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Mr. R

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These NPCs will be using a magic system I got from Killer Shrike

http://www.killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/Metier.aspx

 

And so I present the first, 

 

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Fantasy Hero 1 Albren

    Val    Char    Cost    Roll    Notes
    10    STR    0    11-    Lift 100.0kg; 2d6
    12    DEX    6    11-    OCV:  4/DCV:  4
    13    CON    6    12-
    10    BODY    0    11-
    18    INT    8    13-    PER Roll 13-
    10    EGO    0    11-    ECV:  3
    10    PRE    0    11-    PRE Attack:  2d6
    16    COM    3    12-

    3+15    PD    1        Total:  3/18 PD (0/15 rPD)
    3+15    ED    0        Total:  3/18 ED (0/15 rED)
    2    SPD    0        Phases:  6, 12
    5    REC    0
    26    END    0
    22    STUN    0    Total Characteristic Cost:  24

Movement:    Running:    21"/84"
    Leaping:    2"/4"
    Swimming:    2"/4"

 

 

Cost    Powers    END
9    Endurance Reserve  (40 END, 5 REC) (9 Active Points)
     
35    Dosao Stle:  Multipower, 45-point reserve, all slots Reduced Endurance (½ END; +¼), Difficult To Dispel (x4 Active Points; +½) (79 Active Points); all slots Requires A Skill Roll (-½), Concentration (½ DCV; -¼), Incantations (-¼), Gestures (-¼)
2u    1)  Arcane Sheild:  Force Field (10 PD/10 ED) (Protect Carried Items), Uncontrolled (+½) (45 Active Points); Requires A Skill Roll (-½), Concentration (½ DCV; -¼), Incantations (-¼), Gestures (-¼)    2
2u    2)  Arcane Ropes:  Entangle 6d6, 3 DEF (45 Active Points); Requires A Skill Roll (-½), Cannot Form Barriers (-¼), Can Be Missile Deflected (-¼), Concentration (½ DCV; -¼), Incantations (-¼), Gestures (-¼)    2
2u    3)  Blind:  Sight Group Flash 6d6, Explosion (+½) (45 Active Points); Requires A Skill Roll (-½), Concentration (½ DCV; -¼), Incantations (-¼), Gestures (-¼)    2
2u    4)  Arcane Bolt:  Energy Blast 9d6 (45 Active Points); Requires A Skill Roll (-½), Concentration (½ DCV; -¼), Incantations (-¼), Gestures (-¼)    2
2u    5)  Purple Shade:  Darkness to Sight Group 3" radius, Personal Immunity (+¼) (37 Active Points); Requires A Skill Roll (-½), Concentration (½ DCV; -¼), Incantations (-¼), Gestures (-¼)    2
1u    6)  Indigo glove:  Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-½), Requires A Skill Roll (-½), Concentration (½ DCV; -¼), Incantations (-¼), Gestures (-¼)    2
2u    7)  Aecane unravel:  Dispel 15d6 (45 Active Points); Requires A Skill Roll (-½), Concentration (½ DCV; -¼), Incantations (-¼), Gestures (-¼)    2
2u   😎  Illusions:  Sight, Hearing and Smell/Taste Groups and Normal Touch Images 1" radius, +/-5 to PER Rolls, Alterable Size (43 Active Points); Requires A Skill Roll (-½), Concentration (½ DCV; -¼), Incantations (-¼), Gestures (-¼)    2
2u    9)  Purple boots:  Running +15" (21" total), x4 Noncombat, combat acceleration/deceleration (+¼) (44 Active Points); Requires A Skill Roll (-½), Concentration (½ DCV; -¼), Incantations (-¼), Gestures (-¼)    2

 

 

   Perks
2    Contact (Contact has useful Skills or resources) 8-

 

 

   Skills
11    Power 17-
3    Riding 11-
1    Language (imitate dialects) (5 Active Points)
3    Language (fluent conversation; literate)
3    Language (completely fluent)
3    Conversation 11-
3    Trading 11-
3    WF:  Common Melee Weapons, Staffs
3    CK: Aelios 13-
3    AK: Danica (country) 13-
6    With Dasao:  +2 with any three related Skills

 

Total Powers & Skill Cost:  105

 

Total Cost:  129

 

100+    Disadvantages
15    Psychological Limitation:  Fascinated by magic (Common; Strong)
5    Distinctive Features:  Metrian (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
10    Reputation:  Bad tempered, 11-

Total Disadvantage Points:  129
Earned Experience:  0
Spent Experience:  0
Unspent Experience:  0

 

EQUIPMENT CARRIED

Equipment    END
Force Field (5 PD/5 ED) (10 Active Points); Independent (-2), 4 Continuing Charges lasting 1 Minute each (-¼), IIF (-¼)    [4 cc]

 

 

Background/History:  Albren was taught magic by his uncle, a noted mage in the city of Aelios.  Albren soaked it all up and soon seemed to be on his way to a successful career as a mage.  Then he got THE LABEL.  Another Albren in town had caused major problem with the city guard and had deeloped a reputation as a mean person to be around. Albren has relocated to Danica, but it seems the reputation has preceeded hi.  So now he works to get rid of this impediment to his moving forward.

Personality/Motivation:  See new magic, get rich and clear his reputation

 

Quote:  

 

Powers/Tactics:  Albren has a good selection of abilities, but his favourite is the Image Matrix as it allows him to set up distractions so he can get out of trouble.  Right now he is looking for a Wall Matrix, a Healing Matrix and a Knockout Matrix (EB NND).  All his matrixes have a deep purple colour and have an almost pure magic look!

 

Campaign Use:  

 

Appearance:  At 184 cm and 68 KG with short blond hair and blue eyes Albren cuts a striking figure.  He dresses well and is always with his broach, a gift from his uncle, that can give him temporary protection in case of trouble!

 

 

 

Any constructive criticism welcome and appreciated!

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It is a valid comment.  

 

125 pts is NOT a lot to make a character on.  On most of the mages I have a 3 PD and ED.  Also they have a dearth of Skills, and a talent called Mage Sight.  If this was my PC I'd be looking at +1 to PD and ED, +1 to SPD (not a deal breaker), at least 9 pts in skills, POSSILBY +1 Overall, and Magesight (17 pts). 

 

So at minimum 28 pts!  Top end 48 pts!

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22 minutes ago, Mr. R said:

It is a valid comment.  

 

125 pts is NOT a lot to make a character on.  On most of the mages I have a 3 PD and ED.  Also they have a dearth of Skills, and a talent called Mage Sight.  If this was my PC I'd be looking at +1 to PD and ED, +1 to SPD (not a deal breaker), at least 9 pts in skills, POSSILBY +1 Overall, and Magesight (17 pts). 

 

So at minimum 28 pts!  Top end 48 pts!

 

125 pts is quite doable.  I have made powerful normals who can take out most agents and even your standard fantasy mage with effectively this level of points. 

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Its a Talent-  Base cost 5pts

Adder- Range  Discriminatory and Sense +12

Total cost 17 pts

 

Allows you to sense magic at range and tell about different types.  Like I plan to add Totemic magic and Rune Magic.  This could tell the difference.  Also it can give you info about what kinds of magic and what styles are being used (different style have different feels based on the advantage/disadvantage of each style!

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Next up a more.... sneaky type mage

 

Quote

Fantasy Hero 2 Senaceryn

 

    Val    Char    Cost    Roll    Notes
    8    STR    -2    11-    Lift 75.8kg; 1 ½d6
    13    DEX    9    12-    OCV:  4/DCV:  4
    10    CON    0    11-
    10    BODY    0    11-
    15    INT    5    12-    PER Roll 12-
    12    EGO    4    11-    ECV:  4
    15    PRE    5    12-    PRE Attack:  3d6
    12    COM    1    11-

    2+10    PD    0        Total:  2/17 PD (0/15 rPD)
    2+10    ED    0        Total:  2/17 ED (0/15 rED)
    2    SPD    0        Phases:  6, 12
    4    REC    0
    20    END    0
    19    STUN    0    Total Characteristic Cost:  22

Movement:    Running:    6"/12"
    Flight:    10"/40"
    Leaping:    1"/2"
    Swimming:    2"/4"

 

Cost    Powers    END
9    Endurance Reserve  (40 END, 5 REC) (9 Active Points)
     
22    Selembri:  Multipower, 30-point reserve, all slots Invisible to Sight Group (+½) (45 Active Points); all slots Requires A Skill Roll (-½), Increased Endurance Cost (x2 END; -½)
1u    1)  Shield of Luck:  Force Field (15 PD/15 ED) (30 Active Points); Requires A Skill Roll (-½), Increased Endurance Cost (x2 END; -½)    6
1u    2)  Paralysis:  Entangle 3d6, 2 DEF (25 Active Points); Requires A Skill Roll (-½), Increased Endurance Cost (x2 END; -½), Cannot Form Barriers (-¼), Can Be Missile Deflected (-¼)    4
1u    3)  Blind:  Sight Group Flash 4d6, Explosion (+½) (30 Active Points); Requires A Skill Roll (-½), Increased Endurance Cost (x2 END; -½)    6
1u    4)  Knock out :  Energy Blast 3d6, No Normal Defense ([Standard]; +1) (30 Active Points); Requires A Skill Roll (-½), Increased Endurance Cost (x2 END; -½)    6
1u    5)  Unravel:  Dispel 10d6 (30 Active Points); Requires A Skill Roll (-½), Increased Endurance Cost (x2 END; -½)    6
1u    6)  Arcane Glide:  Flight 10", Position Shift, x4 Noncombat (30 Active Points); Requires A Skill Roll (-½), Increased Endurance Cost (x2 END; -½)    6
1u    7)  Mage Hand:  Telekinesis (6 STR), Affects Porous, Fine Manipulation (29 Active Points); Requires A Skill Roll (-½), Increased Endurance Cost (x2 END; -½)    6

