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Iron Kingdoms FH Conversion


Arzash

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Greetings,

I recently had a couple of people express interest in what I had come up with when I was working on converting Privateer Press' Iron Kingdoms setting to Fantasy Hero. Much of this is still fairly raw as the project got put on hiatus when the players in my group got distracted by a different game and then dove into 4ed D&D when it came out.

 

To start here are a few links to discussions that I have been using for reference.

 

http://www.herogames.com/forums/showthread.php?t=69826 - Alternative healing for IK

http://www.herogames.com/forums/showthread.php?t=61698&highlight=arzash - Discussion on Magick Frameworks of different types in the same setting

http://www.herogames.com/forums/showthread.php?t=35957 - Old discussion from '05 about IK to FH conversions

 

Also I have found Killer Shrikes website to be of great help as well.

http://www.killershrike.com/

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Re: Iron Kingdoms FH Conversion

 

First, here is my concept statement on the magic system for the Iron Kingdoms. The magic system still needs allot of work but this is my gerneral thoughts for it.

 

Magic of the Iron Kingdoms

 

The magic of the Iron Kingdoms can be divided into several categories and sub categories.

 

Divine Magic – Divine Magic is bought as an Elemental Control with the limitations of; Requires a Faith roll (-1/2), OAF (holy symbol, -1), Only when serving their god’s purposes (-1/2). Magic granted to the faithful by the various deities of Immoran. This magic is used by clerics, ascetics, holy warriors, and druids. All Healing type spells must have the -1/2 (-1 for Menites) Limitation (Side Effect Pain of Healing). Additional Limitations that could be used are; Gestures (-1/4), Incantations (-1/4), Increased End (Varies). All offensive spells have the -1/2 Limitation (Spell). Some types of spells are favored more by some gods than others. Also, some deities just plain don’t offer certain spells to their followers. These distinctions will be discussed under the specific dieties.

 

Arcane Magic – Arcane magic was first explored by the elves in ancient times or was bestowed upon select individuals that were favored by the Infernals. After the Orgoth occupation Arcane magic became available to the bulk of the rest of the races of Immoran with the exception of Ogrun. It is currently unknown why Ogrun do not have the capacity to use Arcane Magic. Arcane Magic use can be divided into several sub-categories; Wizardry, Sorcery, Arcane Mechanica and Gun Magic. Heavy armors can make casting Arcane spells difficult. Casting a spell takes a penalty on the appropriate skill equal to the average DEF of the armor on all locations divided by 3. Some armors naturally increase or decrease this this penalty and will be not with the particular item. So someone wearing chainmail (DEF 6) on all locations will have a -2 to all casting rolls. You can purchase skill levels to counteract this penalty.

 

Wizardry – Wizardry is a structured magic taught in various schools of magic that most anyone can learn to use. Wizards learn their spells which they keep in a spell book and have to study each day to maintain the rigid formulas with in their mind. Wizards have a power pool that they use to memorize their spells that can only changed by spending 15 min studying their spell book. The spells traditionally are memorized with 1 – 4 charges (-2 or less limitation), Gestures (-1/4), Incantations (-1/4), OAF expendable material component (-1 or more depending on difficulty to aquire), Requires a Wizardry Roll (-1/2), or costs endurance for particularly taxing spells (-1/2 or more). Some particularly dangerous spells may have the Side Effect limitation (-1/4 or more). The duration of some spells may be based on how well the skill roll succeeded for the spell.

 

Sorcery – Sorcery is an innate knack for using magic that rare individuals are born with. Sorcery is a perk bought at character creation rated from 1+. Each rank casts 1 pt. For each rank a sorcerer may have a Sorcery power pool with a max value of 10x his sorcery rank. Sorcerers tend to manipulate magic on the fly. They can fling spells almost at will but can maintain only a few at any given time.

 

Arcane Mechanica – Arcane Mechanica are mechanical devices designed to harness arcane energies. They are far easier and less dangerous to create than true magical items. Most any arcane spell can be incorporated into Arcane Mechanica. An arcane mechanic learns and buys each spell individually and can create as many items as he wants with the only limit being time and gold. Crafting Mechanica can be a pricey endeavor. However it is still cheaper than crafting a truly magical item and has the additional benefit of being striped apart and the parts reused in other devices. All Mechanica require being crafted in advance and are Foci of some sort. Needs a simple component system so they can be broken down and the parts reused to craft other things.

 

Gun Magic

 

 

Alchemy – Alchemy is a pseudo-magic that uses the natural elements of the world to mimic some effects that can be done with either Divine or Arcane magic. Alchemy is far more common than the other magics and other than preparation can be less taxing and/or less expensive than the other magics. Some effects may be less potent than the magical version but they are easier to attain for the common man and trusted far more. Each individual alchemical formula must be purchased separately. Each formula takes 4 – 8 hrs to create 4 doses and a given alchemist can have up to his Int/2 in prepared potions. This allows a typical Alchemist with an Int of 14 to have 7 – 4 dose Potions available at any given time. This does not include any potions that may have been prepared to sell, just the ones that he can travel with and have for immediate use with out returning to his lab to resupply.

 

Focus

 

Note - The duration of some spells may be based on how well the skill roll succeeded for the spell. This will be noted for the particular spell.

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Re: Iron Kingdoms FH Conversion

 

Will continue posts shortly as I dig up the rest of the files. Also, this is largely a cut and paste from my working documents so you will see things open where I had planned to develop later and just hadn't gotten to yet.

Arzash

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Re: Iron Kingdoms FH Conversion

 

Here is a work up for a number of Divine abilities and spells for the Faithfull of Menoth. Many of these are direct ports from the Turakian Age spell compendium (I forget the name of it right now as al my books are at home) with some alterations here and there if needed to better represent Menoth.

 

Divine Abilities and spells granted by Menoth

Std Domains: Knowledge, Law, Strength, Tyranny, War

Sacred Warrior

Effect: Deadly Blow (Enemies of the Faith)

Target/Area: 1 Enemy of the Faith

Time to Activate: N/A

Duration: Instant

Range: Touch

Faith Roll Penalty: N/A

END Cost: 1

 

Description: This power gives the Faithfull of Menoth the ability to smite their foes.

 

Game Information: Deadly Blow +1d6ka, Only Vs. Enemies of the Faith (-1/2) (must choose either ranged or hth) Total Cost: 7pts

 

Divine Favor:

Effect: 3d6 Luck

Target/Area: Self

Time to Activate: N/A

Duration: Constant

Range: Self

Faith Roll Penalty: N/A

END Cost: 0

 

Description: Some individuals are particularly blessed and receive a small amount of protection due to their faith.

 

Game Information: 3d6 Luck, Only when serving Menoth’s Purposes (-1/2) Total Cost: 10pts

 

Turn Undead

Effect: Turn Undead

Target/Area: Special

Time to Activate: 1 Phase

Duration: Instant

Range: Special

Faith Roll Penalty: N/A

END Cost: 0

 

Description: Menoth has granted the ability to turn and sometimes destroy undead beings.

 

Game Information: +60 PRE, Only to make PRE attacks (-1), Only vs. Undead Creatures (-1), Extra Time (Full Phase; -1/2), Limited Effect (-1), Only when serving Menoth’s Purposes (-1/2); +2 pts for +10 PRE; Total Cost: 12pts

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Re: Iron Kingdoms FH Conversion

 

Menoth’s Holy Light

Effect: Sight Group Images; Only to Create Light

Target/Area: 4” Radius

Time to Activate: ½ Phase (Attack Action)

Duration: Constant

Range: No Range

Faith Roll Penalty: -3

END Cost: 3

 

Description: The Faithfull can cause his hands or body to glow with the Flames of Menoth so that he may shine Menoth’s light into the dark places where the faithless dwell.

 

Game Information: Sight Group Images, +4 to PER Rolls, Increased Size (4” Radius; +1/2); No Range (-1/2), Only to Create Light (-1), Requires a Faith Roll (-1/2); Total Cost: 11pts

 

Sense Mark (aka Mage Sight)

Effect: Detect Magic, Discriminatory, Ranged, Sense

Target/Area: Self

Time to Activate: N/A

Duration: Constant

Range: Ranged

Faith Roll Penalty: N/A

END Cost: 0

 

Description: This Character’s senses have been trained to notice the subtle emanations of Magic, whether it be Divine or Arcane, Device or Spell, or even sense the ability to use it within others. The KN: Arcane and Occult lore greatly helps with this.

 

Game Information: Detect Magic {no sense group}, Discriminatory, Range, Sense; Total Cost: 17pts

 

Witch Hound

Effect: Detect Magic

Target/Area: Self

Time to Activate: ½ Phase

Duration: Constant

Range: Self

Faith Roll Penalty: N/A

END Cost: 0

 

Description: This is a lesser version of Sense Mark. With an Int. Roll it can detect the presence of Arcane Magic only and only if the person or object is in the same hex or is adjacent to the user.

 

Game Information: Detect Magic {no sense group}; Requires and Int Roll; Total Cost:

5pts

 

Righteous Courage

Effect: Power Defense (20pts), Usable Simultaneously (up to 7 more people within 4”)

Target/Area: Up to 8 People

Time to Activate: ½ Phase

Duration: Constant

Range: No Range

Faith Roll Penalty: N/A

END Cost: 0

 

Description: The character’s Faith fills him with Divine Power allowing him to stem the tide of evil by diminishing the effects of fear caused by heretical beings and magics. So strong is his faith that this protection even extends to comrades with 4” of him.

 

Game Information: Power Defense (20pts); Only to protect against fear-based presence

drains and like attacks (-2) (total cost: 7pts) Plus usable simultaneously (up to 8 people at

once; +3/4) for Power Defense (20pts); Persons affected must remain within 4” or power

stops working for them (-1/2) (total cost: 13pts); Total cost: 20pts

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Re: Iron Kingdoms FH Conversion

 

Sanctification

Effect: Change Environment (sanctify area)

Target/Area: 16” Radius

Time to Activate: ½ Phase (Attack Action)

Duration: Constant

Range: No Range

Faith Roll Penalty: -2

END Cost: 4

 

Description: By concentrating on the holy power and divine presence of Menoth, the character can create a field of sacred energy around himself (it moves with him as he moves). While this brings feelings of tranquility and security to all devout Menites, in battle it allows for the casting of spells that can only be cast in sacred areas, and triggers Susceptibility to holy places possessed by many infernals and undead.

 

Game Information: Change Environment 16” Radius (sanctify area); Increased

Endurance Cost (x2; -1/2), No Range (-1/2), Requires a Faith Roll (-1/2); Total Cost:

10pts

 

Shield of Menoth

Effect: +3 DCV

Target/Area: Self

Time to Activate: ½ Phase

Duration: Constant

Range: Self

Faith Roll Penalty: -1

END Cost: 1

 

Description: The faithfull possesses a holy aura that protects him from the attacks of those that oppose his faith.

 

Game Information: +3 DCV, Costs End (-1/2), Only when serving Menoth’s Purposes (-

1/2), Requires a Faith Roll (-1/2); Total Cost: 6pts

 

Steadfastness

Effect: Mental Defense (10pts plus EGO/5)

Target/Area: Self

Time to Activate: ½ Phase (Attack Action)

Duration: Constant

Range: Self

Faith Roll Penalty: -1

END Cost: 1

 

Description: The Faithfull’s holy powers and strong, devout will protect him against Sorcery, the possession of powerful Infernals, the seductiveness of succubi, and similar dangers.

 

Game Information: Mental Defense (10pts Plus EGO/5); Costs Endurance (-1/2),

Requires a Faith Roll (-1/2); Total Cost: 5pts

 

Reveal Souls

Effect: Detect Souls, Range

Target/Area:

Time to Activate:

Duration: Constant

Range:

Faith Roll Penalty:

END Cost: 1+

 

Description:

 

Game Information:

 

Healing (Note: found an interesting thread about using transfer instead, probably a better option)

 

Effect: 6d6 Simplified Healing

Target/Area: 1 Character

Time to Activate: 1 Turn (Attack Action)

Duration: Instant

Range: Touch

Faith Roll Penalty: -6

END Cost: 6

 

Description: The Faithfull calls upon the power of his god to mend the wounds of his comrades. Should his faith waver or he attempt to heal those not of his faith he and the one he is trying to heal may suffer a backlash.

