 2)Healing: You can not use Healing END to replenish your END in your END Reserve. Optional Advantages for your END Reserve Character may take the following Advantages; Power can draw END from Character or END Reserve. (This will allow a player to use his own END to power Spells when his END Reserve is Depleted) Note: You do not need to take any advantages at all this is just an option for your character, but remember that if you do not take it that once your END reserve is done then so are your spells. Automatic Limitations for you END Reserve 1)Restricted Use (-1/4): You can only Power your magic Spells with your end reserve. You can not use the END reserve for your personal use, magic item use, or to power the effects of any rituals that you cast from scrolls. Optional Limitations for your END Reserve (Only the fallowing are allowed to be taken) 1)Limited Recovery (-2): (Some Examples: Next Day, 8 hours of Rest, after Combat) This will be worth a -2 when figuring out cost unless GM feels that it is being abuse and may adjust as necessary. All Limited Recovery must have GM approval before game play. 2)Personal Recovery (-1/2): GM Recommended. This allows your END Reserve to recover when you can personal Recover END. 3)Slow Recovery (-1/2): You recover END in you End Reserve more slowly. Spell Limitations for Wizards: Required 1)Arcane skill {requires a skill roll see Activation Roll PG 283 of the HSGB} (Very by level) 2)Gestures (-1/4) 3)Incantations (-1/4) Optional Limitations: 1)Focus (See PG 292 of the HSGB) 2)Concentration (See Pg 288 of the HSGB) 3)Extra time (See PG 290 of the HSGB) 4)Charges (Very by # of Uses) See Page 284 of the HSGB. Sorcerer Magic Sorcerers do not cast magic like Wizards do they can never have an END Reserve for their arcane spells. Even if you add a class that grants this ability you do not get this ability. Sorcerers rely on there pure talent to access the Arcane magic’s that permeate the world. If a Sorcerer decides to follow a god later and becomes a cleric of a Deity then they can gain access to the END Reserve as per normal but only for their Divine magic spells. Spell Limitations for Sorcerers: Required 1)Arcane skill {requires a skill roll see Activation Roll PG 283 of the HSGB} (Very by level) 2)Increased Endurance (-1/2): Endurance to cast spells is increased by X2. 3)Incantations (-1/4) Optional Limitations: 1)Focus (See PG 292 of the HSGB) 2)Concentration (See Pg 288 of the HSGB) 3)Extra time (See PG 290 of the HSGB) 4)Gestures (-1/4) Prohibited Limitations: (Sorcerers can never get the following limitations for their Arcane Spells) 1)Charges. Divine Magic Clerics, Paladins, War Priest (These classes uses this system) They always cast there spells with an END Reserve (Page 158 HSGB) to pay for the cost of the spell. They have learned that through prayer and vigilance that they can open a conduit to the god’s power and do his divine will this is what powers their magic even in combat. They use incantations (Prayer), focus (Holly Symbol), and gestures which then opens a conduit for the Gods magic to flow through. Now every once in a while you need to draw on your own energy to make the spell work, when they have temporarily depleted the magic in the area (This is taping their reserve). Game Mechanics Type: Special Power Duration: Persistent Target: Self Only Range: Self Cost End: No Cost: 1 Character Point for every 10 END. 1 Character Point for every 1 Recovery. Power Notes: (some powers effect things in different ways) 1)Adjustment Powers: if a character uses an adjustment power to increase or Decrease the END in an END Reserve, treat it like normal END which costs 2 END for 1 Character Point. 2)Healing: You can not use Healing END to replenish your END in your END Reserve. Optional Advantages for your END Reserve Character may take the following Advantages; Power can draw END from Character or END Reserve. (This will allow a player to use his own END to power Spells when his END Reserve is Depleted) Note: You do not need to take any advantages at all this is just an option for your character, but remember that if you do not take it that once your END reserve is done then so are your spells. Automatic Limitations for you END Reserve 1)Restricted Use (-1/4): You can only Power your magic spells with your end reserve. You can not use the END reserve for your personal use, magic item use, or to power the effects of any rituals that you cast from scrolls. Optional Limitations for your END Reserve (Only the fallowing are allowed to be taken) 1)Limited Recovery (-2): (Some Examples: Next Day, 8 hours of Rest, after Combat) This will be worth a -2 when figuring out cost unless GM feels that it is being abuse and may adjust as necessary. All Limited Recovery must have GM approval before game play. 2)Personal Recovery (-1/2): GM Recommended. This allows your END Reserve to recover when you can personal Recover END. 3)Slow Recovery (-1/2): You recover END in you End Reserve more slowly. Spell Limitations for Cleric and Paladins: Required 1)Divine skill {Requires a skill roll; in the service of your deity. See Activation Roll PG 283 of the HSGB} (Very by level) 2)Incantations (-1/4) 3)Focus (-1/2): They must use their Holly symbol to focus the power of the divine. The Holly symbol is an Obvious Inaccessible Focus (OIF). Optional Limitations: 1)Concentration (See Pg 288 of the HSGB) 2)Extra time (See PG 290 of the HSGB) 3)Charges (Very by # of Uses) See Page 284 of the HSGB. 4)Gestures (-1/4) For Clerics. Pain of Healing (How it worksin my game) This game system is very different then D&D so this will be a full new conversion and I will strive to make it function similar but because there is no levels in the Hero system this will be different. Curing, Healing, Raising, and Resurrection Spell changes chart Mass Heal, Mass Harm and Raise Dead are now a 9th level spells Heal and Harm are now 6th level spells Reincarnate is only available to clerics of Dhunia, and Druids and is now a 7th level spell. All Cure Spells are still at the same level as they are in the regular D&D game but are subject to Pain of Healing Note: If the healing or resurrection spell is not listed above then it is not in Iron Kingdoms and is not available for use. Hero System Mechanics for Pain of Healing. Cleric can heal a number of Body per day = to 2 X your EGO Score. If you exceed this amount then you must roll on Table 5-1 Personal Pain of Casting by the cleric and table 5-2 Personal Pain of Casting by the subject. You can increase the multiplier by buying additional levels See below or if you are using a different conversion that uses levels then you can use that. You can not heal anyone that is a member of a faith that opposes your faith See chart below. If you are using the optional rules for alignments then you can only heal alignments that are one step off of your god’s alignments by one. With out any ill affects. How ever if the person’s alignment is completely different then that of your gods then there is a 15% chance per step that the spell will fail and you and the subject will suffer the affects of the Pain of healing Tables. If you are healing someone of a different alignment than your god, you suffer a +1 step penalty when you roll on the Pain of Healing charts. Death Domain: Cleric and subject are automatically required to roll with a +1 step penalty to the roll on the Pain of Healing charts. Healing Domain: Cleric get a one step increase on