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JD's 2E fantasy: LOTR stuff

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Re: JD's Fantasy: Jeneya, Psi Dancer

Postby JoshuaDunlow » Wed May 05, 2010 8:40 pm

The Well of Dark Souls
As grand as the world of Magnor is, there are always patches of evil and darkness so thick. There is nothing that can remove them. One such place is the Well of Dark Souls. The Well of Dark Souls, is a pool of black Ichor that swirls within a chamber deep within the Nokhran mountains. It acts as a nexus of Fell energy that taps directly into the abyss. This well is a doorway which allows demons to enter the mortal realm. For many centuries others have tried to tap into its powers, and thus a dark forbidding castle was built just above its location. Which has always brought doom to those who attempted it, but with each growing age the castle grew and grew till it become quite literally “Hell on Earth”. A huge citadel of power from which the current Demon King, Malekhor sits. Commanding a legion of demonic servants.

The Well of Dark Souls, allows only a select few who know how, to access greater power of a Fell nature. This is simulated by those individuals taking a rank 3 passive container called a “Sanctum: Well of Dark Souls” which provides the following Effect.

- Boost 4 [Magical Array; Extra: Total Fade; Flaw: Limited (to the area surrounding the Well of Dark Souls]

The Well, grants access to specific powers as well. Which can be simulated as Enhanced Alternate Powers. Such powers include the following:
- ESP (Visual/Hearing; Medium (Shadows))
- Summon (demons; horde)
- Darkness Control
- Hellfire Control
- Emotion Control (Fear only)
- Confuse (a form of random insanity)





Corruption
(This game mechanic still needs work)
The Well of Dark Souls, can be used by others (not of a demonic nature) but not with out the effects of Corruption. Each attempt requires extra effort and a will save against a DC of 25. Extra Effort allows the use of the boosting effect as listed above, while the will save is necessary to see if one gains taint. Failure gives the player 1 point of corruption. Failing by 5, gives 2 points of corruption. And is forced to take a complication for the duration of one scene. Failing by 10, gives 3 points of corruption and the player is forced to take a complication, and gains a 1 pt drawback.

These Complications and drawbacks are almost always some negative aspect the individual would not like, a mental quirk , etc..

Corruption works as a negative modifier against further saving throws against it, and when the corruption exceeds a targets will save. He is forever lost to the cruel powers of the abyss. He becomes a villain under the control of the GM. Every 5 points of Corruption change the target, and they must exchange 5 power points from other areas in for Fell Powers and Traits as the GM see’s fit. The person afflicted by Corruption also gains a corresponding weakness/vulnerability against Holy powers and items, every full 5 points of corruption translates into a 1 pt weakness/vulnerability.
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Re: JD's Fantasy: Well of Dark Souls

Postby Woodclaw » Thu May 06, 2010 6:48 am

Hi JD, I gave a passing look at the corruption mechanics, the general idea seem fine, but there are a couple of details that I don't like. First of all the well is only useful for magician, warriors or other people has no benefit using it, which is a little odd. Second I think that you should revise the caps and the mechanics, 5 points aren't much in a normal game, but in a W&W game (PL6-8) they are a lot of points, there are even characters that has will saves below +5. Also - rather that forcing to rework the character - you might simply add the fell descriptor to a character standard powers, altering their interaction with the rest of the world.
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Re: JD's Fantasy: Well of Dark Souls

Postby JoshuaDunlow » Thu May 06, 2010 7:22 am

Woodclaw wrote:Hi JD, I gave a passing look at the corruption mechanics, the general idea seem fine, but there are a couple of details that I don't like. First of all the well is only useful for magician, warriors or other people has no benefit using it, which is a little odd. Second I think that you should revise the caps and the mechanics, 5 points aren't much in a normal game, but in a W&W game (PL6-8) they are a lot of points, there are even characters that has will saves below +5. Also - rather that forcing to rework the character - you might simply add the fell descriptor to a character standard powers, altering their interaction with the rest of the world.


Yeah i am still working on it, but actually it can give people other than magicians a use. Remember with boost, that it will grant the boosted ability if the person does not have the power it is boosting. But thanks for the two cents on the idea. It requires a lot more work that's for sure.
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Re: JD's Fantasy: Well of Dark Souls

Postby JoshuaDunlow » Sun May 16, 2010 9:43 pm

Sources of Power in the Realms of Karmyth
Power comes in many varieties in the realms of Karmyth, however Karmyth is a much more toned down campaign setting. But that does not mean that the variety of power is lessened. There are many sources ranging from Innate abilities, to Mutation, and to the most common form, Magic. The key is that these things should be used to enhance the player, and make them unique. Any GM can in most cases allow players to choose from Magic, and Paragon sources freely. While the other sources should require care in handing out.

