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Zoth

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  1. Problem is that so many fantasy world archetypes are coved by this book that if your fantasy world does not resemble at lest one thing in this book then it’s a science-fiction Z.O.T.H “OUTPUT DISPLAYEDâ€
  2. Since the GM gets to decide how the physics works on other Dimensions, I would say in the land outside of time you are de-solid to the world and can only use extra dimensional powers to return to the time-stream or for observation purposes Z.O.T.H “PARADOX SOLVEDâ€
  3. I have decided did to publish my campaign world Telsendalay and it’s Managen Magic System It gone be hosted at angelfire but I will look into paying of some add-less webhosting. Thing are gone be real primitive at first mostly plan text but as things develop would and I have did time I will revamp it. Telsendalay Z.O.T.H "MEMORY POINTER PROVIDED "
  4. Re: Managen Spell Guidelines Review I was just showing that in a magic system that has gems based on mulitpowers that a character finds rather then pay CP for then the gems could be compared as far as versatility is concerned to a system that uses a VPP. As far a skills go a Power Skill is a (CHAR/5) + 9 (3/2). 3 CP to buy the skill at (INT/5) +9 and 2 CP every point the skill increases over the starting value. So the higher your INT the better your starting skill. The RSR (Usually Power Skill) limit normally has a -1 per 10 AP penalty. In my managen system I'm just naming the power skill "Channeling (Color Type) Manage" and making them buy a power skill for each type of managen. So if you have a spell that has a 60 AP then you normally get a -6 penalty, this is usually the penalty most magic system I have seen use but you could use a lower/higher penalty if you wanted to. Z.O.T.H “OUTPUT DISPLAYEDâ€
  5. Managen and the Math Ok after looking at the math here is what I came up with. As far as the spells go they have so many heavy limits that the most the character would have to pay if he had pay for them would be 1-2 CP. So the spells are not the big issues they cost so little that there are limits that don’t even help lower the cost. What the character really gets is a 30-70 point mulitpower with the versatility of a variable power pool with the “can only change in given circumstanceâ€. Now if, if the GM would actually let you buy a VPP that had 70 point waving the max of 50 rule then the character would have to pay 70 points for this. Pool cost=70, Control cost=30, limit (-1/2), total=70 CP Now I know a VPP with that many AP would really be worth a few more point then the math shows but even so it kind of gives an idea what’s going on. Now with a RSR -1 per 10 AP the character would have to pay 13-15 CP to work off the -6 to -7 penalty that he would have on a 60-70 AP spell. Now to get a reliable 14 skill the cost would be as follows: on INT the character would have to pay 19/21 CP at INT 10, 17/19 CP at INT 15, and 15/17 CP at INT 18. Now with 9 skill to master every managen the character would have spend 153-171 CP So I was thinking I might should drop the Increased END and maybe even lower the RSR penalty. Z.O.T.H “PERFORMING ANALYSISâ€
  6. RE: Managen, and End Reserve Q? When the base cost is only 1 or 2 Increased END x2 makes the end cost only 2-4 but when the base cost is 6-7 this makes the end cost 12-14. I just though that having a Increased END x3 with a base cost of 6 making the spells end cost 18 was too much, but then I guess as a part of this is I need to look at how much their Endurance Reserve should be. If I do this then I guess I need also look at mana levels and what recovery rate I should use of each mana level. I plan on their being 4 mana levels; High, Normal, Low, Very Low. Each level the recovery rate will get lower. Z.O.T.H “QUESTION (Y/N)â€
  7. The World of Synibarr I remember in the old campaign one of the guys that came on and off loved this game and wanted us all to play it with him and felt hurt that none was interested. Then again that was the guy that had keep bugging the GM to let him watch his wedding-night video Z.O.T.H "MEMORY QUERY COMPLETE"
  8. Dragonlance. Dragonlance! I HAVE to like the Dragonlance setting. See when I was a kid on one of our family summer trips I read Dragonlance -- The Legend of Huma. In the very back of the book was an add about playing the book or let you adventures continue or something like that. The add was for the D&D basic box set. I remembered getting something like that for a gif from my cousin but at the time my mom though I was too young and put it up. When we got home I dug it out and it was the 2nd box-set the blue one so later that week I went and got the 1st box-set the red one and it all started from that book. Z.O.T.H "MEMORY QUERY COMPLETE"