the multiplier chart below for free, and if they have to roll on the pain of healing chart get a -1 step bonus to the roll. Body per day Multiplier chart Level - Multiplier - Cost (CP/EP) 1 - Ego X 2 - Free 2 - Ego X 3 - 5 3 - Ego X 4 - 10 4 - Ego X 5 - 15 5 - Ego X 6 - 20 6 - Ego X 7 - 25 7 - Ego X 8 - 30 8 - Ego X 9 - 35 9 - Ego X 10 - 40 10 - Ego X 11 - 45 God Vs God chart Your Faith Opposing faiths Menoth Can only heal those of His own faith, If you do heal those of other faiths you suffer a +3 to your Pain of healing roll on the PoH charts. Cryss If you heal followers of Menoth then you will suffer a +3 to your Pain of healing roll on the PoH charts. The Devourer Wurm If you heal followers of Menoth then you will suffer a +3 to your Pain of healing roll on the PoH charts. Dhunia If you heal followers of Menoth then you will suffer a +3 to your Pain of healing roll on the PoH charts. Thamar If you heal followers of Menoth then you will suffer a +3 to your Pain of healing roll on the PoH charts. Nyssor (Elf) If you are healing a member of any other race then you will suffer a +2 to your Pain of healing roll on the PoH charts. Scyrah (Elf) If you are healing a member of any other race then you will suffer a +2 to your Pain of healing roll on the PoH charts. Note: If it is Your faith is not listed on this chart then you do not suffer any additional ill affects to the Pain of Healing chart rolls. Wild Magic Druids and Shamans They tend to cast magic like both Sorcerers and Wizards. They have the option of having an END reserve or not with a few restrictions on the limitations. The main reason for this is that they have learned to tap in to the magical energy around them and store it for later use or to manipulate it right away if need be. If you do have an End Reserve then you can not take the following Limitation; Increased END. This would be unbalanced use of the system and is restricted by the GM. Game Mechanics Type: Special Power Duration: Persistent Target: Self Only Range: Self Cost End: No Cost: 1 Character Point for every 10 END. 1 Character Point for every 1 Recovery. Power Notes: (some powers effect things in different ways) 1)Adjustment Powers: if a character uses an adjustment power to increase or Decrease the END in an END Reserve, treat it like normal END which costs 2 END for 1 Character Point. 2)Healing: You can not use Healing END to replenish your END in your END Reserve. Optional Advantages for your END Reserve Character may take the following Advantages; Power can draw END from Character or END Reserve. (This will allow a player to use his own END to power Spells when his END Reserve is Depleted) Note: You do not need to take any advantages at all this is just an option for your character, but remember that if you do not take it that once your END reserve is done then so are your spells. Automatic Limitations for you END Reserve 1)Restricted Use (-1/4): You can only Power your magic Spells with your end reserve. You can not use the END reserve for your personal use, magic item use, or to power the effects of any rituals that you cast from scrolls. Optional Limitations for your END Reserve (Only the fallowing are allowed to be taken) 1)Limited Recovery (-2): (Some Examples: Next Day, 8 hours of Rest, after Combat) This will be worth a -2 when figuring out cost unless GM feels that it is being abuse and may adjust as necessary. All Limited Recovery must have GM approval before game play. 2)Personal Recovery (-1/2): GM Recommended. This allows your END Reserve to recover when you can personal Recover END. 3)Slow Recovery (-1/2): You recover END in you End Reserve more slowly. Spell Limitations for Druids and Shamans: Required 1)Wild skill {requires a skill roll see Activation Roll PG 283 of the HSGB} (Very by level) 2)Increased Endurance (-1/2): Endurance to cast spells is increased by X2. 3)Focus (See PG 292 of the HSGB) 4)Incantations (-1/4) Optional Limitations: 1)Incantations (-1/4) 2)Concentration (See Pg 288 of the HSGB) 3)Extra time (See PG 290 of the HSGB) 4)Gestures (-1/4) 5)Charges.
  9. Re: Iron Kingdoms FH Conversion I have just used much of the character Class, Cultural packages, environmental packages, and class Builds on Killer Shrikes pages, I will edit My above posts and Delete that info and only post IK specific information. Sorry for that. Dragntyr
  10. Re: Iron Kingdoms FH Conversion RACE CHARACTERISTIC MAXIMA (NCM) In the Race Packages provided herein it is intended that Characteristic adjustments in the Race Package Deals be applied after Normal Characteristic Maxima is determined. This is true of both bonuses and penalties. In this fashion an effective Altered Characteristic Maxima is achieved. EXAMPLE: The stock package given for Hairfoot Halflings grants a +1 Speed, +2 DEX, -5 STR, -2 BODY, -2 INT, -5 PRE as part of the Race Package Deal. If a Hairfoot Halfling Character purchases +10 DEX and +10 STR outside of their Package they do not encounter Characteristic Maxima having neither DEX nor STR above 20. After NCM is determined the Race Characteristic modifiers are applied, resulting in an adjusted DEX of 22 and an adjusted STR of 15. If the Halfling wanted a final adjusted STR of 20 after the Race Penalty is applied, the Halfling must buy his base STR up to 25 paying the doubling penalty for 21 to 25 strength; so that after the -5 STR adjustment from the Race Package Deal is applied they have an adjusted STR of 20. NOTE: This is a variation from the recommended method of handling Characteristic Bonuses in 5th Edition Fantasy HERO. NO OTHER EXCEPTIONS Characteristic bonuses from all other (non-Race) Package Deals do count against Characteristic Maxima. This may require such a Package to be refactored if a Character is already at or near their Characteristic Maxima when they take the non-Race Package. In all cases where possible take the number of Character points spent on the Characteristic in the Package Deal, and buy that many points worth of Characteristic at the increased price. HOW IT WORKS To make the Total Cost method work smoothly, I simply used the assumption of starting points to 75+75 and added the assumption of NCM for -20 points and DF: Race for at least -5 points into each Race Package Deal and called it a wash. The math is essentially identical for Races that have no other penalties or Disadvantages. 