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Mounten Continental Campaign


Egyptoid

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Log book of the Fantasy Hero Campaign...

 

First post: overview and set-up

Well I am so proud. the Thursday night D20 Dnd group

will begin playing FANTASY HERO soon.

 

GM has gotten archetypes from all the players (heroic fighter, earth priest, magus, etc)

and has told us basics of the world and campaign goal.

 

2 vast continents of men's kingdom lay jammed together,

along between them run a vast wide mountain range.

(vaguely like Europe and Asia are separated by the URALS)

 

In these mountains, a shifty and perilous land, where no certain land routes lie,

there used to be a trade path, the Main Pass. Somewhat like a Fae realm,

the routes between various places shift in the Mountains, and between the continents. And the mountains are home to the special peoples of the world. Elves, Gnomes, Lizard Folk, Manticore, Giants, Djinni, and other magickal beings live there, sometimes whole cities of them. But the shifty misty ways of travel in the passes ensure that there are no gazzeteers.

 

So there are no maps of the Mountains. What you have is people who know things and Ways. Rangers can get you safely between the Iron Pass and the Mistwood Valley, but they can't draw you a map of how to do it.

 

the one exception was the Main Pass. nearly anyone with an everyman familiarity of navigation could trek the pass, and in about 2 months, get from the Eastern Continent to the Western Lands. In the middle, was the Half-Way Castle.

 

now the mystery for our characters to solve is to find out why the Main Pass is now cloudy and misdirected like the rest of the Mountain Lands, and to find out the fate of the Castle, since it now seems rumored to be wrecked or abandoned.

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Re: Mounten Continental Campaign

 

Please Critique My Character:

I havent played Fantasy Hero in Years (tons of Champs & Pulp)

so please do point out anything and ask away ! :rolleyes:

VERSION TWO

[b]TRAYBURN  - Ebenezer Hogarth[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
12    STR     2   12      11-       HTH Damage 2d6  END [2]
13    DEX     9   13      12-       OCV 4 DCV 4
18    CON     16   18      13-
10    BODY    0   10      11-
15    INT     5   15      12-       PER Roll 12-
15    EGO     10   15      12-       ECV: 5
15    PRE     5   15      12-       PRE Attack: 3d6
10    COM     0   10      11-
4    PD      2   4/7             4/7 PD (0/3 rPD)
4    ED      0   4/7             4/7 ED (0/3 rED)
4    SPD     17   4                 Phases:  3, 6, 9, 12
6    REC     0   6
36    END     0   36
25    STUN    0   25
6    RUN      0   6"                  END [1]
2    SWIM     0   2"                  END [1]
1    LEAP     -1   1"                1" forward, 0 1/2" upward

[b]CHA Cost: 65[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
21     [b][i]EARTH MANA 35 POINT POWER POOL[/i][/b]: Variable Power Pool (Faith Based Pool 35 ACTIVE LIMIT), 18 base + 3 control cost,  (27 Active Points); OIF (-1/2), Only When Serving The God's Purposes (-1/2), Limited Class Of Powers Available Limited (-1/2), Requires A Skill Roll (-1/2), Gestures (-1/4) - END=
5     Nightvision - END=
6     Endurance Reserve  (60 END, 2 REC) Reserve:  (8 Active Points); OIF Unbreakable (Staff; -1/2) - END=

[b]POWERS Cost: 32[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
2      WF:  Common Melee Weapons
2      TF:  Carts & Carriages, Equines
3      Tracking 12-
2      Survival (Mountain) 12-
1      PS: farming 8-
1      PS: mining 8-
1      PS: jeweler 8-
2      Language:  common (basic conversation; literate)
3      KS: Geology 12-
3      KS: Agriculture 12-
1      KS: Area Know: Home Lands 8-
3      KS: Magic & Magicians 12-
3      High Society 12-
1      Faith: Earth Magic 14-
3      Climbing 12-
3      Analyze:  Magic 12-

[b]SKILLS Cost: 34[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
1      Reputation (A small to medium sized group) 8-, +1/+1d6
4      Fringe Benefit:  Priest, Right to Marry:  Can perform the marriage ceremony
9      Follower (22 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Requires A Background Skill Roll (-1/4)

[b]PERKS Cost: 14[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
5      Magesight

[b]TALENTS Cost: 5[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Accidental Change:  Spells shut off if hoisted or thrown 8- (Common)
10     Daily Prayers:  -20 Active Points from Affected Power (Uncommon, 1 Day)
5     Social Limitation:  Last Name, Family Name, Traveling Name (Frequently, Minor, Not Limiting In Some Cultures)
5     Distinctive Features:  Egyptoid Preist Gear : Staff, Sword, Hat, Robes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5     Vow of Poverty:  Poor
5     Distinctive Features:  Dark Skin, Green Eyes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25     Social Limitation:  Vow to Uphold Quest (Very Frequently, Severe)
5     Reputation:  Earth Priest, 8-
5     Psychological Limitation:  Brave, Dutiful (Uncommon, Moderate)

[b]DISADVANTAGES Points: 75[/b]


Base Pts: 75
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 150

TRAYBURN - Ebenezer Hogarth

:straight:PERSONALITY/MOTIVATION: a creature of duty

 

:straight:QUOTE: The earth can absorb and cleanse all our foulings

 

:straight:POWERS/TACTICS: omni-power from the pool of earth mana

 

:straight:CAMPAIGN USE: support character

 

:straight:APPEARANCE: "egyptian" priest

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Re: Mounten Continental Campaign

 

Hmm, I like the premise. Reminds me of One Piece. Very cool, the more I think about it, the more I might steal it sometime! :D

 

Also, Con means he'll take a lickin' and keep on kickin'! In a way, it's a more useful stat than Dex. Although, since it's obviously a 150 campaign, why are you letting 3 points go to waste and not putting them into Dex for Dex 11? It would be a major improvement all around.

 

Rob

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Re: Mounten Continental Campaign

 

Version Two of my priest. is posted above. this has revisions permitted by the GM.

 

Somethings I would have never done, but we are going off into

the wilderness, and so city life and hometown skills just don't matter.

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