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Arzash

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  1. Re: Iron Kingdoms FH Conversion Ahh, found my document for professions. It was for a generic fantasy campaign that just had slightly modifed versions of the professions from the Fantasy Hero book and modifications of a number of the professions Killer Shrike had on his site, not IK specific. It was geared more towards the Kingdoms of Kalamar setting from Kenzer and Co. I actually used more professions from Killer Shrike's site (with minor mods) than from the Fantasy Hero book. They are very well designed and characterfull. I think, for the most part, the Professions are a bit less important than developing the Magick's and Special abilities that members of those professions should have access to. Looks like I never got around to working out stats for the various guns either. Most of this was largely developed as the need arose and the campaign fell apart quickly do to RL conflicts amongst the group. I really should try to revive the campaign some time. Arzash
  2. Re: Iron Kingdoms FH Conversion My original thinking for building IK characters was for characters to be 75 base with 50 disads and no limit on any category to allow for multiple psych lims. However, now looking back on it I think a base of 50 with 75 disad points might better represent the larger than life characters along with their larger than life personalities. Again removing the limition of no more than 25 points from a single category. Also, considering that the world is so humano centric I think that all non-humans should probably have distinctive feature (race) of 10 or 15 and a social limitation of 10 or 15 as well to reflect that. And many of the humans should have a 5pt distinctive feature and a 5 - 10 social lim to represent the prejudices of the various nations towards each other. And Menites in general may need a psych lim to represent their extreme xenophobia. Arzash
  3. Re: Iron Kingdoms FH Conversion Goblin, Bogrin 9pts +3 Dex -2pts -2 Int -4pts -2 Ego -2pts -2 Pre -2pts -1” Running 5pts Goblin Fangs: HKA 1pip 5pts Goblin Eyes: Nightvision 3pts Goblin Senses: +1 Per with all senses 5pts Small & Hard to Hit: +1 DC 1pt Small & Easily Hidden: +1 to Concealment; Self Only (-12) 2pts Small & Hard to Perceive: +1 to Stealth 3pts Camouflage: +1 to +4 Concealment; Self Only (-1/2), Value Based on how naked the Bogrin is (-1) 4pts Inured to Temperature Extremes: Safe Environment: Extreme Cold and Safe Environment: Extreme Heat 3pts Concealment 2pts +2 with PS: Alchemist 4pts +2 with Climb Free Molgur (Native) 2pts Cygnaran (Basic Conversation) 38pts Total Cost Disadvantage: 10pts Nobody Trusts Bogrin: -2 to Interaction Rolls with non-Bogrin Elf, Iosan 6pts +2 Dex 2pts +2 Int -4pts -2 Con 5pts Elven Eyes: Ultraviolet Perception 2pts Elven Eyes: +1 Sight Group PER 3pts Elven Sleep: Lightsleep 1pt Elven Longevity: Life Support (Longevity; Life span of 200 years) Free Shyr (Native) 1pt Literacy (Shyr) 3pts Cygnaran (Fluent Conversation) 4pts +2 with Divination Spells 3pts Mental Defense: 3 + (Ego/5) 5pts +2 DCV/DECV only vs. Divination and Enchantments (-2) 31pts Total Cost Suggested Disadvantage: 25pts Xenophobic (fear of outsiders) (V. Com, Tot) – The degree may be reduced. Elf, Nyss 6pts +2 Dex 2pts +2 Int -4pts -2 Ego 3pts Elven Sleep: Lightsleep 1pt Elven Longevity: Life Support (Longevity; Life span of 200 years) Free Aeric (Native) 1pt WF: Nyss Claymore 1pt WF: Longbow 4pts Inured to Cold: Armor: +2 PD/+6 ED Only vs. Ice/Cold (-2) 2pts Inured to Cold: Safe Environment: Extreme Cold 3pts Mental Defense: 3 + (Ego/5) 19pts Total Cost Suggested Disadvantage: 10pts Vulnerable (x1.5 Stun from Fire/Heat) 10pts Socially Isolated (-2 on all Interaction skill