Fantasy Hero
Roleplaying in the wondrous realms of Fantasy!
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- 3 replies
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My absence from the Boards lately is due to a number of variables. Not the least of which has been a virus problem my computer and I have struggled with.. Also, my new job as 'Computer Guy" at a local office supply store has prevented me from having any kind of time or inclination to be on my home PC. It seems like I've been at work, or asleep (nothing else) for 3 weeks. I had no idea this new position would be so stressful. My girlfriend is complaining, my son feels like an orphan and Shadowcat has done all the work on the Ultimate Grimoire project that I started. I didn't get out of letter A... I feel like crap. Anyway, I'll shut up... I just wanted to…
Last reply by Pattern Ghost, -
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I watched "Westender" Today. I liked it. Go see if your local video joint has it. It's low budget, so no massive armies of orcs and trolls. It's about a knight, who was once a great hero, and who has since become a gambling alcoholic because his fiancee was murdered. One day he wakes up to find out that he gambled away his most prized possesion, a ring worn by his fiancee. He runs off to skewer the guy's who took it. The movie centers on his journey of redemption. The good points include the location shooting. It was all done in Oregon (I didn't know oregon had desert locations to shoot in, but I've been shown wrong). The editing and cinematography really …
Last reply by Sociotard, -
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and this section of the Ultimate Grimoire was brought to you by the second letter of the Pirate Alphabet... ARrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr 18 Racnalds Ricochet: (Total: 35 Active Cost, 18 Real Cost) EB 6d6 (30 Active Points); Side Effects (Same attack, bounces in caster's direction; -1/2), Custom Modifier (only affects living targets; -1/4), Custom Modifier (side effect triggered by failed combat roll; -1/4), Gestures (-1/4) (Real Cost: 13) plus +5 with any single attack with one specific weapon (Real Cost: 5) [Notes: This interesting spell was originally devised (or so the tale goes) by the mage Racnald for flushing out recalcitrant goblin servitors from under…
Last reply by shadowcat1313, -
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Ok, I know what I am going to be doing with this fantasy scenario, but I would love to hear what you guys might do given this introduction. ------------------------------------------------------------------------ Becky Helicopter is away on a trip to visit relatives for a short while and should return in two years time, she will not be appearing in this scenario. Julie, Kerra, and Brandy are all Halflings. Julie is a henchman (technically she is Becky Helicopters henchman, but Becky has given her leave while she is away), and Kerra and Brandy are NPCs the characters met on their last adventure. Prologue Julie bursts in and excitedly exlaims that Kerra…
Last reply by paigeoliver, -
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here we go 48 Quench Bright Magic: Dispel 10d6, Area Of Effect (9" Radius; +1), all [special effect] powers simultaneously (All Light and Fire based magic in Radius; +2) (120 Active Points); OAF Expendable (Easy to obtain new Focus; Tinder; -1), Extra Time (Full Phase, -1/2) [Notes: The caster creates a globe of darkness that extinguishes all fire-based or light-based magical effects. The caster holds a small tinder; it flares brightly before it is consumed to ash] 20 Quick Heal: Healing BODY 2d6 [Notes: This spell enables the caster to augment his own natural healing ability. The healing is not instantaneous, but does shorten the time required to heal.] 20 Quick…
Last reply by shadowcat1313, -
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The Cat Came Back the Very Same Day 37 Paralysis: Entangle 3d6, 3 DEF, Custom Modifier (affected by ego not strength; +1/4), Takes No Damage From Attacks Limited Group (+1/4), BOECV (Mental Defense applies; +1) (75 Active Points); Entangle Has 1 BODY (-1/2), Extra Time (Full Phase, -1/2) [Notes: The mage casting this spell blocks all command impulses passing through the target's motor nervous system, physically paralyzing him. The paralysis can only be resisted mentally, and is transparent to all attacks. Damage causing 3 or more points of BOD inflict sufficient pain to allow the victim to throw off the mental bonds.] 60 Part Water: Major Transform 2d6 (Water to Ai…
Last reply by shadowcat1313, -
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That about sums it up - looking for an open game. I would not mind seeing/reading any good examples of a pbp? I have ran a Birthright pbp but that has a different flow.
