Fantasy Hero
Roleplaying in the wondrous realms of Fantasy!
5,671 topics in this forum
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- 18 replies
- 94 views
I thought I would go to the experts on this one. I need to make a garrote for a character. I can think of a couple of ways to make it. And someone else suggested another way. How would you make a regular wire garrote in HERO terms? Thanks.
Last reply by LordGhee, -
- 11 replies
- 90 views
How would you build a Power. talent or skill that has the following Function: If and Only If the Target is unaware , eg you have sneaked up from behind, and they are out of combat, you have an easier time than most of delivering a blow that will knock out or incapacitate the victim. - You got this ability in Commando school or such like. Head shots are fairly easy in such circumstances, but players demand to be able to do the old 'Britisher Commando' attack, or the "robin Hood' Bean on the Bonce... Would it Be something like +DC Only In limited Circumstances? +1 Stun Mod ? PSL's ? Or should I Just rule "You do maximum Damage", ( The players would …
Last reply by Wilfred_Death, -
- 43 replies
- 142 views
Hello everyone, I am looking for a magic system with guidelines towards ranks and titles of mastery in magic. I know there has been mention in Fantasy Hero, but I was wondering if perhaps somebody already knew of one out there. I am looking for something much more defined than the d20 system, and perhaps something similiar to Mage the Ascencion when it came to titles of a mage depending on spheredots and such. If I am still confusing others as to my meaning I would be more than happy to clarify things via Q&A on this thread.
Last reply by Legendsmiths, -
- 26 replies
- 219 views
The following is my attempt to recreate Runequest Spirit Magic in the Hero System. It is very much a work in progress, so suggestions and constructive criticism are welcome. General: * All characters have an END Reserve (POW) * The REC must be bought to the same value as POW, and must take Slow Recovery (1 day) (-3). END is regained proportionately throughout the day. * Example: Average character, POW 10 (1 point) REC 10 (Slow Recovery [1 day]) (-3) (3 points) * END costs for casting Spirit Magic spells are forced to mirror Runequest Value by Increased or Reduced END. * Characters may only memorize total Value equal to or less than their INT * Spells m…
Last reply by Markdoc, -
http://www.geocities.com/jephkay@sbcglobal.net/monsters.htm there you go.
Last reply by Super Squirrel, -
- 11 replies
- 123 views
I have been asked to do a conversion of the Flashing Blades rpg and one of the main points is ship to ship combat. I have a good grasp of the mechanics of normal vehicle combat but could someone loan me an idea on how I should run this? I plan on using some of the Pirates cardstock ships and a large floating hexmap then a pair of large deck maps for boarding scenarios that have yet to be completely put together. I need to work out the smooth mechanics of wind powered ships. Should the ships be high Spd? My brain isn't grokking well at the moment, perhaps I'm over complicating, any idea would be helpful. Thx, guys...
Last reply by Captain Obvious, -
- 4 replies
- 115 views
BBC Radio 3 broadcast excerpts of a recent concert given by the guitarist John Williams and the multi-instrumentalist Richard Harvey (formerly of the folk group Gryphon) as part of its weekly Sunday Gala programme. The concert featured music from around the world, including a series of medieval dances re-arranged for guitar and (variously) drum, recorder and psaltery. Sunday Gala is available online until next Sunday under the BBC's 'listen again' policy. Visit http://www.bbc.co.uk/radio3/sundaygala/ and click 'Listen to the latest programme'. The medieval suite is about 10 minutes into the show if you want to skip the baroque stuff (personally I would…
Last reply by gojira, -
- 12 replies
- 67 views
Okay I new to the game system and am trying to make a FH version of an awesome old text mud I use to play. I love the background story of it and its classes and am very familar with the game. But my problem stems from trying to make something akin to its magic system. some information links. Stat info. https://www.play.net/dr/info/stats.asp Skill Info https://www.play.net/dr/info/skills.asp Class info https://www.play.net/dr/info/guilds/guilds.asp If some of you might be able to give me some adive on it I would be greatful. If you have any questions I will do my best to answer them.
