blake.duffey Posted June 24, 2011 Report Share Posted June 24, 2011 I'm playing a 5th E game, but I feel this question applies to either version. A mage PC wishes to have a 'spell of translation' to be able to read ancient tomes and arcane books. How might I build this out? Universal translator seems like an option, but the verbiage specifcally says it must be 'communication' Thanks Quote Link to comment Share on other sites More sharing options...
Steve Long Posted June 28, 2011 Report Share Posted June 28, 2011 Re: Translation This is a "how to" rather than a rules question, so I've moved it to the Discussion board. For my response -- see the Read Script spell on page 348 of The HERO System Grimoire. Quote Link to comment Share on other sites More sharing options...
Lucius Posted June 28, 2011 Report Share Posted June 28, 2011 Re: Translation I'm playing a 5th E game, but I feel this question applies to either version. A mage PC wishes to have a 'spell of translation' to be able to read ancient tomes and arcane books. How might I build this out? Universal translator seems like an option, but the verbiage specifcally says it must be 'communication' Thanks Yep. communication. In this case, written communication. You might want to include Cryptography too if such scrolls and incunabula and codices are sometimes in code. Lucius Alexander Palindromedary Enterprises Quote Link to comment Share on other sites More sharing options...
Christopher Posted June 28, 2011 Report Share Posted June 28, 2011 Re: Translation In 6E1 447 it is explained how Universl Translator is build. One 10 Point Detect for Meaning of Speech and one for 10 Point Detect for Meaning of Text. So, whe you have a 20 Point version in 5E, just halve the cost for it and you have text-only. Quote Link to comment Share on other sites More sharing options...
Ockham's Spoon Posted June 28, 2011 Report Share Posted June 28, 2011 Re: Translation Depending on how you envision the spell working, you might also build it as a 1d6 Cosmetic Transform any writing into the mage's native tongue. Of course that might also require the 10 pt Detect Meaning of Text to get it right; garbage in garbage out. Quote Link to comment Share on other sites More sharing options...
Kraven Kor Posted June 28, 2011 Report Share Posted June 28, 2011 Re: Translation Yeah, that is kind of a kludge if you ask me. UT with the appropriate limitations (skill roll, extra time, whatnot) seems the best route. Quote Link to comment Share on other sites More sharing options...
Christopher Posted June 29, 2011 Report Share Posted June 29, 2011 Re: Translation When he want's to learn spells from ancient tomes, and the "spellformula" is written in the wrong tongue, he might need "Detect Meaning of Text (10 Points), Analysing" Otherwise half the Universal Translator is enough: "Detect Meaning fo Text (10 Points)" Quote Link to comment Share on other sites More sharing options...
Escafarc Posted June 29, 2011 Report Share Posted June 29, 2011 Re: Translation Use negative modifiers on the Universal Translator Roll for the more obscure languages. Quote Link to comment Share on other sites More sharing options...
blake.duffey Posted July 1, 2011 Author Report Share Posted July 1, 2011 Re: Translation Would including this half-powered UT be appropriate in a VPP (for an arcane superhero)? Also, how appropriate is The HERO System Grimoire for a superheroic campaign (with an arcane slant?) Finally - thanks very much to all who were kind enough to reply! Quote Link to comment Share on other sites More sharing options...
Christopher Posted July 1, 2011 Report Share Posted July 1, 2011 Re: Translation 1. Depends if Frameworks are even used for Magicians in the first palce. Generally this is a power that is both "Fire and Forget" (you don't need to have the slot availibe) and "No problem to not have it selected"(you will hardly read a tome in the middle of a combat). So aside from being a Special Power, is is definetly not a real limitation for the power (wich is the main purpose of Frameworks - saving points for having to choose). Of course the specific GM has final say, and especially the "Only Text" might help here. 2. Don't have it. But generally from what I know so far about hero: When it is for heroic games, you might be able to take off limitations. Otherwise there should be no problem. Quote Link to comment Share on other sites More sharing options...
blake.duffey Posted July 4, 2011 Author Report Share Posted July 4, 2011 Re: Translation Again, thanks to all. I went ahead and bought the Grimoire. There is an entire chapter on superheroic magic. Addtionally on page 266: "To create Superheroic-level versions of spells described in the other sections of this book, just strip away Limitations and adjust the Active Points to the level of the campaign. You can also place spells in Power Frameworks — super-sorcerers routinely know lots of different spells. Multip- owers with many slots and Variable Power Pools are particularly common for such characters." Thanks! Quote Link to comment Share on other sites More sharing options...
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