  9. Maybe this is what you are looking for The Great Net Book of Hero System Disadvantages http://sarothai.i8.com/Hero_disads.html Z.O.T.H "OUTPUT DISPLAYED"
  10. Managen Spell Guidelines Review Here is what I was thinking for guidelines for spells Spell Guidelines Glowing Gems Active Cost around 20 or less Increased END x3 Skill Requirements 9-10 Glittering Gems Active Cost around 40 or less Increased END x 2-3 Skill Requirements 12-13 Sparkling Gems Active Cost around 50 and over Increased END x 2 Skill Requirements 14-16 So what do you think? Are the required skill levels too high or low? Should I make the End cost more? Remember all the caster is gone pay is the cp for the skill levels and buy a mana pool END Reserve. When he finds a managen gem that has a spell he wants he just makes the skill roll and pays the END cost.
  11. Alter managen idea Ok first off on my managen system the only thing the player pays for is skill(s) and Endurance Reserve. Each Color of managen will have the limit RSR-Channeling (Color Type)Managen -1 per 5 AP (-1), also each spell will have a skill level Requirement. All spell will have high end costs. If the mage loses the gem he does not lose any character points but he will have to find a new gem with the spells he wants to cast. I thinking I will have a magic ability called alter managen that would allow the mage to alter the characteristics of the managen and endow the managen with the desired spell. Of course this will not be an easy feat to do but it would let the player have some recourse if he lost his favorite gem. I might make it where it will be easier to endow a managen with a spell you have successfully cast before. You might have got some of my managen post mixed up with my replies to Materi or shaping stones. If so I’m sorry I should have been using titles more I will go back and edit my post to include titles to clear up confusion.
  12. Mnagen Combined Spell EXP. And Materia ideas hehe neither did I I just came up with the idea and though wow that sounds cooler! Yeah the purple managen will have the combined spell. Basically the combined spell will be a purple managen spell requiring purple managen channeling skill; however unlike the other spells it will also require two OIF (they only have to be on the mages person) “color managen with required spells†Yes but managen that has these spell will be rare and I hope requiring two OIF will help as well. Also I plan on every managen requiring a certain amount of channeling skill, and combine spells will not only require a certain amount of purple channeling but have prerequisite form the spell the combined spell came form. Exp. Sparkling Purple Managen 40-60+ Point Multipower (flexible slots) Focus (OAF) Expendability Very Difficalt (-1&1/2) Possible Spells (includes glowing & glittering spells) True illusion (Combined Spell) Image-sight, touch and, hearing group (30), Increased Size (8" radius) (+3/4), -1 to PER (3), Increased END x2 (-1/2), Focus OIF: Sparkling Silver Managen with Greater Phantasm spell – Expendability Very Difficalt (-1) Focus OIF: Glittering Blue Managen with Ventriloquism spell- Expendability Difficalt (-3/4) Skill Requirements: Purple: 14, Silver: 14, Blue: 12 Active Cost: (58), Real Cost: (6), END: (12) The ones that have combined spell will be Well I kind like the loyalty idea. Hmm let’s see I think it could be done this way… Each gem would have the limit “Independent and focus OAF at will†now this would be a 0 point limit or at lest nothing more then -1/4. The player could then align a gem with himself turning off the Independent and focus. I would allow a character only to be able to align so many gem say 2/Int or something. Just because the gem has Independent doesn’t mean that it is easy or hard to find, that is a function of the focus. Independent means you could lose it for good but also that the enemy could get your gem and use it against you. I’m gone have something like this in my system where the mage could cast Endow Spirit spell that would be found on rare purple managen and consume the purple managen in the casting of the spell. Then the player would buy the spell on its own without the focus limits.