 

 

4    Martial Dodge    --    +5    Dodge, Affects All Attacks, Abort
5    Defensive Block    +1    +3    Block, Abort
5    Defensive Strike    +1    +3    1 ½d6 Strike
4    Weapon Element:  Blades, Clubs, Empty Hand, Staffs

 

    Talents
10    Magesight, Range

 

    Skills
3    Acrobatics 12-
3    Breakfall 12-
9    Power 15-
3    Streetwise 12-
2    Survival (Urban) 12-
2    WF:  Blades, Clubs, Staffs
3    Stealth 12-
3    Danica:  CK 12-
3    Local customs:  CuK 12-
6    With Selembri:  +2 with any three related Skills
1    Language (imitate dialects; literate) (6 Active Points)

 

Total Powers & Skill Cost:  104
Total Cost:  126

 

 

100+    Disadvantages
5    Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
15    Psychological Limitation:  greedy (Common; Strong)
5    Hunted:  City guard 8- (Mo Pow; Watching)
1    Experience Points

Total Disadvantage Points:  126
Earned Experience:  0
Spent Experience:  1
Unspent Experience:  0

 

Background/History:  Street kid of Danica saw some people practicing some sort of fighting style and started emulating it.  Soon after was found out and asked to join them.  Turned out they were a group of mages practicing a Martial Art that many Mages use to defend themselves without magic.  Soon one started teaching her real magic.  Now she has graduated from apprentice and wishes to make a small fortune (If Lady Luck allows)

 

Personality/Motivation:  Improve her social station

 

Quote:  

 

Powers/Tactics:  Be sneaky

All Matrixes, if they could be seen, look like a rainbow of energy.  Also it feels very warm!

 

Campaign Use:  

Appearance:  178 cm and 69 kg with dark brown hair and eyes! She generally wears a non descript long skirt and blouse so as to not stand out.


 

 

 

For improvements getting the rest of the Martial Arts package, become a little tougher (con 13, PD 4, ED 4) and improve the power of the Matrix Pool (MP 40 and all slots to 40 AP)

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I just thought of something.  This would be perfect for all those small utility spells that mages seem to cart around.

 

Light (Images)

 

Magnetic North (Bump of Direction)

 

Mages Tongue (Universal Trans)

 

See in the Dark (Nightvision/ Infravision)

 

Any other ideas?

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So the third example is an experienced version.  Very experienced.  I also gave him a few magic items.  One thing you will notice is the LARGE matrix pool.  This means he can keep two Matrices up at a time, like For. Fd. and EB, or For. Fd and Growth or Invis. and Ego Attack.

 

Quote

Fantasy Hero 3 Ridel


Val Char Cost Roll Notes

10+30 STR 0 11- / 17- Lift 100.0kg/6400.0kg; 2d6/8d6

14 DEX 12 12- OCV:  5/DCV:  5

13 CON 6 12-

10+6 BODY 0 11- / 12-

20 INT 10 13- PER Roll 13-

12 EGO 4 11- ECV:  4

15 PRE 5 12- PRE Attack:  3d6

14 COM 2 12-

 

5+19 PD 3 Total:  5/24 PD (0/19 rPD)

5+19 ED 2 Total:  5/24 ED (0/19 rED)

3 SPD 6 Phases:  4, 8, 12

5 REC 0

26 END 0

22+6 STUN 0 Total Characteristic Cost:  50

 

Movement: Running: 6"/12"

Gliding: 23"/92"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

20 Endurance Reserve  (100 END, 10 REC) (20 Active Points)

 

75 Vorba:  Multipower, 100-point reserve, all slots Difficult To Dispel (x4 Active Points; +½) (150 Active Points); all slots Gestures (Complex; -½), Requires A Skill Roll (-½)

2u 1)  Force Field (15 PD/15 ED/5 Mental Defense/5 Power Defense), Reduced Endurance (½ END; +¼) (50 Active Points); Gestures (Complex; -½), Requires A Skill Roll (-½) 2

2u 2)  Energy Blast 10d6 (50 Active Points); Gestures (Complex; -½), Requires A Skill Roll (-½) 5

2u 3)  Energy Blast 5d6, Area Of Effect (3" Radius; +1) (50 Active Points); Gestures (Complex; -½), Requires A Skill Roll (-½) 5

2u 4)  Gliding 23", Position Shift, x4 Noncombat, Usable Simultaneously (up to 2 people at once; +½) (49 Active Points); Gestures (Complex; -½), Requires A Skill Roll (-½), Costs Endurance (Only Costs END to Activate; -¼) 5

2u 5)  Healing BODY 4 ½d6, Can Heal Limbs (50 Active Points); Gestures (Complex; -½), Requires A Skill Roll (-½) 5

2u 6)  Change Environment 8" radius, -6" of any one mode of Movement, Alterable Size, Long-Lasting 20 Minutes, Multiple Combat Effects (50 Active Points); Gestures (Complex; -½), Requires A Skill Roll (-½) 5

2u 7)  Transfer 2d6 (standard effect: 6 points) (End Reserve to End Reserve), Ranged (+½) (45 Active Points); Gestures (Complex; -½), Requires A Skill Roll (-½) 4

2u 😎 Force Wall (8 PD/8 ED), Reduced Endurance (½ END; +¼) (50 Active Points); Gestures (Complex; -½), Requires A Skill Roll (-½) 2

2u 9)  Telekinesis (20 STR), Affects Porous, Fine Manipulation (50 Active Points); Gestures (Complex; -½), Requires A Skill Roll (-½) 5

2u 10) Entangle 5d6, 5 DEF (50 Active Points); Gestures (Complex; -½), Requires A Skill Roll (-½) 5

2u 11) Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe, Reduced Endurance (½ END; +¼) (50 Active Points); Gestures (Complex; -½), Requires A Skill Roll (-½) 2

2u 12) Ego Attack 5d6 (50 Active Points); Gestures (Complex; -½), Requires A Skill Roll (-½) 5

2u 13) Dispel 16d6 (48 Active Points); Gestures (Complex; -½), Requires A Skill Roll (-½) 5

2u 14) Dispel 8d6, Cumulative (192 points; +1) (48 Active Points); Gestures (Complex; -½), Requires A Skill Roll (-½) 5

2u 15) Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 5,440 kg, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide), Usable By Other (+¼), Costs END Only To Activate (+¼) (45 Active Points); Gestures (Complex; -½), Requires A Skill Roll (-½) 4

 

 

Perks

5 Favor

3 Contact (Contact has useful Skills or resources) 11-

4 Contact (Contact has access to major institutions, Contact has useful Skills or resources) 11-

3 Fringe Benefit:  Membership

3 Money:  Well Off

 

Talents

17 Magesight, Discriminatory, Range, Sense

 

Skills

3 Bureaucratics 12-

3 Concealment 13-

3 Deduction 13-

3 High Society 12-

3 Traveler

2 1)  AK (3 Active Points) 13-

2 2)  CK (3 Active Points) 13-

2 3)  CK (3 Active Points) 13-

2 4)  CuK (3 Active Points) 13-

2 5)  CuK (3 Active Points) 13-

3 Linguist

3 1)  Language (completely fluent; literate) (4 Active Points)

3 2)  Language (completely fluent; literate) (4 Active Points)

2 3)  Language (fluent conversation; literate) (3 Active Points)

0 4)  Language (imitate dialects; literate) (6 Active Points)

3 Navigation 13-

17 Power 20-

3 Riding 12-

3 Trading 12-

2 WF:  Blades, Clubs, Staffs

9 Vorba:  +3 with any three related Skills

10 +1 Overall

 

Total Powers & Skill Cost:  243

Total Cost:  293

 

100+ Disadvantages

5 Hunted:  8- (As Pow; NCI; Watching)

5 Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)

15 Psychological Limitation:  Curiosity (Common; Strong)

10 Reputation: , 11-

158 Experience Points

 

Total Disadvantage Points:  293

Earned Experience:  0

Spent Experience:  158

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

WandFrost

Multipower, 50-point reserve,  (50 Active Points); all slots 64 Charges which Never Recover (-1 ½), OAF Fragile (-1 ¼), Gestures (-¼)

1)  Energy Blast 10d6 (50 Active Points); OAF Fragile (-1 ¼), Gestures (-¼) 0

2)  Energy Blast 5d6, Area Of Effect (3" Radius; +1) (50 Active Points); OAF Fragile (-1 ¼), Gestures (-¼) 0

 

Cloak of Protection

Armor (4 PD/4 ED) (12 Active Points); OAF (-1), Activation Roll 14- (-½) 0

 

Circlet of Darksight

Nightvision, Discriminatory, Increased Arc Of Perception (240 Degrees) (12 Active Points); OIF (-½), Incantations (-¼) 0

 

Background/History:  Ridel was born in Ebon city far on the west side of Gthan facing the Dark Ocean.  Even at an early age he was pegged as a mage and entered training early.  After his apprenticeship he took work as a guard for caravans going on the Rhylian Way.  Oncehe made it to Thosque he left them to go explore the Trammel Highlands.  There he became involved in adventures countering attacks from Frost Golyns working for a Frost Giant mage.  After the Giant's defeat he made his way south, becoming involved with a Chosen of (God of Commerce) in retrieving sacred relics to the god.  Now he is in Danica, running down rumours about a lost city located far north in the K'resondi Jungle.

