Arzash
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Posts posted by Arzash
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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
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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
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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)
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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.
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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
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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
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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:
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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:
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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
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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
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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
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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
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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.
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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.
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Re: D&D Magic Items 3.5 to HERO
Hey this is very cool. I am currently converting Iron Kingdoms from D&D to Hero and this helps greatly for working out how to build Mekanical items.
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Re: The Empire
Wow, this sounds really cool. Looking forward to more.
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Re: Magic Systems
yeah, powergamers. My group is kind of powergamery in a my character must do what i want and be as effecient as possible. In my first attempt at FH using Turakian age I had a player want to be a blind seer. He seemed somewhat put off by the fact that it cost him more points to offset being blind using divination than it did for the blind disadvantage And then wanted a divination spell that showed people their future death that would harm them. I eventually let him use an Ego blast to represent it but he found that pricey as well. At the time I hadn't seen the entry in TA that said to dived spells by 3 so that might have helped him a bit
Arzash
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Re: Magic Systems
Thanks for all the great replies. Will definitely be poking around some more. It looks like most of the players are leaning something from one of the churches so I can concentrate on the those first and stat out the rest as needed for vill's and antagonists.
Arzash
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Re: Magic Systems
Yeah, I love killer shrikes site. Have created hot links to various sections for later reading. I was just wondering if haveing one magic an Elemental control, 2 based on a VPP, one maybe a multipower, etc. would make one magic type a must have over the others.
Also, was looking over some of Killer Shrikes rune magic and I think I may adapt it for the Arcane Mechanika. I need to read it more fully. Although if I can come up with some way to make it component based so the items could be disassebled and remade into other things that would be cool but that could be just left as an FX to.
I do have Hero designer, its very cool. I have turakian age, FH on pdf (and just ordered the hardbound) spell compendium, monsters and mauraders, etc. I will have to look into tracking down the energy projector. Problem is that they are all recent purchases and the Big Encyclopedia that is the main rules is taking allot by itself to wade through.
Arzash
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Hey there all,
I am currently working on converting the Privateer Press' Iron Kingdoms setting to FH and thought I would look to yall for thoughts and ideas. about the magic systems. Is it unbalancing if magic is bought in different ways depending on the type of magic you use? The Iron Kingdoms has several different types magic and I want to keep them as unique and distinct as possible but at the same time I don't want one type of magic be the default choice or be "better".
The magic has 2 basic spheres (divine and arcane) and 1 that is kind of an enhancer (focus/fury) that is usable with the other 2.
Divine magic is simply the magic granted by your diety of choice and I am thinking of having the individual spells bought through various elemental controls with the required limitations of OAF (holy symbol), requires a faith roll, and only when serving the gods purposes.
Arcane magic is subdivided into various fields mostly defined by how you learned to harness it. Wizardry, which is largely taught by Universities or by studying spell books I thought I would use some form of Vanician Magic with a VPP and a spell book. Possibly cribbing from Killer Shrikes wonderfull site.
Sorcery is more of an untrained wielder of arcane magic and largely feared by the general public as many of their spells can be dangerous to the caster or those around them. Sorcerer's tend to just grab magic and attempt to shape it to what ever purpose they need at the moment and many have mental blocks as to what they can do with the magic. For them I was thinking of a VPP that was more like a cosmic power pool but requiring all spells to have huge side effects if things go wrong.
There are also gun mages (a type of sorcerer that channels magic through a pistol or rifle), and Arcane Mechanics who creat mechanical devices that store and channel magic into different effects, basically the artificers/enchanters. Their items are more technological than magic and are less effecient than true magic items but safer to create. (still working on developing these). These would probably be buying their spells/schematics each individually.
The final type of magic is Focus/Fury magic. This rare ability is developed by those rare individuals that can develop a telepathic bond with warjacks (Focus) or warbeasts (Fury) and is used mostly to buff existing spells or abilities, take extra attacks, do more damage, etc.
I hope this wasn't to long and thanks for yalls thoughts.
Arzash
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Re: Doubling Damage Question
Ok thanks, I was somewhat unclear whether the killing strike strike could be used with a weapon and how it added as the player was maintaining that you could use weapons with any martial arts you purchased the element for. Still haven't been able to fully read that big book yet.
Thanks,
Arzash
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Re: Doubling Damage Question
Ok so how does that work if you go in the opposite direction if you have a character using great club with the martial killing strike bought usable unarmed and with great club and 2 martial arts DC's. The great club is 6d6n damage and the killing strike is 1/2d6k. Does the great club then become a 3d6k weapon (assuming no bonus from str)? Or do the clubs normal DC's change from 6 to 3 when used with a martial attack?
This part has had me scratching my head for a bit, I ended up calling it like 2-1/2d6k but I am not sure if that is right either.
Thanks,
Arzash
Iron Kingdoms FH Conversion
in Fantasy Hero
Posted
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