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Odraude

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Everything posted by Odraude

  1. Re: The World of Odraude (Because I can't think of a better title) Aye aye. Once I do Races and Deities I may actually write up a sample character sheet of what I hope to do And as per the tradition, I will do it intoxicated
  2. Re: Inceptum Terminus: The Official Unofficial Database Thanks. Just doing my job as forum superhero *flies off into the horizon*
  3. Re: The World of Odraude (Because I can't think of a better title) Yeah I am allow cross classing, at most three (which is still kinda iffy)
  4. Here it is ladies, gentlemen, and FBI agents that should be on 4chan but are here instead! The Inceptum Terminus Database with all the links you need. Inceptum Terminus: Presenting Inceptum Terminus the Gifted Team Inceptum Terminus World Book Inceptum Terminus: WMC Angel of Mercy (Ambulance) Inceptum Terminus: You Decide the Fate! Inceptum Terminus Presents: Lady Stalker LCSB Publishing LLC Presents: Inceptum Terminus Gifted Team The Marshals Inceptum Terminus: I Present The Dream Team LCSB Publishing Presents: Inceptum Terminus Gifted Team Digital Age Inceptum Terminus: Enter Bloodrain Worldwide Motors Corporation Cobra Interceptor Police Cruiser and Computer Dark Justice LCSB Publishing Presents: Inceptum Terminus Gifted Team The Production Awesome Press Release about Inceptum Terminus
  5. Re: in the spirit of christmas! Any preference on colours?
  6. Re: The World of Odraude (Because I can't think of a better title) Thanks. I am going to expand a bit on the Ranger since I kinda rushed it (Had to go to work)
  7. Re: The World of Odraude (Because I can't think of a better title) Ranger Role: Ranged Damage Dealer/Sharpshooter Secondary Role: Survivalist Rangers are a class of ranged warriors that are capable of killing people from afar with an array of ranged weapons, from bows and crossbows to rifles and pistols. Rangers excel at doing pinpoint damage to a person, disabling or killing the target quickly. Aside from ranged combat, survivalism is important to a ranger. They know their way around a forest, mountain, and plains like a rogue knows their own city. A ranger can survive on the land, hunting food and making shelter wherever possible. For their weapon, there are two types of weapons: Muscle-Powered and Firearms. -Muscle Powered Weapons Muscle-powered weapons are ranged weapons that require a strong pair of arms to use. This can be for setting the arrow and fire an arrow, setting a bolt on a crossbow, or throwing a knife. Weapons under this category include bows, crossbows, slings, throwing cutlery, and arbalests. -Firearms Firearms are any weapon that does not require strength and instead employs gunpowder created by alchemists. Firearms only require the user to be quick to reload as most rifles and pistols of this time have at most four shots. Weapons of this manner include rifles, pistols, and other explosives. Ranger Subclasses: -Archer Archers are ranged warriors that are adapt in using bows of all sorts, from normal bows to composite bows. They can add their strength to their attack, making them the best at silent, high damaging strikes. Archers can recover their bows for further use. -Arbalist Arbalists are crossbowmen that trade the high damage of the arrow with the range and accuracy of a crossbow. The bolts cannot be recovered. -Hunter Hunters are the survivalists. They excel at setting traps, tracking prey, and prefer the bow. Similar to the archer. -Minutemen Minutemen use rifles and pistols instead of bows. The firearms require a longer loading time but are generaly stronger and easier to use and maintain. -Throwing Master The throwing master excels at throwing blades, such as axes and knives. The blades lack the range of a bow or crossbow but have the capability of being used as melee.