rolls) Ogrun 4pts +4 Str -2pts -2 Int -4pts -2 Ego 4pts +2 Bod 2pts +2 Pre 2pts Damage Resistance: 2PD/2ED 6pts +2 With Any Professional Skill Related with Metal Working 4pts +2 With Interrogation 3pts Interrogation 1pt WF: Pole arms or Ogrun War Cleaver Free Molgur (Native) 2pts Cygnaran or Rhulic (Basic Conversation) Large Size Template: These stats do not count towards Char Maxima 7pts Great Strength: +10 Str (Doesn’t Effect Figured Stats -1/2) 3pts Great Mass: +2 Bod (Doesn’t Effect Figured Stats -1/2) 2pts Great Mass: +2 Stun 4pts Heavy: -2 KB Resistance 3pts Impressive: +3 Pre 6pts Long Legs: +3” Running 4pts Reach: Stretching 1”, Reduced End (0End, +1/2), Always Direct (-1/4), No Velocity Damage (-1/4), No Noncombat Stretching (-1/4) 51pts Total Cost Disadvantage: 15pts Large Size Template: x4 Weight, x1.5 Height, -1 DCV, +2 to all Per rolls for people trying to see the character 20pts Psych. Lim: Oath Bound (Com, Total) 15pts Psych. Lim: Code of the Bushi (or Equivalent) (Com, Strong) Note: Proper Sized Equipment Costs Double. Large Weapons have +5 added to the Str Min and +1DC added to the Base Damage Trollkin 4pts +4 Str 8pts +4 Con -6pts -2 Dex -1pt -2 Com -2pts -2 Pre 4pts +2 Rec 1pts Feasting: Healing 1d6 Bod, Self Only (-1/2), Gestures/Feasting (-1/4), Extra Time 1hr (-3), Once A Day (-2), OAF, Bulky-Feast (-1 ½) (Equivalent to 3 normal Meals) 4pts Poison Resistance: Power Resistance 4 vs. Poisons 3pts Minor Regeneration: Regeneration 1Bod, Reduced End (0 End +1/2), Extra Time (1/week -4 ½), Self Only (-1/2) 5pts Troll Eyes: Night Vision Free Molgur (Native) 2pts Cygnaran (Basic Conversation) 22pts Total Cost Albino Trollkin As Above but with these Changes -4pts -4 Str 4pts +2 Ego 2pts +2 Pre
  4. Re: Iron Kingdoms FH Conversion Thurian 2pts +2 Int -4pts -2 Ego 3pts Persuasion 4pts +2 with Seduction 2pts +2 with Kn: Arcane/Occult Lore Free Cygnaran (Native) 1pt Literacy (Cygnaran) 2pts Ordic (Basic Conversation) 10pts Total Cost Tordoran 5pts +1 ECV 3pts +1 to EGO rolls 3pts Breakfall 2pts +2 with Profession (Sailor) Free Ordic (Native) 1pt Literacy (Ordic) 2pts Cygnaran (Basic Conversation) 16pts Total Cost Suggested Disadvantage: 15pts Aristocratic view/attitude (Com, Strong) Caspian/Sulese 4pts +2 Ego 2pts +2 Pre 1pt +2 Com -6pts -2 Dex 3pts +2 with EGO rolls, only for sense motive type rolls (-1/2) 2pts +2 with Kn: Religion 4pts +2 with Seduction Free Cygnaran (Native) 10pts Total Cost Idrian 6pts +2 Dex -2pts -2 Int 3pts Riding 4pts +2 with Break Fall 4pts +2 with Stealth Free Idrian (Native) 1pt Literacy (Idrian) 2pts Cygnaran (Sulese accent) (Basic Conversation) 18pts Total Cost Suggested Disadvantage: 15pts Patriotic (Com, Strong) Scharde 4pts +2 Con -2pts -2 Pre -1+pts -2 (or more) Com 3pts Interrogation 4pts +2 with Persuasion 2pts +2 with Proffesion: Sailor 3pts Environmental Movement: Aquatic Movement (No penalties while in water) Free Cygnaran (Native) 2pts Molgur (Basic Conversation) 15pts Total Cost Suggested Disadvantage: Varies Distinctive feature (blight manifestation of some sort) 10pts Socially Isolated (-2 on all Interaction skill rolls) Non-Human Races: Dwarf 2pts +2 Str 6pts +3 Con 4pts +2 Bod 2pts +2 PD 2pts +2 ED 3pts +6 End 5pts Dwarven Eyes: Nightvision 4pts +1 OCV only vs goblins and trolls (-1) 5pts +2 DCV only vs Large+ Trolls (Trolls with the large+ disadvantage) (-1) 4pts +2 with Trading 4pts +2 with Professional Skills dealing with crafting in stone or metal -2pts -1” Running 1pt WF: Axes/Maces/Hammers/Picks 4pts -2”Knockback resistance Free Rhulic (Native) 1pt Literacy (Rhulic) 2pts Cygnaran (Basic Conversation) 47pts Total Cost Optional Abilities: (not all dwarves have these) 2pts. Ea Typical Cultural Skills: PS: Blacksmith, Engraving, Gemcutter, Jewelrymaking, Masonry, Mining, Woordcarving 4pts