Lord Duvors

Eurobricks Dukes
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About Lord Duvors

  • Birthday May 11

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    The good ol' USA, as run by everyone who doesn't know how.
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  1. Lord Duvors

    Heroica RPG 2.0

    @Goliath @Kintobor I personally was thinking along the lines of having a single trait for each species and then having a free-floating second trait that people could choose. That would allow us to have traits that are inherently tied to biology (such as having four arms) while still having room to customize.
  2. Lord Duvors

    Heroica RPG 2.0

    I understand. Honestly the issue I see is not the presence of animal-like species, but rather the lack of distinction some of then seem to possess. And in that vein I feel that lumping all the animalistic species into a single group is less a solution to the problem and more a case of having the same problem in different clothes. To be honest if I were to lump them all into one category then I'd make them the product of druidic science (magical life sciences). But I'd prefer distinct species. for instance: Krassar: (Chima Crocodiles/CMF Lizard Suit) A semiaquatic species known for exceptional night vision. Szromkit: (4-LOM/CMF Fly) A winged scavenger species of unknown origin. Hyboran: (Chima Bears) An immensely strong species that can endure extreme cold. Culori: An amorphous cephalopod species renowned for occult mastery Hir-Connii: (Atlantis Sharks) A predatory aquatic species that requires rebreathers to survive out of the water. Ornithun: Flightless avians known for their speed. These are all very basic but you get the idea. I'd also like to see more aliens that have no particular resemblance to any recognizable animals. Lego provides several heads like that and it'd be a shame not to use them. Also, here's a species I thought up while writing that I didn't think should be mechanically separate because they already fit into an existing one. Oruk: (Ninjago skull molds) A species that was once notable for having exaggerated facial structures, the Oruk as a species are currently extinct. This is not the last of them however, as many still roam the stars as undead. Their descendants, the Orcs, still revere them as ancestral guardians and heroes. The skull of an Oruk is the device on the famous 'Red Banner' and Oruk are often leaders of orc clans.
  3. Lord Duvors

    Heroica RPG 2.0

    @Goliath @samurai-turtle @Waterbrick Down If I may interject here, most of what you're describing here seems less like individual species and more like Clades, Families, or even Orders. That is, groups of interrelated species rather than individual ones. So far the only things you've described with distinct enough characteristics to be considered species are the classic fantasy races, Androids, Star-Born, Golems, Zorcon, Cricet, and Quo'ri. Everything else seems to be a catch-all term for multiple species. While this may allow for players to use more designs I feel that this leads to those groups being rather indistinct. I'd suggest rather that Reptin, Ornithun, Ursin, Cephalon, and Icthyan be given more distinct morphologies (and more inventive names). If a player wants to create a new species in the same Order, Family or Clade then just let them and help them equalize it with the others. The ability for players to come up with new races on the spot and then play as them did a lot to enrich the original game. Also, I'm not really sold on the idea that Cyborgs should be a race. That seems to me more like something people of other species do to themselves. Moving on, I've made a few changes to my rules writeup. This is just me fixing a mistake I made. Previously I was still calculating the additional vitality from strength as if the attribute total was still 10 (as in an earlier version) after I'd doubled it. This is just WDB's suggested change to how ranges work, which replaces the skill bonuses enemies got. Since the rules were the same for every range I decided just to lay it out here.
  4. Lord Duvors

    Heroica RPG 2.0

    At first I wasn't entirely certain about this because it felt a bit odd to have Melee weapons target that far. But having given it some thought I believe the scaling costs of both attacking outside weapon range and of increasing Weapon Proficiency will keep it form being too ridiculous. I also like this idea because of how it interacts with larger grids. Especially that three-dimensional one I made earlier. I think something like this would be immensely helpful. I'm one of the QMs for Lind's little project and the most daunting aspect so far is building sets (something I'm probably going to do in stud.io and LDD). Having a number of standardized enemies would also be immensely helpful. Like the Bestiary from the original Heroica except not being abandoned partway through.
  5. Lord Duvors

    Heroica RPG 2.0

    Nice to see you again. Sorry if our last discussions got a little heated.
  6. Lord Duvors

    Heroica RPG 2.0

    Right, I've gone back and edited the way movement is handled according to @Waterbrick Down's feedback. I'm also going to quote the relevant sections here: Again, all values are provisional.
  7. Lord Duvors

    Heroica RPG 2.0

    I mean, the values are provisional. But ultimately you're probably right. Endgame suggested something similar earlier and I thought it a good idea then too. Having moment tied to Skill also appeals to me. I understand. But if Obfuscate remains accessible to everyone then we'll probably need another Arcana/Nature spell. I'm going to go back and alter a few of these spells to match what you've said. All-in-all, thanks for the feedback!
  8. Lord Duvors

    H20: Fantasy's Back on the Menu!

