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Mr. R

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Sorry for the long wait. School stuff took over (Marking, marking, marking)


So Storin a more experienced runemaster.

 

 

 

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Fantasy Hero 13  Storin 


Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [3]

14 DEX 12 12- OCV:  5/DCV:  5

15 CON 10 12-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV:  3

13 PRE 3 12- PRE Attack:  2 ½d6

10 COM 0 11-

 

6+8 PD 3 Total:  6/14 PD (0/8 rPD)

 

6+8 ED 3 Total:  6/14 ED (0/8 rED)

4 SPD 16 Phases:  3, 6, 9, 12

6 REC 0

30 END 0

26 STUN 0 Total Characteristic Cost:  52

 

Movement: Running: 6"/12"

 

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

 

7 Armour of Zaija:  Armor (8 PD/8 ED) (24 Active Points); Independent (-2), OIF (-½)

 

6 Charm of Mending:  Healing BODY 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Character can set Trigger multiple times; +¼) (25 Active Points); Independent (-2), Self Only (-½), 8 Charges (-½), IIF (-¼) [8]

 

11 Storn's Hammer:  Multipower, 45-point reserve,  (45 Active Points); all slots Independent (-2), OAF (-1)

1u 1)  Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR), Reduced Endurance (0 END; +½) (45 Active Points); Independent (-2), OAF (-1)

1u 2)  Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); Independent (-2), OAF (-1), Hand-To-Hand Attack (-½)

1u 3)  Missile Deflection (Any Ranged Attack) (20 Active Points); Independent (-2), OAF (-1), Costs Endurance (-½) 2

 

Perks

 

5 Favor

 

Talents

 

3 Bump Of Direction

 

Skills

 

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-

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 16-

1 Runic Literacy:  Language (basic conversation)

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

4 Language (completely fluent; literate)

4 Language (completely fluent; literate)

5 Armorsmith 13-

5 Weaponsmith 12-

5 Metallurgy 12-

3 Trading 12-

3 Bureaucratics 12-

3 Paramedics 11-

3 Lockpicking 12-

3 Streetwise 12-

3 Persuasion 12-

3 Bribery 12-

3 Tactics 11-

10 +2 with HTH Combat

10 +1 Overall

 

Total Powers & Skill Cost:  147

 

Total Cost:  199

 

200+ Disadvantages

 

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

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

10 Reputation: , 11-

 

Total Disadvantage Points:  199

 

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Storin is from the Kingdom of Fey.  There, they have a long tradition of magic, and he was no different.  He quickly gravitated to Runes and soon was an accomplished journeyman.  But after a number of excursions where he felt sorely useless, he developed a few items that he hopes will make him a more viable member of any group/

 

 

Personality/Motivation:  With all his accomplishments and knowledge, Storin still feels a need to prove he is a capable Runecrafter

 

 

Quote:  

 

 

Powers/Tactics:  Storin will set up any applicable runes, if he has time.  If not he'll rely on his protections and hammer to get him through.  As insurance he's made a Charm he wears under his armour that will heal any but the most severe wound!

 

 

Campaign Use:  

 

 

Appearance:  At 170 cm and 91 kg, Storin is solid.  He has black hair and blue eyes!

 



 

 

 

 

He does look like a warrior who can make his own weapons, but a heavy warrior has access to skills and abilities he doesn't!

For all that he is a capable combatant and magic wielder. He should be played that way, a caster who can fight!

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So first up a Heavy Warrior type.  You know heavy armour, a lot of weapons and hopefully some useful skills

 

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Fantasy Hero 14  Lochlan


Val Char Cost Roll Notes

18 STR 8 14- Lift 606.3kg; 4 ½d6 [6]

14 DEX 12 12- OCV:  5/DCV:  5

15 CON 10 12-

13 BODY 6 12-

13 INT 3 12- PER Roll 12-

14 EGO 8 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

12 COM 1 11-

 

7+11 PD 3 Total:  7/18 PD (0/11 rPD)

7+7 ED 4 Total:  7/14 ED (0/7 rED)

4 SPD 16 Phases:  3, 6, 9, 12

9 REC 4

40 END 5

30 STUN 0 Total Characteristic Cost:  85

 

Movement: Running: 8"/16"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

2 +5 STR (5 Active Points); No Figured Characteristics (-½), Requires An Ego Roll (-1), Increased Endurance Cost (x2 END; -½) 2

 

4 Running +2" (8" total) 1

 

2 Armor (4 PD/0 ED) (6 Active Points); OAF (-1), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Only when using shield for Def; -¼) 1

 

Perks

1 Fringe Benefit:  Weapon Permit (where appropriate)

 

Talents

10 Follow-Through Attack

5 Combat Luck (3 PD/3 ED) (6 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only in Heavy Armour; -¼)

 

Skills

3 KS 12-

3 KS 12-

4 WF:  Common Melee Weapons, Common Missile Weapons

6 Penalty Skill Levels:  +4 vs. armor penalties to DCV with a single attack

3 PS: Warrior 12-

3 Riding 12-

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

3 Language (completely fluent)

3 Bureaucratics 12-

3 Paramedics 12-

3 Deduction 12-

3 Tactics 12-

10 +2 with DCV

 

Total Powers & Skill Cost:  72

Total Cost:  157

 

200+ Disadvantages

20 Psychological Limitation:  Stoic (Common; Total)

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

 

Total Disadvantage Points:  157

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Armor (7 PD/7 ED) (21 Active Points); OAF (-1), Real Armor (-¼) 0

 

Multipower, 20-point reserve,  (20 Active Points); all slots OAF (-1)

1)  +4 with DCV (20 Active Points); OAF (-1)

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

 

Killing Attack - Hand-To-Hand 1 ½d6 (25 Active Points); OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼) 2

 

Killing Attack - Ranged 1 ½d6 (25 Active Points); OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼) 2

 

Killing Attack - Hand-To-Hand 1d6 (15 Active Points); OAF (-1), STR Minimum 1-5 (-¼), Real Weapon (-¼) 1

 

Background/History:  Lochlan comes from the Trammel Highlands.  There he trained as a warrior and soon began making a name for himself as a tough, no nonsense type person.  He went on many campaigns against the Forest Goblyns and has become known to some as a fearsome opponent.  Unfortunately a rival has risen higher than him and is sending him on more dangerous missions as of late, the latest taking him all the way to Danica.  Now he is looking for a way back.

 

Personality/Motivation:  Be the best warrior he can be.

 

Quote:  

 

Powers/Tactics:  Lochlan will start at range with his bow if he can, but prefers HTH where he can put all his skills to the test!

 

Campaign Use:  

 

Appearance:  184 cm and 91 kg with reddish blond hair (don't say strawberry) and gray eyes

 

 

 

He is a bit stereotypical in basics, so it is his skills and extras that define him.  So I went with an educated warrior type.  Extra language, interaction skill, tactic and deduction (yeah it seems weird, but it allows him to figure things out with a minimum of info).  Also there is  a lot of room for improvement.  Just of the top Deadly Blow (+1d6), better Dex and Con, more skills (at least four more) and COMBAT SKILL LEVELS ( another +1 DCV, and the +2 DCV upgraded to all combat, and some for favoured weapons).  All told 10+9+6+12+5+6+4=52.  Ten he can branch out!

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Not that it is totally common, but an unarmed Martial Arts type is a cool archtype.

 

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Fantasy Hero 15 Marlindia


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

17 DEX 21 12- OCV:  6/DCV:  6

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

17 COM 4 12-

 

6 PD 3 Total:  6 PD (0 rPD)

6 ED 3 Total:  6 ED (0 rED)

3 SPD 3 Phases:  4, 8, 12

6 REC 0

26 END 0

24 STUN 0 Total Characteristic Cost:  51

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

5 Healing 1 BODY, Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 ¼), Self Only (-½)

20 Find Weakness 11- with Related Group of Attacks

 

4 Martial Strike +0 +2 6 ½d6 Strike

5 Defensive Strike +1 +3 4 ½d6 Strike

4 Nerve Strike -1 +1 3d6 NND

5 Defensive Block +1 +3 Block, Abort

4 Martial Disarm -1 +1 Disarm; 33 STR to Disarm

3 Martial Throw +0 +1 4 ½d6 +v/5, Target Falls

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

8 +2 HTH Damage Class(es)

 

Talents

12 Combat Luck (6 PD/6 ED)

 

Skills

3 KS 12-

6 +2 with Martial Maneuvers

3 Acrobatics 12-

3 Breakfall 12-

3 Climbing 12-

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

2 Language (fluent conversation)

4 PS: Cooking 13-

3 Defense Maneuver I 

3 Paramedics 12-

3 Streetwise 12-

 

Total Powers & Skill Cost:  109

Total Cost:  159

 

200+ Disadvantages

5 Distinctive Features:  Temple brand marks (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

5 Money:  Poor

15 Psychological Limitation:  Hates to fight (Common; Strong)

 

Total Disadvantage Points:  159

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Marlindia is from the Far North, the K'rsondi Grasslands.  There she worked at what could be called a monastery, learning a form of exercise and meditation called Swaying Grass.  Recently she was sent south to be a demonstration of her people's culture.  But her caravan was attacked by Mountain Goblyns and only her style managed to save her.  Eventually she was found and brought to Danica, but she is unsure now what to do, so she waits for a sign!

