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FH Bases


Victor

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Spells and monsters have been done to death, almost... so lets try our hands at some real estate. To kick things off, here is one I made for a low-point/low-fantasy game recently. You may want to replace the distinctive features with something more appropriate to your own setting.

 

Cattle Ranch

 

Val Char Cost
4 BODY 2
3 DEF 3
4 SIZE 8 Length 10.08", Width 5.04", Area 50.80" DCV -6
Characteristics Cost: 13

 

Cost Power END
0 Surrounding Fence for Grounds: 2 DEF, 2 BODY
0 Description: a 3"x5" House, a 4"x7" Barn/Stable with a 2"x3" overhead loft for feed and fodder, and a 1"x1" outhouse
Powers Cost: 0

 

 

Cost Skill
3 Cattle Ranch: PS: Cattle Ranching 12-
2 Homestead: PS: Day-to-day living 11-
2 Barn/Stable: Animal Handler (Bovines, Equines) 8-
Skills Cost: 7

 

Cost Perk
12 Pasture & Fields: Grounds (x3237 Base Size) (approximately 300"x540", or 160 acres)
5 Livestock: Money: Well Off
0 "Little House on the Prairie": Location: Distant; Difficult to defend
Perks Cost: 17

 

 

Total Character Cost: 37

 

Val Disadvantages
10 Vulnerability: 1 1/2 x BODY Fire (Common)
10 Distinctive Features: Colonist Dwelling (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
5 Dependent NPC: Cattle Herd 8- (Slightly Less Powerful than the PC)

Disadvantage Points: 25

 

Base Points: 12

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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This kiva might belong to a single shaman, or be shared by many. In either case, whoever's guarding it may have to contend with other wandering shamans stopping by with a desire to consult the spirits, as well as providing their meager hospitality to others that the spirits guide there, or those who come seeking advice. Often, dealing with these visitors is viewed by the spirits as a test of the occupants' worthiness, as much as the journey was a test of the visitor.

 

Shamanic Kiva

Val Char Cost
12 BODY 10 11-
7 DEF 15
0Size 0Length 4.00", Width 2.00", Area 8.00" DCV -4Characteristics Cost: 25

 

Cost Power END
0 Description: A cave with a floor area of 7 hexes, with either a 1" tunnel in the ceiling/floor (and a ladder), or a 1" tunnel on a wall (and a heavy stone for a door). An area outside is cleared and levelled, suitable for pitching a tent and/or making a semi-permanant camp.
5 Friendly Spirits: Multipower, 12-point reserve, all slots: Usable By Other (+1/4) (15 Active Points); OAF Fragile (Focus - Fetishes and Sand Paintings; -1 1/4), Arrangement (-1/4), Requires A Magic (Shamanism) Roll (-1/2)
1u 1) Succor 2d6 (max. Aided Points: 12), Variable Effect One Power At A Time (+1/4) (12 Active Points); Others Only (-1/2), Limited Special Effect Shamanic Magic (-1/4) (uses Personal END) 1
1u 2) Suppress 2d6, Variable Effect One Power At A Time (+1/4) (12 Active Points); Limited Special Effect: Magic (-1/4) (uses END Reserve) 1
2 Spirit Benefactor: Luck 1d6, Usable By Other (+1/4) (6 Active Points); 1 Charges (-2), Costs Endurance Only Costs END to Activate (-1/4) (uses END Reserve) 1
2 Spirit Energy: Endurance Reserve (10 END, 2 REC) Reserve: , Usable By Other (+1/4) (3 Active Points); Requires A Magic (Shamanism) Roll (-1/2), Limited Power Only for Shamanic magic, or spirit powers (-1/4)
Powers Cost: 11

 

 

Cost Skill
6 Magic: Shamanism (INT-based) 12-
Skills Cost: 6

 

Cost Perk
1 Grounds (x2 Base Size)
10 Location: Distant; Easily Defended
7 Totem Spirit: Spirit Contact (Contact has extremely useful Skills or resources, Good relationship with Contact) 12-
Perks Cost: 18

 

Total Character Cost: 60

 

Val Disadvantages
15 Hunted: Spirits 14- (Mo Pow; Watching)

Disadvantage Points: 15

 

Base Points: 45

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

So, anyone want to join me here? This thread is pretty lonely so far.