Underground Folk: Bump of Direction, Only Underground (-1), and Detect Depth and Passage Slope While Underground (Int Roll) 5pts Knowledge of Stone: KS: Stonework 11- and +3 to Concealment; Only to Detect Hidden/Concealed/Cunning Stonework (-1) 5pts Suggested Disadvantage: 20pts Psych. Lim: Oath Bound (Com, Total) 10pts Psych. Lim: Stern, Dour, and Temperamental (Com, Mod) 10pts Psych. Lim: Greedy (Com, Mod) 15pts Psych Lim: Hatred of Goblins and Trolls (Com, Strong) Goblin, Gobber -2pts -2 Str 9pts +3 Dex -4pts -2 Ego -2pts -2 Pre -2pts -1” Running 5pts Goblin Fangs: HKA 1pip 5pts Goblin Eyes: Nightvision 3pts Goblin Senses: +1 Per with all senses 5pts Small & Hard to Hit: +1 DC 1pt Small & Easily Hidden: +1 to Concealment; Self Only (-12) 2pts Small & Hard to Perceive: +1 to Stealth 2pts +2 with PS: Alchemist 3pts Stealth Free Molgur (Native) 2pts Cygnaran (Basic Conversation) 27pts Total Cost Disadvantage: 5pts Small (Size of a 10-12yr old)
  5. Re: Iron Kingdoms FH Conversion Fantasy Hero Stats for The Races of the Iron KingdomsStats represent a typical member of the race. No Language Tree and Literacy must be purchased. (Note: Normal Character Maxima – Normally racial abilities do not adjust NCM. Probably no game breaking to just by races as powers and disads so that they do. Discuss with group during char gen for opinions.) Humans: Khard Cost Ability 2pts +2 Str -2 pts -2 Int 3pts Riding 3pts +5 Pre (only useable for intimidation -1/2) 4pts +2 with all Animal Handler rolls Free Khadoran (Native) 2pts Cygnaran (basic conversation) 12pts Total Cost Suggested Disadvantage: 15 Patriotic (Com, Strong) Kossite 4pts +2 Con -2 pts -2 Int -2pts -2 Pre 2pts Survival (Forest) 4pts +2 with Climbing rolls 4pts +2 with Professional skills related to wood crafting (carpenter, bower, shipwright, etc.) Free Khadoran (Native) 2pts Cygnaran (basic conversation) 12pts Total Cost Suggested Disadvantage: Varies Reputation (Loners, unfriendly, indifferent, or aggressive) Ryn 2pts +2 Pre 1pt +2 Com -4pts -2 Ego 3pts Seduction 4pts +2 with Persuasion (Bluff) rolls 3pts +2 with EGO rolls, only for sense motive type rolls (-1/2) Free Llaelese (native) 1pt Literacy (Llaelese) 2pts Cygnaran (basic conversation) 12pts Total cost Suggested Disadvantage: 15pts Aristocratic view/attitude (Com, Strong) Skirov 4pts +2 Con -2pts -2 Int 2pts Kn: Theology 6pts +2 with PER rolls 4pts +2 with all Survival rolls Free Khadoran (Native) 2pts Cygnaran (Basic Conversation) 16pts Total Suggested Disadvantage: 15pts Patriotic (Com, Strong) 15pts True Faith (like patriotic but to a church instead of a nation) (Com, Strong) Umbrian 2pts +2 Str -4 pts -2 Pre -1 pt -2 Com 2pts Kn: History 4pts +2 with Riding 4pts +2 with visual PER rolls Free Khadoran (Native) 2pts Cygnaran (Basic Conversation) 2pts Llaelese (Basic Conversation) 11pts Total Cost Suggested Disadvantage: 10 pts Psych. Lim: Patriot (old Umbrea) (Com, Mod) 10 pts Psych. Lim: Prideful (Com, Mod) 5pts Enraged when lineage slighted 8-/14- Midlunder 3pts +1 to Con rolls 2pts Kn: History 2pts +2 with PS: Blacksmith 4pts +2 with Conversation Free Cygnaran (Native) 1pt Literacy (Cygnaran) 12pts Total Cost Suggested Disadvantage: 10pts Stubborn (Com, Mod) Morridane 6pts +2 Dex -4pts -2 Pre -1pt -2 Com 2pts Survival (Choose: swamp or forest) 4pts +2 with Climbing 3pts +2 with Concealment (self only) Free Cygnaran (Native) 1pt Literacy (Cygnaran) 2pts Khadoran (basic conversation) 13pts Total Cost Suggested Disadvantage: 25pts Xenophobic (fear of outsiders) (V. Com, Tot) – The degree may be reduced.