150 points is 150 points, whether 25 of the points were included in Base Points or gained via two standard Disadvantages not counted against maximum Disadvantages that are worth 25 points. Races that do have additional penalties and / or Disadvantages gain extra points to offset any abilities they gain from their Race, and this can reduce the cost of their Race Package to 0 Total Cost, leaving the Character with the normal 75+75 points to work with independent of whatever is in their Race Package Deal. The Disadvantages inherent to their Race do not eat into their Personal Disadvantages just to model their Race correctly and their individuality is maintained. Races that have more benefits than drawbacks will have Race Packages with a Total Cost representing the amount of points their Race Package's Disadvantages and / or penalties didn't cover and have to pay for those points out of their 75+75, but still have the same ability to take personal Disadvantages as every other Character from less advantaged Races. Thus they both retain their individuality and any abilities gained from their Race Package are in addition to personal abilities they can buy with their remaining Character Points rather than at the expense of those abilities. Human Package Deals Racial Package Deals Human Packages Khard Cost Abilities +2 +2 Strength +3 +1 with any three Skills Players choice. +4 +2 with Handle Animal (must buy base Skill) +4 +2 with Intimidate (must buy base Skill) +3 Ride Skill +16 Total Advantages Disadvantages Cost Abilities -2 -2 Intelligence -1 -1 Ego -10 Jingoistic (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures) -13 Disadvantages +3 Total Package cost Kossite Cost Abilities +3 +1 with any three Skills Players choice. +3 Survival Skill +4 +2 Constitution +4 +2 with Climb (must buy base Skill) +4 +2 with Craft {any Wood-Related} (must buy base Skill) +18 Total Advantages Disadvantages Cost Abilities -1 -2 Comeliness -2 -2 Intelligence -10 Isolationistic (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures) -13 Disadvantages +5 Total Package cost Ryn Cost Abilities +1 +2 Comeliness +3 +1 with any three Skills Players choice. +3 Diplomacy Skill +4 +2 with Bluff (must buy base Skill) +4 +2 with Sense Motive (must buy base Skill) +3 Diplomacy Skill +18 Total Advantages Disadvantages Cost Abilities -4 -2 Ego -10 Personal Code of Honor or Bloodline Purity (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures) – (Must work with DM to come up with one) -14 Disadvantages +4 Total Package cost Skirov Cost Abilities +3 +1 with any three Skills Players choice. +3 Knowledge (Religion) Skill +4 +2 Body +4 +2 with Spot (must buy base Skill) +4 +2 with Survival (must buy base Skill) +18 Total Advantages Disadvantages Cost Abilities -4 -2 Ego -10 Jingoistic (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures) -14 Disadvantages +4 Total Package cost Umbrean Cost Abilities +2 +2 Strength +3 +1 with any three Skills Players choice. +3 Knowledge (History) Skill +4 +2 with Spot (must buy base Skill) +4 +2 with Ride (must buy base Skill) +16 Total Advantages Disadvantages Cost Abilities -1 -2 Comeliness -2 -2 Presence -10 Jingoistic (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures) {Read Rumor Has It Pg 37 IKCG for more info} -13 Disadvantages +3 Total Package cost Midlunder Cost Abilities +2 +4 Endurance +3 +1 with any three Skills Players choice. +3 Knowledge (History) Skill +4 +2 with Craft {Blacksmithing} (must buy base Skill) +4 +2 with Gather information (must buy base Skill) +16 Total Advantages Disadvantages Cost Abilities -1 -1 Intelligence -2 -1 Ego -10 Obstinate (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures) -13 Disadvantages +3 Total Package cost Morridane Cost Abilities +3 +1 with any three Skills Players choice. +3 Survival +4 +2 with Climb (must buy base Skill) +4 +2 with Hide (must buy base Skill) +6 +2 Dexterity +20 Total Advantages Disadvantages Cost Abilities -1 -1 Presence -4 -2 Comeliness -10 Socially Isolated (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures) -15 Disadvantages +5 Total Package cost Thurian Cost Abilities +1 +2 Endurance +2 +2 Intelligence +3 +1 with any three Skills Players choice. +3 Bluff +4 +2 with Diplomacy (must buy base Skill) +4 +2 with Spell craft (must buy base Skill) +17 Total Advantages Disadvantages Cost Abilities -4 -2 Ego -10 Lighthearted or Unruly (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures) -14 Disadvantages +3 Total Package cost Tordoran Cost Abilities +3 +6 Endurance +3 +1 with any three Skills Players choice. +3 Balance +4 +2 with Profession {Sailor} (must buy base Skill) +4 +2 with Rope Use (must buy base Skill) +17 Total Advantages Disadvantages Cost Abilities -4 -2 Ego -10 Bloodline Purity (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures) -14 Disadvantages +3 Total Package cost Caspian/Sulese Cost Abilities +1 +2 Comeliness +3 Sense Motive +3 +1 with any three Skills Players choice. +4 +2 with Diplomacy (must buy base Skill) +4 +2 with Knowledge {Religion} (must buy base Skill) +4 +2 Ego +19 Total Advantages Disadvantages Cost Abilities -6 -2 Dexterity -10 Pride of Religion or Pride of Culture/Homeland (both are a form of Jingoistic) (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures) -16 Disadvantages +3 Total Package cost Idrian Cost Abilities +3 Ride +3 +1 with any three Skills Players choice. +4 +2 with Balance (must buy base Skill) +4 +2 with Move silently (must buy base Skill) +6 +2 Dexterity +20 Total Advantages Disadvantages Cost Abilities -2 -2 intelligence -5 Primitive Religious Rituals (Occasionally, Minor- inconvenience but little danger; not limiting in some cultures) {Read IKCG page 44 for further info} -10 Jingoistic (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures) -17 Disadvantages +3 Total Package cost Scharde Cost Abilities +2 +2 Strength +3 +1 with any three Skills Players choice. +3 Intimidate +4 +2 with Profession {Sailor} (must buy base Skill) +4 +2 with Bluff (must buy base Skill) +16 Total Advantages Disadvantages Cost Abilities -1 -2 Comeliness -2 -2 Presence -10 Socially Isolated (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures) -13 Disadvantages +3 Total Package cost Human Options Cost Abilities +2 +1 PER with 1 Sense Group +2 +1" Running +2 +2" Swimming +2 +2" Leaping +2 2 points worth of Weapon Familiarities +2 +1 with Acrobatics (must buy base Skill) +2 +1 with Breakfall (must buy base Skill) +2 +1 with Climbing (must buy base Skill) +3 Absolute Range Sense +3 Absolute Time Sense +3 Ambidexterity (Off Hand at -2) +3 Bump of Direction +3 Good Memory (Eidetic Memory; Requires INT Roll (-1/2)) +3 Environmental Movement (3 points worth) +3 Lightning Reflexes +2 for all Actions +3 Lightsleep +3 Perfect Pitch +3 Resistance (3) (Resist Interrogation) +3 Drama Critic (3) (Resist Acting) +3 Incorruptible (3) (Resist Bribery) +3 Rulesmonger (3) (Resist Bureaucratics) +3 Tight-Lipped (3) (Resist Conversation) +3 Blase (3) (Resist Oratory) +3 Immovable (3) (Resist Persuasion) +3 Unfriendly (3) (Resist Seduction) +3 Hard Bargainer (3) (Resist Trading) +3 Acrobatics +3 Breakfall +3 Climbing +3 Fast Draw +3 Riding +3 Survival +4 Trackless Stride +5 Elemental affinity: Your human heritage has groan close the elements in the area in which they live. You gain a +1 to OCV or DCV while using an element that you have an affinity with. The affinities are as fallows: Khador – Ice/Cold, Ord – Water/Acid , Cygnar - Lightening, Menoth – Fire, Llael – There choice of one, Cryx – Shadow/Death Magic. +5 +1 HtH +5 +1 Ranged +5 +1 DCV +6 Burly: +2 STR +1 CON +1 BODY +6 Potent: +3 STR +1 DEX +6 Tough: +3 CON +6 Sturdy: +3 BODY +6 Quick: +2 DEX Disadvantages Cost Abilities -2 Frail: -2 STR -4 Fragile: -2 CON -10 Psychological Limitations: Racial Enmity: Gobber Kin, Trolls and Troll bloods, Undead, Dwarves, Elves and Elf Blooded {Pick One Race each time this Disadvantage is taken} (Uncommon, Strong) -10 Psychological Limitation: Religious/Infernal Enmity: Chose one from the IKCG from the list of options {Infernal – affects all aspects of infantilism including infernalist}. (Uncommon, Strong) -10 Psychological Limitation: Arrogant (Common, Moderate) -10 Psychological Limitations: Proud (Common, Moderate) -10 Psychological Limitations: Bull headed (Common, Moderate) -10 Psychological Limitations: Xenophobia (Common, Moderate) Dwarf Package Advantages Cost Abilities +4 +2 Con +4 +2 Body +5 Spell resistance: Power Defense: 5 VS Spells and spell like effects +7 Poison Resistance: Immunity to Poisons, Activation 14- (-1/2) +3 