Skip Navigation Links
High Fantasy HERO
Campaign GuidelinesExpand Campaign Guidelines
Abilities / Spells / ItemsExpand Abilities / Spells / Items
Race PackagesExpand Race Packages
Profession PackagesExpand Profession Packages
PsionicsExpand Psionics
MagicExpand Magic
Shrike High FantasyExpand Shrike High Fantasy
Conversion Styles
D&DExpand D&D
WarhammerExpand Warhammer
World of Lone WolfExpand World of Lone Wolf
From Shadowcat
From eepjr24
From CorvenRen
From CourtFool
Misc Fantasy Characters
Contact Webmaster
Skip Navigation LinksHigh Fantasy HERO>Content>Magic>Magic Systems>Stoburu>Variations
Stoburu Variations


Stoburu System Stoburans Stoburu Variations
Stoburan Package Deals    
The basic model of Stoburu can be easily altered or expanded upon for a number of uses with minimal effort.
One way to alter this Magic System is to make it topical, such as limiting effects around types of items. This is really just a matter of the GM sitting down and making high level declarations of what sort of effects may go in which sort of items. Any axis could be chosen as a limiting factor to suit preferences. For instance, it could be done by Active Points, Power types, an arbitrary hierarchy or cultural requirement, or whatever is appropriate.
Example 1: Bob the GM likes the mechanical model laid out in this document but wants to focus the system around Staves in particular and wants to narrow the focus over all to Staves, Wands, and Rings. He creates the adjoing chart defining AP caps based upon types of item.
Item Type AP Limit
Staff 60
Ring 45
Wand 30
Example 2: Joe the GM wants to impose some structure about what kind of effects can appear in what kind of items. He creates the adjoing chart indicating his preferences.
Power Type Item Type
Attacks Weapons, Wands, Jewelry
Defenses Jewelry, Garments
Mobility Jewelry, Footware
Utility Any
Special / Stop
Sign Powers
Not Allowed
Example 3: Harry the GM defines an elaborate secret Order of "Wizards" for his setting that uses Stoburu more or less as is for the root mechanics. Harry has written up a detailed background of this Order describing its history and organization. As part of this effort he has specified various ranks and roles (driven by Perks).
Harry has decided that specific types of items carry certain values as status symbols for ranks and roles, and also carry traditional significance. Accordingly he arbitrary dictates guidelines about what sorts of items these practitioners can make across the course of their "careers" and places AP caps upon them tied to ranks as illustrated in the adjoining chart.
Item Type Requirement
Staff Apprentice can make, 30 AP cap, each higher rank allows 30 more AP
Lesser Ring or Wand Journeymen can make, 30 AP cap
Ring or Wand Master can make, 45 AP cap
Ring of Power Archmaster can make, 60 AP cap
Wand of Power Archmaster can make, 60 AP cap
Cloak Apprentices can make, 15 AP cap, each higher rank allows 15 more AP
Robe Masters can make, 45 AP cap, each higher rank allows 30 more AP
Weapon (non-staff) Only members of elite Archon role; 60 AP cap, each higher rank above Master allows 30 more AP
Misc Items Any rank or role, with a 10 AP cap per rank
Stoburu is simply a label; you can always change the name of the Magic System from Stoburu to something else as you prefer, or have several groups of Magic Users based on this mechanic but with social or "flavor" differences and different names.
Example: Bob the GM calls Stoburu "Resomancy" in his campaigns, while Joe the GM calls it "Fabricosa" in his, and Harry just uses the general term "Wizard" since his campaign does not already use that term to refer to something else.
Another excellent method for altering the feel of this type of Magic is to create custom Package Deals that are tied directly into a setting.
Example: Harry the GM designs custom Package Deals defining each rank and role of an elaborate Order of Wizards, using Stoburu's root mechanics. These Packages include setting appropriate and related skills, perks, and details that help to fully describe the concept he is going for.