The first step in converting
an AD&D Trinalia character to Fantasy Hero is converting their characteristics.
While Fantasy Hero provides guidelines for doing this, it does not take
into account the Player's Option system or Trinalia house rules which make
a more complete picture of the character.
Accordingly, characteristics
can be converted as follows:
Skills, abilities, and disadvantages
In converting the rest
of your character, you will likely exceed the character point limits normal
for a starting character in a fantasy hero campaign. However, as discussed
in the Fantasy Hero appendix, you get 20 points of "experience" per level
of the converted character. This should be interpreted as "20 points per
level past first." Thus a 4th level character would get 60 points
for the conversion.
For characters with
2 or 3 classes, take the CPs of the primary class and ½ of the CPs
of all other classes. This reflects the fact that there are overlapping
abilities between classes, and that points in the HERO system pay for skills
and characteristics that are not covered by classes in AD&D.
Fantasy Hero includes
guidelines for converting classes and proficiencies to specific skills,
abilities, and packages. However, there are some specific guidelines for
my campaign when converting magic-using classes.
There will be a great
degree of interpretation required on the GM's and player's part. Disadvantages
should be created based on kit, class, alignment, background, and personality.
The Trinalia campaign
already features a variety of martial arts maneuvers. In addition, it is
useful to express certain dueling styles as martial arts. Characters who
have a high degree of mastery in their weapons should take some points
in weapon maneuvers.
Some may question my
extensive use of martial arts in a heroic fantasy campaign. However, I
think using the HERO system martial arts rules has multiple benefits in
this type of setting. It helps portray the martial prowess of epic figures,
yet keeps such figures distinctive. It allows more alternatives in character
creation since with martial arts, being a strong fighter is no longer the
end-all and be-all to being a good fighter. It gives martial type characters
things to spend their points on while the mages are buying their spells.
And, finally, it may give the PCs a fighting chance against what I'm likely
to throw against them.
Aside from that, the
Trinalia game has always had a strong martial arts tradition among various
priesthoods. However, the HERO martial arts rules allow me to put masters
of weapons alongside the more esoteric martial artists.
Note that many of these
styles use maneuvers that are not in the basic maneuver list of the Ultimate
Martial Artist. Such maneuvers have been added to make certain styles
more distinctive, but usually no more than two such maneuvers have been
added to any art.
Aborian Fencing
This style is the central
fencing style practiced throughout most of the Aborian region of Trinalia.
It actually encompasses several fighting schools practice with hand weapons,
primarily blades.
Not all characters
converted to FH should take this style, but those who had specialization
in a weapon or fighting style under AD&D should take some maneuvers
to represent it.
Maneuver |
|
|
|
|
Effect |
Bind |
|
|
|
|
Bind, +10 STR |
Cautious Strike |
|
|
|
|
STR +2d6 Strike |
Charge |
|
|
|
|
STR +v/5; FMove |
Disarm |
|
|
|
|
Disarm, +10 STR
To Disarm Roll |
Parry |
|
|
|
|
Block, Abort |
Precision Strike |
|
|
|
|
STR+2d6 Strike |
Sacrifice Strike |
|
|
|
|
STR+4d6 Strike |
Optional Rules: The precision strike and sacrifice slash take a 3d6 location roll. The charge takes a 2d6+1 location roll. All remaining maneuvers do not take a location roll.
Aborian Fencing Substyles
There are a great variety
of variations in the Aborian Fencing style. These substyles should be used
as a guide in converting characters.
Sword Cities Fencing
A basic fencing style
identical to the historical "Florentine style", this style is common to
swashbuckling fencers in the sword cities of the south as well as some
areas in the free cities.
To be considered a
practitioner of Sword Cities Fencing, the character should take the Disarm,
Parry, and Precision Strike maneuvers, as well as WF: Off hand. Stylists
should also pursue the ambidexterity talent.
Majenkan Knife Fighting
This style originated
in the rough streets of Majenka, where only the wealthiest duelists can
afford a large metal weapon. Accordingly, it concentrates on the use of
small bladed weapons in one or both hands. This style is now common throughout
the islands of the Kylopean sea.
To be considered a
majenkan knife-fighter, the character should take the Disarm, Precision
Strike and Cautious Strike maneuver, and should take the ambidexterity
talent.
Young Baronies Style
Also known as Orion
Blade style, this style is known for being practiced by the monastic knights
of central northern Trinalia, as well as many human kingdoms on the inner
coast.
To be considered a
practitioner of Young Baronies Style, the character should take the Parry,
Disarm, and Precision strike maneuvers, and take the barehanded element.
Maneuver |
|
|
|
|
Effect |
Charge |
|
|
|
|
STR +v/5; FMove |
Disarm |
|
|
|
|
Disarm, +10 STR
To Disarm Roll |
Parry |
|
|
|
|
Block, Abort |
Sacrifice Strike |
|
|
|
|
STR+4d6 Strike |
Slash |
|
|
|
|
STR+2d6 Strike |
Unhorsing Slam |
|
|
|
|
STR +v/5 Strike;
Target Falls; FMove |
Windless Strike |
|
|
|
|
½ STR Strike |
Optional Rules: The slash and sacrifice strike take a 3d6 location roll. The windless strike and charge takes a 2d6+1 location roll. All remaining maneuvers do not take a location roll. Use the relative location rules when mounted.
Black Snake
This style is the style
of the assassin's guilds and various sects of dark monks and enclaves of
spies. It is primarily used to facilitate the assassin's discrete passage
into or out of an area where a target lies. It is believed that this art
originated in the Order of Samoti, a group of monks that train and operate
as assassins.
Black snake primarily
relies on nerve strikes, throws, and holds to disable or distract an opponent
quickly. Movement abilities also aid the assassin's abilities in tight
spots.
This art is loosely
based on the real life art of taijutsu, more commonly known as ninjutsu.
Black Snake
Maneuver |
|
|
|
|
Effect |
Block |
|
|
|
|
Block, Abort |
Choke Hold |
|
|
|
|
Grab One Limb;
2d6 NND (2) |
Dodge |
|
|
|
|
Dodge All Attacks,
Abort |
Grappling Block |
|
|
|
|
Bind +15 Str,
Must Follow Block |
Joint Strike |
|
|
|
|
Grab One Limb;
½D6 HKA (2DC); Disable; Target Falls |
Nerve Punch |
|
|
|
|
2d6 NND (1) |
Smash Kick |
|
|
|
|
STR +4d6 Strike |
Snap Kick / Punch |
|
|
|
|
STR+2d6 Strike |
Takedown |
|
|
|
|
STR Strike; Target Falls |
Throw |
|
|
|
|
STR +v/5; TargetFalls |
Optional Rules: The smash kick maneuver takes a 3d6 location roll. The snap punch and nerve punch maneuvers take a 2d6+1 location roll. The snap kick takes a 2d6+7 location roll. The choke hold is automatically a head shot but receives no bonuses for being such. The joint strike may take arm or leg as a location, but receives no penalties for this. All remaining maneuvers do not take a location roll.
Bladesinging
This is the highly evolved
style of the elves. Extremely flexible, the elves learned to use it with
a wide variety of weapons. However, the technique is most famous for its
use with the sword.
Elves who know this
art will avoid teaching the art to anyone that is not of elven blood. The
character may take the 5 point disadvantage "secretive about art" (uncommon,
strong.) Such a character will never consider teaching it to a non-elf,
and will react negatively to anyone who seems to be performing an analyze
style roll on the character.
This style is well
known for its highly defensive nature and the agility of its practitioners.
Practitioners usually buy combat levels with called shots. Note that it
is much more defensive than Aborian Fencing.
Maneuver |
|
|
|
|
Effect |
Cautious Strike |
|
|
|
|
STR +2d6 Strike |
Counterstrike |
|
|
|
|
STR +2d6 Strike;
Must Follow Block |
Defensive Lunge |
|
|
|
|
STR +v/5; FMove |
Defensive Parry |
|
|
|
|
Block, Abort |
Defensive Strike |
|
|
|
|
STR Strike |
Disarm |
|
|
|
|
Disarm, +10 STR
To Disarm Roll |
Evade |
|
|
|
|
Dodge All Attacks; Abort |
Parry |
|
|
|
|
Block, Abort |
Running Evade |
|
|
|
|
Dodge All Attacks;
Abort; FMove |
Takeaway |
|
|
|
|
Grab Weapon, +10 STR
to Take Weapon Away |
Skills:
Optional Rules: The precision strike
and sacrifice slash take a 3d6 location roll. The charge takes a 2d6+1
location roll. All remaining maneuvers do not take a location roll.
Special Abilities: A character
with spellcasting ability who has mastered the Bladesinging style who has
the defensive strike maneuver and the style KS at 11- may use that maneuver's
bonuses when casting a spell, as long as the spell does not have the concentrate
0 DCV limitation.
A character may select a different weapon than sword for the free group; in that case, simply take one of the other weapon groups for free.
