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Zoth

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  • Birthday 11/05/1974

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  1. IC what you are really looking for is away to allow the character to go over a set active point level? So normally a character can cast up too say 50 ap before going over his ap threshold? Then he can cast a spell as high as he wants over 50 ap but will get a calsmity? May be you could use a VPP and wave the 60 point max and say for every point over 60 ap you get a equal point side effect kind like the 1st idea. Each configuration would be a spell and the VPP would require a skill for each configuration.
  2. Basically what you have with unlimited mana system is safety threshold and over threshold. Safety threshold I think could be modeled using a normal END reserve. Now going over the threshold is a little trickier but if you look at the calamity table for the amount you go over you get about an equal calamity. So I would make a 0 point advantage “can go over END reserve but for every END point you go over you get an equal point amount side effectâ€. Then just make a table up to what most players would never go over and if they do you get to come up with something to surprise them with
  3. I been real busy with life the past months but now that I have Fantasy Hero for 5th I have redone my Managen magic system to reflect some of the ideas it has brought to the table. Like I said I would do here is my system in its entirety. Some of the changes in light of Fantasy Hero for 5th are: 1.) Made the system pure skill based and dropped the idea of managen being Independent items that give powers. Now managen is a focus but each managen focus has its own list of spells it supports. Both or more or less the same thing really but a pure skill based system look cleaner imo. Also I can distinguish between the process of making magic items or making managen foucs. 2.) End now comes form a stat “mana†based on (EGO + INT/2) x4 the recovery rate is 30 minuets but the recovery amount based on the mana level. High Mana Levels giving 8 mana back, Normal mana levels 5 mana, Low mana levels 3 mana, and Depleted Mana Levels 1 mana. This should be about the same as before using a Endurance Reserve of 150 points with a recovery rate of 10 END and recovery rate based on mana level. High Mana Levels recovery rate 30 minuets, Normal mana levels 1 hour, Low mana levels 3 hours, and Depleted Mana Levels 6 hours. 3.) Changed spell raking, creating Managen rules, spells are now individual multipower with each slot representing a higher function for a given ranking. Notes: managen magic system in my world is the easiest to use but not the only system. There is also true magic that is harder to learn but requires no focus. If you use another system of magic with the manage magic system it should be harder use, learn or provided an advantage that manage system doesn’t have. Other wise the easy of access would over shadow the manage system. Managen Gem Magic In the Managen magic system channelers uses gems that assist them in channeling and shaping mana to produce the desired effects. These gems called Managen are made by specially crafting and enchanting transparency or translucent gems found in nature. The characteristics, flaws, and size of the gem determines how powerful the Managen will be and what spells it has the channeler can cast. The type of gem determines what color of Managen can be produced from the enchantment. There are ten different colors of Managen. Each color represents a sphere of influence. Managen seldom have spells that can be cast outside there influence. Gestures are needed to help channel mana through Managen and to shape spells. Three primary types of gestures are used depending on what three spell catalysts are required. The three influencing forces and their gestures are force , creation and entropy . A spell might require one, two and, rarely all three. Rules: Managen magic is a skill based system. To cast spells the character only needs a Managen focus that has the desired spells and skill at channeling that Managen’s color type. The skill to cast with Managen is based on EGO and the RSR Penalty is based on the type of color. All spells must cost End. The cost to cast and maintain come from the character’s personal mana. Mana is a derivative stat based on (EGO + INT/2) x4. The recovery rate is 30 minuets and the recovery amount is based on the mana level. All spells must have Gestures-both hands, Concentration ½ DCV , Focus: (OAF), Extra Time-Extra Segment, and a Visible Effect. The visible effect is usually a sparkling lighted effect that surrounds the Managenn and follows the channelers gestures. The color of the effect is the same as the Managen’s color. With Usable on Others spells the channelers pays the activation cost and performs the gestures. The