    Not really no. We're still working on it but there's no estimated timeframe. I myself am a bit behind due to sudden writer's block but that won't last too long. I hope.
  9. Lord Duvors

    Heroica RPG 2.0

    To finish this off I'm going to list the spells of the game as they'd appear with @Waterbrick Down's suggested change. Standard Spells Elemental Evocation (Arcana/Nature vs DC) if successful (Does Elemental damage = # Spirit points spent - Elemental Armor) Elemental Bolt: DC 1, Hits 1 square Elemental Ray: DC 3, Hits 2 connected squares Elemental Cone: DC 5, Hits 3 connected squares Elemental Bast: DC 7, Hits 4 connected squares Healing Light (Nature/Religion vs DC) if successful (Heals Vitality = # Spirit points spent) Sustaining Healing: DC 1, 1 target Plentiful Healing: DC 3, 2 targets Generous Healing: DC 5, 3 targets Masterful Healing: DC 7, 4 targets Mystic Binding (Nature/Occult vs DC) if successful (Target is Stunned for rounds = # Spirit points spent) Hampering Hold: DC 1, 1 target Thwarting Hold: DC 3, 2 targets Irresistible Hold: DC 5, 3 targets Debilitating Hold: DC 7, 4 targets Obfuscate (Arcana/Nature/Occult/Religion vs DC) if successful (Creates a sensory effect for minutes = # Spirit points spent) Misdirecting Illusion: DC 1, 1 effect Distracting Illusion: DC 3, 2 effects Impeding Illusion: DC 5, 3 effects Incapacitating Illusion: DC 7, 4 effects Purging Font (Occult/Religion vs DC) if successful (Cures number of Status Conditions = # Spirit points spent) Acute Purge: DC 1, 1 target Effective Purge: DC 3, 2 targets Ardent Purge: DC 5, 3 targets Intense Purge: DC 7, 4 targets Quantum Transposition (Arcana/Religion vs DC) if successful (Teleports number of targets = # Spirit points spent) Minor Transport: DC 1, Transports allies to different squares of the caster's choice Major Transport: DC 3, Transports enemies to different squares of the caster's choice Planetary Transport: DC 5, Target flees, may rejoin after 1 round Galactic Transport: DC 7, Target flees, may rejoin after 2 rounds Sickening Radiance (Occult/Religion vs DC) if successful (Does Energy damage for rounds = # Spirit points spent - Energy Armor) Singeing Dose: DC 1, Does 1 damage Scorching Dose: DC 3, Does 3 damage Searing Dose: DC 5, Does 5 damage Lethal Dose: DC 7, Does 7 damage Spirit Ally (Nature/Occult vs DC) if successful (Summons ally for rounds = # Spirit points spent) Lesser Familiar: DC 1, Stats: Vitality 2, Skill 1, Standard Kinetic Weapon Common Familiar: DC 3, Stats: Vitality 5, Skill 2, Calibrated Kinetic Weapon Greater Familiar: DC 5, Stats: Vitality 8, Skill 3, Engineered Kinetic Weapon Monstrous Familiar: DC 7, Stats: Vitality 11, Skill 4, Precision Kinetic Weapon Transmute Matter (Arcana/Occult vs DC) if successful (Converts 1 square foot of organic, non-hostile material for minutes = # Spirit points spent) Wooden Transmutation: DC 1, Object becomes wood Stone Transmutation: DC 3, Object becomes stone Titanium Transmutation: DC 5, Object becomes titanium Adamantine Transmutation: DC 7, Object becomes adamant Warding Bond (Arcana/Religion vs DC) if successful (Grants target Armor Mod = # Spirit points spent) Interposing Ward: DC 1, Next attack Shielding Ward: DC 3, Next 2 attacks Resistive Ward: DC 5, Next 3 attacks Preserving Ward: DC 7, Next 4 attacks And that's everything! What do you all think?
  10. Lord Duvors