 

Game Information: Simplified Healing 6d6 (60 active points); OAF (holy symbol; -1),

Concentration (1/2 DCV throughout; -1/2), Extra Time (1 Turn; -1 ¼), Gestures (-1/2),

Incantations (-1/2), Only when serving Menoth’s Purposes (-1/4), Requires a Faith Roll (-

1/4), Pain of Healing (-1); Total Cost: 10pts

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Re: Iron Kingdoms FH Conversion

 

Weight of Menoth

Effect: -2 Negative Overall Skill Levels

Target/Area: 1 Character

Time to Activate: ½ Phase (Attack Action)

Duration: Constant

Range: 100”

Faith Roll Penalty: -3

END Cost: 3

 

Description: The Faithful calls on Menoth to hinder and interfere with the actions of his enemy. The enemy becomes clumsy, inaccurate, foolish, or the like.

In game terms, when this is cast the character chooses what the levels apply to (OCV, DCV, Damage, or skills), the levels can be split between things but to effect the damage both have to be applied to it. The levels can’t be changed unless the spell is recast.

 

Game Information: -2 Negative Overall Skill Levels, Ranged (+1/2) (30 Active Points);

OAF (holy symbol; -1), Cannot change allocation of levels (-1/4), Gestures (-1/4), Incantations (-1/4), Only when serving Menoth’s purposes (-1/2), Requires a Faith Roll (-1/2), Spell (-1/2). Total Cost: 7pts

 

Sacred Flames of Menoth

Effect: 1d6+1 RKA vs. ED, Penetrating

Target/Area: 1 Character

Time to Activate: ½ Phase (Attack Action)

Duration: Instant

Range: 150”

Faith Roll Penalty: -3

END Cost: 3

 

Description: You act as a conduit for the divine fires of Menoth, and use that fire to blast and burn his enemies.

 

Game Information: 1d6+1 RKA, Penetrating (+1/2) (30 Active Points); OAF (holy symbol; -1), Gestures (-1/4), Incantations (-1/4), Only when serving Menoth’s purposes (-1/2), Requires a Faith Roll (-1/2), Spell (-1/2). Total Cost: 7pts

 

 

 

Tyranny Domain

Granted Power: Spell Penetration on Enchantment spells

 

Voice of Menoth

Effect: Mind Control 12d6

Target/Area: 1 Character

Time to Activate: ½ Phase (Attack Action)

Duration: Instant

Range: LOS

Faith Roll Penalty: -6

END Cost: 6

 

Description: This spell infuses the Faithful’s voice with the Essence of Menoth, allowing him to issue a single command to one person, which that person must obey. The command must consist of no more than a single, simple sentence; thereafter the priest cannot change or reinforce the command unless he casts the spell again.

 

Game Information: Mind Control 12d6 (60 Active Points); OAF (holy symbol; -1),

Single Command Only (-1/4), Incantations (-1/4), Only when serving Menoth’s purposes

(-1/2), Requires a Faith Roll (-1/2), Spell (-1/2). Total Cost: 15

 

 

Hold Person

Effect:

Target/Area:

Time to Activate:

Duration:

Range:

Faith Roll Penalty:

END Cost:

 

Description:

 

Game Information:

 

Crushing Despair

Effect:

Target/Area:

Time to Activate:

Duration:

Range:

Faith Roll Penalty:

END Cost:

 

Description:

 

Game Information:

 

Geas, Lesser and Greater

Effect:

Target/Area:

Time to Activate:

Duration:

Range:

Faith Roll Penalty:

END Cost:

 

Description:

 

Game Information:

 

Dominate Person

Effect:

Target/Area:

Time to Activate:

Duration:

Range:

Faith Roll Penalty:

END Cost:

 

Description:

 

Game Information:

 

Hold Person, Mass

Effect:

Target/Area:

Time to Activate:

Duration:

Range:

Faith Roll Penalty:

END Cost:

 

Description:

 

Game Information:

 

Demand

Effect:

Target/Area:

Time to Activate:

Duration:

Range:

Faith Roll Penalty:

END Cost:

 

Description:

 

Game Information:

 

Dominate Monster

Effect:

Target/Area:

Time to Activate:

Duration:

Range:

Faith Roll Penalty:

END Cost:

 

Description:

 

Game Information:

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Re: Iron Kingdoms FH Conversion

 

War Domain

Granted Power: as phb

 

Bless

 

Status

 

Prayer

 

Haste

 

Flame Strike

 

Bull’s Strength, Mass

 

Divine Word (blasphemy, dictum, holy word, word of chaos)

 

Cure Critical Wounds, Mass

 

Heal, Mass

 

Strength Domain

Granted Ability: as phb

 

Enlarge Person

 

Bull’s Strength

 

Ray of Exhaustion

 

Divine Power

 

Graniteskin (Iron Kingdom’s spell pg 363)

Armor or damage reduction or damage resistance

 

Bull’s Strength, Mass

 

Earth Wave (Iron Kingdom’s Spell pg 362) may change this spell name

Effect: AoE damage plus extra knockback

Target/Area: 40’ burst centered on caster.

Time to Activate:

Duration:

Range:

Faith Roll Penalty:

END Cost:

 

Description: As the caster brings the butt-end of his staff, or fist, smashing down on the ground, the earth begins to buckle and heave, sending forceful waves of earth rolling forth from the caster. The caster is immune to the effects of this spell, but all other creatures within the area are hurled away from the caster by the waves of earth. Creatures that fail a reflex save are hurled to the ground and suffer 4d6 pts of damage.

 

Creatures that succeed at the save are pushed backwards by the waves of earth as if being bull rushed by a Huge creature.

 

Game Information:

 

 

Iron Body

 

Crushing Hand

 

Law Domain

Graned Power: as phb

 

Spells as phb except replace 2nd lvl spell Calm Emotions with Zone of Truth, 6th lvl

Hold Monster with Forbiddance and 9th lvl spell sum. Mon XI with Temporal Stasis

 

Knowledge Domain

Granted Power: as phb

 

Comprehend Languages

 

Identify

 

Speak with Dead

 

Toungues

 

True Seeing

 

Legend Lore

 

Scrying, Greater

 

Vision

 

Moment of Prescience

 

 

?Does Menoth grant summon spells?

If so Summon Gorax, Summon Razorbats, etc.

 

 

Effect:

Target/Area:

Time to Activate:

Duration:

Range:

Faith Roll Penalty:

END Cost:

 

Description:

 

Game Information:

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Re: Iron Kingdoms FH Conversion

 

This is good I also feel that the Magic system from the turakian Age spell compendium are a perfect fit. Al though I am not using any of the PP, VPP, or Elemental Control for my spell system. I am relying on a magic skill roll and END to ballance the magic system (making it more 4th Ed like). I will try to post some of my stuff here tomorrow.

 

getting late.

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Re: Iron Kingdoms FH Conversion

 

I was thinking of using a different power framework for each type of magick to emphasize that the magicks are very different from each other. I need to go through that magick section and refine it more. When I have a bit of time I will post what I have done with the races. Those were by far the easiest to do.

 

Also, keep an eye out for Susano's posts, he occasionally puts up conversions of critters from the Monster Nomicon and Monster Nomicon 2.

 

Another good reference is a gentleman did allot of work converting lvl 1 -3 D&D 3.0 spells for mages and clerics, alas I do not remember the name altho it may have been Thai Hameldes(sp?).

Arzash

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Re: Iron Kingdoms FH Conversion

 

Also, here is a conversion of

 

Allister Caine a War Caster / Gun Mage from War Machine.

 

And here are some conversion notes:

 

 

I have some working conversions for Warmachine stats to HERO stats.

 

WM STR x 3 = HERO STR

WM SPD + 1 = HERO Run

 

HERO DEX =

Take the lower of the characters MAT or RAT or (DEF - 10). Multiply this number by 3; this is the characters HERO DEX. Calculate OCV and DCV from this DEX. If RAT is not the lowest stat, then for each point more RAT than the lowest stat add a Ranged CSL to the character. If MAT is not the lowest stat then for each point more MAT than the lowest stat add a HtH CSL to the character. If (DEF-10) is not the lowest stat then for each point of (DEF-10) more than the lowest stat add a DCV CSL to the character.

 

If (DEF - 10) is less than or equal to 0, ignore it.

 

 

Captain Vitoria Haley has MAT 6 RAT 5 DEF 16. RAT 5 is the lowest, so she has a 15 DEX in HERO terms and an OCV / DCV of 5. MAT 6 - 5 = 1 so she has 1 Ranged CSL. DEF (16-10) = 6 - 5 = 1 so she has 1 DCV level.

 

Bodgers have MAT 2 RAT 2 DEF 15. MAT and RAT are the same, so they have a 6 DEX and 2 OCV / DCV. DEF (15-10) = 5 - 2 = 3 so they have 3 DCV levels.

 

Asphyxious has MAT 6 RAT 3 DEF 15. MAT 3 is the lowest so he has a 9 DEX and 3 OCV / DCV. MAT 6 - 3 = 3 HtH Levels. DEF 15 is +2 DCV Levels.

 

 

 

Non characters

= 8 HERO BODY

 

Characters

WM (Damage / 2) + 10 = HERO BODY

HERO CON = HERO BODY

 

WM CMD + 4 = HERO PRE

WM (CMD/2) + 6 = HERO EGO

 

HERO COM and INT have no parrallel so just give whatever seems appropriate.

 

Figure HERO PD and ED from HERO STR and HERO CON a normal. Add WM (ARM - 10) to both.

 

Leave HERO SPD as figured to maintain more of a structured turn Wargame feel, unless you want a higher SPEED game in which case if a character has fractional points of HERO SPD figured from HERO DEX, add points to bump HERO SPD up to the next level unless it would put the character over 4.

 

WM (ARM-8) = HERO Armor, with Focus (OIF Armor Suit, -1/2) applied for fleshy units.

 

 

After looking at some numbers I think the _average_ total attack (counting STR and what not in as well) should be around 9d6 N / 3d6K and the _average_ defenses should be around 15 PD/ED between armor and base PD / ED.

 

 

I had originally thought to have the Warcasters take the warjacks they control as Followers or Vehicles, but its so universal that it just amounts to a lot of pointless accounting so for now I'm proceeding with the assumption that the Warjacks are just automatons that can be commanded by a character with a "Command Warjack" Talent. The game probably doesnt get this granular, but I figure 5 points for steamjacks, 10 points for light warjacks and below, 15 points for heavy warjacks and below. This is very subject to change.

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Re: Iron Kingdoms FH Conversion

 

Thanks Killer Shrike,

I love your site, got it book marked and reference it tons whenever I get my group playing Fantasy Hero. I really think the Vancian system you have would be great for the Wizards to use and have been thinking about maybe modifying the section you have on Runic Magicks for use with the Arcane Mechanics.

 

With digging up all these old notes I think I am gonna have to sit down with them this weekend and flesh some more stuff out. Maybe take a look at warcasters and what sort of magick system to use for em. I do love tinkering with Hero as you can do so much with it :thumbup:

 

Arzash

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Re: Iron Kingdoms FH Conversion

 

Fantasy Hero Stats for

The Races of the Iron KingdomsStats represent a typical member of the race.

No Language Tree and Literacy must be purchased.

(Note: Normal Character Maxima – Normally racial abilities do not adjust NCM.

Probably no game breaking to just by races as powers and disads so that they do. Discuss with group during char gen for opinions.)

 

Humans:

Khard

Cost Ability

2pts +2 Str

-2 pts -2 Int

3pts Riding

3pts +5 Pre (only useable for intimidation -1/2)

4pts +2 with all Animal Handler rolls

Free Khadoran (Native)

2pts Cygnaran (basic conversation)

12pts Total Cost

 

Suggested Disadvantage:

15 Patriotic (Com, Strong)

 

Kossite

4pts +2 Con

-2 pts -2 Int

-2pts -2 Pre

2pts Survival (Forest)

4pts +2 with Climbing rolls

4pts +2 with Professional skills related to wood crafting (carpenter, bower, shipwright, etc.)