  8. Re: The World of Odraude (Because I can't think of a better title)
  9. Re: The World of Odraude (Because I can't think of a better title) Rogue Role: Skill Master; The "Face" Secondary Role: Infiltrator The rogue is a class dedicated to using skills that are usually helpful outside of combat. As a rogue you will have access to several skills that can assist in getting into places (legal or illegally) that other adventurers normally couldn't get into. There are two traits for rogues: Trickery and Stealth. A rogue can be either or both. -Trickery Tricksters excel at getting into places with their wits and trickery. They can know how to talk to people in the right manner to get what they want. Smooth talking, lying, forgery, and stealing are merely tools for the trickster. The trickster is usually the face of the adventuring group, helping them get into areas of a city that are important. -Stealth While the trickster employs more face-to-face tactics to getting what needs to be done, the spy uses subterfuge and infiltration to sneak into buildings, encampments, and other areas. Shadows, disguises, cover, and anything that can hide your true identity are the tools of the spy. While the trickster is the spokesman of the adventuring group, the spy is usually the quiet stalker, gathering information and getting into areas efficiently. Rogue Subclasses: -Assassin The assassin is a stealthy warrior that uses stealth and disguise to kill a target. The reasons are varied, from religious to vengeance to money. The weapons are varied, from assassin daggers to poison to explosives. The assassin can also be used in a combat role, sneaking through cover and performing stealth kills. -Bard The bard is a person that performs music, art, and literature exalting the sagas of heroes of past. The bard uses song to uplift and aid warriors and mages in attacks. Bards are also great at talking to people and getting adventurers to talk with important people. Charismatic bards are great for making good allies, getting information, and gaining notoriety. -Diplomat The diplomat is another choice to be the face of the group. While both the bard and diplomat can gain access to areas legally and gain notoriety, the diplomat trades musical genius for having contacts in higher areas, as well as being able to pull favors from some nobles or politicians. For combat, the diplomat has access to employing bodyguards of the state to protect the diplomat. -Infiltrator The infiltrator is similar to the assassin, minus the killing. They can hide amongst the darkness or in plain sight. Infiltrators excel at using shadows, disguises, and false identities to gain information to be used for battles, extortion, and other useful things. Stealth and subterfuge are key to be an infiltrator, whether one is shadowing a target or a spy in a group of people. -Thief The thief is a walking lockpick. A master at sleight of hand and illegally getting into buildings. Thieves are nimble and agile and their hands are always quicker than the eye. They are very good for grabbing necessary items and illegal access that a bard can't grant.
  10. Re: The World of Odraude (Because I can't think of a better title) Mage Role: Manipulator Secondary Role: Artillery The mage is a practitioner of the arts of magic. As a mage, you will have access to several types of magic at your disposal. While warriors use melee attacks to tie up and kill enemies, many of the mages that are played help to control the battlefield with charms, spells, invocations, and concoctions. They range from status effects to environmental changes to straight arcane blasts. For the mage, there are three sources of magic: Theurgy, Arcane, and Infernal. -Theurgy Theurgy can be literally be translated as "divine working". Essentially these are divine miracles manifested into acts of faith. They can range from attacks and defenses to healing and turning undead. The manner in what a power does depends on the deity that is being invoked. A god of medicine will probably have more healing based attacks than a goddess of death, which will probably have more entropy attacks and spirit summoning. Theurgy powers will deal with damage, protection, and healing. The two types of theurgy are divine and eldritch. Divine magic involves the invocation of a god or gods to perform acts of faith. Some classes use holy relics, glyphs, and charms to access the power of their god, while others can channel and manifest the power naturally. Divine users usually worship one deity, though with the proper offering a mage can invoke the power of another deity. Eldritch magic is the invocation of the powers of the primordial beings called eldar that were overthrown by the current deities. Their powers can still be channeled in the same way as divine magic, either through relics and glyphs or direct channeling. At many times the mages of the divine have been at odds with the mages of the eldritch. The spells that are done by divine mages are called acts of faith. Acts of faith are invoked by prayer and in some cases with items that can channel the power. For all divine mages, a pact must be created with the deity or eldar that you serve. Only then can your character use their abilities. All theurgy mages can turn undead and exorcise people Suggested Skills/Equip: KS: [Religion], Foci for channeling, higher EGO, PS: [Theurgy Class] -Arcane Arcane derives from the magic of the cosmos. The cosmos was created out of the Primordial Chaos by the deities as a second kingdom, though after the Primordial War, the cosmos became a living entity of its own (more on this in the later chapters about deities). The arcane represents the elemental magics of the universe. Many of these powers can be channelled directly, or the powers can be