Fantasy Hero
Roleplaying in the wondrous realms of Fantasy!
5,669 topics in this forum
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Healing....
by Rick- 2 replies
- 81 views
This is more about sharing my ideas on healing than asking questions. There are always questions about how to avoid D&D healing in Fantasy hero, heres how I deal with it: Starwars (This really is just fantasy), I never allow more than 2d6 healing aid to be immediate on the spot. Besides that Jedi healing can be much more dice but always have gradual effects so that it'll take several days or atleast many hours to heal fully. Bacta is a 1 body regen every couple of hours. There is no medical or force means known that can regenerate dismembered body parts. In my Homebrew Fantasy world: People who are given the gifts to perform miracles are truly a rare thing, …
Last reply by Fenixcrest, -
- 2 replies
- 100 views
This is a cross post from my own forums at Call of the Horn. I can't see that it would be a problem but if Hero has any bones with this - please delete it. My intent is to share with Herodom not cause a problem. Eosin's "Cool Character" Contest Alrighty, inspired by Kai Lord's threads on ENWorld, I have decided to run my own "Dude, that is a cool character" contest. The rules are pretty simple. Write up your favorite fantasy character or characters in as interesting a manner as you can devise and post him or her (on the Call of the Horn contest thread for official consideration, but don't let that stop you from posting them here for fun). It is importan…
Last reply by Eosin, -
- 0 replies
- 46 views
this ones short
Last reply by shadowcat1313, -
- 16 replies
- 159 views
I thought someone posted a deck of many things on these boards, but I can't find it. Can some one help me, or did the underwear gnomes steal my brain?
Last reply by Foxx!, -
- 0 replies
- 56 views
now heres part two
Last reply by shadowcat1313, -
- 4 replies
- 73 views
Say, how would you guys model the assorted powers in "Fullmetal Alchemist" I'm thinking, obviously, "Transform" would be the appropriate power. The problem is that alchemy (as portrayed in the Anime) requires a transmutation circle. Sometimes this circle can be drawn. (Most Alchemy) Other times the circle can be engraved. (But engraved alchemy can only do one type of transform effect per transmutation circle) Other times, it can be improvised, but this is rare. Would you buy it as two separate transform powers? General Alchemy Transform, Gestures (draw the circle) (Only Matter) (Obvious Accessible Focus: "Matter") (Usable as Attack) Specific A…
Last reply by Lightbane, -
- 37 replies
- 208 views
I would like some assistance please. In this game that my GM is running ( I was hoping for some good feedback that I can run by him)THis is the first RPG that my GM has been running and he s been running this about a year off and on. Of course its fantasy based thats why I'm posting it here. He feels that the game is unfair to fighters that a ka cost 15 points per 1d6 but that the magic users can bring those down by adding a bunch of limitations that the fighters can't use. So he has done something that just feels wrong somehow to me. If the fighters want to increase the d6 of their damage they can buy extra ka but (since he doesn't want it to be magical just to show the …
Last reply by NuSoardGraphite, -
- 6 replies
- 60 views
Hey guys I'm new around here and still wading into the whole Hero thing really. Going to pick up the Fantasy Hero genre book though once I can scrape together some cash for it. Recently though I've developed a strange obsession with like the whole line of Final Fantasy games. Well, not VII and VIII but the more fantasy toned ones without guns and megacorps and other such stuff. So what I was wondering is what are some ways any of you would suggest developing a Final Fantasy type setting using the Hero and Fantasy Hero rules?
Last reply by Lord Liaden, -
- 13 replies
- 100 views
A while ago there was some discussion about how well Hero works with the Shadow World setting. I'm here to say....just great. Just check out our Blog that tides us over from week to week in between getting together. Comments are welcome. http://hhackers.blogspot.com/2004/09/story-thus-far.html
Last reply by Old Man, -
- 8 replies
- 70 views
So here I am plowing away throught the Valdorian Setting which I am somewhat mixed about (I have naming issues) when I skip ahead to the section on creating players and the sorcery system. POW! Holycrapamolly! The summoning system and its required favors system is insanely inspired. It recieves FIVE thumbs up from me.
Last reply by Herolover, -
- 18 replies
- 121 views
I'm making a character who has been trained by the city militia to fight with a Short Sword and Shield. He gets 2 levels with SS, OCV only, and 2 with Shield, again OCV. He has a CV of say 3. He wants to do a shield block and swing his SS. Do the two weapons penalties apply? Does he roll with a CV of 7? 3 base + 2 shield + 2 levels. While blocking I assume he doesn't get the 2 DCV for shield and cannot contribute to a shield wall. Can he receive benefits from the shield wall? I realize I can house rule it, but I'd like to know the base before house rules. TIA Roger
Last reply by NuSoardGraphite, -
- 3 replies
- 88 views
Hey guys, I am looking for some advice on how I could build a spell to accomplish the following effect. This archer characters casts a spell and shoots an arrow into the air. The character is then teleported to the hex where the arrow lands. Should this be two powers (RKA and TP) linked? Or would you just buy teleportation with a gestures limitation on the RKA? Here is one possibility, but I would love to hear other opinions. Arrow of Teleportation: Teleportation 20", x8 Noncombat, Safe Blind Teleport (+1/4) (62 Active Points); OAF Fragile (Bow & Arrow; -1 1/4), Only to Location Where Arrow Lands (-3/4), Gestures (Requires both hands; -1/2), Requires an…
Last reply by HewhoisMatt, -
- 1 reply
- 74 views
got distracted with the Traveller Hero project, so this is getting backburnered but heres part one of the Letter T
Last reply by tancred, -
- 11 replies
- 55 views
Last reply by Krim Haneth, -
- 8 replies
- 79 views
I'm having trouble with making a spell. The special effect I'm trying to achieve is this: The magician enchants a number of silver coins (say 5) to swirl around him. He can then choose to send one or more of the coins flying at a target at high velocity. RKA, Autofire (maybe), *shrug* How to do the charges bit?