Butterfly
This gentle art was
created by the immortal Queen Ariel in ancient times. It was once thought
lost, but with her return has been re-introduced into the land. It is the
only art practiced on a wide scale in the Principality of Athos, and even
there it is mostly limited to priests and courtiers there.
This art is characterized
by sweeping, multi-functional circular motions and throws, and is very
effective.
Butterfly is basically
an amalgamation of the real world arts of Wing Chun (a Chinese art characterized
by circular and weaving motions, locks and blocks), and Jujutsu (the forerunner
to modern Judo, which is primarily blocks and throws)
Butterfly
Maneuver |
|
|
|
|
Effect |
Block |
|
|
|
|
Block, Abort |
Choke Hold |
|
|
|
|
Grab One Limb;
2d6 NND (2) |
Circular Punch / Kick |
|
|
|
|
STR+2d6 Strike |
Disarm |
|
|
|
|
Disarm, +10 STR
to Disarm roll |
Flowing Water |
|
|
|
|
+15 STR vs. Grabs |
Legsweep |
|
|
|
|
STR +1d6 Strike;
Target Falls |
Joint Lock |
|
|
|
|
Grab One Limb,
+10 STR for Holding on |
Joint Strike |
|
|
|
|
Grab One Limb;
½D6 HKA (2DC); Disable; Target Falls |
Nerve Strike |
|
|
|
|
2d6 NND (1) |
Throw | ½ | 3 | +0 | +1 | STR +v/5;
Target Falls |
Optional Rules: The smash kick maneuver takes The circle punch and nerve strike maneuvers take a 2d6+1 location roll. The circle kick and legsweep maneuvers take a 2d6+7 location roll. The choke hold is automatically a head shot but receives no bonuses for being such. The joint strike may take arm or leg as a location, but receives no penalties for this. All remaining maneuvers do not take a location roll.
Coiled Dragon
This highly offensive
art is one of the two major arts associated with the Dragon-knights. The
art emphasizes hand strikes, blocks, and speed.
This art is based on
real life arts of Karate, the modern unarmed art what was originally developed
on Okinawa, and Kempo, the Japanese version of Shaolin Kung-fu.
Coiled Dragon
Maneuver |
|
|
|
|
Effect |
Block |
|
|
|
|
Block, Abort |
Choke Hold |
|
|
|
|
Grab One Limb;
2d6 NND (2) |
Disarm |
|
|
|
|
Disarm, +10 STR
to Disarm roll |
Dodge |
|
|
|
|
Dodge All Attacks,
Abort |
Dragon Claw |
|
|
|
|
STR +4d6 Crush,
Must follow Grab |
Joint Strike |
|
|
|
|
Grab One Limb; ½D6
HKA
(2DC); Disable; Target Falls |
Knee / Elbow Strike |
|
|
|
|
STR +4d6 Strike |
Punch |
|
|
|
|
STR +2d6 Strike |
Optional Rules: The punch, elbow strike, and Dragon Claw maneuvers take a 2d6+1 location roll. The knee strike takes a 2d6+7 location roll. The choke hold is automatically a head shot but receives no bonuses for being such. The joint strike may take arm or leg as a location, but receives no penalties for this. All remaining maneuvers do not take a location roll.
Dark Banner
This art is the most
prevalent in the Empire of Drakkar. It is primarily practiced by the Bloodhounds
and monks of Idan, Masters of the art are very selective about who they
select as pupils.
Practitioners of this
art are become deadly with both weapons and unarmed combat. Their flowery
leaping maneuvers can send devastating blows to an opponent from any angle
and from any position. Also unusual - and effective - is the emphasis on
ground fighting. Practitioners prefer taking an opponent to the ground
(usually landing on top of them) and finish the fight from that position.
This style is based
on the real world art Pentjak Silat, a powerful and diverse art practiced
in the Malaysian Archipelago.
Dark Banner
Maneuver |
|
|
|
|
Effect |
Block |
|
|
|
|
Block, Abort |
Choke Hold |
|
|
|
|
Grab One Limb;
2d6 NND (2) |
Death Fist |
|
|
|
|
1d6 HKA (3DC) |
Disarm |
|
|
|
|
Disarm, +10 STR
to Disarm roll |
Escape |
|
|
|
|
+15 STR vs. Grabs |
Grapple |
|
|
|
|
Grab Two Limbs;
+10 STR for Holding On |
Joint Strike |
|
|
|
|
Grab One Limb; ½D6
HKA
(2DC); Disable; Target Falls |
Kick |
|
|
|
|
STR +4d6 Strike |
Legsweep |
|
|
|
|
STR+1d6 Strike; Target Falls |
Punch / Knee Strike |
|
|
|
|
STR +2d6 Strike |
Optional Rules: The kick and killing
strike maneuvers takes a 3d6 location roll. The punch maneuver takes a
2d6+1 location roll. The knee strike takes a 2d6+7 location roll. The joint
strike may take arm or leg as a location, but receives no penalties for
this. All remaining maneuvers do not take a location roll.
Drakkarian Pole Fighting
This style is practiced mainly by polearm wielding Drakkarian troops, but also some hobgoblins and other humanoids who do not use the hobgoblin pole style. It teaches unarmed attacks in addition to armed maneuvers to provide flexibility and surprise in combat. This style may be used with quarterstaves, bo sticks, spears or polearms
Drakkarian Pole Fighting
Maneuver |
|
|
|
|
Effect |
Bind |
|
|
|
|
Bind, +10 STR |
Disarm |
|
|
|
|
Disarm; +10 STR
to Disarm roll |
Fend |
|
|
|
|
Block, Abort |
Nerve Slam |
|
|
|
|
2d6 NND(1) |
Offensive Slash / Kick |
|
|
|
|
STR +4d6 Strike |
Punch / Pole Slam |
|
|
|
|
STR +2d6 Strike |
Skills:
Optional Rules: The Pole Slam and Offensive Slash maneuvers take a 3d6 location . The punch maneuver takes a 2d6+1 location roll. The kick maneuver takes a 2d6+7 location roll. All remaining maneuvers do not take a location roll.
Drakkarian Wrestling
This art is most commonly
seen in the arenas in Drakkar. Bouts involve brutal clashes between the
tall, powerfully built practitioners of this art.
This art relies on
sweeps. stunning slaps. and throws to crush opponents. The combination
of fighting technique with such sheer mass results in a lethal and often
underrated martial arts style. Practitioners of this art are nearly always
massive male fighters.
This art is based on
Sumai, or sumo wrestling, the national sport of Japan, but I picture it
a bit like professional wrestling as well.
Drakkarian Wrestling
Maneuver |
|
|
|
|
Effect |
Block |
|
|
|
|
Block, Abort |
Crush |
|
|
|
|
Str +4d6 Crush;
Must Follow Grab |
Escape |
|
|
|
|
+15 STR vs. Grabs |
Grab |
|
|
|
|
Grab Two Limbs;
+10 STR for Holding On |
Grappling Throw |
|
|
|
|
STR +2d6 Strike; Target
Falls; Must Follow Grab |
Slam |
|
|
|
|
STR Strike; You
Fall; Target Falls |
Slap |
|
|
|
|
STR +2d6 Strike |
Optional Rules: The slap and slam maneuvers take a 2d6+1 location roll. The crush maneuver does generalized damage. The remaining maneuvers do not take a location roll.
Dwarven Axefighting
This time-honed method
has served the Dwarves through the years. Unlike bladesinging, there is
no great secrecy about it. It is simple, brutal, and effective. Some humans
in lands near those of the dwarves may know it as well.
Though this art is
usually known with the axe, it may be used with other long hafted weapons
or large swords. Thus it is often called "Dwarven Smashing Style."
Dwarven Axefighting
Maneuver |
|
|
|
|
Effect |
Block |
|
|
|
|
Block, Abort |
Bashing Strike |
|
|
|
|
STR +4d6 Strike; Opponent
Attacks First Next Phase |
Finishing Strike |
|
|
|
|
STR +4d6 Strike;
Must Follow Takedown |
Smash |
|
|
|
|
STR +4d6 Strike |
Strike |
|
|
|
|
STR+2d6 Strike |
Takedown |
|
|
|
|
STR Strike;
Target Falls |
Unbalance |
|
|
|
|
+15 STR to Shove |
Elements:
Optional Rules: All attacks
with this style take a 3d6 location roll, but the GM may wish to use the
relative position rules to modify this if the dwarf is much shorter than
the target (see Ninja Hero, page 79). All remaining maneuvers do not take
a location roll.
Emerald Shadow
This art is fairly
new in the land of Trinalia. It combines various techniques from Butterfly
style, Springing Legs, and Black Snake. It was developed and is used by
members of the emerald brotherhood.