Free Khadoran (Native)

2pts Cygnaran (basic conversation)

12pts Total Cost

 

Suggested Disadvantage:

Varies Reputation (Loners, unfriendly, indifferent, or aggressive)

 

Ryn

2pts +2 Pre

1pt +2 Com

-4pts -2 Ego

3pts Seduction

4pts +2 with Persuasion (Bluff) rolls

3pts +2 with EGO rolls, only for sense motive type rolls (-1/2)

Free Llaelese (native)

1pt Literacy (Llaelese)

2pts Cygnaran (basic conversation)

12pts Total cost

 

Suggested Disadvantage:

15pts Aristocratic view/attitude (Com, Strong)

 

Skirov

4pts +2 Con

-2pts -2 Int

2pts Kn: Theology

6pts +2 with PER rolls

4pts +2 with all Survival rolls

Free Khadoran (Native)

2pts Cygnaran (Basic Conversation)

16pts Total

 

Suggested Disadvantage:

15pts Patriotic (Com, Strong)

15pts True Faith (like patriotic but to a church instead of a nation) (Com, Strong)

 

Umbrian

2pts +2 Str

-4 pts -2 Pre

-1 pt -2 Com

2pts Kn: History

4pts +2 with Riding

4pts +2 with visual PER rolls

Free Khadoran (Native)

2pts Cygnaran (Basic Conversation)

2pts Llaelese (Basic Conversation)

11pts Total Cost

 

Suggested Disadvantage:

10 pts Psych. Lim: Patriot (old Umbrea) (Com, Mod)

10 pts Psych. Lim: Prideful (Com, Mod)

5pts Enraged when lineage slighted 8-/14-

 

Midlunder

3pts +1 to Con rolls

2pts Kn: History

2pts +2 with PS: Blacksmith

4pts +2 with Conversation

Free Cygnaran (Native)

1pt Literacy (Cygnaran)

12pts Total Cost

 

Suggested Disadvantage:

10pts Stubborn (Com, Mod)

 

Morridane

6pts +2 Dex

-4pts -2 Pre

-1pt -2 Com

2pts Survival (Choose: swamp or forest)

4pts +2 with Climbing

3pts +2 with Concealment (self only)

Free Cygnaran (Native)

1pt Literacy (Cygnaran)

2pts Khadoran (basic conversation)

13pts Total Cost

 

Suggested Disadvantage:

25pts Xenophobic (fear of outsiders) (V. Com, Tot) – The degree may be reduced.

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Re: Iron Kingdoms FH Conversion

 

Thurian

2pts +2 Int

-4pts -2 Ego

3pts Persuasion

4pts +2 with Seduction

2pts +2 with Kn: Arcane/Occult Lore

Free Cygnaran (Native)

1pt Literacy (Cygnaran)

2pts Ordic (Basic Conversation)

10pts Total Cost

 

Tordoran

5pts +1 ECV

3pts +1 to EGO rolls

3pts Breakfall

2pts +2 with Profession (Sailor)

Free Ordic (Native)

1pt Literacy (Ordic)

2pts Cygnaran (Basic Conversation)

16pts Total Cost

 

Suggested Disadvantage:

15pts Aristocratic view/attitude (Com, Strong)

 

Caspian/Sulese

4pts +2 Ego

2pts +2 Pre

1pt +2 Com

-6pts -2 Dex

3pts +2 with EGO rolls, only for sense motive type rolls (-1/2)

2pts +2 with Kn: Religion

4pts +2 with Seduction

Free Cygnaran (Native)

10pts Total Cost

 

Idrian

6pts +2 Dex

-2pts -2 Int

3pts Riding

4pts +2 with Break Fall

4pts +2 with Stealth

Free Idrian (Native)

1pt Literacy (Idrian)

2pts Cygnaran (Sulese accent) (Basic Conversation)

18pts Total Cost

 

Suggested Disadvantage:

15pts Patriotic (Com, Strong)

 

Scharde

4pts +2 Con

-2pts -2 Pre

-1+pts -2 (or more) Com

3pts Interrogation

4pts +2 with Persuasion

2pts +2 with Proffesion: Sailor

3pts Environmental Movement: Aquatic Movement

(No penalties while in water)

Free Cygnaran (Native)

2pts Molgur (Basic Conversation)

15pts Total Cost

 

Suggested Disadvantage:

Varies Distinctive feature (blight manifestation of some sort)

10pts Socially Isolated (-2 on all Interaction skill rolls)

 

 

Non-Human Races:

Dwarf

2pts +2 Str

6pts +3 Con

4pts +2 Bod

2pts +2 PD

2pts +2 ED

3pts +6 End

5pts Dwarven Eyes: Nightvision

4pts +1 OCV only vs goblins and trolls (-1)

5pts +2 DCV only vs Large+ Trolls (Trolls with the large+ disadvantage) (-1)

4pts +2 with Trading

4pts +2 with Professional Skills dealing with crafting in stone or metal

-2pts -1” Running

1pt WF: Axes/Maces/Hammers/Picks

4pts -2”Knockback resistance

Free Rhulic (Native)

1pt Literacy (Rhulic)

2pts Cygnaran (Basic Conversation)

47pts Total Cost

 

Optional Abilities: (not all dwarves have these)

2pts. Ea Typical Cultural Skills: PS: Blacksmith, Engraving, Gemcutter, Jewelrymaking, Masonry, Mining, Woordcarving

4pts Underground Folk: Bump of Direction, Only Underground (-1), and Detect Depth and Passage Slope While Underground (Int Roll)

5pts Knowledge of Stone: KS: Stonework 11- and +3 to Concealment; Only to Detect Hidden/Concealed/Cunning Stonework (-1) 5pts

 

Suggested Disadvantage:

20pts Psych. Lim: Oath Bound (Com, Total)

10pts Psych. Lim: Stern, Dour, and Temperamental (Com, Mod)

10pts Psych. Lim: Greedy (Com, Mod)

15pts Psych Lim: Hatred of Goblins and Trolls (Com, Strong)

 

Goblin, Gobber

-2pts -2 Str

9pts +3 Dex

-4pts -2 Ego

-2pts -2 Pre

-2pts -1” Running

5pts Goblin Fangs: HKA 1pip

5pts Goblin Eyes: Nightvision

3pts Goblin Senses: +1 Per with all senses

5pts Small & Hard to Hit: +1 DC

1pt Small & Easily Hidden: +1 to Concealment; Self Only (-12)

2pts Small & Hard to Perceive: +1 to Stealth

2pts +2 with PS: Alchemist

3pts Stealth

Free Molgur (Native)

2pts Cygnaran (Basic Conversation)

27pts Total Cost

Disadvantage:

5pts Small (Size of a 10-12yr old)

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Re: Iron Kingdoms FH Conversion

 

Goblin, Bogrin

9pts +3 Dex

-2pts -2 Int

-4pts -2 Ego

-2pts -2 Pre

-2pts -1” Running

5pts Goblin Fangs: HKA 1pip

5pts Goblin Eyes: Nightvision

3pts Goblin Senses: +1 Per with all senses

5pts Small & Hard to Hit: +1 DC

1pt Small & Easily Hidden: +1 to Concealment; Self Only (-12)

2pts Small & Hard to Perceive: +1 to Stealth

3pts Camouflage: +1 to +4 Concealment; Self Only (-1/2), Value Based on how naked the Bogrin is (-1)

4pts Inured to Temperature Extremes: Safe Environment: Extreme Cold and Safe Environment: Extreme Heat

3pts Concealment

2pts +2 with PS: Alchemist

4pts +2 with Climb

Free Molgur (Native)

2pts Cygnaran (Basic Conversation)

38pts Total Cost

 

Disadvantage:

10pts Nobody Trusts Bogrin: -2 to Interaction Rolls with non-Bogrin

 

Elf, Iosan

6pts +2 Dex

2pts +2 Int

-4pts -2 Con

5pts Elven Eyes: Ultraviolet Perception

2pts Elven Eyes: +1 Sight Group PER

3pts Elven Sleep: Lightsleep

1pt Elven Longevity: Life Support (Longevity; Life span of 200 years)

Free Shyr (Native)

1pt Literacy (Shyr)

3pts Cygnaran (Fluent Conversation)

4pts +2 with Divination Spells

3pts Mental Defense: 3 + (Ego/5)

5pts +2 DCV/DECV only vs. Divination and Enchantments (-2)

31pts Total Cost

 

Suggested Disadvantage:

25pts Xenophobic (fear of outsiders) (V. Com, Tot) – The degree may be reduced.

 

Elf, Nyss

6pts +2 Dex

2pts +2 Int

-4pts -2 Ego

3pts Elven Sleep: Lightsleep

1pt Elven Longevity: Life Support (Longevity; Life span of 200 years)

Free Aeric (Native)

1pt WF: Nyss Claymore

1pt WF: Longbow

4pts Inured to Cold: Armor: +2 PD/+6 ED Only vs. Ice/Cold (-2)

2pts Inured to Cold: Safe Environment: Extreme Cold

3pts Mental Defense: 3 + (Ego/5)

19pts Total Cost

 

Suggested Disadvantage:

10pts Vulnerable (x1.5 Stun from Fire/Heat)

10pts Socially Isolated (-2 on all Interaction skill rolls)

 

Ogrun

4pts +4 Str

-2pts -2 Int

-4pts -2 Ego

4pts +2 Bod

2pts +2 Pre

2pts Damage Resistance: 2PD/2ED

6pts +2 With Any Professional Skill Related with Metal Working

4pts +2 With Interrogation

3pts Interrogation

1pt WF: Pole arms or Ogrun War Cleaver

Free Molgur (Native)

2pts Cygnaran or Rhulic (Basic Conversation)

 

Large Size Template: These stats do not count towards Char Maxima

7pts Great Strength: +10 Str (Doesn’t Effect Figured Stats -1/2)

3pts Great Mass: +2 Bod (Doesn’t Effect Figured Stats -1/2)

2pts Great Mass: +2 Stun

4pts Heavy: -2 KB Resistance

3pts Impressive: +3 Pre

6pts Long Legs: +3” Running

4pts Reach: Stretching 1”, Reduced End (0End, +1/2), Always Direct (-1/4), No Velocity Damage (-1/4), No Noncombat Stretching (-1/4)

51pts Total Cost

 

Disadvantage:

15pts Large Size Template: x4 Weight, x1.5 Height, -1 DCV, +2 to all Per rolls for people trying to see the character

20pts Psych. Lim: Oath Bound (Com, Total)

15pts Psych. Lim: Code of the Bushi (or Equivalent) (Com, Strong)

 

Note: Proper Sized Equipment Costs Double. Large Weapons have +5 added to the Str Min and +1DC added to the Base Damage

 

Trollkin

4pts +4 Str

8pts +4 Con

-6pts -2 Dex

-1pt -2 Com

-2pts -2 Pre

4pts +2 Rec

1pts Feasting: Healing 1d6 Bod, Self Only (-1/2), Gestures/Feasting (-1/4), Extra Time 1hr (-3), Once A Day (-2), OAF, Bulky-Feast (-1 ½) (Equivalent to 3 normal Meals)

4pts Poison Resistance: Power Resistance 4 vs. Poisons

3pts Minor Regeneration: Regeneration 1Bod, Reduced End (0 End +1/2), Extra Time (1/week -4 ½), Self Only (-1/2)

5pts Troll Eyes: Night Vision

Free Molgur (Native)

2pts Cygnaran (Basic Conversation)

22pts Total Cost

 

Albino Trollkin

As Above but with these Changes

-4pts -4 Str

4pts +2 Ego

2pts +2 Pre

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Re: Iron Kingdoms FH Conversion

 

My original thinking for building IK characters was for characters to be 75 base with 50 disads and no limit on any category to allow for multiple psych lims. However, now looking back on it I think a base of 50 with 75 disad points might better represent the larger than life characters along with their larger than life personalities. Again removing the limition of no more than 25 points from a single category.