    Heroica RPG 2.0

    Continued from previous post. Combat During missions, the party of heroes will encounter various monsters and other adversaries that they must battle. These battles are initiated by the Mission Master. Choosing Combat Actions Once the battle starts, an initiative order is generated from highest to lowest. Each character's and enemy's initiative is determined by summing the result of a Skill Attribute Check. Prior to a battle round all members of the party choose their desired action and first target. If a player doesn't choose their target within 24 hours after being prompted to do so the Mission Master will choose for them. Available Actions -Attack: Weapon Check (see Dice Pool system) -Defend: Add character's Skill Attribute dice to adjacent target's next Weapon Check (can target self) -Rally: Add character's Smart Attribute dice to adjacent target's next Weapon Check -Cast a Spell: Spell Check (see Dice Pool system) -Move: Move a number of squares determined by your speed -Use an Item/Change Equipment: Some items my be used in combination with other actions Battle Grid At the start of battle enemies and heroes are arranged on a battle grid. Certain weapons may only target certain squares. Hero battle formation is set by the Mission Leader prior to combat. Weapon Ranges and Hit Chances -Melee Weapons: Adjacent squares (or the closest enemy square) -Short Range Weapons: Two squares from origin -Long range Weapons: Three squares from origin -Artillery: Any non-adjacent square Status Conditions At times a hero or enemy will be subject to a Status Condition. Common Conditions are listed below. -Blinded - Target may not target a non-adjacent square for the next 3 rounds -Enamored - Target may not target source of infatuation for the next 3 rounds -Frightened - Target rerolls weapon dice and takes the lower when attacking for the next 2 rounds -Poisoned # - Target will take # damage per round -Restrained - Target may not take the Move Action for the next 3 rounds -Silenced - Target may not take the Cast Spell or Rally actions for the next 3 rounds -Stunned - Target may not take any action next round End of Battle If enemies remain after the first round of turns, the players will choose new targets and actions, and a second round begins. The battle ends when either all the opponents or all heroes are defeated, or one side has fled. Fleeing Escaping a battle is possible through the use of an Athletics or Acrobatics Proficiency Check vs. the number of remaining opponents. Defeat If a hero's health is reduced to zero during a battle, they are unable to participate in it. On a downed hero's turn they roll a Strength, Skill, Smarts, or Spirit Attribute Check against a DC 3. If successful, the hero is stabilized and can be revived with a healing consumable item or spell. If a hero is unstable at the end of combat the hero dies. If all heroes die upon a mission it is considered a failure. Victory In the event of a victorious battle, all heroes gain character points as determined by the Mission Master. Some opponents also drop credits and items that are shared among the party as determined by the Mission Leader. Items Equipment Over time heroes gather an assortment of equipment and tools that allow them to successfully complete their missions. Equipment falls into 3 categories: Weapons, Armor, or Tools. Only one of each type of equipment may be equipped at a time by a character. Tools -Cloaking Generator - Grants 1 successful Stealth or Sleight of Hand Check -Hacking Chip - Grants 1 successful Technology or Piloting Check -Holo-Scroll - Grants 1 extra known Spell -Translator Cube - Grants 1 successful Diplomacy or Culture Check Weapons There are three damage types for weapons: Kinetic, Energy, and Elemental. Each weapon also has a corresponding range: Melee, Short Range, Long Range, or Artillery. Attacking outside a weapon's range incurs a -1 Weapon Proficiency die penalty for every additional square. All weapon qualities (except standard) have a minimum Attribute score needed for wielding (Kinetic =Strength, Energy =Skill, Elemental =Smarts) and add a number of guaranteed successes to Weapon Checks according to the list below: -Standard: +1 (no corresponding Attribute) -Calibrated: +2 (minimum corresponding Attribute =3) -Engineered: +3 (minimum corresponding Attribute =5) -Precision: +4 (minimum corresponding Attribute =7) Armor There are three damage mitigation types for armor: Kinetic, Energy, and Elemental. All armor has a minimum Strength score needs for wearing and add a number of guaranteed successes during Weapon Checks against the corresponding damage type according to the list below: -Standard: +1 (minimum Strength Attribute =2) -Padded: +2 (minimum Strength Attribute =3) -Reinforced: +3 (minimum Strength Attribute =5) -Composite: +4 (minimum Strength Attribute =7) Consumables -Energy Cell - Used as part of an Attack Action, doubles Weapon Modifier for next attack -Shield Booster - Used as part of an Attack Action, doubles Armor Modifier until attacked -Plasma Potion - Heals character 1d6 health +user's Medicine proficiency -Nanite Filter - Removes 1 status condition from character I'll be finishing this off with a third post about spells later. See you soon.
  11. Lord Duvors