Common Sources:
Paragon
Many races have the potential for so much more, and when one is born with a special gift this is usually because of a prominent racial feature that is much more potent in ability. Or because of the influence of astrological influences which many still believe in. Many paragon abilities are nothing more than improved traits in most cases, and never any power of any particular use. Though the Features power is a great use of this source. (specific paragon packages will be developed for this).

Magic
Magic is broken up into three broad varieties, Wizardry, Sorcery, and Theurgy. Though each category can have many different schools of thought and use. For example, Humans from Kesh, have the great wizardry colleges to draw upon. While sorcerers are more common in the lands of Endria, and Landish. And Theurgists are perhaps the most common and can be found among anyone who has a strong religious culture. These powers work exactly like they do in the Warriors & Warlocks books. This includes adding the Power Loss drawback (worth 2 points), where one cannot cast spells if he cannot speak or use gestures.

One note to make about magic in this setting, is that magic cannot break the laws of physics. At least not now in this day and age of the realms. So certain spells are not possible, such as flight, or the ability to bridge dimensions (unless ancient magic is involved). Such spells would be incredibly rare. The world of Karmyths connection to other dimensions is broken at best, making it cut off from direct powers. Making Theurgists the weakest source perhaps, most of their powers work in an indirect manner.

However many forms of battle magic are in use, and one can create fire balls (by using combustible fuel sources, that the magic user can throw). But this power plays by the book, and no power can be greater then the wizards power level if it requires a saving throw.

Uncommon Sources
Magical Items
Magical items follow form and function in most cases when enchantment is used. Boots usually provide some form of movement power, gloves and belts reinforce the body. Helmets provide powers of the mind. Rings and Amulets, miscellaneous uses. Any magic item should have a “Enchanted” feat, which creates a new descriptor when applying it to defenses. Enchanted also makes magical items stronger, adding +3 to their normal substance toughness (instead of the default 10 + power rank), Enchanted can be taken multiple times based on the magical item category to boost its toughness further by +3. Ie: Major items can take enchanted twice, Greater three times, and Artifacts four times. However only artifacts can take the Unbreakable feat. Magical items are broken down into several categories. Minor Items, Major Items, Greater Items, and Artifacts. Which I use to help break up the power ranks which are typically assigned to magical items.

Minor Magical items can have powers ranging from rank 1 to 3. Major Magical items can have powers ranging from 4 to 6. Greater Magical items can have powers ranging from rank 7 to 9. While artifacts/Relics have powers ranging from Rank 10 and up.

These rank limitations are usually not limited to the base effect of an item, such as weapon or armor. Treat it more like a bonus to the natural effect of the item. Such as a minor magical weapon or armor, typically adds a +1 bonus to its damage or protection. Major +2, Greater +3, and Artifacts/Relics +4 or higher.

Innate Magic
This is usually limited by certain races who have a strong magical inclination, some possess powers of a magical nature that are not limited by the source of magic. These powers can usually be cast without the drawbacks most commonly involved in their use. The players Race could change the normal limitations for power point expenditure in this category. (see the Vaelen Elf template for an example)

Rare Sources
Psionics
Psionics is an extremely rare source of power in Karmyth, and is usually limited to particular races. Humans , those in particular of the Ellian heritage. Steel Dwarves, and some Halflings. And there are no colleges or orders which teach esoteric training in this power source, so those gifted with abilities are rare and wonderful individuals.
Last edited by JoshuaDunlow on Tue Dec 06, 2011 4:33 pm, edited 2 times in total.
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Re: JD's Fantasy: Karmyth (sources)

Postby Woodclaw » Mon May 17, 2010 12:57 am

Nice outline JD, but I have a little question, when in-game does the characters know the difference between these various forms of power or not? I mean there is any discernible difference between a innate magic user and a psionic?
I'm asking because the knowledge of such elements is many times a source of great metagaming.
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Re: JD's Fantasy: Karmyth (sources)

Postby JoshuaDunlow » Mon May 17, 2010 8:08 am

Woodclaw wrote:Nice outline JD, but I have a little question, when in-game does the characters know the difference between these various forms of power or not? I mean there is any discernible difference between a innate magic user and a psionic?
I'm asking because the knowledge of such elements is many times a source of great metagaming.


That is a tough question to answer. In my own mind i think the differences between the two sources are as follows: A Psionic does not require the trappings that a wizard does, a wizard must come up with a physical excuse for why the power is being activated. Thus why a wizard needs a fuel source when casting a fire ball spell, this can be a simple as picking up an acorn or pine cone and using his powers to ignite it when he throws it. A Psionic is the only one who can access greater mental powers, such as the ones that cause most games their balance issues. Such as the ever popular precognition. A Theurgist can access great powers of healing, while the others can't. At the same time a theurgist cannot use powers that have a direct affect, thus why they are mostly party boosters.