Last reply by Karimarle, -
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and there coming to take me away haha! 20 Obfuscate: Mental Illusions 8d6 (Human class of minds) (40 Active Points); Custom Modifier (only to reduce perception rolls; -1) [Notes: This spell allows the caster to dim the senses of the target, so that he will become less observant. Under the influence of the spell, a gambler would be less likely to notice sleight of hand, or a guard a forged pass. If only cosmetic changes are required, any roll of +EGO is sufficient to allow the spell to function - and PER rolls will be automatically failed. However, the spell is not invisibility - the target will see and remember obvious things.] 16 Object Reading: Retrocognitive Cla…
Last reply by shadowcat1313, -
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AKA Shadowcat fails a sanity check 33 Nacres Savage Attraction: Telekinesis (30 STR), Indirect (Any origin, any direction; originates from target; +3/4), Area Of Effect (8" Radius; +1) (124 Active Points); Custom Modifier ( Telekinesis can only attract metal objects towards target ; -1 1/2), Custom Modifier (limited to 3" radius; -1/2), Extra Time (Full Phase, -1/2), 4 Continuing Charges lasting 1 Minute each (-1/4) [Notes: This spell was designed as a nasty attack upon an unsuspecting person. When cast, the spell will make the person magnetic; all metal objects will fly at him at their maximum velocity. Each attack does 1d6 per BOD+DEF, up to max 6d6.] 20 Namers C…
Last reply by shadowcat1313, -
Requirements for Fantasy Hero
by Guest crassus- 10 replies
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I have been out of RPG's for a while, but think its time to get back in and indoctrinate a second generation (my sons) in the process. I remember Champions as being the best system, but I thought the fantasy genre might appeal more. To play Fantasy Hero, however, do I need to buy the $50+ rulebook or will the Sidekick do the trick (or the genre book alone) ?
Last reply by Killer Shrike, -
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I play Everquest II and have started looking at the possibility of using it as a setting for a HERO game. It is basically a High magic level game with an almost post apocalyptic feel. Has anyone else done anything with this?
Last reply by MarkusDark, -
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Hi all, I thought I would post the notes I have writen for the campaign I am working on. They are for a high powered fantasy campaign, and Include some home brew combat rules and special perks for gaining powers. My intention is to keep things cinimatic rather than highly realistic, but not swing so far away from realism that it becomes low powered supers. Please excuse the fact that the format is a bit hard to look at, I did a copy and paste from a Word Document rather than type this monster out again, so It looks like a giant lump of text. I have tried to at least put in spaces and line breaks to keep things a bit readable. Hero System Fantasy Campaign Gu…
Last reply by The Hyborian, -
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I've been busy again 15 Land Haven: Tunneling 5" through 8 DEF material, Fill In (44 Active Points); Custom Modifier (Tunnel must be connected to a large body of water; -2) [Notes: Land Haven is the name given by sailors to the caves and canals which are made possible by this spell. When the wizard completes his casting, he may open before him a wide canal in a land mass, or even a tunnel-like cavern stretching into a cliff face. Naturally, water from the river, lake or sea in which his ship is floating will rush in, probably carrying the vessel with it. He may even close up the cave or canal behind him, so that the craft is floating within. This spell has also prove…
Last reply by Curufea, -
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Hero generally leaves the loser knocked out rather than dead which is perfect for Champions but not as fun for Heroic level combat. I've tried the various Heroic Level Campaign Stun rules. Treating it as Reduced Penetration takes too long and involves too much math. I tried just doubling the defense against Stun which is faster and has almost the same effect. But getting stunned was very rare with both options. Right now I’m just doubling the Stun stat for everyone. In Hero Designer, I just add a power called Stun House Rule for the Stun characteristic equal to their Stun Stat for zero points. It is added to their Primary Stun value The only math…
Last reply by cndblank, -
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I combined 2 short listings into one list 40 Jet of Air: EB 8d6, Double Knockback (+3/4) (70 Active Points); Beam (-1/4), Reduced By Range (-1/4), Custom Modifier (does not work in water; -1/4) [Notes: This spell creates a thin, powerful jet of air that is strong enough to cause physical STUN damage and hurl back the target. The jet thins and becomes less effective with increasing range.] 21 Kalan's Cryptic Chords: (Total: 24 Active Cost, 21 Real Cost) Perfect Pitch (Real Cost: 3) plus +3 PER with Hearing Group (6 Active Points); Custom Modifier (Hearing Perception is only useful to determine minute differences in sounds; -1) (Real Cost: 3) plus +3 with a group of …
Last reply by shadowcat1313, -
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here we go again 8 Ice Boat: Entangle 2d6, 2 DEF, Area Of Effect (2" Radius; +1) (40 Active Points); Custom Modifier (only on a water surface and vulnerable to heat; -1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Custom Modifier (only to create barriers; -1), Custom Modifier (loses 1 body per hour in temps above freezing with +1 per 10C over freezing; -1/4) [Notes: This spell allows the caster to create a 3" radius ice raft. The boat will immediately begin to melt from contact with the surrounding liquid, lasting at most a number of hours equal to the BODY of the Ice.] 17 Ice Glitter: Sight Group Flash 4d6, Explosion (+1/2) (30 Active Points); Gestures (-1…