The style combines
kicks, locks, and defensive maneuvers. This combination proves excellent
for wandering agents in defending themselves and helping out in a pinch
where they have no weapons. The style is also taught with staff and sword,
similar to Steel Serpent.
Emerald Shadow
Maneuver |
|
|
|
|
Effect |
Block |
|
|
|
|
Block, Abort |
Choke Hold |
|
|
|
|
Grab One Limb;
2d6 NND (2) |
Counterstrike |
|
|
|
|
STR +2d6 Strike;
Must Follow Block |
Disarm |
|
|
|
|
Disarm, +10 STR
to Disarm roll. |
Dodge |
|
|
|
|
Dodge All Attacks;
Abort |
Escape |
|
|
|
|
+15 STR vs. Grabs |
Eye Jab |
|
|
|
|
2d6 Sight Group Flash |
Hand Strike / Snap Kick |
|
|
|
|
STR +2d6 Strike |
Joint Break |
|
|
|
|
Grab One Limb;
½d6 HKA (2DC), Disable |
Joint Lock | ½ | 4 | +1 | 0 | Grab One Limb;
1d6 NND (3); Target Falls |
Skills:
Optional Rules: The hand strike
and counterstrike maneuvers take a 2d6+1 location roll. The snap kick takes
a 2d6+7 location roll. The choke hold is automatically a head shot but
receives no bonuses for being such. The joint strike and joint lock maneuvers
may take arm or leg as a location, but receives no penalties for this.
All remaining maneuvers do not take a location roll.
Greenwood Archery
This is the archery skill of the humans in the west. It was first taught at the ranger's academy is Skabrae, combining some basic elements from simpler human archery forms with elements of elven Thornwood Archery (c.f.). Since then, its use has been spread throughout the west by rangers and the emerald brotherhood.
Greenwood Archery
Maneuver |
|
|
|
|
|
Effect |
Basic Shot |
|
|
|
|
|
Weapon +2d6 |
Defensive Shot |
|
|
|
|
|
Weapon |
Distance Shot |
|
|
|
|
|
Weapon, +1
Segment. |
Far Shot |
|
|
|
|
|
Weapon |
Quick Shot |
|
|
|
|
|
Weapon +2d6 |
Ranged Disarm |
|
|
|
|
|
Disarm, +15 STR |
Skills:
Optional Rules: All attacks
take a 3d6 location roll. Disarm does not take a location roll.
Hobgoblin Polearm Style
Superficially similar to Drakkarian Pole Fighting, this style is practiced mainly by hobgoblins and other humanoids, as well as some spear using human warriors who face them. It is also similar to styles used by oriental humans in the far off land of Khitan and some elite warriors of the Materan amazons.
It teaches use of the whole pole, not just the blade. This style may be used with quarterstaves, bo sticks, spears or polearms. It's most distinctive maneuver is the whirling takedown, in which the practitioner spins the pole to build leverage and momentum.
Hobgoblin Polearm Style
Maneuver |
|
|
|
|
Effect |
Bind |
|
|
|
|
Bind, +10 STR |
Block |
|
|
|
|
Block, Abort. |
Disarm |
|
|
|
|
Disarm; +10 STR
to Disarm roll |
Slash |
|
|
|
|
STR +4d6 Strike |
Spear Charge |
|
|
|
|
STR +v/5;
FMove |
Thrust | ½ |
|
|
|
STR +2d6 Strike |
Whirling Takedown |
|
|
|
|
STR +2d6 Strike;
Target Falls |
Skills:
Optional Rules: The Slash and
Thrust maneuvers take a 3d6 location . The Spear Charge maneuver takes
a 2d6+1 location roll. The Whirling Takedown maneuver takes a 2d6+7 location
roll. All remaining maneuvers do not take a location roll.
Mintaran Wrestling
This style is an outgrowth and combination of more typical boxing and wrestling techniques. It was formerly one practiced in ad hoc matches in backstreets of the free cities, but in recent years it has gained a more mainstream acceptance as an arena sport in Mintar West, and to a lesser extent, other Free Cities.
This style is based on pankration, a gladiatorial fighting art that was practiced in the arenas of ancient Greek and Rome.
Mintaran Wrestling
Maneuver |
|
|
|
|
Effect |
Block |
|
|
|
|
Block, Abort |
Crush |
|
|
|
|
Str +4d6 Crush;
Must Follow Grab |
Escape |
|
|
|
|
+15 STR vs. Grabs |
Grab |
|
|
|
|
Grab Two Limbs;
+10 STR for Holding On |
Grappling Throw |
|
|
|
|
STR +2d6 Strike; Target
Falls; Must Follow Grab |
Kick / Punch |
|
|
|
|
STR +2d6 Strike |
Root |
|
|
|
|
+15 STR vs. Shove;
Block, Abort |
Sacrifice Throw |
|
|
|
|
STR Strike; You
Fall; Target Falls |
Skills:
Optional Rules: The punch maneuver takes a 2d6+1 location roll. The kick takes a 2d6+7 location roll. The throws do generalized damage. All remaining maneuvers do not take a location roll.
Springing Legs
This art has been passed down through the years among the followers of Orion, both lay and ordained. It has attracted the attention of some lower class communities in the free cities, where it has become a brawling sport. However, after the razing of Mintar East, bouts have been difficult to come by.
This style has a strong emphasis on kicking and movement. The springing legs practitioner undergoes rigorous physical training to harden their bodies. It is a powerful, flashy, effective art.
This art is loosely based (very loosely) on the real life arts of Thai Kick Boxing, a brutal arena kickboxing sport practiced in Thailand, and Tai Kwon Do (a Korean art notable for its kicking and breaking techniques.)
Springing Legs
Maneuver |
|
|
|
|
Effect |
Block |
|
|
|
|
Block, Abort |
Circle Kick / Punch |
|
|
|
|
STR+2d6 Strike |
Elbow / Knee Smash |
|
|
|
|
½d6 HKA (2DC) |
Knee Snap Kick |
|
|
|
|
½d6 HKA (2DC);
Target Falls; Disable |
Legsweep |
|
|
|
|
STR +1d6 Strike;
Target Falls |
Locking Disarm |
|
|
|
|
Disarm; +15 STR to
Disarm; Must follow Block |
Roundhouse Kick / Backfist Strike |
|
|
|
|
STR +4d6 Strike |
Scissors Kick Takedown |
|
|
|
|
STR Strike; Target Falls;
You Fall; FMove |
Springing Kick |
|
|
|
|
STR +2d6 +v/5 Strike;
FMove |
Skills:
Optional Rules: The sprining kick and roundhouse kick maneuvers take a 3d6 location roll. The backfist strike, punch, and elbow smash maneuvers take a 2d6+1 location roll. The circle kick and knee smash takes a 2d6+7 location roll. The knee snap kick and legsweep automatically hits the legs, but legsweep takes no penalty for this. All remaining maneuvers do not take a location roll.
Special Abilities: Springing Legs
practitioners should buy extra inches of superleap with the "requires acrobatics
skill roll" limitation (-½). Additionally, those who wish to develop
the breaking maneuver ability may wish to take the armor piercing advantage
on kick or smash attacks with the limitation only against inanimate objects
(-1).
Steel Serpent
This is one of the two major arts practiced by the Dragon-knights. It's emphasis on the use on quick blades and defensive nature have made it appealing to some fencers of the free cities who have seen the Dragon-knights in action. However, the Dragon-knights have not been as sharing of their knowledge as some others would like.
This art is based on the real-world martial art Aikijutsu, with a stronger emphasis on weapon elements.
Steel Serpent
Maneuver |
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Effect |
Binding Serpent |
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Bind, +10 STR |
Darting Block |
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Block, Abort |
Dodge |
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Dodge all attacks; Abort |
Escape |
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+15 STR vs. Grab |
Grapple |
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Grab Two Limbs; +10
STR or Holding on. |
Joint Break |
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Grab One Limb;
½d6 HKA (2 DC), Disable. |
Joint Lock Throw |
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Grab One Limb;
1d6 NND (3); Target Falls |
Strike |
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STR +2d6 Strike |
Throw |
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STR +v/5; Target Falls |
Wavering Serpent Block |
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+10 STR vs. Shove;
Block, Abort |
Skills:
Optional Rules: The strike takes
a 3d6 location roll. The snap punch and nerve punch maneuvers take a 2d6+1
location roll. The joint break and joint lock throw may take arm or leg
as a location, but receives no penalties for this. The throw does generalized
damage. All remaining maneuvers do not take a location roll.
Thornwood Archery
This is the archery skill of the elves of silver, sun, sea, or forest heritage. It is nearly universal among the elves, and dates back to times that the elven races were as one.
This art does not share near the same secrecy as bladesinging does. Elves can and do teach it to half-elves, and even some humans. Humans have incorporated various techniques of this art into their own Greenwood Archery (c.f.).