I have been going over these ideas, and attempting to come up with a way to cover their powers short of making a huge list of what powers the players can choose from depending on their sources. I hope this answers the question.
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Lord of the Rings Original

Postby JoshuaDunlow » Mon May 31, 2010 12:58 pm

Image

Halagrid (PL6/90pp)
Race: Man of Dale, Concept: Champion of the Eglain, Age: 20, Height: 6'3", Weight: 205 lbs, Eyes: Brown , Hair: Dark Brown

Abilities [25pp]: Strength 17 (+3), Dexterity 14 (+2), Constitution 16 (+3), Intelligence 12 (+1), Wisdom 14 (+2), Charisma 12 (+1)

Saves [11pp]: Toughness +3/+7, Fortitude 4 (+7), Reflexes 2 (+4), Willpower 5 (+7)

Skills [14pp]: Athletics 6 (+9), Craft (Weaponsmith) 8 (+9), Craft (Woodworking) 8 (+9), Drive 4 (+6), Gather Information 3 (+4), Intimidate 6 (+7), Knowledge (tactics) 3 (+4), Notice 3 (+5), Ride 4 (+6), Search 6 (+7), Swim 4 (+7)

Feats [17pp]: All-Out Attack, Attack Focus (ranged), Benefit (Status- Eglain Champion), Cunning Fighter, Defensive Strike, Endurance, Equipment 2, First Strike, Follow-Up Strike, Minions 3 (horse), Power Attack, Rapid Healing, Steadfast, Two-Handed Attack

Combat [16pp]: Attack Bonus +5 (Ranged: +5, Melee: +5, Grapple: +8), Defense +3 (+5 with shield, Flat-footed: +2), Knockback: -3, Initiative: +2

Attacks (dc): Bow +6 (dc 19), Challenging Cry +6 (DC 16 Hate), Spear of the Eglain* +5 (DC 21), Sword +5 (DC 21), Unarmed Attack +5 (DC 18)
* Against Orcs or Wights, the spear gains a +1 to damage.

Powers [7pp]:
Champion Training [Array 2; Linked (+0); Power Loss (Requires a weapon)]
The champion is skilled in bringing attention to himself, and holding it. He can give a fierce cry which will bring an enemy to him, he can rend his foes armor causing bleeding damage, and he can become a whirling champion of vengeance twirling multiple weapons at his foes.
Base: Null Config
- Alt: Challenging Cry [Emotion Control 6; Limited (hate), Limited (hate only the champion)]
- Alt: Whirling Blades [ Burst Area (1 rank only)]
- Alt: Rend [Penetrating 3, Secondary Effect 2 [Bleeding from same weapons descriptor])

Man of Dale (Features 1)
As a man of Dale, with the blood of great men still flowing through his veins. Halagrid has the ability to understand the ancient languages of Thrushes.

Equipment [0ep]: Bow [Damage 2, Ranged, Mighty 2], Dwarf Make Splint Mail [Protection 4, +4 Toughness], Shield [+2 block, defense], 2 Swords [Damage 3, Improved Critical, Mighty],

Legacies [10ep]: Spear of the Eglain* [Damage 3, Legacy 2 (+1 to damage against orcs and wights), Improved Critical, Mighty, Throw], Token of Strength [Super Strength 1 (concentration required), enhanced endurance feat]

Background:
Halagrid is a man of Dale, growing up in the new Lake Town on the edge of Long Lake in the lands of Dale. He has shared a close relationship with the Dwarves there. And that is where he gained his love for weapons, and the skills necessarily to craft them. He proved to be able young man, and learned well under the tutelage of a dwarven smith named Bori. Through his travels he has been to many places, Bree mostly where he has helped in the defense of the city against the Blackwolds. A group of brigands which has harried the area for the past few months, but as he made his way eastwards he found a place amongst the Eglain of the Lone Lands. From the ruined city of Ost Guruth he has strove to protect these people against the hordes of Orcs which harass them, and the wights which dwell in Agamaur to the east. Earning him title and prestige amongst them.

Builder's Notes:
Here is another original lord of the rings character, based on a character i play on the Online MMORPG LOTRO. The Legacy Feat is just a fancy way of using attack focus, and a specialized damage bonus against particular foes. Yeah, and its been a while since i've posted anything new here. Sorry about that, just running out of ideas and inspiration.

I decided to seperate normal equipment from special equipment, that lord of the rings might possess. Called Legacies. Simply put any special equipment that has some minor enhancements can go here. I hope many LOTR fans will agree with this use. Only the real magical items which are rare, use device points.
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Re: JD's Fantasy: LOTR Original

Postby the bane » Mon May 31, 2010 6:05 pm

It's me again :wink:

Been away for awhile and back with the purchase of Warriors & Warlocks. Just in time to see 3e come out. Way to go me! Anyway, as always, love to see your creations.