 

Also, considering that the world is so humano centric I think that all non-humans should probably have distinctive feature (race) of 10 or 15 and a social limitation of 10 or 15 as well to reflect that. And many of the humans should have a 5pt distinctive feature and a 5 - 10 social lim to represent the prejudices of the various nations towards each other. And Menites in general may need a psych lim to represent their extreme xenophobia.

 

Arzash

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Re: Iron Kingdoms FH Conversion

 

Ahh, found my document for professions. It was for a generic fantasy campaign that just had slightly modifed versions of the professions from the Fantasy Hero book and modifications of a number of the professions Killer Shrike had on his site, not IK specific. It was geared more towards the Kingdoms of Kalamar setting from Kenzer and Co. I actually used more professions from Killer Shrike's site (with minor mods) than from the Fantasy Hero book. They are very well designed and characterfull.

 

I think, for the most part, the Professions are a bit less important than developing the Magick's and Special abilities that members of those professions should have access to. Looks like I never got around to working out stats for the various guns either.

 

Most of this was largely developed as the need arose and the campaign fell apart quickly do to RL conflicts amongst the group. I really should try to revive the campaign some time.

 

Arzash

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Re: Iron Kingdoms FH Conversion

 

Ahh, found my document for professions. It was for a generic fantasy campaign that just had slightly modifed versions of the professions from the Fantasy Hero book and modifications of a number of the professions Killer Shrike had on his site, not IK specific. It was geared more towards the Kingdoms of Kalamar setting from Kenzer and Co. I actually used more professions from Killer Shrike's site (with minor mods) than from the Fantasy Hero book. They are very well designed and characterfull.

 

I think, for the most part, the Professions are a bit less important than developing the Magick's and Special abilities that members of those professions should have access to. Looks like I never got around to working out stats for the various guns either.

 

Most of this was largely developed as the need arose and the campaign fell apart quickly do to RL conflicts amongst the group. I really should try to revive the campaign some time.

 

Arzash

 

You might want to check out the wiki effort thats underway currently, particularly the "Realm of Barbarica"; its entire purpose is to define lightweight setting material and plug in material mostly from my site or purpose built. Barbarica is pretty far along, and we are moving into the mechanics stage. While a few magic systems from my site have been roped in to support it, a number of new light weight systems have also been created specifically to support the effort. Profession packages will be getting reviewed for inclusion soon.

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Re: Iron Kingdoms FH Conversion

 

Chapter One: Character Creation

PACKAGE DEALS EXPLAINED

Package Deals (or simply Packages as some prefer) are handy organizational aides in the HERO System; they simply exist to allow various things which should be associated with one another to be grouped into a tidy collection. Packages normally have no mechanical impact and don't effect the cost of Characters, although in the case of Race Packages I make an exception to this general rule (see below for details).

Package Deals can be used to define any thing from a Race, a Profession, a Culture, or common Power set, a Template, or any other sort of grouping of abilities you can think of. Just slap some abilities, perhaps some Disadvantages, and a description together, give it a name, and you're done.

STARTING POINTS

 

CHARACTER POINT GUIDELINES

BASE POINTS:

MAXIMUM DISADVANTAGE POINTS:

75 Base Points

75 Points (Not including Race Package Deal)

Starting "1st Level" Characters have up to 150 total points

All points over and above 150 Character Points are Experience

Check with your GM to determine if the campaign will start with a higher point total.

 

1) RACE PACKAGE

Select one (and only one) from each of the fallowing Race Package deal, Cultural Package deal, and Environmental/Ancestral Package Deal from those provided in Chapter Two (Races of Iron kingdoms), Chapter Three (Cultural packages), Chapter Four – Environmental/Ancestral. Players are not required to choose a package deal from the Cultural, and Environmental/Ancestral packages, these are just added to help make character creation easier and faster. The packages in these two chapters are abilities, skills, powers, perks that such members of these backgrounds would possess.

Players may not alter their Race Package Deals or the Cultural Package deals without GM permission. However, some Races and cultures have a list of Options provided, and these are considered to be pre-approved in my campaigns. A given Option may only be taken once unless flagged with an asterix (*).

 

2) PROFESSION PACKAGES

Select one or more Profession Packages from those provided in Chapter Five – Professional/class packages. Check with your GM to determine if their campaign has a set list of other available Profession Packages.

 

3) MAGIC SYSTEM

See Chapter Fourteen – Magic system for further information on the magic system that I have decided to use with the Iron kingdoms world.

 

4) EQUIPMENT

See Chapter Thirteen – Fantasy Equipment for further information and starting gold for your game. This chapter will list location for the normal, mundane Equipment and Magic Items on non-Recoverable Charges cost money (and what book and page number for ease of reference); consult with your GM to determine what price list they are using for their campaign and what items are available for purchase if they are choosing to use a different item/GP system/list. Permanent Magic items cost character/experience points if a player begins play with them and require GM approval.

NOTE: Any Permanent Magic Item you start with can potentially be taken away from you in game, and you lose those points permanently.

 

SAMPLE MAGIC ITEMS

Following are a few examples of Magic items that would be purchasable with starting money; gp refers to whatever form of currency is the "gold standard" used in a particular setting.

 

Potion of Healing: Healing 4d6 to BODY (40 Active Points); 1 Charge which Never Recovers (-4), OAF Fragile (Potion Flask; -1 1/4), Extra Time (Full Phase, -1/2), Gestures (-1/4), Restrainable (Only by means other than Grabs and Entangles; must be imbibed; -1/4) [1 nr]; Real Cost: 5; Suggested Retail Price: 200 gp

 

Potion of Ironhide: Armor (8 PD/8 ED), Hardened (x2; +1/2) (36 Active Points); OAF Fragile (-1 1/4), 8 Continuing Charges lasting 1 Hour each which Never Recover (-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, Character May Take No Other Actions, -1/2), Restrainable (Only by means other than Grabs and Entangles; Must be imbibed; -1/4), Visible (Metallic Skin; -1/4) [8 cc]; Real Cost: 8; Suggested Retail Price: 288 gp

Elixir of Healing: Healing 4d6 to BODY (40 Active Points); 16 Charges which Never Recover (-2), OAF Fragile (Potion Flask; -1 1/4), Extra Time (Full Phase, -1/2), Gestures (-1/4), Restrainable (Only by means other than Grabs and Entangles; Must be imbibed; -1/4) [16 nr]; Real Cost: 8; Suggested Retail Price: 320 gp

Perfect Antidote: Dispel Any Poison Effect One At A Time 50d6 (standard effect: 150 points), any Poison power one at a time (+1/4) (187 Active Points); 1 Charge which Never Recovers (-4), OAF Fragile (-1 1/4), Restrainable (Only by means other than Grabs and Entangles; Must be imbibed; -1/4) [1 nr]; Real Cost: 29; Suggested Retail Price: 5423 gp

 

5) WEAPONS & ARMOR

Chapter Thirteen – Fantasy Equipment will cover this as well since you will be able to purchase these for your character. This chapter will also inform you of what Weapons & Armor charts they are using for their campaign, as well as their costs and effects.

 

NOTE: Deadly Blow and Combat Luck are both allowed, but have specific limitations upon how many levels may be taken. This subject is covered in depth in the Weapons and Armor chapter for further information.

 

6) MONEY

We will be using the Equipment charts from the Fantasy Hero Guide Page 144-to 148. There will be updates on the Equipment lists for the game for Campaign specific weapons and armor. All characters will start with 3D6X10 Gp to purchase initial equipment from these lists.

 

WEALTH PERK

If a character has the Wealth Perk, multiply the randomly determined starting gold by double the rank of the Wealth Perk to arrive at a final total starting gold amount. GM permission is required to take more than 5 points of the Wealth Perk during character creation, and to be taken at all in any increment after character creation.

EXAMPLE: Bullarx the Dwarven Warrior rolls 12 on 3d6 and multiplies this by 10 for a total of 120 starting gold.

However Bullarx comes from a wealthy Dwarven family and benefits from a stipend; thus he has taken 3 points of the Wealth Perk. To calculate his total starting gold the rank of the Wealth Perk (3) is doubled to 6 and then multiplied by the randomly determined 120 starting gold, yielding 720 total gold.

7) DISADVANTAGES

Starting Characters may take up to 75 points in Disadvantages, and no more than 50 points worth of Disadvantages may come from any one category. Disadvantages in Race Packages do not count against this 75 point limit, but all other Disadvantages from other Package Deals do.

When you chose a package deal (weather racial, social, professional etc.) you automatically get the disadvantages that go with that chosen package deal. In most cases these disadvantages are Generalized and can be altered a little to make them different.

 

EXAMPLE: The main disadvantages from races are the Distinctive Features. This disadvantage can not be changes at all. However if you are playing a Cleric (Professional Package Deal) and you will have the disadvantage Psychological Limitation “when fallowing God” then you have a little more choice because you can choose the god that you wish to fallow or that will emulate the behavior you wish to portray in game.

 

In most cases you will need to define the Disadvantage further because they will be listed as General Disadvantages in each of the packages.

MAGIC USERS

Magic Users must take a Distinctive Feature in my Campaigns indicating their status as Magic Users, which is detectible by appropriate Detects. Only Magic Users that actually cast "Spells" or have actual activateable at will Magical Abilities must do this; Characters that only make and/or use Magic Items do not qualify for this Disadvantage.

The Disadvantage can be worth more points for some types of Magic Users. A type of Magic that were persecuted or a type of Magic User who might be forced into altercations due to the type of Magic they practice could take the "Extreme Reaction" option for example. Similarly if a particular style of Magic were detectible by more normal means for some reason, the "Only By Unusual Senses" reducer could be eliminated.

 

Arcane Mechanik, Wizards & Good Clerics: DF: [Magic User Type] (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures); Disadvantage Total: 5 Points

 

Warcasters, Sorcerers, & Black Clad: DF: [Magic User Type] (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Uncommonly used Senses (Natural Casters, No Spell Books or Religious symbols); Not Distinctive in Some Cultures); Disadvantage Total: 10 Points

 

Need more notes to define how these disadvantages effect characters and other game options for players and disguised/infiltrated characters.

 

GROUP RIVALRIES

Characters can take a Rivalry and associate it with an entire Group instead of a single individual. Thus a Character could take a Rivalry with All Swordsmen, or a Rivalry with All Archers, or a Magic User might belong to an order of some sort that has a long standing rivalry with a competing group of other Magic Users, etc.

Such a Group Rivalry almost always qualifies for the "More Powerful" adder, and also take a +5 adder on the Disadvantage called "Group Rivalry". However, usually such a Rivalry will also need to take "Rival is unaware of Rivalry" reducer as well.

 

(Graylords Covenant, Illuminati, specific gang/Mercinary group, Division of military ect.)

Group Rivalry: Rivalry: Professional ([Group]; Rival is More Powerful; Seek to Outdo; Rival Unaware of Rivalry); Disadvantage Total: 5 Points

 

Group Rivalry Warcasters Competitive: Rivalry: Professional ([Warcasters]; Rival is More Powerful; Seek to Outdo; Rival aware of Rivalry); Disadvantage Total: 15 Points

 

Group Rivalry Warcasters Hatred: Rivalry: Professional ([Warcasters]; Rival is More Powerful; Seek to Harm or Kill; Rival aware of Rivalry); Disadvantage Total: 20 Points

Chapter Two – Races of Iron kingdoms

USING RACE PACKAGE DEALS

The intention of the Race Package Deals is to provide consistent Packages that capture the archetypical attributes of given Fantasy Races but within a tight point range. GM's may vary widely in their approach to this. Good Package design is more of an art than a science after all; there's always more than one "right" way to do it. The ones in this chapter are what I have decided to use to represent the raced from Iron Kingdoms in my games. These package deals are the only ones that I have decided to allow in my games, if you would like to see something else (like some other races) or maybe some changes to the existing racial packages feel free to ask but before they end up in the game for use they must have the GM’s permission.

 

RACE PACKAGE DEAL COST

The cost or Race Packages is a very important consideration when determining how to build your starting characters, for instance if the race cost too many points of your starting point pool then you will have less points for the other packages, skill, powers, etc. So if Race Packages consume a lot of Points on average then Race selection will be an extremely important consideration and further the capabilities of Characters will be strongly determined by their Race.