Thornwood Archery
Maneuver |
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Effect |
Defensive Shot |
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Weapon |
Distance Shot |
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Weapon,
+1 Segment. |
Precision Shot |
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Weapon,
+1 Segment |
Quick Shot |
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Weapon +2d6 |
Ranged Disarm |
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Disarm, +10 STR |
Ranged Trip |
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Weapon, Target Falls |
Skilled Shot |
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Weapon +2d6 |
Skills:
Optional Rules: All attacks
except ranged throw take a 3d6 location roll. Ranged throw takes a 2d6+7
location roll. Ranged disarm does not take a location roll.
Turanian Style
This style evolved from primitive techniques practiced by old Turanian clansmen in the northeast peninsulas of Trinalia. It the time of the Barean Empire, the art evolved into the advanced, effective style that it is today.
Also called northern smashing style, Turanian style takes advantage of the power of large weapons.
Turanian Style
Maneuver |
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Effect |
Bash |
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STR+4d6 Strike; Opponent
Goes First Next Phase |
Block |
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Block, Abort |
Disarming Swat |
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Disarm, +15 STR
To Disarm Roll |
Overbear |
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+15 STR to Shove |
Overbearing Strike |
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STR +v/5; Half-move required. |
Strike |
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STR+2d6 Strike |
Skills:
Optional Rules: The strike and
bash maneuvers take a 3d6 location roll. The overbearing strike takes a
2d6+1 location roll. All remaining maneuvers do not take a location roll.
Twin Talons
This is another art spread by the priesthood of Orion. It is a primarily weapon based martial art practiced throughout the Aborian populated regions of the world. A student of twin talons initially trains with paired clubs. After learning the associated intricate striking techniques on which the style is founded, the student moves on to the use of daggers, swords, and the empty hand.
This art is based on the real life art of Escrima. Escrima is more a stick fighting art and less an unarmed and sword-fighting art than Twin Talons.
Twin Talons
Maneuver |
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Effect |
Bind |
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Bind, +10 STR |
Block |
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Block, Abort |
Counterstrike |
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STR +2d6 Strike;
Must follow Block |
Disarm |
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Disarm, +10 STR to
isarm roll. |
Dodge |
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Dodge All Attacks; Abort |
Immobilizer |
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Grab Two Limbs,
+10 STR for holding on |
Joint Strike |
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½d6 HKA (2DC), Disable |
Quick Strike |
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STR +2d6 Strike |
Slashing Strike |
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STR +4d6 Strike |
Skills:
Optional Rules: The slashing
strike maneuver takes a 3d6 location roll. The quick strike and counterstrike
maneuvers take a 2d6+1 location roll. The joint strike may take arm or
leg as a location, but receives no penalties for this. All remaining maneuvers
do not take a location roll.
Veiled Fist
This fighting art has been slowly developed in Lerendia. After the Oligarchs seized power there, they decided to draw down the size of the standing army, and train a militia, but leave them unarmed except in times of need. Strict laws restricting ownership of weapons were passed to limit possibility of an uprising.
With the aid of Bloodseekers, resistance elements interested in putting the monarchy back in power and throwing off the shackles of the Oligarchs trained in secret in the use of mundane objects that could be used as weapons - staves, grain flails, clubs, churn handles, and other farming tools that could be used as weapons.
This art is both stylistically and historically based on that of kobojutsu, the Okinawan weapons martial art.
Veiled Fist
Maneuver |
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Effect |
Bind |
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Bind, +10 STR |
Block |
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Block, Abort |
Defensive Strike |
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STR +2d6 Strike |
Disarm |
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Disarm, +10 STR
to Disarm roll. |
Dodge |
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Dodge All Attacks;
Abort |
Legsweep |
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STR+1d6 Strike;
Target Falls |
Takeaway |
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Grab Weapon, +10
STR
to take Weapon Away. |
Skills:
Optional Rules: The defensive
strike maneuver takes a 3d6 location roll. The legsweep automatically takes
leg as a location, but receives no penalties for this. All remaining maneuvers
do not take a location roll.
White Flower
This style is practiced in the Young Baronies by the aristocratic warriors, Bloodguard, and dynastic knights. It combines a wide variety of techniques into a complete and diversified system.
White Flower is a very practical art, stressing practical vice flashy moves. The style's philosophy stresses loyalty, courage, and willpower.
The real world style this is based on is Hwarang-do.
White Flower
Maneuver |
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Effect |
Block |
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Block, Abort |
Choke Hold |
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Grab One Limb;
2d6 NND (2) |
Disarm |
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Disarm, +10 STR
to Disarm roll. |
Dodge |
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Dodge All Attacks; Abort |
Hand Strike / Snap Kick |
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STR +2d6 Strike |
Joint Break |
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Grab One Limb;
½d6 HKA (2DC), Disable |
Joint Lock |
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Grab One Limb,
+10 STR for holding on |
Killing Throw |
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½d6 HKA (2DC);
Target Falls |
Nerve Strike |
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2d6 NND (1) |
Thunder Strike |
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STR +4d6 Strike |
Skills:
Optional Rules: The thunder strike
(which may be a punch or kick) and killing throw maneuvers take a 3d6 location
roll. The hand strike maneuver takes a 2d6+1 location roll. The snap kick
takes a 2d6+7 location roll. The choke hold is automatically a head shot
but receives no bonuses for being such. The joint break or joint lock may
take arm or leg as a location, but receives no penalties for this. All
remaining maneuvers do not take a location roll.
After you have converted your character if you have some extra points, or during the campaign, there is the possibility of buying abilities which are beyond the norm for characters. Some abilities described in Ninja Hero are allowed in the Trinalia campaign. These abilities, and a brief summary, are as follows:
Fantasy hero contains rules for a wide variety of standard AD&D races. There are, however, a few races new and unique to Trinalia.
These are the Trinalia version of AD&D half-dragons. They are the offspring of humans or demi-humans and shape-shifting dragons. The primary difference is in the fact that dragonblood may be several generations old. They have the basic characteristics of their strains, but may select their dragon powers from the overall list.
The dragon special powers are a special
case. A character may take abilities of the racial package of the demihuman
parent (if any). Then, as the half dragon increases in age and gains character
points, the half dragon may buy half dragon abilities. However, half of
the cost of any such abilities must be transferred from the character's
other racial abilities, if any.
Dragonblood Racial Packages:
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BODY max 23 PRE max 23 Draconic Power* |
6 3 15 |
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Distinctive Appearance: Draconic, Concealable with major effort |
-10 |
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CON max 23 BODY max 23 Draconic Power* |
6 6 10 |
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Distinctive Appearance: Draconic, Concealable with major effort |
-10 |
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DEX max 22 EGO max 23 Draconic Power* |
6 6 10 |
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BODY max 23 INT max 25 Draconic Power* |
6 5 10 |
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Distinctive Appearance: Draconic, Concealable with major effort |
-10 |
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Draconic Power* |
10 |
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Distinctive Appearance: Draconic, Concealable with major effort (true drow- dragons take this as "with major reaction") |
-10 |
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CON max 25 BODY max 25 Draconic Power* |
10 10 10 |
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INT max 16 Distinctive Appearance: Draconic, Concealable with major effort |
-2 -10 |
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Dragonblood Claw and Breath Attacks
A dragonblood may have razorlike talons. These may be bought with as an HKA with as many active points as the character's STR, but must be bought with the reduced penetration limitation.
A dragonblood may buy a breath attack. These may be a RKA or EB attack with as many active points as 1½ the character's strength. It must have one of the following sets of special effects and advantages:
All breath attacks
must be purchased with 3 or less charges. A character may buy multiple
breath weapon attacks as part of a mutlipower, and fixed slots are an option.
Draconic Magic
Dragonbloods may gain innate abilities inhereted from their Draconic line. These are purchased using the innate abilities rules under magic, and must be purchased with charges. As the charges are not usually purchased on the multipower pool, such abilities are fairly expensive compared to spells. Some draconic powers and their HERO equivalents are:
Dragonblood Cultural Packages
There are three dragonblood
cultural packages: exile, dragon-knight, and ward. The character may only
take one of cultural packages, but may also take a profession package.
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Choose 3 from the following list: Bump of direction, concealment, KS at 12-: fire building, juggling, or weather sense; Movement +3", PS at 12-: fishing or hunting; sleight of hand or stealth. |
9 |
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Reputation, exile, extreme, 8- |
-10 |
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Dragon or Steel Serpent. KS: Martial art, 11- Choose two of the following list: Combat sense, Movement +3", KS at 12-: Calligraphy, Heraldry, or Paining; Riding, WF: Common melee weapons and staves Kiai or Chi powers (see UMA) |
2
15 |
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Reputation, dragon-knight, 11- Psych lim: seeks to free or defend master (common, strong) |
-10 -15 |
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KS: Dragon lore Contact with dragon lord, 8-, powerful contact Choose 2 from the following list: Acting, KS at 12-: appraisal, art, formal dance, musical intrument, seamanship; PS at 12-: hunting; Riding. |
2 4 6 |
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Psych lim: serve dragon master (common, moderate) |
-10 |
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Traditional wizards in AD&D are transferred into Fantasy Hero by judicious use of the Variable power pool framework. Wizards, when translated to Fantasy Hero, should buy a VPP with the following limitations on the control cost:
Traditional Mage VPP:
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-½ |
desired spell |
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but may buy up time |
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Not in armor* (-½), concentrate (-¼+) |
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Gestures (-¼), Incantations(-¼), and/or expendable focus (-½+) |
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If the character is a specialist, they may take an additional -¼ limitation on their control cost: spells in pool cannot be from barred schools and ½ of pool must be in specialized school.