  13. Managen-On wards and forward. I have been thinking about how I would handle combining spell form two different Influences (managen). Exp. True illusion would be an illusion that effects sight, touch and hearing groups. That is at less two influences: Silver Managen (Light and Drakness) and Blue Managen (Air, Gass, Sky, Wind, Weather). Turn illusion spell would be a combining of the Silver Managen spell Phantasm with the Blue Managen spell Ventriloquism. At first I though I would have a ability or spell called Combined Managen but then I got to thinking why not let this be a special function of Purple Managen? Purple Managen would channel the effects of two or more spells form different managen into a combined spell. If you haven’t guessed yet Purple Managen (Ether, Mana and The Metaphysical, Pure Magical Effect) is kind of the trunk of my magic system. If the spell can’t be classified with any of the other 8 managen then it gos under Purple Managen. Purple Managen would not have very many of It’s own spells (mostly enchantments). The combined spells would be found in purple managen and use the purple managen channeling skill but each spell would require two or more extra Focus ( managen that contained prerequisite spells). Also might require background knowledge of channeling the managen the prerequisite spells come form. Now this means that the combined spell would have heavier requirements and more limts then normal spells but most of the time combined spell are gone be kill app spells like true illusion.
  14. materia I think the problem is materia never was an OAF or OIF it was just a focus. As I remember it In the FF7 game you never lost the materia (you might could sell it thou). Maybe materia should have loyalties to thou that unlock them, if the materia gets lost or stolen it will just later return and appear floating around the caster. The caster of course could willing give it to a willing participant. The materia then would be an Independent Multipower. As the character unlocks spell he pays for the slots and spell cost. This would then give a FF7 feel. The disadvantage is the character doesn’t pay for the multipower and there will be some in-party trading of unlocked materia. Thanks I would not have got this far without others bouncing ideas around
  15. Materia ideas I don’t like how this sounds. It sounds like the character dumps xp into the gem then it gets lost/stolen and you end up with one unhappy player. Maybe I just read it wrong but if not I would make it where the character learns how to unlock the spell form any Materia of that type. Then if the gem gets lost the character just has to find another materia of that type spend sometime and make some skill rolls and he is back in biz. Of course each Materia might have its own spells it teaches the character how to unlock.
  16. Silver Managen Ok here is a fully work out example of Silver Managen Silver Managen Influence: Light and Drakness Gem Seed: Moonstone or Pearl Must use caster's Mana Pool Endurance Reserve Spells Visible Effects-sparkling multicolored lighted effects surrounds the managen and follows the casters gestures Glowing Gems Gem Requirements: 100gp value gem 15-30 Point Multipower (flexible slots) () Focus (OAF) (-1) Independent (-2) Concentration ½ DCV (-1/4) Gestures–both hands (-1/2) RSR-Channeling Silver Managen -1 per 10 AP (-1/2) Possible Spells M Glow Image: Sight Group,1" radius (10), UOO (+1/4), Only valid recipient is the spells focus (-3/4), Increased END x3 (-1), Only to create light (-1), Active Cost: (12), Real Cost: (2), END: (3) When the caster begins this spell his managen starts to glow softly then gradually increases till the spell is complete and the managen glows bright enough to illuminate the area surrounding the caster. M Mask Item Image: Sight and Touch Group , 1" radius (20),UOO (+1/4),Increased END x3 (-1), Recipient must be an item the caster holds (-1/2) Active Cost: (12), Real Cost: (2), END: (3) This spell will make an illusion around an object the caster holds appear to be some other object the caster chooses. Example of this include making coins appear to be other more or less valuable coins, Gems to appear as other gems, Managen to look like normal gems, est. Glittering Gems Gem Requirements: 300gp value gem 30-50 Point Multipower (flexible slots) () Focus (OAF)-Expendability Difficalt (-1&1/4) Independent (-2) Concentration ½ DCV (-1/4) Gestures–both hands (-1/2) RSR-Channeling Silver Managen -1 per 5 AP (-1) Possible Spells (includes glowing spells) M Phantasm Image: Sight (10), Increased Size (8" radius) (+3/4), Increased END x3 (-1) Active Cost: (17), Real Cost: (3), END: (6) This spell creates a visual only illusion of the caster's desire. Any one who attempts to touch the illusion will immediately realize it is an illusion. M Light Image: Sight (10), Increased Size (8" radius) (+3/4), UOO (+1/4), Only valid recipient is the spells focus (-3/4), Increased END x3 (-1) Active Cost: (20), Real Cost: (3), END: (6) When the caster begins this spell his managen starts to glow softly then gradually increases till the spell is complete and the managen glows bright enough to illuminate the area surrounding a 8" radius form the gem. Sparkling Gems Gem Requirements: 800gp value gem 50-60+ Point Multipower (flexible slots) () Focus (OAF)-Expendability Very Difficalt (-1&1/2) Independent (-2) Concentration ½ DCV (-1/4) Gestures–both hands (-1/2) RSR-Channeling Silver Managen -1 per 5 AP (-1) Possible Spells (includes glowing & glittering spells) M Field of Darkness Darkness: Sight Group (10), Increased Size (5" radius) (40), Increased END x2 (-1/2) Active Cost: (50), Real Cost: (7), END: (10) This spell makes a field of darkness in the area the caster wish with in the spells range. M Shed the Light Invisibility: Sight Group (20), No Fringe (10), Focus (OIF)-Hiding Managen (+1/2), Only when not attacking (-1/2), Increased END x2 (-1/2) Active Cost: (45), Real Cost: (6), END: (10) This spell makes the caster invisible to light as long as he doesn’t attack anyone.
  17. Managen Answers That is a lot of skills but the mage doesn’t pay points for the stones they find so I think it evens out Yes I envision there will be specialization. Each gem will have random spells based on their grade and type of managen. The more powerful the spell the higher the grade of managen it will be found in. Exp. A mage might have two crimson managen. One a low grade managen that has lets say (to borrow D$D spell names) flame strike. The other gem a moderate grade managen might have fireball. Correct. I'm way ahead of you on this I just need to classify the types of managen frist I agreed with Mavnn I wouldn’t get discouraged. Sure there are a few kinks to work out (my system too) but I think you got a nice system with shaping stones. I could see using it in a campaign its just not the feel I had for Telsendalay Maybe some shaping stones could enhance the mages VPP or his abilities? Basically help power the spell.
  18. Re: did I somehow combine the two systems Hehe yeah you kind of did Ok if I follow C_Zeree shaping stone system right the mage just pays for the VPP slots and channeling skill. The powers thou are independent functions of shaping stones. My Managen system on the other hand the mage buys an Endurance Reserve that the mage must use to power the managen. Each type of managen has its own channeling skill exp. White managen needs white managen channeling. Gold managen needs Gold managen channeling, est. The big problem with both systems is the mage doesn’t spend points for the stones. Managen system counteracts this somewhat because each gem takes a different skill so a true mage is gone need 9 skills. Also there is gone be heavy active point penalties on the skills. I might also require a perk to use managen
  19. Types of Managen After considerable time and thought I have made a list of the different types of Managen their Influence and what Gems they are made from. White Managen Influence: Lifeforce and Spirit Gem Seed: Moonstone or Topaz Gold Managen Influence: Mind and Thought, Emotions Gem Seed: Agate or Diamond Turquoise Managen Influence: Water, Liquids, Ice, Weather Gem Seed: Moonstone or Zircon Dark-Green Managen Influence: Earth, Soilds, Metals Gem Seed: Emerald Blue Managen Influence: Air, Gass, Sky, Wind, Weather Gem Seed: Zircon Crimson Managen Influence: Fire, Plasmas, Heat Gem Seed: Ruby Purple Managen Influence: Ether, Mana and The Metaphysical, Pure Magical Effect Gem Seed: Amethyst Silver Managen Influence: Light and Drakness Gem Seed: Moonstone or Onyx Indigo Managen Influence: Dimension, Space and Time Gem Seed: Sapphire Spells Catalysts Influencing Forces: Creation, Forces, Entropy Seed: Specific gestures while casting. So what do you think? Thoughts and opinions?