Racial Enmity: +1 All Combat, vs. Goblin-kin (Gobbers and Bogrin) Only (-2) +3 Racial Enmity: +1 All Combat, vs. Goblin-kin Trolls (all varieties) Only (-2) +5 Darkvision: can see in natural darkness like it was day out to 60’. +12 +4 DCV against Large and Huge Tolls +1 LS: longevity (200 lifespan) +4 +2 with Appraise (must buy base Skill) +4 +2 with Craft (must buy base Skill) +8 Stone-eyes: Detect Concealed Stone\Rock Features, Discriminatory +60 Total Advantages Disadvantages Cost Abilities -4 Slow: -2 running -1 Ugly: -2 Comeliness -5 Physical Limitation: Short but Heavy (4’1” ft – 5’2” ft; 175 to 230 lbs) -10 Distinctive Feature: Dwarf (Concealable, Always Noticed and causes Major reaction, Not Distinctive in Some Cultures) -10 Psychological Limitation (Oath Bound) (Common, Moderate) -30 Total Disadvantages +30 Total Racial Package cost Dwarf Options With the GM's permission you may upgrade the Race Package Deal listed above with options selected from the list below, where appropriate at Character Creation. You may not later add any of these abilities to the existing Package Deal, though you might be allowed to buy them separately. The GM must approve all additional Disadvantages take for a given package; simply loading up on extra Racial Enmities and similar should only be allowed if valid for the character's background. Advantages Cost Abilities +1 Weapon Skilled: WF: Axes/Maces/Hammers/Picks +1* Longevity: Double Longevity +1 Walk the Path: Bump of Direction, Underground Only (-1) +2 Keen Senses: +1 PER with Normal Hearing and Normal Touch +3 So Tough: Damage Resistance 3 PD, 3 ED +3* Racial Enmity: +1 All Combat, vs. (one type of Creature) Only (-2) +3* Strong Willed: Resistance 3 +4 Underground Senses: Detect Depth & Slope Information, Discriminatory, Underground Only (-1) +4 Find the Path: Detect Way Out, Discriminatory, Underground Only (-1) +4 Stubborn +2 EGO +5 Strong: +5 STR +6 Durable: +3 CON +6 Resilient: +3 BODY +6 Stoneworker: KS: Stonework; PS: Mason +6 Stalwart: +5 Mental Defense, +5 Power Defense, +5 PRE; Only to Resist Fear (-2) 10* Dwarven War Art Training: +2 with Dwarven War Art +1 DC with Dwarven War Art +14 Tougher Than You: 25% Damage Reduction Physical, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4) 25% Damage Reduction Energy, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4) +15 Blindfighting: Combat Sense 11- +15 Magic Resistance: Damage Reduction 25% Resistant; Only vs Magic (-1) +25 Dwarven War Art: (Weapon Art) Side Slash: Martial Strike {3d6 location} Stroke: Defensive Strike {2d6+7 location} Chop: Offensive Strike {2d6+1 location} Block: Martial Block Avoidance: Martial Dodge KS: Dwarven War Art (INT) Art used with Axes/Maces/Hammers/Picks +26 Way Tougher Than You: (This will not be allowed in my Games) 50% Damage Reduction Physical, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4) 50% Damage Reduction Energy, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4) * May take Multiple Times Disadvantages Cost Abilities -1 Cumbersome: -1" Leaping -1 Dense Flesh: -1" Swimming -2 Ruminating: -2 INT -2 Rough-hewn: -4 COM -5 Psychological Limitation: Insular and Gruff (Uncommon, Moderate) -9 Thick-limbed: -3 DEX -10 Psychological Limitation: Racial Enmity: Goblin-Kin (Uncommon, Strong) -10 Psychological Limitation: Racial Enmity: Giant-kin (Uncommon, Strong) -10 Psychological Limitation: Goldlust & Greed (Common, Moderate) -10 Psychological Limitation: Antisocial and Untrusting (Common, Moderate) -10 Psychological Limitation: Dour and Curmudgeonly (Common, Moderate) -10 Social Limitation: Clan is in very poor standing (Frequently, Major, Not Limiting in Some Cultures) Iosan Package Advantages Cost Abilities +2 LS: Immunity to Sleep Spell Effects +2 +2 to Listen, Search, and Spot Rolls +2 Quick-witted: +2 INT +2 Attractive: +4 COM +2 Light of Foot: +1" Running +3 Alert: Lightsleep +3 LS: Longevity (300 Life Span) +5 Elven Senses: +1 PER All Senses +7 +2 to Divination Skill rolls +9 Graceful: +3 DEX +10 Swift: +1 SPD +10 Elven Mind: +20 Mental Defense vs. Sleep & "Charm" Effects Only (-2) +57 Total Advantages Disadvantages Cost Abilities -4 -2 CON -2 -1 BODY -10 Distinctive Feature: Elf (Concealable, Always Noticed and causes Major reaction, Not Distinctive in Some Cultures) -10 Psychological Limitation: Isolationist Mentality (Common, Moderate) -26 Total Disadvantages 31 Total Racial Package cost Nyss Elf Package Advantages Cost Abilities +1 Snow Walker: Environmental Movement: Icy Footing +2 LS: Immunity to Sleep Spell Effects +2 +2 to Listen, Hide, and Spot Rolls +2 Light of Foot: +1" Running +3 Cold Resistance: Safe in Intense Cold +4 Snow Survivor: Survival: Artic/Sub artic, Mountain +3 Alert: Lightsleep +3 LS: Longevity (400 Life Span) +4 Robust: +2 Recovery +5 Elven Senses: +1 PER All Senses +5 Elven Mind: +10 Mental Defense vs. Sleep & "Charm" Effects Only (-2) +4 +2 OCV with Nyss Claymore +6 Graceful: +2 DEX +10 Swift: +1 SPD +54 Total Advantages Disadvantages Cost Abilities -4 -2 EGO -10 Distinctive Feature: Elf (Concealable, Always Noticed and causes Major reaction, Not Distinctive in Some Cultures) -10 1 1/2x Stun from heat based attacks -10 Psychological Limitation: Socially Isolated (Common, Moderate) -34 Total Disadvantages 20 Total Racial Package cost Elf Options With the GM's permission you may upgrade any of the Package Deals listed above with options selected from the list below, where appropriate at Character Creation. You may not later add any of these abilities to the existing Package Deal, though you may buy them separately. The GM must approve all additional Disadvantages take for a given package; simply loading up on extra Racial Enmities and similar should only be allowed if valid for the character's background. Advantages Cost Abilities +2 Elven Weapons Group: WF: Blades, Spears, Bows +2* Elven Longsword Training: +1 OCV w/ Long Swords +3* Racial Enmity: +1 All Combat, vs. (choose a Humanoid race) Only (-2) +3* Elven Archery: +1 OCV w/ all Bows +5* Elven Cool: +10 PRE; Defensive Use Only +5 Quick-witted: +5 INT +5 Innate Divinatory Comprehension: KS: Divination +1 +5 Tree Walker: Environmental Movement: Offset Narrow Surface, Climbing, Cramped Penalties in Trees +6 Light of Foot: +3" Running +6 Elven Graces: 1 level of Combat Luck +6 Light of Foot: +3" Running +8 Hardened: +4 CON +8 Elven Combat Archery: Combat Archery (+5 OCV with Bows, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2)) +6 Elven Stride: Trackless Stride (Gliding 9"; Ground Gliding (-1/4)) +10 Elven Charm: Fascination (+25 PRE; Incantations Throughout (-1/2), only to make "Stop And Listen To Me" Presence Attacks) +10 Elven Anti-Concealment: Detect Concealed Doors & Passages, Discriminatory, Sense +10 Elven Fighting: Two Weapon Fighting: HtH +17 Mage Sight: Detect Magic [No Sense Group], Discriminatory, Range, Sense +19 Hide in Shadows: Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); In Poor Lighting Only (-1/2), Requires A Stealth Skill Roll vs. PER (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests -1/4) +20 Elven Animal Ken: Animal Friendship (Animal Handler [All Categories], PRE +3) +20 Cold Resistance: Damage Reduction 75% Resistant Energy, Only vs. Cold Damage (-2) {other energy types can be substituted if approved by the GM) +25 Elven Awareness: Danger Sense (Area: Immediate Vicinity, Function as a Sense, Intuitional, Sensitivity: Out of Combat) 14- * May take Multiple Times Disadvantages