channeler pays the cost for maintaining. A channeler cannot maintain more than INT/5 spells at any given time. If a character with more then one Managen wants to switch Managens it takes a phase. Spells are usually a 75 point multipower with each slot representing a higher function for a given ranking. All function of a spell should have a common theme. Ranking: Focuses are classified by the color of Managen they represent (see types of managen below). Rarely does a Managen focus support casting of spells outside their sphere influence. However there are some spells that fall on the border of influences and are available to multiple spheres of influence. If a Managen has a spell outside of its influence that spell is usually aspected in some way with that Managen’s influence. Focuses are also classified by the spell ranking they support. Each ranking the gem’s inter-glow intensifies. The four levels of intensity in order are; Glittering, Sparkling, Glowing, and Radiant.Higher ranking Managen support less spells then lower ranking Managen. Spells usually have a slot representing a function for each ranking. Each ranking the slot typically has more active points then the previous level. Generally a Glittering slot is between 1-15 AP, Sparkling 15-30 AP, Glowing 30-45 AP, Radiant 45-60 AP. Creating Managen: To create a Managen focus the character must first craft or obtain a gem specifically made for the purpose. Second the character must have an enchantment talent worth 5 points and spend time enchanting the gem. Glittering Managen requires a gem worth 200 and a day to enchant, Sparkling gem worth 400 and 2 days, Glowing gem worth 600 and 3 days, and Radiant a gem worth 800 and 4 days. What spells the Managen have is up to the GM. Optionally the GM may allow the use of the Inventor (spell research) skill to modify the Managen, adding new spells or altering existing ones. What alterations or new spells can be made with the Managen are up to the GM. The GM might want certain spells he wishes to control availability require special hard to find gems. The character does not have to spend any points for the new spell but any failure results in the destruction of the Managen. Mana Levels: Mana levels are kind like huge local area endurance reserves called Areal Reserves. One point in a areal reserves represents the amount of mana hundreds of channelers might have in their personal mana reserves. The areal reserve is classified into four levels based on the amount of endurance in the reserve; high, normal, low, and depleted. As the areal reserve drops in level the amount of endurance it can replenish in a personal reserve also drops. Natural spell casting or ability use normally does not affect the areal reserve. Some very powerful magic use might cause some deplete but even this usually leaves no lasting effects. Areal reserves have a relationship with one another. As the reserve for an area depletes the reserve loss spreads out from the center in a radial pattern. The first surrounding areas share in half of the loss with the following areas sharing one fourth and one eighth the loss. One can see this can added up when there is overlapping areas being depleted and this is what happens in big cities leaving a large low or depleted area. Areal reserve are handled as continuous charges and recovers one charge a day. The higher the mana level the less charges there are because the higher the level the less time it takes to deplete. When a mana level reaches zero charges or its maximum charges it transverses to the next level. If it transverses up it starts on the higher mana level with one charge. If it transverses down it starts on the lower mana level with one less charge then the maximum. High Mana Levels The zenith of a high mana level has 180 charges, this is the maxium amount of mana a areal reserve can have. When the mana level approaches the apex, spontaneous enchantments can occur. These enchantments are almost always beneficial and aspected to the life in the area. Spontaneous enchantments can be areal enchantments such as an enchanted glen of a forest that heals those that rest there or it can be an objects such as wild mana gems. The recovery amount a high mana level provides is 8 mana. There is a +1 bonus to casting skills in a high mana level. Normal Mana Levels Normal mana levels have 550 charges. The recovery amount a normal mana level provides is 5 mana. Low Mana Levels Low mana levels have 1650 charges. The recovery amount a low mana level provides is 3 mana. There is a -1 penalty to casting skills in a low mana level. Depleted Mana Levels Depleted mana levels have 5000 charges. When a depleted mana level reaches zero charges this is the nadir of a depleted mana area. When a depleted area get this low spells can still be cast and channelers still recover, however funny things start to happen to the fabric of space and time. The GM should feel free