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Herolover

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  1. Well first, I think you are considering the worse situation and not looking at all the facts. Second, BODY damage isn’t really where combat is at. The STUN damage is far more important in combat than the BODY. You have a far better chance of being knocked unconscious than you do have having your BODY reduced to 0 or below. Of course, in most combats going unconscious is the same as death. 1) Let us look at the damage first. Average person with average sword is going to be doing 1d6+1K or about 4 BODY. The problem with this should be obvious. Your players shouldn’t be fighting the average person A routinely trained warrior (say a city watchmen) will have some extra STR and some combat skill levels with the sword. That means they will be doing an extra +1-2 DC or about 1 1/2d6K or about 5-6 BODY. A well trained warrior will be adding extra damage from STR and extra damage from skill levels. This means he will be doing anywhere from 1 1/2d6K to 2d6K. That should put him in the 6-7 BODY range. Realize also, that I haven’t even mentioned the warrior that is very well trained and has some martial maneuvers with the sword. 2) Now let us look at the armor. You say Plate mail. Remember the Knight in Plate mail in his time was equivalent to the M1A1 Abrams Main Battle Tank of our time. It should be difficult to damage a Knight in Plate. In, reality, leather armors should be the common armor with scale and chain being only a little more common. This means most people will have DEF’s of around 3-6. When people are dealing out 4-7 BODY in a shot DEF 3-6 seems about right. A lot of what you want to do depends upon what kind of Fantasy campaign you are running. In low Fantasy heavy metal armors should be rare with leather and scale far more prevalent. Yes, wearing armor will prevent you from getting hurt, but when you do get hurt you will be hurt for long periods and the wounds can have debilitating effects on combat. (More on that in a moment.) In a high Fantasy campaign, such as your average D&D campaign, yes metal armors are far more prevalent, but then you have Magic, stronger and more skilled characters, and more “heroic†things to even the score. I am going to assume for a moment that you want some serious lethality in your campaign. 1) Hero System is designed for the movie types of heroes. It isn’t really designed for reality. I can handle that, but if you want the reality of how lethal weapons really are double the damage on all weapons. This sounds like a lot, but when you consider how lethal weapons are it really isn’t. This makes the average sword do something like 2d6K. Deadly…which is what a sword is. 2) Use all of the “Optional†Combat Rules. Even without doubling weapon damage this can be deadly. First Hit Locations. These are awesome, because now when you hit you can really cut someone down to size. Impairment and Disabling rules. These are also really good because sure you might not be near dying, but you can’t use your sword arm. Bleeding. This adds a lot to the paperwork, but man does it make things deadly. All of a sudden when you get wounded you keep loosing Body. Opps. Lastly when a person takes BODY use the optional rule that they have to make an EGO roll to do something. I am currently running a Fantasy campaign that has some magic, but it is what I would consider low level heroic. The characters are 75+75 and here is what I have done. First, as in RL, metal armors are rare. The average armor is leather types or armor with some chain and scale being rare and the Kngiht in Plate being even rarer. This means the average DEF is around 3-6. See my discussion on weapon damage above. I am using the Hit Location rules, Impairment and Bleeding. Also, consider how quickly people hill. In my world there are alchemical potions of healing, but the average person with bed rest might regain 4-5 BODY in a MONTH! So if they take 6 BODY they will have it for a long time. Hope any of this helped.
  2. Hello all. I am running a Heroic level campaign and am using the Impairing and Disabling rules from FRED and have come to a question. For those who don't know a body part can be Impaired when it takes the BODY equal to 1/2 the character's BODY total in damage, and it can be Disabled if it takes the character's BODY total in damage. The question that has risen is this. What about character's that have high BODY's? I have a character that has 16 total BODY. That means he wouldn't have an arm disabled until the arm took 16 BODY. Doesn't this sound to much? What do you think?
  3. I guess I like low Fantasy. My problems with high level games whether it be high fantasy, supers, or some other form is that the powers and abilities of the characters outshine the characters themselve. The players end up being more concerned with their abilites and using them and don't set and plan things out as much. (At least that is what I feel.) In my current fantasy champaign magic is around, but it isn't very common and most effects seen by the players and the populas of the world see small simple spells. The one thing I have noticed lately is how much D&D has effected what people think of as fantasy especially in the ways of RPG. It seems all people want are magic items and bigger magic spells. It really gets to be a headache.