On the other hand if Race Packages consume a negligible amount of Points then a player's choice of Race for their Character is more of a flavor decision since it has little net impact on the Character's starting capabilities.

So a majority of Race Packages are going to be of reasonable cost relative to starting Points, but some Races with extreme abilities beyond what is normally attainable by other Characters to have substantial Point costs. This will create an interesting dynamic where Characters using the lower Point Race Packages have more diversity and flexibility, but a few Characters using the higher Point Race Packages have a collection of impressive abilities that makes their selection of Race notable. This provides outlets for many types of players and works well for most players.

 

TOTAL COST OF RACE PACKAGE

My preferred method of handling Race Packages is to subtract the Total Disadvantage Value of the Disadvantages and Characteristic Penalties in the Package from the cost of the abilities in the Package.

Among other things this allows Race Package Deals to be purchased for their final Total Cost, which makes it very easy to snap Race Packages onto other Packages in a Modular fashion.

Additionally, since the Race Disadvantages from a Character's Race Package don't count vs. their Disadvantage Maximum, a Character's diversity isn't determined by their Race. In other words, by the official method of buy Race Package Deals, the Disadvantages in a Race Package Deal count towards a Character's Disadvantage Total, leaving them with fewer "personal" Disadvantages than Characters from Races with fewer Disadvantages stemming from their Race.

Individual GM's may not agree with this as it is a specific deviation from the Hero System Rules; in that case a few options exist to accommodate that approach and still use the material in this book, the easiest of which is to increase a Character's Maximum Disadvantages limit sufficiently to allow their Race Package Deal's Disadvantages on top of the Character's personal Disadvantages.

EXAMPLE: If making a High Elf Character, that Character pays 15 Real Points for the High Elf Race Package rather than the Cost of the abilities in the Package (50 Character Points), and does not include the Disadvantages (35 Disadvantage Points) as part of his Personal Disadvantages. In fact, if brevity is desired, the entire Package can be listed as a single line Entry, "HIGH ELF: 15 Points", on the Character Sheet.

NOTE: This is method of handling Race Package Disadvantages is easily handled in HERO Designer by simply adding the Race Disadvantage total value to the maximum Disadvantage total for the campaign on the points tab when making Characters of that Race.

 

Locked Packages

While using the "Total Cost" approach, Race Packages are considered Locked, meaning that they are not alterable by players. For the purpose of this book all racial packages are locked there will be Racial Options that can be added to the core templates but you many not swap out or remove any advantages or disadvantages.

A player that wants to make a Character of a given Race must take the good with the bad, so to speak.

 

PACKAGE DEAL VARIABILITY

GM's can alter Race Package Deals as they like, but as noted previously the intention is for players to not be able to alter Race Packages outside of any Option Lists or Pick Lists presented within the Packages themselves. Pick Lists within a Package are always selectable by players, but abilities from Option Lists might require GM approval.

 

RACE OPTION LISTS

Option Lists are included for some Races in the material provided herein. Their primary purpose is to illustrate additional abilities that some, but not all, members of a particular Race might have. Seek your GM's input when selecting abilities from Race Option Lists.

Players that wish to expand their Character's Race Package by taking one or more abilities from these lists and can even be added after the initial Character Design with GM approval.

 

Nature vs. Nurture

Because the depiction of the various "demi-human" groups varies somewhat from setting to setting and in fictional sources, some of the ancillary abilities sometimes attributed to the various common Fantasy Races were placed in Option Lists rather than in the Race Packages directly.

Additionally abilities that seemed more like ”trained" or "learned" skills rather than innate attributes of a Race were also placed into the Option Lists.

Essentially, many of the Options provided allow the Race Package Deals for some Races to be expanded to also serve as de facto Cultural or Background Package Deals.

For instance, in some settings perhaps all members of a Race have these abilities innately, but in other settings or other GM’s games they must be learned as part of a Character's background, leading to variation among members of the same Race depending upon their training, or perhaps distinct bloodlines within the Race.

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RACE CHARACTERISTIC MAXIMA (NCM)

In the Race Packages provided herein it is intended that Characteristic adjustments in the Race Package Deals be applied after Normal Characteristic Maxima is determined. This is true of both bonuses and penalties. In this fashion an effective Altered Characteristic Maxima is achieved.

EXAMPLE: The stock package given for Hairfoot Halflings grants a +1 Speed, +2 DEX, -5 STR, -2 BODY, -2 INT, -5 PRE as part of the Race Package Deal. If a Hairfoot Halfling Character purchases +10 DEX and +10 STR outside of their Package they do not encounter Characteristic Maxima having neither DEX nor STR above 20.

After NCM is determined the Race Characteristic modifiers are applied, resulting in an adjusted DEX of 22 and an adjusted STR of 15.

If the Halfling wanted a final adjusted STR of 20 after the Race Penalty is applied, the Halfling must buy his base STR up to 25 paying the doubling penalty for 21 to 25 strength; so that after the -5 STR adjustment from the Race Package Deal is applied they have an adjusted STR of 20.

NOTE: This is a variation from the recommended method of handling Characteristic Bonuses in 5th Edition Fantasy HERO.

 

NO OTHER EXCEPTIONS

Characteristic bonuses from all other (non-Race) Package Deals do count against Characteristic Maxima. This may require such a Package to be refactored if a Character is already at or near their Characteristic Maxima when they take the non-Race Package. In all cases where possible take the number of Character points spent on the Characteristic in the Package Deal, and buy that many points worth of Characteristic at the increased price.

 

HOW IT WORKS

To make the Total Cost method work smoothly, I simply used the assumption of starting points to 75+75 and added the assumption of NCM for -20 points and DF: Race for at least -5 points into each Race Package Deal and called it a wash.

The math is essentially identical for Races that have no other penalties or Disadvantages. 150 points is 150 points, whether 25 of the points were included in Base Points or gained via two standard Disadvantages not counted against maximum Disadvantages that are worth 25 points.

Races that do have additional penalties and / or Disadvantages gain extra points to offset any abilities they gain from their Race, and this can reduce the cost of their Race Package to 0 Total Cost, leaving the Character with the normal 75+75 points to work with independent of whatever is in their Race Package Deal. The Disadvantages inherent to their Race do not eat into their Personal Disadvantages just to model their Race correctly and their individuality is maintained.

Races that have more benefits than drawbacks will have Race Packages with a Total Cost representing the amount of points their Race Package's Disadvantages and / or penalties didn't cover and have to pay for those points out of their 75+75, but still have the same ability to take personal Disadvantages as every other Character from less advantaged Races. Thus they both retain their individuality and any abilities gained from their Race Package are in addition to personal abilities they can buy with their remaining Character Points rather than at the expense of those abilities.

 

Human Package Deals

Racial Package Deals

Human Packages

Khard

 

 

Cost

Abilities

+2

+2 Strength

+3

+1 with any three Skills Players choice.

+4

+2 with Handle Animal (must buy base Skill)

+4

+2 with Intimidate (must buy base Skill)

+3

Ride Skill

+16

Total Advantages

Disadvantages

Cost

Abilities

-2

-2 Intelligence

-1

-1 Ego

-10

Jingoistic (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures)

-13

Disadvantages

+3

Total Package cost

 

Kossite

 

Cost

Abilities

+3

+1 with any three Skills Players choice.

+3

Survival Skill

+4

+2 Constitution

+4

+2 with Climb (must buy base Skill)

+4

+2 with Craft {any Wood-Related} (must buy base Skill)

+18

Total Advantages

Disadvantages

Cost

Abilities

-1

-2 Comeliness

-2

-2 Intelligence

-10

Isolationistic (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures)

-13

Disadvantages

+5

Total Package cost

 

Ryn

 

Cost

Abilities

+1

+2 Comeliness

+3

+1 with any three Skills Players choice.

+3

Diplomacy Skill

+4

+2 with Bluff (must buy base Skill)

+4

+2 with Sense Motive (must buy base Skill)

+3

Diplomacy Skill

+18

Total Advantages

Disadvantages

Cost

Abilities

-4

-2 Ego

-10

Personal Code of Honor or Bloodline Purity (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures) – (Must work with DM to come up with one)

-14

Disadvantages

+4

Total Package cost

 

Skirov

 

Cost

Abilities

+3

+1 with any three Skills Players choice.

+3

Knowledge (Religion) Skill

+4

+2 Body

+4

+2 with Spot (must buy base Skill)

+4

+2 with Survival (must buy base Skill)

+18

Total Advantages

Disadvantages

Cost

Abilities

-4

-2 Ego

-10

Jingoistic (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures)

-14

Disadvantages

+4

Total Package cost

Umbrean

 

Cost

Abilities

+2

+2 Strength

+3

+1 with any three Skills Players choice.

+3

Knowledge (History) Skill

+4

+2 with Spot (must buy base Skill)

+4

+2 with Ride (must buy base Skill)

+16

Total Advantages

Disadvantages

Cost

Abilities

-1

-2 Comeliness

-2

-2 Presence

-10

Jingoistic (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures) {Read Rumor Has It Pg 37 IKCG for more info}

-13

Disadvantages

+3

Total Package cost

 

Midlunder

 

Cost

Abilities

+2

+4 Endurance

+3

+1 with any three Skills Players choice.

+3

Knowledge (History) Skill

+4

+2 with Craft {Blacksmithing} (must buy base Skill)

+4

+2 with Gather information (must buy base Skill)

+16

Total Advantages

Disadvantages

Cost

Abilities

-1

-1 Intelligence

-2

-1 Ego

-10

Obstinate (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures)

-13

Disadvantages

+3

Total Package cost

 

Morridane

 

Cost

Abilities

+3

+1 with any three Skills Players choice.

+3

Survival

+4

+2 with Climb (must buy base Skill)

+4

+2 with Hide (must buy base Skill)

+6

+2 Dexterity

+20

Total Advantages

Disadvantages

Cost

Abilities

-1

-1 Presence

-4

-2 Comeliness

-10

Socially Isolated (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures)

-15

Disadvantages

+5

Total Package cost

 

Thurian

 

Cost

Abilities

+1

+2 Endurance

+2

+2 Intelligence

+3

+1 with any three Skills Players choice.

+3

Bluff

+4

+2 with Diplomacy (must buy base Skill)

+4

+2 with Spell craft (must buy base Skill)

+17

Total Advantages

Disadvantages

Cost

Abilities

-4

-2 Ego

-10

Lighthearted or Unruly (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures)

-14

Disadvantages

+3

Total Package cost

 

Tordoran

 

Cost

Abilities

+3

+6 Endurance

+3

+1 with any three Skills Players choice.

+3

Balance

+4

+2 with Profession {Sailor} (must buy base Skill)

+4

+2 with Rope Use (must buy base Skill)

+17

Total Advantages

Disadvantages

Cost

Abilities

-4

-2 Ego

-10

Bloodline Purity (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures)

-14

Disadvantages

+3

Total Package cost

 

Caspian/Sulese

 

Cost

Abilities

+1

+2 Comeliness

+3

Sense Motive

+3

+1 with any three Skills Players choice.

+4

+2 with Diplomacy (must buy base Skill)

+4

+2 with Knowledge {Religion} (must buy base Skill)

+4

+2 Ego

+19

Total Advantages

Disadvantages

Cost

Abilities

-6

-2 Dexterity

-10

Pride of Religion or Pride of Culture/Homeland (both are a form of Jingoistic) (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures)

-16

Disadvantages

+3

Total Package cost

Idrian

 

Cost

Abilities

+3

Ride

+3

+1 with any three Skills Players choice.

+4

+2 with Balance (must buy base Skill)

+4

+2 with Move silently (must buy base Skill)

+6

+2 Dexterity

+20

Total Advantages

Disadvantages

Cost

Abilities

-2

-2 intelligence

-5

Primitive Religious Rituals (Occasionally, Minor- inconvenience but little danger; not limiting in some cultures) {Read IKCG page 44 for further info}

-10

Jingoistic (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures)

-17

Disadvantages

+3

Total Package cost

 

Scharde

 

Cost

Abilities

+2

+2 Strength

+3

+1 with any three Skills Players choice.