summoned with items and rituals, similar to theurgy. Most arcane powers are control powers, able to bend the world at the will of the mage. Arcane magic is also known for its high damaging attack powers. There are three types of arcane magic: Elemental, Animism, and Philosophy. Elemental magic is the ability to wield the powers of creation, most notably the four main elements of the natural world; fire, water, earth, and wind. A mage can bend these elements to attack others or control them to their will. An elemental mage can also perform spells that can change the way something works around them, turning people into frogs or turning a rock into a pail of water. The only element that cannot be tapped by the arcane is the quintessence, which is the element that flows in the Primordial Chaos. This is only accessible to practitioners of Theurgy. Elemental magic are known as spells. Animism is the belief in the spirits of nature. One that follows this can converse and summon the spirits of the mountains, the trees, and the animals. Mages can summon these spirits to attack, use nature to protect and help, and can transform into some of these natural objects such as animals and trees. Animism magic are called invocations. Philosophy is the study of building blocks of the arcane cosmos. While elemental magic and animism are both about controlling the arcane through one's body, philosophy is about understanding and controlling the world through studies and using materials that are magically tuned and cycles of the cosmos to use magic of the universe. Philosophy acts are known as experiments and concoctions. Arcane magic requires no pact with the forces of the cosmos, but instead is wielded by those who are sensitive to the cosmos. Suggested Skills/Equipment: KS: [Arcane Ability], PS: [Arcane Class], Foci for channeling, PS: Magicsmith -Infernal Beyond the Primordial Chaos, there lies countless other planes, some with their own identities and rules and others that are simply echoes of our existence. There is one plane of existence that borders our own known as the Else. The Else is home to the Lords of Else, a group of nameless beings that want the enter this world. There are some people that make pacts with these infernal beings for more power or to bring their horrific rule upon our plane. The Lord of Else care little if the mage uses their power for good or evil as just simply using it can help them enter our plane. Infernal mages use their abilities to destroy the makings of our cosmos. Their abilities are based on cures and entropy as well as attacks. Infernal spells are known as curse or invocations. Suggested Skills/Equipment: KS: Lord of Else, KS: The Else, PS: [infernal Class] A subsource of magic is the ability to summon and speak to the spirits of the deceased, the servants of a deity or eldar (angels, demons, etc), natural spirits, and infernal beings. This is called channeling. People who channel the powers of these spirits are called mediums and can use their abilities to summon spirits for battle or converse with a spirit for knowledge. Mage Subclasses: -Alchemist (Arcane; Philosophy) Alchemists are mages that study and use chemicals and elements that are in tune with arcane magic. Alchemists still have to be in tune with the arcane to create magic items and potions, however one does not have to me a mage to use their potions, making them useful to buy for those that have no magical powers. Alchemists use arrays to magically imbue their concoctions. They can create magic potions, imbue magic into weapons, and craft artifacts that are in tune with magic. These artifacts range from weapons and tools to constructs and golems. -Astrologist (Arcane; Philosophy) The astrologist has studied the stars and planets obsessively and have unlocked the secrets of the star magic. The astrologist can use this knowledge to use cosmic magic against their foes for defensive and control purposes. The astrologist requires no tools or foci to summon the star power. -Druid (Arcane; Animism) The druid is an enigmatic mage that has control over the powers of nature. Usually the power is only under a certain domain, such as forests, mountains, or the seas. The druid can speak with animals and change into the animals in their domain. Druids also have access to controlling the area they hold dominion. This means that they can summon trees and vines to attack, boulders to attack, or water to drown people. The druid is mainly control. -Shaman (Arcane; Animism; Channeler) The shaman is a priest-mage that can channel the spirits of nature and their ancestors, calling them forth to battle. A shaman is primarily a summoner of spirits and can have a spirit companion. This spirit companion can be an animal or an ancestor. This spirit can attack by itself or possess the user to grant them some form of strength, speed, or other skill. Other spirits (animal, natural, and human) can be called forth to attack or grant strength to the shaman or others. Shamans usually have a totem or prayer beads to summon their spirits. Playing a shaman means you play as a summoner. -Warlock (Arcane; Elemental) The warlock is an arcane mage that is the antithesis of the wizard. Warlocks can access arcane energies naturally without the use of any focus or preparation and instead only requires incantations or gestures for their more powerful spells. Warlocks have focus less on control and more on attacks and status abilities. -Wizard (Arcane; Elemental) The wizard is a mage that practices the arts of the arcane. Wizards are scholars that study the arcane and can channel its power by preparing spells. Wizards have to channel their power through a focus, whether it is a wand, staff, spellbook, or other other magical item. Wizards can also imbue items