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Heroes of Adventure

Index of Heroes of Adventure releases and community forum · By Nameless Designer

Questions getting started

A topic by IronKnight132 created May 19, 2023 Views: 199 Replies: 4
Viewing posts 1 to 4

What would disguise attempts be?  Agility?


How are undead created that last longer than 4 hours or are semi-permanent?

Hi there,
Here are some suggestions for how I might handle those in my games. YMMV:

Regarding disguise attempts. If you mean a person trying to disguise themselves using normal means, I would suggest Guile as the skill to apply. However, I think it depends on how the character is trying to disguise themselves, in which case agility could work (if the disguise represents how well the character can keep their identifying features hidden). Characters just trying to hide in plain sight with a well chosen outfit and total confidence could be a will check (representing how brazen confidence might distract from any flaws in the disguise). For a quick, simple test, describing how the disguise is being attempted could justify applying almost any skills. Even disguising yourself as an animal could be attempted with a wilderness check.

If it is  more elaborate disguise, especially for multiple characters, it could require a combination of a lore check to know what features a good disguise should have, especially if trying to look like a specific person or faction member (clothes, items, makeup, hair, equipment, etc), then acquiring the materials my be needed followed by a crafting check to make the disguise. Then a check to to apply the disguise, and a guile check to pull off the deception in encounters. For an important moment of an adventure when the success of a quest depends on the deception it could be worth spending the time roleplaying to that extent. 

For raising dead, that might require some Referee house rules. Permanent magic effects tend to only come from Miracles which require a permanent loss of 2 Health. Other ways could come from creative use of alchemy (with some potent and hard to find ingredients, probably unsavoury ones), or an artefact of some kind. Either of which might grant the ability to raise dead for extended periods without recasting empowered Necromancy.

Developer

Hey thanks Hapshant for providing some good answers.

I agree, I would default to 'Guile' for disguise unless a case is made otherwise. 

For raising dead, a magic casting character can empower the dark magic > necromancy spell as the current option.

Furthermore, some great feedback on how to handle these sorts of questions. If players want to engage with the game and do something different then giving some risk/reward (i.e. quest) options is a good way of addressing these. 

Empowering would still only extend a summon/undead for 4 hours though, right?  So it would take 18 health to maintain 1 summon/undead for 24 hours.

Developer

Yes based on current rules. If having a character who can summon the dead for longer periods is a goal then suggest the story option (design an artefact for the player to acquire) might be a good way to go.