+3

Intimidate

+4

+2 with Profession {Sailor} (must buy base Skill)

+4

+2 with Bluff (must buy base Skill)

+16

Total Advantages

Disadvantages

Cost

Abilities

-1

-2 Comeliness

-2

-2 Presence

-10

Socially Isolated (Vary Frequently, Minor- inconvenience but little danger; not limiting in some cultures)

-13

Disadvantages

+3

Total Package cost

 

Human Options

Cost

Abilities

+2

+1 PER with 1 Sense Group

+2

+1" Running

+2

+2" Swimming

+2

+2" Leaping

+2

2 points worth of Weapon Familiarities

+2

+1 with Acrobatics (must buy base Skill)

+2

+1 with Breakfall (must buy base Skill)

+2

+1 with Climbing (must buy base Skill)

+3

Absolute Range Sense

+3

Absolute Time Sense

+3

Ambidexterity (Off Hand at -2)

+3

Bump of Direction

+3

Good Memory (Eidetic Memory; Requires INT Roll (-1/2))

+3

Environmental Movement (3 points worth)

+3

Lightning Reflexes +2 for all Actions

+3

Lightsleep

+3

Perfect Pitch

+3

Resistance (3) (Resist Interrogation)

+3

Drama Critic (3) (Resist Acting)

+3

Incorruptible (3) (Resist Bribery)

+3

Rulesmonger (3) (Resist Bureaucratics)

+3

Tight-Lipped (3) (Resist Conversation)

+3

Blase (3) (Resist Oratory)

+3

Immovable (3) (Resist Persuasion)

+3

Unfriendly (3) (Resist Seduction)

+3

Hard Bargainer (3) (Resist Trading)

+3

Acrobatics

+3

Breakfall

+3

Climbing

+3

Fast Draw

+3

Riding

+3

Survival

+4

Trackless Stride

+5

Elemental affinity: Your human heritage has groan close the elements in the area in which they live. You gain a +1 to OCV or DCV while using an element that you have an affinity with. The affinities are as fallows: Khador – Ice/Cold, Ord – Water/Acid , Cygnar - Lightening, Menoth – Fire, Llael – There choice of one, Cryx – Shadow/Death Magic.

+5

+1 HtH

+5

+1 Ranged

+5

+1 DCV

+6

Burly: +2 STR +1 CON +1 BODY

+6

Potent: +3 STR +1 DEX

+6

Tough: +3 CON

+6

Sturdy: +3 BODY

+6

Quick: +2 DEX

Disadvantages

Cost

Abilities

-2

Frail: -2 STR

-4

Fragile: -2 CON

-10

Psychological Limitations: Racial Enmity: Gobber Kin, Trolls and Troll bloods, Undead, Dwarves, Elves and Elf Blooded {Pick One Race each time this Disadvantage is taken} (Uncommon, Strong)

-10

Psychological Limitation: Religious/Infernal Enmity: Chose one from the IKCG from the list of options {Infernal – affects all aspects of infantilism including infernalist}. (Uncommon, Strong)

-10

Psychological Limitation: Arrogant (Common, Moderate)

-10

Psychological Limitations: Proud (Common, Moderate)

-10

Psychological Limitations: Bull headed (Common, Moderate)

-10

Psychological Limitations: Xenophobia (Common, Moderate)

 

Dwarf Package

 

 

Advantages

Cost

Abilities

+4

+2 Con

+4

+2 Body

+5

Spell resistance: Power Defense: 5 VS Spells and spell like effects

+7

Poison Resistance: Immunity to Poisons, Activation 14- (-1/2)

+3

Racial Enmity: +1 All Combat, vs. Goblin-kin (Gobbers and Bogrin) Only (-2)

+3

Racial Enmity: +1 All Combat, vs. Goblin-kin Trolls (all varieties) Only (-2)

+5

Darkvision: can see in natural darkness like it was day out to 60’.

+12

+4 DCV against Large and Huge Tolls

+1

LS: longevity (200 lifespan)

+4

+2 with Appraise (must buy base Skill)

+4

+2 with Craft (must buy base Skill)

+8

Stone-eyes: Detect Concealed Stone\Rock Features, Discriminatory

+60

Total Advantages

Disadvantages

Cost

Abilities

-4

Slow: -2 running

-1

Ugly: -2 Comeliness

-5

Physical Limitation: Short but Heavy (4’1” ft – 5’2” ft; 175 to 230 lbs)

-10

Distinctive Feature: Dwarf (Concealable, Always Noticed and causes Major reaction, Not Distinctive in Some Cultures)

-10

Psychological Limitation (Oath Bound) (Common, Moderate)

-30

Total Disadvantages

+30

Total Racial Package cost

 

Dwarf Options

With the GM's permission you may upgrade the Race Package Deal listed above with options selected from the list below, where appropriate at Character Creation. You may not later add any of these abilities to the existing Package Deal, though you might be allowed to buy them separately. The GM must approve all additional Disadvantages take for a given package; simply loading up on extra Racial Enmities and similar should only be allowed if valid for the character's background.

 

Advantages

Cost

Abilities

+1

Weapon Skilled: WF: Axes/Maces/Hammers/Picks

+1*

Longevity: Double Longevity

+1

Walk the Path: Bump of Direction, Underground Only (-1)

+2

Keen Senses: +1 PER with Normal Hearing and Normal Touch

+3

So Tough: Damage Resistance 3 PD, 3 ED

+3*

Racial Enmity: +1 All Combat, vs. (one type of Creature) Only (-2)

+3*

Strong Willed: Resistance 3

+4

Underground Senses: Detect Depth & Slope Information, Discriminatory, Underground Only (-1)

+4

Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)

+4

Stubborn +2 EGO

+5

Strong: +5 STR

+6

Durable: +3 CON

+6

Resilient: +3 BODY

+6

Stoneworker: KS: Stonework; PS: Mason

+6

Stalwart: +5 Mental Defense, +5 Power Defense, +5 PRE; Only to Resist Fear (-2)

10*

Dwarven War Art Training:

 

  • +2 with Dwarven War Art
  • +1 DC with Dwarven War Art

+14

Tougher Than You:

 

  • 25% Damage Reduction Physical, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)
  • 25% Damage Reduction Energy, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)

 

+15

Blindfighting: Combat Sense 11-

+15

Magic Resistance: Damage Reduction 25% Resistant; Only vs Magic (-1)

+25

Dwarven War Art: (Weapon Art)

 

  • Side Slash: Martial Strike {3d6 location}
  • Stroke: Defensive Strike {2d6+7 location}
  • Chop: Offensive Strike {2d6+1 location}
  • Block: Martial Block
  • Avoidance: Martial Dodge
  • KS: Dwarven War Art (INT)
  • Art used with Axes/Maces/Hammers/Picks

+26

Way Tougher Than You: (This will not be allowed in my Games)

 

  • 50% Damage Reduction Physical, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)
  • 50% Damage Reduction Energy, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)

 

* May take Multiple Times

Disadvantages

Cost

Abilities

-1

Cumbersome: -1" Leaping

-1

Dense Flesh: -1" Swimming

-2

Ruminating: -2 INT

-2

Rough-hewn: -4 COM

-5

Psychological Limitation: Insular and Gruff (Uncommon, Moderate)

-9

Thick-limbed: -3 DEX

-10

Psychological Limitation: Racial Enmity: Goblin-Kin (Uncommon, Strong)

-10

Psychological Limitation: Racial Enmity: Giant-kin (Uncommon, Strong)

-10

Psychological Limitation: Goldlust & Greed (Common, Moderate)

-10

Psychological Limitation: Antisocial and Untrusting (Common, Moderate)

-10

Psychological Limitation: Dour and Curmudgeonly (Common, Moderate)

-10

Social Limitation: Clan is in very poor standing (Frequently, Major, Not Limiting in Some Cultures)

 

 

Iosan Package

 

 

Advantages

Cost

Abilities

+2

LS: Immunity to Sleep Spell Effects

+2

+2 to Listen, Search, and Spot Rolls

+2

Quick-witted: +2 INT

+2

Attractive: +4 COM

+2

Light of Foot: +1" Running

+3

Alert: Lightsleep

+3

LS: Longevity (300 Life Span)

+5

Elven Senses: +1 PER All Senses

+7

+2 to Divination Skill rolls

+9

Graceful: +3 DEX

+10

Swift: +1 SPD

+10

Elven Mind: +20 Mental Defense vs. Sleep & "Charm" Effects Only (-2)

+57

Total Advantages

Disadvantages

Cost

Abilities

-4

-2 CON

-2

-1 BODY

-10

Distinctive Feature: Elf (Concealable, Always Noticed and causes Major reaction, Not Distinctive in Some Cultures)

-10

Psychological Limitation: Isolationist Mentality (Common, Moderate)

-26

Total Disadvantages

31

Total Racial Package cost

 

Nyss Elf Package

 

 

Advantages

Cost

Abilities

+1

Snow Walker: Environmental Movement: Icy Footing

+2

LS: Immunity to Sleep Spell Effects

+2

+2 to Listen, Hide, and Spot Rolls

+2

Light of Foot: +1" Running

+3

Cold Resistance: Safe in Intense Cold

+4

Snow Survivor: Survival: Artic/Sub artic, Mountain

+3

Alert: Lightsleep

+3

LS: Longevity (400 Life Span)

+4

Robust: +2 Recovery

+5

Elven Senses: +1 PER All Senses

+5

Elven Mind: +10 Mental Defense vs. Sleep & "Charm" Effects Only (-2)

+4

+2 OCV with Nyss Claymore

+6

Graceful: +2 DEX

+10

Swift: +1 SPD

+54

Total Advantages

Disadvantages

Cost

Abilities

-4

-2 EGO

-10

Distinctive Feature: Elf (Concealable, Always Noticed and causes Major reaction, Not Distinctive in Some Cultures)

-10

1 1/2x Stun from heat based attacks

-10

Psychological Limitation: Socially Isolated (Common, Moderate)

-34

Total Disadvantages

20

Total Racial Package cost

 

Elf Options

With the GM's permission you may upgrade any of the Package Deals listed above with options selected from the list below, where appropriate at Character Creation. You may not later add any of these abilities to the existing Package Deal, though you may buy them separately. The GM must approve all additional Disadvantages take for a given package; simply loading up on extra Racial Enmities and similar should only be allowed if valid for the character's background.