with basic magic spells. Wizards are masters at controlling their environment -Elseservant (Infernal; Channeler) The elseservant is a direct channeler of the Lords of Else. They require only a pact, no relics nor charms. Elseservants are forever underneath the whims of the Lord they serve. Unlike sorcerers, the elseservant can summon infernal servants through their body for aid. They have the same power as a Sorcerer, however the use of infernal magic tires them greater. -Sorcerer (Infernal) Sorcerers are mages of the infernal order. They form pacts with the Lords of Else for abilities of decay and chaos. Sorcerers do not have to necessarily follow the Lords' desires and usually they don't. Sorcerers require charms of their unnamed gods to invoke their powers. The sorcerer is a master at curses and debuffs as well as attacks. -Cleric (Theurgy; Divine) The cleric is a priest warrior in the similar vein as the paladin, though the cleric is less melee based. Clerics use glyphs and symbols to call down their deities' powers. The role of a cleric depends on the god that they follow. Their source of magic stems from divine theurgy. -Cultist (Theurgy; Eldritch) The cultist is a mage that has created a pact with one of the eldar. The cultist has access to the powers of the eldar which like divine powers, depends upon the nature of the primordial god. Cultists must have ancient relics, symbols, or glyphs of their chosen eldar -Medium (Theurgy; Divine or Eldritch; Channeler) A medium is a mage that has the ability to summon the spirits of the dead and servants of a god (angel, demon, etc.) or eldar. The medium must be devoted to either the eldars or the deities, however one doesn't have to be devoted to one deity or one eldar. Mediums are treated as being a tool of all of the eldars/deities. There are two types of mediums: Manifest Medium and Nexus Medium. Manifest Mediums can use rituals and items to bring spirit or servant down to our plane. The medium has control over them as long as the ritual lasts. They can implant them into an object or body for a short time, or send them to assault an enemy. Nexus Mediums are channelers that do not require an item or ritual and use their will to call down spirits and servants through their body. This can be harmful to the medium, especially if there are multiple spirits or powerful and/or malign servants. -Priest (Theurgy; Divine) Priests are holy men that can channel the divine magic of their god directly. There do not require the symbols and relics that clerics do. However, a priest does not have the armour nor melee capabilities that a cleric does.
  11. Re: Using other characteristics for combat levels Perhaps I will just use Requires a Skill Roll and have them define the characteristic
  12. Re: Using other characteristics for combat levels I am thinking about running a fantasy game and having some spells' OCV based on INT or CON.
  13. Is there a way to use other characteristics besides EGO and DEX for your combat value?
  14. Re: The World of Odraude (Because I can't think of a better title) Im basing the restrictions on the superhero game Ive been running, only I dropped the point pool to 200 and the max char to 20. The DEF is 20-35 with up to 25 as rD. ITs been the best way I can balance things so Im mostly just using that to get used to it.
  15. Re: The World of Odraude (Because I can't think of a better title) Warrior Role: Melee damage dealer Secondary Role: Tanker The warrior. Hand to hand master. The warrior is very proficient in both armed and unarmed close quarters combat. They can deal great amounts of damage with their attacks that can take on one or a couple of attackers. As a warrior, you have a selection of two types of combat (and you can use both); unarmed and armed combat -Unarmed Combat Unarmed combat is the ability to use one's fists, legs, and other body parts as weapons against enemies. It may be a series of trained martial arts that takes years of discipline to learn, or it may be self-trained brawling. Either way, there can be several ideas for how your character knows how to fight. Your warrior learned through year upon years of training with monks in a hidden location. You are now traveling the world in search for enlightenment, a new challenge, or knowledge in other forms of martial arts. Your farm village were constantly attacked and raided by outside forces. Tired of living in fear, you and your people took up arms and defended yourselves with them. Now this haphazard martial art has become your way of protecting your village as well as yourself. Your warrior is in a gladiatorial sport where survival is key. You have learned and developed a series of moves to help combat others so that you may live to be the champion. Living in the rough parts of the city, you have learned a series of ways to defend yourself against thieves, gangsters, and corrupt officials. As one can see, there are several ideas for unarmed martial arts. With unarmed combat, a warrior trades high damage for more accurate strikes and crippling throws as well as more speed. There are several moves that can incapacitate a character without killing them, helpful for keeping a key enemy alive or simply making them prone to go in for the killing blow. The unarmed martial artist is great for adventurers that want a disciplined warrior, a brash fighter that loves to brawl, or someone that loves to fight without weapons. Suggested Skills/Equipment: Martial Arts Maneuvers, KS: [Martial Art Name], Defensive Maneuvers -Armed Combat The most common type of combat in the game, armed combat is close quarters combat with weapons, both bladed and not. Practitioners of this will be very proficient in dealing high damage blows against the enemy. Armed combat is in most cases