 

Personality/Motivation:  See what's out there

 

Quote:  

 

Powers/Tactics:  Powers have a shadowy grey black appearance

 

Campaign Use:  

 

Appearance:  188 cm and 85 kg with long black hair and grey eyes and pale skin.  He wears fancy robes and a fancy dark blue cloak.

 

 

Even with all this, there is room to improve

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I'll try to answer any direct questions about the material you might have or that may come up, but unfortunately I'm currently too busy w/ real life to dig into the builds. :( 

 

However, I'm really glad to see you getting usage out of this material. This kind of thing makes it worth it to continue keeping the site up.

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One thing I found making these NPC is that what I thought OK for the End Batteries is a bit low.  For some like the Grandmere style that has 0 end or the Dasao style that has 1/2 end a 100 End with 10 Rec is real good, maybe even overkill.  For Vorba style, it is a bit LOW.  

 

Also you may note the higher Power Skill levels in the skills.  That is so their modified roll is still within a degree of success.  Ridel has powers at 50 AP so a - 5 to roll.  At PS 19- this is a 14- chance (or 90% chance).  Some talk about not liking the chance to fail at a spell, but other than doing a DnD treatment, or an Earthdawn idea of hanging spells (Delayed Activation) then spells become more like superpowers.  Accordingly I am modifying my stance about Skill Rolls maximums to take into account minuses.  

 

Note I would allow Ridel to get a Power Skill of 20- (modify to a 15-) But no higher.   But that is JMHO!

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Quote

Fantasy Hero 4  Zainar


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

14 DEX 12 12- OCV:  5/DCV:  5

13 CON 6 12-

10 BODY 0 11-

18 INT 8 13- PER Roll 13-

12 EGO 4 11- ECV:  4

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

3+10 PD 0 Total:  3/13 PD (0/10 rPD)

3+10 ED 0 Total:  3/13 ED (0/10 rED)

2 SPD 0 Phases:  6, 12

6 REC 0

26 END 0

24 STUN 0 Total Characteristic Cost:  38

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

Teleportation: 10"/40"

 

Cost Powers END

8 Endurance Reserve  (40 END, 4 REC) (8 Active Points)

 

22 Preciat:  Multipower, 30-point reserve, all slots Reduced Endurance (0 END; +½) (45 Active Points); all slots Requires A Skill Roll (-½), Incantations (-¼), Side Effects (-¼)

1u 1)  Arcane Fist:  Energy Blast 6d6 (30 Active Points); Requires A Skill Roll (-½), Incantations (-¼), Side Effects (-¼)

1u 2)  Arcane chains:  Entangle 3 ½d6, 2 DEF (30 Active Points); Requires A Skill Roll (-½), Incantations (-¼), Side Effects (-¼)

1u 3)  Blind:  Sight Group Flash 4d6, Explosion (+½) (30 Active Points); Requires A Skill Roll (-½), Incantations (-¼), Side Effects (-¼)

1u 4)  Arcane Heal:  Healing BODY 2 ½d6, Can Heal Limbs (30 Active Points); Requires A Skill Roll (-½), Incantations (-¼), Side Effects (-¼)

1u 5)  Arcane Anesthesia:  Drain STUN 1 ½d6 (standard effect: 4 points), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +½), Ranged (+½) (30 Active Points); Requires A Skill Roll (-½), Incantations (-¼), Side Effects (-¼)

 

23 Grandmere:  Multipower, 30-point reserve, all slots Difficult To Dispel (x8 Active Points; +¾) (52 Active Points); all slots Requires A Skill Roll (-½), Increased Endurance Cost (x2 END; -½), Extra Time (Delayed Phase, -¼)

1u 1)  Arcane Shield:  Force Field (10 PD/10 ED) (Protect Carried Items) (30 Active Points); Requires A Skill Roll (-½), Increased Endurance Cost (x2 END; -½), Extra Time (Delayed Phase, -¼) 6

1u 2)  Arcane Wall:  Force Wall (6 PD/6 ED) (30 Active Points); Requires A Skill Roll (-½), Increased Endurance Cost (x2 END; -½), Extra Time (Delayed Phase, -¼) 6

1u 3)  Door:  Teleportation 10", x2 Increased Mass, x4 Noncombat (30 Active Points); Requires A Skill Roll (-½), Increased Endurance Cost (x2 END; -½), Extra Time (Delayed Phase, -¼) 6

1u 4)  Sight Shield:  Invisibility to Sight Group , No Fringe (30 Active Points); Requires A Skill Roll (-½), Increased Endurance Cost (x2 END; -½), Extra Time (Delayed Phase, -¼) 6

1u 5)  Mage Hand:  Telekinesis (13 STR), Fine Manipulation (30 Active Points); Requires A Skill Roll (-½), Increased Endurance Cost (x2 END; -½), Extra Time (Delayed Phase, -¼) 6

 

Skills

9 Power 16-

1 Language (imitate dialects; literate) (6 Active Points)

2 WF:  Common Melee Weapons

3 Paramedics 13-

3 Riding 12-

3 Medicin:  KS 13-

3 Medicine:  PS: Appraise 13-

 

Total Powers & Skill Cost:  87

Total Cost:  125

 

100+ Disadvantages

5 Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)

15 Psychological Limitation:  Hippocratic Oath (Common; Strong)

10 Hunted:  Family 8- (Mo Pow; Mildly Punish)

 

Total Disadvantage Points:  125

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Zainar always wanted to help people.  When he was accepted into a mage apprenticeship his family thought he would go into the family's merchant endeavours. They were not pleased that he went into healing.  Since then he has used his powers and skills to help others.  But his family continues to pursue him into changing his mind!

 

Personality/Motivation:  Lay doctor

 

Quote:  

 

Powers/Tactics:  Will try to stay out of trouble with Sight Shield.  If he must get involved he'll use Chains or Blind.  If an opponent does go down he'll use Anesthesia to keep him down.  Both his matrices have a yellowish tint to them, but the Preciat looks like golden heat waves, while Grandmere looks like solid golden structures

 

Campaign Use:  

 

Appearance:  178 cm and 85 kg with light brown hair and dark brown eyes.  

 

 

Inspiration for this NPC is from RoleMaster and their Lay Healer Class.  Also I wanted to see what it would look like if they started with two Matrix Pools and not one.  I can see where it could lead to a lot of versatility.  As it is, he can do a fair number of effects.  And there is a great deal of room for improvement.  

 

 

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I have read enough fantasy where mages are part of the city guard....

 

Quote

Fantasy Hero 5 Galatanea


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

13 DEX 9 12- OCV:  4/DCV:  4

10 CON 0 11-

10 BODY 0 11-

20 INT 10 13- PER Roll 13-

11 EGO 2 11- ECV:  4

18 PRE 8 13- PRE Attack:  3 ½d6

16 COM 3 12-

 

4+10 PD 2 Total:  4/14 PD (0/10 rPD)

 

4+10 ED 2 Total:  4/14 ED (0/10 rED)

2 SPD 0 Phases:  6, 12

4 REC 0

20 END 0

20 STUN 0 Total Characteristic Cost:  36

 

Movement: Running: 6"/12"

 

Flight: 12"/48"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

 

5 Endurance Reserve  (20 END, 3 REC) (5 Active Points)

 

22 Grandmere Multipower, 30-point reserve, all slots Reduced Endurance (0 END; +½) (45 Active Points); all slots Requires A Skill Roll (-½), Incantations (-¼), Side Effects (-¼)

1u 1)  Arcane Blast:  Energy Blast 6d6 (30 Active Points); Requires A Skill Roll (-½), Incantations (-¼), Side Effects (-¼)

1u 2)  Arcane Chains:  Entangle 4d6, 2 DEF (30 Active Points); Requires A Skill Roll (-½), Incantations (-¼), Side Effects (-¼)

1u 3)  Blind:  Sight Group Flash 4d6, Explosion (+½) (30 Active Points); Requires A Skill Roll (-½), Incantations (-¼), Side Effects (-¼)

1u 4)  Arcane Shield:  Force Field (10 PD/10 ED/5 Mental Defense/5 Power Defense) (30 Active Points); Requires A Skill Roll (-½), Incantations (-¼), Side Effects (-¼)

1u 5)  Flight:  Flight 12", x4 Noncombat (29 Active Points); Requires A Skill Roll (-½), Incantations (-¼), Side Effects (-¼)

1u 6)  Mage Hand:  Telekinesis (13 STR), Fine Manipulation (30 Active Points); Requires A Skill Roll (-½), Incantations (-¼), Side Effects (-¼)

 

Perks

 

2 Fringe Benefit:  Local Police Powers

3 Fringe Benefit:  Membership

 

Talents

 

17 Magesight, Discriminatory, Range, Sense

 

Skills

 

9 Power 16-

3 Bureaucratics 13-

3 Deduction 13-

3 Lockpicking 12-

3 Security Systems 13-

3 Linguist

2 1)  Language (fluent conversation; literate) (3 Active Points)

2 2)  Language (fluent conversation; literate) (3 Active Points)

0 3)  Language (imitate dialects; literate) (6 Active Points)

6 Preciat:  +2 with any three related Skills

 

Total Powers & Skill Cost:  89

 

Total Cost:  125

 

200+ Disadvantages

 

15 Psychological Limitation:  Law and order (Common; Strong)

5 Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)

5 Rivalry:  Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

 

Total Disadvantage Points:  125

 

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Sometimes the Mage Guild will loan people to the guard.  Galatanea is one such person.  If the guard suspects mage involvement, she's called in to help.  Gala Has found she likes this position, as it suits her disposition.  