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Dragon Inn

 

Val Char Cost

3 BODY 1

5 DEF 9

7 Size 12 8" x 8", 2 story structure

Char Total: 22

 

Cost Power

5 Location: Suburb

2 Grounds: Large Fenced grazing area (500 hexes)

6 Kitchens: PS: Cooking 13-

Power Total: 13

 

Total Cost: 35

 

Description:

The Dragon Inn is a small drinking establishment based at the rural outskirts of a large city. It is frequented by traders and tinkers, merchants and the odd mariner. The inn serves both food and drink at reasonable prices. It offers no rooms, with the loft upstairs comprising of rooms for the family and the lower common room sleeping any servants or the odd guest.

 

The Dragon Inn was inspired by and based on the Hirst Arts Model of the same name. For more information, pictures, etc. check out their website:

http://www.hirstarts.com

 

My only association to them is that I have built and enjoy some of their structures.

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Dwarven Mercenary Seige Engineers Steading

 

Iron Hill Winter Steading

 

This is a base made for my retired Dwarven adventurer for 2nd edition. He had a wish he made that enabled him to know the best way to get this base built. This is for a Dwarven Priest, who had a rather large interest in siege Warfare.

 

Val Char Cost

12 BODY 10 11/2 M thick

5 DEF 3 Walls of Stone

HUGE SIZE 34 20, 000 hexes in just interior buildings, tunnels and what not

 

Characteristics Cost: 47

 

Cost Power END

9 Surrounding Fence for Grounds: 12 DEF, 5 BODY, 11- activation, repersenting a "half high" stone wall.

4 Grounds: 160,000 the equivalent of a large desmene but is used as a "wargrounds/target practice" location (needing lots of room in order to fire off catapults and ballistae)

?"vehicle" Captapults, only fire in a 0 degree arc (-3/4),6 growth increments

+20: 16 count Catapults

? "vehicle" Ballista, only fire in a 0 degree arc (-3/4), 6 growth increments, +40 Str only for hurling boulders

+20: 16 count Ballistas

20: 100 point Trooper, typically with PS seige engineer and PS construction and a Dwarven package. Almost all have TF: Common Missile Weapons and TF: Common meelee Weapons and TF: Siege Weapons.

40: 256 members of the Mercenary troop.

these are not only the crews for the "vehicles" but stone workers, masons, lumberjacks, scouts, guards, blacksmiths, command staff, etc...

These people are housed in the on site barracks.

Description:

Powers Cost:

 

 

Cost Skill

19: 17- Smithing "Lab"

10: four Smithies

19: 17- Seige Engineering "Lab"

10: four firing fields

19: 17- Seige equipment construction "Lab"

10: four construction yards

19: 17- Tunneling "Lab"

10: four mining areas

19: 17-Construction "Lab"

10: four construction yards

11: 13-Magic genral cross referencing as well as other groups than the arcane and divine labs.

19: 17-Divine library (private Shrine)

7: Three additional Shrines at 13- Skill rolls

11: 13-Arcane library

 

 

Skills Cost:

 

Cost Perk

5 "Suburbs" has a town/village at it's foot,

20 underground, primarily because a large porton of the building is mines, and former mining passages.

 

Perks Cost:

 

Total Character Cost:

 

Val Disadvantages

10 Watched by Crown: deeded responsibilities to the highest ranking noble in the land.

10 Distinctive Features: Colonist Dwelling (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

5 Dependent NPC: Village 8- (Less Powerful than the PC's/average Trooper)

 

Disadvantage Points:

 

Base Points:

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

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