 

Personality/Motivation:  Marlindria is a sea of calm in a strange world.  She urges peace and tries not to fight, but if she must she will finish it as fast as possible!

 

Quote:  

 

Powers/Tactics:  Will dodge as much as possible until she sees an opening.  VS unarmoured she will use the Pacifying Touch.  VS armoured she will use the Martial Strike or Defensive Strike.  If the opponent is heavily armoured, she will try to Find Weakness, Then use the most damaging attack she has!

 

Campaign Use:  

 

Appearance:  178 cm and 50 kg she has dark brown skin.  Her hair is black and shorn very close and brown eyes!


 

 

 

I think that a more passive type MA would be hard to play.  Lower damage and a reliance on NOT getting hit could make this a very hard build to progress.  BUT... I can see a pay off.  Get enough Combat Luck, a lot of Combat Levels and maybe even a few Wire Fu abilities ( Auto Fire HA or HA with 2x KB) and soon she's an island of calm in an ocean of opponents.  

 

Skill wise I went with the cloistered monk type.   Knows little out of her upbringing.

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This is an experiment in a cleric type.  I had postulated a VPP that could be used for any power as long as it fits under the perview of the Goddess of the Night Sky.  This can get expensive and I went with a Non combat type cleric.  Selune knows she's not a fighter, so she concentrates on those support abilities to make the quest easier and more survivable.  

 

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Fantasy Hero 16 Selune


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

10 DEX 0 11- OCV:  3/DCV:  3

13 CON 6 12-

13 BODY 6 12-

13 INT 3 12- PER Roll 12-

15 EGO 10 12- ECV:  5

13 PRE 3 12- PRE Attack:  2 ½d6

16 COM 3 12-

 

5+2 PD 3 Total:  5/7 PD (0/2 rPD)

5+2 ED 2 Total:  5/7 ED (0/2 rED)

2 SPD 0 Phases:  6, 12

5 REC 0

26 END 0

25 STUN 0 Total Characteristic Cost:  36

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

50 Variable Power Pool, 30 base + 20 control cost, all slots Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (75 Active Points); all slots Limited Power Power loses about a third of its effectiveness (Only to advance Diety's goals; -½), Limited Power Power loses about a third of its effectiveness (Only to get match diety's powers/influence; -½), Concentration (½ DCV; -¼)

 

6 Endurance Reserve  (50 END, 3 REC) Reserve:  (8 Active Points); REC:  (3 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Limited Power Power loses about a third of its effectiveness (Pray for five minutes ; -½)

 

Perks

4 Fringe Benefit:  Priest, Right to Marry:  Can perform the marriage ceremony

 

Skills

3 Bureaucratics 12-

3 Concealment 12-

3 Conversation 12-

3 Deduction 12-

3 High Society 12-

3 KS 12-

3 KS 12-

3 Linguist

3 1)  Language (completely fluent; literate) (4 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 Paramedics 12-

3 PS: Cleric 12-

3 PS: Painter 12-

3 Streetwise 12-

3 Trading 12-

 

Total Powers & Skill Cost:  108

Total Cost:  144

 

200+ Disadvantages

20 Psychological Limitation:  Loyal to the Night Sky (Common; Total)

5 Reputation: , 8-

20 Hunted:  Her Goddess 14- (Mo Pow; NCI; Watching)

10 Psychological Limitation:  Risk taker (Common; Moderate)

 

Total Disadvantage Points:  144

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Armor (2 PD/2 ED) (6 Active Points); OAF (-1), Real Armor (-¼) 0

 

Background/History:  Selune is a priestess to the Goddess of the Night Sky.  All her life she felt her presence as a calming influence on her.  But recently she has been getting visions of going into the countryside looking for certain people and items.  Her latest foray has her in Danica, waiting for a sign for where to go next.  For now she shares a place with a transplant from the north who has been treating her to food from her homeland.

 

Personality/Motivation:  A loyal cleric of her faith who is not unwilling to go places and see people she never knew before!

 

Quote:  

 

Powers/Tactics:  Selune is very much a support person and knows it.  Her abilities are not flashy, but will make the way easier!  Some ideas for her VPP:

Clairvoyance (seen under the Sky)

Healing

Detections

Light

Darkness

TK (Luck placed it there)

Invisibility

Change Environment

 

Campaign Use:  

 

Appearance:  153 cm and 68 kg with long black hair and green eyes

 

 

 

This would be a blast to play.  I can see a lot of role play opportunities with her.  But she certainly needs so better equipment and some very basic weapon training.

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KS has a rogue build called the Savant.  I just had to try to make a PC out of it. 

 

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Fantasy Hero 17 Garvin

 

 


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-

18 INT 8 13- PER Roll 13-

11 EGO 2 11- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

18 COM 4 13-

 

5 PD 3 Total:  5 PD (0 rPD)

5 ED 2 Total:  5 ED (0 rED)

3 SPD 7 Phases:  4, 8, 12

5 REC 0

26 END 0

22 STUN 0 Total Characteristic Cost:  44

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

15 Luck 3d6

 

Talents

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

 

Skills

20 +2 Overall

3 Traveler

2 1)  AK (3 Active Points) 13-

2 2)  AK (3 Active Points) 13-

2 3)  AK (3 Active Points) 13-

2 4)  AK (3 Active Points) 13-

3 Scholar

2 1)  KS (3 Active Points) 13-

2 2)  KS (3 Active Points) 13-

2 3)  KS (3 Active Points) 13-

2 4)  KS (3 Active Points) 13-

3 Linguist

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

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

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

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

3 Climbing 12-

3 Navigation 13-

3 Paramedics 13-

3 Riding 12-

3 High Society 12-

3 Stealth 12-

3 Lockpicking 12-

3 Trading 12-

2 WF:  Common Melee Weapons

 

Total Powers & Skill Cost:  100

Total Cost:  144

 

200+ Disadvantages

20 Psychological Limitation:  Swash buckler mentality (Very Common; Strong)

5 Reputation: , 8-

10 Hunted:  11- (Mo Pow; Watching)

 

Total Disadvantage Points:  144

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Garvin is too smart for his own good.  A natural at languages, various esoteric knowledges (you could call him a sage) as well as a set of useful, if not legal skills, Garvin is up for any type of adventure.  Hailing from Moregador, he's part of that troupe called the Players, who go around and have dangerous adventures.  Many believe he's loyal to Lady Luck and does her bidding.  Either way, Garvin seems to get involved with some sort of trouble where ever he goes.  

 

Personality/Motivation:  Have an adventure, come back a regale others with the tale!

 

Quote:  

 

Powers/Tactics:  Garvin is not a great combatant at the moment, and he is working on changing that. Right now he relies on being able to retreat out of trouble faster than he got into it.

 

Campaign Use:  

 

Appearance:  175 cm and 75 kg he has medium length dark brown hair and blue eyes

 

 

 

A lot of room for improvement.  More SPD and Dex, and a few combat skills.  As far as other skills go, he has a good selection, and I am sure there is a story that goes with each skill.   I for one would probably have fun with this guy!

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So a light armour warrior type who is NOT a woodsland tracker/ former hunter/ farmer on the border!

 

 

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Fantasy Hero 18  Charlese


Val Char Cost Roll Notes

13 STR 3 14- Lift 606.3kg; 4 ½d6 [5]

18 DEX 24 13- OCV:  6/DCV:  6

13 CON 6 12-

11 BODY 2 11-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV:  3

18 PRE 8 13- PRE Attack:  3 ½d6

16 COM 3 12-

 

6+4 PD 3 Total:  6/10 PD (0/4 rPD)

 

6+4 ED 3 Total:  6/10 ED (0/4 rED)

4 SPD 12 Phases:  3, 6, 9, 12

6 REC 0

26 END 0

25 STUN 0 Total Characteristic Cost:  67

 

Movement: Running: 6"/12"

 

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

 

4 +10 STR (10 Active Points); Limited Power Power loses about half of its effectiveness (Only to offset Str for Bows; -1), No Figured Characteristics (-½) 2

 

Perks

 

1 Fringe Benefit:  Weapon Permit (where appropriate)

2 Fringe Benefit:  Member of the Lower Nobility

 

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 in Medium Armour; -½)

7 Deadly Blow:  +1d6 (Any Circumstances, any bow)

 

Skills

 

2 Medium Armour:  Custom Skill 

1 Shield:  Custom Skill 

4 WF:  Common Melee Weapons, Common Missile Weapons

2 Penalty Skill Levels:  +1 vs. armor penalties to DCV with a single attack

16 +2 with All Combat

3 PS: Appraise 12-

3 Tactics 12-

3 Fast Draw 13-

3 Acting 13-

3 High Society 13-

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

4 Language (completely fluent; literate)

3 Paramedics 12-

3 Streetwise 13-

3 Persuasion 13-

3 Trading 13-

3 PS: Merchant 12-

 

Total Powers & Skill Cost:  84

 

Total Cost:  151

 

200+ Disadvantages

 

 

Total Disadvantage Points:  151

 

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

 

Armor (4 PD/4 ED) (12 Active Points); OIF (-½), Real Armor (-¼) 0

 

Killing Attack - Hand-To-Hand 1d6 (15 Active Points); OAF (-1), Real Weapon (-¼), STR Minimum 1-5 (-¼) 1

 

Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½), Real Weapon (-¼), STR Minimum 1-5 (-¼) 1

 

Killing Attack - Ranged 1 ½d6 (25 Active Points); OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼) 2

 

Background/History:  Charlese Grew up as a merchant's daughter in Kerq.  She never had to track, or hunt, but she was really good with people, and her father kept her around to work with contact.  An early kidnapping attempt made her father fearful of her health and so he hired more protection.  One taught her weapons and she showed promise with the bow.  Now grown, she feels she can benefit her father's business by seeing more of the Basin Countries and maybe even the Trammel Nomads.  Begrudgingly he gave his blessing, but she finds others sometimes do not treat her seriously.  So now she needs to get a reputation!