  4. I thought you might be interested. Here is the character version 1.0 Sludge Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 1/2d6; [1] 18 DEX 24 13- OCV 6 DCV 6 18 CON 16 13- 12 BODY 4 11- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 16 COM 3 12- 5/25 PD 2 Total: 5/25 PD (0/20 rPD) 5/15 ED 1 Total: 5/15 ED (0/10 rED) 5 SPD 32 Phases: 3, 5, 8, 10, 12 10 REC 6 50 END 7 40 STUN 12 Total Characteristic Cost: 113 Movement: Running: 6" / 12"/20" Leaping: 2 1/2" Gliding: 0" / 16" Cost Powers END 25 Tenebroplasm Control: Multipower, 50-point reserve, all slots: (50 Active Points); Activation Roll 13- (-3/4), Limited Range Power loses about a fourth of its effectiveness (-1/4) 2u 1) Tenebroplasm Blast: Energy Blast 10d6 (vs. PD) (50 Active Points) 5 2u 2) Tenebroplasm Mouth Blob: Energy Blast 3d6 (vs. PD), No Normal Defense Life Support (Sefl Contained breathing) (+1), Continuous (+1) (45 Active Points) 4 2u 3) Tenebroplasm Knife : Killing Attack - Ranged 3d6 +1 (vs. PD) (50 Active Points) 5 2u 4) Tenebroplasm Prison: Entangle 4d6, 5 DEF (Stops A Given Sense: Normal Sight) (50 Active Points) 5 2u 5) Tenebroplasm Eyes Blob: Flash 10d6 (Sight Group) (50 Active Points) 5 2u 6) Tenebroplasm Sheet: Change Environment 16" radius, -1" of Running, -5 to DEX Roll, Personal Immunity (+1/4) (50 Active Points); Only effects targets on the ground (-1/4) 5 8 Tenebroplasm Control: Elemental Control, 30-point powers, all slots: (15 Active Points); Activation Roll 13- (-3/4) 12 1) Body of Tenebroplasm: Armor (20 PD/10 ED) (45 Active Points); Ablative BODY Only (-1/2), Costs Endurance Only Costs END to Activate (-1/4) 4 7 2) Tenebroplam Adhesiveness: Clinging (73 STR) (30 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 3 5 3) Body of Tenebroplasm: Desolidification (40 Active Points); Does Not Protect Against Damage (-1), Concentration 0 DCV, Must Concentrate throughout use of Constant Power (-1), Cannot Pass Through Solid Objects (-1/2), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4), Delayed Phase (-1/4) 4 6 4) Malleable Tenebroplasm : Stretching 6" (30 Active Points); No Velocity Damage (-1/4), Range Modifier Applies (-1/4), Limited Body Parts (-1/4) 3 8 Tenebroplasm Slide: Multipower, 16-point reserve, all slots: (16 Active Points); Activation Roll 13- (-3/4), Physical Manifestation (-1/4) 1u 1) Basic Tenebroaplasm Slide: +8" Running (6"/14" total) (16 Active Points); No Noncombat Movement (-1/4) 2 1u 2) Above Ground Tenebroplasm Slide: Gliding 16" (16 Active Points); No Noncombat Movement (-1/4) 3 Tenebroplasm limbs: Extra Limbs (5 Active Points); Costs Endurance Costs END Every Phase (-1/2) 1 Perks 7 Father Jake Ryan Jr. :Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Good relationship with Contact) 11- 5 Money: Well Off 3 Various Clubs and Organizations: Fringe Benefit: Membership Skills 3 Breakfall 13- 1 Computer Programming 8- 3 High Society 12- 2 KS: Football 11- 2 KS: Local High Society 11- 2 KS: Local High School Football teams 11- 3 Language: French (fluent conversation; literate) 2 PS: Athlete 11- 1 PS: Football Player 8- 1 Streetwise 8- 13 Tenebroplasm Control: Power 16- Total Powers & Skill Cost: 136 Total Cost: 249 150+ Disadvantages 10 Dependent NPC: Father; Jake Ryan Jr 11- (Normal; Useful noncombat position or skills) 20 Dependent NPC: Girlfriend; Samantha Baker 8- (Incompetent; Unaware of character's adventuring career/Secret ID) 15 Enraged: When told he is called a "freak, mutant, or Tar Baby" equivalent. (Common), go 11-, recover 14- 15 Hunted: Government Agency 11- (Mo Pow; Watching; Extensive Non-Combat Influence) 10 Hunted: Enemies of Father 8- (Mo Pow; Mildly Punish) 10 Psychological Limitation: Hates to use powers. (Common; Moderate) 20 Psychological