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Arzash

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Posts posted by Arzash

  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 :thumbup:

     

    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/

  16. 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 :D 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

  17. 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

  18. 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

  19. 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

  20. 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

  21. 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

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