Channellers use this scheme instead:
Channeller VPP:
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desired spell |
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character can normally memorize per level, normally 4-9 (-½ to -1), but may be increased on time chart |
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Not in armor* (-½), concentrate (-¼+), costs END to cast (-½) |
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value of the VPP must have increased END at least at the x4 level (-1½); all other spells must have increased END at least at the x2 level (-½). |
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Gestures (-¼), Incantations(-¼), and/or expendable focus (-½+) |
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The size of the variable power pool should be large enough to accommodate the active cost of the spell the character can cast, which as a rough guideline should not exceed 20 points plus 20 points per spell level. See the section on converting wizard spells for more details.
As described in the tables above, the converted mage character requires a 1 point familiarity with each spell that he wants to be able to put in his VPP. However, there is another requirement. Each school has a knowledge skill associated with it (e.g., KS: Divination, KS: Necromancy, etc.) In order to learn a spell, the character must pass a KS check for that school to learn it.
It follows, then, that the wizard character should buy all KSs for the schools that were available to the character in AD&D. Fortunately, characters are allowed to buy the wizard skill enhancer to reduce the cost. This skill enhance will reduce the cost of school knowledge KSs by 1 and also reduces the cost of the spell slots to ½ each. All wizards who are not merely dabblers should take this skill enhancer.
Spellcasters should take a few combat skill levels in magical attacks. Three point levels are sufficient to give the caster +1 with most spell attacks. It is recommended that when converting a character, you purchase 1 combat level with attack spells per 2 levels of the character, not to exceed the campaign maximum.
When converting spells, in addition to the above guidelines on active points, the final real cost of the spell should fall into the following ranges:
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The spells must take the required limitations described per the VPP control cost per the type of caster. What components are required will tell you if gestures, incantations, or foci are appropriate.
Other than the components, the limitations of the spells are dictated by the limitations on the VPP, plus any other limitations appropriate to simulate the effects of the spell. Non-instantaneous spells will need continuing charges modifier to simulate the duration of the spell.
Attack spells that do not need "to hit" rolls in AD&D, or that ignore armor, should take penetrating, NND or AVLD advantages. Attacks that render a target unconscious should be STUN only attacks.
Note that there is no mechanic in HERO for automatic improvement of spell abilities. The GM may allow characters to improve a spell by increasing it's DC, range, area of affect, or duration. However, such improvements should never take the spells active cost above the beginning guidelines for maximums of the next higher level spell. The GM may require rolls in the KS of the appropriate spell school to make such improvements to a spell.
The Player's Option book allows player's signature spells (Spells & Magic) or Spell Sculpting. In HERO, these skills are paramount to improving the character's capabilities.
Signature spells are spells the character has become known for. If the character desires a spell to be a signature spell, he should use it at every opportunity. Then, with the GM's permission, the character may buy the spell outside of the VPP, as it is written up. If the character has not already maxed out his disads, some of this cost may be offset by concurrently taking a reputation with the use of the spell. Then the player may freely modify the spell to increase its effects, range, etc. The character is not allowed to modify the limitations or advantages of the spell other than to increase range or area of effect. However, the character can (and should) continue to use his personalized version of the spell in his VPP.
Spell sculpting should be considered similar to the above, but once the character has faithfully used the signature spell and has increased the real cost of the spell by 25% or, the GM may allow him to take it a step further. The character may then absorb some of the advantage or limitation levels into the variable advantage or variable limitation advantages. Note that the variable special effect is not allowed. The character must justify any variations in effects in the context of the spell's existing special effects.
In order to ensure that the character does not create excessively powerful versions of the given spells, the character should not be allowed to adjust the active cost of modified spells above the cost of the character's VPP.
Example: let's say that Meleck (see the character creation example below) gets really handy with the magic missile. With the GM's permission, he may take the spell as written as a power independent of the VPP. This costs him 8 points. He cannot get points from a reputation disad to offeset this cost since he has already maxed out his disadvantages. The spell may now be cast one time per day in addition to any times that he has taken the spell in his VPP.
Over time, Meleck improves his magic missile to 1D6+1 RKA and applies the increased maximum range disadvantage (+¼). This brings the total active cost of the spell to 55 and the real cost of the spell to 12. Maleck may use this spell in his VPP as any other spell he knows as well. He would have to increase his VPP by one point (to 55 points) in order for this spell to be permissible.
After a time, the GM decides he may learn to sculpt this spell. Maleck's player re-writes the spell. He takes the 1¾ points of advantages already available to the spell, and instead of applying it as specific advantages, he takes the variable advantage advantage at +2¾ level. This allows him to use the 1¾ advantage in any way he chooses. He may make the spell a usable by others (+¼), invisible power effects to sight (+½) armor piercing (+½), area effect one-hex (+½) attack is he feels like it - and if the GM allows it. This modified version of the spell has an active cost of 75 and a real cost of 17. Meleck must have a 75 point spell by this time in order to modify the spell to this extent.
Priest magic is a little
different from Wizard magic. Unlike wizards, priests do not have to maintain
spellbooks or memorize specific spells. This makes them a little closer
to traditional FH spellcasters than wizards. Similar to wizards, priests
spellcasting ability will be purchased using the following VPP:
Priest VPP:
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prayer. |
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applicable spheres (-¼), only allowed up to 1/3 of the VPP in minor sphere spells (-¼). |
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but may buy up time |
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concentrate (-¼+), OAF Holy symbol (-1), religious restrictions (-½). |
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Gestures (-¼), Incantations (-¼), and/or expendable focus (-¼) |
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When converting priest spells, follow the same general guidelines as for wizard spells, using the above described limitations instead of the normal limitations. Priest spells will be slightly less powerful in many aspects, but priests should have sole access to healing-type AID effects.
Priests also frequently have special abilities that their deity allows them to use. Typically, these emulate spells. Simply convert these spells into special abilities purchased outside of the VPP. Modify the charges and other abilities as appropriate.
If the priesthood has a suite of such special abilities, the GM may, at his discretion, allow these abilities to be purchased in a multipower framework. Remember, however, that the character cannot use multiple powers at full blast at one time with the multipower framework. You can't use your charm priestly ability at the same time as your defensive bonus modifier under this scheme.
Priests are not required to take a 1 point familiarity in each spell they want to know how to cast. However, they are required to take a 2 point KS with each major sphere they are able to cast and a 1 point familiarity with each minor sphere they are able to cast.
The above shows how
we can emulate existing AD&D magic and spellcasters using the HERO
system. But why stop there? HERO opens up a whole new world of possibilities
with magic. So without further ado...
There is a campaign related reason that all this new magic became available. Recently, a magical cataclysm occurred when Fyre was slain when he was impaled on a meteor fragment called the prism-star by his own goldrune staff. The resulting magical backlash destroyed the prism-star and unleashed massive earthquakes all over the world of Varisha.
The cataclysm also sent
magical energy surging through the once-feeble ley line network that cris-crossed
the world of Varisha, and created permanent magical gates to the faelands
and other magical planes of existence. The resulting alteration in the
ambient magical energy opened the door for new forms of magical arts.
So let's say you convert a mage to fantasy hero using the above rules, and you decide you like one of the other types of magery better. What are you to do?
Do not lose hope. There is a way. A basic assumption is that the new types of magery are based on the same principles as the old types of magery. On a basic level, they are compatible. This means you can convert your experience as one type of mage into experience as a new type of mage. There is a catch however.
Learning the new magic
type is a slow process. For every experience point you spend in new magic
skills and powers, you may shift one point from your old style into the
new style.
Example: Meleck is a converted evoker channeller. He decides that he would like to learn the way of high magic. The character receives 6 points at the end of an adventure. Meleck pulls 6 points out of his VPP (5 out of the pool, 1 out of the control cost.) This gives him 12 points to play with. He spends 3 of these points on the High Magic skill at 9+INT/5. This leaves him 9 points for High Mage spells. Seven of these point will buy him a 20 active point multipower pool. He buys two spell slots with the remaining two points.
With the release of magical energy of the cataclysm, magical energy now courses through the ley lines that cris-cross Varisha. This magical energy is a ready source of power for magi willing to learn how.