  6. Re: Iron Kingdoms FH Conversion Thanks Killer Shrike, I love your site, got it book marked and reference it tons whenever I get my group playing Fantasy Hero. I really think the Vancian system you have would be great for the Wizards to use and have been thinking about maybe modifying the section you have on Runic Magicks for use with the Arcane Mechanics. With digging up all these old notes I think I am gonna have to sit down with them this weekend and flesh some more stuff out. Maybe take a look at warcasters and what sort of magick system to use for em. I do love tinkering with Hero as you can do so much with it Arzash
  7. Re: Iron Kingdoms FH Conversion I was thinking of using a different power framework for each type of magick to emphasize that the magicks are very different from each other. I need to go through that magick section and refine it more. When I have a bit of time I will post what I have done with the races. Those were by far the easiest to do. Also, keep an eye out for Susano's posts, he occasionally puts up conversions of critters from the Monster Nomicon and Monster Nomicon 2. Another good reference is a gentleman did allot of work converting lvl 1 -3 D&D 3.0 spells for mages and clerics, alas I do not remember the name altho it may have been Thai Hameldes(sp?). Arzash
  8. Re: Iron Kingdoms FH Conversion War Domain Granted Power: as phb Bless Status Prayer Haste Flame Strike Bull’s Strength, Mass Divine Word (blasphemy, dictum, holy word, word of chaos) Cure Critical Wounds, Mass Heal, Mass Strength Domain Granted Ability: as phb Enlarge Person Bull’s Strength Ray of Exhaustion Divine Power Graniteskin (Iron Kingdom’s spell pg 363) Armor or damage reduction or damage resistance Bull’s Strength, Mass Earth Wave (Iron Kingdom’s Spell pg 362) may change this spell name Effect: AoE damage plus extra knockback Target/Area: 40’ burst centered on caster. Time to Activate: Duration: Range: Faith Roll Penalty: END Cost: Description: As the caster brings the butt-end of his staff, or fist, smashing down on the ground, the earth begins to buckle and heave, sending forceful waves of earth rolling forth from the caster. The caster is immune to the effects of this spell, but all other creatures within the area are hurled away from the caster by the waves of earth. Creatures that fail a reflex save are hurled to the ground and suffer 4d6 pts of damage. Creatures that succeed at the save are pushed backwards by the waves of earth as if being bull rushed by a Huge creature. Game Information: Iron Body Crushing Hand Law Domain Graned Power: as phb Spells as phb except replace 2nd lvl spell Calm Emotions with Zone of Truth, 6th lvl Hold Monster with Forbiddance and 9th lvl spell sum. Mon XI with Temporal Stasis Knowledge Domain Granted Power: as phb Comprehend Languages Identify Speak with Dead Toungues True Seeing Legend Lore Scrying, Greater Vision Moment of Prescience ?Does Menoth grant summon spells? If so Summon Gorax, Summon Razorbats, etc. Effect: Target/Area: Time to Activate: Duration: Range: Faith Roll Penalty: END Cost: Description: Game Information:
  9. Re: Iron Kingdoms FH Conversion Weight of Menoth Effect: -2 Negative Overall Skill Levels Target/Area: 1 Character Time to Activate: ½ Phase (Attack Action) Duration: Constant Range: 100” Faith Roll Penalty: -3 END Cost: 3 Description: The Faithful calls on Menoth to hinder and interfere with the actions of his enemy. The enemy becomes clumsy, inaccurate, foolish, or the like. In game terms, when this is cast the character chooses what the levels apply to (OCV, DCV, Damage, or skills), the levels can be split between things but to effect the damage both have to be applied to it. The levels can’t be changed unless the spell is recast. Game Information: -2 Negative Overall Skill Levels, Ranged (+1/2) (30 Active Points); OAF (holy symbol; -1), Cannot change allocation of levels (-1/4), Gestures (-1/4), Incantations (-1/4), Only when serving Menoth’s purposes (-1/2), Requires a Faith Roll (-1/2), Spell (-1/2). Total Cost: 