 

 

Personality/Motivation:  Law and Order Mage

 

 

Quote:  

 

 

Powers/Tactics:  She knows she's not great in power she she will support her fellow guards with Chains, Blinds or a well time Mage-Hand

 

 

Campaign Use:  

 

 

Appearance:  162 cm and 55 kg with long red hair and green eyes.  She likes to dress well off duty, but when on duty wears a standard guard uniform tailored for her size!

 

 

 

 

Note she is at the moment a very support person. With some experience and some good Matrices choices (AE version of the chains, Knockout version of EB, stronger Mage Hand) she could be a much more effective member of the Watch!

Also I can see her being sent on a mission with a Rogue (non mage) member of the watch on some sort of investigation in the surrounding area.

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The next set of NPC will use this system by Mr. Shrike

 

http://www.killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/TotemicShamanism.aspx

 

This is a fairly cheap system, but as he says this a system where the person broadens their abilities rather than more power.  

 

So I present Huldra.  Mother, Widow, New Shaman

 

Quote

Fantasy Hero 7 Huldra


Val Char Cost Roll Notes

10 STR 0 15- Lift 1600.0kg; 6d6

14 DEX 12 12- OCV:  5/DCV:  5

16 CON 12 12-

16 BODY 12 12-

10 INT 0 11- PER Roll 29-

14 EGO 8 12- ECV:  5

10 PRE 0 13- PRE Attack:  4d6

20 COM 5 13-

 

5 PD 3 Total:  5 PD (0 rPD)

5 ED 2 Total:  5 ED (0 rED)

3 SPD 6 Phases:  4, 8, 12

5 REC 0

32 END 0

29 STUN 0 Total Characteristic Cost:  60

 

Movement: Running: 8"/16"

Flight: 15"/120"

Leaping: 16"/64"

Swimming: 2"/4"

 

Cost Powers END

4 Running +2" (8" total) 1

15 Luck 3d6

 

Talents

6 Combat Luck (3 PD/3 ED)

 

Skills

7 Power 14-

3 Tracking 11-

5 WF:  Common Melee Weapons, Common Missile Weapons, Sling

3 Acrobatics 12-

3 Breakfall 12-

3 Riding 12-

3 Fast Draw 12-

5 +1 with HTH Combat

5 +1 with DCV

1 Language (imitate dialects; literate) (6 Active Points)

2 Language (fluent conversation)

3 Language (completely fluent)

 

1 Fox  Basic run:  KS 8-

1 Fox   basic stealth,:  KS 8-

1 Fox advanced stealth, :  KS 8-

1 Fox  , basic trick :  KS 8-

 

1 Horse  basic run,:  KS 8-

1 Horse   advanced run, :  KS 8-

1 Horse  , basic leap, :  KS 8-

1 Horse  basic might:  KS 8-

 

1 Hawk  basic fly,:  KS 8-

1 Hawk  advanced fly,:  KS 8-

1 Hawk   basic senses, :  KS 8-

1 Hawk  basic tooth:  KS 8-

 

1 Stag  basic ram, :  KS 8-

1 Stag advanced ram, :  KS 8-

1 Stag  , basic run,:  KS 8-

1 Stag  , basic might:  KS 8-

 

1 Wolf  basic senses,:  KS 8-

1 Wolf   advanced senses,:  KS 8-

1 Wolf   basic tooth,:  KS 8-

1 Wolf  Basic run:  KS 8-

 

2 Armour fam Light:  KS 11-

 

Total Powers & Skill Cost:  90

Total Cost:  150

 

200+ Disadvantages

5 Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)

15 Psychological Limitation:  Lack of confidence (Common; Strong)

5 Social Limitation:  Female (Frequently; Minor; Not Limiting In Some Cultures)

 

Total Disadvantage Points:  150

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Basic Run: Running 5", x4 Noncombat (15 Active Points); Extra Time (Delayed Phase, Only to Activate, -¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) 1

Basic Stealth: Invisibility to Hearing and Smell/Taste Groups  (15 Active Points); Concentration (0 DCV; -½), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼) 1

Advanced Stealth: Invisibility to Sight, Smell/Taste and Hearing Groups  (30 Active Points); Concentration (0 DCV; -½), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼) 3

Basic Trick: Shape Shift  (Sight Group, four (max) shapes) (15 Active Points); Concentration (0 DCV; -½), Extra Time (Delayed Phase, Only to Activate, -¼) 1

 

 

Basic Run: Running 5", x4 Noncombat (15 Active Points); Extra Time (Delayed Phase, Only to Activate, -¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) 1

Advanced Run: Running 10", x4 Noncombat (25 Active Points); Extra Time (Delayed Phase, Only to Activate, -¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) 2

Basic Leap: Leaping +10" (16" forward, 8" upward) (x4 Noncombat) (15 Active Points); Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) 1

Basic Might: (Total: 15 Active Cost, 8 Real Cost) +10 STR (10 Active Points); No Figured Characteristics (-½), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) (Real Cost: 5) plus +5 PRE (5 Active Points); Costs Endurance (Only Costs END to Activate; -¼), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) (Real Cost: 3) 3

 

 

Basic Fly: Flight 5", x4 Noncombat (15 Active Points); Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) 1

Advanced Fly: Flight 10", x4 Noncombat (25 Active Points); Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) 2

Basic Senses: +5 PER with all Sense Groups (15 Active Points); Concentration (0 DCV; -½), Costs Endurance (Only Costs END to Activate; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) 1

Basic Tooth and Claw: Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR), Lingering up to 1 Turn (+½) (15 Active Points); Concentration (½ DCV; Character is totally unaware of nearby events; -½), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) 1

 

 

Basic Ram: Hand-To-Hand Attack +2d6, Lingering up to 1 Turn (+½) (15 Active Points); Hand-To-Hand Attack (-½), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) 1

Advanced Ram: Hand-To-Hand Attack +3d6, Lingering up to 1 Turn (+½), Penetrating (+½) (30 Active Points); Hand-To-Hand Attack (-½), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) 3

Basic Run: Running 5", x4 Noncombat (15 Active Points); Extra Time (Delayed Phase, Only to Activate, -¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) 1

Basic Might: (Total: 15 Active Cost, 8 Real Cost) +10 STR (10 Active Points); No Figured Characteristics (-½), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) (Real Cost: 5) plus +5 PRE (5 Active Points); Costs Endurance (Only Costs END to Activate; -¼), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) (Real Cost: 3) 3

 

 

Basic Senses: +5 PER with all Sense Groups (15 Active Points); Concentration (0 DCV; -½), Costs Endurance (Only Costs END to Activate; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) 1

Advanced Senses: (Total: 29 Active Cost, 14 Real Cost) +8 PER with all Sense Groups (24 Active Points); Concentration (0 DCV; -½), Costs Endurance (Only Costs END to Activate; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) (Real Cost: 12) plus Nightvision (5 Active Points); Concentration (0 DCV; -½), Extra Time (Delayed Phase, Only to Activate, -¼), Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 2) 3

Basic Tooth and Claw: Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR), Lingering up to 1 Turn (+½) (15 Active Points); Concentration (½ DCV; Character is totally unaware of nearby events; -½), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) 1

Basic Run: Running 5", x4 Noncombat (15 Active Points); Extra Time (Delayed Phase, Only to Activate, -¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) 1

 

 

 

Background/History:  Huldra is a widow.  Married for years and mother to four grown children, she was looking for meaning and purpose.  Then she began bonding to sacred animals to the tribes of the Forbek Steppes.  Soon she was being asked to help in talks with outlanders from the Basin Kingdoms.  Eventually she was persuaded to go to the city of Danica as a representative. But she still feels out of place and looking for a cause!

 

Personality/Motivation:  Huldra is a lady who has been in the role of MOM for all her life.  Now she is in a new role, and feeling her way!

 

Quote:  

 

Powers/Tactics:  Huldra has a fair number of totems to call on but still is not sure which to use in which situations,  So far her favourites are the run, stealth and senses abilities.

 

Campaign Use:  

 

Appearance:  Huldra is a tall 177 cm, statuesque 63 kg woman.  Her eyes are brown and her dark brown hair has streaks of grey in it.  

 

 

I am tired of the pc being a teenager or young adult.  So how about a mature person being chosen for a new position, and thus Huldra.  Huldra is a mature woman (I would surmise between 38-43 years of age)  I like the thought of someone undertaking a totally new roll in life when they should be getting into their relaxing years.  In a group she would be the wise older council because of her age.  Also I can see a number of skills she should have being justified by being a wife and mother all these years.  In fact the roll playing hooks are popping into my head as we speak!

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Now for a boy and his.... CAT?