    Heroica RPG 2.0

    Right, what I intend to do here is to set out a version of the rules with a number of suggested revisions from around the thread as well a some ideas of mine and a few formatting changes. That way we'll have all the suggested changes in one place and be able to see how they fit together. Any changes from the original mechanics will be in red. My personal thoughts shall be in spoilers beneath each section. Player Character Registration Directive: All interested applicants must submit the following form to the Hero Statistical Registry subtopic. Once confirmed, all applicants are encouraged to report to Heroica HQ for formal disposition. Visual ID: Physical avatar photo in minifigure form (100x100 pixels) Name (Player Name): Hero name and player name Age, Gender, Species Vitality: Starts at 5, measure of total hitpoints Strength: Starts at 1, Every 2 Points (rounded down) =+1 Vitality, determines quality of armor and Kinetic weapons useable by player Skill: Starts at 1, Every 2 Points (rounded down) =+1 Speed, Rolled for Initiative and to reduce damage, determines quality of Energy weapons useable by player Smarts: Starts at 1, Every 2 Points (rounded down) =+1 allowed proficiencies over starting 3, determines quality of Elemental weapons useable by player Spirit: Starts at 1, Every 2 Points (rounded down) =+1 known Spells, expended to cast spells Proficiencies: Start with 3 at rank 1 Spells: Start with one from the list at the end of the rules Speed: Hero's movement speed, starts at 1 Credits: Start with 10 Equipment: Equipped items are listed here, 3 available slots for weapons, armor, and other equipment, can only equip one of each item type Inventory: List other unequipped items and consumables here Proficiencies (select three) Acrobatics---Arcana---Artillery---Athletics---Culture---Deception---Engineering---Insight---Intimidation---Long Range Weapons---Medicine---Melee Weapons---Nature---Occult---Perception---Performance---Persuasion---Piloting---Religion---Short Range Weapons---Sleight of Hand---Stealth---Survival---Technology Character Points (10 Points) -Increasing Proficiencies costs the number being increased (i.e. to move a proficiency from 1 to 2 requires 2 points, 2 to 3 requires 3, ect.) -Increasing Attributes (Vitality, Strength, Skill, Smarts, Spirit) costs 2 points for every +1 -You may not have over 10 in any Proficiency, or 20 in any Attribute (bonuses from Strength are still added to Vitality up to 30) Species (select or create one) Select a Species from the list of registered life-forms in the Hall of Records. If your character is a new species describe them with the appropriate features and await recognition by the Council. Starting Gear (select one) Diplomat Kit Standard Energy Weapon Translator Cube 50 Credits Marine Kit Standard Kinetic/Energy Weapon Standard Kinetic/Energy Armor Energy Cell/Shield Booster Medic Kit Standard Elemental/Kinetic Weapon Nanite Filter Plasma Potion Outlander Kit Calibrated Energy/Kinetic Weapon Standard Elemental Armor Researcher Kit Standard Elemental Weapon Holo-Scroll Energy Cell Spy Kit 2 Standard Energy/Kinetic Weapons Cloaking Generator Hacking Chip Dice Pool System Actions in Heroica 2.0 are determined by building a dice pool and rolling a number of successes against a target number known as a 'check'. Standard values for success on a six-sided are 1-3, failures are 4-6. In cases where the number of successes is equal to or greater than the target number the action is considered successful. Standard Target Numbers Based upon Difficulty Class (DC) Simple Task: 1 Success Skilled Task: 3 Successes Difficult Task: 5 Successes Impossible Task: 7 Successes Proficiency Check: (3 +Proficiency) Successes vs. Target Number Attribute Check: Attribute Successes vs. Target Number Opposed Check: Proficiency/Attribute Successes vs. Opponent's Proficiency/Attribute Successes Weapon Check: Weapon Proficiency Successes +Weapon Mod vs. Target's Skill Successes +Armor Mod (if same type as weapon) Aggressor's total over the Target's total is dealt as damage to the target's Vitality Spell Check: Appropriate Proficiency's Successes vs. Spell DC For some checks, multiple players may contribute dice into a single pool, however the maximum standard dice pool is ten. This post is really long, so I'm going to split this up. To be continued and such.
  12. Lord Duvors

    Heroica RPG 2.0

    Well, I'm impressed! And from the sounds of it everyone else is too. On that note, I have some provisional background materiel I've been meaning to write up for a while now. As well as a 'rules revision' of sorts collated from various suggestions around this thread. I'll see if I can't get some of that done today.
  13. Lord Duvors

    Heroica RPG 2.0

    Nice to see you again.
  14. Lord Duvors

    H20: Fantasy's Back on the Menu!

    Understood. I hope you can deal with the issue quickly and safely. Have you tried calling someone?
  15. Lord Duvors

    H20: Fantasy's Back on the Menu!

    Beep.