This is the chronicle of my Fantasy HERO campaign in the Turakian Age setting. Being an attempt at cheap amusement for this board, and a means of analyzing my own GMing procedures, I am posting reports and impressions of the game here, as RDU Neil did for his Dark Champions campaign “Secret Worlds.”
Set-Up (pre May 20)
I have four players:
Dustin, my niece’s 13-year old son, who’s living with his Granddad (my brother) and me for the time being while the niece gets her life together.
Gary Ciaramella (known on these boards as ‘Gary Ciaramella’), one of my best friends and gaming buddies.
Don, an even older friend, and ex-roommate, who’s now living with…
Jason, a newer friend of ours, but who’s been playing with us off and on.
All of us except Dustin are big HERO System fans. Dustin is familiar with fantasy games via computer, but this is only his second tabletop RPG and his first HERO game. Previously Gary had tried running me, Don and Dustin in a D20 Star Wars game, but soured on that system and first planned to convert it to HERO, then abandoned the game altogether, which set up an opening for me to GM. I wanted to see how The Turakian Age works as a setting, (and had very little free time to redevelop my D&D conversion setting from my last game) so as soon as the book came out I started making plans for people to make characters.
Dustin: In the Star Wars game, Dustin was playing a Trandoshan (big, tough lizardman) Soldier, and Gary pretty much figured that he’d want to make something similar. Gary was correct. When we told Dustin there was a lizardman race (actually two) in the setting, he looked over the Drakine and chose that. After pondering Rogue, Dustin picked the Package Deal for Heavy Warrior. It’s worth pointing out that with the stat mods for the race and profession, Drakine combines with Heavy Warrior at least as well as Dwarf does- especially with the Drakine’s natural weaponry and Damage Resistance. Merely adding the two yielded a base character with 18 STR, 15 DEX, 18 CON, with 12 points in Combat Levels.
Given that he’s a novice, and fairly young at that, I first started by putting most of Dustin’s character together myself and then showed it to him. It’s layed out in 5th Edition format, so I had him first look at STR. I said, “Off to the right, you see where it says Lift capacity for 18 STR is 600 kilos. If most characters start with a base of 10 and can lift 200 kg, you’re six times as strong as a normal man. Every 5 points of STR you have lets you hit for a die of punching damage. 18 STR means you roll 3 dice, plus a half die, which means you roll that and round up.” Then I went over DEX: “Dexterity determines how quick you are. DEX over 3 is your Combat Value, which is divided here into OCV and DCV- basically how easily you can hit somebody versus how hard it is for them to hit you. If the average human has a DEX 10, his Combat Value is 3. If yours is 5, then you’re at +2 to hit him, basically, and if he attacks, he’s at –2 to hit you.” I went on like that.
I then had to go over the concept of Disadvantages with Dustin to help both of us get a feel for his character. He’d actually wanted to play a Drakine Knight, but there really don’t seem to be such things in the setting, and in any case, as the FH implies, the real difference between the Knight and the Heavy Warrior is that the Knight is bound by the Code of Chivalry. I pretty much figured that wasn’t Dustin’s style. Previously he was watching a tape of “Kill Bill Vol. 1” with me and Gary and we realized that Dustin was laughing at it far too much for him to roleplay chivalry effectively. The Psych Disad “Likes to Fight” on the other hand, would suit both the player and the Drakine Warrior pretty well. I explained that a Disadvantage is something that you get points for because it determines your actions even in cases where you might prefer to do otherwise- for instance, if the group needs to retreat, the Drakine’s “Likes to Fight” Disad becomes a real factor. I interviewed Dustin a little to see what other Personality Disads would be appropriate, and he figured that from his own perspective, he sometimes got in trouble in school because he got into fights. And sometimes these fights started because some other kid would try pushing someone else around, acting “too big for his britches,” or something. We also figured that the Drakine would possibly be Enraged in an extreme case of such bullying, specifically if a woman is hit. (I also knew that Gary had decided to play a female PC, so these factors may help me decide how to bring the two together…)
I could tell that Dustin was really getting into the process, and the actual stat work was pretty easy for the Warrior. At the moment, we figure that the Drakine is off on his own in Human lands because he didn’t like the way Drakine society worked, and didn’t like taking orders in a military unit. (Later he expanded this to confirm he'd been drummed out for insubordination, i.e. beating up a superior officer.) So far so good.
Gary- Gary deliberately decided to wait for everyone else’s initial concepts then make something depending on what professions the group lacked. Jason was going to be a Wizard and Don was going to be some kind of Rogue. Gary decided to make a Cleric, since he knew no one else was going to. He also decided to play a female character- since he knew no one else was going to. He’d already decided to make her a Druid, and eventually decided to make her an Elf, because Dustin was the only other nonHuman.
The character’s stats so far are not that high, except for 18 EGO (for Faith Skill), 15 PRE and 18 COM. Gary very quickly ran into problems getting enough points for what he wanted, compared to Dustin who has a pretty tough Warrior on what is so far only 110 points. There weren’t too many places to cut: The character needs a good range of Skills to be a Druid (outdoor/nature, etc.), the attributes mentioned above are sorta vanity stats (especially COM), but I think they also hint at a character with some real leadership potential- especially since, as a priestess, she’s the only character so far who has heroic goals beyond herself. Plus which, of course, she needs spells, and the Turn Undead power.
So Gary kept complaining to me about the whole thing, saying that if Turakian Age is supposed to be an epic setting, that this character didn’t feel really ‘epic’ to him. He wanted me to use the higher end standard (IIRC, 100 base and 75 in Disads). I said that that was supposed to be for REALLY epic games, and I hadn’t really planned for characters to be that tough yet. I also didn’t think it was appropriate for characters to be that tough at the start of the story.