 

 

 

Quote

Fantasy Hero 8 Shoshako


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

12 DEX 6 11- OCV:  4/DCV:  4

16 CON 12 12-

16 BODY 12 12-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV:  4

15 PRE 5 12- PRE Attack:  3d6

12 COM 1 11-

 

6 PD 3 Total:  6 PD (0 rPD)

 

6 ED 3 Total:  6 ED (0 rED)

4 SPD 18 Phases:  4, 8, 12

6 REC 0

32 END 0

31 STUN 0 Total Characteristic Cost:  72

 

Movement: Running: 8"/16"

 

Leaping: 12"/48"

Swimming: 2"/4"

 

Cost Powers END

 

5 Mind Link , Animal class of minds, One Specific Mind

4 Running +2" (8" total) 1

 

Perks

 

25 Panther:  Follower

 

Talents

 

6 Combat Luck (3 PD/3 ED)

4 Combat Luck (3 PD/3 ED) (6 Active Points); Limited Power Power loses about a third of its effectiveness (Only while not wearing armour; -½)

 

Skills

 

3 Power 12-

3 Tracking 12-

3 Tactics 12-

3 Teamwork 11-

2 Armour Familiarity Medium:  KS 11-

1 Shield Familiarity:  KS 8-

1 Language (imitate dialects) (5 Active Points)

2 Language (fluent conversation)

2 Language (fluent conversation)

4 WF:  Common Melee Weapons, Common Missile Weapons

2 Penalty Skill Levels:  +1 vs. armor penalties to DCV with a tight group of attacks

1 Panther: Basic Tooth and Claw KS 8-

1 Panther: Basic Stealth KS 8-

1 Panther: Advanced Stealth KS 8-

1 Panther:  Basic Leap KS 8-

16 +2 with All Combat

 

Total Powers & Skill Cost:  90

 

Total Cost:  162

 

100+ Disadvantages

 

5 Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)

15 Psychological Limitation:  Desire to explore (Common; Strong)

5 Reputation: , 8-

27 Experience Points

 

Total Disadvantage Points:  162

 

Earned Experience:  0

Spent Experience:  27

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

 

Basic Tooth and Claw: Killing Attack - Hand-To-Hand ½d6 (1d6 w/STR), Lingering up to 1 Turn (+½) (15 Active Points); Concentration (½ DCV; Character is totally unaware of nearby events; -½), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) 1

Basic Stealth: Invisibility to Hearing and Smell/Taste Groups  (15 Active Points); Concentration (0 DCV; -½), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼) 1

Advanced Stealth: Invisibility to Sight, Smell/Taste and Hearing Groups  (30 Active Points); Concentration (0 DCV; -½), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼) 3

Basic Leap: Leaping +10" (12 ½" forward, 6" upward) (x4 Noncombat) (15 Active Points); Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) 1

 

Background/History:  Shoshako is a warrior from the far north K'resondi Grasslands.  There he acted as a protector of his people.  But eventually he felt a desire to see these cities of the South and their Great Sea. It took many months to make it down the "Corridor" to the city of Danica and entrance into the Southern Kingdoms!

 

 

Personality/Motivation:  A desire to explore and see new places

 

 

Quote:  

 

 

Powers/Tactics:  A capable warrior he is helped by his "Brother" Panther.  Together they make a formidable team.  Now if people would just stop running scared of his "Brother"

 

 

Campaign Use:  

 

 

Appearance:  182 cm and 80 kg with brown eyes and very curly black hair

 

 

 

 

And

 

Quote

Fantasy Hero 8.5  Panther


Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 [4]

18 DEX 24 13- OCV:  6/DCV:  6

18 CON 16 13-

10 BODY 0 11-

8 INT -2 11- PER Roll 14-

9 EGO -2 11- ECV:  3

18 PRE 8 14- PRE Attack:  5d6

10 COM 0 11-

 

8 PD 4 Total:  8 PD (3 rPD)

8 ED 4 Total:  8 ED (3 rED)

4 SPD 12 Phases:  3, 6, 9, 12

8 REC 0

36 END 0

29 STUN 0 Total Characteristic Cost:  74

 

Movement: Running: 7"/14"

Leaping: 7"/14"

Swimming: 2"/4"

 

Cost Powers END

20 Bite:  Killing Attack - Hand-To-Hand 1 ½d6 (3d6 w/STR) (25 Active Points); Reduced Penetration (-¼) 2

 

20 Paws:  Multipower, 20-point reserve

2u 1)  Killing Attack - Hand-To-Hand 1d6+1 (2 ½d6 w/STR) (20 Active Points); Reduced Penetration (-¼) 2

1u 2)  Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½) 2

 

3 Snarl:  +8 PRE (8 Active Points); Limited Power Power loses about half of its effectiveness (-1), Incantations (-¼)

3 Damage Resistance (3 PD/3 ED)

2 Running +1" (7" total) 1

3 Leaping +3" (7" forward, 3 ½" upward) 1

9 +3 PER with all Sense Groups

5 Nightvision

5 Tracking with Normal Smell

 

Skills

10 +2 with HTH Combat

3 Climbing 13-

7 Stealth 15-

3 Tactics 11-

3 Teamwork 13-

 

Total Powers & Skill Cost:  99

Total Cost:  173

 

100+ Disadvantages

15 Physical Limitation:  Animal intelligence (Frequently; Greatly Impairing)

15 Physical Limitation:  Very Limited Manipulation (Frequently; Greatly Impairing)

15 Distinctive Features:  (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

25 Psychological Limitation:  Loyal to Master (Very Common; Total)

3 Experience Points

 

Total Disadvantage Points:  173

Earned Experience:  0

Spent Experience:  3

Unspent Experience:  0

 

Background/History:  

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  

 

 

 

So very much a beast master type, but with a lot of room to grow!

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I have noticed one thing about this Totemic Magic type, it that it is perfect to make those Warrior/Rogue - Mage types.  Since the cost is so low and the powers broaden rather than grow in power, this allows the PC to have a solid number of abilities that are useful but not overpowering.  My next PC will merge Totem Shaman with a Rogue archetype.  And I made her fairly experienced (like 280 +) so that she had a nice number of skills and powers!

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The story of Trixie.  From the Far Eastern Islands she came to trod the thrones of the Basin Kingdoms beneath her callused feet!

 

Quote

Fantasy Hero 9 Trixie


Val Char Cost Roll Notes

10 STR 0 15- Lift 1600.0kg; 6d6

15 DEX 15 14- OCV:  9/DCV:  9

18 CON 16 17-

16 BODY 12 12-

13 INT 3 12- PER Roll 17-/22-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

16 COM 3 12-

 

7+5 PD 5 Total:  7/12 PD (4/9 rPD)

7+5 ED 3 Total:  7/12 ED (4/9 rED)

4 SPD 15 Phases:  3, 5, 8, 10, 12

6 REC 0

36 END 0

30 STUN 0 Total Characteristic Cost:  81

 

Movement: Running: 6"/12"

Flight: 15"/120"

Leaping: 6"/12"

Swimming: 29"/928"

 

Cost Powers END

5 +5 PER with Normal Hearing

10 Targeting with Normal Hearing

2 Swimming +2" (29" total) 1

 

55 Totem forms:  Multiform (200 Character Points in the most expensive form) (x8 Number Of Forms)

 

Talents

8 Combat Luck (6 PD/6 ED) (12 Active Points); Limited Power Power loses about a third of its effectiveness (Only while not wearing armour; -½)

 

17 Danger Sense (self only, out of combat, Function as a Sense, Intuitional) 17-

 

Skills

4 WF:  Common Melee Weapons, Common Missile Weapons

20 +2 Overall

3 Linguist

1 1)  Language (basic conversation)

2 2)  Language (completely fluent) (3 Active Points)

3 3)  Language (completely fluent; literate) (4 Active Points)

0 4)  Language (imitate dialects; literate) (6 Active Points)

3 Jack of All Trades

2 1)  PS: Appraise (3 Active Points) 12-

2 2)  PS: Carpenter (3 Active Points) 12-

2 3)  PS: Cooking (3 Active Points) 12-

2 4)  PS: Cordwainer (3 Active Points) 12-

2 5)  PS: Leatherworker (3 Active Points) 12-

2 6)  PS: Sailor (3 Active Points) 12-

2 7)  PS: Tinker (3 Active Points) 12-

3 Tracking 12-

3 Acrobatics 14-

3 Breakfall 14-

3 Concealment 12-

5 Navigation 13-

3 Paramedics 12-

3 Riding 14-

3 Stealth 14-

5 Survival 13-

4 TF:  Large Wind-Powered Boats, Rafts, Small Rowed Boats, Small Wind-Powered Boats

7 Totem Lore:  Power 14-

 

1 Shark:  KS 8-

1 Shark:  KS 8-

1 Shark:  KS 8-

1 Shark:  KS 8-

 

1 Dolphin:  KS 8-

1 Dolphin:  KS 8-

1 Dolphin:  KS 8-

1 Dolphin:  KS 8-

 

1 Boar:  KS 8-

1 Boar:  KS 8-

1 Boar:  KS 8-

1 Boar:  KS 8-

 

1 Hawk:  KS 8-

1 Hawk:  KS 8-

1 Hawk:  KS 8-

1 Hawk:  KS 8-

 

1 Weasel:  KS 8-

1 Weasel:  KS 8-

1 Weasel:  KS 8-

1 Weasel:  KS 8-

 

 

 

Total Powers & Skill Cost:  209

Total Cost:  290

 

200+ Disadvantages

15 Psychological Limitation:  Curious (Common; Strong)

0 Normal Characteristic Maxima

10 Reputation: , 11-

5 Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)

60 Experience Points

 

Total Disadvantage Points:  290

Earned Experience:  0

Spent Experience:  60

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

 

Shark Skin Clothing: Damage Resistance (4 PD/4 ED) (4 Active Points); Independent (-2), OIF (-½) 0

 

Shark Tooth Dagger: Multipower, 10-point reserve, all slots Reduced Endurance (0 END; +½) (15 Active Points); all slots Independent (-2), OAF (-1)Notes: (x2 number of items)