Last reply by prestidigitator, -
- 3 replies
- 54 views
See this post for the content that used to be here.
Last reply by Glupii, -
- 9 replies
- 58 views
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Last reply by Curufea, -
- 33 replies
- 156 views
If you like more traditional fantasy rpg stuff without your campaign becoming too much of a Tolkien or D&D clone, allow the Tolkien races, but they are all subraces of humanity. Note that the package deals in FH would need some adjustments if you wish to use those. Here are the races. I got the "scientific" names from Shadowrun for the most part, with a few corrections via some Latin-English dictionaries. For hobbits, I used Runequest as a base. Humans: Homo sapiens sapiens Elves: Homo sapiens nobilis Dwarfs: Homo sapiens pumilius Hobbits: Homo sapiens minutus Orcs: Homo sapiens robustus Trolls: Homo sapiens ingens I'd keep it as a low-magic c…
Last reply by UltraRob, -
- 13 replies
- 103 views
I'm just curious, has anyone tried converting Nethack to Hero? I wouldn't mind seeing a write-up for the Amulet of Yondor.
Last reply by Super Squirrel, -
- 15 replies
- 108 views
Im working on a series of Camapaign Paradigms to tie together material scattered around my site and help novice GM's start their campaigns. Just thru it together, so this is a 1st draft, and I haven't linked things up yet -- but here is the first pass: http://www.killershrike.com/FantasyHERO/HighFantasyHERO/campaignParadigms.shtml
Last reply by Killer Shrike, -
magic cost
by steph- 2 replies
- 69 views
a alchemist want to make a streght potion (aid 3d6) so we build the potion with all the framework add disadvantages we for the potion ....the real cost is 4 ... my question is everytime the alchemist want to make this potion he have to pay 4 characters points?? or what (let figure it a heroic 75base+75disadvantage....game) hope i am clear stef the french canadian excuse my english again
Last reply by Fenixcrest, -
Freeform Magic
by Guest taxboy4- 5 replies
- 77 views
Hello I'm starting to write up background for a Fantasy game but I'm trying to look at options for the spell system that is free form and follow's players wishes. I.e. a Mage with knowledge in fire can easiy create a flame from his finger, heat liquids, throw a flame bolt, create a flame sheild, then a fire ball etc , cause a simmering of heat, etc etc without having seperate spells etc depending on the situation. A mage with expertise in flight could just leviate, or leap or fly, or enable others to do the same.... Any ideas on how I apporach this - want to get away from d&D and x spell does x thing...
Last reply by Black Rose, -
- 47 replies
- 285 views
A prospective player to my game grumbled that the little people should be able to swing big swords. In my head I was thinking "uh...no. why? because I said so." In answer to his grumbles, I ignored him. Basically speaking, in my game the little people are about 3 feet tall and can have a maximum STR of 15. Two-handed swords have a STR min of 15. Using his munchkin logic, he stated that the little people should be able to swing two-handed swords if they have STR 15. Of course, it is stated in the player guidelines that the little people cannot use two-handed swords. Am I being heavy handed in my ruling? I didn't think so. I couldn't accept a 6 foot man effec…
Last reply by mikesama, -
- 0 replies
- 73 views
I updated my custom Weapons and Armor system. I didnt add any content; I just split the general Weapons and Armor advice and custom system into two seperate documents do to feed back that it was confusing. The general doc is now here: http://www.killershrike.com/FantasyHERO/HighFantasyHERO/armamentsNotes.shtml and the Variant system is here: http://www.killershrike.com/FantasyHERO/HighFantasyHERO/shrikeArmsArmament.shtml
Last reply by Killer Shrike, -
- 28 replies
- 208 views
If I want spell casters in my game to suffer a spell faliure chance when wearing armor, I would I do that? I tried something like this: Armor Spell Failure: ; Activation Roll 8- (-2) for up to 30 Active Points of Wizardry (-20 Active Points); Limited Power Only If Caster Is Wearing Armor (-1/2) But it isn't good. Why? Because you can't reward a player for wearing armor when he shouldn't, and this method reduce his spell point cost by -13.