 

 

Personality/Motivation:  Go out and learn so she can come back and help her dad

 

 

Quote:  

 

 

Powers/Tactics:  Classic Archer.  Hang back and fire arrows.

 

 

Campaign Use:  

 

 

Appearance:  170 cm and 65 kg with long curly brown hair and hazel eyes

 

 

 

 

I tried to go against trope here. I wanted an archer, but NOT from the country. Also not a ranger/bounty hunter type. It was a bit getting her backstory to fit, and I am sure there are skills I missed, but the core is a cool PC!

 

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He's a thinking man savage!

 

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Fantasy Hero 19 Nolr el Asalim


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

15 DEX 15 12- OCV:  5/DCV:  5

15 CON 10 12-

13 BODY 6 12-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV:  4

10 PRE 0 13- PRE Attack:  4d6

12 COM 1 11-

 

6+2 PD 3 Total:  6/8 PD (0/2 rPD)

6+2 ED 3 Total:  6/8 ED (0/2 rED)

4 SPD 15 Phases:  3, 6, 9, 12

6 REC 0

30 END 0

28 STUN 0 Total Characteristic Cost:  65

 

Movement: Running: 8"/16"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

12 Running +2" (8" total), Reduced Endurance (0 END; +½) (12 Active Points)

5 +10 PRE (10 Active Points); Limited Power Power loses about half of its effectiveness (Defense; -1)

5 Healing 1 BODY, Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 ¼), Self Only (-½)

 

Talents

10 Deadly Blow:  +1d6 (any circumstances, any HTH weapon)

3 Absolute Time Sense

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 in Light Armour; -½)

 

Skills

10 +2 with DCV

6 +2 with any three maneuvers or a tight group of attacks

2 Light Armour:  Custom Skill 

1 Shield:  Custom Skill 

6 WF:  Common Melee Weapons, Common Missile Weapons, Homemade Weapons, Off Hand

3 Survival 12-

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

3 Language (completely fluent)

3 Tracking 12-

3 Paramedics 12-

3 Navigation 12-

3 Stealth 12-

3 Concealment 12-

 

Total Powers & Skill Cost:  92

Total Cost:  157

 

200+ Disadvantages

10 Psychological Limitation:  Savage Code (Uncommon; Strong)

10 Distinctive Features:  (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Money:  Poor

5 Reputation: , 8-

10 Enraged:  In combat (Uncommon), go 8-, recover 11-

 

Total Disadvantage Points:  157

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Armor (2 PD/2 ED) (6 Active Points); OIF (-½), Real Armor (-¼) 0

 

Killing Attack - Hand-To-Hand 1 ½d6 (25 Active Points); OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼)Notes: (x2 number of items) 2

 

Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½), STR Minimum 6-14 (-½), Real Weapon (-¼) 1

 

Background/History:  The Bola Wastes are a harsh environment.  Though they are slowly healing from the invoked devastation from years ago, life there is hard.  Noir lives in a village near the pass through the Wyrmian Mountains and so has been exposed to life outside the wastes. He feels that it is time for outside learning to come to the tribes so they may take advantage of the healing Wastes.  Maybe even help it along!

 

Personality/Motivation:  Curiosity about the outside world

 

Quote:  

 

Powers/Tactics:  Noir is a hit and run type.  He'll track an opponent and hit at the best possible time and then run.  He wields a pair of long daggers or a dagger and club!

 

Campaign Use:  

 

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

 

 

How do you make a Tarzan type or Native Warrior type without getting to stereotypical?  Well I do have a desert environment (Bola Desert) that is made by a past magical storm, that is inhabited by a very hardy people.  Combo of desert warrior and Apache warrior.  He has a very limited skill set, but has a lot of room for improvement!

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Killer Shrike has an archtype called the Courser.  He likes to run.  Images like the message runners of the Inca come to mind!  Well I don't have a large empire, but a city can have its own geography.  And so we have Skif!

 

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Fantasy Hero 20  Skif

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

18 DEX 24 13- OCV:  6/DCV:  6

13 CON 6 12-

13 BODY 6 12-

15 INT 5 12- PER Roll 12-

11 EGO 2 11- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

12 COM 1 11-

 

6 PD 3 Total:  6 PD (0 rPD)

6 ED 3 Total:  6 ED (0 rED)

4 SPD 12 Phases:  3, 6, 9, 12

6 REC 0

26 END 0

27 STUN 0 Total Characteristic Cost:  68

 

Movement: Running: 10"/20"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

18 Running +4" (10" total), Reduced Endurance (0 END; +½) (18 Active Points)

2 Leaping +2" (4 ½" forward, 2" upward) 1

 

Talents

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

 

Skills

10 Defense Maneuver I-IV 

3 Acrobatics 13-

3 Breakfall 13-

3 Climbing 13-

5 +1 with DCV

3 Concealment 12-

5 CK 14-

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

3 Navigation 12-

3 Paramedics 12-

3 Shadowing 12-

3 Stealth 13-

3 Survival 12-

3 Tracking 12-

2 WF:  Common Melee Weapons

 

Total Powers & Skill Cost:  81

Total Cost:  149

 

200+ Disadvantages

5 Hunted:  Guard 8- (Mo Pow; Watching)

15 Psychological Limitation:  Hates to fight (Common; Strong)

15 Dependent NPC:  Family 8- (Normal; Group DNPC: x2 DNPCs)

10 Distinctive Features:  Scar on neck (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

 

Total Disadvantage Points:  149

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

EQUIPMENT CARRIED

 

 


Equipment END

Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½), STR Minimum 6-14 (-½), Real Weapon (-¼) 1

 

Background/History:  Skif is from the hard streets of Danica.  Somewhere on the way he learned to read, but he can't seem to get a break.  He's getting too old to get into a trade and other options do not appeal to him.  Fortunately he's always been fast and so some have been using him as a courier to get messages from person to person.  He's got a good reputation at this and has learned all about just about every corner of the city.  Thus he's also gotten good at following people and acting as a guide.  Right now he and his family share a space with a lady from the north with her strange exercises and a wierd lady who talks about him helping her in her quest.  She's … different, but her paintings have been selling well!

 

Personality/Motivation:  Skif is almost an every man.  Just wants to make tomorrow a bit better that today!

 

Quote:  

 

Powers/Tactics:  If it's a fight, he tries to run.  If he can't then he'll fight but with little enthuthiasm.

 

Campaign Use:  

 

Appearance:  177 cm and 65 kg with sandy brown hair and gray eyes


 

 

 

Also I wanted a PC who was not a blood thirsty attack monster.  Skif is real good at getting out of trouble.  I also tied him to my Martial Artist and my Priestess.  He can go in a lot of directions.  Better fighter, or more rogue type skills.  Maybe some Archery?  

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So the next three PCs will experienced versions of non mage types, just to see what I can make.  So please look at them well to tell me what you think.

 

So first up is a Martial Artist type.