Cost Abilities -2 Slight of Limb: -2 STR -2 Wild: -2 PRE -4 Fragile: -2 CON -4 Frail: -2 BODY -10 Psychological Limitations: Racial Enmity: {choose a Humanoid type} (Uncommon, Strong) -10 Psychological Limitation: Religious Enmity: Chose a Non-Eleven Religion or god (Uncommon, Strong) -10 Psychological Limitation: Isolationist Mentality (Common, Moderate) -10 Psychological Limitations: Ethnocentricity (Common, Moderate) -10 Psychological Limitation: Arrogant & Haughty (Common, Moderate) -15 Psychological Limitation: Will not wear metal armor (Uncommon, Total) -15 Reputation: Choose one, Intelligent Humanoids Only 11-, Extreme Ogrun Package Advantages Cost Abilities +2 Ogrun Weapons Group: WF: Polearm, Halberd, or Ogrun Warcleaver +2* Ogrun Weapons Training: +1 OCV w/ Polearm, Halberd, or Ogrun Warcleaver +3 Intimidate +4 +2 with Craft {any metal working} (must buy base Skill) +4 +2 with Intimidate Checks +5 Mighty: +5 STR +5 Intimidating: +5 PRE +6 Durable: +3 CON +6 Tough: +3 BODY +6 Battle Sight: +2 DCV +8 Long Stride: +4" Running +51 Total Advantages * May take Multiple Times Disadvantages Cost Abilities -2 Dim: -2 INT -4 Tractable: -2 EGO -20 Psychological Limitation (Oath Of Fealty) (Common, Total) -15 Distinctive Feature: Ogrun (Concealable w/ Magic, Noticed, Often Reaction, Not Distinctive in Some Cultures) -41 Total Disadvantages 10 Total Racial Package cost Goblin Package Gobber Advantages Cost Abilities +3 Alchemy +3 Hide +3 Hardy Type II: Power Defense 6 VS Poisons only; (6 active point, only works VS Poisons -1/2, Real cost 3) +4 +2 with Craft {Alchemy} +4 +2 with Escape Artist Checks (must buy base Skill) +4 +2 with Move silently Checks (must buy base Skill) +5 Lowlight vision: can see in low light and starlight like it was day out. +6 Graceful: +2 DEX +8 Camouflage: This grants a skill bonus to hide checks based on how much of their skin is covered, to a maximum of +4 (+1 for 75% covered, +2 for half covered, +3 for 25% covered, +4 for being nude) +40 Total Advantages * May take Multiple Times Disadvantages Cost Abilities -2 Slight of Limb: -2 STR -4 Slow: -2 running -15 Distinctive Feature: Gobber (Concealable w/ Magic, Noticed, Often Reaction, Not Distinctive in Some Cultures) -21 Total Disadvantages +19 Total Racial Package cost Bogrin traits Advantages Cost Abilities +3 Alchemy +3 Hide +3 Toughness: Armor 5PD/5ED VS Stun damage caused by any exposure to any temperature between 0 – 110 degrees F. (Power defense 5: 5 active points Only protects against stun -1/2, actual cost 3). +4 +2 with Craft {Alchemy} +4 +2 with Climb Checks (must buy base Skill) +4 +2 with Move silently Checks (must buy base Skill) +5 Lowlight vision: can see in low light and starlight like it was day out. +6 Graceful: +2 DEX +8 Camouflage: This grants a skill bonus to hide checks based on how much of their skin is covered, to a maximum of +4 (+1 for 75% covered, +2 for half covered, +3 for 25% covered, +4 for being nude) +40 Total Advantages * May take Multiple Times Disadvantages Cost Abilities -1 Ugly: -2 COM -2 Dim: -2 INT -4 -2 with Bluff -4 -2 with Diplomacy -4 Slow: -2 running -15 Distinctive Feature: Gobber (Concealable w/ Magic, Noticed, Often Reaction, Not Distinctive in Some Cultures) -30 Total Disadvantages +10 Total Racial Package cost Trollkin Package Trollkin Advantages Cost Abilities +3 Hardy Type II: Power Defense 6 VS Disease only; (6 active point, only works VS Disease -1/2, Real cost 3) +3 Toughness: Armor 5PD/5ED VS all Stun damage this includes environmental damage as well. (Power defense 5: 5 active points Only protects against stun -1/2, actual cost 3). +2 Un-resistible Might: +2 STR +4 Resistant: Damage Resistance 4 PD/4 ED vs. Poison and poisonous effects. +5 Darkvision: can see in natural darkness like it was day out to 30’. +8 Durable: +4 CON +8 Hardy Type I: Power Defense 12 VS Poison only; (12 active point, only works VS poisons -1/2, Real cost 8) +12 Fast Healing (Feasting): Regeneration (re-attach limbs): +2d6 Character points of Healing/Day {Reduced endurance (+1/2), Persistent (+1/2), Self Only (-1/2), Extra Time (-11/2), Trigger only when Feasting uncontrolled (-1/4)} This healing is unrestricted from any other healing for the day including from priests. +12 Fast Healing: Regeneration (re-attach limbs): 4d6 Character points of Healing / Day {Reduced endurance (+1/2), Persistent (+1/2), Self Only (-1/2), Extra Time (11/2)} This healing is unrestricted from any other healing for the day including from priests. +57 Total Advantages * May take Multiple Times Disadvantages Cost Abilities -1 Ugly: -2 COM -2 Heavy As A Stone: -2" Swimming -3 Dense: -3" Leap -6 Clumsy: -2 Dex -15 Distinctive Feature: Trollkin (Concealable w/ Magic, Noticed, Often Reaction, Not Distinctive in Some Cultures) -27 Total Disadvantages +30 Total Racial Package cost Trollkin Sorcerers Advantages Cost Abilities +1 Beautiful: +2 Com +3 Hardy Type II: Power Defense 6 VS Disease only; (6 active point, only works VS Disease -1/2, Real cost 3) +3 Toughness: Armor 5PD/5ED VS all Stun damage this includes environmental damage as well. (Power defense 5: 5 active points Only protects against stun -1/2, actual cost 3). +4 Resistant: Damage Resistance 4 PD/4 ED vs. Poison and poisonous effects. +5 Darkvision: can see in natural darkness like it was day out to 30’. +8 Durable: +4 CON +8 Hardy Type I: Power Defense 12 VS Poison only; (12 active point, only works VS poisons -1/2, Real cost 8) +12 Fast Healing (Feasting): Regeneration (re-attach limbs): +2d6 Character points of Healing/Day {Reduced endurance (+1/2), Persistent (+1/2), Self Only (-1/2), Extra Time (-11/2), Trigger only when Feasting uncontrolled (-1/4)} This healing is unrestricted from any other healing for the day including from priests. +12 Fast Healing: Regeneration (re-attach limbs): 4d6 Character points of Healing / Day {Reduced endurance (+1/2), Persistent (+1/2), Self Only (-1/2), Extra Time (11/2)} This healing is unrestricted from any other healing for the day including from priests. +56 Total Advantages * May take Multiple Times Disadvantages Cost Abilities -2 Heavy As A Stone: -2" Swimming -3 Dense: -3" Leap -6 Clumsy: -2 Dex -15 Distinctive Feature: Trollkin (Concealable w/ Magic, Noticed, Often Reaction, Not Distinctive in Some Cultures) -26 Total Disadvantages 30 Total Racial Package cost
  11. Re: Iron Kingdoms FH Conversion Chapter One: Character Creation PACKAGE DEALS EXPLAINED Package Deals (or simply Packages as some prefer) are handy organizational aides in the HERO System; they simply exist to allow various things which should be associated with one another to be grouped into a tidy collection. Packages normally have no mechanical impact and don't effect the cost of Characters, although in the case of Race Packages I make an exception to this general rule (see below for details). Package Deals can be used to define any thing from a Race, a Profession, a Culture, or common Power set, a Template, or any other sort of grouping of abilities you can think of. Just slap some abilities, perhaps some Disadvantages, and a description together, give it a name, and you're done. STARTING POINTS CHARACTER POINT GUIDELINES BASE POINTS: MAXIMUM DISADVANTAGE POINTS: 75 Base Points 75 Points (Not including Race Package Deal) Starting "1st Level" Characters have up to 150 total points All points over and above 150 Character Points are Experience Check with your GM to determine if the campaign will start with a higher point total. 