1)  Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR) (10 Active Points); Independent (-2), OAF (-1) 0

2)  Hand-To-Hand Attack +2d6 (10 Active Points); Independent (-2), OAF (-1), Hand-To-Hand Attack (-½) 0

 

Potion healing: Healing BODY 2d6 (20 Active Points); 2 Charges which Never Recover (-3 ½), OIF (-½), Extra Time (Full Phase, -½), Restrainable (-½) [2 nr]

 

 

 

Basic Swim: (Total: 15 Active Cost, 7 Real Cost) Swimming +5" (29" total) (x4 Noncombat) (10 Active Points); Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) (Real Cost: 5) plus Life Support  (Expanded Breathing) (5 Active Points); Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) (Real Cost: 2) 1

Basic Frenzy: (Total: 15 Active Cost, 7 Real Cost) +5 STR (5 Active Points); No Figured Characteristics (-½), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) (Real Cost: 2) plus +5 CON (10 Active Points); No Figured Characteristics (-½), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) (Real Cost: 5) 1

Basic Tooth and Claw: Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR), Lingering up to 1 Turn (+½) (15 Active Points); Concentration (½ DCV; Character is totally unaware of nearby events; -½), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) 1

Advanced Tooth and Claw: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), +1 Increased STUN Multiplier (+¼), Lingering up to 1 Minute (+¾) (30 Active Points); Concentration (½ DCV; Character is totally unaware of nearby events; -½), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) 3

 

Basic Swim: (Total: 15 Active Cost, 7 Real Cost) Swimming +5" (29" total) (x4 Noncombat) (10 Active Points); Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) (Real Cost: 5) plus Life Support  (Expanded Breathing) (5 Active Points); Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) (Real Cost: 2) 1

Advanced Swim: (Total: 30 Active Cost, 14 Real Cost) Swimming +15" (29" total) (x8 Noncombat) (25 Active Points); Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) (Real Cost: 12) plus Life Support  (Expanded Breathing) (5 Active Points); Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) (Real Cost: 2) 2

Basic Ram: Hand-To-Hand Attack +2d6, Lingering up to 1 Turn (+½) (15 Active Points); Hand-To-Hand Attack (-½), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) 1

Advanced Ram: Hand-To-Hand Attack +3d6, Lingering up to 1 Turn (+½), Penetrating (+½) (30 Active Points); Hand-To-Hand Attack (-½), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) 3

 

Basic Frenzy: (Total: 15 Active Cost, 7 Real Cost) +5 STR (5 Active Points); No Figured Characteristics (-½), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) (Real Cost: 2) plus +5 CON (10 Active Points); No Figured Characteristics (-½), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) (Real Cost: 5) 1

Advanced Frenzy: (Total: 30 Active Cost, 15 Real Cost) +10 STR (10 Active Points); No Figured Characteristics (-½), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) (Real Cost: 5) plus +10 CON (20 Active Points); No Figured Characteristics (-½), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) (Real Cost: 10) 2

Basic Ram: Hand-To-Hand Attack +2d6, Lingering up to 1 Turn (+½) (15 Active Points); Hand-To-Hand Attack (-½), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) 1

Basic Tough: Armor (5 PD/5 ED) (15 Active Points); Concentration (0 DCV; -½), Costs Endurance (Only Costs END to Activate; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) 1

 

 

Basic Fly: Flight 5", x4 Noncombat (15 Active Points); Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) 1

Advanced Fly: Flight 10", x4 Noncombat (25 Active Points); Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) 2

Basic Senses: +5 PER with all Sense Groups (15 Active Points); Concentration (0 DCV; -½), Costs Endurance (Only Costs END to Activate; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) 1

Advanced Tooth and Claw: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), +1 Increased STUN Multiplier (+¼), Lingering up to 1 Minute (+¾) (30 Active Points); Concentration (½ DCV; Character is totally unaware of nearby events; -½), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) 3

 

Basic Stealth: Invisibility to Hearing and Smell/Taste Groups  (15 Active Points); Concentration (0 DCV; -½), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼) 1

Advanced Stealth: Invisibility to Sight, Smell/Taste and Hearing Groups  (30 Active Points); Concentration (0 DCV; -½), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼) 3

Basic Agility: +5 DEX (15 Active Points); No Figured Characteristics (-½), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼), Costs Endurance (Only Costs END to Activate; -¼) 1

Advanced Agility: (Total: 28 Active Cost, 14 Real Cost) +6 DEX (18 Active Points); No Figured Characteristics (-½), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼), Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 😎 plus +1 SPD (10 Active Points); Costs Endurance (Only Costs END to Activate; -¼), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) (Real Cost: 6) 3

 

Background/History:  Trixie hails from one of the many islands in the Dark Sea to the East of the continent.  She was sailing from one island to another when a sudden storm blew her FAR off course to the Land of the Basin Countries.  Starting in Ebon Bay (her boat was ruined) she slowly learned the languages and actions of these people.  Always one to take chances, she decided to make her way west.  Eventually she fell in with a group search for some lost religious icons and fell in with them as it seemed like fun.  After encounters with Goblyns and Trolls and Religious extremists, they were successful.  Now she is in Danica with a mage called Ridel as he searches for clues to a lost city in the north.  Sounds interesting!

 

 

 

Personality/Motivation:  Curiosity.  She's getting a chance to see a world she never thought possible!

 

Quote:  

 

Powers/Tactics:  She's a Rogue with a number of abilities to make her even more dangerous.  She prefers the Stealth and Flight to get to unusual places.  Then it is either her dagger or her fists!

 

Campaign Use:  

 

Appearance:  158 cm and 62 kg.  She has short black hair and brown eyes

 

 

 

So Trixie is my attempt at a more ... experienced Totem Shaman.  I paired it with a Rogue Package he had ( examples forthcoming ) to make a mage / thief type.  As it is, though she is very capable, there is still a lot of room for improvement!

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I guess you can call him a man who has gone native, EXCEPT for the fact that there is no such thing as native in the setting.

 

Quote

Fantasy Hero 10 Erom


Val Char Cost Roll Notes

15 STR 5 18- Lift 12.8tons; 9d6 [9]

14 DEX 12 14- OCV:  8/DCV:  8

16 CON 12 12-

16 BODY 12 12-

10 INT 0 11- PER Roll 34-

13 EGO 6 12- ECV:  4

15 PRE 5 15- PRE Attack:  6d6

8 COM -1 11-

 

6+16 PD 3 Total:  6/22 PD (0/16 rPD)

 

6+16 ED 3 Total:  6/22 ED (0/16 rED)

3 SPD 6 Phases:  3, 6, 9, 12

6 REC 0

32 END 0

32 STUN 0 Total Characteristic Cost:  63

 

Movement: Running: 26"/416"

 

Flight: 5"/20"

Leaping: 29"/232"

Swimming: 2"/4"

 

Talents

 

3 Bump Of Direction

6 Combat Luck (3 PD/3 ED)

 

Skills

 

2 WF:  Common Melee Weapons

3 Tracking 11-

3 Trading 15-

7 Survival 13-

3 Stealth 14-

3 Paramedics 11-

1 Language (imitate dialects; literate) (6 Active Points)

2 Language (fluent conversation)

2 Language (fluent conversation)

5 Climbing 15-

7 Totem Lore:  Power 14-

 

1 Bear:  KS 8-

1 Bear:  KS 8-

1 Bear:  KS 8-

1 Bear:  KS 8-

 

1 Deer:  KS 8-

1 Deer:  KS 8-

1 Deer:  KS 8-

1 Deer:  KS 8-

 

1 Eagle:  KS 8-

1 Eagle:  KS 8-

1 Eagle:  KS 8-

1 Eagle:  KS 8-

 

1 Lynx:  KS 8-

1 Lynx:  KS 8-

1 Lynx:  KS 8-

1 Lynx:  KS 8-

 

1 Wolf:  KS 8-

1 Wolf:  KS 8-

1 Wolf:  KS 8-

1 Wolf:  KS 8-

 

Total Powers & Skill Cost:  67

 

Total Cost:  130

 

200+ Disadvantages

 

5 Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)

10 Psychological Limitation:  Loner (Common; Moderate)

15 Distinctive Features:  Scars (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

 

Total Disadvantage Points:  130

 

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

 

 

 

 

 

Basic Might: (Total: 15 Active Cost, 8 Real Cost) +10 STR (10 Active Points); No Figured Characteristics (-½), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) (Real Cost: 5) plus +5 PRE (5 Active Points); Costs Endurance (Only Costs END to Activate; -¼), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) (Real Cost: 3) 3

Advanced Might: (Total: 30 Active Cost, 16 Real Cost) +20 STR (20 Active Points); No Figured Characteristics (-½), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) (Real Cost: 10) plus +10 PRE (10 Active Points); Costs Endurance (Only Costs END to Activate; -¼), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) (Real Cost: 6) 5

Basic Tough: Armor (8 PD/8 ED), Hardened (+¼) (30 Active Points); Concentration (0 DCV; -½), Costs Endurance (Only Costs END to Activate; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) 3

AdvancedTough: Armor (8 PD/8 ED), Hardened (+¼) (30 Active Points); Concentration (0 DCV; -½), Costs Endurance (Only Costs END to Activate; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) 3

 

Basic Run: Running +5" (26" total), x4 Noncombat (15 Active Points); Extra Time (Delayed Phase, Only to Activate, -¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) 1

