Opale Posted August 7, 2017 Report Share Posted August 7, 2017 Hello fellows RPGamers First time I ever step in Fantasy Hero, and with a good reason. I want to use FH system in the fantastic Shadow World game settings - usually developped using the Rolemaster system. The author, T. Amthor, already started to use some FH system in the nineties, and I'm willing to expand and develop my own setting, using FH system, first because I can't stand the Rolemaster generic system, that uses Levels, and 250+ skills... So here are my question, from generic to specific : 1 - As any of you some hints, weblinks, tools, advises, in order to compute and transform stuff from Rolemaster System to FH ? (I already started, but in case of, I'm open to anything helping) 2 - I'm willing to use the 5th edition of Fantasy HERO. I have my reasons, including that the few that was adapted in Shadow World was using 4 & 5th ed. SO less work of adaptation for me. 3 - I read a bit about sample characters using FH system, but I wanted to be sure : is a freshly started Hero build up on 75 CP + 754 Disadvantages Points , (ie 150 points) 4 - Would you be ok to review some characters I build up and criticize the balance to help me ? 5 - I need to define my own Magic System, that follows very much the SW setting , meaning with three accessible branch of magics (Essence, Channeling, Mentalism) plus Arcane and Psion powers. How Would you define that in FH ? 6 - One of my player is going to play a Runemage, and I have no idea on how to build up spells for that. Basically it's a character specialized in Runes, Glyphs, Symbols, Wards, Circles. So magic stuff that is hewn, sewed, drafted, carved, etc on items, and are triggered at an utter moment when someone read/see/pass by them. How do you build such powers please ? 7 - Thank you for reading till that point. I may come up with more question, but I don't want to make it to difficult to digest. 8 - You thought it was all ? haha ! What about Power Points, and Corruption points system ? How would you do that ? Epically yours, Opale Quote Link to comment Share on other sites More sharing options...
Ndreare Posted August 7, 2017 Report Share Posted August 7, 2017 1: don't have the link, but look for Killer Shrike's Hero Stuff 2: lots of people still play previous versions, no worries. 3: 75+75 (150) is a fine starting value. But honestly it can be any value you want. 4: If you post your characters people will definitely offer feedback. 5: I will not opine on this. 6: require all spells to take. Full Minute to activate, Gesture, Incantation, Trigger, Usable by Others. 7: Your welcome 8a: Hero alreadyin had an endurance economy, I would just ignore power points and use the hero endurance economy. 8b: I would do corruption as either a Complication or as a Side Effect. But most likely as a Side Effect. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted August 7, 2017 Report Share Posted August 7, 2017 Most of the Rolemaster stuff from the time has conversion materials in the back for FH, because the company was supporting both systems Quote Link to comment Share on other sites More sharing options...
Chris Goodwin Posted August 7, 2017 Report Share Posted August 7, 2017 FH for 4e has conversion notes from Rolemaster to Fantasy Hero, if I remember correctly. There were a lot of dual-statted products that came around during the ICE Age, including the Shadow World boxed set, but also many of the Campaign Classics (Mythic Greece, etc.). Quote Link to comment Share on other sites More sharing options...
Opale Posted August 7, 2017 Author Report Share Posted August 7, 2017 Thanks all for the answers and hints I'd like to use alternative Defense systems in order to do something similar with RM system for magic, i.e having Essence, Channeling and Mentalism defenses. Do you know if this is possible with HDv6 ? or if there is another way to do it ? Systemly yours, Opale Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted August 7, 2017 Report Share Posted August 7, 2017 Well you could define each one as targeting something. Like Essence is ED, Channelling is Power Defense, and Mentalism is Mental Defense. Amorkca 1 Quote Link to comment Share on other sites More sharing options...
Opale Posted August 7, 2017 Author Report Share Posted August 7, 2017 Thanks Christopher ! Another question : A character that would create Wards (in 5th ed) needs to have the speel to work independently (he might even be dead and the spell is still working till it collapse after a period of time); how do you do that ? same question : how to set a time limit (I didn't find the option in hdv6 limitations for 5th ed) Quote Link to comment Share on other sites More sharing options...
tombrown803 Posted August 8, 2017 Report Share Posted August 8, 2017 Thanks Christopher ! Another question : A character that would create Wards (in 5th ed) needs to have the speel to work independently (he might even be dead and the spell is still working till it collapse after a period of time); how do you do that ? same question : how to set a time limit (I didn't find the option in hdv6 limitations for 5th ed) give the power the uncontrolled advantage. It will expire when the END you set aside is used up, or also add 0end to it and set the terms of it shutting off to be a specific time (i.e. one hour or day). Another alternative would to be continuing charges Quote Link to comment Share on other sites More sharing options...