 

Advantages

Cost

Abilities

+2

Elven Weapons Group: WF: Blades, Spears, Bows

+2*

Elven Longsword Training: +1 OCV w/ Long Swords

+3*

Racial Enmity: +1 All Combat, vs. (choose a Humanoid race) Only (-2)

+3*

Elven Archery: +1 OCV w/ all Bows

+5*

Elven Cool: +10 PRE; Defensive Use Only

+5

Quick-witted: +5 INT

+5

Innate Divinatory Comprehension: KS: Divination +1

+5

Tree Walker: Environmental Movement: Offset Narrow Surface, Climbing, Cramped Penalties in Trees

+6

Light of Foot: +3" Running

+6

Elven Graces: 1 level of Combat Luck

+6

Light of Foot: +3" Running

+8

Hardened: +4 CON

+8

Elven Combat Archery: Combat Archery (+5 OCV with Bows, Only to Prevent Hitting Non-Enemies When Firing Into Melees (-2))

+6

Elven Stride: Trackless Stride (Gliding 9"; Ground Gliding (-1/4))

+10

Elven Charm: Fascination (+25 PRE; Incantations Throughout (-1/2), only to make "Stop And Listen To Me" Presence Attacks)

+10

Elven Anti-Concealment: Detect Concealed Doors & Passages, Discriminatory, Sense

+10

Elven Fighting: Two Weapon Fighting: HtH

+17

Mage Sight: Detect Magic [No Sense Group], Discriminatory, Range, Sense

+19

Hide in Shadows: Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); In Poor Lighting Only (-1/2), Requires A Stealth Skill Roll vs. PER (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests -1/4)

+20

Elven Animal Ken: Animal Friendship (Animal Handler [All Categories], PRE +3)

+20

Cold Resistance: Damage Reduction 75% Resistant Energy, Only vs. Cold Damage (-2) {other energy types can be substituted if approved by the GM)

+25

Elven Awareness: Danger Sense (Area: Immediate Vicinity, Function as a Sense, Intuitional, Sensitivity: Out of Combat) 14-

* May take Multiple Times

Disadvantages

Cost

Abilities

-2

Slight of Limb: -2 STR

-2

Wild: -2 PRE

-4

Fragile: -2 CON

-4

Frail: -2 BODY

-10

Psychological Limitations: Racial Enmity: {choose a Humanoid type} (Uncommon, Strong)

-10

Psychological Limitation: Religious Enmity: Chose a Non-Eleven Religion or god (Uncommon, Strong)

-10

Psychological Limitation: Isolationist Mentality (Common, Moderate)

-10

Psychological Limitations: Ethnocentricity (Common, Moderate)

-10

Psychological Limitation: Arrogant & Haughty (Common, Moderate)

-15

Psychological Limitation: Will not wear metal armor (Uncommon, Total)

-15

Reputation: Choose one, Intelligent Humanoids Only 11-, Extreme

 

 

Ogrun Package

 

 

Advantages

Cost

Abilities

+2

Ogrun Weapons Group: WF: Polearm, Halberd, or Ogrun Warcleaver

+2*

Ogrun Weapons Training: +1 OCV w/ Polearm, Halberd, or Ogrun Warcleaver

+3

Intimidate

+4

+2 with Craft {any metal working} (must buy base Skill)

+4

+2 with Intimidate Checks

+5

Mighty: +5 STR

+5

Intimidating: +5 PRE

+6

Durable: +3 CON

+6

Tough: +3 BODY

+6

Battle Sight: +2 DCV

+8

Long Stride: +4" Running

+51

Total Advantages

* May take Multiple Times

Disadvantages

Cost

Abilities

-2

Dim: -2 INT

-4

Tractable: -2 EGO

-20

Psychological Limitation (Oath Of Fealty) (Common, Total)

-15

Distinctive Feature: Ogrun (Concealable w/ Magic, Noticed, Often Reaction, Not Distinctive in Some Cultures)

-41

Total Disadvantages

10

Total Racial Package cost

 

 

 

 

Goblin Package

Gobber

Advantages

Cost

Abilities

+3

Alchemy

+3

Hide

+3

Hardy Type II: Power Defense 6 VS Poisons only; (6 active point, only works VS Poisons -1/2, Real cost 3)

+4

+2 with Craft {Alchemy}

+4

+2 with Escape Artist Checks (must buy base Skill)

+4

+2 with Move silently Checks (must buy base Skill)

+5

Lowlight vision: can see in low light and starlight like it was day out.

+6

Graceful: +2 DEX

+8

Camouflage: This grants a skill bonus to hide checks based on how much of their skin is covered, to a maximum of +4 (+1 for 75% covered, +2 for half covered, +3 for 25% covered, +4 for being nude)

+40

Total Advantages

* May take Multiple Times

Disadvantages

Cost

Abilities

-2

Slight of Limb: -2 STR

-4

Slow: -2 running

-15

Distinctive Feature: Gobber (Concealable w/ Magic, Noticed, Often Reaction, Not Distinctive in Some Cultures)

-21

Total Disadvantages

+19

Total Racial Package cost

 

Bogrin traits

Advantages

Cost

Abilities

+3

Alchemy

+3

Hide

+3

Toughness: Armor 5PD/5ED VS Stun damage caused by any exposure to any temperature between 0 – 110 degrees F. (Power defense 5: 5 active points Only protects against stun -1/2, actual cost 3).

+4

+2 with Craft {Alchemy}

+4

+2 with Climb Checks (must buy base Skill)

+4

+2 with Move silently Checks (must buy base Skill)

+5

Lowlight vision: can see in low light and starlight like it was day out.

+6

Graceful: +2 DEX

+8

Camouflage: This grants a skill bonus to hide checks based on how much of their skin is covered, to a maximum of +4 (+1 for 75% covered, +2 for half covered, +3 for 25% covered, +4 for being nude)

+40

Total Advantages

* May take Multiple Times

Disadvantages

Cost

Abilities

-1

Ugly: -2 COM

-2

Dim: -2 INT

-4

-2 with Bluff

-4

-2 with Diplomacy

-4

Slow: -2 running

-15

Distinctive Feature: Gobber (Concealable w/ Magic, Noticed, Often Reaction, Not Distinctive in Some Cultures)

-30

Total Disadvantages

+10

Total Racial Package cost

Trollkin Package

 

 

Trollkin

Advantages

Cost

Abilities

+3

Hardy Type II: Power Defense 6 VS Disease only; (6 active point, only works VS Disease -1/2, Real cost 3)

+3

Toughness: Armor 5PD/5ED VS all Stun damage this includes environmental damage as well. (Power defense 5: 5 active points Only protects against stun -1/2, actual cost 3).

+2

Un-resistible Might: +2 STR

+4

Resistant: Damage Resistance 4 PD/4 ED vs. Poison and poisonous effects.

+5

Darkvision: can see in natural darkness like it was day out to 30’.

+8

Durable: +4 CON

+8

Hardy Type I: Power Defense 12 VS Poison only; (12 active point, only works VS poisons -1/2, Real cost 8)

+12

Fast Healing (Feasting): Regeneration (re-attach limbs): +2d6 Character points of Healing/Day {Reduced endurance (+1/2), Persistent (+1/2), Self Only (-1/2), Extra Time (-11/2), Trigger only when Feasting uncontrolled (-1/4)} This healing is unrestricted from any other healing for the day including from priests.

+12

Fast Healing: Regeneration (re-attach limbs): 4d6 Character points of Healing / Day {Reduced endurance (+1/2), Persistent (+1/2), Self Only (-1/2), Extra Time (11/2)} This healing is unrestricted from any other healing for the day including from priests.

+57

Total Advantages

* May take Multiple Times

Disadvantages

Cost

Abilities

-1

Ugly: -2 COM

-2

Heavy As A Stone: -2" Swimming

-3

Dense: -3" Leap

-6

Clumsy: -2 Dex

-15

Distinctive Feature: Trollkin (Concealable w/ Magic, Noticed, Often Reaction, Not Distinctive in Some Cultures)

-27

Total Disadvantages

+30

Total Racial Package cost

 

Trollkin Sorcerers

Advantages

Cost

Abilities

+1

Beautiful: +2 Com

+3

Hardy Type II: Power Defense 6 VS Disease only; (6 active point, only works VS Disease -1/2, Real cost 3)

+3

Toughness: Armor 5PD/5ED VS all Stun damage this includes environmental damage as well. (Power defense 5: 5 active points Only protects against stun -1/2, actual cost 3).

+4

Resistant: Damage Resistance 4 PD/4 ED vs. Poison and poisonous effects.

+5

Darkvision: can see in natural darkness like it was day out to 30’.

+8

Durable: +4 CON

+8

Hardy Type I: Power Defense 12 VS Poison only; (12 active point, only works VS poisons -1/2, Real cost 8)

+12

Fast Healing (Feasting): Regeneration (re-attach limbs): +2d6 Character points of Healing/Day {Reduced endurance (+1/2), Persistent (+1/2), Self Only (-1/2), Extra Time (-11/2), Trigger only when Feasting uncontrolled (-1/4)} This healing is unrestricted from any other healing for the day including from priests.

+12

Fast Healing: Regeneration (re-attach limbs): 4d6 Character points of Healing / Day {Reduced endurance (+1/2), Persistent (+1/2), Self Only (-1/2), Extra Time (11/2)} This healing is unrestricted from any other healing for the day including from priests.

+56

Total Advantages

* May take Multiple Times

Disadvantages

Cost

Abilities

-2

Heavy As A Stone: -2" Swimming

-3

Dense: -3" Leap

-6

Clumsy: -2 Dex

-15

Distinctive Feature: Trollkin (Concealable w/ Magic, Noticed, Often Reaction, Not Distinctive in Some Cultures)

-26

Total Disadvantages

30

Total Racial Package cost

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Re: Iron Kingdoms FH Conversion

 

I have just used much of the character Class, Cultural packages, environmental packages, and class Builds on Killer Shrikes pages, I will edit My above posts and Delete that info and only post IK specific information.

 

Sorry for that.

 

Dragntyr

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Re: Iron Kingdoms FH Conversion

 

Chapter Fourteen – Magic system

Iron kingdoms Magic system for Hero conversion.

There are few types of magic in Iron Kingdoms, they are Arcane, Divine, Wild, and Mentalism. Over time the different races and monsters of Immoren have learned different ways to tap in to these two sources of magic. I will be defining some of the many ways and how they differ for the Player characters (PC) and even some of the other races.

 

I would like to take a minute to cover the Mentalist magic system. This magic type is for psionic, I know that most Ironkingdoms Fans will not like this and feel that this is not apart of the Ironkingdom world. I am a fan of psionic and since this is my Conversion I have decided to include it. I will leave it so that if you do not want to use it that you can just cut it out or omit it from your games with little to no effect on the rest of the magic system.

 

Arcane Magic

Classes: Wizard, Sorcerer, Gun Mage, WarCaster

 

Wizards

Wizards need to gain their spells from research, study, and other of like mindedness. There need to categorize and label stuff has led them to create “Schools of Magic” which they have access to and gain spells from. Most of the spells cast by this group tend to be formulaic and vary vocal.

 

Divine Magic

Classes: Cleric, Monk, Druid, Paladin, War Priest

 

 

Magic systems

From the arcane stand point, I don't mind d20s separation of Wizards and Sorcerers. Wizards learn spells through study and practice, while sorcerers have some innate ability to see and shape arcane forces. Building the magic system with Hero system does allow reshaping of the spell lists to better reflect the setting.

 

I have decided to have all magic work off of a skill roll in stead of having it work automatically like in the D20 system. Each type of magic (Arcane, Divine, Wild, Psion) will have its own skill roll that the player will need to roll against in order for the spells to work. I have chosen this way to balance the magic system instead of using VPP, or MP which can get very confusing for players especially new players.

 

Each type of magic will have specific Limitations that apply to all spells of that Type of magic, these base Limitations are not changeable. Although there area optional limitations that you can add to your spells to lower the cost of the spell. You can see below for the limitations for each type of magic under their own headings.

 

 

 

Magic System

 

Magic School Skills (One is needed for each school of magic. All are INT based)

 

  • Abjuration
  • Conjuration
  • Divination
  • Enchantment
  • Evocation
  • Illusion
  • Necromancy
  • Transmutation

 

Arcane Magic

These fallowing classes Wizard, Sorcerer, Gun Mage, WarCaster tap in to the arcane energy. This has lead to similarities in the way that they cast their spells. The following gives the limitations for all of the arcane classes. You will know that they will be very similar and yet different at the same time. I have strived to make each class’s spell casting different and still fallow game mechanics somewhat. I have made some adjustments to the spell system to make it easy to use and for game balance. This system is not a D20 carbon copy, just a similarity.

 

Note: This magic System does not use nor make use of VPP or MP of any type if you would like this type of system please feel free to ignore this and use the system on KillerShriks website.

 

Wizards (These class uses this system)

Wizards always cast there Spells with an END Reserve (Page 158 HSGB) to pay for the cost of the spell. Wizards have learned that it could be dangerous to use there own endurance to power magic in combat so they created a way to cast spells with formulas and gestures which then draws on the magical energy directly bypassing them and not leaving them drained. Now every once in a while you need to draw on your own energy to make the spell work, when they have temporarily depleted the magic in the area (This is taping their reserve).

 

Game Mechanics

Type: Special Power

Duration: Persistent

Target: Self Only

Range: Self

Cost End: No

Cost:

Ø1 Character Point for every 10 END.

Ø1 Character Point for every 1 Recovery.

Power Notes: (some powers effect things in different ways)

1)Adjustment Powers: if a character uses an adjustment power to increase or Decrease the END in an END Reserve, treat it like normal END which costs 2 END for 1 Character Point.