Advanced Run: Running +10" (26" total), x4 Noncombat (25 Active Points); Extra Time (Delayed Phase, Only to Activate, -¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) 2

Basic Leap: Leaping +10" (29" forward, 14 ½" upward) (x4 Noncombat) (15 Active Points); Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) 1

Basic Senses: +5 PER with all Sense Groups (15 Active Points); Concentration (0 DCV; -½), Costs Endurance (Only Costs END to Activate; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) 1

 

Basic Fly: Flight 5", x4 Noncombat (15 Active Points); Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) 1

Basic Senses: +5 PER with all Sense Groups (15 Active Points); Concentration (0 DCV; -½), Costs Endurance (Only Costs END to Activate; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) 1

Basic Tooth and Claw: Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR), Lingering up to 1 Turn (+½) (15 Active Points); Concentration (½ DCV; Character is totally unaware of nearby events; -½), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) 1

Advanced Tooth and Claw: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), +1 Increased STUN Multiplier (+¼), Lingering up to 1 Minute (+¾) (30 Active Points); Concentration (½ DCV; Character is totally unaware of nearby events; -½), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) 3

 

 

Basic Leap: Leaping +10" (29" forward, 14 ½" upward) (x4 Noncombat) (15 Active Points); Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) 1

Basic Agility: +5 DEX (15 Active Points); No Figured Characteristics (-½), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼), Costs Endurance (Only Costs END to Activate; -¼) 1

Advanced Agility: (Total: 28 Active Cost, 14 Real Cost) +6 DEX (18 Active Points); No Figured Characteristics (-½), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼), Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 😎 plus +1 SPD (10 Active Points); Costs Endurance (Only Costs END to Activate; -¼), Concentration (½ DCV; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) (Real Cost: 6) 3

Basic Stealth: Invisibility to Hearing and Smell/Taste Groups  (15 Active Points); Concentration (0 DCV; -½), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼) 1

 

Basic Senses: +5 PER with all Sense Groups (15 Active Points); Concentration (0 DCV; -½), Costs Endurance (Only Costs END to Activate; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) 1

Advanced Senses: (Total: 29 Active Cost, 14 Real Cost) +8 PER with all Sense Groups (24 Active Points); Concentration (0 DCV; -½), Costs Endurance (Only Costs END to Activate; -¼), Extra Time (Delayed Phase, Only to Activate, -¼) (Real Cost: 12) plus Nightvision (5 Active Points); Concentration (0 DCV; -½), Extra Time (Delayed Phase, Only to Activate, -¼), Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 2) 3

Basic Tooth and Claw: Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR), Lingering up to 1 Turn (+½) (15 Active Points); Concentration (½ DCV; Character is totally unaware of nearby events; -½), Extra Time (Delayed Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) 1

Basic Run: Running +5" (26" total), x4 Noncombat (15 Active Points); Extra Time (Delayed Phase, Only to Activate, -¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) 1

 

Background/History:  Many think Erom is one of the mountain tribesmen of the Wyrmian Mtns.  They are wrong.  He is actually from Kerq, one of the Basin Countries that surround the Gefting Sea.  But he is from the Northern part, near the pass that leads through the mountains to the Bola Desert on the other side.  Seeing an opportunity to make some money, he has been making the journey periodically to buy and sell items that are in demand from either side.  In his travels he has become initiated into their Totemic magics ( to the dismay of some of his family members).  Recently he has been warning of a growing Goblyn/Troll presence in the mountains and believes there is a major raid coming soon.  Now if only people were to believe him.

 

 

Personality/Motivation:  Erom is a bit of a loner, but is looking for allies in what he thinks is a coming invasion!

 

 

Quote:  

 

 

Powers/Tactics:  Activate his Toughness and Senses then move around.  He'll use Run and Leap to get to certain points and try to hit and run!

 

 

Campaign Use:  

 

 

Appearance:  181 cm and 90 kg he has wiry black hair and brown eyes!

 

 

 

Thus ends my Totemic Shaman PCs. Next up, Runemasters!

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So a new system from Killer Shrike for making Runes

 

http://www.killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/runecrafting.aspx

 

So my first PC is non traditional in that SHE does not sculpt, but is a whitesmith (ie tin smith but can work all the lighter metals like silver) So her items are basically jewelry.
 

 

Quote

Fantasy Hero 10 Hawna


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

12 DEX 6 11- OCV:  4/DCV:  4

13 CON 6 12-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

13 COM 2 12-

 

4+6 PD 1 Total:  4/10 PD (0/6 rPD)

 

4+6 ED 1 Total:  4/10 ED (0/6 rED)

3 SPD 8 Phases:  4, 8, 12

6 REC 0

26 END 0

24 STUN 0 Total Characteristic Cost:  35

 

Movement: Running: 6"/12"

 

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

 

9 Needler:  Multipower, 25-point reserve, all slots Reduced Endurance (0 END; +½) (37 Active Points); all slots Independent (-2), OAF (-1)

1u 1)  Killing Attack - Hand-To-Hand 1 ½d6 (2d6+1 w/STR) (25 Active Points); Independent (-2), OAF (-1)

1u 2)  Hand-To-Hand Attack +4d6 (20 Active Points); Independent (-2), OAF (-1), Hand-To-Hand Attack (-½)

 

7 Necklace Charm:  Armor (6 PD/6 ED), Hardened (+¼) (22 Active Points); Independent (-2), IIF (-¼)

 

 

Talents

 

3 Bump Of Direction

 

Skills

 

1 Rune of Needler:  KS 8-

1 Rune of Necklace Charm:  KS 8-

1 Rune of Healing:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

8 Rune Lore:  KS 17-

3 Jack of All Trades

1 1)  PS: Calligraphy (2 Active Points) 11-

1 2)  PS: Carving (2 Active Points) 11-

5 3)  PS: Whitesmith (6 Active Points) 15-

3 Linguist

1 1)  Runic reading:  Language (basic conversation; literate) (2 Active Points)

3 2)  Language (completely fluent; literate) (4 Active Points)

3 3)  Language (completely fluent; literate) (4 Active Points)

0 4)  Language (imitate dialects; literate) (6 Active Points)

3 Deduction 12-

3 Navigation 12-

3 Paramedics 12-

3 Streetwise 12-

3 Riding 11-

4 WF:  Common Melee Weapons, Common Missile Weapons

10 +1 Overall

 

Total Powers & Skill Cost:  99

 

Total Cost:  133

 

100+ Disadvantages

 

15 Psychological Limitation:  Must prove self (Common; Strong)

5 Hunted:  11- (As Pow; Watching)

10 Psychological Limitation:  Hates being dismissed (Common; Moderate)

3 Experience Points

 

Total Disadvantage Points:  133

 

Earned Experience:  0

Spent Experience:  3

Unspent Experience:  0

 

Background/History:  Hawna hails from Moregadore, and couldn't wait to get out.  The constant politicking resulted in her father getting killed as collateral to somebody else's scheme.  Fortunately she was smart enough to pick up a good profession as a whitesmith.  As her skill grew, she was approached by a Rune Caster for work and soon became his apprentice.  But always the whispers that she was not that good and slept her way to her reputation.  When she got her Journeyman's papers, she left to try her luck elsewhere.  She worked her way across the Gefting Sea to Aerelios And opened a shop. Soon she was getting good work, but she wants to learn new runes and develop more. 

 

 

Personality/Motivation:  Prove herself to all he detractors

 

 

Quote:  

 

 

Powers/Tactics:  Hawna is not very offensively minded, but if given time to prepare, can make an area very dangerous for intruders.  Also she has a Rune of Healing in her shop and home and will use it to help people

 

 

Also, there are her items--- Needler: a thin, but VERY strong dagger and her Necklace Charm which provides her with protection like armour without looking like it does!

 

 

Campaign Use:  

 


Appearance:  171 cm and 59 kg with long dark brown hair and grey eyes

 

 

And still there is a lot to improve!


Note I left the Rune list blank. That is intentional as I will be posting some suggestions in a bit. Also those who point to how it is similar to the PFRPG Diabolist, I say that this Build is MUCH more powerful and diverse. As always the GM should have a list of starting Runes, but as time progresses, new ones will be added that need to be vetted. And when was the last time you had a diabolist use a Heal Rune?

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And some possible runes.  Note this is a small list and can be easily expanded on!

 

Rune of Fire Wave

8d6 EB Explosion, Trigger, 1charge never recovers, No Range, Physical Manifestation 

(Note trigger could be a command phrase)

 

Rune of Icy Manacles

3d6 Entangle, Trigger, 1charge never recovers, No Range, Physical Manifestation

(Trigger: touching the door it was placed on)

 

Rune of Pain  

2d6 Ego Attack, AE extended, Trigger, 1 continuing charge of one minute, never recovers, No Range, Physical Manifestation

(Note trigger could be a command phrase)
 

Rune Detect Poison

Detect Poison Trigger must reset,  6 charges never recovers, Physical Manifestation

(Note trigger could be a command phrase OR when liquid is poured into a cup)

 

Rune Detect Magic

Detect Magic AE Trigger must reset,  6 charges never recovers, Physical Manifestation

(Note trigger could be a command phrase)

 

Rune of Light 

Images Trigger, 6 continuing charges of one hour never recovers, No Range, Physical Manifestation

(Note trigger could be a command phrase OR When people enter through a certain door)

 

Rune of Arrow Deflection

Force Wall 10 pd 0 ed, Transparent to ed, Trigger,  2 continuing charges of 5 minutes never recovers, No Range, Physical Manifestation

(Note trigger could be a command phrase OR being attacked with a ranged attack like arrows or sling )

 

Rune of Warning

Images Trigger, 6 continuing charges of one hour never recovers, No Range, Physical Manifestation + Detect people AE

(Note trigger could be a command phrase)

 

Rune of Healing 

1d6 Heal, Trigger, 6 charges never recovers, No Range, Physical Manifestation

(Note trigger could be a command phrase OR when wounded.)