7pts Sacred Flames of Menoth Effect: 1d6+1 RKA vs. ED, Penetrating Target/Area: 1 Character Time to Activate: ½ Phase (Attack Action) Duration: Instant Range: 150” Faith Roll Penalty: -3 END Cost: 3 Description: You act as a conduit for the divine fires of Menoth, and use that fire to blast and burn his enemies. Game Information: 1d6+1 RKA, Penetrating (+1/2) (30 Active Points); OAF (holy symbol; -1), Gestures (-1/4), Incantations (-1/4), Only when serving Menoth’s purposes (-1/2), Requires a Faith Roll (-1/2), Spell (-1/2). Total Cost: 7pts Tyranny Domain Granted Power: Spell Penetration on Enchantment spells Voice of Menoth Effect: Mind Control 12d6 Target/Area: 1 Character Time to Activate: ½ Phase (Attack Action) Duration: Instant Range: LOS Faith Roll Penalty: -6 END Cost: 6 Description: This spell infuses the Faithful’s voice with the Essence of Menoth, allowing him to issue a single command to one person, which that person must obey. The command must consist of no more than a single, simple sentence; thereafter the priest cannot change or reinforce the command unless he casts the spell again. Game Information: Mind Control 12d6 (60 Active Points); OAF (holy symbol; -1), Single Command Only (-1/4), Incantations (-1/4), Only when serving Menoth’s purposes (-1/2), Requires a Faith Roll (-1/2), Spell (-1/2). Total Cost: 15 Hold Person Effect: Target/Area: Time to Activate: Duration: Range: Faith Roll Penalty: END Cost: Description: Game Information: Crushing Despair Effect: Target/Area: Time to Activate: Duration: Range: Faith Roll Penalty: END Cost: Description: Game Information: Geas, Lesser and Greater Effect: Target/Area: Time to Activate: Duration: Range: Faith Roll Penalty: END Cost: Description: Game Information: Dominate Person Effect: Target/Area: Time to Activate: Duration: Range: Faith Roll Penalty: END Cost: Description: Game Information: Hold Person, Mass Effect: Target/Area: Time to Activate: Duration: Range: Faith Roll Penalty: END Cost: Description: Game Information: Demand Effect: Target/Area: Time to Activate: Duration: Range: Faith Roll Penalty: END Cost: Description: Game Information: Dominate Monster Effect: Target/Area: Time to Activate: Duration: Range: Faith Roll Penalty: END Cost: Description: Game Information:
  10. Re: Iron Kingdoms FH Conversion Sanctification Effect: Change Environment (sanctify area) Target/Area: 16” Radius Time to Activate: ½ Phase (Attack Action) Duration: Constant Range: No Range Faith Roll Penalty: -2 END Cost: 4 Description: By concentrating on the holy power and divine presence of Menoth, the character can create a field of sacred energy around himself (it moves with him as he moves). While this brings feelings of tranquility and security to all devout Menites, in battle it allows for the casting of spells that can only be cast in sacred areas, and triggers Susceptibility to holy places possessed by many infernals and undead. Game Information: Change Environment 16” Radius (sanctify area); Increased Endurance Cost (x2; -1/2), No Range (-1/2), Requires a Faith Roll (-1/2); Total Cost: 10pts Shield of Menoth Effect: +3 DCV Target/Area: Self Time to Activate: ½ Phase Duration: Constant Range: Self Faith Roll Penalty: -1 END Cost: 1 Description: The faithfull possesses a holy aura that protects him from the attacks of those that oppose his faith. Game Information: +3 DCV, Costs End (-1/2), Only when serving Menoth’s Purposes (- 1/2), Requires a Faith Roll (-1/2); Total Cost: 6pts Steadfastness Effect: Mental Defense (10pts plus EGO/5) Target/Area: Self Time to Activate: ½ Phase (Attack Action) Duration: Constant Range: Self Faith Roll Penalty: -1 END Cost: 1 Description: The Faithfull’s holy powers and strong, devout will protect him against Sorcery, the possession of powerful Infernals, the