to use his imagination. Examples include such things as; teleporting storms, parts of buildings or objects fading out of existence, objects merging, distances taking longer to transverse then they should, time flowing much faster of slower then normal, wakening of dimensional barriers allowing awaiting entities to enter. The recovery amount a depleted mana level provides is 1 mana. There is a -2 penalty to casting skills in a depleted mana level. Types of Managen: Blue Managen Influences: Air, Gases, Sky, Wind, Weather. Produced From: Zircon (Blue), Amethyst, Aquamarine, Quartz (White) Gems. RSR Penalty: -1 per 15 AP (-1/4) Dark Green Managen Influences: Earth, Soilds, Metals. Produced From: Emerald, Garnet (Green, Tsavorite), Tourmaline (Green, Blue Green, Orange) Gems. RSR Penalty: -1 per 15 AP (-1/4) Crimson Managen Influences: Fire, Plasmas, Heat. Produced From: Ruby, Garnet (Mozambique, Pyrope, Spessartite, Rhodolite), Tourmaline (Pink,Red, Orange), Zircon (Red) Gems. RSR Penalty: -1 per 15 AP (-1/4) Grey Managen Influences: Spirit and Supernatural. Produced From: Moonstone (Rainbow, Mystic Cats Eye), Amethyst, Quartz (White), Tourmaline (Paraiba, Purple, Pink, White) Gems. RSR Penalty: -1 per 15 AP (-1/4) Gold Managen Influences: Mind and Thought, Emotions. Produced From: Diamond, Amethyst, Quartz (Champagne & White), Moonstone (Rainbow, Mystic Cats Eye) Gems. RSR Penalty: -1 per 10 AP (-1/2) Indigo Managen Influences: Dimension, Space and Time. Produced From: Sapphire (Blue Diffusion, Golden, Pink, Purple), Zircon (Blue), Quartz (Imperial Cats Eye, Champagne) Gems. RSR Penalty: -1 per 5 AP (-1) Purple Managen Influences: Ether, Mana and The Metaphysical. Produced From: Amethyst, Quartz (White), Sapphire (Blue, Diffusion, Pink, Purple) Gems. RSR Penalty: -1 per 10 AP (-1/2) Silver Managen Influences: Light and Darkness. Produced From: Quartz (White), Moonstone (Rainbow), Aquamarine Gems. RSR Penalty: -1 per 15 AP (-1/4) Turquoise Managen Influences: Water, Liquids, Ice, Weather. Produced From: Zircon (Blue), Aquamarine, Moonstone (Rainbow), Amethyst, Tourmaline (Blue, Green) Gems. RSR Penalty: -1 per 15 AP (-1/4) White Managen Influences: Lifeforce, Body, Plants, Animals. Produced From: Topaz (Pink), Amethyst, Chrysoprase, Quartz (Rose & White) Gems. RSR Penalty: -1 per 10 AP (-1/2) Example Spells: Typical Silver Managen Spells Produce Light Cost Power 30 Poduce Light Spell: Multipower, 75 point reserve; all slots Gestures-both hands (-1/2), Concentration ½ DCV (-1/4), Extra Time-Extra Segment(-1/2), RSR Silver Managen: -1 per 15 AP (-1/4). Glittering Silver Managen Power: 1u 1) Glow: Image-sight group,1" radius (10), Gestures-both hands (-1/2), Concentration ½ DCV (-1/4), RSR Silver Managen: -1 per 15 AP (-1/4), Extra Time-Extra Segment(-1/2), Focus: (OAF) Silver Manage that supports casting Produce Light spell (-1). Gestures: Creation, Active Cost: 10 End: 1 Sparkling Silver Managen Power: 1u 2) Light: Image -sight group (10), Increased Size (8" radius) (+3/4), Gestures-both hands (-1/2), Concentration ½ DCV (-1/4), RSR Silver Managen: -1 per 15 AP (-1/4), Extra Time-Extra Segment(-1/2), Focus: (OAF) Sparkling or higher Silver Manage that supports casting Produce Light spell (-1). Gestures: Creation, Active Cost: 17 End: 2 Glowing Silver Managen Power: 1u 3) Flash: 4d6 Flash-sight (20), Area Effect (4" Radius) (+1), Gestures-both hands (-1/2), Concentration ½ DCV (-1/4), RSR Silver Managen: -1 per 15 AP (-1/4), Extra Time-Extra Segment(-1/2), Focus: (OAF) Glowing or higher Silver Manage that supports casting Produce Light spell (-1). Gestures: Creation, Active Cost: 40 End: 4 Radiant Silver Managen Power: 2u 4) Blinding Flash: 6d6 Flash-sight (30), Area Effect ,(6" Radius) (+1), Gestures-both hands (-1/2), Concentration ½ DCV (-1/4), RSR Silver Managen: -1 per 15 AP (-1/4), Extra Time-Extra Segment(-1/2), Focus: (OAF) Radiant Silver Manage that supports casting Produce Light spell (-1). Gestures: Creation, Active Cost: 60 End: 6 Total Cost: 35
  4. Do a search for "Gem/Focus Magic System" Me, C_Zeree, and a few others bounced some ideas around while developing our all-focus magic systems. It may or may not help in this instance but you might get some idea reading it. I been real busy with life the past months but now that I have Fantasy Hero for 5th I have been redoing my system to reflect some of the ideas it has brought to the table. When I get done I will post my redone system in its entirety. Personally I would use the alternate enchanting creation rules in Fantasy Hero and require the magic items the wizards use only cost money, time, and end lost that returns around 1 point every 5 days and not charge any character points. Then I would make the item have a skill that is need to use them based on what type of item it is or use charges or something. otherwise they feel more like enchaters then wizards. Also I would make a talent so not just anyone could use these types of magic items. This way a wizard would feel less like a character that just happens to have a bunch of magic items. P.S still haven’t found any fantasy hero player yet (been too busy), so none of my idea have been play tested yet Things are looking up thou, I went by the game store (yes the city I live in only really has one store that supports the hero system ) and all the Fantasy Hero was sold out, They had like 4 or more. Lucky I go mine the very day it came in