Limitation: Just wants to be "normal" again. (Common; Total) 15 Psychological Limitation: Moody cause he can't be in sports any more (Common; Strong) 5 Rivalry: Professional (David Sheridan; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 10 Social Limitation: Secret Identity (Occasionally; Major) 20 Normal Characteristic Maxima 0 Experience Points Total Disadvantage Points: 249 Background/History: Jake Ryan III had it all. He was 16, the son of multi-millionaire Jake Ryan Jr, the star quarterback of his high school football team and the head cheerleader was his girlfriend. However, just like a bad story things came crashing down around Jake’s head. Out late one Saturday night Jake happened to see a big warehouse on fire. The fire did look right and had a strange glow to it. Jake stopped to watch the fire and was bathed in the strange glow coming from the fire. As he watched the fire he felt light headed so Jake went home. When Jake woke from sleeping he was covered in a dark substance that he had never seen before. The next couple of days Jake kept on secreting the substance the same way people secrete sweat and Jake discovered that he could control the density and viscosity of the substance. Jake tried to hide his new found powers, but he began to get worried about his health and his future on the football field. So, Jake went to his father and told him about his new found abilities. Jake’s father immediately got the best doctor’s and scientist working on his son. The scientist named the substance Tenebroplasm and suggested thatJake be enrolled in the private school Ravenswood Academy. At Ravenswood Jake would be taught how to use, and hide, his powers. Jake Ryan Jr, who always wanted to send his son to a private school, jumped at the chance. Of course Jake Ryan III was totally unhappy with this decision. It meant he would not be seeing his friends as much and he wouldn’t be able to play football anymore. Now, Jake Ryan is a Junior in high school at the Ravenswood Academy outside Millenium City. He no longer has a football career and is starting to resent his powers. Personality/Motivation: Jake is not happy with his powers. Jake hates using his powers and would like nothing more than to return to being a normal high school student. Jake is often called “Goo Boy,“ which he hesitantly accepts. However, if he is called Tar Baby or mutant Jake’s mean side gets the better of him and he vents his frustration upon the person who uttered the forbidden phrase. Quote: "He's going long...he looks...he throws...TOUCHDOWN!!!!" Appearance: Normally Jake appears as your average high school jock. He stands at 6’1†tall and weighs in at 185 lbs. He has sandy brown hair with blue eyes. When his powers are activated Jake becomes a dark liquid mass of humanoid form with few discernable features.
  5. I live just 6 hours from Indianappolis and don't have any money to get it. (I get paid Saturday, but no time to go get the book.) Really peeves me off having to wait for my FLGS to get it. Of course that was till I read your statement. Now, I think I can wait.
  6. I hadn't decided on this part, but I admit that the idea of him being called Tar Baby and his ethnic background had come up in my mind. I think it might be interesting to work it this way. I might even change the enraged to a berserk.
  7. Wow Scott Destroyer What a bunch of great ideas. I figure I am going to use "Goo Boy and Tar Baby" as slang for the character. It is something other people call him, but he hates being called that. He prefers his technical name. At this moment, could change easily, I am liking the idea of calling the substance tenebroplasm. Something that makes him feel better about his powers than just saying..."Yeah, I secrete a goo."