I said, “Gary, just how tough do you think Rand and Mat were when they started out? They were just militiamen in their home town.”
Gary: “Yeah, but The Wheel of Time series has been going on for at least 10 volumes dating back to the Middle Ages. How many Experience Points does Rand al’Thor have by now?”
Me: “Good point.”
Nevertheless, I held to the standard of 75 plus 75 in Disads. Eventually we agreed to let him use the 30 points he gets in Spells (from the Priest Package Deal in the Turakian Age book) for some of the miscellaneous stuff his character needs. One of the spells he has will be a unique creation allowing the Druidess to grow sharp thorns out of her walking staff, allowing it to be used for Killing Damage. The PC is also getting the Speak in Tongues spell, which will allow the party a means of communicating with anyone.
May 20:
We actually got Jason and Don to show up to brainstorm over characters. Jason is pretty straightforward so far, playing a Wizard. Gary and I both figured this would be his choice because Jason is the member of the group who most resembles Brian Van Hoose.
The character itself is a fairly straight take on the Wizard Package Deal in FH, except that with the various ‘arcana’ counting as separate Magic Skills, Jason took his main arcana in offensive Fire Magic (like the sample Wizard in FH) and additional skills for Conjuration, Sorcery and Thaumaturgy. Of course, with all those points to spend, he’s even wimpier physically than the Elf Druidess. In fact I allowed him to shave some of the points off spells to get a couple Weapon Familiarities, just as I allowed Gary to shift points from the Package Deal in order to fit within 150. So far Jason’s concept is vague, except that he knows he wants to be from the Westerlands. I figured he’d be Vestrian, as some of the Turakian Age background detail seems to center on that part of the region.
Finally, I had Don. Don is playing a Ninja. Well, essentially. The concept is basically a combination of Rogue/Martial Artist. I told him the only real unarmed combat version of Martial Arts in the game was Tran-Dhuk, the art from Thon-Sa, which resembles Tibet more than anything else. Don had already decided that his character was from the Kumasia region- specifically the “melting pot” of Keshaman- so the idea of him learning Tran-Dhuk wasn’t totally far-fetched. He then figured that he’d gone on a merchant ship with his relatives at a young age (I think puberty) and the crew was attacked by pirates. Don’s character washed up on shore and the only other survivor was a Thona national who (for some undecided reason) agreed to teach him Martial Arts. Don spent adolescence training with this guy but decided to use his training to seek out the pirates who’d killed his family. Towards that end, he also traveled a great deal and picked up thieving skills to make his living on the way.
There are of course, a lot of unanswered questions in this origin- especially since it’s not clear whether the character even knows WHICH pirates were responsible for the attack. Also, at one point Don had asked if his mentor could be in the group with him so he’d have someone to train him in the art’s additional combat manuevers. He was thinking the mentor would be sort of a Chiun to his Remo Williams. I wasn’t too keen on that. If the NPC is gonna be that powerful, he shouldn’t be a regular member of the group, since he’d solve too many of their problems too easily. I’m told Don that instead I might give him XP credit for roleplaying ‘David Carradine flashback’ sequences.
Also this week: we convinced Dustin to name his Drakine Trogdor.
May 27:
We finalized character generation, except for equipment lists, which shouldn't be too hard to figure out. Gary gave his priestess a name (Lo'rma'ndra) and a short spell list consisting of Divine and Druidry spells useful for a village priestess who also operates in the forests.
Lo'rma'ndra had been sent to train with a High Church Druid in one of the Vestrian villages over the mountains from Elvenhome. At one point she was sent on an errand by her mentor, and returned home to find that the entire village, including the older Druid, had been slaughtered, with few clues as to how or why. Gathering her mentor's things (including sacred writings and effects) on a donkey, she rode north to return his effects to her superiors and ask them what to do about the situation.
Dustin/Trogdor was almost fine as he was, but I added a 15 point "floating" Hunted and the appropriate Psychological Limitation "Short-Tempered." I did this to get him a few more Background Skills (like the foriegn languages he'd need to communicate with the non-Drakine, i.e. everyone else around him).
Dustin also mentioned the idea of attacking with a sword in each hand, so I got Trogdor Two-Weapon Fighting.
Don actually took the most time, and that was to finalize his Disadvantages, and to come around to a name for his character: Rogar.
Before that, I got Jason to finalize his character, who is now named "Valdergast Arcanus". (I'm just gonna call him Valdergast.) It was mostly done except for Spells (almost all of which turned out to be from Elemental/Fire) and Disadvantages. So I asked, "what Psychological Disadvantages would he have?" Jason said, "Ruthless." I wrote that down. He then got a Distinctive Feature, a long scar going down the side of his arm. Then he got a Hunted Disadvantage, defined as a nearby Baron who wants revenge because Valdergast killed the Baron's relative... in self-defense, in the same incident where he recieved the scar. Then he got another Hunted, "Watched by Duke Jabel Duharion of Daravel", along with the Psych Disad "Hatred of Orcs". I asked why Valdergast was Watched by this particular Duke, and Jason said he owed Duke Jabel favors. When I asked why, Jason said, "because I got in trouble with the law and the Duke agreed not to hang me." So then I asked why the "Hatred of Orcs," and Jason said, "because the Duke is always sending me on missions to kill Orcs!!"
So let's see: I have Rogar, who by Don's description is basically a "heroic rogue." I have Trogdor, who might be defined in D&D as a Chaotic Good Fighter. And I have Lo'rma'ndra, the do-gooder Elven Druidess.
And then I have this Fire Wizard with the "Ruthless" personality who got at least two of his Disads from pissing off the local nobility.
This is gonna be SO much fun.
Next Week:
I run.
If I run fast enough, I may be able to avoid GMing this group.
JG





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