  5. Because angelfire has been having problems finding images and pages continually I have give up on them and moved to a host my friend recommended the new url for Telsendalay is http://tel.itgo.com/
  6. hehe it has been a buzy week you bet me too it I was gone say I envision that mana flows in line and where they cross or natural high mana areas and areas far between the rivers of mana are natural low mana areas. of course it would not be hard to adapt it to use in a ley line magic system
  7. hehe yeah I'm happy I keep a lot of the old post. saved you all that time now I just need fix up the info on telsedalay and when I get most of the spelling and gamer fixed maybe I will do like ShadowRaptor suggested and make a pdf or post it here (thou it would be kind of big). Thanks for all the info and helping my develop my system. if I ever find a group to play fanasy hero maybe I will playtest both our system and find the bug and post the results
  8. on the old board On the old hero board someone posted this... this sounds kind like what I'm after so maybe I should set the max to end 150 max rec to 10 and high mana level rec 30 minuets, normal 1 hour, low 3 hours and depleted 6 hours.
  9. Magiteck will have two stats one how many hours/day of use b4 it uses one areal charge and % number (gone be low like 0.5%) some real powerful spells might also use some charges two how much should i set the rec and number of end reserve max too? I really dont have much of an idea got any suggestions?
  10. mana levels using chargeshave decide to use charges for how long for magiteck to deplete a level vs using a end rev. It much easyer to use charges the only thing is the higher the mana level the less charges it has because the less time it take so it look kind funny with depleted having the highes number of charges but oh well it work much better. Mana Levels Mana Level Areal Charges Magiteck Deplete Time Personal Rec High 180 6 months 40 minuets Normal 550 1.5 years 2 hours Low 1650 4.5 years 6 hours Depleted 5000 14 years 8 hours Areal reserve are handled as continuous charges and recovers one charge a day. The higher the mana level the less charges there are because the higher the level the less time it takes to deplete. When a mana level reaches zero charges or its maximum charges it transverses to the next level. If it transverses up it starts on the higher mana level with one charge. If it transverses down it starts on the lower mana level with one less charge then the maximum. The zenith of high mana level has 180 charges, this is the maxium amount of mana a areal reserve can have. When the mana level approaches the apex, spontaneous enchantments can occur. These enchantments are almost always beneficial and aspected to the life in the area. Spontaneous enchantments can be areal enchantments such as an enchanted glen of a forest that heals those that rest there or it can be an objects such as wild mana gems. A high mana level can restore a mage every forty minuets. Normal mana levels have 550 charges. A normal mana level can restore a mage every two hours. Low mana levels have 1650 charges. A low mana level can restore a mage every six hours. Depleted mana levels have 5000 charges. A depleted mana level can only restore a mage every 8 hours! When a depleted mana level reaches zero charges this is the nadir of a depleted mana area. When a depleted area get this low spells can still be cast and mages still recover every 8 hours, however funny things start to happen to the fabric of space and time. The GM should feel free to use his imagination.
  11. Well I might do that or when I get it tweaked run it by the college and make a pdf. It would have to be Acrobat 4 thou. There is my websights I know its angelfire and you all most allway have to refresh once for the dumb thing to find anything but I have tried to make the sight printer friendly.
  12. added info to mana levels oh I should add this to mana levels Because of the nature of mana on Telsendalay not every area can support and high mana level, as a matter of fact high mana levels are rare. Most areas can only support a normal mana level. Most of Telsendalay can only support a normal mana level. Areas that can only support low mana levels are even more rare then high level but they do exist. There is no area on Telsendalay that can only support a Depleted mana level, this is a product of Magiteck use only.