 

Quote

Fantasy Hero 21  Validor


Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [3]

18 DEX 24 13- OCV:  6/DCV:  6

15 CON 10 12-

15 BODY 10 12-

10 INT 0 11- PER Roll 11-

15 EGO 10 12- ECV:  5

13 PRE 3 12- PRE Attack:  2 ½d6

14 COM 2 12-

 

7 PD 4 Total:  7 PD (0 rPD)

7 ED 4 Total:  7 ED (0 rED)

4 SPD 12 Phases:  3, 6, 9, 12

6 REC 0

30 END 0

31 STUN 0 Total Characteristic Cost:  84

 

Movement: Running: 8"/16"

Gliding: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

 

7 Standing unseen:  Invisibility to Sight Group , Reduced Endurance (0 END; +½) (30 Active Points); Independent (-2), OAF (-1), Chameleon (-½)

 

4 Walk without leaving a trace:  Gliding 6" (6 Active Points); Ground Gliding (-¼), Concentration (½ DCV; -¼)

 

12 Running +2" (8" total), Reduced Endurance (0 END; +½) (12 Active Points)

 

20 Favoured by the lady:  Luck 4d6

4 Martial Strike +0 +2 8d6 Strike

5 Offensive Strike -2 +1 10d6 Strike

4 Killing Strike -2 +0 HKA 2d6

4 Martial Block +2 +2 Block, Abort

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Martial Disarm -1 +1 Disarm; 40 STR to Disarm

12 +3 HTH Damage Class(es)

 

Perks

5 Favor

4 Contact (Contact has very useful Skills or resources) 11-

 

Talents

14 Combat Luck (9 PD/9 ED) (18 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not it armour; -¼)

3 Lightsleep

8 Lightning Reflexes: +5 DEX to act first with All Actions

5 Rapid Healing

 

Skills

6 +2 with Martial Maneuvers

16 +2 with All Combat

5 Rapid Attack (HTH) 

7 Analyze:  Combat 13-

3 Acrobatics 13-

3 Breakfall 13-

3 Conversation 12-

5 Cramming 

10 Defense Maneuver I-IV 

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

2 Language (fluent conversation)

2 Language (fluent conversation)

3 Lipreading 11-

3 Navigation 11-

3 KS 11-

3 KS 11-

3 Paramedics 11-

3 Persuasion 12-

3 Riding 13-

3 Survival 11-

3 Trading 12-

 

Total Powers & Skill Cost:  209

Total Cost:  293

 

200+ Disadvantages

15 Psychological Limitation:  Must test self in combat (Common; Strong)

10 Distinctive Features:  (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Money:  Poor

15 Psychological Limitation:  Curiosity about the unknown! (Common; Strong)

48 Experience Points

 

Total Disadvantage Points:  293

Earned Experience:  0

Spent Experience:  48

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Vambraces of Protection: +4 with DCV (20 Active Points); Independent (-2), OIF (-½), Costs Endurance (-½) 2

 

Background/History:  The island of Bukan in the far west is known for its sailors and merchants.  However a less known tradition is a small group of fighters at the centre of the island who practice an... esoteric type of HTH combat.   They keep numbers small and claim they train for some mysterious event that will happen in the future.  Periodically some will leave to wander and learn and return to update the elders on what they have seen.  Validor is on such an excursion.  He has wandered to the far east and south, helped in recovering some religious items adn right now is in Danica looking for a mage reportedly heading into the northern jungles!

 

Personality/Motivation:  Curiosity, devotion to the elders and a desire to test himself

 

Quote:  

 

Powers/Tactics:  Will start with everything in full DCV until he has gained the measure of the opponent and then will shift to whatever will best suit.

 

Campaign Use:  

 

Appearance:  178 cm and 86 kg with cropped blond hair and green eyes!


 

 

 

I tried NOT to go overboard, but I was inspired a bit by Tamora Pierce "Song of the Lionesse"  and the secondary character "the Dragon"  

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He's not heavy, he's my...... ahh BLEEP! He's Heavy!
 

 

Quote

Fantasy Hero 22 Sheldron


Val Char Cost Roll Notes

20 STR 10 14- Lift 800.0kg; 5d6 [6]

15 DEX 15 12- OCV:  5/DCV:  5

18 CON 16 13-

13 BODY 6 12-

15 INT 5 12- PER Roll 12-

12 EGO 4 11- ECV:  4

15 PRE 5 14- PRE Attack:  5d6

16 COM 3 12-

 

8+14 PD 4 Total:  8/22 PD (0/14 rPD)

 

8+10 ED 4 Total:  8/18 ED (0/10 rED)

4 SPD 15 Phases:  3, 6, 9, 12

10 REC 4

46 END 5

32 STUN 0 Total Characteristic Cost:  96

 

Movement: Running: 6"/12"

 

Leaping: 5"/10"

Swimming: 2"/4"

 

Cost Powers END

 

2 Str of Will:  +5 STR (5 Active Points); Limited Power Power loses about half of its effectiveness (Ego Roll; -1), No Figured Characteristics (-½), Increased Endurance Cost (x2 END; -½) 2

 

2 Shield expert:  Armor (4 PD/0 ED) (6 Active Points); OAF (-1), Costs Endurance (Only Costs END to Activate; -¼), Limited Power Power loses about a fourth of its effectiveness (Only when using shield for Def; -¼) 1

 

5 +10 PRE (10 Active Points); Limited Power Power loses about half of its effectiveness (Offense Only; -1)

 

 

 

 

 

 

Perks

 

2 Fringe Benefit:  Concealed Weapon Permit (where appropriate)

5 Favor

1 Reputation (A medium-sized group) 11-, +1/+1d6

3 Contact (Contact has very useful Skills or resources) 8-

3 Fringe Benefit:  Lieutenant

 

Talents

 

10 Deadly Blow:  +1d6 (any circumstances, any HTH weapon)

10 Combat Luck (6 PD/6 ED) (12 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only in Heavy Armour; -¼)

6 Combat Luck (3 PD/3 ED)

 

Skills

 

16 +2 with All Combat

15 +3 with HTH Combat

10 Defense Maneuver I-IV 

2 Heavy Armour:  Custom Skill 

1 Shield:  Custom Skill 

9 WF:  Common Melee Weapons, Common Missile Weapons, Flails, Homemade Weapons, Lances, Sling, Staffs

6 Penalty Skill Levels:  +4 vs. armor penalties to DCV with a single attack

3 PS: Warrior 12-

3 Linguist

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

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

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

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

3 Armorsmith 12-

7 Breakfall 14-

3 Bureaucratics 14-

3 Climbing 12-

5 Cramming 

3 Cryptography 12-

3 High Society 14-

3 KS 12-

3 KS 12-

5 CK 14-

4 AK 13-

4 AK 13-

3 Navigation 12-

5 Paramedics 13-

5 Tactics 13-

3 Weaponsmith 12-

 

Total Powers & Skill Cost:  183

 

Total Cost:  279

 

200+ Disadvantages

 

10 Enraged:  In combat (Common), go 8-, recover 14-

15 Hunted:  Lord Koromir 8- (As Pow; NCI; Harshly Punish)

15 Psychological Limitation:  Noblesse Oblige (Common; Strong)

15 Psychological Limitation:  Likes to party (Common; Strong)

10 Reputation: , 11-

14 Experience Points

 

Total Disadvantage Points:  279

 

Earned Experience:  0

Spent Experience:  14

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

 

Multipower, 20-point reserve,  (20 Active Points); all slots OAF (-1), Limited Power Power loses about a fourth of its effectiveness (Real item; -¼)

1)  +4 with DCV (20 Active Points); OAF (-1), Limited Power Power loses about a fourth of its effectiveness (Real item; -¼)

2)  Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-½), Limited Power Power loses about a fourth of its effectiveness (Real item; -¼) 2

 

Javelin: Killing Attack - Ranged 1d6+1 (20 Active Points); OAF Durable (-1), 4 Recoverable Charges (-½), Range Based On Strength (-¼), Real Weapon (-¼) [4 rc]

 

 

Sollor's Armour: Armor (10 PD/10 ED) (30 Active Points); Independent (-2), OAF (-1) 0

 

Sword of Impact: Multipower, 60-point reserve,  (60 Active Points); all slots Independent (-2), OAF (-1)

1)  Killing Attack - Hand-To-Hand 1 ½d6 (3d6+1 w/STR) (25 Active Points); Independent (-2), OAF (-1) 2

2)  Killing Attack - Hand-To-Hand 1d6 (1 ½d6 w/STR), +4 Increased STUN Multiplier (+1) (30 Active Points); Independent (-2), OAF (-1) 3

 

Flying ax: Multipower, 15-point reserve, all slots Reduced Endurance (0 END; +½) (22 Active Points); all slots Independent (-2), Restrainable (-½)

1)  Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); Independent (-2), Restrainable (-½) 0

2)  Killing Attack - Ranged 1d6 (15 Active Points); Independent (-2), Restrainable (-½) 0

 

Potion: Healing BODY 2d6 (20 Active Points); 4 Charges which Never Recover (-3), Independent (-2), OAF (-1) [4 nr]

 

Background/History:  A member of Tentyks lesser nobility, Sheldron was taught at an early age the concept of noblesse oblige which permeates the country.  So it was no surprise that he joined the military and soon had distinguished himself as a capable officer.  He should be higher in rank, but his commander refuses to promote him or give him opportunities to advance.  This actually suits Sheldron fine as he parties hard when not on duty.  Sometimes these parties have resulted in him getting involved in some strange adventures.  So for now he'll accept less responsibility and more fun.  Like that mage heading north!

 

 

Personality/Motivation:  

 

 

Quote:  

 

 

Powers/Tactics:  Throw the javelins, throw the ax, charge in and get stuck in.  

 

 

Campaign Use:  

 

 

Appearance:  188 cm and 100 kg Shedron is BUILT.  He has dark brown hair and brown eyes.