Any mage may buy the
ability to tap into ley lines as a gift - in actuality, it is a learned
ability. Use the following ability to represent tapping:
1d6 Aid to REC, 0 END (+½), fade at 5 / minute (+¼), self only (-½), gestures (-¼), concentrate ½ DCV (-¼), extra time, full phase (-½), REC only to restore END lost to spells (-½), requires magic skill roll (-½).
This is the basic ability. 4d6 must be bought this way. The first d6 is exactly as shown. The next d6 is activation roll 12-. The next 10-. The final 8-. This ability costs 9 points. Alternately, the character may buy the ability in ½d6 point increments for a total of 2d6 and a cost of 4 points.
The activation roll represents the proximity to a ley line. Anywhere on the planet may use 1d6. In the proximity to a ley line (i.e., 12-) allows 2d6. On a ley line (10-) is 3d6. At a ley line nexus allows 4d6 of aid. Half these amounts for the 2d6 version.
Any spellcaster that uses endurance to cast spells may buy this ability. However, it may not be purchased as part of a magical framework as it is considered a meta-magical ability.
A Note on Spell Mutlipowers
Many of the new forms of magic are built as multipowers. In the Trinalia campaign, it is not permissible to buy any of the slots as fixed ("ultra") slots unless all of the slots are the same or similar powers.
Credit Where Credit Is Due
Some of the basic ideas for the following magic systems were derived from FH campaign rules by: Clay Luthor, Justin J. Richt, and (as much as I hate to admit it) Mark Hughes.
This alchemical method allows you to create an alchemist a la arcanum, vice the more questionable version that was produced in the Spells & Magic.
Alchemist's powers are built as a VPP. The power pool control cost is built with the limitations: only changes in lab (-½), only to formulas that the alchemist knows (-½). In addition, the powers have the standard limitations: expendable, fragile focus (-1+), charges (at least -½ worth) (-½), requires alchemist skill roll (-½), side effects (-½). The standard limitations are -2½, and the VPP control limitation is -3½.
Additional limitations might include a difficult to recover expendable focus, activation roll, or mental powers based on CON.
The side effects should be bought with an activation roll. The effect is that when the alchemist made the potion, he goofed. There is only a chance that this goof will be deleterious. However, this limitation will increase the active cost of the side effect. You can also buy a power with the burnout roll - a failed roll means that the alchemist screwed up the whole batch.
Dabbling Alchemy
The above arrangement is meant to provide for an alchemist who might have a variety of potions available. For a dabbler, or an alchemist who has a variety of standard tricks, you might build a single or multipower. Such a power would be built with the same limitations as above, plus limitations of extra time (representing the time it takes to mix the potions) and a limited power with proper alchemical equipment (-½), and the usable by one other plus either delayed effect or trigger advantage (the trigger being "drinking the potion").
The GM may wish to restrict the multipower or require the limitation may not change power while another one is still in effect (-½). It doesn't make too much sense to apply some of the limitations of multipowers to alchemical formulas unless you assume that there is the standard AD&D negative synergy.
Note that this is not the same as magic item creation.
Example: Ken wants
to make an alchemist to replace the last one he blew up. This time he will
be taking additional standard fire resistance and healing potion powers.
His VPP and additional powers are as follows:
3 Control cost: only changes in lab (-½), only to formulas that the alchemist knows (-½). Powers require: expendable, fragile focus (-1), charges (at least -½ worth) (-½), requires alchemist skill roll (-½), side effects (-½). Total limitation: -3½.
4 Healing elixers: 3d6 healing aid. Usable by one other only (+¼), trigger (+¼). Active points: 22. Expendable, fragile OAF (-1½), 6 charges (-¾), requires alchemist skill roll (-½), side effects (7d6 EB Stun, activation 15-) (-½), extra time: 5 minutes (-2). Total limitations: -5¼.
4 Fire resistance: 20 ED forcefield, Usable by one other only (+¼), trigger (+¼). Active points: 30. Only effective against fire (-1), expendable, fragile OAF (-1½), 1 continuing charge, 1 hour (-½), requires alchemist skill roll (-½), side effects (6d6 EB Stun), extra time: 1 hour (-2½). Total limitations: -6.
An artificer type character a la spells and magic can be made by using the typical wizard powers and assigning a focus limitation to all spells.
Combined or separate
from this approach, you may create special focus items for a character.
Unlike individual magic items, such a character would not have magic items
with the independent limitation. An artificer-mage type character should
take all personal foci. Each item should be a separate power or multipower.
20 Artifice VPP, 20 Active points
2 Control cost, limitations: can only change spells through ritual with artifice skill roll (-½), requires 1 point familiarity with spell (-½), powers requires 1 charge limitation, but may buy up time (-1), not in armor (-½), concentrate ½ DCV (-¼), OAF (-1), and either gestures, incantations, or expendable focus (-¼). Total control limitations: -4
4 Shrunken head spirit fetish: 10 power defense, works on spirits (+½), 15 active points. Only against spirits or undead (-1), 1 charge, 1 hour (-½), not in armor (-½), concentrate ½ DCV (-¼), incantations (-¼), gestures (-¼), expendable OAF (-1¼). Total limitations: -3.
10 Lightning wand multipower, 30 active points: 8 charges (-½), not in armor (-½), concentrate ½ DCV (-¼), incantations (-¼), gestures (-¼), expendable OAF (-1¼). Total limitations: -3.
1m Lightining bolt, 6d6 EB. 30 Active points. Standard limitations, -3.
1m Shocking touch, +6d6 HA, armor piercing (active 27 points). Standard limitations, -3.
Ungawa will need to buy some spell familiarities as well as a decent skill in artifice.
Since the magical catastrophe, those few magi who were both elementalists and channellers have found that those methods of magic have combined to make a powerful form of spellcasting. The limitations that they took on once gained them only a trifling advantage. Under the new laws of magic, elementalist channellers - now called warlocks - are the only type of spellcaster that can use the elemental control power framework.
Elemental spells have some of the same basic limitations as channeling: all cost END (-½ limitation if it does not already cost END) and must take the x2 END limitation (-½). They must one or more of: gestures, incantations, or expendable focus (-¼). In addition, the elementalist must have the "requires elementalism skill roll" limitation (-½) and the the "must have source" limitation. In the case of air elementalists, this must be a volume of at least 20 cubic meters of air surrounding him. This limitation is worth -¼ for air and earth warlocks, -½ for water and fire warlocks.
The FH sourcebook provides
spell ideas for all the elemental spell colleges. Elementalists may also
buy gifts appropriate to their element.
6 EC - Earth powers, 15 active points: x2 END (-½), focus, gestures, or incantations (-¼), requires elementalism skill roll (-½), must have source (-¼). Total limitation: -1½.
5 Stone Blast, 6d6 EB vs. PD (30 active, -15 for EC). Gestures (-¼), Incantations (-¼), requires elementalism skill roll (-½), contact with earth (-¼), concentrate ½ DCV (-¼), x2 END (-½).
5 Wall of Stone, 6 PD / 6 ED force wall (30 active, -15 for EC). Gestures (-¼), Incantations (-¼), requires elementalism skill roll (-½), contact with earth (-¼), concentrate ½ DCV (-¼), x2 END (-½).
5 Quagmire, 2d6, 2 DEF entangle, takes no damage (+½) (30 active, -15 for EC). Gestures (-¼), Incantations (-¼), requires elementalism skill roll (-½), contact with earth (-¼), concentrate ½ DCV (-¼), x2 END (-½).
7 Earthquake, 10
STR TK, Area effect 2" radius (+1), continuous (+1), (45 active, -15 for
EC). Only to knock down and shake up (-1), Gestures (-¼), Incantations
(-¼), requires elementalism skill roll (-½), contact with
earth (-¼), concentrate ½ DCV (-¼), x2 END (-½).
The total cost of these abilities is 28 points. Had the character not had the EC framework, they would have cost 41 points.
Gifts are a variant form of magic. The special ability of priests and paladins should be considered a form of gift. However, under these rules, nearly any character who qualifies can have a gift, and it can make for a unique, special character.
Gifts are the result
of a divine blessing (or curse), a special heritage, or a magical empowerment
(or, again, curse). This should be taken into account when deciding the
ability. These powers are usually singular abilities outside of a framework.
They may, at best, be part of a related set of powers within a multipower.
If they originated from a deity, the religious restriction limitation may
apply. As they are not usually spells (unless the character is a priest),
the gestures, incantations, and expertise limitations are not usually applicable.
12 Gift of Alyshia Multipower: 25 Active Points, Religious restrictions (-½), requires sleight of hand skill roll (-½).
1m Artful Evasions: 4 Combat Skill levels (20 active points), only for DCV (-½), religious restrictions (-½), requires sleight of hand skill roll (-½), 4 charges, 1 turn (-½).