1) RACE PACKAGE Select one (and only one) from each of the fallowing Race Package deal, Cultural Package deal, and Environmental/Ancestral Package Deal from those provided in Chapter Two (Races of Iron kingdoms), Chapter Three (Cultural packages), Chapter Four – Environmental/Ancestral. Players are not required to choose a package deal from the Cultural, and Environmental/Ancestral packages, these are just added to help make character creation easier and faster. The packages in these two chapters are abilities, skills, powers, perks that such members of these backgrounds would possess. Players may not alter their Race Package Deals or the Cultural Package deals without GM permission. However, some Races and cultures have a list of Options provided, and these are considered to be pre-approved in my campaigns. A given Option may only be taken once unless flagged with an asterix (*). 2) PROFESSION PACKAGES Select one or more Profession Packages from those provided in Chapter Five – Professional/class packages. Check with your GM to determine if their campaign has a set list of other available Profession Packages. 3) MAGIC SYSTEM See Chapter Fourteen – Magic system for further information on the magic system that I have decided to use with the Iron kingdoms world. 4) EQUIPMENT See Chapter Thirteen – Fantasy Equipment for further information and starting gold for your game. This chapter will list location for the normal, mundane Equipment and Magic Items on non-Recoverable Charges cost money (and what book and page number for ease of reference); consult with your GM to determine what price list they are using for their campaign and what items are available for purchase if they are choosing to use a different item/GP system/list. Permanent Magic items cost character/experience points if a player begins play with them and require GM approval. NOTE: Any Permanent Magic Item you start with can potentially be taken away from you in game, and you lose those points permanently. SAMPLE MAGIC ITEMS Following are a few examples of Magic items that would be purchasable with starting money; gp refers to whatever form of currency is the "gold standard" used in a particular setting. Potion of Healing: Healing 4d6 to BODY (40 Active Points); 1 Charge which Never Recovers (-4), OAF Fragile (Potion Flask; -1 1/4), Extra Time (Full Phase, -1/2), Gestures (-1/4), Restrainable (Only by means other than Grabs and Entangles; must be imbibed; -1/4) [1 nr]; Real Cost: 5; Suggested Retail Price: 200 gp Potion of Ironhide: Armor (8 PD/8 ED), Hardened (x2; +1/2) (36 Active Points); OAF Fragile (-1 1/4), 8 Continuing Charges lasting 1 Hour each which Never Recover (-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, Character May Take No Other Actions, -1/2), Restrainable (Only by means other than Grabs and Entangles; Must be imbibed; -1/4), Visible (Metallic Skin; -1/4) [8 cc]; Real Cost: 8; Suggested Retail Price: 288 gp Elixir of Healing: Healing 4d6 to BODY (40 Active Points); 16 Charges which Never Recover (-2), OAF Fragile (Potion Flask; -1 1/4), Extra Time (Full Phase, -1/2), Gestures (-1/4), Restrainable (Only by means other than Grabs and Entangles; Must be imbibed; -1/4) [16 nr]; Real Cost: 8; Suggested Retail Price: 320 gp Perfect Antidote: Dispel Any Poison Effect One At A Time 50d6 (standard effect: 150 points), any Poison power one at a time (+1/4) (187 Active Points); 1 Charge which Never Recovers (-4), OAF Fragile (-1 1/4), Restrainable (Only by means other than Grabs and Entangles; Must be imbibed; -1/4) [1 nr]; Real Cost: 29; Suggested Retail Price: 5423 gp 5) WEAPONS & ARMOR Chapter Thirteen – Fantasy Equipment will cover this as well since you will be able to purchase these for your character. This chapter will also inform you of what Weapons & Armor charts they are using for their campaign, as well as their costs and effects. NOTE: Deadly Blow and Combat Luck are both allowed, but have specific limitations upon how many levels may be taken. This subject is covered in depth in the Weapons and Armor chapter for further information. 6) MONEY We will be using the Equipment charts from the Fantasy Hero Guide Page 144-to 148. There will be updates on the Equipment lists for the game for Campaign specific weapons and armor. All characters will start with 3D6X10 Gp to purchase initial equipment from these lists. WEALTH PERK If a character has the Wealth Perk, multiply the randomly determined starting gold by double the rank of the Wealth Perk to arrive at a final total starting gold amount. GM permission is required to take more than 5 points of the Wealth Perk during character creation, and to be taken at all in any increment after character creation. EXAMPLE: Bullarx the Dwarven Warrior rolls 12 on 3d6 and multiplies this by 10 for a total of 120 starting gold. However Bullarx comes from a wealthy Dwarven family and benefits from a stipend; thus he has taken 3 points of the Wealth Perk. To calculate his total starting gold the rank of the Wealth Perk (3) is doubled to 6 and then multiplied by the randomly determined 120 starting gold, yielding 720 total gold. 7) DISADVANTAGES Starting Characters may take up to 75 points in Disadvantages, and no more than 50 points worth of Disadvantages may come from any one category. Disadvantages in Race Packages do not count against this 75 point limit, but all other Disadvantages from other Package Deals do. When you chose a package deal (weather racial, social, professional etc.) you automatically get the disadvantages that go with that chosen package deal. In most cases these disadvantages are Generalized and can be altered a little to make them different. EXAMPLE: The main disadvantages from races are the Distinctive Features. This disadvantage can not be changes at all. However if you are playing a Cleric (Professional Package Deal) and you will have the disadvantage Psychological Limitation “when fallowing God” then you have a little more choice because you can choose the god that you wish to fallow or that will emulate the behavior you wish to portray in game. In most cases you will need to define the Disadvantage further because they will be listed as General Disadvantages in each of the packages. MAGIC USERS Magic Users must take a Distinctive Feature in my Campaigns indicating their status as Magic Users, which is detectible by appropriate Detects. Only Magic Users that actually cast "Spells" or have actual activateable at will Magical Abilities must do this; Characters that only make and/or use Magic Items do not qualify for this Disadvantage. The Disadvantage can be worth more points for some types of Magic Users. A type of Magic that were persecuted or a type of Magic User who might be forced into altercations due to the type of Magic they practice could take the "Extreme Reaction" option for example. Similarly if a particular style of Magic were detectible by more normal means for some reason, the "Only By Unusual Senses" reducer could be eliminated. Arcane Mechanik, Wizards & Good Clerics: DF: [Magic User Type] (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures); Disadvantage Total: 5 Points Warcasters, Sorcerers, & Black Clad: DF: [Magic User Type] (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Uncommonly used Senses (Natural Casters, No Spell Books or Religious symbols); Not Distinctive in Some Cultures); Disadvantage Total: 10 Points Need more notes to define how these disadvantages effect