 

 

 

 

So a thinking man's warrior. He has connections, a rank and some decent skills to get him through. Add some nasty HtH skills and you have a fairly complete package.

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My last PC.  An assassin, a trained killer.  And she is looking for redemption!

 

Quote

Fantasy Hero 23  Ann-Nura


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

15 DEX 15 12- OCV:  5/DCV:  5

18 CON 16 13-

15 BODY 10 12-

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

15 EGO 10 12- ECV:  5

10 PRE 0 11- PRE Attack:  2d6

12 COM 1 11-

 

6+4 PD 4 Total:  6/10 PD (0/4 rPD)

6+4 ED 2 Total:  6/10 ED (0/4 rED)

4 SPD 15 Phases:  3, 6, 9, 12

6 REC 0

36 END 0

29 STUN 0 Total Characteristic Cost:  76

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

15 Invisibility to Sight Group and Normal Hearing , Reduced Endurance (0 END; +½) (34 Active Points); Limited Power Power loses about a third of its effectiveness (Only while not attacking; -½), Limited Power Power loses about a third of its effectiveness (Only in shadows/darkness; -½), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Stealth or Conceal; -¼)

 

5 +5 PER with Normal Hearing

10 Targeting with Normal Hearing

24 Traps:  Detect A Class Of Things 12-/17- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees), Range, Sense

 

 

 

 

 

Perks

5 Favor

2 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact

 

Talents

14 Only from Behind or surprise:  Deadly Blow:  +2d6 ([limited circumstances])

12 Combat Luck (6 PD/6 ED)

 

Skills

2 WF:  Common Melee Weapons

16 +2 with All Combat

9 Any Blade:  +3 with any Strike

 

5 Streetwise 12-

3 Trading 11-

 

 

5 All int based:  +1 with a group of similar Skills

7 Concealment 14-

3 Security Systems 12-

3 Shadowing 12-

3 Deduction 12-

7 Disguise 14-

5 Forgery 13-

3 Mimicry 12-

3 Paramedics 12-

3 Navigation 12-

3 Survival 12-

 

10 All dex based:  +2 with a group of similar Skills

7 Stealth 14-

3 Acrobatics 12-

3 Breakfall 12-

3 Climbing 12-

3 Lockpicking 12-

3 Riding 12-

3 Sleight Of Hand 12-

 

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

3 Language (completely fluent)

4 Language (completely fluent; literate)

3 KS 12-

5 CK 14-

4 AK 13-

4 CuK 13-

 

Total Powers & Skill Cost:  226

Total Cost:  302

 

200+ Disadvantages

15 Hunted:  8- (As Pow; NCI; Harshly Punish)

20 Psychological Limitation:  Repentant for past life (Common; Total)

10 Reputation: , 11-

15 Dependent NPC:  8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)

42 Experience Points

 

Total Disadvantage Points:  302

Earned Experience:  0

Spent Experience:  42

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Piercer: Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Armor Piercing (+½), Reduced Endurance (0 END; +½) (30 Active Points); Independent (-2), OAF (-1) 0

 

Charm of Life: Life Support  (Expanded Breathing; Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (22 Active Points); Independent (-2), IIF (-¼), Concentration (½ DCV; -¼) 0

 

Cloth of Iron: Armor (4 PD/4 ED) (12 Active Points); Independent (-2), OIF (-½) 0

 

Black outs: Darkness to Sight Group 2" radius (20 Active Points); Independent (-2), OAF (-1), 4 Charges (-1), No Range (-½) [4]

 

Background/History:  Thosque in a nation of merchant houses.  And some take care of business the old fashioned way, they kill it.  Ann-Nura was just such a weapon.  Trained at an early age in killing, she was a weapon.  On one mission she was ordered to follow and kill a young cleric searching for long lost relics.  So she got in through luck and joined up as a girlfriend to one of the questors.  But she fell in love and learned the true reason her bosses wanted the relics to remain lost.  When they returned, she bid her lover goodbye and left in search of herself.  Right now she's in Danica and has made friends with another cleric, a chef(?) from the north and a cute boy who is afraid of his shadow.  She likes them but the priestess says her quest is not done yet while looking at her strangely!

 

Personality/Motivation:  Redemption.  She's a well trained assassin but is that it?

 

Quote:  

 

Powers/Tactics:  Tried and true assassin tactics.  Strike by surprise, from behind and to kill!

 

Campaign Use:  

 

Appearance:  153 cm and 50 kg Ann-Nura has brownish blond hair and brown eyes!


 

 

 

Ann-Nura is that classic trope of what she was taught to believe was wrong.  She can be a dangerous combatant, especially if she gets the drop on an opponent.  But even in a straight up fight, she is very competent.  Add the skills from a well trained rogue and we get a fairly well rounded character.  Also I had fun tying her into other PCs I made, (who are a lot les powerful) and make her something of a mentor type!

 

 

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Fear not good people I am going to make a villain section.  Not based on PCs, but the main bad guy agents.... Goblyn kind.

 

This will include the following:

Goblyn

Goblyn Lords

Goblyn Mages

 

Bugbears (Large Goblyns with assassin like abilities)

 

Ogre

Ogre-Magi

 

Troll / Hag

 

Giant

 

I am using this as an inspiration!

 

https://mythlands-erce.blogspot.com/2016/06/humanoids-part-ii-trolls.html

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  • 3 weeks later...

Now time for the bad guys.  

 

Quote

Fantasy Hero 24  Goblyn


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

11 DEX 3 11- OCV:  4/DCV:  4

13 CON 6 12-

10 BODY 0 11-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV:  3

10 PRE 0 11- PRE Attack:  2d6

6 COM -2 10-

 

4+3 PD 1 Total:  4/7 PD (0/3 rPD)

4+3 ED 1 Total:  4/7 ED (0/3 rED)

2 SPD 0 Phases:  6, 12

6 REC 0

26 END 0

24 STUN 0 Total Characteristic Cost:  10

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Talents

3 Bump Of Direction

6 Combat Luck (3 PD/3 ED)

 

Skills

3 Climbing 11-

3 Concealment 11-

3 Gambling 11-

3 KS 11-

3 KS 11-

3 KS 11-

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

3 Navigation 11-

3 Shadowing 11-

3 Stealth 11-

3 Survival 11-

10 +2 with HTH Combat

 

Total Powers & Skill Cost:  50

Total Cost:  60

 

200+ Disadvantages

20 Physical Limitation:  Hates Humans (All the Time; Greatly Impairing)

5 Enraged:  Combat (Uncommon), go 8-, recover 14-

15 Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

 

Total Disadvantage Points:  60

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Leather: Armor (3 PD/3 ED) (9 Active Points); OIF (-½), Real Armor (-¼), Full Coverage Helmet, Long Jacket with Gauntlets, High Boots (Protects Locations 3-5, 7-14, 16-18; -¼) 0

Short Sword: Killing Attack - Hand-To-Hand 1d6, Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼) 0

Short bow: Killing Attack - Ranged 1d6+1 (20 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), 8 Charges (-½), Real Weapon (-¼), Beam (-¼) [8]

 

Background/History:  

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  

 

 

 

This is your most basic goblyn.  The sword fodder,  but they can be built on.  Later I will present a medium warrior type (the elites), a goblyn lord (equal to a heavy warrior) and a Goblyn mage.  Though weak, in numbers they can be dangerous, and a lord with a mage and a few elites can present a challenge to any basic group.

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Your heroes are striking down the Goblyns too easily?  You want them to be more of a challenge?  I took the basic package above and added a medium warrior package that I got form Killer Shrike

http://www.killershrike.com/FantasyHERO/Content/PackageDeals/BasicPackages/MediumFoot.aspx

 

Note this is just the basic package.  If you want to make them even nastier add some of the options at the bottom, but even the basic package is enough to make them dangerous

 

Quote

Fantasy Hero 24a  Goblyn medium


Val Char Cost Roll Notes

16 STR 6 12- Lift 229.7kg; 3d6 [3]

12 DEX 6 11- OCV:  4/DCV:  4

14 CON 8 12-

11 BODY 2 11-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV:  3

10 PRE 0 11- PRE Attack:  2d6

6 COM -2 10-

 

4+3 PD 1 Total:  4/7 PD (0/3 rPD)

4+3 ED 1 Total:  4/7 ED (0/3 rED)

3 SPD 8 Phases:  4, 8, 12

6 REC 0

28 END 0

26 STUN 0 Total Characteristic Cost:  28

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Talents

3 Bump Of Direction

6 Combat Luck (3 PD/3 ED)

 

Skills

3 Climbing 11-

3 Concealment 11-

3 Gambling 11-

2 KS 11-

2 KS 11-

2 KS 11-

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

3 Navigation 11-

3 Shadowing 11-

3 Stealth 11-

3 Survival 11-

10 +2 with HTH Combat

2 Shield :  Custom Skill 

4 WF:  Common Melee Weapons, Common Missile Weapons

2 Penalty Skill Levels:  +1 vs. armor penalties to DCV with a single attack

10 +2 with DCV

6 +2 with any three maneuvers or a tight group of attacks

 

Total Powers & Skill Cost:  71

Total Cost:  99

 

200+ Disadvantages

20 Physical Limitation:  Hates Humans (All the Time; Greatly Impairing)

5 Enraged:  Combat (Uncommon), go 8-, recover 14-

15 Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

 

Total Disadvantage Points:  99

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Leather: Armor (3 PD/3 ED) (9 Active Points); OIF (-½), Real Armor (-¼), Full Coverage Helmet, Long Jacket with Gauntlets, High Boots (Protects Locations 3-5, 7-14, 16-18; -¼) 0

Short Sword: Killing Attack - Hand-To-Hand 1d6, Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼) 0

Short bow: Killing Attack - Ranged 1d6+1 (20 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), 8 Charges (-½), Real Weapon (-¼), Beam (-¼) [8]

 

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This would be a good type for an elite, royal guard or even that tribe that NO ONE bothers because they are THAT nasty.