Last reply by shadowcat1313, -
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Inspired by Enforcer84, I decided to sit down and start crafting my own world. I tried it once before, but it failed. I've realized I function much better building from the ground up, as opposed to the top down. Rather than start thinking about cosmology and the fundamentals of magic and so forth, it would be much easier to start with a small fort and build from there. And that's what I'm doing. Here you will find my new campaign world, explored through the eyes of Mikael, a young man of 18 setting out to visit the continent of Amystus, the home of his parents. I will post here once or twice a week (another reason I failed was I was too ambitious, trying to …
Last reply by Citizen Keen, -
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I posted awhile back that I was working on an illustrated FH Weapons list for my game world. Well, it is mostly done (I still have about 6 spear/pike weapons to add). Before I finalized everything I thought that I would see what folks think. PDF Version (Illustrated) HDC version Cost Equipment END Common Weapons $115 1) Swain's Sword: HKA 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 5 (-1/4) [Notes: 4 BODY, 5 DEF] 0 $140 2) Woodsman's Axe: HKA 1d6+1 (1 pip Piercing), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 6 (-1/4) [Notes: 4 BO…
Last reply by Eosin, -
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Another nightmare from the distant days of the Occupation, the Durlozi lurks in caves and ruins, waiting for the "Target." During the wars between the Dharzooni Masters just before the Fall, hundreds of Durlozi were deployed in what we now call Kythros and Threekings. With the coming of the Scattering, they've spread to a much greater area, awaking to kill and destroy, each one convinced the war is still ongoing. It may be possible to bargain with one, if they could be awakened without setting off their berserk. If turned to the side of the Empire, they could be released in the Warlands and pacify the rebelion of Wardog and his Chaos Cult, but if some evil, cac…
Last reply by tgrandjean, -
D&D 3.0 - Sneak Attack
by Guest WhammeWhamme- 3 replies
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My gaming group is currently doing a 'Thieves Guild' style D&D 3.0 game (3rd level)... hey... put away the pitchforks and torches fellas! Anyway. I got an urge to convert my PC (pure class Rogue, focused on using Feint to Sneak Attack more often, and in doing social skill stuff. Oh, and in fighting with a Rapier in a really cool way) to HERO. So I was wondering. How would you do Sneak Attack in HERO? (Extra damage, only when they don't get DEX bonus to AC, only versus living targets; in his case, it triples his normal rapier damage) It applies to both ranged and melee weapons, but it's much easier to use with melee (ranged requires you to either be im…
Last reply by Rick, -
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has someone taken I yet? if not put me down for I, J. and K
Last reply by shadowcat1313, -
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here we go again 25 Hailstorm: EB 2d6, Continuous (+1), Area Of Effect (16" Radius; +1 3/4) (37 Active Points); No Knockback (-1/4), Custom Modifier (will not work in temps above 25C or low humidity; -1/4) 31 Hairweb: (Total: 57 Active Cost, 31 Real Cost) Entangle 3d6, 3 DEF, Autofire (2 shots; +1/4) (37 Active Points); Vulnerable (Common; To Flame; -1/2), Custom Modifier (Caster cannont move out of range without canceling entangle; -1/4), Cannot Form Barriers (-1/4) (Real Cost: 18) plus EB 2d6, NND ([standard]; Defense is sealed systems, FF or FW, or doesnt breathe; +1) (20 Active Points); Linked (Entangle; -1/2) (Real Cost: 13) 2 Hairy Hand: Extra Limb (1) (5 A…
Last reply by shadowcat1313, -
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in my fantasy game he have a kind of mentalism (build on rolemaster frame)....all is spells have the concentration disadvantage 0dcv -1/2 i just want a know when is dcv come to normal after is spell is cast....exemple he got a speed of 2 he cast a instant spell at 12 that is mean is dvc gonna be 0 just in segment 12 or till we arrive at 6 stef the french canadian excuse my english hope i am clear
Last reply by Hugh Neilson, -
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I'd like to do a writeup for Gold Dragons, as they appear in Slayers (particularly NEXT and TRY). Gold Dragons are the noblest dragons, directly linked to the Gods on whose side they fought in the War of the Monster's Fall a thousand years ago. Asdie from being powerful and intensely magical, they can also shift into human form quite naturally and shift back in an instant. Gold Dragon culture is very complciated depending on where you are. In the Inner World, Gold Dragons predominantly dwell in the vicinity of Dragon peak and the Valley fo the Dragons, where they guard the purest copy of the legendary magical tome, the Claire Bible. The leader and high priest of thes…
Last reply by Curufea, -
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Jitaani (Moon Children) The Jitaani are physically similar to Elowan, save for the spiral horns growing from their foreheads. These horns, indeed the whole of their being, detect as magical. While they sometimes cloak themselves in illusory shells or more mundane disguises, their true nature is often revealed by their odd behaviors. The Moon Children are a strange race of magical beings. They live in an unknown location, often travelling under magical disguise to all parts of the world. Even the Dharzoon, who seem to know everything, do not know from whence the Jitaani hail. They call their homeland Jitaan, which does not appear on any map of Caleon. The Jitaa…
Last reply by Trencher,
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