  20. Re: Attuning That's a good idea I like the word Attuning
  21. Re: another question In my system I’m gone use an endurance reserve the caster will have to buy and use to fuel the gems. The recovery will be based on the mana level in that area. I just think that it would be too much to track if each gem had it's own Independent endurance reserve. I might thou have a few special ones that will have an end reserve the caster could also use but they are gone to be rare. Exp. (This if of course a rough example) Mana Pool 30 Point Endurance Reserve Amount recovered based on mana level High 1 per 1 hour Normal 1 per 2 hours Low 1 per 5 hours Very Low 1 per 10 hours
  22. Managen Gems Explained My system of Managen will be like this. The spells the managen has and power of the managen will not change thou each managen the mage finds might have different spells and powers. I’m thinking I will have 9 types of managen which will work kind like schools of magic. (Life and Spirit, Mind, Liquid, Solid, Gas, Plasma (fire), Ether (mana), Light and Dark and Dimesion.) To make one of the types of managen the enchanter will need a corresponding gem. There will be 3 grades of managen. Lesser Grade, Moderate Grade, Exceptional Grade. Grades are the size and unique characteristics (flaws & shape) of the gem used to make the managen. The grades will determine the points the managen’s power pool has and what spells it might have. Yeah I might make it where managen could be installed in a weapon or such and give it certain powers based on the type of managen.
  23. At first I think I will use the standards out of the book and a generic world, maybe one form a book that isn’t set up for any one system, like Raymond E. Feist’s Midkemia. Later if I can get others interested, my own world that I’m developing Telsendalay.
  24. shaping stones ideas and exp of managen mana pool I’m in the same boat as you. May be with the shaping stone system there could be some Side Effects for falling channel skill roll? Of course that could bring up some whole new problems. If they Side Effects are too extreme then the caster would be reluctant to cast spells. I was thinking of requiring them to buy a certain amount of pool. May be both system should have a perk required to be able to use them? This might help balance as well. What I was thinking is they would buy the REC for high mana area and I would reduce it for each mana level under high. Then in my rule write up I just make a chart showing what the REC would be for a give area. Exp. (This if of course a rough example) Mana Pool 30 Point Endurance Reserve Slow Recovery (1 per 1 hour) Amount recovered based on mana level mana level REC High 1 per 1 hour Normal 1 per 2 hours Low 1 per 5 hours Very Low 1 per 10 hours Maybe not even including Slow Recovery just combined it with the Amount recovered based on mana level into one overall limit.
  25. shaping stones question and managen question So far form what I have read form the Channeling system it looks good so far. Let me see if I get this right. Most gems used in casting is just a spx of channeling vpp. The mage might find some more powerful spell in the form of shaping stones which kind of work like magic items. Spell seed on the other hand are used to power (other magic items?) ------------------------------------------------ So in the managen system do you think by imposing a different skill per each type of managen and placing a high active point penalty to the skill would balance the fact that managen are basically just magic items that only mages use? I mean in this system they wouldn’t pay any character points for the managen. Also the mage has to buy a mana pool so that keeps just anyone form picking up a managen and using it. Also under this system what would I use for a recovery rate? (Mind that this would be for high mana level and every drop in level it would be lowered and high levels are rare) How big should I allow the endurance reserve?
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