2)Healing: You can not use Healing END to replenish your END in your END Reserve.

 

Optional Advantages for your END Reserve

Character may take the following Advantages; Power can draw END from Character or END Reserve. (This will allow a player to use his own END to power Spells when his END Reserve is Depleted)

 

Note: You do not need to take any advantages at all this is just an option for your character, but remember that if you do not take it that once your END reserve is done then so are your spells.

 

Automatic Limitations for you END Reserve

1)Restricted Use (-1/4): You can only Power your magic Spells with your end reserve. You can not use the END reserve for your personal use, magic item use, or to power the effects of any rituals that you cast from scrolls.

 

Optional Limitations for your END Reserve (Only the fallowing are allowed to be taken)

1)Limited Recovery (-2): (Some Examples: Next Day, 8 hours of Rest, after Combat) This will be worth a -2 when figuring out cost unless GM feels that it is being abuse and may adjust as necessary. All Limited Recovery must have GM approval before game play.

2)Personal Recovery (-1/2): GM Recommended. This allows your END Reserve to recover when you can personal Recover END.

3)Slow Recovery (-1/2): You recover END in you End Reserve more slowly.

 

 

Spell Limitations for Wizards:

Required

1)Arcane skill {requires a skill roll see Activation Roll PG 283 of the HSGB} (Very by level)

2)Gestures (-1/4)

3)Incantations (-1/4)

 

Optional Limitations:

1)Focus (See PG 292 of the HSGB)

2)Concentration (See Pg 288 of the HSGB)

3)Extra time (See PG 290 of the HSGB)

4)Charges (Very by # of Uses) See Page 284 of the HSGB.

 

 

Sorcerer Magic

Sorcerers do not cast magic like Wizards do they can never have an END Reserve for their arcane spells. Even if you add a class that grants this ability you do not get this ability. Sorcerers rely on there pure talent to access the Arcane magic’s that permeate the world. If a Sorcerer decides to follow a god later and becomes a cleric of a Deity then they can gain access to the END Reserve as per normal but only for their Divine magic spells.

 

Spell Limitations for Sorcerers:

Required

1)Arcane skill {requires a skill roll see Activation Roll PG 283 of the HSGB} (Very by level)

2)Increased Endurance (-1/2): Endurance to cast spells is increased by X2.

3)Incantations (-1/4)

 

Optional Limitations:

1)Focus (See PG 292 of the HSGB)

2)Concentration (See Pg 288 of the HSGB)

3)Extra time (See PG 290 of the HSGB)

4)Gestures (-1/4)

 

Prohibited Limitations: (Sorcerers can never get the following limitations for their Arcane Spells)

1)Charges.

 

Divine Magic

Clerics, Paladins, War Priest (These classes uses this system)

They always cast there spells with an END Reserve (Page 158 HSGB) to pay for the cost of the spell. They have learned that through prayer and vigilance that they can open a conduit to the god’s power and do his divine will this is what powers their magic even in combat. They use incantations (Prayer), focus (Holly Symbol), and gestures which then opens a conduit for the Gods magic to flow through. Now every once in a while you need to draw on your own energy to make the spell work, when they have temporarily depleted the magic in the area (This is taping their reserve).

 

Game Mechanics

Type: Special Power

Duration: Persistent

Target: Self Only

Range: Self

Cost End: No

Cost:

 

  • 1 Character Point for every 10 END.
  • 1 Character Point for every 1 Recovery.

Power Notes: (some powers effect things in different ways)

1)Adjustment Powers: if a character uses an adjustment power to increase or Decrease the END in an END Reserve, treat it like normal END which costs 2 END for 1 Character Point.

2)Healing: You can not use Healing END to replenish your END in your END Reserve.

 

Optional Advantages for your END Reserve

Character may take the following Advantages; Power can draw END from Character or END Reserve. (This will allow a player to use his own END to power Spells when his END Reserve is Depleted)

 

Note: You do not need to take any advantages at all this is just an option for your character, but remember that if you do not take it that once your END reserve is done then so are your spells.

 

Automatic Limitations for you END Reserve

1)Restricted Use (-1/4): You can only Power your magic spells with your end reserve. You can not use the END reserve for your personal use, magic item use, or to power the effects of any rituals that you cast from scrolls.

 

Optional Limitations for your END Reserve (Only the fallowing are allowed to be taken)

1)Limited Recovery (-2): (Some Examples: Next Day, 8 hours of Rest, after Combat) This will be worth a -2 when figuring out cost unless GM feels that it is being abuse and may adjust as necessary. All Limited Recovery must have GM approval before game play.

2)Personal Recovery (-1/2): GM Recommended. This allows your END Reserve to recover when you can personal Recover END.

3)Slow Recovery (-1/2): You recover END in you End Reserve more slowly.

 

 

Spell Limitations for Cleric and Paladins:

Required

1)Divine skill {Requires a skill roll; in the service of your deity. See Activation Roll PG 283 of the HSGB} (Very by level)

2)Incantations (-1/4)

3)Focus (-1/2): They must use their Holly symbol to focus the power of the divine. The Holly symbol is an Obvious Inaccessible Focus (OIF).

 

Optional Limitations:

1)Concentration (See Pg 288 of the HSGB)

2)Extra time (See PG 290 of the HSGB)

3)Charges (Very by # of Uses) See Page 284 of the HSGB.

4)Gestures (-1/4)

 

 

For Clerics.

Pain of Healing (How it worksin my game)

This game system is very different then D&D so this will be a full new conversion and I will strive to make it function similar but because there is no levels in the Hero system this will be different.

 

Curing, Healing, Raising, and Resurrection Spell changes chart

 

  • Mass Heal, Mass Harm and Raise Dead are now a 9th level spells
  • Heal and Harm are now 6th level spells
  • Reincarnate is only available to clerics of Dhunia, and Druids and is now a 7th level spell.
  • All Cure Spells are still at the same level as they are in the regular D&D game but are subject to Pain of Healing

Note: If the healing or resurrection spell is not listed above then it is not in Iron Kingdoms and is not available for use.

 

Hero System Mechanics for Pain of Healing.

 

  • Cleric can heal a number of Body per day = to 2 X your EGO Score. If you exceed this amount then you must roll on Table 5-1 Personal Pain of Casting by the cleric and table 5-2 Personal Pain of Casting by the subject. You can increase the multiplier by buying additional levels See below or if you are using a different conversion that uses levels then you can use that.
  • You can not heal anyone that is a member of a faith that opposes your faith See chart below.
  • If you are using the optional rules for alignments then you can only heal alignments that are one step off of your god’s alignments by one. With out any ill affects. How ever if the person’s alignment is completely different then that of your gods then there is a 15% chance per step that the spell will fail and you and the subject will suffer the affects of the Pain of healing Tables.
  • If you are healing someone of a different alignment than your god, you suffer a +1 step penalty when you roll on the Pain of Healing charts.
  • Death Domain: Cleric and subject are automatically required to roll with a +1 step penalty to the roll on the Pain of Healing charts.
  • Healing Domain: Cleric get a one step increase on the multiplier chart below for free, and if they have to roll on the pain of healing chart get a -1 step bonus to the roll.

Body per day Multiplier chart

Level - Multiplier - Cost (CP/EP)

1 - Ego X 2 - Free

2 - Ego X 3 - 5

3 - Ego X 4 - 10

4 - Ego X 5 - 15

5 - Ego X 6 - 20

6 - Ego X 7 - 25

7 - Ego X 8 - 30

8 - Ego X 9 - 35

9 - Ego X 10 - 40

10 - Ego X 11 - 45

 

God Vs God chart

Your Faith

 

  • Opposing faiths

Menoth

 

  • Can only heal those of His own faith, If you do heal those of other faiths you suffer a +3 to your Pain of healing roll on the PoH charts.

Cryss

 

  • If you heal followers of Menoth then you will suffer a +3 to your Pain of healing roll on the PoH charts.

The Devourer Wurm

 

  • If you heal followers of Menoth then you will suffer a +3 to your Pain of healing roll on the PoH charts.

Dhunia

 

  • If you heal followers of Menoth then you will suffer a +3 to your Pain of healing roll on the PoH charts.

Thamar

 

  • If you heal followers of Menoth then you will suffer a +3 to your Pain of healing roll on the PoH charts.

Nyssor (Elf)

 

  • If you are healing a member of any other race then you will suffer a +2 to your Pain of healing roll on the PoH charts.

Scyrah (Elf)

 

  • If you are healing a member of any other race then you will suffer a +2 to your Pain of healing roll on the PoH charts.

Note: If it is Your faith is not listed on this chart then you do not suffer any additional ill affects to the Pain of Healing chart rolls.

 

Wild Magic

Druids and Shamans

They tend to cast magic like both Sorcerers and Wizards. They have the option of having an END reserve or not with a few restrictions on the limitations. The main reason for this is that they have learned to tap in to the magical energy around them and store it for later use or to manipulate it right away if need be. If you do have an End Reserve then you can not take the following Limitation; Increased END. This would be unbalanced use of the system and is restricted by the GM.

 

Game Mechanics

Type: Special Power

Duration: Persistent

Target: Self Only

Range: Self

Cost End: No

Cost:

 

  • 1 Character Point for every 10 END.
  • 1 Character Point for every 1 Recovery.

Power Notes: (some powers effect things in different ways)

1)Adjustment Powers: if a character uses an adjustment power to increase or Decrease the END in an END Reserve, treat it like normal END which costs 2 END for 1 Character Point.

2)Healing: You can not use Healing END to replenish your END in your END Reserve.

 

Optional Advantages for your END Reserve

Character may take the following Advantages; Power can draw END from Character or END Reserve. (This will allow a player to use his own END to power Spells when his END Reserve is Depleted)

 

Note: You do not need to take any advantages at all this is just an option for your character, but remember that if you do not take it that once your END reserve is done then so are your spells.

 

Automatic Limitations for you END Reserve

1)Restricted Use (-1/4): You can only Power your magic Spells with your end reserve. You can not use the END reserve for your personal use, magic item use, or to power the effects of any rituals that you cast from scrolls.

 

Optional Limitations for your END Reserve (Only the fallowing are allowed to be taken)

1)Limited Recovery (-2): (Some Examples: Next Day, 8 hours of Rest, after Combat) This will be worth a -2 when figuring out cost unless GM feels that it is being abuse and may adjust as necessary. All Limited Recovery must have GM approval before game play.

2)Personal Recovery (-1/2): GM Recommended. This allows your END Reserve to recover when you can personal Recover END.

3)Slow Recovery (-1/2): You recover END in you End Reserve more slowly.

 

Spell Limitations for Druids and Shamans:

Required

1)Wild skill {requires a skill roll see Activation Roll PG 283 of the HSGB} (Very by level)

2)Increased Endurance (-1/2): Endurance to cast spells is increased by X2.

3)Focus (See PG 292 of the HSGB)

4)Incantations (-1/4)

 

Optional Limitations:

1)Incantations (-1/4)

2)Concentration (See Pg 288 of the HSGB)

3)Extra time (See PG 290 of the HSGB)

4)Gestures (-1/4)

5)Charges.

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Re: Iron Kingdoms FH Conversion

 

Well that will be all for tonight I seam to have lost 1 post that went to the moderator. So I will wait and see if that will get posted before I post it again. Most of my stuff I have converted is based Heavily on Killer Shrikes stuff, and Shadowcat, and a few others (I feel if someone else has gone trough the trouble to convert it then use what they have and adjust as needed) just make sure to give credit where it is due.

 

I am currently in the process of changing the format of Killer 's spells list on his site from Excel format (which he was very kind to provide me CSV for and I converted to excel) to a Doc. format to allow for easier editing and changes. This is slow going as you may guess since there are thousands of spells on his site. I will work on the weapons and armor this weekend sometime Since I have the IK Weapon and armor lists already done I just need to plug in FH stats for them that should only take a few hours I will post that once I am done... Well may be not since it is in table format (and I seem to have to reformat every thing with a table and posting tables like That is turning in to a nightmare).

 

Dragntyr

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