2m Trickery: Images to sight, -5 PER rolls (25 active points), religious restrictions (-½), requires sleight of hand skill roll (-½), 3 charges, 1 minute (-½).
2m Shapeshift, humanoid forms (20 active points). Religious restrictions (-½), requires sleight of hand skill roll (-½), 2 charges, 5 minutes (-½).
2m Mischief: 10 STR TK, fine manipulation (25 active points), religious restrictions (-½), requires sleight of hand skill roll (-½), 3 charges, 1 minute (-½).
That sure beats "lay on hands," thinks Frank.
High magic is a merging of the chanelling method and various truename magic spells (see the Planescape Planes of Law boxed set.) With the increase in ambient magic in the land of Trinalia, the magical threads that tie all creatures to their surroundings have been made more substantial. This makes true name magic much easier to use.
There are a few basic tenets of high magic. High magic spells do not allow you to get something for nothing. They all involve an exchange of some sort. Thus all spells must have the limitations x2 (or more) END, Charges (8 or less), or expendable focus, or side effects. All these constitute a -½ or more limitation.
An additional limitation is that one cannot use their full power unless the target's true names are known. Since one cannot normally force a target to divulge their true name by any means, this is no trifling limitation. However, most beings have the true namee common to their species. A being may have their true name declared, but unless they do, it is the same as all other creatures of this species. Fortunately, this sort of knowledge is readily cataloged, and the mage might know the True Name of a type of creature by making a KS: True Names roll. This is considered a -1 ½ limitation. This limitation is only applied to 25% of the cost of a spell or multipower. If you cannot think how a true name would apply to a power in question, then you do not get to use that portion of the pool.
High magic also requires concentrate (-¼), incantations (-¼) and a high magic skill roll (-½). It is purchased as a multipower. The above mentioned limitations apply to the multipower. In summary, 75% of the pool must be bought with the -1½ limitation; the remaining 25% is purchased with the -3 limitations.
Spells withing the multipower
must be regular slots. Fixed ("ultra") slots are not allowed. Note that
the multipower framework restricts how many points of spells the caster
has available at once. A character could not use both a full power attack
and a full power force field at the same time. However, the size of the
character's multipower pool can exceed the active cost allowed for spells
as long as the active cost of any individual spell does not exceed the
limit.
11 High magic multipower: 30 active points (23 points with limitation: concentrate (-¼), incantations (-¼), high magic skill roll (-½), and one of: x2 END, 8- Charges, Side Effects, or Expendable Focus (-½); total limitations -1½; real cost 9; 7 points with the above limitations plus must know true name, -1½; total limitations -3, real cost 2; total real cost 11.)
2m Flame Lance: 6d6 EB vs. ED. Gestures (-¼), concentrate (-¼), incantations (-¼), high magic skill roll (-½), Expendable OAF (tinder javelin) (-1¼); total limitations -2½. Last 7 points: must have true name (-1½, total -4.) Real cost: 8 (attack does 4 ½d6 if true name of target not known.)
2m Arrow command: Missile deflect / reflect / adjacent. Gestures (-¼), concentrate (-¼), incantations (-¼), high magic skill roll (-½), Costs END (-½), x2 END (-½); total limitations -2¼. Last 7 points: must have true name (-1½, total -3¾.) Real cost: 8 (missile deflect will not reflect an attack back at a target whose true name is not known)
1m Detect magic:
detect, magic, sense, discriminatory, +5 to roll. Active cost 20 points.
6d6 EB vs. ED. Gestures (-¼), concentrate (-¼), incantations
(-¼), high magic skill roll (-½), Costs END (-½),
x2 END (-½); total limitations -2¼. Real cost: 6.
Note that these powers would have cost 22 points out of the framework and cost 15 points in the framework.
This category is both a conversion and merging of psionics and the mentalism school of magic. Under the AD&D system, the official take on psionics is that it is completely and totally different than magic.
Get over that notion.
Psionics in Trinalia is just a different methodology of magic. However, it is separate from wizardly magic and clerical magic - and abilities that target those special effects will act accordingly. Further, the province of EGO-based attacks are more the territory of psionics than other magical effects are. However, for most other purposes, it is magic.
Psionics is built as a multipower. It has the standard limitations: concentrate, ½ DCV (-¼), requires skill roll (psionics)(-½), requires one hour of quiet meditation per day to use(this is the equivalent of religious restrictions) (-½), and side effects (-½). The total standard limitation is -1¾. The character may take the use only in light armor limitation (-¼) for a total standard limitation of -2.
The psionic skill roll is EGO-based rather than INT-based. Otherwise, it conforms to the characteristics of magic rolls, costing 3 for a bas 9+EGO/5 roll, and 2 points for each +1.
Psionics is very taxing on an inexperienced psionicists. The side effects described is usually an EGO attack or drain against EGO, END, INT, CON, or psionic abilities.
Psionic spells / powers may not take incantations or gestures. Many or most should take the invisible power effects advantage.
Psionic abilities can include the typical mentalist abilities of the mental powers group. It may also include a variety of other abilities that affect self or a single other being, but most should be ego-based where appropriate. The Colleges of Mentalism, Body Control, and Sense and Exploration may serve as a useful source for psionic abilities.
Psionic abilities are constructed, as described above, as a multipower. The slots of the main multipower must be variable slots; ultra slots are not allowed.
The psionicist may also
buy mental defenses. These defenses must be a part of a second multipower.
This defense multipower cannot be more than one half the active power of
the main multipower. It must automatically include the mental defense power
with no advantages (this is the "mind blank" power). This multipower may
also contain other versions of the mental defense power with modifications
to make it more flexible, such as area effect or usable by others. All
mental defense powers should take the costs END, increased END, or activation
limitations. The total limitations should be equal to the advantages plus
at least ¼.
16 Mental Multipower: 45 active points, concentrate ½ DCV (-¼), requires psionics skill roll (-½), requires one hour of quiet meditation (-½), side effects (-½). Total limitation: -1¾.
2m Mind Blast: 2d6 Ego Attack, area effect cone, non-selective (+¾). Active cost: 35. Concentrate ½ DCV (-¼), requires psionics skill roll (-½), requires one hour of quiet meditation (-½), side effects, 2d6 Ego attack (-½), x2 END (-½). Total limitation: -2¼.
3m Mind Thrust: 3d6 Ego Attack, armor piercing (+½). Active cost: 45. Concentrate ½ DCV (-¼), requires psionics skill roll (-½), requires one hour of quiet meditation (-½), side effects, 2d6 Ego attack (-½). Total limitation: -1¾
2m Mind Bludgeon : 4d6 Ego Attack. Active cost: 40. Concentrate ½ DCV (-¼), requires psionics skill roll (-½), requires one hour of quiet meditation (-½), side effects, 2d6 Ego attack (-½), extra time, 1 phase (-½). Total limitation: -2¼.
2m Telepathy, 8d6 Telepathy. Active cost 40. Concentrate, 0 DCV (-½), requires psionics skill roll (-½), requires one hour of quiet meditation (-½), side effects, 2d6 Ego attack (-½), x2 END (-½), extra time, 1 phase (-½). Total limitation: -3.
2m Phobia Amplification: 8d6 Mental Illusions. Active cost: 40. Only to reproduce target's fears, which the psion must know of through telepathy or other means (-1), Concentrate throughout ½ DCV (-½), requires psionics skill roll (-½), requires one hour of quiet meditation (-½), side effects, 2d6 Ego attack (-½), x2 END (-½). Total limitation: -3½.
2m Mind Scan: 5d6, +10 on roll (45 active points) Concentrate, 0 DCV (-½), requires psionics skill roll (-½), requires one hour of quiet meditation (-½), side effects, 2d6 Ego attack (-½), x2 END (-½), extra time, 1 turn (-1). Total limitation: -3½.
3m Psychic Vampirism: 2d6 EGO transfer (½ to EGO, ½ to END), recover 5 / 5 minutes (+½). Active cost 45 points. Concentrate, 0 DCV (-½), requires psionics skill roll (-½), requires one hour of quiet meditation (-½), side effects, 2d6 Ego attack (-½), extra time, 1 phase (-½). Total limitation: -2½.
16 Mental defense multipower (+4 points from EGO)
2m Mind blank: 20 points mental defense. 16 Active points. Activation 15- (-¼).
2m Thought Shield: 16 points of mental defense, hardened (+¼)(16 active points). Costs END (-½).
1m Mind Fortress: 10 points mental defense, usable by up to 4 others (+1) (16 active points), costs END (-½), activation 12- (-¾).
Rune smithing is an ancient art of the dwarves and Turanians. In the past, it has been solely the province of clergy, but the increase in ambient magical power has made it possible for practitioners to come forth that were not clergy, who practice rune smithing in and of itself.
The art of rune magic involves inscribing a rune with magical power. The rituals involved in this can be quite extensive.