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Again a basic Goblyn package but with the Heavy Warrior template from KS added.  So much like above this is a much nastier opponent that could be used as the boss for a raid party OR as a group of elites for a Goblyn King (Just take above and add all the bells a whistles from the package.  Add a magic item or two if you want to go extremely mean)

 

Quote

Fantasy Hero 24b  Goblyn Lord


Val Char Cost Roll Notes

18 STR 8 14- Lift 606.3kg; 4 ½d6 [6]

11 DEX 3 11- OCV:  4/DCV:  4

16 CON 12 12-

14 BODY 8 12-

10 INT 0 11- PER Roll 11-

12 EGO 4 11- ECV:  4

10 PRE 0 11- PRE Attack:  2d6

6 COM -2 10-

 

5+5 PD 1 Total:  5/10 PD (0/5 rPD)

5+5 ED 2 Total:  5/10 ED (0/5 rED)

3 SPD 9 Phases:  4, 8, 12

9 REC 4

41 END 5

31 STUN 0 Total Characteristic Cost:  54

 

Movement: Running: 6"/12"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

2 +5 STR (5 Active Points); No Figured Characteristics (-½), Requires A Skill Roll (-½), Increased Endurance Cost (x2 END; -½) 2

 

Talents

3 Bump Of Direction

6 Combat Luck (3 PD/3 ED)

 

Skills

3 Climbing 11-

3 Concealment 11-

3 Gambling 11-

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

3 KS 11-

3 KS 11-

3 KS 11-

3 Navigation 11-

3 Shadowing 11-

3 Stealth 11-

3 Survival 11-

10 +2 with HTH Combat

10 +2 with DCV

2 Heavy armour:  Custom Skill 

2 Shield:  Custom Skill 

4 WF:  Common Melee Weapons, Common Missile Weapons

3 Penalty Skill Levels:  +2 vs. armor penalties to DCV with a single attack

 

Total Powers & Skill Cost:  74

Total Cost:  127

 

200+ Disadvantages

20 Physical Limitation:  Hates Humans (All the Time; Greatly Impairing)

5 Enraged:  Combat (Uncommon), go 8-, recover 14-

15 Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

 

Total Disadvantage Points:  127

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Chain: Armor (5 PD/5 ED) (15 Active Points); OIF (-½), Real Armor (-¼), Full Coverage Helmet, Long Jacket with Gauntlets, High Boots (Protects Locations 3-5, 7-14, 16-18; -¼) 0

Long Sword: Killing Attack - Hand-To-Hand 1 ½d6, Reduced Endurance (0 END; +½) (37 Active Points); OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼) 0

 Bow: Killing Attack - Ranged 1 ½d6 (Custom Adder) (25 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), 8 Charges (-½), Real Weapon (-¼), Beam (-¼) [8]

Shield: Multipower, 20-point reserve,  (20 Active Points); all slots OAF (-1), Limited Power Power loses about a third of its effectiveness (Str min 6-14; -½), Limited Power Power loses about a fourth of its effectiveness (Real Iem; -¼)

1)  +4 with DCV (20 Active Points); OAF (-1), Limited Power Power loses about a third of its effectiveness (Str min 6-14; -½), Limited Power Power loses about a fourth of its effectiveness (Real Iem; -¼)

2)  Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-½), Limited Power Power loses about a third of its effectiveness (Str min 6-14; -½), Limited Power Power loses about a fourth of its effectiveness (Real Iem; -¼) 2

 

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Next up a Goblyn Mage

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Not all Goblyns are fighters. Some are a lot more dangerous!

 

Fantasy Hero 24c Goblyn Mage


Val Char Cost Roll Notes


14 STR 4 12- Lift 174.1kg; 2 ½d6 [3]
11 DEX 3 11- OCV: 4/DCV: 4
13 CON 6 12-
10 BODY 0 11-
13 INT 3 12- PER Roll 12-
10 EGO 0 11- ECV: 3
10 PRE 0 11- PRE Attack: 2d6
10 COM 0 11-

4+15 PD 1 Total: 4/19 PD (0/15 rPD)
4+15 ED 1 Total: 4/19 ED (0/15 rED)
2 SPD 0 Phases: 6, 12
6 REC 0
26 END 0
24 STUN 0 Total Characteristic Cost: 18

Movement: Running: 6"/12"
Leaping: 2"/4"
Swimming: 2"/4"

Cost Powers END
15 Endurance Reserve (50 END, 10 REC) (15 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)
1u 6) Force Field (15 PD/15 ED) (30 Active Points); Requires A Skill Roll (-½), Incantations (-¼), Side Effects (-¼)
1u 7) Invisibility to Sight Group , No Fringe (30 Active Points); Requires A Skill Roll (-½), Incantations (-¼), Side Effects (-¼)

Talents
3 Bump Of Direction
6 Combat Luck (3 PD/3 ED)

Skills
3 Climbing 11-
3 Concealment 12-
3 Gambling 12-
3 KS 12-
3 KS 12-
3 KS 12-
1 Language (imitate dialects; literate) (6 Active Points)
3 Navigation 12-
3 Shadowing 12-
3 Stealth 11-
3 Survival 12-
9 Power 15-
10 +2 with DCV

Total Powers & Skill Cost: 103
Total Cost: 121

200+ Disadvantages
20 Physical Limitation: Hates Humans (All the Time; Greatly Impairing)
5 Enraged: Combat (Uncommon), go 8-, recover 14-
15 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

Total Disadvantage Points: 121
Earned Experience: 0
Spent Experience: 0
Unspent Experience: 0

EQUIPMENT CARRIED


Equipment END


Short Sword: Killing Attack - Hand-To-Hand 1d6, Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼) 0
Staff: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +½) (30 Active Points); Hand-To-Hand Attack (-½), STR Minimum 6-14 (-½), Real Weapon (-¼) 0

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Appearance:

 

 

Another case of taking the baseline and adding a template to it. Imagine the party's surprise when a fire bolt streaks out of the mass of goblyns charging them. Or the party's tank being hit with Arcane Chains.

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He's a bit bigger than you usual Goblyn, and a lot sneakier

 

Quote

Fantasy Hero 25  Bugbear

Fantasy Hero 25  Bugbear


Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [3]

11 DEX 3 11- OCV:  4/DCV:  4

15 CON 10 12-

13 BODY 6 12-

10 INT 0 11- PER Roll 11-

11 EGO 2 11- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

6 COM -2 10-

 

4+5 PD 1 Total:  4/9 PD (0/5 rPD)

4+5 ED 1 Total:  4/9 ED (0/5 rED)

2 SPD 0 Phases:  6, 12

6 REC 0

30 END 0

29 STUN 0 Total Characteristic Cost:  29

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

15 Invisibility to Sight Group and Normal Hearing , Reduced Endurance (0 END; +½) (34 Active Points); Limited Power Power loses about a third of its effectiveness (Only while not attacking; -½), Limited Power Power loses about a third of its effectiveness (Only in shadows/darkness; -½), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Stealth or Conceal; -¼)

 

Talents

3 Bump Of Direction

 

Skills

3 Climbing 11-

9 Concealment 14-

3 Gambling 11-

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

3 Navigation 11-

3 Shadowing 11-

9 Stealth 14-

3 Survival 11-

3 Tactics 11-

10 +2 with HTH Combat

 

Total Powers & Skill Cost:  65

Total Cost:  94

 

200+ Disadvantages

15 Distinctive Features:  (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15 Physical Limitation:  (Frequently; Greatly Impairing)

 

Total Disadvantage Points:  94

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Armor (5 PD/5 ED) (15 Active Points); OIF (-½), Real Armor (-¼), Full Coverage Helmet, Long Jacket with Gauntlets, High Boots (Protects Locations 3-5, 7-14, 16-18; -¼) 0

Killing Attack - Hand-To-Hand 1 ½d6, Reduced Endurance (0 END; +½) (37 Active Points); OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼) 0

Killing Attack - Hand-To-Hand 1d6, Range Based On STR (+¼), Reduced Endurance (0 END; +½) (26 Active Points); OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼) 0

 

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A bigger, stronger, nastier template for the PCs.  Even at their most basic, they are almost like warrior assassins.  In fact giving them something like Deadly Blow (only from behind) / your basic backstab could take a party to nil almost immediately!