  13. Mana Levels and "Mana Reserve" Endurance Reservehere is the last part of my magic system and now that I have some idea how I want haddle it the only thing left is playtesting (yeah thats likely), tweaking, writing some more spells, finishing wild mana gems and star mana gems."Mana Reserve" Endurance Reserve. The Endurance Reserve has the following statistics and limitations: The mage can buy a reserve up to about 60 points. The Recovery can be up to about 8 End. The REC has the following limitations: REC rate is based on mana level (-&frac12), so is 60 points and a max of 5 rec sound right? look below to see the rec rate for each mana levelMana Levels Mana Level End Res Areal Rec Personal Rec High 400 14 hours 40 minuets Normal 300 42 hours 2 hours Low 200 3.5 days 6 hours Depleted 100 1 week 8 hours Mana levels are kind like huge local area endurance reserves called Areal Reserves. One point in a areal reserves represents the amount of mana hundreds of mages might have in their personal mana reserves. The areal reserve is classified into four levels based on the amount of endurance in the reserve; high, normal, low, and depleted. As the areal reserve drops in level the amount of endurance it can replenish in a personal reserve also drops. In a high mana level a areal reserve can replenish up to eight points of endurance every forty minuets, in a normal mana level the rate is every two hours, for a low it is every six hours and only every eight hours in a depleted area. Natural spell casting or ability use normally does not affect the areal reserve. Some very powerful magic use might cause some deplete but even this usually leaves no lasting effects. Unfortunately Magiteck's use of mana is harmful and readily depletes the areal reserve. areal reserves have a relationship with one another. As the reserve for an area depletes the reserve loss spreads out from the center in a radial pattern. The first surrounding areas share in half of the loss with the following areas sharing one fourth and one eighth the loss. One can see this can added up when there is overlapping areas being depleted and this is what happens in big cities leaving a large low or depleted area. The zenith of high mana level is 400, this is maxium amount of mana a areal reserve can have. When the mana level approaches the apex spontaneous enchantments can occur. These enchantments are almost always beneficial and aspected to the life in the area. Spontaneous enchantments can be areal enchantments such as an enchanted glen of a forest that heals those that rest there or it can be an objects such as wild mana gems. The areal recovery for a high mana level is one point every fourteen hours. A high mana level can restore a mage every forty minuets. Below 300 is a normal mana level. A normal mana level has a areal recovery of one every forty two hours and can restore a mage every 2 hours. Below 200 is a low mana level. A low mana level has a areal recovery of one every 3.5 days and can restore a mage every 6 hours. Below 100 is a depleted mana level. A depleted mana level has a areal recovery of one every week. A depleted mana level can only restore a mage every 8 hours! Zero is the nadir of a depleted mana area. When a depleted area get this low spells can still be cast and mages are still restored every 8 hours, however if the area stay at the nadir continuously for an extended period of time (usually a few years) then funny things start to happen to the fabric of space and time. The GM should feel free to use his imagination. Examples include such things as; teleporting storms, parts of buildings or objects fading out of existence, objects merging, distances taking longer to transverse then they should, time flowing much faster of slower then normal, wakening of dimensional barriers allowing awaiting entities to enter.why so much space over the table I do not knowso what do you think?
  14. I want there to be some chance of failure and i want it to be risky for Attune Mana Gem. I use EGO because to me the mage is using will to pull in te mana and shape a spell.
  15. Re: Managen Enchant Thoughts Obviously I have some things I need add to clarify hehe but that’s why I’m posting my ideas here. I do plan on only having 4 mana levels; high, normal, low and, depleted. The mana pool thou is what I’m calling the caster’s Endurance Reserve. Enchant & Attune Qs: 1.) Yes the gem I think would be about 2 body but I was really going buy how much points where being installed in the gem. Its ((points installed – limts) /5)). 2.) Well I need a foot note that will say the way the talent works is permanent. 3.) I look at it as “Transform gem into dustâ€. The limt might be too high for some gems but for other it sound about right so in the sprit of thing that what I settled on. 4.) You need normal or high mana area, there just isn’t enough mana other wise. Endow Spirit Q: 1.) yes I need put in there that they must spend the xp for the spell Also the way I see it talents are kind in-between as FREd points out skill and powers. They appear to work different form both in the book, so I’m gone make mine work different in the fact that the transform is permanent and if after they spend the required time and they make the EGO roll then the transform happens automatically.
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