seductiveness of succubi, and similar dangers. Game Information: Mental Defense (10pts Plus EGO/5); Costs Endurance (-1/2), Requires a Faith Roll (-1/2); Total Cost: 5pts Reveal Souls Effect: Detect Souls, Range Target/Area: Time to Activate: Duration: Constant Range: Faith Roll Penalty: END Cost: 1+ Description: Game Information: Healing (Note: found an interesting thread about using transfer instead, probably a better option) Effect: 6d6 Simplified Healing Target/Area: 1 Character Time to Activate: 1 Turn (Attack Action) Duration: Instant Range: Touch Faith Roll Penalty: -6 END Cost: 6 Description: The Faithfull calls upon the power of his god to mend the wounds of his comrades. Should his faith waver or he attempt to heal those not of his faith he and the one he is trying to heal may suffer a backlash. Game Information: Simplified Healing 6d6 (60 active points); OAF (holy symbol; -1), Concentration (1/2 DCV throughout; -1/2), Extra Time (1 Turn; -1 ¼), Gestures (-1/2), Incantations (-1/2), Only when serving Menoth’s Purposes (-1/4), Requires a Faith Roll (- 1/4), Pain of Healing (-1); Total Cost: 10pts
  11. Re: Iron Kingdoms FH Conversion Menoth’s Holy Light Effect: Sight Group Images; Only to Create Light Target/Area: 4” Radius Time to Activate: ½ Phase (Attack Action) Duration: Constant Range: No Range Faith Roll Penalty: -3 END Cost: 3 Description: The Faithfull can cause his hands or body to glow with the Flames of Menoth so that he may shine Menoth’s light into the dark places where the faithless dwell. Game Information: Sight Group Images, +4 to PER Rolls, Increased Size (4” Radius; +1/2); No Range (-1/2), Only to Create Light (-1), Requires a Faith Roll (-1/2); Total Cost: 11pts Sense Mark (aka Mage Sight) Effect: Detect Magic, Discriminatory, Ranged, Sense Target/Area: Self Time to Activate: N/A Duration: Constant Range: Ranged Faith Roll Penalty: N/A END Cost: 0 Description: This Character’s senses have been trained to notice the subtle emanations of Magic, whether it be Divine or Arcane, Device or Spell, or even sense the ability to use it within others. The KN: Arcane and Occult lore greatly helps with this. Game Information: Detect Magic {no sense group}, Discriminatory, Range, Sense; Total Cost: 17pts Witch Hound Effect: Detect Magic Target/Area: Self Time to Activate: ½ Phase Duration: Constant Range: Self Faith Roll Penalty: N/A END Cost: 0 Description: This is a lesser version of Sense Mark. With an Int. Roll it can detect the presence of Arcane Magic only and only if the person or object is in the same hex or is adjacent to the user. Game Information: Detect Magic {no sense group}; Requires and Int Roll; Total Cost: 5pts Righteous Courage Effect: Power Defense (20pts), Usable Simultaneously (up to 7 more people within 4”) Target/Area: Up to 8 People Time to Activate: ½ Phase Duration: Constant Range: No Range Faith Roll Penalty: N/A END Cost: 0 Description: The character’s Faith fills him with Divine Power allowing him to stem the tide of evil by diminishing the effects of fear caused by heretical beings and magics. So strong is his faith that this protection even extends to comrades with 4” of him. Game Information: Power Defense (20pts); Only to protect against fear-based presence drains and like attacks (-2) (total cost: 7pts) Plus usable simultaneously (up to 8 people at once; +3/4) for Power Defense (20pts); Persons affected must remain within 4” or power stops working for them (-1/2) (total cost: 13pts); Total cost: 20pts