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Again taking the Bugbear base above and add a template. I was so tempted to add an assassin type, but decided to go medium warrior because, well you'll see!

 

 

 

Quote

Fantasy Hero 25a Bugbear


Val Char Cost Roll Notes


18 STR 8 13- Lift 303.1kg; 3 ½d6 [4]
12 DEX 6 11- OCV: 4/DCV: 4
16 CON 12 12-
14 BODY 8 12-
11 INT 1 11- PER Roll 11-
14 EGO 8 12- ECV: 5
10 PRE 0 11- PRE Attack: 2d6
6 COM -2 10-

5+5 PD 1 Total: 5/10 PD (0/5 rPD)
4+5 ED 1 Total: 4/9 ED (0/5 rED)
3 SPD 8 Phases: 4, 8, 12
7 REC 0
32 END 0
31 STUN 0 Total Characteristic Cost: 51

Movement: Running: 6"/12"
Leaping: 3"/6"
Swimming: 2"/4"

Cost Powers END
15 Invisibility to Sight Group and Normal Hearing , Reduced Endurance (0 END; +½) (34 Active Points); Limited Power Power loses about a third of its effectiveness (Only while not attacking; -½), Limited Power Power loses about a third of its effectiveness (Only in shadows/darkness; -½), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Stealth or Conceal; -¼)

Talents
3 Bump Of Direction

Skills
3 Climbing 11-
9 Concealment 14-
3 Gambling 11-
1 Language (imitate dialects; literate) (6 Active Points)
3 Navigation 11-
3 Shadowing 11-
9 Stealth 14-
3 Survival 11-
7 Tactics 13-
10 +2 with HTH Combat
10 +2 with DCV
6 Swords: +2 with any three maneuvers or a tight group of attacks
3 PS: Appraise 11-
2 Medium Armour: Custom Skill
2 Shield: Custom Skill
4 WF: Common Melee Weapons, Common Missile Weapons
2 Penalty Skill Levels: +1 vs. armor penalties to DCV with a single attack

Total Powers & Skill Cost: 98
Total Cost: 149

200+ Disadvantages
15 Distinctive Features: (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Physical Limitation: (Frequently; Greatly Impairing)

Total Disadvantage Points: 149
Earned Experience: 0
Spent Experience: 0
Unspent Experience: 0

EQUIPMENT CARRIED


Equipment END


Armor (5 PD/5 ED) (15 Active Points); OIF (-½), Real Armor (-¼), Full Coverage Helmet, Long Jacket with Gauntlets, High Boots (Protects Locations 3-5, 7-14, 16-18; -¼) 0
Killing Attack - Hand-To-Hand 1 ½d6, Reduced Endurance (0 END; +½) (37 Active Points); OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼) 0
Killing Attack - Hand-To-Hand 1d6, Range Based On STR (+¼), Reduced Endurance (0 END; +½) (26 Active Points); OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼) 0

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So the extra combat skill levels and the ability to go hidden make for a VERY nasty hit and run type opponent. Not to say they can't slug it out, but striking from surprise is their thing!

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Classic enemy. You can't go wrong with a classic!

 

Quote

Fantasy Hero 26  Ogre


Val Char Cost Roll Notes

15+10 STR 5 12- / 14- Lift 200.0kg/800.0kg; 3d6/5d6 [3/5]

11 DEX 3 11- OCV:  4/DCV:  4

15 CON 10 12-

13+2 BODY 6 12-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV:  3

15 PRE 5 12- PRE Attack:  3d6

6 COM -2 10-

 

6+5 PD 3 Total:  6/11 PD (2/7 rPD)

 

6+5 ED 3 Total:  6/11 ED (2/7 rED)

2 SPD 0 Phases:  6, 12

6 REC 0

30 END 0

29+2 STUN 0 Total Characteristic Cost:  31

 

Movement: Running: 6"/12"

 

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

 

15 Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 400 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½)

2 Damage Resistance (2 PD/2 ED)

15 Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR), Reduced Endurance (0 END; +½) (15 Active Points)

 

Skills

 

3 Climbing 11-

3 Gambling 11-

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

3 Navigation 11-

3 Survival 11-

10 +2 with HTH Combat

 

Total Powers & Skill Cost:  55

 

Total Cost:  86

 

200+ Disadvantages

 

25 Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

30 Enraged:  (Uncommon), go 11-, recover 8-, Berserk

15 Physical Limitation:  (Frequently; Greatly Impairing)

 

Total Disadvantage Points:  86

 

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

 

Armor (5 PD/5 ED) (15 Active Points); OIF (-½), Real Armor (-¼), Full Coverage Helmet, Long Jacket with Gauntlets, High Boots (Protects Locations 3-5, 7-14, 16-18; -¼) 0

Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +½) (45 Active Points); OAF (-1), STR Minimum 15-17 (-¾), Real Weapon (-¼) 0

 

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Ogres are classic for a reason. Durable, tough, and able to dish out a lot of damage if they connect.

Give them a suit of armour and a BIG sword and even a base ogre would be a danger to a starting hero. Add any Warrior template (esp the Heavy) and you have a nasty machine of destruction. I will NOT go that route.

Instead I will show the Ogre with a Beast-master vibe (Totemic Warrior) and a more magical Ogre (Ogre Mages or Onis are another classical baddie)

 

 

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First up a Totem Warrior 

 

Quote

Fantasy Hero 26a  Ogre


Val Char Cost Roll Notes

15+10 STR 5 12- / 14- Lift 200.0kg/800.0kg; 3d6/5d6 [3/5]

11 DEX 3 11- OCV:  4/DCV:  4

15 CON 10 12-

13+2 BODY 6 12-

8 INT -2 11- PER Roll 11-

10 EGO 0 11- ECV:  3

15 PRE 5 12- PRE Attack:  3d6

6 COM -2 10-

 

6+3 PD 3 Total:  6/9 PD (2/5 rPD)

6+3 ED 3 Total:  6/9 ED (2/5 rED)

4 SPD 19 Phases:  4, 8, 12

6 REC 0

30 END 0

29+2 STUN 0 Total Characteristic Cost:  50

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

15 Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 400 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½)

2 Damage Resistance (2 PD/2 ED)

15 Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR), Reduced Endurance (0 END; +½) (15 Active Points)

10 Mind Link , One Specific Mind, Psychic Bond

 

Perks

30 Follower Boar

 

Talents

7 Beast Speech (15 Active Points); Limited Power Power loses about half of its effectiveness (Totem animal only; -1)

6 Combat Luck (3 PD/3 ED)

 

Skills

3 Climbing 11-

3 Gambling 11-

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

3 Navigation 11-

3 Survival 11-

10 +2 with HTH Combat

4 One full totem animal:  Custom Skill 

3 Totem:  Power 11-

5 Animal Handler 13-

3 Tracking 11-

2 WF:  Common Melee Weapons

 

Total Powers & Skill Cost:  125

Total Cost:  175

 

200+ Disadvantages

25 Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

30 Enraged:  (Uncommon), go 11-, recover 8-, Berserk

15 Physical Limitation:  (Frequently; Greatly Impairing)

 

Total Disadvantage Points:  165

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Armor (3 PD/3 ED) (9 Active Points); OIF (-½), Real Armor (-¼), Full Coverage Helmet, Long Jacket with Gauntlets, High Boots (Protects Locations 3-5, 7-14, 16-18; -¼) 0

Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +½) (45 Active Points); OAF (-1), STR Minimum 15-17 (-¾), Real Weapon (-¼) 0

 

Background/History:  

 

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Quote:  

 

Powers/Tactics:  Note the Boar totem gives him a +10 to Str, +5 to Con, a 2d6 HA and 5/5 armour

 

Campaign Use:  

 

Appearance:  

 

 

 

I think a combined attack by a large boar and this monster would make most players run in fear.  And this is just a basic package!

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  • 3 weeks later...

Ogre Magi are another staple in the game as well So here we have a Spell using ogre.  

