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Rain

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  1. Re: a medical magic school fer thy campain...
  2. Re: a medical magic school fer thy campain... well then i give up... i give up cause my gm hates mages... and he thinks they could have unbalacend skills the others don't have... so if u want to cast some spells u have to take 2 skills! skills/2 (30 points of fire and light & darkness for having a 13 in healing... 30 points the skill only!!! with the penalty skill roll i don't want...) ok...it's his campaign but... i cannot have nothing... no powerful spells, no spells with no endurance to mantain... i wanted an armor who have 1 minute of duration and no mantain cost! he's not being a jerk, he is a jerk... i cannot have a tune up, something to get my magic skills or powers to cost less!!! i'm starting to like d&d for this!!! can u do a decent mage with 75 + 75? with his rules... i bet NOT! now i'll post a new thread about a damn 75+75 fighter... help me out ç_ç
  3. Re: a medical magic school fer thy campain... u got it! in this damn city we have ONE group of Hero system and ONE group of GURPS (and both of them does not give XP, DAMN!!! CAUSE IS UNREALISTIC??? aww... but someone who can shoot 3 arrows per time... or someone who can use magic it is! what the heck!!) in this horrble, odious city... all people here plays d&d or vampire... and i hate both! ... sometime two or three groups of d20 not d&d (green ronin stuff) u can find... BUT i hate all d20 stuff (i've read all of them i find them horrbile lame and commercial) sorry if i got angry... but.... i'm desperate!
  4. Re: a medical magic school fer thy campain... i've already proposed this... but he did not agree -.-
  5. Re: a medical magic school fer thy campain... LOL Nope... but he's a sadistic one so it fits him... and i know he's reading this damn thread! i will try to explain his idea (that none of us ever understanded) of magic school... "Your school of magic is a sum of your experience in your life and it has be up to seven spell and logical with the purpose of your character!" finally as example he gives only two spells... of two different schools... this is the base rule... well then other players confessed me that they do not use magic cause they hate to try to understand this and the other thousand rules he created for the magic in this campaingn! So now he told me that if i do not want to create a school for the background it means only that i wants powers disguided as magic spells... and when i asked him some question about some powers that could help me for the cretion of the school he said to me "read well those powers yourself and tell me what u have to do after i do to you some questions...so, do your homework!" the questions was "why i have to build an aid for some after ilness regaining charateristic if i can build an healing charateristic? and... i dunnò if one time aid stopped to work will heal the charateristic in it's original state" ...so... Finally (thanks to this thread) he said that aid, transfer and drain(for the anesthesia) could get the job done. but i think that i need other two spells: one for identify magic diseas as curse and everything like that, and some dispel magic or suppress that can get rid of any magical ilness... ah.. one of the other players said a joke about "making a summoning day hospital spell!" he was joking... the GM said that was'nt a bad idea -.- it's starting to get crazy @ The Monster: about that spell for patients unwilling to eat... it's a good idea but i think that he will say "if u use that spell u will able to not spend any single coin for eating in MONTHS!" ... but he said that i could do a create food spell, so maybe u're right! thanks
  6. Re: a medical magic school fer thy campain... i do not get the point of the last message... i gotta say... my master was a little bit disappointed when i showed him the school... cause in his mind this is not a medical magic school... the only spell he liked was the anesthesia but only if i add an extra time that keeps this spell useless in combat... maybe i was not so clear in my frist explanation i need some write up... but i need more some concept and ideas for 4 medical spells nothing to do with combat or other things i already have an armor that is not so much medical...but helps in some way to stay healty (those spells are for the background only... i think... cause our master never gave us an xp)
  7. I got a problem with my GM... he's a singular one... i always liked mage characters... but noone but me play mages with him... now i know why... he's so damn tedious with the mage character... they are horribly difficult to make with him... "you got to build a magic school with logic!" "does not exist war magic... cause in the battles have no sense... everyone got dispel if u fight in battle with magic!" (i LOVE the battlemages... ) "a good example of magic school it's one build to help farmers raising vegetables" (really useful if u think that ALL of us got combat skills one way or another) well then i'm giving up... if i can't give him a damn magic school with 7 spells i'll change character (some good fighter) i already gave up in some way... because now i'm a magic doctor... a doctor who uses magic to heal... now... these are my spells. if one of u got a good idea for the other 4, i'll be very grateful... but remember: they have to be of the "medical-magic school" Cost Power 8 sh: Elemental Control, 52-point powers, (26 Active Points); all slots OAF Expendable (Easy to obtain new Focus; -1), Gestures (Requires both hands; -1/2), Requires A Skill Roll (-1/2), Incantations (-1/4) 8 1) Healing BODY 6d6 (60 Active Points); OAF Expendable (Easy to obtain new Focus; -1), Extra Time (Extra Segment, -1/2), Gestures (Requires both hands; -1/2), Requires A Skill Roll (-1/2), Visible (-1/4), Incantations (-1/4) 8 2) Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents), Area Of Effect Nonselective (16" Radius; +1 1/2), Conforming (+1/2) (60 Active Points); OAF Expendable (Easy to obtain new Focus; -1), Costs Endurance (-1/2), Gestures (Requires both hands; -1/2), Requires A Skill Roll (-1/2), Nonpersistent (-1/4), Extra Time (Delayed Phase, -1/4), Incantations (-1/4) 8 3) armor : (Total: 50 Active Cost, 15 Real Cost) Endurance Reserve (40 END, 1 REC) Reserve: (5 Active Points); OAF Expendable (Easy to obtain new Focus; -1), Gestures (Requires both hands; -1/2), Requires A Skill Roll (-1/2), Incantations (-1/4) (Real Cost: 2) plus Force Field (4 PD/4 ED) (Protect Carried Items), Hardened (x2; +1/2), Usable Simultaneously (up to 8 people at once; +1) (45 Active Points); OAF Expendable (Easy to obtain new Focus; -1), Gestures (Requires both hands; -1/2), Requires A Skill Roll (-1/2), Incantations (-1/4) (Real Cost: 14) Powers Cost: 32 Thanks in advance
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