characters and other game options for players and disguised/infiltrated characters. GROUP RIVALRIES Characters can take a Rivalry and associate it with an entire Group instead of a single individual. Thus a Character could take a Rivalry with All Swordsmen, or a Rivalry with All Archers, or a Magic User might belong to an order of some sort that has a long standing rivalry with a competing group of other Magic Users, etc. Such a Group Rivalry almost always qualifies for the "More Powerful" adder, and also take a +5 adder on the Disadvantage called "Group Rivalry". However, usually such a Rivalry will also need to take "Rival is unaware of Rivalry" reducer as well. (Graylords Covenant, Illuminati, specific gang/Mercinary group, Division of military ect.) Group Rivalry: Rivalry: Professional ([Group]; Rival is More Powerful; Seek to Outdo; Rival Unaware of Rivalry); Disadvantage Total: 5 Points Group Rivalry Warcasters Competitive: Rivalry: Professional ([Warcasters]; Rival is More Powerful; Seek to Outdo; Rival aware of Rivalry); Disadvantage Total: 15 Points Group Rivalry Warcasters Hatred: Rivalry: Professional ([Warcasters]; Rival is More Powerful; Seek to Harm or Kill; Rival aware of Rivalry); Disadvantage Total: 20 Points Chapter Two – Races of Iron kingdoms USING RACE PACKAGE DEALS The intention of the Race Package Deals is to provide consistent Packages that capture the archetypical attributes of given Fantasy Races but within a tight point range. GM's may vary widely in their approach to this. Good Package design is more of an art than a science after all; there's always more than one "right" way to do it. The ones in this chapter are what I have decided to use to represent the raced from Iron Kingdoms in my games. These package deals are the only ones that I have decided to allow in my games, if you would like to see something else (like some other races) or maybe some changes to the existing racial packages feel free to ask but before they end up in the game for use they must have the GM’s permission. RACE PACKAGE DEAL COST The cost or Race Packages is a very important consideration when determining how to build your starting characters, for instance if the race cost too many points of your starting point pool then you will have less points for the other packages, skill, powers, etc. So if Race Packages consume a lot of Points on average then Race selection will be an extremely important consideration and further the capabilities of Characters will be strongly determined by their Race. On the other hand if Race Packages consume a negligible amount of Points then a player's choice of Race for their Character is more of a flavor decision since it has little net impact on the Character's starting capabilities. So a majority of Race Packages are going to be of reasonable cost relative to starting Points, but some Races with extreme abilities beyond what is normally attainable by other Characters to have substantial Point costs. This will create an interesting dynamic where Characters using the lower Point Race Packages have more diversity and flexibility, but a few Characters using the higher Point Race Packages have a collection of impressive abilities that makes their selection of Race notable. This provides outlets for many types of players and works well for most players. TOTAL COST OF RACE PACKAGE My preferred method of handling Race Packages is to subtract the Total Disadvantage Value of the Disadvantages and Characteristic Penalties in the Package from the cost of the abilities in the Package. Among other things this allows Race Package Deals to be purchased for their final Total Cost, which makes it very easy to snap Race Packages onto other Packages in a Modular fashion. Additionally, since the Race Disadvantages from a Character's Race Package don't count vs. their Disadvantage Maximum, a Character's diversity isn't determined by their Race. In other words, by the official method of buy Race Package Deals, the Disadvantages in a Race Package Deal count towards a Character's Disadvantage Total, leaving them with fewer "personal" Disadvantages than Characters from Races with fewer Disadvantages stemming from their Race. Individual GM's may not agree with this as it is a specific deviation from the Hero System Rules; in that case a few options exist to accommodate that approach and still use the material in this book, the easiest of which is to increase a Character's Maximum Disadvantages limit sufficiently to allow their Race Package Deal's Disadvantages on top of the Character's personal Disadvantages. EXAMPLE: If making a High Elf Character, that Character pays 15 Real Points for the High Elf Race Package rather than the Cost of the abilities in the Package (50 Character Points), and does not include the Disadvantages (35 Disadvantage Points) as part of his Personal Disadvantages. In fact, if brevity is desired, the entire Package can be listed as a single line Entry, "HIGH ELF: 15 Points", on the Character Sheet. NOTE: This is method of handling Race Package Disadvantages is easily handled in HERO Designer by simply adding the Race Disadvantage total value to the maximum Disadvantage total for the campaign on the points tab when making Characters of that Race. Locked Packages While using the "Total Cost" approach, Race Packages are considered Locked, meaning that they are not alterable by players. For the purpose of this book all racial packages are locked there will be Racial Options that can be added to the core templates but you many not swap out or remove any advantages or disadvantages. A player that wants to make a Character of a given Race must take the good with the bad, so to speak. PACKAGE DEAL VARIABILITY GM's can alter Race Package Deals as they like, but as noted previously the intention is for players to not be able to alter Race Packages outside of any Option Lists or Pick Lists presented within the Packages themselves. Pick Lists within a Package are always selectable by players, but abilities from Option Lists might require GM approval. RACE OPTION LISTS Option Lists are included for some Races in the material provided herein. Their primary purpose is to illustrate additional abilities that some, but not all, members of a particular Race might have. Seek your GM's input when selecting abilities from Race Option Lists. Players that wish to expand their Character's Race Package by taking one or more abilities from these lists and can even be added after the initial Character Design with GM approval. Nature vs. Nurture Because the depiction of the various "demi-human" groups varies somewhat from setting to setting and in fictional sources, some of the ancillary abilities sometimes attributed to the various common Fantasy Races were placed in Option Lists rather than in the Race Packages directly. Additionally abilities that seemed more like ”trained" or "learned" skills rather than innate attributes of a Race were also placed into the Option Lists. Essentially, many of the Options provided allow the Race Package Deals for some Races to be expanded to also serve as de facto Cultural or Background Package Deals. For instance, in some settings perhaps all members of a Race have these abilities innately, but in other settings or other GM’s games they must be learned as part of a Character's background, leading to variation among members of the same Race depending upon their training, or perhaps distinct bloodlines within the Race.