  8. First let me thank everyone for the names that you have come up with. This is why I posted this question to this board. I knew someone should be able to come up with something when I was stonewalled. Here is the character: Val Char Cost 13 STR 3 18 DEX 24 18 CON 16 12 BODY 4 10 INT 0 10 EGO 0 15 PRE 5 16 COM 3 7/23 PD 4 3/11 ED -1 5 SPD 22 7 REC 0 80 END 22 50 STUN 22 6" RUN 0 0" SWIM -2 2 1/2" LEAP 0 Characteristics Cost: 122 Cost Power 28 Multipower, 50-point reserve, all slots: (50 Active Points); Activation Roll 13- (-3/4) 3u 1) Energy Blast 10d6 (vs. PD) (50 Active Points) 3u 2) Killing Attack - Hand-To-Hand 3d6 (plus STR) (vs. PD) (45 Active Points) 3u 3) Killing Attack - Ranged 3d6 (vs. PD) (45 Active Points) 3u 4) Entangle 2d6, 3 DEF (Stops A Given Sense: Normal Sight), Sticky Standard (+1/2) (45 Active Points) 3u 5) Flash 10d6 (Sight Group) (50 Active Points) 3u 6) Change Environment 16" radius, -3" of Running, -6 to DEX Roll (49 Active Points) 5 Elemental Control, 18-point powers, all slots: (9 Active Points); Activation Roll 13- (-3/4) 15 1) Body of ?????: (Total: 45 Active Cost, 20 Real Cost) Armor (8 PD/4 ED) (18 Active Points); Costs Endurance Only Costs END to Activate (-1/4) (Real Cost: 14) plus Clinging (63 STR) (27 Active Points); Linked to Armor (-1/4), Lesser Power can only be used when character uses greater Power at full value (-1/4), Costs Endurance Only Costs END to Activate (-1/4) (Real Cost: 15) 3 2) Armor (8 PD/4 ED) (18 Active Points); Ablative BODY or STUN (-1), Costs Endurance Only Costs END to Activate (-1/4) 6 3) Goo slide: Flight 11" (22 Active Points); No Noncombat Movement (-1/4) 7 4) Stretching 5" (25 Active Points); No Velocity Damage (-1/4), Range Modifier Applies (-1/4) Powers Cost: 82 Cost Skill 3 Breakfall 13- 1 Computer Programming 8- 3 High Society 12- 2 KS: Football 11- 2 KS: Local High Society 11- 2 KS: Local High School Football teams 11- 3 Language: French (fluent conversation; literate) 2 PS: Athlete 11- 1 PS: Football Player 8- 1 Streetwise 8- 9 Power 14- Skills Cost: 29 Cost Perk 7 Contact: Father (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Good relationship with Contact) 11- 5 Money: Well Off 3 Fringe Benefit: Membership Various clubs and organizatons Perks Cost: 15 Total Character Cost: 248 Pts. Disadvantage 10 Dependent NPC: Father 11- (Normal; Useful noncombat position or skills) 30 Dependent NPC: Girlfriend 14- (Incompetent; Unaware of character's adventuring career/Secret ID) 20 Enraged: When told he is called a "freak or mutant" equivalent. (Common), go 11-, recover 11- 15 Hunted: Government Agency 11- (Mo Pow; Watching; Extensive Non-Combat Influence) 15 Hunted: Enemies of Father 11- (Mo Pow; Mildly Punish) 10 Psychological Limitation: Hates to use powers. (Common; Moderate) 20 Psychological Limitation: Just wants to be "normal" again. (Common; Total) 15 Psychological Limitation: Moody cause he can't be in sports any more (Common; Strong) 5 Rivalry: Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 10 Social Limitation: Secret Identity (Occasionally; Major) I don't have any kind of name for him so lets call him Jack. Jack is your basic rich kid star quarterback jock. Up until this year his only dream has been to play football and he was a star quarterback at his local high school. However, when his powers began to exhibit themselves Jack's father took him out of the public schools and enrolled him into "Ravenswood Academy." Ravenswood is a private school that has a secret section for students with powers. Jack, no unable to play football, hates his powers, doesn't want to use them, and just wants to return to "normal" so he can play football. Jack is in his Junior year of high school.
  9. Hello everyone. I am a long time HERO GM and am finally getting to play instead of sit behind the screen. I have a character, but I can't come up with a name for him or his power. Here is the idea: This is a teenage character that, for want of a better word, secretes a dark gooey substance. I am thinking it is something like liquid graphite or liquid metal. The character in question has the ability to control the density of the substance and its viscosity. This allows him to form solid objects, do the Iceman slide thing, form armor, stretch, form entangles, and he can use it to cling to substances. He can also coat a floor with it making it almost impossible to stand up. So, I have been calling this character "Goo boy," because I don't have any other name. I need a name for the substance and then a name for the character. Any ideas?