Opale Posted August 8, 2017 Author Report Share Posted August 8, 2017 noted tom ! let's see what it looks like, some sample below; If I may get some feedback about the build I had to add some custom adder and make it invisible to divide the cost of such spells by three. If anyone knows a best way to do it ? 8 Greater Animal Ward: +40 PRE, Uncontrolled (+1/2), Usable As Attack (+1), Area Of Effect (5" Radius; +1), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Activates When Animals Enters The Area of Effect; +1); Extra Time (1 Minute, -1 1/2), Only For Fear/Intimidation Effects (-1), Only For PRE attacks (-1), Works Only Vs Animals (-1), Incantations (Complex; -1/2), Gestures (Complex; -1/2), IIF (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), 1 Continuing Charge lasting 7 Hours (-0) 6 5 Lesser Essence Ward: Suppress Essence 3d6, all Essence powers simultaneously (+2), Uncontrolled (+1/2), Area Of Effect (2" Radius; +1), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Activates When Essence Effects/Spells Enters The Area of Effect; +1) (27 Active Points); Extra Time (1 Minute, -1 1/2), Only Vs Essence Magics (-1), Gestures (Complex; -1/2), Incantations (Complex; -1/2), IIF (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), 1 Continuing Charge lasting 7 Hours (-0) 3 by advance, thank you Opale Quote Link to comment Share on other sites More sharing options...
Opale Posted August 11, 2017 Author Report Share Posted August 11, 2017 As promised, a sample character from a 7th lvl RMSS to FH conversion Ethelka Thoran Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 HTH damage [1] 15 DEX 15 12- OCV: 5/DCV: 5 19 CON 18 13- 12 BODY 4 11- 18 INT 8 13- PER Roll 13- 19 EGO 18 13- ECV: 6 12 PRE 2 11- PRE Attack: 2d6 18 COM 4 13- 2 PD 0 Total: 2/5 PD (0/3 rPD) 4 ED 0 Total: 4/7 ED (0/3 rED) 3 SPD 5 Phases: 4, 8, 12 6 REC 0 38 END 0 27 STUN 0 Total Characteristics Cost: 74 Movement: Running: 6"/[Noncombat]" Leaping: 2"/[Noncombat]" Swimming: 2"/[Noncombat]" Cost Powers END <B>Dúranaki Package</B> 1 Life Support (Extended Breathing: Thin Air 1 END per Turn) 0 5 Infrared Perception (Sight Group) 0 5 Nightvision 0 12 Power Points: Endurance Reserve (53 END, 53 REC) Reserve: (59 Active Points); Only To Cast Essence Spells (-1), Visible (channeling aura; -1/4), Variable Limitations (requires -1/2 worth of Limitations; must choose between Extra Time, Gestures, Incantations, Focus (holy symbol); -1/4); REC: (53 Active Points); No Conscious Control (-2), Gradual Effect (1 Day; -1 3/4), Always On (-1/2) 0 <B>Spells</B> 3 Sign Of Transport: Teleportation 4", MegaScale (1" = 1 km; +1/4) (4 Active Points); Can Only Teleport To Observation Signs Floating Fixed Locations (-1/2) 1 1 Observation Sign: Teleportation: Floating Fixed Location (4 Locations) (6 Active Points); IIF Immobile Fragile (Runic Sign; -1 1/2), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Costs Endurance (-1/2) 1 2 Rune: Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Misfire, Trigger expire after activation; activates spell embedded into the rune; +1/4), Usable By Other (+1/4) for up to 35 Active Points of Any Spell Embedded Into The Rune, Requires A Rune Lore Skill Roll (No Active Point penalty to Skill Roll; -0) (17 Active Points); 1 Charge which Never Recovers (-4), IAF Fragile (runic parchment; -3/4), Costs Endurance (-1/2), Double Endurance Cost (-1/2) 2 1 Sign Of Pain: Energy Blast 4d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger expire after activation, Character can set Trigger multiple times; activates spell embedded into the rune when target touch/read/pass by closely; +1/4) (12 Active Points); 1 Charge which Never Recovers (-4), IIF Immobile Fragile (Runic Sign; -1 1/2), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Costs Endurance (-1/2) 1 4 Commanding Will: Mind Control 7d6 (Human class of minds) (11 Active Points); Gestures (Complex; -1/2), Incantations (Complex; -1/2), Set Effect (Calm target , compel truth, fascinate, command; -1/2), Normal Range (5x Active Points meters; -1/4) 1 3 Alter/Inflict Emotions: Mind Control 7d6 (11 Active Points); Only To Alter/Inflict One Emotional State (-1), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Normal Range (5x Active Points meters; -1/4) 1 2 Confusion: Change Environment (mentally impair target) 1" radius (-4 to Breakout Rolls: +4) (7 Active Points); 1 Continuing Charge