Last reply by Markdoc, -
- 4 replies
- 64 views
HOw would you build spells that block/defend against Divination (Clairsentience specifically, but Detects as well I suppose). I'm looking for something that either doesn't allow scanning the particular area once the spell is in place, or something that removes all traces of a person's presence, or just "blanks" them from Clairsentience viewing. Would you do this as: Images Invisibility Darkness? And what about the "removes all traces" effect? Would that be a Change Environment? Thanks!
Last reply by Curufea, -
- 17 replies
- 622 views
I've never run a FH game, but I'd like to do some planning for one in the future. So, for all you FH GMs, I have a couple of questions. 1. Do you like to run heroic or super-heroic games? 2. What starting character point levels do you use? 3. What style of play (e.g. high fantasy, epic LotR style, sword & sorcery) are you looking for with those levels?
Last reply by Markdoc, -
- 21 replies
- 96 views
I've been working up this magic system for a fantasy campaign set in a world corresponding closely to the American frontier/colonial era. This particular magic system is meant to represent the cutting edge of knowledge in a post-Renaissance world. It's set up to require both breadth and depth of knowledge (ie many KSs, and decent rolls on them), and also to be highly flexible for the truly knowledgible. I'm still expanding the spell lists, and although this system should be able to cover almost any possibility, these spells are meant to represent the sort of thing a gentleman scholar would be interested in studying. The spells I have listed so far represent the sort o…
Last reply by Captain Obvious, -
- 2 replies
- 84 views
Who handles the law enforcement needs of the Foreign Quarter? Thanks
Last reply by cypar7, -
- 17 replies
- 165 views
I'm wondering if any of the history buffs in heroland can assist me: I'm trying to determine how many swords a master weaponsmith/armorer with several journeymen (say 3-5) and laborers (3-5 more) could produce per month in a normal midieval (say 8th-10th century) forge? By that same token, what about plate armor? And then, by that same token, a latter midieval forge, with a water powered bellows, and water powered triphammer (for pounding the blooms)?
Last reply by Markdoc, -
- 5 replies
- 84 views
Last reply by tkdguy, -
- 12 replies
- 77 views
Hi all, This is my first post at the Fantasy Hero forums... I've been trying to implement a different structure for 'Spiritual/Religious Magic' in my Fantasy Hero campaign. My complaint with the 'stock system' in the books is that it never really seperates itself from arcane spellcasting. Keep in mind, I'm still using the 4th edition books (*sob* I haven't been able to update the FH portion of my Hero collection yet...), so if this has already been handle by new 5th edition rules, sorry. (and I'll apologize about the length now...sorry) To me, the power a priest/druid/shaman/etc wields is bestowed upon them from their faith and their relationship with their de…
Last reply by Nagus Pantojan, -
- 5 replies
- 156 views
Hello all, I am attempting to convert the races from the Iron Kingdoms setting (uses d20 rules and is a fantasy game so I thought it best to post in the Fantasy Hero section) and I was hoping for some feedback from those more experienced with Hero than I am. I'm just going to list all the abilities that I'd like help with and ideas that I have to simulate this ability, any feedback would be helpful. 1) Poison resistance 4, Hero doesn't really have a mechanism already in place to handle partial resistance to poison so I was thinking of using this: +8 body (-1, only to determine damage caused by poison) Power Defense 6 (-1, only versus effects due to poiso…
Last reply by Captain Obvious, -
- 3 replies
- 159 views
my gm's running a game in the turakian age setting, and I've got a couple of questions about elves (also relevant for other races, too). First of all, what did you pattern the elven language after? or did you develop your own? I'm asking so I can pick names and words that have the same 'feel' as the ones in the book. Secondly, do all races mature at the same rate, or do the long-lived races mature more slowly. i.e. in many of the (other system)s settings, elves aren't considered adults until their hundredth year.
Last reply by Steve Long, -
The People of the Young Kingdoms
by Guest Worldmaker- 9 replies
- 228 views
Okay... here is my rough draft information for the PC races available in the Young Kingdoms (my FH setting). Commentary is welcome, as I need to come up with more details about each of the races... Currently, characters may be a Dwarf, Halfling, Half-Orc, Human, or Orc. Specific campaigns may place restrictions on which specific races are allowed for player characters. In addition to race, players must decide if their characters are part of the Imperial culture or a member of one of the barbarian races. The character's culture determines its native language and Everyman Skills. The Imperial Races: The Imperial Races are all of those who currently live…
Last reply by Citizen Keen,
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