  10. Funny thing, I have a new Fantasy campaign I am starting up and the players are going to be going to a huge festival where I hope they take part in some of the competitions. So far I have planned: Jousting This is simple and has rules written up in the old and new Fantasy Hero. The only problem with this contest is that the players should be nobles or knights and need a lot of equipment. I figure though that maybe if the characters are well known they might be allowed into the contest. Archery Contest. Contestants fire 3 arrows each at targets placed 50 feet (8 hexes), 150 feet (23 hexes), and 250 feet (38 hexes) apart. This gives Range modifiers of -2, -6, and -7 respectively. The contestants score points based upon where they hit the target. Bullseye (-8 OCV) gives 5 points, Inner ring (-5 OCV) gives 3 points, Outer ring (-3 OCV) gives 1 points. As I figure it this means that the closest target has DCV's of 13, 10, and 8. Have the players make a single attack roll and for each arrow and figure where their arrow hit based upon what DCV they hit. Ties can go to a "shoot out." Wrestling contest Two contestants are placed in a ring (2 hexes in diameter). No weapons, no armors. First one knocked out of the ring looses. I figure a lot of shoves, move bys, and move throughs. Martial Contest (Group and Individual) Basic one on one and group combat with no magic allowed. The contestants must use wooden weapons provided by the festival. Contestants battle and a person is ruled out by judges after three solid hits, or one "critical hit" as ruled by the judges. Contestants are expected to be honest and "call out" when hit. I figure this can be very interesting in dealing with contestants that are not honest, judges that have been "bought." and just the fickle nature of did the judges see that "hit." Bard Contest (I am not sure what to call this) This is a contest I am taking from oriental gaming. The contestants are given a subject, such as faith, and have ten minutes to come up with a song, poem, prose, or story that exemplifies the idea of the subject. Judges rule the winner. Horse Race Contestants enter the race with any horse they want and go across a long distance course that contains many obstacles which require the contestant to maneuver around. I plan on letting the riders make a riding roll to add +1 or +2†to the movement of the horse. That and the obstacles mean that the winner will be the best horse ride and not necessarily the fastest horse.
  11. Another playtester speaks. As another playtester let me tell you this is in no way a reprint. If you are interested in doing Fantasy with the HERO system you will love this book. If you aren't interested in Fantasy...then why are you in this forum?
  12. I left my previous gaming group due to differences in game style and the fact none of them would touch HERO due to a phobia of adding 1+1. In my new group I have scored 3 cherries and added them to the (needs to be longer) list of players that have played HERO. I have found it best to do what many of you on this thread have already said. Start slow. I love the GUI/DOS reference. I ran several adventures at a Convention a while back and I plan on running all my convention adventures as GUI so as not to completely EGO blast the players. Also, creating the FNG's characters helps a lot. Just be sure to liberally change it when they get a new idea. Of course with the USPD you almost don't even have to work anymore.
  13. As another one who has seen the playtest material I am so tempted to head for Indianappolis just to pick up Fantasy Hero. I have a friend who may go, if not, I might bite the big bullet and go so I can get Fantasy Hero.
  14. CK (City Knowledge) is not like Streetwise. CK is most useful in car chases or such. You know that to get to 5th street quickly you need to go certain routes. I might even that it would help you know what streets are under construction. KS: New York would tell you general information on NY. Where the best hot dog is etc. Cuk: Would tell you what the people of NY are like, what would the standed NY do in a certain situation, where and what they like to eat etc. AK: Would give you very general information about the NY. CK would be had by fireman, Police officers, emergency rescue personel, Pizza delivery boys, etc. Don't give another skill such as streetwise to CK. If they want streetwise they should be streetwise.
  15. One of the things that most people overlook in HERO System, both players and GM's, is the held actions. Let me tell you it can work wonders for heroes and villians.
  16. When FRED first appeared I heard and read what Derek Hiemforth did to his copy of FRED and it inpired me to try it. I bought a second copy of FRED, took it to Office Max and had them cut off the binding and then spiral bind it without the hard covers. (I had them color copy the front and back covers and laminate them and that is what is the front and back cover of my book.) It has held out very well, and is a great so you need a copy of FRED let me loan you this. It is an expensive proposition and it does feel a little blasphemous, but it works.
  17. Good question and one that has been argued and thought over for a long time. Officially there is no official rule so it always comes down to the campain and the GM. For me, I have two types of Magic Items. The ones players pay points for and the ones the players find. Players don't pay points for items they find. If they have bought the item they are assured that if they loose it or something happens they will get it back or something equivalent. As for spells, I really feel that it would depend upon the campaign and the magic system in use. However, I look at Magic as science. With that in mind then should a character be able to undstand a science just by finding an item. Nope. They have to pay points. Magic, IMO, is far more versatile and powerful than many magic items you coud find.
  18. First. Thanks for everyone that has answered my question. Or tried to. This will teach everyone not type late at night. I figured it was a special weapon used with the martial art: Rock and Roll singing;) Actually, I just thought what I saw of the weapon was cool and since I am going to be starting a new fantasy campaign...
  19. At the beginning of the first LOTR movie the Elves use some kind of staff, sword weapon. What was it and how would you make it up?
  20. I also have areas on my world where magic either works very well or doesn't work at all. However, I do not plan on using it very often so it is a -0 Limitation.