killing combat and a warrior can hold their own against armoured foes. Some warriors will uses armour to help defend against other warriors that wield swords, axes, and other types of weapons. Other rely on speed to dodge the attacks of their opponent. Either way the armed warrior has several weapons at their disposal that will help to go against dangerous creatures. There are several ideas for an armed character: Your warrior has trained in an academy for knighthood and has learned the arts of war and the art of the broadsword. You now travel the lands, slaying monsters that threaten the countryside. Your warrior's village was attacked my raider/monsters/warrior. To combat this, the farmers took up arms with farming equipment and now are fighting to protect their land. You are a combatant in a long line of these farmers and now protect your village from those that would harm it. You lived in the worse parts of city, having to use your wits and your sword to survive against those that would try to take your possessions and ultimately your life. You live in the forest alone, honing your skills against the wild forces of nature so that you can take on the mightist of monsters. The armed warrior is great for those who want to play a chivalrous knight questing for justice, a fighter that enjoys the feel of battle, or a hunter of monsters looking to prove themselves. Suggested Skills/Equip: HKA Weapon(s), KS: [Armed Martial Art Name], WF: [Weapon Name], Armour, Defensive Maneuvers Warrior Subclasses: -Commander The commander is a special class that represents a soldier that has achieved higher rank. They can bolster a party with powerful words of encouragement as well as performing incredible acts of battle that would make the hardiest of enemies quail before them. The commander is a buffing and debuffing warrior. -Fighter The fighter is a martial artist that excels in aggressive hand to hand fighting. They can range from wrestlers to boxers to more raw forms of martial arts, such as Muay Thai and Capoeira. The fighter is less concerned about katas, philosophy, and traditions and is more into the basic self-defense as well as the social benefits. The fighter is effective at dealing hits and can dodge and weave enough to survive the fight. -Swordsman The swordsman is a catch-all term for any warrior that uses bladed weaponry (knight, barbarian, samurai, etc). The swordsman is proficient in whatever bladed weapons you can think of, from broadswords, axes, and maces to katanas, zanbatous, and naginatas. The swordsman excels at using heavy weapons and two handed weapons as well as shields and heavier armour. -Monk At the other end of the unarmed spectrum is the monk. The monk is a martial artist that excels in more formal martial arts, such as kung fu and karate. Their style is more with form, philosophy, and discipline. While they are called monks, not all of the fighters have to choose a religion or a god. Instead, monks simply follow a philosophy of some form, usually of peace and enlightenment though not necessarily always the case. As an alternative, the monk can use weapons of their martial art. Perhaps you can use a quarterstaff, a tonfa, or nunchaku. Either way, the monk has access to a lot of light weaponry. -Paladin A religious knight of a higher order, the paladin is a warrior that also practices theurgy, or divine magic. The paladin is a knight and a cleric combined, capable of using holy symbols and glyphs to call down acts of faith to defeat their enemies. Paladins excel in tanking because of their divine powers as well as heavy armour.
  16. This thread here is my first attempt at creating a fantasy campaign for the HERO system. It is somewhat class based in that whatever spells/attacks/equipment should make sense with the class you are running (an assassin with a great sword...no) Its 200 points, 75 AP limit, 15 DC Limit, and the characteristic limit for humans is 20. Anyways first on my list are classes. I essentially took every class, job, and sub class from video games, PnP RPG, and MMORPGs and seperated them into four bare-bones categories: Warrior, Mage, Rouge, and Ranger. I'll go into detail with classes first. Aside from races, there will be completely different races. So no elves, dwarves, etc. More detail will go into them later. Finally there will be race specific classes. Feel free to post stuff. Alright here we go. Warrior Mage Rogue Ranger Races
  17. Re: What's in the moon? The idea for having a rare and valuable mineral/metal/rock is a great one. Then nations of the world or supervillians would go crazy to claim it. And then there is "What happens if we break the moon?"
  18. Re: Child of Mine . . . World Wonder: Dr. Selena Strange had a knack for her father's occult books and cosmic magic. Learned at a young age, World Wonder has extensive training in the magic arts and has her mother's physical abilities as well. She fights crime using magic and her brute strength. How about... Mercury and Akira
  19. Re: Archaeologist Well for some non-European ideas, here is some from Mesoamerica AZTEC: Cihuateteo Tonantzin Toci Tlazolteotl
  20. Re: Archaeologist WF: Whips Disadvantage: Fear of Snakes (Frequent, Total)
  21. Re: Sapphire up Nice model. She has a nice costume and huge... tracks of land... She definitely has a J-Lo booty.
  22. Odraude

    Ps3?

    Re: Ps3? I have one as well. I am really hoping they can. I figured they have the Playstation Home "MMO" so it would be interesting.
  23. Re: Idea/Suggestion: Offline Character Generator Well it worked with spore so Im sure it'll be awesome with CO
  24. Re: superuseless superpowers A minor Transform (To chap peoples' lips)
  25. Re: Adventures Into Darkness Is On Sale Now!
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