  12. Re: Iron Kingdoms FH Conversion This is good I also feel that the Magic system from the turakian Age spell compendium are a perfect fit. Al though I am not using any of the PP, VPP, or Elemental Control for my spell system. I am relying on a magic skill roll and END to ballance the magic system (making it more 4th Ed like). I will try to post some of my stuff here tomorrow. getting late.
  13. Re: Steampunk / Iron Kingdoms Conversion? I have been converting this system. It is taking me a little longer to do since there is lots of material and the hero system has so many different ways to build it. i would be happy to share some of it with you. I have already given out some of it just look up "Pain of Healing". Most of the stuff I am using is un-play tested and relies heavily on Killer Shrikes D&D conversation stuff.
  14. Re: Iron Kingdoms-ish healing Here is what I have created for my IK Conversion that I am still working on... Pain of Healing (How it worksin my game) This game system is very different than D&D so this will be a full new conversion and I will strive to make it function similar but because there is no levels in the Hero system this will be different. Curing, Healing, Raising, and Resurrection Spell changes chart Mass Heal, Mass Harm and Raise Dead are now a 9th level spells Heal and Harm are now 6th level spells Reincarnate is only available to clerics of Dhunia, and Druids and is now a 7th level spell. All Cure Spells are still at the same level as they are in the regular D&D game but are subject to Pain of Healing Note: If the healing or resurrection spell is not listed above then it is not in Iron Kingdoms and is not available for use. Hero System Mechanics for Pain of Healing. Cleric can heal a number of Body per day = to 2 X your EGO Score. If you exceed this amount then you must roll on Table 5-1 Personal Pain of Casting by the cleric and table 5-2 Personal Pain of Casting by the subject. You can increase the multiplier by buying additional levels See below or if you are using a different conversion that uses levels then you can use that. You can not heal anyone that is a member of a faith that opposes your faith See chart below. If you are using the optional rules for alignments then you can only heal alignments that are one step off of your god’s alignments by one. With out any ill affects. How ever if the person’s alignment is completely different then that of your gods then there is a 15% chance per step that the spell will fail and you and the subject will suffer the affects of the Pain of healing Tables. If you are healing someone of a different alignment than your god, you suffer a +1 step penalty when you roll on the Pain of Healing charts. Death Domain: Cleric and subject are automatically required to roll with a +1 step penalty to the roll on the Pain of Healing charts. Healing Domain: Cleric get a one step increase on the multiplier chart below for free, and if they have to roll on the pain of healing chart get a -1 step bonus to the roll. Body per day Multiplier chartLevel - Multiplier - Cost (CP/EP1 - Ego X 2 - Free 2 - Ego X 3 - 5 Points 3 - Ego X 4 - 10 Points 4 - Ego X 5 - 15 Points 5 - Ego X 6 - 20 Points 6 - Ego X 7 - 25 Points 7 - Ego X 8 - 30 Points 8 - Ego X 9 - 35 Points 9 - Ego X 10 - 40 Points Note: You must buy each level before you can gain access to purchase the next level. God Vs God chartYour Faith Opposing faiths Menoth Can only heal those of His own faith, If you do heal those of other faiths you suffer a +3 to your Pain of healing roll on the PoH charts. Cryss If you heal followers of Menoth then you will suffer a +3 to your Pain of healing roll on the PoH charts. The Devourer Wurm If you heal followers of Menoth then you will suffer a +3 to your Pain of healing roll on the PoH charts. Dhunia If you heal followers of Menoth then you will suffer a +3 to your Pain of healing roll on the PoH charts. Thamar If you heal followers of Menoth then you will suffer a +3 to your Pain of healing roll on the PoH charts. Nyssor (Elf) If you are healing a member of any other race then you will suffer a +2 to your Pain of healing roll on the PoH charts. Scyrah (Elf) If you are healing a member of any other race then you will suffer a +2 to your Pain of healing roll on the PoH charts. Note: If it is Your faith is not listed on this chart then you do not suffer any additional ill affects to the Pain of Healing chart rolls. I hope that this will help. I created this as a stand alone house rule just like the D20 Version you do not need to use it in your game but it does add flavor to it. I will not be using the alignment stuff or level stuff at all I will just not allow apposing god heal members of other faiths. It should also be of note that I Have not tried this system yet. It is untested and would need some Play testing to get the feel right. The arcane Healing is as follows: It will never heal Body damage but will heal every thing else. If you need help converting the rest of the charts just let me know. PS. Sorry for the formating it is cleaner in my Doc. file. Dragntyr
  15. Re: IK Hero? Well I have Been Lerking in this forum thread for some time. I have started on a full conversion of Iron kingdoms for some time now. I have completed the races and I have started on the Classes this is taking some time though since I work almost all the time. I am basing my conversion on the IKCG (Iron Kingdoms Character Guide) and lots of help from Killer Shrikes website. So far the races are almost exactly out of the book with a few Flaws that I added from the racial descriptions in the book to help with the cost of template. There are changes to the core classes in the IKCG Like: no ranger, no bards (they are War Bards), each of the classes have changes to the starting skill lists as well. These are just some of the changes. Doing a conversion of the Warmachine books are deceiving and leave room for interpretation for the stats. My hope is to convert the classes and races as per the IKCG and Killer shrikes site and then to play test it. I have played D&D for Years but never GMed/Converted to Hero system before. I have only played Hero system once before for one game, so needless to say this conversion is taking me some time. dragntyr
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