lasting 8 Minutes (-3/4), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 1 4 Amnesia Induction: Major Transform 2d6 (alter, remove, or add memories or Psychological Complications,, normally [or through repeated applications of this power, character’s choice at purchase]), Attack Versus Alternate Defense Mental Defense (ED; +0), Alternate Combat Value OCV vs ECV (+1/4), Works Against EGO, Not BODY (+1/4) (16 Active Points); Only To Remove Memories (-1), Limited Target (mental "objects" in the minds of sentient beings; -1/2), Gestures (Complex; -1/2), Incantations (Complex; -1/2) 2 6 Nomenclature Mastery: (Total: 26 Active Cost, 6 Real Cost) Eidetic Memory (4 Active Points); Gestures (Complex; -1/2), Incantations (Complex; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), 1 Continuing Charge lasting 1 Year (+1 1/4) (Real Cost: 2) plus Universal Translator 13- (10 Active Points); Only To Read Written Text (-2), Incantations (Complex; -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 2) plus Hearing Group Images 1" radius, +/-4 to PER Rolls (6 Active Points); Only To Read Text (-2), Incantations (Complex; -1/2), Gestures (Complex; -1/2) (Real Cost: 1) plus Detect A True Name 16- (Unusual Group) (6 Active Points); Only To Learn The "true name" Of Non-Living Organic Item Target (-2), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Concentration (1/2 DCV; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 1) 4 3 Ice/Water Physical Manipulation: Major Transform 1d6 (Water into Ice/Ice into Water, melting/icing), Area Of Effect (One Hex; +1/2) (7 Active Points); Gestures (Complex; -1/2), Incantations (Complex; -1/2), Limited Range (15m; -1/4) 1 7 Dust Wood/Stone: Major Transform 2d6 (Wood/Stone to Dust, Another Use of Same Power), Area Of Effect (One Hex; +1/2) (16 Active Points); Gestures (Complex; -1/2), Incantations (Complex; -1/2), Limited Range (3m; -1/4) 2 4 Animate Gas/Liquid: Telekinesis (20 STR), Affects Porous (16 Active Points); Only Works On Gas & Water (-1), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) 2 4 Bypass Symbol X: Suppress Magic Symbols 7d6, Uncontrolled (+1/2) (24 Active Points); Only To Turn Off Symbols Temporarily (-2), Extra Time (1 Minute, -1 1/2), 1 Continuing Charge lasting 7 Minutes (-3/4), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 2 4 Unsymbol VIII: Dispel Magic Symbols 14d6 (16 Active Points); Extra Time (1 Minute, -1 1/2), Gestures (Complex; -1/2), Incantations (Complex; -1/2) 2 3 Detect Ward 13- (Sight Group) 0 6 Sense Ward: (Total: 1 Active Cost, 6 Real Cost) Darkness to Sight Group 1" radius, Uncontrolled (+1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Trigger can expire after Spell is activated; Activates When Someone Enters The Ward; +3/4), Usable As Attack (+1) (13 Active Points); Extra Time (1 Minute, -1 1/2), IIF Immobile Fragile (circle; -1 1/2), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), 1 Continuing Charge lasting 7 Hours (-0) (Real Cost: 2) plus Darkness to Other Sense Group, Variable Special Effects (Any Other Sense Group; Character Must Pay END For Each other Sense Group Affected After The First; +1/4) (-12 Active Points); Linked (Darkness; Lesser Power can only be used when character uses greater Power at full value; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 4) 1 10 Greater Ward: (Total: 86 Active Cost, 10 Real Cost) +20 PRE (Alterable Size), Variable Special Effects (Limited Group of SFX; Only Vs Animals, Undead Or Demons; +1/4), Uncontrolled (+1/2), Usable As Attack (+1), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Activates When Undead Enters The Area of Effect; +1), Area Of Effect (3" Radius; +1) (43 Active Points); IIF Immobile Fragile (circle; -1 1/2), Extra Time (1 Minute, -1 1/2), Only For Fear/Intimidation Effects (-1), Only For PRE attacks (-1), Works Only Vs Undead (-1), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), 1 Continuing Charge lasting 7 Hours (-0) (Real Cost: 5) plus +20 PRE (Alterable Size), Variable Special Effects (Limited Group of SFX; Only Vs Animals & Undead; +1/4), Uncontrolled (+1/2), Usable As Attack (+1), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Activates When Undead Enters The Area of Effect; +1), Area Of Effect (3" Radius; +1); IIF Immobile Fragile (circle; -1 1/2), Extra Time (1 Minute, -1 1/2), Only For Fear/Intimidation Effects (-1), Only For PRE attacks (-1), Works Only Vs Undead (-1), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), 1 Continuing Charge lasting 7 Hours (-0) (Real Cost: 5) 8 4 Lesser Essence Ward: Suppress Essence 3d6, all Essence powers simultaneously (+2), Uncontrolled (+1/2), Area Of Effect (2" Radius; +1), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Activates When Essence Effects/Spells Enters The Area of Effect; +1) (27 Active Points); IIF Immobile Fragile (circle; -1 1/2), Extra Time (1 Minute, -1 1/2), Only Vs Essence Magics (-1), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), 1 Continuing Charge lasting 7 Hours (-0) 3 Perks 5 Money: Well Off 5 Mystic Potential Talents 2 Environmental Movement (no penalties in underground/narrow passages) 3 Bump Of Direction, Persistent (+1/2) (4 Active Points); Always On (-1/2), Side Effects (Side Effect only affects the environment near the character, Side Effect does a predefined amount of damage; magnetic field surrounds you;1D6 STUN from electricity, iron & steel; -0) Skills -10 <B>Background Skills</B> 0 Acting 8- 3 Bribery 11- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 2 AK: Durakaan 11- 3 High Society 11- 0 Language: Ranaka (idiomatic; 13-) 1 Language: Erlin (basic conversation; 13-) 1 Language: Rhaya (basic conversation; 13-) 0 Paramedics (Healing) 8- 0 Persuasion 8- 0 Shadowing 8- 0 Stealth 8- 3 Trading 11- 3 WF: Common Melee Weapons, Kynac <B>Dúranaki Package</B> 2 +1 with Kynacs 3 Climbing 12- 3 PS: Merchant 13- 3 PS: Runemage 13- 2 Survival (Underground) 13- <B>Runemage</B> 9 +3 with Commanding Will, Alter/inflict Emotions, Amnesia Induction 1 Literacy 3 KS: Arcane And Occult Lore 13- 8 KS: Runes, Glyphs, Wards & Symbols Lore 18- 5 KS: Artefact Lore 15- 4 KS: Runemage Magics 14- Total Powers & Skills Cost: 158 Total Cost: 232 75+ Disadvantages 0 Normal Characteristic Maxima 5 Distinctive Features: Purple Dyed Hair, Cultural Makup & Piercings (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Psychological Limitation: Arrogant & Patronizing Towards People Of "Inferior Origins & Races" (Common; Moderate) 30 Hemophile : Susceptibility: When Takes BODY 1d6 damage per Segment (Very Common) 10 Rivalry: Professional and Romantic (With Other Spell Users; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) <B>Dúranaki Package</B> 10 Physical Complication: Sensitive to Sun, suffers -2 to all Sight PER Rolls in sunlight or bright light (Infrequently; Greatly Impairing) 10 Vulnerability: 1 1/2 x Effect from Sight Group Flashes based on bright light (Common) Total Disadvantage Points: 232 Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted August 12, 2017 Report Share Posted August 12, 2017 Heres Killer Shrikes slightly awesome High Fantasy Hero page http://www.killershrike.com/FantasyHERO/FantasyHERO.aspx but it never really covered Shadow World, D&D, Warhammer. Lone Wolf.. along with a few bits and pieces from the Arduin Grimoire too Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted August 12, 2017 Report Share Posted August 12, 2017 heres one source of ideas http://hierax.com/hero/shadow/ Quote Link to comment Share on other sites More sharing options...
Opale Posted August 12, 2017 Author Report Share Posted August 12, 2017 ty very much Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted August 12, 2017 Report Share Posted August 12, 2017 if theres anything I can do to help on this project let me know Quote Link to comment Share on other sites More sharing options...
Opale Posted August 15, 2017 Author Report Share Posted August 15, 2017 well, I posted a question about export format in HDv6 for this Shadow World setting. (see in Hero Designer subforum) If you have any clue, please don't hesitate. It's about the three different defenses against Magics, and i intend to add a fourth for Arcane Magics aswell. Beside that, I built up my own stats conversion, and xps table. Opale Quote Link to comment Share on other sites More sharing options...
WitchKing20k Posted August 1, 2018 Report Share Posted August 1, 2018 I am actually in the process of building some SW based racial, cultural, and professional packages for 4th Edition. Have you done that yet? Are you trying to simulate RM professions using Hero? Curious to see how others are approaching it. Quote Link to comment Share on other sites More sharing options...
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