A Magic: The Gathering RP?

Dannyalcatraz

Schmoderator
Staff member
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Alas, I'm a bit too busy. But I'd be happy to help you spec things out!

Slivers in HERO

Shared base stats

POWER : usable on others, Always on, 0END cost, AoE: Radius, Only affects Slivers

Clot Sliver
POWER: Heal, Resurrection only, usable on others, ___END cost (Black), AoE: Radius, Only affects Slivers

Fury Sliver
POWER: Autofire Naked Power Advantage, usable on others, Always on, 0END cost, AoE: Radius, Only affects Slivers

Lymph Sliver
POWER: 25% Damage Reduction (Physical and Energy), Resistant, usable on others, Always on, 0END cost (Black), AoE: Radius, Only affects Slivers

Muscle Sliver
POWER: Density Increase, usable on others, Always on, 0END cost, AoE: Radius, Only affects Slivers

Synchronous Sliver
POWER: Damage Shield; Linked to an attack, usable on others, Always on, 0END cost (Black), AoE: Radius, Only affects Slivers

Virulent Sliver
POWER: NND Poison, usable on others, Always on, 0END cost (Black), AoE: Radius, Only affects Slivers

Ward Sliver
POWER: 75% Damage Reduction (Physical and Energy), Resistant, only works vs one Color, usable on others, Always on, 0END cost (Black), AoE: Radius, Only affects Slivers

Winged Sliver
POWER: Heal, Resurrection only, usable on others, Always on, 0END cost (Black), AoE: Radius, Only affects Slivers

On these, I think more work is needed. The "only effects slivers" isn't correct for all of their abilities. But right now, I can't recall what the appropriate "sharing" power mod would be for attacks.
 
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Dannyalcatraz

Schmoderator
Staff member
Supporter
Keeping in mind that I left M:TG after 6th (I think) due to my frustration at stupid power redefinitions and repeated publication of clearly problematic cards, I won't necessarily be up to speed on all cards. But I'm familiar enough with HERO that if you tell me how something is supposed to work, I should probably be able to help you figure out how to model it.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
I think I figured out the bones of how to make M:tG "oppositional color" magic work in HERO as campaign-specific rules.

Step 1: figure out & enumerate all of the strengths a particular color has. Obvious examples would be mind-affecting powers for Blue, direct damage for Red, protection for White, necromantic/NND for Black, creature summoning for Green.

Step 2: any power designed solely within one color's strengths would get a free 1/4 "disadvantage" cost break. So something like 5 points of a force field power as a White spell would cost 4 points because "protection" is a specialty of White magic.

Step 3: any power that has mixed (non-oppositional) mana costs or is designed for a non-oppositional color would be normally priced. So something like 5 points of a force field power as a White/Green mixed mana spell or as a Blue spell would cost 5 points.

Step 4: any power that contains any oppositional mana costs or is wholly of an oppositional color is treated as needing a 1/4 power "advantage" penalty. So a Black or Red force field would cost 6 points per 5 points of the active power.

Step 5: any power within a color's specialty being created as an artifact will also have that 1/4 penalty built in.
 

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