 

Quote

Fantasy Hero 26b  Ogre


Val Char Cost Roll Notes

15+10 STR 5 12- / 14- Lift 200.0kg/800.0kg; 3d6/5d6 [3/5]

12 DEX 6 11- OCV:  4/DCV:  4

15 CON 10 12-

13+2 BODY 6 12-

13 INT 3 12- PER Roll 12-

12 EGO 4 11- ECV:  4

15 PRE 5 12- PRE Attack:  3d6

6 COM -2 10-

 

6+15 PD 3 Total:  6/21 PD (2/17 rPD)

6+15 ED 3 Total:  6/21 ED (2/17 rED)

4 SPD 18 Phases:  3, 6, 9, 12

6 REC 0

30 END 0

29+2 STUN 0 Total Characteristic Cost:  61

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

15 Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 400 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½)

2 Damage Resistance (2 PD/2 ED)

10 Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR) 1

 

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

 

30 Preciat:  Multipower, 40-point reserve, all slots Reduced Endurance (0 END; +½) (60 Active Points); all slots Requires A Skill Roll (-½), Incantations (-¼), Side Effects (-¼)

2u 1)  Arcane Fist:  Energy Blast 8d6 (40 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)

2u 3)  Blind:  Sight Group Flash 5d6, Explosion (+½) (37 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)

2u 5)  Arcane Anesthesia:  Drain STUN 2d6 (standard effect: 6 points), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +½), Ranged (+½) (40 Active Points); Requires A Skill Roll (-½), Incantations (-¼), Side Effects (-¼)

1u 6)  Arcane Shield:  Force Field (15 PD/15 ED) (30 Active Points); Requires A Skill Roll (-½), Incantations (-¼), Side Effects (-¼)

2u 7)  Mage Hand:  Telekinesis (20 STR), Fine Manipulation (40 Active Points); Requires A Skill Roll (-½), Incantations (-¼), Side Effects (-¼)

 

Skills

3 Climbing 11-

3 Gambling 12-

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

3 Navigation 12-

3 Survival 12-

10 +2 with HTH Combat

11 Power 16-

6 Magic:  +2 with any three maneuvers or a tight group of attacks

 

Total Powers & Skill Cost:  116

Total Cost:  177

 

200+ Disadvantages

25 Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

15 Enraged:  (Uncommon), go 11-, recover 11-

15 Physical Limitation:  (Frequently; Greatly Impairing)

 

Total Disadvantage Points:  167

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +½) (45 Active Points); OAF (-1), STR Minimum 15-17 (-¾), Real Weapon (-¼) 0

 

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Quote:  

 

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Appearance:  



 

 

Not as out and out deadly as the Totem Warrior above, but played right, can give the PCs a great big head ache.  Give him some goblyn minions and he is now MUCH more dangerous!

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Your players need something NASTIER than an ogre.... OK!

 

Quote

Fantasy Hero 27 Troll


Val Char Cost Roll Notes

15+15 STR 5 12- / 15- Lift 200.0kg/1600.0kg; 3d6/6d6 [3/6]

12 DEX 6 11- OCV:  4/DCV:  4

18 CON 16 13-

15+3 BODY 10 12- / 13-

10 INT 0 11- PER Roll 13-

10 EGO 0 11- ECV:  3

20 PRE 10 13- PRE Attack:  4d6

6 COM -2 10-

 

9+2 PD 6 Total:  9/11 PD (0/2 rPD)

9+2 ED 5 Total:  9/11 ED (0/2 rED)

3 SPD 8 Phases:  4, 8, 12

10 REC 6

36 END 0

42+3 STUN 10 Total Characteristic Cost:  80

 

Movement: Running: 9"/18"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

23 Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 800 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (34 Active Points); Always On (-½)

 

15 Claws:  Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) 1

6 Armor (2 PD/2 ED)

6 Running +3" (9" total) 1

6 +2 PER with all Sense Groups

6 Stretching 1", Reduced Endurance (0 END; +½), Persistent (+½) (10 Active Points); Always Direct (-¼), no Noncombat Stretching (-¼), No Velocity Damage (-¼)

 

Skills

3 Climbing 11-

3 Concealment 11-

3 Gambling 11-

3 Survival 11-

2 WF:  Common Melee Weapons

 

Total Powers & Skill Cost:  76

Total Cost:  156

 

200+ Disadvantages

25 Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

30 Enraged:  (Uncommon), go 11-, recover 8-, Berserk

15 Physical Limitation:  (Frequently; Greatly Impairing)

 

Total Disadvantage Points:  156

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  



 

 

 

And this is just the Template.  Wait until you see what I can add to it!

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As the party ran into the gatehouse, they rushed to close and bar the door in the face of the following goblyns.

"Think that will stop them?" asked Chorin.

"Hopefully!" answered Mikel.

Then a loud ROAR rang out and Mikel and Haron both went white.  Heron looked out through a spy hole "&^%*!" he exclaimed!

"What?" asked Chorin.

Mikel and Heron both answered "Cave Troll!"

 

Quote

Fantasy Hero 27a Troll Warrior


Val Char Cost Roll Notes

20+15 STR 10 13- / 16- Lift 400.0kg/3200.0kg; 4d6/7d6 [4/7]

12 DEX 6 11- OCV:  4/DCV:  4

21 CON 22 13-

18+3 BODY 16 13-

10 INT 0 11- PER Roll 13-

12 EGO 4 11- ECV:  4

20 PRE 10 13- PRE Attack:  4d6

6 COM -2 10-

 

10+9 PD 6 Total:  10/19 PD (0/9 rPD)

10+9 ED 6 Total:  10/19 ED (0/9 rED)

4 SPD 18 Phases:  3, 6, 9, 12

13 REC 10

52 END 5

49+3 STUN 10 Total Characteristic Cost:  121

 

Movement: Running: 9"/18"

Leaping: 4"/8"

Swimming: 2"/4"

 

Cost Powers END

23 Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 800 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (34 Active Points); Always On (-½)

 

15 Claws:  Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) 1

6 Armor (2 PD/2 ED)

6 Running +3" (9" total) 1

6 +2 PER with all Sense Groups

6 Stretching 1", Reduced Endurance (0 END; +½), Persistent (+½) (10 Active Points); Always Direct (-¼), no Noncombat Stretching (-¼), No Velocity Damage (-¼)

 

Skills

3 Climbing 11-

3 Concealment 11-

3 Gambling 11-

3 Survival 11-

2 WF:  Common Melee Weapons

10 +2 with HTH Combat

1 AF:  Custom Skill 

1 AF shld:  Custom Skill 

 

6 +3 with DCV (15 Active Points); Limited Power Power loses about half of its effectiveness (HTH only; -1), Limited Power Power loses about a third of its effectiveness (WoO; -½)

 

Total Powers & Skill Cost:  94

Total Cost:  215

 

200+ Disadvantages

25 Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

30 Enraged:  (Uncommon), go 11-, recover 8-, Berserk

15 Physical Limitation:  (Frequently; Greatly Impairing)

 

Total Disadvantage Points:  215

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +½) (45 Active Points); OAF (-1), STR Minimum 15-17 (-¾), Real Weapon (-¼) 0

 

Armor (7 PD/7 ED) (21 Active Points); Full Coverage Helmet, Long Jacket, High Boots (Protects Locations 3-5, 9-14, 16-18; -¾), OIF (-½), Real Armor (-¼) 0

 

Background/History:  

 

Personality/Motivation:  

 

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Appearance:  



 

 

 

This is to scare those PCs who start to think they are unbeatable.  One of these with a group of goblyns should challenge most groups.  Even alone, he would be a tough opponent!

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So we are at the pinnacle of the bad guy pyramid.  Some use dragons as their big bads, or maybe some sort of demon (like India's rakshasa).  I am taking inspiration from Norse and Celtic stories and using GIANTS.  So here is your base giant....

 

Quote

Fantasy Hero 28 Giant


Val Char Cost Roll Notes

15+25 STR 5 12- / 17- Lift 200.0kg/6400.0kg; 3d6/8d6 [3/8]

12 DEX 6 11- OCV:  4/DCV:  4

18 CON 16 13-

20+5 BODY 20 13- / 14-

13 INT 3 12- PER Roll 14-

13 EGO 6 12- ECV:  4

20 PRE 10 13- PRE Attack:  4d6

10 COM 0 11-

 

12 PD 9 Total:  12 PD (5 rPD)

12 ED 8 Total:  12 ED (5 rED)

3 SPD 8 Phases:  4, 8, 12

14 REC 14

36 END 0

47+5 STUN 10 Total Characteristic Cost:  115

 

Movement: Running: 12"/24"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

37 Growth (+25 STR, +5 BODY, +5 STUN, -5" KB, 3,200 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (56 Active Points); Always On (-½)

 

22 Naked Advantage: Area Of Effect (up to One Hex; +½) for up to 45 Active Points (22 Active Points) 2

5 Damage Resistance (5 PD/5 ED)

15 Energy Damage Reduction, Resistant, 25%

15 Physical Damage Reduction, Resistant, 25%

18 Running +6" (12" total), Reduced Endurance (0 END; +½) (18 Active Points)

6 +2 PER with all Sense Groups

6 Stretching 1", Reduced Endurance (0 END; +½), Persistent (+½) (10 Active Points); Always Direct (-¼), no Noncombat Stretching (-¼), No Velocity Damage (-¼)

 

Skills

3 Concealment 12-

3 Climbing 11-

10 +2 with HTH Combat

3 Gambling 12-

3 Survival 12-

 

Total Powers & Skill Cost:  146

Total Cost:  261

 

200+ Disadvantages

25 Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

30 Enraged:  (Uncommon), go 11-, recover 8-, Berserk

15 Physical Limitation:  (Frequently; Greatly Impairing)

5 Physical Limitation:  Reduced Leap by half (Infrequently; Slightly Impairing)

 

Total Disadvantage Points:  261

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  

 

 

 

Even this Basic Package should SCARE players.  The durability here is quite impressive and players would be hard pressed to face just one!

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