Last reply by Killer Shrike, -
- 3 replies
- 165 views
In another thread I asked a similar question and got a lot of help from various people, thank you. I just got FRED and Fantasy Hero and am studying away. Thanks to the help I've almost built the Spell I want. The Effect I wanted is something like this: ( Dr Strange Like ) If the PC has this spell running: "Your Lightning bolts cannot harm me! ( quite as much ) My Elemental Mastery Is like a shield of steel!" - He is able to cast 'small counterspells' which have appropriate visible effects, and if attacked by a 'mundane' who has bought a wand at the magic shop : The PC gets a greater effect. I settled on this Spell ( Which can be bought at various levels ie…
Last reply by Wilfred_Death, -
- 1 reply
- 38 views
I'm trying to build a protection spell that's based on dispel with a trigger. What I can't figure out is how to make the condition of having the trigger active as an ongoing effect of the spell. In other words: when the spell is active, the trigger is set, and when the appropriate circumstances occur (say 'being attacked by a spell'), the attached power activates; when the spell is not active, nothing happens even when the proper circumstances occur. The reason I'm doing this in such a wierd way is so that the triggered power can function as a 'takes no time'/free action, but the spell that makes the trigger active takes time, costs end, and probably has a few oth…
Last reply by Killer Shrike, -
- 2 replies
- 94 views
It's the Sisterhood. Written by me and a talented Master of Psych of my acquaintence, it should prove useful, and show off the power of Spelllist.exe while we're at it. http://www.geocities.com/jephkay@sbcglobal.net/anshandi.htm
Last reply by logomancer, -
- 2 replies
- 159 views
I have some questions about dipel and how it works and one about Detect magic - I have searched throught the forums but didn't find the info I recquire. Suppose You have a Magic System where all Magic is Magic ( obviously ), but there are 4 Elemental Subdivisions ( Earth WInd Fire Water ). An Earth magic user has Earth Special effect on all his spells. I get confused by the rules where it says "to affect two powers of a given special effect simultaneously.+1/2..... From The Given example it seems I am ok for the basic 'Dispel Magic' any Magic Affect +1/4. So, say there was a Fire Mage fighting an Earth Mage and a Water mage, who both have their ForceFi…
Last reply by Wilfred_Death, -
- 15 replies
- 131 views
Hey, Next week I'll start running an adventure in HERO for my group, a one-time thing, I just wanted them to try HERO for once instead of the usual D&D. You can view my previous posts on the subject here, here and here. As I explained in the Power Levels thread, there going to be 4 villains in the adventure. I wish to post them for your review. The first to be posted is Derek Sid, a Bone Golem. His character was inspired by Kimimaro, a character from the Naruto anime series. For him, except for review I also need some advise: I want to add in a Magic Resistance power, but I don't know how to do that. I'll love some help. Derek Sid, Bone Golem (200+150…
Last reply by Icel, -
New Campaign
by Fitz- 24 replies
- 187 views
I've started a new (old) FH campaign based on a bunch of really old stuff I created originally for an AD&D campaign about 25 years ago. It's really mainly an excuse for my wife and I to convert our old favourite AD&D characters to Hero and do some occasional old-school high fantasy gaming. I've started a page for it on my website here. There's not a lot there as yet, just some old maps, price lists, character creation guidelines, and the beginnings of a campaign journal. Over time I intend to create some sort of gazeteer for the world, which may possibly be of some use to someone. The maps are kind of pretty, if I do say so myself, though they're hopele…
Last reply by Fitz, -
- 3 replies
- 53 views
Heroic Relocation 10 pts. Allows Character to move hit location of a non-specific, ie. one, attack, either ranged or melee, to another adjacent location on the hit location chart. CAn be bought more than once. Does it need a mechanic? Is it too unbalancing. This is a cultural ability I am thinking of for a Greek culture. One that wears light armor and has some non armored locations. I wanted the feel of this talent to allow a defensive way to negate the single knowckout blow, where the characters are worn out by a battle of a thousand cuts.
Last reply by Nevenall,
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