  12. Re: Iron Kingdoms FH Conversion Here is a work up for a number of Divine abilities and spells for the Faithfull of Menoth. Many of these are direct ports from the Turakian Age spell compendium (I forget the name of it right now as al my books are at home) with some alterations here and there if needed to better represent Menoth. Divine Abilities and spells granted by Menoth Std Domains: Knowledge, Law, Strength, Tyranny, War Sacred Warrior Effect: Deadly Blow (Enemies of the Faith) Target/Area: 1 Enemy of the Faith Time to Activate: N/A Duration: Instant Range: Touch Faith Roll Penalty: N/A END Cost: 1 Description: This power gives the Faithfull of Menoth the ability to smite their foes. Game Information: Deadly Blow +1d6ka, Only Vs. Enemies of the Faith (-1/2) (must choose either ranged or hth) Total Cost: 7pts Divine Favor: Effect: 3d6 Luck Target/Area: Self Time to Activate: N/A Duration: Constant Range: Self Faith Roll Penalty: N/A END Cost: 0 Description: Some individuals are particularly blessed and receive a small amount of protection due to their faith. Game Information: 3d6 Luck, Only when serving Menoth’s Purposes (-1/2) Total Cost: 10pts Turn Undead Effect: Turn Undead Target/Area: Special Time to Activate: 1 Phase Duration: Instant Range: Special Faith Roll Penalty: N/A END Cost: 0 Description: Menoth has granted the ability to turn and sometimes destroy undead beings. Game Information: +60 PRE, Only to make PRE attacks (-1), Only vs. Undead Creatures (-1), Extra Time (Full Phase; -1/2), Limited Effect (-1), Only when serving Menoth’s Purposes (-1/2); +2 pts for +10 PRE; Total Cost: 12pts
  13. Re: Iron Kingdoms FH Conversion Will continue posts shortly as I dig up the rest of the files. Also, this is largely a cut and paste from my working documents so you will see things open where I had planned to develop later and just hadn't gotten to yet. Arzash
  14. Re: Iron Kingdoms FH Conversion First, here is my concept statement on the magic system for the Iron Kingdoms. The magic system still needs allot of work but this is my gerneral thoughts for it. Magic of the Iron Kingdoms The magic of the Iron Kingdoms can be divided into several categories and sub categories. Divine Magic – Divine Magic is bought as an Elemental Control with the limitations of; Requires a Faith roll (-1/2), OAF (holy symbol, -1), Only when serving their god’s purposes (-1/2). Magic granted to the faithful by the various deities of Immoran. This magic is used by clerics, ascetics, holy warriors, and druids. All Healing type spells must have the -1/2 (-1 for Menites) Limitation (Side Effect Pain of Healing). Additional Limitations that could be used are; Gestures (-1/4), Incantations (-1/4), Increased End (Varies). All offensive spells have the -1/2 Limitation (Spell). Some types of spells are favored more by some gods than others. Also, some deities just plain don’t offer certain spells to their followers. These distinctions will be discussed under the specific dieties. Arcane Magic – Arcane magic was first explored by the elves in ancient times or was bestowed upon select individuals that were favored by the Infernals. After the Orgoth occupation Arcane magic became available to the bulk of the rest of the races of Immoran with the exception of Ogrun. It is currently unknown why Ogrun do not have the capacity to use Arcane Magic. Arcane Magic use can be divided into several sub-categories; Wizardry, Sorcery, Arcane Mechanica and Gun Magic. Heavy armors can make casting Arcane spells difficult. Casting a spell takes a penalty on the appropriate skill equal to the average DEF of the armor on all locations divided by 3. Some armors naturally increase or decrease this this penalty and will be not with the particular item. So someone wearing chainmail (DEF 6) on all locations will have a -2 to all casting rolls. You can purchase skill levels to counteract this penalty. Wizardry – Wizardry is a structured magic taught in various schools of magic that most anyone can learn to use. Wizards learn their spells which they keep in a spell book and have to study