 

 

If you can think of any other please add them to the list!

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Another Runemaster, with a more martial bent.

 

Quote

Fantasy Hero 11 Roiric


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

13 DEX 9 12- OCV:  4/DCV:  4

13 CON 6 12-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

10 EGO 0 11- ECV:  3

13 PRE 3 12- PRE Attack:  2 ½d6

14 COM 2 12-

 

5+2 PD 3 Total:  5/7 PD (0/2 rPD)

5+2 ED 2 Total:  5/7 ED (0/2 rED)

3 SPD 7 Phases:  4, 8, 12

5 REC 0

26 END 0

22 STUN 0 Total Characteristic Cost:  37

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

10 Oligar's Bow:  Multipower, 37-point reserve, all slots Reduced Endurance (½ END; +¼) (46 Active Points); all slots Independent (-2), OAF (-1), STR Minimum 1-5 (-¼), Limited Power Power loses about a fourth of its effectiveness (Needs regular arrows; -¼)

1u 1)  Killing Attack - Ranged 2d6+1 (35 Active Points); Independent (-2), OAF (-1), STR Minimum 1-5 (-¼), Limited Power Power loses about a fourth of its effectiveness (Needs regular arrows; -¼) 1

1u 2)  Energy Blast 4d6, Double Knockback (+¾) (35 Active Points); Independent (-2), OAF (-1), STR Minimum 1-5 (-¼), Limited Power Power loses about a fourth of its effectiveness (Needs regular arrows; -¼) 1

1u 3)  Energy Blast 3 ½d6, No Normal Defense ([Standard]; +1) (36 Active Points); Independent (-2), OAF (-1), STR Minimum 1-5 (-¼), Limited Power Power loses about a fourth of its effectiveness (Needs regular arrows; -¼) 2

1u 4)  Energy Blast 5d6, Area Of Effect Accurate (One Hex; +½) (37 Active Points); Independent (-2), OAF (-1), STR Minimum 1-5 (-¼), Limited Power Power loses about a fourth of its effectiveness (Needs regular arrows; -¼) 2

 

Skills

1 Runes:  KS: Oligar's Bow 8-

1 Runes:  KS: Create Arrows 8-

1 Runes:  KS: Heal 8-

1 Runes:  KS 8-

1 Runes:  KS 8-

1 Runes:  KS 8-

1 Runes:  KS 8-

1 Runes:  KS 8-

1 Runes:  KS 8-

1 Runes:  KS 8-

1 Runes:  KS 8-

1 Runes:  KS 8-

1 Runes:  KS 8-

1 Runes:  KS 8-

1 Runes:  KS 8-

1 Runes:  KS 8-

1 Runes:  KS 8-

1 Runes:  KS 8-

1 Runes:  KS 8-

1 Runes:  KS 8-

4 WF:  Common Melee Weapons, Common Missile Weapons

3 Riding 12-

3 Tracking 12-

3 Stealth 12-

3 Survival 12-

1 Language (imitate dialects; literate) (6 Active Points)

3 Language (completely fluent)

3 Language (completely fluent)

3 Trading 12-

3 Climbing 12-

3 Concealment 12-

10 +2 with Ranged Combat

13 Rune Lore:  Power 17-

5 PS: Carving 14-

5 PS: Engraving 14-

1 Rune Literacy:  Language (basic conversation)

2 Weaponsmith (Bows) 12-

3 Armorsmith 12-

 

Total Powers & Skill Cost:  105

Total Cost:  142

 

200+ Disadvantages

5 Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)

10 Enraged:  When encountering Goblyn Types (Common), go 8-, recover 14-

15 Psychological Limitation:  Vengeful (Common; Strong)

 

Total Disadvantage Points:  142

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Leather: Armor (2 PD/2 ED) (6 Active Points); OAF (-1), Full Coverage Helmet, Long Jacket with Sleeves, High Boots (Protects Locations 3-5, 7-14, 16-18; -½), Real Armor (-¼) 0

 

Background/History:  Roiric hails from the Trammel Highlands near the Elfhost Woods.  For years Goblyns and Goblyn kind have been raiding villages near the woods.  Members of his family have been killed or wounded in these encounters and he has developed a desire for vengeance on all of them.  But he knows he is not powerful enough to take them on.  So he has taken to learning Runes, both to protect his home, but also to create items to take the battle to them.  Right now he has a bow, which he is pretty good with, but he hopes to develop more, but he need more training!

 

Personality/Motivation:  Roiric is totally average, except when it comes to Goblyns, then he becomes scary.

 

Quote:  

 

Powers/Tactics:  Roiric defensively will set up Runes at key locations.  When he gets the chance he goes offence with his bow.

 

Campaign Use:  Goblyns and vengeance.  Will it consume him?

 

Appearance:  184 cm and 65 kg with red hair and green eyes

 

 

 

The concept of an arcane archer is an old one, but a classic.  And one that can make his own weapon.  I can see eventually getting the skills of a light or medium warrior.  Add a good selection of runes and he can become a very handy NPC!

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In The Star Crown Empire one state called Danica had a very ... repressive .. attitude towards females.  They were baubles to be used in the power politics of the men.  But next door was the VERY egalitarian state of Tenryk which forbid slavery and made females equal to men.  So in my re-imagining of the political map I used a set up they suggested that Danica attacked Tenryk to gain control of a city so it could control the trade along the river.  So I went with the idea and had Danica loose.  (seriously Tenryk could field more soldiers because they could delegate tasks to competent women, freeing more men).  So Salina is a product of this social change in her country and I just went with it.  

 

Quote

Fantasy Hero 12 Salina


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

12 DEX 6 11- OCV:  4/DCV:  4

13 CON 6 12-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

12 EGO 4 11- ECV:  4

15 PRE 5 12- PRE Attack:  3d6

12 COM 1 11-

 

5+7 PD 3 Total:  5/12 PD (0/7 rPD)

5+7 ED 2 Total:  5/12 ED (0/7 rED)

3 SPD 8 Phases:  4, 8, 12

5 REC 0

26 END 0

22 STUN 0 Total Characteristic Cost:  40

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

6 Svard's Armour of Iron:  Armor (7 PD/7 ED) (21 Active Points); Independent (-2), OIF (-½)

 

12 Jaleasa's Staff:  Multipower, 50-point reserve,  (50 Active Points); all slots Independent (-2), OAF (-1)

1u 1)  Energy Blast 8d6 (40 Active Points); Independent (-2), OAF (-1), 8 Boostable Charges (-¼) [8 bc]

1u 2)  Killing Attack - Ranged 2 ½d6 (40 Active Points); Independent (-2), OAF (-1), 8 Boostable Charges (-¼) [8 bc]

1u 3)  Hand-To-Hand Attack +4d6, Reduced Endurance (½ END; +¼) (25 Active Points); Independent (-2), OAF (-1), Hand-To-Hand Attack (-½), STR Minimum 1-5 (-¼) 1

 

Perks

2 Fringe Benefit:  Member of the Lower Nobility

5 Favor

1 Money:  Well Off

 

Skills

1 Rune:  KS: Svard's Armour of Iron 8-

1 Rune:  KS: Jaleasa's Staff 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

1 Rune:  KS 8-

13 Rune Lore:  Power 17-

5 PS: Engraver 14-

5 PS: Carver 14-

5 PS: Leatherworker 14-

2 WF:  Common Melee Weapons

3 High Society 12-

3 Conversation 12-

3 Trading 12-

3 Paramedics 12-

3 Persuasion 12-

1 Language (imitate dialects; literate) (6 Active Points)

3 Language (completely fluent)

3 Language (completely fluent)

2 Weaponsmith (Muscle-Powered HTH) 12-

3 Armorsmith 11-

 

Total Powers & Skill Cost:  106

Total Cost:  146

 

200+ Disadvantages

5 Hunted:  Family 8- (As Pow; NCI; Watching)

5 Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)

15 Psychological Limitation:  Fugitive mentality (Common; Strong)

20 Psychological Limitation:  Prove herself (Common; Total)

 

Total Disadvantage Points:  146

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Salina is a member of the lower nobility and was told she was going to be a good wife and mother one day.  Then Danica lost to Tenryk in the last major war and the shift in her country's social order was changed. Loss of slaves and freedom for females were two major changes.  Seeing that she could be more than a wife and bauble to her family, she fled with her jewels and gold to Aerelios.  Soon she discovered a love for runes and soon got herself apprenticed.  It has been years, and her family continually hounds her, but she has established herself as a capable Runesmith.  But she still has a way to go.  

 

Personality/Motivation:  Being told she's good for one thing, and that she will be taken back to fulfill her family duties have made Salina a bit paranoid.  She doesn't make friends easily, even though she is a skilled talker.  So she wants to Prove herself!

 

Quote:  

 

Powers/Tactics:  Classic Rune master, set up runes and use staff offensively.

 

Campaign Use:  

 

Appearance:  163 cm and 46 kg with brown hair and eyes

 

 

I don't see her making any HTH weapons.  She has a staff, I can see a ring, circlet, boots.  This could be a cool versatile build!

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