Now, as before, dumb questions:
How is it that Halagrid can have a +6 Attack Bonus and a +7 (+8) to DC for the Spear of the Eglain?

Just wondering...
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Re: JD's Fantasy: LOTR Original

Postby JoshuaDunlow » Mon May 31, 2010 9:54 pm

the bane wrote:It's me again :wink:

Been away for awhile and back with the purchase of Warriors & Warlocks. Just in time to see 3e come out. Way to go me! Anyway, as always, love to see your creations.

Now, as before, dumb questions:
How is it that Halagrid can have a +6 Attack Bonus and a +7 (+8) to DC for the Spear of the Eglain?

Just wondering...
TB


Well its nice to see you again, my good friend bane. Glad to see you have joined the W&W band wagon. Yes i am very excited with the new 3e as well. As for the spear's stats, that is a typo, and a major flaw in my build design. Thanks for the catch, i'll have to fix that. I wonder why Hero lab didn't catch it..
Well with a little reworking, combat bonuses, legacies, feats, and saves where adjusted to change what was broken. This new configuration should work now.
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Re: JD's Fantasy: LOTR Original

Postby Woodclaw » Tue Jun 01, 2010 12:11 am

Nice character, but just for the records I think that you math is wrong he has 7pp of powers minus the value of the drawback (I suppose -1) not 8pp
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Re: JD's Fantasy: LOTR Original

Postby JoshuaDunlow » Tue Jun 01, 2010 8:15 am

Woodclaw wrote:Nice character, but just for the records I think that you math is wrong he has 7pp of powers minus the value of the drawback (I suppose -1) not 8pp


Hmm, another problem with hero lab then i guess?

Let's see...

Champion Training.. Array with the +1 Linked Extra (because he can choose not to use them..)
Then a power loss without a weapon..
Plus 2 alternate powers..
Yup 7 points.
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Re: JD's Fantasy: LOTR Original

Postby Woodclaw » Tue Jun 01, 2010 10:27 am

JoshuaDunlow wrote:
Woodclaw wrote:Nice character, but just for the records I think that you math is wrong he has 7pp of powers minus the value of the drawback (I suppose -1) not 8pp


Hmm, another problem with hero lab then i guess?

Let's see...

Champion Training.. Array with the +1 Linked Extra (because he can choose not to use them..)
Then a power loss without a weapon..
Plus 2 alternate powers..
Yup 7 points.


Ok, I missed that the use of this abilities is optional so I haven't calculated the extra (I still think that making this an extra is overpriced).
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Re: JD's Fantasy: LOTR Original

Postby JoshuaDunlow » Tue Jun 01, 2010 11:00 am

Woodclaw wrote:
JoshuaDunlow wrote:
Woodclaw wrote:Nice character, but just for the records I think that you math is wrong he has 7pp of powers minus the value of the drawback (I suppose -1) not 8pp


Hmm, another problem with hero lab then i guess?

Let's see...

Champion Training.. Array with the +1 Linked Extra (because he can choose not to use them..)
Then a power loss without a weapon..
Plus 2 alternate powers..
Yup 7 points.


Ok, I missed that the use of this abilities is optional so I haven't calculated the extra (I still think that making this an extra is overpriced).


I understand what you are saying, and i understand what they are saying. There's an advantage to being able to turn it off or on, but at the same time being able to use them simultaneously is the main reason for the extra.
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Re: JD's Fantasy: LOTR Original

Postby Woodclaw » Tue Jun 01, 2010 11:29 am

JoshuaDunlow wrote:I understand what you are saying, and i understand what they are saying. There's an advantage to being able to turn it off or on, but at the same time being able to use them simultaneously is the main reason for the extra.


My point, which I already explained a couple of times in other parts of this forum, is that making the autonomous use an extra is overpriced, especially since there is this little note from Ultimate Power (emphasis mine):

Ultimate Power p.101 wrote:This modifier does not change the cost of the component effects; simply add their costs together to get the new power’s cost. If you can use the Linked effects either separately or together, increase the cost of all but the most expensive power by +1 per rank (if the effects all have the same cost, choose one), or acquire non-Linked versions as Alternate Powers in an Array.


Now, if acquiring the non-linked versions of a linked set as AP is fine then the whole +1/rank cost doesn't make any sense.

About your construction I made some calculations and I think that you can spare those 2pp for Autonomous Linking, since an array can have a null configuration this already takes care of the not using any power effect. The Autonomous Linking allows you to use those powers outside the array, whih doesn't make much sense since they can't be used without a weapon.
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Re: JD's Fantasy: LOTR Original

Postby JoshuaDunlow » Tue Jun 01, 2010 12:05 pm

I know what the text book says with that, i have that too. Can you give me an example of what you are talking about though please.
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