each day to maintain the rigid formulas with in their mind. Wizards have a power pool that they use to memorize their spells that can only changed by spending 15 min studying their spell book. The spells traditionally are memorized with 1 – 4 charges (-2 or less limitation), Gestures (-1/4), Incantations (-1/4), OAF expendable material component (-1 or more depending on difficulty to aquire), Requires a Wizardry Roll (-1/2), or costs endurance for particularly taxing spells (-1/2 or more). Some particularly dangerous spells may have the Side Effect limitation (-1/4 or more). The duration of some spells may be based on how well the skill roll succeeded for the spell. Sorcery – Sorcery is an innate knack for using magic that rare individuals are born with. Sorcery is a perk bought at character creation rated from 1+. Each rank casts 1 pt. For each rank a sorcerer may have a Sorcery power pool with a max value of 10x his sorcery rank. Sorcerers tend to manipulate magic on the fly. They can fling spells almost at will but can maintain only a few at any given time. Arcane Mechanica – Arcane Mechanica are mechanical devices designed to harness arcane energies. They are far easier and less dangerous to create than true magical items. Most any arcane spell can be incorporated into Arcane Mechanica. An arcane mechanic learns and buys each spell individually and can create as many items as he wants with the only limit being time and gold. Crafting Mechanica can be a pricey endeavor. However it is still cheaper than crafting a truly magical item and has the additional benefit of being striped apart and the parts reused in other devices. All Mechanica require being crafted in advance and are Foci of some sort. Needs a simple component system so they can be broken down and the parts reused to craft other things. Gun Magic – Alchemy – Alchemy is a pseudo-magic that uses the natural elements of the world to mimic some effects that can be done with either Divine or Arcane magic. Alchemy is far more common than the other magics and other than preparation can be less taxing and/or less expensive than the other magics. Some effects may be less potent than the magical version but they are easier to attain for the common man and trusted far more. Each individual alchemical formula must be purchased separately. Each formula takes 4 – 8 hrs to create 4 doses and a given alchemist can have up to his Int/2 in prepared potions. This allows a typical Alchemist with an Int of 14 to have 7 – 4 dose Potions available at any given time. This does not include any potions that may have been prepared to sell, just the ones that he can travel with and have for immediate use with out returning to his lab to resupply. Focus – Note - The duration of some spells may be based on how well the skill roll succeeded for the spell. This will be noted for the particular spell.
  15. Greetings, I recently had a couple of people express interest in what I had come up with when I was working on converting Privateer Press' Iron Kingdoms setting to Fantasy Hero. Much of this is still fairly raw as the project got put on hiatus when the players in my group got distracted by a different game and then dove into 4ed D&D when it came out. To start here are a few links to discussions that I have been using for reference. http://www.herogames.com/forums/showthread.php?t=69826 - Alternative healing for IK http://www.herogames.com/forums/showthread.php?t=61698&highlight=arzash - Discussion on Magick Frameworks of different types in the same setting http://www.herogames.com/forums/showthread.php?t=35957 - Old discussion from '05 about IK to FH conversions Also I have found Killer Shrikes website to be of great help as well. http://www.killershrike.com/
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