  21. Thank you for the feedback. I am glad you liked it. The limitations you listed are options. They are not mandatory so I am loath to take them out. What about the mage that can cast great spells they just work up to their maximum effect? I am playing with this idea. As stated wizards must choose -1/2 worth of limitations from a list of limitations. These limiations must always be on all spells a that wizard cast. What do you think of that? I am thinking of this as a method to represent the different "schools of magic."
  22. Okay. So here is my first 5E magic system. See what you think. Reply, rant, rave, tell me I am good, tell me I am insane. Tell me what you think...about my magic system that is. Wizards Wizards are individuals which have studies and learnt mental formulas called spells. These formulas or spells allow the wizard to use an energy called aether. Wizards use aether to summon beings from other planes or change the material world. Wizards acquire this aether from other planes and items in the material world. In some areas of the material world the barrier between the planes varies in strength. This results in areas where the barrier is weaker allowing easier access to aether. This makes spells easier to cast. In other areas the barrier between the planes is stronger making the casting of spells more difficult. There are several types of aether these include: Air, Earth, Fire, Life, Nature, Necromatic, and Water. Each spell uses particular amounts of specific aethers. Thus when a wizard wishes to cast a Fire Bolt spell he may use a lot of Fire aether. Some spells are so complicated they require more than one type of aether. Wizards have differences in opinion about how the aether is manipulated. Different Wizards use different methods to call upon the aether to perform their spells. This has resulted in there being many different schools of thought on how the aether is manipulated. Many wizards specialize in spells using one or more types of aether. This allows them great proficiency with their specialized aethers allowing them to cast spells easier and with more power. The cost of this specialization is that their study of other aethers suffers and spells using the other aethers become more difficult for the wizard to cast. No matter where or how a wizard gathers aether the use of it is physically straining. Casting spells can tire a wizard to the point he is unable to walk. Because spells are difficult formulas that the wizard must learn many wizards write their spells down into spellbooks. This allows the wizard to refresh himself, allows the trading of spells, gives apprentices something to study. Spellbooks are also very important because the creation of spells without prior information is extremely difficult. Therefore many wizards try to discover new spellbooks so they can learn or create new spells. Rules Wizards must purchase a skill called Spellcraft (Power skill based on INT). Wizards can use this skill to perform minor spell effects without the need to purchase the spell. These effects are limited to 5-10 Active Points. They use of the Spellcraft skill in this way is dependent upon the GM. Spellcraft can also be used to counter another wizard’s spell. To counter another wizard’s spell the countering wizard must have a half phase to act, either the same spell or the Dispel spell. He must then beat the casting wizard in a skill versus skill contest using the Spellcraft skill. Wizards purchase their spells individually, but divide the Real Cost of the spell by 5 to determine how many character points they spend. All spells must have Cost END and Requires Spellcraft Roll. In addition to these limitations each wizard must choose limitations equaling a total of -1/2 from the following list: Concentration, Extra Time, Focus, Gestures, Gradual Effect, Incantations, Increased END, No Range, Requires a Skill Roll (Variations), Ritual, and Side Effects. Aether Specialization To specialize in the use of a particular type of aether the wizard must choose two types of aether. The first choice is the type of aether with which the wizard specializes. The wizard gains a bonus to their Spellcraft roll for any spell which uses this type of aether. The other choice is the type of aether with which the wizard will have a penalty. . The wizard gains a penalty to their Spellcraft roll for any spell which uses this type of aether. Aether SpecializationCost: 0 character points. (+2 skill levels with Spellcraft roll with use of aether [4 points] plus -2 skill levels with Spellcraft roll with use of aether [-4 points]).
  23. Okay. I think I have come up with my magic system, so I am posting in a new thread. Look for it. I will name it MY FIRST NEW Fantasy HERO magic sytem.
  24. I have to point something out here. Yes, I guess HD's print function is clunky in that there is no point to a print button click and Print. That said, I LOVE HD's print funtion. I print to Word. I then run a quick macro and in seconds I have an output that looks exactly like the output of the books. I can make any character sheet I would ever want down to exact look using Word instead of having to learn a new language by using Creator.
  25. Sorry, but I can't remember the name of the poster, but he game me a better method than the one I told you. First, each wizard purchases an END pool. There is no REC on the pool and the END pool is limited the the maximum END used by any spell. The wizard purchases an Aid for the END pool. When a wizard wants to cast a spell he Aid"s the END pool until it has enough END to cast the spell. Another method is using the RSR roll with some kind of cumulative advantge. Not sure how that would work though and you would need to tinker with the rules somewhat.
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