The rune smith's magical powers are built as a multipower. As with other forms of multipower magic, no fixed slots are allowed. The standard limitations that apply to the multipower and all slots are: requires a runesmith skill roll (-½), incantations (-¼), gestures (-¼), concentrate, ½ DCV (-¼), extra time, 5 minutes (or more)(-2), and OAF (brushes or engraving tools)(-1). Total limitations: -4¼.
Due to the very high standard limitation levels- and thus low point cost-Rune Smithing is an excellent choice for a "dabbler" type of character who just knows a little magic.
Rune smithing is not a combat intensive magical art. However, one can make some ready powers by adding the delayed effect or trigger advantages. To keep this from being too powerful, the player is required to take an amount of additional limitations equal to the advantage total in delayed effect or trigger advantages.
See Arcanum and
Planescape:
Planes of Chaos for ideas for runes.
5 Runesmithing multipower, 25 active points. Requires a runesmith skill roll (-½), incantations (-¼), gestures (-¼), concentrate, ½ DCV (-¼), extra time, 5 minutes (or more)(-2), and OAF (brushes or engraving tools)(-1). Total limitations: -4¼.
1m Sharp-rune: 2d6 Aid to HKA. Fade at 5 / hour (+¾). Active cost: 17. Standard limitations: -4¼.
1m Strength-rune: 2d6 Aid to STR. Fade at 5 / hour (+¾). Active cost: 17. Standard limitations: -4¼.
1m Vigor-rune: 3d6 Aid to REC. Fade at 5 / 5 minutes. Active cost: 22 points. Standard limitations: -4¼.
1m Luck Rune: 4d6. Usable by one other, only(+¼) Active cost:25 points. Standard Limitations, -4¼. 2 continuing charges, 5 hours (-¼). Total Limitations: -4½.
This spellcasting methodology is meant to reflect the magic of both song mages and of bards. Bards may choose to either take this spellcasting method or merely be a "dabbler" type character.
A spellsinger's abilities should be built as a multipower. As with all other magic multipowers, no fixed slots are allowed. The standard limitations are: incantations throughout (-½), concentrate ½ DCV(-¼), does not affect targets that cannot hear or inanimate objects which sound cannot reach (such as in a darkness field vs. hearing group) (-½), requires (spellsinging) skill roll (-½). Total limitations: -1¾.
The spellcasting skill spellsigning in PRE based vice INT based, but cost the same as other magic skills.
For ideas for spellsinger
spells, see the sphere of song in the Spells and Magic, and the Somniomancy
spells in FHC.
11 Spellsinging multipower, 30 active points. Standard limitations: incantations throughout (-½), concentrate ½ DCV(-¼), does not affect targets that cannot hear or inanimate objects which sound cannot reach (-½), requires spellsinging skill roll (-½). Total limitations: -1¾.
2m Charming melody: 6d6 mind control (30 active points), only against humans or humanoid creatures (-½), standard limitations (-1¾). Total limit: -2¼.
2m Aura of majesty: 3d6 presence aid, fade 5 / 5 minutes (+½). (27 active points). Limitations: self only (-½), standard limitations (-1¾). Total limit: -2¼.
2m Audible glamour: Images vs. hearing sense group, -5 PER rolls (25 active points). Standard limitations (-1¾).
Witches in Trinalia gain their powers by parleying with extradimentional beings, such as demons and spirits. To represent this, witches buy a VPP with the following limitations:
Witchcraft VPP:
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Witches power their spells from an END reserve. This END reserve cannot be larger in END points than two times the character's VPP. Thus a witch with a 50 point VPP could have a 100 point END reserve.
The only way that the witch can recover END points is by negotiating with her other-planear masters via an extended ritual. Thus, the REC for this pool must be bought with the limitations: 1 continuing charge, 1 hour (-½), extra time, 5 hours (-3), gestures throughout (-½), incantations throughout (-½). Total limitations: -4½. The witch's active points of REC must be equal to the active points in the END reserve.
The witches' limitations
make them very vulnerable. A witch character might wish to take some combat
ability, or a secondary magical sphere, such as alchemy or psionics.
50 50 Point VPP
5 Control, limitations:
only change with spell book (-½), requires 1 point familiarity with
spell (-½), spells require: 5 charges per day each (-½),
not in armor (-½), concentrate (-¼), requires witchcraft
skill roll (-½), side effects (minor cumulative transform) (-½),
spells require one or more of: gestures, incantations, or expendable focus
(-¼). Total control limitations: -4
10 100 Point END reserve
2 10 Rec on END reserve, 1 continuing charge, 1 hour (-½), extra time, 5 hours (-3), gestures throughout (-½), incantations throughout (-½). Total limitations: -4½.
Valesca will also have to buy a number of school KS's and spell familiarities.
Are there any magic
systems you have thought up or have read about in fantasy fiction? There's
a good chance that we can duplicate it with the oh-so-flexible HERO System.
Talk to me and we'll see what we can come up with.
An example of a character conversion.
Meleck is a 4th level channeling invoker / cavalier that we desire to convert to fantasy hero. He gets +2 save vs. mind affecting spells from his kit. He has the S&P / S&M advantages of spell point bonus, enhanced casting, learning bonus, d6 HD, and armored wizard (up to brigandine). His stats are: Str 13 (Sta 14 Musc 12), Dex 13 (Aim 11 Bal 15), Con 16 (Hlth 14 Fit 18), Int 18, Wis 13 (Int 11 Wil 15) Cha 14 (Ld 16 App 12). He has 18 HP and 21 DP.
Converting to HERO statistics,
Muscle is converted to STR and health is converted to CON. Dex is converted
directly to DEX. Hits are converted to BODY. Leadership is converted to
PRE, and appearance is converted to COM. Wisdom becomes EGO. He is allowed
to convert up to one-third of his DP into additional STUN, and up to 6
CP of additional END. He can buy up to 2 additional PD or ED. The rest
of his stats are figured. He chooses to optimize his stats by pulling the
points back from END and STUN into CON. His stats are as follows:
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Next we have to convert
his abilities. As an invoker, he has KS in all the standard schools except
for enchantment and conjuration. However, he has a learning disadvantage
with all of the other skills but invocation. We will represent this by
buying all KSs but invocation as non-int based skills. On top of this,
he will have the scholar skill enhancer. This will save us 5 CPs, but we
will put 4 of those back in as skill levels in invocation.
5 KS: Invocation / Evocation 15-
13 ST
Before we get too
far with magic, we should convert his proficiencies. He knows several languages,
so will give him the linguist enhancer. His proficiencies translate as
follows:
* - these languages are similar to his own language, Turanian. He gets one extra point in Luncan and one extra points in Trade.
Now we get to the
magic. He has up to 2nd level spells. His most powerful active
cost spell is Ice Knife with a total active cost of 54. This will be cutting
deeply into his point pool as it is, so we arbitrarily give him a 54 point
power pool. He is a specialist, has the armored wizard advantage, and is
a channeller. The armored wizard ability will drop his limitations by ¼.
He is an invoker so can take the specialist limitation for an additional
-¼ limitation. The limitations on his control cost is 3¾
total. His variable power pool is purchased as such:
6 Control cost: can only change powers
with spellbook (-½), must have familiarity with spell (-½),
5 charges, may be continuing (-½), requires END to cast (-¼),
x2 to x4 to END cost (-¾), concentrate (-¼), limited armor
(-¼), must take one or more of gestures, incantation, focus (-¼),
cannot cast barred spells and ½ of spell pool must be invocation/evocation
spells (-¼). Total limitation: -3¾.
Finally, Meleck
was a cavalier. That gave him 2 benefits, hospitality (which is a perk),
and +2 saves vs. mind affecting spells. We'll translate this as mental
defense.
Well, this is a
bit more than we can muster with the 150 (75 base + 75 disads), but we
also get 20 points per level past the first to call "experience." So we
have 135 base points, but have to come up with 61 points of disadvantages
OR trim points - or both.
Meleck was a cavalier
under the AD&D PO system - and lawful good. That spells out a lot of
Meleck's disads right there.
* - this is a 15 point disad, but the campaign only allows 25 points in one category, and we're there.
Now we are over
half way to the 61 points that we need.
We don't have a whole
lot more to go on rules-wise from here on out. But we can draw from what
else we know of him. He is a member of the mage-knights, and has acquired
a few enemies along the way. We might, with the GM's permission, make up
a rival mage-knight for him:
* - again, we have bumped up against our limit of 25 points in a category.
We have, with this,
outdone ourselves. We now have 75 points, 14 more CPs than we needed. We
can bank these points or go back and beef up a few skills or attributes.
The conversion notes let us increase the characters prime requisites. For
invokers, this is intelligence and constitution. Six more points will put
Maleck's INT at 22. Four CPs will bring our con to 10 (and also increase
STUN, END, and ED). We will bank our last 4 points. Hopefully we can combine
these with some experience soon to raise his END and REC to help offset
those high END spells.